NATION

PASSWORD

Age of Mortals II: Rebirth [Update|OPEN|Fantasy]

For all of your non-NationStates related roleplaying needs!
User avatar
Kherkov
Senator
 
Posts: 4827
Founded: May 13, 2012
Psychotic Dictatorship

Age of Mortals II: Rebirth [Update|OPEN|Fantasy]

Postby Kherkov » Tue Jun 23, 2015 2:56 pm

Age of Mortals II: Rebirth

Image





IC| OOC
Check the OOC for the application and info about the RP.





This is the Age of Mortals II: Rebirth Update thread. Here, you should post:
  • Applications,
  • Army & Fleet movements,
  • Character movements,
  • Colonies being established,
  • Results of battles,
  • Border changes,
  • Anything else that might require the map to be edited.
ONLY post with map updates/applications. No OOC chat or IC updates.
Last edited by Kherkov on Sun Jun 28, 2015 2:16 pm, edited 5 times in total.
+ England expects that every man will do his duty +

Co-Founder of the RP Region The Commonwealth Society
Regional Factbook | Join our Discord | Kherkov Factbook
Nation is RP - not equal to RL views

User avatar
Britcan
Senator
 
Posts: 3961
Founded: Jun 27, 2010
Left-Leaning College State

Postby Britcan » Tue Jun 23, 2015 2:57 pm

The First Forest

Image


Nation Name: The First Forest

Population: 10,000

Army Size and Units: For almost all of their history the Children have no formal military as the peaceful nature of their people has ensured that they have never required one. This should not be taken to mean that they are defenceless, as their magical abilities mean that most of the Children are very capable of holding their own if they are required to fight. With the vanishing of the gods' power from the world one hundred children have chosen to become 'Rangers'. The task of these volunteers will be to adventure across the world, scouting and mapping all they find.

In combat the Children will usually use their magic to grow armour around them out of Ironwood, said to be hard as iron and extremely resistant to flame. Magic will usually be wielded as their primary weapon, though hunting bows are also reasonably common.

Navy Size and Ships: The Children have no Navy, they do however have small ships that can be used to navigate the Great Lake, which surrounds their isle.

Government Type: Council of Elders

Leader: Elder Harwyn, First Child of Elaviir - The oldest and wisest of the Children, having seen 500 summers come and go. He is crippled by age and centuries worth of injuries great and small and hasn't moved from his throne in the Grove of the Elder Tree for decades, slowly becoming one with tree that makes up the throne.

Notable Figures:
Seirhan Greenhair, First Ranger of the First Scouting Band - A skilled magician, even by the high standards of the Children, and a confident leader.
Ayrni Swiftfoot, First Ranger of the Second Scouting Band - An experienced hunter, proficient in tracking and archery. Has a more reserved personality than Seirhan.
Mira Farsight, High Priestess of Elaviir - Relatively young by the standards of the Children, having yet to see 30 summers. Nonetheless, she is the most valuable member of the Priesthood, with vivid prophetic dreams.
Domnel Knife-Ear, Elder of Altvas Bay - Nearly as old as Elder Harwyn, but much more mobile. He is one of the less conservative members of the Elder Council, being much more willing to look beyond their borders than his compatriots.
Jonvir Hawkeye - A middle-aged individual, renowned for his sharp mind and quick wits. He has great potential as a military strategist, should the Children have need of one.
Siriph the Hermit - One of the, if not the, most powerful and intelligent mages in the known world. She lives alone in a hut in the woods, mastering the magical arts.
Elwys the Red - A practitioner of taboo 'Red Magics', she has exiled herself from mainstream society. Her location is currently unknown.

Race Name: The Children of Elaviir

Cultural Traits: The Children are peaceful, though not pacifist nor cowardly. They instinctively avoid conflict where possible, only resorting to violence with great reluctance. A great amount of importance is placed on the preservation and protection of their sacred forest, a tradition that has existed since their creation. They are cautious, usually carefully considering their actions before acting. Despite this, they are generally welcoming and hospitable to outsiders, unless given cause to be otherwise.

Brief description of language: The extreme age to which the Children live has ensured that their language has changed little over the centuries from that of the Gods, to the extent that an individual who speaks neither language would struggle to tell them apart. It is, however, spoken in a softer manner and flows more smoothly, taking on an almost song-like quality.

The language is not written in any form, the Children instead relying on oral tradition and memory to preserve knowledge. Communication over long distances is done via spells that travel quickly and transmit recordings of an individual's voice and/or images.

Description of Race: From a distance the Children appear much like humans, only slightly more slender in stature and sharper features. However, a more careful inspection reveals more subtle differences. Their most striking feature is their yellow-gold eyes that glow dimly in the dark and allow them to see in low-light conditions. Their movements also don't match those of a human, generally appearing more graceful. Their clothing usually consists of earthy colours (greens, browns, etc) and will often incorporate elements of the natural world they feel so strongly connected to, ranging from leaves woven together, to garlands of flowers, to antlers.

Other differences cannot be seen so easily. The Children are primarily carnivorous with meat and fish making up the bulk of their diet, though they can eat fruits, plants and other things they are considered inferior. They were blessed by Elaviir with the ability to live for extraordinary lengths of time, as well as immunity to disease and infection. However, these blessings came at a price. The Children themselves do not reproduce, instead being birthed from the Elder Tree through the magic of Elaviir. With the fading of the gods' magic from the world it is no longer possible for more Children to be born. For all intents and purposes they are a dying race.

Undoubtedly the greatest strength of the Children is the magic they wield. Though they are not physically intimidating they are incredibly skilled in magic, specialising in the manipulation of nature, earth and the natural world. While the Children are capable of doing a wide range of magic, certain things are considered taboo and their few practitioners ostracised from society. There is a limited capacity for prophetic dreams among the Children, with the priests of Elaviir able to induce them. However, these dreams are often vague and of little use, only making sense once the prophecy has come to pass.

God: Elaviir - God of the Forest

Religion/Perception of Gods: The Children refer to Elaviir as their parent, as illustrated by the name they take. They are well aware of Elaviir's position as God of the Forest, the older members of them being alive in the time the gods still lived, and thus treat the forests of the world with great respect, with the First Tree and the grove it inhabits being the chief holy site of their nation. There is no formal organised method of worship, though there are generally accepted methods of honouring their god. There is, however, the small Priesthood of Elaviir, who dedicate their lives to their God and is lead by a High Priest/Priestess.

History of Nation: Elaviir was the second God to make a mark upon the world, creating it's forests and much of the flora and fauna which inhabited them. The Children were intended as guardians of the First Forest, being birthed from the oldest of the trees. They were peaceful and perfectly in harmony with nature, co-operating and thriving together. When they were required guidance Elaviir would give the members of their priesthood visions, offering guidance. For two centuries their population steadily increased in size as the Elder Tree, infused with the magic of Elaviir, birthed new children. There were few conflicts among them, bloodshed being all but unknown.

As the gods departed the world the population of the Children stopped it's rapid increase, the loss of Elaviir from the world hurting them dearly. As the magic of the gods faded from the world the birthrate slowly decreased to a trickle, barely keeping up with the occasional deaths. This fuelled the cautious nature of the Children, who were only too well aware of the fragile position in which they found themselves. The visions granted to them were no longer clear, members of the priesthood having to rely on their own magical powers, rather than those of their Elaviir. It was at this time that the Elder Council first formed with Harwyn, the first child of Elaviir and the oldest of their race at it's head. They passed on the guidance offered to them in the time of the Gods, keeping their people safe. For the past few centuries this has been their way, but now the power of the gods is gone completely and, now unable to reproduce at all and open to the world, they face even more challenges.

Map Claim: Already on the map. (The island in the middle of the largest lake)

Points of Interest: Already on the map.

RP Sample: You know me.
Last edited by Britcan on Sun Jun 28, 2015 9:54 am, edited 3 times in total.

This nation should not be taken to be representative of my real-life views, nor should any of the nonsense I posted on here as a teenager.

User avatar
Kherkov
Senator
 
Posts: 4827
Founded: May 13, 2012
Psychotic Dictatorship

Postby Kherkov » Tue Jun 23, 2015 2:57 pm

Image

The Kylan Empire
"En toútōi níka" | "In this, conquer"


Population: 1.2 million

Army Size and Units:
TOTAL: 50,000 enlisted men. Locations on the map already.
All two-handed firearms are equipped with bayonets. Organised into Companies.
> 150 Rifle Companies (15,000 men) - The standard unit of the Empire, heavily armoured, armed with 'cog repeaters' - able to fire 8 shots in quick succession without reloading. These companies are led by Majors.
>50 Skirmisher Companies (5,000 men) - More lightly armoured units. Fight in an open formation, with longer range bolt-action rifles - the best shots are selected for the skirmishers. Led by Captains. These men are split into Squads.
>50 Heavy Cavalry Companies(5,000) - Heavily armoured horses with heavily armoured rides, armed with cog repeater carbines and lances. Led by Majors
>100 Light Cavalry Companies (10,000) - Essentially skirmishers on lightly armoured horses, armed with dual revolvers and sabres at the hilt. Led by Captains.
>50 Grenadier Companies (5,000) - Similar appearance to Riflemen, but with red plumes on the helmet, and red capes. The strongest men are selected for these companies, and they receive additional training. Armed with cog repeaters and sabres. Led by Commandants.
>50 Artillery Companies (5,000) - Each company contains 20 cannons, each operated by 5 men.
>50 Machine Gun Companies (5,000) - Each company contains 20 Machine Guns, operated by 5 men each.

Navy Size and Ships:
TOTAL:
100,500 Men. Locations on the map already.
Naval Cannon Emplacements contain 2-3 guns. These are bigger than cannons on land. Every ship is laced with smaller cannons and machine guns.
2 Dreadnoughts (1,500 Sailors/3,500 Marines/14 Naval Cannon Emplacements) Huge, slow-moving, heavily armoured warships.
16 Warships (500/1,000/4) Large, medium speed, heavily armoured warships.
20 Frigates (200/800/2) Medium-sized, speed, and armour.
45 Corvettes (50/450/0) Small, fast, light armour.
12 Airships (1,000/1,000/2) Medium-sized and armour, fast speed, and of course airborne.

Government Type: Autocratic Monarchy

Leader: Emperor Valentian III Kokinos. A respected warrior and military strategist, however domestic policy is left more to his son, the Crown Prince.

Notable Figures:
Crown Prince Ampelios Kokinos, Heir to the Throne. More of a thinker and planner than a front-line warrior.
Prince Dareios Kokinos, Lord Marshal of the Imperial Military. Younger brother of Ampelios, appointed to lead the Military. An unparalleled military strategist, and an exceptional warrior, but a mind unsuited to politics and diplomacy.
Captain Metaxas of the IWS Marandul's Fury, the Empire's flagship dreadnought. A fine naval strategist.
Captain Zabat of the 1st Kylosian Skirmisher Squad. Perhaps the best shot in the Empire.
Commandant Argyris of the "Emperor's Own" Grenadier Company. Famed for his strength and combat prowess.
Field Marshal Raptis. Charismatic army commander who leads from the front.
Captain Areleous of the IAS Thunder, a dreadnought-turned-airship commander who found his talent in the skies.
Grand Overseer Megalos of the Imperial Academy of Magic. The leader of the small group of magical individuals in the Empire.

Race Name: Human

Cultural Traits: Arrogant, due to their position as the 'Firstborn of Vamoros', and viewing the Emperor as the 'Chosen' of Marandulir and the Azerii. Innovative and determined. Pragmatic - not necessarily 'good' or 'evil'. Simply want to advance their interests in the world.

Brief description of language: Very, very close to the Language of the Gods. The Humans were the Firstborn, and thus are very close to the Azerii.

Description of Race: What Marandul did not grant his Humans in size, speed, or magical ability, he granted them in innovation. The Humans have the most advanced technology in all of Vamoros. Despite this, there is some limited magical ability in the Empire, but only with a handful of people. They congregate at the Imperial Academy of Magic in Kylos.

God: Marandul, the god of Creation

Religion/Perception of Gods: The Human religion focuses mainly on Marandul as the 'greatest' of all the Azerii, as he created the Human race. Similar to Orthodoxy, with a Patriarch - however the Emperor usually takes this title. Various churches scattered across the land.

History of Nation:
When the Humans were created and placed upon the First Isles, Marandulir split them into different Duchies, ruled by the Emperor. The Emperor made national laws, usually ceremonial, vague laws, but the importance of the Emperor and his Holy position was unquestioned - his role as Patriarch was extremely important. Dukes made local laws concerning their subjects. This system continued for three centuries, from the creation of the Vamoros until the disappearance of the Azerii. The Humans continued their Ancient Greek-like existence with content.

But the Humans strayed from their path after the disappearance of the Azerii. The Emperor faded into a more ceremonial role. One of the Duchies, Thomalika, grew more powerful as it absorbed its neighbours through conquest - the first to do so. The Duke of Thomalika proclaimed himself 'Grand Duke', and began to claim more powers in conjunction with the Emperor. Eventually, the monarchy slipped into a more and more ceremonial role, until eventually the Emperor had little more to do than perform religious roles. This period of warring states continued for two centuries.

However, Emperor Valentian I grew tired of the monarchy being sidelined, and began a campaign to restore the Emperor's power and end the power of the Duchies, under the idea that the Emperor was Marandul's chosen, and that only the Emperor could lead the Empire to prosperity. He sought support from the Western Duchies, who had begun to develop new technologies, like firearms. These Duchies declared themselves 'Imperial Provinces', after the Emperor promised the Dukes positions in the new centralised Imperial Government. Eventually the Emperor rallied more and more Duchies to his cause.

But the Grand Duke saw this and resisted, arguing that while the Emperor was indeed the Chosen, Marandulir gave the legislative power to the Dukes, and not the Emperor. The Grand Duke called the Emperor's new technology an abomination, and an offense to Marandul. The Eastern Duchies raised their banners in support of the Grand Duke, and soon the two factions went to war.

Initial conflicts saw the sides at a stalemate. Early firearm technology of the Imperial faction was not powerful enough to significantly damage the Hoplite-based armies of the East. The Dukes began to push the Emperor back. But, this changed with the Battle of Marandul's Fist, where the Imperial forces brought in cannon technology. This decimated the army led by the Grand Duke himself, and the capture of the major religious site using this new technology demoralised the Duchies. As new technology came out, like machine guns, airships, and naval guns, the Grand Duke was pushed back to Alea island, where the defenders were quickly broken by massed artillery fire. The Grand Duke and his Duke supporters were rounded up and executed by firing squad. The Emperor asserted absolute autocratic control.

After this period, the Kylan Empire began to develop new technologies and refine existing ones. A century passed, and the last of the Azerii magic keeping the races apart faded. The Empire now looks outward, to its destiny: the creation of the greatest Empire the world will ever see, to prove themselves to Marandul, and bring the Azerii back.


Map Claim: On the map.

Points of interest: On the map.

RP Sample: Nah
Last edited by Kherkov on Tue Jun 23, 2015 3:10 pm, edited 1 time in total.
+ England expects that every man will do his duty +

Co-Founder of the RP Region The Commonwealth Society
Regional Factbook | Join our Discord | Kherkov Factbook
Nation is RP - not equal to RL views

User avatar
Viperia
Spokesperson
 
Posts: 127
Founded: May 17, 2012
Iron Fist Consumerists

Postby Viperia » Tue Jun 23, 2015 3:16 pm

Nation Name: The Arietem Empire

Flag/Symbol: Banner

Population: 750,000

Army Size and Units: 250,000 (Total)

100,000 knights

80,000 Cavalry (Mounted Knights)

50,000 Filios (Magical/Skirmishers) + 20,000 Wargs (Filios’ War Beasts)

Navy Size and Ships: None

Government Type: Elective Monarchy

Leader: Arietem Grakus

Notable Figures: Hrendar, The Beacon of the Dark

Krogar, Arietem Oculos

Ursu, Sheperd of the Filios

Race Name: Indomitos

Cultural Traits: Arrogance and an intense aggression and desire to conquer. Despite this aggressive and warlike nature the Indomitos are an honourable people. They pride themselves on their conduct on and off the field of battle. They are a hardy people, coming from such a harsh homeland. Those they see as equals will be rewarded with a swift, honourable death and open battle. Those they deem weaker than themselves, who rely on deception, trickery or others to fight their battles, they will make pay for their crimes and will extend no quarter on the battlefield.
Brief description of language: The language of the Indomitos people comes from the language spoken by Usu himself in the old times. The first of the Indomitos was awoken by his word and with his tongue the language spread. It is similar in nature to the Latin language though more guttural. When partaking in diplomacy the Indomitos have a respectful tone and the language is almost elegant as it rolls off the tongue. In battle the guttural nature emerges and the language consists mainly of commands and insults hurled amid growls and war cries. The Indomitos language descends from that of Usu however the language of the Filios, the sons of Usu, is believed to be the exact language spoken by him. The Filios language consists only of grunts and growls with very few audible ‘words’ as most men would know them. Only certain Indomitos can understand this language and fewer speak it, they are prized for their ability to co-ordinate with the Filios in battles.
Description of Race: The Indomitos are hardy northern race. They resemble large, well-built humans In terms of body shape. While the warriors are scarcely seen without armour or helmets the Indomitos faces resemble those of humans but are somewhat more bestial, their teeth are sharper and larger, their faces have more angular features and shapes compared to human faces. They have small claws on their hands although they are all but useless. Other than facially and the claws the Indomitos are essentially very big, very stocky humans. The Filios are more bestial. Still similar to humans, they are only slightly bigger, much smaller than their cousins. They resemble goats with small horns and very bestial features.

God: Usu (God of War and Bloodshed)

Religion/Perception of Gods: The Indomitos were once peaceful nomadic herders with no drive or ambition. Usu breathed rage into their minds and, once they had stopped fighting one another, they joined together to conquer the globe in his name. They honour him with each drop of blood spilt and all they kill are sacrifices in his name.

History of Nation: When the gods first created the world and breathed life into the first creatures, the Indomitos origin was shrouded in mystery. It Is unknown which of the elder gods created them but it is known that none gave them their patronage. Instead, the Indomitos were left to fend for themselves in the harsh and unforgiving lands of the north. While other races flourished under the guidance of their creators the Indomitos were left to struggle in the cold and snowy lands, growing only the hardiest, but most bland, of crops. These early decades of unguided loneliness made them bitter and resentful towards the gods.
However there was one god who had no creations on the world. His contribution was to instill hunger in the beings of the world so that wars would start and bloodshed would erupt, feeding him. Seeing these untamed beings Usu, god of War and Bloodshed, took pity on them. Usu saw an opportunity to craft a race for himself, one that would supply him with an endless number of offerings. Whispering into the ears of the Indomitos Usu filled their hearts with rage and their minds with war. What Usu could not foresee was how this bloodlust would affect the Indomitos. Prior to his intervention they had consisted of small separate farmer tribes. Usu’s blessing caused the Indomitos to erupt in anger, the tribes set upon each other in fiery war. Those who heard Usu’s words the clearest fled to the forests and hid, not to be seen for years to come.

For centuries these wars raged on with no tribe ever holding the upper hand for more than a decade or so. Those tribes that slaughtered the most life appeared to have the most luck, the most favour with Udu. The Indomitos interpreted this as Usu rewarding sacrifice. Those most fearsome warriors heard the word of Usu when they slept, congratulating them giving them renewed ferocity. However sometime around the second century of being the praise stopped. Those who had once led the mightiest of tribes could no longer hear their lord. An entire village, an entire tribe, could be slaughtered without even a whisper from Usu.
The shattered tribes of the Indomitos gathered themselves together and met at the central point of the snowy lands. The tribal elders discussed at great length what should be done about the apparent departure of their patron deity. It was decided that infighting amongst the northern tribes could never provide the bloodshed that Usu would desire for his return. The tribes of the north joined together, proclaiming themselves the Indomitos, a single tribe. This peak, on which their nation was formed, would be known as Glaciem for eternity. For a week the tribal leaders fought in single combat until only one remained. He renounced his name and took the name of Arietem, the Ram, in honour of he who they fought for. From Glaciem the Indomitos spread, cutting down all in their path and eventually taking the entire northern realm. It was around this time when the Indomitos found what had become of the chosen, those who heard Usu’s words strongest. These men, if they could still be called this, had grown smaller than their civilised cousins, but still remained strong. They had lived as Usu had told them, living off the land in a more rural, pagan, society. They too were lost without Usu and so pledged themselves to the Indomitos so that they could assist the quest to bring their lord back. Called ‘Filios’ by the Indomitos, meaning ‘sons’ for they are the true sons of Usu.

The Indomitos war band spread south, but slowly. Mainly attacking small border towns and villages. Arietems, Kings, were chosen by popular vote of the most revered generals and fighters. In the modern era Grakus is the Arietem. A proven warrior himself, Grakus is not content on staying holed up in the freezing north for eternity, he plans to venture further south than any chosen Ram before him. Lands do not concern Grakus, instead the war band seeks blood for sacrifice, wherever it can be found. Grakus resides in Casle Snow in the centre of Glaciem, safe to command his armies. At the head of his army rides Arietem his son, the eyes of the ram. Hrendar, the beacon of thedark, is his most revered general. He set himself ablaze to appease his god and so long as he slays enemies in Usu’s name the flames will not be quenched. The final of Grakus’ generals is Ursu, shepherd of the Filios, the only ‘man’ that the Filios will follow. With this mighty war band Grakus seeks to finally provide Usu with enough blood to return to the earth, even If it takes the entire world.

Map Claim: Northermost point of the western half where the snow/ice is except the small outcrop to the east. Already on it.

User avatar
Shnercropolis
Powerbroker
 
Posts: 9391
Founded: Sep 30, 2010
Ex-Nation

Postby Shnercropolis » Tue Jun 23, 2015 10:50 pm

Nation Name: Lorin Empire(usually called "The Lor")
Flag/Symbol: http://i.imgur.com/xS6y1Xl.png
Population: 3.1 million
Army Size and Units: 170,000, split roughly equally between Ikiganesh, Lagash, Eridu, and Ur.
Foot soldiers(100,000): regular foot soldiers. Carry poleaxes or other long-reaching weapons, with heavy armor and shields. Training is rigorous and most have fought in more than one battle. Pride of the Lor.
Horse Archers(40,000): similar to the Hunnic or Mongol horse archers. Carry horse bows or crossbows. Most have fought in more than one battle.
marauders(15,000): ride on wargs, huge wolf-like beasts created with infernal magic. Carry either swords or spears. The most fearsome and disorganized part of the Lor army.
auxiliaries(15,000): anyone who doesn't fit into the above categories. Includes engineers, foot archers, and mages. Training varies. Never deployed as separate units.
Navy Size and Ships: 4 frigates, 10 ballistas each. 4 cutters, no defenses, very fast. All located in Eridu. Additionally, both Eridu and Numrud have sea-facing ballista emplacements.
Government Type: Absolute monarchy. Governorship over districts or facets of government is assigned by the King.
Leader: King Putnapitash II, located in Ur.
Notable Figures: Azar Nenet, King's right-hand man, located in Ur.
Qet Pirytnesh, high general, located in Ikiganesh
Egenit Lotesh, high general, located in Lagash
Kenet Nassar, high general, located in Eridu
Race Name: Lor
Cultural Traits: The Lor are very violent, and have been fighting since the dawn of time. The constant fighting made strict military traditions a necessity, and over time that evolved into a culture where questioning the King's authority -- let alone dissent -- was something unheard of. They are very haughty, and at first contact they will likely consider themselves far above their neighbors regardless of circumstances.
Brief description of language: Inspired by ancient Sumerian and Babylonian languages. Cuneiform is the only written form.
Description of Race: Lor are humanoids that stand about 1.84 meters tall on average. They have long, pale faces, with black lips and irises. The overwhelming majority of Lor have black hair, although white hair is an uncommon occurance. Lors' bodies are slender and graceful. They have superhuman speed and endurance. Their smile is toothy and menacing, with sharp pointed teeth suitible for tearing into flesh(which they do often). Although not harmed by it, Lor prefer to stay out of the Sun. Their senses are much better than humans'. Magical ability is not uncommon among Lor, but most are untrained and are thus unable to use their magical ability beyond party tricks. Most Lor would be considered genius sociopaths among humans.
God: Maresh, God of pain and suffering.
Religion/Perception of Gods: The Lor had almost no direct relationship with Maresh. All they knew is that if they failed to complete a sacrifice every hour, the Sun would stop at midday and stay there. They have no conception that Maresh has gone away and they continue to do sacrifices on the hourly, which involve cannibalism. They have no perception of other Gods.
History of Nation: At first, the Lorin Empire was a region contested by dozens of nations, each of them vying for control of the land. Maresh made sure that none of these nations was able to get ahead of the others, thus prolonging the infinite war and providing more pain and suffering for him to enjoy. After the Gods faded there was little difference; the Lor had gotten so used to pain and suffering that they just kept going at it. Due to their unlimited aggression, no Lor kingdom was powerful enough to take the upper hand. The Pudnapitash dynasty started out as one of these small kingdoms, originating in Ur in the power vacuum left behind from another kingdom. Like all the others, it was a horrible place, wracked with war and dark magic. However, without Maresh to tip the scales back into balance, Qet Pirytnesh (military genius as he is) was able to crush the neighboring Lagash, and Pudnapitash II became the most powerful king in the region. Within 10 years he was able to leverage his increased size and resources to wipe all the other kingdoms out, and he declared his empire to be the first Lorin Empire, which (supposedly) contains all that is important in the world. However, new reports have been coming in of places elsewhere, and he aims to fold them into his domain if possible.
Map Claim: http://i.imgur.com/TZZ5OGO.png
Points of interest: http://i.imgur.com/TDFhMaT.png Larger blobs are cities, smaller blobs are towns. All cities double as fortresses and military bases. There are ports in Eridu and Nimrud. Ur is the capital. There is a sacrificial pyramid in Ur(the others were desecrated).
RP Sample: King Pudnipitash II sat on his throne pondering my request. He was quite the intimidating figure, resting his chin on his hand like that. A man with black hair, black lips, and black eyes, clothed in black armor, sitting on an obsidian throne in a throneroom of black marble, in a city primarily made of dark gray stone blocks at night. But you didn't need to know about the Lors' preference for black to see that he was intimidating; all it took was a look at his demeanor. His cold eyes scanned the room, looking at each of his counciliars like he could tell what they would recommend just by the looks on their eyes. And really, he probably could; although to me Lor looked stonefaced and uninterested, to a Lor even the tiniest twitch of the eye or move of the lips could speak volumes. It was something amazing about them and also highly unsettling, knowing they could guess your most private of thoughts just by looking at you. Finally he locked eyes with me and spoke. I could feel him peering into my soul, and I felt like I was going to freeze to death on the spot. Luckily I'd been among Lor for long enough to know that this was normal. The entire throneroom stared at me. Despite myself, the hair on the back of my neck stood on end.

"Traveller. Your arrival, and your tales of your home, have opened up whole new opportunities for this empire. I commend you for your bravery in escaping my marauders, and I also extend my deepest apologies and gratitude. I hope you have felt that gratitude in your accomidations here in my castle." They weren't that good, actually. The rooms I'd been given had been spare and windowless, suitible for a Lor, not the likes of me. They'd tried to accomidate me by decorating the room a bit and putting in more lighting, but I think they were confused by my requests. I knew that he knew what I was thinking, but he continued anyway. "Unfortunately your time here will be cut short rather quickly. Guards, sieze him."

I gaped in astonishment as the guards seemed to materialize next to me and grabbed me. I didn't even try to resist their magic-fortified strength; I'd seen them lift huge stone blocks for exercise. None of the counciliars in the room seemed the least bit ruffled by this, although I don't know if I'd be able to tell if they were. The King continued and smirked maliciously. "You will be used in our sacrificial ceremony, which takes place in roughly one hour. I hope you feel honored by this, as you will likely please Maresh to no end and bring about some benefit to me." I glanced at his audience again and saw most of them smiling. Some of them were chuckling. All of them looked like hyenas intent on a kill. I'd never seen a Lor smile before then, and now I think I know why. Their teeth were pointed and their looks were unambiguously predatorial.

"Now go, traveller, you must be prepared extensively before your big hour. Guards, escort him to his cell in the sacrifice queue." The guards, still stonefaced, carried me effortlessly to a dark tunnel. I was drugged and I don't remember anything until I awoke, strapped to a slab of rock that was wet with blood. The last thing I remember was the searing pain as one of the high priest's assistants bit into my neck.
Last edited by Shnercropolis on Wed Jun 24, 2015 8:42 pm, edited 9 times in total.
it is my firm belief that I should never have to justify my beliefs.

User avatar
Kherkov
Senator
 
Posts: 4827
Founded: May 13, 2012
Psychotic Dictatorship

Postby Kherkov » Wed Jun 24, 2015 4:21 am

Shnercropolis wrote:Nation Name: Lorin Empire(usually called "The Lor")


Hey, your app seems good. Could we possibly however change the cannons to trebuchets/catapults/ballistas? Also you sure you don't want any holy sites or anything that are important to your people? Thank you. :)
Last edited by Kherkov on Wed Jun 24, 2015 5:26 am, edited 1 time in total.
+ England expects that every man will do his duty +

Co-Founder of the RP Region The Commonwealth Society
Regional Factbook | Join our Discord | Kherkov Factbook
Nation is RP - not equal to RL views

User avatar
Vredlandia
Negotiator
 
Posts: 5097
Founded: Sep 08, 2012
Ex-Nation

Postby Vredlandia » Wed Jun 24, 2015 7:13 am

Nation Name: Sha Menuri a Vôle Tarrea (The Kingdom of Three Lands)
Flag/Symbol:
Image

Population: ~ 3.600.000

Army Size and Units: Around 20.000 City Watch members- Crime is not all too common among the Saelurians, but especially in large cities there is the danger of thieves. Therefore the King built a City Watch and armed all its members with bows, light armour and sharp, curved swords. Furthermore they carry a horn that they blow in cases of emergency to alarm other City Watch members. They are recognizable by their red leather breastplates. The City Watch members also work in customs and control the cargo of ships. The City Watch is present in larger cities, ports, military bases and at religious sites.

400 Mages - These mages aren't necessarily the most powerful mages of the world and certainly do not know every spell, but they are an indispensable support for the other troops. They are well trained healers and adequate mages. Their base is south of the capital, where the most important religious site is located.

15.000 Emergency Units - In cases of emergency, such as earthquakes, floods, storm, fire or rebellion, the emergency units come into place. They not only help the population, but make sure that order will be maintained. They are a little worse equipped than the City Guard members, as they miss a breastplate, and they are rather disorganized, being distributed all over the country.

680 members of the Royal Guard - Members of the Royal Guard must be extremely strong, as they wield heavy weapons and wear heavy armour. Often they originate from families who served in the Royal Guard before and are trained from their childhood on. 400 members guard the palace in Arandhul, 200 the one in Bathanae and the remaining 80 serve as mobile units for the King and his family.

12.000 warriors - Although they never fought a war, they are aware that the time might come some day. Therefore they formed a well-trained and well-equipped troop that is not only perfectly able to fight in forests, but also on ships and in strange lands. They are armed with medium armour, axes and a blade. Some have an additional bow with them.

Navy Size and Ships: The majority of their naval capacity is used for trade and therefore not part of the war fleet, but they have sixty war cogs to protect their trade from pirates. These ships are both very small and very fast. Then they've got an additional 16 carracks and 7 galleons to protect themselves.

Government Type: Absolute Monarchy

Leader: King Zilean IV., a man less interested in ruling than in travelling. He is constantly changing his seat of government from the capital of Arandhul to his summer residence of Bathanae, at least whenever he is not enjoying the landscape somewhere at another part of the archipelago.

Notable Figures:
  • Crown Princess Vyra is the eldest and only daughter of the King. She lives in Arandhul.
  • (Prince) Thane is her elder brother. He was Crown Prince, but had a dispute with his father and was taken out of the line of succession. He remains influential up to date and lives on an abandonded ship in the South of the Kingdom with some followers.
  • Grand Master Luvern leads the Order of Vêla and trains the mages of the Kingdom. Therefore he is at the religious site.
  • Brosius is a former Pirate Captain and now the closest friend of Prince Thane. He lives in a small hut only few miles away from Thane.
  • Count Ionis leads the City Watch. He is likely to be married to the Crown Princess and lives in his palace in Northern Bathanae.

Race Name: Saelurian

Cultural Traits: Saelurians are naturally satisfied. They have their wine and feasts, their landscape and pleasant weather, so they do not see any reason to be grumpy or sad. Although it is in the nature of a monarcchy to have someone who is better than you, there is no big divide among Saelurians and they are all relatively equal. It is not extraordinary for a male or female to lay with one of its own gender. They rather dislike being alone, explaining the two gigantic cities (Bathanae and Arandhul), who make up for half of the population. The rest of the population is spread along the islands, living in small houses with their families. Marriage does not mean that much to them, but their children do.

Brief description of language: Their language is not close to that of the Gods anymore. It is smooth and they seem to enjoy every word when speaking. It is easy to learn as well. The only difficulty is learning to write in their language, as their alphabet consists of lines and dots.

Description of Race: Saelurians look humane. Nevertheless there are minor and major differences to humans. Instead of normal legs, they have legs of a goat. With growing age they more and more look like goats as well, growing fur even on their face and shoulders. Their strength and agility are limited and it is hard for them to climb. Tehy are not the msot intelligent either. However, they do possess an adequate amount of magical skills and are well able to use that to their advantage.

God: Vêla, Goddess of Fortune and Lust. According to old tales she was often seen wandering around the isles back when the Gods were around. And where she wandered, flowers bloomed and old trees got new life. She was described as looking rather humane and like stardust.

Religion/Perception of Gods: Marandul is surprisingly the highest God to them, but they don't celebrate or honor him much. Instead, they honor Vêla. There are several feasts to her honors, most of them involving excessive drinking. At another feast you are meant to fool or mock someone, just like Vêla mocked her brother. A waterfall serves as their religious centre: Here they claim Vêla is resting, thus explaining the extraordinary colours, and waiting to return to the world. Close to this site they've erected a monument for Vêla.

History of Nation: When Marandul created the humans, the other Azerii became jealous. It did not take long until one sister of Marandul, Vêla, chose to make her own creation. To mock him she took his humans and added elements, most obviously the legs, of goats to them. These new men were placed on the Triga Archipelago, where they would be safe. They chose a King, started to grow wine and to drink it, they learnt to craft and mastered crafting and finally they were satisfied. Barely having natural enemies on their archipelago and always having enough to eat, they never felt the urge to leave their safe home. But when the Gods faded and Vêla did not bring them luck anymore, they were struck by a famine soon after. That forced them to build ships to sail to other lands, where they would learn more about agriculture.

With this new knowledge, and new plants, they returned and made sure a famine like the last one would never happen again. It did happen again, but for entirely different reasons. On their journey, however, they also learnt that they are not alone in this world and need to prepare for the worst, should ever any danger arise. They formed militias and a navy, trained troops and crafted weapons. This went on until King Zilean came to power. He drastically reduced the military and formed a smaller, worse paid militia-like emergency unit instead. His son heavily attacked him for that, but Zilean did not want to hear any criticism and excluded him from the line of succession. And whiel the Prince enjoyed the first years of his calm life without duties, he fears what might become of his Kingdom and knows that many think like he does. The stability and peace inside the Kingdom of Three Lands is deeply fragile.

Map Claim: Click

Points of interest: Click

RP Sample: Old RP

User avatar
Kherkov
Senator
 
Posts: 4827
Founded: May 13, 2012
Psychotic Dictatorship

Postby Kherkov » Wed Jun 24, 2015 7:32 am

Vredlandia wrote:Nation Name: Sha Menuri a Vôle Tarrea (The Kingdom of Three Lands)


Very nicely done, Vred, accepted, I'll work on adding you to the map.

For the city watch, it's assumed that every city and the like has a garrison, so you don't need to include them in your army size. And could I have the locations of your armies please (see the interactive map for examples).
+ England expects that every man will do his duty +

Co-Founder of the RP Region The Commonwealth Society
Regional Factbook | Join our Discord | Kherkov Factbook
Nation is RP - not equal to RL views

User avatar
Vredlandia
Negotiator
 
Posts: 5097
Founded: Sep 08, 2012
Ex-Nation

Postby Vredlandia » Wed Jun 24, 2015 7:43 am

Kherkov wrote:Very nicely done, Vred, accepted, I'll work on adding you to the map.

For the city watch, it's assumed that every city and the like has a garrison, so you don't need to include them in your army size. And could I have the locations of your armies please (see the interactive map for examples).


Thanks.

Well, the emergency units do not have one single location. The mages are at the religious site, so no need to mark them extra, and the warriors are to the north-east of the capital. And I do intend to use the watch as army as well, so I included it.

User avatar
Kherkov
Senator
 
Posts: 4827
Founded: May 13, 2012
Psychotic Dictatorship

Postby Kherkov » Wed Jun 24, 2015 7:47 am

Vredlandia wrote:
Kherkov wrote:Very nicely done, Vred, accepted, I'll work on adding you to the map.

For the city watch, it's assumed that every city and the like has a garrison, so you don't need to include them in your army size. And could I have the locations of your armies please (see the interactive map for examples).


Thanks.

Well, the emergency units do not have one single location. The mages are at the religious site, so no need to mark them extra, and the warriors are to the north-east of the capital. And I do intend to use the watch as army as well, so I included it.


Can I have how many watch members and how many emergency response units are in each city then? It's just that unit movement needs to be recorded on the map and such. As you can see all my armies are on the map.
+ England expects that every man will do his duty +

Co-Founder of the RP Region The Commonwealth Society
Regional Factbook | Join our Discord | Kherkov Factbook
Nation is RP - not equal to RL views

User avatar
Vredlandia
Negotiator
 
Posts: 5097
Founded: Sep 08, 2012
Ex-Nation

Postby Vredlandia » Wed Jun 24, 2015 7:55 am

Kherkov wrote:Can I have how many watch members and how many emergency response units are in each city then? It's just that unit movement needs to be recorded on the map and such. As you can see all my armies are on the map.


Well, the emergency units are no real army until they are called to arms, but if you want to I can RP that they are located on the North-Eastern peninsula, because that's where the storms are. I don't want to use them a lot anyways, so that wouldn't be a problem.

The City Watch has 8.500 members in Arandhul and 11.500 in Bathanae.

User avatar
Kherkov
Senator
 
Posts: 4827
Founded: May 13, 2012
Psychotic Dictatorship

Postby Kherkov » Wed Jun 24, 2015 8:03 am

Vredlandia wrote:
Kherkov wrote:Can I have how many watch members and how many emergency response units are in each city then? It's just that unit movement needs to be recorded on the map and such. As you can see all my armies are on the map.


Well, the emergency units are no real army until they are called to arms, but if you want to I can RP that they are located on the North-Eastern peninsula, because that's where the storms are. I don't want to use them a lot anyways, so that wouldn't be a problem.

The City Watch has 8.500 members in Arandhul and 11.500 in Bathanae.


Excellent. Alright, we'll leave the emergency units as sort of levies that don't exist until they are called to arms, but if they are, I'll need a location.
+ England expects that every man will do his duty +

Co-Founder of the RP Region The Commonwealth Society
Regional Factbook | Join our Discord | Kherkov Factbook
Nation is RP - not equal to RL views

User avatar
Shnercropolis
Powerbroker
 
Posts: 9391
Founded: Sep 30, 2010
Ex-Nation

Postby Shnercropolis » Wed Jun 24, 2015 8:56 am

Kherkov wrote:
Shnercropolis wrote:Nation Name: Lorin Empire(usually called "The Lor")


Hey, your app seems good. Could we possibly however change the cannons to trebuchets/catapults/ballistas? Also you sure you don't want any holy sites or anything that are important to your people? Thank you. :)

ballistas it is. The sacrificial pyramid is the only thi9ng that would be considered holy.
it is my firm belief that I should never have to justify my beliefs.

User avatar
Kherkov
Senator
 
Posts: 4827
Founded: May 13, 2012
Psychotic Dictatorship

Postby Kherkov » Wed Jun 24, 2015 9:15 am

Shnercropolis wrote:
Kherkov wrote:
Hey, your app seems good. Could we possibly however change the cannons to trebuchets/catapults/ballistas? Also you sure you don't want any holy sites or anything that are important to your people? Thank you. :)

ballistas it is. The sacrificial pyramid is the only thi9ng that would be considered holy.


Brilliant, accepted, I'll add you to the map when I get back.
+ England expects that every man will do his duty +

Co-Founder of the RP Region The Commonwealth Society
Regional Factbook | Join our Discord | Kherkov Factbook
Nation is RP - not equal to RL views

User avatar
Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 22002
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Wed Jun 24, 2015 5:56 pm

Nation Name: Order of the Edge (Or the Edge Realms)

Flag/Symbol:

Image


Population: 1.000.000

Army Size and Units: 20.000 active, with another 250.000 trained individuals to draw from, should the need arise.
These units consist of:

The High Order of the Chosen: 3.000 men and women
The High Order of the Chosen, or simply The Chosen, are a band of trained monk-knights, the social elite of the Edge Realms. They are hand-picked from the population for their shown talents in the mandatory training all citizens get. Some show true valour or strength of character, while others show martial ability or leading skills. Whatever the reason, these men and women are picked out at a young age and are trained in the ways of the High Order. Poetry, music, arts, literature, the art of war, martial ability and a whole lot of others things, these people are the prime of the Edge Realms’ society. They live in keeps along the Great Walls, protecting and controlling the villages below as a sort of nobility, though more as administrators than actual counts and dukes. These people are always part of the standing army, and the first to be called to battle.

The Guard at the Ready, or simply The Guards: 17.000 men and women

Divided in Pike and Shot, these Guards are the main bulk of the army of the Order of the Edge. They are made up of the trained conscripts of the populace, usually those who did not make it to the High Order. Most of these men and women are not volunteers, but conscripted, as every members of the population is for some time. These people fulfil their part of the expected service, a course of military training and discipline that all those born between the Walls have to obey. These are the foot soldiers, the regular patrols, those who truly guard the Walls.

Navy Size and Ships: None

Government Type: Elective Oligarchy

Leader: Prime Master Harold Hadafang, Head of the Order, Chancellor of the High Order Council, in Fort Mount.

Notable Figures:
Mistress of the Guard, Anna Mangold, in Fort Mount
Master of the Roads, Philippe Mangold, on Fort Mount
Master of the Eastern Wall, Konrad Konradszoon, in Fort Moon
Mistress of the Western Wall, Valeria Ogoston, in Fort Solar

Race Name: Hewn Men, Men of the Edge

The Men of the Edge aren't really men. They are impressions of men, carved from the same Rock and Stone that built the Two Great Walls of the East and the West. The first Hewn Man was Hadafang the Nameless, created with the First Name, carved by the Goddess herself. She gave him the Spirit, the thing that made the Walls living, and enlarged it. The Goddess, always ready to protect, had tried to make humans in the image of the First Beings. Yet, she didn't have the power, and she ended up creating mere impressions, figments of what true men where. They would serve the purpose, however. She learned Hadafang the Nameless the skill of carving rock into living beings, and taught him how to grant the Spirit to them. Hadafang took this upon him, and created the Six Fathers and the Six Mothers, whom he in turn learned the skill to. These six pairs formed the foundation for the six families that now inhabit the Edge Realms. Mangold, Konradszoon, Ogoston, Breakstone, Herraband and Lithuin. These are still the names that live on in the Edge Realms, for every Hewn Man is a direct descendant of one of the First Fathers and First Mothers. Only the Prime Master bears a different name, that of Hadafang the Nameless. For when the old Prime Master lays down his duty, he and the new Prime Master switch their souls. The Prime Master, therefore, always has the body of Hadafang the Nameless.

Cultural Traits: Equalism: These people are hardy, and every person must do his or her duty. Women can bear arms, can read and write, have the same heart that men do have. Why exclude them from participation? The Order of the Edge includes members of both genders into her service, her notable positions.

Discipline Keeps Us Safe: All citizens undergo a process of rigorous military training for a few years as part of becoming an adult. They have to serve in the Guard for a while before they are allowed to return home. It is this discipline that has kept the people in check for a very long time. Their obedience to officers is unrivalled, and the populace knows when to take one for the team. The military spirit is high between the walls.

Brief description of language: A harsher version of the Azarii language. Over time, sounds that travelled further and that were easily audible in a noisy area became more pronounced and more sought for, leading to a language evolution that finally wielded the Edge Tongue, the language spoken between the walls.

Description of Race: The Men of the Edge are a hardy folk. Despite what their equalitarian society might have you believe, these people live in a rigorous social order, with those of the best merit on top, looking down on those hanging below. The society is military-orientated, and strict discipline is required. Those who will not serve are of no use to this society. Functioning like one grand nation, those on the bottom act under the strict command of the administrating class of the Higher Order. Seeds are sown when the Order commands it. Wheat is harvested when the High Order says it is so. Strictness, discipline, equality, those describe the society best.

God:Andasdina, goddess of the Stalwart Defenders and the Home.

Religion/Perception of Gods: The Men of the Edge see themselves as closer to the Gods than any other race. They feel like they are on a special mission, sent by the Gods themselves. To be the separation between the continents, to keep the one from mingling with the other. They feel like this is their duty, and everything they do is for that divine purpose. Their whole lives are lived for that purpose. There are temples in every village, every keep has a chapel and the land is scattered with various shrines, religious symbols and altars. Every Guardsman carries with him or her a small silver castle, the Token of Service, which has a religious significance as well as social importance. Those who don’t own such a small silver castle around their neck have never served, r have been branded criminals. Not good.

History of Nation: WIP. When you like the idea, I will finish this.

Map Claim:
Image


Points of interest: See above

RP Sample:Hello. We’ve met.
Last edited by Great Confederacy of Commonwealth States on Thu Jun 25, 2015 7:35 am, edited 3 times in total.
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

User avatar
Terminus Alpha
Ambassador
 
Posts: 1626
Founded: Jan 10, 2015
Ex-Nation

Postby Terminus Alpha » Wed Jun 24, 2015 6:30 pm

-Void-
Last edited by Terminus Alpha on Sat Jun 27, 2015 12:25 pm, edited 2 times in total.
RP Interests: Alt-Hist, Space, 20th Century onward.
In the process of becoming a History teacher.
Center-Left-Libertarian | "Dirty filthy hippie"
Agnostic Atheist
Democrat
LGBT+

User avatar
The Vekta-Helghast Empire
Negotiator
 
Posts: 5782
Founded: Jan 14, 2012
Ex-Nation

Postby The Vekta-Helghast Empire » Wed Jun 24, 2015 7:34 pm

Kingdom of Halgaard.

Flag.


Population: 932,500, almost a third of which live in the capital.

Army Size and Units: 27,875 Reserves, 120 Landed Knights and 13,987 Active Troops.

Navy Size and Ships: Fifteen Galleys, the fleet is miniscule largely due to the location of the nation - the ships are only for patrolling the rivers and assisting the transportation of troops across the rivers.

Government Type: An Absolute-Cognatic Elective Monarchy.

Leader: X is the Capital, Halgaard City and location of the Leader, King Sebastien Whiteford II. The dots are the locations of major cities/towns, the +s are the locations of Forts/Castle Towns and the Crucifixes mark significant religious locations / locations of interest in general.

Notable Figures: King Sebastien Whiteford II, The Capital. Prince Josack Whiteford XII, Pike’s Watch. Princess Anya Whiteford I, The Capital. Lord-Commander Robert Walsch, Pike’s Watch. Arch-Bishop Roslen Lenard, Sun Spire.

Race Name: Haalgardian.

Cultural Traits: Given their central location, the Halgaardian people are incredibly diverse in their cultural practices, though one of the most defining features of Halgaardian society is that they tend to keep to themselves, infighting and other such incidents leading them to care very little of the affairs of outsiders. But don’t mistake their isolationism for weakness - their infighting has kept them more than fit for battle and more experienced than most. Another defining feature of Halgaardian society is the distinct division between the commoners and the and the ruling class, much like you’d see in Medieval Europe - social mobility is essentially non-existant, with very few commoners coming into fame or glory, unless through proving themselves on the battlefield and earning themselves Knighthoods.

Brief description of language: The people of Haalgard mainly speak in the old tongue, but with a few minor changes in pronunciations, meaning that most other races and communities with a knowledge of the old tongue are able to communicate with them fairly easily. In addition to this, there’s huge variations in regional dialects, as stated previously - there’s a ton of different peoples coming together under the national banner, meaning cultural, economic and lingual differences are vast.

Description of Race: They were not blessed with claws, great agility and extreme physical strength, but the people of Humanity have been granted the perfect middle ground and in addition to their averageness physically, they are bestowed with the gift of reasoning and some lucky few are even blessed with the gift of access to magic. One thing however, that differentiates the people of Haalgard from your usual Humans is that they’re distinctly pale and tend to have green or brown eyes, as well as darker hair-colours. Being blessed with blonde hair or blue eyes at birth is considered a sign of greatness to come. In addition to this, when these people find themselves in the dark - their eyes convert to a dark purple and they're able to see if it were as bright as day, this is known as Al'kira's gift - as the Queen of the Sun has blessed her people with the power of light, granting them access to unique forms of magic known as 'The Holy Light' (Warcraft kids will get this).

God: Al’kira, Queen of the Sun, the Goddess of Light.

Religion/Perception of Gods: The Haalfgardian people pay little attention to the old Gods, with a very limited number of the populace paying any homage to them - instead they dedicate their time to their most prestigious and glorious Sun-Goddess, some take it so far in fact that acts of genocide have been carried out by previous Monarchs against the non-believers and active practitioners of other faiths. Meaning that over time the church of the Sun-Goddess has thrived and consumed a huge majority of the population, who actively and devotedly give praise to her and embark on great journeys in order to seek her blessings.

History of Nation: The Kingdom of Haalfgard is a nation of outcasts and nomads, those who were left out of place in their original homelands, those who had great wanderlust and one day decided to settle down and those who came in search of easy conquest, but found no such thing. Over time, the dozens upon dozens of factions which inhabited the region came together, forming a variety of small principalities and city-states, waging war with their neighbours and decimating each other, but following years of conflict something changed - outside forces began to move against them and they knew, that alone they would stand little to no chance against the foreign invaders and bound together as one grand alliance, electing a leader from the various princes on the basis of military ability to serve as the supreme commander of all the Alliance’s forces.

Together, the princes defeated a force near ten times the size of their own and experienced a great economic boom with the sudden availability of trade between states which once detested one another. As a result, when the war came to an end and the Princes met once more - they agreed that never again should they be a divided people and that together they could achieve a great many wonders, in those days there was naught but seven princes. Today, there are twenty-one, with the Kingdom having rapidly expanded its borders through diplomacy with neighbouring factions and eventually consolidating their new found method of election - with the passing of a Monarch, a new one should be elected from the various Princes, usually being either the most militarily wise or the wealthiest of the Princes. Though of late, there’s been a bit of a trend in Whitefords taking the throne - for the last four Monarchs have all been of the Whiteford line - perhaps this is the first step in the evolution of the Kingdom into a Feudal Monarchy under a Whiteford dynasty.. Only time shall tell.

RP Sample: One and Two.
Last edited by The Vekta-Helghast Empire on Fri Jun 26, 2015 3:15 am, edited 5 times in total.

User avatar
Faal Lot Himdah
Postmaster of the Fleet
 
Posts: 20198
Founded: Jun 12, 2014
Scandinavian Liberal Paradise

Postby Faal Lot Himdah » Wed Jun 24, 2015 7:40 pm

Nation Name:
The Draken Kingdom
Flag/Symbol:
Image

Population: 1.5 million
Army Size and Units:
60,500 Total
Infantry - 30,000 men
-5,000 Draken Duelists
-15,000 Draken Swordsmen
-10,000 Draken Spearmen (Draken armed with Spears)
Cavalry - 10,000 men
-8,000 Draken Horsemen (Horses used by the Draken are much larger then any other breed, and are heavily armored, armed with a sword and spear)
-2,000 Draken Dragon Riders (They ride Dragons, deal with it. Armed with a crossbow)
Archers - 15,000 men
-6,000 Draken Crossbowmen (Drakens armed with crossbows)
-9,000 Draken Bowmen (Drakens armed with bows)
Mages - 5,000 men
-1,000 Draken Healers (Healing magic)
-4,000 Draken Battlemages
Seige - 500 men
-200 Seige Dragon Riders (They ride Dragons and throw primitive grenades on enemies)
-300 Seige Crew (Operate Draken Seige equipment and build it if need be)

Navy Size and Ships:
Total amount of ships - 145
Total amount of men - 3250
- 50 Light Ships (think Dromon) - 10 men per ship, armed with a single cannon (primitive cannon), fast, not armored
- 10 Heavy Ships (think Turtle Ship but bigger) - 25 men per ship, armed with multiple ballista (explosive bolts), heavily armored and slow.
- 75 Fast Ships (think Longboats) - 30 men per ship, no armor or weapons on board, extremely fast.
- 10 Dragon Carriers (large ships with stables for Dragons) - 25 men, 2 Dragons, 20 ballista, heavily armored, very slow.

Government Type: Absolute Monarchy
Leader: King Mirzo (Currently at the royal palace in Drake Rock)
Notable Figures:
-High General Razar - Gweriric's Last Stand (Leading the Southern Army)
-Commander Joa - 1st Wundaak Force
-Commander Akidu - 2nd Wundaak Force
-High Librarian Briina - The Pillars of Onikgein
-High Blademaster Jarrlik - Demon's Run (Leading the Northern Army)
-High Admiral Zerik - Lokolteiren Fleet
-Explorer Kazaro - 2nd Wundaak Fleet
-Captain Sergon - 1st Wundaak Fleet
-Princess Lisiiha - Drake Rock
Race Name:
Draken
Cultural Traits:
The Draken have a very artistic and knowledge based culture. They are constantly seeking to learn more about the world. But do not take them for weaklings, they are some of the mightiest warriors you will find. They generally avoid to fight, but if it comes to it, they will. The Draken are constantly looking outward from their home, not for land but for knowledge.
Brief description of language:
When they speak the common tongue they speak it rather harshly, but poetic in a way. Their main tongue is far from the common, making it dificult to understand.
Description of Race:
The Draken appear in multiple different ways, they can look almost exactly human, like bipedal dragons or anywhere in between. The Draken easily tower over most other races, with the average height for female's being 7'5" and the average for males being 8'. Draken that are born with wings have the ability of flight, and those with out compensate with greater running speed. All Draken boast an incredible resistance to the elements, and in the case of the scaly Draken, resistance to physical weapons. The Draken are masters and controlling the elements through magic, as well as master crafts men.
God:
Onikgein, god of Wisdom and Knowledge.
Religion/Perception of Gods:
Everything to do with religion for the Draken all goes back to one landmark, the Pillars of Onikgein, which have the entire Draken religion and it's ideals written upon it in the language of the Draken. The Draken do not believe that the Azerii or to them the Kruziik have a physical form; that instead they are made of the pure energy of the universe. The religion of the Draken's is easy to worship, it does not require going to temples, or reading from a holy book, instead it involves simple meditation on the reality of the world. The Drakens priests are known as Librarians.
History of Nation:
(A very brief history, covering the important parts)
The Draken Kingdom was founded once the seven Draken clans came together and united. The Drakens origin is unknown, even to the Draken themselves. For all intensive purposes, they just appeared. The Draken quickly developed into seven clans and after years of bloody war they united to form the Draken Kingdom. From that moment on the Draken lost the list for blood, but gained a lust for knowledge and art. They adopted Onikgein as their patron god after seven great pillars appeared, the Pillars of Onikgein, these pillars lead the new Kingdom from birth to glory. At first the Kingdom was fragile, but grew to become indestructible. The clans have almost been disbanded, they still exist though.

After the uniting, the Draken let their military descend. Until one day, when an unknown group of attackers arrived, and threatened the Kingdom. The Draken quickly rebuilt the army and destroyed the attackers, with the help of Dragons. From that point on, the Draken learned that an army would always be needed, and Dragons gave them a tactical advantage.

Ever since their founding, the Draken Kingdom looks outwards, for knowledge's sake. But the gods have always kept them from this. Lately though, the power of the gods has been fading. This has given them a perfect opportunity to achieve this goal.
Map Claim:
Here
Points of interest:
Same map
Red Outline, Black Fill - Forts
Black Outline, White Fill - Capital
Black Outline, Light Blue Fill - Port Cities
Black Outline, Pinkish Fill - Towns
Yellow Outline, Blue Fill - Holy Site
White Outline, Light Blue Fill - Navies
White Outline, Light Green Fill - Armies
*Note - Forts are armed with Ballista and a single cannon in a tower, that can move 360 degrees to defend the fort

1 - Drake Rock (Capital, Port in City) (Lokolteiren Guard - Total 600 men -200 Duelists, 200 Bowmen, 200 Battlemages)
2 - The Pillars of Onikgein (Seven Pillars, great Library built around them)
3 - Great Northern Gate (Fort, On both sides of a straight, has a large chain that can be put across the water) (Northern Defense Army - Total 7500 men - 2,500 Swords, 400 Duelists, 1,000 Spears, 1,000 Horsemen, 500 Dragon Riders, 400 Bowmen, 1,000 Crossbowmen, 200 Healers, 500 Battlemages)
4 - Great Southern Gate (Fort, On both sides of a straight, has a large chain that can be put across the water) (Southern Defense Army - Total 7500 men - 2,500 Swords, 400 Duelists, 1,000 Spears, 1,000 Horsemen, 500 Dragon Riders, 400 Bowmen, 1,000 Crossbowmen, 200 Healers, 500 Battlemages)
5 - Lake Watch (Fort)
6 - Gweriric's Last Stand (Fort) (Southern Army - Total 10350 men - 3,000 Swords, 2,000 Spears, 1,000 Duelists, 2,000 Crossbowmen, 1,000 Horsemen, 500 Dragon Riders, 500 Battlemages, 50 Seige Dragon Riders, 200 Healers, 100 Seige Crew)
7 - West Watch (Fort)
8 - Tidal Rock (Fort)
9 - Great Bay Overwatch (Fort)
10 - Serpents Teeth (Fort, On both sides of a straight, has a large chain that can be put across the water)
11 - Gate Watch (Fort)
12 - The Spire (Fort) (Reserve Seige - Total 200 men -100 Seige Dragon Riders, 100 Seige Crew)
13 - The Blue Rock (Fort)
14 - North Watch (Fort)
15 - Demon's Run (Fort) (Northern Army - Total 10350 men - 3,000 Swords, 2,000 Spears, 1,000 Duelists, 2,000 Crossbowmen, 1,000 Horsemen, 500 Dragon Riders, 500 Battlemages, 50 Seige Dragon Riders, 200 Healers, 100 Seige Crew)
16 - Forest Watch (Fort)
17 - North Bay (Port City)
18 - Ta'alan (Port City)
19 - Siva'lin (Port City)
20 - Serpent's Tongue (Military Port + Port City) (At port - 1 Heavy Ship, 10 Light Ships, 13 Fast Ships, 3 Dragon Carriers)
21 - Bavalis (Port City)
22 - Lahvac (Town on The Great Lake)
23 - Vargfell (Town, known for large pit mine)
24 - Rektin (Town)
25 - 1st Wundaak Force (Total 12,000 - 2,000 Swords, 2,000 Spears, 1,000 Duelists, 2,000 Horsemen, 4,000 Bowmen, 900 Battlemages, 100 Healers)
26 - 2nd Wundaak Force (Total 12,000 - 2,000 Swords, 2,000 Spears, 1,000 Duelists, 2,000 Horsemen, 4,000 Bowmen, 900 Battlemages, 100 Healers)
27 - Lokolteiren Fleet (Total 50 ships - 5 Heavy Ships, 20 Light Ships, 22 Fast Ships ,3 Dragon Carriers)
28 - 1st Wundaak Fleet (Total 34 ships - 2 Heavy Ship, 20 Fast Ships, 10 Light Ships, 2 Dragon Carriers)
29 - 2nd Wundaak Fleet (Total 34 ships - 2 Heavy Ship, 20 Fast Ships, 10 Light Ships, 2 Dragon Carriers)

RP Sample:
Hunters Guild
Star Wars: Padawan Rising
Simplicity in Conflict
Last edited by Faal Lot Himdah on Sat Jun 27, 2015 2:58 pm, edited 11 times in total.
#BlameVoid
A VeryProudCanadian
Charlia wrote:Faal Lot Himdah - A wizard. Possibly evil. Seen associating with Charlia, who baas at him a lot when he doesn't feed her enough. #BlameVoid

Kuhlfros wrote:Fall Lot Himdah=Alakazam (May or May not have to do with Merlin)

Spindle wrote:I swear, you two are pretty much the font of all evil in this world...

Spindle wrote:Aaaaaand, the font of all sass.

User avatar
Elerian
Postmaster-General
 
Posts: 11563
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Wed Jun 24, 2015 10:52 pm

Rhû Nór

Image


Population: 12.7 Million

Army Size and Units: The Nimrev clans field a wide variety of troops, and each clan usually has a specialty unit that it brings to the table. Similarily, many of the Nimrev clans have nightmarish creatures taken from the bogs that they unleash on their enemies.

Total- 1.3 Million

Clan Ekalb- Located in Cripple Keep

20,000 Flagellant- Fanatical followers of the Ekalb that whip themselves into a frenzy before battle

10,000 Tempest Vermin- The Heavy hitters of Clan Ekalb, the Tempest Vermin wear heavy armor and carry sword and buckler

100,000 Levy Vermin- Lightly armed and armored, these vermin make up the core of Clan Ekalb's army

Clan Rattus- Located in the Gutter

80,000 Gutter Rats- Lightly Armed and armored, these vermin make up the core of Clan Rattus' army

10,000 Squealers- Trained riders ride the flying Screechers who inhabit the Gutter

Clan Trisk- Located in Putrid Peak

200,000 Peak Rats- Lightly armed and armored, these vermin make up the entirety of Clan Trisk's army

Clan Gratis- Located in the Blood Bowl

80,000 Pike Vermin- Well armed and equipped with Pike and sword

20,000 Stormvermin- The mainstay of Clan Gratis, the Stormvermin are the best equipped infantry available in the Clans

8,000 Jezzail Muzzleloaders- Stolen from Clan Kadaver, and utilized by Clan Gratis

Clan Kreepus- Located in dead Dredge

40,000 Dredge Runners- Light Skirmishers, and the core of Clan Kreepus's army

2,000 Deathmasters- Clan Kreepus's best infiltrators, masters of assassination, and sabotage

Clan Trab- Located in the Iron Prison

100,000 Rat Swarm- Lesser Rats that have been mutated into varying sizes

2,000 Giant Rats- Fairly self-explanatory

4,000 Spider Riders- Ratmen who ride giant spiders

4,000 Rat Ogres- Massive Rat hybrids

Clan Kadaver- Located in Dead Lake

20,000 Jezzail Muzzleloaders- A cheap, but fairly reliable firearm created by Skrapplord Rikket

2,000 Shamans- Magic wielders, who specialize in destructive magics

1,000 Gobadiers- The Kadaver alchemists concoct poisons, acids, and deadly gases to be thrown into enemy formations of the battlefield

9,000 Stormvermin- While not of the same quality as Clan Gratis's Stormvermin, these are still rather effective

Other- 430,000 from various other Clans, spread across the Peninsula

Navy Size and Ships: While the Nimrev hate open water, though they have seen the need for at least a small naval force, thus they can field several dozen dromons if need be. This fleet is stationed in Blood Bowl, and maintained by Clan Gratis.

Government Type: Hegemonistic Confederacy – made up of a great many clans, though seven have risen to the top and for the most part lead the rest of the clans.

Leader: While there is no definite leader, the heads of the seven biggest clans can be considered leaders.

Notable Figures: Lord Pestulent Nagrat Long Whiskers, of Clan Ekalb, of Cripple Keep

Darklord Neekny the Backstabber, of Clan Rattus, of The Gutter

Lord Ragpicker Filthfang the Yellow, of Clan Trisk, of Putrid Peak

Warlord Rirag Red-Eyed, of Clan Gratis, of Blood Bowl

Sneaklord Slynk Silent Paw, of Clan Kreepus, of Dead Dredge

Packlord Skrimmaw the Mutant, of Clan Trab, of Iron Prison

Skrapplord Rikket the Black, of Clan Kadaver, of Dead Lake

Race Name: Nimrev, or colloquially as the Craven.

Cultural Traits: Naturally ambitious, curious, and xenophobic, the Nimrev are a diverse race of creatures. No two clans share much more than a drive to be better than the rest, which means that many clans rise and fall with the coming and going of a season. The Nimrev have been described as little backstabbers because of their intense need to rise in social standing, because the lower they are on the societal rung the more likely they are to die.

Brief description of language: Not in any way similar to the godly speech that many of the other races possess. Because they reject the Azerii, they also reject their godly speech, and thus have their own guttural language that differs greatly from most races.

Description of Race: The Nimrev are a race of large Rats, who average between four and five feet tall. They are an incredibly numerous race, and have a very high birth rate. While they are on average much scrawnier than other races, they make up for this with agility and sleight of hand. Because of their scrawny stature and great speed, they are often hungry, and as such regularly require a great meal after intense labor whether that be following a battle or a long day in the mines.

While not known for their mages, the Nimrev nonetheless make use of magic whenever it suits their need. Though, the chance of a Nimrev pup being able to utilize magic is somewhat rare.

God: A gargantuan rat, and the patron god of the Nimrev, the One Rat is the embodiment of ambition, guile, and decay.

Religion/Perception of Gods: The Nimrev view the Azerii as false gods, and practice a religion separate from all the others. They believe there is a primordial rat of gargantuan size that birthed the first Nimrev, named the One Rat. They ritually sacrifice prisoners of war to the One Rat, or if there is a shortage of prisoners they proceed to use those from the lowest rung of society.

History of Nation: Born from the putrid bogs and stagnant waters of the Blighted Peninsula, the Nimrev lived in a place where only the most cunning survived. Thus, their natural ambition and cutthroat lifestyle was forged. For many ages the Nimrev tribes warred among themselves over what little resources the bogs held, until one day it was said that the One Rat returned.

The One Rat chose among them seven of the greatest Clans to lead the others. While these clans have long been destroyed, their legacy lives on. Seven Clans eternally hold hegemony over all others, and the other clans either pledge their loyalties to one of the Great Clans or form temporary coalitions to prevent the Great clans from absorbing them. Since the day the One Rat returned, the Seven Clans have led the Clans to greatness. Under their command the Clans bled, died, and squealed their way to supremacy over the Blighted Peninsula, though this was only recently.

Since then they have sent out explorers to see what else the world has to offer, and with reports of warlike peoples nearby, the construction of several massive fortresses have completed. These Forts being Forts Blight, Rictus, Klaw, Festus, and Sump. Rather than immediately charge headfirst into unknown conditions, the Craven instead plan to move slowly and test the water before committing themselves fully to rapid expansion. Though, many of the minor clans have disregarded caution in a bid to raise their status and wealth. Thus, several Clans have begun preparations to set up colonies beyond the safety of the Blighted Peninsula.

Map Claim: http://s16.postimg.org/p68k2qbc5/Map.png

Points of interest: http://s16.postimg.org/p68k2qbc5/Map.png

RP Sample:

https://forum.nationstates.net/viewtopic.php?f=31&t=304789

http://forum.nationstates.net/viewtopic.php?f=31&t=341960
Last edited by Elerian on Fri Jun 26, 2015 11:49 am, edited 9 times in total.

User avatar
Kherkov
Senator
 
Posts: 4827
Founded: May 13, 2012
Psychotic Dictatorship

Postby Kherkov » Thu Jun 25, 2015 3:41 am

Good to see so many apps - I'll check them when I get back home.
+ England expects that every man will do his duty +

Co-Founder of the RP Region The Commonwealth Society
Regional Factbook | Join our Discord | Kherkov Factbook
Nation is RP - not equal to RL views

User avatar
Kherkov
Senator
 
Posts: 4827
Founded: May 13, 2012
Psychotic Dictatorship

Postby Kherkov » Thu Jun 25, 2015 6:27 am

Great Confederacy Of Commonwealth States wrote:Nation Name: Order of the Edge (Or the Edge Realms)


Nice. However, is there anything about the 'Men of the Edge' that make them different from actual humans? Are they taller, stronger, faster (this was the impression I got). Just that Humans are Marandul's creation. We don't want two of the same race, I'd rather have every race pretty different. Also, make sure you detail the location of the armies when you finish. Are the shot troops you have equipped with matchlock sorta weaponry?
+ England expects that every man will do his duty +

Co-Founder of the RP Region The Commonwealth Society
Regional Factbook | Join our Discord | Kherkov Factbook
Nation is RP - not equal to RL views

User avatar
Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 22002
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Thu Jun 25, 2015 6:39 am

Kherkov wrote:
Great Confederacy Of Commonwealth States wrote:Nation Name: Order of the Edge (Or the Edge Realms)


Nice. However, is there anything about the 'Men of the Edge' that make them different from actual humans? Are they taller, stronger, faster (this was the impression I got). Just that Humans are Marandul's creation. We don't want two of the same race, I'd rather have every race pretty different. Also, make sure you detail the location of the armies when you finish. Are the shot troops you have equipped with matchlock sorta weaponry?

Ahh, I'll get into that. I can make them something unique, I hope. I'll sort that out. As for the weaponry, it's matchlock/wheellock technology, pretty basic, early stuff. No flintlocks.
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

User avatar
Kherkov
Senator
 
Posts: 4827
Founded: May 13, 2012
Psychotic Dictatorship

Postby Kherkov » Thu Jun 25, 2015 6:43 am

The Vekta-Helghast Empire wrote:Kingdom of Halgaard.


Good, could I have locations of armies? W/ numbers? Also, if you could change the race name and make them a bit different from humans - as Humans are sorta Marandul's thing. Like, maybe taller, more slender, or whatever, in addition to the eye colour and stuff.
Last edited by Kherkov on Thu Jun 25, 2015 6:58 am, edited 2 times in total.
+ England expects that every man will do his duty +

Co-Founder of the RP Region The Commonwealth Society
Regional Factbook | Join our Discord | Kherkov Factbook
Nation is RP - not equal to RL views

User avatar
Kherkov
Senator
 
Posts: 4827
Founded: May 13, 2012
Psychotic Dictatorship

Postby Kherkov » Thu Jun 25, 2015 6:43 am

Great Confederacy Of Commonwealth States wrote:
Kherkov wrote:
Nice. However, is there anything about the 'Men of the Edge' that make them different from actual humans? Are they taller, stronger, faster (this was the impression I got). Just that Humans are Marandul's creation. We don't want two of the same race, I'd rather have every race pretty different. Also, make sure you detail the location of the armies when you finish. Are the shot troops you have equipped with matchlock sorta weaponry?

Ahh, I'll get into that. I can make them something unique, I hope. I'll sort that out. As for the weaponry, it's matchlock/wheellock technology, pretty basic, early stuff. No flintlocks.


Alright, sounds good. Oh yeah, army locations too.
Last edited by Kherkov on Thu Jun 25, 2015 6:44 am, edited 1 time in total.
+ England expects that every man will do his duty +

Co-Founder of the RP Region The Commonwealth Society
Regional Factbook | Join our Discord | Kherkov Factbook
Nation is RP - not equal to RL views

User avatar
Kherkov
Senator
 
Posts: 4827
Founded: May 13, 2012
Psychotic Dictatorship

Postby Kherkov » Thu Jun 25, 2015 7:01 am

Faal Lot Himdah wrote:Nation Name:
The Draken Kingdom


Interesting idea. However, your population and army size is waaaaaayyyyy too big for a nation of 8-foot flying dragon people. You'll want a 1-1.5 million pop or so, with a smaller army.

I'll need exact numbers and locations of armies so they can go on the map. You can see the current map for examples.
+ England expects that every man will do his duty +

Co-Founder of the RP Region The Commonwealth Society
Regional Factbook | Join our Discord | Kherkov Factbook
Nation is RP - not equal to RL views

Next

Advertisement

Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: Ancientania, Angevin-Romanov Crimea, Cybernetic Socialist Republics, Evantia, Lemueria, New Stonkopolis, Not Kreushias Ego Inflation Puppet, The Republic of Atria, The Spartan Dominion, Will Burtz

Advertisement

Remove ads