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Roleplay Swap; Massaratum for new RP
Tweet Topic Started: Feb 27 2010, 02:56 PM (413 Views)
Post #1 Feb 27 2010, 02:56 PM Feather
Okay, Massaratum has failed because its too hard to manage on my own and most of the people who were interested, didn't really stay interested for long, so, I propose a roleplay I can handle on my own and will run very simply. Here is some of the information I have created.

Some of the information is incomplete or has been modified. Also, if you're uninterested in the race I created, there are humans, they are the race of sapiens mentioned as living in the Qual'ni trees. >.> Its the only place safe enough for them since being on the ground would be dangerous. :) If you read all this, awesome! If not, too bad. If you have questions, please post them! If you're interested, please say so, if not, that's fine. :) I can also bring in one or two people from offsite too.

Race/Species (Hunter): Avendi [Uh-ven-dee]

Attributes:

Sensory Appendages (Aquei): Sensory appendages are extremely powerful sensory organs. They take in various aspects of all senses that most other creatures or beings cannot pick up on or decipher. Things like vibrations, changes in temperature, smells, sound, etc.

Male: The male has many of the sensory appendages. They are not as long or as powerful as those of a female, but they are much more capable of deciphering sensory information. Their range of pick-up is significantly shorter.

Female: Females have two very long and very powerful sensory appendages. They can detect minute changes up to well over two hundred yards. Female sensory appendages are not as capable of deciphering information as those of males, who specialize in picking particular information from their surroundings through the use of many sensory appendages; females gather more of the entire picture instead of particular details, though, with training, they can become proficient in deciphering details as well.

Intelligence: Between males and females, there is a vast difference in intelligence. Very few males have any intellectual capacity and tend to become merely grunts, warriors, or full-time hunters. Some males can become intellectual though, and those that do, tend to be sculptors and masons, farmers and priests, etc. Females are the brains of the bunch. They serve in almost all positions that actually require a complex thought process.

Strength: Males are outrageously strong. In comparison to females, who tend to be much less capable of feats of strength, males excel, and, if a male were to actually catch a female, he would have no problem overpowering her. Females are strong when compared to a human. Most likely capable of out muscling a large and well-built human male, while a male would have no problem pummeling even the most powerful humans to a bloody pulp in seconds.

Agility: Females are very agile, very graceful, and very quick. They would make excellent dancers and gymnasts. In comparison, males tend to seem slow and sluggish, appearing to have traded their agility for vast strength. Females have been capable of traversing great lengths of the jungle terrain in short periods of time, whereas it could take a male much longer.

Life-span/Aging: The average lifespan for a male is about one hundred and fifty years, while, for the female, it is closer to two hundred years.

Aging and growth is slightly different between the genders. For both males and females, age eight is typically considered the age when children are capable of thinking for themselves and have the knowledge to survive without the aid of others (is approximately the equivalent of a fourteen year old’s mindset). At age twelve, the children are considered able to finally start hunting (physical growth is approximately equal to that of a fourteen year old for females and a sixteen year old for males), then at age fourteen for males, and sixteen for females, they are considered to be fully grown. This is generally when the sensory appendages have reached full potential and males and females have reached the pinnacle of their physical growth, males tend to reach their mental growth limit around the age of eighteen, while females reach theirs around twenty-five, having a much larger mental capacity than their male counterparts. Puberty for males begins around age ten to twelve and completing by age fourteen, and for females somewhere between fourteen and sixteen and completing around age eighteen. Aging does not have a great deal of effect on the bodies of either males or females, and they tend to appear young for the first sixty or so years of their lives, and nearing one hundred they might appear middle-aged, but females less so than males on average. Around twenty years before death, age begins to show and take toll on their bodies, and they actually begin to appear elderly.

Origins:

Appearance:

Eyes: The eyes of the males and females differ in appearance and usefulness. A female’s eyes are more similar to those of cat eyes in appearance. Their eye sight is much keener than that of a male. Male’s eyes are more like a human’s eyes.

Ears: Both males and females have slightly pointed ears. Females tend to have much greater hearing than males, but that is not always the case. Females often get multiple piercings in their ears while males tend to avoid piercings, though some clans will forgo the typical banding and utilize earrings in males for identification.

Skin: Skin types vary significantly between males and females. Typically males have more leathery skin. Usually it is very thick and rough, and their skin tends to secrete specific oil that masks their scent and hides their body heat. Males will generally have slightly dark skin than females. Females have a much lighter, softer skin-type. It is very smooth and silky to the touch and unlike males, who secrete oils to mask their presence; females have two types of skin secretions. One which greatly increases their healing and regeneration capabilities and a second that is generally extremely strong and very potent and will usually turn predators away from them. This scent from the second secretion can be altered greatly to affect various types of prey. Both female secretions are controlled consciously.

Physique: Males and females differ greatly in their physique. Males are generally extremely large and powerful, typically around nine or ten feet tall but could vary greatly, tends to vary more so in the taller regions. They can weigh great amounts and are capable of great feats of strength. Males usually have very broad shoulders and chests and very power legs and arms. Females are shorter, far thinner and more graceful. They tend to have slim builds with narrow hips, waists and chests. Breasts generally don’t grow excessively large. Females, despite being smaller than males, are still very strong. They generally cannot out-muscle males, but their speed and dexterity are far superior. Men generally have broad and prominent facial features, while females have narrower and well-defined features that tend to make them extremely pleasing to the eyes. While males are easily described as large, brutish beasts, they are more-or-less bread to be warriors and hunters and can still be quite attractive at times, thousands of years having shaped them into the fighting force they have become.

Sensory Appendages (Aquei [Ah-kway]): Both male and female have a type of sensory appendage. For females, it is two long, smooth, tail-like tendrils that grow from the sides of their heads just above their ears. These sensory appendages, upon birth, are very short, but by the time they “come-of-age” (approximately eight-years-old) their appendages have grown to be about waist length. For males, these sensory appendages grow in great multitudes, averaging anywhere from twenty-five to forty. They are thinner and much shorter than those of females, generally reaching about to the male’s shoulders, sometimes a little longer. The male’s appendages could easily be mistaken for extremely thick hair strands of hair. Unlike the females, whose appendages grow later, male’s appendages will typically grow at a very young age. (The purpose of these appendages is described in attributes)

Hair: Females grow hair only on their head. Hair color tends to be darker, though there are cases of fairly odd colored; nothing seems to be entirely out of the question. Their hair can grow to be very long, and most females tend to grow it out. The rest of their bodies are essentially hairless. While females grow hair only on their heads, males grow hair in most other places. It is generally not very noticeable, but most of their bodies are covered by short hair, much like a human’s body. Males cannot grow facial hair. Females will more often than not stylize their hair and fill it with ornaments.

Tails: Both genders will grow tails. Female’s will develop their tails almost right after birth and will continue to grow as they do, for male’s the growth of their tails happens mostly around the age of eight. Their tails are very similar, though those of a female are longer and slimmer than the male’s whose are shorter, thicker, and more powerful.

Male:

Pledge: A pledge is undertaken by a male to a female; typically the male indicates through some manner of act or proclamation that they will claim a prized kill and present it to the female. If the female is impressed enough by the deed, he will be considered among her “suitors”. For the most part, the larger and more dangerous the kill, the more likely the female is to take the male seriously. A pledge is basically a confession of admiration or love.

(Male-specific arsenal) Warhammer: Despite the often simplicity behind warhammers, the one’s wielded by the males of the clans are very special. Most are created to counter the heavy armor the enemy males will wear. Typically, males will wield a two-handed warhammer and have a vast array of other weaponry with them as well.

Female:

(Female-specific custom) Pledge bands: There are two types of pledge bands worn by females, a personal band and a family band that are worn in conjunction with the clan band. A personal band makes up half of a whole band and the family band makes up the other half. The female’s personal and family bands are worn at the base of their sensory appendages. When a female chooses a male, they take the male’s pledge band and it is added about 1/5 of the length of the sensory appendage from the tip. This pledge band will have the male’s colors and symbol and will indicate that she is currently being courted by a male. If the courtship goes well, a ring will be placed on against the end of the male’s band which will signify a union between the two, and once they have officially bonded (marriage-type ceremony), the male’s family band will be added to the opposite end of the union ring. The union ring is typically colored based upon the clan. Most clans choose more precious metals for their union rings. Once a couple has offspring, the female’s family band will serve as the family band for the offspring.

(Female-specific custom) First-Blooming Ceremony: This is the time of the female’s first ovulation, and tends to occur between the ages of fifteen and eighteen. Once this has occurred, there is a small celebration to proclaim that the female is available for “courting”. Females are not allowed to be intimately involved with males until this time, and generally hormones in their bodies prevent them from sexual activities.

(Female-specific arsenal) Bows and knives: Very few clans break this strange custom of weaponry assignment. Bows, and most ranged weaponry are very typical among females in order to keep them from the actual fight, and most learn to dual-wield short swords or knives in melee combat. Most females prefer to make the kill from afar than to get close and risk their lives.

Culture:

Art: Art is a large part of the culture. Paintings are extremely important in portraying key events in history. Sculpturing is, by far, the most prominent art form. The architecture plays a key role in this, as most of the architectural designs are based entirely off of the ability of the clan’s sculptors. Many of the buildings and especially temples are filled with hundreds of carvings. The large stones that are used to make homes generally are carved into various designs, often times bearing the symbol of the family that lives there. As most of the clans appreciate the work of other clan’s sculptors, if a clan is defeated, their homes are generally not destroyed, but are then used by the conquerors.

Music: Music is a rare commodity in the clans. There are typically a few people capable of playing instruments within the community, most are the elderly or those who have attained positions of honor and are unlikely to be killed in a hunt or during combat so that the musical knowledge is not lost. Music is most prominent at celebrations and ceremonies. Most musical performances are done in or around temples when not for some specific event. Main instruments would be flute-like instruments, an assortment of string instruments, a vast array of drums and percussion including some cymbals and large gongs. There are sometimes larger wind instruments such as variations of the didgeridoo and conch style or bullhorn horns. Singing is done almost entirely by females who seem to excel greatly at vocals, though some males have been found to be able to sing extremely well. Most males will tend to sing Acapella.

Dance: Dances are done for two different reasons. Ceremonial dances in temples and for worship (more often than not done by females), which tend to be similar to African-style trance dances or some Native-American tribal dances meant to call upon spirits of great hunters or the gods themselves. The other form of dances will be performed at celebrations and are done between male and female and occasionally female and female for entertainment purposes.

Clan Hierarchy:

Matriarch: The Matriarch is often one of the eldest females in the clan, the wisest, and one of the most talented. Generally the position of the Matriarch is hereditary, though, if one cannot live up to the requirements, another female is more than welcome to take it from them through a challenge.

Sage Council: The sage council is a group of the oldest and wisest of the males and females, generally about fix or six who are appointed to govern the clan. They act similarly to a senate, with the Matriarch making many of the final decisions.

Priests/Shamans/Etc.: The religious cast is generally considered to be directly below the Sage Council in most clans. The link to the gods that is upheld by these revered males and females among the clans are often respected between clans and many of these positions are hereditary as well, younglings being taught from day one to honor and commune with the gods. During clan warfare, if one side loses, the priests are often left alive so that the gods do not become angered, and then those priests are amalgamated into the new society.

War Chief: War chief is the position appointed to the best hunter and warrior in the tribe. It is not usually a full-time position, but in some clans it is. Once elected as a War Chief, the status they gain from it will earn them respect for the rest of their lives. Note: This position tends to be filled by males.

Hunters/Warriors: Hunters and warriors are considered to be the top of the non-priest or sage class. They are more or less, the leaders of society, the ones the others turn to for leadership. Being that the culture is focused primarily upon hunting and warfare, successful hunters or veteran warriors are highly respected.

Healers: Healers or those adept with medicine are almost on par with hunters and warriors. The ability to save a life or cure illness is highly respected.

Craftsman/Musicians: The arts and musical talents are greatly respected as difficult to master skills. These people, who add the spice to everyday life and living, tend to garner quite a bit of respect.

Farmers/Gatherers: While hunting gets most of the credit when it comes to feeding the populace, farmers and gatherers are highly valued in the community for providing the food to everyone. Since most farmers and gatherers forgo the hunting aspect of life in order to maintain their crops and gather things everyone needs, it is not always the most desirable profession.

Females: The community is highly matriarchal. Females dominate the hierarchy in terms of power and respect. There are fewer females as the birth rate for females tends to be significantly lower than that of males, so females are generally treated very well by the males who are seeking their affections. In times of war, females are often the first targets being the females tend to be the leaders of the clans, those that allow the clans to reproduce, and sometimes some of the more dangerous opponents.

Males: Males are far more common in society than females; tend to serve as the primary hunter, warrior, serf, craftsman, and basically any menial task or physical labor the female does not want. Males are not disrespected by females by any means, but males do not carry the same amount of authority or power as their female counterparts.

Customs:

Bands: Bands are a source of identification. There are three types of bands, clan bands, personal bands, and pledge bands (see female). Clan bands are worn on the sensory appendages and are used to indicate which clan they belong to. Male’s clan bands are worn at the very base of their sensory appendages while the female wears theirs in the center. Personal bands are worn to indicate who they are. The colors and the designs are chosen when they turn eight years old (standard for most clans, some vary. Most that vary go older). Once chosen, a male will wear his in conjunction with his clan band. Unlike females, males do not wear a family band.

The First Hunt: For the most part, the biggest stepping stone in the life of any male or female. Generally takes place at the age of twelve; the youngling will be taken on their first hunt and will be taught everything they need to know to survive on their own and on the hunt. They will generally learn to fight against others at this period in time as well, though some clans start teaching combat at an earlier age, usually around ten.

The Rites-of-Passage: At the age of fourteen for males, and sixteen for females, the rights of passage must be completed or they will be cast out. The rights of passage are more or less, a solo hunt.

Coming-of-age: Refers to the ceremony held on the first day of the eight year of life. All males and females are to choose their colors and symbols for their bands (if applicable). Generally there is a small feast. At the feast, if the father (or in a few clans, the mother or both mother or father) can finish a successful hunt the week before and bring back a suitable kill for the feast, the child will be considered blessed. It is not always easy because the time constraints make it very difficult to be successful in time.

Religions: Polytheism

Note: By some clans the hunter and the warrior are worshipped as the same god with different “facets”

Hunter: The Hunter is considered to be the omnipotent god, or at least for the most part is. He generally is referred to as having dominion over the other gods, with the Death-bringer and Life-giver keeping close check on his actions as even the Hunter must respect life and death. Ceremonies for the Hunter often include lengthy hunts, large and lavish feasts and dances, ritualistic chants, occasional sacrifice of wild game (though that is fairly rare since killing the prey is more encouraged than capturing or trapping it), or basically just about any other sort of thing one might do to please a god.

Warrior: The warrior is looked to for strength in combat and occasionally on the hunt, which is why he is often considered to be so similar to the Hunter that they are often referred to as the same god. Ceremonies for the Warrior often include displays of strength, mock battles, duals or tournaments, and feasting.

Sage: The sage is looked to by all searching for wisdom, those serving in crafts, or seeking guidance. She is one of the more often preyed too of the gods and goddesses as she has so much influence in daily life. Ceremonies to the sage often include ritualistic chants, in sense burning, burning of material goods or possessions in exchange for knowledge/guidance.

Healer: The Healer can be closely attributed to the Life-giver and the Death-bringer. She brings either plague or good health. Results of her wrath could be a life threatening plague, a massive famine, spoiling of food, water, etc. Basically anything that can be related to a “condition” of being either healthy or not is dealing with the Healer. Ceremonies to the Healer often consist of a great deal of incense burning and offerings of vegetation through burnings.

Death-bringer: The counterpart of the Life-giver, the Death-bringer is often feared, but respected. He is not often spoken of and generally when he is brought up, someone is suffering a great illness or injury and the others fear the Death-bringer will come and do not know exactly who else he might take back with him. Ceremonies for the Death-bringer are often solemn and attended mainly by priests or priestesses. Sacrifices are common-place, especially those of slaves. Sacrifices are believed to be fair trades, so, slaves will generally be sacrificed to try and save the life of another clan member.

Life-giver: The Life-giver is one of the more popular gods. She gives life to everything and everyone and without her, no one would be alive. She is also respected for giving the hunters their prey, the families their children, the farmers their crops, etc. Ceremonies to honor her often involve music, dancing, and a lot of goodwill.

Architecture: Almost every building is created from stone. Most of their materials are pulled from quarries in large bricks. Homes tend to be multi-roomed and multi-storied, full of arches, windows, towers, and various other architectural designs that their masons can achieve. There are temples that are constructed that are massive, pyramid-like structures. Most temples have various chambers set aside for ceremonies or banquet halls or sacrifice rooms. The temples to the Hunter god are the largest and generally contain a vast network of tunnels, rooms and traps. Inside the temple, during events, they will put dangerous creatures to hunt through the labyrinthine structures. All structures tend to boast a vast array of sculptures and carvings. Most buildings are closely tied in with nature, sometimes being built around trees or being overgrown with vines and other plants. Landscaping is very common, as well as gardening. Beautification such as statues and fountains can be found all over.

Technology:

While the technology employed by the clans could be considered in many aspects to be rather primitive or crude, there are many things they have created that are highly sophisticated. Their architectural designs show a great amount of skill and some of the temples they make utilize very advanced concepts. The clans have fairly sophisticated forms of irrigation and plumbing, sewer systems and various forms of climate control. If there is a way to improve something, they will find it. Most of their weaponry is highly advanced in designs; often some weapons defy normal limitations. A large portion of their hunting tools are also very advanced. Anyone capable of inventing or improving something will be honored greatly, especially depending on how effective the invention or improvement is.

Clothing: Typical clothing is made from light materials, generally various types of cloth. There is a particular plant that grows abundantly on farms that makes a very fine cloth. It is extremely light and highly durable. Most clothing will be darker colors, primarily shades of brown, purple or black. Overall, clothing for both males can be rather revealing, much more so for females.

Armor/Weaponry:

Armor: There are great differences between the styles of armor worn between male and female. The armor of males tends to be mostly all encompassing. Large, full plate armor is not uncommon, though light plate armor is preferred, though some clans prefer lighter armor such as chain or leather for mobility. Females tend to wear little armor, most of it small, overlapping plates. Generally a set on the outside of the thighs, the shins, the shoulders and upper arms, vambraces, and typically a light breastplate that rarely covers more than just the chest itself. With their armor they will usually wear a set of knee length or so strips of cloth that held over their lower section by thin strips that wrap around their waist, similar to a loincloth. Also, tall leather boots that usually go to the knees and hold the lower leg plating and long gloves that extend to the elbow. Typically, little else is worn to allow the females to utilize their speed and gracefulness, but some clans put their females into full armor like the males.

Weapons: Weapons come in a great variety, from axes to war hammers, spears to swords, crossbows to bows. Many of these weapons are highly advanced and their designs have been worked to create the most efficient tool of killing and hunting available. Long and short bows that are capable of ridiculous amounts of pull for minimum effort that makes them capable of devastating feats of penetration. Designs on their spears allow for compact transportation and storage, while being capable of extending into rather large spears or standard throwing spear lengths. The designs on swords, axes, and warhammers allow for maximum effect. Weapons crafting is considered to be one of the higher forms of art, sometimes considered to be on par with sculptors.

Other:

Race/Species (Prey): Qual’nari (Kwal-nar-ee) – Heart Hunter

Attributes: Qual’nari are known for their incredible hearing. It is rumored that they hunt their prey by listening to the sound of their hearts. It is a fact that they will rip the hearts from their kills and eat that first.

Males are far less common than females. Killing a male Qual’nari is one of the highest honors an Avendi hunter can achieve. Only three hunters in the history of the Avendi have solo hunted Qual’nari successfully. One died from the neurotoxin in the fight, but took the beast with him, another died from claw wounds after the death of the beast, lasting only long enough to report his success, and the third is the only male on the sage council of the Sulundri.

Origins:

Appearance:

The body of the Qual’nari is very feline in appearance. Slim, agile, graceful, and big. Qual’nari are huge beasts; in relation to the Avendi, a female Qual’nari’s shoulders would be about level with the Avendi’s head while males are about one and a half times larger than a female. Males tend to have more mobility in their bodies, and their skeletal structure is much different than that of a female and can bend and mold itself muh more freely, giving them the ability to contort their bodies very awkwardly. All Qual’nari have a dark fur, females have a sooty-grey fur while males have a dark black fur.

Male: Males are, without a doubt, the most dangerous of all beasts on Eriva. Their speed, strength, intelligence, and arsenal of deadly weapons make them lethal to even the largest of the creatures. The males have a long, thin tail with a split three-way bladed end to it that, with enough force, can rip through flesh with ease. Their claws on their front paws are capable of extending into long, bladelike weapons that can rend through most non-stone or metal substances with ease. While their claws are dangerous, their fangs are absolutely lethal. They inject a paralyzing neurotoxin that eats away at the brain and spinal cord, so, even if someone or something were to survive the bite, they’d likely die from the poison, or wish they had. Males also have one very distinct trait that sets them apart from their female counterparts; their blood is capable of taking on a highly luminous fluorescent coloring which will glow through thinner gaps in their fur, lighting up patterns on their bodies. Generally, the coloring represents mood and their emotional or physical state or can be used to lure in curious creatures and can range from bright red to green and from light blue to purple. Also, the males, when stalking their prey, make a variety of weird noises such as whistles, hums, clicks, etc. that have a similar effect as that of a cricket as in it bounces around and can confuse opponents, which allows them to hide more effectively from the Avendi who are capable of honing in on most creatures’ locations through the use of their Aquei.

Female: Females lack most of the qualities that males have and are basically large, aggressive felines. They have neither the lethal tail and have one similar to a panther, nor the neurotoxin or the luminous blood and sound manipulation.

Variations:

World/Environment: Eriva [Air-ee-vuh]

Climate:

Landscape:

Vegetation:

Overall, the vegetation Eriva is lush and temperate. A vast majority of the land is covered in thick rainforest. There are a great many rivers, lakes, oceans, ponds, marshes, swamps, bogs, etc. In comparison to Earth’s trees a great deal of Eriva’s trees are much larger. Many of the average sized branches can easily be stood upon.

Qual’ni [Kwal-nee] – Heart Trees: Qual’ni are massive trees that tower over most others on Eriva. They are fairly rare, but are often called Heart Trees since there is a race of primitive sapiens that builds large, hanging villages inside the limbs of these monstrous trees.

Kappu [Kah-poo]: Kappu are a popular fruit that comes from the Kappu tree and are considered a delicacy. They are exceptionally difficult to manage on orchards and tend to grow primarily in the forests near streams or ponds. There are many creatures that love the Kappu fruit, making harvesting them somewhat dangerous.

Noteworthy aspects:

Moons/Suns/Stars:

(Moon) Kaluva [Kuh-loov-uh] – Death’s Eye: Death’s Eye is the largest of the moons in size, but to the denizens of the planet, it appears to be one of the smallest. In the distant sky it appears as a black dot with a bright outline. The moon orbits in tandem with the planet around its sun, so the darkened center is the part of the moon that does not receive light, while the ring around it gets light from around the planet, acting as a partial elcipse permanently on the moon.

(Moon) Sayire [Sah-yeer-ay] – Radiant Heart: Sayire is the largest moon by appearance, but is the smallest in real size. Its surface is made primarily of red dirt so that it appears a bright red, similar to the surface of Mars. The Radiant Heart has an exceptionally oblong orbit, so it’s generally present in the skies at night once a week. When it is in the sky, anyone born, or anyone embarking upon a journey, quest, or hunt, is said to have greater luck.

(Moon) Rayati [Ray-ah-tee] – Silver Queen: The Silver Queen Rayati is somewhere between the other two moons in size and appearance, but shines very brightly. It appears to be a silver, almost metallic color, and has thus been dubbed the Silver Queen. Even during the day, the Silver Queen looms overhead throughout most of the week.

(Sun) Asildi [Ah-sill-dee] – Star Goddess: Asildi is known as the Star Goddess, and in only a few clans is she truly worshipped as an aspect of any god, and then when she is she is referred to oftentimes as the mother of the Hunter God. Asildi appears much as Earth’s sun does, but is a darker red.

(Star) Sulyeau [Sool-yay-oo] – Midnight Guide: Sulyeau is a very bright star that is very similar to the North Star from Earth. At night, it can generally be used as a guide for travelers who do not have any other means of identifying their location or direction.

(Star) Risil [Rih-seel] – Sage’s Star: Risil is a prominent star that shine’s a bright blue.

(Star) Mosnyae [Mohs-een-yay] – Hunter’s Star: Mosnyae is sometimes called the Warrior’s Star, depending on the clan. It is a dark, blood red.

Main Clans:

Clan 1 (Main clan): Sulundi [Soo-luhn-dee] – “Children of the Falls”

The Children of the Falls, or the Sulundi, are one of the largest clans and have situated their home against a large cliff with a massive waterfall as well as many little tributary streams that create cascading falls down the huge cliffs. At the base of the third largest waterfall is a rather sizeable pool that then drains down over its own separate cliffs, this pool is often considered as sacred and the cavern beneath the pool has been dedicated to the Healer goddess and turned into a temple. Only females are allowed into the pool except under certain circumstances. The water from the pool is considered to have healing properties and is generally kept by healers for cleansing wounds. The cliffs are heavily vegetated and the upper regions tend to be shrouded in mist. There is a large network of caves running through the cliffs which have been converted into a temple to the Hunter god, and serve as one of the largest competition grounds. Around the rivers that run away from the cliffs is the city of the Sulundi. It is fairly large, consisting of many variously sized homes and structures. There is a particularly large temple to the Sage built as a bridge over the main river. The city has hundreds of bridges and is sometimes referred to as the “city of bridges”. There was, at one point in time a stone wall around the city, but since the time that wall was used it has been breached occasionally, leaving several gaps here and there, and the city has grown beyond its limits. If the Sulundi would ever be attacked, they would still pull back behind the wall and defend the gaps with barricades.

The Sulundi are not usually considered highly warlike, but they are known to be exceptional in their hunting skills and boast some of the finest female archers, second only to the Iahe’s archers. The Sulundi warriors vary slightly from most others. They tend to be more defensive and will wield shield and spear as opposed to larger, two handed weapons. In addition to their spears, they will often carry several short throwing spears as well as a hammer-axe. A large, crescent blade axe that has a large, hammer like counter weight on the opposite side of the blade.

Clan 2 (Ally clan): Iahe [Ee-ah-hee] – “People of the Moons”

The Iahe are exceptional hunters but tend to be far more peaceful in their relations with other clans. They have the best female archers of the clans, and their males tend to be smaller, slimmer, and faster than males from other clans, but not as strong. They live in a large crater that was created from a meteor many years ago, leaving a large, silver-stone in its place, upon which their temple to the Life-giver was built because it seemed to have made the ground much more fertile, leaving that stone entombed within the center of the temple. The Iahe have a huge emphasis on vocal music, and many songs that their females sing will tend to be about their history.

Song Bow: The Song Bow is a unique device created by the Iahe’s greatest minds. It is sometimes considered to be the best bow in existence. The bows tend to be very tall, often taller than the females who wield them. Each bow is tuned to a particular note so when the string is release the vibrations will ring a beautiful note. These bows are known to fire with true accuracy up to well over three hundred yards.

Howling Arrows: Howling Arrows are the projectiles used with the Song Bows of the Iahe. These arrows are similar to a typical broadhead, but the arrows are designed so that once fired, the rotation creates a howling sound, generally they are created to make dissonance with the Song Bows themselves. A volley of Howling Arrows can be quite the experience.

Clan 3 (Enemy clan 1): Tau’un [Dow-oon] – “Clan of the Hawk”

The Tau’un are an average sized clan and tend to be rather war-like. Often times they send out small raiding parties to prey on villages or small towns and outposts. It is considered one of the greatest honors to ambush and kill a hunter from another clan while they are on a hunt. The older and more experienced hunter they kill, the more prestige it earns them. They are located on the opposite side of the Iahe from the Sulundi. They are known for creating small warcamps throughout the country-side to easily ambush others. The Tau’un are the only clan known for using a brass-type instrument that is similar to a trumpet and is used as a form of relaying orders.

Clan 4 (Enemy clan 2): Aosdra [Ows-druh] – “Clan of the Bear”

The Aosdra are one of the small clans, but are definitely among the most dangerous. Their males are excessively large and strong and tend to be some of the best warriors in the clans. They generally have darker hair and skin than other clans. They are known for wearing the pelts of their kills into combat. They are located in a triangular position with the Iahe and Tau’un and are generally allies of the Tau’un. The Aosdra utilize the talking drums that can be found in some African cultures as a form of communication over distances.

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Post #2 Feb 27 2010, 09:41 PM Fenrisulfr.
Well. . .
You have my approval, if that counts still. I most-likely will get involved.
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Post #3 Feb 27 2010, 10:15 PM Feather
Yeah... Thank you! :)

it'd most likely be a pretty simple and straight forward free-based roleplay with maybe a few storylines thrown in for people to deal with. :D
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Post #4 Feb 28 2010, 02:32 PM Azedos Sen
Jesus, I come to do my job as Mod and check out this proposal and there's a giant wall of text.

Looks like a good start. Haven't read it, because I'm sleep deprived and don't want to tackle something that looks that complex right now. Keep up the good work. I'll put up my opinion when I get around to it.
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Post #5 Feb 28 2010, 02:53 PM Project.Seeds
Holy shit it is giant!

*Grabs some coffee*

"one lump or two?"

".... 5"
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Post #6 Feb 28 2010, 05:42 PM Feather
Well, I created an entire race from scratch, and that is mostly that information, as well as some information on the world they live on. >.>
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Post #7 Feb 28 2010, 09:08 PM Fenrisulfr.
-cough-going clan of the bear-cough-
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Post #8 Feb 28 2010, 10:24 PM Feather
I haven't created new creatures to replace them yet. :( Those are just placeholders for the most part. xD Like I said. Not all of it is up to date!
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Post #9 Mar 7 2010, 01:12 AM Thunder God Bush
Oh right. I'll join pretty much anything. Haven't finished reading, but because I do join almost anything, I'm sure I'll join this.
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