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    Tiaz Raydari

    Champion of Khorne
    Sub-setting

    Through the unending chaos, the burning of the flesh of gods and twisted by a furious nether. A world was born from the void. From the corrupted hearts of the heathen to the innocent followers of the gods’ the world was divided, conquered and settled. There were stories of untold horrors: Genocide, slaughters, and mass suicides, just for control of a Land that did not belong to them. There were also the stories of legend: People that forged themselves through the act of heroism, peace brought between warring tribes, civil war brought to rest through a once united family. We could go on, but this story is not about them. This story is set way before the golden age of men, beasts and nightmares. This is your story which dates the creation of your kingdom to the current golden age. Whether it lives to tell the tale is undoubtedly up to you.

    Rules/misc


    Standard RP rules will apply, No god-modding, power-playing, no controlling of other kingdoms.

    If you cannot or are unable to face or accept loses of battles or land, then this RP is not for you.

    This so far is to see how many people are interested in such RP, more features, lore, various AI factions/kingdoms will follow when we get a suitable cast. Around 6-8 people. For now I will leave all creations of Races, religions, events up to you and hopefully your imaginations will go wild. Please do include as much detail as possible about your custom creations.

    People that are absent for more than a week, or two will be assumed to have fallen off a cliff and their kingdoms will be put to my mercy(They won't suddenly be destroyed, just follow a different storyline, or might collapse over the course of the RP) until said people return.

    KC Template

    Kingdoms that are realistic will have a better chance of being accepted, this includes resources, military, kingdom age, population, taxes, demography, ect. A kingdom that has a low kingdom age, will not be a immediate superpower. Kingdom age limit is 300 years, You can also play as a village that is growing independent of its current kingdom (Ai kingdom), (please provide your own KC, and details then follow it into this KC)
    Don't steal up all the land, as I said, the world is quite large. For example, the Western island is about 11 million km^2 which is bigger than the area of the USA.
    Kingdoms will also have various hamlets, villages, and multiple small towns that encompass their land.

    Full Name:
    Colloquial Name:
    Capital City:
    Kingdom age:
    Affiliated Territories:
    Symbol/Flag:
    Colors:
    Government Structure:
    Head of State:
    Population:
    Race(s):
    Demonym:
    Language(s):
    Currency:
    Religion(s):
    History:
    Present-state:
    Relations and Diplomacy:
    Government:
    Lands:
    Cities and Regions:
    Military:
    Culture:
    Economy:
    Factions:
    POV Characters:
    Sub Characters:


    The World
    The world is divided into many continents for you to exploit, here is a map of Hel'kelo and various blown-up parts(located at the attached files) of each continent for your more detailed kingdom maps. The world is quite large, bigger than ours large.
    map1-copy-png.45811


    Cast:

    Blackdoom59 - The Clans of Incropya

     

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    Tiaz Raydari

    Champion of Khorne

    Dabiene Caristiana

    Your friendly neighborhood weirdo
    Oooh another Kingdoms RP. Hope it lasts longer than the one we had... eh Doom? ;) Good luck!
     

    Blackdoom59

    BATMAN!
    The Clans of Incropya

    2vtcvhz.jpg

    Full Name: Incropya
    Colloquial Name: The Steppes
    Capital City: None
    Kingdom age: Unknown
    Government Structure: Nomadic Confederations - Incropya is made out of unions named Khanates(or clans) erected by it's bow-wielding, horse-riding nomadic peoples. Those unions are ruled by Khans - Sovereign, military rulers that lead their Khanate across the steppes to acquire new herding grounds, to raid, to pillage and to hunt. Each Khan is advised by 2 Ishads (military commanders) and one Elder (overseer of administration within the clan). The Ishads are tasked with taking care of military matters such as training warriors, punishing lawbreakers, organizing raids and scouting operations, enforcing the khan's rule, suppressing revolts and protecting the Khan in battle. The Elder is tasked with keeping the peace of the people of the clan and making sure the needs of the people are seen to. Besides the Khan, the Elder has the highest power within the Khanate, as he is usually the oldest and most respected of all people within the clan. He is the only one that could successfully undermine the Khan's rule. The Ishads are generally the two best fighters within the clan, although sometimes the clan chooses his own brothers or children to become the Ishads. Unlike the Elder, they can be replaced any time by the Khan, giving them very little power within the Clan. After the death of a Khan, the Elder oversees a duel between the relatives that feel they are strong enough to inherit his title. If the Khan left no able relatives(that means children, elders and women), the Elder will oversee a duel between the Ishads, and the winner takes the title.
    Head of State: Varies
    Population: ~2 million
    Race(s): Humans 91%, Centaurs 4%, other races 5%
    Demonym: Incropyan
    Language(s): The Incropyan language, an ancient unwritten language with a lot of "R"s and "H"s. Very hard for foreigners to learn, scholars and merchants could spend years and they wouldn't fully master it. The Elders know many other surrounding languages, and the raiders generally pick up on the language of their victims.
    Currency: None. An Incropyan's most valued possession is always his horse, they are generally not traded around with. Incropyans trade weapons, slaves, food and herds of cattle. If they manage to acquire gold they'l trade it since they it holds no value for them.
    Religion(s): The Great Rider - An unreformed religion that centers around the story of an ancient nameless rider that conquered the world. Every rider clings to him as the ultimate god and tries to follow his footsteps.Other deities include his wife "The great mother" (the top deity for most women) whom gave birth to hundred of children, and "The Great Elder" - the wisest man in the world.
    History: The history of Incropya has never been written down, instead passed by word - from parent to child - the details being lost in the void of time. For all extensive purposes, everyone believes Incropya was what it is today, a land of steppes ruled by nomadic peoples. There are stories and beliefs that it was once part of another empire or that it once was united under a Great Khan - a Khagan but for all we know those could be just rumors.

    centaur_charge_by_toramarusama-d5vol1o.jpg

    The centaurs are people that are horse from waist down, and man from waist up. They are much larger, much quicker and much stronger than men, although they lack in wits. They usually live over one hundred years, but they have a short memory and rarely speak. There were many more centaurs then there are today. In the past, it is said that they had a large bloodthirsty horde that terrorized the lands of Incropya, and that the Khans focused more on fighting them rather than fight each other. A plague hit them, which eventually took all female centaurs, leaving the males alone in the world. Some galloped to other nations after the plague hit, to find a hospitable place where they can live off in solitude. Most stayed in Incropya to be encompassed into the clans.

    Present-state: Incropya is shattered amongst 4 khanates - Evok to the North, Voltarys to the East, Gandhir to the West and Haltarec to the South
    Relations and Diplomacy: The khans are hostile to all adjacent nations, constantly raiding hamlets, monasteries and villages, in some cases they conquer castles or towns whole only to pillage them. It's quite unusual for a Khan to conduct diplomacy with a foreign ruler, but it has happened before. Diplomacy between the 4 khans is quite different from the rest of the world. A khan can ally another ruler by marriage, but to truly ally another incropyan khan they must become blood-brothers. It's a special ritual performed by the elders where the two Khans exchange their horses and then cut their wrists. The Elders tie the two together by the wrists. The riutual is done away from either clans, and so, with their hands bleeding and tied together they are supposed to ride to both khanates, one at a time, and announce they're blood brothers. When both clans hear of this they gather and have a large feast, where at the end, the Khans are untied. This process can take very long and it's extremely painful and exhausting, which is why it happens rarely. After either of the blood brothers die, the alliance is broken. Blood feuds are the complete opposite. When a clan raids or otherwise does something harmful to the other, the Khan can declare a blood feud, practically declaring war on the other Khanate untill the enemy Khan and all his relative are dead. Feuds can be mended, but to do so the Khan must make a large gift to the enemy Khan, and there's no certainty they'l accept.
    Lands: Most of the landmass in Incropya is made of steppes. In the south, the Spearpoint Mountains act as a natural border between Haltarec and any nation further down south. Slaver's Pass is a narrow passage through the mountain from which Incropyan hordes come to raid and enslave foreigners, often used by lawbreakers that try to escape punishment from either side. At the far north tundra can be found, but no horselord goes that far with his clan. The whip river flows through most of the country and empties into the sea at Port Grasscroft.
    Cities and Regions: The regions of Incropya are the clans themselves. The people are nomadic and thus they don't ever settle permanently, they pack up their tents and stay on the move, with their herds following them. They never raised any cities, temples or castle Incropya. There is but one exception to this - Port Grasscroft. A century past ,colonists from an unknown nation(if you want to be that nations just say so) send their ships to Incropya, where the Whip river empties. They started a colony there, but upon discovering the natives and their ruthless ways of dealing with strangers, the colony was abandoned. The people left behind were at the mercy of the gandhirs, the clan that ruled over that land. The Khan allowed the colonists to continue growing, if they were to pay tribute and trade with his people. Now, a century later, the colony raised and thrived, turning into a grand city that pays tribute to the gandhirs. This city has different religions, language and customs, as it's citizens never truly left their origin behind. Years ago the gandhirs allowed the citizens to rule as they please as long as they get their tribute, and the colonists remained loyal to their benefactors. Now the city is contested by the Evok clan, and wars are waged outside it's gates for who gets the tribute.
    Culture: The Incropyans, although distinguished by the name of their clan, have the same culture and belief system. They are bred to be tough people, men dream to be warriors from a young age and women dream to marry those great warriors and to have many children. They are used with death, disease and suffering from a very young age. They are used to the kind of lifestyle that makes them tougher. There are few Incropyans who are kind, but they have a code of honor, they don't believe in backstabbing, and such that is considered the worst of crimes. With the exception the gandhirs, they are very hostile towards foreigners, and are known to kill preachers, runaways and merchants in gruesome ways. If you're not born in a clan but you wish to be part of it, you must prove yourself through a test, known as "The Marking". It involves partaking in a horse race, archery match and finally a duel between the outsider and either a lawbreaker(if he wins he gains freedom) or an old warrior. If the outsider passes the test, he(and the family he's with) are "marked" - a horseshoe is burned onto their shoulder. This is so that clansmen know that the outsider is now part of the clan, but he wasn't born in the clan. The only outsiders who aren't marked or whom have to pass the test are defectors from other khanates. The marked can proceed to do whatever he wishes within the clan(except preach a foreign religion and is free to leave and come back whenever he desires). Some foreign merchants train in horseback riding, archery and swordsmanship in order to be allowed to trade with the clans, knowing there's a lot of gold to be made. Magic is very scarce in Incropya. Those who have a talent for it have to train alone, with no guidance whatsoever.
    Every 5 years the wargames are held. The 5 khanates (assuming they're not at war) come togather and let their best warriors fight on horseback in a large field. The winner is known as "the great champion" a title that brings as much prestige and respect as being a khan.
    Economy: The Incropyans find no real value in coins or gold, that's just stuff they can trade for more of what they need. The Incropyans are self-sufficient, they have their own smiths and artisans, they live off their herds and the herds live off the land. The horse is of the highest value for an Incropyan, there are many breeders in the country, and they sell the best horses to the highest bidder. They are generally the richest of the clansmen.

    The Khanate of Haltarec
    Symbol/Flag:
    A black horse eating grass with mountains in the background
    Colors: Black/Gray/Blue
    Head of State: Khan Vahqo "The Cruel"
    Population: 300, 000
    Demonym: Haltarari
    Present-state: Strong military, low population, poor land, major slave trade.
    Relations and Diplomacy: Raiding Voltarys and the adjiacent nations.
    Cities: None
    Military:
    15, 000 Light Cavalry
    10, 000 Horse Archers
    10, 000 Heavy Lancers
    Economy: The Khanate of Haltarec is the 2nd richest Khanate, as it deals heavily in the trading of slaves.
    Factions: None
    POV Characters:

    Khan Vahqo "The Cruel"
    Genghis-Khan_base3.jpg

    Vahqo became Khan when his brother passed away. He was the youngest of his brothers, and he had to fight and killed both at the age of 14. When he took over the Khanate, many considered him to young to rule, and defected to other clans. This turned the Khanate into the weakest of the 4. Vahqo hates that fact, and subsequently hates himself for allowing that to happen. He's determined to restore Haltarec to greatness. He's known to be a ruthless and cruel man, torturing all those who've wronged him. His people fear him which leads to little slave unrest or crime. He is always cold, never showing a smile, he places little to no value on his advisers or his people. He is a skilled swordsman and the best marksman in the clan. He's now 19, and has been ruling over the clan for 5 years.
    Sub Characters:
    Howlan - Aged 76, Vahqo's great grandfather and now the clan Elder. Used to be a Khan, gave up on his title in favor of Vahqo's father when he turned old. A blind man, trying to help Vahqo change his ways.
    Troki - aged 21, Vahqo's left hand man and Ishad. Troki respects Vahgo and follows his commands without questions, being in favor of everything he states.
    Richard - aged 45, Richard was taken as a slave since childhood, but eventually became a marked warrior, and managed to rise to becoming and Ishad, as well as the slavemaster.

    Khanate of Voltarys
    Symbol/Flag:
    A full moon raised above a field
    Colors: Black/White/Blue
    Head of State: Khan Iriki "Bloodbrother"
    Population: 400, 000
    Demonym: Voltaryian
    Present-state: Weak military, decent population, good land, no unrest
    Relations and Diplomacy: Raided by Haltarec, Allied with Gandhir, Blood Feud with Evok
    Cities and Regions: None
    Military:
    12, 500 Light Cavalry
    7, 500 Horse Archers
    5, 000 Heavy Cavalry
    100 Moon Sisters
    Economy: The Khanate of Voltarys is the poorest of the bunch
    Factions: Moon Sisters - An order of sorceresses that are bound in service to the Khan of Voltarys. They are adepts of destruction and illusion magic, being able to cause havoc in the battlefield.
    POV Characters:

    Khan Iriki "Bloodbrother"
    Atilla-the-Hun_Base3.jpg

    Aged 22, Iriki inherited the the Khanate from his uncle a year ago, as he left no other heirs. Iriki is good warrior and able military commander, but always merciful in his decisions. This mercy allowed his subjects to get away with crimes before, which made him less respected in the clan. The respect faded even more when Iriki became blood brother to Khan Pantor. Wants to keep his word and defeat the evokii, as well as earn respect within the clan.

    Sub Characters:
    Zambia - Aged 18, Iriki's wife
    Ziel - Aged 3 the son of Zambia and iriki
    Ala Vez' Narii - Aged 98 - The Elder of the clan and the leader of the Moon Sisters. Known to be the strongest mage in Incropya
    Bashatur - Aged 70 a centaur Ishad bound to serve Iriki
    Valho - Aged 35, Zambia's elder brother and Ishad
    Rhaego - Aged 29, 4th born son to Khan Waldrag, taken prisoner by Valho and group of Voltaryan men


    Khanate of Gandhir
    Symbol/Flag
    : A torch crossed with a sword on a red background
    Colors: Orange/Gray/Red
    Head of State: Khan Pantor "the Bold"
    Population: 500, 000
    Demonym: Gandhir
    Present-state: Strong Military, Rich Land, Moderate Population
    Relations and Diplomacy: Allied with Voltarys, Blood Feud with Evok
    Cities and Regions: Port Grasscroft (tributary)
    Military:
    20, 000 Light Cavalry
    12, 500 Horse Archers
    Economy: The Khanate of Gandhir is the richest of the 4
    Factions: Guild of Grasscroft - The guild that rules the city, responsible for how large(or small) the tribute is to Gandhir
    POV Characters:

    Khan Pantor "The Bold"
    asian_inspired_warrior_2_by_jubjubjedi-d4xssbc.jpg

    Aged 46, Pantor dueled his cousin 20 years ago and managed to take hold of the Khanate. He managed to keep good relations with the other Khans as well as his subjects. His reign was just and good, the tributes received from Port Grasscroft made it possible for the people of Gandhir to have a better life than in any other Khanate. A year ago, Pontor found out that evokii agents were embezzling from the port. His wife passed away due to illness, and that made him take the rash decision to execute the corrupt guild members which eventually led to the Khan Waldrag declaring a blood feud and start to wage war on Gandhir. The war has been going on for almost a year, Pantor became blood brothers with Khan Iriki, but, even so, all battles against the evoki were so far lost. Pontor had 4 children - 3 boys and a girl, but 2 of his boys died in battle. Pantor desperately wants to win the war and avenge his family. He holds a deep hatred for Khan Waldrag.

    Sikvi "Devil Huntress"
    2cc784c1ee7bf6919446a83468bf6c70.jpg

    Aged 19, Sikvi is the only daughter to Khan Pantor. A wild and free-spirited woman, Sikvi is beautiful and fun to be around. Incredibly skilled in Marksmanship and horse-riding, Sikvi believed she was more of a man than any of her brothers. When her father tasked her to marry Khan Vahqo to try and secure an alliance, she stole a horse and galloped away, her location being currently unknown.

    Timeric "Wolf of the Steppes"

    wolf_of_the_steppes6p76vW2it3.jpg

    Aged 22, Timeric is the 2nd born son of Pantor. Timeric was sent to travel the world from a young age, where he learned many things. A formidable warrior and a good commander, he was named Ishad after winning the battle against Khan Waldrag's brother despite being outnumbered. Timeric has a wolf named Stonetooth. Wants to avenge the deaths of his brothers and kill Waldrag

    Sub Characters:
    Zenho - Aged 50, an old warrior, known to be Pantor's best friend. Serving as Ishad
    Gendeh - Aged 64, the elder of Gandhir



    Khanate of Evok

    Symbol/Flag:
    Two Horses raised on two hooves facing one another on a green background
    Colors: Gray/Green
    Head of State: Khan Waldrag "The Old"
    Population: 700, 000
    Demonym: Evoki
    Present-state: Very Strong military, large population, rich land
    Relations and Diplomacy: Blood Feud with Gandhir and Voltarys
    Cities and Regions: None
    Military:
    5,000 light cavalry
    15,000 horse archers
    10,000 heavy lanchers
    10,000 heavy cavalry
    5,000 armored horse archers
    Economy: The third poorest Khaganate
    Factions: None
    POV Characters:

    Khan Waldrag "The Old"
    f109a5bb5317634d197e16fbed83ba43.jpg

    Aged 67, Waldrag has been Khan for as long as he can remember, and recently became the Elder as well. It's a very uncommon thing for someone to have both those titles, and Waldrag has nearly uncontested power because of it. He spent his life as a lustful man, fathering more bastards than you can count. Out of all his kids he has only 2 true-born sons, the others became warriors but still hold no legitimacy to the title of Khan. During his early years Waldrag conquered land from the adjacent clans, making his khanate the strongest of the 4. To further expand he had spies embezzling from guild house at Grasscroft. Now fighting in a war against two other Khans, Waldrag has grand ambitions he wants to accomplish before his death.

    Vikar "The Great Champion"
    genghis_khan_by_asuka111-d4fti0t.jpg

    Aged 42, Ishad, Vikar is well known for being Waldrag's oldest son and for winning the wargames 4 years ago. Vikar is an incredible fighter and a proficient leader, he kept true to the vows to his wife unlike his father. Vikar is loved by his clansmen, his brother as well as all his bastard brothers swore not to rise against him when the khan dies. His skill in diplomacy enabled him to rule together with his father for the past years.

    Sub Characters:
    Karlag - aged 84, a centaur Ishad, known to be the largest centaur alive.
    Ellie and Elena - Aged 13, the twin daughters of Vikar
    Willia - aged 37, Vikar's wife
    Mago - aged 15, Vikar's first son
    Veho - Aged 9 Vikar's second son

    ---------------------------
    I know this is not a "kingdom", and that i'm taking up a bunch of land, but keep in mind most of it is split. I wanted this to be an interesting addition and I tried making it as realistic as I could. If you have any problems with this KC let me know and I'l change things right up.
     

    Tiaz Raydari

    Champion of Khorne
    I love it, you're definitely in. I just hope you stay true to your nation's, or rather clans', diplomatic stance(s). It has a great combination between Mongol and Dothraki elements (least that is what it reminds me of). The land you control is perfect. Would love to see how you interact between your clans as well in how they handle outside interference(other player kingdoms, numerous other NPC kingdoms) and different events (Celestial and otherwise).

    Feel free to ask me any other questions in the mean time.
     

    Dabiene Caristiana

    Your friendly neighborhood weirdo

    Blackdoom59

    BATMAN!

    Tiaz Raydari

    Champion of Khorne
    Most of these races will be added on the map after we have gotten a good-Rp base, also these are the current most important races that have an major nation group which will affect most of the Rp'ers in one way or another. There are also other races that I don't think are quite important at the moment those that do not have independently situated nation. Undead, I found to be a sub-race of each major race. Like an undead giant or undead human. There, however, could be a separate race that is only found in an undead form that would be a major race. This list does not include races from KC cards.
    There will also be a list of non-intellectual races, or beasts and animals. These lists also include the standard fantasy races, from humans, elves, to faeries.

    Intellectual NPC Races

    Giants – Creatures with unknown origins, many do speculate that they formed from nature and that their essence is ensuing in the protection of the natural state that the other humanoid creatures lack in, but their goal is quite simple. Giants hate humanoid creatures with a passion and do whatever they can to see to their eradication and no one should underestimate them. The only allies, or rather slaves, to the giants are ogres and trolls. Encountering these creatures while wandering into uncharted lands is quite high. They also wander into a nation’s border but these do not usually end for the nation and can lose a couple of villages and hamlets. Giants have different appearances in different regions and rarely do these different sub-species align themselves.

    Scru’Ree (Like you are sounding out a prolonged Scurry, with a more noticeable U sound) – Small creatures, about the size of human toddlers, with unnaturally strong teeth capable of breaking through solid rock with ease. These creatures are known miners, inventors and are quite crafty. They live in underground self-made caverns in a civilized manner which is connected to various tunnels and rooms. Their caverns are lit up by a curious fungus which glows brightly, and has no known effects other than lighting (at least not to anybody but the Scru’ree). These creatures can be known to be peaceful as well as rather wrathful to certain nations.

    Reavers – Odd gelatin-like creatures that delve from the sea and they are quite capable of breathing on land as well as in water. They live on giant odd floating devices made from an unknown plant from the deep oceans and most of their settlements are attached to coastlines and can survive out in the open ocean. Most consider them to be alien and tend to avoid them like a plague, however, there are those few that have accepted them and have benefited from open trade with this race. True intentions are unknown, but peaceful. They are not to be confused with the more hostile and chitin-plated race of Vol’da.

    Vakira – A distorted race, claimed to be pure perfection by many. Those that have seen this race are allured by their aura but there are magic charms that claim to suppress it. Not one true account for this race has been made. A description from a human follows, “It was the most beautiful thing I have ever seen. Piercing eyes met my gaze and I was filled with utter bliss. It was like looking at the most vibrant, perfect eyes. Colourful and full of vision, that was until I looked upon her…” There were different descriptions from different races. It seems the viewer sees what they inspire to be true beauty, or perhaps something else. Just known that if you happen to look upon these eyes, these things of pure perfection. True evil lies in their hearts. The statement was taken by well-renowned archaeological professor of Old’ke, School of wisdom, knowledge and magic. It was after he murdered his family, and then executed without trial. They are far from fictional, just ask anybody that was present at the battle of Eldoore hills, or the siege of Quintillion.

    Vol’da – Odd creatures that are covered in a chitin-plate exoskeleton and they also delve from the sea and are quite hostile to many other forms of life. They are slave orientated and there have been known alliances. Nations that are at odds with this race can be expected to be raided and their populace subjected to slavery. Vol’da live on giant bug ships that they use to travel the open ocean to their unknown lair. Not much is known about them and they appear to act in an intellectual manner but could be hive-minded.

    Bul’debur – Giant ram-like humanoids. The peaceful version of the famous Minotaur and way downsized. They can be a dangerous foe or wondrous friend. They are a hard working nation, preferring the cold and mountainous parts. They construct great cities from giant Redrot trees found close to their lands. The trees growth is sped by the herbalistic magic they practice and they are known to be great healers.

    Spizrua – Monstrous lizard-like creatures that are described as fowl-mouthed and gruesomely looking. If you can get past the smell, and their known venture for horrid conditions you will find them to be quite peaceful and wealthy creatures. Their cities are uninhabitable to anybody but themselves, and thrive on noxious toxic gases produced by their filth. Humans, elves and other creatures will undoubtedly have a horrid experience if they decide to travel to the Spizrua. In all their history they have never been raided by another nation.

    Melluur – Described as Eaglemen, these creatures take to the skies and build cities in high places. You will find this nation as small settlements that dot the entire world. From tall tree settlements to dangerous mountaintops. They love to travel and interact with other nations.

    Balgurians – Described as being Carnivorous hulking beasts and crocodile-like and being snub-nosed. They love swamps, rivers and damp places to build their settlements. Melluur meat is a delicacy to them, and often they would leave their settlements and wander the world until they find a Melluur settlement. The young often join these hunting troops to find glory, gold, and their selection of Melluur prime and not many of them do end up returning.

    Talnakeys – Small creatures that live in small settlements in various parts of the world. Their settlement numbers do not max more than 2000, and have about 3 settlements per a continent. They are described as monkey-like fur balls with a knack for technology which they would never give up even if it meant death for their race. They are generally friendly but do not allow other races to live within their cities, and they are armed with mysterious gadgets, and weapons that fire projectiles that they call rifles (renaissance-age rifles). They also have automatized machines that do most of their work for them, or so word as gotten around that they have.
     
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