Covenant of the Chasmata - Signups

Bone2pick

Minority of One
Original poster
LURKER MEMBER
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. One post per week
Online Availability
Weekdays, Monday-Thursday
Writing Levels
  1. Advanced
  2. Prestige
Preferred Character Gender
  1. No Preferences
Genres
Fantasy, Scifi, Horror, Superhero, and nearly all adventure genres
LINKS
OOC Thread

Lore Thread

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Eerie Mountains

First and foremost, thank you for considering CotC. Should you have any questions please ask them in the OOC thread. Expectations for the roleplay are as follows:

1. Communicate respectfully with CotC participants at all times
2. GM rulings will be accepted & not argued
3. Try and post once a week
4. Participate in OOC planning & plotting
5. Should you decide to drop the roleplay please inform me asap

In regards to number two, I promise to be as fair as possible. Should you have a well-reasoned disagreement, please bring it to my attention. I'm only human and I might fail to consider something important. Having said that, out of respect for me and everyone else, once I make a final ruling the complaint should be dropped.

Four player spots are up for for grabs when the RP launches. Technically, five societies compose the Chasmata, but the final spot will be reserved for a replacement player should I need one. As the GM I will NPC major threats, narrate significant happenings, arbitrate and resolve conflict, as well as handle other storyteller duties.


In terms of players, I'm looking for mature and easily inspired members capable of developing their own story arcs. I will introduce plots and world events throughout the roleplay, but CotC players should always have a story or two - be it romance, intrigue, exploration, or something else - brewing at all times. The most appropriate/interesting faction sheets will be accepted, as opposed to who expresses their interest first.


Posts should be at least three paragraphs, as players have an entire culture to showcase and develop.

Here are a few things to keep in mind as you design your faction.
• impactful magic usually has a significant cost or drawback
• early generation black powder firearms, while rare and expensive, exist
• more powerful/elite factions will have smaller populations for balance
• 10k - 12k total humans is baseline population, but elite societies may only number in the hundreds
• if 5,000 Roemheld crusaders do not pose a legitimate threat to your faction's existence, then they're too powerful
• economies will matter, and every economy has its limitations

Below is the faction sheet. You can BBC if you'd like, but please keep it mobile friendly. :)



Name of Chasm Society
[Faction Symbol]​


Population: rough number of societal members
Settlement Location: In terms of the Chasm map
Racial Demographic: if non-human please provide physical description


Culture: general temperament, aesthetics & art, social structures, & social hierarchies

Religion/Creed: adherence to beliefs and values

Magic/Innate Abilities: Does anyone in your faction wield magic or have special abilities?

Economy: food & resource harvesting, artisanship, and trade

Combative Forces: your faction's martial caste & organization

Warefare Weakness(es): every faction has at least one

Settlement: describe your faction's town or stronghold

Society History: this section will cement your faction into the world, so please do it justice


CHARACTERS


Ruler:
Title:
Form of Address: Your Majesty, Your Grace, Master Smith, etc.
Age:
Sex:

Appearance: written description suffices, but fantasy artwork is encouraged

Notable Equipment:

Personality: I prefer this section to be brief, as I feel personalities are best shown, not told

Backstory:

Other Influential Parties (at least three)

Name:
Role:
Appearance:
Summary:

Name:
Role:
Appearance:
Summary:

Name:
Role:
Appearance:
Summary:
 
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The Grand Tribal Confederacy of Koas

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Population: 12k
Settlement Location: Southeast, will update once
Racial Demographic: 90% male, 10% female. 5% of males are brutes, seven foot tall anomalies that are much less intelligent than the others. 40% of koas have hairy skin, 40% have scaly skin, and the last twenty are rocky, hard skinned individuals.

Hairy koas:
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Scaly koas:
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Rocky koas:
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Culture: Koas are what one may call a savage race. Only recently did they finally achieve any sense of government, and that was only through the works of Shakkath Kann, who finally unified the tribes in a great battle around thirty years ago. The city of Kann-Muzkh is the capital and only city of the Grand Tribal Confederacy of Koas, and it is the home of all of the heads of the dozens of tribes of koas. Shakkath, in an effort to facilitate the growth and unification of the koas, has ordered everyone to move within a few miles of the city, so they may grow as one and be easily able to defend themselves. For in the past, such as when the Tall White Ones invaded, the koas were swept aside with ease, each tribe brushed aside as if they were nothing. This angered the koas, who see losing as a sign of great weakness. Ever since, they have been searching for ways to strengthen themselves as a race, and the Grand Confederacy is the result of all that work.

Koas are a warlike, nomadic people. They eat predominantly mushrooms, giant rats, and the meat of their brand of cattle, the laig-zurg. It is from these beasts that the koas stake their pride on. A koa without a blade and a laig-zurg is a koa without a purpose. Koas are predominantly polygamous, as the more children (especially female) that one has, the richer they are. Females are known to birth as many as sixty koas in one brood, and only around one or two of those may be female. Quick side note: koas will often rent out their wives to others in exchange for monetary compensation, as females are so rare and koas are so desperate to pass on theri seed, that this is a common practice. Think of it this way: the one with the most laig-zurg, children, weapons, and wives is the richest. And Shakkath Kann is definitely the richest koa. As per the terms of his victory over the other koa chieftains, he received sixty wives, a thousand laig-zurg, hundreds of weapons, and many gallons of zurg bier, an alcoholic beverage made of fermented laig-zurg milk.

((Laig-zurg))
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The shorter the koa, and the skinnier, the more important they are. Short and skinny koas can fit in places others cannot, and they can easily escape their foes. Also, for some reason, it is found that the taller the koa, the less intelligent they are. These koas, known as brutes, work menial tasks that are simple enough so that they can understand them. They can often go rabid, and so they tend to be kept locked up. In battle, however, they are made drunk on zurg bier, given weapons, and sent into battle. Koas, you see, are not fearful of dying in battle. They believe they will just be reincarnated and sent back into the world by the ancient god that htey worship, a primordial being known as Mau'gurk, or just the Maw. All koas believe they were vomited from the great belly of the Maw, and that some day, it will return to devour them all.

Koas wear loose fitting clothing, tend to be around three or four feet tall (although brute can get up to an incredible seven feet tall), and depending on the tribe, have either scaly or hairy skin. Koas are thought to be immortal. They do, of course, die in combat (often), but there are some koa elders rumored to be hundreds if not thousands of years old. Koas reach maturity at age ten, and are taught from an early age how to hunt, harvest, and fight. They live in short, stone structures or into holes carved into the cavern walls. The city of Kann is actually carved into a giant wall, with stone stairs and pathways leading from dwelling to dwelling. The entire koa population lives deep within the walls, and it is quite challenging (and foolhardy) to assault the imposing structure. The koa army itself is a sufficient deterrent indeed.They wield bows and thin, curved blades in battle. They wear little armor, and instead rely on their thick, somewhat scaly skin to protect them. They are wild and unpredictable in combat, and are known for the shrill, screeching noise they make before entering battle. They are a proud and superstitious race, and are prone to fighting among themselves. Even with the great unification, there are still a few tribes who defy Shakkath Khan's authority. Some speculate as to if the koas will ever be unified.

Religion/Creed: All koas worship Mau'gurk, the great Maw, who vomited forth the world and will one day return to swallow it. They fight for him, as he holds all life within his belly, and it is through him that they are reincarnated. The koas worship Mau'gurk through eating, and feasts are very religious events for them. Eating the flesh of their foes is an even more religious experience. Koas are prone to eating a lot, and there are many fat koas (especially priests). The fatter a koa, the more religious they are thought to be. And yet still, the more skinny one is, the more valuable they are in the end. The koas believe they are all beloved of Mau'gurk, and so respect one another for the most part...if, that is, that koa is in their tribe. All koas believe their tribe to be the chosen one of Mau'gurk, the Furz Brakh, or First Vomited. No one knows for sure who it was. Shakkath Kann claims all koas are equal. No one truly believes that, but no one is brave enough to challenge him. He is, after all, a powerful leader. And the koas worship power almost as much as they worship Mau'gurk.

((Mau'gurk))

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Magic/Innate Abilities: Once a koa reaches the age of one hundred (rare indeed) they have the potential of receiving the "Blessing of the Maw". The Blessing of the Maw is thought to be magic. When fed a certain type of fungus found near the anus of the laig-zurg, these centennial koas are able to enter trance-like states in which they can see the future, the past, and alternate paths. They remain in this state for days, weeks, even months. If a koa eats this fungus before the age of one hundred, they too enter this trance. But they never awaken. Koas that eat this fungus are from then on known as Seers, and are among the highly respected members of society, alongside the fat, the female, and the short. All koas have incredible reflexes and are quite skilled in decision making. It is thought that all koas have a bit of this seer ability within them, but it doesn't reach its full potential until that vital one hundredth year. Even then, the predictions tend to be vague and intricate, and require the assistance of priests or other scholars to interpret them. Only a few koas above the age of one hundred choose to be seers, as after the usage of the fungus, they are very weak for the rest of their lives and must be waited on hand and foot.

Economy: The backbone of the koa economy is the laig-zurg. Without it, the koas are nothing. They make meat, clothing, alcohol, hallucinogens, all sorts of stuff from the laig-zurg. Every part of the beast is used. Weapons are made from their bones, lubricant from their fat, and even a suitable gunpowder substitute can be made if the eyeball is ground up and mixed with a few ingredients known only to koas themselves.

Koas make a lot of money within society from prostitution. The females are always asked to bear children, and considering the gestation period for koas is around three months, they are able to make plenty of money to help provide for their families. Koa females reach sexual maturity at age nine, and from that day forth, they are constantly in the bedroom, constantly being waited on, and even being worshiped.

The selling of the laig-zurg to other societies, and the renting of koa mercenaries is very popular. Many people groups go ahead and do both, purchasing herds of laig-zurg and a handful of koa mercenaries along with them. Zurg bier is a popular commodity, as it is cheap and can easily intoxicate even the stoutest drinker with shocking ease.

As for imports, koas love mushrooms and relish hunting giant rats. They do the latter for sport, while the mushroom industry in the Grand Confederacy is booming. Mushrooms are highly valuable, as they have all sorts of effects, especially on koas.

In short, mushrooms, laig-zurg, alcohol, weapons, prostitution, and mercenary work are the main factors of the koa economy.

Combative Forces: All koas know how to fight. All males, anyway. Most are skilled in the usage of the bow and the blade, and due to their small size and agility, they are adept at ambushing their targets. Koas ride a certain breed of the laig-zurg, known as the lai-wur, into battle. The lai-wur are skinnier and tougher than their domesticated counterparts, and are specially bred for war. Larger koas ride these into battle, and are used as shock troops.

Most koa armies consist of the following:

Commander: the chief koa, the wisest, or strongest, or most willing of them all. Formulates battle strategy, and is surrounded by elite warriors clad in armor crafted from iron. Rides in a chariot pulled by giant rats.

Brutes: seven foot tall monstrous koas who wield great branches, big rocks, or occasionally actual weapons. Sent in to distract the enemy while the light infantry peppers the enemy with arrows. Very high mortality rate. Tend to fight naked. Tend to be coated in war paint and given zurg bier so as to dull their senses and make them rowdy and angry.

Braves: the backbone of any koa army. These koas wear brown loincloths and leather breastplates (occasionally helmets), and wield long sabers and short bows. They tend to hide in the darkness or behind large rocks and use the element of surprise. They fight ferociously, and in units known as duzes. In duzes, one koa charges in with his saber while the other fires his bow. These pairs work quite efficiently, as when one member gets tired, the other duz member can switch out. Most battles with koas are quite short, however. The braves launch a big, wild, terrifying assault, kill as many of their foes as possible, and then flee, drawing their foes out before launching another attack and cutting off their pursuers from the main force. They then continue to flee, drawing their foes deeper into the caves and harassing them and picking them off until they flee, or until they are weak enough for the laig-wur to come in and finish them off.

Laig-wur (Knights): Knights is a close comparison to what the laig-wur riders are. They wield great spears and long swords, and ride on laig-wur. While the braves distract the enemy and the brutes sow terror, the laig-wur wait for their time to strike. They hit the weak points, sowing terror and killing with impunity. They often target the leaders of the opposing force, in an attempt to stop the fight before it gets going.

With these basic units, the koas are able to efficiently wage war. Most of these strategies were recently implemented by Shakkath Kann, tactics he used to conquer all of the koa tribes.

Warefare Weakness(es): Koas rarely wear armor, and when they do, it is never very good. A solid strike from most any weapon will break their defenses and send the poor beast to the ground. Their skin, while thick, cannot stop a direct hit. Koas also are prone to fits of unnecessary bravery and rage during battle, and it is up to the commander and officers to make sure the koas don't get out of control during the fighting and compromise the mission. What is more, koas are not meant for prolonged engagement. They will constantly retreat until they have nowhere else to retreat to, and cannot fight head to head against stronger and better armored foes. They are meant for hit and run attacks, not full blown conflict.

Settlement: Kann-Muzkh is the main settlement of the koas. It is carved into a massive stone wall in the side of a cavern. It is a network of caves and holes and interlocking tunnels. It is a sanctuary situated above the floor below. It is only possible to get up to Kann-Muzkh through a series of rope-operated elevators or through secret tunnels known only to the koas. At night, when the sun isn't shining through the great opening in the cave roof, the torch lights in the openings of the wall appear like so many fireflies resting on the cavern wall. At the base of the wall is a palisade, within which live the poorer koas, and the holding pens for the massive herds of laig-zurg. Outside the palisade are some of the more nomadic and reclusive koas who still live in tents or little stone buildings, where they hunt, gather mushrooms, or live out their traditional lives, still under the watchful eye of Shakkath Kann.

Society History: No one has an exact record of koas. This is due to them having just recently developed a written language, everything else before that point (that point being just after the invasion of the Tall White Ones one hundred fifty years ago) being communicated via drawings and oral tradition. Koas have always been divided into tribes, each worshiping different things, but all those things having ties to the Maw. It is believed that koas entered the cavern while pursuing a pack of laig-zurg. They fell in love with the natural safety of the stone walls and the abundance of laig-zurg and mushrooms within the cave, and settled there. Thousands of years later, and the koas have finally unified. There was a great war thirty or forty years ago, where the forces of Shakkath Kann and his supporters fought a vicious and bloody war against a few tribes that opposed the unification of the koas. They claimed that this went against koa tradition, and so was a sin. Shakkath argued that tradition had gotten the koas nearly wiped out many years ago, and if they ever wanted to be respected, they'd have to unify. Shakkath's new kingdom is the first example of a unified koa kingdom in history. The tribes are still working out the kinks, but the basic structure is this: Shakkath Kann is at the head, while the hundreds of tribal chiefs are below him.

Back when the Tall White Ones invaded, the tribes were forced to work together and fight alongside the other underfolk. Many koas died in their guerilla-style war against the crusaders, and following the conflict, the tribes of the koas for the most part agreed to be at peace with the other underfolk, and to no longer raid and attack them as they had done in the past. However, now that Shakkath Kann has taken control of the koas, it is unclear just how he will go about dealing with other underfolk. Some say he will conquer them all and rule the Chasm himself. He has done nothing about the treaty made by the old chiefs yet, but he is still a very young koa at the age of sixty-five, and many say that he is now looking to expanding the powers of the koas so as to satiate the wanderlust and angst of the tribal chieftains. Indeed, Kann has many critics and foes, but he has control of the army, while the chiefs merely control paltry warbands. It would take a lot to dethrone the Chosen of the Maw. But some say change is nigh. For the better or worse, none can say.

The koas are naturally suspicious of all others, even themselves, and so many wars have broken in the past, especially against the walking Mushroom Folk, who the koas regularly wage war against. Even now, Shakkath Kann is gearing up for another attack on the poor fellows, as he is a known lover of mushrooms. Koas, despite their shiftiness and warlike tendencies, are valued for the sale of their zurg bier and for their work as guards and mercenaries, and koas work throughout the Chasm in these jobs. Most taverns have koas as their bartenders. Koa prostitutes are delicacies. And their warriors are among the best light infantry in the world. But now that they're unified, will this change? No one knows what Shakkath Kann will do. All they can do is wait.


CHARACTERS


Ruler: Shakkath Kann
Title: The Great Kann of the Grand Tribal Confederacy of Koas
Form of Address: Respected Kann
Age: 65
Sex: Male

Appearance:
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Notable Equipment: A great blade carved of bone, a cloak made of human flesh, and a skull that he carries that once belonged to an important koa chieftain. Some even say he has a flintlock pistol that he keeps strapped under his coat...just in case.

Personality: Shakkath Kann is a leader. He is strong, charismatic, and stubborn. He's a bit shifty, and never answers any question directly. He is always looking out for himself, and always looking out for a way to come out on top.

Backstory: Shakkath's backstory is shrouded in legend. But most people agree on the following. Shakkath was the only koa born to his mother. This itself is an anomaly, as usually koas are born in broods of at least twenty. But Shakkath was unique. It is rumored he devoured his siblings in the womb, for he would need their strength for his upcoming task. Shakkath was young when his tribe was wiped out during an altercation with some human foes. When Shakkath became a man at the age of ten, he found the men who attacked him. He asked why they did it. They responded that it was because they knew the koas were disorganized and weak. After killing the men, Shakkath embarked on a quest: to unify the koas, and turn them into a force to be reckoned with. He dueled chieftain after chieftain, killing them all and claiming their tribes as his own. By the time everyone realized what he had done, it was too late. He had legally become chieftain of almost every tribe. A brief, bloody war followed, during which hundreds of thousands of koas died. Eventually, Shakkath came out on top after defeating his foes in a massive battle that ended with him devouring their corpses. Ever since, Shakkath has ruled the koa people with an iron fist, yet fairly as well, as he faces the project of assimilation and unification head on. He is constantly facing opposition, such as in the case of Gu'ba Dreth and his tribe, but Shakkath is always one step ahead, thanks to his thousands of children, his influential wife, and the loyalty of his subjects. He may just be able to keep the koas unified. Maybe.

Other Influential Parties (at least three)

Name: Gu'ba Dreth
Role: Major member of tribal council, chief of the Dreth Tribe.
Appearance:
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Summary: Gu'ba is a major opponent of the unification movement, and has gathered quite a bit of support among the tribal council. He claims that they should live as the Maw meant: scattered and chaotic. Together weak, divided strong is his motto. Gu'ba is constantly plotting, constantly scheming, and is looking for any way to undermine Shakkath's authority. He just wants his tribe to be free of the tyrant's grip.

Name: Shalya Kann
Role: Great Mother of the Koas
Appearance:
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Summary: Shalya is the greatest of Shakkath's wives, and she has borne him almost two thousand children, all of whom serve in the army. She is the Great Mother of the koas, the chief of women, and is thus the mistress of all trade issues, all prostitution, and all foreign diplomatic relations. It is through the Great Mother that one may speak to Shakkath Kann. She is cunning, she is seductive, and she knows the ins and outs of most every court in the Chasm, if you know what I mean.

Name: Naki Kann
Role: Quartermaster Commander of the Koa Army
Appearance:
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Summary: It is Naki who leads the forces of the koas and oversees all tactical moves. He hires out mercenaries, orders the crafting of weapons, and trains his warriors. He makes sure the forces of the koas are ready at all times, and he protects the city of Kann-Muzkh from all invaders. He is the first born son of Shakkath Kann, and is the great leader's most trusted adviser and follower. He acts as Shakkath's second in command during times of war, and is the heir to the throne, should something ever happen to the good leader.

Name: Kuush Mau
Role: Grand Priest of the Maw
Appearance:
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Summary: Kuush Mau is abnormal. He is a brute, but he is a chosen seer of the Maw. It is extremely rare for a brute to be blessed with foresight upon reaching the age of one hundred, and yet he received it. He communicates his findings by drawing upon a large wall in the temple. He is constantly high on laig-zur fungi, and is considered to be the holiest priest in the entire kingdom. Gu'ba often visits in secret, trying to see what will befall Shakkath Kann and the kingdom of koas, but Kuush is stubborn and loyal to the Maw. When probed for information, he says the only words he knows: "The Maw know all. Kuush know nothing." Kuush's wisdom is sought by koas and others alike. His writings of the future and past are priceless, and are heavily guarded by the koas.
 

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Name of Chasm Society
Clan Blacklash


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Population: 12K and continuously growing.


Settlement Location: To be determined.

Racial Demographic: The vast majority of Ratlings are comprised of males. 75% of those males are lesser Ratlings. Lesser Ratlings are comprised of slaves and clanrats that are either too weak or stupid to be of use. 25% of males are the elites and generally the more clever and stronger majority. The remaining 25% of Ratlings are females. Horribly grotesque breeders hoarded and controlled by only the strongest Ratling Warlords.


Culture: Ratling society is in a sense a constant struggle for survival. From the moment a Ratling is born within one of the breeding burrows, the selection process begins. Only the strongest and the cleverest survive to adolescence. The color of one's fur will almost always indicate their role in society. Brown fur will consign a Ratling to a life of a slave or clanrat, unless of course that Ratling poses strength or cunning that separates him from the others.

Black fur is regarded as a sign of a true killer. These lucky few Ratlings are naturally stronger and larger than their lesser brethren. The Black fur they possess opens many doors and opportunities afforded only to them. Most grow into Stormvermin, the elite troops of the Ratling army. Those that may lack in size and strength but have a cunning mind may become Night Runners; assassins and scouts. The few gifted with both strength and cunning may slay, backstab, and claw their way to the top of the pile, and become Warlords over a clan.

White or grey fur is rare and treated as a special blessing from the Great Rat. They are singled out from the others in a litter and raised separately from the others. Their raising and training is a closely guarded secret. They eventually grow into Grey Seers; the equivalent of a priest or a mage, assuming of course they survive.


Religion/Creed: All Ratlings chitter and squeak in praise to the Great Rat. The Grey Seers are the voice of the Great Rat and deliver his word unto the Clans. Ratlings do not care for recorded history. For a Ratling the only times worth thinking about are: Right now when they are not ruling the world, and very soon when they will be. Ratlings believe without any doubt that the world will one day be theirs. Because of this desire and need to rule others, even those amongst their own clans, the Ratlings constantly war and scheme. This is the will of the Great Rat. The Great Rat shows himself from time to time in visions to his Grey Seers. These rare occasions are almost always followed by a war. A war fought amongst themselves or at times among the other races of the world. The goal for the Ratlings is to bring forth their God into the world of the living. Such a feat has yet to be accomplished, but the Ratlings are always scheming and planning for such a day. When the Great Rat is brought into the living world, no race or creature will stand above the Ratlings.

Magic/Innate Abilities: Grey Seers possess some innate ability and magic at birth. Their secretive training and education capitalize on these abilities. Their magic takes the form of pestilence and decay. A Grey Seer can cast a plague of poxes and boils upon his enemies. Grey Seers are often seen as walking plagues and are understandably feared by other races. A Grey Seers magic can also be cast upon Ratlings with a very different outcome. The Festering Blessing, when used upon clanrats, can bestow upon them greater strength and agility. As their bodies are riddled with seeping wounds, boils of puss, and flesh that rots they are changed into plague monks. These clanrats although riddled by diseases are among the most feared warriors within the Ratling army, even matching the sheer ruthlessness of the Stormvermin.


Economy: Ratlings are the scavengers of the underworld. What one race tosses the Ratlings will find a use for. Food is undoubtedly the most sought-after resource. The vast ever-growing Clans are in a constant state of starvation. Outside the stronghold of Doom Burrow lay the fetid marshes. Here the Ratlings toil the ground and grow their black maize in abundance. Despite the hundreds of pounds of maize produced it is never enough to feed the Clans. Slaves are literally worked to death and replaced daily. Cannibalism is not unheard of within Ratling society. When a slave finally collapses and can no longer work, his body is hurled in with the grain, literally more gristle for the mill. Wealth is hoarded by the Clan leaders, whether that wealth is in the form of warriors, slaves, food, or weapons. The most powerful Clans hold sway over the best quality weapons and resources.

Combative Forces: Ratling society is ruled by a collective of the most powerful Clans, creating a council of leaders. The Warlords of these eight clans oversee the matters pertaining to the empire they collectively rule. (I will be playing one of the eight clans.)

Stormvermin:
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Black furred clan rats bred and trained to be the best fighting force they can produce on demand. Larger and fiercer than their stunted kin, these rats fight with the best quality weapons and armor afforded to them. Many Warlords will have a retinue of Stormvermin serving as their personal guard. They usually range in height and weight, but most are of a relative size to a normal human male.

Clanrats:
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Clanrats are the brown furred warriors that make up the bulk of a Ratling force. They wield rusted weapons and wear little armor. They fight with whatever is available to them. A Clan with enough resources may outfit these expendable units with a shield and moderate armor. These units are expendable and are replaced as often as is needed. Some Clanrats have struggled and survived long enough to eventually be given status as a Stormvermin, though the case is a rare occurrence.

Slaves:
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Ratlings that fail to make the cut live a bitter short life. Hundreds die each die in the fields or on the battlefield, and hundreds more are birthed to refill the ranks.

Plague Monks:
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Clanrats and even Stormvermin that have been infected by the Grey Seers plagues. These walking carriers of diseases are blessed with incredible strength and endurance. They live in a constant trance-like state. They show no emotion nor seem to have a need for nourishment. They do not eat nor sleep and continue to fight for their Grey Seers, even as their flesh rots and falls away. They serve until they fall in battle or their pox covered bodies finally succumbed to decay.

Doom Hurlers:
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Catapults and various contraptions that hurls putrid flesh and death globes down upon their enemies.

Pack Rats:
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Ratlings have used their foul magic to breed a species of rat the size of hounds. Packmasters have the tedious job of keeping these blind, but savage creatures under control. Pack Rats as the name implies suggest these creatures are kept in groups of ten or more, and with each group containing a pack master. In times of war, these beast are used to sniff out enemy camps, run down fleeing troops, or as sentries.


Warefare Weakness(es): Ratlings are numerous but in the end are smaller and weaker than the other races. Their bones are light and easily broken. Even the Stormvermin lack the strength to fight toe to toe with a human warrior. They are not built to be indestructible or invulnerable. Ratlings are by nature cowards, and unless they are cornered will flee from a fight.

Settlement: Doom Burrow is the newly erected stronghold of Clan Blacklash. Doom Burrow lies partially submerged underground. The exact location is known only to a few Chasmata leaders, and that is how the Ratlings prefer it. Far from prying eyes they have built a base to operate from. The land they've chosen to settle is harsh and unpleasant. Nothing good grows within their borders, possibly why many races have avoided this place. Ratlings can survive anywhere, however, and progress eventually allowed them to grow their miserable black corn. Doom Burrow is a tower partly submerged underground leading to a maze of tunnels. The upper echelons within the Clan live in relative comfort in the tower, while the slaves and clanrats are forced to survive in the bitter dark tunnels. The tunnels also serve a dual purpose of allowing Ratlings to freely travel throughout the cavern undisturbed by the other races. The Clan has spent centuries digging and preparing these secret tunnels.

Society History: Ratlings are spread throughout every corner of the world, not just within the Chasm. Their under-empire extends across the continent in every direction. Each clan holds sway over one section or another. They have existed within the world for longer than anyone can remember. Some doubt their existence altogether, most notably the humans from the surface. The Ratlings have gone to extreme pains to ensure their existence have gone largely unnoticed. this is where Clan Blacklash differs in regards to their fellow clans. Long ago, before Twitch overthrew is Clan Leader, Gnadwell had a falling out with the council. Civil war broke out between the Clans. Clan Blacklash fought bravely but in the end, were defeated. The entire clan was banished.

What remained of the clan retreated back to their stronghold. Their decimated numbers left them weak and vulnerable. Yet their troubles were not yet over. Humans began a holy war to purge the Chasm of its infestation of lesser races. The war dragged on for years with the humans taking victory after victory. Not even the swamp could keep the humans at bay, and Clan Blacklash was forced again to fight for their survival. Blacklash spies returned one day with news that the other races were banding together. The Chasmata was forming, and it's founding members were urging the other races to join their forces.

Clan Blacklash had remained hidden from the others for many years, but these were desperate times. Seeing no other option Gnadwell reached out to the Chasmata, revealing his clan for all to see. Despite some objections from both parties, the Chasmata accepted Clan Blacklash into their confederation. With aid from the Chasmata, the Ratlings broke the human siege of their stronghold and rallied beside the other races. Years of fighting would finally see them victorious, but the peace would not last. Ratlings are devious by nature and never fully planned to be permanent members of the Chasmata.

For more than One hundred and fifty years Clan Blacklash has been patiently waiting for their opportunity to strike. The war mankind started did little to aid the Clan, for it only served to unify the races and make them strong. In secret they scheme and bide their time, all the while poking and prodding at the other races. In the shadows they bring up old grudges between races, hoping to fuel the fires of conflict once more. For years they have been trying to divide the Chasmata once again. Blacklash agents and assassins have been hard at work gleaming information and causing conflicts wherever they can. Soon the fires of war will be properly stoked, and the Clan can rise up from the ashes to wrestle control.


CHARACTERS



Ruler: Twitch Headtaker


Title: Warlord Twitch of Clan Blacklash


Form of Address: Lord Twitch


Age: 212 (Magic has kept him alive)


Sex: Male

Appearance:
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Twitch stands apart from his fellow Black Ratlings. He is far larger and stronger than his peers. Even as a pup he was singled out and destined to become the leader of Clan Blacklash.


Notable Equipment:

Salvaged Armor: Despite being salvaged from the human realms these armor is prized among Ratlings. The armor is of quality steel and fashioned to fit Twitch.

Gouger: A prize won from one of his first duels. A weapon or tool Twitch could not say. It was wielded by a hated bearded thing. Many Ratlings fell to this weapon and so Twitch vowed to take it for his own. Twitch challenged the bearded thing and after a long and hard fought battle, Twitched claimed his skull and his weapon.


Personality: Twitch stands above his kin in both size and strength. He is a cunning and ruthless Ratling. These traits were made clear moments after his birth. Born into a large littler of black-furred pups, Twitch stood out as clear as day among his brothers and sister. Even more so after he started to eat them one by one. From then on Twitch was raised by the then Lord of Blacklash to be his right hand. Eventually, Twitch killed his mentor and master and usurp his command as Leader of Clan Blacklash. Such is the Ratling way.

Backstory: Twitch was chosen at birth to be Gnadwell's right hand, the then leader of Clan Blacklash. Gnadwell protected Twitch from the other Clans and groomed him personally to be the finest warrior the Ratlings have ever produced. Twitch's legend seemed to grow every passing year as his victories became so numerous that they eventually eclipsed his own master's. Twitch is an anomaly among his own kind. It is said that Twitch could not be bribed and that he didn't care for threats. He would lead his army from the front and proclaim to all that he was the greatest Warlord to have ever lived. All self-respecting warlords brag about their abilities, but time and time again Twitch would back up his boastings.

Twitch gained his namesake from the many trophies he collects, most notably in the form of heads. He takes immense pride in his trophies often carrying them in battle upon his trophy rack. Resting on his trophy rack are the heads and hands of his most fearsome rivals. The skulls of both Ratlings and humans adorn his armor. Each trophy holds a story, and each one is a battle won.

Ratlings are notoriously envious of others, and eventually, Gnadwell grew fearful of his position. Gnadwell would send Twitch on missions hoping the Warlord would not return, but each time Twitch would return with another victory and another trophy. As Twitch's missions grew increasingly dangerous, so too did his reputation. Eventually, Twitch would use his cunning and reputation to assassinate his own mentor and master. Gnadwell fell to Twitches Gouger, and his skull now decorates his trophy rack. Clan Blacklash lies firmly under his paw, and none would dare question is leadership.

Other Influential Parties (at least three)

Name: Ikor Craventail
Role: Lieutenant
Appearance:
374

Summary: Ikor is Twitches right paw and the leader of his Red Guard. Ikor is everything a Ratling wants in a Lieutenant. He is strong, fierce, and loyal, and too stupid to pose a threat. Ikor was raised much in the same way as Twitch.

Name: Sroc the Unclean
Role: Grey Seer
Appearance:
latest

Summary: Sroc is a Grey Seer dedicated to Clan Blacklash. He bickers and argues with Twitch constantly causing a rift between the clan. Twitch's bitter distrust for Grey Seers has done little to mend their fractured relationship. As of yet, his position within the clan is under no threat, primarily due to his resourcefulness and abilities that Twitch sorely needs.

Name: Razz Quickclaw
Role: Night Runner Assassin
Appearance:
latest

Summary: Razz Is Twitch's left paw and personal assassin. Razz fights in the shadow sewing seeds of conflict between the other races. His primary position is to protect Twitch's back and to serve as his main source of information. There is not a single clanrat that would whisper treachery in fear of what the shadows may overhear.
 
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Navira
image.jpeg

Population: 800-1000 and seems to be growing
Settlement Location: player three's location but closer to the abyss
Racial Demographic: The Navira are a very mysterious race seeming to be comprised solely of a deep world rock never seen before. Average heights for the Navira stand at around 7"3 and are all well built. When it comes to appearances the Navira are very unearthly. Consisting of a pale'ish purple skin and hard jagged crystal like substance that grows with age. Each Navira is different when it comes to the growth of there crystals making each unique. When it comes to sex and gender the Navira are a rather curious event. The Navira have both presumably male and female genders which are visible when seen (women Navira have more defined hips, chests are formed to breasts and bodies are generally more feminine) but when it comes to actual male female roles there are none within there race. There race in general are formed deep under ground at the very beginnings of there civilization and come up to the surface to join there brethren. Another thing to note is that the Navira "female" glow a lighter shade of pink than the deep purple of there "male" Navira.


Culture: the Navira are the kind of creatures that are peaceful until provoked, beings that are generally acceptable of everyone else until they are prevoked. The aesthetics of the Navira are of a more primitively time no signs of nice pretty architecture. They are ones to let the crystals grow and be there homes. The social structure of the Navira are rather well noticeable by how it works. Working massively like a monarchy, with a king and underlings. Though one thing about it is they seem to be in a perfect harmony, no inter fighting or dividing on the inside besides small discontent within about coming up to the upper levels of the earth. As said before the social hierarchy is much like a monarchy with a king and underlings that trickle down.

Religion/Creed: the Navira are a very grey area of creeds and ties to the other races. Being ones that will make treaties and agreements but ones that do not hold them in high marks. Being a race to hold the well being of there own and there own agendas above things like treaties and agreements with those of the higher worlds. In terms of religion they old tight to a belief that they were created by a being of pure crystal deeper than anything else. Almighty and all knowing there God had watched the world above and feeling displeased with the world above. Let the roots of its crystals grow up creating the Navira to show the world what a perfect harmony is like.

Magic/Innate Abilities: When it comes to there magic most of the population have the ability to shift crystals like the ones they grow on there body. The bigger point is what levels of power each being have. Some can only shift the crystals on there bodies and grow them to make Shields or blades. Others can create these crystals in bigger things. Making walls of srystal, encasements, or other objects as well as shoot shards of there crystals at enemies. The last and the most powerful/highest up in the society are able to do all with the added very rare ability to create atronochs from the crystals and form the crystals out of thin air (the percentage with this superior ability sitting only around .9% of the total population.)

Economy: food is different. Instead of eating through the mouth Navira consume obsidian as lava rock. Pressing the piece into there chests as the way to consume it. Trade being heavy due to a lack of there own source for obsidian and lava rock. they have quickly came to realize that other races valued jewels from deep down and have mined them for trade with all races even the ones on the surface making them a race that many want to trade with. They thing they take most is obsidian and other lava rocks due to it behind there source of food.

Combative Forces: the Naviras forces are designed by the abilities they have. The lowest power holders are the foot soldiers, the one above that the capitans of battalions that consist of 10 groups of 10, and above that the commanders of groups of 5 battalions called shirvaz. The commanders being those who hold the highest skill sets but are low on the power scale of those who hold the high skills. And one more above that lie the 4 Naboris, Aronis, Derk"al, and Zeral who are the most powerful of all the Navira. Together these 4 form the fore arcs of the Navira each one being the first born from one of the 4 crystal roots there God sent up.

Ware fare Weakness(es): though there bodies are made of crystal it can break much like putting bullets into a very thick growth of entwined roots. It's strong and sturdy but will break with enough damage. Especially vulnerable right on there chest the Navira have yet to create protection to wear over there weak points.

Settlement: The Navira's home is one of true mystery due to its sheer difference and lack of anyone else inside. Consisting of 5 massive coulomns of solid crystal clumped together. Guarded by a pit around them at least a few hundred feet deep and about 100 feet wide with one massive bridge stretching across it. Other than that this mysterious fortress shows no other signs of activity suggesting there kingdom lies underneath there crystals.

Society History:
In terms of history the Navira were an unknown race till about 5 years before the great war and there entry into this world wasn't exactly a good one. Days after the arrival near the abyss the Navira proceeded to demolish a small rising race of dog like beings. The ruins of this small race now a barren wasteland of growing crystals and destruction. At first it was just seen as a dispute that quickly turned bad. Then the crystals set in on the former kingdom soon consuming the matter of the old kingdoms and growing into a land of crystals. From this it seems many have started to question the motives of the Navira showing up. Keeping weary eyes on this race of mystical beings while keeping trade and relations open with them. For now.

CHARACTERS


Ruler: Naboris
Title: head of the Navira
Form of Address: High arch
Age: around 240
Sex: "Navira male"

Appearance:
image.jpeg
The only Navira to dawn a gentle purple glow

Notable Equipment:
None

Personality: Naboris is a very stoic being. Often being compared to a king as is expected. Stoic, calm, smart when it comes to ruling his kingdom. But with this are also undertones of a greater purpose for his kind. A want to battle and fight comes with some anger that he can keep from going to far.

Backstory:
Naboris is the first Navira. Born straight from the holly veins of the mother crystal. From this the Navira started there growth and has lived under Naboris's rule unquestionably since his creation. Leading his people up through the surface and to where they were now

Other Influential Parties (at least three)

Name:
Aronis
Role:
Prime advisor
Appearance:
A "female" Navira who glows a gentle blue the only Navira to do so. Sprouting crystals on her head that flow down and seem to lack the sturdiness almost making them like hair
Summary:
Aronis is the closest to the high arc Naboris and is his prime advisor on things of the upper world.

Name:
Derk"la
Role: militant leader
Appearance:
A big "male" Navira standing around 7"4 deeply built and heavy set he glows a deep red the only Navira to do so. Sprouting massive crystals that stretch out and over his shoulders in flattened plates as well as spikes on his spinal cord made from these crystals. In edition his right arm is one massive jagged crystal blade
Summary:
Derk"la is the head of the Navira forces. Running them how his King commands.

Name: Zeral
Role: religious head
Appearance:
Zeral is a slimmer Navira dawning a gentle orange color the only Navira to do so. His crystals from down in long sheets giving off the allusion of one solid robe that hangs down to his knees. In edition he sprouts one crystal from his forehead that shoots straight up like a unicorn. Many see this as there gods divine blessing by making Zeral look like there God
Summary: Zeral is the leader of the religious side of there people. Giving guide from there God to the people and its leader alike.
 
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Name of Chasm Society: The Skitari Triumvirate [WIP]
[Faction Symbol]


Population: Roughly 28 000 to 30 000, although none of the branches keeps track of it.
Settlement Location: Player 1 location, since proximity to water is important for the story
Racial Demographic: They look quite similar to humans, but exposure to only limited amount of sunlight has made their skin slightly fairer than is common on the surface. Additionally, each of the three branches has developed differences in their physical appearances due to their specific lifestyles. The traits and demographics are divided in-between branches as follows:

The Tinkerers:
Inventors, artisans, mechanics, creators, master craftsmen, toy makers, various sorts of workers, etc. By far the most numerous of the three, accounting for more than 2/3 of the overall population. Somewhere between 22k and 25k. Members of this branch appear malnourished and even frail, their ribs and bones poking underneath the skin. That's not necessarily so. At least not nowadays. You see, originally the Tinkerers were the vast majority of the settlers and they all had their head in the clouds. Almost none were adept at growing food, especially underground and even less were willing to devote their precious time to do it (more on that later). As a result, the first few generations of Skitari lived and died in a state of perpetual underfeeding, which had a permanent effect on their race's general appearance. Their body structure is no less sturdier than that of an average human, but their stamina is much lower. For a Skitari to get accustomed to doing arduous physical activity for many days in a roll is a great undertaking, one to which one must commit at an early age so as to have the greatest (or any?) chance of perseverance. Which brings us towards the:

The Men-At-Arms/The Skitari Vanguard: The militaristic branch of society and the second biggest branch, accounting for almost all of the rest of Skitari society. To become a man-at-arms, a Skitari must, as stated above, begin their preparation and training very early on in their life. Much like an athlete in our society must train arduously for long hours and keep special diets from an early age in order to have a shot at winning major competitions, a Skitari must undergo similar procedures in order to become a capable fighter. The process includes not only diet and exercises designed to transform one's entire body structure into a much bulkier and muscular one, fit for prolonged combat, but also (and this is a big taboo, so keep it a secret, okay?)... some form of magic. To meet all these conditions takes years and time was not always on our side so it is not unheard of for older Thinkerers to join the millitary forces and even perform feats of heroism. However such acts were invariably born out of desperation in a time when society was on the brink and not at all a regular or even welcome practice. The armed forces count around 3500 to 4000 depending on whether or not one counts the handicapped veterans who are unfit to do anything else. This number has recently swelled up due to lack of combat and the associated death toll. During the Crusades, the men-at-arms very rarely ever exceeded 2000 at any point.

The Wonder workers: Magic is a strange thing in the Skitari society. It is there, no doubt about it. It has its uses, that no one can deny. But.... well... Magis is weird. Magic is complex, but not complex in a 'good' way, you know, like a good math problem is. You can't calculate magic and its results may sometimes be rather, uhm, catastrophic? The people who dabble in such affairs are called many names, though Wonder workers is one of those that stuck. Their positions in society, both collectively and individually are all over the place. Shunned and feared, whilst also welcomed and often called upon. Called lazy and unworthy, absolutely hated for their lack of pragmatism and aloofness, yet it is unilaterally agreed upon, nay, axiomatic even, that the Black Academy gets whatever the black academy needs in terms of resources. Their numbers varriy anywhere between 5 and 5000, depending on who you ask. Of course, if you were to make a simple calculation based on all the previously known information, which not many are privy to, you'd get about 6-700 to a 1000 mages, sorry, wander workers. Those spellbinders (excuse me I don't know what's gotten into me today) wander workers I mean, seem to almost invariably know each other, but that may be just because they all skulk in the same corridors most of the time. Their bodies vary wildly as well - from extremely slender to fat, from frail and sickly looking to muscular and strong. They have no uniforms and garments to identify their work and the Black mark that was supposed to be tattooed on all of them scarcely glanced the pawns of a few. For this reason, the best proof of belonging to this branch is a prompt demonstration of one's ability. Which is why few dare ask for such a proof.

Culture: general temperament, aesthetics & art, social structures, & social hierarchies

Social Structures, history and disposition of the Skitari societies

The structure of the Skatari society underwent radical changes during the war, not only because of its unification of the three main branches of society, but also by redefining their value hierarchy. Originally, the Skitari were settlers from the lands of Roemheld, just regular humans. When rumors of the Grand Chasm's discovery began to circulate around the kingdom, long before the ecclesia got interested in it, these news of a new frontier inevitably attracted a certain type of individual. One with good connections or with the right kind of connections and one of a particular mindset. Tinkerers and craftsman with interests and ideas deemed taboo and even possibly sacrilegious by the Imperial Church. The last few worshipers of an extremely obscure, almost forgotten deity known as the Old God, Gonglind or The Timeless Wanderer, relentlessly pursued by the forces of the Church and eviscerated wherever found. Adventurous souls not wishing to be bound by the laws and dogma of the state and their peers. A few mages and ministers of not-so-sound nature to complete the picture. Of course, there were strange, possibly even violent, creatures in the Chasm, so these individuals needed protection. Obviously they couldn't just ask the Militant for that, so they got creative. A few dozen bandit groups were solicited to provide protection of the esteemed individuals listed above, for a hefty price, half of which would be paid upon reaching the destination, to ensure their loyalty.

Well so far this doesn't sound like a very orderly organisation, right? That's because it wasn't. Those aloof or mercantile individuals neither wished to concern themselves with matters of organisation, let alone getting to know each other, nor did they have the capacity for it. Moreover, each and any future Skitari considered themselves above the rest, looking down on all of his peers as lesser and their opinions as worthless. All of those are features which to this day permeate the Skitari society and the dysfunction they brought about almost lead to the latter's destruction during the crusade.

But let's not get ahead of ourselves, shall we. All this teeming mass of unsound humanity was brought together by some L. R. Thunderbell. Who that man was and how did he come to be in a position where he could locate and make an offer to individuals of the aforementioned natures, let alone solicit bandits for protection is anyone's guess. The main was, died as and remains a mystery. The Church ministers (more on that later) even consider him an angel, sent from Sigune herself to guide her favourite children to greener pastures. Other more pragmatic or should I say cynical individuals believe that Thunderbell was just an awfully charismatic bandit and a trickster, judging by how quickly and easily he managed to ensure the cooperation of such elements. They would further speculate that he meant to make himself King of the Chasm and rule independently of Roemheld.

As to the validity of such notions I can not testify, but this Thunderbell was indeed a very handsome man. This I know because of his massive portrait, bewitched to smile creepily on anyone entering Thunder town, the main Skitary city, which is, indeed, named after him. If Thunderbell indeed suffered from delusions of kinghood, however, he was to be sorely disappointed, as the people he lead couldn't stand each other for longer than necessary and quickly splintered off based on their interests as soon as they arrived within the destination.

Most bandits simply choose to stay as paid guards to these aloof tinkerers since the Chasm was relatively quite peaceful at the time and it was a much safer option than, well, back to banditing and being exterminated by a group of ambushing paladins, for example. Those bandits, as is probably apparent to the observant reader, grew into what is today the military branch of the Skitari society. During the Pioneering Age, as the Skitari call the time from their arrival until the Crusade, the bandits-turned-guards were simply known as men-at-arms because there were very few women amongst them and because they were the only ones bearing arms. Also because they were often hired for just food and a meager pay, the men-at-arms were generally considered the bottom of the Skitari society... although to be fair, almost any Skitari considers the rest of their society to be inferior. One could wander how did the only armed forces, let one ones as lacking of morals as bandit groups, did not come to dominate and even enslave the rest of society? Well, you need to consider that, firstly, those people were no stranger of the Skitari vice of not being able to stand their peers. They looked down on all the "goofballs" that hired them, but they just couldn't stand being in the same places as other bands - after all, in their old lives these were all highly territorial bands. But let's say that those scattered groups of rogues managed to unite as a singular force and try to establish control - they were far less than they are now, both as a flat number and as a percentage of the "general populace" which, let us remember, also included mages. They also were far less sophisticated in the art of war. Lastly, those were not some brave, knightly bunch - remember that those people chose to stay in the Chasm just because it was the safer option - they would almost invariably choose the path of least resistance and becoming guards for hire was that path.

The mages were a strange bunch and they fit nowhere in this society. They were also unique in that they did not hate and look down on each other, at least not as much as the rest of the Skitari. So, they logically banded together. Originally all of them did their own researches, rarely collaborating except to trade knowledge and resources. Then the first of those that would raise up to be triumvirates came up with an idea so batshit insane it actually managed to get anyone to work on it together. Time manipulation! Freiya was a young sorceress with a singular, burning desire which consumed her dreams and waking hours alike: unraveling the nature of reality. Over time, pardon the pun, she became concerned that there were but two forces that kept her from it - time and space. While most wizards would consider this to be where they draw the line of their abilities, we have to recall that we talk about a Skitari here, and the best of them at that. It is unknown what Freiya's abilities were at the time, but she must have been a force to reckon with even at the time, for there are many memories of her selling her magic to solicit necessary resources as if it was nothing.

Seventeen years of frantic effort is what took the wizards to create and prepare for the spell that would grant them a peak behind the curtain of the material universe. Nobody was aware of what they were doing so nobody knew enough to stop them. In what was just an ordinary day in Thunder town, Freiya and her compatriots set to work. If Freiya really managed to see peek behind the curtain is unknown (More on that in the characters sheet). What is known, however, is that the spell did mess with time in a sense that it seemed to, well, stop it. A localised time-suspension bubble, is what they called it. And for the longest time, nobody knew how to turn it off. Most "ordinary" people i.e. the rest of the Skitari, did not realise anything was happening until a some years down the line, when they realised they did not age. Parents would have kids which, although they ate and slept like normal people, would not grow. Older men would not age and teenagers would not form adult bodies. After the truth was revealed, the response was mixed, but the clever Skitari found a way around it. To grow, one would simply have to go outside the time bubble. So, those who wanted to went far away from the main city. To guard them, of course, would cost much more so a lucrative option became open to the men-at-arms. Eventually these growing up sites became small towns in and of themselves with elaborate trade caravans to and form.

For many many standard years (again, nobody bothers to document such things) the Skitari society just... grew and grew. Children were born, taken outside to age, then came back to the main town. The only deaths came from accidents and experiments, which were practically the same. The society increased exponentially and the knowledge and experience humans were able to garner in that time was unprecedented. Things were going great, so great in fact, that up until today it is still debatable whether or not Freiya should have just collapsed the time suspension bubble without asking or telling anyone. That was a few years prior to the launch of the Crusade.

The years prior to the Age of Survival, the name given to the years of the crusades, were a wondrous time in Skitari society, where people of several generations and vastly different life experiences lived and worked together, often under the same roof. This remains true today, although to a much smaller extend due to the abundance of death, both due to natural causes and war.

Aesthetics and architecture

There is no such thing as a Skitari architecture. If there is one thing that all of their buildings have in common it is that they are highly compact and made to make the best use of what limited space is available in Thunder town, as during the crusade it became the last and only refuge of their civilization. Older, or First Generation Skitari built their houses much the same way imperial houses and workshops were built using the same architectural principles and aesthetics. The only difference is they used whatever was available underground. Younger, or rather, later, generations of Skitari built their houses and work spaces (often the same) in much more cramped spaces and with much more peculiar designs, utilizing both forms they say in the Chasm or invented themselves. Some even copied from other races, though nobody would care to admit to such a thing.

Much of Thunder town was brought down during the many sieges in endured during the war. The dwellings and buildings that make up modern Thunder town flow from one atop each other, the ones at the bottom with many layers of defensive fortifications and the one above ever smaller and with ever harder and sturdier designs, the highest layers even bolstered by magical enchantments. The walls were reinforced a hundred times, stacking as high as the biggest buildings with four rolls of boomstick firing holes. The revival of villages and towns in the sites where such previously existed see the same patterns as well as the same, if smaller, and less sturdier walls, as the Skitari society seems bent on never again being so vulnerable as during the initial onslaught that brought them almost to extinction. (More on the Crusade in the Combative Forces description.)

The Black Academy is an actual underground structure (imagine a tower, only instead of going up it is going down), hence the name, built after a couple of hundred explosions, poisonings, bludgeoning and other such events resulting from the wander workers' experiments claimed a few lives too many. The rest of the population could finally breath a sigh of relief when the troublesome magical experiments were contained out of sight and out of mind. Now they would only have to worry about the occasional workshop or black powder warehouse exploding.

Hierarchies
will be explained in the Economics and Military part.

Religion/Creed: adherence to beliefs and values

There are two main religions proliferating the Skitari culture, with a third one sprinkled in.

The biggest faith, though not by far, is the Skitari Church. An offshoot of the Imperial Church, it professes much the same tenants as its predecessor (which, if you haven't gathered, deems it heretical), though vastly expanding on the list of saints and angels. As previously mentioned above, Thunderbell is considered the mortal visage of the angel Tempestus, who led his chosen children to a place where they could grow and study unobstructed, for the glory of both the Skitari and their celestial benefactors. A few dozen saints pertain to heroes from the Age of Survival, who of course defended the angles' chosen children from their demonically possessed and blinded brethren from the above. Freiya the Timeless is also a living saint of the Skitari Church although her own position of the matter is dubious. A central tenant of this new faith is that the angles saw the incoming corruption of the surface and thus garnered the best of the best the latter had to offer and led them to safety in the Great Chasm. This tenant, as you can imagine, is quite pleasing to any Skitari and the Church's main sales point. After all, which self-obsessed maniac with illusions of grandeur doesn't want to hear the gods themselves guided them here?


The second most populous religion and the one that the most men-at-arms hold, is the worship of the Old God. The worship of this deity is said to predate the Imperial Church, which in turn, claimed it was the worship of the Baal and vehemently pursued it. Acolytes of Gonglind deny any such speculations and claim their faith is superior, older and has nothing to do with that of the Church, which they claim is nothing but hokum. Unsurprisingly, they too lay claim to Thunderbell's persona, claiming he was The Timeless Wanderer himself, guiding the only worthy people to a better future. They claim he also blessed Freiya with his gift, so she could stop time and allow the Skitari to develop.

The trouble with this religion is that it had been reduced to a solely oral traditions, as none of its believers wanted to be caught with books or other materials signifying their real faith, by the Church authorities. As such, over the millennia it got watered down and distorted, only the most core principles remaining solid. The few believers were not prepared for how to deal with the fact they all knew different and sometimes contradictory stories. Mainly preoccupied with survival, they knew not how to go about their faith's revival and spread or how to answer the many questions of their growing congregation. In fact, they never planned to even let out their real faith to other people. It just so happened that one or two told some of their close friends and the word began to spread. The people who had come to the Chasm were not the fanatical types and were even interested in the stories of this other faith, even if only from sheer scientific curiosity. After all, if you only eat rice all your life you'd be more than eager to try out bread. The few Church ministers had bigger problems, like being labelled heretics, as well as better things to do, like make up new saints and angels, than to care about the worship of Gonglind. So from word of mouth and from one Tinkerer or bandit to another, the faith spread like wild fire and virtually every day someone new would come and ask what they had to do to accept the Old God.

The latter was rather troublesome, since his worshipers had no idea. You see, the Imperial censure had been so thorough they were all born in the faith and, even in their wildest dreams, had not considered converting others. Then the opportunity had presented itself, they were bewildered and not knowing what to do. Their shock did not last long, however. They bound together and actually wrote down all their stories in a single book, proclaiming that all of them were true and all were a fact, so they'd be no disagreements between them. Each learned the others' stories. Not knowing what to do about the many questions they were being asked, they decided to only answer what they knew and, since most of those questions were about whether something is forbidded or not, they allowed all that they did not explicitly recall. For example:

'Father Kelsek, does Gonglind forbid cheating on my wife?'
'The Timeless Wanderer does not concern himself with such things. You may do as you please. And don't call me "father", I am not a minister.'
'What should I call you then, father?'
'Uhm... uhhh... you don't call me anything, Gonglind doesn't care for titles.'
'Fa-,uh, Kelsek, this sounds terrific! I think I want to join the church of Gonglind.'
'Gonglind has no church. His temple is your heart.'
'Then where do we pray?'
'You do not pray to Gonglind, you sacrifice. A favour for a favour, that's what The Old God says. If you trade him something or promise to trade him something of equal value in the future, he would grant you your wish. Be careful not to sacrifice anything lesser and be diligent in keeping your promise, lest his terrible wrath befall you.'
'If I want someone to die what do I sacrifice then?'
'Well that is obvious! A life for a life.'
'You mean me to kill myself?!'
'I never said it had to be your life...'

Needless to say, many a crusader were sacrificed to Gonglind during the Crusades, possibly one of the reasons why the latter were so keen on eradicating the Skitari heretics.

The third religion consists of the worship of different spirits, said to live in particular sites. Gifts and other offerings are left at altars build to house such spirits and worshipers of both major religions as well as the minority of truly godless Skitari all visit such places to pay their respects and incur celestial favor.

Magic/Innate Abilities: No inherent magical abilities. While technically anyone can learn to do magic, the Wander makers hold obscure acceptance standards and rarely accept people from outside their own circles.

Temporal magic
"Bad things happen when wizards mess with with time."
- Freiya's intro to Advanced Temporal Distortion and Re-focus methods tomes one to four

To say that magic has always been the way it is now amidst the Skitari society would be untrue. This fascination with time and time-space, for both were discovered to be a singular entity, was not manifested until the first bubble that freezes time was created. The latter's profound effects on not only Skitari society but their understanding of magic and the world around them as a whole can not be overstated.

As a result, the wander makers dropped whatever insignificant stuff they were working on and branded together to study the myriad aspects of time and, of course, how to control them. Their results were quite successful and, especially at first, quite flashy which attracted heaves of new prospective wander workers to the original twenty-ish. This was a good thing, quite necessary actually, because more than half of those original magi ended up exaggerating their abilities and, in an attempt to up their peers, ended up either dead or worse. I say worse because clean death from, say, collapsing the timeways, resulting in a huge explosion as time and space clash filling in the gap, is quite preferable to, say, getting your mind stuck in another time and a parallel version of your own timeline IN THE SAME TIME, will promptly drive you completely insane. Even worse would be having, say, 2/3 of your body stuck in a different time stream. Literally, 2/3 of your body are somewhere else. You don't bleed, you're not dead, it's just that you are a neck, a shoulder and a head with no mouth. You can't even die, because 2/3 of your body still lives and you're not connected to it in order for it to know it needs to die as well when you, for instance, blow your brains out. Nobody knows what happens to the minds of the victims of such grotesque fates after their inevitable suicides.

Such gruesome (not even)ends have naturally created somewhat curbed the innate Skitari propensity for recklessness and the wander workers have adopted somewhat of a more cautious approach, especially in the latter years. Well, at least those of them who survived their own recklessness, that is. Granted, their cautiousness is still most likely what others would call insanity and would still not pass any safety standards but hey, for a Skitari to consult several of their peers and, dare I say, superiors before doing something is as good as it gets.

Economy: food & resource harvesting, artisanship, and trade

'Water is life, alcohol's joy.'
- Zefex Kazanjiyata

When some five to six thousand people shambled into their new home dripping with the proverbial saliva of scientific curiosity, none of them had even considered how they are going to satisfy their much based needs. The first years of the Skitari society were exceedingly harsh. Malnutrition wasn't just the norm, it was axiomatic. Death due to extreme starvation were not uncommon as one would usually go days without any food. Luckily, the Skitari had settled next to one of the subterranean rivers, although for a whole different reasons, so water was never an issue. You see, a lot of the ambitious Skitari had wanted to try and harness the power of the flowing water to power their inventions, apparatuses and other devices. Indeed, the first buildings of Thunder town were a myrriad of huts, houses, cottages and other easily collapsible structures, all made next to the river. For the first couple of months there was almost nothing but riverside buidlings as each tinkerer hurried to outmaneuver their competition and get their scrubby little hands on the best building place at the river banks. Undoubtedly, the other Chasm races that dwelled along the river in the must have been wandering, during those first years, why is their water supply constantly carrying debris and, often, entire houses.

As such a house collapsed into the river, the place was deemed free and anyone who spotted the unlucky owner' mysery could just take up his space and start building. Naturally, the owner would usually, if not dead or otherwise incapacitated, begin rebuilding in an attempt to scavenge at least a part of their previous spot and thus many spots intended for just one house ended up with two, three sometimes four or five unstable and ram shack constructions, most of which did not make it past the Age of Survival.

With the prime spots being taken up and proper tinkering well underway, the Skitari eggheads could not spend a moment to think about their pressing food shortages. Unfortunately, for months no progress was made as everyone thought along the lines of 'Well everyone is starving, someone is bound to start working on a way to feed ourselves, so why should I waste my valuable time to bother with such mundane issues?! Let lesser minds worry about base things such as food, I've got inventions to plan.' During this time, the primary way of feeding themselves were trade caravans organised by the more pragmatic men-at-arms, who traded Skitari inventions and concoctions for food from the other races. This, supplemented by what little fishing could be done, lasted the Skitari for most of their first year.

Eventually, though, the fish was virtually extinct and the other races used their desperation to drive extremely steep bargains. Things got so bad that the different thinkerer groups eventually banded together to come up with a solution! Some of them went with the bandit caravans to see how the other races fed themselves in here and the rest stayed behind to think up of a new and old farming methods. This was marked by the first and only None Compete agreement, which every tinkerer in Thunder Town had to sign, claiming that until food independence and even prosperity was assured, everyone would devote their valuable time to this issues only. Of course, not everyone complied fully, but all did to a certain extend. By combination of what they learned from the other races and the natural vegetation of the Chasm, as well as good old Skitari ingenuity, the Skitari managed to, in the span of a few short month, come up with not just one but several solutions.

The most obvious one was hydroponics. The second was the invention of glass, which allowed them to create greeneries. The third were some basic clockwork automatons (because no self-respecting Thinker would waste their time watering plans unless they absolutely must had to!). The combination of these methods allowed for mass production of almost any kind of crop, fruit and vegetable on a massive scale without exceeding the length of the strip that was the forming Thunder town. During the Temporal Stop Bubble, these places were carried outside the city since plants would not age and hence would not grow. During the Age of Survival and in modern day, wander workers also participate in the process by speeding up the natural growth cycles of plants to produce even more food. Meat is still a major problem since growing cattle is seen as too much of a hassle by everyone and hence the only meat in Thunder town is imported, most often traded for grand and vegetables.



Combative Forces: your faction's martial caste & organization

Warefare Weakness(es): every faction has at least one

Settlement: describe your faction's town or stronghold

Society History: this section will cement your faction into the world, so please do it justice


CHARACTERS


Ruler:
Title:
Form of Address: Your Majesty, Your Grace, Master Smith, etc.
Age:
Sex:

Appearance: written description suffices, but fantasy artwork is encouraged

Notable Equipment:

Personality: I prefer this section to be brief, as I feel personalities are best shown, not told

Backstory:

Other Influential Parties (at least three)

Name:
Role:
Appearance:
Summary:

Name:
Role:
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