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

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

Postby Tysklandia » Sun Jan 14, 2018 7:01 am

I still have to check populations. I'll have time for that later today, but initial posts can occur consideringbpopulation tweaks are not that detrimental to storylines

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

Postby Tysklandia » Sun Jan 14, 2018 9:29 am

Kaledoria wrote:Thinking about joining.

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

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.


Doing active ppl/km² calculations was a bit too number crunching for me, but your comments do stick.

@everyone should try to stick around the 25/30 ppl/km² level, outside of specialised factions such as dwarves and the like with their mountain cities, although no need for them to go rushing into the 40-50 range either.

The primary number crunching is the armies people can deploy, but that is primarily to avoid narrative situations where starting nations can deploy insane fantasy armies of tens of thousands where the other can only scrape together a few thousand farmers, per example.

Starter balance shouldn't be entirely "fair", for narrative sake, requiring the neccesity for special tactics, alliances and the like, but atleast a situation where everyone has somewhat of a fair chance at the start.

The map claims and additions will be added on the blank map, as the geography map is for visual reference of the "lay of the land". But that is for somewhere next week.

*Alliance of the Stone
*The Free Republic of Shai Tialle
*High Kingdom of Suthkar-Khals
*The Kingdom of Zathrak (Edit your giants though, no castle sized giants damnit ;p)

You are all cleared to post. Although we might take a look at populations and max army size as the game goes on, just for some tweaking. But that can be done as the game goes ahead.

*Abyukuk Avribe

=>Race comments: A lot of your races seem entirely redundant and focus on arms and armor instead of racial differences. At first glance you could easily revert to 2 or 3 races, 2 orcs and one troll race and then add different warbands of factions within the horde that have different weapon and armor sets.

=>faction comments: For a true orcish horde mentality, population can be a LOT lower, it can be assumed you don't care much about your elders or those not capable of pulling their weight.
Subsitence farming and the most basic of husbandry and even hunter/gathering would sustain your horde as it travels along.

If you want a semi-kingdom of orcs, holding up in dwarvish or human ruins long since conquered, you could have a slave (orc or not) population doing an ineffective, but basic job as farming, husbandry and basic toolmaking for your horde.

Army sizes would likely be in the tens of thousands, ranging 40 to fifty thousand if you assemble all your fighting men, many of them ill-armed and ravenous fighters, but still a dangerous match for the average farmer levied into the army, scared shitless at such an orcish foe.

Although those numbers wont allow you to easily overwhelm other factions their entire assembled army in the field of battle (if they can organise battle-lines and formations), the manouverability of an orcish horde, lacking the issues of morale, a home territory to defend or whatnot, could still make them a very very dangerous enemy to face at your borders.

Assembling that entire army at once, would be a difficult feat however, suffering issues with being able to raid enough food and supplies to sustain that assembled horde on the march.
So if you use the numbers I propose and focus on smaller warbands, with the occational massive orcish horde attack on one kingdom or the other, you can be a true baddy in this game.

Population size would be a tad bit larger than the army if you go full horde, primarily camp followers, slaves, toolmakers and other useless scum that follows the carnage your army would leave behind.
If you want a semi-kingdom from where your orcish horde strikes out from time to time, they can be somewhat higher, but nowhere near the range of other kingdoms.

If you want to become a warboss that can threaten half the continent, you will need to bring other orcish and goblin tribes to heel and earn a name so vile that other orcish hide flock to your banner.

Do note that Zathrak apped in the old OOC, so he has first pick on the map. So either discuss with him if you can share that spot on the map or please pick another one.

*Undying Empire of Arru

Story is interesting, If you drop an application form in a spoiler orso, then you are all set to go.
Technically, you can post already as far as I am concerned, the starting army is not over the top so their are no true issues. But as we talked about on the discord, a proper description of that one small race you have as an honor guard is neccesary, to check if they are not too mary sue.
Last edited by Tysklandia on Sun Jan 14, 2018 9:45 am, edited 2 times in total.

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Jhet
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Founded: Dec 28, 2016
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Postby Jhet » Sun Jan 14, 2018 10:34 am

That's my appupdated:
- Ferrato are simple, enigmatic mountain folk who seem to have impressed themselves into Frey politics during the age of strife. And while the Black Council have secured their ostensible loyalty, there are rumours and fears as to who is getting the better deal. They are long lived, with a strong constitution, but seem to lack the ability to take worldly pleasure, have deformed females, and there is questions as to their livability given some past tragedy.
- Population: yeah I mistakenly took 13th century france as base, forgetting that the world has gone through its own plague-esque turmoil.
- - Maths:
- - - 1000km ruler on map= 160 pixels (using gimp)
- - - 1 pixel = 6.25 km = 39.0625km^2
- - - Arru = 1913 pixels = 74726.5625km^2
- - - 30 people per km^2 = 74726.5625*30 = 2241796.875 people, rounded to 2,241,796 people total

EDIT: sorry it is 1914 pixels in truth but the loss of one makes little difference
Last edited by Jhet on Sun Jan 14, 2018 10:42 am, edited 1 time in total.

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Kaledoria
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Founded: Jul 06, 2010
Ex-Nation

Postby Kaledoria » Sun Jan 14, 2018 11:21 am

Name of Faction: The Orderlands of Röken

Ruler: Arch-Grandmaster Friedrich of Maunhost: Human, 35, strong build, short, brown hair and beard, aggressive and dominant in combat but very casual and calm in everyday governance.

Description of Government: The nation is governed at all levels by militaristic knightly orders. The lowest local unit is the knightly fief, owned by a single knight and administered by his servants. Unless the knight serves a "true" Order directly, he is part of a knightly band of 20-50 knightly fiefs, that is subject to an Order. Headmasters of Knightly Bands are regarded as equals to Barons.
There is a total of 33 orders, 28 of them being regular orders and 5 being grand orders. There is no minimum number of Bands serving an Order (and usually 4-6 is the maximum) but it consists of at least 50, sometimes as much as 100 knightly fiefs. 4 to 7 regular orders serving each grand order. Masters of the Orders are regarded as equal to Counts, while the Grandmasters are like Dukes. One of the Grandmasters is elected Arch-Grandmaster and he sees himself as an equal to Kings.

Note, that for every landed knight, there are about 2 unlanded ones, especially in the Grand Orders.
The political entities are not static. While borders of the fiefs rarely change by much, fiefs themselves can join other bands or orders. Landless knights in a grand order my inherit a fief in a lesser order or band.
Small villages usually make up one fief but sometimes, they are split in two or rarely even three. Larger towns and cities are under civil administration that is subject to an order (or Grand order) directly (as such, they are not inherited).

In most fiefs, Humans reign, in fact, they are over-represented, holding about 60% while making up only 39% of the population.

Government Type: Feudal Stratocracy (militaristic, secular orders)

Sigil/Emblem: A horizontal triband of the colors white, green and blue, representing the mountains, forests and sea. In the foreground are five swords in a circle pointing outward (one pointing to the top) representing the 5 grand orders. One variation uses yellow in place of white, when bleach is not available (and light gray is not seen as an acceptable replacement). In another variation 28 crosses are stitched along the rim to represent the lesser Orders, too.

Population: Each fief holds about 400 people; 33 orders directly control ~80 fiefs each and have about 100 vassal bands, that hold about 35 fiefs each.
(33*80+100*35)*400 = 2.456 million people of rural population. Besides this there are 350,000 people living in free towns (500-5,000 people) and about 150,000 people living in cities (5,000-40,000).

This totals to about 2.956 million people

Military number: The Lord of each fief, his squire and two of his noble brothers in arms are the fighting force of a fief. There are usually a few more guardsmen to the service of a knight but they are needed to pacify the savage population and to ward against local conflicts, so they legally don't have to and practically cannot be raised into the Arch-Grandmaster's armies.
With about 6,000 fiefs (6,140 to be precise) and about four fighting men per fief, about 25,000 soldiers (24,560 by the math) who owe direct or indirect fealty to the Arch-Grandmaster could theoretically be raised by the Orders. Practically, depending on the Cassus Beli of a war, sixty to seventy percent of that number for offensive wars and eighty to hundred percent for defensive wars is an average turnout.

There is no system of levy-recruitment established but a large part of the population owns some kind of weapon or dangerous tool and they are often organizes as militias with no certain loyalty (Although they are often hired as police, when the Knight of the land and his men at arms are away). The better organized of these militias can sometimes be hired as mercenaries, although they obviously are of very poor experience, discipline, skill and equipment when compared to regular mercenaries.

Military outline: There is no uniformity among the various knightly orders and bands, basically everyone provides their own weapons, armor and eventually mounts. Some suit of armor is generally used by all the professional military, though it's usually less sophisticated, when compared to the peek armor of human nations. All races of Röken bring their own specialties into the mix and the brutal power of heavy infantry made up from Ogres, Giants and Mintaurs is quite feared by other nations but maybe an even more remarkable aspect is the use of various beasts of war by the Röken military (wolfhounds, giant elks, boars, a few elephants, some giant eagles and the large, flightless thunderbird). Since elephants are more efficiently used by multiple Beastmen/Goblin/Orc riders then a single Ogre or Giant, the larger races sometimes employ chariots. Centaurs often carry Beastmen of the Ratfolk Subtype (or at least their size) or Goblins on their back.

While Centaurs and Satyrs favor bows for ranged weapons, most other races of Röken favor some form of crossbow or ballista. Due to the decentralized military, specialized ranged combat regiments are rare and small and usually it is regarded as the thing you do to dishearten and bloody the enemy before charging into close quarter, where the battle is actually decided.


The militias on the other hand rarely ever have body armor or mounts, their equipment is limited to axes, spiked clubs and spears, alongside simple wooden shields, as well as (sometimes) hunting bows and javelins.

Languages:
- Most people in Röken speak a unique pidgin of Imperial, High Freyan and Vulgar Sylvan and the remainders of multiple Beastmen languages that fell out of use about a century before the end of the Empire (most are no longer remembered), that is known as Rokan. The language is filled in various fields of short-comming with loan-words from the other Röken languages. (spoken by 75%)
- Old Imperial is spoken primarily by the nobility, the upper class freemen and the city-folk. (35%)
- Röken-Sylvan: The local dialect of the ancient Fey-language (Ignore the Elves, that would make you believe, Sylvan should be named "Old-Elven"), that Röken Centaurs, Satyrs, Dryads, Elves and some Goblins speak. It drifted far from it's proper roots and mutual understanding with a Sylvan speaker from other parts of the world is limited, unless that other person in question also knows Orcish. With a lot of gestures and speaking really slow, very simple communication with Rokan is possible. (13%)
- Giant: The traditional language of Ogres, Giants and Minotaurs is predominantly spoken in the mountainous parts of Röken. (10%)

Minority languages:
- Orcish, as spoken south of the sea, is also spoken by upper class orcs and some goblins.
- Stipfeldsh: A local language of Goblins, Goatmen, Humans and some Orcs in the (most rural parts of the) east.
- Daunan: A local language on the isles belonging to Röken.
- Grenzmarksh: An old human native dialect, that was spoken by some of the common population in the area in the early age of the Empire. Mostly dead but some scholars still speak it.
- Tauran: An old language of the Minotaur people, then fell out of common use centuries ago, too, but is kept alive by Minotaur Elders and Sages.

History: Known in the Imperial times as the "Savage frontier", the human settlements of the area were quickly overrun by non-humans, when the old Empire crumbled. The area did well, compared to the rest of the continent, as the technological and cultural advancements of the humans were eagerly assimilated by the other races. The fertile plains on the northern shores of the inner sea were taken by beastmen, while Goblins carved out a small, independent nation of there own in the east. The Goblin nation was not meant to last. 80 years ago, it faced Orcs from the south and an Beastmen from the west, when a group of human knights seized the opportunity and moved in, as the other races were weary of fighting. They took the Goblin nation and proceeded to conquer the remaining Beastlords to the west one by one until they reached the borders of Suthkar-Khals.
For the humans, the knights were the saviors, for the non-human conquerors. Twenty years passed and as the generation of war-heroes slowly died out, new independence movement by the non-humans rose. The human nobles had to compromise and delegate power to members of the minority races. Deviously, they rarely picked members of majority races to rule over certain areas. Beastmen ruled over Orcs, Giants ruled over Ogres, Goblins ruled over just anyone but Goblins, the goal was to make the general populace not notice, that they were ruled by humans while the local rulers did not have any power other then the power the order would enforce for them.
Not much later, the nation was facing the next conflict, as the new land distribution made the old practices of alliances by marriage nonapplicable. The system of the higher administration would have to be reformed, too. Many people in the growing cities would have preferred a Vindelicorum-style republic but in the end, the military found a solution by which the local-most tier of governance was based on land ownership, while all higher tiers were to be assigned by military merit. The system proved stable for the next 50 years, until now.

Religion:
Röken has no established pantheon. Believe in local nature deities is predominant, followed by anchestor-worship (that sometimes borders necromancy) and there are several smaller cults dedicated to proper gods but also small minorities of demon worshipers.

Races:
Humans: 39%
Goblins: 10%
Beastmen: 9%
Orcs: 9%
Centaurs: 7%
Minotaurs: 6%
Satyrs/Dryads: 5.5%
Giants: 5%
Ogres: 2.5%
Elves: 2.5%
Dwarfs: 1.5%
Others: 3%
(Half-breeds are included in that parental lineage that they resemble more. There are no stable communities of them)

About the Beastmen of Röken: The Beastmen of these lands have intermingled for countless generations and care little for race and appearance. However, a remarkable trait of their kin is, that the appearance does not settle to an "average", instead notable features of their parents, like the hooves or the horns of the Goatpeople, the fangs or ears of the Wolfpeople or the long tails of the Ratpeople either show in the children or they don't. There is, however, a significant number of Beastmen, that combine features from different animus blood, so they combine, for example, hooved legs and feline hands with extendable claws. About one in three Beastmen combines two, rarely three such animalist displays, while the others resemble one of the common subraces: Goatmen, Wolfmen, Catmen, Ratmen and the rare subraces Deermen, Badgerfolk and Batpeople.
Psychologically, they are known to be impulsive and passionate.

About the Minotaurs: Reaching between 7 and 9 ft in height, Minotaurs may not entirely reach the size of Giants and Ogres but they still tower over Humans and Beastmen. They have an own racial identity and often are angered if they are identified as another breed of Beastmen (and actually, they can't easily interbreed with them)

About the Satyrs and Dryads: They are actually one race with a very strong sexual dimorphism. Magic is quite often inborn to these people.

Capital City: Changes, depending on currently ruling Grand Order. Currently Felsheim

Land Controlled:
Image
If someone from the early applicants wants that spot, I'm willing to move to the east, too (Where I speculated Kal'Erundir to be)

Allies: Open for anything. ;)

Enemies: As they say, one nation's militia is another nations gang of highwaymen, therefor relations with the neighboring nations are not ideal. The Röken Knights try to crack down on the banditry across its borders and will deliver their people to foreign envoys should they have proof (and in some cases where the accused are minority non-humans even without proof), that the Rökenmen have committed robbery or similar crimes in the neighboring nations. Generally it tries to get on good diplomatic relations, fearing the Orcs across the sea.



Change log:
- Replaced Beastmen with Humans as leaders of this nations because Beastmen are much to chaotic and disorganized to build a multi-racial realm of nearly 3 million subjects. :roll: #RasicimIsOK #WhenInFantasy
- Halved military numbers as far as the availability to the Arch-Grandmaster's army is concerned. Also mentioned, that the actual turnout when raising an army is depending on the validity of the Cassus Beli, although in feudal societies, this should go without saying. ;)
Last edited by Kaledoria on Mon Jan 15, 2018 10:55 am, edited 4 times in total.

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Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 21988
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Sun Jan 14, 2018 5:24 pm

Name of Faction: Torusaic Diaspora
Ruler: Grand Priest Eefaamaatoosaa the Remembered, the last Grand Priest of the Torusaic faith. He died during the Age of Woes, right at the end of The Sundering. Since no Grand Priest has come after him, he technically remains the Grand Priest, and he is revered as a form of deity.
Description of Government: Though we can hardly speak of a centralised government of the Diaspora, there are elements of governance among the various Torusaic communities spread all over the world. These societies are largely theocratic, usually with a priest at the spiritual head of a community. These priests will render verdicts based on old Torusaic laws and practises when dealing with internal conflicts, they will settle disputes and they will generally be a pillar of the local community. In smaller communities, these priesthoods can be passed down from father to son. In the larger or more interconnected communities, you will see councils form to pick new members for the priesthood. Some even have forms of representative democracy, be it on the smaller scales. Since there is little worldly power in these positions, they are generally filled by Torusa who want to do good for the community. Only a small minority is ever corrupt.
Government Type: Theocracy, where applicable
Sigil/Emblem:
Image
Population: 1.000.000, comparable to Jewish populations in Europe during the Middle Ages
Military number : N/A
Military outline : N/A
Languages:There are three to four languages spoken among Torusaic communities across the world. There is Arboric, which is an ancient tongue used as a religious language. It uses a complex set of hieroglyphs which take years to master, especially when one has to capture the difficult nuances of Torusa culture. It is primarily a religious language used among priests. The hieroglyphs are perfect for story-telling, since they hold enormous amounts of predetermined information, like certain tropes frequently used in stories. For example, there is a single hieroglyph for the prince whose father forbade him from traveling, but who wanted to see the world anyway and therefore slipped out from under the guards of his father during night-time.
A second language is sometimes called New Arboric by outsiders, although that is a misnomer and often leads to confusion. The language is actually called ‘Eefeeteesee’, or ‘The Spoken Language’. New Arboric, on the other hand, is used to distinguish the hieroglyphic Arboric from the mythical language of the spirit world, Old Arboric. If you ask a Torusa if he speaks New Arboric, his answer will most likely be ‘no’, since that language is restricted to the priests. The Spoken Language, however, is spoken by almost all Torusa. They use generally the same words as Arboric, although the nuances have changed over the years. Because it has been altered to fit the Imperial script, Eefeeteesee has departed from the original language in some meaningful ways. It has become far less useful for storytelling, which is why the two languages coexist without interfering with one another.
Most Torusans also speak Imperial, while also speaking the language of the city or area they live in. In Imperial cities, these populations generally only speak Imperial next to their ancestral languages, but outside those Imperial cities they quickly take on new languages. Torusa, because they generally speak many languages, can often serve as translators, which is a field in which they dominate.
History: The Torusa once lived at the edge of the Westerwold, before the Age of Woes. They inhabited a secluded theocratic kingdom, led by the Grand Priest and his council. These wise old Torusa would lead both politically and spiritually, since the two were inherently linked in the society. It is unknown when the kingdom was founded, although there are legends abound about the first founding. This kingdom was already ancient when the Age of Woes began, and it was one of the first to be overrun. The slow and isolated Torusa were easy prey for the Beasts climbing up from Hell itself, and their realm was destroyed. The Grand Priest, an unbroken line for centuries, was killed, his shield lost in the chaos. The Sacred Tree, as old as the kingdom itself, burned. The only Torusa who lived were the ones that ran. Carrying saplings of the old tree and as many shields of their forbearers as they could muster, the Torusa fled abroad. Not finding a suitable homeland, they wandered the world for decades, each group settling among others that had already settled. Some strangers would be welcoming, others would be neutral, and yet others would be openly hostile. Eventually, however, the dust settled. Torusa found themselves in almost every city on the continent. There was still a lot of contact, but these tortoise-like beings also formed communities of their own, often centred around a sapling of the Sacred Tree. All expeditions to reclaim the old homeland from the Beasts were fruitless, and not even the Shield of Shields was found. While many dream of returning the Kingdom to its former glory, many fear that day will never come. So, with the first generation of Torusa born after the Age of Woes coming of age, a new age dawns. One normalising the Diaspora and the existence in the shadows of other realms. Other younglings, however, dream of glorious return, and these two factions are often at odds. This rarely leads to violence, however, and communities generally stay together despite the differences they might have.
Religion: The Torusaic faith, which is what binds the communities together, is not really religious in nature. It doesn’t revolve around creation myths and deities. Rather, it sees the world as an established, unchanging fact on which people live. Those people are the most important. The long-lived Torusa care mostly about stories about people, which is the centrepiece of their faith. The stories are of ancient heroes or more historic tales, and they can both involve Torusa or others. The Torusaic faith collects stories from all-over, adapting them to fit within their own narrative as a thematic history of the known world. They see history as a mine in which one can dig ever-deeper. These stories are told around campfires at night, or during sermons at the Sacred Trees at the heart of every community. The Torusaic shields are they key in this tradition. Every individual has a story they must care for. These stories must be learned by heart, and they are written on the shields of their keepers in red paint. Care for these stories can be passed on to younger people, allowing the elders to wipe clean their shield to take on a new story. This is how the First Story, the story of the first Torusa, passed down through the generations, making the bearer into the Grand Priest. These elderly Torusa are always searching for new stories, either listening to foreigners for inspiration or collecting from the many Torusaic stories which already exist. These stories tell important life lessons, and the Torusaic communities draw their laws and customs from those stories. A judge in a case, most likely a priest, will often call forward the keepers of various stories in order to draw inspiration for a verdict. These tales are meant to guide the people by example, which is why only the wisest may add to the canon. When Torusa die, their bodies are stripped of flesh, and their stories are carved into the shields to be held in trust for all eternity, in a field or building specially dedicated to those tales.
Race: Torusa. Torusa (or Torusans) are tortoise-like bipeds from the edge of the Westerwold. They are slow but long-lived creatures, with adults living up to 200 years in general. They are slow to reproduce and very conservative in nature, with very strong memories. However, their lack of agility and speed has made them bad at waging war. Torusa stand at about half the length of a regular human being.
Capital City: N/A
Land Controlled: N/A
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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Vladivostokava
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Posts: 1865
Founded: Apr 21, 2016
Ex-Nation

Postby Vladivostokava » Sun Jan 14, 2018 5:43 pm

Tag
My name is Ava/Ewa I am from Poland.
我会说一点, Mowie po polsku, I speak English.
I am Polish born, American citizen, I live in China.

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

Postby Darksworth » Mon Jan 15, 2018 12:54 am

Tysklandia wrote:*Alliance of the Stone
*The Free Republic of Shai Tialle
*High Kingdom of Suthkar-Khals
*The Kingdom of Zathrak (Edit your giants though, no castle sized giants damnit ;p)

You are all cleared to post. Although we might take a look at populations and max army size as the game goes on, just for some tweaking. But that can be done as the game goes ahead.

Yay!

Also, dang you, how am I supposed to reach my impossibly-tall apple trees >:(

Jokes aside, there aren't really Castle-sized giants in Zathrak anymore though, as all the ancient Giants of the old has died so that was just a little' bit' of a flavour text. ):P
The Commonwealth of Darksworth is a pseudo-steampunk space-faring civilization. With their technology having been acquired by invading a far greater civilization. Due to this peculiar situation, their tech is a mix between pre-industrialized and late-space age.
Technology Level: Tier 4-5: PT/MT
Arcane Level: Level 0-Inept
Influence Type: Type 6-Planetary Politician
Based on this Index
---
Tier: Tier 5
Type: Type IV
Government Size: Superpower
Based on this Index


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

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Cerrania
Minister
 
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Founded: Nov 15, 2013
Ex-Nation

Postby Cerrania » Mon Jan 15, 2018 1:08 am

Tag. App to come.
"Amibition is a dream with a V8 engine."
-Elvis Presley


I really enjoy running.

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

Postby Tysklandia » Mon Jan 15, 2018 4:37 am

=>The Orderlands of Röken
*Standing army you can use for offensive capacity seems to be listed at 50k, with a vague mentioning of a very resistant countryside population.
This 50k then has the capacity to use various mounts, chariots, elephants and the like, with smaller monsterous infantry such as minotaurs and centaurs.
Only debuff seems to be a lack of organised archery units. In that case, the army is much to large compared to the medium in the game. At the very least cut in half, preferable more then that.

* As mentioned in discord, it may not be to your personal liking and if you wish to call it racism, fine by me. But the beastfolk, centaur, orcish and goblin races, especially the more populace ones, are agressive by nature and when left to govern themselves practically allways disolve into raiding and rather murderous bands. As long as your kingdom relies of the more "civilised" races of mainstay fantasy to maintain control of their beastfolk population and armies, then It is fine.en.

=>Torusaic Diaspora

* Interesting stuff. For my part their seems no reason not to accept this application. As long as you cooperate with players about your people's presence (I assume it can be difficult to have the Torusiac being present in isolationist dwarvish holds, per example) you are good to go.

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Arvenia
Postmaster-General
 
Posts: 13178
Founded: Aug 21, 2014
Father Knows Best State

Postby Arvenia » Mon Jan 15, 2018 6:09 am

Name of Faction: Huline Confederacy
Ruler:
Name: Chancellor Mejira Khan
Race: Huline
Physical Appearance: https://3.bp.blogspot.com/-5Ajw_18TUcs/V4fsKrmP3mI/AAAAAAAAH6A/QRhQWzPSRsYIFANdzN-ZQHGA5w6gzHzEgCLcB/w0/ahri_by_bbernkastel-da9u497.png
Clothes: Overall Clothing, Boots Fingerless Gloves (optional), Pants, Belt, Golden Earrings and Necklace
Personality: Kind-hearted, caring, serious and polite

Description of Government: The Huline Confederacy is a federation of 12 Huline clans who act as ethnicities. The clans are Alurians, Melians, Smilodans, Thylans, Siennans, Iroquans, Miquotans, Khazans, Dakurans, Nalarians, Pakarans and Jaguans. Each clan is led by a chief, while there is the "Clan Assembly", which consists of 12 chiefs. 11 of them are just chiefs as the 12th one is the democratically-elected ruler of the whole confederacy called the "Chancellor". All clans elects a chief to be the new Chancellor of the Huline Confederacy. The Clan Assembly is responsible for managing the confederacy and advising the Chancellor.
Government Type: Tribal Confederacy
Sigil/Emblem: Flag of the Huline Confederacy
Population: 4,200,000
Military number: 12,000 (1000 per clan)
Military outline:
Warriors
The common type of infantry that serves the Huline Confederacy. The Huline Warriors technically wields melee weapons and operates in packs, each led by a captain. They are fierce and strategic. Their primary weapons seems to be hardcore swords called "saberteeth". They wear uniforms that resembles assassins, although with armor and scarfs covering their faces. They can also wear masks for better facial protection.

Archers
The Huline Archers are soldiers who wields longbows and are skilled in ranged warfare. They uses arrows ranging from normal arrows to special ones like burning arrows, poisonous arrows and knife-shaped arrows. When entering melee combat, they rely on smaller saberteeth and fights like assassins. They operate in lines and squads.

Hunters
The Huline Hunters are different from the Archers in that they operate stealthy and gather intelligence. They serve as scouts and are skilled at stealth, espionage and combat. They usually wields smaller saberteeth, longbows, throwing knives or gauntlet blades.

Megalo Riders
The Megalo Riders serve as cavalry and operates in squadrons. They ride on animals called "Megalons". They usually wields saberteeth, dual-bladed spears, maces or hammers. The Megalons are extremely fast and can take down an enemy foot soldier.

Fang Masters
They are bodyguards of the Chancellor and de facto gendarmerie personnel. They serve to protect the Chancellor at all cost and enforce discipline among soldiers and civilians. They wear uniforms (to left in picture) that are different from those of the Warriors and mainly uses dual-bladed spears. They do wear the same masks as the Warriors (see above).

Militias
They are technically volunteers serving as auxiliary and temporary. They are usually in casual clothings and wields some weapons. They operate in groups and serves when the regular forces are weakened or unable to fight.

City Guards
The City Guards technically serve as law enforcement. They are usually not-military-looking and wields a few weapons such as metal bars. They rarely fought in war, unless their cities get besieged by raiders, monsters or foreign soldiers. They operate in patrols and are headed by a marshal per city.

Huline Navy
Sea-based military is considered to be nonexistant in Huline society. Most Huline ships are used for trade and exploration. But some were used for warfare. Speaking of it, the Hulines are fierce opponents of piracy and are known for preventing pirate attacks against poor foreign ships, earning them a good reputation among mercants and explorers.

Languages: Huline (primary), Imperial (secondary) and Cobran (tertiary)
History: The Hulines once lived in peace and harmony since the dawn of time. They were split into 12 clans and spent days hunting, gathering, exploring and trading. But that all changed when the Alcenian Republic, a great power led by Humans, conquered the island and enslaved the Hulines. A majority of female Hulines were merely used as sex slaves, which was extremely horrifying and cruel. The slavery lasted for years before the days of the Human rule got closer to the end. That's when the Hulines revolted with success due to stealth, combat and archery. They managed to free their home island from the Humans when the Alcenian Republic crumbled and life returned to normal.

However, the Alcenian occupation proved that the Hulines were not safe from foreign invasions. Leaders of each Huline clan met in Kaiji and agreed to form a confederacy led by a Chancellor. The Clan Assembly was formed to manage the confederacy alongside the Chancellor and the Hulines eventually felt more safer than before with common defence and government management. However, they came upon ruthless pirates they kept at bay and tamed huge reptiles called Megalons, who they used as horseback. Their resentment towards Humans faded as they do believe in forgiveness. They saw the Human rule of their island as the result of selfishness and madness. They began trading with other countries and discovered new areas they have yet to control due to lack of belief in imperialism. Also, the conflict between the Hulines and desert-inhabiting Cobrans is just escalating.
Religion: Navissha
Religious Description: Navissha is the state religion of the Huline Confederacy centered around Najara ("Divine Hearts"), which enables Hulines to adapt stealth, speed, climbing and combat at an advanced level. The Najara divides between high and low, which have resulted in prejudice against Hulines with weaker Najara by Hulines with stronger Najara.
Races: Hulines are a humanoid race with cat ears. They lack tails, however. They are a skilled group of climbers and hunters. They were one of the races formerly enslaved by the Humans. They wear clothings similar to Humans, although more egalitarian. While both genders wear pants, the females tends to expose their torsos and backs to show off their beauty.

Cobrans are a race of bipedal humanoids with snake fangs native to desert-based parts of the world. In the Huline Confederacy, they are based in a desert in the western part of Hulinto. They wear traditional outfits, with the females wearing revealing ones while wearing pants and boots. The females have humanoid traits while the males are more vampire-like. Unlike the Hulines, the Cobrans worship a deity named "Lamia".
Capital City: Kaiji
Land Controlled: The large island with a yellow area as seen on the map. It is refered to as Hulinto.
Allies: TThe Huline Confederacy would gladly have relations with other countries
Enemies: No hostility yet
Last edited by Arvenia on Fri Jan 26, 2018 9:41 am, edited 5 times in total.
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Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 21988
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Mon Jan 15, 2018 7:10 am

Alright! So, are there any people that want/don't want a small community of Torusa within their realm?
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
Diplomat
 
Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Mon Jan 15, 2018 7:18 am

Arvenia wrote:Name of Faction: Terran Dominion
Ruler: Marshal Arathon Lancaster
Arathon Lancaster is a Human and 56 years old. He was a high-ranking military officer in the Terran Army and led several military campaigns against nearby islands
Description of Government: The Terran Dominion is a military dictatorship headed by a Marshal and a junta composed of high-ranking military officers. The junta, known as the Supreme Council, elects a new Marshal, who is then crowned by the Pope, the head of the Terran state religion.
Government Type: Human Supremacist Military Rule
Sigil/Emblem: Flag of the Terran Dominion
Population: 6,500,000
Military number: 450,000
Military outline:
Terran Army
The Terran Army is the ground force of the Terran Dominion. The Terran Army is split into warbands (army groups), legions (field armies), corps, divisions, brigades, regiments, battalions, troops (army companies), platoons, sections, squads and detachments (fireteams), as well as patrols. The army personnel wields swords, daggers, maces, axes, spears, shields, crossbows, longbows, hammers and catapults. Ranks includes Recruit (Private), Warrior (PFC), Lance Corporal, Corporal, Master Corporal, Sergeant, Master Sergeant, Third Lieutenant, Second Lieutenant, First Lieutenant, Captain, Commandant, Lieutenant Colonel, Colonel, Brigadier General, Lieutenant General, Captain General, General and Warlord. 250,000 people are Terran army personnel.

Terran Navy
The Terran Navy is the naval force of the Terran Dominion. The Terran Navy is split into fleets, squadrons, divisions and flotillas. The ships includes 6 battleships, 20 corvettes, 15 galleys, 22 frigates and 25 merchant vessels. Ranks includes Fleet Admiral, Admiral, Vice Admiral, Commodore, Captain, Commander, First Lieutenant, Second Lieutenant, Third Lieutenant, Ensign, Midshipman, Bosun and Mate.

High Guard
The High Guard is the military police of the Terran Dominion, serving as the military opposite of the Civil Guard, the civilian police. Besides enforcing martial law and disciplining military personnel, it is also responsible for the protection of the Marshal and other high-ranking heads of the Terran Dominion. The High Guard is some kind of a secret military police accused of silencing dissidents and gathering intelligence.

Unsung Warriors
The Unsung Warriors are the elite soldiers of the Terran Dominion. They are composed of soldiers with big skills and relentless tactics.

Languages: Imperial
History:
Religion: Sacramentism (Judeo-Christian religion)
Religious Description: Sacramentism is a monotheistic religion centered around the "Supreme One" and traditions reminiscent of medieval Christianity. The religion is led by a Pope and has Christian ranks. Usually, the religion is meant to represent humanity and judge non-humans. Magic, heresy, sodomy and blasphemy are all forbidden and punishable by death. Methods of exeuction includes firing squad, decapitation, hanging and burning.
Races: Humans are the racial majority in the country with enslaved races such as elves, dwarves, orcs, minotaurs and "abominations" (deragotary term for beastmen).
Capital City: W
Land Controlled:
(Can be filled in after map is live)
Allies: The Terran Dominion would align itself with human countries.
Enemies: The Terran Dominion despises countries run by non-humans and race traitors.
WIP


So, army is insanely huge, you are using IRL rank names, depicting what is basically a modern army structure, Try to atleast include a fantasy vibe in the nation you are trying to portray. This included rank, a medieval or greek/roman army structure and the like.
If you want an extremly organised army, your army will be smaller than most, equal measure if you want a very organised, lawful nation or the like. Tend to keep that in mind.
It is medieval/fantasy. Not a modern nation revised to work with medieval military weapons tech.
The app will need some work before I can accept it.

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

Postby Kaledoria » Mon Jan 15, 2018 8:08 am

Tysklandia: I can life with fantasy racism and I certainly did not intent to play the races as nothing but "furry humans", rather the opposite.

What I fear is, that you envision them as nothing more then random encounters for heroes to kill with no regards to plausibility. After all, they have to be social enough to exist as a race, so they can't be all marauding raiders, because then they would all have either killed each other or been killed by much better organized and equipped humans within a few years.



Great Confederacy of Common...: Well, I still have 3% "Others" in my population, so you are welcome. The good thing: In Röken you are not discriminated against. You might even be given some fiefs to govern by your human Ordermasters, probably somewhere at the coast or on the isles (but since you are not known for martial power, you probably don't get any higher then that. The bad thing: Even if I'm currently fighting to protect my right to portrait my Orcs and Beastmen as complex individuals who are able to form a working society, the murder rate in my nation is still 5 times as high as elsewhere and even if people might not kill you for being landless foreigners with a strange religion, they might still kill you to take your stuff. ;)

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

Postby Darksworth » Mon Jan 15, 2018 9:27 am

Great Confederacy Of Commonwealth States wrote:Alright! So, are there any people that want/don't want a small community of Torusa within their realm?

I'm comfortable with a Torusa commune within my realm, some sentient tortoise friends wouldn't hurt right?
The Commonwealth of Darksworth is a pseudo-steampunk space-faring civilization. With their technology having been acquired by invading a far greater civilization. Due to this peculiar situation, their tech is a mix between pre-industrialized and late-space age.
Technology Level: Tier 4-5: PT/MT
Arcane Level: Level 0-Inept
Influence Type: Type 6-Planetary Politician
Based on this Index
---
Tier: Tier 5
Type: Type IV
Government Size: Superpower
Based on this Index


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

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

Postby Tysklandia » Mon Jan 15, 2018 10:22 am

Kaledoria wrote:Tysklandia: I can life with fantasy racism and I certainly did not intent to play the races as nothing but "furry humans", rather the opposite.

What I fear is, that you envision them as nothing more then random encounters for heroes to kill with no regards to plausibility. After all, they have to be social enough to exist as a race, so they can't be all marauding raiders, because then they would all have either killed each other or been killed by much better organized and equipped humans within a few years.



Great Confederacy of Common...: Well, I still have 3% "Others" in my population, so you are welcome. The good thing: In Röken you are not discriminated against. You might even be given some fiefs to govern by your human Ordermasters, probably somewhere at the coast or on the isles (but since you are not known for martial power, you probably don't get any higher then that. The bad thing: Even if I'm currently fighting to protect my right to portrait my Orcs and Beastmen as complex individuals who are able to form a working society, the murder rate in my nation is still 5 times as high as elsewhere and even if people might not kill you for being landless foreigners with a strange religion, they might still kill you to take your stuff. ;)


You seem like a person with a clear view of the nation you wish to play as. I'll accept the concept as it currently stands, although the comments on initial military strength still apply. I don't wish to enforce all my views of the world I envision upon you, considering that disolves the point of having you join to enrich the world with a new history and interaction. With your comments thus far, I look forward to seeing you play your nation and interact with the other players in it.

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

Postby Kaledoria » Mon Jan 15, 2018 11:09 am

Tysklandia wrote:You seem like a person with a clear view of the nation you wish to play as. I'll accept the concept as it currently stands, although the comments on initial military strength still apply. I don't wish to enforce all my views of the world I envision upon you, considering that disolves the point of having you join to enrich the world with a new history and interaction. With your comments thus far, I look forward to seeing you play your nation and interact with the other players in it.

I hoped, I get it before you return. Yeah, I wanted to do the math first, to find a justification, why my military number could possibly be less then 1%.
I mean, I looked at the other applications and totally agree with you, that for the sake of balance I need to half it.
- Which I have just done. About half the man at arms in service of the local lords is now doing police and garrison work and can never ever be drawn into the Grandmasters army. :)

I think this could be a general rule, that should someone be sieged, there can be some "local" troops, that are not accounted for in that player's ORBAT. It makes sense both, that a medieval society would have significantly more then 0.7 to 0.8% percent of people in some form of military and that not all of them would be draftable by the King (because that would be total absolutism and that's more like Louis XIV and the 17th/18th century).

Edit: Also as far as drawbacks go, I would imagine that because:
- my nation is a bit more banana-shaped, instead of round,
- the military administration is very decentralized,
- the population density is on the low end (I think it was something like 21 ppl/km²) and
- there are some very rough areas (forests, mountains),
it's only logical, that assembling my military takes somewhat longer (for a more or force that is permanently under armes).
Last edited by Kaledoria on Mon Jan 15, 2018 11:17 am, edited 1 time in total.

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

Postby Spindle » Mon Jan 15, 2018 11:21 am

Great Confederacy Of Commonwealth States wrote:Alright! So, are there any people that want/don't want a small community of Torusa within their realm?


I'd be up for this, even if it's just as a side-note. And if there's anything interesting you wanted to pull, feel free to throw it at me.
Disclaimer: Nothing said here is the product of a rational mind.
So...apparently I'm a decent writer. Um...wait, what?
Relativity, nukes in space, nukes in atmosphere, LASERs, MASERs, kinetic weapons, missile and kinetic CIWS, impactors and centripital force.

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

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

Postby Tysklandia » Mon Jan 15, 2018 4:58 pm

Kaledoria wrote:
Tysklandia wrote:You seem like a person with a clear view of the nation you wish to play as. I'll accept the concept as it currently stands, although the comments on initial military strength still apply. I don't wish to enforce all my views of the world I envision upon you, considering that disolves the point of having you join to enrich the world with a new history and interaction. With your comments thus far, I look forward to seeing you play your nation and interact with the other players in it.

I hoped, I get it before you return. Yeah, I wanted to do the math first, to find a justification, why my military number could possibly be less then 1%.
I mean, I looked at the other applications and totally agree with you, that for the sake of balance I need to half it.
- Which I have just done. About half the man at arms in service of the local lords is now doing police and garrison work and can never ever be drawn into the Grandmasters army. :)

I think this could be a general rule, that should someone be sieged, there can be some "local" troops, that are not accounted for in that player's ORBAT. It makes sense both, that a medieval society would have significantly more then 0.7 to 0.8% percent of people in some form of military and that not all of them would be draftable by the King (because that would be total absolutism and that's more like Louis XIV and the 17th/18th century).

Edit: Also as far as drawbacks go, I would imagine that because:
- my nation is a bit more banana-shaped, instead of round,
- the military administration is very decentralized,
- the population density is on the low end (I think it was something like 21 ppl/km²) and
- there are some very rough areas (forests, mountains),
it's only logical, that assembling my military takes somewhat longer (for a more or force that is permanently under armes).



it is specifically stated that the military number listed in applications is the army used for offensive "field battles".
It is clear that when one does defensive battles and sieges (which in medieval times is somewhat a last resort or very dire situation), one can add defenders, drafted citizenry or the like.

Soldiers that patrol the roads, city guards or the random henchmen of various lords need not be a part of the "exact" military number.
I don't want to enforce a numbers game upon everyone, but the military and military outline portion of the application is to give me an idea on what you envision when you go into the game. Just so everyone stays within the same general number scheme as they go into the game.
Afterwards, people can change laws, expand, draft mercenaries or do all kinds of kooky stuff to get ahead or perform interesting things with the balance after that (within reason).

The earth of empires I mostly drew this idea from had medieval armies ranging in the hundreds of thousands, with drafted military populations ranging in the dozens of percentages, hence why I rather enforce a crude baseline idea of armies in the thousands and lower ten thousands.

If people think that can't be epic, they need to rewatch the three LOTR movies.

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Dragos Bee
Minister
 
Posts: 2733
Founded: Jul 17, 2017
Liberal Democratic Socialists

Postby Dragos Bee » Mon Jan 15, 2018 7:08 pm

Name of Faction: The Basilea of the Eldest God (Note: Despite being called an Empire below, it is most definitely not one in game terms).

Ruler:

- Basileus ton Basileon (Emperor of Emperors) Maurikos Iagaris (De Jure)
- Mesazon (Intermediary, analogous to Prime Minister) Anastasios Bardas

Description of Government: The Honorable Basilea is nominally an Empire, but the Constitution has been revised to restrict the Emperor's role to a religious and national figurehead, and most power is based on elected officials, chief among them the Mesazon. The position of Mesazon gets its name as he is the Intermediary between the Emperor and his subjects, voted to power by the people, whose voice comes from the Eldest God. Lesser elected officials are voted into power based on district and city, like in IRL Britain.

Government Type: Constitutional Empire.

Sigil/Emblem:
Image

Population: 2,500,000

Military number: 25,000 native men, but mercenaries can be hired at need.

Military Outline:

Peltestai - Light infantry armed with a shield, javelin, and cleaver, as well as leather armor. 2000 men.
Toxotai - Light Infantry armed with composite bows or longbows, small axes and leather armor. 2000 men.
Skutaioi - Medium Infantry armed with steel lamellar armor, and carrying either a short spear, sword, or mace. - 8,000 men.
Menavlatoi - Pikemen armed with the Menavlon, a long spear crafted for use against enemy Heavy Cavalry - 4000 men.
Hippo-Toxotai - Horse Archers armed with lamellar armor and using composite bows, riding on fine horses - 2000 men.
Kataphractoi (Cataphracts) - Heavy Cavalry armed in Plate Armor- 4000 men.
Magos (Mages) - Magic-users specialized in destruction, conjuration, and healing. - 20 men and women.
Vigila (Imperial Guard) - Heavy Infantry who are clad in plate armor and carry large, two-handed swords. - 1,980 men.

Navy Outline:

5 Heavy Dromon Galleys
15 Galleys
21 Converted Merchant Ships.

Languages:

Imperial, Basilean (Alt-Greek), and the Holy Tounge (Alt-Hebrew)

History:

The people of the Basilea, situated on the straits of the Inner Sea, believe that their god, The One Above All Thrones forever, is the first God ever to exist. Born from the first cries for help from the human race, The One Above All Thrones forever pacified the then-rough elements of the straits, and gave the gifts of civilization to the early humans there. When Alcenia was a rustic village on the riverside, Sophiapolis, the City of Wisdom, was a bright beacon of enlightenment and learning that sat on the lower straits, prospering from agriculture and fishing. But alas, it was not to last.

Armies of Orcs, Beastmen, Centaurs and Goblins marched out from the north and south Westerwoods, disturbed by the Humans cutting down trees and damming rivers. Sophiapolis was besiged three times, and saved twice by The One Above All Thrones forever smiting the enemy with fire and plague. But in the third time, the Orcs summoned their own Gods, and the city fell, its people enslaved or scattered. But a small remnant fled north to the Mountains, where they were blessed by The One once more, this time with gifts of mining and metalworking, and raising crops in high valleys. And as the civilizations to the East rose, so did the city of Thermopolis, so-called because of its hot springs.

In Thermopolis, the Basiliea readied its armies to retake the ruins of Sophiapolis from the Orcs and Beast-folk that had taken it. Marching south, they found their old enemies weakened and backwards, and so they won back the sacred city of The One. And so Sophiapolis was rebuilt for the second time, but not the last. For the civilizations on the east side of the Inner Sea were rising, and looking hungrily for conquests.

The Basilea had readied their armies, armed with iron and steel, for this new challenge, as well as great fleets of galleys and triremes. But the Basileus back then preferred gambling and womanizing to the actual business of leadership, and so the armies and fleets were left leaderless before the onslaught of Carthak, the then-hegemon of the inner sea.

Sophiapolis was destroyed a second time, and turned into an outpost of the Carthaki's dominion. To make things worse, the Carthaki marched inland to Thermopolis as well, and after a siege of ten years, starved it to submission.

The rule of the Carthaki was harsh at first, but grew lighter as their homeland was pressured by the Alcenian Republic to the further east. And in this period of light rule, the people of Sophiapolis, rebuilt a third time, learnt much from the Carthaki about government and military matters. For Carthak was a Republic, albeit one ran by merchants, and that approach to government had both merits and demerits.

And so, when Carthak met its inevitable fall to the Alcenian armies, the Basilea of the Eldest God arose anew, and remembering the lessons of the past, paid tribute and respect to the Alcenian Republic and the Empire that followed it. And so it was left to grow and prosper, even as it reformed its constitution to blend Republicanism and Monarchism to form the Constitutional Empire. One Mesazon, Basil, even managed to convince the reigning Alcenian Emperor to deem the Basilea as its 'march', an autonomous vassal tasked, even subsized, to protect the west from attacks by Orcs and Beast-folk. This allowed it to re-develop its own martial traditions and even improve on them.

Then the Age of Sorrows came, and the Basilea's ties with the Alcenian Empire were severed. Refugees came from the east, seeking the safety of Sophiapolis, which welcomed the technology and knowledge brought by the Alcenians. Special favors were given to former Legionnaires, as well as anyone with the slightest of blood relations to the Alcenian Imperial Family; even bastards and illegitimate children were encouraged to marry to the Basilea's own ceremonial monarchs.

And so, the Basilea has prospered, albeit with the blessings from The One rare or nonexistent...

Religion:

Monotheism - The One Above All Thrones forever is worshipped above all, and while worship of other Gods is allowed, only The One receives any official support. The Laws of The One are split into Five Foundations:

- Fairness.
- Prevention of (Unecessary) Harm.
- Loyalty.
- Sacredness/Purity
- Respect for Legitimate Authority.

Note that as times changed, various foundations were empahsized more than others; with the Age of Sorrows fading, Fairness and Prevention of (Unecessary) Harm are taking precedence once more.

Races: Human

Capital City: Sophiapolis the Third, a city with immensely high walls, with many temples, universities, hospitals, and gardens inside.

Land Controlled:
Image

Allies:

None yet.

Enemies:

Orcs, Centaurs, and Beast-folk.
Last edited by Dragos Bee on Mon Jan 22, 2018 5:06 pm, edited 3 times in total.
Sorry for my behavior, P2TM.

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

Postby Nuxipal » Mon Jan 15, 2018 9:45 pm

My attempt at a Character app (Borrowed from an Elder Scrolls RP made by The Armed Republic of Dutch Coolness

Code: Select all
[size=135][b](CHARACTER NAME HERE)[/b][/size][floatright][img]link to image here if you have one[/img][/floatright]
[b]Race:[/b]
[b]Gender/Sex:[/b]
[b]Appearance:[/b] What do you look like? Description or picture. You may delete this part of the app if you did a picture in the [float right] tags!
[b]Equipment:[/b] What equipment do you use? Equipment includes armor, weapons, and any other gear you might use.
[b]Skills:[/b] What are you really good at?
[b]Weaknesses:[/b] What are you really bad at/What are your weaknesses?
[b]Bio:[/b] Two paragraph minimum, using the same rule as before where a paragraph is at least 4 lines.

(please remove all text in this app that isn't within the bold tags)
(feel free to add something else to this list yourself!)



Prince Cyrax
Image

Race:Dragon of Barak, Magically Disguised as a Human
Gender/Sex: Male
Appearance: Above is the human guise that Prince Cyrax uses while interacting with the lesser races. His human guise still has semblances of scales.
Dragon Appearance (Should it come up)
Equipment: Dragon Staff(as seen above) to channel magic through. Light Armor, Spellbook (filled with spells), Metal spear (for conducting electricity from magic).
Skills: Fire and Lightning magic, Skilled with a spear and shield as well. Transfiguration Magic, for making himself human appearing.
Weaknesses: Poor Archer. Has trouble understanding the urgency of a Human and often times misspeaks regarding time or other things which humans would be worried about.
Bio: Prince Cyrax is a 120 year young adult dragon born from High King Caeliphon. He may have a chance at the throne one day, but his father is not expecting to die naturally anytime this age. Cyrax therefore is excessively bored. He studied the ancient magics of the dragons and has used these abilities to permit him to travel about the human portion of the city of Nulkihm where he learns about the lands to the south. He has prepared for an expedition south, to rediscover the continent himself. He is searching for a team and a ship to go and explore the lands of the south.

Theme Song: Prince Cyrax Theme
Last edited by Nuxipal on Tue Jan 16, 2018 12:53 am, edited 3 times in total.
National Information: http://kutath.weebly.com/

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Arvenia
Postmaster-General
 
Posts: 13178
Founded: Aug 21, 2014
Father Knows Best State

Postby Arvenia » Tue Jan 16, 2018 1:24 am

Tysklandia wrote:
Arvenia wrote:Name of Faction: Terran Dominion
Ruler: Marshal Arathon Lancaster
Arathon Lancaster is a Human and 56 years old. He was a high-ranking military officer in the Terran Army and led several military campaigns against nearby islands
Description of Government: The Terran Dominion is a military dictatorship headed by a Marshal and a junta composed of high-ranking military officers. The junta, known as the Supreme Council, elects a new Marshal, who is then crowned by the Pope, the head of the Terran state religion.
Government Type: Human Supremacist Military Rule
Sigil/Emblem: Flag of the Terran Dominion
Population: 6,500,000
Military number: 450,000
Military outline:
Terran Army
The Terran Army is the ground force of the Terran Dominion. The Terran Army is split into warbands (army groups), legions (field armies), corps, divisions, brigades, regiments, battalions, troops (army companies), platoons, sections, squads and detachments (fireteams), as well as patrols. The army personnel wields swords, daggers, maces, axes, spears, shields, crossbows, longbows, hammers and catapults. Ranks includes Recruit (Private), Warrior (PFC), Lance Corporal, Corporal, Master Corporal, Sergeant, Master Sergeant, Third Lieutenant, Second Lieutenant, First Lieutenant, Captain, Commandant, Lieutenant Colonel, Colonel, Brigadier General, Lieutenant General, Captain General, General and Warlord. 250,000 people are Terran army personnel.

Terran Navy
The Terran Navy is the naval force of the Terran Dominion. The Terran Navy is split into fleets, squadrons, divisions and flotillas. The ships includes 6 battleships, 20 corvettes, 15 galleys, 22 frigates and 25 merchant vessels. Ranks includes Fleet Admiral, Admiral, Vice Admiral, Commodore, Captain, Commander, First Lieutenant, Second Lieutenant, Third Lieutenant, Ensign, Midshipman, Bosun and Mate.

High Guard
The High Guard is the military police of the Terran Dominion, serving as the military opposite of the Civil Guard, the civilian police. Besides enforcing martial law and disciplining military personnel, it is also responsible for the protection of the Marshal and other high-ranking heads of the Terran Dominion. The High Guard is some kind of a secret military police accused of silencing dissidents and gathering intelligence.

Unsung Warriors
The Unsung Warriors are the elite soldiers of the Terran Dominion. They are composed of soldiers with big skills and relentless tactics.

Languages: Imperial
History:
Religion: Sacramentism (Judeo-Christian religion)
Religious Description: Sacramentism is a monotheistic religion centered around the "Supreme One" and traditions reminiscent of medieval Christianity. The religion is led by a Pope and has Christian ranks. Usually, the religion is meant to represent humanity and judge non-humans. Magic, heresy, sodomy and blasphemy are all forbidden and punishable by death. Methods of exeuction includes firing squad, decapitation, hanging and burning.
Races: Humans are the racial majority in the country with enslaved races such as elves, dwarves, orcs, minotaurs and "abominations" (deragotary term for beastmen).
Capital City: W
Land Controlled:
(Can be filled in after map is live)
Allies: The Terran Dominion would align itself with human countries.
Enemies: The Terran Dominion despises countries run by non-humans and race traitors.
WIP


So, army is insanely huge, you are using IRL rank names, depicting what is basically a modern army structure, Try to atleast include a fantasy vibe in the nation you are trying to portray. This included rank, a medieval or greek/roman army structure and the like.
If you want an extremly organised army, your army will be smaller than most, equal measure if you want a very organised, lawful nation or the like. Tend to keep that in mind.
It is medieval/fantasy. Not a modern nation revised to work with medieval military weapons tech.
The app will need some work before I can accept it.

Do you have some ideas about how my nation would be?
Pro: Political Pluralism, Centrism, Liberalism, Liberal Democracy, Social Democracy, Sweden, USA, UN, ROC, Japan, South Korea, Monarchism, Republicanism, Sci-Fi, Animal Rights, Gender Equality, Mecha, Autism, Environmentalism, Secularism, Religion and LGBT Rights
Anti: Racism, Sexism, Nazism, Fascism, EU, Socialism, Adolf Hitler, Neo-Nazism, KKK, Joseph Stalin, PRC, North Korea, Russia, Iran, Saudi-Arabia, Communism, Ultraconservatism, Ultranationalism, Xenophobia, Homophobia, Transphobia, WBC, Satanism, Mormonism, Anarchy, ISIS, al-Qaeda, Recep Tayyip Erdogan, 969 Movement, Political Correctness, Anti-Autistic Sentiment, Far-Right, Far-Left, Cultural Relativism, Anti-Vaxxers, Scalpers and COVID-19

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

Postby Tysklandia » Tue Jan 16, 2018 2:44 am

Arvenia wrote:
Tysklandia wrote:
So, army is insanely huge, you are using IRL rank names, depicting what is basically a modern army structure, Try to atleast include a fantasy vibe in the nation you are trying to portray. This included rank, a medieval or greek/roman army structure and the like.
If you want an extremly organised army, your army will be smaller than most, equal measure if you want a very organised, lawful nation or the like. Tend to keep that in mind.
It is medieval/fantasy. Not a modern nation revised to work with medieval military weapons tech.
The app will need some work before I can accept it.

Do you have some ideas about how my nation would be?


I shouldn't dictate what type of nation you should want to play. But if you want to hop in, then well...

Let's start with what type of nation do you want to play? Which vibe do you want to have and what playstyle do you want to go for.

I get the following vibe from your partially completed application : Human supremacists, attacking xeno's, rebuilding the Imperial throne and creating dominance for the humans (or erecting an entirely new Human-centered Empire)
It seems apped primarily to allow for the possibility to attack other factions that are non-human based. If you want an easy reference and an organised army structure, playing as an imperial remnant and using what is basically a copy of the roman legionary model gives enough references and information to play as a feasable medieval/fantasy nation with a strong military without being curtailed by the more medieval concepts of knighthood, feudalism and summoning levies.

A smaller, centralised state under a single monarch is the easiest to roleplay as you don't need to include politics in your roleplay, add in a legionary army (albeit small for balance) would be easy to "play".

Just tell me what type of game you want to play in Alcenia, war, conquest, diplomacy, trade, exploration? If you prefer playing a character or a wandering mercenary band on adventure (doing quests or whatnot), etc.

Once we know what you want to play, I could help make the neccesary additions and tweaks to the application and get you playing.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Tue Jan 16, 2018 7:25 am

Name of Faction: Iniki Nyai Tona
Ruler: Two-Eyed Adiki: A White Fur Iniki that is known as the most powerful when it comes to magic. She rules the nation with the rest of the tribal matrons and lead from the Enderlight. They have been keeping the breeding in check as much as food has been keeping their food in check. She comes from the Two-Eyed familiar breed that are unique for their magical aptitude and leadership capabilities. She is one of 12 of her litter that gain positons in the military or academia, she rose with her wisdom, administration, and having the most powerful magic of their race.
Description of Government: The Iniki are ruled by the females of varying Coats, a catch-all term for clans of specific breeds, these females come from the tribal breeds who are stronger, larger, and smarter than the rest of the Iniki who have became docile underneath servitude from being with the Empire.

Many Coats do fight over food or breeding rights, especially in their underground city while the tribal breeds don't do that so much as they constantly fight against the beastfolk and larger demons that take territory but then they fight to reclaim it. Many larger Coats rule over the smaller ones and have individual warbands in size. Each one takes care of said warband and can come with different equipment or assets per riches or prestige.

They also scheme among each other and infighting is a thing as normal unity isn't a common thing unless ruled by their Two-Eyed.
Government Type: Mixture of a matriarchal tribal confederation and an oligarchy
Sigil/Emblem:
Image

Population: 9 million
Military number : 100,000-150,000( all won't be called in unless it's all or nothing. But still large hordes are a thing)
Military outline : The backbone of the Iniki are the conscripts, forced by the matrons who bring up their docile brethren to fight for their right to eat and breed. However, the conscripts are weaker than the tribals, a higher tendency to break, and can be seen coming in their mass-attacks. Because of their quantity of units, the individual is only able to bring what they can from home with some given a spear with little to no protected armor.

The tribals are known to be the larger, stronger, and smarter than their docile cousins. They are known to stay in the Westernwoods and fight against the mythical creatures to make stronger litters and breeds. They are the professional soldiers, elites, commanders, and mages as it was them who personally attacked the Empire from the Westernwoods and took back their people from Imperial servitude.

Tribals come in different branches;

- Brave Coats
- Prowlers
- Stripe Knuckles
- Night Shots
- White Furs
- Tamers

Brave Coats:
To every tribal warband, Brave Coats are the bread-and-butter. They are better equipped than the conscript and went through harsh training in the ways of fighting the mystical beasts that always fight to gain and regain territory. What they lack in size, they make up in skill and know how to beat the large mythical beasts with less casualties than if they sent conscripts. They are known to be worth five of a conscripts and have better discipline against other civilized foes.

Prowlers:
One of two special forces groups that tribals employ. Prowlers are used as stealth commandos, spies, and assassins. They employ night attacks to kill enemy officers and leaders. Their training is known to infiltrate cities to retrieve information or hunt down craft beastfolk before they'll strike the tribal lands while the Striped Knuckles do the true monster hunting.

Striped Knuckles:
A special forces division that is the other group that tribals employ. The closest thing the Iniki have to knights. The Striped Knuckles are the premier vanguard group, known to come from a breed of predominately strong female Iniki. They are among the most disciplined the tribals have and carry a zeal for the Spirits that even some civilized races don't have. Their training is the most brutal as their expected to fight in tight formations, wearing platemail and fighting monsters bigger than humans.

They carry their rank as one would be in a knightly order, with those taking tours to monster hunt and a lottery to go find a mate of another clan to mate and keep their ranks up. Because of their monster hunting and frontal fighting tactics, they usually adopt strong females from other Coats and breeds as honorary members in order to keep up the numbers. This makes them the only mix breed but one that embraces selective breeding as a means of making larger, stronger warriors to keep the Iniki tribal lands safe or retake them from the beastmen.

They are quite legendary as they learned how to fight from the Imperial battles and many of Imperials know them as "Cat Knights" because of their lifestyle.

Night Shots:

Night Shots are Iniki who's eyeshine is the best out of the archers. They are seen with Prowlers or Brave Coats who are able to fight at night and use their night vision as their advantage over the rest of the enemies that they face. Many Night Shot hunters employ crossbows to pierce steel and have bag kills that were to far away that normal human or elf eyes couldn't see. Many master marksmen have even brought down minotaurs or hill ogres that wander around looking for food at night.

White Furs:

Despite tribals being all about war, White Furs are the scholars of the entire Iniki. Known as a rarity for their pure white fur, their held in reverence as Spirit Touched and can preform magic or powerful alchemy. This makes them a valuable source of power that many wish to use them for. They have been sent in the highest places of the Underground City, engineering digs, learning new types of mutagens to use on riding beasts, and teaching to other White Furs.

Those in the Westenwoods or more close to their tribal roots. They are known to be masters of combat magic and are seen as battlefield and warband commanders when a Warmatron isn't leading. Their known to carry staffs that are used as banners to bring morale up and is protected by a squad of Striped Knuckles to defend the White Fur at all cost.

Tamers:

The most iconic part of the tribals. Created by the combination of White Furs and Prowlers They came from the idea that they needed beasts that can be used as siege weapons and can bring destruction to the Empire as much as they can with terror. The first tamers came from Prowlers who captured the savage beasts and White Furs used the first mutagens and transformation magic to turn them into hideous beasts which were used against the Empire.

Among them were the first Bigruz for fast, and dangerous cavalry. Heavier cavalry used for sieges like the Rumbler with armored body and adaptable climbing allowed it to be a living siege weapon to smash through forts.

Thralls:

Thralls are human corpses that have been brought back to life by White Furs as a means of an auxiliary force. They are not entirely mindless, capable of wielding weapons and armor as their sent out in a horde fashion, they are seen a supplementary forces when conscripts break, so they are seen as common as farmer fighting for food or to mate. They are stronger than a human soldier and are used as terror and shock troops to get the conscripts back in line and to frighten the common unit. Trained professionals call them one of the many Iniki's abominations and a defilement of the human body.

To the Iniki, its just a way to get what they need in a pinch.

Leashfiends:

Leashfiends are a new thing that came from stealing some tech from Dwarves(and the Dwarves themselves) to use the Iniki's foul magic and alchemy to capture werewolves and turn them into giant monstrosities to take 10 of their kind and are the size of Westernwood minotaurs. Their mostly seen as prized mounts to tribal commanders and prominent ones would ride on the backs of them and direct their horde against their enemies.

Languages: Imperial, though they hate to speak it, mostly because their skeletal and muscle structure is not made in the way that it can say it properly. Their main language is known as Meuza, which to people is just them meowing but it works with different types of tones and sounds that come from it. There are around 80 different sounds that each make up a library's worth of grammar, syntax, and words. Because of this, its one of the most unorthodox languages to master and only high elves have managed to understand it with years of face muscle and dialect training.

History: The Iniki come from the deserts in the west and an island which they forgot existed during the days of the Republic. Stories of small catfolk that roamed around scouting in places also came with stories of them settling down in cities with their population exploding once they found a large enough source of food. Such stories became prominent when most joined the Empire as willing servants and others ran to the Westernwoods.

The Iniki who lived amongst the Imperials became domesticated and they bred themselves with one another to become better at maintaining the infrastructure of settlements and towns. They also were ruled by the females once they figured out that it was them that held the power of their population and dictated the rules when it came to the relationships with their Human masters.

The same thing went with those who ran to the Westernwoods but they took a more military stce. They were smaller than the beastmen who would occasionally eat them but they started to breed with the strongest and smartest of their guide, developing into larger forms who stood together as they sharpen weapons and raided against the beastmen as they adopted many gruel tendencies, like eating their enemies and worshiped the Cat Spirits and Demons as a means of getting magical power help.

Their tribes had split into different sections dedicated to strengths and weaknesses needed to fight the monsters in the westernwoods and their breeding was dedicated to replenish their numbers as they hunted the beasts down and carved out their own territory that grew and decreased by the laws of the Westernwoods.

Some tribal scouts did see the Empire couldn't conquer it and their people were docile servants, this made them angry and painted a different side of their people, naming themselves Tribals and the others Dociles. They made it their duty to watch the Empire and prepare their tribes to strike against the Empire to take their people back.

Foul magics and alchemy were crafted to mutate beasts that they rode on and went to war against the Empire when they're were in the midst of a civil war. Some of the battles were considered surprising and legendary as the Imperial Humans didn't consider the "small, fluffy kittens" to amass a horde with beasts so dangerous and large they were moving siege engines.

The Tribals took heavy losses but they knew that they could sustain the losses as they took the legendary forts and settlements in bloodbaths that only the Age of Woe had managed to outnumber. As the Empire was finished with their civil war, their response was too late as more of the tribal Iniki had came to reinforce and even had undead mutated thralls to serve to replenish numbers. Attempts were met with numbers being thrown at them and White Furs using magics to turn the tide as their magical corps were able to match their battlemages.

The Empire eventually gave up on the area until one Emperor managed to push them back into the Westernwoods for a short time and the Iniki had came back with much more loot and knowledge as they made settlements and the first Striped Knuckles that became the vanguard against the larger enemies and fought with the heaviest equipment that the Tribals had.

Eventually the Iniki went back to take back the Westernwood by the name of Two-Eyed Shukiki. She was a rare White Fur blessed by the Spirits with Heterochromia so that she can be granted the ability to be see the spirit world and draw from it. She gathered a much larger force and fought against the Empire and once again, legendary battles came but the Imperials were surprised at the cunning Shukiki had and was able to route the Imperials with less casualties but still very large.

This time they couldn't be uprooted and demanded the return of their people from their slavery. The Court said that they were servants by their own choice and the Dociles didn't want to go. Shukiki eventually left with the Tribals claiming the former Imperial frontier as they focused on fighting the beastfolk that keep managing to take their land.

However, the Age of Woe struck and the Tribals were caught off-guard as crops were failing, magic shorted out, and fire rain from the skies. The beastmen saw this as an opportunity and struck a major blow against the Tribals, using numbers and strength to beat back the cat horde and ate a good number of them before they went into Imperial lands. The Tribals hid among the trees and rocks as the Dociles came from the cities, escaping the genocide of their people.

A new Two-Eyed came among them name Inai who told them to dig underground and make their new home there. This was the foundations of Enderlight and the capital of what would become their country. Dociles were able to bring civilization and maintain the idea of an underground city as they had centuries of doing so, the Tribals handled leadership and the military, as their people had hundreds of years of fighting larger creatures and fought the Empire.

They grew mushrooms and survived but their population was stagnate as females took leadership positions and chose who they could breed or not. This sort of mandated population control had saved their race from starvation till the first scouts went topside and saw that the sun came up and it was summer.

The Dociles managed to build cities and towns on top of old human settlements and the Tribals reformed the military and research into their foul magics and alchemy. Most of the Tribals went topside to go back in the Westernwoods and continue their fight against the beastfolk hordes as a means of vengeance for eating them, but they also eat their enemies back as the strife continue.

During this time, their population recovered and exploded to become the largest population by race and only equal to the Humans. However, many live underground or fight in the forest as their towns and cities only allow people to see a fraction of their massive population. They also have built one of the most expansive underground networks that even dwarves can't shake a finger at and are filled with cats in a sprawling metropolis that is filled with disease and screams that could be heard in the darker depths.

They plan on building more connections to be all over the world but on the topside they are usually seen as friendly unless you enter the Westernwoods as they fight anyone who dare enter there and rumors of savage cats eating trespassers

As of right now, they seek to expand their territory in search of food on the topside, even if it means sending hordes of conscripts at the goal in order to get some fertile land for food surplus, or having Tribals eat others, which they tend to not do so to maintain some type of civilization.

Religion: The Iniki worship what they call Jokai, or Cat Spirits. These were made during the Tribals creation myth that they were bred by the Westernwoods and the demons that they called Jokai to save their people from servitude and conquer the Westenwoods. This allowed them to tap into magic and the White Furs came to being and the Two-Eyed. It was also a savage and brutal religion, with human sacrifice, cannibalism, and of course eating their enemies.

It has been reformed after the Age of Woe to make more lawful good and guide Jokai that are the opposite of the Demon Spirits. They are worshiped by the Dociles as a means of keeping up their civilization while the Tribals reformed their faith to be less brutal and more about war and defense, but their are still those that eat their enemies in the Westernwoods and away from the world.

Races: Iniki
(If not human, at least a vague description is advised.):

Image

A humanoid cat race that's known for their explosive populations, diverse breeds, and their use of weird magics and alchemy. They come in two casts, Dociles and Tribals. Recently they have came to overtake Humans as one of the most common races on the continent thanks to their high reproduction.

Racial Advantages

High Reproduction: To say that the Iniki have a high reproduction is an understatement. Females, while commonly larger and stronger than males, are known to birth around 12-18 kittens per litter once they find a large food source. This high fertility allows them to replenish faster than any race and have high population numbers against enemies. Though their limited to how much food that they have available and strict population controls to keep a famine from happening.

Genetic Diversity: The Iniki are known to have a lot of genetic diversity in their Coasts that each one is a breed all on their own. This allowed them to have breeds who are specialists and have been able to breed traits that were needed for their race. Many of them since the Age of Woe have picked up on being mixbreeds which are very useful for fighting off illnesses.

Cat Traits: The Iniki are cats and have cat traits. They use these traits to the best of their ability, incorporating them with breeding techniques to maximize proficiency. Many of the tribals have utilize them for specific elite military units or night raids against the Empire back in their day.

Racial Disadvantages

Short and Weak: The Iniki are short, mostly around Dwarf-size or shorter with Tribals being taller and stronger but collective that isn't the case. Man-to-man, they'll loose against Dwarves or Humans and usually need numbers or cunning tactics to come up against that weight, double to triple that fact for the Tribals that fight against the beastmen.

Scaredy Cat: Dociles make the majority of the Iniki, having been bred for servitude and being passive workers, their not built for warfare like their tribal cousins. When called into battle, they make up the backbone by numbers and usually break easily because of such things. They need to be rallied by a Tribal or brave Docile to get them back in the fight.

Features
Like Cats, they all have the same traits but come with different coats, ears, even sizes. The females are larger than males and are stronger with males being shorter than the average dwarf man. Dociles breeds tend to be around dwarf size with Tribals being taller and stronger around 5-8 inches more on a Docile.

Tribals tend to have more feral and wild features than Dociles who are more groomed and well-kept. Dociles tend to live longer than Tribals with Dociles living around 50-70 years and Tribals 30-40 years, though many Tribals don't live as long because of constant warfare in the Westernwoods. White Furs are a rarity as they can live for 80-300 years depending on the natural magical aptitude and Two-Eyed are said to live up to 400-600 years as the last Two-Eyed remember the Age of Woe and the Empire in some way.


Capital City: Enderbright, underground
Land Controlled: Between the Westernwoods and the Imperial Frontier, can't use the map on my computer.
Allies: Don't know, high elves
Enemies: Humans to an extent, mostly beastfolk.
Last edited by Ralnis on Sat Jan 27, 2018 6:13 pm, edited 4 times in total.
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.

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New Socialist South Africa
Minister
 
Posts: 3436
Founded: Aug 31, 2013
New York Times Democracy

Postby New Socialist South Africa » Tue Jan 16, 2018 3:42 pm

Name of Faction: United Goblin Clans of Vilkų Miškas (Wolf Forest)
Ruler: Greitas the Cunning, a rather unassuming 33 year old goblin. Bears many of the stereotypical features of goblins (long nose, beady eyes, sharp ears). Used his intelligence and ruthlessness to unite the goblin clans through setting his rivals against one another, assassinating rival goblin kings, forging alliances with downtrodden clans and using ambushes, lightly armoured wolf riders and tricks to overwhelm larger enemy forces.
Description of Government: A confederacy of 5 goblin clans held together by a complex relationship of alliances and conquests. Each clan handles internal matters locally, and is run by their own king or queen. Each clan consists of some 20 or so tribes. Recently united by Greitas the Cunning under one banner. Act as one nation in times of war.
Government Type: Confederacy with unifying leader in times of war
Sigil/Emblem:
Image
Population: About 70 000. Divided up between 5 clans of varying sizes (each with about 20 tribes within them).
Military number : In full force some 8 000 lightly armoured foot soldiers (about half are archers) and 7 000 lightly armoured direwolf riders. Divided up between 5 clans of varying sizes (each with about 20 tribes within them). Soldiers usually operate as hunters most of the time, serving as soldiers during internal wars and raids. Large percentage of soldiers as part of population due to warlike culture of goblins of Vilkų Miškas and male and female goblins alike serving as warriors.
Military outline :
About 7 000 direwolf riders (about 4 000 mounted archers [poison tipped arrows] and 2 500 mounted spears, 500 fearless close combat "Fanatics of Įniršis")

About 4 000 goblin archers (using poison tipped arrows, best suited for ambushes, poor in close combat)
About 3 000 goblin spear and sword forces (better suited to ambushes than open field combat)
About 1 000 "Blood-spillers" (proven and deadly close combat warriors, lightly armed and armoured - fair poorly against heavily armoured forces)
Languages:
Goblindygook (various slightly varying dialects of the goblin language) - [Based loosely on Lithuanian, use for some basic names]
Imperial (rarer, spoken by those coming into contact with humans)
Dwarvish (rarer, spoken by those coming into contact with dwarves)
History:
The goblin clans of Vilkų Miškas (forest of wolves) have lived in the forest for several millennia. They have come to treat the direwolves who also reside in the forests with both fear and reverence, domesticating some over years and using them as mounts in battle and hunts, developing quite a significant direwolf mounted cavalry by now. Traditionally gatherers and hunters, the goblins drew the ire of humans when they began to hunt their cattle and other domesticated animals, drawing the ire of humans and leading goblins to be labelled as "pests". They have also drawn the ire of the dwarves for similar reasons, as well as objecting to instances of felling of significant parts of the forest by both men and dwarves.

During the time of the Alcenian Republic, and the later Alcenian Empire, goblins were hunted as pests and enslaved, viewed as an inferior race to humans. The goblins stood no chance against the Alcenian armies, and so retreated deep into their forests, relying on ambushes, guerrilla warfare and assassination of officers to dissuade the Alcenian advance through a bloody and drawn out war of attrition. Needless to say, they rejoiced at the fall of the Alcenian Empire, and took part in the raiding of its remains, before fleeing back into their forests when more powerful forces arrived.

Often brought together by a powerful leader, the goblin clans have been most recently brought together by the machinations of Greitas the Cunning. Greitas has little interest in creating an empire, but is interested in securing a more powerful position for the goblins in this uncertain new world. An opportunist, Greitas now looks to make alliances with other powers to cement the position of the goblins, while also looking for lands to raid to secure more food for the winter.
Religion:
The goblins of Vilkų Miškas have their own pantheon of gods. The major five amongst these however (each one a patron God of the 5 clans) are:

- Įniršis, the great wolf. King of the Gods and god of storms, war and the hunt. Įniršis is said to have slain the ancient sky tyrant who enslaved the goblins and to have freed them. Often depicted as wild and uncontrollable. Įniršis favours brave goblin warriors and fighters, and takes them to his eternal den after death (according to folklore).
- Gaisras, the fire bringer. God of the Sun, fire and the clan. A shapeshifting trickster God and viewed as the "father of all goblins". Gaisras is the son of Žama and the sky tyrant, and is given birth to underground after his father buries his mother alive in order to take power. Gaisras is said to have burrowed his way to the surface. Here he stole fire from the ancient sky tyrant (his father) and given it to his goblin children (who he has with Varna), as well as hurling the ancient flame in the sky to act as the sun. He also helps free Įniršis from his chains. He is often depicted as a folk hero, but is also depicted as a mischievous God who plays pranks on various goblins. Gaisras favours bright and cunning goblins, and takes them to his eternal dell after death (according to folklore).
- Žama, mother earth. A great doe, Žama is viewed as the Goddess of creation, earth and nature. She is depicted as both the giver of life and as an untameable force that can destroy those who challenge her. Žama is said to have created the ancient sky tyrant as a husband, as well as creating Įniršis as a protector for her new world. Žama is then impregnated by the sky tyrant, leading to celebration. However, while the other two sleep, the sky tyrant uses this opportunity to bury her underground and to chain up Įniršis, in order to take power for himself. It is said to have bet Žama favours those goblins who most respect and preserve the natural world, and takes them to her eternal glade after death (according to folklore).
- Gyvatė, the wise snake. Goddess of Wisdom and of both poison and healing. It is said that Gyvatė taught the goblins how to create the poisons that tip their weapons used in both war and hunting. It is also said that Gyvatė taught them how to create healing drafts to treat such poisons and illnesses however. It is said Gyvatė will poison and kill any who cross her however. Gyvatė favours those goblins who are most learned in the art of creating poisons and remedies, and takes them to her eternal burrow after death (according to folklore).
- Varna, the prophetess. The crow Goddess of Prophesy, the moon, secrecy and mysticism. Varna is the wife of Gaisras and the great mother of all goblins. She helped her husband steal fire from the ancient sky tyrant, and helped him free Įniršis. Varna is the daughter of Gyvatė and Įniršis. She has the ability to forsee the coming of the greater evil of chaos. Varna favours faithful goblins that devote their lives towards mysticism and prophesy, and takes them to her eternal nest after death (according to folklore).

While the goblins view him as a villain and so do not worship him, another important figure in their religion is Prispaudėjas, the sky tyrant, who is said to have enslaved the goblins until Įniršis slew him and set them free. Prispaudėjas is a shapeshifter who takes many forms, but is often depicted as whoever the great enemy of the day is. Even though he is dead, it is said that his soul lingers on. The goblins often associate him with Odum, the Alcenian God of Order.

The goblins view Prispaudėjas as a lesser evil as compared to Sunaikintojas, the God of chaos with the body of a giant snake, huge cockroach wings, and the face of a man but goat horns and venomous fangs. It is said that Sunaikintojas will come in a final battle at the end of the world and will battle all living things with his demons of chaos.

Races:
Almost entirely forest goblins, but some runaway slaves and descendants of former runaway slaves from other groups.

Forest Goblins:
General advantages:

- Tend to be fast and sneaky. Often able move through difficult forest terrain speedily and quietly without being detected, making them excellent ambushers.
- Tend to have an excellent knowledge of poisons. Goblin weapons are almost always tipped or coated with venomous poisons, making even the smallest wound potentially deadly.
- Tend to have an excellent knowledge of herbal remedies. On the flip side of the coin, goblins also tend to be quite good at treating illnesses and poisons with various potions made from herbs in the forest.
- Domestication of direwolves. Many goblins ride into battle on the back of direwolves. Direwolves also used like war dogs.
- Female goblins often fight just as well as male goblins, and are incorporated into the forces, making the potential forces the goblins can bring to bare larger than if only male goblins fought.

General disadvantages:

- Tend to be physically weaker than most other races, meaning fighting out in the open tends to end with decisive goblin defeat and heavy casualties.
- Due to this, goblins tend to turn tail and flee if they face a larger and better equipped army on an open field. This has led to them being viewed as extremely cowardly by most other races.
- Hated. The label of goblins as "vermin" persists amongst many human and dwarves groups, and goblin raids for food does little to help this reputation.

Defining Features:

They tend to be 1.2 m to 1.4 meters, a similar height to dwarves, although skinner and less stocky, making them quicker and quieter, but less adept at fighting and standing their ground.
They range in asking colour from a greenish brown to grey, allowing them to blend in with forested environments.
They have large pointed ears, large noses, which allow them to hear and smell enemy forces from a long way off.
They have small beady eyes that allow them to see in the often limited light of the forest, and to see well at night.
With all this in mind, they are often viewed as repulsive looking by humans and dwarves, which doesn't help in making allies.

Capital City: Svajonių Urvas (Dream Cave) acts as religious centre of the goblins of Vilkų Miškas, and as a site where various clan leaders come to make plans for joint negotiations, raids and wars. Mostly nomadic, moving around forest following herds, and so don't really have a capital city
Land Controlled:
(using the map of territorial claims made so far by Kaledoria)
Image

Allies: A few villages and other groups of human frontiersmen at the edge of their forest. Looking for other potential allies.
Enemies: Hated by most humans and dwarves. Looked down on by most orcs. Despised and despise those who emulated the old Alcenian Republic and Empire.
Last edited by New Socialist South Africa on Sun Jan 21, 2018 2:29 pm, edited 18 times in total.
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Tysklandia
Diplomat
 
Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Tue Jan 16, 2018 7:02 pm

I'll take a look at the remaining applications tommorow~

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