Hidden 10 yrs ago Post by UltikanaRe
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UltikanaRe O God Among Gods, O Lord Above All Lords

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Reserved.
Hidden 10 yrs ago Post by salamimike
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salamimike Probably not even real.

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Greenland, a small colony of Goblins is what you would expect from small stupid creatures that can barely run as a society. The small homes of the goblins are merely shacks, a few feet wide and 3 or 4 feet high. The number of Goblins has reached just over 400, but with the rate of infighting and accidents that happen inside the group, this number can rise and fall dramatically.

The Goblins are made via the death of one of their kind. If the Goblin carcass is left to rot and feed the soil, spores will disperse from its remains. These spores will grow into plant-like mushrooms but then eventually form into small goblins. The process can take up to a year and a further few months for the new goblin to grow to the full 2 feet in size. A single Goblin carcass can produce up to 10 mushroom-goblins, given the proper climate.

The food source of the Goblins is currently whatever they can get their hands on, mostly eating small animals and plant life. Despite this, the smarter of the Goblin kind have begun to plant crops, some even successfully. The most advanced form of agriculture the Goblins have however, is the Byter farms. These creatures are half the size of the Goblins and are used mostly as guard dogs and food for goblins, despite this they have a high tendency of eating their owners. Byters have large teeth and small nimble legs, they have dark red fur which is used for clothing and carrying bags by the Goblins, and the teeth are sharp and long enough to be used as knives when removed.

The Goblins do not have any sort of standing military, but if a larger creature or race where to attack, each goblin would pick up the nearest thing (or weapon, if they had made any) and fight for the protection of their own skin.

The leader of this train wreck nation is Fungclaw ‘the really really tough’. He is the largest of all the goblins, and is deemed the strongest. He stands at 4 feet high and towers over the average goblin. He is 8 years old (An elder in Goblin life spans) and has ruled since any other Goblin can remember. He is a smart Goblin, and knows how to manipulate his people to do his bidding. He is also one of the only few to know magic, making sure his position is not trifled with. This magic is very limited, his one magical ability being producing a small fireball from his palm, but it impresses and terrifies his peons.
Hidden 10 yrs ago 10 yrs ago Post by Cyclone
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Cyclone POWERFUL and VIRTUOUS

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Nation/Clan/Kingdom/Tribe Name: Ard Tribe

Represented Color: Kind of a bluish gray

Race: Humans

Breed: Humans extremely adapted to the cold and with somewhat superior strength and endurance, yet with very poor magical abilities.

Capital: The coastal village of Njor.

Ruler: Danr claims the title of Chieftain of Njor and Jarl of the Ards.

Type of Government: Something of a democracy in electing chieftains for villages, yet if the chieft has a remotely competent son then that son is almost guaranteed to inherit his father's position. Titles of nobility are usually not hereditary and are granted by merit, and chieftains are despots with essentially total power at the end of the day.

Religion: The Ards follow a largely unorganized religion consisting of countless fables and legends, many of which are unrecorded and passed down orally. Father Frost is probably their most notable god, the lord of winter who is revered for choosing the Ards as his favored tribe and granting them strength, yet feared for sending the blizzards and long winters that killed all the other tribes and made the Ards' homeland inhabitable.

Another important god is the Hanged King, a god that is condemned to limply dangle off the edge of the world by a rope around his neck. When the Ards die and their spirits begin to drift down to the underworld, it is the Hanged King who judges them and decides whether to catch their souls and send them to the heavens above, or let them simply plummet into the darkness.

One notable part of their religion is that the Ards view most magic users with great contempt; thinking that magic is gifted from the gods and should only be used by holy men. Any other magic users are thieves and unholy blights upon the world, and associating with their ilk would surely bring about the gods' wrath!

Other notable gods will be added to this section if the Ards ever reform/record/start building temples for their religion.

Geographical Location: The Ards live along the northwestern coast of the continent.

History: The Ards once were one of many tribes of people living in a land far to the north. However, in the past few decades the clime grew ever colder and the winters ever longer, until it suddenly climaxed in a great blizzard that killed off nearly all the crops, livestock, and wildlife of the island. People died like flies and entire tribes crumbled, yet the Ards were strong and they survived, or at least a small fraction of them did.

Faced with near certain death if they stayed, an opportunity for escape eventually arose. One of the sharper tribes had realized that to survive they would have to leave, and so this tribe began to construct several ships of colossal proportions and fill them with the last of the supplies that were to be found from the dying land. The Ards bided their time, lurking near the boat builders. When the day came and the ships were finished, the Ards struck. Though the boat builders had been wiser they had also been weaker, and the Ard warriors fell upon the boat builders' village and a massacre followed. After looting the other tribe's village and stealing their ships, the Ards set sail for new lands.

They were rather inexperienced sailors and as such several ships wrecked and many people succumbed to sea sickness, so the Ards' already shrinking numbers began to dwindle further. By the time that they arrived where they now are, battered and tested, they numbered only 250. Their chieftain Danr burned their mighty ships on the beach as an offering to the gods, and then the Ards began to build Njor.
Hidden 10 yrs ago 10 yrs ago Post by hivekiller
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hivekiller SCP

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[For my own reference purpose in the future]


Nation/Clan/Kingdom/Tribe Name: The Gold Skull
Represented Color: Gold/Yellow
Race: Dwarf
Breed: Mountain Dwarf
Capital City: Berwuhr
Ruler: King Orbun II

Type of Government: Monarchy

Religion:Paragons of Five Divines
  • Gobus - God of Harvest
  • Behrlim - God of Peace & War
  • Dalrol - God Of Death
  • Yustruri - Goddess of Life
  • Eldgriserd - Goddess of The Mountains and Seas


History:


Notable Characters:
  • King Orbun II - The head of The Gold Skull
  • Vodal Galrus - Minister of Infrastructures
Hidden 10 yrs ago 10 yrs ago Post by Willy Vereb
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Willy Vereb The Wordy Engineer

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Nation Name: The City State of Yngvar
Represented Color: Dark Olive
Race: Dwarven (Ironbeards)
Type of Government: Union of Seven Clans
Capital: Yngvaria, the secret city within the mountains
Ruler: A council of seven dwarven lords
Religion: Dwarven Pantheon but especially their new god Yngvi

Geographical Location:



History: Believing in the prophecies told by the priests of Yngvi seven dwarven clans traveled the seas to reach the promised land. They settled down in the mountain ranges, rich in various metals. Yngvarian dwarves are great metalworkers with considerable technical aptitude. They are also rather open to trade with other nations to share most of their high quality goods. Curious tradition among Yngvar dwarves to wear armor. Each dwarf is responsible to arm himself and failing to do so is considered a grave shame. As the saying goes "no dwarf shall be unable to defend thyself". This custom lead to Yngvarians to be labeled as the "Ironskins".
Hidden 10 yrs ago 10 yrs ago Post by barkmeat2
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barkmeat2 The Bearded Dankier Hobbit

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Nation Name: Citrus Crest
Represented Color: This One
Race: Human
Type of Government: Representative Council
Capital: Banana Fort
Ruler: Small Coucil
Religion: Earth Mother, Gaia

Geographical Location: See Map

History:

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