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18th age -- The rise of the Felis! (Cat-centric nation builder fantasy spin-off)

Beckoncall

World-Weaver and servant to the most-holy PC
Supporter
The wheel of ages turns once again... under the reign of resting gods and covetous felines!!!




It is the Dawn of the 18th age -- the age of man has ended, torn apart by the power vacuum of the previous pantokrator leaving creation and brought almost completely to heel by the warring races left behind before the new gods shall get around to remaking the world in their own vision. The war of the pretender gods is long past, like the end of any age the world is unchecked wilds and quiet ruins. Perhaps foreseeing this though perhaps also by pure happenstance, the Cats of the world escaped through fortune and guile from the great city of Bastion, to the Heavens of Nirvana to wait out the apocalypse. The divine work of the god Pasha, the shaping of the heavens by the great angel Batthiel, and the obsession of the mortal Bavan the Rich lead to the cats of Planet Avecury to be passed over by the end of the world -- invading a tiny corner of heaven in Nirvana, the feline races and clans developed in sophistication, culture, and stature and otherwise lounged while the ruins of the prime material plane remade themselves. Some of the cats, given divine names, were uplifted into sentience and ruled over the clans of their animal brethren... in as much as cats could ever be ruled, one would suppose. The great Pashite Holdfast, a floating island in the heavens, nurtured the feline beings and while the rest of the races hid or crumbled to nothing, the cats themselves saw their opportunity... There was infinite space for cats in Nirvana, but not infinite lands and territories to possess. Clans quarreled between each other and among themselves for a forgotten era as cat fought against cat for what property was to be owned, made, or claimed. Cat civilization rose and fell at least three times in the struggle for sentience, cohesion, and finally purpose -- with the fourth culture of the felines coming up with a brilliant and brazen plan...

The Cat peoples and other factions of Nirvana learned that by claiming lands in the prime material, they could create reflections of new territories in the firmament of heaven.

These new lands were called WORLD SHARDS, and all connected like spokes to the central hub of Pasha's holdfast -- the great floating island known as the Allod.

The time for fruitless bickering is behind the Feline races and the other factions of Nirvana. From heaven new Cat pioneers would explore and exploit the dying world below before the gods had a chance to remake it all anew....



From chaos and infighting great feline houses, and even the factions of some other creatures -- took it upon themselves this great new undertaking, the heist of the old reality before the onset of the new -- Beside, and sometimes at ends with the cats were the Custodes -- Humans sent to heaven in feline societies infancy to care for and guide them in their new home in Nirvana. No longer needed, they eagerly sought to create a world shard of their own and let the Cats uplift themselves further on their own. In addition to these humans, Rogue Angels, forgotten in the war of the gods and no longer needed to guide the felines towards a new destiny, sought to make their own world shard apart as well. Transient Devils, hiding in Nirvana after the hells consumed themselves at the end of creation, also sought their own world shard.... and perhaps strangest of all were the Dragonnewt Refugees -- A race that reigned supreme in the second age they too sought to finally remake a place for their very own in the heavens, though perhaps more quietly and carefully than the cat peoples....

Great Feline Leaders and their rivals united forces within their clans and formed bands of explorers, pirates, conquerors, and thieves. Will YOU be one of the great leaders to organize your people to scavenge the old world and build a world shard of your own in the heavens? Dare you face the threats and mysteries of the prime material world left behind to make a better day, a better world, for your peoples? Step forward and be Brave, and DARE!

______________________________________________

Meta info: This game is a spinoff of the Muurdaan/World of Avecury and "City of Bastion" roleplays, but knowledge of either is not required (they just take place in the same universe) -- this RP is the brainchild of both Pat Pat and Myself, and we are hoping to get a good... and different... fantasy nation builder out of this. Please state if you are interested, and if the concept gets off the ground we can begin to discuss how players start by generating a world shard, a clan of felines (or other race), and making a protagonist for the adventure!!!

Thanks for reading!

-Beck
 
Is this universe exclusive to "domestic" cat types?

NO WAY -- Pat and I have like a score of fantasy cat types and cultures to draw from... though players can have full agency designing their own.

Hmmmm...

Some are wilder than others, but the domestic cat vibe is one of the main archetypes.

For example, The Kzinti are no bigger than regular Felis, but they are known to eat other races to find out what they taste like before opening diplomacy. ;)
 
In the divine name of Snowball, the First Named, we shall brave the end of the world in search of our own World Shard and forge it in his image!
 
Heyitsjiwon Heyitsjiwon Pat Pat Eliasdagood Eliasdagood Heterological Heterological adrian_ adrian_
Since a few people are interested already, I'll relate some parameters about making a nation/character so when we move to the actual gameplay thread everyone will be ready. Here goes:

1) Create a worldshard:

Your initial worldshard can be of eight initial terrain options, lake, island, mountain, hills, plains, desert, swamp, and FOREST subject to one aura from the eight spheres of magic, earth, fire, water, air, astral, bone, blood, and nature. Examples may include a lush forest, a lava lake, a starlit mountain, and a petrified swamp. Many terrain and sphere combinations can exist. This worldshard will come with a starting level of wealth/commodities and can be populated by citizens of Pasha's Allod, usually Felis or one of it's many subraces. Other popular races are Rogue Angels, Transient Devils, Human Ex-custodes (cat caretakers), and the mysterious Dragonewts. Design your own combination or discuss with a GM what options you may be interested in. You may gain new lands in the future, but they may not be exactly to your specifications again!

2) Design your clan: While not restricted to these choices (you can create your own clan/culture) these examples will at least give you ideas. Describe (or choose) your culture, and the nature of your factions enterprise -- are they explorers? Tomb Raiders? Preservationists? Pirates? Conquerors? Slavers? Once you have a rough design of your clan and who they are you will be awarded 200 unit POINTS and a army list to spend those points on. Will you have numerous low value units? or a smaller clan with a specialized niche? fewer powerful warriors or strength in numbers? You will get to decide.

THE HIGH CLANS: (Most widely known, all proven to descend from divine named cats at the beginning of the Felis Exodus at the end of the world:)

Enaitay -- Known as "Knight's Plume" Felis, they are proud of their feathery tails which grow over the full length of their bodies. Brave and resolute, The Enaitay are bastions of order and law -- or as ordered and lawful as cats are wont to be. They are often proud knights, diligent soldiers, and shrewd merchants.

Hedrox -- Slothful but strong, these cats were mainly the pets of great dwarven empires before their ascension. Often of darker browns and blacks in color, the hedrox are not the smartest clan, but what they lack in technique they make up with for meanness and a stubborn thoroughness to their work.

Swansea -- Known as the "Diving Cats" -- these felines do not shun water as much as their other kin. Playful and adventurous, they are free spirits who often work for a common good as long as it aligns with their own ambitions...

Cestus -- From the port cities of the old human empires, these cats have in their nature that of dockside acrobats and are fearless climbers. They strongly value and assert their individuality, but make formidable opponents in organization as well.

Excelec -- These Felines have infamous nightvision to rival other Felis, and are mysterious in their dealings with outsiders. Highly cunning, they often fight asymmetrically and solve problems unconventionally.

Spectrum -- The Rainbow cats are the descendants of the Elvish empires, and are particularly long lived and adept with magic. The splendour of their fur makes them haughty in the face of other Felis...

Thraddash -- Known for brutal infighting and hierarchical pecking orders, the Thraddash are innovators that often are the undoing of the things they create. Natural Tinkers, they like big booms and dramatic effects, even if the results tend to be hazardous.

Kzinti -- The Kzinti pride themselves as both connoisseurs of fine foods as well as skilled diplomats. These pursuits are often at odds in that the Kzinti tend to decide to taste other races first before dealing or trading with them...

Aslani -- The Matriarchal Aslani are highly territorial and much value and place in one's society is tied to the land one owns or has helped conquer or retain. The noble Aslani are constantly looking for ways to expand their holdings and see the males of their clans as a means of obtaining new lands and the females of their clans as the means to keeping them. The unofficial motto of tht Aslani is "Don't send a boy to do a woman's job."

Tabaxi -- Tabaxi are more reclusive towards other races, but are especially gregarious among other Felis kin. They are excellent explorers and competent warriors, but aloof to other races. They are particularly well associated with the Spectrum Clans.

Khajiiti -- Gypsy Merchants with a strong sense of cultural identity and adventurous spirit, this Clan values wealth a bit more than even the others often seeking trade as a means to that end but are not against more direct methods if business isn't welcome or profitable. Never far from song and dance, they adorn themselves with jewelry and exotic scarves to display their wealth or status. The Khajit are some say superstitious, but they would say they have a deeper relationship with luck and fate than the average Felis.

Mrrshan -- Dominant Hoarders, their curiosity and aggressive spirit often put them at odds with their neighbors, or make them staunch allies in times of trouble. The Mrrshan have a martial society where everyone from youth trains to protect the community or fight it's enemies. They are lovers of the finer things in life on the rare occasion there is nobody to quarrel with.


Custom Felis Clans/Subraces can also be created by players for their characters. Nirvana is now the home of nearly every cat breed on the planet. Subraces can be hybrids of default subraces. Use your imagination if one of the existing clans doesn't capture your fancy -- though all custom clans/races are subject to GM approval.

ALLIES OF THE CLAN:

Lastly, decide if your faction has ALLIES or not. This will give you 100 additional points of troops not related or a different race than your clan, but you will have ties, intrigue, and obligations to this other faction, so beware. You will be able to choose your friends, but not choose how their goals effect your plans!

3) Create your character. Summarize your clan leader's motivations in leaving the comfort of Pasha's Allod in the pursuit of an uncertain fortune. Each character is allowed a piece of quality starting equipment. relate their appearance, their countenance, their skills and trade. You may have opportunities based on your point allocation to name additional characters with specific talents, but everyone must have a protagonist that is the "face" of the Clan, and it's leader.
 
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Heyitsjiwon Heyitsjiwon Pat Pat Eliasdagood Eliasdagood Heterological Heterological adrian_ adrian_
Since a few people are interested already, I'll relate some parameters about making a nation/character so when we move to the actual gameplay thread everyone will be ready. Here goes:

1) Create a worldshard:

Your initial worldshard can be of eight initial terrain options, lake, island, mountain, hills, plains, desert, swamp, and FOREST subject to one aura from the eight spheres of magic, earth, fire, water, air, astral, bone, blood, and nature. Examples may include a lush forest, a lava lake, a starlit mountain, and a petrified swamp. Many terrain and sphere combinations can exist. This worldshard will come with a starting level of wealth/commodities and can be populated by citizens of Pasha's Allod, usually Felis or one of it's many subraces. Other popular races are Rogue Angels, Transient Devils, Human Ex-custodes (cat caretakers), and the mysterious Dragonewts. Design your own combination or discuss with a GM what options you may be interested in. You may gain new lands in the future, but they may not be exactly to your specifications again!

2) Design your clan: While not restricted to these choices (you can create your own clan/culture) these examples will at least give you ideas. Describe (or choose) your culture, and the nature of your factions enterprise -- are they explorers? Tomb Raiders? Preservationists? Pirates? Conquerors? Slavers? Once you have a rough design of your clan and who they are you will be awarded 200 unit POINTS and a army list to spend those points on. Will you have numerous low value units? or a smaller clan with a specialized niche? fewer powerful warriors or strength in numbers? You will get to decide.

THE HIGH CLANS: (Most widely known, all proven to descend from divine named cats at the beginning of the Felis Exodus at the end of the world:)

Enaitay -- Known as "Knight's Plume" Felis, they are proud of their feathery tails which grow over the full length of their bodies. Brave and resolute, The Enaitay are bastions of order and law -- or as ordered and lawful as cats are wont to be. They are often proud knights, diligent soldiers, and shrewd merchants.

Hedrox -- Slothful but strong, these cats were mainly the pets of great dwarven empires before their ascension. Often of darker browns and blacks in color, the hedrox are not the smartest clan, but what they lack in technique they make up with for meanness and a stubborn thoroughness to their work.

Swansea -- Known as the "Diving Cats" -- these felines do not shun water as much as their other kin. Playful and adventurous, they are free spirits who often work for a common good as long as it aligns with their own ambitions...

Cestus -- From the port cities of the old human empires, these cats have in their nature that of dockside acrobats and are fearless climbers. They strongly value and assert their individuality, but make formidable opponents in organization as well.

Excelec -- These Felines have infamous nightvision to rival other Felis, and are mysterious in their dealings with outsiders. Highly cunning, they often fight asymmetrically and solve problems unconventionally.

Spectrum -- The Rainbow cats are the descendants of the Elvish empires, and are particularly long lived and adept with magic. The splendour of their fur makes them haughty in the face of other Felis...

Thraddash -- Known for brutal infighting and hierarchical pecking orders, the Thraddash are innovators that often are the undoing of the things they create. Natural Tinkers, they like big booms and dramatic effects, even if the results tend to be hazardous.

Kzinti -- The Kzinti pride themselves as both connoisseurs of fine foods as well as skilled diplomats. These pursuits are often at odds in that the Kzinti tend to decide to taste other races first before dealing or trading with them...

Aslani -- The Matriarchal Aslani are highly territorial and much value and place in one's society is tied to the land one owns or has helped conquer or retain. The noble Aslani are constantly looking for ways to expand their holdings and see the males of their clans as a means of obtaining new lands and the females of their clans as the means to keeping them. The unofficial motto of tht Aslani is "Don't send a boy to do a woman's job."

Tabaxi -- Tabaxi are more reclusive towards other races, but are especially gregarious among other Felis kin. They are excellent explorers and competent warriors, but aloof to other races. They are particularly well associated with the Spectrum Clans.

Khajiiti -- Gypsy Merchants with a strong sense of cultural identity and adventurous spirit, this Clan values wealth a bit more than even the others often seeking trade as a means to that end but are not against more direct methods if business isn't welcome or profitable. Never far from song and dance, they adorn themselves with jewelry and exotic scarves to display their wealth or status. The Khajit are some say superstitious, but they would say they have a deeper relationship with luck and fate than the average Felis.

Mrrshan -- Dominant Hoarders, their curiosity and aggressive spirit often put them at odds with their neighbors, or make them staunch allies in times of trouble. The Mrrshan have a martial society where everyone from youth trains to protect the community or fight it's enemies. They are lovers of the finer things in life on the rare occasion there is nobody to quarrel with.


Custom Felis Clans/Subraces can also be created by players for their characters. Nirvana is now the home of nearly every cat breed on the planet. Subraces can be hybrids of default subraces. Use your imagination if one of the existing clans doesn't capture your fancy -- though all custom clans/races are subject to GM approval.

ALLIES OF THE CLAN:

Lastly, decide if your faction has ALLIES or not. This will give you 100 additional points of troops not related or a different race than your clan, but you will have ties, intrigue, and obligations to this other faction, so beware. You will be able to choose your friends, but not choose how their goals effect your plans!

3) Create your character. Summarize your clan leader's motivations in leaving the comfort of Pasha's Allod in the pursuit of an uncertain fortune. Each character is allowed a piece of quality starting equipment. relate their appearance, their countenance, their skills and trade. You may have opportunities based on your point allocation to name additional characters with specific talents, but everyone must have a protagonist that is the "face" of the Clan, and it's leader.
Do you think I could play astral displacer cats? Or even actual displacer beasts?
 
Do you think I could play astral displacer cats? Or even actual displacer beasts?

Special magical Bus Cats, Displacer beasts, and all sorts of magical felines are potentially obtainable... but would probably cost a good deal of points. If you work out a backstory i Agree with that could include them they might even be on your starting unit lists... or allies you could make down the road. <3
 
adrian_ adrian_ -- these could also be a SUPREME example of chosen allies... but ask yourself... what mysterious ends might displacer cats want? ;)
 
Everyone still interested? This message is for you:

Pat Pat and Chordling Chordling have been working with me on fleshing out their character cultures before posting them... interested players should be thinking about this as well and are invited to message me (or talk to me on discord) to help develop their clans. Alternatively, The first complete character descriptions should show up in a few days and those can be seen as model examples for other people to emulate the parameters. Keep in mind all backstory is subject to negotiation until the game begins... so go wild with your creativity but don't be chafed if I give notes or dial anything back in the name of balance, godmoding, or other obvious or unapparent motivations. :D
 
1) Nature plains.

2) Oilpaw, an old Hedrox family of laborers, craftsmen, and hunters, has claimed a worldshard of it's own now that past opportunities and challenges Pasha's Allod had to offer the artisans and blacksmiths have dried up back home in favor of thankless renovations and tired imitations that promise dependable income but are increasingly bereft of any sort of meaningful fulfillment. Seeking not only to revive what many of it's sons and daughters see as a stagnant culture adverse to hard work, easily satisfied with 'good enough'... The clan's patriarch seeks to build a future with his own two paws for Nirvana through it's sweat, tears, and blood. Wed to a minor Spectrum line, a number of rainbow cats call the Oilpaws allies, though some resentment continues to linger over the broken courtship of an arranged marriage thanks to the unexpected kindling of love. A headache that only gets worse with divergent traditions and deep-rooted animosities inherited long ago from their former dwarven and elven masters that continue to plague the present.

tumblr_o1tv5xcJJw1tvhtb7o1_1280.jpg

3) Wimarc Oilpaw, a physically imposing Hedrox male of black coat and amber eyes, is an accomplished craftsman, blacksmith, engineer, and has never found himself at the losing end of a tournament or duel in his youth. His wife Ascilia has bore him two sons, Marden and Meldon, and one daughter, Sibyl, all of black fur with opalescent patches. Amicable to his friends, and often beholden to antiquated ideals of pomp and chivalry in mannerisms not unlike that of his Enaitay cousins. In battle, he wears full plate and wields a banded steel Zweihänder. Usually he's accompanied by an immaculate spyder companion said to have been gifted to the Hedroxi founder by the Primogen himself.

4) The Hedrox wisely shut themselves away when the previous iteration of Felis society crumbled, preparing instead for the peace that would follow alongside the Custodes of Pasha's Allod, which they have always been and will continue to be stalwart friends to despite radical members of their organization straying from the path the Lord and Primogen set out for them without a guiding hand to lead them. Launching a full-blown humanitarian relief effort once the ashes had settled, they helped restore a sense of order to the chaos and lended a paw getting their less fortunate kin back to their former united grandeur.

Brokering a number of business arrangements since, particularly with the Mrrshann, a number of thefts, not only of property but even of life, soured relations with outsiders for a time. Ultimately, these trespasses were forgiven, as such was their nature, but individuals that had crossed the Hedrox soon found themselves jotted down into a Book of Grudges until Grudgebearers and neutral Enaitay arbitrators could settle wrongs. Leveraging their bargaining power in favoring collaborators and penalizing guilty parties when it came to future deals, rewarding community enforcement with exquisite publicly accessible marvels, and striking names from the record whenever the property in question had been retrieved, an equivalent punishment had been doled out, and any due compensation received, the Hedrox have thus gently encouraged neighborly behavior in the Mrrshann and fairly curtailed the worst of their impulses.

Long a research and development powerhouse of Nirvana, dragonnewt machines and schematics were gathered, studied, and even improved upon by the brightest minds the Hedrox had to offer. In time they had come to rely upon the ancient draconic technology, and so when the dragonnewts joined the family, demands of immediate repossession which would lead to calamitous impoverishment were ignored and the Hedrox came to consider themselves indebted until the day they could finally be weaned off intellectual dependency. Trading wealth and secrets of their own to the dragonnewts ever since, particularly Hedrox advancements on their race's occasionally flawed and underutilized designs, the clan largely considers it's remittances paid.

5)

(250 points) 500 Soot
(10 points) 5 Cogs
(12 points) 3 Gears
(8 points) 1 Farseer (Ascilia)
(5 points) 1 Summerborn (Ascilia's Bodyguard)
(15 points) 3 Nobles (Marden: novice nature mage and twin brother to Meldon, Meldon: novice earth mage and twin brother to Marden, Sibyl: youngest of the three, beginner water mage)

Sootpaws: (.5 points) -- these are the youngest and least skilled of the paws, but they work together very well. every 5 sootpaws elects a coordinator, which in turn relates to peers of their station forming a natural hierarchy and engineered consent/productivity. The more soots you have, the better or more of a job gets done. That said, they don't fight well unless in great numbers (if at all) and have a strong sense of self-preservation.
Cogs: (2 points) The ultimate Squires, Cogs can be attached to any other unit and make it run better or more efficiently. Pages of all trades but masters of none, they carry the shields, follow the plans, and execute orders that make greater units more effective. Cogs can also be counted to fight with claw and blade competently and with courage.

Wargears/Meshgears -- 4 points -- forming small task forces to almost any speciality or function, the Gears are both the thinkers an do-ers of the Oilpaws. Builders/inventors and directors, they work in groups to tackle problems usually according to doctrine and invention. The gears, both of peace and war, carry the traditional Bavan-age weapon the "Gun-chuck" -- a pair of short range pistol barrels linked by a chain as a sybol of status, and a tool for battle. The Oilpaws count on Gears to be the primary defenders of the clan, even though their talents are often much more desired elsewhere.
Black Nobles -- 5 points -- each a character in their own right, they specialize in specific trades or endeavors and are more leaders than rank and file. They are very skilled workers and the loremasters of the Hedrox. Black nobles sometimes wear stylized armor that meshes well to give fair mobility and great protection, and use a variety of two handed weapons.

ALLIES: (+100 points, but you needn't spend them just on allies, the increased points also indicate support from other clans/entitities so they can be spent on your own troops as well as:
Sprectral Summerborn (5) -- The second tier of Elven-descended warriors, he summerborn all practice a trade in times of peace and a martial skill in times of war. They do NOT play well with others when they are not in charge, and to outsiders some see their elvish ways as mere affectations, which in most cases would be a mistake. A boon to any team, and a team a boon to any operation.
Spectral Farseers (8) -- Masters of the Heuristic arts of prediction, Farseers predict obstacles and complications -- or enemies moves -- and plan accordingly. mechanically this can manifest as modified or rerolled "dice" behind the scenes. In game terms, they make great intelligence and logistics workers, and bring luck to any endeavor.
 
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I've decided it would be a good convention to give each person who submits a clan concept some historical questions to help integrate them into the world of the RP. A few of you already have these questions... others shall receive them as their concept is put forward/develops.
 
1. The Auroral Grove (Astral Forest)

2. Excelec Culture/Clan-wise, I was thinking of making a group of cats who are seeking ways to preserve their kind/culture after seeing the horrors of the end of the 17th age AND the collapse of Felis civilization three times. The most popular way to them is to be settlers/expansionists to spread their people out into various corners of existence so that even if Nirvana itself were to collapse suddenly due to a giant war among gods, then there would be other settlements in other planes that will allow the clan to prosper and carry on their culture/clan bloodline (though this is really a rudimentary solution since they currently do not have the means/knowledge to implement other feasible solutions). Thus, the clan's ultimate goal would be to try and find ways to survive mass extinction events. Until they find a better option, they're sticking with just finding more land/corners of various places to build outposts/settlements in (much like how we build seed banks in real life to preserve plant species or how in Sci-fi humans are depicted as going on long journeys to distant planets to save the species from certain extinction due to resource depletion/sun dying/etc.).

The Clan has attempted to maintain cordial relations with the High Clans, though is somewhat friendly with the Spectrum Clan as the Excelec Clan has helped preserve and confirm each others lost or endangered pasts.

u481u9my4ab61.jpg

3. BrightStar the Sun-Touched - Long ago, the founding Cat of the Excelec Clan was given a divine name by the Divine Pasha. However, he also received a collar with a small golden fragment of unknown material that shined in the sunlight as if it were a part of the sun. The Divine Pasha said that the fragment would guide the cat and bring great fortune. Thus, the golden fragment has passed down generations as a lucky charm, but also as proof of the clan's ancient heritage that links back to the First Named. Inheritors of the Golden Fragment also received the moniker "Sun-Touched" in reference to how the Golden Fragment shines like the sun when it is exposed to the sunlight. However, after the recent collapses of Felis civilization, the ancient clan faced the possibility of extinction. Thus, BrightStar sets off to find a way to preserve his clan and allow it to prosper even if the Gods were to render Nirvana in twain.

100 Pashite Motes - 100 pts
10 Exelec Cloakleys - 50 pts
10 Reclined - 70 pts
3 Exelec Agent - 30 pts
2 Spectra Winterborn - 24 pts
5 Spectra Springborn - 10 pts
2 Rainbow Loremasters - 16 pts

---

Pashite Motes: 1 point -- generally smaller or younger specimens of the clan, motes are the rank and file workers and adherents to beliefs in astral forces. The larger the number applied the more religious/astral bonus they bring to a project but are not much on their own or in small groups, especially if unlead. They are however quite educated and astute for low-tier units -- which can sometimes surprise. Every 20-40 Pashites is called a "Battiel" and can form a fighting unit that has zealous morale and spirit, but in smaller numbers these units scatter in combat.

Exelec cloakleys -- 5 points -- Mysterious glue that holds society and endeavors together, every one is a trained partisan, thief, and diplomat, at various levels of skill. The cloakleys are responsible for the signature asymmetrical warfare of the Exelec, and are seldom seen or questioned when they do not desire it.

The Reclined -- 7 points -- each an expert of a given skill or trait, they can be characters in their own right and shape the way of the group of exelec they are attached to. Not officially leaders, their word is often respected, if questioned for elaboration at times. The Reclined are not as the name suggests sedentary but rather making a statement on how they at least outwardly are relaxed, well seated regardless of the situation, and not prone to fear or harsh reaction. The Reclined motto is "Only the thrall avenges immediately" -- a philosophy that represents a true analysis of problems before action and a distance from passion when needed.

Allies: (+100 points, but you needn't spend it all on these)

Spectra Spring/Summer/Fall/Winterborn (2/4/8/12 points) -- the four tiers of the elven cultured felis, they are either exclusively designated peaceful or wartime when acquired. The season of the spectra indicates the tier of their masteries in their studies and their knowledge of Felis lore -- and beyond.

Rainbow Loremasters -- (8 points) a isolated order of both Aslani, Exelec and Spectra Felis -- these cats are historians and artificers. Planners, Thinkers, Organizers and knowers... they have the respect of the clan for being keepers of history and the rememberers of obligations, grievances, histories, and solutions that have worked beforre.

Exelec Agent: 10 points : Heroes or Villains or both, each is a character in their own right and represent Angels, Devils, or Dragonewts that have united with the clan out of debt, or promise, guile or obligation. Attached almost exclusively to the cloakleys or the Reclined, they otherwise act alone, and are often generals or diplomats for the clan, executing the asymmetrical or mysterious ways of the Exelec.
 
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WORLD SHARD
Artic Mountains, No Allies

CLAN
Panthera live in caves within the mountains in small clans. Their territory is far spread and low population density. They hunt mountain dwelling sheep, ibex, deer, and other small mammals for food. Panthera are not aggressive towards other predators. They prefer to live at higher altitudes in the warmer seasons and at lower altitudes during the colder seasons. They do not travel past the Alpine forests. Panthera do not settle in a single spot. They often find a new place to sleep each night. Cubs are born in the Spring. There is a high infant mortality rate. A mother may give birth to a little of five and anywhere between one to three may survive to adulthood. Mothers are responsible for all of the childcare.

LEADER
Clan Leader Ping understands that his kind prefers to live a solitary life. His role as a leader comes more into play when discussing manners related to trade deals. Otherwise, the methods to his leadership are passive. He cares most about the well-being of all the Panthera.

4ea040cbd9a8a72d473cd5d5b1db405a.jpg


HISTORY
Long, LONG ago, before the dragonnewt truly reappeared, their scales were said to ward off the cold and make one the finest armors -- many young pantera collected these scales and began to elevate themselves as heroes using this armor... Until the Dragonewts "Returned" and demanded their "Skins" back. Panthera agreed to return the skins to the Dragonnewts without fuss. At the time, Panthera was struggling socially about whether firearms and armory were even necessary for their society. They saw this as a sign and abandoned all need for aggressive technologies. The relationship between the Panthera and the Dragonnewts is a respectful one.

The Aslani Matriarchy in Felis early history, while most Felis were still evolving their cultures -- saw the Panthera as very strong, but too few to actually become their own clan. The Aslani Matriarchy offered to marry all of the males of the Panthera, and make the Lady Panthera wealthy and landed if they would only surrender their old ways and adopt the new. The Panthera drove Aslani and any of their influences off of their mountain range. Their attempts to change the Panthera culture was offensive! The Aslani faced more challenges than they realized when they tried to force their way in- unfamiliar with the true terrain of Panthera’s rocky homeland. The Aslani surrendered, and continue to see this event as a shameful loss for both races, but they are no longer aggressive towards Panthera’s kind. Panthera has no respect for the Aslani since this interaction.

The Panthera were once of the first Clans to truly become self sufficient and leave the care of the custodes, but their infancy as a culture -- in particular their favoring of such harsh environments they paid dearly to acclimate to -- lead to the Custodes (human caretakers) to repeatedly attempt to bring the Panthera back into human care -- fearing the Panthera would go extinct in the face of their harsh choices and smaller numbers. Some Custodes begged the Panthera to return to loving custode oversight. Panthera’s view of the Custodes is incredibly skewed after witnessing that some Custodes would abuse Panthera in multiple, gruesome ways. They do understand that some Custodes have kind hearts and want to help, but the risk is too dangerous with such low numbers, and the Panthera have been tricked by their generosity too many times. Panthera welcome the Custodes to their lands but they refuse any helpful offerings.

A reflection of the ancient cultures of Tien Tiao, Shinuyama, and other far east cultures have left an indellible mark on the Panthera. Early in Clan infancy there was bitter rivalry for the scraps of technology and culture left behind by older races -- The Panthera seized numerous ancient relics of the far east and it was their essence and beauty that enabled them to create their own eastern culture in the shadow of the primogens who left these artifacts behind.

Mountain Fragment - A broken piece from the Northern part of the mountain range. There is something peculiar about this piece. It is not an ordinary rock. It is often present during ceremonies.​
Prayer Beads - A necklace of prayer beads worn by the Clan Leader to signify their status. They have no other meaning beyond this.​
Pottery Collection - A set of clay pots, created from the Earth of the mountain range, with painted paw prints. The set suggests that one of the pots is still missing.​
Ancient Scripts - Parchment of scripts with ancient writing that is still being translated.​

UNIT LIST
Keepers x 3
Harmonies x 4
Trackless x 12
The Harsh x 22

Keepers
Each Keeper is the custodian of a true (or faithful replica) of an artifact of the ancient cultures of the 17th age from the Empires of the Tien Tiao and Shinuyama, where the clan learned it’s ways. These items define the bearer and shape their works, and guide the works of the lessers.

Keeper of the Mountain Fragment

Keeper of the Clay Pots

Keeper of the Ancient Scripts

Harmonies
The “White Harmonies” follow the ancient ways of their ancestors and their Eastern inspirators. Besides being fantastic survivalists and leaders -- they bring an artist's approach to every endeavor, be it the art of war or the making of music. Harmonies synergize with other harmonies, making them even more effective in groups -- though being fwe they often are scattered directing their lesser Felis.

Trackless
Singular elite warriors, they also are stern directors of the Harsh and consummate hunters and warriors. Each Trackless, for better or for worse, is both a poet and an artist and take great pride in their new expression of the old ways that unite the clan. So called for being extremely stealthy, they can function as spies, commandos, and intruders, as well as effective (if curt) diplomats.

The Harsh
The lowest tier of Panthera clanship, The Harsh are by necessity rough pioneers and “can-do-must-do” workers and warriors. A cut above most other clans rank and file, they need to be in the harsh environments of their homelands and the hardships they are expected to endure.​
 
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Other players are developing their concepts. I think every character will have a perk or special item as well (like Chordling Chordling having an ancient relic Pat Pat having some special item and Heyitsjiwon Heyitsjiwon with his shiny collar... think about these personal items to flesh out your character and I'll be working to develop people's clans/characters all this week after which hopefully we'll be able to at least gently start the game. <3
 
World Shard
Twilight Isle (Astral Island).
Clan
The Eunoia are a clan of unusually gifted Felis who can be found plying their varied trades in town squares, royal courts and bustling metropolises all across the known lands. Travelling in small troupes of not more than twelve members, they often set up impromptu plays for weary adventures on the roadsides or sell little trinkets made out of pretty beads and bobbles to innkeepers and headsmen in exchange for food and lodging. The Eunoia seem to hold artistic talent in high esteem, as each member of society reaching the age of maturity is expected to don a simple mantle or cloak and set out into the wilderness, to explore, to be inspired and to learn. The ultimate aim of such a journey is both spiritual and practical, as at the end of this long exile, the kith return having perfected a singular trade be it as a puppeteer enacting rueful tragedies on a miniature stage or as a toy-maker carving tiny horses for children in the neighborhood. This familiarity with the outside world doesn't end with a Felis' return, as many choose to become merchants and itinerant performers, always on the move but never out of mind as they invariably send back coin for their families by the fortnight. There are those that claim that the Eunoia don't take criticism of their art lightly and that behind every whiskered face lies a dagger in the night, spying, lurking and waiting. But these are just vicious rumors, abhorrent to any right-think Felis. Leader
1622105445260.pngUpon the death of a leader of the Eunoia, one they call the Head Jongleur or simply Jongleur, a group of twelve elders take over the management of the clan's affairs until a successor may be chosen. Although there is no limit set in stone for how long such an interregnum may last, it has never taken more than six months to pick out the next, and naturally most worthy candidate for the job. The selection process is simple, it involves the fulfillment of a set of trials of physical worthiness called the Trials of Purdon, named after a mythical acrobat whose achievements were considered impressive enough for them to be recorded in the Shaperate, immortalized as an ancestor to be emulated. Those that passed the trials were then made to compete in a sort of talent show, where their skill was to be judged by a panel of their peers. Contestants would choose twelve trades from an expansive list of legitimate arts, which included such things as; poetry, juggling, gardening, sword-fighting and mathematics. The one with the highest score at the end of this selection process would be bestowed with the lyre of Responsibility, a symbol of temporal authority over all Eunoia. Jongleur Prrsha the most recent to hold the title, used to be something of a celebrity before entering the halls of government. His theatre troupe 'All the King's Horses' was extremely sought after, and his greatest play 'The Sorrows of Young Mirana' continues to bring tears to the eyes of any creature of feeling to this day. There are of course times where Jongleur Prrsha must wish to return back to a life of travel and revelry, but as dark clouds gather over the clan and their way of life there can be no one better suited to lead the Eunoia into the light.
 
1. The Red Valleys (blood mountains)

2. The Lahu Clan

A hybrid of the High Clans Mrrshan and the Tabaxi, resulting in a race of fierce warriors and fleet-footed, stubborn mappers, exploring the world while protecting their homeland. They eagerly search uncharted territories for new resources and discoveries, not just for settling. Fights and skirmishes were once common, but now things have died down. The Lahu are hunters that settle down in small, permanent settlements, and are well suited for exploring mountainous, rocky terrain. When a new way to conquer land was found, the Lahu moved once more, finding themselves in a mountain range with red-tipped grass and a layer of red-stained rock built into the mountainsides. Homes were made in the valleys of the mountains, and hunters have become accustomed to locating and chasing down goats and other mountainous animals for food.
Home • - The Art of Eldar Zakirov


3. Tsar Windracer

The heir to the long line of chieftains, Tsar's bloodline has long since been kept pure and strong, resulting in his being, a cat that excels in almost any topic he wishes to tackle. With the recent discovery of world shards, Tsar has turned away from the battles and has reimagined himself as an explorer, finding and claiming new lands in the name of the Lahu. He is equipped with the Lattan, a handwoven basket expertly crafted from palm, bamboo, and golden thread. It holds a special significance to the Lahu culture, being the first (or so it is supposed) spoil of war won by Lahu ancestors.

4. HISTORY: The First Lahu emerged as a minor clan in the struggle from the ashes of the second catastrophic collapse. They were a small colony populated by Mrrshan and Tabaxi, a colony that became independent as the others collapsed into disarray. With the Lahu's focus on battle and exploration, they conquered and gained land, holding a claim to a sizable portion at one point.

MILITARY: This territory brought them into conflict with the Aslani and Mrrshan, due to territorial disputes and the resources those territories held, and the Lahu drew upon allies, namely the Tabaxi and Spectrum clans, keeping a large portion of their territory. Nevertheless, as the third collapse came upon them, the Tabaxi and Spectrum clans withdrew their support, and the Lahu lost more than half of their lands. Eventually, those small towns became independent, separating from the Lahu. They've had no real quarrels with the demons nor the angels, although individuals have made the Lahu antagonistic towards them.

DIPLOMACY: Relations with the Tabaxi and Spectrum have still been kept in place, despite their abandonment in the battle. Their most secure alliance is with the dragonnewt refugees, both nations having fallen from glory to being forced to scrape at the bottom of the barrel. This is one of their more recent agreements. The Lahu are friendly towards the Custodes but are not allies with them.

LAND: When the Lahu first arrived at the Red Valleys, as it was aptly named, they found a consistent theme: blood. The grass populating the valleys was green with tips of red, layers of red rock was common, blood trickling from the mountaintops and collecting into rivers and small lakes. Explorers found caves of red crystals that were filled with metallic scents. At first the Lahu were reluctant to interact with these strange occurrences, but trial and testing has found that something about the bloody mountains can be used, and the Lahu have begun to accept it as a part of life, several opportunists even using the rocks, the lakes, and the grass buds for dyes.

UNITS:

50 Lahu Advance-Guard - 150 p
5 Lahu Apparatchik - 30 p
10 Tsarspaw - 60 p
5 Mounted Tsarspaw - 40 p
5 Tabaxi Hireate - 10 p
5 Spectra Apprenti - 10 p

Lahu Advance-Guard (3 points) -- A militarized force of workers during the catastrophes, the tradition of the Advance Guard has put them at the front of Lahu causes and objectives. Expensive units as workers go, they are extremely qualified skirmishers, scouts, explorers and defensive troops especially in significant number. The Advance Guard are very proud of their title and station, and even in harsh conditions do their best to look clean and uniform and bring the same dimension to their work. Advance guard are experts in non-lethal combat, but have no problem bringing a wealth of customary lethal weaponry to bear. Their skill as missile troops is also noted. Advance Guard make great laborers but DEPEND on higher authority to direct them effectively. Lahu

Apparatchik -- 6 points -- These are the quiet executors of the Tsars will. Expert spies and diplomats, their true talents lie in leading and motivating their lessors by whatever means necessary, with methods from coin to pain. Besides leadership, each Apparatchik is pressured to express themselves as an expert of some field, lore, or science so that no matter what the objective, a variety of singular or hybrid solutions exist.

Tsarspaws -- (6/8 points) The personal troops of the Tsar, due to the critical need for them as a mobile force they often conduct clandestine operations as well. A single Tsarspaw is a formidable enemy -- a unit of them a threat to whatever obstacles in their way, and in larger numbers are nearly unbreakable fighters, preferring to fall on the field then to abandon their charge. Tsarspaws since moving to the Blood Mountains have begun to fight and travel as cavalry on the giant red Ibex found there, their horns forming a single crest giving the rider excellent cover. (for 2 extra points a Tsarspaw can be cavalry but the decision is made at purchase.) Above all their other talents they are superlative bodyguards, often predicting threats well before they happen.

Tabaxi Hireate -- 2 points -- The Hirate is a special branch of the Tabaxi that has developed over ages to serve the mutual interests of the Lahu and the Tabaxi. Not as mighty as the Advance Guard, they often serve as more numerous police and taskmen. Although their main interests lie with the Tabaxi, interests between the two clans tend to overlap in the Hireate to the point they can be used very reliably in Lahu interests alone. The natural reclusiveness of the Tabaxi make them good observers and detectives as well, but fight viciously when called upon to serve in a military capacity.

Spectra Apprenti -- 2 points -- pure non-martial units, these felis are not considered masters of their crafts in their own clan (but students) however their talents are more than a match for most workers in other clans. Many Apprenti take up jobs with Clan Lahu to learn the unique flair and advantages of the Lahu way and incorporate it into their work and art. Apprenti WILL NOT fight, and instead prefer to surrender and be ransomed than face threat to life and limb, or flee when such arrangements cannot be made.
 
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World Shard:
Stellar Sands (Astral Desert)

Clan:
The Mercatores are devils of a curious nature. They know Nirvana and Heaven better than most and have made it part of their business. Living up to their name, spun from a merger of Celestial and Infernal to literally mean Merchants. They revel in deal making, traveling often in troupes or bringing goods back to barter in their settlement known simply as The Crossroads, a desert oasis sitting at the very heart of the Stellar Desert with six road leading through it and intersecting as well at the center. Despite their seemingly friendly and easygoing nature, the Mercatores have a strong martial tradition used for protecting themselves... or selling their services as mercenaries. They are not a numerous people, but most are of impressive and alluring build meant as much to aid in their dealings as to make them powerful fighters. The Khajiti, Mrrshan and Enaitay clans of Felis have generally done the most business with the Mercatores thus far. The cardinal rule one should know when dealing with the Mercatores is hospitality. Those who show them hospitality find it returned in kind with the merchant devils favoring them in trades, even going out of their way to find more useful goods that are desired, including information. Those who spurn and harass them are quick to find the devils willing to live up to their darker sides, selling cursed items in those lands or even gifting them to hapless souls.

Trade Speaker Tyrvandrix.jpg
Leader:
Trade Speaker Tyrvandrix is the most recent ruler of the Mercatores after buying out the previous Trade Speaker when his business affairs collapsed. Tyrvandrix is an imposing figure like most Mercatores, tall and powerfully build, clad in fine clothing and jewelry to display his wealth. The Trade Speaker is the ultimate voice of the Mercatores, representing the various Troupes as one nation to provide protection and unity of purpose. The Trade Speaker establishes trade policy with other clans and lands, but also acts as arbiter between the Troupes to keep peace when disputes arise. The merchant devils while free of Hell's oppressive order do still favor some structure. They also though have embraced the fluidity of trade which was woven into them when their first kind were created. Tyrvandrix has as of late promoted an expansion of Troupe routes, seeking new trade partners... while also seeking what the Mercatores can discreetly seize for themselves or manipulate others into doing it for them. He seems to be mapping allegiances at this time to prepare a new issuance of trade policy to all Troupes.

History:
The Mercatores have known the Celestial planes better than most. Before the coming of the Felis, the Mercatores were here, operating an embassy on behalf of Hell as its factors, merchants, negotiators and agents. They were tolerated by Heaven for the curious devils never break a contract and do not play about the games of most devils. They profit far more from being viewed as reliable and trusted in their arts than simply as insidious fiends. When Hell collapsed, and the Great Hierarchy vanished with it, the Mercatores were left unbound, almost aghast at their state until they realized what they were experiencing was freedom. Electing to embrace this, the devil merchants shuttered their embassy and began to move about in Troupes, electing leaders and seeking out routes to trade on.

It was in this foundational period that the Mercatores revealed their martial prowess hidden for so long behind their original diplomatic functions. Now allowed to fully unleash their skills as merchants, war became a market for them. Mercatores are fearsome fighters; attacking a Troupe is often ill-advised unless one is prepared for it... or prepared to take heavy losses for the prize. The Mercatores were not regarded as a unified people until their world shard was discovered along with The Crossroads curiously waiting to welcome visitors and offering trades. The Soul Trade is one business they haven't stopped, though now they do it more for their own reasons over anything to do with Hell. Souls are a lucrative commodity, and those deemed worthy are forged into new Mercatores as the devils have no other means to directly procreate. Thus the devil merchants are known to buy prisoners or just their souls to make use of them. Those not worthy of becoming a Mercatore are instead forged into ten Denarius coins which hold great value to the devil merchants.

As of late, the Mercatores continue to expand the reach of their Troupes. Their numbers have grown steadily if not greatly over time with the patience of beings who know not death of old age. Several Troupes have been noted to be favoring a more constant trade in martial services as of late as they seek to specialize in the market of conflict. Others are collecting secrets and whispers, eager to sell them or ship them off back to The Crossroads where the Trade Speaker might make use of them to plan greater prosperity for the Mercatores. It should be noted that they have been present through the rise and fall of all Felis civilizations, always the smiling merchants, eager to offer a bargain.
 
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