NuTRANESIV: Fallen Fantasy

Thanks! I was worried the mutations might be a bit on the broad side. Also, I figured the blood dependency isn't really enough of a problem to be a flaw in its own right (since it is just a resource that they as a society can generally get their hands on easily enough). Can't wait to see what you add. :p

From looking at the other thread it seems like we have three elven races now, but I think they are all different enough for it to not be a problem. Could even be a good thing, really.
 
Yeah, I noticed. It'll be interesting!
 
yeah, My high and mighty arrogant angels, your Vampire frogs, and adrogan's super-elves.

Edit: Modified my Secondary mutation.
 
Someone really should make some kind of jungle orcs, though. Just saying. :p
 
So, nutranurse, where are you sticking me? along the cenn? (if so, can I be close to the mountains?)
 
Race:

Berengei - Beast

Background:

Before the Pop, the Berengei were semi-intelligent, peaceful, hairy man-like creatures living in rain forested slopes of the south face of the Atil Mountains. They survived off the fruits and plants of the rainforest, and generally left outsiders alone. After the Pop, all this changed.

The few Berengei to survive grew abnormally large, and abnormally strong, even by pre-Pop standards (the few outsiders who had witnessed these shy, elusive creatures always commented on their size and strength, which is now upwards of 10x as strong as before the Pop). Their large size (towering over twenty feet tall in the cases of some of the older Silverbacks), combined with their massive strength, means they can easily uproot forest trees to build their nests and shelters. Other common mutations include large, jutting jaws with fangs that can reach up to their cheeks, a second set of eyes below their original pair which enable the owner to see into the infrared spectrum, the ability for young-middle-aged Berengei to passively change the pattering and coloring of their fur to subtly match the lighting in their environment, and their new preference to eat fresh meat over fruits and plants.

Other major mutations include a second set of powerful arms and hands. One set is still used for moving around, while the other set can be put to use wielding weapons or to clear brush out of the way while they are running through the forest. Yet another, very disturbing, mutation is the growth of a symbiotic fungus on the back of all Berengei. The fungus survives off the blood supply of the Berengei while at the same time sharing toxins with the Berengei which gives Berengei meat a hallucinogenic property, and if ingested in high enough doses, will cause stomach cramping, nausea, and diarrhea, which combined can lead to death (due to fluid loss). The fungus also releases spores which can infect most other animals. While Kathraki fauna are generally immune to the harmful effects of the fungus, and can even eat other fungus-infected animal meat, outside animals and people will die from the influx of toxins into their bloodstreams should the fungus be able to take root in their skin.

Still, they are similar in ways to their pre-Pop selves. They still use their long arms and powerful hands to help propel themselves quickly through the forest, and are still able to climb the now mutated and even larger forest trees where they make their small canopy villages. Though they are much more intelligent then they used to be (and able to actually produce vocal communication with each other) they still live in small bands of only a dozen or less individuals, usually led by an elder Silverback. Just like their pre-Pop selves, they are highly territorial and will defend their lands (which they now view the entire Kathraki Jungles as "theirs") from outsiders. They are still elusive, especially thanks to their camouflaging abilities, but will not hesitate to attack outsiders and even, in rare cases, ban together as a single race to protect against particularly large incursions into their land. Otherwise, they are loosely organized and have little contact with other bands.

And, though it needs no real mention, an armed and armored Berengei warrior is a thing to be feared. Berengei arms and armor generally consists of things they can easily manufacture from nature. Leather armors from the thick hides of the various jungle beasts, and clubs, bows, and arrows, since they do not have the means, currently, to manipulate metal. Simple, but deadly in the hands of a fierce Berengei.
 
Race:
Kharlkallenal
Constructs
"The Kharlkallenal haunt the desert north of the Kathraki rainforest. Sutut... yes, that is the name of the sandy hell there. They dominate the land from the feet of Atil to the dunes, the no-man's land of the Kharlkallenal.
Who's to say what they look like? The only one I ever had the misfortune of seeing was about eighteen hands high, and by Atil was he... it? ugly. It was a big lumbering thing, pale like a cadaver, but so much meaner than any cadaver I ever knew... Its arm was as big-around as a small tree, but its legs were wiry, bony things. Its feet were large, flapping things with seven or eight gnarled toes, and its face..."

The Kharlkallenal are all that remain of some bygone sorcerer's attempt to create life in his own 'perfect image. They are, generally, large fleshy golems made of the bones and musculature of the unfortunate beasts/humanoids that stumble into their realm. In those old days, before the great End, they were mindless servants of the wizard-on-the-mountain, hunting and killing for him, battling back the vicious beasts of Kathraki with ungodly, untiring strength. When he perished, the golems practically ceased to be. The wards he had placed on them to stop decay and to protect from the elements protected them from wind and rain, from rot and time. Decades passed, and the golems stood motionless, waiting for the demands of the Master, a call that would never again come to them. When the End came, the wards provided no shelter. The twisting, chaotic energies of the End cracked the wards, pushing the limits of the old magic of a great sorcerer. The wards were shattered, and the golems were shattered as well. Their human/elvish frames were warped by the energy, twisting and nearly destroying all of them. The power of the old wards focused the nether-magic and endowed a fragment of the creator's mind into the fertile soil of the golems' brains. The mental energy spread, and within minutes, sentient (though slightly charred) beings were crawling around the mountain, knowing only what they saw, like newborn children... twisted hideous golem children.
The first clumps of society to form among the few original Kharlkallenal were in small cliquish groups that 'invented' language. These groups quickly learned how to dominate their non-verbal cousins and established a ruling class of 'perfects.' This took years, of course, for such thoughts to grow in the minds of the constructs, but the Perfects had, through the wards of their master, gained some of his malice and cunning. What of his other traits? His propensity for brooding thought and careful manipulation? Those traits were endowed upon the Imperfects. They accepted the dominion of their more vocal, domineering cousins. They learned to communicate silently with one another and they quietly chose among themselves the first Imperfect leader, known by the title of 'The Kharl.' In the dark of night, when the golems could not do work because of the darkness, The Kharl and his followers beheaded the Perfects and sealed their still-moving heads in stone pots. The headless bodies eventually recovered, becoming imperfects like the rest of the Kharl's followers.
The new society, Kharl's people, or Kharlkallenal, rejoiced silently. They left the stone pots in a guarded cave on the northern slope of the Atil mountains, under supervision by the Kharl and another Kharlkallen at all times. The rest of the Kharlkallenal moved north toward the desert, following some unknowable urge to be dry and warm. From this relatively small strip of land, the Kharlkallenal raid small villages and caravans that pass through. They do not do so out of malice, as they are only children in this world. They consume the meat and bone of all beings great and small that make the fatal error of entering their land. Truly it is a wonderful thing. Ignorance is the greatest bliss here, no guilt, no murder, only care-free living on the edge of the desert... and eighteen stone pots waiting to be opened.
As a last note, the Kharlkallenal do not manufacture weapons or build structures. They do not sleep, and they do not have emotions that we could understand. They have no relationships outside of the understood common bond they all share. If their numbers dwindle, they recede into the foothills or into the dunes and reproduce... probably in some obscene, disgusting orgy of putrid unwashed cadaver genitalia.

OOC: I hope this is close to acceptable. :D
 
@bestshot-- Giant four armed super-apes with magic mushrooms growing out their backs? Yes.

@Anonymoose--Semi-undead flesh golems with fragments of the mind of a crazy necromancer and nether-weaver? Yes.
 
Sooo... not to rush, but any estimate as to a starting date? I'm excited for this game.
 
Well, I only have 8 players so far (which is a lot, I guess)--however! Only 4 race players and 4 Kingdom players.

At the least I would want 5 Kingdom Players and 6 Races, but if no one joins by Sunday evening I'll get started on update 0 with the hopes that flexing my creative muscles/capabilities as a mod/storyteller can attract more folk (who have an understandable reason for hesitating to joining any of my NES's).
 
Well, I only have 8 players so far (which is a lot, I guess)--however! Only 4 race players and 4 Kingdom players.

At the least I would want 5 Kingdom Players and 6 Races, but if no one joins by Sunday evening I'll get started on update 0 with the hopes that flexing my creative muscles/capabilities as a mod/storyteller can attract more folk (who have an understandable reason for hesitating to joining any of my NES's).

cool. So, I take it we'll discover our species flaw in update 0?
 
Well!:blush: At the risk of looking like an unoriginal copycat mashing together Das's and Bestshot's ideas, I shall join as the Spider Jungle Orcs. It was documented on #nes though that I was thinking of something like this, so don't think of me too negatively.;)

I'll edit the rest in when i get the chance.

thark.jpg

They shall look somewhat like this.

Race
Orrachni (Orc)
Spider Hairs/Talons (For climbing surfaces)- 3
4 armed - 2

Kingdom
Chiefdom of Karanka
Decentralized/Noble/Orrachni/Despotic Autocracy

Located in Kathraki Jungle, the Chiefdom of Karanka sprang up as a result of merging the seperate tribes of the Orrachni race. This was accomplished by the the greatest warrior the Orrachni had ever seen, Krull Roken a legend that all Orrachni are taught at a young age. Krull's amazing strength and battle skills got most of the tribes to peacefully pledge loyalty to him though a few had to be shown a little more evidence as to why Krull should be their leader. It was Krull's actions that directly resulted in the Chiefdom's current state.

Now the tribal lines are starting to merge as the they mix between each other, so which family an Orrachnian is not as important as it once was. Instead, a large premnium is placed on each Orrachnian's strength, skills with weapons and, their propensity for strategy and tactics. This is due to the harsh nature of the jungle. Not all Orrachni become warriors but all learn the fundamental fighting and hunting techniques.

Due to the Orrachni's ability to climb surfaces they fit right in with the jungle environment. Their villages and towns are quite vertical as the buildings are built on the trees themselves rise upward with the trees.
 
Yep! The flaws will be introduced alongside a myriad of other things. Update 0 will roughly be 300 years after The Pop (or Collapse, or End, or whatever). It's mainly to establish who is where and what NPCs you will encounter. Update 1 will be a BT update leading up to 100 years after the beginnings of tribal populations and the somewhat recovery of civilization. Update 1 will establish the various kingdoms you guys can take control of.
 
I'm glad that we have some player-density around this jungle-desert-mountain area. Stories are gonna rock!
 
Nah, Frozen - I wouldn't have said what I did if jungle orcs in that area weren't an obviously good idea for anyone who stopped to think about it. :p I did consider it myself briefly, but settled on the clannish blood-drinking frog elves.

EDIT: nutranurse, I thought we have already established kingdoms? Those of us with kingdoms, that is. :p Would the ones in the first IT update be the same ones, or would they be descended from them somehow?
 
Hrm, you make a good point and I can get rid of a BT! Yeah, update 0 will be detailing how these kingdoms came to be and update 1 will be an IT with those kingdoms. (so it can be interesting right off the bat!)


Here's a map with your positions (as I have interpreted them).
Spoiler :
nesmapculturestarti.jpg
 
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