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  1. - Top - End - #31
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: Empire: Call of the World (Now Recruiting!)

    I'll be working on a flag at a later time, but...




    Dvergar of Fikta
    The Reborn Lands

    (FIK - Region 63)


    Ruler: The Elder, Konugs Riki

    Diplomacy: 1
    Military: 4
    Opulence: 2
    Faith: 5
    Intrigue: 3

    Spoiler: Geography
    Show
    Fikta is a land of ruins. A once great civilization lived here, and what is left of it is a functioning husk of memories. There are sprawling, vast - but empty – towns that dot the land, just waiting for their owners to return. Yet they never will. The Swarm wiped out any whom knew the actual purpose for these towns and broke down almost anything that seemed to once work.

    From the southwest to the center, and then to the north, great big steel structures are now filled with holes. Stone pillars still float in the air in some places, but no one knows for what reason, nor how to get to them; if indeed, there even is something inside. After a century of loneliness, the great metallic structures have given way to the laws of nature. It is not uncommon to find what appears to be a grassy gnoll, only to discover that underneath the moss and plant growth is in fact part of a building.

    The wilderness to the east and south are filled with forests that seem to have overtaken any civilization that might have once called the place home. The animals in the area stay away from the floating pillars, but otherwise are themselves strange to behold. Wild animals seem to have machine parts, even from birth. Goats are common in the region, but often have horns made of metal rather than bone. Bird wings – from the large hawks to the tiny robins - often shimmer in the morning dawn, like their feathers are part of some machine, reacting to the new day’s sun. Bears, already deadly beasts, are often spotted with cybernetic limbs. Only the fish seem unaffected.

    The mountains to the west are large and show signs of actual life. The nearby rivers run west to east, and end in small lakes, filled with fish. Large bonfires are carefully maintained at the edges of great chasms, which crack the ground along what the new natives call the Undir, creating a network of caves that lead into the mountains themselves.


    Spoiler: People
    Show
    The Dvergar are dwarves. Those of Fikta are refugees from the west, hailing from another land beyond the mountains. The Undir collapsed behind them, and so far, the Dvergar have been unable to return. To try to scale the mountains would mean facing the great Eldhraddin – the Metal Firebird, Speed of Flame – and none within Fikta would oppose their benefactor.

    A large group of Dvergar split to come from the failed tunnel, and traveled until they found the ruins of Fikta, as well as a new network of Undir to live within. Now calling themselves the Fiktans, they research the ancient civilization and it’s ways; so far, their greatest achievement – and secret – is how they are able to meld parts of the machines they find into their own bodies.

    Fikta Dvergar are five to five and a half feet tall, with beards, broad shoulders, and a love for finding magitech that they can incorporate into their bodies. Males tend to have large unkept beards, with even bushier mustaches, while female Dvergar tend to grow smaller facial hair, that they braid carefully. The views of the people closely align with their faith in Eldhraddin, who is often seen soaring along the mountain range; a great streak of fire that wards off beasts and occasionally shakes the air and mountain, revealing a previously unexplored cave in the mountain side.

    These caves become new homes for the Dvergar, who usually stick close to the Undirgaurd; the sprawling city that they have built from the network of tunnels within Fikta. When they do venture out, it is to scavenge from the ruined towns. To find more parts that they can use to bequeath to themselves or their loved ones, always seeking improvement, either personally or in their communities.

    Some of the Fiktans dream of one day rebirthing the steel towns into their own cities, but first they must understand them. Other Fiktans want to return to the west, on the other side of the mountains, where the oldest of the Dvergar whisper is the Godsrealm.

    Governance of the region is given over to the Elder and their Biskop. Each Biskop runs a section of the Undirgaurd, but answers to the Elder for all matters. At the same time, all fifty Biskop coming together can call for a Quorum to replace the current Elder, or vote for a new one, should the current pass. There are constant games of politics that allow the Undirgaurd to function, but even becoming a Biskop is difficult. One must first become a Domari – a judge – and serve well for three years. And then one must receive a nomination from three other Domari, before being voted upon by eleven Biskop. Acceptance means replacing a missing Biskop. Denial means waiting another ten years before being eligible to become a Biskop again.


    Spoiler: Resource
    Show
    Fikta Salvage (Great)
    Scrap that can be melted down into various metals and used to create a variety of weaponry or useful – but crude – tools. There is a seemingly endless amount, and the Fiktans are eager to share it. Occasionally, they get lucky and locate something that is vaguely magical, but there is never enough…

    Required: [Magical Items]
    Fiktans need to satisfy their curiosity, and when they have, they constantly demand more things to study and learn from. Magical items in particular catch their fancy, and the Fiktans will go to great lengths to acquire more of it.


    Spoiler: Faith
    Show
    Eldhri is the practice of following the great Metal Firebird, Eldhraddin, the Speed of Flame. Eldhri is both the name of the faith, and the name of the faithful. Within Fikta, this means being led by the Elder and his Biskop. Eldhri preach the following:

    The speed of flame burns fast and strong.
    Life is too short, so live well. Indulge if you must, but all are judged by Eldhraddin eventually. We are better together, than apart. Only by working together will we return from the ashes.

    Born of earth, seek the fire.
    Be curious, people of the earth! Be ambitious, people of stone! Have passion in all that you do, for you can burn brighter for it. Never stop learning of something new!

    Death belongs to Eldhraddin.
    Weigh the cost of life heavily, for Eldhraddin chooses whom will receive rebirth. If you have been wronged, seek the justice of a Domari, not the justice of your own hands.

    The heart is reborn in heat and forged anew!
    Fear not failure, so long as you strive ever onwards! Failure only occurs when you give up, and try no more!


    Spoiler: Starting Technologies
    Show
    Fiktans have developed ways to continue Printing great historical works in their Eldhric Prose.
    Last edited by Gengy; 2021-01-25 at 08:43 AM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got my Master's Degree for games (yay!). Still busy (boo!).
    ~avatar by myself

  2. - Top - End - #32
    Troll in the Playground
     
    druid91's Avatar

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    Default Re: Empire: Call of the World (Now Recruiting!)

    Quote Originally Posted by SOSDarkPhoenix View Post
    Heya! Glad to have you on board. A couple of things to note :)

    Firstly, we have a discord server, where a lot of the ooc banter takes place, it's linked in the first ooc paragraph of this thread, so please feel free to join us there!

    Second, we actually a specific thread for dice rolls, and we typically roll our stats once the application has been approved, not that it makes much difference, it's just standard practice! The link to that dice thread, as well as the IC thread, game tables, and OOC thread can be found in the discord server!

    Hope to see and hear from you soon, I'll be doing a pass of approvals sometime in the next few hours. Cheers!
    I think your discord link is expired.
    Spoiler
    Show
    Quote Originally Posted by AvatarZero View Post
    I like the "hobo" in there.
    "Hey, you just got 10000gp! You going to buy a fully staffed mansion or something?"
    "Nah, I'll upgrade my +2 sword to a +3 sword and sleep in my cloak."

    Non est salvatori salvator, neque defensori dominus, nec pater nec mater, nihil supernum.

    Torumekian knight Avatar by Licoot.

    Note to self: Never get involved in an ethics thread again...Especially if I'm defending the empire.

  3. - Top - End - #33
    Halfling in the Playground
     
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    Default Re: Empire: Call of the World (Now Recruiting!)

    Quote Originally Posted by druid91 View Post
    I think your discord link is expired.
    So it was! Fixed now!
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

    Played the Harmony in Empire! 5
    Playing the Scions of the Thalaz'ir in Empire! 6

  4. - Top - End - #34
    Titan in the Playground
     
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    Default Re: Empire: Call of the World (Now Recruiting!)

    Le Royaume de Chanson (the Realm of Music)
    Region: Chanson (137 - Drenath)
    Starting Tech: Aqueducts (+1 stabilization)
    Ruler: Seigneur Chastain du Chanson

    Spoiler: Geography
    Show
    "Come away, human child
    To the woods and what is wild
    With a Faerie hand in hand
    For the world's more full of weeping
    Than you can understand..."

    -Stolen Child by Heather Alexander

    Chanson is a land surrounded on three sides by the mightiest river in Drenath. Much of the land consists of plains and farmland, with villages dotted all throughout, most on small hills. The ruins of villages less defendable leave little doubt as to why. Footpaths lead across the territory through various small towns and villages, all eventually leading to Chateau Solide, the only true city in the land and the seat of power for the Seigneur.

    Aqueducts run throughout the region, providing sources of irrigation to villages far from the river. These structures are one of the few examples of any form of centralized planning in the region. Since time immemorial, Chanson has been one of the most divided regions in the known world. Villages that loathed and despised one another absolutely refused cooperation, and so each developed in their own ways. This lead to an eclectic mess of a region, with no two villages being the exact same.

    This changed when the Swarm attacked. Drenath was not hit hard by the Swarm, but that does not mean it escaped unscathed. Chanson endured harsh attacks from beneath that no one village could stand up to. The various leaders of their communities did what they could, but none could stand alone, and so many villages were simply wiped off the face of the world. Their ruins still dot the countryside, many feeling they cannot respectfully make use of such places. Others were able to find safety in Chateau Solide, then just a small fort town by the mighty river.

    When the Swarm eventually abated, these scared victims of war eventually found their way back to their old homes. Most villages in the land have a sizable ruin beside them, a reminder of what was lost. Those who seek to write funeral dirges will often go to such places alone, and let the desolation be their muse.


    Spoiler: People
    Show
    "So I labor for hours 'cause I know the power
    Of a song when when a song hits you right
    Pouring my soul into stories of life
    Hoping someone'll hear one tonight"

    -The Sound of a Million Dreams by David Nail

    [Races]

    Chanson's natives largely consist of three major groups of humanoid: humans, Changelings, and Tieflings.

    Tieflings are almost demonic in appearance, most with a pair of twisting horns, a long tail, and skin tones that range across all the rainbow, from ruby red to sapphire blue to alabaster white. Tieflings for the most part believe their strange appearance comes from dragon's blood in a time long forgotten, though this is disputed by many others; the horns fit, as does the myriad colors, but no Tiefling has been known to have scales. Others assert that tieflings are descended from angelic or demonic beings that took lovers among human kind. Regardless of the truth of their origin or their blood, the Tieflings of Chanson are charismatic, emotional creatures. They feel emotions more strongly than other creatures (or so they say) and find self-control very difficult.

    Changelings are rarely seen in their natural state; to them it is akin to seeing one naked. They have the ability to reshape their appearance at will, though by all accounts this is merely outward appearance; a changeling can look like a strongman, but without actual training they will simply be weak and small. Changelings are, in many ways, the invisible citizenry of Le Royaume. Since they can appear to be a human or tiefling as they desire, most simply adopt the form they personally enjoy. Like fashions or personas, changelings adopt new physical characteristics as it pleases them, ranging from new scars and hair colors to things as radical as lost limbs.

    Chanson nominally and legally does not treat any of these peoples as different from one another in any meaningful way. In practice, this is an ideal to strive for rather than the reality of the situation. Bards and Chanteurs are most often Tieflings, as an example, while politicians are mostly humans and changelings.

    [Government]

    Chanson is a region largely consisting of rural villages. The capital of Chateau Solide is the only place large enough to truly call a city. As such the land is primarily ruled by local townships. However, in the times of the Swarm, Chanson was too divided to stand. The people rallied around Chevalier Matthias who ruled the now-capital city of Chateau Solide. Matthias had the intelligence and knowledge to command a siege, but he had no ability to inspire his troops. And so a Tiefling woman by the name of Carolina took it upon herself to maintain morale. She was a bard, and she sang for the warriors of a brighter future for them and their children. As such, bards in the court are generally given as much of an ear for politics as the Seigneur, or any of the Magnats.

    Chevaliers are knights and commanders of military forces. Magnats rule villages or townships. Chanteur are Bards of exceptional skill. All are sworn to the service of the Seigneur, the ruler of Chanson.

    The government of Chanson is best described as a decentralized mess. While the Seigneur nominally has authority over the other noble lords of the region with an allowance for a majority veto, in practice there are simply too many of them for any measure to overrule them, save in crises. It is not uncommon for Landsmeets to devolve into shouting matches that make bar brawls look downright civil in comparison.

    [Culture]

    Even in the time before the Swarm, wandering minstrels were a vital part of Chanson's unity; or what little there was. Storytellers and bards would sing of great heroes and greater deeds, crossing the barriers that geography and personal distaste often left behind. When the territory retreated to Chateau Solide, they were even more vital for keeping morale high, and when the Choir first began to sing, the minstrels and bards found themselves akin to priests overnight.

    Within Chanson, music is everywhere. Warriors march to the beat of drums and the screams of metal on metal. Funeral dirges are played by family members of the deceased. Taverns echo with the soft strings of minstrels. Young maidens judge boys by the songs they sing in their honor. Songs have taken on a religious reverence within the territory, seen as one of the only true ways to be immortalized. In particular, however, the ability of music to stir emotion is prized and exalted throughout the land. Though Chanson is most well-known for its music, the region values anything that can stir emotion: Exquisite paintings, statues, even jokes. If it makes life worth living, it has a home in Chanson.

    Their attitude towards love, strangely, is far more conservative. Flirting and teasing (so long as it remains coy) is one thing, but actually engaging in a romantic or sexual relationship is a special and sacred thing. Courtship is meant to take months at the very least, and years more properly. One's lover stirs the heart in a way that no one else can, after all. Relationships are difficult to disentangle oneself from, both on a personal and social level; they are not to be entered into lightly.


    Spoiler: Resources
    Show
    Tomorrow will take us away
    Far from home
    No one will ever know our names
    But the bard songs will remain...

    -The Bard Song by Blind Guardian

    Resource: Bards

    Almost everyone in Chanson is trying to be a singer, storyteller, or some combination of the two. For most, however, it is a flight of fancy; an entertaining hobby but never anything more. The Bards are those who have managed to turn their talent for singing and storytelling into a career. The bard's life is one of adventure and travel in search of new songs, both others and their own. The most revered of these singers are called Chanteur, legends of storytelling whose songs and deeds echo down into eternity. The greatest of the Bards are called the Chanteur, and they are said to have music so beautiful that mere skill alone cannot explain it.

    Requirement: Stone

    Chanson's aqueducts are a core part of the heavily decentralized nature of Chanson, and their maintenance is vital.


    Spoiler: Faith
    Show
    Come and place your hand in mine
    For you, too, will dance with time...

    -Rhana Dandra by Stringstorm

    Music and song are revered in Chanson the way that many in the world once revered the sun. It is a life-giving thing, a driver of will and reminder of purpose. There is little that can stir the heart like a good song, and those in Chanson would tell you that its power over hearts and minds is proof enough of its divinity. Emotion and music are born from one another, and the cycle between them is unending and glorious. Perhaps there is truth to their words, for Chanson's music is mesmerizing in a way that any amount of skill is not enough to explain.

    It should come as no surprise, then, that the Choir is revered in Chanson. There are those in the priesthood who spend all of their time playing music to add to the Choir, believing that by doing so they help to keep it going for a little longer. It is the savior of all the world, and joining in it is not only an honor, but absolutely vital to the world's survival. Efforts to keep it going have ever been messy and disunified, but as the song grows weaker, those who sing are beginning to pressure others into joining the melody.
    Last edited by HalfTangible; 2021-01-25 at 01:01 AM.
    It's hard to forgive those who have wronged you but every moment you don't is another they have hurt you.

    Primal ego vos, estis ex nihilo

    Discord: HalfTangible#7505

    Extended Sig

    Kalani the Heartbinder in Pan-aeons [God Game]
    STing Winter is Coming [Exalted 3e]
    Chanson in Empire: Call of the World

  5. - Top - End - #35
    Pixie in the Playground
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    Default Re: Empire: Call of the World (Now Recruiting!)

    Quote Originally Posted by SOSDarkPhoenix View Post
    Heya! Glad to have you on board. A couple of things to note :)

    Firstly, we have a discord server, where a lot of the ooc banter takes place, it's linked in the first ooc paragraph of this thread, so please feel free to join us there!

    Second, we actually a specific thread for dice rolls, and we typically roll our stats once the application has been approved, not that it makes much difference, it's just standard practice! The link to that dice thread, as well as the IC thread, game tables, and OOC thread can be found in the discord server!

    Hope to see and hear from you soon, I'll be doing a pass of approvals sometime in the next few hours. Cheers!
    I did see that link, and I thought "I'll get my build done first and then hop in next time I open Discord." Then I forgot about it wading through the rules :vv If it's a mandatory part of the process rather than a place for players to chat it might be worth making that a little clearer?

    Quote Originally Posted by SOSDarkPhoenix View Post
    So it was! Fixed now!
    Still broken.

  6. - Top - End - #36
    Halfling in the Playground
     
    SOSDarkPhoenix's Avatar

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    Default Re: Empire: Call of the World (Now Recruiting!)

    Quote Originally Posted by the_ajl View Post
    I did see that link, and I thought "I'll get my build done first and then hop in next time I open Discord." Then I forgot about it wading through the rules :vv If it's a mandatory part of the process rather than a place for players to chat it might be worth making that a little clearer?



    Still broken.
    By no means is it mandatory! And are you sure? It worked fine for Druid!
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

    Played the Harmony in Empire! 5
    Playing the Scions of the Thalaz'ir in Empire! 6

  7. - Top - End - #37
    Halfling in the Playground
     
    SOSDarkPhoenix's Avatar

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    Default Re: Empire: Call of the World (Now Recruiting!)

    Quote Originally Posted by the_ajl View Post
    THE OLIGARCHY OF VINECE
    v1

    Spoiler: A Familiar Flag
    Show


    Region 122


    GRAND OLIGARCH URSUS DOGE
    Rolled: 1, 3, 4, 4, 2

    Diplomacy 4 + 1
    Military 2
    Opulence 4 + 1
    Faith 1
    Intrigue 3


    Cold and sparsely-treed hills roll down to the Great City of Vinece - not that it's lived up to the name since before the Swarm - perched in the crook of the Vinece Rush where it doubles back before turning southwards. The population is highly concentrated, clustering for warmth and security in the face of a harsh and ruined world; nonetheless, the shared hardship of the Vinetian remnants has only brought them together, giving them a bright and gregarious nature that balances well with their mercantile culture.

    The only permanent fixtures outside the Great City are the mining towns atop the extensive metal deposits that run thickly through the Vinetian hills - the soil here is thin and poor, and there is never quite enough food to go around. The cutthroat copper-counting this has inevitably produced has given every Vinetian worth his silver an excellent grasp on mathematics.

    In Vinece, even abstract good and bad are often referred to in monetary terms; indeed, many Vinetian idioms relate to money or trade. One might go so far as to say that the only thing a Vinetian worships is wealth - a more faith-conscious ruler might seek to create some sort of Church of Commerce, perhaps, but the Grand Oligarch is as Vinetian as they come, and far too busy running his own businesses.

    The concept in premise is fine, but the fact that it's blatantly just Venice with the vowels swapped is a bit too on the nose, especially with the flag being, well, just the flag of Venice. The concept of a merchant kingdom similar to Venice is quite fine, but it would require some reskinning to bring it in line with both the setting and the level of creativity Empire strives for!

    All of that said, details can be worked out with me over PMs, in our discord server, or over in the OOC thread, the link to which can be found here: https://forums.giantitp.com/showthre...he-World-OOC-1
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

    Played the Harmony in Empire! 5
    Playing the Scions of the Thalaz'ir in Empire! 6

  8. - Top - End - #38
    Halfling in the Playground
     
    SOSDarkPhoenix's Avatar

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    Default Re: Empire: Call of the World (Now Recruiting!)

    Application Reviews: Round #2

    Spoiler: LapisCattis
    Show
    First I bang the drum, then I approve your mum.


    Spoiler: Silent_Interim
    Show
    I approve of this debauchery.


    Spoiler: Razade
    Show
    The Swarm might not approve of your animosity, but I certainly do!


    Spoiler: VoltHawk
    Show
    I tried so hard to come up with a funny tagline for your approval. Regardless of my lack of humour, you are approved.


    Spoiler: zabbarot
    Show
    The deep mines shall be yours once more, Há Smíða approves this mission.


    Spoiler: Gengy
    Show
    Eldhraddin has approved of your existence upon her mountain, but the Godsrealm remains closed to you.


    Spoiler: Torv
    Show
    You are approved, may you reclaim your long-lost grove as the world recovers.
    Last edited by SOSDarkPhoenix; 2021-01-24 at 10:51 AM.
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

    Played the Harmony in Empire! 5
    Playing the Scions of the Thalaz'ir in Empire! 6

  9. - Top - End - #39
    Pixie in the Playground
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    Default Re: Empire: Call of the World (Now Recruiting!)

    Quote Originally Posted by SOSDarkPhoenix View Post
    By no means is it mandatory! And are you sure? It worked fine for Druid!

    The concept in premise is fine, but the fact that it's blatantly just Venice with the vowels swapped is a bit too on the nose, especially with the flag being, well, just the flag of Venice. The concept of a merchant kingdom similar to Venice is quite fine, but it would require some reskinning to bring it in line with both the setting and the level of creativity Empire strives for!

    All of that said, details can be worked out with me over PMs, in our discord server, or over in the OOC thread, the link to which can be found here: https://forums.giantitp.com/showthre...he-World-OOC-1
    Discord link does seem to be working now. Not sure why it wasn't before.

    Anyway, I have apparently underestimated how srsface this game is, so I'm going to withdraw due to time/energy/attention constraints.

  10. - Top - End - #40
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    Default Re: Empire: Call of the World (Now Recruiting!)

    Heroic fantasy is my favourite breed of fiction, so I wrote a lot more than usual for this one. Hope you have some time to spare when looking it over.




    Lead by Chancellor Sukui El Niara, Head of Domination
    D5 M2 O2 F1 I5


    Manastone University (MSU)

    Spoiler: Government
    Show
    Manastone University and its provinces by extension are ruled by an elective council of magical experts who abide by the will of the Chancellor (and their elected successor) as something akin to a republic where only the head of each discipline of magic gets to vote. The university supports 13 schools of magic, and therefore there are only 13 possible voters at any given time. The summary of the magical disciplines can be seen in the spoiler below.

    The University tends to deal with most federal issues, concerning military, foreign policy, laws, and justice. As an institution for learning, however, it also has a set of rules and regulations for conduct within as a student or professor that tends to be very strict and demanding. Those who complete their education are required to take roles in government for a number of years before they are free to do their own thing, but most tend to stay for the many resources, funding, acceptance of most magical arts, and variety of roles that the educational/governmental blend assures them.

    When for whatever reason the head of a magical school cannot continue to work in their position, one of the university’s professors as chosen by the Chancellor will assume their position provided that no more than ⅔ of the other schools’ heads oppose the selection. In such an unlikely scenario, a vote is held and the results of that election result in the new head of that discipline.


    Spoiler: The Magical Disciplines
    Show
    Necromancy (A heavily restricted art concerned with the study of undead creatures, souls, ghosts, and the art of manipulating them.)
    Life (The practice of healing living creatures)
    Illusion (Arts that create false experiences)
    Transmutation (Changing substances from one to another)
    Alteration (Changing elements of living creatures)
    Enchantment (The practice of giving objects magical properties)
    Domination (The heavily restricted art of influencing the minds of others)
    Evocation (Arts of war for the magical, the ability to cause damage with magic)
    Abjuration (The art of keeping things safe with magic)
    Druidism (The art of creating and maintaining nature)
    Summoning (The heavily restricted art of calling creatures and objects alike from other realms)
    Divination (The art of viewing the unseen and predicting the future)
    Enlightenment (The experimental art of granting non-sentient things intelligence)
    Philosophy (Less to do with spellcasting and more to do with understanding magical theory, the world, and the surrounding realms - most mages are trained in but not experts at Philosophy. It is the only school in the academy that permits those who show no aptitude for magic to join, and experts in the field can find themselves working among any of the other schools at various times or purely on their own for developing new applications and theories using magical resources.)




    Namaichi - Region 113

    Spoiler: Geography
    Show
    Frigid with densely populated cities and a mostly desolate forest surrounding it, Namaichi is far from what most people would call an ideal place to live. Various winter animals prowl the area, not so dissimilar to the fauna of Ural in real life (elk, brown bear, fox, wolf, wolverine, lynx, squirrel, and sable). The thick ‘Foshou Woods’ are mostly safe, but over the last century without supervision have begun to feature various monsters and brigands that make things difficult for the average citizen of the area’s only city - Hitaki.

    Few urban centers in all the north compare to the grand City of Hitaki, which boasts a current population of over a million people and bustling capital industries that made it legendary before the swarm. The city landscape is hilly but soft, most of the earth hardened by the frost in the winter and leaving enough fertile territory in the summers to grow crops (wheat, peas, cabbage, turnips, carrots, onions, and garlic) before the winter returns. As a city on the coast of ‘Jinchi Bay’ there is a large presence of fishermen as well that keep producing all year round.

    The architecture and craftsmanship of the people in Namaichi is similar to those of traditional China, which is to say they’re made of wood, have a horizontal focus, multiple slanted (tile) roofs, and screen walls indoors. Much of Hitaki lies in ruin, and there are constant efforts to restore the city to what it once was at the height of their kingdom’s power.


    Spoiler: History
    Show
    Once part of the warlike Kingdom of Kai Shi, Manastone University’s city of Hitaki and the surrounding territories were loyal subjects to their king and devout adherents to their faith. Said to have been the ‘Jewel of the North,’ it was the capital of the kingdom and a place of prosperity. During this time the University had only as much power as a typical center of learning under their government, albeit with more privileges for their expertise in magical elements to integral for government operation as a kingdom in their day.

    When the swarm appeared a century ago, the young king of the time rallied his entire army to cross the seas and come to the defense of Kaal’s people. Not a single man returned, and in fact their fate has been considered completely unknown with the very likely assumption that they were overrun and slaughtered, with too few left with the right abilities to navigate the return voyage. Weeks of no communication made the people uneasy, and when the swarm appeared on their shoes they were taken completely off guard. Not only did the kingdom have no ruler to stand for it, but the entire military had vanished and there was no time to prepare or run.

    The most capable hands left in the city were those of Manastone University’s most capable wizards, who took their entire store of manastone and slung spell after spell into the unceasing horde as the city was gradually lost and countless were run down on the streets. Their finest wizards of war had left with their king to go overseas, and they were left with only tricks, apprentices, and non-combat mages who did what they could. The head abjurer at the time known as Professor Akan Isaya had her staff set up an experimental project in the center of the university, one that required all the manastone they had left and the focus of their most senior wizards: a force field projection that covered as much of the city as they could manage. The device worked, splitting the horde in two and preventing those within from receiving reinforcement, but abandoning the rest of the city and then the rest of the kingdom to extinction. Neither was it free - all the wizards who partook in the channeling were ultimately killed by the device, and the entire reserve of manastone was spent. In the days after the horde had passed the city and the university was the only piece left untouched, grieving immigrants and survivors from other lands flocked to it… And in their rage at how these mages had avoided the fate that all others had through their unfair acquisition of abilities, blamed them for not being able to help their own and burned the university to the ground. Priceless knowledge in untold quantities was lost, and there were no living experts to rewrite their scrolls.

    But of course, reconstruction did begin, and the University’s only remaining head of staff (that of Philosophy, known as Chancellor Dai Ye the Unbroken) took over efforts to restore the institution. He was renowned for his ability to lead the lost people, and provide hope in their new, awful age. The Kingdom of Kai Shi was no more - only Manastone University remained.


    Spoiler: People
    Show
    Namaichi is home to the Namari, a race of people with draconic traits and the bearers of an age-old curse. Namari have light skin tones and black or white horns that protrude from the skull, often curved and always growing with the individual as they age. They also carry tails coated in hard scales and in rare cases draconic wings that grow up to three arms length in span but are only ever conducive to gliding at best. For the majority of their body aside from this, hair, and other physical features they are identical to humans.

    Namari are afflicted with a curse from long ago that made them from what was said to be an immortal race of humans blessed by the twelve to mortal Namari who exist now without any of their blessings. The curse came from a powerful ice dragon, whose final words are inscribed in MSU’s largest courtyard statue: “You will be cursed to tread upon the world knowing the depths of our pain, so long as we are slighted, so too shall you be.” The race lost some angelic features and instead inherited the draconic ones, they became immune to the rigors of the cold (but still unable to survive in the tundra for lack of food) and the gods could speak to them no longer. Females developed an intense craving for mana and males could no longer shape magic at all. Both of them, however, could extract mana from the world around them and consume it in a practice that was declared evil in the first few years of its existence. An example of this would be killing a flower and being able to cast a more potent spell while the energy was stored inside of one’s self, at least for the female half of the population. Males can reduce magical effects more efficiently, being able to absorb the effects of a spell gone wrong or return a summoned elemental to its plane if needed. Effectively, the curse stripped them of their connections to their deities that had trapped the dragon to begin with and shaped them in their enemy’s image instead.

    Though Namaichi once had many races to call it home, there remain only Humans, Namari, and a minority of dwarves. Humans appear similar to the Namari without the draconic features, and the dwarves of the region have ginger hair and are responsible for the mining of the region’s critical resource of manastone.

    Culture in the region has much to do with hard work and doing as much as you can without complaining. Laziness is seen as a sin while innovation and persistence is seen as a great virtue. Most would value safety and some good entertainment more than anything among the citizens, but the mages of MSU tend to value the pursuit of knowledge before most everything else.

    Clothing styles tend towards robes and stylish black and white outfits that keep one warm amidst the winter, but as the Namari came into power they tended to lighter outfits for their ability to ignore the cold. Flexing their curse in public, now thought of more as a blessing in the modern day, keeps them distinct as part of a reserved upper class that flexes their magical might more to show off and as part of government than to hold down those who cannot wield it with as much capability.


    Spoiler: Resource (Manastone)
    Show
    Manastone is the primary resource harvested in Namaichi, and a very important one for the wizards of the university so named in its honour. It is (technically) a metal mined throughout the region, which takes on complex and strange shapes using only right angles, and has a scintillating rainbow color scheme to it. It is used to store mana, the raw arcane power with which wizards (by MSU’s definition) operate through a process called ‘charging’ that requires a wizard pour their mana pool into it. All wizards have a natural affinity to shape, give, and take mana, most of which is usually manipulated from within themselves. For more powerful spells or for cases in which many spells are to be cast without rest, charged manastone can serve as a powerful supplement. Equipment made from manastone breaks with almost no effort and is therefore useless for tools, weapons, and armor. If one could potentially synthesize it with another metal they would theoretically become filthy rich off of the potential applications for it, but many of the realm’s brightest wizards have all tried and failed to do just that for generations.

    Spoiler: Image of Manastone
    Show


    Textiles are required, as the region lacks any native way to harvest them and most all the clothes in the area are made of them. While wool and other such materials are possible, they are not well liked. Silk and cotton are the favourites, but the people take what they can get.


    Spoiler: Faith (Twelve Archons)
    Show

    The gods of old may have been cut off from the Namaichi, but the rest of the region’s races could still pray to them and receive their blessings. The church of the twelve is still an active and popular faith, though the Namaichi have become less and less inclined towards any sort of religion since their curse was first set upon them.

    What started long ago as an effort to donate mana to the cursed Namaichi who craved it has become commonplace, with mandatory mana taxation occurring that allows the mages to continue their craft with resources both to survive and then more to experiment with. The devotion with which this is offered is somewhat cult-like, but no Namaichi has dared to claim a dragon - the enemy of the twelve - as a divine being. There is a pressure to hate the dragon for cursing them this way, but then they look to the power it has granted them in the time since and few among the government can really say that they lament it for what it had done.
    "What is to give light must endure burning."

  11. - Top - End - #41
    Dwarf in the Playground
     
    OrcBarbarianGuy

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    My writeup is ready for review.

  12. - Top - End - #42
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    The Dvergar of í Kynding

    Region 58

    Spoiler: Geography
    Show
    í Kynding is a fairly large region bordered by mountains in the north-west, which gradually taper off through foothills into an expansive plain. The north-eastern border is marked by the course of the river Leivsinja, with the whole of the region lying within its basin.

    The Dvergar mostly reside in fortress-cities, which, like icebergs, have the bulk of their space underground. A casual observer walking through the mountains would observe some monumental carvings and doorways, but little in the way of actual settlement and might consider the territory all but deserted. While some terraces exist, most of the activity is below ground.

    In fact there are five great fortress-cities (not to mention a number of smaller forts) within the mountains: Vjall Tindur, Vjall-á-Gja, Vjall Tarn, the capital at Vanamur-á-Nand, and Vjall Smarag. Some of these were built solely by Dvergar labour, others repaired from older mines, excavations, and underground settlements which preceded them in the area.

    The plains are more obviously inhabited. At one point the region was clearly more densely populated, and across the Vurka Plain are ruins of older settlements, long since abandoned and fallen beyond repair even for the Dvergar. Nevertheless the Dvergar have taken to farming the plain, growing the crops needed to sustain their cities. The whole of the plain region is dominated by the fortress of Vjall-á-Byli, one of the smaller fortress-cities, but one of the most important.

    Spoiler: People
    Show
    The í Kynding Dvergar are dwarves, smaller than their eastern cousins, rarely exceeding five feet in height. Otherwise, they physically resemble the Dvergar of Fikta. Other than their smaller stature, the most obvious difference is one of grooming: male Dvergar in í Kynding carefully comb and wash their beards, and keep them well managed. This may have practical origins, helping to keep their facial hair out of their work, but it is now a social expectation too.

    They are a cautious and somewhat conservative, but inventive, people, renowned for their craftsmanship. The life of each city revolves around production: the mining and smelting of minerals, and then crafting them into worked goods. Weapons, armour, jewellery, tools and machinery all utter forth from the forges of the Dvergar, beneath the watchful eyes of the Forgelords.

    Despite their seclusion the Dvergar are keen traders, as they are always in search of new markets for their goods.

    Spoiler: Resources
    Show

    All goods that issue forth from the forges of í Kynting are desirable, but the most remarkable feature of the very best is the runic magic imbued within them. The Dvergar have learned to trap some form of magic and, through the inscribing of runes, transmit its properties to tools, weaponry and machinery. The effect of these runic items varies, but all command a high price, with some being near-priceless.

    While amply supplied for food from the farms of the Vurka, the Dvergar have an insatiable need for Wood, to turn to charcoal to fuel their forges.

    Starting technology: Construction

    Spoiler: Faith
    Show

    These Dvergar practise Eldhri, and follow the great Metal Firebird, Eldhraddin, the Speed of Flame. Eldhri is both the name of the faith, and the name of the faithful. Within Fikta, this means being led by the Elder and his Biskop. Eldhri preach the following:

    The speed of flame burns fast and strong.
    Life is too short, so live well. Indulge if you must, but all are judged by Eldhraddin eventually. We are better together, than apart. Only by working together will we return from the ashes.

    Born of earth, seek the fire.
    Be curious, people of the earth! Be ambitious, people of stone! Have passion in all that you do, for you can burn brighter for it. Never stop learning of something new!

    Death belongs to Eldhraddin.
    Weigh the cost of life heavily, for Eldhraddin chooses whom will receive rebirth. If you have been wronged, seek the justice of a Domari, not the justice of your own hands.

    The heart is reborn in heat and forged anew!
    Fear not failure, so long as you strive ever onwards! Failure only occurs when you give up, and try no more!
    Last edited by Aedilred; 2021-01-27 at 06:16 PM.
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  13. - Top - End - #43
    Ogre in the Playground
     
    Lizardfolk

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    Writeup done as far as I can tell; most of the meat is in the People section



    The Scorchland
    Region 259

    King Borislav ‘the Ashen’
    Diplomacy: 3
    Military: 4
    Opulence: 3
    Faith: 1
    Intrigue: 2

    Spoiler: Geography
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    Spoiler: Visuals
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    The landscape of the Scorchland is relatively new, supplanting a forgotten prior order around the same time as the emergence of the Swarm. To be frank, its existence is unenviable; rendered completely arid with long-dead foliage and thoroughly blanketed in ash. The terrain is relatively unremarkable save for occasional hills, most commonly found in the southwest. The aforementioned monotony is broken up by a prominent plateau in the geographic center of the Scorchlands, upon which the last remaining architectural evidence of the civilization prior to the inferno can be found. The city’s name has been lost to history, but its columns and arches of basalt* are a distinct symbol of prior glory, now scorched and coated in soot.

    *I picked a random stone that I like the sound of, if anyone more versed in geology objects to Basalt being out here then please let me know and offer some alternatives, thanks


    Spoiler: History and People
    Show
    The people who once occupied the Scorchland kept no lengthy written records of their region’s past, which proved to be prudent in hindsight as any paper would be reduced to ash alongside the rest of the region. What little remains in the collective memory of the region’s denizens is as follows: when the swarm arose and Kaal was set to receive the worst of the damage, King Dimitrov concocted a scheme to defeat the encroaching Swarm. Using some now-defunct relic of the Godchosen, he unleashed a maelstrom of hellfire upon his region. Such a burst of unyielding flame served its purpose and drove the Swarm away from the region, however (quite predictably) the inferno still eradicated his realm and immolated its people. Any outsider could justifiably claim that Dimitrov was a madman who, in his attempt to save his people, doomed his region to an eternity as a desecrated hellscape while personally ensuring the deaths of every single subject he claimed to defend, but later events would throw this analysis into question.

    As the Call sounded and the Swarm receded, the newborn Scorchlands slowly ceased to burn and settled into its current ashen state. By some quirk of Dimitrov’s relic, the ash left behind became a bulwark by which the souls of the immolated remained trapped within the material world (instead of dying, as one would think they should). Whether or not this was intentional on the part of Dimitrov is unknown, as his soul seems to have gone missing in the calamity, but regardless of intent the fusion of ash and soul allowed the region to ‘live’ again.

    Spoiler: Visual Reference
    Show

    Credit to AbelardTullus on DeviantArt


    Such a traumatic experience naturally left the victims’ souls in disarray, but over the past few decades some individuals have managed to collect their essence enough to ‘live again’ as an ashen approximation of their former selves. The specific original species of the Scorchlanders is a meaningless piece of trivia lost to the passage of time, but they were almost certainly some kind of basic humanoids. The Scorchlanders, for all their lost memories, also seem to retain this basic standard of a self-image, and so those with the will to rise from the sea of ash do so in a bipedal humanoid form. Asides from the basic shape, not much else of their humanity remains, coalesced ash taking the place of flesh and blood while a fiery heat courses through the form as a manifestation of the soul’s remaining willpower. Unnatural embers lurk where the being’s eyes and heart are located, seemingly the source of their continued existence.

    These ‘Ashen,’ as neighboring peoples have taken to describing them, are highly intimidating combatants if one is unaware of what they’re doing. As animated clumps of ash that take human form, they are not hampered by most injuries that would slay a normal warrior, but their soul’s attachment to their body has a fatal flaw: decapitation. By fully severing the head (with its eye embers) from the body (with the heart ember), the cohesion of the construct will fail and the soul will be banished back to the fields of the Scorchlands with a significantly hampered ability to re-form. This may initially seem like a tough task, but any blade with sufficient length can cut through the Ashen’s neck like parchment. Similarly, any blunt blow with enough weight behind it can knock the head clean off its shoulders. Once the relevant adjustments are made, the constructs can be taken on in combat as easily as any other foe.

    In spite of what the prior summary on how to kill them might suggest, there hasn’t been much of a need to face the Ashen in combat by anyone outside their home region. The existential ramifications of undeath have hampered the population’s capacity to reorganize a capable social order until recently; while individual consciousnesses and names were preserved, memories were incredibly damaged or simply missing entirely. This has caused the Ashen to lack any cohesive identification with their prior selves, but nearly all of them remember King Dimitrov in some form. In a last-ditch effort to attain some continuity, the Ashen have placed their support behind his resurrected heir, a particularly brittle construct belonging to the soul of Prince (now King) Borislav. This support is apathetic at best and malicious at worst, thrusting the heir of the man responsible for their unliving hell into a position of responsibility to undo their misfortune. In life, Borislav was a hotheaded youth prone to anger issues, so brash action can be expected in the years to come.


    Spoiler: Faith
    Show
    As is natural for any people in the century following the sounding of the Call, the Ashen pay it its proper reverence as some form of divine influence upon the material world, but beyond this they have little faith in anything anymore. Some have taken to regarding their ‘curse’ as a blessing and worshipping the cleansing flame that King Dimitrov delivered to them, but this movement has little support. Any potential religious observance would be held in the ruins of Dimitrov’s capital in the center of the region, uncreatively dubbed “Basalton.”


    Spoiler: Resource
    Show
    Any agricultural integrity that the Scorchlands may have once possessed has long faded, as the land was left desolate and ash-ridden without any benefits afforded by ordinary volcanism. However, amidst the ash is a fantastic supply of viable charcoal, which could feasibly be collected in large amounts if anyone desired as much.

    While the Ashen don’t need much for sustenance, their existence is a rather dismal one. One of the few unhampered senses is that of taste, so while food can’t exactly be digested it has become highly desired for the sake of its myriad flavors.


    Spoiler: Starting Technology and Stat Math
    Show
    Many among the Ashen were once great scholars, and amidst their fractured memories they have managed to recodify and pass on mathematical processes; while it may be of no use to the Ashen as a whole, some select individuals believe that it may be the key to reorganizing a proper society.

    Mathematics: +1 Buyouts

    Original stat rolls (3, 3, 2, 2, 1)

    Dip: 2+1
    Mil: 3+1
    Opu: 3
    Fai: 1
    Int: 2
    Quote Originally Posted by HalfTangible View Post
    Ye can hardly compare 'i didn't realize I had to deploy troops' to 'let's assassinate the enemy leader! That'll improve relations!'

  14. - Top - End - #44
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    The Kalacite Kingdom

    Region: 109 (Drenath)

    Geography:
    Spoiler
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    The Kalacite Kingdom occupies a region mainly consisting of cold plains where tall grey grasses grow half the year and snow the other. It is called simply ‘Home’ by the kalcites when speaking to one another, but is often referred to as The Grey Plains to outsiders or in written records. The hillsides that dot the north are where the majority of kalacites live, extracting what mineral material they can. The southern parts of the region where it is a bit warmer are used for fishing and farming.


    People:
    Spoiler
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    The Kalacite people appear at a quick glance to an outsider to be a bizarre collection of various races and sentient animals; all working together in some strange parody of normal life as farmers often call their cows ‘father’, trolls sell bread at the market, and clothing is a complete an utter mess as pants are oftentimes assumed to be shirts missing a hole.

    This chaos in society is derived by the fact that Kalacites are not the animals and humanoids that walk the land, but instead crystalline-creatures that inhabit the brains of these creatures.

    Spoiler: History
    Show
    The kalacites do not know how they began, but through oral tradition the kalacite remember being used as weapons against the Swarm. For while a soldier of the empire may fall, the kalacite could make them rise again (if only in body), and every monster slain could potentially be used against it’s evil kin. This was a fleeting thing, as their capabilities were deemed too little for the conflict and too disturbing for the godchosen to stand amidst them; so they were discarded.

    Lost and without guidance the kalacites became like beasts that roamed the world for a time, lost and barbarous. Nearly all of them died as hovels of their kind would be destroyed by the Swarm or more civilized races that deemed them to be a part of it.

    To the knowledge of the Kalacite Kingdom only in the north did they find a minimum amount of acceptance, as their neighbours tolerated their existence due to focusing on other more pressing concerns. For years now they have studied the remnants of the destroyed humanoid settlements in their kingdom and what records they could find in the hopes of creating a ‘normal’ society for themselves; both to be accepted more by the other powers around them and to find some purpose in their lives.

    Spoiler: Biology
    Show
    Kalacites are necro-symbiotes that are primarily made of a blue-crystalline structure embedded in a dead creature shortly after it has expired (most of the body has to be intact).
    A new kalacite-spawn placed inside a corpse is typically 1.5cm long and 0.5cm wide, has minimal mobility through being able to wiggle through flesh, and needs to reach the brain stem of its host before it runs out of energy or the body degrades too much (most spawn are placed right on the brain stem so as to not waste a corpse). Once it has arrived at the brain stem it fuses with the tissue there and begins to convert the brain matter into semi-crystalline tissue over a number of days initially and years after ‘birth’. Bodily functions return to the corpse soon after the brain starts conversion and the wounds on the body begin to be healed, with large wounds having crystal-blue scars placed over them.

    After the spawn has a few days to adapt and repair the body it goes into the kalacite ‘child’ state, where it awakens and begins to learn as its brain develops. The bodies of the kalacites do not age during this time, the healing factor from their spawn state lasting till adulthood (though you can have kalacite children inhabiting old bodies). Bodies without the native ability to speak (or had their throats ripped apart) can use the crystalline structure near their throat to create a high-pitched metallic voice. This period of the kalacite life-cycle lasts from between 10-15 years.

    Once a kalacite becomes an ‘adult’ it can implant a spawn into corpses, and the aging process of the body they are inhabiting begins to reassert itself. It takes twenty more years for this part of the lifecycle to complete.

    Elder kalacites have the aging function of their bodies fully resume, with bodies that naturally are immortal or long-living being aged as fast as humans. These kalacites cannot create any new spawn, and begin to have crystalline cancers appear on their bodies.

    Few kalacites can live in a typical humanoid body for more than a hundred years at best, and animal bodies degrade at adulthood before they can become an elder.

    After reaching the child state of the life cycle kalacites need nutrition that is suitable for the host body as well as other appropriate amenities that might be required.

    Kalacites that can breed with each other produce offspring that are not kalacites. By tradition these children are killed then have a kalacite spawn implanted into them so they are ‘reborn’ as kalacites.


    Spoiler: Government
    Show
    The Kalacite Kingdom is in name ruled over by a royal line of kalacites, but this is mostly because it’s what they believe humanoids would expect to be the default rather than a true belief in the superiority of the monarch. It is law that the monarch has to inhabit a humanoid body, as their primary purpose is to decide on forgien affairs.

    Internal politics are run mainly by elders from any given community, though a few use wise adults instead to give animal-spawned kalacites representation. The monarch acts as judge over disputes concerning multiple communities.


    Resources:
    Spoiler
    Show
    The Grey Plains that the Kalacite Kingdom inhabits have a number of mines producing a number of precious metals, though by far the majority of it is Gold which they use in artwork and public works; not yet realizing that it can be used as currency (or at least why it would be).

    However the kalacites have an ever-present need for more Bodies that can be inhabited by their kind. While they can breed using the bodies they already have or use animals, the former is very uncomfortable for them and the latter gives the child a shorter lifespan.


    Faith:
    Spoiler
    Show
    The Kalacite Kingdom has little in the way of faith native to the people within, no gods worshiped and no spirits appeased. If such things exist they are for the other races that walk the world.

    The Kalacites do believe that someday they will overcome the biological hurdles of their species and reach a ‘higher state’ of being, becoming gods themselves. This will be a slow process that takes time and dedication; but through seeking to be better the Kalacites will eventually overcome their flaws. While the Kalacites don't name there belief themselves, seeing it as self-evident truth for the time being, it is sometimes called Kalah to outsiders.

    Currently in the Grey Plains there is the Temple of Ascension, based in an abandoned building of crystal and glass that is half-destroyed (or half-made as the priests there like to say).


    Technology:
    Spoiler
    Show
    Starting Tech: Animal Husbandry: +1 to Opulence and Diplomacy exploration


    King Tuleos Kalacite (D-3 M-5 O-4 F-2 I-1)
    Spoiler
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    King Tuleos Kalacite

    Spoiler
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    A young king that has only recently come into power. While humanoid his host-body’s chest and throat was heavily damaged before he was born in some tragedy involving the old queen, to the point where many thought it an unsuitable corpse. Able to rally the elders effectively under his command through the use of riches and promises of good bodies for their families children he looks out into the world in search of a future for himself and his people.

    Diplomacy (3): Tuleos’s mother had schooled him in both how to communicate with flesh-born races and deal with the elders of the kingdom. Yet he and his diplomats lack real-world experience.
    Military (5): Paranoia of the flesh-born races wishing to invade is common within the Kalacite Kingdom, Tuleos being no exception.
    Opulence (4): The infrastructure of the kingdom has finally been coming together in recent years and Tuleos intends to fill the coffers of his home with the taxes of a flourishing nation.
    Faith (2): The vague ambivilant nature of Kalah has not caught the eye of the king or many of the people within the Grey Plains outside of the Temple of Ascension.
    Intrigue (1): Unable to understand the flesh-born races Tuleos and most kalacites struggle to properly engage in trickery.

    Other Royal Members:

    Prince Yirol Karsite: Born into the body of a large troll, Yirol is the older brother of Tuleos who gave up his claim to the throne to instead focus on becoming a hero of the kingdom. Something that has brought the two brothers together in recent times as instead of struggling between one another for the throne they can look outward.

    Irasite: The royal consort to the king, carrying similarly large scars to Tuleos she rarely shows much of her body out in public, wearing strange colorful clothes when possible.

    Little Qorite and Ahm: The young twin princes that the king has recently spawned with Irasite. Being newly-born karsites in three year old bodies, they have yet to develope deep personality traits.

    Last edited by AlexanderML; 2021-01-27 at 10:40 PM.

  15. - Top - End - #45
    Barbarian in the Playground
     
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    Region 253, please!


    Ruler: Najaabaa Hiiheyeinaukhut
    Diplomacy: 2
    Military: 2
    Opulence: 4
    Faith 1:
    Intrigue: 4

    Kingdom: The Three Courts
    Region: Jiidaanhinetjch
    Spoiler: Geography
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    Jiidaanhinetjch has a very rocky coastline, with shallow waters extending a long way from shore and numerous reefs, both living and dead. Most of the wildlife is in the water, and this is also where a large portion of the region's dyes are harvested. On land, the terrain is similarly rocky close to the shore, and dry and sparsely vegetated farther inland - most plantlife is a result of active cultivation to stabilize the landscape and farm. There are few large animals - mostly birds and insects, though some claim that herds of wild beasts have begun to migrate into the area. What few are known to exist are often carefully managed, herded and culled through selective hunting practices to attempt to bolster their numbers - the skins, meat, bones, and horns are all extremely valuable both for practical purposes and prestige.

    There’s one primary, large urban center (Jaajihau’naude’sesthauw, more often just Jaaji’nau), home of the Court of Noon, and two smaller urban centers (Siiyaha’naugei’i, often simply called Siiyaha, and Sau’o’baahiit, sometimes called just Sau’baa) that serve as capitals for the Court of Dusk and the Court of Dawn, respectively.


    Spoiler: People
    Show
    For the elves of Jiidaanhinetjch, who call themselves the Hiinanikhebio’, masks are a centralizing feature of their culture - they are almost never seen without them. These masks are almost always very colorful and personalized, and most will have several masks for different occasions - it is for this reason that they are commonly called Maskfolk by outsiders.

    A masterful command of language and skilled speech are both highly valued culturally, and the Maskfolk display very expressive body language. Theater, poetry, and music are all highly valued artistic expressions, and much of their cultural history is told through these means - especially theater. Weaving and painting are both considered highly valuable professions as well for more everyday artistic purposes.

    The few times they can be seen without masks are often sacred ceremonies, which outsiders are rarely privy to - for the maskfolk do not have faces any could recognize - in their place is a swirling, blurry static. This is used to ensure anonymity for many purposes - in mediation, the judge will often wear a mask and heavy, concealing robes associated with the office that anyone could be behind - in some areas, they communicate through writing to an intermediary who will read out questions that are not provided ahead of time to make absolutely certain of the security of their identity.

    The Maskfolk in full are truly several groups of people, with numerous languages spoken among them, but many still consider themselves to be one people by the unifying trait of the Great Curse. Their diet is mostly made up of fish, shellfish, peppers, fruits, rice, flatbreads, and nuts, with spices playing a heavy role in cuisine and preservation methods.
    The influence of gender on one’s duties and expectations are very strong, but leadership roles are filled by both men and women - often spouses, even, split between leadership in peacetime and wartime. Furthermore, it is not uncommon for Maskfolk to adopt a different gender, and they commonly accept three different genders - man, woman, and haute’einiis. It is simply expected that one performs the duties of that gender properly with both diligence and care.

    The Three courts are a confederated group of three peoples, each with their own government, laws, territories, and armies. In times of great need, the foremost members of the Courts (whatever that may mean in each individual Court) will convene to find one to wear the mask of Titan - they who bear the terrible power and crushing responsibility of directing the Triplet Court upon whatever singular task demands their full attention.
    The Court of Noon, which presides over the Beneheinen and whose people populate many of the rocky islands of the region, is governed by a council of Naajaabaa - two sent from each of the island towns, and several more from each of the districts in Jaaji’nau.

    The Courts of Dawn and Dusk, whose people are the Haukhebiin and Bei’hiinun, respectively, are instead ruled by monarchs known as the Khanou’ubeihtii - these monarchs are purported to be immortal, and while this is not literally true, the title is more closely linked to the masks worn by said rulers, rather than the one who wears them. When the bearer of a Khanou’ubeiht mask dies, their successor is chosen by a convening of all the great Haukhuwuuna of the Court, who serve as arbiters for their villages - this successor is ceremonially sacrificed, after a fashion, to become the new bearer of the will of the monarch - the Khanou’-Jeith’wauo, and assume their identity - this process is essentially an open secret, preserving the cultural fiction of an immortal and unfaltering ruler - it is nonetheless true that this loss of identity has produced surprisingly fair governorship since the Midnight Accords. Periods of time with a given bearer of the Khanou’ are commonly called ‘moods’ in stories and histories, or the current ‘face’ of the monarch in contemporary use.


    Spoiler: Resource
    Show
    The locals produce Dyes from flowers, crushed seashells, corals, scales, and more, in a huge variety of colors. However, the region is depleted of many of its natural forests, devoured by the Swarm, and while much of the local agriculture makes heavy use of trees, they are needed to shelter crops and bear fruit, and grow the bark and leaves often used in clothing, and serve poorly as Wood for constructing the ships so many of the local inhabitants rely on for sustenance.

    Starting Technology: Sailing


    Spoiler: Faith
    Show
    The Hiinanikhebio’ are a very superstitious people, with a wide variety of folk beliefs. The only thing that could be called a unifying belief is the idea that they are generationally cursed - the origin of this supposed curse and what, if anything, might one day lift it, varies heavily from region to region. Beyond that, the opinions on matters of the divine and the magical vary widely, and the closest thing to a religion they could be said to have is really more just Ignorant Superstition.

    The most sacred site in the area would be a ring of large standing stones, set at curiously irregular increments atop a broad flat plateau not far from several large cliffs - the origin of the structure is believed to be lost to time and the depredations of the Swarm, but the name remains - Dejanousiis.
    Last edited by Rolepgeek; 2021-02-06 at 06:29 PM.
    Sincerely,
    Role P. Geek

  16. - Top - End - #46
    Barbarian in the Playground
     
    Ivor_The_Mad's Avatar

    Join Date
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    Default Re: Empire: Call of the World (Now Recruiting!)


    The Kupua of the Hidden World
    Region: 247 hopefully
    Ashu, Elder of Half-Truths
    Dip: 3
    Mil: 5
    Op: 5
    Faith: 1
    Int: 4

    Spoiler: Terrain:
    Show
    Āina Nalowale is the land of the Kupua. It is a long thin peninsula sharply jutting out from the mainland. Though many years before, The Swarm left the land scarred and barren, Āina survived, barely. At first glance, you wouldn’t think so, but the land is near overflowing with life. The ground is rocky and sparsely peppered with bushes, grass, and trees and the land terminates to steep rocky cliffs, falling off into the sea. As you get closer to the mainland, the beaches grow less rocky and sandier, and the cliffs recede into the landscape. Among the boulders and roots on the surface, a closer look will reveal openings and crevasses that lead below the surface to a hidden world. Just beneath the surface lies a sprawling jungle or vines, trees, flowers, teeming with life. Plants grow on every surface and animals of various shapes and sizes thrive down here. Water from the sea filters through the ground, forming freshwater springs and streams. Sun shines down through many small cracks and crevasses illuminating the vast majority of the jungle. The largest openings are those in the cliffs where the waves have eroded away the walls, creating many little hidden coves. The most notable feature of the jungle is the ancient temple of Mata Kala. Mata Kala is a large pyramid-like temple half embedded into the stone wall of the cave. It is made of stone and gold because the deep caves in the mainland are teeming with gold.


    Spoiler: People:
    Show
    The Kupua are the primary residents of Āina. They appear humanoid, though it is hard to tell at first because they stand only 1-2ft high and always wear intricately carved masks. They have very dark skin and eyes that glow a faint red. Their masks are usually carved out of driftwood and intricately painted and depict 2-3 faces of different emotions. There weapon of choice is usually a spear or bow because the Kupua prefers to engage at a distance. The Kupua cover the rest of themselves with grass skirts or leaves of various varieties. The Kupua are an ancient and traditional people, believing in many powerful spirits, each in control of an aspect of nature. The Kupua worship Aka’naloa, a god of trickery, chaos, and the sea. Because of these beliefs, the Kupua love causing trouble and mischief to those who sail too close to their waters. The Kupua are known by others as trickster spirits of the sea, causing trouble for sailors if they are unlucky. The Kupua always try to avoid being seen so as not to compromise the safety of their home. In their hidden underground jungle, the Kupua build circular hut-like buildings in the trees or hanging from the walls or ceiling. They are very adept at climbing and thus, their sailing vessels are odd and wiry in construction making them lighter and faster than most ships, but they are not near as strong. They dock their ships on the north side of the peninsula in the sheltered coves that lead to their home. The Kupua are omnivores, mostly eating fish, served with fresh herbs and fruit. Spices are also popular among the Kupua, most notably, a spice made from the dried stigma and styles of the vibrant flowers that thrive in their jungle.


    Spoiler: History/Government:
    Show
    The History of the Kupua is mixed with folklore due to their lack of written language. Their history tells that they were once protectors of the land, using the power of their spirits to protect it. Then The Swarm came and shattered their idols, driving them from the land and killing them off. The few who survived called on the sea for salvation and were delivered to the caves where they thrive till this day. Just like in their past, the Kupua look to the eldest members of their tribe for guidance. The elders are called Kahiko and meet to discuss large decisions in their tribe. The Kahiko meet in the ancient golden temple in the middle of the Jungle called Mata Kala


    Spoiler: Resource:
    Show
    The Primary export of the Kupua is Taku Gold, mined from the deep caves. Due to its high iron content, Taku Gold has a reddish tint, making it a rare and desirable metal. It also has a slightly higher melting point and is a bit harder making it more durable but not enough so to make tools.
    TP 1: Pohaka Mines
    TP 2: Gala Caves
    TP 3: Onaka Valley


    Spoiler: Religion:
    Show
    As stated before, the Kupua believe in many ancient spirits, each controlling an aspect of nature. Wind, fire, the ocean, plants, etc. These spirits live in idols and statues built to them. When the swarm came they destroyed most of the idols, wiping out most of the spirits and leaving the world barren. Now the Kupua worship one of the last gods, Aka’naloa, a god of the sea, trickery, and chaos. He saved them so they devote themselves to protect his last idol and honor his teachings. Aka’naloa is depicted as a giant serpent with red eyes and scales like the sea. The Kupua have many folk tales of heroes and spirits and how they created the world. One of note is how Aka’naloa creates waves while he slithers.
    HS - Mata Kala: Stories of the Spirits
    Last edited by Ivor_The_Mad; 2021-02-01 at 08:25 PM.
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

    Quote Originally Posted by DivisibleByZero View Post
    We, as humans, have incisors. Those are made for tearing flesh and meat.
    Meat tastes good.
    If we aren't supposed to eat people, then why are they made of meat?

  17. - Top - End - #47
    Halfling in the Playground
     
    SOSDarkPhoenix's Avatar

    Join Date
    Dec 2016

    Default Re: Empire: Call of the World (Now Recruiting!)

    Application Reviews: Round #3

    Spoiler: Ivor_The_Mad
    Show
    I've always loved the 'tribal gremlin' motif. Your little dudes are approved.


    Spoiler: Zayuz
    Show
    Your application to university has been reviewed by the board, and you are approved.


    Spoiler: Aedilred
    Show
    Brothers and sisters of the Dvergar, Eldhraddin approves of your drives and aspirations. Tread lightly upon the mountains.


    Spoiler: RolePGeek
    Show
    I love 'Ignorant Superstition' as a faith. As the only real elves in the setting, you are of course approved. Do your elfy thing.


    Spoiler: AlexanderML
    Show
    Your rocky parasites are approved! Just don't be surprised if you get labelled as a villain for having kids so you can kill them and infest them with parasites ;)


    Spoiler: Moossabi
    Show
    You are approved, may you find peace among the ashes.


    Spoiler: HalfTangible
    Show
    You are approved to sing and dance in reverence of the Call.


    Spoiler: OmnivorousOgre
    Show
    You are approved, yes-yes? May you seek-find many foodstuffs!


    Spoiler: Lleban
    Show
    Your alchemical experiments are approved for testing.


    Spoiler: Ausar
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    The children of Uhlonna are approved! May you never need a second exodus.
    Last edited by SOSDarkPhoenix; 2021-01-27 at 04:17 PM.
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

    Played the Harmony in Empire! 5
    Playing the Scions of the Thalaz'ir in Empire! 6

  18. - Top - End - #48
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
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    Back home
    Gender
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    Default Re: Empire: Call of the World (Recruitment Paused)

    I'm having more fun than I anticipated writing this, so it probably won't be finished tonight. However, here is my no longer in progress [edited] application for region 240. It's pretty tropey, but tropes aren't bad. To come: faith and resources sections, the latter of which will probably make the government make more sense.

    Spoiler: Geography
    Show
    La Illopaña is an isolated region from the rest of Kaal, cut off from the south of Kaal by the snowy Amartera mountains to the south, with only a small gap to the west. The northern edge of La Illopaña lies the coast of the Biscaro sea. Though snowy in the mountains, the climate in Illopaña is moderate, verging on warm on the steppes. Though devastated by the swarm, the inland areas have since been covered over with grasslands, with isolated shrub moving in in the mountains. It is not uncommon for farmers and travelers on the steppe to stumble over degrading corpses or abandoned weapons in the ruins of a battle site. Though the temptation to simply ignore these and keep walking may be great, it is a crime punishable by the removal of an ear in La Illopaña not to cremate any sentient remains thus encountered.

    Small Highland villages in the Amarteras grow Potatoes, Millet, and Raspberries to sell to the coastal towns and cities. The Amarteras are also home to a number of monasteries, where Preguntadores train in seclusion.

    The midlands of La Illopaña are more dedicated to agriculture than the Amartera villagers. Campusinos on the plains and rolling hills heading down towards the ocean settle in valleys to grow olives along creekbeds and run sheep on the nearby hillsides.

    On the coast, the villages of the inland regions become towns of real significance. Though trade with travelers from Kaal is not common on the Biscaro, ships arrive in La Illopaña from foreign regions with strange goods every week, and ports feature a bustling fishing business.


    Spoiler: People
    Show
    Las Illopañas, as the people call themselves, are mostly humans of typical stature, normally around 5 and a half feet tall for the men and 5 feet for the women, with dark hair and ruddy complexions weathered by sun, wind, and surf. Townsfolk for the most part clothe themselves in wool and linen short-sleeved garments and breeches, and colorful scarves are very fashionable among the rich in the cities.

    In the cities there also exists a significant underclass of dwarven survivors of the exodus of Sorrow. Living close to the earth in basements and primitive sewers and treated with suspicion of harboring magical knowledge by the Redención, most work menial positions as servants or dock laborers, though there also exists a significant black market for magical trinkets and artifacts in which the exiles are often the first but far from the only suspects.

    One of the most noticeable things for any visitor to the Illopaña is the singing around sunrise and sunset. Five minutes before sunrise, a bell sounds in every town and village in La Illopaña, marking the beginning of five minutes of complete quiet, reserved for meditation listening to the sound of the call. Then, as the sun rises, the entire town breaks out in song, adding their voices to the call. The same ritual happens at sunset in reverse: five minutes of song followed by five of meditation. It is both an eerie and thrilling experience to participate in these choirs listening to and singing with the music of the world.


    Spoiler: History and Government
    Show
    According to common knowledge amongst the Illopañas, the swarm was not a disaster, but a punishment. The corruption of the old empire, its hubris, and most importantly its reliance upon damned magics drove the Chorus to summon the swarm to cast down the greedy and arrogant Godchosen, of which the Illopañas were an enthusiastic part. The Chorus then began singing to pacify the Swarm, mercifully giving the peoples of the world a chance to rebuild a better order, and sending the prophet Latona Gun to show the world the way. El Redención is one of the few governments taking this chance.

    The Redención, according to its own lore created by the king of La Illopaña following the arrival of the teachings of Latona Gun to bring the country into accordance with her teachings, takes its duties seriously. Having since deposed the monarchy for its failure to provide for the poor in the country and its corrupt fascination with the magics of the old empire, the Redención is led by a man known as the Mariscal, a man appointed by consensus of the Apazias, the female religious heads of the bureaus of La Illopaña. The Mariscal has the ultimate authority to judge and punish all crimes against the holy order of the world in La Illopaña, and to command the ranks of the Preguntadors and other agents of the Redención.

    Local governments in villages are typically presided over by theoretically hereditary Mayors. Though technically given broad powers in civil law within their jurisdictions, the position of Mayor is a dangerous one because of the continuous watchful eye of the Redención in all but the most rural and isolated towns, keeping an eye out for lack of generosity or infatuation with magic.


    Spoiler: Resources and Starting Technology
    Show
    One of the most profitable exports of La Illopaña are the fine Vacío Blades. In addition to being marvelously well crafted swords, a secret technique known only to Illonañan smiths creates a small shaft of pure nothingness running up the inside of the blade. As well as making the sword lighter, the empty heart of a Vacío blade allows it to cut the flow of magic energies. For this reason, they are the traditional sidearm of the Oyente and somewhat symbolic of the order, but although Oyente can wield them with unusual precision due to their ability to hear magic, the blades themselves function just as well in anyone’s hand, and are available for sale.

    Though La Illopaña has metal enough for agricultural implements, nails, and other such low grade smithed goods, the construction of Vacío blades requires a very high quality of metal not available in the region.

    Starting Resource: Sailing Though agriculture has begun to take root in the mountains and steppe of the Illopaña, the urban population is still dependent upon fishing for food, and the region's ports boast numerous sailing vessels daily braving the Biscaro in search of fish.


    Spoiler: Faith
    Show
    El Mandamiento de la Propheta Latona Gun, or simply “The Mandate” is a religion organized around the teachings of the Prophet Latona Gun, who came to La Illopaña to spread her message shortly after the Call was first heard in the region. Her message: that the survivors were chosen to succeed the Godchosen, who had been punished with the swarm for their hubris. She guided the King’s army from their retreat in the mountains to the coast, showing them that the Swarm was over and it was time to build the world anew.

    The Mandate is modeled off of Latona Gun’s three tenets, Compassion, Community, and Cremation.

    Compassion: The tenet of Compassion states that one must help those in need and accept help when one needs it. Greed, avarice, and the enslavement and oppression of the downtrodden for power and prestige were one of the greatest sins of the Godchosen empire. Provisions must be made in every community that all people have adequate food, shelter, and work, and turning a stranger out or a beggar away is a crime.

    Community: The tenet of Community states that one may choose a fitting profession for their life, but every needed role must be filled, and each job must be performed to the best of one's ability. The followers of the Mandate are all one community working for each other’s benefit. Some may be chosen to lead and others to follow, but all serve the same holy purpose.

    Cremation: The tenet of Cremation states that through fire, one's body and soul are freed from each other. To let the dead linger in the world is a crime, and to cremate them is a holy duty. Similarly, the time of the Godchosen being past, their corrupting magical artifacts must be removed from the world.

    El Mandamiento holds that the use of the godchosen’s magic artifacts was what corrupted the Godchosen empire, for which they were punished with the swarm. It posits the existence of a kind of person known as a chullachaca, people who have surrendered their humanity to greed and ambition of magical power. Chullachaca ruled the old empire, using their perverse magic to enslave and subjugate thousands and the swarm was intended to wipe their stain from the world. The Call holds off the swarm to give the peoples of the world a chance at redemption. However, as has become obvious to all, the Call is weakening, and new chullachaca corrupted by old magics are the cause. To prevent another resurgence of the swarm, the Redención has now turned its eyes outside its own borders to combat the corrupting influence of the chullachaca.

    Holy site: Banca Cathedral: Though the Oyente and the Redención tend to base their leadership in the mountains, Banca cathedral in the coastal city of Banca is the true heart of the faith in the Illopaña, and is the meeting point of the Apazias that have the power to appoint and direct the Mariscal.
    Spoiler: The Redencion, the Mandamiento, and the Oyente
    Show
    The Redencion is a male-led arm of the female-led Mandamiento church, responsible for guarding against the mind-corrupting influence of Chullachaca and Godchosen artifacts. To be safe, the Redención tends to treat all obvious magic as possible indication that a person is a Chullachaca, but while this enthusiasm is tolerated and often encouraged the official doctrine of the Mandamiento is that the magic of the Godchosen is the real threat of corruption.

    To deal with godchosen trinkets and other dangerous magics, the Redencion employs an order of magic-hunting warriors known as the Oyente. To become an Oyente, an aspirant travels to a monastery in the mountains and spends a year and a day speaking to no one, their only activity listening to the call and meditating on their faith. This ritual rids the Oyente of their desires, making them brave and loyal but also cold and compassionless. Free from greed and Avarice, Oyente cannot be corrupted into Chullachaca and are immune to all known forms of mind control magic. Their connection to the call allows them to hear the slight distortions in the rhythm caused by the use of magic, and they are the only ones trusted with hunting and disposing of Godchosen artifacts. To become an Oyente and sacrifice one’s desire is a powerful gesture of service to the community, and they are both honored and feared throughout La Illopaña. The Oyente is an order open to both men and women, and the highest honor achievable for a woman in the ranks of the Redención rather than as a member of the Mandamiento clergy.
    Last edited by Potato_Priest; 2021-02-04 at 12:05 PM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

    Biggest play I ever made: "I want to eat something over there." Anticipated the trope of "being able to move" that you see in all stories these days.

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