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Civilization III [OOC/Application]


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Civilization III

 

Welcome to the third iteration of Civilization. This is a freeform nation FRP, including fantasy elements. It will begin at a timeframe where it would equal the real world’s 14th century. The idea of nationhood is something that has begun to manifest in the heads of people, and old systems of rule are questioned and perhaps even challenged. The world has grown smaller with the increase of population over the past centuries, the taming of nature and increase in roads and infrastructure. What your nation is and will be, lies with you. But there are others who pursue goals, aligned with yours, or opposed to you.

 

Prestory

 

It’s the year of 982. The species of the world have lived for centuries, growing and advancing ever so slowly, hindered by wars, famine and other catastrophes. Never in the past has a group of people managed to establish a firm rule over the known world, never have there been great Empires, all failed on the ambitions of singular beings, their hubris and their greed. As the many small civilizations grew in size and number, they had approached a treshold, where this “curse” might become a thing of the past. Innovation in agriculture and craftsmanship have brought them forward. Others have found solace in nature. Again others, might have found progress in the arcane arts.

 

Yet, this story is open to continue, fate is never written. And thus begins the endless tale, the many stories of the many people...

 

Species

 

Mankind is commonplace. But might even be outnumbered, depending on the choices made by the players who apply. You may invent your own race of people, fully at your leisure, with their traits and quirks, but be ascertained that I may have a word or two to add if I deem something not viable.

 

World

 

The world is hostile. Whereever there are wildlands, one may encounter beasts of unknown origin, terrors in the night. How will your people treat with them? Live in peace? Or exterminate them all? You may take a glance at the known “old” world below.

 

Technology & Arcana

 

There is little to be said here. Medieval technologies ranging from the simple spear to the watermill are known throughout the “known” world. There may be realms that have chosen a path of Nature or a path of Magic. Here, diversity is welcome and viable. You are the master of your people’s choices after all. Consult with me for specifics, such as inventing things, variants of magic and so forth.

 

Rules & Gameplay

 

- Common sense.

 

- Be fair.

 

- A turn a year.

 

- Consult me for arcane arts & magic.

 

- Acknowledge that some things don’t work on first try or by default. It does not have to make sense.

 

- Additional rules and changes may come.

 

- Write a small x at the start of your description if you understand what is stated above.

 

Application

 

Discord:

Civilisation (Name):

Capital (Name):

Government (Empire, Republic, etc, you may go into details):

 

Racial Distribution (Primary Race, probably minorities?):

Racial traits (as needed): 

Religion (Whatever you prefer, you may be creative):

Technology & Arcana (that is notable; have you pursued magic? Be fair and remember to do tradeoffs):

Description (Culture, history, politics etc):

Geography & location (As detailed as you wish, with a note on the map below as to where your realm would be in existence):

Size (Tying in with racial distribution, as well as geographic location. Be just, the map is only that big):

 

 

And lastly, the “old” known world

 

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----

 

Comments and feedback are welcome.

 

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Discord: Draeris#4899

Civilisation (Name): Hiromians

Capital (Name): Hiromi

Government (Empire, Republic, etc, you may go into details):

An oligarchy of feudal lords who oversee a mostly ceremonial emperor who in their religion is sent to earth to conquer it, (Shintoistic).

Racial Distribution (Primary Race, probably minorities?):

Hiromians (mankind) are ethnically very homogeneous, but are dealing with a small group of natives called the “Shibuna’s”. 

Racial traits (as needed): 

Yellow-ish skin, squinted eyes, generally a weaker physical posture although prone to collective work.

Religion (Whatever you prefer, you may be creative):

I will base it off Shintoism as the RP posts come.

Technology & Arcana (that is notable; have you pursued magic? Be fair and remember to do tradeoffs):

No magic at all.

Description (Culture, history, politics etc):

Obsessed with order & serving their spiritual leader the Emperor, the Hiromians participate in a very structured society that is driven on the idea of an eternal conquest of the entire realm. Ancient families have possessed the land for generations and employ most of the populace in collective-esque hamlets called “mura’s”. All the lords of the Mura’s gather in the Meeting of the Realm where they discuss and vote on affairs of state. Due to the nobility-oriented politics, most of the people are invested in the internal intrigue, succession and so forth.

 

They have been struck by famine and a succession crisis when the current Emperor was a frail & weak baby. Although still frail, the Emperor is capable enough to perform his public functions and visit the Mura’s on the daily.

Geography & location (As detailed as you wish, with a note on the map below as to where your realm would be in existence):

On the island top right.

Size (Tying in with racial distribution, as well as geographic location. Be just, the map is only that big):

Several disconnected settlements along the western coast of the island, which are the Mura’s.

 

((Sorry on a phone but this is really exciting!))

 

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Discord: You have it

 

Civilisation (Name): The Scarlet Order

 

Capital (Name): Kalibas

 

Government: A militaristic Knightly order coming from a long since faded Kingdom. Led by the last of the Aristocracy and Knights, it is a top down system without much upward mobility. The main way even a simple commoner can rise is simple. Through martial skill and bravado. 

 

Racial Distribution (Primary Race, probably minorities?): ‘Roche’ These creatures are not quite human, but similar in nature. Far fewer in number and birth rate, it becomes apparent why. The Roche are large and dominating species, going as high as seven to eight feet. Their life spans are far longer, most dying in combat rather than of age. Their skills are solely with combat, riding, and other Knightly aspects. This aristocratic elite used to fill every hold and castle. Now only the very last hold any sway, through sheer ferocity and power.

 

‘Humans’ The largest sect within the Order. Long ago in the times of the Kingdom humans were hardly even recognized. They were seen as weak and inferior cousins. They lacked the skill or strength to ever rival a Roche one on one. But as the Kingdom bore on through time, the cracks and seams grew deeper. The constant war like nature of the Roche between each other has  always led to death and famine. This has led to a now very present need for a strong working class. And thus the ordinary humans make up the most populous race in the order.

 

Racial traits (as needed): ‘Roche’ – Very Proficient in combat, riding, and war. Though their life-span is longer then average, their population is very slim, and does not replenish fast.

 

Religion (Whatever you prefer, you may be creative): Though the old Kingdom worshipped a strict set of Divine gods, that gave power to the King, the old system is shattered. The Order prefers to worship ‘Canbrai’. A god renown for being a patron of Blacksmiths. Most however believe the power within themselves. Most are not very pious, but keep motifs and devotions to their patron.

 

Technology & Arcana (that is notable; have you pursued magic? Be fair and remember to do tradeoffs):Never exactly focused on the pursuit of Arcana, or enlightenment, the aggressive Roche were focused on more immediate and pressing pursuits. Though they lack any true piety or faith, as well as magic, they make up for it in their own skills. Forge masters, armorers, smiths, simple craftsmen, they all pioneer and innovate newer and efficient ways to make war. Where there should be temples and churches, there are instead forges and workshops churning smoke into the air, and weapons into hands. They have also begun pioneering in ranged pieces. Some they plan to even be more then a catapult or trebuchet. Things that can belch great clouds of smoke, from a volatile powder.The more domestic side of their technology follows the line of current feudal systems. 

 

Description (Culture, history, politics etc): Though aggressive and war like, the Roche follow a strict set of common decencies and agreements. They show honor where it is due, and rule with a benign hand. With the reduction of a Kingdom to one Knightly order, things are far simpler now. The Aristocracy acts as a ruling class, dictating policy and wars. The underclass of humans fill out the more essential task of actually keeping the Order alive and industrious.

 

Geography & location (As detailed as you wish, with a note on the map below as to where your realm would be in existence): The Island of Kalias. A fertile and hilly isle dominating the Gulf the Order sits in. It’s main defense lies in the Order defending it. The isle itself is not particularly a natural defense. It however is good for supporting life, and trade. The small strip left to the Order on the mainland is more of the same. Rolling pastures, and lush farmland.

 

However though not naturally defensible, the Roche have worked on extensive fortifications. Castles and outpost dominate the landscape in between farms, protecting them. On the isle itself, a large Citadel that houses the Scarlet Order dominates. The ports and isle exterior are ringed with less impressive forts.

 

Size (Tying in with racial distribution, as well as geographic location. Be just, the map is only that big): Very small, the Order is a shard of a once great Kingdom. The small ruling caste of Roche dominate a much larger Human work force.

 

Scarlet_Order_.png

 

 

Edited by GrimBeard
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Discord: Tank

Civilisation (Name): Abendland, Das Bundesreich

Capital (Name): Hochspitze, Electoral Seat of Otto von Harlich

Government (Empire, Republic, etc, you may go into details):

The Bundesreich Abendland (otherwise known as; the Provinces, the Empire, the Bund, the Abendic League, or simply Abendland), is an organization of semi-autonomous provinces united under the Emperor. Each influential province is afforded the right to cast an electoral for a fellow elector or propose may propose themself for a bid. The current ruler of the Bundesreich is Emperor Otto IV, the third consecutive Harlicher Emperor.

 

Whereas the College of Electors represents the Old Nobility, the Bundestag (the Parliament), represents the interests of the common man. Every citizen of Abendland municipal district may vote for a representative who best aligns with their interests for Parliament. The Bundestag is beholden to none, and is the supreme legislative body of the Bund. The current acting Archchancellor is Kurt von Koeberlin, staunch ally to Emperor Otto IV.

 

On the local scale, all registered citizens may participate in city government, town councils, or mayoral and administrative staff. These often work in close conjunction with the established nobility. A less than optimal system, though built upon mutual respect. Where the Nobility derive their power from land and military might, the Free Cities and their administration project their influence through trade and diplomacy.

 

Racial Distribution (Primary Race, probably minorities?):

 

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Primary Race: Humans. Abendlanders differ little from fellow man, only instead tending towards fairer shades of hair and eye color. They are strong and sturdily built, being no stranger to combat. They put trust within fellow man and operate fluidly in combat, and decent at taking orders to boot. Though however, they are freethinkers, allowing them to make quick battlefield adjustments on the fly.

 

Image result for halfling

 

Secondary Race: Halflings. It is said Humans and Halflings share a common ancestor, with the divergence occurring long before recorded history. They stand roughly half the height of men, possess rather large, fur-abundant feet, and boast a ravenous appetite. A sizable enclave of halflings may be found within the Bundesreich.

 

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Tertiary Race: Ogres. Though, far and few in between, the Bundesreich is home to a very small number of Ogres. In the past, they had been employed as mercenaries. However, due to the plentiful food and opportunity, many have decided to linger a bit longer. Where they lack wit, they make up for in their height and strength.

 

Racial traits (as needed):

 

Innovative – It is commonly accepted that Abendlanders built their realm through determination and progress. They always look for ways to better themselves, be it physically, mentally, or technologically. They have always maintained cutting edge tools to ensure utmost efficiency in warfare or in mundane tasks such as the cultivation of crops.

 

Short-Lived, Rapid Breeders – The Abendlanders are cursed with a fleeting life compared to their elven counterparts. Yet, this is seen as both a curse and a blessing. This forces Abendlanders to live productive, fruitful lives. Because of this, they are hardly sedentary.

 

Disciplined – After 100s of years and countless threats, Abendland has never fallen. Each Abendlander places immense trust in their brothers and their nation. On the field of battle, this translates to fluid battle tactics, and solid, unwavering ranks of men who are ready to die so that Realm may persevere.

 

Acranophobes – Abendlanders have a severe aversion towards the Arcane. The practice of magic is heavily repressed. Anyone who is suspect of conspiring with the occult may find themselves privy to witch hunt and ostracization from society, if not, death.

 

Religion (Whatever you prefer, you may be creative):

 

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An Imperial Inquisitor, tasked with rooting out heretics and witches.

 

The High Church. Monotheistic Deism, in which reason and logic is held paramount and God is beholden too. The Abendlander understanding of ‘God’ as a concept relies upon the belief that He does not intervene in the affairs of his followers. Everything is how it is and nothing shall change it, forged by a higher being, though left to its devices. The Church holds that there be natural balance. Those who would seek to neglect this order by engaging in magic and the arcane are persecuted. A sect of the Church relentlessly routes out heresy and witches to their source. However, at its core, the Church is a defensive dogma, in which the Abendlander way of life must be preserved, and that the best form of prayer is to do good by others.

 

Technology & Arcana (that is notable; have you pursued magic? Be fair and remember to do tradeoffs):

An industrialized society. The Reich has made strides in exploring gunpowder weaponry. They do not dabble in magic, for it is viewed as unnatural and a force of evil, but rather have a comprehensive understanding of alchemy, which has been refined over decades. They strive to understand and document the natural order and ostensibly refute magic and the occult.

 

Description (Culture, history, politics etc):

Abendland straddles the eastern coast of the known world, occupying a large amount of territory upon the Great Ocean. Where once stood several feudal territories and kingdoms, now is a united realm banded together for the purpose of mutual defense. Each territory differs greatly from their neighbors, divided along economic, martial, social, or cultural lines. These territories, or provinces, possess a great deal of autonomy, with the only conditions being that they pay tax to the Central Government, and they raise troops in times of War. The rulers of each prominent territory are also afforded the right to cast a vote as to who will govern the realm; the Emperor. The other prominent governing and legislative body is the Parliament, in which the common man has representation.

 

Geography & location (As detailed as you wish, with a note on the map below as to where your realm would be in existence):

 

Image result for warhammer fantasy towns

The Free Imperial City of Arngau

 

A large temperate realm situated upon the coast. Many of the settlements great cities lay upon the western shores. To the east, the land is scattered with dense forest and mountains in which a logging and mining industry quickly ensure the exploitation of the land. To ensure easy access to all parts of the Realm, many resources have been expended to ensure the smooth flow of good and travels along paved roads. With this focus, bandits are kept at bay, as the roads are frequently patrolled by agents of the Crown. In addition to roads, travel by sea is also commonplace, with the western coast of Abendland home to several inlets, estuaries, and natural harbors.

 

Fauna:

 

The Western Forest Wyvern [Untamable]

 

Image result for wyvern

 

A hyper lethal, apex predator. Wyverns in the Bundesreich have been known to attack livestock and man alike indiscriminately. Fast, agile, and exceedingly aggressive. Further evidence points to them killing for sport rather than necessity. Upon a wyvern sighting, the local lords are immediately contacted, who would then muster the entirety of a municipality’s to track down and slay the beast.

 

Griffons [Tamable?]

 

Image result for gryphon

 

A flying beast, appearing to be a fusion of elements of eagle and lion. Although far less belligerent than wyverns, Gryphons are just as lethal and to a degree, semi-intelligent. They are considered to be opportunistic hunters, feeding only when they need and upon weak prey if possible. There have been a small handful of documented cases in which these noble beasts were tamed, acting as war mounts for the upper echelons of the nobility.

 

Some of the known Griffon species include:

Imperial Griffon [Pantheraplumae Palatinus]

Royal Griffon [Pantheraplumae Immodicus]

Redback Griffon [Pantheraplumae Rubindicus]

Northern Forest Griffon [Pantheraplumae Boreales]


Great Boar [Untamable]

 

Boar

 

The Abendian Great Boar is no mere pig. Aggressive and territorial, these creatures have no issue with charging down the unwary traveler who has strayed too far into the wood. Often too with no indication. Reports flood in frequently of boar attacks and mortal wounds as of result.

 

Land Griffon (Demigryph) [Tamable]

 

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For reasons unknown, the Order of Pantheraplumae took a subtle turn. Perhaps considered an evolutional regression, the Land Griffon is completely lacking in the pair of wings featured in their close, airborne cousins. They are smaller, though just as intelligent and fierce. Though more abundant than Flying Griffons, they are still a rare sight to behold, with only the most accomplished, career knights possessing the will and strength to bend these creatures to their will.

 

 

Size (Tying in with racial distribution, as well as geographic location. Be just, the map is only that big):

Somewhere around here.

 

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Civilisation (Name):

Outsiders call them the Hith Cities, though what they call themselves is a more complicated question.

 

Capital (Name):

Sthlakna-Klolot, the City of the Gods

 

Government (Empire, Republic, etc, you may go into details):

The area ruled from Sthlakna-Klolot resembles a tribal kingdom, though Hith culture makes no distinction between vast empires and wandering bands. They call it the Sarthke-Thalnok, Thalnok’s dominion. He and his four grey-scaled vassals rule the land, as mandated by ancient tradition.

  

Racial Distribution (Primary Race, probably minorities?):

The Hith are one race, though roughly 8% of them (one in six males) are born as greyscaled Sla’alk, the larger warrior caste. 10% of the population is made up of slaves from various foreign races, kept as servants or as cattle to be sacrificed.

 

Racial traits (as needed): 

There are two distinct varieties of Hith, but they all share some common characteristics. All Hith, for instance, are amphibious: their long, flat tails power them quickly through rivers and lakes, keeping water flowing over the gills located at the top of their necks. (These gills close up and are not generally visible when on land.) Air in their lungs can provide bursts of energy in oxygen-poor water or in an aquatic fight. The remarkable ability to breath in water, however, does not extend to the ocean: a Hith’s gills cannot properly filter oxygen from water with too many solutes, and although they are still capable swimmers, they must come up to breath often.

 

All Hith also have excellent eyesight in low-light conditions, so that even the dimmest of lights in an otherwise pitch black room will often illuminate the entire area to them. This light sensitivity does not come without a downside: even with their pupils fully contracted, Hith can be effectively blinded by too much light. If they are awake during the brightest days, they tend to stay inside, and will wear veils if they must work in the sun.

 

The more common variety of Hith have scales that range in color among various shades of brown and green, with darker scales scattered throughout, offering decent camouflage in their native habitats. These are the klaslan, and their average height is around 5.75 feet tall. These Hith have light, relatively weak builds, similar to thin humans. They are relatively ill-suited to melee combat, but can use most ranged weapons without trouble if called upon.


One out of every six male Hith, however, is born larger. (One out of twelve total.) These are the sla’alk. Almost all adult sla’alk tower over 7 feet tall, and the tallest can reach heights well over 8 feet. In addition, they naturally gain muscle mass easily and so can be far more intimidating than their klaslan siblings up close. Sla’alk are also known as Greyscales, but their coloration ranges from a light silver through grey to nearly black.

 

 Religion (Whatever you prefer, you may be creative):

Hith mythology does not place so much emphasis on the creation on the world as it does on the creation of the Hith race. According to the most widespread of Hith epic poems, the Klolot-Shas, the primordial dragon god Aksarith raised the first Hith as foot soldiers to fight the other gods in a great war over who would shape the continents of the world. In the end, Aksarith was defeated by a coalition of other divine entities, and as his blood rained down to earth, jungles and other warm, wet places sprang up.

 

But in his death throes, Aksarith’s will reached out to the Hith, and his consciousness morphed into a background energy surrounding his children. With this last act, he blessed the Hith’s souls with eternal existence, so that they may watch over their descendents and aid them through whatever trials they face.

 

The Hith thus believe that they are being watched over by ancestor-gods who wish nothing more than to guide them and smite their enemies. But the ancestors cannot work wonders in the living world unless given energy from that world. It is the duty of living Hith to seek out and secure this energy -- through the blood of living beings.

 

There is some debate among groups of priestesses over whether blood can be used to work magic long after the death of its source. What is not in contention is that the actual sacrifice, the killing and harvesting of a being’s blood, must be done ceremonially. This usually involves several priestesses.. The ancestors’ aid is called for by spilling the harvested blood on an open fire whilst making the request, most often done directly after the harvest.

 

All blood is not equal for these sacrifices. Although all creatures have life force that can be harnessed by the Hith ancestors, some have more than others. Small animals must generally be killed in significant numbers for any major ceremony, but the largest herbivores have so much raw power that they are considered quite decent individually. Apex predators are considered better, especially when asking for the power to attack. But no beast can come close to the power offered by the mind of a sentient being. Thinking races are by far the most effective sacrifices, and because it is forbidden to sacrifice a Hith, they are very much sought after. The need for these sacrifices has caused many negotiations between Hith and non-Hith to break down long before finding any sort of common ground.

 

Technology & Arcana (that is notable; have you pursued magic? Be fair and remember to do tradeoffs):

Hith technology is fairly standard: nondescript steel weaponry and simple bows, suited for warfare in the dense jungles of the south. The priestesses are well-versed in both healing and poisons, and it is not uncommon for Hith arrows to come tipped with exotic toxins.

 

As mentioned above, Hith priestesses cast sacrificial blood onto their ceremonial fires, calling for boons from their ancestors. In most cases, this involves a simple request: a fertile harvest, a favorable wind. But the results are unpredictable, for the Hith are calling on beings beyond their power. Only the most gifted priestesses can actively communicate with the beings who respond, striking more intricate deals to change the course of history...

 

Description (Culture, history, politics etc):

Despite outward appearances, the Hith actually form very orderly societies. The basic independent entity in the Hith culture is the sarhthke, which is usually translated as “dominion.” There is no distinction in the Hith language between differently-sized nations, as there is in English: a wandering tribe of fifty Hith is called a sarhthke, just the same as a continent-spanning empire. Most follow the same general structure, made up of three castes.

 

The sla’alk

The greyscales are the ruling soldier caste of the Hith, and they follow a rigid, almost feudal, hierarchy. From birth to age sixteen, they are raised as a group, trained in the principles of good governance and, later, in the basics of fighting. At the age of sixteen, they are declared adults, and each sla’alk must swear loyalty to another older sla’alk. This loyalty is declared in the form of a surname: in fact Sla’alk are the only Hith to have surnames. (These are in the form of es [given name of lord.] For example, Sarl Thalnok was known as Thalnok es Neslith before his lord died.)

 

The number of vassals that a single greyscale Hith can have is not limited, (except in one case,) but it is the duty of the senior warrior to spend a significant amount of time educating his vassals in everything he knows, so it is generally frowned upon to accept more than two. This number is often exceeded naturally in any case: when a sla’alk dies, his vassals are transferred to his former lord.

 

At the top of the pyramid is the Sarl, the highest ranking sla’alk and the ruler of the sarhthke. He is allowed four vassals, known as thilsassis, but no more. This tradition means that upon the death or promotion of a thilsassi, only one of his vassals may succeed him, and the rest then swear loyalty to that vassal. Which vassal is promoted is decided by the Sarl.

 

The sla’alk derive their authority to rule from the Hith religion, which entrusts them with fostering the well-being of the klaslan through defense and expansion, as well as wise leadership at home. Over time, their zealous pride in this duty has given rise to a unique philosophy toward all outsiders, even Hith belonging to a different sarhthke: all are enemies. This philosophy has by now been largely adopted amongst the other castes as well, though it is most strongly visible amongst the warriors.

 

The Hith concept of an enemy does not bear the same connotations as it does in English, however. While a Hith is obligated by duty to seek the downfall of all outsiders in order to further the aims of his sarhthke, this does not come with an emotional hatred of the enemy, or even a dislike. To the contrary, it is often said among sla’alk that a friend may disappoint you, while an enemy can always be counted on to act as an enemy. Those who act with honor in battle and keep their word can expect Hith generals to keep theirs, and if a greater threat emerges to both parties in the midst of a conflict, the Hith will generally not be averse to working together. Those who make temporary alliances with the Hith should beware though -- nothing can change an outsider’s status as an enemy, and as soon as the deal has expired, the Hith are likely to go right back to the original war.

 

Priestesses

The priestesses are the spiritual leaders of the sarhthke. They are selected from female klaslan, and the only hard requirement, beyond the high priestess’ discretion, is that the new recruit be a virgin. During each priestess’ initiation, she is tattooed on her face and chest using red ink, symbolizing the blood that duty commands she relay to the ancestors. This, along with higher-quality clothing, make them easy to identify. Priestesses also have a tradition of skinning their sacrifices after ceremonies, and wearing them as cowls -- a practice that makes for beautiful clothing when the sacrifice is a leopard, but a gruesome status symbol when it is a human.

 

The priestesses are responsible for carrying out all sacrifices and religious ceremonies, as well as divining the will of the ancestors and providing medical services to the populace. They are by far the most learned of Hith, with wide-ranging knowledge, and are often valued advisors to the sla’alk. They serve as a valuable balance against the greyscales: the priestesses typically pay close attention to whether individual sla’alk are properly devoted to their duty of working in the best interests of the klaslan, and often manipulate the warriors to correct such behavior. If a particular sla’alk outright breaches his duty, they can use their religious authority to have him disgraced, which usually leads to the death of the sla’alk in question.

 

The priestesses are also responsible for choosing a new Sarl when one dies. Each of nine senior priestesses spends a day in meditation communing with the ancestors, after which they meet, discuss their thoughts and visions, and finally vote on the successor.

 

Klaslan

The average Makers are the Hith. They are the substance and soul of the sarhthke, and everything that a proper sla’alk or priestess is supposed to do is geared toward their betterment. There exist all kinds of professions, and all kinds of philosophy amongst the klaslan, and they have no rigid code of duty.  In many ways they are the most similar to other races of Hazleo.


There are no family units among the Hith, as eggs are hatched together in nurseries, but these more common Hith are at least raised separately from the sla’alk.

 

Geography & location (As detailed as you wish, with a note on the map below as to where your realm would be in existence):

Size (Tying in with racial distribution, as well as geographic location. Be just, the map is only that big):

NAFZ37W.png

 

 

Detailed Description:

https://docs.google.com/document/d/1WEN93T62dHiL8nJu4OZhpwCjXTCXSKQW3Bupakvdokw/edit?usp=sharing

Edited by Zanderaw
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Orani Khanate

Discord: You got it

Civilization (Name): The Oran Khanate

Capital (Name): Kar’Khorum

Government: An absolute monarchy. The Great Khan hold supreme authority in all matters of state, however, the authority to govern certain regions of his domain are delegated to lesser Khans an Administrators.

 

Racial Distribution: The Orani heartlands are extremely homogeneous, composed of almost entirely ethnically Orani. The conquered region of Lianqing is less so, being made of natives and foreigners aplenty.
 

Religion: The Khanate is moderately religious society. State religion revolves around the worship of Tsi’bri, the Infinite Sun & Sky and of the Khans of the past. It’s importance is relatively so. Khans frequently seek out Shamans and other religious figures in order to attain blessings for conquests or to read fortunes. To the average citizen, religion is far less important. Festivals and celebrations are held seasonally, as well as upon the death of family members. Rituals such as daily prayer are a rarity. 

 

Technology & Arcana: The Khanate has pursued magic throughout its existence. Most notably in the form of Runemancy. Spiritual runes are engraved and/or burned onto objects and even limbs in order to enhance them, or provide the user with some sort of ability. Most famously, the legendary sword of Monkhiin Khan, which was so heavily inscribed with runes that it was said to be cut through steel as if it was paper. Another common rune is a single inscription branded upon the palm of the user, which, when activated creates a brief ‘field’ that slows or redirects incoming projectiles.

 

Due to the Khanate’s pursuit of runes and the accompanying magic, they suffer from a relative lack of technology, and much more so the institutions which would be used to advance technology. 

 

Geography: The Oran Khanate’s heartland occupies a portion the vast Nergui steppe. It is sparsely populated, and completely un notable apart from the scattered religious sites as well as the newly constructed capital of Kar’Khorum. The western portions are far more densely populated. They are temperate in climate, and geographically many hills and small mountains blanket the area.

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Description: The Khanate was founded in the year 859, by the Legendary Monkhiin Khan, or the Eternal Khan, who took great strides in uniting the scattered Orani peoples and clans of the Nergui steppe throughout over 60 years of perpetual warfare. Though Monkiin would not live to see his united Khanate, his descendants would carry on his mission, fullying uniting the last of the ethnically Orani by the year 921 and proclaiming the Great Khan, Bataar. 

 

Bataar Khan would, after several years of consolidation and obtained a blessing from Tsi’bri, turn the united peoples of the steppe northwest towards the prosperous and numerous cities of Lianqing who had often extracted tribute from and campaigned against the Orani with impunity. Bataar’s conquest would be destructive and brutal on a scale not yet seen before on the Nergui steppe. Cities and forts which did not submit to the Khan’s demands would face his wrath, often almost all the inhabitants being put to the sword. After fifteen years of brutal warfare which saw Orani hordes sack dozens of settlements and capture the capital of Lianqing itself, the conquest had finally finished.

In recent years, the Khanate has experienced a level of relative peace. In the heartlands, all was well and prosperous, the Great Khan ruled with absolute authority from the capital of Kar’Khorum. In the regions once known as Lianqing, the Khan’s rule is benevolent, and continues to see a rapid recovery from the brutal conquest. Despite its state, and due to the nomadic nature of the Orani, the region is the most fruitful, populace, the largest provider of steel, and foot soldiers.

 

His realm blossoms, and the Khans conquer, yet within the walls of Khar’Khorum the Great Khan grows old...

See more Info here → https://docs.google.com/document/d/11d7Lk-ITiN43FOewHzNMks9kNFMDOIJ7r8ebT3Qs5Cg/edit?usp=sharing

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Civilisation (Name): Imperium Sanctus

Capital (Name): Eden

Government: Feudal Monarchy

Racial Distribution: The Aasimar are a people blessed with longevity, living roughly double the lifespan of normal Humans. They make up roughly 90% of the population, distinguishable from their human counterparts with mithril blonde hair and silver eyes.

 

Racial traits: Blessed with longevity at the cost of fertility.

 

Religion:  The Creator’s Light is the official religion of the Imperium, they believe that their people were blessed with longevity in order to allow wisdom and far-sight to safeguard their kingdom as well as spread the Creator’s Light to the rest of the world to bring order and security to the chaotic world.

 

Technology & Arcana: The ways of the Arcane are forbidden and outlawed within the realm of the Imperium, as such focus has been made in progressing their people technologically believing willpower and innovation is far more powerful than the chaotic ways of the Arcane.

 

Description: The Holy Empire is a Fuedal Society that serves their High Dominus with undying loyalty, as his ancestor’s were charged with the duty of ensuring their way of life and belief in the Creator never wavered. The kingdom has long tolerated the existence of other races and peoples, believing that it is them that is to lead the lesser races to prosperity and order.

 

Geography & location:
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Civilisation (Name): The Republic of Ithaca 

Capital (Name): Dricaster 

Government (Empire, Republic, etc, you may go into details): Merchant Republic, made up of three major electoral seats each with two appointed advisors  and 16 minor parliament seats. Positions as followed. 

Doge

Chancellor of Commerce

Grand Marshall 

 

 

Racial Distribution (Primary Race, probably minorities?): 72% Human, 13% Dwarf, 15% Elf   

Racial traits (as needed): 

Dwarves: Hardy individual, who are natural strong and gifted in smithing. They can take a beating. They are overcome by their greed and their height. They are dark skinned, with mostly dark hair. Rarely do they have lighter features. 

Elves: Extremely long life span, that limits their  reproductive ability, they also had tan skin but their hair colored varied. This sect of eleves was also very attuned with some magically ability. Which was somewhat prevalent with their jobs.   

 

Religion (Whatever you prefer, you may be creative):The Religion of Ithaca is varied, many gods are worshipped throughout the Republic, only a select few gods have seen their worship outlawed. 

 

Technology & Arcana (that is notable; have you pursued magic? Be fair and remember to do tradeoffs): 

Magic has very little impact in Ithaca, it is rarely used outside of clerical work even then, only a select few elves have access to that magic. Ithaca is mostly focused on technological advances. Mainly in the naval department. Navigation, different ships, and weapons for those ships so they weren’t entirely dependent on ramming a ship for them to be effective. The land tech lacked advancements outside of wagons for their caravans. The Ithacan were mainly focused on the naval aspect of things. Not really having the time or resources to devout into magic or land technology. 

 

Description (Culture, history, politics etc): 

 

Hundreds of years ago, Ithaca’s people were several warring nations against each other. Constant bloodshed soaked the islands, mountains and forest that laid within. Years and years of clashes between the three races led to the near extinction. Wars over valuable resources and age-old grudges plunged Ithaca into one of its darkest days. 

 

Through a series of conquests and battles, the leaders of each respective race met before the damage was permanently done. They decided to end further bloodshed a system that represented each tribal state fairly and equally would be established. Elected officials would represent each race, with wildcards in there. Their focus would lie on the sea and protecting their borders as best as possible. Then the Republic of Ithaca was born. 

 

Many years later the Kingdom stands at a tipping point, the great city of Dricaster. Lays as the nation’s crown jewel of trade and important. As the outer regions begin to feel ignored for the gold. Racism begins to run rampant, the Blood Nights passed many years ago but some are predicting their return. When the collapse comes, it will rock the nation to its core. 

 

The culture is a mix between Latin and on the outer reaches Germanic. Which causes some political strife but nothing the people of Ithaca really fret. Though in this new age, the minority begins to grow worrisome as their human counterparts begin to outnumber them 6-1. 

 

Geography & location (As detailed as you wish, with a note on the map below as to where your realm would be in existence):

The geography of Ithaca is laid out across the southern edge of the known world. With mountains cutting across the Eastern and southern border. A dense forest lying in between them and the northern tip where the islands start to form. Then plains where most humans live, on the islands and the peninsula. 

 

Size (Tying in with racial distribution, as well as geographic location. Be just, the map is only that big): A big land mass is held within the kingdom to fit the growing population and to incorporate the racial distribution. 

 

 

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The Mori-Kal of Nùr

 

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Discord: You have it. 

Civilisation (Name): The Mori-Kal

Capital (Name): Mälvas, the City of Chains.

Government (Empire, Republic, etc, you may go into details): The Mori-Kal live in a Kingdom ruled by a King and Queen of both noble races within the Kingdom. An old agreement after the War of Division led to this agreement that has held the Kingdom together for many an age. It is called the Rulership of Nùr. 

 

The nation is currently ruled by King Ech-Dagor, the Mist Reaver, the Dark Star, Admiral of the Fleet of Dreams and Leash Master of the slave legions.

 

Along with Queen Helegòth, the Cold Flower, Mistress of a Thousand Eyes.

 

They sit on the Throne of Chain and the Throne of Blades. Obviously, they represent the two major tenants of the nation, slavery and war.

 

Racial Distribution (Primary Race, probably minorities?): The Mori-Kal are divided between two sub-species, the Mori and the Kal. The mori account for about 75% of the population, with the Kal accounting for 25%. Uncounted are the massive amounts of slaves bred from birth of captured. They almost certainly outnumber the Mori-Kal.

 

The Mori are black or grey skinned beings with varying colors of hair often ranging from black to ash-white. They are taller than humans, with typically unicolor black or red eyes and haughty features.

 

The Kal are fair-skinned with mostly blond or brown hair. Taller than the Mori, they are also more conventionally beautiful, as they more closely resemble humans, though their eyes are either unicolor gold or light blue.

 

Racial traits (as needed): 

 

NOTE: The two chosen traits present here (Lloth’s gift and the Battle-Trance are also the only magic possessed by the Mori-Kal.)

The Mori:

Significantly extended lives. (250+ years)

Night-vision. 

Agility.  

Lolth’s gift (A chosen few are able to move with nigh-perfect stealth, speed and agility while possessing extremely good reflexes. This is a rare gift, always recognized by a spider-like birthmark on their forehead.)

They are somewhat weaker in the sun.

 

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The Kal: 

Significantly extended lives. (300+ years) 

Increased strength, endurance, speed.

Edema’s Battle-Trance. (When in battle, their best warriors can possibly enter a war-trance in which they seem to almost move with some sort of premonition. They seem to be able to dodge blows they could not have known were coming, or attack with perfect timing to fell an enemy with unnatural speed. This ability is not very common, occurring more within their chosen elite, but also occasionally occurring to a rank and file soldier.

Slow Breeding, small numbers.

 

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Cattle-Folk:

Bred for slavery humans. Compliant, dumb, empty shells used for all sorts of labor.  Some are trained for more advanced tasks.

 

 



 

Religion (Whatever you prefer, you may be creative):

The Mori worship Lloth, queen of Spiders. She values those whose cunning and wit guide them through life and rewards those who look out for themselves. Her priests are all female and she herself is always represented as a female.  

 

Priestesses of Lloth are chosen at birth through rituals, and commited to their temples immediately. Their parents are often killed after to prevent any attachements for the children. This is not legal and is always done in secret, though many officials look the other way.

 

Her worship involves much blood and sacrifice and the magic that filters through this is blood-related, though few and rare are her gifted acolytes.

 

The largest celebration to Lloth is the Winter Solstice, also called The Day of Darkness. Many families buy a sacrifice slave, a special stock bred to be sacrificed on this day each year by entrepreneuring merchants. They then either kill them in a public sacrifice, or with friends and family, after which they mark themselves with the slaves blood and feast for the entire day.

 

The Kal worship Edema, Lord of War. He values courage, honor and glorious deaths above all else and his priests, while not disciminated by sex, must all have been warriors for years, killed many a foe and fought to earn their place as a priest of War. They are often the Standard-Bearers for the army when it marches to war. 

 

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Technology & Arcana (that is notable; have you pursued magic? Be fair and remember to do tradeoffs):

Arcana is limited only to the Chosen aspects of their gods.

 

In terms of technology, the Mori-Kal are great shipwrights and architects. Their knowledge of steel-work and armor is excellent, though perhaps not above average when compared to other established nations. 

 

Indeed, they shine mostly through their incredibly well crafted ships of all sizes as well as their cities, forts and their ability to craft beautiful - if often gothically terrifying in the mori’s case - buildings. Their ships are fast, tough and they are able to design a variety of highly useful variants, from massive floating ‘cities’ to small, lethal raiding ships capable of sneaking up rivers. 

 

Their buildings are, for lack of a better word, stunning and resilient. Stone blocks that last centuries and fit together as seamlessly as a river meeting the sea. Great towers and looming walls, beautiful spires and delicate bridges. That is the art of the Mori-Kal.

 

Ultimately, they are much more technologically than magically inclined, having no innate magical powers beyond the chosen of their two deities.


 

Description (Culture, history, politics etc): x

 

Much has been described above.

 

However, it all began for the Mori and the Kal perhaps 1000 years ago, when their people met and clashed violently. For two hundred years, the growing nations clashed, fractured, fought once again, and continued to fight between themselves and against each other.

 

Until finally, they were unified in the year 300 by the marriage of the most powerful Lord and Lady of the Mori & Kal. The Great Master Kiln-Dagor and the Warlady Minevra. Since then, the Mori and Kal have slowly assimilated, though they remain starkly divided in many ways.

 

While a Mori may live on the same street as a Kal, many establishments cater to one or the other, their fashions often diverge, though trends may intertwine. Districts are often formed over time, seperating the two and they both strictly adhere to their own religions, with heathens (miscreants who chose to worship the others god) being strictly punished and willingly handed over. 

 

While the Kal live as a minority which is in part due to their war-like nature as well as what is often considered to be a much more selective breeding process on the part of the Kal, they entertain many leading positions due to their natural leadership skills. As such, the royal court is typicall about half Mori half Kal, fluctuating depending on the rulers preferences and the political landscape.

 

The King and Queen hold absolute authority and each have their own Councils, which often convene to discuss the issues of the realm. This may lead to some confusing and long meetings, as both the King and the Queen have their own respective High Priests along with various advisors, generals, etc.

 

The culture is typically extremely elitist, with those who have power holding absolute sway over those who do not. This is reflected both in normal society as well as between slaves and masters. Self-interest is a predominant factor and many are those who seek glory and power at the expense of their equals. 

 

Slavery is an enormous part of Mori-Kal culture. Indeed, it is said that for every Mori-Kal, there are two slaves. A significant majority of them are bred for slavery from birth, while a minority come from raids or slaving campaigns. These are often separated and sent amongst the ‘cattle-folk’ to avoid resistance and break their will, as bred slaves have practically never rebelled in Mori-Kal history.

 

The Mori are typically far crueller to their slaves, as the culture of power originates from within their ranks. 

 

The Kal, on the other hand, have adopted slavery and simply use them as one would a tool, without cruetly but without any consideration for them either.

 

It goes almost without saying that the Mori and Kal are both arrogant and consider themselves to be ethnically superior to all others.


 

Geography & location (As detailed as you wish, with a note on the map below as to where your realm would be in existence):

 

The Mori-Kal originate from the blasted northern reaches of the world and still continue to live there to this day. Here lies their capital, built on an ancient battle-ground between the two, Mälvas, City of Chains. It sits in a land of ice and ash, as active volcanoes continue to spew forth their magma  in the region, though at a safe distance for the people of the city. The Capital is predominantly inhabited by Mori, who favor the nigh-perpetual ash-induced darkness of the region. Mälvas is ruled by King Ech-Dagor and Queen Helegòth.

 

Omor, the City of Slaves, was built upon a small island to the south of Mälvas by The Great Reaver Aùdr in 550. Here, many of the slaves are bred and grown for work within the nation. While is it not cast into eternal night by Volcanoes, Omor is a place of misery and gloom. It is inhabited mainly by traders and specialist slave trainers and breeders. Few live here who do not participate in the slave business, though it is an opportune place for foreign traders to come and inspect the goods. Omor is one of the cities with the greatest Mori-Kal to slave discrepancy, as it is almost a 90% slave to master ratio. It is ruled by Lord Druzii, the Slavemaster.

 

 

 

Ithil-Dagor, the City of Steel is a popular place for the Kal, who inhabit it in far greater numbers than most cities within the Kingdom. It is a city of war, in which many of the legions are trained. It is also one of the greatest citadels within the Rulership, sitting upon a high cliff with only a narrow landbridge leading to it and many thick, great walls. It is ruled by the Legendary Battle-Dreamer Lady Ecthelos, a Kal.

 

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Gwelln, City of Sails is the principal base for the Mori-Kal fleets. From here, they launch massive slaving campaigns upon their neighbors. The city is located within a narrow bay, with fleets positioning themselves on either side and bridges spanning above them. Many towers and forts protect the path into the city itself. It is ruled by Lord Skinsail, a Mori known for flaying disobedient sailors to the bone.

 

 

 

 

Sûr, the Citadel of Nightmares. The Prison city of Sûr is a hellish place full of suffering and terror. Within its moulding walls lies a place of absolute depravity in which Lady Ziin, the King and Queen’s personal interrogator experiments upon his captives in the most horrific ways. He leads a legion of pain, soldiers who revel in the suffering of their foes, both mental and physical. 

 

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Special Creatures of Nùr:

The Krimian Lizards aka “Cold Ones” (Tamed and lethal)

Location: North

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The Glacier Wyrms (Untamed and lethal)

Location: Far north

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Otto’s Owls (Untamed non-lethal)

Location: Ithil-Dagor

 

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The Skiirv (Domesticable, potentially lethal)

Location: North

 

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Size (Tying in with racial distribution, as well as geographic location. Be just, the map is only that big):

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Carchemish
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An image of ancient Carche, leader of the Thallites.

 

 

 

Discord:
You have it

Civilisation Name:
Carchemish

 

Capital:
Dur’Sharrukin

 

Government:
Tyranny—A government headed by a single, strong leader with innumerable smaller entities beholden to them. They are the lone head of state, with a group of direct advisors for matters the tyrant is not as knowledgeable. Not that mighty, ancient Carche is flawed! Oh no! Carche is all-knowing and wise! All hail Carche!


Racial Distribution:
Pure Thallite (No-one wants to live with the Thallites). Due to a recent plague, the population of several fortress-towns have depleted to the point of being abandoned. Thus, only the major population centres and a few scattered forts remain of the Thallite civilisation.

 

Racial Traits:
-Half Mad: Almost half of Thallites born are stricken with some variety of mania. This can run the gambit from obsessions with collecting fingernails to murderous sociopathy. Not all manias are dangerous, but neither useful.
-Brightest Stars: Thallites (usually the sane ones) have an enormous potential for brilliance in engineering and technology. Perhaps it’s merely a useful mania?
-Mob Caste: The majority of soldiers in Thallite “armies” are the dregs of the mentally unstable 50 percent. Hence, swathes of their fighters tend to be little more than poorly-disciplined walls of gibbering flesh protecting more important, useful warriors.
-Sorcerer Lords: Thallites are highly magically adept, and explore the deepest lores of arcane power. Their magii are powerful, knowledgeable, and extraordinarily dangerous.
-Ancient Sages: Thallites have long lifespans, some managing to reach 500 years before passing. However, this assumes they are in ideal conditions; otherwise it’s more likely for them to expire around 150-200 years.
-Natural Aversion: Outside of necessary diplomacy, Thallites prefer not to trade or interact with foreign entities due to envy, revulsion, or sheer paranoia. Exceptions to this may include obtaining highly important resources, or things vital to the existence of the Thallites.

 

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The city of Dur’Sharrukin. Specifically, the district of the Ashurnasirpal Caste.

 

Technology and Arcana:
The heavy use of technology and magic is necessary within Thallite civilisation. In eras past, the sane members of the species had to fight off the THIS INFORMATION HAS BEEN REDACTED IN THE NAME OF GLORIOUS CARCHE. ALL HAIL CARCHE. Throwing away the lives of useful, sane Thallites in conventional combat was deemed far too wasteful. Over time, sorcerers – already the most educated and learned of the people – took to engineering and designed great walls and forts to protect their settlements from REDACTED incursions. Even in the current day, Sorcerers are the most highly educated and practiced engineers in Carchemish.

 

The Thallites excel at powerful, destructive magic based on the elements, or violent, incomprehensible energies of outer realms. Most magical advancements prior to the founding of the unified state were focused on methods to destroy attackers or protect the walls of the fortress-towns. THE PREVIOUS INFORMATION HAS NOT BEEN DEEMED TRUE BY THE NEBUCHIZZAR CASTE. IT IS TO BE IGNORED. ALL HAIL CARCHE. Within the last few centuries, the sorcerers have also been exploring runic enchantments, healing thaumaturgy, and even dabbling in the use of blood-magic. While they are merely apprentices in these fields, they pursue them relentlessly and are happy with every discovery however minor.

 

The Thallites similarly excel in the use of technology, with sorcerer-engineers being the minds behind most new forging techniques, architecture, mechanics, chemistry, and other natural philosophies. Recent discoveries with gunpowder were recently reversed after the head engineer exploded himself along with his research and laboratory. Some of the braver sorcerers have chosen to try and pick up where their fallen kinsman had left off, but they are beginning from scratch yet again. Other interesting chemical reactions, like acidic substances, have also garnered interest among the educated Thallites.

 

Religion:
According to their creation myths, the Thallites stole a tiny spark of divinity from the three Gods Ninlil, Ningishzida, and Ninhursag. With this POINTLESS INFORMATION, A LOYAL CARCHITE CANNOT HOPE TO STRENGTHEN CARCHEMISH! The Gods are dead! Know your caste, and know your purpose! Avoid the madness of cults! All hail Carche!

History:
Little is known of Thallite history prior to the ascension of the ancient leader Carche, who has ruled Carchemish from its inception. Though, recorded history before his magnificent reign would be worthless, as the Thallites were naught but savages living on the cusps of the wasteland! His wisdom lead the Thallites to great heights and protected them in times of great peril. Carche shall lead the Thallites to a future of unity, safety, and prosperity! All hail Carche!

 

From what can be gathered, though, many of the larger cities are surrounded by wasted, scorched earth, craters, and even ruined towns. Perhaps there was a great war, at some point? Probably not important, of course! After all, no loyal Carchite who travels the land questions such oddities, as they are probably not important. There is nothing to be concerned with! Go about your business! All hail Carche!

Fifteen years ago, a devastating plague ravaged the outer lands of Carchemish, destroying dozens of towns and forcing the remainders into a state of quarantine. Starvation, cannibalism, riots, and destruction brought Carchemish to the brink, but Glorious Carche returned the lands to order, presented a cure for the plague, and the lands are safe once more (within specific zones)! It has been eight years since the quarantine has been lifted, and even those of the lowly Mob Caste eat until their hunger is sated (within specific zones)!  Though many have died, and Carchemish has been hindered, it has not been defeated! The castes shall rise and bring glory to Carchemish! All hail Carche!

Culture:
Due to the unusual conditions of Thallite sanity, much of their culture revolves around finding uses for the less-than-sane people. This has taken the form of –or evolved from– the citadels and fortress-towns that the vast majority of Thallites live in. A citadel has numerous heavily-fortified walls that naturally section off the various classes and economic strata from one-another. Ultimately, this has lead to the creation of the castes, which direct a person’s role in life from birth until death (with some exceptions). From most prominent in society to least:

The Nebuchizzar Caste:
The highest and noblest of families, their formation dating back to the founding of Carchemish. They are the only caste allowed to administer towns, cities, and important offices within both. Almost half of them are skilled in magic or engineering, as it is natural that such power be in the hands of the Thallite’s guides. They live in the highest portions of the citadel or fortress, looking down at the other Thallites, tentacles raised in quiet benevolence.

 

Ashurnasirpal Caste:
Talented sorcerers, engineers, artists, and writers are brought into this caste from others so that they may concentrate on their works rather than the mundane day-to-day of the common Thallite. They receive resources and privileges from the state to advance their works and Carchemish as a whole. They are prime candidates for both marriage and breeding material for the Nebuchizzar Caste, who seek them out to perfect their own bloodlines. They are always housed within the second inner-most portion of fortifications, and have access to luxurious and spacious domiciles.

Ashur Caste:
Thallites with their sanity who fight as warriors in the Thallite horde. They are small in number, as few wish to waste the sane in bloodbaths. Those that are willing (and relatively disposable) are given a higher standing in society as a reward, and enjoy the benefits and privileges of their station in peacetime (and fighting with the gibbering mobs during war). They live and drill within small barrack-forts around the citadel, but are mostly concentrated in the spaces of the Ashurnasirpal and Lullaya.

Lullaya Caste:
Craftsmen, architects, minor sorcerers, and merchants make up this caste. They are the largest of the sane castes, and the lowest of their kind. They are the ones who are taxed, and make up the shopkeepers, bureaucrats, smiths, and artisans. It is not an easy life to be a sane Thallite at the lowest rung, but it could always be worse...

 

Touched Caste:
Those afflicted with minor manias that, while not useful, don’t cause violence or an inability to work and act independently. They are primarily used for basic labour on farms, construction, mining, and other menial tasks. They are almost always rewarded for their services with food, and spend the rest of their time (when they’re not eating, sleeping, or babbling incoherently) trying to convince the higher castes that they are sane enough to ascend to the Lullaya. They are housed in the outer-most portions of the citadel, but aren’t allowed to leave without permission.

Mob Caste:
Those afflicted with terrible manias that impact their ability to work, eat, sleep, or generally do anything useful. They are kept fed and housed in large barracks walled off from the other parts of the citadel in the outermost portions, and are trained (as best as possible) to be meatshields for hordes. They are rarely levied in these enlightened times of Carche-deigned peace, but better to have them than not. In times of duress, they can also be used as food in a pinch (though other Thallite castes prefer not to talk about that).

Feral Caste:
Those afflicted with dangerous manias that make them a hazard to any and all. They are kept in their own separate, heavily-guarded barracks with few amenities, and fed the bare necessities. They are trained like beasts, and treated as such, so they may be used like savage attack-dogs in combat. They are often beaten, muzzled, and forced to obey what few commands they can understand. If they are not able to be trained, they are killed immediately.

Castes will often have their own separate holidays and celebrations from the others, depending on the citadel they live in. Despite their rather unusual appearance, the Thallites (the sane ones, at least)  aren’t particularly unpleasant as sapient beings go. They enjoy parties, love their families, perform their tasks adequately in order to bring glory to Carchemish, and even smile from time to time! They appear to dislike the attention or presence of non-Thallites however. Whether that is a racial quality or the result of a culture of paranoia, one could not say. Did someone mention there was a culture of paranoia? Why would a Thallite be paranoid? It’s not as if Carche is always watching, and his eyes always land on those who show signs of madness. After all, to assume that a Thallite would be deemed insane and sent to a lower caste should they question the wisdom or efficacy of ancient Carche would imply that Carche is a merciless tyrant seeking to control the Thallite people through fear and intimidation! Implications such as that will have you sent to a lower caste. All hail Carche!

 

Cannibalism also appears to be worryingly common along Thallites for no discernible reason. Food is often readily available, but even those deemed sane have been known to engage in the practice. It is not fully understood why Thallites find other Thillites to be delicious, but it could be some variety of primitive survival trait that shows itself during periods of duress. Though that would imply that any Thallite, including Carche, could be a cannibal, and implications like that will have you deemed insane and sent to a lower caste. All hail Carche!

 

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The citadel of Masyaf, standing at the precipice of the southern wastelands. The crater-like hills are merely a quirk of nature, nothing more. All hail Carche.

 

Geography:
Carchemish is landlocked, and its major citadels lie on the edge of the blasted southern wastelands. The heat of the savanna does little for farming, and thus most agriculture is centred by rivers and small lakes where nutrient-rich silt flows down-river. Enormous insects and reptiles are nurtured for their meat, skin, and carapaces. Some, like the ten-foot Asta beetle, are used for transport. Simple roots and grains are harvested relatively easily along the riverbanks, which fills out the diet of the poorer Thallites among the Lullaya and Touched castes.

 

The southern wastelands are an enigma to the Thallites who care to think of them. Ruined citadels, scores of Thallite bones, and scraps of metal dot the shimmering sands in these wastes. Some speak of strange sights, like great swathes of glass melted across the sand, or statues of unfamiliar Thallites that don’t look at all like the statues of Carche. But these are simply the bones and former settlements of Carchemish from before the plague. Ignore the ruination. There is nothing beyond the south of the wastes. Such is the word of Carche. All hail Carche!   

Size:
Carchemish is far smaller than it was before the plague, and many ruined fortress-towns dot far and wide around its borders, especially to the south.

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Mhm, yes. Welcome aboard.

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    Discord:

    Civilisation (Name): Kingdom of Lyonesse

    Capital (Name): Lyon

    Government (Empire, Republic, etc, you may go into details): Monarchy, the Kingdom is headed by the King of Lyonesse and backed by a bloated but supremely loyal aristocracy formed around the concepts of Knighthood, Chivalry, Honour and Loyalty. 

     

    Racial Distribution (Primary Race, probably minorities?): Humans, no minorities that are noted.

    Racial traits (as needed): Human racial traits.

    Religion (Whatever you prefer, you may be creative): The Faith of Lyon itself is centred around the myth of the Shieldbearer and First Knight, the former being a noteworthy noblewoman who took up the shield of the First Knight so that she might protect the innocence as the First Knight took up his sword to fend off those who would prey on the defenceless. 

In a dualistic Pantheon of sorts each is referred to as The Lady and the Knight respectively, both revered equally among Lyonesse society for their favour. Many pilgrims traversing the Kingdom itself to visit the holy sites of both deities, often seeking to drink from the grail of which was supposedly blessed by The Lady and her Knight. 

    Technology & Arcana (that is notable; have you pursued magic? Be fair and remember to do tradeoffs): The Magics pursued in the Kingdom itself are completely based around the concepts of the Lady and the Knight, using magic to transform Knights into superbeings and the embodiment of piety so that they might fight darkness.

In regards to technology, it is largely funded via patronage through the aristocracy, as such it can be slow development, often with nepotism overshadowing true innovation.

    Description (Culture, history, politics etc): The Culture of Lyonesse is largely based around the incredibly bloated aristocracy and the ideals of Chivalry, Honour, Loyalty and Piety. The number of Knights in the Kingdom is said to be beyond count even by those educated enough to count. The nobility and gentry of the Kingdom making up Thirty Percent of the Total Population of the Kingdom. Due to this it has left much of the Kingdom cramped in regards to borders, land ownership and the likes. Lower Nobles often using Commoner Freeholders to lease off their lands and creating a class of farm owners who compete with one another on behalf of their lord. The Freeholder Class itself makes up a further Ten Percent of the population. Within the Cities of Lyonesse a growing class of merchants and artisans who make up another Ten Percent of the population, trading the goods from the countryside and foreign goods, crafting the tools needed for all elements of society. Lastly there are the non-land owning commoners outside of the cities accounting for a full half of the Kingdoms population. Most of which find themselves toiling the fields of the Nobles and Freeholders, others finding themselves joining the Army as Footmen or Yeomans. 

Most people in the Kingdom find themselves born into the class or profession they’re born into, it is almost impossible for a commoner to be raised to nobility, it takes the King himself to bestow a title of Nobility. The Knighthood however does allow for those not born into it to have a shot at joining, albeit it is rare due to the expensive nature of becoming a Knight. For Knights the only commoners typically able to join the ranks are the second or third sons of prominent Merchants or Artisans who can sponsor their children to join a Nobles Household as a page or squire. Some peasants will sometimes find themselves rewarded by their local liege by them taking a son should some significant service be granted. The more lax nature of the Knighthood Class is attributed to the constant need for expansion of the Kingdoms borders either through conquest or migration, often at times some Knightly Houses will find themselves extinct, fathers dying with their sons and grandsons on the field of battle. Due to the Knighthood making up a significant portion of the Military might of Lyonesse, it requires new blood constantly, it is here and only here where merit means something over blood.

Freeholders in Lyonesse often know their situation is precarious when it comes to owning land, especially if their liege has a rival and loses a feudal dispute, so they will typically use their land for cash crops, agriculture to expand their own wealth so that they might keep their position more secure. As a consequence there are many vineyards and plantations dotted across the Kingdom, Knights and Nobles often growing and monopolising grain and wheat with the Merchants in the cities who are more interested in courting the Knightly and Noble Houses than the Freeholders. 

    Geography & location (As detailed as you wish, with a note on the map below as to where your realm would be in existence): There are many rivers flowing through the Kingdom allowing for excellent irrigation and natural defence throughout the land, allowing for a large agricultural based economy. With the climate allowing for wine, tobacco and other cash crops to be grown due to its forgiving nature. There are however alpine regions that are said to be rich with ore, with much of the road networks of the Kingdom passing through these areas to allow for the transportation of ores to the cities so that the artisans and merchants might ply their trade. 

    Size (Tying in with racial distribution, as well as geographic location. Be just, the map is only that big): Due to its history of migration and conquest of its respective region the Kingdom is large and home to a large population that is further heightened due to the economic focus on agriculture. On the map it borders the North of the Scarlet Order taking vast swathes of land in that general area.

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Alright. You are in.

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Discord: you know it, baby cakes

 

Civilisation: The Stoneborn

Capital: Edifice

Government: Meritocracy, Democracy

 

Racial Distribution:

Stoneborn are all, technically speaking, one race. Each is “born” from another Stoneborn hewing them from bedrock, but there can be considerable physical variation within the race. The most common variation is in age. Younger Stoneborn are generally larger and less detailed, akin to a barely worked block of sculptor’s marble, and are referred to with a vibratory phrase similar to “Roughhewn”. With age, comes experience, much greater intelligence, and expression of more personalised identity. Whether through personal self-carving or the simple trials of life, the elder Stoneborn are smaller than their juniors and more ornate in appearance. These “Sculpted” are far more recognisable as humanoids and bare considerable variation in terms of appearance. Some may appear male, or female, others completely androgenous. Some may be able to speak other tongues, and others may be able to vibrate at deep harmonic frequencies that seem to touch the very souls of their fellows.

 

Racial traits:

Hewn – Stoneborn are not born biologically, but sculpted from bedrock by other Stoneborn and given animus by their lifeforce. Such a process takes a great deal of time for the “parent” to recover from, and cannot be done more than once every decade per individual.

Immortal – Stoneborn are “biologically” immortal but can most certainly be killed should sufficient damage be sustained.

Hardy – Being made of stone has its advantages. The Stoneborn are immune to almost all climate and temperature anomalies that would cause issues for others. Neither do they need to breathe or eat.

Slow – Being animated rock, the Stoneborn are significantly slower than biological races. Though faster than one might expect, almost every other race can best them in terms of reflexes. They can reach a decent speed, but it takes them time to get going and reaction times are far, far slower than other races.

 

Religion:

The Stoneborn do not know their origins. The first of their kind does not respond to them, even though it is the very Edifice their civilisation is built on. They recognise it as kin, but cannot tell if it is alive or dead. Nor can they know who created it. The closest they have to religious thought is travelling the world looking to give voice to the stones of distant lands by giving them animus. Perhaps then a purpose will be revealed. And if not a purpose, perhaps simply companionship.

 

Technology & Arcana:

The Stoneborn possess little in the way of technology, but possess an inherent knowledge of stonework and metallurgy. Their “magic” as others might call it revolves around manipulation of the earth and minerals to perform various tasks. Some Sculpted have been known to create non-humanoid Stoneborn animal familiars, but this ability is rare. An ability inherent to most Stoneborn is the capacity to commune with the living stone of the world, to experience momentarily the mind and memories of what could otherwise be considered inanimate.

 

Description (Culture, history, politics etc):

Largely covered above^

 

 

Geography & location :

Mountains to the east of Rut’Furn and south of the Empire of Broggr

 

Size: ???

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