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Post by Tricky on Nov 27, 2012 21:29:47 GMT -5
No one remembers how long the Er'Undi have lived here, no one remembers when we first came into existence. It is said that the mother of life, what the newcomers call a mountain, the Enysanali, gave us life. That she molded us from her rocks and her stone, from her tree's and her water. That is why we are part of nature, why we have been granted these gifts that we have. The first horse was given life from Enysanali's wind, and it was he mountain that breathed air into his lungs. His name was Serkim'etas, and he was the first horse, the spirit of the warrior, and it is in his name that we go to war.
War, against the newcomers, against these people of iron and of metal - war against these creatures that live off their own industry, who had forsaken their pact with nature. It is in his name that we light our fires and strike up our banners. In his name, that we march.
Set in the fantasy realm of Ilosia, the Er'Undi tribes are under threat from the invasion from a new group of horses that have set up camp right on their doorstep. The Kingdom of Arcaia is a place of industry and development, and have no respect for the Er'Undi's peaceful way of life.
The Er'Undi General;The Er'Undi inhabit the northern parts of Ilosia, and are the original horses. They have lived in Ilosia since the beginning of time. They live in tribes, lead by a tribe leader and a shaman. The tribe leader is the strongest and most wisest warrior, and is elected by tribe after proving his strength and wisdom. The Shaman is a role that is inherited and taught, the Shaman selects several of the tribes offspring for training, and when it is his time to pass he nominates one of them as the next Shaman.The Er'Undi live a nature-based existence, and therefore everything they do relates to the world around them.
Appearances: The Er'Undi often have a very natural appearance with neutral colours that help them blend into their surroundings. They will rarely be brightly coloured and tend to favour browns and greens. They are often seen supporting horns and antlers, or other animalistic like qualities.
Powers: Each character born into the Er'Undi tribe is given a power, this power is related to nature and cannot be changed (unless by special request both IC and OOC). This power will be given upon joining. When joining a character that has not been born into the Er'Undi but intends to join via initiation the power will be granted IC by the Shaman. Every Er'Undi character also has a spirit animal, the spirit animal can appear as if it were an actual animal, or ghost-like, depending on the players choice. A player may choose their animal, however remember to be unique, try and reflect your characters personality. Try to avoid commonly used animals (ie. if there are currently two characters with a grey wolf spirit animal, see if you can find something else).
Initiation: for characters that are not born into the Er'Undi tribes but wish to become a part of them, they must under go initiation. Initiation and acceptance into a certain tribe is decided by the tribe leader and can be initiated both IC and OOC.
Arcaia General: The Arcaian's are new to the realm of Ilosia, having moved in five years ago from their previously war-torn country of Ilyman. They have a monarchy, and are very industrial. They have little respect for nature and only see what can be conquered. They are a very strong nation, defending their kingdom until the last man, but they are also a very scholarly nation, they respect exploration above all else and are keen to develop what they already have.
Appearance: Arcaian's tend to support more vibrant colours, unnatural looking and bizzarre traits. They also often have metallic colours, gold, bronze and iron grey.
Powers: the Arcaian's powers are a little less defined than the Er'Undi's, but it has been noted that over the years there has been an increase in mental ability due to the extensive research the Arcaian's have been doing. Horses have been developing the ability to influence emotions, to read minds and to predict someone's move. They also have developed enchanced physical senses, such as strength, speed and agility.
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