Times For Heroes: Chapter 1, Origins

EQandcivfanatic

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NEXT UPDATE IS THURSDAY, January 22.

Introduction

This is by far the simplest NES I’ve done in a long time, and it is so only for my convenience. Despite that, I hope I’ve provided enough complexity for some, and players will have to make tough choices and decisions about the direction of their race and people.

What is different about this NES, is that quite frankly, I make no claims to it being truly “never-ending”. Instead this NES is the first in several installments of the Times for Heroes, focused on the creation of the various races in the world of Azmenaal. Each installment will be another major part of the world’s history and character, and the decisions you make in this and following NESes are likely to linger for quite some time. Each one of these chapters will be around 10-40 turns, depending on what takes place. I will not cut an NES short if there’s an intriguing story-line underway or a major war which needs resolving. This is not an Interesting/Boring Times NES, there will be no Boring Times orders, though the decisions you make during the NESes will be seen upon the arrival of the following chapters.

Taking a bit of the idea of corporations in a very loose way from TWTUD II, I have creating the underlying groups of heroes. Players can choose whether they want to play a traditional nation, or if they’d like, they can play the role of a Hero. Heroes are powerful characters and will have more RPG like stats based on their race and what they’ve done. While they may serve alongside a nation, they are not a part of one, and they operate independently, whether player or non-player controlled.

For more information of the various gods of the NES, especially for the creation of heroes, see the following thread:

http://forums.civfanatics.com/showthread.php?p=7620027#post7620027

Background Story

No one is sure how long the war lasted, but all agree that the gods fought amongst themselves, tearing the world asunder. Ultimately, neither side managed to win the battle for Azmenaal and the gods retreated and regrouped. It is said that the gods met and decided among themselves that they could no longer fight among themselves directly. It was determined that the future for Azmenaal will be determined by the lesser races….

Creating a Race

The Race is the foremost part of this section of the NES series. The race you create here will possibly last for thousands upon thousands of years, and will change and evolve over time. The race will not be up for player based change after this point, so be careful in how you create it. To enter the NES, you must first create the race you’re playing as (unless someone has already created what you wanted) and then create the nation. How to do this is rather self explanatory, as you can see below. The various stats you pick will have long term effects on the development of your race.

If you do not want to go into depth of your race’s description or creation, then simply leave those spots blank, and I’ll fill it in based on your choices of stats and alignment.

My only two rules for this are as follows: no undead, and all races must be humanoid.

Race Format

Race Name
Alignment (Good, Evil, or Neutral)
(Spread a total of 10 points among the following five categories)
Strength: This is the physical prowess on average of the race, higher numbers being stronger.
Intelligence: This is the scholarly or academic “IQ” of a race, the higher numbers are more intelligent.
Ingenuity: This is the worldly wisdom of a race, the higher numbers are the more crafty and creative.
Mysticism: This is the tendency towards magic that a race has, the higher the number the more likely this race is to produce magic users.
Diplomacy: This is a reflection of how well a race gets along with others, the higher the number the better they seem.
Approximate Starting Location
Basic Physical Description
Background and Creation

Sample

Human
Neutral
Strength: 2
Intelligence: 2
Ingenuity: 2
Mysticism: 2
Diplomacy: 2
Basic Physical Description
Background and Creation


And now we go on to create our nation, and just to clarify, you can create a nation without creating a race, as long as you choose a race which has already been created:

Nation Format

Nation Name
Race
Government Type (Can be whatever you feel best fits your race and nation)
Patron God (Choose from Appendix)
Production Points: 10,000
Cities: none
Military: none
Technologies: none

Stuff to Buy

Production Points act as the base for building your nation, and they are basic cost for all that follows. As a warning, Production Points are NON renewable. The only exception is a small amount which is produced by cities and villages. Spend your costs wisely, you may regret hastiness.

Units

You are allowed to create unique units based on your race. Tell a story or history about them, and you’ll soon find them up here with the rest of these units.

Warrior: Basic soldiers armed with not very much. 1 point for 1.

Archer: Ranged soldiers armed with bows, requires Archery tech. 1 point for 1.

Galley: Basic warship and transport, requires Sailing. 5 points for 1.

Anomono Units

Dai-Amonomo: Elite infantry, 2 points for 1.
Gilimakiri: Light spider cavalry, 2 points for 1. Requires Animal Husbandry
Dai-Gilimakiri: Heavy spider cavalry, 3 points for 1. Requires Animal Husbandry.
Wiseman: Priest and Summoner, has a line to the gods, 3 points for 1. Requires Divine Connection.

Marine Dwarf Units

Delurtn: Heavy Infantry, 2 points for 1.
Garsun: Bear Cavalry, 3 points for 1.
Bargurn: Heavy naval vessel, 7 points for 1.

Elven Units

Ulric: Healer and medic, 2 points for 1.

California Units

Policeman: very light infantry, weaker than regular warriors, 1 point for 2.
Mrmydions: Heavy infantry of California, 2 points for 1.
Marquis: Very heavy infantry of California, 3 points for 1.

Kelhitsum Units

Actiputil: heavy infantry of the Kelhitsum, 2 points for 1.

Cenatan Units

Hunter: Archer units of the Cenatan. Requires Archery, 2 points for 1.
Loricatus: The heavy infantry chieftains of the Cenatan, 3 points for 1.

Peit'hom Units

Veibeunon: The archer of the Peit’hom. Requires Archery, 1 point for 1.
Hechi’eron: The Peit’hom heavy infantry. 2 points for 1.
Eipi'ohn: The light infantry of the Peit’hom. 1 point for 2.

Mountain Dwarf Units

Highlanders: Specialized mountain warriors, 2 points for 1.

Orc Units

Big’urs: The heavy infantry of the orc. 2 points for 1.
Arrers: The archers of the orcs. Requires Archery, 1 point for 1.
Shamans: The mystics of the orcs. Requires Divine Connection, 1 point for 1.
Stunties: The light infantry of the orc. 1 point for 2.

Gil’Galeth Units

Handlers: The masters of the various different races that the Galeth have enslaved, but heavy warriors in their own right. 3 points for 1.
C’yho: These are the various priests and priestesses of the Gil’Galeth, warriors through mysticism and cunning. Requires Divine Connection, 1 point for 1.

Naga Units

Dervish: The heavy infantry of the Naga. 2 points for 1.

Minotaur Units

Druid: Heavy infantry and early mystics. 3 points for 1.
Doko Rider: Minotaur cavalry of the doko beasts. 3 points for 1.

Structures

Structures appear on the maps. I would heartily recommend providing descriptions of your cities and so forth; are they underground, do they rest in the trees, or are they just a collection of buildings. I encourage creativity, it may help you in the long run. Villages and Cities may not provide much short-term benefit, but remember that you are building a civilization to last, and those require organized settlement. If you are looking to create a specialized structure or wonder, the cost may vary depending on what you want to build. Please describe what you want in story form in order to gain a cost for your wonder.

City: Costs 500 points; creates 5 points a turn.

Fortress: costs 250 points, acts as a place of refuge and shelter in a time of major war. Requires Engineering

Technology

All technologies cost 1,000 points, and only one can be researched a turn. I’d heartily recommend avoiding attempting to research all of them, as it will likely leave you deprived of cities and homes for your people. The techs are as follows:

Animal Husbandry: Allows the creation of mounted unique units.

Archery: Allows construction of Archers.

Civil Order: Doubles amount of points produced by cities.

Divine Connection: Increases the likelihood of your patron god directly assisting you.

Engineering: Allows the construction of Fortresses.

Forestry: Improves the use of forests for your nation in construction and for military means.

Mining: Allows the mining of underground sources and the creation of Legendary Weapons.

Sailing: Allows construction of Galleys.

Legendary Weapons

It could be a sword, bow, ring, or dagger. Some weapons are endowed with extraordinary power. Some of these are created by the gods, others can be forged in powerful nations. If you want to create a legendary weapon to be wielded by a hero of the nation, then you can spend 1000 points along with a description of the weapon. Try not to get too elaborate with what the weapon does (if anything), as simplicity is a virtue. As a side note, these weapons can last for thousands of years, and something you create now could be seen in the NESes which follow.

Heroes

Heroes act completely free of nations. All you need is to select one of the existing races and let the adventure begin. Orders for heroes can be whatever you want. You can go exploring, wage war for your race, or whatever you choose. Reason alone is the limit. As you quest however, you could gain fancy new weapons or increase your stats. Stats for a hero work about the same as described in the racial format above.

Hero Setup Format

Hero Name:
Race:
Favored God:
Allies With: none
Enemies With: none
Strength: Racial Strength
Intelligence: Racial Intelligence
Ingenuity: Racial Ingenuity
Mysticism: Racial Mysticism
Diplomacy: Racial Diplomacy
Inventory: none

The Map

The map may look familiar to you. It is indeed North America. North America will be acting as Azmenaal for the purposes of these NESes. The primary purpose of this is to allow players to be moderately familiar with the terrain they are dealing with. The differences in terrain and climate are mostly minimal. The main exceptions are the following: Panama is icey mountains and much of northern Canada and southern Alaska are temperate climates. Beyond that that’s it. Feel free to name the ranges and rivers whatever you choose to fit your nation. First come first serve to names.

Map Key:

Teal color in eastern Texas: Anantag
Orange in Mexico: Amonomo
Red in California: California
Bright red along Lake Erie: Deff Clan
Dark red along the northern Great Lakes: Dvergar
Yucatan: Roagim Dynasty
Light green in the east: Envalen
Grey in Oregon/Washington: Gil’Galeth
Purple in Alaska: Hek’Hekath
Blue in the interior: Khazador
Gold in the interior: Lakola
Blueish in Florida: Merlee
Light green in the interior: Mulgore
Green in New England: Nad’Omzak
Various colors all next to eachother and a great lake: The Peit’hom kingdoms
Pink on the Mississippi river: Ronra
Green in far northeast: Warden

Magic

Magic it as you may know it from fantasy literature does not exist as of yet. All "magic" which takes place in this NES will come in the form of divine involvement, through use the gods' agents or other "miracles." True magic will enter in the next chapter of Times For Heroes.
 
For information of the various races, be sure to look at the link to the appendix thread above.

Nation Stats

Anantnag: Adrogans
Race: Naga
Government Type: Parliamentary Monarchy
Patron Gods: Vigaliana: Goddess of Life; Semiv: God of Order
Production Points: 2,240 (+80)
Cities: Anantna (Capitol), Ulupi, Vasuki, Taxak, Karkotaka, Pingala, Mathura, Padmavati
Military: 600 Warriors, 600 Archers, 300 Dervishes
Technologies: Archery, Civil Order

Amonomo: Amon Savag
Race: Amonomo
Government Type (Tribal Federation)
Patron God (Semiv for the regular populace. Thudd for most of the nobility.)
Production Points: 9,000
Cities: none
Military: 500 warriors, 250 Dai-Amonomo, 250 Gilimakiri, 250 Dai-Gilimakiri
Technologies: Animal domestication

California: Churchill25
Race: Californian
Government Type: Federal republic
Patron God: Dibbler
Production Points: 1000 (+80)
Cities: Irvine*, Los Angeles, San Diego, Santa Barbara, Riverside, Palm Springs, Anaheim, Long Beach, Santa Ana, San Bernardino, Paris, Marseille, Lyon, Monaco, Nice, Nantes
Military: 20 Policemen
Technologies: Mining

Deff Clan: Moosewarrior
Race: Orc
Government Type: Warlord rule
Patron God: Thudd
Production Points: 3,010 (+40)
Cities: Gakk Point, Hacka Huts, 'Eadbutt, Stompin' Grounds, Crumpa, Thumpa, Goff, Iron'ead's Shack*
Military: 1,000 Warriors, 500 Archers, 500 Stunties, 125 Big’urs
Technologies: Archery

Dvergar: DarthNader
Race: Marine Dwarves, Gnomes
Government Type: Absolute Monarchy
Patron Gods: Jainah: Goddess of the Seas ; Semiv: God of Order
Production Points: 400 (+40)
Cities: Nalerg*, Valshnik, Bulnor, Akrowl, Hervul, Kjernir, Cvetni, Oljek
Military: 1,000 Warriors, 500 Delurtn, 600 Archers, 100 Bargurn, 200 Galleys
Technologies: Sailing

The Empire of The Roagim Dynasty: Ninja Dude
Race: Kelhitsum
Government Type: Monarchy
Patron God: Crezth
Production Points: 75 (+125)
Cities: Groalim*, Hughultan, Buhilsuman, Huhinsal, Gilhuan, Fuhat, Mulhunt, Shisen, Luhult, and Xauhult
Military: 2,500 Warriors, 25 Actiputil
Technologies: Civil Order

Envalen: tuxedohamm
Race: Envalen
Government Type: Village chiefdom/confederation
Patron God: Leifeimara
Production Points: 6,460 (+10)
Cities: 2 unnamed cities
Military: 200 Warriors, 150 Archers, 100 Highbourne
Technologies: Archery, Divine Connection

Gil'Galeth: Masada
Race: Gil'Galeth, Centaur**
Government Type: Shadow Council
Patron God: Bramberlose
Production Points: 6,100
Cities: 2 unnamed cities
Military: 100 Warriors, 300 Handlers, 1,000 C’yhos
Technologies: Divine Connection
Legendary Weapons: The Mirror of Bramberlose

Hek'Hekath: Lord Iggy
Race: Drell
Government Type: Despotism
Patron God: Crezth
Production Points: ,1,150 (+50)
Cities: 10 unnamed cities
Military: 1,000 Warriors, 300 Wolfriders
Technologies: Animal Husbandry, Mining

Khazador: crezth
Race: Mountain Dwarves
Government Type: Hereditary Monarchy
Patron God: Crezth
Production Points: 4,020 (+20)
Cities: 4 unnamed cities
Military: 500 Highlanders
Technologies: Engineering, Mining

Lakola: Charles Li
Race: Cenatan
Government Type: NA
Patron God: Semiv God of Order, Lowkey God of Mischief (Main God)
Production Points: 2,100 (+100)
Cities: 10 unnamed cities
Military: 1,000 Warriors
Technologies: Civil Order, Archery

Merlee: Haseri
Race: Toata
Government Type: Theocratic Autocracy (The High Priest of the Saviour God rules until death, after which a successor, usually one of his doubtless numerous sons. The High Priest can never be accused of rape.)
Patron God: Sahtra
Production Points: 4,500 (+15)
Cities: 3 cities (none named)
Military: 3,000 Warriors
Technologies: Civil Order

Mulgore: TheLastJacobite
Race: Minotaur
Government Type: Tribal Confederation
Patron gods: Leifeimara (The Earth Mother), Lowkey (The Wit Bringer), Semiv (The Giver of Order and Law)
Production Points: 6,300 (+20)
Cities: Ronsestar*, Sordascors
Military: 100 Warriors, 100 Druids, 100 Doko Riders
Technologies: Civil Order, Animal Husbandry

Nad’Omzak
Race: Hill Dwarves
Government Type: Hereditary Monarchy
Patron God: Crezth
Production Points: 5,000
Cities: 4 unnamed Cities
Military: 1,000 Warriors
Technologies: Engineering, Mining

Rei'orc'yi
Race: Peit'hom
Government Type: Noble Republic
Patron Gods: Lowkey, Crezth
Production Points: 7,000
Cities: none
Military: 750 Hechi’eron, 500 Veibeunon
Technologies: Archery

Reipoh'viy: Israelite9191
Race: Peit'hom
Government Type: Noble Republic
Patron Gods: Lowkey, Leifeimara
Production Points: 8,494 (+10)
Cities: Reipoh'viy
Military: 2 Hechi'eron, 12 Eipi'ohn
Technologies: Civil Order

Reipwa'viy
Race: Peit'hom
Government Type: Noble Republic
Patron Gods: Lowkey, Jainah
Production Points: 7,000
Cities: none
Military: 375 Hechi’eron, 250 Veibeunon, 200 Galleys
Technologies: Sailing

Ronra
Race: Human
Government Type: Absolute Monarchy
Patron God: Rehtu
Production Points: 7,000
Cities: None
Military: 750 Warriors, 250 Archers
Technologies: Civil Order, Archery

Warden: Milarqui
Race: Elven, Ourim
Government Type: Mixture of Meritocracy and Geniocracy (directed by a council of the most intelligent and able people of the country)
Patron Goddess: Leifeimara
Production Points: 1,790 (+120)
Cities: Illiburi*, Acci, Sexi, Murgis, Lawsa, Lanchar, Exoche, Talara, Quen, Trevel, Aflum, Basti
Military: 180 Warriors, 120 Archers, 60 Ulrics
Technologies: Archery, Civil Order

Hero Stats

Achilles: Warhead
Race: Californian
Favored God: Thudd (War)
Allies With: none
Enemies With: none
Strength: 3
Intelligence: 5
Ingenuity: 3
Mysticism: 1
Diplomacy: 3
Inventory:
Shield of Irvine (shield)
Dragon Sword (1-hand sword)
Diamond of Dibbler
Companions: 20 Myrmidons, 10 Marquis

Dexter Swift, son of William: human-slaughter
Race: Human
Favored God: Rehtu, God of Light
Allies With: none
Enemies With: none
Strength: 2
Intelligence: 2
Ingenuity: 2
Mysticism: 2
Diplomacy: 2
Inventory:
The Book of the Code

Grothmag Ironhelm: bestshot9
Race: Mountain Dwarf
Favored God: Crezth
Allies With: Khazador
Enemies With: none
Strength: 4
Intelligence: 2
Ingenuity: 4
Mysticism: 2
Diplomacy: 0
Inventory:
Moorcleft (2 handed Axe)

Maxwell Edison:
Race: Human
Favored God: Thudd
Allies With: none
Enemies With: none
Strength: 2
Intelligence: 2
Ingenuity: 2
Mysticism: 2
Diplomacy: 2
Inventory:
The Silver Hammer (2 handed Enchanted Warhammer)

Morgad Borstout: Nailix
Race: Marine Dwarf
Allies With: Amonomo
Enemies with: Orcs
Favored God: Semiv
Alignment: Neutral
Strength: 5
Intelligence: 2
Ingenuity: 2
Mysticism: 0
Diplomacy: 1
Inventory:
Toadbane (2 handed axe)

Watcher Yelloweyes: Vertinari118
Race: Ourim
Favored God: Leifeimara
Allies With: Warden and Elven in general
Enemies With: none
Strength: 6
Intelligence: 1
Ingenuity: 1
Mysticism: 2
Diplomacy: 0
Inventory:
Staff of the Ancients

*Capital of a nation
**Servant Race
 
Gil'Galeth
Evil
Strength: 0
Intelligence: 3
Ingenuity: 3
Mysticism: 2
Diplomacy: 1
Basic Physical Description:


The Gil'Galeth's hands drip with blood constantly, a reminder in perpetuity of their original sin. Their skin are infused with shadows from birth a gift from Bramberlose their patron. Their species is now cursed, for they have no color, they exist as shadows and the palest absence of shadows for no light touches them.

Background and Creation
Nobody is aware of what created the Gil'Galeth or what drives them, not even themselves. Bramberlose is their god, they his children and a father does not confide of his children everything.

Nation Name: Gil'Galeth
Race: Gil'Galeth
Government Type: Shadow Council
Patron God Bramberlose
Production Points: 10,000
Cities: none
Military: none
Technologies: none
Approximate Starting Location: The large rather shadowy forests of Washington State.
 
I think that I might join this game :).

My Race:
Elven
Good
Strength
: 1
Intelligence: 3
Ingenuity: 3
Mysticism: 2
Diplomacy: 1

Basic Description: The Elven are naturally tall, beautiful human-like people of pale skin. They would be able to pass themselves off as normal humans if it weren't for their pointy ears and their eyes, which are nearly always each of different colours (heterochromia). Normally, their right eye tends to be the colour of one of the noble metals (gold, silver or bronze) signifying their ties to magic and their ability to work with those materials, and their left eye has a colour like blue, green or red, as a tie to the nature they respect and admire. They aren't very strong physically, but they compensate it with their agility, inventiveness and intelligence, which they employ to investigate several new ideas that their wise men and women have. They tend to be private people, isolating themselves from other races, although they are known to have worked next to others when it is necessary. (Sorry I can't include a drawing, I suck at drawing)

Background and Creation: after the Gods' War for Azmenaal and the agreement to leave the war to the lesser races, the Goddess Leifeimara decided to create a race of her own that would fight in her name and worship her, while she helped them whenever she was truly needed. Thus, she started to think of what would her race look like and she suddenly saw a recently born Ent, one of her favoured Agents during the War. She noticed that the Ent was very fragile when he was born, but it would become a very strong being when it grew up, so she decided to create a new being that would be weak, but whose strenght resided in what couldn't be seen: their mind, which she knew they would use quite well.
Once she started, she realised that, in order for them to be powerful enough for living in the land of Azmenaal, they would have to wield the powers of a God, but at a smaller scale, because if every of the Elven (as she decided to call her protegés) had the power of a God, it would mean the destruction of the world. Anyway, all the Gods had signed a magical agreement that none of the races could be completely perfect, because it would be a very one-sided fight if any race was the best in everything (even though the Evil Ones had not liked it, the other Gods had threatened to continue the war if they didn't sign), so she was limited in what she could do. Thus, she decided to make her Elven intelligent and curious enough to properly follow their mindpaths, but not very curious about the other races that would surely appear in the world once the war marched on, so as not to tie their fates to her Elven's.

Neat, huh? :D And this is my Nation:

Warden
Race
: Elven
Government Type: Mixture of Meritocracy and Geniocracy (directed by a council of the most intelligent and able people of the country)
Patron Goddess: Leifeimara, Goddess of Nature and Rehtu, God of Light
Production Points: 9,000
Cities:
Military:
Technologies: Archery
Approximate Starting Location: Lac St-Jean (Cubil Yuc in Elvenish) and Saguenai River (Geni Oír in Elvenish).
 
Race Name: Californian
Alignment: Neutral
Strength:2
Intelligence: 4
Ingenuity: 2
Mysticism: 0
Diplomacy: 2
Basic Physical Description: Basically just like a human, but better than that, Their Californians.
Average Height: 5.6-6.5 feet
Average Weight: 110-200
Hair color: Ranges from blond to brown while most has dark blond hair.
Skin Color: Tannish-White
Eye Color: Can include Blue, Brown or Green (most common eye color is Hazel Green)

Background and Creation: The Californians were certainly gifted. Not just by looks, but by strength and intelligence. For all of recorded history, the Californians have lived in Southern California. It all started in Irvine, the Capital. Irvine is a thriving city and has been one. With its Mediterranean climate and architecture, it truly is a sight. But their is one thing the Californians love more than their capital city, and that is money. They love money, in fact their god, Dibbler is the god of wealth. So you can imagine the majority of Californians are wealthy. So they build big houses, which truly are breath taking. The Californians trust, the police with their lives. The police are masters of controlling riots and stopping and reducing crime and of course defense, which they are very good at.
So with the thriving economy it seems right that the Californians would expand. That is true and expand they did. They continued their magic by building fantastic cities like Los Angeles San Diego Santa Barbara Riverside Palm Springs Anaheim Long Beach ranging from the beautiful beaches to the mountains of palm desert. California was truly a remarkable place and Californians, no doubt about it, were remarkable people.


Nation Name: California
Race: Californians
Government Type: Federal Republic
Patron God: Dibbler god of wealth
Production Points: 0
Cities: Irvine (Capital, City) Los Angeles(City) San Diego (City) Santa Barbara (City) Riverside (City) Palm Springs (City) Anaheim (City) Long Beach (City)
Military:
Technologies: Mining
Approximate Starting Location: Irvine California

Hero:
Achilles - A great hero and Warrior of California. He leads his army of Myrmidons to conquer anything and defend anything he wishes. Born in Irvine, he graduated from Irvine military Academy. There is no doubt that this young commander will certainly change history.

Legendary Weapons

Achilles Sword: (ask Warhead about it)

Hero Name: Achilles
Race: Californian
Favored God: Dibbler (wealth)
Allies With: California
Enemies With: none
Strength: 3
Intelligence: 3
Ingenuity: 3
Mysticism: 0
Diplomacy: 1
Inventory: none

Unique Units:
Police-can control riots and settle the people Used for Crime purposes. Light infantry

Myrmidons- Personal guards of Achilles, very brave and skilled warriors. Like This

Marquis- These men were picked at a very young age and are trained for around 10 years. They are the strongest, most disciplined, clever men out there. They only live for one purpose and that is to fight for California. Their weapon and armor change with the technology
 
I'm in.

Race Name: Marine Dwarves
Alignment: Neutral
Strength: 5
Intelligence: 2
Ingenuity: 2
Mysticism: 0
Diplomacy: 1
Basic Physical Description: Marine Dwarves are appear to be basic Hill Dwarves when viewed. They are a very hearty folk that stand between 3'6" and 4'3", usually have brown, blond, or red hair, and have fair skin. It is common to see a male dwarf with thick facial hair, since it is considered a symbol of prestige amongst dwarves. Although their build is short and stocky, they are quite muscular, which makes up for their slight hindrances.

Background and Creation: Marine Dwarves are the product of interracial mating between Hill Dwarves and Seacliff Dwarves. Through this, the Marine Dwarves gained characteristics from both, so not only care they gifted smiths, but they also are very good swimmers. They are accustomed to life on the water, and on land, and with this, have become great sailors. Other than that, they are just normal dwarves. Their life on the water led towards the duel worship of the gods Jainah (of the Sea) and Semiv (of Order), both being the patron god of one of either the Hill or Seacliff Dwarves. It is said that the two gods willed the creation of the Marine Dwarves after they befriended each other, and used the common subjects to solidify the bond.

Marine Dwarves are commonly found in the forest, mountainous, and coastal regions in the colder and temperate climates. They live very easily with gnomes, and other dwarves. They are accepting of all other races, with a few exceptions. They are fond of their axes and cleaves, and are very good at smithing them, along with other items.

Nation Name: Dvergar
Race: Marine Dwarves
Government Type: Absolute Monarchy
Patron Gods: Jainah: Goddess of the Seas ; Semiv: God of Order
Production Points: 9,000
Cities: none
Military: none
Technologies: Sailing
Approximate Starting Location: Northern shore of Lake Superior
 
Cenatan
Neutral
(Spread a total of 10 points among the following five categories)
Strength: 2
Intelligence: 3
Ingenuity: 2
Mysticism: 1
Diplomacy: 2
Basic Physical Description
Almost a basic Centaur, with a few major differences: The Horse part is shorter. Also their front feet can fit in a gap to be folded like a chicken's wing. When threatening, they can stand on their hind hooves, fold their front hooves in and stand at least 7ft tall with their basic features looking like a tall human. (A Centaur with small back legs and a foldable front hooves. Useful in some fighting.) They usually run 4 hooved and are known for their agility. Their basic hair color is as varied as a horse, while eyes usually stay within hazel toward brown to blue.

Background and Creation
They worship the Star and the Fields. While their gods are Semiv and Lowkey. They are brothers to Centaurs and reside in the Northern Plains.

Lakola (Lake Land)
Cenatan
Government Type (Can be whatever you feel best fits your race and nation)
Patron God: Semiv God of Order, Lowkey God of Mischief(Main God)
Production Points: 10,000
Cities: none
Military: none
Technologies: none
Approximate Starting Location: Plains between Winnipeg and to the east of Yellowstone.

(is this OK? Homonoid...)
 
Cenatan
Neutral
(Spread a total of 10 points among the following five categories)
Strength: 2
Intelligence: 3
Ingenuity: 2
Mysticism: 1
Diplomacy: 2
Basic Physical Description
Almost a basic Centaur, with a few major differences: The Horse part is shorter. Also their front feet can fit in a gap to be folded like a chicken's wing. When threatening, they can stand on their hind hooves, fold their front hooves in and stand at least 7ft tall with their basic features looking like a tall human. (A Centaur with small back legs and a foldable front hooves. Useful in some fighting.) They usually run 4 hooved and are known for their agility. Their basic hair color is as varied as a horse, while eyes usually stay within hazel toward brown to blue.

Background and Creation
They worship the Star and the Fields. While their gods are Semiv and Lowkey. They are brothers to Centaurs and reside in the Northern Plains.

Lakola (Lake Land)
Cenatan
Government Type (Can be whatever you feel best fits your race and nation)
Patron God: Semiv God of Order, Lowkey God of Mischief(Main God)
Production Points: 10,000
Cities: none
Military: none
Technologies: none
Approximate Starting Location: Plains between Winnipeg and to the east of Yellowstone.

(is this OK? Homonoid...)

I think centaurs can't be counted as humanoid, because if I am not mistaken, humanoid refers to having a head with two eyes, one nose and one mouth, and a torso from which two arms and two legs sprout of, and the legs are used for walking.
 
I think centaurs can't be counted as humanoid, because if I am not mistaken, humanoid refers to having a head with two eyes, one nose and one mouth, and a torso from which two arms and two legs sprout of, and the legs are used for walking.

So a human with a birth defect that only has one eye is considered inhumanoid.

Humanoid means anything that shares similarity with humans. Humanoid=Humanlike to whatever degree. Centaurs and Minotaurs would be considered humanoid.
 
Humanoid means having the same basic outline of a human, with similar limbs and features, including fingers, thumbs and toes. The fact that a centaur has not human legs and hooves, even if it stands up as if human, makes it exempt from being a humanoid. However, EQ's definition may be more vague, so it is ultimately up to him.

Personally, I think its close enough.
 
oh, well, OK. Still, I think that for a race to be considered humanoid, it has to have a head, a torso, two arms and two legs. And this is meaning the normal people, the aparition of mutations and/or losses of the extremities can't be counted.
 
So what would we classify a centaur as? A magical beast? A woodland animal? Oh wait... I know... A humanoid!
 
A displacer beast is a magical beast. You can't put a displacer beast in the same category as a centaur.
 
Race Name: Naga
Alignment: Good
Strength: 2
Intelligence: 2
Ingenuity: 2
Mysticism: 4
Diplomacy: 0
Basic Physical Description:
Their upper bodies are very similar to humans with the exception of the ears being pointed, eyes being slits pupils, slightly forked tongues, and partially retractile fangs. From about the waist down they are snake like and tend to have shades of browns and yellows primarily. Likewise they tend to have dark hair and eyes. Note, they are warm-blooded despite the snake half.

They are most commonly found along the Gulf Coast and Throughout Mexico. They are found in smaller groups along most of the Colorado River. (I am sure these names will change, but hey now we know where they are.)

Background and Creation
The goddess Vigaliana created the Naga for reasons known only to her. They are able to traverse just about any terrain due to their snake like bodies and travel widely. Unfortunately due to their appearance they have become feared despite their good nature which is compounded by their very direct and blunt nature as they abhor lying and view anything but the truth as an insult. But for any who can get past this they make excellent friends and guides through the wilderness of Azmenaal. Many Naga also follow the god Semiv as they see order needed to avoid conflict.

Nation Name: Anantnag
Race: Marine Naga
Government Type: Parliamentary Monarchy
Patron Gods: Vigaliana: Goddess of Life; Semiv: God of Order
Production Points: 10,000
Cities: none
Military: none
Technologies: none
Approximate Starting Location: Houston Area

Okay hows this sound?
 
Bah Variety is the spice of life.

And personally I feel if you are going to include dragons and such then Humanoid along Amon's lines is more appropriate.
 
Quitchur. .. .. .. .. .in' Milarqui. If EQ sees a problem he'll deal with it when he gets back. If you want to moderate a NES, you should do so. I'm about to make a race of mermen just to piss you off.
 
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