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An Age of Blood and Fire [Medieval/Fantasy RP][REPLACED]

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Tysklandia
Diplomat
 
Posts: 781
Founded: Apr 15, 2015
Ex-Nation

An Age of Blood and Fire [Medieval/Fantasy RP][REPLACED]

Postby Tysklandia » Sat Dec 30, 2017 10:31 am

An Age of Blood and Fire

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INCOMPLETE, WIP
This is the first OOC I post myself. So, if there are any obvious issues, one can PM me for necessary corrections.


The Scholars will have yet to announce a name for the coming age. As dusk approaches the age of sorrows, new hope dawns. Harvests across the grand continent of Alcenia are blooming for the first time in over a century.
Temperatures rise, the people flourish and the armies of civilization once again stand firm against the creatures of the night and shadow. But the scholars know this period of glee and bliss will not last. For with hope, comes ambition and with ambition, comes war.

Premise
A large human empire conquered most of the known world, starting around 600 years ago. Rebellion, civil war and a mysterious wide catastrophy known as the great sundering brought its end, over a century ago, a century known as the age of woes and sorrow.
A century of failed harvests and ill-tempered fantasy monsters erupted from the deep, mysterious forests that dot the continent, destroying and burning most of what remained civilized.
It has been over five decades since this age of woe and sorrow has ended. Nations once more grow and thrive, elves, dwarves and others once more stand as their own rules and humans are left with a world they once ruled and know hates them for it.

In this world, players can craft their own human or fantasy race kingdom, fledging and growing as the first true kingdoms, republics and factions that have come out of the age of woes and sorrow.
Players will then have a chance to craft their own story as their nation struggles to survive against various events and monsters that will spawn across the world. In case of interest, I can add a component for adventuring for players. This is world with many secrets, ancient monsters and many a dungeon or ruin to discover.


Description of the continent (map on its way)
The known world comprises of the continent of Alcenia and the surrounding islands. Beyond these islands lie large oceans none have sailed beyond. Or at the least, none have returned to tell the tale.
To the far west lie the westerwoods, filled with creatures so vile and in such number, that not even the empire at its height could conquer it.
To the north-west lie the great deserts of Barak, little is known of the vast mysterious lands of sand and heat. To the south, lie deep, dark and ancient snow-covered pine forests, going as far as anyone has ever explored. The further one travels in that deep snowy woodland, the more vile and dangerous the beasts one encounters. No sane people have ever settled their.

Alcenia lies surrounded by sea, desert and dangerous forests, a region of relative safety and comfort for the fledging kings and queens that scheme and war for their various ambitions.


History
Nearly a thousand years ago, A human republic arose victorious from a series of petty wars with its envious neighbors.
Empowered by pride and number, their drive for conquest never ceased. Soon enough, their grand republic comprised much of continental lowlands.
This republic, named itself after its capital, The Alcenian Republic, a name later gifted to the continent itself.
Its armies, strong, organized and experienced, cut swathes through the less fortunate or savvy human tribes and petty kingdoms around it.

When this republic ran out territory to conquer, people to enslave, gold to pillage, it had to pay the price for centuries of blood and warfare.
The slave economy collapsed, its people revolted and Alcenia was nearly burned to the ground in bloody civil war and rebellion.
When the fires were doused at the following dawn, the republic was no more and an empire has rose in its wake.
Once more did the grand Alcenian armies march through the continent, seeking conquest, glory, gold and riches for its emperors.
As there were no more human tribes to conquer, the other races were crushed under their heel. The enigmatic elvish could not hope to withstand the endless armies of the Empire and the dwarves could do little more than to hide in their mountains, few others managed to escape the greed and wrath of the Alcenian Emperors.

Their cities shone with gold, marble and wealth beyond imagining and in its shadow, legions of slaves worked and died for the rich, powerful and sickly ambitious of the empire.
All this wealth, this glory, this age of suppression and death ended with the great sundering, little more than a century ago.

Civil war was common in the empire, slave uprisings even more so. All had always been crushed in rivers of blood, eventually. But this time, all would pay for the hubris of Emperor Julian Maximus the third.
No one know the true story, no books or fair account of those final days still exist. Only stories, legends and bardic songs remind people of the harsh days of the great sundering.
The gates of the great Imperial wall around the Alacinian capital closed shut and all that approached died by an unnatural curse, weaved by the grand magisters of the emperor. Winter followed spring, harvests failed, armies starved and healthy children died at birth, in the arms of their weeping mothers.

It is said fire rain from the skies and half beast, half demon creatures erupted from the westerwoods, murdering and pillaging across the lands of the collapsing empire.
Legends say this was an age of woe and sorrow. Where one would go to sleep, only to wake and see his children taken with only a strange trail, leading into the darkness.

It is said this period lasted for over century, a century were the empire fell, but any warlord attempting to rise from its shadow, swallowed by the age of sorrows.
It has been nearly fifty years, since the climate has improved, since the monsters in the woods have been kept at bay and none remember the last raid of the beasts of the westerlands.
Kings and heroes have risen, ready to claim the future, Ready to claim a new age of hope and glory...


Religion, gods and their relation to magic
My concept is rather simple. Gods are tangible, actual entities in this world and can, in extremly rare instances, be willing for direct communication. A god is born, sustained and empowered by prayer and acts of worship, those being in his nature ofcours more effective than other means.

Per example, if a tribe has a belief of a spirit god that watches over the forest and they have this belief for centuries and during those centuries they pray, sacrifice and perform ritual worship for this spirit, this spirit will actually be born. It will live and exist on a different plane of existence, althought the "barrier" between their plane and ours is thin, call it a veil if you will.

This Spirit will have a will of its own, but the nature of the rituals, prayer and the collective belief, present and past, define the nature of said god. So a god of valor and war, will enjoy violence, he will hate acts of dishonor, etc, etc. They are pure and rather childish in this regard as they are mostly onedimensional beings, although with age, they can become wise and more nuanced.

The downside is that older gods will rarely intervene of even bless mortals, even though nuance and forgiveness by these powerful entities is earned with age, they also become more picky with their followers. Younger gods, more eager to grow stronger, will present blessings more easily in the hope to promote more belief and worship, earning him more power.

So, quick and dirty, belief creates god, more belief makes god stronger, god can bless mortals who believe in him.

Blessings are varied and simple. Weras magic users are rare and precious, clerics and priests gifted with the power of their gods are less rare.
These blessings are however mostly simple, fortitude, luck, better health, small charms that in the hands of the truly faithful, make their lives a bit easier.

True, powerful blessings however, are difficult for even a god to grant. For to breach the veil, much power must be dispensed. So a god blessing a warrior with extra fortitude, to the point where it makes a true difference, the god, no matter which one, will make sure the individual is worth it. And considering gods are rather simplistic in nature, no matter if they are a god of health, benevolence, harvest or sunshine and rainbows, they will only gift such blessings to those who devote their utter lives to the worship and appeasement of that godly entity.

So true warrior clerics, paladins or even healing monks, bestowed by healing powers by a god of benevolence, per example, are also rare.
(In clear terms: Don't put thousands in your armies)

The Imperial Pantheon is the only predefined godly entity present in the game. These gods are also referred to as the fallen. Since and during the age of woes and sorrow, their have been rumors that not even the most devout priests, weeping upon the statues of the great gods have recieved a sign that they still live. Some believe that the age of woe and sundering has killed even the gods of yore.

The Alcenian Pantheon


Kav, God of Valor and War: The God Kav is one of the oldest in the Imperial Pantheon. Prizing martial prowess, bravery, and honor above all else, Kav's priesthood includes relatively few mages. The majority of his priests focus on learning how to fight instead of learning how to cast spells.

Quhena, Goddess of Love: The Goddess of love and passion, Quhena's domain crosses into passion of all sorts.

Sodos, God of Wine: The God of celebration and inebriation, Sodos' worshippers have garnered a negative reputation for themselves in most places since the fall of the Empire. Most Sodos worshipers are more concerned with worldly pleasure than affairs of the world - a very important distinction to make when the world as you know it is collapsing.

Odum, God of Order: Odum, the god of law and order, has traditionally been invoked by both the Alcenian legion and courts of law. Odum is traditionally opposed to disorder and other giving races a seat at the table as Odum teaches that any kind of disunity, even something as simple as a difference in race, sows chaos.

Tilmus, God of Death: Also called the Shephard of Souls, Tilmus is traditionally a protector of the dead and of the souls of the buried. Tilmus' priesthood traditionally oppose any disrespect of the dead as well as the living. His priesthood also frequently dedicate themselves to healing the sick or wounded: Tilmus doesn't want more people to die, he simply accepts that death is inevitable.

Cyhrena, Goddess of Wisdom: Goddess of Wisdom and military strategy, Cyhrena is a patron of magicians and organized militaries alike. Cyhrena states that decisions should be thoroughly thought out with backup plans for any possible consequences.

Auria, Goddess of Scholarship: Goddess of Scholarship and Magic, Auria is a popular patron of mages and scholars alike. Auria is a proponent of thorough study, preciseness, and caution in magic and life alike.


Guidelines
*One runs with medieval era, mid or late level populations, perhaps enlarged just a smidge. One would start as perhaps as England sized chunk of land, this will become an age of war, diplomacy and ambition.
Nobody will start with an empire, one will need to craft one if he desires it.

*Armies are preferable somewhat medieval sized, perhaps somewhat larger, for a more Lord of the Rings sized battlefield, filled with thousands of soldiers at each side for major major field battles, but not much more, for narrative sake, one can assume the army number you list isn’t definitive to the single soldier, but rather the army you can deploy.
No need to include every squire, possible levied peasant or gate guard.

*Armies are built in a balanced way. If one simply includes every medieval weapon of mass destruction as his main fielded wielded weapons, referring to longbows and composite bows here,
You will need a good narrative reason for it and I will likely talk to you to balance out your listed weapons, type of army, etc.
In the fantasy sense, this includes having gryphon knights, mages that can wipe out hundreds of men, etc, etc.
These things are allowed, but combinations of longbowmen, heavily organized men at arms, mounted gryphon lancers, horse archer cavalry coupled with an experienced officer corps, are things I do not want to see.
One builds a balanced army with fantasy medieval pro's and con's. One that players can use to interact in interesting ways.

*Magic Is limited to one could say Dungeons and dragons level 8 spells or so. This includes fireballs, lightning, illusions, invisibility and all the nice, cool wacky stuff,
but you don't get to burn entire armies to the ground. Magic needs conduits (staffs, wands, spell books, etc), expensive and rare reagents to perform and in the age of sorrows, all the Imperial knowledge of magic was lost, so Finding spells, teachers or even magic capable individuals is a rare and priceless thing, even for a king. It should be noted that many common folk despise the mage caste, for the legends of the age of sorrows claim that they are responsible.

*The size of army you can field and the actions you can perform without response from the outside world at large, depends largely about how you depict your nation. Build your nation as a horde, a republic, a tribe, a feudal kingdom or whatever else, but each of these have different strengths and weaknesses. one can raise larger armies, one can field mercenaries and has more coin, etc, etc. Be creative, but stick by your chosen background and roleplay to make it fit.

*If desired, I can create world-wide or regional based events (Orc/beast hordes, dragon sightings, necromancer lords, ancient Imperial tomb filled with gold and artifacts, etc, etc.) for players to Interact without immediately invading eachothers lands and territories.

*Technology is mid to late medieval in general. If one desires funky stuff, such as per example dwarven engineering being somewhat superior, ensure balance in the race or nation you chose. A race that is superior in every way is simply boring to play and to play against.

*certain 'evil' fantasy races are not allowed to be player races, such as centaurs and orcs, unless you really want to play as a stereotypical raider/war driven civilization.

*This list can be redacted, changed or expanded upon when applicable.


Applications

Delete the comments in brackets when apping.
Name of Faction:
(Kingdom, republic, tribe, etc)
Ruler:
(Name, race, short description)
Description of Government:
Government Type:
Sigil/Emblem:
Population:
Military number :
Military outline :
(General listing of the types of troops involved. If large, please put in spoiler)
Languages:
(For simplicities sake, all nations have at least basic knowledge of the Imperial language spoken primarily by humans.)
History:
Religion:
(Leave empty for now)
Races:
(If not human, at least a vague description is advised.):
Capital City:
Land Controlled:
(Can be filled in after map is live)
Allies:
Enemies:
(Historical enemies and allies story wise, per example the humans are considered the enemy because of the actions of the empire, etc, etc)



My Factions

Name of Faction: The Republic of Vindelicorum
Also known as The 2nd Alcenian Republic, the remenant, the city of marble, The Jewel of the North, etc
Ruler: The Vindelicorum senate, composed entirely of human generals, wealthy merchant, landowners and professional politicians and influential members of society.
Description of Government:
A roman style republic. Wealthy land owners, military leaders, crafts guild leaders, religious leaders, civil leaders and all kinds of others with enough influence seat in the republican senate that deals with laws, matters of the realm and allowing military action. During a war, a military leader is elected temporarily to lead the republic through the war effort.

A constitution dictates that the levels of the state. The rights and duties of a citizen and the moral and goals of the republic. It is considered a near holy document and seen as a sign of superiority of the Alacenian people and the republic itself.

Government Type: Republic
Sigil/Emblem:
Population: 1 250 000

Military number : The Republic holds 2 legions in use and it struggles to do so. The total number of these soldiers number 12 thousand. Due to the nature of the republic, it is difficult to raise levies in an easy way. Several hundred serve in smaller cohorts, not attached to either legion. These 100 man units can protect villages, arrange patrols, etc.

Citizen militia can be formed, but this is very difficult to do so on offensive campaigns, The strength, means and number of these militia depend on the time Vindelicorum has to levy, train and equip these men. But even in the best of circumstances, these men are not hardened men of war.

Navy:

Vindelicorum, outside of the wealth and history of the city is known for two things. Its legions and its fleet. For as the age of woes came to pass, Vindelicorum allways held one great advantage, the vast, sprawling dockyards of the city. Even though the age of woes had ensured it fell it disrepair, its secrets, knowledge and techniques remained. As such, Vindelicorum has the means to build the vast warships of a begone Imperial age. Even though the city can hardly afford a fleet of proper size, its warships patrol the coasts around Vindelicorum and protect the precious trade routes that keep its markets fed.

Military outline :
TL:DR: * Legionary system, organised military * Service of a single dragon, if the republic can afford its price. * A strong, sizeable navy *The republic is a well rounded and dangerous foe, although its weakness is its economy. As it needs the money of its taxes and trade to feed the ever hungry mouth of its legions.

The republic functions on a reformed Alacenian legionairy system. The military consists of citizenry fighting for a steady pay and a portion of any war loot gained during a campaign. Serving atleast a few years in the legion is almost a neccesity for the higher social classes. Becomming influential inside Vindelicorian society without being able about legionairy service or other, efforts for the common good of the 2nd republic, is very difficult.

* A legion is an organised, fixed army unit. Characterised by heavy infantry, shield walls with sword and spear, archers, skirmishers and a small cavalry detachement. It's own, dedicated scouts , pioneers, officer structure, etc. One of the things that made the Empire great, was the mobility, self sustaining nature of its armies. Well disciplined, well organised and unit cohesion like no other army could boast. The issue with such a system is its expense. Such an army needs constant training and it difficult to deploy in sections. As such, the army of Vindelicorum is well equiped, extremly well trained and very dangerous on the battlefield. But it is expensive, even for a wealthy city such as vindelicorum. So even though vindelicorum might dream of the legions of a begone age, such things are still dreams.

* The Alacenian Imperial banner was that a dragon, spread wings, breathing fire upon its enemies. This was because the service dragons, although rare, was not unknown in the Empire. Most dragons care for wealth glory and admiration. Things in good supply in the golden days of the Empire. It is said their were lairs of pure gold in the capital of the empire, were dragons were pampered and emperors themselves would come grovel for their aid in the petty wars of humans.

Vindelicorum has little of such wealth to offer, so to find the dragons of yore, to have them fight for the republic, is a difficult and dangerous task. But one, Gromgardun, returned to Vindelicorum over a decade ago, having searched the world for a place that could offer it the life, the empire had and finding nothing to his liking. So Gromgardun had settled in the ancient, and empty dragon aviaries of Vindelicorum, finding comfort and luxury and perhaps, should the senate offer him an interesting reward, he would once again know the thrill of glory and blood.

Languages: Imperial

History:

The port city of vindelicorum was a vast,sprawling Metropolis that during the height of the empire, ensured the bulk of its civilian and military ship production, due to its location in the trade routes and access to relevant resources. Due to this, it became, through the centuries, a vast center of trade and culture.

During the long fall of the Empire, before the age of woes, Vindelicorum was quickly left to fend for itself. The legions tasked with defending it, selfishly recalled to defend the capital. During the decades leading up to the age of sorrow, it had to levy its own armies, build its own fleets and when the orcs came down the mountains, their was no news from the capital for years as the city remained besieged from all sides.

When the 3rd legion carved its way through the orcish hordes, blooded and tired, to reach the gates of Vindelicorum, the governour, fat, lazy and selfish demanded they protect him and return him to the capital where he would be safe. The legate, Geralt Litvan, cut off his head in front on the crowds that came to cheer on their saviors. The 3rd legion had come to Vindelicorum, because it was the only Imperial city, left standing. The only beacon of Alcenian power that remained. The capital city of Alcenia had shut its gates and 4 legions had fought to last in front of its gates and orcs and horselords craved for the glory found behind those walls. The greatest price of the continent. Litvan had seen the other legions beg at the gates to be let inside, guessing that the Mad emperor would never grant them safety, he took his legion to Vindelicorum, fought his way through leagues of chaos, hordes and raiding bands to reach the city in the hope to find it standing.

As the headless body of the governour fell to his feet, Geralt raised his bloodied sword and yelled out for all to hear. He declared the empire dead, once and for all. And on that day, the 2nd Alcenian republic was born.

When the 2rd republic was announced, Geralt his legion continued to fight to keep the city safe as the age of sorrow began. Thousands died of famine, disease and worse. But they held strong and now the city of Alcenia still stand at the dawn of the coming age. Ready to carve out a new future.

For the decades since the empirial fall, the republic has struggled not only to remain alive, but to thrive. Througout all of this, the republic turned harshly to Imperial history and blamed much of the failures on their empire. Decadence, worship of gods deemed immoral and dangerous, frivilous of the magic and the dark arts, all of this caused the collapse of their once great empire. Mages where corralled, many killed, the remainder raised and indoctrinated from birth to serve the republic, both to protect the people of the republic and themselves. It's armies where reformed and strenghtened and held time and time again against thethe enemy at the gates.


Religion:
The Imperial Pantheon, slightly reformed.
Races:
Primarily Imperial human. A culture and race defined by ambition and intelligence, a dangerous combination.
Capital City: The port city of Vindelicorum
Land Controlled:
(Can be filled in after map is live)

Allies:
Enemies: Orcish tribes near Vindelicorum


Name of Faction: The dominion (The Dominion of Kal'Erundir)
Ruler: High King Thurion Smidr, "The builder"
An old, stern and prideful dwarf, patient and of legendary status within the dominion of Kal'erundir.
Description of Government:
The high king holds his seat with the responsibility to uphold the ever expanding sets of laws and honor guidelines that define the culture and nation of the dominion. He holds sway over his dwarven hold and its people and the other dwarven cities stand as his vassals under oath. His power is primarily curtailed by the nature of his council, composed of the heads of all the major clans.
Should the high king act in a way that crosses too heavily with the clans agenda or simply dwarvish honor in general, he stands to be challanged to a holmgang and be dethroned by any dwarf slighted enough to attempt such a thing.
Government Type: Autocracy with strong, influential advisory council
Sigil/Emblem:
A long blue banner, centered with a golden anvil, crossed with an axe and hammer. This to symbolise dwarvish strength and Industry. a Buschel is arrayed directly behind the anvil, symbolising the alliance with the dalish.
Population: 430 000
Military number : 8000 well equiped and trained dwarves, divided into regiments
Military outline :
WIP

TL:DR *Dwarven crafted armor and weapons made the dwarven guard of Kal'Erundir beasts of close combat. * Outside of crossbowmen and dawi engineering the dawi of Kal'Erundir lack other well trained military options, such as cavalry and skirmishers.

The dwarven guard of Kal'Erundir has not seen a single year of peace since the age of woes began. The great underground roads fell under an endless horde of orc and goblin filth. year after year, this threat came closer and closer to the underground vaults of the city. Reforms, new weapons, new armor, better training, fervor, honor, glory... Despair has given into fantatisicm and the dwarves of Kal'Erundir fight to the death against the greenskin horde that does not cease.

Endless fighting against the ill-equiped and irregulair orc and goblin hordes have ensured that Erundir encases its warriors in the best plate armor the world has ever seen, perfectly fitted for every soldier as only dwarven smiths can craft. The dawi of Kal'Erundir have fought in the innumerable tunnels under and around the city for decades, glad in full plate mail and armed with war-axe and battle-hammer, few could stand against a dawi of Kal'Erundir in a fair fight and live to tell the tale.

The dwarves of Kal'Erundir work in regimented nature, arranged in small groups of a hundred dwarves, such a thing being a neccesary when the orcs can appear from any direction, any tunnel at any time. Having the ability to deploy men in reserve to deal with any threat as it appears, being neccesary for the dwarves of Kal'Erundir.

Even with this organised and effective military system, the dawi would not survive without their enginuity. Kal'Erundir has become a veritable fortress, from above and from below.


Languages: Dwarven and Imperial
History:

WIP

Religion:
Dwarven polytheism, centered around the following gods, other, minor gods exist in the pantheon.
Tharak, the god of smiths and crafts
Kran, god of Honor and glory
Durun, the youngest god, one of vengeance. Said to be born during the age of woes, when Kal'Erundir had its darkest hour.
Races:
The dwarves of Kal'Erundir
Capital City: Kal'Erundir. A vast underground city, holding a vast portion of the economy, riches and people of Kal'Erundir and by proxy, the Dominion itself
Land Controlled:
Allies:
Enemies: Orcs, greenskins and Human raiders and pillagers.



races in game:
Racial Advantages:

Metal affinity - Dwarves universally excel at metal working, whether mining, forging, or crafting. Dwarven craftwork is well known and prized throughout the realm

Dwarven toughness (*)- Dwarves are inherently tough and their short bulky build with strong bones and muscle mass ensures they are a hardy people. Their lungs and bodies have adapted to their underground cities, allowing them to survive and thrive underground with little air or light.

Specialized - While it is more difficult for a dwarf to learn new things, they become exceptionally adept at the things they focus on, among other things this means that dwarves who are not trained for the military, while experts of their chosen craft, are more difficult to draft and train. On the other hand dwarves trained specifically for combat are all quite competant and disciplined soldiers.

Magic resistant - They have a natural resistance to magic, their bodies attempting to reject any magical tomfoolery that mages attempt on them. This however also makes them deaf to it, unable to often sense or see the most obviouse forms of magic around them, relying on runecraft and other forms of natural countermeasures to warn and protect them from the worst of magi.

Loyal and steady - dwarves where known to be proper mercenaries in the time of the empire. Dwarven pike infantry and the like was unbribable and held the line. Dwarves refuse to be known as cheats and cowards, their pride won't allow it, so they will often fight and continue to fight, even against horrid odds.

Racial Disadvantages:

Short build - while their thick muscles mean that they are no weaker than their taller human counterparts, their short stature means that dwarves are universally slower than humans. this short stature and proportions also keeps them from using faster mounts such as horses ensuring that the speed disadvantage is not easily overcome.

Low reproduction - offsetting their long lifespans dwarf children are rare and take a long time to develop meaning that it takes longer for them to replenish any losses in manpower.

Arrogant - Dwarves are notoriously difficult to convince of anything and they are easily provoked to anger especially if someone implies that they are inferior. as a race they are convinced that they are just as good as any other and that nobody could be better craftsman or soldiers despite evidence to the contrary.

Distrustful
The dwarves of Erundir have had many betrayals in the past. Of trusted allies and friends, which caused great calamities upon their nation. In their hour of need, even the empire turned their back on them. This means that the dwarves are slow to trust, let alone to put their survival in the hands of another...

Immutable - Dwarves are not just slow to move around, they are also slow to adapt. They have a long view of things and will often stubbornly cling to tactics or practices even after they have been proven obsolete. They also cling to impressions long after they remained relevant meaning that animosity can remain for years after it rationally should have ended.

Can't swim - due to their physiology Dwarves are incapable of swimming unaided.

Defining Features:
Their are short, ranging from 1.20 m to 1.40 meters in height, the height of the average human child.
Their low center of gravity and densely packed musscle mass ensures they are stronger than most races twice their size, this also means they are incapable of swimming.
Beards are nearly allways a show of both wealth, health and social standing for male dwarves, females braid and don hairstyles in a similair extravagant manner.


Humans were the most common race in the known world for centuries. Famous for their intelligence and tactical ability, the human-dominated Empire of Alacena eventually conquered most of the known world, subjugating humans and other races alike.

Head for Warfare - Men of the Empire have developed many of the most sophisticated military tactics in the world, using them again and again in broad military campaigns. Their ability to effectively carry out formations and general tactical planning are among the greatest in the known world, if not the greatest.

Racial Disadvantages: Universally hated (many if not all, hate the human factions for the actions of their empire and the age of woes. Wether they be responsible of not.
Men are ambitious to the point where many work for their own gain and not for that

Age: Humans are considered to reach maturity anywhere between 16 and 18 depending on the culture and typically live between 60-70 years.

Defining Features: Males stand at an average of 5'6" while females stand at an average of 5'2". Humans have two arms, two legs, and are mostly hairless except for a patch of hair on the top of their heads which can grow to be very long and eyebrows. Human males are capable of growing facial hair.
Last edited by Tysklandia on Sat Jan 13, 2018 9:55 am, edited 5 times in total.

User avatar
Novas Arcanum
Negotiator
 
Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Sat Dec 30, 2017 10:52 am

This looks good, could you reserve me a decently sized island so that I can play a naval based country?

User avatar
Tysklandia
Diplomat
 
Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Sat Dec 30, 2017 11:17 am

Novas Arcanum wrote:This looks good, could you reserve me a decently sized island so that I can play a naval based country?


Can easily be done.

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Spindle
Senator
 
Posts: 4542
Founded: Aug 04, 2015
Ex-Nation

Postby Spindle » Sun Dec 31, 2017 3:09 am

I'll give this a tiggity taggity.
Disclaimer: Nothing said here is the product of a rational mind.
So...apparently I'm a decent writer. Um...wait, what?
Relativity, nukes in space, nukes in atmosphere, LASERs, MASERs, kinetic weapons, missile and kinetic CIWS, impactors and centripital force.

And, of course, for anything at all, you can always go here.

User avatar
Novas Arcanum
Negotiator
 
Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Sun Dec 31, 2017 2:02 pm

Name of Faction: Kingdom of Westoria
Ruler: King Maven of House Draco
Government Type: Feudal Monarchy
Description of Government:
The Crown: Westoria is a loose affiliation of fiefs ruled by lords who swear fealty to the King.The king theoretically acts as sovereign and has to power to bestow and take fiefs from his vassals, giving an illusion that he holds supreme power. In truth, the king relies on his lords far more than they depend on him and numerous wars over the powers of the king have proven to be a reminder of that.The lords have a considerable degree of independence indeed the fiefs almost being kingdoms in their own right.
Sigil/Emblem:
Image

Population:3,600,000
Military number: 7,300 troops
Military outline: The Kingdom is mainly geared towards defense, relying on its navy and heavily equipped and hardy militias raised by the various lords of the island.Westoria is adept at defending the waters encompassing her,and the farms, swamps, and forests that make up her landscape.

Navy
Made primarily of 10 warcogs, these ships are quick, and light has a feather able to navigate the stormy waters of the Sea of Song.Sharpshooters stand on deck ready to rain death on those who stand in their way.


Militia
Westorian Sharpshooter: Skilled and well trained, armed with a crossbow, blade and broad shield the sharpshooter is a class of archer able to shoot further, faster and more accurately than most archers.Unlike in other militaries, this type of troop is drawn primarily from the commoner class. Sharpshooters are adept at operating in heavily forested areas native to their homeland.

Westorian Spearman: Highly effective against cavalry units the Spearman is armed with gaives and war-hammers, giving them an edge in both offensive and defensive engagements. Equipped with broad shields that offer protection from volleys of arrows.



(General listing of the types of troops involved. If large, please put in spoiler)
Languages: High Westorian (Mixture of Imperial and Old Westorian)
History:
Image
The Spire


Humans had settled Westoria over 30,000 thousand years ago when the island was connected to the mainland, by a massive landbridge.About 15,000 years ago a great flood submerged the land bridge killing thousands and trapping the Westorians on the island.Ancient sagas tell of a divine war waged between the gods, but scholars have no idea what truly transpired.Afterwards magic continued to flourish on the island giants roamed the earth, dragons ruled the skies and faeries and nature spirits ruled the wilds, and men cowered in fear. Like all things however magic slowly waned from the land and men became the dominant force has the giants and dragons died out, and the faeries and nature spirits retreated to their forests and into obscurity.Afterwards, the Westorians would construct huge monolithic structures to their gods. The druids, rulers and high priests of the land, wielded powerful nature magicks and routinely engaged in cannibalism and ritual sacrifice to appease their bloodthirsty deities leading to a violent revolt led by an unknown but heroic tribal king.After the druids where destroyed, the island knew peace for a short while but has time passed on the land would soon find itself ravaged by war once more.The various tribes soon descended into chaos and fought each for what seemed an eternity. Several successive invasions of the warlike Meridian people shaped the very spirit of the island, each invading wave becoming a piece of fabric to the ever-growing tapestry that is Westorian culture.By the time the Alcenians had arrived Westoria was a wild swamp made up of hundreds of tribal factions.

Image
City of Dorlant


The emperors of Alcenia would find Westoria a problematic land to conquer.For unlike the other provinces, Westoria was an obscure island on the periphery of the Empire which meant that soldiers had to be shipped across the sea, and the cost of feeding and paying the men proved to be expensive.Thus rather than conquering the Westoria outright they instead played the long game, using trade and diplomacy to build their influence in preparation for invasion. Fortunately, for the Alcenians, the disparate tribes of Westoria despised each other as much as they did the Alcenians and where all too eager to aid the Alcenians if it meant defeating their own rivals.Thus the Alcenians utilizing divide and conquer pitted the tribes against each other gaining more and more influence on the island while weakening them for the final blow.In time two powerful kingdoms developed Brettoni and Bellona, with Brettoni having the backing of the Empire. Has more legions where sent to the prop up their puppet state an Orcish slave girl known as Mazoga would escape her imprisonment and flee to the Acheni Tribe.Mazoga was at first viewed with distrust, but her prowess as a warrior was recognized when the Alcenians launched a surprise attack, and she rallied the tribesmen to destroy them.She proved ambitious, and her sharp tongue was vital when she led a coup and deposed the weak King Ælfræd becoming Orcasi Queen of the Acheni.

Mazago would rally the Acheni and lead a bloody rebellion against Alcenian rule, entire cities were destroyed, and slaves set free, has Mazoga the Liberator cut a vast swath across the island slaying over 35,000 people and destroying both Brettoni and Bellona.The Empire frightened over it's weakening grip over the island proclaimed Westoria an imperial province and assumed direct rule over the land.Legions where dispatched to crush the rebellion but they would soon find it difficult to contain, tens of thousands more were killed, but the relentlessness of the Alcenians proved unstoppable.In a battle near Dorlant Mazoga was defeated and executed, ending the rebellion and reinstating Alcenian domination.The entire Acheni tribe was destroyed, and thousands of rebels would be enslaved, but Mazoga would forever be remembered as both a hero and martyr.Afterwards, the Alcenians would find cities such has Dorlant, Lancaster, and Davenport. A new golden age would dawn on Westoria has civilization prospered under Alcenian rule. Bathhouses, roads, and aqueducts would be the constructed, with peace and stability blessing the island for years to come.Little did Westoria know of the nightmares to plague their island in the future...

Image
Ruins of Lancaster

Has the Empire collapsed under its own hubris, the troops stationed in Westoria would be pulled back to defend more vital positions leaving the Westorians to fight for themselves.Afterwards, a long winter gripped the land destroying crops and causing severe famine and plague.Demons, witches,gwyllgi, and nuckalvee roamed the downtrodden roads and ruined cities bringing blight, disasters, and floods.The population plummeted has countless souls perished, and it seemed mankind was to become the very dust that laid beneath their feet.Fortunately, the disasters would cease, spring returned and with it the ability to farm the land once more.The horrors of this age would haunt Westoria for all time, but it seemed that the worst of the nightmares were over, and the Westorians could now look to the future while those of ambition would look at this as an opportunity to claim power for themselves.

Image
Battle of Ironheart

After Westoria had recovered from the apocalypse, the island was once more divided into the numerous tribal factions before the Alcenians arrived. All the warlords of Westoria claimed to be the rightful heirs of the Alcenian emperors and used that as a basis to rule the land.Thus Westoria was plunged into civil war.However an ambitious young noble known has Hildræd Draco, would stand out against the feuding warlords and propel House Draco to the become rulers of the island.A brilliant strategist Hildræd would use cunning, intrigue, and diplomacy to defeat the other lords and claim the throne for himself.The lords of Westoria would swear fealty to him and King Hildræd would rule the land with a iron fist. While his rule would bring peace and prosperity to a kingdom in desperate need of it,his reign would soon come to an end. After fighting a short skirmish with a rebellious lord he became horribly ill.Dying on his bed with his last breath he made his young son Maven of sixteen years old the new King of Westoria.The lords of the land quickly swore fealty to him but shortly after began plotting against him, perceiving his youth has a weakness.Heavy is the head that wears the crown, King Maven surrounded by enemies must navigate the plots against his life, all while protecting the kingdom from interlopers outside and agents within.


Religion:
(Leave empty for now)
Races: 98 % Human,1 % Elven,.5 % Dwarve,.5% Orc

Capital City: Dorlant
Land Controlled:
(Can be filled in after map is live)
Allies: None
Enemies: Historically the Orcs, who the Westorians view as bloodthirsty savages.
Last edited by Novas Arcanum on Tue Jan 02, 2018 9:22 am, edited 4 times in total.

User avatar
Dernland
Ambassador
 
Posts: 1713
Founded: Jul 15, 2014
Ex-Nation

Postby Dernland » Sun Dec 31, 2017 8:24 pm

Name of Faction: The Free Elven Houses (colloquially known as The Houses by themselves, or 'those damn knife ears' by humans)

Ruler: Taur Egledhrim "King of the Exiles" Meranor Ellanan

Description of Government: Any landed Noble within the houses can be granted the title of Ruler, and they have several additional duties on top of their own responsibilities to their lands and houses. They hold the position of Marshall, leading the Elven armies in war. They also oversee the inter-kingdom diplomacy that must inevitably occur, even among such an isolated nation. The Taur Egledhrim has many other duties that will not be stated here, as they are mostly ceremonial in nature and usually involve feasts, rituals, and celebrations throughout the year.

No lands come with the title, as it holds claim to the Elvish Heartlands in the Westerwoods, from a time beyond reckoning, before a madness came upon the forest and drove the Elves from their home.

Government Type: Elective Feudal Monarchy.

Sigil/Emblem: The individual houses do not have their own banners, distinguished only by Family specific Runes that adorn their Tabards, shields, and weapons. The Kingdom itself has a banner that is flown only during times of war, carried with the armies.

Image


Population: 764,329

Military number : Maximum is 50,900, however, that is only when full armies are levied. Professional standing army sits at around 13,000, divided among the lands and houses, varying based on size of the land in question.

Military outline : The standard levied infantryman is a pikeman, as they are easy to train and equip and counter the heavy cavalry used by many rival kingdoms. Pikemen carry a long pike (obviously), and generally wear padded gambesons for armor, with the occasional man having a gorget or hood of mail. The level of equipment that the levies posses is dependent largely upon the wealth of their Lord. The professional army contains spearmen, more well equipped than the levies of course, often bought with their own money. Their spears are shorter and they carry shields.

Levy longbowmen are the Elves only available massed fire bowmen. They wear little to no armor and have cudgels and axes to defend themselves should they have the misfortune of being caught in melee.

The professional army contains large numbers of versatile Thalion, which use bows and a variety of melee weapons. They are equipped with plated-mail. Their melee weapons include Longswords, Warhammers, Pernachs, halberds, and swordstaves.

The only form of cavalry that the Elves possess are mounted Thalion, which serve as light skirmisher cavalry. They have no shock cavalry.

The Elven shock infantry wear medium plate armor based off of ancient, pre-occupation designs, (think Tolkien Noldor armor, for obvious reasons). They use shields alongside warhammers, pernachs, and other anti-armor weapons, with arming-swords as sidearms should something happen to their main weapons.


Languages: Imperial, 'Slave Elvish' (an amalgamation of older dialects that came about as the common elvish tongue as their service to the Humans continued.


History: WIP

Religion: Will wait for the official religion to be posted.

Races: 78% Elven, 22% Half-Elven or part-Elven

Racial Description: They are, in most ways, identical to humans in terms of stature and strength. Elves are commonly very attractive specimens in terms of human desires. Their men are on the whole, handsome, their women, beautiful. This led to them being used as household servants by the Human Empire, where their beautiful features could be flaunted to guests. Before they were conquered the Elves had a higher percentage of mages than other races, though this trait was bred out by their masters, leaving a modern mage elf a rare occurrence even by the world's standards.

Capital City: Anderion

Land Controlled:

(Can be filled in after map is live)
Allies: Some human factions were friendlier than others, these can be any players that wish that to be part of their backstories.

Enemies: Most human Kingdoms, especially those that still enslave or mistreat Elves.
I am a Mormon

I have no wives
I love jello


I don't hate homosexuals
Potatoes are a staple of my diet, but only because my family's Irish


I'm not rich.


TG me any more stereotypes and I'll see if they fit.

User avatar
Tysklandia
Diplomat
 
Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Mon Jan 01, 2018 1:31 pm

I have recovered from new year celebrations and am able to formulate sentences again.
I should be able to complete the application form and dig up the full map tommorow night (GMT).
Happy newyear!

User avatar
Darksworth
Envoy
 
Posts: 316
Founded: Nov 10, 2017
Ex-Nation

Postby Darksworth » Mon Jan 01, 2018 2:10 pm

Name of Faction:
The Kingdom of Zathrak, simply known as "The Kingdom at the South"
Ruler:
King Kalisto Anzharas
Image
Race: Half-Dark Elf/Half-Human
The seemingly macabre and hard-lined "King" of Zathrak, ruling the nation with both the aspects of a benevolent leader and a ruthless executioner. Despite his appearance and decrepit outlook, he is actually a light-hearted and friendly man, albeit with a twisted humour and apathetic personality.

And he could even be considered as "immature", despite his position and abilities.

Description of Government:
The Kingdom's government is simple, the king rules and all his words are to be laws, while the people follows and provides for the nation and for each other. A hunter-gatherer society would be the best comparative, while they can also be classified as a tribal but a feudal nation.

There is no official "queen", as the king title is only for symbolism and civil appearance to the other nations. There are other officials in the kingdom though, elected by their abilities and merit, with the majority of the populace and the king giving approval. Although said positions are very basic and nothing fancy of the sorts and are used as to better organize the kingdom while the King macro-manages the over-all embodiement of the nation.

Government Type: Meritocratic Despotism
Sigil/Emblem:
Image
Image
Population: 524,000
Languages:
    ~Imperial Human Language
    ~Simplified Elven
    ~Hunterspeak
History:
Once all hell broke loose, when the society of civilized ordeals fell, when the empire of the humanoids could sustain it no longer. Everything went into chaos.

The citizens of the once glorious Human empire dispersed to their own paths of safety and solitude, as was documented in the ancient scrolls. Most of the sensible ones fled to the country-sides and rural areas while others became their own countries, taking advantage of the cesspool of disorganization and anarchy in the void of the fallen super-state.

There were however, the ones that went to the South instead. To the snowy pine-forests where monsters and creatures of all aspects are said to flourish, to the south where nightmares manifest themselves. These nomadic group composing of families of Elves, Humans and other of the similar-kin seeked shelter and refuge to the place where no sane person would ever settle into. And because of this, they were often mysticized and mocked at. With the perspective that the people that took their homes to the South are crazy and outlandish-minded people, with the expectations that they wouldn't survive when the beasts beyond and in the snowy pines begins to knock.

But to everyone's surprise, the nomads of various families and race that has settled in the South has prevailed, and even established a society. They weren't mauled to extinction or taken by a rabid infection, they managed to survive under the grueling circumstances of living so near the edge of decrepit danger. They manage to adapt and overcome the situation presented before themselves, a truly remarkable turn of events. But instead of being congratulated or even welcomed back to society, the general populace began treating them as outcasts. As if they were an entirely different race, although no one could blame them. Since most of the current citizens of Zathrak has a visible feeling of difference, as if the cold and unforgiving catalyst of the Southern pine-forests has given them a common trait. With said trait being the morbidly pale skin and almost white-eyes, with many sages and scholars attributing it to the "South's curse". An alienating feature once the collapse of the Human empire has now ended, giving way to the new era of sovereign inception of various nations.

Nonetheless, this was the beginning of the Kingdom of Zathrak, the founding of a nation under the care of the macabre grasps of mystery and deadly circumstances. Waiting to leave it's mark upon the world of Alcenia, one way or another.

Religion: N/A, nothing official
Races: Racial Details:
Zathrakan Humans~
The Humans of the Kingdom of Zathrak, which is one of the primary constituents of the nation, is like any other ones on the continent of Alcenia, average joes with some similar features. Although what makes them different is that they have a grimly-pale complexity and thinly body structure, with equally ghoulish and almost white eye color to boot. And if one where to not be as observant, Zathrak's Humans could be mistaken as wraiths or spirits from another realm.

Due to this characteristics, Humans from the Kingdom of Zathrak are commonly weaker in strength compared to others, but what they lack in physical power makes up with cunningness and stealth since they easily blend in the Southern forests and have mastered the ever-changing routes of the snowy Pines.

Moon Elves~
Moon Elves are one, if not, a minor sub-species of the Elven genome that are only known to live in abundance in the Kingdom of Zathrak. Like their other brethrens of Elvish descent, they have pointy ears and slim frame. Although what makes them different from the other of their kin is their completely white skin color and blood-red eyes, many of which are attributed to what the Northern folks say as the "Curse of the South" which seems to permeate every species that lives within or near the Southern pine-woodlands.

Other than said characteristics, the Moon Elves are no different than the other Elves, sharing both the lifespan and attitude that all those pointy-ears seems to have.

Dark Elves~
Dark Elves are in essence, almost the complete opposite of the Elven race when it comes to morality and mindset. They have the thoughts of almost implanted evil amongst all of them, while still having eloquence in their actions and outward vibes. But unlike the regular complexity, Dark Elves has an almost grayish-to-pitch black color in their skin, with equally almost-dark eye color to boot.

They are known in Zathrak as diplomatic masters and con-men/women, although they are only myths in the outside world.

Snow Giants~
The big and almost out-of-place people of Zathrak out of the uncommon bunch. They are, like any other giants, brutish and unsocial in all physicality and mentality. Although what they don't share with their other Giant-kin is that they have pale, dark-bluish or purple colors in terms of the epidermal coloring of the skin. Their size also varies from a miniscule two-man tall to the rarest and most ancient sizes of entire palaces and castles. With lifespans stretching from 50 to 300 years if left unaffected by outside forces.

But despite their monstrous appearance, the Kingdom of Zathrak still welcomes them with open arms like no other nation would. Granting the brutes and facially-disfigured Humanoid leviathans with full citizenship and are integrated into Zathrakan society with endearment and respect, acting as the muscles and invaluable workforce of the economy and acting as huge juggernaughts in the army. Truly the "gentle" giants no-one would expect.

Dwarves~
Like every other racially-diverse nations of Alcenia, Dwarves are to be expected in Zathrak. But unlike the other races currently living in the Kingdom, the Dwarves have no known difference or racial uniqueness to their other brothers and sisters. Having almost the same lifespans, height and weight and even thirst for ale. Although the only difference is the accent, which was influenced by Zathrak's growing new language called "hunterspeak".

They are the main tinkerers and strength behind the industry and military alike, known for their good craftsmanship and adeptness at close-quarters combat. Two things that are quite needed in the Zathrakan community.

Southern Orcs~
The enigmatic and uncommon residents of the Kingdom of Zathrak. The Southern Orcs are truly the civilized and yet, uncivilized race currently in the nation. Their skin color ranges from that of light blue to pale-white while their eyes are as blank and white as the moon-light that shines over the Southern Pines. But unlike their other Orcish comrades who prefer the style of living in unruly raids and blood-thirsty ordeals, Southern Orcs prefer the lifestyle of living silently and spiritual guidance. Although that doesn't mean they still can't fight, as they are still Southern Orcs still seen among the ranks of the Huntsmen and Royal Contingency armies.

Other than the said exceptions, Southern Orcs are no different than their brethrens in the North. Being similar in almost every other aspect, except for them being more able to have and maintain a beard and facial hair.

"Others"~
There's not only the common Alcenian races that lives in the Kingdom of Zathrak, there are alos others, too few to be considered a group or too feral and horrid to be considered a civilized being. These are commonly referred to as the "Others", inhabitants from the unmapped Southern Pines that has taken either a shelter or refuge in or near Zathrak. These creatures range from communities of wolf-like quadrupeds to Ents and Tree-guardians of various sizes, with each either treated with waryness or fear.

Although the Kingdom of Zathrak acts differently to the various uninvited interlopers, hunting them for pelts or materials while others are either tamed or herded to be used in a multitude of ways, such as like weapons of war or in the industry or economy as work


Military number:
The current manpower that the Kingdom can raise during upmost emergencies numbers to 4,000 while the current standing army count is 3,000 men, with each split into 500 men in 20 groups that are used to both patrol deep in the Southern snowy Pine-woods and as large hunter-resource gathering brigades. While the Royal Contingent summoned by the King for protection and special operations amounts to 1,000 men.

Military outline:
Hunters/Huntsmen~
The common infantry of the Kingdom, doubling as both soldiers and hunters as the name suggests. They are the most abundant in the Kingdom, with their armour and weapons along with their combat experience being provided by their own, with composition ranging from ranged to melee units. Huntsmen are traditionally pulled from the citizens showing adeptness in combat and hunting, whether they'd be of another race.

Most of them share the appearance of being like rugged Gladiators and Bounty Hunters, with the only differences being each individual's race as it is common to see an Orc or two fighting alongside Elven and Human hunters.


Royal Contingents~
The elite and exclusively melee guards of the king himself. These soldiers are pulled from the ranks of exceptional Hunstmen and Hunters, given a proper reward and training during recruitment. With areas of expertise in laying the ground-work of being commanders in battles or as an additional and veteran army pool to raise during wars or to protect the king. With no regards to one's race, as the only requirement is to be professional in combat. And due to this, the Royal Contingent would often be seen with Goblins and Albinos to Giants themselves being amongst the ranks.

A proper uniform was issued soon when Kalisto came to power, with a Standard Appearance and menacing bite-back to boot against the coldness of the South. Adjusted beforehand of course to suit the user, whether it'd be Gnome or Animal-kin, much to the weaving industry's suffering.


The White Brigade~
The White Brigade, often just infamously known as the "Hounds of Zathrak", are the special class of troops within the Zathrakan military. The Brigade is composed of captured creatures and beings from deep within the South along with several tamers and Huntsmen as bodyguards and fail-safe contingencies. These are deployed within the confines of the Southern Pine-woodlands only, with wary over the proximity and nearness to any of the Kingdom's various cities and population centers. The troops that composes of the tamers are pulled from either the general citizenry or inside the military that shows affinity with beasts and creatures, which are quite rare, while the other that serves as guards are pulled from the Huntsmen and even from the Royal Contingents at times.

The creatures themselves are pulled from deep within the South as said before, with much effort put into actually herding or even capturing them. These would range in uniqueness and difference, with almost each squad inside the Brigade having specializations in different beings. Although there are some creatures that are common among the ranks of the Brigade, with some even worthy for sub-classification.
----
Red Hounds/ also known as "Yappers"
Red Hounds are practically Wolves in almost all aspects, different in only slower speed but increased strength and biteforce, enough to scatter a small enemy group if deployed properly. And combined with this, they also have quite the venomous bite. Since their mouth glands and gums secretes a dark and reddish fluid that would prove deadly to a victim unfortunate enough to get bitten, with symptoms that would range from excessive blood vomiting and bleeding from all orifices if the bitten area is not cut off or stopped from spreading. They are also useful as mounts if one were to be trustful or careful enough, as their frame allows atleast for one or two individuals to be able to ride the creature.

Due to this, they are very favored by the White Brigade, having almost the same process of taming as with other Canines and Dogs and their abundance if one travels further South of the Pines.

Dadas
Dadas are bird-like creatures with the appetite of a Lion. Unlike the North's usual Avians, Dadas have the inability to fly due to their size, but they make up for it by being incredibly fast in movement on land. And although they look harmless, they are actually completely the opposite, having small scythe-like blades as "wings" and a hard-beak. Their fragility to combat is compensated by their quick way to incapacitate and eliminate an opponent, by agilely dodging attacks and ravaging an enemy with a barrage of slashes and painful bites. Although a well-aimed and experienced slash of a blade or an arrow can always kill it.

Another favorite by the White Brigade, although not so much at the same time as the Dadas are particularly not to social with anything alive, much less a tamer or a master.

Zathrakan Elk, also known as "Bull Elks"
The Zathrakan Elk is a more passive, yet bigger and stronger variation of the Northern Elks. Native to the Southern Pines, Zathrakan Elks are bulky and ridiculously strong, their combat capabilities are limited if left alone, but different if assigned to a rider. They are used by specialized cavalry within the White Brigade, focusing on heavy clean-up duties and endurance missions, as Zathrakan Elks have thick pelts that mere arrows and Human swords can't get through. And with this, they also have quite a powerful charge, able to knock down almost any door and crush shields in one blow if used correctly. They are also useful for carriage-lifting, with specific breeds made for different and physically demanding tasks.

Almost a rare commodity in the Kingdom, the White Brigade still uses the Zathrakan Elks in combat, albeit in lesser important positions.

Moon Blazer
The almost uncontrollable and invaluable component of the White Brigade's bestiary of living weaponry, Moon Blazers are monstrous creatures. Standing a couple feet above the normal Orcish height and weighing almost the same as a giant, Moon Blazers are ultimately the ultimate organic weapon of Zathrak. The creature's immense strength, thick hide and teeth and claw as big as broad swords, the Moon Blazers can easily take care of an entire division by itself if it weren't so few in numbers. These behemoths can uproot trees and stay hidden with it's white pelt like camouflage. It could've been considered a Quaker if it wasn't so lacking in size.

Although the Moon Blazers are very valuable in terms of combat and in-war, their numbers a re severely low. With the main contributions for this being that they are quite rare and are hard to tame. And as such, the Kingdom is a bit' clingy when deploying them.

Treants
Less of the White Brigade's monsters-in-tow and more of a structural trap or bystander. Treants are disguised beings in forms of trees, sleeping or hiding for most of their life, they are almost docile and passive if left alone. However, if disrupted in any form like an attack, it will turn active. Attacking anything it sees with it's arms of bark while still rooted to the ground. And unlike the Brigade's creatures which are usually kept in leashes or cages, Treants are scattered almost everywhere in the Southern Pines. Just waiting for something to awaken them and unleash their dormant rage.

Although abundant in numbers, one can never identify if a tree is true to it's roots or just a Treant sleeping, and due to this, gambles are particularly taken when activating these gentle guardians.

Blights, could also be called as the "Accursed"
Blights are the true victims of the "Curse of the South". Anyone that unfortunately dies deep within the Pines or are killed by a Blight turns into a Blight themselves. They are feral, emotionless, and unrelenting in their quest for bloodlust and bodies to feed from. They have the strength of whatever species they used to be, whether it be one of the civilized races or just another animal. And with this, they are almost indestructible, lest if they are exposed to sunlight, or the warm embers and touch of fire. However, they are completely invisible in a full moon.

Blights are and have always been a topic of taboo in the Kingdom of Zathrak. Some say that they shouldn't be used as weapons and to let them rest back to the after-life, while others debated of saying that they were no longer part of the under-world in the first place. But no matter, the White Brigade has always been hesitant of deploying them in battle, only doing so if the dire circumstances are met.


Quakers~
The rarest of Zathrak's military. With only known accounts of being 5 units overall. These are the equivalence of siege-devices that the more civilized nations have up-north. Commonly composed of either some monstrous beast caught from the deep woods or just a Snow Giant willing to lend it's aid to the country. Outfitted with either equally-terrifying steeds or over-large chunks of wood or boulders.

Appearance varies from each individual, from Steed-riding Giants to equally-terrifying creatures of large sizes

Capital City: Xathral, known as the "White Village".
Land Controlled: Edge of the Southern Snow-covered Woodlands (~Awaiting Map~)
Allies: N/A
Enemies: Varies, but N/A for now
Last edited by Darksworth on Sun Jan 07, 2018 11:36 am, edited 3 times in total.
The Commonwealth of Darksworth is a pseudo-steampunk space-faring civilization. With their technology having been acquired by invading a far greater civilization. Due to this peculiar situation, their tech is a mix between pre-industrialized and late-space age.
Technology Level: Tier 4-5: PT/MT
Arcane Level: Level 0-Inept
Influence Type: Type 6-Planetary Politician
Based on this Index
---
Tier: Tier 5
Type: Type IV
Government Size: Superpower
Based on this Index


*Consult me for NS stats via TG*
Working as a Concept Artist, drawing mainly monsters, creatures and maps. Currently living somewhere in Southeast Asia or Oceania, take a guess.
---
In terms of my political stance, I'm Far/Alt-Right. That's legit, I could be categorized as a Technocratic Fascist.

User avatar
Novas Arcanum
Negotiator
 
Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Mon Jan 01, 2018 7:24 pm

Hey, Dernsland want an alliance between Westoria and the Free Elven Houses?

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Nuxipal
Powerbroker
 
Posts: 9250
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Mon Jan 01, 2018 10:34 pm

Looks interesting, I think I'd like to join this one.
National Information: http://kutath.weebly.com/

User avatar
Nuxipal
Powerbroker
 
Posts: 9250
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Tue Jan 02, 2018 12:00 am

Before I go and make a full blown app for it off the bat. Yes/No on having Dragons (not entire populous) as a major party of the faction? I was hoping for the ruler to secretly be a dragon and there be roughly 150 other dragons( most of which are wyrmlings or newly hatched as they are aiming to recover the population of dragons by the end of the century.)

I was thinking the King as one of the oldest being ~350 and from there there will only be 40 or so young adult or older (if we go by D&D standards) dragons in the Kingdom. They would obviously be living in a remote, almost inhospitable place where the masses of Humans would not likely see them, was thinking of the Barak Deserts.
National Information: http://kutath.weebly.com/

User avatar
Tysklandia
Diplomat
 
Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Tue Jan 02, 2018 12:52 am

Nuxipal wrote:Before I go and make a full blown app for it off the bat. Yes/No on having Dragons (not entire populous) as a major party of the faction? I was hoping for the ruler to secretly be a dragon and there be roughly 150 other dragons( most of which are wyrmlings or newly hatched as they are aiming to recover the population of dragons by the end of the century.)

I was thinking the King as one of the oldest being ~350 and from there there will only be 40 or so young adult or older (if we go by D&D standards) dragons in the Kingdom. They would obviously be living in a remote, almost inhospitable place where the masses of Humans would not likely see them, was thinking of the Barak Deserts.


Personally I see dragon in the lieu of dnd difficult to co roleplay against standard races, in terms of diplomacy, interaction, war and other things. Seems difficult to do in my eyes. Being situated that far as a minor faction would fit as dragons and a group of fanatic dragon worshipping servants, but they'd be small in number.

How do you see interaction with more standard nations struggling to succeed in a hostile fantasy world, some hundreds of kilometers away? If you really want to, I won't disallow it.

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Parcia
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Democratic Socialists

Postby Parcia » Tue Jan 02, 2018 2:40 am

reserve me a small, preferably well hidden kingdom (or rather a knightly order, remnants of the Imperial army, that pledged to protect a set of small hamlets)

may or may not call it "Britania"...or, idk, the English.
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Spindle
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Ex-Nation

Postby Spindle » Tue Jan 02, 2018 3:46 am

Parcia wrote:reserve me a small, preferably well hidden kingdom (or rather a knightly order, remnants of the Imperial army, that pledged to protect a set of small hamlets)

may or may not call it "Britania"...or, idk, the English.


So we've got tribal Britain, feudal Britain...all we need now is someone with pike-squares and cannon.
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Tysklandia
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Ex-Nation

Postby Tysklandia » Tue Jan 02, 2018 5:46 am

Parcia wrote:reserve me a small, preferably well hidden kingdom (or rather a knightly order, remnants of the Imperial army, that pledged to protect a set of small hamlets)

may or may not call it "Britania"...or, idk, the English.


The imperials would have had primarily a decadent non fighting nobility. A knightly class could likely only form from an abandoned legion that settles down after the fall. Otherwise, decently possible. Hiding it, well... Their are mountain areas, that could allow for relative isolation.

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Arvenia
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Father Knows Best State

Postby Arvenia » Tue Jan 02, 2018 7:15 am

I make a theocracy culturally similar to either the Holy See, the Empire of Japan, the Lord Protectorate of Grayson or the Middle Eastern caliphates.
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Darksworth
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Ex-Nation

Postby Darksworth » Tue Jan 02, 2018 7:21 am

Tysklandia wrote:
Parcia wrote:reserve me a small, preferably well hidden kingdom (or rather a knightly order, remnants of the Imperial army, that pledged to protect a set of small hamlets)

may or may not call it "Britania"...or, idk, the English.


The imperials would have had primarily a decadent non fighting nobility. A knightly class could likely only form from an abandoned legion that settles down after the fall. Otherwise, decently possible. Hiding it, well... Their are mountain areas, that could allow for relative isolation.

Something like a Fantasy-styled Teutonic/Livonian Order perhaps?
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Technology Level: Tier 4-5: PT/MT
Arcane Level: Level 0-Inept
Influence Type: Type 6-Planetary Politician
Based on this Index
---
Tier: Tier 5
Type: Type IV
Government Size: Superpower
Based on this Index


*Consult me for NS stats via TG*
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Arvenia
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Father Knows Best State

Postby Arvenia » Tue Jan 02, 2018 7:24 am

Name of Faction: Armellian Empire
Ruler: Supreme Prophet Amon
Description of Government:
Government Type: Theocracy
Sigil/Emblem: Flag
Population:
Military number:
Military outline:
Languages: Imperial
History:
Religion: Archaism
Races: Human
Capital City: Zion
Land Controlled:
Allies:
Enemies:
Currently WIP
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Darksworth
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Ex-Nation

Postby Darksworth » Tue Jan 02, 2018 7:47 am

Arvenia wrote:Name of Faction: Armellian Empire
Ruler: Supreme Prophet Amon
Description of Government:
Government Type: Theocracy
Sigil/Emblem: Flag
Population:
Military number:
Military outline:
Languages: Imperial
History:
Religion: Archaism
Races: Human
Capital City: Zion
Land Controlled:
Allies:
Enemies:
Currently WIP


There isn't an official religion announced yet though :/
The Commonwealth of Darksworth is a pseudo-steampunk space-faring civilization. With their technology having been acquired by invading a far greater civilization. Due to this peculiar situation, their tech is a mix between pre-industrialized and late-space age.
Technology Level: Tier 4-5: PT/MT
Arcane Level: Level 0-Inept
Influence Type: Type 6-Planetary Politician
Based on this Index
---
Tier: Tier 5
Type: Type IV
Government Size: Superpower
Based on this Index


*Consult me for NS stats via TG*
Working as a Concept Artist, drawing mainly monsters, creatures and maps. Currently living somewhere in Southeast Asia or Oceania, take a guess.
---
In terms of my political stance, I'm Far/Alt-Right. That's legit, I could be categorized as a Technocratic Fascist.

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Spindle
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Ex-Nation

Postby Spindle » Tue Jan 02, 2018 7:48 am

Quick question: just how rare are magic users? I get that you're not going to have one or two per squad (much to my disappointment), but how many would be viable overall? Is it one or two per million, or closer to one or two per hundred thousand, on average?
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Arvenia
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Father Knows Best State

Postby Arvenia » Tue Jan 02, 2018 8:00 am

Darksworth wrote:
Arvenia wrote:Name of Faction: Armellian Empire
Ruler: Supreme Prophet Amon
Description of Government:
Government Type: Theocracy
Sigil/Emblem: Flag
Population:
Military number:
Military outline:
Languages: Imperial
History:
Religion: Archaism
Races: Human
Capital City: Zion
Land Controlled:
Allies:
Enemies:
Currently WIP


There isn't an official religion announced yet though :/

Well, my faction is a theocracy anyway.
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Tysklandia
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Ex-Nation

Postby Tysklandia » Tue Jan 02, 2018 8:36 am

I have a tiny discord I used to ask for feedback and if people wanted a reboot of "an earth of empires".

https://discord.gg/wdMM3Ur

The religion thing I will update tonight. Their is NOT an enforced pantheon of gods for people to use.
The Imperial pantheon is defined as it is historical and (perhaps) relevant to any plot I will use when people want a certain event chain for content to pursue (with rewards?!?).

How religion pertains to magic is a rather simple concept, drawn from the warhammer and W40K universe. Gods do exist, albeit not on the mortal plane (not permanently atleast ;p). Gods are not permanent however, they are born through extreme and massed joy or trauma as beings of pure emotion. and draw their power from worship and emotion dedicated to their specific form.

Should worship in them waver, they grow weak and will eventually die (although a once powerful god can take millenia to wither and die).

So people can make their own gods (their power depending on howmany worship them).
The practical effects people can muster of this is eeh... Atleast for now more fluff then anything else.

But, spellcasters drawn not from magical birthright, but extreme faith and worship (read: clerics / paladins) do exist. Although, this worship must truly be pure and dedicated, not faked and even those with minor doubt will more often than not lose or never recieve even a minor blessing from their gods.

So true clerics and paladins who can recieve blessings from the gods of their people are truly rare indeed.

This is a really crude description, I will refine this tonight (GMT) when I get home from work.

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Spindle
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Ex-Nation

Postby Spindle » Tue Jan 02, 2018 8:41 am

WIP Application

Name: The Free Republic of Shai Tialle

Ruler: High Councillor Morog Tii

Government Description: The Free Republic is a coalition of eight cities of varying size, and each city maintains its own council, with advisers taken from the military and bureaucracy, as well as a number of popularly elected advisers, working with a High Councillor who is chosen by general consent and political manoeuvring. The High Councillors then meet in the imaginatively-named High Council with the High Councillor for Ferial Tialle maintaining a general level of executive power in order to keep everything under control.

Government Type: A generally bureaucratic, semi-democratic, semi-tyrannic sludge.

Emblem: Either a silver chain, broken in the middle, on a black background or a copper flame on a white background, depending.

Population: 6,480,000

Military Number: 48,600 (breakdown below)

Military Outline: The Tialle military was shaped by two key periods: their period with the Alcenian Seventh Army and the Age of Sorrow. From the former they learned how to build an army quickly, compensating for their inexperienced troops with the teamwork and coordination hammered into them as slaves. From the Age of Sorrow came the heavy reliance on dwarven alchemy, especially dwarven alchemical munitions. While invaluable defensively against raiders and offensively against the monstrosities which had terrorised the land for so long, their true worth is against grouped formations.

Tialle doctrine defines forces in a select number of roles. The majority of Tialle troops are medium infantry, equipped with light armour, a large, rectangular or kite shield, a short, stabbing sword, two to three short javelins and often a crossbow. Sappers are the main ranged power of Tialle forces and are generally equipped with light armour, lens-shields, shortswords, crossbows and munitions, which are what make them so dangerous. Sappers are trained to act in equal parts as scouts, harriers, soldiers, engineers and saboteurs, meaning that they are almost-constantly in demand. Should a traditional engagement take place, sappers generally take positions in the second or third ranks, providing support against knots of enemies or particularly important targets. Heavy infantry are used to stiffen sections of the battle-line, with long spears, longswords, rectangular shields and heavy armour. In addition, Tialle forces include Triasse horse-warriors, light cavalry armed with spears, slings and shortswords.

As such, Tialle squads take one of three forms: Line Squads consist of eight medium infantry, a single sapper and three heavy infantry with a sergeant commanding, and are used for the majority of battlefield roles. Heavy Squads consist of ten heavy infantry and two sappers with a sergeant commanding, and are generally used to spearhead attacks and strengthen the line. Raider Squads consist of eight medium infantry and four sappers, with a sapper-sergeant commanding, and are used for hit-and-run attacks, ambushes and engaging enemy supply lines, as well as providing the Navy with shipboard forces. Notably, they are the only unit which sappers are allowed to command before handing in their munitions, a legacy of the short-lived of sapper companies conceived, implemented and withdrawn during the same year.

On a broader scale, the military of the Free Cities is split into three main parts: The Eight Divisions are based in the cities, as is the Navy, and the Garrison Force spread across various border forts and internal castles. The Eight Divisions make up the majority of the military, with just under fifteen thousand bodies split into eight divisions of just under four thousand each. The Garrison Force is about a quarter of the size, with around five and a half thousand men spread across one hundred and thirty forts, most of which have a garrison of around forty men. The Navy is roughly half the size of the Garrison Force, with just over two and a half thousand bodies spread over twenty-one carracks. While these are equipped with a pair of ballista, they generally tend to prefer boarding actions, especially since each ship has thirty sappers on board. The auxiliary element of the Tialle, the Trassi Horsewarriors, number just under seven thousand, although they do also bring cattle dogs to war with them.

Because of this force breakdown, communication is vital for Tialle forces. On the battlefield, drums and horns act to coordinate units where the shouted command could not carry, with coloured flares and smoke signals designating particular portions of the battlefields as won, lost or to be showered with crossbow bolts. Smoke signals are also a common method of sending messages across large distances, colour taking on new and varied meanings at this scale as multiple sources can be combined to make different colours - or at least, the illusion of different colours. Finally, supplementing human riders, most units and forts have pigeons trained to home in on their standard, used for more circumspect or verbose communiques.

Munitions, comprising the greatest strength of the Tialle military, are surprisingly limited in size. Most can fit into a human's hand easily, and those which can't can still be easily carried around by one. The reason for this is simple: munitions are horribly temperamental. Most are thrown from the hand, or else detonated with fuse or as part of some sort of trap or fired from modified crossbows. Larger munitions, heavier and possessed of far greater destructive force, would be impractical for use by infantry, and attempts to modify siege pieces to fire munitions have ended badly. As such, munitions yet remain the realm of the infantryman, and are therefore shackled to the same constraints as the infantryman.

Overall, the Tialle fighting force is a unique one, specialising in small-unit warfare at one end and larger-scale engagements at the other, often complementing one with the other. Ambushes, hit-and-runs and supply strikes are commonly used to bleed an enemy dry before a battle or shell-shock key enemy units, and small forces of sappers on an enemy's flanks can annihilate support elements in mere minutes. Preparing the battlefield beforehand is another Tialle favourite - using munitions in mines and tripwires, as well as more mundane traps such as calptrops and pitfalls can turn assured defeats into victories.

As it is often said by Tialle soldiers: "If you're fighting fair, you've done something wrong". No phrase sums up the Tialle approach to warfare more than this.

Languages: Tialle, Orcrull, Elvish, Thell, Kura-Hall, Dwarven, Imperial

History: What would eventually become the Free Republic was, originally, a grasslands riven with tribal politics and inter-species feuding. Bordering a dwarven kingdom, two separate elvish encampments and with human, goblinoid and kobold horsewarrior tribes roaming the plains. Warfare was common, but primarily incidental, one tribe wandering too close to the dwarves or elves or another tribe and being forced away, and trade was common even during wartime. It was not a happy coexistence, but it was a coexistence nonetheless.

This changed when the Alcenians arrived.

It took less than a decade for the foreigners to conquer vast swathes of land, turning one tribe against the next with skill and precision, before eventually crushing each and every one and enslaving their people or driving them away, forcing them together in the fields which would fuel Alcenian expansion for the next few years. Over the course of the Alcenian occupation, there were dozens of attempts at revolt, each one put down by the occupying forces. Slowly, in desperation, the enslaved people - some native to the area, others imported to work the area. Local customs were kept alive by word-of-mouth, practised in the dark when the overseers looked away.

In the end, it was simple external politics which freed the slaves. The Alcenian Seventh Army went rogue and claimed what would eventually become the Free Republic, offering the slaves their freedom in exchange for a fighting force. The slaves accepted, and with mere months before a retributive force descended on them the Seventh did all it could to prepare the newly-freed warriors before fighting its first battle, a task which necessitated a restructuring of traditional Alcenian doctrine. They were successful, and the Alcenians were caught so off-guard by their enemy's tactics and disposition that the first force was crushed utterly. The second and third showed adaption, but the fourth never came.

Instead, the Age of Sorrow descended.

Over time, the Alcenians found themselves being subsumed into the morass culture which was now finding a name for itself: Tialle. The practice of recruiting from the people became more and more prevalent as the Tialle found themselves fighting a seemingly never-ending war against daemons, dragons and worse, protecting their vast farmlands in the hopes that enough fields would provide some harvest. They weren't entirely wrong - though the toll in blood was horrific, famine was staved off for decades before finally closing its cold grip on the country.

When the Age of Sorrow lifted, the once-vast farmlands had been shrunk back to simply the eight cities and their immediate surroundings - hardly enough for each citizen to get by with. So the doctrines meant to combat bestial, savage enemies were adapted once more, as the Free Republic began to advance. The horse-warriors who had returned to what had once been their land were forced out, farmland was reestablished and once more, bread began to flow throughout the country. Old ruins were cleared out and turned into bastions, jumping-off points against bandits and the like as law and order was asserted once more on the region.

And so began a new age...who can know what it brings with it?

Religion: Tialle religion is a heavily bastardised version of the traditional Alcenian pantheon, with local spirits, household gods and tribal legends drawn together over time to create a rich pantheon of gods to which the Tialle pay reverence. Traditionally, all of the gods receive their reverence at the sixth bell in the morning and the sixth bell in the afternoon, with each separate god receiving praise, prayer and entreatments on a more ad hoc basis. An Alcenian would certainly recognise the basic framework and a number of the deities from their own pantheon, and the local tribes might pick out one or two of their old gods and so on.It makes for a unique flavour of religion, as with most aspects of Tialle culture.

Races: Elf (19%), Dwarf (17%), Assorted Hybrids (15%), Human (12%), Thelai (11%), Orcs (9%), Goblins (8%), Merfolk (7%), Other (2%)

Capital City: Ferial Tialle

Land Controlled: 72,000 square miles [insert where when the map arrives]

Allies: The Trassi, an orcish tribe which came to an arrangement with the Free Republic.

Enemies: Raiders, for obvious reasons, various tribes which were forced from their land to make way for the Free Republic, any slave-owning civilisation near enough to them that they can be found.
Last edited by Spindle on Mon Jan 08, 2018 11:20 am, edited 7 times in total.
Disclaimer: Nothing said here is the product of a rational mind.
So...apparently I'm a decent writer. Um...wait, what?
Relativity, nukes in space, nukes in atmosphere, LASERs, MASERs, kinetic weapons, missile and kinetic CIWS, impactors and centripital force.

And, of course, for anything at all, you can always go here.

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The Protacan-Anzotac Peoples
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Posts: 602
Founded: Oct 05, 2017
Ex-Nation

Postby The Protacan-Anzotac Peoples » Tue Jan 02, 2018 9:45 am

Name of Faction: The Empire of Hymeria
Ruler: The High Emperor, Richard Paxton
Description of Government: The Grand Council is the federal and assisting ruling body of the empire, The House of Justices is the judiciary body, and The Senatorial Council is the legislative body.
Government Type: Absolute Monarchy with limitations
Sigil/Emblem:
Image


Image

Population: 9,700,000
Military number : 10,000
Military outline :
Levies/Levys
~ Ready and prepared to fight a moment's notice, this section of the imperial army is considered the first responders to fight in a war before any other division is ready. This also is a way to attack the enemy faster and move swiftly leaving the backbone of the imperial military to clean up what's left and what was missed. 6,000/10,000 levies make up the imperial army, the minimum volunteer age to join the local levy unit is 16. levies are usually armed with a wooden pike, light chainmail, leather boots, and a helmet if they are first to get one.


The Imperial Guard
~ The most elite and special unit of the Empire, and the closest to the Emperor, it defends the capital and the Emperor himself, they are heavily armed and outfitted with steel plated armour and long golden swords. They are a brute force and afraid of nothing. Their thick shields made from the rare metal *Aryian* are tough enough to ram through a shield wall of 20 soldiers. 2,000/10,000 make up the imperial guard. Men that have served 3+ years in the regular armed force, with 6 recommendations from their superiors are then considered for the position, out of the 100 that are recommended only 20-40 make it.


Minor Division
~ The Minor Divison makes up the other units such as cavalry, Man At Arms, Knights, Footman, Serjeants, etc. They make up the remainder of the imperial army. This division is the backbone of a militaristic rally and is tasked with clearing out anything that was left behind or missed. Or will gather up along with the levies if a huge confrontation with the enemy is expected. This division is the one most volunteerd for due to its equipment being state funded and a better guarantee of survival.


Languages: Imperial Human English

History:
This empire is a former human tribe of only 13,000, it was ruled by Gerold Paxton during the *Age of Hell* as tribes people use to call it. When the flourishing, dominating empire took over lesser human tribes and got closer towards Gerold's tribe, he rallied its first army of middle aged men from the tribe, the only requirement was to have your own weapon and armour made. The Elder Council however foresaw the loss of the tribe and end of a great dynasty so the empire was moved to uninhabited land. Gerold was this miracle and praised his gods, he began having abled men construct grand buildings and structures and after the end of the *Age of Hell* everything was complete. Gerold sent aides out to encourage other unconnected tribes to move onto his land, the majority did and Hymeria was formed. Provinces of merged tribes make up Hymeria with its lords in high federal positions. Gerold married Lady Elisa Haske of the Haske Province to the west. The Hymerians became a superpower throughout the known lands and it's legacy was secured when Gerold had a son and named him Richard. His wife died in childbirth but already knew what would happen after a councilor the night before told her of her death. Gerold tried not to grieve and spent his time focusing on Richard. Once Richard was 15 his father died of a stroke, Richard was crowned at a young age but only because his father permitted it. Hymeria warred against the forest elves to take over their land for lumber, and took over neighboring clans that showed signs of rebellion. The Hymerian Empire strives to show dominance over Alcenia and make sure to stay a flourishing nation.

Religion:N/A
Races: Human
Capital City: Ravenstern
Land Controlled: A Eastern Portion of Alcenia
Allies: N/A
Enemies: Elves
Last edited by The Protacan-Anzotac Peoples on Wed Jan 03, 2018 4:48 pm, edited 6 times in total.

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Novas Arcanum
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Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Tue Jan 02, 2018 10:09 am

I'll have Westoria follow the standard pantheon for now

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