"We Are Exiles No Longer" Nation/Clan/Kingdom/Tribe Name: Kingdom of Brightland Represented Color: Green Race: Human Capital: Brightwater Ruler: Lord-Protector Forthwine Bannammar Type of Government: Benevolent Theocratic Dictatorship.
Religion: The Brightish worship Aureth, the Lady of Light and goddess of the sun, righteous combat, and courtly love. She is depicted as a youthful, exuberant deity, joyous yet stern, fearsome warrior and caring mother. Temple artwork depicts her either as a serene grey-haired matron, surrounded by children on a farmstead or in an infirmary. On tapestries or stained-glass windows in the halls of the mighty, she instead dons her red-gold plate and sunburst warhelm, brandishing sword and shield in the defense of her chosen people. And in many illuminations of her holy book, Voice of the Dawn, she is an impossibly beautiful woman in simple white robes, her hair a golden mantle like the rising sun. In the Kingdom of Brightland, worship of (And tithes to) Aureth and her Church is mandatory. Her temples are rich but elegant affairs, as much parlors and meeting places for the nobility as they are houses of worship.
History: The Brightish have fled a calamity in their homeland, far to the west. A mighty and ancient empire of knights and priests, fair and proud. Disease, famine, civil war, brother turned against brother. Blood and smoke, fire and steel. Few speak of it in anything but vague prayers, or murmur of it in their nightmares. Forthwine Bannammar, a former commander in the Imperial Navy and a bastard of an ancient noble family, deserted the Empire in its hour of need, to save his people. Many followed in his wake, desperately seeking salvation. A ragtag, refugee fleet or warships, fishing galleys, and merchantmen limped across the oceans of the west, following the sunrise. Forthwine claimed that Aureth was guiding her chosen people to a promised land, that she would grant redemption and peace to those that kept the path.
After many months, and a dozen lost vessels, Forthwine and his followers arrived in the new world. Their remaining warships were broken down to build their first settlement, a silent promise never to return to what they had lost.
Holy crap dude, that blows. :/ Hope I didn't come across as impatient. Just really excited for the next stage of this story we're telling together. Do you need help buying a new monitor?
RACE NAME: Aslanta RACE PHYSICAL DESCRIPTION: Amphibious, progenetic humanoids physiologically closest to salamanders. Their coloration is almost uniformly dark blue or black, save during the mating season, when it can adopt a startling variety of violent hues in red and purple. Their skin is permeable, and feels like moist velvet to the touch. When startled, angry, or seeking a mate, the Aslanta's skin-glands emit a powerful, musky pheromone. Their eye-sight is quite poor, but they are extremely adept at sensing minute changes in vibrations and temperature, especially in the water. POPULATION: 12 RACE BEHAVIOUR: The Aslanta are whimsical, promiscuous, lazy, and carefree. They are timid when it comes to most conflict, but have no concept of personal space, ownership, or responsibility. Their days are filled with wild song and dance above and beneath the waters, before they retreat to sunken grottoes to feast on fish and kelp and tell stories of their light-hearted adventures. HISTORY: Soon... CULTURE: Soon... TECHNOLOGIES:
RACE NAME: Aslanta RACE PHYSICAL DESCRIPTION: Amphibious, progenetic humanoids physiologically closest to salamanders. Their coloration is almost uniformly dark blue or black, save during the mating season, when it can adopt a startling variety of violent hues in red and purple. Their skin is permeable, and feels like moist velvet to the touch. When startled, angry, or seeking a mate, the Aslanta's skin-glands emit a powerful, musky pheromone. Their eye-sight is quite poor, but they are extremely adept at sensing minute changes in vibrations and temperature, especially in the water. POPULATION: 12 RACE BEHAVIOUR: The Aslanta are whimsical, promiscuous, lazy, and carefree. They are timid when it comes to most conflict, but have no concept of personal space, ownership, or responsibility. Their days are filled with wild song and dance above and beneath the waters, before they retreat to sunken grottoes to feast on fish and kelp and tell stories of their light-hearted adventures. HISTORY: Soon... CULTURE: Soon... TECHNOLOGIES: