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nations-la [2022/04/03 18:03]
fenrir I'm not sure if Gath's panel looks better now, but it's more biblically-accurate
nations-la [2023/09/21 04:43] (current)
fenrir did what I did for the other two; didn't have space for LA Marignon's "Faithful People" or LA Mictlan's "Faithless People", though
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 <WRAP startpage_col_head>[[lemuria-la|Lemuria, Soul Gates]]</WRAP> <WRAP startpage_col_head>[[lemuria-la|Lemuria, Soul Gates]]</WRAP>
 <WRAP column>[[lemuria-la|{{:nations:flags:la_lemuria.png?nolink}}]]</WRAP> <WRAP column>[[lemuria-la|{{:nations:flags:la_lemuria.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>D4S3}}\\ {{path>A1W1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>9D}} \\ {{:misc:scales:death.png?15&nolink}} Death 3 \\ Popkill </WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>D4S3}}\\ {{path>A1W1}} \\ {{path>H3}} (Unholy) \\ **Gems:** \\ {{gems>9D}} \\ {{:misc:scales:death.png?15&nolink}} Death 3 \\ Popkill </WRAP></WRAP>
 <WRAP column half>Sceleria is DEAD! At least it out-"lived" Ermor, its parent-state and its undead shame. They didn't beat it themselves, though, and they even repeated its terminal mistake. You see, after Ermor was stopped, Sceleria's commoners got over their fear of skeletons, and the skeleton-reanimating Mage-Priests of the Death Cult were petitioned to till the fields with their puppets. The Mage-Priests had no interest in Death anymore, since their cross to bear (causing Ermor's Undeath) had been lifted, so they ultimately decided to open a Soul Gate to the Underworld. They were hoping that the souls of Ermor & Sceleria's deceased would love to return to work in the land of the living... let's just say they were partially right. </WRAP><WRAP> {{:nations:la:lemuria:spectral_hastatus.png?nolink}} {{:nations:la:lemuria:spectral_principe.png?nolink}} {{:nations:la:lemuria:spectral_triarius.png|This guy's glad he's dead!}} \\ {{:nations:la:lemuria:lemur_acolyte.png?nolink}} {{:nations:la:lemuria:lemur_thaumaturg.png?nolink}} {{:nations:la:lemuria:grand_lemur.png|This guy's "Immortal" now!}} {{:nations:la:lemuria:lemur_consul.png|How can they wear armor?}} \\ {{:nations:la:lemuria:spectral_standard.png|Even ghosts can get scared!}} {{:nations:la:lemuria:spectral_lictor.png?nolink}} <WRAP column half>Sceleria is DEAD! At least it out-"lived" Ermor, its parent-state and its undead shame. They didn't beat it themselves, though, and they even repeated its terminal mistake. You see, after Ermor was stopped, Sceleria's commoners got over their fear of skeletons, and the skeleton-reanimating Mage-Priests of the Death Cult were petitioned to till the fields with their puppets. The Mage-Priests had no interest in Death anymore, since their cross to bear (causing Ermor's Undeath) had been lifted, so they ultimately decided to open a Soul Gate to the Underworld. They were hoping that the souls of Ermor & Sceleria's deceased would love to return to work in the land of the living... let's just say they were partially right. </WRAP><WRAP> {{:nations:la:lemuria:spectral_hastatus.png?nolink}} {{:nations:la:lemuria:spectral_principe.png?nolink}} {{:nations:la:lemuria:spectral_triarius.png|This guy's glad he's dead!}} \\ {{:nations:la:lemuria:lemur_acolyte.png?nolink}} {{:nations:la:lemuria:lemur_thaumaturg.png?nolink}} {{:nations:la:lemuria:grand_lemur.png|This guy's "Immortal" now!}} {{:nations:la:lemuria:lemur_consul.png|How can they wear armor?}} \\ {{:nations:la:lemuria:spectral_standard.png|Even ghosts can get scared!}} {{:nations:la:lemuria:spectral_lictor.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP startpage_col_head>[[marignon-la|Marignon, Conquerors of the Sea]]</WRAP> <WRAP startpage_col_head>[[marignon-la|Marignon, Conquerors of the Sea]]</WRAP>
 <WRAP column>[[marignon-la|{{:nations:flags:la_marignon.png?nolink}}]]</WRAP> <WRAP column>[[marignon-la|{{:nations:flags:la_marignon.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>F3B3}}\\ {{path>A2W2S2}} \\ {{path>E1N1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>1F1A2S}} \\ Blood Sacrifice </WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>F3B3}}\\ {{path>A2W2S2}} \\ {{path>E1N1}} \\ {{path>H3}} + Sacrifice \\ **Gems:** \\ {{gems>1F1A2S}} \\ Sea Trade </WRAP></WRAP>
 <WRAP column half>Marignon is a Spanish-themed Kingdom, and about as close to modern-day technology as it can get (pre-gunpowder). Born from the ashes of Ermor, it accomplished its great crusade for survival at the end of the Middle Ages by destroying the Undead menace. This took everything the Kingdom had, however -- well, actually, it took //more// than the Kingdom had, so now Marignon has a debt that it can never repay. That debt is owed to Hell itself, but the Lords of the Inferno are easier to bargain with than mindless Undead Legions. Even now, Marignon is somewhat-reliant on Devils, since its Knights died fighting Ermor and the urgency for new ones to enlist is gone. It can now pick out weaker foes overseas, however, which is nice.</WRAP><WRAP> {{:nations:la:marignon:hand_of_justice.png|Marignon's best soldier... unfortunately.}} {{:nations:la:marignon:architect.png?nolink}} {{:nations:la:marignon:royal_navigator.png?nolink}} {{:nations:la:marignon:high_inquisitor.png?nolink}} \\ {{:nations:la:marignon:demon_jester.png?nolink}} {{:nations:la:marignon:diabolist.png?nolink}} {{:nations:la:marignon:goetic_adept.png?nolink}} {{:nations:la:marignon:goetic_master.png?nolink}} \\ {{:nations:la:marignon:fallen_angel.png|This guy wants to redeem himself!}} <WRAP column half>Marignon is a Spanish-themed Kingdom, and about as close to modern-day technology as it can get (pre-gunpowder). Born from the ashes of Ermor, it accomplished its great crusade for survival at the end of the Middle Ages by destroying the Undead menace. This took everything the Kingdom had, however -- well, actually, it took //more// than the Kingdom had, so now Marignon has a debt that it can never repay. That debt is owed to Hell itself, but the Lords of the Inferno are easier to bargain with than mindless Undead Legions. Even now, Marignon is somewhat-reliant on Devils, since its Knights died fighting Ermor and the urgency for new ones to enlist is gone. It can now pick out weaker foes overseas, however, which is nice.</WRAP><WRAP> {{:nations:la:marignon:hand_of_justice.png|Marignon's best soldier... unfortunately.}} {{:nations:la:marignon:architect.png?nolink}} {{:nations:la:marignon:royal_navigator.png?nolink}} {{:nations:la:marignon:high_inquisitor.png?nolink}} \\ {{:nations:la:marignon:demon_jester.png?nolink}} {{:nations:la:marignon:diabolist.png?nolink}} {{:nations:la:marignon:goetic_adept.png?nolink}} {{:nations:la:marignon:goetic_master.png?nolink}} \\ {{:nations:la:marignon:fallen_angel.png|This guy wants to redeem himself!}}
 </WRAP></WRAP> </WRAP></WRAP>
Line 49: Line 49:
 <WRAP startpage_col_head>[[mictlan-la|Mictlan, Blood and Rain]]</WRAP> <WRAP startpage_col_head>[[mictlan-la|Mictlan, Blood and Rain]]</WRAP>
 <WRAP column>[[mictlan-la|{{:nations:flags:la_mictlan.png?nolink}}]]</WRAP> <WRAP column>[[mictlan-la|{{:nations:flags:la_mictlan.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>W4B3}}\\ {{path>F2S2N2}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>1F1W1S1N1B}} \\ {{:misc:scales:heat.png?nolink}} Heat 1\\ Castles </WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>W4B3}}\\ {{path>F2S2N2}} \\ {{path>H3}} + Sacrifice \\ **Gems:** \\ {{gems>1F1W1S1N1B}} \\ {{:misc:scales:heat.png?nolink}} Heat 1\\ Castles </WRAP></WRAP>
 <WRAP column half>There was a time when this Aztec-themed Empire wasn't a chaotic, Human-sacrificing hellhole. That time has passed, ushered out by Atlantians who fled the collapse of their own Kingdom of Coral. Seeing that the Rain was one aspect of Mictlan's deity, the Atlantian Kings demonstrated their Water Magic to the isolated Empire, and rebranded as Kings of the Rain Priesthood. In the temple they now work at, the "Kings of Rain" have found and reimplemented the practices of the Blood Cult of the Early Ages, regressing the Empire in an effort to gather enough Magic power to retake the seas. They probably didn't understand that Blood Magic is totally unusable underwater, or that Mictlan's deity has a //major// addiction to Blood.</WRAP><WRAP> {{:nations:la:mictlan:eagle_warrior.png?nolink}} {{:nations:la:mictlan:rain_warrior.png?nolink}} \\ {{:nations:la:mictlan:rain_priest.png?nolink}} {{:nations:ea:mictlan:priest_king.png?nolink}} {{:nations:la:mictlan:sun_priest.png?nolink}} {{:nations:la:mictlan:moon_priest.png?nolink}} \\ {{:nations:la:mictlan:king_of_rain.png?nolink}} {{:nations:la:mictlan:mother_of_all_waters.png|Underwater Mage-Priestess-Queen}} <WRAP column half>There was a time when this Aztec-themed Empire wasn't a chaotic, Human-sacrificing hellhole. That time has passed, ushered out by Atlantians who fled the collapse of their own Kingdom of Coral. Seeing that the Rain was one aspect of Mictlan's deity, the Atlantian Kings demonstrated their Water Magic to the isolated Empire, and rebranded as Kings of the Rain Priesthood. In the temple they now work at, the "Kings of Rain" have found and reimplemented the practices of the Blood Cult of the Early Ages, regressing the Empire in an effort to gather enough Magic power to retake the seas. They probably didn't understand that Blood Magic is totally unusable underwater, or that Mictlan's deity has a //major// addiction to Blood.</WRAP><WRAP> {{:nations:la:mictlan:eagle_warrior.png?nolink}} {{:nations:la:mictlan:rain_warrior.png?nolink}} \\ {{:nations:la:mictlan:rain_priest.png?nolink}} {{:nations:ea:mictlan:priest_king.png?nolink}} {{:nations:la:mictlan:sun_priest.png?nolink}} {{:nations:la:mictlan:moon_priest.png?nolink}} \\ {{:nations:la:mictlan:king_of_rain.png?nolink}} {{:nations:la:mictlan:mother_of_all_waters.png|Underwater Mage-Priestess-Queen}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP startpage_col_head>[[abysia-la|Abysia, Blood of Humans]]</WRAP> <WRAP startpage_col_head>[[abysia-la|Abysia, Blood of Humans]]</WRAP>
 <WRAP column>[[abysia-la|{{:nations:flags:la_abysia.png?nolink}}]]</WRAP> <WRAP column>[[abysia-la|{{:nations:flags:la_abysia.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>B4F3S3}}\\ {{path>D2E1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>4F}} \\ {{:misc:scales:heat.png?nolink}} Heat 2\\ Blood Sacrifice</WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>B4F3S3}}\\ {{path>D2E1}} \\ {{path>H3}} + Sacrifice \\ **Gems:** \\ {{gems>4F}} \\ {{:misc:scales:heat.png?nolink}} Heat 2 </WRAP></WRAP>
 <WRAP column half>Abysia is a theocracy of lava-men on the decline. When Malphas, the Fiendish Early-Age architect of Abysia's traditions with Blood, set out to corrupt and destroy the Abysian people, he was playing the long game. The ruin of Abysia came, not from a disloyal army of Demonbreds rising against the nation, but from the still-loyal hordes of Humanbreds breeding the "pure-blooded" Abysians out of it. This has coincided with Abysia's volcanic heart (which once made Abysia hot enough for the "pure-bloods" to be happy) cooling, though centuries of dumping Blood Sacrifices into it might have done the job instead of "the dilution of the Pure Blood". The "pure-bloods" have veered deeper into cruelty & dark magic ever since. </WRAP><WRAP> {{:nations:la:abysia:abysian_heavy_infantry_4.png?nolink}} {{:nations:la:abysia:abysian_axe_thrower.png?nolink}} {{:nations:la:abysia:abysian_heavy_infantry.png?nolink}} {{:nations:la:abysia:guardian_of_the_pyre.png?nolink}} \\ {{:nations:la:abysia:newt.png?nolink}} {{:nations:la:abysia:anathemant_salamander.png?nolink}} {{:nations:la:abysia:anathemant_dragon.png?nolink}} {{:nations:la:abysia:smoulderghost.png?nolink}} \\ {{:nations:la:abysia:slayer_anathemant.png?nolink}} {{:nations:la:abysia:slayer_sanguine.png?nolink}} {{:nations:la:abysia:warlock_apprentice.png?nolink}} {{:nations:la:abysia:warlock.png?nolink}} \\ {{:nations:la:abysia:warbred.png|They're STILL crossbreeding, for Pete's sake}} <WRAP column half>Abysia is a theocracy of lava-men on the decline. When Malphas, the Fiendish Early-Age architect of Abysia's traditions with Blood, set out to corrupt and destroy the Abysian people, he was playing the long game. The ruin of Abysia came, not from a disloyal army of Demonbreds rising against the nation, but from the still-loyal hordes of Humanbreds breeding the "pure-blooded" Abysians out of it. This has coincided with Abysia's volcanic heart (which once made Abysia hot enough for the "pure-bloods" to be happy) cooling, though centuries of dumping Blood Sacrifices into it might have done the job instead of "the dilution of the Pure Blood". The "pure-bloods" have veered deeper into cruelty & dark magic ever since. </WRAP><WRAP> {{:nations:la:abysia:abysian_heavy_infantry_4.png?nolink}} {{:nations:la:abysia:abysian_axe_thrower.png?nolink}} {{:nations:la:abysia:abysian_heavy_infantry.png?nolink}} {{:nations:la:abysia:guardian_of_the_pyre.png?nolink}} \\ {{:nations:la:abysia:newt.png?nolink}} {{:nations:la:abysia:anathemant_salamander.png?nolink}} {{:nations:la:abysia:anathemant_dragon.png?nolink}} {{:nations:la:abysia:smoulderghost.png?nolink}} \\ {{:nations:la:abysia:slayer_anathemant.png?nolink}} {{:nations:la:abysia:slayer_sanguine.png?nolink}} {{:nations:la:abysia:warlock_apprentice.png?nolink}} {{:nations:la:abysia:warlock.png?nolink}} \\ {{:nations:la:abysia:warbred.png|They're STILL crossbreeding, for Pete's sake}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP startpage_col_head>[[c-tis-la|C'tis, Desert Tombs]]</WRAP> <WRAP startpage_col_head>[[c-tis-la|C'tis, Desert Tombs]]</WRAP>
 <WRAP column>[[c-tis-la|{{:nations:flags:la_ctis.png?nolink}}]]</WRAP> <WRAP column>[[c-tis-la|{{:nations:flags:la_ctis.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>D4}}\\ {{path>F2E1S1N1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>1F3D}} \\ {{:misc:scales:heat.png?nolink}} Heat 2</WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>D4}}\\ {{path>F2E1S1N1}} \\ {{path>H3}} + Unholy \\ **Gems:** \\ {{gems>1F3D}} \\ {{:misc:scales:heat.png?nolink}} Heat 2</WRAP></WRAP>
 <WRAP column half>C'tis is an Egyptian-themed Priestly Kingdom of //only//-herbivorous lizardfolk -- the carnivorous ones were all expelled, after a particularly-nasty slave revolt assisted by semi-divine crocodilian Giants known as the Sobek. At around the same time as this revolt, the Sacred Swamps of C'tis started to turn to desert, and the Marshmaster fad of the Middle Ages has now lapsed into history. While the Marshmasters had risen as a sort of denial of Death after Ermor's Undeath, other Sauromancers (C'tissian wizards) rallied in the tombs of previous administrations in response to the disaster; perfecting the ancient art of reanimation in secret, these Sauromancers have now returned with a new God and old Kings. </WRAP><WRAP> {{:nations:la:ctis:falchioneer.png?nolink}} {{:nations:la:ctis:desert_ranger.png?nolink}} \\ {{:nations:la:ctis:sauromancer.png?nolink}} {{:nations:la:ctis:keeper_of_the_tombs.png?nolink}} {{:nations:la:ctis:lizard_king.png|Still stylish after EA & MA}} \\ {{:nations:la:ctis:grave_consort.png?nolink}} {{:nations:la:ctis:tomb_priest.png?nolink}} {{:nations:la:ctis:tomb_king.png|Still stylish after death}} \\ {{:nations:la:ctis:tomb_chariot.png?nolink}} <WRAP column half>C'tis is an Egyptian-themed Priestly Kingdom of //only//-herbivorous lizardfolk -- the carnivorous ones were all expelled, after a particularly-nasty slave revolt assisted by semi-divine crocodilian Giants known as the Sobek. At around the same time as this revolt, the Sacred Swamps of C'tis started to turn to desert, and the Marshmaster fad of the Middle Ages has now lapsed into history. While the Marshmasters had risen as a sort of denial of Death after Ermor's Undeath, other Sauromancers (C'tissian wizards) rallied in the tombs of previous administrations in response to the disaster; perfecting the ancient art of reanimation in secret, these Sauromancers have now returned with a new God and old Kings. </WRAP><WRAP> {{:nations:la:ctis:falchioneer.png?nolink}} {{:nations:la:ctis:desert_ranger.png?nolink}} \\ {{:nations:la:ctis:sauromancer.png?nolink}} {{:nations:la:ctis:keeper_of_the_tombs.png?nolink}} {{:nations:la:ctis:lizard_king.png|Still stylish after EA & MA}} \\ {{:nations:la:ctis:grave_consort.png?nolink}} {{:nations:la:ctis:tomb_priest.png?nolink}} {{:nations:la:ctis:tomb_king.png|Still stylish after death}} \\ {{:nations:la:ctis:tomb_chariot.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP startpage_col_head>[[midgard-la|Midgård, Age of Men]]</WRAP> <WRAP startpage_col_head>[[midgard-la|Midgård, Age of Men]]</WRAP>
 <WRAP column>[[midgard-la|{{:nations:flags:la_midgard.png?nolink}}]]</WRAP> <WRAP column>[[midgard-la|{{:nations:flags:la_midgard.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>A3}}\\ {{path>S2E1D1N1B1}} \\ {{path>H2}} \\ **Gems:** \\ {{gems>3A1E}} \\ {{:misc:scales:cold.png?15&nolink}} Cold 1 \\ Blood Sacrifice</WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>A3}}\\ {{path>S2E1D1N1B1}} \\ {{path>H2}} + Sacrifice \\ **Gems:** \\ {{gems>3A1E}} \\ {{:misc:scales:cold.png?15&nolink}} Cold 1 </WRAP></WRAP>
 <WRAP column half>Midgård is the Norse-themed realm of Mankind. Before the Late Ages, however, it was called Vanheim, as the homeland of a race of "elves" known as the Vanir. Naturally strong and gifted with Magic, the Vanir once treated Humans as lesser beings; however, they busied themselves with fighting other races, and dwindled in number while Human tribes migrated to their Magical lands. Though the Vanir are still sacred and their Vanjarls still carry great influence, Human Jarls, Mages, and Priests have already begun to take their place. Among the Mages are the Völvor, seeresses who assist the Vanjarls with their fortune-telling, and the Galdermen, Skinshifters who learned Magic after being given lycanthropy by the Vanir.  </WRAP><WRAP> {{:nations:la:midgard:huskarl.png?nolink}} {{:nations:la:midgard:herse.png?nolink}} {{:nations:la:midgard:jarl.png?nolink}} {{:nations:la:midgard:gode.png?nolink}} \\ {{:nations:la:midgard:einhere.png?nolink}} {{:nations:la:midgard:skinshifter.png?nolink}} {{:nations:la:midgard:volva.png?nolink}} {{:nations:la:midgard:galderman.png?nolink}} \\ {{:nations:la:midgard:van.png?nolink}} {{:nations:la:midgard:vanjarl.png?nolink}} <WRAP column half>Midgård is the Norse-themed realm of Mankind. Before the Late Ages, however, it was called Vanheim, as the homeland of a race of "elves" known as the Vanir. Naturally strong and gifted with Magic, the Vanir once treated Humans as lesser beings; however, they busied themselves with fighting other races, and dwindled in number while Human tribes migrated to their Magical lands. Though the Vanir are still sacred and their Vanjarls still carry great influence, Human Jarls, Mages, and Priests have already begun to take their place. Among the Mages are the Völvor, seeresses who assist the Vanjarls with their fortune-telling, and the Galdermen, Skinshifters who learned Magic after being given lycanthropy by the Vanir.  </WRAP><WRAP> {{:nations:la:midgard:huskarl.png?nolink}} {{:nations:la:midgard:herse.png?nolink}} {{:nations:la:midgard:jarl.png?nolink}} {{:nations:la:midgard:gode.png?nolink}} \\ {{:nations:la:midgard:einhere.png?nolink}} {{:nations:la:midgard:skinshifter.png?nolink}} {{:nations:la:midgard:volva.png?nolink}} {{:nations:la:midgard:galderman.png?nolink}} \\ {{:nations:la:midgard:van.png?nolink}} {{:nations:la:midgard:vanjarl.png?nolink}}
 </WRAP></WRAP> </WRAP></WRAP>
Line 133: Line 133:
 <WRAP startpage_col_head>[[gath-la|Gath, Last of the Giants]]</WRAP> <WRAP startpage_col_head>[[gath-la|Gath, Last of the Giants]]</WRAP>
 <WRAP column>[[gath-la|{{:nations:flags:la_gath.png?nolink}}]]</WRAP> <WRAP column>[[gath-la|{{:nations:flags:la_gath.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>F2E2S2}}\\ {{path>D2N2B2}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>1F1E2S}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 1 \\ Costly Temples </WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>F2E2S2}}\\ {{path>D2N2B2}} \\ {{path>H3}} + Sacrifice \\ **Gems:** \\ {{gems>1F1E2S}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 1 \\ Costly Temples </WRAP></WRAP>
 <WRAP column half>Gath is the last City of Giants in what was once Hinnom; all others have been either destroyed by Abysia or ruined by an excess of Humans. The land is in a better state than it was in the Middle Ages, thanks to the austerity of the Anakim and their Rephaim subjects, but the Gittites themselves are far smaller and weaker than their ancestors; only a scarce few demonstrate even a hint of the Anakim's power. Still, they are bigger and stronger than Humans, and have therefore subjugated several Human tribes around their city, including eight of the twelve Tribes of Israel. The last of the Anakim have adopted their distant ancestors' Bloody practices out of desparation, and have found Human Blood to be satisfactory.</WRAP><WRAP> {{:nations:la:gath:reubenite_archer.png?nolink|Reuben}} {{:nations:la:gath:levite_priest.png?nolink|Levi}} {{:nations:la:gath:naphtali_spearman.png?nolink|Naphtali}} {{:nations:la:gath:gadite_swordsman.png?nolink|Gad}} \\ {{:nations:la:gath:asherite_soldier.png?nolink|Asher}} {{:nations:la:gath:iassacharite_sage.png?nolink|Issachar}} {{:nations:la:gath:zebulunite_soldier.png?nolink|Zebulun}} {{:nations:la:gath:benjaminite_slinger.png?nolink|Benjamin}} \\ {{:nations:la:gath:kohen_gadol.png?nolink|The others make me sad}} {{:nations:la:gath:se-ir.png?nolink|"C'mon, a virgin or two won't hurt!"}} {{:nations:la:gath:malakh.png?nolink|"DON'T YOU ****ING DARE!"}} <WRAP column half>Gath is the last City of Giants in what was once Hinnom; all others have been either destroyed by Abysia or ruined by an excess of Humans. The land is in a better state than it was in the Middle Ages, thanks to the austerity of the Anakim and their Rephaim subjects, but the Gittites themselves are far smaller and weaker than their ancestors; only a scarce few demonstrate even a hint of the Anakim's power. Still, they are bigger and stronger than Humans, and have therefore subjugated several Human tribes around their city, including eight of the twelve Tribes of Israel. The last of the Anakim have adopted their distant ancestors' Bloody practices out of desparation, and have found Human Blood to be satisfactory.</WRAP><WRAP> {{:nations:la:gath:reubenite_archer.png?nolink|Reuben}} {{:nations:la:gath:levite_priest.png?nolink|Levi}} {{:nations:la:gath:naphtali_spearman.png?nolink|Naphtali}} {{:nations:la:gath:gadite_swordsman.png?nolink|Gad}} \\ {{:nations:la:gath:asherite_soldier.png?nolink|Asher}} {{:nations:la:gath:iassacharite_sage.png?nolink|Issachar}} {{:nations:la:gath:zebulunite_soldier.png?nolink|Zebulun}} {{:nations:la:gath:benjaminite_slinger.png?nolink|Benjamin}} \\ {{:nations:la:gath:kohen_gadol.png?nolink|The others make me sad}} {{:nations:la:gath:se-ir.png?nolink|"C'mon, a virgin or two won't hurt!"}} {{:nations:la:gath:malakh.png?nolink|"DON'T YOU ****ING DARE!"}}
 </WRAP></WRAP> </WRAP></WRAP>
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 <WRAP startpage_col_head>[[xibalba-la|Xibalba, Return of the Zotz]]</WRAP> <WRAP startpage_col_head>[[xibalba-la|Xibalba, Return of the Zotz]]</WRAP>
 <WRAP column>[[xibalba-la|{{:nations:flags:la_xibalba.png?nolink}}]]</WRAP> <WRAP column>[[xibalba-la|{{:nations:flags:la_xibalba.png?nolink}}]]</WRAP>
-<WRAP>**Paths:**\\ {{path>W4E3D3}} \\ {{path>N2B2A1}} \\ {{path>H3}} \\ **Gems:** \\ {{gems>1W1E2D}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 1 \\ Fortresses </WRAP></WRAP>+<WRAP>**Paths:**\\ {{path>W4E3D3}} \\ {{path>N2B2A1}} \\ {{path>H3}} + Sacrifice \\ **Gems:** \\ {{gems>1W1E2D}} \\ {{:misc:scales:heat.png?15&nolink}} Heat 1 \\ Fortresses </WRAP></WRAP>
 <WRAP column half>Xibalba is a Mayan-themed subterranean realm inhabited by two races. Its original natives are the Zotz, bat-people who once served Underworld "gods" before the Pantokrator tasked them with guiding the Sun. In the Middle Ages, Atlantians literally flooded in, becoming a toad-like race known as the Muuch, and replaced the Zotz of the depths. At the height of their power, most of the Muuch attempted to conquer the surface world, only for Mictlan to rout them so badly that only their Kings made it back home. The Kings slept on their failure, and the caverns dried up during their torpor. Now the Zotz have returned from their forest exile, but they now worship and serve the reawakening Muuch Kings as Water "gods".</WRAP><WRAP> {{:nations:la:xibalba:way.png?nolink}} {{:nations:la:xibalba:camazotz.png?nolink}} \\ {{:nations:la:xibalba:chilan.png?nolink}} {{:nations:la:xibalba:obsidian_warrior.png?nolink|That's a suit of glass!}} \\ {{:nations:la:xibalba:wo_muuch.png?nolink}} {{:nations:la:xibalba:bacab.png?nolink|Literal Basement-Dwelling King}} \\ {{:nations:la:xibalba:monster_toad.png?nolink|I'd still pet it}} <WRAP column half>Xibalba is a Mayan-themed subterranean realm inhabited by two races. Its original natives are the Zotz, bat-people who once served Underworld "gods" before the Pantokrator tasked them with guiding the Sun. In the Middle Ages, Atlantians literally flooded in, becoming a toad-like race known as the Muuch, and replaced the Zotz of the depths. At the height of their power, most of the Muuch attempted to conquer the surface world, only for Mictlan to rout them so badly that only their Kings made it back home. The Kings slept on their failure, and the caverns dried up during their torpor. Now the Zotz have returned from their forest exile, but they now worship and serve the reawakening Muuch Kings as Water "gods".</WRAP><WRAP> {{:nations:la:xibalba:way.png?nolink}} {{:nations:la:xibalba:camazotz.png?nolink}} \\ {{:nations:la:xibalba:chilan.png?nolink}} {{:nations:la:xibalba:obsidian_warrior.png?nolink|That's a suit of glass!}} \\ {{:nations:la:xibalba:wo_muuch.png?nolink}} {{:nations:la:xibalba:bacab.png?nolink|Literal Basement-Dwelling King}} \\ {{:nations:la:xibalba:monster_toad.png?nolink|I'd still pet it}}
 </WRAP></WRAP> </WRAP></WRAP>
nations-la.txt · Last modified: 2023/09/21 04:43 by fenrir