Unless I have stated otherwise, when I say ‘Morian’ I mean males. If I mean female Morians I will state so.
The Clans of Mor, a Morian (singular), the Morians (plural)
Even though different Morians may have different aliases or titles amongst themselves, their enemies usually call them the Clans (instead of the Clans of Mor.) They have been called Grey Furies, Maneaters, Devilmen etc (if you have any good nicknames, feel free to tell me and I’ll add it to the list ;D)
Morians can be both Male and Female. The females tend to be much smaller in size than the males and relatively weaker. It is the females however who have all the brains, while most males are lumbering idiots who would not know what was what if not looked after by a wife (or wives.) Of course, there are some very rare occasions where a male with exceptionally high intelligence is born (such as Great War Chief Da’Kull,) and when such a prodigy is born he is usually a genius of great proportions, with more potential than even the most learned scholars of the world.
Adult Morians tend to be twice as tall as a big, strong adult human, and four times as wide.
For their size, Morians are extremely light and it is their lightness which makes them so quick and agile despite their huge size. Despite that, if do happen to get stepped on by a Morian, you can expect to never open your eyes and live again.
Morians tend to live for hundreds of years; the oldest amongst them reaching the fine old age of nine hundred take or give fifty years. On Average however, they tend to live till six hundred which is when most of them would either die of old age, disease or defeat in battle (usually in a duel with a younger Morian)
Morian hair tends to be black, even though you do get the odd occasions when it is a dark brown.
Morian eyes can be a range of different colours, ranging from colours which humans have (blue, green, brown, black, hazel etc) to colours which humans cannot have, such as red, yellow, orange and white.
Morians tend to be generally unscarred, as their skin protects them from any harm possible – in battle at least. However, you do get the odd Morian who may have received a battle scar from a particularly powerful blow, usually in a duel with another Morian, the only other way for Morians to be scarred is through magical means, such as a fire blast which leaves burn marks etc.
Morians also tend to decorate their backs with tattoos, a line on one’s shoulder blade means that they have proven themselves in battle, two means they’ve proven themselves and excelled in battle. A line going down their spine means they’ve proven themselves good at leading other Morians in battles, while two lines parallel to the one over their spine means they’ve proven they can lead many men in battle. Two more lines on their shoulder blades shows they have won many battles they led )please DO help me out with these, if you have any more things which they can get tattoos for do say)
Morians tend to wear nothing more than some kind of kilt or protective item around their hips, to cover their manly parts, some, but not all would have extra accessories such as a shoulder guard or a helmet.
Male Morians tend to be extremely dumb and unable to grasp even the simplest of things, the only thing which they seem to be able to excel at is fighting, which is lucky as there is plenty of fighting to be done. You do get the rare prodigy once every ten to fifteen millennia, who would be extraordinarily intelligent, not just for a male Morian, but in the world at large, these male prodigies are not only abnormally intelligent and physically exceptional, they are also able to sense and use magic. Their magical ability is so great that what is recorded in the history books claims that the reason there are six continents is because of a magical accident a Morian prodigy had when trying to make the sun set in the west instead of the east (of course the scientific way to do that is to make the world spin in the other direction, however when the world began to slow down; chaotic disasters struck causing the once great Pangaea to split into six great continents and few minor ones.)
Female Morians are very different from male ones however; their intelligence is above average, but not quite genius level, even though you do get the odd one or two geniuses in every generation. It is not uncommon to find that females actually rule over males in Morian society, unfortunately, no matter how smart they are, they cannot curb the male want for violence, or their lack of intelligence and must in the end allow them to continue fighting each other, even if the females from the opposing clans are actually quite friendly with one another. It is quite a funny relationship, while most males hate every other one of the five clans and think they are all out to destroy them, the females see the bigger picture; the males go out and kill each other off in battles, then return home at the end of the day, the weak die and only the strongest return, and all the while the females prosper and are happy and to some extent, so do the males who survive.
LIKES AND DISLIKES
Morians don’t tend to like or dislike anything on particular; they are relatively neutral towards most things unless directed against or for that thing. However, all Morians hate any Clan which is not theirs, and even this can be forgotten when a leader strong enough comes along. What cannot be forgotten or gotten rid of however, is their love for battle, no matter who leads, whether a female Morian or the greatest male prodigy, Morian lust for battle can never be quelled, and it is said in the old books that the flame of battle shall forever burn in their hearts, until the sun itself burns out and destroys the world with it.
Female Morians are more complicated than that, and tend to be a lot more like human females, and as I am not a human female, I cannot ever hope to understand them, let alone Morian ones ^^’
Fears? Oh, you mean everyone else’s fear of them? Thought you were suggesting that Morians actually feel fear for a second back there.
Morians are the most powerful creatures to stalk the world; no mere mortal… or even immortal can ever hope to best them in physical combat, whether by sword or bow, the Morian will always emerge victorious. However, Morians as I stated earlier, are extremely dumb, which is quite possibly their greatest weakness; an intelligent male Morian would be completely and utterly invincible. The other weakness Morians have is magic, as it is magic alone which can ever hope to get through their impenetrable skin (and of course, the brute strength of another Morian.)
Female Morians tend to be much weaker than the males, and are exceptionally vulnerable, even though their skin is tougher than usual and they are stronger than your average man, they can be taken down quite easily by a single skilled man or a few relatively unskilled and weak men.
Morians are the most powerful beings in the world, they can bring huge buildings crashing down with brute force alone, they can dig huge holes and tunnels with their bare hands, they can crush metal with their teeth, physically, they are perfect, nothing is too high for them to jump over, too strong for them to steamroll through, a mere flick of their pinky can knock a humans head off.
Female Morians have higher than average intelligence and every generation has one or two geniuses, they are the only creatures in the world known to be able to control male Morians to an extent.
Male Morian Prodigies are an unfair creation, they are the closest thing to perfection this world will ever have, not only are they intelligent beyond measure, they also have natural physical strength beyond that of even the strongest Morians, and when these two talents are harnessed and trained properly, a Prodigy can become “invincible” much earlier in their life, for a Prodigy is destined to become invincible, training only quickens that process. The greatest unfairness about Prodigies is the fact that they, unlike other Morians are able to sense and use magic; it is as if all the magical abilities of the Morians has been stored in this one creature. A Prodigies’ magical abilities are greater than any in the world, greater than even the Dragons and the Elves and the great Magi of Eladnos. It is written in the ancient tomes that the reason there is six continents is because a Morian Prodigy tried to make the sun rise in the west and set in the east, and this caused many natural disasters and catastrophes, defacing the mighty Pangaea that once existed and turning it into six great continents and a few smaller ones.
Morians wield any weapon available, swords, maces, clubs, axes, knives etc and if there are no weapons available, then they wield what they use best: their hands.
Morians are giants, their adults are twice the size of a big adult human and they are four times as wide, they have heavily muscled bodies which unlike humans, can be inherited from their parents. Morians come in different shades of green and grey, and some are a mix of both. They have two arms and two legs like humans, but the shape of their skeleton is very different. Their leg bones and arm bones are much thicker and heavier than humans, and their rib cage is more of a web, with four layers of bone between the vital organs and the impenetrable skin. All the organs in their bodies are made of muscle tissue, and instead one pair of lungs, Morians have six, which makes them much more able to endure hard training and long arduous sprints at top speed without tiring, and their muscles also play a part in that. Morian skulls are also much thicker; since male brains are smaller this means that their skulls can be much thicker. Prodigies and females also have thick skulls, but nowhere near as thick as a normal male Morian.
The great Island of Eladnos has been the center of magic in Jarmoth for thousands of years. Ever since the First Great Plague; when the fearsome Morian Prodigy An’Dar-Led was destroyed by the Order of Eladnos, magically able people from all races have flooded to the small Island in Adria. The battle with An’Dar-Led saw eight of the ten Arch-Magi of the Order of Eladnos die, and a ninth died of wounds sustained in the fearsome battle. The great duel was so destructive that the island it took place on was permanently damaged; it is to this island – the Island of Dagria – that Morians were exiled until the rise of the Great War Chief and Morian Prodigy, Da’Kull.
The last surviving Arch-Mage of the Order of Eladnos, Verilius Ganray, became the founder of the Magic Academy of Eladnos, and he also founded the biggest and most respected School of Thought on Eldanos. Since then, many more Magic Academies and Schools of Thought have appeared, but the two he founded remain the most prestigious.
Eladnos has a population of people from all over Jarmoth; barbarian shamans from Dre’Val come all year round, seeking knowledge and spiritual power, many people of Dre’Valian descent already live on the Island. Half Dragons, Elves, Dwarves and many more creatures from the legendary continent of Grandia also dwell on Eladnos, and more come every year. Ice Giants, and Half Ice Giants from Fradinteig, mythical Spirit Mages from Halvara, and mighty, dark skinned Jedran spell casters, known for both their amazing physical strength and magical ability all call Eladnos their home, and all voyage from their respective continents so that they may live and learn there.
Something which has baffled people over the ages, is that no matter how many went to live on Eladnos, it never became crowded or overpopulated, there was always enough space, food, water and much more for all who came and became citizens, and as magically able people can live to hundreds if not thousands of millennia, the population does not decrease from death of citizens. It is generally thought that this strange thing is due to an ancient spell, or because of the heavy concentration of magic on the island.
The Island of Eladnos was completely destroyed in the Second Great Plague, falling to the might of the United Clans of Mor. The attack had been completely unexpected, and in the dead of night. The older magi cast a great teleporting spell to get all magi below the age of a thousand off the Island, spreading them all over Adria, in the hope that they may learn and be able to fight back against the Morians. The older magi put up a great fight, annihilating thousands of Morians, more than all Morian losses in the Second Great Plague to that point, but eventually, exhaustion and Morian relentlessness brought them down.
Eladnos is now a mere shadow of its former self, it’s great Magical Academies have been destroyed, it’s Schools of Thought are in ruins, it’s legendary Libraries, filled with the knowledge of millions, if not billions of scholars, are no more. Eladnos has fallen, like five other continents before it, to the chaotic and destructive power wielded by the Morians. All is not lost however, as the young Magi of Eladnos live on, spread out all over Adria, they may be the only hope left against the advancing hordes of the United Clans of Mor.
The land of the mighty towering knights, men covered from head to toe in plate armor, able to charge into the most well-fortified defenses of any army and crush them. Indeed, Mardithian knights are well known as the Bane of Spears, for it is they who destroyed the advantage spears had over riders, their heavy plate armor which covers both them and their horses causes spears to splinter and break upon contact with them. Not only is the Mardithian cavalry a fearsome power, but their heavy infantry is also a force to be reckoned with, men garbed in pretty much the same armor as knights but on foot. They are walking tanks, able to rip through line after line of militia and even professional soldiers, if they are experienced enough.
Mardithia is not just a land of warring men though; it is a land of chivalry, honor and pride. It is a land where men fight for the sake of those they love, where they win the hearts of the people through act of valor, bravery and kindness. Even though all Mardithians aim to follow this code as much as possible, it is not a perfect land. In every nation, one will find fiends and villains who will attempt to ruin a good thing, and Mardithia is no different.
Mardithians are split into three classes, the Thianides who are the upper ruling class, a Thianide rules over a single city and all the Thianides report to the High Thian who rules from the capital city of Dwaremburg. The Spines are the traders and free men who have professions and are the middle class, known as Spines because they are the back bone of the nation, and if they stop working or something causes them to halt, the whole country would be expected to fall into ruin
The Turners are the lowest class and are usually servants or slaves of a Spine or Thianide, and must plow the land, hence the name Turners, they turn the soil. Knights are usually from a Thianide background, and can sometimes be of Spine background, and common soldiers are usually of Spine or Turner background, although being of a certain background does not mean that one can’t go up or down depending on acts of valor or bravery shown in battle or in life in general. The class system is very loose; one can be born a Turner and end his life as a Thianide of the highest standings; for all men are judged by their deeds and not by their birth class. Of course, corruption exists, but that is something all men must face if they want to get anywhere in life, and those who deserve to rise will do so, against all the odds.
Mardithian military, as powerful as its infantry and cavalry is, does not have any ranged soldiers of note. Their only ranged soldiers are lightly armed spearmen who attempt to throw spears at the enemy before a cavalry charge, usually the distance is too far, and even if they can reach, they are too inaccurate to hit anyone. For this reason, one would find that Mardithian armies have long abandoned any ranged soldiers and rely solely on their infantry and cavalry to get the job done.
Mardithia has now joined the Adrial League after much negotiation with the other four nations of Adria. The Clans of Mor have already eradicated Eladnos, as far as the Adrial League is concerned, Magi and all men of Magical Ability are no more, it is now up to normal men to rise up to the Morians.
High Ifferia has long been a land of great mystery, and inspiration for many a poet and writer. Tales of its disciplined swordsmen – men who call themselves Kenraiton. The Kenraiton (Ken-Riy-Ton (Riy rhymes with Tie)) have a long history in High Ifferia; they were originally peasants who rose up against the warlord Aku Seishin a thousand years ago, who oppressed them and forced them to plow the fields all day with no pay at all. The fall of the warlord saw the then much smaller nation enter a time of great turmoil and civil upheaval. The country split into five factions, each led by a new warlord seeking total domination. After ten years of this, the peasants rose up once more, all united under the banner of an elderly peasant going by the name of Kitai.
Kitai was a strange man, he knew where the armies of the warlords would come from and what their tactics will be, he knew exactly what to do and how to do it. Under his leadership the peasants managed to topple all five warlords and unite the nation, not allowing it to fall into civil unrest once more. Kitai quickly created a military organization which he called the Kentaiki (Ken-Tie-Kee.)
The Kentaiki kept order in the land, catching thieves and making sure that criminals did not get away with harming normal people or stealing from them. The Kentaiki quickly became national heroes, and their actions paved the way for Kitai’s eventual reorganization of the nation and the rise of the small nation of Ifferia, which would eventually conquer all the small nations around it and become the single largest Empire in Adria with the help of the Kenraiton.
It took many generations for Ifferia to conquer all of the southern coasts and reach the great mountains, Kitai had long died by the time it was renamed by the fifteenth Emperor of the Ifferia, Xin Wu, and it became High Ifferia. Xin Wu also had the legendary City of Xin Wu built, a city the size of mountains, and as impenetrable as they are, and it became the capital city of High Ifferia ten years after Xin Wu’s death.
At this time the Kentaiki were still an organization directly controlled by the Emperor, but their role had changed from a police like group to the Emperors guard and officers of the army. It was in the reign of the sixteenth Emperor Den Ryuu that the Kentaiki was finally disbanded after allegations against them. It was claimed that many of them had been scheming to take the Emperors life and create a new nation run by them. Many of the Kentaiki were hunted down and killed. Of the five hundred who had been the Emperors Guard and highest rankers in the army, only seventeen survived. Four of those went into hiding and died of old age. The thirteen others all went and lived far from the capital, where they could fight off any bounty hunters foolish enough to test them. Each of them found himself becoming a teacher of the Art of the Sword, and so it was that the Thirteen Sword Schools were formed.
Each Kentaiki taught his students his own particular style, but all of them were united on one thing; and that was the Code of the Sword (later Code of the Kenraiton), a code which every sword warrior must abide by:
Justice: This is about doing the right thing or making the right decision, not because it's easy, but because it's ethically and morally correct.
No matter the outcome or result, one does not lose face if tempering proper justice.
This can also be defined as righteousness, justice, morality, honor, or "right conduct". In more a more expanded definition, it can mean loyalty to friends, loyalty to the public good, or patriotism. This idea of loyalty and friendship comes from the fact that you will treat those you are loyal to with morality and justice.
Courage: This is showing bravery, courage, valor, or fearlessness in the face of hardships or when facing ones fears. True sword warriors never back down out of fear or doubt, they will always stand their ground.
Benevolence: Beyond "benevolence" this can also be defined as "charity" or "mercy" depending on context.
This code suggests that one should pay alms to the poor, care for those in trouble, and take care of his fellow man (or woman).
This code also includes perfect virtue, selflessness, love for humanity, humaneness, goodness, good will, or simply "love" in the non-romantic form.
Respect: One shows respect by speaking and acting with courtesy. One treats others with dignity and honors the rules of the family, school and nation. Respect yourself, and others will respect you. Honor is also part of respect; it is about having or earning the respect of others and about your reputation. It is the status of being worthy of honor.
This code can also be understood as propriety, good manners, politeness, and expression of gratitude.
Honesty: This code means truth, faith, fidelity, sincerity, trust and confidence.
This means that a sword warrior believes "honesty is the best policy", as his/her personal philosophy.
Loyalty: The idea of being faithful, devoted, true, and obedient.
Wisdom: This can mean intellect, knowledge or reason. Beyond the title definitions, this also can mean resourcefulness, or wit. Insight and the ability to see beyond the small mindedness of people, the ability to see the greater picture and make the right decisions from this knowledge.
After the schools were formed and they gained fame, people stopped referring to them as the Kentaik, and instead called them Kenraiton, people who lived by the Sword and the Code of the Kenraiton. The Kenraiton would soon become the only warrior accepted into the army, and prove had to be shown that the Kenraiton who wanted to join the army had have been taught at one of the Thirteen Sword Schools. With the shocking increase in the army’s strength, High Ifferia quickly conquered what is now High Ifferia in less than three years. The Kenraiton were not only numerous in number, they were also of the highest quality, each of them training in one of the Thirteen Sword Schools from an age as early as four or five.
Now nearly four hundred years later, High Ifferia’s Kenraiton are as powerful as they were all those years back, if not even more. The Emperor has had to put his plans of conquering the Majdal Empire to the side however, as a new threat now plagues the land. The Morians have arrived, and they will not discriminate between an Ifferian or a Majdalan, the Adrial Leaguehas been formed, all of Adria has united for the first time in history, now all that’s left to do is fight. Fight for the world and their very existence.
New Map of Adria
Majdal Empire - The City of Majdal
Thirrmod - The City of Lonrrow
Andaluja - The City of Imad'Addin
High Ifferia - The City of Xin'Wu
Mardithia - The City of Dwaremburg
Eladnos - No Capital City
The dots are all other cities, big or small. I will name them as the RP progresses, as it is you who will come up with their names while RPing.
ALIAS (If They Have One):
DoB (Day and Month):
ETHNICITY (What Nation S/He Originates From):
BODY MARKINGS (Scars, Tattoos etc.):
BUILD/APPEARANCE (Written Description or Image):
ITEMS (Staffs, Swords, Orbs etc):
(High: they are naturally able to sense and use magic very well, even if they have never trained properly.
Medium: they can naturally sense and use magic to an extent, even though they are unable to cast anything of too high a level without further training.
Low: they find it very difficult to sense and cast magic, and even after years of training, they will not be as magically able as someone who’s trained and is of a higher talent):
(High: they have trained for a very long time to bring their magic under their control, and have mastered much from training and experience. Able to cast quite difficult spells with a decent level of control.
Medium: they have trained a bit, and have gotten the gist of how to summon magic to them and form it into the general shapes and forms they want, however their control isn’t great enough for them to cast difficult spells well
Low: they have barely trained, and their magical power (if they have any) is wild and difficult to tame, making casting any spell a dangerous process):