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This section is for those who want to play an ethnic group that may not be a political power or state. You may play the group after you receive permission from the ruler of that particular area and are approved here. Information needed: Title of group: Common religion(s): Area of inhabitance: basic Customs: Common Professions:
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Common religion: Not any one common religion to all. Will worship any good god, usually ones that espouse hospitality and art above all. Some worship particular Elven gods. Area of inhabitance: Small villages, towns, cities, etc. You can find them just about anywhere. basic Customs: They are the most hospitable people anyone is likely to meet, fairly naive on the whole, but good folk. They would give practically anything to a guest, even at great expense to themselves. They make no distinctions between the races or types of people, taking in anyone that asks. They are pacifists and believe that violence is not the answer. Generally of the belief that all people, regardless of race or gender, are created equal. Common Professions: Craftsmen, artisans, etc. ((Feel free to use some as NPCs, but make sure they generally conform to the way I've created them.))
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Common religion(s): Some worship some sort of god of the sea but most, like Jean herself, worship no god whatsoever. Area of inhabitance: The decks of ships on the open ocean, different port towns, and a secret cove that they keep to themselves. basic Customs: They raid ships and would do basically anything to get money or whatever else they want. Generally not ones to be bought unless the sum is just too much to pass up. Bloody Jean herself will sometimes enter into alliances with kings, but she serves no one but herself, and such alliances will last only so long. Common Professions: Pirate, cut-throat... The dregs of society.
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Common religion(s): Theological god and church system, but has little power as their god is overruling the world Area of inhabitance: Currently in two small sloops and small tugboat-sized rafts being towed by the two sloops. Really looking for anywhere to live now, in freedom. basic Customs: Practice free will and full democracy of everyone voting on what to do, such as the majority voting to flee by boat. They are very generous, kind, and grateful for any hospitality or assistance offered by anyone. Common Professions: Artisans, merchants, leaders, basically anything lawful, including soldiers.
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Common religion(s): None. Area of inhabitance: Deserts basic Customs: a small wandering caravan of 30 people, 5 breeding couples, 6 children, 8 single males, 6 single females. Are trying to find a place to rest. Have a right of passage ceremony every moon. Common Professions: trackers, guides and shamans.
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And with that: approved!
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Race: Humans #: Several hundred Common religion(s): Realist Area of inhabitance: None, though they do prefer mountainous areas basic Customs/info: they are trying to find a safe place to live out their lives while rebuilding their nation. generally they try to stay out of conflict. Common Professions: pilots, engineers, mechanics, others that i cannot think of at the moment They were displaced by a war that destroyed thier home land of Divera, now they wander the world on the Fenrir, an airship!!! ((I ABSOLUTELY HAD TOO, especially with all this steam punk going around!! and it adds some interesting plot...))
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Name: The Kelnan Type: Horse Nomads Location: Thank you mindwarp. The Plains to the right of Laodicea which are hundreds of acres wide. Uncharted territory. Tech: They are a horse people, whose armor is mostly made of leather, and use bow and arrows. Their elite warriors, of which are only numbered 20, also use steel Scimitars. How they got these weapons is a bit of legend, but aparently they defeated, or fended off, a more technologically advanced nation in the past and took 20 scimitars as a reward. They do not mine for anything, nor do they want to or have the knowledge of. #'s: They can only have 100 people in the tribe at one time, and whenever a child is born, an old one must pass away. Thus is balance maintained. Gov't: Ruled by the one old one who does not pass away until natural death. The Tribe Elder, or Sazigach. Fighting abilities: The elite horsemen are both masters of the Bow and the Scimitar while riding. They train their horses from birth, and after many generations of selective breeding, their horses are some of the best around. Trained without fear, these horses won't buck in the face of thunder. Everyone in the camp is trained in the use of the staff and the bow. Customs: Sazigach is supported by six shamans, one for each element of the world: Fire, water, earth, air, ice, and thunder. No one knows however, how they discovered the element of ice as it is mostly warm on their plains.. They move around the plains, setting up camp for a few years by some of the wooded patches and the river which winds it's way through them. It is shallow however, allowing them to wade across easily. They protect an ancient stone city in the center of the plains vehemenently, and they treat it with a religous reverance. Only the Sazigach knows. Two types of bondings as well. Blood Bonds and Life bonds, though i'll explain them when (or if) the need arises for them. I think that's all...
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