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The Lost Lands

Discussion in 'Imperium OffTopicum' started by Decamper, Feb 9, 2017.

  1. Decamper

    Decamper ..!

    Joined:
    Jul 28, 2014
    Messages:
    1,005
    New players welcome!
    To join, you may either:
    1) Take over an NPC. This will allow you to control a more established country from the get go. You may also begin playing as soon as you take control, meaning you can do diplo, write rp/stories, and submit orders before the next deadline.
    2) Create a new country and/or race. This will start you out weaker, and you will have to wait until after the next update to begin playing as your country will be introduced in the update, but you will also have greater creative control over your country/race. You may also choose to create a new country, but use an existing race, though you must follow the world building set in place by the race's creator. When creating a new country and race, follow the guidelines below in the signup sheet.​

    The Apocalypse is now. The eastern seas broil and churn, with waves as high as mountains sweeping entire islands under the dark surf. The south disappears under the grinding advance of a continent-wide sheet of ice. In the west the earth itself is torn asunder, plains turned to canyons, and mountains bursting into flame and ash. The forests and grasslands of the north stripped bare by howling gusts of wind, the soil dried and cracked until only decaying dust and sand is left. The people of the world that have not already died flee, pressed on by the advancing destruction behind them.

    And so they reach the end the world, the Lost Lands, a sea untouched by the Apocalypse, and the civilisations that preceded it. The Apocalypse halts at the eastern channel, the northern badlands, the western hills and the southern mountains. Some say the gods hold the Apocalypse back, others claim the Lost Lands are protected by a wellspring of natural magic, while others still hold that they are already dead and these lands are either heaven, hell, or somewhere else.

    Maps
    Spoiler Detailed :

    Spoiler Basic :


    Signup
    Spoiler Sign-up Sheet :
    You have 5 points to spend on your countries starting stats, with 5 being the highest they can start at, and 1 being the lowest for Government, Society and Economy (representing being weak or unstable), and 0 being the lowest for Army and Navy (representing non-existence).

    Government - 1
    Society - 1
    Economy - 1
    Army - 0
    Navy - 0

    Race: When creating your race, have one positive and one negative attribute. These should be biological attributes that will apply to the entire race, and not societal or cultural attributes. Races are all humanoid, and in general only differ from modern humans in one or two noticeable ways. Remember, all races must be able to cross-breed. If you think your race may be too fantastical, check with me. You race will also be used for other NPC countries, or possibly other players.
    Country Name: The official name of your country. Also include a demonym, and a shortened name for your country if its title is more than 3 words.
    Government/Leader Name: Give a basic explanation of how your country is governed, and who the head of state is. Try to make a 1~3 word title for your government type.
    Religion: Describe the religion of your country. Starting NPCs will likely share your religion, or a denomination of it.
    Society/Culture: Describe how your country’s society is structured, and what the culture of your people is like.
    Economy: Describe your country’s economy, such as what its staples are.
    Army: Describe your country’s army, such as organisation, composition and tactics.
    Navy: Describe your country’s navy, such as organisation, composition and tactics.
    Legends: Create 2 Legends, given them a Name, Age, Occupation and a brief description of them. Starting Legends will be of your country’s main race. Older legends will be more at risk of dying, but are also more experienced and powerful.
    Capital Location and Name/Migration Route: Show where your country’s capital will be settled, as well as its name, and the migration route your people took to reach it. In general, try to choose the route of least resistance, as in if your people arrived from the north desert, they should settle in the north, rather than trek around the entire bay to settle in the southeast. Feel free to give names to areas or landmarks along your migration route.
    Language(s): The language or languages of your country. Also include some sample people and city names.
    Background: Any additional history, details or background on your people, religion, government, or legends.


    Spoiler Sign-up Example :
    Government – 2 (+1)
    Society - 1
    Economy – 3 (+2)
    Army – 2 (+2)
    Navy - 0

    Race: Tenhal
    The Tenhal are a physically large race, standing at an average of two and half metres tall, with the tallest reaching nearly three metres. Their size lends them strength and intimidation, but comes at the cost of requiring large amounts of energy to keep them healthy and growing. This means that the Tenhal reproduce slower than other races, and malnutrition is a constant risk, with the average adult Tenhal requiring over 5000 calories a day to keep healthy.
    Country Name: Holy Tenhal Kingdom of Kra-Har (Kra-Har Kingdom). Kra.
    Government: Absolute Monarchy, King Har-Jak. All power is legally invested in the monarch, who hands down responsibilities to chosen banner-men.
    Religion: Baasim. The main tenants of Baasim are: 1) All life on earth has both physical and spiritual life 2) all spiritual life is connected 3) the King is a physical conduit of the unified collective conscious of all spiritual life. Baasim followers believe that any action taken by a living being towards another living being, is also a spiritual action, and will affected all other spiritual life. After the physical life dies, the spiritual life continues to live on, being wound into the great spiritual fabric of existence, either leaving a black stain on the all of life if the individual lived a wicked mortal life, or strengthening all of existence if the individual lived a good life. As the King represents the physical incarnation of all spiritual life, he is seen as a barometer for the health of the spiritual universe.
    Society: Kra society is highly segmented, with clear castes. The major types of castes are the nobles, the merchants and tradesmen, and the manual labourers, with each type having dozens of sub categories, each ranked competitively. The Kra value strength, both mental and physical, with those able to endure hardship of all kinds being considered the most valuable spiritually wealthy members of society, no matter their caste. The Kra are not overly welcoming of non Tenhal, and those other races that find themselves living in the Kra-Har Kingdom are almost always relegated to the lowest rung of the lowest caste, a situation comparable to slavery in other countries.
    Economy: The Kra-Har economy is mostly based around agriculture, mining and quarrying. Land and economic responsibilities are doled out by the King to noble families, who in turn employ reputable, high-caste merchants to run their enterprises and manage lower-caste merchants, tradespeople and labourers.
    Army: Given the size of a Tenhal, the Kra army has little cavalry, and instead is built around infantry. A small core of highly trained heavy infantry is the only permanent military force, from which officers are drawn to command levies from the lower-castes in times of conflict.
    Navy: Kra-Har has no navy beyond some fishermen that could be forced to ram their boats into enemy warships.
    Legends:
    Agrallias Garga, 25, Officer
    A young but quickly rising officer in the heavy infantry. Physically strong and mentally intimidating, he’s already far more popular among the troops than their leading generals.
    Karja Pol, 55, Noble
    A strong-headed matriarch of one of Kra-Har’s leading noble families. She kept her family, and its wealth, safe during the great migration through sheer stubbornness, and even in her advancing age maintains a tight control on all the intricacies of her House.
    Capital Location and Name/Migration Route: Kra-Tenar.
    The Kra Tenhal fled to the Lost Lands from the west, and settled quickly at the foothills of the western mountains, only a few leagues from the raging Apocalypse.
    Language(s): Kralese. Male Names: Bagrajas, Gargelles, Kalras. Female Names: Jankela, Kelli, Tarsu. City names: Nam-Gar, Cel-Jar, Tak-Dar
    Background: etc


    The World

    Races

    Dozens of races make up the sentient peoples of the world. Whether all the world’s peoples are the same species or not, remains a divisive subject, with some taking personal offense when compared to others they may deem less ‘dignified.’ It is true that all races are able to interbreed, though only for a single generation. This could be some divine rule dictating that the races are not to mix, or it could be a property of natural magic, or even the same natural process that keeps mules from procreating. In any event, many races are similar enough that individuals could pass for one another if you don’t look too closely.

    Magic
    Magic is an undeniable and unavoidable part of life in this world, though some do try their best to avoid it. Almost anyone can do magic, if they put in the time and effort. Some compare magic to playing an instrument. Most people are capable of playing an instrument, though not all are capable of making music, and even fewer can make a living off it. The similarities stop at one point though – instruments don’t inevitably kill their user. Every use of magic slowly, or not so slowly, cripples and eventually kills the user, in proportion to the strength of the magic being used. Magic is not a one-way street, every action has a reaction, and the vast force of that reaction is on the body and mind of the user. Many a young wizards have perished after casting their first fire spell, and an untold number of would-be witches lay buried in the woods having tried to feel the life-web of a forest. Indeed, the most powerful magic users are those who use magic selectively, only in small amounts and with great care.

    What is magic? That’s up for debate. Where does it come from? That one too. What can magic do? Who knows? Some believe magic is sent from the gods and channeled through mortals. Others say magic is the force connecting all the spirits of the world, whether they are trees, rocks, or cakes, and mortals can tap into that energy if they respect it. Still others see magic as a natural force, like the downward flow of water, and can be harnessed and wielded by mortals with proper technique. Whoever is correct, the sight of priests healing the sick, sorcerers devouring trespassers with shrubbery, or mages creating intricate works of art without lifting a finger, magic is used by mortals of all walks of life. As long as they are content with a painful and short life.

    Geography and Wildlife
    The Lost Lands’ sea is roughly 2800 kilometres from its furthest western point to the eastern channel. The north is drier and hotter, while the south is colder and wetter. The flora a fauna of the Lost Lands has been untouched by civilisation for untold millennia, and much of it has never been seen in the outside world. While much of the large creatures of the outside world had been killed off by civilized mortals long ago, great beasts still roam free here. While the creatures of the outside world are similar to those of our modern world, the flora and fauna of the Lost Lands resembles that of our world’s Neogene period (predatory flightless birds, ground sloths, etc).

    While the flora and fauna of the game world are similar to those of the real world, I encourage you to create your own wildlife, whether it be domesticated animals, wild creatures or plant life.
     
    Last edited: Apr 18, 2017
  2. Decamper

    Decamper ..!

    Joined:
    Jul 28, 2014
    Messages:
    1,005
    RULES

    Orders

    Sending orders is done by listing your three priorities. Your First Priority will receive most of your country’s attention, and is best used on something that will require a huge amount of effort, or something that simply must be accomplished as soon as possible. The Second should be used for projects that are still fairly wide ranging, but do not require the focus of your entire country’s ability. The Third Priority should be used for smaller initiatives, or objectives that you are fairly confident you can achieve without putting in extreme effort.

    Your ability to succeed at your priorities is determined by your stats. For example, if you are trying to expand your military, having a strong economy will help outfit the new troops, while have a weak government or unstable society will undermine your attempts to recruit new soldiers.

    The better explained your attempt and processes to achieve the priority are, the better the results will be. Simply saying ‘improve economy’ will be less successful than an explanation of how you are going to improve your economy, and in what ways.

    In addition to your three priorities, each of your Legends can be given a task. This can either be an independent task for them to fulfill, or you can get them to assist in one of your priorities, improving the chance and degree of success. For example, a warrior Legend could be tasked with assisting your First Priority, an invasion of your neighbouring country. Or, you could task your warrior taking a small party of adventurers and scouting out some unexplored mountains.

    Stats
    Spoiler Stats Sheet :
    Country Name
    Head of State
    Government:
    Cohesion/Type – Brief description of government structure. Issues facing government.
    Society: Stability/Races/Religions – Brief description of society. Issues facing society.
    Economy: Strength/Equality – Brief description of economy. Issues facing the economy.
    Army: Size/Equipment/Skill – Brief description of the army. Issues facing the military.
    Navy: Size/Equipment/Skill – Brief description of the navy. Issues facing the navy.
    Legends: Name, Race, Age, Occupation - Description


    Spoiler Example Stats :
    Kra-har Kingdom
    King Har-Jak
    Government:
    Straining Absolute Monarchy
    All power is legally invested in the monarch, who hands down responsibilities to chosen banner-men. Banner-men have been accumulating more power than expected, and have started acting beyond the monarch’s wishes.
    Society: Fragmented. Majority Tenhal, Large minority Jash, Large minority Looj. Half Baasim, Half Terrast
    Society is split into clearly defined castes, with Tenhal making up the upper castes, and minority races being little more than semi-free slaves. Almost all Tenhal follow Baasim, while the minority races practice Terrast. Class, racial, and religious tensions are reaching a boiling point, with protests and skirmishes frequently breaking out.
    Economy: Strong, high inequality
    Thanks to an abundance of metals and jewels mined out of the southern mountains, the economy is booming with both high exports and domestic trading. Wealth is overwhelmingly flowing upwards to high nobles and merchants. The large amounts of jewels flowing into the market risk collapsing their value, and the high inequality risks inciting further caste tensions.
    Army: Large, Standard Equipped, Mixed Skill
    The army consists of a strongly armed and trained core of Tenhal heavy infantry, while the majority of the army’s ranks are filled out with untrained, poorly equipped lower caste levies. The minority race and low caste levies have little loyalty officers, and they risk revolting if ordered to combat own races or castes.
    Navy: Small, Poorly Equipped, Inexperienced
    The navy is made up of only a few dozen aging ships, their crews made up of fishermen and traders who only serve part-time in the navy. Without any standardized organisation or permanent officers, the navy risks complete breakdown if faced with competent opposition.
    Legends:
    Agrallias, Tenhal, 45, General
    A veteran of a dozen wars and revolts, Agrallias is the lynchpin of the Kra-hal army, able to command respect of even the unruly minority race levies.
    Kafoo Ushir, Jash, 30, Bard
    A skilled and famed bard who, despite his race, is favoured by King Har-Jak himself. His beautiful singing and loot playing can quell the most rowdy of crowds, and smooth the most viscous of tempers.
     
    Last edited: Feb 23, 2017
  3. Decamper

    Decamper ..!

    Joined:
    Jul 28, 2014
    Messages:
    1,005
    Last edited: Mar 29, 2017
  4. Decamper

    Decamper ..!

    Joined:
    Jul 28, 2014
    Messages:
    1,005
    Religions

    Small Gods

    Spoiler :
    The Small Gods are those spirits and deities that have failed to attract the attention of the masses. Small groups of worshipers may believe in their own personal monotheistic deity, or may worship the spirits of nature. Worshipers of the Small Gods can be found in any country to some extant, while those countries that don't have a single dominant religion will often find the Small Gods filling in the spiritual cracks. In many polytheistic religions, such as Bokonoton Polytheism, or the Desertwalker and Bundvolk Pantheons, the Small Gods may be indistinguishable from the official deities.


    Bokonoton Polytheism

    Spoiler :
    Official Bokonoton liturgy counts 500 deities, with another 500 empty spaces present for idols in the Great Temple, “in case more Gods reveal themselves”. These spirits range from the highly important, such as Nansisi the Creator Webspinner, to the “ascended”, such as Kgali the Mansa of the Toukeur-Kanire, whose rage against the natural state of Earth left no choice but for him to become a spirit. Priests, the Njure are very well aware that worshipping all 500 spirits in detail is impossible, and as a result, over time, have stratified spirits depending on sheer power.
    The two main tenants of Bokonoton Polytheism are contradictory, with one arguing for the sanctity of the body, and the other for ritual scarring. Observing the first, art of the body is frowned upon at best, and destroyed at worst. To observe the second, the Bokonoton wait for one’s flesh to be naturally scarred before any runes may be cut. Griots, skilled at cutting magic-infused runes, impart warriors and slaves with scars, granting them supernatural fighting ability or prolonged life.


    Church of Sorrend

    Spoiler :
    Sorrend is the Lyrain Goddess of Law and Order. Sorrend is depicted as a tall imposing figure, with long flowing white hair. She is blind, so her eyes are blindfolded with white cloth, made of the same divine material as her white dress. Usually she has blood streaming down from her eyes like tears, this provides contrast against the many stone statues that she is depicted in. Usually she is depicted holding book in her right hand, the Holy Til which sums up a person’s life and their appropriate reward or punishment; and in her left hand she holds Hasun, the holy sword of beheading. The other major God of the religion of Sorrend is Vastustaja, the Adversary. He is an evil God and is not commonly worshipped, worshippers of Vastustaja are rare and are considered depraved evildoers. Vastustaja is depicted as an animalistic wolf-like giant made of dark red energy. Usually his fur is unnaturally sharp, this is usually depicted by the artist drawing jagged lines randomly. Vastustaja is universally depicted lacking a head.

    Followers of Sorrend believe that the universe is fundamentally chaotic, arbitrary and unjust. They believe that Sorrend has handed down the holy task of bringing order to the universe to all Lyrians (or all sentient creatures, as more liberal theologians argue). The creation myth of the Church is simple – they universe emerged spontaneously, from cosmic energy into the modern physical form it has today without warning or cause. They believe that the energies inclined to benevolence, order and justice grouped together and formed into Sorrend. The energies inclined tyranny, depravity, cruelty, deception and evil formed into Vastustaja. After wandering many years, they encountered each other. Believing that they were the only creatures of their kind, they rejoiced after finding each other. Tricked into thinking Vastustaja was as kind as her, they began to copulate. However, Vastustaja was unsatisfied with this and tried to hurt her, but Sorrend fought back. During the struggle, she was blinded. After she was blinded, she gained newfound strength, summoned Hasun used it to behead Vastustaja. Unfortunately, this was not enough to kill the foul being, but it weakened him considerably. Reverting to a cruel headless monster, he retreated into the chaotic tapestry of the universe, making it impossible for Vastustaja to track him down.

    From this encounter, she fell pregnant with the Lyrian people (or in some interpretations of the myth, all sentient creatures). Realising that her children would not be able to join her in Heaven, her home, she built a planet for them to live upon. After the Lyrian people were born, she told them that they had the potential of both her and their father. If they could fight the influence of Vastustaja and try hard to bring order and justice to this chaotic and uncaring universe, then they could join her in her home of pure enlightenment and order. However, if they gave into his depravity and cruelty and embraced chaos, then they would be severely punished and then thrown into Vastustaja’s cruel embrace; to suffer for all eternity as he fed upon their souls.

    Worshippers of Sorrend are integrational polytheists. They believe that all Gods worshipped by people are legitimate, either as actual Gods or spirits that are worth worshipping or a reflection of Sorrend or Vastustaja. This belief has led to a long tradition of freedom of religion in Lyrian societies, suppression of foreign religions are extremely rare unless they are suspected to be Vastustaja cults. While there are established organised priesthoods, worshipping at temples is not mandatory. All followers of Sorrend are expected to worship her in their own way, although sacrifices of small animals is common when they are worshipped outside of a temple.

    The Church of Sorrend believes that all magic originates from energies of a God or their servants, in the case of a typical Lyrian magi they will attempt to take their powers from Sorrend. They explain the fact that magic-users have a such a short and painful life because they believe that all magic is fundamentally divine and there must be a cost for mortals to use divine energies. Some of the Lyrain’s greatest magi have conflicting theories on magic, especially the more cynical irreligious ones.

    The Apocalypse is obviously a major theological issue for all, including those who worship Sorrend. The most common interpretation of the Apocalypse was that Vastustaja was able attack Sorrend by surprise and wounded her, as well as damaging the fabric of the universe, causing the Apocalypse to occur. The severity of the wound is a hotly debated topic amongst theologians and commoners alike, the most pessimistic viewpoint is that Sorrend was killed by the attack and Vastustaja is currently violently dismantling the universe. While that extremely pessimistic interpretation is fairly rare, even the most optimistic theologians must admit that Sorrend must have been extremely wounded for a catastrophe so dramatic to occur.

    Before the Apocalypse, the Church of Sorrend was beginning to fragment due to theological disputes and multiple competing churches were popping up. After the Apocalypse, the surviving churches decided to reunite into one church for the unity of the Lyrian people. The Church is structured into five wings, theoretically of equal importance. The Spiritual Wing is mainly concerned with ritual, theology and charity. The Temporal Wing acts as the bureaucracy of the Church, their Cardinals are most commonly elected as the High Speaker for Sorrend. The Knowledge Wing is concerned with studying the universe, specifically magic, and funds many scientific and magical endeavours. They often collaborate with the Spiritual Wing when it comes to their studies in magic. The Justice Wing is concerned with ensuring that the laws and bureaucracy of New Gyldige show proper adherence and respect to Sorrend. While the Legal Wing has no direct power over the legal system, they are the faction that is most involved in council politics and they use that power to influence the legal system. Additionally, they fund the education of many lawyers and judges and provide legal assistance to the needy. Finally, there is the Militant Wing, this wing trains priests and paladins of the church to assist the army in combat. They have more importance than they did in the Divine Lyrian Imperium of old due to the efforts of the Prince and the Tilflugt Council to build an army. Each Wing elects three cardinals, a very high ranking priest, to lead the organisation. These cardinals sit upon the Quorum of Fifteen and elect the High Speaker of Sorrend, the leader of the Church. Together they govern the Church and nominate a councillor to represent them in the Tilflugt Council.

    The rituals and services of the Church of Sorrend is a mixture of practices like Christianity and what would be considered pagan on Earth. There are temples where sermons are held and songs are sung, along with marriage and funerals being performed. However, during these rituals, the priests perform ritual sacrifices of animals and cover themselves with blood. They also dance around giant statues of Sorrend in a circle holding lit torches, while the dances seem chaotic they are rigorously choreographed and practised. Additionally, these priests and priestesses are usually blindfolded in a see-through white cloth, allowing them to see while blindfolded. They also are commonly seen wearing animal skulls upon their head. The colour of their robes are dependent of what rank they are, the higher rank one is the redder their robes will be. Low ranking priests wear white, archbishops wear pink, cardinals wear red and the High Speaker of Sorrend wears dark blood red. Holy Books record all rituals performed in a sermon in extreme detail and are widely available in New Gyldige.


    Desertwalker Pantheon
    Spoiler :
    Borderlander religion is polytheistic, worshiping a multitude of gods and goddesses in the Desertwalker pantheon. People usually pray and give offerings to more than one deity, and most localities, even neighbourhoods in larger settlements, have their own local deity who often holds a role as their protector. Religion is mostly unorganised with rituals taking place mainly in a home environment. The Desertwalker Pantheon merges in many areas with the Small Gods, particularly among other races that accept and worship Desertwalker Pantheon deities.


    Followers of the Sun God Sal
    Spoiler :
    A deity from the Desertwalker Pantheon, Sal has a growing number of followers who believe he is the single God, with all members of the Desertwalker Pantheon, and by extension the other religions of the Lost Lands, are different representations of Sal. These monotheistic Sal followers have built temples as places of worship and have priests to maintain them and hold religious ceremonies.


    Crow Worship
    Spoiler :
    As strange as it may seem the Gorres, whilst simple-minded, are oddly and deeply spiritually attached to crows - viewing them as the physical forms of the world's spirits of death. There are no prayers given or dedicated organizations in Gor society dedicated to the worship of these winged creatures, as the practices and beliefs of their people are so deeply involved in their society and culture that there is no need for preaches.

    Wherever crows gather, Gorres are sure to follow. For crows close in upon death, which means there is battle afoot. And wherever there is battle, a Gor may test his or her mettle and prove their honour and worth to the clan.

    There is also a secondary reason for Gorres gathering near crows. Crows feast upon the dead in large groups, and the Gorres find this to be a striking resemblance to their own insatiable hunger - and thus, pay their respect by appearing at their gathering and joining in. Indeed, it is not an uncommon sight to find Gorres gorging themselves upon the flesh of the dead after a battle, much like crows.

    As far as rituals and rules go, a Gor will never kill a crow - but may take the head of an already deceased one to form a skull necklace as to wear. This is a sign of great respect to Gor traditions, and to the crows. For the Gorres believe that the spiritual essence of all things lie in their heads, and by wearing these skulls they preserve their essence. Gorres may also take the skulls of other creatures (which they deem deserve preservation), but primarily they prefer crows.

    Crow skulls may also be used as lucky charm decoratives in belief that it will protect a Gor's home or clan from evil spirits and ill omens. For since crows represents death, no evil will come where there is no life to be taken. Or so is the thought of the Gorres. As such, Gorre homes and regions will almost always have crow skulls upon display.

    Last, but perhaps the most infamous tradition among the Gorres, is the Murder of Crows. It is a tradition that the great gor must perform once a year, in which he calls upon the clans to join him in the Murder of Crows. It involved all of the clans gathering together to seek battle and feast upon their enemies in triumphant glory. The tradition is based on how crows gather in great numbers and descend upon ripe battlefields or farmlands to eat.


    Kaas
    Spoiler :
    The Kaasen faith is based on the concepts of chaos and free will. Priests tend to focus more on chaotic chants and dance rather than sermons, the focus being on self-experiments. They do however provide a restraining voice in the otherwise chaotic Lutin society. Chaos magic tends to be focus of the mages that follow the faith. One of the few beacons of structure in Lutin society tends to come from the Kaasen practice of móteres. A mótere is a practitioner of the Kaasen faith that has been embedded with chaos magic to the point of possession; they are heeded as oracles, speakers of odd visions that carry great risk and reward. The faith often acknowledges and adopts local gods but does not encourage the worship of them, instead focusing on the aspects of self-fulfillment.


    Bundvolk Pantheon
    Spoiler :
    Many gods are worshipped in the Bundvolk Pantheon, but Quern the god of rulership holds primacy. In Karam and its surrounding communities and cities, the god Quern is officially considered supreme, and is a source of legitimacy for ruling priesthoods and rulers. Other notable gods include Kartos, god of defense, Durtoum, god of justice and Seylena, goddess of love. Most priests learn small magics associated with their god and some even help with administrative tasks in the government. The priests of Kartos for example, can harden earth, and help shore up the walls and defenses of the city, while the priests of Durtoum serve as judges. Outside of the Karam area, the other gods may be on par, or even considered more important than Quern, and this influence is beginning to seep into and corrupt the Quern-focused pantheon in Karam.


    Zhang Pantheon
    Spoiler :
    The Zhang religion is highly ritualistic; the practitioners worship 'Heaven', which is considered the highest deity, the Gods and the spirits of the ancestors. The Gods are 178 and most cities have a patron God to whom they offer ceremonial gifts a certain day of the year (wine, food, etch). Most important is the worship of the spirits of the ancestors. The patriarch of each Zhang family every month offers ceremonial gifts to the ancestral spirits and visits their graves. The families also keep records of all their ancestors in order to remember every one of them. Otherwise, they risk the disfavor of the spirits, which will come back to haunt them. The Zhang religion values filial piety, honor and honesty. It does not, however, have a strict moral code.


    The Dead God
    Spoiler :
    According to myth, the Hollowthings were once beautiful creatures. However God chose a woman from among them and made her his wife. She gave birth to three triplets which coveted his strength, so they killed him. As retribution for this hubris, The Dead God gave them ashen, crackly skin, and punished them with excruciating childbirth and mating.

    As an organisation, there isn’t much to the Hollowthing religion. Existentially, they unquestionably connect with the Dead God that cursed them so, as he decided to guide them through their perils afterwards, being cumulatively a loving god and a god of retribution. So he would always watch over them and always keep them in their imperfect, crude state.


    The Lost One
    Spoiler :
    A splinter of the Hollowthing Dead God, the followers of the Lost One, believe that all sentient beings are the offspring of an absent God. The children turned on God and each other, attempting to take his power for their own. God fled, but his love continues to guide his children, and they believe that if they live and love together as the family they were meant to be, one day they may find God once again.


    Sool Exiles
    Spoiler :
    Pitikara culture is defined by the sense of loss for their homeland, and a sense of guilt over their abandonment of this homeland. This loss is written into their very name: Pitikara literally means The Exiles of Sool, their word both for Mother and for the homeland they believe they lost. They believe that they were born when the blood of their Mother, the magma flowing from the volcanic islands they called home, mixed with the sperm of the ocean, the foam tossed up by surf. The Pitikara believe that they had an ubolic racial childhood where every want, every need, was fulfilled by the tropical islands on which they lived. This childhood was brought to a harsh end by an event they call The Birth, when their mother was torn asunder. The Pitikara believe that they have a sibling, also born of the sea and of lava, but that this younger brother is a terrifying monster, who, upon his birth, devoured their mother. They call this brother Kai, or Devourer.

    The greatest shame of the Pitikara is that they fled the fight with their little brother and failed to protect their mother. The Pitikara believe that their mother is dead, but that Kai is still hungry and looking for them. Some groups of the Pitikara believe that the only way to keep themselves safe is by sacrificing meat to Kai, by burning it the large fire in the center of Pitikara settlements. Some take this so far as to burn prisoners alive.

    The Pitikara believe that the soul of Sool is waiting for them in death, where they will be able to return to her and live as the People of Sool once did, as children without need or want. The Pitikara feel that the only way to be worthy of this reward is to have lived a full life and to be able to tell it to Sool. The Pitikara ensure that the souls of their dead return to Sool by giving them either a water or sky burial. It is considered a grave insult to burn the body of a dead Pitikara Tagata, and it is said that those that are burned haunt the descendants of those who defiled their body in such a way. It is believed that the only time that is not the case is if the body is consecrated to Sool via the fire pit in the center of the village.


    Qunsar
    Spoiler :
    The Qunsar is the ancestral god of the Qunash, who believe that in the beginning the Qunsar was a being of ultimate power. In Qunash ancient texts the Qunsar could climb mountains in a single leap and could move trees like they were weeds. It was unknown what the Qunsar exactly was, but it was said to have chosen a few beings to become the first among the race of Qunash. After giving this gift of life, the Qunsar left as mysteriously as it had arrived. No one knows why it left and it has plagued the Qunash priestesses to this very day. The Qunash continue to worship the Qunsar as a holy individual as they believe that each and everyone of them is a child of the Qunsar.
     
    Last edited: Apr 26, 2017
  5. Decamper

    Decamper ..!

    Joined:
    Jul 28, 2014
    Messages:
    1,005
    Races

    Bokonoton
    Spoiler :
    The Bokonoton are a race with one very defining feature, namely their skin color. Due to the strange conditions of their homeland, they over time developed a skin pigment which can only be seen by Bokonoton and by certain members of the other races. Those who cannot see it have described it as a bright red, but that blood spilt on their skin still looks clear and distinct from their skin as if their skin was white. As a result, many compendiae of the old world list their skin color as ‘unknown,‘ ‘unsettling,’ or quite simply, ‘wrong.’ Their otherworldly appearance is unsettling to anyone, and even more so to those who have to face off against them on the battlefield. Outside of their natural homeland, the climates of the Lost Lands are painful, and potentially fatal to the wak. The Bokonoton are forced to either seek out dangerously powerful magics that can replicate their homeland, or must endure continuous pain.


    Lyrain
    Spoiler :
    Their most defining trait that would distinguish them from humans is their lack perceived of irises and pupils. Despite this, they can seek as well as a human could. Other than this feature there are no notable physical differences between them and humans. The Lyrain are noted for their extreme and careful attention to detail that seems to come naturally to them. This makes them suited skilled lawyers, bureaucrats and ritualists and they were employed all around the world in these positions before the Apocalypse. Their agreements, whether with mortals or magic itself, were considered gold standard before the Apocalypse. While their attention to detail has been a boon for them, it also has one major downside – any form of government with widespread participation by the Lyrain inevitably trends towards extreme complexity. When your average Lyrainian could pass for a lawyer in a less complicated country, one could only shudder at the complexity that a constitution made by one would look like. The Principality of New Gyldige is no exception to this problem, already they must deal with a labyrinthine bureaucracy and the rulers must struggle to get anything meaningful done.


    Liin
    Spoiler :
    Only distinguishing feature that differentiates these people from base humans are their horns, which come in various shapes and sizes. Naturally long lived and full of vitality, but prone to melancholy, fits of rage, and despair, the Liim constantly seeks for grander purpose, experience, answers, and memories in their life. Natural vitality means that the Liim is naturally long lived and able to endure much greater punishments than baseline humanity. The race of Liim suffers from constant feelings of dissatisfaction, rage, and bouts of inexplicable melancholy. The Liim constantly reject norms and commonly turn away from authority and society.


    Ryoto
    Spoiler :
    The Ryoto, or the 'Clan of Dragons' as they call themselves, are a race of independent-minded and proud people. The main visual difference they have to humans are their eyes, which are reptilian and are surrounded by hard scales, with color differing from person to person and can range from black, to grey or even bright green. These scales also cover the area where a nose would to be, which is replaced with two small slits, lending the Ryoto a very basic sense of smell. They have impressive eyesight and strong bodies, which can take more punishment than a human, but in return they heal slowly, making deep flesh wounds or broken bones a very long and complicated problem.


    Desertwalkers
    Spoiler :
    Desertwalkers get their name from the harsh climate of the Borderland deserts they inhabit. This has given them a unique advantage in that their bodies have adapted to preserve water and nutrients more efficiently than regular humans, which was vital to their survival as they fled the Apocalypse through the desert to the Lost Lands. Today major settlements are usually located near sources of ground water but their special ability is still of use as this means a higher population can survive in the hostile region. Desertwalkers are however generally worse at performing magic due to this as their bodies are already hard at work conserving energy. This doesn't mean that a Desertwalker can't become proficient in the magic arts, but they would need to put more effort into it and as a result their body would decline from use of magic at a much higher rate than other races.


    Gorre
    Spoiler :
    The Gorre, or Gor, are a race of humanoids migrating from the burning northern deserts to the lost lands. Thought to be the direct descendants of mythical folktale giants, the Gorre are massive beings that reach heights between eight to thirteen feet tall and can weigh up to seventeen-hundred pounds. That is nearly six-hundred pounds more than that of an adult bull. Their thick, leathery skin, dense muscle mass and plentiful fat allow them to survive but the harshest and most unforgiving of climates. Their powerful jaws can crush bone and their digestion allows them to consume nearly all organic matter. Their terrifyingly strong physique make them capable of shrugging off wounds that would otherwise slay or brutally maim a common man. There is a common saying in the north: "Being hit by a Gor is as close as one can come to experiencing one's house collapsing on their head without it actually happening." Finally, their limited lifespans compared to the other races of the world, reaching adulthood at the age of fifteen and few live longer beyond that of fifty solar rotations, makes them naturally inclined towards breeding and making merry when not souring the lives of the surrounding kingdoms they plunder for the sake of glory.


    Puca
    Spoiler :
    The Puca are a small, gnarled people. Their skin varies from dirty green, cyan, to dark red. Their teeth are sharp, their ears and noses pointy, and clawed fingers. The Puca are incredibly adaptive, and able to live comfortably in harsh environments, from swamps to deserts, and even underground caverns. The are also incredibly unstable, almost always placing pleasure over rationality.


    Bundvolk
    Spoiler :
    Bundvolks are a hardy, squat people, standing at an average of four feet, and at most five feet. This limits their combat ability, and means that a Bundvolk will rarely win a mixed-race marathon. Compared to other races, the Bundvolk age slower and live longer. They reach adolescence at twenty, are in their prime until around fifty, are middle aged until eighty, and can live over 120. Wisdom and knowledge is easily handed down through Bundvolk cultures, and craftiness and wit of the average Bundvolk of ninety can match that other races' thirty year old statesman.


    Zhang
    Spoiler :
    The Zhang are widely considered by all to be the most beautiful of the mortal races, a strangely unified response considering some races have flat lizard faces, some are twelve foot tall cannibals, and some are small hooked toothed bug eaters. The Zhang are notable for their complete lack of facial and body hair, and pointed ears. They can live extensively long lives if they don't risk conflict, as they tend to be physically weak, and can be defeated in single combat by most other races if evenly matched.


    Hollowthings
    Spoiler :
    Hollowthings. In the hollowthing language, they call themselves “hollow unpeople”, gh-ash-sh-sol, or “empty things”, gh-mor-dush. This is most often shortened to “the hollow”, i-ash. Foreigners also call them ash people or stoneskins. Hollowthings are very much alike humans but with ashly, cracked skin. Their faces however look exactly like smooth human faces, and are incredibly pale and beautiful. They hide these faces behind ornate masks. The faces behind the masks are considered incredibly personal, only being revealed in the most personal of situations, they don’t show their faces to relatives or even lovers. Beside the relationships of friendship, family or spouse, hollowthings has a concept of a relationship where they call the other hollowthing his or her “soul”, or olaw. A person’s olaw is someone that person has learned to know personally over a generation or so, the vast majority of times aromantically. The vast majority of hollowthings only show their faces to their olaw.

    Behaviorally, they’re prone to be almost radically individualistic, but in a reserved, melancholic way. Most of them are nomads, and a lot of them travel in solitude. Romantically, they’re basically asexual, having no to little conception or expression of gendered behavior. Instead, they approach their sex stoically. When a hollowthing makes love, it’s of course usually with the mask on. Also, while this is the only place they usually act out excitedly, sex is often incredibly painful, resulting in chunks of the cracked skin falling off, leaving them with open wounds for days.

    While hollowthings’ bodies are decrepit and weak, and while they are shy and melancholic, most of them are born with exceptional magical skills. They particularly master shadow magic, which is most powerful during the night when darkness encompasses everything. Rather than dressing themselves in armor and riding horses, they wield dense protective darkness, shadowblades, and ride mounts manifested from nightmares, which are named nightmares (or asg-sugul, literally night-terror) after them.


    Qunash
    Spoiler :
    The Qunash are a very diverse race, owing to their defining feature of mutations. Every individual is born with unique and substantial mutations, ranging from extra limbs, eyes, spike-like bone extrusions, and all other sorts of oddities. For some these are gifts that are either useful or at least aesthetically pleasing, while others are cursed with grotesque or debilitating abnormalities.


    Tagata
    Spoiler :
    The Tagata are built for seafaring. They have a natural sense of direction, even when on the open ocean on an overcast day, and are able to fend of dehydration sunstroke for extended periods of time. Their original homeland was extremely hot and humid, and their bodies were adapted to thrive in that environment. In the drier and cooler Lost Lands, the Tagata find themselves almost constantly cold, quick to tire, and with difficult childbirths. When a child does grow into a strong and healthy adult, a Tagata will stand taller than most other races, with purplish skin, an athletic and slender build, and fine tusks jutting out from the lower jaw.


    Non-Sentients
    Spoiler :
    Dimons: Dimons are a type of goat-like, domesticated grazing animal. They are the size of a small horse, and have humps like a camel, allowing them to live in dry and harsh environments. They are popular among shepherds in the northern deserts, and their milk is especially valued.

    Shelm: The Shelm are large herbivores, reaching nearly six metres high when standing on their hind legs. They have drag a long, heavy tail that allows them to balance when standing upright, and most of their body is covered in a thick layer of rock-hard scales, though their underside is matted in a soft white or brown fur. They are typically gentle, but when provoked their bulk and clawed four-fingered paws can be extremely deadly. Recently, as coordinated armed groups have begun hunting Shelm, herds have been growing in size, from small herds of a few dozen to super-herds numbering in the hundreds.

    Lagons: Lagons are docile reptiles, similar in appearence to monitor lizards, and originate from the Ryoto homelands. Domesticated Lagons were brought to the Lost Lands along with the Ryoto, and while they have difficulty competing with the fiercer and exotic Lost Lands wildlife, they have continued to thrive as pets and companions. The range in size from less than half a metre from about to tail, and up to nearly two metres long. They're loyalty and intelligence means they are highly valued and desired among the Ryoto, and they have begun spreading to nearby peoples as they become more popular among other races.

    Moas: Moas are large bipedal birds, but with much thicker bones than their airborne cousins. They can be found in any open plains throughout the Lost Lands were they roam in hunting flocks, but are especially numerous in the southeastern Ryoto lands. Their strength allows them to carry a grown man while also being fairly easy to train and bread, and as such are frequently used as light cavalry, with specially bred Moas able to bear the burden of heavy armour and act as shock cavalry. They are also used as livestock, though their predatory diets make them more expensive to maintain than cattle.

    Craja: The craja are small fish native to the archipelago waters on the eastern mouth of the Lost Lands sea. While relatively unremarkable in appearance beyond having particularly reflective scales (speculated to deflect some of the corrosive Apocalyptic magic in the waters), they are unique in that their annual mating grounds are in the eastern ocean, within the Apocalypse itself. While there are obviously no reports of what they do beyond the Beyond, there are almost always double the number when they return, and always at full size. This makes judging their age incredibly difficult, if indeed they even do age. Even stranger is that they apparently do not require food, as those kept in captivity showed no ill-effects from lack of feeding. Despite this, they still eat regularly, and are attracted by conventional lures. They do require frequent changing of water though, as being left in regular-sized tub of unchanged water for only a little over thirty hours kills them. Craja are the main staple of the Lyrian and Tagata islanders' diets.
     
    Last edited: Mar 29, 2017
  6. Seon

    Seon Not An Evil Liar

    Joined:
    Jan 20, 2009
    Messages:
    7,255
    Location:
    Not Lying through my teeth
    Subbed. Will post a race and claims later
     
  7. NinjaCow64

    NinjaCow64 The Continuation of the Dream Supporter

    Joined:
    Apr 4, 2010
    Messages:
    7,251
    Subbed hard. My race and nation are in development.
     
  8. jackelgull

    jackelgull An aberration of nature

    Joined:
    Dec 30, 2013
    Messages:
    3,033
    Location:
    Within the realm of impossibility
    Subbed
    Warning, will probably make dwarves
     
  9. Double A

    Double A WAAAH

    Joined:
    Aug 22, 2009
    Messages:
    13,925
    Location:
    NC
    what the heck do points in society do
     
  10. Decamper

    Decamper ..!

    Joined:
    Jul 28, 2014
    Messages:
    1,005
    Stability, shared values, religious unity, etc. a high score gives your population something like a national identity, while a low score can mean their are dangerous racial/religious/factional divides in your society.
     
  11. Ailedhoo

    Ailedhoo Vocals

    Joined:
    Mar 19, 2012
    Messages:
    7,140
    Id bound goblins will be inbound for this game!
     
  12. Civ'ed

    Civ'ed I ain't gotta explain a thing

    Joined:
    Oct 7, 2010
    Messages:
    6,297
    Gender:
    Male
    Location:
    Aberdonia et Banffia
    Government - 1
    Society - 3
    Economy - 2
    Army - 2
    Navy - 0

    Race:
    The Bokonoton are a race with one very defining feature, namely their skin color. Due to the strange conditions of their homeland, they over time developed a skin pigment which can only be seen by Bokonoton and by certain members of the other races. Those who cannot see it have described it as a bright red, but that blood spilt on their skin still looks clear and distinct from their skin as if their skin was white. As a result, many compendiae of the old world list their skin color as “unknown”, “unsettling”, or quite simply, “wrong”:
    (Bonus: Skin color being "wrong" means that they majorly freak out any enemies. However, they require an extremely niche climate)
    Country Name: Bokonot (Bokonoton), officially the Endless Interregnum of Bokonot (Bokonoton Yakgané Thunsagga)
    Government/Leader Name:
    The Bokonoton are organised into a system known as the Yakgané Thunsagga, or the “Endless Interregnum”. Though the Bokonoton are technically a monarchy, they have not had a monarch for at least a thousand years, and instead the country is administered by leaders of the Six Great Tribes - the Inkindé, the Oussi, the Nru, the Toukeur, the Kpangana, and the Gooku.


    These Six Great Tribes organise themselves into various smaller tribes, with each answering to the Great Tribal Council. The Great Tribal Councils of the Bokonoton send their Paramounts to discuss matters of state for the Yakgané Thunsagga.

    Religion:
    Religiously, the Bokonoton worship a myriad spirits. Official Bokonoton liturgy counts 500 deities, with another 500 empty spaces present for idols in the Great Temple, “in case more Gods reveal themselves”. These spirits range from the highly important, such as Nansisi the Creator Webspinner, to the “ascended”, such as Kgali the Mansa of the Toukeur-Kanire, whose rage against the natural state of Earth left no choice but for him to become a spirit. The main priests of the Bokonoton, the Njure, are very well aware that worshipping all 500 spirits in detail is impossible, and as a result, over time, have stratified spirits depending on sheer power.


    Strangely, the two most major ideas of Bokonoton religion are contradictory. One states that the body is sacred, and must not be blemished - as a result very little Bokonoton art of humans can be found, and usually, they burn any and all portraits they find during their slave raids. The second is that ritual scarring is preferred. As part of one of the Bokonoton experiments to remove the danger associated with magic and thus ensure the longevity of slaves, Bokonoton griots developed a runic language with the attempt to contain magic. As a result, several slaves went blind or mute and were thus incapable of continuing their services. After some alterations, however, the language was recreated as the liturgical language of the Bokonoton. Warriors march into battle wearing fresh scars showing curses which, for some inexplicable reason, only seem to actually take effect against those who cannot see the true skin of the Bokonoton. This is one of the reasons for the perceived “wrongness” of the Bokonoton, since their curses range from tribe to tribe - the Inkindé specialize in cursing enemies with the most fearsome plagues, the Oussi are known to cause entire armies to turn on each other, the Nru are followed by curious cases of spontaneous combustion, the Toukeur believe they have the ability to speed up time for someone to the point of them aging in minutes, the Kpangana use their curses to petrify an enemy, sometimes literally, and perhaps worst of all, the Gooku go around their merry way, bestowing entire enemy cities with doubts and making them more suggestive to Bokonoton influence. Positive curses are also often found - plenty of healing houses in the borderlands to Bokonoton territory are inscribed in “curses” that heal those who cannot perceive the true nature of the Bokonoton.


    To use these curses, however, scars must be cut. And due to the prohibition on deliberately wounding oneself, many warriors must first earn a scar before they can truly be as powerful as the more grizzled veterans. The manner the scar is gained is unimportant, but from it a new curse can be written. Often, this will be directed at something in particular - enemy soldiers, or the ground. Whatever the case, these curse-scars are highly powerful.
    Society/Culture:
    The civilian culture of the Bokonoton varies from tribe to tribe. In general, however, they are characterised by a strong system of acceptance of women. In fact, in the case of the Toukeur, the entire military contingent consists entirely of women, and it is known that the Toukeur are a firmly matriarchical society.


    Slavery is considered a necessary evil in Bokonoton society - with the loss of their old homeland, so too is gone the microclimate that they existed and flourished in. As a result, they need many mages continuously maintaining the system. Rather than waste their own lives in this, the Bokonoton use armies of rune-covered slaves. Since these are often brought along in raids to acquire more slaves, a surefire sign of a slave raid approaching is a sudden change of weather to eldritch sandstorms, even in polar areas.


    An important aspect of Bokonoton society is warfare. The calendar is divided up into two halves - Ngarase and Tourase, or “Slave-time” and “Fight-time” respectively. During the months of Ngarase, slave raids consistently pulse out of the Bokonoton-held areas. However, it is widely accepted that Ngarase is not the most frightening time to not be a Bokonoton. Rather, it is Tourase. During Tourase, all outside communication simply grinds to a halt. The Six Great Tribes converge upon previously agreed sacred sites, sacrifice animals and luxury goods, and then enter a month-long system of ritualised warfare. Though the actual usage of the Tourase Conflict is unknown, various theories have been posited - human sacrifice, combat training, population control, and simply as a bloody ritual to gods yet understood.
    Economy: The Bokonoton economy relies primarily on trade. Their homeland was the source of much gold, salt, and similar valuable materials. This trend continues in their current homeland. In addition the Bokonoton focus much research into de-lethalizing magic for the user, in an effort to reduce reliance on mage-slaves.
    Army: The Bokonoton army consists primarily of shock troops armed with trauma weaponry. Axe-clubs, mauls, and hammers are all used widely in the Bokonoton army. In addition, ranged weaponry is mostly thrown and blunt as well - throwing clubs are highly popular.
    This being said, however, the Bokonoton will use bladed weapons when it suits them. This is done mostly to create scarring.
    The Bokonoton are more familiar with the chariot than the saddle. From their chariots they launch furious hails of club-fire upon their enemies. In addition, some chariots are armed entirely with mage-slaves who keep the climate stable and in favor of the Bokonoton, or who are carved with runes of pestilence and bloodshed.
    A curious addition to the Bokonoton army is a Oussi invention - the War Palanquin. Carried through the magic of five mage-slaves, the war palanquins can carry as many as six soldiers into the fray. Carved into the palanquin are more scar-runes, somehow magically imbued.
    Navy: The Bokonoton do not have a navy, being landlocked. They are capable of fashioning rudimentary rafts and canoes however should the need arise.
    Legends:
    Name: Dohmboti Warp-Stone
    Age: 40
    Occupation: A Gooku rune-engineer and the inventor of the war palanquin. Known for feats of engineering in Gooku cities, including the great everchanging spires of the city of Boctou. Spearheading the Bokonoton armament research, Dohmboti is known as a peaceful man outside of his work, and has no scars to show.

    Name: Za Scar-Smith
    Age: 35
    Occupation: Za Scar-Smith is a highly powerful Griot. His entire body, down to his eyelids, is covered in scar-runes and curses against nigh anything. Though this has rendered him blind, it is believed that at least one curse on his body allows him to see in a different plane, and said curse may have the power to force others to see in the same plane. Za regrets this as a "unfortunate side-effect" of his power.
    Capital Location and Name/Migration Route:

    Dark Red indicates the current borders of Bokonot. Lighter orange indicates areas targeted by Bokonoton slave raids.
    Language(s): There are two main languages in use throughout Bokonoton society. the first is the Secular Language, or kaBokonoton, and the second is the Liturgical or Magical language, or Kpehjuza.

    The Scar-Runes of Kpehjuza*

    Kpehjuza is barely used in daily life, due to its liturgical and innately dangerous nature.

    kaBokonoton is a language created 300 years ago by one of the Griots. It combines elements of all 6 languages. A good comparison of the two languages can be established through the kaBokonoton and Kpehjuza tales of the Litany against the Discolored Sun:
    Kpehjuza
    DEH/VEH//MGBA/NJOH//JGU/YE/KI//VEH/KPO//MGBOH/KPI
    Dehveh Mgbanjoh Jguyeki Vehkpo Mgbohkpi
    "The Sun/Not-Appear/All-Days/Not-Color/Me-Over"
    kaBokonoton
    Batoure Okonot Dagasoudou Bahno
    "Wrong-Sun Falter Above me Always"
    Approximate Translation
    "May the Discolored Sun disappear forever where I walk"
    Names, however, are usually drawn from Kpehjuza, due to the inherent power in the scar-runes.
    Background: all above

    *yeah yeah it's Vai, we get it
     
    Last edited: Feb 10, 2017
  13. NinjaCow64

    NinjaCow64 The Continuation of the Dream Supporter

    Joined:
    Apr 4, 2010
    Messages:
    7,251
    Principality of New Gyldige

    Government – 1 (+0)
    Society – 2 (+1)
    Economy – 2 (+1)
    Army – 1 (+1)
    Navy – 2 (+2)

    Race: The Lyrain. Their most defining trait that would distinguish them from humans is their lack perceived of irises and pupils. Despite this, they can seek as well as a human could. Other than this feature there are no notable physical differences between them and humans.

    Positive Trait: The Lyrain are noted for their extreme and careful attention to detail that seems to come naturally to them. This makes them suited skilled lawyers, bureaucrats and ritualists and they were employed all around the world in these positions before the Apocalypse. Their agreements, whether with mortals or magic itself, were considered gold standard before the Apocalypse.

    Negative Trait: While their attention to detail has been a boon for them, it also has one major downside – any form of government with widespread participation by the Lyrain inevitably trends towards extreme complexity. When your average Lyrainian could pass for a lawyer in a less complicated country, one could only shudder at the complexity that a constitution made by one would look like. The Principality of New Gyldige is no exception to this problem, already they must deal with a labyrinthine bureaucracy and the rulers must struggle to get anything meaningful done.

    Country Name: The Principality of New Gyldige

    Deonym: New Gyldigan, more commonly Citizen of New Gyldige. This Deonym is more commonly used by outsiders and by non-Lyrain citizens. Most Lyrains consider themselves Lyrain first and New Gyldigian second.

    Government: Constitutional Elective Monarchy.

    Government Details: The system of New Gyldige was built on the foundations of the Tilflugt Fleet Agreement. The Tilflugt Fleet was the name of a great fleet of the (primarily Lyrain) vessels that had escaped the Apocalypse and ended up founding New Gyldige. The fleet, containing no true successors for the Lyrian Emperor or the various positions capable of electing an Emperor, had no true leader. To maintain the loyalty of the fleet Admiral Gunnulf Kahl, who was up until the Apocalypse the captain of a major Lyrian military vessel, formed the Tilflugt Council. The Council contained one representative from each vessel in the fleet, elected by the captain, crew and passengers of each fleet. The details of who would elect these representatives were left vague to appease the heads of once-powerful institutions who had made it to the safety of the sea. This council would elect the Admiral of the Tilflugt Fleet and were given a large degree of power. There are almost one hundred councillors in the Tilflugt Council.

    Once the Tilflugt Fleet made landfall and many of the less stable vessels were dismantled to build the first buildings, the councillors were left to decide how to formalise the succession of their seat. Many councillors made their council seats hereditary, others decided to make their seats democratic and allowing portions or the entirety of the city to vote on their successors. Others decided to tie their seats to institutions, some newly founded (such as the New Gyldigan Navy and Army) and some from the old Imperium (such as lawyers guilds and the Church of Sorrend). Some people chose to do more interesting things with their seat, such as tie it to a piece of land or give it someone who could win against them in honourable combat. After Admiral Gunnulf Kahl stepped down as leader to become the Admiral of the New Gyldigan Navy, Prince Ebbe I Strauch was crowned Prince of New Gyldige by the Tilflugt Council, but they reserve the right to recall and replace him if they so desire.

    Over the five years since settlement, the different council seats have gained various constitutional powers and have vastly different methods for succession. The title of Prince has also gained various constitutional powers. This is slowly increasing the complexity of the government of New Gyldige, while it isn’t nearly as complicated as the Divine Lyrain Imperium of old it is still impressively complex.

    Leader Name: Prince Ebbe the First of House Strauch, Prince of New Gyldige, Admiral of the Tiflugt Fleet, Regent of the Divine Lyrian Empire, Margrave of Treffen, Chosen of Sorrend and Sovereign of the Lyrian People. Or just Prince Ebbe I Strauch for short.

    Religion: While New Gyldige has freedom of religion, most Lyrians worship Sorrend; the Goddess of Law and Order. Sorrend is depicted as a tall imposing figure, with long flowing white hair. She is blind, so her eyes are blindfolded with white cloth, made of the same divine material as her white dress. Usually she has blood streaming down from her eyes like tears, this provides contrast against the many stone statues that she is depicted in. Usually she is depicted holding book in her right hand, the Holy Til which sums up a person’s life and their appropriate reward or punishment; and in her left hand she holds Hasun, the holy sword of beheading. The other major God of the religion of Sorrend is Vastustaja, the Adversary. He is an evil God and is not commonly worshipped, worshippers of Vastustaja are rare and are considered depraved evildoers. Vastustaja is depicted as an animalistic wolf-like giant made of dark red energy. Usually his fur is unnaturally sharp, this is usually depicted by the artist drawing jagged lines randomly. Vastustaja is universally depicted lacking a head.

    The Lyrians believe that the universe is fundamentally chaotic, arbitrary and unjust. They believe that Sorrend has handed down the holy task of bringing order to the universe to all Lyrians (or all sentient creatures, as more liberal theologians argue). The creation myth of the Church is simple – they universe emerged spontaneously, from cosmic energy into the modern physical form it has today without warning or cause. They believe that the energies inclined to benevolence, order and justice grouped together and formed into Sorrend. The energies inclined tyranny, depravity, cruelty, deception and evil formed into Vastustaja. After wandering many years, they encountered each other. Believing that they were the only creatures of their kind, they rejoiced after finding each other. Tricked into thinking Vastustaja was as kind as her, they began to copulate. However, Vastustaja was unsatisfied with this and tried to hurt her, but Sorrend fought back. During the struggle, she was blinded. After she was blinded, she gained newfound strength, summoned Hasun used it to behead Vastustaja. Unfortunately, this was not enough to kill the foul being, but it weakened him considerably. Reverting to a cruel headless monster, he retreated into the chaotic tapestry of the universe, making it impossible for Vastustaja to track him down.

    From this encounter, she fell pregnant with the Lyrian people (or in some interpretations of the myth, all sentient creatures). Realising that her children would not be able to join her in Heaven, her home, she built a planet for them to live upon. After the Lyrian people were born, she told them that they had the potential of both her and their father. If they could fight the influence of Vastustaja and try hard to bring order and justice to this chaotic and uncaring universe, then they could join her in her home of pure enlightenment and order. However, if they gave into his depravity and cruelty and embraced chaos, then they would be severely punished and then thrown into Vastustaja’s cruel embrace; to suffer for all eternity as he fed upon their souls.

    Worshippers of Sorrend are integrational polytheists. They believe that all Gods worshipped by people are legitimate, either as actual Gods or spirits that are worth worshipping or a reflection of Sorrend or Vastustaja. This belief has led to a long tradition of freedom of religion in Lyrian societies, suppression of foreign religions are extremely rare unless they are suspected to be Vastustaja cults. While there are established organised priesthoods, worshipping at temples is not mandatory. All followers of Sorrend are expected to worship her in their own way, although sacrifices of small animals is common when they are worshipped outside of a temple.

    The Church of Sorrend believes that all magic originates from energies of a God or their servants, in the case of a typical Lyrian magi they will attempt to take their powers from Sorrend. They explain the fact that magic-users have a such a short and painful life because they believe that all magic is fundamentally divine and there must be a cost for mortals to use divine energies. Some of the Lyrain’s greatest magi have conflicting theories on magic, especially the more cynical irreligious ones.

    The Apocalypse is obviously a major theological issue for all, including those who worship Sorrend. The most common interpretation of the Apocalypse was that Vastustaja was able attack Sorrend by surprise and wounded her, as well as damaging the fabric of the universe, causing the Apocalypse to occur. The severity of the wound is a hotly debated topic amongst theologians and commoners alike, the most pessimistic viewpoint is that Sorrend was killed by the attack and Vastustaja is currently violently dismantling the universe. While that extremely pessimistic interpretation is fairly rare, even the most optimistic theologians must admit that Sorrend must have been extremely wounded for a catastrophe so dramatic to occur.

    Before the Apocalypse, the Church of Sorrend was beginning to fragment due to theological disputes and multiple competing churches were popping up. After the Apocalypse, the surviving churches decided to reunite into one church for the unity of the Lyrian people. The Church is structured into five wings, theoretically of equal importance. The Spiritual Wing is mainly concerned with ritual, theology and charity. The Temporal Wing acts as the bureaucracy of the Church, their Cardinals are most commonly elected as the High Speaker for Sorrend. The Knowledge Wing is concerned with studying the universe, specifically magic, and funds many scientific and magical endeavours. They often collaborate with the Spiritual Wing when it comes to their studies in magic. The Justice Wing is concerned with ensuring that the laws and bureaucracy of New Gyldige show proper adherence and respect to Sorrend. While the Legal Wing has no direct power over the legal system, they are the faction that is most involved in council politics and they use that power to influence the legal system. Additionally, they fund the education of many lawyers and judges and provide legal assistance to the needy. Finally, there is the Militant Wing, this wing trains priests and paladins of the church to assist the army in combat. They have more importance than they did in the Divine Lyrian Imperium of old due to the efforts of the Prince and the Tilflugt Council to build an army. Each Wing elects three cardinals, a very high ranking priest, to lead the organisation. These cardinals sit upon the Quorum of Fifteen and elect the High Speaker of Sorrend, the leader of the Church. Together they govern the Church and nominate a councillor to represent them in the Tilflugt Council.

    The rituals and services of the Church of Sorrend is a mixture of practices like Christianity and what would be considered pagan on Earth. There are temples where sermons are held and songs are sung, along with marriage and funerals being performed. However, during these rituals, the priests perform ritual sacrifices of animals and cover themselves with blood. They also dance around giant statues of Sorrend in a circle holding lit torches, while the dances seem chaotic they are rigorously choreographed and practised. Additionally, these priests and priestesses are usually blindfolded in a see-through white cloth, allowing them to see while blindfolded. They also are commonly seen wearing animal skulls upon their head. The colour of their robes are dependent of what rank they are, the higher rank one is the redder their robes will be. Low ranking priests wear white, archbishops wear pink, cardinals wear red and the High Speaker of Sorrend wears dark blood red. Holy Books record all rituals performed in a sermon in extreme detail and are widely available in New Gyldige.

    Society/Culture: The society of New Gyldige attempts to be as equal as possible to honour their Goddess. People (on the whole) are not discriminated by gender, skin colour, race, sexual preference, religion or creed. However, they realise that the universe and all things built by mortals are inevitably flawed, Gyldigan society is no exception. There is a lot of potential for upward mobility in their society, it is very possible to reach very high ranks within society even if you were born as the lowest of the low. However, moving upwards is extremely difficult. To move significantly upwards, you need a lot of talent in your field and the ability to navigate the labyrinthine bureaucracy of the state. Additionally, being born into nobility or wealth will give you certain advantages over those of lower birth. Despite most of nobility losing much of the land associated with it and thus much of the power, the prestige associated with the titles are still considered important.

    As one could imagine from a society that worships a Goddess of Justice, New Gyldige takes law extremely seriously. Lawyers, judges and policemen are considered extremely important and are paid extremely well. Jury duty is considered extremely important, grandparents often tell their children stories of when they served as a juror in one of the court cases in the Divine Lyrian Imperium, it is likely that this practice will continue when native New Gyldigans start to have grandchildren. The lawyer guilds that survived the Apocalypse were given seats in the Tilflugt Council and the New Gyldigan Navy voluntarily gave the newly formed Supreme Court of New Gyldige one of their seats on the council. Legal proceedings can take a very long time compared to other countries as they like to be extremely thorough and fair, although the turnaround of these cases tend to be higher than other countries as more of society is devoted to them. Punishments are harsh and are usually matched to meet the crime that was committed. Thieves and con artists perform hard labour, their payments are passed on directly to those who were wronged. Those performing assault are subjected to brandings and whipping or, in extreme cases, have limbs removed. The most serious crimes such as murder or rape are punished with beheading. It is not considered a crime or a sin to kill someone who has been charged with a crime or who resists arrest, so executioners may perform their duties with a clean conscience.

    The most common form of magic that is practiced by Lyrians is ritual based. Lyrian princes and magi make elaborate documents detailing their “agreements” with magical spirits and Gods (most commonly Sorrend herself or one of her servants). They then read these documents out loud while performing rituals and sacrifices. They prepare powerful spells that take many an hour to cast in their down time and store the energies within them, allowing them to instantly cast the spell when it is needed. Many of the more cynical and advanced magic users of the world theorise that these agreements may just be a way of the Lyrian magi of concentrating on their spells, but like all things involving magic no one is sure for certain.

    Minority races often have a hard time adjusting to society in New Gyldige and some elements of society are sometimes racist towards them. Luckily for them, many of the minority races that live in New Gyldige originate from the Tilflugt Fleet. Lone vessels of other races fleeing the Apocalypse were accepted into the Tilflugt Fleet and were given representation on the Tilflugt Council. As many of these Councillors made the election process of these seats exclusive to voters of their race, this gave minor races disproportionate influence in society. This has, for the most part, successfully discouraged widespread discrimination against these races.

    Economy: The economy was mainly focused on agriculture and gathering other materials necessary to found New Gyldige until recently. Recently the economy has expanded into mining metals and producing lumber to build new houses for their people. The people of New Gyldige trade with other settlements via sea trade routes using these materials to import anything they need.

    Army: Lyrains are fundamentally a peaceful people and dislike war unless it is absolutely necessary. Few soldiers survived the Apocalypse, they and the more militant members of the Church of Sorrend (which eventually evolved into the Militant Wing) are overseeing the construction of a new army. Due to the peaceful nature of the Gyldians, recruitment is going slowly. Although the army is being trained to fend off attacks, their main function is to scout and map this new corner of the world and find new settlement locations and trade routes. In the time of the Divine Lyrain Imperium, priests of the Churches would pre-emptively forgive their soldiers, who may kill innocent enemy soldiers during battle.

    Navy: The New Gyldigian Navy suffers from many of the problems that the New Gyldigian Army does, however their tradition is much better due to the fact that multiple navy ships survived the Apocalypse.

    Legends:

    -Admiral Gunnulf Kahl, Age 60. The legendary admiral who assembled the Tilflugt Fleet to the Lost Lands. Formerly a captain of a powerful Imperial vessel, he now oversees the New Gyldigian Navy and aims to lead them to glory in his twilight years.
    -Magi-Priest Halldora Bleich, Age 20. A prodigal Magi-Priest, Halladora has abandoned a rewarding future studying magic for a role in the military to assist with scouting the Lost Lands. This has garnered her fame and praise in the media and the public.

    Capital Name: New Gyldige

    Location/Migration Route:



    Decamper you can decide the extent of my borders.

    Language: Oooh boy I was lazy with this one. IC it’s a horrific mix of Scandinavian languages, German, Dutch, English, Afrikaans and Hungarian. For names its simply Viking First Name + German Last Name. For cities, deities or organisations put a relevant word through Google translate and find something that sounds cool.

    Pre-Apocalypse History: The Lyrain people were united not by war, but by diplomacy. The Divine Lyrain Imperium was founded centuries ago, so long ago that records of the polities that existed beforehand are non-existent. It too was an elective monarchy, a group of electors (usually nine, although this fluctuated throughout the history of the country) elected the Emperor or Empress. Empress Tuur I of Taran was elected as the first Empress of the Imperium and ruled from the shining city of Gyldige, which remained the capital of the Imperium until the Apocalypse. The Imperium was not a fully cohesive political unit, it was frequently very difficult for an Emperor or Empress to get anything done and Princes would have very little authority outside their realm. An outsider who visited the Imperium (whose name has been lost to time) commented that “it is a miracle of the Gods that they manage to get anything done at all.”

    Few institutions of the Divine Lyrain Imperium survived the Apocalypse. Emperor Domhnall XLV of Taran died in the capital along with all the electors. If it weren’t for the actions of Admiral Gunnulf Kahl to rescue civilian vessels it is likely all Lyrain culture would have been forever lost. The loss of the Divine Lyrain Imperium is a major scar on the collective psyche of the Lyrain. While many outsiders considered the Imperium dysfunctional at best, the Lyrain were truly proud of their accomplishments. Now the Lyrain must forge a new future for themselves from the ashes of the past, or they will forever have failed in their promise to Sorrend and all will have been lost for nought.
     
  14. Seon

    Seon Not An Evil Liar

    Joined:
    Jan 20, 2009
    Messages:
    7,255
    Location:
    Not Lying through my teeth
    The Kingdom

    mountain claim.jpg

    Government: 1
    Society: 1
    Economy:2
    Army: 3
    Navy: 1

    Government: Elective Monarchy

    The Kingdom is a loose confederation of tribes and city states in the mountains and valleys of the Spine. The role of the High King is passed between the tribal leaders and city states in a conclave, but the tribes and city states tend to maintain their own independence. It is questionable what power the High King actually possess, aside from the ability to lead other tribe's and city's armies in case of an invasion and ability to intercede in inter-kingdom disputes.

    Race: Liim: Only distinguishing feature that differentiates these people from base humans are their horns, which come in various shapes and sizes. Naturally long lived and full of vitality, but prone to melancholy, fits of rage, and despair, the Liim constantly seeks for grander purpose, experience, answers, and memories in their life.

    Positive Trait: Natural vitality means that the Liim is naturally long lived and able to endure much greater punishments than baseline humanity.
    Negative Trait: The race of Liim suffers from constant feeling of dissatisfaction, rage, and bouts of inexplicable melancholy. The Liim constantly reject norms and commonly turn away from authority and society.

    Society: Society of the Kingdom is comprised of a loose confederation of various tribes, city states, and townships that formed in the fertile valleys and farmlands within the protective bounds of the Spine. While nominally part of the same kingdom under an elected High King, it is not uncommon for individual city states and tribes to resolve their differences with violence and/or for them to outright reject the High King's authority. Such rebellious tribes and cities are often brought to heel relatively quickly by application of force by the High King and the surrounding towns and tribes: often glad to have found a legitimate release for glorious violence and adventure. Might makes Right is the unspoken axiom of the tribes and cities of the Kingdom, and a High King unable to bring the oft-rebellious tribes are doomed to mediocrity and ineffectiveness.

    The one thing that brings the tribes and cities together, however, is adventure. The race of Liim share a cultural feeling of entrapment by the same mountains that protect them from foreign invasion. This is often translated into a eager and, often desperate, approvals for any large-scale expeditions and exploration of the world beyond, braving the seas and the mountain passes of the Spine to discover what lies beyond. Some have even attempted to walk past the badlands of the north--although none has ever returned.

    Economy: Economy of the Kingdom is vibrant. Villages and towns near the mountains focus much more on lumbering and ore mining, while those at the lake focus on agriculture and herding. Trade with foreign nations happen often and regularly, with adventuring Liim merchants sailing and exploring far and distant nations to trade and learn from. Foreigners are often welcomed within the coastal cities, where trade happens, and all of Liim society listen eagerly towards mysteries and stories from far distant lands.

    Army: The Liim army is composed of tribal and city militia levied by the High King, along with the High King's personal military and followers. While seen as disorganized by outsiders, the armies of Liim actually maintain strong unit cohesion and discipline within individual tribal and city regiments. There is also a core of professional soldiers in almost every regiments, often rented out to powers beyond the sea and lands as mercenaries and guards.

    Due to the Kingdom's experience with warfare among each other as well as launching exploratory expeditions beyond their borders, the Liim army have defeated many enemies by showing themselves to be good tacticians and logisticians, surprising many invaders as well as unfortunate overseas victims and waging effective long-range campaigns. Unfortunately for the Kingdom, it is a very few High Kings indeed that has ever managed to earn the loyalty of all the army units and regiments within the Kingdom aside from cases of invasion. In addition, the experimental nature of Liim means that the commanders themselves, if not the footsoldiers, are often liable to desert and lead their armies contrary to orders from chief strategists or high kings.

    Ongoing conflicts with Gorre tribes as well as internal disputes leading to violence has led to improvements in armor, weapons, and equipment. It is common these days for chiefs for warbands in peace to travel west to the frontier to aid in patrols and guardianship of the mountains against the Gorre raiders.

    Navy: The Liim navy would be a powerful and imposing force in the north. The Liim have no shortage of brave sailors and officers willing to risk their lives and fortunes on the high seas, but these naval officers are even less loyal to the High King then the Army.

    Due to royal power being mostly expanded to keep the army cohesive to fend off against raiders, naval officers operate mostly independent of royal powers, and many simply turn towards piracy or disappear over the horizon, seeking adventure on the high seas.

    Legends: Explorer Brennan (43): one of the more famed expedition leaders sent to the land beyond the Spine, Explorer Brennan is now one of the more famed heroes and generals within the Kingdom. Rumor suggests that he is seeking an exploratory expedition into the winding cave systems of the Spine.

    Merchant Venturess Alaria (39): A famed merchant/explorer who has made her fortune on the high seas with her warship-turned-explorer vessel. While officially wanted by the High King for treason and theft of crown property, this does not appear to stop her from receiving adulation and even being invited--by said High Kings--to social events.

    Capital: Capital City of Talitainn is located at the shore, next to a small lake in close proximity to the sea.

    Migration Route: The tribes that settled into the valley of the Spine originated somewhere beyond the northern badlands, part of an expedition fleeing from the Armageddon. Their wanderlust and can-do attitude led to them actually brave the harsh mountain passages and cave systems of the Spine to reach the hidden valleys and lakes within, where they were forced to settle due to the sheer impossibility of surviving the same expedition back to the other side.
     
    Last edited: Feb 21, 2017
  15. Ailedhoo

    Ailedhoo Vocals

    Joined:
    Mar 19, 2012
    Messages:
    7,140
    Government - 1
    Society - 2
    Economy - 3
    Army - 1
    Navy - 1

    Race: púca (nicknamed goblins) are smallish humanoids with greenish to cyanish to dark reddish skins. Tend to have fanged teeth, pointy ears and noses with craw nailed fingers.
    Positive: incredibly adaptive; púca can thrive in harsh environments, from swamps to deserts (dry or cold) or even underground caverns.
    Negative: id bounded; the púcan ego and super-ego seem to be less focal in the psych, resulting in a constant instability risk due to tendency to heed their instinct over organisation along with a high tendency towards decadence.

    Country Name: Lutindor
    National: Lutin
    Government/Leader Name: Chaotic Monarchy AKA Despotism in Name Only: puca tend to have kings and queens but their power is more symbolic than political due to the rather decentralised nature of the power structures. A princess or prince tend to take more the provisional whole, often claiming linkage to the monarchy without necessary being link bloody wise due to the arbitrary nature of pucan monarchy. Each clan is laxly governed by its prince or princess, entrusting locals chiefs to help administer who often have a lax attitude towards administration. The nearest proper administration is founded ironically through the census set out by the chaos priest of the Kaasen faith and even this is often loosely guarded.
    Religion: Kāäs, a rather philosophical faith based on the concept of chaos and free will. 'Priests' tend to focus more on chaotic chants and dance rather than sermons, the focus being more on a sense of self experiments. They do however provide a restraining voice in the otherwise chaotic Lutin society. Chaos magic tends to be focus by the mages that follow the faith. One of the few beacons of structure in Lutin society tends to come from the Kaasen practice of móteres. A mótere is a practitioner of the Kaasen faith that has been embedded with chaos magic to the point of procession; they are heeded as oracles, speaking of weird visions that are seen of great reward and risk. The faith often adopts the local gods of the surrounding but does not encourage worship of them, instead focusing on the aspects of self-fulfilment.
    Society/Culture: Pucan cultures, Lutin especially, tend to encourage a hedonistic lifestyle. Industry is promoted but as a means to acquire an excessive lifestyle. Families tend to encourage a visiting nature, with the clan regarded as the prime unit of upbringing; childcare is comparable to herding cats. Loyalty is promoted as a means to further enhance the joys of live. The joy of living, in many ways, is the glue that holds Lutin society.
    Economy: fishing in the rivers, seas and swamps is a key industry, along with mushroom and bug farming. Honey is a favoured industry, along with with the production feathered and furred cloaks. Miners and smith tend to focus on bronze and tin, the latter used for crowns. Pucan adaptability allows them to mine very deep, allowing access to rare minerals and greater stack of strategic minerals like iron and salt. Depleted mines can be converted into mushroom farms, storage facilities or (if they are survivable enough) living space for the adaptive pucans. The city of Amour is a critical point for trade, serving both as a religious centre and grant merchant port, its warehouses and workshops accommodating the Temple of Dulibre, the centre of the Kaasen faith in the lands of the Pucan. Additionally the potential in engineering, especially from the Lila and Vert clans, do grand the Lutins a potentially strong economic base that otherwise gives some counter to the rather unstable nature of their political order.
    Army: describing the Lutin army a army is a stretch, as much of the troops are essentially just given a sharped stick and told to point it into whoever they fight; these levies are nicknamed "pokies." Seasonal and trained guards, including the infamous "impalers" that guard the princes and princesses with their long iron spears, are often in small numbers. There are a order of knights draped in dark metals but they are a most rare sight and often reserved under the command of the monarchy and the chaos priests. The chaos priests provide, ironically, two of the more ordered elements in the Lutin army in both forms of the
    Navy: much of the Lutin "navy" are light vessels more used to carry raiders to enemy ships rather than having the war vessels fire at the enemy. There is efforts to engineer mighty war vessels but these are often focus of local clan leaders rather than for the greater whole, outfitted more for leisure than action.
    Legends:
    Chantal L'Ombre, 56 year old Lutin veteran rouge: leader of the royal rouges Cantel L'Ombre came to note only after their appointment, her history unknown as a good spy's history should be. What we do know is that she is unusual calm and self-restraint of the often id bounded Pucans.
    Heagel von Hisenberg, 24 year old Wir scientist: a self-declared "prince" who is claimed for his craft. Born Florence Germer, a bastard of a Wir chief he was adopted and educated by the (late) Lutin royal scientist Enzo Lechercheur, while also being touch in the art of intrigues by the Wir chaos priest Franks the Yellow. Now Heagel von Hisenberg serves Queen Roux II as a (hedonistic adventuring) royal scientist, seeking to open the floodgates of knowledge and invention for Lutindor.
    Capital Location and Name/Migration Route: Stánmód is a city place over and under the ground.

    Much of the Pucan have laid hold on the isle of Amourrícea; some like the exiled Swelgan Clan have sailed to other lands but but the main migration from Amourrícea tend to be from merchant linkage to other realms.


    Map of the isle of Amourrícea with puncan clans and their capitals; Stánmód is five pointed star in red section of the Lutin Clan.
    Red is Lutinalor, the central home of the Lutin Clan and cradle of the goblin capital. Symbolised by a stone grey heart in a sea of red. Currently ruled by the queen of Lutindor, Roux II, who has recently succeeded from her mother Azura "the Raging."
    Light Purple (south of red) is Scúrfiswielle, home of the Scúrwelle Clan. Prime settlement is Slíw. Its symbol is a bloody fish in a sea of violet under a sky of blue. The princess of this clan is Edgarda V.
    Dark green is Bærsalor, home of the Bærs Clan. Capital is Bærseard. It is symbolised with a craw hand holding onto a great emerald in a sea of black. Ruled by Prince Ridley III, titled "the Iron Fanged."
    Light blue is Amelcýþþ, named after its central settlement and home of Chiend Eau Clan. Its symbol is a silver moon pierced by a black arrow, over a sea of light blue. Ruled by Princess Riley X.
    Pink is Fondrose, home of the Fureurrose Clan. Capital is Maisonrose. Its symbol is a black crown of thorns on a sea of pink. Leader is Prince Acel "the Ugly."
    Dark red is Satinterre, home of the Satin Clan. Capital is Satincime. Its symbol is a yellow globe with a ring of thorns around it, in a sea of red. Current prince is Riley II.
    Blue is Ciel Ausol, home of the Cielné Clan. Capital is Cielville. Symbol is two silver wings joint with a gold coin in a strong sky of blue. Headed currently by Princess Roxane "the Laughing Hawk."
    Dark purple is Prinzboden, home of the Lila Clan Capital is Prinzstein. This culturally Wir clan is symbolised with a sleeping hound with a great skull nestled in its paws, resting on ground of green and a sky of purple. The current prince is Oskar V.
    Orange is Aigrealor, home of the Aigre Clan and the capital Aigre. Symbolised with a great reddish axe in a sea of orange. Ruled by Prince Jareth XII.
    Cyan is Amour, a clan neutral port ruled by chaos priests. The town symbolised itself with the chaos symbol of the spiralling flame in a sea of cyan. The current Triad of the Flames, the nearest things we have to the heads of the Kaasen faith in Amour, are Gallia, Karoly and Russ.
    Lime is Vertalor, home of the Vert Clan. Capital is Citronvert. Symbol is a violet fig in a sea of lime. Currently ruled by Princess Karcsi VII.
    Regal purple is Espoirville, named after its city and home of the Espoir Clan. Symbol is a purple sun in a sea of white. Ruled by Princess Zara X, known as "the Bold."

    Not shown: the exiled Swelgan Clan, after a power struggle with the Lutin. These Péod speaking Swelgan hail under a yellow banner with a dragon head with a sword going through it, symbolising their mythical founder Edmondo the Dragonbane. Currently ruled by War Chief Colton "Brassong."

    Language(s): Péod (the ceremonial style original language of the puca, based off Old English), Lutin (the tongue of the Lutin clan and the more common language among the puca, based off French). Minority language founded in north is Wir (based off German).

    Background:
    Records are scare on the arrival in reguards to the Pucan and how they evolved; some suggest that they came to be having taken shelter in the bogs and caves of the vicious isle of Amourrícea. It was said the first policital unity came from the Péod warrior Maci who was said to have driven the isle of its greater monster and leaded the first clans into (some) unity.

    The Lutin Clan believes themselves to be decadent from Lut the Red, a proclaimed daughter of the dragon Uhtfloga and the goblin prince Racine, who became a mighty queen who conquered the Peod war cheif Alvin of the now exiled Swelgan Clan. Whatever happened the Lutin took over from the old Péod ruler and sprang their culture onto the isle, let the Péod culture group remained perticullarly dominant in the south.

    The Wir presence in the north came from exiles who were welcomed in by the then queen Zuria the Wecloming.

    In time the Pucans delved tunnels around the isle and constructed makeshift cities.
     
    Last edited: Feb 21, 2017
  16. tobiisagoodboy

    tobiisagoodboy Chieftain

    Joined:
    Nov 24, 2015
    Messages:
    323
    Location:
    Germany, in the forest
    Work in progress

    Government
    - 1
    Society - 2
    Economy - 3
    Army - 2
    Navy - 0

    Race: Ryoto
    The Ryoto or the 'Clan of Dragons', how they call themself, are a race of independt minded and proud people. The main visual difference they ahve to an Homo Sapiens, are their visual or their eyes, to be precise. Their eye are reptilian and are surrounded by hard scales, which color differes from person to person and can range from black, to grey or even bright green, these scales cover also the area where their nose is supposed to be, but instead of a nose they simply have two slits there. They temself call this the 'Dragon Face' and they have very good sight. They have strong bodies, which can take more punishment than a human, but they heal slow in return, making deep flesh wounds or bones a very long and even more complicated problem for them.

    Positive: Strong and resistant body, good eyesight
    Negative: Horrible sense of smell, very slow healing

    Country Name: Grand Gathering
    Government/Leader Name: Democratic clan federation: The Ryoto are divided into numerous clans, but no matter a clans size, each clan send a represantative to the Grand Gathering, where they elect the Leader, the political leader, and the Master, the militarys leader. The Gathering also formulates and discusses laws. Each of the gathering members is elected through democratic elections inside the various clans
    Religion: The Ryoto have a weak religous zeal and are known as very unreligous. They do pray to their ancestors however and believe that those who work hard and are good people will get helped in life by the spirits of their ancestors. This belief has no institutions and if at all only a few shrines in honor of heroes.
    Society/Culture: Ryoto culture is based very much on family. A family, even remote members of it, is very important to a Ryoto and he or she will do everything protect it. The Ryoto are normally kind and trusting and they help those who demand their help. Most settlements are clan based, every clan has its own village or in some cases even cities. Ryotonfero, their capital , and Sanisferium, their only harbor, are the only exceptions to this. This does not mean that clans are segregating themself from each other, quite the opposite, it is simply custom that you belong to the clan, in whos home settlement you live. This also prevents incest from happening. Exchange between the clans is plenty and marriages across the clans is always encouraged, while young couples often prefer to settle down in a village or city not affiliated to either of their clans. Clans can missivly vary in size, some of the larger clans have many thousand members and build entire cities, while the smallest clans have only on hundred or so members, living in a small village.
    Political control over military matters is absolute and the Master is completly forbidden from obtaining any political power, unless war makes it necessary.
    Otherwise Ryoto culture and society are open, relationships with other races are normally accepted and other races and cultures are always welcome on Ryoto turf.
    Magic has an only secondary rule in Ryoto society, they normally don't care about it.
    Economy: Mixed economy, with a well devolped, differese and productive agriculture and a strong, proto industrial metal working branch. The Ryoto are skilled smiths and produce tools and weapons of high quality. They produce high quality steel and even posses water mill powered hammer works for tool prodution. They aren't good merchants and are normally honest about prices.
    Army: The army of the Ryoto is organised on three levels:
    1. The Capitol guard: A small standing army tasked with protecting Ryotonfero.
    2. The Clan guards : Each clan has a small force of guards constantly under arms.
    3. Homeguard : Many Ryoto train themself in warfare and posses weapons and, in case the Guards fail, they use these to protect themself and their families.

    Both Capitol and Clan guards are highly trained professional, full time soldiers and are skilled and well-drilled. The Capitol guards all well equipped, while the Clan guards equipment varies from clan to clan.
    The Capitol guard has a small cavalry and guardsmen with melee weapons or bows.
    The guards of larger clans are comparable to the Capitol guard, but smaller in numbers. They use well-made swords, lances, shields, bows and crossbows, while they have mail and leather as armor.
    The guards of the smaller, remote clans are both trained equipped different.
    These guardsman are called Haranwano ("Forestwalker") and they are trained even more than the normal guards. They are skilled in using swords, spears and bows and normally work in small groups as skrimishers, they come out of nowhere, firing a few arrows and disappear.
    Jona from the Clan Bradlono ( "Rear-guardians"), is the most famous Harawano.
    Navy: The Ryoto have no navy. Some merchants and private persons own small river boats for tranportation and travel.
    Legends:
    Jona Bradlono, 40, warrior : The greatest warrior Ryoto, a strong, charismatic and intellegient woman. Coming from a small side clan, she became famous when she protected her small clan, after they had lost contact to the main trail of their people. Legend says that she took down a whole pack of lions, all by herself, when the predators tried attack the elderly and children of her clan. She has been offered to become the Master several times, which she always reject. Jona however is married and has given birth to two children, which has not reduced her strenght or skill in any way .

    Hikon Vestalna, 30, administrator : The current leader of the Ryoto, a smart and cunnign young man, who helped organise relief for his people, after much of their land had been devasted by a massive storm. With skill and will he afterwards organiced what they had and mananged to guide his people through this phase, without any famine or unrest.

    Capital Location and Name/Migration Route:


    The dark red line shows the area which is controlled by the Ryoto.

    Language(s):
    Ryota.
    Cities: Ryotonfero (Ryoton :" Ryoto" , Fero: "Home"), Hiberfera ( Hiber: "Steel", Fera:" House"), Donarbin (Donar : "Iron", Bin: "hall")

    - Feruhanos: Feru (homely) hanos (Mountains)
    - Ferutanos : Feru (homely) tanos (Valley)
    - Ferusano : Feru (homely) sano (lake)
    - Cisflebo : Cis (beyond) flebo (plain)
    - Sanisferiun: Sanis (sea) feriun (city)
    - Vestaflan : Vesta (central) flan (river)

    The language itself sound similiar to germanic languages like german or nordic languages, with a mostly clear pronounciation. Words can made up by simply putting words together

    Background:
    The home of the Ryoto, Ryotonferu, was a lush region, a place much beloved by them. Loosing it caused much grief for them and made their families even more important for them. They named their capitol after their old home. Once a proud people, they had lived in peace for many centurys. When the Apocalypse hit them, the majority of all clans were wiped out, those that made it to their new home were only a fraction of the people.
    During their long journey, the Guards protected the trail directly, they fought of bandits and looters and wild animals, all who made through the first line of defense.
    The Haranwano screened the trail from a distance, forming the rear and front guard and working as their scouts.
    When they, after many dangers and horrors, reached their new home, the clans and families scattered all across the region. The large clans settled in the river valley, protected by the Guards they build cities and propsered. The smaller clans life on the side streams or not at the stream at all, they are protected by the Haranwano, forming small, but peacefull and happy villages. While war between Clans was not a problem, the Grand Gathering was formed, to allow peace and lawful cooperation between the Clans and the Capital is the shining example, what all Clans combined can achieve.
     
    Last edited: Feb 22, 2017
  17. Gurra09

    Gurra09 Librarian

    Joined:
    Jan 1, 2008
    Messages:
    1,213
    Location:
    Umeå, Sweden
    Government - 2
    Society - 3
    Economy - 2
    Army - 1
    Navy - 0

    Race:
    Desertwalkers (Ðɩƨɩmƿaлĸɩ/Thisitwalkri) get their name from the harsh climate of the Borderland deserts they inhabit. This has given them a unique advantage in that their bodies have adapted to preserve water and nutrients more efficiently than regular humans, which was vital to their survival as they fled the Apocalypse through the desert to the Lost Lands. Today major settlements are usually located near sources of ground water but their special ability is still of use as this means a higher population can survive in the hostile region. Desertwalkers are however generally worse at performing magic due to this as their bodies are already hard at work conserving energy. This doesn't mean that a Desertwalker can't become proficient in the magic arts, but they would need to put more effort into it and as a result their body would decline from use of magic at a much higher rate than other races.

    Country Name: Federation of the Borderland Peoples (Ðɩմɩĸamῑ ðɩn av þaлĸɩ Kaɩnƨĸῑĸɩƨ/Thimikratii thin ab thalkri Kraynskriikris)

    Short Name: Borderland (Kaɩnƨĸῑĸɩ/Kraynskriikri)

    Demonym: Borderland or Borderlander

    Government Type: Decentralised direct democracy

    Government Description: While officially called a federation, the Borderland government would be better described as decentralised rather than federated. Borderlanders who are 16 years or older are members of a local council (naɩvaĸaƨɩմvлɩ/naybakrasimbli) through which they collectively rule their hometown or neighbourhood, based on the principles of direct democracy. To oversee all the councils and take care of a few key responsibilites like foreign diplomacy and military leadership, there is a Council of the Many (Aƨɩմvлɩ Մanhaƨ ðaմ/Asimbli Mangas tham) to which all local councils elect one of their own members as a representative. Most decisions are delegated to the local councils however and Borderlanders pride themselves on being a country where the power truly lies with the people.

    Leader: Due to the political decentralisation in Borderland there is officially no one leader of the country, but the Council of the Many function together as a collective head of state. The Council of the Many has a ceremonial Speaker (maлմan/talman) who presides over their meetings but while this is a prestigeful position, the holder of the title is still considered equal to the other Councillors. The current Speaker is Thalbin, son of Djahan (Þaлvɩn ƨan av Ʒahanƨ/Thalbin san ab Djahans).

    Society/Culture: Like all people in the Lost Lands, the people of Borderland were once refugees. But unlike other countries where people came from mostly one nation, the Borderlanders are most strongly united by their identities as refugees due to the fact that they came from many different pre-Apocalypse nations with different cultural backgrounds and didn't have any pre-existing bond other than their humanity and survival instincts.

    There isn't a very strong social hierarchy but militia leaders and members of the Council of the Many are usually looked up to. Since all adult Borderlanders have a say in political decisions through the local councils, people generally feel that they have the power over their own lives which makes for a stable society. There is some economic inequality where especially merchants have been amassing wealth, but overall most Borderlanders live a decent life. Slavery is prohibited and any slave from a foreign country who enters Borderland is considered a free man by the locals, and may become a Borderlander himself if he chooses to settle down.

    Religion: Borderlander religion is polytheistic, worshipping a multitude of gods and goddesses in the Desertwalker pantheon. People usually pray and give offerings to more than one deity, and most localities, even neighbourhoods in larger settlements, have their own local deity who often holds a role as their protector. Religion is mostly unorganised with rituals taking place mainly in a home environment, but an exception to this is a small but growing number of people who see the sun god Sal (Ƨaл) as the one and only God with all other deities merely being different representations of him. These monotheistic Sal followers have built temples as places of worship and have priests to maintain them and hold religious ceremonies.

    Economy: The Borderland economy relies mostly on trade to get hold of resources that aren't sand or stone, and its capital is a caravan hub for those desperate merchants who travel in the outskirts of the Lost Lands. Mineral resources such as copper and gold are mined and they are about the only thing Borderland has in abundance. Arable land can be found near oases but food is also imported to meet everyone's needs. Borderland has a monetary economy with copper and gold coins being minted under the oversight of the Council of the Many who control their circulation.

    Army: Each local council maintains a militia of its own members who in peacetime are responsible for law enforcement in their hometown or neighbourhood. Militias are grouped together in regional units which make up the backbone of the Borderland Army under the leadership of Commanders appointed by the Council of the Many. Borderland is rarely involved in any wars however due to its remote location and the generally non-expansionist stance of the Council of the Many, so the militias are mostly occupied with fighting local crime and protecting caravans from bandits rather than training for battle.

    Navy: Borderland has no navy due to the absence of any major bodies of water near its territory.

    Capital Location and Name/Migration Route: The Council of the Many has its seat in the city of Liikr (Лῑĸ) which is the main settlement in Borderland and generally considered its capital. It was the first permanent Borderlander settlement and is located near the place where they crossed the border into the Lost Lands. Liikr is the only settlement populous enough to be called a city, but plenty of smaller Borderlander settlements exist all throughout the northeastern desert. They are usually located by oases and/or mining camps and there's often a great distance to travel if you want to get from one town to the next, but these outposts are an important part of the Borderland trade network as they provide shelter and opportunities for trade even in the most remote parts of the desert.

    Spoiler - location of Liikr within Borderland :

    Legends:

    Name: Aliisa, daughter of Wilma (Aлῑƨa ðamɩĸ av Ƿɩлմaƨ/Aliisa thatikr ab Wilmas)
    Age: 34
    Occupation: Merchant
    Description: Aliisa is a notorious Borderland merchant known for giving you the best deals you can get - if you manage to come across her that is. She is constantly on the move and while her trade routes mostly go between Liikr and outlying mining settlements where she buys copper and gold for a bargain, she never returns to the same marketplace two times in a row.

    Name: Old Man Ilayas (Ɩлaɩaƨ մan hɩn alða/Ilayas man hin altha)
    Age: 71
    Occupation: Beggar
    Description: Even in a city of tents there are some people who live in the streets. Ilayas is known to those who worship at the Temple of Sal in Liikr as the homeless old man around the corner who claims he is the most powerful wizard in the Lost Lands. Nobody believes him but most passerbys give him a copper coin or two.

    Language: The people of Borderland speak a language known as Borderspeak (ĸaɩnƨƨvῑĸ/kraynsspiikr), which can be more literally translated as "border language". It stands out as a language of few sounds with only three wovels and 14 different consonants. This can to some extent be explained by its roots as a lingua franca that was used to ease communication between the different groups of apocalypse refugees who settled in Borderland. Borderspeak as we know it today has evolved into being the native language of most Borderlanders but has retained much of its early characteristics. The language is written with its own alphabet, the hathtikr (haðmɩĸ), which has 15 letters:

    Letter (upper-case) Г A Ð Ԁ Ɩ K Л Մ N Ƨ Þ V Ƿ Ʒ I
    Letter (lower-case) h a ð m ɩ ĸ л մ n ƨ þ v ƿ ʒ
    Sound (IPA) /h/ /a/ /ð/ /t/ /ɪ/ /kr/ /l/ /m/ /n/ /s/ /θ/ /b/ /w/ /dʒ/ /i:/
    Name (IPA) [hadʒ] [ˈal.θa] [ɪð] [ti:] [ɪta] [kra] [ɪl] [ɪm] [ɪn] [ɪs] [θan] [bi:] [wɪn] [ɪdʒ] [i:]
    Romanisation h a th t i kr l m n s th b, p w dj ii

    Borderspeak is for the most part an easy language to read and write but there are a few things to note:
    - N is pronounced /ŋ/ when it comes before K.
    - V is pronounced /p/ when it comes after Ƨ.
    - Aɩ is pronounced /aj/ and romanised ay.
    - Kĸ is pronounced /rkr/ and romanised rkr.
    - Nh is pronounced /ŋ/ and romanised ng.

    Some OOC notes on Borderspeak structure and grammar:
    Borderspeak is constructed from a mix of Swedish and English and uses a diferent word order and the specific set of sounds listed above to transform words and give it a more unique touch. As an example of how to construct sentences in Borderspeak, we can begin with taking a detailed look at the country's formal name:

    Language Example sentence
    Borderspeak Ðɩմɩĸamῑ ðɩn av þaлĸɩ Kaɩnƨĸῑĸɩƨ
    Borderspeak (romanised) Thimikratii thin ab thalkri Kraynskriikris
    English (literal translation) Federation/Democracy the/it of peoples Border realm's
    Swedish (literal translation) Federation/Demokrati den av folk Gränsrikes
    English (actual translation) [the] Federation of the Borderland Peoples
    Swedish (actual translation) Federationen av Gränsrikes folk

    From this example we can draw the conclusion that Borderspeak makes use of pronouns as definite articles. Here we have ðɩn (thin) which can be generally translated to English as "it" but it can however also be translated as "the" in this particular context. There are different definite articles depending on grammatical gender and singular/plural, and the three commonly used are:

    ðɩn (thin) for singular utrum nouns, can be translated as "it" or "the".
    ðɩm (thit) for singular neutrum nouns, can be translated as "it" or "the".
    ðaմ (tham) for plural nouns, can be translated as "they" or "the".

    The personal pronoun hɩn (hin), which can be translated as "he", "she", or singular "they" in English, is sometimes used as a definite article but usually only for words that specifally relate to a person, such as ĸɩna hɩn (krina hin) - "the woman". As for grammatical gender, there are two and they are basically the same as in Swedish - utrum and neutrum.

    Word order is generally subject-object-verb. Let's look at another example:

    Language Example sentence
    Borderspeak Þaлĸ ðɩm Kaɩnƨĸῑĸɩƨ ƨvῑĸ ɩm ðam ĸaɩnƨƨvῑĸ ĸaлað ɩƨ maлa.
    Borderspeak (romanised) Thalkr thit Kraynskriikris spiikr it that kraynsspiikr kralath is tala.
    English (literal translation) People the/it Borderland's language a/one that Border language called is speak.
    Swedish (literal translation) Folk det Gränsrikes språk ett som gränsspråk kallat är tala.
    English (actual translation) The people of Borderland speak a language known as/that is called Borderspeak.
    Swedish (actual translation) Folket i Gränsrike talar ett språk som kallas gränsmål.

    This was present also in the first example but here we get another look at a noun in the genitive case which is achieved by adding an additonal ƨ at the end of it like in Kaɩnƨĸῑĸɩƨ (Kraynskriikis), literally translated "Borderland's". We can also see that verbs work similar to how they do in English but adhere to the unique Borderspeak word order, for example the word ĸaлa (krala - call) becomes ĸaлað ɩƨ (kralath is - is called) in the example sentence.

    Names: Below are lists with examples of personal names. Surnames are usually constructed "son of -father's name-" or "daughter of -mother's name-".

    Spoiler - examples of male names :
    Alan (Aлan)
    Albakr (Aлvaĸ)
    Albin (Aлvɩn)
    Alwin (Aлƿɩn)
    Ankriias (Anĸῑaƨ)
    Anskr (Anƨĸ)
    Astin (Aƨmɩn)
    Aswalth (Aƨƿaлð)
    Birkr (Vɩĸĸ)
    Bindjamin (Vɩnʒaմɩn)
    Bingt (Vɩnht)
    Djakrab (Ʒaĸav)
    Djahan (Ʒahan)
    Djanathan (Ʒanaþan)
    Iian (Ian)
    Iikrikr (Iĸɩĸ)
    Iisakr (Iƨaĸ)
    Ilayas (Ɩлaɩaƨ)
    Ismanth (Ɩƨմanð)
    Kraham (Kahaմ)
    Kralahan (Kaлahan)
    Krangnakr (Kanhnaĸ)
    Hakran (Гaĸan)
    Malkrim (Մaлĸɩմ)
    Mangnas (Մanhnaƨ)
    Markr (Մaĸĸ)
    Markran (Մaĸĸan)
    Mats (Մamƨ)
    Mikrayl (Մɩĸaɩл)
    Milkr (Մɩлĸ)
    Nils (Nɩлƨ)
    Sakri (Ƨaĸɩ)
    Sakriias (Ƨaĸῑaƨ)
    Siiman (Ƨῑմan)
    Siisil (Ƨῑƨɩл)
    Stayn (Ƨmaɩn)
    Stiibin (Ƨmῑvin)
    Stiikr (Ƨmῑĸ)
    Tabiias (Ԁavῑaƨ)
    Tamas (Ԁaմaƨ)
    Taniil (Ԁanῑл)
    Thalbin (Þaлvɩn)
    Timathi (Ԁɩմaðɩ)
    Walintin (Ƿaлɩnmɩn)
    Waltikr (Ƿaлmɩĸ)
    Wilhilm (Ƿɩлhɩлմ)
    Winsint (Ƿɩnƨɩnm)

    Spoiler - examples of female names :
    Abikrayl (Avɩĸaɩл)
    Alayna (Aлaɩna)
    Alba (Aлva)
    Aliisa (Aлῑƨa)
    Alma (Aлմa)
    Alwa (Aлƿa)
    Amanta (Aմanma)
    Ana (Ana)
    Anabil (Anavɩл)
    Angnis (Anhnɩƨ)
    Ankriia (Anĸῑa)
    Astkrith (Aƨmĸɩð)
    Bamila (Vaմɩлa)
    Bikrita (Vɩĸɩma)
    Bingta (Vɩnhma)
    Djahana (Ʒahana)
    Hana (Гana)
    Hiltha (Гɩлða)
    Iba (Ɩva)
    Iitha (Iða)
    Ilisabith (Ɩлɩƨavɩð)
    Ilsa (Ɩлƨa)
    Ilwa (Ɩлƿa)
    Imbla (Ɩմvлa)
    Ima (Ɩմa)
    Inkrith (Ɩnĸɩð)
    Ikriikra (Ɩĸῑĸa)
    Kraliina (Kaлῑna)
    Krangnhilth (Kanhnhɩð)
    Kristal (Kɩƨmaл)
    Layla (Лaɩлa)
    Liina (Лῑna)
    Linta (Лɩnma)
    Liisa (Лῑƨa)
    Lisbith (Лɩƨvɩð)
    Maya (Մaɩa)
    Markrana (Մaĸĸana)
    Mathilin (Մaðɩлɩn)
    Mikrayla (Մɩĸaɩлa)
    Minilwa (Մɩnɩлƿa)
    Natalii (Namaлῑ)
    Salwaykr (Ƨaлƿaɩĸ)
    Sana (Ƨana)
    Siikrith (Ƨῑĸɩð)
    Silma (Ƨɩлմa)
    Sisiila (Ƨɩƨῑлa)
    Stiina (Ƨmῑna)
    Tanila (Ԁanɩлa)
    Thilta (Þɩлma)
    Thitilma (Þɩmɩлմa)
    Tiina (Ԁῑna)
    Tiniis (Ԁɩnῑƨ)
    Walintiina (Ƿaлɩnmῑna)
    Wanisa (Ƿanɩƨa)
    Wanta (Ƿanma)
    Wilma (Ƿɩлմa)
    Witni (Ƿɩmnɩ)

    Background: Borderland as a distinct entity didn't exist before the arrival in the Lost Lands, and as has been described in some of the sections above the people of Borderland can trace their roots to many different pre-Apocalypse nations and cultures. What brought them together was their long trek through the desert where they as refugees in a hostile environment, working hard to just stay alive, eventually became one people.
     
    Last edited: Feb 27, 2017
  18. Zappericus

    Zappericus Euro scumbag

    Joined:
    Mar 6, 2015
    Messages:
    428
    Location:
    Norway

    The Gorre

    Government
    - 1
    Society - 2
    Economy - 0
    Army - 5
    Navy - 0

    Race
    The Gorre, or Gor, are a race of humanoids migrating from the burning northern deserts to the lost lands. Thought to be the direct descendants of mythical folktale giants, the Gorre are massive beings that reach heights between eight to thirteen feet tall and can weigh up to seventeen-hundred pounds. That is nearly six-hundred pounds more than that of an adult bull. Their thick, leathery skin, dense muscle mass and plentiful fat allow them to survive but the harshest and most unforgiving of climates. Their powerful jaws can crush bone and their digestion allows them to consume nearly all organic matter. Their terrifyingly strong physique make them capable of shrugging off wounds that would otherwise slay or brutally maim a common man. There is a common saying in the north: "Being hit by a Gor is as close as one can come to experiencing one's house collapsing on their head without it actually happening." Finally, their limited lifespans compared to the other races of the world, reaching adulthood at the age of fifteen and few live longer beyond that of fifty solar rotations, makes them naturally inclined towards breeding and making merry when not souring the lives of the surrounding kingdoms they plunder for the sake of glory.

    Spoiler Feast your eyes upon their beauty :


    Positive Trait
    The Gorre yield an incredible natural strength, endurance and durability that makes their combat prowess unmatched across most of the lost lands. Their powerful physique also tends to make them much sought after hard-laborers and soldiers.

    Negative Trait
    Whilst physically impressive in all respect, the Gorre are cursed with an insatiable innate hunger that leans them towards aggression, barbarism and raiding. Their lack of imaginative thinking makes them poor craftsmen and traders - as their minds are simple, practical and straightforward. Additionally, their appearance and lifestyle makes them anything but charismatic and most non-Gorres tend to find their kind to be in poor taste both visually and verbally.

    Country Name
    The Great Gorre Clans

    Government/Leader Name
    The current de-facto ruler of the great clans is: Great Gor Orma Grett of Clan Grett, Great Gor of Gorres all, Crowfather, Marchlord, Iron Belly

    Below him are the individual clan chieftains and their respective courts.

    Religion
    As strange as it may seem the Gorres, whilst simple-minded, are oddly and deeply spiritually attached to crows - viewing them as the physical forms of the world's spirits of death. There are no prayers given or dedicated organizations in Gor society dedicated to the worship of these winged creatures, as the practices and beliefs of their people are so deeply involved in their society and culture that there is no need for preaches.

    Wherever crows gather, Gorres are sure to follow. For crows close in upon death, which means there is battle afoot. And wherever there is battle, a Gor may test his or her mettle and prove their honour and worth to the clan.

    There is also a secondary reason for Gorres gathering near crows. Crows feast upon the dead in large groups, and the Gorres find this to be a striking resemblance to their own insatiable hunger - and thus, pay their respect by appearing at their gathering and joining in. Indeed, it is not an uncommon sight to find Gorres gorging themselves upon the flesh of the dead after a battle, much like crows.

    As far as rituals and rules go, a Gor will never kill a crow - but may take the head of an already deceased one to form a skull necklace as to wear. This is a sign of great respect to Gor traditions, and to the crows. For the Gorres believe that the spiritual essence of all things lie in their heads, and by wearing these skulls they preserve their essence. Gorres may also take the skulls of other creatures (which they deem deserve preservation), but primarily they prefer crows.

    Crow skulls may also be used as lucky charm decoratives in belief that it will protect a Gor's home or clan from evil spirits and ill omens. For since crows represents death, no evil will come where there is no life to be taken. Or so is the thought of the Gorres. As such, Gorre homes and regions will almost always have crow skulls upon display.

    Last, but perhaps the most infamous tradition among the Gorres, is the Murder of Crows. It is a tradition that the great gor must perform once a year, in which he calls upon the clans to join him in the Murder of Crows. It involved all of the clans gathering together to seek battle and feast upon their enemies in triumphant glory. The tradition is based on how crows gather in great numbers and descend upon ripe battlefields or farmlands to eat.

    Society/Culture
    Gorres live within a harsh but free and fair warrior society, centered around personal strengths, freedom, triumphs and honour. Whilst their appearance may fool outsiders, the Gorre are honourbound warriors that follow strict traditions. They do not kill for amusement, but for sustenance as well as spiritual growth, and they feast not out of gluttony, but out of requirement for the sake of survival.

    All clans are independent and ruled by individual chieftains, but are honourbound to follow the will of whomever claims the title of Great Gor. The Great Gor is a honoured and respected title given to the strongest and most cunning of Gorres, and can only be granted through trial by combat to the death. The victor becomes or maintains the title of Great Gor, and the opposition is eaten by the spectators. The Great Gor can only be challenged if it is widely considered among the clans that he or she is dishonorable or incompetent, or unfit to rule through illness or feebleness.

    Unlike many other cultures, cannibalism is widely and entirely accepted within Gorre society. As is slavery. As far as the law goes, the Gorres follow strict honour codes that deny them the right to steal, murder without reason and so onward. Should this occur, there is to be a deathmatch between the parties involved; Victor takes all. Should a Gor deface himself by being dishonorable, whether in combat or otherwise - he is to be exiled forever. If this does not work, he is to be slayed by his clansmen.

    Participating in raids and battle is a great honour for a Gor, and as such, they are taught almost at birth at how to fight, and fight proper. Aside from combat comes hunting, gathering and upholding honour and tradition. Not much else matters for their kind. It is common for clans to perform minor skirmishes on their own, without say from the Great Gor. Of course, this is at their own risk.

    Outsiders are viewed upon with weary eyes, but Gorres accept anyone wishing to speak with them. Of course, they do prefer action above words, but they have come to "somewhat" tolerate the fact that not all races are as they are. Of course, trade and favours are not out of their picture, and they see the benefits that can be gained from the outside world.

    As for settlements, the Gorres never linger for too long and are a nomadic species. They travel where the crows fly, and in most cases, towards the kingdoms of other races in hopes of either trade or potential battle. As such, Gorre settlements are made to be packed up or abandoned without bother. Hide tents and animal pens supported by a surrounding gated palisade with watchtowers are as close to home a clan Gor will ever get.

    Economy
    Gorres have no actual printed or forged currency (and have no interest in glittering metals such as silver or gold). Instead they trade in personal goods. A cow for a pair of chickens, a sword for a table and chairs, services in return for a warm meal and so on.

    Army

    Introduction
    Gorres are technically all part of the military and their warriors hail from individual families from individual clans and gather under their chieftains to form clan warbands or several smaller raiding parties in which lightning strike attacks and shock tactics across several fronts are their preferred method of assault, as to confuse and put pressure on their enemy, forcing them to split their military assets across a wide area for cracks in the defenses to show and be exploited. When not performing the Murder of Crows as a united force, clan warbands will often compete against one another as to who'll get the most kills and/or loot - this makes Gorres extremely proficient in battle as not only do they fight for the thought of plunder and glory, but also to show the other clans that they are the best. Post-battle cannibalism and looting of the enemy is also a victorious Gor's favourite thing to do.

    Equipment
    Whilst other races may consider the Gorre to be ill equipped savages, none can deny the brutal efficiency of wielding a literal wooden log into battle, or the sharpened ribs of an ox leather-wrapped around the knuckles. Gorres use whatever material they can get their hands on - from giant boulders to oversized meat cleavers. These crude but efficient weapons, added with a Gor's unnerving strength, makes them capable of beating their enemies to a pulp with even the most simple of tools.

    Same goes for armour. Primarily clad in boiled leather or animal furs, Gorres tend to rely on their ability to withstand most common blows. However, in some cases, a lucky Gor may find himself strapping looted shields and slabs of plate steel to his body as to make him more durable.

    Navy
    Gorres have no real knowledge of shipbuilding, nor interests in it as they have never come across a situation where they have required to pass over the sea instead of simply moving around it. Additionally they despise water as most Gorres are unable to swim and will attempt to avoid deep waters as much as possible. As such, a Gorre fleet is unheard of.

    Legends

    • Bogg Karon, Age: 37 - Karon is the undefeated champion of all Gor kind. A grizzled veteran of a hundred battles who has slayed countless opponents that has stood between him and his rightful loot. Greatly respected among Gorre society. Proudly he wields Maneater into combat, a legendary greatsword whose blade is red like crimson. Some say that the amount of blood shed by the weapon has seeped into the very metal and painted it, thus explaining its distinct look.
    • Geb Gonnan, Age: 27 - Considered the savior of the clans, and has been declared Crowchosen by his fellow kinsmen as he was the one who received the apparent visions of the world's ending and lead the Gorre to the lost lands in time before the great burning struck them down. Unlike other Gorres, Geb spends most of his time deciphering the cryptic signs of the crows, relaying them to the Great Gor for him to act upon. A sort of idealistic oracle for the clans.
    Capital Location and Name/Migration Route
    The Capital of the Gorres is Grett, which is literally just the name of the ruling Gorre clan. The capital changes to the encampment of whomever is the Great Gor.

    Spoiler Clan Migration Route :



    Language(s):
    Gorish. Gorre language is all about speaking in short, direct sentences. For example: "Me - Food - Get", or "Together - Attack". Gorre names are equally simplistic. For example: Ger Er, a typical man's name literally translated; Means "With Stones"

    Background:
    The Gorre hailed, originally, from the northern Ashlands. A savage and desolate place which, in turn, made them rely on raiding their more fertile southern neighbours. This went on for as long as Gorre history can be traced and the Gorres gained an infamous reputation for being both superb warriors to hire and terrible foes to meet on the battlefield.

    However, the Gorres would've been all but eradicated had it not been for the sudden visions of an otherwise common and unremarkable Gor. Geb Gonnan, a typical raider, became haunted by visions of fire and death. Claiming he had been visited by crows at night, foretelling their demise, he pleaded for the Great Gor to move southward.

    Even when the clans began their descent towards unknown lands, the apocalypse had already began. Hundreds died from drought and unbearable heat. Thousands more would fall victim as they refused to abandon their homeland. Great and old clans fell that day. But Great Gor Orma did lead his people to salvation.

    It took time. A terrible amount of time and hardships before they arrived upon the lands which Geb had seen in his visions. Of course, not to their surprise, they found that others had come and claimed the land. A kingdom of towns and cities. That did not stop them however, and they settled near the shores of this realm, gathering strength and pondering on their next move in this new and unexplored land.
     
    Last edited: Feb 17, 2017
  19. jackelgull

    jackelgull An aberration of nature

    Joined:
    Dec 30, 2013
    Messages:
    3,033
    Location:
    Within the realm of impossibility
    Government – 3 (+2)
    Society – 2 (+1)
    Economy – 3 (+2)
    Army - 0
    Navy - 0

    Race: Bundvolks

    Negative: Bundvolks are short, with 4 feet being the average height of most dwarves. A dwarf reaching 5 feet is rare and higher than that is virtually unheard of.

    Positive: Bundvolks age slower than most races, for reasons that none fully understand. A dwarf hits adolescence at 20 and enjoy their prime years until they are fifty, are considered middle aged until 80, and can be expected to live until 120 easily. This makes them wiser and able to transmit knowledge more easily than other races.

    Country Name: Karam
    Government/Leader Name: In Karam, the high chief is chosen by the high priest of Quern. Theoretically, any male can be chosen chief, but in practice, it is almost always the richest traders who become chief. The high chief wields a lot of domestic power – they set the tax on goods coming from foreign places, they act as the final arbitrator of justice and can overturn decisions made by the judges, they can conscript the population for public works projects, however, the high chief is in practice constrained by cultural and realistic restraints, as High Chief Dagrut found out to his chagrin when he tried to conscript the populace to build a giant statue of himself. Technically the High Chief has total power over dealing with outsiders as well, but in practice, it is the Merchant Council who deal with this task,

    Religion: Many gods are worshipped in Karam, but Quern the god of rulership hold primacy. The High Priest is the priest of Quern and advises the king, as well as presides over a council of other priests. Other notable gods include Kartos, god of defense, Durtoum, god of justice and Seylena, goddess of love. Most priests learn small magics associated with their god and some even help with administrative tasks in the government. The priests of Kartos for example, can harden earth, and help shore up the walls and defenses of the city, while the priests of Durtoum serve as judges. In general, the government is very tolerant of other religions as long as they accept Quern’s supremacy, and through that, the High Chief’s legitimacy and right to rule. However, recently, there has been an influx of people who question this supremacy, leading to an instability in society.

    Society/Culture: Karam society can roughly be split into 5 segments – the merchants/traders who get rich off of trading, artisans who buy raw material from merchants to refine into luxury goods, the priest class who perform most of the important administrative functions, the peasant class who work the land outside of the city, and the labor class made mainly of foreigners and peasant’s sons and daughters looking for a better life. This labor class is sometimes conscripted for large scale work projects, such as the building of Kelleth Wall.

    Economy: Karam has made its wealth off of trade – it lies on an important junction on the Palu river, which connects the precious metal mines of the North to the farmlands of the South. Karam merchants trade extensively between these two areas and Karam’s position means it can control trade in the area. The area around Karam is also rich for agriculture and wheat is grown as the main staple crop. Peasants sell their excess produce to the city for gold which they use to buy luxury goods from artisans.

    Army: Karam has no formal army as one would recognize as such. It does have a police force made of lower class peasants paid and armed from the proceeds the High Chief earns from taxing trade, but this army has no force projection beyond its own borders, and in case the city is attacked, could not do much more than hold the walls. Instead, what Karam has are friendly arrangements with nearby city states, a loose alliance web held by the efforts of the merchant Council. Every six months, the leaders from these city states will journey to Karam, where the high chief will throw them a generous feast and give great gifts. This acts as both a bribe and a way of cementing Karam’s prestige and reputation.

    Navy: Karam has no formal navy. Instead, it’s merchants own private navies which the high chief can ask them to achieve goals with. The effectiveness of this is limited, but since Karam is on a river, it does not have to be super effective.
    Legends:

    Arturus Thorne, Age 80, Occupation High Chief

    A crafty old fox, he’s been navigating the scene of Karam politics expertly since he entered. A traditionalist alarmed by the rise of faiths that refuse to accept Quern’s supremacy, he’s been trying to empower the priesthood to fight them but has been stymied by the merchant council and its general tolerance of other faiths.

    Kandros Fir, Age 30, Occupation Merchant

    Brilliant in trade and naval operations, and a proponent of maintaining a professional navy in order to project power over the Palu river and get better trade deals. However, his personality sometimes gets in the way of his brilliance, and usually he has to get a more tactful member of the council to back his ideas for it to pass.


    Capital Location and Name/Migration Route:



    Language(s): Dwarf Language

    Background:

    “Before the End of All Things, there was no such thing as a Volksbund. We were tall and short lived. And there were not many gods, but One God, the Father, and the Goddess, the Mother. But then the Father sinned, forgetting the Mother, locking her beneath the Earth, and her children sinned, forgetting the Mother and poisoning her prison. Angry, the Mother broke free and battled the Father. Their wrath caused the Apocalypse and verily, we were punished for our sins. Seeing our plight, the Mother and Father forgave their children, and changed their children into the many races seen across the lands. Such power exhausted them, and they thus split into many gods and goddesses, some that even we have forgotten, but may be remembered by peoples we have not yet met.”

    -Karam myth handed down generation to generation

    Karam is technically only one city state, and projects no power beyond the city. It is also, however, the center of a coalition of city states bound together by a constitution. The Datsechen Constitution (named after what the people of the area call themselves) has two central tenets - A Datsechen shall not kill another Datsechen, and that in the case of inter city disputes, a high court centered in Karam shall solve these disputes.
     
    Last edited: Feb 19, 2017
  20. Double A

    Double A WAAAH

    Joined:
    Aug 22, 2009
    Messages:
    13,925
    Location:
    NC
    hey so I claim the west island but I don't feel like putting in any more effort than this post contains yet
     

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