Times For Heroes: Chapter 1, Origins

Hmm, I'm torn between an arboreal, warm-blooded winged reptile species, tending to have a merchant attitude, and a more wild, violent, primitive species, somewhat like the Ghôl from Myth.
 
Dvergarian Military

Dwdeln (Fierce Wolves)
These soldiers make up the bulk of the Dvergarian Army. They are armed with assorted weapons, usually axes, swords, spears, shields, cleaves, halberds, etc, and have light iron armor with leather reinforcement. Although they are only regular soldiers, they are still excellent in combat.
Spoiler :
dwarf_warrior.jpg


Kilthurn (Brave Hunters)
These soldiers are basically Dwdeln trained to use a bow. Besides ranging weapons, they are equipped with iron armor with leather reinforcement, and a battle axe or other normal combat weapon.
Spoiler :
dwarf_ranger.jpg


Delurtn (Steel Berserkers)
These are the elite of the Dvergarian Army. They are clad in the strongest armor, and do not carry shields, but instead use their shield hand carry another weapon. They are some of the fiercest warriors in the world, and their battle cries strike fear into the hearts of enemies. Pitty be upon he who is ordered to engage a Delurt.
Spoiler :
dwarf_berserker.jpg


Garsun (Bear Riders)
Dvergar's only mounted units ride the most fearsome beast in the forests, the Brown Bear. Both rider and mount are clad in strong armor, and both can attack the enemy. The rider is armed with a lance and halberd while the mount is armed with metal claws and naturally sharp teeth. The two must develop a very strong bond in order to fight, and much training is put into this.
Spoiler :
bear_cavalry.jpg


Bargurn (Mighty Steed)
The most important steed to the Dvergarians is not a beast of any sort, but a ship. This long keeled ship is about 80 feet long and can carry some 70 soldiers. They are armed with bowmen who fire many volleys of arrows (sometimes flaming) at enemies at sea and on shore and a ram for ramming other vessels (obviously).
 
@Churchill: Based on the stats you've provided and since you didn't create background description I have a recommendation or two. First of all, based on the high strength rating, the Californian would likely be taller and stronger than a RL human. Other than that, I'd imagine they'd be very similar.

Im going to add in the background info now. Im trying to make the California just like the human, so ill edit the stats soon.
 
Race Name: Orcs
Alignment: Evil
Strength: 7
Intelligence: 0
Ingenuity: 2
Mysticism: 1
Diplomacy: 0
Approximate Starting Location: South End of Lake Erie
Basic Physical Description: Adult Orcs stand anywhere between 6-8' tall, but they never stop growing, the older and more battle-hardened orcs become the taller and stronger they get. Many however die before they reach 7'. Orc skin is a green color, but it changes as they grow. It becomes darker and grimier the taller and older they get. They are broader and more muscular than most humans, and their skeleton is thicker and heavier than a human's.
Background and Creation: The orcs were most likely created by Thudd, god of war, although no one knows for certain. The orcs believe that their god had cast them out, but they remain loyal to him, hoping to get back into his favour with their continual fighting. It is uncertain whether or not these orcs are related to the ones the Amonomo destroyed. The orcs are continually fighting something, stopping only long enough to get more weapons. They also invent their own "weapons", modifying existing weapons to make them killier, louder, and more destructive.





Deff Clan
Race: Orc
Government Type: Warlord rule
Patron God: Thudd
Production Points: 10,000
Cities: none
Military: none
Technologies: none
 
Ok I updated my Original post (5). EQ I need to have your ok and the price for the UU.
 
Race
Envalen
Neutral
(Spread a total of 10 points among the following five categories)
Strength: 2
Intelligence: 1
Ingenuity: 2
Mysticism: 4
Diplomacy: 1
Approximate Starting Location: Forest covered valleys of the Appalachians (Evervale)
Basic Physical Description: A thin, lean race, the Envalen have litte to no hair covering their lightly tanned skin. Their hair tends to be dark colored and their eyes as green as the leaves that surround them.
Spoiler :
elf.jpg


Background and Creation: When Leifeimara created the elves, magical energy left over formed to create the Envalen. They travelled as nomads until coming across the various valleys located throughout the Evervale Mountains (What they call the Appalachian). There they finally settled down as small scattered village groups.

While they keep in close contact with each village, there is no single authority that runs throughout. Most are led by chieftans who govern a village or two. Minor skirmishes breakout at times, but if presented with a larger threat, the Envalen tend to unify as a race.

Though created by energy Leifeimara released, they don't tend towards good, and are more neutral overall. Even as the Goddess is good, they still see nature itself as neither good or evil, as such many believe the goddess to be neutral as well. They seemingly pass through the forest without physically touching anything around them. At times they seem still part of the energy that created them. They love the beauty of the forest and the glittery stones they come across, but they don't shy away from chopping down a tree or two for lumber or hunting the deer or rabbits for food as they know something must give for new trees and animals to grow.


Nation
Envalen (They refer to their nation the same as their race).
Envalen
Government Type: Village chiefdom/confederation
Patron God: Leifeimara
Production Points: 10,000
Cities: none
Military: none
Technologies: none
 
Drell
Alignment: Evil
(Spread a total of 10 points among the following five categories)
Strength: 2
Intelligence: 1
Ingenuity: 4
Mysticism: 2
Diplomacy: 1
Approximate Starting Location: Across Northern Azmenaal
Basic Physical Description:
drelllo7.png

The Drell are lanky bipeds with what appear, to the human aesthetic, to be horribly twisted and misshapen backs. While they can walk on two legs, they typically travel as hunched knuckle walkers. Their skin is rough and leathery, and is capable of growing hair for insulation from the cold, and shedding it in warmer times.

Background and Creation: Exactly who created the Drell remains unclear, and uninvestigated. Their frequent violence suggests Thudd and Rorshack, their tendency to live in burrows suggests Crezth, their cunning thievery suggests Dibbler or Lowkey, and their unclean and morbid behaviour point to Sahtra. It may be the case that they are the working of several gods, but at any rate, the Drell are seldom ones to ponder such questions. Instead, since their unclear origins, they have spread across the northern reaches of Azmenaal, continually raiding against other races, and each other.

Hek'Hekath
Race: Drell
Government Type: Despotism
Patron God: Crezth: God of Earth
Production Points: 10,000
Cities: none
Military: none
Technologies: none
Approximate Starting Location: Confluence of the Yukon (Di G'gath) and Pelly (Di Pegath) Rivers, OTL Central Yukon Territory.
drell2rj9.png
 
First of all, I'm very pleased at what has been made for this. Once more I'd like to request the posting of the various depictions of the races in the appendix thread. That way we have a good spot to head back and look at.

And this is a post for Crezth:

Mountain Dwarves
Alignment: Neutral
Strength: 3
Intelligence: 2
Ingenuity: 4
Mysticism: 1
Diplomacy: 0
Rocky Mountains, near our Denver
Short and stocky, mountain Dwarves are the prototypical dwarves - strong and clever, they are master smiths and miners, and know more about stonecarving than most other races. Born of the God of the Underground, they have been made in his image and so generally are endowed with strong, albeit short, forms, and have very pronounced beards. Called Khazad in their own tongue, Mountain Dwarves are known to most of the world as just that - mountain dwarves. In the domain of mountaineering, however, they have no peer.

Nation Name: Khazador
Race: Mountain Dwarves
Government Type: Hereditary Monarchy
Patron God: Crezth
Production Points: 10,000
Cities: none
Military: none
Technologies: none
 
Hero Name: Achilles
Race: Californian
Favored God: Thudd (War)
Allies With: none
Enemies With: none
Strength: 3
Intelligence: 3
Ingenuity: 3
Mysticism: 0
Diplomacy: 1
Inventory: none
 
The Envalen are specificly located in the Appalachian regions of VA,NC,KY,TN (since it goes up most of the eastern states)
 
Can a nation have more than one patron god, or are they limited to one?

By the way EQ, do you mean that you want us to put our race descriptions and pictures in the appendix thread? I thought you were going to put that in your opening posts in that thread.
 
I put the words and information, what I'm talking about is the pictures ya'll have provided. I personally don't want to used up my space on the attachment server with all those pictures and I hate image shack. If ya'll could post your various pictures there it'd be appreciated.

A nation can have more than one patron god, as long as it's not an incredible amount
.
 
I'll make the hero I want to play as now, and post a race to create later.

Hero Name: Grothmag Ironhelm
Race: Mountain Dwarf
Favored God: Crezth
Allies With: Khazador
Enemies With: none
Strength: Racial Strength
Intelligence: Racial Intelligence
Ingenuity: Racial Ingenuity
Mysticism: Racial Mysticism
Diplomacy: Racial Diplomacy
Inventory: none
 
Could I assume that the Drell worship many gods, but that my particular nation is devoted to Crezth?
 
yes you could
 
Alright then- maybe in the future there'll be more worship in my nation, if I incorporate other Drell groups.
 
Hero Name: Morgad Borstout
Race: Marine Dwarf
Allies With: Amonomo
Enemies with: Orcs
Favored God: Semiv- God of Order
Alignment: Neutral
Strength: 5
Intelligence: 2
Ingenuity: 2
Mysticism: 0
Diplomacy: 1
Inventory: None

Morgad is a younger dwarf warrior who got lost when he was a child and found by the Amonomo people in the southern regions. Raised by as a warrior, he has not seen many of his own kind but wields the strength they usually have, he is now one of the stronger warriors of this nation. He has a growing hatred towards all orcs after hearing the history between the orcs and amonomo's and seeks to bring death to them.
 
I've been hoping something precisely like this would pop up. Great job EQ!

Peit'hom
Neutral
Strength: 1
Intelligence: 3
Ingenuity: 4
Mysticism: 1
Diplomacy: 0
Approximate Starting Location: Centred around southeastern and eastern Wisconsin, stretching eastwards to Lake Michigan, westwards into the plains, northwards along the ridges, and southwards into the plains.
Basic Physical Description: The Peit'hom are a small people, generally 3 to four feet in height, and though they are not lithe like the Elves, thay are also not stocky like the Dwarves in build. Their hair runs the spectrum of browns from near blond to red-tinted to black and are incapable of growing facial hair, excepting sideburns in old age. Their eyes, on the other hand, are all of light colours, yellows, oranges, light browns, greens, and occasionally blues. Not naturally a strong folk, it is only from the great toil of farming and shipping that the Peit'hom build strength. Their facial features are strong, with firmly-set chins and well-defined cheek bones, though they are known for often having hooked noses. Like the Elven and Fairy folk, they bear pointed ears. Most Peit'hom age gracefully, developing wrinkles, grey hair, and side burns; their bodies remain vigorous generally well into the second century of life.

When the Divine Wars ended and the Age of Creations began, the first of the small races to emerge were the Dwarves and Gnomes. For generations upon generations the Dwarves of the hills and mountains and the Gnomes of the fields and forests thrived, building grand fiefdoms and lordships free of the influence of the other. It finally came to pass that the Gnomes and Dwarves came to meet among the fertiles plains, rolling hills, deep ridges, and forests stretching out to the west of Lake Granac (Lake Michigan). At first peaceful, the Dwarves and Gnomes soon came to war. The Wars of the Little Folk were bloody and greusome as the strength of Dwarves and the intellect of Gnomes clashed. Finally, after four generations of Gnomes and six of Dwarves had passed, conflict came to an end with the Gnomes victorious. Though they had won the war, the Ebeve, or Eastern, Gnomes, those who had chosen to make this land theirs, were greatly weakened in numbers and forced to accept coexistence with Dwarves.

Gradually, with time and the intervention of Lowkey the Mischievious, known in Gnomish as Vateuber of Laughs, a new race emerged from out of the two. The Peit'hom, the Little Folk of the Valley, were born. With the ingenuity of the Dwarves and the intellect of the Gnomes, the Peit'hom quickly rose to dominate the lands along the ridges of their homeland, stretching eastwards towards Lake Grance, stretching westwards out into the plains where they mingle with Ebeve Gnomes, and stretching northwards along its western coast where they mingle with Dwarves.

Combining the Dwarven and Gnomish traits of ingenuity, intelligence, pacifism, and strong connections to nature with Lowkey's, known in Peit'homish as Pertruc of the Jest, inventiveness, jovial nature, and trickster character, the Peit'hom are uniquely adapted as fine craftsmen, scholars, and merchants. They run trade routes up and down the deep ridges of the region, purchasing raw materials from the Dwarven folk and selling their own finished products. They have also turned to the sea, building more and more ingenious ship designs with the blessing of Jainah of the Seas, known to them as Mabo the Bounty Giver. Even so, they generally lack the greed that so plagues their Dwarven kin, seeing wealth as a means to an end, allowing them to pursue the craftsman's, artist's, and scholar's life. Dibbler the Golden, a.k.a. Fermai Dragon's Breath, remains an unpopular deity among Peit'hom. Additionally, the Peit'hom remain ever respectufl of the lord and lady of earth and nature, Crezth of the Cavers, known as Parret the Smith, and Leifeimara the Gardener, known as Rei'arb the Forest Walker.

Reipoh'viy
Peit'hom
Government Type: Noble Republic
Patron Gods: Lowkey, Leifeimara
Production Points: 10,000
Cities: none
Military: none
Technologies: none

At the bottom of Crosar, the valley of the twin ridges, sits the fiefdom of Reiphoh'viy and its capital of Poh'viy (OTL Appelton, Wisconsin). Surrounded by lush and verdent fields and at the centrepoint of the land route for trade, Reipoh'viy is a thriving nexus of the Peit'hom world. Here, as elsewhere in the Peit'hom world, the king rules always in communion with the council of elders and scholars, not as a dictator. What sets Poh'viy apart from the rest of the Peit'hom is their dedication not only to their creator Pertruc, but also to Rei'arb the Forest Walker, Queen of Nature and mother of the Elven and Gnomish folk, a dedication relfected in their close relationship with the Ents of the ridge.
 
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