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Character Creation: Template and Resource Kit http://imperiarp.org/forum/viewtopic.php?f=88&t=2981 |
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Author: | TheDivineOrder [ Fri Jun 12, 2015 11:56 pm ] |
Post subject: | Character Creation: Template and Resource Kit |
Character Creation Kit Looking to make a character? You're in the right place! Welcome to Imperia's Character Creation Kit. Everything you need to create a character and get it approved for play in Imperia can be found here! Please note that if you have an approved character prior to June 13th, 2015 using either the Mark 3 Character Rating System or 'Old School' Imperia Character Sheets, it is NOT mandatory for you to update these in order to continue play. Your characters are automatically grandfathered into this new format. If you wish to update a previously approved character, you may opt to follow the instructions provided below or ask a Staff Member to do it for you. If you ask a Staff Member for assistance, please remember to have your character information readily available. Thank you for understanding! Registering Your New Character For new players or those looking to create new characters, here are the steps to follow.
Character Resources: Index Clicking on any of these links below will take you to their corresponding post on this topic. Use the back button or scroll up to return here.
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Author: | TheDivineOrder [ Sat Jun 13, 2015 1:25 am ] |
Post subject: | Character Creation: Template |
Character Sheet Template To use this template, simply copy the content contained in the Code Area. Code: [size=150][color=#00BFFF]Enter Character Name Here[/color][/size] [size=125][color=#FFBF00]Player:[/color][/size] [color=#8080FF]Input[/color] [size=125][color=#FFBF00]Race:[/color][/size] [color=#8080FF]Input[/color] [size=125][color=#FFBF00]Gender:[/color][/size] [color=#8080FF]Input[/color] [size=125][color=#FFBF00]Eye Color:[/color][/size] [color=#8080FF]Input[/color] [size=125][color=#FFBF00]Hair Color:[/color][/size] [color=#8080FF]Input[/color] [size=125][color=#FFBF00]Height:[/color][/size] [color=#8080FF]Input[/color] [size=125][color=#FFBF00]Weight:[/color][/size] [color=#8080FF]Input[/color] [size=125][color=#FFBF00]Religion:[/color][/size] [color=#8080FF]Input[/color] [size=125][color=#FFBF00]Date of Birth:[/color][/size] [color=#8080FF]Input[/color] [size=125][color=#00BFFF]Summary:[/color][/size] [color=#8080FF]Paragraph[/color] [size=125][color=#00BFFF]Appearance:[/color][/size] [color=#8080FF]Paragraph[/color] [size=125][color=#00BFFF]Personality:[/color][/size] [color=#8080FF]Paragraph[/color] [size=125][color=#00BFFF]History:[/color][/size] [color=#8080FF]Paragraph[/color] [size=125][color=#00BFFF]Activity:[/color][/size] [color=#8080FF][list][*]Event - IC Date (OOC Date)[/list][/color] The following is the yielded results of a paste using the template, including some direction on what should be entered into each field. Quote: Enter Character Name Here Player: (The name of the player. Use forum or IRC handle.) Race: (The character's race.) Gender: (Male or Female?) Eye Color: (Input here.) Hair Color: (Input here.) Height: (Input here.) Weight: (Input here.) Religion: (The character's main faith, if any.) Date of Birth: (When the character was born, in Imperia IC Time.) Summary: (In a paragraph, sum up who this character is. Include details such as their affiliations, profession, and other pertinent information.) Appearance: (In further detail, explain your character's appearance, typical outfits, and important aspects about them such as signature weapons, tattoos, scars, or other markings that set them apart from the norm.) Personality: (Give some depth to the character's behavioral traits. How are they prone to act in public? How does the outside world view them in return?) History: (Here is your character's back story. Some details to include would be the character's origins, how they became who they are now, and how they arrived at Tantallon, Axius. You may place as much or as little information as you wish here.) Activity: (This section records events and plots which the character has been involved with. New characters do not need this section filled out.) Exemplar Referrals Need a few examples to get the hang of making your own? Try having a look at these notable character sheets for guidance and inspiration.
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Author: | TheDivineOrder [ Sat Jun 13, 2015 2:51 am ] |
Post subject: | Character Creation: Guidelines (Race) |
Character Creation Guidelines Part 1: Playable Races Here's a list of most playable races in Imperia. While there are others, these are among the easiest to access and understand for new players in the setting. For non-standard or custom races, please consult Zarak (Mike) for more information or prior approval. Elf
Points of Origin: Dewillow, Former Nore Quenderin, Shadow Knight Empire, Therilmoria Preferred Religions: Argus, Daeril, Lothos, Mezul, Taidet, Tempest, Tiordrias Aging: Many consider elves to be eternally youthful, due to their unusually long lives and unfettered beauty. In most cultures, an elf is considered an adult at the age of 111, and will maintain their appearance as a young adult for hundreds of years to come. Some of the most venerable elves have lived well past 900 years, though this is considered the passage of old age for most. Dwarf
Those dwarves who hail from Hadicia, the closest thing to their homeland, are rumored to have a unique power of stone sense; the ability to 'feel' through subterranean walls and detect what lays within. Regardless, no creature in Imperia is quite as fierce as a raging, drunken dwarf with a battleaxe in one hand and a stout of lager in the other. Points of Origin: Axius, Damocles, Greyhelm, Hadicia Preferred Religions: Argus, Lothos, Kraeth, Krondor, Lightshire, Mezul, Nul'ggroth Aging: While not as long lived as elves, dwarves still outlast humans when it comes to physical duress and the test of time. While dwarven culture has no 'minimum age' for members of their race to partake in adult activities, a dwarven lad is only considered a true clansman around the age of 60, after they take a test orchestrated for them by their elders. Those who fail the test, refuse to take it, or are otherwise born outside of a dwarven clanhold are typically considered outcasts. A dwarf can live as long as 300 years of age, though many are known to live longer before returning to the stone. Drow (Dark Elves)
Drow hailing from the off-world Shadow Knight Empire have a somewhat similar outlook to those born in Hadicia, though their skin is dark brown instead of dark purple or blue, and their culture takes a greater slant towards political intrigue and public guile. Points of Origin: Axius, Greyhelm, Hadicia, Shadow Knight Empire Preferred Religions: Argus, Dorandus Cult, Nightmare, Nul'ggroth, Tempest, Vertax Aging: While the drow people have long lasting lives similar to elves, few ever live long enough to grow old. Their society is one where the strong flourish and the weak perish... A drow child is expected to kill or be killed as early as 70 years of age, a young teenager in human years, barring extreme circumstances such as a house culling. Those lucky few that survive their enemies, their rivals, and even their own family can live to see up to 700 years, or potentially longer through less than mortal means. Gnome
Points of Origin: Axius, Damocles, Tinkerstone Isles Preferred Religions: Argus, Enshar, Kraeth, Lightshire, Tempest, Mezul Aging: Gnomes are considered of adult age around 40 years of age, though they have no specific inhibitions in their culture for younger members of their race to partake in such events. Due to their tendency to avoid conflict or strife, gnomes have been known to live as long as 200 years of age before old age takes them. Halfling
Points of Origin: Axius, Greyhelm, Damocles, Terangoth, Tinkerstone Isles, Vernalla Preferred Religions: Argus, Enshar, Krondor, Lothos, Nul'ggroth, Tempest Aging: Most halfling cultures in the mainland prohibit their younger kin from adult activities until they reach at least 20 years of age, though tendencies in places such as Terangoth or Greyhelm lack such restrictions. They age much like their taller human counterparts, able to reach as much as 100 years of age before passing away of natural causes. Human
Points of Origin: Axius, Damocles, Dantania, Greyhelm, Hessenarth, Kyuichi Saeken, Roshack, Shadow Knight Empire, Vernalla, Terangoth, Xixecal Preferred Religions: Argus, Dorandus Cult, Elohim, Enshar, Krondor, Lightshire, Lothos, Mezul, Nul'ggroth, Tiordrias, Tempest, Vertax Aging: At the age of 16, a Human is considered an adult in popular Verdanian Culture. They become fully grown around the age of 25, and can live up to almost 100 years in good health before they finally succumb to old age. Krarthian
While not absolute, common tradition in both Krarthian culture and trade sets many of their kind on paths to become skilled warriors. Honor and valor are valued highly in Zharai'in, where each Krarthian is measured by their word and their caste in the society. Their disagreements are usually settled through honorable combat, often in the form of duels. Points of Origin: Zharai'in, Krarth (The Homeworld) Preferred Religions: Enshar, Kithra (The Elders), Krondor, Lightshire, Mezul, Taidet Aging: From birth until what humans could call young adulthood (around the age of 20), Krarthians age much as a human would. After this point, however, their aging slows. While not as "eternally young" as elves, Krarthians can live to be up to 800 years old, though that varies from person to person, as does the appearance of their age. 800, however, would be considered old age for their race. It is not unheard of to have a 500 year old Krarthian who looks like he is in his 70s (in human perspective) standing next to a 600 year old Krarthian that looks like he'd be 50 in human terms. Sirian
Points of Origin: Sirius (Sirian Homeworld) Preferred Religions: Taidet (Sirians almost exclusively worship Taidet, but sometimes adhere to other Primals) Aging: Sirians age much like their human counterparts, though their draconic blood causes them to age a bit slower. Though they will drink, love, and fight as early as 18 years of age, they do not become a true Sirian adult until they are 25. From here on they age in relative normalcy to humans, but to not suffer physical ailments such as arthritis or lethargy. Even as late as 80 years of age, a Sirian can be as strong and dangerous as one who's 30. They can live up to about 130 years of age before old age claims them. On Half Breed Races...
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Author: | TheDivineOrder [ Sun Jun 14, 2015 5:20 am ] |
Post subject: | Character Creation: Guidelines (Religion) |
Character Creation Guidelines Part 2: Religions and Faith Contained here is a list of religions, gods, Primals, or other faiths that are readily available for your character to partake in. Like any person in a world, favoring a particular Primal does not mean your character has to devoutly worship them. Even just liking them is reason enough to be on your character's preferences. Additionally, you may have noticed 'Preferred Religions' above in the Race Guide. It is not necessary for your character to follow these guides, but you will likely wish to explain in the sheet as to why they've deviated from the majority of their race. None
Areas of Influence: No church or shrine stands for the non-faithful, but their numbers are scattered across the face of Imperia. Reputation: Those who choose to accept no religion have mixed reception in Verdania. They can expect anything from apathetic neutrality to potential hostility regarding their status when faced with the zealous and devout. The Primal Pantheon Argus, Purveyor of Lore and Fortune
Areas of Influence: The Axius Kingdom reveres Argus above all others in Verdania. However, he is often favored by those who value luck and insight above all else. Thieves, Mages, Scholars, Explorers, Artists, and Adventurers from all walks of life are liable to offer Argus their patronage. Reputation: Religiously, followers of Argus have no real enemies to their faith, but no real allies either. In many respects, they are left to do as they please throughout the world of Verdania. This doesn't mean that an Argusian won't take sides, however. The varieties of followers fluctuate between the benign informant, the nefarious trickster, or even double agents who cater to all sides of a conflict as their whim befits them. Enshar, Lady of Love and Relations
Areas of Influence: Almost every human nation in Verdania has at least a small niche where Enshar's followers thrive and congregate, though Ensharites mostly accept their place as supporters, comforters, and lovers to the world around them. While Enshar is mostly known for having a following of Prostitutes, she is also a patron to anyone who has need of her, from Lords and Ladies of noble houses to Farmers and Peasants of the lower castes. Reputation: Enshar is viewed in a mostly positive light, as she brings many benefits to mortals regardless of their teachings. Among those who view Enshar's people with malcontent are Mezul, Nul'ggroth, and Vertax. Essentially, deities who find romance distracting or outright revile it. Kraeth, Herald of Dwarves and Technology
Areas of Influence: Kraeth is the Master of all Inventors, Craftsmen, and Engineers. While no nation primarily follows Kraeth, the Father of All Dwarves has an entire race that reveres him. Many of the world's known arts, such as alchemy and enchantment, are credited as blessings of Kraeth to the world. Reputation: To most other religions, Kraeth is regarded as non-interfering and neutral. Only followers of Lightshire or Tiordrias are liable to come at odds with a Kraethian, especially in instances where the Kraethian's works begin to interfere with aspects that are meant to be 'above mortal comprehension'. Krondor, Lord of Law and War
Areas of Influence: Followers of Krondor are the 'silent majority' of Verdania, being not only the Patron Father of the Primals themselves, but also the apex of Law and War. No one nation holds Krondor in exclusive esteem, but his hand is seen in every city, every kingdom, and every civilization wherever guards uphold the law, rulers create laws and regulations, or soldiers fight to protect it. Nearly every warrior gives praise to Krondor for protection... or for deliverance should they fall. Reputation: Those who serve or adhere to Krondor's Law tend to be at odds with the more chaotic, free-thinking Argusians. Krondor's true enemies, however, are the murderous Vertaxians, the world-ending Nightmare, and dissident anti-Primal groups such as the Dorandus Cult. Lightshire, Master of Fate
Areas of Influence: Of all the nations in Verdania, Dantania is the only known Kingdom to possess a temple dedicated to Lightshire. Lightshire's followers are few and far apart otherwise, often taking to travel or pilgrimage to fulfill whatever destiny they feel lies before them. Mortals of all races have the potential to worship Lightshire, but his most avid followers are Historians, Scribes, Archeologists, and Oracles. It is rumored that Lightshire retains a host of powerful beings called Inevitables to enforce his edicts with unwavering resolve. Reputation: Lightshire's only 'adversaries' are followers of Tempest and Argus, both of which view their fates as malleable and unwritten. Others instead value Lightshire's priestly diviners and shrine oracles for their power to see into the future, or delve into the past and uncover untold secrets. His servants have a special loathing for chronomancers, or any who would try to tamper with fate. Lothos, Father of Nature and Light
Areas of Influence: The Damocles Empire is known to be predominantly Lothosian, a faith namely maintained by the Holy Order of Arcnov. Branches and missions of Arcnov and their more zealous, militant counterpart Elohim can be found in many places on Verdania. Outside of civilization, most Lothosians view the forests as their Primal's temple. Many Druids, Rangers, Clerics, and Paladins stand under Lothos' banner, with Gardeners and Farmers praying for Lothos to bless the earth they toil in. Reputation: The Lothos faith has a positive following in Axius, Damocles, and a majority of other places. However, it is viewed with animosity in Greyhelm where Vertax and Nul'ggroth vie for dominance, and the elven provinces of Dewwillow and Therilmoria who refuse to acknowledge Lothos as a Primal over Daeril or Taidet. To Lothos, the undead are anathema, making Vertax and Nul'ggroth among his greatest enemies. Mezul, Teacher of Truth and Balance
Areas of Influence: The core of Mezul's followers exist in Damocles, at Rathleon Hall. Here, members of the faith find shelter and more promising candidates are trained to become Spellswords and wielders of the fabled Tri-Elemental Blades. The rest of Verdania is dotted with many shrines and waypoints dedicated to Mezul, though any Mezulite will tell you that the Primal's true temple of worship is their minds and bodies alone. Mages and Warriors alike pay their respects to Mezul for wisdom and guidance, as do many Monks, Martial Artists, and Mediators who may be called upon to make calm, unbiased observations on an otherwise volatile situation. Reputation: Like Kraeth and Argus, Mezul is regarded with some apathy by most other faiths, though he shares familiarity with Krondor and Lightshire. Mezulites are content to ignore and be ignored by the more excitable followers of Lothos and Enshar, or the rabid fanatics of Vertax and Tiordrias. As the Primal of Balance, Inner Fire, and Control, his enemies stand among those who seek to bring discord and chaos into the world. Nul'ggroth, Curator of the Dead Formerly known as Oblivious
Areas of Influence: Nul'ggroth, modernly known as Oblivious until the unveiling of his true name from ancient times, was once the primary faith of Greyhelm. The recent usurpation by Vertax has left many Nul'ggrothi worshipers scattered, and his dominance in question. Beyond the now Vertaxian Greyhelm, shrines, temples, and graveyards dedicated to Nul'ggroth dot the landscapes of Axius, Damocles, Terangoth, and Vernalla. Any who actively face or deal in matters of death, such as necromancers, assassins, and even some warriors or mages of a more pure heart will venerate Nul'ggroth to guide those they fell. Reputation: Followers of Nul'ggroth have very few 'true' allies among the other faiths, but their undisputed enemy are those who follow Vertax. Other rivalries include priests and paladins of Lothos, druids of Daeril, and even a few of Enshar's number. They can find some familiarity in Mezul and Krondor, as they treat their dead with calm collectiveness and honor. Tempest, Guardian of Magic and Time
Areas of Influence: Tempest's influence is greatest in places where magic is highly valued and significant, such as the province of Therilmoria and guilds dedicated to magic, such as the Excilion Arcanum Foundation. Any wizard seeking divine guidance and success in their endeavors are known to pay homage to Tempest, whether their intentions are noble or dark. Reputation: Regarded mainly as a neutral Primal, followers of Tempest rarely come at odds with other followers of faith. The exception to that rule is in encounters with the pilgrims of Lightshire, particularly due to their differing opinions on fate and the future. They share many similarities, and thus a sort of kinship with Argusians and some Kraethian faithful. Tiordrias, Bringer of Storms and Seas
Areas of Influence: Island nations such as Terangoth and the Tinkerstone Isles have a profound respect for Tiordrias, with many shrines dedicated to gaining Tiordrias' protection and guidance. On the mainland, most nations have migrated from sea-travel to the air traveling magitech airships, causing many to have abandoned the Tiordrias faith in this region. He still gains reverence from sailors, dock workers, and certain elementalists however. Reputation: Among Verdania, followers of Tiordrias are a remote few. His temples are relatively small and no great or notable factions carry his name or banner. His popularity exists less in a form of priesthood and more in a form of maritime travel, when merchants or sailors alike must traverse the sea to reach their destination. Former Primals Daeril, Mother of Elves and Life
Areas of Influence: Daeril's aura of influence lies almost exclusively with the elven race, and even then predominantly in Dewwillow, their home province. There she is revered as the true mother of nature and life, said to have given life to the mythical Pyrerane, ancestors of the elves. Shrines and missions outside of Dewwillow are scarce, and it's unlikely for a human, dwarf, or halfling to give them much thought. Reputation: Most nations and races who see the Daerilists view them with either compassion or sympathy, even if they are not ready to convert or follow them. Daeril has a rival in Lothos, whose grasp over human-ruled Verdania over-extends her own. Followers of Daeril are irrefutable enemies with the Primals of death; Nul'ggroth and Vertax. Taidet, Bearer of Truth and Flame
Areas of Influence: In Verdania, worship of Taidet is few and far between. He has some reverence in Dewwillow as well as more scarce presence in Axius and Damocles, but is otherwise a distant memory to most mortal races. His strongest point of influence is off-world on the planet Sirius, where the race of Sirians hold Taidet in the highest honors. Reputation: Followers of Taidet have much familiarity with Daerilists, who also follow a Primal 'cast down by Krondor'. They find sympathy and allies among the ranks of Enshar, Mezul, and some from Lothos. Servants of Krondor are known to shun a Taidet worshiper due to their Primal's relevant positions, but otherwise maintain neutrality. Taidet counts those of guile and darkness among his enemies, including Vertaxians and darker agents of Argus or Nul'ggroth. Vertax, the Tormentor
Areas of Influence: Presently, the nation of Greyhelm has become swayed into favor of Vertax. The last vestiges of Nul'ggroth presence there are being stamped out. Outside of this nation however, Vertax's presence is felt only through cults and shadow groups that hide from the vigilant eyes of holy crusaders, paladins, and demon hunters. Reputation: Vertax, though once a Primal himself, is renowned as the enemy of Primals everywhere. His greatest enemies are Daeril and Taidet, the former Primals in which legends claim he personally saw to their fall from grace. As such, Vertaxians are not above consorting with the demonic Abyss. Their more extreme, fanatic followers have even made pacts with the dreaded Infernals or the Nightmare itself as a means to bring about the annihilation of the Primal Pantheon and the people who worship them. Cults and Covens Dorandus, the Elemental Lord
Areas of Influence: The Cult of Dorandus has some prominence in the regions of Greyhelm and Axius, as well as the former province of Sarhl that lies between them. Though their services are sometimes requested by rulers, they are ultimately an outlawed religion throughout Verdania, punishable by imprisonment or worse. Even so, many elemental mages, spellswords, and even druids have been known to swear fealty to Dorandus. Reputation: The Cult of Dorandus is mostly viewed with hostility by the other faiths and Primal religions, though some such as Tempest or Kraeth are neutral to them. In the past, followers of Dorandus have made temporary allegiances with Nul'ggroth, Tempest, and Kraeth when their agendas coincided. The Nightmare
Areas of Influence: Worship of the Nightmare is often considered dangerous and evil in the Primal-Favoring continent of Verdania. Like other cults, there are some pocket followings throughout the nations. Some of the most prevalent is among the aristocracy of Axius, and the extremist Nightmare-Vertaxians from Greyhelm or Sarhl. Reputation: Short of Vertax, there is no other Primal, god, or deity that views the Nightmare as anything more than an absolute threat. Even the demonic Abyssals and Infernals fear it, as the Nightmare represents the end of everything they stand for. Followers of the Nightmare are few and far between, and those that are often remain unspoken. Publicly coming out as a Nightmare Worshiper is akin to signing your own death warrant. The Infernals
Areas of Influence: Worship of the Infernals is outlawed across the continent of Verdania, so it exists only in the form of small cults or hidden covens. In many cases, these groups will also double as lairs for the Infernal themselves. They are scarce for a number of reasons, but those that exist are not to be taken lightly. Those who worship the Infernals have the potential of receiving a portion of that Infernal's power for themselves, making them especially dangerous. Reputation: In lore, the Infernals were those children of the Primals that were judged unworthy and cast down for their sins to be corrupted by them wholly. While the Primals ignore the Infernals, their mortal followers are not afforded the same luxury. An Infernal worshiper faces enemies not only from the Primal followers, but from other Infernal worshipers as well. Unlike other groups, they are not a collaborative bunch. And not all Infernals are suitable to follow; only a discrete and sociable few, such as Draestasha, Infernal of Daeril, will permit themselves to have a following. Non-Verdanian Religions The Elders
Areas of Influence: On their homeworld of Krarth, the Kithra is the one and only pantheon followed by Krarthians there, with no room or tolerance for other faiths. On Imperia however, the province of Zharai'in is predominantly bound to the Elders, though they are gradually becoming more accepting of the Primal Pantheon. Reputation: Those who do not follow the Elders often view their followers as outsiders. Foreign people from an alien culture bringing an unknown... and typically unwelcome faith. As such, followers of the Kithra only have themselves for support and allies; Verdania is a land filled with stubborn resistance to their ways. |
Author: | TheDivineOrder [ Wed Jun 24, 2015 2:19 pm ] |
Post subject: | Re: Character Creation: Template and Resource Kit |
Character Creation Guidelines Part 3: Nations and Regions Every character hails from a place they once called home. This section of the guide is aimed to educate you on what nations are available and what they're like. For unlisted or custom nations, please consult Zarak (Mike) before committing your character to that region. Imperia Maps http://imperiarp.org/atlas/images/knownimperia.jpg http://imperiarp.org/atlas/images/impregion1.jpg Nations of Verdania Axius
Accepted Races: Human (Primary), Elf, Dwarf, Gnome, Halfling, Sirian Religions: Argus (Primary), Enshar, Kraeth, Krondor, Lightshire, Lothos, Mezul, Nul'ggroth, Tempest, Tiordrias Culture: Society in the nation of Axius has an emphasis on free will and independence among the individual citizen, which can be seen even among their noble houses with a divided aristocracy. Axius herself is a nation driven by deeds and champions, with many tales in which to reminisce and legacies to recount. Its climates are as diverse and divided as its people, with tropical weather to its south and cooler tundra climes along its northern border to Sarhl. Recent Events: This will be a Wiki Link tagged to the nation's page. Damocles
Accepted Races: Human (Primary), Elf, Dwarf, Gnome, Halfling, Krarthian, Sirian Religions: Lothos (Primary), Argus, Enshar, Kraeth, Krondor, Lightshire, Mezul, Tempest Culture: Verdania's sword and shield against threats foreign and domestic, the people of Damocles are often proud if not sometimes arrogant. Their cities are a splendor of civil achievement and magi-technological wonder to tourists, while their outlying towns and settlements have something of a homely, old world feel. Many who live here have a reverence for their rulers, as well as an honor-bound lifestyle. Most native Damocleans possess a 'British' accent. Recent Events: This will be a Wiki Link tagged to the nation's page. Dantania
Accepted Races: Human (Primary), Elf, Dwarf, Gnome, Krarthian Religions: Lightshire (Primary), Enshar, Kraeth, Krondor, Lothos, Mezul, Nul'ggroth, Tiordrias Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. Dewwillow
Accepted Races: Elf (Primary), Dwarf, Gnome, Halfling, Human, Sirian Religions: Daeril (Primary), Argus, Lightshire, Mezul, Nul'ggroth, Taidet, Tempest, Tiordrias Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. Greyhelm
Accepted Races: Human (Primary), Elf, Drow, Dwarf, Gnome, Halfling, Sirian Religions: Vertax (Primary), Dorandus, Enshar, Krondor, Lightshire, Mezul, Tempest, Tiordrias Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. Hadicia
Accepted Races: Drow (Primary), Dwarf, Gnome Religions: Nightmare (Primary), Dorandus, Infernals, Mezul, Nul'ggroth, Tempest, Vertax Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. Sarhl (Axius/Greyhelm Neutral Zone)
Accepted Races: Human (Primary), Drow, Dwarf, Elf, Gnome, Halfling, Krarthian, Sirian Religions: No faith is censored in Sarhl, nor is any one religion dominant over the other. Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. Vernalla
Accepted Races: Human (Primary), Drow, Dwarf, Elf, Halfling, Krarthian, Sirian Religions: Input Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. Therilmoria
Accepted Races: Elf (Primary), Drow, Human Religions: Tempest (Primary), Argus, Daeril, Dorandus, Infernals, Nul'ggroth, Tiordrias Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. Nations of Imperia (Non-Verdanian) Daguenet
Accepted Races: Input Religions: Input Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. Hessenarth
Accepted Races: Input Religions: Input Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. Kyuichi Saeken
Accepted Races: Input Religions: Input Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. Nore Quenderin
Accepted Races: Input Religions: Input Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. Persanthia
Accepted Races: Input Religions: Input Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. Roshack
Accepted Races: Input Religions: Input Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. Sikara
Accepted Races: Input Religions: Input Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. Terangoth
Accepted Races: Input Religions: Input Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. Tinkerstone Isles
Accepted Races: Input Religions: Input Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. Xixecal
Accepted Races: Input Religions: Input Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. Zharai'in
Accepted Races: Input Religions: Input Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. Off-World Nations (Non-Imperia) Krarth
Accepted Races: Input Religions: Input Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. Shadow Knight Empire
Accepted Races: Input Religions: Input Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. Sirius
Accepted Races: Input Religions: Input Culture: Input Recent Events: This will be a Wiki Link tagged to the nation's page. |
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