Author Topic: Clans 3: Spirits of Good and Evil
DarthIntegral  19190 posts
Registered: Jul '05
48793_11 - Gamorrean Guard Mugg
Date Posted: 5/15 5:13pm Subject: Clans 3: Spirits of Good and Evil


On a remote planet, in a remote system, millions of light years away from the known universe exists a planet. One of ... limited development. There is no hyperspace here. In fact, there is no technology even capable of helping one leave the planet, even temporarily. There are no advanced weapons, no fortified shields, no air travel, and no advanced nautical vessels.

What there are on this planet is Clans.

Clans that are civilized, clans that are wild. Clans at peace with each other, clans at war with each other. A clan to rule, and clans who are ruled, and clans who simply wish to be left alone. Clans who support the rule, and clans who wish to rebel.

There are also spirits. Good spirits, and evil spirits. Spirits that want to help you, and spirits that want to corrupt you. Spirits that can give a clan everything it desires, and spirits that can take everything away.

Welcome to Clans 3: Spirits of Good and Evil


In this game, you will be playing as a small clan of a single species from the Star Wars Universe. With GM permission, your clan may contain a second species. You will be playing on this remote planet that has no means of contact to the larger Universe, and no reason for the larger Universe to contact it. You will control every detail of the clans' life: how they are governed, who they are aligned with, what they have to attempt to bring prosperity to themselves. There are game mechanics, which we will get to later in this post, that dictate how you can control your clan, but for the most part, this is a free-form game. You are given ultimate control over your clan.

At the start of the game, all clans reside on a large island. The island contains many forms of natural terrain. The possibility exists that there are things beyond the island, but no clan is anywhere near the technology necessary to explore and discover if anyone else is out there. As the game progresses, there's a good possibility that new clans may be discovered. Many wild animals live on the island, each appearing in the terrain that is most natural for them. Your interaction with them will depend upon the skills of your clan.

About the Clans

Each clan is given one of two designations: wild or civilized. A wild clan will live out in the fringe of the planet, while a civilized clan will live in closer with the rest of the civilized clans. There are advantages and disadvantages to both, which we will get to later.

There is one special designation of clan, that being “ruling clan”. The ruling clan has laid claim to all the land, and will be used to drive the game forward. This will include things such as: collecting taxes, making widespread laws, imposing treaties, acting as a hub for trading, and creating mini-story lines. This clan will be controlled by the GM for purposes of driving forward the game.

Each civilized clan is given three landscapes to occupy, two specialties, and one area of strength. Each wild clan is given two landscapes to occupy and three specialties. A list of these items and a brief description of each follows:

Landscapes

  • Forrest – Contains wood for building, and animals for hunting. Capable of providing primitive housing when nothing else is available.
  • Farming Land – Contains rich soil for planting. Capable of providing some small animals for hunting.
  • Ranching Land – Contains green pastures for raising livestock. Contains some wild berries and nuts for harvesting.
  • Mountains – Contains minerals for mining. Capable of providing a primitive border against enemies.
  • River – Contains fish. Capable of providing a primitive border against enemies.
  • Jungle – Contains fruit for harvesting and large, but dangerous, animals for hunting. Capable of providing primitive housing and border against enemies.
  • Desert – Contains animals for hunting. Some animal herding possible for the advanced. Capable of providing a primitive border against enemies.
  • Tundra – Contains only ice. Some fishing possible for the advanced. Capable of providing a primitive border against enemies


Specialties

  • Farming – Doubles amount of vegetables received from farmlands. Increases clan knowledge of natural sciences.
  • Hunting – Doubles amount of meat and skins received from hunting lands. Increases clans weapon usage.
  • Herding – Doubles amount of meat and skins received from ranching lands. Allows clan to use animals for purposes other than meat and fur.
  • Fishing – Doubles amount of fish received from fishing lands. Increases clan knowledge of water properties.
  • Weapon Creating – Able to create weapons that are twice as strong and twice as durable. Increases clan knowledge of items used in construction.
  • Armor Creating – Able to create armor that is twice as strong and twice as durable. Increases clan knowledge of items used in construction
  • Boating – Able to create/use small boats to navigate water streams. Increases clan knowledge of territory around them.
  • Negotiation – Able to complete one-sided trades of goods and services. Helps advance government.
  • Stealth – Able to infiltrate into other clans. Helps advance government.


Areas of Strength

  • Shelter – Clan has superior housing. Prevents illness, promotes stronger individual members
  • Border – Clan has a wall around their land, preventing infiltration against all but the most advanced clans.
  • Transportation – Clan has developed methods of transportations of individuals and small groups to quickly travel on ground.
  • Education – Clan easily and quickly passes learned things to the next generation. Clan advances more quickly, and can learn traits from other clans.
  • Government – Clan has a superior infrastructure, and is protected against insurgency, uprising, and can negotiate fair treatment from the ruling clan.
  • Religion – Clan is blessed by the presence of a few Force users each generation. (Note: At start of game, Force usage is limited to Telekinesis, Mind Trick, and enhancement of physical abilities. Individuals may add more powers as the game advances)


Game Mechanics

So, now that we know a little about our Clans, let's find out how we're going to advance them.

For those of you have played the previous Clans games, welcome back. The mechanics are a little different this time. Rather than tracking and increasing skills by increasing each category a point at a time, you will have your base of skills, and it will be up to you to naturally grow them. You will also earn commodities with each post that will help you in the game. The more you work with a commodity, the better you will become at acquiring it and working with it. If you are able to trade commodities with another clan, they might give you other commodities in return, or advanced tools from their skills, or perhaps teach you new skills. As such, the important game mechanic is commodities.

Every time you make an IC post, you will be given commodities. These will be used to advance your clan, trade with other clans, or pay taxes to the ruling clan. There are six basic commodities in the game:
  • Meat
  • Fur
  • Live Animals
  • Fruits, Vegetables, and Nuts
  • Minerals
  • Wood


For each type of land you live on, you may collect up to two commodities found on that landscape. You may double each commodity, if it relates to a specialty your clan has. This reward can be collected with up to four IC posts per day.

In addition, weekly, two players will be rewarded for having the best individual post, and the most consistent posts in moving the game forward. Each of these players will receive twenty commodities of any type, regardless of the type of land they occupy. This reward will be paid weekly on Wednesday, unless the GM gives notice otherwise.

Each player will also start off with five resources automatically. These will be chosen at random and PMed to you when your character sheet is approved.

In addition to trading with other players and the ruling clan, players can trade commodities with “the bank”. Watch for the specifics of what the bank will be offering at any time, and make sure you have alliances built up, in case you're a little short on what you need. Please end every IC post with a list of the resources your clan currently has.

Playing the Game

As was stated earlier, this is a free-form game for the most part. Your IC posts should tell the story of your clan. Be sure to respond to tags from neighboring clans (a map will be created when we start the game), and always respond quickly to tags from the ruling clan, or face dire consequences. The hands of fate watching over the remote planet will look favorably upon those who have well thought out posts, interact with others, and have a driven story line, as well as those who pay attention to GM posts about planetary happenings.

Religious tones and themes are going to be a major part of this game. Each clan will have a say over what form their religion takes (monotheism, polytheism, naturalism, intellectualism, etc), but a form of religion must be present in each clan. At times throughout the game, the GM will use the spirits of good and evil to offer choices to your clans that will help shape their destiny. The choices you make will effect your clans progression, prosperity, corruption, and much more. Choosing to align with evil spirits may have short term gains, but it may cost you more long term. Ignoring spirits will cause repercussions. Developing your religion will increase the odds of being encountered by the spirits, and the spirits will learn from previous encounters with you. Spirits may come to clan members in public (in an IC post) or in private (via a PM).



The rules of the game are simple: have fun, make sense, and don't stop anyone else from having fun. Make sure your character sheet is sent to me via PM and approved before you post anything in the thread. New players will always be welcome, but the best opportunities will be given to those who sign-up in the early stages of the game. OOC chatter is welcome, as long as it somewhat helps to drive the game forward.

Here's the character sheet to send in:

Name of Clan:
Species:
Name of Ruler:
--Age
--Gender
--Physical Description
--Brief Bio
Clan Designation: Wild/Civilized
Type of Government:
Type of Religion:
Landscapes:
Specialties:
Area of Strength:
Brief History of the Clan:



A map will be provided when gameplay is ready to begin. If you're ready to take on the challenge, to control the fate of an entire clan, and to explore the lands and the spirits, let's play Clans 3

For reference, here are the first two entries in the Clans series:

Clans: A Civilation RPG

Clans 2: Era of the Empire


 

-----signature-----
Sey's big brother
"God has spoken, and the rest is commentary, right?"


Suffering from acute Clevelanditis
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DarthIntegral  19190 posts
Registered: Jul '05
48793_11 - Gamorrean Guard Mugg
Date Posted: 5/15 5:15pm Subject: Clans 3: Spirits of Good and Evil
Obviously, GM approved


Name of Clan: The Magnifica
Species: Human w/Twi'Lek Slaves
Name of Ruler: Queen Annabelle IV
--Age: 39
--Gender: Female
--Physical Description: A stunning beauty, she stands at 1.6 meters and has flowing locks of wavy blond hair, to go with dark brown eyes, and very fair skin. She has a very athletic build, and almost always appears in the finest silk gowns when in public.
--Brief Bio: The daughter of Queen Rebekkah II, she came to rule at the age of 34, after the death of her mother. She was the second-born daughter of Rebekkah, but took the throne because her older sister was killed in a boating accident. She has become a master wielder of the iron sword, spending her free time not only learning to use it, but also learning to make swords from the minerals of the nearby mountain range. She has spent no time learning the long range weaponry utilized by her Twi'Lek protectors. She has broken slightly from tradition by attempting to open up lines of communication for peace and understanding with other clans, but still with an aura of arrogance that all Magnifica seem to have. At the age of 39, she is the oldest ruling Queen to not yet produce a natural heir to her throne in recorded history.
Clan Designation: Ruling
Type of Government: Theistic Monarchy
Type of Religion: Polytheism
Brief History of the Clan:

The Magnifica have staked a claim to all the lands of the world. They believe themselves to be direct descendants of the gods, and have the blessings and gifts to prove it. Far more advanced in harnessing the natural elements of the world, and in using the animals and terrain to their advantage, they impose their will over the other clans. The royal family claims to be the children of the two high gods, Tribo, the high god of power, and Nekki, the high god of wisdom. Through these genes the royal family has acquired great military and political skill, and kept a stranglehold on the clan for as many generations as there are records. It is the belief of the clan that through childbirth, the lineage of the gods is passed on, and for that reason the female must be of the god-ancestry, and thus the Queen is the high ruler of the clan. Males of the royal family typically take on military roles.

One other famiy in the clan claim to have god-ancestry as well. This is the Guardian family, those charged with protecting the royal family, who claim to have ancestry from Lebrum, the god of talents, which has blessed the family with with magical powers. Every generation select members of the guardian family are recognized for their special blessings and might in the magical powers and are chosen to be the closest guardians of the queen.

Many generations ago, the Magnifica conquered and enslaved a clan of Twi'Leks, putting them to work on building their village, caring for their children, and providing them with entertainment. To this day, the Twi'Leks remain slaves, with very few ever having wild dreams about freedom. The strongest Twi'Lek men are put into service of the queen, while the loveliest Twi'Lek women are put into the service of the King.

The Magnifica thrive on two things: excellence and competition. They love to intimidate the other clans that are around them, as well as invite them to participate in competitions for their entertainment. Some clans enjoy the invites and see it as a chance to build partnerships, and provide a road towards clan growth, while other clans resent the Magnifica completely, and secretly look for partners to help overthrow them and bring equity to the lands.

 

-----signature-----
Sey's big brother
"God has spoken, and the rest is commentary, right?"


Suffering from acute Clevelanditis
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Imperial_Hammer  8572 posts
Title: Manager:
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Registered: Sep '04
48712_Tactical Droid (629091)
Date Posted: 5/16 8:48am Subject: Clans 3: Spirits of Good and Evil - Date Edited: 5/16 12:31pm (6 edits total) Edited By: Imperial_Hammer
GM Approved

Name of Clan: The Gran Vawda
Species: Human

Name of Ruler: Qua dol Vawda
--Age: 49
--Gender: Male
--Brief Bio: Qua dol Vawda began life simply enough, son of a shepherd in the powerful Vawda tribe. His life was primarily uneventful, consisting of seasonal travels within the Grand Desert, protecting his flock and people from the hostile forces of nature and enemy tribes. Qua's life changed dramatically in his 25th year of life, when a bloody war broke out between the other desert nomad tribes over scarce water resources resulting from a drought. The tribes brought that conflict to a mutually painful stalemate, known amongst the desert people as the Red Battles. The Vawda, who had remained neutral throughout the Red Battles realized that the time as ripe and negotiated peace agreements that carefully weaved the nomadic tribes together under the new banner of tribe Gran Vawda. This new government was in desperate need of officials, and Qua was happy to turn in his life of wandering for a position as an ambassador. When Qua turned 40, the current chief of the Gran Vawda looked favorably upon Qua (now the chief ambassador of the tribe), and appointed him as the new chief. Under a confederation led by the Vawda, the united Desert Tribes enjoy both peace and new levels of prosperity.
--Physical Description:

Clan Designation: Civilized
Type of Government: Federation
Type of Religion: Mysticism
Landscapes: Desert, Ranching Land, Mountains
Specialties: Hunting, Herding
Area of Strength: Government

Brief History of the Clan: The Gran Vawda was formed as a merger of many nomadic tribes into the Vawda tribe after a very bloody war. The first ruler, the elderly Vawda chief, Dun dol Vawda, wisely oversaw the expansion of power of the original Vawda tribe before passing power on to his best ambassador, Qua dol Vawda.

Before their metamorphosis into the Gran Vawda, the Vawda were a strong semi-sedentary group that claimed grazing lands on the boarder of the Brown Mountains and the Grey Desert. Their lands were the most fertile of the many desert tribes, and with their success came a degree of wisdom absent in other nomad groups. They judiciously avoided warfare when they could, which gave them an excellent reputation among the many desert peoples. Yet when the Vawda were threatened, they strove at nothing to destroy their enemies. The Vawda enjoyed a number of military victories in the past, mostly due to their larger population. The Gran Vawda worship a desert god, Tocko, but they tend to be more pragmatic than deeply religious.

 

-----signature-----
In rode the Lord of the Nazgûl.
A great black shape against the fires beyond he loomed up, grown to a vast menace of despair.
In rode the Lord of the Nazgûl, under the archway that no enemy ever yet had passed, and all fled before his face.
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WINKWINK  90 posts
Registered: Dec '08
8021_Darth Maul
Date Posted: 5/16 7:17pm Subject: Clans 3: Spirits of Good and Evil
GM'ith APPROVED'ith



Name of Clan: RedGreen
Species:Wookie/Human
Ruler CS
Older Brother
--Name Lar'roo
--Age 500
--Gender Male
--Physical Description
Tall for even a Wookiee, and muscular with black and dark gray fur, one strand at the top of his head on the left braided. a few battle scars on his body, only one visible through his fur
--Brief Bio
A wise ruler and very intelligent, he is the dominant one of the pair, as is typical. slow to anger but terrifying if driven to it, he thinks through every action meticulously.
He traveled in his youth before his grandfather died and he was called upon to take up the the mantle of the ruling Older Brother and ended up in the capital of the Magnifica and became enamored with the developed civilizations and dreams now of one day being able to forge his people into an actual nation.
Is married with three sons and two daughters, it is excepted that his oldest grandson will be the next Big Brother after him. His younger brother Rrlorrlowl is one of the only People to have dealings with the other clans and is the most successful merchant his species has ever had, while his older brother Bralw'acka is a noted hunter and general.

Little Sister
--Name Landra
--Age 22
--Gender Female
--Physical Description
An athletic dancers build, with a very expressive and beautiful face, brown hair, and brown eyes
--Brief Bio
impulsive and sometimes even rash, she is a wild child with a flair for practical jokes, but she knows when and when not to indulge her playful nature. Her Parents where killed in the jungle when she was still a baby and she views Lar'roo as more of a father figure than a sibling, this was the first time in the two species history together that the Little Sister had died before one of her daughters was of age to replace her as one of the pair of ruling Older Brother and Little Sister since the first two Liandra and Walar'roo and it caused some talk of replacing Lar'roo as Older Brother with his own natural older brother, Bralw'acka. Having grown up under this pressure Landra is a very capable young women and is already making a name for herself as a skilled negotiator and diplomat between the tribes. Although she has taken an odd habit of calling Lar'roo by the common "Big Brother" rather than the title "Older Brother".

Clan Designation: Wild
Type of Government: tribal monarchy with a hint of democracy [I'll make that make since later since you wanted it to be brief]
Type of Religion:Naturalists/saint...ists?
Landscapes:Mountain, jungle
Specialties: hunting, weapon creating, Negotiation
Brief History of the Clan:

The Wookie Tribes once lived in fear of the Scaled One's who came from the mountain,who attacked suddenly and viciously with advanced blade weapons and armor that the wookies primitive spears could not overcome.
Humans also lived in fear of them, but they were regarded as little more than pets by the Wookies, for they were frail and could not communicate in the glorious Wookie tongue.
Orphaned by a Scaled One attack that destroyed his entire village accept for him, a young wookie named Walar'roo was taken in by a human family and raised in one of there communities. It was there that he met Liandra, the younger daughter of the family that had taken him as their own.
The Scaled ones came again, but this time they brought with them new and deadly weapons, strange sticks that could throw other stick great distances and with astounding force.
All hope was lost for the Wookies. Until Liandra jumped in the path of one of the sticks that was going to hit Walar'roo.
Walar'roo went into a rage and unsheathed his claws, something most Wookies would never due for it was seen as dishonorable. He flew at the lines of Scaled Ones, screaming his rage at the top of his lungs, fully expecting to be shot down before he could do anything to avenge the death of his foster sister. Only nothing happened. His charge and the noise had so stunned the Scaled ones that they where on the ground, holding their heads with blood pouring out of their ears.
Walar'roo killed many Scaled Ones before he was cut down, but his death was not in vain, for he had shown the Wookie warriors how to defeat the Scaled Demons from the mountains. It was a very short campaign before they had wiped the Scaled Ones from the face of the planet. The Wookies learned much from the wreckage, but perhaps most importantly, the saw that the Scaled Ones to had Humans living among them. Only they where not pets, they where slaves, and they even had their own culture of a sorts.
Realizing their mistake, that the humans were not intelligent beasts, the wookies, to a tribe, took a vow to protect the humans, in part for the shame of their treatment of them, and in part for the courage of Liandra, and the love she had shown for her brother.
The tribes drifted back into their old ways, feuding amongst themselves, changing allegiance, living as they had for centurys and more. But now they had discovered the ingenuity and intelligence of the humans, and combined with what they had learned from the Scaled Ones they lived more comfortably, and longer than ever before. For now they had a ruling tribe, and a newly built city for it, the first true city that they had built. And they restructured their society around Walar'oo and Liandra, Big Brother and Little Sister.

 

-----signature-----
"The quickest way to a mans heart really is throught the stomach, no pesky ribcage" [QC]
"my word is so legitimate that i can turn untruths into truths" [John]
"...you have a crossbow... this scares me"
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Hero_Of_The_Force  401 posts
Registered: Aug '08
48637_Sith Emperor (61309)
Date Posted: 5/16 9:05pm Subject: Clans 3: Spirits of Good and Evil - Date Edited: 5/16 9:07pm (2 edits total) Edited By: Hero_Of_The_Force
GM Approved


Name of Clan: TreeFlock (Referred to as- People of the Trees)
Species: Wookiee | Occasional Slaves of other Clans ranging in species.
Name of Ruler: Grozaddik X
--Age: 183
--Gender: Male
--Physical Description: Grozaddik has long, shaggy fur that is for the most part neatly kept. A large, round, black nose centers his face, but it is his eyes that draw the most attention. With most Wookiees you cannot see the whites of their eyes very well, yet with Groz they stand out predominately. His dark eyes give him a fierce look that matches his status as a King well. Just above his eyes, white fur stands in stark contrast to the dark brown that covers most of his face. Around his mouth, and as well on his upper cheeks this white fur grows, but not elsewhere save for small spots scattered all over. The fur in the back has been allowed to grow longer, and he has fashioned himself dreadlocks that are held in place by silver metal bands. There is very little that separates Groz from others of his species physically. Most predominate of his features are his limbs, which are thick and muscular though hidden largely by his fur. His chest is thick as with most of his body and he keeps his body fur neatly trimmed. A few small patches of white fur interrupt the brown, marking unseen scars, and his fur is longer at the hands and feet than with the rest of his body. Grozaddik prefers it this way for it makes tracks confusing and no one can identify them without excessive training.
--Personality: Something unique about Groz is that he has learned to control his emotions better than most of his species. While he is still prone to growing annoyed with certain things, he has learned to completely subdue the anger his species is known for unless in the most extreme of circumstances. Even under that amount of pressure, he will not let his anger get the best of him. Instead, he will focus so intently, on whatever he is working on that the emotion is forgotten, yet he will not become entirely lost in the task. While it is not the best of ways to control ones’ emotions it has worked for him and he has not lashed out in anger physically or vocally.
--Brief Bio: Grozaddik was born under rather unusual circumstances according to Wookiee culture. Both his parents were labeled “Madclaw” and had been exiled out of their own clan. TreeFlock’s “Madclaws” were those who used their claws to attack another Wookiee. His parents attacked another Wookiee because they refused to continue to serve the crown. For a while he lived like a rogue, and as a former prince, the King taught him skills do dwarf any other Wookiee. For years, he studied and trained on the run. Many accounts of running in to other clan lands haunted him thoughts. Entering a clan as a different specie would result in trouble. Soon his parents had died, leaving ever skill they knew with their son. For another few years, he contemplated taking over TreeFlock. Grozaddik knew he had rage that would lead to exile. Knowing this, Groz trained himself to contain that anger. This lesson took a lifetime, yet he learned it within a year.

Soon he entered the lands of his clan, who were currently debating on a new ruler. Something referred to as the “Madclaw Era” just ended. The royal family after Groz’s was dictators, leading the clam members to revolt. Grozaddik ran for King, everyone knew him to the son of the “Royal Madclaw’s”. Many backed down, but a duel was held between the last to applicants, Grozaddik and Kritallig. Groz won hands down, knowing many techniques passed down from his father. The clan returned to normal after the crowning of Kind Grozaddik.
Clan Designation: Wild
Type of Government: Monarchy
Type of Religion: Henotheism
Landscapes: Jungle | River
Specialties: Hunting | Weapon Creating | Stealth
Area of Strength: None
Brief History of the Clan:
For as long as the clan’s historian’s could preach, the Grozaddik family has been in power. The founding of TreeFlock had a different King, one who has his name erased from their history. ‘The Erased King’ was never mentioned after he fell. The erased one took over all the Wookiee tribes that made up TreeFlock. He killed all who opposed him, and then was killed by Grozaddik II. None cared that the erased King died, and encouraged Groz’s ancestor to claim the thrown. The Second did so, and ever since then the Grozaddik family has been in power.

Overlooking the first ‘Kill-of-your-kind’, the population did not take easily to the second. “Royal Madclaws” was the title of the Grozaddik, which led to the “Madclaw Era". It began the reign of a new King that ended when he was killed anonymously. Battles raged, and soon The Grozaddik was reinstated. Grozaddik X now rules keeping TreeFlock at peace.

 

-----signature-----
"You assumed no force could challenge you. And now… finally, I have returned."
~HotF
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JEDIGUNSHIP  16864 posts
Title: C&G Game Host
Registered: May '08
49034_Gunships (80409)
Date Posted: 5/17 9:13am Subject: Clans 3: Spirits of Good and Evil
GM Approved!

Name of Clan: Zeppil De
Species: Bothan
Name of Ruler: Dact Rul'de
- Age: 34
- Gender: Male
- Physical Description: Standing at 1.4 meters tall, Dact is not one to be a fancy dresser; instead, he dresses in a tunic and pants made out of a wild animal that he had killed a few years before. He has black boots, the material coming from a different wild beast and the color coming from the bark of a tree that resides near the Clan's settlement. A belt made out of bark rounds out his attire. As far as his physical description, he has dark brown fur and a slightly-elongated nose with pointy ears and a standard Bothan mouth. His feet are light brown in color, which is strange because the hue does not match the rest of his body.
- Brief Bio: Dact was born to a family of roaming Bothans who made a living by picking berries and other items and selling them to various Clans as merchants. One day, while out on a gathering trip, Dact and his two older brothers were ambushed by a wild animal; scared, Dact ran towards the cover of a fallen tree, making it to safety in time before the beast could get to him. After losing the first target, the beast turned on the other two, who tried to put up a fight. Dact had to watch as his brothers were torn apart by the beast; angry, he picked up a spear that belonged to his oldest brother and stabbed the beast through the heart, killing it. Greatly saddened by the loss, Dact had to leave the corpses of his brothers behind, not able to carry both of them back for a proper funeral. Once back, his family, after hearing his tale, knew that they had to align themselves with one of the clans. Thus their search for a Clan began; it took the family days to travel between their location to the sight of the Zeppil De clan. When the family arrived at the Clan's camp, the guards realized that Dact's mother was sick from exposure to the cold of the tundra that surrounded the camp. The guards took the family to the meeting hut, where they were invited to join the clan.

Dact, although he did not grow up with the other Bothan children, was quickly accepted into the Clan. His tale of killing the beast in the forest amazed the other children,a nd he soon had many friends. This tight-knit group did almost everything together, and it allowed Dact to relieve his inner sorrow over losing his brothers. As they grew up, the group began to learn the ways of the clan, including how to hunt efficiently in a group. Dact impressed his instructors with his natural abilities to find wild beasts and kill them, something that made his friends a little jealous. However, he made it up to them by not trying to outdo them too often on hunting trips.

As an adult, Dact became a premier hunter within the Clan, and the elders began to see great leadership talent in him. Wishing to test his abilities fully, the elders summoned dact to their hut, where they instructed him to take a group of four hunters and go to the Cave of Souls, where there was rumored to be a great monster living inside. Dact took his warriors to the Cave, where they began to panic. Dact kept them together, and they were able to debunk the myth of a great creature. On his arrival, the elders were pleased with his leadership to keep the group together although they were afraid, and promoted him to the Council of Hunters, a great honor for the Clan. For a few years, Dact served on this Council, giving advice to the various hunting parties that were sent out. During the Great Famine, Dact led a party towards the Cave of Souls, where he had found plentiful stocks of wild animals. The hunters quickly killed many beast, and there was food once again in the Clan. The elders thanked him for his kindness, and offered him the job of Ruler of the Clan. Dact accepted, and at age 32 was the youngest Ruler in Clan history.

Clan Designation: Wild
Government: Meritocracy
Religion: Unitarian Universalism
Landscape: Tundra, Forest
Specialties: Hunting, Armor Creating, Weapon Creating
Area of Strength: None

Brief History of Clan: The Zeppil De Clan was founded about 30 standard years before Dact arrived with his family. A group of Bothans, tired of living in small families, where resources were hard to share with other families in the area, decided to form a group so that the scuffles over these resources came to an end. Not wanting to be near the civilized Clans and being wary of the other species on the planet, the Clan decided to reside in a tundra, with a forest nearby to provide extra resources such as wood and food; these types of terrain would provide optimal protection against aggressive Clans. In the beginning, there were only four small families that made up the Clan, which was led by the De family. The new Zeppil De Clan started to advertise their presence to the surrounding area, and they soon grew in numbers as more Bothan families appeared and were sworn in to the Clan.

Once there was a need for it, the De Clan needed to decide what kind of governemnt they would have. One individual supported some kind of Dictatorship, but the majority did not approve of one ruler with complete power. None of them wanted a dictator in power, so the idea was formed to create a Meritocracy, where those in power would be chosen not by wealth or social class among families but by merits. This was to allow any Clan member to have a chance at being a part of the Clan government, and was incentive for all Clan members to do their best at all times. As far as religion, it was quickly decided on that Unitarian Universalism woudl be the form of choice, as it would allow all Clan members to search for a higher being on their own, allowing each member to have some religious freedom.

For the next 26 years, the De Clan continued to thrive until the time of the Great Famine, where the stock of berries and small game animals had decreased severely due to persistent frost on the ground. Several Clan members died during the famine, and many others were weakened by starvation. However, a hunting group led by Dact Rul'de was able to find a large amount of wild animals to kill, saving the Clan from starvation and widespread death. It was after this accomplishment that Dact was proclaimed the new ruler of the Clan, a position he currently holds.

 

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Trimaj  23541 posts
Registered: Jun '05
50649_H1252: Death - Hogfather
Date Posted: 5/18 4:11pm Subject: Clans 3: Spirits of Good and Evil
Integral Approved

my third iteration of this clan, my goodness how it has changed from the original...


Name of Clan: Shodaire/ Praex (otherwise known as the Praex Shodaire)
Species: Defel/ Caamasi

Physical Description of the Defel: Werewolves that are covered in light absorbing fur, thereby making them appear as nothing but shadows with glowing red eyes. They wear no clothing of any sort.

Physical Description of the Caamsi:

Name: Deimos Odai
Rank: God King
Gender: Male
Age: 34
Brief Bio: The youngest of the God Kings, his family has been the strongest leaders, though not quite the strongest warriors. The Odais tend to focus on combat of the mental realm, but are by no means physical slouches. They have supplied the strategical military commanders for generations. Deimos has shown a particular aptitude for that. They are also very adept in the political realm because of their focus on the mind. They have learned the most about their strange ability and the older they get the larger or more abundant the things they can levitate using only the powers given them by Hurldan, God of Knowledge. Deimos is the most creative of his family, and is constantly wondering if there aren’t more applications to his family’s strange power.

Replaced his farther Turis, after a vastly shortened lifespan due to sickness.

Name: Maghr Nedjam
Rank: God King
Age: 127
Brief Bio: The Nedjam are the most politically adept of the families, and also the most feared due to them being able to convince people of things they are normally against. No one realizes this is this family’s gift from the gods, although not the one they profess to worship. Outwardly they claim to be followers of Logair, God of Peace, but were one to go places within their home that are not meant to be seen there would be a vastly different actuality. Veldeer, God of the Shadows, is the one who gives them their power and his realm is that of the assassin and murderer. It is the aspiration of the Nedjam to be the sole ruling family, and they have pursued these goals over the generations while keeping their outward face one of justice and equality.

His son, Roldar, is one with leanings that are even more depraved, but knows how to hide them well.

Name: Kulton Mastigar
Rank: God King
Age: 238
Brief Bio: The old warhorse of the God Kings, and by far the most respected of his race. He has seen many battles, as his family is the family of warriors. Blessed by Beshjumal, the god of honorable War, this family is blessed with exceptional speed, strength, stamina and reflexes. Kulton was a great warrior in his day, and could still beat many in combat, but it drains him to the point that he is near death when he does this. He is getting bored with life, but wants to impart something to his children, and grand children. He has been an honorable Shodaire among the most honorable of people. His family is founded on honor, and when they give their word you know that something is as good as done.

His grandson Vlad is his personal assistant, and personal favorite to take his place when the time comes for Kulton to ride off into the sunset. Still very young, odds are it the position will instead pass on to Kulton’s own son, Turgal, who is a bit more apathetic than the rest of the family.

Name: Callu E’gala
Rank: Praetor
Gender: Female
Age: 48
Brief Bio: An enjoyable peaceful life, one lived learning the ways of music, wouldn’t tend to leave one in a position to be the liaison between two peoples, but that was what had happened for her. Being a personal favorite of Deimos Odai she was in the throne room frequently and eventually showed a good mind for politics and administration. So while she doesn’t tend to get to play her beloved music so much she knows that she is providing a great service for her people. She was voted to this position by her people with the blessing of the God Kings.

Clan Designation: Civilized
Type of Government: Religious Triarchy
Type of Religion: Polytheistic
Landscapes: Mountain, Forest, Farming
Specialties: Hunting, Stealth
Area of Strength: Religion
Brief History of the Clan: For as long as anyone can remember three families have been blessed by the Gods, each in different way, and these three families have ruled all of the lesser, mortal beings. One family gained the ability to use telekinesis, one was stronger, faster and more able to endure than any other, and one could influence the minds of the weak. Little did they realize these all came from the same source, but since this was how they had been used each family they were seen as unique to said family.

As they are a reasonably long lived species the Shodaire know about their history, and are able to keep it alive better than a shorter lived clan would be able to do so. In the history of the clan there has been a total of seven times that the God Kings have disagreed, at least publically. If two can come to an accord they third will typically agree so that they can present a united front to their followers, making sure that all concerns are dully noted by the other two.

Many generations ago the Shodaire came across the clan of the Praex, a peaceful group of Caamasi, who were being attacked by another clan long forgotten. Coming to the defense of the Praex it was decided that they would become a protectorate of the Shodaire, and would relocate into Traex, the city of the Defel. With them they brought knowledge of farming, and decided that so long as they were protected from other clans they would work the fields and do other useful things for the Shodaire. As a people the Praex worship Logair, the God of Peace and Hurldan, God of Knowledge. They have no people with the powers blessed to the ruling families.

:snoopy

 

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WISE_JEDI12  458 posts
Registered: Feb '05
8059_Qui-Gon Jinn
Date Posted: 5/18 6:03pm Subject: Clans 3: Spirits of Good and Evil - Date Edited: 5/18 6:17pm (2 edits total) Edited By: WISE_JEDI12

GM Approved

Name of Clan: Yukon Confederacy
Species: Human
Name of Ruler: Ralek Narren
--Age: 84
--Gender: Male
--Physical Description: Short about 5'9 slightly hunched over from his age with a distinct limp in his left leg and walks with the aid of a cane, has grey hair that just barely covers his entire scalp, normally wears purple silk robes
--Brief Bio: Ralek Narren was born the son of Dacen Narren Lord of the Yukon Confederacy. As was customary Ralek receieved extensive education by the best scholars in the Confederacy and was raised to be the next Lord of the Confederacy. For most of his life he attended military schools and when he graduated he served in the Army and recieved many commendations for bravery. When his father died Ralek was appointed by the Senate to lead the Confederacy, at first he denied the position saying he needed time to grieve, then he was offered it again a week later and he accepted the postion at age 28. Since then he has kept everything running smoothly in his nation.
Clan Designation: Civilized
Type of Government: Confederation
Type of Religion: Classical Pantheism
Landscapes: Farming Land, Mountains, Forest
Specialties: Farming, Weapon Creation
Area of Strength: Education
Brief History of the Clan:

The Yukon Confederacy was first established by Richard Fitzpatrick over 500 years ago. He set up a feudal clan based society with ruling lords who had power over their land and the people on it, but who were checked by the Senate who is elected by the Lords, and the leader of the Senate is the Lord of the Confederacy who rules over everyone but has some checks in the Senate as well.

In Yukon society military service is compulsory for all non-highborn males and most serve till they are about 40. At which point they are given a land grant by the Lord they pledged fealty to. Since land is a large part of Yukon culture so is farming and they are quite skilled at it. Finally the things the Yukons pride themselves on most is education each Yukon male whether high or lowborn is expected to attend military school to learn military tactics, combat skills and the like while also learning advanced math and science, and the history of the Yukon Confederacy and all of the neighboring clans whos' history they know.

 

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DarthIntegral  19190 posts
Registered: Jul '05
48793_11 - Gamorrean Guard Mugg
Date Posted: 5/18 6:42pm Subject: Clans 3: Spirits of Good and Evil
Currently, we have seven approved sheets, not counting my own. Three civilized clans, and four wild clans.

We're going to get this started on Wednesday, so if you want to get involved from the start, get me a CS before then. I'm starting to work on the map, as well.

 

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Mister_Master  8890 posts
Title: Pirates Dice Host
Registered: Oct '07
50110_H716: Master Chief
Date Posted: 5/19 3:59pm Subject: Clans 3: Spirits of Good and Evil
GM approved.

Name of Clan: Irridian
Species: Zabrak
Name of Ruler: Thryta Melagan
--Age: 37
--Gender: Male
--Physical Description: Thryta stands at 1.8 meters, with a muscular build. He has black skin, and red tattoos. He has nine horns in a pattern that goes around his head.
--Brief Bio: Growing up Thryta was always told about what he would be inheriting when the time came. He was very eager to step into the position of leadership when his Father was killed by a large beast. As the leader of the Irridians Thryta has lead them to a better, and more civilized age.
Clan Designation: Civilized
Type of Government: Monarchy
Type of Religion: Monotheism
Landscapes: Jungle, Forrest, River
Specialties: Hunting, Weapon Creating
Area of Strength: Border
Brief History of the Clan: The Irridians have been around for at least four generations of leaders. They have gone from a wild society, to a civilized society in that time. Under the guidance of the Irridian's great god Irrid the leader of the clan has lead his people through times of trouble, and peace.

 

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NickLitYouAFlame  6935 posts
Registered: Feb '07
23038_George Lucas
Date Posted: 5/19 7:21pm Subject: Clans 3: Spirits of Good and Evil
Name of Clan: Domoy Apu
Species: Nelvaanian
Name of Chieftain: Tulvas
--Age: 39
--Gender: Male
--Physical Description:
--Brief Biography: Tulvas was one of the most efficient warriors that the Domoy Apu had ever fielded. He revolutionized the Nelvaanian war methods, but he also destroyed barriers within the clan. He abolished the predetermined occupation set for genders, and instated a series of tests to assign professions within the clan. Every Domoy Apu learned to fight, but beyond that, their job was based off of their skill. The fastest Nelvaanians became scouts and envoys. The most charismatic became ambassadors, or were placed in line to be tested as chief. Tulvas became the youngest chieftain in his clan’s history by introducing his ideas, and then defeating Hulvas, his father, in combat. After his defeat, in which he was blinded by Tulvas, Hulvas exiled himself. After a year, Tulvas’s shaman died and Tulvas sought out his father in search of advice. His father had gained the qualities of a shaman, and after a rematch, which Tulvas lost, Hulvas decided to return to his clan.

Name of Shaman: Hulvas
--Age: 64
--Gender: Male
--Physical Description: Though elderly, Hulvas maintained an athletic body through rigorously training at the same pace as his son. Hulvas’s hair had long since turned white, but his face was untarnished except for three horizontal scars across his face. Hulvas was blind, and carried a long heavy walking stick that doubled as a weapon.
--Brief Biography: Hulvas was born to a long line of chieftains, stretching back almost to the beginning of the clans recorded history. Hulvas displayed above average physical prowess and a tactical understanding of combat and warfare. Hulvas was, however, limited in his negotiation ability. He instigated many wars with the Domoy Apu’s neighbor clans, some which the Domoy Apu could not win. This led to contempt from his clan-mates, and eventually revolution. His own son found Hulvas to be unsuitable for his station and challenged his leadership. After a terrible duel, Tulvas blinded his father and then overpowered him. His reputation tarnished, Hulvas exiled himself to a cave in the deep forest, where he spent a year training his body and mind. After several months, Hulvas curiously replaced his sight with precognition and a greater connection to his surroundings, as well as basic telekinetic ability. After a year without contact, Tulvas came to Hulvas’s cave seeking advice on finding a shaman, but instead found an answer. Tulvas convinced his father to return to the clan, if he would fight Hulvas again. Hulvas won the fight, and regained his honor enough to feel comfortable returning.
Clan Designation: Civilized
Type of Government: Primitive Democracy
Type of Religion: Shamanistic
Landscapes: Forest, farm land and river.
Specialties: Hunting and Farming
Area of Strength: Government
Brief History of the Clan: The Domoy Apu evolved from a very primitive tribe of Nelvaanians several hundred years past. Initially a warring with split leadership, the Domoy Apu is a result of the logic and intelligence of certain warlords and the sympathy of other leaders. Highly adaptable, the clan is on the rise as a major political power, though they only seek peace.

 

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DarthIntegral  19190 posts
Registered: Jul '05
48793_11 - Gamorrean Guard Mugg
Date Posted: 5/20 11:04am Subject: Clans 3: Spirits of Good and Evil
GM OOC: The game is … ON! I've got ten clans on the map, broken down as follows: one ruling clan, five civilized clans, four wild clans. As you can see on the map, there's plenty of room for more, if more people want to join. And, I can always expand the map as well, if need be. I've got one other player who's going to be getting me a CS soon, and we'll get him on the map ASAP. Speaking of maps ...



As far as reading the map, the only terrains shown on the map are water, dessert, mountains, and tundra. Jungles, forests, etc are up to your imagination on how they relate to the land you start on. Also on the map, you will see two other kinds of icons. One is a 12-grid icon made up of houses, a temple, fire, and a water well. These signify where the ruling clan and the civilized clans are located. The other is a 3-grid icon made up of fire and a water well. These signify where the wild clans are located. My IC post, later in this post, will give some more details on exactly where your clans are located.

If you've got any questions on the map, just feel free to ask.

And now, to get the scene set and the game started!


IC: Queen Annabelle
The Magnifica
Location: Castle Magnifica; Briefing Room


Queen Annabelle IV walked into the briefing room, an aura of arrogance about her, as usual. A fine, dark purple silk gown strode down her body, hugging the curves on her hips, before eloquently falling to the ground while barely touching her legs. Two large Twi'Lek males, Ronna and Trean, walked behind her, stopping at the doorway and blocking it after she entered the room.

As she walked in, nine human males rose from their seats, and stood at attention to honor the queen. Eight of these men made up half of the scouting team, the ninth was the head of scouting and the clan's chief cartographer, Wesley. A brief beckoning motion from the queen's hand sent the eight scouts back to their seats, and Wesley forward. He grabbed the queens hand, have a quick bow and placed a kiss on her hand. The queen smiled at him and paced towards the table in the center of the room, where the eight men were seated.

“I trust,” the queen began “that you've called me here because the map is now complete? And we have a more complete understanding of who is around us?”

“Yes, your highness,” was the response from Wesley. “Allow me to explain what we have here.”

The queen took a seat at the head of the table, and unrolled a scroll, revealing crude paintings on the inside of it. There were nine significant marks, as well as several colors signifying the terrain types found on the land. Wesley stood behind the queen and pointed to an area on the map.

“Here, my queen, is where our farm lands stop in the east, and the dry desert begins. And these are the beautiful red rock mountains, which helped produce the bricks that support your great castle. Beyond those mountains, there are humans, who look very similar to us. Our scouts report that they call themselves Qua dol Vawda. They occupy and make use of the dry desert and the red mountains, as well as the gray mountains. Their land also extends to green land, but it doesn't appear to be fertile. Many animals live on these lands, and the humans have advanced ways of working with the animals, using them for more than nourishment and clothing. They seemed to be overly protective of the desert, and very skilled with their weapons in killing wild animals. They possess knowledge that would be of great use to us, and I believe an alliance should be sought after.”

The queen nodded with approval, and asked her loyal aid to explain the next marking, to the north of the clan.

“Yes, highness. To the North of us, if you cross the great river and walk towards where the land has grown an arm into the sea, there is a clan of Nelvaanian. Our scouts indicate that they call themselves Domoy Apu. The land near the river is quite fertile, and they use it to farm and create food from the earth. Like the humans I just told you about, they are also quite skilled in killing wild animals for food. The land they occupy extends into the forest. They have a very good structure to their society, and I believe we could learn much from an alliance with them.”

The queen pursed her lips, and gave a gaze at her loyal aid.

“I know what you are thinking, your highness. That I think every clan would make a great ally. Let me continue to inform you on the other clans. If you continue north through the Domoy Apu and the forest, you will arrive at a very peculiar clan. Occupying the same forest are a clan that is a mixture of Defel and Caamas, who call themselves Praex Shodaire. They not only occupy the forest, but also the fertile farm land beyond the forest, and parts of the north grey mountain. They are quite skilled in hunting the wild animals, and are a very stealthy clan. There were times when our scouts reported being scouted by their shadows, while they were scouting them. I believe we could learn from them, as they had a few who appeared to be blessed by the gods, just the same as the Guardian family.”

That last bit of knowledge clearly piqued the Queen's interest. She was fascinated by the Guardian family, and the things they were able to do through magic that none other could do. To think there were others like that ... well, that might prompt a visit to their lands by the queen herself ... when she had more information. Her eyes glanced back to the map, and pointed to another marking, this one on the opposite side of the north grey mountains from the Praex Shodaire.

“Yes, of course your highness, moving on, I shall now tell you about a clan that calls themselves Yukon Confederacy. They, geographically, are a mirror of the Praex Shodaire. They have their mountains, and extend into fertile farming land, and then into a forest. They are human, like us, and seem to have extraordinary skill in passing their knowledge from one generation to the next. They have some of the most advanced weapons I've seen outside of our own clan, and make excellent use of their fertile farming lands. An alliance would be good, if only to learn their methods of education, highness.”

The queen rolled her eyes, and moved her finger over to the last large marking, trying to prompt Wesley into moving this along. He picked up on the cue.

“Yes, my lady, of course. North east of the great lake, along the banks of the minor river, our scouts found a clan of Zabrak, who call themselves Irridian. They were somewhat difficult to scout, as they have a wall of protection around their lands, in addition to the river. They would be almost impossible to penetrate via pure brute force, a great reason to consider an alliance. They have weapons very advanced, on par with the Yukon Confederacy, and use them to hunt wild animals with great precision and also with efficiency. They ...”

The queen cut him off mid sentence.

“Wesley, what of these minor markings?”

“Ah, yes, your majesty. These are other settlements with major advancements, but nowhere near advanced as those first five. There is a clan of Wookiees, who live in a patch of jungle next to the river, just across the river from the Irridian. These Wookiees are called the TreeFlock, and they are quite the prominent hunters, with quite advanced weaponry. They were also quite sneaky, evading our scouts at several points.”

“There are other Wookiees, who live with humans. They live almost in the middle of the planet, just north of the grey mountains. The thick jungle provides their shelter, but they make good use of the mountains as well. They are quite primitive, calling themselves RedGreen, but their weapons and hunting skills are anything but primitive. And, for what they lack in structure, they are fascinating in their ability to work on negotiation and trade. We have artifacts for you to look over, highness, that our scouts picked up in these trades.”

“If you travel east down the mountains and stay in that same jungle, you will come across the Draco'neth-Arkana, a clan of Arkanians. I wonder what interactions there have been with the RedGreen clan, as their armor creation appears to go hand-in-hand with the weapons of the RedGreen. Something to keep an eye, I'd say, your highness. This is another clan that is quite sneaky, and we weren't sure quite what to make of them.”

“And, finally, at the north point of the world, we have a clan that lives on the small frozen tundra. The Zeppil De, a clan of Bothans, who seem to want to keep to themselves, at least for now. They inhabit the forest as well, and have quite the armor, for protection against the wild beasts up there, and I'm certain, against the elements as well. They are quite fit at hunting, too, your highness.”

“Wesley, how certain are we that this is an exhaustive list? Is there a chance we're missing anyone?”

“Highness, we're quite sure this is it for organized clans. There are remnants of other clans, but chances are they have died out or been absorbed by the larger clans. If they exist, they are small and inconsequential, of this I'm certain.”

The queen gave a pause. And a smile came across her face.

“You have done well, Wesley, and I am pleased with your work. The gods shine upon us now, and they did when they blessed you with your talents. Praise to them for allowing you the vision to create these maps. Create copies for our archives, and for possible trade with the more advanced clans. It is good to at least appear interested in creating alliances, is it not?”

“Of course, your highness. I shall start on it immediately.”

“And, Wesley, send out five of our best merchants to offer goods and servces to the more advanced tribes. And send each of them with two large Twi'Lek soldiers, with our best bows and arrows for protection.

“Yes, my lady. It shall be done immediately.”

With that, Wesley rolled the map up into the cloth scroll, and headed out, the two Twi'Lek guards parting for him to exit. The queen turned to the eight men who remained in the room.

“My thanks to all of you as well. There is a fatted Nerf for each of you to take back to your families. Enjoy a three-day stay at home, and then prepare to head out and exchange your places with the other scouts out in the field.”

The eight scouts stood up and almost in unison gave a word of thanks to the queen and praise to the gods. They marched out single file, between the two guards.

The queen gave a smile. Knowledge truly was power, and now she had more knowledge than any queen before her. She knew the names and tendencies of the clans around her, and had a rough map of their locations.

And now, for the type of knowledge she truly enjoyed. She was going to head back to her quarters, change out of her gown, and work on her swordsmanship. Yes, there were issues to tackle, and a holiday coming. But today was a day to celebrate the achievement of many generations in mapping out the clans. And her favorite way to celebrate was to practice with her new metal sword.

And so she eloquently walked out of the room, flanked by her security guards, feeling triumphant and happy.

Tag: ALL


GM Clarification: All Civilized clans can choose to interact with the merchants from the ruling clan. A list of what is currently available from these merchants, and their cost, is to follow. You do not need to interact with them at this time, but you can if you so desire. At this point in time, it might be best for you to simply start to tell your story.

As far as the map, it is provided for your knowledge, but no one in your clan has one. They are available from the merchant to purchase if you are a civilized clan. The maps for purchase do not include any information on the wild clans. The only knowledge your clans have of the world at the moment is where they live, and some knowledge of the clans and terrain that are nearby.

Wild Clans will get direct interaction later.

As always, let me know if you have questions.

Trading

From Merchant (available to civilized clans only)
  • Map of Civilized Clans and Terrain – Any Seven Commodities
  • Wooden Bridge – Five Wood Commodities, plus any other five commodities (available only to those who live near a river)
  • Small Wood Sword – Two Wood Commodities, plus three food commodities


From “Bank“ (available to any clan)
  • Any commodity – Three of the same type of commodities
  • Domestication Skills (advancements in herding) – Any Twenty Commodities

 

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Sey's big brother
"God has spoken, and the rest is commentary, right?"


Suffering from acute Clevelanditis
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WISE_JEDI12  458 posts
Registered: Feb '05
8059_Qui-Gon Jinn
Date Posted: 5/20 1:51pm Subject: Clans 3: Spirits of Good and Evil
IC: Ralek Narren
Location: Yukon Confederacy Senate Building

Ralek awoke from bed as the sun just began to creep over the mountains. He grabbed his cane from the bedstand and hobbled over to his dresser and donned his purple robe. After getting fully dressed Ralek decided to take a stroll of the grounds just admiring the beautiful gardens that the best gardeners in the Confederacy had constructed and tended to till the plants grew over 5 feet high. Even with his bad leg Ralek enjoyed walking around the gardens it calmed his spirt, so to speak, and helped him make decisions.

After about a half hour he sat down, tranquil at last, and just went to a place were nothing reached him, not his old age, nor his bad leg, not anything, and he just thought.

"What is best for my nation?"

"Knowledge."

"Knowledge of what though, the lay of the land."

"But how to get it."

"A map, but where can I find one making one is out of the question to many resources wasted."


Then it came to him,

"The Magnifica."

"That's it, word had just come to him that The Magnifica had merchants who were selling maps."

"Perfect, but they are a bit expensive, out of our reach right now, but not for long."


With his psuedo meditation almost over Ralek had a final question for himself,

"What to do with it?"

"Why make allies of course."


With that Ralek stood up, quite quickly for a man so old, and began the trek back to the Senate Building to begin a writing a speech he would deliver to the Senate in proposal of opening up communications with another nation once he had the map and to perhaps form an alliance with said nation.

Tag: Noone


Resource Count:

Fur(3)
Wood(4)
Fruits, Vegetables, and Nuts(4)
Minerals(2)

 

-----signature-----
"Not all those who wander are lost"
J.R.R Tolkien
"I'm just a simple man trying to make my way in the universe."
Jango Fett
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NickLitYouAFlame  6935 posts
Registered: Feb '07
23038_George Lucas
Date Posted: 5/20 4:06pm Subject: Clans 3: Spirits of Good and Evil
Tulvas; Domoy Chieftain
Kez (Death) Peninsula, Sziget (Island)

Tulvas stepped up to the edge of the land. Beneath his feet was several hundred meters of open space, and finally water. He was at the highest point of the Kez, where the air was purest. Still, when he sucked in a breath, he felt the mild sting of sea spray on his nostrils. Tulvas knelt down, and lay his shield and spear on the rocky earth. He took a step away from the edge and then bent over, with his clawed digits touching nothing. Tulvas channeled all of his focus into his arms and raised his body above his arms. If he lost his grip for a moment, Tulvas would become the former chief of the Domoy Apu within seconds.

This exercise required complete trust of mind and body, a phenomena that Tulvas had worked his entire life to achieve. The only other being whose control rivaled Tulvas’s, was his father, Hulvas’s. In fact, Hulvas’s surpassed his son’s, something the shaman made a point to mention at any opening. Tulvas held his pose until his body was on the brink of total exhaustion.

He flipped back to his feet and retrieved his spear and shield from their resting place. Tulvas stepped several meters away from the end of land, and held his spear aloft. With a booming battle cry that could be heard by any within a six kilometer radius, even through the tree’s barrier, Tulvas furiously reiterated his battle movements.

Tulvas was a fearsome warrior, and this was his morning.

~~~
Hulvas; Domoy Shaman
Magas (Tall) Forest, Sziget

Barely short of breath after a five kilometer run at battle charge pace, Hulvas abruptly stopped in a clearing. Though his lungs and heart were managing fine, the elderly Nelvaanian’s legs and arms were threatening to fail. His mind, having been forced to guide him through twisting trail of branches, was also begging for a break. Hulvas took a seat on the edge of the clearing, seeing nothing through his dead eyes. However, by touching the environment around him, Hulvas was able to create a nearly flawless illustration of the tree line and the yellow wild flowers in the center of the grassy knoll.

Hulvas, planted his staff in the earth beside him, leaving it quivering. He went through his arsenal of stretching techniques, hoping to avoid a day of stiffness of which he was so familiar. Hulvas preformed breathing exercises to slow his pounding heart, and then pushed himself upright. Hulvas turned away from the clearing, blindly watching the motionless life. He reached out and brushed his claws against the bark of one giant, and sifted through the primitive consciousness that it possessed. A life of photosynthesis and the awareness of something burning or hacking away at the creature’s defenses.

Hulvas retraced his arm and turned back to the clearing. He could feel it’s beauty, though he couldn’t see it. Hulvas committed the location and its direction from the clan’s camp to his mind’s map. Hulvas blinked away a tear, and began the slow trek back to his hut.

Hulvas was a weary prophet, and this was his morning.

~~~
Piszok, Domoy Hunter, The Alattomos Patrol
Magas Forest, Sziget

A group of three Domoys moved noiselessly through the underbrush along the forested border. The twins, Felder and Zold, children of Tulvas’s brother, Sulvas, led the trio, with Piszok, a hunter, tailing them. An unorthodox party, with two scouts rather than two hunters, the Alattomos only survived because of the twin’s terrifying proficiency with the bow. Piszok, though diminutive, was one of the fastest non-scouts in the Domoy Apu, and, thus, fit perfectly into the final slot for the team.

Piszok was so fast, that he had only missed out of becoming a scout because of his potential with the light spear. He could throw it farther than any of the largest guards, and was more accurate than some scouts were with a bow. Despite his size, Piszok was widely believe to be the best candidate for chieftain, after Tulvas’s son and Piszok’s closest friend, Rozas.

Piszok was using his spear as a walking stick, crushing insects as he went. The group had been walking for a few hours now. Piszok complained loudly from the back of the group, “We haven’t seen any signs of sentient life in weeks, why must we follow this same trail day in and day out?”

Felder, turned to his sister and rolled his eyes. Zold, in turn, smiled and answered, “For the same reason Rozas will always be bigger than you.”

Piszok increased his pace and playfully pawed Zold on the back of her head. She ducked away from him and said, seriously, “We’re almost through for the morning, aren’t we?”

Piszok was about to respond when Felder suddenly raised a closed fist into the air. Piszok stopped, and shut his mouth, as well. He alternated watching Felder’s back expectantly, and sneaking glances at Zold. He marveled at her beauty for a moment, until he saw Felder’s next commanded. An open fist signified that either the coast was clear, or there was no danger. When the group broke free of the trees onto an abandoned trading trail, Piszok saw that it was the latter.

Before him, was a human flanked by large beings that Piszok couldn’t identify. Piszok recalled his small amount of training in negotiations, but Zold spoke before he could say anything. Melodically, she asked, “Greetings, travelers. Welcome to the land of the Domoy Apu. May we ask what your business is?”

Tag: Integral

Commodities:
Live Animals (2)
Meat (3)
Fur
Minerals
Wood (3)
Vegetables

 

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Trimaj  23541 posts
Registered: Jun '05
50649_H1252: Death - Hogfather
Date Posted: 5/20 5:37pm Subject: Clans 3: Spirits of Good and Evil - Date Edited: 5/20 5:58pm (3 edits total) Edited By: Trimaj
IC: Kulton Mastigar
Mastigar Palace/ Traex

Starting Commodities
Meat (2)
Fur
Fruits, Vegetables, and Nuts
Wood


Home. This had been his families home for generations, since time immemorial. In a way this made him sad, because it was nearing time for Kulton to leave this home and head to another. True, he was not the oldest Shodaire on record, having only seen two-hundred and thirty-eight changing of the seasons but he was tired in a way that had never happened before. Rising later than he was used to had become a habit, and it was now rare those days that he rose before the sun. This was one of those days.

Standing on the balcony to his room one of the Three God Kings, the oldest, stared out at the pre-dawn gloom. To his eyes it was not truly dark, as his species apparently saw in a different range than most of the others, the Praex included. Instead it was a vibrant world of darker hues. That would change with the rising of the sun. In most cases the dark was his species time, and had been for numerous generations before there even was a Traex. Now they were forced into a more "normal" rhythm due to their counterparts. That had been one of the few moments of strife between the combined peoples, yet as the Shodaire had found, it was not a bad change to take. Hunting tended to be better during the day, it was easier to avoid those predators they could not easily kill, and their eyes did not glow quite so brightly during the sunlit hours. Upon meeting the other clans of the region it had been even more necessary to operate on such a time table. All of that had changed long before Kulton was born, but he knew the histories.

Sighing softly he glanced back to his bed, empty as it had been these past fifty years. That was one of the biggest reasons life had grown tiring, he was alone again. Sure there was his family, children and grandchildren but they could never replace his wife. Now nearly all of them were grown and they would no longer have need of him, Turgal had made it clear long ago that his father was no longer necessary in the decision making of his life. That wasn't entirely true as Turgal had made quite a few messes that had been cleaned up but the point was obvious. Die so I can take over. This was the one reason Kulton was still living life, because he feared what would happen to his people should Turgal take his the family thrown. How could so pathetic a son have been born to me? The question had spun through his mind for a century and still there was no answer.

Still there was hope for the Mastigar family. While Kulton had many other direct descendants it was Vlad, ironically Turgal's firstborn, who had shown the greatest promise as a ruler. Where the others kept the families Code of Honor (for the most part) Vlad had already made it a central point in his life. As the others had trained for their military role and were proficient Vlad had thrived and was already better than those many years his senior in the ways of war. Where the others showed knowledge of a situation and what would happen should they make a decision Vlad showed wisdom beyond his years. It was for these and many other reasons that Kulton had yet to name an heir and had taken Vlad as his personal assistant.

A scratching at the door alerted the Elder that Vlad knew he was up, and Kulton chuckled. No matter when he rose within five minutes his grandson was prepared for whatever the day might hold. Smiling, Kulton's deep voice boomed, "Come in Vlad." The door opened and there was no sound but a slight whisper of breath, simply out of curtesy Kulton knew, to tell where the younger Defel was.

"Are you going to watch the sun rise today Grandfather?" It was a legitimate question as it was something the King had not done for nearly a year, simply being too tired.

The smile turned sad, but the great voice showed no sign of it. "Yes." And then nothing else was said til the sun started to brighten the sky in the east, just above the tree line..

Vlad shifted slightly, obviously having something he wanted to say but just as obviously not wanting to break the moment for Kulton. He was thankful for the younger Defel's politeness and took advantage of it, Vlad remained still knowing that his grandfather was aware they needed to speak. It would happen in it's time.

Below, out in the city, Defel and Caamasi alike started to rise; these were the bakers, hunters and farmers preparing for their days work. It was just a slight din, and it was something that Kulton had come to associate with the coming of the sun many years ago. And then there it was, the upper edge of the brilliant sphere pushing over the top of the trees, blinding in its brightness.

Refusing to turn away from the spectacle, something told the old Defel that this would be one of the last suns he would see and while he was looking forward to seeing his wife it still saddened him. It meant that Vlad would be nearly alone, as some of the other family had become rather displeased at Kulton’s “doting,” as they were wont to phrase it. If training someone to take his place was doting then he was guilty. A vastly more accurate description of the situation would be that they understood each other, so it was far easier to spend time in conversation (or silence) with the young Defel.

Finally the sun had risen entirely and the city below was coming more fully to life. Sighing softly he turned back towards his room; it was time to prepare for the day. “What was it you wanted to ask me Vlad?” The normally booming voice was far quieter, resigned to his fate although he had no clue what it might yet be.

In an unusual show of uncertainty the young Defel shuffled his feet. “Out with it boy,” Kulton turned to him, “We don’t have time for dallying.” He walked over to the fireplace and took his spear off of the mantle. It now doubled as a staff should the Elder have need of it.

Uncertainty still tingeing his voice Vlad finally blurted, “I have a bad feeling about Father’s mission today. Couldn’t someone else lead it?” While there was love between father and son, it was rarely seen.

Kulton looked Vlad square in the eye, taking in the younger Defel’s orange coat. Vlad’s feelings were something well worth listening to, as were the feelings of any of the members of the God King’s families. They had prevented disasters in the past, but sometimes they had to be ignored. “And who would you have lead the soldiers boy? Your father is experience at this, even if not the most inspiring leader. And the beasts have to be stopped. You know this. Maybe had you said something before, but this is far too late. He prepares to leave even now near the outskirts.” The city being located at the junction of forest and mountain, it had practically no need for walls. Finding it was beyond most of the other tribes. The farming communities, however, did have walls and one of them was currently under attack from packs of shaggy creatures that seemed somewhat intelligent. A messenger had made it out, saying that they needed reinforcements or the community would fall. It was time for their army to hunt.

Looking at the floor Vlad was decidedly unhappy. “I know Grandfather. I just wish… I wish…” Shaking his head, Kulton’s assistant looked up and there was fear in his eyes.

Laying a hand on his grandson’s shoulder, “It will turn out for the best. Trust that your father knows what he is doing.” Silently he added, Just as I pray to Beshjumal that this doesn’t end up in ruin. They would see what the day brought, good news or bad.


TAG: MYSELF

Ending Commodities

Meat (2)
Fur (2)
Fruits, Vegetables, and Nuts (Grain?) (3)
Wood (2)
Minerals (2)

OOC: So it begins...

EDIT

I took the liberty of updating my area. The darker green is the forest, and the area with the yellow spots is the farmland (grain or whatever). Figured it would make life a bit easier to have that kinda thing defined. Feel free to update this pic (assuming Inty doesn't mind).



Zoom it and it all becomes easier to see. wink

:snoopy

 

-----signature-----
Love comes in spurts. ~ Murphy's 51st Law of Sex
Sex is one of the nine reasons for reincarnation; the other eight are unimportant.~ Murphy's 53rd Law of Sex
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WINKWINK  90 posts
Registered: Dec '08
8021_Darth Maul
Date Posted: 5/20 9:57pm Subject: Clans 3: Spirits of Good and Evil
IC Lar'roo





Starting commodity's

2 fur
2 mineral
1 wood






Lar'roo strode swiftly down the halls as he listened to Grrollowre, the captain of the brotherhood, give him details of what had happened.

"And the body was found after one of the brothers heard a scream"

"It was marriel? Liandras maid?"

"Yes sir"

they arrived at Liandra's room and opened the door. It was a scene out of hell.
Marriel, who had been Liandra's personnel maid, was literally all over the room.

Grrollowre paused "I-i hadn't seen it yet only heard... what did this?"

Glancing around the room taking in details The old wook answered absently "A wookiee is the only thing that could have torn her so..." Lar'roo paused a moment "Thoroughly" he finished in disgust.

"But who? Who would have done this! when we find him..."

Lar'roo held up his hand "Peace my friend, you will not find him, this was done by a shadow claw"

Grrolloawre's angered faded to shock "I've never had dealings with one of the shadow brothers before, i was unaware they could do" he swallowed "This"

With a sad, sad smile Lar'roo said "Yes, when the madness takes them..." he shook his head, sending thick fur flying about his face "But enough of this, find my Little Sister and send her to the meeting hall".

As the captain began to depart to find Liandra Lar'roo spoke again " And Captain, tell my brother to meet me there as well"

The captain smiled "It'll be my pleasure"






TAG myself


ending commodities

4 fur
4 mineral
2 meat
1 wood


 

-----signature-----
"The quickest way to a mans heart really is throught the stomach, no pesky ribcage" [QC]
"my word is so legitimate that i can turn untruths into truths" [John]
"...you have a crossbow... this scares me"
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