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Nation Building BeckonCall's Fantasy Nation-building RPG thread

These are better, but these are Red foxes rather than Fennec foxes.

Not much anthro art on Fennec foxes it seems. Not even the furry community has helped my cuase much!
 
150 manpower... these are rough estimates, each member of the faction may or may not have a family and children, but such minutiae are abstract to not bog down the game.
Total: 58 Nylor // ??? Kirilex
2 Nightbringers
9 MidKnights
14 Survivors
4 Egg Sacs
32 "Dreaming Ones"
--
As of First post "Pop Star's Happy Beginnings":
1 Nightbringer, 3 midnights, 6 survivors have been added
--
Total: 58 Nylor // ??? Kirilex
3 Nightbringers
12 MidKnights
20 Survivors
4 Egg Sacs
22 "Dreaming Ones"
1 manpower -- Kirilex egg sac. Will need a great deal of water and some time in warm temperatures to incubate, but a Kirilex egg sac may yield a number of smaller livestock-worthy fish-beasts, a handful of unintelligent workers, or possibly a single victor of a struggle in the egg sac which generally leads to a strong specimen with hybrid warrior/worker potential.

You have no choice as to what they will hatch into - these are the only cheap troops you have, and they need time and resources to develop, but if you invest in them you could get quite a lot of them -- there may be a sliding scale on the larger the number of Kirilex that were preserved to help rebuild after the anticipated disaster, the more you'll tend to get for the investment.

4 manpower -- Night elf Survivor. Amnesic as discussed, several feel their magical and/or musical talents just a dream or cloud of mist away from them. Every survivor has the potential to develop their magical abilities and awakens their martial skills -- but must do so over time and not at once. These fellas wear the cloaks, hoods, and masks. They can fight as well as do skilled labor, but are about as expensive as skilled workers can get outside of professions.
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6 manpower -- Revenant "MidKnights" (or whatever you want to call them)
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These are your scary looking armored guys. They may not remember who they were or why they're armed to the teeth, but their bodies and muscle-memory do. Dangerous opponents capable of small scale combat magic, surprisingly stealthy for heavy infantry, considered elites.

Every even-numbered midnight is also a specialist in some form of trade or industry... you may select these of some of these are random.

10 -- Nightbringers -- True Shadow-mages and the Catalyst for unlocking the dream aspect of nature. All night elves have a glowing dweomer about them, but Nightbringers enhance that of those around them and can create clouds of crackling darkness on a small scale, but with numerical support and focus of others, can cast static clouds and shadows during the night that block line of sight or sow uncertainty during the day, or are able to call clouds thick and heavy into the sky above them during the day, making it unnaturally dim even during daylight hours. In vague dreams, groups of nightbringers could unleash a nightmare world out of the nature around their enemies, but it is doubtful, at least at first, that you'd be able to muster a cabal of sufficient size to do this. Certain trees or other natural features can be routinely (religiously?) focused upon to make it easier to "Awaken" them, but these are generally defensive as they must remain in close proximity to the aura of at least lesser Nylor.
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Many of the stones housing Nylor still sleep, are (horrifyingly enough) broken, or otherwise un-utilizable at this point -- it is also obvious that a modest number of nylor awoke at the time they were supposed to, but were unable to revive the rest of your faction so here you are. What became of them is just another mystery.

Here are some ideas for Relics of your past: (you would choose one)

Night-fruit : not only worthy sustenance and the seeds if crush makes a fine analgesic, coagulant, and antiseptic, planting these fruits around, where they gain a foothold, begin to awaken nature to it's dreaming purity. You would start with a handful of grown plants and plenty of seeds, and the fruit itself is a desirable food, luxury, or medicinal commodity.

  • Dreamsail
  • Starter Supplies: "Not unlike other colonists, you packed supplies. you have a modest amount of food, building materials (your construction materials are special though -- Fibrous Timbers (could these have been cut from mushrooms?) Spheres of black adhesive (instead of nails) and the like) -- your leader recognizes them for what they are -- products of nature's dream... but how to produce such materials? unknown."
  • Night-fruit : not only worthy sustenance and the seeds if crush makes a fine analgesic, coagulant, and antiseptic, planting these fruits around, where they gain a foothold, begin to awaken nature to it's dreaming purity. You would start with a handful of grown plants and plenty of seeds, and the fruit itself is a desirable food, luxury, or medicinal commodity. [Saplings, seeds.]
Agriculturalist, Sculptor, Tamer, Caravaner, Medicine.
Leader: Ryleon Byan-isyi // Dominant Polarity: Light

Reference Song:


Appearance: The glow of her eyes motioned as doves in autumn breezes, letting a petite azure flame echo from within. Her arms guided multiple strings of navy lights, motioning around her until a gas-like cloud of darkness echoed her form. Her lips parted as the missing piece became apparent to her, she raked through her hand as a swift angel on top of a panther. Her voice predicted songbird ballads as Shakespeare's unholy alliance with the collective of muses. Her body implied a kind, gentle, diva that generally kept ideas of the prurient off her backs. Her hands glided out from her body as she innocently twirled out of the vault.

Personality: A mix of ISTJ and ESFP, I see my race's leader being a bard that has a good background in political science and white magic. A sort of musical character with a variety of healing and summoning specialties. Yet, the summons are noncombat and fail altogether there. My character would have a mixed feeling of a past. She lost his mother at an early age and was raised by his older sister and brother, yet her family as a whole was decently wealthy to support their dependents until they could support themselves. She considers violence as a sin and encourages talking instead. She, however, knows to defend herself and encourages training of some sort. In her later years in life, she began a music career and was famous. However, her name is hardly strong enough for people to remember her outright. My leader tends to be emotionally grounded, yet easy to anger in important matters. She hates disorganized people and considered a "Neat Freak". She is harsh, yet a sweet harsh.

Class: Bard/Mage (Due to Species magical system)

Preferred Weapons: Swords, Systiars or other instruments, and short bows.

Talents: Summoning, Healing, Music, Charisma, and Public Speaking. Knows Ancient Elvish.

Weaknesses: Fails at micromanaging and prefers to macromanage, Overly Cautious, Has a hard time exploring and remembering names.

Nightbringer: Urun Maylesh // Dominant Polarity: Dark

Reference Song:


Appearence: His hair dashed forward, over his eyes as tsunamis splintered by Mount Everest. Peaks of hair extended out from his head in the back, facing forward and curving. On top, a swirl of hair as a spikey, upside down whirlpool, that layered over his head. A soft burnt sienna glazed over with an alabaster sprinkle. A desert discovering the vengeance of snow. Ryleon caressed as a butterfly in the wind of the right side of his face. A valiant chin, with soft texture, echoed off of her hand as cheekbones tickled in curve. His eyes resembled the shape of almonds in peak of health. His irises, almost invisible by the flame, flowered of obsidian dosed in sprinkles of Parmesan. Though Urun, as a Nightbringer, hardly was out of shape. Though in most race's terms, a Nylor is never out of shape.

Personality: ESTP: “The Entrepreneur”, the most socially daring of the survivors. Urun would laugh at reserve nature and would try to interact with the colonists even with no common between them. Although he loves his kin and feels very close to them, he prefers to hang with other races with his brother Jadius. Urun, as a person, is a rarity among the Nylor. He has the racial blindness that the others lack and the most quirky of them all. As all Nightbringers, he is devious and enigmatic in his history. The only one that knows where Urun came from is Jadius, for the same reasons. However, many Nylor believe many notable Nightbringers come from Haji, a mountain range that laid in Northern Nylorian Territory. East of the Volsié mountains and forty-five miles from Virgil, Haji few know about in great detail and many mysterious happenings began there. Urun made comments on "Horns" and tipped his cloak over his head from any responses. Overall, Urun is an outgoing Nylor that has the best chance to make relationships outside of his race. If any race wants to reach Ryleon in a decent fashion, Urun is the fastest way to her. He is oddly sadistic and only to those who annoy him, hurt his people, and generally indecisive. Urun hates people who want to harm his brother Jadius, as a natural instinct inside the Nylor.
Urun's Quacks (Quirks):

  1. Annoyed by Board Games
  2. Tends to chew on things when bored
  3. Feels uncomfortable around dragons
  4. Likes Sex underwater
  5. Believes in just about every conspiracy
  6. Fascinated with butterflies
Class: Mage/ Ranged Assassin

Preferred Weapons: Magic, Daggers, and Chakrams(Circular disks that slash off flesh of enemies instead of puncturing). Urun's dark daggers naturally come back to him if he should be disarmed, however, this takes a moment.

Talents: Accuracy, Being a Riddler, Shadow Magic, Parkour, Drawing, Inspection/Investigating

Weaknesses: Slightly alienated from other Nylor, Socially Aggressive, Lacks Tactical skill, Inexperienced leader.

Nightbringer: Jadius Maylesh // Dominant Polarity: Dark

Reference Song:
]

Appearance: His hair sparkled of honey yellow over top a verdant green.


Personality: INTP-A "The Logician", Jadius






Dragon Tamer: Kuva Zelyi "The Vengeful Seeker" // Dominant Polarity: In Between


Reference Song:


Appearence: His hood diminished, revealing the sliver dragon half-mask on his face. The head of the dragon perched on his nose, the wings covered his cheeks, and the talons swooped over his jawbone. For the eye inside the mask, the flame glowed of a hazel light and the iris of a golden blaze. The other laid in a lightless black, only a faint ember of a bright lime remained. His body moved as a shape-shifting shadow with grace, his hair tossed over his face as thorns of roses while the top of his head emulated the pattern of the rose. A dusty turquoise with peaks of crimson of blood. Though, this man had never encountered blood magic as Nylorian blood is violet. Swagger of his legs shifted eyes as he followed up behind Ryleon, his armor seeded little resemblance to those of Urun’s and Jadius’s. Crackling with extrusions, with thousands of markings of ice, fire, toxin, lightning, light, and darkness. Armor abraded by great beasts seemed apparent, and overall, he would be fitting of the title, “Badass”, as most would consider. However, the Nylor refer to the term, “Loyadias”, meaning taker of suffering, creator of paradise in hell. An equal meaning in terms of reaction and praise in society.His armored hand, charred in fire with claw markings...

Personality: ENTJ-A "The Commander", the Vengeful Seeker of his family, whom lost to the cruelty of various peoples. Kuva lives in limbo, his life thrusted from the expected and enjoyed into chaos and the depths of Nylorian confusion. His mind is clear yet not concise, the loss of his family shrouds over him as apocalypse's wraith. His lightless eye shows the emptiness yet resolve inside of his heart. He folds for no one, maybe for Gacyn if he were alive. Yet, Kuva remains unbroken, simply changed by the death of everyone he knew. His heart remains a mystery to many people, most never understand what it is. He flows as the tailwinds, his body continues at peak form, but his mind circles itself as some ambiguities linger inside his head. The mask being the most important. Most would consider Kuva to be unpredictable and loosely defined in most cases. While most can understand his personality, his motives are unclear and his intentions shift as the tides.

Out of his family, their stood out one. His twin brother Gacyn, whom solely was the major influence on his life. Regardless of their similar age, Gacyn quickly became big brother for Kuva, known for a forgiving and mischievous nature. Kuva separated himself from Gacyn out of jealousy; he wanted to be so recognized as Gacyn was. And his wish was granted when he became a dragon tamer, his life changed and he suddenly realized who Gacyn was. He was the one who stayed down all day, to help him push through his training, to shape him up from his delinquent behavior, and spared with him when they both needed it. Kuva reconnected with Gacyn quickly, for three weeks before Gacyn adventured out on a embassy trip to Mage King territory. Gacyn never returned alive, and Kuva fell apart. His heart shattered like flies, like a house of glass cards. Now all that remains is the blood. Kuva, as well as Gacyn, first tasted their mother's blood. Infusing their souls with an unimaginable altercation. Both twins struggled with their inner selves. However, this deposition left a mark of loyalty. Both felt extremely loyal to their kin, more so than the average Nylor. After Gacyn's death was this mark even more important to the present Kuva, Kuva's feelings of grief, of anger, and of control grew. Creating the Vengeful Seeker in his glory.


Class: Dragon Tamer/ Melee Brute/ Vigilante

Preferred Weapons: Claws, Katanas, Nunchucks.

Talents: Handling Pain, Durable, Solving problems, Intimidation, Sense of Justice is Keen.

Weaknesses: Disturbed, Pushes everyone away from him, overthinks relationships.

Racial Reference Song:

Racial Perks:
  • Magically Inclined, Nylor magical abilities are innate and all can use magic to some extent.
  • Perceptive, The Nylor have acute eyes from their affinity with the night allowing them to spot things faster than other races.
  • Stealthy, At Night, the Nylor possess abilities hard to replicate that enable them to be sneaky and hard to spot.
  • Affinity with Nature, The Nylor have a synergy with nature that allows them to tame faster and learn more about the environment better.
  • Charitable, The Nylor love to help people.
Racial Weakness:
  • Complex Language and lack of knowledge of the colonist's "common"
  • Longer mating cycle than most races.
  • Always emits an aura of magic around them, may make other races nervous.
  • Independent, The Nylor prefer to make their alliances sparsely and are often hard to make relations within normal circumstances.
Racial appearance:
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Of a violent skin tone and glowing appearance from their magical essence.

Racial other:
Due to the Nylor's magic being innate, you can extract magical essence out of them to eventually give someone magical capabilities at bare bones efficiency, but this is a considerable amount.

Extended History <WIP>
Told by a Lost Kalimdorian Human in 3rd POV
"Over continents of the world laid many forms of nature in desert, in field, in forest, in sea. There laid many times of turnoil and plague. My friends! we know a deal of these, but may I speak of an omen that even the Elves believe? A legend even the Mage kings could not ignore!" The crowd of humans huddle over their pathetic fire. Their presence felt horrible after what they have done. I saw the VIP. Now I wait.

"Once upon a time, there were the Sylvan. The first of the elves, born in the woods out of nature's bosom. On a midsummer's dream, they walked the fields, the seas, the deserts, and the forests. Everything seemed right, yet we can't have nice things, can't we? Upon a moony night, the Sylvan noticed a mass disappearance. A gust of wind and many people were gone; no smell, no tracks, nothing. A small white and black flower blossomed. It had pedals that resembled the touch of stars and the twinkling shape of them. It grew quickly while the other flowers browned as if baking bread. What was happening to the garden? The Sylvan were extremely confused, how could everything they knew could not heal, not save their garden? And then the crops failed altogether, leading to starvation and forced migration. The Sylvan lost sense of identity. The village elder had inspected the flower, only to be infested with poison from the flower. He died three days later in complete agony. There was no tree, no flower, or any plant that survived the blossom. The Death Blossom it was called. The Sylvan passed down to generations of this knowledge. That such a plant exists and that they should flee from its deathly and sadistic nature. And so they believed it. A whole five years later, the Sylvan ran back into the Nylor, whom the separatists came to be known as. The Nylor plucked the branches of trees as they moved about them, following the Sylvan everywhere. Men were abducted, children were brought up from them. Not a woman was taken. All of them simply failed to continue on their legacy. But this was a small dent to the Sylvan population, for this was only one region. But the rumors spread, someone had seen a Nylor. Soon they feared the night. No Sylvan would dare go out at night."

"Because the Nylor were ruthless nightmar-" A young boy stood up from the crowd. His hair glowed slightly, the faint tint of navy echoed out as sound waves. His eyes chilled the bone, even ice felt cold to itself. His clothes were battered, but his body showed no sign of struggle. His hands meld in the grass he held in his hands.

"But they did it for a just cause. Do you know of the Sylvan's persecution of them? Hardily did they tell their children that they brought the death upon themselves. I know a Nylor whom's father was alive then. He lost his mother, his father, his cousins. He lost his family, other than two. His twin brother and his twin sister. His brother perished to our old masters, the Mage kings. His twin sister was never seen again, but she was known to be sighted even now a days. The Sylvan were monstrous and the Nylor responded like-wise."

"Whom is it you speak boy? The Sylvan gave everything to nature, they worshiped her."

"Like a mother who must be a whore to feed her children." The boy's voice rang with coldness, his ears opened as he raised his face to the sky. An arc of turquoise ribbons flowed into him from the trees and a slight orange beam from the sky. The wind calmed from its howl, and in an instant, the sounds of the forest ceased as a figure appeared behind him. The pointy ears poking above the boy. "They disgrace her for imprisoning her. The Nylor found the truth. You all blame them for our present, but we wouldn't be alive with them. Their magic enchanted this land, where we were influenced into being. I would not be here without them more closely. Memories hold me to remember my family, but they also show me to find a new one. And I know my calling, I am a Spellborn. The magic that graced the Nylor, grazed me. I am a human given the blessing of Nylorian atonement. Do not deny their power, for the mage kings would have had what they wanted by now."
The boy shifted behind the figure. The figure swooped up the boy and trailed off into the night. Behind was a small orb and a black and white flower. A nice little present.
----
"Thanks. I needed to remove myself from them. I suppose you saw my plea?"

"Yes, you must be Asriel."

"Nice to meet you, friend."

"Haha, nice to meet you too. Come we have a hike to Virgil." The figure let the light of the boy gleam off of his dragon mask, that covered half of his face.
----
The Nylorian countryside rang in ever deeper as they continued. In human terms, Asriel was twelve and he showed his body's lack of strength. The muscles contracted quickly, yet there was little to contract. His body hardly compared to that of the dragon tamer whom accompanied him. His chest was thin and fading. Overall, Asriel barely lived with his race. Nomadic against will by the ever hunting Mage Kings for the old workforce they so desperately tamed. But only just. The Kalimdorian humans held no place on Kalimdor except for the occasional Spellborn. Asriel looked back on the rolling hills of green and normality for him. Now he stepped into an ever mystical landscape beyond human imagination. What was nature? Asriel so desperately wondered in the thickening forest grove of Southern Johio. Step after step he pushed himself through the collection of dancing flowers of the wind, of winds full of graceful pedals. All of the trees rocked back and forth in continuous motion, the leaves plucked off the branches and guided Asriel on the trail. An occasional stone of black pigment sticked out over the trail. As the boy huffed, Kuva laid over the rock. As if nothing bothered him.

"Do you want to know more of the Schism? Asriel?"

"Who are you," Asriel puffed softly before leaning on the rock beside the Nylor, "I need to know. So I can find you again. We've met a lot." The Nylor nodded before removing his mask. His chest twitched as the mask fell into his lap, the expansive scar over the mask area shined. Asriel backed up as an image evoked itself from the scar. The Nylor lifted himself to the image, shedding a tear as he gazed upon it.

"This is Gacyn, my twin brother as you said. He perished twenty-five hundred years ago. I am all that is left of his legacy, of whom he used to be. And every second, I haven't stopped counting the seconds. The breaths continue to hurt even after everyone I loved caressed me. Maybe because I always endure. Knowing that I will persist beyond my friends. Why!?" The Nylor kneeled, holding his eyes to his hands. His body flared up slightly as he composed himself. Asriel stood as an inanimate object. "Gacyn was a good elf, a good brother. I remember when I was lost with him. My arm was cut horribly, dizziness had embraced me. He wrapped his arm around me, guiding me to sit on the violet grasses of the Nésir plains. His voice whispered me away as I tried to cry. My stupid ass had to risk everything, I'd almost crashed over the waterfall, cutting my arm to save myself. As I struggled to stay alive in the river, my body tried so hard. Then I felt his hand as he mustered everything he had. I hunched over the riverbank, coughing water out, looking to him as a desperate child. I had't been the best lately and I swore he'd handle my life right then."

The Nylor paused, raking his hair. "No, he carried me to the entrance to the plains, gently. He hardly was angry, his eyes felt liquid and free as looked down on me. I was so weak, I couldn't move really. He could have done anything, but he laid me on my feet and continued to guide me to a nice view of the valley and the Lake of Wellspring. The muscles of his bicep became my pillow as he held me close to him, letting my body recover. I asked him why when I could. He simply smiled. He confessed he was going on a embassy trip to one of the Mage Kings, being a law student he was. I jittered and now I can barely breathe. That evening, when we returned home, I watched him pack his bags and rush into a convoy of Dreamsails and root vessels. We had expected him home by two nights time, but another person came. With this mask. I noticed his signature on it. I asked the woman why she had one of his masks. She touched my hand and explained me the inconvenient truth of my brother's death. My body crushed into the floor, I snatched the mask. She explained that the last thing he said was how he would have given this to me on our birthday. Since I was almost off to start taming dragons, we would be apart. I have worn the mask ever since, never ever letting my touch leave it."

Asriel tip-toed to him, giving a good hug before letting the Nylor continue, "I wouldn't eat, I couldn't sleep. We managed to recover the body, he hardly looked like himself. As tradition, the family of the deceased has time to "experience" the body one last time. I took forever, like it should be. As we progressed through his funeral, I felt weaker and weaker, but not from what you would expect. The mask on my face felt heavier and heavier until it fell into my hand. I was looking at my brother's body, when this scar formed. I didn't know what it meant, but I figured it was some sort of last reassurance. It has stayed bright ever since then. And every sunrise, I can hear his voice call out to me. But I've been crazy about appearances and hearing his voice ever since."

The Nylor sighed, "I am Kuva, Dragon tamer, and legacy bearer for my brother Gacyn. Now, to the Schism... The Early Nylor were hardly what they are now, long before their magical ties came into being. The first wonders of the Nylor, however, are unique. Mostly through the self-sufficient nature of the Death blossom and other early constructions. They are planted, they grow, they perform. Nothing complicated in concept, just complicated in how it works."
Brief History:
Since the Nylor currently have little knowledge of their history from surviving an unknown apocalypse, their history shall be told in brief.

At the Nylor, the great Lira of the Moon, Vylari of Orybus, composed the first Nylorian anthem, "Xelsyi (X-El-See)" or "Purify by Moonlight" in their written language called Yi. A complex, yet smooth, song used to terraform a section of land, designated by the caster, at the base level and prevent corruption from returning in a timely manner. The anthem requires a Sysitar to be played with effect. Overtime, pure plants will grow over the land with no more investment. However, this can be sped up with a minor song.The Nylorian people spread their pure lands and their anthem until a great tree sprouted from a lake in the heart of their lands. The Lake of Wellspring, Virgil, the tree, grew. It ascended fifty stories high, spreading its canopy over the land and giving henceforth eternal night. The waters underneath glowed of magic, smelled of the sweetest scents. Over time, the waters enchanted the Nylor, allowing them to evolve into mystical beings of magic at their very core. Soon, every Nylorian could wield magic and to this very day as well.
A message in a bottle washed ashore, the Jvioe(J-Vi-oe) (Like Archmage) deciphered the blueprints inside. Considered a divine gift, the Nylorians constructed the first Moonwell. A structure that refills every true night and at a double rate over a full moon, it contained Gesai, healing waters that were also used as mana. They spread the wells across their land, saving lives of all walks of ending it. Peace sang in tune for a time. However, the monsters of the yet predicted apocalypse reached through the lands.

The War of Lyl-Oputi had begun. The Nylor, believed to be protecting their magic and secretsBy isolationist nature, the Nylor kept their practices secret and when the marching hordes of the mages fell upon their lands, known as Kalimar, they faced a rude awakening. Drums stopped their beats as massive tree roots sundered out of the ground and flung out over the patrols. Heads smashed on impact, blood everywhere. But they continued. Next was the beasts of their lands, untamed yet knowing of a prevalent danger. They, like the trees, ambushed the marchers. Panthers, drakes, Kirilex, bears, Kaili(Giant ravens), and many others clashed with them. Their numbers began to see a dwindle, a sizable one. Through this, they pressed on. At last, they reached the forces of the Nylor. They stopped, stared at the elves with their mystical auras and demanded surrender one last time. Let's say, that their demands were quite ironic after the battle.
At the horizon was the apocalypse, at this moment the Nylori knew they must prepare. Their mountaintop forges and hatcheries of dragons and drakes sent their best gifts of weapons, of armor, of tools, and of eggs.To the fields came gifts of seeds of every plant they knew, a modest supply of food, the unique Nylorian livestock of Kirilex. A fish-drake-piranha being of sub-sentient intelligence used for their scales, fins, and meat for various purposes. They also serve as obedient slaves to the Nylor as Labours and as basic conscripts. Though the likelihood of all of this cargo coming through was questionable on multiple levels, not in delivery, however. More continued to rain down on the land, who and what was that?

Culture (So Forth):
The Nylor have great expectations for their appearance and reputation, ensuring that they represent their beliefs in a positive way.
Exactness is key in the Nylorian society. Detesting approximations like the plague because of the problems associated with finance and comprehension. No "abouts" or "estimations" unless nessicary like the average height of a field of grass.

To be continued

Kind of magic the common Nylor can expect to wield.
Common spells of Nylorian Culture(Effectiveness varies):
    • Burst of Exhaustion - A surge of mana is used to drain energy out of a target or targets(Forces more mana to be used for each target
    • Moonlight Assault - A use of mana to surge energy to quicken the caster (At Night only)
    • Glimmering Falsehood - A spell used to create images of allies, vividness dependent of skill and essence values and target's perception. Allies very rarely get confused from the images.
    • Quasar- A simple bolt of light often made into an arrow shape, but can be used in other shapes. Must be a projectile
    • Blink(More Advanced but common enough): Caster teleports to the position, leaving a cloud of smoke behind them. Generally, casters jump then blink to prevent blinding allies.
Overall, most common spells lack DPS, yet they hold a great deal of utility. Using distraction and positioning to win. (These spells do not need instruments and are considered the weakest spells in Nylorian society.)

Anthems, The Zenith of Spells in Nylorian Society
    • Necyir: The Healing Anthem, designed by Mariylius XII to support larger armies or heal massive targets such as Trennats or dragons. Slow beat and calming notes that ease insecurities and press soldiers onward.
    • Kysri: The Spellbreaker Anthem, used to counter powerful spells and provide magical bolts that act lie missile defenses to prevent projectiles from coming through as much as possible
    • Xelsyi: The Terraformer, practiced in frontier efforts and used to cleanse lands. Xelsyi has little use otherwise but leads to so much more.
    • Ganru: The Hailstorm, the Hurricane, the Earthquake Anthem; While not has selective as Bolsi, Ganru provides a good punch in the youth of battle. Shorter than the others.
    • Bolsil: Ganru's selective counterpart that emulates a more powerful and numerous version of Quasar.
Etc. There are many possibilities for others and can be formed by inscribing the Anthem inside a scale book in notation, followed by playing the nominee at the zenith of the full moon.

Calypsos, The Upper Middle Ground.
There are numerous examples, here are a few. These can be cast traditionally, but it is recommended that you don't.
    • Gersyring: The spell of levitation. Self-explanatory.
    • Joseyi: This spell creates a bubble, roughly three people wide with a cloaking field. Still, has a simmer as Shadowmeld.
    • Welyuzi: The spell of quickening. A niche spell used for crops, elven development in rare cases, and spell speed increasements. Most commonly used after Xelsyi.
Calypsos cover every field of traditional magic though generally at higher levels and some niche spells.

Ballads, The Lower Middle Ground
Can be cast traditionally and normally done so, however, emits music after cast.
    • Ioy: Traditional fireball spell that emits green flame.
    • Uri: Spell of connection. Connects to elements together to make a third or things in general
    • Doesin: The spell of transferring essence to a target and securely mana(Otherwise it is unstable). Every Nylor has a capacity for Essence. The more spells they cast, the more they can hold. Their regenerative dictates how fast their essence returns. However, this does not impact mana other than increasing one's capacity.
Like Calypsos, however, used in more common use and in the lower tiers in traditional magic.

Here is the Relic of your past:

Night-fruit: not only worthy sustenance and the seeds if crush makes a fine analgesic, coagulant, and antiseptic, planting these fruits around, where they gain a foothold, begin to awaken nature to it's dreaming purity. You would start with a handful of grown plants and plenty of seeds, and the fruit itself is a desirable food, luxury, or medicinal commodity.

Note Dossier:

Nylor use both dark and light magic. Shadows of the night being the dark and the light of the stars and the moon being the light. As it stands, the Nylor well start in a dreamy, darkness and eventually reach dawn. Where they fully restore themselves and both halves. Like this scale

Nothing>Dark>Light

since both coexist, there will be exceptions.
--
I meant to put difficult to form relations with. The Nylon help people, but they are hard to get close to and hard to be true allies with. Like an antisocial guy that does volunteer work.
--
A landscape of eternal night, full of dark and light flowers. The air feels light and mystical, smells of dragon fruit, and the waters are purple if not the mystical kind. A landscape of balance, color, and purity.
--
Explain how Nylor fight singularly and in battle.... that will help me work out an army list.

Singular: ninjas/samurai
In group battle: like the Persian immortals but with elven and magical influences. They jump very high and tend to fank. At range, most try to shoot with some method. Then they make room for surrounding and coordinated strike tactics.
--
Nylor warriors have pouches of magnetized "moon-knives" -- basically, shurikens that sticks together in stacks if worn or quickly collected after a fight, and are used either to inflict casualties while a unit withdraws or is about to be engaged.

Units receive charges in unison, striking out all at once giving them a kind of "first strike" ability on the defense, usually relocating the unit. On the charge, however, the unit can leap unsuspectingly far and often seeks to disorient or scatter the unit before displacing with another leap if possible to flank the enemy. If opponents look like they could not be scattered or broken in this way, as you said surrounding and coordinated strike tactics are employed. This action can be renamed or loosely referred to as a "flying charge"
--
What kind of summons do they create? why are they useless in combat? How long do you envision these summons lasting?

It depends on the level of the caster and spell. Some last hours, days, others are permanent. However, the permanent require mana upkeep if they do not become permanent in other ways. Usually, these methods include a sacrifice of some essence to remove cost. This is very complex, do don't worry about this in a while for memory reasons. It will cost a lot and a time to regen. My society has great strength in magic, so sacrificing the ability to do some spells, strength, and utility is costly. I am not going to crazy in pop. looking for is based around is wisps, spirit animals, elementals, and treants.
--
3) Goals and Ambitions -- what does your leader hope to accomplish in the new world? What plans or ideas do they have so far relating to the colony?
Ryleon Byan-isyi seeks to rebuild their homeland and rise above the glory of his ancestors. For the colony, Ryleon Byan-isyi is unsure what he wants to do with it. However, he is willing to help the colonists and allow themselves to prove themselves that they can come into the Nylorian Kinhood. The Kinhood consists of races with a supreme alliance with the Nylor including some dragon species.
[/spoiler]
 
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The Hatzburk Loyalist

Leader: Kulger Ultensan

Manpower: (250 total)
Skilled dwarf workers 40 (points 120)
Heavy armored dwarf 2 (14 points)
gnomes 4 (24 points, and 1 is an accountant, two are crafters, and one is a scholar/cook)
V-skilled dwarfs 6 (36 points, and 1 are profession in the medical field, 2 are engineer/crafters, 1 is a tactician, 1 is a cartographer, and 1 is a diplomat. )
10 dwarf soldiers (40 points)
3 elite dwarf soldiers (15 points)
1 (Tipper) bloodhound hunting dog (1 point and the puppies were free!)
5 (jingle, rolly, qippy, sunset, yorkin) puppies

Specialty of Heavy dwarves (Guardians): These dwarves are given a steam engine powered steel suits which is water cooled, equipped with ceramic heat sinks, and requires high maintenance of 5 dwarves each. The users are always constantly making sure that they are up to required fitness in order to move the heavy armor. This suit comes with a Giant shield that is used as a bludgeoning/blunt weapon. One rim of the shield is honed with an edge for slashing, and has spikes on the front of the shield. Also there is a hatch for "business" and in case a surprise grenade is needed for foes that try to slip from under.

V-skilled characters:

Ulferin von Geolon (The Groups Doctor)
Ulferin is a cheerful old dwarf who loves the companies of other fellow beings who know how to make jokes/puns (especially bad ones). He's usually the one always telling stories about his medical cases and small ventures in his youthful days. He was himself the kings royal doctor and was always over protective of the health of the king and others. He was filled with grief when he learned that everything he had done would not help the king. However he had received kind words and a promise from the king himself to do what he did best, and that was to heal those in need.


Darkin & Furkin yoldenstool (The engineer/crafter brothers)
These two twins are the most talented builders and crafters the king had at his disposal. Known to be short tempered and always bumping heads with each other, these two are described to be "Two angry peas in a beaten up pod". However there passion to build and create beautiful creative objects and buildings is what keeps them together, for the other has a strength the other doesn't have. Brought up by human culture/religion, and then eventually brought back to Dwarf society. The brothers found themselves as different or not even considered dwarfs due to their little knowledge of their own people. However their skills in craftsmanship were awed and envied by others. Their talent was even recognized by the king and he requested them to build a suit of armor that could potentially be "Unstoppable". The brothers without hesitation, immediately got to work and created the "Guardian". Since then they continued to produce and create other fine weapons and armor for the king. Even helping in some architect projects. Then however the kings passing came, and the brothers were also grieving for the loss of their king. Who they respected, admired, and loved, but they were given a message from the king to stick by the commander for he shall give them purpose and strength.

Captain Rickter bon Dragor (The tactician)
One of the most diligent, ruthless, and cunning officers in the royal guards. He is seen to be quiet and observant of his surroundings, but loud and merciless when fighting his foes. His supreme loyalty is divine and unwavering. He has countless times thrown himself in saving the king in the past wars against orcs and goblins. When he heard news of the kings illness, he made sure that every royal guard would be put to high alert in all area's that are deemed possible or even impossible to sneak through. None of it mattered as the king eventually succumbed and passed away. Wolfe had no memories of the early times of the announcement of the kings death. Many of his comrades described to him that he was seen as depressed, emotionless, and pale. When the traitors came to the kings castle, his spirit was lit with a rage never seen before. Hacking, and slashing his foes to pieces while maintaining a strong chain of communications. As time came by, a meeting was upheld and discussion of abandoning the kings castle was began. Wolfe heavily objected to this, but many others agreed that staying within the castle would lead to their demise as the attacks became deadlier then the last battle. It was hard to take in, but Kulger managed to convince him that they must leave. So he begrudgingly agreed, but wanted to take the kings corpse and bury him in the designated place that the king wished to be buried if he were to pass. Since then Wolfe has been alongside his commander and making sure that every soldier is in tip top shape.

Polip Rorin (The diplomat)
Not many dwarves like the use of "talking" or signing papers to settle things. But Polip has always been inspired by the famous quote, "The pen is mightier then the sword". He is described as cool headed, humble, patient, observant, intelligent, and anxious. He doesn't like the use of weapons, and wishes to settle things with diplomacy and talks. Many of the other dwarves (Especially the warriors) always picked on him and call him many titles that described his cowardice behaviors. Yet he does not care, as it was thanks to him that allowed the king to settle good tidings with the old ream empire. Polip is known to be the original close advisors of the old king. He was always the first one to meet him when he awoke, and always the last to see him to his sleeping quarters. Everything was always busy, and must be neat and efficient. However things turned for the worse and the king had passed. Polip was horrified as he knew that with king dead, there was bound to be trouble brewing with the other four major factions. At first he attempted to keep this a secret, but when the king didn't arrive for the festival of their gods. Everyone knew that something was up. When it was discovered of the kings status, everyone began to speculate that Polip had murdered the king and a huge rumor started to speculate. Luckily Kulger had threw that rumor to the gutter and cleared things up. Polip had thanked Kulger a hundred thanks. Since then Polip has done everything he can to keep things in order within the party, whether it was keeping track of supplies, information, rumors, other organizations, and etc.

Travis Qertin (The cartographer)
If you ever get lost in a cave, forest, tomb, or somehow in your own house (your probably going senile), then you better call Travis. Is the quirky, fast speaking dwarf who is known for his very detailed maps. Any sort of map of an area he's familiarized that you need, he's got it. He's got a good sense of direction and never in his life has he ever not go with his gut. The reason being for his connection with the king was by sheer luck. He happened to walk through a heavily dense crowd during the kings birthday parade and accidently tripped and fell smack dab in front of the kings mobile throne (carried by ten dwarfs). His maps and drawings were scattered every where and the crowd were shocked and angered by this clutz. But the king managed to grab one of the maps that floated around and was impressed by the details put in. So he decided to hire Travis, as his personal map maker/tour guide which he took him along whenever he needed to be guided to unknown kingdoms. Travis in the dwarf kingdom was known to be a traveler and had always come back with new maps, tho no one cared except for the king and Polip. When the king died, Travis had originally planned to just leave the castle and head on to another adventure. But he was kept in my the invaders and forced to tag along with Kulger. When he found out that they were traveling to the new world, Travis jumped with joy.


Wealth: 6


History:
The Dwarven kingdom that Kulger came from was a shaky country do to it consisting of four different factions that represented their own people. Each faction was from different areas that had their own set of beliefs, strengths, and ideas of how to run the kingdom. There was a major merchant/trading faction, a militaristic faction, Crafters/miners faction, and a sorcerers/scholar faction. However there was one small but powerful faction that stood above them all which was the kings faction known as " The Hatzburk Dynasty". This faction had consisted of the best crafters, soldiers, and other skilled people throughout the dwarven kingdom and had connections to the old world empire. Those within this faction shared the same opinion and views of the king and were to understand why he chose such actions that he takes. There also a a three dozen gnomes that worked as close advisors or workers of the old king. This was due to the kings relation to a gnome who saved him from an assassination attempt. His last dying breath was to request that his villagers were to be taken in under his protection which he accepted (It was later found out that the gnome village was ransacked by orcs). The king over the past 140 years of his rule had kept a healthy and cooperative relations with the old empire. Most of the factions within the dwarf kingdom were content and happy to cooperate with the human faction if it meant benefits, except for the military faction. They believed that the humans were inferior, cocky, unintelligent, and should instead be bowing to the dwarves. However the king suppressed any such reforms or negative policies that would hinder the relations with the human empire. That of course changed after the king died which resulted in the civil war
 
The Stoutmen

"Strongest is he who carries the weight of his people's sorrows on his back."

-The Prophet Rasmus, Ignominus Dirae
Current Influence: 0
Current Wealth: 3

Tear(s) of Divinity: Earth

Population- 150

30 Bulwarks (90 points) Heavy Infantry
90 Stalwarts (90) Unskilled Laborers
20 Draftstouts (40) Skilled Craftsmen
10 Clergymen (30) Priests/Healers

The name of their ship will be the Anathema, an aging Imperial galleon purchased from the navy, and having sold the ship's guns to pay for supplies.

Notable Individuals:

Captain Eric Gardver is captain of the military forces accompanying the expedition.
Joseph Seane -a skilled carpenter
Eddler Skye -a winemaker and cooper
Edward Forester -a skilled woodsman, hunter, and lumberjack
Jeremiah Planter -a wealthy and skilled plantation owner and farmer

Leader:

James Kearney is a respected clergyman of the Divinus Dualisimis (a cleric) who has decided to lead a large expedition of Stouts away from persecution in Muurdan to what he hopes to be a better way of life for his people. As a child, Kearney was a second son, meaning he was slated for the clergy. For some of his teenage years, he was sent to college in the Capital (his family being rather well off). There he grew a distaste for Imperial society which he felt was immoral and disconnected from the Earth. He returned to Stout country to enter seminary at the secret Universicus Divinus and was then sent away to become the pastor of a nearby parish.

TWMS_LAG_TWCMS_G4771a.jpg
Several years after his posting, imperial troops raided a church meeting and imprisoned Kearney and several members of his congregation. Kearney had gone to school with the warden and was able to bargain for their release, at which point they returned home and began preparing for an overseas voyage, knowing that life would never get easier for them under the Imperial yolk.

Personally, Kearney is an extremely intelligent and learned individual with a commanding knowledge of the literary and religious traditions of most of the peoples of Muurdan. He is kindly and amicable, but is not particularly fond of one-on-one conversation and prefers large groups of people. He is somewhat knowledgeable on healing magic, but is by no means a proper sorcerer.

Religion-

Divinus Dualisimis is the religion of the Stouts and has been for about a thousand years. The name comes from Old High Standish (the dead language of the old Stout kingdom) and means "the Divine Dual Being." The tenants of the religion are essentially this:

Adherents (called laymen) believe that there exists a Spiritual and Material Plane of existence which comprises the whole of the known universe. Every physical object has a spiritual essence, and material existence proceeds from this essence. Thus they hold that the physical world is like a shadow of the real world and their earthly bodies are shells to hold their spirits in, just as trees are the shells in which the essences of trees are manifest.

They believe in a pantheistic "god" that is the Creator and Sustainer of Essence, and an antagonistic Malignity that functions as the agent of death and spiritual/physical decay. Intelligent creatures manifest "a portion of the Godhead, incomplete and corrupted by a Malignity of the Heart." Thus the Divinus believe that all intelligent beings are a portion of a godlike aetherial force which is corrupted by, for lack of a better word, sin. What theologians do not agree on is from whence Malignity comes from, with some arguing from the Body and others from Entropy. When a person dies, if their soul has been purified it returns to the Spirit Plane and may be reincarnated when the Universe desires Balance. Thus, in times of great war, the soul of a Great Peacemaker may be reincarnated to heal the nations.

While magical casting is a rare talent not practiced amongst the Stoutmen for five hundred years or more, they hold that magic can derive from the Sublime (the Spirit Plane) and the Malign (mortal corruption). They see the necromantic magics as the foulest and most unnatural of all the dark arts.

In regards to teachings on Morality, most of the Church's teachings on Morality come from natural reason of theologians and from instances of Divine Prophetic Revelation, wherein priests are called upon to ascertain the truthfulness of a supposed prophet's claim to divine inspiration. Several centuries ago, the Prophet Rasmus appeared amongst their people during a time of civil unrest and harsh oppression by the Imperial Army. Most of the clergy declared that divine balance required resistance, yet Rasmus declared that they should submit themselves to Imperial authority and beg mercy of their oppressors. He was accused of treachery, but his divine revelations were accepted after a church meeting in which the priests were much moved by the presence of the Godhead and repented their doubts, thenceforth they renewed their oaths of fealty to Imperial service. Thus comes the doctrine of Authority of Nations, or more simply "render unto the King what he is owed." By natural reason, theologians have declared that the crimes of murder and adultery and other assorted immoral acts are a manifestation of the Malignity.

If one wishes to pass on from the Material Plane, they must receive absolution from Malignity. Unlike the concept of original sin, they believe people are born tabula rasa and it is possible to never sin in one's life and pass on after death. For most people, however, Malignity creeps into their hearts and they must receive Absolution by following the Fourfold Path: meditation, tithing, fasting, and adherence to ritual. One must meditate on the three cardinal virtues: Love, Charity, and Fidelity (fidelity meant in both the sense of romantic loyalty to one's spouse as well as loyalty to a lord or master), and the three cardinal sins: Hatred, Greed, and Dishonour. One must tithe by donating something of worth to the Community writ large, whether it be livestock for a feast or talents for entertainment during a festival. They must fast on the appointed holy days, and adhere to the sacred rituals by attending religious services and participating in the rituals of Birthdays, Marriages, and Funeral Wakes at the very least. Furthermore, people who do not adhere to the Fourfold Path can ask a priest for a Salve, which will absolve them of all their sins. Depending on several factors, the conditions will be different. A rich man who profited from scamming his workers looking to be absolved might be asked to sell all of his property and divide the spoils amongst his servants.

The clerical structure is pretty simple. The church has a Patriarch who serves as the high priest. Below him are Scholars and Scribes, professional theologians and teachers of seminary. Below them are the bishops, and below them are the individual priests who then will appoint three deacons and three deaconesses from the laymen. Generally, the priests are the only places Stouts can receive magical services, usually in the form of magical healing.

Gallery-

1200px-Rowland_Hill_by_Samuel_Mountjoy_Smith.jpg
Stout priest.

farmers.jpg
Stout farmers in the Home Country.
soldier.jpg

Stout bulwark armed with a Standish Halberd and an iron sword.
 
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The Stoutmen

"Strongest is he who carries the weight of his people's sorrows on his back."

-The Prophet Rasmus, Ignominus Dirae
Current Influence: 0
Current Wealth: 3

Tear(s) of Divinity: Earth

Population- 150

30 Bulwarks (90 points) Heavy Infantry
90 Stalwarts (90) Unskilled Laborers
20 Draftstouts (40) Skilled Craftsmen
10 Clergymen (30) Priests/Healers

The name of their ship will be the Anathema, an aging Imperial galleon purchased from the navy, and having sold the ship's guns to pay for supplies.

Notable Individuals:

Captain Eric Gardver is captain of the military forces accompanying the expedition.
Joseph Seane -a skilled carpenter
Eddler Skye -a winemaker and cooper
Edward Forester -a skilled woodsman, hunter, and lumberjack
Jeremiah Planter -a wealthy and skilled plantation owner and farmer

Leader:

James Kearney is a respected clergyman of the Divinus Dualisimis (a cleric) who has decided to lead a large expedition of Stouts away from persecution in Muurdan to what he hopes to be a better way of life for his people. As a child, Kearney was a second son, meaning he was slated for the clergy. For some of his teenage years, he was sent to college in the Capital (his family being rather well off). There he grew a distaste for Imperial society which he felt was immoral and disconnected from the Earth. He returned to Stout country to enter seminary at the secret Universicus Divinus and was then sent away to become the pastor of a nearby parish.

Several years after his posting, imperial troops raided a church meeting and imprisoned Kearney and several members of his congregation. Kearney had gone to school with the warden and was able to bargain for their release, at which point they returned home and began preparing for an overseas voyage, knowing that life would never get easier for them under the Imperial yolk.

Personally, Kearney is an extremely intelligent and learned individual with a commanding knowledge of the literary and religious traditions of most of the peoples of Muurdan. He is kindly and amicable, but is not particularly fond of one-on-one conversation and prefers large groups of people. He is somewhat knowledgeable on healing magic, but is by no means a proper sorcerer.

Religion-

Divinus Dualisimis is the religion of the Stouts and has been for about a thousand years. The name comes from Old High Standish (the dead language of the old Stout kingdom) and means "the Divine Dual Being." The tenants of the religion are essentially this:

Adherents (called laymen) believe that there exists a Spiritual and Material Plane of existence which comprises the whole of the known universe. Every physical object has a spiritual essence, and material existence proceeds from this essence. Thus they hold that the physical world is like a shadow of the real world and their earthly bodies are shells to hold their spirits in, just as trees are the shells in which the essences of trees are manifest.

They believe in a pantheistic "god" that is the Creator and Sustainer of Essence, and an antagonistic Malignity that functions as the agent of death and spiritual/physical decay. Intelligent creatures manifest "a portion of the Godhead, incomplete and corrupted by a Malignity of the Heart." Thus the Divinus believe that all intelligent beings are a portion of a godlike aetherial force which is corrupted by, for lack of a better word, sin. What theologians do not agree on is from whence Malignity comes from, with some arguing from the Body and others from Entropy. When a person dies, if their soul has been purified it returns to the Spirit Plane and may be reincarnated when the Universe desires Balance. Thus, in times of great war, the soul of a Great Peacemaker may be reincarnated to heal the nations.

While magical casting is a rare talent not practiced amongst the Stoutmen for five hundred years or more, they hold that magic can derive from the Sublime (the Spirit Plane) and the Malign (mortal corruption). They see the necromantic magics as the foulest and most unnatural of all the dark arts.

In regards to teachings on Morality, most of the Church's teachings on Morality come from natural reason of theologians and from instances of Divine Prophetic Revelation, wherein priests are called upon to ascertain the truthfulness of a supposed prophet's claim to divine inspiration. Several centuries ago, the Prophet Rasmus appeared amongst their people during a time of civil unrest and harsh oppression by the Imperial Army. Most of the clergy declared that divine balance required resistance, yet Rasmus declared that they should submit themselves to Imperial authority and beg mercy of their oppressors. He was accused of treachery, but his divine revelations were accepted after a church meeting in which the priests were much moved by the presence of the Godhead and repented their doubts, thenceforth they renewed their oaths of fealty to Imperial service. Thus comes the doctrine of Authority of Nations, or more simply "render unto the King what he is owed." By natural reason, theologians have declared that the crimes of murder and adultery and other assorted immoral acts are a manifestation of the Malignity.

If one wishes to pass on from the Material Plane, they must receive absolution from Malignity. Unlike the concept of original sin, they believe people are born tabula rasa and it is possible to never sin in one's life and pass on after death. For most people, however, Malignity creeps into their hearts and they must receive Absolution by following the Fourfold Path: meditation, tithing, fasting, and adherence to ritual. One must meditate on the three cardinal virtues: Love, Charity, and Fidelity (fidelity meant in both the sense of romantic loyalty to one's spouse as well as loyalty to a lord or master), and the three cardinal sins: Hatred, Greed, and Dishonour. One must tithe by donating something of worth to the Community writ large, whether it be livestock for a feast or talents for entertainment during a festival. They must fast on the appointed holy days, and adhere to the sacred rituals by attending religious services and participating in the rituals of Birthdays, Marriages, and Funeral Wakes at the very least. Furthermore, people who do not adhere to the Fourfold Path can ask a priest for a Salve, which will absolve them of all their sins. Depending on several factors, the conditions will be different. A rich man who profited from scamming his workers looking to be absolved might be asked to sell all of his property and divide the spoils amongst his servants.

The clerical structure is pretty simple. The church has a Patriarch who serves as the high priest. Below him are Scholars and Scribes, professional theologians and teachers of seminary. Below them are the bishops, and below them are the individual priests who then will appoint three deacons and three deaconesses from the laymen. Generally, the priests are the only places Stouts can receive magical services, usually in the form of magical healing.

Gallery-

View attachment 354518
Stout priest.

View attachment 354519
Stout farmers in the Home Country.
View attachment 354520

Stout bulwark armed with a Standish Halberd and an iron sword.
No. This is my rp. Go away Shire
 
Also, im inspired to rework/update the Finecians a tad now. We will see what comes of it.
 
GEWGAW PARTY
(aka: Gewgaws, or simply the party)

vgdo21C.jpg

Party Flag


Tear of Divinity: Blood

I had this civilization in the vault for some time, waiting for the right fantasy nation builder to come along. They were originally intended to be a full-sized city-state so I had to scale them down for the colony. For those only interested in reading a blurb about the Gewgaw Party - they're a human based (minor mutations) faction whose culture reveres party, pleasure, and vicious sport. They're a mix of New Orleans Mardi Gras, haunting circus acts, and masquerade balls. For everyone else, please read on.


Slideshow



WHERE THEY CAME FROM​

In order to understand the Gewgaws one needs to understand where they came from. Back in the Old World there is a vast sweltering desert. Traveling through it has proven perilous, so perilous in fact that it was one of the final territories conquered by the Eternal Empire. And in the heart of the desert lies a great, life-sustaining, oasis. This oasis helped birth one of the most exotic and chaotic civilizations ever recorded, the city-state known as....​


QRIRAIN

What They Show You

When you approach Qrirain's skirting villages you'll catch merry notes from whistling peasants drifting along the breeze. The people there work hard under the searing sun, and they play hard when it sets. You'll find that every neighborhood, no matter how humble, has a tavern that never fails to draw a crowd. And assuming you have the coin and desire a night's company, you won't need to venture into the city proper to find it—though it might be in your best interest to.

Further in the city you'll spot costumed folk preparing for the evening parade. It won't be long before a fanfare of trumpets signal the lavishly decorated caravans to roll proudly through main street. Flanking jugglers will toss handkerchiefs, bells, and knives; while torch bearing fire spitters dazzle onlookers with each blazing exhale. Minstrels will march between floats and fill the city with lively songs. And tomorrow will bring new floats, new music, and new costumes.

Deeper still inside the city, should you have an invitation, there is the Masquerade. A never ending masked ball where the most beautiful, charming, and influential residents of Qrirain fraternize. The Master of a Ceremonies himself, Tchoger Sheek, regularly chaperones the attending nobility from the ballroom's balcony. It is a social event without equal.

What They Don't Show You

You're not likely to see the inside of one of their smoke-filled psychedelic tents, despite how popular they are. This is because few foreigners appreciate the bliss hallucinations offer. Where conservatives would frown at glaze-eyed adults giggling for hours into serpentine pipes; Qrirish locals would envy their transcendence.

You'll also likely never be shown the hidden stairwell tucked inside the Moonlight Theatre that leads you down to the Pain Pits. And so you'll never witness hordes of drug abused slaves breaking each other's bodies for sport. Occasionally a young Qrirish noble will enter the arena of violence and test their mettle against slaves and beasts alike—or better still, another brash noble. This murder sport is too ugly to acknowledge.

And because you're an outsider you'll never lay eyes on the unchaste gatherings that take place just outside view of the Masquerade. Ball masks are the only stitch of clothing allowed there. The participants surrender to lust; they throw off restraint in favor of basic animal urges. The strangers who pleasure them tonight will be forgotten by dawn. In Qrirain, monogamy is a punchline.

Society

In the city state of Qrirain, the labels peasant and commoner are not interchangeable. Peasant is the term for residents without land, while commoner is reserved for the uninvited (non-noble) landowner. Neither class is respected by the aristocracy, but together they generate the lion's share of Qrirain's economy. It's the struggling peasantry who are burdened with most of the menial labor: such as planting & harvesting, carpentry, masonry, baking, and fabric weaving. The wages their low-skilled labor demands are all too often less than the cost needed to provide for their family. This results in many peasants signing indentured servitude contracts. A sacrifice of freedom ensures the peasants will be fed, clothed, and sheltered.

Commoners, the next rung up, run a wide range in respect to wealth. The majority are small farmers who own and tend to their modest tracts of land. Another significant portion is the small business owner: the blacksmith, the fabric shop owner, the tavern owner, the carpet seller, or the haberdasher & Masquerade mask maker. And there is another tier of commoner—the wealthy merchant—who own a respectable amount of land & industry. It's not unheard of for those folk to have income and assets which rival the invited.

The ruling aristocracy of the city are grouped into parties. Parties are competitive, prideful, and tend to congregate around certain themes and colors. To be a party member means you've been invited, which is the preferred nomenclature for Qrirish nobility. An invitation requires more than wealth; it is reserved for the charismatic, the graceful, and the ambitious. Each party is under the leadership of a Master, and the party with the greatest number of invitees, is headed by the Master of Ceremonies—who serves as Qrirain's head of state.

EXILES​
When the mighty Eternal Empire finally swooped up control of Qrirain the Invited gathered in secret to discuss their next move. While every party cursed their new overlords equally, there was disagreement on how the Qrirish should proceed. The majority wished to forfeit freedoms in order to have peace, but a handful of parties demanded a campaign of militant resistance. The leading presence on the resistance side was the third ranking party, the Gewgaws, with their Deputy Kraucac being the most vocal.

The opposing sides failed to reach middle ground and the gathering broke under the strain of gross accusations and veiled threats. Fearing that the resistance would soon strike against the Empire, which would undoubtably mean everyone would suffer the consequences, the majority chose to move first against the rogue parties. Because of their greater power and savvy the Gewgaw Party managed to fend off their traitorous foes and flee the city. The lesser parties who had allied with them were not so lucky.

The Gewgaws 'victory' merely left them licking their wounds in the desert. Bloodstained, homeless, & hopeless. But before their enemies could track them down and finish them off the surviving Invited Gewgaws brewed up a rescue plan. They would turn their backs on their homeland and take to the seas. A second chance awaited if they pushed hard enough. A colony on the other side of the world.



PARTY MAKEUP & HOLDINGS​

Manpower Points = 250
Faction Population = 197
Influence = 3
>> 1 fashion, 2 health (cliff carrots)
Wealth = 5 (update 11-12-17)

Faction Wide Perk = Qrirish Constitution
increased fortitude vs. drugs, alcohols and poisons -- within reason.

Tear of Divinity: Blood

Peasant: (.5 points) — unskilled & unloved workforce who are responsible for the most grueling labor required by the party. Many peasants are indentured servants who have grudgingly signed lifelong work contracts binding them to an Invited party member.
>> 50 pts spent = 100 peasants

Commoner: (1 point) — free merchants and/or skilled tradesfolk. These people makeup the backbone of the party's economy.
>> 50 pts spent = 50 commoners

Black Parade: (2 points) — former commoners and peasants elevated into the dark joyous masquerade, the endless fighting in the pits of amusement lead to ranks of professional blooded gladiatorial killers. Wielding whip-swords and shields or nets, they don their own costume-armor. Some do so for glory, some for coin, but many do so for sport. Out of combat they serve the party as commoners or in security capacities. With a constabulary that is traditionally masked, they often walk among their people unknown as secret police... to not know if your brother or drinking buddy is a member of the Black Parade does much to keep the lowly in their place.
>> 50 pts spent = 25 black parade

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Black Parade

Carnal: (4 points, elite troops) — dressed as deadly jesters in colorful and mirrored armor and weapons, carnals are the depraved masters of slaughter who prey on the underclass in the fighting pits. Each with various masks for differing and often custom fighting styles, their way of war is a play unto itself. Acrobatics, aimed strikes, and only fighting from advantage are their typical tactics, preferring to wait for lesser troops to engage before committing themselves to the danger of their sport.
>> 40 pts spent = 10 carnals

Hyena Lasher: (5 points, pack master) — the cackles and snarls of a nearby pack of desert hyenas are unmistakable. It's a frenzied predatory ruckus that chills the blood. Physically they are ravenous beasts who can shrug off pain that would cripple most other hounds of war. The Qrirish have worked with the animals for centuries. Superb trackers. Dogs of war. Ever alert sentinels. A Hyena Lasher—with his whip, club, and pack—is an asset on and off of battlefield.
>> 20 pts spent = 4 hyena lashers

The Invited (5 points) — the avant-garde aristocracy of the party. Each one has several cronies, consorts, and retainers that do nothing else but maintain and partake in the masquerade. With each additional invited purchased, the masquerade of the party rises in height of grandeur.
>> 40 pts spent = 8 Invited


LOCH MONSTO

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Gewgaw Village - Summer
The village isn't quite as put together as the one pictured above, but the Gewgaws are working everyday to get it there. Smallish apartments and humble cabins shelter the peasants while handsome brick cottages and spacious townhomes house the more affluent.

Important Buildings & Structures

Assembly Hall — large enough for moderate-sized gatherings, the village assembly hall is furnished with Quartz accents, Amber fittings, and Zircon and Electrum finishings.
Barn — for livestock (mostly rabbits)
Boathouse — a building on the edge of the lake with a modest pier for several small fishing and/or transport crafts. It has room to unload cargo, disembark passengers, and includes a station to sort and clean fish.
Granary

Economic Activities

• Raegrass — a lake herb that can be processed into a narcotic. The Gewgaws currently harvest & process the drug and then sell it to the Finecians who bring the product to market.
• Cliff carrots — nutritious shearcliff tuber that comes in two varieties: sweet & bitter. Both are a critical crops for the party in terms of trade and feeding their people.


NOTEWORTHY PARTY MEMBERS​


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Party Master Ollerrol Monsto
Fourteen years have passed since Ollerrol earned the position of Party Master. Under her leadership The Gewgaws climbed four ranks to eventually hold the third spot at the Masquerade—at least that's where they were before their exile. While it's rumored that much of the party's success should be credited to her Deputy Kraucac, Ollerrol's composure and diplomatic delicacy has always been applauded throughout the members of the Invited.
Age: 47 — Special: Spellcaster, Ilusionist​



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Deputy Master Kraucac Donni
Primary Character
Before he was Invited Kraucac was recruited by each of the top five influential parties. His aristocratic attributes could not be denied. His instincts were razor sharp. His swagger unmatched. And his nerve was as faithful as the desert's sun. To their embarrassment Kraucac declined them all, opting to join Ollerrol and her seventh ranked Gewgaw Party. His reasons for choosing a lesser Invitation remain unspoken, but one interesting Qrirish speculation is that Kraucac needed the challenge of building a great party rather than joining one.

While Ollerrol is technically the Party Master one could argue that Kraucac is the actual leader. Since his Invitation he has been awarded the leeway to act as he sees fit. It was largely Kraucac's bold maneuvers that ensured the Gewgaws surpassed four parties. It was Kraucac who demanded the Invited never submit to the Empire. And it was Kraucac who urged Ollerrol to take their exiled party to the colony across the world.

Once the Gewgaws reach the colony it will undoubtedly be Kraucac's desires and schemes that will determine the party's fate.
Age: 35 — Special: Heroic Fighter​


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Carnal Xalla
Ollerrol has the cautious habit of posting three or more carnals to act as her personal guard, but none are as trusted by the Party Master as Xalla. The man is virtually indistinguishable from a living weapon. His daggers thrust quicker than the eye can follow. His movements are better described as arachnid than human. And his martial techniques are as unpredictable as they are unsettling to witness.

The Qrirish are not known for their loyalty but there Xalla breaks the mold. He zealously prowls near Ollerrol like a wolf mother guards her pups. Should Kraucac ever attempt to unseat his superior—and there is no evidence as of yet that he plans to—he will need an answer for the deadliest member of the party.
Age: 31 — Special: Heroic Fighter

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Niruna Thinni

One of only two Gewgaws sorceresses—the other being the Party Master—Naruna unofficially holds the third seat in the party.
Age: 27 — Special: Spellcaster, Eromancer (passion magic)


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Majordomo Virding

The highest ranking commoner (unInvited) of the party, Virding keeps the administrative cogs of the Gewgaws turning.
Age: 53​

FACTION RELATIONS​

The following relationship statuses only take into account what both sides (the Gewgaws and whoever else) have outwardly suggested. Uncommunicated opinions and schemes may exist that could contradict what is listed.

al-Turbansk: Unestablished — The two remain unintroduced with no immediate plans to meet.

Attolians: Suspicious — a formal sit down took place between the two factions but it failed to produce anything positive. Their differences in culture combined with the Attolians ties to Muurdaan made the party proceed with caution during the course of the meeting.

Firebeards: Neutral — The meeting between the two sides was brief but polite. While there are significant cultural differences that will likely stifle much fraternization between the two factions, the party is interested in (and pays compliments to) the engineering skill of the dwarves.

Finecians: Friendly — In terms of trade the Finecians—or as the party calls them, the foxfolk—are likely to be a major player in the Gewgaw's future business ventures. The two sides have already secured a deal for the party's trade ship.

Highborn: Friendly — The factions shared affections of ceremony, romance, and beauty make for smooth social mingalings. The Gewgaws were enchanted by the elves during their initial meeting, and the party is not easily enchanted.

Stoutmen: Unestablished — The two remain unintroduced with no immediate plans to meet.​

 
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Religious Fanatics on one end, Hedonistic Nutcases on the other. And the one thing that they have in common is that they hate the Empire.... bloody hell. This a sad day to be considered friendly to the Empire.
 
Oooh party lovers! They shall make fine customers!

I imagine our factions will establish a relationship without much trouble. Wild parties, black market goods, information brokering, that's all in the Gewgaw's wheelhouse.

Beckoncall Beckoncall If I finish my first post by tonight can I go ahead and post it, or do you want to start the relaunch? My post will just describe the party unloading into the colony.
 

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