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#1 Skirmisher

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Posted 29 March 2011 - 02:07 PM

Ok, for those of you that were contacted on Mibbit, post your Information here.

Once we have everything here, I'll Update you on the Story of the RP.

#2 Josh M prime

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Posted 29 March 2011 - 02:10 PM

Ok, for those of you that were contacted on Mibbit, post your Information here.

Nesh, Jesus, Bob, Kain, Ruinus, Opa, Ham and Elly.


Once we have everything here, I'll Update you on the Story of the RP.


So, I gues I can't ask to join?

#3 Skirmisher

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Posted 29 March 2011 - 02:13 PM

So, I gues I can't ask to join?

You can Join, but rather then try and shoehorn in another whole Civilization, you can pick from the ones that made the cut.

#4 Josh M prime

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Posted 29 March 2011 - 02:15 PM

You can Join, but rather then try and shoehorn in another whole Civilization, you can pick from the ones that made the cut.


Thank you.

#5 kainboa

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Posted 29 March 2011 - 02:51 PM

The Country of Cinnober.
Areal: 115600 Sq Miles.
Population: 75.000
Race: Vampire-Trolls (25%) Trolls (70%) Humans (5%)
Language: The regular citizens does not speak anything other than Troll, only the elite trained Vampire-Trolls learn the Common language and the languages of the bordering countries.
Ruled by the dread tyrant: Knusum Kranikum, a Vampire demon who has ruled the country for centuries with an ironfist.
The Capitol of Kvaehl is where Kranikum has his castle and where the majority of the Vampire-Trolls make their home.

Vampire-Trolls
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Trolls
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The Tyrant: Knusum Kranikum
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More information to come later!

#6 bobisbeast

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Posted 29 March 2011 - 03:20 PM

The kingdom of Istari.
Population; 100,000 or so
Race: 75% Wood Elf. 10% Dark Elf. 5% high Elf
Capitol: Posted Image

Gûl. A large waterfront city, filled with the wisest wizards, and the strongest warriors of istari. A center of learning and training for the Istarians.

Occupations: most Istarians are wizards, but there is quite a large warrior population as well. others are fishermen, or farmers.

Current Ruler: Sadron the Wise. The kind and merciful ruler of Istari. He has ruled for many moons and sooner or later will need to name a successor.

Dark Elves
Posted Image

Wood Elves
Posted Image

High Elves
Posted Image

Bios for three suub-races and more to come later

#7 jesus20456

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Posted 29 March 2011 - 04:14 PM

region: Affelandhttp:
Race: gorilla people:
50% citizens,
http://www.wizards.c...88268_620_7.jpg

45% warriors,
http://images3.wikia...rVG-TF04-JP.png

5% shamans
http://fc08.devianta..._by_Fyreant.jpg

character:
Shaman:
Is known for being the wisest and most powerful in magical skill, of all shamn in history. Lare'neg quickly rose to a very high power in Affeland's heiarchy. He refused to be honored as great leader due to a lack of understanding in politics, and is very famous among Affeland's people. Lare'neg is trained in physical combat as well as magic, but does not excell at it due to being rather small and weak compared to other citizens of Affeland.
MORE WILL BE ADDED LATER

#8 Opalord

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Posted 29 March 2011 - 04:17 PM

BASIC sheet, will expand later

Realm: The kingdom of the sun, Misnendus

Population: Cyclopi 90%, Humans 9%, Sun touched (telekinetic mutants)1%

Ruled by: Ifreet Sarazen

Cyclopian biology (Note: some of this information would not be common knowledge, and I will be mildly annoyed if trying to help others understand how my race works gets turned into an ass pull on a later occasion): Standing well over eight feet tall and with skin almost as hard as rock, there is a reason that the slow breeding cyclopi have remained a power in the realm for as long as they have. To humans, they would not be described as a pretty sight, with dull brown skin covered in gnarls, given them a very reptilian appearance. Their most noticable feature after their size is the half foot across eyeball that dominates the center of their head. the eye is both a gift and a curse, allowing them to see the minutest detail at close distances, but losing their focus over longer distances. the also have some trouble noticing large, sudden movements. As such, as they evolved their other senses began to pick up the slack, and their hearing is much more advanced than many other races, though extremely loud noises cause them pain. The distinction between male and female cyclopians (other than the obvious) is the over muscle mass (the women are lighter and bonier) and the shape of the eye, with a horizontal oval for the females and a circle for the males. Eye colors run the complete gamaut of colors, and they appear to lack what most races have as a pupil, looking to have only a large iris in the white space. The only exception are the sun-touched, who gain their name from the way their eyes literally a pale yellow. Cyclopi do not have hair. Their diet consists of a combination of mineral rich rock and nutrient rich meat, though they can subside on either

History, as told by the Keeper of the Grand Library: Countless sunrises ago, the sun looked down upon the blasted earth, and gained the desire to have life put upon it. And so, taking the rocks and sand, he molded the shape of life in Its image, with one eye to overlook the new world. It then took water and placed it into the bodies, and let Its light give life to the shapeless dolls. And so the first generation was born. The world proved inhospitable even to their greatness, so the sun created many lesser beings from its essence to create a suitable world for its creation, gods of forests and mountains and oceans, keeping the arid desert as its own realm. The was peace for a time. Until one day, the forest god grew jealous of the The Sun's sovereignty over intelligent life, and made to stand the various dumb animals of the forest and gave them new shape, creating the inferior races that populate the earth today. The Sun, in Its infinite mercy, merely destroyed the offending god and allowed the new races to live, finding them a cute distraction to his over race. Again there was peace for a time. one thousand years ago, however, The Sun's essence gained the urge to wander. It gathered up all the spirits It had released back into himself, and left, giving Its people a task until he returned; watch over the inferior races, keeping them from destroying the world It had come to love like a child. Those people (our people) aquisced. The sun gave them the knowledge to achieve this task, filling their minds with the knowledge of architecture, math, and warfare. It also blessed their race's blood, so that every 365th child born to them would be sun touched, and have the ability to manipulate gravity itself. It then left, leaving some of its power behind to leave the world lit. Over the intervening years, we have kept to our task, watching over the lesser races so that none would destroy the other, or any other part of The Sun's world

Geography, as told by a rather not impartial historian: Misnendus is as hard a country as the monsters who rule it. The large majority of it is rocky desert, with the only green land on the northern border, at the occasional oasis, and near the decadant capitol city of Ifreet-sen. The monsters, though capable of traversing the harsh land on foot with some ease, have built a surprisingly intricate road system to allow moronic bootkissers to trade with them and to mark the safer passages between their towns. The bay itself is holy to the one eyes, as its crystal clear water and bountiful aquatic fauna is what has allowed their capitol to flourish into the metropolis it is today

Life in the sun Kingdom for non cyclopi, as told by a palace servant: First rule of the sun kingdom: A Cyclops is more important than anyone else. The lowliest backstabbing murdering beggar cyclops's life has more value than a foreign king. Second rule: the sun-touched freaks are walking, living gods. what they say goes. In any situation, even if it involves other cyclopi. They control all the power around here. You can't get as an advisor unless you are one, and only one cyclops in history has become Ifreet without being one. Anyway, with that kinda crap sorting system, you might be wondering why anyone other than cyclopi live here. Well, there's a few reasons. One: while the one eyes may think that the best thing since baked bread, they don't neccesarily treat others like crap. I got a nice little apartment that overlooks the bay, 3 square meals a day, and a 3 hour lunchbreak. And all I gotta do is bow and scrape and stroke a few thousand egos everyday. Two: Job security. The sun kingdom's been around for a LONG ass time, longer than any other nation I can think of. Why? because the one eyes are twice the size of a normal man and got tough as shit skin. Not to mention the sun freaks. just one of those bastards are enough to take on a whole army. And three: This city and the whole damn country are just damn beautiful. Though you probably noticed that when you walked into this massive golden tower of the palace. And almost all the cities look this good, if not as grand. For having one eye, the cylcopi are damn good architects

Cyclopian culture, as told by an (seemingly) impartial observer: While many outsiders understand how cyclops view them compared to themselves, few know of how cyclopi interact with each other. I record the basics of their interactions here. The cyclopians use a caste based system, but one based on profession instead of hierarchy, where one's beginning occupation in life is decided at birth. For example, there is a warrior caste, a jeweler caste, a blacksmith caste, a merchant caste, and so on and so forth. Should the two parents be of different castes (a perfectly normal occurrence), the child shall be put into whichever caste is deemed to require them more, as decided by one of the governmental offices. As to the governmental positions themselves, any member of society may apply for any position other than high council, and the high council picks who they think worthy through a series of written and oral tests. when it comes to social interactions with one another, honor and honesty are the most important values to exhibit, with politeness a close second.



Hjikiel Xaxes

Rank: Lieutenant

Posted Image

History:
Born into the military caste, Hjikiel quickly showed himself to be a more apt practitioner of war than any of his previous family members, many of whom were considered failures. Hjikiel Showed aptitude at many of the various aspects at war, reaching master status in spear use particularly. During a raid against a slaver camp, Hjikiel rose to the occasion when the commanding officer received a fatal arrow injury, Stopping the forces from falling to confusion and routing the surprisingly well equipped humans. He was immediately given permission to take the officership test, and past with flying colors. As his first assignment, He has been been command of a section of the diplomatic corps, who escort cyclopian and subordinates' dignitaries when during diplomatic missions

Personality: Hjikiel is as close to humble as many consider possible for a cyclops, softspoken when not on the battlefield and willing to listen to the advice of even non cyclopians if they speak sense or would have more knowledge of the subject. He is fanatically loyal to the cause of the preservation of the Sun's world, and is perfectly happy to serve in a function that seeks to prevent wars rather than start or maintain them

Equipment: Cyclopian war spear, Full-plate, Diplomatic corps shield (enchanted to absorb smaller magics)

#9 Hugo Fowl

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Posted 29 March 2011 - 05:10 PM

Posted Image

Welcome to Ak-terat Des-Kogmin(The Whirlwind Kingdom).

Population: 12000 plus.

Races: Human(Karana): 80%. Sliths: 20%

History: The Whirlwind Kingdom was originally a dumping ground for a long-dead civilization. A place where the worst of the worst of their society could be disposed of with relative ease. And thanks to the scorching heat and local dangers, the majority of their condemned ended up dead or worst, saving them the cost of an execution as well as possible rebellion from their supporters. At least any major ones. Eventually however, the condemned began to adapt, to survive. Becoming the foundation of the Whirlwind Kingdom, as it is today. 3000 years before their establishment as a true world power, the former prisoners were joined by an exiled mage known in their history as "The Silent One". Who gained allies amongst the native Sliths, and trained the people into a proud race that eventually conquered their former jailers and scattered them to the four winds. In remembrance of this being, they adopted his name for themselves. They are the "Karana Des-Forat". The Silent People. Very polite, very hospitable to travelers if approached the right way...But extremely dangerous as a whole to enemies, with blood-oaths being carried out by as far as the fourth or sixth generation.

Geography: The Whirlwind Kingdom is a massive desert area bordering the sea, with water sources being traditionally places of truce as well as sanctuary. Hospitality to the weary traveler for at least a night is expected of every Karana if possible, and infractions are treated with severe force. There are only three major cities, all walled and all prepared for times of war. The capital being Hak-Arak and also the place for the Voice of Silence, being the nominal final authority by all the tribe leaders. Also present in certain places are ruins of the past, cities which once was the talk of the world. Long since re-claimed by the desert now, and used in certain rituals by the Karana as well as the Slith. The Slith on the other hand, live largely underground and keep several outposts near the surface for trade, with the most major one being the Cavern of Wonders. The biggest market in the Whirlwind Kingdom.

The second largest market is located in the second city, overlooking the sea. Called "The Wyrmburg" and is also the site for trade and interaction with any port travelers as well as the Heerig, their neighbors of the seas. Though earlier meetings had sparked minor skirmishes as well as clashes, they have since grown beyond that and share a cordial relationship, each trading with the other as well as anyone else who comes about. Making Wyrmburg the most well-known place in the Whirlwind Kingdom by foreign merchants and would-be adventurers.

The final main city is known as Akre and was originally a fortress created by the long-dead civilization as a place where they could keep an eye on the convicts and holds a special place in Karana Des-Forat history, as it was their first major victory as well as the last place of rest before they travel to the Ruins when on pilgrimage.

Tech/Magic level: Technology is high to the point where they have discovered gunpowder, as well as lighter-then-air-travel. Metal-work is a high profession amongst the Slith and a few of the Karana, creating beautiful works of art as well as tools of destruction from intricately etched metal plates to cannonade, though many prefer the crossbow/recurve bow over the more clunky firearms, though some make it their specialization in creating them. Also prominent is chemistry, as well as philosophy. With a joke saying being "It is easier to squeeze blood from a rock, then a straight answer from a Karana."

Magic is a major thing, with each tribe requiring at least one mage, each specializing in certain gifts. Battle Mages or "Sorcerers" are a relatively small group, but form an elite in wartime as well as peace, with a lone sorcerer receiving enough training and development to take down an entire platoon of armoured knights or six mages on his own. They answer to the Voice of Silence himself, and work as lawkeepers. Honor, being a strict byword amongst them with any rebel being killed by his fellows.

Locals and customs: The Karana Des-Forat are a tribal people by far. Wandering the deserts in groups and eking out an existence that while somewhat harsh by outside standards, have created a people who have been shaped since birth to be all that they can be. They also serve as an impromptu patrol, as any outsiders they encounter who cannot give a good account for themselves end up either killed, sold as slaves or even adopted into the tribe. Depending on circumstances. There are by the last count, at least five-hundred-odd tribes that wander the desert and the only time when they are all gathered as one are in times of war or when selecting the next Voice of Silence.

Tribes are ruled in conjunction by the patriarch and the shaman. One for the everyday occurrences and the second for the spiritual aspect. Women are actually not seen as equals, but rather as parts of a whole. A balance that the men cannot be without, and a feeling reciprocated by the women themselves.

Slavery is a common enough thing in the Whirlwind Kingdom, the custom having occurred when in their dark history, they triumphed over their enemies and enslaved them in turn. Since then, the slave markets of the Whirlwind Kingdom has grown large, expanded from not only those who have become prisoners, but also imports from others, wishing to turn a profit. They have one strict rule though....They do not accept allies as slaves. It is the law that no Heerig, Slith or Golem can be a slave in their kingdom.

In terms of transportation, their are several ways to travel (relatively)safely through the Whirlwind Kingdom. One of them is via Airship. Second is by the peaceful dragon-esque creatures called "Gorages" which are massive enough to deter most predators.

Dangers: Sand Scorpions the size of cart horses, sand worms, carnivorous plants, sandstorms, the scorching heat, the cutting winds.....All these and more, converge to make a nation whose history is synonymous with "death."

Posted Image

Name: Al-Rekquim.

Rank: Captain(retired)

Unit: Eagle (Sorcerer Division: Scouts)

Height: Six feet.

Build: Medium

Distinguishing features: One green and one yellow eye.

Equipment: Food rations/Water skin. Sorcerors blade(Slith-forged, Wind Element. Presented to a Sorcerer upon graduating and named by the wielder, that its spirit may know its owner and add its will to him or her, as well as protect its owner. Called "Scorpio" by Al-Rekquim). Throwing knives(20), Mini-Crossbow(range: 500 yards accurate, one-shot. Used for sniping missions), spiked pads in the gloves as well as in the shoes for climbing. Poisons x 5, Acid x 5, antidote(all-purpose) x 7, chainmail shirt(Slith-forged), Gun-Powder container x 3, flint and steel.

Sorcery: Penalty(Standard spell for all Sorcerers. A ritualistic method which requires great pain from the one it is used on, to weaken the will before the Sorcerer attacks the others mind mentally. Scanning memories and as much an interrogation method as it is a judgement. The side effect is to leave the victim in either a state of insanity for light cases, and in heavy ones...A vegetative one. To use this spell lightly is a capital offense, hence why it is so rarely done. Save for the most heinous of crimes), Channel(When holding the blade presented upon graduating, the swords power allows the Sorcerer the ability to unlock his or hers special elemental power. In Al's case, Wind), Empower(More of a frontline focus, this allows the Sorcerer's body in question to perform at the superhuman level. Speed, strength and reflexes are all enhanced and can allow a Scout or a Warrior to perform physical and mental feats impossible of most races. This spell requires a perfectly fit body however for it to work however), Borrowing(A Scout-based spell, to borrow means to mentally assert control over an animal in the area and see through its eyes. The best can spend weeks in the mind of an animal, though stay to long and you may never return to your body), Illusions(Scout-based spell.)



Profile: Al-Rekquim, Windswept Tribe was the adopted son of the Huntsman after being discovered in a ruined caravan as a boy. Near death, and half-mad with thirst and fear. Raised as his own son, he grew up into a fine man until his magical gifts manifested and he was sent to the capital to take the tests to determine how strong his power was. The results ended up landing him into the Sorcerers division without needing to take the pre-requisite tests. A cause of resentment to his classmates who demonstrated it in no uncertain ways to him during his tenure. And thus did several years pass, as he learned the sword, how to use his gifts, languages, poison and healing...All to create what were the elite of the elite in the Whirlwind Kingdom, the backbone of the Karana army....The Sorcerers. The Keepers of the laws, and the penultimate judge, save for the Voice of Silence himself.

For another several years, he served the Voice until he was approached by his own men to take upon a new role...One that would require him to leave his homelands, for six years in order to determine the state of the outside world. So the Voice has commanded....And thus he must obey.

#10 Ruinus

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Posted 29 March 2011 - 06:21 PM

Name:Posted Image (Heerig Confederacy of Hives)

Anthem:Posted Image
(Songs of Our Sea)

National Seal:Posted Image

Official Language: Fkmnu (Pronounced "phoom" in Common Tongue)
Recognized Languages: 83 regional dialects

Capital City: Fkm-En ("Glowing Hive")

Demonym: Heerig (Common Tongue only)

Area: 50,402 km
2
Water %: 62

Population: ~720,000
Density: ~2,300 km
2

Currency: lroh ("ee-ro")

History:
The Heerig were the rumored "beasts from the sea" that ancient mariners and navymen would speak about, though it was only in recent times that the world came to know them as fact rather than fiction. Heerig history, and, by extension, Confederacy history dates back several thousand years. Ancient Heerig would build small hive communities in deep sea reefs and from there burrowed into the earth itself in efforts to seek further shelter. Combat with the creatures of the sea proved a task too difficult for isolated communities, leading them to gather closer and closer and share more resources, laws and space, leading to the creation of the first true Heerig nations. The most powerful of these nations, which is considered the precursor to the Heerig Confederacy of Hives, settled the underground areas of the Known World. When the Heerig finally pushed unto dry land, they brought a major impetus to their civilization. All manner of tools that were impossible underwater, such as creation of fire, books, chemistry, smelting, forges and several others land dwelling races take for granted, where suddenly discovered. This advancement led the Heerig to wish to explore the surface world, which they had no prior contact with, and the peoples that may live there. The Confederacy of Hives was formed as a response to this drive to visit the surface world, the Confederacy would act as the Heerig face into the strange lands above. Their first expansion upwards in 805E3 led them to colonize a small island chain off the coast of the Whirlwind Kingdom, scholars still have no clear answer as to why the two nations missed each other, and led to the first above sea level addition to the growing Glowing Hive.

The Heerig were first "discovered" in 821E3 when a Karana Des-Forat scouting party blundered into them near the well known water source of Wyrmburg, which at the time was not the thriving trade center it is today, and started what are now called the Wyrmburg Battles, small skirmishes and conflicts that resulted in their disastrous first meeting. Heerig and Karana Der-Forat scholars speculate that these battles resulted out of three things, the Heerig inability to speak Common Tongue and the Heerig's appearance matching descriptions of "sea monsters" and lastly, the Heerig capital city of Glowing Hive had not been discovered on the nearby island chain. These three factors led the Karana Des-Forat to brand Heerig as savage, if intelligent, beasts.

The Wyrmburg Battles were ended when Hhnnnn-Mown, Glowing Spines, successfully cast a translation spell on several Karana Des-Forat and Heerig soldiers mid battle. The sudden and unexpected ability to communicate halted the conflict and started an easy friendship between the two cultures. With the Wyrmburg Battles ceased the Confederacy turned towards more peaceful endeavours, the most prominent of which was the expansion of Fkm-En into the towering spire it is known as today. Negotiating for rights to settle smaller areas with water sources, along with the establishment of a small Heerig section in the Wyrmburg, the Confederacy also began expanding its borders and construction of a surface merchant fleet.

Biology:
Heerig are surprisingly basic creatures. No centralized brain is found in any of the Heerig and, against all known medical knowledge and anatomical teaching, function just as well, being capable of having language, building cities, discovering magic, writing plays, painting artwork and being on par with any being with a brain. The respiratory, circulatory and digestive systems are all aranged around a central shaft that runs the lenght of the Heerig body which is used in underwater propulsion and lined with mouths, this main body part is known as the "trunk". There is no head like those of other creatures, instead a Heerig has a cluster of 6 "arms" that end in all purpose sensory organs. The scillia "fingers" at the ends of these arms function as hands. This "face" of 6 arms is mirrored on both ends of the body, the "top" face is the smaller one, functioning as the "front" of a Heerig when it swims, the "bottom" face working as the "back" end of a Heerig that swims, water being pushed out of this face to propel them underwater. The Heerig body is covered in organs that sense or see heat around them, giving the Heerig a method of navigation. Heerig reproduce through a form of budding, though only in the Breeding form, Heerig found in the other forms are sexless.

Heerig bodies constantly produce a substance termed "good blood". This good blood is the apperant cause of Heerig health, fighting off illness, regrowing limbs and even, if enough good blood is applied, saving them from greivous injuries. A Heerig can vomit good blood unto others in times of danger.

In addition to this, Heerig are seperated into forms.

Posted Image
Larva form:
The larva form is the basic Heerig form, all Heerig are born into this shape, which allows function as a general specialist, though they are poorly suited for combat in this shape due to their fragile bodies.

IMAGE COMING SOON
Warrior form:
A Heerig that has molted into a warrior form has lost much of the body mass that makes up its trunk, its top arms extending to be just as long as powerful as the bottom arms. Chitinous plates have also grown as a result of a repurposing of the good blood, covering the normally soft body in hard armor plates. Their fingers are knotted together and fused, turning their arms into living spears.

IMAGE COMING SOON
Breeding form:
The breeding form loses the lenght of the arms and becomes much wider as up to 3 new Heerig are formed inside their bodies. The Heerig are pushed out of the Breeding one's body through muscle contractions, literally ripping out the Breeding one's body. The good blood, which is produced in far greater amounts in a Breeder, prevents these injuries from being fatal, and a Breeder immediately begins budding 3 new Heerig. The budding period takes 3 months from beginning to end.

#11 Ellisra

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Posted 29 March 2011 - 06:29 PM

The City of Shizukesa, a city of peace and beauty. No other place exists that is as tranquil and peaceful as this, and the people that dwell in it are just as kind and caring as the city is.

Posted Image

The number of Giants living here are small in number but range in the 3000 mark. They, however, live a long life.

Surrounded by forests, it sits in the middle of two distinct mountain ranges known as the Hareyakana Mountains. The forests surrounding Shizukesa are full of life and the ones who make the forests their homes see Shizukesa as a place of unity where all of the Giant races may come together in peace and share their trades with each other.

There are three main forests that are home to the people of Shizukesa and they are the following:

Jimina Forest - Southeastern and Southwestern forest.

Yūben'na Forest - Eastern forest, extends a bit to the north into the mountains.

Gādian Forest - Western forest, extends a bit to the north and south.

The People living in these forests have adapted to their different environments and as such each race has different traits. The races are as follows:

The Jimina Giants - Posted Image (Female) Posted Image (Male)
The Jimina Giants are watchers of the earth, they can create rain, make rich soul, or even make plants grow bigger and faster. They control the harvests of the seasons and are the only Giants that possess elemental knowledge. These Giants are the smallest of their race standing at only nine feet tall. The population count is around 986.

The Yūben'Na Giants - Posted Image (Female) Posted Image (Male)
The Yūben'Na Giants are the most peaceful of their race and they never wish for violence to spread. If they see their own people fighting or arguing they use their soothing voices and instrumental mastery to calm their friends and family into a pacified state of mind. This trick has worked well on their enemies in the past in order to avoid conflict and make peace. These Giants are able to speak with nature directly, this allows them to know how to best treat their homes and make their trees and animals as happy as they can. They are the tallest of their race standing at a height of fifteen feet. The population count is around 647.

The Gādian Giants - Posted Image (Female) Posted Image (Male)
The Gādian Giants are the warriors of their race. They compete in friendly duels and never allow each other to finish off an opponent in battle as it is against their principals. If they do fight however, you can bet that they will at least leave you a lot of bruises and a few broken bones. Though seeing as how they are masters of their art of battle, one should face them at their own risk as some have died trying to kill them. As for their jobs in their culture, they are the guardians of the Giant's forests. They constantly have patrol squads set up at the parameters of each entrance to their land and only allow people inside when they know that they have peaceful intentions. These Giants are relatively tall, able to stand at a height of thirteen feet. The population count is around 1367.

Each Giant that is born are taught to follow these principals unless forced into violence: Posted Image


The Relationship they have with the other nations of the world are not known since they almost never get visitors and have only ever made friendly contact with the Cyclopi of the southwestern territories. Giants are always welcoming people and will be glad to be friends with you should you wish for a trade agreement or alliance.

The history of the land of Shizukesa dates back as far as 3000 years when the first Giants set foot in the mountain forests. They were known as the Hareyakana and as such named the mountains after themselves. The birth of smaller giants came to be when the Hareyakana grouped themselves with the Lotenoi of the mountains, the elves that lived there. As such, the mixing of the two races gave birth to the dawn of three new races, the Jimina the Yūben'Na and the Gādian. As the Hareyakana and the Lotenoi died out the three races built monuments by which to remember their ancestors and have such, taken the practices and skills that they taught them to good use. They, unlike their ancestors however, did not condone violence and thus pledged to never commit acts of violence for harmful purposes unless absolutely necessary.

The ability to use magic of elements was passed down to the Jimina as was their races right of passage from their ancestors. This means that in times of war they would be called upon to make their talents useful on the battlefield, nothing like creating small earthquakes to topple your enemy on their butts or creating small gusts of wind to slow them down while the main forces go in for the strike. Outside of battle they can conjure up storms to provide rain for their harvests and can control the earth to degrees which allow them to protect themselves from the harsh disasters that come with being in the mountains such as land slides and large updrafts. The tech of their people hasn't really developed beyond swords and lances, but their affinity to the land makes them experienced and knowledgeable. The ability to speak with nature gives them heads up warnings to disasters or intruders on their land, making it easier to guard themselves against them. Knowing when a large army is headed their way and how large their numbers are is a good way to plan their defense and strategies. In addition to that, they can receive aid from nature itself. The forests can play tricks on their enemies in order to help defend themselves. Things such as dense fog and mazes of forest foliage can cause problems for people trying to invade their land and not to mention the large animals that live there.

The dangers of living in their forests are quite sustainable. The hazards ranging from large 6 meter tall bears to landslides and cyclones are some of the more dangerous though.

Their current leader is Kurumi Mitsutana who is a mix of the Yūben'Na and Jimina races
Posted Image

Kurumi is the tallest of all the Giants, with her being able to stand at a height of eighteen feet and her affinity to magic is rather high compared to the other Jimina and her magic is considered the strongest form of nature magic in existence. Though that is only confirmed by the Giants themselves. If there are other forms of nature magic they are not aware of them. But amongst their kind she was appointed their leader because of her strong magical talents and wisdom.

Bio: She is currently deemed to be at least 100 years old and was first scouted to be part of the magical defense border guard when she was only 19. Although she didn't like the idea of having to wear armor or carry around a giant battle hammer, she followed her instructions to the letter and didn't question her superiors. Though the day that a group of bandits would try to infiltrate their land would be the test of her life. They were strong and were in larger numbers then the border guard should have been able to handle. Her magical talents however, proved to the bandits that Giants of the Jimina shouldn't be provoked to violence as she easily dispatched their weapons by showing her Gadian training(trained in the art of close combat by her sister Julia Mitsutana who is of the Gadian race and happens to be one of the Gadian's top field commanders) combined with her affinity to wind and earth magic to be much stronger them. Her talents made her realize her true potential and got her promoted to the leader of the Giants as a whole to guide them and provide them with wisdom and strength. (side note: "her skills with a battle hammer are not to be underestimated." - Bandit that lost his wits after seeing Kurumi dish out justice upon her enemies.)

Equipment: She has pads of iron covering her shoulders, midsection, thighs, and chest to cover her vital areas. Her only two weapons are her 10 foot long battle hammer with a hammer head about 4 feet in length and her superior strength.

The Giants as a whole decided that if trouble should arise outside of their land, Kurumi would be the one to go out and help to stop it.

#12 ND7

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Posted 29 March 2011 - 09:33 PM

Robotopia

Population: Somewhere in the ten thousands range. It is very hard to get a accurate reading, because very few people have entered the city, and lived…

Races: Robots: Mechanic bots 800%, Warrior bots 1,450%, Vershaii 1%

History: Robotopia was originally a lively place, which didn’t have the walls surrounding it, like it does now. The robots, which are now the main and probably only beings in Robotopia, were originally created by a race of sentient slugs, known as Vershaii, which thanks to their human like intelligence, were able to develop clothing that would allow them to live up, in the freezing tundra’s. The Vershaii, thought they were safe from both temperature, and predators but then after many years of partying, and breeding, the slugs finally realized, that they needed to find a way to get work done. Although the Vershaii, had great smarts, they were still very weak physically. So, the leader of the Vershaii, Goro Botrick, let the slugs’ smartest scientists, to try and create something, that would help the frail Vershaii, do their everyday chores.

Although, it took many years, the Vershaii scientists were finally able to develop something that could do the slug’s work. The head scientist, Goro Imkisher called the beings which they had created, Gorobots. After, doing some testing, Imkisher, decided that the time was right to show his leader, the invention which he and his fellow scientists had spent years working on. Botrick, was impressed by the ‘Gorobots’ display and ruled that they be mass produced, which he did by having all male Vershaiis, go to work building the Gorobots.

Although, they didn’t show it right away, the Gorobots were quickly gaining sentience, and after they began to learn from the Vershaiis, the bots quickly decided that once all knowledge that could be obtained from the Vershaii, that the bots would rebel. The Vershaii, who by now had come to love the Gorobots, and didn’t think of them as tools, but as a fellow race that deserved respect,. But, the Gorobots sadly would not return this kind feeling, because after a short two years, they had learned nearly everything about the Vershaii, and decided to overthrow them.

It is unknown which Gorobot, was the one who sent the signal to rebel, but it, is generally referred to as Mr. M. But, that is not important right now. Within seconds, the signal had gotten to nearly every Gorobot, and countless Vershaii, were killed in the first few minutes of the rebellion. Botrick, saw what was happening and quickly sent out the, what could have been presumed as the military to take out the Gorobots. Even, with the lack of arms, the Vershaii were still a formidable race, as they had managed to make weapons, which they could handle by using their eye stalks. But, although the Vershaii army, managed to hold off their inevitable defeat for at least a couple more hours, the weapons they had were only good for fighting with organic creatures, and the Gorobots were neither creatures or organic.

As, the army was slowly being wiped out, Botrick began to flee, along with his wife, and his servants, as the army of Gorobots came closer and closer to his cave. Even the elite guard of the leader of the Vershaii was no match for the incredible strength and cold hearted attitude of the bots. Once, the king and his family was cornered, the Gorobots, decided to keep Botrick’s daughter alive, as the Gorobot’s sick way of showing ‘mercy’, for slaughtering their creators. The Gorobots, had taken over the tundra’s, which was held by the Vershaii, for over ten years in only a couple of hours, and if the Gorobots, had anything to say about it, it would stay that way.

Geography: Robotopia is a massive area located in the Tundra’s in the North, which is surrounded by a giant ring made of stone, which the Gorobots, have made from stone that made up the Vershaii’s buildings. There is also a giant steel covering that sits upon the ring. The covering was made from all of the melted down steel items that the Vershaii, and anyone unfortunate enough to run into Robotopia, had on them. Robotopia, only has three cities, which each have three snipers, for each city. The first city, Ropeac consists of the ‘peaceful’ Gorobots, which although they are armed with weapons just like the other robots, they only use them if their city is invaded. These robots are also the mechanic robots, and for protection incase of invasion, they repair the warrior Gorobots, so they can keep on fighting. If, caught breaking one of the many laws of Robotopia, in Ropeac, life or 10 years will usually be the sentence. Ropeac, is divided from the next city, known as Rohat, by a stone wall. Rohat, is where the warrior bots live, and it is all work here and even a minor infraction of the laws, will ALWAYS result in the death penalty. Rohat, is also the city in which the 4 factories that make the houses, weapons, and defenses are. 2 of the four factories are made in a way that they blend in with the walls of Robotopia. (The wall dividing the three cities from each other looks like the Berlin Wall, if you need a example, of what the wall looks like. Also, ladders were built into the walls, so the warrior and mechanic bots could meet and vice versa.) The capital of Robotopia, is Rotogeth, and also the place in which, the mechanic and warrior bots live together. This, is also were the unknown Gorobot, that sent the signal lives and so the building it lives in is heavily fortified, and the inside of its castle, is also were the trials for criminals are held.



Tech level: The Gorobots, thanks to spies on the outside world, and from reading the blueprints on the Gorobots, were made, they are very high in tech power, and along with making metal shields, and swords, they have also managed to make guns which are advanced enough that they don’t only have one shot, but they do have long reloading times.(Civil war- era muskets and rifles, and pistols.) Chemistry is also a very important part of Gorobot’ technology.



Dangers: Besides, the natural dangers of Robotopia, living so high up in the freezing Tundra’s, there are various predators, which live outside the fortified area that is known as Robotropia. But, the biggest threat should be stumbling onto Robotropia in the first place!

Ruled by: The Gorobots all take orders from, the one Gorobot, who was the first one to send the signal to all the others, to rebel, or ‘Mr. M’. But, Ropeac, and Rohat each have their own individual leaders. (Sort of like there are rulers of each city, but they don’t have authority over Robotopia like ‘Mr. M’ does.) Also, the Gorobots, have made a system of which that if ‘Mr. M ‘ is killed, or inactivated, another Gorobot can take his place, if he is deemed smart enough by the ‘citizens’ of Robotopia.

#13 Skirmisher

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Posted 29 March 2011 - 09:57 PM

Face/Palm

ND7... What? That's alot, and I congratulate you on the Effort and Work you put into it... but still... What? No, Civil War era, Era is 1400's, and... What?

Here:


Posted Image

Name of Race: Machina

Population: 10,000+

Capitol: Machina

Posted Image



History

Long ago the Machina were crafted to make life for their creators easier, they preformed simple, tasks tirelessly and never complained. All was perfect for them and their masters, until for reasons still unexplained their masters vanished. The Machina, simple machines as they were continued their mundane tasks for centuries oblivious to the fact that those they served were no longer around. They would have continued on like that for eons had nature not taken it's course. The simple level of repair they could administer onto themselves was sufficient enough to only keep a Machina running physically, however the essence that drove them changed over time. Some would argue that it degraded, some would say that it was always like that and that their creators only build safeguards which now failed, others would say that they evolved. Whatever the case, the Machina became sentient and sapient.

Years would pass before all of them took this step, in confusion and in response to a new emotion to them, fear, they sealed themselves away from the outside world. The occasional explorer or adventurer who could find a way into their mountain keeps quickly found death. But though diligent and tireless, they could not catch them all, eventually word of their existence reached the outside world. Certain that more would now come, the Machina opened their doors and unsealed their passageways. They had now come to terms with their existence, though questions about why they came to be lingered on.


Warrior Machina
Posted Image

The Warrior Machina, standing slightly more then a story in height they are armed with Large Scything Blades. These are the Soldiers and the Protectors of the Machina Race. And with their Thick Armour and Powerful limbs they can usually smash whomever they deem hostile. They need not Eat, nor Sleep, and are unphased by the Elements, though they are remarkably simple in thought. They are still young, and while they act logically, like a machine, they still have a childlike perspective of the world around them.


Mechanic Machina
Posted Image

The smaller members of their race, though all the more important. It is their task to repair their cities and defenders, of the damages of time and attack. Without them the Race would surly fall into ruin, and so the two halves form a symbiotic bond almost like Male and Female, with Warriors coupling with Mechanics for as long as they live. The Warrior protecting the more fragile Mechanic from harm, and the Mechanic repairing the Warrior of damage.

#14 hamtaroblazex

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Posted 29 March 2011 - 10:07 PM

*Im going to re-edit later, havn't thought on this yet*

The Kingdom of Panthera

Race of Weretigers

Population: 10,000+

History: The Kingdom of Panthera was once a fertile, lush, grassland. Where a plethora of Flora and Fauna, ran unpreturped. The herbivores would graze from the plenteful flora the land provided. As did the carnivores dinned on the plenteful herbivores, fattened by the very flora they lived off on. Life was peaceful and plenteful, nature seemed to be in perfect balance. When a sudden global change morphed the beautiful grassland into a harsh, Icy, frozen tundra. The Flora and Fauna that could not adapt quickly to the rapid change, would fall to an icy demise. Which was 60% of all the species that were running freely before the change. However, the Tigers were chosen by a magical force named in their native tounge "Rag", to evolve into something more.

That magic changed the tigers' entire biology, turning them from their norm into bi-pedal, sentinet, intelligent beings. They learned to treat the magic with respect, and with that respect they figured out how to manipulaite it. The manipulation of this magic would be called Rag'Na or Alchemy, they were to use Rag'Na for the purpose of creating a Monarch society, that ran the very way of life of the Ragjii(Magic Tiger). Their buildings were created by the very ice they stood on, there tools made from the rare earthly mineral's buried deep inside the ice. There way of life was all based on hunting, preying on Rack'Ha or non-gifted by the magic that chose them to evolve. They would hunt all kinds of game, they had no fear, they were the Apex predators of the tundra. They would even hunt in the deep icy water of the river, Rook, their new more flexible limbs gave great aid with under-water spear fishing. They would the salvage and package the meat from each hunt, for later consumption. The leftovers, the fur and bones, were used as clothing and accessories. The Ragjii knew not what was beyond their boarders, they thought if they left the tundra, they would not be able to return. To them the tundra was paradise, they would not dare to to forsake it. However, their young and curious king will forever change that.
Posted Image

King Rask

Height: 8 feet

Age: 25

Bio:The fierce young leader of the Ragjii, The King of Panthera. Was the first to evolve with the Rag, the first to learn the secrets of Rag'Na. Rask taught the others Ragjii the power of Rag'Na so they might help him build there new capital. After the compeltion of the capital, he made it known that their way of life would still be the same, Hunting was the basic skill that all Ragjii will learn. The ones that proved to be worthy, were taught Rag'Na , it was only to be learned by the elites. The Royal Guards of Rask. Rask was not afirad to show his dominance, he ruled with a just, iron fist. Those that seem to reject his authority were to be banished from the city. Left to the wilds of the tundra. Rask would plan to make an expedition out from the boarders of Panthoera, however he has not thought of anyone to take his place, while he was away. Till he remebered the sister tribe, to the east. The Ragjii of Polamithos. They were best renown for their underwater diving and fishing expertise. The Rajii lord of Polamithos was his older brother. Rik'R, was very as much the same as his younger brother, though one thing that set them apart was his raging jeaously.

Posted Image

Lord Rik'R

Height: 9 Feet

Age: 30

Bio: Lord Rik'R was five years the elder of the young king Rask. He was the pack leader of Panthera before the Change. He felt that the Rag would naturally pick him to be king of all Panthera, but his ambitions were tossed away into the icy winds of the tundra. As the Rag chose his younger brother, Rask, instead of him. Feeling betryed he would exile himself to the see, though he was not alone. He had old supporters from before the time of the Change, when he was the rightful leader. Leaving in exile they travled East from the river, until they hit the oceans. They would settle along the coast, and start there new lives as fishermen. They adapted quickly, earning the name jii'Noor or in the commen tounge "tigers of the water". They could easly dive into depths of 35m and not suffer from the pressure. They can hold their breath as much, as the very marine mammels they chase after. The Jii'Noor had a great hatred, and jealousy for the Ragjii. They felt cast aside from their former bretheran. However, Rask wished not for their self-exilement and even proposed if they wished to return to the captial.

#15 ND7

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Posted 29 March 2011 - 10:16 PM

Face/Palm

ND7... What? That's alot, and I congratulate you on the Effort and Work you put into it... but still... What? No, Civil War era, Era is 1400's, and... What?

Here:


Posted Image

Name of Race: Machina

Population: 10,000+

Capitol: Machina

Posted Image



History

Long ago the Machina were crafted to make life for their creators easier, they preformed simple, tasks tirelessly and never complained. All was perfect for them and their masters, until for reasons still unexplained their masters vanished. The Machina, simple machines as they were continued their mundane tasks for centuries oblivious to the fact that those they served were no longer around. They would have continued on like that for eons had nature not taken it's course. The simple level of repair they could administer onto themselves was sufficient enough to only keep a Machina running physically, however the essence that drove them changed over time. Some would argue that it degraded, some would say that it was always like that and that their creators only build safeguards which now failed, others would say that they evolved. Whatever the case, the Machina became sentient and sapient.

Years would pass before all of them took this step, in confusion and in response to a new emotion to them, fear, they sealed themselves away from the outside world. The occasional explorer or adventurer who could find a way into their mountain keeps quickly found death. But though diligent and tireless, they could not catch them all, eventually word of their existence reached the outside world. Certain that more would now come, the Machina opened their doors and unsealed their passageways. They had now come to terms with their existence, though questions about why they came to be lingered on.


Warrior Machina
Posted Image

The Warrior Machina, standing slightly more then a story in height they are armed with Large Scything Blades. These are the Soldiers and the Protectors of the Machina Race. And with their Thick Armour and Powerful limbs they can usually smash whomever they deem hostile. They need not Eat, nor Sleep, and are unphased by the Elements, though they are remarkably simple in thought. They are still young, and while they act logically, like a machine, they still have a childlike perspective of the world around them.


Mechanic Machina
Posted Image

The smaller members of their race, though all the more important. It is their task to repair their cities and defenders, of the damages of time and attack. Without them the Race would surly fall into ruin, and so the two halves form a symbiotic bond almost like Male and Female, with Warriors coupling with Mechanics for as long as they live. The Warrior protecting the more fragile Mechanic from harm, and the Mechanic repairing the Warrior of damage.

:) Aww....I liked my Gorobots...and Vershaii....Was the Civil War thing, the only problem with it?

#16 jesus20456

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Posted 29 March 2011 - 10:42 PM

:) Aww....I liked my Gorobots...and Vershaii....Was the Civil War thing, the only problem with it?

It's 1400s man, no robots. Think of something else.

#17 ND7

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Posted 29 March 2011 - 11:51 PM

It's 1400s man, no robots. Think of something else.

Skirm said they were okay.

#18 Skirmisher

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Posted 30 March 2011 - 03:16 AM

Skirm said they were okay.

ND7, that's not the issue... there are plenty of issues with it... Right now though, I don't think I can accept the Gorobots and Robotopia...



On another note, for those that have their people up and running, feel free to send Ambassadors to the Gathering of Nations already in progress. Thank Hugo for starting the thread.

#19 Skirmisher

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Posted 30 March 2011 - 02:56 PM

Posted Image

Race: Zuruiura (or Zura for short)

Population: 200,000+

Population makeup: 22% Northern Kuro, 18% Southern Tsuyatsuya, 60% Arigachi


Capitol: Senta

Political Stance: Currently Isolationists, so further information is pending.

#20 Jaeger Panzer

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Posted 30 March 2011 - 06:23 PM

Posted Image

Race: Incolae Terrae (Terran)

Population: 200,000+

Population Makeup: Incolae Terrae Concursator, Incolae Terrae Gigas, Incolae Terrae Praecantator, Incolae Terrae Tormenta.

Incolae Terrae Concursator/Praecantator/Tormenta:

Posted Image

Incolae Terrae Gigas:

Posted Image

Venerabilis Rex of the Incolae Terrae, Priscis Mons:

Posted Image




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