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Directivism is the dominant religion in Norkotia and some of the surrounding territories. Some consider it a derivative of Gaianism, but outside of its worship in the creator goddess by name (and even this is not universal), its ideals deviate greatly from mainstream faith as organized by Odin Haze. The most important distinction is the Directivists believe in the dogma known as the “Divine Directive”, which requires humanity to conquer the wildness of world, both outside of civilization, within civilization, and most especially within oneself. 


Gods & Demons

The Directivists believe Gaia, or "The Divine Mother" as the deity was known prior to recent times, is the only god that is permissible to worship, meaning that the worship of other gods or spirits is heretical. This isn’t to say they do not believe in the existence of other gods or spirits, but these creatures are viewed as demons, aliens, extra-dimensional entities or merely powerful mages, all of whom are mistaken for, or falsely claim to be, true gods. Only the one goddess alone is worthy of worship, as she herself directed at the beginning of time. Conversely, "The Wild", possibly an alternate interpretation of the mainstream Gaianist "Wyld", is viewed as the ultimate evil, one which seeks to return humanity to earlier, more beastly phases in its evolution. Subsequently, any god, demon or entity that actively promotes succumbing to one's base nature is viewed as a servant of "The Wild" and thus evil.


Thanks to the influence of the Zühl Loci, magic is extremely rare across most of the territory where Directivism is the dominant religion. While the religion doesn't often preach much on magic itself, there are certain sects that have interpreted magic as form of seduction offered by the Wild, due to magic's strong connection with nature. In the eyes of these believers, magic's purpose is to slow human progress, be reducing the need to conquer the wilderness and progress technology, while also empowering false deities who attempt to mislead mortals down false paths of righteousness.


Unlike mainstream Gaianism, Directivism teaches that nature is a resource to be used and exploited for the betterment of society, rather than something to be preserved and revered in and of itself. According to Directivist theology, the world is both a gift and a challenge from Gaia, but is not the literal personification of her in any way. As a result, Directivists have little problem with heavy resource exploitation or industrial pollution, unless it begins to seriously harm human health. 

Further, some often view nature as an extension of "The Wild", and thus, the enemy of humanity and social progress. Thus, to enforce unnecessary or oppressive restrictions in order to preserve the environment can often be interpreted as service to evil. 

Marriage & Sexuality

As part of the Divine Directive’s mandate to conquer one’s own wild nature, sexuality is an often stigmatized subject within the religion. To fundamentalists, only one who has entered a marriage blessed by a recognized minister is permitted to engage in intercourse, and in these circumstances it is emphasized that the primary purpose of such activity should be for the purpose of having children and propagating the human race. Sexual acts that are not committed for the purpose of conceiving children, or at least with an openness to such, are viewed as perverse and a result of a human succumbing to the evils of their wild nature.

Many pastors and followers of the faith had begun to moderate on these beliefs, while others had rejected any restriction whatsoever and abandoned the religion for secularism, often purely to escape these restrictive codes. However, some saw this as weakening of the familial structure and personal discipline, which were subsequently leading to an increasingly corrupt society as a while. Thanks to the support of the nationalist political movement, more traditional Directivist morality is again preached and taught, and the faith is making a major comeback.


Directivism's teachings on unnaturals, and other creatures viewed as perversions of the normal order, has generally been one of the few dogmas shared with mainstream Gaianism. Undead beings such as vampires or zombies had often been persecuted with extreme prejudice in the past, though such occurrences have become rare in modern times. In fact, due to the extreme rareness of unnaturals in Norkotia, the religious ideology on the matter is very rarely focused on or invoked, and some have even begun to question just what really counts as "unnatural", especially in light of the Divine Directive’s mandate to conquer nature itself.


Directivism has been a slowly-evolving religion, created as a composite of the local legends and beliefs of the indigenous peoples and the proto-Gaianism of the migrant Norks. Over time it became more organized and the general belief system became more universal across the various churches. Several relatively short scriptural books were recorded over this time, most written by an illusive individual known as "The Prophet", who lived centuries ago during the Norkic migration period. By the time the Vulkish Wars had ended, nearly the entire human population practiced Directivism in some form or another.

The arrival of the prosperous golden age resulted in a gradual weakening of religious belief in Norkotia. Less people felt they needed gods or faith, which lead to an ever increasing secular movement. By the time Joseph Tynes was elected chairman, nearly half the population was either atheist or non-practicing in their religion. Still, a slight majority continued to practice to some extent, and there was a noticeable backlash when word of Odin Haze's compilation of the Gaian Bible, with a definite exclusion of any Directivist scripture, reached Norkotia.

Thanks to the efforts of Joseph Tynes and the nationalist movement, the religion made a dramatic comeback. Directivist scriptures and moral code were once again taught in school and promoted by the media, while numerous efforts were made to renovate disused churches and evangelize to non-practicing adults. Many new believers were added from among the refugees fleeing from war and disaster elsewhere in Terrenus, many of whom were receptive to the idea of a faith that emphasized the the importance of mortalkind, and legitimatized their seemingly unending struggle against superhuman entities that continually conquered, oppressed and slaughtered them without restraint.


While Directivist holy writings are relatively short, they form the basis for the central tenant of the faith, which is the Divine Directive. The following excerpts are generally considered the most important passages in Directivist scripture:


From the Book of Creation:

And the mother goddess said to the man and the woman, "Go forth and subdue the world. Take dominion over the birds of the sky, the beasts of the land and the fish of the seas. The trees of the forests and the seed-bearing plants of the ground I give to you as food. All of the world I give to you, for thou art my children and my creation is thine to inherit." And thenceforth man was given rule over all the earth and all living things upon it.


From the Book of Prophecy:

Then the prophet chose three of his disciples and gave to each a sum of money. To the first he interested five measures of silver, to the second he gave two measures, and to the third he gave one measure. And once he had done this, he departed and was away for many years. The first disciple traded with his silver and secured five more measures. The second likewise earned two more measures in addition to the two had been granted. However, the third buried his measure in the ground to protect it. When the prophet returned, the disciples brought forth their silver and returned it to him. To the first and the second, the prophet said, "You have done well, faithful servants of Gaia. You have taken what you were granted and made it grow, thus you have been prosperous with your charge." But to the third disciple he said, "You foolish and lazy creature, for you have been given a charge, but done nothing to grow it in return. Do you not know that Gaia demands that one repays what he is given with interest? As is so with the very earth upon which we stand, one must not preserve what is, but use it to grow and to prosper." And thus the third disciple was cast out from the fellowship.


From the Book of Law:

Thus was the law given that man must hold himself above all other living things, to indulge his natural inclinations only to the degree as is necessary, but to practice discipline and reason to guide his acts. Therefore, the sins of lust, gluttony, sloth and savagery are the greatest among the sins, and against them must man guard himself most intently.


Edited by Tyler

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The Norkotian Defense Forces are the combined security and military apparatus of the Norkotian Union. Formed after Joseph Tynes invoked Article 6.6 of the Norkotian Constitution, the defense force consists of three distinct branches, each with his own purpose. Each branch uses a different primary color, with the national police force, InterSec, using white, the Norkotian Military using grey, and the specialized Executive Guard using black. Norkotian forces are built to operate without any magical assistance whatsoever, instead relying exclusively on mundane technologies. Norkotian defense units are highly mechanized, with even the smallest unites being equipped with multiple vehicles for maximum mobility.


The Norkotian security apparatus is divided into three major entities. The Norkotian Military is the largest and is tasked with handling wars and foreign interventions. The Internal Security Bureau (or InterSec) is a national police force that acts as the primary law enforcement arm of the government. The Executive Guard, the smallest of the three, is designed to protect the Grand Executor and directly enforce his will. All three divisions use the same ranking system, although the organization of actual units varies for each.


Standard Ranks

  1. Grand Executor
  2. Grand Marshal / Director*
  3. Field Marshal / Air Marshal**
  4. General / Commissioner
  5. Adjutant General
  6. Brigadier
  7. Colonel
  8. Commander***
  9. Lieutenant Colonel
  10. Major
  11. Captain
  12. Lieutenant
  13. Sergeant
  14. Corporal
  15. Private / Pilot / Trooper / Guardsman****

* = Grand Marshal commands all military personnel, Director oversees InterSec personnel, the Executive Guard answers directly to the Grand Executor
** = Field Marshal commands Army or Executive Guard personnel, Air Marshal commands Air Corps personnel, Commissioner commands InterSec personnel
*** = Commander is a special rank equivalent to Colonel that can be granted to non-military personnel, such as mercenaries or allied officials
**** = Private is used for Army personnel, Pilot for Army Air Corps personnel, Trooper for InterSec personnel and Guardsman for Executive Guard personnel

Naval Ranks

  1. Grand Executor
  2. Grand Marshal
  3. Fleet Marshal
  4. Admiral
  5. Vice Admiral
  6. Rear Admiral
  7. Commodore
  8. Captain
  9. Commander*
  10. Lieutenant Captain
  11. First Lieutenant
  12. Second Lieutenant
  13. Quartermaster
  14. Gunner
  15. Sailor

* = Commander is a special rank equivalent to Lieutenant Captain that can be granted to non-military personnel, such as mercenaries or allied officials



  • Branch  -  Entire Security Branch (Grand Marshal / Director)
    • Military Branch  -  Entire Military Branch (Army Marshal / Air Marshal / Fleet Marshal)
  • Corps  -  2+ Divisions, 22,500+ men (General / Commissioner)*
  • Division  -  2 Brigades, 9,000 - 11,250 men (General / Commissioner)
  • Brigade  -  5 Battalions, 4,500 - 5,625 men (Brigadier)
  • Regiment  -  3 Battalions, 900 - 1,125 men (Colonel)
  • Battalion  -  3 Companies, 300 - 375 men (Major)
  • Company  -  5 Platoons, 100 - 125 men (Captain)
  • Platoon  -  2 Squads, 20 - 25 men (Lieutenant)
  • Squad  -  10 men (Sergeant)

* = A Corps is a dynamic unit that can consist of as many or as few Divisions as are available or considered necessary

Air Corps

  • Air Corps  -  Entire Air Fleet (Air Marshal)
  • Section  -  2+ Wings, 96+ planes (General)*
  • Wing  -  4 Squadrons, 48 planes (Colonel)
  • Wing Segment  -  2 Squadrons, 24 planes (Major)
  • Squadron  -  12 planes (Captain)
  • Flight Group  -  6 planes (Lieutenant)
  • Flight Element  -  3 planes (Sergeant)

* = A Section is a dynamic unit that can consist of as many or as few Wings as are available or considered necessary

Navy (theoretical)

  • Navy  -  Entire Norkotian Navy (Grand Admiral)
  • Fleet  -  2+ Battle Groups (Admiral)
  • Battle Group  -  2+ Task Forces (Vice Admiral)
  • Task Force  -  2+ vessels and capital ship (Rear Admiral)
  • Squadron  -  2+ vessels (Commodore)
  • Ship  -  1 vessel (Captain)

Internal Security Bureau (InterSec)

Established to provide a more centralized means of law enforcement, InterSec is a well-organized and highly-militarized national police force. InterSec utilizes many of the same weapons as the army, though usually ones geared toward shorter range combat and crowd control. InterSec Troopers are equipped with white uniforms and armor with black trim, designed to symbolize honor and purity of cause. The white gear also has an added benefit of better reflecting the heat from the sun, making patrols easier for sentries and outdoor security personnel.

Norkotian Military

The Norkotian Military is an overarching organization contains several subdivisions. These include the Army and Army Air Corps, the Navy and the Army Rangers. All military personnel wear grey uniforms, though the shade of grey varies somewhat depending on branch. As a result of their colorless uniform standard, the Norkotian military is often nicknamed the "Grey Army", the "Greycoats" or just "The Greys". Military forces are equipped with a wide-variety of weapons and equipment, and all personnel are given basic training in driving and maintaining the numerous motorized vehicle models used by the army. Due to its relatively small size, the Norkotian military emphasizes mobility, thus it is vital that all personnel are capable of operating motorized transports in a pinch.

The one exception comes in the form of the Norkotian Army Ranger units. Usually attached to a regular battalion, Ranger units can be as small as a single platoon to as large as a full company. Unlike the army regulars, Rangers are allowed to use whatever weapons they choose and aren't required to wear a full uniform. Acting as forward scouts, Ranger units primarily ride on horseback, enabling them to travel farther than Norkotian supply lines extend. Comprised primarily for mercenaries, hunters, prospectors and survivalists, the Ranger units general lack in organization discipline, but make up for it in experience and ruggedness. Due to their minimal armament requirements, Rangers were the very first military units organized and deployed into combat.

Executive Guard

Formed from the earlier Secret Service that protected the Norkotian Council and Chairman, the Executive Guard is an elite unit charged with the protection of the Grand Executor and his personal entourage. Unlike the earlier incarnation of the organization, Executive Guardsmen do not attempt to disguise themselves in plainclothes, instead donning distinct black military uniforms. Recruits are drawn from among the best soldiers and troopers in the Army and InterSec, who are then put through cross-training in both military and law enforcement tactics. Due to the elite nature of the Executive Guard, it is sometimes deployed by Executor on special assignments, especially in situations were the nature of the task is not meant for public knowledge.



Norkotia has had a long-standing tradition in the use of firearms, though their weapons are often less advanced than some that are found elsewhere on Valcure. Even so, weapons such as the Schmidt Rifle are known for their excellent construction and reliability. Norkotian ammunition, made using petrogel, a type of petroleum jelly with an explosive consistency similar to smokeless powder, is noted for being immune to Terrenus's gunpowder unreliability. As a result, Norkotians use firearms almost exclusively, with no magic being deployed among their ranks.

Current standard weaponry among the Norkotian military includes:

  • Long Guns
    • N58r Rifle  -  The "Schmidt Rifle" was already a popular hunting weapon even before being adopted by the military. Available in both a long rifle and carbine versions, this bolt-action weapon is the most durable and reliable arm available to Norkotian defense forces, though it has a slow rate of fire and only a five-round capacity. Its accuracy and deadly power make it a sniper's best friend, however.
    • N58c Carbine  -  Dubbed the "Schmidt Carbine", the N58c is essentially the same weapon as the N58r, only with a shorter barrel. Easier for common footmen to handle, the weapon is still very powerful and accurate, though the full-length version remains the preferred version for snipers.
    • N87 Shotgun  -  The Garrison Arms 587 pump-action design was the most common design in Norkotia prior to the military's formation, being available in both shotgun and rifle variants. Mercenaries and deputies alike were known to use the "Garry" for a variety of purposes, and the military likewise concluded it would be a worthy addition to its arsenal. However, outside of Ranger units, only the shotgun version of the weapon is used by army units.
    • N68 Karrick Repeater  -  Most common among the numerous lever-action rifles and carbines available in Norkotia, the Karrick Repeater was most noted for its sturdier-than-average action and easy to produce design. Though not as quick or accurate as other lever-action rifles, the simplicity and affordability of the design made it very popular. Its incorporation into the Norkotian military was mostly to accommodate arms quotas, however.
  • Machine Guns
    • N60 Jorgerson Submachinegun  -  Banned by law prior to the military's establishment, the Jorgerson had once been a staple weapon of organized crime. After many vices were legalized by the Secularists, the mob largely disbanded and switched to legitimate business, resulting in a decline in the weapon's use. Even so, the rapid-firing weapon was added to the Norkotian arsenal during the initial buildup as a stopgap measure until more advanced designs could be produced in large-enough numbers to replace it.
    • N92 Machinegun  -  Officially designed several years before Norkotia's military was created, the N92 was a highly controversial weapon developed for police use. Because of its fearsome power and rate of fire, it never went beyond testing phases with local sheriff offices, due to concerns it would be too destructive if actually used. However, upon the formation of the Norkotian military, it became a standard weapon for vehicle mounting and heavy infantry support teams. Due to its terrifying performance, it was nicknamed "The Lawnmower" because of how effectively it could cut down enemy troop columns.
    • N97 Submachingun  -  One of numerous innovations by the eccentric Stephan Schmidt, the N97 was a highly improved refinement in Norkotia's submachinegun technology. Its production value was very cost efficient, with an all steel construction save for the plastic grip plates. It also featured a slower rate of fire, which made it easier to keep on target, in addition to better penetration due to using the standard .35 pistol round. Nicknamed the "Sev" by soldiers, this weapon was to become the most produced weapon in all of Norkotia, seeing use in all branches of their defense forces.
  • Handguns
    • N73 Revolver  -  Already the standard sidearm in most Norkotian sheriff's departments, the Schmidt Arms Model 573 was one of the most robust revolvers in existence at the time of its introduction. Being already in ample supply, most soldiers were given this weapon as their standard sidearm during the early months of the military's existence. They were eventually phased-out in favor of automatic pistols, though a few remained in use with officers and support units.
    • N90c Automatic Pistol  -  The so-called "Schmidt Pistol" or "Broomhandle" was the first successful semi-automatic pistol design in Norkotia. Though bulky and clumsy compared to weapons found elsewhere in the world, the pistol had a sizable clip capacity, good accuracy, and could be upgraded with relative ease. After an improved version was designed to chamber the .35 caliber pistol round, the weapon was accepted as the primary sidearm for the Norkotian defense forces, phasing out the N73 once enough units were available


Because of its limited numbers, the Norkotian military was built to focus on mobility and speed. Due to the nation's already successful motor vehicle industry, most of the elements were already present in order to make this philosophy come to fruition. During the early days of the defense force, many civilian vehicles were purchased and repurposed for military use. Eventually, military-grade transports and combat vehicles were being churned-out with exceptional efficiency, ensuring there were more than enough vehicles available for all the branches of service.

  • Transports
    • T-1 Jeep  -  Already an exceptionally popular vehicle with farmers, miners, surveyors, law-enforcement officials and civilians, the jeep was the natural choice as the first vehicle to be adopted by the Norkotian defense forces. The open cabin design allowed for easy embankment in a pinch, while also providing superior visibility. As both a short-range transport and a long-range escort vehicle, the jeep had already shown its worth even prior to adoption by the military. Once it had been, the jeep quickly became the most common vehicle in Norkotia by a wide margin.
    • T-2 Truck  -  A design modified from civilian usage, the T-1 proved an affordable, effective transport vehicle for troops and supplies. The rear section was modular, able to be modified with different coverings or rails depending upon the cargo. A number of these vehicles had already been in common use by Ursa Madeum's House Karradeen, proving their viability for long-range convey deployment.
  • Tanks
    • A-1 Enforcer  -  Despite its classification as a tank, the Enforcer is merely an armored car with an electric turret mount. Having existed for a number of years in use by sheriff's offices and corporate security, the Enforcer had already undergone a number of upgrades from its initial design. Originally just an armored transport, the addition of a turret with a mounted gun resulted in the Enforcer becoming the first armored fighting vehicle in Norkotia. The most common configuration featured a 1.5 caliber light cannon, though some other versions included machineguns or large-bore shotguns for crowd control. Like most initial vehicles adopted by the military, the Enforcer had already seen use in long-range convoys.
    • A-2 Prowler  -  The first true tank designed in Norkotia, the Prowler was named for the feline predator due to its impressive combination of speed and acceleration, while still having a robust body. However, despite having sturdy armor and very fast road speed, the vehicle's off-road capability suffered thanks to its gasoline engines not having adequate torque to move the heavy vehicle over rough terrain. This was further compounded by a tendency for the tread armor panels to get clogged with debris. In addition, the primary weapon of the Prowler was not strong enough to penetrate modern enemy armor, meaning the tank was better suited against infantry, civilian structures and light vehicles. As a result, though it had been rushed into production initially, the A-2 was slated to be quickly replaced by designs that learned from its flaws.
  • Aircraft
    • L-1 Vulture  -  Originally known as the "Gull",  the L-1 Light Multi-Role Aeroplane was initially designed for crop dusting and VIP transport by a civilian motor company. However, due to the adaptability of the aircraft, an updated variant became the first aircraft to be adopted by the defense forces. Able to carry two .30 caliber machineguns and several small bombs, the P-1's purpose was primarily to act as a support craft for infantry on the ground. Nowhere near advanced enough to tangle with modern jets or airships, the P-1 was never expected to fulfill a fighter role, and the military adopted it with the knowledge that it would be replaced by better designs in short order.
    • L-2 Falcon  -  Like the A-2 Prowler that entered production around the same time, the Falcon was the first true warplane to enter Norkotian service. Faster, more maneuverable, and far more better armed and armored than the earlier Vulture, the Falcon was designed with fold-up wings that allowed for more space-efficient storage. It was also built to be capable of launching from naval aircraft carriers, though at the time, none had yet been laid down. While still not remotely comparable to the jet fighters used by rival powers, the plane was a massive advancement in Norkotian aviation, and it set the tone for future innovations in the field.


Prior to the rise of Joseph Tynes and the Norkotian Nationalists, there had been no organized military force in Norkotia. Law enforcement was provided by local sheriff's offices, and anything beyond what they could handle was filled by corporate security, mercenaries or militia, which for years had been adequate to handle the minor disruptions that arose in the remote territory. However, as a result of the Terran Civil War, bandits, refugees and general social unrest began to spill over into Norkotian soil. This issue was exacerbated by the efforts of underworld agents working on behalf of Diric Redbridge, Tynes's chief advisor, who helped encourage the trouble makers in order to increase the chaos. Thanks to Redbridge's efforts, the situation grew more dire, and after a failed assassination attempt on Tynes, the conditions were ripe to establish Norkotia's first national police and military forces.

On September 25, 597, Joseph Tynes invoked the never-before-used Article 6 of the Norkotian Constitution, granting him authority to build and command a national defense force. In the immediate weeks and months following this declaration, the first military units were assembled from scattered mercenaries, militiamen and volunteers, resulting in the Army Ranger subdivision. At the same time, younger recruits were organized into boot camps to form the first units of regulars, with foreigners being hired to help train the rookie soldiers. Several battalions were shipped to Misral, in Ursa Madeum, where they received training in organization and discipline by House Uldwar's Dogs of War. Some of these units were also deployed to support operations in Yh'mi, in order to harden the soldiers for Tynes's planned military endeavors of the future.

Edited by Tyler

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Norkotian technology is centered primarily around fossil fuel exploitation, meaning electricity produced by coal, and internal combustion engines powered by refined petroleum products, are the backbone of the civilization. While primitive alternate energy sources do exist, such as simple wind turbines in select locations, these are rare and largely irrelevant in the grander scale of the Norkotian economy. While coal is primarily burned for energy, petroleum and natural gas are harvested for a variety of purposes, heating and vehicle fuel being only a portion of their market. Plastics have become very popular, while various chemicals produced from petroleum have also been invented. Perhaps one of the most revolutionary inventions was Petrogel, which has replaced gunpowder as the primary propellant for Norkotian bullets.

Unique Products


Created using a refining process that was discovered by accident, Petrogel bears an odor similar to regular gasoline, but comes in the form of a semi-solid, jelly-like substance. Some years after its initial invention, it was discovered that it made an effective replacement for the less reliable powder-based propellants that were commonly used in bullet cartridges at the time. Due to its weight, the gel slightly increased the weight of each individual cartridge, but this difference was largely negligible in small arms. It was later found to be more noticeable, though not debilitating, in larger cannon shells. 

As a propellant, Petrogel can be loaded to equal the effect of traditional powder, while also providing a few other minor benefits. Unlike powder, which leaves a corrosive residue in gun barrels, Petrogel virtually leaves nothing behind when it is fired. While some residue can build-up over prolonged periods, it is considerably cleaner than powder on the whole. This reduces weapon jams and malfunctions considerably, as well as reducing the need to clean the weapon as frequently. It also does not create a noticeable smoke effect, only a minor amount of heat distortion, allowing firers to avoid being tracked by barrel smoke. The muzzle flash and noise are about equal to that of a traditional powder-based firearm, however. The odor that results from firing Petrogel ammunition is reminiscent of vehicle exhaust.


A form of hardened plastic, Petrosteel was first designed as a possible cheap alternative to traditional metalwork. While it has seen use in some factory products, the parties that proved most interested in the material turned out to be law enforcement and private security forces, who were interested in the prospect of lightweight, bullet-proof armor for their men. Several prototypes were undergoing testing phases at the time of Joseph Tynes's election to chairman, and some months later, following his ascension to Grand Executor, the material found itself explored with increased vigor. 

Petrosteel is currently undergoing its final trials, with the Norkotian defense forces slated to receive the first prototype armors for field tests. The current models hoped to be capable of resisting low velocity ranged weapons, such as arrows, crossbow bolts or pistol rounds, as well as moderate protection against traditional melee weapons, while still remaining lightweight and flexible. They are not resistant to high-velocity rounds, energy blasts or magic attacks, however. 


Invented by a blacksmith during the Arkholm Witch Scare, Hexenschild is a type of metal alloy that can almost completely block magic power. Forged using a mix of uru, lead, traces of other minerals and carbon, the material is somewhat expensive, but very effective in its designed purpose. A half inch of Hexenschild armor can withstand almost any low or medium-level magic attack, with only high-level spells or blasts being able to penetrate through. However, the material is very heavy, making a full suit of Hexenschild armor an impossibility. Instead, the most practical application is to plate or "galvanize" another material with a thin layer of Hexenschild, in order to give it some level of magic resistance without excessive weight. It is believed that it may be possible to combine Hexenschild and Petrosteel to create a composite armor capable of resisting both low-to-mid-level kinetic and magic attacks.


Edited by Tyler

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The Vulks


Type » Animal: Biped (Elven)
Temperament » Neutral
Sapience » Complex. Very intelligent, with higher capacity than average humans.
Size » Medium; 5-6.5 feet
Weight » 90-250 lbs
Life Expectancy » ~250 years
Habitat » Desert and coastal regions.
Location » Plateau of Zühl, Terrenus
Organization » Tribal. Most tribes consists of anywhere from about thirty to about two hundred individuals, with larger tribes being rare.
Special Abilities » Faster and with better reflex than the average human, as well as slightly better strength. Higher intellectual capacity. Completely magic impotent.

Vulks are a race of Elves that were long ago cut-off from their magically-inclined cousins, becoming a strictly mundane, comparatively short-lived subspecies. It is unknown if the Vulks were suddenly cut-off from magic power, or if it was was lost over the centuries due to the loci's hostility to supernatural power, but whatever the case, the modern Vulk cannot even so much as invoke learned spells or correctly use many enchanted items.

As a result of their inability to use magic, the Vulks devoted themselves to a dogma of logic, and most of their culture has come to center around the accumulation and application of practical knowledge. They are able to understand mechanical and technological devices far more easily than humans, and most can perform very complex calculations using only their mind.

Culture & Customs


The Vulks long ago abandoned religious believes centered on deities, instead focusing on a dogma that emphasized logic and rationality above all else. While old myths and legends are still passed down from generation to generation, this is primarily for the purpose of knowledge retention, rather than to recirculate any type of superstitious belief. Some Vulks have adopted Norkic Directivism as their faith, either partially or fully, in order to better integrate with their human neighbors. 

Martial Arts

Most members of the Vulkish race prefer to avoid violence when possible, but are not disinclined to engage in it when necessary or logical. Indeed, there is a long history of conflict between the Vulks and the human Norks, dating back hundreds of years. Even though the two are now at peace, Vulks created and passed down numerous weapon designs and battle strategies that were formed in those days. Perhaps most prominent among these tools of war is the Vulkish martial art, Kavo-Nor. The art emphasizes the ability to dodge melee and even projectile attacks, while countering quickly with devastating palm-strikes, chops and short kicks when unarmed, and using easily concealed blades such as knives or daggers when armed. These techniques were developed back in the days when the Norks still used blades and bows, though they have evolved over time to be able to read the eyes of potential shooters (in order to anticipate gunshots) and to disarm them when within range. 


To be added later.

Edited by Tyler

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