Avatar of Rhymer
  • Last Seen: 7 yrs ago
  • Joined: 10 yrs ago
  • Posts: 626 (0.17 / day)
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    1. Rhymer 10 yrs ago

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Recent Statuses

9 yrs ago
The eyes are not hereThere are no eyes here In this valley of dying stars In this hollow valley This broken jaw of our lost kingdoms...-T.S. Eliot, from The Hollow Men
1 like
9 yrs ago
Ads are showing up in posts as blue underlined links....much dislike...
10 yrs ago
I LOVE MARS
10 yrs ago
El Madrid, I love your walls
10 yrs ago
Working on Faction:Martian Front a nation rp!
2 likes

Bio

Fiercely inappropriate.

Most Recent Posts

I think we can make this work. Star Wars is both dark and fun. (Luke loses a hand and its grim, C-3po loses an arm and its funny) We just have to follow the steps in the OP.
@Flagg
I'd disagree. I think being a weird order who trains a sought after profession has a magical door and need provisions gives plenty reason to interact.


Maybe you could embed a scholar with the kwaalish or vice versa. A sort of learning vs. Religion rp
Hmm... I was reading through everything assembled here when I saw the words Warhammer and 40K. Then I read through the rest of what is here and realized that we don't have any self-righteous warrior cults. Would any be opposed to the existence of a cult of burly warrior men hidden away in their fortress going out to fight whenever they see something they don't like/are given enough resources/money?


My Kwaalish are pretty much this.
Let's get character sheets posted and move over to the OOC thread guys. I want to get this thing started sooner rather than later.
Assassins anyone?
Not accepted
Name?


-Faction Type: Confederacy of Arthropod-dominated City States
-Flag/Banner:

NATIONAL
-Capital: Krellish Gen
-Government Type: Familial Hierarchy
-Currency: Various barter systems, some coinage in use.
-Population: ~1 million ?
-Unique Trait #1: Environmentally Acclimated; Arthropods thrive particularly in sparse regions, open desert, craggy mountains. There bodies are simplistic and require little in the way of sustenance and nurture.
-Unique Trait #2: (Created by me)
-Unique Flaw #1 Xenophobic; Arthropods, especially the Stygia are highly mistrustful of other races especially the Dratha. Ghuls are killed on site or held captive for later feedings.
-Unique Flaw #2 (Created by me)

GEOGRAPHICAL


-World-Realm Map:
-Major Cities:
Opopulox Ghar (The Ghar)

-Major Castles: Krellish Ghen
On a flat desert plain, the Ghen is a massive fortification jutting up from the parched earth. If not for the highly valuable water source hundreds of feet below, it would be a pointless stronghold.
The fortress is an appropriated Sphere ship of some ancient alien race. Over the millenia, winds have pushed dirt, dust and debris onto the northernmost side of the downed craft creating a steep, easily defended hill that the Scaablin workers have fortified further with walls and towers at the base. The reverse side is the only exposed portion of the ancient ship, a semi-sphere of unknown alloys immune to the effects of the harsh terrain. The fortress protects a highly valuable source of water, thousands of feet below. The Scaablin have built labyrinthine tunnels beneath the spheroid superstructure with barracks, armories, food-stores and workshops.
-Buildings of Interest:
-Geographic Features of Interest:
The Rotting Mound
Excess chitin, the bones of devoured ghul.

RACIAL


Arthropoda & Sub-ethnicities
The Arthropoda race covers a variety of distinctually 'insect' like creature of notable sentience. They are intelligent and multiplicitous. They are traders and travelors, priests and adventurers.
Appearance:
Scaablin
Scaablin are a mix of insect and human. Their heads are also human-like, two double-lidded eyes and a lip-less mouth. Instead of teeth they have hundreds of tiny mandibles which tear their food apart. They have nose-holes but it is unclear whether they can smell or not. Skin tones range from brownish-green to deepest black. Where uncovered by chitin skeleton, tiny grey bristles clump together.

They are the most numerous of the Arthropoda and although reviled by many on Azoth can be found most places. The Scaablin are hardy scavengers, traders and travelors.

Stygia
The Stygia are a segmented creature with several clutching legs that can serve as a grabbing arm when needed. They prefer to move on their bellies. Stygia, when fully erect stand about 4'6'' tall, but this is strenuous on their respitory system. Stygian heads are vaguely human-looking; human mouth and eyes, but dozens of dark beady eyes closely forming in the center of their face. They have no noses or ears and rely on vibration and tasting for those senses. They are voracious eaters but prefer either dead things or vegetation especially roots of the dröm tree which send them into an ecstatic fit followed by a dreamlike state.

Adak
The Adak are yet another sub-race of Scaablin, albeit quite rare. They appear as a mound of fleshing white translucent viscera because of their continuous moulting exoskeleton (which they then eat) Adak's have one gibbering mouth on the top of their heads and one sunken black eye who's location varies from body to body. Adak's use a sticky adhesive and undulating body movements to move food to their mouths. They are quite immobile and rely on other Arthropoda to protect/move them. They are regarded as holy among the Arthropoda-Majority Race Characteristics:

NATIONAL DRAMATIS PERSONAE
-Head of State/Monarch:
-Ruling Dynasty (If applicable):
-Constable Of The Army (If applicable):
-Religious Head (If Applicable):
-Persons of interest:
The Scarab Apparently the last of his race, the ancient Scarab holds assembly deep in the heart of the hive city Opopulox Gar. Surrounded by his choir of Adak mnemosynes, the Scarab functions as what might be called a religious leader. The noble families often seek the Scarabs advice and prophecies. The Scarab is known among the greater world as a great psychic and keeper of history. Scarab is a massive black beetle, appearing to be confined to the cave and underground pool in which he sits. His choir of a dozen Adaks sit on a cylindrical dais at his side.
CULTURAL
-History:
-List of Historical Grievances
-Relations

-Cultural Notes

RELIGION, MAGIC and ARCHEO-TECH
-State Religion: While there is no official state religion there exists a few cults worth mention.

-Religious Information
-Religion Demographics:
-Holy Relics In Possession:
-Holy Sites Under Control:
-Magical Information
-Archeo-Tech: (I'm going to regret this, but I will allow factions to utilize recovered ancient tech found in the ruins of the Old Ones, an ancient space faring civ. I will allow players wide discretion in inventing types of archeo-tech, but this tech has to fit the setting (eg, no mech suits with missiles capable of taking on entire armies), and used as appropriately. I will need to approve archeo-tech details. See more under the tech tab above.)

MILITARY


-Total Military Size
-Military Details
The Tarsus
The Knighthood of Arthropod society, the Tarsus are those who have excelled in martial combat, often hand to hand (claw to claw) or with simple weapons. They are fiercely loyal to their families but also to one another. Only a family head can declare one a member of the Tarsus. They enjoy impunity from the law in most cases.



Disregard Kwaalish. Keeping for posterity.
The Immutable Kwaalish




Damnit Flagg I just like the way your brain works. This looks great.
I think we should start with the destruction of Earth and end with humanity finding a 'new home'.
I like the premise...what are expectations for posting frequency? I've got another RP going but this looks too good to pass up.
<Snipped quote by VitaVitaAR>

Alrighty then, seems I misunderstood you in turn :)

EDIT

So we're pretty clear about the premise then? Magitech space adventures? Would someone care to phrase that nicely? :P


Yes and we can move on to timeline
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