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The Pantheon: Post Cataclysm

Mortal Civilizations

a part of “The Pantheon: Post Cataclysm”, a fictional universe by Midnightclub.

Gods rule the cosmos and all that is within. As one of these elite beings how will you run the world? What will you create?

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This conversation is an Out Of Character (OOC) part of the roleplay, “The Pantheon: Post Cataclysm”.
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Mortal Civilizations

Tips: 0.00 INK Postby Seveneleven on Tue Dec 18, 2012 8:07 pm

Hello! This topic has been posted for, when in the future, you shall create a race of mortal beings and they shall go forth and create some sort of community. This is in place to show the others and describe your race's society. From their politics, to economy, to religion, to their military, and even their marital beliefs and preferences. Anything that one could think of that makes a civilization is placed here.
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Re: Mortal Civilizations

Tips: 0.00 INK Postby Vinno1234 on Mon Dec 24, 2012 12:20 am

Citadel
Image

Terrain preference: Underground
Culture: Among the working class, serialized penny dreadfuls are quite popular for after-hours reading. A great deal of the city's children also partake in games that involve using small mechanical creations to battle each other, from the Pokemon-esque Beast Battles to Caverns and Chaos, or C&C for short. (if I need to explain that last one, I'll be quite ashamed) Among the upper class, fine art and theater are more often than not the go-to activity if one has free time. Also, as far as protection of intellectual property goes, if you were the first to make it or find it, it's yours. Nobody else can lay claim to it if you were the first, unless of course they can produce evidence to support their claim of getting to it earlier. As such, it's become common practice among inventors to constantly record their experiments, so as to have proof of first should they make a big breakthrough with said experiment.
Language: All Di-Dorem share the same language, but the various sub-races have each developed their own dialect.
Religion: Paying respect to Torsc is encouraged, but not strictly necessary. Not worshiping Torsc will not harm one's reputation, just as worshiping Torsc will not help it. However, everyone in the city acknowledges him to some degree, considering he lives in the middle of the city, and occasionally acts as an advisor on especially dire issues.
Level of technology: Very advanced, by way of Artifice granted to them by Torsc.
Social structure: Your average capitalist society, many are poor, some are 'meh', and a few are rich. However, none of this is tied to whatever sub-race one belongs to. Be you Ifrit, Korrigan, Trow, Ophidian, Djinn, or Grimalkin, you're just as likely to be rich or poor as everybody else.
Important figures: Torsc himself is known by everybody in the city, for starters. However, the city's true ruling body is the Di-Doch, a council of six Di-Dorem, one from every sub-race.
Important locations:

The Gates
Located in the icy north are the main gate to the city, though these don't connect to it directly. Between the city and the gate is a vast tunnel.

Residential Ring
Around the sides of the cavern, even built into the ceiling, are the homes of the working class. Not exactly slums, though. No, this place has decent infrastructure. Stuff like plumbing, light, heat.

The Quarters
--Industrial Quarter
The southern part of the city proper holds the vast majority of its' workshops, foundries, and factories. This is where many of the lower-class make their wages.
--Mercantile Quarter
The western part of the city proper holds many of its shops and warehouses. This is where just about everyone, from the poor to the rich, goes to buy... whatever.
--Entertainment Quarter
The eastern part of the city proper holds its theaters, pubs, restaurants, a few parks, and just about every other entertainment venue you can think of.
--Gilded Quarter
The northern part of the city proper is exactly what it sounds like. This is where the rich live. All in all, smaller than the other quarters by a noticeable amount.

Government Ring
On the border between the Quarters and the Bastion lies the vast majority of the city's administrative offices (police stations, governmental buildings, etc.) as well as the city's schools and colleges. The Chamber of the Di-Doch actually sits in the lowest floors of the Bastion.

The Bastion
Torsc's mighty tower-fortress, sitting at the heart of the great city. Not much else needs to be said about this, methinks.

Military: Enlistment in the military is not required except under dire circumstances. Doesn't usually take long to mobilize the forces, considering the fact that the military is only ever used to defend the city and a few outposts in deeper caves. Have a great deal of advanced weaponry, as well as a mighty force of Mechanical Soldiers. A squad of Soldiers still needs a Di-Dorem to lead them, but these soldiers remove the necessity of sacrificing quite so many Di-Dorem lives.
Temperament: So long as there are no hostilities, any race is welcome in Citadel, provided they're prepared to win big or lose it all. However, no non Di-Dorem is allowed to be elected to public office.
Magic: Rare, but not uncommon among Di-Dorem, with some sub-races being more likely to be born with magical talent than others. However, there is free access to devices of Artifice among the citizens of the city, thus putting the common man on equal footing with those actually born with the talent. Of course, those born with the talent are almost guaranteed a job, considering the city's high demand for such devices, and the necessity of magic users in the creation of said devices.
Last edited by Vinno1234 on Sat Jan 05, 2013 4:04 pm, edited 2 times in total.

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Re: Mortal Civilizations

Tips: 0.00 INK Postby Wake on Thu Dec 27, 2012 10:22 pm

Figured I'd put this out as an easy tool to build a layout for everyone's civilizations. I'm still playing around with th skeleton lay out, but with this I figured that it'd at least be enough for everyone to structure their own ideas.


Code: Select all
[size=175]Name[/size]
    [right][img]Image[/img][/right]

   
    [b]Terrain preference:[/b]
    [b]Culture:[/b]
    [b]Language:[/b]
    [b]Religion:[/b]
    [b]Level of technology:[/b] (what tools do they use? Stone, bronze, iron etc)
    [b]Social structure:[/b]
    [b]Important figures:[/b]
    [b]Important locations:[/b]
    [b]Military:[/b]
    [b]Temperament:[/b] (how do they act towards other nations/races)
    [b]Magic:[/b]
    [b]Other:[/b]
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Re: Mortal Civilizations

Tips: 0.00 INK Postby Seveneleven on Fri Dec 28, 2012 8:26 pm

The Forces of Death
[img]Image[/img]


Terrain preference: The windswept, frozen plains of the north.

Culture: While there are numerous creatures under the command of Othuma, there really isn't much culture. Basically it is a militaristic and totalitarian state, all serving underneath the God of Death. While there is some diversity, it's of little consequence to Othuma. Most of the creatures haven't much intelligence while others do have more of a form of society. The Werebears are more tribal, having a chieftain lead them. Yet that chieftain is more of a figurehead compared to their god. They often choose chiefs through either combat, one werebear fights another for the right to rule, or they are appointed by Othuma. The latter is very rare though.

The Silthe have culture as well. They live in scattered communes. There isn't much of an authority system like the Werebears. They sometimes appoint representatives to voice and manage problems within a commune but the position is only temporary. Their overall authority, if any, is with Othuma. They don't travel to other communes and prefer to keep separate, only in times when Othuma calls them to action, do they venture from their caves and work together.

The Azure Brood, have perhaps what could be considered a culture. They reside with the Brood Father which is the male dragon the spawns more hatchlings with the female dragons. Females are made either as Brood Mothers, which are many, hunter-gathers, or warriors. Males are almost always made into warriors. While the Ice Dragons will not act unless the Brood Father commands it, but The Brood Father has an allegiance with Othuma, which gives him authority over the dragons as well. Not to mention he helped return a lot of their souls to their bodies.

Draugen, an interesting race to categorize. While their intelligence is greater than Archedons, they haven't much culture. They are a warrior race of thieves and raiders. They pride on invading other settlements and depriving them of their resources. They believe heavily in strength, believing the more they kill and they more they raid the greater they are. Very ruthless beings that are treated as the scourge of traders and cities. They have authorities, like a captain but his rank is merely for military purposes.



Language: While the creatures need only to understand the word of their god, other languages have developed. The Werebears have their own form of language which includes moans, growls, and roars. The Silthe have a language which is in clicking noises and screeches. The Azure Brood, prefer to speak telepathically with their kin while when morphed in human shape, speak the language the gods speak. The language they speak with each other is called Draconic and isn't exactly understandable to most ears. The Draugen speak as well, it's very gutteral, yet hollow at the same time.

Religion: There is only one religion they need to have and that is worshiping Othuma. Worshiping other deities is considered blasphemous as Othuma is the Supreme Deity (Which he so arrogantly strives to point out). All must obey and rejoice under the God of Death for he is the only one that can save your soul.

Level of technology: They have steel armor and weapons. They do possess war machines and the like, making them technologically sufficient to carry out war with other races. They may sometimes plunder other technologies for their purposes. Making them scavengers.

Social structure: As mentioned before, it is a Totalitarian state and all are subject to the whims of Othuma. So considering everyone is below Othuma will look at the lesser creatures. Beings like Archedons and Wendigos are treated nothing more than tools for war. Since their intelligence is limited it makes them subject to the more intelligent being's whims. Creatures like Draugen, Werebears, and Silthes have an equal social status. Treated more or less like a middle class. The Azure Brood would be the Upper Class if there is one.

Important figures: Frostwing (Real name Abus' Kalakahn) (Remains unknown to other's including Othuma) Frostwing is the Brood Father. He was the first Dragon Soul Othuma would discover and the first that would return to their world. He serves as the Azure Brood's leader and advisor to Othuma.

Ma' Katorian: The First Werebear Chieftain. Keeps the Werebear tribes unified and organized.

Vohen Agulfr: Admiral of Death's Fleet. Pretty much the boss Draugen. Gives orders to the Draugen Captains about where to send their vessels or preparations for certain naval strikes

Important locations: Stygia, The Palace of Death. This is where Othuma resides and is consider holy to Othuma's people. Only the most dignified are allow access to the palace to grant audience with the God of Death. Port Despero, the main naval base of Death's Fleet. It's a heavily fortified area located on the glacial island found in the frozen sea.

Military: This is the main part of Othuma's people. In the end all diversity is ceased and all come together to be Othuma's army. This is the goal all strive to be apart of and invade the other civilizations of the world. They like to use overwhelming numbers and constant onslaught to batter other armies and destroy cities. There primary specialty is siege warfare. They do alright with guerrilla warfare but it's not often used. They are very formidable when it comes to Naval Warfare, having a very diverse navy. Biological Warfare is something of a hobby to them, finding great fun in spreading decay on weary forces. Magical warfare would be their weakest suit, having only really dragons being able to perform powerful magic.

Temperament: Incredibly hostile. After all their ultimate goal is to conquer all the free lands of the Middle Realm in the name of Othuma.

Magic: The Dragons have excellent magic prowess and natural defense against magical offense. They are susceptible to fire magic though. Besides that, the rest of the races have severe lack of aptitude for magic. There have been cases of Werebear and Silthe mages and necromancers. Yet they are few and far between. The Werebears, if any magical prowess, is more spiritual, forcing elemental powers to work for them.

Other:
Last edited by Seveneleven on Sat Dec 29, 2012 7:09 pm, edited 1 time in total.

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Re: Mortal Civilizations

Tips: 0.00 INK Postby Binsetsu on Sat Dec 29, 2012 10:15 am

Civilization of the Klik'kik-t

Society:
The Klik’kik-t have a complex and highly regimented caste system that classifies each and every Klik’kik-t by their profession.

Empress and Emperor:
At the very top stand the Empress and the Emperor, children of Equallis and Disballis, respectively. They are the undisputed and never aging rulers of the Klik’kik-t. However, in actual governing affairs the Empress takes a leading role while the Emperor is relatively powerless. When it comes to Military affairs the Empress has little say, yet the Emperor serves as Supreme General.

Gold Caste:
Also known as the Ruling Caste, the first of the castes and direct descendants of the Emperor and Empress are the Gold Caste. The Gold Caste functions as a kind of ruling class and is the only of the Castes whose members do not have a specific profession tied to them. Instead, the male members, known as brood kings, function as taskmasters and military commanders. The female members, known as brood queens, serve as both religious and political leaders, and give birth the subsequent generations of Klik’kik-t. Members of the Gold Caste are longer lived than the rest of the race, usually living up to 50 or 60 years of age. Of the castes, the Gold Caste is the second less numerous. They are identified with gold or yellow coloured markings on their chitinous exoskeleton.

Brown Caste:
Also known as the Drone Caste, the Brown Caste is comprised of both the farmers and artisans of all kinds. They are slightly less individualistic than the other castes and take to any task that requires cooperation extremely well. They are highly industrious and skilled builders, capable of creating large structures in relatively short periods of time. Although they are not particularly skilled farmers, they make up for this weakness by sheer labour intensity. The Brown caste are by far the most numerous of the cast, comprising more than half of the entire swarm. Half of the Brown Caste is than once again made up of farmers. Out of the castes, the Brown Caste is the least hostile to strangers, especially in the farms and can even be quite friendly to non- Klik’kik-t. The farmers also worship Adarani almost to the same degree they worship Equallis and Disballis. They have no particular markings on their chitinous exoskeleton.

Blue Caste:
The Blue Caste is the mercantile and ambassadorial caste of the Klik’kik-t. Although the concept of currency is completely alien to the Klik’kik-t the Blue caste will barter with other civilizations. In which they always aim to make an as balanced exchange as possible and are not motivated by greed or profit. It is required for each member of this caste to be able to speak other languages. Members of the blue caste are also quite often arrested and executed for defying the natural order of the Klik’kik-t as contact with merchants from other civalizations often turns them greedy and more focused on the individual. They are easily recognized by the blue markings on their chitinous exoskeleton.

Green Caste:
The Green caste serves as both a religious and an administrative caste. All priests and priestesses are part of this caste as are all civil administrators. Although preaching and administration are their main objectives, members of the Green Caste also work hard to maintain the balance of the swarm, working hard to replant forests that are cut down for raw materials and keeping a close eye on the many, many farms to ensure they do not destroy the land by overworking it. They wear green markings on their chitinous exoskeleton.

Red Caste:
The Red Caste is the judicial and public order caste. Members of this caste ensure peace is maintained, through any means necessary. They are quite severe and occasionally border on propaganda officers and thought police. As a caste, they investigate all crimes and decide who is guilty and who is not. Deciding punishment however is not their task as there is only one, execution. They can be identified by the red markings on their chitinous exoskeleton.

Silver Caste:
The Silver Caste is the only caste of the Klik’kik-t that can actually use magic. As magic users they focus most of the reinforcement of stone and the growth of trees to support the Green Caste in planting new forests. Although they are not suited to warlike magic they help the Brown Caste in fabricating magical weaponry, mostly magical spheres that explode on impact. They are the least numerous of all the castes and the only caste not to have any members of the Gold Caste attached to them.

Black Caste:
The Black Caste is the second largest caste and is the military wing. The Klik’kik-t of this caste are physically much larger than the members of the other castes, standing at average at six feet and possessing a slightly more bulky build. Within the swarm their strength is only matched by members of the Gold Caste. The Black Caste is highly disciplined and prefer to work in numerous formations that work in tandem with one another, but can function as just a massive wave of soldiers. During times of peace the Black Caste also functions as a police force, often working together with the Red Caste in matter entailing peace within the swarm. The Black Caste is unique in its colouring as it’s the only caste whose chitinous exoskeleton is completely black, as opposed to simply having markings in that colour.

Culture:
As a people the Klik’kik-t may seem harsh and alien to some. Their strange beliefs when it comes to life and death and difficulty in communicating with others has also made it hard for them to understand other cultures. They are absolutely dedicated to maintaining balance with nature, something which is sometimes made difficult by their locust like qualities. As a result, strict control is kept over the population, both judicially and when it comes to birth. No infringements of the law are tolerated and any offenders are quickly executed. They also enforce strict birth control, only allowing certain brood mothers to breed and culling any new eggs that go over the set limits. Strict rationing is also in effect, to ensure the ravenous hunger of the swarm does not destroy nature in trying to satisfy it. This might make the Klik’kik-t seem somewhat violent and tyrannical by nature. Although they are certainly capable of such, community and kindness within the swarm is highly prized. Their government is also compromised of a chosen council in which each of the castes is represented.

As a people the Klik’kik-t are focused mostly on community and far less on the individual. Indeed, a worker is more prized for his ability to work with others than for their individual skill. This has led to a highly regimented society in which any defiance is met with harsh penalties.

When a Klik’kik-t is nearing the end of its life and beginning to show signs of weakening they required to join an event known as the Devouring. The Devouring is an event that would seem absolutely horrible to most outsiders. During the Devouring the weakened Klik’kik-t are first secluded from the rest of society and not fed for a few days before being brought to the grand arena where they are forced to dance and sing until they fall down dead. After they have perished, the Brood Queens will descend upon the arena to devour the corpses for their nutrients so they may give birth to new hatchlings.

Although outwardly gruesome, the Klik’kik-t see this event as a celebration of the lives of the Klik’kik-t that go to the arena. Indeed, to receive a place to observe the Devouring is considered a great honour. The Klik’kik-t do not believe in death and instead believe that upon being devoured by the Brood Mothers, the essence and spirit of those Klik’kik-t is given to the new hatchlings, so they may live on in them. Although no Klik’kik-t has ever had memories of a life that was not their own, their ability to adapt to a particular line of work gives some credence to this belief.

Their national “sport” is something called Sting-fighting. It is a unique martial art style that focuses around pinning the opponent before stinging them with ones stinger. Despite the extreme aggression and indeed dangers involved with Sting-fighting, deaths are actually quite rare in the arena. Only the Black and Gold Castes are excluded from participating in the sport,as their physiques is by nature greater than that of the other castes. The sport always attracts a huge crowd of Klik’kik-t and indeed non-Klik’kik-t who wish to see the exciting blood sport in person.

As a whole the Klik’kik-t lack creativity and indeed, song is reserved solely for the Devouring. Art is rarely practised and they have trouble inventing new things, instead preferring to rely on other civilizations for advancement in technology. This is not to say they are incapable of advancing by themselves, but they have trouble and inventions often take a long time to come to any kind of workable form or shape.

Language:
The language of the Klik’kik-t is comprised of three separate parts to form a single language. First are clicks and buzzes, which is the smallest part of the language, yet it is also the most recognizable to non-Klik’kik-t. Secondly is body language, which is highly important and can quickly change the meaning of whatever was said through vocalized language. Although the first half of the language can be learned by outsiders, the third part and second half is impossible to recreate without magic. It relies heavily on pheromones unique to the Klik’kik-t and is actually the main way of the Klik’kik-t to communicate whatever message they may want to relate to others.

Due to their unique language most Klik’kik-t can only speak other languages very poorly, with the exception of the Blue Caste, whose members are expected to speak other languages with some degree of proficiency. The farmers of the Brown Caste make an effort, but would be considered poor conversationalists by other races.

Religion:
The Klik’kik-t are quite eclectic when it comes to religion. Although they worship Equallis and Disballis above all others, there are temples to just about every other deity and their commandments are followed with varying degrees of accuracy. The only god that has absolutely no worshippers within the swarm is Othuma, as he embodies a concept the Klik’kik-t do not believe in. Although the other gods are worshipped in a conventional manner, Equallis and Disballis are generally not prayed to. Instead, the temple of the Twin Deities is used mostly for meditation and self-reflection and it is encouraged each Klik’kik-t seeks to worship them by maintaining balance.

The hours in which day gives way to night and night must relinquish its position to the day is considered the single most holy time within Klik’kik-t religion. During this time only the mostly vital of tasks may be performed and no other god or goddess may be worshipped. In fact, during this time many of the temples dedicated to the other gods are in fact utilized as temples to Equallis and Disballis. Recently however, a new religion has found its way in the hearts and minds of the Klik'kik-t. Now, the temple to the Queen of Gods stands as the mightiest and even during the twilight hours it is not converted to a temple to Equallis and Disballis.

Level of technology:
The Klik’kik-t utilize mostly medieval style technology augmented by magic and more organic forms of construction. Their weaponry is mostly forged metal added by pots filled with magical fluids that explodes violently when exposed to fresh air.

Important figures:

The Empress: The Empress is the child of Equallis, born from a part of his body, and undisputed ruler of the Klik’kik-t. The Empress is a kind and loving person and adamantly pacifist. She serves as the spiritual leader of her people, but actually controls the majority of society within the swarm. The council of castes serves solely to advise her in decision making, advice which she heeds well. Because of her nature she is very loved by her people. Surprisingly, as she is the child of a god, she worships Adarani and hopes to do the goddess justice in her rule.

The Emperor: The Emperor is the child of Disballis, born from a part of her body, and Supreme General of the army of the Klik’kik-t. He is grim, imperialistic and violent. Although he has little power over the day to day lives of the Klik’kik-t he has complete control over the military and is looked to as a source of leadership during times of crises. He is fiercely belligerent imperialistic and would create a Klik’kik-t empire when given the chance. Like his counterpart the Emperor worships a god other than Equallis and Disballis. He worships the Queen of Gods to a fanatical degree and to the exclusion of all others.

Important locations:
The Hive: The Hive is a massive city that is partially above ground and partially below the ground. From the outside it looks like a collection of ant mounds made from stone. Important locations within the Hive are the Temple district, where all the temples are, the Hatching chambers, where all the eggs of the Queens and Empress are stored and the Grand Arena, where the Devourings and Sting-fighting tournaments take place. The inside of the Hive is comprised of tight corridors, Quibb’ks tunnels and large chambers and quite is impossible to navigate for non Klik’kik-t as they use pheromones enhanced by magic to find their way in the labyrinth like city.

The great farmlands: The great farmlands surround the hive. In order to feed the Klik’kik-t’s population and extremely large amount of land is dedicated solely to farming and they are a constant buzz of activity. The farmlands are quite open to strangers and there can be quite a few inns, which are equipped to provide an optimal amount of comfort for the Klik’kik-t. Unfortunately this means the beds are made of stone, there are no covers for those beds or any baths to clean oneself in and the meals are a strange, mostly uncooked, mix of vegetables, bread and insect meat. Many miniature versions of the mounds of the Hive populate the farmlands, serving as homes for the farmers, storehouses or shelter for the beasts that assist with farming.

Temple to the Queen of Gods: An absolutely massive temple within the Hive, dwarfing all of the other temples. Every day hundreds of thousands of worshippers commute to the temple dedicated to the Queen of Gods. Most never see the insides of the temple, as it is completely packed at all hours.

Military:
The Military of the Klik’kik-t is highly disciplined. As individual members of the Klik’kik-t are comparatively weaker when compared to the more war-like races it relies strongly strict formations and clever strategy. Their forces are mostly made up of blocks of regimented infantry, supported by mounted Gorls, Gigorls, K-t’quls and skirmishers armed with the Klik’kik-t’s unique magical grenades. Their main weakness is supplies as the swarm requires a large amount of food to keep moving. This is somewhat offset by the Klik’kik-ts ability to eat nearly everything and the army will not shy away from using fallen enemies as an improvised food source.

When it comes to equipment the Klik’kik-t highly favour large square shields and short swords, with either spears or throwing spears as a secondary weapon. Bows are utilized but the Klik’kik-t can best be described as poor archers and indeed prefer to use their magical grenades as ranged weaponry as opposed to more conventional weapons.

Beasts of war are varied in the Klik’kik-t military, ranging from mounted ox sized Gorls to the elephant sized Gigorls and include Hakk especially trained for warfare. Although T’guls are used in war, their fragility limits their use to scouting missions and the occasional improvised air bomber when combined with magical grenades.

As a last resort the Klik’kik-t will rely on mass conscription, quite literally using the full power of the swarm to destroy their enemies. When forced to this their strategy will change quite drastically, as tactics and formations become impossible and instead they will rely on massive hordes to simply outnumber the opponent. Although this is equitable to economic suicide as the many castes will be depleted and with no reliable method of replenishing them beyond mass breeding, it is considered a viable strategy when faced with annihilation.

Temperament:
The Klik’kik-t are somewhat divided when it comes to temperament. Although mostly peaceful, they have a certain potential for mass warfare and most definite imperialistic tendancies. Although not openly hostile they are not very accepting of other races either. Only the Blue Caste and farmers from the Brown Caste can be expected to assist members from other races, the other castes will likely either ignore or try and shoo them off.

Magic:
The Klik’kik-t are quite poor at magic and their only mages, the Silver Caste, would be considered intermediate spell casters at best by civilizations that focus more on spell craft. As a result, most of their magic is used for peacefull purposes and they focus on reinforcing the walls of the Hive or accelerating the growth of the many new trees planted to replace the ones cut down for the sake of progress. Another important use of magic is to use it to enhance the Klik’kik-t’s natural pheromones and make them near permanent so they may be used to find the way within the labyrinth like inside of the Hive.

Unique to the Klik’kik-t their mages have worked together with the artisans of the Brown Caste to create a form of magical grenade. In essence a pot filled with strange partially alchemic liquids that explodes violently upon contact with air. The process of creating these weapons is a closely guarded secret and is extremely dangerous. However, the Klik’kik-t have perfected their manufacturing process and now accidents related to the creation of these weapons is no higher than accidents in other lines of industry.

Terrain preference:
The Klik’kik-t prefer large open spaces to accommodate their large numbers, but love spaces where nature is in balance. This leads them to populate plains that have forests, rivers, lakes, mountains or swamps nearby, preferably all when possible.
Last edited by Binsetsu on Sun Jan 13, 2013 6:51 am, edited 3 times in total.

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Re: Mortal Civilizations

Tips: 0.00 INK Postby Bromander Shepard on Sat Dec 29, 2012 12:23 pm

Cities of the Valkyrie Republic

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Most look similar to this in style of architecture and lay out. This particular city is the captiol named Themyscira and is the seat of power for The Queen Regent Samara SIlverwing. She lives in the giant tower in the center called Kalimdor Hall. All Valkyrie cities are built on the tops of mountains in Kalimdor's territory, now known simply as Kalimdor anmed after the God who claimed the region. Valkyrie cities are hubs of learning, music and culture. They are all extremely well protected and their warrior culture permeates almost every aspect of the cities themselves.

The biggest Valkyrie ciies are

- Sifenheim
- Troja
- Achilla
- Frigga Hold
- Helfheim
--**Themyscira
I should go.

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Re: Mortal Civilizations

Tips: 0.00 INK Postby Seveneleven on Sun Dec 30, 2012 11:12 pm

The Valeish
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Terrain preference: While the Valeish can adapt to most environments, they prefer the lush, rocky, landscape of the valley.

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Culture: The Valeish culture is one of constant advancement. Always seeking new heights to attain and become greater than they once were. A culture that takes sophistication and pride in every stride. The Valeish culture is very posh and ordered. Everyone has a place and everyone has a duty. They work hard to strive the become greater, making better architecture to survive the elements, enhancing their education, upgrading technology, and learning and applying new battle tactics. It's all about progression.

It's a very industrious nation, yet one that also enjoys the beauty of nature. Albeit, they sometimes farm nature to suit their standards. It is also can become quite imperialistic. Always seeking more land to place under reign of the Valeish Crown. They have great interest in exploration and colonialism. The Valeish culture is also very sanitary making clean cities a priority. Yet, they do not sacrifice the luxuries of life. Like jewelry, tapestry, and food and wine.

They have a mixed economy. Meaning merchants are allowed to earn their own money, so long as they follow the laws they set for trading. Merhcants and salesman are not taxed by the government and are always welcomed to bring their wares. They keep a very kind and hospitable connection to the Merchant and always promote free trade. They want Merchants to keep coming and selling their goods. If they break the law, then they could be heavily fined or placed in prison.

The Valeish have a very structured and prominent Judicial System. While the King has authority, much of the law is in fact used by the Magistrates. While the King makes the laws, with the help of the Magistrates, they in turn enforce and protect those laws. Anyone can be placed on trial if found convicted of a crime, including royalty. (Yet, placing The King on trial hasn't been dared attempted). The Judicial System is managed by The Chief Magistrate who heads the Panel of Judges. There are eleven other judges on the Panel and they handle the most serious of crimes. This what is called a Court of Acquittal. Below that are Common Courts or Trial Courts. This is headed by a Civil Judge and they handle the lesser crimes. Sometimes Trial Courts send cases to The Panel, if debate needs to be settled over rulings.

There is much taboo in their culture. Mainly over religious inclinations or morally ambiguous acts. Taboo followings are described later but certain taboo as followed. Prostitution, vagrancy, atheism, filthiness, and fraudulence.

Language: The Valeish have their own personal language and script of the same name. It has been attributed to being complex and hard to learn if your not a regular Valeish speaker. It's set has many spoken exceptions, substitutions, and rules of appropriation to them. Making certain words only fit in certain instances. Using them out of appropriation will cause confusion and possibly offense depending on instances. These appropriations included when speaking to friends, commoners, authority figures, royalty, and family. They also include locations, like out in the street, or in a restaurant, or at work.

Script isn't as complicated as making sure you are carrying an proper conversation. Yet, it present challenges of their own. Their are many words in the Valeish language and a lot of grammatical rules. These do react to the rules of appropriation, but it more clearly defines them, than just speaking it out. It is recommend for non-valeish speakers to actually learn the script before speaking. It also shows annunciation, and accents to the script, making it easier to learn how to speak it. When it gets confusing is during grammar. There are several proper ways of writing a sentence. Such as rules of where to place certain articles in a sentence, including definite, transient, and receptive. There are of course nouns, adjectives, adverbs, and pronouns.

Religion: The Valeish have the freedom to choose which religion to believe in. While they may be allowed to do so the Valeish prefer to worship their patron deity, Mathias. Other deities of high followings are Acanthus, Adarani, Torsc, Riomu, Kalimndor, Keindra, and Rodrague. Lesser followings of deities are Mérida, Hanriot, Alamaran, Embelondrius, (Cragin?), Equallis and Disballis, and Kazus. Followings that are considered taboo would include Nightling, Aspestis, Othuma, Veltrez, Splendy, Nylia, and Jute. The only god that doesn't seem to have a following is Sairis. It's nothing against him, it's just only so few in number seem to worship him at any length.

The Church has ranks like the Military and have a few levels. The Head of Church in The Valeish Culture is called the Archbishop. This is the highest position in the church, except for that of a Paladin (described later). The Archbishop organizes and manages all of the Church's affairs within and outside of Valeish territory, with the help of the Bishops. This forms the Council of Mathias, named after their chief deity.

Below the Bishop separates into individual churches or places of religion. The owner of the Church is called a Priest. (Or Priestess if their female). They head all of the sermons and that specific church's activities. They send in letters to the Bishops telling of their success or issues. Below that are Deacons, assistants of the Priest and the deliverers of messages from the Priest to the Bishop. Deacons do all they can to help the Priest in his daily activities. The Deacons have a large network of postal services which is headed by the Archdeacon.

Below them is a Cleric. A standard man of the cloth. This is the most common rank of the Clergy and is the most easiest to obtain. Many serve out their religious career as a Cleric and while they have as much devotion to the church they have the least restrictions. While your are a denizen of the faith, you have not reached Priesthood and have not made all sworn oaths to the Church. One of those is not to fight. Clerics are allowed to fight or participate in combat, while they are not allowed to use sharp objects while fighting. They are restricted to using only blunt objects as killing is not allowed.

*The Paladin
In Valeish belief and culture, there is a higher attainment of divine attunement. Followers of the God of Justice who approach his beliefs with much zealotry can become a holy warrior known as The Paladin. This is the highest honor one could be given in the Valeish culture. It is also one of the highest positions one could find in the church besides the Archbishop. Paladins are holy warriors of Justice and are ordained as such. It is not easy to become a Paladin as there are trials and an Oath must be sworn. The trials are numerous and are called The Paths to Righteousness.When one sets their eyes on the Path, one must first practice piety and poverty. These are to understand humbleness, as one cannot be vain. This is called the Path of Humility.

After The Path of Humility is finished, The Path of Altruism begins. One must practice generosity and compassion. To sacrifice for others other than the self. This includes giving time, energy, or possessions with no expectations of receiving something in return. Because one cannot be greedy when on the path. One must feel for and want to help others that are suffering. To help make right what needs to be in their lives. Empathy is a must while on the path.

Next is The Path of Chastity. One must require devoted feelings to the path and cannot be led astray with the allures of the flesh. One must not only be pure in spirit but in body as well. One must be sexually abstinent. This teaches self-control, as one cannot give into lust while on the path. In Valeish culture it is considered illegal to commit certain sexual acts that are harmful like Adultery and Rape. While sex isn't seen as a bad thing, moderation is consider imperative. Anyone caught in such sexual acts could be jailed or sentenced to death. Prostitution isn't illegal but is considered taboo and it isn't uncommon to see prostitutes socially ostracized.

Next is The Path of Patience. One must have saintly patience while on the path. Recklessness and indiscretion must be forgotten in exchange for peacefulness and forgiveness. As anger and wrath are not allowed while on the path. For it is not considered just to strike down your enemy in anger or vengeance. These are selfish motives and as learned on The Path of Altruism, selfishness is a moral failing.

Finally The Path of Integrity. One must be true to others and most importantly true to themselves. Sincerity and honesty are all virtuous qualities that one must have. You will never falter, you will never flinch in the face of danger. You will do all that you can to help those in need of it, because you are true to the path. Fear and Treachery are forces that will lie and divert you from your path and must be forgo while on the path. You must embody honesty, modesty, justice, and equity, that is The Path of Integrity.

Once all of the required Paths are met one becomes Righteous and therefor are The Paladin. Paladins are allowed to carry armor and weapons into battle, regardless if it is sharp or not. They are allowed to kill but only on certain pretenses for one must be righted for the kill. You do not kill out of hatred, selfishness, vengeance, anger, or pleasure. You kill because it is just, you kill because the wicked are meant to be punished. All the while knowing that you trust in being vindicated by Lord Mathias when your time comes.

Whoever becomes a Paladin, is given divine gifts by Mathias. Tools meant for the righteous mortal to carry out the deeds of virtue. Such as greater strength, stamina, speed, and agility. They also can perform some of the most powerfulest holy spells known to mortals. They are champions of justice and will always stay true to the cause.


The Oath

"I swear upon my heart and soul,
I will be forever faithful to my role,
I shall never given in to temptations,
And stand against all transgressions."

"For that is my lot in life,
To be the armor that protects against the knife,
To be like the shield,
I will never yield."

"Upon my blade my right of hand,
I shall defend all the lands,
And any wickedness I shall smite,
Be my life judged, I will do what's right!"


Level of technology: While they do start off rather primitive compared to other more advanced civilizations like The Di-Dorem, or the Valkyries. Starting off with Stone Age technology. Yet, they are a resilient and inventive people and learn to adapt quite quickly. Soon they will rise to become one of the most advanced races of the world.

Social structure: The society is basically a Monarchy. There is a king and queen of the land and the royal family rules all. There is nobility, which have a place in the Royal Court, which has say over the welfare of the Kingdom. While the word of the King is law, the Nobility have their fare share of voice in the court. The Nobility own large plots of land in which Commoners are allowed to live upon. They must pay tax to the Nobles by way of collectors and Tax Offices. They then present a sum to the Nobility and the rest goes to the Royals, so the Nobility could hold claim to it. Commoners make their money for their taxes by taking up an occupation. It is encouraged for everyone to have a job, otherwise you may become a vagrant and vagrancy is considered taboo.

Paladins are considered champions and are revered greatly in the community. The church is a respected field in the Valeish community and often The King seeks council with the Archbishop as often religion is a powerful force in The Monarchy. The another force that has a great standing in the Courts are The Magistrates of the Judicial System. The King often consuls with the Chief Magistrate on laws The King should enact during his rule. Then as mentioned the Nobility hold the rest of the power in the Courts as they voice over social welfare on what new laws The King will decree.

Important figures: The Royal Family. The Chief Magistrate. The Archbishop. The Noblemen.

Important locations: The Mattheus Valley, name after Mathias, this is the expansive valley the Valeish are proud to call home. The environment is very lush and filled with many rivers, falls, and fields. The landscape is quite rocky in areas and many settlements are built upon these firm, rocky structures. Thanks to the high mountains and rocks surrounding them, they have little use of walls, considering they have naturally made fortifications.

The Royal City, Kelzekia. Image

Telondris Way. Image Named after the first kings of The Valeish, this is the easiest route into the valley but it is also the most heavily fortified.

Azermaine, The City of Heights. (First picture shown)



Military: Like the rest of their culture, The Military is a rigid and structured system. Consists of many divisions and subdivisions of Military practices. The Military is very large and relies on cooperation and obedience. There are many ranks depending on your status in each division, the rank increases with accomplishments and positions in each division. Examples of divisions would be like Home Defense, or Reconnaissance. There are regiments involved depending on what military profession one assumes.

They use well-order and structured battle positions during fights. They have systematic understanding of each position of the soldier, codes for switching positions, and codes for different terrain. It is an organized and well-oiled machine, that take pride and honor in the highest regard. The training is rigorous. Teaching young Valeish men that fear is a weakness and cowardice is a moral failing. Soldiers are constant conditioned and trained to handle new environments and different enemies.

There are specific jobs certain men must perform in the many different regiments of the numerous divisions. Example of a Regiment, Archery Regiment of Subdivision Echolai of Division Alma. Military rank, Captain Joso Vel Macaran of Subdivision Echolai. Example of a job, Aslean Atta, Quartermaster of Second Foot soldier Regiment of Subdivision Echolai. There are many more covering all jobs, ranks, and regiments. Example of position, Fifteenth Pikeman Regiment assume Frontal Assault Position.

The King has ultimate control of the military as it's Commander-in-Chief. But often his military advisors help with military decisions.

Temperament: Generally they are wary of other races. They have no hostilities towards other mortals entering their lands and cities, and towns. But they aren't the most welcoming either. They mainly allow them to keep to themselves and don't hassle them about business. They only expect them to follow the law of their land and if they don't then consequences may be presented.

Now when in cases of ambassadors and foreign diplomacy. They have a very respectful and honorable tone when visiting races and being guests in their land. Also if foreign diplomats visit them, they are very receptive and hospitable. Just so long as the present identification of such a position.

Magic: The Valeish are capable magicians and do well to follow the craft. They have their own Mage's Society and follow closely the rules of Acanthus.

Other:
Last edited by Seveneleven on Sat Jan 05, 2013 11:06 pm, edited 4 times in total.

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Re: Mortal Civilizations

Tips: 0.00 INK Postby Wake on Thu Jan 03, 2013 11:07 pm

The Giants of Ramatung
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Physical Description/Biology: The average giant is a humanoid that stands roughly fifteen feet in height. Generally they are very hairy and muscular in appearance as much of their body mass goes into their limbs. With thick hides, several inches of muscle and fat between their skin and bone, one can easily imaging that giants are both resilient and strong. Indeed, some have been observed to uproot whole trees with their bare hands alone.

The way they walk is sometimes described as lumbering, do to the illusion of such from their hunched over posture and the fact that their arms are actually longer then their legs, making it seem like they drag their arms as they walk. The average Giant's lifespan is roughly two centuries, with them not starting puberty until their late twenties. Even in their more advanced ages, a giant is still very fit and capable of much physical activity, and will only cease any sort of labor if they are sick.

Terrain preference: Giant's generally prefer to live in the mountains and hills, where their bodies seem more suited to handle rough terrain. They will also take up residence in forest and jungle and are known to make much use out of the natural vegetation. Their homeland, Ramatung, sits in the south east most corner of the know world, and compasses mountains, jungle, plains and dessert.

Culture: The giants are largely nomadic, with their livelihoods dedicated mostly to herding animals and gathering materials. The most of their animals are preferred to be large creatures, like the giants themselves, and as such things like water buffalo, giraffes and elephants are they're favorite herd beast, and they domesticate lions to act as 'sheep dogs' for the herd. They get much of their clothing, fabric materials and food from their animals, with cheese made from giraffe and elephant milk being considered a delicacy.

Giants do have some permanent settlements though. Small towns and villages that act as 'trade centers' where different herder tribes will pass through to exchange goods, get supplies, hear news about the other tribes, then move on. Building in giant lands are mostly made out of stone, carved and placed by hand, with hide curtains being a substitute for doors. These places help to ensure that there is a general unity between the giant tribes, and that they are able to communicate on a regular basis. The largest of these settlements is Torodram the unofficial capital of the giant's home land.

There is little much in the way of giant artistry or fashion since, as you can imagine, they have little time or supplies to use for paint or sewing. They do however have preference for carving in their society, and some giants proudly display stone or wooden statuettes as a part of ritual and religious significance.

While the giants aren't normally a very violent species, they do take great pride in their physical strength, and much of their games involve test and displays of their own might.


Language: Giant language is best described as 'rumbling'. It's words are pronounced with a lot of grunts, humming, and growls that make the speaker sound deep voiced.

Religion: Like many races, the Giants choose their creator god as their chief deity who would be Rodrauge in this case. It is part of their belief that Rodrauge gives apart of himself to support all life on this world, and all things that die turn to dust and become one with his soil. Thus they treat the lands around them with great care, as they believe that all they take from it is on loan to them from the earth god.

Giants will, however, acknowledge other gods. Riomu, Mérida and Adarani would all would likely be favored by herdsmen for the belief that they might watch over their animals and migratory tribes. Almaran, would also be ensured to gain favor from many giants considering their values on strength.

In the Lands of Ramatung, shaman are considered the true priest of Rodrauge. Elder members of the giant race, giant shaman have learn how to communicate with elementals, and are the only among the giants that can use magic of some description. (More on that in the magic section). They live as hermits for the most part, only communicating with the rest of the lands when sought out by other worshipers of the stone god for services relating to ceremony or when they themselves feel a disturbance that would require their attention. Generally shaman go on a pilgrimage into the deserts that border Ramatung in order to seek out the sand colossus Burmas at least once in their life times.

Level of technology: Giants aren't a particularly advanced raced, to most they would even appear down right primitive. The mobile header tribes live in tents, and what buildings they do construct are made almost exclusively out of stone, with wood being reserved for tools and containers. Much of their crafted items are made from animal hides and bone or leather and wood, however they are on the verge of discovering smiting, which allows some bronze to find it's into the mix. Forges are rare in Ramatung though, as it is difficult to manage smelters and such when the majority of the race are nomads. That said, the giants do take pride in their ability to take what they have build something from it. Their architecture, though unrefined, has a beauty all it's own from the size and sturdiness of it.

Social structure: Herder tribes and towns are usually headed by an elder giant, a patriarch or matriarch or sometimes both. There is little in the way of gender distinction, though females usually spend more time with the young. Shaman, priest of the stone god, generally have high status in Ramatung though they tend to be more recluse, choosing to living as hermits.

Important figure: Ramatung itself is headed by the elder council which consist of four of the lands oldest shaman and the Duraka, or high chieftain. The Duraka acts as a mediator between the four shaman who regulates votes on decisions from the council, and in times of war is commander in chief of the military. The current Duraka is a giant by the name of Hogrum

Important locations: Torodram, the mountain home. The city is likely the largest in size in all of the known world. Out of the body of a ancient mountain peak, generations were spent carving and digging literally by hand or raised up with the help of earth elementals summoned by shaman created this humongous city. It is massive, with walls the cast shadows over an entire field, and each of its buildings is a monolithic structure that towers over the streets. The rare visitors that are allowed entrance into this great city well be struck dumb by its size and stature.

Durtuma, a massive dam constructed ages ago at the mouth of the north fang river. The giants built the dam to store rain water in the event of drought and it can serve as a point of shelter and defense for their people if the need were ever to arise.

Military: The giants are not normally a very war like race, and are content to simply tend to their herds. However when they do feel the need to march to battle you can feel them coming, as the earth will quake beneath their warrior's marching feet. There is very little that could repel a single charging giant and a whole pack of them is next to unstoppable. A horde of giants will most often meet their foes head on, believing it best to simply trample the enemy under foot, causing as much damage as possible and sending the smaller combatants into a panic so they will rout.

Giant's will bring massive and easily made clubs and spears or the occasional axe to bare against their foes. For armor they wear thick hides and leather to ward against arrows, spears and swords. In lieu of bows, which would be impossible to craft for a creature of their size, giants use large slings to hurdle rocks at their foes. Giant 'stone throwers' will carry a bag of huge rocks, between the size of a fist to larger then an adults head, and toss these stone over a large distance where upon impact they will break bone, cave in armor and leave massive welts and bruises. And in compensation for their lack of carvery the giants will bring in animals from their herds to act as war beast.

Temperament: The giants of Ramatung are a content and peaceful race for the most part. They a fine with simply spending their time tending the herds. They are slightly territorial, however and will regard outsiders with suspicion. They will only grow aggressive, though, if someone gets to close to their animals, of which they are very protective.

Magic: Shaman of the earth god spend decades of their lives in isolation and meditation as they try to become one with the earth. This is not metaphorical term, as priest of Rodrauge mean to literally turn parts of their bodies into solid stone, crystal, metal or some other form of material born from the the sleeping stone gods body. In exchange for becoming a part of him, giant shaman will be able to channel a small fragment of his power to shape and move the earth around them. The oldest and most powerful of giant shaman will convert their bodies entirely, and become earth elementals.

Other:

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Re: Mortal Civilizations

Tips: 0.00 INK Postby WakkaWakka on Sat Jan 05, 2013 2:57 pm

((This civilization was deleted. They never existed. Ever.))
Last edited by WakkaWakka on Tue Jan 08, 2013 7:19 am, edited 1 time in total.
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Re: Mortal Civilizations

Tips: 0.00 INK Postby darkune on Sat Jan 05, 2013 3:25 pm

Mound Society
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Terrain preference: After years of raiding the nearby land for plants to eat, the Mound Society has begun to live in a desolate and barren landscape that are only marked by the decaying trees and massive mounds of dirt that are homes to the Insectoids. Inside the mounds are thick flooring that support massive amounts of Insectoids with multiple rooms for the different species.

Culture: The Mound Society is still set as their lord Taris has left them, stealing from the nearby mortals to feed themselves and splitting that with the Gatherers to take to The Inferno. They don't trust, but don't hate The Burrowers for turning on the plan of Taris and moving underground.

Language: The Mound and Burrow Societies share a language of clicks and buzzes. The Insectoids have an ability to steal the language of another mortal race by eating the brain of its enemy's that have a higher intelligence like many mortal races created by the gods.

Religion: The serve Taris with no question and are often the ones that commune with him the most. They find the way that the burrowers steal from the civilization instead of conquering and taking the food as war prizes.

Level of technology: Stone

Social structure: Their social structure goes to highest ranking to lowest ranking as following Colonists, Sentinels, Hunters, Gatherers.

Important figures: Nymph

Important locations: Main Mound

Military: Sentinels, Hunters, and Gatherers

Temperament: They think they are just resources for making food.

Magic: None

Other: They would always be neutral to one another unless their god returns to unite them for a time.

Burrow Society
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Terrain preference: This government of Insectoids lives underground an dig tunnels under already inhabited civilizations and steals their food supply right from under their noses. These tunnels are glazed with a strong goo secreted by the Gatherers so that it doesn't collapse on top of the Colonists. Colonists dig barracks for the Hunters and Sentinels to live in while they keep guard from and invade the above ground civilization.

Culture: The Burrow Society turned on the plan that their god Taris devised for them and moved underground to steal from the nearby civilizations without any honor. They don't have any opinion of the Mound Society except for the fact that they are to concerned about honor.

Language: The Mound and Burrow Societies share a language of clicks and buzzes. The Insectoids have an ability to steal the language of another mortal race by eating the brain of its enemy's that have a higher intelligence like many mortal races created by the gods.

Religion: The Burrowers still worship Taris but not as zealously as The Mounds Society. They think that the Mounds are fanatics and warmongers that couldn't care about anything but collecting food for Taris.

Level of technology: Stone

Social structure: Their social structure goes to highest ranking to lowest ranking as following Colonists, Sentinels, Hunters, Gatherers.

Important figures: None as of yet.

Important locations: Main Tunnel

Military: Sentinels, Hunters, and Gatherers

Temperament: They think they are just resources for making food.

Magic: None

Other:They would always be neutral to one another unless their god returns to unite them for a time.

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Re: Mortal Civilizations

Tips: 0.00 INK Postby ZacharyTC on Tue Jan 08, 2013 12:39 am

The Sacriran Order



Terrain preference: The Sacrirans prefer the relative safety and serenity islands provide, due to the fact most races need boats to travel to their lands.

Culture: The Sacriran Order has a mixed economy, kind of a balance between a free market and a command economy. The command part largely consists of the research and regulating of products. Careful inspection is done to ensure the goods are not too hazardous for their given purposes. Once inspected, and if approved, the products are licensed and labeled with important information on usage and possible outcomes of not handling it properly, even going so far as to give instructions on how to deal with a situation stemming from improper appliance of the product in question. Other than that, the government tries its best to ensure people who are disabled or otherwise not capable of working are given the welfare needed to sustain a standard lifestyle.

Public officials take every measure within reason to ensure the health and safety of people and the natural habitat. That is not to say private effort is not made. Sacriran children are taught from an early age how to keep healthy and respect nature. They are even taught to not be overly wasteful with what they have at hand. Not only that, but these same children are raised to help their fellow mortals however they can. In other words, poverty is combated from both an administrative front and a private front.
Nearly all of the food is locally grown, raised, or caught, meaning Sacrirans daily buy produce that comes straight from the fields and waters instead of foods that are processed for preservation. To preserve the waters’ wildlife, however, Sacrirans will frequently vary their protein sources so the fish in the waters are not driven to extinction. Soy, whey, oats, wheat, rice, almonds, peanuts, pecans, pistachios, and cashews are just several items which make up the Sacriran diet, including various fruits and vegetables to go with other things which make it all balanced. Some of their diet also comes from conservatively gathering foods from the natural environment, leaving the habitat intact in the process.

Society at large here believes wealth to be irrelevant, preferring to live within their means and not overspend on luxuries. However, this does not mean they do not enjoy sports or other forms of entertainment on occasion, something provided by the arts and athletic events. Their most popular sport, by far, is Wing Ball. (I will describe the sport in Created Items, Buildings, etc.)

For any Sacriran, the greatest honor is to successfully help mortals in need. Peaceful means of achieving success are strongly encouraged, though it is understood that violent events are inevitable, somewhere down the road. Though they prepare for the worst, they would rather the worst not happen and force matters upon them. This mindset sometimes makes them come across as weak to foreign eyes. Make no mistake, though: no Sacriran is to be underestimated. The incident where Hanryyt challenged Maarzan to one-on-one combat after taking down a whole battalion of Beta-Amare guards is proof of what could happen to those who do underestimate one’s prowess.

Part of a Sacriran’s training and academic curriculum is to master several forms of native martial arts which apply the whole body, as well as weapons (an optional pursuit) which compliment those styles (including the highly-coveted Bo Staff). At the same time, they learn of other cultures and how to best interact with them. All this is to prepare them for becoming a proper Monk or Nun, terms of citizenship within the Order for people who have come of age and graduated. They learn to adhere to the Code of Monks and Nuns,the primary law of the land, written and managed by Adarani, herself.

Whatever their aspired class of Monk or Nun is, is what they train for via an apprenticeship to someone who is of that particular class (currently, these classes are Healing Monk/Nun, Protection Monk/Nun, and Spirit Monk/Nun). Once they pass their apprenticeships, it is time for the trials, each testing how much they remember of their studies and training, as well as certain qualities each citizen is taught to display. Upon passing those trials, the students’ graduation from their respective Academies is marked by their Monk/Nun uniforms painted in silver with Adarani’s symbol: the Tulip and Heart. (the Tulip is painted in front, with the Heart behind it.)

Language: All Sacrirans know the language of the Gods, yet have their own language, as well, called (of course) Sacriran. Think of it as a bit of a combination of Greek, Hebrew, and Japanese. Depending on who they talk to, the Sacrirans will alternate between these two languages. A third language is also constantly applied, but not one of writing or vocals. This one actually consists of hand motions, each movement representing a word, much like sign language as we know it in our world.

Religion: The Sacriran Order's Pantheon places Adarani first, since she has set a purpose for them to fulfill which they take seriously. Although, they will often honor other gods and goddesses, as well, depending on what they do. Abbots, Grand Abbots, and other officials often turn to Mathias for guidance in legislation and law enforcement. Teachers have been known to look towards Acanthus. Other commonplace deities worshipped include Equalis and Disballis, (Kalimdor?), Riomu, Rodrauge, and Merida. Nylia has a minor following, here, whose numbers fluctuate due to uncertainty as to whether that same Goddess of Revenge and Seduction can be trusted, anymore. Recent reports of a deity proclaiming herself Queen of Gods sweeping the Hive has aroused suspicion, since no deity they are aware of would be bold enough to make that claim, since all the major gods (to their knowledge) look towards Acanthus as the undisputed leader of them, overall. As such, worshipping the usurper called Queen of Gods is a serious taboo, tolerated only grudgingly.

Level of technology: As far as agricultural and medical technology goes, the Sacrirans are tops because of always researching to make more advanced farming and gardening equipment, medicines, etc. They will eventually apply some form of steam punk technology (without disrupting the environment, of course), but for now, the Order is much like that of Asia and the entire Mediterrenean region (for a comparison) in the medieval era.

Social structure: The government behind the Sacrian Order is pretty much federal, with power and duties split between the central and local authorities. Coming into public service is done through an apprenticeship with the official they are to succeed, an honor given only to Monks and Nuns who have proven themselves to be disciplined enough for the responsibility. These criteria are to be met: Temperance, Integrity, Commitment, Wisdom, Humility, and Maturity. The public offices are as follows:

Abbots
Abbots are the local leadership in the Sacriran Order, each monastery (the land under its jurisdiction call an Abbey) having two. By tradition, one is male, the other is female. In this way, both genders are represented. They constantly meet up with each other on local issues which take place, such as courtship requests, education, security rations, and etcetera. Each of the two Abbots also has a specific field which they alone oversee within the monastery and Abbey.

The Abbot of Agriculture manages the gathering of raw materials from the fields and natural habitats. The crops harvested are inspected by the Abbot of Agriculture for quality before they are released and distributed, the same with meat, poultry, wild game, and seafood. This duty even involves research into methods of planting, harvesting, pest control, etc. Everything involving the gathering and raising of crops, other food sources, and plants with certain medical or chemical qualities is overseen by the Abbot of Agriculture.

The Abbot of Medicine, on the other hand, handles all the medical issues within the monastery and Abbey. Research into ailments and cures is what this Abbot oversees. Many surgeries and operations involving a person’s health are first relayed to this leader for permission to proceed due to the risks involved in certain matters relating to them. Any error could lead to a patient’s death or lifelong suffering, something that is avoided, if they can help it. Nothing is overlooked, ever. Every drug within the monastery and Abbey is examined by the Abbot of Medicine for quality, as well as the benefits and drawbacks, before it is distributed and administered (if approved). Everything related to health is under the Abbot of Medicine’s jurisdiction.

Sometimes, the two Abbots’ roles overlap, causing them to discuss with each other what to do in certain scenarios where such overlapping occurs. All Abbots have a seat within the Circle of Abbots, the legislative body of the Sacriran Order on a national scale that is called upon for meetings by the Grand Abbots (described later on).

Assistant Abbots
Other than the Abbotss apprentices, the Assistant Abbots help the Abbots in their duties, often assuming their roles in certain tasks when they are preoccupied with something else. Each Abbot can have as many as seven Assistant Abbots at a time. When not assuming a particular role the Abbot they help typically would, they tend to act as an advisory board.

Security Head Monk
This role, typically held by a Templarim, manages the law enforcement within the monastery and Abbey. He or she keeps the local security force organized and well-trained in case a deviant or violent threat to society comes along who causes trouble.

Grand Abbots
The two Grand Abbots are the national leaders of the entire Sacriran Order, their offices held within the Central Monastery, the capital and community they have authority over. What they do is similar to what Abbots do, but with additional responsibilities. All research documents within the Sacriran Order are copied handed to them for future reference. They even conduct research of their own, adding to national efficiency in that regard. The Grand Abbots often partake in diplomacy as ambassadors on behalf of the Order, temporarily leaving their apprentices in charge for hands-on experience in the administrative spectrum of things.

There are times when both Grand Abbots call for meetings within the Circle of Abbots to discuss and vote on matters concerning the entire nation. They maintain order within those meetings, plus ensure the whole process runs smoothly. The Grand Abbot of Medicine faces the Abbots of Medicine, while the Grand Abbot of Agriculture faces the Abbots of Agriculture. A tie in votes among the Abbots means the Grand Abbots must decide together whether something discussed is approved or denied. That rarely is needed, though.

Assistant Grand Abbots
The Assistant Grand Abbots operate basically the same as Assistant Abbots would, except each Grand Abbot can have up to twelve Assistant Abbots at a time.

Prime Security Monk
The Prime security Monk has jurisdiction and authority over the entire security force across the Sacriran Order. (It is kind of a variant of the Director of the Federal Bureau of Investigation in the United States of America, in our world, but not quite.) Not only does this office take charge of law enforcement, but also heads the defensive campaigns whenever a foreign army invades New Sacrira.

Important figures: Grand Abbot of Agriculture, Grand Abbot of Medicine, Asistant Grand Abbots, Prime Security Monk, Abbots of Agriculture, Abbots of Medicine, Assistant Abbots, Security Head Monk
Important locations:
The Central Monastery and Abbey- The capital of the Sacriran Order, also the largest monastery and Abbey in the nation. At the center of it all is the Circle of Abbots, a massive, amphitheatre-like building capable of seating up to 12,000 Abbots. The Eastern side is for the Abbots of Medicine, the Western half is for the Abbots of Agriculture. Because of how chaotic and loud it could get, this building has been set up so the Grand Abbots can see signals that certain Abbots seek a turn to speak, as well as what their vote is. (One of the Grand Abbots will speak to the Citadel’s government on the designs of the building to suit these needs.) Around the Grand Abbots are additional seats meant for guests, such as foreign diplomats, the spouse or relative of a particular Grand Abbot, etc.

The Hall of Deceased Deities- Located on an island which is relatively desolate and murky compared to most of the rest of New Sacrira (the Isle of Shadows, for reference purposes), the Hall of Deceased Deities was created as the final resting place for each deity’s ashes, as well as a building where their corresponding statues stand. No matter whether they were an enemy, friend, good, evil, or none of the above, they are all honored here, as any dead beings are. The Sacriran Security Force has a lasting presence of guards here to make sure the remains are not disturbed, nor any part of the Hall raided or damaged. These guards, mostly made up of Templarim, are willing to lay down their lives to that end.

Military: Most monasteries do not have full-time militias or military forces. Those that do are generally the ones at the greatest risk of being lost to invasion. The rest of the Sacriran Order merely has a security force which acts as law enforcement and bodyguards. Should the need for war arise, however, the Sacrirans will often apply protection magic to both defend from projectiles and as a method of stunning or knocking back the enemy from a distance, leaving even a massive force battered before the melee begins. This usage of protection magic makes them efficient at the defensive side of siege warfare, since most of the agricultural allotments are within the monasteries themselves.

The Sacriran races can all fly, allowing them to avoid traps as they make their way towards the enemy, in addition to avoiding most of the hassle of getting to the enemy leaders, though they still need to watch out for arrows and other projectiles. Defense is where the Sacriran Order is at its greatest advantage. Few armies can claim to stand a chance at invading New Sacrira.
The healing capacities makes the Sacrirans last even longer in combat, as does their time-proven martial arts prowess. Every Sacriran is taught the different styles of unarmed combat which are vital to their survival during their travels to foreign lands as they perform healing and other tasks. Aside from unarmed techniques, the main weapons of choice are the Bo Staff(the Order’s preferred melee weapon), Sword (for maiming, if need be), Bow and Arrow (mostly for hunting and disarming), and combat gloves. Some Sacrirans will even use a variant of the shield which allows more movement than most due to being lightweight. Even in war, the Sacrirans do not kill unless absolutely necessary.

Temperament: The Sacrirans are generally friendly and hospitable, unless someone disturbs the peace within their homes or threatens their neutrality during wars taking place elsewhere. Refugees from other lands are always welcome to their monasteries, providing the food and care needed to make it through whatever conflict occurs elsewhere. What the Sacriran Order asks in return is this: do not fight. The arrangement is simple, yet complex. Both sides of any conflict frequently end up with refugees who seek temporary sanctuary in New Sacrira, resulting in a certain level of difficulty maintaining the peace, depending on the temperament of the individuals involved. The Sacriran Order is peaceful unless provoked to war, mainly when their people are in danger on a wide scale.

Magic: The Vitaiim are often trained in Helaing Magic, the Templarim specializing in Protection Magic, with the Exorcim dealing with magic that directly targets the soul. People of any other races that become Sacrirans are more diverse in their magic choices, though the three mentioned are the main ones. That is not to say other forms of magic are not performed, yet physical healing, spirit healing, and protection are the options students are required to choose from when they choose the Monk/Nun path they take.
Other:
Last edited by ZacharyTC on Sun Jan 13, 2013 2:47 pm, edited 1 time in total.
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Re: Mortal Civilizations

Tips: 0.00 INK Postby WakkaWakka on Tue Jan 08, 2013 9:21 am

The Qeybians


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Physiology: Qeybians are tall and lanky bipedal, humanoid creatures. They have no differentials in height as all adult Qeybians are exactly 7' tall and while their weights vary, there has never been a 'fat' Qeybian as they tend to only weigh in the 180-245 lbs. region. They have deep tanned skin that has a strange green tint to it, and while they can grow hair, they cannot go body hair. For Qeybians, hair is an important part of their culture with different hair lengths meaning different things about the Qeybian's personality, so it is not strange to see hair of various lengths, styles, and colors as they will spend much in the ways of hair dyes in order to stand out from their neighbors. Qeybians tend to live from anywhere to 300 to 500 years long.

Qeybians have five fingers, five toes, and two ears. Qeybians reproduce like most other mammals through sexual reproduction and so have the appropriate reproductive organs. Their most striking feature is the lack of one. Qeybians do not have a face, only a pair of eyes. If one were to gaze at a Qeybians 'face' they would see a patch of skin devoid of any angles or marks save for two large glowing green eyes. They do not 'eat' as most mammals do, instead much like planets, they require only oxygen, water, and sunlight. Their skin does absorb water, and when their body is 'full', their body will stop absorbing water.

They have no nose, and so, in turn, they do not have a sense of smell.

Terrain preference: The Qeybians prefer hot, arid climates as they are not fond of the cold as they simple cannot survive in it.

Culture: To understand Qeybian culture, one must look at the thing that all their culture revolves around. Their masks. Due to the lack of a face and need to feel individualized, the Qeybians created masks in order to accomplish that. The mask is everything to the Qeybians, it is their life, their souls, their very existence. To lose ones mask or to willingly give it up is nearly unthinkable as Qeybians are even buried with their mask.

A Qeybian is given his fist mask a few days after birth. The mask is a plain white mask with a number written on it which tells the world who they are, they are not awarded a new mask until they turn 30 and become an adult. This new mask will be forged by their parents who etch and mark all that their son has accomplished on it. It is considered to be the proudest moment of a Qeybians life when they can award their son a mask of beauty... of course, the masks are not simple aesthetic pleasure.

The lower one is in the societal hierarchic, the plainer the mask looks. When someone raises another level, they are permitted to create another mask to represent their raise in ranks. The Qeybians are an incredibly social race where the game of politics runs strong in their veins. Rising ranks and obtaining new mask by whatever means is the societal norm. People who resent ambition are scorned, while the clever and ruthless are exonerated.

Religion is a major aspect of Qeybian society as they believe in most of the known gods with the 'Holy Trinity' being the major focus. There have been a few... bloody events considering the worship of these gods and which was the greatest. The Qeybian tend to be rather emotion which is at odds with, what foreigners would consider, their cold demeanor and mask.

The Qeybians have a deep love for art and beauty, but one must understand that something that is plain is far worse to a Qeybian than something that is grotesque, for even something that is revolting has a charm of its own. Everything in Qeybian culture would seem strange and overly-complicated for someone not of Qeybian blood such as their hundreds of greetings and different means and times to use each, their dances, their songs that all have special meanings and times to sing them, or 'think' them as it were... Qeybian culture is a political minefield for the unprepared.

Language: Qeybians do not have mouths and so do not have a 'spoken' language, but they communicate telepathically. They cannot read minds, nor can they hear another being speaking with their minds unless they, themselves, were telepathic. In addition to telepathy, Qeybians have developed a series of hand gestures, postures, and movements that add on to what is being said telepathically. For example, should a Qeybian raise his hand and touch the side of his mask with two fingers and then pull them horizontally across, it represents a 'smile' or sign of happiness.

Religion: The Qeybians believe in a many of the gods that exist, but believe in three primarily: Akhôrahil, Mathias, and Nylia. They call these three gods the 'Holy Trinity'. These three have large temples dedicated to them.

Temple of the Nameless Whisper: Akhôrahil's worship is the largest as he is their creator and father. The Qeybians cannot actually pronounce the name Akhôrahil, as they were created with the knowledge of his name but without the ability to pronounce it, and so call him the nameless whisper when mentioning him. While being the most worshiped, his temple is the smallest as the nameless whisper would not want a huge cathedral as there is only one true way to worship the nameless whisper. To leave a bloody hand over a victim that said, murder is illegal.

Temple of Mathias: The largest temple is, ironically, dedicated to the god of civilization and justice. While it may seem strange as they are the child born from murder, but a child is not the father. The Qeybians have a very militaristic and fanatical City-Guard, who have a tenth of their pay deducted out to be given to the temple, rather they like it or not. They City Guard have made it their sworn duty to destroy the 'Sons of the Blood God' and bring the city into Mathias's holy light.

Temple of Nylia: Her temple is the second largest, and she has the second highest amount of worshipers in the city for she is seduction and manipulation. The Qeybians are an extremely social race with political intrigue abound. To them, Nylia is a role-model, they worship her in hopes of succeeding in their own endeavors and control those around them. To many, worship of Nylia and the Nameless Whisper can be done in the same prayer, for Manipulation and Seduction go hand in hand with Murder.

Level of technology: Iron. They have no true technical marvels. As mask are an extremely important part of their culture with their beauty and intricate designs having a large impact on their society, Qeybians tend to try and make all their crafts rival their beauty and complexity, as such one will never see 'simple' architecture in Vedi'tum, instead they will see strange curved buildings, large spanning pillars, and immaculate mosaics.

Their armor and weapons tend to also be extremely ordinate.

Social structure: The Qeybians are an extremely vain race and so look down upon those that are plain, those that are not high enough in the political and social later to have beautiful or intricate masks. In is the social norm for a Qeybian to do whatever he/she can in order to climb the social ladder and receive a new mask. As the government type is a Republic, any Qeybian no matter where they started from can raise to greatness and glory within Vedi'tum.

The City-State is ruled by a council of two-hundred elected officials. Qeybians do not have 'nobility' as all citizens can become powerful, but they do have the 'rich' and the 'poor'. The likelihood of a poor Qeybian becoming a council member compared to a rich Qeybian is vastly lower.

Important figures:

Khar'vol: The current Dalth'ka. The Dalth'ka is the head of the council, and it is he/she who introduces the laws that are to be voted on. He does have the power of veto and if used it will require a 3/4's vote to override him. Khar'vol is considered to be the first 'honest' Qeybian to have ever held the seat.

Khesh'ya: The current Com'dant of the City-Guard. She is known to be a fiery and passionate women with a great hate for the cult known as the 'Sons of the Blood God.'

Tsu'nam: The Lord of Silence. He is the leader of the Temple of the Nameless Whisper.

Misha: The Widow. She is the leader of the temple of Nylia.

Kh'om: The Light: He is the leader of the temple of Mathias.

Ark: The mysterious leader of the 'Sons of the Blood God' who is rumored to have been the one to kill Khesh'ya's life-partner.

Important locations:
Vedi'tum: The City-State of the Qeybians.

Military: Qeybians have both a navy and army as they are an island nation, but they are by no means a military nation. Their army is a very small but highly trained and disciplined core force with a variety of few but elite troops.

City-Guard: The core of the Qeybian force are the same men and women who patrol the streets and protect its citizens. The City-Guard are highly trained and disciplined fighting force who fight as one thanks to their telepathic ability.

They tend to be armored in heavy chainmail with metal plates covering sections of their mail. They wear long royal blue cloaks that serve as the badge of the City-Guard. The City-Guard march into war with spears, bows, kite-shields, and longswords, but they are Qeybians, and so one Guardsman will not look the same as another. Some will have gold painted mail, others will have intricate designs sworn into their capes. The Qeybians value individuality highly.

Sons of the Blood God: While these thieves and assassins will not fight on the front lines, should something come that attracts their attention; they will do whatever is necessary to destroy the for, even if it means working with the City-Guard. They will assassinate, disrupt trade lines, lay traps, and otherwise be a menace. They will use any weapons including their 'specialist' weapons, throwing daggers dipped in venom, strange spiked objects called 'caltrips', and eggs filled with spices and crushed glass.

Nylia's Maidens: These women are the priestess of Nylia and all of them have been trained by the College of Magic and are masters at the magical art of deception. They commonly disguise themselves using magic and infiltrate enemy positions. They are skilled assassins and warriors as well. They are the eyes and ears of Vedi'tum.

Black Na'mearons: The guards of the temple of the Nameless Whisper. These Qeybians are considered 'dead' by the rest of their people for they have abandoned their mask and taken up the mask of the Nameless Whisper. They are armored in decorative black armor that is made to match the Voidarmor worn by their god. As they have given up their 'lives' they are utterly fearless in battle and their discipline is legendary. They use halberds blessed with the arcane arts.

Lights Chosen: The guards of the Temple of Mathias. These Qeybians are armored in the heavy breastplate over scalemail. They are the most ferocious of the Qeybian military striking with the fury of Justice and Retribution. They wield master-crafted and enchanted greatswords that they swing as easy as a Qeybian would swing a longsword.

Militia: The act of desperation. All Qeybians are expected to spend two months a year training with their respective militia units. They are no where near as highly trained as the other troops in the Qeybian arsenal, they are numerous. They are armored in what they bring themselves which gives them a distinctive 'rabble' appearance and carry shields and spears.


The navy is not large as the Qeybians do not have a large nation, nor many trees with which to build them out of. The navy consist of a few frigates and galleons that are meant to harass enemy warships not engage them directly. They have catapults and ballistas on-board to besiege the enemy ships from a distance.

Temperament: Qeybians tend to look down on other races as boorish, uncultured, and ugly.

Magic: They do have magical talent, and have a small College of Magic. They are not taught many 'destructive' or 'restorative' spells. Instead their magic tends to be around deception. They learn how to 'cloak' themselves in shadow, disappear and reappear, change their form, cast spells of 'truth'...

Other: A few examples of some of the mask they wear:

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Re: Mortal Civilizations

Tips: 0.00 INK Postby JGamer502 on Thu Jan 10, 2013 11:21 pm

The Kikker Dorpelings Village
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Residents: The Kikker Dorpelings are basically frog humanoids. They are not aggressive but defensive and a little territorial.

Monarchy: The monarchy system for the villagers is (currently) based on the god Zachurr being the king and his 3 minions being his second in commands.

Culture: The Frog People do not have that much of a culture other than living peacefully in there swamp. Although they do like the entertainment of Zachurr's comedic acts in his 'throne room'. The residents usually dress like shamans in a way they even have actuall shamans.

Architeacture: The Frog People make there homes out of the swamp's leaves and wood. The homes are usually simple huts but can be more unique at times.

Agriculture: They eat insects usually and some green goop usually in rivers. In order to get the insects the residents get a field and put any bait of there choice on the ground and wait till insects can be deceived by the bait and get stuck in it. If any leftover food is made it can be left in the field for the insects which also works.

Pets: The residents keep Water Dragons as pets and keep them in wooden cages sometimes and feed them insects or green goo as well.

Religion: The Frog People belive in Zachurr and any other of Zachurr's allies and enimies but also take Zachurr as a celeberity!

Language: The Residents talk in ribbits,snores,and burps/growls. Although to speak to Zachurr or any of his minions they must use a sign language that Zachurr can understand.

Important Places: The Crypt of Windrider is Zachurr's palace but has transformed it into 'Zachurr Land'.

Technology: The village does not have high technology. They have weapons and tools made of wood or stone but no advanced machines.
What's a mob to a king?
What's a king to a god?
What's a god to a nonbeliever?

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Re: Mortal Civilizations

Tips: 0.00 INK Postby Colonel_Masters on Sat Mar 09, 2013 5:55 am

Sorry, my post is not complete, for some reason most of what i wrote has vanished despite me saving it on word... I will repost it on a later date.

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Re: Mortal Civilizations

Tips: 0.00 INK Postby Binsetsu on Sat May 18, 2013 8:54 am

Vu’on Tahoom

Society:
The Vu’on Tahoom can barely be called a civilization. The members often avoid each other, leading to no solid cities or even nomad camps to be constructed. They avoid one another as their combined power will draw The Maggot closer, which will mean they will be forced to flee more often than usual. The Maggot is also the cause for their nomadic nature, as they are constantly on the move to avoid its attention.

Despite this they do have something of a leader, Karlok Intallik, who serves as a form of Village Elder to a people that are spread all over the Middle Realm.

Culture:
Although they are by nature a very social people and enjoy interacting with others, The Maggot has forced upon them a life of seclusion, as there is always a chance it will attack mortals that have been in contact with the Vu’on Tahoom. Their separate life styles has also left them with little resembling a combined culture, although the Vu’on Tahoom are quite avid artists, creating and leaving many works of art behind on their travels. The theme of these works of art almost always seems to be sadness however.

Language:
The natural language of the Vu’on Tahoom is quite musical, with sentences flowing from one to the next and changing in tone as if they were singing. However, intonation and the underlying feeling that their speech/song conveys are extremely important to the message, making it a hard language to speak for mortals who are either unmusical, or simply lack empathy. Besides their own language they can also speak the language of the Gods with varying degrees of proficiency, though all can understand it.

Religion:
Due to their nomadic nature, Riomu is by far the most popular amongst the Vu’on Tahoom. In second place is Acanthus, whom they respect greatly. In fact, works by Acanthus or one of his devout followers are extremely prized possessions amongst the Vu’on Tahoom. Besides these two some also worship Adarani and La’moire, though to a lesser degree. Mathias is something of a curiosity for the Vu’on Tahoom, but he has gathered a small following amongst them. Their creator, Crymadolos, is not worshipped, but all of the Vu’on Tahoom pray to the Pantheon as a whole each day, asking them to relieve their creators pain. Although they pray to each god asking them to ask Crymadolos’ pain, they often pray to Adarani specifically, in the hope she might heal him.

Level of technology:
Extremely varied, though most avoid bringing anything that isn’t absolutely needed with them as such objects are too heavy to take with them for long stretches. Surprisingly, books are exempt to this rule and many of the Children carry a large amount of books with them.

Important figures:
Karlok Intallik: Oldest of the Vu’on Tahoom and the most respected, causing him to serve as a form of reluctant leader to the Vu’on Tahoom, even though he sees himself more as an elder that gives advice. He has large horns and a weathered face, as if to provide prove to his age. He is a kind elderly man, but not one to be crossed. Even amongst the skilled magic users that are the Vu’on Tahoom, Karlok is the most powerful. He walks with a cane and can often be found reading. He is a devout follower of Acanthus.

Important locations:
None.

Military:
Due to their separate nature, the Vu’on Tahoom have no military to speak off. Although not mandatory, most of the Vu’on Tahoom spend quite a few years learning to handle weapons or train themselves to use their body as a weapon, as well as magic. Because of this, each Vu’on Tahoom is fully capable of protecting themselves from aggressors using magic or martial prowess.

Temperament:
They are quite friendly, though come across as being somewhat anti-social. They will stop to help all who they may come across during their travels, but will not associate with them for long. They also avoid large population centres.

Magic:
The Vu’on Tahoom are skilled magic users for mortals. Magic is practiced by each and every Vu’on Tahoom and their longevity has given them plenty of time to practice and perfect their magic. Each Vu’on Tahoom has a different preference for magic and they prefer to focus on just one or two magical styles, rather than diversifying. Creation and transmutation magic is intensely popular, however.

Terrain preference:
As The Maggot constantly hunts them, they prefer large open spaces. Although they can sense The Maggot coming long before they can see him, they still prefer places away from swamps and cities, as the natural smells of such places might hide the stink of The Maggot should it manage to sneak up on them.




The City of Tragedy

Society:
The City is hardly a civilization in the conventional sense. It consists of only one city, large though it may be. Although the Kyauk and Ayr are native to the city, the city is made up of a combination of many more races, the Syskek premier amongst them. The City is filled with slaves, cripples, the ill and just about everyone who for whatever reason did not fit in their original civilization. The City attracts these mortals, for in the City of Tragedy they are celebrated. The ruler of the City is the son of Crymadolos, Gellyk, who rules as a power mad tyrant, caring nothing for the misery of those under his rule and actively working to make it worse. Strangely enough, the people love him for it.

Although seemingly peaceful, the city is in truth ruled over by a mad tyrant and the entire city is a hotbed of misery and pain, but the power of the Shrouded Lord corrupts all who set foot in it, making sure the people there come to love these qualities.

They have a very basic style of government, the King, Gellyk, has supreme power. Right below him are the Syskek who wormed their way into becoming powerful enough to be considered a noble caste. The Syskek nobles hold a considerable amount of ‘unofficial’ power within the city and on average decide who gets to reach the top and who falls to the wayside, to rot and die in the gutters. But they hold no ‘official’ power and possess no influence over the day-to-day managing of the City beyond what Gellyk gives them. They are joined by a few other lucky mortals who managed to worm their way into the noble caste. These three groups live in the rich upper city. All other mortals, with exception of the Kyauk are more or less equal and their power is decided solely by what they can claim for themselves. Naturally, all are encouraged to murder and scheme their way to the top. Although one might expect such a society of forging one’s own luck to have a very clear divide between, and ever shifting, lower, middle and upper classes, it is not so. There is no middle class. One is either poor and miserable, living an existence of pain or they are rich and miserable, living their existence of pain in relative comfort. The Kyauk are below all the other mortals and are little better than slaves. The Ayr, although living in the sewers, are treated with mild respect, but ignored whenever possible.

Culture:
Their culture is extremely eclectic as the City is made up out of mortals from all races. But there is one governing theme and that is Pain. All who reside in the City have suffered pain, in one way or another. This pain is actually celebrated and the more pain one has suffered, the more powerful one is within the City. Naturally, all art has the theme of pain or misery somehow worked into it. As a whole the citizens of the City celebrate flaws, misery and pain, no matter in what form it may manifest itself. As such, cripples or severely scarred individuals are considered highly prized members of society, whereas the physically perfect are considered second class citizens. The exception to this rule are the Kyauk, who, despite living an absolutely flawed and miserable existence, are considered third class citizens at best and even forced to live on the outskirts of the city, only being allowed to venture near other mortals for the purpose of doing dangerous or simply unpopular jobs throughout the city. As a whole pain is something to be welcomed and accepted, as pain is a natural part of being a mortal. The inhabitants of the City of Tragedy take this belief to extremes however, as it is clear most of them believe to be alive is to be in pain, giving the population a fairly downcast and miserable outlook on life. They are also well known for their rich variety of spices, most of which have some mild hallucinogenic properties, that are wildly used in both their cooking and their rituals.

Language:
The City has no standard language and all the mortals mostly speak their own language. However, a form of traders tongue has emerged within the city, which is a combination of all the different languages, which allows the different races to communicate with one another. The City’s original inhabitants, the Ayr and the Kyauk have their own language, but no one bothers to learn it. The Syskek’s bastardized version of the God’s Tongue is considered the ‘proper’ way to speak for the upper classes.

Religion:
Within the City there is no real standard religion. Although most if not all inhabitants of the city have taken up worship of Crymadolos, the worshippers would best be described as a cult, as opposed to an organized religion. As such, there are as many different rituals as there are worshippers of Crymadolos. Their ‘religious leader’ is the High Priest of Tragedy, who despite his lofty title, does little of the duties one might expect from a priest, instead functioning as a kind of mayor for the slums. Although most of the cultists to Crymadolos end up in the City of Tragedy at some point, it is not unusual for them to travel to the cities of mortals, prophesizing great doom and destruction if the Shrouded Lord is not worshipped. Although most of these doomsayers are either ignored or arrested, there are always some miserable souls that hear the message and travel to the City of Tragedy to join the movement. Most of the other gods are worshipped by new arrivals in the city, but their prayers tend to slowly fade away the longer such new arrivals stay in the city.

Level of technology:
Extremely varied and constantly changing as new immigrants that come to the city bring new forms of technology with them.

Important figures:
Gellyk: The son of Crymadolos and king of the City. He rules the city with an iron fist and runs it like his own personal playground, actively working to make everyone’s misery within the city worse. Although one might expect the son of Crymadolos to also serve as a high priest to the god, he has instead delegated the task to another.

Council of Syskek: A council of ten Syskek who represent the ruling council of the ‘nobles’ of the City of Tragedy. Although they technically hold absolutely no official power within the city, they act and strut around as if they do. Their superior attitude is only exasperated by the fact Gellyk occasionally pretends to actually heed their advice. As a whole they are a scheming and backstabbing bunch, always trying to sway more followers to their personal and selfish cause and particular way of worshipping Crymadolos. Although the Council of Syskek consists out of ten Syskek, there are five seats reserved for powerful enough mortals who are not Syskek. These positions, while technically of great power and influence, are often left empty, as the Syskek do not take kindly to those who encroach on their turf.

The High Priest of Tragedy: As his title suggest, this man is the high priest of Crymadolos and his name has been lost to the times, leaving him to be identified by his role only. A severely crippled individual, who can only move his head and one of his arms. Yet, despite his physical frailty he is an extremely gifted magic user and has already lived far beyond his years. He ministers to the mad cultists of the City, treating them as a gentle shepherd might treat his flock. Yet in truth he is an uniquely savage man who delights in the pain and misery of others.

Skre’kaaj-t Kjas’krual’ket: The leader of the Ayr. Although his name seems utterly impossible to pronounce, it is highly abbreviated as his actual name is even harder to pronounce. He serves as mayor of the sewers and leads his people from the very centre of the sewer, right below the Temple of Tragedy. Although he holds no special privileges, he is treated with immense respect and his people are free to go and do as they please.

Important locations:
Gellyk’s Palace: A giant building in the east-part of the city, serving as both a city hall and a private dwelling for Gellyk. The palace itself is guarded by a small army of Goyre, though their stupidity have made entering the palace itself frightfully easy even for those who are not skilled in the arts of stealth. In fact, only the Council Chamber and Gellyk’s private room cannot be entered by simply walking as if one belonged inside the palace, as there are actual intelligent guards posted there to mitigate the immense stupidity of the Goyre. Around the palace is an area known as the upper-city, where all those who have lied, murdered and cheated their way into the good graces of the Syskek or a position of power live.

Image
Temple of Tragedy: The great temple to Crymadolos, located in the very centre of the city. Here all of the cultists to The Shrouded Lord gather, to sing praise in his name. Which is known to be a sight to behold, if a somewhat gruesome one, as even the extremely violent and self-destructive rituals are permitted here. Although many non-cultists also visit the temple in the hope the Imprisoned God might bless them. Unsurprisingly the temple is constantly flooded by those who are down on their luck, even when it is not officially open. It is said that at night, one can hear blood-chilling screams emerging from the temple and that the Ayr patrol the temple grounds, dragging people they find down into the sewers. Around the temple is the temple district, a relatively small area filled with small, or even diminutive temples to the other gods. Though these temples only see very occasional use, have no priests of any kind and are all in a state of immense disrepair.

The Slums: A hotbed of misery and suffering, even for a city where such things are rampant. The slums are extremely dilapidated and filled with regular citizens, criminals, Tragedy, diseased folk and a menagerie of mortals somewhere in between. The Slums actually makes up more than one third of the city. The condition of the slums is so bad that collapsing buildings are old news and even though people disappear from the Slums with worrying frequency, no one who lives there actually seems to care.

The Sewer: Compared to the sewers, the Slums appears to be the best place in the Middle Realm. The place is filthy, rank, dangerous and extremely dark. Within the sewers live the Ayr, a strange race created by Crymadolos. Yet, despite the horrible conditions of the Sewer, there has never been a case of an Ayr trying to leave and live on the surface. There are many rumours about the sewer, some of which border on the fantastical and hardly any of them are believed. Yet the denizens of the City of Tragedy stick to one rule: Never, ever enter the sewers. Why this rule has been created is unknown, but it is a known fact that no one who enters the sewers comes back to the surface.

Military:
The city’s main ‘military’ are the Goyre, though their small numbers and utter incapability of utilizing any form of tactics make them more a form of guard dog. A giant, extremely powerful and violent guard dog, but one nonetheless. Although the city has a militia, it is extremely poorly trained and equipped, leading to the conclusion that The City has no real military, instead threats are dealt with by Gellyk personally. On the rare occasions that an actual fighting force of substance is needed, all inhabitants of the City, no matter the age or gender, pick up whatever might serve as a weapon and surge out madly, desiring nothing but to spread their pain to others.

Temperament:
Despite the insane nature of the City, it is actually extremely accepting of strangers and all are welcome within their walls. This has a dark undercurrent however, as all who carry pain within their heart or body are slowly corrupted by the tyrant that rules within the City, who slowly makes them consider these qualities to be perfect in its flaws. Should visitors stay in the city for long periods of time, it is highly unlikely they will leave of their own volition.

Magic:
As the City is made up of many different mortals, the magic is also extremely varied. Although Gellyk is an extremely powerful magic user by mortal standards, many members of the City have no magic to speak off. However, there is a strange development where those who are in pain, or wounded somehow, suddenly gaining powerful magic as they live in the city, supposedly granted to them by the Lord of Tragedy himself.

Terrain preference:
The members of the City prefer relative seclusion, but with forests, rivers and a sea nearby, as they depend on fishing and hunting to feed the insane masses inside the city walls.

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Re: Mortal Civilizations

Tips: 0.00 INK Postby Jadebud98 on Wed May 29, 2013 9:28 pm

Betan Empire

Terrain preference: The Beta Amares prefer a more natural landscape, filled with trees and other plants, and they enjoy being in high points, such as mountains.

Culture: They were once a more tribal culture, living in clan like cities, under the royal family, around the Southern Mountains of the Blessed Isle, who wished to live in the old ways of the Amares before the Cataclysm. They listened to the words of the Royal people and Pupo, proud of their culture and their people. They felt disdain towards their brethren, the Alpha Amares, and found it honorable to fight against them, especially for the holy mountain. Mt. Nylius, the top of which where it's said Nylia's castle rests, they wished to see their Goddess again, but the Alpha Amares refused to give up the mountain, stating their beliefs were false until proven otherwise, and that the land was theirs. They found it honorable to fight against the Alpha Amares, and even more honorable to die in battle for what they believe in, for that was what they're ancestors believed during the Cataclysm, and what Nylia taught them.

However, their culture has changed. Interest in travel was great in the newest generation, and many children heard stories of the woman named Nala, who not only left the mountains, but left the Divine Isle entirely to see a new land, a land named New Sacrira. However, they were taught the inhabitants of that land weren't to be trusted, they preached peace and held sentiments against war, yet they had a so called Security Force that was trigger happy, and citizens would rather maim and psychologically damage innocent soldiers, then to have a civilized trial. The King spoke of conquering the land, and rallied their people against them under these claims.

The Amares won the war valiantly, though many innocents were killed by those with impure hearts, unregulated by the government. The Queen wished to persecute them, but the King needed them for the advancing Alphan conquest on their home land. The Queen knew that the people of New Sacrira deserved revenge, but her homeland came first, so she allowed them to be freed, as long as they fought in the war.

Now that the Beta Amares have felt the taste of travel and conquest they lust for more, thanking the King and Queen for giving them this taste, they broke out of their clan like structure, and into one, united empire under the royal family. The King still listens to Pupo in his ear while ruling over the Betan Kingdom, though the Queen has abandoned whispers from the man who claims to be religious, though she thinks is now corrupted.

Now the Beta Amares are united under one Betan flag, whether they be in the Betan Kingdom, or Betannia (the new name for the New Sacrira) and they plan to conquer other lands with their vast military strength, be it naval or land based. They have been making advancements in weaponry and their hand to hand combat is beyond expectations. They hold great pride in their royalty and the name of their people, considering all to be family. They will be kind to those they conquer, and don't see any other race as inferior, but they do wish to gain land, and the battles for it may be brutal, even if they're kind once the battle's over.

All in all the Beta Amares are much more ambitious now, and their ambition may drive them to do great, or horrible things.

Language: The Beta Amares speak the language of the Gods, though they have their own, less advanced form of a language that places distinct sounds and noises with certain ideas, words, or meanings in general. Many in Betannia are also beginning to speak Sacriran.

Religion: They follow Nylia strongly, taking great pride in their mothers name even if many haven't seen her in so long. They pray to her when they wish for revenge, and usually, she grants their wish. The organization of the religious system isn't that strongly put in detail or enforced, though Pupo is the head of their religion, with a leader of every district in their empire who follow him. They spread the word to the people of the Betan Empire, though now their following isn't as strong, with more people wishing to pray to Nylia personally instead.

The Goddess Adarani is seen as weak, but also vile, despicable, and self righteous. Many Beta Amares find her to be too lenient when dealing out punishments, and far too eager to please others, qualities that the Beta Amares find to be weak, but the fact that she not only does that, but preaches for others to do the same in such a zealous manner is what causes the Beta Amares to truly fume. Though they may despise the Goddess Adarani, they do not hold any of her followers accountable as long as they do not attempt to force their beliefs onto them, for the Beta Amares wish to judge others based more on character than on religion and such.

The other Gods have followings though none as close to Nylia. Words of a new God of War are quickly spreading through the Betan Empire, and with their new empirical structure followings of Charoum are growing much stronger and more dominant, making him the second most followed God. After him comes Mathias, though followings in him are beginning to fade.

Level of technology: The technology of the Betan Empire has been improved upon greatly since their humble beginnings. The greatest point of technological advancement for them was when they discovered that the Sacriran Republic and the Sacriran Federation were having an arms race against each other. Not wanting to be left behind, they partook in the race, making vast technological advancements for their people, mostly in the military. However, with their newly conquered land, they also gained much more knowledge on agricultural and medical knowledge, having the information brought back to their homeland, so it wasn't only their military that was improved upon.

Social structure: The social structure of the Betan Kingdom is based upon merit, not birth (though in the royalty it is based upon birth). Those who have the needed capabilities go into the needed jobs, they don't believe birth determines your capabilities, and as such, find no use of having a patriarchal or matriarchal society. The two most prestigious forms of jobs for a person to get in Betan society are military jobs or government jobs. With many positions newly open in Betannia more and more people are hopeful government officials, with their ambition driving them, they wish to gain a place of prestige in the royal government, to work alongside those Nylia chose to rule.

In the Betan Empire, the structure of their government is as follows:
The Monarch(s): King and/or Queen who runs the government.
The Marque: The Marque (Prince or Princess) is the next in line for the throne and is a direct blood descendant from the Monarchs.
The Marquette: The Marquette is the one who shall wed the Marque, though their is a chance they may not have the power of the Monarch once the Marque succeeds the throne, they will still have great influence.
The Royal Adviser: The one who helps the Monarch(s) with their decisions on how to run the government, chosen by the King or Queen themselves. (In Betannia the Queen has chosen to have numerous Advisers for different affairs, not trusting such a great amount of influence to be held in one person as her husband had.)
Supervisors: Visors keep watch on affairs in different parts, or Viserias, of the ruled land, for the Betan Kingdom it's the once different clans now turned into Viserias and for Betannia each separate island is watched over by a Visor, thus making each separate island a Viseria.
Important figures: The King, the Queen, the Marque of the Betan Kingdom, the Marque of Betannia, and the Marquette of the Betan Kingdom.

Important locations: Mt. Nylius, the Betan Kingdom, Betannia.

Military: The military of the Betan Empire is one of their biggest prides. They had been developing greatly on their military Post Cataclysm, and could have arguably been advancing Pre Cataclysm as well. They greatly advanced their military in all forms during the arms race between the Sacriran Republic and the Sacriran Federation, finding ways to combat Sacriran aerial attacks, and also improving their weaponry, navy, etc.

Their navy is possibly the strongest navy in all of the Middle Realm, the reasoning behind this is that the Merranos, people who live in the water and know practically everything about it, are economically dependent on the Betan Empire, fueling them with ships, maps, navigating equipment, water based strategies, and so forth. Before the Merranos they had also been receiving naval assistance from the Qeybians, who had an extremely strong navy.

They are also great military powers on land. They have strong physical combat capabilities with and without a weapon, advancing from their once tribal yet sophisticated style of combat. Now they don't mostly rely on brute force and some strategy, and now have a new, more strategic way to battle, in complex analyzing, and chronological attacking.

Temperament: The Beta Amares are an empirical country, thus, they do not take into consideration what your race is when they attack you, their diplomacy only stems from alliances, armistices, and things of the sort, so when they invade your country, it's nothing personal, they just need and want land to support their growing population and ambition respectively.

However, once they've conquered a land they generally create acceptable rules and laws for the country, genuinely caring for the well being of those under the Betan flag. However, once under their rule they will not stand for direct acts of rebellion and revolution, taking great lengths to stop them.

Magic: The Beta Amares have taken magic into greater consideration as a form of combat and many citizens now practice it.

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Re: Mortal Civilizations

Tips: 0.00 INK Postby CussingChild on Thu May 30, 2013 1:59 pm

Republic of Xanyit
Image


Terrain preference: The flat plains of barren wasteland encompassing most of their land, and the marshy swamps in the southern region of their nation.
Culture: Their culture relies upon war as a staple for their civilization. It both brings people together and prevents them from tearing one another apart. Their art is usually in the form of practical tools carved and made entertainment usually depicting or inscribed with markings depicting or telling of hard fought battles and heroes. Their architecture is simplistic and unremarkable despite the fact they're finely made given the conditions of their land. The picture image of what it means to be a hero or person of grave importance is to fight, to win glory or die with honor.

Prowess is often marked with the written language tattooed in dark colors of ink on the skin of warriors. Success in mercantile trades is not marked with fine clothes or displays of wealth, but scars as well, for the only common trade is young men leaving the Republic to become mercenaries and discover the world, their adversaries for years at a time before coming back. It isn't uncommon for the Republic to fight for one nation under their banner in exchange for goods and services desperately needed by the people. Writing is valued however, as the pursuit of knowledge leads to the young being taught early to read and write, it is one of the few pleasures the people can find, and one they adore. It is perhaps one of the few things that could allow them to bond with the people of another nation. They especially love works of horror and essays upon theories of the mind, and specifically, sleep.
Language:Aerumnan.
Religion: The worship of Charoum is dubbed Chroudegra, and is practiced in all corners of the Republic, all other forms of worship though not outlawed officially are deemed inappropriate, if brought up in public may be ignored, but given outcry will result in the casual silencing of the perpetrator. Worship of Charoum is heavy in the hearts of men, women, children, soldiers, priests, though he does his best to help, this is often a failure, but not for lack of trying.
Level of technology: They use brackland iron. A strong but light metal mined in the swampy south of the Republic. It's abundance allow it's common use, though it isn't mined as an industry, a family must usually mine it themselves for the creation of the tools they use. But domestic merchants in small settlements and the One City sell tools and other equipment. Though they wield a powerful technology, firearms. The brackland metal is perfect for ammunition, if it's crafted a certain way it can be used with great accuracy and devastating impact, tearing and ripping through metal and mechanics. They are incredibly hard to make however and the reloading time takes roughly a minute and therefore are in infrequent use, only carried atop the backs of Brackland Hydra, by archers.
Social structure: The Aerumna have no bias against wealth or class, you simply are to them. The loose arrangement of a Republic is the election of a grand general by the current 4 to 7 generals of the time. The title of general being awarded to only the highest renowned warriors and most clever tacticians.

The Grand General resides in the rough representation of the captiol, The One City, where roughly 10 to 15 thousand people reside in a small hill enclosure situated beside the open ocean. He has a small fortress here where all preceding and planning is done. Politics are simple and effective.
Important figures: The Grand General of The Republic of Xanyit; Cravenwell Kriton
Important locations: The One City, what passes for a capitol city, the most densely populated settlement, rivaled only by The Last City where approximately 4 thousand people reside. It is situated somewhere hidden on the coast, it is argued that following an Abyssal Hydra may lead a person to the city. It's buildings are simple but well crafted, made of what materials are available, stone, thatch, rough grounding. On the slope of the hill is a small fortress that overlooks the city. There is a tavern, market, and arena. Where-in the arena there is blood sport, the spectators watching as men compete for glory, often till first blood, but for the occasion to the death. The nature of the people makes the settlements fairly quiet and even the markets are small and orderly. The Last City is situated in the Brackland marshes and are tasked with keeping 4 of the 5 Brackland Hydra. The fifth and most deadly belonging to the Grand General.

The Shrine of Chroudegra, this is in the depths of a deep tunnel and must be ventured to at the peril of the worshipers, it was hastily created using abandoned tunnels, and is the home of foul creatures. It is here that a warrior can hope to be blessed with power from their God, and here that a war march is made absolute.

The Abyss, this is where the the Abyssal Hydras go, it is close to shore and yet in deep waters, no one knows how vast it is, or if there is any place in which for a person trapped beneath to get oxygen, people say it's situated close to The One City. Usually only one Hydra at a time rests here while the others patrol their waters.
Military: Aerumna are one of the fiercest if not the absolute fiercest warrior races of the Middle Realm, as can be credited with the absolute combat prowess of their God of War patron and creator Charoum. Their formation and discipline makes them intimidating, their mages appearing as Wights and their Hydra's massive and imposing, striking down with immense impact upon armies with their mass of heads. Their warriors are fearless and strong, fast and agile. Their cavalry are strong and their connection to every beast in their company makes the kinship among their armies an underlying strong point as every man is willing to fight to the last breath for the man beside him. Generals are master tacticians and mighty warriors having elevated to their position through grit and determination.

Aerumnan Soldiers- The backbone of the armies, most common, adorned in plate brackland iron armor armed with brackland board shields and wicked broadswords. They train from age 5 until 18 where they go through formal training for 2 years before joining their General.

Aerumnan Halberdier- These men are trained in the use of the Halberd, their long dark staffed weapons are made of Brackland metal at the blade so that they're lighter, allowing them the ability to more easily maneuver. They come forth to the front lines to confront Cavarly with devestating effect, and undergo the same rigorous training as the common soldier, plus a year of Halberdier training.

Aerumnan Champions- These are the uncommon soldier that ranks above all the rest, killing at least one hundred mortals in combat, they are the next generals of the Aerumnan armies. They brandish weapons of their choosing, often dual wielding and enter the fray religiously making quick work of lesser opponents and often challenging to singles combat the fiercest opponents of an opposing army. These men go above and beyond training.

Aerumnan Cavalry- These men ride atop their loyal companions and trusted allies, the Kravulum, massive lightly armored beasts that ride with speed and power into whatever foe is unfortunate enough to be in their path. The riders are often armed with swords and short spears. These men must go through basic training and an extra two years of training in riding.

Aerumnan Riders- These are men that have undergone basic training and an extra five years of training in the riding and control of the fabled Hydra. They are in the metal deep sea cages on the Abyssals and massive platforms atop the backs of the Bracklands. They are masters of their trade.

Aerumnan Archers/ Gunmen- Aerumnan archers are masters with the bow and arrow, they aren't great in number but can be found in a thin line backing the armies of the Republic, or upon a hill downing enemies with skill and precision. They undergo combat training in archery and lesser melee skills. Gunmen however are fabled experts, they are tasked with riding in pairs upon the backs of the Brackland Hydra. They loose arrows upon the enemy and are given the rare and expensive tool of the firearm, a long rifle made of a grooved barrel, and fine wood. These weapons are used sparingly against heavily armored units and air units. They must undergo combat training and an extra five years of training in the use of firearms and the bow before being able to contribute in battle.

Aerumnan Artshyrn/ Hyasrhin- These elite battle mages appear as shadows and skeletal figures. But this is due to the magic they possess and the fasting they do. Their skin is scarred and irreparable, bones appearing broken and damaged and structure vacant. They posses masterful skill of the one school they study in, Illusion. Used to cast shadow upon the battlefield and take out handfuls of soldiers with the power of fear of their own subconscious. They study and train until they are 12 until they are able bodied in combat skills then begin training in their dark arts, slowly they are changed into the monsters that they become. Hyashrin on the other hand are expert healers, and tend mostly to the afflicted who break themselves in battle due to transformation, and the war hydras, though if vacant will tend to common soldiers if their wounds can't be healed with practical medicine. They appear as the common soldier usually in uniform, staying to the back of the army. They are given combat skills practice until the age of 12 where they are given special schooling in the art of healing until age of 20. Where they get five years of basic combat skills and are due to join the forces of the Republic.

Airforce- Brackland Hydra have the ability to fly which makes them the essential airforce of the Republic, with a rider and two gunmen, and the mass of heads, massive tails and the abilities of the Hydra, it's a force to be reckoned with.

Navy- Abyssal Hydra are limbless, slender and lean. Though they can pull themselves onto shore, this is awkward for them, and useless. They are beautiful and elegant in the water, and deadly combatants for a large navy, able to dive deep beneath the water and attack suddenly with devestating impact, they are also able transports for soldiers, although small ships are used for this purpose.
Temperament: They are well mannered people, if not grim and absolute in nature. They are open to outside influence and would accept outsiders into their nation, in subtle ways they are fun loving people of good temperament. They highly regard their prides and hold dear to them honor, especially in combat. Though they tend to lack understanding in some regards of conduct, they do their best. If on good terms with the Republic, it is not unheard of that they will heed the call of alliance and trade their military services for goods and moderate wealth.
Magic: They use runic magic, mages crushing clay stones with runic symbols to cast Illusion spells and for the stronger spells drawing them on limbs before breaking or dismembering themselves for the power. They practice in only two schools of magic, Illusion, and Healing.
Other: The oceans around the Republic are a deeply pleasant pale blue, in storms foamy and turbulent but still of the brilliant color. The marshes are damp and ghastly in appearance, dark and murky holding unknown horrors. And the barren wasteland plains are sparse in resources and hard to farm, marked by rocky hills and pale spotted grasses. The sky seems void in the swamps, and pale in the wastelands overlooking their nation. Never of blues, only ever of grays and yellows.
"It's not that I believe people are generally bad in nature, it's that..I know it with every fiber of my cold dark being."

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Re: Mortal Civilizations

Tips: 0.00 INK Postby ZacharyTC on Sat Jun 01, 2013 3:27 pm

(work in progress)

Sacriran Republic
[img]Image[/img]


Terrain preference: The Republic prefers any area that is fertile or provides cover or stealth when they are on the defensive.

Culture: Ever since the Old Order was conquered, the Sacrirans who escaped began to hold a grudge against Nylia and anyone who favored war. This hatred of such war advocates is most vividly shown in the Sacriran Republic. As part of their plot for revenge, legislation was passed requiring all children who begin gong to school to take some sort of combat training as part of their curriculum. The basics of martial arts and certain magics are taken, and from there, a student chooses between magic, martial arts, or both. six eighths of the country prefer either magic or martial arts, finely balanced between the two, while the other two eights accept both. Many citizens within the Republic join the military, yet there are many that do not.

Aside from intense combat training, The Republic also takes pride in their athletic sports, novels, and works of art. In Sacriran Republic society, the family is at the center, where its members see to each other's needs and balance between give and take. Most of the citizenry is found in agricultural areas or wherever nature is. Those that live in the cities or suburban areas, however, often devote their time to research, technological advancements, scientific endeavors, and the perfection of their chosen magical arts, along with different arts and crafts.

Art and philosophy flourish at the capital of the Sacriran Republic, Cantradko (named in honor of both Central Monasteries of the Old Sacriran Order, one before the Cataclysm, the other after it). This is also where the military headquarters is, called the Pyramid of Valor. Here, at the courtyard to the structure, is where military officials give public announcements on the progress of any war effort to strike down the "war lovers". Such announcements gather crowds so large, many citizens have to quite literally fly upwards and land on top of roofs of buildings just to attend.

Elsewhere, there are plenty of barracks and research stations which are scattered across the Republic, each research facility with a specific focus. It could range from specific fields of agriculture or medicine to military technology, or even sanitation methods. there are also research facilities which study nature itself. That knowledge helps with technological advances greatly since the Republic wishes for progress without doing much of anything hazardous to the environment.
Language: All of the Republic's citizens learn the Sacriran language, at some point. It is the nation's official language. When dealing with foreigners, they resort to the common language spoken throughout the Middle Realm.
Religion: Even though the Republic admires Adarani's wish for peace, many of its citizens are not the die-hard followers they used to be. In the political field, they all pray to Mathias for guidance. There are other deities with followings, yet the four deities they utterly despise are Nylia, the so-called "Queen of Gods", Othuma, and Charoum (the God of War).When all four are mentioned in the same sentence, it is fairly common among Republic Sacrirans to refer to them as the "Ultimate War Lover Filth". Their hatred of those four deities is at the point where they will make statues of them (or their messengers) and spit on them, right before they smash those statues. Of course, those events do not occur often, yet the message is conveyed nonetheless. Acanthus is seen as a guide in several matters involving the mind, thus scholars, teachers, and philosophers alikewill pray to him for the clarity and other mind-related attributes necessary for what they do.
Level of technology: The Republic is quite possibly at the top of the list when it comes to medical and agricultural technology, next to the Federation, of course. They are also the first to have developed the magic-ammo firearm, which shoots out bolts of supernatural energy, the type depending on the sort of magic used to load it with. Currently, they only have twelve Stun Rifles, which requires intense training and much maintenance in order to use. When applies in combat, though, such weapons can stun mighty foes. The only downside is that it takes about fifty seconds to one minute to reload. On the plus side, each rifle comes with a Bayonet for melee.
Social structure:
Important figures:
Important locations:
Military: Since the beginning of the Sacriran Arms Race, The Republic and Federation have become neck to neck for one of the ranks in the power scale, neither having the advantage over the other. Whereas the Federation is more about speed, accuracy, and dexterity in melee, the Republic focuses on strength and resilience. They each have a small, yet powerful fleet of Ironclads which are magically-powered, capable of taking down larger fleets, if need be. Both the Republic Fleet and the Federation Fleet have their own Air Forces which help back up their respective fleets and the ground troops in case such air support is needed.

(I'm leaving a spot here to explain Counter-Ennervation, a type of Protection Magic, once I finish discussing it with Midnight.)

A favorite melee weapon the Republic uses is the Sacriran Katana, a curved sword meant for swift and clean cuts while functioning as a focus for spells, as well. There are other melee weapons used which we would compare to those of medieval Japan, along with the magic-ammo firearm mentioned in the tech section. That same firearm type applies a bayonet whenever melee is necessary, reducing the need for weapons that are solely melee. The armor the Republic uses looks much like the Samurai gear we see in our world, only less colorful save for the shoulder pads and helmet being either red or orange. Shields are included for when a barrage of arrows comes their way, plus those same shields, enhanced by Protection spells beforehand, can protect against magic projectiles, adding to a Republic Melee Trooper's already high resilience.

The Ranged and Spellcasting Troopers where either grey cloth or red cloth when out in the open fields, while using camouflage uniforms (the style like what you see during the American Civil War) in the forested places.

Temperament: (how do they act towards other nations/races)
Magic: Most Vitaiim who chose magic focus on healing, while most Templarim who study magic specialize in Protection. The Excorcim, well, most are one to continue with their old role of tending to souls of the dead, not bothering to get involved in politics.
Other:

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ZacharyTC
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Re: Mortal Civilizations

Tips: 0.00 INK Postby Colonel_Masters on Tue Jul 02, 2013 8:46 pm

I will post the other parts later.

The Imperial Mandate

Image


History:

At the beginning of Deveral civilization the land was an untamed dangerous wildness. Excluding the many ruins of the Illion (The Forbearers) The Deva as they were then called where alone in this strange new world. They where a primitive race with no goal beyond expansion however they possessed a quality all Deverals would envy; they were a united people in their common brotherhood of survival.

This unity came because it had to be as it was; All manner of horrors threatened the early Deva and only by unity could the early outposts of the Deva survive the terrible onslaught. Time passed and the outposts of the Deva became secure however this was not enough sincethe creatures could only be kept at bay, not utterly vanquished.

The Deva gathered under the oldest of the Rion trees (the giant trees of Hanriot) and debated how they could defeat the vast infestation of creatures barring their hopes of expansion. A young Devan woman deeply engaged with the mysteries of the ancient ruins left by the Illion decided to speak despite speech being forbidden to youth during official meetings. She suggested that the large Illion ruin at the Northern side of the red mountain could become a focus point of all Deva and be as a safe haven from which the Deva may grow and tame the land.

This idea should have been rejected considering the severe breach of costume and the utter novelty of the idea however it was accepted for the vision of the red mountain which filled the hearts of the Deva with fear also nurtured their curiosity.

The Deva conquered the red mountain and settled it. The ruins became the first of the cities of the Deva who in a century pushed the creatures of the wild to the deep, The Mountains and the great forests. The Deva forged ahead creating vast city states increasingly based on their own construction and not on the Illionic ruins.

As the Deva grew so did the distance between them. In the past all Deva outposts where located along the great river; All Deva where a mere day's journey by river raft however the first city lay beyond the central desert and near the ocean of the west and therefor division was natural . The Deva became the Deveralls; no longer one but many, when once they had one will now they had wills as plentiful as the number of their colonies .

Centuries passed, the Deveral city states had expanded to cover all the lands of known creation (lands of Hanriot)l. Each city labored for itself however in a world where the strong dictated to the weak the weak allied together to counter the strong. This, the way of containment prevented the rise of any great Deveral power and so the city states remained.

The first city was one among the many; the fact that this was was the first city of the Deverals was no longer importantto the Deverals. The city was a populace one but poverty was common place within its walls. The traders made profits while the people labored in servitude and so a cruel exploitative cast system emerged.

Bitterness grew against the traders as the greater the profits of the traders the greater was their greed. The first city was different from the other city states since it relied on trade from the sea for its survival while the other Deveral city states grew from independence. The people without this trade would starve so the trader guild forged after centuries of competition between individuals commanded the distribution of food and could charge any price for its deliverance.

A day came when a man came from the sea and brought words of his adventures to the people of the first city. The people listened to this man who lived for himself and not for another and as they listened so did the man from the sea.

He heard of their poverty and promised to return before he boarded his ship and sailed away. When the man returned he brought with him bread and sold it to the people at prices they could afford. The bread supply he brought sold out but the man kept on returning with more as many among the people brought their food from him giving him greater profits by this mass of consumption and not by the price as the traders of the city had practiced.

The other traders feared for their wealth and sent mercenaries to burn the man's ship at night but the people gave the man funds with which he could build another even better ship since he had given them money to spare by his fair prices.
The traders burned the storage shed of the man's business but the people built another out of stone giving the many poor builders of the city new employment as the man's enterprise grew.

Finally the traders tried to ban the man from the port but the people built another port outside the city walls using the free time the man had allowed them since they no longer had to work for additional time periods.

As the traders became ever more violent the people wanted to retaliate against them but the man told them that to raise the hand of violence would break the sacred first law of the Deverals: the freedom of trade. The traders continued to burn and destroy the man's assets but the people continued to rebuild them. The people no longer had to work for the traders since the act or building and expanding the port gave them labor funded by the man who earned wealth from the people because of his fair prices.

The traders in desperation sent pirates to capture and kill the man however the pirates joined him when the man showed them the vast treasure ships of the traders (piracy is considered legally by Deveral law as a free and fair enterprise).
The man now had a fleet and control over the area's ocean, he taxed every trader who passed and used the money to build the people new homes and other public works. The traders acted against the people by taking control over the estates of the city but the people with funds from the now very wealthy man began to build another city on the Southern side of the red mountain.

Years passed and two cities now existed between the red mountain and the man continued to compete against the traders. The more the traders took control over the freedoms of trade the greater their poverty until the man bought them out as they fell one by one to the harsh truths of the market.

To symbolize his victory the man built a great bridge between the two cities so that they would become two in being but one in heart. The man was crowned king of the red mountain on the mountain's top and told his people that they were the first and the last cities of the Deverals; the beginning and the end.
The man now king led his people to war,after decades of warfare he united the Deveral lands forging the first and the last Empire of the Deverals.

Where each city worshiped one god the man worshiped them all, where one city spoke one language the man learned them all, where once each city had its own will the man worked for all. The man was now emperor of the Deveralls and ruled from the red mountain bringing prosperity and pride to the Deveralls beyond any they had known.

As years passed change came to the land and the man now emperor. The man wore one crown and this one crown weighed heavily on his thoughts. Where there where many wils the man only allowed his will, Where once there where many languages the man allowed only his language, where once there where many gods the man only saw his own divinity and commanded it on others.

Bitterness grew among the Deveral people as the man made laws and violently enforced them. To the man's mind he was working for the good of all: it was his will had brought prosperity and pride to the people and therefor it was his task to continue his life's work . When cities eventually protested an rejected his way they were suppressed and then crushed as an example to others.

The man and his ideas grew old and the love of the people to him. The people revolted and the provinces became states once more. The man led his Grand army to crush the revolt but was surrounded by the rebels. In the battle the man's army was destroyed and he forced to flee to his city.

When the rebels came and laid siege they demanded the man open the gates and face his death to pay for the deaths of many warriors still face down on the field of battle but the man refused. Army after army of the people still loyal to the emperor went to fight and die prolonging the otherwise skirmish orientated Deveral people into a decade long war costing millions of lives but bringing victory to none. This was now a total war full of hate but when the man died of his old age there was nothing left to fight for.

The forces of the rebellion saw the red mountain as a symbol of tyranny and oppression. They marched on the two cities and destroyed them utterly leaving not a single man woman or child alive too see the light of another day. A fury unlike any the Deveral people saw in their history was over and the empire was no more.

The Deveral people returned to their old ways, the passage of centuries made them forget what they never wanted to remember. Wars continued between the Deverals produced both their victors and their losers.
To most of these losers defeat seemed to be a part of Deveral life so they returned home and hoped for some better luck next time. To a few of the defeated defeat seemed so pointless just as to a few victorious warriors victory itself grew meaningless.

These bands grouped together forming the the Illion Kunta. They explored the ruins of previous civilizations bringing organization and principle to what was in the past just an amateur type of hobby among the wealthy and adventurous. Their travels brought them to the Red Mountain however this was to be the last of their great expeditions.

Among the ruins the ashes of a great civilization remained and the band of warriors settled them to learn of their Deveral past… and of their Deveral future. Other bands of the Kunta joined them many of them seeking a purpose in their lives beyond the petty fighting of the city states. The Deep dwellers survivors of the empire's fall who had hidden in the deep below the Earth saw these strange people invading their lands and fought them when they descended to the world below. The two sides eventually came to terms after months of war, this test of each other's resolve made both factions learn much about the other and his intentions.

The two forces united and attracted others in time; the monks of Fan Lor themselves remains on an Imperial past preached the worship of all gods as the balancing force of creation . They saw this band of determined people and settled with them ending their secluded ways of centuries past.

The Gazmadon raiders came next from the Frontierland Mountains to pillage the land as they had done for generations. Like the early Deva the Gazmadon where a violent people united by their will to expand however unlike the Deva the Gazmadon never settled to self-pacified their culture preferring to continue to stay on the move.

The Gazmadon wanted to pass through the valley of the red mountain however the ruined city provided the only passage through the giant bridge between the two ruined citie. For centuries no obstruction existed however this time the Illion Kunta stood in their way.

The two camps fought each other however nether could gain victory. This presented the Gazmadon with a dilemma they had never faced before; to continue their nomadic ways they had to pass though the valley as their ancestors did before them. The problem was that they could not defeat the opposition, to go back the way they came was unthinkable since the Gazmadon never retreated and therefor the Gazmadon stopped moving and for ten long years established themselves in the second city making camp and calling on the rest of their people to break the stalemate. The Kunta also called on all its assets both in warriors, material and wealth taking many loans which as the crisis deepened they gradually failed to pay.

No side prevailed and after several costly attacks nether side dared launch any offensives. Years passed, raids by the Atin li pirate clan intensified damaging the supply lines of both sides. Food became scarce so the two sides were forced to farm the land. What began to both sides as an expedition became a permanent settlement.

The Atin li seeing the growing wealth of these new cities summoned the seven fleets of their people and amassed an army to win this great prize. Their gigantic force descended from the boats and it soon became obvious that nothing could defeat them.
Both caps lost wall after wall to the invasion and where forced to retreat towards the red mountain until the rears of both sides met at the red mountain bridge. For the first time in their history the two sides talked and agreed to fight together against the common threat. The great generals of both sides met at the half ruined bridge tower and established their "allied" headquarters.

They both agreed that the Atin Li's battleships where the key to the invasion since without their heavy cannon and supplies the Atin Li could not hope for victory. A master plan was drawn calling for a surprise attack to burn the Atin Li fleet while it was docked at the ruins of the ancient "people's port" once used to bring bred to the masses.

The the Illion Kunta using their heavily armored shock troops broke through the rear of the Atin Li pirates and the Gazmadon cavalry soon exploited the breach and cut the Atin Li's formation from the inside. The Atin Li's battleships were destroyed and their remaining commanders soon surrendered the helpless army. Argument between the allies over what to do with the defeated almost tore the alliance to shreds as the Kunta wanted to sell them as slaves to the city states for profits and the Gazmadon wanted to simply execute them all.

Eventually however the realization came to all three sides that without a constant supply of food they could not live for much longer. The Kunta because of its isolation could not bring supplies from the cities. The huge unpaid loans didn't make the situation any better.
The Gazmadon could not return to their ancestral land's since they had already sacrificed most of their horses for meat leaving only the best for their elite warriors.
The Atin Li pirates without their battleships could never hope to return to their pirating past.

The deep dwellers and the Fan-Lor brought the sides together into a combined effort to restore the farmlands the Atin Li had destroyed while the Atin Li using their surviving small ships fished and brought trade to the city once again.

The ruined city of red mountain was reborn out of this alliance and as decades past all the peoples of read mountain saw the benefits of their labor, distinctions began to blare away. A final unification was archived when the debt collecting banks of the Eastern city states sent an army of mercenaries to collect their due. The mercenaries expecting some petty colony where confronted with a professional army under the command of the arch priestess of the Fan Lor priesthood.

The mercenaries where routed, some ran while others opted to join their vanquishers. The position of Red Mountain was reborn and the arch priestess declared the formation of the Imperial mandate where the ancient ways of the empire would be revived.

The Fan Lor the smallest of the factions of the Imperial mandate became its leaders and their order dedicated itself to learning the Saga of the empire. No emperor was ever crowned and the restored throne of Red peak remained empty. Instead the Fan Lor immersed themselves in the old ways and making them new one again. The laws of coronation where discovered however one thing prevented the choosing of a new emperor… nobody knew what was the name of the emperor of old and therefor by ancient law the ceremony of coronation could not take place.

The new Empire grew and prospered however its people tamed to building, trading and working for their future for nearly a century could not make the transition to a race of warriors. The pacifist faction grew in power as a series of wars once again shook the Deveral world to pieces. The Great Alliances who had silently countered each other in the vast diplomatic arena mobilized and a new horrific total war seemed to be in the process of creation. The Fan Lor directed the efforts of the far flung city into preserving peace but initially none of the over eager war lords would call off their attacks. When casualties mounted and the fifteen armies involved lost all hope of a war of movement delegates of all the belligerents agreed to meet in Red Mountain to discuss the problem.

A cease fire was quickly agreed upon as the delegates began their debating due to the arch priestess insistence to the conference. As the fires of passion died down with the ending of combat common Deveral sense prevailed and peace returned to the land.

Other trials such as these faced the new city and by the ending of its first century of being few could deny that if the Deveral people had a capital it was Red Mountain.

Despite this record the Imperial Mandate has remained as it was since its birth… at a cross roads of destiny.

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