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Age of Blood and Fire [Medieval/Fantasy RP][OOC]

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Tysklandia
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Founded: Apr 15, 2015
Ex-Nation

Age of Blood and Fire [Medieval/Fantasy RP][OOC]

Postby Tysklandia » Sat Jan 13, 2018 9:40 am

An Age of Blood and Fire

Image

WIP
Discord : https://discord.gg/wdMM3Ur
OOC: Right here
IC: viewtopic.php?f=31&t=433921&p=33270340#p33270340

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

If you want a certain map location, please just open up a paint file, mark it and drop it to me via discord or the like.

https://www.imageupload.co.uk/image/E1T5
https://www.imageupload.co.uk/image/E1TZ

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)
Last edited by Tysklandia on Sat Jan 13, 2018 12:02 pm, edited 3 times in total.

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Tysklandia
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Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Sat Jan 13, 2018 9:41 am

Accepted Faction List

* Republic of Vindelicorum
*The alliance of Stone
* The Free Republic of Shai Tialle
* High Kingdom of Suthkar-Khals
* The Kingdom of Zathrak
*The Basilea of the Eldest God
*Huline Confederacy
*The Orderlands of Röken
*Torusaic Diaspora
*United Goblin Clans of Vilkų Miška



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: elite ruled Republic
Sigil/Emblem: A banner depicting a fire-spewing dragon, the blood red wings spread wide. The banner of the Alcenian Empire. Pressed against the Imperial banner sits a golden RR, symbolising the word Res Republica.
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 the number of this militia depend on the time Vindelicorum has to levy, train and equip these men. But even in the best of circumstances, these men have not been hardened by 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 always 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. They have a well trained and sizeable core of professional military officers
* Strong, well trained medium infantry
* 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, its upkeep, wages and armerments.

---

The republic functions on a reformed Alacenian legionary system. The military consists of citizenry fighting for a steady pay and a portion of any war loot gained during a campaign. Serving at least a few years in the legion is almost a necessity for the higher social classes. Becoming influential inside Vindelicorian society without being able about legionary 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 detachment. 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 equipped, extremely 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 bygone 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 of drakes and Alcenian dragon, 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 there were dragon lairs of pure gold in the capital of the empire, where 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 Vindelicorum has found a solution for this issue. Dragons are bred and raised inside the confines of the Silver tower of Vindelicorum, sitting on the opposite side of the grand lighthouse that guides ships inside the city. The Silver tower, also known as the Aviary, houses dozens of Alcenian dragons, breeding pairs and houses the tamers and servants that imprint loyalty to the republic upon these intelligent beasts from the moment of their birth. An effort lasting centuries has only recently come to fruition as the first true dragon riders are found reliable enough to serve beyond the watchful eyes of the Vindelicorum Preatorians. These Dragon riders bind with their beasts from their birth, those who fail to understand the desires of their beast often are killed and eaten whole, dooming the animal to death or a life as a breeding animal.

The Alcenian drake or dragon is a strange breed, known to have upon a time, have contained specimens the size of a large house! these winged menaces burned and scharred the enemies of the Empire, spreading fear and awe across the Continent. The secrets of their breeding and control have been lost in the age of woes, Vindelicorum is forced to learn the secrets to control and breed them all over again. The current specimens sitting in the Silver tower are between the size of a large horse and an elephant, although few if any have accepted a rider. Fewer still are trained and controllable enough to be ridden into battle. The firebreathing lizards are known to have thick scales and a vast wingspan, allowing them to lift not only themselves, but also their rider. Legends say Emperor maximus the second rode a vast dragon into battle, covered in the finest dwarven plate. But no man made armor seem to fit the beasts and even if it does, it ends up weighing the beast down too much.

* The Templar are a religious order born in the age of woes, when the hatred and fear of magi became extreme. Vigilanties hunted them on their own devices and returned to sacrifice their lives to the gods. In time, such men became known as the Templar. Although such crude and barbaric notions have long been outlawed, the Templar organisation has since grown to be the primary force by which Vindelicorum corrals and controls its magi. The organisation spends its time training operatives and guards to combat magic of all kinds, in order to kill or capture those magi who threaten the "civilised world".

The organisation is divided into two distinct sections, the Ordo Magi and the Ordo Divinus. The Ordo Magi retain their original meaning, specialising in the utilisation of runecraft, divine blessing and blessed religious items to counter magic of all kinds, allowing them to cut down or capture mages of all kinds. They house themsevles in the base of the Copper Tower, the home of nearly all magi that reside in Vindelicorum.

The Ordo Divinus is much, much larger and is divided by every god that sits in the Alcenian Pantheon. It sits as the military arm of the religious, an order of Clerics and Paladins, fanatical believers and devoties to their god of choice. Wielding blessed armor and weapons in the field of battle, they swear to serve and protect the faithfull from any harm that befalls them.


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:

Allies:
Enemies: Orcish tribes Bother the republic from the mountain range that splits Lucania Maxima.


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:

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.
Last edited by Tysklandia on Mon Jan 29, 2018 2:30 pm, edited 5 times in total.

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

Postby Tysklandia » Sat Jan 13, 2018 9:41 am

Accepted Races List

*Dwarves of Kal'Erundir
*Imperial Human
*Stoneskin dwarves
*Dragons of Barak
* Humans of the Stone
* Various Taille Races
* Dwarves of the Suthar-Khals
* Brugalbrud Orcs and various troll breeds
* Zathrakan races
*Huline
*Beastmen of Röken
*Torusa
*Forest Goblins
*Iniki


My 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 Wed Jan 17, 2018 11:07 am, edited 3 times in total.

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Tysklandia
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Ex-Nation

Postby Tysklandia » Sat Jan 13, 2018 9:58 am

Reserved for stuff

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Nuxipal
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Corrupt Dictatorship

Postby Nuxipal » Sat Jan 13, 2018 10:23 am

Name of Faction: Alliance of the Stone

Ruler: Draconic - High King Caeliphon IV
- Caeliphon is a 322 year old Dragon. Born during the Sundering along with most of his kind. He rose to defend a clan of Dwarves in a mountain stronghold in the Northern Deserts.
Nulkihm - King Therin XX, Great King of Stone
- Therin Silverstone is the Ruler of the largest city, which also has a companion Human settlement on the surface.
Thardun - King Nordak IV, King of the Sand Sea
Gul Todihr - Queen Vistra I, Queen of the Deep
Gul Vandihr - King Ulfgar II, King of the Deep Veins
Nirrihm - King Adrik V, King of the Fire Mountains
Gul Buldihr - King Rurik XI, King of the Rifts


Description of Government: The Draconic High King rules a council of Kings which meets once every year at the Stone Sigil during the winter. Each Dwarfhold is ruled by either King or a council of nobles which report to one of the six Dwarf Kings. The Human settlement is ruled by a council of Lords numbering 21. One of which is elected to be the head of the Council every year.

Government Type: Fuedal Monarchy
Sigil/Emblem:
Image

Population: 430,150

400,000 Dwarves
30,000 Humans
150 Dragons (of varying ages ranging from 350 to newly hatched)


Military number : 4300 Professional Troops, 25,000 more levies available. Town guards number vary between 100 and 1200 depending on the Hold. Human settlement has 700 guards on the surface.

Military outline : Professional Soldiers in the Alliance are rare, but are highly effective heavy infantry. Primarily using Axes and Hammers, some are trained to use pikes and bows. There are several orders within these professional troops which have specified jobs.

Dragon Guard - The Dragon Guard are those chosen by the High King to join his armies. Only the greatest of the warriors are given this honor. With armor made from dragon scales which have shed off of various dragons. Each of them has a unique pattern made into their armor by the armor workers of the Stone Sigil's armory. The Order counts 522 at current.

Legion of the Dead - The Legion of the Dead is an elite force of 1000 strong which has always been used as shock troops of the Alliance. They are headquartered in the hold of Nirrihm, the northernmost holding of the Alliance, but can make it to the south after 30 days or so of riding in the deep roads.


Languages: Dwarven, Draconic, Imperial

History: The History of the Dwarven Holds of Barak goes back before the Empire's invasion. The Dwarfholds of the Alliance were part of 3 different nations, based on the three major settlements with surface connections. However, their combined armies fell and lost several holds to the Empire. Since that time the Dwarves have worked together to keep their holds safe from human assault, only one has any humans anywhere near it, that would be Nulkihm. Nulkihm has become a sort of point of contact with the human realms to the south.

The small contact was more than enough for humans to covet the wealth beneath the sands which the Alliance horded. Gold, Silver, gemstones, and various other valuable metals were already sold beyond the borders of the Alliance. The First War of the Stone and Sea was waged as Human adventurers crossed the Strait of Barak. Seven times the humans rushed the gates of Nulkihm, and seven times they were thrown back. The humans fell back and failed to capture any territory.

The Second and Third wars were similar outcomes. However, the Fourth War, the humans attacked a new route. They went around most of the Desert and up the Euxine River to the Stone Sigil and attacked Thardun. Thardun was not built as a fortress, but it did have volcanoes nearby which make for a dangerous assault up very high mountains. Eventually the humans began to break through the defenses and began storming the city. From the Sigil, a shadow rises. A half-dozen young adult dragons descend on the Human forces and begin to destroy them. Lightning, Fire, Ice, Acid, and Poison fall from the sky and begin to decimate the Human forces. Within a few hours the Human Army was completely destroyed. The Dwarf King swore Loyalty to the High King of the Dragons and in the next few decades the other Dwarf Holds join the new alliance. This Alliance of Stone was newly formed and the Dwarves clear the Straits of Pirates and soon a new wave of trade begins to enter the Dwarfholds.

Every so often, there is a Dragon sighting in the Desert. The Dwarfs now shrug and say "Perhaps. No one truly knows what is out there these days."

Religion: Dwarven Polytheism

Races: Dwarven, Human, Dragon

Capital City: Stone Sigil
Land Controlled: Will include a map when I can.

Allies: Coastal Trading Communities, Other Dwarves
Enemies: Imperial Humans




If you wish, I can assemble most of the maps into one. As for my own, I don't think that too much of the Surface would actually be claimed, some of the river near Stone Sigil probably would have patrols from time to time "claiming" the western parts of that river.
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Tysklandia
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Postby Tysklandia » Sat Jan 13, 2018 10:37 am

Nuxipal wrote: *snip*


Requested map plot is really large, but the desert and relative useless nature of the land claimed make it more than acceptable.

Add the races in another spoiler if you will, and you are all good to go whern I have a few minutes to drop the IC.

Have fun with the sunburn ;p
Last edited by Tysklandia on Sat Jan 13, 2018 10:38 am, edited 1 time in total.

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Nuxipal
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Corrupt Dictatorship

Postby Nuxipal » Sat Jan 13, 2018 10:40 am

Tysklandia wrote:
Nuxipal wrote: *snip*


Requested map plot is really large, but the desert and relative useless nature of the land claimed make it more than acceptable.

Add the races in another spoiler if you will, and you are all good to go whern I have a few minutes to drop the IC.

Have fun with the sunburn ;p


Oh I don't need the surface Desert. Just the area immediately around the settlements. I think there was one other faction looking at Barak too.

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.


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.


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.
Last edited by Nuxipal on Sat Jan 13, 2018 10:41 am, edited 1 time in total.
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Spindle
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Ex-Nation

Postby Spindle » Sat Jan 13, 2018 11:09 am

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%)

More Depth

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.

Capital City: Ferial Tialle

Land Controlled: Here.

Allies: The Trassi, an equally bastardised 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 Sat Jan 13, 2018 12:15 pm, edited 1 time in total.
Disclaimer: Nothing said here is the product of a rational mind.
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Great Confederacy of Commonwealth States
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Democratic Socialists

Postby Great Confederacy of Commonwealth States » Sat Jan 13, 2018 11:22 am

Fantasy? Making realms? Yes please.
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Tysklandia
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Ex-Nation

Postby Tysklandia » Sat Jan 13, 2018 11:23 am

Spindle, I will likely trim down your map claim a little 500km stretches are a bit big for starters.

What land is most important for you?

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Spindle
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Postby Spindle » Sat Jan 13, 2018 11:47 am

Tysklandia wrote:Spindle, I will likely trim down your map claim a little 500km stretches are a bit big for starters.

What land is most important for you?


Awww...

Is this any better? I can drop the peninsula and/or retreat a few more rivers if you want.
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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Great Confederacy of Commonwealth States
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Democratic Socialists

Postby Great Confederacy of Commonwealth States » Sat Jan 13, 2018 12:08 pm

Alright, normally I play neatly according to predetermined guidelines, but could I try something out? Could I write as a diaspora? A people without land or armies, living all across the world?
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

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Tysklandia
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Postby Tysklandia » Sat Jan 13, 2018 12:09 pm

All applications I gave a once over in the old thread can move on to post if they want to.
I can take a look at the map claims tommorow.

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Tysklandia
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Postby Tysklandia » Sat Jan 13, 2018 12:10 pm

Great Confederacy Of Commonwealth States wrote:Alright, normally I play neatly according to predetermined guidelines, but could I try something out? Could I write as a diaspora? A people without land or armies, living all across the world?


Drop me a description of what you have in mind and we can take a look at it, okay?

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Hallimas Islands
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Founded: Dec 01, 2017
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Postby Hallimas Islands » Sat Jan 13, 2018 12:13 pm

Name of Faction: High Kingdom of Suthkar-Khals (High Kingdom of the Southern-Mountains) or High Kingdom of the Sheldem-Khaldar (High Kingdom of the Fifteen-Peaks)

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

Image


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: 5,500,000

Military number: 15,000 (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.

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
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.


Capital City: Haldomor-Khal

Land Controlled: Image

Allies: N/A

Enemies: N/A
Last edited by Hallimas Islands on Sun Jan 14, 2018 1:36 am, edited 1 time in total.
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 13, 2018 12:22 pm

Halimas Islands:

*No need to add "sea" to your claim.
*Reduce a Smidge of the woodlands and you are good to go
*The application I accepted on the OOC had a smaller population, if you change that back, you are good to go

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Jhet
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Founded: Dec 28, 2016
Ex-Nation

Postby Jhet » Sat Jan 13, 2018 12:32 pm

just a pre-emptive to reserve this territory. APP is currently being worked on

http://www.mediafire.com/convkey/bfd0/b ... 525azg.jpg

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

Postby Spindle » Sat Jan 13, 2018 12:50 pm

Tysklandia wrote:Halimas Islands:

*No need to add "sea" to your claim.


Take the sea, Hallimas! Take it all!

Please don't. I want some...

Jhet wrote:just a pre-emptive to reserve this territory. APP is currently being worked on

http://www.mediafire.com/convkey/bfd0/b ... 525azg.jpg


Oooooh...this could be interesting, with the dwarves just a mountain range away. Either the goblins in that mountain are getting crushed, or there most hilarious war ever is going to take place...
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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Slaughavas
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Founded: Jan 12, 2018
Ex-Nation

Postby Slaughavas » Sat Jan 13, 2018 2:21 pm

Tagged

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Jhet
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Founded: Dec 28, 2016
Ex-Nation

Postby Jhet » Sat Jan 13, 2018 4:01 pm

Image
Undying Empire of Arru


Leadership
Her Eternal Magnificence HAURA bint LEILA al VADESH, Quell Sezu, Quell Cranos, Quell Mass, Dol Aman, Dol Cannack, Dol Quani, Lady Gatekeeper of the Black Library, Wise Mother of the White Blood, Wise Mother of the Blue Blood, Lady Grandmaster of the Aquilifiers, Lady Grandmaster of the Praetorians, and ruler supreme of the Undying Empire of Arru
- Formally the single most powerful figure on the planet, Haura al Vadesh has been praised as dual parts god and commoner, a mortal woman who could walk the dark roads of the divine without fear. However the truth is very different: Haura al Vadesh does not exist, or rather, she exists as ten thousand orphan young girls who enjoy a single day as Her Eternal Magnificence before being adopted by a couple eager to receive a child blessed with a visit by the supreme leader. For as long as there is death there will be orphans, and as long as there are orphans, the Black Council will have their power.

The Black Council
- Her Magnificence's Speaker AHRIMAN int BARAZ al FEU, Dol Tyr, Dol Madalanon, Meb Vapan
- Her Magnificence's Sword KERECACPA int MERIKH al DANDALONNI, Dol Dalanno, Meb Quen, Meb Cresh
- Her Magnificence's Shield PAPAK int ROSHAN al TRENDALORE, Dol Belgore, Dol Hautre
- Her Magnificence's Khan ZUBIN int HEYDAR al SEPARE, Dol Gesh, Dol Pret
Governance
The Undying Empire is ruled by a single figurehead: Her Eternal Magnificence Haura al Vadesh. The Al Vadesh line has enjoyed fifty years of rule, since the formal establishment of the Empire under Her Eternal Magnificence. Her rule is just and wise, bringing about order where there was chaos and giving prosperity to those who had nothing to their name. To help her accomplish her most lofty and divine of ambitions, Her Eternal Magnificence is aided in her mission by a great and encompassing bureaucracy.

At the highest level is the Black Council, four men of great and undisputed lineage from the False Years who dispatch the commands of Her Eternal Magnificence to her officials across the realm. Their word, even when not supported by the elaborate stamp of the supreme leader, is acted upon without hesitation. All know that it is their authority which can see a peasant rise to the lofty heights of a nobleman, or wallow away their pitiful life in the dark caverns of the mines.
Below the Council sits the nobility, Quells and Dols and Mebs who enjoy ten year grants of land and the authority to wage unrestricted war against all beings not subservient to Arru. In exchange for this power, the nobles are taxed at one tenth of all income, be it grains, orc hides, or stolen coins. They ensure the Imperial code of law is maintained, supporting the vast network of Jhan and Sacreons who capture and judge criminals lowborn and mighty alike. And in return for protecting the people of her realm, Her Eternal Magnificence awards her most loyal and successful nobles with new landgrants and honours, further expanding their power and influence in a neverending cycle of duty and reward.
Lesser government officials include the Jhan and Sacreons, whose duties it is to bring criminals to court and sit in their judgement respectively. The Jhan are disliked by the great majority of the populace for their cynical nature, owed in great part to their job of hunting down criminals. While their payment is often greater than the crime would normally entail, Jhan find themselves at the wrong end of a blade more often than many soldiers. Sacreons often take great pleasure out of their jobs,
as it is that they find themselves with the duty of carrying out any executions that the law demands, in addition to dictating judgement. Many a bloodthirsty Sacreon has found their, interests, spotted by witnessing nobles. And in a twist of fate, it is the Sacreon who finds themselves splattering the crowds with their blood.

The Evas are those, often recruited from the Jhan and Sacreons for their years of service, who maintain the rite of Citizenship. It is they who codify the will of the Empress, distributing her writ to every corner of the Empire with a tireless energy that infects even the most base of citizen. And it is they who retain the mysterious process by which a person becomes a citizen of the Empire, jealously guarding their tools and ingredients which go into the runes and burning brands by which every citizen of the empire is marked. While anyone else could not tell the true seal from a counterfeit, an Eva can spot the difference as easily as a man sees his own hands.
And then there were the citizens. From labourers on farms to rich merchants with mansions outside each urban settlement, the people of the Empire enjoy the pride of bearing Citizenship. Citizenship is marked by their feet, or rather the removal of the lesser toe on each. Sealed with the elaborate inks and minerals of a Eva's box, this mark will remain forever, unless a crime heinous enough to demand the removal of citizenship. At that point, the non citizen finds themselves with two charred hunks of meat that used to be their feet.
The Realm and her People


Arru, in the old runes of forgotten stones, is said to mean "power to rule" or "meant to rule". While there are rumours started by unsavoury sorts that it means "first" or "homeland" instead, with one tale spread by drunkards that it meant "ale", the great majority of people have come to accept Her Eternal Magnificence's proclamation that her nation is named for its intent.

Argentumurbem, the city of silver, enjoys the privilege of being the capital of Arru. Though only twenty thousand call it home, the urban settlement is vast, with three great walls to divide the city and protect it both. And at its heart, sits the palace. It enjoys different names for different people. Eternal Palace. The Magnificent Palace. Palace Eternal. Palace of Magnificence. A few closer to the true name it the Black Palace. Most simply call it Her Palace. It is more a garden than a symbol of Imperial might, for the city itself is that symbol. Built by a military mind, Argentumurbem is both the home for the empire's bureaucracy and a fortress meant to outlast an army of any size. Its regimented streets form a labyrinth that only skilled residents can follow, with linked towers sitting beside bakeries and sudden walls appearing across main roads. It is not a pretty city, though awesome from the outside. It is a fortress, a bastion that will last until the end of time.
The official language of the nobility and the court officials is that of High Freyan, which originated in the north-western plains. Rumoured to have come from a bastardization of some elven dialect from when they were driven into slavery by the humans, it nevertheless enjoys a simple elegance which had the nobility clamouring to speak it. Other accepted dialects and languages are Nogran, whispered between the Ghosts of Hyl; Black Freyan, focused along the northern riverbanks; Simple Freyan, which has evolved since the century of strife along the southern borders with the Frey's neighbours and now spreads most of the realm; and Arruni Freyan, which has originate from the central fields to become the primary spoken language of the urban populace.
In the census compiled for the turn of Her Eternal Magnificence's fiftieth year of rule, two million, two hundred and forty-one thousand, seven hundred and ninety-six people were recorded to be living within the legal boundaries of the Empire. However this number has since become obsolete, with births, deaths and criminals evading the census rendering such a census merely a ballpark number on the vast populace who have been welcomed into Haura's vision.
The primary ethnicity of the Empire is that of the humans. Sometimes called the Freys for the bountiful nature of their well watered lands, the humans of Arru stand tall and strong from their diets, full of cereals and vegetables and fruits and poultry. Men and women grow their hair long, the rich braiding it with silk and styling it into great and fanciful sculptures with the help of wax. Wearing trousers to formal or important events is often seen as uncouth, with flowing robes, tunics, skirts, and silk kilts preferred. In recent years, the southern officials have taken to wearing white linen after the men of Hyl.

Music and festivities are a well respected aspect of the Frey people, with singers and troubadours being well paid for their services as they wander from one village to the next, bringing life to weddings and smiles to the faces of mournful funerals.
Not four decades ago, the Ghosts of Hyl, who called themselves the Ferrato, were formally granted citizenship. The Ghosts of Hyl, named for the silk of pure white they wear for clothes, are a people, a race, apart from humans. They have mottled skin, blue and black and turquoise, and hair that grows in matted scales rather than as free strands. An extra set of eyes, smaller and pure gold in colour, nestle like warts off of their normal, human-like eyes. Though they stand as tall as a normal man, their hips are too wide and their stomachs too narrow to pass off as humans wearing warpaint. While their legs are well muscled, the joints are reversed, like a horse or goat, put down to the necessity of climbing their mountain domain. They have long fingers, half again as long as a common man's, complete with an extra knuckle though the fingertips forgo nails. While they possess lips, their mouths, too large for their faces, are filled with ill-fitting teeth that resemble more cat than man.

Their woman are hideous things, even to married men. Spines twisted so grotesquely that they cannot look up to the sky, and arms so long that their fingers scrape against the ground underfoot, female Ghosts more resemble the distant apes of the east than the more common, human-like races. Their matted scale hair grows from the forehead down to the length of their contorted backs, ending in a tail that hangs rigid at every hour of the day. Though no sane man would wish to bed one of these Ferrato, it is said, muttered loudly every year in the southern taverns, that were one to fall in love with a female Ghost, then they would have a child as beautiful as Haura al Vadesh.

And it is said that the Ghosts possess magic, for there can be no other explanation for their long life - near twice that of a common peasant - and inability to be struck down by curse or poison like normal mortals. But there is also their lack of taste, violent sickness in reaction to feasting upon the meat of game, and inability to tell one song note from the next. This has led many to call them undead, lumbering between the cracks of life and death at the behest of some daemon. Such an image is what has led to the talk of a cult among them, wise men and women who steal newborn babes to the highest peaks in order to practice dark, near forgotten spells. Some say they are attempting to raise a god, long dead from the world. Others say it is to right an ancient blight which has befallen their women.

Raised in the great southern mountains which mark the boundary of the Empire, the Ghosts of Hyl live as simple crofters, making a living of subsistence farming that others would find impossible. And yet, even with wives such as they had, and stores of food that would pale even a human beggar, the Ferrato have survived in their isolated mountain holdfasts for centuries. They were long a distant race, keeping to the periphery of the business of other beasts. But something happened. Some say goblins stole away their holy relics, or orcs butchered the clans on the south-facing slopes of their mountains. What is known is that the Ferrato began to come down from their mountain peaks, clad for battle.

And yet they did not wage war upon the Frey, instead offering up their services in exchange for grain and gold in equal measure. So they became mercenaries at the behest of the eight kings of the Frey, fighting one battle and then the next as they grew fat on their salary. Near the end of each year, when the first snows would begin to fall, they returned home, vanishing even when put under close scrutiny. Magic, deceit, treason. Perhaps. Or perhaps it was that the kings new that the Ferrato would return with the melting of the snows, eager to return to their service.

Such became of the fame that the warriors of Hyl earned themselves that Her Eternal Magnificence found herself desperate for their loyalty. And so a contract was signed, paid for in gold and grain, and sealed with a pinky toe of eight thousand Hyl families. While most of the Ghosts of Hyl remain in their mountain holdfasts, they are numbered among the citizens of the Empire. What deals were made in the contract are unknown to the populace. Some are satisfied that they could be won simply with bushels of grain. Others speak of a darker pact, of an unholy alliance with the Ferrato's magician cult, high in the mountains. The truth, for all the talk, may forever remain unknown.
Ostensibly, the strangest beings to enjoy citizenship of the Empire, are the River Maidens. Named for the belief that there are only females of their kind, the River Maidens are shapeshifters, living as great black swans who shed their skins to bathe. Often considered more as gods than mortals, capable of granting gifts to fishermen and farmers who treat them with kindness, the River Maidens have enjoyed a blanket citizenship from the Eternal Magnificence that, perhaps surprisingly, several have come to call upon when one bandit or another attempts to claim their relatives for a wife.
Military
The Ferrato have since the signing of their contract provided the Empire with warriors, their best, to hear the clan chiefs speak of it. Perhaps they speak of the truth, for the warriors have proved themselves more than capable. Wise beyond their diminutive culture would merit, the Ferrato know secrets of iron and steel that would put the greatest Frey artisan to shame. Clad in thick steel that only the forges of their people can craft, that only the cavern-dwelling dwarves could surpass, five hundred and fifty-six Ferrato stand guard in the capital of Argentumurbem, split into two famed brotherhoods: the Aquilifiers and Praetorians. Armed with maces and halberds, these warriors diligently walk the streets of the capital and guard the gates without complaint or argument, awaiting the day when the Black Council will order them out into the field.

And while, ostensibly, these warriors of Hyl remain behind the high walls of Argentumurbem, there are rumours of Ferrato walking the roads as far north as the borders,
hunting down targets known only to them and the Black Council.
Under the wise guidance of the supreme ruler, the Empire has established a robust network across its lands for the means of waging war. Divided into dozens of regional districts, the empire enforces that each male citizen spend up to a third of the year during peacetime in mandatory military service. For most, this means the maintenance of roads and the walls of the strategic towns and forts which carpet the realm. This method not just ensures that the harvest can be brought in, but also that the infrastructure needed for war, that of roads and waystations brimming with food, are well stocked and ready for use.

When war is made official, all citizens owning estate will find that their belongings are taxed. It is this sudden influx of wealth which is used to pay for the temporary expansion of the Arru military. This tax has only one exemption: the man is currently serving with the Ocryia. Her Eternal Magnificence decided this to encourage only the richest and poorest to enlist for war - those with the resources to further augment the war effort, and those whom she could turn into career killers.
As for the standing army, Arru enjoys the Ocryia. There is currently two standing Ocryia in the army, with one barracks across Imperial District, and the second across the districts neighbouring the Ferrato holdfasts. Comprised of four thousand and ninety-six men each, the Ocryia are the Frey's answer to the great rolling plains that they have staked for their resurgent realm. Divided into eight columns of five hundred and twelve men, split into eight banners of sixty four men, and finally broken down into eight lances of eight men, one Ocryia is capable of being dismantled into a half dozen strike forces with naught but a single command.

A lance is comprised of two heavily armoured lancers, supported by two light cavalrymen armed with their own lance and javelins, as well as four mounted archers. Trained for both mounted combat necessary for policing the borders, as well as dismounted should the need arise, a lance fights and eats and sleeps together of campaign, often sharing their women - spoils of war and wives alike - in a bond that no one outside of the banner can understand.
Soldiers outwith the Ocryia are almost invariably footmen, armed with crossbows, halberds and pikes as they take to the great square phalanxes that have proved invaluable on the flat plains for centuries.

History
Arru is not an old realm, born from patriotic nostalgia for a nation long dead. Arru is simply the dream of a man now dead, a soldier who stumbled upon a gravestone and vowed to make himself immortal through his actions. Perhaps his name was Arru, or Arron. Perhaps his realm is named for two thirds of a question. In the end how Arru came to be is a tale so oft repeated and relived one fable begets the next.

Arru, those lands the Empire calls Arru being just half that the native Freys consider the nation, enjoyed a century of rival warlords, vengeful elves, bombastic dwarves,
frothing centaurs, and a hundred plagues and curses and ills. At its turn, eight men, warriors all, came together under a tree crowned with bodies. Bandits they had slain, one tale says. for these men were just kings. Their fathers, another argues, for these men would not allow the past to remain. Innocents, a third cries, for these men were warlords, bandits, criminals whose power lay in war and death. These eight men, before the sight of dead bodies and living tree, spoke of Arru. Arru the brave soldier. Arru the fable. Arru the question. They spoke and spoke and spoke, unable to come to an accord. The sun rose seven times, and as it set for its seventh time, their audience won no result. The eight men called their banners, for though they were just kings, battle would decide the victor. The eight men drew swords, for though they were sons, duel would decide the future. The eight men clutched daggers, for they were bandits, and murder was their work.

But the sun rose for the eighth time, and she appeared before them.

Her Eternal Majesty, a child, shining divine white. Instead of corpses, she had a crown of gold, a halo cast by the gods. "Kneel," she told the kings. "Kneel,"
she told the sons. "Kneel," she told the bandits. And they knelt, those eight men who would rule Arru. For fifty years they knelt, marching from one city to the next,
butchering one army after another, conquering from one kingdom to the next. The eight became six, became four, became two. Eventually there was only one, kneeling before a child who had aged not a day. When he died, Arru was born. Not the man, the mortal who was forgotten, but the dream. The ambition. Arru, a nation above all others. A nation to make jealous gods alive and dead.

For fifty years Her Eternal Magnificence has ruled, rebuilding a century of disrepair with the energy only a god could levy. Commoners found themselves raised to the greatest of magnates for their duty, and the oldest blood found themselves cast into poverty for refusing the Imperial code of law. Farms once ash have been rebuilt into palaces over the five decades of peace, towns springing up against the great rivers, sending out merchantmen to trade for leagues around. And as humanity once again found its paradise under god, Haura has sat her eternal vigilance on a throne of gold.
Political Disposition
Allies:
Enemies: All who oppose the great and undefiable will of Her Eternal Magnificence Haura al Vadesh
Last edited by Jhet on Fri Jan 19, 2018 1:38 pm, edited 7 times in total.

User avatar
Slaughavas
Lobbyist
 
Posts: 17
Founded: Jan 12, 2018
Ex-Nation

Postby Slaughavas » Sat Jan 13, 2018 4:32 pm

Name of Faction: Abyukuk Avribe (Abyss Tribe)


Ruler: Vrograg Grukag, Orc, [Below is Vrograg on a boulder leading Uruk's]
Image


Description of Government: The Government is a militaristic tribal confederation between Orcs and Trolls. At the very top you have Vrograg Grukag, who's considered the Supreme Warchieftan. Below him is 5 Warchiefs with lieutenants and so on and so forth below them, each with their own overall tribal control of territory. Ultimately United together by the Supreme Warchieftan by fear, force and a general goal of wanting to conquer large swathes of the known world and enslave the other races of Alcenia. This has led to a general better and stronger United Tribe than others albeit with infighting and backstabbing within and among the ranks for the sole goal of becoming a Warchief. In this tribe might makes right.


Government Type: Stratocratic-Tribal Horde


Sigil/Emblem: Image


Population : Not really sure 7,000,000 overall? I'm not sure how horde populations should work.


Military number : 380,000


Military outline :
The overall military consists if Orcs, Goblins, Trolls and half men. The majority of the military uses crude weapons and armor, but more seasoned, skilled, elite and powerful brigades/divisions have equipment while not looking elegant or pretty on par with the other races.


Languages:
Orcish
Imperial
Troll
Giant


History:


Religion: N/A


Races:
(If not human, at least a vague description is advised.):
Brugalbrud Orcs; Standing between 4-5 feet with a swarthy skin tone, the Brugalbrud Orcs are the more common mainline Orc that would be found on the field of battle. They often wear little armor mostly made if leather, hide, hair or fur. More powerful and skilled groups of the Brugalbrud Orcs have been known to utilize plate metal Armor however.

Morivaic Orcs; Between 3-5 feet, with sage green or bone white toned skin and adorned with black or grey hair. The Morivaic Orcs are another common Orcish tribal peoples, with the smaller Orcs being utilized as a food or labor force by their superiors if there's no human, dwarven or elven people to use. Their equipment is often adorned with less leather and fur like the Brugalbrud but are lightly armored with crude metal pieces or jurry rigged armor from their dead enemies making them slightly better outfitted.

Veridian Orcs; Standing between 5-7 feet on average, the Veridian Orcs often have varying skin and hair colors. Like all orcs they bleed black blood however. The Veridian Orcs, due to their more powerful physical stature are given better plated weapons and armor. With steel and mail rather than iron or scale or leather. Often times, even the most jagged and brunt looking objects can be the most deadly.

Vorgaz Orcs; Standing at 5 feet the Vorgaz Orcs have better quality armor than the general Brugalbrud Orcs, but remain mixed in quality of arms and armor like their counterparts.

Snaga; A Snaga is the lowest or lesser breed of orc. They are used as slaves, Zarg riders, messengers, and are lower in ranking and size than other orcs.

Zarg; Zargs are a breed of wolves who live in the Misty Mountains and are captured and used especially by orcs.

Uruk-hai; Large for Orcs but shorter than Men, with a swart skin color, black hair and a lifespan similar to men. Uruk-hai are large, smart orcs with slanted eyes, thick legs, and large hands. Instead of the curved scimitar common among Orcs, they use short, broad-bladed swords. Their great bows are made of yew wood, of the same length and shape as those of men. Unlike other Orcs, the Uruk-hai are indifferent to the Sun.

Trolls; Large humanoids of great strengt. They are cruel and stupid, with crude habits, although still intelligent enough to communicate with a known language.

Stone-trolls; Are trolls who turn into stone during daylight, like most trolls they can speak, and used a debased form of Imperial.

Cave Trolls; Cave trolls have dark greenish scales and black blood. Their hide is so thick that most normal weapons will bend or break when swung on them. However, Elven and Dwarven weapons have been known to be able to breach their hide.

Olog-hai; Olog-hai are strong, agile, fierce, and cunning trolls, not unlike the Uruk-hai. Unlike other trolls, they can withstand sunlight. They can seldom speak and are said to know no language other than Troll in which Olog-hai means "troll-folk" (singular Olog "troll"). They are taller and wider than men, with hide or armour of horny scales. They have black blood.


Capital City: Drogozdrukh

Land Controlled:
Mountains and surrounding area
Image

Point of reference]
Image


Allies: None as of now


Enemies:
Humans, Elves, Dwarves, other orcs and troll tribes

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

Postby Hallimas Islands » Sun Jan 14, 2018 1:39 am

Tysklandia wrote:Halimas Islands:

*No need to add "sea" to your claim.
*Reduce a Smidge of the woodlands and you are good to go
*The application I accepted on the OOC had a smaller population, if you change that back, you are good to go


Ah, sorry, the line just highlights where the mountains are and its surrounding areas - not what I own but what could be my sphere of influence - I should've been more clear. My real borders are the coloured mountains.
From Island to Island, Fiat et Iustitia Supremus

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

Postby Darksworth » Sun Jan 14, 2018 3:26 am

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: Highlighted/Shaded in Black and Dark Blue
Allies: N/A
Enemies: Varies, but N/A for now
Last edited by Darksworth on Wed Jan 17, 2018 1:33 pm, edited 1 time 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
Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Sun Jan 14, 2018 4:59 am

Reserve me a spot near the westerwoods.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

User avatar
Kaledoria
Ambassador
 
Posts: 1634
Founded: Jul 06, 2010
Ex-Nation

Postby Kaledoria » Sun Jan 14, 2018 6:01 am

Thinking about joining.

I made a map with the current claims here in this thread
Image

probably missed someone.

Population density could be a bit of a problem, using the scale at the side, Shai Tialle has about 92,000 km², that would make a population density of 70 people per km². The average population density in France and Germany in late medieval times was more like 25 ppl/km². Arru with about 45 ppl/km² would be the top population density in areas like Belgium, it seams unlikely that this would work in a landlocked country but not impossible.

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