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SyrianHamster

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Colliding Worlds: Europe 1200 AD


Race Sheets




OOC

ATTENTION: Coloured regions cannot be claimed, as they are either major NPCs or already taken by players. It is also possible some of the uncoloured regions are taken, as I have had requests from players who have helped me craft this. They include Belgium/Netherlands, and Northern Spain. This could change at any moment, so to avoid disappointment, have a second country ready!


Major NPC Nations

Current Season: Spring 1200 A.D

Red = Kingdom of England
Light Blue = Kingdom of France
Dark Blue = Kievan Rus
Dark Yellow = Ayyubid dynasty
Purple = Byzantium Empire
Bright Yellow = High Domain of Nillanor

Gorikan Nations

Dark Grey = The Empire of Vyrndar
Light Green = The First Hastin Empire
Black = Isarimer Hunting Grounds
Light Blue = Mayelin Sanctuary
[SPARE SLOT]
[SPARE SLOT]

Post your sheets here, and await for my PM'd or OOC'd approval on the main thread.

Nation Sheet Template
Currently Accepted Players:

Caliban22 - Belgium/Netherlands

The First Hastin Empire


Raptorman - Northern Spain

The Empire of Vyrndar


Isarimer Hunting Grounds


The Mayelin Sanctuary
Hidden 10 yrs ago Post by caliban22
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caliban22 King of the badgers

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Starting Country: Belgium and netherlands
Name of Nation: The First Hastin Empire

Race Name: Humlon

Race Leader: Lord Emperor S'karis Hastin

Race Leader Physical Description: six foot 5 inches with the only difference his his third eye in his forehead (common for the leadership caste.) with the a plate chest piece,plate shoulder guards,shin and thigh guards, with a red tunic and pants with gold seams and a brass belt buckle, as custom for soldiers, he holds his black hair shaved close to his head.

Race Leader Significant Traits: Born into the Leadership cast .
Race Physical Description:

- Male Appearances: : (If applicable)Men tend to be 6’2-6’6. with hoofed feet and four-digit hands (three fingers and one thumb). Their skin is grey-blue rough in texture, leathery, and exudes almost no moisture. Their faces are flat, wide around the eyes with slits at act as their nose. with black hair.

- Female Appearances: (If applicable) Similar to males but far more human. softer skin, and are very feminine (may go into this more but time crunch going on)

Use of Magic: enhancements of armor, and use of magic to aid siege weapons by using a magical explosive to help take down walls and aid with their siege tactics

Life Span: How long do they live for on average?
– Male Lifespan: (If applicable) oldest is 110

- Female Lifespan: (If applicable) oldest is 111

Reproduction Rate: They reproduce just like humans, with the average time span of for one to become and adult is about 17 years.

Society: For the Humlon they live in a caste system. with the Diamond caste being the generals ,nobles,and important people. The Iron Caste being the soldiers,sailors and Emperors guard. the spider caste being the spies,emissaries, and assassins . The Ground caste being the workers,builders,common folk. The last caste is the unofficial grey caste, the slaves and the outcasts. While there are castes there is feeling of superiority with the feeling being everyone is needed. Unlike most other races with slaves the one in the Hastin empire are treated rather well. the only caste above the others are the Diamond caste . For the ones of the Diamond caste who chose to be generals they must prove themselves to their men that can lead.
Religion: there are many gods, the main gods are the following. The iron god- the god of war, the mother of the earth -the goddess of farming,lorina-goddess of wisdom
History: the empire at the beginning on Gorikan they were a republic of incompetents and cowards. The Republic was at one point a strong military and powerful economic force. but because of bickering politicians the nation shriveled into a small nation with no economic or military might. soon a Civil war broke out lead by the would be King of the the first Gorikan empire. After the civil ended with the Imperialist force claiming victory the first thing done was to improve the military. At the time the nation was a mostly landlocked nation with only a single port. For the most part the ground forces were improved to a great degree surpassing several other more powerful nations. During the Exodus The Humlon nation crumbled with The leader passing away from the events The new leader reformed the nation as the Hastin Empire
Significant Racial Traits: For the most part humlon need Vegetables to survive they can eat both meat and vegetables but they need the green leaf vegetables like lettuce and cabbage for the vitamin that are key to survival.

Preferred Fighting Methods: the military of the humlon prefer to fight as siege forces. Either as defenders or attackers there are few who can best them in sieging a fort and holding it. By using heavily armored elite shock troopers they are can easily break a fort. Because of their doctrine of heavy armor they are slow and can’t stay in prolonged battles of speed.
Seafaring Capabilities: while they have a navy it is made of a few frigates and ships of the line. It s strength lies in its defensive doctrine and is incapable of offensive action in any way other than transport guards .

Other Information: their elite unit is their shock troopers high morale and assault but slow and weak in open battlefields and very weak against archers if they are in the open and cavalry

((not to great but here, kind of on a time crunch...))
((edited...kinda..))
Hidden 10 yrs ago Post by Raptorman
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Raptorman

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Starting Country: Northern Spain.

Name of Nation: The Empire of Vyrndar

Race Name: The Lorenvolk

Race Leader: Vel'Nardoc, High King of Vyrndar, The Tyrant of Vol'Kariz (This last name is not a title of his choosing.)

Race Leader Physical Description: Vel'Nardoc is a being possessed of a certain dread majesty that resonates outwards from his physical form. His form towers over lesser creatures and causes fear in the hearts of the staunchest men and beasts that would dare to face him. Due to his 15 1/2 foot height there is very little that looks him in the eye. His body structure is like the Lorenvolk that he is descended from quite similar to a massive human, though everything is scaled up appropriately. He has almost flawless features unmarked by the ravages of time or disease. But marring these flawless features is a mark of war. Both of his cheeks bare a thick ropey scar from a past injury that was only a hair short of killing him and that nearly severed his lower jaw. His hair is golden and mixed with threads of white which seems to be the only concession his body has made to his old age.

When he goes to battle the High King is clad in armor forged from the purest deposits of Mriswring metal. It is truly an awe inspiring work that he wears when he enters into battles and it reflects both his glories and the glory that his goddess embodies. The armor is a suit of full plate that covers the entirety of his body. His helm is cast in the shape of Maev’Sil’Vien’s ancient natural crown, it covers his head and only shows his eyes through slits that are too narrow to allow blades or projectiles entry. From the top of this helm emerge six spines that point skyward as if they were the peaks of a crown. Further from his back and his shoulders emerge another of set of four spines in total, two of these spines are black in coloration and the other two are of the purest white.

Race Leader Significant Traits: Vel'Nardoc is the son of the goddess Maev'Sil'Vien. Time has little hold on him and he has proven able to withstand blows that would have felled almost any other mortal such as the nearly lethal blow that has left the terrible scaring on his face. He is notable as one of the few Lorenvolk to possess natural magic and his lineage appears to have made him quite a potent mage. He also appears to have some power over dragons as the great beings obey his commands while shunning those of most others who would dare to do so.

Race Physical Description: The Lorenvolk are a race that do appear to have been made to rule, in terms of sheer size the smallest of the race stand in at approximately 13 feet in hieght while the tallest stand in at 14 to 15 feet tall. In terms of physical structure they are very similar to races such as humanity and humanity's myriad cousins simply on a much larger scale than humans are. Despite their size they are proportioned similarly to humans, they don't have arms that touch the ground if they let them hang down, ect. In many respects they are similar to humanity and as such they do have a wide range of possible skin colors as well as possible hair and eye colors. The most common though is pale skin along with either blonde or dark hair along with fair eyes.

In terms of identifying the rank of individuals the most definite fashion element is also the rarest and most expensive of the many elements that serve to mark rank within Vyrndar. The Imperial family as well as the highest echelon of the faith of Maev'Sil'Vien are the only ones allowed to make use of this particular fabric. Within Vyrndar there has long been a special variety of spider known for it's unique golden silk webs. With sufficient effort it is possible to harvest and amass enough of this incredibly valuable silk for use in articles of clothing as well as occasionally being used in the creation of sacred tapestries or ornaments that depict the forms of Maev'Sil'Vien.

Second only the sacred golden thread is crimson. Only those who are of the great families and noble lineages of the empire are permitted to wear clothing that contains the rich color. Aside from those two colors there are no specifically important colors that are denied to the general populace. However it is important to note that those of lower rank are far less likely to have clothing with bright or distinct colors and that such is typically reserved for the wealthy. It should also be noted that unstained white is also considered a sign of prestige and nobility as well.

- Male Appearances: Quite similar to massive humans

- Female Appearances: Quite similar to massive humans

Use of Magic: The Lorenvolk as races go are one of the less magically inclined. Magic is rare among them and typically most present in the ability of the clergy and clerics of Maev'Sil'Vien to channel small amounts of her divine power. This power is typically channeled through the use of an image of the goddess, most frequently either a small statue or a cloth with a picture of her face woven into it. Scorching rays of light, and darkness that consumes all it touches, along with healing magic are the most common things that are employed by the handful of magically inclined Lorenvolk. It is said that at times Maev'Sil'Vien will intervene directly, but with her physical form destroyed long ago it is uncertain if she is still capable of physical intervention. Still places sacred to her tend to have a presence about them.

The other partially magical element about the Lorenvolk is their knowledge on the manufacture and shaping of the magical metal Mriswring. Mriswring is also frequently referred to as magic's bane by other races and among those who rely heavily upon such arts the sight of Mriswring armor clad warriors invokes a sense of dread. Mriswring is typically as strong as strong steel and the Lorenvolk alone know the secret by which it can be made. Mriswring negates and absorbs magic that is cast at it protecting the wearer of a suit of armor from the bulk of magical attacks.

Life Span: The Lorenvolk tend to live for upwards of 200 years. The Vel'Nardoc and his descendants have used their own longevity to bolster their claims of divine ancestry for they have lived far longer than the 250 odd years of a standard Lorenvolk lifespan.

Reproduction Rate: The Lorenvolk breed at a similar rate to humanity with a roughly 9 month long pregnancy period. It does take longer for them to mature physically however and a Lorenvolk is typically not considered an adult until past his or her 30th year of life.

Society: WIP

Religion: The Lorenvolk practice a monotheistic religion that specifically venerates one goddess who is possessed of several notable forms and aspects. The goddess Maev'Sil'Vien is the embodiment of Creation and Destruction, Light and Dark, and Life and Death. It is said that in the beginning she wrought the great burning sphere the orbits the world from her own light and the darkness that shrouds the earth at night from her own shadow. It is said that she descended to the world upon the crystal stair to create all life but that when life had been created she could not find anything worthy of claiming as her own. It was then that she created the first of the Lorenvolk, to serve as her chosen, her children upon the world. Maev'Sil'Vien is most frequently depicted as a being that towers over even the Lorenvolk. Her statues that have supposedly be made in her image would show her to be roughly 20 feet tall. Four spines emerge from her shoulders, two ivory and two black as night, in a similar vein her head bears a natural crown of spines in the same pattern and grouping.

History: The Lorenvolk are a race that claim to be nearly as ancient as the world itself. They claim that their goddess Maev'Sil'Vien created them when she descended upon the Crystal Stair as her chosen people above all others. In the early days of the world it was said that Maev'Sil"Vien ruled over her children personally and that in those years she gave them many gifts such as the art of creating the magical metal Mwriswring and that she led them to glory. Among the Lorenvolk this age is spoken of as a golden time, a time when they ruled the world with their goddess at their head, when all basked in her holy light and her destructive night was rarely unleashed upon the world.

But then their records speak of uprisings and terrible wars. Other gods are mentioned here with myriad curses laid upon their names, the names of the gods of the so called high elves and other races. For it is said that others sought to steal the dominion of Maev'Sil'Vien, that the lesser gods could not tolerate her rule and banded together in an attempt to cast her down from her position of power. The wars between gods were said to have spilled over into the mortal realm as the mortal servants of the gods warred against each other at the command of their deities.

The Lorenvolk remained loyal to their goddess and at first the rebellions and wars were resolved in their favor. For in those days Maev'Sil'Vien was young and the Lorenvolk had just been formed of her divine essence. But in time things began to change, slowly the fringes of their rule began to crumble and even as Maev'Sil'Vien gifted her children anew, teaching them how to forge Mriswring into armor and laboring in secret to create beings who would aid them should the war drag on long enough it seemed that the crumbling could not be averted.

Still her children fought for her will and as her desperation grew so too did the magic that she unleashed upon the world. The world itself shuddered as she tore at it's foundations, raising mountains and casting others down. But she was one against many and in time her domain had shrunken to the point where only the sacred lands surrounded Vol'Kariz and the Crystal Stair remained to her and her children. All the Lorenvolk who remained had been gathered there and in her greatest splendor she descended upon the stair once again for what was to be the final battle of the 'Wars of the Gods' to other races and the 'Fall' as the Lorenvolk refer to it.

This final battle ended in the sack of Vol'Kariz itself and the seeming defeat of Maev'Sil'Vien. But while defeated she could not be truly slain and her spirit fled back up the Crystal Stair and even the greatest servants of the other gods dared not approach it. The Lorenvolk were scattered, but like their mother they were not destroyed. In time they recovered and while Vol'Kariz sat abandoned it had been forged by divine hands and would never truly decay.Many small kingdoms and fragments of their once great empire were what remained. It was when the Lorenvolk had recovered to this point that one of their number, a man whose stature and power was greater than any other, a man who seemed to have the blood of the divine flowing through him rose to prominence.

He claimed that he was the son of Maev'Sil'Vien herself and that he would reforge their greatness and bring back their age of dominance. And many of his kind flocked to this promise and those who did not bow before his will were conquered again. The other races chose to ignore this as the Lorenvolk warred among themselves. In time he had gained dominion over his own people and he took Vol'Kariz for his own. From this ancient seat of power he forged a new nation, restored the faith in Maev'Sil'Vien and gave a broken people a new purpose.

But this new purpose was to prove objectionable to the other races of the world for soon after Vyrndar was established and all the remaining Lorenvolk states were unified the armies of Vyrndar marched forth to conquer. Vel'Nardoc, who claimed as his bloodline the lineage of Maev'Sil'Vien herself led his armies to war against the world, but most specifically the High Elves who's gods had begun the wars that led to the Fall. With Maev'Sil'Vien not showing herself in person the other gods were similarly absent, merely gifting their champions with power and allowing them to fight.

While these wars were again terrible and there were grievous loses on both sides Vel'Nardoc and the Lorenvolk were ultimately forced back again. In a scene that echoed that ancient battle from thousands of years prior the Lorenvolk gathered their strength at their ancient holy city for what seemed likely to be the final battle of the war. There Vel'Nardoc descended issued forth from the city to fight the elves and their allies. It is said that he slew the Elven King in single combat though the battle had weakened him and that in his moment of weakness one of the princes struck him with a blow that sheered through the Mriswring helm he wore, striking him down.

But as he fell his screams woke his mother's legacy. The last children of Maev'Sil'Vien, bred in the final days of her power and at last grown rose from their burrows in the earth. Their screams split the heavens and their very breath set fire to the world as the Mriswring dragons rose. Before this onslaught the victory that had seemed within the grasp of the elves and others as Vel'Nardoc fell faded and fleeing from dragonfire the host retreated leaving many dead.

Vel'Nardoc would survive, though much of the world named him the Tyrant of Vol'Kariz. For nearly two thousand years the being who claimed to be the spawn of Maev'Sil'Vien ruled from his seat at Vol'Kariz and while there were periods of peace war simmered for much of the time.

When the world began to die the Lorenvolk as they always had fought. Confident in their power and their place as the children of the being they believe to be the only true god they waged their war with the world itself. A war that almost any other race would have viewed as madness. It was a war that they could not possibly win. No magic of the Lorenvolk could stop the decay of their world and they would not stoop so low as to evacuate through the portals of their hated enemies. They were the rulers the children of Maev'Sil'Vien herself. And it seems that their faith was rewarded.

A presence not felt directly upon the world for many thousands of years returned and it opened portals of it's own before seemingly departing once more.

Significant Racial Traits:

Great Physical Attributes: Due to their great size and strength that is proportional to their size they are much stronger than a human or member of a race with of similar to human size. Further they possess speed that is greater than that of a human as well as reach that exceeds a human. However great size can also be a drawback, dwellings that are not made to accomadate them often are unable to hold them properly, dealing with caves can be a truly nightmarish task, and there is the old adage, the bigger you are the harder you fall. However it must also be remembered that Lorenvolk weapons when compared to normal humans weapons are truly immense. A five or six foot long sword is not particularly long or large to beings like them and their great strength lets them wield weapons that no human could dream of.

Metallurgical Skill: The Lorenvolk are known for their skill at metallurgy and the gift of the holy Mriswring metal that was bestowed upon them in the ancient days by the Goddess Maev'Sil'Vien. Mriswring metal is golden in coloration in it's purest state and is known for it's remarkable ability to nullify and absorb magic that was directed at it. The Lorenvolk have long been known to wear massive suits of armor fashioned in a large degree from this mystical metal to serve as their best defense against the magic of other races.

Vain Glory: The Lorenvolk are a race of beings possessed of great arrogance and vanity. They see war not as a battle to be won but as a chance to show how they are superior and a chance to win further glory. As well as to spread the faith in their Goddess to all of the world/worlds.

Preferred Fighting Methods: Describe the tactics your peoples employ on the battlefield. Do they rely upon the heavy use of magic? Do they make good use of guerrilla warfare tactics? Are they at their best when amassed into a horde? Do they use finite tactics like flanking, tight formations and other complicated manoeuvres? Give me a feel for how your army would fight.

In combat the Lorenvolk rely heavily on their heavy armor and great physical power to triumph over their foes. There is little that can stand against a charge of giants and even the simple act of charging is often enough to inspire terror even for those who have fought them before. For humans who have never seen such beings it is likely that the fear factor will be devastating. Should the armored charge be deemed ineffective the Lorenvolk can also adapt phalanx formations with massive shields to protect them. Great bows that shoot metal bolts the size of a man hundreds of yards with the force to pass through multiple people. are also highly deadly and wielded casually by these giants. And often the secret weapon of the Lorenvolk is the presence of the Mriswring Dragons. While only a few made it through the rifts their mother's final children remain loyal and devastating force multipliers both through fear factor and the natural power of dragons.

Seafaring Capabilities: The Lorenvolk have never been particularly skilled at sea travel or naval warfare. Though they are capable of swimming if necessary and they can build boats.

Other Information: Anything that has been missed, and you feel needs a mention.
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NewSun ᛏᚨᚲᛖ ᛗᛖ ᛏᛟ ᚦᛖ ᛋᚢᚾ ᚨᚾᛞ ᚠᚨᚱ ᛒᛖᛃᛟᚾᛞ ᚦᛖ ᚲᛚᛟᚢᛞᛋ

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Starting Country: Poland
 
Name of Nation: Isarimer Hunting Grounds
 
Race Name: Isarimer
 
Race Leader: LesaLikl (Beast of the Shadow) (Le-sah Lee-kuul)

Race Leader Physical Description: LesaLikl is a monster. It is said that this of an Isarimer beast stands at 15' high, with muscles the size of the very body of the biggest human; every vein bulging from his bloodstained skin and every square inch of such littered with the scars of hundreds of years of brutal carnage. He wields two mythical, twisted blades known as Sunfall and Moonrise, weapons that have been baptised in the very blood of the demon that cursed he and his kind; they lay waste to anything they touch with fearsome abandon, corrupting and eating the inner essence of any and all substances found in the mortal world of Gorika or Earth. It is said that this monster of a creature is capable of literally tearing apart even an Isarimer Berserker with nothing but his bare hands, let alone with his legendary blades. He is undoubtedly the most feared of all Gorikans, with a reputation to match. Legends tell that he is immortal, a god in his own right and the natural, fundamental nemesis of the Greater Demon Sunrise, though such rash claims can only be the here-say of his kind. However it is known and proven that he is the oldest Isarimer alive by some unknown means, and 95% of all living Isarimer can trace their lineage back to him. The very sight of this Isarimer Warmaster is a proven death sentence for any not of his kind, the sight of him enough to make any man or mer to void their bowels and devolve into a trembling mass of flesh ripe for the harvest.

Race Leader Traits:

  • Instills the most intense, mind rending fear in his foes, whether in war or in single combat, as he is extremely intimidating, loud, and when it comes to it, legendarily ferocious in combat.

  • Can utterly eviscerate nearly anything with a single blow

  • Capable of maintaining the Shadow of Sunrise indefinitely.

  • The only Isarimer capable of truly coordinating a massive war-pack, making them a nearly unstoppable tactical battle force.


 
Race Physical Description: They are ferocious, massive, horrifying, intimidating. The Isarimer are the embodiment of fear and the incarnation of dread; standing at nearly 10’ tall, a trait shown even by the weakest of individuals, and displaying muscular growth beyond that of any known species, the Isarimer are well known as the scourge of any land they touch and beyond. Wielding twisted weapons of steel and iron, these barbarians rampage through any land in their sights, laying waste to cities and villages as if they were simple, unguarded fields of crop. Rape and pillage and feasting follow in the wake of their horrible assaults that show little remorse to their targets.
No Human has yet laid eyes upon their faces. it is believed that they reality of their appearance is so horrible to behold that they, themselves, cannot bear the truth of their nature; hence they hide themselves behind veils of horned and bloodiest steel, followed by war cries of the most ferocious calibre.
The Isarimer wear little to no armour, anything they do wear is merely to instil terror and uncertainty among their victims and prey. Their apparel is often adorned with spikes and teeth, otherworldly skulls and trophies symbolising their prowess in the midst of the fires of combat. There are very few individuals, even the stoutest of men and giants that can look upon the Isarimer and stand firm of heart…

 
  • - Male Appearances: The male Isarimer stands at over 10’ foot tall and bulges with muscle in a way that no other species’ can. Their voices are akin to the voice of the devil himself and their rage is utterly insatiable. They are easily recognised by their reckless war cries from afar and there blasé demeanour, demanding respect and fear from all those in their wake.

  •  
  • - Female Appearances: The female Isarimer are an… enigma. As far as the any other race, Gorikan or Human, is concerned, the Isarimer females have never been sighted. However the truth of the female population is somewhat darker and more morose than simply being non-existent: they are all treated as slaves. Kept in cages, beaten, subdued. They exist within their culture merely as a means of reproduction. The strongest male gets first pick of the enslaved females, getting first choice of which to make his mate and bearer of his offspring, leaving her no choice whatsoever. This way of life is harsh and unforgiving, but seems to have succeeded for the Isarimer as of late, leading to a prosperous litter of potential warlords and warriors that will soon conquer the weakling world of man.

 
Use of Magic: Nearly all Isarimer are capable of accessing a racial power known as ‘The Shadow of Sunrise’, that is not inherently offensive or defensive in nature, it serves only as a modification of their corporeal forms. Every Isarimer is capable of manipulating the curse cast upon their kind with unforeseen effectiveness, allowing them to take on the form of a fiery, smoky, spectral demon or monster that can be far from human in both appearance and behaviour, granting them a massively increased advantage in combat and fear factor. The Isarimer in question will explode with primal energy when such a power in unleashed, and his new form will lash out with utter unforgiving ferocity against any and all opposition with brutal efficiency; striking and killing foes in mere seconds with the lightest of touches. Most Isarimer, though able to access such a power, are only able to do so for mere seconds at a time. it is the more advanced and experienced among them that are capable of holding such a form for minutes or hours in a single activation. It is said that some Isarimer in times past were capable of holding the Shadow of Sunrise form indefinitely, changing between the two states at will, though is only one known instance of such occurrences today.

 
Life Span:
  • – Male Lifespan: 115 Earth Years

  •  
  • - Female Lifespan: Unknown. Similar lifespan to males predicted.

  •  

 
Reproduction Rate: Isarimer pregnancy lasts for 10 Human months, with alpha Isarimer being able to spread their seed more readily than Beta individuals. With a choice of females, and a nearly limitless one at that, the Isarimer females are almost always pregnant, constantly giving birth a stream of young creatures who will eventually provide the backbone of their proud species.
 
Society: Isarimer society is extremely basic, almost being synonymous with ancient human tribal cultures, or the makeshift groups formed by pack animals. In short, Isarimer respect powerful individuals. Those who establish themselves as an alpha (or a Khrukl, Khar-Yuh-Kuul) are always in command of their own war band of anywhere between 10-100 individuals. Isarimer will rarely, if ever, band together into larger hordes, though such occurrences have happened in the past: notably when their species forced their way into the portals created during the Great Giving and the ensuing bloodbath when their slaughtered the natives on their arrival. Different war bands are largely independant, but all bow in respect to the most fierce individual in their species. At present, that individual is LesaLikl.
Isarimer will rarely erect any permanent structures, preferring instead to create temporary camps that blend into the landscape before moving on, leaving few clues to their whereabouts.
 
History: The Isarimer were once elves of the forest, wardens of the verdant lands of Gorika. They were known `cross their world as zealous defenders of nature, lovers of all things wild. Their power was vast and their empire even vaster, demanding the respect of all their peers, enemy or ally.
What actually happened to the Isarimer is a fact that has been widely speculated upon in their time, but the most accepted theory is that the greater demon (or dark god) Sunrise found the sanctimonious Isarimer insufferable and repulsive, always faulting his plans and schemes and plots, and so drew upon his vast power to curse the Mer-race for eternity onwards. Their bodies changed, grew and bulged, their minds atrophied and deteriorated, their very physiology changed. They became capable only of gaining sustenance from devouring the flesh of those they have killed, whether the flesh is of another species or their own… it does not matter. The change of lifestyle and bouts of extreme, cursed cannibalism drove the Isarimer to madness in mere decades, the once respected elves were forever changed as they rampaged through their forests burning and killing everything they laid eyes upon. When their world began to burn, they scorned Sunrise once more, and sought to defy him his victory once more. They crashed through the portals of the Great Giving at the last possible moment, arriving in a new and alien world in which the natives were weak, easily consumed and easily frightened. Their first land was brought to it’s knee with little resistance as the flash storm of Isarimer berserkers proved too much for the unprepared soldiers of Poland.
 
Religion: Isarimer religion focuses on Sunrise, the being that cursed them to the life they live. However, instead of revering the beast, their religion dedicates itself to mocking and humiliating and scorning and instigating sacrilege of the Demon’s name. Almost everything an Isarimer does it simply to enrage the Demon, they fight and kill to prove they are still strong, undefeated by his curses. Even the Isarimer battle cry can be loosely translated to “Fuck the Sunrise, fuck his curse,”
 
 Significant Racial Traits:
  • Isarimer cannot survive on crop. They are only capable of surviving on the flesh of sentient races that they have killed, including their own kind if supply is scarce.

  • Isarimer berserkers rarely tire, and can move at tremendous speeds across nearly any terrain, but are innately cautious of water. Those that do swim do so at a very slow pace. They are extremely agile, especially in combat.

  • Isarimer travel in warbands that are small by army size comparison, but are capable of wreaking havoc. They do well to ignore pain and instead focus on the killing and bloodshed of battle. Cut off one’s limb and the chances are that he will simply beat you to death with said limb before bleeding out, himself.

 
Preferred Fighting Methods: Isarimer berserkers are manic, crazed fighters. This, however, does not mean they are stupid. They are rather creative in their tactics, employing Guerrilla warfare and ambushes to tackle significantly larger forces and using their extreme speed and agility to chase down those not brave enough to stand firm. In battle, their massive physical strength has it’s obvious advantages.
They mostly rely on fear, however, making exceptional use of the fact that they are fucking terrifying and huge warriors, able to break even the stoutest of men with their blood curdling war calls.
 
Seafaring Capabilities: Isarimer are not skilled at sea. Most Isarimer will not even consider the sea as passable terrain, and will usually take the longer route around. They do not use ships, they only swim, and at a very slow pace.
Hidden 10 yrs ago Post by Marra Mistborn
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Marra Mistborn Dancer In The Mists

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Starting Country: Normandy

Name of Nation: Not named yet.

Race Name: Mayelin

Race Leader: Miseyala, Princess of Milesyn,

Race Leader Physical Description: Miseyala is an example of how perfection can be shamed. The only child of the former king and queen of Milesyn, the largest hidden city of the Mayelin, she has inherited their beauty. Her red hair glows radiantly and so too do her eyes and her skin. Her eyes are liquid pools of silver that shine like stars. Her body is delicate and looks like god fashioned it himself.

Race Leader Significant Traits: Miseyala is able to craft greater illusions and glamours on her own. She is also like all Mayelin able to play most people like instruments.

Race Physical Description: Mayelin look divine. Their eyes shine with the light of stars, their skin is smooth as silk and pale as fresh milk, they move with an unearthly grace, and their bodies look like they were crafted by god himself. Both male and female Mayelin are best called beautiful. But while they glow with otherworldy light and presence they resonate with shadows too. Behind the radiance of their forms lurks the hungry darkness. It is said they can control darkness and light, shaping both around them. On Gorika their beauty was the stuff of legends and many would quest to find the hidden courts of the Mayelin. Many people who look upon them find them so enthralling that they willingly pledge their lives to defend and serve them. They don’t tend towards the musclebound looks and are instead a delicate race.

Use of Magic: The Mayelin are very magical beings. Even the weakest is equal to a formidable mage from other races. They are the masters of glamours and illusions and weave them unconsciously. How much of their natural beauty is real and how much is illusion has never been discovered for sure.

Illusions: Illusions control what the world around the Mayelin looks like and what they look like.
*Basic: Basic illusions are almost impossible to see through. They are woven naturally by the Mayelin and are part of who they are.

*Minor: Minor illusions can be broken or dispelled with magic. Firm disbelief can also make them fade some times. With minor illusions the Mayelin can make others seem to vanish, or render things invisible. A realistic illusion of fire can trick the mind into believing a person is actually burning.

*Greater: Greater illusions are hard to dispell or break. But only a few of the Mayelin can craft a greater illusion on their own. It normally takes a bunch of them. But entire armies or even cities can be hidden if enough of the Mayelin working together to create the illusion. Greater illusions can make things that actually hurt people. A greater illusory dragon’s fire would really burn until it was dispelled or broken.

Glamours:
*Basic: Basic glamours are instinctive. The supernatural allure of the Mayelin comes from their natural glamours.

*Minor: Minor glamours twist the way others feel and interact. They can be subtle and push a person gently in the direction you want or harsh commands that compel obedience. Most Mayelin can only manage to hold their glamours over a few people at any one time.

*Greater: Greater glamours are like minor except more powerful and able to hold many more people in thrall at once.
Life Span: No Mayelin has ever died of old age.

Reproduction Rate: Mayelin children mature in about the same time it takes for human children. But they only rarely have children. In a thousand years a Mayelin pair bonding might produce two children.

Society:

History: Can be brief, or long. A rich history may present with additional bonuses (or disadvantages). On Gorika the Mayelin were one of the elder races. To many races they were only a myth, the beautiful beings who ruled over cities hidden away behind mystical veils. They were more graceful than the elves, more enchanting then the sirens, and in secret darker than either. Many brave adventurers would quest after the secret cities of the Mayelin, dreaming of life among them or winning one as a bride.

But few of these adventurers ever returned and most that did were changed. They told tales of cities made from spun mist, of endless pleasure and revelry, of the beauty of the Mayelin they found. But they were tales of rejection because in the end all the stories end the same. Some dwelt among the Mayelin for years and others spent mere days but all who return eventually woke as if from a dream to find the paradise they had known gone like the mists that had spawned it.

Some stories tell of Mayelin who lived among the other races as secret puppet masters. But almost no one believe those stories. When Gorika began to die even the High Elves were shocked when the mythical Mayelin sought passage through the portals as well.

When the Mayelin emerged on Earth they were welcomed as angels instead of demons. They took advantage of this to avoid a slaughter and played with the humans through glamour and illusions to gain ‘control’ of an area. Miselaya has decided that these humans have their uses and power. She is considering offering a union with one of the human kings. A union she would be able to control.

Religion: The Mayelin do not believe in any gods. But they are willing to allow others to worship them or believe them to be partially divine.

Significant Racial Traits: List here anything you feel should be mentioned. For example, if your race cannot swim, or if they require a certain diet to thrive.

Emotional Vampires: The Mayelin feed on the emotions of others. It does not matter what the emotion is, rage, joy, sorrow, love, hatred, all of these can feed them. The stronger the emotion the longer it sustains them. Mayelin feed just by being near an emotional being and over time the exposure depletes the ability of the person to feel. This might be the true reason that eventually almost everyone who found their hidden cities eventually awoke to find them gone. The drain is not physically harmful, but it does take time to recover if all the ability to feel is drained away. Moderation is key. Mayelin do eat food too though.

Reproduction: The Mayelin can breed with other races. But these offspring are even rarer than pure Mayelin young.

Preferred Fighting Methods: Describe the tactics your peoples employ on the battlefield. Do they rely upon the heavy use of magic? Do they make good use of guerrilla warfare tactics? Are they at their best when amassed into a horde? Do they use finite tactics like flanking, tight formations and other complicated manoeuvres? Give me a feel for how your army would fight.

The Mayelin do not like to fight themselves. When they can they will always use others as pawns to fight for them. Since there are so few of them and they reproduce so slowly they cannot afford the losses of war. But while they do not fight with weapons their magic is strong. Making armies lose their way in fog banks, or making soldiers believe their own comrades are enemy combatants, or making their own armies vanish from site, are a couple examples of how they can fight. If they have to fight the Mayelin use illusions and glamours to deceive their foes, vanishing or making illusory doubles, or even commanding an enemy to slit his own throat.

Seafaring Capabilities: The Mayelin were not seafarers but they understand what boats are for and can use them.

Other Information: Anything that has been missed, and you feel needs a mention.
Hidden 10 yrs ago Post by Eternal_Flame
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Eternal_Flame

Member Seen 5 mos ago

Starting Country: Algeria

Name of Nation: Sav Omoz (Sahv-Oh-Mohz)

Race Name: Ozkavosh (Oh-Zkah-Vohsh)

Race Leader: Lucifash, The Fallen, Omoz Arkosh, (means King of Darkness in Ozkavosh Language)

Race Leader Physical Description:
16 feet tall, the biggest of his kin, with two big horns that grow from his forehead, he once have wings, but now only its vertebrae which is cracked, and from its crack, you can see fire burning his bone from the inside, leaving a featherless winglike flaming bone, growing behind his back. with yellow glowing eyes, and wear armor that fit his figure perfectly, a big muscular humanoid being, a sturdy body, a tail and ended in hoof. he wield a flaming sword named "The Eye of Darkness" or "The Eye of Omoz" in Ozkavosh, a big claymore, scaled to 2/3 of his height that he can wield with a single hand, he is the right figure to describe Doom itself.

Race Leader Significant Traits:

- He is the only King ever known in the history of his kin, the oldest Ohzkavosh lived.
- He that burns and is not consumed, devours and is never sated, kills and is beyond all judgment
- He attacks without mercy, without motive, the only living being able to move freely between the seven dark dominions. Lashed by inescapable needs, twisted by unimaginable talents
- His power is immense. He can summon the fires of Hell as he pleases

Race Physical Description:

    - Male Appearances: Stand between 8-13 feet tall, athletic body posture, have claws and hoofs, they have a tail and big horns.

    - Female Appearances: Stand between 6-8 feet tall, feminine body posture, have hands instead of claws, have a short tail and rather small horn if compared to male one.


Use of Magic: For battle purpose, usually Fire magic, every single Ozh that reach adulthood is already unlocked their magical power, however, the power will grow as the time goes or if they kill each other after both of them make a pact.

Life Span: How long do they live for on average?

    – Male Lifespan: Indefinite

    - Female Lifespan: Indefinite


Reproduction Rate: The Ozh pregnancy takes 13 month in earth time, but they only mate once in five years. they considered as adult among the Ozkavosh is after they lived for a hundred years. but in term of fighting capability, twenty year is more than enough for an Ozh.

Society: They bow to no one except Lucifash. his word is a Commandment for all of the Ozkavosh.

History:The Ozkavosh, Long have forgotten from the face of Gorika, they were exiled, for the sake of the world balance.

At the very first, he is counted as noble even among the gods and goddesses, but that day, he refused to kneel. the creator is angry, and strip Lucifash from his power as a god, he burn Lucifash and cast him into that very dark and empty cold place, seal him for a million years. in that place he make a promise with himself, that he will never forgive the creator, and he will banish all of the creator creations from gorika. after a million years in that cold place, the seal broke, the people of gorika is surprised as the sky ripped and the first invasion of Ozh begin.

Places that once a great civilization is left a ruin when they attack, they rule almost a half of Gorika, they make all minor race in gorika extinct in a thousand year campaign, leaving only races that can barely match their power, or race that they not countered, this campaign is not just a blood thirsty genocidal campaign, but a campaign to prove that the creator is wrong, to banish Lucifash from the Heaven to Hell.

The Creator, worried about the world he create unleashed a very powerful kind of spell that bind Lucifash and his kin deep in the deepest hell. It is the Umbral Pact, a spell that hold the world of gorika in balance. the effect of the spell is to prevent the Ozh from breaking into the world of gorika and vice versa. The spell, however is kept in secret for million years and only known to the direct descendant of the god or goddess itself, for the sake of the world balance.

Religion: They only worship Lucifash as their God.

Significant Racial Traits:
The Ozh is completely resistant to any kind of fire and corrupted attack, but as the drawback they are vulnerable to Holy attack
Their skin is hard enough to make them not burned to death in hell.
The Physical power of male species is greater than the female species but their magical power is weaker.
They Radiate an intense heat to their surrounding.

Preferred Fighting Methods: Brute force is the best tactic in the open field.

Seafaring Capabilities: There is no water in hell, but there is once.

Other Information: The Ozh that passed through the portal is in an average of 300-500 Years old while some is a thousand years old and one 10.000 years old female is passing the portal and confirmed as the Queen. while their oldest and strongest mage is opening portal in the underworld and Teleporting their Citadel into their new home.
Hidden 10 yrs ago Post by Aurelia
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Aurelia

Member Offline since relaunch

Starting Country: Get an Atlas if you’re not sure what the country is you’re looking at!

Name of Nation: Ukraine

Race Name: The Vrael

Race Leader: The Queen or Queens

Race Leader Physical Description: Unknown

Race Leader Significant Traits:

The Evermind: The entirety of Vrael knowledge is contained within the consciousness that has been described as the queen or the Evermind. What is experienced by even the lowliest of the Vrael is known by all members of the race simultaneously through this connection. Because of this universal awareness the queen commands all armies in person without ever needing to be present on the field of battle. This has a potent advantage as well as the issue of time delay and lag in the delivery of orders is never present for the Vrael.

All Hail The Queen: Because the queen and any subsidiary queen spawn she might have is/are completely necessary to the continued survival of the Vrael race such members are defended with little regard for the survival of the defenders. In essence the queen is protected to the death by every possible defender and member of the race.

Bad Ass Mother: No one in living memory has ever witnessed the form of the Vrael queens and lived to tell about it. Ancient legends tell of an ability to take on the forms of other races, skin stronger than steel, the strength of 20 men, blinding speed, elemental magic that made the world shake with anguish, and the ability to read thoughts with a glance

Race Physical Description:

    - Male Appearances: It is difficult to fully describe the infinite variety of the forms of Vrael. In ancient legends there is talk of forms that turn an enemy's strengths against them. Winged races found themselves confronted with swarms who flew upon buzzing wings and fought with scything claws, the dwarves in their earthen halls found their walls sundered by beasts who loomed as tall as buildings, the beastfolk found that their savage forms were adopted by the foe. The Vrael adapt future generations to face their enemies but there are a handful of set forms that have been reported in all known encounters with the Vrael. The default forms all share the common denominator of possessing insectile features. One of the frequently noted forms is similar to a large spider, another is a massive winged beetle with greet slashing claws. The most common coloration for Vrael chitin is a delightful mix of green and brown.

    - Female Appearances: No one in living memory has ever witnessed the form of the Vrael queens and lived to tell about it. Ancient legends tell of an ability to take on the forms of other races, skin stronger than steel, the strength of 20 men, elemental magic that made the world shake with anguish, and the ability to read thoughts with a glance. These are of course merely unconfirmed rumors and as none have seen a queen the general assumption is quite logically that the Vrael queens are simply another variety of bug in the fashion of the non queens. It is however known that the Vrael commonly seen are either male or do not possess a gender at all.


Use of Magic:
The queens are the sole repository of magic for the Vrael and it is entirely invested within them. Their magic is elemental in nature and extremely potent for they are the only ones capable of utilizing the vast energy of the race.

Life Span: How long do they live for on average?
    – Male Lifespan: The lifespan of the typical Vrael is short and brutal, most only live for a year or two at most due to the horrendous losses sustained in combat.

    - Female Lifespan: There is no known lifespan for a Vrael queen.


Reproduction Rate:
A single queen can lay in excess of a million eggs within a year and the eggs once laid hatch within a single month of the laying. It is only a matter of another month before the hatchling is mature and capable of battle. The only standard constraint upon the Vrael population is that of resources and the population will typically be regulated to avoid outstripping the ability to support it.

Society: The Vrael are entirely a hive based race with little thought for social aspects.

History: (I humbly request permission to finish this at a later time.)

Religion: -----------------

Significant Racial Traits:

Rapid Evolution:
"We unleashed our fiercest firestorms against them. The next month fire barely singed them." -Unknown

The Vrael adjust and adapt the next generation to fight against their enemies. They adopt forms that reflect and neutralize their enemies' strengths. The process becomes more efficient as time passes.

Fearless The Vrael are not capable of feeling fear unless the queen controlling them feels fear. They do not retreat unless ordered and will fight to the death in every encounter unless explicitly commanded not to do so.

We Have Reserves!: Enough said?

Preferred Fighting Methods:
The Vrael are a swarm based race that are typically assembled into the greatest concentrations possible before being used in combat. It is not unusual for the Vrael to outnumber their enemy by vast margins. Magic is often the best defense against them for the queens will rarely risk themselves and apart from the queens the Vrael have no magic.

Seafaring Capabilities: The Vrael have no understanding of sea travel.

Other Information:
Hidden 10 yrs ago Post by So Boerd
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So Boerd

Member Seen 9 yrs ago

 
Starting Country: Byzantine Empire
 
Name of Nation: Basilieon ton Rhomaion. (They were not called Byzantine back then)
 
Race Name: Human
 
Race Leader: Emperor Alexios Komnenos
 
Race Leader Physical Description: Large human male of mixed Mediterranean-French descent. Curly black hair, light olive skin, blue eyes.
 
Race Leader Significant Traits: N/A
 
Race  Physical Description: Look in a mirror.
 
    - Male/Female Appearances: : Don't you have parents?

 
Use of Magic: Card tricks, pulling rabbits out of hats, making coins "disappear"
 
Life Span: Life expectancy was in the 50s I think.
    – Male Lifespan: 50-60
     
    - Female Lifespan: 45-55
     

 
Reproduction Rate: Equivalent to birds and bees.
 
Society: Hierarchical semi-feudal
 
History: http://en.m.wikipedia.org/wiki/History_of_the_Byzantine_Empire
 
Religion: Orthodox Christianity.
 
 Significant Racial Traits:
 
Preferred Fighting Methods: Conventional/Alexandrian. In a pitched battle, heavy infantry in the center, cavalry on the wings, skirmishers out front, mounted cavalry on the extreme wings. Majority of heavy cavalry on the right. Masters of attacking in echelon. Effectively how the NPCs fight.
 
Seafaring Capabilities: Most powerful navy in all of Europe at the moment, excepting perhaps the Venetians.
 
Other Information:Feudalism does not exist. Land is placed under the charge of an individual by the central government.
 
Hidden 10 yrs ago Post by Titanic
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Titanic

Member Seen 8 yrs ago

Starting Country: Eastern Kievan Rus(The triangle shaped region at the far east)

Name of Nation: Kraean Horde

Race Name: Kraean

Race Leader: Destroyer Spero

Race Leader Physical Description: horribly disfigured. The head of a frilled lizard with parts of it burned black. Two figured wings one white, shrunken, and bent backward, the other is normal sized but the feathers are completely burnt black and constantly falling off, often letting a peak at thn blood red bones that lay beneath. Tdihe limbs of this figures are a ugly mix of short and long, scales and feathers, big and small, burnt and clean. The only thing they have in common are the extremely long and sharp claws located on each limb. The body is muscular but burnt black in many places and covered in a mix of scales and white or black feathers. This is the main description that many of the Kraeans agree on as few have seen their master

Race Leader Significant Traits:
Complete control: It is said that his voice alone can strike such fear into any being that they lose complete control over themselves, left alone they will go insane and commit suicide but that is only if they are left alone, as said they lose complete control of themselves and will listen to whatever the Destroyer tells them to do. This is known to be one of the methods that gave the Destroyer control over the leaders of the Kraeans. This method can be used by any Kraean and is how leaders are selected.

Military brilliance: Said to be the creation of the two greatest minds of the previous world, one military and one of master diplomat. The destroyer can find the best way to completely smash the enemy into oblivion. No one is said to be able to match his mind. But it is said that the destroyer has two minds as a side effect of this great mind.

Rage: The destroyer as like all of the Kraeans experienced the destruction of the previous world first hand but he is one of the few that witnessed what appeared after the end. That single moment after the destruction is said to have warped his mind so much that he goes into a insane rage state that he feels nothing and only wants the destruction of those in front of him. It is rumored that it is possible to spread this rage among this army.

Fearless: Fear isn't a word known by the Destroyer, had he known it, it was forgotten when he saw the end. It is said that nothing less than the complete destruction of the world and everything on it can scare him.

Race Physical Description:All members of the Kraean Horde are horribly disfigured in someway. Their skin is a gruesome mix of blackened scales and feathers. No two faces are alike, some have three eyes, some large beaks with razor sharp teeth inside and outside, and others no face at all. They all have sharp claws but their limbs are a combination of lbig and small, long and short, feathers and scales, and other things beyond worse than demons. They in general are a horriflying mix of lizard and bird. Some also have frills

    - Male Appearances: : Currently males and females look alike as the merge caused such disfiguration that it is nearly impossible to tell whether a Kraean is male or female or a mix of both.

    - Female Appearances: Said above


Use of Magic: In the previous world the two races were as different as could be. The Krakons used no magic at all but the Horeans were masters of healing magic. But since the entrance into this world, they have mastered new abilities that can only be described as magic. There are currently few types of this new magic that can only be described as horriflying.ac

Rage: This form of magic varies among the users, it is split into two parts, activation, and active. Activation is caused by the leader of a group of Kraeans, with a scream that can't be described the lesser Kraeans are turned into mindless beings that charge the enemy relentlessly, the power of the Activation affects the Active part as the Destroyer would have a more powerful activation than one of his generals. The second part, active is when the magic has been commenced. This is the part that greatly varies, the lesser Kraeans that were put into this state of rage can stay in this state for many days or just a few hours. They can also go into a intense rage where they can't feel pain even if one is stabbed in the heart or they can retreat at the first wound.

Fear: This can't really be told as a form as it's more of a mastered control of the enemies fear. Every Kraean has this ability even if it is small. Extremely powerful Kraeans can strike such Fear into an enemy that they completely freeze up. This method is often used to smash the front lines of an army to oblivion before they can stop Kraeans.


Life Span:
    – Male Lifespan: unknown the merge is said to have varied the lifespan of these creatures so much that it can range from a few years to many hundred

    - Female Lifespan: same as above


Reproduction Rate: How Kraeans reproduce is unknown but what is known is that they reproduce extremely fast. The downside is that the many of the hatchlings don't survive to adulthood. The ones that do survive are put on the front lines and are often killed in battle early, the real reproduction rate is for the strong Kraeans that survive to grown strong and become the part of the main army which is extremely small compared to the front line. The weak Kraeans are called the Slaughter Batch, One female has around 10 eggs per year but only about 3 survive to fight on the front lines. The stronger Kraeans are called the Golden Breed, they are much rarer with 1 born for every 4 females per year. The Slaughter Batch Kraeans(if they survive to adulthood) are considered matured around 13 years and can fight on the front lines, the Golden Breed mature at age 15-16

Society:As my history teacher said, They kill the men, r@pe the women, and throw(or eat) the children off the walls. Thats how society treats outsiders. Inside, a single rule is followed, the strong crush the weak and the surviving weak die in battle against the weak.

History: In the Previous world, the Kraeans were actually two different races. The Lizard-like race called the Krakons that were masters of warfare and born to fight and the Swan-like Horeans that have mastered diplomacy, healing magic, and many other great achievments. They had a rough history of decades of war than unification for centuries. There could be a century full of so many advancements that they could have conquered their world, only for it to be destroyed by a single war between these two races. It is said that once a comet flew across the moon as it was the shade of blood, a single unknown being wished for an end to this fighting and the eternal unification of the two races. At the very moment the earth shook and the end began, the comet smashes into a Horean city being sieged by Krakons, killing the besieged and the besiegers. Both races ran, to where they had no idea. The Horeans gathered at the heart of their crumbling homeland and managed to open one of the many portals being opened across the remaining world. At that very moment the Krakons appeared, for once they were fueled by fear as they charged the Horeans to get to the portal. Massive amounts of blood was spilled as the two races fought to get to the portal. The portal was being held open by two stones that gave the Horeans their magic, the blood of the dead was slowly engulfed by these two stones as such the portal started to turn a shade of red, but not one being noticed this, the only thing they noticed was the closing of the portal. They all charged the portal, but they still didn't stop the bloodshed, even as they came closer to the portal, blood was spilled. The krakons were killing because of fear, a first in their long history and the horeans were using their magic to cause death, another first. Many had already jumped through the portal but the few left behind ran faster as the ground started to crumble, as the last few reached the portal, turning around. They saw the horror that they were escaping, their own kind were falling to their deaths horribly disfigured as they burned in the lavapits below.

Many died in the portal crossing, the prayer of that one unknown being was answered and the Krakons and Horeans would be forever united. This moment is called the Merge, as many crossed the portal, the magic stones that kept its open were poisoned and due to this, the Horeans and Krakons were merged together into a new being,but to make matters worse, some of the end had escaped through the portal too and balls of fire and unknown creatures attacked the Kraeans, they were disfigured even worse. As they escaped from the portal, the remainings Kraeans were all merged landed in a unknown land, strange beings met them, the beings would ran and scream in terror and only come back armed with weapons to farther slaughter the remaining Kraeans. The Kraeans hide and ran until they were united under the destroyer and learned to us their terror and fight back.

Religion:There is no god but there is one thing that all Kraeans believe in, the end will always be coming and the only way to prepare for it is to conquer the world and prepare it for the end. The end described as satan.

Significant Racial Traits:
Hates swimming
Mindless charging
Numbless when attacking
Massive numbers
Fearless


Preferred Fighting Methods The common method is a mix of using a horde and a professial army. Kraeans from the slaughter batches are placed in a massive horde of soldiers called the Front Line but also called the Slaughter Horde or the Blood Line. The gruesome of the slaughter bunch that have mastered the magic of Fear are placed on the very front of this horde, this usually causes the enemy army to be paralyzied until its too late and the horde is already too close. This often disables long range attack methods and causes massive casualities for both armies. Sometimes if the enemy army is to massive, rage is activated to farther crush the enemy. Behind the Front Line is the Destroyer Force, the Golden Breed Kraeans end up in this group of soldiers and are killing machines that sweep up the remaining soldiers or crush the enemy army if the Front Line was wiped out. The Front Line has no military organization, they only charge while the Destroyer Force carefully plans its attacks

Seafaring Capabilities: In the previous world, both races were masters of the sea but in this new world, most Kraeans generally hate the water even the destroyer is said to not have been on a boat.

Other Information:Nothing
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