Emoria: World-Building OOC
+14
Shadow Moonseye
Buzzwulf
Hello Danger
Caleb
Gabe
Sighlent
Kalon Ordona II
Guilty Carrion
Dax
ImmortalSin
Gunneh
Kathryn Lacey
Bird of Hermes
Gadreille
18 posters
FOG: Footsteps of Ghosts :: In Character :: Advanced Role-Playing :: Advanced Out of Character Discussion :: Archived Advanced OoC Topics
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Re: Emoria: World-Building OOC
Just making sure. There was a large white space and I wanted to make sure no one else had anything there.
Bird of Hermes- Wraith
- Join date : 2009-10-26
Posts : 2279
Age : 34
Location : The Land of Make Believe
Re: Emoria: World-Building OOC
Silvone hasn't gotten many responses to his mass email. Because of this, the introduction may not be as detailed as we were hoping. Those of you who responded need not worry, but those who have yet to respond might want to let him know if you are working on something, since he is planning to start writing the introduction as soon as he is able.
I am just posting this here in case you guys missed the PM or disregarded it. We try not to send PM's unless they are important
I am just posting this here in case you guys missed the PM or disregarded it. We try not to send PM's unless they are important
Gadreille- ★ Administrator ★
- Join date : 2009-07-26
Posts : 5277
Re: Emoria: World-Building OOC
I have replied to the message.
Important
For those of you who are planning to have someone be kidnapped. Please PM me with information on who will be kidnapped, so I can figure out who/what will be dispatched to do the kidnapping.
Thank you.
Important
For those of you who are planning to have someone be kidnapped. Please PM me with information on who will be kidnapped, so I can figure out who/what will be dispatched to do the kidnapping.
Thank you.
Guest- Guest
Re: Emoria: World-Building OOC
I sent you a message.
Bird of Hermes- Wraith
- Join date : 2009-10-26
Posts : 2279
Age : 34
Location : The Land of Make Believe
Re: Emoria: World-Building OOC
Thanks you guys!
Gadreille- ★ Administrator ★
- Join date : 2009-07-26
Posts : 5277
Re: Emoria: World-Building OOC
Also, I am going to try and flesh out some information on the ambassadors for the Elemental Planes. Just to add a bit of history, culture and some description of the main humanoid races on the other three planes like I did for the Ionairus.
I should be able to have the most of it up tomorrow.
I should be able to have the most of it up tomorrow.
Bird of Hermes- Wraith
- Join date : 2009-10-26
Posts : 2279
Age : 34
Location : The Land of Make Believe
Re: Emoria: World-Building OOC
K, awesome!
I've got Sigh's character linked and it made think of an idea. First off I would like to mention that Kalon is working on Character Icons for all of us (See thread here). On the Character Icon is our name and a title, just a short blurb that describes us (for me, Swampland Sorceress).
My question is...would you like our character names and/or titles featured on the Character Sheet post? Right now it is organized by username (which will remain so) but I thought it might be nice to toss up the character name as well.
Or do you think it will look too messy? Just a thought.
I've got Sigh's character linked and it made think of an idea. First off I would like to mention that Kalon is working on Character Icons for all of us (See thread here). On the Character Icon is our name and a title, just a short blurb that describes us (for me, Swampland Sorceress).
My question is...would you like our character names and/or titles featured on the Character Sheet post? Right now it is organized by username (which will remain so) but I thought it might be nice to toss up the character name as well.
Or do you think it will look too messy? Just a thought.
Gadreille- ★ Administrator ★
- Join date : 2009-07-26
Posts : 5277
Re: Emoria: World-Building OOC
My question is...would you like our character names and/or titles featured on the Character Sheet post? Right now it is organized by username (which will remain so) but I thought it might be nice to toss up the character name as well.
I like that idea. My poor character sheet looks so bare compared to everyone's fancy graphics, long character histories and complex work-space descriptions.
Bird of Hermes- Wraith
- Join date : 2009-10-26
Posts : 2279
Age : 34
Location : The Land of Make Believe
Re: Emoria: World-Building OOC
Do you mean that you'd have the character sheet linked under the reverse signatures instead of having the text linked? I think that could look really cool, personally.
Kathryn Lacey- ★ Administrator ★
- Join date : 2009-05-28
Posts : 6968
Re: Emoria: World-Building OOC
Well, I was thinking just the words, but linking the actual Icons would be quite pretty!
Gadreille- ★ Administrator ★
- Join date : 2009-07-26
Posts : 5277
Re: Emoria: World-Building OOC
Can I second that idea? or Third it, or Fourth it? Can I? Can I?
Also, everyone please please please let me know if you have a preference for your titles, for your character icon, so that I can start pumping these out. I'd hate to have to re-do them, even though it's easy.
(wow, that sounded really lazy just then.... )
Seriously, though, if I have a whole lot, I can do them all at once very quickly.
Also, everyone please please please let me know if you have a preference for your titles, for your character icon, so that I can start pumping these out. I'd hate to have to re-do them, even though it's easy.
(wow, that sounded really lazy just then.... )
Seriously, though, if I have a whole lot, I can do them all at once very quickly.
Re: Emoria: World-Building OOC
Also, everyone please please please let me know if you have a preference for your titles, for your character icon, so that I can start pumping these out. I'd hate to have to re-do them, even though it's easy.
"Portal Guardian" would be a nice, short and simple one for Ventuex.
Bird of Hermes- Wraith
- Join date : 2009-10-26
Posts : 2279
Age : 34
Location : The Land of Make Believe
Re: Emoria: World-Building OOC
I'm thinking "Quendi traitor" for mine.
Buzzwulf- Spectral Light
- Join date : 2009-07-26
Posts : 307
Age : 33
Location : pacific northwest
Re: Emoria: World-Building OOC
It would be better if you have it be "Quendë Traitor" because he's only one elf. =3
Kathryn Lacey- ★ Administrator ★
- Join date : 2009-05-28
Posts : 6968
Re: Emoria: World-Building OOC
I was actually thinking more along the lines of "traitor to the Quendi". But I suppose in this case, either of them would work.
Buzzwulf- Spectral Light
- Join date : 2009-07-26
Posts : 307
Age : 33
Location : pacific northwest
Re: Emoria: World-Building OOC
hmmm.... yeah, tough choice for buzzwulf's....
Either one could work just as well, I guess, and personally I kinda think Quendi Traitor sounds a tad bit cooler. Maybe Quendi is more easily a modifying noun than Quendë.
Just had a great idea. How about I (or Kathryn) find the elvish word for 'traitor,' and say _________ Quendë. THAT... would be awesome. Kinda like my early thendári being called the Unfaithful, which is Avari.
Either one could work just as well, I guess, and personally I kinda think Quendi Traitor sounds a tad bit cooler. Maybe Quendi is more easily a modifying noun than Quendë.
Just had a great idea. How about I (or Kathryn) find the elvish word for 'traitor,' and say _________ Quendë. THAT... would be awesome. Kinda like my early thendári being called the Unfaithful, which is Avari.
Re: Emoria: World-Building OOC
Yes, gold would indeed be the shade for Vatienne.
As for my title... Jean is a Priest and a Senator... so
A Prestari Senatarum? I dont know, I just made that up.
As for my title... Jean is a Priest and a Senator... so
A Prestari Senatarum? I dont know, I just made that up.
Dax- Ghost
- Join date : 2009-10-19
Posts : 1766
Location : Montreal
Re: Emoria: World-Building OOC
I can't find a Quenya word for traitor, apostate, cross ((as in to double-cross)), or betray from my "legit" source which is Council of Elrond. It seems... off to try to use Sindarin when Quenya is the language used for Taurë Arda.
Kathryn Lacey- ★ Administrator ★
- Join date : 2009-05-28
Posts : 6968
Re: Emoria: World-Building OOC
I did a quick search. /querna/ is an adjective isolated from /nuquerna/. /nuquerna/ means "under-turned" or "reversed" or "turned upside-down." /querna/ has been isolated from this word to mean "turned." I figure this would be the perfect word we need. Watch how cool it sounds. xD
Querna Quendë
almost literally: The Turned Elf.
Querna Quendë
almost literally: The Turned Elf.
Re: Emoria: World-Building OOC
I think that seems absolutely perfect because Buzz's characters ((his main and the main's sister)) are the only true Moriquendi in all of Emoria, but they didn't begin as dark elves.
Kathryn Lacey- ★ Administrator ★
- Join date : 2009-05-28
Posts : 6968
Re: Emoria: World-Building OOC
I like it, I like it!
Honestly, Kalon, you are an awesome person.
Honestly, Kalon, you are an awesome person.
Buzzwulf- Spectral Light
- Join date : 2009-07-26
Posts : 307
Age : 33
Location : pacific northwest
Re: Emoria: World-Building OOC
If you want to specifically say "the" the word is "i."
I Querna Quendë would be The Turned Elf.
Of course, stating "the" isn't necessary.
I Querna Quendë would be The Turned Elf.
Of course, stating "the" isn't necessary.
Kathryn Lacey- ★ Administrator ★
- Join date : 2009-05-28
Posts : 6968
Re: Emoria: World-Building OOC
*sigh* yes, I knew about the /i/. That's why I said almost literally. Still, if I hadn't known, I would have been glad to learn. ^^
Aaaaand I probably would have done the same thing in your position.
So, you're fine.
Correcting grammar in any and all languages! Woot! xD
Aaaaand I probably would have done the same thing in your position.
So, you're fine.
Correcting grammar in any and all languages! Woot! xD
Re: Emoria: World-Building OOC
@ Hermes: Color Kvatch in the closest shade of red you have that looks of blood. Sanguine perhaps.
@ Kalon: My character's title is the same as the one I have for my FoG profile.
@ Kalon: My character's title is the same as the one I have for my FoG profile.
Loki- Guardian Ghost
- Join date : 2009-06-03
Posts : 2275
Age : 39
Location : Ohio
Re: Emoria: World-Building OOC
Thank you for all of your responses. I will try to get back to you with any other questions you brought up.
As of now, I'm going to start working on the introduction post. It may take me a day or two, or even longer, depending on how it flows. I'm going to have to do a lot of research and reread a lot of PM's and stuff, and I may need to make some sort of outline before hand. Hopefully it will be up before the end of the week, at the very longest.
If there is anything you want addressed in the intro post, please let me know here.
As of now, I'm going to start working on the introduction post. It may take me a day or two, or even longer, depending on how it flows. I'm going to have to do a lot of research and reread a lot of PM's and stuff, and I may need to make some sort of outline before hand. Hopefully it will be up before the end of the week, at the very longest.
If there is anything you want addressed in the intro post, please let me know here.
Guest- Guest
Re: Emoria: World-Building OOC
I look forward to it. Take your time. No need to rush.
Bird of Hermes- Wraith
- Join date : 2009-10-26
Posts : 2279
Age : 34
Location : The Land of Make Believe
Re: Emoria: World-Building OOC
Everything written thus far about my world-space in-case it is lost in the shuffle:
- Spoiler:
The Elemental Planes
Each elemental plane is the embodiment of one of the four ancient elements of life.
The Plane of Earth
The plane of Earth was once the building place of the primordials. They created life from the ground like clay. There are monuments and temples of these early god-like entities spread throughout the region made of pure white stone. What became of them is unknown. It appears as if one day the Old Ones just left the realm. However, they left behind the models for some of their best creations. Rough stone creatures can be found in various places covered in wild vegetation, the images life-like and real. In fact, some of them are quite real. Living stone monsters are often found in the barren plains, walking about like their flesh counterparts.
Location: The earth and ground of the Material Plane
The Plane of Fire
The plane of Fire is a hostile and chaotic region. Some say it is akin to hell itself, but others know better. The Fire Lords, beings made from fire and lava, control the greater part of the realm, warring against each other constantly for land. Some of the Fire Lords have come into the practice of taking beings from the Material Plane and making them their slaves. Some primitive tribes of the Material Plane even sacrifice humans to the Fire Lords as part of a religious rite. Few humans escape from their captors, however, some have managed such a feat and are attempting to claim some of the Fire Lords’ land for their own.
Location: The inner furnace-like core of the Material Plane
The Plane of Water
The plane of Water is a secretive and united region. It is governed by an ancient monarchy and seeks peace for all that inhabit it. However, the people of the plane are very wary of outsiders and intruders should not expect a warm welcome. Because of this, not much is known about the native inhabitants other than that they seem to live countless years compared to the people of the Material Plane. It is said that a young maiden of the plane gifted the Material Plane with its oceans as a symbol of thanksgiving to a mortal who had once saved her life. It is rumored that the people of his plane have great healing powers.
Location: The bottom of the oceans of the Material Plane
The Plane of Air
The plane of Air has changed in recent years. The vast realm of Air was once ruled by Ion the Lord of the Four Winds. The four winds of the Material Plane are controlled by Ion. However, though Ion held much power, the elemental was lonely. Ion set out to find a way to create beings of flesh to inhabit his realm. The Wind Lord created I'naire the Watcher, a bird made of wind to watch over the plane of Air while Ion was away. When Ion returned, he had learned how to make flesh creatures. He took the form of a man, earth from the Earth Plane as foundation, fire from the Fire Plane to mold it and water from the Water Plane to cool and harden it. When Ion had completed his creation, the elemental breathed the air of life into his creatures. Ion called these creatures the Ionairus and gave them wings so that they may fly. All seemed perfect for a time, but there was a flaw to Ion’s creations. He was not a god and his creations were flawed. While the Ionairus soared through the sky by night, by day they returned to clay. The Ionairus soon grew lonely. They wanted to be able to go to the Material Plane, but the Material Plane could not support them. The sun would melt them away. They asked Ion to make them real so that they could go to the Material Plane. They asked him to go to the Spirit Plane and ask for the Essence of Life so that they may be real. Ion, wishing his creations not to leave him, refused. The Ionairus waited thousands of years on the Plane of Air until one day a traveler appeared. She claimed to be a Planes-walker and she was exploring the Planes beyond her own for signs of life. The Ionairus praised her and made her their Queen. She promised to go to the Spirit Plane and get some of the Essence of Life and free them. Ion, hearing of the plan through I’naire, banned anyone from entering the Plane of Air and had I’naire guard the entrance. However, the new Queen was clever. She transformed into a crow and seduced I’naire, for he too was lonely. The Queen was let in and she gave the Ionairus the Essence of Life. When Ion heard of the treachery, the elemental vowed to wage war on the Queen and the Ionairus, his fallen creations. Legend says that on that day, the Four Winds howled a mournful tune.
Location: The sky and the clouds of the Material Plane
The Sundering and the War of the Elements
Not long after the creation of the Portals, the elementals of the Elemental Planes grew restless. Now confined to their own planes, they grew greedy, wishing for more land to roam. The Material Plane was no longer a place where the elementals could rage as they chose. Vying for more land, the elementals waged war on each other. Fire, Water and Wind fought battles against each other, often wrecking their homelands. The fights were getting too close to home and they knew it. Desperate to settle the battle, the elementals of Fire, Water and Air decided to settle their battle once and for all: on the abandoned Plane of Earth.
The Awakening and the Lost Decision
The elements fought for days on the Plane of Earth. Neither could gain the upper hand. All three elements were suffering massive loses. If there was no winner soon, all three would fight their way to extinction. But, as if the very land of the Earth Plane knew this, an event forced a change in the battle. The stone creatures of the land suddenly arose and gained life. The former statues now were sentient and they were not pleased with the intrusion. Suddenly, the creatures of Earth were threatening to destroy the other three elements. A decision had to be made. The elementals of Fire, Water and Air could not continue their fight and ward off the attack. They had a choice: bond together to fend off the creatures of Earth or continue the fighting of their war and lose everything. No one knows which side agreed first, but the three bands of elementals joined forces to fend off the newly arisen threat. This is referred to as the Lost Decision for that reason.
The Earthmother’s Gift and the Elemental Alliance
It seemed as if the creatures of Earth would never be stopped as they pushed the other elementals further and further back. Only a few hundred of the forces of Fire, Water and Air still stood and the number was dwindling fast. As the generals prepared to retreat, a voice was heard over the battle field. “Stop ye creature of Earth.” At the command of the voice, the creatures returned to stone. There are many descriptions of the woman who the voice belonged to, but the only thing that is certain is she called herself the Earthmother and she held great power over the Plane of Earth. “You have learned a lesson of value today. The Four Elements must never again wage war on each other or the world will cease to be. You must form a pact. Despite your differences, you must be as one.” The elements swore to this pact and to the protection of the Plane of Earth. This became known as the Elemental Alliance.
Current Issues
Currently, while the pact still stands among the Elemental Planes, there have been a few disagreements that have threatened their promised peace. The Plane of Air is at odds with the Plane of Fire for their enslavement of peoples of the Material Plane. The Plane of Fire is at odds with the Plane of Water for gifting the Material Plane with water that can quench the element of fire. The Plane of Water is at odds with the Plane of Air for allowing the Ionairus to come to the Material Plane and compromise the Elemental Planes’ secrets.
Planar Creatures of the Elemental Planes:
Elementals
Elementals come in four types: Fire, Water, Air and Earth. They are the embodiment of the elements and can be found on their respective planes. Fire elementals appear as beings of pure flame or burning coals. Water elementals appear as beings of spiraling water or a foggy mist. Air elementals appear as beings like wind tornadoes or storm clouds. Earth elementals appear as mud-stone beings or plant-like creatures. Elementals are classified as lesser, greater or elder by power.
Raiskil (Fire Birds)
Raiskil reside on the Plane of Fire, but can sometimes be found on the Material Plane. The body of a Raiskil is made mostly of flame. It appears in the form of a large bird and is often called a fire bird for that reason. They appear to feed on fire or lava. The only part of a Raiskil not covered in flames is its beak and legs. Raiskil are chaotic and are said to fly over battlefields.
Ember Hounds
Ember Hounds reside on the Plane of Fire. They range from the size a hyena to up to eight feet in height as elders. They appear as hounds with leathery red fur-less skin, fiery pupil-less eyes and are ghastly thin. Fire covers their paws as they walk and they spit fire. This results in Ember Hounds being called hell hounds in some cultures. They often roam in small packs as adults. Elders tend to be solitary. They are extremely hostile.
Shock Lizards
Shock Lizards reside on the Plane of Fire. They appear as small lizards with a body one to two feet in length and a tail that is slightly longer. It is a pale yellow in color with round orange eyes. It has a long and thin tongue for grabbing insects. It can release an electrical shock from its body that can be as strong as a lightning bolt. They are said to steal small treasures and are often blamed for such mysterious thefts. This is largely superstition, as no one has ever caught one in the act.
Jubis (Mist Dragons)
Jubis reside on the Plane of Water, but can sometimes be found on the Material Plane. Jubis are large blue water serpents that vaguely resemble dragons. Their scales are highly reflective and aid them in disappearing in the mists. Jubis are said to be peaceful and are opposed to chaos.
Wave Cats
Wave Cats reside on the Plane of Water. They are about the size of horses. Waves Cats have thin fur of a blue hue. They have the body of a lion and the tail of a fish. They have lungs and gills. They can be domesticated as pets or even ridden as a mount. Wave Cats live in prides and hunt in ways comparable to that of a land cat.
Drowned Steeds
Drowned Steeds reside on the Plane of Water. It is said that the Drowned Steeds, or skeletal horses, are what remains when a unicorn dies who had betrayed the light. Others say they are horses who died violently in battle. They say that they guide the souls of people who drown. These beasts haunt the waters and their footsteps can be heard even under water.
Daoh (Earth Wardens)
Daoh reside on the Plane of Earth. Daoh are stone gargoyles resembling fu dogs. They are about eight to ten feel tall. They are friendly guardians who are said to guide those who find themselves lost on the Plane of Earth. They are wardens that serve to protect the land and its secrets.
Stone Wisps
Stone Wisps reside on the Plane of Earth. They appear as tiny glowing stones that float about freely. They are said to be a good omen.
The Colossals
The Colossals reside on the Plane of Earth. It is said that these are the abandoned creations of the primordials. Most are trapped as statues, but some still roam the grasslands of the Plane of Earth.
T'Ku
The T’ku reside on the Plane of Air. Not much is known about the T’ku other than the fact that they reside, maintain and guard the Bird Sanctuary, a place where birds are honored. They appear as bird-like totems that are possessed by a bird or wind spirit.
Dusk Runners
Dusk Runners reside on the Plane of Air, but can be found on the Material Plane. Dust Runners are very similar to the cockatrices in form. They come in almost any color. They can grow up to five feet tall and smaller varieties exist. They have an enjoyable personality and ones used by the Ionairus are called Snipes.
Heero Sentinels
The Heero Sentinels reside on the Plane of Air. Created by the Ionairus to combat the forces of Ion, these humanoid robots are controlled through magic. The standard model is seven feet tall, clad in armor-like metal and with wings at the feet.
The Ionairus
The Ionairus are not a diverse race in appearance as humans are. Their hair ranges from white to black, their complexions to that of a storm cloud with creamy to dark hues and their wings from a silver to charcoal. All Ionairus, whether male or female, stand at exactly five feet tall, as they were all made from the same mold by Ion. The eyes of an Ionairus are vibrant. The eyes can be of any hue found in the sunset or the sky. They have feather-like ears. Ionairus, while scarce in number, can be found anywhere on the Material Plane, though their home is the Plane of Air. Many people go their whole lives without encountering one as there just aren't that many of them. Ionairus have a natural curiosity, especially of the Material Plane. Because of this, they are a very tolerant race, but will oppose oppression wheresoever it is found. They also have their own dialect called Voltalic, which is said to sound like the cooing of birds to a human of the Material Plane. They are very fond of birds and those creatures with the ability of flight. Ionairus never sleep. They can control the winds.
Ambassador: Dawndeux
The Raafurie
The Rafurie have red-ish skin. Their hair ranges from off-white to fire red and always appears swept away like fire or spiked and rigid. Their eyes are cat-like and can be yellow, orange or, rarely, green. Their ears are long and pointed and they have fangs. Rafurie have bat-like wings, claw-like feet and a short residual tail. They can control fire. They live on the Plane of Fire and speak Ember-tongue.
Ambassador: K’to Rav-Flame
The Zenmistuu
The Zanmistuu have blue-ish skin. Their hair is of a darker hue and is rope-like and usually worn in a long braid. Their eyes are silver and have large pupils. They have fin-like ears and have hard antennae that sprout at angles on their temples. Zenmistuu have artificial metal wings, chameleon-like feet and a long prehensile tail. They can control water. They live on the Plane of Water and speak Mist-talk.
Ambassador: Auh’zendar Nai
The Sirearthen
The Sirearthen have brown skin. Their hair is green with flowing vines and leaves throughout. Their eyes can be any color found in nature. They have horse-like ears and they have wooden antlers. Sirearthen have six iridescent wings like an insect, hoofed feet and a tail with leaf-like feathers. They can control the earth. They live on the Plane of Earth and speak Primal-common.
Ambassador: Deztine Farrunner
Bird of Hermes- Wraith
- Join date : 2009-10-26
Posts : 2279
Age : 34
Location : The Land of Make Believe
Re: Emoria: World-Building OOC
Kalon, I almost hesitate to ask, but would it be possible to create a different character icon for my character's sister? I have a sheet drafted up for her, and I'd feel kind of stupid if she was the only character to not have an icon when I eventually get to writing for her.
Buzzwulf- Spectral Light
- Join date : 2009-07-26
Posts : 307
Age : 33
Location : pacific northwest
Re: Emoria: World-Building OOC
buzzwulf, do you want the same girl that is in your current avatar? It would be easy enough for me to seperate the two into two different icons.
Gadreille- ★ Administrator ★
- Join date : 2009-07-26
Posts : 5277
Re: Emoria: World-Building OOC
AND NOW! The moment you've all been waiting for!
*cue drumroll*
I'd like to present my character sheet! Sorry for keeping everyone waiting, she only just started talking to me. But, now that this is out of the way, I can get the history of the I'nak done, along with the species of the southern continent. Anywho, here's the sheet! I'll go throw it up in the Information thread in a second.
Username: Shadow Moonseye
Character Name: Zahiik Tusohe
Species/Race: I’nak
Physical Description: Tusohe is an excellent specimen of an I’nak, coming in at an impressive 8’1”. Her muscles are lean and well-defined, with not an once of fat on her. The sides of her head are shaved, and her hair is a deep shade of ebony; worn is braids of various sizes that just brush the middle of her back. Beads of bone, stone and occasionally gold are woven into her hair, decorating the braids. One long cloth is woven into her hair; she uses it to tie her hair back into a primitive ponytail when fighting or hunting. The cloth is a deep shade of red with the faintest decorative stitching in gold.
Her dark olive skin is criss-crossed with scars, each borne proudly from worthy foes. The stripes on her face and shoulders are tattooed black with the fainted hint of red diffusing through the middle of each marking. Her right ear is missing a few chunks, looking as though something took a bite out of it. (For ear shape and description, see the I’nak description) Her eyes are a surprisingly serene amber color(for detail regarding the eye coloration, refer to the I’nak description) with the characteristic horizontally slit pupils of her people.
On the bicep of both arms she has three bands. The top and bottom bands on both arms are plain woven hide from past kills and the middle bands are made of bronze. Her neck is graced with three necklaces; the top necklace is a choker with three stones, the center being made of jade and the two side stones being made of onyx. The second necklace is another choker, this one made of long beads of bone and bronze. The third necklace is longer, just a leather thong with the teeth of a Tzuacal decorating it. At times, she will wear the skull of a Karzonon atop her head, with the lower jaw tied to the top and coming around to cradle her own lower jaw. This gives it the appearance that her face is within the jaws of the skull.
She wears a sleeveless shirt that is deep red with black detailing, her lower half is covered by a long loincloth, the flap of fabric in the front and back reaching to just above her knees. The flap has a sizable stripe of black that runs down the middle, while the rest of the fabric is red with the faintest decorative stitching in gold. Hanging from the strap that the two flaps are attached to are long, thin strips of fabric, leather, and strings of beads. This makes the loincloth appear to be a skirt; at least until she moves.
Character Bio: Born as the second daughter of Enu’nat, the Liel of her Nimiak, great things were expected of her. No one could have guess that she would be a Zahiik. Five years younger than her sister, they were close and shared a sibling rivalry that was seldom seen among the Nimiak. They spent their childhood together; fighting, sharing, trying to outdo one another, and overall enjoying life in Wyluutaan Jerigg. When it came time for Tusohe to take the coming of age rite, speculation flew through the camp, wondering what sort of beast she would take down as she set off on her own. Days turned to weeks and weeks turned to months and it was thought that Tusohe had died in her hunt. Only her sister, her mother, and the Amon’nakai thought that she would return.
And after seven months, she did. She returned triumphant, bearing the skin and skull of a Vyantai, a beast rarely seen and killed on even rarer occasions. With the scars of her battle to prove it, she was heralded as a Zahiik. Tattooed and armed, she forsake her Nimiak and kin to roam Wyluutaan Jerigg and live out her life hunting and fighting.
Over the years she has killed many beasts and bested many foes. A few warrant special note; she fought and killed a fearsome Karzonon, whose skull she now proudly wears. Seven years ago a Tzuacal got the better of her, catching her off guard. And though the fight was long and hard, she eventually won. The Tzuacal was a mother, and its child soon came into view after the battle. Tusohe, seeing an opportunity, caught the young creature with the intention to tame it and make it hers. It nearly took her ear off the second she laid her hands on it. She didn’t let it get away easily though, and after several weeks of struggle, she gained the creatures trust. Naming him Rou’nak, she worked with him and the pair became nigh inseparable. They were partners, companions, friends even; hunting and living together. To this day, Rou’nak is still with her.
Not long ago, she returned to her Nimiak for a visit, only to find her mother sick with little hope for recovery, and her elder sister not two weeks dead. Her mother, having kept in close contact with the Tynir, knew of an upcoming meeting between the races of the world. She believed that the I’nak needed to join the world, and leave behind their isolationistic ways. She bid Tusohe to go, and represent the I’nak to the world. Tusohe accepted, eager to see what the world had to offer.
Her mother sent her to her friend amongst the Tynir, knowing that he would see to it that her daughter would reach the meeting and teach her of the world and its ways. Only time will tell what Tusohe takes to heart, and what she comes to learn.
Age: 125
Gender: Female
Occupation: Zahiik
Skills: Tusohe is a Zahiik, making her first and foremost a warrior and hunter. She possess great skill with her bow, out matched by few in her forest home. With her stone club, she is matched by none, and she possess considerable skill with her obsidian knife, though she doesn’t use it for combat often. If it has to do with fighting, generally, she picks it up pretty quick. She is extraordinarily good at moving undetected, and is an excellent hunter, complete with outstanding tracking skills. She’s pretty good at intimidating people, and in general tends to lack people skills.
Weapons: Her bow, the arrows with obsidian arrowheads, two obsidian knives about the size of a human’s forearm, and her last weapon is a short club made of solid jade (Think of it like the Mere that Maori warriors wielded.)
World-space: Tusohe lives in Wyluutaan Jerigg, the vast interconnected rainforests that make up the majority of the southern continent. She comes from a Nimiak deep within the forest, towards the center of the continent. Wyluutaan Jerigg is a land of thick foliage, towering trees, clean waters, and untold beauty. It is also a land of hidden dangers. The most beautiful of flowers are poisonous to the touch, and a fall from the trees could easily cause broken bones, or death. In the shadows of the trees, deadly predators lurk, stalking their prey, waiting for the slightest sign of weakness. It is a land that kills the weak, and breeds the strong.
(Note: I have included the I’nak information here, because there have been important updates made to it.)
Allies: Tynir
Enemies:
Friendly: Kvatch
Hostile: Vatienne
Religion/Deity(s): Mwan’tsu, the Hunter. Noea’xii, the Warrior. Veanor’aal, the Prey. Aeose’cen, the Mother. (For more, see the religion section of the I’nak.)
[b]Governing Body:[/b[ Each Nimiak is ruled over by a Liel. In times of great crisis or need the Liels of the Nimiaks across Wyluutaan Jerigg may gather in a Eyktan and figure out what needs to be done.
*cue drumroll*
I'd like to present my character sheet! Sorry for keeping everyone waiting, she only just started talking to me. But, now that this is out of the way, I can get the history of the I'nak done, along with the species of the southern continent. Anywho, here's the sheet! I'll go throw it up in the Information thread in a second.
Username: Shadow Moonseye
Character Name: Zahiik Tusohe
Species/Race: I’nak
Physical Description: Tusohe is an excellent specimen of an I’nak, coming in at an impressive 8’1”. Her muscles are lean and well-defined, with not an once of fat on her. The sides of her head are shaved, and her hair is a deep shade of ebony; worn is braids of various sizes that just brush the middle of her back. Beads of bone, stone and occasionally gold are woven into her hair, decorating the braids. One long cloth is woven into her hair; she uses it to tie her hair back into a primitive ponytail when fighting or hunting. The cloth is a deep shade of red with the faintest decorative stitching in gold.
Her dark olive skin is criss-crossed with scars, each borne proudly from worthy foes. The stripes on her face and shoulders are tattooed black with the fainted hint of red diffusing through the middle of each marking. Her right ear is missing a few chunks, looking as though something took a bite out of it. (For ear shape and description, see the I’nak description) Her eyes are a surprisingly serene amber color(for detail regarding the eye coloration, refer to the I’nak description) with the characteristic horizontally slit pupils of her people.
On the bicep of both arms she has three bands. The top and bottom bands on both arms are plain woven hide from past kills and the middle bands are made of bronze. Her neck is graced with three necklaces; the top necklace is a choker with three stones, the center being made of jade and the two side stones being made of onyx. The second necklace is another choker, this one made of long beads of bone and bronze. The third necklace is longer, just a leather thong with the teeth of a Tzuacal decorating it. At times, she will wear the skull of a Karzonon atop her head, with the lower jaw tied to the top and coming around to cradle her own lower jaw. This gives it the appearance that her face is within the jaws of the skull.
She wears a sleeveless shirt that is deep red with black detailing, her lower half is covered by a long loincloth, the flap of fabric in the front and back reaching to just above her knees. The flap has a sizable stripe of black that runs down the middle, while the rest of the fabric is red with the faintest decorative stitching in gold. Hanging from the strap that the two flaps are attached to are long, thin strips of fabric, leather, and strings of beads. This makes the loincloth appear to be a skirt; at least until she moves.
Character Bio: Born as the second daughter of Enu’nat, the Liel of her Nimiak, great things were expected of her. No one could have guess that she would be a Zahiik. Five years younger than her sister, they were close and shared a sibling rivalry that was seldom seen among the Nimiak. They spent their childhood together; fighting, sharing, trying to outdo one another, and overall enjoying life in Wyluutaan Jerigg. When it came time for Tusohe to take the coming of age rite, speculation flew through the camp, wondering what sort of beast she would take down as she set off on her own. Days turned to weeks and weeks turned to months and it was thought that Tusohe had died in her hunt. Only her sister, her mother, and the Amon’nakai thought that she would return.
And after seven months, she did. She returned triumphant, bearing the skin and skull of a Vyantai, a beast rarely seen and killed on even rarer occasions. With the scars of her battle to prove it, she was heralded as a Zahiik. Tattooed and armed, she forsake her Nimiak and kin to roam Wyluutaan Jerigg and live out her life hunting and fighting.
Over the years she has killed many beasts and bested many foes. A few warrant special note; she fought and killed a fearsome Karzonon, whose skull she now proudly wears. Seven years ago a Tzuacal got the better of her, catching her off guard. And though the fight was long and hard, she eventually won. The Tzuacal was a mother, and its child soon came into view after the battle. Tusohe, seeing an opportunity, caught the young creature with the intention to tame it and make it hers. It nearly took her ear off the second she laid her hands on it. She didn’t let it get away easily though, and after several weeks of struggle, she gained the creatures trust. Naming him Rou’nak, she worked with him and the pair became nigh inseparable. They were partners, companions, friends even; hunting and living together. To this day, Rou’nak is still with her.
Not long ago, she returned to her Nimiak for a visit, only to find her mother sick with little hope for recovery, and her elder sister not two weeks dead. Her mother, having kept in close contact with the Tynir, knew of an upcoming meeting between the races of the world. She believed that the I’nak needed to join the world, and leave behind their isolationistic ways. She bid Tusohe to go, and represent the I’nak to the world. Tusohe accepted, eager to see what the world had to offer.
Her mother sent her to her friend amongst the Tynir, knowing that he would see to it that her daughter would reach the meeting and teach her of the world and its ways. Only time will tell what Tusohe takes to heart, and what she comes to learn.
Age: 125
Gender: Female
Occupation: Zahiik
Skills: Tusohe is a Zahiik, making her first and foremost a warrior and hunter. She possess great skill with her bow, out matched by few in her forest home. With her stone club, she is matched by none, and she possess considerable skill with her obsidian knife, though she doesn’t use it for combat often. If it has to do with fighting, generally, she picks it up pretty quick. She is extraordinarily good at moving undetected, and is an excellent hunter, complete with outstanding tracking skills. She’s pretty good at intimidating people, and in general tends to lack people skills.
Weapons: Her bow, the arrows with obsidian arrowheads, two obsidian knives about the size of a human’s forearm, and her last weapon is a short club made of solid jade (Think of it like the Mere that Maori warriors wielded.)
World-space: Tusohe lives in Wyluutaan Jerigg, the vast interconnected rainforests that make up the majority of the southern continent. She comes from a Nimiak deep within the forest, towards the center of the continent. Wyluutaan Jerigg is a land of thick foliage, towering trees, clean waters, and untold beauty. It is also a land of hidden dangers. The most beautiful of flowers are poisonous to the touch, and a fall from the trees could easily cause broken bones, or death. In the shadows of the trees, deadly predators lurk, stalking their prey, waiting for the slightest sign of weakness. It is a land that kills the weak, and breeds the strong.
(Note: I have included the I’nak information here, because there have been important updates made to it.)
- Spoiler:
- Species Name: I’nak
Lifespan: Up to 300 years
Height: 7 to 8 feet
Bone structure: The I’nak have the same basic bone structure as other humanoids. However, there are a few distinct differences. The bones of the I’nak are far stronger than those of other humanoids, an adaptation coming from living in the harsh environment where everything is out to kill you. They can take blows that would shatter bones and come away with nothing more than a bruise. The bones of the face are longer and sleeker than humans, with more prominent cheek bones. I’nak have 32 teeth, however it is the front six that draw the most attention. Rather than having just four canines (two on top and two on bottom) they have twelve. This is due to a more carnivorous diet. These teeth do not change the appearance of a smile though, and it often only becomes apparent when the teeth part.
Musculature: Being that the I’nak have a humanoid form, there are little to no differences with the arrangement of the muscles from other humanoids. It is the muscles themselves that are different. The muscle fibers are coiled, thus allowing them to react faster and put more force in the muscle movement. This allows the I’nak to be far stronger than they appear and pack quite the punch.
-An important thing to note about the I’nak. They are a matriarchal species, both culturally and physically, As such the females are taller and stronger than the males.
Epidermis: The skin of the I’nak is thicker than other humanoid races, and is usually dark olive in coloration. Darker markings adorn the skin, the patterns closely resembling the stripes of tiger. The patter varies from individual to individual, though it is often hard for other species to tell the difference.
Ocular Features: The eyes of the I’nak are quite sharp, allowing them to pick up the tiniest of details that would often go unnoticed by other species and see extraordinarily well in the dark. The irises come in a verity of bright colors, ranging from blues and greens to reds, purples, and even yellows. One unique feature of the eyes is that they change color depending on the individual’s mood. The pupils of the eye slit, much like a cat, however they slit horizontally, rather than vertically.
Proboscis: The nose of the I’nak differs little from that of other humanoids in appearance. However, they have a far keener sense of smell than many of the other species.
Auricle: The ears of the I’nak are quite distinct. They much higher on the head than other species, at around temple height. The outer forward edge of the ear is made of a harder cartilage than the rest of the ear. This allows for the ear to swivel, much like a cat, allowing the I’nak to pinpoint sources of noises. The ears are four to five inches long, depending on the individual. The hearing of the I’nak is above that of many humanoids, due to the structure of their ears.
Capillus: Like many humanoids, the I’nak have hair. There is little variation in the coloration of the hair, seeing as it comes strictly in dark browns and blacks. Other than the hair on their heads, the I’nak are utterly hairless; they don’t even have eyebrows.
Reproductive Cycle: The I’nak have a much different reproductive cycle than other species. The females go into a “cycle” which takes place once every 4 months and lasts roughly one to two weeks. The females are fertile only when on the cycle, any other time they simply cannot become pregnant. One interesting note is that the I’nak cannot breed with other species; they can only breed with other I’nak or with Tynir, seeing as the Tynir are merely a sub-species. Gestation lasts for roughly seven months.
Immune System: The I’nak come from a location where there is little to no medicine and the jungle is full of a multitude of nasty diseases. This has led to the adaptation of a very strong immune system. Only the most severe of diseases will kill an I’nak.
Biology: There several differences with the internal systems of the I’nak versus those of other humanoids. The most noticeable ones being that many food other species are capable of ingesting do not sit well with the I’nak, in fact, some are down right toxic. The most obvious examples being alcohol, “domestic” meat (as in cows, sheep, things like that), and dairy. However, most “refined” foods will bother them.
I’nak Culture
Society: The I’nak live in tribe like groups called Nimiak. The Nimiak range in size, and can be quite large. Each member of the Nimiak has a place, and though the females tend to hold positions of power, there is little discrimination against the males. Each I’nak is expected to pull their weight and help those in the tribe that need it.
Conflicts often happen in Nimiaks. These are solved through iyok, a supervised fight. The combatants are allowed no weapons and no clothing or armor. Iyoks are not fights to the death, rather they are to show who is the stronger, and work out conflicts in a positive manner.
The I’nak do not hold grudges, they do not brood. If something bothers them or offends them, they bring it out in the open immediately. If something cannot be solved through words, they turn to iyok. Once something has been dealt with, the hurt is forgiven and that is the end of it. This is the reason that wars do not affect them like they might other species, it is also the reason that allows them to interact so freely with the Tynir.
To the I‘nak trust is everything. They do not let others into their dwelling lightly, and it is often the first sign of trust, for then one can see the I’nak’s home, their strengths and weaknesses. Touch plays into this, if an I’nak does not trust someone, they will not allow them to touch, even lightest contact will be avoided. To be allowed to touch an I’nak is a sign of great trust, and to be allowed to touch an I’nak’s torso shows friendship and greater trust. Face to face contact is reserved strictly for family, mates, and only the closest of friends.
The I’nak society is one of Hunters. Every I’nak can hunt, and every I’nak can gather other foods. They take pride in their skill and wear their trophies to show how adept they are. The I’nak do not boast. If they say they can do something, they will be more than capable to do so. It is wise to take any threat or stray comment made by an I’nak seriously.
Government: Each Nimiak is ruled over by a Liel. Liels are most commonly female, however on the rare occasion you will find the odd male Liel. The Liel’s word is law, and they oversee the wellness of their Nimiak. Each Nimiak presides over its own “territory” and all in all there is no overarching government that oversees the entire I’nak species. In times of great crisis or need the Liels of the Nimiaks across Wyluutaan Jerigg may gather in a Eyktan and figure out what needs to be done.
Religion: The I’nak worship four Gods. Mwan’tsu, the Hunter. He guides their hunts and sees that their aim is true while on the trail; his form is that of the Karzonon, the great saber toothed cats that stalk the forest shadows. Noea’xii, the Warrior. She keeps them strong and brings them worthy foes; her form is that of the Tzuacal, the cunning scythe-clawed lizard that fears none. Veanor’aal, the Prey. He makes the hunts bountiful and always provides to those in the most need; his form is that of the Oson, the great horned heard beast. Aeose’cen, the Mother. She looks after all I’nak and the forest they live in, her eyes see far and her wings shield her children from harm; her form is that of the Juurai, the far-seeing bird of prey.
Amon'nakai: Each Nimiak has one Amon’nakai. The Amon’nakai serves as the Nimiak’s spiritual leader, the one who interprets the will of their gods, and serves as the eyes of Aeose’cen in Wyluutaan Jerigg. Amon’nakai are deeply in tune to the forests and the will of the I’nak. She (for only a female may become an Amon’nakai) is chosen as a child by the old Amon’nakai and trained from that day forward in her future duties. She gives up the traditional childhood and coming of age; for Amon’nakai have their own set of rites that they must pass.
The first is the rite of protection, where the future Amon’nakai is covered in blood and lead to a hidden location. There, they are made to sit within a circle for three days. To move could mean death, would mean failure, and the creature of the forests will hunt them out, but they must trust in the Mother to watch over them and protect them from harm. If they pass this trial, they must then move onto the next.
The rite of strength. Next they must travel to a powerful waterfall and stand underneath it for a day and a night. They must not falter, or give into to temptation; they must trust in the Mother to give them the strength to succeed.
If they do, the move onto the final rite, the rite of rebirth. Their eyes are sewn shut, and they are lead to a cliff that overlooks water. There, they must climb blind and throw themselves to the waters below. Once they emerge, they are re-born and must begin life anew; the next ten years are a second childhood, where they must learn to live blind and truly listen to their people, the Mother, and the land.
After ten years have passed, they must again go through the three rites, this time blind. Once they have completed the rite of re-birth a second time, they are re-born as the tribe’s Amon’nakai. The stitching that blinds them is removed and their sight is returned.
Magic: The I’nak are not a magical race. They cannot use it, and strangely enough most magic does not seem to affect them. Direct magic (like fireballs or throwing lighting, stuff that uses an object/element) can harm them or affect them, but if someone were to cast a spell on an I’nak in the hopes to bring them under the spell caster’s influence, the I’nak would remain wholly unaffected.
Language: The language of the I’nak is quite complex. This is due to the fact that half of their language is hand motions and body movement, the spoken part of their language is also littered with vocalizations that are hard to reproduce by other species. They can communicate silently and effectively using the hand motions and body movements, cutting the need for speech while hunting. An outsider listening in on an I’nak conversation would wind up missing over half the conversation if they paid attention to the vocals alone.
Courtship: The courtship of a male by a female is a highly pubic affair, from the moment the intent is declared, to the moment that the pair is mated. Though details vary from pair to pair, there are five steps that must be followed for a courtship to be complete and reach the mating ceremony. First, the female must approach her intended male’s mother and declare her intent to pursue him; if the mother approves, the female will proceed to the next step. The next step in the courtship is for the female to hunt out an animal, which she then presents to the entire Nimiak in the male’s name. At this point, the female and male begin giving each other gifts and spending time together as they form the bonds of trust. After a certain period of time, the next step takes place. A combat dance takes place, lead by the pair, the rest of the Nimiak soon join in. After the combat dance takes place, the pair leave the Nimiak for a period of three months, to test their ability to survive together and further build the bonds of trust. When they return the last step before the mating ceremony takes place. The pair must weave the binding ropes for their ceremony, decorating them as they see fit.
Important Rites:
- Coming of age: Around the ages of 8,9, and 10 the I’nak reaches full growth. At this time a great celebration is held as this is the point in which an I’nak is recognized as a true member of the Nimiak in the eyes of the Liel. There is a feast, with combat, dancing, and music. At the end of the celebration, the child is taken and the markings on her/his face and shoulders are colored through an excruciatingly painful tattooing process that lasts for many hours. After the tattooing is complete, the I’nak is sent out on her/his first solitary hunt, where they are challenged to bring down a mighty beast and take its skull for a trophy.
- Mating: The mating ceremony is a highly public affair, marked by a feast and a night of music and dancing. Once the moon is high in the sky, the actual ceremony takes place. Compared to the festivities of the night, it is actually a quite solemn affair. The ceremony is more emotional, and while it does signify that they are a mated pair and will reproduce with one another, it is more for an emotional purpose. The ceremony itself is quiet and quick; an exchange of words between the mothers, the Liel gives her blessing, and the ceremony is ended by tying the female’s right hand to the male’s left. They stay tied together for the remainder of the night. After the ceremony, the festivities resume until the morning draws near. Then the festivities end and the newly mated couple go to the female’s home. The next day the male moves his things to his mate’s home, and the pair wear their binding ropes in their hair to show that they are mated.
- Burial: When an I’nak dies, the individual’s belongings are gathered and her/his weapons and trophies are separated. Everything else is divided between the family. The body is prepared by dressing it for battle and decorating it in war paint. The body is then carried by the eldest daughter and borne out of the Nimiak, to the Wignyaat ea. The Wignyaat ea is the Nimiak’s “tree of death”, where the bodies of their dead are laid to rest. Once the tree has been reached the eldest daughter then climbs the tree, still carrying her parent’s body, and ascends to her family’s branch. There, the body is then suspended from the branch by rope, along with the deceased’s trophies and weapons. Songs are then sung as the daughter descends, and for three days afterward, the family enters a period of mourning, where they are exempt from all work in the Nimiak.
Clothing: Because the I’nak are a more touch based species (it doesn’t matter what you can see, it matters what you can touch) and due to the fact that they come from a very humid climate, they don’t wear much in the clothing department. Neither males or females wear shirts, and often the only “clothing” that is worn is a simple loincloth. Shoes are something utterly foreign to them. Decorations such as jewelry and feathers, along with body paint, make up the rest of I’nak attire.
Weapons and Armor: Most of their weapons are made of bone or the teeth and claws of the beasts of the forest. However, this does not mean that they are incapable of making weapons of metal. Metal weapons fell into disuse after Itor Naikal(See I’nak History), and though the art is preserved, only Liels and the rare warrior posses them. They are usually made of bronze and copper. The weapons that the I’nak make themselves are spears, bows (and arrows, naturally), knives, and a variety of other unusual weapons. They tend not to wear armor, but when they do they favor light leather armor made from the tanned hides of their kills.
State of Advancement: Though the I’nak might be considered savages by other more “enlightened” or “advanced” species, they see no need to change their way of life. The jungle they live in protects them, and if anything makes it into the jungle they will be aware of it longer before it is aware of them. Do not take their seeming lack of advancement as a sign that they are easy prey, or unknowledgeable of the world. They are aware when large things go down, when the drums of war sound, when the ground is soaked in blood. Though, if it does not directly threaten them, they will pay it little mind.
Zahiik: The Zahiiks of the I’nak are legends unto themselves. Unmatched in combat and hunting; they are the chosen of Mwan’tsu and Noea’xii. They are as a Liel, holding the same level of respect. They are a class of their own, being even above the will of the Eyktan, answering only to their favored Gods. There are only a handful of Zahiiks at any given time; in fact, there are only three at this present day.
They are shown at birth to be the chosen of the Hunter and the Warrior by a variation in the markings on their face. Where on other I’nak the nose is free of markings, on a Zahiik the nose is covered by three markings. (See picture below)
While the markings show a child has the potential to become a Zahiik, it is during their coming of age hunt where it is proven that they will become one. Those who are marked by Mwan’tsu and Noea’xii attract and hunt out the most fearsome of beasts during their hunt; few survive the ensuing battle. Those that slay their chosen beast are forever set on the path of Zahiik.
Once it is recognized that the individual is a Zahiik, they sever all ties to their Nimmiak and kin to wander throughout Wyluutaan Jerigg and its borderlands to follow the will of their favored Gods. Hunting, fighting, and facing the greatest of challenges set before them. Though they hold places of reverence amongst the I’nak, to outsiders a Zahiik would be seen as little more than a glory seeker.
Allies: Tynir
Enemies:
Friendly: Kvatch
Hostile: Vatienne
Religion/Deity(s): Mwan’tsu, the Hunter. Noea’xii, the Warrior. Veanor’aal, the Prey. Aeose’cen, the Mother. (For more, see the religion section of the I’nak.)
[b]Governing Body:[/b[ Each Nimiak is ruled over by a Liel. In times of great crisis or need the Liels of the Nimiaks across Wyluutaan Jerigg may gather in a Eyktan and figure out what needs to be done.
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