I'll take the open slot for the island of Pyandonea!
Nation: Pyandonea
History: For more than an era, the Maormer have lived on their island kingdom apart from man and mer. Their last venture into Tamriel ended with defeat at the hands of the combined Dominion and Imperial navies. It was ultimately the rebellious pride of the Maormer which caused internal struggles as faith in the immortal King Orgnum waned. Like his naval campaigns upon the shores of Summerset, he employed diverse tactics to stifle the dissenters. Unlike his naval campaigns, however, Orgnum was successful in this, and a once again united Pyandonea emerged. His reunited island needed time to lick the wounds from their crushing defeat and the near civil war. Alone and isolated, it would be a long time for them to recover. Fortunately, Orgnum had no pressures of time. Striving to rebuild their once powerful navy, the Maormer have taken great pains to remain elusive and secluded to the world. They have grown their numbers and navy once again, hoping to fill the horizons with the chitinous outlines of their ships. The markedly alien flags and banners, to Tamrielic eyes, fly at the tops of their boats and in the hands of their armies. The cataclysmic storm which marked their near destruction almost wiped out their sea beasts, and the last era was spent cultivating their numbers as well. Ideas of expanding his rule has not left King Orgnum's mind in all of these years, and his defeat by both men and mer has leveled out his approach to either of them. In recent years the Maormer have probed the world for news on the state of Tamriel, waiting for the right time to reintroduce themselves. The present, Orgnum concluded, is a time ripe for the Maormer to return.
Leadership: Dictatorship. (Orgnum ; High Admiral ; Author; Grand Priest)
King Orgnum - Eccentric and determined king of the Maormer. Myth states that he is actually an incredibly wealthy Aldmer noble exiled from Aldmeris for rebelling against the government. Orgnum is a deathless wizard whom seems to only grow more youthful by the century, and has always resided over the Pyandonean island from the moment of his exile.
Hierdan "Five Tongues" Nemuar - King Orgnum's translator, fluent in the Pyandonean language, the language of Atmora, Tamriel, and Akavir. His "fifth" tongue is one fluent in snake dung, as the saying goes. A jovial and tall man, Hierdan accompanies the King most everywhere.
High Admiral Uldindol - First in command (Second to Orgnum) of the Navy, it was he who convinced Orgnum to reinforce the slowest and heaviest ships for serpent leashes to be attached. Thus, the largest and heaviest ships of his command have speed near the middling ships without sacrificing too much of their firepower and capacity.
Grand Priest Aayandorin - Head of the religious fanatics known as the Satakanimeri, whom worship Orgnum as the snake god. Aayandorin is devoted to two things in particular: religion, Orgnum, and magic. Some may argue that those are three things, but they would have to argue with Aayandorin's special vipers. Full of energy and pious fervour, the Maormer is an exceptionally skilled practitioner of the arts. It is said that he prefers to communicate in the serpentine language, whether there is one or not is up to debate.
Irweni Standess - The "Author" of the Sanguine Pens, Irweni relishes in the kill. Her vampiric status aside, Irweni has always been bloodthirsty, but cunning and masterful in her work. She is a cold individual whom thirsts for vengeance as much as Orgnum does. In this, he trusts her.
------------------------------------------------------------------------------------Allegiance: Independent.
------------------------------------------------------------------------------------Military: Heavily Naval. The Maormer have always relied on their prowess at sea to keep other races at from their shores and to take the fight outside of home. In defense, they employ their control over the serpents, local sea creatures, and a barrage of mist storms to keep foreign navies out. On the ground, Pyandonea has a army like every other nation, but has focused heavily on serpentine magic recently.
The Sanguine Pens are Orgnum's assassin networks. Their name is derived from a comment that they are comprised of vampires and the pen a vampire writes with is called death. The highest echelons of this order are, indeed, heavily populated with vampires and have cross trained with the Satakanimeri. Irweni Standess is the cold hearted vampire in charge of the Pens, responsible for the slow acceptance of vampirism in Pyandonean culture. Under her leadership, Orgnum's political enemies, which crop up from time to time, have been "written" out of the picture.
Pyandonean Navy: The chitinous fleet with membranous sails and the ever alien looking banner of the Maormer. Since the destruction of his last navy, in which Maormer vessels were equal to about two Altmer vessels, Orgnum has commissioned a heavier fleet of ships. Totaling three hundred vessels, the navy is focused on bringing armour and firepower to the seas. The marvellously complex ships are bolstered by serpentine propulsion and the fleet is afforded greater, if not incredible, speed. His greatest accomplishments are twelve massive and completely enclosed ships designed to drop troops on the shores of his enemies. To propel these ships Orgnum has mages deep in their bowels controlling serpents, as they have no sails.
The Navy is comprised of eighty scout ships, sixty ramming/boarding boats, eighty frigates, sixty cruisers, and twenty heavy cruisers.
Pyandonean Army: Due to the nature of the island, and its highly naval inclinations, the army is actually a subsect of the navy. Without a history of grand land wars and tacticians to rely on, the army focuses on overwhelming the enemy with their magics and then rushing the distracted, poisoned, constricted, and otherwise helpless foes. While not weak fighters, the army is not one of any legend or grand history, other than repeatedly sacking the coasts of the Dominion. True to their history, they have focused on landing naval sieges, destroying essential supply lines, and looting heavily. The army is not overly concerned with controlling an area out of some sense of military tradition. Once it is taken, they'll fill it with snakes and move on to the next target.
Satakanimeri - Religious zealots lead by Aayandorin tasked with perfecting serpentine magics for war. Orgnum's worshipers have branched into naval and land magic specialties, commanding poisonous serpent and might constrictors as well. Their studies have ventured into attempts to evolve some of the monstrous sea beasts into a land faring species, and spearhead assaults and sieges with them. This order provides the priests whom command the naval beasts for propulsion of Orgnum's fleet, and the priests who overwhelm enemies by summoning vast numbers of snakes on the battlefield.
------------------------------------------------------------------------------------Culture/society: Maormer are a chameleon skinned white, empty, eyed race of Mer. When their skin is not changing to their environment, it is nearly as pale as their eyes, making it difficult to distinguish vampires among them. Steeped in magic and religion, the culture of Pyandonea has even further diverged from their ancestors without outside influence, and many younger members of society have no memories of a world outside of the island. The island boasts vegetation infested plateaus and oceanic valleys pridefully untainted by outsider's feet. Independent and still bearing strong feelings of isolationism, the Maormeri prefer to keep their land theirs. Their society is prideful and can regale its history directly back to Aldmeris. Serpentine themes have risen to prominence in many aspects of life such as architecture, ship design, armour. Pyandonean people feel that they themselves have the "spirit of the serpent" whom was once trodden on and has raised its head to lash at its enemies. The Maormeri ability to change skin colour with their environment has lead some Maormeri to compliment themselves with Sanguinare Vampiris' final stage for more... sinister intrigues. This, isolationist pride, and the politics of Pyandonea have given rise to a branch of Orgnum's rule peopled by vampire assassins. Maormeri have learned to exercise caution in the shade and at night, though they have grown tolerant of vampires as time has gone on.
Religiously, they adhere Aldmeri tradition. While their worship of the ancestor spirits, has been in decline, it is still present and mixed with the new serpentine themes in their religion has adopted in its isloation. Recognition of Orgnum as the serpent god Satakal has taken root, evidently established as truth from rumours long ago.
"Lyrkhat-the-Corrupted"
"Imagine yourself two ancient Circular-Serpents. One of them was called Anurbis and the other was called Pyan-Do-Mai. They whirled in the [void? sea? sand?], seizing their own tails, because they were [hungry? blind? confused?]. The Current was not present yet, as we now know it. Then suddenly Circular-Serpents united (because they wanted to), and out of them crawled, whirling, Saroth-of-Deeps, a swimming serpent, and Ashada-of-Winds, a flying serpent, and yet they looked young. Following them Magash-the-Buildress crawled, the first of the Colorful-Serpents, and she was so bright that few could look at her. Then appeared many others (Daba and Stken and Taratar-the-Protector and Janak-the-Smart and Meshra and Kahtanti) and others (Aza and Baatha and Harsi-the-Hunter and Maoons-the-Destroyer and Jlyg and Erme-Asmora and ...[unreadable fragment]) and others, now unknown.
"And they began to whirl. Some of them were able to swim, and they whirled alongside the Deeps. Some of them were able to fly, and they whirled alongside the Winds. Lyrkhat was one of these serpents. But she was weak and she was able neither to swim nor to fly, and she did not know her way. And while the other serpents were whirling alongside the Deeps, or whirling alongside the Winds, she just spun around her axis. She spun, and suddenly looked at her reflection and saw that hers was in the shape of "I". And this was her first symbol, and she would never forget it.
"She desired to do something, as others did, and after some thinking she got an idea. Lyrkhat turned to the Colorful-Serpents, and she said: "Ae niran on ur-dela Hum naar vi aad," which means: "I give you the correct course of The Current, that is, time." And she continued: "But for this you have to make the Near-Shores, and also the One who would differ from the serpents, so he could walk on the Near-Shores, alongside The Current." And after these words she stopped, without telling the whole truth. She knew that The Current is deadly, but wanted to create.
"The Colorful-Serpents, and first of them Magash-the-buildress, set to work without knowing the trickery of Lyrkhat, and soon the Near-Shores were done, and they were beautiful and thus utterly dangerous, which the serpents did not yet know. Saroth-of-Deeps and Ashada-of-Winds had together begun the creation of One who would be different from serpents. The Colorful-Serpents gathered on the Near-Shores, and from their ranks crawled out, whirling, Saroth-of-Deeps, a swimming serpent, who looked old now, and he said: "AE-CHIM!"
"So The One was created. And he went up to the Near-Shores from beneath the sea, surrounded by the radiance that illuminated the heavens and the clouds and the waves and the Colorful-Serpents, which gathered around him. His skin was akin to medusae jelly, and his eyes were of the color of Day-Serpent in cloudless weather. He had neither tail nor forked tongue, but arms and legs. "Daeridoon isanzae ae moga ineri solon naar vi mer ai maor... mer ai maor... maormer," whispered he, and the heavens shuddered because of his whisper, and the radiance was gone, and streams of water poured from the sky, swallowing everything. For thirty-and-six spinnings of Phy-Nuas the serpents looked and looked at the First-of-Maor, and through all this eternity water fell from the sky.
"Then from their ranks crawled out, whirling, Ashada-of-Winds, a flying serpent, who looked old now. And he said mutely: "HUM!" and immediately the streams of water silenced and The Current stopped. And he said aloud: "OR-KAEN-HUM!" and the First-of-Maor realized that henceforth Orkn'um his name. And then The Current slowly began to move on, as we now know it.
"The water then became transparent, and suddenly serpents saw that The Current was devouring those serpents that crawled not so fast. Such was the curse of The Current, and Orkn'um was cursed so that he could only watch, how serpents deceased. And then Lyrkhat taught Orkn'um how to shift serpents in his semblance. The Former-Serpents became similar to him, obtaining medusae skin and Day-Serpent eyes, and they all were mer ai maor. But the Former-Serpents died anyway, only longer became their way to decease.
"And then Magash-the-buildress became very sad because she loved Lyrkhat, and her beloved had caused her pain. Therefore she left the other serpents, and abandoned the Near-Shores. She burrowed into the heavens, and there a hole appeared, known nowadays as Day-Serpent, out of which comes life and glim. And with her moved off the Lesser-Serpents, that nobody has counted, and nowadays their holes are called the Night-Doors.
"But Ashada-of-Winds realized that Lyrkhat knew it right from the start, and he understood that nothing could save the other serpents that were bound to the Near-Shores. And he was completely angered and ordered the First-of-Maor, his lower reflection, tо punish the trickster. Lyrkhat tried to redeem herself, but realized that they would not listen to her words. So she closed her eyes in resignation, and the First-of-Maor tore her coral breasts, pulled the Center-of-Will out of her body ("TRIN-MACH!"), and was going to eat it ("HUM-NUM-NUM!"). But Ashada-of-Winds understood that such potency was not to be possessed by the Former-Serpents and the Not-Serpents, and so he took away the Center-of-Will, rose high above the water and threw the Center to the Dark-Earth of the distant Tam-Rug-Ea (which was already separated from the Ak-Vir-Ea), because only there the Former-Serpents and the Not-Serpents could not reach it ("DWAY!").
"But punishment was not over. The coral body of Lyrkhat was torn into eight pieces. The First-of-Maor took out her eyes and turned them into Upper-Moons, which are the reflection of the Lower ones. The left, bloodied eye became the Eye-of-Malice, which gives strength to the ones-from-the-deeps and turns them into big-toothed-sharks. The right, dead eye, became the Eye-of-Umbrage, which mourns forever for the torn coral body of Lyrkhat, that is, deprived of the Center-of-Will. Two legs of Lyrkhat became the fertile lands of Yok-Ud-Ea ("HUM-DING!") and Oat-Mor-Ea ("IS-HUM-RAM-MOR!", and at this time it was the longest word that Ashada-of-Winds said, and in that is nothing strange), but they were cursed by The Current and doomed to death. Two hands of Lyrkhat become fertile archipelagos of Pyan-Do-Ea and Ines-Lo-Ea, but The Current cursed them too. The teeth of Lyrkhat were to be beautiful reefs, but The Current has made them sharp rocks. The lips of Lyrkhat were to be gentle waves washing the shores of our land, but The Current has made them deadly whirlpools.
"So this is how Lyrkhat became the victim of The Current (which she created by herself). And now we know how not to."
-- Taken from the Bethesda Forums, written by Mumblemar Kloppa.
ORGNUM
Also known as the Serpent God or Satakal, Orgnum is the deathless wizard-king of Pyandonea, who ages backward, growing younger with each passing year. The Maormer believe that when he has aged backwards completely, he will be reborn from the ruins of this mortal world and carry their souls with him.
LYRKHAT
This Creator-Trickster-Tester deity is in every Tamrielic mythic tradition. His/Her most popular name is the Aldmeri 'Lorkhan', or Doom Drum. He/She convinced or contrived the Original Spirits to bring about the creation of the mortal plane, upsetting the status quo -- much like his/her father Padomay had introduced instability into the universe in the Beginning Place. After the world is materialized, Lorkhan is separated from his/her divine center, sometimes involuntarily, and wanders the creation of the et'Ada. He/She and his/her metaphysical placement in the 'scheme of things' is interpreted a variety of ways. To the High Elves, he/she is the most unholy of all higher powers, as he/she forever broke their connection to the spirit plane. In the legends, he/she is almost always an enemy of the Aldmer and, therefore, a hero of early Mankind.
MASHRA
Goddess of fertility, easily identified with Mara, Mashra is known as the Motherly and is often viewed as the wife of Orgnum, and the first to be taught of chameleon by Janak. She is often depicted as just beginning the chameleon process, enough to make the child she carries visible within her.
KAHTANTI
A Goddess of nature, easily identified with Y'ffre, Kahtanti is known as the Singer. The Maormer view her as responsible for the song of the ocean, and the serpents who inhabit it and guard the shores of Pyandonea.
JANAK
God of ancestry and secret knowledge, easily identified with Xarxes, Janak is known as the Smart and is whom the Maormer offer their ancestor corals to. He is said to have shown their ancestors how to hide themselves amid perceptions and blending into others. He's also said to have once hidden Orgnum from the other Aldmer by disguising the Serpent God as his wife.
DABA
The Goddess of beauty, easily identified with Dibella, Daba is known as the Colourful. The Maormer view her as the source of their unique, pale beauty and it is her influence that dictates the traditional garbs of the Maormer, influencing them to wear the brightest of silks, feathers and the most decorative of bone and chitin. It is Daba's influence that allow the Maormer to indulge in their natural, bared beauty with their loved ones. Daba's devout are considered the most beautiful of all the Maormer.
STKEN
The God of mercy, easily identified with Stendarr, Stken is known as the Forgiven. The Maormer view Stken as a weak God as to forgive is for forsake the shaped history of the Maormer. Is it lost to the same history whether or not Stken -- as a guiding beacon of twin-light -- aided a group of Maormer to the ancient continent of Yokuda, who later became the race of Left-Handed Elves, after their wrongful exile from Pyandonea, through the impenetrable mists and deadly whirlpools.
TARATAR
The God of Commerce, Taratar is easily identified with Zenithar and is known as the Protector. Taratar is responsible for the work-ethic of the Maormer. Each mer is expected to work in one form or another and the Blessing Of Taratar is often gifted to those who ride, tame and respect the Sea Serpents of Pyandonea.
PHY-NUAS
The God of movements, easily identified as Phynaster, Phy-Nuas is known as the Walker. The Maormer view Phy-Nuas as amongst the first to walk the shores of Pyandonea -- after Orgnum -- with long strides and fully formed legs of which the ancient serpents did not possess. The Maormer thank him for their abilities to gracefully and easily maneuver through the thick jungle of their home, who taught them how to lengthen their lives by moving as deadly as a snake.
MAGASH
The God of sorcery, easily identified with Magnus, Magus is known as the Caster. The Maormer were taught their ancient, unique casting abilities from Magus as she taught them how to hypnotize the Sea Serpents and imitate their strength, speed and resilience through magical means.
AZA
The Goddess of dusk and dawn, easily identified with Azura, Aza is known as the Dark. Most Maormer distrust Aza as night time in Pyandonea is the waking time of some of the most viscous creatures.
BAATHA
The God of plots, deceit, secret murder, conspiracy, and unlawful overthrow of authority, easily identified with Boethiah, Baatha is known as the Betrayer. In the tales-of-old, Baatha has been known to frequently challenge Orgnum to various underhanded duels in a myriad of attempts to kill the deathless-wizard-king. As Orgnum is viewed as the First-of-Maor by the Maormer, they loathe Baatha for his tactics and desire to kill their king. Baatha has only a few, select followers who, if found are either killed or exiled from Pyandonea, expected to be devoured either by sea or sea serpent.
CAICUS
The God of wishes, plots and power, easily identified with Clavicus Vile, Caicus is known as the Child. The Maormer view Caicus as the-baby-serpert and he-who-Often seen in the form of a baby snake, Caicus is known for luring the Maormer into deals in which they always lose. Those who follow him are seen as equally childish as their Lord, as only a fool would believe the baby serpent. Most Maormer view Caicus as being incredibly childish and most commonly tend to think of him as the steward of Sheog. There is no law against worshiping Caicus, as many Maormer believe that it weeds out the stupid and/or desperate of their race.
HIRSI
The God of the hunt, easily identified with Hircine, Hirsi is known as the Hunter. Maormer view Hirsi as the enemy of Kahanti, as he encourages his followers to hunt those who the Maormer view as sacred -- the Sea Serpents. Hirsi also is responsible for the creation of the mer-beasts Weresharks, a plague of deadly, sea-dwelling creatures that most Maormer assume are myth, though few have claimed to see such creatures.
MAOONS
The God of destruction, easily identified with Mehrunes Dagon, Maoons is known as the Destroyer. The Maormer view Maoons as the husband of both Baatha and Hirsi and he is often viewed as having multiple tails in which he can stretch out and curl around that which he wishes to destroy and so thus he is able to destroy more than one thing at once.
JLYG
The God of order, easily identified with Jyggalag, Jlyg is known as the Coiled. Maormer view Jlyg as the embodiment of unchange, that whom does not let them evolve and he who does not take risks. Maormer rely heavily on their instincts to keep them safe in their dangerous home whereas Jlyg attempts to make order of chaos, to civilize that which is already content in their way of life.
ERME-ASMORA
The God of knowledge and the unknown-known, easily identified with Hermaeus Mora, Erme-Asmora is known as the Fated. The Maormer view Erme-Asmora as the forbidden, he-who-knows-too-much and that-which-leads-to-madness. Most Maormer look towards Erme-Asmora as an arrogant God who claims to be more knowledgeable than Orgnum.
MEALA
The Goddess of murder, sex, and secrets, easily identified with Mephala, Meala is known as the Weaver. The Maormer view Meala as she-who-dooms and the-tugger-of-fate. Most Maormer do not know much about Meala, nor do they particularly care to know. This God is often viewed as a shadowy figure, linked often with Erme-Asmora, Baatha and Sangin. She is seen as mostly useless, for she is similar to many other Gods, but is still wisely feared as no Maormer wishes to invoke the wrath of any God.
MERDA
The Goddess of light and energy, easily identified with Meridia, Merda is known as the Bright. The Maormer view Merda as known as the-guiding-star and she-who-illuminates. Most Maormer do not view Merda as wholly evil or bad, though they know better than to cross her. A lot of Maormer who hate the undead will pray to Merda for strength and guidance, asking for her boon in order to better kill that which she hates. Like with Caicus, worship of her is not outlawed and her worshipers are treated with muted tones of respect.
MOG-AL
The God of domination and enslavement of mortals, easily identified with Molag Bal, Mog-al is known as the Slaver. The Maormer view Mog-al as the-creator-of-the-undead and he-who-corrupts. Most Maormer want nothing to do with Mog-al at all, as they see similarities between him and Baatha. Mog-al is the father to the Ho'Okioi vampires that plague Pyandonea. A deal was struck between him and Vaerna, the God of nightmares, who together gave birth to these terrible creatures. Horrible tales accompany Mog-al, that are often shown as examples in the Temples around Pyandonea.
NAMII
The Goddess of decay, easily identified with, Namii is known as the devourer. The Maormer view Namii as she-who-devours and she-who-disgusts. Most Maormer associate Namii with a great, gut-churning hunger that can never be satisfied by the normal foods of Pyandonea. Namii encourages cannibalism, filthiness and general disgust in all forms. She is the enemy of Daba, who encourages beauty and because of that, Namii worship is greatly discouraged in the major cities of Pyandonea.
NOCNAL
The Goddess of thievery and darkness, easily identified with Nocturnal, Nocnal is known as the Shadow. The Maormer view Nocnal as the-shadows-reborn and she-who-hides. The Maormer view Nocnal as the patron of thieves, who works in the shadows rather than creates them. She gifts luck to those who she finds of worthy talent. Many shopkeepers hate Nocnal and her ilk, for obvious reasons. Many of the poorer citizens of Pyandonea might respect her, while the middle-classes tolerate her and the upper-class, much like the shop-keepers, hate her.
ERYIT
The God of order and pestilence, easily identified with Peryite, Eryit is known as the-walking-sickness and he-who-plagues-us. The Maormer view Eryit with distaste as they believe it was his influence that years ago caused a massive volcanic eruption on one of the islands surrounding Pyandonea. During that time, many lives were lost, if not due to the flow of lava but from the ash that followed, causing a lot of Maormer to become sick and die as they could not fight off the soot in their lungs. Whether or not it was indeed Eryit, no one is quite sure, but he has the blame all the same.
SANGIN
The God of hedonistic revelry, debauchery, and passionate indulgences of darker natures, easily identified with Sanguine, Sangin is known as the Seducer. Most Maormer view Sangin like they view Merda, as a God that is not wholly evil. He is the usually the sigil of most whorehouses in Pyandonea and is seen as good in tempered cases. Occasionally, a few young Maormer may fall into the trap of worshiping him due to his seductive nature. He is hated by most of the Temples.
SHEOG
The God of madness, easily identified with Sheogorath, Sheog is known as the Mad. The Maormer view Sheog as the-mad-one and he-who-creates-insanity. Sheog is seen as mostly harmless by most Maormer, so long as he is quiet. Many rumours circulate about this God however, blaming him for many of the odd creatures and plants that dot Pyandonea.
VAERNA
The God of nightmares, easily identifed with Vaermina, Vaerna is known as the Sleeper. The Maormer view Vaerna as she-who-scares and she is amongst the most powerful and most disliked of the Gods. Associated with Mog-al, as the mother of the Ho'Okioi vampires, she is disliked to a great degree. To ward away bad dreams, many superstitious Maormer hang dream-weavers inside of their homes. It is said that the soothing melody keeps Vaerna away as she cannot stand the sound over her own hissing.
PYANDONEAN VAMPIRES
HO'OKIOI STRAIN
APPEARANCE: Depending on the age of an Ho'Okioi Vampire appearances differ, though some traits remain universal.
Between the Fledgling Years of 0-50: For young fledglings, like with most strains of vampirism, the colour of their eyes change, they grow a set of fangs, and their appearance becomes more gaunt. The Pyandonean Strain of vampirism turns the vampire's eyes rainbow coloured as well as, eventually, their blood. Their fangs, instead of two elongated canines are instead rows of pointed teeth -- similar to that of a wereshark. Gauntness is perhaps their least noted feature at such a young age.
Between the Lesser Years of 50-100: Around this age, an Ho'Okioi vampire will have begun to change. Their limbs will have become longer, particularly in the arm and leg regions as well as becoming slightly hunched over, taking the stance of a common bat. A thin membrane starts to grow at their sides that stretches from their to their thighs. Fingers and toes elongate also and fangs become sharper. Claws begin to grow in place of nails, and hair begins to thin.
Between the Nightmare Years of 100-250: By this time a Ho'Okioi vampire will be fully grown. They will stand between 7'5-9'5 feet. Their jaws will have rounded, still retaining a typical elven gauntness but fully able of widening to the point of being able to swallow an average-sized skull. By this point, all hair on the body will have vanished and the eyes will have widened. The membrane previously mentioned will have become slightly thicker, spreading until it has reached the both wrists and ankles of the vampire. This allows them short periods of gliding from one place to another.
After the Ancient Years of Over 250: The Ho'Okioi Vampire will be in their final stages of transformation. Hardly anything differs from their Nightmare years, with one or two exceptions. Ancient Ho'Okioi vampires have their skin pulled tight across every part of their thin, fragile and twisted bones. They are constantly hunched, their spines ridged. They are monstrous to look upon, somewhat resembling Sheogorath's Hunger's.
KING ORGNUM'S PALACE-- in coatl chāntli de Ork'num
King Orgnum's Palace is the central hub of Pyandonea and it's most sacred as well as most ancient inhabited building, located in the center of Pyandonea itself.
The Palace is considered as sacred land and despite it's age is the most well-kept building in all of Pyandonea.
Various Maormer work in the Palace, their titles are: guardsmen, gardeners, priests, priestesses, forgemen, forgewomen, royal courtesans, high-priest, overseer, cleaners, cooks and royal-food-taster.
The Palace is highly decorated and lavished in silks, painted glass and other such beautiful works of art.
The Palace is never unguarded.
Being a worker of the Palace is considered an honour.
KHAEL -- teopan de in teotli
Khael is an island in between the Pyarrah Bay and Iuiyl Bay which houses the Great Temples, select Maormer go there to become priests and priestesses.
Khael is the Captial of Pyandonea
IIZAH
Iizah is a port town, the sister of Borne.
A Temple to Taratar can be found here.
Fishing is a large industry in Iizah.
BORNE
Borne is a port town, the brother of Iizah.
A Temple to Taratar can be found here.
Fishing is a large industry in Borne.
KUN'LO
A Temple to Phy-Nuas can be found here.
Kun'lo is home to a Guild of Warriors.
EHUA
A Temple to Stken can be found here.
RUIHI
Ruihi is an island that forges and crafts most of the sea-worthy boats and ships for Pyandonea.
Ruihi is littered with sailors.
HAAMIORA
A Temple to Mashra can be found here.
Haamiora is a city known for it's silks.
HAEWAI
Haewai is a small populated island that holds little significance.
TAHANA
A Temple to Magash can be found here.
Tahana is home to a Guild of Mages.
AMARENE
A Temple to Daba can be found here.
K'OWAHI
A Temple to Janak can be found here.
K'owahi offers boat-rides to take the deceased to Roa.
K'owahi is home to a Guild of Thieves.
VELU
Velu is a small island, south of Amarene and southeast of Tahana.
Velu has an active Volcano.
ROA
Roa is home to the Coral Garden's, a spiritual place of respect for the dead. The Ancestor Corals that all Maormer wear are placed here as a sign of good-will after death.
LEHUA
Lehua is a island off the coast of K'owahi, it is home to many caves and high mountains. Ages ago, there used to be a City now there is only small collections of villages.
BJECHA
Bjecha is an island home to the most untamed and ferocious of the Sea Serpents.
No town, city or village resides on Bjecha, only the serpents live there.
Warriors wishing to prove their worth travel to Bjecha when ready to tame a Sea Serpent as a right of passage.
JIGUNA
A Temple to Kahtanti can be found here.
Jiguna is home to a Guild of Bards.
MAORMER
TROPICAL ELVES
This race of elves hail from the tropical island of Pyandonea, situated in between the Padomaic Ocean and the Eltheric Ocean. Maormer are a deeply xenophobic race, sticking to their ways, ancient traditions and laws. Deeply religious and vain mer they have been taught over the ages to despise, loathe and attack the Altmer. Why this is, no one is quite sure, even the Maormer themselves. The answer is lost in their history, something that only their King and God, Orgnum, knows of. Blindly, the Maormer will follow him to their deaths. Maormer can live up to five-hundred and fifty years old unaided in magic and longer aided and/or depending on their titles and/or status in life. Primarily magic-users, Maormer focus equally on physical strength and endurance as well as magical ability.
ABILITIES
RACIAL SKILLS
Inborn Ability -- Perception Filter
Allows navigation in spite of location, time, or weather.