<Snipped quote by Willy Vereb> I guess rejecting the Ancestor Gods is enough to be seen as "undwarfish." >breaking Oaths >breaking traditions/changing culture drastically >being cowards >stealing >heretical religious practices >consorting with Orruks or Beastman (maybe Uruks too) >Attempting to practice/consorting with foul magic >becoming mutated due to such practices >marrying outside of the Dwarf race and procreating with other races (Manlings from Rhun might be ok in very very small doses...MIGHT)
to name a few
Damn, those are pretty strict laws. My Duergar (or Yngvarians as they call themselves) reject the ancestor gods and rather revere the god Yngvi (their name Yngvar would roughly translate as "protected by Yngvi") but said god never did anything openly to them. They are also far less honor-bound and not picky in their clients to trade with. They might be also infamous for their mercenaries that travel the world and lend their services to all takers. So yeah, while not glaring opposites like the Chaos Dwarves they would be perhaps considered by your people almost just as bad. Hence their name as Duergar.
<Snipped quote by POOHEAD189>Damn, those are pretty strict laws. My Duergar (or Yngvarians as they call themselves) reject the ancestor gods and rather revere the god Yngvi (their name Yngvar would roughly translate as "protected by Yngvi") but said god never did anything openly to them. They are also far less honor-bound and not picky in their clients to trade with. They might be also infamous for their mercenaries that travel the world and lend their services to all takers. So yeah, while not glaring opposites like the Chaos Dwarves they would be perhaps considered by your people almost just as bad. Hence their name as Duergar.
Sure, we can discuss the details. Albeit the Yngvarians are under contract to not lend their services in wars against the Golden Horde...and to charge my neighbor at least double.
I am ashamed you didn't make a Bloodborne reference
That actually brings me rather excellently to what Grandfather Thirst IS. Imagine a bat. Then make it....more. Wings that make gales with each movement, eyes glowing with balefire, a great, shadowed maw....then the hunger. Give this beast of your mind's eye a hunger, a thirst, so great, so palpable, it twists the world around it. Men? It makes into vampires. Without even attempting too. Other bats? Become great, giant fliers, or groundbound beasts? Wolves? You know what it does with wolves.
And then realize the beast described above is simply as close as the human mind can come to perceiving the thing, it isn't the...truth of the thing. It is something primal. Something old. Old and strong strong strong.
Where did it come from?
....
A good question.
"Before there was time. Before there was anything... there was nothing. And before there was nothing... there were monsters."
Basically, this song sums Grandfather Thirst up:
And that's how vampires are made kiddies~
(this is pure lore, I'm not bringing Grandfather into the game proper as a unit)
@wxps350@Brithwyr Just checking to ask that both of you repost your NSs or what you have of them if you want, I was going through the thread to check for claims and found both of your NSs and didn't want you guys to be left behind.
The Most Serene Kingdom of Lescatie
Overview
A kingdom occupied by Faeries and the like, heavily inspired by Celtic Mythology. Whilst generally peacful, the chaos around them and the risk of invasion by outsiders has driven them to a state of combat readiness, willing to fight and die to protect their glens and glades.
Geography
Lescatie is well known for its expansive forests and hilly walks. The Fae's penchant for building homes underground or in treetops means that the environment is mostly untouched, with the occasional cairn or milestone. The whole nation has a wild and rugged look, and is incredibly rich in resources that the Fae never use. To hold Lescatie would be to hold one of the most environmentally stunning places on the planet Lescatie is run from the capital city of Glasborough, with other major cities including Kilderry, Strathness, the Orcadian Island and Redwing Brae. Major military forts include Fort St Wick, Fort Melitta, Fort Dalkenny and Fort Belclyde
History
(Pending)
Government
The Seelie Court functions as a standard Monarchy, with the King or Queen being the De Jure leader of the nation. Inheritance laws permit the monarch to choose their own heir, which causes many princes and princesses to clamour for support from their parents and other lords alike. However, King and Prince are largely nominal titles, since female rulers are almost always chosen to rule. The last time a male heir was elected, the following succession crisis saw him abdicate mere weeks after taking the throne. Below the Queen are, of course, her dukes, earls, counts, viscounts and barons. Other than the dukes, Vassals tend to focus their efforts on other vassals. The vassal contract is a very loose and flexible arrangement, allowing dukes to run their duchies almost like independent nations. It is not uncommon for one duke to declare war on outside territories in the name of expansion without the Queen's backing. This means the Queen cannot be held accountable for her Duke's actions but also means she cannot stop a duke from declaring war on outsiders and must specifically have enforced realm peace through her Court to prevent internal wars - a process that is both unpopular and time consuming.
Race Description
Lescatie citizenry is comprised mostly of Aos Si, or Aes Sidhe. These fae creatures are shorter than the average human, with males being around three and a half foot and females roughly four foot tall. Aos Si are universally feminine and lissom in looks. Males are easily mistaken for females to humans, though to these fairies the difference is very clear. What is masculine to most other races is considered animalistic and bestial to an Aos Si. The distinction between Aos Si and Fae is a blurry one and the two terms are often used interchangeably - however there is a very big difference between Fae and Faeries/Fairies. Simply put, a Faery is a subspecies of Fae. A pixie, for example, is a Fae but not a Faery. Locals tend to get very upset when they are mislabeled, even though from an outsider's perspective there is little different about them. Aos Si possess a variety of powers and abilities depending on what sub-race they are. Just about every Aos Si can fly, for example - some have big, beautiful butterfly wings, some have fluffy moth wings, some have bird wings and some have no wings whatsoever and simply glide through the air. By looking at the wings of the Fae and where it lives, one can find out just what kind of Fae it is Faeries, Pixies and Sylphs are easily the most common types of winged Fae, and other than wing shape and skin colour, these creatures appear very alike. Faeries have beautiful gossamer butterfly wings, pixies have nimble bee wings and Sylphs have fluffy moth wings. Sylphs are also pale green in colouration, whilst Faeries are dark skinned and pixies light skinned. In the water you will find Nymphs and Nereids - physical differences are negligible, but both have different magical abilities and cultures. The parrot-winged Mockingfae, known for its ability to imitate sounds perfectly, are considerably rarer than other types and most make a profession singing at taverns and inns. Redcaps, Spriggans and other more earthy faeries can be found in the deep forests - earth fae are considerably more serious and humourless than their air and water dwelling cousins, and are typically stereotyped as grumpy wet blankets. It isn't all fun and games, though. Sinister and creepy beasts dwell in Lescatie that inspire nothing short of terror in their merrier cousins. Banshees are a well known example, being so horrendous they are often mistaken for ghosts. The Three Riders make every little Faery tremble and the Tooth Fairy? Well, let's just say she isn't what modern myths make her out to be. A lot of the time, these Dark Fae are no more aggressive or dangerous than your average Pixie. That doesn't stop them being nightmare inducing to the unprepared. Finally, there are the "animal" Fae. The most common of these are the Cait Sith and Cu Sith, which resemble bipedal cats and dogs, but sheep, wolves, horses and seals have also been noted - Defaid, Wulver, Kelpies and Selkies respectively. Due to their bestial looks, it is not unheard of for pet trappers to accidently take these things instead of real cats and dogs. They are just as intelligent as any other Fae and have retained the ability to talk to the animals of which they are based off of.
Culture
Lescatie Culture is split right down the middle between the Seelie and the Unseelie. Seelie, or "light fae", are the average pixie, sylph, faery, Cait Sith, etc. It is the nature of these creatures to discover and learn. A more curious culture one will struggle to find. The adventurous and playful aspects of society are those most stressed, to the degree where many Fae dont have settled homes and instead wander between barrows and cities. A Seelie is expected to wear bright colours, be a social butterfly and foster a healthy curiosity for foreigners. Seelie can talk to total strangers as if they knew each other their entire lives. In order to build and maintain relationships between friends, Seelie hold large banquets, tea parties and, on smaller scales, perform pranks and tricks to build bonds. The Unseelie are far more serious. They focus on honour and duty, and that duty is to defend Lescatie to their last breath. Often suspicious of foreigners, Unseelie look to themselves and the Seelie to do the duty they believe they were created to do. Unseelie are more practical and less social, often coming across as cold and blunt. They speak of the "greater good", which is used to excuse poor acts performed by its members if the action contributes to this greater good. Unseelie are far more socially conservative and more brusque. Both Seelie and Unseelie worship two deities, the Allfaither and the Sea Mither. The Allfaither is believed to be a creator deity who gave fathered all living creatures, whilst the Sea Mither is responsible for creating non-living things, like rocks, earth, gems and the oceans. They are truly benevolent deities. The Fae, both Seelie and Unseelie, believe it is their job to look after Lescatie, as commanded by the Allfaither himself. "Ye shaa swatch tae yir mither's wark, 'at she has created fir ye, an' ye shaa watch ower it. Fur it nurtures ye an' keeps ye alife, sae ye main dae th' sam fir it". The Allfaither also teaches benevolence to foreign cultures and religions. "Th' allfaither is worshipped in mony forms, by mony names an' by mony fowk. Ergo, ye wulnae strike doon those ay an alien faith tae yoorselves in mah nam, fur ye will strike doon yer ain brithers". Because of the political nature of marriage in these turbulent times, it has been weaponised to its fullest potential. Polygamy and the use of concubines and consorts has always been accepted, but relatively recently same-gender marriages were legalised. This helps Dukes, Counts and the Queen herself broaden the marriage pool for heirs and children - though usually the married couple needs to employ some consorts of the opposite gender to reproduce.
Economy/Industry
Agrarian to the extreme, Seelie culture despises more industrialised methods of production. Their economy is incredibly strictly run and anyone hoping to get into business is going to be regulated out the wazoo. Great care must be taken to avoid pollution and environmental damage. This, of course, makes creating large scale businesses incredibly difficult and the economy is propped up mostly by small trading stalls and independent businessmen. To counter this, Lords have the power to directly appropriate businesses whose owners fail to pay regular taxes, violate the environmental protection laws or generally violate rules and regulation. Foreign goods, particularly those mass manufactured, are taxed to hell and back in an act of blatant protectionism. Many foreign imports are banned altogether.
Magic
Name: What is the spell called? Type: (Offensive, Support, AOE, Single Target, Debuff, Buff, etc) Short Description: Tell us a little about your spell, enough to wrap our heads around it.
Name: What is the spell called? Type: (Offensive, Support, AOE, Single Target, Debuff, Buff, etc) Short Description: Tell us a little about your spell, enough to wrap our heads around it.
Name: What is the spell called? Type: (Offensive, Support, AOE, Single Target, Debuff, Buff, etc) Short Description: Tell us a little about your spell, enough to wrap our heads around it.
Name: What is the spell called? Type: (Offensive, Support, AOE, Single Target, Debuff, Buff, etc) Short Description: Tell us a little about your spell, enough to wrap our heads around it.
Name: What is the spell called? Type: (Offensive, Support, AOE, Single Target, Debuff, Buff, etc) Short Description: Tell us a little about your spell, enough to wrap our heads around it.
Military
Name: Seelie Levy Type: Peasant Levy Short Description: Desperate times call for desperate measures. Aos Si don't like levy systems, but even they must acknowledge that throwing meat into the grinder until it clogs can be an effective tactic
Name: Seelie Light Swordsmen Type: Light Swordsmen Short Description: Aos Si falling on the Seelie end of the spectrum tend to be lightweight, lissom and nimble. Ergo, the most effective Aos Si swordsmen are those with light armour and long, thin rapiers. Like what this unit has.
Name: Seelie Light Spearmen Type: Light Spearmen Short Description: Like the swordsmen above, only with spears. Light spears, quick and nimble and good for stabbin'
Name: Seelie Heavy Swordsmen Type: Light Swordsmen Short Description: The Seelie idea of a "heavy" swordsman is a Light swordsman with a shield.
Name: Seelie Heavy Spearmen Type: Light Spearman Short Description: Like the Heavy Swordsmen, the main difference between a Light Spearman and a Heavy spearman is the presence of a shield
Name: Seelie Archer Contingent Type: Light Archers Short Description: Plenty of Aos Si are accomplished hunters. Sure, people might bleed a bit more and occasionally beg for mercy in a language they can understand, but its all the same really.
Name: Queensguard Type: Heavy Spearmen, Mages Short Description: Only ever seen with either the Queen or one of her children, these guys mean serious business. Only the finest of the fine get to join the Queensguard
Name: Spriggan Warriors Type: Golem Short Description: The wooden women of the forest and avowed protectors of the Glades, ready to strike at a moment's notice. Often mistaken for Dryads, you do NOT want to get in the way of their claws
Name: Spriggan Matron Type: Golem, Independent Short Description: Guardians of the Glades and Glens, the Matron is an accomplished beastmaster and WILL turn non-sentient animals on their masters. She's no slouch in the swirling melee and will employ hordes of stinging bees to soften the foe up before finishing them off with vicious claw strikes
Name: Unseelie Light Unit Type: Light Infantry Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
Name: Unseelie Heavy Unit Type: Heavy Infantry Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
Name: Unseelie Archer Contingent Type: Light Archers Short Description: One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
Name: Sluagh Horde Type: Undead Beast Short Description: "Let go of your grudges, lest ye be destined to wander the bogs in murderous rage".
Name: Banshee Type: Independent, Ghost Short Description: The banshee does not scream or wail, as most believe. She sings. She sings songs of forthcoming doom and disaster, predicting destruction for the enemy army. Whilst occupying a mostly supportive role on the battlefield, parrying with empty air is no easy feat and she can call the spirits of the dead to her aid. Beware.
Name: Dearg-due Type: Vampiric, Light Infantry Short Description: Dearg-Due are the Fae equivalent of of Dhampirs - light, fast and thriving off the blood of the fallen. The more they kill, the stronger they get.
Name: The Dullahan Type: Heavy Axe Cavalry, Undead, Independent Short Description: The infamous Dullahan, of Headless Horseman fame. This fearsome demon rides into battle atop a phantom horse and cuts down most in his path.
-----------------------------
Name: Her Highest Majesty Queen Morganna of the Wilds, High Queen of the Seelie and Mistress of the Unseelie, Queen of Lescatie Position: Queen Powers: Do they have anything of note about them or use any spells or carry any unique weapons? Short Bio/Personality: A few short lines on why/how they came to power and how are they generally perceived.
Name: Her Majesty Lady Kayleigh Goldwine of the Estate of Morganna, Heiress to the Throne Position: Heiress to the Throne Powers: Do they have anything of note about them or use any spells or carry any unique weapons? Short Bio/Personality: A few short lines on why/how they came to power and how are they generally perceived.
Name: His Majesty Tanist Llaeth Windwhisperer of the Estate of Morganna, Fifth Heir to the Throne Position: Tanist Powers: Hammer and a half - Llaeth uses a Hand and a Half Warhammer Unpredictable Leader - Llaeth doesn't have one set tactic and is constantly changing plans midway through a battle. Your troops won't see it coming, and neither will you. Bouts of Mania - Llaeth may occasionally experience manic bursts, regaining energy and morale. Fields of Blood - The battlefield is a stressful place, no-one denies this. But it affects some more than others. If Llaeth loses all morale, he will suffer a psychotic break, attacking nearby enemies rather than retreating. When the nearby fields are clear, then he will come back to his senses. Short Bio/Personality: Llaeth is the youngest son of Queen Morgana, and second youngest child. Since his youth, he was... unusual. Quiet, brooding, inquisitive without asking questions. In the darkness of night, his caretakers reported hearing him whispering to himself. As others played in the sun, he shunned the light and took solace in dark, dusty libraries reserved for scholars ten times his age. His speech became rarer and more confusing. His midnight whispers began to happen during the day. He locked himself in his quarters for hours on end. The court whispered that he was unwell, that he was losing his grip on reality. Yet his mother and siblings never did anything about it. Llaeth was young, attractive and far away enough from the throne to be useful in a political marriage without posing a risk - his abnormalities would have to be endured. But ignoring him proved a poor move. His quirks eventually manifested themselves as full-blown lunacy. He started switching between moments of manic energy and joy and moody, foul moods at unpredictable intervals. He would no longer lock himself away, but would instead take long walks into the wilderness, sometimes not coming back for several days. In his joyous moments, he was as playful and as merry as any sprite. In his darker moments, he spoke in riddles and had a haunted look in his eyes. And the things he said... This lunacy had another unforeseen effect. The boy often frequented the arena "for fun" and by god, it was a sight to be seen. Even the greatest of the arena's champions couldn't match his boundless energy, ferocious bloodlust and insane strength that belied his small, pretty frame. One of the finest warriors in the nation, nobles are willing to overlook his "quirks" if he can keep getting them victories
Name: His Majesty Tanist Caoime Swiftstep of the Estate of Morganna, fourth Heir to the Throne Position: Tanist Powers: Do they have anything of note about them or use any spells or carry any unique weapons? Short Bio/Personality: A few short lines on why/how they came to power and how are they generally perceived.
Name: Her Majesty Eilidh Position: Princess Powers: Do they have anything of note about them or use any spells or carry any unique weapons? Short Bio/Personality: A few short lines on why/how they came to power and how are they generally perceived.
Name: High Priest Avalon Hopewing, Defender of the Faith, Hand of the Allfaither, Mouthpiece of the Sea Mither. Position: High Priest Powers:
Short Bio/Personality: A few short lines on why/how they came to power and how are they generally perceived.
What can I tell you of my nation and my people? Stories of sorrow of long dark years filled with terror? Should I speak of glory had in days long since passed of ancestors who fought and stood for something beyond measure or question? Or should I simply speak of the mundane tedium of the countless ages between? None such things for all their worth change what stands today and that is we have changed we have adapted to a world so different than that one we tell stories of. - Hesiod the Archivist
Confederacy of Anarchis
The Confederacy of Anarchis is as old as it is complicated. Exact founding dates even the most experienced Archivist would have trouble finding for you as records from that long ago have been lost, locked away, or destroyed. What can be agreed upon is that what brought them back to prominence and solidified the decaying bonds between them was the rise of the dead. The squabbling sovereign states stamped out old rivalries and grudges and united to best find the way that they could endure and survive the long night ahead. After much consideration only one option seemed to find standing and that was to make a deal. War meant only death as they had not the numbers nor the support needed to fight such a battle of attrition against foes so unrelenting. Yet they did have something to offer in trade for safety. The Dwarves would open their vaults and their banks the most secure the world had ever known to guard treasures from any and all without question. They would plea neutrality and mediation in all matters unless directly provoked. The Men of the Black Hills would be equipped able to be hired as mercenaries by other nations, but more often act to greatly bolster the smaller Dwarven forces and the defense of the nation and its new enterprise.
What deal was struck with the dead and many deals struck with nameless and countless people after have been greatly questioned piquing curiosities the world over. Yet none know the secrets of the deep vaults within the Ash Mountains besides those who guard them still. Whispers surround that the once proud and noble Dwarves have been abandoned by their former gods for what they have done and what they hide. The Men of the Black Hills always wild seem all the more strange and territorial none are advised to venture alone in their land at night.
This is just a rough pitch I'm still working out greater details and map placement and such, but that basically covers the core concept.
@RisenDead Sorry this is late edit and just wanted to add a ping so I could get a note on if the concept itself could be approved and such.
Following the footsteps of the other space-filling empires I made some extensions to my territory. Hope no one really minds it. Bonus along with more yellow on the map that I can fight two other factions. @Brithwyr's fae and @Vocab's vulpin invaders colonists The latter though is only after they made their way through NPC factions or whatever that space is between us, I want to give them time which they obviously want to grow.
Also pinging @RisenDead because of the map change. If it isn't much I'd ask him to draw the borders for the map according to the new changes.
@boomlover I'd suggest you make your verdict soon since given how many people are in this RP and how limited map space is, it might create a bit of an issue in terms of what you could play :\