[color=red]Not accepted[/color] [h3] Name?[/h3][hr] -Faction Type: Confederacy of Arthropod-dominated City States -Flag/Banner: NATIONAL -Capital: Krellish Gen -Government Type: Familial Hierarchy -Currency: Various barter systems, some coinage in use. -Population: ~1 million ? -Unique Trait #1: Environmentally Acclimated; Arthropods thrive particularly in sparse regions, open desert, craggy mountains. There bodies are simplistic and require little in the way of sustenance and nurture. -Unique Trait #2: (Created by me) -Unique Flaw #1 Xenophobic; Arthropods, especially the Stygia are highly mistrustful of other races especially the Dratha. Ghuls are killed on site or held captive for later feedings. -Unique Flaw #2 (Created by me) [h3]GEOGRAPHICAL[/h3][hr] -World-Realm Map: -Major Cities: Opopulox Ghar (The Ghar) -Major Castles: Krellish Ghen On a flat desert plain, the Ghen is a massive fortification jutting up from the parched earth. If not for the highly valuable water source hundreds of feet below, it would be a pointless stronghold. The fortress is an appropriated Sphere ship of some ancient alien race. Over the millenia, winds have pushed dirt, dust and debris onto the northernmost side of the downed craft creating a steep, easily defended hill that the Scaablin workers have fortified further with walls and towers at the base. The reverse side is the only exposed portion of the ancient ship, a semi-sphere of unknown alloys immune to the effects of the harsh terrain. The fortress protects a highly valuable source of water, thousands of feet below. The Scaablin have built labyrinthine tunnels beneath the spheroid superstructure with barracks, armories, food-stores and workshops. -Buildings of Interest: -Geographic Features of Interest: The Rotting Mound Excess chitin, the bones of devoured ghul. [h3]RACIAL[/h3][hr] Arthropoda & Sub-ethnicities [i]The Arthropoda race covers a variety of distinctually 'insect' like creature of notable sentience. They are intelligent and multiplicitous. They are traders and travelors, priests and adventurers. [/i] [b]Appearance:[/b] [i]Scaablin[/i] Scaablin are a mix of insect and human. Their heads are also human-like, two double-lidded eyes and a lip-less mouth. Instead of teeth they have hundreds of tiny mandibles which tear their food apart. They have nose-holes but it is unclear whether they can smell or not. Skin tones range from brownish-green to deepest black. Where uncovered by chitin skeleton, tiny grey bristles clump together. They are the most numerous of the Arthropoda and although reviled by many on Azoth can be found most places. The Scaablin are hardy scavengers, traders and travelors. [i]Stygia[/i] The Stygia are a segmented creature with several clutching legs that can serve as a grabbing arm when needed. They prefer to move on their bellies. Stygia, when fully erect stand about 4'6'' tall, but this is strenuous on their respitory system. Stygian heads are vaguely human-looking; human mouth and eyes, but dozens of dark beady eyes closely forming in the center of their face. They have no noses or ears and rely on vibration and tasting for those senses. They are voracious eaters but prefer either dead things or vegetation especially roots of the dröm tree which send them into an ecstatic fit followed by a dreamlike state. [i]Adak [/i] The Adak are yet another sub-race of Scaablin, albeit quite rare. They appear as a mound of fleshing white translucent viscera because of their continuous moulting exoskeleton (which they then eat) Adak's have one gibbering mouth on the top of their heads and one sunken black eye who's location varies from body to body. Adak's use a sticky adhesive and undulating body movements to move food to their mouths. They are quite immobile and rely on other Arthropoda to protect/move them. They are regarded as holy among the Arthropoda-Majority Race Characteristics: NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: -Ruling Dynasty (If applicable): -Constable Of The Army (If applicable): -Religious Head (If Applicable): -Persons of interest: [i]The Scarab[/i] Apparently the last of his race, the ancient Scarab holds assembly deep in the heart of the hive city Opopulox Gar. Surrounded by his choir of Adak mnemosynes, the Scarab functions as what might be called a religious leader. The noble families often seek the Scarabs advice and prophecies. The Scarab is known among the greater world as a great psychic and keeper of history. Scarab is a massive black beetle, appearing to be confined to the cave and underground pool in which he sits. His choir of a dozen Adaks sit on a cylindrical dais at his side. CULTURAL -History: -List of Historical Grievances -Relations [hider=info] Farai Osmuli The College Qarthine Slavers(arawak) Sacred Martyrs(chapatrap) Oqer Empire of Azar [/hider] -Cultural Notes RELIGION, MAGIC and ARCHEO-TECH -State Religion: While there is no official state religion there exists a few cults worth mention. -Religious Information -Religion Demographics: -Holy Relics In Possession: -Holy Sites Under Control: -Magical Information -Archeo-Tech: (I'm going to regret this, but I will allow factions to utilize recovered ancient tech found in the ruins of the Old Ones, an ancient space faring civ. I will allow players wide discretion in inventing types of archeo-tech, but this tech has to fit the setting (eg, no mech suits with missiles capable of taking on entire armies), and used as appropriately. I will need to approve archeo-tech details. See more under the tech tab above.) [h3]MILITARY[/h3][hr] -Total Military Size -Military Details The Tarsus The Knighthood of Arthropod society, the Tarsus are those who have excelled in martial combat, often hand to hand (claw to claw) or with simple weapons. They are fiercely loyal to their families but also to one another. Only a family head can declare one a member of the Tarsus. They enjoy impunity from the law in most cases. [hr] Disregard Kwaalish. Keeping for posterity. [h3]The Immutable Kwaalish[/h3][hr] [hider=Centuries Ago] Despite the sandstorm, the slavers pursued Ooma into the Dune Sea. The vagrant stumbled frantically through the wind and sand, which became tiny daggers tearing at his arms and face. He pulled his tattered black cloak over his face to keep the sand from sticking in his mouth. He paused to turn and see the men still chasing him. They were a dozen black shadows in a swirling brown mass. He could hear shouts and curses that seemed to come from all directions and the terrible [i]whoooosh[/i] of the storm. He hurried on with no real sense of direction; [i]just away...[/i] he thought. The black monument appeared so suddenly out of the storm he nearly cracked his head on it. The stone was solid black and smooth. It was so hot Ooma could not lay a hand on it. [i]The pillars of Gix[/i]. He could not believe the slavers were chasing him, a mere beggar into this storm, past the pillars of Gix. [i]What cursed luck[/i]. He fumbled through his clothes for the tiny wooden idol of [b]Matra[/b] the protecting mother. Ooma looked at the pregnant belly of the figure through the swirling storm. The pleasantly carved face. The clasped hands. It was a crude rendition but it had traveled with Ooma across the land. He held the figurine between his weathered hands and started praying. The shouts from his pursuers grew louder. He shook the idol of [b]Matra[/b] fiercely and cursed. He flung the idol at the black pillars of Gix. It bounced away and was lost. Ooma cried out and fell to his knees. He pushed the sand away frantically searching for his goddess. The slavers were upon him now. Even through the madness of the sandstorm he could hear their foreign words. Oomas hand came upon something in the sand next to the pillar. It was cold and hard, maybe a large ring. Ooma pulled. The thing pulled back and down taking Ooma with it, plunging him into darkness. Someone else was falling with him, screaming. He landed suddenly with a jolt and a groan. An intense pain gripped Oomas knee. He cried out and rolled to his side. He opened his eyes and could see one of the slavers on his hands and knees on a pile of sand. A thin streak of light from above was slowly growing dimmer. The slaver looked up and cried out in his native tongue. Right before the light was completely gone, the mans gaze fell upon Ooma. [/hider] [hider=The Immutable Kwaalish] [b]-Faction name: [/b] The Immutable Kwaalish [b]-Faction Type:[/b] Mercenary/Religious Order [b]-Flag/Banner:[/b] The Kwaalish have no banner. Their words are: "[i]...death also follows[/i] and [i]...death is not change, it is the continuation of the journey[/i] or something like that. (it sounds better in kwaalish, I'm sure.) [h3]NATIONAL [/h3][hr] [b]-Capital:[/b] Vaskar Grotto Vaskars location is a carefully guarded one, and not easily accessed. In [u]one of the valleys near the Godfang mountains[/u] there exists a certain talus, a jumble of rocks and boulders concealing the entrance to the Grotto. It is said that only by a guide, having ingested the root of a [i]dröm[/i] tree can one make their way to Vaskar. [b]-Government Type: [/b]Theocratic Despot [b]-Currency: [/b] [b]-Population:[/b] Precise numbers are unknown. The Kwaalish have 500-1000 warriors and approx. 5,500 civilians (members of the tribe, the old, children non-combatants etc.) [b]-Unique Trait #1:[/b] Divine Loyalty; The Kwaalish are ferociously loyal to the Ooma family, the ruling house of the Kwaalish. They revere the patriarch Ooma as a diety and would rather die then betray them. [b]-Unique Trait #2: [/b](Created by me) [b]-Unique Flaw #1[/b] Unchanging Culture. The Kwaalish are not open to change. They are culturally diminished in almost all ways (other than warfare). [b]-Unique Flaw #2[/b] (Created by me) [h3]GEOGRAPHICAL[/h3][hr] [b]-World-Realm Map:[/b] [b]-Major Cities:[/b] [b]-Major Castles:[/b] [b]-Buildings of Interest:[/b] [b]-Geographic Features of Interest:[/b] [h3]RACIAL WIP[/h3][hr] [b]-Majority Race:[/b] Kwaalish, an ethno-subgroup of Humans [b]-Majority Race Appearance:[/b] The Kwaalish have dark olive skin and narrow eyes, prominent noses and curly hair ranging from black to deep brownish-red. They are not a large people, most are lithe and strong and hard from surviving in the desert. They suffer from rot-lung, because of their close proximity to an Ichor Font at Vaskar Grotto. [b]-Majority Race Characteristics:[/b] The Kwaalish are a quiet people, unknown to most 'civilized' races and common people. Rulers and Nobles seek them out for training in single-combat. Kings contract them for assassinations and to bolster their bodyguard. WIP [b]-Minority Races: [/b]various non-Kwaalish humans exist within the inner circle of the tribe NATIONAL DRAMATIS PERSONAE [b]-Head of State/Monarch: [/b]Avek Ooma, [b]-Ruling Dynasty:[/b] The Ooma Family [b]-Constable Of The Army:[/b] Borog Talik, the Lionspider [b]-Religious Head:[/b] Avek Ooma [b]-Persons of interest:[/b] Avek Ooma Borog Talik (this guy will be a different race, waiting on other sheets) Jal [h3]CULTURAL[/h3][hr] [b]-History: [/b] [b]-List of Historical Grievances[/b] [b]-Relations[/b] [b]-Cultural Notes[/b] [h3]RELIGION, MAGIC and ARCHEO-TECH[/h3][hr] [b]-State Religion:[/b] [b]-Religious Information [/b] [b]-Religion Demographics:[/b] [b]-Holy Relics In Possession:[/b] Oomas Hand [b]-Holy Sites Under Control:[/b] [b]-Magical Information[/b] [b]-Archeo-Tech:[/b] [u]The Lotus Chamber[/u]. Belonging to the revered and semi-godlike family of Kwaala, Oomas predecessors, the Chamber is located somewhere in the Dune Sea, in the ruins of a crashed ship. The Kwaalish use the chamber in divine rituals, healing their warriors with great ceremony and pomp. The Chamber is a healing pod capable of reducing age and curing wounds. It is unknown how long the pod will continue to work nor is it known precisely how the thing works. All the Kwaalish know is that when they lay inside of the pod, (sometimes) the person will be cured. [h3]MILITARY[/h3][hr] -Total Military Size 1000 warriors, of which 200 are trained assassins. -Military Details (Unit Types and distribution of numbers) [/hider]