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4 yrs ago
Current Been 5 years since I posted a status!
6 likes
9 yrs ago
It's a Chuck Palahniuk quotes kinda night.
9 yrs ago
... Something new
11 yrs ago
I'm so Fuckin' broken...

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@PlatinumSkink

Did you want to get a scene happening?
I need to get involved before my interest slips away completely :/
Maybe a testing fight?
What role would the new character fill? How would he/she fit in?
Is it still happening? Are people still here? It's just moving really slow for a new RP.
Is this still a thing?
@Cyclone
I haven't been on discord so I don't think I have a map location?



@Blueflame
Yea go for it, make as many as you like ;)
Name:
Varaleth

Flag:


Demonym: El'garth

Description: The El'garth are exotic, tribal-like barbarians.
Restless free spirited, sensual and wild in nature. Each one individually proud, competitive, curious and stubborn.
They are nomadic people who value song, dance, stories and riddles, even going as far enough to use them in trade.
Despite this there is no great library or hordes of books, their minimalistic primal herding lifestyle and aptitude to travel leaves them not wishing the burden of carrying many items. Memory, interpretation and flair add to the value of a story passed on.
Unwritten stories always hold greater value.

Through this passion they have a maintained a strong rooted belief in and attachment to the 'old ways'. They are superstitious, ritualistic and spiritual.

They have an affinity towards animals and the weather. Animals their main source of food and lively hood, a respected inspiration to many of their stories.
While the weather is seen as a sign from a greater power and they live at the mercy of it.

Government: There is only one major great city in Varaleth and that is the Great Bazzar. He who rules the Bazzar rules the land. It is never a stable position but aid from the great church surely is advantageous. These two work and rule side by side.

Economy: People pay a necessary tribute, some in loyalty others in superstitious belief. Either way it ensures favour and a place of sanctuary if ever required.
So far not much focus has been dedicated to the scarce resources beneath the land. Primarily their focus is on Leathers, furs, ivory, incense and oils.

Religion: The El'garth of Varaleth believe in the spirits of animals, and that the ancient and powerful ones control the elements. This is how their stories go. Shaman are not uncommon across the lands.

Geography: The land of Varaleth is a vast hot dry arid desert, tormented by fierce winds and sand storms.
Bodies of water scare and edible vegetation even rarer. There are few animals that are suited to such an environment and even fewer plants, but like the El'garth, those that have adapted have adapted well.

Population: 2,500,000

Demogrphics:
  • 40% Blooded
  • 25% Gnolls
  • 20% Goblins
  • 9% Desert Ogres
  • 5% Other
  • 1% Efreeti
Noteable locations:
  • The great Bazzar
    In the center of the desert. Right in the heart of the sand, lays the oldest and most prolific sturdy structure in all of Varaleth.
    Built to house a population far greater than it has seen in many years. The Great Bazzar is far wider than it is tall, being quite a low built city with much rooms hidden beneath the earth.
    The towering walls that surrounds it blends perfectly into the floating sands. Beyond the sheer walls is an intricate and complex maze that stretches for miles. In its center is the city.
  • The bone pit - An oasis of death
    There are few fixed locations amongst the rolling mountains of sand in the Varaleth desert. The bone pit is one of them. An oasis and the largest body of water, for years it has attracted desperate dehydrated animals and people. This flow of traffic has therefore attracted even larger predators.
    The Oasis is surrounded by the bones of the desperate and brave. Their numbers always slowly increasing.
  • Scorpions rock - A large raised crescent stone resembling a scorpions tail.
    An old religious location now used as a location marker. It was once a place of worship and then later sacrifice. Depending on the flow of sands it comes and goes. Nearly completely buried most the time it is considered a blessing if the whole thing can be seen.
Noteable people:
  • Torron Ura'gahl(Ruler and powerful shaman)
  • Karagnahl(kings ogre body guard)
  • Xyandria (Ifreeti, Queen & Council Sage)
  • Alos(1st son, )
  • Arex(2nd son, Head of military)
  • Vivikin(The free flame twins)
  • Sheeker(The free flame twins)
  • Reshi (Goblin)
  • Hyde & Leta (Famous merchants)
  • Nafarah (Head of the Shadow dancers)
  • Gwhal (Old Gnoll Shaman, eldest sage)
Institutions:
  • Shadow dancers
  • Sage circle
Military:
  • Army Small, each family has their own warriors which are mostly just hunters, herders and shamans capable of battle. The Bazzar has an Army that protects the king and the church but it is only of a size large enough to fend off multiple clans.
  • Navy Non existent.
  • Other Nature is their ally when it comes to defending their near inhospitable land. Varaleth holds home to many dangerous beasts that lurk on and beneath the sands.

Other:

Animals inclusive (Str)
Big monsters = big allies
Varaleth is filled with a large variety of dangerous creatures. From the giant sand worms and scorpions to small and deadly snakes and insects. The El'garth not only have learnt to survive and live alongside these wild creatures but also to use and tame them.

The Bazzar defence. (Str)
For many centuries the creatures of Varaleth waged a full on war within their own country for race supremacy. Over the years different rulers fought to maintain the great grand structure that sits in the heart of Varaleth. Fearful of loosing it each added to its already incredible defence. Grand walls, mazes, traps and secrets surround the city center for miles.

Environmental adjustment. (Str)
what doesn't kill you hopefully kills your enemies
The land is harsh, there is no two ways about it. It takes more than some fancy survival skills to withstand this desert.

Superstitious
While their religion and beliefs grant them great strength, purpose and direction it can also be their greatest weakness. Putting too much trust in the unexplainable old ways has seen them forfeit many advances and occasionally act completely irrationally.

Cold and wet.
With bodies of water scarce the El'garth never learn to swim. Far from the ocean they know nothing of sailing. They rely on the hot conditions of their environment and simply couldn't survive in the cold.

@Cyclone
How many Noteable people should we have?
<Snipped quote by Cyclone>Gdi Cyclone, there must be always something in the rolls that trip things up.


The chaotic tribal military dictatorship ruled in complete peace and stability...
This is better than my grand professional army fed by a levy system.


Sometimes dictatorships work.

It's peaceful now but just wait untill someone else tries to 'free' your people and 'fix' your nation.
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