The Team
Azkanan
(3D Artist required)
If you're interested, pop a message on this thread saying so and/or pass me a PM with your availability and any previous works, if possible.
Features
Magic
Most of the factions have magic. This can range from enchanted blades, which simply
makes them more powerful, magical trinkets that give them an inner armour bonus,
or actual magic, such as summoned fireballs, gathered earth (Thrown as a boulder),
pure energy that blasts enemies away, and so forth.
Character Development
Totally remade system for generals. Generals will start out as nothing but their wits
and personality, with a handful of men. Over time, they will gain new men from random
events, such as bumping into people in the wild, freeing slaves or making a friend in the tavern.
When you recruit these people into the General's Bodyguard, your General's Unit size increases,
alongside any useful statistics or abilities that person gives.
Total War
All the factions have their own civil wars going on - on top of international diplomacies
that may be going on. The Ghul are split into two factions; The Ghul Empire and a
Southern Alliance attempting to claim themselves as the new empire, the Itsek into
three factions; Wildfolk, a Tribal Federation and followers of The Ancestors.
The Neonni into three factions; The Senate, Koiin (Magic) Rogues and anti-slavery Separatists.
The Steir have split into three allied hives, the Vapiole have split into the
original authoratarian Dictatorship, free-market Traders and an anti-government Liberation Army.
And lastly, the Tatoime that are burrowed deep under the desert have split into two;
The Republic staying as they are, and another, The Seekers, attempting to relead the
lives they knew once before, centuries ago above the ground.
The units
Spoiler Alert, click show to read:
Ghul
Dekunsek-kik
[image]
Equipment + Abilities
Ranged: Stones
Melee: Fists
Armour: Cloth
Shield: None
Ability: None
Strengths
Their bravery and numbers allows them to stand
as a decent distraction till their last Ghul.
Weaknesses
Their weaponry is quite weak.
The stones do nothing more than knockback anybody wearing armour,
and their fists cause minor blunt damage.
Dekunsek-kik are the common males of the Ghul people. They are often quickly thrown together from the town
citizens in times of need, bringing their own weapons and armour - as limitted as they may be.
As with all Ghul, they are honourable and will fight to the death.
Jakunkogra
[image]
Equipment + Abilities
Ranged: None
Melee: Clawed Fists
Armour: Cloth
Shield: None
Ability: To send opponents flying occasionally.
Strengths
Jakunkogra are one of the fastest fighters in the game. Their resilience
and often attacks make them an excellent light-unit killer.
Weaknesses
Their claws aren't very useful against thicker armour,
and their own armour is near-inexistent.
Jakunkogra are Ghul who train themselves in the wild with clawed weapons, after leaving the
Koikdakunure (School of Melee Arts). From this experience, they return as wild yet effective
warriors, but somewhat untrained and impetuous. Nethertheless, they will fight to the death.
Trukunkogra
[image]
Equipment + Abilities
Ranged: Javelin
Melee: Spear
Armour: Leather
Shield: None
Ability: Schiltrom
Strengths
Trukunkogra are the earliest unit in the Ghul Army to be able to stand in
formation, as opposed to a hordish rabble. Alongside this, their volley
of javelin are armor piercing, making them an effective strike force.
Weaknesses
Their own spears aren't nearly as effective as their thrown javelin, however.
Trukunkogra are built to keep away light mounted enemies,
and otherwise hold no advantage over regular soldiers.
Trukunkogra are spear and javelin-wielding Ghul, armoured lightly in Leather.
These are the front-line soldiers,and the simplest of the Ghul army to know how to stand in a straight line.
Whilst they may be able to control themselves from charging head-first against orders,
they still hold onto their values of fighting to the death.
Kodedatokogra
[image]
Equipment + Abilities
Ranged: None
Melee: Halberd
Armour: Metal
Shield: None
Ability: Schiltrom
Strengths
Kodedatokogra are heavy, slow and bulky soldiers. From this, they make
excellent counterweight against the charge of cavalry - a single unit can
easily fend off a horde of light mounted units, and a half-horde of heavy mounted units.
Weaknesses
Their long weapons however are to their own downfall, having no close-range
weapon to fall back on when they are encountered by melee soldiers.
Kodedatokogra are heavily armoured spear-wielding Ghul.
These are excellent mount-murderers and are quite disciplined.
Kaokokogra
[image]
Equipment + Abilities
Ranged: Shortbow
Melee: Handaxe
Armour: Cloth
Shield: Buckler
Ability: None
Strengths
Kaokokogra are long-ranged units as with most archers, and as such, can
easily take down half a unit before they even reach one's front-line.
Weaknesses
However, the Kaokokogra have spent their days training in the way of the
bow, not in melee. Whilst they can and will defend themselves,
they are quite useless as a base fighting force in melee.
Kaokokogra have spent years practicing with their shortbow. That, crossed with the ingenius
design of the shortbow itself, allow them to fire over great distances. Whilst they are
lightly armoured, they will nethertheless stand their ground if they need to.
<Unnamed "Marksmen">
[image]
Equipment + Abilities
Ranged: Longbow
Melee: Handaxe
Armour: Metal
Shield: Buckler
Ability: None
Strengths
<Unnamed Marksmen> are an advanced version of the Kaokokogra.
They're equipped in Metal armour, making them resillient versus return fire,
and their bow and arrows are far more advanced. The arrows themselves are armour piercing.
Weaknesses
Due to the metal armour however, they are slower. In addition, their are far less Ghul in this unit, than their predecessor.
-
Kasikkogra
[image]
Equipment + Abilities
Ranged: None
Melee: Warhammer
Armour: Metal
Shield: None
Ability: Heavy Charge
Strengths
Kasikkogra are absolutely merciless. Their heavy warhammer often send
their opponents flying, and their charge can decimate an entire front line - and the second!
Kasikkogra are the perfect light-melee killers.
Weaknesses
Their only weakness is their impetuousness.
Kasikkogra, infamously known to be translated as "Pain Warriors", are Ghul of great burden. They carry
a large, heavy two-handed warhammer and are armoured in heavy plate armour suits. With such great,
comes endurance. And from practiced endurance, comes strength. In fact, Kasikkogra
often send their opponents flying with a strike of their mighty weapons.
More:
Kasrekogra
Ghul Bodyguard
Itseil Rider
;===========================================================
;=======================Development=========================
;===========================================================
Random Bugs Fixed
Random Bugs to fix
Give Civs Diplomat + Spy
Give Civs more Units/Generals (Awaiting Names.txt)
Give Civs a family tree (Awaiting Names.txt)
Fix Unit Prices
Make Tatoime/Steir less pussified
Reduce Bodyguard Upkeep
Krikuyen, No Skirmish {17/Jun}
Check Classes of Itsek {17/Jun}
Steir Troops underpowered
Change Currency Name
Reduce Vapiole Pusher's Unit Number {17/Jun}
Increase Itsek Archer's Arrows {18/Jun}
=======================
Currently Working on: Traits
(Writing this section in to aid me in development tracking)
General
On-creation Random Personality{18/Jun} {20/Jun)
Spoiler Alert, click show to read:![]()
\ Others (v2)
Post-battle Heroic {20/Jun} {21/Jun}
Spoiler Alert, click show to read:![]()
Post-battle Clear
Post-battle Crushing
Post-battle Ambush
Post-battle Siege
Whilst In Settlement
Whilst In Wild
Whilst In Enemy Lands
Whilst Far Away
Racism VS Faction
Racism VS Race
Ghul
Ghul Loyalty
Itsek
Evil Nature
Neonni
Magical
Tatoime
Xenophobic
Steir
Steir Empress Growth-boost {20/Jun}
Vapiole
Authoratarian Bloodline
=======================
100% (All done)
100%, but bugged
75% (Done, needs retexturing and such)
50% (Working on)
25% (Started)
0% (Not Started)
Factions
Spoiler Alert, click show to read:![]()
Diplomacy
Spoiler Alert, click show to read:![]()
World Map
Spoiler Alert, click show to read:![]()
Religion {20/Jun}
Spoiler Alert, click show to read:![]()
Names {20/Jun}
Resources
Events
New Missions
Base Units
Magic
Buildings
Worker Agents {20/Jun}
Expanded Units
Siege Engines
Wild Creatures
Mercenaries
Mounts
Rebel Factions
Cultures
Renaming of Entities (expanded.txt)
Quotes
Renaming of Characters
Retinue
Traits
Ancillaries
Ancillaries Images
Retinue Images
Battle Models
Campaign Models
Battle Animations
Campaign Animations
Battle Textures
Campaign Textures
Ghul Voice-Acting
Steir Voice-Acting
Tatoime Voice-Acting
Neonni Voice-Acting
Itsek Voice-Acting
Vapiole Voice-Acting
Menu Graphics
Faction Graphics
In-game Graphics
Banner Graphics
(What else is there? So much to do...)
;===========================================================
;=======================Mod Information=======================
;===========================================================
Introduction
Spoiler Alert, click show to read:MyWorld is a totally fictional world. Whilst initially intended to be a Full MMORPG, it soon became clear (After 1+ year of development/trial+error, heh) that for the full potential of the game to be realised, it would need to be 3D. In that respect, it is postponed.
Meanwhile, I'm working on Project Terra, links available in my signature, which is a 2D MMORPG.
However, I still yearn to see MyWorld live, one way or another, and I think that a Medieval 2 Mod would realise that.
I have everything from the World itself, to the 4000+ fauna/flora of the world, to the species (their weapons, language, ethics and politics), developed already - all it needs is a couple of hands to get it going into this mod.
300 Years of game-history was developed.
Now, why do I need a hand? Because for one, this is my first time modifying Medieval 2: Kingdoms. Secondly, this Laptop doesn't support my 3D software (Maya 8.5), due to shortcomings in the Video Card aspect.
I have full ability other than these two points in the marketing (Well, in getting people's attention, heh), hours of mindless typing, 2D graphics, textures and whatever else may need doing inbetween.
General World Information
Spoiler Alert, click show to read:
MyWorld's Cerria
Spoiler Alert, click show to read:Whilst the game itself is called MyWorld, the planet is called Cerria. It is a high-fantasy place, full of magic, monsters and dragon-like creatures.
The world was created on a basic rule: 60% water and 40% land. Through a "Habitational Theory" that I made at the time (Quite... primitive, looking back. But it works);
Spoiler Alert, click show to read:
BASE WORKOUT
Water source 0%+ = Plants (33*Water)
Plants % = Herbivore % (Herbivores/Water)
Herbivore % = Carnivore %
water%=plants#
Herbivore#=(water%/2)+10% water %
Carnivore#=(herbivore%/2)+10% Herbivore#
33 plants = 0% Water
Water =(60%)= 1980 Plants
2000 plants =(60%)= 1188 Herbivores
1188 Herbivores =(60%)= 782 Carnivores
CREATURE WORKOUT
50% Land
50% Sea
1Water Creatures 30% (591)
2Land Creatures 50% (985)
3Amphibian 10% (197)
4Flying Creatures 20% (197)
Deep Sea (W)15%
Sea (W)15%
Coast (W)70% (A)50%
Marshes (A)50% (F)10%
Grasslands (L)26% (F)15%
Forests (L)26% (F)25%
Hills (L)24% (F)15%
Mountains (L)24% (F)25%
CREATURE_TYPE in LOCATION=MAX (Carn+Herb)
Water Creatures in Deep Sea: 88
Water Creatures in Sea: 88
Water Creatures in Coast: 177
Amphibious Creatures in Coast: 98 (40 + 59)
Amphibious Creatures in Marsh: 98 (39 + 58)
Flying Creatures in Marsh: 25 (10+15)
Flying Creatures in Grasslands: 34 (14 + 20)
Flying Creatures in Forests: 54 (22 + 32)
Flying Creatures in Hills: 30 (12 + 18)
Flying Creatures in Mountains: 54 (22 + 32)
Land Creatures in Grasslands: 256 (96 + 148)
Land Creatures in Forests: 256 (96 + 148)
Land Creatures in Hills: 236 (96 + 144)
Land Creatures in Mountains: 236 (95 + 143)
Aquatic Creatures in Coast: 155 (62 + 93)
Aquatic Creatures in Sea: 155 (62 + 93)
Aquatic Creatures in Deep Sea: 309 (112 + 197)
Aquatic
236 (carn) + 383 (Herb)
Aerial
79 (carn) + 118 (herb) = 197
Land
383 (carn) + 583 (herb) = 966
Amphibian
79 (carn) + 118 (herb) = 196
PLANT WORKOUT
50% Land
50% Sea
Deep Sea Flora: 165 (17)
Sea Flora: 165 (17)
Coastal Flora: 165 (17)
Grassland: 371 (37)
Marsh Flora: 371 (37)
Mountain Flora: 371 (37)
Forest Flora: 371 (37)
Aquatic Flora: 495
Grassland Flora: 371
Marsh Flora: 371
Mountain Flora: 371
Forest Flora: 371
Through a home-made generator, six creatures (by chance) "Evolved" their intelligence into "Tribal" (Out of the 1970 creatures). These, are the following:
The Species
Spoiler Alert, click show to read:
Ghul
Primitive. Aggressive. War-loving. Honourable. Loyal. Ape-looking.
National Colour Theme: Red
Special Unit: Kasrekunre "Warrior" (Melee Swordsmen)
Strengths: High morale and skilled warriors.
Weaknesses: Units may frenzy and be lost from control, no magic available.
Enemies: Itsek
Allies: None
The Ghul are a loyal and honourable bunch. They will never lie, and will always honour a deal. However, they are shortcoming in their belief and use of magic - infact, it's taboo to even think of using it.
They are short and hunched, using their knuckles to run. Ghul are aggressive and war-loving people, their perfect death being that of which in battle.
During their last years in education/training, if they fail to pass a criteria in Strength, Endurance and Honourability, they are executed.
Itsek
Highly Primitive. Evil. Hunter-gatherers. Disloyal. Dishonourable. Monsterous-looking.
National Colour Theme: Yellow
Special Unit: Kripizuyin "Night Death" (Long-ranged Venom Arrows)
Strengths: Excellent hide-and-hit units.
Weaknesses: Mostly untrained and primitive weapons.
Enemies: Ghul
Allies: None
Itsek are lonesome creatures, their only possessions being poisoned arrows, blowdarts, spears, a skinning knife and a medallion made of wood, their family crest carved into it.
Itsek are abandoned at a young age once they are able to walk and hunt.
By nature, Itsek are evil, disloyal and dishonourable. They have no notion of companionship, and survive quite well, hunting in their homelands in the frozen jungles of the north.
However, due to the events of the cataclysm - which resulted in their lush jungles turning to frost-adapted things - they were forced to band together in trading depots, of sorts, and so civilization was *somewhat* formed.
Neonni
Magical. Intelligent. Prideful. Arrogant. Snake-looking.
National Colour Theme: Cyan
Special Unit: Tismeinikoi "Old Magic" (Powerful magic-users)
Strengths: Powerful contraptions of warfare and magically able.
Weaknesses: Generally weak array of weapons and armour.
Enemies: None
Allies: Tatoime
Neonni are the typical intelligent and magical beings, arrogant in their knowledge of all things. They spend their days mostly in court and political events, otherwise in pursuits of knowledge and magical advancements.
Tatoime
Small. Ferocious. Friendly. Burrowing. Loyal. Mouse-looking.
National Colour Theme: White
Special Unit: Hichiidokukro "Family Warrior" (Heavy Shortswordsman)
Strengths: Many men per unit, mostly spear/ranged troops.
Weaknesses: Small and not difficult to beat one-on-one.
Enemies: None
Allies: Neonni
Tatoime once held the rolling hills in the center of what is now the known world, farmlands as far as the eye could see, small village communities held together by a trade-and-favour system, as opposed to monetary.
With the cataclysm, however, their lands heated and burned and over the heightened decades, turned to a wasteland. The tatoime now live in huge, underground burrow-complexes.
Vapiole
Amphibious. Traders. Authoritarian. Rich. Island-nationers. Happy. Fishman-cera-looking.
National Colour Theme: Turquoise
Special Unit: Ibevpioxloro "Supreme Warrior of the Sea" (Heavy Trident-bearing Soldier)
Strengths: Strong economy and many available troops.
Weaknesses: Generally jack-of-all-trades, as opposed to specialized troops.
Enemies: Vapiole Rebellion
Allies: Steir
Vapiole are amphibious fish-tailed humanoids with a triceratops-like shield ontop of his head and webbed frog-like toes. Their lands in the south-east are highly wealthy. Before the cataclysm, their lands went far, far to the south-east. However, they were cut off from the rest of their empire as the cataclysm unfolded.
Nethertheless, they survived and are still the largest and most prosperous of all peoples in Cerria.
Their government is Authoritarian, controlling as much as they can of the empire in as many aspects as they can, to keep the market controlled.
Steir
Old. Large. Hivemind. Diggers. Lumbering. Heavy. Lonesome.
National Colour Theme: Brown
Special Unit: Nagetarkese "Hive Warrior" (Very heavy two-handed hammer-bearing melee)
Strengths: Large soldiers that send smaller units flying with their strikes.
Weaknesses: Lacks cavalry.
Enemies: None
Allies: Vapiole
Steir are the oldest of the species, being the first to evolve, hundreds of years before the others. Their homeland was to the south-west, which was, alike to the Vapiole, destroyed. A princess and her guards were able to escape and, with the aid of the Vapiole, form a new nest.
The Steir are a hiveminded people, all being born from the Queen. The offspring of the Queen are given and allocated out to able couples.
Steir are large and heavy beings, making excellent use of heavy hammers, picks and crossbows.
The Plan
Spoiler Alert, click show to read:This would be a total rebuild.
- Factions
\ Ghul, Itsek, Neonni, Vapiole, Steir, Tatoime
- Units
\ As required, per faction (Steir Hammermen, Tatoime spearmen, etc)
- Buildings
\ As required, per faction (Ghul Training College, Steir queen chamber, etc)
- Weapons
\ As required, per faction (Steir's Hammer, Ghul's knuckles, Vapiole Trident, etc)
- Mounts
\ As required, per faction.
- Wild Creatures
\ "Wilderness" faction, wandering monsters (sp).
- World
\ Cerria, images below, Screenshots section.
- Sounds
\ Sound Effects, Grunts, Roars, Speeches (Later Development).
- UI
\ Self-explanatory, eh?
- Magical dabbling
\ Fiery Arrows, Icey arrows (Bow and Arrow graphics removed, particles remain)
===============================
I have currently drawn up the world, resulting in 160 regions that span the entire world.
I'd like to have a form of magic input into the game, as crude as it may be. It is possible to edit arrows and their particle affects, right? Well, that's one way it may be possible - simple modify an arrow to look more alike to a fireball - or icebolt.
Magical "contraptions" (Cannon) could emit balls of force (Cannonballs), that act like an invisible force.
"Mercenaries" could be creatures that are capturable and tameable, and native peoples indigenous to the area.
I repeat, my knowledge in Medieval 2 modding is limitted, but with appropriate aid, it could be something pretty cool.
Timeline
Spoiler Alert, click show to read:
The first three sections below (First to Third Era) were half-baked as the game developed, and maybe need rewording/redrafting/etc.
The fourth section will be during the Mod.
Spoiler for First Era:
0-520 First Era
The First Era is before the planet began to destabilize, and the beginning of the formation of the species.
In the First Era, The entire world was open for exploration, and there were many more than just six main species.
BFE – Before First Era
FE – First Era
Ghul
Evolved: 0FE
In the beginning, the Ghuls were ruled under a single banner in the Dujakaokun and later the Kojedare provinces. From there, they expanded as a single peoples, Spreading further south.
Their society has barely changed in five centuries.
Neonni
Evolved: 60FE
In the beginning, the Neonni were a simple peoples who farmed a much smaller Hynimeiki province. It wasn’t till a hundred years later that they realised their massive ability with magic.
With this, the Neonni spread forth with less time having to spend toiling fields and such, whereas magic made this far easier for them. As the population grew, so did the expansion, spreading as far east as Nikieimi and as far south-west as Neinekiba.
After their magical revoloution, they Neonni turned their ideals to gathering knowledge of all things.
Itsek
Evolved: 10FE
The Itsek have barely changed through the Eras. In the beginning, they evolved by themselves and the evolution spread across their entire species. But nethertheless, they stayed as hunter-gatherers and lonesome.
Over the centuries, their abilities in this have been passed down from parent to child, before the child was abandoned in the wild.
The sharing of ancestral necklace-amulets appeared around 250FE and grew in popularity quickly.
Steir
Evolved: 500BFE
In the beginning, the Steir were the most advanced species on Cerria – both in technology and in population rates. Their hives were bustling with millions of Steir, their hive located in the south-west continent, near the edge of the modern-day shield.
The hive was the only one in the entirety of Cerria.
Vapiole
Evolved: 80FE
In the beginning, the Vapiole were an unruly number of tribes located in and near the Vayoge province. Their hamlets and villages were mostly nestled on tiny islands and coastlines.
In 120FE, a great war was instigated by the Vapiva Tribe. The Vapiva tribe had the strongest bloodlines and greatest weaponsmiths. They went to each of the other tribes and offered the ultimatum of either joining the Vapiva tribe, or dying.
The start of this campaign was tough, where the Vapiva’s numbers were tested in each battle. But eventually, as the Vapiva’s rule spread and numbers increased, many fell in line and joined Vapiva.
This then became the Vayoge province.
As time wore on, the Vayoge spread north, east and south into warm waters, as far as Yovavu and now-lost Valoro province.
Tatoime
Evolved: 400FE
In the beginning, the Tatoime farmed the fertile lands and lived happily in hundreds of small villages on the continent.
Their existant was a serene one, where Tatoime worked for most of the day to provide food for their family and traded with their neighbours.
During the Cataclysm, their province was the first to be damaged powerfully.
Spoiler for Second Era:
521-599 Second Era
The Second Era was when the planet began to destabilize. Slowly, Cerrias temperatures went to extremes – the equator became extremely hot (Eventually forming deserts) whilst the poles became extremely cold.
The polar temperatures began to spread towards the equator, causing Panic, Disruption and chaos.
Ghul
Ghuls expanded under the rule of Dujakaokun as far as Dejadega in the east and Truduja to the south. When the Ghuls began to notice the destabilization on the planet in 541, all hell broke loose, the great Dejakaokun empire breaking into hundreds of factions. When the great transparent blue blanket that is the shield fell across the sky, and therefore all of nature stabilized, the factions began to reform. But, rather than returning to a single huge empire, they became individual warring provinces.
Truduja and Kugradu are, during the post-cataclysm second era, part of the Dakasje province.
Neonni
Discovered magical strength.
Understood danger in 560.
<INVENTOR> made plans for shield in 575.
Shield made in 576, found Tatoime settlements scorched-dead – Tatoime thought extinct.
Shield activated in 578.
Itsek
Itsek felt the cold first in 525.
Itsek formed “trading posts” to support one another – future becoming settlements.
Steir
The Steir’s single Hive was destroyed by a massive volcanic chasm that cracked open during the cataclysm. As the surface temperature became unbearable and the air hard to breath due to such humidity, the upper complexes were abandoned. Lack of space required the Steir to dig further down which eventually opened up into a chasm filled with Magma. The pressure of the cavern was released by this opening, causing the Magma to flood the entire underground megalopolis.
The queen, unable to be moved from her chamber, ordered for the Royal guards to take her last living heir, a princess, through an isolated corridor to the south that led to a more stable temperature-wise surface. This small band barely made it out, locking a massive security door behind them to stop, or at least slow, the magma.
They escaped to the surface and in 556 gained help from wandering Vapiole Scouts to take them eastward across the sea. The LEADER of Vayoge gave them mountainous land to the north-west, where the Steir resettled in Jetenei in 558.
Vapiole
The Vapiole Empire spread further to the south-east to now-unknown provinces and north to existing provinces such as Culogo, Cutiyoge and Twapilo. To the west, Ciyotien Province was settled.
In 556, the Vapioles made first contact with the remnants of the once-glorious Steir Hive. The small band came to them with warnings of the destabilising planet. In return, the Vapiole gave the Steir the northern part of Ciyotien Province to repopulate, where the Steir capital, Jetenei now is.
In 573, the shield was witnessed by the Vapiole in wander – like a great, transparent, blue blanket being thrown over the skies.
To this day, many Vapiole still believe that this was the engagement of their gods protecting them.
Yet many more thought it was an enactment of otherwise. For it were the gods, then why did they block out so many of their peoples? Nethertheless, through the shield, families torn apart would be able to see each other, but not touch or speak due to the shield – eventually, all froze over outside of the shield in 600.
Tatoime
In the beginning, the Tatoime farmed the fertile lands and lived happily in hundreds of small villages on the continent.
Their existant was a serene one, where Tatoime worked for most of the day to provide food for their family and traded with their neighbours.
During the Cataclysm, their province was the first to be damaged powerfully.
Spoiler for Third Era:
600-750 CENTURY Second Era
The Third Era was after the shield was created. Nations began to reform and rebuild, some attempting to become what they once were whilst others embracing the new world.
Cataclysm – Neonni form guild, protect shield
600-750 Third Era: Post-shield
- Samgekta broke off from Samgekgekta and the remaining provinces in north/south were created.
Ghul
Ghul history is a bloody one, Dakaseje and Dujakaokun being the main instigators in two wars that can be separated by the north and south.
Meanwhile, a handful of Ghuls have decided that they wish to lead rather than be led, and had gathered large groups to follow under their banner. These groups then went out and sought land for their own – formed nations such as Trudukun, Kokaoreta, Gaktakik, Kogekda, Gujega and Kaoke – Kaoke and Gaktakik being the latest.
Neonni
On the turn of the century, it was decided amongst the Neonni that a special caste should be made for the Mages. This special group would defend and protect the Neonni nations.
In 600, construction began of a fortress for the mages.
In 600, selection began of the heads of the Mages.
Through the centuries, the Neonni government has been ruled by a monarch, and this has not changed at all. The king still expands north-east and south-west along land routes and relatively short expanses of open sea.
With the lands being so far reaching, these have been split into provinces that are ruled by monarch-elected officials on judgement of character.
During the journey to the Great Mountain where the Shield was constructed, their once-neighbouring allies, the Tatoime, had been found destroyed by the desertlands. They are now thought extinct. A shrine in the capital city of Shonnemi had been constructed in their honour, a statue of a Tatoime.
Itsek
Itsek life had barely changed through the cataclysm for the most. Many generations continued through the cold and harsh overtaking of the land, where food became sparse – and this continues to this day.
Meanwhile, the self-imposed lords of the trading posts began to collect support for his cause amongst loyal – as far as loyalty goes with the Itsek – followers.
These lords and their followers began to build outposts to state their territories boundaries. Within these boundaries, other provinces were not allowed to gather the resources that they held.
Soon enough, conflicts from tavern-brawls to small battles broke out between supporters, forcing walls to be erected in defence.
Steir
After fifty years, the Steirs new home in the Vapiole-given mountains had turned out quite profitable for its residents.
Long and deep tunnels had been carved into the rock and small antechambers off of them – the deepest and largest for the Queen.
To avoid the same calamity happening that had happened to them a half-century before, in 684 the Queen ordered for two of her heirs to go out and settle two more Hives. Not too close that the tunnels would entwine easily, but not so far that travel between the two were too dangerous.
Vapiole
When the kingdom had been separated, the grief and anger of the thousands were taken out on each other, if not many attempts on the King himself. This sent the king into a deep paranoia, where he would never leave his castle.
The Vapiole King forced extra measures to maintain control on his many streets. Soldiers were given full control of any situation, able to enact punishment on the spot. This new force of engagement had tremendous effects on the peoples. Whilst the rich and well were happy to see the scum of the Vapiole Kingdom being wiped out, applauding the king and his soldiers, the poor, weak and starving were forced to attempt robberies and such to survive. They soon realised that alone they would not survive the soldier’s extermination and thus, the Rebellion began.
A single rebel, named <NAME> was the initiator of this in 740. He has gathered together a number of the poor together and gone into hiding, where they survive in open plains and forests, farming and self-supporting, the rebels once-in-a-while send out raiding parties and waylay caravans, staying a reminder that they are still thriving and a constant thorn in the kingdom’s side.
Even when poverty was completely removed from the Vapiole Kingdom, the king-turned-dictator kept to his near-nazi ways. It is said the paranoia now runs through the bloodlines.
Tatoime
When the Tatoime’s settlements were destroyed, by 600 the sand of the grasslands-turned-deserts had all but wiped out their existence. Yet below the surface, survivors of the Tatoime remain. Fishing in deep underground caverns and farming mushrooms, they survive.
There are currently four known Tatoime survivor camps, all of which have found each other and connected to each other with tunnels. There is only one known tunnel to the surface, which is tightly closed and disguised. This tunnel is only used to kick out exiles.
The legends of the once-thriving Tatoime settlements live on with the generations. After the Tatoime were so badly devastated and then later only know of other Tatoime, they react with unjustified anger and cautiousness to other species, preferring their hermit-community-like ways.
750+ (Game Timeline) To be designed.




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