Integration or Annihilation | Fantasy Arranged Marriages

Lady Sabine

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Name of Country: The Confederation of the Twenty-Nine BloodTrue Tribes


Common Name: Orc Nation/the Nation


Adjective: Confederate


Geography: The Confederacy governs a landlocked section of Aimre. It is primarily a savanna, though to the north it flattens into foothills and the lone river running through, the BloodTrue, has scattered forests around it. There are only three major cities: SweetWater is the major trade center located along the BloodTrue, CopperStone is home to the few mines and forges and is located deep in the hills, and ThunderHold is the political center where the Sultan usually resides and the Tribes gather. The Shamans have a separate meeting space known as Robin's Rest deep in the forests.


Race: Orcs are strong, powerful creatures with skin that ranges from a pale yellow-green to ochre to mustard-yellow, with universally black or deep brown hair and brown eyes. Males are usually between three and eight inches over six feet with females averaging six inches shorter. All are heavyset with powerful muscles and square jaws, with sharp eyes and ears but indelicate hands. They are very strong and have great endurance, but lack the flexibility and grace that lighter races enjoy. The only magic that comes naturally to them is Shamanism, which combines ancestor worship with summoning and rudimentary enchantments based primarily around fetishes, herbs and ceremonial paint. An Orc usually lives for a hundred and fifty years, reaching physical maturity at about twenty with fertility lasting until seventy or eighty.


Government: Every Orc belongs to a Clan which usually contains several dozen extended family members. Those clans are organized into twenty-nine independent Tribes of several thousand each. The Tribes together form the Confederacy. There is a Chief for every clan, a Warlord for every Tribe, and an elected Sultan from among the Warlords who passes judgement when the Tribes come into conflict. Outside of the regular government are the Shamans, the most powerful of which form a Council sometimes known as the Greater or Inner Circle. The Council Leader is the most respected person in the Confederation, for wisdom and spiritualism are highly prized in their society.


Culture: Nomads by nature, Orcs are hunters and gatherers who rarely dig mines, harvest timber, or plant crops. There are only a handful of forges and, as such, they are for the most part in the stone age. Wandering Clans usually keep a small herd of Drakes, four-legged reptilian creatures more powerful and hardy than horses, useful for carrying the tents and supplies a Clan needs. Traditionally every male in the Clan is a relative of the Chief, whose sons stay with the family but whose daughters are married off outside of the Clan. This keeps genetic diversity. More rarely an unrelated male may choose to join another clan, usually seeking glory or favor. The role of women is not strictly limited to wives and mothers; strength is prized and women are often warriors and hunters, and are never married without their full consent. Shamans are the outliers of Tribal society. About one percent of children are born with a natural aptitude for shamanistic magic, which, if properly developed, puts them in a separate caste entirely. Shamans do not pledge loyalty to a single Clan or Tribe, but to the entire Confederation. Their job is to prevent disease and conflict, to keep Orcs in touch with their ancestors and the natural world, and to discover the secrets of the physical and spiritual realms.


Other: Though Orcs are often regarded as warlike, in truth actual serious injury and death is rare among the inter-Tribal conflicts. Warfare is a ceremonial affair conducted to prove valor and skill, and men who draw blood in the name of their Tribe one day might drink and dance together the next once their honor and worth have been established.


*Preferred Sex: Female, though I prefer to double.
 
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Name of Country: Odayin


Common Name: The Heartwood.


Adjective: Odanese


Geography: The Heartwood lies on the northern hemisphere. It's a thin stroke of land, stretched thin enough to contain a warm southern part and a frigid nothern part. Whilst a majority of the land is littered with trees, there are stretches of open plains and fields to be found as well, many of which can be found alongside the river Aiden which divides the heartwood north to south. The river gains it's water from the sea in the north and deposits most of it in The Salty Lake (Zhewit) to the southeast.


There are few establishments of great renown as most Wood Elves prefer a reclusive life. Yet, there are some major sites hidden in the depths of the forest. First and foremost is the capital, Ahnung, from where the King and Queen oversee the wellbeing of the forest. It is more commonly know as the Star city as it's buildings rise above the treetops and provide an astounding view of the night sky above and the landscape below. Many of the other major establishments are guard posts along the borders. Moreover, there are two trade posts that now act as minor fortresses against any possible invadors. Seated next to the river Aiden on the most northern and southern tip they are called Giw-Aiden and Zha-Aiden respectively (North-Aiden and South-Aiden).


Race: Wood elves. Wood elves are wise but reserved beings. They much prefer a life of seclusion, devoted to attaining a deeper understanding of nature opposed to one of extravagance. Contrary to popular belief, wood elves rarely live beyond a hundred years and are not the vegetarians many make them out to be. Their lifestyle teeters between tribal and settled. A majority of the populace is thinly spread across the vast Heartwood but a several thousands live in something akin to cities, though only Ahnung could really be counted as such. The lithe and lean Wood elves stand no chance against the rumoured power of men. Physically weaker than most races and lacking severly in advanced technology one would say the Wood Elves would never stand much of a chance in any war. Yet their tactical cunning, mastery of their own environment and their magical prowess make them formidable foes yet.


Their magic takes many shapes and forms, though it is seldom of a destructive nature. Instead, their magical abilities are often used to heal, repair or enhance. They can not create anything new out of thin air, but they can use their spells to mold their environment to their will or, with a fair bit of talent, adjust the path of an arrow in flight. With the exception of healing spells and herbs their magic is temporary and will only last as long as the caster can dedicate enough energy to the demands of the spell.


On average, Wood Elves stand between 5 and 6 feet tall.


Government: The Heartwood is ruled by a King and Queen with equal rights and power.


Culture: Stern but fair, if you comply. Pursuits of happiness and nature are encouraged and growing up amidst the wood elves is a breeze. Unless you're different. Any sheep that stray from the right path will be thoroughly corrected. It is not uncommon for young, stubborn rebels to be expulsed from their home and sent out into the wild on their own. Other still are picked up by a wandering clan of devour priests who are firmly against anything unnatural. Some say the rebels are recruited and converted, others say that they become a sacrifice to a long forgetten Godess. In either case, Odanese culture happily permits the roaming priests to pick out the rotten apples. Foreigners are regarded with utmost suspicion and, often, contempt for their unnatural ways. For most Wood Elves life is tribal, not unlike American Natives.


Other: Nope.


*Preferred Sex: Willing to double. Primary character will likely be male as I still feel slightly more comfortable with that. Only slightly though ;)
 
Name of Country: The High Kingdom of Icariia


Common Name: Icarii


Adjective: Icariian


Geography: As you can imagine, the home of Icarii is found floating the the sky. This floating landmass is roughly the same size as Hawaii, and generally sticks to one location, off the shores to the southwest of the mainland. It is made up of three smaller islands that appear to orbit a main central island that is the largest and stays in place.


The main floating island is known as Feriishteh, and is largely covered by the Icarii main city that is known by the same name. The city of Feriishteh is constructed like many medieval castles, with a moat that cascades down into the ocean below, sandstone walls, but no gate or drawbridge in sight. Generally, if the Icariian people need into the capital, they will just fly in. The vast majority of the inside is homes and roads, made of the same tan sandstone leading up to another gate in the center. Inside that, is a large, glorious castle, standing at least 10 times taller than any building in the outer gate. In general, all of the building have a distinctly Greek/Egyptian feeling, tall, carved and over the top.


In general, most people live inside Feriishteh. The larger of the two orbiting islands is called Miirthras. It is a very plain place, covered in grass, meadows and farmland, with small settlements sprinkled about. Much of the Icarii food supply that is not imported is grown on Miirthras. The other island is Ameretat, and it is mostly forest with small hills and flowing rivers that also fall off the side into the ocean below. This is a place that the Icarii visit for fun, and only those who seek almost complete solitude reside on Ameretat.


Race: The Icarii are a race of basically angel-people. Their most notable and usually first noticed feature are large, bird-like wings extending from each shoulder blade, which usually reach 6-7 feet. Generally, these wings are used for flight, but there are Icarii whose wings do not develop, and they never are able to take flight. The color of wings usually denote the Icarii's social status. White and black are found on the royal family and nobility. Brown, grey, tan and other colors are primarily found on lower class individuals. Most have light tan to dark tan skin and have similar body builds as humans, though they tend to be lean rather than bulky. Men are usually a fair bit larger than women. On Miirthras and Ameretat, the Icarii usually dress plain and homely, but in the capital, Feriishteh, extravagance can be found all around. Nearly everyone dresses in silk clothing and precious metals. As a people, they are generally arrogant and stubborn. They value family ties and will defend their name in an instant. They do not take well to outsiders.


Government: The Icarii is largely controlled by the Serekh. He or she is the ultimate leader, and has the final say on all matters. They are elected from a High Council, which consists of a representative of the 10 most powerful and influential Icarii families. When the Serekh reaches an age where they feel they are no longer able to fulfill their duties, they choose a member from the High Council to take their place. If they die before being able to choose a successor, the High Council votes a new Serekh into power. For the last 800 years, the same family has held the position of Serekh.


Culture: Icarii life revolves around the creation and exportation of high quality, extravagant items. From ceremonial robes and perfect armor, to beautiful weapons and over-the-top jewelry. Most citizens work as skilled crafters, creating things that people on the mainland would pay their lives wealth to buy. The quality of dress in Icarii is very high, and they value the way that they look and present themselves. Outsiders are not welcome in Icarii and half-breeds are shunned. Those citizens that do not become skilled crafters usually become soldiers or if they have magic ability go to the University to become mages and healers. Icariians are very private and do not share their true personalities or secrets with just anyone, and for this reason, they usually give off a rough and abrasive exterior. Their culture revolves around what you have and what you can do.


Other: Nothing


*Preferred Sex: I am willing to play both sexes, but generally, I lean more toward female characters.
 

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