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dom6:nations-ea [2024/03/09 23:02] johnnydown |
dom6:nations-ea [2024/04/11 06:48] (current) johnnydown Oceania's earth is up to 2 |
<WRAP startpage_col_head>[[:dom6:pangaea-ea|Pangaea, Age of Revelry]]</WRAP> | <WRAP startpage_col_head>[[:dom6:pangaea-ea|Pangaea, Age of Revelry]]</WRAP> |
<WRAP column>[[:dom6:pangaea-ea|{{:nations:flags:ea_pangaea.png?nolink}}]]</WRAP> | <WRAP column>[[:dom6:pangaea-ea|{{:nations:flags:ea_pangaea.png?nolink}}]]</WRAP> |
<WRAP>**Paths:**\\ {{path>N4}}\\ {{path>E2}} G2{{path>B2W1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>6N}} \\ **Scales:** +{{scales>T1G1}} \\ Palisades </WRAP></WRAP> | <WRAP>**Paths:**\\ {{path>N4}}\\ {{path>E2G2B2W1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>6N}} \\ **Scales:** +{{scales>T1G1}} \\ Palisades </WRAP></WRAP> |
<WRAP column half><WRAP column half> Pangaea is a nation of Greek half-men, ranging from the crass satyrs to the rowdy centaurs. Most of these beings were considered nymphs (nature spirits) or demigods in Greek mythology, and Pangaeans are certainly persistent, stubbornly refusing to remain disfigured or ill. Only those of a white hide have blessed magic, however, or at least the expectations upon them to become mage-priests. This excludes the Panii, Pangaea's reclusive conductors, who keep the forests thick and its residents wild. </WRAP><WRAP column half> {{:nations:ea:pangaea:satyr_sneak.png?nolink}} {{:nations:ea:pangaea:dryad_mother.png?nolink}} {{:nations:la:pythium:maenad.png?nolink}}\\ {{:nations:ea:pangaea:harpy.png?nolink}} {{:nations:ea:pangaea:centauride.png?nolink}}\\ {{:nations:ea:pangaea:minotaur.png?nolink}} {{:nations:ea:pangaea:pan.png?nolink}} | <WRAP column half><WRAP column half> Pangaea is a nation of Greek half-men, ranging from the crass satyrs to the rowdy centaurs. Most of these beings were considered nymphs (nature spirits) or demigods in Greek mythology, and Pangaeans are certainly persistent, stubbornly refusing to remain disfigured or ill. Only those of a white hide have blessed magic, however, or at least the expectations upon them to become mage-priests. This excludes the Panii, Pangaea's reclusive conductors, who keep the forests thick and its residents wild. </WRAP><WRAP column half> {{:nations:ea:pangaea:satyr_sneak.png?nolink}} {{:nations:ea:pangaea:dryad_mother.png?nolink}} {{:nations:la:pythium:maenad.png?nolink}}\\ {{:nations:ea:pangaea:harpy.png?nolink}} {{:nations:ea:pangaea:centauride.png?nolink}}\\ {{:nations:ea:pangaea:minotaur.png?nolink}} {{:nations:ea:pangaea:pan.png?nolink}} |
</WRAP></WRAP></WRAP> | </WRAP></WRAP></WRAP> |
<WRAP startpage_col_head>[[:dom6:fomoria-ea|Fomoria, The Cursed Ones]]</WRAP> | <WRAP startpage_col_head>[[:dom6:fomoria-ea|Fomoria, The Cursed Ones]]</WRAP> |
<WRAP column>[[:dom6:fomoria-ea|{{:nations:flags:ea_fomoria.png?nolink}}]]</WRAP> | <WRAP column>[[:dom6:fomoria-ea|{{:nations:flags:ea_fomoria.png?nolink}}]]</WRAP> |
<WRAP>**Paths:**\\ {{path>A4D3}} G3\\ {{path>W1E1N1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>2A1W2D1G}}</WRAP></WRAP> | <WRAP>**Paths:**\\ {{path>A4D3G3}}\\ {{path>W1E1N1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>2A1W2D1G}}</WRAP></WRAP> |
<WRAP column half><WRAP column half> The Fomorians are based off the old, wicked gods of Irish mythology; they have been psychopomps, pirates, and monsters, according to their various portrayals. Such a shift has not fared well for them, as their monstrousness has increased with successive generations and become maladaptive, and those without defects are considered blessed. The throughline with Fomorians is that they are all destructive; they cling to the world with brute strength, and with ruinous magic, and the elf-like tribes beneath their yoke know better than to revolt. </WRAP><WRAP column half> {{:nations:ea:fomoria:fir_bolg_champion.png?nolink}} {{:nations:ea:fomoria:fir_bolg_druid.png?nolink}} {{:nations:ea:fomoria:fir_bolg_warrior_2.png?nolink}} \\ {{:nations:ea:fomoria:nemedian_champion.png?nolink}} {{:nations:ea:fomoria:nemedian_sorceress.png?nolink}} {{:nations:ea:fomoria:nemedian_warrior.png?nolink}} \\ {{:nations:ea:fomoria:fomorian_druid.png?nolink}} {{:nations:ea:fomoria:fomorian_king.png?nolink}} | <WRAP column half><WRAP column half> The Fomorians are based off the old, wicked gods of Irish mythology; they have been psychopomps, pirates, and monsters, according to their various portrayals. Such a shift has not fared well for them, as their monstrousness has increased with successive generations and become maladaptive, and those without defects are considered blessed. The throughline with Fomorians is that they are all destructive; they cling to the world with brute strength, and with ruinous magic, and the elf-like tribes beneath their yoke know better than to revolt. </WRAP><WRAP column half> {{:nations:ea:fomoria:fir_bolg_champion.png?nolink}} {{:nations:ea:fomoria:fir_bolg_druid.png?nolink}} {{:nations:ea:fomoria:fir_bolg_warrior_2.png?nolink}} \\ {{:nations:ea:fomoria:nemedian_champion.png?nolink}} {{:nations:ea:fomoria:nemedian_sorceress.png?nolink}} {{:nations:ea:fomoria:nemedian_warrior.png?nolink}} \\ {{:nations:ea:fomoria:fomorian_druid.png?nolink}} {{:nations:ea:fomoria:fomorian_king.png?nolink}} |
</WRAP></WRAP></WRAP> | </WRAP></WRAP></WRAP> |
<WRAP startpage_col_head>[[:dom6:tir-na-n-og-ea|Tir na n'Og, Land of the Ever Young]]</WRAP> | <WRAP startpage_col_head>[[:dom6:tir-na-n-og-ea|Tir na n'Og, Land of the Ever Young]]</WRAP> |
<WRAP column>[[:dom6:tir-na-n-og-ea|{{:nations:flags:ea_tir_na_n_og.png?nolink}}]]</WRAP> | <WRAP column>[[:dom6:tir-na-n-og-ea|{{:nations:flags:ea_tir_na_n_og.png?nolink}}]]</WRAP> |
<WRAP>**Paths:**\\ G4{{path>N3}}\\ {{path>W2A1E1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>1E2N3G}} \\ **Scales:** +{{scales>L1M1}}</WRAP></WRAP> | <WRAP>**Paths:**\\ {{path>G4N3}}\\ {{path>W2A1E1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>1E2N3G}} \\ **Scales:** +{{scales>L1M1}}</WRAP></WRAP> |
<WRAP column half><WRAP column half> Tir na n'Og is the otherworldly paradise of Irish mythology, lived in by the Tuatha Dé Danann ("Danu's tribe"). They descend from the Nemedians, who in-turn descend from the Partholonians, but no one knows exactly where they came from; they merely sailed in from the seemingly landless north, claiming an island that other relatives of Nemed stumbled upon and calling it blessed. Beyond their island core, the Tuatha are rarely seen, but every noble and prominent warrior in the land has at least one Tuatha ancestor. The common folk are far less impressive, though still greater than most men. </WRAP><WRAP column half> {{:nations:ea:tir_na_nog:fir_bolg_champion.png?nolink}} {{:nations:ea:tir_na_nog:fir_bolg_druid.png?nolink}} {{:nations:ea:tir_na_nog:fir_bolg_warrior_2.png?nolink}} \\ {{:nations:ea:tir_na_nog:bean_sidhe.png?nolink}} {{:nations:ea:tir_na_nog:baobhan_sidhe.png?nolink}} {{:nations:ea:tir_na_nog:sidhe_warrior.png?nolink}}\\ {{:nations:ea:tir_na_nog:tuatha_sorceress.png?nolink}} {{:nations:ea:tir_na_nog:tuatha_warrior.png?nolink}}\\ {{:nations:ea:tir_na_nog:ri.png?nolink}} | <WRAP column half><WRAP column half> Tir na n'Og is the otherworldly paradise of Irish mythology, lived in by the Tuatha Dé Danann ("Danu's tribe"). They descend from the Nemedians, who in-turn descend from the Partholonians, but no one knows exactly where they came from; they merely sailed in from the seemingly landless north, claiming an island that other relatives of Nemed stumbled upon and calling it blessed. Beyond their island core, the Tuatha are rarely seen, but every noble and prominent warrior in the land has at least one Tuatha ancestor. The common folk are far less impressive, though still greater than most men. </WRAP><WRAP column half> {{:nations:ea:tir_na_nog:fir_bolg_champion.png?nolink}} {{:nations:ea:tir_na_nog:fir_bolg_druid.png?nolink}} {{:nations:ea:tir_na_nog:fir_bolg_warrior_2.png?nolink}} \\ {{:nations:ea:tir_na_nog:bean_sidhe.png?nolink}} {{:nations:ea:tir_na_nog:baobhan_sidhe.png?nolink}} {{:nations:ea:tir_na_nog:sidhe_warrior.png?nolink}}\\ {{:nations:ea:tir_na_nog:tuatha_sorceress.png?nolink}} {{:nations:ea:tir_na_nog:tuatha_warrior.png?nolink}}\\ {{:nations:ea:tir_na_nog:ri.png?nolink}} |
</WRAP></WRAP></WRAP> | </WRAP></WRAP></WRAP> |
<WRAP column>[[:dom6:agartha-ea|{{:nations:flags:ea_agartha.png?nolink}}]]</WRAP> | <WRAP column>[[:dom6:agartha-ea|{{:nations:flags:ea_agartha.png?nolink}}]]</WRAP> |
<WRAP>**Paths:**\\ {{path>E4}}\\ {{path>F2W2D2}}\\ {{path>H3}} \\ **Gems:** \\ {{gems>1F1W3E1D}} </WRAP></WRAP> | <WRAP>**Paths:**\\ {{path>E4}}\\ {{path>F2W2D2}}\\ {{path>H3}} \\ **Gems:** \\ {{gems>1F1W3E1D}} </WRAP></WRAP> |
<WRAP column half><WRAP column half> Deep underground reside the Pale Ones, one-eyed amphibians of a deep and isolated history. Here they have existed since before the Pantokrator's reign, unknown to both humanity and the Sun, scarcely appearing in the records of other peoples. The Pale Ones have come to fill their niche, known as Agartha, settling grievances and forging alliances with the other sapient beings of the depths; they only stop growing in death, however, and greater prosperity has seen them push up against boundaries set long ago.</WRAP><WRAP column half> {{:nations:ea:agartha:ancient_one.png?nolink}}\\ {{:nations:ea:agartha:wet_one_captain.png?nolink}}\\ {{:nations:ea:agartha:greatolm.png?nolink}} {{:nations:ea:agartha:oracle_of_subterranean_fires.png?nolink}} | <WRAP column half><WRAP column half> Deep underground reside the Pale Ones, one-eyed amphibians of a deep and isolated history. Here they have existed since before the Pantokrator's reign, unknown to both humanity and the Sun, scarcely appearing in the records of other peoples. The Pale Ones fill their niche in the deep caverns, known as Agartha, settling grievances and forging alliances with the other sapient beings of the depths; they only stop growing in death, however, and greater prosperity has seen them push up against boundaries set long ago.</WRAP><WRAP column half> {{:nations:ea:agartha:ancient_one.png?nolink}}\\ {{:nations:ea:agartha:wet_one_captain.png?nolink}}\\ {{:nations:ea:agartha:greatolm.png?nolink}} {{:nations:ea:agartha:oracle_of_subterranean_fires.png?nolink}} |
</WRAP></WRAP></WRAP> | </WRAP></WRAP></WRAP> |
<WRAP box round> | <WRAP box round> |
<WRAP startpage_col_head>[[:dom6:hinnom-ea|Hinnom, Sons of the Fallen]]</WRAP> | <WRAP startpage_col_head>[[:dom6:hinnom-ea|Hinnom, Sons of the Fallen]]</WRAP> |
<WRAP column>[[:dom6:hinnom-ea|{{:nations:flags:ea_hinnom.png?nolink}}]]</WRAP> | <WRAP column>[[:dom6:hinnom-ea|{{:nations:flags:ea_hinnom.png?nolink}}]]</WRAP> |
<WRAP>**Paths:**\\ {{path>B3}}\\ {{path>F2E2S2N2}}\\ {{path>A1D1}} \\ {{path>H1}} \\ **Gems:** \\ {{gems>2F2E1S2B}} \\ **Scales:** +{{scales>H1}} </WRAP></WRAP> | <WRAP>**Paths:**\\ {{path>F3E3S3B3}}\\ {{path>A2N2}}\\ {{path>D1}} \\ {{path>H1}} \\ **Gems:** \\ {{gems>2F2E1S2B}} \\ **Scales:** +{{scales>H1}} </WRAP></WRAP> |
<WRAP column half><WRAP column half> Hinnom (the place name for "Gehinnom") is a land seeped in Talmudic lore, with added apocrypha for good measure. It is not too different from pre-Joshua Canaan, at least if God told everyone the Great Flood would happen and never started it. The Nephilim proliferated far more than anyone would expect, those taught by the fallen angels are still able to make war, and the cups of the lords are filled with blood. The Sons of the Fallen will either sweep over the world, be wiped out, or burn Hinnom out in a generation. </WRAP><WRAP column half> {{:nations:ea:hinnom:avvite_charioteer.png?nolink}} \\ {{:nations:ea:hinnom:melqart.png?nolink}} {{:nations:ea:hinnom:kohen.png?nolink}} | <WRAP column half><WRAP column half> Hinnom (the place name for "Gehinnom") is a land seeped in Talmudic lore, with added apocrypha for good measure. It is not too different from pre-Joshua Canaan, at least if God told everyone the Great Flood would happen and then never started it. Never washed away, the teachings of the renegade angels remain, and their Nephil (giant) descendants have proliferated wildly. The cups of Hinnom's lords are filled with blood. The Sons of the Fallen will either sweep over the world, be wiped out, or burn out Hinnom in a generation. </WRAP><WRAP column half> {{:nations:ea:hinnom:avvite_charioteer.png?nolink}} \\ {{:nations:ea:hinnom:melqart.png?nolink}} {{:nations:ea:hinnom:kohen.png?nolink}} |
</WRAP></WRAP></WRAP> | </WRAP></WRAP></WRAP> |
<WRAP box round> | <WRAP box round> |
<WRAP startpage_col_head>[[:dom6:ubar-ea|Ubar, Kingdom of the Unseen]]</WRAP> | <WRAP startpage_col_head>[[:dom6:ubar-ea|Ubar, Kingdom of the Unseen]]</WRAP> |
<WRAP column>[[:dom6:ubar-ea|{{:nations:flags:ea_ubar.png?nolink}}]]</WRAP> | <WRAP column>[[:dom6:ubar-ea|{{:nations:flags:ea_ubar.png?nolink}}]]</WRAP> |
<WRAP>**Paths:**\\ {{path>F4A3}}\\ {{path>E2}} G2{{path>S1B1}}\\ {{path>H1}} \\ **Gems:** \\ {{gems>3F1A1D1N2G}} \\ **Scales:** +{{scales>H1M1}} </WRAP></WRAP> | <WRAP>**Paths:**\\ {{path>F4A3}}\\ {{path>E2G2S1B1}} \\ {{path>H1}} \\ **Gems:** \\ {{gems>3F1A1D1N2G}} \\ **Scales:** +{{scales>H1M1}} </WRAP></WRAP> |
<WRAP column half><WRAP column half> The Three Deserts hide the Ubaran Plateau, which is the hiding place for Iram, City of a Thousand Pillars, which in-turn hides the City of Brass. Each layer between the Brass and the outside world was made by the Jinnun (Arabic genies), either intentionally or unintentionally, through the magic that composes them. Tales of wealth have lured humans across the first four hurdles nonetheless, but none can enter or exit the City of Brass, not until some power within makes a compelling claim for the heavenly throne. </WRAP><WRAP column half> {{:nations:ea:ubar:ubaran_desert_warrior.png?nolink}} {{:nations:ea:ubar:ubaran_archer.png?nolink}} {{:nations:ea:ubar:tubba.png?nolink}}\\ \\ {{:nations:ea:ubar:ifrit_sultan.png?nolink}} | <WRAP column half><WRAP column half> The Three Deserts hide the Ubaran Plateau, which is the hiding place for Iram, City of a Thousand Pillars, which in-turn hides the City of Brass. Each layer between the Brass and the outside world was made by the Jinnun (Arabic genies), either intentionally or unintentionally, through the magic that composes them. Tales of wealth have lured humans across the first four hurdles nonetheless, but none can enter or exit the City of Brass, not until some power within makes a compelling claim for the heavenly throne. </WRAP><WRAP column half> {{:nations:ea:ubar:ubaran_desert_warrior.png?nolink}} {{:nations:ea:ubar:ubaran_archer.png?nolink}} {{:nations:ea:ubar:tubba.png?nolink}}\\ \\ {{:nations:ea:ubar:ifrit_sultan.png?nolink}} |
</WRAP></WRAP></WRAP> | </WRAP></WRAP></WRAP> |
<WRAP column>[[:dom6:ur-ea|{{:nations:flags:ea_ur.png?nolink}}]]</WRAP> | <WRAP column>[[:dom6:ur-ea|{{:nations:flags:ea_ur.png?nolink}}]]</WRAP> |
<WRAP>**Paths:**\\ {{path>N4W3E3}}\\ {{path>A2D2S1}}\\ {{path>H3}} \\ **Gems:** \\ {{gems>2W1E3N}} \\ **Scales:** +{{scales>H1}} </WRAP></WRAP> | <WRAP>**Paths:**\\ {{path>N4W3E3}}\\ {{path>A2D2S1}}\\ {{path>H3}} \\ **Gems:** \\ {{gems>2W1E3N}} \\ **Scales:** +{{scales>H1}} </WRAP></WRAP> |
<WRAP column half><WRAP column half> Ur is a region of mud and rivers, populated with wild men modeled after the Mesopotamian Enkidu. The Enkidus (as they are known) have only just built a civilization, with the teachings of seven Apkallu (sages) and the things slaves from Hinnom brought with them, and many are not on board with it. Much of the nation's strength is still in its wild tribes, and in the shamans who disapprove of the "settled" lifestyle; on the other hand, the God of Ur has risen from the City of Eridu, and it is in their best interest to build more cities that more priests may preach in. </WRAP><WRAP column half> {{:nations:ea:ur:enki-schosen.png?nolink}} {{:nations:ea:ur:enkidu_elder.png?nolink}} \\ {{:nations:ea:ur:enkidu_reaver.png?nolink}} {{:nations:ea:ur:enkidu_shaman.png?nolink}}\\ {{:nations:ea:ur:mushussu.png?nolink}} | <WRAP column half><WRAP column half> Ur is a region of mud and rivers, populated with wild men modeled after the Mesopotamian Enkidu. The Enkidus (as they are known) have only just built a civilization, with the teachings of seven Apkallu (sages) and the things slaves from Hinnom brought with them. Many Enkidu are not on board with it. Much of the nation's strength is still in its wild tribes, and in the shamans who disapprove of the "settled" lifestyle; on the other hand, the God of Ur has risen from the City of Eridu, and it is in their best interest to build more cities that more priests may preach in. </WRAP><WRAP column half> {{:nations:ea:ur:enki-schosen.png?nolink}} {{:nations:ea:ur:enkidu_elder.png?nolink}} \\ {{:nations:ea:ur:enkidu_reaver.png?nolink}} {{:nations:ea:ur:enkidu_shaman.png?nolink}}\\ {{:nations:ea:ur:mushussu.png?nolink}} |
</WRAP></WRAP></WRAP> | </WRAP></WRAP></WRAP> |
<WRAP box round> | <WRAP box round> |
<WRAP startpage_col_head>[[:dom6:kailasa-ea|Kailasa, Rise of the Ape Kings]]</WRAP> | <WRAP startpage_col_head>[[:dom6:kailasa-ea|Kailasa, Rise of the Ape Kings]]</WRAP> |
<WRAP column>[[:dom6:kailasa-ea|{{:nations:flags:ea_kailasa.png?nolink}}]]</WRAP> | <WRAP column>[[:dom6:kailasa-ea|{{:nations:flags:ea_kailasa.png?nolink}}]]</WRAP> |
<WRAP>**Paths:**\\ {{path>W4E4}}\\ {{path>S2N2}} G2\\ {{path>H1}} \\ **Gems:** \\ {{gems>2E2S1N1G}} \\ **Scales:** +{{scales>H1M1}} </WRAP></WRAP> | <WRAP>**Paths:**\\ {{path>W4E4}}\\ {{path>S2N2G2}}\\ {{path>H1}} \\ **Gems:** \\ {{gems>2E2S1N1G}} \\ **Scales:** +{{scales>H1M1}} </WRAP></WRAP> |
<WRAP column half><WRAP column half> Kailasa is a Vedic nation of primates and their teachers. The realm is still stewarded by the Yakshas, nature spirits whose superiors were convinced to leave with the Pantokrator's ascent. Beneath them are their Yavana guardsmen, who in-turn sit above the relatively-common Guhyakas. All three groups look identical, but the same cannot be said for the primates; the Markatas are small and fidgety, the Vanara are lanky and careful, the Bandar are gorillas in all respects but intellect, and the Yakshas' favorites all have white fur. </WRAP><WRAP column half> {{:nations:ea:kailasa:yaksha.png?nolink}} {{:nations:ea:kailasa:yakshini.png?nolink}} {{:nations:ea:kailasa:guhyaka_general.png?nolink}}\\ {{:nations:ea:kailasa:bandar_commander.png?nolink}} {{:nations:ea:kailasa:guru.png?nolink}}\\ {{:nations:ea:kailasa:atavi_chieftain.png?nolink}} {{:nations:ea:kailasa:atavi_archer.png?nolink}}\\ {{:nations:ea:kailasa:markata.png?nolink}} {{:nations:ea:kailasa:markata_archer.png?nolink}} | <WRAP column half><WRAP column half> Kailasa is a Vedic nation of primates and their teachers. The realm is still stewarded by the Yakshas, nature spirits whose superiors were convinced to leave with the Pantokrator's ascent. Beneath them are their Yavana guardsmen, who in-turn sit above the relatively-common Guhyakas. All three groups look identical, but the same cannot be said for the primates; the Markatas are small and fidgety, the Vanara are lanky and careful, the Bandar are gorillas in all respects but intellect, and the Yakshas' favorites all have white fur. </WRAP><WRAP column half> {{:nations:ea:kailasa:yaksha.png?nolink}} {{:nations:ea:kailasa:yakshini.png?nolink}} {{:nations:ea:kailasa:guhyaka_general.png?nolink}}\\ {{:nations:ea:kailasa:bandar_commander.png?nolink}} {{:nations:ea:kailasa:guru.png?nolink}}\\ {{:nations:ea:kailasa:atavi_chieftain.png?nolink}} {{:nations:ea:kailasa:atavi_archer.png?nolink}}\\ {{:nations:ea:kailasa:markata.png?nolink}} {{:nations:ea:kailasa:markata_archer.png?nolink}} |
</WRAP></WRAP></WRAP> | </WRAP></WRAP></WRAP> |
<WRAP startpage_col_head>[[:dom6:lanka-ea|Lanka, Land of Demons]]</WRAP> | <WRAP startpage_col_head>[[:dom6:lanka-ea|Lanka, Land of Demons]]</WRAP> |
<WRAP column>[[:dom6:lanka-ea|{{:nations:flags:ea_lanka.png?nolink}}]]</WRAP> | <WRAP column>[[:dom6:lanka-ea|{{:nations:flags:ea_lanka.png?nolink}}]]</WRAP> |
<WRAP>**Paths:**\\ {{path>A3B3}}\\ {{path>D2N2}} G2 \\ {{path>H2}} \\ **Gems:** \\ {{gems>1A3D2N}} \\ **Scales:** +{{scales>T1H1}} </WRAP></WRAP> | <WRAP>**Paths:**\\ {{path>A3B3}}\\ {{path>D2N2G2}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>1A3D2N}} \\ **Scales:** +{{scales>T1H1}} </WRAP></WRAP> |
<WRAP column half><WRAP column half> Lanka is a kingdom of Rakshasas, violent and destructive counterparts to the Yakshas. They are descendants of the Danavas and Daityas, beings who forsook the Celestial order for power on Earth, and thus they are instilled with gluttony. Most Rakshasas are hand-to-mouth, not even bothering with gold because they cannot eat it, and they find any sort of sacrifice abhorrent. The Rakshasa kings have trouble mobilizing their kin, but their sisters have taken note of the Yaksha's servants, and have drawn some of the Bandar realms to their side. </WRAP><WRAP column half> {{:nations:ea:lanka:raksharaja.png?nolink}} {{:nations:ea:lanka:rakshasi.png?nolink}}\\ {{:nations:ea:lanka:kala-mukha.png?nolink}} {{:nations:ea:lanka:kala-mukha_warrior.png?nolink}} {{:nations:ea:lanka:possessed_corpse.png?nolink}}\\ {{:nations:ea:lanka:mandeha.png?nolink}} | <WRAP column half><WRAP column half> Lanka is a kingdom of Rakshasas, violent and destructive counterparts to the Yakshas. They are descendants of the Danavas and Daityas, beings who forsook the Celestial order for power on Earth, and thus they are instilled with gluttony. Most Rakshasas are hand-to-mouth, not even bothering with gold because they cannot eat it, and they find any sort of sacrifice abhorrent. The Rakshasa kings have trouble mobilizing their kin, but their sisters have taken note of the Yaksha's servants, and have drawn some of the Bandar realms to their side. </WRAP><WRAP column half> {{:nations:ea:lanka:raksharaja.png?nolink}} {{:nations:ea:lanka:rakshasi.png?nolink}}\\ {{:nations:ea:lanka:kala-mukha.png?nolink}} {{:nations:ea:lanka:kala-mukha_warrior.png?nolink}} {{:nations:ea:lanka:possessed_corpse.png?nolink}}\\ {{:nations:ea:lanka:mandeha.png?nolink}} |
</WRAP></WRAP></WRAP> | </WRAP></WRAP></WRAP> |
<WRAP startpage_col_head>[[:dom6:t-ien-ch-i-ea|T'ien Ch'i, Spring and Autumn]]</WRAP> | <WRAP startpage_col_head>[[:dom6:t-ien-ch-i-ea|T'ien Ch'i, Spring and Autumn]]</WRAP> |
<WRAP column>[[:dom6:t-ien-ch-i-ea|{{:nations:flags:ea_tien_chi.png?nolink}}]]</WRAP> | <WRAP column>[[:dom6:t-ien-ch-i-ea|{{:nations:flags:ea_tien_chi.png?nolink}}]]</WRAP> |
<WRAP>**Paths:**\\ {{path>W3}}\\ {{path>F2A2E2}}\\ {{path>S2N2}} G2 \\ {{path>D1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>1F1W2S1D}}</WRAP></WRAP> | <WRAP>**Paths:**\\ {{path>W3}}\\ {{path>F2A2E2}}\\ {{path>S2N2G2}} \\ {{path>D1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>1F1W2S1D}}</WRAP></WRAP> |
<WRAP column half><WRAP column half> As the title implies, T'ien Ch'i is a fantasy version of China's Spring & Autumn period, when the Zhou Dynasty established the Mandate of Heaven and then ceded their authority to regional warlords. The idea of a "Celestial Realm" (T'ien Ch'i) exists, for there are elders in the capital who have communed with Heavenly powers, but unity is largely cultural. The "Realm" is far from quiet, with local nobles leading armies themselves, old men sending "Heavenly Demons" upon foes, and even the dead having speaking roles. </WRAP><WRAP column half>{{:nations:ea:tien_chi:footman_2.png?nolink}}{{:nations:ea:tien_chi:footman_3.png?nolink}}\\ {{:nations:ea:tien_chi:noble.png?nolink}}\\ {{:nations:ea:tien_chi:demon_of_heavenly_fires.png?nolink}} {{:nations:ea:tien_chi:demon_of_heavenly_rivers.png?nolink}}\\ {{:nations:ea:tien_chi:master_of_the_five_elements.png?nolink}} {{:nations:ea:tien_chi:celestial_master.png?nolink}} {{:nations:ea:tien_chi:master_of_the_dead.png?nolink}} {{:nations:ea:tien_chi:master_of_the_way.png?nolink}} | <WRAP column half><WRAP column half> As the title implies, T'ien Ch'i is a fantasy version of China's Spring & Autumn period, when the Zhou Dynasty established the Mandate of Heaven and then ceded their authority to regional warlords. The idea of a "Celestial Realm" (T'ien Ch'i) exists, for there are elders in the capital who have communed with Heavenly powers, but unity is largely a mirage. The "Realm" is far from quiet, with local nobles leading armies themselves, old men sending "Heavenly Demons" upon foes, and even the dead having speaking roles. </WRAP><WRAP column half>{{:nations:ea:tien_chi:footman_2.png?nolink}}{{:nations:ea:tien_chi:footman_3.png?nolink}}\\ {{:nations:ea:tien_chi:noble.png?nolink}}\\ {{:nations:ea:tien_chi:demon_of_heavenly_fires.png?nolink}} {{:nations:ea:tien_chi:demon_of_heavenly_rivers.png?nolink}}\\ {{:nations:ea:tien_chi:master_of_the_five_elements.png?nolink}} {{:nations:ea:tien_chi:celestial_master.png?nolink}} {{:nations:ea:tien_chi:master_of_the_dead.png?nolink}} {{:nations:ea:tien_chi:master_of_the_way.png?nolink}} |
</WRAP></WRAP></WRAP> | </WRAP></WRAP></WRAP> |
<WRAP box round> | <WRAP box round> |
<WRAP column>[[:dom6:caelum-ea|{{:nations:flags:ea_caelum.png?nolink}}]]</WRAP> | <WRAP column>[[:dom6:caelum-ea|{{:nations:flags:ea_caelum.png?nolink}}]]</WRAP> |
<WRAP>**Paths:**\\ {{path>A4}}\\ {{path>D2F1E1W1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>4A1W1E}} \\ **Scales:** +{{scales>C1}} </WRAP></WRAP> | <WRAP>**Paths:**\\ {{path>A4}}\\ {{path>D2F1E1W1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>4A1W1E}} \\ **Scales:** +{{scales>C1}} </WRAP></WRAP> |
<WRAP column half><WRAP column half> Caelum is a mountain realm with Iranian influences, mainly mythological ones. Its locals form three clans, each of which traces their lineage back to a faction from ancient times. The white-winged Airya have changed the least, loyally following the Yazatas ("divinities") since their spurning by the Pantokrator; the other two clans had to be drawn back into the fold, with the gray-winged clan seeking renewed glory and the third clan seeking absolution. Only the Yazatas may rule, as the three clans would come to blows otherwise.</WRAP><WRAP column half> {{:nations:ea:caelum:iceclad.png?nolink}} {{:nations:ea:caelum:airya_seraph.png?nolink}}\\ {{:nations:ea:caelum:tempest_warrior.png?nolink}} {{:nations:ea:caelum:spire_horn_seraph.png?nolink}}\\ {{:nations:ea:caelum:mairya_ahu.png?nolink}} {{:nations:ea:caelum:harab_seraph.png?nolink}}\\ {{:nations:ea:caelum:eagle_king.png?nolink}} | <WRAP column half><WRAP column half> Caelum is a mountain realm with Iranian influences, mainly mythological ones. Its locals form three clans, each of which trace their lineage back to a faction from ancient times. The white-winged Airya have changed the least, loyally following the Yazatas ("divinities") since their spurning by the Pantokrator; the other two clans had to be drawn back into the fold, with the gray-winged clan seeking renewed glory and the third clan seeking absolution. Only the Yazatas may rule, as the three clans would come to blows otherwise.</WRAP><WRAP column half> {{:nations:ea:caelum:iceclad.png?nolink}} {{:nations:ea:caelum:airya_seraph.png?nolink}}\\ {{:nations:ea:caelum:tempest_warrior.png?nolink}} {{:nations:ea:caelum:spire_horn_seraph.png?nolink}}\\ {{:nations:ea:caelum:mairya_ahu.png?nolink}} {{:nations:ea:caelum:harab_seraph.png?nolink}}\\ {{:nations:ea:caelum:eagle_king.png?nolink}} |
</WRAP></WRAP></WRAP> | </WRAP></WRAP></WRAP> |
<WRAP box round> | <WRAP box round> |
<WRAP column>[[:dom6:xibalba-ea|{{:nations:flags:ea_xibalba.png?nolink}}]]</WRAP> | <WRAP column>[[:dom6:xibalba-ea|{{:nations:flags:ea_xibalba.png?nolink}}]]</WRAP> |
<WRAP>**Paths:**\\ {{path>D4B4}}\\ {{path>F2E2N2A1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>3F1E2D}} \\ **Scales:** +{{scales>S1H1}} </WRAP></WRAP> | <WRAP>**Paths:**\\ {{path>D4B4}}\\ {{path>F2E2N2A1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>3F1E2D}} \\ **Scales:** +{{scales>S1H1}} </WRAP></WRAP> |
<WRAP column half><WRAP column half> Xibalba is a confederation of city-states in the under-earth, though some apply the name to the caves themselves. As in K'iche myth, its old gods who held mastery over death have been befuddled, though Dominions attributes this to the Pantokrator. Without gods and their supernatural servants, Xibalba's servile inhabitants didn't know what to do with themselves, and most awaited the return of either the Sun or the blood-drinking bat-demons. For better or for worse, the demons have arrived first. </WRAP><WRAP column half> {{:nations:ea:xibalba:xibalban_warrior.png?nolink}} {{:nations:ea:xibalba:sun_guide.png?nolink}}\\ {{:nations:ea:xibalba:camazotz.png?nolink}} {{:nations:ea:xibalba:ah_k_in_kan_ek_.png?nolink}}\\ {{:nations:ea:xibalba:onaqui.png?nolink}} {{:nations:ea:xibalba:beast_bat.png?nolink}}\\ {{:nations:ea:xibalba:sacred_scorpion.png?nolink}} | <WRAP column half><WRAP column half> Xibalba is a confederation of city-states in the under-earth, though some apply the name to the caves themselves. As in K'iche myth, its old gods who held mastery over death have been befuddled. (Dominions attributes this to the Pantokrator.) Without gods and their supernatural servants, Xibalba's servile inhabitants didn't know what to do with themselves, and most awaited the return of either the Sun or the blood-drinking bat-demons. For better or for worse, the demons arrived first. </WRAP><WRAP column half> {{:nations:ea:xibalba:xibalban_warrior.png?nolink}} {{:nations:ea:xibalba:sun_guide.png?nolink}}\\ {{:nations:ea:xibalba:camazotz.png?nolink}} {{:nations:ea:xibalba:ah_k_in_kan_ek_.png?nolink}}\\ {{:nations:ea:xibalba:onaqui.png?nolink}} {{:nations:ea:xibalba:beast_bat.png?nolink}}\\ {{:nations:ea:xibalba:sacred_scorpion.png?nolink}} |
</WRAP></WRAP></WRAP> | </WRAP></WRAP></WRAP> |
<WRAP box round> | <WRAP box round> |
<WRAP startpage_col_head>[[:dom6:machaka-ea|Machaka, Lion Kings]]</WRAP> | <WRAP startpage_col_head>[[:dom6:machaka-ea|Machaka, Lion Kings]]</WRAP> |
<WRAP column>[[:dom6:machaka-ea|{{:nations:flags:ea_machaka.png?nolink}}]]</WRAP> | <WRAP column>[[:dom6:machaka-ea|{{:nations:flags:ea_machaka.png?nolink}}]]</WRAP> |
<WRAP>**Paths:**\\ {{path>F3E3D3N3}}\\ G2 \\ {{path>H2}} \\ **Gems:** \\ {{gems>1F2E1N1D1G}} \\ **Scales:** +{{scales>H1}} </WRAP></WRAP> | <WRAP>**Paths:**\\ {{path>F3E3D3N3}}\\ {{path>G2}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>1F2E1N1D1G}} \\ **Scales:** +{{scales>H1}} </WRAP></WRAP> |
<WRAP column half><WRAP column half> Machaka is a sacral kingdom, inspired by various myths just south of the Sahara. Every Machakan has an animal who watches over their clan, whom they aspire to reflect in some manner; the only exceptions are the Great Men of Mababwe, also known as the Colossi, though they play along with their Lion Clan spouses. It is the Colossi, and not "Lion" himself, who made the Lion Clan ascendant over the rest. The other clan animals dwell on the periphery of power, but some stand shoulders above the rest, notably obnoxious "Hyena" and conniving "Spider". </WRAP><WRAP column half> {{:nations:ea:machaka:lion_warrior.png?nolink}} {{:nations:ea:machaka:lion_queen.png?nolink}}\\ {{:nations:ea:machaka:bouda.png?nolink}} {{:nations:ea:machaka:spider_clan_witch_doctor.png?nolink}} {{:nations:ea:machaka:voice_of_spider.png?nolink}}\\ {{:nations:ea:machaka:elephant.png?nolink}} {{:nations:ea:machaka:pygmy.png?nolink}} | <WRAP column half><WRAP column half> Machaka is a sacral kingdom, inspired by various myths just south of the Sahara. Every Machakan has an animal who watches over their clan, whom they aspire to reflect in some manner; the only exceptions are the Great Men of Mababwe, also known as the Colossi, though they play along with their Lion Clan spouses. It is the Colossi, and not "Lion" himself, who made the Lion Clan ascendant over the rest. The other clan animals dwell on the periphery of power, but some stand shoulders above the rest, notably obnoxious "Hyena" and conniving "Spider". </WRAP><WRAP column half> {{:nations:ea:machaka:lion_warrior.png?nolink}} {{:nations:ea:machaka:lion_queen.png?nolink}}\\ {{:nations:ea:machaka:bouda.png?nolink}} {{:nations:ea:machaka:spider_clan_witch_doctor.png?nolink}} {{:nations:ea:machaka:voice_of_spider.png?nolink}}\\ {{:nations:ea:machaka:elephant.png?nolink}} {{:nations:ea:machaka:pygmy.png?nolink}} |
</WRAP></WRAP></WRAP> | </WRAP></WRAP></WRAP> |
<WRAP startpage_col_head>[[:dom6:vanheim-ea|Vanheim, Age of Vanir]]</WRAP> | <WRAP startpage_col_head>[[:dom6:vanheim-ea|Vanheim, Age of Vanir]]</WRAP> |
<WRAP column>[[:dom6:vanheim-ea|{{:nations:flags:ea_vanheim.png?nolink}}]]</WRAP> | <WRAP column>[[:dom6:vanheim-ea|{{:nations:flags:ea_vanheim.png?nolink}}]]</WRAP> |
<WRAP>**Paths:**\\ {{path>A3E3}} G3\\ {{path>B2F1D1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>2A3E1G}} \\ **Scales:** +{{scales>C1M1}} </WRAP></WRAP> | <WRAP>**Paths:**\\ {{path>A3E3G3}}\\ {{path>B2F1D1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>2A3E1G}} \\ **Scales:** +{{scales>C1M1}} </WRAP></WRAP> |
<WRAP column half><WRAP column half> Vanheim is a chilly land of moors and longhouses, belonging to a race named after one of the Nordic pantheons. These superhuman beings, the Vanir, are a belligerent lot who habitually raid human settlements. Having been in conflict for most of their history, much like their divine ancestors and the gods who taught them magic, the Ascension Wars are nothing new for the Vanir; if anything, they're an opportunity to collect more sacrifices for the fallen. Their land also contains Dwarves, its few inhabitants who have devoted themselves to a single craft (other than combat). </WRAP><WRAP column half> {{:nations:ea:vanheim:vanhere.png?nolink}} {{:nations:ea:vanheim:fay_boar.png?nolink}}\\ {{:nations:ea:vanheim:mounted_hirdman.png?nolink}}\\ {{:nations:ea:vanheim:vanadrott.png?nolink}}\\ {{:nations:ea:vanheim:dwarven_smith.png?nolink}} | <WRAP column half><WRAP column half> Vanheim is a chilly land of moors and longhouses, belonging to a race named after one of the Nordic pantheons. These superhuman beings, the Vanir, are a belligerent lot who habitually raid human settlements. Having been in conflict for most of their history, much like their divine ancestors and the gods who taught them magic, the Ascension Wars are nothing new for the Vanir; if anything, they're an opportunity to collect more sacrifices for the fallen. Their land also contains Dwarves, a few inhabitants who have devoted themselves to a single craft (and combat). </WRAP><WRAP column half> {{:nations:ea:vanheim:vanhere.png?nolink}} {{:nations:ea:vanheim:fay_boar.png?nolink}}\\ {{:nations:ea:vanheim:mounted_hirdman.png?nolink}}\\ {{:nations:ea:vanheim:vanadrott.png?nolink}}\\ {{:nations:ea:vanheim:dwarven_smith.png?nolink}} |
</WRAP></WRAP></WRAP> | </WRAP></WRAP></WRAP> |
<WRAP box round> | <WRAP box round> |
<WRAP startpage_col_head>[[:dom6:helheim-ea|Helheim, Dusk and Death]]</WRAP> | <WRAP startpage_col_head>[[:dom6:helheim-ea|Helheim, Dusk and Death]]</WRAP> |
<WRAP column>[[:dom6:helheim-ea|{{:nations:flags:ea_helheim.png?nolink}}]]</WRAP> | <WRAP column>[[:dom6:helheim-ea|{{:nations:flags:ea_helheim.png?nolink}}]]</WRAP> |
<WRAP>**Paths:**\\ {{path>D4E3}} G3\\ {{path>A2F1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>1E4D1G}} \\ **Scales:** \\ +{{scales>C1de1M1}} </WRAP></WRAP> | <WRAP>**Paths:**\\ {{path>D4E3G3}}\\ {{path>A2F1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>1E4D1G}} \\ **Scales:** \\ +{{scales>C1de1M1}} </WRAP></WRAP> |
<WRAP column half><WRAP column half> Further from most other races than Vanheim, the Vanir of Helheim have split from their distant siblings, stemming from mistrust over their powers. Helheim contains an entrance to the Underworld, where a god of the Vanir made several expeditions in-and-out of death itself, and the lords and ladies of Helheim are his former retainers. Most-famed among them are the Valkyries, flying women who take warriors from the battlefield to the Underworld, both literally and figuratively. </WRAP><WRAP column half> {{:nations:ea:helheim:draug.png?nolink}} {{:nations:ea:helheim:valkyrie.png?nolink}} \\ {{:nations:ea:helheim:helhirding.png?nolink}} {{:nations:ea:helheim:dis.png?nolink}}\\ {{:nations:ea:helheim:hangadrott.png?nolink}}\\ {{:nations:ea:helheim:svartalf.png?nolink}} | <WRAP column half><WRAP column half> Further from Vanheim than most other races, the Vanir of Helheim have split from their distant siblings, stemming from mistrust over their powers. Helheim contains an entrance to the Underworld, where a god of the Vanir made several expeditions in-and-out of death itself, and the lords and ladies of Helheim are his former retainers. Most-famed among them are the Valkyries, flying women who take warriors from the battlefield to the Underworld, both literally and figuratively. </WRAP><WRAP column half> {{:nations:ea:helheim:draug.png?nolink}} {{:nations:ea:helheim:valkyrie.png?nolink}} \\ {{:nations:ea:helheim:helhirding.png?nolink}} {{:nations:ea:helheim:dis.png?nolink}}\\ {{:nations:ea:helheim:hangadrott.png?nolink}}\\ {{:nations:ea:helheim:svartalf.png?nolink}} |
</WRAP></WRAP></WRAP> | </WRAP></WRAP></WRAP> |
<WRAP box round> | <WRAP box round> |
<WRAP startpage_col_head>[[:dom6:niefelheim-ea|Niefelheim, Sons of Winter]]</WRAP> | <WRAP startpage_col_head>[[:dom6:niefelheim-ea|Niefelheim, Sons of Winter]]</WRAP> |
<WRAP column>[[:dom6:niefelheim-ea|{{:nations:flags:ea_niefelheim.png?nolink}}]]</WRAP> | <WRAP column>[[:dom6:niefelheim-ea|{{:nations:flags:ea_niefelheim.png?nolink}}]]</WRAP> |
<WRAP>**Paths:**\\ {{path>W4D3B3}}\\ G2{{path>S1N1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>4W2D}} \\ **Scales:** +{{scales>C2}} </WRAP></WRAP> | <WRAP>**Paths:**\\ {{path>W4D3B3}}\\ {{path>G2S1N1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>4W2D}} \\ **Scales:** +{{scales>C2}} </WRAP></WRAP> |
<WRAP column half><WRAP column half> One of the Nine Realms of Norse mythology, Niefelheim was at its most prominent in an era long before the Early Ages, when the land was actively carved by giants known as the Rimtursar. Two spinoff races, the blue Niefel Giants and the white Jotunar, remember the Rimtursar well; men of the latter yearn for their reawakening, with some dedicated to making it happen, while the men of the former would rather not be dwarfed again. Jotun sorceresses have begun playing both races off of each other, to gain pawns that they may throw against their personal grudges. </WRAP><WRAP column half> {{:nations:ea:niefelheim:jotun_skratti.png?nolink}} {{:nations:ea:niefelheim:gygja.png?nolink}}\\ {{:nations:ea:niefelheim:niefel_giant.png?nolink}} {{:nations:ea:niefelheim:niefel_jarl.png?nolink}} | <WRAP column half><WRAP column half> One of the Nine Realms of Norse mythology, Niefelheim was at its most prominent in an era long before the Early Ages, when the land was actively carved by giants known as the Rimtursar. Two spinoff races, the blue Niefel Giants and the white Jotunar, remember the Rimtursar well; men of the latter yearn for their reawakening, with some dedicated to making it happen, while the men of the former would rather not be dwarfed again. Jotun sorceresses have begun playing both races off of each other, to gain pawns that they may throw against their personal grudges. </WRAP><WRAP column half> {{:nations:ea:niefelheim:jotun_skratti.png?nolink}} {{:nations:ea:niefelheim:gygja.png?nolink}}\\ {{:nations:ea:niefelheim:niefel_giant.png?nolink}} {{:nations:ea:niefelheim:niefel_jarl.png?nolink}} |
</WRAP></WRAP></WRAP> | </WRAP></WRAP></WRAP> |
<WRAP startpage_col_head>[[:dom6:muspelheim-ea|Muspelheim, Sons of Fire]]</WRAP> | <WRAP startpage_col_head>[[:dom6:muspelheim-ea|Muspelheim, Sons of Fire]]</WRAP> |
<WRAP column>[[:dom6:muspelheim-ea|{{:nations:flags:ea_muspelheim.png?nolink}}]]</WRAP> | <WRAP column>[[:dom6:muspelheim-ea|{{:nations:flags:ea_muspelheim.png?nolink}}]]</WRAP> |
<WRAP>**Paths:**\\ {{path>F4}} \\ {{path>A2D2}} G2{{path>B2}} \\ {{path>S1N1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>3F1A1W1D}} \\ **Scales:** +{{scales>C1}} </WRAP></WRAP> | <WRAP>**Paths:**\\ {{path>F4}} \\ {{path>A2D2G2B2}} \\ {{path>S1N1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>3F1A1W1D}} \\ **Scales:** +{{scales>C1}} </WRAP></WRAP> |
<WRAP column half><WRAP column half> Muspelheim is a lone volcano in a landscape of snow, so to speak. Nordic legends say that the end of days will come from here, as the Muspel Giants mobilize their sons and conquer their rivals, melting the ice of creation and flooding the world completely. The Jotunar of Muspelheim don't seem to mind the prophecy, respecting the Muspel Jarls for their strength and their storied heritage, though perhaps some trickery from the "Muspeldottirs" is to blame. The gap between Muspel Giants and their soot-colored descendants is like that between Niefel Giants and the Jotunar, and the Jarls may see this as their nation's last chance to act. </WRAP><WRAP column half> {{:nations:ea:muspelheim:muspeldottir.png?nolink}} {{:nations:ea:muspelheim:jotun_huskarl.png?nolink}}\\ {{:nations:ea:muspelheim:muspelgygja.png?nolink}} {{:nations:ea:muspelheim:muspel_jarl.png?nolink}} | <WRAP column half><WRAP column half> Muspelheim is a lone volcano in a landscape of snow, so to speak. Nordic legends say that the end of days will come from here, as the Muspel Giants mobilize their sons and conquer their rivals, melting the ice of creation and flooding the world completely. The Jotunar of Muspelheim don't seem to mind the prophecy, respecting the Muspel Jarls for their strength and their storied heritage, though perhaps some trickery from the "Muspeldottirs" is to blame. The gap between Muspel Giants and their soot-colored descendants is like that between Niefel Giants and the Jotunar, and the Jarls may see this as their nation's last chance to act. </WRAP><WRAP column half> {{:nations:ea:muspelheim:muspeldottir.png?nolink}} {{:nations:ea:muspelheim:jotun_huskarl.png?nolink}}\\ {{:nations:ea:muspelheim:muspelgygja.png?nolink}} {{:nations:ea:muspelheim:muspel_jarl.png?nolink}} |
</WRAP></WRAP></WRAP> | </WRAP></WRAP></WRAP> |
<WRAP startpage_col_head>[[:dom6:oceania-ea|Oceania, Coming of the Capricorns]]</WRAP> | <WRAP startpage_col_head>[[:dom6:oceania-ea|Oceania, Coming of the Capricorns]]</WRAP> |
<WRAP column>[[:dom6:oceania-ea|{{:nations:flags:ea_oceania.png?nolink}}]]</WRAP> | <WRAP column>[[:dom6:oceania-ea|{{:nations:flags:ea_oceania.png?nolink}}]]</WRAP> |
<WRAP>**Paths:**\\ {{path>N4W3}}\\ {{path>E2}} G2{{path>A1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>1W4N1G}} \\ **Scales:** +{{scales>T1G1}} </WRAP></WRAP> | <WRAP>**Paths:**\\ {{path>N4W3}}\\ {{path>E2G2A1}}\\ {{path>H2}} \\ **Gems:** \\ {{gems>1W4N1G}} \\ **Scales:** +{{scales>T1G1}} </WRAP></WRAP> |
<WRAP column half><WRAP column half> Life under the Sun corresponds with that beneath the waves, or so it is said. Oceania is the undersea equivalent of Pangaea, with sirens in place of harpies, Capricorns instead of Panii, and "Ichty" versions of the rest. Each has a few traits to differentiate themselves; the sirens are far from obnoxious, for example, while the Capricorns are capricious. Then there's the shapeshifting; like how Pan made himself half-fish while trying to swim from Typhon, the Oceanians change their limbs to run on-shore. </WRAP><WRAP column half> {{:nations:ea:oceania:aphroi.png?nolink}}\\ {{:nations:ea:oceania:haliade.png?nolink}}\\ {{:nations:ea:oceania:capricorn.png?nolink}} | <WRAP column half><WRAP column half> Life under the Sun corresponds with that beneath the waves, or so it is said. Oceania is the undersea equivalent of Pangaea, with sirens in place of harpies, Capricorns instead of Panii, and "Ichty" versions of the rest. Each has a few traits to differentiate themselves; the sirens are far from obnoxious, for example, while the Capricorns are capricious. Then there's the shapeshifting; like how Pan made himself half-fish while trying to swim from Typhon, the Oceanians change their limbs to run on-shore. </WRAP><WRAP column half> {{:nations:ea:oceania:aphroi.png?nolink}}\\ {{:nations:ea:oceania:haliade.png?nolink}}\\ {{:nations:ea:oceania:capricorn.png?nolink}} |
</WRAP></WRAP></WRAP> | </WRAP></WRAP></WRAP> |
<WRAP box round> | <WRAP box round> |
<WRAP column third> | <WRAP column third> |
<WRAP startpage_col_head>[[:dom6:r-lyeh-ea|R'lyeh, Time of Aboleths]]</WRAP> | <WRAP startpage_col_head>[[:dom6:rlyeh-ea|R'lyeh, Time of Aboleths]]</WRAP> |
<WRAP column>[[:dom6:r-lyeh-ea|{{:nations:flags:ea_rlyeh.png?nolink}}]]</WRAP> | <WRAP column>[[:dom6:r-lyeh-ea|{{:nations:flags:ea_rlyeh.png?nolink}}]]</WRAP> |
<WRAP>**Paths:**\\ {{path>W4S4}}\\ {{path>D2E1N1}} G1\\ {{path>H3}} \\ **Gems:** \\ {{gems>2W1E3S}} \\ **Scales:** +{{scales>M1}} </WRAP></WRAP> | <WRAP>**Paths:**\\ {{path>W4S4}}\\ {{path>D2E1N1G1}}\\ {{path>H3}} \\ **Gems:** \\ {{gems>2W1E3S}} \\ **Scales:** +{{scales>M1}} </WRAP></WRAP> |
<WRAP column half><WRAP column half> R'lyeh is a city-state of Aboleths, beings fortunately not trademarked by Wizards of the Coast. The Aboleths are the men in a species of polyps, the spawnlings meant to swim off and find other polyps to procreate with, grown to mammoth proportions through surviving far beyond anyone's expectations. With age has come wisdom, which in this case has come with an enormous brain, the sort strong enough to bend lesser beings to its will. As aberrant minds of animalistic origin, the Aboleths have morals and goals beyond anyone's understanding, though even they have unresolved questions. </WRAP><WRAP column half> {{:nations:ea:rlyeh:mind_lord.png?nolink}}\\ {{:nations:ea:rlyeh:grandmother.png?nolink}} | <WRAP column half><WRAP column half> R'lyeh is a city-state of Aboleths, beings fortunately not trademarked by Wizards of the Coast. The Aboleths are the men in a species of polyps, the spawnlings meant to swim off and find other polyps to procreate with, grown to mammoth proportions through surviving far beyond anyone's expectations. With age has come wisdom, which in this case has come with an enormous brain, the sort strong enough to bend lesser beings to its will. As aberrant minds of animalistic origin, the Aboleths have morals and goals beyond anyone's understanding, though even they have unresolved questions. </WRAP><WRAP column half> {{:nations:ea:rlyeh:mind_lord.png?nolink}}\\ {{:nations:ea:rlyeh:grandmother.png?nolink}} |
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