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Walrusfolk Eurarcta's Factbook

A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]
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Walrusfolk Eurarcta's Factbook

Postby Walrusfolk Eurarcta » Mon Sep 05, 2011 7:11 pm

Government
The Walrusfolk live in an Anarchomonarchy, with a King, but no formal State. Instead, Walrusfolk are governed by a complex system of Guilds. Each guild, in tern, has it's own system of organization. Many are meritocracies, some monarchies, some democracies, etc. It is a delicate, complex system that few understand. Guilds typically grant education in their working field. IE, a Guild of Chefs will train newer Guild members in the profession.

The Lord of Chaos, King Lysandus: the Lord of Chaos controls the Chaos Knights, whom are among the few people to attempt to enforce the many Laws of the land. Mostly, they hang out in urban areas on watch for any who commit the crime of "vagrancy". The Lord also seems to be the driving force behind Labyrinth construction.

The Great Walrus: The elected chief of all the Bandito Gangs. He oversees the flow of Banditry and commerce in the land, and organizes which stagecoaches are to be robbed.

The National Association for the Advancement of Walrus People: If a Walrusperson is interested in politics, they usually join this organization. The NAAWP represents the most influential political lobbying body in the entire nation, and lobby and protest the other guilds

Economics
Walrusfolk have the strange belief that it is criminal masterminds who drive the economy. Thus, all private enterprise has been made illegal, yet 100% of the population work in the private sector, as the law is never enforced. Thus, the entire economy is a Black Market. This is believed to be somehow beneficial.

Another integral part of the economy is Banditry. Gangs of Banditos make their living robbing stagecoaches. Banditos are believed to actually help the economy in this way. Being robbed by a Bandito is considered a great honor, and the "victim" of the robbery is showered with gifts and honors by his hometown. This system of 'Legal Theft' is argued by Walrusfolk to be no different then the warmlander system of 'taxation.'

Culture
Arson is considered by Walrusfolk as a high art form. In times of celebration, a Walrusperson may burn down his own house. In times a great celebration for a town, they may raise their entire village. When there is national celebration, the nation burns. All is rebuilt, and construction is a high-demand industry.

Another integral part of the culture is Labyrinth building. Walrusfolk love to build labyrinths, and there is usually one or more labyrinths in each town. Walrusfolk shelter in these when need be, but there are also commercial labyrinths where games are held. There are many, many labyrinths scattering the countryside as a result of the current Lord of Chaos's drive to build them. The capital city is built around the most famous labyrinth, the Labyrinth of Xom, a trap-and-monster-filled masterpiece that is believed to be the living quarters of the God of Chaos, Xom.

Standards of beauty are weighted towards the fattest people, as well as the people with the most creative mustaches or hats. Full mustache and full body are considered sexy.

Relationships
Eurarctans believe that any emotion can be taken to a romantic extreme. There are thus romantic relationships based on love, hate, rivalry, camaraderie, as well as every other emotion one can have towards another. Walrusfolk view themselves as 'monogamous', but are known to take multiple partners. While a Walrusfolk may take multiple sexual partners, culturally, they typically take only one partner of each romantic emotional type. Thus, a Walrusfolk could have both a namhaid (romantic rival) and a gaolkin(romantic comrade) but would never have two bhael (romantic friend).

Military
The attacks into enemy territory are lead by Banditos and Chaos Knights. With hit-and-run attacks and burning of enemy supplies, the assault forces will harass the enemy. Usually, the Great Walrus and the Lord of Chaos compete during wartime to outdo one another.

On defense, the Walrusfolk civilians will retreat into their labyrinth and raze their town when the enemy arrives. They will wait in the inner sanctum of their town's labyrinth, and let the maze and the traps defend them. Eurarctan Warriors will furthermore harrass the enemy with guerrilla warfare. If an enemy makes it to the inner sanctum, they are actually showered with praise and honors and are given free citizenship. Which makes attacks... complicated.

Environment
The Labyrinths take on an environment all their own. As native monsters as well as imported monsters are introduced to the mazes, they take hold, adapt, and find a suitable niche. A good portion of the environment is subterranean, as most monsters above ground must be able to survive the freezing cold.

National Statistics
Capital: The Labyrinth of Xom
Head of State: Uncertain
Average Life Expectancy: 78 years
Average Weight: 200 (if you insist on humanity), 600 (if your okay with the concept of walrus-people)
Majority Race: Walrusfolk
Majority Religion: Eurarctan Vodkarianism
National Art: Arson
National Animal: Monster
National Currency: Bandito
Last edited by Walrusfolk Eurarcta on Wed Feb 22, 2012 7:54 pm, edited 5 times in total.
Factbook: viewtopic.php?f=23&t=137019
Seriousness is a Sin to my people! RP-ing a very erratically cultured people, bound to cause conflict somehow. I am RP-ing a race of walrus-people. If you do not like this fact, then just imagine them as jolly fat people with mustaches. It's basically the same thing anyway.
Madness is the Key. Arson should be legalized, and robbing stagecoaches is good for the economy.

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Postby Walrusfolk Eurarcta » Wed Nov 30, 2011 8:38 pm

Guilds (Ordered by Estimated Power)

The main Guilds in the Eurarctan Power Structure is as follows.

The Chaos Knights are the 'Lawmen' of the society, as well as functioning as a military and occasionally in diplomatic roles. They rarely enforce the Laws, never enforcing nonviolent offenses, with the sole exception of Vagrancy, which they crack down on for little-to-no-reason. They are technically a Xommite religious order, worshiping Xom, the God of Chaos. They serve as faith-healers by inducing hallucinogens to travel to the spirit world where they contact their ancestors. They then force their ancestor-spirits to reveal the secrets to healing the patience. It is unknown if this actually works or does anything at all. They are ruled by a Lord of Chaos, currently an individual named King Lysandus. The next Lord of Chaos is appointed by his successor. It is unknown whether or not the Chaos Knights take orders from other organizations.

The United Bandito Gangs of Eurarcta is a group of united Bandito Gangs organized together for better black market co-ordination. Each year the U.B.G.E. elects a leader who is called the Great Walrus. The Great Walrus has no name for his reign other than the Great Walrus. The current Great Walrus has reigned for the past consecutive 19 years. It is unknown whether or not the U.B.G.E. takes orders from other organizations.

The National Association for the Advancement of Walrus People is the largest political guild in Eurarcta. The organization is split into different Subgroups based losely on political cause. Each Subgroup has their own Politician representing them, as well as five Yellers, five Protestmiesters, and five Debatelords. The N.A.A.W.P. is presided over by an Archyeller. Every four years, the members of the N.A.A.W.P. gather to shout angrily at one another. The member of each Subgroup who yells the loudest is elected Politician. The rest of the Subgroup then angrily shout at one another for the Yeller, Protestmiester, and Debatelord positions. The Archyeller is elected when all Politicians gather together and yell angrily at one another. The loudest is elected Archyeller. The Archyeller reigns until his voice gives out, which is usually a little over a year. When the Archyeller's voice gives, another election for the position is held. Despite having the most confusing organization, the N.A.A.W.P. has no concrete goal or agenda. Rather, they exist primarily to organize protests and lobby other guilds in the Power Structure or other nations with poorly defined demands. The Lord of Chaos seems to have a certain amount of sway in this Guild, but no direct connection has been proven.

The Arsonist's Union is a guild made up primarily of professional Arsonists. The Union is a combination of a democracy and a meritocracy. The best Arsonists have the opportunity to run for Flameboss. Every year, Flameboss candidates perform a feat of Arson, and the rest of the Union votes on whoever lit the best conflagration. The Union primarily researches flammable substances and incendiaries, and performs Arson for artistic or defensive value. There are very few freelance-arsonists, as the Union works to stamp out 'scabs'. The Arsonist's Union often takes orders from the Lord of Chaos.

The Smuggler's Guild is an organization of merchants and traders that conduct trade betwixt Eurarcta and foreign nations, often without that nation's consent. The Smuggler's Guild has acquired vast wealth in trading drugs and alcohol, and often buys substances from certain nations and sells it to others. The Smugglers are led by an High Smuggler who is appointed by the Great Walrus. The Smuggler's Guild takes direct orders from the U.B.G.E.

The Labyrinth Masons are a secretive guild of Labyrinth-Builders. They are often the organization hired when construction of a labyrinth is needed. The Labyrinth Masons are a secret-society and a meritocracy. Once one has reached the level of Grandmaster, one can contribute to the way that the Labyrinth Masons run. They are the primary source of purchasing monsters from other nations. The Labyrinth Masons take direct funding and influence from the Chaos Knights.

The Vodkarian Faith is the Unification of all Eurarctan Religions. They are a loosely-associated, mostly free-form religion that is lead by a small, elected council. They largely maintain shrines to the various Gods and Beirgiests of the faith. They maintain a Cathedral-Cell in the Labyrinth of Xom which contains shrines to every major God and lesser alcohol.

The Xommite Faith is a temple dedicated to Xom, the God of Chaos. They are lead by a Pope of Madness. The Pope is elected by random lottery, and then a 27-sided die is rolled to determine how many years the Pope will rule. The roll of the die is unquestionable, and if the Pope dies before his time is up, his corpse will retain power until the time limit is up. The Xommites lead the religious temple-chambers of the labyrinths. They are known to only take orders from randomly generated results.

The Temple of Kynareth is a religious institution dedicated to Kynareth, the shady Goddess of crime. The Temple is actually a front for a criminal organization. It is run by a man known only as Lord Coulder. Coulder's existence is uncertain, even by members of the Temple. They are the most powerful Bandito Gang in the U.B.G.E.

The Dark Spirits are the rum-brewers guild. They are managed by a Grandbrewmaster who is appointed by the Great Walrus. They take orders from the U.B.G.E. They have traded a copious amount of Rum to the Undead Gypsies for the secrets of alcohol-fueled undeath.

The Walburnite Church follow the teachings of the Prophet Bob Walburn. They stand vigil over building's roofs with brooms, sweeping them clean of Falcons, which are believed to be demonic entities. They are presided over by a High Priest elected by the other priests. They seem to take orders from someone, but no conspiracy theorist can trace who.

The Exorcist's Circle is an interfaith guild of exorcists, created to deal with the 'crazy metaphysical shit' that is present in Eurarcta after dealing with Apoctis and the Undead Gypsies. They provide protection against demons and wayward geists, and share knowledge among each other.

The Scurvy Crew is a gang of many different unified pirate crews. There is no formal navy in Eurarcta, but the Crew sells out the use of its ships as mercenaries often. The Crew is separate from the Bandito Gangs, although the Gangs are known to have been trying to take control of the Crew for years. The Crew lives off of romanticism with the pirate way of life and is bound by a Pirates Code. Many are undead via Beirgiest powers. The Crew is, true to pirate lore, run democratically, electing Captains and multiple Pirate Kings to power.

The Legalist Cult is a cult comprised of Lawyers. Lawyers became less and less relevant in Eurarcta as Law became more and more lax. After the Crazy Metaphysical Shit, they found new purpose. Demons that came from the portals to Apoctis (which had been opened in several labyrinths) often tried to make deals to trick the mortals with tempting deals that turned out to be weighed heavily in demonic favor. Capitalizing with this, the tricky lawyers began striking deals with the demons themselves, using their cunning legal minds to bind the demons to them, rather than the other way around. Eurarctan Lawyers have thus acquired dark power.

The Snowshroud Cartel is the guild that produces Eurarctan Crack. They are managed by a Druglord who is appointed by the Great Walrus. They take orders from the U.B.G.E.

The Opposition Party opposes the N.A.A.W.P. for the sake of opposition. Their Archyeller is appointed by whoever lost the N.A.A.W.P. elections. They support whatever the N.A.A.W.P. opposes, and oppose whatever it supports. Conspiracy theorists claim that they are actually controlled directly by the N.A.A.W.P.

The Eurarctan Shadow Government is a secret society that believes that they control the whole power structure. They are lead by a Shadow President. They have no real power, and are actually controlled by the N.A.A.W.P.

The Esoteric and Eclectic Hermetic Guild of Quantum Scientists is a group of quantum physicists and mad scientists. They are responsible for scientific development in Eurarcta. It is unknown how much power the E.E.H.G.Q.S. really has. They are lead by Dr. Bowie who is deep in the depths of the Labyrinth of Xom conducting research.
Last edited by Walrusfolk Eurarcta on Thu Feb 23, 2012 4:11 pm, edited 7 times in total.
Factbook: viewtopic.php?f=23&t=137019
Seriousness is a Sin to my people! RP-ing a very erratically cultured people, bound to cause conflict somehow. I am RP-ing a race of walrus-people. If you do not like this fact, then just imagine them as jolly fat people with mustaches. It's basically the same thing anyway.
Madness is the Key. Arson should be legalized, and robbing stagecoaches is good for the economy.

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Postby Walrusfolk Eurarcta » Sun Feb 05, 2012 5:09 pm

Religion, Vodkarianism, and Gods

Xommites worship Xom, as God of Chaos. The Chaos Knights are a semi-religious disorder devoted to Xom.

Kynarans are the criminal organization that worships Kynareth, the shady Goddess of Night and Wind.

Walburnites follow the Prophet Bob Walburn and a deity known as Dia.

Spiritualists Follow the basic worship of the spirits of spirits, believing that all alcohol have spirits behind them.

Legalists make deals with demons that pour out from the Warp. They sort of worship Apoktys.

Vodkarians were founded when the Vodkarian Revolution came to Sion. The Vodkarian Religion was founded by the High King of Vodka as a way to unify the gods of each nation's pantheon. With the collapse of the Vodkarian Union and the disapearance of the High King, the Vodkarian Faith in Eurarcta was severed from contact with the head of faith. They sought to fulfill the Vodkarian's desire to unify the faiths by incorporating all the elements of all Eurarctan faiths within their system.

Thus, the Vodkarians have become a fast-growing faith. They, like the Spiritualists, believe in the spirits of alcoholic spirits, but also worship the Vodkarian Pantheon modified with Eurarctan Deities. In Eurarctan Vodkarian view, Gods are Greater Spirits of the more glorious alcohols. Thus, the Vodkarian Pantheon could be considered the Eurarctan Pantheon, as it includes all other deities.

Vodkarian/Eurarctan Pantheon

The Vodka Gods are the Highest Gods. They often represent larger metaphysical constructs. Typically, these gods have seperate Faiths devoted towards them. Xom is seen as the Patron, and leader of the Walrusfolk Way. Kynareth, his Shadow. Reksyus, the leader of the Vodkarian Way. Dia is seen as war-leader against metaphysical foes, and Lanymus the physical foes.

Xom : Vodka God of Chaos, Darkness, and Color
Kynareth : Vodka Goddess of Obfuscation, Night, and Wind
Reksyus : Vodka God of Justice, Vodkarianism, and Fairness
Dia : Vodka Goddess of Light, Day, and Sky
Lanymus : Vodka God of War, Battle, and Honor
Lynts & Festyna : Vodka God and Vodka Goddess of Time, Time-Cubes, and Harmonics
Kogtusmus : Vodka God of Wisdom, Knowledge, and Sorcery
Ymymorys : Vodka God of Madness, the Labyrinth-Mad, and Science
Amorya : Vodka Goddess of Love, Romance, and Sex

The Rum Gods are second in power only to the Vodka Gods. They are mostly concerned with joy, art, the sea, and the death. The Rum Gods are seen as the ones who guide souls to the spiritual world.

Walburn : Rum God of Roofing, Philosophy, and Prophesy
Mor-Samdi : Rum God of Glorious Dead, Ghosts, and Zombies
Aky : Rum Goddess of Water, Fishing, and Piracy
Al-Baty : Rum God of Peaceful Death, Consecration, and Resurrection
Amphytus : Rum God of Entertainment, Arson, and Labyrinth-Art
Iocys : Rum God of Minstrels, Architects, and Arsonists
Pymeca : Rum Goddess of the Song, the Dance, and the Fight
Gyray : Rum Goddess of Appearances, Glamor, and Hats
Rogarys : Rum God of Confusion, Looping Structures, and Dead Ends

The Tequila Gods are the Wild Gods of the Wilderness and Eurarctan Nature, for the most part.

Aurem : Tequila God of Money, Business, and Smuggling
Ius : Tequila God of Animals, Beasts, and Monsters
Hyorus : Tequila God of Storms, Blizzards, and Permafrost
Habnya : Tequila Goddess of Steeds, Vehicles, and Motorcycles
Alkurys : Tequila God of the Missing, the Mountain-Men, and the Hermits
Shyl : Tequila God of the Earth, the Trees, and the Springs

The Whiskey Gods are largely considered either evil or out-of-the-Walrusfolk Way. The Exception is Begryus, who takes pity on those who can only afford whiskey.

Indy-Froona : Whiskey Goddess of Falcons, Doom, and the Peregrine Sin
Serutysymys : Whiskey God of Slavery, Tyranny, and Oppression
Apoktys : Whiskey God of Destruction, Lawyers, and Oblivion
Egoys : Whiskey God of Selfishness, Dishonor, and Non-Existence
Vexytus : Whiskey God of the Truth, Transparency, and Clarity
Begryus : Whiskey God of the Poor, the Vagrants, and the Streets

Lesser Spirits are known as the Biergeists, and are easier to summon. The weakest Biergeists govern Beer, Wine, and the other Undistilled Alcohols.
Last edited by Walrusfolk Eurarcta on Sat Feb 18, 2012 7:46 pm, edited 6 times in total.
Factbook: viewtopic.php?f=23&t=137019
Seriousness is a Sin to my people! RP-ing a very erratically cultured people, bound to cause conflict somehow. I am RP-ing a race of walrus-people. If you do not like this fact, then just imagine them as jolly fat people with mustaches. It's basically the same thing anyway.
Madness is the Key. Arson should be legalized, and robbing stagecoaches is good for the economy.

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Postby Walrusfolk Eurarcta » Fri Feb 17, 2012 8:56 am

Map and Major Labyrinths

Image
Blue: Ocean
White: Tundra
Dark Green: Forest
Light Green: Hot Springs/Bogs
Grey: Mountains
Yellow-Green: Grasslands


The Labyrinth of Xom
Labyrinth-Type: Internal Citadel
Primary Architect: Unknown/Xom
Majority Guild: The Chaos Knights
Details: The city was built around this massive, sprawling Labyrinth. It is the largest structure in Eurarcta, but it is unknown who originally built the structure. Popular folklore says that Xom, the Vodka God of Chaos was the one who constructed it. There are hundreds of doors leading into the labyrinth, and the subterranean portions are massive and uncharted. It is said that the deeper portions even change by themselves. The city surrounding the Labyrinth is considered the capital, and has a large black market square, and is a major sea port.

The Labyrinth of Orfort
Labyrinth-Type: Open Maze
Primary Architect: Estabon Gyrstyad
Majority Guild: The United Bandito Gangs of Eurarcta
Details: Situated in the center of the open tundra, Orfort operates as a refuge and haven for the Banditos. The Banditos use this central area to launch banditry among the land-based trade routes along the tundra.

The Labyrinth of Tyridas
Labyrinth-Type: Internal Citadel
Primary Architect: Gyanky Darkwolyn
Majority Guild: The Warmlands Fellowship
Details: Tyridas is and was built to house refugees-immigrants. It's Labyrinth is considered 'easy' and thus, it is a good place to earn citizenship, should one desire such a thing. As an immigrant-city, it houses the refugee-immigrants that come into the nation--specifically, the only reason immigrants ever come into the nation. As such, it is a melting-pot of cultures, populated with many obscure (for Eurarctan standards) religions and structures. It has a substantial port.

The Labyrinth of Necromohugan
Labyrinth-Type: Pure-Subterranean
Primary Architect: Goldwolyn Aurk-Rys
Majority Guild: The National Association for the Advancement of Walrus People
Details: Known as a moot-point for election-holding in the N.A.A.W.P., it is otherwise infamous for crime in the region. It contains the violent gang known as the 'Saints of Kynareth'(connection to the Temple unknown), as well as a few self-proclaimed 'super villains' from the Quantum Scientists. In all, a fairly dangerous city. Has a substantial port.

The Labyrinth of Duganya
Labyrinth-Type: Open Maze
Primary Architect: Roryk Squid-Grinder
Majority Guild: The Smuggler's Guild
Details: Duganya is the major trade port of the Smuggler's Guild. Product is shipped to Duganya from the other parts of Eurarcta, and are shipped out in smuggler's ships from there. This is one of the few ports where the Scurvy Crew has little presence, mainly due to the pirates having little to no welcome in the trade port. It is one of the wealthiest cities due to the success of Smuggler's Guild international drug trade. The port-labyrinth has the largest devotions to the Rum Gods.

The Labyrinth of Tynkuyr
Labyrinth-Type: Pure-Subterrainian
Primary Architect: Nyn Thydaronyus
Majority Guild: The Arsonist's Union
Details: As the head of the Arsonist's Union, Tynkuyr focuses on research and development of Arsonist's Union weaponry, incendiaries, and supplies. There is a decent Quantum Scientists pretense here as well, employed in developing Union technology. It is the most-often burned city.

The Labyrinth of Yskyty
Labyrinth-Type: Pure-Subterrainian
Primary Architect: Gorgolyn Dark-Spirits
Majority Guild: The Dark Spirits Distilleries
Details: The surrounding area is ripe with the hot springs, allowing the cultivation of Eurarctan sugarcane. Much of the inner-workings of the labyrinth are devoted towards living quarters or the distilleries that produce Eurarctan Rum and Vodka.

The Labyrinth of Baystyus
Labyrinth-Type: Inner Citadel
Primary Architect: Salyzen Snow-Shroud
Majority Guild: The Snowshroud Cartel
Details: The Labyrinth is the primary drug-producing city in Eurarcta. They typically ship the product as far as they can by land before going by sea to Duganya. The reasoning being that the Banditos take less in Legal Theft than the Pirates.

The Labyrinth of Bythantyum
Labyrinth-Type: Inner Citadel
Primary Architect: Gonoval Ganryu
Majority Guild: The Exorcist's Circle
Details: A small labyrinth and a small town where the top members of the Exorcist's Circle operate. The Labyrinth, although small, contains one of the several portals to Apoctis in the nation. The city is also notable for containing a temple for just about every god worshiped in Eurarcta.

The Labyrinth of Myolmorbán
Labyrinth-Type: Open Maze
Primary Architect: Gandyn Tefr-Kros
Majority Guild: The Whaler's Guild
Details: A very, very small city. Notable only for being the most northern settlement of the nation. They have a decent sized dock that handles whaling. They make a good living off of whaling.

The Labyrinth of Nakadja
Labyrinth-Type: Inner Citadel
Primary Architect: Duke Typfus
Majority Guild: The Chaos Knights
Details: A small, warmer country that was conquered by Eurarcta after it declared war on the larger nation. The vassal-nonstate has but one labyrinth that was constructed after the war's end. It's agriculture is focused on providing produce for Vodka production.
Last edited by Walrusfolk Eurarcta on Sun Feb 26, 2012 10:36 am, edited 2 times in total.
Factbook: viewtopic.php?f=23&t=137019
Seriousness is a Sin to my people! RP-ing a very erratically cultured people, bound to cause conflict somehow. I am RP-ing a race of walrus-people. If you do not like this fact, then just imagine them as jolly fat people with mustaches. It's basically the same thing anyway.
Madness is the Key. Arson should be legalized, and robbing stagecoaches is good for the economy.

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Postby Walrusfolk Eurarcta » Thu Mar 22, 2012 2:19 pm

Eurarctan Naming Conventions

Naming conventions for walrusfolk comprise of two names, a Given Name and a Last Name, Clan Name or Honor Name. Given names are whatever is made up by the individual bearing the name, and can be changed at a whim. "Sygrystead" is an example of a given name. Last names are similarly made up, however other walrusfolk elect to use a clan name, or are given an honor name. Clan Names are usually styled in Old Eurarctan of the honor-name of some distant ancestor. "Aurk-Grkit" is an example of a typical clan name. Honor names are different in that other individuals must ascribe the name to you, rather than merely selecting the name. It is similar to a nickname in that respect. "Chain-Breaker" is an example of an honor name.

Races of Eurarcta:

I am flexible with terms of race. If you are one of those whom demands a human-only experience, then all Eurarctans can be thought of as humans. Otherwise, the racial diversity is thus. Most races here are ex-slaves, freed by the ever-expanding anti-slavery zeal in Eurarcta (zeal that comes from the ex-slave population, leading to a self-feeding loop).

Walrusfolk: The natives to Eurarcta's tundra lands. They are a largeset race with impressive mustaches from birth to death, and tusks that grow with age. Culturally, a walrusfolk's mustache is important, and the style one wears it in denotes various things about your honor, glory, and individuality.

Troll: The native race of Nakadja. Typically seen as sadistic or savage, but that is possibly due to the sadistic, savage nature of the former government. Currently the island of Nakadja is controlled by a coalition of troll anarchists, troll gay-rights advocates, and the Chaos Knight and Dark Spirits guilds. Most work in agriculture, responding to the high demand for workable land in the rest of Eurarcta.

Orcs: Orcs were purchased when Eurarcta was looking to buy monsters for use in the labyrinths. Found to be sentient, the orcs were freed and given citizenship, once they completed their first labyrinth. Orcs physiologically are no different than orks, but orcs are are insistent that there are important differences betwixt the two races. The orcs and the orks are the only ones who care about these minute differences. Orcs have typically sought all sorts of employment opportunities.

Orks: Orks were also purchased when Eurarcta was looking to buy monsters for use in the labyrinths, and freed in the same ways. Orks physiologically are no different than orcs, but orks are are insistent that there are important differences betwixt the two races. The orcs and the orks are the only ones who care about these minute differences. Many orks have entered the military guilds, especially the Chaos Knights, whom they accredit their freedom to.

Humans: The human population is largely comprised of ex-slaves freed through war or hostage-taking. Many of them are former clergymen exiled from an oppressive nation, but the large bulk are ex-slaves from Oceania. Humans typically take all sorts of jobs around Tyridas, and many have joined the Scientist's Guild. Most of the clergymen still perform their services in Tyridas.

Togre: A large, muscular race of tiger-ogres similarly purchased and freed in the monster-buying incident. The Togre have well-adapted to the harsh environment, and the race as a whole seems hardy and adaptable to any situation. Togres have similarly economically blended into many different professions.

Chakari: The Chakari are a tough, muscular race of lizardmen, similarly purchased and freed as "monsters". The Chakari are ill-suited for the tundra, and many thus live in the labyrinths following traditional tribal systems in this new land. Those that choose to integrate into the rest of walrusfolk society usually join up with the Arsonist's Union or a similarly warm profession.

Ponies: Most sentient pony refugees do not choose to go to Eurarcta. However, a few of the more adventurous ones refuge to Eurarcta. Most are thus employed in the field of Adventuring.

Other "Races"

These are not so much 'races' as they are 'conditions'. Any individual might have these traits.

Undead: From being taught the secrets of the Undead Gypsies, some elect to become undead, fueled by the spirits of alcohol to prolong 'life'. Most who choose this path belong to the Dark Spirits Distilleries or the Scurvy Crew.

Part-Demon: Those whom consume the flesh of a demon from a portal to Apoctis begin to become part demonic. These individuals are usually of the Legalist Cult, whom have ways of procuring the meat, although the practice of eating demon-meat is sometimes taken up by Xommite adventurers.

Non-Citizen Races

There are a few strange races lurking down in the Labyrinths that have no citizenship. It is not that they are discriminated against, rather, they do not want citizenship and are content to do what they do in the labyrinths.

Fireyes: A strange, possibly immortal race that squat deep in the labyrinth of Xom. They are a boisterous, carefree folk that are rumored to be unkillable.

Fairies: Eurarctan fairies are tricksters, and a bane to any adventurer. They typically feign helpfulness, while trying to trick their victim or lead them into traps or danger. Eurarctan fairies always appear in pairs, and it appears that of the pair, one can speak only truth and the other only lies. However, this could just be an act to further confuse non-fairies.

Roachfolk: There are rumors that say that a third race is isolated and deeper then the others. They are attributed to the masterfully forged weaponry that is sometimes found in the labyrinth, but their entire existence is in question.
Last edited by Walrusfolk Eurarcta on Thu Mar 22, 2012 2:23 pm, edited 1 time in total.
Factbook: viewtopic.php?f=23&t=137019
Seriousness is a Sin to my people! RP-ing a very erratically cultured people, bound to cause conflict somehow. I am RP-ing a race of walrus-people. If you do not like this fact, then just imagine them as jolly fat people with mustaches. It's basically the same thing anyway.
Madness is the Key. Arson should be legalized, and robbing stagecoaches is good for the economy.


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