Faction War RP

Players will control one of the remaining factions left in the world and will get to design their civilization. Be as creative as you want when designing, the only thing request is you base it off of one of the following biomes;

  1. Plains/Hills (Claimed)
  2. Desert
  3. Mountain (Claimed)
  4. River
  5. Tundra
  6. Forest (Claimed)
(Each biome has a predetermined spot on the map for its capital)

Long before Pangea the earth had Korgaia, a continent thriving with life, and plagued with war.
Civilizations of all kinds once covered the massive continent, until a great war erupted. Many civilizations collapsed, and millions perished before the conflict had reached its peak. During the largest battle of the war, the earth split open in long crack down the middle of the battlefield. Flames erupted and hell spawn of blood and boils, creatures fat and puss covered, horse sized demons and mouse sized imps, an army of darkness erupted from the underworld, killing both military forces. The war lingered on for a couple more years and was finally brought to end with the treaty of Korgaia. In the treaty, it was stated that the remaining nations would commit to a 5 year ceasefire, and all nations would agree to not commit any actions that might put the treaty at risk (i.e. an unprovoked land grab). The treaty also cleared all land divisions brought about by the war. The nations could claim territory wherever a cluster of there people lived, so long as it was not a military encampment, and did not interfere with another nations affairs.

The only reason the treaty was signed, was out of necessity. Every nation was low on its reserves of food, all of their armies had taken beatings and had almost no time to recover. With the addition of the new “hell on earth’ problem now arising, it seemed only right to end the war and everyone to return home to regroup and reassess. Now facing a threat much larger than themselves, they all begin to plan their next move.
(On this prehistoric continent Dinosaurs roam free, as well as many creatures of mythical strength. As such civilizations have adapted defenses accordingly, prepared to defend against more than just an invading army.)

So I left the lore very open ended for a few reasons.
  1. The inhabitants of each civilization is still to be determined by the players
  2. The treaty is sort of going to be our collaborative rule book. Think geneva convention
  3. I didn't name how many civilizations are left because it depends on how many people want to get involved. My ideal number is 6, plus myself.
  4. I myself will be playing as the Hell faction and assuming a more GM third party role. I want to more assist in setting the stage and also being a villain for everyone.
  5. The Flora and fauna of the world, is pretty much open as well. Prehistoric setting is the only requirement. A creatures index could be something too.


Faction Name:
Land: (Biome in which your faction lives)
Government Type: (who’s leading your nation)
Capital: (Name of your biggest city)
People: (Who lives in your nation)
Architecture: (Describe the building style in your nation)
Military: (Describe your nation's military, what it's good at, what it's bad at, what kind of units)
History: (What's your nation like, what does it produce, what kind of food, animals etc.)
Deity: (Optional)(Maybe your people worship a deity, a collective civilization religion? Just a description and brief history of the God(s)/Goddesses
*The more description the better*
Magic, mythology, and all things mystical are fair game, but will be limited in their power.

How you tell the story of your nation is up to you. If you want to play as the king of your faction giving orders and playing the politics game that's fine. If you want to play as a knight in your army telling the story through his eyes, that's also fine. Factions will compete for territory and engage in battles and plot against one another, while also trying to stop the demon scourge now entering the world. I think with the right group of people this could be something really fun and interesting. Im just looking for a creative group of people to help build an awesome world and hopefully tell some really cool stories. Feel free to ask questions or give ideas. All feedback welcome.
 
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I assume that the town/fortress in the map is the location of each capital?
 
I found the map on google images and it just fit. Im going to edit those eventually but for now, we can treat them as the remains of old civilizations.
 
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Hmmm, okay.

Faction Name:The Lixie (most other factions call them tiny folks or incling or sometime, midget (considered to be an insult))

Land: forest

Government Type: they have many cities, towns and villages each with their own leader position like chief or mayor. If great crisis should arise all of the scattering colony will unite and elect a leader they see best suited for the situation.

Capital: Gratelle city of the great woods. A colony located in the center of all other colonies, a bustling trading hub for all kind of goods, gave rise to a large city comparable to a normal human town. This is also where the grand meeting hall for all the leaders to discuss what they should do when in a state of emergency.

People: Lixies are a small humanoid creature that is the size of half an average human's palm. A direct descendants of the elusive forest spirits. These tiny human eat a lot compare to their body size but they never have shortage of food since a couple of apples can feed a family of 4 for the day.

They possess an ability to communicate with other manmals, reptiles and insects, and treat them as normal citizens of their city (although bigger mammals like wolf and above are sometimes not permit to enter a colony due to size restrictions). The fact that they can communicate with animals, however, is mostly unknown to outsiders.

They're also physically strong and can lift things many time heavier than themselves, a particularly strong one can lift almost a kilogram worth of weight.

They mosly rely on vegetables, poultry and fishs as foods as eating other sentience being (in their case, animals they can talk to) is considered taboo.

Average life span of a Lixie is around a hundred years, they're considered adult at 5 and their appearance will remain the same until the last decade of their lifespan where they will get visibly older. The fertility rate is also a bit lower than human so most household would only have one or two kids. They generally get married around the age of 30 because marriage is an important event for them and they will make sure that it's a life long commitment.

Architecture: sometime they fell tree to build houses, sometime they carve their house out of a tree. You can see little houses amongst the roots and branches of a sizable tree, a big tree can house dozens of houses. The house itself is usually a wooden hut of various size depends on their wealth.

Their expert carpentry make their little house durable and can last for decades if left alone, for centuries if proper maintained.

Military: they're excellent spy and infiltrator, they use insects and other small animals as information sources and tame birds for infiltration use. Most other faction underestimate these tiny people because of their size but that is the height of folly. When the great war was still ravaging the lands, an entire army can find all their foods and water poisoned in a single night despite tight security. And when they try to make a counter attack, the tiny folks would always know about their tactic before hand and evade the fight entirely.

In time of need they will make a deal with the giant lizard (dinosaurs) that roam the land and use them as a walking war machine. They have various use for these lizards, sometime they installed catapults on the three-horned lizard's back and use it to throw flaming explosives, set everything in range on flame fed by volatile concoction.

Sometimes they fit armors made from metals on a smaller lizard that walk on two legs, agile and vicious.

Sometimes they let loose a gigantic bipedal monster with maw big enough to swallow a man whole. These elite unit is a rare and precious resources that they would only use if they can guaranteed a decisive victory.

Another elite troops of the tree Lixie is the air bombardment unit, they tames various birds like crows or pigeon and sometimes, eagles. They will ride these bird to the sky with their crossbow and poison-laced bolts. While the crossbow lack the penetration power of a bigger crossbow human use, the poison can paralyzed the target or even kill if the target is small enough. The bolt's tip is also heavier than the standard bolts, adding falling momentum to the projectile. These unit are also use in infiltration missions.

Each city would have some manner of beast paired up with a trained Lixie as city guards and make a lot of traps that can kill a normal sized opponents like pitfalls, they themselves can walk right over these traps due to their weight making it harmless to their own people.

After the demon invasion start, they're trying to come up with a new way to deal with the more troublesome foe like the undead that is immuned to their usual poison bolts bombing tactic. And start digging bigger pitfalls filled with spikes to catch the giants which was like the embodiment of death to them because of its shear size.

The Lixie always have emergency troops prepared at all times in Gratelle besides the usual guards. These units will only mobilize if the situation is unavoidable and is the only standing military corp exist in the whole nation. It is comprised of a large number of bird riders to enhance their mobility and a numbers of beast rider with beast of all kind from wolf to bear, even some smaller dinosaur is included.

If the situation is judged to be too much for the emergency corp, they will rally all able-bodied near the vincity of the battle site, which have received minimum training on how to use crossbows and bird riding, to help.

The Lixie hate wars and pointless lose of lives and avoid it if possible.

A list of units for easy access:
  1. The dinosaurs, divided in to 3 types: 1. Small class: consist of quick-moving dinosaurs with sharp teeth and claws. Usually have equipped with metal helmets for some extra protection. Have the most number amongst the dinosaur corps. 2. Middle class: big and slow moving, the moving artillery. With a big, specially made catapult on their back, they act as a support unit that rain down a clay jar a bit bigger than a human that contain a highly flammable liquid. Once shattered the liquid inside will burst into flame that burn for around 5 minutes. Usually come in squad of 5 to 10 and work with the combat engineer. 3. Heavy class: extreamly rare, only 2 currently exist in the entire nation. One is a massive carnivorous beast with great maw filled to the brim with pointy teeth it's also extreamly quick. The other is a slow moving, long-neck herbivore. Each of its leg is as thick as a tree, its massive tail can swipe an entire squad away.
  2. The beast riders: each animal citizen of a colony can apply for guard duty which then will get paired up with a trained rider. The animal that enlisted in this corps is everything from mice to bear, their usual duty is to patrol around and within their colony. All of the rider is obligated to respond to rally call in emergency. The rider themselves is usually equipped with medicine kits to treat their partner and a long, pointy "lance" that can be lace with poison of various effect.
  3. The bird riders: the all important unit of the nation. Excel in scouting, information gathering, infiltration and bombardment. They usually ride trained pigeon but other bird is not uncommon either, thoes with status will usually rode on a more exotic bird like eagles or whatever bird they like. The one that specialize in spying ride on raven to make it harder to spot in the night sky. The bird riders is equipped with crossbow and 2 quiver full of bolts, each bolt is laced with lethal poison that can kill most human with enough dosage, usually around 5 shots. If the target is particularly resistance, they will experience a mild fever, exhaustion and paralysis. The ravens that the spy use have 4 bags fit around its body, they use these to put small insects like common flies or ants inside and use these insects as information gatherer. Or to store poison bottles.
  4. The combat engineer: consist of animals that can do dexterous works such as apes and their partner. These are the one who will construct and load the catapults, both the mobile type and stationary type. They can also dig pits with the help of moles.

History: The Lixie is a pretty secluded race and keep to themselves most of the time, trading with other nation is keep to the minimum, the colony that actually do trades with outsider, the so called trading front, usually export stuff made from things they can find locally such as liquor made from exotic fruits, jewelry polished and crafted with excellent and precise details etc. The stuff they usually buy from outsider is metals or metallic object, which they would melt and reforge it to something else they need; gemstones for crafting into accessories which they trade back in turn for another items; seasoning items like salts and sugar or dairy products like cheese and butter is also in an all time demand.

Because they are a neutral and peaceful people, the only reason why they participate in the great war to begin with is because they got invaded by outside forces.

In term of agriculture, since they don't require a huge field to sustain themselves each group (defined by people who live under the same tree) will usually help each other to take care of a small vegetable garden (small by human standard, which is very big to them.) and share the crops between themselves (the crop is usually potatoes, radishs, cabbage, or rice) Some group might be raising chickens or other birds, trading between various groups in a colony make up the local economy. Other more furry citizens of the town will either go find foods on their own in the forest or help with jobs around the place to earn a living.

There is also those with a more specialized professions like the smith or tailor will have a workshop built for them to share it with other of the same professions, only the wealthier craftman would have a personal workshop. They would gather in the market to sell their wares.

The money used in this race is the standard copper-silver-gold coin system, although the coin would be so small human won't even noticed that it's a coin.

Once a year they will hold a festival called "Eve of creation" which signify the end of the year, celebrating the spirits who create them.

Rules: Because the Lixie understand that the predators within the forest need to hunt, they're allowed to do so as long as they do it far from the vincity of their city. If anyone broke this rule and harm other being within the city they will be punished, the punishment vary from fine to imprisonment to death penalty depend on how bad the crime was. This law is part of the reason why herbivore tend to live as close to a city as possible.

All Lixie that's 3 years of age is given a basic training in the use of crossbow.

Lore: stories and ancient script tells that the Lixie is a being created by the spirit of the forest using wood and soil to make the body then breath life into them using their own life force. Originally the Lixie is use as a servant of the spirit but the spirit grown fond of the Lixie over time until one day, the spirits say to the Lixie that from now on, they're free to do what they want and then the spirit vanished without a trace.

Mana perception: Due to having a part of the spirit's life force within their body, the Lixie has always been sensitive to the flow of magic around them. To put it simply, they can see mana. When someone try to use spell, the flow of mana will bend an distort around the use and by reading the distortions, the Lixie can predict where the spell will land and how big is the area of effect is, make it easier to evade.

Mana conductor: the body of a Lixie is compatible with raw mana that's floating in the air, made their mana pool virtually limitless but because they're unable to refine the raw mana to cause magical phenomenon they are unable to use most conventional magic like fireballs and such.

Calming aura: a passive ability of the Lixie, it calm all animals near them and clear their head off their beastial instinct, make them more docile and not as prone to use violence.

Enhanced sense: by stimulating the mana inside of their body, either by medicines or other techniques like controlled breathing and meditation, the Lixie can heightened their five senses to an impressive level. They eyes become sharper and can see in the dark as if it were day, their nose became as good as a wolf's, their ears can hear someone talk from faraway or they can boost their perception in this state, everything appear to move slower, give them more time to think and plan their move. Because this ability is hard to control and strain their body, continous use for a long period will exhaust them. The average time limit is 10 minutes before they have to rest. This technique is hard to use without the help of medication, especially in combat.

Boost: like the above but with physical strength and agility, allow them to lift heavier things, run faster and jump higher. It is less taxing to use than sense enhancements thus it have longer duration and shorter recovery period.

Both of the above abilities can be train by exhaust oneself repeatedly to get their body adapted to it. The emergency corp is the most proficient in this art due to their constant training, they can maintain boost for hours and enhance their senses for 30 minutes.

Souls bonding: an important ability that each Lixie possess. It allow them to "bond" with other animal if the other party agree to it and become a soul partner, it grant the Lixie their partner's traits and abilities like a bond with a bunny will grant them speed and good hearing, a bond with a wolf grant them good nose and sharp claws and fangs, a bond with a turtle will grant them longer lifespan and harden their body. Bonding is considered a sacred ritual that symbolizes the complete trust two being have in each other and the bond cannot be canceled until one of them die. The bonding ritual require both party to recite a rite, because of that, birds and fishs who can't speak is unable to do it. Bonding between Lixie and another race is possible but no record exist of how it will affect the body. If two Lixie bonded together it's shown as an ultimate sign of love.

Tranformation: once a day for 3 hours, thoes who have bonded together can morph into their partner's race. A wolf can become Lixie and vice versa. When the tranformation took place all existing wounds would be healed, tranformation time vary depend size differences, it take more time if your partner's race is bigger than yours.
_________
(Currently adding more info to the race, please expect changes)
I spent hours making this, hope other players like it...
 
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Hmmm, okay.

Faction Name: The tree dwellers (most other factions call them tiny folks or incling or sometime, midget (considered to be an insult))

Land: forest

Government Type: they have many cities, towns and villages each with their own leader position like chief or mayor. If great crisis should arise all of the scattering colony will unite and elect a leader they see best suited for the situation.

Capital: Gratelle city of the great wood. A colony located in the center of all other colonies, a bustling trading hub for all kind of goods, gave rise to a large city comparable to a normal human town. This is also where the grand meeting hall for all the leaders to discuss what they should do when in a state of emergency.

People: Tree dwellers are a small humanoid creature that is the size of half an average human's palm. These tiny human eat a lot compare to their body size but they never have shortage of food since a couple of apples can feed a family of 4 for the day.

They possess an ability to communicate with other manmals, rwptiles and insects, and treat them as normal citizens of their city (although bigger mammals like wolf and above are sometimes not permit to enter a colony due to size restrictions). The fact that they can communicate with animals, however, is mostly unknown to outsiders.

They mosly rely on vegetables, poultry and fishs as foods and eating other sentience being (in their case, animals they can talk to) is considered taboo.

Architecture: sometime they fell tree to build houses, sometime they carve their house out of a tree. You can see little houses amongst the roots and branches of a sizable tree, a big tree can house dozens of houses. The house itself is usually a wooden hut of various size depends on their wealth.

Military: they're excellent spy and infiltrator, they use insects and other small animals as information sources and tame birds for infiltration use. Most other faction underestimate these tiny people because of their size but that is the height of folly. When the great war was still ravaging the lands, an entire army can find all their foods and water poisoned in a single night despite tight security. And when they try to make a counter attack, the tiny folks would always know about their tactic before hand and evade the fight entirely.

In time of need they will make a deal with the giant lizard (dinosaurs) that roam the land and use them as a walking war machine. They have various use for these lizards, sometime they installed catapults on the three-horned lizard's back and use it to throw flaming explosives, set everything in range on flame fed by volatile concoction.

Sometimes they fit armors made from metals on a smaller lizard that walk on two legs, agile and vicious.

Sometimes they let loose a gigantic bipedal monster with maw big enough to swallow a man whole. These elite unit is a rare and precious resources that they would only use if they can guaranteed a decisive victory.

Another elite troops of the tree dwellers is the air bombardment unit, they tames various birds like crows or pigeon and sometimes, eagles. They will ride these bird to the sky with their crossbow and poison-laced bolts. While the crossbow lack the penetration power of a bigger crossbow human use, the poison can paralyzed the target or even kill if the target is small enough. The bolt's tip is also heavier than the standard bolts, adding falling momentum to the projectile. These unit are also use in infiltration missions.

Each city would have some manner of beast as city guards and make a lot of traps that can kill a normal sized opponents like pitfalls, they themselves can walk right over them due to their weight making it harmless to their own people.

History: the dwellers is a pretty secluded race and keep to themselves most of the time, trading with other nation is keep to the minimum, the colony that actually do trades with outsider usually export stuff made from things they can find locally such as liquor made from exotic fruits, jewelry polish and craft with excellent and precise details etc. The stuff they usually buy from outsider is metals or metallic object, which they would melt and reforge it to something else they need; seasoning items like salts and sugar and dairy products like cheese and butter.

In term of agriculture, since they don't require a huge field to sustain themselves each group (defined by people who live under the same tree) will usually help each other to take care of a small vegetable garden (small by human standard, which is very big to them.) and share the crops between themselves. Some group might be raising chickens or other birds, trading between various groups in a colony make up the local economy. Other more furry citizens of the town will either go find foods on their own in the forest or help with jobs around the place to earn a living.

There is also thoes with a more specialized professions like the smith or tailor will have a workshop built for them to share it with other of the same professions, only the wealthier craftman would have a personal workshop. They would gather in the market to sell their wares.

The money used in this race is the standard copper-silver-gold coin system, although the coin would be so small human won't even noticed that it's a coin.
_________

I spent hours making this, hope other players like it...

Fantastic if you ask me. There's a lot of interesting aspects that I look forward to seeing come into play. Now we just hope for more people to get involved.
 
I rip this race's concept of off a manga series I liked and modify it :p
 
Alright, I'll jump in. I don't know how often I'll be able to reply, because I have some other priorities on top of this right now, but I figure why not. I made a race a long time ago I never got to use: the Jagannath, a race of strong, resilient, short lived humans skilled in metalworking and engineering. Think something similar to above ground dwarves. I'll modify and post it here sometime soon, although i plan to expand on them significantly, including their weaknesses.
 
Liken this, is it ok if i post and stake a claim in the those mountains to the north east? have an idea for drow-like cave folk with some crazy culture.
 
Liken this, is it ok if i post and stake a claim in the those mountains to the north east? have an idea for drow-like cave folk with some crazy culture.

Feel free, just don't pick a specific location yet as those are predetermined. Im building an updated version of the map as we add more factions.

Alright, I'll jump in. I don't know how often I'll be able to reply, because I have some other priorities on top of this right now, but I figure why not. I made a race a long time ago I never got to use: the Jagannath, a race of strong, resilient, short lived humans skilled in metalworking and engineering. Think something similar to above ground dwarves. I'll modify and post it here sometime soon, although i plan to expand on them significantly, including their weaknesses.

Sounds interesting, I'm excited to see the full concept. just pick a biome for them to be living in.
 
Faction Name: Army of the underworld

Land: A once serene place, the marshes at the center of Korgaia were once the most sought after lands in the entire continent. The most fertile soil lay there, along with what some call the purest water in the world, pouring from Surnia Lake. The lake itself was once a mystical land, so beautiful and pure, that even when the great war erupted, all of the warring nations unanimously agreed the land shall be a neutral zone, only for armies to travel through. If any nation were to spill blood here, it would be a declaration of war against all nations on the continent rather than just their enemies. The beauty that was once worth declaring war for, has gone from this place now. From the bases of the mountains that surround the lake to the eastern edges of the marshes, plant life has has withered and turned dark. The once rich soil that could grow any plant, now less fertile than a man without balls. The long Ulula river running all through the marshes, now a barren trench scarring the earth.

Government Type: God of the Underworld, Noctyx (Will do a separate page for his bio and description)

Capital: The Underworld

People: Souls of the damned, demons of all kinds, scientologists,

Architecture: Below ground the only buildings are the statues erected by the damned to glorify their tormentor. Above ground, the army does not build, it only invades and annihilates. The only buildings the demons control, are the ones taken by force.

Military: The forces of the underworld vary in size, shape, color, and basically come in every flavor. To help with the wide variety they’ve been broken down into a few main classes of demon:

  1. Hounds - Any demon that is smaller than a person, without wings, tends to walk on all fours
  2. Imps- Can range in size from mouse to pony, has wings, and spits toxic tar with a variety of effects
  3. Soldiers- Undead soldiers from the great war. Mindless drones.
  4. Beasts- Monsters ranging from honda civic sized to tank sized and everything in between, these creature are capable of taking out entire squads by themselves.
  5. Giants- Monsters this size are capable of destroying entire cities if not dealt with soon. They stand about 2 stories tall on average.

History: Noctyx was just another ruler of the underworld, put in power after his predecessor attempted to stake their claim by taking to the over-world. As many before, the mission was a failure, forcing the big bosses upstairs to intervene yet again. Surprisingly, being appointed king of the underworld is not as gratifying as it may seem even if you’re sadistic and rage filled. Even for a mind as twisted and demented as his, Noctyx grew tired of it as every other “Devil” had before. He sought for a new source of entertainment, and found it in the over-world. With his powers limited to the underworld, there was very little he could do but watch, and that's all he did… for a while. With freedom of choice inevitably comes chaos and death which both enthused him and pissed off his captors. Those above him were granted freedoms he could only dream of and they squandered it. Opportunity slapped them in the face every day and they only ignored it, continuing their petty squabbles and only looking out for their own self interest. After spectating the living for a few eternity, he finally found opportunity of his own. He called upon those who granted him position of Lord of the Underworld, a position he rather enjoyed. He showed the Creators what he had seen, the constant neglect for life, the constant pain and suffering, and the unspeakable tragedies the living committed against each other. Watching with a sly grin, he watched as the Creators cringed at the atrocities, it was cleat to him that the living has disappointed their creators. After his presentation, Noctyx offered a wager to his wardens. If the living could follow their own agreement, given the freedom of choice, and spill no blood in the sacred marches, Noctyx would serve eternally without dispute, eternally bound to serve the creators. If, however the living broke their own rules, and were to spill blood in the marshes, than Noctyx would be granted the reward of cleansing the Earth for the creators so they could start anew. Believing their creations to be true masterpieces, the creators agreed upon the wager, agreeing that if the living proved Noctyx right, than they were not worth saving to begin with. It did not take long for Noctyx to be proven right. Bound by their words, the Creators abandoned the living, leaving nothing to defend them against Noctyx and his plague of darkness.

*Note, "The Creators" are the Deities worshiped by the living. So if you have an idea for a God for your people to worship feel free to include that in the form*
 
Edit the military section to include how they react to the demon menace and some additional state of military.

@MossbergShotty I'll PM you regarding my information gathering corp (aka the spy corp) later since I think it's a bit overly unfair atm
 
Faction Name: Dalharen L'telanth Ugul Sharorr--Children of the whispered Throne
Land: In vast range of mountains.
Government Type: Theocratic Dynasty.
Capital: L'Charnag Delmah --The Deep Home
People: They, Children of the whispering gods, are folk with skin bled to shades of black and blue from the long coexistence of a unique fungi that dwells in their tunnels. Elfish ears that can hear the earth stir, hair while starting out a sickly white often becomes dark yet colorful due to their diets. Long was it since the majority of their people care to venture into the sun, moving only at night when forced to leave their caves. They command unequal night vision at the cost of being nearly blind within the heat of the sun without something to dim its rays. Some what equal in a standard human in length but most Telanth are shorter in and around 4-5 feet with 6 feet being a rare encounter.
Spite being shorter in most cases the Telanth are more heavy due to a dense skeleton.
Architecture: Buildings are worked into the tunnels, cave walls and sides of mountains with masterful masonry design to both enforce the building itself and/or the net work of tunnels/cave its apart. runic icons and statues depicting old stories be it of the faith or those worthy to remember. Many buildings have wrought metals lined along them crafted to allow light to gift shape and substance as well as making them hard to crack or cave in. The metal works themselves painstakingly have on them magic spell work to add in their enforcement and well being giving an added texture to them.
Military: The Telanth have never been vast in numbers thus they use flanking tactics, traps, foul plague and spores to bleed their foes in hand with a deep cultural caste system of magi and non-magic users. Each unit is lead by a magi of some type and conforms to their train of thought as its believed they are touched by the gods giving both a boost in energy via zeal and a highly focused rage should one be killed.

The Cults of magic teach blood and spoken word is the true magic and must be whispered into objects for use as to imbibe stone and steel with magic is to gain favor with the gods, to be approved for their gift and its use while viewing other magic use that is not binding to some object or person is seen as stealing the gift and should be punished harshly. This line of logic have made the magi of the Telanth laughable in the realm of projecting magic outward. Other races may cast firebolt sending out a whipping flame, a Telanth wouldn't even be able to conjure up flames to start fire on a bed of dry leafs, However, should they be allowed use of their enchanted staves or crafts of any nature that humble spell work would boil out of the staff with hellish fury. The offensive crafts need to be charged and thus have only so many uses and are designed more as weapons than something a ranged mage would want.

Rites of blood, death and torment to steal away life and energy from others to drain into their foul crafts allow for powerful enchantments on both scrolls and objects of all nature but have gained them much hate as they stress taking prisoners or stealing away any who wonder to far but feed into their design to sharply attack and flee, use victims to refuel their offensive magecraft and than return for another planned blood letting.

Magi/Shaman- Commanding, opening up with powerful spells then falling back. The nature of magic may make slow and need either a person or creature to carry them.
The thralled- enslaved dead magically worked into monsters of some nature (normally to command an element or be a powerful warrior) Very few, needs many bodies to make.

Warrior Caste: Majority of standing force are these men and women who master the bladebow to protect the mages under charge of their monarch. Finding a failure in allowing a foe to glance them these warriors stress the fast and sudden attack of a powerful flank only ever breaking their ranged combat when they view the other party worthy or if forced. Their bladebows are enchanted to be enforced allowing for more draw back power and use as a physical weapon should foes get to close, so well crafted are they that many warriors have long used the same one with no need to mend or "update" them, making for a fine prize for invaders and highly sought after by rogues.

Arrows: Crafted from blessed stone with tips designed to cause cruel wounds, often stained in rotted blood, the active decay of filth or even fast growing spores. While arrows can enchanted to do some magical feat it is often not desired as the use of the spell destroys the arrow itself. The arrows are designed to be fitted in their enforced bladebow and their weight and shape makes them poor in other bows.

They of the hand turned: the "turned hand" are the logistics of the army, stealing bodies, persons and anything not bolted down. they make runs for food, construct traps, scout and fill other needs any force may need.

Their force does very poorly when unable to flee or flank, while they themselves are strong how they fight fails outright when other bodies get to close. they have no heavy hardware to rout walls or castles, cant fight for long periods of time due to a heavy use of ammo-based weapons and spells and must stress sly and under handed tactics to gain the upper hand so when fighting some open who refuses to play into traps or can match them in speed and range what they can and cant do become more and more tight. Very long lived but birth rates are low meaning numbers of standing army are always smaller than other armies. Have NO full-heavy armor units.

History: Under that black place found in the tunnels of earths spine, the mountain that kept us, His hand that held us, is home to all Telanth. The Telanth had fled from the over world--from the flith that plagued it, those heretics that thieved from the gods themselves their gift of magic and the arcane. They who abuse it, waste it with out gifting it flesh to feast--yes, is them that drive the world mad. Yet weep not oh Telanth for he has come, he with ears nipped by She of the left and He of the right, the shuddered murmurs of heavens whisper guide us now, Turn now oh Telanth, your hand, your head, bow ears and shut mind to the lies from false light. He who listened to heavens whisper turned his hand and spankth unto all Telanth "Reach with hand and cup the mountain, flay its flesh with iron tools, let us sink to its heart and home shall be found, peace immortal from the fiends above" Thus they dug. [Song of home, first verse]

The Telanth have lived so long both in tunnels and atop their mountains slopes that how it came to be is now part of the standing faith for them seeding a deep sense of ownership and pride in their home they view is the steadfast protection from the overworld. As war broke out between other powers tunnels were found, cities razed for their resources and mountains side fought over for powerful defensive spots made them spill out into the over world and fight off their invaders, they would take a bliss in harvesting the general population even keeping small breeding stocks of what they viewed as the lesser races for sacrificial uses among other things.
In hand with this they would bait raids into their caves and tunnels only to have forces find death at the hands of massive cave spiders, toxic spores and traps of every nature. While they view the overworld races as lesser they do not make the prejudgment for all within that race and believe that any one person of those races may rise to value in the eyes of the Telanth and give them formal invite into their cities to get trade deals or personalized weapons/armor...for a price.

In the days after the great war with the forces of hell itself it seemed spilling out from the cracked earth like blood from a wound, Shocked at it as it culled much of their own forces they fled only to later sign a standing but seemingly empty peace deal as all regained their power. thinking and praying they thought on what they appearance of hell spawn could mean till none other than Qhymareth, the crowned head of the Telanth and listener to heavens whisper. He returned from praying at the sunken alter and proclaimed the hell spawn both rite of worthiness and blade of judgement to those who hear not heavens whisper sent by heaven but has kept the full meaning of this to himself.
Deity: She of the Left, He of the Right : Telanths observe the Faith "Vok ulu Venorsh" or simply Venorsh, it teaches that heaven sent its speaking hand to guide them to their home away from the what they they call the overworld [surface of planet] and all beings big and small have in them heaven itself as mana, or soul. by nature souls lust for a body and one must pay respect to it by offering it blood or placing it into an object/body [enchantment] were as to openly cast magic is to use it without the trade of blood/body and thus stealing it. The goddess and god of left and right share the image of passive and aggressive natures, thought and action, honesty and lies. is said within the womb of a mother they whisper to the child and gift it their boons should the child be able to listen where as those that don't or cant are born meek and uninspired. She of the left is rarely shown in full form and is often a depicted as an open left hand turned knuckles away, when she is shown in full is a muscled beauty with hair reaching pass her rear, nude and welding a staff. He of the right likewise is shown in full body rarely and is seen as a nude male with a muscled and toned welding a bow, seen far more as a closed fist with knuckles facing forward. Each to the side of a person be it male or female whispering in their ears.

Magic: Magic runs deep but due to the strangling vice of their zeal has bloomed in single mastery of enchantments upon weapons and armors, objects of all nature and the refinement of metals and stone to be farm ore robust or abnormal pending on their needed use. much of their magic needs sacrificial elements, be it a blade across the hand or the more extreme--a whole other person. they have inadvertently mastered the means of stealing life and energy from others and pour them into themselves or objects harvesting their very core of being to fuel their madness but such things need massive complex temples, many hymns and many more tools, runes, countless lives and other crafts to turn out a single enchantment. The nature of defensive magics bound are last till the item is broken or the magic is perverted and holds only value when touching the naked skin of its wearer and is some what vampiric on that persons standing energies while offensive enchantments are imperfect and must be recharged to be used after so many uses, however, once the object itself is made how you recharge it is some what open but blood does it best.

--all single use--[just kinda to get the idea but its up to gm how its handle, i often go with the This for that rule for magic. No pulling fire balls out of your rump but thats just me, but some ideas...]
Scrolls: hold lesser spells, often single target.
Stone page: More powerful spell. can hold AoE spells, heavy.
Flayed skin scroll: Conjure a small creature, normally some sort of spider, to attack a target till dead.
Blood vial: Drink and gain a powerful spell, once spell effect runs out, vomit wildly and suffer delusions.


[is subject to change]
 
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I can already see the doom of my little inclings coming if war against the Telanth ever broke out. One little peace of mind is that they have no armor...

Probably gotta work in a little magical ability for my race to give them a bit more means to defend themselves.
 
While I still have the chance to, I'd like to have my race situated in some kind of hilly region, or rocky flatland. Perhaps that bug expanse between the mountains in the southwest?
 
I can already see the doom of my little inclings coming if war against the Telanth ever broke out. One little peace of mind is that they have no armor...

Probably gotta work in a little magical ability for my race to give them a bit more means to defend themselves.
whaa? nooo you are fine, we are all friends. You should get closer. -wiggles fingers maliciously at you-
 
Faction Name: Dalharen L'telanth Ugul Sharorr--Children of the whispered Throne
Land: In vast range of mountains.
Government Type: Theocratic Dynasty.
Capital: L'Charnag Delmah --The Deep Home
People: They, Children of the whispering gods, are folk with skin bled to shades of black and blue from the long coexistence of a unique fungi that dwells in their tunnels. Elfish ears that can hear the earth stir, hair while starting out a sickly white often becomes dark yet colorful due to their diets. Long was it since the majority of their people care to venture into the sun, moving only at night when forced to leave their caves. They command unequal night vision at the cost of being nearly blind within the heat of the sun without something to dim its rays. Some what equal in a standard human in length but most Telanth are shorter in and around 4-5 feet with 6 feet being a rare encounter.
Spite being shorter in most cases the Telanth are more heavy due to a dense skeleton.
Architecture: Buildings are worked into the tunnels, cave walls and sides of mountains with masterful masonry design to both enforce the building itself and/or the net work of tunnels/cave its apart. runic icons and statues depicting old stories be it of the faith or those worthy to remember. Many buildings have wrought metals lined along them crafted to allow light to gift shape and substance as well as making them hard to crack or cave in. The metal works themselves painstakingly have on them magic spell work to add in their enforcement and well being giving an added texture to them.
Military: The Telanth have never been vast in numbers thus they use flanking tactics, traps, foul plague and spores to bleed their foes in hand with a deep cultural caste system of magi and non-magic users. Each unit is lead by a magi of some type and conforms to their train of thought as its believed they are touched by the gods giving both a boost in energy via zeal and a highly focused rage should one be killed.

The Cults of magic teach blood and spoken word is the true magic and must be whispered into objects for use as to imbibe stone and steel with magic is to gain favor with the gods, to be approved for their gift and its use while viewing other magic use that is not binding to some object or person is seen as stealing the gift and should be punished harshly. This line of logic have made the magi of the Telanth laughable in the realm of projecting magic outward. Other races may cast firebolt sending out a whipping flame, a Telanth wouldn't even be able to conjure up flames to start fire on a bed of dry leafs, However, should they be allowed use of their enchanted staves or crafts of any nature that humble spell work would boil out of the staff with hellish fury. The offensive crafts need to be charged and thus have only so many uses and are designed more as weapons than something a ranged mage would want.

Rites of blood, death and torment to steal away life and energy from others to drain into their foul crafts allow for powerful enchantments on both scrolls and objects of all nature but have gained them much hate as they stress taking prisoners or stealing away any who wonder to far but feed into their design to sharply attack and flee, use victims to refuel their offensive magecraft and than return for another planned blood letting.

Magi/Shaman- Commanding, opening up with powerful spells then falling back. The nature of magic may make slow and need either a person or creature to carry them.
The thralled- enslaved dead magically worked into monsters of some nature (normally to command an element or be a powerful warrior) Very few, needs many bodies to make.

Warrior Caste: Majority of standing force are these men and women who master the bladebow to protect the mages under charge of their monarch. Finding a failure in allowing a foe to glance them these warriors stress the fast and sudden attack of a powerful flank only ever breaking their ranged combat when they view the other party worthy or if forced. Their bladebows are enchanted to be enforced allowing for more draw back power and use as a physical weapon should foes get to close, so well crafted are they that many warriors have long used the same one with no need to mend or "update" them, making for a fine prize for invaders and highly sought after by rogues.

Arrows: Crafted from blessed stone with tips designed to cause cruel wounds, often stained in rotted blood, the active decay of filth or even fast growing spores. While arrows can enchanted to do some magical feat it is often not desired as the use of the spell destroys the arrow itself. The arrows are designed to be fitted in their enforced bladebow and their weight and shape makes them poor in other bows.

They of the hand turned: the "turned hand" are the logistics of the army, stealing bodies, persons and anything not bolted down. they make runs for food, construct traps, scout and fill other needs any force may need.

Their force does very poorly when unable to flee or flank, while they themselves are strong how they fight fails outright when other bodies get to close. they have no heavy hardware to rout walls or castles, cant fight for long periods of time due to a heavy use of ammo-based weapons and spells and must stress sly and under handed tactics to gain the upper hand so when fighting some open who refuses to play into traps or can match them in speed and range what they can and cant do become more and more tight. Very long lived but birth rates are low meaning numbers of standing army are always smaller than other armies. Have NO full-heavy armor units.

History: Under that black place found in the tunnels of earths spine, the mountain that kept us, His hand that held us, is home to all Telanth. The Telanth had fled from the over world--from the flith that plagued it, those heretics that thieved from the gods themselves their gift of magic and the arcane. They who abuse it, waste it with out gifting it flesh to feast--yes, is them that drive the world mad. Yet weep not oh Telanth for he has come, he with ears nipped by She of the left and He of the right, the shuddered murmurs of heavens whisper guide us now, Turn now oh Telanth, your hand, your head, bow ears and shut mind to the lies from false light. He who listened to heavens whisper turned his hand and spankth unto all Telanth "Reach with hand and cup the mountain, flay its flesh with iron tools, let us sink to its heart and home shall be found, peace immortal from the fiends above" Thus they dug. [Song of home, first verse]

The Telanth have lived so long both in tunnels and atop their mountains slopes that how it came to be is now part of the standing faith for them seeding a deep sense of ownership and pride in their home they veiw is the steadfast protection from the overworld. As war broke out between other powers tunnels where found, cities razed for their resources and mountains side fought over for powerful castles made them spill out into the over world and fight off their invaders, they would a bliss in harvesting the general population even keeping small breeding stocks of what they viewed as the lesser races for sacrificial uses among other things.
In hand with this they would bait raids into their caves and tunnels only to have forces find death at the hands of massive cave spiders, toxic spores and traps of every nature. While they view the overworld races as lesser they do not make the prejudgment for all within that race and believe that any one person of those races may rise to value in the eyes of the Telanth and give them formal invite into their cities to get trade deals or personalized weapons/armor...for a price.

In the days after the great war with the forces of hell itself it seemed spilling out from the cracked earth like blood from a wound, Shocked at it as it culled much of their own forces they fled only to later sign a standing but seemingly empty peace deal as all regained their power. thinking and praying they thought on what they appearance of hell spawn could mean till none other than Qhymareth, the crowned head of the Telanth and listener to heavens whisper. He returned from praying at the sunken alter and proclaimed the hell spawn both rite of worthiness and blade of judgement to those who hear not heavens whisper sent by heaven but has kept the full meaning of this to himself.
Deity: She of the Left, He of the Right : Telanths observe the Faith "Vok ulu Venorsh" or simply Venorsh, it teaches that heaven sent its speaking hand to guide them to their home away from the what they they call the overworld [surface of planet] and all beings big and small have in them heaven itself as mana, or soul. by nature souls lust for a body and one must pay respect to it by offering it blood or placing it into an object/body [enchantment] where as to openly cast magic is to use it without the trade of blood/body and thus stealing it. The goddess and god of left and right share the image of passive and aggressive natures, thought and action, honesty and lies. is said within the womb of a mother they whisper to the child and gift it their boons should the child be able to listen where as those that don't or cant are born meek and uninspired. She of the left is rarely shown in full form and is often a depicted as an open left hand turned knuckles away, when she is shown in full is a muscled beauty with hair reaching pass her rear, nude and welding a staff. He of the right likewise is shown in full body rarely and is seen as a nude male with a muscled and toned welding a bow, seen far more as a closed fist with knuckles facing forward. Each to the side of a person be it male or female whispering in their ears.

Magic: Magic runs deep but due to the strangling vice of their zeal has bloomed in single mastery of enchantments upon weapons and armors, objects of all nature and the refinement of metals and stone to be farm ore robust or abnormal pending on their needed use. much of their magic needs sacrificial elements, be it a blade across the hand or the more extreme--a whole other person. they have inadvertently mastered the means of stealing life and energy from others and pour them into themselves or objects harvesting their very core of being to fuel their madness but such things need massive complex temples, many hymns and many more tools, runes, countless lives and other crafts to turn out a single enchantment. The nature of defensive magics bound are last till the item is broken or the magic is perverted and holds only value when touching the naked skin of its wearer and is some what vampiric on that persons standing energies while offensive enchantments are imperfect and must be recharged to be used after so many uses, however, once the object itself is made how you recharge it is some what open but blood does it best.

--all single use--[just kinda to get the idea but its up to gm how its handle, i often go with the This for that rule for magic. No pulling fire balls out of your rump but thats just me, but some ideas...]
Scrolls: hold lesser spells, often single target.
Stone page: More powerful spell. can hold AoE spells, heavy.
Flayed skin scroll: Conjure a small creature, normally some sort of spider, to attack a target till dead.
Blood vial: Drink and gain a powerful spell, once spell effect runs out, vomit wildly and suffer delusions.


[is subject to change]

This just makes me even more excited to get started. I've got no issues with it. For me, magic is fine as long as its balanced and is used just as another story telling element. I've only got a question about your religion, do he and she have names or are they sacred and shall not be spoken like Voldemort or their legend is so old that their names were simply forgotten, just curious, still great though.

While I still have the chance to, I'd like to have my race situated in some kind of hilly region, or rocky flatland. Perhaps that bug expanse between the mountains in the southwest?

This is gonna be no problem, the Hill's biome is yours to create. An updated map will be posted once we have all the factions. Exact locations will be revealed with that new map, so no one will know exactly where their neighbors are until we begin.
 
whaa? nooo you are fine, we are all friends. You should get closer. -wiggles fingers maliciously at you-
I'll feel more comfortable behind my loaded, molotov-firing catapult thank you very much.
 
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"Sunder those who defy the Primalforge Testament.
Scorch those who curse our litany.
Hold fast, for the future is ours to take." --Calux Deathmantle

Capitol: Novenary
Colors:
Orange-Red and Black
Current Leader: Davot Deathmantle
Government Type: Absolute Nationalist Monarchy
Military Overview: The Jagannath maintain a low standing army due to decades of war, but can raise a more troops in a short amount of time due to a united people and a warring, industrious culture. In war, they abide by a "He who protects everything, protects nothing." policy. They will abide losing ground if it means striking back with an unstoppable retaliation. However, when pushed to a limit, they will force an opponent to bleed for every inch of ground. On the offense, converely, they prefer to make tactical, crippling strikes before steamrolling the enemy under a mountain of steel.
Economy: Stagnant. Limited reserves of gold and silver, lack of trading partners, decades of war and poor soil hinders overall wealth in the country.
Industrial Output: Extreme. Advanced forging techniques, vast coal and iron reserves, and a religiously industrious people make the Empire able to produce arms, armor, and tools at a frightening pace.
Agricultural Output: Poor. War ravaged land has left the Jagannath with damaged fields that will take years to repair. Currently, they produce a slim surplus, although their reserves of food, held within their strongholds in case of siege, are deep.
Currency: Electrum Coin : ~50% gold, 40% sliver, 20% strengthening metals. Impressed with an anvil insignia.
Steel Coin : small disc Jagannath steel, pressed with a hammer insignia. 20 to an electrum coin
Brass Coin : small disc of brass, pressed with a ingot insignia. 10 to a steel coin.
Architecture: Jagannath architecture is characterized by massive, heavy buildings and walls, built of dark stone. Like any other practical skill that they had to hone out of survival, their gothic architecture is one of the few things they have that might be considered an 'art,' the stone cutting so precise their buildings use interlocking blocks of stone, instead of mortar.

The Jagannath are a race of human like mutants, originating approximately three to four hundred years ago from the mutant wastes as a strain of normal human.
Height range is, on average, an inch or two shorter than that of a human. Weight range is, on average, 50-70% more than a human of the same height, with number going to as much as double that, in extreme cases. Jagannath reach maturity around the same time as a human, but often die around the age of 50-60 from heart failure.

The explanation for the Jagannath condition is fairly simple. A mutation within their body increases tissue and bone density by an astonishing amount, rendering them stronger and tougher than a normal human by a fair margin. While still injured by swords and claw, they take considerably more effort to kill, given the increased tissue density creates additional resistance when being struck. The increase in density, however, tends to stunt growth, leading to shorter individuals. The increase in tissue density also leads to major issues later in life, causing the heart to work incredibly hard at give out at an early age, relative to humans. The longest lived Jagannath was recorded to by 66 years old before dying of heart failure. Their body, however, ages at the same rate as humans, meaning their strength is generally maintained throughout their shorter lived life. Their hair and eyes are almost always grey, and their blood is a brighter shade of red than normal for humans. Their body reacts differently to disease and poison, as well.

In terms of poison, their bodies tend to shrug off a significant portion of it. Alcohol has almost no effect on them, and sedatives and toxins are vastly reduced in overall effectiveness. Certain poisons, though, particularly those causing paralysis, are incredibly potent.

In terms of disease, the Jagannath are again blessed in many aspects, but terrible in others. Most common disease that affects many races has little effect on them, but at the same time, diseases adapted for the Jagannath often don't affect others, and are crippling for them. There's a fair number of them, and while outbreaks were fairly rare before this, they have become more frequent since the demons arose.

Oddly enough, the Jagannath are stunted almost entirely in terms of magic. A hedge wizard of another race would often decimate the King's court magicians in a magical duel. The amount of magicians throughout all of the empire are extraordinarily low, as well.

Diablo-III-Reaper-of-Souls-concept-Art-8.jpg


Weapons: The Jagannath prefer massive two handed weapons that they can take full advantage of their strength with. Among those who have their own weapons, massive two handed axes, greatswords, and hammers are the most common. Spears and polearms are also highly regarded, as they also allow maximize the force of a blow, while still being capable of dealing with cavalry. Bows are rarer, but still commonly seen, although they traditionally differ from standard bows used by other civilizations. They generally have massive draw weights, often upwards of three hundred pounds, and fire with enough power to render conventional armor useless.

Armor
: Given Jagannath strength, and their affinity for metal, the fact that they traditionally wear heavy armor in comparison to other races should be no surprise. Even the lightest of armor usually includes steel plates, chainmail, and a padded vest beneath. Medium armor, by comparison, generally covers the full body, and plates in critical areas such as the torso, arms, head and legs are often much thicker than normal. Heavy armor extends on that even further, having nonflexible areas taken to the limit of weight and tickness, with extra layers below, in addition.

Cavalry: The Jagannath, given their massive weight, heavy armor, and the hilly, mountainous terrain they live in, do not have dedicated cavalry units in the military. The only time mounts are used are for show (a vain noble might ride a subjugated bear into battle) or for messengers, who ride specially bred horses for the purpose of carrying the heavy passenger.

Primary Jagannath Troops
Shock Troops:
Light armor, glaive
Linesman: Medium armor, war axe, large shields, guisarmes,
Knights: Heavy armor, heavy weapons. Well trained veterans.
Greatbows: Light armor, large warbow, arrow and quiver, glaive

Traits: Industrious, Nationalist, Zealous, Religious, Militaristic

The Jagannath are a united people. Having been beset on all sides for many years, they have developed an unparalleled cultural unity, and a unique culture at that. Basing their society around a tome known as the Primalpunk Testament. In it, it speaks of the forge as a way of connecting to ancestors, and the reforging of old technology as a path to the future. Over time, the Jagannath have expanded industry, forges and temples doubling as one, and with artisans (Forgemasters) therein dedicating their lives to the study of metallurgy. Jagannath products almost always serve a functional purpose, haven spent years having to make every scrap of resources count. Jewelry and other forms of art or decoration are nearly nonexistent. Most Jagannath do, however, have a family ring, unique to their bloodline. The products of the forge they do produce, however, are often intricately designed or carved. It's unusual for anything, be it a set of armor, a piece of pottery, or a family ring to not have fine and detailed designs etched into the surfaces. Even items as simple as a brazier or a button are often delicately carved metal.

In society, most everyone trains in combat in some form, be it from a military instructor or a warrior in the family. Everyone knows how to fight. Given that, soldiers are never held in high regard (not to say they are held in low regard, either.) The top of the cultural hierarchy is the Deathmantle family, who have tremendous support from the people from their previous actions. Following that, is the forgemasters. Both smiths and priests, they are the great craftsmen of the Jagannath, as well as the spiritual leaders of communities. No Jagannath community is complete without a forgemaster. Behind the forgemasters in social standing are other types of artisans, followed by the soldiers, then most other professions somewhere behind that.

The Jagannath Empire began as a wandering tribe of barbarians many hundreds of years ago, (although the first of the race were seen some time before that) a powerful mutant tribe, strong and well resolved in their determination to conquer. Driven from their homeland by the larger, more established empires and tribes, they forged west, seeking lands to settle. Led by their first leader, Vulkus Deathmantle, they carved a path through the weaker states, seeking out a fertile and rich land to settle. What they found was the Iron Hills. Trapped by rival tribes and infuriated countries, The Jagannath Empire was founded through blood and iron. Tapping into natural resources of coal and iron left largely untouched due to the difficult terrain and constant strife in the area, they were barely able to produce weapons and armor enough to keep themselves armed. In their darkest hour, however, first High Forgemaster Azreal Black discovered secrets of the old world. The secrets of steel (which, some historians debate, were stolen Telenath secrets that were then later improved upon.) In a vision given to him by the Forge Spirits, he wrote the holy text of the Jagannath, the Primalforge Testament. The litany detailed the Forge Spirits, and the awakening and reuniting of mankind through the reclamation of the technology of the old world.

Forced to use the only resources they had avaliable to them, iron and coal, metallurgy became the chief concern of the Jagannath. Learning how to reforge and create new alloys, their new weapons and natural tenacity and strength allowed them to undergo a bloody baptism to forge their own nation. It was as the initial wars ended that the first king, Vulkus, died. His place was taken by his son, Asmodeus Deathmantle. He began the transition from a tribe into a nation, and began forming the warriors of his people to soldiers and craftsmen. Building up from the capitol of Novenary, he began the incorporation of the Primalforge Testament into society in totality, and the establishment of the Forgemasters and preist-smiths, who would commune with the forge spirits to make incredible suits of armor and incredible weapons. Farms were cultivated, and industry was expanded under his reign. The Jagannath population rose quickly with a surplus of food. Still under pressure, however, the Jagannath people became a close knit race, extremely proud, deeply stubborn, and incredibly resolute. Asmodeus was killed while defending a werewolf incursion with an greatly outnumbered force.

The third king, Corbuvaan Deathmantle, proved himself to be a military prodigy. With a populous nurturing a deep seated rage against the lycan peoples, who had become the only major antogonist they had yet to deal with, he began several campaigns, expanding into lycan territory, driving out or exterminating those who tried to stay in the path of their army. A new city was founded by him. Named Corbuvaan, it became another key stronghold that rivaled the size of the capital. Known for its stoneworks that produce massive quantities of dark black basalt that became the primary stone used for building the empire's cities.


The fourth king, Andran Deathmantle, continued the expansionist policies of his father, Corbuvaan. Moving eastward and southward into the warring barbaric kingdoms, he established a precedent that would be followed by all future kings. Ordinary humans would be allowed the opportunity to live under Jagannath rule. Those who accepted would be given land to cultivate, and the tools to do so, and expected to pay the Empire. In return, they would be given full protection, and allowed to live as full fledged citizens of the Jagannath Empire. They would, however, be forbidden from the military and Forgemasters, which hold great cultural significance to the Jagannath. The precedent proved to be remarkably effective, the people of the barbaric states, tiring of constant changes in borders, kings, and alliances, as well as lycan attacks, capitulated willingly in many situations. Eventually throughout Andran's reign, humans grew to become a major sect of the Empire's population. With the ordinary humans farming the land, the Jagannath were able to spare more men for the military than previously, without weakening the overall quality of their forces.

Subsequent kings followed the precedent set by their forefathers, and expanded the Jagannath empire to where it is at present. Reaching a size to become one of the major powers of Korgaia, the Jagannath Empire stands with nine strong fortress-cities, a small but veteran, well equipped military, and their ruler, Davot Deathmantle.

65ab1a5ccb42fea724d607beda2b2ec3.jpg

Name: Davot Deathmantle
Race: Human (Jagannoth)
Titles: King of the Jagannoths
Age: 34
Physical Appearance: 265lbs, 5'6"
Personality: Calculating, Competitive, Resolute, Scheming, Blunt, Inventive
Interests: Strategy, Puzzles, Machines, Design
Skills: Analyzing, Managing, Speaking, Patience, Combat
History: Davot, the middle child of the seven brothers in line for the throne, came to the throne by both circumstance and tenacity. The eldest brother, Calux, left to become a forgemaster, abdicating his right to the throne. His elder two brothers, twins, engaged in a bitter struggle for the throne, which Davot engaged in from the sidelines, gathering his support through charisma and strategy, more cunning and deceptive than his two older, more hotheaded brothers. As Davot's father, Pyriel, assigned a task for the two older brothers to complete to see who would take the crown, Davot had ears to the ground to hear it. The challenge was simple. A lesser tribe of werewolves had been raiding outlying villages, no more than fifty at the most. Destroy them. Davot, who had thought ahead, and gathered support beforehand, quickly amassed some of his allies to exterminate the werewolves. He managed to persuade on of Pyriel's trusted advisors to come along as a witness, so neither of the twins would take the credit. With bow and sword, they drove the werewolves away. Several injuries, but none dead on his side.

Davot made no mention of this, biding his time for the correct moment to break the news. As the brothers, almost simultaneously, gathered their soldiers and set out, they found the lycans were dead. Both attempted to take credit. Neither would back down. Davot watched silently as his brothers dueled one another to the death. As the battle begun, he said to the twins, as they donned their armor, that he had killed the werewolves. The twins, believing Davot to have been persuaded by the other to try and get them to back down, took to the field with all the more zeal. As twins, they knew each other well, and had the same skill and strength. They inflicted mortal wounds upon each other in the duel. Davot lay next in line for the throne. He was crowned at 19, as his father Pyriel died in his sleep. As of his younger brothers, one became a forgemaster, and the other two he named as Warmasters of his army, to command divisions of the military to protect the people.

Davot's reign was marked with expansion northward, towards the ocean. Managing affairs at home, deliberating between various guilds and factions, working on taxes and policy. He was a natural leader and politician, with the skills of an administrator. As his brothers conquered land to the north with small expeditionary forces, carving it out piece by piece, he strengthened and built up his homeland.

He has a single son, Kardos, whose mother was lost in childbirth. He values him dearly.

Ported over from another RP. Apologies if you see any references to Germany or Europa, I tried my best to remove them. I never got to use this race, so I'm hyped. Also, sorry for the formatting. This is what I originally wrote it in, and I did my best to add everything required.
 
"Sunder those who defy the Primalforge Testament.
Scorch those who curse our litany.
Hold fast, for the future is ours to take." --Calux Deathmantle

Capitol: Novenary
Colors:
Orange-Red and Black
Current Leader: Davot Deathmantle
Government Type: Absolute Nationalist Monarchy
Military Overview: The Jagannath maintain a low standing army due to decades of war, but can raise a more troops in a short amount of time due to a united people and a warring, industrious culture. In war, they abide by a "He who protects everything, protects nothing." policy. They will abide losing ground if it means striking back with an unstoppable retaliation. However, when pushed to a limit, they will force an opponent to bleed for every inch of ground. On the offense, converely, they prefer to make tactical, crippling strikes before steamrolling the enemy under a mountain of steel.
Economy: Stagnant. Limited reserves of gold and silver, lack of trading partners, decades of war and poor soil hinders overall wealth in the country.
Industrial Output: Extreme. Advanced forging techniques, vast coal and iron reserves, and a religiously industrious people make the Empire able to produce arms, armor, and tools at a frightening pace.
Agricultural Output: Poor. War ravaged land has left the Jagannath with damaged fields that will take years to repair. Currently, they produce a slim surplus, although their reserves of food, held within their strongholds in case of siege, are deep.
Currency: Electrum Coin : ~50% gold, 40% sliver, 20% strengthening metals. Impressed with an anvil insignia.
Steel Coin : small disc Jagannath steel, pressed with a hammer insignia. 20 to an electrum coin
Brass Coin : small disc of brass, pressed with a ingot insignia. 10 to a steel coin.
Architecture: Jagannath architecture is characterized by massive, heavy buildings and walls, built of dark stone. Like any other practical skill that they had to hone out of survival, their gothic architecture is one of the few things they have that might be considered an 'art,' the stone cutting so precise their buildings use interlocking blocks of stone, instead of mortar.

The Jagannath are a race of human like mutants, originating approximately three to four hundred years ago from the mutant wastes as a strain of normal human.
Height range is, on average, an inch or two shorter than that of a human. Weight range is, on average, 50-70% more than a human of the same height, with number going to as much as double that, in extreme cases. Jagannath reach maturity around the same time as a human, but often die around the age of 50-60 from heart failure.

The explanation for the Jagannath condition is fairly simple. A mutation within their body increases tissue and bone density by an astonishing amount, rendering them stronger and tougher than a normal human by a fair margin. While still injured by swords and claw, they take considerably more effort to kill, given the increased tissue density creates additional resistance when being struck. The increase in density, however, tends to stunt growth, leading to shorter individuals. The increase in tissue density also leads to major issues later in life, causing the heart to work incredibly hard at give out at an early age, relative to humans. The longest lived Jagannath was recorded to by 66 years old before dying of heart failure. Their body, however, ages at the same rate as humans, meaning their strength is generally maintained throughout their shorter lived life. Their hair and eyes are almost always grey, and their blood is a brighter shade of red than normal for humans. Their body reacts differently to disease and poison, as well.

In terms of poison, their bodies tend to shrug off a significant portion of it. Alcohol has almost no effect on them, and sedatives and toxins are vastly reduced in overall effectiveness. Certain poisons, though, particularly those causing paralysis, are incredibly potent.

In terms of disease, the Jagannath are again blessed in many aspects, but terrible in others. Most common disease that affects many races has little effect on them, but at the same time, diseases adapted for the Jagannath often don't affect others, and are crippling for them. There's a fair number of them, and while outbreaks were fairly rare before this, they have become more frequent since the demons arose.

Oddly enough, the Jagannath are stunted almost entirely in terms of magic. A hedge wizard of another race would often decimate the King's court magicians in a magical duel. The amount of magicians throughout all of the empire are extraordinarily low, as well.

Diablo-III-Reaper-of-Souls-concept-Art-8.jpg


Weapons: The Jagannath prefer massive two handed weapons that they can take full advantage of their strength with. Among those who have their own weapons, massive two handed axes, greatswords, and hammers are the most common. Spears and polearms are also highly regarded, as they also allow maximize the force of a blow, while still being capable of dealing with cavalry. Bows are rarer, but still commonly seen, although they traditionally differ from standard bows used by other civilizations. They generally have massive draw weights, often upwards of three hundred pounds, and fire with enough power to render conventional armor useless.

Armor
: Given Jagannath strength, and their affinity for metal, the fact that they traditionally wear heavy armor in comparison to other races should be no surprise. Even the lightest of armor usually includes steel plates, chainmail, and a padded vest beneath. Medium armor, by comparison, generally covers the full body, and plates in critical areas such as the torso, arms, head and legs are often much thicker than normal. Heavy armor extends on that even further, having nonflexible areas taken to the limit of weight and tickness, with extra layers below, in addition.

Cavalry: The Jagannath, given their massive weight, heavy armor, and the hilly, mountainous terrain they live in, do not have dedicated cavalry units in the military. The only time mounts are used are for show (a vain noble might ride a subjugated bear into battle) or for messengers, who ride specially bred horses for the purpose of carrying the heavy passenger.

Primary Jagannath Troops
Shock Troops:
Light armor, glaive
Linesman: Medium armor, war axe, large shields, guisarmes,
Knights: Heavy armor, heavy weapons. Well trained veterans.
Greatbows: Light armor, large warbow, arrow and quiver, glaive

Traits: Industrious, Nationalist, Zealous, Religious, Militaristic

The Jagannath are a united people. Having been beset on all sides for many years, they have developed an unparalleled cultural unity, and a unique culture at that. Basing their society around a tome known as the Primalpunk Testament. In it, it speaks of the forge as a way of connecting to ancestors, and the reforging of old technology as a path to the future. Over time, the Jagannath have expanded industry, forges and temples doubling as one, and with artisans (Forgemasters) therein dedicating their lives to the study of metallurgy. Jagannath products almost always serve a functional purpose, haven spent years having to make every scrap of resources count. Jewelry and other forms of art or decoration are nearly nonexistent. Most Jagannath do, however, have a family ring, unique to their bloodline. The products of the forge they do produce, however, are often intricately designed or carved. It's unusual for anything, be it a set of armor, a piece of pottery, or a family ring to not have fine and detailed designs etched into the surfaces. Even items as simple as a brazier or a button are often delicately carved metal.

In society, most everyone trains in combat in some form, be it from a military instructor or a warrior in the family. Everyone knows how to fight. Given that, soldiers are never held in high regard (not to say they are held in low regard, either.) The top of the cultural hierarchy is the Deathmantle family, who have tremendous support from the people from their previous actions. Following that, is the forgemasters. Both smiths and priests, they are the great craftsmen of the Jagannath, as well as the spiritual leaders of communities. No Jagannath community is complete without a forgemaster. Behind the forgemasters in social standing are other types of artisans, followed by the soldiers, then most other professions somewhere behind that.

The Jagannath Empire began as a wandering tribe of barbarians many hundreds of years ago, (although the first of the race were seen some time before that) a powerful mutant tribe, strong and well resolved in their determination to conquer. Driven from their homeland by the larger, more established empires and tribes, they forged west, seeking lands to settle. Led by their first leader, Vulkus Deathmantle, they carved a path through the weaker states, seeking out a fertile and rich land to settle. What they found was the Iron Hills. Trapped by rival tribes and infuriated countries, The Jagannath Empire was founded through blood and iron. Tapping into natural resources of coal and iron left largely untouched due to the difficult terrain and constant strife in the area, they were barely able to produce weapons and armor enough to keep themselves armed. In their darkest hour, however, first High Forgemaster Azreal Black discovered secrets of the old world. The secrets of steel (which, some historians debate, were stolen Telenath secrets that were then later improved upon.) In a vision given to him by the Forge Spirits, he wrote the holy text of the Jagannath, the Primalforge Testament. The litany detailed the Forge Spirits, and the awakening and reuniting of mankind through the reclamation of the technology of the old world.

Forced to use the only resources they had avaliable to them, iron and coal, metallurgy became the chief concern of the Jagannath. Learning how to reforge and create new alloys, their new weapons and natural tenacity and strength allowed them to undergo a bloody baptism to forge their own nation. It was as the initial wars ended that the first king, Vulkus, died. His place was taken by his son, Asmodeus Deathmantle. He began the transition from a tribe into a nation, and began forming the warriors of his people to soldiers and craftsmen. Building up from the capitol of Novenary, he began the incorporation of the Primalforge Testament into society in totality, and the establishment of the Forgemasters and preist-smiths, who would commune with the forge spirits to make incredible suits of armor and incredible weapons. Farms were cultivated, and industry was expanded under his reign. The Jagannath population rose quickly with a surplus of food. Still under pressure, however, the Jagannath people became a close knit race, extremely proud, deeply stubborn, and incredibly resolute. Asmodeus was killed while defending a werewolf incursion with an greatly outnumbered force.

The third king, Corbuvaan Deathmantle, proved himself to be a military prodigy. With a populous nurturing a deep seated rage against the lycan peoples, who had become the only major antogonist they had yet to deal with, he began several campaigns, expanding into lycan territory, driving out or exterminating those who tried to stay in the path of their army. A new city was founded by him. Named Corbuvaan, it became another key stronghold that rivaled the size of the capital. Known for its stoneworks that produce massive quantities of dark black basalt that became the primary stone used for building the empire's cities.


The fourth king, Andran Deathmantle, continued the expansionist policies of his father, Corbuvaan. Moving eastward and southward into the warring barbaric kingdoms, he established a precedent that would be followed by all future kings. Ordinary humans would be allowed the opportunity to live under Jagannath rule. Those who accepted would be given land to cultivate, and the tools to do so, and expected to pay the Empire. In return, they would be given full protection, and allowed to live as full fledged citizens of the Jagannath Empire. They would, however, be forbidden from the military and Forgemasters, which hold great cultural significance to the Jagannath. The precedent proved to be remarkably effective, the people of the barbaric states, tiring of constant changes in borders, kings, and alliances, as well as lycan attacks, capitulated willingly in many situations. Eventually throughout Andran's reign, humans grew to become a major sect of the Empire's population. With the ordinary humans farming the land, the Jagannath were able to spare more men for the military than previously, without weakening the overall quality of their forces.

Subsequent kings followed the precedent set by their forefathers, and expanded the Jagannath empire to where it is at present. Reaching a size to become one of the major powers of Korgaia, the Jagannath Empire stands with nine strong fortress-cities, a small but veteran, well equipped military, and their ruler, Davot Deathmantle.

65ab1a5ccb42fea724d607beda2b2ec3.jpg

Name: Davot Deathmantle
Race: Human (Jagannoth)
Titles: King of the Jagannoths
Age: 34
Physical Appearance: 265lbs, 5'6"
Personality: Calculating, Competitive, Resolute, Scheming, Blunt, Inventive
Interests: Strategy, Puzzles, Machines, Design
Skills: Analyzing, Managing, Speaking, Patience, Combat
History: Davot, the middle child of the seven brothers in line for the throne, came to the throne by both circumstance and tenacity. The eldest brother, Calux, left to become a forgemaster, abdicating his right to the throne. His elder two brothers, twins, engaged in a bitter struggle for the throne, which Davot engaged in from the sidelines, gathering his support through charisma and strategy, more cunning and deceptive than his two older, more hotheaded brothers. As Davot's father, Pyriel, assigned a task for the two older brothers to complete to see who would take the crown, Davot had ears to the ground to hear it. The challenge was simple. A lesser tribe of werewolves had been raiding outlying villages, no more than fifty at the most. Destroy them. Davot, who had thought ahead, and gathered support beforehand, quickly amassed some of his allies to exterminate the werewolves. He managed to persuade on of Pyriel's trusted advisors to come along as a witness, so neither of the twins would take the credit. With bow and sword, they drove the werewolves away. Several injuries, but none dead on his side.

Davot made no mention of this, biding his time for the correct moment to break the news. As the brothers, almost simultaneously, gathered their soldiers and set out, they found the lycans were dead. Both attempted to take credit. Neither would back down. Davot watched silently as his brothers dueled one another to the death. As the battle begun, he said to the twins, as they donned their armor, that he had killed the werewolves. The twins, believing Davot to have been persuaded by the other to try and get them to back down, took to the field with all the more zeal. As twins, they knew each other well, and had the same skill and strength. They inflicted mortal wounds upon each other in the duel. Davot lay next in line for the throne. He was crowned at 19, as his father Pyriel died in his sleep. As of his younger brothers, one became a forgemaster, and the other two he named as Warmasters of his army, to command divisions of the military to protect the people.

Davot's reign was marked with expansion northward, towards the ocean. Managing affairs at home, deliberating between various guilds and factions, working on taxes and policy. He was a natural leader and politician, with the skills of an administrator. As his brothers conquered land to the north with small expeditionary forces, carving it out piece by piece, he strengthened and built up his homeland.

He has a single son, Kardos, whose mother was lost in childbirth. He values him dearly.

Ported over from another RP. Apologies if you see any references to Germany or Europa, I tried my best to remove them. I never got to use this race, so I'm hyped. Also, sorry for the formatting. This is what I originally wrote it in, and I did my best to add everything required.

Again, no complaints, absolutely great. The Lycan nemesis sounds awesome, I'm more interested because who doesn't want to see a wolf-man fight a dinosaur. Now were you thinking men who just become wolves when the moon's out or grotesque wolf-human hybrid? My personal vote would be for the grotesque monsters but its your story, so your call.
 
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