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Wysten
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Postby Wysten » Sat Jan 27, 2018 5:36 pm

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Tysklandia
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Postby Tysklandia » Sat Jan 27, 2018 5:38 pm

Greater Dmanian wrote:Name of Faction: The Kingdom of Otrea
(Kingdom, republic, tribe, etc)
Ruler: King Herman, of Imperial and Otrean descent he must answer to his noble vassals who control much of the land.
Description of Government: A Feudal system where the King is the absolute 'owner' of all land under the kingdom, he then grants the land for his vassals to hold them who in turn grant it to lesser landowners and so on. However the King is expected to defer to a council consisting of the upper nobility. (Earls and up) Day to day governance is often placed upon this Noble Council while diplomacy and war is handled by the King's Privy Council consisting of clergy, officers, judiciary and high ranking nobles.
Government Type: Feudalism
Sigil/Emblem:
Population: 1 920 000
Military number : 28,000 levies can be called upon, more at great cost to the economy and peasantry. This body supports the King's Household military of 5,000 men.
Navy: The nature of Otrea being an island has made some form of navy a necessity, although not as powerful as it has been in the past the Ortean navy bolsters a respectable number of dedicated warships bolstered by a large merchant navy that can be appropriated during times of war for transport and supply. The constant encounters with goblin raiders to the north and various other human pirates in the hundreds of tiny islands that chain the coast of Ortea have left the navy highly experienced. Crews are often dedicated to a ship and receive a steady pay.
Military outline :
Peasant Levy: Those living on the land of a local lord would often be required to serve if the King called upon his vassals during times of war. Although a minimum standard of training and equipment was demanded the quality of these troops varied wildly depending on the wealth of the noble and their willingness to invest in them. Usually equipped with spears or other polearms. Longbow men are drawn from their ranks.

Freeholders: Upper Peasantry, lower middle class who owned a plot of land. Expected to equip and arm themselves to a standard to fight in heavy infantry formations, due to the nature of their class they make up a minor portion of the army. Fight in shield walls or are used to protect archers.

Mounted Knight: Heavily armoured and armed noble or knight on horseback. Used to devastating effect on unsteady, poorly equipped or retreating enemies, the core of the army. Mostly found under the banner of the Household military. They can dismount and fight on foot as heavy infantry if need be or conditions do not permit the use of Calvary.

Household Soldier: Professional paid men who personally serve the king or extremely wealthy vassals, their number depends on the finances of the kingdom and fluctuates heavily over the years. The extended period of peace has left them the largest size in living memory consisting of a mixed force of 5,000 heavy infantry, longbowmen and knights.


(General listing of the types of troops involved. If large, please put in spoiler)
Languages: Ortean Imperial
History:
During the early days of the imperials the island remained a collection of small tribes at the edge of the known world. While the continent fell to the supremacy of the legions it soon turned its eyes on prizes beyond it's landlocked rivals. Despite initial efforts at appeasing the continental superpower and avoiding conflict the native Ortean tribes quickly began to suffer a series of encroachments by the invading forces, small probing attempts that were driven off only to bring greater retaliation. An attempt was made to form a tribal confederacy to unite against the foreign threat however any hope of a unified defence collapsed when the Imperials convinced a number of chiefs to aid them in exchange for gaining influence and land when their occupation began. The pitched force awaiting the arrival of the imperial legions dissipated in a night as each chief withdrew to their own lands to protect themselves. In a short campaign much of the western Island was under Imperial control and the rest followed within a short few years.

Despite the improvements to infrastructure and organisation the Imperials brought with them the populace chaffed under their rule and numerous attempts to rise up were made when Legion numbers waned to deal with other foreign conquests. When the Great sundering arrived the Orteans were one of the first to make their move and break free from Imperial Yolk, the lone legion left to hold the capital of Famont found itself facing down hundreds of rebels and faced with it's Ortean auxiliary defecting they were driven from the island with heavy losses. Numerous imperial families and citizens were butchered that day as centuries of anger were unleashed on the populace. Although free the country quickly dissipated into territorial lines.

In the years during the Sundering numerous Pretender kings would attempt to unite the Island facing failure and leaving the island open to invasion by Goblin raiders who were allowed to set up permanent bases in coves during the infighting to raid and pillage nearby villages. The failure to address them only emboldened them and soon armies were fielded to sack entire cities, lords attempted to pay tribute to spare their subjects to no avail. The first Ortean King would finally be forged in this crucible of fire, King Durran the Chosen would crown himself and unite the largest Kingdoms under his banner and lead them against the Goblin Hordes in a great Crusade. Defeating them in a decisive battle he routed them back to their coastal hovels.

King Durran's Quarter would later come to describe the events that transpired when his army reached the Goblin settlements. It is said his army rode from settlement to settlement killing anyone they found, entire generations of Goblins were brutally killed or driven into the stormy seas. Those that survived took refuge in the island chains to the north and still to the present day harass Ortean sailors. The dark days of the years after the end of imperial rule seem distant however new troubles now arise in discontent nobles and subjects. The rebellious hearts of the Orteans may still end their rise.
Religion: A monotheistic version of the Alcenian Pantheon with elements of the old Ortean Religion. 'Odum' and 'Tilmus' are rolled into one entity known as 'Otar'
Races: Human with a small elvish and goblin minority.
Capital City: Famont
Land Controlled:

Allies:
Enemies: Goblin sea raiders on the various small islands to the north.




Seems good. You can hop on the discord and this is accepted.

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Ralnis
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Postby Ralnis » Sun Jan 28, 2018 9:16 am

Hey South Africa, are your shamans and diviners mages by any chance?
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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Wysten
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Postby Wysten » Sun Jan 28, 2018 11:21 am

Name of Faction:
The Sword of Kav
Ruler: Grand Master Fredick Niav- A human who is a master swordsman and tactician but has a religious zeal unmatched by but a few.

Description of Government: Council of Elders-A group of 10 Templi who make edicts and vote in the new Chapter Master.
Government Type:
Sigil/Emblem:
Image

Population: 300,000
Military number : 50,000 plus 2,000 mortem.
Military outline :
Templi- The army is heavy cavalry filled to the brim with Templi, Knights who have passed through the fire of both the Trials and combat.

Mortem- A secret and small group of assassins who inhabit the high levels of all societies. While rumored to exist the Sword has denied its existence as rumor and "Fantasies of bored writers."
Languages:
Imperial and Elvish
History:
Born out of the fires of a massive war in the area the Sword of Krav were at first a massive collection of war centered tribes with heavy religious leanings. This small nation slowly started to branch out through force putting to the sword anything they deemed "heretical" or "an offense to Kav." This worked with stunning efficiency in making the local tribes and city states kneel. That is until a rival tribe now new nation began to raid into the lands of the Sword. The Sword of Kav outraged by this invaded but what happened turned into a bloodbath. Turns out this new tribe harbored some mages of dubious morals thus these mages destroyed the Kav army. Slowly the Tribe now began a year long campaign to take back the island killing and butchering all those who have served the Sword of Kav. Then now dubbed "The Savior of the Sword." Hearn Kligton began to form the order drawing upon the best warriors the island had to offer Hearn was able to beat back the Tribe slowly. Finally at the battle of Newrock moutain Kligton along with 400 of his bodyguard charged in and after a day long battle filled with heat and the smell of death the Order finally won the day and the new cross flag hung over the castle but at great cost. Of the 400 men who charged up the mountain and into the castle only 11 survived including Hearn. After the battle Hearn asked the remaining 10 to act as a council for the now newly formed order. They agreed and as their first action elected Kligton as the orders first Grand Master.
Religion: Major Worshipers of Kav
Races: Multitude of races

Capital City: Newrock on the moutain
Land Controlled:
Image


The Order also has Chapter Houses,They are basically small castles that inhabit [Countries are to be determined] They only house 100 people maximum and thus only 30 Knights live there. The Houses act in both a military and diplomatic fashion. Young men who want to become part of the order go to the Chapter House, After being tested by a local knight in combat they then train in the House for six months, after that they are sent to the island to be trained again but this time in the religious teachings of the order. Then after two years of training they are sent to the "Trials". The Trials include fasting for a week then sparring for a whole day in order to represent what Kligton and his men went through in the battle of Newrock. After this and a multitude of other challenges they finally take the Oath of Kav which entails chastity and to give his life for his battle brothers and Kav himself.
Allies:TBA
Enemies:Mages and all enemies of man.
(Historical enemies and allies story wise, per example the humans are considered the enemy because of the actions of the empire, etc, etc)
Last edited by Wysten on Sun Jan 28, 2018 11:28 am, edited 2 times in total.
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New Socialist South Africa
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Postby New Socialist South Africa » Sun Jan 28, 2018 12:55 pm

Ralnis wrote:Hey South Africa, are your shamans and diviners mages by any chance?


They are trained to read prophesies and signs, and so could have the markings about them. Some higher up shamans have some magical power, such as being able to transform themselves into a direwolf, being able to communicate with animals and being able to harness the power of wolves and forests, but they tend to be quite few in number. The young sixteen year old diviner amongst the group is not high up or that experienced however. She is mostly just one of those trained to read the skies.
Last edited by New Socialist South Africa on Sun Jan 28, 2018 12:59 pm, edited 1 time in total.
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Ralnis
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Postby Ralnis » Sun Jan 28, 2018 1:21 pm

New Socialist South Africa wrote:
Ralnis wrote:Hey South Africa, are your shamans and diviners mages by any chance?


They are trained to read prophesies and signs, and so could have the markings about them. Some higher up shamans have some magical power, such as being able to transform themselves into a direwolf, being able to communicate with animals and being able to harness the power of wolves and forests, but they tend to be quite few in number. The young sixteen year old diviner amongst the group is not high up or that experienced however. She is mostly just one of those trained to read the skies.

Then Sakoto wouldn't be able to sense inherit magic in her but perhaps from the envoy?
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
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Postby New Socialist South Africa » Sun Jan 28, 2018 1:52 pm

Ralnis wrote:
New Socialist South Africa wrote:
They are trained to read prophesies and signs, and so could have the markings about them. Some higher up shamans have some magical power, such as being able to transform themselves into a direwolf, being able to communicate with animals and being able to harness the power of wolves and forests, but they tend to be quite few in number. The young sixteen year old diviner amongst the group is not high up or that experienced however. She is mostly just one of those trained to read the skies.

Then Sakoto wouldn't be able to sense inherit magic in her but perhaps from the envoy?


The envoy has no inherit magic in her either. For that matter none of the goblin's are really born with inherent magic, not in that sense anyway, but connect to it through trances and with the aid of forest herbs and spiritual dances.

EDIT: Unless the very process of divining itself gives off a trace of magic, not inherent magic but procedural magic? Then the diviner can wait until night and read the stars, and the white fur can see the procedural magic occurring.
Last edited by New Socialist South Africa on Sun Jan 28, 2018 2:02 pm, edited 1 time in total.
"I find that offensive" is never a sound counter argument.
"Men in general are quick to believe that which they wish to be true." - Gaius Julius Caesar
"I'm for truth, no matter who tells it. I'm for justice, no matter who it's for or against." - Malcolm X
"The soul of a nation can be seen in the way it treats its children" - Nelson Mandela
The wealth of humanity should be determined by that of the poorest individual.

"What makes a man

Strength enough to build a home
Time enough to hold a child
and Love enough to break a heart".

Terry Pratchett


Olthar wrote:Anyone who buys "x-ray specs" expecting them to be real deserves to lose their money.

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Kaledoria
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Founded: Jul 06, 2010
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Postby Kaledoria » Mon Jan 29, 2018 2:49 am

Wysten wrote:Name of Faction:
The Sword of Kav
Ruler: Grand Master Fredick Niav- A human who is a master swordsman and tactician but has a religious zeal unmatched by but a few.

Description of Government: Council of Elders-A group of 10 Templi who make edicts and vote in the new Chapter Master.
Government Type:
Sigil/Emblem:
Population: 300,000
Military number : 50,000 plus 2,000 mortem.
Military outline :
Templi- The army is heavy cavalry filled to the brim with Templi, Knights who have passed through the fire of both the Trials and combat.

Mortem- A secret and small group of assassins who inhabit the high levels of all societies. While rumored to exist the Sword has denied its existence as rumor and "Fantasies of bored writers."
Languages:
Imperial and Elvish
History:
Born out of the fires of a massive war in the area the Sword of Krav were at first a massive collection of war centered tribes with heavy religious leanings. This small nation slowly started to branch out through force putting to the sword anything they deemed "heretical" or "an offense to Kav." This worked with stunning efficiency in making the local tribes and city states kneel. That is until a rival tribe now new nation began to raid into the lands of the Sword. The Sword of Kav outraged by this invaded but what happened turned into a bloodbath. Turns out this new tribe harbored some mages of dubious morals thus these mages destroyed the Kav army. Slowly the Tribe now began a year long campaign to take back the island killing and butchering all those who have served the Sword of Kav. Then now dubbed "The Savior of the Sword." Hearn Kligton began to form the order drawing upon the best warriors the island had to offer Hearn was able to beat back the Tribe slowly. Finally at the battle of Newrock moutain Kligton along with 400 of his bodyguard charged in and after a day long battle filled with heat and the smell of death the Order finally won the day and the new cross flag hung over the castle but at great cost. Of the 400 men who charged up the mountain and into the castle only 11 survived including Hearn. After the battle Hearn asked the remaining 10 to act as a council for the now newly formed order. They agreed and as their first action elected Kligton as the orders first Grand Master.
Religion: Major Worshipers of Kav
Races: Multitude of races

Capital City: Newrock on the moutain
Land Controlled:


The Order also has Chapter Houses,They are basically small castles that inhabit [Countries are to be determined] They only house 100 people maximum and thus only 30 Knights live there. The Houses act in both a military and diplomatic fashion. Young men who want to become part of the order go to the Chapter House, After being tested by a local knight in combat they then train in the House for six months, after that they are sent to the island to be trained again but this time in the religious teachings of the order. Then after two years of training they are sent to the "Trials". The Trials include fasting for a week then sparring for a whole day in order to represent what Kligton and his men went through in the battle of Newrock. After this and a multitude of other challenges they finally take the Oath of Kav which entails chastity and to give his life for his battle brothers and Kav himself.
Allies:TBA
Enemies:Mages and all enemies of man.
(Historical enemies and allies story wise, per example the humans are considered the enemy because of the actions of the empire, etc, etc)

Another Order? I like it. ... Okay, my Orders, while also requiring fighting skills and toughness also care a good deal for nobility and do not at all care for religion.

The History is missing one important thing, though: That "war in the area the Sword of Krav" - was this before the Alcenian Republic (Then how did they do during the Alcenian time and during the age of woe?), during the Alcenian Republic (presumably both sides swore loyalty to the Alcenian Emperor and he was just like: Meh, get it over and whoever wins this civil war is my rightful vassal), or was it in the age of woe?

Also, I don't want to forestall our Op, but we tend towards army sizes more in the magnitude of 1% population, you are at 17%. Although smaller realms can get away with higher percentages because the big realm's main problem is their heavy foot raising the forces, while smaller realms are somewhat better organized), 17%, ESPECIALLY with a large percentage having horses, that is very unreasonable.

Edit2: Oh my. Your Grandmaster is even named Fredick (Sure it's not supposed to be Fredrick). With names in my realm sounding like Heinrich, Friedrich and Durhard (Which is intentionally not a real name, but almost, Dur- is a common Old French prefix, while -hard is a common german suffix.). I was still looking for a place where my leading class' ancestors were coming from and I guess that 1. I found it and 2. the reason for them besides the thrill of adventure and conquest was that they did not embrace Kav and this made life for them in the Swordland difficult.
Last edited by Kaledoria on Mon Jan 29, 2018 3:37 am, edited 2 times in total.

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Tysklandia
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Postby Tysklandia » Mon Jan 29, 2018 5:00 am

@sword of kav @ kaledoria

I cleared Kav to post, because he had a situation where he could jump in. But kaledoria has clear points you should work on. The army list I was going to take a look at, I will allow his app some higher numbers, being that he starts incredibly small, but his numbers rival any larger kingdom, so that is a bit much. He wants a strong knight corps, I can work something out that allows it, but his current numbers are indeed a bit much.

No worries, @sword of kav knows this and I will bring it up when I have the time.

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Kaledoria
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Postby Kaledoria » Mon Jan 29, 2018 7:27 am

Now that my meeting with the dwarfs is about to finish, I'm thinking about what might happen next and this could be relevant:

Character (Demi-NPC?) Application:

Name: Goosegrell
Birthplace: some cottage in the Thusenzacken mountains
Age: 226 at time of lichdom, 377 at time of incapitation
Race: Ogre Magi
Gender: Female
Personality: Sadistic, vain, selfish. Goosegrell has a black sense of humor and likes canibalism, transmuting human flesh while the victim is still alive and playing with kitten. Even though she does not actually need food, she likes eating just about anything.
Appearence: A dry, ugly, hulking, giantess (would be over 12 feet if standing upright, what she rarely does due to her hunchback), more fat then muscle
Affiliation: None but herself
Role/Rank: Villain
Special Items:
Her personal runestaff, Galga'ast is indestructible but currently locked away in the vaults of Eichenried, behind 3 layers of magical wards, that - among other effects - prevent her from teleporting the weapon to her.

Magic: Goosegrell is a master of necromancy and transmutation/alteration magic. Her magic is usually slow and ritualistic, but she can bind it to certain persons or things to trigger rather spontaneous.
She could be a great healer but rather uses her control over these forces to cause disease and mutation. Other paths of magic, such as divination, illusion and evocation are not unknown to her, either, though she is naturally incompetent with all spells including a fire component.

Rooted in old Witchcraft-traditions, her magic is less clearly defined as more scholarish schools of magic and the exact details accompanying her spells is often a matter of chance.

In combat, she has limited magical options, thus she relies on her brute physical strength and toughness further enhanced by magical alteration she has prepared beforehand. This is further aggravated by the loss of her runestaff, that allows her quick usage of telekinesis, causes harmful effects on another ones body (randomly ranging from small cramps to heart attacks) and assists her in the creation and control of the undead.

History: Mighty sorceress, during the early days of the control of the Alcenian Republic, she raised a group of fanatical giants, men and goatfolk and seized control of the small Netherwald Forest and thus to a road that lead to the primary pass through the mountains separating the savage frontier from the lands up north.

Thanks to her great magic powers she and her followers defeated the first attack by the Alcenians put it took almost all her resources. Putting to use necromantic magic was her only option. She summoned her fallen followers to serve her once more and even performed a vile ritual on herself to become truly immortal. Another attack by the humans failed and she started pillaging the richer coast to her south for goods and corpses and finally, the threat that she possessed and they sent three full legions at once and utterly defeated her. She had to flee deep into the Westerwood where she plotted her revenge for a century. When she returned, she tried to collect new servants among the living and the dead. The local beastmen tribes of the Karlswald, subjugated and heavily oppressed by the Human rule seamed like willing pawns she could use and they were awed by her power. But when she started building a necromantic army again, the loyalties shifted and the ancestor-worshiping tribes turned on her, betrayed her and trapped her with the magic of fifty shamans and warlocks. They could not kill her as she had many contingency spells in place that would just reform her should that happen, so they imprisoned her into a statue.

The statue has suffered from weather and woe and looks more like a stone obelisk standing in some old grove, but the magic that supplies the prison is still regularly replenished by the descendants of the warlocks from back in the days.

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Zapatha
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Postby Zapatha » Mon Jan 29, 2018 2:14 pm

Is this still open?

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Dragos Bee
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Postby Dragos Bee » Mon Jan 29, 2018 3:10 pm

Zapatha wrote:Is this still open?


Not the GM, but there's still plenty of space.
Sorry for my behavior, P2TM.

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Jhet
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Postby Jhet » Mon Jan 29, 2018 4:58 pm

I promise an Arru post will be up tomorrow.

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Arvenia
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Postby Arvenia » Tue Jan 30, 2018 12:46 am

Tysklandia wrote:https://www.imageupload.co.uk/image/EVkH

I didn't have time today, but here are the locations atleast.

Is your country bordering mine?
Last edited by Arvenia on Tue Jan 30, 2018 12:46 am, edited 1 time in total.
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Tysklandia
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Postby Tysklandia » Tue Jan 30, 2018 1:18 am

Arvenia wrote:
Tysklandia wrote:https://www.imageupload.co.uk/image/EVkH

I didn't have time today, but here are the locations atleast.

Is your country bordering mine?


Yes, yes. I double checked and you had a desert race in the application. the island (which the republicans call Lucania Maxima) is too large for a start app to claim in one go. Want to split, with the mountains as a border? Vindelicorum at the south, you at the north?

As far as the Vindelicorum fluff is concerned, the mountains are filled with angry orcs and dragons.

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Arvenia
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Postby Arvenia » Tue Jan 30, 2018 1:25 am

Tysklandia wrote:
Arvenia wrote:Is your country bordering mine?


Yes, yes. I double checked and you had a desert race in the application. the island (which the republicans call Lucania Maxima) is too large for a start app to claim in one go. Want to split, with the mountains as a border? Vindelicorum at the south, you at the north?

As far as the Vindelicorum fluff is concerned, the mountains are filled with angry orcs and dragons.

We might see. I don't know yet.
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Tysklandia
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Postby Tysklandia » Tue Jan 30, 2018 1:44 am

Arvenia wrote:
Tysklandia wrote:
Yes, yes. I double checked and you had a desert race in the application. the island (which the republicans call Lucania Maxima) is too large for a start app to claim in one go. Want to split, with the mountains as a border? Vindelicorum at the south, you at the north?

As far as the Vindelicorum fluff is concerned, the mountains are filled with angry orcs and dragons.

We might see. I don't know yet.


Hit me up by PM or discord if you want to talk about it ~

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Kaledoria
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Postby Kaledoria » Sun Feb 04, 2018 11:25 am

Hallimas Islands: I would like the first attack of my recently introduced villains to be directed at one of your north-eastern-most holdings, is that okay? Nothing existentially threatening but enough for you to make use of the new alliance right away, something around 8000 Orcs and Goblins and maybe a few dozen zombies for dramatical reasons?
Last edited by Kaledoria on Sun Feb 04, 2018 11:26 am, edited 1 time in total.

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Zelenyirus
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Postby Zelenyirus » Sun Feb 04, 2018 1:14 pm

Are Liches allowed to be played as

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Tysklandia
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Postby Tysklandia » Sun Feb 04, 2018 1:42 pm

Zelenyirus wrote:Are Liches allowed to be played as


Practically unkillable in a post by post roleplay sense.
You can app, but I'll mostly keep an eye out so other players arnt fucked

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Kaledoria
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Postby Kaledoria » Sun Feb 04, 2018 3:03 pm

That's why mine is a NPC. I have the next thing for her planed out but after that, anyone can use her within the reason of story.

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Dragos Bee
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Liberal Democratic Socialists

Postby Dragos Bee » Sun Feb 04, 2018 3:14 pm

Kaledoria wrote:Hallimas Islands: I would like the first attack of my recently introduced villains to be directed at one of your north-eastern-most holdings, is that okay? Nothing existentially threatening but enough for you to make use of the new alliance right away, something around 8000 Orcs and Goblins and maybe a few dozen zombies for dramatical reasons?


I'll be helping the alliance as well; think the Order can use a few thousand troops to aid them?
Sorry for my behavior, P2TM.

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

Postby Kaledoria » Sun Feb 04, 2018 4:07 pm

So, I updated my map:
Image


The Orcs and the two nations in the Southeast have no borders, because they are not likely to post, as far as I see it. Iniki and Huline have no borders, because I found no exact locations for them so I approximated.
I hope I got everyone right.

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

Postby Tysklandia » Sun Feb 04, 2018 4:29 pm

Kaledoria wrote:So, I updated my map:


The Orcs and the two nations in the Southeast have no borders, because they are not likely to post, as far as I see it. Iniki and Huline have no borders, because I found no exact locations for them so I approximated.
I hope I got everyone right.



Niiiice

Why not hop on the discord? Talk with the rest of us peeps

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

Postby Elerian » Tue Feb 06, 2018 5:35 pm

Image

Name of Faction: Aled Aederyn

Ruler: His Royal Majesty, Emyr Emrys Dor Gwyr, First of His name, King of the Aederfolk, the Volh, and the Kazodich, Scion of Dor, Ithel of Dol Aeyld, etc.

Description of Government: A feudal government with the Emyr (King) at the top, under him are a number of Ithels (Lords), under them are various other minor lordlings. All the lords owe fealty to the Emyr, whom may call upon them in times of need.

Government Type: Feudal Kingdom

Population: Just over a million humans, and a further tenth that number of various other races.

Military numbers: At maximum roughly fifteen thousand men may be called upon to fight, but when at peace there are fewer than two thousand standing soldiers and retinues.

Military outline: Aled Aederyn’s military quality varies anywhere from modern pike and archer formations to pitchfork wielding mobs, and everywhere in-between. Typically the richest fiefs, like Dol Blathanna and Dol Caemlyn, field the best equipped levies, and oftentimes employ mercenaries or possess sizeable retinues of skilled warriors. On the other side of the spectrum the poorer fiefs field mobs or lightly equipped infantry best fit for skirmishing. In addition to human soldiers, Aled Aederyn employs non-human auxiliaries. The few Aen Rhai that remain in the nation are well suited for light infantry and reconnaissance roles, the Avvar are utilized as elite shocktroops, and the Durognar are often fielded as heavy infantry alongside the Avvar. Years ago, when the Aederfolk first arrived on Alcenia, the region was swarming with beasts and vicious creatures. Overtime, the beasts were tamed or killed off and the creatures were humbled. By the time the Empire arrived, the area was relatively safe of local fauna. Nowadays, some of those humbled beasts are utilized in war.

Languages: Aeder, Volhnian, Kazod, and of course Imperial

History: The Aederfolk are not native to Alcenia. Instead, in times immemorial, a demon forced the Aederfolk to flee their homeland to the east and come to their present day location. In three great waves the Aederfolk settled first in the fertile Sodden riverlands on the tip of the Peninsula. Then in the Elenydd plains to the North. Finally the last, and smallest, wave settled on the many small islands in the Bay of Dagonach. These three groups of settlers came sometime after the founding of the Empire.

However, they had competition. Two other tribes had long ago settled the area, locked in an eternal feud. It wasn’t until the arrival of the Aederfolk did a truce be made between the two tribes, the Volhs and Kazodich. But, the Aederfolk were nothing if not crafty. Soon, the Aederfolk were able to convince the Volhs to break their truce, and with the help of the Aederfolk, crush the Kazodich. The Aederfolk let the Volhs do much of the fighting, weakening themselves, but in the end the Kazodich were forced to flee into the mountain ranges in the center of the peninsula. With the Kazodich taken care of, and the Volhs weakened, the Aederfolk broke their alliance with the Volh and subjugated them.

Their victory was short lived, however. The three tribes, without a common enemy, fragmented into three separate political entities, each ruled by a Lord known as an Ithel. The Volh were able to free themselves in the confusion and migrated west to lick their wounds. For many years the Aederfolk fought many wars against one another, until finally the Empire arrived to subjugate and conquer them. Once again having a common enemy, the Aederfolk set aside their differences and united to fight off the Empire. Despite having the home advantage, the Imperial army was too many and too experienced. It wasn’t long before the Aederfolk’s home was converted into just another province in the great Imperial patchwork.

The Aederfolk and their previous enemies, the Volh and Kazodich, were able to retain their cultural identity, but they toiled under the oppressive Imperial regime. It wasn’t until the Sundering that the Dor Gwyr dynasty, hailing from Sodden, was able to break the chains of their imprisonment. Utilizing queer sorceries and proto-guerilla tactics, did Gwynn Dor Gwyr topple the local Imperial government. Under his leadership, the three tribes were finally united into a single entity. Taking the name of his dynasty’s progenitor, Gwynn created the title of Emyr, or King.

Since those days of old, the Dor Gwyr family has ruled Aled Aederyn and expanded it to include much of the peninsula. The Volh and Kazodich have been reintegrated into Aled Aederyn as vassals, and the Emyr now sets his sights beyond the Peninsula.

Religion: The farther west in Aled Aederyn you get, the more people you will find who follow the Imperial Pantheon. But, by and large the most practiced faith is that of the Paragons. Human heroes, especially those of the olden times when the world was younger, are able to gain enough veneration and worship that they are imbued with magical power in death, becoming almost godlike. In times of great need, and with enough faith, they are able to return to earth as spectral beings for short periods of time. In essence, the worship of these Paragons is a form of ancestor worship.

Races:
Majority - Aederfolk, Volhs, Kazodich (Humans)
Minority - Durognar (Dwarves), Aen Rhai (Elves), Avvar (Giants)

Capital City: Dol Aelyd

Land Controlled: The peninsula in the Southeast.

Allies: Virtually none.

Enemies: Just about everyone except other Humans.
Last edited by Elerian on Wed Feb 07, 2018 4:16 pm, edited 7 times in total.

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