NATION

PASSWORD

Follow the Stars (OOC/Sign-Ups)

For all of your non-NationStates related roleplaying needs!
User avatar
Imperialisium
Postmaster-General
 
Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Follow the Stars (OOC/Sign-Ups)

Postby Imperialisium » Mon Aug 31, 2015 9:18 pm

Welcome to the world of Arana!


Image


Follow the Stars is a fantasy themed roleplay sit in the world of Arana. A world of wonder, mystery, and danger. You will play as POV characters as they live their lives (however it may be) from peasant, heroic champion, master of a nation, or villainous person seeking nefarious goals! Now the title hints at the rather open ended setting whereby you are not confined to a central plot that everyone must follow and strive to complete. Rather it is framed so that role players may come together and create their own story lines of their own volition.

Now the setting is fantasy; high fantasy races can and are represented; but the world itself has a low fantasy gritty feel. Not all places are pristine shire-like country sides and soaring majestic castle-cities. Many places can be dirty, smelly, and portray a more realistic picture of the technological setting. The technological setting is basically up to the 1500's minus gunpowder. Alchemy is present so you can have explosives, but running around with muskets and cannon will not happen. Magic is present in a sense. Magic is present but not widely available nor practiced. Since it is often extremely dangerous, even the most mundane of incantations can go horribly wrong if so much as a syllable is mispronounced or an ingredient missing, and thus Magic is usually rigidly controlled and treated with utmost superstitious dread.

History of Arana


The history of Arana is mostly tracked with the Vanir or Sage calendars however innumerable local and regional forms of chronology also exist and are practiced. The reason these two are held as the dominant pair is due to the age and reach of these civilizations. The Vanir once where wide spread and the most advanced civilization Arana has ever seen before their mysterious collapse. The Sages developed their own Calendar which gradually replaced the Vanir Calendar except in the Northern Continent where the old method still remains dominant.

SC=Sagely Calendar
VC=Vanir Calendar


The Blue Age: Creation of the world, rise of the Vanir, creation of the Sages by the Vanir. Ends with the extinction (supposed) of the Vanir and subsequent catastrophic collapse of the Sages. The Blue Age is held as a time of wonder, heroic and ancient legends, and a time when the world was an unfathomable place of adventure. The Vanir built many of their Elderglass cities and artifacts during this time across the known lands, many of which that have not been lost to the sands of time still remain in pristine condition (at least the Elderglass has) and now host to younger races or civilizations. This age is referenced as the Age of the Sun by the Vanir Calendar and lasts approximately 6879 Years with the following Ages lumped together as the Age of the Moon. All preceding eras is lumped into the Age of Night by the Vanir Calendar although their is conjecture that the Age of Night is the early eras of the Blue Age. While in the Sagely Calendar this period does not have a set length.

The Red Age: Society rebuilt chaotically and imperfectly. Sages form city-states. Most other races (Men, Murmedon, Xen'Karii) rise to prominence. World dominated by nomads. Ends with the redevelopment of important technologies like metallurgy and alchemy which leads to the creation of large empires and a restoration of something resembling order. Lasts about 1500 years although records are sparse and far in between since the chaos that marked the early half of this time period led to the loss of much ancient knowledge. The Bondsmagi of Carthyr establish themselves in this time period as a supposed Collegium of Mages. Many ancient cities in the Northern Continent are abandoned or suffer population decline, wars, and famine.

The Silver Age: Dominance of the Telmun Empire, Xen'Karii Empire and similar states. Most impressive technologies and architecture since the Vanir. Ends with a crop-killing disease ravaging the Northern Continent, driving Men (at that point unique to the Northern Continent) south in a chain reaction of migrations, conquering and destroying Silver Age empires as they go, and spreading Mannish kingdoms and cultures throughout the known world. This particularly turbulent period which was marked as almost a renaissance period after the chaos of the preceding era gave way violently. Many of that time believed another Red Age was about to dawn and uncertainty was rife. However over time order and stability gradually returned as new nations and societies were constructed. The Bondsmagi of Carthyr gradually spread to become the largest monopoly of Mages in the world, brutally eliminating competition throughout much of the Northern Continent and else ware. Granting them vast wealth due to them being able to charge extreme fees for their services. It was also during this time period the Norvangr began to raid and settle the lands of Norvangrheim to the West of the established city-states of the Northern Continent. Meanwhile many older cities are completely abandoned or destroyed for a variety of reasons in the Northern Continent. This period lasted 514 years although their is conjecture on when exactly it began.

The Grey Age: Having lasted exactly 341 SC (2341 VC) years with Humanity as the dominant force in the known world.

The Gods and Goddesses

The Gods and Goddesses represent the great beings that can actively intervene in the lives of mortals for good or ill. Different civilizations, races, and people worship them differently and can even call them by differing names or terms. But it is the same beings that are truly amorphous entities that more or less correlate to a sphere of reality. In addition their are three planes and many in between, but the most known are listed below.

Arana (our mortal plane)
Aetheria/Aether (the plane of the Gods and different parts of it are molded by the reigning deity of that dominion)
The Void (before the existence of Arana the Void was a dark and empty plane. It's literally everything outside of Arana but not within the Aether which is beyond the confines of the mortal reality)

Deities
Vaerina: Goddess of Life, Fertility, Agriculture, Children, and the Family
Aza Morta: Goddess of Death and the Afterlife, judges Souls based on purity of heart.
Helios: God of the Sun, Fire, and Destruction
Sendilomi: God of the Oceans, Water, and Fidelity
Romulos: God of War, Courage, and Honor
Manyr: God of the Skies, Storms, and Craftsmen
Oraimon: God of Nature, festivals, and Hunting
Yavarna: Goddess of the Seasons, Change, and Redemption


Maps





This distance between the Northern Continent and the Western and Eastern is roughly 4-7 days of travel by ship with good weather and favorable wind.

Rules

1. I reserve all rights as OP
2. No cheating of any kind
3. Obey all site rules
4. Rules are subject to change.
5. Have fun.
6. No you cannot be a God or a Dragon. They are just simply too much for obvious reasons.
7. Be creative and interact. This type of role play thrives on those two key points.
8. Post length must be at least 6 complete sentences with a preference for more.

Threads
IC
http://forum.nationstates.net/viewtopic.php?f=31&t=352943

Applications
If a criterion for an app is not met or not applicable please say so and explain why. That way the same apps can be used for various cultures and races without creating a head ache by myself or others having to make different applications for each race or culture.

Dynasty Application
Name of House:
Banner of House (describe or post a picture):
Brief Description of House:
Head of House (name, age, and sex):
Nobility Ranking (Lord, Earl, Count, Baron, Knight):
If not a Lord who are you a vassal to (wait for a few Great House apps before you answer):
Brief Description of Head of House (history, personality, appearance):
Relevant House Members (names, age and sex):
Brief Description of other most relevant House Members:
Name of the Land they rule over:
Geography: only one person can be an island or islands like the Greyjoy but they have to be small.
RP sample (1-3): Sorry, I just don't like RPing with people who post too short, are too ridiculous, or have bad writing skills.
Notes (anything else you want to add):


Character Application
Name:
Age:
Birthplace:
Race:
Image or Physical Description:
Parents/Origin story:
Biography:


Nation Application
Name of Nation:
Flag/Symbol of Nation
Head of Government:
Type of Government:
Government Hierarchy:
Population: (Populations should be under 30 Million at most for large Empires)
Religious Views: (Do they worship a particular God of Goddess and how?)
Time Founded:
Currency:
History of Nation:
Political Stance of Nation: (Are they isolationist, imperialist, commercial, etc)
Military Info: (Armies seldom reached more than 30,000 people due to the technology of the era and most countries will be fielding forces below this number. Simply the biggest hindrance was logistics as food and supplies had to be carried by horse, mule, on foot, or by ship/boat with roughly 16 tons of food required to feed every 5,000 people per month as a rough idea).


Race/Bestiary Application

Name of Race/Creature:
Image or description:
Origin or Native habitat:
Biological information: (What can it due and how?)
History of Race or Creature:


Name of Faction: The Bondsmagi of Carthyr
Current Leader or Leader's: Council of Thirteen
Type of Faction: Magic Guild, former Collegium of Mages.
Structure of Faction: The Bondsmagi from the top down follows a rigid system of hierarchy to govern a rather flexible group of people who are bound by the same rules but choose their own work.

At the top is the Council of Thirteen. Composed of Eleven Archmagi, a Magi Superiores that is the official record keeper, and a Representative of the city of Carthyr. Below them the Magi are ranked by the number of tattoo'd rinks on their right or left fore arms. Five ranks indicates an Archmagi, four a Magi Superiores or Senior Magi, Three is a full fledged Bondsmage, Two is an Apprentice but can also accept and work contracts and move about independently, One rink is a novice that is usually attached to a Bondsmage of three or four rings to be trained.

Faction Members: Roughly 2,000 Bondsmagi.
Formation: Red Age as Collegium of Mages, Silver age as a Guild.
History of Faction: The Guild was founded in the middle of the Red Age as a Collegium of Mages for the study of the arcane. For several centuries this was so, and they devoted themselves purely to the craft of arcane understanding. That changed during the final decades of the Red Age when the Magi began to expand slowly. Inviting other Mages to join willingly. But during the Silver Age and the early chaos this policy switched to a join or die theme. Magic users either joined or died as the Collegium was re-oriented into a Guild.

Finally, as the City of Carthyr found itself at war with the city of Caleach and was losing horribly. Besieged and its military defeated Carthyr seemed doomed. Until the Bondsmagi mustered forth and over 500 Mages combined their voices into one enchantment, and rays of fire lanced from the sky to smite the Caleach armies. Burning them to char and soot. But this did not end there, the Bondsmagi marched forth and in a repeat of the battle outside the walls of Carthyr they razed Caleach to the ground. Only the Elderglass structures remained undamaged, immune to the sorcery of the Bondsmagi, and a testament to the extent of this new guild

The Bondsmagi then supplanted Carthyr's military forces and while forbidding themselves from middling in City politics the Guild became the citizens protectors in exchange for being allowed to practice their craft there
Purpose or Goads of Faction: Aside from greater knowledge of the arcane the Bondsmagi work on a contractual basis. Their large monopoly on Magic allows them to charge high fees, but for excellent work. A Bondsmage either completes his contract or dies trying. Though their are strict rules in which contracts are accepted and bind a Bondsmage's conduct. A very important rule is that the Guild is politically neutral and will only operate in self defense of Carthyr and themselves.
Last edited by Imperialisium on Sun Sep 06, 2015 9:47 am, edited 3 times in total.
Resident Fox lover
If you don't hear from me for a while...I'm inna woods.
NS' Unofficial Adult Actress.

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

Postby Imperialisium » Mon Aug 31, 2015 9:30 pm

Dynasty Application
Name of House: Valkyr
Banner of House (describe or post a picture):Image
Brief Description of House: House Valkyr is one of the oldest Houses in Norvangrheim and of relation to the ruling houses of Kamorr, Val Terar, and Helsangr.
Head of House (name, age, and sex): High King Ragnarr "Hairy-Breaches" Valkyr, 35, Male
Nobility Ranking (Lord, Earl, Count, Baron, Knight): High King
If not a Lord who are you a vassal to (may have to wait for a few Great Houses):
Brief Description of Head of House (history, personality, appearance):

High King Ragnarr was historically a farmer of little importance near Anvorskar under the suzerainty of Jarl Gotja ap Anvorskr. Ragnarr however was of relation to the Volkur House in Vyraheim who traced their lineage back to the Vanir and supposedly up to the God Manyr. So the legends said. When Ragnarr turned 16 he went on his first raid and for the next several years his reputation increased. Eventually becoming a Hetman to Jarl Gotja. Yet in the Fall of the Year 328 SC (2328 VC) the Archduchy of Kamorr went to war against the Northmen alliance of Anvorskar and Usula and defeated them soundly at the Battle of Karel. Killing Gotja and allowing the succession of his depraved son Gottin.

Gottin proved an ignoble and hedonistic Jarl that was jealous of Vyraheim for having in its possession an entire city of Elderglass. Anvorskar was purely of Human fabrication and had no Eldren (Vanir) buildings present. So Gottin emptied his treasury to employ a Bondsmage who targeted and eliminated House Volkur in a series of assassination attempts. When Ragnarr and many of his kinsmen protested this Gottin had many of Ragnarr's friends exeucted and Ragnarr's wife was raped and murdered. But Gottin's plan had backfired in that he could not keep the Bondsmage employed due to being unable to pay for the fees. Thus is singular weapon was gone and Ragnarr challenged him to a duel.

Gottin fought but was no match for the veteran Ragnarr and in one swift blow after an hour, he cleaved Gottin's head from his shoulders with his ax. Gottin had no sons or daughters of his own to succeed and thus at the Allthing of Anvorskar Ragnarr was unanimously voted to be Jarl. This was followed by his succession of King of Vyraheim.

Ragnarr however was never complacent and often went on raids and expeditions against the peoples of the other continents. He married three times and gained five sons and three daughters as a result. Politically Ragnarr accepted the fealty of Erikstad while founding Ragnorrburg on Eldren (Vanir) ruins in 337 SC (2337 VC). Accepting the title of High King (Hochrkoenig) in the process as the symbolic overlord of the other Norvangr cities Usula and Helsangr.

His most recent triumph was the signing of an alliance with Kamorr and Talishar to form the Northern Dominion. Followed by the promise that Altyra would marry the Archduke of Kamorr's eldest Son Vespazien when he came of age in the next year.
Relevant House Members (names, age and sex):
Altyra Valkyr, 18, Female (Eldest child)
Ragnarr Valkyr, 18, Male (Heir Apparent)
Sigurdr Valkyr, 17, Male
Bjornn Valkyr, 16, Male
Galathie, 13, Female
Ulfrik, 12, Male
Toria, 9, Female
Olaf, 6, Male
Brief Description of other most relevant House Members: All of Ragnarr's children sport similar features. Golden Blonde or Fire red hair with piercing blue, grey, or green eyes being present. They are all tall except for Galathie who is rather petite for her age. Altyra is the oldest but not the heir apparent as male heirs have preference over females but has already gone on raids with her father and brothers Ragnarr and Sigurdr.
Name of the Land they rule over: Norvangrheim (Nominally all of the Norvangr territories but that is only symbolic)
Geography: Norvangrheim is a mountainous and heavily forested region ofthe Northern Continent. With many rivers seeping into hilly lowlands with enough pasture to feed the villages and few cities there. Norvangrheim does have a fair amount of Vanir/Eldren artifacts such as the city of Vyraheim itself and the Temple of Varmaren which is sculpted from Elderglass.
RP sample (1-3): Sorry, I just don't like RPing with people who post too short, are too ridiculous, or have bad writing skills.
Notes (anything else you want to add):


Nation Application
Name of Nation: Realm of Norvangrheim
Flag/Symbol of Nation: A Raven
Head of Government: High King (Nominally, actual power is held by the different Kings and Jarls)
Type of Government: Feudocracy
Government Hierarchy: High King holds nominal power with absolute power resting with the Kings and Jarls of their own lands.
Population: Norvangrheim has a population of roughly 4 Million people.
Religious Views: They worship all the Gods and Goddesses as a Pantheon though Manyr is given some precedence.
Time Founded: The concept of Norvangrheim as a geo-political region is centuries old. But as a partially unified region it originated with the coronation of High King Ragnarr.
Currency:
Krones: Red Gold coins
Tyrins: Gold coins, 100 Tyrins equal one Krone.
Guldens: Silver Coins, 4 Gulden equal a Tyrin
Farthing: Small Bronze Coins of 25 equal a Gulden
Penny: Small Copper pennies where 50 equal a Farthing.
History of Nation: The Realm of Norvangrheim as a partially unified Confederation of Norvangr city-states emerged with the rise of High King Ragnarr during the last two decades. So it is a relatively new realm.
Political Stance of Nation: Commercialize Raiders best suits the Northmen.
Military Info: Given the decentralized state of the region the Norvangr armies are comprised of light infantry levies or volunteer raiders and professional veteran warriors retained by those that can afford to house and feed them. The Norvangr have little in the way of Cavalry but have large amounts of archers, light infantry, and heavy infantry warriors. But they have a strong maritime tradition and can muster many ships and boats to form a Naval force crewed by men and women that often have been mariners for years. However the core of Ragnarr's forces are the Vyraheim Soldiery, the only professional Northman force exclusively made up of contract soldiers that serve a set duration. Typically referred to as White Cloaks due to the white color of their winter cloaks. The Vyraheim City Guard also equips their soldiers in plate and mail suits which while costly to maintain marks them out as an impressive display of power and wealth.

Image
Last edited by Imperialisium on Tue Sep 01, 2015 12:54 pm, edited 3 times in total.
Resident Fox lover
If you don't hear from me for a while...I'm inna woods.
NS' Unofficial Adult Actress.

User avatar
Segmentia
Powerbroker
 
Posts: 8796
Founded: Jan 16, 2010
Psychotic Dictatorship

Postby Segmentia » Mon Aug 31, 2015 9:41 pm

Tag
"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

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

Postby Elerian » Mon Aug 31, 2015 10:09 pm

Tag

Do you think that you could perhaps put up a list of the races?
Last edited by Elerian on Mon Aug 31, 2015 10:48 pm, edited 1 time in total.

User avatar
Vergenskia
Minister
 
Posts: 2501
Founded: Feb 11, 2011
Ex-Nation

Postby Vergenskia » Mon Aug 31, 2015 11:11 pm

Character Application
Name: Tel'lat Rauinvantol
Age: 22
Birthplace: Onishkavaani, Kaavakaländi
Race: Orc
Image or Physical Description:
Image

Parents/Origin story: Born to a mercenary father called Kezzi and a potter mother called Ilyana, Tel'lat was raised in the small town his entire life. Until recently.

Biography: He is a massive specimen, standing at 7 feet tall and weighing a healthy 348 pounds. His mother taught him tasks that would ensure a stable existence, outside of Onishkavaani, such as planting, gathering and controlling his temper. While his father taught the boy much in the way of martial skills, since Orcs were very highly prized as mercenaries in an army. By the time he was considered an adult by Orcish standards, 16 years old, he was a jack of all trades and a master of mortal combat and the spoken word. At the age of 18, left Onishkavaani to seek work as his father did, a mercenary, as he knew it'd bring much honor and gold to his family. He wanders from town to town, from lord to lord, serving as a body guard, a member of the vanguard and a hitman for many a crown, but has still yet to find a place that would pay him long enough to keep him as a staple in their forces. Who knows where he is now. And where he'll kill his next contract.
Last edited by Vergenskia on Tue Sep 01, 2015 1:53 am, edited 2 times in total.
A szabadság csak a szerzett a vérontást!

Political Compass:
Economic Left/Right: -7.62
Social Libertarian/Authoritarian: -0.72

Here we go, Brownies! Here we go!

User avatar
Der Kaiser Mikey III
Minister
 
Posts: 2024
Founded: Jul 31, 2010
Ex-Nation

Postby Der Kaiser Mikey III » Tue Sep 01, 2015 12:07 am

Dynasty Application

Name of House: De Hauteville

Banner of House: Image

Brief Description of House: Descended from wealthy Conquerors who claim to be descendants of Vanirian nobility and the God Romulos, they originally hailed from the Northern continent like all Mannish peoples. Following their colonization, and gradual subjugation of Derius, they prospered, and despite their personal feelings regarding independence, the majority of their underlings felt differently. As such, though many a De Hauteville Lord ranted and obsessed over murdering the lesser lords of Derius who remained loyal to Norvangrheim, nothing happened save for the gradual decline of the once noble line. Inbred, psychotic, genius are but a few of the words that come to mind at their mention among the peoples of Derius. Generations later, they now simply bide their time, massing their forces and reaching out to the enemies of House Valkyr, preparing to rebel.

Head of House: Hippolyte Anastasius De Hauteville III, 21, M

Nobility Ranking: Lord Viceroy

Vassal to: House Valkyr

Brief Description of Head of House: Recently ascended to the Lordship of Derius, Hippolyte is the exact opposite from his father in terms of methodology and ambition. Due to the tendency to marry cousins in the family, he looks quite similar to the previous men in the Dynasty, with the hawk nose, silvery blue eyes ringed in gold, and long dark, maroon tinted hair of his ancestors. Pale of skin and heavy of eyelid, he often wears black eye makeup as is customary for men of high standing in Derius. A man with dreams of building an empire, he has thus far marked his rule with implementation of martial growth and the establishment of mandatory military service. It is clear he has big plans, and absolutely no inclination of remaining passive and bitter as his forefathers. Often mistaken as soft, he is rather polite and aristocratically spoken, with a taste for fine things and classic style. A master of the blade, he is an adept rider and brilliant strategist, though when it comes to being a statesman, he tends to lack and thus relies upon his stepsister and rumored lover for such things. He wields an ancient blade of Vanirian steel named Blue Blood, inscribed with the words 'Sanguinus Aeturnum' one one side of the blade and 'Toujours Pur' on the other. Armor consists of a fine steel anatomical cuirass, black leather segmented pauldrons, mail backed fingerless leather glove/bracer combination, tall leather riding boots and leather trousers with white gold clasps on sides, hooded midnight blue velvet cloak trimmed with blue minks fur, fine midnight blue velvet doublet trimmed and embroidered with silvery designs and puffy upper sleeves in the renaissance style. keeps his face clean shaven. If on horseback will wear a finely linked mail coif and veil.

Ancestral Blade Blue Blood: Image
Custom Blade 'Ordos' carried as secondary across lower back: Image

Relevant House Members:
Agrippina Gaia Antoinette-De Hauteville, 31, F
Ser Glaber De Vatiatus, 46, M

Brief Description of other most relevant House Members:
Agrippina: A relatively attractive, thin pale woman with dark hair and the same unique eyes as her step brother and second cousin. Small of bust and hawk nosed, she is clearly a relative of the De Hauteville line. Noted for her iron fist style of rulership, she has a rather psychotic and cruel streak, with a lust for power that rivals her brothers. Has similarly fine tastes and a noted reputation as a deviant. Is well known for her public displays of punishment, execution, and humiliation of any who seem to lose their place. As such, order is well kept and maintained, though corruption is rampant due to the expansive military, guard, and private forces of wealthy nobles and merchants.

Glaber: A battle scarred Veteran of combat, he is the Commander of the armies under House De Hauteville. The last surviving member of House Vatiatus, the house from which Hippolyte's mother hailed, he is a former champion of the tourney grounds as well as a celebrated and decorated war hero. Sound of mind and judgement, he is the perfect balance to his family, and surprisingly at his age the muscle that sees the will of house De Hauteville to reality.
Name of the Land they rule over: Derius
Geography: Derius is a land of misty valleys, mountains, forests, and expansive highlands. It is a land of moderate to chilly climate much like the UK. It certainly rains quite a bit, and as such the peoples have developed a rather pale tone.
RP sample (1-3):
Part I: viewtopic.php?f=31&t=211087
Part II: viewtopic.php?f=31&t=277002
Notes (anything else you want to add):

Nation Application

Name of Nation: The Sovereign Colonial Kingdom of Derius

Flag/Symbol of Nation: Image

Head of Government: Pharaoh Hippolyte Anastasius De Hauteville

Type of Government: Absolute Monarchy dressed up as a Feudocracy

Government Hierarchy: Pharaoh rules abided the lords play by the rules, as of now those who pose a threat are being disposed of and replaced

Population: 2 Million

Religious Views: All of the Gods are acknowledged on feast days and such, and naturally people have personal preference, however culturally they tend to emphasize Romulos (naturally) as well as Aza Morta

Time Founded: Derius was colonized in the mid Silver Age, however the declaration of liberty from Norvangrheim marks the beginning of the Sovereign Colonial Kingdom

Currency:
White Gold Krowne
1 Krowne= 100 Red Gold Diadem
1 Krowne= 10,000 Silver Schilling
1 Krowne= 100,000 Bronze Lerq
1 Krowne= 1 Million Copper Penny

History of Nation: Originally a colony of Norvangrheim, Derius was first settled by various barbarians and brigands. Brought to her knees, the barbarian tribes were subjugated (And in most instances wiped from the face of the planet) by the conquering De Hauteville forces. Traditionally an ambitious yet flawed nation, they are known for their promiscuity as well as their lawlessness, along with their fine exports of psychedelics, narcotics, and alcohols.

Political Stance of Nation: Imperialists under the guise of Isolationist Rebels

Military Info:
Total Standing Army: 30,000 men
* 4 Legions of 5,000= 20,000 Legionaires
* 10 Brigades of 800= 8,000 Heavy Lancers
* 2,000 Praetorian Riders (Private Cavalry Corps of the Rebel King)

Total Reserves: 48,000 men
* 8 Legions of 5,000= 40,000 men
* 10 Brigades of 800= 8,000 Heavy Lancers

Unprofessional Levies that can be raised from the peasantry: Additional 130,000 men

Character Application

Name: Hippolyte Anastasius De Hauteville III

Age: 21

Birthplace: Capua, Derius

Race: Human

Image or Physical Description: (with black hair)
Image

Parents/Origin story: The ancestral Lord of Derius, he is the self titled Champion of Capua, also known by his people recently as their rebel King.

Biography: WIP, for now included in House app
Last edited by Der Kaiser Mikey III on Wed Sep 02, 2015 1:12 pm, edited 5 times in total.
Nort Eurasia wrote:
What the hell are they doing snowboarding when they should be in the kitchen making a damn sandwich.

<b>My Political Views</b><br>I am a far-right social libertarian<br>Right: 7.82, Libertarian: 6.3<br><img src="http://www.gotoquiz.com/politics/grid/36x33.gif"><br><a href="http://www.gotoquiz.com/politics/political-spectrum-quiz.html">Political Spectrum Quiz</a><br>

User avatar
Kaidou
Senator
 
Posts: 4388
Founded: Aug 03, 2015
Ex-Nation

Postby Kaidou » Tue Sep 01, 2015 12:08 am

Tagging.

User avatar
Vergenskia
Minister
 
Posts: 2501
Founded: Feb 11, 2011
Ex-Nation

Postby Vergenskia » Tue Sep 01, 2015 1:50 am

Deleted tag and put up application, so its known.
A szabadság csak a szerzett a vérontást!

Political Compass:
Economic Left/Right: -7.62
Social Libertarian/Authoritarian: -0.72

Here we go, Brownies! Here we go!

User avatar
Caralia
Diplomat
 
Posts: 517
Founded: Apr 20, 2013
Ex-Nation

Postby Caralia » Tue Sep 01, 2015 2:50 am

Tag

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

Postby The National Dominion of Hungary » Tue Sep 01, 2015 3:06 am

In regard to the Dynasty app. We can most certainly remove the Feelings towards House Wallstryn as it is not needed. Also we can propably remove the Head of House Description as we will most likely make a separate Character App for the Head of the House.

Also, planning on RP'ing one of the pre-eminent human realms, how much land can be claimed for that? Was thinking of Illaeum and possibly the Yamerou regions or is that too much?

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.

User avatar
Illan
Postmaster-General
 
Posts: 12398
Founded: Aug 25, 2013
Ex-Nation

Postby Illan » Tue Sep 01, 2015 3:48 am

Tag.

What races do you have?
Above even The Boss
Feel free to contact me about any fantasy, sci-fi, or otherwise futuristic RPs, especially those involving aliens or other non-humans, especially if it is an original universe/idea. I also enjoy Mass Effect, Fallout, Elder Scrolls, and many other things that transit to roleplays.

User avatar
Caralia
Diplomat
 
Posts: 517
Founded: Apr 20, 2013
Ex-Nation

Postby Caralia » Tue Sep 01, 2015 4:41 am

Lesser Giants

Image or description: The Male Lesser Giants stand just over 17 feet tall, on average, not counting the large, branching antler like horns that set them apart from the True Giants, who are hornless and much larger. The Lesser Giants are tanned in skin and possess long, heavily muscled limbs. On occasion, a Giant is born with large pads for toes and feet, their lower legs resembling that of camels or other Cloven animals. They practice ritual scarification and tattoing with plant dye, tattoo colour being a sign of prestige, with blue tattoos being for the highest classes, as they are derived from crystal based dye. Females stand 19 feet tall on average, possesing ram-like horns and a much larger frame, muscles far more formidable and skin far thicker. They defend the highland fortresses of the race, rarely going to war due to the immense difficulty of both rearing giant children, and ensuring no threats destroy the fortress, including the giantic Mega-Fauna in the area. Females are respected as spiritual leaders and usually holders of total authority, over even the Chieftain or King, as their children make up the tribe. A female will usually give birth to several litters of 3-6. However, due to their continued devolution from Greater Giants, each succesive generation is smaller and weaker than their forebears. This is counteracted by the Giants being able to live an incredibly long time. It is said that the Females are stronger and more powerful due to being born of earlier Generations. The Children of the youngest generation of Females are alternately Ogres or Trolls, with Trolls standing a scant 12 feet tall for females and 10 feet for males, and Ogres standing only 9 feet in height, this is offset by Ogres rarely being able to perform magic, on the condition that they possess two heads, which some do. (Submissions for Ogres and Trolls will be up soon)

Origin or Native habitat: The Lesser Giants are the devolved remnants of their Higher Giant Kin, dwelling in the Highlands of Ome, living in either the desert or the grassland, with their homes in the mountains. They practice a half nomadic culture, with fixed homes in which the race usually dwells in winter months, and remain looked after for ther rest of the year as other Giants go off to raid or herd their Megafauna. The Camelfooted Giants spend most of their time in the Desert, acting as the tribe's traders.
Biological information: The Lesser Giants are very hardy, skin thicker than a man's would be proportionally to their size. Their bones are dense and small patches of stonish quasi-bone poking through the skin to give out interesting markings. Their Horns are constructed as Elk horns are, used for either mating displays, due to the relative scarcity of females, or for identification at long distances. The Females are cursed to bear the mark of the Greater Giants, giving birth to weaker and weaker children as time passes. It is said that the Lesser Giants once marched at the height of the sun, but now, they walk at only 17 feet tall, their former glory all but lost, the great monuments of their ancestors rotten and carved up by scavengers. It is for this reason that the females are usually of sombre temperament, ever aware of their races slow, inevitable demise.

History of Race: In ages past, the Greater Giants walked the world, marching from the far north into the south. They built themselves great monuments and used powerful magic to change the wrold around them. Eventually, they began to believe themselves to be gods incarnate, sending expeditions to conquer the world in their name. Needless to say, they failed. Each of the expeditions were struck by some terrible curse of poor luck. Ships sunk, caravans turned to ash, and food rotted in moments. One expedition made it through to their destination, only a hundred giants in number. They could not escape their new continental home, and began to devolve, losing their arrogance, their greed, and slowly, their size, until they became the Lesser Gians, sprouting beat-like features as a last symbol from their gods that they were naught but beasts beneath the gods.

The Curse carried through into the Generations, children being ever more weak and feeble, until the births of the first Trolls and Ogres. What remains of the Giants have fallen into one Kingdom, under one King and his Queen, whom has only birthed Giants, never Trolls or Ogres. They have become co-ordinated enough to begin building their hill-forts into stone bastions in which to dwell, holdfasts against time in which to build a civilization to be remembered.

User avatar
The United Eastern States of Europe
Minister
 
Posts: 2293
Founded: Aug 26, 2014
Ex-Nation

Postby The United Eastern States of Europe » Tue Sep 01, 2015 5:46 am

Taggy tag
UESEball
Want to be in my factbooks? TG me!
Characters
Proud MemberOf The Diligens League!
UESE Personified
(Kawaii Indo) Indo-Japanese Separatist Districts
(Sexy Sky) Skyline United
(My Sister CC) Castle Crashers
(NBaby who ignores me ;-;) New Babylonia
(Siwwy Sim) Republic of Simonia
(Wuvable Lingy!) Lingria
(SENPAI!!!!) The Germanian States
(Fun Crazy TDC) The Danish Confederacy
(Adorably Radical and Terrificly Super Yandere: A.R.T.S.Y.) Artstotzka IIII
(Oh great bringer of smut, Mistress Xan) Xanama

(2waifu4spoilers) Low Bloods
YOU'RE WELCOME NS!
Embassy
May or may not have a slight obsession with fluffy things…
Proud member of The Anti Democracy League
Pretty much sums me up (theme song).
Fascist and proud!
#blameTISI

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

Postby Imperialisium » Tue Sep 01, 2015 6:07 am

For those inquiring about races, there is no list its simply what you want to play as though humanity is the dominant population of the known world.
Resident Fox lover
If you don't hear from me for a while...I'm inna woods.
NS' Unofficial Adult Actress.

User avatar
The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Tue Sep 01, 2015 6:11 am

I'll see if I can find some spare time for this!
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

User avatar
New Strausberg
Powerbroker
 
Posts: 8242
Founded: Feb 19, 2014
Ex-Nation

Postby New Strausberg » Tue Sep 01, 2015 6:46 am

Tag

User avatar
Segmentia
Powerbroker
 
Posts: 8796
Founded: Jan 16, 2010
Psychotic Dictatorship

Postby Segmentia » Tue Sep 01, 2015 6:48 am

Will see about applying as the Xen'Karii empire sometime today.
"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

User avatar
Utceforp
Postmaster-General
 
Posts: 10328
Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Tue Sep 01, 2015 7:12 am

Name of Race/Creature: The Sages
Image or description: Sages resemble humans of Middle Eastern descent, but have odd skin textures on their arms and legs that resemble reptilian or fish scales, have a reflective "sheen" to their skin that ranges from resembling a thin coating of water to making them seem like they're made from polished flesh-coloured metal, and have slit pupils like a cat, reptile or fish, though their eyes are white with irises of varying colours like a human. Also, their irises are almost universally bright blue or sea-green.
Origin or Native habitat: The Sagely kingdoms are on marshy rivers that are surrounded by arid desert. The lands of Neshia, Thalinghul and Kaldu on the Western Continent are collectively referred to as "The Sagely Lands" (A definition which sometimes includes Sadus, for historical reasons.) and are where the Sages are most populous.
Biological information: Sages have essentially the same biology and abilities as humans, however in equal environments they tend to live about a decade or two longer, and they have slightly more of a predisposition towards magic, though it is still extremely rare.
History of Race or Creature:
The Sages divide history into four periods: The semi-mythical Blue Age, ending with the extinction of the Vanir and the Great Sundering, the Red Age, ending with the conquests and rise to power of the Empire of Telmun, The Silver Age, which ended with the Sack of Neshia, the Telmun civil war and the Mannish invasions, and the Grey Age, which is the current one.

The Blue Age begins with the beginning of the world and the creation of mortal peoples. The Sages say that the Gods brought them into existence to guide, advise and teach civilization to the other races of Arana. It is currently debated whether this is accurate or simply a distortion of the Sage's long history of being employed by kings as viziers and advisors. In reality, the Sages were created by the Vanir, as servants, soldiers and, yes, as advisors and teachers. There is evidence pointing to this more humble theory, however the Sages tend to blank it out from their mind out of a sense of nationalistic pride. When they were originally created, the Sages had much more powerful, mechanical forms, with legends describing them as enormous, bronze and mechanical demigods with features of fish, snakes or birds. At some point during this Age, the Sages built as scholars developed an animosity towards the entity known as Abyssos, an enormous sapient body of water and a chaotic god of the sea, who quarreled with the Sages and the Vanir. In secret from their Vanir masters, the Sages conducted an arcane ritual with the intent of killing or shackling Abyssos. After months of planning, designing and creating, this ritual was conducted, successfully sealing the menace of Abyssos beneath the land of the Sadus. It was in this period of history that the Vanir entered their mysterious period of slow decline, abandoning their cities and their Sagely servants, retreating to the North before disappearing entirely. Even as their cousins in the west and south fell into disrepair, the Sages of the Eastern Continent were able to reclaim the abandoned Vanir cities for themselves, and for a period of several decades established something resembling a civilization. Unfortunately, only the Vanir knew the secrets of how to create the Sage automatons, as the Sages had never been told out of a fear that they might overthrow the Vanir. As such, the Sages knew their days were inevitably numbered, even if their bronze and glass bodies could last centuries. An idea was put forward by the leaders of the Sages, to use their control over the power of Abyssos to make themselves into Gods, averting their fate. Whether due to an unfortunate accident, the Sages being ignorant to the consequences of their actions, or a lingering malevolence hidden within the enslaved Abyssos, this attempt at godhood went horribly wrong, leading to an event known as the Great Sundering: The Sages briefly connected Arana with the Void, leading to the transformation of Sadus into a monster-infested wasteland, and the evacuation of the Sages to the north, where Kaldu and Neshia sit today. While they did not acquire the forms of Gods, the Sages did transform via the power of Abyssos. However, due to the imperfection in the experiment, the Sages were forced into the highly mortal, biological forms they take in the modern day. While they were now able to reproduce and endure, they would never reclaim their past glory. With the Vanir destroyed and the Sages crippled, the Blue Age and the Age of the Sun ended.

For many centuries after this the Sages organized themselves into small city-states, each with its own petty ruler. Despite the darkness and violence with which the Red Age is associated, there was innovation, such as the invention of irrigation and the establishment of the trade network that extended all the way from the human kingdoms in the north and east to the sea in the west and the heart of the Sagely states in the south. Additionally, the Sagely states came into contact with exploratory human groups from the Northern Continent, whom they traded and occasionally quarreled with, who will become important later.

For the Sages, the Red Age ended when an ambitious king known as Zagessi managed to conquer and unify the Sagely states under the rule of his city, Telmun, using iron weaponry far superior to the then-common bronze, as well as shield-wall tactics. While there was internal turmoil following Zagessi I's death, the Empire of Telmun remained intact and under the rule of emperors Sarru, Kinu, Zagessi II and Etana I, who while lacking Zagessi I's military prowess each contributed to the growth of Telmun's government and administration, solidifying the empire's power. Most of the nomadic Mannish tribes that the Sagely cities had quarrelled with previously were conquered and brought to heel. Most sources consider the date of Zagessi I's death the beginning of the Silver Age and the end of the Red. This was the most powerful the Sages had ever been since the war with Abyssos, and in partial imitation of their heritage as teachers, a great library in the metropolis of Nesh was created, its shelves filled with tablets, books and scrolls of knowledge bought by coin, donated by scholars, or taken by force, so that all could come from far around to learn that which the Sages knew. The Library of Nesh, a massive ziggurat constructed out of white marble, became a symbol for the Empire of Telmun and the Sagely Silver Age as a whole, and most scholars use its destruction to date the beginning of the transition between the Silver and Grey Ages.

Late during the Silver Age a plant-killing disease wracked the Northern Continent, eliminating many staple foods that the northern men relied on. The men who lived there, pushed by starvation, forced their way south to more fertile lands. This, in turn, displaced more Mannish tribes in the less-far North, who migrated south and invaded the tribes directly north of the Sage civilizations. Soon a large horde of displaced Men, starving, blood-crazed and loosely allied, plunged deep into the heart of Telmun, ravaging the land with mounted archers far more skilled than their Sagely counterparts, and the sea with piracy and raids on coastal cities. The turmoil this caused, combined with a famine caused by the plant disease the Mannish tribes inadvertently carried with them in their food supplies, lead to a massive internal rebellion as well. The state of Neshia, a northern state based in the city of Nesh, broke free of Telmun. Neshia, and its dynasty of kings, would be short-lived however: Almost immediately Neshia was usurped by the Mannish invaders, and the famed Library of Nesh was emptied of its contents, its texts and scrolls either burned in a fire so bright it made night day, or thrown into a river which ran black from the ink, while the tablets were smashed, erased or used as building material for hastily-constructed fortifications. And thus, the most accurate accounts of the Blue Age were lost forever. In the south of the Empire, its heart, two kingdoms emerged from the collapse of the Telmun Empire: Kaldu, a self-proclaimed successor state to Telmun, and Thalinghul, a small strip of land on the coast of the sea that was unimaginably important to the trade of goods to and from the east of Arana. Kaldu and Thalinghul fended off the Mannish invaders, though Neshia remained under a dynasty of Men.

When peace, as much as it could be called peace, was made, the Grey Age began. Today, Neshia is ruled by the Kharosids, a Mannish dynasty that has adopted the culture and language of the Sages, Kaldu looks increasingly inwards and shuns outsiders and new ways of thought, and Thalinghul stagnates as its traditional sources of wealth, the sea trade, is taken over by the ambitious Murmedon city-states. These are dark days for the Sages, as the world no longer needs them, and some feel they are dying out.


Name of Race/Creature: The Murmedons
Image or description:
Murmedons are roughly humanoid, and despite their resemblance to insects, are internally more similar to humans than they would initially appear. They possess both a complete endoskeleton and a partial exoskeleton. They have black or dark-blue skin, while their exoskeleton resembles extremely dark bronze. This exoskeleton has a "shin guard" shape on the lower legs, covering just the front, while on the upper leg it wraps around the entire circumference. The exoskeleton protecting a Murmedon's chest resembles a Greek-style breastplate, sleeveless and shaped in such a way that it resembles a muscular chest. Murmedons have four arms: The primary arms are slightly further forward than a human's arms, while the secondary arms are slightly further behind. The two pairs of shoulders are roughly equal height. The upper arms of a Murmedon are covered by a single plate of exoskeleton material which leaves the armpits exposed, while the forearms are covered by cylinders of exoskeleton that protect them in their entirety. The head of a Murmedon is covered by a piece of exoskeleton resembling a Corinthian helmet (except with four eye slits to accommodate a Murmedon's four eyes, and ear slits for easier hearing), decorated by a small ridge that goes from right to left. This "helmet" tapers into two flexible mandibles on the front of the head. Through the front slit in a Murmedon's head's exoskeleton, a small mouth can be seen. A Murmedon's legs are adorned with three curved claws arranged radially instead of a foot, designed for gripping walls to allow for climbing, but just as easily applied to combat. Murmedon hands resemble human hands, except they possess a sixth finger on each hand. Murmedons reproduce through eggs that are fertilized by males after they are laid.

Murmedons of both gender tend to wear brightly coloured kilts that hang from the middle of the chest rather than the waist, usually long enough to cover the knees but not any further, and nothing else. This is a tradition that started in the military, as the subterranean, close-quarters combat necessary to conquer a Murmedon city requires as much flexibility as possible. Murmedon "formal wear" is a tunic and a toga. A popular tradition, especially among Murmedon soldiers, is ritual scarification of their exoskeleton armour. The black outer layer of the exoskeleton is carved away in portions, revealing the white material underneath. Often, red and orange dye from crushed mushroom skins are added to these designs, leading to striking black, white, orange and red artwork adorning the Murmedon's body. This art generally depicts the achievements of the Murmedon in question, stories or myths they like, or symbols declaring the Murmedon's allegiance. A popular symbol is the Labyrinth, as it is generally considered a symbol of the Murmedon race as a whole. Getting these designs etched into their exoskeleton is considered a rite of passage in the majority of Murmedon city-states.

Origin or Native habitat: The Murmedons are native to the Spine of Murmex, a series of volcanic islands running north to south about the same latitude as Neshia and about halfway between the Western and Eastern continents.
Biological information: Murmedons have natural exoskeletons that cover the majority of their body, which are stronger than treated animal hide though less strong than contemporary iron armour. They can also climb vertical surfaces as long as there is anything to grip, no matter how small, and they possess four arms. (Which is more useful than you might think - their cavalry charges are terrifying.) They have reflective layer of tissue behind their retinas similar to those in cats, which causes their eyes to glow in the dark and allows them to see better in their many subterranean tunnels.
History of Race or Creature:
The Murmedons are mostly famous for two things: Their riches from the west-east sea trade routes, and the fact that they sit on the largest reserves of non-precious metal in the known world. They dig out intricate "nests" throughout the mountains on their islands both as homes for them to live and as mines to extract the metal that is the main source of income for them.

The only depiction of early Murmedon history comes from their religious beliefs, which are unique to them alone and are discredited by the majority of the Arana aside from some human and Sagely syncretists. The Murmedons believe that before the world was created, the only deity was the goddess Forma. Through some sort of mistake on the part of Forma (Depending on the sect, in ranges from an attempt to breach the walls of the void that existed before the world, an attempt to gain the power of other, even more powerful beings, or something else entirely.) the physical world was created, which in Murmedon theology is inherently evil. Forma was trapped in her own creation, and her struggles to return to her original home created The [INSERT NUMBER HERE]*: Other, weaker malevolent deities. The [INSERT NUMBER HERE] consisted of Dextra, Talon, [INSERT OTHER DEITIES HERE] and were lead by the most powerful of them all, Murmex. Forma was attacked by Murmex and his agents, and a great battle commenced. In the end, Forma and the [NUMBER] obliterated each other in combat. Murmex sank into the sea and only his spine stayed above the waterline, forming the Spine of Murmex. The Murmedons believe that his malevolence lives on in the form of the volcanic eruptions that plague the islands. The very soul of Forma was shattered, falling to the earth and giving life to parts of the corpse of Murmex, birthing the Murmedons. Depending on how xenophobic a sect is, they might believe that the other races such as Men were created as soulless agents of their respective deities, or they might believe that much like the Murmedons they were born from pieces of Forma becoming trapped in the remains of their associated deity. (e.g. Dextra is associated with Man, Talon with the Sages) Murmedons, as part of their belief that souls are pieces of the divine trapped in an inherently-evil physical world, are very big on self-control, avoiding hedonism and other such things. In imitation of Forma, their religious leaders are almost always female, and some (it's about a 50-50 split) city-states are matriarchal.

It is only at the dawn of the Silver Age that the Spine of Murmex enter recorded history, as a territory of the Xen'Karii Empire. The Murmedons quarrelled with the Xen'Karii colonists, but were eventually forced north by the empire's might, where they hid in their tunnels for the rest of the Age. During this time the Xen'Karii expanded the Murmedon citadels further into the earth, and developed into a fourth major clan, distinct from the Xen'Karii of the empire's heartland. However, during the chaos of the Mannish invasions, the Murmedons took their chance, pushing south and retaking their lands. However, the Fourth Clan of the Xen'Karii was forced further underground rather than off the islands, where they starved to death or were killed by monsters from beneath the world. Even to this day, the majority of the Xen'Karii tunnels remain unexplored by the Murmedons.

After the fall of the Xen'Karii Empire, the Murmedons squabbled over land until the Spine of Murmex was divided into a multitude of city-states. For most of their history this remained unchanged aside from the occasional skirmish over trade, and the creation of a trade alliance against the Sagely state of Thalinghul, their major rival in trade. This changed when an ambitious city-state in the south, known as Xandos, swept over many of the city-states, taking controlling of roughly two thirds of the archipelago aside from the extreme north. The queen of Xandos was satisfied with this new power, and peace reigned again. The Xandian legions were sent to the north to protect the new border from incursion or rebellion, to ensure this new peace, and stayed there for several decades, most settling down in the area and even starting families. This peace was shattered when rebellion formed, not on the edge of the Xandian frontier, but in the heart of the capital city itself. In a panic, the Xandian queen recalled her legions back to the south, but most of them did not want to leave their new homes and families to die in a battle they cared nothing about. The more loyal legions, however, felt that not honouring the call would be a grave betrayal, and attempted to force the disloyal legions to march south with them. The two sides eventually entered open conflict, the revolutionary legions prevailing over their loyalist brethren, and entering open rebellion against the Xandian state. They marched south, ironically, and joined with the rebellion that had already started in the city of Xandos. The remaining loyalists sent word to Neshia, a historical ally of the Murmedons. (The trade routes that end in Thalinghul feed the wealth of Kaldu, the archrival of the Neshians, so they have vested interest in steering trade towards the Murmedons.) However, the Neshians did not respond, preferring to stay neutral in the conflict. The rebels overthrew the queen and chose their former commander, one of the first to decide to defect and stay with his family in the north, to rule the new Xandos. The remaining loyalists fled the Spine of Murmex and sailed to Kaldu. There, they explained their predicament, their mutual enmity with Neshia, and proposed a deal: They would act as mercenaries within the Kaldean army, without pay, until Neshia was soundly defeated, at which point the Kaldeans would send their own military to the Spine of Murmex to help them restore the Xandian monarchy. This deal was accepted, and currently still stands.

*Ideally there would be a deity for every race the Murmedons are in contact with, though of course I can't know that yet. Depending on how many there are, the group would be called "The Six" or "The Seven" or whatever.


Name of Race/Creature: The Ghalls
Image or description: Resembling large hairless, eyeless dogs with thick, tough skin, Ghalls are usually quadrupedal they have opposable thumbs on their forelegs that allow them to use primitive tools.
Origin or Native habitat: The Ghalls populate the outer ring of the Sadus, south of Uirmac Tor but north and west of the majority of the ruined Vanir and Sagely cities.
Biological information: Ghalls are about as intelligent as large apes. They are asexual but aren't egg-layers, gestating their young in an organ adjacent to their stomach and then "birthing" them through their mouth. They expel all waste through a cloaca located on their hind-quarters. Ghalls are predatory, using sandstorms to cover their approach and imitating the cries of wounded animals (or wounded people) to lure their prey to them. Ghalls operate in small, solitary groups, and can even domesticate certain animals such as Rukhs to ride on, despite their lack of sapience. However, despite their tendency to only work in small, mutually hostile groups, all of the Ghalls in an area will band together to fight off sufficiently powerful foreign invaders.
History of Race or Creature: The most populous of the creatures born in the Great Sundering are the Ghalls. Nightmarish as they may be, they are the weakest and most well-documented of the creatures that dwell in the sandstorm-wracked Sadus.

Name of Race/Creature: Rukhs
Image or description: Rukhs are enormous red birds roughly the size of horses. They resemble eagles, but their heads are bald, like a vulture's.
Origin or Native habitat: They live in the Sadus, scavenging the corpses of the mysterious beasts that occupy the old Sagely cities. Domesticated Rukhs are found throughout Ghall territory.
Biological information: Capable of flight, carrying a something as large and heavy as a person or Ghall, various adaptations found in most birds, and intelligent enough to domesticate. They have unique feathers similar to an owl's that allows them to fly completely silently, which combined with the thick sandstorms that plague the Sadus, means they are nigh-impossible to find or detect.
History of Race or Creature: One of the many creatures born in the Great Sundering, the Ghalls have entered a symbiotic relationship with them, using them as mounts and attack animals in exchange for willingly offering the birds their own dead, as well as a portion of the kills made by the Ghalls.
Signatures are so 2014.

User avatar
Illan
Postmaster-General
 
Posts: 12398
Founded: Aug 25, 2013
Ex-Nation

Postby Illan » Tue Sep 01, 2015 7:18 am

Imperialisium wrote:For those inquiring about races, there is no list its simply what you want to play as though humanity is the dominant population of the known world.


Awesome, I like the sound of that.
Above even The Boss
Feel free to contact me about any fantasy, sci-fi, or otherwise futuristic RPs, especially those involving aliens or other non-humans, especially if it is an original universe/idea. I also enjoy Mass Effect, Fallout, Elder Scrolls, and many other things that transit to roleplays.

User avatar
Utceforp
Postmaster-General
 
Posts: 10328
Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Tue Sep 01, 2015 7:37 am

Nation Application
Name of Nation: The Empire of Kaldu
Flag/Symbol of Nation:
Image

Head of Government: Queen Berossa I Etanid
Type of Government: Feudal Monarchy
Government Hierarchy: The king or queen rules over several territories ruled by Satraps, who are essentially kings of the region they rule over, complete with their titles passing to their children. Legally, they have no control over any aspect of the military, with commanders appointed by the monarch commanding levies from satrapies, but in reality many of these commanders are paid off by Satraps to answer to them first.
Population: I'm not sure - I'd need to know the scale of the map before estimating.
Religious Views: The Sages of Kaldu practice a form of ancestor worship, where each city has a priest that is said to be able to communicate into the past to the Sages of the Blue Age, who send miracles to the future in response.
Time Founded: Approximately 5 SC, at the end of the Silver Age.
Currency: The Kaldean Siqlu
History of Nation: See the history of the Sages.
Political Stance of Nation: Isolationist, with stated claims to the territory of Neshia and Thalinghul, seeing themselves as the successors to the Empire of Telmun.
Military Info: I'll need to calculate the population first.

Nation Application
Name of Nation: The Empire of Neshia
Flag/Symbol of Nation:
Image

Head of Government: King Aknahak I Kharosid
Type of Government: Hereditary Monarchy (non-feudal)
Government Hierarchy:
The oldest son of the ruling king inherits the kingdom, while the younger sons are given administrative or military duties rather than land to govern. Neshia is not a feudocracy, and governors of cities and territories are appointed or stripped of their power by the king and only the king, though tradition dictates that unless they are obviously unfit for rule, a governor's son will inherit his father's domain. These governors are divided into two categories: Lords of the Plow, who rule peaceful regions and answer to the High Priest (See below), and Lords of the Spear, who rule rebellious or disputed regions (such as parts of the Steppe and the border with Kaldu) and answer to the Mushir (Also see below). The various aspects of the king's domain are controlled by various member's of the royal court: The army is commanded by the Mushir, who decides on war strategy, where to distribute troops in times of peace, the High Priest*, who manages the taxation and tribute of Neshian cities and territories, and ensues their loyalty, a veritable army of diplomats acts as the voice and ears of the king, and so on and so forth. Again, the king appoints and ultimately controls where the titles of his court go, but it is traditional to appoint younger brothers or relatives of the king to some sort of role in the court. The court is divided unofficially into two factions: The Old Court, made up of members of the Kharosid dynasty and other traditional Men, who seek aggressive diplomacy and the preservation of traditions in the face of "corruption" by Sagely culture, and the New Court, made up of academics, foreign nationals and Sages, who either think that Sagely culture is better than Mannish culture, seek innovation in order to make Neshia a Great Power or otherwise think that the Kharosids need to embrace change in some form. A significant portion of the history of Neshia can be ultimately traced back to some sort of conflict between the Old and New Courts leading to conflict on a much larger scale.

*The name of the High Priest is highly non-indicative. During the Red Age, most of the Sagely city-states were theocracies, lead by priests who claimed to be able to reach backwards through time to commune with the Sage's great and wise ancestors. As a result, when Zagessi I founded the Telmun Empire, he appointed new "priests" to rule his conquered cities, a system which persisted despite these "priests" having no religious role anymore. When Neshia came to power, they replaced these "priests" with governors, using a Mannish name, but after they adopted the Sagely government style and traditions on a national level, they reinstated the "head priest" to coordinate their governors.

Population: (Populations should be under 30 Million at most for large Empires)
Religious Views: The Sages within Neshia practice the same form of ancestor worship as their Kaldean brethren. The Men of Neshia still follow the religion of the Northern Continent, which Imperialisium is in charge of.
Time Founded: Approximately 1 SC
Currency: The Neshian Siqlu
History of Nation: See Sagely history.
Political Stance of Nation: Expansionist, with stated claims to the lands of Kaldu and Thalinghul, seeing themselves as successors to the Empire of Telmun. Currently they have temporarily ceased their efforts at expansion due to the death of their old king and the succession of Aknahak II.
Military Info: (Armies seldom reached more than 30,000 people due to the technology of the era and most countries will be fielding forces below this number. Simply the biggest hindrance was logistics as food and supplies had to be carried by horse, mule, on foot, or by ship/boat with roughly 16 tons of food required to feed every 5,000 people per month as a rough idea).
Last edited by Utceforp on Tue Sep 01, 2015 2:47 pm, edited 3 times in total.
Signatures are so 2014.

User avatar
The United Eastern States of Europe
Minister
 
Posts: 2293
Founded: Aug 26, 2014
Ex-Nation

Postby The United Eastern States of Europe » Tue Sep 01, 2015 7:47 am

I'll put up a siren app later.

Race/Bestiary Application

Name of Race/Creature: The Selkies (commonly referred to as Silk Skins)
Image or description:
Image
They appear as normal humans when in human form. Selkies are outbreeders and known to most humans as Silk Skins. This is due to their unnaturally soft skin and voices.

Origin or Native habitat: Oceans, though they tend to remain close to colder waters. They're most commonly sighted between the Northern continent and the Eastern continent, but can be found anywhere. They can venture on land, but rarely go too far from the coast. Without any fixed homes, selkies are most commonly found in tribes. The tribes are nomadic but some selkies have been known to settle on land with human mates. This is because their are only three ways for selkie to repopulate and that's to lie with either fellow selkies, sirens or humans. The tribes are often too small for selkie on selkie relations, so mates are often sought to prevent inbreeding. They often travel unimaginable distances in their lives, making them fairly common sights in deep waters, but very few venture into shallow waters or on land. The lack of a social, economic or class system allows the creatures to do as they please freely, but most packs of selkie have a leader. Packs consist of both selkie and sirens alike.

Biological information: Selkies are natural born swimmers due to their seal anatomy working with their more human parts to increase their speed. The soft skin helps them incomparably swiftness. Selkies and sirens both have a fish heavy diet, so they use their great ability to swim to catch prey and flee from possible threats (which mainly consists of any form of military navy).

They can switch between selkie and human forms, though it is very painful. In order to do so, they must bend, tear and break their lower halves to mimic legs. They are then forced to remove their seal skins, this process can take between 30 minutes to an hour and 30 minutes. The intense pain this causes forces selkies to go on shore only in desperation.
History of Race or Creature: The selkies existence can be tracked as far back as The Red Age, though some believe them to come from even further back. Selkies have been noted since history had first been written down, mostly referred to as nuisances and hindrances by human writers. With their anatomy requiring either human or sirens to be tracked as mates, very few of other species care for the selkie and see them as cute or pointless. For the most part of the red Age, the selkie mostly lurked near the Northern continent, capturing men, women and children wherever possible. It is said this was the time where selkies began to study man, watching their movements and language in an effort to learn how to lure them better.

The selkie language resembles that of nords (Norsk, Svensk, Dansk). With most cities being abandoned at this time, the selkies used their studies to their advantage. Using fish from deeper waters, they attracted man to the prospect of eating healthy amounts again and brought them into waters. Here they would kiss and strangle them unconscious to transport them to a secluded area for mating. With no written language, the history of the Red Age is passed down as stories by the selkie. The selkies lack any concept of time but they are raised to learn the Sagely Calendar along with other human practices.

Humans have shaped the selkie way of life and during The Silver Age they saw significant changes from their mostly primitive ways.The first was supposedly religion, leading the selkie to worship the God Skjerme (Sendilomi). There are very few public religious practices as prayers and self-sacrifices are private to the selkie. As part of their faith, every coast they steal a human from is marked with a symbol. Self-sacrifices can vary from cuts to giving up certain part of life such as eating certain fishes. Most prayers consist of wishing the God to envelope the whole world with his sacred waters, thanks for all blessings upon selkie and siren kind, and guidance to ensure the prolongation of life.

With the new domination of humans, the selkies have thrived. While a few believe they should overpower them all, most believe that humans can have the land so they may hold the oceans. The large and dominant population has allowed greater access to mates and thus a greater chance to spread.
Last edited by The United Eastern States of Europe on Wed Sep 02, 2015 8:04 am, edited 3 times in total.
UESEball
Want to be in my factbooks? TG me!
Characters
Proud MemberOf The Diligens League!
UESE Personified
(Kawaii Indo) Indo-Japanese Separatist Districts
(Sexy Sky) Skyline United
(My Sister CC) Castle Crashers
(NBaby who ignores me ;-;) New Babylonia
(Siwwy Sim) Republic of Simonia
(Wuvable Lingy!) Lingria
(SENPAI!!!!) The Germanian States
(Fun Crazy TDC) The Danish Confederacy
(Adorably Radical and Terrificly Super Yandere: A.R.T.S.Y.) Artstotzka IIII
(Oh great bringer of smut, Mistress Xan) Xanama

(2waifu4spoilers) Low Bloods
YOU'RE WELCOME NS!
Embassy
May or may not have a slight obsession with fluffy things…
Proud member of The Anti Democracy League
Pretty much sums me up (theme song).
Fascist and proud!
#blameTISI

User avatar
Utceforp
Postmaster-General
 
Posts: 10328
Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Tue Sep 01, 2015 9:52 am

Nation Application
Name of Nation: The Kingdom of Xandos
Flag/Symbol of Nation:
Image

Head of Government: Prince Amyntas, son of Xandaer
Type of Government: Military dictatorship, transitioning into a feudal monarchy
Government Hierarchy: Currently Prince Amyntas controls the entirety of the Xandian kingdom, with his lieutenants acting as co-rulers as the land is divided between them.
Population: TBD
Religious Views: Formaism. (See the app for the Murmedons)
Time Founded: Approximately 125 SC
Currency: The Tauron, silver coins stamped with the image of a bull.
History of Nation: See the Murmedon app.
Political Stance of Nation: Xandos is concerned with maintaining its current empire and trade monopoly, and transitioning to the rule of Amyntas and his allies.
Military Info: TBD

Nation Application
Name of Nation: The Journeyer's Legion (Mercenary Company)
Flag/Symbol of Nation:
Image

Head of Government: General Stoakuon
Type of Government: Mercenary Company
Government Hierarchy: General Stoakuon commands the entire Legion, which is divided into companies controlled by his lieutenants.
Population: TBD
Religious Views: Formaism
Time Founded: 335 SC
Currency: N/A
History of Nation: They are the remnants of the legions loyal to the queen of Xandos, whose history is detailed in the Murmedon app.
Political Stance of Nation: They are employed by the Kaldean kingdom in exchange for future aid against Prince Amyntas in a war to retake Xandos.
Military Info: TBD
Last edited by Utceforp on Thu Sep 03, 2015 7:00 am, edited 4 times in total.
Signatures are so 2014.

User avatar
Illan
Postmaster-General
 
Posts: 12398
Founded: Aug 25, 2013
Ex-Nation

Postby Illan » Tue Sep 01, 2015 9:54 am

The United Eastern States of Europe wrote:I'll put up a siren app later.

Race/Bestiary Application

Name of Race/Creature: The Selkies (commonly referred to as Silk Skins)
Image or description: They appear as normal humans when in human form. Selkies are outbreeders and known to most humans as Silk Skins. This is due to their unnaturally soft skin and voices.

Origin or Native habitat: Oceans, though they tend to remain close to colder waters. They can venture on land, but rarely go too far from the coast. Without any fixed homes, selkies are most commonly found in tribes. The tribes are nomadic but some selkies have been known to settle on land with human mates. This is because their are only three ways for selkie to repopulate and that's to lie with either fellow selkies, sirens or humans. The tribes are often too small for selkie on selkie relations, so mates are often sought to prevent inbreeding. They often travel unimaginable distances in their lives, making them fairly common sights in deep waters, but very few venture into shallow waters or on land. The lack of a social, economic or class system allows the creatures to do as they please freely, but most packs of selkie have a leader. Packs consist of both selkie and sirens alike.

Biological information: Selkies are natural born swimmers due to their seal anatomy working with their more human parts to increase their speed. The soft skin helps them incomparably swiftness. Selkies and sirens both have a fish heavy diet, so they use their great ability to swim to catch prey and flee from possible threats (which mainly consists of any form of military navy).

They can switch between selkie and human forms, though it is very painful. In order to do so, they must bend, tear and break their lower halves to mimic legs. They are then forced to remove their seal skins, this process can take between 30 minutes to an hour and 30 minutes. The intense pain this causes forces selkies to go on shore only in desperation.
History of Race or Creature: The selkies existence can be tracked as far back as The Red Age, though some believe them to come from even further back.

History still a WIP


They're cute.
Above even The Boss
Feel free to contact me about any fantasy, sci-fi, or otherwise futuristic RPs, especially those involving aliens or other non-humans, especially if it is an original universe/idea. I also enjoy Mass Effect, Fallout, Elder Scrolls, and many other things that transit to roleplays.

User avatar
The United Eastern States of Europe
Minister
 
Posts: 2293
Founded: Aug 26, 2014
Ex-Nation

Postby The United Eastern States of Europe » Tue Sep 01, 2015 9:56 am

Illan wrote:
The United Eastern States of Europe wrote:I'll put up a siren app later.

Race/Bestiary Application

Name of Race/Creature: The Selkies (commonly referred to as Silk Skins)
Image or description: They appear as normal humans when in human form. Selkies are outbreeders and known to most humans as Silk Skins. This is due to their unnaturally soft skin and voices.

Origin or Native habitat: Oceans, though they tend to remain close to colder waters. They can venture on land, but rarely go too far from the coast. Without any fixed homes, selkies are most commonly found in tribes. The tribes are nomadic but some selkies have been known to settle on land with human mates. This is because their are only three ways for selkie to repopulate and that's to lie with either fellow selkies, sirens or humans. The tribes are often too small for selkie on selkie relations, so mates are often sought to prevent inbreeding. They often travel unimaginable distances in their lives, making them fairly common sights in deep waters, but very few venture into shallow waters or on land. The lack of a social, economic or class system allows the creatures to do as they please freely, but most packs of selkie have a leader. Packs consist of both selkie and sirens alike.

Biological information: Selkies are natural born swimmers due to their seal anatomy working with their more human parts to increase their speed. The soft skin helps them incomparably swiftness. Selkies and sirens both have a fish heavy diet, so they use their great ability to swim to catch prey and flee from possible threats (which mainly consists of any form of military navy).

They can switch between selkie and human forms, though it is very painful. In order to do so, they must bend, tear and break their lower halves to mimic legs. They are then forced to remove their seal skins, this process can take between 30 minutes to an hour and 30 minutes. The intense pain this causes forces selkies to go on shore only in desperation.
History of Race or Creature: The selkies existence can be tracked as far back as The Red Age, though some believe them to come from even further back.

History still a WIP


They're cute.

Sweet and deadly :p
Last edited by The United Eastern States of Europe on Tue Sep 01, 2015 10:37 am, edited 1 time in total.
UESEball
Want to be in my factbooks? TG me!
Characters
Proud MemberOf The Diligens League!
UESE Personified
(Kawaii Indo) Indo-Japanese Separatist Districts
(Sexy Sky) Skyline United
(My Sister CC) Castle Crashers
(NBaby who ignores me ;-;) New Babylonia
(Siwwy Sim) Republic of Simonia
(Wuvable Lingy!) Lingria
(SENPAI!!!!) The Germanian States
(Fun Crazy TDC) The Danish Confederacy
(Adorably Radical and Terrificly Super Yandere: A.R.T.S.Y.) Artstotzka IIII
(Oh great bringer of smut, Mistress Xan) Xanama

(2waifu4spoilers) Low Bloods
YOU'RE WELCOME NS!
Embassy
May or may not have a slight obsession with fluffy things…
Proud member of The Anti Democracy League
Pretty much sums me up (theme song).
Fascist and proud!
#blameTISI

User avatar
Caralia
Diplomat
 
Posts: 517
Founded: Apr 20, 2013
Ex-Nation

Postby Caralia » Tue Sep 01, 2015 10:14 am

Nation Application

Name of Nation: The Golem's Garden

Flag/Symbol of Nation: A Giant Mushroom entwined with the Stone Body of a Golem, smiling.

Head of Government: 46c, Primary Unit.

Type of Government: Monarchy

Government Hierarchy: 46c Controls all units of Golems currently active, though several groups have begun to splinter and all of the Golems have found some degree of self awareness and control.
Population: 1 Million Golems of all Shapes and Sizes, 2 Collosi. 3 Million Goblins. 500,000 Trox, (4 Armed Mantid creatures with great size), Approx 2 Million assorted deep races, Duergar, Svirfneblin, Kobolds, Rat-Men, Skum and other such races.

Religious Views: They Worship Vaerina, as a whole, Golems finding their freedom and joy in growing plants and seeing life blossom.
Time Founded: Midway through the Blue age,for the Golem Portion, Midway through the Silver age for the rest.

Currency: Seeds/Eggs/Small Animals. They trade in life. Small purchases are made with new seeds from plants, sparse underground, and large purchases are made with living animals or caged groups of Goblins and Trox.

History of Nation: In times long past, the Sages and the Vanir crafted a small contingent of Golems, practice for the other races. They were discarded afterward, simply test models, into the deepest places underground. Confused and without purpose, they began their work. The Golems replicated themselves, crafting more and more as time went by, gathering material by carving out great halls of stone, ever so slowly advancing towards the surface, and the beckoning call of the Collosi that awaited them. As the Red age passed, they toiled endlessly, planting great, verdant gardens in their halls, building entire aqueducts in order to give water to tiny clusters of pale mushrooms, ever eager to refind the sun. They were led by the units made directly by the Vanir, each one slowly beginning to die out and collapse, until only one remained, 46c, modelled in the shape of Gigantic Human. 46c orderred the mining of the lower areas, breaking into a natural cave system containing a tribe of Goblins.

The Goblins were enslaved, and used as a mining force and labour force. Their ''Enslavement'' could hardly be called as such, they are free to do as they like for 12 hours of the day, the rest usually being used for work. They are allowed freedom and are protected, fed and looked after by their ''masters''. The Golems take a good deal of pleasure from watching the Goblins live, seeing life progress. They enjoy watching them farm the giant mushrooms, often joining them. As time continued on it's endless march, more races from below appeared, including the Trox whom were enslaved, as the Goblins, building a hive in the gigantic stone halls to be parralel to the Goblin slums. More races began to arrive in search of safety and trade, making money by trading the ores mined by the assorted peoples of the Garden for extra food, weapons and a group of well trained Duergar smiths. Slavery is conducted with the races of the underground, though the Golems easily give their slaves a better life than other races.

As ages passed, stability reigned in the fort, the living races happy to continue in their safe existances with the Golems. Then, the Golems struck sky. The first sunlight in all of history breached into the fortress, the Collossi that had called the Golems from far below nodding in success before taking their places to rest, their tasks completed for now. The great gate was built, along with the outer wall. Adventurous young members of the small races were recruited and taken to stand guard on the surface, building two small settlements in the area inside the fort just behind where they stood guard. Plants, trees and seeds were transplanted into the fort, mushrooms especially being made to grow out in the underground area. Massive networks of Mycelia spread across the fort, the seldom used floors covered in mushrooms, growing out into the outside, causing an odd ecosystem to appear, mushrooms growing in the light of day where there used to be trees. With the new life, the Golems are happy. The Golems wait, and the Golems are happy.

Political Stance of Nation: The Golem's Garden desires, as a whole, to build and bring life to prosper and grow throughout the world. They intend to build the world into their great Garden, but first they must secure the ancient halls in which they dwell. As such, they try to keep isolated and hidden, the only way into their kingdom being from below, or through a single, reinforced gate. Outsiders are seldom, if ever, allowed access.

Military Info: The Two Collossi defend the gates, With 4500 military Golems (Divided into ranks known as Eternals, 1st through to 45th) standing guard alongside them for eternity, along with several small ranged battalions of recruited races from the deep, dark below. The surface military dwells on or behind a large stone wall, ever being reinforced by rubble, but newly built. 1000 Military Golems, armed with ranged weapons over melee, sit in small, fortified holdfasts just inside the gateway, firing on anything that reaches the inside. The Soldiers never sleep, and never tire and never need to eat, standing still in thier positions for as long as they must, until they turn to dust. The Collossi stand in silence, unmoving and uncommanded. They activate upon a great battle occuring, their ancient forms rising into life as blood is spilled, before exterminating the attacking side and returning to their slumber. Unofrtunately, they can only activate if a large amount of blood is spilled, meaning any very succesful attacking force would bypass them entirely. 2500 Military Golems march around the inside of the Stone Halls, guarding the walls at the lower edge of the fortress, far underground, or patrolling for intruders, acting as law enforcement in the population of fleshy races.
Last edited by Caralia on Tue Sep 01, 2015 10:15 am, edited 1 time in total.

Next

Advertisement

Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: Rudaslavia

Advertisement

Remove ads