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Archives: The Ascent of Man - Mk. II

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Olthenia
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Archives: The Ascent of Man - Mk. II

Postby Olthenia » Fri Feb 01, 2019 6:32 am

Archives: The Ascent of Man
Mk. II



City-State Register | Master Copy




Xcotl


Description: A large city-state inland along a river in flat plains, Xcotl is ruled by a magocracy steeped to the bone in the blasphemous lore of Necromancy. Though not built high in stone or wood, the people of the Xcotl are rich in knowledge and valor, having turned back an incursion of desert demons with blood and bronze and thus earned her right to exist. The Magnum Opus as assumed absolute rule of the empire through a vote by the Gate Council.

Settlements:
Xcotl | Population: 1400 Citizens - 400 Artisans, 200 Explorers, 800 Peasants | Military: Militia | Public Order: Poor| Resources: Great Wolves, Native Copper, Oak Trees, Gold | Land: 5 Riverland, 5 Flatlands, 5 Hills, 5 Forest | 0 Wealth 0, 8 Stone, 0 Industry.
Urban District (Flatland)[20/20][4 Huts, 1 Slums, Houses (Ransacked) [L 4/6, W 0/3], Training Ground, Edifice of Strengthening, Obelisk of Industry, Military Square, Grand Wall, Smithy]
Urban DIstrict (Flatland[1/20][Obelisk of Healing] (Hall of Records: L1/6, W0/5, I0/3) (House of Enlightenment: Labor IV/VII, Wealth 0/VIII, Industry 0/IV)
Rural District (Riverland)[18/20][Pasture (Empty), Pasture (Ant Hounds. Devastated), 6 Huts, Farm, 3 Irrigated Farms]
Rural District (Hills)[2/20][Scrape Mine (Gold)]
Quarry
Timber Camp

Details:
Arcana: Mystic Control, Raise Dead, Speak to Dead, School of Sunstrength, Sunfire, Geolocus of Industry, Ley Sight, Geolocus Strengthening, Geolocus Travel, Geolocus Healing, Sacrificial Rituals, Healing Light, School of Runesmithing, Method of Intensity, Method of Externality, Method of Reshaping, Method of Channelling.
Advancements: Taming, Writing, Tame Ant-Hounds, Coppersmithing, Smithing, Masonry, Construction, Medical Care, Farming, Mining, Governance.
Domestic Crops: Maize, Apples, Wheat
Civics: Traditional, Militaristic

Explored:
East: Ancestor Region [Arid (Cassiterite, Dust-Bulls, Great Wolves, Psarmelon, Sandwalkers, Purple Crystals)]
South of south of south: [River (Bloodsilver, Shimmerstone, Chickens)]


Hvasskyn - Stalheim Hierarchy


Description: A boisterous city-state located on a large watercourse, the Great River, near the Endless Ocean, the Hvasskyn city of Kharbarinth is notable for its extensive stone construction, and many outlying settlements. The settlement of Steelsworn lays northeast of east, Rivermouth lies west, and Brightcliff lays north of north of north. Tarasheim, a new settlement, lays just northwest. Cadmus, once a proud independent state, lays far across the northern seas, but is now joined to the Hierarchy - her sister city of Nightstone is just north of Brightcliff across a great bay.

Settlements:
Kharbarinth | Population: 6800/8900 - 300 Soldiers (200 DoS), 1200 Scholars, 1400 Artisans, 400 Freemen, 2500 Peasants, 700 Serfs | Military: Regulars | Public Order: Excellent | Resources: Copper, Salt, Medicinal Herbs, Cattle, Crystal Trees, Apple Trees, Cotton | Ley-Lines Mapped | Land: 10 Riverland, 5 Forest, 5 Hills | Stored Food: 30/30, Road Network | 8 Stone, 8 Medicinal Herbs, 4 Cotton, 5 Floatstone, 1 Bloodsilver, 1 Sails, 18 Copper Ore, 6 Starmetal, 2 Shimmerstone, 7 Timber, 8 Salt, 7 Coal, 2 Jade, Wealth LXXXVI, Industry LXXX | 4 Composite Bows, 1 Iron Weapons, 1 Iron Armor, 3 Advanced Iron Armor (I)(2 RoP), 5 Bloodsilver Weapons (2 I), 2 Bloodsilver Armor (1 RoP), 2 Bronze Weapons, 1 Bireme, 1 Trireme (III)
Urban District (Riverland)[20/20][12 Cottages, Strengthened (II)(BM) Fitted Stone Wall, Clinic, Water Mill]
Urban District (Riverland)[20/20][Grand Wall (P-II)(I)(BM), 1 Houses, 1 Dense Housing, Sunhold (Fortress), Bloomery, Forge, Smithy, Weaver's, Mosaic of Time, Monument]
Urban District (Riverland)[20/20][Grand Wall (I)(BM), Smithy, 2 Scriptorum, 5 Dense Housing, Workshop]
Urban District (Forest)[20/20][Grand Wall (I), 2 Dense Housing, 1 Scriptorum, 1 Hall of Records, 1 Bloomery, Gateway (RoS II)(II II), Barracks]
Urban District (Forest)[17/20][Grand Wall (P-II)(BM), House of Healing, Workshop, Weavery, 2 Dense Housing, Training Grounds, 1 Scriptorum]
Urban District (Forest)[7/20][Grand Wall (I)(BM), Blast Furnace]
Urban District (Hills)[15/20][Grand Wall (II)(BM), The White Academy, 1 Dense Housing]
Rural District (Riverland)[20/20][Watchposts, 5 Huts, Pasture (Cattle), 8 Irrigated Farms, 1 Farm]
Rural District (Riverland)[19/20][Watchposts, 2 Huts, 6 Irrigated Farm, 3 Pastures (Horses, Many)(Horse, Growing)]
Rural District (Riverland)[4/20][Watchposts, 2 Irrigated Farms]
Rural District (Hills)[14/20][2 Huts, Deep Quarry, Scrape Mine (Native Copper), Pit Mine (Native Copper), 3 Spelled Cavern]
Rural District (Hills)[11/20][Plantation (Cotton), Deep Quarry, Pit Mine (Native Copper)]
Rural District (Forest)[0/20]
Docks District (Riverland)[17/20][1 Shipwright, 2 Wharf, 2 Drydocks]
Timber Camp
Steelsworn | 1300/1600 - 300 Artisans, 200 Explorers, 400 Peasants, 400 Serfs | Resources: Meteoric Iron, Cotton, Wheat | Land: 5 Hills, 5 Riverland, 5 Forest, 5 Flatland | 10 Stone, 1 Cotton, 5 Meteoric Iron, Wealth LXII, Industry XXI
Urban District (Flatland) [20/20][Grand Wall, 2 Dense Housing, 1 Workshop, 1 Weavery, 1 Bloomery, 2 Scriptorum, 1 Blast Furnace]
Urban District (Flatland) [0/20][]
Rural District (Hills)[18/20][Watchposts, 4 Huts, 2 Irrigated Farms, 1 Plantation, Weaver's, Scrape Mine (Meteoric Iron)]
Rural District (Hills)[10/20][Watchposts, Deep Quarry, Pit Mine (Meteoric Iron)]
Timber Camp
Rivermouth | 1200/1600 - 500 Artisans, 500 Peasants, 200 Serfs | Resources: Silver Fish, Amber, Rice, Cotton | Land: 5 Coast, 10 Riverland, 5 Forest | Path Network | Wealth LXIII, Industry LVI, 4 Timber
Urban District (Forest) [12/20][Fitted Stone Wall (RoP II), 2 Weaveries, Workshop, Scriptorum]
Rural District (Riverland)[18/20][Watchposts, 8 Huts, 1 Farm, 1 Irrigated Farm, 2 Plantations (Cotton)]
Rural District (Riverland)[0/20][]
Rural District (Forest)[0/20]
Lumber Camp
Brightcliff | 1700/2200 - 100 Soldiers (DoS), 300 Artisans, 1000 Peasants, 300 Serfs | Resources: Bloodsilver, Shimmerstone, Chickens | Land: 5 Coast, 5 Hills, 5 Flatland, 5 Forest | Road Network | Wealth LIV, Industry XX, 5 Bloodsilver, 11 Shimmerstone, 3 Floatstone, 8 Stone, 2 Timber | 1 Bloodsilver Weapons (I)
Urban District (Flatland)[11/20][Grand Wall (I), 2 Dense Housing, 1 Huts, 1 Workshop, 1 Bloomery]
Rural District (Hills)[20/20][Watchposts, 6 Huts, 2 Irrigated Farm, 1 Scrape Mine (Shimmerstone), 1 Pit Mine (Bloodsilver), Deep Quarry]
Rural District (Hills)[10/20][Watchposts, Pit Mine (Bloodsilver), Pit Mine (Shimmerstone)]
Rural District (Flatlands)[5/20][Watchposts, Pasture (Cattle), Pasture (Horses, Many)]
Timber Camp
Tarasheim | 800/800 - 500 Peasants, 100 Serfs, 200 Artisans | Resources: Sheep, Coal, Crystal Trees, Cotton | Land: 5 Coastal, 5 Forest, 5 Hills, 5 Flatland | 1 Cotton, Industry XXII, Wealth XVIII, 6 Stone, 8 Coal, 1 Crystal Timber, 2 Timber
Urban District (Forest)[4/20][Weavery, Workshop]
Rural District (Hills)[8/20][Deep Quarry, Pit Mine (Coal)]
Rural District (Flatlands)[7/20][4 Huts, 1 Irrigated Farm, 1 Plantation (Cotton)]
Timber Camp
Cadmus | Population: 2500/2600 - 200 Scholars, 200 Explorers, 300 Artisans, 800 Peasants, 600 Soldiers (400 DoS), 400 Serfs | Resources: Wheat, Blackshells, Fish, Marble, Cotton | Land: 5 Hills, 5 Coast, 10 Flatland | 2 Iron Weapons, 4 Bloodsilver Weapons, 4 Advanced Iron Armor, 2 Iron Armor, 6 Composite Bows | Wealth XXXXI, Industry XXXI, 2 Marble, 25 Stone, 5 Cotton, 5 Blackstone
Urban District (Hills) [20/20][Grand Wall (RoS), 5 Huts, 1 Training Ground, 1 Stonecutter, 1 Temple of Itempas (Healing), Circle of Arcane (Magic, Geolocus Travel)]
Urban District (Flatland)[11/20][Fitted Stone Wall (I), 2 Huts, Weavery, Workshop, Earthpyre]
Rural District (Flatland) [20/20][Watchposts, 5 Huts, 1 Hunting Ground, 3 Irrigated Farm, 2 Farms, Plantation (Cotton)]
Rural District (Hills)[7/20][Watchposts, Deep Quarry]
Quarry
Nightstone | Population: 1500/1600 - 700 Peasants, 200 Soldiers, 400 Artisans, 200 Serfs | Resources: Greatshells, Seabirds, Blackstone, Grapes | Land: 5 Coast, 5 Forest, 10 Flatland | Wealth XXV, Industry X, 10 Stone | 2 Bloodsilver Weapons, 2 Bloodsilver Armor (Sh), 2 Composite Bows
Urban District (Flatland) [7/20][Simple Stone Wall, 2 Huts, Workshop]
Rural District (Flatland) [10/20][Watchposts, 5 Huts, 1 Slums, 2 Irrigated Farms]
Rural District (Hills) [5/20][Deep Quarry]
Quarry

Details:
Arcana: Rune of Wellness, Rune of Preservation, Rune of Protection, Rune of Strength, Rune of Shielding. Healing Hands. Tempered Chronos, Quickening. Ley Sight, Geolocus Travel. Geolocus Strengthening, Geolocus Healing. Dao of Structure, Dao of Regeneration, Dao of Resilience. School of Blood Magic, Raise Dead, Sacrificial Rites, Slaughter of Storms.
Advancements: Agriculture, Domesticated Horses, Tame Cattle, Medicine, Smithing, Smelting III, Mining, Bronzework, Farming, Shipbuilding II, Construction II, Taming, Weaving II, Carpentry II, Wheel, Writing, Masonry, Cast Iron, Fishing, Bloodsilver Forging, Blackstone Masonry, Archery, Code of Laws, Saddle, Arboriculture, Starmetal Forging
Domestic Crops: Wheat, Cotton, Rice, Saltrice, Melons, Crystal Trees, Apples
Civics: Slavery, Forwardthinking (38), Merchantile, Bureaucratic
Discourses: Dao of Structure

Explored:
(4,0): Temperate (Coast S): Galena, Forest Vegetables, Emerald Wyrms | 5 Forest, 5 Hills, 5 Coast, 5 Flatland
(3,3): Temperate (River): Tin, Lightning Horses, Galena | 10 Hills, 10 Riverland
(1,5): Plains (River, Coast W): Floatstone, Oilnut, Limestone | 5 Hills, 10 Riverland, 5 Coast
(2,4): Plains (River): Great Wolves, Giant Oaks, Aurochs | 10 Riverland, 10 Forest
(-4,0): Island: Breadfruit, Oilplant, Saltrice | 5 Coast, 10 Flatland, 5 Forest
(-5,0): Island: Emeralds, Silver, Olive Trees | 5 Coast, 10 Hills, 5 Forest
(-6,1): Island: Goats, Wild Cats, Papyrus | 5 Coast, 15 Flatland
(-4,-2): Island: Greenfish, Bananas, Silver Drakes | 5 Coast, 10 Flatland, 5 Forest
(-4,-3): Island: Wheat, Basalt, Birre-Birds | 5 Coast, 10 Flatland, 5 Hills


The Council of Salli


Description: A somewhat tiny city state located at the confluence of many rivers in a wide and fertile plain. Mud-daub buildings in their numbers stand here and there in great clusters, their outskirts defended by a stout wooden palisade. Although some districts are still marked by the fires that swept the city following a great plague, most scars of that distant turmoil have long since healed. Recently, however - a revolution has swept the city, ousting its vaunted Lord-Imperator in favor of a rough and ready Soldier's Council.

Settlements:
Saladonia | 1200 Citizens - 200 Scholars, 100 Artisans, 100 Freemen, 600 Peasants, 200 Midnight Warriors | Military: Conscripts | Public Order: Decent| Resources: Hematite, Barley, Glow Trees, Sheep, Wheat | Land: 5 Flatland, 10 Riverland, 5 Hills | 1 Hematite | 2 Rune Shields, 0 Wealth
Urban District (Flatland) [10/20][Reinforced Palisade, Military Square, 4 Huts, Training Grounds]
Rural District (Riverland) [3/20][2 Huts, 1 Farm]
Rural District (Hills) [4/20][Scrape Mine (Hematite), Scrape Mine (Hematite)]
Vallenia | Abandoned | Resources: Wheat, Marble, Horned-Horses | Land: 5 Riverland, 10 Flatland, 5 Hills
Rural District (Flatland) [8/20][1 Huts, Farm, Pasture (Vacant), Clay Pit]
Brexonburn | 200 Citizens - 200 Peasants | Resources: Apple Trees, Giant Salamander, Flying Lizards | Lands: 5 Riverland, 10 Flatland, 5 Forest |
Rural District (Flatland) [2/20][Slums, Farms]

Details:
Arcana: Rune of Illumination. Rune Control. Rune of Fire. Rune of Liquid Manus. Rune of Shielding.
Advancements: Tame Sheep, Hieroglyphics, Smelting, Smithing [2/5].
Domestic Crops: None


The Kingdom of Lordaeron


Description: A boisterous city state located at the apex of a warm and welcoming peninsula in the Western Ocean. Mud-daub huts poke out from behind walls of cracked stone fitted into place in a rough defense, clustered on hills away from the waters of the sea. A smaller settlement nestles in the mountains to the north, watching the entrance to the peninsula carefully.

Settlements:
Stormwind | 2100 Citizens - 400 Scholars, 300 Artisans, 300 Freemen, 800 Peasants, 300 Citizen Soldiers (100 in Zhou) | Military: Militia | Public Order: Average | Resources: Coconuts, Hematite, Armor-Whales, Fish | Land: 5 Coast, 5 Flatland, 5 Forest, 5 Hills | 16 Wealth (2 Wealth in arrears for distant Citizen-Soldiers), 0 Industry, 4 Iron, 2 Iron Armor
Urban District (Hills) [20/20][Simple Stone Wall, 6 Huts, Houses, Bloomery, Monument, Training Grounds, Scriptorum]
Urban District (Hills) [7/20][Barracks, Smithy, Cathedral of Light]
Docks District (Aquatic) [0/20] (Shipwright L 3/3, W 0/3, I 0/2) (Fishing Docks L3/3, W0/1, I0/2)
Rural District (Plains) [3/20][Farm, Scrape Mine]
Brewnwall | 700 Citizens - 500 Peasants, 200 Citizen Soldiers, | Resources: Aromatic Pines, Sheep, Haleroot | Land: 10 Mountains, 5 Hills, 5 Coast | Timber 2, Stone 4, Whale Chitin 2
Rural District (Hills) [9/20][3 Huts, Pasture. Timber Camp, Quarry, Palisade, Watchtowers]
Stromgard | 300 Citizens - 100 Freemen, 200 Peasants | Resources: Armor-Whales, Otters, Pinkfish | Land: 5 Hills, 5 River, 10 Coast
Rural District (Plains) [0/20] Huts 2/3

Details:
Arcana: Healing Light, Sunflare, Righteous Sword
Advancements: Writing, Smelting II, Cast Iron, Farming, Masonry, Smithing, Fishing, Construction, Shipbuilding, Shipbuilding II, The Wheel [3/10].
Domestic Crops: Barley, Winter Wheat
Civics: Bureaucratic, Forward-Thinking (28)

Explored: NW of West [Island: Gourds, Goats, Longnecks]
W of W of W [Island: Armor-Whales, Otters, Pinkfish]


The Honori


Description: A large city state within the fertile vale of a desert river, the people of the Honori feast well on many domestic crops and erect obelisks to their gods and ancestors in their village of wood and mud-brick. Their village is defended by a stout wooden palisade, which bears the signs of fire which are almost faded. A matriarchal society, they are governed by a complex priestly society of female bureaucrats, ruling in the name of their two major deities: the sun god and the Moon goddess.

Settlements:
Mara | 4200 Citizens - 500 Scholars, 300 Artisans, 400 Explorers, 3000 Peasants | Military: Militia | Public Order: Poor | Resources: Agave, Maize, Fire Snakes, Sand Striders, Cactus | Land: 10 Riverland, 10 Desert| Wealth XIX, 3 Gold, 11 Stone, 6 Opals, 2 Composite Bows
Urban District (Riverlands) [16/20][10 Huts, Obelisk of Healing, Obelisk of Growth, Monument, Temple of Rule]
Rural District (Riverlands) [15/20][3 Irrigated Farms, 1 Clay Pit, 2 Pastures, Watchposts]
Rural District II (Riverlands) [9/20][2 Pastures, Watchposts]
Urban District III (Riverlands) [15/20][Temple of Silar the Almighty, Obelisk of Strength, Granary, Military Square, 4 Huts]

Details:
Civic Policies: Bureaucracy, Traditional, Pastoral
Arcana: Geolocus of Healing. Geolocus of Strength. Geolocus of Sight. Geolocus of Growth.
Advancements: Farming, Writing, Domesticated Camels (BB), Jewelry, Masonry, Food Preservation, Archery, Saddles.
Domestic Crops: Agave, Maize, Wheat

Explored:
East of East: Mountains (Llamas, Coal, Copper)
N of N of N: Temperate (Strangleweed, Silver, Edible Grasses)
N of N of N of N: Mountains (Ita Settlement)


Zhou


Description: A large city state that stands upon a large rivermouth in the frozen north, the Zhou live in sturdy wood huts protected by a low palisade along the banks of the river. They are notable for the rogue mages who live in their midst, thoughtfully given homes in a time of turmoil.

Settlements:
Zhou | 2025 Citizens - 125 Soldiers (DoS, DoR, DoRs), 300 Scholars, 400 Artisans, 100 Freemen, 1100 Peasants | Military: Tribal Warriors | Public Order: Adequate | Resources: Pine, Elk, Oysters, Dye-Snails | Land: 10 Riverland, 5 Coast, 5 Forest | Wealth 0, Industry -V, 8 Timber, 16 Hematite |
Urban District (Riverland) [18/20][Palisade, 4 Huts, 3 Slums, Forge, Smithy, Bloomery]
Urban District (Forest)[7/20][Monument, Shrine of Ogoun, Scriptorum]
Rural District (Riverland) [9/20][5 Huts, 4 Irrigated Farms]
Timber Camp
Huisu | 700 Citizens - 700 Peasants | Resources: Clear Crystal, Salmon, Hematite | Land: 5 Riverland, 5 Flatland, 10 Hills | Industry I, 8 Hematite, 11 Stone
Urban District (Flatland)[0/20][]
Rural District (Riverland) [7/20][5 Huts, 2 Slums]
Rural District (Hills)[5/20][Scrape Mine (Hematite), Pit Mine (Hematite)]
Rural District (Riverland) [2/20][2 Irrigated Farms]
Quarry
Shoval | Population: 700 | Resources: Gazelle, Wheat, Pear Trees | Land: 15 Flatland, 5 Forest
Urban District (Flatland)[15/20][Palisade, 4 Huts, 1 Scriptorum, Smithy (W 0/3, I 0/4)]
Rural District (Flatland)[2/30][2 Farms]

Details:
Arcana: Geolocus of Energy. Geolocus of Resurrection. Geolocus Travel. Dao of Resilience, Dao of Structure, Dao of Regeneration.
Advancements: Medical Care, Farming, Smithing, Smelting II, Mining, Writing, Construction, Masonry [5/5], Ice-Iron Smithing [1/10]
Domestic Crops: Winter Wheat
Policies: Forward-thinking, Merchantile, Traditional, Syncretist
Discourses: Dao of Structure [7/16]


Serys


Description: A large city state sited on a fertile river surrounded by plains and distant mountains, the people of Serrith possess a nation scarred by turmoil but unbowed. Wealthy and well-traveled, it is unfenced and guarded only by household warriors, but its prosperity has not been challenged in centuries so there is little need for concern. Nearby settlements along the coasts and in the mountains supply the main city.

Settlements:
Serrith | 1900 Citizens - 300 Soldiers, 200 Scholars, 200 Artisans, 100 Explorers, 400 Freemen, 1200 Peasants | Military: Tribal Warriors | Public Order: Decent | Resources: Sweet Plums, Pine Trees, Silverfish, Sheep | Land: 10 Riverland, 5 Flatland, 5 Forest | Wealth 0, Industry I, 2 Timber, 0 Clay
Urban District (Flatland) [15/20][Simple Stone Wall, 10 Huts, Potter's, Stonecutter's] [Farm 1/4]
Rural District (Riverland) [2/20][1 Huts, 1 Farm]
Quarry
Sorncost | 400 Citizens - 400 Peasants | Resources: Cattle, Barley, Blackberries | Land: 10 Flatland, 10 Coast | 2 Clay
Rural District (Flatland) [6/20][2 Huts, Clay Pits, 1 Farm]
Sarfuth | 400 Citizens - 100 Artisans, 300 Peasants | Resources: Gold, Snowberries, Giant Firs | Land: 10 Mountains, 5 Hills, 5 Forest|
Rural District (Forest) [6/20][2 Huts, 1 Hunting Grounds]
Urban District [II/IV]
Ellander | 400 Citizens - 100 Explorers, 300 Peasants | Resources: Downy Deer, Oxen, Marble | Land: 10 Riverland, 5 Flatland, 5 Hills | 1 Marble
Rural District (Riverland) [4/20][2 Huts, 2 Irrigated Farms] [Hut 2/3]
Urban District (Flatland) [0/20]

Details:
Advancements: Masonry, Pottery, Hieroglyphics, Carpentry, Farming, Mining
Domestic Crops: Barley, Sweetplums

Explored
The way to Ita (3E,3S of Serrith): To the men of Ellandor come news of foreign lands this year; the lands of the Ita. After a long and arduous trek worthy of many a fine song, Ellandor's brave explorers have laid eyes upon a mountain vale wherein dwells a city with walls of stone. Trees in this land are tall enough to brush the sky, and the sweetness of their plum orchards can make even the dourest weep for joy. Their markets, where fine silver is offered for trade, are also worthy of note.
The way to Salli (3E,2N of Serrith):
The way to Gergan (N of Serrith):
1W,0S of Serrith:
1W,1S of Serrith: River (Flatland) Granite, Cattle, Tin. | Flatland 10, Hills 5, Coast 5.
1E,0S of Serrith: River (Flatland) Waterfowl, Blackstone, Great Elks | 10 Flatland, 5 Forest, 5 Hills.

Ita


Description: A moderately sized city-state nestled in a mountain vale, the people of Ita are notable for their hard-nosed optimism despite frequent military encounters with less than friendly neighbors. As such, the city is defended by a wall of cracked stone.

Settlements:
Ita | 2000 Citizens - 100 Scholars, 300 Soldiers, 200 Artisans, 200 Explorers, 200 Freemen, 1000 Peasants | Military: Militia | Public Order: Decent | Resources: Silver, Lead, Goats, Redwoods | Land: 5 Mountain, 10 Hills, 5 Riverland | Wealth XI, Industry I, 11 Stone, 4 Silver
Urban District (Hills) [18/20][Simple Stone Wall, Military Square, 9 Huts, Training Grounds, Stonecutter's, Jeweler's]
Rural District (Hills) [8/20][1 Farm, 2 Huts, Pasture (Goats), Pasture (Empty), Scrape Mine (Silver)]
Quarry

Details:
Advancements: Jewelry, Archery, Masonry, Tame Goats, Farming, Writing
Domestic Crops: None

Explored:
West: [Temperate (Hematite, Creeping Bluemoss, Wolves)] 5 Forest, 10 Flatland, 5 Hills
South: [Temperate (Shale, Mountain Lions, Cotton)] 10 Forest, 5 Flatland, 5 Hills
North: [Mountains (Raspberries, Goats, Alpacas)] 5 Flatland, 5 Hills, 10 Mountains
Southeast: [Desert (Underground Forest, Oil, Desert Lichens)] 10 Desert, 5 Forest, 5 Flatland
Southwest: [Temperate (Shales, Wolves, Frankincense)] 5 Flatland, 10 Forest, 5 Hills


The Many Mothers of Fastaqui


Description: A relatively large city-state founded in a marshland delta by a sea, the folk of Fastaqui live in stilt-houses near fertile farm fields, subsiding on the bounty of amber washed up in their delta from the endless ocean.

Settlements:
Fastaqui | 3600 Citizens - 500 Scholars, 200 Soldiers, 400 Artisans, 300 Explorers, 200 Freewomen, 2000 Peasants | Military: Conscripts | Public Order: Decent | Resources: Amber, Quinoa, Copper, Granite | Land: 10 Riverland, 5 Coastal, 5 Hills | 3 Wealth, 0 Industry, 0 Stone, 1 Copper Ore, 8 Amber, 1 Shimmerstone, 3 Timber, 2 Quartz, 1 Medicinal Herbs, Galley [1/2],
Urban District (Riverlands) [19/20][Fitted Stone Wall, 10 Huts, Stonecutter's, Forge, Military Square, Hospice]
Urban District (Riverlands)[16/20][Fitted Stone Wall, Monument, Scriptorum, 2 Huts, 3 Houses, 2 Granary, Barracks]
Rural District (Hills) [5/20][Pasture, Watchposts]
Rural District (Hills) [20/20][Watchposts, 2 Slums, 5 Irrigated Farm, 2 Farms, Scrape Mine (Copper), Deep Quarry, Pit Mine (Copper)]
Docks District (Coast) [4/20][Fishing Docks, Smokehouse]
Quarry

Details:
Arcana: Slaughter of Storms, School of Runesmithing, Rune of Shielding.
Advancements: Mining, Masonry, Fishing, Domesticated Camels, Smelting, Construction, Writing, Food Preservation, Medical Care, Governance, Smithing.
Domestic Crops: Quinoa
Policies: Traditional, Militaristic, Settlers.

Current Affairs, Turn 31:
Ample food (Wealth II)
500 Scholars: With hammer and anvil and the sweat of many brows, the secret of Smithing comes to the Many Mothers.
Watchposts [Labor II], Pasture [Labor III]
-Slums
-Copper Ore, -Shimmerstone, +Wealth VI
+10 Stone
-Wealth II, +Industry II
-200 Freewomen, +100 Explorers, +100 Scholars, -Wealth II
Watchposts completed | -Wealth II, -Industry II
Galley begun [1/2]
The transplanting efforts all fail, the crops barely tended.

Explored:
0,-1 [Desert (River): Papyrus, Quartz, Desert Vegetables] 10 Riverland, 5 Desert, 5 Hills
0,-2 [Mountains (Arid): Lead, Goats, Cassiterite] 10 Mountains, 10 Hills,
1,0 [Temperate (River, Coast): Shimmerstone, Copper, Medicinal Herbs] 5 Riverland, 5 Coast, 10 Hills
1,-1 [Temperate: Deer, Apples, Gourds] 5 Forest, 15 Flatland
-1,-1 [Desert (River): Myrrh, Tin, Ant Lions] 10 Desert, 5 River, 5 Hills
-1,0 [Desert (Arid): Scrub-Brush, Saguaro, Camels] 5 Coast, 10 Desert, 5 Hills
-2,0 [Desert (Underground Forest, Oil, Desert Lichens)] 10 Desert, 5 Forest, 5 Flatland

Nekhen Kingdom


Description: The jewel in the desert, the Aslani Kingdom, sits in the farthest deserts of the known world. Rich in knowledge and learning, the sandstone and brick houses of her people sprawl in vast swathes about the crocodile infested Asl River, the city-state overseen by their Star-Reader, the one who interprets the will of the divine from atop his tall pyramid of fired bricks. Their legions are numerous, and though poorly equipped, ferociously led. Near the coast, west of the homeland, stands the port-city of Arshak, and to the south is the small settlement of Isin.

Settlements:
Khasut: 1200 Citizens - 200 Scholars, 100 Soldiers, 100 Artisans, 100 Explorers, 100 Freemen, 500 Peasants | Military: Militia | Public Order: Decent | Resources: Amethyst, Wadj Reed, Aurochs, Crocodile, Wheat | 10 Riverland, 10 Flatland | 1 Copper, Wealth VI, Industry I, 6 Stone, 3 Timber, 1 Star-Silver
Urban District (Flatland) [15/20][Simple Stone Wall, 2 Cottages, 5 Huts, Training Grounds, Granary, Barracks]
Urban District [0/20]
Rural District (Riverland) [8/20][2 Irrigated Farms, 1 Farm, 1 Hunting Grounds]
Clay Pits
Arshak: 300 Citizens - 100 Artisans, 200 Peasants | Resources: Amethysts, Salt, Saltwater Crocodiles | 10 Riverland, 5 Hills, 5 Coast | 1 Timber, 1 Stone
Rural District (Hills) [5/20][2 Huts, Scrape Mine (Amethysts), Irrigated Farm]
Quarry
Isin: 100 Citizens - 100 Peasants | Resources: Gourds, Rhinoceros, Giant Shade Trees | 10 Flatland, 10 Forest |
Rural District (Flatland) [6/20][Huts, Hunting Grounds]
Timber Camp

Details:
Advancements: Carpentry, Masonry, Writing, Astronomy, Farming
Arcana: Star-Sigil of Birth, Star-Child Constellation
Domestic Crops: Wadj Reed, Wheat

Explored:
[2,0] [Arid (Twin Rivers): Servals, Ant-Lions, Galena]
[-1,0] [Arid (River): Purple Berries, White-Silver Metal, Wadj Reed]




Non-Player City-States


The Wastelanders
Denizens of the frozen north, east and in the cold tundra farther than even the Zhou live, the Wastelanders worship a god of ice and snow and raid down into the fertile lands of the Zhou, Fergal, and Xcotl upon occasion. Those few traders who venture to their wild encampment say the wild warriors are few in number and live in primitive hide tents, but their keen bronze arms and militant nature have made them a worthy foe for any they come against despite their relative lack of civilization.
1200 Citizens - 300 Soldiers, 100 Scholars, 200 Artisans, 200 Slaves, 700 Peasants

Fergdal
Soft lowland riverfolk, living in a large city upon the banks of the large river that flows north from the places of Xcotl to end in the Western Ocean near the Zhou. The bountiful riches of the Fergdal are known far and wide, their gemcutters clever and their works much valued, defended by a thick stone wall from the worse of the Wastelander raids and those who might covet their riches. These walls, though, are said to be much of the protection of the city, and their guards relatively poorly trained.
1100 Citizens - 200 Soldiers, 100 Artisans, 100 Scholars, 900 Peasants

Shoval
A growing state not far afield from the lands of Cadmus, the Shoval are the outcasts and renegades of that city, united by little save their hatred of the elites who drove them with spear and sword away from the lands of their birth when they clamored for equality and opportunity. Behind their thick wooden walls they bide their time, often launching raids against the coast-dwellers from their fastness, sustained by vast herds of gazelles and acres of wild wheat. Their skirmishers are widely respected for their skill, and occasionally hired out as merchant guards traveling towards the Zhou and Fergdal lands. Annexed by the Xcotl by force. Since looted and its population carried off by forces unknown. Purchased by the Zhou in the 375th year of the Common Era.
0 Citizens.

Gergan
A small settlement of trappers, tanners, and jewlers, Gergan, or the Palinate as her folk prefer to call her, is a thriving but labor-poor city. Notable for the slaves that walk her streets, forced there by strict laws about class and wealth, Gergan lies north around the Spine Mountains from the Serin lands, and is protected by a sturdy wooden palisade. Her military is small but remarkably professional, and supplemented by slave-soldiers give the chance to win their freedom in the fires of war. They trade in many opulent goods, particularly northern emeralds, and are known for their Gem-Sorcerers.
2200 Citizens - 300 Soldiers, 200 Scholars, 200 Artisans, 400 Slaves, 100 Freemen, 1000 Peasants.

Maelon
An isolated settlement, high in what they call the Mother Mountains, the Maelon are a hardy but suspicious folk, slow to trust and primitive, but doughty. Their homes are hewn from the mountainside, and though they are not many in number, their skill with stonework and masonry far surpasses that of most lowlanders. Located many leagues from their only trade partners, the Serin people in the far east, their graven goods of wood and rock are much in demand, and their warriors look down on intermittent trading caravans with hard eyes- but, so far, the gates of the mountain fastness have always remained open, under the Great Spirit.
1500 Citizens - 200 Soldiers, 200 Scholars, 200 Artisans, 100 Freemen, 800 Peasants.

The Freehold of Brexonburn
Nestled in the enfolding arms of the Spine Mountains, the people of Brexonburn are of the same kindred of those in Saladonia, but hold themselves in pride for not worrying about the political factions, infighting, and blood honor of their more hidebound kin. Embracing a more libertine lifestyle in the hills and vales of the Spine, they are mainly foresters and farmers, though their bowmen are not to be despised. Despite the differences, they are on good turns with the Republic.
400 Citizens - 100 Artisans, 200 Peasants, 100 Freemen.

Salli
The last settlement of the Saelings, this modest city-state is located at the confluence of many rivers in a wide and fertile plain. Mud-daub buildings in their numbers stand here and there in great clusters, their outskirts defended by a stout wooden palisade. Though some districts are still marked by the fire of a riots that swept the city after a great plague, the worst scars of that distant turmoil are long since healed. A revolution has swept the city in recent years, however; ousting its vaunted Lord-Imperator in favor of a rough and ready Soldier's Council. A vassal now of the Men of the Bloodright, this once-proud home of oath-bound Imperators has been reduced to bartering its children for safety - and suffers the indignity of a Midnight garrison with poorly concealed ire.
1200 Citizens - 200 Scholars, 600 Peasants, 100 Artisans, 100 Freemen, 200 Midnight Warriors



Organizations



Delisle and Sons


Leader: Cecil Delisle

History: Originally of Gergan, the Delisle family was forced to move from place to place following their exodus from their homeland. Since then they've grown accustomed to continuously being on the go. After working as traders for several generations, the patriarch of the Delisle family at the time, Einar Delilse, decided to begin documenting the various lands he passed through. Einar's son, Vimme believed he could make a business out of the knowledge his family had gathered over the years and opened an office in the city of Serys. Since then, the Delisle family has been operating out of Serys, charting maps, formulating the most efficient trade routes, and aiding in the establishment of settlments.

Starting Location: Serys

Specialization: One free Exploration every two turns. Recruit Explorers for Delisle and Sons from friendly populaces at half Wealth.
Assets: 200 Peasants, 100 Explorers, Expedition underway [2/4], Wealth II
Holdings: Ellandor [West of West] | Huts

Explored: West of West [Plains (River): Downy Deer, Oxen, Marble) 10 Riverland, 5 Flatland, 5 Hills
North of North [Mountains: Aromatic Pines, Cotton, Mountain Goats] 10 Mountain, 5 Forest, 5 Flatland

The Shambling Legion of Ulm Bahadur



Leader: Kadan Ulm Bahadur

History: Something is a-rot within Xcotl. One of their dark-mages have grown distraught with his position in Xcotl society as a whole. Whatever the reason for his hysterical state, he seeks to strike out on his own to carve out his own ambitions in this world, and to expand his know-how of the art of the dead. Deep in the night, the man traveled from Xcotl to the battlefields of old in the desert. Using the secrets of the dark-arts, he managed to rise a small band of restless zombies and skeletons - nothing fancy. The high-priests of Xcotl quickly got wind of his shenanigans but instead of punishing him, they offered him a job of mercenary work. Kadan happily accepted the offer.
Location: Xcotl
Assets: 40 Wickerman Warriors, 200 Fresh Undead, 1 Bronze Weapons, 2 Copper Armor
Church of the Dead (Shoval), Wealth II
Knowledge: Raise Dead


The Chrysí Aspída


Leader: Apostolos Rellas

History: The Chrysí Aspída were founded by traveling warriors around the city-state of Cadmus to act as mercenaries for traders. They were founded by Chrysíva Garius who acted as Supreme Commander, and after his death, the new Commander, Enzis Bacar, created the Council of Veteránoi to advise him on what would be best for the Chrysí Aspída. The Chrysí Aspída also accepted nearby tribesmen into their fold to act as guides to traders who were unfamiliar with the terrain and increased the Chrysí Aspída's wealth. They're still active near Cadmus and have attempted to set up a guild trade post near Cadmus, but failed.
Location: Xcotl

Assets: 220 Soldiers - Militia, Wealth X, Timber
Knowledge: Governance

The Legion of Mithras


Leader: Mithras Karaunos ("Mithras the Thunderer") an experienced slaver, raised in Gergan and trained in the city's professional guard, with a lifetime's experience of combat and command. Famed for his furious rages, and for the whip-scar across his one clouded eye.

History: The Palinate of Gergan, city of jewels and furs, is rich, but under-populated, and it has been for decades. The solution to this problem was worked out quickly; to take workers from elsewhere as slaves. Slaves work much of the Palinate's industry, as they have for generations, bought from other cities and from travelling slavers. Only recently has the city's expansion neccessitated a more aggressive approach. The market cannot supply the Palinate with all the slaves it requires, but the barbarians of the north, and the uncivilized peoples of the world remain at large, and for the taking. Seeing the need of his city for labour, and the opportunity presented by the disorganised tribes, a young soldier named Mithras, from a newly wealthy family, set about organising his fellow soldiers, in their months of leave, to enter into slaving expeditions into the mountains and hills.

From there, Mithas' operation only grew, with slaves being sold in greater and greater number, until he had raised sufficient funds to break with the army of Gergan, and to arm his own company, comprised of eager young recruits, mercenaries, and his old companions. Soon enough, other settlements sought out the slavers, until Mithras' legion were a well known fixture of the Spine Mountains and the surrounding lands, and their raids were well feared by the folk of the wilderness. Under Mithras Karaunos, the legion seeks to expand it's reach, and its wealth, and to drill itself into a truly formidable force, deserving of the name.

Location: Gergan

Bonus: Raiders - Bonus Additional Chance to take Slaves from Raided Populations

Assets: 300 Tribal Raiders - Wealth IV
(200 Raiders away near Salli)

The Poor Fellow-Soldiers, known too as the Vulgate or Popular Revolutionary, and the Righteous Creed


Leader: Ny-Ka 'the Slave'

History: The Poor Fellow-Soldiers is a recent development, byproduct and bastard of the dread Midnight Horde, one of many bands of bandits, brigands, raiders and revolutionaries prowling the war torn hinterlands of civilization in the wake of its destroyers. Unlike many, however, those of the Righteous Creed claim higher aspirations. Their founder, prophet, warlord and living voice of the Gods, Ny-Ka, was but a simple serf prior to the obliteration of his master's estate in the outerskirts of Honori territory. His God saved Ny-Ka from the bloody sack and taking of slaves which followed, and amidst the burning, screeching ruins of his home, granted the humble serf revelation.

The dread horde, he realized, was the culmination of centuries of sin, the very incarnation of the evil created, nurtured and maintained by the wicked rulers of man, fed by the despair and fear of the oppressed, aided by the malevolent intentions and weak decadence of the thousand-Gods that held sway over humanity, and of the darker gods that tempted with fell powers of necromancy and promises of immortality. And so was born the ultimate expression of the desires and acts of the corpulent few that claimed ownership and sovereignty over man - a monstrous army of demons, driven by desire for power, enslaving or killing all they came across and forcing men to bend to their dark will, a horde the thousand-Gods cannot stop. Only the God who saved Ny-Ka, a true and benevolent God, righteous, just and without name, truly has the interests of all man and civilization at heart - the Slave-God of duty.

The Slave-God is no corrupt, cruel and capricious overlord, like his thousand-brothers or their chosen, who are just as likely to bestow upon righteous man boons as they are to strike him down, and who conspire in truth only to greater power, in planes both mortal and heavenly. In fact, he is no overlord at all, but a simple slave - a great and powerful servant, bound to and property of justice and commonwealth, his servants sworn to the same ideal. Justice - true Justice, not the simpering arbitrary justice of the states - is not easy to summarize in short, and much of it's finer intricacies and nature is lost upon all but the Slave-God's chosen, but at it's core, Justice is the right of each man to live and thrive - from each according to his ability, to each according to his needs in everything from responsibility to food and land. Justice is the freedom of every man to do what they best can, regardless of birth, origins, or even gender - slavery, kings, serfdom, merchantmen, all are anathema to Justice.

It is the ideal of Justice that the Poor Fellow-Soldiers, of equality and freedom for all men, fight for, or at least claim to. These last few years they have wandered the war-torn country, raiding and robbing what they could, "reappropriating" and "liberating" wealth from what trade caravans, villages and bands of enemies they can fall upon. They have too, however, been freeing those slaves they come across, feeding the hungry hordes of refugees they come across when their larders permit it, defending those same groups of refugees and peasants from the bands of bandits and deserters prowling the hinterlands. To every group of deserters, refugees and bandits (those that do not attack them immediately or flee) they preach the Righteous Creed, proselytizing to and attempting to recruit any able bodied man (or woman) ready and willing to fight for their cause (and 3 square meals). They have taken to tailing, from a safe distance, of course, the main force of the great Midnight Horde, both aiding and setting upon the men and settlements left in it's wake.

The Sons of Saladon


Leader: Hanson Rylander, Lord-Imperator.

History: After the rebellion that took Salli's pride and worth away, those loyal - truly loyal - to the idea of Saladonia left the city. Bands of brothers who, regardless of the trials ahead, knew of the difficulties that would come. The Sons of Saladon's goal is clear: Establish a large community of Saladonians someplace separate from the disloyal men of Salli. At first they ran to where they knew where it was safe - at-least temporarily. Salvaging what they might out of the houses, and gear. Soon they discovered fellow patriots, who had also escaped the city, many saddened by the passing of last Lord-Imperator Malix Varly. Regardless, those loyalist clans that dared not kiss the boot of the Soldier Council knew what they must do. Leave the city of Salli - for the greater promise of the world at large.

After a good month of salvaging, they went to Brexonburn to meet the Freehold's Theig Rillyx, a Rylander Clansman and leader of the settlement. Surely the Theig cared for his kin, and would be hospitable to their arrival. Hanson intended to stay as long as they needed to establish themselves as a people who needed no city.

Location: Brexonburn.

Bonus: Mobile buildings and population growth. Wherever men love freedom and hold dear the oaths of their fathers, the People of Saladon welcome with open arms any and all willing to join them on the open road.

Assets: 100 Artisans, 100 Freemen, 100 Peasants. Wealth IV



Memories



Cadmus


Description: There was once a dream that was Cadmus. A large city-state once sited along the coast of the Western Ocean, Cadmus was a place of great monumental architecture and enlightenment but considerable poverty. Ruled wisely, and noted for its fertile hillside farms on the cliffs above the white marble that was emblematic of its city-scape, Cadmus was nonetheless troubled in her ascent from a tribe by not only drastic overpopulation and the strife that went with that age of disorder, but was struck by an immense storm and tidal wave many generations ago, a disaster from which she was slow to recover. Once she held a small settlement to the southeast, but after a period of stagnation and social strife she was conquered by soldiers from the Stalheim Hierarchy in the year 355, bringing an end to the Republic and People of Cadmus.


The Chosen of Neferkara


Description: Founded in the Kingdom of Aslani and exiled shortly after, the Chosen are an arcane and priestly faction seeking to further the knowledge of necromancy and other magics. Having wandered around the known world a while before settling into Saladonia, many other city-states have some opinion regarding the Chosen and their activities. To this end they plan on aiding their unlikely allies by providing arcane knowledge and assistance to further grow the small city-state into a powerful kingdom to rival Aslani. After many generations of life in the safety of Saladonia, aiding those people and surviving the depredations of the Midnight Horde, the leadership of the Chosen led their followers east, seizing the undefended Serrin city of Sarfuth. After a climatic battle accompanied by a fell ritual, the Chosen were no more, slain in combat by soldiers from the south or their lives consumed by the reawakening of their former master, the Liche-Priest Neferkara. Only some dozens survived, fleeing north into the Spine Mountains, where they were seen no more.
Last edited by Olthenia on Mon Mar 04, 2019 3:26 am, edited 66 times in total.

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G-Tech Corporation
Khan of Spam
 
Posts: 63971
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Feb 01, 2019 6:47 am

Stalheim Hierarchy (Hvasskyn)

Description: A boisterous city-state located on a large watercourse, the Great River, near the Endless Ocean, the Hvasskyn city of Kharbarinth is notable for its extensive stone construction, and many outlying settlements. The settlement of Steelsworn lays northeast of east, Rivermouth lies west, and Brightcliff lays north of north of north. Tarasheim, a new settlement, lays just northwest. Cadmus, once a proud independent state, lays far across the northern seas, but is now joined to the Hierarchy - her sister city of Nightstone is just north of Brightcliff across a great bay.

Settlements:
Kharbarinth | Population: 6800/8900 - 300 Soldiers (200 DoS), 1200 Scholars, 1400 Artisans, 400 Freemen, 2500 Peasants, 700 Serfs | Military: Regulars | Public Order: Excellent | Resources: Copper, Salt, Medicinal Herbs, Cattle, Crystal Trees, Apple Trees, Cotton | Ley-Lines Mapped | Land: 10 Riverland, 5 Forest, 5 Hills | Stored Food: 30/30, Road Network | 8 Stone, 8 Medicinal Herbs, 4 Cotton, 5 Floatstone, 1 Bloodsilver, 1 Sails, 18 Copper Ore, 6 Starmetal, 2 Shimmerstone, 7 Timber, 8 Salt, 7 Coal, 2 Jade, Wealth LXXXVI, Industry LXXX | 4 Composite Bows, 1 Iron Weapons, 1 Iron Armor, 3 Advanced Iron Armor (I)(2 RoP), 5 Bloodsilver Weapons (2 I), 2 Bloodsilver Armor (1 RoP), 2 Bronze Weapons, 1 Bireme, 1 Trireme (III)
Urban District (Riverland)[20/20][12 Cottages, Strengthened (II)(BM) Fitted Stone Wall, Clinic, Water Mill]
Urban District (Riverland)[20/20][Grand Wall (P-II)(I)(BM), 1 Houses, 1 Dense Housing, Sunhold (Fortress), Bloomery, Forge, Smithy, Weaver's, Mosaic of Time, Monument]
Urban District (Riverland)[20/20][Grand Wall (I)(BM), Smithy, 2 Scriptorum, 5 Dense Housing, Workshop]
Urban District (Forest)[20/20][Grand Wall (I), 2 Dense Housing, 1 Scriptorum, 1 Hall of Records, 1 Bloomery, Gateway (RoS II)(II II), Barracks]
Urban District (Forest)[17/20][Grand Wall (P-II)(BM), House of Healing, Workshop, Weavery, 2 Dense Housing, Training Grounds, 1 Scriptorum]
Urban District (Forest)[7/20][Grand Wall (I)(BM), Blast Furnace]
Urban District (Hills)[15/20][Grand Wall (II)(BM), The White Academy, 1 Dense Housing]
Rural District (Riverland)[20/20][Watchposts, 5 Huts, Pasture (Cattle), 8 Irrigated Farms, 1 Farm]
Rural District (Riverland)[19/20][Watchposts, 2 Huts, 6 Irrigated Farm, 3 Pastures (Horses, Many)(Horse, Growing)]
Rural District (Riverland)[4/20][Watchposts, 2 Irrigated Farms]
Rural District (Hills)[14/20][2 Huts, Deep Quarry, Scrape Mine (Native Copper), Pit Mine (Native Copper), 3 Spelled Cavern]
Rural District (Hills)[11/20][Plantation (Cotton), Deep Quarry, Pit Mine (Native Copper)]
Rural District (Forest)[0/20]
Docks District (Riverland)[17/20][1 Shipwright, 2 Wharf, 2 Drydocks]
Timber Camp
Steelsworn | 1300/1600 - 300 Artisans, 200 Explorers, 400 Peasants, 400 Serfs | Resources: Meteoric Iron, Cotton, Wheat | Land: 5 Hills, 5 Riverland, 5 Forest, 5 Flatland | 10 Stone, 1 Cotton, 5 Meteoric Iron, Wealth LXII, Industry XXI
Urban District (Flatland) [20/20][Grand Wall, 2 Dense Housing, 1 Workshop, 1 Weavery, 1 Bloomery, 2 Scriptorum, 1 Blast Furnace]
Urban District (Flatland) [0/20][]
Rural District (Hills)[18/20][Watchposts, 4 Huts, 2 Irrigated Farms, 1 Plantation, Weaver's, Scrape Mine (Meteoric Iron)]
Rural District (Hills)[10/20][Watchposts, Deep Quarry, Pit Mine (Meteoric Iron)]
Timber Camp
Rivermouth | 1200/1600 - 500 Artisans, 500 Peasants, 200 Serfs | Resources: Silver Fish, Amber, Rice, Cotton | Land: 5 Coast, 10 Riverland, 5 Forest | Path Network | Wealth LXIII, Industry LVI, 4 Timber
Urban District (Forest) [12/20][Fitted Stone Wall (RoP II), 2 Weaveries, Workshop, Scriptorum]
Rural District (Riverland)[18/20][Watchposts, 8 Huts, 1 Farm, 1 Irrigated Farm, 2 Plantations (Cotton)]
Rural District (Riverland)[0/20][]
Rural District (Forest)[0/20]
Lumber Camp
Brightcliff | 1700/2200 - 100 Soldiers (DoS), 300 Artisans, 1000 Peasants, 300 Serfs | Resources: Bloodsilver, Shimmerstone, Chickens | Land: 5 Coast, 5 Hills, 5 Flatland, 5 Forest | Road Network | Wealth LIV, Industry XX, 5 Bloodsilver, 11 Shimmerstone, 3 Floatstone, 8 Stone, 2 Timber | 1 Bloodsilver Weapons (I)
Urban District (Flatland)[11/20][Grand Wall (I), 2 Dense Housing, 1 Huts, 1 Workshop, 1 Bloomery]
Rural District (Hills)[20/20][Watchposts, 6 Huts, 2 Irrigated Farm, 1 Scrape Mine (Shimmerstone), 1 Pit Mine (Bloodsilver), Deep Quarry]
Rural District (Hills)[10/20][Watchposts, Pit Mine (Bloodsilver), Pit Mine (Shimmerstone)]
Rural District (Flatlands)[5/20][Watchposts, Pasture (Cattle), Pasture (Horses, Many)]
Timber Camp
Tarasheim | 800/800 - 500 Peasants, 100 Serfs, 200 Artisans | Resources: Sheep, Coal, Crystal Trees, Cotton | Land: 5 Coastal, 5 Forest, 5 Hills, 5 Flatland | 1 Cotton, Industry XXII, Wealth XVIII, 6 Stone, 8 Coal, 1 Crystal Timber, 2 Timber
Urban District (Forest)[4/20][Weavery, Workshop]
Rural District (Hills)[8/20][Deep Quarry, Pit Mine (Coal)]
Rural District (Flatlands)[7/20][4 Huts, 1 Irrigated Farm, 1 Plantation (Cotton)]
Timber Camp
Cadmus | Population: 2500/2600 - 200 Scholars, 200 Explorers, 300 Artisans, 800 Peasants, 600 Soldiers (400 DoS), 400 Serfs | Resources: Wheat, Blackshells, Fish, Marble, Cotton | Land: 5 Hills, 5 Coast, 10 Flatland | 2 Iron Weapons, 4 Bloodsilver Weapons, 4 Advanced Iron Armor, 2 Iron Armor, 6 Composite Bows | Wealth XXXXI, Industry XXXI, 2 Marble, 25 Stone, 5 Cotton, 5 Blackstone
Urban District (Hills) [20/20][Grand Wall (RoS), 5 Huts, 1 Training Ground, 1 Stonecutter, 1 Temple of Itempas (Healing), Circle of Arcane (Magic, Geolocus Travel)]
Urban District (Flatland)[11/20][Fitted Stone Wall (I), 2 Huts, Weavery, Workshop, Earthpyre]
Rural District (Flatland) [20/20][Watchposts, 5 Huts, 1 Hunting Ground, 3 Irrigated Farm, 2 Farms, Plantation (Cotton)]
Rural District (Hills)[7/20][Watchposts, Deep Quarry]
Quarry
Nightstone | Population: 1500/1600 - 700 Peasants, 200 Soldiers, 400 Artisans, 200 Serfs | Resources: Greatshells, Seabirds, Blackstone, Grapes | Land: 5 Coast, 5 Forest, 10 Flatland | Wealth XXV, Industry X, 10 Stone | 2 Bloodsilver Weapons, 2 Bloodsilver Armor (Sh), 2 Composite Bows
Urban District (Flatland) [7/20][Simple Stone Wall, 2 Huts, Workshop]
Rural District (Flatland) [10/20][Watchposts, 5 Huts, 1 Slums, 2 Irrigated Farms]
Rural District (Hills) [5/20][Deep Quarry]
Quarry

Details:
Arcana: Rune of Wellness, Rune of Preservation, Rune of Protection, Rune of Strength, Rune of Shielding. Healing Hands. Tempered Chronos, Quickening. Ley Sight, Geolocus Travel. Geolocus Strengthening, Geolocus Healing. Dao of Structure, Dao of Regeneration, Dao of Resilience. School of Blood Magic, Raise Dead, Sacrificial Rites, Slaughter of Storms.
Advancements: Agriculture, Domesticated Horses, Tame Cattle, Medicine, Smithing, Smelting III, Mining, Bronzework, Farming, Shipbuilding II, Construction II, Taming, Weaving II, Carpentry II, Wheel, Writing, Masonry, Cast Iron, Fishing, Bloodsilver Forging, Blackstone Masonry, Archery, Code of Laws, Saddle, Arboriculture, Starmetal Forging
Domestic Crops: Wheat, Cotton, Rice, Saltrice, Melons, Crystal Trees, Apples
Civics: Slavery, Forwardthinking (38), Merchantile, Bureaucratic
Discourses: Dao of Structure

Explored:
(4,0): Temperate (Coast S): Galena, Forest Vegetables, Emerald Wyrms | 5 Forest, 5 Hills, 5 Coast, 5 Flatland
(3,3): Temperate (River): Tin, Lightning Horses, Galena | 10 Hills, 10 Riverland
(1,5): Plains (River, Coast W): Floatstone, Oilnut, Limestone | 5 Hills, 10 Riverland, 5 Coast
(2,4): Plains (River): Great Wolves, Giant Oaks, Aurochs | 10 Riverland, 10 Forest
(-4,0): Island: Breadfruit, Oilplant, Saltrice | 5 Coast, 10 Flatland, 5 Forest
(-5,0): Island: Emeralds, Silver, Olive Trees | 5 Coast, 10 Hills, 5 Forest
(-6,1): Island: Goats, Wild Cats, Papyrus | 5 Coast, 15 Flatland
(-4,-2): Island: Greenfish, Bananas, Silver Drakes | 5 Coast, 10 Flatland, 5 Forest
(-4,-3): Island: Wheat, Basalt, Birre-Birds | 5 Coast, 10 Flatland, 5 Hills
Last edited by G-Tech Corporation on Thu Feb 21, 2019 8:51 am, edited 10 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Holy Tedalonia
Postmaster-General
 
Posts: 12455
Founded: Nov 14, 2016
Ex-Nation

Postby Holy Tedalonia » Fri Feb 01, 2019 6:50 am

Will edit in the future due to being out of date...
Imperial Republic of Salli


"Ex cinere patris nostri Vallenian. Salli natus est" - Lord-Imperator Villus Typhus, first of his title.

General Details:
The capital is a crowded city, with a diverse set of peoples. While the unity and leadership is stressed heavily in the citystate, the nation is divided among its diverse cultures. The government is a Senatorial Militaristic Republic, where the families leading the nation are both rich, and have military backgrounds. Once being a citystate spread out among multiple settlements, troublesome times however forced them back into the capital city. The nation enjoys the massive fertile valley, that they comfortably live off of. It’s capital has a wooden palisade and its buildings built with mud-daub buildings.

Location - Salli, Ivaria (Name of the Valley.)
Climate - Plains/Riverlands
Notable Resources - Horned Horses, Flying Lizards, Marble, etc.

Originally men of the mountains the Saladonians eventually entered the fertile plains of their homeland, and while the reason of them leaving their homeland forgotten the result was the same, A realm of men on the fertile plains and river lands of Ivaria. At the time only one clan existed Clan Bryre, it enjoyed its early years in the plain, however as time progress the Clan became so large that it could hardly be a clan anymore, Vallenian the IV, realized this, and farthest members from the direct family of the clan, making new clans.

This was marked as the ‘Origin Era’, for this would also establish a government not just of one clan, but of many. The first three clans that appeared was, Clan Rylander, Clan Farrenian, and Clan Vylander. They were all to be subordinate to the Kingdom of Bryreland, named after the father clan, and kingdom of the Saladonians. The Saladonian society was born from a shared identity among the citizens of the kingdom.

However this unity and loyalty eventually led to trouble, after 20 years of its established colonies, the Bryreling Government began to fall apart. The communications between city state and village was difficult, and control always troublesome. Furthermore, the Bryre government started down a dark road of unbridled power. The people suffered under the strain of their power-hungry king.

The king of Bryreland, King Vituvian Bryre the Second, had lusted for a Rylander girl- Tibus Rylander’s older sister. King Vituvian would desire her so much, that he would visit her in the night. He tried to coax her into willful consent, however she would not give in. In a fit of rage he killed her, and blamed it upon a servant.

This did not go unignored, however and soon Imperator (Commander) Cratus Rylander heard of the ordeal from a cowering servant who had seen everything. Cratus however was unlike Vituvian and wished to not throw Bryreland into civil war. He gathered allies and friends, choosing carefully to ensure his own safety, afterall dismissing ones loyalty is the greatest of sins. Cratus explained to many that it was Vituvian who abandoned his duties, and while many disgruntled Saladonians agreed with him, they too knew of the kings overreach of power.

Eventually Cratus enacted a coup, and half the Kings guard turned against their King. Vel Rylander and his loyal kings guard defended the king to their dying breath, but that to wasn’t enough. In the end the King was exiled to Serrith, to live out his days. Cratus was now in control and decided to form a republic. Knowing another king could only abuse power again. Thus the republic was formed. The rights given to the outer villages allowed the city states independence movements to die down.

As peace and tranquility came to the Republic it was short lived, and soon a plague hit the city killing the populace. The hardy and powerful survived and relied on magick to aid them in there struggle. The Rune of Fire kept many warm throughout the nights. Saladonia became a city of the hardy and brave, building the attitude of perseverance into their soul.

During the reign of Tibus Rylander, the state welcomed foreigners who referred to themselves as the Chosen. Being from the distant lands of Aslani. The Senate saw the matters relating to the Chosen very carefully, ensuring they were doing the right thing. Tibus’s reign saw to dealing with a growing population, and diplomacy. Ending with a small investment into military at the end.

Daros Bryre followed suit, after hearing reports in Serrith, about the Serrins being invaded by nomads. The Lord-Imperator saw fit to improve the military, and abandon more domestic responsibilities, however as the foe approached the gates, and the numbers at a size of intimidation. Daros Bryre surrendered to the nomadic horde, a un-Saladonian choice, that resulted in him being forced to suicide, a stab into the heart, the Saladonians refer as, “Dedicating his heart.”

Malix Varly is the most recent Lord Imperator. A military man, who has met some success both improving the military and living standards. He has dealt with multiple matters, rescuing the enslaved Saladonians, opening a mine to iron, and finally establishing housing for the lower and more unfortunate populace. He has been a better sort of man than the previous Lord-Imperator, and has dealt with matters appropriately.


Gladium - A man or women who failed to uphold the values of Saladonian society, (Honor, Bravery, and Loyalty) and been banished to the slums. They struggle hard finding it difficult to find a job, or living. Wearing the ‘Mark of the Gladium’ on seared on their chest, they are easily indentified as opposed to their proper Saladonian kin.

Lord-Imperator - A elected office, established by the Saladonian Republic. The role is a mish-mash of Imperial dictatorship, and republicanism. The name derives from Imperators, or “commanders”, which used to be the leaders of the Saladonian military, before Imperator became a leader title.

High Magister - The head scholar of a Saladonian School. They lead the Saladonian Scholars into the proper ways of society.

High Magick - Magick that is not formed/related to runes.

Low Magick - Magick that is formed/related to runes

Jinx-Flinger/Caster - A person who uses high magick.

Rune-Smith - A person who uses low magick/Rune magick

Saeling - A Saladonian byname often shared between Saladonian. While Saladonian is the formal name, Saeling is the informal. Often used to when ones friendly and rowdy as opposed to being distant and silent.

Senatorial - The meeting theater where the Senate discusses the day to day happenings and administer the republic.

Lowlander - a person who lives in the lowlands (plains)

Highlander - a person who lives in the highlands (mountains)

Asling - a informal byname used for the Aslani foreigners, often used when ones friendly and rowdy as opposed to distant and silent.

Saelings debt / Syling - a debt or to owe favor. Saelings are honorbound to fulfill the debt whether they owe it or they are owed, lest they become a Gladium due to the failure to ‘break even’.

Fluffling - sheep

Drakeling - flying lizard

Lytling - a child

Gall - a foreigner


Tibus Vella Rylander - Lord Imperator of the Imperial Republic of Saladonia. Known to be a cunning pragmatic man, but one to uphold the honor of the Saladonians. He currently favors Naferata, among the Chosen, however he will never do anything that’d betray Saladonian honor. (Clan Succession: Oligarchal Elective)

Daros Renius Bryre - Senator and the head of Clan Bryre. Known for his disposition against Clan Rylander, and a stern man towards tradition. (Clan Succession: Primogeniture)

Davian Capiana Lazos - Senator and head of the Lazos Clan. Known as a firm ally of Tibus Rylander, and a man true to his Saladonian blood. (Clan Succession: Open Elective)

Tarrin Willin Varly - Senator and head of Clan Varly. Known for- like most of his clan, as a hotheaded warhungering warrior. Cares little for trivial politics. (Clan Succession: Open Elective)

Inclius Sagetarius Velton - Senator and head of Clan Velton. Known for his scholar work and theological studies. He is also the head of the Saladonian Scholars Society, who praticipate in the workings of many projects. (Clan Succession: Eldership)


Settlements:
Saladonia | 900 Citizens - 100 Scholars, 100 Artisans, 100 Citizen-Soldiers, 200 Freemen, 400 Peasants | Military: Conscripts | Public Order: Decent | Resources: Hematite, Barley, Glow Trees, Sheep, Wheat | Land: 5 Flatland, 10 Riverland, 5 Hills | Wealth II, Industry I | 2 Rune Shields
Urban District (Flatland) [8/20][Reinforced Palisade, Military Square, 2 Huts, Training Grounds]
Rural District (Riverland) [1/20][Farm]
Rural District (Hills) [2/20][Scrape Mine (Hematite)]
Vallenia | Abandoned | Resources: Wheat, Marble, Horned-Horses | Land: 5 Riverland, 10 Flatland, 5 Hills
Rural District (Flatland) [8/20][1 Huts, Farm, Pasture (Vacant), Clay Pit]
Brexonburn | 200 Citizens - 200 Peasants | Resources: Apple Trees, Giant Salamander, Flying Lizards | Lands: 5 Riverland, 10 Flatland, 5 Forest |
Rural District (Flatland) [2/20][Slums, Farms]

Details:
Arcana: Rune of Illumination. Rune Control. Rune of Fire. Rune of Liquid Manus. Rune of Shielding.
Advancements: Tame Sheep, Hieroglyphics, Smelting
Domestic Crops: None
Name: Ted
I have hot takes, I like roasting the fuck out of bad takes, and I don't take shit way too seriously.
I M P E R I A LR E P U B L I C

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Kelmet
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Posts: 8619
Founded: Dec 07, 2012
Left-Leaning College State

Postby Kelmet » Fri Feb 01, 2019 6:55 am

The Kingdom of Lordaeron


Description: A boisterous city state located at the apex of a warm and welcoming peninsula in the Western Ocean. Mud-daub huts poke out from behind walls of cracked stone fitted into place in a rough defense, clustered on hills away from the waters of the sea. A smaller settlement nestles in the mountains to the north, watching the entrance to the peninsula carefully.

History/Culture:
The History of the people of Lordaeron is strangely intertwined with the northern barbarians known today as The Wastelanders, Centuries ago a tribe of these north men broke off and migrated south west finding the rich warm and well protected peninsula that came to be called Lordearon. I terms of culture the faith of the holy light has replaces many of the negative traits the people had in common with their northern cousins. In terms of language and ethnic makeup however the similarities are very hard to miss. Large in height and body structure, pale in skin, light in hair and eye color if Lordaeron wasn't so well mannered and civilized a merchant caravan or trading ship would be mistaken for a North men raid.



Settlements:
Stormwind | 2100 Citizens - 400 Scholars, 200 Artisans, 300 Freemen, 800 Peasants, 200 Citizen Soldiers | Military: Conscripts | Public Order: Average | Resources: Coconuts, Hematite, Armor-Whales, Fish | Land: 5 Coast, 5 Flatland, 5 Forest, 5 Hills
Urban District (Hills) [20/20][Simple Stone Wall, 3 Huts, 4 Houses, Bloomery, Monument,Training Grounds,Scriptorum,Scrape Mine,Smithy,Barracks, Cathedral of the Light]
Docks District (Aquatic) [6/20] [Fishing Docks,Shipwright]
Rural District (Plains) [1/20][Farm]
Urban District (Hills) [5/20] [ 5 huts,2 Houses,Simple Stone Wall ]

Brewnwall| 700 Citizens -500 Peasants, 200 Citizen Soldiers, | Resources: Aromatic Pines, Sheep, Haleroot | Land: 10 Mountains, 5 Hills, 5 Coast
Rural District (Hills) [9/20][3 Huts, Pasture. Timber Camp,Quarry,Palisade, Watchtowers]

Details:
Arcana: Healing Light (rank 2), Sunflare, Sun touched Weapons
Advancements: Writing, Smelting 2, Cast Iron, Farming, Masonry, Smithing 2, Fishing, Construction 1, Shipbuilding 2,
Domestic Crops: Barley, Winter Wheat, Coconuts, Olives
Domestic Animals: Sheep , Llamas

Current Details.
Stormwind
Sufficient food.
Copying the Wheel. [9/10 Points]
100 Scholars - Assisting Arcana Research at the Cathedral
+2 Wealth
-1 Wealth, +2 Industry
The Simple Stone wall rises. [Labor 3/4]
+5 Wealth is retrieved from distant Zhou.
200 Citizen-Soldiers demand their wages. -2 Wealth
Cathedral: No innovation this year.
200 Peasants and 100 Freemen arrive from distant Stromgard.
400 Peasants and 200 Freemen are added to Lordaeron this year.

Brewnwall
Enough food.
+1 Stone
-2 Wealth as Citizen-Soldiers demand their wages.

Stromgard
Once a vibrant hub of hardy pioneers, this colony is now abandoned. Alas.

Wealth: 10
Industry: 5
Current Resources being produced: Timber, Stone, (Iron) ore,

Extra Information.
Users of the Light are divided into three categories, and two organizations.
Clerics - Under the Order of the Silver Hand these blessed individuals who use the light for purley Healing and defensive reasons, they are primarily healers, and supplement the Paladins
Paladins- Fearsome warriors of the Light, They use both defensive and Offensive magic to be a holy weapons against the kingdoms enemy's.
Mages- Under the authority of the Cycle these individuals use the light for purely offensive purposes, a striking sight to see.


Knights of the Silver Hand
Made up of the Clerics and Paladins of the light the Knights are a Militant Holy Order with a scared duty to defend the people of Lorderon and preserve the faith. While the Clerics take the task of spreading the word, feeding the hungry and healing the sick the Paladins route out evil and Defend the weak.

High Cycle of Mages

The Mages of Lordaeron are organized into the Cycle, while membership is not mandatory any mage of status and skill is a indeed a member.

Tenets of the Light
The first of these tenants was respect, the members of the tribe squabbled and fought sometimes but they always looked past temporary hatred and see qualities to respect and prowess to be acknowledged Conducting oneself with honor and treating one's opponent as one wishes to be treated shows respect. Respecting one's opponents on the field is acknowledging a connection, which brings one closer to the Light.

The second of these tenets is Tenacity, the virtue of persevering through troubling times and painful experiences. In the face of despair and hatred, one must continue to stand true to their beliefs and fight on. Times may be good now but hardship could easily be behind the corner.

Compassion is the last step on the path of the Light. In times of rivalries, it is easy to see differences at every turn. The challenge is in looking beyond appearances and understanding the similarities. Through this understanding, one can feel compassion for the losses others have suffered, even if the victim bears another banner. By feeling and understanding compassion in enemy and ally alike, one reaffirms his or her connection with the world.


Church of the Light

Ranks
Archbishop- Head of the church, appointed among the Cardinals by the king and approved by a council of Cardnils.
Cardinals- Head of their local church district, usually centered on a city.
Bishop- Head of their local church

Buildings
Cathederal - Largest structure, presence only in Stormwind
Bastion- Largest structures found outside the Capital
Chantry's- Local everyday places of faith, size varies on village/city's wealth and population.
Last edited by Kelmet on Sun Feb 24, 2019 12:00 pm, edited 11 times in total.
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Saxony-Brandenburg
Minister
 
Posts: 2806
Founded: Mar 07, 2016
Civil Rights Lovefest

Postby Saxony-Brandenburg » Fri Feb 01, 2019 8:21 am

The Honori


Description: Humiliation. Shame. Dishonor. Pain. The Honori people were lost. They were without hope. High were the bodies of their fallen heroes. Quiet, were the songs they sang. From where they once had thought that the divine smiled down upon them, that the heavens mandated their rule, now laid barren, empty. Oh how far they had fallen. No one spoke of the high times. No one spoke of the sun. No one spoke of the moon. No one reached for the sky. Their faith had been lost, and as the horde departed their lands they had none to reach for. Their leaders were killed. Put to the sword was their bearers of knolage, the speakers of their stories.

Settlements:

Mara | 4500 Citizens - 200 Freemen, 300 Scholars, 300 Artisans, 400 Explorers, 3300 Peasants | Military: Militia | Public Order: Horrid | Resources: Agave, Maize, Fire Snakes, Sand Striders, Cactus | Land: 10 Riverland, 10 Desert
Urban District (Riverlands) [16/20][10 Huts, Obelisk of Healing, Obelisk of Growth, monument, Temple of Rule]
Rural District (Riverlands) [15/20][3 Irrigated Farms][1 Clay Pit][Pasture(s- II)][Watchposts]
Urban District II (Riverlands) [0/20]
Rural District II (Riverlands) [9/20][pastures- II][watchposts]
Urban District III (Riverlands) [11/20][Temple of Silar the Almighty][Obelisk of Strength][Granary][Military Square][Huts IV]

A thin moat winds it's way around the city.

Details:

Civic policies: Bureaucracy, Pastoral, Traditional, militarist.
Arcana: Geolocus of Healing. Geolocus of Strength. Geolocus of Sight. Geolocus of Growth.
Advancements: Farming, Writing, Jewelry, Masonry, Camels of Burden, Food Preservation, Archery, Camelry, Governance, Smithing.
Advancements In Progress: Wheel (1/10)
Domestic Crops: Agave, Maize, Wheat, Undomesticated Cacti, undomesticated papyrus
Animals: Domesticated Camels, Untamed Mountain Goats, Untamed Emus, untamed desert goats.
Resources in stock: Stone I
City states discovered: The Aslani. The Ita.
Wealth Surplus:
Military Equipment:
Last edited by Saxony-Brandenburg on Wed Feb 27, 2019 1:23 pm, edited 25 times in total.
"When Adam delved and Eve span, who was then the gentleman?"

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

Postby Novas Arcanum » Fri Feb 01, 2019 10:12 am

The Arameri

Image

Organization Application
Name:The High Elves, Arameri,Amn or The Bright Folk.
Leader:
Lady Fey of the Elves,Prophetess of Arkane,Queen of the Arameri
Image

Short History:Once they fled Xcotl it seemed all hope was lost. Lady Fey, a Wizardess of the Magnum Opus, led her people through these trials, to the forest. There they nearly starved and wandered for days, months, years. Yet they became attuned to the magic of the forest, years of study and dedication to Arkane began to pay off. In a brilliant flash of light, they had been reborn as the Elves, Chosen of Arkane. They where no longer the Magnum Opus but the Arameri. They emerged from their forest and marched to Lordaeron the scripture of Arkane prophesying of a sacred island, Holy Land of the Elves. Lady Fey leads her people there so that they may eventually stop wandering the earth and find their home.
Starting Location: Lordaeron
Proposed Bonus / Role:100 Elven Scholars
Organization Goal: Find the Holy Land of the elves
Konwledge:Mystic Control, Raise Dead, Speak to Dead, School of Sunstrength, Sunfire, Geolocus of Industry, Ley Sight, Geolocus Strengthening, Geolocus Travel, Geolocus Healing, Sacrificial Rituals, Healing Light,Healing Glare, School of Runesmithing, Method of Intensity, Method of Externality, Method of Reshaping, Method of Channelling.

Image


Has the Magnum Opus transcends to Elvenhood the scripture of Arkane, is written in a new language gifted to this new species. Arkane as claimed the Arameri as his chosen people on Earth. Born anew in a radiant explosion of light and power the first Elves walk the earth. They are tall, taller than man in height. Their skin tones range from various shades of brown to gold, their hair color, white, black, and red, with white being the rarest of the Bright Folk.

They are radiant and youthful, showing no signs of aging, no blemishes, no imperfections, and even as they grow old, they will scarcely show signs of aging. In human eyes they are beautiful. The Bright Folk walk with a particular purpose determination on this world that others mistake as arrogance. They have a literal glow that surrounds them, that distinguishes them from humanity. Their language High Elven or Merish is a song, that pleases the ears, flowing like the rivers, and rising like snow-capped mountains on the face of the earth.

It is said that the Elves stride with the tide, moving with the flow of time rather than against it like man. Thus they live on for hundreds of years, they will see human civilizations rise and fall like the dust of the earth, lives of man will grow and blossom like flowers, only to wither and die in the winter but the Elves they will live on.

Let it be known that they are Meri, Mer not Man. While they may look similar to humans, as stated above they are taller on average towering above man. They have pointy ears, and their eyes are all colors of the rainbow some stranger. Elven mating is similar to human coupling, passionate physical contact, supple connections but when an Elf mates he/she chooses their mate for life. The physical lovemaking that accompanies sex is joined by a dance called the Melding where the Elven lovers will unite both physically and mentally for a moment becoming one, the ultimate form of passion. In this supernova of love and passion, the lovers will learn everything one can about their lovers past, emotions, and experiences. Thus they become one for a time.

Elves being the Chosen of Arkane, and Humans the Chosen of Lorkai they are incapable of having children in the composition of Elves making them incompatible with humans. This is for the best for Elves would surely be overwhelmed by their human counterparts if they where related. It is said that rarely when the stars are set upon the tapestry of the heavens, a half-breed may be born but it is exceedingly rare, but such children are bestowed with the traits of both human and elven parents.

Elves are born with an internal reservoir of magic known as mana. Thus they do not draw on their life force like humans to cast spells a blessing of Arkane to his children. This reservoir is said to be tiny star adrift in the soul of the elf. When Arkane the Architect crafted the world, he and his helpers tore portals in reality. These are said to be the stars and the sun itself from which mana flows from Aetheria or the arcane plane. Thus every elf is born with a gateway to Aetheria from which they get their energy from.

When an elf dies, a physical body is not left behind. They dissipate to light, and it is said that their souls travel to Aetheria, where they live as angels of Arkane and sing the divine song for all time.

It is prophesied by Lady Fey that an island beyond the Continent is to be the Holy Land of the Elves. It is believed that a great city will be founded sometime in the future Myth Allannar. The city is envisioned by Fey to be a city of light, surrounded on all sides by pristine waters where the Elves will live. The Lady is to lead her people to this home of elves as decreed by the God of Magic. There are many trials ahead but the Lady determined that the Arameri will achieve this quest.

The first one hundred years have been...
The First Arameri Dominion is founded, the crown jewel being the fabled city of Myth Allannar...

400 year-long lifespan
Increased Arcana Research (+50%)
Increased Dao Cultivation (+50%)
Interior Magic Reservoir(Mana)
Last edited by Novas Arcanum on Thu Mar 21, 2019 3:07 pm, edited 44 times in total.

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

Postby Nuxipal » Fri Feb 01, 2019 10:20 am

Kingdom of Nekhen (Kingdom of the Aslani)
Image


Description: The jewel in the desert, the Kingdom of the Aslani, sits in the farthest deserts of the known world. Rich in knowledge and learning, the sandstone and brick houses of her people sprawl in vast swathes about the crocodile infested Asl River, the city-state overseen by their Star-Reader, the one who interprets the will of the divine from atop his tall pyramid of fired bricks. Their legions are numerous, and though poorly equipped, ferociously led. Near the coast, west of the homeland, stands the port-city of Arshak, and to the south is the small settlement of Isin.

Settlements: 2200 Citizens Total
Khasut: (0,0): 1700 Citizens - 300 Scholars, 200 Artisans, 1000 Peasants, 200 Explorers | Military: Militia | Public Order: Decent| Resources: Amethyst, Wadj Reed, Aurochs, Crocodile, Wheat | 10 Riverland, 10 Flatland | 6 Stone, 1 Copper, Wealth IX, Industry IV, 3 Timber, 2 Star-Silver
Urban District (Flatland) [16/20][Simple Stone Wall, 2 Cottages, 7 Huts, Monument, Training Grounds, Barracks, Granary]
Urban District (Riverland) [0/20][Scriptorum, Jeweler]
Rural District (Riverland) [9/20][Farm, 3 Irrigated Farms, Hunting Grounds, Watchposts]
Clay Pits

Arshak: (-1,1) : 400 Citizens - 300 Peasants, 100 Artisans | Resources: Ameythests, Salt, Saltwater Crocodiles | 10 Riverland, 5 Hills, 5 Coast |Industry I, 1 Timber, 4 Stone, Wealth III
Rural District (Hills) [7/20][ 2 Huts, Hunting Grounds, Irrigated Farm]
Quarry

Isin: (0,-1): 100 Citizens - 100 Peasants | Resources: Gourds, Rhinoceros, Giant Shade Trees | 10 Flatland, 10 Forest |
Rural District (Flatland) [6/20][Huts, Hunting Grounds]
Timber Camp

Details:
Advancements: Carpentry, Masonry, Writing, Astronomy, Farming, Food Preservation, Jewelry
Arcana: Astrological School:
Star-Sigil of Birth (Percent chance of a particular population being born under one of the Constellations and achieving some bonus from it), Star-Child Constellation (10% chance of a new population having the Militaristic trait)

Discovered: The Honori (Marans), Ita (Itans)
Domestic Crops: Wadj Reed, Wheat
Tame Animals: Aurochs
Civics: Traditional, Frugal

Explored:
[1,0] [Arid (Twin Rivers): Servals, Ant-Lions, Galena]
[-1,0] [Arid (River): Star-Silver, Purple Berries, Wadj Reed]
[1,1] [Arid (River): Animal, Plant, Animal]

(ages based on start of current turn)
High King Ramesses Tjenu - M, 27 - Prince and Heir of Nekhen
Khalida Asaph - F, 25 - Lady of Arshak, Wife of Ramesses
Amhose Tjenu - M, 22- Prince of Nekhen
Khatep Tjenu - M, 16 - Prince of Nekhen
Seti Tjenu - M, 7 - Prince of Nekhen, son of Ramesses and Khalida
Anhotep Tjenu - F, 7 - Princess of Nekhen, Daughter of Ramesses and Khalida
Tyti Tjenu - F, 6 - Princess of Nekhen, Daughter of Ramesses and Khalida
High King Tafari of Tjenu - M, 56 - First King of New Nekhen Dynasty
Queen Tanit Melqart - F, 38 - Died in the nineteenth year of Tafari's rule giving birth to Khatep.
Neferata Tjenu - F, 24 - Princess of Nekhen - Died in battle: Battle of Mara v Midnight Horde.



The Chosen of Neferkara
Image


General Description: Founded in the Kingdom of Aslani and exiled shortly after, the Chosen are a arcane and priestly faction seeking to further the knowledge of necromancy and other magics. Having wandered around the known world a while before settling into Saladonia, many other city-states have some opinion regarding the Chosen and their activities. To this end they plan on aiding their unlikely allies by providing arcane knowledge and assistance to further grow the small city-state into a powerful kingdom to rival Aslani.

Short History: The Chosen of Neferkara were founded early in the history of the city-state of Aslani. They were primarily priests dealing with death gods, preparing the dead to cross into the afterlife, as well as early work with magic related to life and death. They however, were formed under the name The Mortuary Servants and this practice placed them in a place of great importance for the formative years of the City-state's time before it grew beyond its own borders. It is during the first expansion of Aslani that the Prince Neferkara was born and was destined to be the next Star-Reader, he was forced by the current Star-Reader to join the Mortuary Servants as a means by which to prevent him from attaining the throne. A younger son became the next Star-Reader and it didn't take more than a decade before the Mortuary Servants led a revolt against the Star-Reader and placed Neferkara on the throne. Calling himself Priest-King Neferkara and creating the first instance where the Star-Reader was not the ruler of the Kingdom.

Over the next decade the other factions within Aslani formed a rebellion against Neferkara. Without a great deal of manpower to back him, Neferkara and his priests raised the dead to fill out their ranks. Soon, the legions of Neferkara seemed to be filled with every member of the dead buried within the confines of Aslani. However, even with this, the combined forces of the other Aslani factions were able to breach the palace and allegedly defeat Neferkara himself. As this happened his armies crumbled, the undead bound to him fell to the ground and the Star-Reader emerged atop his pyramid and proclaimed victory.

Defeated, the Chosen fled Aslani northwards. Finding refuge in various communities and city states. Neferkara's grandson, Setnakhte, has taken up the title of Prince of the Aslani, as well as High Priest of Neferkara. They have eventually settled in the city-state of Saladonia, aiming to rebuild their strength in a place that could use their assistance as well. With luck, their aid to the city-state will help to make the people here more inclined to assist them in resurrecting the power of Neferkara into physical form.

Organization Goals: - Raise Neferkara as a Lich
- Return to Aslani as conquerors
- Capture a City-State as a base of operations

Membership: Saladonia |
Interred Bodies: 57 of Gladium
Access to ~1300 Saladonian Dead

Sarfuth | 380 Citizens -100 Scholars, 100 Artisans, 180 Peasants, 176 Skeletons| Resources: Gold, Snowberries, Giant Firs | Land: 10 Mountains, 5 Hills, 5 Forest
Rural District (Forest) [6/20][1 Huts, 1 Hunting Grounds]
Rural District (Hills) [0/20] - Under Construction - 2 Labor
Assets: 160 Saladonian Dead, Wealth [I]

Leadership: Prince Setnakhte, High Priest of Neferkara - M, 59, Scholar - Necromancer - Prince Setnakhte is the third child of Neferkara born a few months after the Priest-King's death. Never knowing the true strength his father held over Aslani, the young prince became the ruler over the Chosen at a young age when it became apparent he had inherited a great deal of his father's magical abilities as well as his intellect. He fully believes that his life must be sacrificed to bring his father back to the physical realm and is more than ready to do so.

High Priestess Neferata - F, 43, Scholar - Necromancer - Neferata's ancestry, like many other within the Chosen, originates with a previous ruler of the Aslani. Her father was a highly ranked priest before their arrival in the lands of Saladonia. She was taught that the Aslani culture is the greatest in the world and that all other cultures were meant to serve them. Since her arrival in Saladonia she looks down on the locals and makes her views known to everyone within the Chosen. She has ambitions to become the leader of the Chosen given the chance.

Priestess Iset - F, 38, Scholar - Necromancer - Younger sister of Neferata, Iset was raised to be similar to her older sister. She instead rejected her father's view of the world and instead has a more accepting view of other cultures. She has enjoyed her time living in the Republic of Saladonia and has made many friends within the ranks of the Saeling. She sees the necromantic arts as a means to an end. She doesn't believe that they need to return to the Aslani Kingdom to prosper and that they could create their own state in the fertile valley.

Prince Khafra Tjenu - M, 38, Scholar - Necromancer - Son of Prince Setnakhte, heir to the bloodline of Neferkara. He has been kept out of sight for the most part and prepared to serve as Neferkara's second-in-command. His own ambitions are slightly less than reconquest of Aslani Kingdom. He wants to create a land in which his people can grow and prosper without having to look back on what could have been and instead look forward into what is and will be. He hasn't been permitted to go into the city and make contacts by his father, but he has a few contacts through his close associates within the ranks of the Chosen. In time he hopes to gain more influence over the Chosen to make the transition to his leadership that much easier.

Kiya Tjenu - F, 31 - Daughter of Khafra and Iset, Head of Clan Tjenu
Neferati Tjenu - F, 29 - Daughter of Khafra and Iset
Amhose Tjenu - M, 29 - Son of Khafra and Iset, Heir of Neferkara
Setnakhte Tjenu - M, 22 - Son of Khafra and Iset



Abilities: Two points towards Arcana Research
Knowledge: Raise Dead, Liquid Manus, Tame Sheep (Gladium), Smelting I, Shielding Rune
Inventory: 2 Clay, 1 Hematite (both abandoned in Salli), Wealth [I]
Last edited by Nuxipal on Sun Mar 03, 2019 7:49 pm, edited 26 times in total.
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The GAmeTopians
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Posts: 9826
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Mon Feb 04, 2019 3:20 pm

Zhou

Description: A large city state that stands upon a large rivermouth in the frozen north, the Zhou live in sturdy wood huts protected by a low palisade along the banks of the river. They are notable for the rogue mages who live in their midst, thoughtfully given homes in a time of turmoil.

Settlements:
Zhou | 1400 Citizens - 25 Soldiers (DoS, DoR, DoRs), 200 Scholars, 300 Artisans, 900 Peasants | Military: Tribal Warriors | Public Order: Poor | Resources: Pine, Elk, Oysters, Dye-Snails | Land: 10 Riverland, 5 Coast, 5 Forest | Wealth 3, Industry 1, 8 Timber |
Urban District (Riverland) [17/20][Palisade, 3 Huts, 3 Slums, Forge, Smithy, Bloomery]
Urban District (Forest)[6/20][Monument, Shrine of Ogoun, Scriptorum]
Rural District (Riverland) [9/20][5 Huts, 4 Irrigated Farms]
Timber Camp
Huisu | 1000 Citizens - 1000 Peasants | Resources: Clear Crystal, Salmon, Hematite | Land: 5 Riverland, 5 Flatland, 10 Hills | Industry I, 8 Hematite, 11 Stone
Urban District (Flatland)[0/20][]
Rural District (Riverland) [7/20][5 Huts, 2 Slums]
Rural District (Hills)[5/20][Scrape Mine (Hematite), Pit Mine (Hematite)]
Rural District (Riverland) [2/20][2 Irrigated Farms]
Quarry

Details:
Arcana: Geolocus of Energy. Geolocus of Resurrection. Geolocus Travel. Dao of Resilience, Dao of Structure, Dao of Regeneration.
Advancements: Medical Care, Farming, Smithing, Smelting II, Mining, Writing, Construction, Masonry [1/5], Ice-Iron Smithing [1/10]
Domestic Crops: Winter Wheat
Policies: Forward-thinking, Merchantile, Traditional
Discourses: Dao of Structure [5/16]
Last edited by The GAmeTopians on Mon Feb 04, 2019 3:27 pm, edited 2 times in total.
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

Member of The Council of the Multiverse community. Click me to find out more!

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

Postby Elerian » Tue Feb 05, 2019 2:20 pm

Serys


Description: A large city state sited on a fertile river surrounded by plains and distant mountains, the people of Serrith possess a nation scarred by turmoil but unbowed. Wealthy and well-traveled, it is unfenced and guarded only by household warriors, but its prosperity has not been challenged in centuries so there is little need for concern. Nearby settlements along the coasts and in the mountains supply the main city.

Settlements:
Serrith | 2000 Citizens - 300 Soldiers, 200 Scholars, 200 Artisans, 100 Explorers, 300 Freemen, 700 Peasants | Military: Tribal Warriors | Public Order: Decent | Resources: Sweet Plums, Pine Trees, Silverfish, Sheep | Land: 10 Riverland, 5 Flatland, 5 Forest | Wealth VII, Industry I, 2 Timber, 1 Clay
Urban District (Flatland) [15/20][Simple Stone Wall, 10 Huts, Potter's, Stonecutter's]
Rural District (Riverland) [2/20][1 Hut, 1 Farm]
Quarry

Sorncost | 600 Citizens - 500 Peasants, 100 Freemen | Resources: Cattle, Barley, Blackberries | Land: 10 Flatland, 10 Coast | 5 Clay
Rural District (Flatland) [7/20][2 Huts, Clay Pits, 1 Farm]

Sarfuth | 500 Citizens - 100 Artisans, 400 Peasants | Resources: Gold, Snowberries, Giant Firs | Land: 10 Mountains, 5 Hills, 5 Forest| 1 Gold
Rural District (Forest) [6/20][2 Huts, 1 Hunting Grounds]

Ellander | 600 Citizens - 100 Explorers, 100 Freemen, 400 Peasants | Resources: Downy Deer, Oxen, Marble | Land: 10 Riverland, 5 Flatland, 5 Hills | I Marble
Rural District (Riverland) [4/20][2 Huts, 2 Irrigated Farms]
Urban District (Flatland) [1/20][1 Hut]

Details:
Advancements: Masonry, Pottery, Hieroglyphics, Carpentry, Farming, Mining, Smelting, Tame Sheep
Domestic Crops: Barley, Sweetplums
Last edited by Elerian on Sun Feb 24, 2019 2:16 pm, edited 11 times in total.

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Toaslandia
Ambassador
 
Posts: 1315
Founded: Apr 29, 2017
Ex-Nation

Postby Toaslandia » Mon Feb 11, 2019 9:12 am

Iron Weapons, Iron Armor, Militaristic.
Leader: Apostolos Rellas

History: The Chrysí Aspída were founded by traveling warriors around the city-state of Cadmus to act as mercenaries for traders. They were founded by Chrysíva Garius who acted as Supreme Commander, and after his death, the new Commander, Enzis Bacar, created the Council of Veteránoi to advise him on what would be best for the Chrysí Aspída. The Chrysí Aspída also accepted nearby tribesmen into their fold to act as guides to traders who were unfamiliar with the terrain and increased the Chrysí Aspída's wealth. They're still active near Cadmus and have attempted to set up a guild trade post near Cadmus, but failed.
Location: Xcotl

Assets: 220 Soldiers - Militia, Wealth X, Timber, Iron Weapons, Iron Armor
Knowledge: Governance, Militaristic
Founder of The United Imperial Provinces and proud colonizer of space!

A class 1.181 civilization according to this index

Just a Socialist trying to live in Trump America


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