cavalierdejeux - 2011-03-26 20:58:29

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Witajcie koledzy skimishowcy...
Oddaje w wasze ręce kolejny francuski system... ALKEMY.

:dol: Poniżej znajdziecie krótki opis nacji rządzących tym światem...
:gora: ... a powyżej ankietę (możecie zaznaczyć dowolną ilość odpowiedzi).
Jeśli ankieta jest niedostępna, to trzeba wyjść/wejść do tematu, aż się pojawi ;)

AURLOK NATION
Imagine vast green meadows, huge tracts of land decorated with fire-colored canyons, green hills, windy mountains and forests that are so thick and lush that sunlight itself has trouble piercing through... You have just entered the Aurlok territory: «Oblaye Itse» - the yellow-blue plains in the Aurlok language. You have just entered the vastest territory of Mornea. Oblaye Itse is a country with a myriad of flourishing flora and fauna. It provides the Aurloks with everything they need to survive and they in turn provide affection and security to all living things in Oblaye Itse; from the smallest flower to the thundering herds of Aurochs that dwell there. But Oblaye Itse also has everything to arouse the greed of its neighbors. Its valleys are rich in natural resources, including abundant Alchemical stones. More than anyone, the Avalonians would love to annex parts of Oblaye Itse into their own territory. The Aurloks are largely organized into nomad tribes, following the rhythm of the seasons and the migrations of the animals they hunt. They are generally a peaceful people, but do not underestimate them for this appearance! Their war-songs can echo as quickly as a thunderstorm in the summer. The Aurloks then become savage and merciless warriors whose wrath is guided by their totems: the Manitous. The children of Aurlokan have a very close relationship with the Manitous. Each newborn is placed under the patronage of one of these animal spirits. The child’s physical shape, behavior and skills are then influenced by its Totem as it grows.

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Najładniej wykonane model stanowiące wizytówkę tej gry. Stylizowane na Indian - z podobną kulturą i wierzeniami. Figurki są większe niż pozostałe w grze.

KHALIMAN REPUBLIC
To travel across Mornea would be complete without a long visit to the Khaliman Lands. No traveler can claim to have seen the most wonderful sights of this world without first seeing the many faces of the Khaliman Republic. These lands offer beautiful variations to bewitch the senses: the singing of the dunes of the Asfar Desert, the harmonic melodies of the Halib Mountains, the lamenting of the green meadows on the edge of the Sea of Serenity. But the Kaliman Republic is not just natural wonders; a traveler in search of marvels must also wander the labyrinth of streets and canals of the capital city of the Republic: Shadukiam. Built on the water that is the birth element of the Khalimans, the town exhales a perfume of incense and spices, a subtle fragrance of musk and cinnamon. The city is an open book, dedicated to art in all its forms. The arts of painting and sculpture were born there, architecture blossoms in its majestic buildings and literature and poetry are used daily by its inhabitants. This love of words, combined with the nobility of their souls and their affinity for justice and balance led the Khaliman to become the ambassadors among the inhabitants of Mornea. The Khaliman sheiks are diplomats as well as judges; and travel the continent to arbitrate the debates and disagreements of the various nations. For the Khalimans every activity is a chance to search for subtlety and grace. They have set themselves the goal of discovering beauty in all things. While the sheiks apply this philosophy to their mediations, their warriors apply it to combat. All their movements, from the most brutal attack to the most exquisite parry are components of a complex and extremely precise choreography. It is truly a dance that all practice. A dance that some, known as Dervishes, push to perfection in the deadly grace of the Kaliman combat style.

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Kotołaki z Khalimanu to najbardziej ucywilizowana rasa Mornei. Ich wrodzony charakter i predyspozycje sprawiają, że świadczą usługi dyplomatyczne pomiędzy zwaśnionymi ludami kontynentu. To oni wyznaczają również trendy w architekturze, nauce i innych aspektach cywilizowanego życia.

JADE TRIAD
The Empire of the Jade Triad is the cradle of all human nations on Mornea. It is bordered to the north by vast equatorial plains, to the west by the sinister Mountains of Morning, to the east by the mysterious White Forest and to the south by the very edge of the Mornean continent. In the heart of this territory, the three Celestials Ones rule the Empire from an awe-inspiring, spring-colored palace. Each of them leads one of the three orders of the Triad. They have been leading the men and women of the Empire of the Jade Triad for generations and continue to this day to bring prosperity to this ancient realm. Dao Feng is the Celestial One of the Breath of Dao. His influence includes all areas of knowledge and scholarly endeavor. No puzzle or secret escapes the deep research of his schools. Any path of study that can be used to strengthen the Empire is pursued and many significant discoveries and crucial inventions can be credited to the members of this order.  Their schools train the most gifted and talented alchemists of Mornea and those who compose the personal guard of Dao Feng - the Dragon Guard - are the most skillful of all. Wong Hao is the Celestial One of the Iron Heart. This order has been training Mornea’s most fearsome warriors since the first ages of the Empire. None can stand unafraid against the personal guard of the Celestial One: The Tiger Guard. The mere presence of this elite unit on the battlefield can change the course of a conflict. No one knows who the Celestial One of the Pale moon is. No one knows his name or his precise role or purpose within the Triad. Nonetheless, no one doubts the efficiency of his order, whatever duties it performs. Whether as cartographers in the early ages or as diplomats today, the order has always shown a particular efficiency in the tasks it undertook. In order to achieve his goals, the Celestial One does not hesitate to call upon his closest pupils: The Cobra Guard.

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Kolebka ludzkiej cywilizacji rządzona przez trzy półboskie istoty. Militarna potęga tego świata, nie bojąca się nikogo. Modele na pewno wpadną w oko każdemu miłośnikowi Dalekiego Wschodu.

KINGDOM of AVALON
The mist has just risen from the towering Mountains of Morning in the east of Mornea. Slowly, the blanket of fog crawls down the Delta of the Ciar River. It slowly drags its festering cloak of humidity over muddy swamps, vegetation and ancient blackened stone walls raised by men in these inhospitable lands.  The mist rolls over the peat-bogs and covers a sad city whose highest towers are all that dare rise above the veil. The city is vast and sinister; and the wind wails across its desolate walls. The dark figure of Kerkastel, the capital city of the Kingdom of Avalon gradually emerges from the haze. From this fear-inspiring city, Lady Eleanor of the Thousand Masks rules with undisputed authority over her people and lords, the Seven Barons of Avalon. But, while the bodies of the Avalonians belongs to their queen, their souls belong to the Avalonian church. In his role as supreme guide of the Avalonian faith, the Cardinal Augustus inspires respect and fear in the entire kingdom, from peasants to noblemen. He is the guardian of a secret that links Avalon to a very special being: the Beathacrann. It is a unique tree of formidable size, imbued with a will of its own, whose branches and roots extend over impossible distances in every direction. Following a dark pact that was made with the tree during the creation of Avalon, the Church of Avalon can now provide its followers with sinister gifts of incredible power. But while the church can reward its most deserving followers, it can also punish those who stray from its teachings. For these madmen, the quick death offered by one of the three Templar orders is a godsend compared to the eternal torment that awaits them if they are offered to the tender care of the Beathacrann...

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Najmłodsza nacja żyjąca w świeci Mornei. Odłączyła się od Jadeitowego Imperium i założyła własne państwo. Jej życiem rządzi królowa i inteligentne drzewo Beathacrann. Wojownicy Avalonu są hybrydami ludzko-roślinnymi. Jeden z ciekawszych pomysłów w grze.

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