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==='''Other North-Central Nations'''=== ''Assorted minor nations living along the crumbling edges of the eastern Nantic nations.'' ====Silvermoon Prim-Commune==== ''Technology rejecting religious cult goblins who fled The Union to have somewhere to focus their mental energies and turn into angelic creatures known as Ceraphim.'' Messaiah of Silvermoon valley has reformed goblin tribes that previously lived in Union lands into united entity, and then traveled acoss the continent with them to find new land for his kind. Recently he was seen south of Alkor. Silvermoon's followers reject all technology, after freeing themselves from the Union, taking land from the waring free-states and Alkor. The Ceraphim are messengers of Silver Moon. To become ceraphim you have to strip yourself from all the greennes of goblin kind, and embrace silver skies with procelan skin and multiple wings. Only after the transformation is completed they are giver permision to become conduit of god's power. They posses powerfull magick, but can not survive during the day away from moon god temples. ====Canton of Hoogivs==== ''Minor nation of Nantic and Ercaenmedian humans as well as dwarves. Protected by various ancient treaties. Basically the Shire with tea and a large LGBTQ community.'' General: In the small canton of Hoogivs, literally nothing interesting ever happens. Everyone lives in comfy villages and the day is traditionally started by spending an hour drinking herbal tea and talking about the interesting things that happen in other countries. Also the canton is unusually progressive in regards to gender roles. Belkan hasn't gotten into a war with Hoogivs is that the Hoogivs, being in a warmer yet wet enough environment can actually grow and harvest Cocoa beans, necessary for Chocolate, which is seen as a delicacy almost everywhere on the main continent People: The inhabitants of Hoogivs are mostly Nantic humans, but there is also some dwarves and Ercaenmedian humans. Peaceful harpies, goblins, and fey live in small numbers in the border regions. Rumors state that this area is under the protection of ancient Eldrian creations. Religion: More or less a Nantic state, Hoogivs follows the Nantic pantheon with minor cross overs from other cultures. Weir is god of agriculture and community, Gayin is goddess of craftsmen and artists, Liik is the guardian of dead spirits. Ace, Shomdor, Grumm, and Vanille are acknowledged, but usually seen as gods favored by foreign trouble makers. Gaelhalla is rarely talked about in public, but is said to be frequently invoked during private activities. If asked, the inhabitants of Hoogivs will say she is the goddess of tea. Magic: Hoogivs has very few magic users, anyone with potential usually moves elsewhere. Those that stay rarely develop their abilities. Military: Hoogivs doesn't have much of a military. Each community has a small militia that handles basic law enforcement. Weaponry usually consists of a few crossbows and clubs for more serious militia members, and repurposed tools like hunting bows, slings, pitchforks and wood axes for everyone else. No one has ever tried to invade Hoogivs in recorded history, a strange anomaly which has vexed historians for ages, though aggressive animals, drunken travelers, and the occasional bandit aren't completely unheard of. History: Historically the Hoogivs region was part of a no-mans land between the Nantic and Eldrian Empires. Following the collapse of these empires, it remained empty for a while as people migrated closer to main population centres. It was eventually absorbed into the Alkor Empire, but due to a weird diplomatic compromise it became a de facto independent nation during the Harlbourg revolution. These days it exists as a small island of civilization in an otherwise empty region. Merchants and adventurers from Harlbourg and Unkor sometimes visit, but not often. Although Hoogivs borders on Aesanaeria, Aesanaerians rarely go near it due to their dislike of forests in general, and the forests of Hoogivs specifically. Belkan once proclaimed they will never invade it due to the quality of their cocoa beans, though it is unclear if this was a serious proclamation. Economy: Despite being close to the dry grasslands of central Autia, Hoogivs is a temperate and fertile land with high agricultural potential. The central territory is covered in farmland and hamlets with the town of Hoogivs in the middle. The border regions are covered in large expanses of empty forests and meadows. High value crops like cocoa beans, peace leaves, and tea leaves are traded with Harlbourg in return for luxury goods like manufactured cloth, clocks, fireworks, and exotic spices, but for the most part the people of Hoogivs seem to prefer living in the past, and have made no moves to embrace plantation style farming, factories, or magi-tech. Instead they grow and make what they need to live comfortably, while using their abundant free time to live lives of idle leisure. The population is surprisingly stagnant, and many villages remain almost unchanged over centuries. ====Unkor==== ''Former backwater Nantic province now home to the refugees and outlaws from all over the continent. Widely regarded as cursed. Basically a very multicultural Transylvannia / mishmash of horror film tropes from around the world.'' Unkor, pushed up against the eldr, alone, severed due to the breaking off of the free states. They needed reasorces and men and attempted to reuse there corpses, something something eldr, something something Iron Crown the whole main land is cursed. Unkor Shamenmes are well known for their talents and their storytelling abilities and magic. They are usually elders from major villages and perform great acts of storytelling call Mulans which explains their gods and past. they also perform rituals base on age as a sign of a person's growth. there are more rituals, but most important is the giving of dowries, weddings, and feast anouncmets. they do not take part in violence but after a battle, they walk around the battlefield giving pray to the fall so they can find the Minbim (Final enlightment) and save those that are dying with magic. People: Most inhabitants of this region are Nantic humans, but its abundance of free land and limited law enforcement means it attracts refugees and outlaws from a wide range of neighboring lands, including wolf-kin, actual lycanthropes, fey, orcs, harpies, hags, and goblins. It also has an unusually high percentage of individuals of Eldrian descent, some of whom have been living in the area since the collapse of the Eldrian Empire, while others have arrived more recently. Of the southerners, southern dwarves, Shaobon humans, and pumkin are the largest groups. It most famous inhabitants of course are the undead. Due to the unnatural energies of Eldr, the spirits of the dead, as well as sometimes reanimated corpses, periodically appear in the region, sometimes in large numbers. Many of these beings are obvious to the fact they are dead, and are often unable to perceive the living, or even other undead. Others can and will interact with the region, sometimes hostilely. Sometimes more powerful undead creatures like vampires and liches are drawn to the region from elsewhere. Religion: Variants of the Nantic faith are most common here. Gods include; Gaelhalla (courtship, beauty, seduction), Wyrn (hunters, foresters), Gayin (commerce, mining), and Liik (primary god in region, ravens, death, afterlife, protection against the undead and other evils). Bands of fanatics of Grumm known as the Wolf-Kin have long troubled the region. Evil necromancers tend to worship demons like Lykian and Deadicorn. Some of those of Eldrian descent follow southern gods like the Green Titan, though those of Shaobon descent usually follow animal spirit worship they brought with them from Shaobon. Magic: Despite being a former Eldrian province, Eldrian/Southern Magic is fairly rare here as most Eldrians trace their roots to former slaves, refugees and outlaws. But most Shaobon communities have Shamenmes (shamans) who can do minor healing magic and dispel curses. Nantic spellcasters are also pretty rare, since the area is too poor to offer meaningful opportunities to skilled magic users. The main exception to this rule is necromancy. The dead are often restless in Unkor, and necromantic spells are more potent here, so it attracts those interested in necromantic experimentation or who simply want to get the most out of their magic. Such individuals are often versed in other forms of magic as well. Due to the presence of so many necromancers, anti-necromancy organizations like the Briar Ravens and other Liik worshippers are common in the region. Such individuals are typically skilled at dispelling magic, among other abilities. Military: Unkor doesn't really have a military. Lacking a central government, each village has its own militia that defends itself the best it can. Despite the region's cursed reputation, not much actually happens here most of the time other than the occasional restless dead, dark fey, or Eldrian monster causing problems. However, when problems do occur, it is often on a larger scale than the militias can handle, and people hide rather than fight. During bad periods, necromancers and other evil spellcasters often attract followers and become warlords due to their ability to handle undead, fey, and Eldrian monsters more effectively than others. History: The name Unkor comes from the name of a pre-Nantic nation inhabited by proto-Nantic humans. It was part of the Nantic Empire at its peak, but later became part of the Eldrian Empire at its own peak. When the Eldrian Empire destroyed itself close to 400 years ago, reality was damaged in the surrounding areas, and in the case of the Unkor region, lead to a thinning in the walls between our world and the realms of the dead. Although no one really wanted it anymore, the Nantic Empire reclaimed the region following the collapse of the Eldrian Empire, and it was later inherited by Alkor. When Harlbourg rebelled, Unkor, like Hoogivs, stayed neutral, mostly since no one cared about it enough to try to occupy it. Economy: Most of the inhabitants are simple farming folk, but the lands are much less fertile than they should be, and most struggle to feed themselves in bad years. Most of the inhabitants are just to stubborn to leave though, while others have no where else to go. However, for the truly fearless and/or unethical, reasonable money can be made serving necromancers, looting old Eldrian ruins, or even trying to enter Eldr itself. ====Persquaria==== ''Bunch of nutjobs obsessed with squares, to the point of fighting wars to try to make their borders perfectly square, and molding their skulls to be square-ish. Mostly Nantic humans, but others of their kind have essentially disowned them. Historically and culturally they have more in common with the South'' Persquaria is realm of perfect order, even its borders have perfect square shape. Well almost, because if there is order, there must be chaos. And chaos of ELDR prohibits Persquarians from ever achieving their ideal shape for extended preiod of time. The opening of eldr is a big festival in persquaria where folks gather on the eldr border to celebrate the perfection. Even though it is of short time, it is the biggest holiday in that country and even King Kubius the squarest attends this fest. It is a dangerous tradition as the monsters from the Eldr slay thousands of civilians everytime. Those are considered martyrs for the greater cause. The Eternal war for the bottom right corner of Persquaria has been ragin for almost 15 generations. ====The Fairy Lands (Soulwood, Tavern Woods, Halem, Fluffwood, Wolf-Kin Band)==== '''Wolf-Kin Band:''' ''Hardcore worshippers of the wolf god Grumm. They wander the Northern Wastes and Tavern Woods stirring up trouble. Nantic humans, but consider themselves to be part wolf (incorrectly).'' '''The Tavern Woods:''' ''No-man's land home to isolated taverns and communities catering to travelers. Home to a small nation of magic snakes who sell their venom at a certain tavern. Mostly Nantic humans.'' '''Halem:''' On the north coast (between Fluffwood and Harlbourg) lie a people who everyone calls gepids who State is called Halem. They aren't humans but have the same back structure, they are very reclusive and don't usually interact with visitors, some wear bodysuits that cover up all their fitters to seem less hostile to humans, but there true from is one of squid-like, with hair and legs replaced by tentacles with sometimes the occurrences of eyes on their head. they don't really fight wars but when someone invades there usually completely destroyed but not by killing them but by causing such fear with scar tactics and illusion magic that only after a few casualties whole armies run. usually, no one is killed and the injured are return. they are peaceful people and they want it to stay that way. '''Fluffwood:''' ''Home to evil fey creatures, though some of them are kind of cute. Basically weird fairy tale stuff plus giant corgis.'' Within the endless forests of Fluffwood and other such places, one can find the Fairy Elves and their giant corgi mounts. Although they appear harmless, they are actually famous for brutally torturing trespassers and leaving their writhing bodies bound to trees at the edges of their territory. They also sometimes mount raids on neighboring communities in order to capture slaves to sell to the hags for magical experimentation. Attempts to launch reprisals against them have almost always failed due to their high mobility within the dense forests, and ability to flee back to Fairy Land (aka the Third Layer of Hell) via hidden magic portals. Fluffwood gets its name from the various fuzzy fungi that grow within the deeper parts of the forest. Most of these fungi are harmless, but the hags, elves, and other dark spirits of forests can sometimes use magic to cause fungi spores to take root and grow rapidly on living beings (who are typically bound). This process is even more painful then it looks since the fungi have poisonous roots that bore deep into the flesh and bone. '''Soulwood:''' South of the Tavern Woods, spread a vast and convoluted series of great trees and a gentle sunlight shining through the canopy. Would be travelers typically find themselves right where they started to their immense confusion and irritation, however this is more than just bad tracking skills as the forest has a primitive intelligence to it and seeks to repel intruders. When a particularly skilled tracker or force of warriors enter they may be able to bypass this primary boundary, however this is merely the first of many defenses as the forest twists and weaves itself to impede these beings and should they still have the resolve to pass through the path they started on they will encounter the forest's children, the ents. Being a slow-witted and tranquil race the ents merely seek to wander about as they discover new trees to grant sentience in the manner they have been uplifted. A delicate ritual is undertaken to coax out the spirit in the tree and imbue the spirit with a magical core allowing it to move around like a mortal being would. These rituals are undertaken by the ents mages, elderly trees with great wooden harps that they play. These harps form the primary source of ent spells alongside a crude form of healing magic and this auditory magic serves as a means to entrance and command the many creatures of the forest alongside controlling the very earth itself. These spiritsingers, as they are called by the other ents can perform tasks like making a seed become a tree in a day with their talents leading to them becoming respected elders among the treekin. Occasionally an ent seeks to explore and find another forest to give life to in the manner that the soulwood is, embarking on a generation long voyage to find a suitable home and another generation to begin the process of granting sentience. This immense slowness means the ents are a reclusive people, knowing that direct confrontation will end in doom. This had led to a general separation from the outside world. Military: The ents lack any kind of military, rather relying on diplomacy and gifts such as the many wooden crafts they can create to convince outsiders to stay away. However each ent possess great strength, being a living tree and when put in a situation between life and death they will crash around bringing devastation to the troops around them. The primary of these instances is where their high prophet organized a group of warriors who assaulted some wolf-kin attempting to use the trees in their land for fuel. Alongside this they commonly dispute with the people of the tavern woods over their usage of trees, however these instances are sporadic and they are typically placid beings. '''People:''' The Fairy Lands are home to a wide range of fey creatures, though the ents, gepids, hags, and fairy elves dominate their respective sections of the forest. Other inhabitants include harpies, red caps, goblins, ogres, satyrs, dryads, lepre-khans, as well as a wide range of other fey that defy easy classification. Nantic humans can also be found in the area. Scattered hamlets, taverns, and trade outposts can be found in the so-called Tavern Woods, while fanatical worshippers of Grumm known as the wolf-kin roam the deeper parts of forests. '''Religion:''' Each race of fey seems to have its own set of gods they worship, who are generally more powerful versions of themselves. Many dark fey also worship demons, particularly Deadicorn, Grumm, and Wyrna. Humans usually follow certain gods within the Nantic pantheon, particularly; Gaelhalla (courtship, beauty), Wyrn (hunters, foresters), Gayin (commerce), and Liik (protection against the undead and other evils). Bands of fanatics of Grumm known as the Wolf-Kin have long troubled the region. '''Magic:''' Fey races all have their own forms of innate magic, though the specific abilities and strength of said abilities vary greatly by individual. Some fey like hags and harpies also learn the magic traditions of human races like demon binding and alchemy. The humans in the area with magical potential have few opportunities to develop it unless they are luckily enough to live near some magically skilled hermit. However, the hags of Fluffwood sometimes take on human students, for a price... '''History:''' The fey are believed to be among the first intelligent beings to arrive on this world, entering via portals from one of several "fairy worlds", alternate dimensions where magic is common and everything is a bit brighter and stranger. Communities formed anywhere where the barriers between worlds is thin, but over the centuries, most of the communities were swept away by more organized races like the Ogrillons, Sartyrians, and various human empires. The Fairy Lands are one of those few areas where the barriers between worlds is so thin that portals are everywhere, and eradicating the fey is impossible. Instead, the Nantic Empire, Alkorians, etc., grudgingly left the area alone. During the time of the Nantic Empire, a heavily guarded road was cut through the Fairy Lands with brute force to connect the central and eastern sections of the Nantic Empire, however, with the collapse of the Nantic Empire, the road was largely abandoned, and its many forts, inns, and other rest stops left to rot. Only the western portions of the road were partially maintained, and are now the so-called "Tavern Woods", where hunters and frontiersmen live in isolated homesteads, and sometimes earn a bit of income trading rare alchemic materials. '''Economy:''' The inhabitants of the Fairy Lands are very self sufficient. The only trading that occurs is generally done in the Tavern Woods. '''Military:''' There are no standing armies in the Fairy Lands, but the inhabitants are more than capable of looking out for themselves. Skirmishes are not uncommon. The inhabitants of Fluffwood raid their neighbors relentlessly, looking for fresh meat for their twisted games and experiments. The Wolf-Kin are also very belligerent to anyone who crosses their path. Skirmishes sometimes break out between the ents and the inhabitants of the Tavern Woods over logging, and the gepids sometimes drive out pirates trying to establish lairs on their coasts. '''Miscellaneous:''' It is known that the fey of Fluffwood enchant the normally harmless fungi of the forests to horribly disfigure their captured victims, but on rare occasions this ends up backfiring. You see, the fungus is transfigured to pierce the skin of people in horrifically painful manners, and puncture its victims vital organs such as the heart, kidneys and brain. But the fungus can sometimes assimilate these organs instead. This would still kill the person, but leaves the body intact and slowly connects its nerve system with the fungus. As this transformation reaches its completion, much of the altered body regains motor functions under the fungus control. To the fey these bodies look like nothing but zombies, shambling corpses barley capable of standing up right. But this couldn't be farther from the truth. In fact, this is a facade. Since the brain tends to be intact most fungi end up becoming sapient and gain the memories of their former victims: Their hopes, their dreams, the friends and enemies they made during their magnificent adventures and so much more. But they especially gain the memories of their victim's horrifying death, and the fey carelessly laughing as if the innocent life they just ended was just some children's toy. Nowadays the fungal men work in secrecy to sabotage the fey's attempts at kidnapping and raiding innocent people. ====Fleshmolders and Gullet Pirates==== ''Sadistic fucks terrorizing the lawless northern provinces of Nantes. Specialize in molding living beings into horrible creations.'' >To the north there lives a cruel lord >He can shape flesh like putty >Has turned most of the local villages into optimized, perfect abominations >This small hamlet's approach is expanding south. Lesser nobility are taking up his craft. Soon the village of VikΓ© tried to imitate this craft. They started chopping up their animals into unrecognizable parts and let the local artisans remodel them as they wish. Since they only do this for the shits and giggles, the abominations get released and now roam the countryside as peaceful animals. Travellers mistake them for unholy monsters and try to kill the chimeras. To the east of the fleshmolders is the Pirates Haven of Gullet. they are defacto vessels of the fleshmolders and work for them in the collection of the bodies for their experiments. they have raided as fair as the San'brag and are universally hated but are too dangerous to attack because of the Fleshmolders armies that will work with the pirates in defense of the region. they commonly get mutation and body ungrades from the Fleshmolder in exchange for bodies with living ones being worth a lot more, but they also take money. they do not raid their close neighbors simply to not draw their ire but they hate Alkor for multiple attempts invasions that all failed and so they raid them with glee. ====High Magitek==== ''Weird ruin. Former alien colony, though no one realizes this.'' On the isle that sits in the great bay north of the Republic of Nantes and the Kingdom of Yr...there is no nation, but the remnants of a great work of the empire that Nantes is the last active remnant of. The Ruins of High Magitek is a dangerous island where ancient wonders still roam amid deep running corridors and maligned intelligences from experiments from the old empire that sleep and wake at the peril of those who would venture to this island to claim its bounty of material or technology. Some say the isle fell to ruin because of experiments binding fey or fiends into their machines of iron and mage metals... Others say it was because of a spire antenna of orihalcum with a pure selenium core meant to open a gateway to a distant star that let...something through. All I know is, I can get ten Republic Crown coins a head for ferrying people over there for the risk. Don't often have to bring'em back neither. ''The inhabitants ironically never didn't die, they packed up and left to their homeworld as the island was meant as a colony project that unfortunately had its funding cut. If one were to go deep into the island itself, you might be able to 'phone them home'.'' High Magitek is a strange place, filled with gigantic structures, moving ruins and types of magic that no mage has ever encountered before. Yet, there is no sign of any residents despite there being clear signs of habitation. This has led many to explore the island only to never return. The people of Autia fear those men had met whatever killed the natives. However, the people of High Magitek (or "Colony FB7" as they call it) never actually died. They simply left back to their homeworld in the Andromeda galaxy after the Tesseract Corporation cut their funding. Their research on the several magical crystals present on the planet was already as good as completed anyway, so there wasn't really any reason to stay. After activating the Rocket Factory they took to the stars and flew back home to sip synthetic martinis on a hoverchair. However, they forgot to send back a drone to deactivate the four maintenance AIs and pack up the rest of the structure. Thus for the next few millennium the colony remains to this day relatively unchanged. As for the adventurers that entered this place and disappeared, many went to explore the Rocket Factory as it is the biggest structure on the island. Here many would inevitably climb into one of the metal towers inside, curiously press the big red button labeled "launch" and involuntary take to the skies. ====Aesanaeria==== People: A large though largely empty nation, Aesanaeria is mostly home to humans of the Sorgos ethnic group (Mediterranean), but orcs and half-orcs are not uncommon. Religion: The Aesanaerians traditionally worshipped a mix of Nantic and Southern gods, though worship of the Brass Lord has become increasingly common instead. A powerful demon who the Aesanaerians allied themselves with to break free from the Nantic Empire centuries ago, the Brass Lord taught them the secrets of demon binding, dark aether channeling, and enchantment magic, knowing the such magic would gradually corrupt the Aesanaerian people. Magic: The Aesanaerians once used a mix of Nantic and Southern magic, but these days most magic users are followers of the Brass Lord. Such mages spend most of their time creating so called Brass Knights, a strange caste of warriors that wear armor and carry weapons composed of fluted brass tubes. The equipment of a Brass Knight gives it exceptional durability, and the ability to launch "sound attacks" by manipulating the aether to smash their opponents with raw aethetic energy. Unfortunately, such armor also removes most of the free will of the user, and the demonic energy infused into the armor gradually corrupts the form of the user. Military: Aside from the famous Brass Knights, the Aesanaerians prefer light, mobile skirmishers that travel around on large warthogs, and fight with javelins and bows. Clothing is minimal to show of scars and body paint, as well as avoid over exerting themselves in the dry deserts and grasslands, though many warriors wear masks. Followers of the Brass Lord almost always wear brass masks, but others wear more traditional masks of wood or leather. They also frequently make use of orc mercenaries, particularly those of Orkistan. History: Like other Sorgos peoples found in the western portion of the continent, the Aesanaerians were dominated by the Nantic Empire, but later broke free. Since then they have become increasingly under the influence of the Brass God, who has convinced them to ally with the Alkor in order to focus their resources on wars with Sneed and the Taur Tribes. Economy: Aesanaeria doesn't have much of an economy. A barren region of mountains, desert, and grasslands, most of the inhabitants live in wandering tribes that survive by ranching and foraging. However, there are a few towns and cities dedicated to supporting the larger of the mines, supplying trade routes, or worshipping the Brass Lord. ====The Hordes of Swabonze==== The hords of swabonze are a religious group of plunderes and mercenaries who follow the code of swabonze. Swabonze ones was a prophet who promised his followers liberation from the problemes of sedentary society like class struggle or a wealth gap by returning to lifestyle of a hunter and gatherer. To be able to survive that life he advocaded for strengthening ones body and getting rid of thing that weakend one, like alcohol or overreliance on tools. After his death his ideals quickly became warped in a dark way. Because most land was already claimed by sedentary societies, which was always expanding which meant claming more land, the original message of getting rid of weaknesses became about getting rid of the weak and not the weaknesses you as a person have. Sedentary society was seen as inherently weak which made them their main target. To liberated the people who live in a Sedentary society they began raiding villiages. As they only wanted the strong to survive they forced everyone in the villiage which they were raiding to bring them 2 heads. The people of the villiage thus became stained in blood if they wanted to survive which broke main of them. As the murderes they where forced to become they didn't have a role in normal society which forced them to join swabonze. The group leaders also added drugs to everybodys food which made them even more aggressive and less . This continued for a long time, but as they began to run out of villiages to plunder they faced food shortages. They tried to raid cities but because of their lack of siege tools they failed. Instead they began to work for the cities for food. Nowdays the are split into 2 factions. Those who wish to became mercenaries and those who want to continue their crusaed against Sedentary society. They don't have a Territory, as they are constantly on the move, always looking for villiages to plunder or work. Currently they are operating near the free city states of harlborg. They have a rang of influence around them in which they can strike. If it's only to plunder a small villiage a small group will split form the main group and do just that. Those who don't return after 4 days are to be killed on sight. There group is organized into 4 subgroups. The freshborn are those which only have recently joined. They are only armed with rocks and sticks. There food is poised with the most drugs to quickly turn them into people without morales besides survivale of the fittest. If they have gathered 10 heads they become reborn. The reborn are allowed to possess swords as they have proven that they are capable of survivale even without tools to relay on. There food has less druges as they have already mostly lost their sense of right and wrong completly. They are allowed to command freshborn which are forced to follow their orders or risk getting killed. To become a member of the blooedborn a reborn has to either present 50 heads or kill a bloodborn in a fiar fight. The bloodbron are allowed to carry any weapon and armor. They aren't allowed to command reborn or freshborn as the they serve the scourge of swabonze directly. They are more of an elite group of guards than actual soldiers. The ensure their loyalty their food is posied with a lot of drugs making them nearly breainded and which leads to a quick death most of the times if they stop taking the drugs.To become part of the scourge of swabonze they have to stop taking drugs and overcome their addiction which most often ends in death. The scourge of swabonze are the rulers of the horde. They know how to produce the drugs, command everyone else and decided where to move next. Around 50% are Freshborn, 40% are reborn, 7% are bloodborn and 3% are part of the scourge.
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