NATION

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

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Hallimas Islands
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Posts: 35
Founded: Dec 01, 2017
Ex-Nation

Postby Hallimas Islands » Sat Jan 06, 2018 8:16 am

Dwarves of the Suthar-Khals

Overview
The Dwarves of the Suthar-Khals are rather different to their northern counterparts. They have stayed in utter silence for centuries and they haven't been affected by the actions of the outside world. They haven't really evolved from their ancestors and are very protective of their own.

Racial Advantages

-Hard-nosed
The ancestors were always hardworking to keep us safe. It was the ancestors who worked hard to contact Mahshemkat-Khul-de-Grimmr. So we must do the same. We Dwarves of the Suthar-Khals are hard working people. That is how we built the Grand Tunnels (with the aid of slaves of course) this is how we have survived underground whil the world burned. We will continue to work hard as we always have done.

-Strong
The hero Halmar Haldomor Khalmar was as strong as twenty of the finest dwarves, as the legends say. We take from his example and keep a strong sense of physical fitness in our race. There is no weak dwarf. There are only strong dwarves. We must make sure that this shall be the case for all dwarves.

-Trustworthy
When a dwarf gives you his word. He will carry out his promise. No tricks or cheats can change him. This is how we survived under the Empire. We carried out the promises we gave to the Alcenians, supplying them with technology and even selling slaves in order to keep our promise.

-Stubborn
Hard headedness is needed in this world. Complacency gets you nowhere. We Suthar-Khals Dwarves are stubborn as oxes. We will not bend over unless you can convince us. This is how we continued the work of our ancestors.

Racial Disadvantages

-Ruthless
We cooperated with the Alcenian Empire in their slave trade and would even send the weakest of our number to serve with them. We do not care for your situation, as long as we keep our end of the deal. We will survive, even if it costs a thousand slave's lives. We must survive, this is how we kept our promises, by getting rid of the weakness of emotion.

-Doesn't Grow
We do not grow literally and figuratively. We refuse to evolve, because we know that if we evolve... We will be disregarding our ancestors and nothing is worse than that. We are stubborn so we can keep our traditions. Reforms? They do not need to be given, our society is well as it is. There is no need to progress any further.

-Doesn't Grow (Literally)
We are small folk. We know this. This gives us a disadvantage against the other races of the world. Compared to other Dwarves, we are the smallest... This is why we make up for this tremendous disadvantage by making ourselves stronger.

-Low Reproduction Rates
Like the other Dwarvish races, we too have the problem of low reproduction. This means that we must replenish slowly. We do try to counteract this by being as hard working as possible during our lives, to make sure that our small number may be of greater use. A small skilled populace and greater than a large, dumb one.

Features
Unlike other Dwarves, we were taught how to roam the grand blue canvas by the ancient Human tribes and keep our traditions in that matter high. Swimming is only achieved by a few dwarves, large dwarves which have more spread out muscle mass but in the end... We are able to do it, barely. A dwarven beard is a sign of respect. The High King's beard is taken care of by expert barbers, of which it shows how strong we are in the High Kingdom. The poorest have the most scraggly beards, while the rich keep the most luscious.
From Island to Island, Fiat et Iustitia Supremus

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Tysklandia
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Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Sat Jan 06, 2018 8:48 am

In a few hours I can take a look at the applications.

Although a quick check of The race of Dwarves of the Suthar-Khals is enough to accept them. it doesn't need to be that expansive, but it is interesting to get a look at how each player sees they race/sub-race.

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Spindle
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Founded: Aug 04, 2015
Ex-Nation

Postby Spindle » Sat Jan 06, 2018 4:38 pm

Okay, this isn't gonna be too detailed simply because I have a hella lot of races to cover. And no, I won't be pulling bullshit like having half-dragons turn into dragons or any such shit - the "Other Tialle Races" is there to get the diversity across, not to give me a massive arse to pull superweapons from.

Tialle Races

Culture

For better or worse, culture and race are often inextricably linked in the world. There is an expectation for elves to write poetry and sing, an expectation for dwarves to smith and an expectation for goblins to run away at the first sign of trouble. The free cities, because of the method of their formation, are somewhat different. Almost all Tialle see themselves as Tialle first and orcs or goblins or dwarves or elves or humans or any other race secondarily to that. As such, while there are certain predispositions - the thick skin and prodigious strength of a dwarf lends itself well to smithing, for example - they are not the be-all and end-all they can be in other cultures, for better or worse.

This is possibly a result of Tialle culture's disregard for the individual. While those who are exemplars in their field are held up as role models, good teamwork is often considered vastly more important than raw talent. This is itself most probably a product of the deeper-rooted Alcenian desire to equalise all people, to the point where even the High Councillors are barely recognisable as important. Indeed, there is a spartan nature to most Alcenian work - items are bare, buildings are blocky and nothing conveys rank or superiority in any way beyond the clinical.

Tialle Elves

Tialle elves lost much of their mysticism during the time of the Alcenian Empire, their aloofness shattered and their connection with their forest homes destroyed. While they are still tall and graceful, few have the true beauty encompassed by what most elves would consider to be "true" elves. As well as this, they are often significantly shorter-lived than most elves, with the longest-lived being no more than two centuries old. At the same time, however, they are generally a touch sturdier and stronger than most elves, and recently a number of Tialle elves have found themselves forging connections to their cities in much the same way elves of old forged connections to their forests.

Tialle Dwarves

Dwarves are, unsurprisingly, some of the truest-breeding of all of the Tialle races, and one of the only to retain any true degree of racial culture. Still thick-skinned and stout, Tialle dwarfs are still generally slimmer and taller than most other breeds. The dwarven traditions are still partially maintained in a significant minority of dwarven households, although there is a notable rift between those houses which do and those which have fully embraced the Tialle way of life. It is this split which most characterises Tialle dwarves, whatever their physical features, for even without millennia of culture behind the art, dwarves can still hold a grudge like few others.

Tialle Humans

Tialle humans are possibly the most diverse of any human breed - from an already adaptable starting stock, they can have blood from any number of sources. This makes them harder to discuss than most races - often, it can be hard to even tell if a person is a human or an elf with a fair bit of dwarven blood. One of the few features which is near-universal amongst Tialle humans is a commitment and drive born out of guilt. It was, after all, humans who enslaved the races which would form the Tialle, and all humans are painfully aware of that fact. Humans with Alcenian features have the worst of this, and more than one has martyred themselves to absolve their people from their sins.

Tialle Thelai

The thelai are the elemental-blooded, descended from various tribes of giant who interbred with humans many millennia ago. Since then the thelai have begun to breed true and become more than a collection of hybrids, and today they form a significant portion of the Tialle. Ironically, given their heritage, they are often small and weak - the result of heavy inbreeding, slowly being undone as they continue to mix their blood with that of other races. What they lose in strength, however, they make up for with some small affinity for their own element - a thelai aspected towards earth might be able to create a well in only a few seconds, or a thelai aspected towards fire might be able to ignite torches with a gesture for example.

Tialle Orcs

One of the few truly civilised populations of orc, Tialle orcs are less bestial and savage than their compatriots beyond the Free Republic, though they lack much of the animalistic strength of their more barbarous kin. Much like Tialle humans, Tialle orcs have a deep-rooted urge to prove themselves as different to the rest of their species. Unlike humans, however, orcs more often go into the arts to prove their civilised nature, or join the military to hone and prove their discipline. No other race has so utterly given themselves over to the Tialle ideal, and orcs are generally respected for this.

Tialle Goblins

Much like orcs, Tialle goblins are one of the few civilised subsets of their species. Unlike orcs, however, goblins have retained many of the traits which kept them alive outside of civilisation proper: they are still cunning and inventive, and still have a long-standing rivalry with dwarves. Despite this, much of their rampant cruelty and appalling ruthlessness has been curbed, and their physical weakness has also had the edges sanded off by their mixed blood. Tialle goblins often joke that they upheld the central tenants of Tialle culture long before the Free Republic was formed, but it is true that goblins often make better citizens than more traditionally civilised races.

Tialle Merfolk

Merfolk are probably the race least affected by the interbreeding which laid the foundation of the Free Republic - their main feature are the gills along their neck, and when these are not present in a child, the child is a hybrid not a merfolk. Purer merfolk have scales, which provides with some protection from fists or other such blows at the cost of needing to be damp or else itch terribly, but most have either patchy scales or none at all. Likewise, the gills of a merfolk are easily irritated, and so few of their kind leave the coast to venture inland.

Other Tialle Races

There are dozens of races in Tialle, but most have simply been hybridised out of existence. Kobolds were once common but now only a few exist, all horribly inbred. Giant blood is almost common throughout the Free Republic but there are no longer any true giants left, and while there is a small contingent of half-dragons spread through the cities no real dragons grace the Republic with their presence. Every race the gods set upon this world has some blood winding its way into the city, even those considered monstrous or aberrant. These races each have their own strengths and weaknesses, but exist in sufficiently small numbers to be considered unimportant.

Hybrids

Most Tialle are hybrids of one form or another - no family has proven to be entirely immune to loves outside their race - but hybrids are the direct result of two near-purebloods procreating together. Most often, a hybrid will exhibit minor - more often cosmetic than useful - traits of both parents. An elf/merfolk hybrid might have scales and pointed ears, for example. On occasion, a hybrid might posses a more useful trait from one parent or the other, but it is usually equally likely that they might possess a detrimental one. Hybrids breeding with hybrids of the same mix have an equal chance of producing more hybrids or breeding back to their parents. It should be noted that some combinations have a tendency to breed true or to one side or another more or less often.
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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Tysklandia
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Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Sat Jan 06, 2018 5:46 pm

High Kingdom of Suthkar-Khals

Population in half (preferable more)
Army can be increased a bit or more interesting army features (such as More durable dwarvish heavy armor, etc) can be added

The Empire of Hymeria

Population a bit lower, preferably.

Levies are not ready at a moments notice, levies need to be pulled from the field and given weapons and traing from nothing, likely.

You can add more interesting benifits to your army or double the standing army. 20k can be your standing, trained feudal style army(not only knights, but these being men at arms, pikemen, trained archers, etc) in this game, it is large, but without specific benifits or special weapons, numbers can be your specialty.

Alliance of the Stone
Will wait untill I get a description of those dragons, I do assume they can be used in times of great need, so I'll need a gander at what they can do.)

Kingdom of Westoria

Army can be enlarged or a speciality or two can be added to make the faction and army list more interesting and capable

The Free Elven Houses

Army is decent, but rather large for the population listed.
Increasing the population should be a requirement for keeping such an army size. Longbows and these Thalion infantry seem decent army strongpoints. If you wish to remain a small faction, you can chose to play underdog and lower your army numbers, or for fairness lower your army numbers, but add more speciality weapons and skilled infantry types or monsters to your employ to ensure your low numbers and population can punch upwards to the larger starter factions.

The Kingdom of Zathrak, simply known as "The Kingdom at the South"

Standing army is 3k which somewhat fits the population number. Most of the same comments apply to the Free Elven houses. You story won't fit a larger population or a larger Army. Nor would it fit to throw special infantry, magic or weapon types in the army to the point of making it equal to a larger faction army. If you post some minor descriptions of the races, you can perhaps add "monsterous" infantry to the army list, making the punch of your military primarily on certain monsters your faction has managed to tame or convince to fight for them. But I would like atleast some minor references to the types of monsters used if you go this route. If you would like to balance yourself out in another way, feel free to DM me with ideas.

Playing an underdog if desired is allowed ofcourse.

The Free Republic of Shai Tialle

Population is a bit large, but allowed.

31 thousand infantry in organised battalions and heavily trained in tactics is a bit much. Heavily organised and armed infantry should likely be limited to the 10 to 15k range maximum, if you have other types of infantry in addition, this number should preferaly be even lower.

PS: you didn't make it easy to extrapolate a full list of your total army xD


For reference, I have plans for 2 factions,
1 being an Imperial remnant with a standing army of 12 000 legionars divided into 2 legions. These would be heavily trained in unit cohesion and army tactics, but difficult to deploy independently. These 12 000 troops would be a menance on the battlefield, heavily organised and difficult to dislodge or frighten.

Another faction, being dwarves has 8000 Trained warriors, most clad in heavy dwarven plate and of veteran level skill. Although disadvantages aplenty when forces to fight on a field battle, considering a lack of cavalry skirmishing and fast mobile options in their repertoir.

PS: I will check the posted races tommorow.
Last edited by Tysklandia on Sat Jan 06, 2018 5:47 pm, edited 1 time in total.

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

Postby Novas Arcanum » Sat Jan 06, 2018 7:24 pm

Can the Westorians have the ability to summon storms or maybe control a sea serpent?

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Tysklandia
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Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Sat Jan 06, 2018 8:10 pm

Novas Arcanum wrote:Can the Westorians have the ability to summon storms or maybe control a sea serpent?


A sea serpent would be a fickle creature, give me a description of it and it's fine.

Although making yourself an island fortress will likely get boring quickly, unless you have other ambitions than war for the game.
Last edited by Tysklandia on Sat Jan 06, 2018 8:12 pm, edited 1 time in total.

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

Postby Novas Arcanum » Sat Jan 06, 2018 8:26 pm

Tysklandia wrote:
Novas Arcanum wrote:Can the Westorians have the ability to summon storms or maybe control a sea serpent?


A sea serpent would be a fickle creature, give me a description of it and it's fine.

Although making yourself an island fortress will likely get boring quickly, unless you have other ambitions than war for the game.


Oh no I have ambitions to wage war on the Continent.

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Nuxipal
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Corrupt Dictatorship

Postby Nuxipal » Sat Jan 06, 2018 9:47 pm

Races of the Alliance of Stone

Stonekin Dwarves

The Dwarves of the Deserts of Barak live almost exclusively below the surface where their crops of mushrooms and mosses are not destroyed by the harsh sunlight. They stand between 3'11" and 5'2". The Stonekin Dwarves live about to around 300 years of age. They all have dense muscles causing difficulty in swimming, but permit them to be very strong. This aids their own ability to craft the most wondrous of artifacts. The Stonekin Dwarves are most known for the strict order of law which keeps their holds stable. There are castes, clans, and a code of laws. There is an entire caste whose job it is to codify laws, record family lines, and to keep the laws on record.

Dragons

The Dragons of Stone Sigil are the only known dragons on the continent. They awoke during the Age of Sorrows when a few dozen eggs hatched and the hatchlings fended for themselves. The survivors of these are the oldest, 300-350 years old, dragons in existence. The population currently stands at 150 individuals. 9 of which would be considered adults, another 30 as Young Adults. The remaining 111 are Hatchlings and Wyrmlings. The two stages of a young dragon's life.The oldest individuals were those who saved the Dwarven Settlement of Thurdon from being overrun by the Human Raiders.

The Dragons of Barak were known primarily for their intense lightning breathing capabilities, however, the current dragons of the Stone Sigil have a varied arrangement of breath weapons from Lightning and Fire to Acid and Poison. There is only one Cold Breath Dragon, but he is still a Hatchling. While the dragon can use this ability, they cannot do so repeatedly and need time to recharge their power.

Dragons, according to legend, go through 5 stages of life.

Stage 1: Wyrmling: Wyrmlings are new hatchlings, the first three years of their life they are considered Wyrmlings and this is where most of them end. They are little more than large serpents at this stage with no ability to fly nor ability to breathe an elemental weapon.

Stage 2: Hatchling: After their third year, wings begin to sprout. Wyrmlings are officially Hatchlings once their wings begin to sprout. They typically are Hatchlings until they are about twenty five years of age when their scales harden and gain their coloration. At some point between the fourth and seventh years they begin to acquire their breath weapon and thus their scale color.

Stage 3: Young Adult Dragon: Once they reach maturity, around age twenty five, they are considered Young Adults. Their scales are harder, their wings are strong enough to bear their weight, and their breath weapon become very lethal, capable of consuming a 30 ft cone out in front of them. Many of this age, in the dire straits the draconic race finds itself in, begin to couple off and create new wyrmlings.

Stage 4: Adult Dragon: The oldest dragons of this age are of the Adult stage. Their scales continue hardening and there is no real defined cross-over from Young Adult to Adult aside from experience and size. Where as a Young Dragon varies in size from a Horse to an Elephant, the Adult Dragons range in size from a Large Elephant to a Small Castle. These Dragons are very dangerous, but also begin to covet a Lair and a Horde. The current generation has done just that, various parts of the Desert have been claimed by different Dragons, their brood, and typically a large treasure horde pulled from ancient ruins.

Stage 5: Ancient Dragon: In the ancient past, dragons who lived over 500 years were known as Ancient Dragons and were known to horde magical items, mountains of gold and typically a few settlements either indebted to the Dragon or a settlement which the dragon vowed to protect in exchange for goods. These dragons were absolute powerhouses. Their foes would require either very skilled warriors with magical weapons in the days of old, or need a large determined force who wasn't afraid of dying. With none of these creatures left, it is thought that eventually enough insane people were gathered to kill each and every dragon in existence.

Humans of the Stone

The Humans living in the southern most part of the region are fair skinned and skilled seafarers. They ferried the Dwarves across the southern islands to free them of pirates to permit easy trade. These Humans are very inclined towards trade and sailing. They are decent warriors. While none of them are a part of any Alliance Navy, they have offered to build a fleet for the Dwarven Kings, being unaware of the Dragons ruling over the Dwarves.
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Hallimas Islands
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Founded: Dec 01, 2017
Ex-Nation

Postby Hallimas Islands » Sun Jan 07, 2018 12:19 am

Hallimas Islands wrote:Name of Faction: High Kingdom of Suthkar-Khals (High Kingdom of the Southern-Mountains)

Ruler: High King Thukrar 'Hammer-Head' Khalsar
Thukrar is the High King of Grimmr-Khal at this point, elected by the Low Kings and the Clergy quite recently, he plans to break the Command of the Elders. He was born to the Low King of Haldomor-Khal, descendant of the great hero Halmar Haldomor Khalmar, he already had a good position when he entered into politics and gained the favour of the Clergy and the Low Kings.

Appearance



Description of Government:
The High Kingdom's government is split into three sections. The High King's Court, the Low King's Council and the Clergy's Council. All entrenched in tradition, each section has a series of checks and balances to stop one from getting too powerful and disturbing the balance.

The High King's Court
The High King's Court is the executive area of the government. He presides over the Low King's Council and the Clergy's Council and gives out commands that are to be obeyed by all Dwarves, approved by the Low Kings. He is elected out of the Low Kings and appointed by the Clergy, if he gets too powerful, a Middle King can be chosen... The Middle King will take an army and seize the throne or will rise during and interregnum.


The Low King's Council
Ruling over seperate autonomous mountains, the Low Kings have a lot of independence... However, they do have to uphold the commands made by the High King and the Clergy. High and Middle Kings are elected from the Low Kings and are accepted by the Clergy. The Low Kings meet at a Council where they make bylaws and agreements among each mountain, they have to meet at the capital at least five times a year and are overseen by the High King, which can ostracise any one of them that steps out of line.

Clergy's Council
The Clergy's job is to appoint the High King and make their own laws that aid pleasing Mahshemkat-Khul-de-Grimmr, our God. If needed, the Clergy can intrude on High King commands and Low King bylaws. However, if they step out of line the High King and the Low Kings can call upon Khul's Wrath. Khul's Wrath is an order that ostracises any corrupt clergymembers from the Dwarvish Kingdom, it is named this as it is from the Grand Book of Orders handed to us by Khul who wrote this system of Government.

Government Type: Limited Non-Hereditary Elected Monarchy

Sigil/Emblem:

(Image)

Population: 5,000,000

Military number: 20,000 (only 6,000 are active)

Military outline:

Dwarvish Axemen and Spearmen
This is the standard heavy infantry of the Dwarvish armies. They are professional soldiers and are the backbone of our armies. Both heavily armoured and skilled, the infantry is found in all mountains and when the Mobilising Horn is sounded, we can muster a lot of these men. Equipped with axes and spears, they provide both offensive and defensive capabilities.

Dwarvish Rangers
Using shortbows and crossbows, the rangers are our standard ranged units. Not as heavily armoured, they are also professional and are skilled equal to the infantry. They are found in less mountains and are mobilised by the Ranger's Horn. The Dwarvish Rangers are also skilled with an axe, though less so than the infantry.

The High King's Guards
Most elite of the Dwarvish armies. The only unit to use battleaxes, warhammers and even swords. The High King's Guard is found only by the High King and they abandon any Mountain loyalties to serve the High King. They are only found by the High King and in his barracks. Most heavily armoured and some say even uses a special blessing from Khul Himself.

Low King's Guards
The Low King's Guards are the guards of the Low Kings specifically. Less skilled and less varied in weaponry compared to the High King's Guards. They are loyal to their individual mountain and to their Low King even more. They protect them as body guards, when on campaign.

Dwarvish Levy Infantry
The majority of our infantry, less armoured and less skilled than our infantry. The levies are called when the Conscription Horn is sounded. They bear pickaxes and standard axes and have light armour as a defence.

Dwarvish Levy Slingers
Standard slingers, light ranged infantry. Least armoured of our units and levied from the most poor when the Conscription Horn is sounded. With staff and standard slings they throw rocks upon our enemies.

Smithery and Armour
Dwarvish Smithery is unrivalled throughout the world. Every Infantryman, Ranger and Guard bears this in mind. This armour is very strong, combined with the raw strength of a standard Dwarf of the Suthar-Khals, indeed makes this dwarf a formidable foe.

Languages: Dwarvish and Standard Human Language

History: The Dwarvish High Kingdom of the Southern Mountains is located in the mountains of the south, near to the grand sea. An ancient kingdom with even more ancient traditions and culture. In the days of the Alcenian Republic, as recorded by the Dwarf Themkar, who states 'Our Kingdom was expansive and grand. We had many connections to the Mannish tribes and even learnt how to stride along the grand blue canvas from them. In return we sold them our gold and such and taught them many a thing. The Mannish tribes were kind to us and we were kind to them.'

Then the Alcenian Republic became an Empire, swallowing those old Mannish tribes and engulfing them in their Empire. Luckily, under the guidance of the Grand High King, Khuzar 'The Diplomat' Hemenkar of the Khuzud-Khal. We maintained good relations with the Empire and we continued to do as we always did. During this time, we built the Grand Tunnels, using the money from our Alcenian trade to build Grand Tunnels between the Fifteen Peaks. From Haldomor-Khal in the West to Shemakar-Khal in the East. Built on the backs of Alcenian slaves from all over their empire.

Being one of the biggest pushers of the Alcenian Slave Trade soon backfired as the Empire turned their gaze to our Kingdom. Immediately, High King Thurin 'The Emancipator' or 'The Coward', abolished slavery in order to cut all connections to the Empire. He then saw the Alcenian Armies march towards his home and contacted a group of wise elders at the summit of the Shemakar-Khal and they issued and order... A command. 'NO DWARF SHALL LEAVE THE FIFTEEN PEAKS' they bellowed and so Thurin followed their orders. The Mountains were sealed shut.

However, from the summits of our Khals. We saw what had happened to the continent. Watching helplessly as the Curse swept the Alcenian Empire and the Age of Sorrows passed. We hid in our mountains watching in horror. No other race has seen a Dwarf from the Southern Mountains in those days and all doors are shut. Until the Age of Sorrows ended.

The Command of the Elders has been upheld for centuries. Perhaps now is the day that the Command be repealed, as Human tribes return to their natural state and new kingdoms arise. Perhaps our old one shall be fit in.

Religion:
Dwarvish Monotheism
Dwarvish Monotheism is based on one God, Mahshemkat-Khul-de-Grimmr (Mahshemkat-God-Of-Dwarves), omnipotent but not always omnibenevolent and the like. He is an ancient God from the beginning of Dwarvish kind. Khul, as said colloquially, has given us many gifts. For example the Grand Book of Orders, which gives us our system of Government. We have High Priests to beg His blessing, which can be given at His whim. We pray He is kind enough to give us blessings. Like a father, he can be kind and can be rude also.

Races: Dwarves

Capital City: Haldomor-Khal

Land Controlled: Mountains to the southeast.

Allies: N/A

Enemies: N/A


Population updated.
Smithery and army note taken.
From Island to Island, Fiat et Iustitia Supremus

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Spindle
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Founded: Aug 04, 2015
Ex-Nation

Postby Spindle » Sun Jan 07, 2018 3:37 am

Tysklandia wrote:The Free Republic of Shai Tialle

Population is a bit large, but allowed.

31 thousand infantry in organised battalions and heavily trained in tactics is a bit much. Heavily organised and armed infantry should likely be limited to the 10 to 15k range maximum, if you have other types of infantry in addition, this number should preferaly be even lower.

PS: you didn't make it easy to extrapolate a full list of your total army xD


If it's any help, I didn't make it easy for me to figure out the full list, either.

So, if I play around with the numbers a bit I can bring the Eight Divisions down to 14,976 (ha-ha! just within the range!), which puts overall numbers at around thirty-two thousand, or I can mess around with them even more to bring the Eight Divisions down to eleven thousand and overall numbers around twenty-eight thousand, depending on how much of a number-drop you want.

And is the navy size okay? 'Cause I can dropthat too if need be.
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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Darksworth
Envoy
 
Posts: 316
Founded: Nov 10, 2017
Ex-Nation

Postby Darksworth » Sun Jan 07, 2018 11:37 am

Races of Zathrak

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 horses.
Added Military Details

New Type of Units:

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.


There we go, one hell' of a writing. I've also added these to my application as well.
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
Senator
 
Posts: 4542
Founded: Aug 04, 2015
Ex-Nation

Postby Spindle » Sun Jan 07, 2018 11:59 am

Darksworth wrote:-BEASTIE BRIGADE-


Okay, remind me to not march into there any time soon.
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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Darksworth
Envoy
 
Posts: 316
Founded: Nov 10, 2017
Ex-Nation

Postby Darksworth » Sun Jan 07, 2018 12:11 pm

Spindle wrote:
Darksworth wrote:-BEASTIE BRIGADE-


Okay, remind me to not march into there any time soon.

Don't worry, I'm scared too x(
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
Spindle
Senator
 
Posts: 4542
Founded: Aug 04, 2015
Ex-Nation

Postby Spindle » Sun Jan 07, 2018 12:32 pm

Darksworth wrote:
Spindle wrote:Okay, remind me to not march into there any time soon.

Don't worry, I'm scared too x(


Nobody go out into the wastelands out there. It's dangerous.
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
Nuxipal
Powerbroker
 
Posts: 9250
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Sun Jan 07, 2018 1:37 pm

Spindle wrote:
Darksworth wrote:Don't worry, I'm scared too x(


Nobody go out into the wastelands out there. It's dangerous.


Which Wastelands... my Wastelands? You keep off of my wastelands..


Speaking of which, here are the maps I promised.

Image


Deep Roads of the Dwarfholds
Last edited by Nuxipal on Sun Jan 07, 2018 1:39 pm, edited 1 time in total.
National Information: http://kutath.weebly.com/

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

Postby Spindle » Sun Jan 07, 2018 1:57 pm

Nuxipal wrote:
Spindle wrote:Nobody go out into the wastelands out there. It's dangerous.


Which Wastelands... my Wastelands? You keep off of my wastelands..


Speaking of which, here are the maps I promised.

Image


Deep Roads of the Dwarfholds


I can garuantee I will not be touching any wastelands. Even ones with giant flappy death lizards. Especially ones with giant flappy death lizards.
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
Kipchyak
Bureaucrat
 
Posts: 51
Founded: Jan 06, 2018
Ex-Nation

Postby Kipchyak » Sun Jan 07, 2018 2:44 pm

I'll tag this but do you have a map to get a better idea of the world?

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

Postby Tysklandia » Sun Jan 07, 2018 4:27 pm

Tialle Races are accepted, with the max range of organised troops being in range, these others troops numbers are high, but doable.
But having a really powerful navy, combined with a really powerful fleet is iffy. Best to pick one to throw your bulk of your application into, you can expand the army or build more ships during the game.

Alliance of stone I need some time, these dragons are powerhouses and can really be brutal on the battlefield, so give me some time to look over the description and your app when I have some more time and see what is fair game.

Suthkar-Khals, Seems good?

For Zathrak the following:

Snow giants can't be the size of castles, keep them somewhat LOTR "troll" or GoT giant sized if you will.
The others look fine.

The White brigade looks very interesting and fun to play with and against. Although the accursed look difficult to control in a fight.
As long as you don't go overboard with the white brigade, I look forward to seeing your roleplay with them.

----


So I will get the map linked on nationstates tommorow. At the moment I have the map on discord https://discord.gg/UntQ4H
I'll have an idea when the IC will be up tommorow, although that will likely be another week.

On another note, this being my first OOC is already obvious as my primary OOC post has become massive and I hardly have room to add a faction and race listing on it. Anyone have an idea if it would be doable to grab a new thread for this? So I can reserve the first 2 replies to get a cleaner list of all the primary game information.

Also, I don't have a bunch of time to research all the codes to format my posts this week, so if a kind soul could DM me how I could Link other players their posts, so I can make an accepted faction list that leads to everyone their posts. (also for races and such).

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Kipchyak
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Posts: 51
Founded: Jan 06, 2018
Ex-Nation

Postby Kipchyak » Sun Jan 07, 2018 6:45 pm

Name of Faction: The Kingdom of Novomozovsky

Ruler: Kazymyr Vasylovych Zakharchenko, Human, Kazymyr is a young man of 20 years of age of fair skin, brown hair and blue eyes who's the first founder of the Zakharchenko dynasty and his several generations old grandparents founded the small town, now capital that the kingdom's named after of Novomozovsky. While he's of noble birth, he's very young after the untimely death of his father and the Kingdom now looks to him to lead them to safety and power within the current world atmosphere. He's intuitive, always looking for new innovations, outgoing, bold and often looks for adventure even where there doesn't seem to be any.

Description of Government:
1. Political divisions

Duke Power
The greatest power in the Kingdom, are princes. Princes take care of law and justice, lead the army, have taken the decision to defend the country, take a direct part in military expeditions. They forge relations with neighboring countries, conclude peace or declare war. Thus, the prince is head of state lands, it embodies a quiet, ordinary life of society. Princely power passes from father to son, that she was hereditary. Of all the princes the Novomozovsky prince has the greatest power, the rest of the princes obey him as the oldest, most high. Such relations are called mizhknyazivski vasalitetom , and form of government - monarchy.
Political divisions of the Kingdom define as a federal- monarch .

Council of Prince

In addition to the princes, the state power in the lands carries Council of the prince, Prince conventions, rallies. For strong role of the prince's power is formal and, consequently, when the princely power is weaker, the council wins more weight. Thus, the important role is played by the boyar council. However, no matter how influential the boyar council is, they would prefer to have a led and obedient, but still in power Prince.

Conventions princes grave authority have princely congresses. They gather regularly and not all solutions such gatherings have been realized, but the questions they discuss at the congresses are mostly of national importance. Particularly sensitive issue that was discussed at the princely congresses, is the protection of Polovtsian. Here princes showed determination and unanimity.

Vecha rallies, gather more ancient processes of the people. Ancient rallies - a meeting of the whole community to address critical issues of life.

2. Social divisions

At the top of the social pyramid of society are princes. Princes occupy the greatest power in the state. Prince in the borderlands can only be representative of smaller dynastic families. Head of state and influential Duke is the Grand Prince of Novomozovsky. Capitals land-autonomous principalities sit princes. Each principality, in turn, divides into small parish, which is also ruled by princes. Only sons of a Prince can be a prince. In addition princes belonged to the ruling class boyars.

Boyarskaya form with the families of local notables rodopleminnoyi and with influential men, who by military service receive from the estates of the princes of the land. Boyars together with the princes are ruling the state, the Principality. Big boyars become rulers, rulers of thousands, but small-
sotskymy, tens, tiunamy (bailiff), butler, etc.

The privledged social group in the society are arms -professional soldiers. They are not only in military campaigns, but also cover some government positions. For faithful service to Prince warriors are given cash incentives, and land. States belong to the privileged and clergy.

Clergy are the most educated stratum of contemporary society. Clergy divided into top (metropolitan bishops, Superior of the monastery) and the ordinary priests. Prominently play in the life of the monks of monasteries. The middle of social pyramid sits wealthy urban elite, as well as merchants and artisans.

At lower levels of the social pyramid are Ruzenin society: smerds, people, shopping, ryadovychi, servants, laborers, slaves, rogues. The most numerous group of the population - peasant-smerds. They are personally free, have their own farm land, live in villages and princely paid tribute.

Peasants- mostly residents of rural communities.
smerds If, for some circumstances lose their own farm, he can borrow money - the heap in feudal lord, but has to work out the loan. Thus, a farmer who worked for "a bunch" in the enterprise master are called shopping. Vidpratsyuvavshy debt, is when a peasant becomes temporarily dependent free. Kind of shopping were ryadovychi , because the circumstances of the transformation of shopping smerds are fixed in the contract-series. Hence interprets the name "ryadovych". Many use the name "hireling", "Chelyadyn".

If hired to work in conditions of employment, being personally free, then valetry was non-free - it is sold, gave, passed by inheritance. Servants fall mostly to prisoners. Wholly owned by the lord and are slaves.

A special group of people are rogue. All these names of people who for various reasons drop from his usual environment, or all have lost contact with him.

3. Forms of tenure
Place in the social strata of the pyramid is defined largely by their right to land. Main landowners are what the princes are. The Grand Prince of Novomozovsky is considered the main owner of the land. Dependent on his autonomous princes possessed by individual states. Even smaller territories rule Township princes and boyars. Significant land estates have the Zynarsk Church.
In lands that were privately owned, has remained constantly skorochuyuchys, a small part of land that they owned in the rural communities.

Gradually acquiring patrimonial land tenure, which involves a consolidation of those areas or those with a specific branch of the princely family. Standards otchynnoho tenure endlessly excited by force of arms. In the Kingdom of Novomozovsky there's two basic forms of feudal tenure: conditional - unconditional and estate - otchyna.

For centuries they have coexisted, even though their share is different.

4. Feudal duties
The burden of feudal duties settes on the shoulders of peasants . Working on the land of the landowner, or they had some time to work on feudal lord, or give him some food, produced in his own house, or pay cash tax. Another form of duties - refining. In addition, the rural population are forced to participate in building cities and fortifications.


Government Type: Monarchy

Sigil/Emblem: Image

Population: 2,120,000

Military number: 7,500 of a professional force of knights and feudal forces. With a reserve of 9,000 militia and various princes and nobles during extreme times of war.

Military outline: Due to the various enemies and problems the Novomozovsky face, there's a variety of forms the armies are made up and formed in;

Basic Militia Force [Most common]: Gord-centered commoner millitia light infantry, led by semi-professional mercenaries (sometimes on horseback), typical Slav arms and armor, that includes spears, javelins (occasionally), oval-shaped shields, leather armor (very rarely lacquered, even rarer if mail or scale aromr iz worn on top of it), sometimes norman-type helmet, nasal helmet, or shishak. As for a side-arm, swords are a bit more popular than axes. Kords and dussacks (single edged swords, and proto-falchions) are also quite popular.

Boyar Army [Less common]: As above, however, mail, and Wisby-type halfplate becomes more popular. More currency brings round shields, more norse-helmets, and greater proliferation of swords, as well as odd sax and halfsax here and there (single edged "sword"- imagine a giant bread-cutter). More mercenaries, professional fellowships of warriors on gord-holder's command.

Princely and Clergic Army [Rare]:
Light cavalary, and mounted archers are very important. True warrior castes form. Bows, javelins, scale armor, shishak-helmets and lightweight buckler-like shields become norm. Early "sabres" are introduced.

Grand Prince Army [Only found in the most important areas of a conflict or area]: Formal knight-nobility is formed. Heavy calvalary in mail and scale becomes all the rage. Shishaks, sabres, lances. Bardiches (poleaxes) for anti-cavalary units of infantry are introduced. And includes a mix of armored horse archers and foot knights for reserves.


Languages: Slavic and Imperial

History: Once the civil war began the Zakharchenko dynasty fled south, towards an area near the winter woods and plains searching for fertile land and woods to build a new state while being separated from the darkness plaguing the world. Oleg Zakharchenko would found the Capital and city of Novomozovsky, from which they would rebuild before expanding out. Over the next several decades rapidly growing in population and developing a new culture, language and religion far from others.

The Kingdom, for the most part has been slowly expanding, always cautious of the forests while often used to fending off horses of creatures every few years, has led to more mobile and light weight armies. Although heavy and better equipped armies are there, they're utilized in the event foreign no gdoms aim to take Novomozovsky lands. And thus, often spend their time training by killing packs if goblins, some orcs or even going on hunting raids into the woods. Often a ritual for coming of age for the Grand Prince as well. Often though, for the past 5 years the Kingdom of Novomozovsky has been enwrapped in putting down nomadic groups travelling through his lands and causing havoc. For now, it's goals remain unkown, isolated and growing outward, but many in Novomozovsky dream of one day pushing further than they stand currently.

Religion: Zynarxy & it's Zynarsk Church

Races: Human

Capital City: Novomozovsky

Land Controlled: (Waiting on map)

Allies:

Enemies: Orcs, trolls and nomads

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

Postby Nuxipal » Sun Jan 07, 2018 9:39 pm

Tysklandia wrote:Alliance of stone I need some time, these dragons are powerhouses and can really be brutal on the battlefield, so give me some time to look over the description and your app when I have some more time and see what is fair game.



That's fair. If you have questions, DM me, Reaper, on the Discord.
National Information: http://kutath.weebly.com/

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

Postby Tysklandia » Mon Jan 08, 2018 12:41 am

Name of Faction: The Kingdom of Novomozovsky
You can boost your military a bit for fantasy style armies, or add other specialities. Perhaps adding a fantasy vibe to empower the army, to make yourself fit the standard mold of starting power.

So this workweek will not be as bad, so I should have time to prep the IC.

I am thinking of working with world events with certain modifiers to the world, such as instability, orc raids, dragon sightings, magical storms, etc. Technically all optional to reference in everyone their storyline, but giving a starting point for people to post towards and perhaps give options for interaction without going immediately to war.

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

Postby Spindle » Mon Jan 08, 2018 11:21 am

Okay, the Eight Divisions are down to fifteen thousand and the navy's halved. Is there anything I've missed before IC goes up?
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
Kipchyak
Bureaucrat
 
Posts: 51
Founded: Jan 06, 2018
Ex-Nation

Postby Kipchyak » Mon Jan 08, 2018 6:07 pm

Tysklandia wrote:Name of Faction: The Kingdom of Novomozovsky
You can boost your military a bit for fantasy style armies, or add other specialities. Perhaps adding a fantasy vibe to empower the army, to make yourself fit the standard mold of starting power.

So this workweek will not be as bad, so I should have time to prep the IC.

I am thinking of working with world events with certain modifiers to the world, such as instability, orc raids, dragon sightings, magical storms, etc. Technically all optional to reference in everyone their storyline, but giving a starting point for people to post towards and perhaps give options for interaction without going immediately to war.

Sure thing, ill boost my numbers a little bit didn't wanna overdo them. Do you think maybe I could give them a buff for converting lands i take over and colonize over. I'm thinking I'll have less of a Polytheistic religion and more of a Monotheistic one.

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

Postby Tysklandia » Tue Jan 09, 2018 9:34 am

Kipchyak wrote:
Tysklandia wrote:Name of Faction: The Kingdom of Novomozovsky
You can boost your military a bit for fantasy style armies, or add other specialities. Perhaps adding a fantasy vibe to empower the army, to make yourself fit the standard mold of starting power.

So this workweek will not be as bad, so I should have time to prep the IC.

I am thinking of working with world events with certain modifiers to the world, such as instability, orc raids, dragon sightings, magical storms, etc. Technically all optional to reference in everyone their storyline, but giving a starting point for people to post towards and perhaps give options for interaction without going immediately to war.

Sure thing, ill boost my numbers a little bit didn't wanna overdo them. Do you think maybe I could give them a buff for converting lands i take over and colonize over. I'm thinking I'll have less of a Polytheistic religion and more of a Monotheistic one.


As per religion mechanics, the best fit would be one of your specialities being cleric's and paladins. The devout nature of your clergy (they need to be truly devout and following the tenants of the religion) allowing a larger number than normal clergy to summon magic, gifted by their god.

Think DND Clerics and Paladins.

Having such clerics and paladins at your disposal would increase the rate at which you convert other populations, because you have solid proof that your god answers the prayers and wishes of your clergy more than their own god.

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Jaladristan
Attaché
 
Posts: 67
Founded: Apr 17, 2015
Ex-Nation

Postby Jaladristan » Tue Jan 09, 2018 3:00 pm

Name of Faction: The Magnificent Kingdom of Shiyla
Ruler: King Laestis of House Sestuz

King Laesits of House Sestuz, also called Laestis the white scaled, is the 120 years old Sevosh ruler of the Magnificent Kingdom of Shiyla. He inherited this title at the age of 80 when his father Sevos of House Sestuz passed away in his sleep at the age of 176. During his 40 year rule Laestis has proven to be among the most ambitious, if not the most ambitious, kings the realm of Shiyla has seen. He invested a great amount of resources into expanding his realm both inside and even outside of their home desert. To this end he has founded the expeditionary legion and equipped them with new and experimental armour to enable them to survive and even fight in areas that were previously to cold for the Sevosh.


Description of Government: A monarchy with all the power held by the king. The provinces of the realm are administrated by bureaucrats appointed by the king or the kings council. The kings council is a council of the most influential figures of the realm including generals, merchants, bureaucrats, mages and other important persons. This council is responsible for advising the king and handling the daily business of the kingdom. Large towns have the right to elect a city council instead of being controlled by a number of bureaucrats.

Government Type: Absolute monarchy with provinces controlled by bureaucrats or city councils.

Sigil/Emblem: A yellow sun on a green background.

Population: 3.7 Million
99% Sevosh
1% Others (Mostly Humans living on the edge of the desert)

Race:
The Sevosh are a race of cold blooded, humanoid reptiles. Compared to humans they are quiet a bit taller, with an average height of around 2 meters for males and 1,85 meters for female members of the species, their bodies are more lithe than those of Humans and nearly all of their movements seem more fluid then those of other races. The body of a Sevosh is covered entirely in rather small scales with nearly all members of the race featuring a green colour scheme. Only a tiny amount of Sevosh are graced with differently coloured scales. The Sevosh are omnivorous and require a surprisingly small amount of water to survive.

The face of a Sevosh is a bit longer than a human face and features two rather large snakelike eyes, two nostrils where a nose would be in a human face and a broad, lipless mouth filled with sharp looking teeth. Their ears are quite similar to the pointed ears of elves but not quiet as long. The Sevosh dont grow hair but the females of the species grow feathers from their heads downward to their back. If cared for properly these feathers can imitate the look of long hair if so desired. An average Sevosh is a bit stronger than a human but not as much as their size would indicate. Their speed and reflexes however surpass those of humans by far, as long as their body temperature is high enough.

Due to their cold blood the Sevosh become slower if their body temperature sinks and with no way to internally regulate their body temperature a Sevosh trapped in a cold place will loose his speed and fast reactions and may even enter a hibernation like state in which he will be unable to move and he will succumb to the cold in only a few hours. On the other other hand Sevosh are very resistant to heat and can even survive being set ablaze for a few minutes without much damage. Extreme sources of heat like lava or dragon fire will still kill them nearly as fast as any other creature.

The hands of a Sevosh are equipped with four fingers and a thumb per hand and the fingers and thumbs are equipped with sharp claws that can reach a length of up to 15 cm if not shortened regularly. The strong legs of a Sevosh end in a rather large foot with four toes each. The toes are also equipped with claws. The innermost of these claws on each feet are larger then the rest and strongly resemble a raptor claw.

The Sevosh procreate by laying eggs. A healthy female is able to lay around 4 eggs per year. The average lifespan of a Sevosh is about 180 years for males and 200 years for females. The body of a young Sevosh is usually fully developed at an age of 30. A female Sevosh is fertile up until around 150 years and the males are able to procreate until their death.


Military number: 25.000

Military outline:

The military doctrine of the shiylan kingdom is designed to use the desert and the terrible attrition that most armies suffer in it. They prefer to harass an enemy army until it is on the verge of collapsing on its own due to the heat and constant raids on their supplies, before attacking them on an open field. The fighting style of an individual Sevosh reflects his natural grace. The most common weapon, besides the spear, is a single edged sabre with a slight curvature. The Sevosh use two kinds of armour: light and heavy. Light armour is made mostly from leather and is designed to hinder movement as little as possible while still providing protection against glancing blows and small weapons. Heavy armour is made from steel and resembles the scales of a dragon. This armour does hinder movement to some extend but is also able to deflect direct strikes and arrows from weak bows.


Royal Guard: 500
The royal guard is by far the most elite of the shiylan forces. The soldiers that comprise the royal guard are chosen at an age of just 20 years and are rigorously trained for at least 15 years before they are allowed to join the royal guard and wear the purple cloak of the guard. The royal guard wears heavy armour under their aforementioned cloaks. They are armed with the finest weaponry the kingdom has to offer including heavy two handed swords, large battle axes, thick shields and expertly crafted sabres. The royal guard is, as their name suggests, task solely with guarding the royal family and has never been used for any other tasks to this day.


Expeditionary Legion: 500
The expeditionary legion is the newest part of the shiylan military and was founded by king Laestis for the purpose of operating outside of the desert, where no normal part of the military can be used effectively, for an extensive amount of ,time as of now. To achieve the ability to operate in colder climate the soldiers of the expeditionary legion are equipped with a thin set of chain mail clothes, made from a material called Lithriite, that is worn below the normal armour. Lithriite, which is mined deep inside the desert, is an iron like material with the ability to absorb large amounts of heat and emit the stored heat over several hours. By heating up these Lithriite clothes in fire and wearing them a Sevosh is able to keep his body temperature constant and is thus able to operate outside of the desert without suffering from the normal consequences connected with falling body temperature. The soldiers themselves are hand picked from the other parts of the military and equipped with a mix of light and heavy armour, bows, sabres, shields and spears.


Desert Riders: 7.000
The desert riders are Sevosh that mount steeds called Seldynes. A Seldyne is a horse like creature with sand coloured short hair, large ears, a very long tongue and small eyes. They are a bit taller than horses and well adapted to the desert, meaning the dont require a lot of water, can withstand the scorching heat and walk surely over the loose sand of the desert. The riders themselves are Sevosh clad in light armour and armed with bow and arrow, a sabre and a short spear. During peacetime these Sevosh are performing a variety of tasks for the kingdom including: guarding caravans, charting out the desert, searching for new places to settle inside of the desert and enforcing the law in remote areas of the realm that the normal guards dont reach. During wartime the riders are used to harass enemy armies by using their bows and retreating on their fast steeds before the enemy can react. In larger battles the riders are used to charge weak points in the enemy formation with their spears to cause heavy damage and then retreat to attack the enemy at a different location once he has reinforced their previous target.


High Guards: 2.000
High guards are, contrary to their name, not really guards but the heavy infantry of the shiylan kingdom. They are well trained and outfitted with heavy armour. They mostly wield sabres and shields but a sizeable part of the high guards is also equipped with two handed axes and swords. These troops make up the core of the shiylan infantry and are expected to fight in the centre of the army where they will take the brunt of the enemy’s attack.


Low Guards: 10.000
This time the name guards is actually accurate and the low guards really are part of the guards of towns and villages during peacetime. The low guards wear light armour and fight with spears, shield and a short slightly curved sword. During wartime these guards are pulled away from their guard duties, leaving only local militias in charge of upholding the law in their respective provinces. They fight on the flanks of the high guards and defend them from cavalry charges and encirclements.


Guard Archers: 5.000
These guards perform the same tasks as the low guard during peacetime but fight with bow and arrow instead of spear and shield. During battles these archers are positioned behind the lines of the guard and fire volleys of arrows at the enemy.


Languages: Sevoshi, Imperial for diplomats and scholars
Sevoshi is the native tongue of the Sevosh and incorporates a variety of hissing sounds. To most people Sevoshi sounds surprisingly methodical. It is possible for most races to learn to understand Sevoshi but speaking it will be very difficult due to the before mentioned hissing sounds that the language relies on.


History:
While the first kingdom of Shiyla pre dates even the old republic, virtually all of the history about this time has been destroyed and forgotten and thus the history of the kingdom can only reliably be traced back to the fall of the republic and the beginning of the empire.

The Kingdom was prosperous during the last day of the republic but also stagnant due to lazy kings and infighting among the bureaucrats. When the Empire discovered the Sevosh the reptiles were completely surprised. They had never even considered that there could be other civilizations outside of the desert. This arrogance would cost them dearly as the Empire crushed their hastily conscripted armies and sacked the great city of Oranis.

From this day forth the Sevosh were ruled by the Empire. Their only luck was that the Empire quickly discovered that the Sevosh died shortly after being taken from the desert so they were spared the fate of being sold off as slaves all over the continent. They were however forced to mine the deserts ores and gemstones on a large scale.

When the age of sorrow started the Empire quickly withdrew their troops from the desert and the Sevosh assumed their suffering was finally over. They were wrong. Reliable sources from the following times are rare but it is safe to assume that the dropping temperatures nearly managed to drive the Sevosh to extinction with only those that hid in caves and in the deepest parts of the desert surviving.

When the age of sorrow finally ended the surviving Sevosh flocked to the great city of Oranis to crown a new king and to rebuild their realm. This time they would be ready for any enterprising empire or sudden dropping of temperatures. This time they would not see their kingdom destroyed again. But if the ambitions of the reptiles can be made reality remains yet to be seen.

Religion: Most Sevosh believe in the three guardians: Hesi, Zhihe and Nyshsi. These guardians are said to watch over all Sevosh and guide them safely through the desert and to water. The guardians dont require daily prayers from their followers, but those that dedicate their life to the guardians will spend most of their days asking the gods for protection and help for their Sevosh brethren. Once a year a great feast is held to thank the guardians for their service. The Gods are known to sometimes grant blessings to their most devote followers with Hesi providing good health, Zhihe granting strength and Nyshsi gifting luck.


Capital City: Oranis
Nobody still knows when the great city of Oranis was founded. Only old legends allow a vague glimpse at this long forgotten time. The legends talk about a small group of Sevosh that nearly died of thirst after week in the great desert. Mere hours before they would have perished the found an oasis. But not any oasis. No this was the largest of its kind that was ever discovered. And so the group of weary travellers build their simple huts from the palm trees of the oasis and thus laid the foundation for the great city. How much of this is actually true is sadly lost.

What is known however is the fact that Oranis really is build around the largest oasis ever discovered. The oasis itself is sustained by a large underground river that flows deep underneath a thick layer of rocks. The oasis is the only known point where this river reaches up to the surface. Any attempt to find the source of this river has failed until now.

The town itself consists mostly of buildings made from sandstone with thousands of palm trees lining every road. It is nearly impossible to look at any part of the city and not see any palm trees. Hundreds of small canals from the oasis have been dug through the city and supply water to every public park and marketplace. The by far largest building in this city is the royal palace with its luscious green gardens and beautiful wells.


Land Controlled: An area within the desert Barak to the north west of the continent.

Allies: /

Enemies: The Sevosh are very wary towards humans due to the actions of the empire.

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