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The Faces of a Mischievous Deity.

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Post by Loki Wed Feb 03, 2010 12:55 pm

Emoria: The World-Builder Project


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Post by Loki Wed Feb 03, 2010 12:58 pm

Kvatch

The Faces of a Mischievous Deity. - Page 3 KvatchMap


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Post by Loki Wed Feb 03, 2010 9:49 pm

The Khajiiti

Home Nation: Kvatch

General Khajiiti Appearances:
Although their appearances closely resemble humanoid, the Khajiiti suborder is Feliformia rather than Hominid. On outward appearances, they can easily pass has human at first glance, aside from a feline tail. On closer inspection, one would discover that their teeth, eyes, and fingers/claws are clearly catlike along with ears that are slightly pointed. Body hair, although fur would be a more accurate description, also reflects more closely to that of wild cats and come in just as many different styles, though it is no thicker or abundant than that of a normal human while appearing in all of the same places. The only exception to that would be the tail, which is identical in nearly every way to that of a large cat.

An average Khajiiti can live up to 250 years old. They are fully grown around the age of 25 and their bodies don’t show signs of advanced aging aside from a slight graying of the fur and hair. For the most part, the physical body of a 250-year-old Khajiiti is only slightly less capable than that of when they are in their prime. As their sharpened teeth and elongated canines suggest, their diet is mostly that of a carnivore, but they can survive on plant life alone with only a few drawbacks to their overall health. Most of all, the Khajiiti thrive off fish and other seafood, so it was only natural that they choose to inhabit a peninsula.

A Khajiiti’s voice sounds airy and menacing to those who are not used to speaking with them. This also has to do with the resemblance to growling and hissing that is unintentionally made whenever a Khajiiti pronounces certain syllables. Some syllables can even bring with it a purring sound whenever a Khajiiti is speaking in a friendly tone. It can take some practice for foreigners to get accustomed to the additional involuntary sounds and disassociate them from the meanings they seem to imply. It is still wise not to ignore them all together, the threatening sounds might not always be unintentional; it is a good idea to pay attention to a Khajiiti’s facial expression to tell whether they are unfriendly.

There are two sub-species that make up the Khajiiti race; while they share all the aforementioned traits, they differ significantly in body structure.

Khajiiti Panthera
Khajiiti Panthera have come from the larger cat families, such as tiger, lion, jaguar, etc. and are discernible by their muscular frames. The average height of a Panthera Khajiiti falls within the range of 6’0” to 7’6” and weigh around 350 pounds. This sub-species greatly favors power over agility, though they are just as cunning as their Felinae cousins. More often than not, they find themselves enlisting as a Kvatch Templer or as a crewmember of a large fishing vessel where they can put their natural strength to good use. Pureblood Panthera comprise of about 15% of the Khajiiti population.

Khajiiti Felinae
Khajiiti Felinae have come from the small to medium-sized cat families, such as puma, mountain lion, lynx, etc and are much more lean and nimble than their Panthera counterparts. The average height of a Felinae Khajiiti falls somewhere within 5’ and weigh around 160 pounds. This sub-species greatly favors agility to power and typically avoid direct conflict with larger adversaries. More often than not, they find themselves working as a merchant or crafter, though they are just as capable on a fishing vessel or as a Templer. Pureblood Felinae comprise of about 20% of the Khajiiti population.

Mixed Khajiiti
Through the centuries that passed since the Treaty of Kvatch, Felinae and Panthera have mated among one another. The cause of which brought about a balanced Khajiiti that has both impressive strength and agility. It is difficult to approximate height and weight for Khajiiti that fall under this category since it factors greatly on the genetics of their parents. 65% of the Khajiiti population fall under the Mixed category.

Khajiiti Traits:
Every Khajiiti has some skill in illusion magic. Most are unable to do more than cast a veil over themselves in order to blend into the background. That is not to say that it is a form of active camouflage like that of a chameleon. Rather they utilize their magic to reduce their presence to an observer to the point where they become just another minor element in the background. This ability will do nothing if they are being actively searched for or if they have already been sighted. There is a minority who are adept enough at the art to actually render themselves almost invisible aside from the faintest outlines of their body, and there is yet a very select few who are able to actually distort the world around them to an observer.

A natural response to such abilities among their peers has made the Khajiiti more perceptive than most other races in order to detect and see past such magical abilities. As to be expected of any feline descendant, the Khajiiti are nimble, very agile, and able to see as clearly in the dark as in the light. What they lack in raw physical strength and endurance they more than make up for in speed, acrobatics, and stealth. There are some variations among the race that is more than differences in coloration of their fur. With most Khajiiti, one can get a good idea as to the feline that they had descended from by inspection as long as the bloodline hasn't been too diluted by the genetics from other felines. Those that come from the Panthera Family tend to be larger and have a lot more power than speed and are absolutely lethal in hand to hand combat. The majority of the Khajiiti population tend to fall under the Felinae Family who are much more agile and stealthy than their counterpart.


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Post by Loki Wed Feb 03, 2010 9:51 pm

Kvatch

Capital: Torval

Major Cities:
Senchal
Akavir
Elsweyr
Pahmar
Suthay
Alfiq
Senche

Official Language(s): Ta'agra, Common
*Ta’agra is poorly understood by those of other races; this ignorance may be attributed primarily to the lack of Khajiiti literature, the Khajiiti people making use of an oral method for the preservation of their history. Consequently, few scholars have access to the scripts necessary to translate Ta'agra, and the natural disdain Khajiiti share for inculcating foreigners into their culture forestalls any chance of learning the tongue from a Khajiiti citizen.

Governing Body: The Brotherhood.
The Brotherhood is a combination of a dictatorship, an oligarchy, and a police state where only a select few know the true identities of the ruling class. Nearly all government officials, including the law enforcement personnel, are indiscernible from the public with exception of Templers and Speakers. The government breakdown is as such:

Listener – The head of the entire nation. The Listener is the one who has complete and unquestionable rule over Kvatch. The only ones who know the Listener’s identity are the Silencers.

Silencers – Subordinates of the Listener. There are only eight Silencers at any given time, one for every large city. They are the hands of the Listener, carrying out the orders, policies, laws, and other such business as they are ordered. They also act as emissary to the Listener for international business that requires a representative.

Speakers – Speakers act as the voice of the people. The Speakers are the liaisons to the Silencers in order to bring the needs of the people to the Listener’s attention or vice versa should a public address need to be made.

Shadowfeet – Shadowfeet are Kvatch’s police and act as judge, jury, and executioner for more heinous offenders. It is unknown how many Shadowfeet there actually are throughout the nation because they are indiscernible from the public. It is for this reason that crime is low, especially in the larger cities. A Shadowfoot is trained to be especially perceptive and word of a crime inevitably makes its way to them, that is if they weren’t a witness to the crime itself. The most unnerving aspect of a Shadowfoot is that they won’t approach an offender immediately. It is that uncertainty that terrifies criminals, wondering if or when they will run into a dark figure whose sole purpose is to bring justice.

Templers – Templers are the physical presence of security and deal with minor offences such as theft and assault. Whereas Shadowfeet remain unknown, Templers are there to reassure the public that they are being protected and looked after even though the rulers remain faceless. They act as patrol officers, guards, and witnesses throughout Kvatch and are identifiable by the light armor plating draped in crimson cloth that is the uniform standard.

Kvatch as a nation strives to maintain neutrality in all international dealings; this is because its economy is primarily driven by trading between nations. In the few cases where the country was forced into war, significant portions of their forces were in the form of mercenaries or allied troops. The average Khajiiti is not built for direct battle, what makes them truly lethal in wars is their ability to infiltrate and assassinate key targets with ruthless efficiency. Therefore, instead of overwhelming the opposition by pure force or numbers, the Khajiiti chose to cripple the enemy’s chain of command and allow infighting and paranoia to force them into submission.

Economy:
A majority of Kvatch’s wealth is from trading between nations, typically those that rather not trade directly. Larger cities in Kvatch are among some of the safest in the world due to the ever-vigilant gaze of The Brotherhood. Merchant vessels often prefer to do business at Khajiiti docks knowing that corruption and crime is kept to an absolute minimum. The nation is also a good site for negotiations between other countries since Kvatch strives to remain neutral in all international affairs and is always willing to host such forums. There are also rumors that if one was to know the proper channels of communication, they could hire an assassin for the right price if the target is of no significant importance to international affairs. Of course, there is no actual proof behind such whisperings.

Kvatch would still be self-sustaining if the trade industry goes into a recession as long as the national budget is restricted significantly. Khajiiti are well known for exceptional textile products that are both functional and fashionable. Genuine Khajiiti tapestries are some of the most highly prized forms of artwork due to the level of detail that is a product of their keen perception and the fact that they are all made by hand.

Another major export from Kvatch are Khajiiti weaponry. Although they are not significantly sharper or durable than the common item, the key things that set them apart from the rest are their exotic designs and engravings. Most exported Khajiiti steel is never actually used in combat, more often than not they are set on display or worn during military ceremonies to portray a sense of refinement and status. Among the most sought after pieces is the Crescent Blade, a weapon that only the most skilled artisans are permitted to create. These are so high in demand because there are only a handful who are permitted to make the Crescent and it takes up to two years to fashion a single blade.

Kvatch has so much labor devoted to fishing and animal husbandry that the country can keep itself fed without relying on imported food. The Khajiiti are a carnivorous species, so farming has little use for providing sustenance and what consumables are grown are typically fed to livestock. One particular crop, called skirva, takes up over half of the nation’s farmland and is the nation’s top agricultural success both locally and internationally. skirva bears a strong resemblance to sugarcane and is refined to its crystalline form, which looks like regular sugar only with a purple coloration to it and is treated as a controlled substance. It is believed to be "crystallized moonlight" by the practitioners of Ka Po' Tun who believe it is the essence of the lunar gods. Refined skirva has similar effects as catnip for Khajiiti when consumed by inducing alternating states of euphoria and lethargy. The average Khajiiti body is able to effectively process skirva and the effects wear off after a couple of hours with no possibility of physical addiction. The effects of skirva are greatly enhanced and is highly addictive to anybody who is not a Khajiiti, though there are no other health risks with this substance aside from its addictive tendencies. The Listener has made it known that skirva may only be traded to nations that allow it within its borders and that it is an upper-level offense to smuggle it into countries where it is banned. However, once it has been sold to a country that allows it within its borders, Kvatch is no longer responsible for where it goes or if it is smuggled through an intermediary.

Allies:
Idona
The Pirate Clans of the Aqualyt Islands
Fermata
Wyluutaan Jerigg

Enemies:
Korun Otak

Topography and Climate:
Kvatch is a massive plateau; much of it is just barely above sea level. The highest point in the country is the hilltop on which Suthay has been built, at an approximate height of 515 feet above sea level. A majority of the nation is large swampy areas, though there is still a good amount of land that is gently rolling country. Peninsular Kvatch, which is mostly comprised of swampland, has a relatively elevated central spine of rolling country, dotted with lakes and springs. Two large rivers cut deep into the territory that shallow water boats often use to transport cargo and travelers into the heart of Kvatch.

Most of the country is undeveloped and are where thick forests and subtropical wetlands reign. Scattered throughout these untamed regions are small villages, which are homes to the Khajiiti who are uncomfortable with city life and chose to be more in touch with nature. Such parishes utilize the naturally occurring paddy fields to grow rice and skirva, which responsible for most of the nation’s agriculture. Larger towns inhabit the more elevated portions of Kvatch where the ground is sturdier. The residents of such places make a living by raising livestock and mining deposits of white clay.

Kvatch is a subtropical climate that is temperate throughout the year. The ocean brings with it strong fronts that regularly sweeps through the country, keeping conditions dry, particularly over the peninsula. Brief rain showers occur throughout the year; most lasting no longer then five to ten minutes at a time though can come and go as often as twenty times per day. During the winter and spring, these showers last significantly longer and are usually preceded by dense fog embankments.


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Post by Loki Thu Feb 04, 2010 1:37 am

The History of Kvatch

The Origins of the Khajiiti

The true origin of the Khajiiti race is unknown. The Khajiiti believe that the lunar goddess, Azurah, chose the cunning jungle cats to bring order to the forests of the southern continent. Other spiritual civilizations believe that they are the product of a being that aligned itself with both the light and shadow planes that sought to manipulate life within the virgin territory that was the southern continent for reasons beyond understanding. More logical and scientific minds believe that they are a product of evolution, hastened by the residual power of the Mountains of Knight. There is no evidence to support any of these claims.

Some of the earliest writings and tales of the Khajiiti can be traced back as far as 500 years before the end of the Third War of Illuria; though there is some uncertainty since the war never reached the southern continent that makes it difficult to align key dates to the modern calendar. The earliest of records establish the Khajiiti as a myriad of tribes that fought one another for land and power. Over the next several hundred years, the tribes grew yet remained disjointed from one another and reached far into the southern continent.

The Trial of Lorkhaj

A few decades after the end of the Third War of Illuria, a red moon appeared in the heavens that was an omen from the lunar god Lorkhaj. That very night marked the first time the Khajiiti crossed paths with the Tynir. It is still unknown who attacked first, but it was the first in a long line of massacres that nearly driven the race of great cats into extinction. Although the Khajiiti were superior in cunning and stealth, they were unable to stop the relentless assaults of their foes who were superior in strength and resilience. Over the course of two centuries, the Tynir sought nothing but bloodshed and scoffed at all attempts of diplomacy. By the end of that time, the remaining Khajiiti tribes were pushed as far back into the peninsula as Akavir and were left with vast ocean at their back and enemies at their front. There was nowhere left for them to retreat and their only option was to fight.

The Treaty of Kvatch

Left with no other option, the chiefs from all of the remaining Khajiiti tribes met in what is present day Torval to resolve their differences and unify under a single banner. That night, the moon had shown blue in the heavens, a sign of blessing from Azurah. With the praise from their Night Mother, the Khajiiti spirit was renewed and once again, the great cats fought with valor using tactics refined through intertribal knowledge. Overnight, the tide of war had changed and the Khajiiti had broken the Tynir’s charge that had threatened to run them out into the ocean.

The End of the Great War

Another hundred years of bloodshed passed, but this time the Khajiiti had the upper hand. The Tynir refused to break their tribal ways and were quickly losing ground to the newly unified nation of Kvatch. With great effort and sacrifice from Khajiiti infiltration teams, tribal leaders were assassinated before they had a chance to adapt to the coordinated tactics that gave Kvatch the upper hand. This further stretched the Tynir to a breaking point as they devolved into infighting to restore their leadership and it wasn’t long before the Khajiiti reclaimed the entirety of the peninsula. At this point, the front lines became stretched too thin for either side to gain ground and they found themselves in a stalemate that lasted for several years.

The war grew stagnant as either side grew wary of the war that had lasted for centuries. Eventually, the strike teams that targeted the Tynir chains of command caused so much infighting that their attacks on the Khajiiti was no longer a priority. There was no official ceasefire agreed upon, nor definite borders drawn, but the Khajiiti were satisfied that the Tynir assaults have finally ended. There were still several instances of small-scale raids, but things had finally settled down and the population of Kvatch slowly returned to its former glory.

The New World and the Corruption of Kvatch
Centuries passed and the unified nation of Kvatch prospered without hindrance, with the exception of a few minor conflicts against the Tynir. The country was divided onto a series of separately governed city-states, the names and locations of which are synonymous to the cities of present day Kvatch. An aristocracy that was mainly comprised of the bloodlines of the old tribal leaders ruled each city-state. Although the governments and territories were separate from one another, their alliances were strong from being forged in battle against the Tynir and would not hesitate to offer aid when needed. It wasn’t long before trade routes and a nation-wide currency was established, allowing the capitals to grow around these trading centers. During this time, the Khajiiti were just beginning to create vessels that would carry them out into sea for better fishing yield and were not aware of the world that was far from their borders.

Eventually, some of the Khajiiti sailors became bold and sought adventure rather than fish. Many of the vessels that left north or west either discovered nothing or never returned from their voyage. It was a good decade before they decided to take their chances by traveling south; this was mostly due to the belief that the Tynir lived in the lands to the south and east, so traveling to such land would not be beneficial to those who landed upon it. Instead of landing upon Korun Otak, these adventurers discovered the islands of Fermata and the people that resided upon it.

Their first meeting with a new race was anything but beneficial to the Khajiiti, so it is understandable that they were timid whenever they first met the Fermatans. It wasn’t long before the two realized that their intensions were not hostile, allowing room for diplomacy. It was through these people that the Khajiiti gained vast amount of knowledge and understanding about the world around them. In turn, the Fermatans learned about the races that resided in their neighboring continent and that its entirety was no longer untamed wilderness like they had believed. With the new knowledge of their surroundings, the Khajiiti expanded international trade routes and strived to be recognized by other civilized nations.

The amount of wealth and power that came from this was new to the ruling class of Kvatch and made way to unmitigated corruption within the government. It started with over taxing and bribes, which quickly degraded into incompetent law enforcement and the rise of gang activity. For years, Kvatch delved deeper into depravity and chaos as violence flowed into the streets and even began affecting the smaller villages throughout the country. The Tynir took advantage of this weakness in the social structure and made regular raids on bordering towns and villages, though not daring to invade full force; doing so would only unify Kvatch once more.

The Dark Brotherhood
During these dark times, many gangs and criminal syndicates were formed and waged war in the very streets of Kvatch, having no regard for the law of innocent lives. The cities of Kvatch were merely a façade of a civilized nation; in actuality, the Khajiiti had reverted to their tribal origins. This continued for the better portion of a century before another organization took root and squelched all the others.

This society called itself The Dark Brotherhood, though the identities of its members were almost never revealed. Their power expanded quickly through the utilization of cat’s paws and assassinations of key rivals. All criminal activity that was not backed by the organization was targeted by it, no matter how small scale it was. Without having an obvious target to attack, the other organizations lashed out at one another thinking they were targeting the Dark Brotherhood, which was intentionally spreading such rumors for that very reason.

Before the close of the 1200’s, The Dark Brotherhood had crushed all opposition and gained control of the entire nation. Government officials and law enforcement personnel gradually dwindled into a fraction of what it once was, believing that their presence in such positions only made them a target. Those that remained eventually became admitted into The Dark Brotherhood itself and were among the first established Speakers and Templers.


The New Brotherhood
There is no record of what happened within the organization, it was obvious that The Dark Brotherhood began to change in the early 1500’s. They had effectively gained control of the entirety of Kvatch and the Khajiiti were content with the way things were being run compared to what they had been through before such times. The Dark Brotherhood no longer feared opposition and instead stepped up in its role as acting government, publicly changing its name to The Brotherhood to represent its more noble cause.

Although much of the government maintained its old ways and workings from when it was a secret criminal syndicate, they have established a branch that was visible to the public in the form of Speakers and Templers. This was to give the Khajiiti peace of mind and reaffirm its presence as political body rather than overlord. The general population very much approve of The Brotherhood because of its structure and balance. In order to maintain a faceless presence, the ruling class must live among society as a common citizen; living in luxury would only bring suspicion upon them, becoming corrupted by power or wealth would lead to their downfall. The invisible presence of the Shadowfeet also act as a security blanket for the Khajiiti, knowing that they are being looked after even though they may appear to be alone. Through Templers and Speakers, the citizens have ties to the government where their voices may be heard and to embody a physical presence among the people.


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Post by Loki Tue Feb 09, 2010 10:26 pm

Khajiiti Culture

General Description:
A majority of Kvath’s population are fishers and merchants, so it is only natural that the Khajiiti are excellent sailors. Very little merchandise leaves Kvatch by land due to the tense relations they have with Korun Otak, which means all trading is done overseas. Due to this, Kvatch has a very large fleet of ships that are mostly comprised of fishing vessels or transport ships; there are only a few ships that are fit for naval battles, though the smaller ships can easily be outfitted with light munitions if there is a need.

Daily life within Kvatch is rather simple, but comfortably so. The ever-watchful eye of The Brotherhood keeps crime to an absolute minimum and even the darkest of alleys are relatively safe to travel. Most Khajiiti prefer to be unattached from their kin and live either alone or with their mate. Cubs are raised at home until the day eventually comes that they leave the den under their own free will around the age of sixteen. Khajiiti usually keep only a handful of close friends and regard everybody else as friendly acquaintances, even if they are complete strangers.

Courtship:
Mates are typically chosen more out of instinct rather than personal preference and is signaled by an instantaneous connection that the Khajiit call Kiseen. The science behind it is unknown, but it always happens to the pair at the same time and brings with it a feeling of undying love, commitment, and harmony between them. Typically, it is more of a subconscious decision rather than a mindful one and often happens upon sighting the destined mate; though it can be coerced into happening if a pair feel strongly about one another and have a long history together. Other cultures consider it more as a love-at-first-sight type situation except that it has more to do with strengthening the gene pool rather than physical infatuation; though there must be some sort of harmony between the two minds in order for it to happen in the first place. There have been rare occurrences where a Khajiiti will experience Kiseen with another non-Khajiiti. Such instances can bring about a wide variety of results since the non-Khajiiti will also feel the effects of the Kiseen. In most cases, the species difference will either result in a very strong bond of friendship with little to no feelings of romantic interest or will be identical to a Kiseen between two Khajiiti.

A mating pair that had just discovered one another tends to feel a vague sense of familiarity with one another even if they have never actually met. This intuitive bonding ensures a successful partnership, which is fortunate because mating pair will remain together for the rest of their lives once they have discovered one another.

The pairs will consummate their bonds to one another under the light of the next full moon, making their union official. This ritual is an intimate one between the mating pair under the watch and protection for the goddesses Azurah and Mara. Once completed, the mates will garb themselves in pure white togas and silver circlets until the next full moon to symbolize their unending love for one another. During which time, the pair is expected to do nothing but be with one another and are excused from all other duties until the end of their honeymoon.

Architecture:
Urban and suburban structures within Kvatch are primarily comprised of reinforced adobe construction utilizing locally supplied white clay and timber. The architectural design of most of these buildings are very similar to that found in Arg-é Bam through the use of ogee arches and domed roofs. In the center of each of the major cities is a large square, called the Baadargo, which is devoted to trading and socializing. Buildings within the cities are often spaced closely together, many times sharing the same structural walls, while the roads in front of them are very wide. It is this style of city planning that keeps the mass of buildings from being overwhelming to pedestrians and reduces feelings of claustrophobia. The core of the city is zoned for commercial and governmental buildings and is surrounded by high-density residential buildings. The Khajiiti are more reclusive when it comes to their living spaces, preferring apartment-sized dwellings that have communal bathhouses in the center of the complexes. Those that chose to live in medium-sized houses are often viewed as being ostentatious and having much more space than is necessary; which isn’t entirely ridiculous considering there are typically no more than two Khajiiti per dwelling with the exception of those that have cubs.

Villages located in the marshes are constructed entirely of timber and are lined with animal hides to provide insulation and weatherproofing. The architecture of these buildings are simple shacks that are built upon stilts to avoid being flooded by the fluctuating water level of the swamps during the rainy season. Although these shacks are not much smaller than the apartments of their urban counterparts, they are greatly spaced apart from one another. Typically, there is one shack per several acres that the residents use for agriculture or other ways of making a living.

Clothing:
Clothing worn by those who are not performing laborious activities, such as fishing or farming, wear togas and stolas of various color and detailing; pure white clothing reserved for newly mated couples. Most are made from the fur of Aldermi, which is effective at wicking water from the sporadic rains while having a smooth silky texture to it. This clothing style is usually accompanied by leather sandals with long lacing that winds up the wearer’s leg. Nearly every Khajiiti native found in the Baadargo are wearing this style of clothing.

Those who are performing activities that are likely to soil ones attire typically wear tunics. The materials used to make them range widely from rough leather to Aldermi fur and come in a wide variety of detailing and styles. The shoes that accompany this stole of clothing is very similar to its “white collar” counterpart; the primary difference is that the foot is completely enclosed with reinforcing for the toes, though the lacing along the leg is very similar.


Khajiiti Lore

Religion/Deity(s): Ka Po' Tun
Ka Po' Tun is a polytheistic spiritual religion that is heavily influenced by the phases of the moon. Ka Po' Tun has no congregations for the followers to attend because it is a private and personal religion. There are shrines and statues erected throughout Kvatch which the Khajiiti may use to pray to a specific deity, but the most intimate form of worship is done by meditating under the moonlight.

Azurah - The Night Mother representing Justice, Order, and Loyalty
Azurah is the goddess to whom the Khajiiti attribute both their current form and the mysterious tie between them and the lunar phases. She is worshiped as the highest among the other deities and is represented by the moon’s progression through the sky.

Baan Dar - The Pariah representing Patience, Potential, and Resilience
Regarded more as a manifestation than a formal god, Baan Dar is the personification of Khajiiti cleverness and the wit engendered of long-suffering on their part. He is commonly attributed with that genius which lends itself to the creation of last-minute plans to foil the machinations of the Khajiiti's foes, man or mer. Represented in the lunar cycle as the New Moon

Jode - Big Moon God representing Courage, Fortitude, and Service
Jode is fabled to be the elder brother to Jone and the more bold of the two. He is attributed to be the divine force looking over the Khajiiti who keep Kvatch safe from threats both internal and external. Represented in the lunar cycle as the waxing phases.

Jone - Little Moon Goddess representing Generosity, Benevolence, and Service
Jode is fabled to be the younger sister to Jode and the more meek of the two. She is attributed to be the divine force looking over the working class as well as livestock and fishing vessels. Represented in the lunar cycle as the waning phases.

Lorkhaj - The Moon Beast representing Change, Potential, and Readiness
Held in admiration for his great deceit and cunning as well as fear for his representation of death or change. His presence in the night sky is an omen among the Khajiiti that could represent a myriad of things ranging from a change in lifestyle to a great war. Represented in the lunar cycle as a Red Moon.

Mara - Goddess of Love representing Love, Unity, Mercy, and Compassion
The Goddess of Love, to Mara is attributed all the passion of the Khajiiti and the one who guides them to their respective Mates. Represented in the lunar cycle as the Full Moon

Sheggorath - The Sugar God representing Detachment, Spirituality, and Chaos
The God of cosmic entropy of the Khajiiti and is the one who is attributed to gifting them with illusion magic. He is also attributed to providing Skirva to the region and believers who partake in the substance believe that they are feeling the euphoria of his presence. Represented in the lunar cycle as a Lunar Eclipse.


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Post by Loki Tue Feb 09, 2010 11:42 pm

The Faces of a Mischievous Deity. - Page 3 Dhannar

The Faces of a Mischievous Deity. - Page 3 47-22

Character Name: Ra'Sava
Character Alias: Ja'Dhannar
Species/Race: Khajiiti Felinae
Physical Description:
Ja’Dhannar stands at 5’4” and 140 pounds of lean and agile muscle. The markings on his body and tail closely resemble that of a Mountain Lion. His cat eyes are a brilliant crimson that gives him the look of a deadly predator. [See above for the general appearances of a Khajiiti.] When wandering around in public in the day, he is either in civilian attire or in his Templer uniform. Ja’Dhannar usually follows the sleeping habits of nocturnal creatures by being awake at night where he can move more freely as a Silencer. It is during these hours that he chooses to wear the attire of a Shadowfoot, being black BDU pants and a high-collared black leather jacket with a crimson sash, scarf, mask, and headband.

Weapons:
A Taan'Mar (a cross between a scimitar and a wakizashi) fastened to his sash on his right hip.
A pair of Kukri that are sheathed on the small of his back.
Several throwing knives concealed at various locations on his person.

Character Bio:
Ja’Dhannar started his life outside of the den as a Templer. He worked hard to sharpen his skills in perception and interrogation over the better portion of two decades. Eventually his abilities and dedication to his duty were noticed as a Shadowfoot woke him from his sleep one night to induct him into their ranks. Over the next several decades he continued to excel in all areas that were essential for a Shadowfoot to perform his task with the utmost efficiency and conviction. At the age of 76, he was abducted and taken to a hidden sanctuary located deep within the heart of the capital city. It was there that he was tested in skill and in loyalty for an entire week. The trials were designed to bring the participant well past their limits, many of which are considered to be torture in civilized nations. At the end of the week, Ja’Dhannar was approached by the Listener, himself, and advanced to the rank of Silencer.

Age: 90
Gender: Male
Occupation: Silencer of Torval
Skills:
Ra'Vir Mastery - Ra'Vir is a school of martial arts that focuses on disarming, subduing, and killing by targeting pressure points and vital parts of the target's anatomy. This combat style utilizes hand-to-hand techniques and smaller bladed weapons; advanced levels also incorporates illusion magic for especially effective maneubers.

Inquisition - Working as a Templer requires the individual to hone their skills in interrogation, investigation, observation, and forensics. These skills are further developed and improved over time and at increasing rates should the individual advance to the rank of Shadowfoot.

Infiltration - Before a Shadowfoot is assigned to duty, they are trained in the arts of misdirection, lock picking, steath, and stalking. After passing the necessary trials, the individual graduates and is then given missions that are on par with their level of skill. The experience gained from missions allow the Shadowfoot to increase their talents and advance in along the ranks.

Illusion Magic:
Blend - A subtle form of magic that utilizes surroundings and inattentiveness of individuals to remain unnoticed. The gaze of those who are affected tend to unconsciously drift off the user, disregarding them as though they are just another unimportant detail in the background. This magic affects all within a radius of the user, the range of which is proportional to the effort put into the magic and requires focus to maintain. This skill is most effective whenever targets are not actively searching for the individual and the user doesn't do anything that will blatantly cause them to stand out from their surroundings.

Chameleon - One of the few forms of illusion magic that effects the user themself rather than targets. This technique requires constant focus to bend light around the user's body, rendering them invisible. The effort required to maintain this veil is increased drastically if the user is moving, causing flaws within the magic due to the decrease in focus and rapidly changing surroundings. This particular use of illusion is especially exhausting and is usually used whenever Minimize Presence ability is no longer effective.

Rend Senses - Focusing magic directly onto the target allows the user to manipulate the perceptive portions of the target's mind. By doing so, the user can either overwhelm or completely shutdown the target's senses and speech either individually or in combination. The duration of these effects is proportional to the amount of effort the user puts into the ability and doesn't need constant focus to maintain.

Alter Perception - This ability uses principles that are a blend between Rend Senses and Blend abilities. The user can manipulate what targets perceive; either by removing an element that is there or by adding something that isn't. Constant focus is required and the effort needed is increased by the number of targets afflicted.

Influence Mind - By delving into a sentient target's mind, he is able to coax them into performing certain actions or thinking certain thoughts. The more intelligent the individual is the less effective this ability becomes, especially if the target is actively resisting it. This skill is most effective against animals and is most commonly used against animal sentries.

Paralyze - An advanced version of Rend Senses ability, but requires a lot more skill and effort to accomplish. The user is able to completely shutdown the target's motor skills for a duration that is proportional to the effort used to accomplish the feat.


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Post by Loki Wed Apr 07, 2010 11:20 pm

The Faces of a Mischievous Deity. - Page 3 Raverr

The Faces of a Mischievous Deity. - Page 3 Spritefoglokilion

Character Name: M'Raverr
Species/Race: Khajiiti Panthera
Physical Description:
M’Raverr stands at 7’0” and built with mountains of muscle that only gives a slight indication of his true strength. The markings on his body and tail closely resemble that of an African Lion. His cat eyes are ruby red that glisten with either kindness or ferocity, depending on whom his gaze falls upon. M’Raverr comes from a long line of adept warriors and accomplished Templers. It was only natural for him to be one of the few to receive the status of High Templer from years of service to Kvatch.

Weapons:
A 5' Greataxe kept slung over his back.
Fighting Gauntlets (made from heavy leather with studded iron plates)

Character Bio:


Age: 105
Gender: Male
Occupation: High Templer, Evocator
Skills:
Da-Marr Mastery - A form of martial arts that incorporates hand-to-hand combat with a variety of weapons. These techniques combine melee blows to disable an opponent while quickly being followed by an execution move. One of the more common styles that practices weapons play for conventional armed combat.

Inquisition - Working as a Templer requires the individual to hone their skills in interrogation, investigation, observation, and forensics.

Surpass Limitations - By turning his illusion abilities upon himself, M'Raverr is able to remove the natural restrictions the body has to prevent causing itself harm. In this state, the user will feel neither pain nor fatigue and is able to continue fighting even after receiving a mortal wound that would send any other person into shock. A direct result from exceeding the body's natural limits is that bones, muscles, and tendons can be placed under severe strain causing tissue damage that the user would not feel until after releasing the ability.


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Post by Loki Fri Jun 25, 2010 12:30 am

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Post by Loki Fri Jun 25, 2010 12:30 am

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Post by Loki Fri Jun 25, 2010 12:31 am

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Post by Loki Fri Jun 25, 2010 12:31 am

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Post by Loki Fri Jun 25, 2010 12:32 am

On Steel Wings


Therion
-Explore ruined UEF cruiser (File referencing Clyde, leading to derelict UEF outpost)
-Derelict UEF outpost (Leading to UEF research lab)
-Derelict UEF research lab (Trail goes cold)
-Boarded by UEF titan for inspection (information can be gathered for continued story, reference hidden lab)
**Start of Feralon's Arc**
-Search for hidden lab (confronted by characters from past)
**Ties in with Illia's Arc**
-Discover & Infiltrate AI lab (regains memories & discovers his old body is alive in stasis)
-Destroy body and gain access to new model

Zack
-Runs into former war buddy (Colonel now general and has it out for Jason)
-Message from Jason stating he is now a sniper and been given a critical assignment on planet.
-Alex hears rumor that disgruntled UEF trooper threatened to assassinate UEF senator.
-Zack saves Jason (camo armor)
-Hunted by general until finding proof of corruption

Illia
-Hijack pirate vessel with precious cargo
-Infiltrate Space Grizzly's stronghold
-Steal UEF uniforms & IDs
**Ties in with Therion**
-Infiltrate UEF AI Research Lab (Steals first-generation AI)

Yoshi
-Ship helm takes a direct hit, severely injuring Yoshi. (Afraid to fly in combat)
-Attempts to go home, but is talked out of it
-Ambushed while team on site and ship is boarded. (Obtain Saber Fighter)
**Start of Archie's Arc**

Feralon
-Detained as spy, responsible for stolen Terran tech being shipped to Kiri'avas
-Released when no evidence found, but given ultimatum (find responsible party or take the fall)
-Delve into underground life to find leads
-Find responsible party, space battle
-Turn in responsible parties (given bounty, translator, and ship upgrade)

Leolani
-Receives letter from brothers containing unknown, super-dense ore
-Archie reveals ore as Hawkonium
-Research discovers Ageis Mining Conglomerate had made billions after discovering Hawkonium asteroid
-Upon confrontation, CEO reveals asteroid explosion cost the company trillions in ore. Believed to be rival company, but no evidence found. (Issued compensation for her family's death)
-Leolani's call from there

Archie
-Relic found on asteroid.
-Analyzing reveals Drex origin over 1000 years old.
-Feralon fixes it (Elementary text book, referencing closely orbiting planets)
-Translating discovers origin of a Drex colony planet named Zeul that went missing.
**Needs Illia's prize to continue**
-Calculates approximate origin of planet, issues mission to seek it.
-Stock up and head out on mission
-Find asteroid belt formed from planet impact
-More number crunching reveals missing half of planet in close orbit to neighboring sun
-Clear signs of being remains of Zeul with close inspection
-Confronted by Drex tier III ship, suspected as spies.


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Post by Loki Fri Jun 25, 2010 12:33 am

The Races

Terran
Appearance: Standard Humans
Average Height: 6 feet
Average Lifespan: 100 SEY*
Physical Characteristics: Humans. Nuff said.
Home Planet: Earth
Governing Body: United Earth Federation
Cultural Overview: Terran are most renown for their ambition for new technology. Even though they are the youngest of the three empires, their uncanny ability to adapt and develop not only stopped the Drex war machine in only a few decades, but also put them on a level field with the others in terms of power. Elements such as tradition and religion had been omitted from the scientific community since man first began to colonize space. That is not to say they've lost their place in society, but when it comes to technological breakthroughs, it is ultimately about the results.

Brief History: By the mid 23rd century, Terran had reached the point where they could terraform planets and construct orbital colonies. Mars had been the first planet made habitable while several first generation colonies were set up along the asteroid belt as mining colonies. Shaw-Fujikawa Warp Drives and Faster Than Light Drives had reached the point of mass production by this time, but they were only effective for small to medium sized vessels. If the object became too large, then the otherwise insignificant differences between alignments, power outputs, etc exponentially increased to the point where it would rip itself apart from the forces in play. In that same century though, man had produced Slipspace Drives as a means of rectifying this hurdle. Instead of traveling from point A to point B in a straight line, which up to that point was the most effective way to travel, a Slipspace Drive utilized massive amounts of energy to tear a wormhole in space, effectively overlapping point A and point B. These spacial anomalies are temporary and rapidly grow unstable once the energies of the Slipspace Drive are cut off, causing them to collapse. It was this technology that made it possible for Terran to begin settling distant solar systems.

It was at the close of the 24th century when Terran had their first encounter with other sentient life in the form of the Drex. It was a UEF battlecruiser that had been the first to make contact on a patrol mission to scout solar systems for further colonization. Instead they came across a Drex Cruiser Class ship that was also scouting the area. Because of the language barrier along with a lack of understanding for the other culture, the Terran attempt to communicate was misinterpreted as a challenge. The alien cruiser retreated into warp space only to return moments later with a Drex Titan Class ship. What was viewed as an effort to flex one's muscles was repaid in kind as millions of Mechs poured out of the capital ship and made very short work of the Terran Battlecruiser. Relations between the two empires only went downhill from there as war raged for the next fifty years until they found themselves at a stalemate and agreed to a ceasefire. The following two hundred years leading up to the present has been spent trying to strengthen the shakey truce between the three empires.

Military Capability: UEF's firepower consists primarily of projectile ammunition that has been used for centuries. Most are propelled by explosive charges such as gunpowder while larger ships are fitted with massive magnetic accelerator cannons. To a lesser extent, laser weapons are also used, but they are significantly more costly than their projectile counterparts. However, the true strength of the UEF is in their harnessing of AI and VI units. Among the three empires, the Terran are the only ones to master this technology and are able to integrate them into mechanized bodies (aka Androids). Virtual Intelligence units are quite common and easily mass produced. Artificial Intelligence units on the other hand are much more costly to create and are far more rare to come by; most of which are created from transferring a human mind into an artificial brain.

Common Languages:
English
Chinese

Kiri'ava
Appearance:
Armored Male
The Faces of a Mischievous Deity. - Page 3 500555853967_lrg
Armored Female
The Faces of a Mischievous Deity. - Page 3 500556648260_lrg
Average Height: 5 feet
Average Lifespan: 150 SEY
Physical Characteristics: Although they retain feathers, especially along their arms, they have long since evolved past the need for flight. As a result, their bone density is greater than that of traditional avian creatures, but are still less than that of the standard Terran.
Home Planet: Kurest
Governing Body: Temple of Aiur
Cultural Overview: The Kiri'ava are a culture deeply rooted to their faith, which places a strong emphasis on exercising moderation with all aspects of life. They do not worship a deity or any other idol, instead seeking their own path of what could be considered personal enlightenment. It is because of this that their faith does not lend itself to zealous behaviors, nor are there instances of Kiri'ava killing for their faith. Those who do not fully understand their ways of life often find it contradictory to their deceitful and mischievous natures, especially around other races. The Kiri'ava are known to twist the meanings of their words to gain an upper hand for matters such as contracts and trade agreements. To the followers of the faith who truly understand it, being nearly every Kiri'ava, knows that they are guided to perpetuate society and not lose their individuality.

Brief History: As far as anybody can tell, the Kiri'ava are the oldest known species who have evolved a sentient mind. They are also the first known species to venture into space and being establishing themselves in areas apart from their homeworld. Unlike the rapid expansion of the Drex, the Kiri'ava empire spread slowly ensuring their colonies were given the attention, resources, and time to flourish before moving on to the next. As a result, nearly every one of their colonies and planets are thoroughly established, self sustaining, and quite wealthy. Despite the nature of the Drex and the reoccurring conflicts with them, a Kiri'ava territory has yet to be taken or destroyed. Being that they are so well situated, each one packs too much firepower and defensive capabilities to take on without some serious allocation of forces and heavy losses.

Military Capability: The true might of the Kiri'ava empire lies within their plasma weaponry. When scaled to fit destroyer class vessels, salvos can eat through even the thickest hulls like a cutting torch through foil. Capital ships have more than enough power to glass entire planets. This has been one of the key deterrents that has prevented the Drex from pulling them into war. The concept of not only having territories taken from them, but rendered completely uninhabitable and worthless was humbling.

Common Languages:
Thresh
Traaj


Drex
Appearance:
The Faces of a Mischievous Deity. - Page 3 500506804554_lrg
Average Height: 8 feet
Average Lifespan: 80 SEY
Physical Characteristics: The Drex are easily the most resilient of the three primary races. Their hides have similar characteristics to kevlar, able to take serious punishment before jeopardizing the vital organs beneath. Combined with their raw physical strength and insatiable drive for combat make them truly terrifying to face on the battlefield. Even if they are unarmed.
Home Planet: Rylar
Governing Body: Counsil of Rylar
Cultural Overview: Although the Drex empire is larger than the Kiri'ava and Terran empires combined, their society is broken up into a series of tribes that rule over portions of their territory. It isn't uncommon for the tribes to battle one another over matters of territory or honor, but it is treated more as a dual rather than a war. One of the most humbling sights one could see is watching two Drex capital ships square off as millions upon millions of Mechs engage. The skies literally light up from explosions and gunfire.

Brief History: Much of Drex history is a series of wars overlapping more wars. Even as they took their species into space, it became a matter of staking out as much territory as possible while still fighting for areas that other tribes have taken. It wasn't until they first met the Kiri'ava that they made an effort to unify. Although the two races have never entered into an official war over their centuries of being neighbors, there had been countless conflicts along the bordering territories. The truth of the matter is that the two nations are afraid to enter war with one another, both having a deep respect for the military might of the other.

Military Capability: Engaging a Drex battleship is the equivalent of hitting a beehive. While the ship itself has modest offensive capabilities at best, the true threat lies within the hundreds, if not thousands of mobile suits that are prepped to launch at a moment's notice. These traditionally come in two forms. Power armor class which averages between fifteen to twenty feet tall and is most often utilized to enter breaches in the hulls of enemy ships and inflict damage from the inside out. Mech class can reach up to a hundred feet in height, swarming enemies like piranha with similar results. Each can be outfitted with an array of weaponry ranging from guns, missiles, artillery, and even melee energy weapons. Seeing the sheer number of suits pouring out of a carrier class ship has the very real potential to break enemy lines long before they have been engaged.

Common Languages:
Gungarsh
Guthix

*SEY=Standard Earth Years


The Territories
(Ignore the territory labels.)
Galatic Map
Green = Terran
Red = Drex
Blue = Kiri'ava
Brown = Unstable Territories


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Post by Loki Fri Jun 25, 2010 12:33 am

Spoiler:

Spoiler:

Spoiler:


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Post by Loki Fri Jun 25, 2010 12:33 am

[Reserved for On Steel Wings]


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Post by Loki Fri Jun 25, 2010 12:34 am

Tier I Shuttles

Fighter Class
Arwing
Spoiler:

Swordfish
Spoiler:

Red Tail
Spoiler:

Kunai
Spoiler:

Transport Class
Dark Horse
Spoiler:

Pelican
Spoiler:


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Post by Loki Fri Jun 25, 2010 12:34 am

Tier I Ships

Freight Class
Firefly
The Firefly is the quintessential ship to starting out merchants or other space faring businesses. It's versatility is limited only in its offensive capabilities, otherwise it is ideal for transporting cargo, people, or wares from location to location. Most have been modified with secret compartments scattered throughout its cargo bay and a few living quarters as a means for smuggling. The UEF is well aware of this fact and make it a point to check for such spaces when sweeping a vessel, but there is always several variations that make it all but impossible to get them all.
Spoiler:


Grappler Class
Javelin
When the War of the First Encounter reached its peak, the Javelin was the answer to the problem of dealing with the countless Drex Mechs and Power Armor that filled the skies. Where most ships were rendered helpless when it came to close quarters combat, the invention of grappler ships not only compensated, but excelled. While the armor was comparatively lacking, the agility made them a menace; the ride was known to be rough as combat became more about darting from side to side rather than charging forward, but if you could imagine what it would be like being punched by a space ship then you would see the merit in such a thing. Once the war ended, there were thousands of grappler ships that went unneeded and were sold at relatively low prices. As a result, it has become the most popular pirating (to a lesser extent mining/utility) vessel to date. Since it isn't only pirates who use the ships, UEF cannot rationalize blowing them out of the sky on sight, but such ships usually warrant immediate investigation and sweeping.
Spoiler:


Cruiser Class
Corsair
The Corsair is considered the official police vehicle of UEF space. It isn't uncommon for civilians to get their hands on such a ship, but they must be careful when doing so. In areas with low presence of law enforcement, the ship will almost always be pegged as a UEF official and either attacked or fled from. On the other hand, within the protection of UEF patrolled space, they must tread carefully since even the most minor of offenses can bring with it the charge of impersonating an officer.
Spoiler:


Carrier Class
Bestower
Like the Firefly, the Bestower is renown for its versatility. The potential lies within its revolving launch bay for shuttle class ships. Whether they are independent miners, delivery/cargo carriers, general errand runners, or even small mercenary attack carriers, the Bestower can easily cater all their needs. Furthermore, if there is space within the ships internal cargo area, one of the shuttles can be moved there as a maintenance bay or simply to make space for one additional ship in the revolving launching bay.
Spoiler:


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Post by Loki Fri Jun 25, 2010 12:34 am

Contract Title:
Danger Rating:
Contract Summary:
Employer:
Reward:
Notes:
Renown Mod:
Fame Mod:
Infamy Mod:


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Post by Loki Fri Jun 25, 2010 12:34 am

NPCs


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Post by Loki Fri Jun 25, 2010 12:37 am

Reoccuring Characters


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Post by Loki Fri Jun 25, 2010 12:38 am

[Reserved for On Steel Wings]


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[Reserved for On Steel Wings]


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[Reserved for On Steel Wings]


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[Reserved for On Steel Wings]


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[Reserved for On Steel Wings]


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[Reserved for On Steel Wings]


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Post by Loki Sun Jan 16, 2011 10:28 pm

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The Faces of a Mischievous Deity. - Page 3 Empty Re: The Faces of a Mischievous Deity.

Post by Loki Sun Jan 16, 2011 10:28 pm

[Reserved for On Steel Wings]


Last edited by Loki on Thu Mar 24, 2011 1:43 am; edited 1 time in total
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