NuTRANESIV: Fallen Fantasy

Heh, a rather larger area than what I expected. Or are the kingdoms generally smaller than their races?

EDIT: Also, looks like we have a rat problem. :p
 
Ruler/Player: Szandor LaVey the Great // Abaddon
Culture Name: Sheol (Gnomish Origin)
Government: Council of Elders (Despotic Oligarch)
Mutations: Camouflage 4 (Their skin can mutate to virtually any colour they like)
Double Jump (There is an extra joint in their legs, giving them a much bigger jump!)
Religion: Animalistic Polytheism, with a bit of "Our-leader-is-god-on-earth" mixed in depending on the ruler at the time
Ideology: Defencive, cautiously trading
Economic Base: The fish in the lake, the gems in the mountains, and the crops on the banks of the rivers between.
Nation Names: Sheol, Shayol, Sharnol, Heol, Heoal
City Names: Lof Yfel, Singodia, Yfel, Hi Yfel, Abyis
Place Names: The LaVey River runs through the Yfel Valley, starting at the Verdun Mountains and ending in the Endless Lake.
Capital: Lof Yfel

Nation Background: The people of Lof Yfel used to be fishermen and farmers living in small family groups and communities. Growing outside pressures from barbarians and slavers caused them to call out for a leader who could lead them in successful resistance. Such a suitable leader was Szandor LaVey. A grand figure, gifted in the way of the word as much as the sword. He united the people, and together they drove the barbarians far away from their lands. With lands secured the "nation" expanded along the coast, with its numbers rapidly swelling. Now, as the community grows, with many families migrating to the relative safety of the Sheol's capital Lof Yfel pressures are beginning to mount. The original city is cramped within the walls Szandor LaVey built, and beyond its safety farming families still risk raiders and brigands. On other rivers several smaller towns have sprung up, and the trade flowing to Lof Yfel is the source of much wealth. This has caused Sheol to be become less xenophobic and aggressive society to outsiders. The forest to its back provides a warmth that is very different to the Endless Lake. Here nature still holds sway. Rituals are held there, with some religious villages hidden deep in the woods, safe from any attack. Increaslingly trade across the waters is important with Sheols boats traversing great distances to exchange the goods created in Lof Yfel, and its surrounding smaller towns and cities.
 

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Sounds like a rat "boon" to me, Das. They are intelligent and mercenary, they can be dealt with. They also make for an excellent emergency provision; their meat is actually not poisonous or otherwise dangerous to eat.
 
Whoops! Will change. edit: Fixed, bestshot

@Abbadon: Repost your application, please!
@Das: Yeah, where your race has settled is much larger than where your kingdoms have formed.

As for the rats: Yeah, they are everywhere. Mostly because they are supposed to be originating from the pre-Pop human cities. I emphasize that the Sweich are everywhere (as are their cousins, the Mimach) because they stemmed from the rats and mice of pre-Pop settlements! Those pink areas are just where they have established a vague society.
 
Sounds like a rat "boon" to me, Das. They are intelligent and mercenary, they can be dealt with. They also make for an excellent emergency provision; their meat is actually not poisonous or otherwise dangerous to eat.

Sure you just keep thinking that, they aren't going to be a problem at all... :mischief:
 
Heh. I'm just wondering about how we'd interact. We're still a mostly rural society, on our part. I'd guess local Swiech mostly live in old ruins?
 
From what it seems like, yeah, the Swiech live in the ruins that other peoples do not live in for various reasons (magical contamination, religious taboo, outright fear, etc). Actually I am quite glad the Swiech exist! I had thought I would have to make an NPC race to act as the intercessors between the old ruins/world and the new world--but I guess not!

As for interaction, remember that the Swiech are not a united kingdom just yet and will have a fair amount of LF's for you to interact with. Merciary will control one or two of those figures, but the rest are NPC'd (though Merciary can assume control of them at any given turn, he just cannot make them do utterly contradictory things to their established behavior). It will be interesting.

@Abbadon, updating map to include you.
 
Akonai (Aberration)
Astral Wolves

Worg_3e.jpg

Steady with your feet in those lands. You must tread calmly and quietly, if you must at all. The slightest movement on the ground could result in your body being consumed over thousands of years in the astral planes of the nethersphere.

Before the Pop, wolves were abundant throughout the oldland Hos. They came in many shapes and sizes, and they fed on a variety of creatures. After the Pop, however, wolves were pushed to regions they had never before resided. A sole pack fled to the plains, away from the great forests and the coldlands. While they scoured the new plains, they found solace in the ground. They began to dig up small, smooth stones filled with fierce energies and insane properties. Having no food, they ate the stones and began to face dramatic transformations. These transformations were not so much external as internal. Their internal organs completely disappeared, yet their skin toughened and their hair thickened. Their claws also grew larger, and the wolves began to dig, gobbling up everything in their path - be it sand, mud, dirt, worms, or small critters. Yet their hunger was never satiated and their old-wolf cravings began to multiply: they desired meat and flesh. They continued to dig and dig and eventually created vast networks of tunnels. Their hairs became more sensitive and they began to feel the footsteps on the plains...

The Akonai are always hungry. They never fill up. Their internal organs and digestive and nervous systems (including their brain) are located in another plane of existence. As such, once they consume a creature, bones and all, that creature re-forms in the astral plane and is then slowly consumed once more by the digestive tract of the Akonai, which is basically a black hole. The victim thus suffers for thousands of years. If the victim's brain is taken from the Akonai before consumption, then that victim will not need to suffer for this time. Therefore, it is commonplace for a creature being consumed by an Akonai to ask a friend to take his or her head out of the plainsland and subsequently burn it. If it is not burned, that head will survive and be able to communicate, but will also acknowledge the suffering within the astral plane. This is how knowledge of the Akonai's sinister digestive tract came to be. It is unknown what happens if the head is allowed to survive. Some scholars theorize that the head will be preserved and survive indefinitely until bodily consumption within the Akonai's tract is complete. Others theorize it will simply vanish, or decay just as it would normally. Interestingly enough, some fringe religious groups sincerely believe that thousands of years of suffering within the Akonai's astral plane leads to enlightenment. These cults can often be seen traveling recklessly in the Akonai-inhabited plains for this reason.

Fur is important to the Akonai because it is the sensitive tendrils on this fur that stimulate the thick skin underneath and enable interaction with the astral organs. They are incredibly sensitive to vibrations, and that is how the Akonai communicate with one another. It is a form of interdimensional howling, but it crosses over to the current dimension and creates an non-intrusive hum to the ears of other creatures. The Akonai hunt in this way, too. They will emerge from the ground and pull victims down or jump out of the ground and pounce onto unsuspecting travelers or even large groups. They are fearless and efficient.

It is said that the Akonai are enslaved by the stones they consumed. It is said that they are actually quite intelligent, yet are frustrated with the notion of constantly desiring sustenance. The full impact of the stones have yet to be seen. The objects are mysterious in origin. There is no question, though, that the Akonai are far more intelligent than their wolf ancestors. They create large "settlements" underground and work together endlessly to kill and maraud anything that comes into their pack's territory. They may desire negotiation and friends, but are completely incapable. At all times they feel as if they might completely collapse and their stomachs invert due to starvation. It literally feels as if they have not eaten a single morsel of food for decades. It is for this reason that some scholars theorize that these creatures are capable of civilized behavior, but cannot engage in it because they constantly crave food.

Coming soon: On how to best kill an Akonai.

- I guess put me in a plains / plains-desert somewhere? -
 
Can someone copy paste me from pre thread? Won't be home for awhile.
 
I'll get it :)

EDIT:
The Dohtel Tribe (Elven Based)
Physical Enhancement 5
Magic Sensitivity 2

Despotic Oligarchy: Leadership is hereditary, though the council is based on the paths and elected by regions/villages to terms of 5 years

Popular: Has a Hereditary Monarch who is the leader of the elected council and only their family chooses the Path of Command.

The Dohtel Tribes are the Elven remnants from the Isle of Suisinas. They had been among the most magically sensitive and gifted peoples in the world. When the Great Cataclysm hit them harder then most. The survivors had been able to prevent the explosions of magic from rupturing their bodies by bringing the magic into harmony with them internally. This resulted in extreme physical enhancements as well as retaining their sensitivity to magic that most other races lost. Even though they can no longer use magic they still feel a deep connection to it and tend to migrate to regions higher in natural magic simply to be near it.

The society restructured based on a person's individual skills and ultimately they have to choose a 'Path.' The Path one chooses determines the future of their life forever. There are many Paths, but they all fall into one of five primary Paths: Citizen, Artist, Warrior, Mind, and Command. the Path of Command is only followed by the Milatia Family as they are the hereditary rulers of the council. The council members represent the various paths and are chosen by whatever method the members of the paths decide.

While the society is very much a caste system, but no one caste is seen as above the others (aside from the Path of Command). All paths a necessities for the Dohtel to survive and command respect. However once a person chooses a Path that is their path for life.

Spoiler :
start-1.jpg
 
Hitash (from [text indecipherable] 'Killer Lizard') are a genus of large extinct 1 lizards. The first fossilised remains were discovered in a gemstone quarry on the [text indecipherable] near to the [Smoking?] Mountain in [text indecipherable]. Hitash are now considered to be an ancient ancestor of Pakele, due to the presence of gizzard skulls, the presence of significant 'married' ferrum and associated mineral deposits on bones 2, the presence of a 'mineral' plate over the outer-ribs 3, significant bio-mineral 'external' plate of up to 1 metre thickness 4, presence of a 'gold' pouch 5 and the suspected presence of an 'acid' sack due to presence of unusual levels of acidic residue in surrounding strata 6. Largest specimen found so far ~40m, with Dr [text indecipherable] ... as to suggest that sizes of up to 60m might have been possible in oldest specimens, drawing on existing Pakele growth patters 7. Large cranial space, indicates a degree of intelligence, if extrapolated for existing Pakele species [text indecipherable] of a level with great apes 8.


1. No longer.
2. Original process inefficient. Magical augmentations, successful; adult Hitash now capable of extruding new plate at rate of half metre per year, in addition to significant increase in bone size, density, with obvious benefits for growth, etc.
3. Tinkering has yielded results, plate now capable of resisting significant range of spells - due to forced feeding of [text indecipherable].
4. Additional tinkering has made them plate impervious to most small-arms fire. Cost? Numerous test subjects/resources etc.
5. Mining applications?
6. Confirmed. Augmented with various off-the-shelf poison sacks and with proprietary biological amusements.
7. Indeed. Storage to small. Had to release larger specimens... results were interesting. Some minor work to reduce some specimens size to ~5m for use as secretarial/security.
8. Indeed specimens are intelligent. Additional work has yielded intelligence on the scale of a man thing.
 
Masada, can you at least follow the format so I can tell what kind of thing you are making? Also less opaque means I have less room to misinterpret.
 
New map of starting points. Getting started on update 0 in the morning! Hopefully some more players will fill up the northern parts of Hos, the Karinthians and Akkalik are pretty lonely. :~C

Spoiler :
nesmapculturestarti.jpg
 
Aww... Poor starlife.

Also, will you differentiate on the map between Kingdom players and Race players?
 
:yup: And you're looking for more up in the north where there's a massive plain, Nutra.

(xpost)
 
Snub? What snub. :mischief:

@thomas: Yeah, I will when I actually do the map. This is just a placeholder thing to show you guys relative positions of your creations.
 
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