This draws a lot of Greek mythology, which people have not liked since this is not earth that we are setting on. However, I think it’s fun to get the backstory for such an important figure in your country’s history! It’s very generic, but it give us a better idea of what your country is like.
Name your kingdom
shadowdrake27 Do you know why alternative fantasy name really like to have -oth in the end? Azeroth, Koth, Hoth, Gordoth.
No clue. I’m really bad at making fantasy names
- Edited
Dzeeck Because the majority of authors don't want to break outside of the norms of fantasy writing. They want to play it safe, by going with tried and true naming schemes, themes, and what have you. Or, in other words, they don't want to be original, for the sake of success.
Also, WoW has a lot to do with it, so yeah.
Dzeeck No idea, I just name them like that because I feel like they flow...
Country: The united tribes of the great market.
Adjective: Golems.
Capital: The Great Market.
Cities: Only the Capital.
Race: Stone Golems.
Animals: Polar bears, Arctic Foxes, Snowy Owls and other animals the Golems don't care about, for they don't have the ability or need to eat meat.
Culture:
In the great market you are what you earn, literally. Stone golems have the innate magical ability to manipulate rock, metal and earth. Naturally, they can also manipulate their own bodies. Replacing stone with gold, replacing weak dirt with solid rare stones and molding themselves into intricate works of art. Rare materials are used as currency, with poor Golems keeping them deep near the core of their being protected from thieves by their solid stone bodies. Richer and more arrogant golems, use their rare gems and metals to decorate their outer shell.
The rich, can afford diamonds, which can be consumed by their core to strengthen their magical abilities. Stronger magical ability means a bigger body, as the stronger their abilities, the more matter they can wrap around their cores. The poor on the other hand, can only hope to earn enough in the mines to get any kind of metal to consume. A week or so without feeding their core with enough metal means death. Without metal their core will turn from a red energy crystal to solid stone, killing them in the process. Really desperate golems may cannibalize another's core for sustenance. The practice of cannibalism is extremely taboo and punishable by death. Calling a golem a cannibal is considered the highest of insults amongst the higher class. Not only are you calling him a deviant but poor as well. Most rich golems would prefer to be dead than poor.
Another way of showing a golem's wealth besides their bodies, is by building the most grandiose house for themselves as they can afford. Golems prefer building downwards. They don't need the warmth of the Sun, can "see" in perfect darkness and the metals and gems they need for sustenance and greed are all underground. Most golem are extremely agoraphobic as well and their isolated society is quite xenophobic. Most of them see other life-forms as inferior because of their inability to shape their bodies out of expensive materials. "The more expensive you are, the closer you are to enlightenment" claims famous golem philosopher Zerx the ancient. Other life forms may wear wealth or live in wealth, but only the golems can become wealth.
What they won't admit in their arrogance, is that their need to feel superior to outsiders comes from extreme fear. You can barely distinguish the great market above ground from any other mountain. It is completely disguised. Only after venturing deep underground one will find the amazing palaces, shops and mines of the golems. Real stories of contact with outsiders are rarer than the most expensive jewels the great Market. Most will tell you outsiders are pathetic savages, only interested in stealing their treasures. One named Voxis the fool, may tale tales of actually venturing outside and scaring their goblin neighbors by covering himself with snow and pretending to be a snow monster.
Politics:
Each tribe is ruled by a Big Boss Commanding smaller bosses who in turn are commanding the lower class. The big boss is literally the biggest in tribe because of his wealth. Only someone as big as him may challenge him for his title. The Challenger must prove he's wealthier than the current Big Boss. The loser of this duel of greed loses his entire wealth to the winner. The losers often commits suicide soon after their loss, as the fall of being made out of gold and diamonds to being made out of dirt is devastating. Because of the deadly consequences of losing a duel, not many are brave enough to challenge the Big Boss of a tribe. On top of that because golems don't age, the same Big Boss may rule for thousands of year.
Taking over the position of boss by force is unheard of. All golems are inherently disgusted by the idea of using violence against another golem. With that said, what a health taboo is committed like cannibalism or stealing from the upper class, all the bosses of a tribe gather to execute the offender. All the bosses use their magical abilities at one to crash the offender to dust. That way the guilt of killing another of their kind is split between all of them.
If a boss commits a crime the over bosses punish him. The overbosses are the richest golems in the great market. That act as their own tribe, and oversee the other tribes. They may be the smallest tribe, but they own most of the market alone, from stores to mines.
Contrary to most other races, family doesn't mean much to the Golems. Golems reproduce a-sexually every 15 or so years. The process is non voluntariness and the new golem does not take any of the traits of his parent. The only thing that influences your place in the hierarchy is your wealth.
History:
All golems know the legend of the cruel father. The legend says that the creator of the golems was a powerful sorcerer. He created the golems to be the perfect miners, digging rock unusually fest with their magical abilities, not needing sleep or food except for metal that they have in abundance in the mines already and most importantly being completely subservient to the sorcerer's will.
What the sorcerer didn't count on is the golems slowly gaining awareness. With their new ability to think and reflect, the golems thought of radical ideas like "Keeping the ores they worked so hard to mine for themselves". The sorcerer as a conservative at hart, punished every golem to disobey him with swift death.
The golems devised a cunning plan to set them free. The first boss took gold and jews and made themselves into beautiful, expensive works of art. The sorcerer was ugly and felt shame looking at the magnificent golems. So he left in shame and the golems were free forever.
What really happened was much different. In truth no one knows way the sorcerer abandoned his creations. The golems never knew what he did with the ores they mined for him. He teleported them away to an unknown location. One Day he just teleported away never to be seen again.
Name/flag color(s): "The Great Market" in gold color.
Coat of arms: -
Location: The very top left of the frozen valley, deep under the mountains.
I didn't expect to write so much but I ended up really enjoying making this and wanting to add more and more. I may come back to edit it and fix small mistakes.
Cynical_Stranger Please read before you submit, thanks!
I thought this was rather creative, and you even made up a new race for it. While making up a race is technically against the rules of this forum post, I liked it.
Seems like this race would be not be interactive with other races, but the goblins I made (that you reference) would be fairly similar. My biggest question is if these golems sell any materials to the outside world for profit. Since they are called “the market” it would make sense that they have some sort of trade; however, your lore seems to indicate that they never trade with anyone. Even trading among golems would be bad since they would have to pay with pieces of themselves, and trading with other races seems impossible since your lore clearly states that they do not interact with the outside world.
The golem society itself is very unique. Having them display wealth on their bodies and social status be determined based on that they are made of is very interesting. There are some issues with this though. One of them is the question of why a golem would ever “work” for another golem. If I’m a lowly miner who is starving and finds a precious metal, why not just eat it and keep digging to find more? Even returning to The Market would not be necessary since I don’t have to eat or sleep. It seems to me like they would devolve quickly into solitary creatures that consumed for themself whatever metals they could find.
That being said, well done on creating the most unique society. I’m glad you had fun thinking it up!
Didn't know inventing my own race was against the rules, guess my kingdom is not canon then. Oh well, still had fun writing this.
In my head the golems do trade with each other. Like one golem trading some of his gold for rubys. Or a rich golem paying a talented artist golem to mold his body into a beautiful work of art. But for a place called the great market, I did neglect to mention how trade worked.
I see your point about them being soletery and not working for another. A bit of a big plot hole that needs to be mended. I may come back to fix if I feel like. But then again, my kingdom is not canon because I was hasty and didn't read all the rules. I might come back to make a new one instead, this time obeying the rules.
Cynical_Stranger Kinda wish this was allowed though. This is a very unique idea, so much so that it deserves to be here. It feels like a race that would actually be in a fantasy story of some sort.
Though I don't know about the sustainability of these creatures' lives. I would think, depending on how long they've been around, they would have gone extinct long ago. After all, minerals aren't all that common, and depending on whether they were endemic to a region of mountains, would've died out without enough minerals to go around.
Cynical_Stranger oh this is canon, but somewhere not in the continent. good cataclysm
Day 11, Austmark, Scotia, Ruritania added.
5 days to go
WebNovel: Revenge of the Chinese Spams
I think the event would go ballistic quickly in the sea war rather than land. Because well not much of the close border between land major countries
Hellooo I want to join the fun and share my work
Country: Klofrem Kingdom
Capital: Vaeditwal
Cities: Gordinpole & Ylarcilpa
Adjective: Remnian
Animals: Dolphins, Whales, and Sharks.
Race: Mermaid/Merman
History: The Klofrem Kingdom is found in the deepest part of the Northern Ocean. It is said in the ancient books of Klofrem Kingdom that the first Remnian was born from the God of the Sea's weapon fragment that was a shiny bead, it catches the God's attention, the shiny bead keep on shining & giving a humming sound and later not, like it has its own life so the god give it a go to live on its own by tossing it into the ocean and give it a life so there goes the first Remnian in history. Remnians are born that have the features of a god for the upper body it have and a strong tail for the lower body, they possess great healing ability and controls water. It is also where professionals, musicians and artists came from. The Capital is called Vaeditwal, where a communication happens between the land and sea, transactions for an exchange of goods and products. Having two cities called Gordinpole & Ylarcilpa. Gordinpole is a place where the cold and warm water met and all the craftsman for quality musical instruments especially the harp and flutes that can be played underwater can be seen and also good at playing with instruments, Remnians from this area are also somewhat barbaric so they are responsible for the hunt of food, they are loyal and trustworthy and due to the area many of the kingdom soldiers and guards came from and trained there. While, Ylarcilpa is a place where the water is calm you can find many unusual things, minerals, and shiny objects, Remnians from this area are hospitable, excellent healer, too careful to each other and they are also educatedly good in arts for making beautiful accessories & clothes. Both cities live in harmony and sometimes have difficulty in their work due to their pride and arrogance. The Klofrem Kingdom lived low profiled, they have made a truce with near territories and don't want to wage any conflicts.
Politics: Klofrem Kingdom regarding politics is composed of three rankings. The Arcle, the highest that have two sub ranks the Head, their dictator and Tails, the advisers. The Sidletild, the mid rank have two divisions the Arte, responsible for the happenings, life, and transactions in the kingdom, and Aste, responsible for the recruitment, training of guards/soldiers. The Division leaders are called Arterian for Arte and Asterian for Aste, both cooperates and works for the best. Next the Ultrana, the lowest rank which a Remnian can obtain the rank by participating in a competition held once a month made by the Sidletild and also by usually where the experienced and dedicated professional Remnian have this rank.
Weapons and Technology: Remnians are more focused on Beauty/Fashion products and talents. The Musicians and Artist are popular for the Remnians. There are schools and professional institution built within the underwater coves for education. The Remnians are known in controlling water, communicating to the sea, excellent in underwater combat and have extraordinary strenght. The weapons they usually use for hunting food and for a fight are needles, spears and daggers.
Location: The capital Vaeditwal is near Bay of Tarum (correct me if im wrong, i dont know if that was what it is called) and the city Gordinpole which is near the Frozen Coast close to the Northern Sea and also the city Ylarcilpa between Vaeditwal and Gordinpole.
Flag : Cyan water waves represent their territory.
NoOneKnows04
Did you not read, there are no merman! This is not allowed!
SlaveOfTheLord
Eehhh?? my bad I'm really sorry but I do read it all. I still enjoy writing it even its not allowed thanks for noticing
- Edited
Country: Metos Ravos (More of a big fishing village than a country).
Race: Necroid
Adjective: -
Capital: Metos Ravos.
Cities: Only Metos Ravos.
Animals: Many different kinds of fishes, clams, squids and other sea creatures in all sizes and shapes.
Culture:
In a village surrounded by fog the dead are hungry for the flesh of the sea. When starving, the Necroids of Metos Ravos are nothing but a skeletons. Only when eating the flesh of the living will they start to grow meat on their bones. First muscles, then skin and last fat. Yet they don't stay whole for long. Their souls consume their bodies in a rapid rate. First the fat, then the skin and last the muscles. If there is no meat to consume on their bones, their souls will start to cannibalize themselves. After the soul is gone all that's left is a truly dead pile of bones.
In order to survive, the Necroids became expert fishermen. The sea is sacred to them. Mother sea kindly provides food for her starving children. On the other hand father earth is cruel and barren. The Necroids see their creator who abandoned them so long ago as a manifestation of the rage of father earth. Rage that came out of envy of the fresh flesh of mother sea. The earth around the village is in fact a barren wasteland, ravaged by the odd spells of the cruel master. The wasteland is rich with animal bones but not flesh, so the hungry dead had no choice but to hunt at sea.
The ships of the dead are surprisingly refined and sturdy. The 10 rulers of Metos Ravos are powerful necromancers. Learning from the books and scrolls their master left in his tower, The 10, as they are called, learned to transform bone into some sort of wood like fungus. Using that and many other materials left by their master the Necroids build big fishing boats. Using old forges their master gave them to make armor and weapons, the dead transformed their old tools of wars into harpoons, nets and cages. From art to agriculture, and most importantly for the dead, ones about the construction of many kinds of ships.
Well-equipped and with hunger to motivate them, the dead sail to sea. The crews of the ships are close like a family, with the captain acting as a father and a leader. Working together for years the crew members are perfectly synced. The 10 support the fishing ships by dispersing the fog and calming the sea with their magic. If one ship gets in trouble the others will help them, as they know that tomorrow they will need their help in return. No man is left behind, as the Necroids population is low and they don't have a way to reproduce, at least not yet.
Coming back from their hunt, the crews pile together the many fishes, clams, squids and other kinds of flesh of the sea they caught that day. After a short prayer the dead feast on the raw flesh. It doesn't matter to the Necroids if the flesh is raw or even rotten, flesh is flesh. If mother sea was more generous than usual, the dead will seal the leftover flesh in barrels for later.
Stealing is unheard of amongst the dead. All the rebels, crooks and heretics have been exiled long ago. The ones that remain are united through their religious belief and the drive to survive. But not all exiles starved to "death" alone and afraid. One captain who lost his belief, has developed ambition besides his hunger. He took his crew and left the village in search of something more than flesh this time. The 10 will say he was eaten by a leviathan. A cautionary tale of someone who flew too close to the sun.
In truth he became a notorious pirate. They call him Sven the Red, for most of the time he is only skinless muscles and bones. Sailors tell horror stories of a ship made out of bones, sailed by a crew of the undead that eat the crews of the ships they plunder. But Sven is not the only one out of the dead with ambitions.
The 10 are split about which future they see for their people. One group wants to take revenge on father earth. They want to turn their fishing boats into warships. Plunder the people of the earth and turn some of the "lucky" ones into new hungry Necroids, and by that replenishing their population. They think they should focus on continuing their research into a way to lift their curse, make peace with father earth instead of walking a spiteful path and becoming just like him. 1 can make the two groups work together for now but it is just a matter of time before this split will permanently divide the two.
Will the hungry dead choose revenge or peace? Or will they lose control of their hunger, cannibalizing themselves into a dead pile of bones in the form of a desperate civil war their close to extinct population can't afford? By that time most of the Necroids starved, leaving only thousands of them still standing.
History:
A long time ago a human necromancer started to build an army of the dead. Using his powerful teleportation skills, he stole the dead form ancient catacombs and long forgotten battlefields. Using ores he got from who know where he commended his army to forge armor and weapons. At that stage his army was mostly obsidian skeletons from many different races feeding off his magic to keep them together.
The dead did have some awareness and degree of individuality yet no way of disobeying their master's will. But one fateful day the necromancer disappeared never to be seen again. Without their master forcing his will upon them, the dead started to gain more consciousness. But their newfound freedom came with a high price. Without feeding of the magic of their master they began to starve. Slowly losing strength, going insane with hanger and eventually falling apart returning to being a pile of bones.
In desperation, some of their smartest raided the tower of their former master for books and scrolls of necromancy. Soon they discovered that only a small amount of them can practice necromancy. The best one took the simple name 1 for himself. His students took after him, naming themselves 2 to 10.
Time was ticking and the rising hunger made research harder and harder. But at the end the 10 found a way to use flash as a source of magic to sustain their souls. By that time most of the Necroids starved, leaving only thousands of them still standing. From that day forward, the village was named "Metos Ravos", meaning the starving dead in the odd language of their old master. Non outside the fog know of that name, and the unlucky few who lost their way in the fog might only know for the remainder of their soon to be short life.
Politics: The 10 are powerful necromancers and the absolute leaders of Metos Ravos. They are considered holy and their word is law. Beneath them are the captains acting as leaders of the fishing crews.
Name/flag color(s) for the map: "Metos Ravos" Grey with an outline of red.
Location: Near Sight's end in the High Reach.
Whoops, i forgor to add Metos. I'll draw it later. Metos got it in the map btw