Late Spring | Clear Skies ♦ Run Dates: Sat & Sun (1pm EST)
Gemflors is riddled with conflict but, overall, it is seeing its best. For the first time ever, bandits and disease rank among the top concerns an average person living day to day life may expect to face. Famine persists only in the midwest, as far as rumor goes, and major war seems to have abated for now. All in all, everything for you is looking clear of obstacle. Is the time to live out your dreams now? Or are you one of the few who yet suffers in this period of calm? Either way, where will you go? What discoveries will you make? What adventure will you find, or will find you?
This is a high-fantasy character-driven sandbox game. The rules are light, the structure is easy, and the plot is nearly non-existent. There's a lot of info here already, but no need to read it all unless you're dead-set on immersing yourself in the world and getting creative. For those who want to jump in as fast as possible, I recommend reading "Races," "Basic World Lore," "Nations," "Populous Settlements" and "Trades" under World Introduction, then everything under Character Creation and Game Mechanics for the briefest possible intro. Information will be updated here periodically to reflect discoveries made IC. Questions welcome.
Gemflors is a sweeping, largely temperate continent that is host to bizarre magicks and several intelligent races. Nestled within the land's bucolic pockets are stodman, org and ennen, and along its rivers and hillands dwell the occ. In the dim corners of jungles prance the aphmayun in their moonlily crowns and moonlight silks. Far up in the chill and crag of the mountains, even to the fringes of the world where ice cracks and the waters are slush, thrive the ragdh. The rest of Gemflors' residents are secretive gloom-dwellers. Through mists or dreams, along forgotten highways through highland or ruin, the creatures of blackness can be found.
♦
Gemflors is a sweeping, largely temperate continent that is host to bizarre magicks and several intelligent races. Nestled within the land's bucolic pockets are stodman, org and ennen, and along its rivers and hillands dwell the occ. In the dim corners of jungles prance the aphmayun in their moonlily crowns and moonlight silks. Far up in the chill and crag of the mountains, even to the fringes of the world where ice cracks and the waters are slush, thrive the ragdh. The rest of Gemflors' residents are secretive gloom-dwellers. Through mists or dreams, along forgotten highways through highland or ruin, the creatures of blackness can be found.
- Desert
- Savannah
- Heathland
- Steppe
- Lowland / Valleys
- Riverland
- Tundra
- Alps
- Alpine Valleys
- Mountains
- Foothills
- Volcanic Foothills
- Deciduous Timberland
- Coniferous Timberland
- Rainforest
- Wetlands / Fens
- Bogs
- Caves
- Beaches
Maiden's Hair : A grass with thin, silky leaves that are white with a bluish sheen. They are also known as "Cotton Tongue," as their flowers resemble spikes of fluff.
Raiche : A tree native to northern Gemflors. It can attain heights of up to 300' (116m), dwarfing most other broad-leaf trees. The trunks of aged raiche boast tremendous buttresses that run down into the roots, and the normally smooth bole becomes grooved. They are excellent shade trees and a favorite of flowering lichen.
Gobberling A monkey / goblin type creature that herds in jungles
Pers A giant furred snake that generally inhabits arctic regions
Saro A large flying bat-like creature that inhabits deserts
Guls A ragdh infected by the skalgwordh virus; they crave decaying protein matter
Raiche : A tree native to northern Gemflors. It can attain heights of up to 300' (116m), dwarfing most other broad-leaf trees. The trunks of aged raiche boast tremendous buttresses that run down into the roots, and the normally smooth bole becomes grooved. They are excellent shade trees and a favorite of flowering lichen.
----------------------------------------------♦----------------------------------------------
Gobberling A monkey / goblin type creature that herds in jungles
Pers A giant furred snake that generally inhabits arctic regions
Saro A large flying bat-like creature that inhabits deserts
Guls A ragdh infected by the skalgwordh virus; they crave decaying protein matter
This is just a list of potential races to choose from. I encourage the invention of one's own race; just fill in the character sheet with all relevant information regarding your race's BG, natural skills, dimensions, expected lifespan, home region, and the rest as normal. I'll look it over and let you know if it's good to go. Please also feel free to modify the existing races, especially their appearances, as I imagine there would be much variability anyway. You can get creative with lifespans, but I'll leave rough averages for each race. Anything over 16 years of age is considered adult in all races.
Stodmen are based off of humans. While all races are varied culturally, the stodman boasts the most variety. Stodmen are known for being viciously hostile or at least wary around foreign races.
Average Lifespan: 50 years
Ragdh average 8' (243cm) tall and are hardy and hairy. They grow arm and leg hair of good length and cover; another patch of hair covers the napes of their necks and the chests of males (we're talking enough to be plaited). The grand majority of ragdh live high up on mountain peaks where they hew out massive community networks under the stone. They are master sculptors and carpenters. Yodeling, overtone singing, poetry, and earth-based painting are also prevalent in most of their societies. Many fairytales from other races involving frost giants were based off of the ragdh, and it is still rumored that they possess freezing magicks (this isn't true, however). Their steam houses and underground forges are renown. They were the first to invent steel.
Average Lifespan: 70 years
Org tend to be nomadic. They average 15' (457cm) in height (yes, they're giants). Their hair is typically bright and plaited; their skin is striped, speckled, or sprayed with pastel, earth tone, muted, rich, or pale colors. Weaving and textiles are big in their many cultures, one of the predominant reasons for this being ease of transportation. They pack light, bundle everything, and make as much out of fabric as possible. The shepherding of woolly camels goes back to their roots, and they dwell inside woven yurt-like structures with reusable wooden spring frames. They are intensely traditional, especially concerning names (considering names to be an important heritage), though rather meek. Some violent cultures exist, but org are predominately ruled by a sense of "everything for all," willing to share land with anything. The org invented the salmbul: a type of sausage baked inside stone-ground bamboo seed bread. They are known for fighting with iron clubs and are typically viewed with distaste, even hostility, by stodman tribes.
Average Lifespan: 90 years
Ennen are a beautiful race that have mastered scant living. They average 6.5' (198cm) in height. Braiding and shaping of the hair is a part of their limited system of hierarchy. Slaves or poor tend to wear their hair tightly up in buns, braids, or combed mohawks, while the lords and ladies of communities wear their hair long and free-flowing to illustrate the nature of their "free" rank. Poor individuals tend to serve wealthier ones. This tradition doesn't affect the ennen's ability to show extreme compassion, however. This race lives close to nature, favor the riding of llamas or deer, and believe in modesty. Women are often trained in weaving and wear voluminous earth-toned robes. Men may wear the same, however, hunters typically dress lighter. The weaving of flowers in hair (especially lilacs, sunflowers, and lavender) appears during their festivals, most prominently among singles. Most ennen cultures are monotheistic and revolve around the idea of living modestly; many are believers of Unm, a god of creation.
Average Lifespan: 50 years
There are many myths surrounding the aphmayun. They are considered by other races to be genie-like, granting wishes and traveling by blinking here or there, and the aphmayun are too mischievous to break these illusions. Averaging 4.5' (137cm), the aphmayun skirt about at the heels of jungle trees. They weave a special fabric colloquially known as "moonlight linen." They weave it at night during full moons, using maiden's hair twine (grass-based). The fabric gleams in the dark and has a wispy texture. The aphmayun live in small family communities in the niches of trees or in wide burrows. They enjoy lining their abodes with river pebbles, community singing, and subsist off root veggies, mushrooms, and grass blades. While not violent, a form of passive-aggressive debate is traditionally used alongside a "jury" of family to work out issues or conflict. Their hair and skin color change with their diet.
Average Lifespan: 110 years
Occ are notorious for relying on atermagia and other "poison magicks" to perform paganistic rituals. To them, however, they're living out their cultural beliefs. Witch doctors, shamans, and medicine-men are important features within a typical occ tribe. These (supposed) divinely selected individuals act as elders and therapists, physicians and leaders, for all the other tribe members. They community-rear offspring, often adopt orphans, share freely amongst one another, and don't believe in possessions. They live in caves in mountainous regions, or sod huts in plains and grasslands. It is generally believed within many occ cultures that every sentient being has a divinely granted purpose that is their responsibility to discover and fulfill. Other occ cultures are known for having a tendency toward violence and sport hunting. They average 23' (487cm) long and stand roughly 11' (274cm) tall on stout legs. A covering of flexible spines decorate their neck.
Average Lifespan: 100 years
Gegherun average 30' (914cm) long and 15' (457cm) tall, are solitary, and pay for it. Most of these giant reptiles are bitter and don't have much of a culture, considering the lack of gegherun societies. One thought that is commonly shared between individuals, especially between mother and offspring, and those that do manage to form any sort of ordered community, is one of victimhood. It is believed that the stigma created by stodmen is responsible for their declining numbers and lack of independent nations. Gegherun are private, fiercely territorial, and often dominate their territories. Stodmen keep clear away except for rare instances of foolish bravery. The drake-folk remain isolationist anyway.
Average Lifespan: Unknown (rumored to be ancient)
Sympi and mormagi began as either stodmen or ennen, but disease has warped them. They generally inhabit dark, out-of-the-way places; deep caverns, holes, sewers, crypts, etc. Both are infected by distinct viruses; synthruus and skalgwordh, respectively. The sympi only look like pale, frightening individuals, while the mormagi's disease has the unfortunate tendency to boil and miscolor the skin or drop unwanted appendages. The sensitivity of both to sunlight and hatred of all things living and merry (not to mention the former's hatred of them) drive them to the blackest recesses of the world. Because of this and their brooding natures, collectives of either don't tend to form. Traditions are highly individualized.
Average Lifespan: 50 & 600 years, respectively
Marospire come in two flavors: gas-eater or mind-eater. The former enjoy drawing out overlapping territories in land richly abundant in decay and bacterial growth (the bowels of the jungle, for instance). Many gas-eating marospire are the reason for animistic belief among aphmayun tribes. Gas-eaters are tolerant and even compassionate toward other life. Mind-eaters, on the other hand, are distinctly malevolent. They travel quietly, often passing over the soft countryside like an unusual gust, in search of lonely places crossed by unsuspecting persons or wildlife. At said places, they have the habit of luring victims into traps via atermagia and illusory tricks. As terrified as anyone is of meeting a carnivorous marospire, the mind-eater itself is wary of densely inhabited locations. They aren't magic-proof, after all.
Average Lifespan: Unknown (rumored to be ancient)
Reference Image
Stodmen are based off of humans. While all races are varied culturally, the stodman boasts the most variety. Stodmen are known for being viciously hostile or at least wary around foreign races.
Average Lifespan: 50 years
Ragdh average 8' (243cm) tall and are hardy and hairy. They grow arm and leg hair of good length and cover; another patch of hair covers the napes of their necks and the chests of males (we're talking enough to be plaited). The grand majority of ragdh live high up on mountain peaks where they hew out massive community networks under the stone. They are master sculptors and carpenters. Yodeling, overtone singing, poetry, and earth-based painting are also prevalent in most of their societies. Many fairytales from other races involving frost giants were based off of the ragdh, and it is still rumored that they possess freezing magicks (this isn't true, however). Their steam houses and underground forges are renown. They were the first to invent steel.
Average Lifespan: 70 years
Org tend to be nomadic. They average 15' (457cm) in height (yes, they're giants). Their hair is typically bright and plaited; their skin is striped, speckled, or sprayed with pastel, earth tone, muted, rich, or pale colors. Weaving and textiles are big in their many cultures, one of the predominant reasons for this being ease of transportation. They pack light, bundle everything, and make as much out of fabric as possible. The shepherding of woolly camels goes back to their roots, and they dwell inside woven yurt-like structures with reusable wooden spring frames. They are intensely traditional, especially concerning names (considering names to be an important heritage), though rather meek. Some violent cultures exist, but org are predominately ruled by a sense of "everything for all," willing to share land with anything. The org invented the salmbul: a type of sausage baked inside stone-ground bamboo seed bread. They are known for fighting with iron clubs and are typically viewed with distaste, even hostility, by stodman tribes.
Average Lifespan: 90 years
Ennen are a beautiful race that have mastered scant living. They average 6.5' (198cm) in height. Braiding and shaping of the hair is a part of their limited system of hierarchy. Slaves or poor tend to wear their hair tightly up in buns, braids, or combed mohawks, while the lords and ladies of communities wear their hair long and free-flowing to illustrate the nature of their "free" rank. Poor individuals tend to serve wealthier ones. This tradition doesn't affect the ennen's ability to show extreme compassion, however. This race lives close to nature, favor the riding of llamas or deer, and believe in modesty. Women are often trained in weaving and wear voluminous earth-toned robes. Men may wear the same, however, hunters typically dress lighter. The weaving of flowers in hair (especially lilacs, sunflowers, and lavender) appears during their festivals, most prominently among singles. Most ennen cultures are monotheistic and revolve around the idea of living modestly; many are believers of Unm, a god of creation.
Average Lifespan: 50 years
There are many myths surrounding the aphmayun. They are considered by other races to be genie-like, granting wishes and traveling by blinking here or there, and the aphmayun are too mischievous to break these illusions. Averaging 4.5' (137cm), the aphmayun skirt about at the heels of jungle trees. They weave a special fabric colloquially known as "moonlight linen." They weave it at night during full moons, using maiden's hair twine (grass-based). The fabric gleams in the dark and has a wispy texture. The aphmayun live in small family communities in the niches of trees or in wide burrows. They enjoy lining their abodes with river pebbles, community singing, and subsist off root veggies, mushrooms, and grass blades. While not violent, a form of passive-aggressive debate is traditionally used alongside a "jury" of family to work out issues or conflict. Their hair and skin color change with their diet.
Average Lifespan: 110 years
Occ are notorious for relying on atermagia and other "poison magicks" to perform paganistic rituals. To them, however, they're living out their cultural beliefs. Witch doctors, shamans, and medicine-men are important features within a typical occ tribe. These (supposed) divinely selected individuals act as elders and therapists, physicians and leaders, for all the other tribe members. They community-rear offspring, often adopt orphans, share freely amongst one another, and don't believe in possessions. They live in caves in mountainous regions, or sod huts in plains and grasslands. It is generally believed within many occ cultures that every sentient being has a divinely granted purpose that is their responsibility to discover and fulfill. Other occ cultures are known for having a tendency toward violence and sport hunting. They average 23' (487cm) long and stand roughly 11' (274cm) tall on stout legs. A covering of flexible spines decorate their neck.
Average Lifespan: 100 years
Gegherun average 30' (914cm) long and 15' (457cm) tall, are solitary, and pay for it. Most of these giant reptiles are bitter and don't have much of a culture, considering the lack of gegherun societies. One thought that is commonly shared between individuals, especially between mother and offspring, and those that do manage to form any sort of ordered community, is one of victimhood. It is believed that the stigma created by stodmen is responsible for their declining numbers and lack of independent nations. Gegherun are private, fiercely territorial, and often dominate their territories. Stodmen keep clear away except for rare instances of foolish bravery. The drake-folk remain isolationist anyway.
Average Lifespan: Unknown (rumored to be ancient)
Sympi and mormagi began as either stodmen or ennen, but disease has warped them. They generally inhabit dark, out-of-the-way places; deep caverns, holes, sewers, crypts, etc. Both are infected by distinct viruses; synthruus and skalgwordh, respectively. The sympi only look like pale, frightening individuals, while the mormagi's disease has the unfortunate tendency to boil and miscolor the skin or drop unwanted appendages. The sensitivity of both to sunlight and hatred of all things living and merry (not to mention the former's hatred of them) drive them to the blackest recesses of the world. Because of this and their brooding natures, collectives of either don't tend to form. Traditions are highly individualized.
Average Lifespan: 50 & 600 years, respectively
Marospire come in two flavors: gas-eater or mind-eater. The former enjoy drawing out overlapping territories in land richly abundant in decay and bacterial growth (the bowels of the jungle, for instance). Many gas-eating marospire are the reason for animistic belief among aphmayun tribes. Gas-eaters are tolerant and even compassionate toward other life. Mind-eaters, on the other hand, are distinctly malevolent. They travel quietly, often passing over the soft countryside like an unusual gust, in search of lonely places crossed by unsuspecting persons or wildlife. At said places, they have the habit of luring victims into traps via atermagia and illusory tricks. As terrified as anyone is of meeting a carnivorous marospire, the mind-eater itself is wary of densely inhabited locations. They aren't magic-proof, after all.
Average Lifespan: Unknown (rumored to be ancient)
Reference Image
This is a generic list of things that are commonly known by the respective races of Gemflors. As tales unfold, more information may find its way here.
Magic on Gemflors is a bit like alchemy; somewhat predictable but often unstable for the novice. Certain forms of magic, such as Extoriat, are race-restricted and unlike the two primary types, Mirabilia and Atermagia, which are considered "free" magicks. A "free" magic is capable of being manipulated by all races and even some creatures. Since these magicks are not bound by any one entity's inherent ability, passive magical effects (such as light reflection or a toxic miasma) can be infused with objects (called enchanting).
Certain materials can absorb and contain energies causing varying effects. The infusion of either miribilia or atermagia to an inanimate object or accessory is called "enchanting." Enchantments typically only last a couple weeks, at best, growing progressively weaker until it is gone entirely and the object considered mundane once more. No one has yet discovered how to make an enchantment last longer.
The Golden Mistress : stodmani legend A courtesan rumored to steal the hearts of men and be a lochess. Her supposed place of residence is in the old abandoned estate at the center of Bourville.
Preri Cykoven : stodmani history A royal judge known to have ousted several destructive coalitions within the royal judiciary system of Heil. There is a statue of him in the Avest'limora (garden of a thousand fountains) at Heil's capital, Suyu an Minos.
Duthöth Hullard-Kreston : stodmani history An old king who was well-loved; known for overruling council jurisdiction and making decrees that all should be understanding of children and the feelings of women.
Asstoðir : ragdh history An old king of Kje, the strongest ragdh nation. The invention of steel is attributed to his name.
To be continued...
There are two well-known infections most-feared by stodmen and ennen (being most susceptible). These are:
It isn't known where they come from, but what is known is that you don't want to be bit by their carriers: the sympi, guls and mormagi.
Magicks
Magic on Gemflors is a bit like alchemy; somewhat predictable but often unstable for the novice. Certain forms of magic, such as Extoriat, are race-restricted and unlike the two primary types, Mirabilia and Atermagia, which are considered "free" magicks. A "free" magic is capable of being manipulated by all races and even some creatures. Since these magicks are not bound by any one entity's inherent ability, passive magical effects (such as light reflection or a toxic miasma) can be infused with objects (called enchanting).
- Mirabilia : the ability to cause phenomena to occur; expedited growth, resurrection, reverse decay, etc.
- Atermagia : A.k.a possessive magic. Creates toxic effluvia when used; siphons energies, makes illusions, animates the dead, traverses dreams, etc.
- Extoriat : stodman-restricted; the ability to manipulate sound waves through bodily movement
- Possession : marospire-restriced; the ability to possess porous material and fresh corpses (marospire often use this to communicate with embodied creatures, unless they have the "Hidden God" skill, in which case they typically use this natural gift for other purposes)
Enchantment
Certain materials can absorb and contain energies causing varying effects. The infusion of either miribilia or atermagia to an inanimate object or accessory is called "enchanting." Enchantments typically only last a couple weeks, at best, growing progressively weaker until it is gone entirely and the object considered mundane once more. No one has yet discovered how to make an enchantment last longer.
Historical & Legendary Figures
The Golden Mistress : stodmani legend A courtesan rumored to steal the hearts of men and be a lochess. Her supposed place of residence is in the old abandoned estate at the center of Bourville.
Preri Cykoven : stodmani history A royal judge known to have ousted several destructive coalitions within the royal judiciary system of Heil. There is a statue of him in the Avest'limora (garden of a thousand fountains) at Heil's capital, Suyu an Minos.
Duthöth Hullard-Kreston : stodmani history An old king who was well-loved; known for overruling council jurisdiction and making decrees that all should be understanding of children and the feelings of women.
Asstoðir : ragdh history An old king of Kje, the strongest ragdh nation. The invention of steel is attributed to his name.
To be continued...
Black Diseases
There are two well-known infections most-feared by stodmen and ennen (being most susceptible). These are:
- Synthruus
- Skalgwordh
It isn't known where they come from, but what is known is that you don't want to be bit by their carriers: the sympi, guls and mormagi.
Wars
The timeline on these is flexible. I don't have any preconceived stories on them, they're simply wars I thought might be feasible in the setting. So don't hesitate to give your character a personal opinion / theory / experience with and about them. The ones labeled ancient happened in the distant past, while those that are unlabeled could have occurred anytime within the last 500-100 years.
War of Brambles stodman vs. org
Century War stodman vs. ragdh; resulted in the discovery of steel by Heilians
Clash of Gods ancient; org vs. ragdh
The Night Feast ennen vs. occ
War of Bellows ancient; occ vs. gegherun
Treaties
There is currently a three-way treaty between Heil (stodmani nation), Umb (org nation), and Vítrig (ragdh nation) to keep peace as long as each nation minds its own borders.
Tragedies
Scouring of the Scathing Reds : Years ago, a highly contagious disease that caused skin to fatally inflame swept across the eastern coasts of Gemflors, wiping out hundreds of thousands of all races save the ragdh, who aren't near the eastern coasts, and the aphmayun, who inhabit the inland jungles.
Predominant Race: Ragdh | Ruler: ---
Predominant Race: Ragdh | Ruler: ---
Predominant Race: Stodman | Ruler: ---
Predominant Race: Stodman | Ruler: ---
Predominant Race: Stodman | Ruler: ---
Predominant Race: Ennen | Secondary Race: Occ
Predominant Race: Aphmayun | Ruler: ---
Predominant Race: Org | Ruler: ---
Heil : Suyu an Minos (capital); Impernel (wool export); Warthic; Soborough (wine export)
Gillsommr : Susorex (capital)
Geigghehemor : Bourville (capital; fish export)
Gillsommr : Susorex (capital)
Geigghehemor : Bourville (capital; fish export)
- Herbalist
- Vanward (a member of a forest society who has vowed to defend nature)
- Thaumaturgist (a user of miribilia)
- Miracleman (a user of miribilia who sells his miracles)
- Siccarin (hired assassin)
- Cavaleques (northern knight)
- Crusoner (western knight)
- Bard
- Loch/Lochess (witchery)
- Malusmagus (a wielder of atermagia specializing in illusory spells)
- Alchemist
- Baker
- Gateguard
- Serf
- Villein
- Man at Arms (a trained soldier for a lord)
- Mercenary (trained soldier for hire)
- Reeve
- Herald
- Merchant
- Blacksmith
- Servant - (pot boy, stablehand, esquire, handmaiden, midwife, cook, etc.)
- Chef
- Server (barkeeper)
- Wench
- Brewer / Vintner
- Physician
- Dentist
- Cooper
Guilds are a stodman concept, so the ones listed here apply exclusively to stodman territories. "A guild is an association of artisans or merchants who oversee the practice of their craft/trade in a particular area." Each guild has a sort of monopoly on trade, ensuring that only members of the guild may sell their craft within about a twelve mile radius of wherever the guild is situated.
Baker's Guild : trains apprentices for 2 years and journeymen for 4 before freeing them up to work for a master
Guild of the Vine : trains apprentices for 4 years and journeymen for 7 before freeing them up to work for a master
Guild of Smithery : trains apprentices for 3 years and journeymen for 6 before freeing them up to work for a master
Baker's Guild : trains apprentices for 2 years and journeymen for 4 before freeing them up to work for a master
Guild of the Vine : trains apprentices for 4 years and journeymen for 7 before freeing them up to work for a master
Guild of Smithery : trains apprentices for 3 years and journeymen for 6 before freeing them up to work for a master
Another stodman invention. Akin to a university, every major city in Heil and Gillsommr have at least one House available to grow scholars. The Eight Arts are considered by northeastern standards to be exceedingly valuable. There is a house for each art, and all houses are supervised by the Umbríel, queen of the northeastern stodman empire.
The Eight Arts
Eombeli (music); instrumentation & extoriat training
Eneine (painting / sketching); the art of mixing dyes & colors and putting to canvas
Thetettra (sculpting/pottery)
Ighero (linguistics/literature/reading/debate/philosophy)
Xumonemar (mathematics/science)
Erso (anatomy/medicine/homeopathy)
S'denti (textiles/weaving/tapestry)
Geire (mechanics/technology/metalworking)
House Admittance Prerequisites
Currency. They also screen for criminal backgrounds, age (12+), and disallow admittance for persons who have pending responsibilities elsewhere.
The Eight Arts
Eombeli (music); instrumentation & extoriat training
Eneine (painting / sketching); the art of mixing dyes & colors and putting to canvas
Thetettra (sculpting/pottery)
Ighero (linguistics/literature/reading/debate/philosophy)
Xumonemar (mathematics/science)
Erso (anatomy/medicine/homeopathy)
S'denti (textiles/weaving/tapestry)
Geire (mechanics/technology/metalworking)
House Admittance Prerequisites
Currency. They also screen for criminal backgrounds, age (12+), and disallow admittance for persons who have pending responsibilities elsewhere.
This is a summary of northeastern stodman hierarchy and policy.
Active Political Parties
Democratic Protestants : the DP are most active in Bourville and other large charter cities where they protest the democratic nature of such places
Moin : the Moin believe in equal rights between all lifeforms, and seek to abolish classism
Anatomy of Law & Class
Hierarchy : Duthöth (monarch), Duthessö (prince), Duthenemir (abdicated Duthöth), Magistrate of Justice, Umbríel (wife; queen), Umbessí (princess), Dulumbri (second princess; by concubine), Embul (chancellor/steward), Council of Law (magistrates), Duke, Earl, Lower Judiciary (common judges), Viscount, Baron, Knight, merchant, villein, serf, peasant, free peasant, slave.
The Duthöth, as monarch of Heil, is the supreme head of the Council of Law. His job is to protect his country and ensure its prosperity. When of age, the Duthessö, the king's son, is often trained for war and eventually promoted by birth order to varying prestigious positions of nobility. A Duthenemir occurs when a king abdicates his position to his eldest son. This is typically a political move, either to soothe international relations or pander to public outcry. For appearances sake, the Duthenemir is considered to be of less value than his son, the king, or the new king's sons; however, the Duthenemir is known for exacting control over the throne from his position of "retirement."
The Umbríel is the Duthöth's "favored" or "first" wife, a.k.a. the queen. Her role is to govern the eight Houses of Art, deciding alongside her chosen chairmen matters of law and application, and so forth. She may also decide who graduates and who cannot. The Umbríel's daughter, the Umbessí, as well as other princesses such as the Dulumbri, is often an acting member of presidency within individual Houses.
The Council of Law upholds the Circle of Law, a philosophy theorizing the doctrines of nature. Therefore, one who breaks the Circle of Law is considered an antagonist not just to his state or people, but nature as well. The magistrates comprising the Council of Law together conduct supreme court trials for and write law against major offenders, high treason, terrorism, citizenship, merchant laws, etc. Individually, the magistrates are heads of differing branches of government: Justice, Domestic Affairs, Social, Financial, Foreign Affairs.
The Magistrate of Justice is considered a person nearly as divine as the Duthöth himself, taking over the seat of the Duthöth in times of need. He casts judgement on lawbreakers.
The Magistrate of Domestic Affairs governs the tax-rate, the distribution of food, drink, water, land, and organizes rebuilds in times of structural destruction, decides buildings of importance, and deals with civil unrest.
The Magistrate of Social Aptitude decides which behavior or thoughts are socially acceptable, what the laws of conduct are, and who belongs in which social class. He is, perhaps, the most hated of the Magistrates.
The Magistrate of Financials deals with the flow of currency and trade. He decides trade routes, accepts merchants, governs the House Merchants, monetary value, monitors the spending and influx of the states, and revenue from taxes.
The Magistrate of Foreign Affairs does exactly as the title implies. He travels to foreign countries on behalf of the Duthöth, sometimes alongside the Duthöth, and conducts treaties, agreements, and compromises among other things. He deals with the licensing of foreigners visiting the country and decides citizenship for those who request it.
The Embul serves as the Duthöth's valet and secretary. He presides over all the butlers in all the servant divisions in the palace. He is also expected to take up the throne in the unfortunate event that there are no legitimate heirs or Magistrate of Justice. Upon taking the throne, he is required to choose someone to fill his old position and the position of Magistrate of Justice, although he may himself be forced to play both roles for a time.
The Lower Judiciary are judges who conduct minor trials for misconduct among petty nobles and all peasants. Most Lords conduct their own trials against their own peasants, however, and may even employ their own legally recognized judges as defense against foreign judgment.
The House Merchant Association is a division of House Xumonemar, supervised by the Magistrate of Financials. All new businesses and merchants are required by law to apply for and receive a license of validation by the House Merchant Association before sales. Foreigners seeking to sell in the country must receive a license of foreign sales validation in order to sell legally to native residents.
Language, as a valued art, is considered to be a reflection of one's inner character and class, thus several laws exist surrounding what languages should be spoken and by whom. The "Commonli" tongue is the only language permitted to be spoken by slaves, peasants and merchants. Squires may learn the Blue Tongue but cannot speak it until their official knighting. The Blue Tongue is that spoken by the "Blues," a.k.a. nobility. The Spirit Tongue is considered to be a mark of the gods, so priests and men "divinely touched" speak this language, though they are also permitted to speak Blue Tongue or Purified Commonli when communicating with the non-divine. Magistrates and judges share the Judging Tongue, a stark and legalistic language. The Gold Tongue belongs to the Umbríel, her daughters, the king's secondary wives, their daughters, and all other women of royalty. Finally, the High Tongue is a language considered so divine that only the Duthöth may speak it. While the High Tongue is taught to the Magistrate of Justice, the Embul, women of royalty, and often known by dukes, only the Duthöth is permitted to speak it, and anyone caught breaking this law may be sentenced to death without trial. This is a two-way street--every other language is considered so below the High Tongue that even monarchs caught speaking Gold Tongue have been swiftly impeached, if not outright murdered out of a fit of impassioned indignity in others.
Active Political Parties
Democratic Protestants : the DP are most active in Bourville and other large charter cities where they protest the democratic nature of such places
Moin : the Moin believe in equal rights between all lifeforms, and seek to abolish classism
Anatomy of Law & Class
Hierarchy : Duthöth (monarch), Duthessö (prince), Duthenemir (abdicated Duthöth), Magistrate of Justice, Umbríel (wife; queen), Umbessí (princess), Dulumbri (second princess; by concubine), Embul (chancellor/steward), Council of Law (magistrates), Duke, Earl, Lower Judiciary (common judges), Viscount, Baron, Knight, merchant, villein, serf, peasant, free peasant, slave.
The Duthöth, as monarch of Heil, is the supreme head of the Council of Law. His job is to protect his country and ensure its prosperity. When of age, the Duthessö, the king's son, is often trained for war and eventually promoted by birth order to varying prestigious positions of nobility. A Duthenemir occurs when a king abdicates his position to his eldest son. This is typically a political move, either to soothe international relations or pander to public outcry. For appearances sake, the Duthenemir is considered to be of less value than his son, the king, or the new king's sons; however, the Duthenemir is known for exacting control over the throne from his position of "retirement."
The Umbríel is the Duthöth's "favored" or "first" wife, a.k.a. the queen. Her role is to govern the eight Houses of Art, deciding alongside her chosen chairmen matters of law and application, and so forth. She may also decide who graduates and who cannot. The Umbríel's daughter, the Umbessí, as well as other princesses such as the Dulumbri, is often an acting member of presidency within individual Houses.
The Council of Law upholds the Circle of Law, a philosophy theorizing the doctrines of nature. Therefore, one who breaks the Circle of Law is considered an antagonist not just to his state or people, but nature as well. The magistrates comprising the Council of Law together conduct supreme court trials for and write law against major offenders, high treason, terrorism, citizenship, merchant laws, etc. Individually, the magistrates are heads of differing branches of government: Justice, Domestic Affairs, Social, Financial, Foreign Affairs.
The Magistrate of Justice is considered a person nearly as divine as the Duthöth himself, taking over the seat of the Duthöth in times of need. He casts judgement on lawbreakers.
The Magistrate of Domestic Affairs governs the tax-rate, the distribution of food, drink, water, land, and organizes rebuilds in times of structural destruction, decides buildings of importance, and deals with civil unrest.
The Magistrate of Social Aptitude decides which behavior or thoughts are socially acceptable, what the laws of conduct are, and who belongs in which social class. He is, perhaps, the most hated of the Magistrates.
The Magistrate of Financials deals with the flow of currency and trade. He decides trade routes, accepts merchants, governs the House Merchants, monetary value, monitors the spending and influx of the states, and revenue from taxes.
The Magistrate of Foreign Affairs does exactly as the title implies. He travels to foreign countries on behalf of the Duthöth, sometimes alongside the Duthöth, and conducts treaties, agreements, and compromises among other things. He deals with the licensing of foreigners visiting the country and decides citizenship for those who request it.
The Embul serves as the Duthöth's valet and secretary. He presides over all the butlers in all the servant divisions in the palace. He is also expected to take up the throne in the unfortunate event that there are no legitimate heirs or Magistrate of Justice. Upon taking the throne, he is required to choose someone to fill his old position and the position of Magistrate of Justice, although he may himself be forced to play both roles for a time.
The Lower Judiciary are judges who conduct minor trials for misconduct among petty nobles and all peasants. Most Lords conduct their own trials against their own peasants, however, and may even employ their own legally recognized judges as defense against foreign judgment.
The House Merchant Association is a division of House Xumonemar, supervised by the Magistrate of Financials. All new businesses and merchants are required by law to apply for and receive a license of validation by the House Merchant Association before sales. Foreigners seeking to sell in the country must receive a license of foreign sales validation in order to sell legally to native residents.
Language, as a valued art, is considered to be a reflection of one's inner character and class, thus several laws exist surrounding what languages should be spoken and by whom. The "Commonli" tongue is the only language permitted to be spoken by slaves, peasants and merchants. Squires may learn the Blue Tongue but cannot speak it until their official knighting. The Blue Tongue is that spoken by the "Blues," a.k.a. nobility. The Spirit Tongue is considered to be a mark of the gods, so priests and men "divinely touched" speak this language, though they are also permitted to speak Blue Tongue or Purified Commonli when communicating with the non-divine. Magistrates and judges share the Judging Tongue, a stark and legalistic language. The Gold Tongue belongs to the Umbríel, her daughters, the king's secondary wives, their daughters, and all other women of royalty. Finally, the High Tongue is a language considered so divine that only the Duthöth may speak it. While the High Tongue is taught to the Magistrate of Justice, the Embul, women of royalty, and often known by dukes, only the Duthöth is permitted to speak it, and anyone caught breaking this law may be sentenced to death without trial. This is a two-way street--every other language is considered so below the High Tongue that even monarchs caught speaking Gold Tongue have been swiftly impeached, if not outright murdered out of a fit of impassioned indignity in others.
Basic Info
Regarding filling the character sheet: your character can be whatever race, creature, culture, etc., you want. You can even invent new cultures for the races I've made. The only restrictions are that you cannot be a god or god-like entity, you must either pick from the list of temperament traits (there should be thirty, total) or write a general personality description that I can then convert into basic traits. Please only start with 2 primary skills. You can invent skills; I'll look at them and determine if they fit with the world.
Portaits
You may provide your own portrait and there aren't any restrictions. I am, however, offering to paint portraits. Here is an example of my work.
History
Necessary info: where the character grew up (inc. biome) and where they live now. Feel free to put this wherever in the text.
Go ahead and make Gemflors yours. Invent the landscape, home country, civilizations, towns, and everything else that existed in your character's childhood, and where they exist now. I will look everything over but likely if you're reasonable, everything will be permissible. Remember to clearly state what the biome of your character's homeland is, so that I can place them somewhere on the map (for accurate exploration). If you're not interested in creating anything, feel free to pick from any of the pre-existing biomes or nations / cities to place your character and their history.
Inventory & Equipment Slots
The "fancy" character template has a place to record what your character is wearing and carrying. Characters can wear clothing or equipment virtually anywhere on their bodies, I just listed the most common places and some generic accessory spots. Inventory, on the other hand, is limted to 9 unique items (for now, we'll see how it goes). So same items can stack, but different and especially heavy items take up one slot each.
SKills
Please only select 2 skills with new characters.
Names
See hider "Names" below.
Regarding filling the character sheet: your character can be whatever race, creature, culture, etc., you want. You can even invent new cultures for the races I've made. The only restrictions are that you cannot be a god or god-like entity, you must either pick from the list of temperament traits (there should be thirty, total) or write a general personality description that I can then convert into basic traits. Please only start with 2 primary skills. You can invent skills; I'll look at them and determine if they fit with the world.
Portaits
You may provide your own portrait and there aren't any restrictions. I am, however, offering to paint portraits. Here is an example of my work.
History
Necessary info: where the character grew up (inc. biome) and where they live now. Feel free to put this wherever in the text.
Go ahead and make Gemflors yours. Invent the landscape, home country, civilizations, towns, and everything else that existed in your character's childhood, and where they exist now. I will look everything over but likely if you're reasonable, everything will be permissible. Remember to clearly state what the biome of your character's homeland is, so that I can place them somewhere on the map (for accurate exploration). If you're not interested in creating anything, feel free to pick from any of the pre-existing biomes or nations / cities to place your character and their history.
Inventory & Equipment Slots
The "fancy" character template has a place to record what your character is wearing and carrying. Characters can wear clothing or equipment virtually anywhere on their bodies, I just listed the most common places and some generic accessory spots. Inventory, on the other hand, is limted to 9 unique items (for now, we'll see how it goes). So same items can stack, but different and especially heavy items take up one slot each.
SKills
Please only select 2 skills with new characters.
Names
See hider "Names" below.
You will want to remove the asterisk (*) from the [ hr ] tags to get them to work.
Simple Template
Fancy Template
IC Template
Simple Template
[b]Name[/b]:
[b]Race or Species[/b]:
[b]Sex[/b]:
[b]Appearance[/b]:
[b]Age[/b]:
[b]Voice[/b]: (optional)
[b]Clothes[/b]: (optional)
[b]Quirks[/b]:
[b]Interests[/b]:
[b]Disgusts[/b]:
[b]History[/b]: (Be creative! Make up their hometown and everything.)
[b]Temperament Traits[/b]: (one from each category)
[b]Attachment Style[/b]: (optional)
[b]Trade[/b]:
[b]Skills[/b]: (optional)
[b]Pet(s)[/b]: (optional)
Fancy Template
[indent][indent]
[right][color=ff471a][h3][b](#)[/b][/h3][/color][/right]
[/indent][/indent]
[color=c7b477][indent][indent][indent][indent][indent][indent][indent][indent][indent][indent][right][b][h1]Name[img]image URL to accompany name[/img][/h1][/b][/right][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent]
[center]______________________________________________________________________________________
[sub][i]"Quote," title, or byname[/i][/sub]
[img]portrait URL here[/img]
______________________________________________________________________________________[/center][/color]
[center][sup][color=0073e6][i]XP[/i][/color] • [color=99ccff][b]0,000[/b][/color] | [color=cc9900][i]Gold[/i][/color] • [color=ffdf80][b]0,000[/b][/color][/sup][/center]
[indent][indent]
[table]
[row]
[cell][h3][color=c7b477][b][i]Race / Species[/i][/b][/color] here[/h3][/cell]
[cell][h3][color=c7b477][b][i]Sex[/i][/b][/color] ♀ / ♂[/h3][/cell]
[/row]
[/table]
[table]
[row]
[cell][h3][color=c7b477][b][i]Appearance[/i][/b][/color][/h3] [sub]Succinct description of appearance.[/sub][/cell]
[/row]
[/table]
[table]
[row]
[cell][h3][color=c7b477][b][i]Age[/i][/b][/color] #[/h3][/cell]
[cell][h3][color=c7b477][b][i]Voice[/i][/b][/color] brief desc of voice[/h3][/cell]
[/row]
[/table]
[table]
[row]
[cell][h3][color=c7b477][b][i]Trade[/i][/b][/color] here[/h3][/cell]
[cell][h3][color=c7b477][b][i]Skills[/i][/b][/color] here | here | ---[/h3][/cell]
[/row]
[/table]
[table]
[row]
[cell][h3][color=c7b477][b][i]Quirks[/i][/b][/color][/h3][sub]Description of behavioral quirks.[/sub][/cell]
[/row]
[/table]
[table]
[row]
[cell][h3][color=c7b477][b][i]Interests[/i][/b][/color][/h3] [sub]Things interesting.[/sub][/cell]
[/row]
[/table]
[table]
[row]
[cell][h3][color=c7b477][b][i]Disgusts[/i][/b][/color][/h3] [sub]Things disgusting / disliked.[/sub][/cell]
[/row]
[/table]
[table]
[row]
[cell][h3][color=c7b477][b][i]History[/i][/b][/color][/h3] [sub]Thorough historical account. Be creative! Make up their hometown and everything.[/sub][/cell]
[/row]
[/table]
[center][h3][color=c7b477][b][i]Traits[/i][/b][/color][/h3][/center]
[table]
[row]
[cell][sup][center]Intellect[/center][/sup][/cell]
[cell][sup][center]Openness[/center][/sup][/cell]
[cell][sup][center]Motivation[/center][/sup][/cell]
[cell][sup][center]Temper[/center][/sup][/cell]
[cell][sup][center]Emotional Stability[/center][/sup][/cell]
[/row]
[/table]
[center][h3][color=c7b477][b][i]Clothes & Equipement[/i][/b][/color][/h3][/center]
[table]
[row]
[cell](head)[/cell][cell](shoulders)[/cell][cell](arms)[/cell]
[/row]
[row]
[cell](hands)[/cell][cell](chest)[/cell][cell](waist)[/cell]
[/row]
[row]
[cell](hips)[/cell][cell](legs)[/cell][cell](feet)[/cell]
[/row]
[row]
[cell](accessory #1)[/cell][cell](accessory #2)[/cell][cell](accessory #3)[/cell]
[/row]
[/table]
[center][h3][color=c7b477][b][i]Inventory[/i][/b][/color][/h3][/center]
[table]
[row]
[cell]--[/cell][cell]--[/cell][cell]--[/cell]
[/row]
[row]
[cell]--[/cell][cell]--[/cell][cell]--[/cell]
[/row]
[row]
[cell]--[/cell][cell]--[/cell][cell]--[/cell]
[/row]
[/table]
[hr*][hr*]
[/indent][/indent]
IC Template
[indent][indent]
[right][color=ff471a][h3][b](#)[/b][/h3][/color][/right]
[/indent][/indent]
[color=c7b477][indent][indent][indent][indent][indent][indent][indent][indent][indent][indent][right][b][h1]Name[img]image URL to accompany name[/img][/h1][/b][/right][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent]
[center]______________________________________________________________________________________
[sub][i]"Quote," title, or byname[/i][/sub]
[img]portrait URL here[/img]
______________________________________________________________________________________[/center][/color]
[center][sup][color=0073e6][i]XP[/i][/color] • [color=99ccff][b]0,000[/b][/color] | [color=cc9900][i]Gold[/i][/color] • [color=ffdf80][b]0,000[/b][/color][/sup][/center]
[indent][indent]
This is the post body This is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post bodyThis is the post body[/indent][/indent]
[hr*][hr*][center][sub][color=cc3300][i]Actions Spent:[/i][/color] [b]--[/b] | [color=cc3300][i]Attacks Spent:[/i][/color] [b]--[/b][/sub][/center][hr*][hr*]
I'm not going to be a stickler over names myself, but if you'd like to really immerse your character in the world that already is, below are lists of name roots and modifiers to play around with. Basically, you'd just pick a root or two respective of your character's race, splice them however you want together, then slap on a modifier. Tadah!
Sadly, I do not have a list for the gegherun. Feel free to name them something cool and dragon-y. :)
Stodman
F
Fraelis (bloom / yellow), ruy (plum), ano (cherry), morr (dusky blue; velvet; submissive), euen (reserved or shy), daelis (navy or wooden), azizo (cunning), somenth (duty), lerr (wild), buanta (bursting, as fruit), pesticco (thin), etzyobin (the blush pink of plums), ecceforleli (bushy, lush foliage), opala (pearl), viraen (green), culus (flowing), tenuldaen (dark, of complexion), rusbus (ruby), sola (sun), deis (goddess), beto (glad), bunne (blessed), bellaen (beautiful), dainaen (nimble, like a doe), talsi (born under logs), invama (jealous; ill-tempered), azuril (sky blue)
M
Siccos (steadfast, as trees), torsos (brawny, as oxen), falos (golden, of complexion), dilis (careful), sophaen (wise), eltsos (tall; stately), dictsarsos (of the blessed), deinshizos (dark, of hair; sultry), bette (jolly), joman (everlasting), onnesas (of the world), jaccos (braggart), sccaen (clown), xerpharmi (living far away), auctamos (leader)
Org
F
hinhona (like a doe), reembaggas (rainbow), jek (brooding), levand (sprightly), oliva (color), eukalyptig (eucalyptus tree), knottas (burgeon), vardig (dignified), fjoril (butterfly), helvor (hell), kurr (bird), lissom (nimble), pepparn (soft light grayish-brown), duva (dove), rodes (powder pink)
M
stark (strong), knande (like a knave), damprul (muted, of color), oliva (color), onsk (sneak), klumpir (hulking; clumsy), pig (agile), thane (powerful; leaderly), hjorus (handsome, like a stag), vintegren (everlasting)
Ragdh
F
mju (soft, as pelt), mjoy (slender), jota (swift), appelsina (fiery; red), athen (attentive), tælani (seduction), eldamar (fiery; temperamental), stjor (star), tungo (moon), yol (sun), vern (protection), mogn (mother), bera (bear), ber (berry), fallas (beautiful), ilya (wretched), litruras (a small fox), minnka (diminutive), kandi (crystal), heil (saint), blor (blue, as regret), fovn (hope)
M
jyoko (jaw), slun (crafty), bog (a bowman), heil (saint), uljonarnas (bright light, as from a beacon), srilaum (skulk), skugdim (shadow), kull (glacier), svar (black), goldronorn (magical; blessed; lucky), magn (resourceful), peppin (lucky), blor (blue, as regret), tungo (moon), Svesson (mushroom), bondi (worker), fovn (hope)
Ennen
F
baradh (rutabaga), roojin (knot), dagheed (sapling), xushdaga (great big tree), riigheed (willow tree), qoritoo (carvings), balduqsi (a large, beautiful beetle), duud (purple), tiin (shine), jiliburr (rolling hills), muurogo (sad), baqun (many), axsaan (cheerful), sho'aqo (labor), habad (gold), siln (silk), geemanna (lavender), dheeminka (hunter), gawawinn (swirl), yadoos (maternal), naandoo (sour, as in disagreeable), boodh (detestable)
M
alwaax (stiff), dagheed (sapling), xushdaga (great big tree), webi (river), dhulka (ground), gahaxar (limber), gurris (predatory), sooji (charm), naandoo (sour, as in disagreeable), roojin (knot), gawawinn (swirl), sanaan (sleek), boodh (detestable), soodi (garrulous), xidad (root)
Aphmayun
F
tau (lion), phiri (wolf), yanalan (rabbit), meerganga (stubborn), tsatsi (sun), ebo (joy), lichees (burnt), mollo (fire), thabon (small hills), mentha (heather), etalela (lavender), marelol (prickle), boloko (bitter), limas (loud), tseng (dainty), bol (ball), muunus (orange), epotse (hope), ooeli (moon), naleli (star), shobas (black), leseli (light), ulan (harvest), nona (snake), qoaha (horse), gaol (love)
M
tau (lion), yanalan (rabbit), meerganga (stubborn), tsatsi (sun), mollo (fire), limas (loud), khalam (impress), beltoor (impose), hlaha (wild), longlih (shame), elmoel (useful), hlohonoso (to bless), shobas (black), marelol (prickle), mentasi (fang), lelera (to wander), ruun (bitter, as in grudging), thabon (small hills)
Occ
All words are unisex.
kaarkar (falcon), korokodil (crocodile), skala (sear), gocoro (scale), asman (sky), enlerdi (maternal; motherly), ruuto (bear), dukduk (violence), juuer (brave), baldabu (sagebrush), jasil (jade), derge (to skulk), jardizik (starlight), zik (light), umu (hope), danab (great), askul (warrior), unctuukul (terrible), jekol (reserved), tattuu (sweet), urumuk (charcoal)
Hyphens are indicative of where the word attaches to the root-derived name. A lack of hyphens means the modifier can be put anywhere. Put all of them wherever though.
Stodman
A- (a spray / foam), za- (off of, or by; from), -inglos (of heaven), -inko (produced; out of), -li (sustained; being), az- (with), o (genitive; my), -via (the way of/to), -nos (against; contrary), yo (nearby; close to), vol (of), -un (noun to verb; present participle; gerund; suffix), yor- (comparative affix), -ea (feminine; floral connotations), Dan- (masculine; of complexion), -e (infinite present suffix)
Org
men- (genitive; my), stuu (genitive; associated to), -bunca (preposition; of, by, below), kara- (proposition; without, despite), ton (proposition; in, of, upon), ja (present participle), tuu- (gerund), kop (comparative), kir (negative comparative), ulu (son of; masculine), izi (daughter of; masculine), gondon (preposition; born of, arising out of)
Ragdh
borinn (genitive; my), þinn (genitive; associated to), me (preposition; of, by, below), án (proposition; without, despite), af (proposition; in, of, upon), on (present participle), æra (gerund), stær (comparative), ekær (negative comparative), lonar (son of; masculine), mottir (daughter of; masculine), úr (preposition; born of, arising out of)
Ennen
myn- (genitive; my), -joun (genitive; associated to), ondek (preposition; of, by, below), sond- (proposition; without, despite), op (proposition; in, of, upon), -is (present participle), -eer (gerund), -ot (comparative), -it (negative comparative), seun (son of; masculine), oma (daughter of; masculine), uit (preposition; born of, arising out of)
Aphmayun
mau (genitive; my), dau (genitive; associated to), des (preposition; of, by, below), -anais (proposition; without, despite), air (proposition; in, of, upon), ionn (present participle), -noch (gerund), moth (comparative), too (negative comparative), tuc (son of; masculine), ighi (daughter of; masculine), agas (preposition; born of, arising out of)
Occ
en (genitive; my), kal (genitive; associated to), kile (preposition; of, by, below), tilum (proposition; without, despite), itt (proposition; in, of, upon), nan (present participle), rral- (gerund), piya- (comparative), -lai (negative comparative), mak (son of; masculine), mak (daughter of; masculine), vos (preposition; born of, arising out of)
Sadly, I do not have a list for the gegherun. Feel free to name them something cool and dragon-y. :)
Name Roots
Stodman
F
Fraelis (bloom / yellow), ruy (plum), ano (cherry), morr (dusky blue; velvet; submissive), euen (reserved or shy), daelis (navy or wooden), azizo (cunning), somenth (duty), lerr (wild), buanta (bursting, as fruit), pesticco (thin), etzyobin (the blush pink of plums), ecceforleli (bushy, lush foliage), opala (pearl), viraen (green), culus (flowing), tenuldaen (dark, of complexion), rusbus (ruby), sola (sun), deis (goddess), beto (glad), bunne (blessed), bellaen (beautiful), dainaen (nimble, like a doe), talsi (born under logs), invama (jealous; ill-tempered), azuril (sky blue)
M
Siccos (steadfast, as trees), torsos (brawny, as oxen), falos (golden, of complexion), dilis (careful), sophaen (wise), eltsos (tall; stately), dictsarsos (of the blessed), deinshizos (dark, of hair; sultry), bette (jolly), joman (everlasting), onnesas (of the world), jaccos (braggart), sccaen (clown), xerpharmi (living far away), auctamos (leader)
Org
F
hinhona (like a doe), reembaggas (rainbow), jek (brooding), levand (sprightly), oliva (color), eukalyptig (eucalyptus tree), knottas (burgeon), vardig (dignified), fjoril (butterfly), helvor (hell), kurr (bird), lissom (nimble), pepparn (soft light grayish-brown), duva (dove), rodes (powder pink)
M
stark (strong), knande (like a knave), damprul (muted, of color), oliva (color), onsk (sneak), klumpir (hulking; clumsy), pig (agile), thane (powerful; leaderly), hjorus (handsome, like a stag), vintegren (everlasting)
Ragdh
F
mju (soft, as pelt), mjoy (slender), jota (swift), appelsina (fiery; red), athen (attentive), tælani (seduction), eldamar (fiery; temperamental), stjor (star), tungo (moon), yol (sun), vern (protection), mogn (mother), bera (bear), ber (berry), fallas (beautiful), ilya (wretched), litruras (a small fox), minnka (diminutive), kandi (crystal), heil (saint), blor (blue, as regret), fovn (hope)
M
jyoko (jaw), slun (crafty), bog (a bowman), heil (saint), uljonarnas (bright light, as from a beacon), srilaum (skulk), skugdim (shadow), kull (glacier), svar (black), goldronorn (magical; blessed; lucky), magn (resourceful), peppin (lucky), blor (blue, as regret), tungo (moon), Svesson (mushroom), bondi (worker), fovn (hope)
Ennen
F
baradh (rutabaga), roojin (knot), dagheed (sapling), xushdaga (great big tree), riigheed (willow tree), qoritoo (carvings), balduqsi (a large, beautiful beetle), duud (purple), tiin (shine), jiliburr (rolling hills), muurogo (sad), baqun (many), axsaan (cheerful), sho'aqo (labor), habad (gold), siln (silk), geemanna (lavender), dheeminka (hunter), gawawinn (swirl), yadoos (maternal), naandoo (sour, as in disagreeable), boodh (detestable)
M
alwaax (stiff), dagheed (sapling), xushdaga (great big tree), webi (river), dhulka (ground), gahaxar (limber), gurris (predatory), sooji (charm), naandoo (sour, as in disagreeable), roojin (knot), gawawinn (swirl), sanaan (sleek), boodh (detestable), soodi (garrulous), xidad (root)
Aphmayun
F
tau (lion), phiri (wolf), yanalan (rabbit), meerganga (stubborn), tsatsi (sun), ebo (joy), lichees (burnt), mollo (fire), thabon (small hills), mentha (heather), etalela (lavender), marelol (prickle), boloko (bitter), limas (loud), tseng (dainty), bol (ball), muunus (orange), epotse (hope), ooeli (moon), naleli (star), shobas (black), leseli (light), ulan (harvest), nona (snake), qoaha (horse), gaol (love)
M
tau (lion), yanalan (rabbit), meerganga (stubborn), tsatsi (sun), mollo (fire), limas (loud), khalam (impress), beltoor (impose), hlaha (wild), longlih (shame), elmoel (useful), hlohonoso (to bless), shobas (black), marelol (prickle), mentasi (fang), lelera (to wander), ruun (bitter, as in grudging), thabon (small hills)
Occ
All words are unisex.
kaarkar (falcon), korokodil (crocodile), skala (sear), gocoro (scale), asman (sky), enlerdi (maternal; motherly), ruuto (bear), dukduk (violence), juuer (brave), baldabu (sagebrush), jasil (jade), derge (to skulk), jardizik (starlight), zik (light), umu (hope), danab (great), askul (warrior), unctuukul (terrible), jekol (reserved), tattuu (sweet), urumuk (charcoal)
Name Modifiers
Hyphens are indicative of where the word attaches to the root-derived name. A lack of hyphens means the modifier can be put anywhere. Put all of them wherever though.
Stodman
A- (a spray / foam), za- (off of, or by; from), -inglos (of heaven), -inko (produced; out of), -li (sustained; being), az- (with), o (genitive; my), -via (the way of/to), -nos (against; contrary), yo (nearby; close to), vol (of), -un (noun to verb; present participle; gerund; suffix), yor- (comparative affix), -ea (feminine; floral connotations), Dan- (masculine; of complexion), -e (infinite present suffix)
Org
men- (genitive; my), stuu (genitive; associated to), -bunca (preposition; of, by, below), kara- (proposition; without, despite), ton (proposition; in, of, upon), ja (present participle), tuu- (gerund), kop (comparative), kir (negative comparative), ulu (son of; masculine), izi (daughter of; masculine), gondon (preposition; born of, arising out of)
Ragdh
borinn (genitive; my), þinn (genitive; associated to), me (preposition; of, by, below), án (proposition; without, despite), af (proposition; in, of, upon), on (present participle), æra (gerund), stær (comparative), ekær (negative comparative), lonar (son of; masculine), mottir (daughter of; masculine), úr (preposition; born of, arising out of)
Ennen
myn- (genitive; my), -joun (genitive; associated to), ondek (preposition; of, by, below), sond- (proposition; without, despite), op (proposition; in, of, upon), -is (present participle), -eer (gerund), -ot (comparative), -it (negative comparative), seun (son of; masculine), oma (daughter of; masculine), uit (preposition; born of, arising out of)
Aphmayun
mau (genitive; my), dau (genitive; associated to), des (preposition; of, by, below), -anais (proposition; without, despite), air (proposition; in, of, upon), ionn (present participle), -noch (gerund), moth (comparative), too (negative comparative), tuc (son of; masculine), ighi (daughter of; masculine), agas (preposition; born of, arising out of)
Occ
en (genitive; my), kal (genitive; associated to), kile (preposition; of, by, below), tilum (proposition; without, despite), itt (proposition; in, of, upon), nan (present participle), rral- (gerund), piya- (comparative), -lai (negative comparative), mak (son of; masculine), mak (daughter of; masculine), vos (preposition; born of, arising out of)
These are traits that serve as the base for a character's personality. Basically characters would be expected to be role played according to their traits (however you interpret them), and any desired changes to these could be made over time. Traits can be selected (one from every category in gold, under the bolded subcategories) or, if you like, you can send me your proposed character's personality and I can try to transform that into traits. There should be 30 total traits to select from.
Open-minded Traits
Close-minded Traits
Creative Traits
Non-Creative Traits
Disciplined Traits
Impulsive Traits
Agreeable Traits
Disagreeable Traits
Stable Traits
Erratic Traits
List of Traits
:Intellect:
Open-minded Traits
- Free-thinking character is in a constant state of reform and thought
- Grounded character is open to all possibilities and changes, but keeps their own beliefs
- Idealistic character keeps a free mind, but believes in set possibilities
Close-minded Traits
- Immutable character is staunchly opposed to new concepts, change and newness
- Stubborn character is closed to most new ideas and changes
- Stern character can be persuaded, but believes in set possibilities
:Openness:
Creative Traits
- Visionary character likes to live outside boxes and challenge their intellect
- Speculative character enjoys artful recombination and simple intellectual discourse
- Moderate character can appreciate art and experiment, but tends to avoid it themselves
Non-Creative Traits
- Reactionary character prefers everything to remain the same and hates new experiences
- Traditional character likes how things are and dislikes artful recombination and innovation
- Realistic character enjoys how things are, but can appreciate some forms of art & new concepts
:Motivation:
Disciplined Traits
- Dutiful character is motivated and eagerly active, capable of full self-control
- Reliable character is motivated and active, capable of self-control
- Determined character is fairly motivated but enjoys splurging occasionally
Impulsive Traits
- Licentious character is discouraged and incapable of restraining themselves
- Flakey character is unmotivated and has difficulty controlling impulses
- Spontaneous character is mildly motivated but prefers impulsive pleasure to labor
:Temper:
Agreeable Traits
- Understanding character is empathetic, considerate, cooperative, and trusting, seeking a united social harmony
- Sympathetic character is empathetic and cooperative, but not overly considerate or trusting, seeking their own brand of social harmony
- Obliged character is empathetic but submissive, lacking consideration, spine, trust, and tending to avoid social scenarios
Disagreeable Traits
- Contentious character can be actively destructive and quarrelsome, is selfish and distrustful, doesn't take orders, and tends to lie, blame shift, and avoid personal responsibility
- Rude character is rebellious and apathetic, distrustful, selfish, and often instigates conflict
- Meek character is passive and mildly empathetic, lacking consideration, trust, and tending to lie, be passive aggressive, or play devil's advocate
:Emotional Stability:
Stable Traits
- Stalwart character understands their emotional self and is capable of looking in from without high-intensity scenarios
- Easy-going character has expectations regarding others and has good emotional control as long as those expectations are met
- Frivolous character looks to the feelings of others for stability and has a small understanding of their emotional self
Erratic Traits
- Volatile character lacks emotional control or awareness and blows up at the drop of a hat
- Fickle character becomes distraught in high-intensity scenarios and tends to bottle their feelings, resulting in outbursts
- Needy character expects others to cater to their feelings and has a small understanding of their emotional self
Skills will be role played. There are no stats and thus skills don't affect any. Instead, skills are a reflection of what your character is capable of and what they will have a higher chance of being able to accomplish. Some skills are limited by race, and all skills will be tiered. I'll add info on that later (for now, you may type in e.g. 'Basic Weaponry 1' in the character sheet). More advanced tiers will improve technical proficiency and or scope of knowledge in selected skills. Please only pick or invent 2 when just starting out.
Universal Skills; Tier 1
Stodman Skills; Tier 1
Org Skills; Tier 1
Ragdh Skills; Tier 1
Ennen Skills; Tier 1
Aphmayun Skills; Tier 1
Occ Skills; Tier 1
Gegherun Skills; Tier 1
Sympi Skills; Tier 1
Mormagi Skills; Tier 1
Marospire Skills; Tier 1
(Note: all marospire have the ability to "possess" porous material and fresh corpses. It is a natural ability. Without a body viewable on the typical light spectrum however, they cannot be heard without utilizing a corpse, machine, or learning the below skill.)
As one's proficiency in their chosen form of magic goes up, new spells are learned. More to be added soon.
Players are free to come up with their own spells, too. Does your thaumaturgist or loch/lochess have a signature spell they've worked hard to invent and are eager to show off? Don't be afraid to shake things up; mention what you have in mind!
Mirabilia
Tier 1
Atermagia
Tier 1
Universal Skills; Tier 1
- Basic Weaponry inc. daggers, swords, clubs, short bows, crossbows, etc.
- Hand-to-hand
- Nimble great motor coordination--fast, light, and agile on one's feet
- Detection ability to notice environmental subtleties
- Craftsmanship simple crafting--beer, molotovs, weaving, etc.
- Engineering mechanical creation & use knowledge
- Alchemy
- Mirabilia the ability to wield miracles; spell list below.
- Lockpicking
- Sleight of Hand
- Stealth ability to move quietly
- Navigation navigational knowledge--star reading, etc.
- Survival trap, tent, fire, and net making. hunting.
- Nature knowledge of flora, wild scents, fauna, & home biome
- Atermagia possessive or "unlucky" magic; spell list below.
- Eloquence proficiency with words & persuasion; also good for haggling or intimidation
- Multilingual can speak multiple languages (please specify which ones in History or Skills)
Stodman Skills; Tier 1
- Extoriatus ability to wield sound
Org Skills; Tier 1
- Intimidating you are large and frightening (ineffective against larger entities)
Ragdh Skills; Tier 1
- Insulated natural hair growth and thick skin keep you warm in cold climes
Ennen Skills; Tier 1
- Husbandry ability to deftly interact with wildlife
Aphmayun Skills; Tier 1
- Flexible capable of withstanding hard hits & squeezing through tight spaces
Occ Skills; Tier 1
- Toxic your bite is venomous
- Intimidating you are large and frightening (ineffective against larger entities)
Gegherun Skills; Tier 1
- Camouflage you can change the pigment and texture of your skin to match the surroundings
- Elemental Breath you have the capacity to exhale one of various elements from your mouth
- Intimidating you are large and frightening (ineffective against larger entities)
Sympi Skills; Tier 1
- Dead Eyes you take advantage of your corpse-like appearance to inject horror in the non-infected
- Infectious you look almost the same as before your disease (incompatible with above skill)
Mormagi Skills; Tier 1
- Long "Life" your body cures itself of ailment, including age
- Immunity you are immune to most toxins
Marospire Skills; Tier 1
(Note: all marospire have the ability to "possess" porous material and fresh corpses. It is a natural ability. Without a body viewable on the typical light spectrum however, they cannot be heard without utilizing a corpse, machine, or learning the below skill.)
- Recycler the gases you ingest are voided into the atmosphere as special food causing plants to rapidly grow
- Hidden God you have learned how to simulate a quiet voice on the soundwave frequency, allowing for non-marospire to hear you without your wearing a skin
♦ Magic Spells & Tiers ♦
As one's proficiency in their chosen form of magic goes up, new spells are learned. More to be added soon.
Players are free to come up with their own spells, too. Does your thaumaturgist or loch/lochess have a signature spell they've worked hard to invent and are eager to show off? Don't be afraid to shake things up; mention what you have in mind!
Mirabilia
Tier 1
- Hot Flash raises surrounding temperature by a few degrees
- Chilly Weather lowers surrounding temperature by a few degrees
- Bellows a strong gust rolls in
- Chirping Glass a high-pitched frequency causes glass to shatter
- Cobwebs expedites the aging process slightly
- Iron Fist physical attacks hit harder temporarily
- Sealant a clear substance scabs up cuts and seals them
- Waterproof water can't soak in
- Fireproof fire can't burn up
- Abundance slightly expedites the "fruit-bearing" stage of life
- Well Again regeneration
Atermagia
Tier 1
- Bloodhound senses nearby presences
- Mirror Wall an intangible light-reflective wall surrounds the user, rendering them partially invisible while still
- Soulfood soak up remnant energies in the air to fuel expedited healing
- Sleep Well creates an airless, asphyxiating vacuum near user's hands
- Afterlife animate insect corpses and small objects
After characters have been accepted and the IC introductory post submitted, players are free to post. Posting order is determined by those who can post quickest, serving as a type of "initiative." Please record where you are in the order and try to keep it recorded on your character posts. It is okay to post out of order outside of puzzles, challenges, combat, etc., but within those scenarios we will take an ordered approach and need those numbers.
The best way to think of it might be as rounds and turns. After the introduction and everyone has posted once, I'll post the "consequences" to everyone's chosen actions, if any are made. Then a new round will start beginning with the first poster, ending with me, and so on.
The best way to think of it might be as rounds and turns. After the introduction and everyone has posted once, I'll post the "consequences" to everyone's chosen actions, if any are made. Then a new round will start beginning with the first poster, ending with me, and so on.
With one of the primary starting elements being exploration, I have created a map (it is currently in the middle of being painted, so what is shown here is merely the sketch). The main reason I need to know which biome every character is located is so I can place them on the map for exploration. I'll explain how exploration works below.
When you decide to have your character explore, all you'll need to provide are directions somewhere in your IC post.
If Margdh is located in Heil and decides to move west, I'll know where she is heading on the map and be able to reveal new locations to her accordingly. Depending on how long she decided to keep heading west, she would discover more or less of the map. If you do not specify the direction your character is heading, or they aren't aware of where they're going themselves, I will randomly determine which direction the character is heading. New locations can also be revealed via maps examined IC, if such things are discovered. All new locations will be shown here after every other round or so, and newly discovered nations / races / whatever will also be updated in their respective tabs.
Note: The mechanics for exploration are a bit of an experiment, so subject to change (for instance, the next Act might see a different exploration model entirely).
Gemflors
When you decide to have your character explore, all you'll need to provide are directions somewhere in your IC post.
E.g. "Margdh leaned onto her feet from the wicker chair. She swept her eyes across the old estate once more. This was the day, she determined. Margdh straightened the collar of her doublet. This was going to be the day! she asserted, and took step down her porch. Nodding, she took another step, and more, until she was already half down the worn trail leading to the woods. Yes, she thought, sucking in the brisk morning chill, she was heading west."
If Margdh is located in Heil and decides to move west, I'll know where she is heading on the map and be able to reveal new locations to her accordingly. Depending on how long she decided to keep heading west, she would discover more or less of the map. If you do not specify the direction your character is heading, or they aren't aware of where they're going themselves, I will randomly determine which direction the character is heading. New locations can also be revealed via maps examined IC, if such things are discovered. All new locations will be shown here after every other round or so, and newly discovered nations / races / whatever will also be updated in their respective tabs.
Note: The mechanics for exploration are a bit of an experiment, so subject to change (for instance, the next Act might see a different exploration model entirely).
In combat only, we'll be posting in order and each person will have 1 Attack -or- 2 Action moves per post. This means posts might get a little shorter during those periods. You can post big if you want, but you'll still only be allowed 1 Attack or 2 Actions per post. Attacks are hostile actions (either your attack or an attack on you), while Actions are any non-aggressive act taken while in combat.
Attack Point Deducting Moves:
Literally any action intended to inflict severe physical harm on another character or GM-created NPC.
Action Point Deducting Moves:
Casting defensive spells
Exchanging weapons
Reaching for weapons
Bandaging wounds
Defensive maneuvers (including dodges)
Reasonable outcomes
-------------------------------------------------------------------
Example:
#1: Aurora knew he was only talking smack. She waited a moment, then threw a punch at Jonathon.
-1 Attack point. (Thrown punch)
#2: Jonathon caught a flinch and started backward, instinctively raising his arms.
-1 Action point. (Defensive maneuver)
GM: Aurora knows hand-to-hand fighting and Jonathon doesn't, so Aurora manages to punch his chest with a little knockback.
#1: Aurora, momentarily surprised by her hit, stared at Jonathon. His guard was down. She withdrew her knife and aimed for his throat.
-1 Attack point. (Knife attack)
#2: Aurora's punch sent Jonathon backward and off balance. As he dropped to his back, a gleam met his eye. Again, his arms drew up.
-2 Action points. (Reasonable outcome & defensive maneuver)
GM: Aurora swings with the knife in-hand but misses as Jonathon falls flat on his back.
-------------------------------------------------------------------
Again, while you can draw these scenes out into a paragraph or two, posts may get shorter during combat scenarios. Not necessarily this short (that's up to you), but either way only 1 Attack or 2 Actions will count in every combat post. This is to help regulate combat and ensure some degree of realism and fairness.
In summary, when combat is triggered two events will take place:
1) Players will begin to post in order according to the number they should have recorded on their Character Sheet or IC posts.
2) All characters involved in the combat will only be allowed 1 Attack -or- 2 Actions per post to deal with the encounter.
Attack Point Deducting Moves:
Literally any action intended to inflict severe physical harm on another character or GM-created NPC.
Action Point Deducting Moves:
Casting defensive spells
Exchanging weapons
Reaching for weapons
Bandaging wounds
Defensive maneuvers (including dodges)
Reasonable outcomes
-------------------------------------------------------------------
Example:
#1: Aurora knew he was only talking smack. She waited a moment, then threw a punch at Jonathon.
-1 Attack point. (Thrown punch)
#2: Jonathon caught a flinch and started backward, instinctively raising his arms.
-1 Action point. (Defensive maneuver)
GM: Aurora knows hand-to-hand fighting and Jonathon doesn't, so Aurora manages to punch his chest with a little knockback.
#1: Aurora, momentarily surprised by her hit, stared at Jonathon. His guard was down. She withdrew her knife and aimed for his throat.
-1 Attack point. (Knife attack)
#2: Aurora's punch sent Jonathon backward and off balance. As he dropped to his back, a gleam met his eye. Again, his arms drew up.
-2 Action points. (Reasonable outcome & defensive maneuver)
GM: Aurora swings with the knife in-hand but misses as Jonathon falls flat on his back.
-------------------------------------------------------------------
Again, while you can draw these scenes out into a paragraph or two, posts may get shorter during combat scenarios. Not necessarily this short (that's up to you), but either way only 1 Attack or 2 Actions will count in every combat post. This is to help regulate combat and ensure some degree of realism and fairness.
In summary, when combat is triggered two events will take place:
1) Players will begin to post in order according to the number they should have recorded on their Character Sheet or IC posts.
2) All characters involved in the combat will only be allowed 1 Attack -or- 2 Actions per post to deal with the encounter.
Characters will gain experience for most things they do (there's a place to record the numbers on the fancy character sheet). Experience can be saved up and spent like currency on new skills, advancement of skills, and the changing of traits. In combat scenes, the awarding of experience will be saved until after the conflict is over.
Experience Gains
Learning Something New
Successful Action
Successful Social Interaction
Discovering New Territory
Entering a New Settlement
Meeting Someone New
Using a Skill
Completion of a Goal
Solving a Puzzle or Riddle
Crafting an Item
Enchanting an Item
Training a Skill
And more...
Experience Purchases
New Skill : 1x - 4,000XP
Skill Advancement : 2nd Tier - 1,500XP
Skill Advancement : 3rd Tier - 2,500XP
Skill Advancement : 4th Tier - 4,000XP
Skill Advancement : 5th Tier - 6,000XP
Trait Change : 1x up or down within same category - 2,000XP
Experience Gains
Learning Something New
Successful Action
Successful Social Interaction
Discovering New Territory
Entering a New Settlement
Meeting Someone New
Using a Skill
Completion of a Goal
Solving a Puzzle or Riddle
Crafting an Item
Enchanting an Item
Training a Skill
And more...
Experience Purchases
New Skill : 1x - 4,000XP
Skill Advancement : 2nd Tier - 1,500XP
Skill Advancement : 3rd Tier - 2,500XP
Skill Advancement : 4th Tier - 4,000XP
Skill Advancement : 5th Tier - 6,000XP
Trait Change : 1x up or down within same category - 2,000XP