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AFTER WORLD: The Welkrieg Chronicles (FACTION ARCHIVE/OPEN)

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TriStates
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Founded: Apr 24, 2012
Ex-Nation

AFTER WORLD: The Welkrieg Chronicles (FACTION ARCHIVE/OPEN)

Postby TriStates » Thu Feb 19, 2015 12:22 pm

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Æsir Faction Application

Faction Name: The Occido Lumen Imperium (translation to Common Tongue is The Fallen Light, or more literally I Kill The Light

Faction Banner
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Faction History In Æsir: The Imperium's creation is lost to Æsir Antiquity. A time remembered now only through vague passages in the oldest of beings, ancient books, outlandish storyteller tales. There are virtually no known accounts of the Western races first contact with the Vampire race themselves. They, like the dragons, seem to just have always been a part of the Realm. The Imperium itself was the result of the union of multiple Vampire domains. Sometimes by diplomacy and trade. Others in war. The end result thus far, has been an empire whose reach and power reaches far beyond the nations borders.

The first writings about the Vampire nation, by any trustworthy account, come from military accounts from archaic Telerian sources. They describe a conflict, deep in the past somewhere in the 910th Year By Telerian Reckoning, that could have rivaled the recent Great Anema War by sheer ferocity. For reasons known only to them, the Vampiric Empire formed an alliance with other races of darkness, besotting the First Ostend Dominion. Together with their more numerous minions, the Luemen waged a uncompromising war of total conquest. And while it ended in a stalemate, the Western Races victory was Pyrrhic at best. All of Germania, Italia, and the Vale rested in grip of the Imperium and the races of the Hordelands. Only the threat of a two front war, one against the West and one against the East, brought the march of conquest to heel.

Indeed it wasn't until a millennium later, during the years 1723th Year By Telerian Reckoning, that the Imperium and the Hordelands were chased out of their earlier gains with the Dark Race's, then the Second Ostend Dominion's, unconditional defeat and the subsequent signing of the Treaty of Five Nations.

Description of Faction Leader: Vorhis Von Ahzarath, Pure Vampire Royal, Viceroy of Raelranopur, 1st In Line to the Black Sun Throne, 160th Blood Vicar of the Imperium, Sovereign of the Third Ostend Dominion.

Description of Faction Characters :
Margrave Thalia Ves Fay, High Elven-Vampire Royal, Viceroy of Iregahein, 3rd In Line to the Black Sun Throne
Marquis Othalil Vis Laruse, Dark Elven-Vampire Royal, Viceroy of Vor Walden, 11th In Line to the Black Sun Throne
Count Malacoda Corbulo, Lycan-Vampire Noble, High Inquisitor of The Crimson Hand
Baron Mordred Ak-Dovurak, Ork-Vampire Noble, War Chief of the Karul Mountain Ork Tribe, Lord General of The Immortal Guard

Location In The Realm: Ostfalia & The Vale

Physical Description: A forested and mountain-covered region to the North and West, the East is covered in hilly tundra, with the South a place of temperate solid, perfect for farmland. Most entrances to the Imperium are covered in natural deterrence or obstacles, mainly mountain ranges. Three of the most prominent, run along the length of the nation. An old land of majestic looks, foreboding inhabitants and many secrets.

Population: ~3 Million
    # of Villages - 1000
    # of Towns - 10
    # of Cities - Gothga (10k pop.), Baulkor (10k pop.), Elauitoten (10k pop.), Morurhin (10k pop.), Saguinstadt(10k pop.), Vur Ven Walden (20k pop.)
    # of Big Cities - Iregahein (100k pop.)
    Capitol City - Raelranopor (200K pop.)

Military Forces: Officially, the Occido Lumen has a standing military of 100,000, limited by the Treaty of Five Nations which ended The Great War. It is rumored that the amount of soldiers is actually much higher, almost 300,000 with a full mobilization capacity of 900,000 in Reserve. A majority of the soldiers are vampires of at least marginal standing, most being knight-errant, hoping for higher positions, and as such are better equipped than the average Europa foot soldier. The allows both sexes to enter military service, though only nobles are allowed in the officer corps.

Officially (you'll be hearing that word alot) the Imperium's Military is somewhere between 13th-14th century Earth military technology. Unbeknownst to the rest of of the Realm, their true military capability is nearing 16th century levels. The Lumen's army transformed its organization and tactics, evolving from a primarily pike and halberd wielding force into the first pike and shot formation of arquebusiers (musketeers), arbalest (heavy crossbowmen) and pikemen, known as the tercio infantry formation. The new formation and battle tactics were developed because of the Vampires inability to field sufficient cavalry forces to face the heavy Elven cavalry.

  • Regular Navy - Officially, the nation has a Regular Navy of 50 vessels, though the real figure is most likely double that. Most of which, are oar and sail-powered Galleys, though quite a few are newly made two-masted Caravels. General level of technology of naval expertise is 15th century Earth, though rumors of strange rumors of strange and outlandish weapons being outfitted upon the Vampire's sea vessels.
  • Reserve Navy - The trade fleet of over 100 ships, while not as well equipped as Portugalia or as well fianced as Teleria's, are a large source of income for the Vampire nation-state. In times of war, historically, they have been used to bolster the Imperiums Regular Navy's ranks. General level of technology of naval expertise is 15th century Earth.
  • Regular Army - The latest information available marks the Vampire land forces at a strength of 20,000 divided into two army's. One is used as a border guard, while the other is held in reserve in the capitol city. Of course, the dubiousness of this information is noticeable. No nation really knows the extent of the Imperium's forces. Officially, the Lumen's Military is somewhere between 15th-16th century Earth military technology. Unbeknownst to the rest of of the Realm, their true military capability is nearing late-17th century levels.
  • Reserve Army - Unknown. The Imperium has never had need to call up their reservists, as they are one of the only known nations to have a permanently mobilized standing army.

Other: The Imperium's vampire officers and soldiers have a reputation surpassing that of the Telerian Military. Their Officers Corps is, by far, the most experienced and elite of all the other nations when it comes to the Art of War. One should engage them with caution, and treat them as the natural, ultra-predator that they are.
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Æsir Faction Application

Faction Name: The Continental Confederation

Faction Banner:
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Faction History In Æsir: The third oldest government in Europa, behind the Occido Imperium and the Teleria Empire, the Continental Confederation is a land born of battle and invigorated by industry. Indeed, almost half of their current lands are relatively new to the Confederation. Spoils of war taken by them, and carved from the rotting hide of the Second Ostend Dominion. Originally, the Confederation was made up of the entire Dallacia region. But, with war and Fates hand in it, some of their Northern territory was apprehended early on by the Elven colonial upstarts in the Kingdom of Engalia. Giving as good as they got, however, the Confederation made up for their losses in the land grab scramble for Italia, and more recently, in territory concessions after the end of The Great War.

Description of Faction Leader: Eion Haldrada XXth, 20th of his Name, Emperor of the Continental Confederation

Description of Faction Characters :
Ladena Rubyrock du Donegaul
Fannigen Darkdagger du Nitri

Location In The Realm:Francia, Italia, Germania, and The Vale

Physical Description: A wide variety of topography is contained in the Confederation; The territory stretches from the Iberian mountain ranges, the thick woods of Germania, to the flat plains bordering Ostfalia.

Population: 11 Million
# of Villages - 10000
# of Towns - 120
# of Cities - Anado (10k), Kilodahr (10k), Kilkdarth (10k), Slivo (10k), Galawain (10k), Antiriems (10k), Monagahn (10k), Bardwahrum(10k), Kendaheir (10k), Teklha (10k).
# of Big Cities - Donegal (100k), Nitri (100k), Venduen(50K)
Capitol City - Tarragon (350k)
[/list]

Military Forces: The Confederation has a standing military of 500,000 men, with a capacity to mobilize 1,100,000. Technology is standard fair for a continental military, roughly 14-15th century Earth. Their military focuses on heavy infantry, close quarters weapons and siege engines to win battles, believing the best resource in war is to bash your way to victory.
  • Regular Navy - This service arm is somewhat of an odd duck in the Confederation. While their territory boders many sea areas, the Confederations military policy of putting priority on land forces has left their ability to wage naval warfare dimished. With only 35 warships, mainly Galleys and small single-masted vessels, the Confederations sea force is more of a brown water navy. Good for patrolling and light combat.
  • Reserve Navy - Like their sister service, the Confederations reserves of merchant ships and private vessels are nothing astounding to view. With their primary trade routes covered by crisscrossing the land of Europa, there was never any reason to build up in this area. A measly 40 ships are what can be summoned at the moment.
  • Regular Army - The bread and butter of the Confederation military. Soldier for soldier, the Confederation boasts one of the largest and most well-versed land militaries on continental Europa. With five 100,000 man formations, the Confederation is rivaled only by the Telerian's better trained legions, and the other Elven nations superiority in magic and cavalry. Technology is on par with the rest of the continents militaries, 14-15th century Earth.
  • Reserve Army - The Confederations Reserve's haven't been called up since the end of The Great War, 22 years ago. Farmers, miners, apprentices and city shopkeepers are the likes of which you'll find in this wing of the military. Since, however, the Confederation is so military centrist, most have served time prior to be called up. This leaves the Dwarven nation with an adequately trained, if temporary, national guard of just over a million men. Weapons and such are provided by the conscripts themselves, so their not always as good as their opponents. Technology is a little backward as a result, 13-14th century Earth.

Other: The Dwarves natural rivalry with the Elves can be a hurtle to overcome in joint operations. They are less orderly and disciplined than the Telerian legionnaires, but are a far cry better than the armed Goblin mobs or tribal Orcs of the Hordelands.
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Have You Read The Lore?: I made it.
Leave This In Your App: Fegelein!

Æsir Faction Application
*(Only individuals who have received the OP go-ahead for Faction creation may fill this out.)*
**(Erase words in parentheses when finishing app)**


Faction Name: The Equine Khanate

Faction Banner:
[img](place%20URL%20here)[/img]
(Post a picture, preferably in flag form)

Faction History In Æsir:

The Equine Khanate is a ancient land of hunting, tradition, and tribal warfare. The Centaurs, along with their neighbors, the Unicorns, have known war for a long, long time. While nominally, the Khan is the ruler of all he surveys, in reality he knows very little about what's going on outside his palace doors, and only knows what the Centaur Tribal Chiefs tell him, which is just fine by them. Without informing him, war upon war is being waged by the Warlords of the Tribes. The Equine Khanate is a great Empire, but it's strength is crumbling. With the constant warfare within the land of centaurs, the farmland is being blazed to the ground, and the hunting failing due to the armies passing through the Forests eating the animals. Many Centaurs are fed up with this state, but the only one with a chance of stopping it is the Khan, for none would dare disobey him, and he doesn't even know that his advisers are doing this. While the Equine Khanate remains a formidable foe, Tribal Warfare leaves them weakened, and unless they can unite soon, their Empire may crumble once and for all.

The Unicorns, in their corner of the Khanate, are surprisingly peaceful, for a race that has been surrounded by war for time uncounted. They enjoy making abstract art, philosophizing, and inventing new things. Since they have no Military might, however, they asked to be incorporated into the Centaur Khanate, which afterwards changed it's name to the Equine Khanate.

Description of Faction Leader: (PC or NPC Name.)

Description of Faction Characters : (PC's and NPC's affiliated with this faction.)

Location In The Realm:(Continent and Region. In that order. Continent handicap: Must be in Europa, Ardena, or Afrrika at this time. The closer to other factions, the better)

Physical Description: (Brief description of the geography of the place your faction makes its home)

Population:(Use population figures from latter Middle Age Europe. I expect realism, and correct math. You can find assistance for this in the FAQ & Helpful Links OP page)
    # of Villages - (population range from 20 to 1,000 people in each, with typical villages ranging from 50-300)
    # of Towns - (range in population from 1,000-8,000 people, with typical values somewhere around 2,500)
    # of Cities - (tend to be from 8,000-12,000 people, with an average in the middle of that range)
    # of Big Cities - (Synonymous with the word Capitol. range from 12,000-100,000 people, with some exceptional cities exceeding this scale)

Military Forces:*( Realism and correct math expected. Total amount of soldiers, makeup and type of soldiers, general level of technology and current readiness level.)**( Soldier amount handicaps are as follows: Dark Race factions troops level cap at 30% of the population, Creature factions cap at 50%. All other Æsir factions and Earth Human factions cap at 10% population)
  • Regular Navy - *(If none, or faction is landlocked, put NA. This consists of the professional sailors and mercenary vessels your faction can summon to project a force on the seven seas)
    **(General level of technology and equipment cannot exceed early-16th century. Gunpowder weapons and firearms are restricted from Æsir Races and Factions unless OP permission is given before hand)
    ***(I expect you to know what your talking about. Do some research on the Net, or open a book and it will pay off)
  • Reserve Navy - *(Your merchant marine in times of distress. Mostly anything that floats and can fly the flag of your faction. Equip them properly.) **(General level of technology and equipment cannot exceed early-16th century. Gunpowder weapons and firearms are restricted from Æsir Races and Factions unless OP permission is given before hand)
    ***(I expect you to know what your talking about. Do some research on the Net, or open a book and it will pay off)
  • Regular Army - *(If none, put NA. This consists of your state-sponsored military and professional mercenary soldiers)
    **(General level of technology and equipment cannot exceed early-17th century. Gunpowder weapons and firearms are restricted from Æsir Races and Factions unless OP permission is given before hand)
    ***(I expect you to know what your talking about. Do some research on the Net, or open a book and it will pay off)
  • Reserve Army - *(If none, put NA. These are militia, police constabulary and conscripted farmers. Equip them as such.)**(General level of technology and equipment cannot exceed early-16th century. Gunpowder weapons and firearms are restricted from Æsir Races and Factions unless OP permission is given before hand)
    ***(I expect you to know what your talking about. Do some research on the Net, or open a book and it will pay off)

Other: (Anything that you want to add that didn't fit in the above spaces)
Have You Read The Commandments?: (Simple yes or no.)
Have You Read The Lore?: (Simple yes or no.)
Leave This In Your App: Fegelein!

Æsir Faction Application
*(Only individuals who have received the OP go-ahead for Faction creation may fill this out.)*
**(Erase words in parentheses when finishing app)**


Faction Name: The Republic of Mereda

Faction Banner:
[img](place%20URL%20here)[/img]
(Post a picture, preferably in flag form)

Faction History In Æsir: (For those of you who have worked on extensive lore already, congratulations, you've got this part done :D If the lore is longer than a 10 sentence paragraph, put it in a spoiler)

Description of Faction Leader: (PC or NPC Name.)

Description of Faction Characters : (PC's and NPC's affiliated with this faction.)

Location In The Realm:(Continent and Region. In that order. Continent handicap: Must be in Europa, Ardena, or Afrrika at this time. The closer to other factions, the better)

Physical Description: (Brief description of the geography of the place your faction makes its home)

Population:(Use population figures from latter Middle Age Europe. I expect realism, and correct math. You can find assistance for this in the FAQ & Helpful Links OP page)
    # of Villages - (population range from 20 to 1,000 people in each, with typical villages ranging from 50-300)
    # of Towns - (range in population from 1,000-8,000 people, with typical values somewhere around 2,500)
    # of Cities - (tend to be from 8,000-12,000 people, with an average in the middle of that range)
    # of Big Cities - (Synonymous with the word Capitol. range from 12,000-100,000 people, with some exceptional cities exceeding this scale)

Military Forces:*( Realism and correct math expected. Total amount of soldiers, makeup and type of soldiers, general level of technology and current readiness level.)**( Soldier amount handicaps are as follows: Dark Race factions troops level cap at 30% of the population, Creature factions cap at 50%. All other Æsir factions and Earth Human factions cap at 10% population)
  • Regular Navy - *(If none, or faction is landlocked, put NA. This consists of the professional sailors and mercenary vessels your faction can summon to project a force on the seven seas)
    **(General level of technology and equipment cannot exceed early-16th century. Gunpowder weapons and firearms are restricted from Æsir Races and Factions unless OP permission is given before hand)
    ***(I expect you to know what your talking about. Do some research on the Net, or open a book and it will pay off)
  • Reserve Navy - *(Your merchant marine in times of distress. Mostly anything that floats and can fly the flag of your faction. Equip them properly.) **(General level of technology and equipment cannot exceed early-16th century. Gunpowder weapons and firearms are restricted from Æsir Races and Factions unless OP permission is given before hand)
    ***(I expect you to know what your talking about. Do some research on the Net, or open a book and it will pay off)
  • Regular Army - *(If none, put NA. This consists of your state-sponsored military and professional mercenary soldiers)
    **(General level of technology and equipment cannot exceed early-17th century. Gunpowder weapons and firearms are restricted from Æsir Races and Factions unless OP permission is given before hand)
    ***(I expect you to know what your talking about. Do some research on the Net, or open a book and it will pay off)
  • Reserve Army - *(If none, put NA. These are militia, police constabulary and conscripted farmers. Equip them as such.)**(General level of technology and equipment cannot exceed early-16th century. Gunpowder weapons and firearms are restricted from Æsir Races and Factions unless OP permission is given before hand)
    ***(I expect you to know what your talking about. Do some research on the Net, or open a book and it will pay off)

Other: (Anything that you want to add that didn't fit in the above spaces)
Have You Read The Commandments?: (Simple yes or no.)
Have You Read The Lore?: (Simple yes or no.)
Leave This In Your App: Fegelein!
Last edited by TriStates on Fri Aug 07, 2015 11:43 am, edited 15 times in total.
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Brusia
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Inoffensive Centrist Democracy

Postby Brusia » Fri Feb 20, 2015 9:37 pm

Æsir Faction Application

Faction Name: The Telerian Empire

Faction Banner:
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Faction History In Æsir:
Brusia wrote:
(Note: when "Now" or "At present" are used, they are referring to 1942)

In the Beginning:

In the year 752 B.C. a trade fleet, transporting male and female slaves, was caught in a terrible storm known as a “maelstrom” off the coast of Sicily. On Earth, it was believed that the fleet was destroyed, but in reality it was transported from our world to Aesir. The trade fleet, damaged by the storm, landed on the nearby island of Sicilia (the Aesir equivalent of our Sicily). After it was determined the damage to the vessels was too severe to be repaired, the group had no choice but to make Sicilia their new home. The few guards, realizing they had no chance of controlling all of the slaves outside of their ships, and knowing they would need help if they were to survive, decided to free the slaves they had been transporting. With the help of their former captives, the group managed to build a settlement not far from where they originally landed. Thanks to the fertile Sicilian soil, the settlement thrived, and over the next few hundred years, the descendants of the original shipwrecked group came to occupy much of the island. Eventually, they were even able to build new ships, and explored some of the surrounding areas, where they discovered the existence of some of the strange species that occupy the Aesir.

The Romans Arrive:

Nearly 500 years later in 255 B.C. another fleet was caught in a maelstrom off the coast of Sicily and was transported into the Aesir. This fleet however was a Roman military fleet, and it was much larger than the first fleet to arrive in the Aesir. On Earth, the loss of this fleet came to be known as the “Disaster off Camarina,” and is considered to be one of the most devastating naval disasters in history. The Roman ships had also taken some damage in the storm, but the military vessels proved to be much sturdier than those of the trade fleet, and the damage was far from irreparable. The fleet landed in Sicilia to make the necessary repairs, where the Romans made contact with the small human civilization, descended from the group that arrived in trade fleet, which now occupied the island. From this group they learned about the true severity of their situation, and learned about the strange creatures which occupied the lands around them. The Romans soon came to believe that the gods had sent them to this strange land to help their fellow humans defeat these creatures, and to conquer this world in the name of Rome.

The Romans allied themselves with the Sicilians, who would soon begin to adopt Roman beliefs, traditions, language, and culture (until they were eventually indistinguishable from the Romans). The sizable Roman army and fleet from the maelstrom, along with their new Sicilian allies, soon launched their forces from Sicily and began conquering (and then killing or forcing into slavery) the nearby Aesir species, who were completely unprepared to fight such a large army which used strange new weapons and tactics. Over the course of the next few hundred years, the human Roman Republic (which also eventually became the Roman Empire) came to conquer much of Europa. At the height of its power, the Empire controlled Sicilia, Italia, Francia, Hispania, Grecia, and much of Germania and Britannia.

The Decline and Fall of a Mighty Empire:

After the Empire reached its greatest extent however, greed and lust for power began to turn Roman against Roman, and civil strife began to plague the Empire, irreversibly weakening it. This strife would culminate in 450 P.A. ("Post Adventum" or "After the arrival") with the rivalry between the Emperor Constantius and the popular General Quintus Maximus. Constantius was a reformer, who believed the Empire should seek peace with those it had not yet conquered and that it should be more tolerant towards the other species it had already subjugated. Maximus, on the other hand, was a traditionalist. He believed that it was the Empire's destiny to conquer all of Aesir, and that the non-human species were evil abominations that should only be killed or made slaves. At the time, the Empire was at war with a group of High Elves who dwelled at the Eastern-most border of the Empire. Constantius sought peace with this group, but one of their customs dictated that before there could be peace the leader of their opposing tribe (in this case Constantius) had to marry one of their princesses. Constantius eventually acquiesced to this demand, and took one of the elven princesses as his wife. This proved to be the tipping point for Maximus and his followers, who were furious at the notion that their next Emperor might well be half-elf. As a result of his decision, full on Civil War broke out in the Empire, with nearly half of the Empire supporting their Emperor and a little more than half supporting Maximus. This Civil War became the bloodiest conflict in the history of the Empire. After nearly a decade of fighting, Maximus managed to lead his forces to the Capital, where at great cost they were able to conquer the city, kill Constantius, and end the war. Constantius' wife and young son however managed to escape the city, and with the help of the most elite men in the Praetorian Guard, they made it safely back to the High Elf group Constantius' wife had come from.

Though the war had ended, the Empire was left in shambles. Countless thousands were killed in the fighting, many entire legions were decimated, the Empire's best soldiers were dead, and many city defenses had been badly damaged or entirely destroyed. The many enemies of the Empire knew that this was the time to strike, and attacks were launched against the Empire at nearly every border. Meanwhile, the non-humans who were slaves in the Empire revolted, leaving the Empire under attack from without and within. To make matters even worse, Emperor Maximus, knowing he had doomed the Empire he loved to destruction, went completely mad, leaving the Empire without good leadership.

The next few years would be the bloodiest in Aesir's history, as the enemies of man and those who had been slaves developed a near insatiable bloodlust. Determined to see that humans would never build such an Empire again, they destroyed all records of the Empire they could find, and slaughtered countless men, women, and children all throughout the Empire, rendering humans nearly extinct in Aesir. The Empire had fallen, and brought most of humanity along with it.

The Empire’s Legacy:

I. Teleria
In the ensuing years, numerous wars broke out between the remaining species as each tried to claim as much of the former Empire's land for themselves as they could. One of the most successful of these groups turned out to be the High Elves, led by Emperor Constantius' son Telerius. Telerius grew up to be a brilliant general, combining many old Roman tactics he learned from his Praetorian guard with elven tactics he learned from his people. Using these tactics, he led his people to many victories, reconquering Grecia and parts of Italia, and expanding his Empire to the East, conquering much of Balkania, Galatia, Syria, Israelia, Aegyptus, and Africa. Sadly, Telerius died in battle in Africa, and his new Empire's advance halted with his death. Not long after Telerius' passing, his people decided to name their Empire Teleria in his honor.

II. Sicilia
Before the Civil War broke out, the people of Sicilia were strong supporters of Emperor Constantius and his reforms. By the time the war broke out, the other species who were slaves on the island were treated better than any other slaves in the Empire. Many of the slaves were even freed. When the Emperor took an elf as his bride, some humans on the island followed his example and began intermarrying with the other species. Fortunately for Sicilia, unlike the Sicily of Earth, the Aesir Roman Empire did not consider Sicilia to be a very important province, and while its population was largely reduced when many of the island’s men went off to fight for Constantius during the Civil War, the island itself was left untouched. When the war ended, the slaves did not rebel in Sicilia as they did in the rest of the Empire, thanks the island’s reforms; and as the rest of the Empire was decimated by its enemies, Sicilia, being unknown to the enemies of the Empire, survived: the last bastion of the Empire and humanity in Aesir. Now, more than 1700 years after the fall of the Empire, very few full-blooded humans are left in Sicilia. Intermarriage between species became commonplace not long after the Empire’s collapse, and at present most of the island’s populace are part human and part elf or part dwarf. Roman culture and language survived however, and the island remains essentially Roman even now (this thanks in large part to the belief throughout Aesir that the island and its surrounding area are cursed, and therefore avoided).

III. Europa
With the destruction of the Empire’s records, the execution of all humans outside of Sicily, and the passage of more than 1700 years, the very existence of the Empire has been all but forgotten in Europa. Now, humans are only known to the other species of Aesir as fairy tales, spoken of only in bedtime stories told to children. Ultimately, the only lasting legacy of the Empire in Europa is in language. When the Empire conquered Europa, they made Latin the lingua franca, and forced their slaves to speak the language. Though different languages evolved over time, they are all Romantic at their core. Additionally, the Latin names for many cities and countries in Europa stuck, and they are still known by those Latin names today.


(WiP) 1682 Y.T.R.- Emperor Gaius falls in battle, Tiberius is crowned Emperor.
1723 Y.T.R.- Treaty of Five Nations is signed, ending the Great Anema War
1724 Y.T.R.- Trade agreement signed between Teleria and Engawa



Description of Faction Leader: Emperor Tiberius Justinianus Telerius Augustus

Description of Faction Characters : PCs: Tribunos Septimus Cornelius Scipio
NPCs: Grand Domesticus Octavius Pompeius: Arguably one of the most brilliant military commanders in Teleria's history, Octavius Pompeius was critical to the Europa Alliance's victory over the Second Ostend Dominion in the Great Anema War.

The Emperor's Companions (the 6 most elite members of the Varangian Guard, the Companions almost never leave the Emperor's side):
(1) Gimlen du Anado: Once a skilled soldier in the Dwarven Confederation, Gamlen left the military after completing his term of service and set out to make his fortune as a mercenary. After a few years honing his skills working for various Europan merchants and lords, he was accepted into the Varangian Guard. With some of the most skilled men and women in Aesir to train and spar with, Gamlen thrived as a member of the Guard, and his skills rapidly improved. Indeed, during one sparing match he single-handedly faced off against 5 other members of the Guard and managed to take them all down. Not surprisingly, he chosen to be a member of the Companions shortly after that.
(2) Arven Galaan: The only female in the Varangian Guard, Arven Galaan is quite possibly the single most deadly marksman in all of Teleria. Originally from Engalia, Arven was initially denied entrance into the Varangian Guard because of her gender. However, after she shot the helmet off the man who denied her entrance, as well as 4 other Guards standing next to him, from 25 yards away in less than 5 seconds, it was decided an exemption would be made for her. With her skills with a bow, it wasn't long before she was chosen to be a member of the Companions.
(3) Kakuei Tadayoshi: A highly trained Kitsune from Engawa turned sellsword, Kakuei's skill with a blade is nearly unparalleled in Europa. After successfully completing a number of contracts that many believed to be impossible, he earned an excellent reputation, and is one of the few men that the Varangian Guard actively sought to recruit. It required nearly enough gold to pay a King's ransom, but eventually Kakuei agreed to join, and with his skills it wasn't long before he was chosen to be a member of the Companions.
(4) Hanbo Figgis: Hailing from Albion, Hanbo has the distinction of being both the only Half-ling Companion in Imperial history and the only Companion not to be a member of the Varangian Guard. Unlike most Half-lings, Hanbo longed for a life of adventure and felt the Guard would give him the opportunity to do just that. Though, like Arven, he was initially denied entrance into the Guard, his unrivaled skill with a harp eventually earned him quite a reputation in Constantinopolis, and he was asked to perform a private concert for the Emperor and a few of his guests in the Imperial Palace. Tiberius was so impressed with the performance, that instead of simply permitting the young Half-ling's request to join the Guard, he offered to make him a Companion. Though far from a skilled combatant, Hanbo's talent has proven to be quite helpful in many diplomatic situations, and his Magic-through-song has proven to be a great inspiration to both the other Companions and many Telerian soldiers.
(5) Oden Gunderson: A great wolf from the Lyncan Hegemony, Oden was the only survivor of an Ork raid which killed his entire pack. After finding the Ork who led the raid and removing his head from his body, Oden began to wander around Europa, too ashamed of his inability to protect his pack to return to the Hegemony. Eventually, he found himself in Constantinopolis and, running out of money to buy food, signed up with the Varangian Guard. As a great wolf, his combat abilities quickly earned him respect from the other members of the Guard, and in time they became like a new pack to him. As he further honed his abilities with training and became even deadlier, he was chosen to be a member of the Companions.
(6) Titus Aurelius: By far the most mysterious member of the Companions, very little is known about Titus' past. An elderly elf, probably around 200 years old (though he's never actually told anyone his age), Titus is clearly by far the oldest person ever to be made a Companion, and he is often simply called "Old Man" by the other Companions. The tale of how Titus came to be a Companion has become quite famous among the members of the Guard (if perhaps somewhat exaggerated). It is said that Titus met the Emperor one day outside of the Palace in Constantinopolis, and, out of the blue, walked right up to him and asked to be made one of the Emperor's Companions. Those who were with the Emperor at the time thought Titus mad, and simply laughed at the old man, telling him to go away. Exactly what happened next is unknown, as those who witnessed it have never spoken of it to anyone else, but it is said that Titus performed a feat of magic so spectacular, that after witnessing it the Emperor immediately stopped what he was doing, brought Titus with him inside the Palace, and made him his sixth Companion.

Location In The Realm: Teleria, Grecia, part of Italia, Israelia, Aegyptus, and Eastern Cartha Reach

Physical Description: Topography of Teleria: Much of Teleria is covered by rugged mountain ranges and average elevations range from around 2000 feet above sea level in the West to over 6000 feet above sea level in the Eastern Highlands. The river valleys near the Aegean Sea and the warm plains near the Great Sea are the most fertile areas in Teleria. The Telerian Capital of Constantinopolis is separated from the rest of Teleria by the Bosphoros, and, being by far the most important city in the Empire, is extremely heavily defended.

Population: 25,000,000

Military Forces: Total Regular and Reserve Military Number: 2,000,000

[*]Regular Navy - Total number of personnel: 250,000
Vessel types: 350 Dromons (with ~500 men per vessel), and 500 Fire Ships (with ~150 men per vessel)

[*]Reserve Navy - Total number of personnel: 150,000
Vessel Types: 1500 Various merchant and transport vessels with limited combat abilities which can be conscripted into the Navy in an emergency (with ~100 men per vessel).

[*]Regular Army - Total number of personnel: 1,050,000
Unit types: 250,000 Kataphractoi: The Kataphractoi are the backbone of the Telerian military. Heavily armed, armored, and extremely well trained, they are a truly fearsome sight to behold.
300,000 Skoutatoi: The standard infantry unit in the Empire, the Skoutatoi are very well armed, armored, and trained.
100,000 Latinkon: The Latinkon are mercenaries primarily hired from Engalia and Mereda. They are usually well armed, well armored, and well trained, but this varies somewhat from unit to unit.
240,000 Elven Longbowmen Elven Longbowmen are the most ancient Telerian unit type, predating Telerius and the foundation of the Empire. They are exceptionally well trained and are extremely deadly at long distances. Their armor, however is more ceremonial than it is strong, and while the sight of it can serve to inspire others on the battlefield, it cannot absorb as much damage as standard Imperial armor.
80,000 Ballistarii: Ballistarii are archers armed with manuballistae (crossbows). Though not as well trained or accurate as the Elven Longbowmen, their armor is more modern and can withstand more damage, and their manuballistae are quite deadly at shorter ranges.
10,000 Telerian firethrowers After the mysterious Telerian fire was used to great effect by the Telerian Navy during the Great Anema War, the military began researching ways to implement this deadly weapon for the infantry. This research culminated in the Telerian firethrower, a small hand-pump connected to a container which, when turned, sprayed the liquid fire at the firethrower's targets. As this weapon is new, and still unproven in battle, not many firethrowers have yet been produced. Those who wield the firethrower are very well armored and very well trained.
20,500 Varangian Guard: The Varangian Guard are a group of elite mercenaries recruited from all over Aesir to serve as the Emperor's personal guard. They come in all shapes and sizes and are comprised of many different species (with the exception of Orcs). Though they wield many different weapons and wear different types of armor, they can be easily recognized by the red cape that, as the Emperor's guards, only they are allowed to wear. Thanks to the honor with which the Varangian Guards are treated and (mostly) their very sizable pay, the Guard remains extremely loyal to the Emperor.

Artillery: 49,500 artillerymen total operating: 1000 Trebuchets (assuming 10 men per Trebuchet), 4000 Ballistae (assuming 5 men per Ballista), and 6500 Cheiroballistrae (assuming 3 men per Cherioballistra)

[*]Reserve Army - Total number of personnel: 550,000
Unit types: 100,000 Bucellarii: The Bucellarii are private soldiers hired by wealthy landowners who are required to take an oath both to their employer and to the Emperor. They are well-equipped, but not as well trained as soldiers in the regular army.
450,000 Militia: Various militia forces throughout the Empire which can be mustered in an emergency. These reserve forces are usually lightly armored with limited training.

Sources: http://en.wikipedia.org/wiki/History_of ... ine_Empire , http://en.wikipedia.org/wiki/Population ... ine_Empire , http://en.wikipedia.org/wiki/Byzantine_ ... ne_weapons , http://en.wikipedia.org/wiki/Byzantine_battle_tactics , http://en.wikipedia.org/wiki/Byzantine_navy , http://www.militaryphotos.net/forums/sh ... Navy-Ranks , http://wiki.totalwar.com/w/Medieval_II_Total_War , http://lotr.wikia.com/wiki/Elven_Weapons_and_Armour , http://www.nationsencyclopedia.com/Asia ... RAPHY.html , http://attila-enc.totalwar.com/#/unit/b ... ard_axemen , http://attila-enc.totalwar.com/#/unit/b ... allistarii
Last edited by Brusia on Mon Jun 27, 2016 10:51 am, edited 24 times in total.

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Sonitusia
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Posts: 6723
Founded: Mar 12, 2015
Ex-Nation

Postby Sonitusia » Sat Jul 25, 2015 9:02 pm

Æsir Faction Application

Faction Name: The Nusantaran Empire

Faction Banner:
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Faction History In Æsir: For many years, the Malay world was compromised of several kingdoms throughout every island. Among them was the Nusantaran Empire, a very diplomatic kingdom with a very well known ability in trade. For several generations this went on, until finally came the time of Rajasanegara, who had different ideals for his people.

Born from the belief that the Malay world should be under one, supreme rule, the Nusantaran Empire quickly became a military power, destroying opposing kingdoms all over the archipelago within several years, using decisive tactics, a powerful navy, and dynamic military forces. They are also quick to learn of dark arts, and study multiple paths of magic through the many centers of knowledge that they have assimilated into their Empire. The prime minister under Rajasanegara has become one of the greatest that this Empire will ever see.

Description of Faction Leader: King Rajasanegara Jayawishnuwardhana

Description of Faction Characters :
Literally meaning the 'Lion General', this is a prime minister with a heart of steel. Singa Mada is very ambitious, and is so serious in his oath to conquer all of the Malay World, that he will not touch a single grain of spice until all is under his control. He is very devout to his beliefs and he tends to force it upon all beings under his rule. His stature is as an imposing general, with a well built body and he wears the attire of a Nusantaran Prime Minister. In combat, he is capable of controlling some of the strongest creatures that roam in Nusantara, primarily the Rakhsasa, who are extremely violent to humanoid beings. His physical and close-range skills are also unmatched, being one of the strongest sakti in Nusantara.

Through all this, he's gained a bit of arrogance, although not to his people. This is mostly pointed at foreigners, and he is not exactly one of the friendliest people to be with if you're not from his empire.

Sangkuriang
Iskandar Muda

Location In The Realm: South-East Ardena

Physical Description: A huge archipelago containing thousands of islands, it has subtropical jungles, mountains, and plains.

Population: 18,845,000
    # of Villages - 60,000: 18,000,000
    # of Towns - 56: 140,000
    # of Cities - 43: 430,000
    # of Big Cities - Adipura: 100,000
    Capitol - Suroboyo: 175,000

Military Forces: (1,800,000 fighters total) The forces of Nusantara are generally focused more on naval combat than fighting an all out war on land. They prefer to eliminate their enemies at sea before they even reach land. Should they do so however, it will become a war of attrition, with the army employing constant guerrilla strategies, terrorizing tactics, and close range fighting.

The technology of the Nusantaran Military is very much more prominent in its naval vessels, and it is most closely tied with early 16th century Spain in this matter. Its army however is still underwhelming, with bows being the only prominent ballistic weapon. They do however possess dark and elemental magic, which helps suffice as support when the battle calls for it, as does the navy.
  • Regular Navy - (350,000 personnel) The numbers reach up to 120 ships all across the archipelago, the majority of which are very modern and rarely use full oar or sail power. These ships are generally carracks, square-rigged caravels, and combat junks. These ships are armed with multitudes of weapons, including fire, catapults, and of course the ability to employ the hantu air.
  • Reserve Navy - (450,000 personnel) 210 ships, all of which are trade ships. They are a much less modern ships than the Regular Navy, but are still capable of using the hantu air along with their weaker armaments.
  • Regular Army - (650,000 troops) Although not one of the best armed in Æsir, these men are highly trained in close combat fighting. Their magic capabilities are also feared, with control over the undead, spirits, other creatures around Nusantara, and elemental spells. Their military technology is quite behind, consisting mostly of well made daggers, swords, shields, and bows.
  • Reserve Army - (50,000 troops) Militia that is called upon because of their prominent ability in magic. These men and women (the only force to employ women) are the best in spellcraft compared to their friends and family. Their armaments are generally whatever they own.

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Empire of Donner land
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Posts: 6693
Founded: Jun 28, 2015
Democratic Socialists

Postby Empire of Donner land » Sun Jul 26, 2015 11:50 am

Æsir Faction Application

Faction Name: Golem Theocracy of Iece-Aeit

Faction Banner:
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Faction History In Æsir:
The Golems of Iece-Aeit are what is left of a Empire on the north and south poles. Before them was the Empire of Ulondum. A Empire of decedent's of the Fallen Angels. They had most if not all their powers given to them to survive in a Desolent and empty land. They were demi gods almost. They built massive temples and cities under and over the Ice of the north and south poles of the world. They could 'teleport' between the south and north poles using Runes of sorts that the fallen angels placed before them. But not anywhere else. If they had known of the other world's of Aesir. They could have easily destroyed the civilisations there with their powers and technological prowess. But then a space rock from another world in the solar system hit the north pole of the empire. On that rock was a Virus. The virus spread through first the spectators of the rock that landed. Then the cities, then the entire north pole and into the south pole. From there the empire was crumbling, the rulers died as soon as they were reigning and even during their coronation. Eventually the last king to be coronated, King Ulendo Drako gave the order to commit a sort of Genocide of the empire to end the suffering. Golems killed the sickly and dieing and we're the only ones left of the empire. The golems story started here.

The golems that had sentience from their creators as soon as they were created organized a government and in respect of their creators carried on their culture, religion, technological and magical research and Empire. The golems decided the government in place would be a theocracy in the ultimate respect of their God and creators. The religion was the belief in a god named Asia Aurinko ja kuu. The god of Sun and moon who's mood was based on the time of when the sun or moon was out over the poles. Due to the Theocracy being over two poles they frequently argued what the god was feeling and what they needed based on recent events.

The golems soon Re created the empire of their 'ancestors' of the empire of Ulondum. They were proud and their powers were the same as their creators if not slightly less powerfully. They could create more golems at will for certain tasks and build more buildings. Slowly over the years the Golems shrunk into normal sized people, atleast 5-7 feet tall. With them the buildings also evolved. They became their creators with the exception of being made of Ice and stone.


Description of Faction Leader: The faction leaders are a Council of preist golems that decide the actions of the Empire based on the gods mood. The council is split evenly by Golems that live in the north or south poles. When a golem some how gets destroyed or dies a new one is elected by the current ones in power.

Description of Faction Characters : N/A I can fill this out if you want how ever.

Location In The Realm: North and South pole of Aesir, the Center and branching out.

Physical Description: The north and south poles are Flat, hilly and mountainous. Surrounding the Theocracy is a circle of mountains around them. Hills dot the landscape and is mostly flat within the circle of mountains.

Population: 124 thousand Golems
    # of Villages - 5 villages
    # of Towns - 47 towns
    # of Cities - 4
    # of Big Cities - 1

Military Forces: 35 thousand troops
  • Regular Navy - None
  • Reserve Navy - None
  • Regular Army - 35,000 Military specialization Golems
  • Reserve Army - 15,000 other specialization Golems

Other: N/A (Anything that you want to add that didn't fit in the above spaces)
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The Starlight
Postmaster-General
 
Posts: 10422
Founded: Jan 11, 2014
Ex-Nation

Postby The Starlight » Wed Jul 29, 2015 1:20 pm

Æsir Faction Application

Faction Name: The Kingdom of Engalia

Faction Banner:
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All credit goes to the originial artist.

Faction History In Æsir: In the early 600's, the elves in Britannia lived in separate village states, tilling the hard earth every spring to attempt and survive the next year with their meager crops. Life was dull, cold and meaningless, and starting from fall to early spring the Ice Drakes from the bitter north would rake the sky and earth with their ice magic. Eternal winters were common occurrences, and the elves suffered greatly. They did not. Spring and summer were sometimes bareable, but winter was not so. And for all of their troubles, the greatest of them has not even be told yet: The Ice Drakes. Every winter, the thrice-accursed beasts traveled south, spreading their icy wrath over the plains and hills. First, the elves fought, hurling stones and twirling slings that bounced off those hard scales. Then, to their shame, they gave gifts, spreading what food they had before the Dragons as a bounty. But dragons did not eat corn, but meat, and the attacks did not ceased. So the elves ran, scattering at the mere sight of a Drake, managing to dig tunnels in their desperation, tunnels, that still exist to this day.

One day after an attack, the elves fled to the coasts of Britannia, looking for a way to escape. And then, midst the fog, crossing the Changala, they beheld ships. Longboats were these, and all together there were a dozen. The sleek ships landed, and then boots landed upon the sand. A warlord had come, and an elven warlord, at that. The warlord looked on his ragged kin, and felt pity for them. Knowing that their suffering had hardened them, forged them, he offered them a deal. He would teach them how to fight, they would defeat the Ice Drakes, and then they would serve under his command. The pitiful elves agreed, and the warlord taught them, forged them into weapons. He swore an oath that day, holding up a hand blazing with a magical fire, that he would not rest until the Drakes had been driven from the land. They grew muscles and were faster, stronger, fiercer. After 5 years preparation, the warlord judged them ready.

He, the once-villagers, and his 500 elite warriors, marched, under cover a blizzard, towards the Ice Drakes who had been ravaging a small village up north. The warlord and his party hit the Ice Drakes from the flanks, attacking immediately. The Ice Drakes had grown fat, and therefore slow, and the elves drew them back, the Ice Drakes not expecting armed elven warriors. It was a bitter war, after that, and a long one. But at last, the warlord prevailed and drove the Ice Drakes back to their own domain, Scaltandia. And at the border, as a reminder, the warlord commissioned the great Wall, that still stands today. Haldria's Wall, twas its name, and Haldria, the warlord became King of the Elves of Britannia. Many villagers, hearing of this new kingdom, joined and wore allegiance to Haldria's line, giving Engalia the diversity it has today. But the High Elves have always been in power, and the line of Haldria is strong, and still lives today, within the current queen.

Around 1100 years later, Veldre, King of Engalia, father of Irithren Terembor, spotted an opportunity. Across the Changala, North Dallacia, lay unclaimed by the Dwarven Confederation. In a bold move, Veldre sent elves across the Changala and claimed the land, installing settlers and building the city of Valea, with several smaller cities surrounding it. It was a brilliant move, and so, the Dwarven Confederation had no choice but to acknowledge North Dallacia, or as the elves called it, Engalcia, as belonging to Engalia, albeit grudgingly, and with muttered oaths of vengeance.. And so, Engalia gained territory upon mainland Europa.

Description of Faction Leader: High Queen Irithren Terembor of Londonium, Engalia and Englacia, The Morning Star, Lady of Starlight, Warrior Queen.

Description of Faction Characters : General Haldor III, Commander of Engalian Armies
Lady Elen of Beringinham, The Queen's Closest Confidant and Friend
(More to come)

Location In The Realm: Britannia, off the coast of Europa

Physical Description: Engalia is a fair, but often rainy land. There are many hills, and several valleys, along with beaches along the coast. Up north, are a few mountains, but mainly cold, icy plains.

Population: 6 million

2,000 Villages -
24 Towns -
10 of Cities -
5 of Big Cities - Londinium, Beringinham, Murington, Silvanion[/list]

Military Forces: In the kingdom of Engalia, elves are expected to complete at least three years of active service. This can consist of military service or some other type of government/public service. There is a growing amount of bitterness among some factions of elves, as only elves are required by law to do this. Other, minor races can join voluntarily, but are not actively forced to participate unless the situation is dire. Note that the forces listed below are labeled as elven, but not fully comprised of elves, only mostly. The North Guard is the most diverse, as it is the force against the Dragons.

Total amount of soldiers: 585,200

  • Regular Navy -
    50 queens-of-wars- These ships are massive, being armed with the latest magic and equipment in Æsir. On both sides, there are windlasses,(rotating crossbows that spit out bolts at a speed of 1 bolt every 5 seconds. At the front of each ship, along with on each side is a fire windlass, a windlass that can fire flaming bolts. The ships also have grappling hooks
    2,000 longboats - These are sleek, long ships that are fast and light. They carry two windlasses and 1 grappling hook, and can be easily used for quick transport and quick attacks. Up to 20 elves can be put on each longboat
    30 warships- These ships are the grand ships of Engalia's navy, being larger than queens-of-wars. They carry fire windlasses, normal windlasses, and windlasses that can be infused with magic. They can carry up to 500 elves.
    200 valians- These ships serve as patrols, being quick enough to chase away pirates from Engalia's busy sea lanes.

  • Reserve Navy -
    500 Merchant Vessels- Engalian merchant vessels vary in size, but generally have at least 1 windlass and 2 crossbows.
    10,000 Fisherboats: These tiny vessels are when things really get desperate. A little smaller than a longboat, they are extremely fast, but can only carry about 5 elves. They are usually unarmed, though some possess small windlasses.

  • Regular Army -
    30,000 Elven Swords: These elves are armed with swords, circular shields and short swords. They generally wear mail armor.
    1,750 Mounted Knights of the Realm: These mounted warriors are knighted and armed with weapons of their choice, including swords, spears, maces and the like. All Knights wear plate armor.
    20,000 Elven Spears: These elves are equipped with long spears and kite shaped shields. They are very well-armored and trained.
    85,000 Elven Archers: These ranged units carry elven longbows and swords as well. They are averagely armored, but very well-trained.
    18,500 Elven Defenders: The elite units are the vanguard of any defense of any attack besides those from the North. It is considered a great honor to be selected among their ranks.
    5,500 Elven Horse Archers: These elves are archers on horseback, as the name suggests. Along with bows, they also carry several javelins.
    14,000 Elven Light Cavalry: These elves carry spears and curved riding sabres, with medium armor. They are equipped to ride and be mustered quickly.
    20,000 of the North Guard: These warriors are the first line of defense to the north, primarily against the Ice Drakes. They occupy Haldria's Wall and the many forts of the North. Magicians also accompany every 100 troops. As such, this unit is highly trained and armored.
    30,000 of the South Guard of Engalcia: These warriors are the army for the defense of Engalia's new lands. They receive perhaps the newest equipment save the North Guard, and are specifically trained in the art of fighting dwarves. Magicians also accompany every 100 troops.
    10,000 Elven Heavy Cavalry: These heavy cavalry warriors have heavy armored, and are designed to smash through the hardiest of troops. They are trained to fight both mounted and dismounted, and wear plate armor in most cases. However, they are slow to muster as a result.
    500 of the Queen's Company: A group of warriormaidens who follow the Queen in battle when she goes, and also serve as her personal guards. They are very well-armored and highly skilled.
  • Reserve Army -
    150,000 Light Elven Archers: Many Engalian elves are proficient in the art of the bow. These are usually given some mail, boots, and a shield and two daggers. 200,000 Elven Farmers: These farmers come with what they have, whether it be mattocks, pitchforks, hammers and a few swords among them. They are usually given leather armor and a shield.

Other: To be added later...
Culture and Additional Lore:
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Brusia
Senator
 
Posts: 4505
Founded: May 22, 2007
Inoffensive Centrist Democracy

Postby Brusia » Wed Aug 19, 2015 8:59 pm

Æsir Faction Application

Faction Name: The Engawan Empire

Faction Banner:
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Faction History In Æsir: The Engawan Empire began as a small kitsune tribe in Western Cartha Reach. Engawa's early years were a time of constant strife, as the many nearby larger Afrrikan tribes attacked the Engawans almost constantly. Though the Engawan's were far more civilized than the other tribes, a warrior culture eventually developed among them as a result of the attacks. These Engawan warriors were far more disciplined and far better organized than those of the other tribes, and despite being frequently outnumbered, repelled every attack launched by the other tribes. The Engawans remained on the defensive until some 1700 years ago when the Emperor Telerius began his campaigns in Eastern Cartha Reach. As Telerius expanded his Empire, he crushed many of the Afrrikan tribes whose attacks had plagued the Engawans since their founding. When Telerius was finally killed in a battle against a coalition of these tribes, nearly all of the Engawan's enemies had suffered heavy losses or were entirely destroyed.

Seeing the current condition of his enemies, the Engawan King Hattori Hijira decided it was time to go on the offensive. In their battered state, the Afrrikan tribes were no match for the Engawan forces, and all who stood in King Hijira's way either fled or fell to his men's blades. Within only a few years the territory of the Engawan tribe more than quadrupled in size, and on account of his gains King Hijira had himself crowned the Emperor of Engawa; and thus the Engawan Empire was born. The Engawan Empire continued to expand over the next few decades, until finally the only two factions left in Cartha Reach were the Telerian and Engawan Empires. Out of respect for the martial prowess of Telerius, without whom the Afrrikan tribes would no doubt still be plaguing the Engawans, the Engawan Empire never went to war with the Telerian Empire, and no Engawan Army has ever set foot beyond the massive statue of Telerius which still stands to this day, marking the border between the two Empires.

Though Teleria and Engawa always remained at peace, the two had limited contact over the years, as the Engawan Empire became increasingly isolationist and traditionalistic. Indeed, it wasn't until shortly after the Great Anema War that the Telerian Emperor Tiberius, desperate for new sources of revenue to use to repair the damage done during the War, personally came to Engawa seeking to establish a trade agreement. After a lengthy discussion, the Engawan Emperor finally agreed to the deal, which served to greatly improve the economies of both nations. However, the trade agreement also brought foreigners and strange new ideas into the Engawan Empire, which infuriated many nationalists and traditionalists, who constantly petitioned to have the trade deal revoked. After the death of the Emperor, the traditionalists hoped the new Empress would be easier to convince, but when she too refused to revoke the trade agreement, the traditionalists had her assassinated; leaving the young Ishwari Hijira in control of the Empire. The traditionalists had hoped to be able to turn the young kitsune into a puppet Empress, using her to accomplish their goals; but to their surprise she instead instituted a policy ordering the summary execution of any traditionalist found guilty of sedition. At first, this presented a major setback to the traditionalists, as many of their leaders were killed, but as the people became outraged at a policy which they believed was merely a dishonorable way for the Empress to eliminate her political enemies, the traditionalists used this anger to garner support for their cause. Soon the situation reached its tipping point, and the traditionalists finally openly rebelled. The rebellion spread quickly through the Engawan Capital, taking the Empress' forces completely by surprise. The rebels were able to conquer the city in less than a day, and the Empress and her retinue were barely able to escape with their lives.

Now, as the Empress sails away from her homeland seeking aid to defeat this rebellion, the future of the Engawan Empire hangs in the balance...

Description of Faction Leader: Empress Ishwari Hijira

Description of Faction Characters: Lunari Owana: Advisor to the Empress of Engawa, Duchess of Engawa

Location In The Realm: Western Cartha Reach

Physical Description: The Engawan coast is a beautiful and fertile area, but much of the interior of the Engawan Empire is desert. As such, most Engawans live on or near the coast.

Population: 4,000,000

Military Forces: Total Regular and Reserve Military Number: 400,000

[*]Regular Navy - Total number of personnel: 70,000
Vessel types: 200 Bunes (with 250 men per vessel) and 50 Siege Tower Bunes (with 400 men per vessel)

[*]Reserve Navy - Total number of personnel: 30,000
Vessel types: Various trade ships which can be conscripted in an emergency

[*]Regular Army - Total number of personnel: 250,000
Unit types: 100,000 Samurai: Armed with yari spears and katanas, Samurai are arguably the finest swordsmen in all of Aesir. They are heavily armored and exceptionally well trained.
50,000 Bow Samurai: Bow Samurai are as well trained with their bows as their katana wielding comrades are with their swords, and they are equally well armored. While Engawan bows lack the range of the infamous elven longbows, the Bow Samurai make up for this fact with their deadly accuracy.
50,000 Samurai Cavalry: Samurai cavalry are essentially identical to Samurai, but on horses. Surprise, surprise :p
30,000 Bow Cavalry: Bow cavalry are similar to bow samurai, but are less heavily armored to allow for greater mobility.
18,000 Onna-bugeisha: Onna-bugeisha are elite women warriors armed with the deadly naginata
1,000 Great Guard: The Great Guard are the most elite warriors in Engawa, tasked with guarding the Empress and the Palace. They are exceptionally well armored and exceptionally well trained.
Artillery: 1000 men operating 200 mangonels

[*]Reserve Army - Total number of personnel: 50,000
Unit types: Ashigaru: Militia units typically lightly armored and armed with a yari spear or bow
Last edited by Brusia on Sat Aug 22, 2015 12:21 pm, edited 1 time in total.

User avatar
Hetland 2
Postmaster-General
 
Posts: 14868
Founded: Nov 30, 2011
Ex-Nation

Postby Hetland 2 » Sun Jun 26, 2016 3:52 pm

Still a heavy work in progress
Æsir Faction Application

Faction Name: Lyncan Hegemony

Faction Banner:
Image

Faction History In Æsir: The Hegemony has been around for a very long time, one of the oldest groups still around.



Description of Faction Leader: The Grey Council: A council of the wisest and oldest members of the Hegemony, they are secluded deep within the territory and are held to the highest esteem. It is said that they speak for both Luna and Gaia. Almost nothing is known about the council, save for their ability to see into the future is something to be taken seriously.
The Council has always taken their gifts as a means to protect others, and often send their agents to warn others, however, of late their visions have been strange and unreadable, though a sense of impending doom is unmistakable.

Description of Faction Characters :

'She who's visions are clouded in shadows': Otherwise known as the Black Seer to the other races. The Black Seer is a mystery even for Lyncans, not even the Grey council knows her true nature. Legends of her trace back centuries, to the creation of the Lyncan race, she's often referred to

"He who bore his fangs at the goddess"

Location In The Realm:

The Castes: Lyncan people have always been fairly unorthodox for a civilized people, favoring oral tradition to written. They work in a Caste system with three levels, Alpha, Beta, and Omega. Each caste is based on various clan rituals, however there are generally basic differences.
- Alpha: Alphas are the leaders, naturally charismatic and smart, they oversee packs and made sure each of the other castes maintain proper relations between them. Traditionally most Alphas usually dye their hair and tails with streaks of white and grey, the more recent one have taken to dying their fur red or other wild colors.
+2 Charisma, -1 Stamina, -1 chosen stat
- Beta: Betas make up the mainstay of the people. They're generally identified by their darker skin and fur. Unlike alphas, betas tend to be trained in a more balanced manner often with an emphasis in physical strength and skill at arms.
+ 2 to any chosen stat, -1 stamina -1 intelligence
- Omega: By far the largest caste. They are generally muted grey or off white, though the distinction of what makes an omega an omega has little to do with their colors. Omega are often seen as specialist however whether by incompetence or natural skill omegas tend to specialize on one to two things exclusively. To them pursuit of this skill is what they have been born for, and often they lack most forms of nuance or social graces. It is to be noted that the Great Wolves draw almost exclusively from the omega ranks as they're by far the most compatible with the Great Wolves rituals.
May choose up to 3 specific tasks to be treated as level 8 in. Charisma is capped at 3

Physical Description: Topography of the Hegemony:

Population: 600,000ish?

Military Forces: Total Regular and Reserve Military Number: Unknown. Lyncan do not bother keeping an accurate tally written down so their numbers are unbelievably hard to pin down.

[*]Regular Navy - Total number of personnel:
Vessel types:

[*]Reserve Navy - Total number of personnel:
Vessel Types:

[*]Regular Army - Total number of personnel: Unknown full numbers
Unit types:
Black Seekers:
Great Wolves: Rumors of massive wolf like creatures always haunt the Hegemony, referred to as Great wolves. Every lyncan has the ability to change into them however with a tiny exception the transformation is a permanent process, Lyncan that undergo the transformation rarely remember what used to make them part of the pack, or rarely how to speak or behave. Certain Omegas however seem to retain their faculties enough to negate the transformation after a certain while.Hunder av krig:
[url=http://ffxiv.consolegameswiki.com/mediawiki/images/8/8e/Black_mage_concept_art.jpg]Crimson Howlers[url]:
White Wolves:

Artillery:
[*]Reserve Army - Total number of personnel:
Unit types:
Last edited by Hetland 2 on Wed Jul 06, 2016 8:56 am, edited 6 times in total.
Don't worry. I'm just a bridge troll that feeds on forum drama.
Harbinger of the RP endtimes.
we will send a air stare on libya if they don't stop their attack
The krang countered the wave with something. And continued to try and take over the decepticon seeker.
Everybody! Can you stop saying that the cargo ship sinking we have done lately was a war crime. We were trying to economically destroy the UK.
Mair glows brightly and transforms in a human, wearing a white cloak, "leave us"
"FIRE IN THE HOE" he bellowed before triggering the explosive.
Julius Ceasar was a normal 14 year old who played Elder Tale in Russia.
We have already established, more powerful beings are not a proper weakness.

I miss Kare-bear :C


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