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    1. Feigling 10 yrs ago

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Liesel had to admit, when the mad lumberjack raised his axe, fury in his eyes and blood on his mind, she panicked a little. She might have been a necromancer, but she was partial to living.
But instead of bringing the axe down on her head, as expected, the lumberjack stopped. A woman in the crowd was berating him. She said they were civilised people (yeah, right) and that it was a matter for the Clergy to deal with. Oh great, Liesel thought, another dealing with the Clergy. Why did they not realise that the more they dragged her there and forced her to pray to some god or another, the less she wanted to believe? Didn't they get that churches genuinely made her feel dizzy and sick? No, she wanted to avoid the priests as much as possible.
"Hey, now, let's not make any rash decisions" the grave-girl said hastily "We can find a way to resolve this without needing to involve the church, right? Why don't we just forget any of this ever happened?"
Done!
@SovereignGrave
Yup, all's well. You're in

@naxhi
Magic is a no-go. I can, however, accept that they could breathe maybe not fire, but ice, as a natural ability. Similiarly, quick healing - as found in some lizards and geckos - could be acceptable.
You still have the fire-ice misbalance. It is either resistance to one or resistance to the other. Heat plays a major part in warfare, negotiation and illness and being so flexible is just too powerful.
No cavalry, no war machines, just super-heavy infantary trained in all weapons. That's going to make sieges pretty damn hard. Not a necessity, but might be something you want to look over, since heavy armour is weak against blunts weapons like warhammers and maces.
The man's loud voice brought Liesel back down to earth. She had just summoned a ghost in the middle of the street, causing general panic and fear. She could see it all now - being dragged into church once again, getting another slap on the wrist by the gravekeepers, probably having to 'avoid' Harkness Street for a while. Heck, maybe they'll bring the mayor in again.
Calmly as she could, Liesel turned to face the yelling lumberjack. She had seen his face before, but she didn't know his name. She had a feeling, however, that they were about to become very well aquainted.
"What beast am I?" the Kasai began, sounding more irritated than angry or upset "What beast are you, spitting on a girl's dress? Or yelling at her for standing up for herself?"
"What beasts stand back and let a lone girl get bullied by people three years older?" she was no longer just addressing Jeoffry, but the crowd in general. She didn't raise her voice, but somehow sounded more authorative and mature. "You all saw her. You all heard the things she said. And not one of you tried to help or call her out."
To Liesel, the townspeople's inaction just served to prove their selfish, tribal attitude. If one of their own does something cruel and mean, they'll just ignore it, as long as it's someone else who's getting the abuse. But the second the poor sod stands her ground, then she's sub-human, or evil. What Liesel didn't understand was this big fear of necromancy most towns seemed to nurture. It had always been natural for her, even as a child. The less people knew, the stronger their opinions.
Turning back to the lumberjack, Liesel continued "You've ruined my dress. Ruined it!" Well, it was already dirty, torn and ill-fitting, but that was beside the point. "I'm going to need another one."
She took a few steps towards Jeoffry, then stopped. For the first time, she noticed his axe.
"Are you planning to chop me up or something?" She sighed, shaking her head like a teacher to a child who asked her if two add two was five. This town was hopeless.
CorinTraven said
My app is finished! #TotallyNotHolland.


#Accepted
Can I rely on you to update the map as new nations are accepted?

Goldeagle1221 said
Feigling! Brimstone failed... Also, I'll try and have a sheet up, has the game already officially started?


Eagle! Long time, no see. I haven't started the game officially, but Dinh AaronMK did post he was temporary GM. Join in if you want
I noticed Brimstone collapsed. Sorry I couldn't do anything to save it.

naxhi said
Dragonkin


Super resistant to fire AND ice? They come from cold lands. Could you please make it one or the other?
Not the best first post, but oh well
The sun was high over Estermere, but it wasn't warm. No matter how hard it tried, no matter how powerful its rays, it failed to bring even a sliver of heat to the cold graveyard on the outskirts of town.
No-one went there anymore. The living were to busy with their own lives to care about the dead. The graves would be lost to vandals and vines if it wasn't for the efforts of a small handful of devoted gravekeepers... and one very unique girl.
Liesel Steinhartz had become something of a mascot for the graveyard. Every morning, she could be found playing amongst the tombs and graves. She never stayed for longer than an hour, but she was always back before the yard was locked up for the night. She must have slept in the mausoleum, or perhaps she had found a warm catacomb to hole up in.
She was a welcome addition to the dreary grave, which was not something everyone said about her. Little Liesel was scary. She wasn't mean or rude, and she didn't say or do anything particularly sinister. But her eyes, her fangs and her skin all terrified the residents of the town, and her unusual association with the undead just alienated her further. There were some who wanted Liesel gone - to another town, another country, another world. Estermere could be a harsh place.
"Hey, freak!"
Liesel turned around. She didn't know what she was expecting - she was so use to getting abuse that any taunt or insult was enough to grab her attention. Maybe she just wanted to see who it was, or maybe she was hoping that it was someone else getting it in the neck for once.
Alas, such hopes were in vain. The cry was most certainly directed her way - in fact, she should have expected it. She was walking down Harkness Street after all. And who lived in Harkness Street?
Tarush Gra-Maluk.
Tarush three things: She was smart. She was attractive. And she was an Ork. Add in the fact that she despised every fibre of Liesel's being and she made a formidable foe. She was a couple of years older than Liesel, too, and far stronger.
"Long time, no see, Liesel." Tarush was flanked by her usual crowd of punks and thugs, leering nastily. "Where have you been? We've missed you."
"Oh, you know" Liesel started nervously. This was not what she needed right now. "Just kind of... drifting."
"Huh. That's funny." Tarush took a few steps closer. "If I didn't know any better, I'd say you've been avoiding me."
Liesel's silence was all the Ork needed.
"Aww, what's wrong? Are you scared of me, Liesel? The little vampire is scared of the big, bad Ork?"
The gang giggled at that. Liesel finally found some words she could use.
"I'm sorry, Tarush, I really must get going." she stammered out, taking a few steps back.
Tarush wasn't having it, though. "What's the rush? Me and the girls want to catch up.". As she spoke, Tarush's assembled gang walked around Liesel, creating a circle with her and her rival at the heart. She was well and truly trapped.
"It's been a while, little witch. Where have you been hiding all this time?"
"I've got a job, up by the old cemetary."
"Oh?" the Ork's ears picked up, warning Liesel she was on thin ice. One wrong move and she'd be dealing with midnight visits fron Tarush and her gang. "And what job would that be?"
"I'm a... I can't say"
"Oh, but you will say," Tarush smirked, the circle around them tightening "whether you do so willingly or not doesn't matter. Believe me, Liesel, I have ways to make you say anything I want to hear"
Liesel didn't doubt her for a moment. She'd seen what happened when someone disobeyed Tarush. It wasn't pretty. "I'm a night guard. I look after the cemetery when the diggers go away"
"You? A night guard? You can't even protect yourself, much less a whole cemetery."
Liesel said nothing. Tarush took that as acceptance.
"Unless, of course, you have someone helping you. Who's the lucky guy, witch?"
"There is no guy..."
"So it's a girl, then?"
"What? No! I don't..."
"Woah, calm down, you crazy bitch! It's not as unnatural as the rest of you."
Liesel looked around nervously. Some people were staring. Others were hurrying on, as though they didn't see what was going on. Not one of them came to her aid.
Tarush continued "Or maybe it's not a person at all? Is the corpses? You get turned on by the dead?"
"It isn't like that at all..."
"You sneak into the graveyard, find a nice lady corpse and settle in for the night, is that it?"
By now, no-one could ignore it. The kids had started chanting "Fight! Fight! Fight!" and the adults just stared. No-one moved a muscle.
But Tarush was relentless "Maybe you could get through two, three bodies a night? Have you got a favourite? I always wondered why you carried that shovel around."
But little Liesel did not want to get in a fight today. She knew she would lose to the comparitavly huge Ork, unless she had some otherworldly help, and she was not summoning a Ghost in the middle of Harkness Street. Enough people called her a witch already.
"Leave me alone, Tarush."
"Or what? What are you going to do, creep? Cry? Run away? Hide?"
Gods above, Liesel hated her grin. It took every ounce of her not to lunge at the bullying greenskin and wipe that smirk off her face.
"Face it, you stupid necro-slut, you can't do shit to me. You're just a little pussy who's scared of the light. No-one gives a crap what happens to you. They wouldn't even bury you in the graveyard you love so much. They'd just toss you in a ditch and let you rot."
"Seriously, Tarush, cut it out" Liesel was fighting back tears. She would not cry, she told herself. She could not allow herself to cry.
"Make me."
Little did Tarush know those two words would unleash a whole hellstorm.
"I tried to warn you." Liesel was crying openly now, but it wasn't from what Tarush was saying. It was because she knew what was going to happen next.
The spell was a quick one. No fancy words, no evil chants, just lift your hand and will the creature to appear. Necromancy was easy when you knew how to do it.
It took all of three seconds for Tarush to notice the Wraith. In those three seconds, all chanting had stopped, all smirks had fallen and the tight circle of thugs had reformed into a ragtag group of cowards running for their lives. A lot can happen in three seconds, it seems.
Tarush's screams matched the Wraith's ear-piercing, high pitched wail. Before the shadowy ghost could do anything, though, the Ork had scarpered, showing impressive speed for one so heavy. Pretty much everyone else joined her, the few who didn't standing statue still.
"Thanks." Liesel muttered to the ghost. In return, the Wraith did a sort of levitating bow, before being sent back to its own world. He might start attacking anyone who looked at him funny if he stayed.
When it was all over, Liesel turned to the remaining onlookers and shrugged her shoulders "What?"
Before any of them could reply, she smiled and walked on. The taste of victory was in her mouth and it was sweet.
Go ahead. I won't stop you.
Wyvern, I edited Liesel. Better?
Nation Sheet

Position on Map - The J shaped island in the north, near Naqozaar

Torin



Capital - New Gryphos
Other Major Settlements - Gryphos, Konja, Kasal, Tapyra
Population - 1.8 million
Races - Gryph, Kasai

Culture - Torin is an autocratic, progressive, ecenomically-minded empire found in the north, near the ice caps. It is comprised mainly of reconditioned native tribals, know locally as Kasai, and the descendents of a settler group that came from an empire long forgotten, known as the Gryph.
Torin's native tribes have, for the most part, remained untouched over the years, though some have successfully integrated into Gryph society. Tribals maintain small, lightly-fortified villages all over the wilderness and are generally quite friendly. They are peaceful with each other and the Gryph, and there are so many tribes, each with a unique and colourful culture, it would take forever to describe them all. The Tribes' presence helps to keep the bandit population down, as any instilled bandit dens are swiftly eradicated by the powerful, perceptive tribesmen.
Inside the Gryph cities, however, there is a very different feel. There is a very patriotic, nationalist aura in the cities, each determined to show more 'Gryph' culture than its neighbours. Banners hang from houses, flags fly high above official buildings and those who work in an official capacity are often greeted on the streets.
The only Kasai City, Kasal, does not share this. Whilst banners and flags do fly, it would be almost impossible to spot two of the same tribe, so Kasal maintains a much more varied culture than true Gryph cities.
The role of a Torino citizen is to provide as much as he can towards the nation as a whole - personal achievement means nothing if it does not in some way make Torino look better. As such, those who make the nation look bad, such as beggars and criminals, are treated with as much disdain and scorn as possible, whilst national heroes are the likes of poets, artists, military champions and other sources of national pride. There is no distinction between people, be they make, female, Gryph, Kasai, foreign, gay, straight, bisexual, so on and so forth, other than this.
The ultimate goal of the Gryph Empire is to make itself known in the international stage. It has strong and controversial opinions about many different types of political systems - communism is too corruptable, democracy glorifies the wealthy, consumerism turns people into mindless beasts - and thus believes benevolent dictatorship to be the only worthy way to go. As an example, they point to the tribes - simple, basic groups of people who have survived by following one man or woman's orders. With the tribes themselves being used as evidence, few Kasai argue against this point.
There is little to no support for medical science and research. This is because the Gryph believe that only the strong should survive, and those suspectable to illness or disability will merely hamper the rest of society, who would have to shell out to keep them safe. Whilst medical research is being funded, this only looks into effects that can be counteracted, like broken limbs and physical illnesses. Someone who is paralysed from the waist down can still be a great artist, poet or scribe, and thus bring an aura of class and sophistication to Torin ("Is that the nation where the legless painter lives?") whereas someone who is mentally incapable of doing anything without constant aid is seen as an embarrassment and left to fend for themselves - this bodes ill for those with mental illnesses.
Religion has a minor role in Torin - grand churches and temples look nice and pretty, but no-one is treated differently because of their religion. If a religion forces you to miss days of work, you can and will be fired and cannot argue racism, as you chose to perform religious practices rather than work for the country.
Strangers in torin are regarded as customers and tourists, and most cities welcome them with open arms. Kasal, on the other hand, pays little heed to what it sees as just another culture.
Children and elderly who have served Torin get special treatment for their actions - children are cultivated to grow into productive, hard-working citizens that Torin can be proud of and the elderly are to be rewarded for their service. Both do not have to pay tax, get a small, but sufficient allowance and special protection by law. The elderly served are treated with respect despite no longer providing for Torin, as they have done their role and deserve a reward.
The outside world means one thing to Torin - money. To turn Torin into a human stereotype, it would be the egotistical starlet - it requires constant praise and attention to flourish or else it becomes deflated and lonesome, locking others out unless they promise to afford it the attention it needs. Such an ideal is, of course, ridiculous, as the Kasai tribes and Kasal City believe. They know most of the economy is based on metalwork and practical industry, and thus are more than willing to try and provide for the country. Most Tribals are bribed into not working, curiously enough. The argument is that tribes form a large part of Torin's culture and thus must stay unchanged and 'natural'. To compare the Tribes to the Gryph Empire is like comparing a helpful child to a slightly self-conscious mother - no mater how many times the child tries to help, the mother hurries her back to her seat and says "you just sit there and look pretty. Mummy will handle all the work.". It frustrates Tribals that they want to help, but can't, and some still end up performing menial labour on the sly.

Crimes - Law and Order in Torin is harsh by many standards. Crimes are to be handled with immediately, using the guard's own judgement on whether to take a criminal in or put them down. If a criminal is taken in, they are given a single day to devise a defence, which is heard at a private hearing involving high-ranking guards and inquisitors. Only they decide whether or not the criminal can walk free or be condemned guilty.
The courts only deal with important issues that are likely to cause lasting damage on the community as a whole. Trivial affairs, like drunkeness and brawling, are to be handled by any present guards.
The smallest crime on can be taken to court for is theft, in all forms - pickpockets, burglers and con-men are all given the same treatment. That is to say, if they cannot pay back everything they have stolen, they are sent to forced labour camps under the watchful eye of the Inquisition. Of course, you still pay for bread and board, so thieves who were a tuppence away from amnesty often have to work for weeks to pay it off.
Assault, in all forms - banditry, unjustified attack, domestic abuse, etc. - and treason are handled the same way. The convicted is to be restrained and beaten senseless by every available guard. When the victim is considered to have been beaten badly enough - often disfigured and disabled - they are released. Very few reoffend.
The death sentence is readily available for three crimes - murder, rape and child molestation. Murder has the lightest punishment, in that you are killed in the same way your victim was killed (poisoners are poisoned, beheaders decapitated, you get the drift). Rape gets no such mercy. Rapists have their genitalia cut off and salt rubbed into the wound and are left to bleed to death. If the rapist is too tough to bleed to death, they are given the same treatment as child molesters, doubtlessly the worst punishment of all. To molest a child earns you a place on the cross - you are crucified publicly. Of course, it is rarely the crucification itself that kills - the crucified die of thirst, starvation and exposure long before they die of blood loss.
These harsh laws have kept crime at an absolute minimum, almost all criminals being first - and last - time offenders and desperate. Since criminals reflect badly on Torin as a whole, they feel the need to show crime it has no place here - some cities have gates with molesters nailed to them, dying slowly and painfully as a warning to all who enter.
Tribes are a little less fussy, and a lot less creative. Most tribals punish the violation of a local law with straight-up death.

Government type - Empire: In theory, the Empress holds total power; her word is followed to the letter. However, Kasai tribes are largely self-governing, and even civilised Kasai really follow their own rules.
The Empress has an Inquisition, which has bases in every major settlement. The Inquisition's job is to ensure citizens act in accordance to the Empress' will. Inquisitors can be considered the leaders of their region, as they can take issues directly to the Royal Court.
Tribes have a Tribe Mother or Father who leads them, making tribes a despotism. However, most leaders are benevolent and work to further the tribe, not themselves.
People in power -










Industry - Mining and lumber are both huge in Torin, considering the ample gemstones, metal, gold, silver and wood reserves. These are the big employers. The game industry - that is, grouse and deer and pheasants - is also quite big, but employs relatively few people. Alcohol has become a major export, but again takes on few people and sells rather poorly in Torin itself. Thanks to a loophole in the law, drug and tobacco cultivators are legal as long as their produce is exported, so this can be a big seller. Wool and cotton do well here, considering the cold climate, so there is always work ppicking cotton and shearing sheep. However, due to the mountainous enviroment and cold weather, grains and crops do not grow well, unless they are hardy and tasteless, so Torinians are always willing to pay a little extra for some decent food. Preservatives for such food, particularly salt, also gather high demand.

Military - Torin's Royal Guard operate on land and sea, making specialist 'navy' units redundant. The country has an ongoing militia system that means anyone between the ages of 19 and 45 may join the army. Because of the nation's rather out-the-way location and isolationist history, the army has seen few real wars, but it does occasionally donate soldiers to causes it feels are noble.
The militia system allows soldiers to keep their equipment at home, regardless of whether the soldier bought the item themselves or was given it as government equipment. All male Gryph citizens must perform compulsory military service at eighteen. Females and Kasai are allowed to volunteer, but do not have to join and are afforded the same rights as Gryph male conscripts if they do join at this age. A standing army of 12,000 is maintained at all times, alongside a further 8,000 reserves who perform part-time training.
Unlike some military hierarchies, a soldier does not have be 'distinguished' to receive officer rank. Instead, they simply need to show they have greater than usual strategic capability, something that is tested in basic training.
Soldiers are placed in groups of five, four soldiers and an officer, which is paired up with another unit to make a patrol. Ten patrols make up a detachment, six of which make up a legion.
Normal soldiers are given a leather cuirass, pauldrons, helmet, boots, gauntlets and greaves, as well as an arming sword and light wood/iron shield. Officers' armour is made of strips of steel layered and fastened over each other to create a tight fusion of metal. Only the elite command get a full, solid steel durians, reinforced several times to ensure its strength. Commanders also get plumed helmets that the normal soldiers and officers don't.

Landscape/Terrain - Cold, especially in the north. Much of the land is hilly and mountainous, and the parts that aren't are moors and lakeland. It rains most of the year, except when it snows. When it isn't freezing or raining, it's because the winds are blowing the water away. There are many streams and creeks, and the water is almost unrealistically clean. In some places, you can drink the water straight out of the river. Whilst water is rarely a problem, the ground is tough and and hard, and what few crops can grow in it are tough and tasteless. There are also vast forests stretching up the mountains and hills, creating plenty of oppertunity for lumber and hunting villages. Most of the land remains untouched and wild, Torin being as inhospitable as it is.
Wildlife is everywhere, which is fortunate, as many of the tribes still depend on wild animals for food. Pheasants, grouse and capercallies are common sights, alongside the more aggresive wildcat, wolf and bear populace.

History -
Races Sheet

Name - Gryph
Appearance - The average Gryph is golden-skinned, tall and strong. They tower over the smaller tribals, with an average size of six foot and average weight of 180lbs. Physically, they are muscular and athletic.
Related to Elves.

Lifespan - Average 100 years
Homeland - It has been forgotten. Most Gryph refer to it as 'The Homeland', simply because that's what it is to them

Name - Kasai
Appearance - Initial explorers called them 'ghosts in natural colours', due to their incredibly pale skin and light-blonde hair. They have been described as quite elven creatures, appearing slender and graceful, despite having no relation whatsoever to the taller elves. They are short and generally slender, especially those who still live in tribes. Facially, they generally have round, delicate features, with large eyes, small, blunt noses and somewhat feline cheekbones. As one explorer wrote "they look as though they'd shatter if they fell over... it's astounding they can survive in such a harsh enviroment."
If you ever meet a Kasai, do not, repeat DO NOT call it an Elf. They see this a a great offence. Though eleven in looks, they are actually a type of Nymph

Natural abilities - Kasai are naturally resistant to the cold.
Kasai are agile and fast, able to dance out the way of slower attacks. They also have a steady sense of balance.
Lifespan - average 150 years
Homeland - The island now known as Torin
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