Both sides previous revision
Previous revision
Next revision
|
Previous revision
|
dom6:nations-ea [2024/03/21 20:13] johnnydown Hopefully it’s a touch more clear now. |
dom6:nations-ea [2024/04/11 06:48] (current) johnnydown Oceania's earth is up to 2 |
<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 then never started it. | <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}} |
The are Nephilim, (giants,) who have proliferated far more than anyone would expect. Fallen angels taught many in the past, and their descendants are still ready to make war. 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 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 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 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>S2N2G2}} \\ {{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 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>A3E3G3}}\\ {{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 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>D4E3G3}}\\ {{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 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>D2E1N1G1}}\\ {{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}} |
</WRAP></WRAP></WRAP> | </WRAP></WRAP></WRAP> |