Emoria: World-Building OOC

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Re: Emoria: World-Building OOC

Post by Shadow Moonseye on Thu Mar 04, 2010 7:20 pm

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.)
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.

Shadow Moonseye
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Re: Emoria: World-Building OOC

Post by Buzzwulf on Thu Mar 04, 2010 7:27 pm

yeah, that's pretty much what i was going for. Thanks, Ryona.

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Re: Emoria: World-Building OOC

Post by Gadreille on Thu Mar 04, 2010 7:30 pm

I will have it finished before the weekend is over, I promise!

Congrats, Shadow Moonseye! Emoria's beginning is frighteningly close!


To Do list & person(s) responsible:
-Finish Avatar Portraits (Kalon&Ryona)
-Make Silvone write Intro post (Silvone)
-finish species sheet (Shadow Moonseye&Silvone)
-finish timeline (Raptorman?)
-Plaguewalker's character sheet (Plaguewalker)
-get ahold of Caleb (DeadEye?)

Not too much left to do!

Edit: This is not meaning to be accusatory, I'm just trying to get it all straight in my head. Don't worry about letting me know your status on your projects, I know it will be done eventually.

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Posts: 4263
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Re: Emoria: World-Building OOC

Post by Guest on Thu Mar 04, 2010 7:33 pm

Still working on the timeline

Guest
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Re: Emoria: World-Building OOC

Post by Bird of Hermes on Thu Mar 04, 2010 8:40 pm

/cheers!

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Re: Emoria: World-Building OOC

Post by Kalon Ordona II on Fri Mar 05, 2010 3:23 am

I'm almost done with Blackrock's portrait. After that, just a couple more, plus I think we'll eventually need Shadow Moonseye's description, and then we'll be done. After I finish Blackrock's portrait I'll crank out a batch of character icons. Smile

_________________

Truth can be found in most any place.
It often hides among lies so that only the genuine Seekers will find it.
Dig. Search. Never stop looking and you will never stop finding.

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Re: Emoria: World-Building OOC

Post by Guilty Carrion on Fri Mar 05, 2010 12:40 pm

*casually strolls across finish line* YAY ME! The character sheet is done! Let's get this party rolling!

Username: Plaguewalker
Character Name: Siade Ayurent
Species/Race: Tynir
Physical Description: Standing at 7’8, Ayurent is an oddity for Tynir males. Years of combat and hardship have hardened his body and strengthen his muscles. His onyx black hair has a sense of organized chaos about it, tied up out of his eyes by a purple headband. His face is heavily scarred, and few know the origins of the deep gashes across his face.

His eyes are sharp jade, and seem to pierce the thoughts of those he gazes upon. His expression almost always remains neutral, with only the strongest of emotions managing to break through. Around his neck hangs a small blade, a strange token that he is never seen without. He wears a blackened jacket, with soft purple along it’s trim, at almost all times, some even going so far as to speculate that he never takes it off. How it manages to stay so clean is often beyond most people. A thick belt coils around his waist, with the scabbard of his sword attached to it. Dark pants cover his legs, although no shoes can be seen on the general. All of his clothing seems to shrug off water, the droplets simply running off the sides.

His hands are bandaged, giving many the impression of weakness. This is not the case, as the bandages are covered in small runic markings of great power, which allow him to block blows from the fiercest of blades with nothing but mere cloth protecting his arms.
Character Bio: Siade Ayurent was always considered to be hot-blooded, and shortly after he came of age, the young Tynir left his Kindred and began to wander Korun Otak in search of greatness, understanding, and several other foolish fantasies that all young men have. He dreamt of what lurked beyond the mountains of the razors, and what lived across the sea. As he wandered, he fought both man and beast, Tynir and Khajiiti.

Every battle made him wiser, stronger, and soon he found himself standing amongst the strange buildings of the Shelkon cohabitation, where Tynir, I’nak and Khajiiti met and lived together. At 15, Ayurent quickly began to learn all he could from the people of Shelkon, and before long he had learnt much of common from the Khajiiti traders, and had made many friends amongst the Tynir and I’nak residents. One of his friends always stood apart, the mighty and beautiful Enu’nat. No matter how hard he tried, the girl always managed to best him. His rivalry with her grew and grew, until finally the Tynir decided that he would simply have to train with a weapon that she had never fought until he finally stood triumphant.

With fire in his heart, Ayurent depart into Korun Otak once more, now a man of 25. Around his hands, tight bandages covered in strange runes, a parting gift from a Khajiiti merchant he had known in the cohabitation. The warrior wandered the marshes endlessly, fighting ever foe he could handle, and many whom he couldn’t. Days became months, and months slipped into years, and he stilled had not perfected his craft. No doubt that Enu’nat had been practicing while he had been training, he thought, and she would still be far too strong even with his new found might. Perhaps she was truly unbeatable…

Fate soon showed him it‘s plan, as he bested a mighty Tynir warrior and was awarded with both her mighty blade, and rule over her Kinnat. With no other option, he settled into his role with minimal difficulty. He began to learn to use his new weapon, finding the elegant movements. much to his liking. Time slipped by, and soon he found himself at the age of 100, and the Liel found himself puzzled at life’s strange twists. Had he not set out on this journey to become a great warrior?

Weren’t Liels considered the most powerful of the Tynir warriors? With a thunderous laugh, he announced to his Kinat that he would depart from them for a short while, and return once he had finally settled the score with his old rival.

Once again, Fate intervened. Alone in the marshes, far from the safety of the Under caves, he found a child, no older than 5 sitting amidst the saw grass. Bruised and bleeding, it was clear the runt of a child would not survive the night without his aid, and Ayurent soon found himself a surrogate father for the young girl. He named her Ukarahu

Years slowly slipped by, as the warrior trained his new daughter in the ways of combat, and regaled her with tales of mighty beasts, and fearsome warriors and a particularly powerful I’nak named Enu’nat. The girl was smart, and she learnt quickly from him, and soon her mind began to flood with thoughts of power, and the ability to rule. Determined to outdo her father, Ukarahu declared that she would someday rule over all of the Tynir, and she demanded that when that day came, that her father help her guide them to greatness and glory.

Ayurent agreed.

As she aged even more into a beautiful mature Tynir, Ayurent began to take note of her more…peculiar traits. She could easily over-power the older Tynir, even though her muscles had yet to even fully develop, and she could withstand even the mightiest of his blows. Even his memories of Enu’nat were humbled by the sheer power Ukarahu possessed, and when she reached the age of 20, he found himself unable to compete with her seemingly limitless power.

One night, as the storm clouds above roared and spilt their tears upon the earth, she spoke with him of what was to come.

“We have to leave tomorrow, father. We need to go to your old Kinat, and I will challenge their Liel.”

Curious, he asked her why.

“Because it is time to do what I swore I would do. The time for training is over, father. There is much to be done, and I have a pact that I must see through.”

He could see the fire in her eyes, and he found himself agreeing before he even had time to process what she had said.

In five years, Siade Ukarahu swept across Korun Otak, gathering hundreds upon hundreds of Kinats to her banner. One day, as the Tynir stirred from their sleep, a thunderous horn sounded.

Dressed in strange garb, Ukarahu stood tall amongst her kin, towering over even the mightiest of warriors. And as she spoke to them, she spoke not of war, nor of survival. She spoke of unity, and of glory, and not even the coldest of the Tynir was not stirred by her words. Her voice rose in volume, rival to even the greatest of thunderclap, igniting long dead fires within her followers. They shouted their approval, and rose to their feet like a wave.

As the banner of Ukarahu rose above their heads, the Tynir roared as one, deafening even the rampaging storms above, and causing the creatures of the marshes to flee from the sound. United they would stand. This would be their home, and none would dare to take it from them.

Ayurent could scarcely believe what he saw, as the thousands upon thousands of warriors swore their allegiance to his daughter. It was a feat that he had never dreamed of seeing within his life time. At 120 years old, Siade Ayurent became the first general of Siade Ukarahu.

Soon, metals and rocks and supplies began to pour in, and the Tynir quickly began work on what would be their greatest achievement of their species short existence. Construction progressed rapidly, thanks mostly to the strange designs that Ukarahu had received from the unknown ally. Kamon’Belkar slowly rose upwards into the skies, much to Ukarahu’s approval. Ordering her father to oversee the training of her rapidly growing army, the Tynir ensured that her forces would be strong and capable of defending all that she sought to build for her kind. Before long, Ayurent entered the spire for the first time, at the age of 210.

That night, she summoned her father to the top of the black spire. When he arrived, his daughter revealed who their benefactor was, and the one who gave her all the power she now possessed. Morgarath, the lord of Shadow and master of the Mountains of Night. Alliance was all the Dark Lord sought, she explained, and in exchange for the power to unite her people and guide them into glory, she was more than willing to provide that. The old Tynir understood, and knew all too well what would happen should this become know by the soldiers.

Since that night, the general has done all he can to ensure the true meaning behind their alliance with the Mountains never becomes known, for fear of what it might do to all his daughter has achieved.

Soon after Kamon’Belkar’s completion, Siade Ukarahu was renamed Meyul, which roughly translates to “The Lady”. None but her closest allies and friends know her name, and even fewer dare to speak it in her presence. Ayurent is one of those few, and is often called Nos’hia, meaning “Father” by Ukarahu.
Age: 220
Gender: Male
Occupation: General and Advisor
Skills: Ayurent holds his rank due to his formidable skill in both combat and diplomacy. Near constant battle have honed his reflexes and sharpened his sense, to the point where he can almost pinpoint the weakest point on any man with merely a glance. His fists are his primary weapon, and his whirlwinds of strikes are a sight to behold upon the battlefield. Second, comes his blade, which he wields with one hand despite its great size. Moving with gentle grace and brutal swiftness, his blade moves far too fast for a common soldier to even hope to catch.

In politics, Ayurent is known by his people as a Shekor‘canai, which roughly translates into “Creature of the Silver Tongue.” Having learnt common from his journeys to the cohabitations, he speaks it fluently enough that most would think it is his first language. He serves as the Voice of the Lady when the world needs to listen, and knows all too well that diplomacy is a far different battle than war. The old Tynir often finds himself enjoying the subtle tricks and traps, treating the deadly games as a test of wit to sharpen his mind for the battles to come.


World-space: Korun Otak is a seemingly endless marshland, filled with razor-sharp grasses and savage animals capable of tearing grown men to pieces in seconds. Pit holes filled with mud so thick it could ensnare a horse littered the landscape, drowning anything foolish enough to wander into their unbreakable grasp. Massive, bloated storm clouds block the sun, and pound the ground with rain and lightning. Deep beneath the murky waters, the Under Caves provide the only true safe haven from the brutal environment above, and it is here that the Tynir of the Kindreds find shelter.

By day, they wander Korun Otak in search of food, and return with their kin to the welcoming dark of the Under Caves by nightfall to share the fruits of the day’s labor. Hundreds of Kindreds wander about the marshes, each lead by their own Liel and govern by their own laws and traditions. One simple law governs over all Tynir, and none can contest its truth.

Only the strong shall lead.

Weakness can only bring about weakness, and in Korun Otak, weakness is always fatal.

As one travels towards the Eastern coasts of the marshes, a monstrous spire slowly begins to rise above the horizon, until it dominates the stormy skies. Within its twisting halls and snarling battlements, the Siade Tynir make their home. The closest semblance the Tynir have to a capital, Kamon’Belkar is where Siade Ukarahu, the Lady of the Tynir, resides and rules over the Siade with the aide of her generals. Known only to Ukarahu, Morgarath and Ayurent, is that Morgarath created the true source of the Lady’s power. Her alliance with Morgarath has been very beneficial to the Siade Tynir, and the Lady’s loyalty is unquestioned to her ally, no matter her desire to keep it secret.
Allies: I’nak, Mountains of Night
Enemies: Kvatch
Friendly:
Religion/Deity(s): The Tynir hold no faith in gods, viewing them as fickle and unworthy of favor.
Governing Body: Kindred Tynir are lead by their Liels, with each enforcing their own rules. Siade Tynir are ruled by Meyul, the Lady, who has total control over those beneath, due to her immense power and the sheer respect she commands.

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Re: Emoria: World-Building OOC

Post by Kalon Ordona II on Fri Mar 05, 2010 4:04 pm

buzzwulf wrote: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.


If Ryona wants to make them separate, then sure.
Actually, even if not I can still do it, but the guy's shoulder will still be in front of his sister's face.

On second thought, though, I'm not sure what the procedure is for second characters in Emoria. Still, your character is more one than two, since they're always together, right? So I guess the second character icon would allow you to switch perspectives. *shrug*
I'm probably over-analyzing. Razz

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Re: Emoria: World-Building OOC

Post by Ysopet on Fri Mar 05, 2010 4:47 pm

I don't really mind in his case, since, as you said, they are close enough to being the same character. They are related and are always together. What I didn't want was everyone over-taxing you and Ryona on character portraits, or slowing down the entire process and possibly causing the role-play to die because everyone wanted three or four characters. It prevented players from grabbing too much land, from arguing over specifics of someone else's world-space, etc.

I really don't mind if a player has two main characters, as long as they are closely related both biologically as well as geographically. I would prefer, however, that if people have more than one character, those beside the first remain secondary characters. I'm fine with Buzzwolf's situation, but I don't want it to become too widespread.

Again, I'm not trying to be nitpicky...I just really don't want this to die off because we are reaching too far and swamping our to-do lists.

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Re: Emoria: World-Building OOC

Post by Guilty Carrion on Fri Mar 05, 2010 5:54 pm

Well, I plan to control the Lady and generally any important Tynir stuff, but I don't feel the need to make a character sheet for her since she tends to stay in her tower, away from the world.

Just incase the desire arises later on, would we able to make them later on in the RP? Once it gets it's feet under it, I mean.

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Re: Emoria: World-Building OOC

Post by Ysopet on Fri Mar 05, 2010 6:08 pm

That would be fine. Once we are running smoothly, I'm open for any changes.

I've updated the species list with species from the other elemental planes, as well as the Tynir. Plaguewalker, could you check it out and let me know what you think? I didn't put everything in the I'nak, because I wanted it to remain as close to the same size as the rest as I could manage. With the Tynir, I just specified the aspects that made them different than the I'nak. So let me know if I missed anything. You should probably put the entire species thing you sent me into you character profile if you want, that way it doesn't get lost. I will try to fit the information that I left out in the culture post.

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Re: Emoria: World-Building OOC

Post by Guest on Fri Mar 05, 2010 6:42 pm

Originally I had 1 major character and 2 minor ones but now with attie having left I have 2 major characters. Sorry if that is a problem but given the unexpected event and my desire to keep that character around there is no problem right?

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Re: Emoria: World-Building OOC

Post by Gadreille on Fri Mar 05, 2010 6:46 pm

That is fine Raptor.

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Re: Emoria: World-Building OOC

Post by Guest on Fri Mar 05, 2010 6:47 pm

Ok thanks. I didn't want to cause a problem or anything by having more characters than allowed.

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Re: Emoria: World-Building OOC

Post by Guilty Carrion on Fri Mar 05, 2010 6:50 pm

Everything looks good, Silvone. Nothing missing, far as I can tell. And I'll get that thrown in right away, sir!

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Re: Emoria: World-Building OOC

Post by Ysopet on Fri Mar 05, 2010 6:50 pm

We will have people leaving frequently, I'm sure, and that will leave characters open. We will have to adjust, either by deleting their characters, cultures, and world-spaces, or by having other people take them over either for a time or permanently. So yes, it is fine that you control Attie's character either until she decides to come back or until you decide you don't want her around any more Wink

Edit: @ Plaguewalker: At ease, soldier Pirate Drink

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Re: Emoria: World-Building OOC

Post by Shadow Moonseye on Fri Mar 05, 2010 7:02 pm

Hey Silvone, I don't know if this is really worth mentioning, but the thought has struck me that if people are looking for the I'nak culture stuff in the culture section it is now partially outdated. The updates are in my character sheet; the only reason I mention this is because it could cause some confusion in the future if people are looking at the outdated one fore information...

Did that ramble make any sense?

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Re: Emoria: World-Building OOC

Post by Ysopet on Fri Mar 05, 2010 7:06 pm

I will probably take everything out of the culture section for the I'nak, since it currently crosses over with the species information, and then redo it. It may not happen until tomorrow though...I've got to get ready for work.

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Re: Emoria: World-Building OOC

Post by Shadow Moonseye on Fri Mar 05, 2010 7:06 pm

Okay, that's fine. Thanks! Sorry for making more work for ya.

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Re: Emoria: World-Building OOC

Post by Ysopet on Fri Mar 05, 2010 7:07 pm

No, its fine. I was going to do it anyway Smile But thanks for letting me know your cs has been updated.


Last edited by Silvone Elestahr on Fri Mar 05, 2010 7:09 pm; edited 3 times in total

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Re: Emoria: World-Building OOC

Post by Guest on Fri Mar 05, 2010 7:08 pm

A question, when do you envision the IC going up?

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Re: Emoria: World-Building OOC

Post by Ysopet on Fri Mar 05, 2010 7:09 pm

I'm still working on that, Raptorman. It's done when its done is all I can say.

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Re: Emoria: World-Building OOC

Post by Gadreille on Fri Mar 05, 2010 7:14 pm

Raptorman wrote:A question, when do you envision the IC going up?


Whenever I whip him into shape! Ax Man

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Re: Emoria: World-Building OOC

Post by Kathryn Lacey on Fri Mar 05, 2010 7:27 pm

With a battle axe? Sounds painful...

I'm kind of excited to see how everything works IC...

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Re: Emoria: World-Building OOC

Post by Ysopet on Sun Mar 07, 2010 1:29 pm

I've decided to change how I'm going to write the intro post. I'm not going to include every kidnapping, because it would require me to have every detail correct for every kidnapping. So I have decided to leave it up to everyone else to include in their own introduction post, or however they want to do it. It will also help speed up my own intro post and get the role-playing going sooner. I have a lot of time to work on it today, so hopefully I will have it up in a few hours.

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Re: Emoria: World-Building OOC

Post by Bird of Hermes on Sun Mar 07, 2010 1:35 pm

I look forward to it.

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Re: Emoria: World-Building OOC

Post by Ysopet on Sun Mar 07, 2010 3:58 pm

Alright, the intro post for the prologue is posted. As I said above, I didn't get into any of the other kidnappings. It would have taken far too much time, and now the rest of you can tell that part of the story in any way you choose.

Please post story-related discussion in the other OOC. I've made this same announcement there, if you care to read it again Wink

Like I said in that thread, post in any order you wish, and mulitiple posts are fine. Whatever it takes to tell your intro.

Have fun!

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Re: Emoria: World-Building OOC

Post by Bird of Hermes on Sun Mar 07, 2010 4:00 pm

I can't wait to see how this goes.

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Re: Emoria: World-Building OOC

Post by Ysopet on Sun Mar 07, 2010 4:06 pm

Oh, I just wanted to say for anyone not in this role-play that might be interested in joining: we are once again open. So feel free to declare your interest, and we will fit you in somewhere. If we get enough interest, we will consider opening the next landmass early. But that will need serious interest...and preferably people that don't join, make a character, and then quit to go join another role-play. Please be prepared to commit before joining. There are a lot of people already invested in this role-play, and we are all depending on each other to see this story through Very Happy

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Re: Emoria: World-Building OOC

Post by Bird of Hermes on Sun Mar 07, 2010 5:39 pm

Proglue: The Council of Nolwë Osto


You spelled prologue wrong.

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