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The Ultimate Forum Passing-Time Meta-Game OCC.

Corrosive Synergy
#1 Posted: 2015.05.15 19:06  |  Edited by: sir RAVEN WING
The Paric Nation: Dreadwinds
Osmarium: Burtun
Angelis Isles: Kraigsline.
The Blood Raider Territories: BioRaid.
Skadia: Erricist
Talman: ???
Thaeton: Kayikx
Cathay Raht: King's Blood
[Outdated] Map
[Outdated] Map

All are welcome.

Charaters of Importance
Queen Aeschild Morcarsdotter of Hroth
- Queen of Osmarium, Earl of Burtgun.
- Has much Creed training, but upon the death of her father left to rule the kingdom.
- Possesses an affinity for administration

Earl Cenred Gudramsson of Howe
- Earl of Howe
- Served as his fathers chancellor and thus has good diplomatic skills
- Growing weary of perceived decadence under Aeschild's rule.

Earl Coenwulf Bericsson of Dunburgh
- Earl of Kilerth
- Underwent training as a Knight which gave him excellent combat and leadership skills. Inspires men on the battlefield
- Is highly ambitious and seeks the throne for himself.

Earl Gelfrid Ecgberhtsson of Crasmere
- Earl of Crasmere
- Accomplished sailor
- Indifferent to who rules the Kingdom provided they don't infringe on his feudal rights

Godwin the Explorer
- Merchant turned explorer who led an expedition in search of wealth
- A kind of governor of the new settlement constructed on Cy'rath (Osmar write it as Kirath)
Unsure of what to do with him now. He was to receive orders to extend an offer of vassalisation to King Za'Harr but Cryptic seems to be one now.

Commander Kalimat.

- Former Paric citizen.
- Renowned within the Cauti for defensive strategies.

Lord Jakyl of House Revon
- Son of Lord Revon.
- Holds an attraction to a young Paric female.
- Somewhat ruthless.

Yoi of House Kalt-Yoi
- Eldest male of House Kalt-Yoi
- Kami
- Family has much experience on sea.
- Holds an attraction towards a certain Mur songstress to be.

Raul of House Kalt-Yoi
- Brother of Yoi
- Name is shortened version of 'Raulisa', meaning 'Red Seas'
- Was to be executed for piracy, but was excused by Lord Revon whom saw potential.

Lord Revon of House Revon
- Appraised ruler of the Paric
- Deceased
- Lived for a great many years.
- Most prized possession was a copper-tipped 'bloodstick'
- Slew the beast from the Crehl.

Lady Galtan of House Maliwan
- Ruled for a short time.
- Deceased
- Lived many years
- One of the warriors that traveled with Revon in his younger years.

Krion of Royal House Savek-Vin
- Born in Dreadwinds
- Has tendencies to wear decorative masks.
- Queen Aeschild's trainer and personal guard.
- Is to be wed to Queen Aeschild soon.
- Given as a gift to the the Royal Family of the Osmarii

Bloody Jon Greatclaw, the Uniter, Great Leader of Artuga, Tribal Cheiftan of Durna.
- Second youngest Greatclaw of all time!
-Loves a good laugh

Ria of Durna
-Third wife of Jon
-First Artugian to marry another race.

Murk, son of Morya of Drishna, the Wandering Tribe.
-Leader of the first Artugian Warband.

Ohk of Drishna
- One of Jon's three guards
-Has extensive knowledge of Artuga and the forest.

The Three Elders
-Chosen by Jon to help him keep the peace between the three tribes, but are slowly taking power away from the throne of skulls.

Shuri'den, She of Shalvys that Was, Diviner of the Whorl
- Central Leader of the Mur
- Powerful Tide-Shaper of the Attraction and Repulsion Authorities
- Scholar and Songstress

Man'tiel, Maelstom Commander , Vinnetir's Aspect, Self Professed Greatest Lover in Skadia (since he won Tammari'sen)
- Covenant sanctioned Pirate
- Embodiment of Vineteer's (Storm God and Male Passion) aspects
- Fleet Commander and Warrior

Tammari'sen, High Priestess of Vinnetir, Storm-Shaper, Lady Tempesteyes
- Storm-Shaper of the Tension, Abrasion, and Resonation Authorities
- High Priestess of the Daughters of Vinnetir
- Man'tiel's to-be-Bondmate

Sia'tri, Firewalker, Master of the Southern Expedition
- Master of the South Seas/Artugian Expedition
- Husband-to-be to Ria
- Pathfinder

- Shuri'den's protege
- Songstress in training

Kal'm, Seashrive
- Diplomatic Envoy to Osmarium
- Tide Shaper of the Attraction and Repulsion Authorities (apparently rivals Shuri'den)
- Leader of the Mur Cohorts in Osmarium

Adelya, Seneschal of Errecist, High Wave Lady, Lady Silver Crest
- Leader of the Murguard
- Master Axe Mur
- Supreme Commander of Mur Cohorts.

General Jiha
- Is of Blood kin.
- Part of the oligarchy that controls the Cauti
- Shelters a hatred for the Creed.

Commander Kalimat
- Paric, born in Howe, moved to Corpselight.
- Known for Defensive Strategies.
- Refused invitation to join the Creed by Lord Revon

Professor Zi
- Angelisian
- Little else is known

Prime Minister Yuri
-Voted emergency power by Tal-Man Council (near dictatorship)
-Was former head of Department of War
-Son of Ivan the Great.

Ambassador Grey (Cray?)
-Representative of Tal-Man intrest in Mur
-Always a second motive

Commander Tvelin
-Leader of the Cossacks
-As a young boy trained in shooting and horse riding
-Loves action, combat any form

Tal-Man council
-A secondary check on all PM moves
-Made up of 5 leaders for Council

Department of War: Lenin Vicheskey
-Vet of the Blood Raiders Wars
-Inspirational leader

Foreign Policy Adviser: Nikolay Vinear
-Native of Kiev
-Extreme Patriotism for Tal-Man

Trade Adviser: Nikita "Silver Trader"
-Became Millionaire with first Corporation ever.
-Bottom line is of the utmost importance

Domestic Adviser: Peter Vain
-Training in hopes of becoming new PM after war
-Beloved by people as son of Ivan

(former Head Creed) Intelligence: Dmitry Vain (pronounced Van nephew of Ivan)
-Trained in the ways of the Creed
The Warlords Legion
#2 Posted: 2015.05.16 00:34
I'm working on Artugian lore and customs if anyone is interested I will post it here.

Retired Duster


Lord of Scrubs

Corrosive Synergy
#3 Posted: 2015.05.16 02:01  |  Edited by: sir RAVEN WING
Converted for information.

The Black Flag

Captain Verigo Asumi
- Exiled from Kilerth, Osmarium
- Served with the Osmarii Navy for 3 years.

Junior Captain Jhakil Kallas
- Young Captain
- Escaped a charge of High Treason to go to a life of piracy.
- Has spent the majority of his life on sea.
- Talented at combat with his special cutlass

Captain Uvard Lilma
- To be updated.
The Warlords Legion
#4 Posted: 2015.05.16 02:28  |  Edited by: Jonny D Buelle
Part One

Blood Laws

These are the laws of the Artugians. Breaking the laws results in immediate death.

1. Artugians must work together to survive.

2. Artugians can not draw Artugian blood with their claws.

3. Death is natural, do not mourn.

4. Artugians must act honorably and work to elevate Artuga.

5. The Great Leader is not above the Blood Laws, but must be respected.

Rite of Passage: The Blood Rite

Artugians are always born as twins, one male and one female. They grow together and fight together. When they come of age, they must go through the Blood Rite together.

The Blood Rite is the Artugians rite of passage that all Artugians must go through in order to be considered part of society. Before they complete the Blood Rite, they are considered children and are not protected by Blood Laws, which means killing them with claws won't bring any backlash onto the killer. After the Blood Rite, they are considered adults, and Artugians in full.

The rite is conducted in the first full moon after the 10th year of birth. The twins enter the tidal pools and receive the Blood Mark from the Great Leader. After receiving the mark, all lights are extinguish and the twins fight to the death.

The victor must then rip the heart of their dead sibling and consume it. The belief is that their souls were separated at birth and consuming the heart makes their soul whole again.

The Rite of Leadership: Durna

Durna is a sacred ritual conducted once a challenge of leadership has been made. One can challenge either the Great Leader or (in times of war) a superior officer. It is conducted the same way as the Rite of Blood, however, as both are Artugian adults, claws cannot be used as they are under protection of the Blood Laws.

Durna begins right at sunset in the tidal pools. The two fight to the death, naked, with no weapons. The victor must, just like the blood rite, consume the heart of the fallen.

Death Rituals

Because food is scare on their native island, Artugians are cannibals. When an Artugian dies they consume the seada flesh. The only exception is if an Artugian died of illness. They believe the meat to be tainted and they won't consume it.

The bones are thrown into the sea and the skull is given to the Great Leader to place on his Throne of Skulls.

Greeting Customs

When greeting each other, Artugians general say "Strong Winds", the appropiate response is to reply "Good Fortune". The younger of the two meeting speaks first. The only exception is when talking to the Great Leader, he always speaks last.

When greeting Artugians formally, you make a fist and press it to your heart. You then bow and say "May strong winds bring you good fortune." The response is to place a fist on your heart, bow, and say "And may they bring you home."

When leaving, the person leaving speaks first, wait for the response, and then leaves.

Biology and Appearance

Artugians are humanoid with an average height of 5'10". They are lean, have gray skin, fiery red hair and green eyes. They always walk and move gracefully and have been known to stand still for hours.

A unique feature of Artugians are their "claws", which are really prolonged nails. They can be used as tools as well as weapons, however their Blood Laws forbid them using their claws against another Artugian.

Female Artugians' claws are venomous and can be deadly. This aids them during the Blood Rite against their twin who are usually more devolped by then. What is really unique about their venom is that no two women carry the same venom and they are immune to their own type of venom. (Example: Female A vemon can kill Female B. However Female A cannot die to her own venom.)

The venom is not lethal if eaten or drunk and has been used as spice and an aphrodisiac. However if it is introduced directly into the blood stream via scratch or injection, it is lethal.

Marriage and Courtship

Artugians do not hold marriage as sacred as most other races. They practice polygamy and it is said that the Great Leader before Bloody Jon once had 20 wives, though it was only a rumour. However to gain a wife (either first or second etc.) they must complete the ritual.

The first step of the ritual is to climb the volcano and grab a stone near the rim. They must then carry it down to the tidal pools where they completed their blood rite. Once there they call for the woman they wish to wed. If she comes and she accepts the proposal, he must then smash his claws with the stone (they will grow back over time). If she does not come or does not accept his proposal, he must cast the stone into the sea.

Women can also complete this ritual if they wish to court a husband, and there have been a few women in Artugian society to have many husbands at one time.

Military Chain of Command (War Time)

Artugians don't follow a strict chain of command in everyday life. Instead they do what needs to be done. The only person they truely obey is the Great Leader. However during War they do follow a chain of command.

Ranks during war are determined by non-lethal combat. Men and women are eligible and combat is done in the tidal pools. All blood laws are in effect with the add rule that they can not kill their opponent. Winners are decided by knock out, submission or if the Great Leader declares a winner.


Artugians are naturally Diests, in the sense that they do not believe in a single God but are accepting all of faiths and creeds. They do not argue over which gods to worship or praise and believe everyone is entitled to their own religions and beliefs.

However they have a strong connection to their ancestors and believe that if they keep to their Blood Laws and rituals their Ancestors will bless them. They do not worship their ancestors though.

Retired Duster


Lord of Scrubs

New Eden Special Operations Group
#5 Posted: 2015.05.16 06:47
sir RAVEN WING wrote:
The Paric Nation: Dreadwinds
Osmarium: Burtun
Angelis Isles: Kraigsline.
The Blood Raider Territories: BioRaid.
Skadia: Erricist
Talman: ???
Thaeton: Kayikx
Cathay Raht: ???

All are welcome.

((If those are capitols just label, King's Blood as Cy-Rath Capitol))

Those who see us as blood thirsty beasts and thieves are blind to the true nature of the Cathay-Raht- King Za'harr

Corrosive Synergy
#6 Posted: 2015.05.16 07:35  |  Edited by: sir RAVEN WING
Religious Beliefs
The Paric Religion, The Way of the Winds, is based around a central figure, who is rarely worshiped. The Maker created everything, and continues to weave the skies into longer threads. He created the world they live in, and the spirits the Paric believe in. The Wind Spirits advise the Paric, these are commonly worshiped by sailors. The Nature Spirits are the trees, the creatures, and the world itself. They are commonly worshiped by hunters. The Darkness, Light, and Sea Spirits all commonly worshiped by those who lead regular lives.

Maker - The common ritual is to meditate near a temple. Another (Jonny, you'll like this) is to engage in sexual intercourse with the opposite sex as to show a form of thanks to the Maker for the life he gave.

Winds - The common worship ritual is to meditate, away from any shrines, or temples as to be open to hear the Wind Spirits as they speak.

Nature - The common ritual is to leave food out at night for any scavengers to consume. This is an apology for killing the land, and creatures in it, and if the food is gone the next morning, as is common, it is believed the apology has been accepted.

Darkness - The worshiper lights a small fire in what would be a dark area, and meditates until it is gone. Afterwards a large fire is lit.

Light - Although this is worshiped almost as rarely as The Maker, when it is, it is often by igniting a single dish of sticks, allowing them to burn.

Sea Spirits - This one requires a small body of water. The worshiper sits (usually wearing only their skin.) in a pool of water, with only the head above, and meditates. The A'Kami and some Kami will meditate while fully submerged due to their ability to breathe underwater.

Marriage & Mating:
There is no actual 'Marriage' in Paric society. They mate with a single Parian their whole life. They are not allowed the mate with any other after their first time mating unless their mate dies. Sexual Intercourse related to worship does not tie anyone to another and can be done with those whom are not your mate.

The Kami are descendants of both Parians and A'Kami. The Kami have gills, naturally sharp teeth, and a second set of transparent eyelids. They are regularly covered in scales and grow silver hair.

They tend to show aggressive behavior when cornered, or trapped.

They are also renowned for their artistic aptitude, some of the most famous stories, paintings, and musical melodies were created by Kami.

Will add more later, as of right now I am too tired to do much else.
The Warlords Legion
#7 Posted: 2015.05.16 08:35  |  Edited by: Jonny D Buelle
If that's how you thank the Maker, I would gladly become a priest at the Maker's temple so I may worship him all day long!

Edit: Updated Artguian customs and laws but ran out of characters lol if I add more it will be on another post.

Retired Duster


Lord of Scrubs

The Warlords Legion
#8 Posted: 2015.05.16 22:21  |  Edited by: Jonny D Buelle
Part Two


Artugians are hard working and try to keep busy. Even the younglings work at gathering wood, and other resources they can manage to pick up. Their work philosophy is this: "If I don't do it, someone else will and it won't be as good."

They try their best to help one another, even the ones they believe are cursed. They also have a mutual respect for one another but won't hesitate to chastise someone if they mess up. However most disputes are brought before the Great Leader to settle.

Sexism does not exist amongst the Artugians, both Artya (men) and Artyee (Women) are equal. There have even been Great Leaders thare have been Artyee


The Great Leader has the final say.


Artugian history has been passed down from generation to generation and is filled with war and turmoil. It started over four hundred years ago when the first Artugians exited their caves.

They were scared and hungry. Four leaders rose up and the Artugians separated into four tribes: The Mar'thal, lead by Lem; the Torka, lead by Rak; the Mo'ra, lead by Mo'ra; and the Durna, lead by Mork (who's direct descendant is Bloody Jon). Because food was scarce on their island, the four tribes waged a bloody war that lasted a century. The separation was due to different beliefs and different ways of life.

They raided, pillaged and raped each other's villages in an attempt to force their ways on each other. Many Artugians lost their lives in the Blood Wars.

It ended when Chief Mo'k, descendant of Mork from the tribe of Durna, held a meeting with the other tribal chiefs. He threatened their lives and the lives of their younglings unless they put aside their differences and work together.

The Blood Laws were created on that day and so was the rite of Durna and the Blood Rite. They also decided that in order for them to coexist, they must accept the different life styles each Artugian and Tribe.

The main village of Mihal was named after Mo'k's father who lost his life during the Blood Wars.


- The Blood Mark is made by cutting ones palms with their claws and wiping it on the forehead. It is considered a blessing.

- Triplets are not common and if this was to occur, all three are eligible for the Blood Rite but must fight at the same time.

- If a child dies during birth and the twin lives, the twin that lived is considered cursed and can not complete the Blood Rite in a tradional sense. In their case they must fight a slave or a foreigner. If the Foreigner wins they are considered Artugian. If a slave wins, they are set free and made Artugian. Foreigners and slaves are not allowed armour or weapons but are given a sharp object to cut out the heart if they win.

- Men are called Artya and women are Artyee. Both are plural and singular, depending on the context. Artugian refers to a group of men and women.

- The fourth Blood Law (act honorably) covers a huge part of Artugian life. They see using their claws in combat as dishonorable (yet some circumstances may allow it to slide), lieing is dishonorable (they can still tell half truths) and killing younglings and guests is dishonorable. However, deceiving others and lieing to better the Artugian way of life is acceptable.

- Counting from the dawn of Artugian Society until now, Bloody Jon would be the 57th Great Leader Artuga has had. (Not counting the multiple tribes that existed before the unification)

- Even though Bloody Jon is a direct descendant of Mork and Mo'k, the Great Uniter, he earned the title of Great Leader through the rite of Durna.

Will add more later.

Retired Duster


Lord of Scrubs

Praetoriani Classiarii Templares
#9 Posted: 2015.05.17 18:00  |  Edited by: True Adamance
Why do I feel that so much of the stuff I've established as cannon for the Mur over the last few weeks had been ripped off in the space of a few hours and that basically the Kami are a silver bullet solution to having not chosen specific for the Paric nation justified 'becuz dey iz note Parik'.

Waves that dye the land gold. Blessed breath to nurture life in a land of wheat. A path the Sef descend drawn in ash.

Corrosive Synergy
#10 Posted: 2015.05.17 18:35
True Adamance wrote:
Why do I feel that so much of the stuff I've established as cannon for the Mur over the last few weeks had been ripped off in the space of a few hours and that basically the Kami are a silver bullet solution to having not chosen specific for the Paric nation justified 'becuz dey iz note Parik'.

Kami were originally devised as Paric with the ability to breathe underwater. (2 weeks before you joined I began to model them out.)

Should it be needed, I can remove them, although it may take a small bit of time and a new leader of the Paric.

Webbed feet and hands were devised after you joined, to better suit the aquatic Parians. Egg hatching was originally meant for the Paric themselves, but was scrapped. Transparent eyelids were also devised as they were a more aquatic species.

I'm not sure about the eyelids though.

Original Kami idea: Naturally sharp teeth, Eggs, Gills, and silver hair.
(Disease perhaps would cut their numbers down. The city of Corpselight is where the main hatching grounds are, an attack there (although reckless) may also cripple their number.)

Any suggestions True?
#11 Posted: 2015.05.18 01:27  |  Edited by: Spademan

As mentioned previously, the Osmar faith is Bitheistic. (which as you can guess means two gods) The Gods have no names nor are they depicted with any shape. Rather they are the embodiment of their respective elements, the Sea and the Dark, below and above. The faith teaches that the world exists only because it is allowed to by both of these. The Osmar praise them and ask for nothing in return for fear it might invoke their ire. Some more fanatical sects declare daylight to be an illusion, and thus will only operate at dark, but these people are low in numbers. Most Osmar will "choose" one or the other and will stay more faithful to that, whilst still repaying their respects to the other. The Seers, a gender neutral term, are the spiritual leaders and each is only permitted to conduct sermons for one god. As a result the leadership is split into two High Seers. While there is no rules pertaining to it, the High Seer of the Sea is typically male while the High Seer of Dark is typically female.


Marriage can often mean a different thing to the peasants than it does the nobles. For peasants, it is a joyous expression of mutual love between two people. Whereas for Nobles it is a means of forming alliances through marital bonds as well as a means of producing heirs. Because of this, public Same-gender relationships are typically shunned amongst the upper class and extramarital affairs are common.


At the highest level, the kingdom is run by a Monarch under a feudal system. All those within the borders are beholden to them. The monarch wields absolute power in the territory directly under its control, which is called a domain and is historically the county of Burtun. The monarch may appoint advisors to assist them in the running of realm. Directly under the Monarch are the Earls. They exert their power over counties and have power similar to that of the monarch in their own domain. Unlike the monarch, they have no power in other earldoms and have certain obligations to fulfil, such as providing the Monarch with a portion of their collected tax and contributing a levy of soldiers when at war. For the most part, they are a law unto themselves. Going down another level brings you to the Baron/Baroness. They are the lowest landed noble and typically have control of a castle and its nearby village. They have their obligations to whomever controls the county capital, be it Earl or Monarch.

For the common man, the liege of the land serves as both judge and jury. There are various levels of punishment which pertain to the level of the offence committed. The most serious of crimes are labelled High Treason, which include acts such as Regicide (which applies not only to the monarch, but the Barons and Earls too), conspiracy to commit regicide, fabricating money and any other attempts to destabilise, betray or otherwise take action against the Crown or Government. There are two common punishments for these acts, to be used at the discretion of the liege. The first is to be Hanged, Drawn and Quartered. This involves the convicts hands and legs being bound together and tied to a horse. The horse then drags the convict to the place of execution. Once there, the convict is publicly hanged. Just before the convict dies the rope is cut. The final step is for the convict to be emasculated (for males), disembowelled, beheaded and finally quartered. The pieces of the body are often displayed for the rest of the day atop pikes.
The second method of execution is dubbed Blood Eagle. This gruesome ritual is often committed personally by the Liege. The convicts legs and hands are bound by chains. The executor then picks a knife, presents it to the gathered crowd and cuts a deep gash down the victims back. The ribcage is then opened by hand and the executor reaches in and pulls out the lungs. The lungs are then placed upon the victims back to resemble the folded wings of an eagle. The victim, which would most certainly be dead by this stage, is left on display for all to see over the course of the day.
Due to the fact that Osmar attempt to preserve life when possible, High Treason which doesn't involve murder can sometimes be commuted to a lesser punishment.
There are any number of punishments for lesser crimes. Murder and Adultery are punished by emasculation for men and cutting off the tongue for women. Petty thievery is usually dealt with by a day or more in stockades while more severe thievery is punished by cutting off the offenders hand.

For Nobles, justice is less absolute. If a Noble suspects another of wrongdoing then the most common course of action is for the accuser to challenge the accused to a duel. The winner of this is deemed correct. If the accused wins, then no more is said of the matter. If the Accuser wins then they may carry out punishment in accordance with the severity of the crime. Killing in these duels is strictly prohibited and should it occur the murderer will be dealt with as if he had committed High Treason. The only exception to this is if the accusation is that of the murder of a relative where the punishment would be execution anyway, and only the accuser may carry it out. If the accused is incapable of or too cowardly to accept the duel then there are two options.
The first is an Ordeal of Fire. This involves the accused walking over redhot shovel head whilst holding a red-hot iron rod. The wounds were then bandaged and the accused is held in the dungeon. Should the wounds heal after three days they are deemed to be innocent, if not then they will be punished according to the crime.
The second is and Ordeal of Water. The accused's hands and legs are bound and they are thrown into a body of water. If they float they are innocent, if they don't then it is a trial and execution in one.

Will add more in future, let me know if you feel like something is missing.

What're you looking at me like that for? I'll shank you I will.

Praetoriani Classiarii Templares
#12 Posted: 2015.05.19 20:20
Synopsis of Mur culture is literally the hardest post I've ever had to make on this forum.

Waves that dye the land gold. Blessed breath to nurture life in a land of wheat. A path the Sef descend drawn in ash.

Corrosive Synergy
#13 Posted: 2015.05.19 20:56
True, edited the post a bit.

That good enough?
Praetoriani Classiarii Templares
#14 Posted: 2015.05.20 01:39  |  Edited by: True Adamance
Skadii-an Murfolk

The Murfolk are a mammalian species of bipeds hailing from the verdant archipelago nation of Skadia in the Southern Oceans beneath the main continental drift. The resemble human's for the most part however make several notable deviations in basic physiology.

The typical Mur usually stands taller than a man at six feet in height and possesses a unique body shape that accommodates an developed respiratory system contained within a barrelled chest. This cavity is primarily filled with overly developed lungs and is protected by a thickened rib cage. This developed bodily system complimented by heavily oxygenated blood allows them to remain submerged for extended periods, some Mur claim to be able to hold their breath for upwards of forty minutes though in combat situations their exertions limit this time drastically.

Their skin can present itself in various shades of blue and green, depending on locality and hormonal balances, and secretes a thin layer of natural oils that is permeable to water allowing the Mur to keep their skin moist. Additionally worthy of note are the naturally occurring fin-like appendages that form on the Mur, mainly manifesting on the forearms legs, and head, which are used alongside their flat hands and feet to stabilise and propel themselves through the water ways of the Isles at high speeds allowing them a greater control of their bodies while completely immersed. Similar such fins, stands, etc also suffice for hair amongst their kind. All Mur also possess a second layer of transparent black eyelids which remain closed while the allowing them to swim rapidly through salt water as well as preventing becoming sun blinded when they surface after prolonged submersion.

Muscle forms in sheathes upon their bodies and densely so due to their conditioning under water which make Mur decidedly stronger than the average human male and better suited for labouring work. It is for this reason that Mur tend to use heavier weapons and nature chitin plate armours.

It is also worth noting that the gender of a Mur is not always immediately obvious despite their lack of clothing because their sex organs are not always external to the body and manifest during breeding seasons and times of arousal.
Mur can typically be described as passionate, dutiful, and straightforward. This however leaves other races to misinterpret them as crude and servile.


The Mur form communes centred around areas of natural abundance usually inland where waterways are present or along the coasts where a myriad wealth of flora and fauna can be found. Such communes are semi-autonomous settlements collectively ministered to by River/Lake/Harbour Masters whose function is to ensure the safety of the general populous, productivity of industry, as well as the free flow of trade to various other settlements. This title tends to hereditary and is typically passed on the worthy clerk or dock hand whose efforts are considered laudable.

The Mur eschew most forms of combative actions within their own society preferring to settle matter of inter-settlement conflict through non-combative means either by settling debts or hosting Ko’toltch ceremonies where valuable goods are sacrificed to the Gods before their rivals. However in instances where conflicts do break out between the Mur they are internecine and bitter with both settlements depopulated and destroyed in the process. Currently the only active blood feud recognised within the Isles is between the islands of Skurd and Rhistvalla, both Isles somehow flourishing due to the seasonal conflicts, whose people tend to supply the greatest levies of marines to the Sy’Thal Navies.

The general underlying concepts of Mur culture centre on prosperity and unity and as such the Mur see works that benefit the people as a whole to be worth pursuing with the fullest of their efforts. As a maritime and agricultural society the position of labourer, farmer, and gamesman are treated with due respect for the craft of cultivating/raising/hunting of natural aspects of the world.

Given their natural inclination for the oceans and waterways as well as the powerful cultural ideals surrounding unity it is no wonder that a very specific aesthetic manifests itself in their art and literature. This aesthetic being the ‘whorl’ while manifests primarily in their high developed and intricate textiles and fabrics, such as the Maera and Aklae these being the only forms of clothing the Skadii ever wear. This also extends into literature and poetry where sentences and phrases tend to take on a cyclic nature flowing into one another.

Within Mur society neither gender has specifically designated roles though it is usually observed that the female of the species has become established in the upper echelons of the social structure, perhaps due to their matriarchal pantheon.

Waves that dye the land gold. Blessed breath to nurture life in a land of wheat. A path the Sef descend drawn in ash.

Praetoriani Classiarii Templares
#15 Posted: 2015.05.20 01:39  |  Edited by: True Adamance

The systematic beliefs of the Skadii-an Mur are perhaps the least understood part of their culture though perhaps make up the most fundamental part of their lives. The Mur subscribe to a vast, matriarchal pantheon of various deific figures which they both do and do not believe exist. These ‘deities’ are commonly used to personify important cultural ideals or perhaps explain or express concerns of a lack of knowledge on a subject.

That being said they pay homage to the deities of their ancestral homeland of Shalvys from which the pantheon originally hails as if they were forms of ‘grand spirits’ while lesser spirits and manifestations of their deities exist in the natural world.
Gods are attributed various aspects and facets each with differing meanings and interpretations, as well as a domain over which they rule, allowing them to exist in various different senses and to convey a wide variety of meanings. Shrines and Temples are maintained by the various adepts, and High Priestesses, receiving varied levels of care dependant on their position within the Covenant, who both accept and determine the worth of the gifts presented.

Such beliefs are also used in a practical sense with the Mur having incorporated the offering of specific tributes to gods on various occasions to represent the bounty of their people, as well as to pray/ensure fair weather, or cement their own position within society in relation to their Calling or to the Passions.

The primary Gods as they are worshipped are…

Goddess Kalya, She of the Oceans who is the Whorl, and Goddess of Prosperity, Creativity, Fertility, and Love.
Goddess M’kke, She of the Winds, Goddess of Inspiration, and Authority, Strategy, and Victory
Goddess Rohe, She of the Stars, Goddess of Light and Navigation.
Goddess Hina, She of the Healthy Birthing, Weaving, Shells, and Glyphs.
God Vinneter, He of the Storm, God of Wrath, Warriors, Sexuality, and Textile Crafts
God Laho Laonua, He of the Depths, God of Passing, Trade, Secrets, and Stories
[Rohe and Hina are often portrayed as the same Goddess]

There is a creationist mythos however it is not often spoken of, and only at Festivals where particularly talented Singers, Musicians, or Story Tellers are called to present it.

The Passions

The Passions are they are called by the Mur are a pairing of one male and one female deity used to signify the differences between the male and female aspects of desire. As previously mentioned this is not only a physical sense of desire but also the metaphysical aspirations of the Mur people.
The most commonly referred to Passion is that in the Male sense which represents not only the lust a male might instinctively be possessed of but also the commonly accepted and attributed desires of the male of the species. This Passion is most often referred to when speaking of martial achievements, development of a craft, labouring, etc.

The least discusses facet of Mur spiritualism is that of the Female Passions, while also referring to the sexual drives of a female it refers more to less tangible concepts that seek to change things within Mur culture. It is perhaps because if this that the Female Passion has very few devotees and is regarded with both admiration, reverence, and trepidation as its follower seek to fundamentally alter the established culture of the Mur by reshaping the underlying aesthetic of the “whorl’.

Devotees of a specific passion also need not be of the corresponding gender simply represent those aspects of their chosen Passion. Choosing to take on a Passion in Mur culture is a gravely serious matter and devotees do not stand to be mocked for any reason. It must be noted that the common usage of the term Passion is not only to refer to lust in a common manner of speech but also to denote a specific achievement or goal being reached or set and does not infer or suggest that a Mur might have accepted that Passion.

These deities are M’kke, Goddess of Winds, Inspiration, and Authority, Strategy, and Victory, who represents the lesser spoken of Female Desires, and the disgraced and cast down Male deity Vinnetir, Lord of Storms, Wrath, Sexuality, and Textile Crafts.


The prevailing system of governance within the Sy’Thal Isles can best be described as a “centralised autocratic minocracy punctuated by smaller more regional meritocratic minocracies” despite primarily identifying as a Principality.
Harbour Masters serve as local governors serving as a focal point for the concerns of the citizenry and ensuring trade and the daily ministrations of the citizenry are seen. Central to this structure is the governing Mur who is bestowed the suffix-name of ‘Shalvys’, meaning literally ‘of Shalvys-That-Was’ denoting their direct lineage to the ancient city state of the Mur, who functions similarly as a focal point. It is also notable that Mur do not treat this figure as a ruler so much as they treat them with great reverence as an advisor.

The Covenant refers to the monastic grouping of the various spiritualist school who also serve to unite the Mur through their shared sense of spiritualism usually dictating the social protocols alongside the Harbour Masters and easing the minds of the citizenry.

Waves that dye the land gold. Blessed breath to nurture life in a land of wheat. A path the Sef descend drawn in ash.

Praetoriani Classiarii Templares
#16 Posted: 2015.05.20 01:42
Marriage, Mating, and Sexuality

The Mur are more or less possessed of a straight forward and unashamed approach to sexuality and love being a particularly unguarded in their expression of emotions. This is most commonly represented in their acceptance of the Passions, deities who represent the male and female desires both literally and metaphorically. The attributes manifest in the adepts of the various deities, particularly in the Daughters of Venetir, whose memberships regularly imbibe an aphrodisiac mixture that keeps their sex organs visible and them in a constant state of arousal as an embodiment of the Male Desire their god embodies.

Mur typically form mated pairs however these are not strict groupings, nor are they for life. Mur are encouraged to select mates of the opposite gender with which to breed by are not forbidden or discouraged from taking partners of the same sex.
The only ritualised form of union is performed via the completion of a Bonding Ceremony which is ministered by an Adept of Kalya and affirmed by the linking of ones fins by a single band and signifies that the Mur has found an eternal partner whom they would chose to spend the Long Night with till Sea swallows all.

Not much is known about how Mur give birth only that they refer to the process as ‘spawning’.


The military forces of the Sy’Thal Isles have not every seen a modern conflicts and have not truly faced the threat of war in over two hundred years

For the most part the main bulk of the Skadii military was unused to conventional warfare and possessed little in the way of formal military training. Moreover their armaments were at the time considered dated with the Skadii being unwilling and unable to produce and secure enough conventional muzzle loading rifles to arm a united force.

Crossbows prove to be the mainstay of the Skadii arsenal with the heavy bolts still being able to pierce thick armour plating and being easier to produce, maintain, and waterproof than rifles. While the bolts had lesser range and destructive power than their black powder counter parts they allowed Skadii forces to fire much faster and in silence which suit their roles as saboteurs and irregulars.

Commonplace tactics feature the use of saboteurs and tactics designed to draw off sections of larger formations into favourable battles.

That being said the Sy’Thal Navies are a completely different armed force altogether and subscribe to a particular form of combat until now not seen. Rather than engage larger vessels in Lines of Battle the Mur instead engage of angles leveraging their speed, manoeuvrability, and massed fire from the large bore cannon purchased from the Tal-Man to best advantage.
Once enemy forces are in disarray the Mur independently and rather savagely, for such a reserved people, set upon individual foes crippling their vessels using mounted ballistae in decisive strokes.

Waves that dye the land gold. Blessed breath to nurture life in a land of wheat. A path the Sef descend drawn in ash.

Praetoriani Classiarii Templares
#17 Posted: 2015.05.20 04:33
Goddamn Johnny your people are savages! Blink

Waves that dye the land gold. Blessed breath to nurture life in a land of wheat. A path the Sef descend drawn in ash.

The Warlords Legion
#18 Posted: 2015.05.20 04:37
True Adamance wrote:
Goddamn Johnny your people are savages! Blink

Damn straight! By the way they get their cured leather by soaking skins from dead Artugians in the sea! Was about to edit the post to include it.

Retired Duster


Lord of Scrubs

#19 Posted: 2015.05.20 23:23  |  Edited by: Spademan
Updated this one with a section on Tolerance. Fun.

Culturally and religiously, the Osmar tend to be rather tolerant of other ways. Provided those ways align nicely with their own.


As the Osmar religion worships the Dark and the Ocean, it is objects of worship in other religions that resemble these that are the most tolerated. For the Paric it is their Sea and Darkness sprits that are accepted. They are viewed as misinterpretations of the True Belief. The Winds stand somewhere in between tolerance and intolerance. Worship of the other Paric spirits is generally shunned, those that openly worship these do not tend to exceed in Osmar high society. The most abhorred of these is the Light, as it is in direct opposition to Dark.
As the Tal-Men have no religion of there own, many adopt the Osmar faith (According to Vash here.) and so are welcomed.
Though the Mur have only begun to establish themselves within the realm, it is likely that Kalya will be accepted due to the ties with the Ocean. It is unknown how the other gods and goddesses of Skadia will be received.


At present, there are only three minorities worthy of note. The first are the Paric. They are the oldest neighbours of the Osmar and are the nation with which they have the most dealings with. While the common man has little issue with them, the Upper Classes begin to grow wary of their presence. This stems from the fact that the Queen is known to have been trained by their shadowy order and concerns are centred over the possible influence they may have. Whilst this influence has not yet been shown, it is unlikely that the landed lords will tolerate it if it does.
The second, marginally smaller group, are the Tal-Men. The common man is easily intimidated by the people due to their size. They easily tower over even the tallest Osmarii. Despite this, their willingness to adopt the faith has earned them trust amongst the higher classes. Some Lords, primarily near the border, have even accommodated their stature in the architecture.
The final group are the smallest and newest group, the Mur. Their ways are still strange to most within the realm, but the few that have arrived with the Envoy of Skadia have been welcomed warmly. A kind of fondness for the exotic species is developing across those who meet them, but interaction is limited primarily to Burtun, the capital. The lords that have encountered them, while hesitant at first, are please with their presence. It remains to be seen if this fondness is merely a novelty or if they will truly become a part of High Society.


The army of the Osmar follows a regimented system. A regiment is made up of approximately a thousand soldiers. Each regiment is lead by either a prominent captain or a knight. An Osmar infantry regiment is usually from 4 to 6 ranks deep and contains a mix of Pikemen and Musketeers arranged in a checkerboard formation, each soldier also carries a sword to compliment there weapons. The practice of Volley Fire is common, all musketeers fire simultaneously in an attempt to deliver a sudden shock attack that will eliminate a large number of the enemy's front line. The line of bodies can easily cause others to trip and fall over the bodies if they are not careful. Occasionally four small cannons may be attached for additional firepower.

The cavalry of the Osmar can be easily distinguished by their heavy plate armour and long lances. While heavy armour may be diminishing somewhat amongst the infantry due to the prominence of guns, the tradition remains strong amongst mounted regiments. The horses are as much a key to the regiment as the riders, they are bred specifically for war and the ability to carry a heavy load, gallop extremely fast and recover quickly. Their riders will organise themselves into a wedge formation and charge towards, and often straight through, a line of enemies with their lances couched. Each carries with them a long sword should their lance break or they find themselves dehorsed. It is worthy to note that the lances used here are very different to the ones used for jousting, instead of breaking they are made to endure penetrating several people and still be usable. It is in these regiments that large groups of knights will most often be found, and a large group of men who have been trained since they were a child to be the perfect fighters charging at you atop horses bred for nothing but war utilising the best equipment affordable looking to gain glory in battle charging at you is perhaps the most terrifying thing the Osmar forces have to offer.

Cannons are as they are, powerful siege weapons that think nothing of ploughing through several ranks of soldiers. There are usually less regiments of these in an army than there are of infantry or cavalry.

Whenever reasonably possible, the Osmar will refrain from taking a life, preferring instead to capture and imprison enemy soldiers. Any prisoners of war will either be ransomed as a group back to their homeland or be forced into servitude for a length of time. Often they will be used as labour to repair and rebuild anything that was destroyed and any other projects the liege-lord may desire. After this they are released so that they may return to their homeland.

What're you looking at me like that for? I'll shank you I will.

Praetoriani Classiarii Templares
#20 Posted: 2015.05.21 01:13
And I thought the Osmarii were civilised.......

Waves that dye the land gold. Blessed breath to nurture life in a land of wheat. A path the Sef descend drawn in ash.

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