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Jako473

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~Appendix~

Region: Kalifa Wastes(The spine)
Cults: Al'ghol, Dha'vol, Dhjin'nen ,Kabalison, Morannon
Ruler(s): Azzaut the Defiler, King Leoric, Seprentus Astaroth, Iron Mammon, Fenrir Tor'Ladaniel, Vûró
Prominent Race: Valkron
Racial Strength(s): Undying- (Valkron are made of bone, yes, but this bone is as hard as stone. The vast majority of them wear armor, and otherwise fatal attacks to other races will not hinder a Valkron in its capability.),
Dreaded Presence-(The plane of mortals is levied by fear, and the vast majority of non-fighters would rather cower then face the walking dead. They tear through their enemies using their ungodly terror as a tool.)
Weakness(es): Few in number- (After centuries of fighting and no one way to bring about more of them, the accursed ones are slowly dying off.)
Brittle bones, brittle ways- (The valkron are segregated and confused in nature. They do not congregate, they do not collaborate, they are a species in flux and each individual will do anything to gain more power. Thus they cannot rightfully form a true nation, and perhaps will always fracture and fight with each other and any sentient, so they will likely not follow much diplomatic praise or efficiently combine.)
Minority Race(s): Orc(Trained- Orcs are relatively intelligent creatures, however are broken and torn down to be able to serve. They can make tactical decisions on their own, and each creature has its own conscious rather then the beastmen or Valkron.
Beserk- Orcs have a racial trait that makes them lose control once cornered or pushed over the edge. This could be devastating to the enemy, or more importantly their own forces. These orcs are sometimes trained for this, but are often put down in the midst of battle because of it.)
Beastmen (Loyal to a fault- Beastmen are unlike orcs, and do not act without an order. They would kill anything if designated by their master, and thus are dangerous foes. This could prove dangerous, because if one were to take out the head, the entire race could turn ravenous.
Sterile- Beastmen are an all-male race, thus they cannot produce more on their own, needed outside species as supplements to increase their numbers, or they would slowly die out. The arts to create them having long been dead, cattle(food if you must) are needed to supply them.)

Region Biography: Rocky mountains exist within the Spine, giving its name. The mountains are mostly black, with no ice caps of any kind sticking to them, giving a cruel and ominous description. No civilized race makes its home in these crevices, most of it inhospitable to any sort of society. There exists one escape of this terrain, however, in the Devil's Breath, which is two huge lakes that are the tributaries to a large river that travels out of the continent. One might suggest that its a perfect place for a fortress or city, with natural barriers all around and a path outside by the river, however the water is toxic to anything that drinks it. The perfect definition of 'impossible' living standards, few, if any, explorers ever traveled into the depths of these grounds.

It is often humid and the air is almost entirely unbreathable, making a person have to constantly have oxyified-herbs with them to be able to travel. Rain is almost nonexistent, leaving the waters in the lakes to sit and fester, the fauna markedly some of the deadliest in existence.

Nation description: The various tribes in the Spine are described as 'cults'. Each cult has its own sovereign, all in belief of the 'everlasting dark'. This darkness is permeated by corrupted beings, with each leader of the separate cults appropriating to be. The five major groups have been listed, but there exist many more, all vying to become greater, and usually the leader of said cults duel each other for supremacy.

Many cults use elements combined with their bodies to use as weapons, some more spiritual, and others define themselves on killing the living. The Valkron are complex and their intentions unclear, they have a deep social-ladder that was set from before they changed. Their transformation happened before the cataclysm, a 'disease' as they had called it before their downbringing, but it was clear that demons had infested this civilization and brought a curse upon them. The more powerful one is, the greater amount of control they have over other Valkron.

Al'ghol- A tight-knit group of Valkron, they are primarily composed of Orcs and lead them into battle. They usually inhabit swamps and set up traps to feed their hunger for flesh. Although they do not normally go out of their lands, they sometimes raid the inhabitants of Minos.
Dha'vol- This cult uses fire as a tool, infusing their bones with lava through ritual and slash their enemies with artificial flame. They loathe other Valkron, and constantly engage in fights with others, to claim superiority and carry out their mysterious goals.
Dhjin'nen- Coated in sand and other dust, these Valkron prey on the Sha’ddin. They often use an oasis as a trap(which the Sha'ddin have to usually supply with to feed their animals and such) and kill them for sport and steal whatever wares they hold. They think of themselves as 'above' non-valkron, and refuse to even engage in the use of other species as tools.
Kabalison-Unlike the Dhin'nen, the Kabalison have long enslaved many beastmen to serve them, they usually get them to mine ore and other artifacts for the cult, and use it to supply and trade with other cults. They are largely neutral themselves, but do sometimes send their beasts to hunt and pillage farms or even villages.
Moranun- The most respected of the Valkron, these have never been seen by a mortal, for they are the highest sect of their 'civilization' and do not trifle themselves with the matters of the outside world. They believe in the old tradition of isolation, and hardly ever venture out of their lands(an act criticized by almost every other warlord of the valkron). They are highly Ritualistic and are always seeking dangerous artifacts buried deep underground.

Character Bios-

JDnjIPp.jpg


The Defiler is one that does not feel, does not care, he had a sadistic sense of nature that is only sated by blood. He kills at his own will and is by far the most powerful being in his cult, leading them with an iron fist that doesn't allow much leeway. Some time ago, he had lead armies of orc and dragon into battle, but the cataclysm wiped out the last of the wyrms and his orc tribes are desperate for escape. A reason for this is the nature in which the Valkron used them, popularized by Azzaut. First, they take the children from birth away from their maternal mothers, and train them under harsh conditions, to make dumb grunts to use. Azzaut deploys them in tribes, to keep them separate, however some have already escaped and it has led him to bring a tighter grip among those still left. The most loyal of his servants wear heavy-plate and are called
D4GLkAl.jpg
. These special orcs are used to pacify and bring down the others, as wardens, to further produe dissent against each other, rather than himself. The entire composition of his Cult is called the Al'ghol, and once every few years they go on warpaths to collect bounty or whatever oddities they are looking for. His lieutenants keep his secrets safe and he has no fear from leading his forces directly.

fQGNq7T.jpg

The Iron Mammon is a silent fellow, who leads the Dha'vol, and his cults perverse fascination with fire. He is not an outward figure, and prefers to let his captains carry out his will. Some say he is so withered that there is nothing inside his armor, his soul trapped inside to rove the world. Even the Valkron do not anticipate his moves, and rarely converse with him, which is why he is particularly dangerous, given his cult's betrayals and counterplay. Despite these claims against the Cult, they would not kill at first contact or needlessly.

HmsqH6m.jpg

The leader of the Dhjin'nen, Astaroth earned his title from consorting with 'Hydraraus', an old-mystic of the humans of Pangea, he had consorted with the dark rituals of the demons. He, master of the nether, brought the curse upon the Valkron and transformed them as they are known today. Or so they say. Astaroth now is hollow shell of the once proud warrior he once was, and has forsaken his king. His cult doesn't wish to kill all sentients, or regain their old power, but he does have a personal goal in the deserts of Minos.. He enjoys some carnal, more human nature, such as beautiful women and games, and as such some of the most talented Sha'ddin he encounters are free to leave and live.. But that isn't to say some don't stay.

FIx9yPi.jpg


"The sword that casts the light, the knife that bleeds the darkness." Fenrir Lor'Daniel was no hero, he was no great master, he was just a boy when the curse struck. He was apart of the Jadoruman Sentinels, a group solely responsible for the safety of their King. Once ago, the Valkron were united, they were one civilization and the curse destroyed all that in the aftermath. Fenrir was a rabid wolf in his youth(and beyond), on the prowl for any soul that would venture in his path, loving a fight and a challenge. He was promoted from his spot as a lowly grunt into a captain by slaying all of his squad and proving his strength above them. He cemented his place in their history as Lord Valarys was tasked with executing the disobedient captain. Challenged to a duel in which he accepted, Fenrir slayed him as well. Claiming the Sentinels for himself he transformed them into the Kabalison. His cult is very loose, just like him, and so often Fists of beastmen led by a few Valkron Sentinels travel the countryside of Minos to raid and pillage as they like. The Braln are the biggest receiver of this, 'the wolf' loving to destroy rather then even take anything he wins.

A5WZ9OY.jpg


Ontop of it all, Leoric was once the sole ruler of the Valkron in life and death. He held the sword, he cast the judgement, he who above it all, fell so far. Without any social construct to bind them, without any fear to possess them, the Valkron easily turned against their once-beloved leader in his greatest time of urgency. His powers haven't truly been shown, but none of the other warlords fear him, and the few remaining loyalists(the Moranun) are holed up inside of the ruins of his old fortress. They carry on their lives as they once were before, eclipsed and frozen in a perpetual cycle of denial. Not even the Catacylsm shook their belief, and so they remain, too afraid to step out, or awaiting the right moment to bestir the world.

naeBEXV.jpg


While Hydraraus was the bringer of plague, he was not the first affected by it. Vûró once had an old name, an old life, but none of it remains. The first demon sprouted into his soul, it bound him, and he killed Hydraraus on the stone of ritual and spilled the darkness across the Spires of Elysium(the old name of the Spine.) Vûró knows no code, he knows no comrade. He is alone without a cult, his presence feared by all others. He rests in the first place of the curse, slumbering in the ruins, life avoiding the place and having never touched it since. What he does, what he is, well none could say. A giant compared to his old form, he is the first of his kind, and perhaps will be the last.

IC Index
None
 
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aedan777

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Region: The Far North
Nation: Djerik Dominion
Ruler: Diviner Reyial VI (De Jure) Dominator Raphaelus IX (De Facto)
Prominent Race: Macesij, a race of humanoids, usually with blue-grey skin made up of tiny scales. On average slightly taller than the average human (about 2 meters tall), the Macesij are a carnivorous species, with few qualms about the concept of cannibalism, partly as a necessity considering the resource of the far north. They have sharp retractable claws and mouths filled with razor edged teeth. Humans are considered a delicacy by most Macesij. The sole exception in skin colour is the Divine Family, which possesses purple skin, considered a blessing by the gods to mark them as rulers.
Racial Strength(s): Skilled Predators- Through a lifetime of hunting and generations of breeding for the most adept killers, the Macesij excel at killing their prey and enemies.
Weakness(es): Despised and Feared- Other races do not get along with the Macesij, making diplomacy quite difficult
Minority Race(s): Various minor races that live in the lawlessness of the Highlands. Usually considered fair game for Macesij hunting parties.

Political Divisions in the Dominion: Much as the Far North is divided into three geographical regions, it is also divided into three political regions. The Ueston Isles are controlled by the Lord of Val'Sigma, who is a nominal vassal of the Diviner. In theory the Highlands have a similar situation under the Lord of Yusbund, but most of the Highlands are lawless, populated by roaming tribes of Macesij and other races, who accept no authority over themselves. The Lowlands contain most of the population of the dominion, as well as the most complex political divisions. While nominally under the rule of the Diviner, each city besides the capital has been ruled by hereditary families, much like the Lordships of Yusbund and Val'Sigma. To distinguish them from those official Lordships though, the leaders of Geriga, Kilika, and Qeuceuni are referred to as Administrators. The capitol is under the direct control of the Diviner, in theory. In practice it is the Dominator who rules the Capitol and the nation.

Leadership in the Dominion: The Diviner is the official leader of the Dominion, descended from the gods' chosen people, signified by their purple scales. Despite, or perhaps more accurately because of, their divine heritage, the Diviner is deemed unworthy to actually rule on the mortal realm. Instead they rule through a mortal-born assistant, called the Dominator. The Dominators are chosen from the most powerful and prestigious of the Dominion's warriors, which are usually from a select few families within the capital, bred specifically for the purpose of becoming powerful warriors. When a Dominator is chosen they forsake their old names and ties, at least in theory. They choose a new name, and dedicate their life to improving the mortal realm of the Diviner. In practice this means they rule like a despot, usually furthering their family's interests.

Religion in the Dominion: The Macesij believe in a pantheon of many gods and goddesses, of varying moralities, with only one, the Verdant Mother, being considered truly evil. She was responsible for wrapping the earth in here suffocating vines and plants, seeking to drive out the other gods creations. Whereas the other gods refrain from dealing directly with the affairs of mortals, which would taint them, the Verdant Mother revels in upsetting the natural order, and is believed to be the source of all magic in the world. The other gods are considered distant figures, for they follow the Rule of the Divine, which states that the divine and mortal realms should remain separate.

In the beginning the world was a barren world, of mountains, deserts, and oceans. In this landscape lived the creatures of the world, without knowing hunger or need. The Macesij were the greatest of the races, and feasted on the lesser races as they wished. It was a paradise where death was unknown to the Macesij and ages passed in bliss. The gods were pleased with their creation, as they watched from afar. But one goddess could not stand the perfection of the world. The Verdant Mother broke the Rule of the Divine, and descended to the mortal realm. She gave gifts of fruits to the humans and other races, grasses and trees to the deserts, and allowed the races to partake in these gifts. All except the Macesij, who refused to partake in her evil, and were scornfully poisoned by fruit, and burned by grass. The Verdant Mother inflicted the blight of hunger upon the world, forcing the races to rely on her poisoned gifts. The breadth of her treachery has not yet ended either. She inflicted the blight of magic on the world by creating spirits that would consort with the races and give them powers to further taint the mortal world. Again the Macesij alone refused her false gifts and were tormented by the spirits in return. Armed with magic and agriculture, the other races drove the superior Macesij to the edge of the world in the Far North. The Verdant Mother died soon after, as any Divine who descended to the mortal world would suffer, but the damage she had caused was irreversible.

All this happened millenia ago, and the other races claim that such tales never happened. But the Macesij remember the truth. And it was because of this truth that they were not surprised by the Cataclysm that struck the world a few centuries ago. It was the natural world rebelling against the blight of plant life that had been inflicted upon it. Most Macesij consider a second Cataclysim not far off, to wipe off the last of the taint and allow the world to be reborn in purity. But some Djerik radicals consider it the duty of the Macesij to wipe the world clean of the hated plants themselves, to purify the world by mortal penance.

The Pantheon of the Macesij is not a unified system, with each cultural group, and in some cases tribes or cities, believing in their own set of deities. The universal deities are Mahare, Goddess of the Sun, Kijulea, God of the Sea, Yuva, Goddess of the Mountains, and Ayayeh, Goddess of the Hunt. These deities are not considered to have a direct effect on the mortal realm, and prayers to them are worthless. But they created the attribute for which they represent, and in service to a deity one expects to join their side in the afterlife. The lineage of the Diviners is considered to be of direct descent from the Goddess Mahare. This direct descent comes not from a breach of the Rule of the Divine, but instead from a tear shed by the Goddess upon witnessing the tainting of the world by the Verdant Mother. Once the tear reached the mortal realm it shattered, to reveal a male and female Macesij, with purple skin in contrast to the blue-grey skin of the normal Macesij. They were immediately recognized as Holy-Born Macesij, and the male was named Diviner of the Macesij people, taking the name Filoku. His descendants have ruled as Diviner ever since, with the bloodline of Holy-Born kept pure.

Magic in the Dominion: Macesij are incapable of using magic and thus consider it a demonic art, propagated by evil spirits in service to the Verdant Mother. Most Macesij consider it a sacred duty to devour anyone they see committing magic.

Cultures of the Dominion: The Djerik are the dominant culture of the lowlands, and thus the dominant culture of the Far North, hence the origin of the name for the Dominion. As the most urbanized and "civilized" of the Macesij, they consider it only natural that they dominate the Far North culturally, economically, and politically. The highlands are populated by various tribes that are collectively referred to as Highlanders, not that any of them consider any greater kinship with those outside their tribe. The exception are the Macesij of Yusbund, sole city in the Highlands. They consider themselves to be Yusbundi, separate from the Highlanders and Djerik, and also believe themselves to be an island of civilization on the shores of Lake Longia. Finally the Ueston islands are home to the Guignes, a cultural group who don't have an interest in the mainland, and prefer to live in relative isolation. They pay lip service to the Diviner, and are thus technically part of the Dominion, but the Guignes care little for a distant figurehead ruler.
 

Sneakyflaps

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Name: Richard Miller
Age: 26

Strengths:
Masterful card player:
Richard knows how to play card games to a masterful degree, staying in control of the game and the outcome.
Gambler: Richard, who gained his mastery of card games through his weakness as a gambler has since made gambling one of his strongest sides, able to analyze the situation whether it be in card games or other situations.
A pair of stunning, beautiful eyes: Richard suffers from heterochromia iridum, meaning his eyes doenst share the same colour. His right eye is bight blue, and his left eye is dark brown. Many men, and women, who has looked him in the eyes for extended time has said they got lost, as if they looked at the stars, getting lost within his eyes.
Sunshine and Rainbow: Richard's two loyal dogs, a fierce and very large pair of dogs that are ready to attack and kill anyone who threatens their master. They are loyal creatures who Richard loves, and they in turn also love him.

Weaknesses:
Paranoid:
Richard is constantly worried that someone is following him, ensuring that he rarely stays in one area for long.
Funny: Well he certainly thinks so himself, the people around him.. less so.
Childish: Richard often behaves somewhat childish, certainly when things get more dangerous. He often has a tendency to put his life, and more important the life of those around him at risk when the kitchen gets hot.

Bio:
Richard Miller was born the son of the local miller, when he was 14 he was out in the woods together with his older sister, their father had allowed them to go out that evening against his better judgement. They were eventually heard by a band of brigands who approached them and grabbed the sister. Richard tried to fight but was unable, he eventually sat down and began to pray to every god he knew, and that is the last he remembers of that night. Following the event his sister died a week after, having grown weaker ever since, and having refused to speak with Richard since the incident. Ever since then Richard began changing, he became smarter and more calculated, and he eventually left home and now travels the world with great speed among its large cities and societies. He has several friends with him, and associates across the continents, and it is said that he can get you anything your heart desires, as long as you are willing to pay the right price, which is often very steep, that is if you are not scared off by his two dogs.

Richard currently sits in the lower parts of society within the city of Varchas, spending his time among the unfortunate and the poor of the city, who hopes to carry favours with him, deal with him, or simply join him in a game of his favorite pastime. The King, the Queen and their Bastards, a wonderful card game which Richard loves to play.
 
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BlackBishop

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((@Clophiroth and @bakerydog 's lands will be ceded to more active players. No hard feeling's guys, I understand life gets in the way, but I'm eager to move forward with the game. Of course you are welcome to take the reigns of a displaced civilization or adventurer.

@alexander23 will take the region formerly known as Garsona, while @happycats517 will assume the region formerly known as the Mycanstrom Isles. Consider these lands blank slates, you are free to create your own geographic and political overlays for the map.

N1pgHUx.png

A finalish version of the map will be posted soon, along with the game officially opening for ICs and orders. Stay posted.))
 
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BlackBishop

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The Blood Sky
bd06068260d44145a33d191de8a84141.jpg

A celestial event marks the beginning of spring, 500 A.C.

For the peoples of the Shattered Pangeas, the broken remnant of a once great continent, natural disasters are a fact of life. The cryp is walked with a certain wariness, a fear born from a tragedy long ago. Since the Cataclysm, the world has been restless, with a tragic disaster marking nearly every year. In the celestial heavens, some may find relief, for in the twinkling stars far above, there seems to be peace.

Early spring, 500 A.C. challenged this notion, when those looked to the west with alarm. In the dead of night, the western sky burned red as if the sun had retracted it's descent and chose to rise in the west, instead of the east. There was a great flash, and a streak rode across the sky, like a great dagger had cut into the heavens, and a crimson blood leaked out into the starry canopy above. Great claps of thunder boomed, yet there was not a storm cloud to be seen. Hours passed and the great flash high above rescinded in the east, the booms of thunder fading with it, and the blood ribbons that drowned out the heavens dissipated and an eerie calm came. Just as the sun began to rise in the east, her rosy fingers peeking up from the horizon, the tremors came. They were mild but seemed to resonate deep from the cryp. By sunup. there was no longer a sign that anything out of the ordinary had happened.

What passed would be wagged from the tongues of the peoples of the Pangeas for years to come. Most called it an omen, some say a sign of fortune, while most a sign of impending dread. For the peoples of the world, who oft cast their eyes downward in fear, now looked up, fearing death from above.

((The game is now open for ICs. I invite you all to begin, but don't forget to complete your appendix. Expect the first deadline for orders to be set after the map is complete.))
 
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__Titan__

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e7b6266f0f281ab42366aad5ec9826bd.jpg

Vance Udysseus

Nationality: Cosmogenean
Race: Human
Strength(s): Courageous - Vance hungers for adventure, and boldly steps where the timid dare not go.
Weakness(es): Reckless - His bravery often straying into the realm of recklessness, Vance often finds himself in dangerous situations.

Vance Udysseus grew up with a comfortable life, born into nobility. Despite this, Vance never really found comfort in his posh life, often seeking escape outside the security of his family's manor. Shunning the wishes of his father, and the pull to settle into a quite, affluent life, Vance instead has decided to strike out on his own, determined to travel the world and seek out adventure. Leaving Sicarus and his family behind, Vance sets out on the road, determined to record his adventures in his journal.
 

Duke Dan `the Man`

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((Is there any places with a lot of plains or flat land?))
 

alexander23

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((why? and i think the campestrian empire aka the southern red land has the most, though cosmogean union too have alot))
 

BlackBishop

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((Is there any places with a lot of plains or flat land?))

((The badlands and deserts of Pangea Minos are the best you'll find as far as flat lands as well as the frozen wastes of Tokebard. Alternatively you can begin in the wild forests, mountains or bogs in Pangea Ulsa. That's the best the unlanded factions can hopefore - though you can always try and expand into the fertile plains of the landed powers, which will undoubtedly mean war.

here's a rundown of the wild lands...

Ulsa

On Pangea Ulsa, wildlands run the length of the continent from the Cruetia Marshes, up the Peligin Mountains, to the Tokebard wastes, and Steramew Highlands. Life in these regions are challenging, as many displaced and violent enemies jostle for dominance. The wilds are generally cold and rocky, or humid and damp.

Cruetia Marshes - An extension of the Extrmontis Swampland, the Cruetia Marshes is a haven for Orc and Troll tribes. Toxic flora and fauna add to the dangers of the swamplands aggressive inhabitants. Despite the dangers, the swamp is a labyrinth of twisting wetlands that can render even the seasoned adventurer hopelessly lost. The dense fog that covers the land offers grim prospect for traversing the landscape, but those who know the land well may turn this to their advantage.

The Pelegin Mountains - spanning both Garsona and Cosmogne, is a inhospitable region where many terrifying predators lurk. The southern passes are settled and patrolled by the Dwarf kingdoms but the deeper passes are left avoided, deemed too dangerous. Goblins, Trolls and more sinister beings lurk the caverns and gnarled passes of this mountain range. For all it's dangers, the mountains do offer a degree of protection from outside forces, with it's narrow passes and winding caverns.

Viric Forest - South of the Cosmogenean union lies the remnant of a once great forest, overgrown and wild. Deep in the Viric forest lie the few living Elves on Pangea Ulsa still fighting their long wars with the Cosmogeneans and the Goblins of the forest. Despite the only land route out of the region being blocked by Cosmogenean forces, there is more than enough Lumber in the forest to support a great fleet, provided one can harvest free from Elven harassment.

Tokebard - Nestled between the Wali-Dah Boglands and the Steramew Highlands, and a place so hostile, that even the goblin warbands of Wali-Dah dare not tread. Described as nothing more then a frozen waste, the blinding snows and twisting rock formations leading up to the Steramew Highlands can be a mask warding against unfriendly eyes. The icy veil is a price sorely bought, however, given the harsh landscape.

Steramew Highlands - Cold and unforgiving, but sheltered to a degree from the harsh winds of Tokebard, the jagged rock and mountainous landscape of the Steramew Highlands have a fierce reputation, being a known hunting ground for the Djerik people. Fierce carnivores, it is said that few enter these lands without Djerik eyes setting on them, and hungering for their flesh. Djerik hunting parties are far from the only danger that lurk in this ruined landscape.

Minos

Pangea Minos is dominated by a large desert, spanning the distance between Sunder Bay to The Ghost Sea. While the coastal regions hold thriving civilizations, the central region is mostly devoid of life, and a wild land where death reigns. The wide open desert, from the northern reaches of Lhana, to the western Rayatik, and down to the Kalifa, offers little in way of natural defenses, save for a few sparse badlands and low mountain regions.

Lhana Wilds - Bordered by Sunder Bay to the north, and the Braln Confederacy to the south and east, the Lhana Wilds is a sand swept region of rolling dunes and sparse, struggling vegetation. The land gives way to rocky terrain toward the coast where jagged formations jut out from the sea, making any sea venture to the region hazardous. This region is known to be the home to the Suun people, who dwell deep within the desert, and are fiercely territorial.

Rayatik - Beyond the Almanar River Valley is the wild desert region of Rayatik. Rockier then Lhana, and where desert predators are known to prowl, many fear this unforgiving place. The rocky land and deep cut chasm do offer natural defenses under the burning sun of the desert.

The Spine - The Spine is a place of ill-omen, said to be a cursed land where the dead walk. The Almanar River springs from these mountains, gathering in lakes known as the Devil's Breath. The water is toxic, shifting cryp beneath the surface leaking poison into the water, only to be diluted down river. The mountains offer protection from enemies if one holds no fear of the dead.

Islands

One may choose to live as one of the many displaced peoples, scrapping by on one of the worlds many islands. Beginning on an island would offer it's own challenges and benefits, effectively cutting you off from much of the world, which may not be a bad thing. Islanders may begin the game with a small fleet, yet lacking the resources to rebuild or expand said fleet, so use them wisely.

Mycanstrom Islands - Upon the far southwestern tip of this island chain are several islands, formed from volcanic activity, offer respite from a turbulent sea, however their land is marked with harsh badlands and dense rocks that not even a Dwarven pick-axe could penetrate.

The Bight Isles - A dense, fly infested jungle sprawling across a chain of isles off the southern coast of Pangea Minos. If the jungle predators don't kill you, the disease and pestilence will.
))
 

alexander23

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Region: Number 7 AKA: Yilan

Nation(s): Iseul Thearchy, Midori Territories, Kyrina Vlast

Ruler(s): Her Holiness, she who is the Kuchinawa made flesh Iseul Hiyori; The faithful and loyal Kante Midori and the Great priest of Gyeong Island, leader of the Kyrina Vlast, loyal Warriors of the Serpent Niko Kyrina.

Resource abundance: Food
Resource in need: Lumber

Prominent Race: Humans, Serpkin: Gorgons, lamias, etc

Racial Strength(s):
a) High Breeding capabilities: The serpkin are able to rapidly reproduce making a dozen or more offsrping per mating season, giving them a great population as well a high population growth.

b)Archery Tradition The people of Yilan, from the serpkin to the Human nomads have developed astounding skills with their bows unsurpassed around the world making it a killing machine.

Weakness (es): TBA
a)Bad in Mountains: The People of Yilan are not accustomed to live much less battle in mountainous terrains as such they avoid to do so and would be disorganized on it.

b)Bad with humans: Most of the Serpkins view themselves above the cattle that is humanity and threat them as such, this means that cooperating with non vassal/slaves humans in battle is much more difficult as well to actually agree with them.

Minority Race(s): Croc´kdae, Kalirs


Region Bio
Southeast
Beginning from the southeast the terrain of the lands of Yilan is diverse yet not disperses. In the south east we can find the vaunted Midori forest, some say may be the biggest forest in the entire world, the forest itself would go to cover big segments of the central region of Yilan as well. The fauna is very diverse in these areas and mainly populated by Serpkin.
In the southeast we can find a segment of the Beskrajan steppes which pours down around the coast, the climate is perfect for cultivation and grazing of animals. Mainly populated by settled Serpkin and enslaved humans in thousands of small villages. Lastly we can find the majestic Midori River whom is born from the Namida Lake, one of the biggest lakes in the entire world and a favorite place for congregation of the Serpkin.

Central region
The central region of Yilan is dominated by the Beskrajan steppes, unlike the south in the central regions agriculture is practiced mainly around the fertile basins of the rivers,with most of the steppes used for grazing horses,cows and sheeps.The area was once populated by nomadic tribes but by our times the practice have been slowly driven to the northern region, the human in the central areas now are settled in very small villages and cummunities with the exception of the Two main settlements, hallow town and Straya city. The Lapize River diverging from Lazuli River at Hallow town a very fertile basin for crops to be raise and sold to the northern areas.

Northern Region
The lands of the northern region, despite having much more access to water than the southern lands are poorer in nutrients, yet still great for raising animals and with great amount of water access is the main ways of life for the inhabitants whom remain in nomadic tribes around the region. The major concentration of mountains in Yilan is found here too with parts of the great pelihin mountains branching into Yilan.

The most definite geographical landmark is the Zimja Jasbina or the Serpent´s Dwelling. It’s a never ending chasm that covers a great land area, stretching for almost one hundred kilometers with no crossings and ending in a forest. The chasm comes directly from the mountains and at its wide is around thirty kilometers. There is only one way to cross is by the great and magnificent bridges of the Iseul Temple fortress/city. The northern region is colder than the rest of Yilan, and much less liked by many of the Serpkin subspecies, making it the less populated by them, even though is the stronghold of the Kuchinawa faith.

History of Yilan
The history of Yilan post-Cataclysm is one of feuding tribes, clans and invasion of foreign people. In the times of the Cataclysm the region of Yilan was only populated by human tribes divided in their own clanships and living in nomadic style. Constant warfare was the norm of this people and in fact little changed after the cataclysm, the real changes began when the tribes, clans and hordes of the Serpkin began migrating from the Cruetia marshes 10 years after the cataclysm. Inspired by their believe in the great Serpent god, Kuchinawa´s prophesies the Serpkin saw the cataclysm as their call for moving north to the fabled dwelling of their God.
After expelling the forest human tribes, Serpkins defeated in a 30 years long migration to the region now called Midori Territories the nomadic and feuding clans. The first city in the region was build next to the great Namida lake (named like that by the mystical hero whom defeated the great horde of southern human forces). In this new lands the Serpkin settled and displaced much of the humans to the north. Making it the main Serpkin enclave for the next one hundred years.

In those one hundred years the nomad tribes to the north were unified by a great human leader to wage war in the south and expel the vile people of the serpent. After an initial surprise and a grueling war, the Midori Clan of Medusas lead by their priestess warriors repelled the attack and united the disperse Serpkin clans, leading their own invasion of the northern lands, conquering the remaining of the forest and mountain lands for the Serpkins and out of human hands. From this day on the Midori became the major clan of the Serpkins taking control of the now renamed Midori city next to Namida Lake.

Believing all must follow their God (Kuchinawa) a conversion process of the humans trapped in their lands began in force, all that did not follow the serpent became slaves, and converting the heathens became a favorite thing to be done among the wild tribes in the Breskrajan Steppes. Three hundred years ago the humans of the central region united into the Kingdom of Krakov under a new great hero and waged several wars against the great Midori clan and its vassal clans.

After many years, the stalamate was broken when when several of Krakov vassals and allied tribes revolted in favor of the serpent God, conquest and assimilation soon followed, a total of fifty years, making the Midoris the Indisputable power of the area, yet the untamed north remained and such the Dwelling of Kuchinawa was out of reach yet. Slavery was institutionalized around this era with influx of slaves from the conquest and conversion started it simple became slaves give birth to slaves policy.

Two hundred and forty years ago a revolt happened when the priests of inchyen couped the Clan leader Inchyen. He however was the father in law of the Midori Clan head (the Inchyen were the leaders of an alliance of clans that went to war further north and settled the city of Inchyen into their own state) and such the Midori sent its forces against them. The actions of the priests of Inchyen were however supported by many in the central region, dissatisfied with the Midori lack of faith, and more importantly lack of drive to recover the great dwelling of the serpent.

Those priests incited their followers and many clan’s leaders leading to revolts to start everywhere, after ten years of revolts and civil war the Midori triumphed, with their opponents escaping to the island of Gyeong, where they founded a deeply religious nation in their fortress city of Kyrin renaming themselves the Kyrina Vlast. The war was won, but it weakened extremely the hold of the Midori over the increasingly amount of clans migrating to the “open lands of the central region” and their extremely profitable slave trade and production.

Two hundred years ago the fabled leader Kuchi the word rose through the priesthood of Midori city, after denouncing the Midori leaders as unworthy and self-exiling to the frontier lands he amassed an army of human tribes and Serpkins and went to reclaim the lands promised in the north. The war for the dwelling took almost four years but the humans were expelled, enslaved or killed and the sacred spots finally taken. In a now famous speech he proclaimed that thee Midori had let Kuchinawa down and that they must be defeated. Rebellions once more soared and this time could not be put down.

The Midori crumbled in the central areas and slowly lost lands in the south until they could only hold thanks to their great numbers in the areas. With the punishment exacted the “word” began his crusade to subjugate the remaining human tribes and for thirty years they did until the last was defeated around 160 years ago. However as always the “word” died, some say got murder by Midori agents to end a new war to wipe them out. With his death the expansion era ended and the movement broke into hundreds of different clan lands.

For the next 154 years the clans fought each other, the human nomadic tribes were used as mercenaries and cannon-fooder and new kingdoms fell and rose until. Around 16 years ago some thirty major clans held most of the land divided between each other and its vassals. All changed however with the birth of Kuchinawa make flesh, the one and only Grand Priestess Iseul of the northern clan Hiyori as was promised in the Kuchinawa prophesies. Of course many rejected the notion of the great serpent made flesh and many simply refused the call to all bow down to her. As always change was driven by the priesthood class.

The Kyrina Vlast allied themselves with the Hiyori clan (admittedly as small clan) and the already very influential priesthood in the north that agreed with the statement. With their new allies a war was launched in the north, the clans around the chasm, and the northern clans who held the human nomads as vassals were defeated or joined the force voluntarily.

With humans as support forces and new members war began against the Inchyen Kingdom whom held the considerable territory. With many in their own priesthood understanding it was a chance for more power or simply of devotion to Kuchinawa, they rallied the people and launched rebellions against the kingdom, after the kingdom forces began to being beaten, mass desertions started as well as small yet devouts clans revolting on their own. In the end the kingdom collapsed and the rest of the Yilan began to get worried of what was happening in the north.

The southern lands were known for their men only exclusivity in priesthood leaders and main positions delegating priestess to serve them or be the caretakers of the temples. The southern priesthood offended greatly by the insanity of the northerns, said NO to the idea a female could be the promised one and gathered their own army with many clans joyously joining against the northern threat. This launched a series of conflicts, diplomatically and religiously to get the central lands clans for one side or the other.

As the sides settled, the great war erupted between the two factions, killing untold numbers for the next five years with thousands dying in battles, hunger and general havoc. A turning point came when the long relegated and forgotten Midori clan sided with the Iseul Followers (as they know called themselves) in exchange for forgiveness of past transgressions. With a second front opening far from where most of their forces were the Anti-Iseul coalition was slowly beaten.

Purges followed anywhere were the Iseul followers obtained victory, eliminating all the dissenting priest and lords that stood against them. The great Iseul Unification War ended after ten years launching era of peace for the last six years as the lands rebuild and the forces rested and repopulated.

The Midori clan was granted for its decision, cunning and pivotal role in the war their old territories, creating a vassal like nation called the Midori Territories. The Kyrina Vlast keep their island nation as they were devout supporters of the Grand Priestess as well favorable positions granted in her council.

The northern and central clans were all merged into an entity called the Iseul Thearchy ruled by the Grand Priestess herself (well more like her tutors and council at least until she came of age) though the clans were granted some independence to run their lands and people.

The biggest winners was the Priesthood class that sided with the Iseul Followers achieving much power in the social structure, rivaling clan heads as leaders of the people, becoming generals and famed war heroes on their own as well becoming the officials and representatives of the Thearchy itself. The new system build as the grand priestess continued her growth isolated from the world in the new Grand Iseul Temple City being built in the Zimja Jazbina.

Nations of Yilan
Kyrina Vlast
The Kyrina Vlast is lead by the fiercely devout and equally brutal Niko Kyrina Head priest of the priesthood in the island and leader of the armed forces. The Kyrina Vlast nation have existed since the failed rebellion against the Midori clan hundreds of years ago, though if you ask any of them that was happened just yesterday. The Nation and especially the priesthood whom tightly control it remains with a deep hate and distrust for the clan “friends”.

The Kyrina Vlast are very militaristic forming the kids of their population in the arts of combat for the coming was prophesied hundreds of years ago. They claim when the time comes they shall stand ready to laid destruction in the name of the chosen one whom is the vessel of Kuchinawa in formation.

The lands of the island nation are mainly occupied by mountains and volcanoes with few arable land, making them dependent on food from fishing or brought from the mainland, as such most of the ships in the newly formed Iseul Thearchy are in their possession, and they hold the biggest shipyard of warships in the whole region.

The city of Kyrin, their stronghold and where most of the population lives (except the ones mining the extensive mountains) posses extensive fortifications,mainly build against threats from the mainland now with the great unification completed will work well against foreign invaders.

The lands of Kyrina Vlast posses low to none human population for the exception of human slaves working in the extensive mines or in the fishing industries, this is tied as it was lowly populated when settled and dislike for non humans as lowly creatures their religious head poses and indeed most of the population.

Midori Territories
The lands once more after over 150 years ruled by the Serpkin subrace Gorgons, Midori Clan. The Land of the Midori clan possess the highest amount of Serpkin population, the reason is easy to understand. As the first lands settled by the Serpkin and where most of the Serpkin felt tied to. The original human population was displaced to the north, however there is a great amoount of human living in the Midori Territories exclusive as slaves to their Serpkins masters. The biggest and most populated city in the whole Yilan: Midori city.

As nomadism was phased out in the lands of the Clan much of the stteppes are used for grain cultivation to feed the human slaves as well sell the northlands and raising sheeps and cattles for the Serpkins population. With extensive coastline humans are used to fish extensively even though not great ports have been built by the midori as most food is caught and transported to Midori city.

The least controlled land by the priesthood, the clans in the midori territories are proud of their fighting capabilities as well their rich history. With the destruction of many of the lord's opposing Iseul Grand Priestess, the newly crowned clan heads are very grateful to being given a chance or at least loyal enough to keep their liege under control of the Thearchy in fear of a widespread revolt.

Most of the serpkins living in the south looks at the humans as simple resources to be used as slaves or devoured as cattle, as such free humans are a rarity and many hope to own slaves to elevate themselves among their peers.

Midori city is located next to namida lake which is the main source of water, recreation and transportation outside the region. The city is well defended and very big concentrating much of the Midori clan forces to keep it under their thumbs.

Culture: TBA

Religion: TBA
 
Last edited:

happycats517

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2z6QO53.png


The Okagweti Isles

Geography:
1) Nukwala Island: The largest island of the chain. The area near the coast is a mix of savanna and coastal plains. The inner parts of the island are dominated by jungles fed by the long rainy season. Inside the jungles live strange and dangerous predators that the denizens of the Okagweti Isles know to fear. The jungles of Nukwala Island are collectively known as the N'uko jungle. The main notable features are the Igwenjide Mountains, the Nonkemmiri Lake, and the Osimiri River that feeds it.

The Igwenjide Mountains are a fairly new range of mountains, formed during the massive changes of the Cataclysm. The tallest mountains in the range are about 20,000 feet tall. The mountains slow travel across the island, forcing most to walk around them, potentially adding weeks to the journey. Due to this, sea travel is preferred when travelling between sides of the island.

The Osimiri river's source is on Igwakpucha mountain, the tallest in the chain (20,980 ft.). It snakes down and feeds the Nonkemmiri lake before emptying into the ocean in the western part of the northern coastal plains. Most of the jungle settlements on Nukwala island are centered around here, with the denizens living off of fishing, hunting, and the freshwater of the river. The largest settlements in the jungle are based around Nonkemmiri lake.

The jungles hold very few sentient beings. Fearful of the predators that stalk through the jungles, all but the bravest or most desperate of peoples evade them, preferring instead to settle in the savanna where most of the major cities and settlements have been built.

The rest of the islands are covered by a mix of jungle (dark green) and savannah/coastal plains (dark yellow) with small rivers, lakes, springs, and oases spread throughout to provide fresh water and follow the same basic patterns. The savannas are the most populous and jungle settlements are focused around sources of freshwater.

2) Osisi Island
Lake: Azu Lake

3) Ifufe Island
River: Ndu River

4) Igba Egwo Island
Lake: Odo Lake

5) Nwanne Island
Lake: Anjanoamme Lake

6) Nwaanyi Island
River: Katarinwa River

7) Kentakiri Island

8) Gbaaso Island
Lake: Uhie Lake
 

Deaghaidh

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Region: Pelegin Mountains
Nation(s): The Kharakrim
Ruler(s): Khar Narroweye
Prominent Race: Dwarf
Racial Strength(s):
Craftsdwarves: Dwarven artisans have a well earned reputation for quality (Finished goods from Metals and Stone have a greater bonus)

Solidarity: Blood ties and a strong sense of honor tie a dwarven community together in the face of adversity (improved morale?)

Solid: Dwarves are stout, stubborn, and generally hard to get rid of when they don't choose to leave (defense bonus)

Weakness(es):
Out of their element: Having lived their whole lives in an underground city, the Kharakrim are terrible forresters, hunters, and foragers (penalty to collecting wood and food)

Homeless: Because of their unsettled state, young Kharakrim aren't getting married, since it would be irresponsible to have children you can't support. Few babies are born amount the migrants (0 population growth until they have been settled in place at least 7 years, slowly increasing after)

Poor riders: Dwarves aren't horsemen, though they have by necessity learned to use oxen to pull their wagons. (No Cavalry in armies.)
Minority Race(s): none


Nation Bio
History: Until recently the Kharakrim were the inhabitants of Khartoba. Founded in 10 AC, Khartoba was known for its stubborn independence and isolation. As the surrounding countryside became more savage, the city became more inward looking, with only the occasional caravan from their kin. Heavily fortified and militarized, the Kharakrim were entirely self reliant, proud to say they could seal their gates and carry on forever.

In the end, it wasn't an external threats that brought down Khartoba, but the mountain itself. There was a massive earthquake and eruption. Tens of thousands of dwarves died in the initial Pyroclasm. Among them was Khar Stoneback, King Under the Mountain and most of the royal family.

After the initial wave of magma and toxic gasses passed, the mountain continued to ooze and rumble. The elaborate water system was ruined, the underground farms were made inaccessible, the glorious 49 story vault at the heart of the city deemed structurally unsound.

There was no doubt. Khartoba was dying. The only thing to do was save as much as they could. Loading tools, supplies, and precious heirlooms into great wains, the Kharakrim were forced to make their way in the wide world under the sky.

Character Bio

Khar Narroweye: Heir to the ancient and proud House of Khar, Narroweye is 50 years old, putting him in the prime of his life. As a third son he was not expected to rule, but he excelled in his education in the noble sciences of combat and Geomancy ((Dwarven Fung Shui, plus geology and engineering)). He hadn't had any particular chance to use either.

He'd been in the early stages of courtship negotiations with a fine upstanding noble woman when the Pyroclasm struck. She was an attendant at court and thus perished when a pyroclastic flow poured into the palace. Likewise Narroweye's parents and siblings were killed instantly.

Having been on duty as a captain of the guard, Narroweye was nearer the surface. He took command of the evacuation and rescue efforts. He made the decision to move the population out of the unstable city and into the open. He inspired and motivated the terrified populace by seeming decisive and confident. He has labored as hard as anyone, setting an example that questions of rank or guild monopolies do not apply to the present emergency. While retrieving vital supplies of food, drink, and tools has been top priority, sealing treassures that cannot be carried away and ensuring that the traps and passive defenses are working has been a close second. Narroweye has no intention of leaving his home to be plundered.

Aside from seeing to the proper observances, such as the carving of a memorial stele, Narroweye has not expressed his own grief. He holds to the ideal of a dwarf lord, stern and taciturn, stoic and strong.

Legally, his Crown ceased to exist with his city. His leadership now is based on force of will, and the habit of looking to the House of Khar.



ICs
Departing Khartoba
Striking the Earth
 
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happycats517

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((Question to the other players, which nation has humans? I want an outsider for my ICs but I would like him to be from a different civilization than my own.))

((I'll be posting a human faction tonight and I'm in the isles south of you. Although Makhenet is near you as well.))
 

Dadarian

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The Jouhu

pick_aria_nomads.gif
Region: Pangea Minos
Nations: All (Nomads)
Race(s): Humans
Ruler(s): None, Tribes led by individual chieftains
Racial Strength(s):
  • Clansmen (Innate knowledge of terrain, flora, and fauna of Pangea Minos)
  • Outcaste (Outsider caste that allows the osmosis of new ideas and techniques into the tribe(s))
Weakness(es):
  • Clansmen (Divided and easily manipulated/impressed)
  • Inbreeding (A lack of outside blood means that strange things are happening to the new born)
  • Outsiders (An increase of Outcasts mean the traditional way of life is a changin')
Minority Race(s): Outcasts (Whoever is accepted into the tribe(s))


A wildly unsuccessful group of Humans who landed in Pangea Minos generations ago, they have regressed to near Primitivity. Few hold to the old ways, and they are venerated as holymen by the tribes. Incredibly durable, they have made their living through a wandering subsistence with limited trade or interaction. Oft treated like the savages they essentially are, the men of Jouhu have little to look forward to in their future.

However the winds of change come, as generations that grow see the wealth of the settled peoples and cry for it themselves. Increasing numbers of Outsiders join as the Outcaste, bringing questions of the future of these people in the tribe. Finally, a lack of numbers means that healthy babies are growing increasingly rare. Instead strange things are happening, and these cause dread within both the holymen and the elders.
 

Galren

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((The Braln are basically humans with slightly different features. If they have to cross the sea to be there, I'm afraid the Braln can't be there. Horses don't cross oceans that well.))
 

Dadarian

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((The Braln are basically humans with slightly different features. If they have to cross the sea to be there, I'm afraid the Braln can't be there. Horses don't cross oceans that well.))

((Oh, they're not steppe nomads, they don't have horses. They trudge everywhere via foot.

And honestly the Bral'n-human divide don't matter much, since the point is moot. In the end they're humanoids of humanish bent.))