1 Guest viewing this page
Hidden 11 yrs ago Post by Schylerwalker
Raw
Avatar of Schylerwalker

Schylerwalker

Member Seen 3 yrs ago

I was planning on posting today, but I had a rough day at work. Hopefully I'll post something later tonight; if not, tomorrow for sure. It'll be from a very different area and point of view to give Titanic more time to finish his nation sheet, and introduce some of the darker aspects of Ordov.
Hidden 11 yrs ago Post by Titanic
Raw

Titanic

Member Seen 8 yrs ago

sch, how many magic users would have been in the east before the purge
Hidden 11 yrs ago Post by Schylerwalker
Raw
Avatar of Schylerwalker

Schylerwalker

Member Seen 3 yrs ago

I have no idea what the ratio of magic-users to non-magic-users in this world. I'm gonna say one in a hundred thousand. So forty?
Hidden 11 yrs ago Post by Supersporian
Raw

Supersporian

Member Offline since relaunch

The person who dibbed the south hasn't posted. Can I take them?
Hidden 11 yrs ago Post by Dinh AaronMk
Raw
GM
Avatar of Dinh AaronMk

Dinh AaronMk my beloved (french coded)

Member Seen 7 days ago

Yes
Hidden 11 yrs ago Post by Snow
Raw

Snow

Member Seen 10 yrs ago

Application:

Country Name: Reinnam
Government type: Dynastic monarchy
Ruler: Shezarade Pheras II
Location: The hilly peninsula in region 5.

Capital City: Samalfar
Language : Safani
Species: Saphri
Army: 3%
History:
Once, long ago, the Saphri people alone inhabited almost the entirety of the Eastern Hills region. However, as time went on, and more and more men kept moving South, they were eventually driven far South, until all that they still inhabited was the peninsula. It was here that the first King of the Saphri, Shezarade Astius the first, would hold a line against the Northern humans, and secure a safe area of land for his people to inhabit.

For a long time, the Saphri lived in the hills alone, only going down to the coast for food. Eventually, however, they would settle villages on the coast, as well, which would eventually become the major cities of Samalfar, Ashri, Kamal and Lefren, which together house almost seventy percent of the countries population.

For years, the Saphri prospered in their home, as they were rarely disturbed by the men who feared not only them, but the environment they dwell in, as well. The only major war they ever fought with was with a human king who wished to take their land, as he was certain that under the hills of Reinnam was a vast wealth of gems. Shezarade Paimus III, who was king at the time, refused to let the king mine within his borders, and, unable to quell the mans greed, the war was started. It lasted nearly ten years, but in the end, the Saphri people were able to finally force the man to surrender. In the years following, his kingdom would be conquered, and become owned by another nation, which has maintained a stable relationship with the Saphri for years.

Throughout it's entire history, Reinnam has been known for not utilizing weaponry among it's men, and instead has it's troops trained in a very fine martial art that it only possible for the Saphri to properly utilize. This art has been honed, mastered, and retaught by many different masters since the birth of the nation. Generally, it is the job of the aging Shezarade to study and adapt the art before they die, though there has been instances where it was a general that took on the responsibility instead.

Recently, a man who claimed to have been lost in a cave claimed that the legend of the gems sitting under the mountains was true, and that the Saphri would be rich if they mined it out. This sparked a debate, deciding whether or not the mining of the gems should be allowed. To the Saphri, the hills and volcano's are seen as property of the Gods, so anything within them is considered the Gods property, as well. However, for a few years now, they have been economically stagnant, and this would be a way for them to attain more wealth than they ever dreamed. The debate is still ongoing, and trained guards are stationed at almost all known mines, in order to prevent thieves from trying to steal what sits inside.

Pic:

Religion :
The Saphri worship a handful of gods that each play a specific role in their culture and environment
Population:
~200'000
^ The population is made up of the entirety of the species. They also essentially only inhabit the shorelines, with only small groups being found living actually inside the mountains and hills. So the coastal cities are very densely populated, while everything inland is sparsely populated if at all.

Species Form

Name: Saphri
Physical Features: Exactly the same as humans in physical appearance, if not just more muscular on-average. Have incredible physical strength, at the downside of having shorter life spans. They are also only able to reproduce with their own kind, so their population will never exactly see a boom. A well placed kick with a running start from a Saphri can dent thin armors, and even shatter blades, if hit from the side. This doesn't mean they are invincible, however. Heavy infantry are the Saphri's weakness. At most, their kicks will knock heavily armored soldiers over, but cause no physical harm, unless extremely lucky.

Saphri have a medium skin tone, and almost always have reddish-brown hair, and green eyes. Blue eyes, as well as black hair, are extremely rare, and only seem to appear in the royal family, making it a symbol of class.

The Saphri don't live solely within their own nation, but it would be rare to see one outside of it for anything other than business. Those that do leave tend to do so for personal goals, with an understanding that they will essentially live their life alone.

Saphri are considered adults at age 15, and at age 27, reach midlife. At age 35, their physical abilities begin to lessen, and by age 40, they are usually old and frail. If, by age 45, they have not already died of paralysis due to extreme muscle atrophy, they tend to die a natural death. Any Saphri that makes it past this age is generally seen as an incarnation of a God, and worshiped until the day they die.

The royal family has a special breeder that tames the massive mountain cats that live in the area, and provides them as mounts to the kingdom.

The Saphri rarely use any weapons other than their own bodies, or wooden staves. The only blade utilized by these people is a short, this sword used by specialists for assassinations.

The Saphri do not write, nor is their language written, and most all of their literature, mythology, religion and history is passed down via oral traditions. However, as the kingdom interacts more and more with normal humans, their have been instances of these stories and histories being written down in the languages of others.
Hidden 11 yrs ago Post by Muttonhawk
Raw
Avatar of Muttonhawk

Muttonhawk Let Slip the Corgis of War

Member Seen 4 days ago

So, a couple of little birdies fluttered up to my windowsill a while ago and let me know that you folks had reared your beautiful heads and charged in from MCF. I thought I'd have a look at the mischief you have gotten up to so far and, against my better judgement, I ended up writing up an nation sheet for this gig. I'll give it a proofread tomorrow, when I can responsibly decide whether I'm not insane for committing to this, but in the meantime, is the area below still free?



Additionally, is someone going to rage if I have bear people who aren't really better than humans?
Hidden 11 yrs ago Post by Pepperm1nts
Raw
Avatar of Pepperm1nts

Pepperm1nts Revolutionary Rabblerouser

Member Seen 11 mos ago

I think it's free.

Now all you have to do is sign up for PoW, too!
Hidden 11 yrs ago Post by Muttonhawk
Raw
Avatar of Muttonhawk

Muttonhawk Let Slip the Corgis of War

Member Seen 4 days ago

sharply_inhales_through_teeth.jpg

I've already got a textbook I should be reading, I think trying to tackle the PoW lore is going to burn my eyes out.
Hidden 11 yrs ago Post by Pepperm1nts
Raw
Avatar of Pepperm1nts

Pepperm1nts Revolutionary Rabblerouser

Member Seen 11 mos ago

Lucky for you, we're working on brief summaries for every nation. So if you were to join, you'd only have to read about a paragraph for whichever nation you plan to play.

I know you're busy and all. I'm just sayin', you don't need to read up the lore. That'd be crazy.
Hidden 11 yrs ago Post by Muttonhawk
Raw
Avatar of Muttonhawk

Muttonhawk Let Slip the Corgis of War

Member Seen 4 days ago

Hmm... I'll consider it then.
Hidden 11 yrs ago Post by ASTA
Raw
Avatar of ASTA

ASTA

Member Seen 6 mos ago


One nation unbound by law; one people unchained by faith.

The azu warbands


Government type: Anarchism (and the azu version of tribalism)

It could be argued that the stability of a state is fundamentally, if not wholly, determined by its administrative body’s overall stability as well as its aptitude for seeing the people of the realm wrapped in the protective shawl of justice, regulation and civility. Crime and civil unrest are both opposed by the vigilant lawman and the gavel wielded by the august adjudicator; poverty may be resisted by the warm offerings of the charitable and sympathetic public. Some form of supervision and direction—some form of order in the slightest—is needed to retard the inevitable birth of warlords and tyrants and to stem the initiation of tribalism.

For the azu however, government has done more harm to their species than good.

Graft, embezzlement, cronyism, bribery—political corruption in general—is what initially drove the azu species to discard more conventional methods of leadership, instead replacing them with overhauled forms of tribalism and (ironically) a moderately methodical form of anarchism predominantly based around a number of ideologies fathered by later incarnations of azu society and culture.

These beliefs emphasize the importance and material worth of a living being’s intrinsic claim to personal autonomy, its right to choose and the privilege of simply living life absent constraint, bylaws or any sort of hindrance brought on by the stern hand of an all-encompassing leadership entity. The ideas surrounding the concept of ‘lords’, ‘kings’ or ‘governors’ is now defined as alien and backwards to the greater azu masses.

Tremendous effort at instituting purer and more secure types of legislation was made in the past, but the resulting political institutions all succumbed to the same flaws that toppled the first azu regime, with each failure further debasing the species’ opinion of administrations. Today, the azu loath it to an unparalleled echelon, even going as far as to see order as a ghastly immorality rather than a beneficial construct that, at least for other nations and peoples, promotes technological, economical and social growth.

Those azu that find themselves branded as a jui—a sort of ‘adviser’ to the people—may be, in a way, considered pseudo-leaders in an azu war band. Being christened a jui is considered a grand honor for the receiving entity, for it signifies that he or she has garnered a monumental amount of respect from their fellow azu by simple accumulating a wealth of life knowledge through extensive combat, rigorous social interaction, punitive domestic labor, expansive journeys throughout the land, or any other notable deeds and accomplishments that members of an azu war band may find deserving of homage.

Knowledge could be looked at as a sort of currency shared between azu communities, which would put jui at the upper levels of azu society (even though social hierarchy technically does not exist in their civilization).

In individual azu family units (called mel), the oldest male and female are permitted partial amounts of governmental power within—but never outside—the kinship circle. Like a war band’s numerous jui, a mel's elders will advise their younger family members when their council is requested, exchanging life experiences and valuable information with their relatives, further gaining kudos and a acquiring reputable standing with other mel elders throughout the land. What sets mel elders separate from their jui counterparts is that mel elders also operate as diplomats, ushering in and maintaining peaceful relations with other mels that may harbor hostile intentions.

Usually through a gentle hand, carefully-chosen words and respectable actions, elders within a mel can remain in their seat of ‘power’ for many years at a time, with their deaths enticing times of mourning from those that they aided for decades. Corporal punishment for not obeying a mel elder does not exist, but the consequences associated with such dismissive behavior can lead to a fair number of detrimental results (i.e. death).

No laws have been drafted or enforced since the azu's abandonment of formal government, so crime---in its traditional sense---is absent from azu society. Wrongdoings, regardless of their caliber, are usually settled by way of violence.

Ruler: N/A

Location: Region 5 (far below the maroon mass to the north of the region, along the river and a little ways inland if possible).

Capital City: N/A

Language

Spoken

The azu language is a combination of spoken words and growls. Through this language, the history of the azu is retold to willing listeners and future story tellers.

Written

Tattoos, glyphs, and runes make up the azu written language. They have a numerical system, with a circle representing 0, a dot representing 1, a single bar representing 5, an X representing 100, and an oval with a line through it representing 1,000.

Species: Azu

Army

Azu mothers do not parent their children; they only remain attached to them for one or two years so that she may nurse them, with the child being handed to an elder male or female so that the infant may be raised according to the mel's necessities and cultural traditions. Soon after, the mother departs to reassume her life-long position in the hunt or on the field. Depending on the present condition of the war band, the number of accessible resources slated for military use and the total mel'kai present, azu adolescents will be taught expansively in the ways of the axe, the mace and the shield from a very young age by a number of acclaimed war veterans. Conscript soldiers and poorly-trained militia-type fighting personnel do not exist in the azu warbands, with each ‘fresh’ mel’kai expected to be in ownership of many years worth of melee and ranged combat knowledge.

Unfortunately, such a training and recruitment doctrine—while needed on account of the azu’s rather low population figures—has flaws when it comes to sustaining an unvarying stream of fighting men and women. Open confrontations, more often than not, are accompanied by unacceptable losses of material and life, which is something the azu and their limited war-making capabilities cannot endure for a lengthy duration.

Because of its inherently brittle nature, the azu armed forces apply unconventional martial tactics in the event of an armed conflict, completely forgoing traditional field combat, advanced methods of siegecraft, standard ‘rank-and-file’ infantry formations, and cavalry units in an effort to preserve as many mel’kai lives as possible. As an elite yet particularly punitive force of guerilla warfighters, battle is typically waged at night, with campaigns normally launched from forest landscapes, concealed mountain positions and hills. Fabian tactics are enthusiastically exploited by the azu, whom have no firm grasp of honor or glory, but rather an instinctive drive to survive to see another day unfold before them, which has also pushed them into re-purposing their poaching and hunting techniques for war.

Pit falls are perhaps the most common form of poaching trap, with many of them laden with spikes slathered in fecal matter and powerful neurotoxins, while others are nothing more than deep pits designed to cause the victim to break their legs on impact. Mel’kai use such nonlethal traps to lure great numbers of enemy soldiers to their doom, as their wounded comrades frequently call out for help in a desperate act to safeguard their own lives. When a response arrives, the newcomers are hurriedly ambushed with axe and mace.

Azu soldiers, called mel’kai (or House Warriors), usually prefer speed, maneuverability and stealth, which are absolutely necessary to their preferred style of warfare. As such, heavy plate armor does not exist (though breastplates may be commissioned by some mel'kai), with protection being provided by a set of war gear comprised of vambraces, shinguards and kneeguards, heavy leather wrist wraps, leggings, and double-sided loincloths joined together by way of two steel or iron rings. Shortened midriff-revealing jackets cover the chest, with these typically possessing an under-mesh of linked mail supplemented by additional linen padding, while the head is covered by a chain mail and leather hood woven directly into the jacket. When using one-handed weapons, rounded wooden, steel or iron shields are employed. The shield arm (which is normally the right arm, as most azu are left-handed) is covered by a leather galerus.

Before setting out, mel'kai cover their entire bodies in onyx-colored warpaint, which aids them in blending in with the night, while their armor and weapons are doused in the same liquid material.

Tomahawks (throwing axe/war axe), hurlbats (throwing axe), francisca (throwing axe), and bolas (hunting tools used to ensnare animals by entangling or breaking their legs on contact) make up the azu’s ranged weapon arsenal, while flanged maces, Ono (hatchets), glaives, pikes, and war hammers comprise the standard infantry arms.

Most azu weaponry is formed using sophisticated smiting and metallurgy techniques that produces steel with elevated levels of tensile strength, noticeable increase in durability and a profound resistance to corrosion (though its elasticity is still conserved). Referred to as ‘kio’ (or jaguar metal), azu steel is utilized to create ceremonial knives, farming tools, and weapons intended to be used by proven soldiers in the azu military forces. In other cases where kio is not necessarily needed, normal steel or iron is selected for use.

Much of the steel's strength is owed to the presence of carbon nanotubes and nanowires in the resulting ingots azu smelters and metalworkers produce, which are deprived from plant fibers harvested from pieces of leaves and bark that are used as part of the smelting process. Special iron, distinct from its lesser cousins on account of its unique microalloying elements, is also owed to kio's beneficial properties.

As with most occupations in azu society, to be named a mel’kai does not correspond with one’s gender, but with an individual’s capability and determination. Female and make azu can be witnessed fighting alongside, with many of them being bonded through mutual relationships.

Because of their importance, smiths in the azu warbands are viewed with an almost sacramental level of importance, their talents absolutely vital to the survival of the azu people and the mels that they divide themselves into. Smiths pass down their skills and knowledge by taking on an apprentice, training him or her in the art of metalwork for years until their death.

Culture

As a culture solely concerned with matters and events backed by personal experience and tangible evidence, azu do not have much in the way of a ‘history’, with their species’ historical knowledge only extending as far as individual memories, personal accounts and retold epics and legends can go. Over time, these stories have become warped.

Tribal paintings, piercings and fur dyes are a huge part of personal identity within azu culture, where one's extravagant artistic features usually showcasing their overall personality, accomplishments, family ties, warband allegiance, friends, enemies and goals. Through the application of runes and glyphs, entire recounts of an azu's life can be displayed, with these symbols and pictures typically arranged in such a way so as to be easily read by all that come across them but at the same time pleasing to the eye. Body piercings— especially those stationed in the ears, eyebrows, the nose, or mounted somewhere on the chest—are generally preferred, and are seen as attractive in most azu mels and warbands.

Jewelry and trophies (like the skulls, spines and rings) are sometimes adorned and treated as ornaments, with such objects providing physical proof of an azu’s combat prowess, bravery, social influence, or ‘wealth’.

Though it can be argued that this particular cultural feature may lead to prevalent examples of the existence social hierarchies within the azu nation, boasting and flaunting ones possession and accomplishments without prior permission or inquiry from a curious person is perceived as obnoxious and, forthrightly, downright rude.

Most azu prefer to reveal their individual accomplishments freely, so clothing is usually worn in very sparse amounts. Shirts, both for females and males, are usually not worn, though inclement weather or other events that call for additional clothing will drive azu to adopt more coverings. Most of the time however, males and females walk about topless, with only foot wraps, armlets, bracelets, neck orders, and loincloths being the usual fashions worn about in azu-controlled territories.

In addition to their frothing hatred towards religion and government, the azu practice (or at least try to practice) egalitarianism. Males and females, for the most part, are one-in-the-same in status, and treated with equal respect, fear, disrespect, love, or hatred based on their actions rather their appearance or sex.

Psychoactives

When an azu man or woman isn’t scavenging or hunting for food, drugs are used to relax, strengthen bonds between old friends or simply as a way of escape. No matter the reason for their use, azu psychoactives are typically not addictive, but their effects on the brain are quickly felt as they are administered through the nose or eyes rather than through the mouth. Powdered mushrooms with psychoactive properties combined with an assortment of eccentric mountain flowers, plant seeds and shrubs produces powerful narcotics and hallucinogens that can lead to states of bliss, confusion, enlightenment, fear, and increased physical performance.

Users of psychoactives may become psychonautics. These ‘sailors of the mind and soul’—referred to by the azu as geri—sometimes dedicate their entire lives exploring the fundamental workings of the material universe, unraveling the mysteries behind the metaphysical and discovering the true nature of existence itself. Geri do not regard their visions or actions as religious (this would only see them met with fierce resistance and suspicion from their kindred and fellow azu), but see them as nothing more than a new method of seeing the world.

History

Early azu communities were comprised of compact chiefdoms scattered throughout the northeastern mountains. Wars, as are common between such societies with this particular government setup, were waged in the hills and peaks, with the skirmishes usually ignited by territory disputes or hunting rights.

One clan worthy of note, Clan He'dri, rose above the others, with its female chief and her throng of generals looking to the idea of conquest. Amassing a warband of truly epic size--with the members of this force boasting formidable battle experience--a series of wars were waged against any and all neighboring azu communities, with the defeated clans and groups forcibly absorbed into the folds of Clan He'dri. The ensuring crusades lasted for nearly a century, generally only featuring small brush wars, light skirmishes and the occasional ambush, with the eventual victory convincing the chief of Clan He'dri of her own divinity.

A theocracy was formed by Her hand in Her name, with a prominent slave market forming the backbone of the new nation's economy. However, like all empires and their toxic rulers, Clan He'dri's rule came to a crashing end when revolution (sparked by rampant corruption in the higher levels of the theocratic government and the abuse of the lower classes) contested the esteemed ruler's command over the people. Their victory firmly secured, the azu people were convinced that religion and all forms of government were not suitable methods of solidifying unity amongst the people. A deep aversion for all things seraphic and holy quickly took root, while leaders of all types were abandoned entirely, leaving the remaining azu population in a brief state of disillusion when it was found that lawlessness and personal freedom proved to be far more difficult to honor (and preserve) than what was first believed.

Order was eventually restored when ties between blood-related azu began to grow stronger due to the limited amount of resources in the region; this also brought in a change in the methods through which a warband operated, with the significance of efficiency being quickly recognized. Partial leadership personnel, like the jui or mel elder, arose, while azu mels become more and more compact and centralized
.
Religion

Azu look down on devoted theists and rebuff the existence of deities with a rabid ferocity, eagerly labeling those that believe in divine beings as flawed, hapless and ignorant and the gods that they pay homage to as haughty creatures that are repressive, irresponsible and immature. They come off as misotheistic and intolerant of religion as a whole, with many azu going as far as to define theists and other species as 'Other', alien and incredibly dangerous, giving way to rabid xenophobia and an intolerance for the unfamiliar.

This distaste for deities and their followers may stem from the azu’s early history, where their preliminary style of government—a primitive theocracy—resulted in the greater part of their original civilization crumbling into anarchy and revolution due to soiled relations between the lower echelons of azu society and the divinely-guided government officials that financially and physically abused them on a periodic basis. Though the result of that brief conflict saw the oppressed freed from their chains, the scars ran deep, and have not since healed in spite of the three-hundred or so odd years

In truth, the belief in higher powers never truly stuck with the azu civilization, mostly due to the fact that their culture puts stern emphasis on providing tangible evidence of an object’s existence or viability rather than simply fabricating stories and fictional creation myths that could otherwise be put to scrutiny by a simple demand for definite (and infallible) proof. Gods in particular (on account of their inability to physically manifest themselves before the Azu people) are particularly susceptible to harsh criticism.

Population: Approximately 60,000

Species Form (only if you aren't playing humans)

Name: Azu

Physical Features

Psychological

Azu have a hard time grasping the idea of 'personal property'. As groups of azu are usually related through blood or by simple companionship, it's rather common for objects to be ‘stolen’ from family members, friends and close associates without the announcement of intent (though the object is anticipated to be taken only if actually needed, and that it must be returned in a timely fashion).

Normally, borrowers leave one of their own treasured possessions behind as an offering to the one whose item was apprehended. This lets the afflicted person know who, exactly, holds their belonging, with the offered object serving as collateral in the event that the borrowed object is not brought back to its rightful owner.

Love is an unfamiliar emotion to the azu. Relationships between two azu, called dem’kai, may manifest for a nigh-limitless amount of reasons, but most are generated so that two azu may maintain an efficient lifestyle. Hunting as a team, for example, is more profitable than hunting alone, while sharing a yurt with someone that has proven their own worth can lead to greater security for the adobe and those that call it home. There is no set limit for how many azu can be in any one dem’kai, with some mels and warbands being comprised of one massive circle of friends and temporary mates.

This system of understanding, favors and borrowing keeps conflict within mel and warbands low, though scuffles between mel from other warbands do arise (mostly over hunting grounds, construction resources such as iron or wood, or cultural differences) every so often.

Mating is done at the female’s whim, with most female azu seeking out suitors two to three times during their entire lifetime. They typically proposition suitable males--normally the youngest and healthiest men out of a well-liked or tolerated mel--for sex, with the azu man in question usually acknowledging the soon-to-be-mother's request without any sort of attached price that must be paid prior to the deed. Although most azu men do not ask for anything in return for their role in the siring of a female azu's child, some males may have a particular disdain for the azu woman that he is asked to lay with, which usually brings about the demand for some form of payment (either in food, tools, building material, or the rights to the aspiring mother's most treasured weapon for a period of time).

Male azu do not aid their ‘wives’ in raising children, but they may offer their services as guards and hunters during the child’s first two or three years of life.

Physical

Like the creature from which they evolved from, azu are squat yet burly creatures, with relatively short yet thickly-muscled limbs. As they’ve lacked suitable ranged weaponry since their species’ version of the Stone Age, azu hunters scored kills through direct contact with their desired prey, using polearms and axes coupled with their high amounts of upper body strength, powerful leg muscles and robust skeletal frames to drive spears and elongated axe heads home into the meaty bodies of game animals.

Many of the azu’s biological features come from a series of genetic mutations and the effects of natural selection that resulted in myotonic hypertrophy cases to shift from rare occurrences to the norm over the course of several million years, while a reduced number of nociceptors in the body are a direct response to the rough lifestyles (such as suffering damage from rampaging creatures) most azu endure.

As they lack pack animals, dragging heavy portions of meat back home tends to take hours, with the journey spanning many miles (sometimes as many as 30), calling to attention the importance of dense muscle focused in the abdomen, shoulders, back, biceps, and triceps.

Shortened legs leaves their Achilles tendons relatively short compared to those of other species, which calls for more muscle mass in the legs to compensate for the reduction in absolute speed; much of this muscle is used for jumping however, which the azu utilize to spring forth from a concealed area when a potential meal crosses their line-of-sight.

Of course, their physical power and smaller bodies do result in an excited metabolism, while their inability to properly sweat and their muscle’s voracious hunger for glucose make for a creature that consumes a high volume of food and that cannot compare to its human counterparts when it comes to endurance (in part because humans can sweat, have muscular systems more suited for extended periods of locomotion and comparably use less energy than an azu). The pituitary glands of an azu inject greater amounts of endorphins into the blood stream to combat muscle fatigue and pain, though this is only a temporary solution, and is not an adequate substitute for the physical assets humanity possesses.

Azu have acute night vision (they are, however, partially colorblind), smell and exceptional hearing, and have the capacity to utilize the world's magnetic poles for navigation. This has also resulted in their species not having words for right or left, instead using north, south, east, west, or any combination of the four to denote an object's or individual's general direction.

Azu, on average, live for twenty-five or thirty years, with sexual maturity and peak growth being achieved at ages 10 and 12. Males and females are roughly the same height and weight, around 5’1 to 5’3 (with weight ranging between 175 lb and 190 lb), though azu women usually have slimmer waists, stronger legs and other feminine physical features often associated with other bipedal mammalian species.

Picture

Hidden 11 yrs ago Post by The Nexerus
Raw
Avatar of The Nexerus

The Nexerus Sui generis

Member Seen 2 yrs ago

An anarchist commune of militant atheists.
Hidden 11 yrs ago Post by ASTA
Raw
Avatar of ASTA

ASTA

Member Seen 6 mos ago

The Nexerus said
An anarchist commune of militant atheists.


It only gets better from here!
Hidden 11 yrs ago Post by The Nexerus
Raw
Avatar of The Nexerus

The Nexerus Sui generis

Member Seen 2 yrs ago

Probably not very popular with any of its neighbours.
Hidden 11 yrs ago Post by ASTA
Raw
Avatar of ASTA

ASTA

Member Seen 6 mos ago

No, especially considering the race is comprised entirely of jaguar people, which is likely to rub more than a few factions the wrong way.
Hidden 11 yrs ago Post by Titanic
Raw

Titanic

Member Seen 8 yrs ago

sch, is the entire river valley is called ordov or just the western river delta also did your dominion ever control the east.
Hidden 11 yrs ago Post by Dinh AaronMk
Raw
GM
Avatar of Dinh AaronMk

Dinh AaronMk my beloved (french coded)

Member Seen 7 days ago

ASTA said
No, especially considering the race is comprised entirely of jaguar people, which is likely to rub more than a few factions the wrong way.


I also imagine a nation where no one is supposed to be a leader would make for warfare to be rather disorganized.
Hidden 11 yrs ago Post by Titanic
Raw

Titanic

Member Seen 8 yrs ago

nvm I forgot army

Edit: Done, It's only average quality. Sorry, im just not in the mood and need to do my HW
Hidden 11 yrs ago Post by Muttonhawk
Raw
Avatar of Muttonhawk

Muttonhawk Let Slip the Corgis of War

Member Seen 4 days ago

So... yeah... Bear people:



Country Name: Uraka Federation

Government type: Stratocratic Ecclesiocracy

Ruler: The Great Spirit Khivas Geslichia ji'Khivon Vidfara ('Great Spirit Khivas' suffices otherwise)

Location: Westernmost area of region 6 bordering the lake of region 5, to the hilled pass of the lake's eastern river.

From north to south, the cities are: Hannaurd-Ren, Caruk-Ren, Sarid-Ren, and Ptyer-Ren

Capital City: Sarid-Ren, the current seat of government.

Language: Uraks-Yek, though New Ordovin is becoming more prevalent.

Species: Khari, Human, and traces of other races.

Army: Roughly 8% standing army.
The Uraka army is well geared toward fighting cavalry raiders from the east, employing disciplined shieldwalls and polearms to great effect. An Uraka general also has a variety of other weapons available for his men to use to adapt to other situations when the need arises.

History:


Uraka Federation Power Structure:

Most of the time, issues are relayed up the chain of command of the Uraks order, but pressing issues may be petitioned to higher ranks if someone does not have confidence in their direct superior to solve the problem. Much of the politics and corruption is weeded out through the ranks of the order through its guiding principles, but the kharis about as fallible as humans are. Culturally, the kharis are able to reduce these failings as their sense of personal advancement is deemed less important than the advancement of the group.


Religion:
The Urakais follow a divergent interpretation of the old way that is in many ways an amalgamation of the human old way and forgotten shamanistic beliefs of ancient tribal kharis before them. The Uraka government is made up of a monastic order dedicated to 'the Horned One' and 'the Fluid One', this is known as the Uraka Order. This interpretation encompasses the kharis (and other races in the order) within the concept of nature, and sees a mutual responsibility of all in the order to defend and honour it beyond their personal agenda and self-preservation. The ultimate goal of such practice is to attain purity through balance of mind and discipline, and ascend to amongst their ancestors, or else be cursed to an existence of suffering for a lifetime amongst their remaining impurity before being reincarnated to start over. The Uraka order recognises the human 'Horned Protectors' and 'the Sisterhood of Water and Wind' as separate orders that are ultimately supporting the same ends, but with more emphasis on protecting nature outside of civilisation. Relationships with said orders vary.

Population: Roughly 1,200,000. 40% Kharis, 58% Humans, 2% other races.

Species Form
↑ Top
1 Guest viewing this page
© 2007-2024
BBCode Cheatsheet