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The World of Gaea (OOC/Sign-Ups)

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Imperialisium
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The World of Gaea (OOC/Sign-Ups)

Postby Imperialisium » Tue Jun 09, 2015 6:26 pm

Gaea


Gaea, the world, crafted in the image of the primordial; bathing, in all their glory and beauty. But also, their terrible, terrible passion. A world of wonder as much horror, and by no means short of middle ground to assail the common folk.-Eonwaris, Chief Scribe and Historian of the Twilight Fortress. The Attributes of Fate, Vol II, iii.

The Birthing: A Prose of Creation


In the beginning there was nothing, ever darkness, save for a mass of formless energy anchored in the center of this ever dark. For an eternity this was all there was; but, through the passage of eons the energy burst and waxed like the moons. In an ever and all directional tidal wave the cosmos was born as the antithesis to this prior nothing that surrounded it.


As this energy gave manifest to the Heavens the first to arrive were the Vaulted Ones. Great Beings, giving the Heavens material form and shape, and the foremost among them: Aeman. Aeman gave the cosmos laws and shaped Heavenly bodies across the skies. It was Aeman that planted the seeds of twin arks, spherical bodies that would be host to life. For Aeman saw that the ultimate destiny of the cosmos was to belong to other, smaller beings that would wonder at the ever changing universe in full glory.


These twin bodies, Aearth and Gaea, two bodies representing one creation. For countless years Aeman and other Vaulted formed, gave birth, and soothed them into being hosts for life. Teeming with plants, animals, and forming in their own images the sentient races. These younger races were like children thrust out onto the wider world.


But, not all of the Vaulted Ones shared this value of being the caretakers of things seeming so small and insignificant in an ever expanding universe. A schism, unlike any that would come after, developed and broke the Vaulted Ones into two. The Dark Ones who wished to exert influence over these lesser races. Rather than shepherd the younger races to fruition. Thus, darkness wrested with light, one seeming to triumph over the other before being driven back. In a last act of love Aeman cut out his own soul and split it into two. Driving his divided soul into the hearts of Aearth and Gaea and thus banishing the Dark Ones from freely walking on both worlds. But at a cost, Aeman was split into two; Vaemidia, bringer of life; Avalar, bringer of death. For in the final act of selflessness was borne hope.


However, the Dark Ones would not be so easily cheated, and thus in a last act of spite they sundered the twin arks. Separating Aearth and Gaea from one another for all eternity…

Administration

Imperialisium: Operator


Introduction to the wider World

Welcome to Gaea! A world of wonder and danger, magic and sorcery, beauty and horror! This is a role play/world-building/hang-out-for-fantasy–lover’s type deal. So this is meant to be rather large scale, but always the primary focus is to have fun and enjoy your time here. There will be role playing, and lots of it; also, there will be world-building. Every setting needs a world and I always enjoy allowing other people to create their own stuff within the already established lore. This allows everyone to get their own piece of the pie, and like ingredients to said pie, coming together in utter deliciousness. Yum…pie.

As such we invite people to take the already established world and through role play or adding in ideas mold it to whatever shape we can create. Do you want to rise and create your own realm? Overthrow a monarch? Become a Vampire? Be a Monster slayer? Perhaps being a Mercenary? Hell even a prostitute-assassin-sorceress hybrid (keep it PG-13 please for the lewd category, this is a respectful establishment!). The choice is yours.

Setting and Genre


Gaea, is a fantasy world, and whenever possible leaning to realism or low fantasy with just enough high fantasy to allow variance. There are of course many established nations and cultures people can relate to our own world in real life. Such as the Greco-Roman/Byzantine themed Paletine people, the Norse themed Naedse, the Hungarian themed people of Eszog, and the Germanic/French Middle Ages themed Saerheastan realms. If you look at the whole map you’ll see references to the Khmer Empire, China during antiquity and middle ages, the Mongols, African Tribes, Middle-Eastern Caliphates, Migration Era tribes, and the whole nine yards.

This is mixed with Elves, Dwarves, Dragons, and so forth. So the exact Genre of Gaea would fall into Fanstasy in the broadest sense of the term. It had high fantasy beings and creatures but low fantasy realism. You are not invincible and Gaea can be just as dangerous as our own world. That guy you picked a fight with a bar could stab you in the back when you're facing the wrong way. That Dragon you insulted, just ate you, and by now hopefully you're catching my drift? I will take charge as OP the progression of time. I will be strict on travel speeds and not afraid to kill off characters. This is meant to add weight to your actions and make one think. Maybe it wasn't a good idea to attack that Dragon after all?!


The Story

Now in terms of the In Character or IC the role play currently is set in 625 AL. Gaea was saved just over a hundred years ago by Thirteen Heroes who banished Balteros when he broke into the mortal plane of existence due to the weakening of Aeman's heart. It was this selfless act and their sacrifice that led to the Thirteen Heroes transcending into the Timeless Halls and their life force renewing the Heart of the World. Reinvigorating the protective barrier that keeps the Dark Ones at bay.

On the mortal perspective Gaea has gone through periods of chaos and bloodshed balanced by eras of peace and prosperity. Venezian explorers have sailed the shores of lands to the West, The Shrouded Lands, which remain an enigma and is a dark forbidding place that is still haunted by a horrible curse from centuries past. Tales from the Far East continuously detail new and stranger lands from Oriental and Khamul explorers. In the East the various realms continuously vie for power in the Dance of Kingdoms. While in the West the Paletine Republic is checked by the Caliphate of Arum and the Vampires of Necropolis. In the North the Empire of Elvrion and Empire of Alfheimr remain at an uneasy peace.

What story will you create?

On Magic


The Thing about Magic is that it can be fickle.-Archlord Asyran of Valtmeris circa 7 AL, Volumes of Fate, ix


Magic, Sorcery, Wizardry, or whatever else you want to call it. Is a rare art, and a dangerous one at that. While there are quite a few dabblers in Magic there are few Masters. Magic can do great things, and also terrible ones as well. But for the most part almost all Magic requires a price, or something in exchange. Cast a fire ball, well if you miss-caste/miss-pronounce/or even in some cases touch that magical fire you'll get burned---Usually very badly. That's just one example, so learn and use magic at your own discretion. A rule of thumb, the more powerful the amount the higher the price, shoot lightning you might crack a rib if you are not careful. Summon a Wraith, better hope you know proper binding incantation or you'll probably get killed. Want to bind a Demon you probably will have to cut off a finger or someone is going to cut off something as payment for services rendered.

Magical artifacts are roughly similar, some require a price for their usage. Others do not and can be used freely; however, the majority of these objects have a recharge time or can run out of whatever makes them tick. So use wisely.

Rules


1.The OP will intervene when necessary, and therefore promoting role players to talk it out amongst themselves first. So be respectful to each other.
2. Be fair, you are not god-like (that and the actual far more real Gaean Gods will love to dick you over).
3. I reserve the right to appoint Administrative positions for those who desire it. Like Co-Op or an additional map editor and what not.
4. When in doubt stick to realism, if you’ve been beheaded you are not coming back unless some MAJOR being with enough mojo grabs your soul and rams it back into you. The hope being they also took the courtesy of re-attaching your head. This is also a pre-gunpowder setting, not that you need it, I mean we have magic.
5. Magic is allowed, but don’t wank it. To reference a TV show, “All Magic comes at a Price!” (Brownie points for whoever gets that)
6. Rules are subject to change.
7. Nations are expected to have actual problems, what I mean is that for example large Empires are HARDER to hold together internally and possibly externally. This keeps the nation-playing field level enough to allow realistic power shifting and keep things fluid. If need be I’ll conjure up something.
9. No you cannot be a God.
10. Please use decent grammar and spelling (Secondary School/High School level please) and at least a paragraph
11. Posts must be at least 6 complete sentences in length along with headers for each section (if you have more than one section), detailing the location, point of view, and year it takes place.
12. do not double or triple post in the OOC or IC unless you are a Sub-OP or the OP (Myself).
13. Three warnings and you are out of the role play.


The Application goes as follows. The first segment is for character development, the second is for lineage and origin of the character, and the third is their personal equipment or gear. The extension to the character app is if they are nobility or hold some position in a realm. Finally the nation app is for the construction of the a realm. Delete Everything In Parenthesis. For the Gender and Succession Laws I recommend this wikipedia page: https://en.wikipedia.org/wiki/Order_of_succession

Now Nation Apps require at least one Character App, and the same goes for Factions. But Character apps do not need to be tied to a Nation or Faction app. Characters can be independent if desired.

Character Development
Nationstates Nation:
Character Name:
Character Race:
Character Age:
Character Birth Place:
Character Physical Description or Image (as in Picture):
Character Biography:

The Lineage
Character Dynasty/House/Clan (if applicable):
Family/Dynasty/House Sigil or Banner:
Origin of the Family/Dynasty/House:
Character Dynastic History (History of your family):

Personal Effects
Acquired Skills: (This can be Archery, Swordsmanship, Equestrian; This just shows aptitude for a skill and you can only hold skill in three)
Mastery Level of Skills: (Novice, Apprentice, Adept, Master; A novice is beginner, Apprentice is some skill, Adept is a true forte in said skill, and Master is a honed skill of many years of practice. For example a Master Mage will have practiced the arcane arts for decades. An Adept archer is someone whose used a bow for years. Those are just examples)
Equipment/Important personal items (if applicable):
Acquired Magical Items:

RP Sample: (I require two)

Extension for being part of a Nation AKA a vassal
Nation Name: (The Realm you are a part of)
Liege: (Who are you in fealty too?)
Rank: (The Primary title, position, or social/military rank of the person)
Landed Titles: (Titles that convey land, property, or territory)
Honorary Titles: (Titles that convey no land or holdings. But are typically to honor an individual and/or signify a position like Seneschal or Steward)
Titular Titles: (Titles that bear no land or wealth but are usually have a significance. For example the Emperor of Alfheimr also is the King of Sarin, but since he holds a higher title this is now a secondary significance. As such Titular titles can often be made into Honorary or Landed)
Holding(s) description: (Holdings are Castles, Towns, Villages etc)
Vassals (if applicable): (Any lower lord-lings or ladies in fealty to you)
Population in Territory (that you’re directly controlling): (Take into consideration where your territory is. On average a Count or Lower ranking lord will have up to several thousand people unless they control a city and that typically is the entire territory of the Count if that is the case. Mid-level rulers like Dukes, Ruling Princes, or Emirs can have up to 250,000 people if they control a couple cities and that is on the HIGH end. I will critique this heavily)
Approximate Levy Size: (The amount of peasants you can raise for the campaign season (March-September). Typically every manor or village is to supply a certain amount of men/women for wartime. Typically vassals do not like giving levies over to another lord and so it can be DIFFICULT for an unpopular ruler to raise large levies. In addition due to logistics armies rarely will exceed 30,000 and that is usually the entire force without causing problems)
Retinues (If applicable): (These are the small, standing, and usually but NOT always professional warriors of a person or Household. As per their common name Household Guard or Household Soldiers)
Mercenary (ies) (If Mercenary Leader add name of group and size):


Nation Name: (Name of Realm)
Ruler (if applicable):
Government Type: (Monarchy, Republic, Democracy, Theocracy, Tribal Council)
Government Hierarchy: (How is the Government structured?)
Formation: (When was it formed or created historically)
Succession Laws: (How succession work? Is it Primogeniture were the eldest child succeeds or is it Elective were the nobles of the immediate rank below choose the new ruler?)
Gender Laws: (Do boys succeed first or girls? Are they equal or with a preference?)
Geographic territory: (Where on the map are you located. It is good to download the map to accurately mark it)
Population: (Due to the nature of this role play the largest and most populated realms usually have no more than several million people. The Empire of Alfheimr has roughly 11 million people)
Military Strength: (Roughly 1-3% of the population can be mobilized for war. Obviously logistics issues can hamper or improve your campaign)
Military Info: (Detail the military of your nation)
Currency: (What do you use and what are the units of said currency I.E. Four coins equal this coin and so forth)
History: (History of said nation)


Name of Faction:
Current Leader or Leader's:
Type of Faction: (Is it a Holy Order, Secular Order, Cult, Mercenary group etc)
Structure of Faction: (How is it structured)
Faction Members: (Number of people in faction
Formation: (How did it come about and when)
History of Faction:
Purpose or Goads of Faction: (What does your faction strive to do?)
Last edited by Imperialisium on Wed Jun 10, 2015 2:03 pm, edited 2 times in total.
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Imperialisium
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Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Maps, Timeline and Threads

Postby Imperialisium » Tue Jun 09, 2015 6:28 pm

In-Character

https://forum.nationstates.net/viewtopic.php?f=31&t=344602

World Maps


The Continent (More Details to be Added)
http://postimg.org/image/7yqndkt9f/ (Postimage)
http://imgur.com/8fwHgWF (Imgur)

The Shrouded Lands
http://postimg.org/image/qdcavcjlr/ (Postimage)
http://imgur.com/gZxVcn4 (Imgur)

The Lands of Jade
http://postimg.org/image/7v2hi7oih/ (Postimage
http://i.imgur.com/jQPYkSl.png (Imgur)


Midheim
http://postimg.org/image/8jbc15n89/ (Postimage)
http://i.imgur.com/Eo7iFDS.png (Imgur)

Legendarium (Will be Updated shortly)

https://forum.nationstates.net/viewtopic.php?f=31&t=325119

The Timeline of Gaea

The Timeline of Gaea is a long and rich history. The various races with their own calendars are given side by side in the order below.
Before Palan’s Landing/After Palan’s Landing (BL/AL): Used by the Rythfae or Saerheastan’s in Adaenari (Elvish).

5000 BL: The Mari ‘awaken’ East of the Kalzmere Mountains. This date is a simple estimation and may be entirely inaccurate. Some scholars push this date back to as much as 7,000 BL. The Dragons in the Kelzmere describe themselves as already being an ‘old’ race in the region. But they kept no written or carved records and thus how long is ‘old’ cannot be discerned. The Valatar reveal themselves to the Elves and the worship of Aeman gradually morphates into the current worship of the Vaulted Ones. The name itself is a reference to the mysterious and cryptic ways the Gods often conduct themselves.

4500 BL: The Mari enter the Kelzmere region by crossing through the Eastern Kalzmere Mountain Range. The Mari possess megalithic technology raise their oldest structures. The Lunamari (Moon Elves) quickly depart to the North in search of the Moon and their beloved Numaren.

4400 BL: Faeran (Fire Elves) cross the Plains of Fire and arrive at the feat of Mount Vulkar. The Faeran take Helgraad as their abode.

4000 BL: The Mari begin building their first settlements along Lake Telkontae’s shores. The previously nomadic lifestyle of the Mari is increasingly abandoned for a more civilized lifestyle.

3500 BL: Mari attain bronze age level technology and farming spreads around Lake Telkontae. The first irrigation systems are built and the first large towns begin to crop up along the West and Northern shores.

3000 BL: Mari and Durognar have first recorded contact (by Mari accounts) and repute the Durognar as ‘piling out of the mountains.’ Most likely the Frostfangs to the North.

2550 BL: Iron Age level technology originates and spreads from the Western shores of Lake Telkontae. Far to the South the Paletine have attained Megalithic technology and the Far East has mastered copper and tin. By surviving Northman sagas the ancient hero Thunarr slays the sea serpent Baglalok.

2300 BL: First Altar is raised in Mount Valaheim with initial construction of the Twilight Fortress beginning shortly after.

2200 BL: Reign of Kaluzbrin Falkunzavbrik and estimated start of the Durognar Golden Age.

2500 BL: Mari establish Altma which soon becomes the largest Elven city. The Bachurmari (Dark Elves) or The Forgotten depart across the Ancaliene Sea for unknown reasons. The only reminder was a simple stone erected near the Mouths of the Oromis Delta reading, “Journey to the Ends of the World, To find the Last Shore, and the First Sunrise.”

1500 BL: Old Mari civilization at its height. The ancient Mari Saerondr is the emperor of the Valtmari whom subjugate most of the Kelzmere region. Valtmeris and Daeynar have been founded as colonies of the Valtmar.

1438 BL: The Elder War begins, in Durogvem, Inn ríkr reiði,The Great Anger and in Baldul it is known as Buzrâ naibziri, Deep Sadness. The Battle of the Great Vale is fought with Valkunr The Mighty being the only living witness to the conflict. The conflict is reported to have lasted 50 years (1438-1388 BL) and led to the destruction of Dur-Ganar.

1394 BL: Battle of Ramiene and the death of the King of Drogul-Zen and all its lords.

1390 BL: Destruction of Dur-Ganar by The Great Valtmar Empire.

1388 BL: Treachery of the Faeran and the sack of Altma. Death of emperor Saerondr and ascension of his son Saeron. The loss of Altma leads to the weakening of the Great Valtmar Empire. Valkunr is not seen for more than 1500 years until the reign of Aalen V of Sarin.

1300 BL: Steel weapons are widespread throughout the Mari, Durognar, Paletine, Khamul, Oriental, and Anotan civilizations.

1279 BL: The Sorca-Valtmari War (1279-1099) is waged by Saeron who by now has grown to adulthood and managed to muster the divided Valtmar realms. This long and devastating conflict even by Elven standards marks the downturn of Valtmari and Faeran fortunes.

1200 BL: The Rythfae tell that their civilization is at its apex across the Ancaliene Sea. But no written records can substantiate this claim. Maeramis is built during the 13th century BL as a refuge by the Lunamari.

1099 BL: Cataclysm of Faera leads to the near extinction of the Faeran civilization.

1100-1095 BL: The Siege of Vilvarion Castle. End of the Sorca-ValtmarI War.

1025 BL: Founding of Romul as the centre of Paletine civilization in their original territory on the Southern end of the Salius landmass.

1000 BL: The Balomari/Oemari (Black Elves/East Elves) depart to the Far East. The great story Romance of the Five Kingdoms is written by Xia Caohzenqui and finally published by 900 BL. Copies of this work can be found throughout the Continent.

800 BL: A small sect of elves, the Geisamari (Shadow Elves) migrate South and settle in the Southern Kalzmere mountains. They become known as the Mountain Elves.

753 BL: Remants of the Faeran traveling nomadically throughout the Kelzmere depart West across the sea like the Bachurmari over a millennia earlier. Only the Sorcalin family itself remains in Vilvarion Castle.

725 BL: Several Khamul cities are abandoned due to natural disasters and famine.

700 BL: Lermaeis is abandoned for unclear reasons but population decline is the rumored cause.

680 BL: The Khamul continue to suffer as cities are lost while to the North the Orientals are united temporarily during the reign of Emperor Zun Yatzun. Zun Yatzun reigns over the largest and most populated realm of humans in Gaea during his lifetime.

600 BL: The decline of the Valtmari is evident due to population decline, wars, and famine. Most of the former Lunamari domains; The Frostwoods and North Woods, are abandoned.

541 BL: Strange ships are spotted along the Western coast of the Sea of Ancaliene. Signaling the arrival of the First Men onto the Continent. The First Men are organized into loose tribal societies settling around the Southern shores of Akatar Bay. They do raise the Tower of the First Men along the Western shores between Kategak Fjord and Black Fjord. The tower is built out of black stone and smooth like glass. It is unknown how it was built or for what purpose and none of the First Men Tribes can remember why.

500 BL: By now the First Men have had contact with the Mari and Durognar.

400 BL: Neramere is abandoned as the Lunamari migrate to Maeramis that was built in the 1200’s.

367 BL: Romul sacked by barbarian tribes from the East. Many of lands East of the Sea of Marmaera are abandoned by the Paletines. Kallia is sacked by Orcasi Tribes in 366 AL.

351 BL: Invasion of Anotans that conquers and sacks Nikaea.

310 BL: Second Anotan invasion that sacks Nikomodia. The Paletines build the Adran Fortress to dispute the territories of the area in 306 BL.

33 BL: The Volyorians arrive from the lands between the realms of Engar and the Great desert. Settling the lands between the Southern Kalzmere, The Great Desert, Sunset Coast, and Stormy Coast.

1 BL: Wild Hunt reportedly seen in the Oden Shield Mountains.

1 AL: Arrival of the Rythfae or Saerheasta in Adaenari under King Palan. Landing along the Mouths of the Atanos up to where Windstorm Castle now stands in great fleets. They tell of a great disaster across the Sea and the loss of their lands.

3 AL: King Palan and the Rythfae finish the fortified town of Palan’s Landing.

5 AL” King Palan after a misunderstanding with the Mari of Daeynar crowns himself ‘King of Kelzmere’ and marches East. The already few Mari of Daeynar engage in several battles before fleeing East. But Palan is slain by a Tarsaemari/Children of the Forest (Wood Elves) war party on the Northern eaves of The Great Forest. Palan’s son Aalen becomes King Aalen I and makes peace with the Elves.

17 AL: Necar is founded by the Rythfae and the first structures of Windstorm Castle are built.

31 AL: The fort and later Castle of River Running is built to guard the closest crossings of the Atanos near Palan’s Landing.

42 AL: Coronation of Palan II, second son of Palan.

44 AL: Settlement of Sarin on some old Elven ruins. The Northmen or Naedse in Adaenari settle along the Fjords of Frayja. They are called the Northmen by the fact their ships were seen coming from the North and traveling around the coast.

54 AL: Destruction of Palan’s Landing by dragon attack. The city is not resettled until 178 AL. The refugees flee to Sarin.

56 AL: Founding of the Palaedic Order and Dragon Knights as Holy Orders for Vaemidia and Avalar garrisoned in the Twilight Fortress. They become protectors of the Fortress and pilgrims.

61 AL: Anglarikans arrive from the East having originated near the Engarian territories. They settle within and around The Great Vale.

74 AL: Building of East Keep.

85 AL: Library of Sarin is built.

100-199 AL: Vampire’s spread from the South-West of the Continent.

110 AL: Founding of Jaegenburg by the Anglarikans.

111 AL: Azgaard is founded by the Northmen.

112 AL: Rythfae-Northmen War over territory to the South of Lake Telkontae. King Aalen II proves victorious and the Rythfae claim the Southern and Western shores of Telkontae while the Northmen retain Thainzhelm (founded in 89 AL).

122 AL: Under Ralen I the Rythfae make war with the Valtmar. The war is short and inconclusive save for the destruction of Necar by the Elf Lord Tamelian. The Rythfae and Valtmar sign a truce to the hostilities and have lived largely in peace since.

156 AL: Vampyra is conquered by Vampires led by Prangr Bloodbeard. Prangr was a Northman chieftain that was bitten by an unknown vampire and converted his entire village. Prangr then led his people to conquer Vampyra. The city would thence be known as a vampire, pirate, and corsair haven.

160 AL: Founding of Greyhaven by the Lunamari.

178 AL: Resettling of Palan’s Landing.

188 AL: Elmont Castle is built during the reign of Aalen IV.

190’s-210’s AL: Northmen settle Moorlan and build Castle Azahar.

211 AL: Neizivian War between the Karzian and Fulgrunos Leagues and Battle of Aglaer’s Hill. Death of King Neizivian by King Drazjen though the latter would be killed two months later in an ambush. Drazjen’s skull was paraded throughout Dur-Fulgrun.

213 AL: Paletine becomes a full fledged city-state that begins to conquer neighboring territories.

216 AL: Ungarn invasion of the Volyorian lands. Fragmenting hte Volyorian realms into regions around Volyoria, Numera, Windfall, Kaerndun, and Kar-Loc-Myuin. The Ungarn settle in Eszog, Ulyzhen, Thorn, and Rhedun.

219 AL: King Aalen V is crowned in Sarin. His reign from 219-295 AL is a golden age for the Rythfae as they subjugate the Anglarikans to the East, the Northmen to the South-West, and many towns and villages are founded. Valkunr The Mighty even enters Aalen V’s service till his death.

223 AL : Neizivian War rekindles and culminates in the Battle of Lesh Morn with Fulgrunos League victorious.

244 AL: Battle of a Thousand Crow’s effectively ends the Neizivian War between the Fulgrunos and Karzian Leagues.

285 AL: Foundation of the Arcani Order during the reign of Emperor Aurelian IV of Paletine.

297 AL: Birth of High King Iztar of Durognarin.

300 AL: Volcanic eruptions throughout Helgraad. Dragons are seen returning to that area. Werewolves are first reported to exist and many migrate to the uninhabited Isle of Wight’s that would be renamed The Ise of Werewolves.

302 AL: Paletine "Enlightenment" cultural and military movement begins defining the society today.

337 AL: Death of Queen Camela of Saron; Civil War fractures the Rythfae Kingdom as the Anglarikans and Northmen once more become independent by 343 AL and cofirmed under King Ralen II. Further civil war fragments the Rythfae into several territories.

339 AL: Death of King Kazdan IV and ascension of Iztar of Durognarin.

380 AL: Beginning of Paletine Civil War. Republican forces fight Imperial.

416 AL: Birth of High King Izzun I as the second son of High King Iztar (Izzun was at first known was given the name of Trazkarn).

420 AL: Paletine Civil War ends in Republican victory. Paletine changes from the Paletine Empire to the Paletine Republic. Emperor Hadrios is deposed. Flees with vast treasure to never be found again.

425 AL: Reign of Ancalazia the grandmother of Balion.

433 AL: Birth of Balion I in Old Sarin.

446 AL: Abdication of Queen Ancalazia and Balen her son gains the Crown of Sarin.

444 AL: Death of Crown Prince Azbad of Durognarin during the 618th Oguin War. Izzun (Trazkarn) becomes Crown Prince of Durognarin.

446 AL: Death of High King Iztar I of Durognarin and ascension of Izzun as High King.

474 AL: Death of Balen and succession of Balion to the Crown of Sarin.

503 AL: Murder of Balion I at the Winter Solstice. Crown Prince Aalen is kidnapped by the murderers Duke Winceslau of Southland and Duke Fredrich of Palan’s Landing. Duke Fredrich invades the Kingdom of Old Sarin.

High King Izzun begins the Dwarven War. Izzun takes Dur-Karz without a fight and engages in a lengthy campaign with Drogul-Zen. Leading to the death of King Rhain II during the Siege of Drogul-Zen. The Targennar arrive shortly after and engage the Durognarin alongside the Zennar defenders.

Queen Irithren and King Ardruil of the Valtmari and Tarsaemari marry, uniting the realms of Menevrion and Nargathror into the Empire of Elvrion.

Paletine engage in campaign against the Anotans. Conquering Ar-Ashalesh and Marshala by the end of 503 AL.

504 AL:
January-February: Aalen is tortured by Fredrich who conqueres Ragnar’s Hold and Fregar’s Stead. Duke Winceslau claims the throne as being the most senior lord of the realm of Old Sarin. Queen Alesandra flees to the Twilight Fortress and is sheltered there by Eonwaris. Duke Winceslau marches to the Fortress and demands the Queen be handed over as she is to be wed to him and thus cement his position.

March 11th: Marshal of the Realm Tiberias defeats Duke Fredrich’s forces at the Siege of Elmont.

March 22nd: High King Hardradan of Norzheim and King Bjornn of Thainzhelm join the War of Sarin Succession on the side of the Royalists. Duke Winceslau retreats back to the South and besieges Old Sarin forcing Tiberias to abandon his campaign against Duke Fredrich.

March 23rd: Second Siege of Elmont. Grand Prince Hans-Adel III of Elmont (vassal to Old Sarin) is captured when the Castle is stormed on April 2nd.

March 25th: Crown Prince Aalen escapes with the help of Balerion The Black on the orders of Avalar.

April 5th: Crown Prince Aalen arrives in Old Sarin on the back of Balerion. Aalen is crowned King Aalen VI and leads a sortie that leads to the death of Duke Winceslau.

April 9th: Duke Fredrich engages the Northmen at the battle of Maebelrants Crossing. Death of High King Hardradan and succession of Bjornn to the High Kingship. King Aalen VI leads an army to victory at the Shores of Telkontae. The remains of Winceslau army capitulate and the leaders are executed. Duke Fredrich offers terms which Aalen accepts. Fregar’s Stead and Elmont are returned to Aalen while Ragnar’s Hold is kept by Fredrich.

The Anotan cities of Jaffsaha, Iskandrun, Melesah, and Kudasha unite in the Caliphate of Arum. The Caliph Ali Ra-muddin Farsadhin declares a holy war against the Paletine and the four cities unite their armies. Defeating the Paletine at Jaffsaha the Caliphate invaded the Paletine Republic and recaptures Marshala.while a second army besieges the Adran Fortress. The Fortress later falls but the Caliphate is repulsed from Ar-Ashalesh.

505 AL: The Caliphate of Arum incorporates Mazel and Ctespahon.

515 AL: Balteros breaks into Gaea and is stopped by Thirteen Heroes at the God’s Isle using the Sceptre of Aeman. Banishing the Dark One from Gaea.

555AL: Overthrow of the Caliphate of Arum by The Pareo mercenary company in a bloody coup. Inauguration of the Altairrion Empire which soon incorporates all of the Anotan lands not occupied by the Paletine Republic into its dominions.

562 AL: Death of Aalen VI and the ascension of Maximilian as King. Maximilian is also a grandson of High King Bjornn whose son died childless. Maximilian inherits the High Kingship of Norzheim in 563 AL. Inheriting Norzheim, Azgaard, Castle Azahar, Moorlan, and Thainzhelm.

564 AL: Maximilian I of Old Sarin invades the Duchy of Palan’s Landing and retakes Ragnar’s Hold. Maximilian then besieges River Running and Palan’s Landing.

565 AL: River Running surrenders after being starved into surrender. Palan’s Landing is taken by assault and Duke Heinrich II is slain. Maximilian incorporates the remainder of the Duchy of Palan’s Landing into the Crown of Sarin and creates the title of Emperor of Alfheimr (Alfheimr is the Rythfae and Northman word for the Kelzmere region.

575 AL: Emperor Maximilian I conquered the Castle Paleis after a siege of 98 days.

577 AL: The Empire of Alfheimr invades and conquers Windfall.

596 AL: Death of Maximilian I and ascension of Fyrdinand as Emperor of Alfheimr.

625 AL: Present year.
Last edited by Imperialisium on Tue Jun 16, 2015 1:55 am, edited 10 times in total.
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Imperialisium
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Democratic Socialists

Accepted List

Postby Imperialisium » Tue Jun 09, 2015 6:29 pm

Last edited by Imperialisium on Wed Jun 24, 2015 10:16 pm, edited 4 times in total.
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Imperialisium
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Democratic Socialists

Postby Imperialisium » Tue Jun 09, 2015 6:29 pm

Reserved
Last edited by Imperialisium on Wed Jun 24, 2015 10:17 pm, edited 3 times in total.
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In Gentem Et De Libris Scientiam
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Ex-Nation

Postby In Gentem Et De Libris Scientiam » Tue Jun 09, 2015 6:31 pm

Much want to join....
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Elerian
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Postby Elerian » Tue Jun 09, 2015 6:41 pm

I think I may reserve Necropolis as well, If you don't mind of course, since I didn't get very far with Aliviana.

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Imperialisium
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Democratic Socialists

Postby Imperialisium » Tue Jun 09, 2015 7:12 pm

Elerian wrote:I think I may reserve Necropolis as well, If you don't mind of course, since I didn't get very far with Aliviana.


Sure.
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Cuprum
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Postby Cuprum » Tue Jun 09, 2015 9:14 pm

Character Development
Nationstates Nation: Cuprum
Character Name: Copperblack Greyiron
Character Race: Saerheastan
Character Age: 25
Character Birth Place: Imperial city of Numera, The Balt-Rhain Empire.
Character Physical Description or Image (as in Picture):
Image

Character Dynasty: Greyiron dinasty.
Dynasty Sigil:
Image

Character Biography:

Copperblack is the eldest son of Lord Ferro Greyiron and a lady of House Zinclair. It is not clear when he was born. Copperblack learned to sail when still young and was a very skilled captain. He scaled the Iron Mountains to the Narrow pass haunted tower when he was ten. By his thirteenth year, he had become an expert oarsman. At fifteen he sailed with Dagmer Cleftjaw to the God's Islands on a reaving, killing his first man and taking his first two salt wives there. By seventeen he captained his own longship. Later he often went raiding and was known for his fierceness and fearlessness.

Copperblack and two of his brothers, Goldbalt and Argento, wanted their father Ferro to join the Drownedmen intrigue. Ferro was peaceful and cautious, however, and desired neutrality. After the 178th Ali Khan was slain in the Battle of the Iron Plains, however, Ferro was convinced by his sons to join the war or else gain nothing from the war. The ironmen's contribution to the war turned out to be minimal.

Character Dynastic History:

The Grey King is said to have had a hundred sons who fought after his death. The sixteen who survived divided the Iron Iands amongst themselves. All of the great houses of the Iron land claim descent from the Grey King, including House Greyiron, with the exception of House Scandium, who claim descent from the Grey King's loyal eldest brother.

Personal Effects
Acquired Skills: Equestrian, Swordsman, Sailorship
Mastery Level of Skills: Master Equestrian, Master Swordsman, Master Sailor
Equipment/Important personal items: An adamantium Armor and shield. The Capital ship of the Iron Fleet: The Kraken's wraith
Acquired Magical Items: Claws-Breaker, the ancestral sword of the Greyiron dinasty.

RP Sample: The World of Tomorrow - (IC), Orbis personalis (IC), Beginning of a Paradox (IC)


Nation Name: The Balt-Rhain Empire
Ruler (if applicable): Iron Emperor Goldbalt XI Greyiron, Protector of God's Islands Sanctuary.
Government Type: Despotic Monarchy
Government Hierarchy:

* The Iron Emperor and Lord of the West Sea: Descendant of the Grey King who holds absolute power over his subjects and is the top feudal lord of Empire.
* The Rock Empress: An Ironborn with the strength of an Amazon. Power doesn't come from lineage if not from power and fear.
* Salt wife: They are usually the women kidnapped during raids. An ironborn may keep several salt wives, but only one "rock wife", which is of ironborn origin. They ave a low status in ironborn society, similar to thralls. Salt wives don't toil in the fields and mines as thralls do, but they do serve as concubines in all but name.
* Lord Reaper of Pyke and Son of the Sea Wind: Is a title traditionally granted to the heir apparent of the monarch.
* Princes and princesses of Salt and Rock: The members of the Imperial Family that are not currently heir to the throne bear this titular title.

The Great Officers of State are traditional Crown ministers, who either inherit their positions or are appointed to exercise certain largely ceremonial functions or operate as part of the government:

1- Lord High Steward
2- Lord High Chancellor
3- Lord High Treasurer
4- Lord President of the Council
5- Lord Privy Seal
6- Lord Great Chamberlain
7- Lord High Constable
8- Master of Horse
9- Lord High Admiral

Formation: It was founded after the First men invasion.
Succession Laws: Primogeniture (Oldest child inherits)
Gender Laws: Absolute Cognatic
Geographic territory: http://imgur.com/INbkTqZ. The Region that covers the Iron mountains, the city of Numera and the God's islands.
Population: 10 Million
Military Strength: 120,000 soldiers.
Military Info: Disciplined armies with professional commanders. Pirates and mercenaries are the main force of infatry but the Ironborns are professional raiders.
Currency: Balt-Rhain gulden (2gl, 5gl, copper; 10gl, 20gl, 50gl, silver; 100gl, gold).
History: Lord Goldbalt Greyiron rebelled against the Paletine Emperor, reasoning that most of the lords would not support a weak ruler. He didnt succeded in his rebellion and after that he fled and started a war of conquest agains the natives of the iron plains. Lord Goldbalt Greyiron was given a vision of a god manifesting to him as a mermaid, and was bade to leave his homeland and conquer the Iron lands, which they did in the Sea god's name. While following the code of chivalry and honor, the early invaders were ruthless in conquering and destroying those who opposed the Faith of the Sea God and the justness of his cause.

From their initial landing in the Iron land, the Ironborn migrations spread out in waves across the plains, in a process lasting many centuries. At the time of the Ironborn invasion, The plain was a patchwork of hundreds of small kingdoms of the First Men. Therefore, they did not present a united front of resistance against the Ironborn, easing their conquest.

The provinces are ruled by either stewards or Lord Paramounts (in cases where a king willingly surrenders, he retains his throne but is subject to the Emperor). The empire has expanded throughout the years, conquering new lands and going as far to the Iron mountains. In God's Islands is Oseiden's Sanctuary where the Drowned men rituals take place.
Last edited by Cuprum on Thu Jun 11, 2015 5:59 pm, edited 7 times in total.

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The Abel Imaginarium
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Postby The Abel Imaginarium » Wed Jun 10, 2015 2:20 am

Hallelujah :bow:

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The Armed Republic of Dutch Coolness
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Postby The Armed Republic of Dutch Coolness » Wed Jun 10, 2015 2:48 am

Yespls
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The Starlight
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Ex-Nation

Postby The Starlight » Wed Jun 10, 2015 6:12 am

Yes!
Reserving my old territory, and perhaps a bit more.
Last edited by The Starlight on Wed Jun 10, 2015 6:13 am, edited 1 time in total.
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"Strength does not make one capable of rule. It makes one capable of service"
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"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
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The Abel Imaginarium
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Postby The Abel Imaginarium » Wed Jun 10, 2015 6:16 am

The Starlight wrote:Yes!
Reserving my old territory, and perhaps a bit more.


Yo Star!

F.Y.I reserving our youngest twin children :p

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The Armed Republic of Dutch Coolness
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Postby The Armed Republic of Dutch Coolness » Wed Jun 10, 2015 6:17 am

I had a Vampire Lady in the previous RP. Guess her handmaiden is all grown up, nowadays! :P
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Segmentia
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Psychotic Dictatorship

Postby Segmentia » Wed Jun 10, 2015 6:20 am

May apply. Will see how busy summer gets.
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The Starlight
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Ex-Nation

Postby The Starlight » Wed Jun 10, 2015 6:33 am

The Abel Imaginarium wrote:
The Starlight wrote:Yes!
Reserving my old territory, and perhaps a bit more.


Yo Star!

F.Y.I reserving our youngest twin children :p

Sure thing!
How did you know? :p
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
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The Abel Imaginarium
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Postby The Abel Imaginarium » Wed Jun 10, 2015 6:50 am

The Starlight wrote:
The Abel Imaginarium wrote:
Yo Star!

F.Y.I reserving our youngest twin children :p

Sure thing!
How did you know? :p


I'm psychic 8)

In anycase. Do you think Ardruil and Irithren will still be alive at this point of time? (a century and 22 years is a really long time). If I remember correctly, Ardruil was in his elven 200s when we last saw him so he should have passed on by right. But Irithren was still considered young when they married so I think its still fine if shes alive and about for the time being.

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The Starlight
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Postby The Starlight » Wed Jun 10, 2015 7:04 am

The Abel Imaginarium wrote:
The Starlight wrote:Sure thing!
How did you know? :p


I'm psychic 8)

In anycase. Do you think Ardruil and Irithren will still be alive at this point of time? (a century and 22 years is a really long time). If I remember correctly, Ardruil was in his elven 200s when we last saw him so he should have passed on by right. But Irithren was still considered young when they married so I think its still fine if shes alive and about for the time being.

Sounds good. She can be the Queen Mother. I might come up with a better name later.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
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The Armed Republic of Dutch Coolness
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Postby The Armed Republic of Dutch Coolness » Wed Jun 10, 2015 7:08 am

Character Development
Nationstates Nation: The Armed Republic of Dutch coolness
Character Name: Venniael Hezroze
Character Race: Vampire, formerly a human.
Character Age: 141 years old
Character Birth Place: Southmarch Castle
Character Physical Description:
Image

Character Biography: Venniael Hezroze was born in a small town near Southmarch as Abigail. Lacking a surname and orphaned at birth, she lived with the village's tanner who took a liking to her, living an uneventful life until she eventually started working in the local inn. At the age of 17, however, her life was changed drastically with the appearance of Lady Natalia Catharina Hezroze, then Marshall of Southmarch Castle's Heavy Cavalry. For reasons still unknown to Abigail, the vampire took a liking to the barmaid and took her with her to Southmarch Castle without leaving the barmaid much choice, naming the blonde her handmaiden. There, Abigail learned of her mistress' true nature - Hezroze was, unbeknownst to most people, a vampire, feeding on the prisoners that were kept in the dungeons.

After a year of faithful service, Abigail was 'granted' the 'gift' of vampirism by her mistress, forgoing her own name and adopting her mistress' family name. Reborn as a vampire, Venniael Hezroze continued serving as a handmaiden to Natalia, until the latter decided to leave Southmarch - attacked by a vampire hunter in her own holding, the Vampire Lady decided it was no longer safe. For over a week the two, accompanied by a small group of warriors from Southmarch Castle, hunted the would-be killer of Natalia, eventually finding the man. The group defeated the vampire hunter and his accomplices with ease, capturing the man. The two vampires, however, sent their soldiers back to Southmarch, and continued on their journey. In the barrow of a long-forgotten king underneath the Iron Mountains, they sacrificed the vampire hunter, binding the undead king's will to Natalia.

From there the two vampires and their undead minion set out across the world again, travelling through the north for many years, meddling with countless afairs, aiding some of the common people that were in need, influencing the deeds of minor nobility as the two stayed as guests under the Hezroze name, and eventually liberating a small, backwater coastal town from its corrupt ruler, replacing him with the ever more desirable Natalia and her two companions. There they stayed for several years, until Venniael's mistress decided to pack up and leave the north for good, moving for the city of Vampyra and its pirates. Gifting Venniael her sword and some gold, Natalia and the undead king she had bound to her all those years ago left, leaving the former handmaiden alone.

Venniael joined a mercenary company, proving her worth with her skills as a swordsman, earning both the gold and blood she so desperately needs with the work they did. For several years she traversed the many minor realms of the north with these people, before finally setting off on her own again.

The Lineage
Character Dynasty: Hezroze dynasty, sired by Lady Natalia Catharina Hezroze
Dynasty Sigil: A black raven on a pale, green field.
Origin of the Dynasty: The Hezroze dynasty originated as a commoners' family, but was reborn when Natalia Catharina Hezroze became a vampire, and rose to nobility as a Marshal of the Fortress of Southmarch, before setting out on a journey across the world. Venniael is unaware if her lady has sired any vampires other than her, which is a possibility, although something she's not quite sure about.
Character Dynastic History: Venniael was turned into a vampire aged 19 by Natalia Hezroze when serving as the vampire lady's handmaiden, and has ever since carried the Hezroze name, abandoning her own name and adopting that of her mistress. The two continued staying at Southmarch for a time, before traversing the world and Venniael eventually leaving the company of Natalia, travelling on her own.

Personal Effects
Acquired Skills: Swordsmanship, Equestrian, Mage
Mastery Level of Skills: Master Swordsmanship, Adept Equestrian, Apprentice Mage
Equipment/Important personal items: Suit of armor, longsword, shield, crossbow, a black warhorse, clothing, some jewelry, and a pouch filled with quite some gold.
Acquired Magical Items: Her longsword, Liferaze, given to her by her sire, is enchanted to prevent it from getting any substantial damage and as such it can be used to block and parry without much worrying.

RP Sample: You know me, right? I was in the previous RP as well.
Last edited by The Armed Republic of Dutch Coolness on Fri Jun 12, 2015 6:16 am, edited 2 times in total.
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The Abel Imaginarium
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Ex-Nation

Postby The Abel Imaginarium » Wed Jun 10, 2015 8:01 am

Reserving a major faction for the Anotans.

App in progress but will have to post it up by tmw or so

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Krugmar
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Iron Fist Consumerists

Postby Krugmar » Wed Jun 10, 2015 9:02 am

Finished

Nation Name: The Dwarven Hegemony / The Durognar Empire
Ruler (if applicable): High King Durog VI, Lord of all Mountains and Father of the Durognar
Government Type: Absolute Monarchy in a Confederate structure
Government Hierarchy: The High King – Formerly a title without power, the War of Unification and the Great Treaty have rendered it once more a title of great influence and authority. Now the High King holds dominion over all of his lands, and has absolute control over the various cities.
Kings – The Kings of the different cities, reduced in autonomy and stature with due to the War of Unification and the Great Treaty.
The Grand Council – Made up of the Kings of the realm, it is supposed to be an advisory body to the High King. It is more of an event than an actual council and has only been called three times in the history of the Durognar.
The High Assembly – Made up of the leading nobles of the realm, this advises the High King on a day-to-day basis though its power is limited as it can only advise and dares not tell the High King what to do.
Nobles – Various nobility, addressed with either Lord or Ser depending on their ranking. The greatest of these Lords are invited to speak in the High Assembly, while the lowest may only sit and observe.
Formation: See History
Succession Laws: Agnatic-Cognatic Primogeniture
Gender Laws: Equal - Agnatic-Cognatic
Geographic territory: Kingdom of Durognarin c.503 AL
Dwarven Hegemony c.625 AL
Dwarven Hegemony (Broken down) - Purple = Crownlands, Teal = Dur-Karz, Yellow = Dur-Fulgrun, Orange = Dur-Targen. Red = Lost Cities, Pale Green = Claimed Lands
Population: Five Million roughly, of which 550,000 are located in Durognarin alone
Military Strength: While levies make up the majority of the forces, each city provides a standing army known as the Ironbreakers. Durognarin also makes use of Berserkers, Wyvern Riders and Golems which have been banned by decree from use by the others cities. If all of the standing armies and levies are called up into one place they could reach 50,000, though it is unlikely for such a gathering to occur. The Ironbreakers are very well trained, and in peacetime act as city guards and military police while also rooting out bandits.

Military Info: Ironbreakers

Each city has their own sect of Ironbreakers, and each has a nickname that has been with it for millenia

Ironbreakers of Durognarin - "The Companions" - Named so as they were, according to history, founded by the first companions of Durog. They are the largest Ironbreaker sect, standing at 5000 strong.

Ironbreakers of Dur-Karz - "The Golden Sentinels" - Named simply after their armour and their expertise in guarding caravans and cities as opposed to fighting in wars. They are the smallest sect with 1000 members.

Ironbreakers of Dur-Targen - "The Oathsworn" - Named after a mysterious and secret oath that each one takes, binding them to the aesir Tyr. They excel in fast paced combat, unlike their slower and more defensive based brethren. They stand at around 3000 members.

Ironbreakers of Dur-Fulgrun - "The Immortals" - Named to show the power and skill of the Dur-Fulgrun Ironbreakers, it is commonly joked that they do not live up to their name. They stand at 2500 strong.

Ironbreakers of Drogul-Zen - "The Damned Few" - Their relatively few numbers yet great skill led to a past High King to refer to them as 'a damned few able to challenge the best of them' and so the name stuck. They stand at 1500 strong, but are the most skilled out of all of the Ironbreakers.

Other Military Orders

Durognarin Berserkers - Mad warriors who seek nothing more than battle, which tends to keep their numbers low. They are also the only dwarves crazy enough to ride wyverns. The non-riders number 500, while the riders number 250, making 750 in total.

Wildland Legions - Dwarves who live in the Eastfall Wildlands in the various hills, if all of them are called up it could be around 4000, but they will only fight wars where it concerns them, which is their homeland to be precise.

Dur-Vezjan Expeditionary Force - An expeditionary force cobbled out of veterans and volunteers ready to retake the city of Dur-Vezja. They number 6000, but vary in skill and efficiency and will only fight in one war before they colonise the area.

Dur-Ganar Expeditionary Force - An expeditionary force cobbled out of veterans and volunteers ready to retake the city of Dur-Ganar. They number 6000, but vary in skill and efficiency and will only fight in one war before they colonise the area.

The Falkharû - The personal bodyguard of the High King, grim and dour warriors who are bound in life and service to him. They rarely speak, and their faces are permanently hidden beneath their helmets, only removed in their place of sanctuary in Durog's Hold. They number 200.

The Grizdâpo - Less of a military force and more of a internal secret police, they keep order upon the population and make sure that the High King rules with complete authority. They number around 3000 spread around the cities.

Currency: Dov – The lowest coin made out of an assortment of less valued metals.
Ukuuzov – 6 Dovs become a Ukuuzov made out of iron and the standard coin for the middle class.
Vorov – 50 Ukuuzovs become a Karzov, made out of silver and the standard coin for the nobility.
Falkuv – 100 Karzovs become a Falkuv, made out of gold and the greatest coin available. Only the richest lords and the Kings will deal in Falkuvs.
History: For early history see History

High King Izzun led the War of Unification in 503 AL, forcing the city of Dur-Karz to surrender to his relatively fair terms, though Drogul-Zen refused. Izzun led his army into the Ring Mountains, fighting through the harsh defences the Zennar had hastily erected before reaching the citadel of Drogul-Zen. The siege quickly turned into an assault, due to the news of an incoming Targennar army. Izzun's years of work upon his military paid off when the walls were breached and his men began pouring into Drogul-Zen. The battle was brief but extremely bloody, culminating in the personal duel between Izzun and King Rhain II. Rhain was a strong and talented leader and warrior, but against the anger and might of Izzun he could not stand. His ribs were crushed by his hammer and a swift strike decapitated the proud Zennar King, ending his struggle for independence. With the death of their king and breaching of their city most of the proud Zennar surrendered, believing that subjugation was preferable to annihilation.

The Targennar army arrived during the closing hours of the siege and engaged the Falknar forces, though they found that the wearied army was not as weak as they had hoped. After an hour of fighting they ordered a withdrawal after several legions of berserkers returned from a scouting mission and attacked their exposed flank. Izzun was injured from his duel and was forced to retire from the war, leaving his trio of advisors to take command. Dur-Fulgrun and Dur-Targen formed a new League together, yet communications between Izzun and the King of Dur-Fulgrun opened up in secret to discuss the possibility of taking his city, massacring the over mighty nobles and restoring him to power as a vassal. The Falknar army marched quickly to Dur-Fulgrun, with the Targennar army following closely behind thinking that it would be able to surround and destroy it.

The nobles of Dur-Fulgrun had the gates locked and prepared for the battle, but they were betrayed when the Falknar army arrived and the forces loyal more to their king opened the gates and fought the nobles away from it. The Falknar army entered the city and massacred the nobles who would not surrender, restoring the Fulgrun king to his position. Before he could possibly betray his new allies, they seized the Fulgrun royal family and took them as hostages, forcing him to act as a loyal vassal. The combined armies met the Targennar army when it arrived two days later and forced it into a retreat once more while capturing its king. Seeing that the war had been lost, the King of Dur-Targen surrendered to Izzun.

An uneasy peace had been established, and the hostage kings were returned to their cities. However Izzun's wound given to him by Rhain festered, and by 505 AL he died of his infection in pure agony, having become completely insane and wrought with anger. Halzmar became High King at the very young age of 36 and immediately faced problems from his rebellious vassals of Dur-Fulgrun, Dur-Targen and outcasts remnants of Drogul-Zen. A huge army assembled near Dur-Targen, made up of the remnants of the Drogul-Zen loyalists and the relatively strong Targennar force. Halzmar and his advisors prepared their army, yet after the conquests it was a mere shell of what it had once been and so a defeat was almost certain.

Hope came from an unlikely place, Dur-Fulgrun, as Halzmar had agreed to marry the King's eldest daughter in return for his support. The combined force shattered the rebel forces and took the city of Dur-Targen. In an act of strength not predicted by his nobles, Halzmar had the king of Dur-Targen fed to Ukuuzner the Eternal and placed one of his brothers upon his throne, while taking the entire royal family hostage. Halzmar thn decreed that the children of all the royal families would be sent to Durognarin at the age of six, until they were thirty, to be educated at the best universities. The cities complied, fearing a return to the days of anarchy and chaos, and so the Great Treaty was signed between all of the kings.

Halzmar married Princess Thindra Fulgrunzavbrik, and slowly through his reign he took power away from the regional kings and established his complete and absolute control over his new empire. He has faced several rebellions from nobles, but all of them so far have been crushed so thoroughly that he has enjoyed total peace for the past fifty years.

Other Information:
Dwarven Leaders: High King Durog VI - King of Durognarin - (Halzmar Falkunzavbrik)
King Brazak Karzunzavbrik - King of Dur-Karz
King Fruhar "Blackflame" Targenunzavbrik - King of Dur-Targen
King Thinkol Fulgrunzavbrik - King of Dur-Fulgrun
Archprince Vikram "the Warmaster" Falkunzavbrik - King of Drogul-Zen
Prince Gorvan "Firebeard" Falkunzavbrik - King of Dur-Ganar
Prince Bezzuli Falkunzavbrik - King of Dur-Vezja


Character Development
Nationstates Nation: Krugmar
Short Character Name: Durog VI
Full Character Name: Durog Izzun Halzmar Falkunzavrbik
Informal Name: Halzmar
Character Titles: High King of the Dwarven Hegemony, Father of the Durognar, Lord of all Mountains, King of Durognarin, Heir-General to the Dynasty of Falk and Durog, Sovereign of the Eastfall Wildlands.
Character Race: Dwarf
Character Age: 156
Character Birth Place: Durognarin
Character Physical Description or Image: Durog VI on the Soulthrone
Character Biography: Born Halzmar, Crown Prince of the small Durognarin Kingdom, to the ambitious and militaristic Izzun. He had no siblings and was born late into his fathers reign, his mother dying some years after his birth. In Durognarin tradition he was locked away in the hold until the age of thirty, surrounded by advisors who gave him a fine education. Eventually he was presented to the people shortly before the Wars of Unification, though his love of scholarly pursuits did little to win the hearts and minds of the people. Izzun agreed to send him on an expedition to Dur-Vezja in return for him giving up such pursuits when he returned, which he happily agreed to.

In Dur-Vezja he met Bezzuli Nikunzav, an esteemed scholar who had also set out on the same mission of knowledge and understanding. They found something horrific in Dur-Vezja, and had the entrance locked up before departing the region with a group of elves and humans and returning to Durognarin. He took up the reigns of regency while his father warred against the other Dwarven states, and with the aid of Bezzuli was able to bring stability to a city suffering from the costs of war. The war was eventually won, though soon after he succeeded his father, Izzun, and took the throne. He centralised the hegemony and soon became the undisputed ruler of all dwarves.

He has been a firm leader throughout his one hundred and twenty years of rule, fathering three princes and restoring his families control over Durognarin and the rest of the empire. He learnt from his father the importance of making the nobles fear their king, and to that end he created a secret police which operate throughout the hegemony. He has also heavily funded the various universities in each of the cities, believing that greater education will only make his people stronger. Finally he has invested huge amounts of the treasury into golem-lore, hoping to unlock new secrets of the Soulforge and create a mighty metal army to keep the peace.

It was twelve years into his reign when the Stoneseers announced that he had the same Stone Name as the original Durog, and was therefore his reincarnation. Now he is treated as a living god amongst his people, and has earnt their complete admiration. Now his eyes have turned upon new conquests, such as the Grey Mounts, the Wildlands and the Great Mountains. First however, he is anxious to reclaim Dur-Ganar and Dur-Vezja from the evil forces that dwell within.

The Lineage
Character Dynasty/House/Clan (if applicable): Clan Falkunzavbrik
Family/Dynasty/House Sigil or Banner:Signifies the Soulforge
Origin of the Family/Dynasty/House: Descended from Falk the All-Father, and Durog, Lord of all Mountains.
Character Dynastic History (History of your family): Completely intertwined with the fate of Durognarin, see History

Personal Effects
Acquired Skills: Charisma, Blunt Weapons, Animal Taming
Mastery Level of Skills: Master Politician (Charisma), Adept Hammer-Dwarf (Blunt Weapons), Master Tamer (Animal Taming)
Equipment/Important personal items (if applicable): The Grudge (Two handed hammer)
Acquired Magical Items: Dravkarzaan (Dragon Staff, holds magical properties enabling the taming and control of Ukuuzner the Eternal)


Character Development
Nationstates Nation: Krugmar
Character Name: Ukuuzner the Eternal
Character Race: Dragon - (Subrace: Wyrm, has no wings and a serpent like body)
Character Age: 672
Character Birth Place: Durognarin
Character Physical Description or Image (as in Picture): Head - His body is also grey, and is long and serpent like with no wings.
Character Biography: Ukuuzner's egg was found deep in the caverns of Durognarin and immediately brought to the ruling king at that time. Strangely he made the decision to incubate the egg, hatch it and then tame the beast that came out. Thus Ukuuzner was born, and though taming at first went badly with several hundred dwarves receiving burns or worse, things became better when it was discovered the binding runes used on the golems could be applied to the young dragon. Painfully they were scorched on to his skin, and he was bound to the Dravkaarzaan, or Dragon Staff, that is now symbolic of the Durognarin King.

The dragon was deemed far too precious to be used in combat, and his strange serpent like appearance and lack of wings meant that he wouldn't be as intimidating or useful as a normal dragon. He was taken to Durog's Hold, the vast palace that the High King resides in, and a lair was built for him there. He is smaller than most dragons, and able to fit through the vast hallways of the palace, though he spends most of his time curled around the throne, reading books given to him and giving counsel to High Kings and nobles alike.


Character Development
Nationstates Nation:
Character Name: Korzikuan, the Bringer of Fear
Character Race: Runic Golem
Character Age: 122
Character Birth Place: The Soulforge, Durognarin
Character Physical Description or Image (as in Picture): http://img3.wikia.nocookie.net/__cb20120808231314/dotd/images/8/8a/Metal_war_golem2a.jpg
Character Biography: For centuries Durognarian Soulsmiths have been seeking new ways of better creating Golems without the fear of failure, or worse, Infernalism. High King Izzun has put large amounts of money into research of a better golem, more reliable than stone or iron and the effort and money has paid off. Soulsmiths have found a way to truly merge the minds into a more coherent, individualised golem that has less, if any, chance of becoming infernal. This golem will truly be alive and develop a personality, though this may take time. The cost and effort involved in the creation however guarantees that it will not be a standard model, if it is even created again at all. While stone or Iron golems take around eight souls the runic golem requires a monumental 30 souls to join together and it has taken years to find 30 willing participants, as only willing souls can truly merge together. The body of Korzik has been finished, with the runes that bind the soul to the body having been etched onto it, now it awaits the ritual to commence and truly be born.

That was 122 years ago, and since then no real accomplishments have been made in the art of golem making. Yet Korzikuan stands as a testament to their ingenuity, and fought with Halzmar through Dur-Vezja and the rebellions. He stands by his side as his protector, advisor and friend and will likely serve future High Kings for a millenia.


Character Development
Nationstates Nation: Krugmar
Character Name: Vikram Falkunzavbrik, commonly called "the Warmaster"
Character Race: Dwarf (Falknar)
Character Age: 76
Character Birth Place: Durognarin
Character Physical Description or Image (as in Picture): The Warmaster
Character Biography: The eldest son of Durog VI, and in line to the throne. He had the same childhood as all royals, locked away in education until the age of thirty until being released to the public in a triumphant procession. At the age of thirty six he led raids upon Orcasi tribes rebelling against his father and achieved victory. At the age of forty two he was appointed King of Drogul-Zen by his father, and subsequently left to govern his new territories.

He married into the former royal family of Drogul-Zen, into a small cadet branch that was overlooked by Izzun during his purge of Rhain's family, to solidify his rule. His wife is the Archprincess Neirina Zenunzavbrik, Queen of Drogul-Zen, and he has one son, Azvik, and one daughter, Neirti, aged 12 and 9 respectively. He is expected to be a strong-willed king, and many believe him to be a reincarnation of his great-grandfather Iztar.

Personal Effects
Acquired Skills: Axemanship, Strategist, Tactician
Mastery Level of Skills: Adept Axeman, Master Strategist and Tactician
Equipment/Important personal items (if applicable): Kuldraugh - Death-Axe in a distinct Zennar Durogvem dialect, formerly belonged to King Rhain II
Acquired Magical Items: N/A

RP Sample: (I require two)

Extension for being part of a Nation AKA a vassal
Nation Name: The Dwarven Hegemony
Liege: High King Durog VI
Rank: Archprince (Heir to the throne)
Landed Titles: King of Drogul-Zen
Honorary Titles: Warden of the Ring-Mountains, Warmaster of the Dwarven Hegemony
Titular Titles: N/A
Holding(s) description: Drogul-Zen
Vassals (if applicable): Various nobles and lords of holds, nothing worthy of mention.
Population in Territory: 50,000 within Drogul-Zen, around 100,000 including the holds and forts around the Ring Mountains.
Approximate Levy Size: Can call up an additional 5000 levies who act mainly as archers and pikemen.
Retinues (If applicable): The Ironbreakers of Drogul-Zen - See Military in original app
Mercenary (ies) (If Mercenary Leader add name of group and size):


Character Development
Nationstates Nation:
Character Name: Gorvan Falkunzavbrik, commonly called "Firebeard" (Urstarg in Baldul)
Character Race: Dwarf (Falknar)
Character Age: 70
Character Birth Place: Durognarin
Character Physical Description or Image (as in Picture): Firebeard
Character Biography: Prince Gorvan, known as Firebeard due to his extremely bright red hair, has always been hot blooded and ready for a fight. His father was at first dissapointed to learn that he had an aversion to learning and the scholarly arts, but was pleased to learn of his skill with axes and inspiring presence with the common people and soldiers. At the age of 25 he was given permission to join the Berserkers with a hidden identity, having his beard shaved and dyed brown as it would be a dead giveaway otherwise, for only the Falkunzavbriks have red hair amongst all the dwarves. For over two decades Halzmar heard no news of his son, and had to content himself with the fact that he might be dead.

At the age of 46 he returned, having survived horrors that would have broken lesser dwarves and taming his very own wyvern. He took up a place at his fathers side as an advisor, and helped keep the popularity of their family up by spending nights with the common people in taverns. Now at the age of 70 he has been given the mission of retaking Dur-Ganar, and it is believed that after doing so he will take a wife and settle down. He has had a string of mistresses, yet any bastard he has with them goes missing and the mothers are paid a wealthy pension to remain quiet about the affair.

Personal Effects
Acquired Skills: Dual-Axemanship, Wyvernry, Leadership
Mastery Level of Skills: Master Dual-Axeman, Adept Wyvern-rider and Leader
Equipment/Important personal items (if applicable): Two axes, Blessing and Curse. Blessing is a very sharp axe which guarantees a quick death while Curse is designed to make the enemy slowly bleed to death.
Acquired Magical Items:

RP Sample: (I require two)

Extension for being part of a Nation AKA a vassal
Nation Name: The Dwarven Hegemony
Liege: High King Durog VI
Rank: Prince
Landed Titles: King of Dur-Ganar (Technically Titular)
Honorary Titles: N/A
Titular Titles: King of Dur-Ganar
Holding(s) description: Dur-Ganar (Not yet owned)
Vassals (if applicable): N/A
Population in Territory (that you’re directly controlling): N/A (Dur-Ganar is currently a ruin)
Approximate Levy Size: N/A
Retinues (If applicable): Dur-Ganar Expeditionary Force - See military in Durognar app
Mercenary (ies) (If Mercenary Leader add name of group and size):


Character Development
Nationstates Nation: Krugmar
Character Name: Bezzlui Falkunzavbrik, often called Ironfist, or Zirinmazn, due to his harsh nature and tendency to wear a large plated gauntlet over his left fist into battle.
Character Race: Dwarf (Falknar)
Character Age: 65
Character Birth Place: Durognarin
Character Physical Description or Image (as in Picture): Ironfist
Character Biography: The youngest son of Halzmar, yet perhaps his secret favourite of the three. Halzmar hoped that by naming him after his old traveling companion, mentor and advisor he would pick up on their shared love of scholarly pursuits. It seems to have paid off, that and his education which focused heavily on the scholarly arts, yet he is every bit the warrior as his brothers. Unlike them he is noted to be cold and very patient like his father, and enjoys poetry, ancient languages and the study of history. His life has been fairly uneventful due to this disregard for glory and time spent studying and being a dutiful son. Since he was unveiled in a triumph at the age of thirty he has worked for his father as the Marshal of the Companions, and his skill in logistics has seen an improvement in their efficiency as guards.

However, perhaps tiring of a lack of recognition or realising that he alone of the trio would end up without a meaningful title, he has convinced his father to let him lead the expedition to Dur-Vezja. He knows what lies within, having been informed by his father, which is why he has been permitted extra forces including golems and has been told to hire mercenaries. It is thought that his traits may earn him a victory against the creatures that lie within, and success in establishing his own kingdom.

Personal Effects
Acquired Skills: Logistics (Running of Kingdom, etc.), Sword and Shield, Tactician
Mastery Level of Skills: Master Logistician, Adept Sword and Shield and Tactician
Equipment/Important personal items (if applicable): Sword and Shield, unnamed.
Acquired Magical Items:

RP Sample: (I require two)

Extension for being part of a Nation AKA a vassal
Nation Name: The Dwarven Hegemony
Liege: High King Durog VI
Rank: Prince
Landed Titles: King of Dur-Vezja (Technically titular)
Honorary Titles: N/A
Titular Titles: King of Dur-Vezja
Holding(s) description: Dur-Vezja (Not yet owned)
Vassals (if applicable): N/A
Population in Territory (that you’re directly controlling): N/A (Dur-Vezja is a ruin)
Approximate Levy Size: N/A
Retinues (If applicable): Dur-Vezja Expeditionary Force - see military section of Durognar app
Mercenary (ies) (If Mercenary Leader add name of group and size):


Character Development
Nationstates Nation: Krugmar
Character Name: Thindra Fulgrunzavbrik, commonly called Zarnûna or Iron-lady
Character Race: Dwarf (Fulgrunnar)
Character Age: 143
Character Birth Place: Dur-Fulgrun
Character Physical Description or Image (as in Picture): Zarnûna
Character Biography: The daughter of the King of Dur-Fulgrun who warred with, then made peace with High King Izzun. As part of the deal between them she was married to Prince Halzmar, and both parties were at first unhappy with the arrangement. Yet over the years they slowly fell for each other, turning a political match into a loving one. To outsiders and her own people she remains a strong, iron-willed figure and is one of the fabled shield-maidens, noble dwarf women who have learned how to fight as equals of men, an ancient custom that has slowly died out in dwarven culture.

She has given Halzmar three sons and a daughter, and has aged far more gracefully than he has. She is more than his mere consort, however, and aids him in government business and keeping the nobility in check.

The Lineage
Character Dynasty/House/Clan (if applicable): Clan Fulgrunzavbrik
Family/Dynasty/House Sigil or Banner:
Origin of the Family/Dynasty/House: A leading noble family in Durognarin that set out and created the city of Dur-Fulgrun, becoming its sovereign rulers.
Character Dynastic History: The Fulgrunzavbrik family founded Dur-Fulgrun, yet one of their rulers gave too much power to the nobility and so they were made into mere figureheads. The past King of Dur-Fulgrun made a deal with Izzun to regain his power and position in return for his vassalage, and his betrayal of the nobles cemented his new position as head of the city. Though such power has slowly been stripped away through various decrees, the new Fulgrunnar king remains more powerful than the pre-Unification king. The current king is the brother of Thindra.


Character Development
Nationstates Nation: Krugmar
Character Name: Sigrun Falkunzavbrik, given the name Ibrizbakn, meaning Sunrise, by her father
Character Race: Dwarf (Falknar)
Character Age: 34
Character Birth Place: Durognarin
Character Physical Description or Image (as in Picture): http://img09.deviantart.net/376c/i/2013/106/8/d/female_dwarf_by_axcido-d61z9ky.jpg - Her hair is an ashen blonde.
Character Biography: There is little to say about Princess Sigrun, other than her skill in singing, poetry and public appearances. She is said to be a beauty amongst dwarves, tall and graceful due to her Falkunzavbrik genes. Only four years ago she was taken out of her tutoring and presented to the people of Durognarin. Now Halzmar must find a suitable husband for her, yet his eye has shifted to the other races, wondering if a dwarven bride could ever win over a powerful regional ruler. Until then she remains in Durognarin, awaiting such a fateful day.


Timeline:

Early 503 AL - High King Izzun begins the Dwarven War. Izzun takes Dur-Karz without a fight and engages in a lengthy campaign with Drogul-Zen. Leading to the death of King Rhain II during the Siege of Drogul-Zen. The Targennar arrive shortly after and engage the Durognarin alongside the Zennar defenders. Most Zennar surrender after death of Rhain, Izzun injured, Falknar force the Targennar back but have to abandon Drogul-Zen.

Mid 503 AL - Izzun returns to Durognarin, Lord Erkunzav, Lord Galyun and Ser Nettraz take command of army. Falknar head to Dur-Fulgrun, secret deal made with Dur-Fulgrun King allowing entry to city, purge of Fulgrunnar nobles occurs. Targennar force arrives, decisively defeated and forced to return to Dur-Targen, though Ser Nettraz is slain in the battle.

Late 503 AL - The "Dark Treaty" or Dushikhâl is signed, binding the Dwarven Kings to the Durognarin throne and reducing them to the status of Lords. Resentment begins to grow between the former Kings of Dur-Karz, Dur-Targen and Dur-Fulgrun.

505 AL - Izzun I dies from the wound inflicted by King Rhain II, Halzmar is crowned High King, initiates secret talks with Dur-Fulgrun. Dur-Targen and Zennar outcasts rise up yet Dur-Karz stays neutral and Dur-Fulgrun sides with Halzmar. Loyalist forces decisively beats the Rebel force in the Wildlands, due to aid from the Wildlands Dwarves and Orcasi mercenaries led by Burguk Jregh. King of Dur-Targen fed to Ukuuzner and his brother is placed on the throne. The "Great Treaty" Gabilukhâl is signed, returning traditional titles and rights to the rulers, but keeping several of Izzun's reforms, such as removal of a large degree of autonomy. Halzmar marries Princess Thindra Fulgrunzavbrik

511 AL - Stoneseers proclaim that Halzmar has the same Stone Name as the original Durog, and that he is a reincarnation of their original leader. His name is changed to Durog and he is known as Durog VI, fears start to grow as the prophecy of Hazvik the Wanderer in the Durogmal stated that only seven Durog's would walk the land before all would be stone again.

532 AL - Lord Blezvit Erkunzav dies from natural causes, his son Blezkor becomes the new Lord Erkunzav and quickly becomes a principal advisor to Durog VI, ousting the elderly and unpopular Lord Galyun.

534 AL - The Galyun Uprising occurs, with Lord Galyun and several prominent noble families attempting a coup to take power. The coup fails miserably with a total lack of support and Lord Galyun is banished from the Kingdom, a mercy due to his past heroism, he takes his own life before leaving and is allowed a proper burial. Durog shows mercy to the families of the nobles, but executes the leaders via stoning.

549 AL - Archprince Vikram of Durognarin is born

551 AL - The Oguin and Orcasi tribes of the Eastfall Wildlands rise up in the Federation of the Oppressed. They form a vast army and destroy several Dwarven settlements in the Wildlands. Durog VI prepares his forces and marches out to meet the Federation.

553 AL - The Federation is crushed by the superior Dwarven forces in every battle, but is able to achieve success through guerrilla warfare. Durog VI signs the Eastfall Declaration, giving special protection and rights to the Orcasi and Oguin tribes in the Wildlands in return for their fealty and promises to never harm any Dwarves.

555 AL - Prince Gorvan of Durognarin is born

560 AL - Prince Bezzuli of Durognarin is born

582 AL - Dur-Karzian Peasant Uprising occurs due to the greed of merchants pushing prices above the living wages of the ordinary folk. The King of Dur-Karz is struck by a stone in the riots and later dies, pushing Durog VI into action. New laws are enacted giving the Assembly more power over the economy of the Dwarven Hegemony and a joint effort between the Stoneseers, Assembly and Durog VI results in Falk's Code. This lengthy piece of law promises certain rights to the citizens, in return for their complete loyalty to their High King. The peasants return to their homes and order is reestablished. This Code also permits no Dwarf to ever live in chains, therefore Durog VI sends an official envoy to the Paletine Republic requesting the Dwarven slaves be freed, offering favourable trading rights and a lump sum of money.

585 AL - Archprince Vikram leads the Companions (Ironbreakers of Durognarin) to victory over several Orcasi tribes who broke the Eastfall Declaration and completely decimates them. Relations between the Orcasi and Dwarves begins to deteriorate.

591 AL - Archprince Vikram is created King of Drogul-Zen by his father, intent on having the province become the domain of the heir to the Hegemony. He is also made Warmaster of the Hegemony, a title which is also created hereditary for the heir. Princess Sigrun of Durognarin is born in this year.

595 - 611 AL - The Gabiltharkhbinnat, or Great Dwarf Road, is commissioned by Durog VI. It is a deep underground road that links Dur-Karz and Durognarin together. Its completion gives rise to small villages and trading posts located along the road.

611 AL - Durog VI commissions more Great Dwarven Roads to connect to the other Dwarven cities.

622 AL - The The Gabiltharkhbinnat to Drogul-Zen is completed, linking the three cities, while the other two roads are estimated to be half-complete.

623 AL - The Federation of the Oppressed is recreated, due to an influential Orcasi leader who rallies all of the Orcasi tribes and the majority of the Oguin tribes of the Wildlands. A minority of the Oguin tribes remain loyal with the Dwarves and join with the Wildland Legions. Skirmishes are common but no war or rebellion is declared.

625 AL - Prince Gorvan is created King of Dur-Ganar and Prince Bezzuli is created King of Dur-Vezja. Two expeditionary forces are created to reclaim the cities and colonise them, with habitable living expected to be complete by 650 AL and total rebuilding by 675 AL. Durog VI announces his intention to build a Great Dwarf Road to the Firelands in the great south and construct a new colony there, with the same also planned for the Iron Mountains and Ice Fang Mountains. Durog also prepares the Companions for a war against the Federation, to be joined by the Damned Few and the Oathsworn.

Legendarium Links
History
  • Ancient -> Pre-Unification - 100% Finished
  • Unification -> Present day - Not Started

Traditions
  • Language - 100% Finished
  • Religion - 25% Complete

Culture
  • Cities 40% Complete
  • Clans - 0% Complete
  • Art - 100% Finished
Last edited by Krugmar on Fri Jun 12, 2015 3:24 pm, edited 12 times in total.
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Italios
Post Marshal
 
Posts: 17520
Founded: Dec 19, 2014
Ex-Nation

Postby Italios » Wed Jun 10, 2015 9:23 am

If you make a character, are you required to make an entire nation for it? Or can you just base it off your NSG one or a real-life one?
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Imperialisium
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Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Wed Jun 10, 2015 9:36 am

Italios wrote:If you make a character, are you required to make an entire nation for it? Or can you just base it off your NSG one or a real-life one?


Characters do not require nations. Nations do require at least one character.
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Italios
Post Marshal
 
Posts: 17520
Founded: Dec 19, 2014
Ex-Nation

Postby Italios » Wed Jun 10, 2015 9:57 am

Imperialisium wrote:
Italios wrote:If you make a character, are you required to make an entire nation for it? Or can you just base it off your NSG one or a real-life one?


Characters do not require nations. Nations do require at least one character.

Okay, thanks. I think I'll apply then
Issue Author #1461: No Shirt, No Shoes, No ID, No Service.

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Imperialisium
Postmaster-General
 
Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Wed Jun 10, 2015 11:21 am

Italios wrote:
Imperialisium wrote:
Characters do not require nations. Nations do require at least one character.

Okay, thanks. I think I'll apply then

Excellent
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Cuprum
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Posts: 3664
Founded: Jun 21, 2013
Ex-Nation

Postby Cuprum » Wed Jun 10, 2015 11:21 am

Imperialisium wrote:
Italios wrote:If you make a character, are you required to make an entire nation for it? Or can you just base it off your NSG one or a real-life one?


Characters do not require nations. Nations do require at least one character.


Oh, now i make sense

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