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The National Dominion of Hungary
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To shred an Empire: Archivium and Lore (Closed to TSaE!)

Postby The National Dominion of Hungary » Thu Sep 11, 2014 9:06 am

Here is where we'll place apps and discuss Pandyssium and the wider world. (placeholder)

NS Nation Name:
House Name: House Mazowiecki

House Banner: Dark crimson banner with a black bear in profile.

Description of House: The House of Mazowiecki can trace itself far, far back through the ages. Indeed, they are among the very oldest noble house still alive and still ruling. The Mazowiecki are a wealthy, powerful and extremly, almost absurdely proud family, upholdig customs and traditions native to Kazarkov that predate the founding of the Rathis throne. House Mazowiecki was formed over three and a half milennia ago with King Kazimierz the Founder who carved out a Kingdom in Lukomorze and the Wartow Valley, the Kingdom which one day came to unite the Kazar realms over the following years, and so, the lords of Kazarkov placed the Icecrown upon the brow of their first King, his line has ruled the realm of the Kazar people ever since. Until the arrival of the Pandyssian Armies, where the Mazowiecki's were forced to bend the knee of the disastrous Kazar defeat in the battle of Angarsk.

What is House's view on the Empire?: Disapproving with the Empire in it's current state, wishes for either independence or reform beneficial to Kazarkov.

Description of Head of House (name, age, and sex): Lord Mieszko Mazowiecki (M, 48): Lord Mieszko Alexandr Mazowiecki rules the lands of Kazarkov with the hand the Mazowiecki's have often used, the hard but just hand. Some might call him a tyrant, while other say simply a ruler who belives that order and discipline are neccessities if any land wishes to thrive and prosper. Lord Mazowiecki may not be the most perfect example of chivalry in the kingdom, as he is a man capable of both showing great kindness to some, and at the same time great cruelty to others. He is a large, powerful man. The champion of several tournays in his youth and still a strong fighter. He has the typical sharp features, black hair and blue eyes of the Mazowiecki's. His truest strengh however is as a statesman and strategist.

Description of Relevant House Members:

Voivode Vizimir Mazowiecki (M, 45): As hard as steel he is, the younger brother of Lord Mieszko. A master of the arts of war and an expert swordsman, Vizimir has been nicknamed 'Iceblade'. He bears the classic Kazar traits of loyalty, devotion, skill, courage and honor. Vizimir is an uncompromising figure to say the least.

Claudora Mazowiecki (F, 22): Oldest child and Heiress to the Obsidian Throne. Born and bred to rule the land of the Kazars as her ancestors have done before her. Taught first and formost the arts of rulership, stewardship and battle command, groomed by her father to one day become a capable lady and ruler over the domains of their house. Lady Claudora may be young, but has proven resourceful and cunning, and is a renowned beauty, graceful, with piercing blue eyes and raven-black hair raised by her Father to follow in his footsteps.

Radowid Mazowiecki (M, 21): Having earned his nickname 'the Stern' for a reason. Radowid shares his uncle's great enthusiasm for warfare and combat which his Father has seen fit to cultivate even further, Radowid has since proven himself an excellent warrior and is known for the rather merciless level of discipline he keeps in the troops he has commanded. Radowid is an ambitious man, he will gladly see the power and station of his House rise further.

Rhamanda Mazowiecki (F, 16): A strikingly beautiful, headstrong, wilful and vain temptress surrounding herself with the pleasures and finer things in life.

Izydor Mazowiecki (M, 9): Lord Mieszko's youngest child. Dreaming of Knighthood and honor in battle. He is dutiful and though-minded.

Court Position Request:

Seat of Power: The Frozen Citadel in Visegrad

Realm Number: 11

Realm Name: Kazarkov

Realm Description: The Northern land of Kazarov, chilled and rugged, to the uninformed outsider the name of this land only conjures up images of snow, mud, dark forests and windswept plains. While there is truth in this, the natives of this realm know their home as a land of breathtaking vistas, mighty rivers and above all a place of honor and proving. It is a land where heroes have been made, crafted in the harsh embrace of their Motherland. To know Kazarkov, it to know the Kazars. A tall and sturdy race, well suited for the climate of the land they call home, if their pale skin, blue eyes and dark hair does not give them away, then their customs and way of seeing the world surely will.

The Mazowiecki's rule a domain which shifts from the warmer Southern Voivodeships, being positioned at the end of the temperate band are prone to short, harsh winters but are characterized by long, cool summers which grant a long growing season, these lands make up the breadbasket of the realm, composing of low hills and fields separated by small forests and valleys. The farmlands are worked by Boyar's serfs, free farmers and weathy gentlemen farmers known as Gospodars.

The Central Posads are not as cold as the Northern Voivodeships but overcast skies and cold rain is endemic. Winters are longer and harsher but warm summers make up for the snow covered months of winter. The center is heavily forested and is also home to the Bieszcadow Mountain chain and it´s chilly, rocky foothills. And warm valleys which during winter can be completely cut off by massive snowfall and blizzards. It is home to massive logging and mining industries which form the base of the export oriented Kazarkovian economy.

The Northeastern part of the realm is composed mainly of cold, rocky grass plains, scattered boreal forests, countless small lakes and rocky hills dotted with ancient ruins. The coasts are home to fishing and whaling towns in addition to small peasant villages who take advantage of the warmer coastal climate to grow hardy crops. It is also where the Kozzar clans make their home, herding their cattle across the plains, sharing the wilder inlands with small tribes of feral orcs and wild men.

The Northwest is home to the Lukomorze and Wartowno regions, here, in the mouth of the Wartow river lies the Gray City of Visegrad, and the mighty Frozen Citadel from where House Mazowiecki has ruled since time immemorial. Along the northern coast lie the Czarnogrbiet mountains which is also a home of large mining operations.

Capital City: Visegrad

Population: Approx 1.3 million.

Race Composition: 85% Human/3% Elves/5% Dwarves/7% Orcs.

Status of the races other than men: The Mazowiecki's non-human subjects face high levels of discrimination, segregation policies and occasional pogroms. The elves and dwarves of Kazarkov are angry, this anger can and has turned into violence. Both human riots and non-human riots have occured in most larger towns and cities with sizable non-human ghettos where most of Kazarkov's non-humans live, except for some Orcish tribes in the Northwest and a number of elvish clans in the forests of the Southern Voivodeships.

Majority Religion: Abbey of the Darkness (about 75%).

Description of the people and culture: The Kazar people have been taming this land of wooded fields, rocky hills, grass plains and hard tundra for generations and generations. And it shows, they are no strangers to hardships, whether it be farming the land or defending it against the occasional wolf or snow-leopard, the Kazarkovians have been strenghtend by their need for survival. And indeed, they have done more than merely survived, they have learned how to thirve in their harsh Motherland.

Throughout the milennia they have proven themselves among the greatest of warriors in Pandyssium, violence is an accepted aspect of Kazar life, their people face battle with a selflesness and ferocity that shocks and even appals their enemies. When he passes from this world, a Kazar is not remembered for how he lived, but for how he died. His tireless quest for honor and glory in the name of his ancestors and the Motherland has made these people a force to be reckoned with. Kazarkov, the land of the Bear, may not be pleasant or easily survived, but it makes a tough people tougher and sends the foolish to an early grave. The Kazars cultivate what can, and should be called a rather simple, honor-bound and deeply traditional warrior-culture, the way of the warrior, and the way of the craftsman are seen as bastions of glory and this manifests itself in many ways.

To the Kazar, life is a test of proving one's worth, striving to achieve honor and recognition in battle and labour which will please their ancestors, as their descendants bring honor and respect to the kin. In exchange for this the ancestors will, hopefully take them to their Hall in the Afterlife, where the dead shall dwell alongside the greatest of their kin in a place of honor and magificence. There they shall feast, drink and sing for all eternity, watching over their descendants and their kin. Judgeing their worth and deciding if they are worthy of joining them.

Description of Economy (Include major imports/exports):Kazarkov is a wealthy Kingdom. On the coasts fishermen haul in plentiful catches, whalers bring in the massive beasts to be butchered in the whaleyards of the Northern Coasts and port cities provide a wealth of trade. The lands of Kazarkov are rich in terms of minerals and lumber. And thus many skilled craftsmen and hardy woodsmen inhabit the whole realm. Indeed the Kazars are known for their craft goods, armor, weapons, furniture, stonework, jewelry and the like.

  • Exports: Iron, Steel, Copper, Coal, Silver, Gold, Timber, Furs, Fuel (Whale Oil), Alcoholic Beverages, Metalworking Industry Products (Tools, Weapons, Armor, Jewelry and the like), Woodcraft Industry Products (Seasoned wood, Furniture and the like.)
  • Imports: Fruits, Wines, Silks, Paper, Spices, Gemstones, Insence.

Major Cities (max five): Visegrad/Pavlograd/Soplowice/Krolewiec/Loboznow

Major Citadels/Fortresses (max five): Tretogor/Angarsk/Gorszawa/Soplicow/Horytnica

Military Description:
  • Total Numbers: 58 505
  • Navy: 64 Ships in total. (18 Carracks/46 War Galleys)
  • Army:


500 Druzinniks, these men serve as the household guard of House Mazowiecki. These are the very finest Knights of Kazarkov, chosen for their personal bravery, skill and loyalty. Embodying the values of the Kazar warrior. These knights are tasked with protecting the lives of the immediate Mazowiecki ruling family, not any of the cadet branches. The Druzinniks are a small, but powerful company of knights, respected in all Pandyssium.

5000 Knights, raised from the Kazar aristocracy, or Szlachta as they are known. These men are clad in fine steel plate armor, inscribed with runes and shining in the sunlight as they ride into battle on powerful destriers wielding lance and sword or mace. Breaking lines and carving their way though columns. The Kazar nobility mostly live in castles and manors in the countryside, one of their main occupation being horse-breeding, indeed, Kazar destriers are highly prized.

The 10 000 Winged Lancers are drawn from the rich non-nobility of Kazarkov. These are the sons of merchants and gospodars mounted on lightly armored horses and clad in half plate armor with iconic helmets and even more iconic wings strapped to the back of their ciurasses. Armed with lance and sabre they charge with as much force as Knights, yet they are not as strong in prolonged combat as knights. This is chock cavalry.

5000 Mounted men-at-arms form cavalry units armored in brigandines or leather-and-mail and armed with long spears and secondary weapons in the form of swords, sabres, axes and maces. Their horses are unarmored and they serve as scouts, added weight in cavalry charges, fast flanking units, or they are used to run down enemy archers.

Kozzars are a term for the Kazar tribes who never settled and instead ride across the northern grass plains with their great herds of cattle. These men and women are born into the saddle and learn to shoot bows from horseback at an early age. In times of war the Kozzar chieftains ride with their warriors to answer the call of the Lord of Visegrad and serve as fast scouts and horse archers armed with composite bows and sabres and clad in light leather armor, the Kazar army includes 4000 Kozzar riders.

The Heavy infantry are the composed of mostly professionals or semi-professionals. They march into battle in leather-and-mail hauberks or half plate armor wielding bardiches, halberds, greatswords, warhammers, or a combination of weapon and shield. A strong, immovable object to lock the enemy in place while the cavalry manouvers around the battlefield. (13 000 men)

The Levies are composed of militias and peasants mobilized into regiments in times of war. They are armed with spears and shields, or bows or crossbows. They are mostly armored in brigandines or padded cloth gambesons. Their main objective is to act as missile troops and spearmen supporting the main line of heavy infantry. (2000 Archers/4000 crossbowmen/2000 Light Infantry/12000 Spearmen)



Strenghts/Weaknesses: (Must have several of both)
Strengths: Harsh terrain, inclement weather and cold climate, coupled with mighty castles and citadels commanding important passes and roads make an invasion a complicated buissness. Limited ability for invading armies to forage further contribute in making invasions costly and difficult, an invading army can be lured in to be left at the mercy of the Kazar winter and starvation.

Kazarkov is a wealthy land, and the House of Mazowiecki is rich indeed. This along with the great abundance of resources and large industrial capacity leads to the Kazarkovian armies being well armed and armored for the battles awaiting them. The Kazar knowledge in the arts of fortification leads to good knowledge in the arts of siege warfare.

Deeply rooted patriotism and traditionalism form a strong sense of national unity and creates a strange form of loyalty and fealty to the ruling house and the Motherland that many southerners do not understand. This "us versus them" mentality of the Kazars is also a great factor behind the northern morale, ferocity in battle and concept of self-sacrifice in the name of the Motherland.

The true power of the Kazar army lies in it´s cavalry and heavy infantry. The large amounts of cavalry make the army very mobile in battle. The heavy infantry regiments engage to hold the enemy in place while the cavalry manouvers to break the foe with devastating attacks and the kozzars harry the enemy flanks and rear lines. The Kazar armies are very dangerous up close and are supported by skilled Kozzar Horse Archers.

Weakness: Climate impedes efficient large scale farming and food production, climate shifts in spring and autumn can cause frequent crop faliure meaning a year without the need of a 'grain fleet' to arrive is seen as a blessing from above. While Kazarkov is wealthy, the economy is very trade-oriented, meaning that a long term naval blockade would lead to economic breakdown and could also lead to widespread famine.

Massive snowfall on the few good, well-maintained roads can greatly hinder passage and hamper overland trade in winter.

The tactics of the Kazar army are based around coopreation between the different forces, should cooperation between the elements cease, they would be at a serious disadvantage.

The archers on foot are levy militias with whatever experiance they have from huntig trips in the forest by their village, making the Kazar armies weak at range in the field.
Winged Lancers are strong fighters but not as strong as real knights, they are chock cavalry who excell at charges but not so much in prolonged combat.
The Kazar fleet is greatly overlooked in comparison to the army.
Last edited by The National Dominion of Hungary on Tue Sep 23, 2014 8:17 am, edited 7 times in total.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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The National Dominion of Hungary
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Iron Fist Consumerists

Postby The National Dominion of Hungary » Thu Sep 11, 2014 9:08 am

Reserved

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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The National Dominion of Hungary
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Posts: 2518
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Thu Sep 11, 2014 9:09 am

reserved

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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Skaldia
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Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Thu Sep 11, 2014 9:12 am

NS Nation Name: Skaldia
House Name: Shan'ara
House Banner: Banner
House Rank: Duchy
Description of House: The House of Shan'ara is famous for it's stalwart defenders and warriors, some of the finest military training in all the Empire located within it's halls. A particularly venerable House, Shan'ara is old and prestigious due to its control of the city of Sangreal as well as it's small cadre of Knights. Establishing their lands on the coast of the [LAKE IN NINE], the House of Shan'ara founded the city of Sangreal on the coast, eventually turning it into an important trade city that was able to control trade flowing down the rivers to the lands of Pandyssium, EIGHT, and Dornduar. With money from the important trade route, Shan'ara increased it's holdings until they could claim the entire lake as their base of operations.
What is House's view on the Empire?: Perturbed. Having always been a loyal vassal to the Empire's Royal House, Shan'ara sees the current threats and hopes to remain out of the future fighting that is sure to plague the Empire.
Description of Head of House: Duke Alric Vos Shan'ara (M,56), is a tall half-elvish former rake with deep green eyes and raven black hair streaked with white. Once considered one of the most eligible bachelors in the Empire, his marriage to Lady Arvanna Ortal when he was younger broke many a maiden's heart. Unfortunately, Arvanna died giving birth to his twins and the happy, loving Alric Vos Shan'ara was a broken man. Luckily, the birth produced two, strong sons named Lucian and Rischard who he was determined to make stronger than he had been when the love of his life died. In order to protect his rights, Alric married again and have had three young daughters from the marriage with his wife currently pregnant as well.
Description of Relevant House Members: Lucian and Rischard vos Shan'ara (27, M). Tall like their father, Lucian and Rischard are identical twins with deep blue eyes they acquired from their mother and the same strong, angular features of their father. Both of them having raven black hair kept short to the shoulder and both of them are considered quite able with the sword. However, there are known differences. Lucian is considered the eldest of the two (by eleven seconds) and is more practical and reasonable man than his brother. Rischard is the younger of the two but is known as something of a rake like his father had been.

Elziara vae Shan'ara (54, F); The Lady of Sangreal, she is the second wife of Alric and is considered the power behind the throne, so to speak. Strong and resolute, she acts as an important advisor for Alric. Cold and calculatting, Elziara is also considered a rare beauty for her age with black eyes and black hair more common in the South than in the North.

Darrah (15,F), Reshay (12,F), and Marrianne (17,F); the three daughters of Alric and Elziara, they are all each rare beauties with their mother's qualities with Marrianne considered the most beautiful. Beyond that, they are as different as the day is from the night. Darrah, the middle child, is considered something of a recluse, spending most of her time in the Sangreal Library. Reshay is the most violent of the two with a temper as hot as the Sun. Marrianne is the most tranquil and considered the epitome of female grace.
Court Position Request: Commander of the Blades, Lucian Shan'ara.
Vassal to which House: Vassal to the Wrathborn Clan

Name of Holding: Sangreal, the White City
Seat of Power: The Sangrealian Citadel
Description: Sangreal is an ancient city, it’s thick stone walls date back well over a millenia and it is a testament to the architectural wisdom of it’s builders. Most of the city has been hewn out of native white limestone, and the walls and major buildings have been faced with imported granite, marble, and sandstone. Most expect the "White City" to be stark white, bedecked with gold and jewels. Instead it is a riot of muted colors, splashes of earthy brown and orange sandstone counterpointed by glossy and almost organically swirled white and green marble.

The Outreme Quarter really constitutes over 2/3rds of the city, and lies entirely outside of the Haven Wall. This part of the city is the youngest, though some of the buildings here date back more than 500 years. The smaller structures are rebuilt on average one every century or two. Broad avenues pierce Outreme and lead to the four major gates of the Haven wall. Shops, taverns, and inns line these avenues, hoping for the wealthy patronage of the nobles and lords who make the journey, others cater to the less wealthy. There is a bed for every soul who makes their way to the city, even if it is in a flophouse six blocks from the nearest avenue sleeping on a used mat of horsereed.

Saint’s Bones is a sub-section of Outreme and is considered the ‘bad side’ of town. Here, relic dealers sell their wares, peddling animal bones as saint’s bones as well as living among the poorest and most destitute of the city. This area is run down, and the avenues that lead too close to it are heavily patroled by the Order of St. Valens, a martial order of holy warriors who pledged to defend the city from all who would despoil it.
The Haven Wall was raised some 900 to 1000 years ago. At the base it is nearly forty feet thick and rises to a height of some 30 feet. The outer casing of the wall is approximately 8 to 10 feet thick and the interior of the wall is thickly piled rubble mixed with lime and pulverized sand, creating a loose and fast sort of concrete. This has not been replicated in any building under 450 years old. The wall was built during the rising power of Sangreal, when it was frequently at odds with it’s pagan neighbors. Decades of war scarred the thick stone, but despite several bloody sieges, the city never fell, and gave some sense of credence to the claim that the city was favored by the Creatrix.

Another section of the city is the Ports. Located just North of Saint's Bones and East of the Old City, the Ports are a massive construct stretching out from Saint's Bones to the edges of the Lake and the River. Warehouses and storehouses as well as many an inn and more seedy bars call this place home. While Saint's Bones is considered the bad side of town, the Ports are considered one of the safest due to the lack of personal property that can be found in the area. The area is exceptional for the building of the Shan'ara Lighthouse near two hundred years ago, a hundred foot tower with flames aided by powerful glass lenses.

Divine assistance or not, the wall is well built, and the military tacts of St. Valens the Wise are still followed today. The Arms Militant of the Faith remain potent, despite a waning in the number of new recruits and income of funds. According to some records, at the height of their power, the Arms Militant, under the command of Duke Alvin vos Shan'ara numbered in excess of 15,000 able bodied men-at-arms, and knights. Each of these was bestowed with the honorific title Paladin.

Within the Haven Wall is the Old City. Most of the buildings here are over 500 years old, and many use the innovations of vaulted ceilings, flying buttresses, and poured concrete. Unfortunately, these wonders of construction have been ‘lost’ as none of the modern builders have access to the architectural wisdom contained within some of the archives of the Faith. While not banned, or considered heresy, few if any of the building companies in the city have time to idle away reading books on ancient construction. In contrast to the heavy lines and solid construction of Outreme, the Old City is a place of soaring ceilings, and stonework that borders on delicate as opposed to the oppressive. Most of the structures here were built during the golden age of Sangreal when tens of thousands visited the city every year. There are basilicas raised in honor of various saints, as well as the great chapterhouses of the Arms Militant, the Motherhouses of the Mendicant Orders, as well as all sorts of centers for theology and the training of new clerics in the service to the Faith.

The very center of the city is comprised of the Sangrealian Citadel, a beautiful fortress with four flying buttresses and a single lone tower that surpasses the Lighthouse in height. From the tower flies the banner of the House of Shan'ara. The Citadel also acts as the home of the House members and their retainers with dozens of rooms on the lower levels.
Description of Economy (Include major imports/exports):
  • Exports: Fish, Sangrealian Wine
  • Imports: Foodstuffs such as venison, pork, beef. Quality armor and steel

Military Description:

  • Total Numbers
  • Navy: Practically none existent except for a few small galleys on the Lake that maintain the security of the White City's Ports.
  • Army: 4,000 Infantry comprised of pikemen and longbowmen, 200 Light Cavalry, 120 Knights (The Order of St. Valens).

Strengths/Weaknesses:(Must have several of both) The Sangrealian Army is a highly trained and professional fighting force with the Order of St. Valens forming an elite cadre of officers as well as heavy cavalry for the pikemen and archers. Unfortunately, quality equipment is difficult to acquire as well as the fact that the Sangrealian Army has been downsizing for years due to lack of funds. The only exception to this is the Order of St. Valens itself but even there the numbers have begun to weaken.
Last edited by Skaldia on Thu Sep 18, 2014 8:28 am, edited 1 time in total.
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

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Agadar
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Founded: Dec 06, 2009
Psychotic Dictatorship

Postby Agadar » Thu Sep 11, 2014 9:27 am

NS Nation Name: Agadar
House Name: The Wraithborn Clan
House Banner: A figure of a dwarf proudly holding a double-edged axe in the air as a robed elvish figure is cowering from him.
Description of House: The Wraithborn Clan is the dominant dwarven clan in the imperial realm of Dornduar, cementing the clan's position as the realm's rulers in the emperor's name. The clan originates from the Bloody Mountains: a mountainous region in the south-western part of the realm, where Dun Dorahl, the great Wraithborn stronghold, is located. The mountains there are a dark shade of red, hence the name: according to one legend, the heroic dwarven warrior Morheam Giantsbane fought and slew the mighty giant Sogrog, largest and king of the giants, in those mountains. Upon his death, Sogrog's blood soaked into the mountains, giving them their red color.

According to the origin legend of the clan, the Bloody Mountains were at some point in history conquered by a powerful elvish necromancer known as Nardual, who fancied himself the 'Wraith-King'. An eternal enemy of the dwarvish folk, Nardual sought to slay them and enlist their spirits into his vast army of wraiths. Though he was fairly succesful at hunting down the dwarves, enslaving their spirits soon led to his own demise: even in death, the dwarves maintained their legendary stubbornness and hatred for elves, and it did not take long before they turned against their 'king'. Together with the aid of their fallen comrades, the dwarves finally slew Nardual, ending elvish domination over the Bloody Mountains. Freed from Nardual's necromantic influence, some of the dwarven wraiths were now capable of returning to their dead bodies, experiencing a rebirth of sorts. These dwarves would later style themselves as 'Wraithborn', giving birth to the Wraithborn Clan.

Even though not one single dwarven clan ever ruled over the entirety of Dornduar, it was the Wraithborn Clan that led the other clans into battle against the human conquerer Titus the Great when the latter and his armies came knocking. The war eventually ended in a loss for the dwarves, however Titus proved to be a fair and merciful conquerer, offering the dwarven clans to continue their rulership over Dornduar on the condition that they would swear fealty to him. Even though some clan leaders were initially too proud or too stubborn to submit to a human overlord, Houlgak Wraithborn, who before had lead the dwarven alliance against Titus, managed to broker an agreement between the clans: all of Dornduar's dwarven clans would swear fealty to the Wraithborn Clan, which would in turn swear fealty to Titus. Brokering this agreement resulted in the continuation of dwarven rulership in Dornduar and forever cemented Houlgak in the history books as 'the Conciliator'.

Ever since the great human conquest, more and more humans are settling in Dornduar, much to the dislike of some. There have been influential dwarves and even clan leaders in the past who had called to put an end to human immigration, though the Wraithborn Clan has always continued to honor its pact with the human empire, which amongst many other things ensures that humans may freely move and settle in Dornduar. Armed raids on human settlements by rogue dwarves have occured in the past, the most notable one which escalated into open conflict between the Wraithborn Clan and the Bronzeheart Clan almost three hundred years ago, which ended only after the death of the Bronzeheart patriarch. Relations between the two clans have since then improved, though the Bronzeheart Clan continues to be a voice against human immigration into Dornduar to this day.
What is House's view on the Empire?: To this day, the Wraithborn Clan remains true to the oath Houlgak had sworn to Titus all those hundreds of years ago, despite voices within other dwarven clans calling to exploit the current political crisis and split from the empire, and kick the humans out while they're at it.
Description of Head of House (name, age, and sex): The current head of the Wraithborn Clan and Lord of Dornduar is High Patriarch Buvrar, a politically-minded dwarf at the relatively young age of 36 who had succeeded his father just a few months ago, when the latter was never seen again after entering the cursed tomb of Nardual the Wraith-King in search of Nardual's journals.
Description of Relevant House Members:
  • Dhonmulir, age 34, his younger brother, Lord High Militant of Pandyssium;
  • Hedwehilde, age 31, his younger sister;
  • Jondoick, age 17, his oldest and only son;
  • Buringrid, age 15, his oldest daughter;
  • Dhordelydd, age 12, his youngest daughter;
  • Elvreda of the Brighthammer Clan, age 33, his wife.
Court Position Request: None at the moment.
Seat of Power: The Wraithborn stronghold of Dun Dorahl, located in the Bloody Mountains in the south-western part of Dornduar.
Realm Number: 9
Realm Name: Dornduar
Realm Description: Most of the history has already been described in the house's description. Other than that, Dornduar is very mountainous, and rich in metals and minerals, making it an ideal environment for the dwarvish folk. The more northern and eastern you go, the colder it gets and the less habitable the terrain is for life to flourish.
Capital City: Dun Dorahl
Population: About 1.5 million.
Race Composition: 60% dwarves, 30% humans, 10% elves, orcs, and trolls.
Status of the races other than dwarves: In the eyes of most dwarves, humans are tall and lanky creatures, often looking only after their own needs, and prone to bureaucracy. However, most dwarves also recognize that humans have a unique potency for growth and change, so great that even the most pathetic beggar could turn into a man of immense bravery and honor. Orcs are often considered brutes and savages, but their prowess in battle is highly respected. It is not uncommon for dwarven clans to maintain military pacts with orcish tribes, or even employ military advisors of orcish descent. Goblins are far less renowed for their martial arts, and instead are often found serving as assistants in workshops and blacksmiths due to their small size. Elves are not hated as much as they had been in the past, however the general consensus on the elvish race is still that of great dislike. Racial conflicts between dwarves and elves are fairly common, though they rarely end violently.
Majority Religion: Ancestral worship has become even more prominent ever since the Wraithborn Clan became the de facto rulers of Dornduar, which together with the ancient dwarven beliefs of old now composes the majority religion of the realm, closely followed by the human Faith. A fair share of the humans whose ancestors had moved to Dornduar since the human empire's great conquest now follow the dwarven beliefs of old as well, often combining elements of the dwarven beliefs with that of the Faith.
Description of the people and culture: Wraithborn Clan culture is much like the culture of other dwarven clans in the Dornduar realm, though they put an extra emphasis on ancestral worshipping and are known to dabble more than usual in the necromantic arts. Like most dwarven clans they value strength and skill in battle, and are hard-nosed and skilled miners and metalworkers. The armors and weapons they wield are often styled to appear wraith-like, and stylefull images of wraiths are often seen engraved on walls and pillars.
Description of Economy:
  • Exports: Metals, dwarvish metalworks, precious gems and crystals, and stone.
  • Imports: Non-dwarfish food (or 'luxury food' according to the dwarfs), anything that can't be mined, farmed, or otherwise obtained underground.
Major Cities:
  • Bandorul, home of the Anvilbreaker clan;
  • Mer Ganduhr, home of the Ironcloak clan;
  • Themdihr, home of the Frostmaul clan;
  • Thur Buldihr, home of the Stormforged clan;
  • Dhornrihm, home of the Bronzeheart clan.
Major Citadels/Fortresses:
  • Dun Dorahl, the great fortress of the Wraithborn clan, build on the exact spot where the clan had been founded;
  • Khegdaruhm, an immense citadel belonging to the Stonehelm clan, build to be dwarfkind's final defense against foreign invaders;
  • Tharndarahl, an ancient metropolis originally build by the elves, now in the hands of the Brighthammer clan.
Military Description: Due to the relative rarity of horses, the armies of Dornduar are mainly composed of heavily armored dwarves on foot. Men and orcs form a solid and reliable minority in these armies. The few mounted forces the Dornduarian armies boast are composed almost completely of human knights and orcish wolfriders. What Dornduar lacks in horses, it makes up for in tenacity and ruthlessly efficient mountain warfare prowess.
Strenghts/Weaknesses: Dornduarian armies boast little cavalry, but are very much experts when it comes to mountain warfare.
  • Total Numbers: About 35,000 troops are usually raised during war time.
  • Navy: As dwarves have never really been much of a seafaring folk, most of Dornduar's navy is composed of human mercenary ships.
  • Army: The base of the armed forces consists of (mostly dwarven) men-at-arms on foot, accompanied by small regiments of (mostly human and orcish) cavalry.
Last edited by Agadar on Fri Sep 19, 2014 6:34 pm, edited 2 times in total.
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Woodstovia
Powerbroker
 
Posts: 8471
Founded: Nov 01, 2012
Ex-Nation

Postby Woodstovia » Thu Sep 11, 2014 9:30 am

NS Nation Name: Woodstovia
House Name: House Antovia
House Banner: (Describe or post picture.) http://www.crwflags.com/fotw/images/g/gb_w_aur.gif
Description of House: (History/Customs etc.) House Antovia is an old house, created when (apparently) a noble maiden fell in love with a dragon and her offspring, born stronger, smarter and quicker than any other beings conquered and ruled as kings. Of course this is only legend but in the lands controlled by the house it is an unquestionable fact and any who doubt it have been subject to brutal punishments. This is because the Antovian's have always ruled with an iron fist, claiming that the dragon's blood makes them superior to all others.

As House Antovian's lands are the most isolated from the Emperor they are a lot more autonomous and have more power over their subjects than other lords. The Antovians were also the last province to be integrated into the Empire, being conquered after a brutal war.

What is House's view on the Empire?: The Antovian's are widely known to be very anti-empire, stemming from the wars against the empire where Antovian troops massacred countless towns and then when forced back into their own lands hung thousands of Pandyssian innocents, hanging them from trees next to torn banners of the empire, hoping to strike fear into the Pandyssian armies.
Description of Head of House (name, age, and sex): Ferdinand Antovian II, 16, Male. An extremely handsome but eccentric young man who is extremely proud of his family and determined to make the Antovians feared and respected as the greatest power in the Empire. The young lord is ambitious and a good fighter, being tutored by his uncle who is one of the most famous knights in the Empire and a sound strategic mind, he has taught him well and Ferdinand seems to be developing into a good military leader but in other areas he is not entirely capable, being very short-sighted and not really thinking things through. The boy also seems to have a cruel streak in him and although he has only recently gained full power he does seem to be developing into a tyrant. Ferdinand is lithe and tall with long blonde hair and sharp features, including a cruel smirk.

Description of Relevant House Members: (name, age and sex) Caesar Antovian, 46, male. A large and powerful man, dignified in his age; Caesar is the uncle of Ferdinand and well renowned as a knight and strategist. Caesar has been in charge of Antovian military matters for quite some time, it was thought that he might be sent to become Lord High Militant of Pandynosa or the Lord Marshal but rumors are that he was deliberately kept in Antovian lands and that the Emperor's requests to bring him to the capital went unanswered

Esmure Antovian 32, female. Esmure is the mother of Ferdinand, a smart and capable lady who married Karl Antovian when she was quite a bit younger than him. Esmure assumed regency after his death but with Ferdinand turning 16 she has relinquished her power and has become Lord Master of Shadows.

Stella Antovian 15, Female. Stella is the sister of Ferdinand and is developing into a beautiful young woman though not much else, as she is unintelligent and naive.

Daven Antovian 19, male. The son of Caesar but almost nothing like his father, Daven is carefree and fun-loving who's affairs fuel the Antovian court gossip. Daven is handsome and skilled at arms but doesn't take himself seriously and lacks all skill for tactics and strategy.

Isabella Antovia 16 Female. The twin sister of Ferdinand. Beautiful with the same flowing golden hair and sharp features of her brother, and extremely charismatic when she wants to be but also cold, serious and impersonal. She's intelligent and has a keen mind for military and political matters.

Catherin Antovia 17 Female. Ferdinand's 3rd sister Catherin is carefree, energetic and ambitious who is seemingly quick to anger and competitive. Best described as tomboyish and cute not beautiful like her sisters.



Court Position Request: (Family member, position) Esmure, Lord Master of Shadows.
Seat of Power: (Name, location.) Aqious, at the mouth of the river that flows through province 3

Realm Number: (See map) 3
Realm Name: Damocles
Realm Description: (Geography, history, note that north is colder/south is warmer.) Damocles is seen as somewhat of a paradise by the common peasants in the Empire, the land is warm and beautiful with mountains to the east and fertile soil which makes Damocles one of the most well-fed provinces. The land is also home to a range of fruits which are not seen anywhere else in the Empire.

The climate of Damocles is very Mediterranean like. Most of the population lives in the west, near the sea where the land is best for farming and the capital city is located, the East is the most scarcely populated region; being comprised of mostly mountain ranges. The north is full of rolling hills which provides good natural defenses, the south of Damocles is full of flat grassland with not much of note.
Capital City: Aqious
Population: (Be realistic) 1,400,000
Race Composition (Percentage of each sentient race): 92% human 7% elf 1% other
Status of the races other than men: Damocles is dominated by man but the other races aren't oppressed compared to humans by any means, there is very little racial tension and they are free to do what they like. Elves are generally quite high up on the social ladder while the other races are below humans.
Majority Religion: (Minorities of other two will exist.) The Faith (95%)
Description of the people and culture: The people of Damocles are carefree and beautiful, living lives of comfort seen nowhere else in the Empire. The people live their lives to the fullest with drinking and sex being widely accepted as a way of life in Damocles. the people are also generally much more open with these subjects too.

However under all this they are very patriotic, being a Damoclian is a point of pride and all other peoples are looked down upon, the Kazar's most of all both for religious reasons and because of the Kazar's perceived arrogance.
Description of Economy (Include major imports/exports):
Exports: Fruit, wood, other foods, precious metals and rare gems and materials, spices, silk, beer and wine
Imports:
iron, steel, weapons, fur.
Major Cities (max six): Aqious, Damon, Kafad, Piedomonne.
Major Citadels/Fortresses (max six): N/A

Military Description: 60,000 troops. 70 ships (10 larger 60 smaller)

The Damoclian army is very heavy in archers and spearmen, with the spear or pike being very popular dating back for hundreds of years. The army does lack in cavalry and heavy infantry though with heavy armour being in short supply because of the lack of metals mined in Damocles.

The army is well organized and led but has a bad reputation of being ruthless and brutal which has muddied it's reputation. Pound-for-pound the individual soldier in the army is also weaker than other armies as the average peasant lives a better life and is weaker and softer.

The navy is based around small fast ships which are designed to outmaneuver larger and clumsier ships which can't keep up. The sailors aren't the best however and after many naval confrontations with the nearby Segardi the navy has lost any good reputation it had and is seen as weak.

Strenghts/Weaknesses: The Antovian's are quite wealthy and live lavishly because of the great amount of expensive products that they control, these products also give their subjects a very high quality of life, making Damocles a very nice place to live.

Damocles' natural borders make the land easily defensible with hills protecting the north and a long river which the army could retreat behind if invaded. However there are no great forts of defensive structures in Damocles.

The people living in Damocles are very nationalistic and this can be seen as both a strength and a weakness as it means that they are very united and willing to fight for house Antovia but they are very aggressive towards foreigners which leaves them diplomatically isolated.

Ferdinand is also a strength and weakness. He is young, handsome, ambitious, a skilled fighter, cocky and daring which is enough to make him well loved by the people (especially young maidens) and means that house Antovia may achieve greatness but he is also bad because Damocles lacks the strength to achieve what he plans and Ferdinand is too proud to ever admit to needing help.
Last edited by Woodstovia on Tue Sep 23, 2014 12:44 pm, edited 1 time in total.

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Of the Quendi
Post Marshal
 
Posts: 15447
Founded: Mar 18, 2010
Civil Rights Lovefest

Postby Of the Quendi » Thu Sep 11, 2014 10:54 am

NS Nation Name: of the Quendi
House Name: The Golden House of Arafinwë
House Banner: (Describe or post picture.) Image
Description of House: (History/Customs etc.) Founded by the high elf Arafinwë i Ñoldo Ingoldo Finwëyondo nos-Ñoldóran, a descendant of the last elven emperor, and his wife Eärwen the House of Arafinwë is the youngest of three cadet branches of the former imperial elven dynasty of Noldóran. Arafinwë was the youngest of three sons of the last elven emperors and was the only one too young to remember the splendor of the lost empire. Whereas his brothers both maintained claims to imperial and sought to found great high elf principalities in the years between the fall of the elven empire and the rise of the mannish empire to preserve the might of their kin and house. Arafinwë chose to follow a different path. Marrying a wood elf princes Eärwen of the House of Volwë and inspired by his wood elf father-in-law Arafinwë rejected the prideful attempt at restoring by force an elven empire and instead reconciled in his lands wood elf with high elf largely withdrawing to secluded places in Pandyssium to tend to their own affairs.

While the domains of his brothers warred and struggled to restore elven might against mannish and dwarves adversaries Arafinwë isolated his house from the affairs of the world, only as his brothers domains fell reemerging on the Pandyssian scene by leading an exodus of elves to the island of Almaren. With his wood elf wife Lord Arafinwë sired three sons and one daughter, all, like Arafinwë, golden haired, lending to Arafinwë's house the epithet "the Golden". Arafinwë's sons where Findaráto, Angaráto and Aikanáro and they where great warriors and princes.

Chief amongst them was Findaráto, the firstborn. Leading his brothers and much of his father's folk to fight alongside his uncles and restore an elven empire Findaráto was neither proud nor hostile to the lesser folks, quite the contrary. Though he fought against orcs and goblins and the dark things of the world he befriended both dwarf and man, from the former he learned much craft and the later he taught much lore. As the domains of his uncles decayed Findaráto, with the aid of the dwarves, built a mighty underground realm for the elves that had all the strength of a dwarf stronghold and all the beauty of an elven city. This realm, Nargothrond, of which Findaráto called himself prince, became one of the mightiest elf realms in Pandyssium. As Prince of Nargothrond Findaráto sought peace with the dwarves who had helped him build his realm. He traded with them and willingly taught them all he knew of sorcery, runes and crafts and they for their part reciprocated. Findaráto also befriended Man taking pity on this lesser race offering them his protection and guidance often defending them against the ambition of his uncles. Findaráto especially befriended a human maid Saelind, who his brother Aikanáro loved, and after they had both died Findaráto invited the kin of Saelind to live with him in Nargothrond. (…). In his youth Findaráto was betrothed to marry a high elf maid but her death before their wedding hurt him deeply and he never married. After the death of his brother Angaráto he adopted Angaráto's son

The second son of Arafinwë was Angaráto. He married the high elf princess Eldalótë, and sired with her the children (…). (…). Angaráto became the first of Arafinwë's sons to die when he fell in battle (…).

The third and final son of Arafinwë was Aikanáro. With his brothers he followed his uncles in wars to restore the elven empire for he was close with his cousins. He was generous and had a noble spirit, despite being fierce in battle, the greatest warrior of the House of Arafinwë. He was also ambitious and like his siblings dreamed of having lands of his own in Pandyssium to rule. Of the three brothers he was closest to Man for he fell in love with a human woman of Saelind. Her death in an orc raid hardened Aikanáro's heart and lead him to wage war against this race against the advice of his brothers and father. He never married and became the first elf of the House of Arafinwë to voluntary surrender his life and die before his time.
What is House's view on the Empire?: Disappointment best describe the stance of the House of Arafinwë towards the present state of the empire. The House of Arafinwë's initial support, even enthusiasm for the notion of a human empire has dampened markedly over the years as they have become disenchanted of their illusions that men could rule well. The response of the House of Arafinwë to this disappointment has been twofold. One; to increasingly detach itself from the empire and devote itself wholly to the maintenance of its elven realm leaving man to man's affairs. Two; among young and ambitious potentates to reexamine the dynasty's old claim to the empire, stating that an elven leadership of the empire would be to the benefit and advantage of all.
Description of Head of House (name, age, and sex): Ñaltariel i Ñoldo Eärweniel nos-Arafinwë is a five century old sorceress of immense powers who has ruled over Laurelindórenan since succeeding her father lord Arafinwë in the later years of the reign of Titus the Great. The mightiest and fairest of of elves in Pandyssium Ñaltariel descents from both high and wood elf kings and emperors and is the last living offspring of Arafinwë, and thus the scion of the elven imperial dynasty. Like her older brothers she partook in the wars of her uncles to rebuild an elven empire due to both pride and love for her cousins by her younger uncle Nolofinwë yet she also remained true to her wood elf roots so that in her youth she dwelled half the time with her brother Findaráto in Nargothrond, where she functioned as queen, and half with her maternal grandfather Volwë and his wood elf people, where she met her future husband Teleborn.

She became the first of the House of Arafinwë to take permanent residence on the island of Almaren after the fall of Nargothrond and the death of her brother. Having tired and despaired at the wars of her paternal kin she set about building a kingdom of peace on that island with her father's blessing. Having learned from her maternal grandmother the sorcery of the wood elf and from her father the magic of the high elfs she grew a mighty forrest of golden leaved trees on the island naming it Laurelindórnan. Using her powers to preserve, protect and conceal she made this land a safe haven for the elves. When Titus Rathis founded his empire Ñaltariel, having repented her previous association with her uncle's attempts to restore an elven empire, with her father's blessings supported him and pledged allegiance. Briefly a marriage between Ñaltariel and Titus was even contemplated before such plans was cancelled. The Empire arose and after her father's dead Ñaltariel, now self-proclaimed ruler of all elves with her nephew Artaresto, became a staunch supporter of it.

Once a committed and staunch ally of the descendants of Titus and the empire he established she has grown weary of what she perceives to be the chauvinism and ineptitude of the empire of the present day, largely turning her back on the empire. She is a gentle but effective ruler who reigns undisputedly over the realm she founded where she has established a tranquil sanctuary for the elven races of the empire to escape the persecution of the mannish race. In her later years Ñaltariel has however begun to show such antipathy towards Man that it could be called racism. She has consistently sought to rid her domain of human citizens and where humans still reside they are increasingly relegated to a role of second class citizens. On the other Ñaltariel has managed to establish quite good relations with the dwarves and to some extent even the dreaded orcs and goblins as she sees them as useful allies against human supremacy.
Description of Relevant House Members: (name, age and sex)
  • Talanthalas i Atan Finduilasion nos-Arafinwë (83) male, great-grand nephew and son-in-law of Ñaltariel
  • Falivrin i Atan Celebríaniel nos-Arafinwë (31) female, daughter of Talanthalas
  • Eldatan i Atan Talanthalasion nos-Arafinwë (37) male, son of Talanthalas
  • Eldaroquen i Atan Talanthalasion nos-Arafinwë (37) male, son of Talanthalas
  • Telpërinquár i Ñoldo Curufinwëyondo nos-Curufinwë (533) male, first cousin once removed of Ñaltariel
  • Artanáro i Ñoldo Artarestion nos-Ñolofinwë (451) male, grand nephew of Ñaltariel

Talanthalas i Atan Finduilasion nos-Arafinwë
Talanthalas was conceived when a band of human soldiers raided an elven village and one of them raped Princess Finduilas the Fair, daughter of Prince Artaresto and grand niece of Lady Ñaltariel impregnating her. Nine months later a broken Finduilas delivered through a for a high elf unusually difficult childbirth a son whom she named Talanthalas according to wood elf fashion. She then gave up on living.

The rape and the demise of Lady Finduilas was considered akin to a national trauma for the people of Laurelindórnan and became the final straw for Lady Ñaltariel who thereafter never allowed humans to enter the interior of Laurelindórnan confining them to the coastal cities and became apathetic towards the empire and the Mannish race.

Growing up the product of rape by a savage human in the sophisticated, peaceful and sorrow less Laurelindórnan was never easy for Talanthalas. At best he was viewed as a stranger and at worst as an undesirable alien. Lady Ñaltariel however took pity on her human sired nephew and raised her at her court as a prince and gave him her last name and her love. The human instincts of Talanthalas could however not be suppressed and though he was a promising student of elven lore, philosophy and art he excelled in martial pursuits favoring the sword over the pen or the harp.

Falivrin i Atan Celebríaniel nos-Arafinwë
Falivrin is the daughter and youngest child of Talanthalas by his elven wife Celebrían. She is a willful and strong woman who as a shield maiden serve in the armies of Laurelindórnan.
Court Position Request: (Family member, position) None
Seat of Power: (Name, location.) Alqualondë

Realm Number: (See map) 1
Realm Name: Laurelindórenan
Realm Description: (Geography, history, note that north is colder/south is warmer.) The domain of Laurelindórnan on the island of Almaren is a beautiful forested realm with a warm and pleasant climate that has won the affection of both its high- and wood elf denizens. It was founded when Prince Arafinwë, in an attempt to save the elven peoples of his brother's dying empire from the rise of Man, encouraged the mass emigration of elves from the empire to Almaren thus laying the groundwork for the elven domain. After Arafinwë's death his daughter Ñaltariel personally migrated to the island bringing with her all her kin and court to rule the domain. It was she who planted the great golden woods of the domain to placate her wood elf subjects and she ordered the construction of the great elven cities, fortresses and the first ships of the large Laurelindórnan merchant, and later war, marine.
Capital City: Alqualondë
Population: (Be realistic) app. 3,500,000
Race Composition (Percentage of each sentient race): 99 %< elfs (66 % woodelfs, 16,5 % mixture, 16,5 % highelfs) / >1 % others
Status of the races other than men: The Realm of Laurelindórenan is thoroughly elven and the other races are arguably discriminated against while the Arafinwëan government openly pursue a policy of encouraging elven peoples from elsewhere in the empire to immigrate to Laurelindórenan to help create a pure elven realm.
Majority Religion: (Minorities of other two will exist.) Elven pantheon
Description of the people and culture: Like the House of Arafinwë itself the people of Laurelindórenan are a blend of highelfs and woodelfs with most people having ancestors of both races. The majority of the nation is however mostly wood elf which shows in the culture of especially the rural interior of the domain. The aristocracy is however mainly high elf and they dominate in the cities and in governing circles.
Description of Economy (Include major imports/exports): Autarky has long been the desired goal of the Laurelindórenan political establishment and many resources and much attention has been devoted to this goal over the years by Ñaltariel and the political establishment. The efforts have however been counteracted by the large mercantile class that, qua the strong maritime tradition of Laurelindórnan, has a different vision of the domain as a trade hub in the empire. The competing economic and political interests of the aristocracy and the merchant class has thus far manifested in a compromise whereby the domain has a number of "state" monopolies in key industries (agriculture, military production, etc.) where it pursues a policy of self-reliance while merchants are permitted to sail to other domains and trade excess production for whatever Laurelindórnan civil society needs.
  • Exports: Luxury agricultural products (wine, fruit, berries, vegetables, honey, olives and oil, pearls, herbs etc.), Fine crafts (jewelry, cosmetics, incense, candles, musical instruments, silk cloth, medicine etc.), Weaponry and Maritime products are traded under strict domain restrictions imposed by the House of Arafinwë (bows and arrows, ships, sails, plate armor)
  • Imports: Most raw materials (timber, ore, marble etc.)
Major Cities (max six): Alqualondë, Avallónë, Mithlondë, Kôrtirion
Major Citadels/Fortresses (max six): Kôrtirion, Minas Avallónë, Cerin Amroth

Military Description: The armed forces of Laurelindórnan are a small but potent force consisting of two main branches, the elven army and navy, assisted by various auxiliary and mercenary specialist forces. The army is made up of a small force of standing regiments, some heavy infantry and some heavy cavalry, answerable directly to the Lady of Laurelindórnan. Well equipped and often with decades of training this force is drawn from the ranks of the high elfs and high elf aristocracy with its troops having soldiering as their primary profession.

These regiments are supplemented by a much larger force of mainly wood elf feudal levies raised on an ad-hoc basis by the various fiefs and communities of Laurelindórnan. These levies consists of light cavalry and a large host of longbowmen, the primary, soldiers of the army. Unlike the high elf regiments these forces are only raised in times of great need and the forces are not principally employed as soldiers.

Due to the specialization of the army of Laurelindórnan and the wealth of the nation Lady Ñaltariel also employs a few companies of auxiliaries and mercenaries to fulfill specialist functions. These forces are mainly dwarves specialized in siege warfare though occasionally soldiers are drawn from human, orc and goblin ranks.

The army of Laurelindórenan is very strictly divided along ethnic lines with highelfs filling almost all positions in the heavy infantry and heavy cavalry divisions while the light cavalry and archery divisions are, with the exception of the officer corps, wood elf. This distinction is partially due to the different talents and skill sets of the different elves but is also the result of discriminatory practices in the army.

The weapon of choice for almost the entire elven army is the bow. The majority of all troops deployed are longbowmen specialized in archery but also the three other divisions rely on bows. Heavy high elf infantry, even if their primary weapons are swords, pikes, axes, etc. are all equipped with longbows. Likewise both heavy and light cavalry are equipped with recurved composite bows and train as much with it as with lances, spears and swords.

The army of Laurelindórnan is supplemented by a large and potent navy devoted to protecting the island of Almaren from foreign invaders. Receiving nearly a third of the military funding of the armed forces the navy is a highly prioritized force crewing many full-time warships with mariners and sailors devoted solely to the defense of Laurelindórnan. Usually the mariners will be highelfs and the sailors woodelfs but the ethnic distinctions of the army is not so pronounced in the navy.

Strenghts/Weaknesses: (Must have several of both) The peaceful elves of Laurelindórenan has only a relatively small army that would be outnumbered by most other forces. What forces they do have in their army are however potent, even formidable. Well organized and disciplined the ten thousand men that is available for the domain's army are unmatched in martial prowess. The army of Laurelindórnan is well known for the fact that almost all of its forces are skilled with the bow. While the large longbowmen host of woodelfs is the standard missile troops of Laurelindórnan both heavy and light cavalry as well as heavy infantry is trained with the bow. This is due to the long lifetime of the elves that has permitted all soldiers of the army to practice for years with bows. Thus both heavy and especially light cavalry will regularly use composite recurve bows while heavy infantry might use longbows. The limited size of the elven forces and the speciest attitude to recruitment also means that the forces of Laurelindórnan is very specialized making them excellent in certain settings but dangerously ill prepared for others.
  • Total Numbers
  • Navy: 10,000 men
  • Army: 25,000 men

The Imperial House of Ñoldóran


  • Tar-Finwë, Tararan Ñoldóran, Last Elven Emperor (†)
    • Empress Míriel Þerindë (†)
        The House of Curufinwë

      • High King Curufinwë, Patriarch of the House of Curufinwë, 1st High King of the Elves (†)
        • Queen Istarnië of the House of Aulëndur (†)
          • Prince Ñelyafinwë (†)
          • Prince Kanafinwë (†)
          • Prince Turcafinwë (†)
          • Prince Morifinwë (†)
          • Prince Curufinwë (†)
            • Lady Silmariën of the House of Ñólimon (†)
              • Prince Telpërinquár
          • Prince Telufinwë (†)
          • Prince Pityafinwë (†)
    • Empress Indis of the House of Ingwëyr (†)
        The House of Ñolofinwë

      • High King Ñolofinwë, Patriarch of the House of Ñolofinwë, 2nd High King of the Elves (†)
        • Queen Amarië of the House of Noldóran (†)
          • High King Findekáno "the Valiant", 3rd High King of the Elves (†)
          • High King Turukáno, 4th High King of the Elves (†)
            • Princess Elenwë of the House of Ingwëyr (†)
              • Princess Itarildë (†)
                • Prince Artaresto of the House of Arafinwë (†)
                  • High King Artanáro, 5th High King of the Elves
                  • Princess Finduilas (†)
                    • Lord Tanthalas (83), Captain-General of Laurelindórnan
                      • Princess Celebrían (†)
                        • Lady Finduilas (31)
          • Princess Írissë (†)
          • Prince Arakáno (†)
        The "Golden" House of Arafinwë
      • Prince Arafinwë, Patriarch of the House of Arafinwë (†)
        • Princess Earwën of the House of Volwë (†)
          • Prince Findaráto, Lord of Nargothrond (†)
          • Prince Angaráto (†)
            • Lady Eldalótë of the House of Ingwëyr (†)
              • Prince Artaresto, co-ruler of Laurlindórnan (†)
                • Princess Itarildë of the House of Ñolofinwë (†)
                  • Prince Artanáro, 5th High King of the Elves
                  • Princess Finduilas (†)
                    • Lord Tanthalas (83), Captain-General of Laurelindórnan
                      • Princess Celebrían (†)
                        • Lady Finduilas (31)
          • Prince Aikanáro (†)
          • Princess Ñaltariel (609), Lady of Laurelindórnan
            • Lord Teleborno of the House of Elwë (†)
              • Princess Celebrían (†)
                • Lord Tanthalas (83), Captain-General of Laurelindórnan
                  • Lady Finduilas (31)


High Kings of the Elves
established 211 BU (extant)


With the fall of the Elven Empire and the demise of their father and Tararan the high elf princes Curufinwë and Ñolofinwë set about uniting the elves of Pandyssium under one sovereign overlord, thus laying the foundations for the title of elven High King. The title entered use when Prince Curufinwë declared himself King of Eldamar and begun a war of conquest against the orc and goblin races of Pandyssium. His dead in war however prevented him from ever formally taking the title although he is none the less regarded as the first high king. His son Ñelyafinwë, having been taken captive by orcs, was unable to assert his claim as high king and after being rescued by his cousin Prince Findekáno of the House of Ñolofinwë he willingly abdicated the mantle to his uncle Ñolofinwë and pledged allegiance to him. Ñolofinwë, the first actually titled and the second formally recognized high king, ruled well and was accepted by most high elfs as high king. He was succeeded by his sons, first Findekáno who fell in battle against trolls, then Turukáno who was betrayed by dark elves whereafter his dynasty came to an end. Artanáro, a child, then became high king, the last before the rise of the empire, he yet rules as the first monarch of the House of Arafinwë. Absent heirs the title could become vacant with his death.

1. Curufinwë of the House of Curufinwë (de jure only) 211 BU - 207 BU
2. Ñelyafinwë of the House of Curufinwë (never crowned; abdicated) 207 BU - 205 BU
3. Ñolofinwë of the House of Ñolofinwë (first undisputed high king) 205 BU - 69 BU
4. Findekáno "the Valiant" of the House of Ñolofinwë 69 BU - 55 BU
5. Turukáno of the House of Ñolofinwë 55 BU - 9 BU
6. Artanáro of the House of Arafinwë 9 BU - 437 AU

Kingdom of Eldamar (titular)
established 211 BU, abolished 1 BU

1. Curufinwë of the House of Curufinwë 211 BU - 207 BU
2. Ñelyafinwë of the House of Curufinwë (abdicated) 207 BU - 159 BU
3. Ñolofinwë of the House of Ñolofinwë (first undisputed high king) 205 BU - 69 BU
4. Findekáno "the Valiant" of the House of Ñolofinwë 69 BU - 55 BU
5. vaccant 55 BU - 1 BU


Prior to the establishment of the Elven realm of Laurelindórnan the distinction between wood and high elves was very great with the two peoples being almost as different as two separate species. In Laurelindórnan under the reign of Lady Ñaltariel this has begun to change with differences diminishing and the two peoples becoming increasingly alike. Three separate causes for this chance is noteworthy. Firstly; the decline of Elvenkyn, their diminishing numbers and political irrelevance. During the time of the Elven Empire when the elves ruled Pandyssium and was numerous the distinctions between the high elf aristocracy, warriors, artisans and academics who built mighty cities and fortresses and governed the empire and the wood elf (…). Secondly; the establishment of Laurelindórnan as a nation of both high and wood elfs, and the conscious efforts of Lady Ñaltariel to integrate the groups. As the House of Arafinwë was founded when the high elf prince Arafinwë wed the wood elf princess Earwën it was from the onset a house of mixed descent with strong ties to both races. As Lady Ñaltariel too did wed a wood elf and made him her co-ruler her ties to the wood elfs were strong. Perceiving the need for the diminishing elves to unite into one kingdom and recognizant of her own biracial inheritance Lady Ñaltariel (…). Thirdly; the decline of the high elfs.
Last edited by Of the Quendi on Wed Sep 17, 2014 11:45 am, edited 6 times in total.
Nation RP name
Arda i Eruhíni (short form)
Alcarinqua ar Meneldëa Arda i Eruhíni i sé Amanaranyë ar Aramanaranyë (long form)

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Glovania
Ambassador
 
Posts: 1634
Founded: Jan 27, 2014
Ex-Nation

Postby Glovania » Thu Sep 11, 2014 11:51 am

House Info:

NS Nation Name: Glovania
House Name: House Anduilir
House Banner:
Image

House Rank: Duchy
Description of House: The Andulir House is that of an Elven one. They reside deep within the forests and hills in the east of their Leige's land, holding multiple forts, towns and villages. Their seat of power is Ellonde, a city nestled between two mountains - which started off between the peaks, but has since grown out of this gap and into the forests around it, clearing the trees as it does. They are quite isolated, but are incredibly honourable, meaning that subterfuge and intrigue are rarely used, and only when open talking cannot solve the problem. They are also quite defensive militarily, always seeking to use to the terrain to their advantage - something that is easiest when defending. They were raised to power at the end of the War of the Bleeding Heart, when they rose up to protect the Elven population. The elves - who formed over 80% of the lands population - were being cruelly persecuted unjustly, and were kept under the thumb of the small minority of men, who had been raised up by the House that was in power. They gathered the skilled hunters of the eleven forests, and stormed Ellonde - with almost no resistance when the population joined them.
What is House's view on the Empire?: Sees the Empire as a necessary evil for peace and stability, but would rather the realms separated - only if the doing of this was smooth, and not filled with war, blood and betrayal, as they fear it would be.
Description of Head of House: Lady Elwindis Anduilir (Female, 100, Elven) - while technically a Duchess, she prefers the title of Lady.
Description of Relevant House Members:
  • Arwen Anduilir (Female, 49, Elven) - Much calmer than her younger brother, and is in line to inherit Londorwin upon her mother's passing. She tries hard to learn her way around the court and other places that a Duchess must attend, and is being schooled by her mother.
  • Diranthil Anduilir (Male, 37, Elven) - Leader of the Anduilin Rangers; he is incredibly honourable, and views subterfuge and intrigue as cowardly.
Court Position Request: Chamberlain - Arwen Anduilir (Female, 49, Elven)
Vassal to which House: House Segardi (Realm 2)

Holding Info:

Name of Holding: Andulir
Seat of Power: Ellonde
Description: Andulir extends from the east-most point of House Segardi's lands, and the western border is the two rivers. The northerly bend just west of the fork is the western point of their lands, and the border simply follows the river east, then south until the sea. The eastern tip is mountains and hills, whereas the majority of the southern side of the river is forested. The strip of land north of the river is incredibly fertile, with the waters bringing minerals an nutrients from the mountains upstream. This one part of the Houses lands produces around 70% of all food eaten in the land. Truly a prized possession of the house, and it would be devastating to the population if pillaged or lost.
Description of Economy: Lumber and wheat are the main resources produced, however fletching and the fabrication of bows are a large industry throughout the towns of Andulir. Around Ellonde, the mines and forges combine tin and another rare metal to produce a light metal that never scratches, nor rusts. Mithril is used to forge arrow heads for the Andulin Rangers, as well as the blades for the legendary Mithril Guard. Map
  • Exports: Mithril tools and weapons; timber; wheat and other crops.
  • Imports: Stone (for building and the like); common metals (such as iron, steel, bronze, etc.)

Military Info:

Navy:
- Galley - Armed with a ballista, as well as 30 archers, these ships are not exactly fearsome, but they have a large advantage over other warships in that they do not need the wind to move. Currently there are 9 Galleys in service.
- Galleon - There is only one of these in the Andulin Fleet, named Andulin Wrath, and is armed with four ballistas, a host of archers and several scorpion turrets.

Army:
- Andulin Rangers - Elite, highly skilled archers that roam the Donosea Forest, patrolling for any kind of incursion into Andulir. They also go around to the many villages and towns across Andulir and train up volunteers, so they may be called to war if they are required. They number approximately 600 strong, and are based out of three main forts across the forest, but also have many smaller keeps, especially near the northern border.
- Mithril Guard - These are elite footsoldiers who act as the city guard of Ellonde, the personal bodyguard of the Duchess - and another two accompany Arwen in the capital. They wear heavy armour, and wield long, slightly curved broadswords forged from mithril - the blades that gave the guard their name. They number around 700 men.
- Men-at-arms - These are the volunteers who are trained by the Andulin Rangers, and are given basic weapons and armour, as well as some training. There could be any number of them ready for war at any time, but they usually number close to 2,500 across Andulir.

Strengths/Weaknesses: Excellent archers, as well as heavy infantry in the Mithril Guard, but they are overall lacking numbers.
Last edited by Glovania on Wed Sep 17, 2014 3:50 am, edited 3 times in total.
Last edited by Bernard Montgomery, 24 March 1976, eight times in total.

West Aurelia wrote:Three times more Americans have married Kim Kardashian than have died from Ebola. I'm not worried.


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The Nation of Ceneria
Minister
 
Posts: 2619
Founded: Apr 20, 2014
Ex-Nation

Postby The Nation of Ceneria » Thu Sep 11, 2014 12:54 pm

NS Nation Name: The Nation of Ceneria
House Name: The House of Craemwen.
House Banner:
Reveal Banner]Image

Description of House: Craemwen was formed after the expulsion of the former residents, goblins and orcs, and the establishment of Caburth on the banks of the [INSERT NAME HERE] River. Originally a trading center due to the logging traffic on the river, Caburth has become far more than that recently. It has become a center of travel from across the realm of Craemwen, as well as becoming the capital when the realm itself was founded. The city expanded its influence to the coast and into the mountains, forming an alliance with the dwarves who dwelt to the north. The alliance still stands today.
What is House's view on the Empire?: Favorable; Despite the succession of ill-fit emperors, the House of Craemwen believes that the empire should stand.
Description of Head of House: Lord Sketli Edhrophel is an elvish lord, aged fifty-three years, who has led the House of Craemwen for thirty-two years. He was forced into the position of lord after the death of his father to an opposing cavalry force.
Description of Relevant House Members: Princess Crica Geladharl (female, 27 years, elf):

Crica is the daughter and heir of Lord Edhrophel. She is tall for her age, and has blonde, almost white hair. She was the second child of Lord Edhrophel, younger than Prince Dorohil. Dorohil died at the age of fourteen to an unexplained fever, and Crica was left the sole heiress of the realm. She enjoys riding in the hills surrounding the city, and always travels with an armed escort.

John Origson (male, aged forty-eight, man)

Commander of the Garrison of the House of Craemwen, specifically the cavalry force. He is a brilliant strategist, having served in the army of the Empire for years before he received a transfer to his own house. He is tall, and has a close-cut beard and grey hair of a medium length. He is thin, having spent an immense amount of time in the saddle during his years of service. He is the most trusted of Lord Edhrophel's men, and have been friends since childhood.

Court Position Request: (Family member, position) ??
Seat of Power: (Name, location.) The Citadel of Caburth

Realm Number: (See map): Eight.
Realm Name: The Realm of Craemwen
Realm Description: (Geography, history, note that north is colder/south is warmer.) Craemwen is dominated by grasslands, although they are covered in hills. The temperature is moderate, and remains steady through much of the year. Craemwen was founded by Lord Ealareth Hithlerin, an elf and a descendant of the present ruler. He beat back the occupying Orcs and Goblins and cemented the hold of his house on the land forever.

The west of the realm, the section nearest to the coast, is mainly composed of forests. These forests support huge quantities of wildlife, and receive regular rainfall due to the proximity to the ocean. The eastern portion of the realm is grassland, covered in rolling hills. These grasslands support the herds of horses that give the realm much of its wealth.

The north of the realm is very hilly, bordered by a thick buffer of mountains. These mountains offer fabulous mines to the dwarves.
Capital City: Caburth
Population: (Be realistic) Roughly two million.
Race Composition (Percentage of each sentient race): 34% men, 48% elves, 15% dwarves, 3% other races.
Status of the races other than men: Elves have been the race in power of the realm since it's founding, but men work hand in hand with them and are very close. The dwarves have a rather tense relationship with the men, but are very well off with the elves.
Majority Religion: (Minorities of other two will exist.) The Faith
Description of the people and culture: Due to the land in which they reside, the people of Craemwen are hardy and tough. Many learn to live off the land at an early age. The men are typically tanned, with dark brown/black hair. They stand at an average of five foot nine inches, and are born with strongly-defined features. The elves are generally around five feet eleven inches in height, with similar facial features as the men. Their hair is usually brown to blonde in color, although white is seen on a reasonable basis. The dwarves stand around five feet two inches, and are heavyset. Their hair in dark, almost without exception.
Description of Economy (Include major imports/exports):
  • Exports: Horses, timber, wool, leather
  • Imports: Wheat for the most part, but iron and finely crafted objects are also in high demand.
Major Cities (max six):
  • Valoras is the largest of the cities in Craemwen, and is a seaport city. It is the homeport of the navy.
  • Sirastir is the third largest, after Caburth. It is in the interior of the realm, and is renowned for its finely bred horses.
  • Kharbhola is the smallest of Craemwen's major cities, and has the highest concentration of dwarves. It is situated in the hills, and is well defended by a large garrison.
Major Citadels/Fortresses (max six):
  • Abarar Deep is a dwarvish fortress that lies deep in the hill country near Kharbhola. It is most likely one of the most unassailable castles in the entire realm due to the experienced defenders and the layout of the keep itself.
  • Vallonde Castle is the largest of the castles, and is situated in the interior of the realm.


    Military Description:

    • Roughly 45,000 strong.
    • Navy
      Craemwen's navy is very small, and is chiefly a coastal protection force. It uses nine small holks, fourteen carracks, and a galley. It's main strength is mobility. All if the ships were made to be fast and maneuverable so as to be able to outrun pursuers and to reach the scene of a crisis quickly. Its main weakness is power. Due to its size, the navy would be unable to stop a determined invading force from attacking the coasts.
    • Army
Craemwen's army is one of the most stunning forces of fine cavalry in the Empire. Due to the number of horses bred in Craemwen, it is able to produce arguably the finest cavalry horses in the Empire, and men to match it. Each rider is typically armed with a shield, a long cavalry swithe, a sabre, and an axe. The axe is frequently exchanged for a bow, as the cavalry soldiers have proved to be exceptional archers as well.

Army breakdown:
Standard cavalry/mounted archers: 17,000 riders, dispersed across the realm. Roughly 16,000 are ready to be mobilized at any one time. Very few of these cavalry are nobles, and the ranks mainly consist of farmers and merchants who have joined the army. Only about 3,000 of these cavalry soldiers are maintained across the realm at one time. They are mobilized only in time of war.
Watchmen of the Realm: The equivalent of a police force, the Watchmen keep the observation posts across the realm in repair and manned. They number around 4,000, and are spread out across the realm.
Garrison: These soldiers are the standard garrison of the castles and cities. They are armed as one would expect of such men, and number roughly 8,000.
Light Cavalry: This elite corps of cavalry are maintained in the cities and castles across the realm by the House itself. They are equipped with the fastest horses available, and form the vanguard of the Lord's forces. Despite their name, they are quite well armed. They number around 3,000.
Royal Cavalry: This select group of men have proven themselves in battle time and tine again, and are based in Caburth itself. They are tasked with the defense of the Lord, and are his honour guard.
Khuragzan Legion: The Khuragzan Legion is the Dwarves contribution to the defense of the realm. They are based out of Abarar Deep, the dwarven stronghold inn the mountains, and number around 12,000. They are armed heavily, although not equally, and are foot-soldiers alone. They are intensely loyal to their lord, and are always prepared to march to war within one week's time.

Strenghts/Weaknesses: (Must have several of both)
Strengths: Craemwen is able to beat back it's foes due to the experienced cavalry forces that make up most of the army, although it takes time to muster it. In a siege, the castles would likely be able to hold out until the cavalry force arrived from across the realm.

Geographically, Craemwen is unremarkable. The hills and grasslands make it ideal for supporting a cavalry force. Caburth's situation in the grassland allows intruders to be seen from an extreme distance by the riders and outposts that ring the city.

The Northern mountains offer important resources to the dwarves who are able to extract them, as well as a great strategic asset.

Weaknesses: The fact that Caburth is situated in a grassland means that it can easily be surrounded and sieged. The fields outside the walls already are being used to the utmost extent of their use, and an extended siege could be devastating.

It is difficult to grow grains such as wheat in the tough soil of the grasslands, and great manual labour must be used to make ground suitable for farming.

User avatar
Arkotania
Minister
 
Posts: 2724
Founded: Sep 18, 2011
Ex-Nation

Postby Arkotania » Thu Sep 11, 2014 2:45 pm

NS Nation Name: Arkotania
House Name:House Segardi
House Banner:Half-black, Half-violet with a golden Vergina Sun in the center.
Description of House:House Segardi is known for it's seafaring traits, having a long period of experience in traveling the seas and also skilled merchants. It's also rumored to be a lethal political force, ruthlessly resorting to manipulation, strong-arming, blackmail, deceit and outright murder to achieve their political goals. In fact, their ability to do these things so well is what makes them able to keep such traits from being frequently associated with House Segardi. To the subjects in the realm, the Segardi are somewhere between caring and neutral. They don't oppress their citizens, but don't coddle them either. For most in the major cities however, the Segardi are a frequent influence on everyday life. With the House having strong ties with Merchant and Banking Guilds, no major city lacks the presence of Segardi affiliated merchants, bankers and nobles.
What is House's view on the Empire?:Secretly against the Empire. Considers the Empire to be decayed and in need of a new ruler.
Description of Head of House (name, age, and sex):
Alexander was the fifth son of the late Julianus Maximus Segardi, and least likely heir to ruling the house. However, he had “arranged” for the accidents of two older brothers, making him third in line. He then showed he was more capable then the second in line son in a competition of combat and intelligence. The difficulty was in defeating his oldest brother, who was the proclaimed heir. To reach this goal, he had spent years cultivating a relationship between his oldest brother and the daughter of an allied noble family. Despite nearly being revealed multiple times, he managed to succeed in his plans, and in one chain of events led to the fallout between his family and the once-allied family. The other family was led to believe the oldest brother had intended to conspire against their family using their daughter. They retaliated and the oldest brother was killed, along with his father and other remaining brother. This scheme revealed just how manipulative and ruthless Alexander could be, though his reasons were less of evil ambition and more to do with his idealistic belief that he was the best possible choice to lead House Segardi to success and greatness. He continues to work towards this goal, especially with his own children. With the decay of the Empire growing more apparent, Alexander is ready to pounce and bring order to all the lands. He is also exceptionally skilled at matters of finance and trade, another reason he believes nothing but increased wealth will come of his final plan.


Description of Relevant House Members: (name, age and sex)
The first son and most respected. He is seen by most as a true leader, and most likely heir to the realm of Segardis. He is well-versed in the art of war and has learned lots of management skills from his various positions. His reserved nature however has him less of a sociable person and thus not as well-connected as his brash but charming brother. If his brother was the face, Antonius would be the mind of the family. Despite the benefits of cooperation between brothers, there is significant conflict between them and Antonius' belief of being superior makes him less likely to seek the middle ground. He also considers his brother a fool and incompetent. Antonius prefers land to sea, despite the family's naval background.

The second child but also the most spoiled. William is often full of ambitious plans and ideas, but either fails to see them through or is simply just too incapable. Ignorantly unaware of his lacking skills, he continually places the fault of failure on subordinates and divine will. If he is good at something, it's his ability to persuade even the most close-minded dwarf, elf or even orc there is. His charm earns him many friends, and lovers, though older folk and conservative courtiers tend to find his youthful energy a curse that makes him brash and headstrong. He currently has an ongoing feud with his older brother that started from a dispute over the ownership of a salt mine that was in the center of both his own fief, and that of his brother. Now they lead a sort of cold war, utilizing sabotage, espionage, assassinations and thug-tactics to battle with one another without openly going into conflict. William is also quite the sailor, and understands the sea well.

Being the youngest child, she was fortunate to receive the most attention by her mother, while her father continued to focus on preparing his two sons for the task of becoming either the patriarch of the family, or becoming lord of Segardi. She is mostly disinterested in the politics and diplomacy of the realm. She is mainly concerned with finding the love of her life, the one man who will take her away from her home of constant scheming and manipulation to lead a life of adventure. She keeps these dreams secret from her family, but has become well accustomed to exploration and adventure.

Mother of Antonius, William and Helena. Husband of Alexander. She was born to a now-extinct noble family, taken as a bride by Alexander as his final act of totally destroying the bloodline of the rival family. She had initially been resistant to Alexander, but after a year, she ended up loving who Alexander really was as a person rather than a target for her hate and anger. Using her experiences in the downfall of her family, she saw herself as the guardian of her new family and would actively get involved in ensuring the Segardi bloodline was safe but also strong. She is well-known for her political guile, and ability to peacefully charm yet aggressively negotiate anything that will benefit her and the Segardi family.

Court Position Request:
Alexander Marcus Segardi->Lord High Treasurer
Seat of Power:Brakonin Castle, west of Cantevarus(just along the shore, above the mouth of the second river)

Realm Number:Two(2)
Realm Name:Segardis
Realm Description:Western portion of realm is generally quite warm and humid plains, though some yet-to-be drained marshland near the river. The land around the rivers are mainly tropical, though towards the southern edges the climate becomes less humid. The eastern edges contain a mountain range which maintains a cold and dry climate, opposite that of the realm's main climate. The north is mainly hills, and generally a temperate climate but still wet. The northern river is emptying west is called "Telonas" while the soutern river running parallel is the "Eros".
Capital City:Cantevarus
Population:815,000
Race Composition (Percentage of each sentient race):
-75% men
-16% orcs
-8.5% dwarves
-0.5% elves
Status of the races other than men:
-Orcs are accepted as a minority and get along well with men.
-Dwarves are mysterious due to keeping their distance from most but renowned for their skills.
-Elves are of the elite in social class and considered arrogant making them untrustworthy to most.
Majority Religion: (Minorities of other two will exist.)
-Abbey of Darkness
-Imperial Cult(secretly being spread by servants of the Lord of the Great House of Segardi though extremely small in numbers)
Description of the people and culture:A typical seafaring realm, with emphasis on trade. A signficant portion of the realm is fertile land perfect for cash crops, and thus many folk are either fisherman, sailors, merchants or farmers. There are some mines that are handled by dwarves, serving as both their homes and their center for profit. Orcs generally provide the workforce for hard labor. The elves, being few in number and not very well liked by most, maintain their own communities. Due to their status however, they tend to be the wealthier folk like bankers. Most of the population is in the South and West. The center of tropical forests are the home of the orcs in the realm, the mountains to the east house the dwarves, and the northern hill lands are sparsely populated, but slowly being settled as the population grows.
Description of Economy (Include major imports/exports):Big markets, well-known banks and nearly unlimited access to any center of trade by sea makes Segardis a popular resort for anyone looking to get into business, become rich, or just enjoy the challenge of pick-pocketing and burglary.
  • Exports:Fish, Salt, Timber, Cotton
  • Imports:Iron, Leather, Wheat, Horses
Major Cities (max six):
-Cantevarus:Capital city located between the two rivers.
-Thurmgard:The biggest dwarf city, located in the heart of the eastern mountains.
-Kolarok:A well-known orcish city. Not as advanced as most cities, but decently populate and generally serves as a rest stop for travelers traveling east-west, and vice-versa.
-Analisi:Located on the island to the North-West corner of the realm. It's one of the biggest city of elves in Segardis. While it does maintain a population of other groups, Analisi has historically been an Elven city. It is also popular for housing the largest library in Segardis, with a massive archive of many records and writings. The city also houses the Segardi Academi, an elite educational center for those qualified to enter. It is rumored that Segardi mages are trained here.
Major Citadels/Fortresses (max six):
-Brakonin Castle:Seat of Segardi power. A hybrid of a palace and fortresses placed along the coastline.
-Shade'll Masq Citadel:A popular religious center, and also stopover for travelers exiting the treacherous rainforest or heading into the harsh mountains.
-Port Maximillian:The largest naval port in Segardi. The main location of where naval ships are constructed, and naval sailors trained. Located at the mouth, and around the islands, of the south flowing river(the middle of the 3 going south)
Military Description:The Segardi military is a well-resourced force. The navy is well-trained and well-equipped. Being a seafaring realm, the navy is also quite experienced and skilled. The army is well-funded and well-trained. Emphasis is placed on foot infantry, mainly pikemen and men-at-arms, though crossbowmen are also involved. Cavalry is slightly lacking, as horses are generally imported in and horse breeding is difficult in the realm. This generally leaves only experienced men-at-arms and nobles to become the knights. Orcs generally serve as the shock troops, charging into enemy formations. Dwarves provide services on the siege equipment, and tend to form the heavier infantry that will move in to reinforce any wavering formation. The few elves that serve mainly serve as the light cavalry when possible, otherwise they also serve as skirmishers that harass the enemy flanks. Sometimes when necessary, mercenaries may even be hired.

Strenghts/Weaknesses: (Must have several of both)
  • Total Numbers
    *Can raise up to 40,000. During peace time, maintains force of 1,500 as guards, garrison and patrol.(Note that the soldiers do not conduct law enforcement. Most cities have their own town patrol funded by a coalition of local guilds. Soldiers are only responsible for the security of the roads while on patrol, though most guilds take an extra step by hiring their own caravan guards)
  • Navy
    +Powerful navy and highly experienced sailors
    +Excess of timber makes for ease of ship production
    -Smaller population makes galleys far too expensive manpower wise
    -Heavy usage of ships for sea-trade leaves fewer ships available on hand to mobilize as emergency naval warships in case the standing number of ships are not enough
    26 Carracks, 10 Galleys, 32 Caravels, 6 Dhow(74 total)
  • Army
    +With wealth comes better equipment for soldiers
    +Segardi army composed mainly of pikemen, men at arms and crossbowmen.
    +Siege weapon expertise
    -Lack of dedicated cavalry
    -Biggest emphasis put on foot infantry
Mostly back from a long hiatus from the forums
Arkania 5 wrote:
Arkotania wrote:Matt Ward


No.

Nononononononononono

Gauthier wrote:
Arkotania wrote:
Then your testicles become strange tentacles.


And then you make films in Japan.

Ovisterra wrote:
Oceanic people wrote:where lives are at steak


I try not to point out people's spelling errors all the time, but this one was brilliant.


Nationstatelandsville wrote:
Arkotania wrote:Or maybe NS is also a degraded society.

This. Definitely this.

Neo Arcad wrote:
Qatarab(Arkotania Puppet) wrote:Where's my torch? Time to burn some courts down.


Oh, you crazy Muslim you!

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Yrland (Ancient)
Spokesperson
 
Posts: 122
Founded: Aug 18, 2014
Ex-Nation

Postby Yrland (Ancient) » Sun Sep 14, 2014 2:03 pm

NS Nation Name: Yrland
House Name: House Dochaan
House Banner: (Describe or post picture.) An open red (left) hand on an icy white field. Three red five-pointed stars line the top of the banner

House Dochaan Sigil

Description of House: (History/Customs etc.) House Dochaan is a young house in comparison to the others. It was formed after the conquest of Titus Rahtis, when the former King of the Finger tried to stand against the might of the Empire. In the aftermath of the war against the Northern King, the Emperor was want to give the hold to one of four men who had proved themselves in the fighting, Ser Howand Farwayne a Hedge Knight, Lord Marcus of White Pass, Ser Pol the Wolfsknight, a knight who had small lands in the south. and Damon the sellsword.

The race took days and more but finally Lord Marcus and Damon found each other on the final stretch to cross into the hold. The two began to fight as they neared, and Lord Marcus lopped off Damon's left hand which fell to his lap. Lord Marcus rode off ahead with Damon at his back, but as the line neared Damon cast his bloody hand forward, throwing it over and past Lord Marcus to land across the stream which marked the border, touching the land first.

Emperor Titus, impressed by his wits, awarded Damon the hold, making House Dochaan one of the Great Houses of the realm in an instant. Lord Damon Dochaan took his bloody left hand for his sigil and his children have went on to rule the Fingertip, as the hold is known, for almost four centuries, delivering peace and prosperity though dull as it may be.

What is House's view on the Empire?: House Dochaan have always been in favour of the Empire, and supported it wholly as the House had Emperor Titus to thank for its beginnings. In recent generations however, the House has become distant as the Imperial family become less and less impressive, combined with the hold's isolation from the rest of the Empire.

Description of Head of House (name, age, and sex): Lord Rowan Dochaan is generally well respected within his own realm, whatever is to be said outside of it. Rowan's utmost priority is his family, and ensuring the legacy of his family continues. The Dochaan line do not place as much esteem in high birth and lineage as their counterparts (stemming from the founding of their House), this can be reflected in treating with other nobility in the Dochaan mannerisms and mindset.

Description of Relevant House Members: (name, age and sex)
- Lady Kailei ; Lord Rowan's wife and mother to his children. A loving mother and stern woman with a temper as hot as her fiery orange hair. She has a sort of tough love for her children, and if talk is true then while Rowan may rule the realm, Kailei rules Lord Rowan.

- Fionn Dochaan ; first born son of Rowan Dochaan and heir to the Fingertip. He is a boy of eleven and currently in one of Lord Rowan's bannermen's castles as a squire. He is black of hair like his father, but keeps it closer cropped. Letters say the boy is not as interested in swordplay as the other boys, and prefers the company of his books.

- Emmett Dochaan ; second son of the House and a boy of eight. Between Emmett and his brother Lady Kailei had one stillborn daughter. Emmett is a strong young boy who spends most of his time pestering the soldiers around the castle.

- Maebh Dochaan ; eldest daughter of Lord Rowan and a girl of five

- Fiona Dochaan ; second daughter of Lord Rowan, a girl of three

Court Position Request: (Family member, position) None
Seat of Power: (Name, location.) Redhand Keep on the Grey Shore.

Realm Number: (See map) 12
Realm Name: The Fingertip
Realm Description: (Geography, history, note that north is colder/south is warmer.) The Fingertip is known first and foremost for its icy hils, harsh winters and near constant battering by the ocean winds and rains. Protected behind the wall of mountains which faces the seaboard however the inner lands are somewhat flatter and more habitable. The rolling hills and flatland play a well enough host to hardy crops like potatoes and barley.

Before uniting under the Empire, the lands currently comprising the Fingertip were part of a larger Kingdom which held almost the northern peninsula. This Kingdom was a loose alliance of clans and tribes that were near at war with themselves most of the time. The Fingertip in its current state came into being under Lord Damon Dochaan. In his rule of near forty years Damon delivered the realm a host of decrees and reforms which still stand today.

In the near four hundred years since the realm's founding, it has passed down the hands of fourteen Dochaan lords who have each had their varying impacts, some better than others. The realm has mainly kept to itself on the northern tip, trading its fish and wares throughout the realm.

Capital City: Bunhowan
Population: (Be realistic) 160,000
Race Composition (Percentage of each sentient race): 85% human, 8% dwarf, 6% elf, 1% orc/other
Status of the races other than men: The other races are considered second class citizens, though the dwarves are favoured for their work ability and hardiness.

Majority Religion: (Minorities of other two will exist.) The Faith
Description of the people and culture: The people of the Fingertip are known for their stockiness. The average northmanman stands near three or four inches under his counterparts, though the tough land is known to breed tough men and the Fingermen are typically broad-shouldered. Blue eyes and black hair are the norm, though the land has a high number of redheads.

The language of the realm is Gaolga, which could be considered a dying language as it is largely unknown outside of the peninsula. Though no clear replacement is forthcoming, many of the other languages of the continent are seeping in and eroding the Gaolga language.

The Fingermen also hold their own few festivals throughout the year, the largest being the Cripple's Feast. First held by Damon's brother Fiacra in honour of his cripple brother's accomplishments, Damon loved the event so much he made the event an annual festival. After the twelfth year of falling attendance the festival was abandoned until the year after Damon's death, and has continued strongly ever since. The event centers around the loss of one's hand, so in custom people tie up their left hand for the day not to be used. In the main feast, there are melees and other contests in which people must compete one handed.

The culture of the realm has also been affected by Damon the Cripple Lord in other ways. Because of his low-birth, and the rest of the Empire constantly reminding the Fingermen of said fact, high birth is not a highly regarded on the Fingertip. A man's worth is dictated more so by his own actions and advancements. It is not uncommon for commoners to hold themselves as a cut above those in the south, as being more on par with their own lord.

Description of Economy (Include major imports/exports): Fish undoubtedly play an integral role in the realm's economy, with hundreds of coastal towns and villages fishing the bay and sea. Other important exports include wool and other sheep products. Iron deposits exist and are mined all along the northwestern mountain range, though the quality is adequate it holds no fantastic reputation and there is little enough to go round, so exports are small. Silver is also mined to a larger extent than iron, though still nowhere quite as industrial as the southern realms.

  • Exports: Fish, Iron, Silver, Wool, Peat
  • Imports: Steel and Metal products, Grain, Meats, Luxury Goods
Major Cities (max six): Bunhowan, Moortown
Major Citadels/Fortresses (max six): Redhand Keep, Dunburrow Fort, Fort Sliabh

Military Description: The militaries of the Fingertip are not so much a force to be reckoned with as a force to be feared. The realm's small population keep the military numbers from reaching too high, but the Fingertip has countered this with keeping a relatively large peacetime garrison. The northmen warriors are not numerous but they are formidable. Axes and spears are favoured over the sword, though men-at-arms would be trained in all. Due to the land's hilly nature cavalry formations are nigh on impossible. Instead, horsemen are kept lightly armed and armoured, acting as scouts, outriders, bodyguards and archers. The realm's coastal nature mean the Navy has a host of experienced sailors at hand, though again the small population limit its capabilities. Scores of cogs and long ships are maintained.

Strengths/Weaknesses: (Must have several of both)
  • Total Numbers: The realm can raise a force of 8,000 men if needed, though it maintains a force of around 750 as household guards, garrisons and patrol.
  • Navy: Lacks powerful ships, lacks manpower, lacks projection power ; experienced sailors at command, experience with treacherous northern seas
  • Army: Powerful and formidable foot infantry, expert knowledge of the land ; lacks heavy cavalry, low numbers
Last edited by Yrland (Ancient) on Thu Sep 25, 2014 4:23 pm, edited 1 time in total.
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Gjulich
Diplomat
 
Posts: 744
Founded: Sep 08, 2014
Ex-Nation

Postby Gjulich » Sun Sep 14, 2014 2:44 pm

NS Nation Name: Gjulich
House Name: Danálíen
House Banner:
Image

House Rank: Duchy rank
Description of House: The house Danálíen has been around for generations. Even before men settled in the area, they have been living out their lives as a dynasty. Though perhaps not as great as the many other houses in Pandyssium, they certainly have the aspirations to be. They have existed, as said, for generations, and have been through many great times and bad.
The Danálíen house has always had a very pompous and proud nature, even though their land holdings are near-negligible. They are suspicious of most other houses and domains. Mostly, they are level headed. They value family greatly - but do not confuse this with them all having cozy relationships. Their support for the empire has always been a major point in their rule.
What is House's view on the Empire?: Strongly pro-Empire, but unsure who to support in line of succession.
Description of Head of House: Túgnen Danálíen II - 58 Year old, ailing and nearly dead. Male and the current Duke of Vatngard. Long, grey beard, blind and nearly deaf, soon presumed to die.
Description of Relevant House Members:
Músen Danálíen - 20 Year old male, the heir of Túgnen. While it is true that most Danálíen house members value family, Músen cannot wait for his father to die and for him to take the throne. He is the current General, and also the ruler of a small village outside the city walls, which he never visits. This would be the major character of interest, as, while Túgnen holds all the power, he does not do much. However, Músen is powerless to force his hand, as his sister, Tráwín, who he would find good cause in killing, manipulates his father into enacting many laws, quite often disadvantaging him. He is being mentored by Góren.

Tráwín Danálíen - 24 Year old female, who is the first descendant of Túgnen, but lost all influence and power to her brother, Músen, four years her junior. However, while Túgnen is still alive, she can force his hand, and very often uses suggestive language to make the Lord of Vatngárd enact laws against his will. She acts as a kind of spymaster, and still has much hostility with Músen, often plotting against him. She is a genius, brilliant musician and poet, and other things. However, her brother took all the praise, for being a male and for being a militant. Secretly a follower of the Abbey of Darkness. Góren suspects her of this, and so she wants to kill him also.

Gáljen Plás-Túkt - Male of 22, illegitimate child of the dynasty, eunuch, and another very intelligent individual. Very often does what his sister, Tráwín, wants him to. He is also a very reasonable member of the family, and acts as a diplomat, though who can tell really how much Danálíen family members need one. The position is mostly honorary, and really just gives him a job to do.

Góren Danálíen - The Priest of Vatngárd, aged 64, who is the older brother of Túgnen. He would have received the throne, but denied it in search of a more religious career, as he believes that he has found reconciliation in The Faith. He acts as a mentor and near-father-figure to Músen, who seeks his guidance in many matters. But he does not teach Músen's sister or illegitimate brother, as he does not see them as worthy. He also suspects that Tráwín follows the Abbey of Darkness, and sometimes will question her on the subject.

Túlmíj Danálíen - Male, aged 46, and half-brother of Túgnen. Has always had a suspiciously close relationship with the late Emperor's mistress, the mother of the two children. He might use this to pose a claim on the Empire, but who knows? He is a shady individual, and often goes on journeys with no-one knowing, only coming back once his 'work' is done.
Court Position Request: Lord Provost Marshal - Músen Danálíen
Vassal to which House: House Craemwen

Name of Holding: The Duchy of Vatngárd
Seat of Power: Citadel of Vatnúak,
Population(?) 100,000
Description: Boasting a temperate climate in Summer and an absolutely freezing one every other time in the year, Vatngárd is not the place you'd want to spend a holiday. Nor really a place you would like to rule, as most of the land is wasteland, and the ground barren. But it does have a booming metal and coal trade. Oh, and lots of fish. Lying next to the river [NEEDS A NAME!] to the North of Craemwen, it has a decent port from which it can send out goods for sale or trade.
Description of Economy: Vatngárd is quite poor in the fact that it only really has any mineral resources. It has mines all over the realm, but very few other resources, such as foodstuffs and drinks. This makes for the ability to trade reasonably valuable commodities with other realms. But, due to the fact that Vatngárd is in vassalage to the House Craemwen, it loses quite an amount of its wealth.
  • Exports: Iron (both raw and wrought), Gold (usually currency), Silver, Bronze, Copper, Coal, Fish, uncut diamonds.
  • Imports: Grain, Hops, Barley, most other foodstuffs, wine, beer.

Military Description: Mostly made up by a backbone of raiding axemen, with small regiments of other units, as well as 10 cogs and their crews, make up the entirety of the Vatngárdic military.

  • Total Numbers: 4,000
  • Navy: 10 Cogs, 1,000 men.
  • Army: 3,000 men. (2,000 axemen, 500 pikemen, 400 bowmen, 100 knights.)

Strenghts: Able to make their own metal swords and axes, often resorts to raiding nearby land (belonging to a different ruler, of course), offensive.
Weaknesses: Small in number, upkeep is a problem, often demoralised if they haven't been pillaging, not very defensive, only one fort in the realm.
Last edited by Gjulich on Sat Sep 20, 2014 6:16 am, edited 1 time in total.
Please note: I roleplay with a fixed MT population of around 5,000,000.
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Embassy and Diplomacy Program
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MEH: Religion, Socialism
AGAINST: Dogma, radical ideology, unregulated capitalism, Communism
FOR: Communism, Socialism (specifically Libertarian), some forms of Social Democracy, Palestine, some other homeland for the Hebrew people, refugees, Leftist Anarchism, LGBT+ rights, First- and Second-Wave Feminism, universal living wage, Bernie Sanders, Jeremy Corbyn
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AGAINST: Israel, Capitalism, Donald Trump, Hillary Clinton, America's Government, imperialism.
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Kazarogkai
Powerbroker
 
Posts: 8071
Founded: Jan 27, 2012
Moralistic Democracy

Postby Kazarogkai » Sun Sep 14, 2014 5:36 pm

NS Nation Name: Kazarogkai
House Name: Blackson
House Banner: (Describe or post picture.)
Image
House Rank: Hedge Knight
Description of House: (History/Customs etc.) It is possibly the most newest of all houses, made exclusively for a man known simply as Jack Blackson a young knight who earned a reputation as an excellent mercenary captain fighting in some of the empires most brutal fronts. All the fighting and the occasional tournament wins earned him note from a few guys one of which offered him a squireship, he accepted and for his bravery on the battlefield he was knighted right there and then as a final act of a dying knight. Any customs of the house are derived from his own personal customs and the ones developed from his warband.
What is House's view on the Empire?: Ambivalent, they pay him he is fine for he is more than happy to work but on the other hand in his extensive travels throughout its lands he has seen a clear picture of the land and for the most part it has not been good. One can describe him as having an overall survival of the fittest mentality but deriving from the "little people" he cant help but have some sympathy for their plight. He has seen the corruption, the abuse, the incompetence, the petty power struggles, the lack of vision and overall ignorance has left a bad taste in his mouth. He sees the empire as necessary in the name of peace and unity for the most part though, a lesser of two evils one can say. Overall his opinion of the empire is complicated to say the least what he chooses to do is for the future to tell.
Description of Head of House (name, age, and sex):
Jack Sabine Blackson, 25, male. He is a young lad who has earned much renown from his many adventures across the land, his prowess fighting in many wars of the empire, and tournament victories has earned him note. He has turned down multiple offers of vassalage preferring the freedom of the road and the company of his warband over the sedentary life of some landed knight tending over some peasants. He has no wife nor family honestly he never has seem to show much interest in one yet, though his many tournament wins and battle fame have earned him the eye of a few lasses. He has black hair cut into a sort of Mohawk, a tradition among men in his tribe, with short sides and slightly longer middle hair his hair is straight when it is short but gets a little wavy when it starts getting longer. His face is somewhat scarred from his hard life but still displays his youth, he is known for his large nose which is a point of humor. His ears stand flat against his head, his eyes are small almost almond shaped and a dark brown color, his skin is strangely pale, mouth is large and filled with crooked teeth, his canines are quite prominent. He stands 5'4 and is rather stocky of body, this has caused some to think he is part dwarf though this is not true.
Description of Relevant House Members: (name, age and sex)
Findia, ??, Female: A rather mysterious individual who seemed to have popped out of nowhere, since Jack began his travels she has been there always guiding him no matter where he went. She is by far his closest confident and he trusts her word imperatively, one could refer to her as his shaman or spiritual advisor. He always takes into account her opinion on certain things, whenever she actually gives it, and her word holds weight. She is clearly a witch holding power over certain aspects of magic, divination and being able to converse with spirits are just a few of her many talents. She seems almost ageless, no one really knows how old she is but she seems to have the appearance of a 30 something year old at least, she has never told. Her appearance is not entirely human to say the least, there just seems to be something off about her almost surreal. Her short height, spindly limbs, large penetrating grey eyes, sharp teeth, and such have generally made many think she is probably part goblin but she is not talking so we probably won't ever know.
Court Position Request: (Family member, position) N/A
Vassal to which House: N/A

Name of Holding: N/A
Seat of Power: (Name, location.) N/A
[b]Description: (Geography/History.)
N/A
Description of Economy (Include major imports/exports): N/A
  • Exports: N/A
  • Imports:
N/A

Military Description: His War band, known simply as "Jack's Legion" are a rather tough bunch composed pretty much entirely of humans but with a few orcs, dwarves, and even an elf or two. If you are militarily fit and loyal he won't discriminate, his troops come from many walks of life but are united by their loyalty to Jack. His troops are governed under their code "The Legionary Oath" and are rather disciplined compared to many other forces of the day, Jack has a strong sense of justice and honor though can be described as rather puritanical. His army is divided into Regulars and Staff, Staff compose a small minority and their jobs are for the most part helping maintain the operations of the Legion they range from skilled craftsmen(blacksmiths,cobblers), to signallers and medics, all the way to Jack's personal companions(findia) and council(treasurer, spymaster, secretary, etc), the regulars are his main troops for the most part they form the bulk of his legionaries and are entirely an infantry force with a strong amphibious background as is usual for where he comes from. Infantry are the basis from which the legion is composed of, he lacks dedicated cavalry for the most part though his infantry are flexible and disciplined making up for that fact. Their training is hard and brutal, though he makes sure to never go overboard so as to prevent fatalities and serious injuries and the troops rise by their own merits in his warband. For all intents and purposes his forces are an amphibious band of mercenaries, every soldier has a horse in order to use for transport but if they don't then he will gather horses from the surrounding area otherwise they fight exclusively on foot even him and his officers, he also has a few ships to aid in transport duties. His troops when they join the Legion State an oath of loyalty to Jack that supersedes all other ones, confirm their acceptance of the Legion Contract, and accept the Legionary Oath. The contract entails their duties and pay and is renewed on an annual basis he pays his troops a fixed wage, not counting any type of bonus or pay rise as a result of advancement, but any loot they get they split it amongst each other in parts with higher ranking soldiers receiving more parts. Headhunting, a throwback to Jack's tribal origins, is done regularly with soldiers after a battle displaying their heads to show that they have been doing their job also they keep them as trophies and in combat even wear them into combat, a rather ferocious sight for his enemies. Punishment is harsh but rewards are great, if one were to disobey orders but was able to perform a successful warranted act they will be greatly rewarded and will face advancement, but failure will earn Jack's Ire with punishments being quite severe.

  • Total Numbers 300 strong(both Staff and Regulars, not counting non combatants)
  • Navy
    a couple war canoes for transport purposes and to allow his units more flexibility on the field of battle.
  • Army
250 Regulars
-divided into 3 lines(Advance,Main,Reserve) based on seniority with more senior units being in the back and more junior troops up front
50 Staff

Strengths/Weaknesses:(Must have several of both)[/b]
+ Mobile and flexible on the field of battle
+ Strong leadership, Troops are promoted by merits alone so as Jacks captains are qualified and Jack inspires loyalty among his forces.
+ Well administered with a clear chain of command and a strong logistics force to complement the combat units to allow them to multiply their overall potential.
- Lack of dedicated cavalry units and such are rather vulnerable to such threats.
-Few in numbers for the most part and they do not have stable work and a steady source of income to rely on.
-Jacks leadership is not perfect he is quite patient though is kinda wary though this can be a useful trait this makes it so that sometimes he will miss opportunities and not take the initiative which makes him miss out on great opportunities in battle.
Centrist
Reactionary
Bigot
Conservationist
Communitarian
Georgist
Distributist
Corporatist
Nationalist
Teetotaler
Ancient weaponry
Politics
History in general
books
military
Fighting
Survivalism
Nature
Anthropology
hippys
drugs
criminals
liberals
philosophes(not counting Hobbes)
states rights
anarchist
people who annoy me
robots
1000 12 + 10
1100 18 + 15
1200 24 + 20
1300 24
1400 36 + 10
1500 54 + 20
1600 72 + 30
1700 108 + 40
1800 144 + 50
1900 288 + 60
2000 576 + 80

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Sun Sep 14, 2014 5:52 pm

NS Nation Name: Ralnis
House Name: House Oratoon
House Banner:
Image

Description of House: Known as the most alien and some will even call it savage of the Great Houses, House Oratoon can trace its history to the Oratoon tribe of Tash Mara, which is known as the most bloodiest battle in the Empire's campaign. The Tribe at the time was controlled by a confederation of Humans, Orcs, and Goblins that had once fought amongst each other for land but when the Imperials making their way into the north had made them assemble and formed the Pact of Gyr which is still known today as a holy city in the eyes of the House. The Pact made Oratoon accept the Orcs and the Goblins in the lands with equal flavor and cease all war so they can drive out the Imperial invaders.

Many Imperials today have heard of the stories and are still taught in the history books of the many campaigns that took to subjugate Oratoon and Tash Mara. Many have told stories about their ferocity and the Humans that even to this day are called the Duskhounds and of their leader, Chieftain Tu'shuk who people lived at night and attacked at them that made the Imperials feared their tactics and made many soldiers retreat at night or even look at every corner to see a Worg with paint on them and their tamer with his warband not far behind. However, the Oratoon warriors, while strong, could not weather the superior numbers and so the Chieftain surrendered at Val'girnash and became known as the most bloodiest battle in their campaign and the Emperor had allowed Tu'shuk to turn his tribe into a house to represent his tribe and the realm in his name.

Now a days, the tribe is prosperous in culture as Humans call themselves Oratoon before Imperial and the tribe is trying to make this into a home worth the Orcs and Goblins. These many policies and alien culture( for starters, it is custom for the Humans to howl at a full moon when they wake up to symbolize new life and a good harvest or during religious holidays) and that they consider Orcs and Goblins equals make many feel uneasy and do not welcome Oratoon Imperials( or known as Imperial Tribesmen) but they knowledge in combat and most important, botany and medicine( they are able to train the best doctors and botanist in the Empire) are indispensable.
What is House's view on the Empire?: They are anti-Empire, they wish to be left alone and at the same time want to expand further from Tash Mara
Description of Head of House (name, age, and sex):Duke Soris Ulder ( known secretly as Chieftain Soris, Nature's Twilight) is a very spiritual and knowledgeable man of the age of 30 as he leads his holding and his tribe secretly to make sure that the Empire's influence stays as little as possible for his tribe still wants to rule and aims that one day they can finally live in peace without the Empire in their lands and try to keep their neighbors and the Major House involvement in their affairs in a minimum. He is the sixth duke and chieftain of the House since the rise of the Empire and hopes to not be the last as long as he can help it.

Description of Relevant House Members: (name, age and sex)
Court Position Request: (Family member, position)
Seat of Power:Val'girnash, at the northernmost part of the province # 10

Realm Number: (See map) 10
Realm Name: Tash Mara
Realm Description: Tash Mara is known for it's hostile environment in the form of year round snow and harsh blizzards, hostile predators, mountain ranges, and aggressive flora( though ever pristine). This realm is the sight of the largest variety of flora and fauna form things ages past. Undead bands, shriek burrows, Troll tribes, and of course the sight of Worgs which are used as pets and war beasts when needed. The natives around these lands have learned to be aggressive as the land itself. The edges of the north where the capital lies are fjords and natural defensible locations against naval or land siege but its beauty is unmatched in the northern parts of the Empire. The Realm comes with its alien customs for the Humans are night owls that use hunting, fishing, and cattle herding to supplement for the low farming threshold that is because of the winter and that nature-minded scholars have to make advance preparations but most of the Farming is scattered about and are not able to yield the same amount of food that the others types of gather do so they import the vegetables and fruits.

The entire province is split between North and South by the Forid'nar Mountains, the biggest mountain range in the Empire, could hold the largest mining operations that could emerge in the Empire, but the thing is that it has been made home to many Orc and Goblin settlements and the House does not care for money for they wish to keep the Mountains pristine like many things they wish to keep for they revere it with a multitude of things.
Capital City: Val'girnash
Population: (Be realistic) 400,000
Race Composition: 65% Human, 20% Goblin, 15% Orc
Status of the races other than men: Goblins and Orcs are considered equals and are the only place that they are able to be nobles and in high military positions that actually seem to be very strange and bad to other Great Houses but it shows that not all Humans resent them.
Majority Religion: (Minorities of other two will exist.) Tumon ef Nunix, also known as " The Moon and Frost" which is an old religion that reveres the moon, the concept of snow, nature, and the spirit of being wild. This is entwine with many things especially with the idea of keeping nature pristine and only taking or taming small parts and never abuse the animals or the beasts of nature. This appraisal to nature, frost and the moon is also believed by the people to be the reason that their magic exists. Their religion is very wide spread in the Empire among wildmen, Orcs, and Goblins outside the realm for the large following in Tash Mara.
Description of the people and culture:

The people are paler then even normal for Humans that they rarely come out but they are seen in the sun for a bit before going to sleep in the zenith of the sun. They are generally more aggressive because of their touch with the wild side of nature but it is more accurate to say that they are more passionate then normal Humans to the point that they have as much passion as a Orc but not in the same manner. Their culture is a large tribal structure but they retain some aspects of Imperial ideas, like the noble house and class system but are heavily modified to fit their original tribal structure. The population however still accept and recognizes House Oratoon as the Oratoon Tribe and are more loyal to the House then the Empire.

When it comes to the everyday, they speak the native language of Buibir, which is spoken in Oratoon Human dialect, Orc dialect, and Goblin dialect and it goes differently from region to region( similar to the national language expect their is a low, mid, and high dialects ) though it is easier for a peasant man to learn the higher dialects then it is in the Imperial state language.

The Orcs and Goblins are friendly to the Humans and the same is in return but outside Humans who treat them wrong are usually beat by the Orc or Goblin until they had enough of their bloodlust stated and the doctors help that person with their magic and skills so that they may learn their lesson, but this has not happened unless the Orc or Goblin is provoked to do so. The Humans, while night owls, are generally hardy and diverse in their passions though common in their way of nature loving but also loving the wild more then taming the ground and they build their cities and towns will be built in the mountains or in forest with trees being entwined with the buildings that give an idea of their fusion between civilization and nature still has a place in their realm.

Those are just a few of the things that make the people of the realm very alien that it is to different from the rest of the Empire, even their neighbors consider them either strange, savage, or all the above. The Humans live at night and howl at the moon at times while they live with Orcs and Goblins and they talk to trolls for friendship and let the roaming bands of monster grow and fight each other. These are dangerous lands and they like it for it proves that they are strong to survive and thrive in the land.
Description of Economy: The province counts itself as among the poorest in the Empire, not because of the lack of natural resources, but because of the large amount of tariffs that House Oratoon and the merchant caste impose on outside trade that is not in the realm for they wish to try and build up domestic trade and also they have the fear of destroying the natural forests for the sake of wealth. They believe that the wealth of Tash Mara is in the nature and this also had allowed them to be self-sufficient in their eyes and it has come of worth note to the other provinces that want to get their hands on the resources that Oratoon has under its control. However, there are times that they do lift the tariffs, they could large mining operations and wealth of the Empire being brought to the north, but they won't do so. However, they are renowned for their powerful medicine, their worgs that they domesticate( but won't tell anybody how they breed or tame them) and powerful poisons that, with the common rare gems and metals, are the things that keep them up float despite the tariffs. They usually sale fish, meats, and whale oil for an exchange of common metals like steel so they don't need to use all the natural resources in their lands.
  • Exports:domesticated and exotic animals, poisons, medicines, gems, fish, metal, whale oil
  • Imports: raw materials, steel, timber, vegetables
Major Cities (max six):Val'girnash, Or'otih, Gyr, Gorak's Landing, Tirath Myr
Major Citadels/Fortresses (max six): Fort Ulswrath, Cashir, Furisth Colat, Tyris Shaw, Mirdri, Urbrom Tyrath

Military Description:
Despite what the common rumors say about the army of House Oratoon being nothing but savage warriors and a horde of untrained louts, the House employs a variety and diverse army that tries to fill the gaps of strengths and weaknesses each race has. The large diversity comes from the Humans that make most of the levies that are pulled from all corners of Tash Mara and the Goblins that fill in the gaps of scouts, tactical advisors, snipers, and engineers while the Orcs are the general shock troops and military commanders that lead the levy forces into the fray. The general levies are known to wear heavy armor and employed as general shock troops unless they have proven themselves differently such as hunters that will be scouts and archers and riders trained in cavalry. Oratoon's general nobles who make up the more elite cast are shown to have Worg hides woven in their armor so they can show their place among the common soldiers, this is also shown with their doctors who are renowned around the Empire that many have heard the stories about their excellent knowledge of herbs and the antinomy of the sentient species of the Empire and are employed as specialist support to minimize the casualties from the shock troop levies and they do a good job, but it is uncommon to have nothing more then a group of a dozen to a hundred in a regiment during a short campaign.

The navy, while combat born, is not as strong as their army. When held in comparison to other navies, it is average to below average as the navy itself is either modified from merchant longboat or is mostly used to transport the armies or used to power project. While it uses the same type of weapons common naval warships in the Empire use, Oratoon has to use them sparingly because of their hold on using their own provinces resources in full force without breaking the taboo that they hold so dear, but they can use power projection and they can defend against pirates if necessary.


Strengths/Weaknesses:
Strengths: A large variety in the army
Excellent doctors
Expert Mountain and Forest fighters
Hostile nature can provide a natural defense

Weaknesses: A below average powerful Navy
The army has a disadvantage when fighting in other terrain then mountains and forest
Morale problems around the Goblin portion of their army
Because of their beliefs with nature and conservation they do not have a large stockpile of resources without breaking their taboo.

  • Total Numbers
  • Navy: 45 ships
  • Army: 24,000 in times of immense war( 6%)
Last edited by Ralnis on Sun Sep 14, 2014 5:54 pm, edited 1 time in total.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Alleniana
Post Czar
 
Posts: 42880
Founded: Dec 23, 2012
Left-wing Utopia

Postby Alleniana » Mon Sep 15, 2014 4:47 pm

NS Nation Name: Alleniana
House Name: Ragar
House Banner: http://i.imgur.com/BJMUWkU.png
Description of House: Long ago, before the dominance of Pandyssium, a mighty city-state dominated the lands today ruled by Ragar in many ways. Though it could be said that its power did not extend concretely beyond its walls, nor to the sea, the power it wielded within and upon its walls were unquestionable; for the walls were a mountain. It had been a republic once, but the House of Ragar, but a powerful family once upon a time, had seized power, establishing itself.

Though the city had been very much a city-state when it was a republic, Ragar had taken it beyond; slowly, tunnels, roads outposts were built. The city was well acclimatised for the dwarves, who preferred cooler climates, but it extended its reach into warmer regions too; around the river valleys and across all of the dwarves of the region. Ragar used feudalism, and created dukes, counts, all sorts of underlings to support its empire. Though its capital firmly sat in Bratyk, they were the ones who built the many castles, the main roads, the ones who made dwarves into subjects and workers, unifying them under a banner and solidifying both their existence and their establishment in the region.

Even as trade began to decline, the kingdom was still a centre of manufacturing, a dwarven stronghold, and a mighty power; armies large, people loyal and unified, and ruled with wisdom and firmness as befitted the house, who, too, slowly developed a government, customs of their own, and ever advanced the ways of their realm.

Eventually, though, Pandyssium's armies came. An army almost beyond counting, with weapons that even few dwarven craftsmen could hope to imitate, with such fighters as even could fend off whirling axe and brutal mace from mountaintop and stony valley. The monarch pulled his troops to his side and marched for Maw Pass, where Pandyssium would have to cross; to enter the roads that ringed the mountains.

There, as two armies stood off, one significantly weaker but still capable of near crippling the other, and both forces of immense power and volume, the leaders stepped forward. In the middle of the rocky field, the mountains of eons guarding their words and hammers ready to strike at both backs, men talked. And then, a flagpole went up, and it was that of the house of Ragar that fluttered, attached beneath the flag of Pandyssium.

From that day forth, the kingdom was subjugated, and despite the civil war that nearly immediately ensued, peace was kept, prosperity could continue, and stability was ensured.

The House of Ragar kept its place and managed to continue ruling with grace and virtue. A new, larger market ensured more revenue, while fortifications were much better used now to remove bandits, rather than in fear of raiders. The land continued to prosper in the ancient dwarven way, ever greater. Though hardships came, they were weathered, and they stood against the tides of time, keepers of perhaps an older age.
What is House's view on the Empire?: Who cares? :P The city and the house today feel not only little loyalty, but also little hatred towards the empire. Within the mountain, a society exists, and generally, anything that does not oppose or disrupt it is tolerated, and perhaps exploited. They have only interest in preserving their peace and relative economic significance.
Description of Head of House: Lord Bundar III Ragar, at 67, is a well-respected and well-known ruler. Though he has not gathered the kind of fame that many previous rulers have, as legendary, almost mythical heroes, he has done very well. Known as just, firm, well-considered, calm and fair, as the house of Ragar is typified, he has had more of an eye to detail and specifics than many have had. A jack of all trades in terms of ruling, he juggles trade, the military, production, justice and more as equally as he can, and generally, he is able, hale and hearty. Despite how well he does, he does have relatively few outstanding points. Those that exist, however, include his skill in handling knives, his excellent oratory skills and anecdotes floating around about a tour of the land he once took as a prince, including stories about him catching animals wielding a gauntlet and giving them to locals, kicking trees over after a storm had left roads block, and various other economically-truthful tales.
Description of Relevant House Members: Lady Iragna Ragar, the lord's wife, is 59, and does not have a particularly significant reputation besides that derived from her husband. Though she is somewhat famous for some unorthodox culinary skills, such as nutcracking, curd-mixing and gourd-grinding, these are mostly irrelevant. She is a good mother and a kind woman, but politically, she is fairly inexperienced, and so other than ceremonial and basic duties, she is not so much a lady as a lady consort. Her children include Mergiron, an uncharacteristically (for a dwarf) bookish man aged 28, though still capable of wielding a quill as an sword and Brivene, 19, an attractive and witty if slightly immature and unusual teenager. In addition to all this, the lord's younger brother, at age 61, Valdior, widowed childless (his only child dead in birth) is also associated with and fairly loyal to the house. He is probably the one least attached to the nuclear family, though.
Court Position Request: I assume no places are left? If possible, though, could Valdior be a chamberlain?
Seat of Power: Bratyk (or, if you want, Ragar Pillar in the middle of it, which is a huge pillar that's actually a tower that sits in the middle of the Grand Chamber in the middle of Bratyk)

Realm Number: 7
Realm Name: Bratykuder
Realm Description: Despite being in a fair temperate area, Bratykuder is mild and occasionally cool. Sea breezes and the influences of mountains and rivers make the small patch in which it sits a rather interesting meteorological phenomenon. Mountainous, rocky and often barren, but rich in minerals and mountains, it is the most uneven terrain in Pandyssium. This does not detract from its desirability too much for dwarves, though; caves, ledges and mountain paths, worn by ancient natives or game do help make this less of an issue. Apart from the mountains that dominate its centre, too providing the geographical border with the realms northwards, valleys can be found, producing some food and agricultural products. Overall, a land packed full of iron, copper and other metals, yet somehow possessing both natural borders and productions of things that most self-respecting dwarves would not work with, it is not surprising that what has developed within its foreboding peaked boundaries is quite similar to a microcosm of a civilisation.
Capital City: Bratyk
Population: Nearly 1.5 million
Race Composition: Frankly, close enough to 100% dwarves that it's irrelevant. Minorities of a few percent are primarily of men, followed in proportion by orcs (a recent trend), goblins, and lastly elves. Many are gathered in sole notable trade port Haigron.
Status of the races other than men: Foreigners, but ones who are useful for trade, info, etc. Treated as equals in the same way that citizens of one country might treat a tourist as an equal human being.
Majority Religion: Religion is not a big deal in dwarven society, in Bratyk. Most follow vague ancestor gods, many others pagan gods (albeit in a different manner to those of men), and minorities of the two organised faiths exist too in large numbers, in addition to smaller, more obscure minorities. Cults have existed in the past, but most are effectively extinct and buried.
Description of the people and culture: Bratykuder dwarves are quite unique; somewhat separated from many of their brethren, and existing in what is almost a cultural and geographical bubble, they have developed many traits; sometimes even stereotyped of them, despite the way that dwarves are generally stereotyped as a race. Pertinent features include workmanship, seals (a prominent feature of familial society; like a coat of arms, except badge-sized and with special rules), religious apathy (relatively), and some might say, good faith; such constructs as grudges, feuds, civil wars, lawsuits and the like tend to be less common. It is a country remarkably homogeneous considering the terrain and the history, and it is almost considered a mystery by some as to how well it gets by without grinding on internal dissension (perhaps by putting so much restlessness into singing and then sleep). All the same, its dwarves do possess many universal dwarven traits, and drunkenness, brawling and disrespect of authority are common themes in comparison to such "fair" races as elves and humans. Variations of the song https://www.youtube.com/watch?v=ytWz0qVvBZ0 are known (please, let me have this :P )
Description of Economy (Include major imports/exports):
  • Exports: Metals, tools, furniture, everything crafted and everything to do with metal. Not only utilitarian, though; decorative exports have increased, as has raw metal and stone that is prized. Gems(ergo jewellery) are also a growing export, if growing slower. Other items are exported too, such as mountain curiosities, drink and such, but these are less relevant.
  • Imports: Alcohol, food, some raw resources (wood, for example) and other assorted stuff. The valleys make many of these imports that would otherwise be essential less needed, but nonetheless, there are many import needs, and without them, the economy would likely stagnate (even if it does continue to function well and be able to support the current military and services for quite some time)
Major Cities: Bratykuder is basically the primate city, and most other urban settlements are either nearly part of it (like feeder suburbs or something of the sort), or combined with a fortification. The small size of the realm has almost made the economic and geopolitical situation seem like that of a city-state, with even the port towns connected by tunnels and strings of settlements often.
Major Citadels/Fortresses: Maw Pass Keep, which actually isn't a keep, is one, guarding the biggest northern pass while the next two biggest passes, creatively named White and Black pass also bear huge fortifications, also creatively named White and Black Gatehouses. At the southernmost, facing the sea, a large citadel exists, presumably to provide a naval base and be the capital of all Bratyk's operations on the sea. All of these fortifications tend to have at least decently sized towns near them, to provide supplies and other such goods, as well as taking advantage of a superior trading position.

Military Description:

Strengths/Weaknesses: Strengths include such areas as morale, fortification, infantry, shock, manoeuvrability, siege equipment, gear quality (arms & armour) and perhaps even experience, in some ways. Weaknesses are cavalry, definitely, discipline (though it gets much better when speaking of building or deconstructing), numbers/size (dwarves aren't big, nor can they numberspam as more prolific races can), and occasionally strategy or tactics. Dwarves are also quite vulnerable to open field battles, which they are generally not good at.
  • Total Numbers
    See Army
  • Navy
    Effectively N.A. (few skiffs, barges and cogs, that's it, though we could probably expand rapidly if we needed to)
  • Army
    Being a guard is considered a profession, rather than even a lifestyle; Bratykuder has not seen war for a long time. About 10,000 guards of varying descriptions are employed around the country, after a recent boosting, and their roles include everything from royalty's personal bodyguard to border pass sentries to horsemen patrolling roads (albeit often badly; many a dwarf has been known to walk on foot and use the horse as a pack animal, making better speed). If war came, however, there would be around an extra 10,000 who might have experience and skills needed; who could be quickly trained to be at the same level as the guards, and then the whole body equipped and turned into a professional, campaigning army. Furthermore, such happenings as drafts or volunteers being called upon would raise many able bodies, dwarves; a potent force, even as what would merely seem as peasant levies among many other races.

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Imperium Nova
Minister
 
Posts: 3425
Founded: Sep 25, 2013
Ex-Nation

Postby Imperium Nova » Tue Sep 16, 2014 5:18 am

NS Nation Name: Holy Empire of Imperium Nova
House Name: Silvarin
House Banner: The Silvarin Sigil
Description of House: The Silvarin have been a noble house in Pandyssium for a long time, having a close relation to the power for a long time and a part in the court politics since the foundation of the Empire, as the founder of the House, Maelas Silvarin stood by the First Emperor as one of his Lieutenants, for his services he was given land and power in the capital region. The Silvarin Dynasty continued to be great advisors to the Imperial Throne for several generations, but then, some two hundred years ago they fell in ill grace and were reduced to lesser positions in court and their influence severely decayed. This was true for a long time, however Duke Aewyn Silvarin managed to befriend the Emperor Pelagius to the extent that he was able to get their two sons, Prince Orius and Talen to become childhood friends. The two young boys were almost as brothers, and then as their respective fathers died at around the same time they both rose to power, and Talen Silvarin had restored the former glory, becoming yet again a close advisor to the Emperor.

Then, as time went on and with no clear heir to the throne, Emperor Orius named Talen his steward if something would come to pass before either his eldest daughter would clear up in the head or his son would come of age. As the most tragic event happened, the sudden death of the Emperor, Duke Talen was named Lord Steward of Pandyssia until a proper heir can ascend the Throne.
What is House's view on the Empire?: The House is extremely loyal to the Realm, and Talen feels a deep personal loyalty to the last Emperor, despite him no longer being alive. He feels a love for the Empire, and wishes to see it bloom again.
Description of Head of House: Lord Steward Talen, aged forty-five was born as the eldest son to Duke Aewyn Silvarin and has ruled as regent of Pandyssia ever since the death of the last Emperor. He wants to work to keep the Empire in one piece despite the stressful situation. He would not however see the daughter Cassyndra rise to the throne, being both a woman and an imbecile woman at that. He would much rather prefer his eldest son, however as he is still too young Talen seeks to fullfill his duty as steward for many years to come.
Description of Relevant House Members:

Thengel Silvarin: Sir Thengel, aged forty-two and Talen's only brother to reach adulthood. Thengel was left in charge of Halvor when Talen became advisor to the Empror. Halvor is the ancestral seat of House Silvarin, seated in the eastern parts of Pandyssia. And whilst Talen may be a a wise and knowledgeable man, Thengel is more large and brutish, but also with a keen eye for battle-tactics and a skilled commander.

Jaril Silvarin: Jaril, aged twenty-one, firstborn son to Talen.. He is described as both fair and quick-witted, being quite tall and strong. He is quite popular among the smallfolk as he often travels around the cities and villages of Pandyssia, and lives a more common life, away from his father in the Imperial Palace.

Jared Silvarin: Jared, aged eighteen, second son to Talen. Strong and rather quick, he would be capable commander. He is much a mirror image to his brother, as he feels no love for the commoners of the Realm, especially those of non-human races. Therefore, he was put in charge of the expulsion of the Orcs from Pandyssia.

Barril Silvarin: Barril, aged twenty-one, only son to Sir Thengel. A smart and polite young man who lives in the capital together with Lord Steward Talen, and is an influential player of the court, much due to his strong ties with the Lord Steward but also due to his skilled nature.

Court Position Request:

Jared Silvarin: Emperor's Blade
Barril Silvarin: Council of Chamberlains

Seat of Power: Halvor, eastern Pandyssia. Ancestral seat of power for the dynasty, however currently the main power of the house lies in the Imperial Capital.

Realm Number: 5
Realm Name: Pandyssia
Realm Description: The region is one of the most populous areas in the Empire, and hold rather fertile lands, with rivers and a temperate climate.
Capital City: Imperial Capital
Population:Slightly above 4 million
Race Composition: Men 85%, Elves 10%, Dwarves 5%
Status of the races other than men: There used to be a small portion of Orcs in the region, but for a long time they have been heavily discriminated and after the death of the Last Emperor they have all been driven out of the region. The other two races are accepted, however the situation has worsened the last couple of years.
Majority Religion: The Faith
Description of the people and culture: The culture in Pandyssia is the culture of most of the Empire, it has a mix of various cultures but still preserves a traditional and old culture, which centers heavily around the family and respect to ones elders, and a social hierarchy which puts men above women, adults above children, learned men above uneducated and humans above elves and dwarves. The people living in the Imperial City are quite affluent, at least inside the walls. This is much due to the great income which the capital gains from the entire Empire but also since many poorer people have been pushed out outside the walls, where a new town has arisen.
Description of Economy (Include major imports/exports):
  • Exports: Luxury Goods, Weapons, Horses,
  • Imports: Wheat, Iron, Salt, Ores
Major Cities (max six):

The Imperial Capital: A massive city, situated on the northern mouth of the great river Alvarin. Its architecture is magnificent and high walls are in good shape. Outside the walls is a vast slum.
Inedia: Second largest city, much smaller than the capital only hosting some fifty thousand inhibtants. It is the main producer of weapons for the region and lies on the southern bank of the river, opposite the Imperial Capital.
Kalor: A major port town for the region, situated on the border to the southern region. Here most things are exported and imported to Pandyssia.
Maenad: Situated in western Pandyssia, some twenty thousand inhibitants.
Halvor: Situated at the edge of the region, close to the Moravian Triumvirvate by the river.
Major Citadels/Fortresses (max six): Imperial Citadel, Ralmen Fortress, Landar Castle

Military Description:
Standing Army:
15,000 Footmen
2,000 Archers
4,000 Horsemen
1,000 Knights

Levied Army (Total):
80,000 Footmen,
10,000 Archers
8,000 Horsemen,
12,000 Knights

Navy:
10 Carracks, 25 Galleys, 5 Caravels

Strenghts/Weaknesses:
  • Total Numbers 110,000 army, 40 ships
  • Navy
    + Contains mainly large galleys
    + High discipline
    - Underpriortised
    - Poor training
  • Army
    + Large amount of cavalry
    + Well-trained and disciplined and well equipped
    - Expensive
    - Relatively small
Last edited by Imperium Nova on Tue Sep 16, 2014 1:39 pm, edited 1 time in total.

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Mesrane
Powerbroker
 
Posts: 9339
Founded: Apr 13, 2014
Ex-Nation

Postby Mesrane » Wed Sep 17, 2014 1:32 pm

Mesrane wrote:NS Nation Name: Mesrane
House Name: House Eriadunn
House Banner: (Describe or post picture.) http://img1.wikia.nocookie.net/__cb2011 ... atheon.JPG
House Rank: Duchy
Description of House: (History/Customs etc.)
Before I write this, know that a lot of this is likely non-canon, and I don't know the lore yet, so bear with me and correct me at will.

As many as three hundred years before the birth of Titus Rahtis, records exist of a tribe, the "Eriadunni" that inhabited the Fingertip, the first and only group of men to arrive out of the mysterious northern continent of Aeglung. Elvish sources were vague, and only mentioned Eriadha, the ancestral homeland of the Eriadunni (Western quarter of the Fingertip) as a "fey and wild land, ruled by the equally wild Eriadunni."

Rahtis's wars of unification eventually subdued the Eriadunni, but only after a decade of war. The 400+ years of Imperial rule somewhat tamed the warlike tribe, although they retained their ancient pantheon, even as The Faith became a major religious force in the world. To ensure their loyalty,Rahtis gave the Eriadunni extensive autonomy and allowed their lands of Eriadha, the western quarter of the Fingertip, to remain under the rule of the Eriadunni chiefs, so long as they recognized the Emperor as their overlord, and swore allegiance to House Dochaan. Eriadunni culture thrived, and the tribe developed a house's social structure over the centuries, but retained their pantheon and many other rituals that last to this day.

For nearly four hundred years, both Empire and tribe prospered, and House Eriadunn enjoyed their near-independent status. Since the reign of the incompetent Emperor Silus however, opinion has turned slowly but surely towards independence.

What is House's view on the Empire?: House Eriadunn was content during the early, prosperous years of the Empire, but the instability of the last forty years has seen the House do an about-face, and the breakup of the Empire is now widely seen as a chance for independence, and the preservation of Eriadunni culture. Despite this, House Eriadunn is adamantly loyal to House Dochaan, with whom they have formed a close bond with over the years.
Description of Head of House (name, age, and sex): Duke Erlend Eriadunn, Male, 64 years old. Has ruled House Eriadunn with honor since the age of twenty-four.
Description of Relevant House Members: (name, age and sex)
-Duncan Eriadunn (Heir) Male, 39 years old. Erlend's son, horrific temper and not especially sharp.
-Owain Eriadunn (Duncan's illigitamate son) 21 years old. While tolerated by his father Duncan and allowed to live at Westhall Castle, he has been verbally and physically abused by his father for years now. Has earned a merciless, almost cold-blooded streak, but his startling intelligence is hailed by his grandfather, Duke Erlend, and the house Steward, the dwarf Grimbold.
-Fergus Eriadunn (Duncan's legitimate son) 17 years old. While much sharper than his father, Fergus is despised by Duncan almost as much as Duncan hates Owain. Fergus has always been a sickly, physically weak child, the opposite of the strapping warrior son Duncan hoped to have.
-Ariadha Kirkannen, Female, 22 years old
-Grimbold Khorkannaz (Dwarf, Male, 59 years old)
Court Position Request: (Family member, position) Ariadha Kirkannen,Chamberlain

Vassal to which House: House Dochaan

Name of Holding: Eriadha
Seat of Power: (Name, location.) If we are allowed to create our own locations, then Westhall, north of Dunharrow Fort, if not, than Moortown
[b]Description: (Geography/History.)
Eriadha, the ancient fief of House Eriadunn, is a thickly forested and mountainous land. In Eastern Eriadha, the looming forests drop away to jagged hills, many of which are dotted with the remains of old hill forts. These hills in the east are also the base for Eriadha's many shepherds. Lumber is a big industry in the west, which is usually the home of House Eriadunn's famed archers. Most of the coast falls away to cliffs, making Moortown a very strategic port indeed. Within the vast expanses of forest, logging villages dot clearings. North of Moortown sits Westhall, set upon a large hill, the stone castle that has served as the home of House Eriadunn for nearly two hundred years.
Description of Economy (Include major imports/exports): Fish undoubtedly play an integral role in the realm's economy, with hundreds of coastal towns and villages fishing the bay and sea. Other important exports include wool and other sheep products. Iron deposits exist and are mined all along the northwestern mountain range, though the quality is adequate it holds no fantastic reputation and there is little enough to go round, so exports are small. Silver is also mined to a larger extent than iron, though still nowhere quite as industrial as the southern realms.

  • Exports: Fish, Iron, Silver, Wool, Peat, Lumber
  • Imports:
Steel and Metal products, Grain, Meats, Luxury Goods

Military Description: House Eriadunn uses the old tried-and-tested Eriadunni tactic of utilizing levy pikemen, supported by excellent archers stemming from House Eriadunn's pool of huntsmen and foresters. The Duke has sizable numbers of professional heavy infantry in his retinue, but besides the forty knights in his following, House Eriadunn lacks dedicated cavalry forces.

  • Total Numbers: 2,750
  • Navy
    -250 Sailors, 5 longships
  • Army

-40 Knights (Duke's retinue)
-200 Men at Arms (Duke's retinue)
-260 Watchmen (Professional Spearmen/Crossbowmen, part of Duke's retinue)
-In times of war, 1,200 pikemen can be raised from village levies across the Duchy
-Up to 800 Archers can be raised (Large pool of Huntsmen, Foresters, etc.)

Strengths/Weaknesses:(Must have several of both)[/b]


Strengths:
-Pool of experienced marksmen make for excellent archers (based off the huntsmen and foresters working in Eriadha's thick forests)
-Several ancient hilltop forts provide quick makeshift defense that can be added too
-Thick woods and only one main highway mean an invader's transport and logistics are hampered.
-Almost encyclopedic knowledge of the land
-Fishermen make excellent sailors

Weaknesses:
-Low population, even for a Duchy
-Very small navy
-Lack of sizable light cavalry force
-Almost no heavy cavalry beside's the Duke's force of 40 knights
-Limited manpower


I basically just copied Yrland's economy, as we would have exactly the same imports and exports, but I added lumber as an export.
Obligatory pros and antis:
Pro: Libertarianism, Protestantism, Gay Rights, 2nd Amendment, Scottish and Welsh Independence, Free Market
Anti: Communism, Socialism, General Authoritarianism, Welfare State, Feminism, EU, Controlled Economy, Gun Control, Justin Bieber, Utter Ridiculousness


Unapologetic Elder Scrolls Fanatic
HAIL NEREVAR, PRAISE THE HORTATOR


Chicago Cubs Fan. Yay?

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New Terrisia
Attaché
 
Posts: 68
Founded: May 16, 2007
Ex-Nation

Postby New Terrisia » Mon Sep 22, 2014 4:58 pm

NS Nation Name: New Terrisia
Family Name: Fleischer
Family Coat of Arms: The Fleischer coat of arms represents a region north of Fleischer Castle, the ancestral seat of the House of Fleischer. The coat of arms consists of a shield emblazoned: sable, a lion rampant argent, armed and langued or.
House Rank: Hedge Knight
Description of House: The House of Fleischer was once a proud institution. Ruling over a wide expanse from the now ruined Fleischer Castle, the family was respected and renowned. Now, though, the house has fallen into disarray. Financially ruined three generations ago, the current members of House Fleischer are hardly recognizable as nobility at all. The three male members of the family, all unlanded knights, travel separately from city to city fighting for coin and the hope for prestige. The one female heiress to the Fleischer name travels with her youngest brother and his company of sellswords. It isn't a pretty existence, but it allows for survival.
What is House's view on the Empire?: The House of Fleisher supported the empire when it was strong, but fell to ruin before the empire began to collapse. Now, the members of House Fleischer view the Empire as just another employer, and another opportunity at restoring their family name.
Description of Head of House: Oswald Fleischer, a knight by trade, is the current head of House Fleischer. He is a massive man, twenty eight years of age, who wields a zweihander into battle. His followers, a small group calling themselves the Black Company, follow his strength and brutal nature. Where others seek kindness, this man's sellswords have sought out cruelty and sadistic release. These traits, it turns out, are more than advantageous on a field of battle.
Description of Relevant House Members: Duncan Fleischer is a duelist currently serving as the bodyguard for a wealthy merchant. He wields a one handed estoc, paired with a buckler. Not as sadistic as his eldest brother, Donald merely wants for coin. Money, he hopes, will aid in restoring his family's name.

Then, there are the other two Fleischer siblings: Matthias and his sister Margret. They are both able warriors, Matthias with a spear and Margret with a bow, and both are more than able horsemen. These two travel together with a band of mercenaries, united in their quest for honor and prestige. They are generally good people, seeking the noble solution to their problems, but a hard life has taught them not to pass up any opportunity for advancement.
Vassal to which House: None, they are nomadic.

Name of Holding: Fleischer Castle (Ruined)
Seat of Power: Fleischer Castle
Description: Fleischer Castle was never large, but its location made it impressive. Perched high up on a cliff, a series of stairs and passages were its only access. One tower rose at a moderate height from the keep, though this structure has long since collapsed. Now, the castle is merely a series of walls, cold and drafty. The once lavish furnishings have been picked bare by the same people who abandoned it, and only bare rock remains.
Description of Economy:
  • Exports: Sellswords

    Military Description:

    • Oswald: 50 horsemen, 11 archers
    • Duncan: None
    • Matthias and Margret: 15 halberdiers, 5 swordsmen, 11 archers, 2 horsemen

Strengths/Weaknesses: Oswald is cruel and brutal, unforgiving in the extreme. He has externalized his anger over the state of the family, using others as an outlet for his rage. This makes him a fierce fighter, but also rash and strongheaded.

Duncan is proud and lusts for wealth. He is unmatched in single combat (at least so far as he knows) but falters when faced with groups.

Matthias is a strong warrior, but his protective instinct towards his sister threatens to compromise that. In combat, he is less skilled in close quarters where his spear affords no advantage.

Margret is a skilled archer, and more than capable of taking care of herself. With that said, though, she looks up to her brother, even though he is the youngest of her siblings, and stands by him in most matters.

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Yrland (Ancient)
Spokesperson
 
Posts: 122
Founded: Aug 18, 2014
Ex-Nation

Postby Yrland (Ancient) » Tue Sep 23, 2014 4:47 pm

House Dochaan; Family members and their entourages

Lord Rowan Dochaan ; Head of House, Lord of the Fingertip
- his wife, Lady Kailei
-- their firstborn and heir, Fionn
--- his friend and interest, Maire Briach
-- their second son, Emmett
-- their eldest daughter, Maebh
--- her Tutor Mam, Rossmaire
-- their youngest, Neabh

- his illegitimate son, Diarmed Hand
- his cousin and steward, Fiacra Dochaan
- his brother, Ser Oísín Dochaan
-- his 'first mate', Ser Niall Magwyre
-- his mistress, Orla Silver

Lord Rowan Dochaan

Third born son of Lord Cahal Dochaan. He was raised to be a Duke, to be parceled off with his own package of land to administrate and support himself. At age 10 he was sent to the Uidhir Mountains to be fostered by Baron Nemed Nuada - a loyal old man set in the ways of family honor and duty. While under his care, Rowan gained an interest in his daughter, eventually getting her with child when he was just 15, and her a year younger. The Baron seemed almost pleased with the ordeal, as he believed a betrothal may have came from it. When his daughter died to bring the lordling's bastard child into the world, he tossed the boy from his hall with the child.

Rowan was Lord of the Fingertip after he had just nineteen winters passed him, and was married just weeks after. The reason for his ascension - his sixty-four year old father took his heir on a raid through the Black Forest in search of a bandit group of orcs, goblins and a few elves. Tales tell of how they fought and slashed their way into the bandit camps, to be struck down by some dark elven magics, though in truth Lord Cahal had led the party into a simple ambush, leading to their slaughter.

For the last twelve years, Rowan has ruled the Fingertip in relative peace. He made it his goal to scour the realm's forests and mountains of the scum which are goblins and orcs. Though he distrusts elves - believing them to be devious, cunning and snide, and with a misplaced sense of superiority over other races - he understands and accepts their position within the realm.


Lady Kailei

A woman of twenty six year old woman with the beauty of an elf. She has fiery ginger hair, which has always been her most distinctive feature. She is an incredibly protecting mother, and worries greatly for her children, especially with the fate of the Empire so uncertain. She is known to be a strong and stern woman, not afraid to go head to head with her male counterparts - figuratively of course.

Before becoming Lady of the Fingertip, she was the daughter of Duke Finnbarr Macmalachy of Moortown. When the Duke came to swear his fealty to the new Lord, he had taken his daughter with him to the Redhand Keep. Taken back by her beauty, Rowan accepted the marriage proposal immediately, which was helped along by her dowry of six longships.

As a sixteen year old girl, she initially loathed the idea of being married off to a man she did not know, but the pair have built an incredibly close relationship over the years. They learned to love and laugh with each other. It is no secret that Lord Rowan values the opinion of his wife, and seeks her council in the home.


Fionn Dochaan

Fionn is the first (legitimate) born son of Lord Rowan, and heir to the Fingertip. He is a boy of eleven with short black hair and pale blue eyes. Just before he turned nine Fionn was sent to Fort Slibh in the Ulidh Mountains to be fostered. With the stability of the Empire uncertain, Rowan has instructed his son be moved from Fort Slibh to Westhall for his safety.

Fionn is learning to fight with sword, spear and shield, though he much prefers his academic learning, specifically the study of history, politics and mythology/legends. During his time at Fort Slibh he has formed a strong relationship with his tutor, Master Ludhin, and a girl by the name of Maire Briach.


Diarmed Hand

Diarmed is Rowan's illegitimate son. He was born to the daughter of a Baron in the Uidhir Mountains. Rowan was 15 at the time, making Diarmed 16. Diarmed's mother died in childbirth. Furious, the Baron refused to keep Rowan in his hall and was to dash the babe's head. Lord Cahal convinced him otherwise, and made Rowan keep the child as a lesson.

Diarmed is an accomplished swordsman, and has been serving in his father's personal guard for one year, in training to enter the Blades. He has the jet black hair of his father, which he keeps long to his shoulders and often braided in some fashion. His eyes are hazel and he has a tall build with slender limbs and a wiry strength.


Oísín Dochaan

Lord Rowan's younger brother, a man of 23 years. He is a jack of trades - of sorts - processing many skills but not truely being vastly advanced than others. He is considered one of the more attractive members of House Dochaan, with a tall stature and broad shoulders. He keeps his jet black hair cropped close and complimented with a short black box beard, laced with orange hairs. He plays the bodhran drum quite impressively, though there are bards at the Keep who are better. He has championed some respectable tourneys, though he is still no match for his brother Rowan. The man is a sort of lazy genius however. From youth, he had never cared much for his education and done just enough to scrape by for the master without his father pressing. If he had worked as a boy he could have been a master strategist as a man. He is still known as being clever, and has a talent for achieving his goals, though most of the time he isn't sure what his own goals are.

His position in the family is neither here nor there, but he sometimes advises his brother - should he be around when a discussion or debate takes place - and will serve as an extra sword in his bodyguard if he has naught else to do. He has business ventures within Bunhowan, namely a jewelers in which he only employs dwarven craftsmen and elvish storekeepers, a tavern known as the Boat House, and two longships (he also owns a third, smaller but fully operable vessel, which hangs suspended from the roof of his tavern.

The man is known to be honorable and is oft times betrayed by his morals. He is not a man without his vices, and it is a badly kept family secret that he retreats to his roundhouse in the Black Forest to drink, whore and feast on the many wonderful produce of the forest such as venison, wild boar, wild herbs, mushrooms and such.


Fiacra Dochaan


Heavy WIP - Over coming days/week(s) I hope to have a comprehensive list of characters that will make regular or here and there appearances in my posts. I know in large RPs like this, names very easily become meaningless with so many characters floating around. 'Main' characters, as such, will have the description posted in spoilers sampled above.
Last edited by Yrland (Ancient) on Thu Sep 25, 2014 6:49 pm, edited 4 times in total.
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