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Elerian
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Posts: 11347
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Sun Feb 23, 2020 5:02 pm

The Holy Dominion of Inesea wrote:The Southern Realms should become vassals of the Archduke and unite against the Nekhur menace.


Idk who this Archduke is, but it looks like Nekhur is going to have its own problems shortly.

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The Holy Dominion of Inesea
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Posts: 14646
Founded: Jun 08, 2012
Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Sun Feb 23, 2020 6:58 pm

Elerian wrote:
The Holy Dominion of Inesea wrote:The Southern Realms should become vassals of the Archduke and unite against the Nekhur menace.


Idk who this Archduke is, but it looks like Nekhur is going to have its own problems shortly.

Archduke Yuri IV of Serebyan, Grand Duke of Zoloto, Sword of the Martyr.

The glorious leader of the Dominion.
I'm really tired

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Marzarbul
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Posts: 1217
Founded: Mar 22, 2011
Inoffensive Centrist Democracy

Postby Marzarbul » Sun Feb 23, 2020 7:34 pm

Tag

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Elerian
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Posts: 11347
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Sun Feb 23, 2020 7:49 pm

The Holy Dominion of Inesea wrote:
Elerian wrote:
Idk who this Archduke is, but it looks like Nekhur is going to have its own problems shortly.

Archduke Yuri IV of Serebyan, Grand Duke of Zoloto, Sword of the Martyr.

The glorious leader of the Dominion.


Never heard of it. :p

Where on the map is this Dominion?

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The Holy Dominion of Inesea
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Posts: 14646
Founded: Jun 08, 2012
Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Sun Feb 23, 2020 8:39 pm

Elerian wrote:
The Holy Dominion of Inesea wrote:Archduke Yuri IV of Serebyan, Grand Duke of Zoloto, Sword of the Martyr.

The glorious leader of the Dominion.


Never heard of it. :p

Where on the map is this Dominion?

It'll be next to Zelmayr or whatever south of Nekhur
I'm really tired

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Sarderia
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Founded: Jun 26, 2019
Inoffensive Centrist Democracy

Postby Sarderia » Sun Feb 23, 2020 11:54 pm

The Holy Dominion of Inesea wrote:
Elerian wrote:
Idk who this Archduke is, but it looks like Nekhur is going to have its own problems shortly.

Archduke Yuri IV of Serebyan, Grand Duke of Zoloto, Sword of the Martyr.

The glorious leader of the Dominion.

The archduke and Velikiy Arkhont Piotr Valkovich of the Knyazitskaya Liga should make good friends... they are brother slavs after all
    So comrades, come rally,
    For this is the time and place!
    The Internationale,
    Unites the Human Race!

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Marzarbul
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Posts: 1217
Founded: Mar 22, 2011
Inoffensive Centrist Democracy

Postby Marzarbul » Mon Feb 24, 2020 4:57 pm


Essential Details

Name of Race: Folk of Devara or Dwarfs

Appearance:
Image


Description: A dwarf is a steadfast and stocky humanoid that tends to live below the earth in vast underground structures. Average height is 4-5 Feet with a longer than average life span when compared to humanity. The males tend to have long flowing beards knotted using various beads and trinkets. This is done not only to establish the wealth of the dwarf but also to show clan affiliation and various other societal indicators. The females tend to mirror this aspect of their male counterpart in their long flowing locks braided upon their head. While nominally patriarchal in structure there are many societal norms and customs that give women levers of power in society. One of which is that lineage is traced through the mother rather than the father and many males lose their last name when they marry into their wives family. So while their husbands might be the one giving the orders to the servants in the household they are sure to go over it with their wives first.

Location: Located mainly in the Northern and Southern Minilar regions in the various mountain ranges located there.


Essential Details

Name of Realm: Andvaranaut Confederation

Rulers:

Kingdom of Gullinbursti: King Khayam and Queen Gamut de Gullinbursti
Kingdom of Draupnir: King Nikuz and Queen Onuzan de Draupnir
Kingdom of Gungnir: King Ganud and Queen Duyam de Gungnir

Cultures and Races:

The Folk of Devarda (Aka Dwarfs)

Religion:

The religion of the Andvaranaut Confederation is monotheistic with the focus primarily based on the belief in the deity Nidavellir. The triangle is used to symbolize the deity and her places of worship tend to be simple in nature. It is highly egregious to picture the deity in any form but there are certain sects which have small shrines of the goddess. This sect while not openly oppressed are not welcomed to practice in open society. She tends to be seen as a female dwarf with flowing robes and golden bracelets upon both arms with hair braided intricately in different styles upon her head and a hammer in one hand. She also carries on a leather belt a small statuette. This statuette has been prophesied to be the Crown Breaker and will one day depose all those various kings and then reforge their kingdoms under one flag in order to fight the second coming of Drakina. Drakina is seen as the mother of all evil and all unholy creatures are her children. She is symbolized by the use of a great eye. This eye can be seen hidden in various mosaics in places of worship as a reminder to all that The Slumbering Beast, She who dwells Below, and the Great Watcher is never to far away.

Another aspect of Nidavellir worship is the Pilgrimage to Hreidmar. More akin to a search than a pilgrimage, many of the Folk wander the lands searching for the mythic birthplace of their people. Hoping that one day they shall find the mountain and find the resting place of Devarda. The pilgrims are usually distinguished by the wearing of a bronze triangle broach or wearing a white headband with a black triangle in the center. They are called Wanderrumm in the tongue of the Folk.

History:

Threin Eron Da Folk (Birth of the Folk) Unknown: The birth of the people began not with a wail but with chisel upon stone by the god Nidavellir. the mythical birthplace of all dwarf-kind according to the Confederacy; Hreidmar. This long lost mountain has receded into myth and legend to be searched for by many a wandering pilgrim. Devarda "Nidavellir's Apprentice" would assist her master in the forming of the other dwarf peoples until eventually she was rewarded with dominion and plenty. In order that she may lead her people in the creation of more crafts for Nidavellir. She would rule over her kingdom for many years until the birth of demon beast Drakina and her brood.

Da Drakna Blight (The Dragon Blight) Unknown: The Tome of Stokkr tells of a great war as Drakina and Nidavellir fought bringing with them their children. It would be a long war and would eventually see a pyrrhic victory for Nidavellir. Drakina and Nidavellir were both gravely injured and would abandon their children to heal to one day finish the war that had started. The Folk of Devarda had been scattered by the beasts and divided across the world. Forced to live underground due to the scorched earth above and the many deaths suffered when fighting with the beasts on the open plains. Divided into various clans this would begin a great age of ignorance and hardship.

Da Schism (The Schism) 0-414: The various kingdoms trace their creation from this period as it is considered to be the start of accurate record keeping. In the start there were hundreds of petty warlords and fiefdoms scattered throughout the Andvaranaut Mountains who at long last were able to think beyond their petty halls. King Gullinbursti, King Draupnir, and King Gungnir are . Through marriage, war, and every underhanded thing imaginable under the earth. These families, named after some of the famous creations of Devarda, would then begin the next age of the Confederacy in the War of the Axe.

Kazak Eron Da Az (War of the Axe) 414-644: This bloody conflict would see the final consolidation among the folk and major warfare between the three great houses. A never ending war that saw pitiful gains be lost and won within the same year. From this period many of the grudges of today among the vassal houses and members can be traced. With uncles, brothers, sisters and cousins being slain by the other folk. Such conflict would slowly devolve over the years into a sort of cold war with brief flashes. The conflict would however expand the knowledge base of underground warfare and see them perfect its usage. This knowledge would be tested sorely in the next period.

Umri Kazak (Human War) 644-658: The Human War would see the introduction of a new people to the Folk. These Men would be first encountered by an above ground Gullinbursti hunting party. The meeting would go disastrously as neither side could understand the other and the small group of men would be filled with crossbow bolts in short order. Unfortunately this small group was an advanced scouting party and this initial act would define relations for many years. Since Gullinbursti had the most above ground land of the three kingdoms these Men would slowly push back the dwarfs from their above ground strongholds. This weakness was seized upon by the other two houses until it seemed as if Gullinbursti would be extinguished. This was halted when agents among men were hired by Gullinbursti and guided using hidden passages to begin waging a secret campaign of terror in the underdark. These attacks would enrage the other two kingdoms who would join with Gullinbursti to remove the intruders from their collective homes. Thus by this act the Confederation would be formed to defend themselves from such outside intruders. This pact was further cemented with marriages between both the ruling families and their vassals ensuring increased ties among them all. It would be bloody but the lands lost above would be retaken and the humans were dissuaded from further advance due to some other events that divided their attention. However, Men still remember the riches of the dark and the many vaulted manors these so called "Dwarfs" reside in.

Da Khroven (The Pact) 658-Present Day: The Pact, formed during the Human War, still holds to this day. While the families do not fight among themselves openly as they once did they still do not get along with each other. Where war once settled disagreements the creation of mock war games as been used to help settle disputes and keep a core body of warriors trained. Also once every two years a Grand Moot is held to help settle disagreements and let each other talk with each other. This is important as many families do not get to see their kin who have either been married to the other side or sent away to be trained in various crafts and arts (aka Hostages). Contact with the outside world has been handled via Pilgrims on the search for Hreidmar. Though there is still uncertainty for some dwarfs on whether Men are children of Drakina.


Assets


Notable Cities: The nominal capital of the Confederation is Iodda which was founded in 744. Each kingdom has a representative body in the city and it houses a mix of the three nations. This however does not mean it is as cosmopolitan as it suggests as most of the city has been divided into unofficial sections. While not dangerous to walk into these different areas if of a different region it does sometimes create opportunity for misunderstandings. Additionally the city serves as a meeting place for the Grand Moot. The kings are sure to throw lavish celebrations during this time and the city changes overnight with hundreds of multicolored lanterns and giant mock displays of various historical events.

The city of Fjorn is home to the Kingdom of Draupnir and is marveled for its many vaulted buildings and rune carvings. Its main architectural marvel are the Knotr Towers; vast marble towers emerging from three massive stalagmites to meld into the stalactites in the ceiling above. Spanning each towers are a series of bridges and walkways so that one can move about easily from tower to tower. This structure houses the entire Draupnir clan and emblazoned upon the gate leading to the central tower is their sigil of a golden arm band.

Vatn is another major city and is the capital of the Kingdom of Gungnir. Its mines are some of the oldest mines still in operation and the minerals they extract help power the bustling industry above. While the mines might be deep the city itself is not too deep underground; due to the need for the billowing smoke to vent out of the mountain. This vents are built high upon the craggy peaks and make the mountain look as if it is about to burst lava forth. Thus the mountain has been called the Angry Father or Fadir Samr. When approaching the massive iron gates to the outer chamber of the cavern the Iron Spear of Niddavellir has been carved into each massive door.

The final city and considered to be the gateway from the outside world to the one below is Dyrr. This city has been divided almost in half with one side being outside upon a wide grassy plateau and the other inside of the rock. This position was and still is a position of honor that the dwarfs of Gullinbursti swell with pride on. As it is them who are the gatekeepers for the kingdom and their walls are the first line of defense. It is also here where some foreigners are allowed to interact and trade. They are not allowed to reside within its walls nor are they allowed to past the gates to the mountain. The architecture here varies greatly from their more subterranean brethren. Houses are not channeled into the stone but built from quarried rock and formed into various shapes with glass windows and even thatched roofing that might make one think they were visiting a village of tiny men. In a central courtyard out under the great yellow sun is a fountain plaza that within the center is a golden boar charging a rearing dragon. The golden boar being the namesake of the Gullinbursti clan.

Economy: Industry and Engineering. These are the foundation upon which the Confederation rests its economic laurels on. The forges of the Folk create some of the finest crafts known and in particular their fine attention to detail makes them highly demanded in specialized metal-ware. Less artistic crafts are also created but the prestige attached to such objects ie. Plows, Scythes and etc is considered to be work for others. Thus there tends to be a much smaller supply for such objects to the outside world. Therefore, most of the crafts coming out of the Confederation are for wealthy clients. Though in addition the hiring of engineers and architects to help with construction of mines and other structures is another profitable business. Such work even extending somewhat into warfare though this sector of the market is highly controlled for fear of secrets being given to potential enemies. These industries allow for the importation of food crops and other goods not easily created in the dark mountain homes. Agriculture over the years has been slowly monopolized by the Gullinbursti who tend fields of tuberous crops and the hunting of various beasts native to the mountains above. However, this is only sold internally and the only thing exported from this sector are the various pelts/bones of the hunted animals turned into handicrafts. Draupnir and Gungnir tend to be more diverse in their economic sectors. Though the stereotypes of Draupnirs being penny pinching bankers and Gungnirs learning to smelt iron before learning to count are prevalent.

Population: At the last Grand Moot in the year (Year) the three kingdoms total population according to their record keepers stood at 1,844,256.


Military


Command: Unified command is only done when an Emergency Moot is assembled and the threat has been determined to warrant the combined might of everyone. Once established a High King is elected to lead the combined forces into action. This High King is always chosen from within one of the standing forces of the three armies. Usually selected from a minor house to limit the amount of favoritism since that leader's entire house is spread between the three main houses and any betrayal by him will result in their destruction. When not unified each standing force is nominally commanded by the king they are pledged to but usually such acts are delegated to the second in command who manages the day to day actions of the force. Ensuring that the ruler does not need to focus on a solely martial education usually required to lead men in the field.

Strength: Total Standing Army: 12,455 Levee: 25,279


Diplomatic Relations

Interests:

Rivals:


Other Information

Location: Not too picky where I am placed as long as it is somewhere in the mountains since the bulk of the Confederacy will be underground therefore there isn't a lot of above ground real estate. So if you want to put it nearby another player so it can create some role-play friction I am game.
Last edited by Marzarbul on Tue Feb 25, 2020 4:00 pm, edited 1 time in total.

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Krugmar
Minister
 
Posts: 2114
Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Mon Feb 24, 2020 5:14 pm

IC is up! I imagine most initial posts will be setting up internal politics, exploring kingdoms and cultures etc., then we can hopefully work on some collaborative storylines.


I will work on updating the OP for the next few days. The map will also take priority, and the placement of NPCs. NPCs will be considered temporary for the most part, unless they are very well developed over time, so they'll near always be open to applications or replacement. Any suggestions for NPC names and placements are always welcome.

Let me know if I've missed any applications, or anything which I thought was still WIP.
Liec made me tell you to consider Kylaris

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Roman Imperator
Attaché
 
Posts: 73
Founded: Feb 07, 2020
Ex-Nation

Postby Roman Imperator » Mon Feb 24, 2020 9:11 pm

Krugmar wrote:IC is up! I imagine most initial posts will be setting up internal politics, exploring kingdoms and cultures etc., then we can hopefully work on some collaborative storylines.


Ugh lord. I really need to get my app up asap haiz..
Just here to Roleplay. Don't bother sending me regional invitational TGs. I'll know how to join if I want to.

Call me Rom/Roman or whatever floats your boat....


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Benuty
Post Czar
 
Posts: 36465
Founded: Jan 21, 2013
Corrupt Dictatorship

Postby Benuty » Tue Feb 25, 2020 12:21 am


Essential Details

Name of Realm: The land of the bloodsworn.

Rulers: The Pårørendehode [Kin Head] Janus Vannblod

The Council of Complaints- The advising body to the head of the bloodsworn serve as the method in which the people petition, complaints make themselves known, and trials outside of normal jurisdiction may be held.

The Assembly of the Compact- An annual assembly meeting four times a year to initiate votes on bills, and other laws as a method of peace. They also involve themselves in rites regarding the changing of the seasons. A pre-way faith holdover that holds strong within Bloodsworn cultural identity. Though the old gods are gone they live in on the people like themes and concepts. Yet they also live to adhere to the compact of peace which binds the confederacy in its new life.

Cultures and Races: The primary race of the confederacy is the race known as the Bloodsworn, but to them, no one race or culture is forbidden

Religion: The Way of Coexistence

A] The Lord of Peace's Path: A path that understanding the root causes of the disorder, suffering, conflict, and all maladies impacts upon mortal society comes from one issue: desire. Peace itself should be attained at every moment, and every day by resolving to purify oneself of desirous intents, and actions. All sapient life is connected together in creation, and as such, every action has a reaction. Individualism and egoist thoughts are highly frowned upon instead one should devote themselves to hard work, intellectual debates, reforming society, and enlivening one's cultural experiences. All beings come from and are a part of an entity known as the endless, and eternal, even the risen the god that the Bloodsworn hope for.

B] The Traditionalist Path: Focuses heavily on ancestor veneration, local deity veneration, shrine worship, and other intimate community rituals often as the Shintoist practices of Japan. The rites of seasons, and the view of the old gods as themes, and concepts still relevant to daily life permeate here.

C] The path of the Well: The Beliefs, and traditions that arose post-apocalypse often involving a central understanding that well itself contains the blood, and divinity of the old gods making it one. The caretakers of the well are responsible for the contract maintenance and ensure the bloodsworn abide by the rules of it. Once born you will go to them, and once dead they will ensure your remains make it to the Gardens of Death.

D] Path of the Risen One: The Belief that the prophecy of the father and the mother is in waiting yet to come. The well is the birthing object, but not the source of the divine one to come.



History: The confederacy gains its origins in the earliest ages, during the fall of the apocalyptic fall of the Rag'ned civilization. The Rag'ned were an advanced civilization that reached its peak enjoying the splendor of 1,000 years under their benevolent gods or so they thought. The pantheon was enjoying a beautiful wedding ceremony between Dagos, the god of the sea, and another one of his mortal wives this time the beautiful, and just queen Rana of a local Rag' ned kingdom. Telos the god of the sky grew jealous, and in a fury of rage drowned the queen before the completion of the third, and final night of the ceremony.

This horrified Dagos who summoned his head priests to traverse into the great skies and find his beloved fiance. They returned empty-handed as Rana did not ascend to be with her ancestors, but instead had been trapped by the ragged king of undeath in his underwater palace. The drowned queen wasn't just killed out of jealousy, but an attempt to form an alliance to overthrow most of the gods, and establish a new order. Dagos left the wedding party with an army of followers and set alight the great temple dedicated to Telos with everyone in it. In return, Telos then set storms upon coastal cities killing tens of thousands.

The goddess of the land horrified at what her brothers had done upon returning from a trip decided to allow as many people to flee for protection to her as possible. She grew vengeful when one of her creations was slaughtered by a war party of Dagos, and when a frontier temple to her was pillaged by a Telosi war party. As such she in a great fury unleashed earthquakes to destroy the remaining temples of Dagos, and Telos to get their attention. Atrophesia then set about creating a great mountain (near former Tervain) in order to set up for a final climactic battle. Telos sent his ally the ragged king to deal with her only to get the ragged king's head back as a message.

The ragged king's surviving vassals begged for Telos to respond, and he did summoning a great army to confront his sister. Dagos wanting to use this as an opportunity did come as well. This is what Atrophesia wanted, and in the resulting battle of Suuri vuori (The Great Mountain) Telos despite having the storms, and winds on his side lost, and was decapitated in a blow from a falling chunk of mountain. Dagos was mortally wounded and lay dying as Atrophesia realized that the world of these gods faded. 90% of the pantheon perished at the battle, and to ensure that things were over Atrophesia wanting to spare humanity from the cruelty of these gods called upon a massive storm to pound, and kill everything in the area including her.

In the great skies, the mother and father awoke to witness the tragedy before them. They lamented what their children had done as just a millennia ago they promised peace would reign when they awoke. So they came down and gathered the surviving Rag'ned's pledging to ensure that their civilization would survive in some form. They summoned the god of the dead, dying, birth, and rebirth to form a consul of the surviving ten percent of the pantheon. On the peak of the mountain, a circle was dug, and a pool filled with holy water. In it an arcane ritual spoken in a language long lost to us was conducted, and the mother, and father sacrificed their divinity to empower the "well".

The couple then sacrificed their immortality by greatly enhancing the lifespans of the remaining Rag'ned's. The couple then willingly went into the well speaking of a prophecy that a new god would one day be born from the well. One that was truly proper for the Rag'ned's to worship, but first the last ritual must be completed. The god of the dead collected the blood of Telos, Dagos, and Atrophesia as well as himself, and the remaining minor deities forming another well ritual alongside the fathers & mothers. With this well ritual, and their sacrifices the Rag'ned's were granted a second boon, not just extended life, but they became more than human as well. They became bound by "the contract"

This was many ages ago, and the new people these "bloodsworn" began to deviate into clans over whether some could swim better or jump higher. Traits relating to their old gods were in their blood, but without the old gods to lead them, they became despondent. This age of chaos led to the establishment of the Cult of the Well, and political stratification into various clans, and territories. Held together tenuously by strong-willed kings, and queens the clans fought each other just as much as any outside enemy. Eventually, a prince and princess tired of the wars founded the order of the night and dawn.

Promoting a new religion claiming that the Risen God would come from the Well rather than be the well itself. They enacted a codified set of laws that formed the confederacy as well as putting an end to the chaos. From them came the first kin heads, but the religious issue would plague the lands for centuries. The cult of the Risen and the cult of the Well would fight one another until the Risen won out as the official religion. In time as new empires began to grow on the horizon, the lord of peace tired of the internal conflicts, schemes, and wary of his people's fate began to preach peace. He spent nearly his entire adult life going from town to town, city to city to simply preach on the topic of peace, and conflict resolution.

His thoughts and theological consolidations formed gave away to the way of coexistence the now majority religion of the confederacy. In turn, the political acts of the compact were signed helping to defang the order of its more military aspirations, help transform the confederacy into a nation focused on peace, and also work on slowly changing the very culture of the people to a peaceful one.


Assets


Notable Cities: 1] Hellig fjell [Sacred Mountain]-The Site of the twin wells, and the capital of the confederacy. Here its many rituals and even lives go on as things have for centuries before it. According to the faith, all blood sworn must come here to be inducted in order for the contract to work. The mountainous portion is entirely sacred, and as such politics is conducted off the mountain.

2] Dødenes hager [Gardens of Death]-This city is a sacred spot for it contains most of the remains of the Bloodsworn dead. Thanks to the contract made ages ago the bloodsworn's bodies turn into flowers upon death, and as such the bloodsworn of all cultures hold this spot as their final grave. Vast untouchable fields of flowers and trees ring the city in, and out. Construction is done so carefully, and to not disturb the remains. To vandalize anything in this area is consider the highest blasphemy of etiquette in the land.

3] Profetens våken [Prophets Wake]- A beach city noted as the final resting place of the great prophet of the way of coexistence
Fredens herre [Lord of Peace]. For the last ten years of his life, the lord of peace made his great sermons here in a great hall that would go on to spawn schools of theology, and philosophy here in the city.

4] Pilgrims vei [Pilgrim's Way]-A node city important to travel as it sits along a road that connects the first four cities via its very existence. Established as a trade city full of markets, and good's hawker's the place has taken on religious significance since this former feudal backwater became the first spot the lord of peace spoke at. He spent a year teaching the bloodsworn to forgive, and let go of their reliance on war or their bestial forms as conflict resolution.

5] Flyktningby [Refugee City]-The youngest city in the confederacy, but quite an impactful one. The first refugees of a great war from a time long past began to settle here. At first, they feared the bloodsworn, but following the new faith's spread, the bloodsworn began to combat their horrid legacy. As such the settlement was granted to refugees out of goodwill, and it is now a first stop for many an exile or refugee these many centuries later.

Economy: A hardy land the people keep to themselves, but trading is one of their finest passions. Given the long lifespans of the blood sworn they can traverse over quite a bit of the world, and bring back goods. The great mountain at the center of their nation is known for minerals, but they are cautiously extracted. Agricultural land is plenty as are the great woods that cover the once-great Rag'ned cities of ages long ago. The blood sworn dedicate themselves to swimming, and fishing with those who have a greater affinity for it able to hold their breath underwater. Some claim it is because of the blood of Dagos which runs through them, but that is unknown.

All economics in the confederacy go in, and out under the auspices of the houses of regulation, protection, and charity. A trading pact established hundreds of years ago it ensures regulation of all goods as well as record keeping to a tee. The House of Protection involves itself in sea lane regulation, customs fees, and all manner of money. Slavery, a crime in all blood sworn lands is often the most problematic issue agents of the house deal with. Particularly the enslavement of Gray Orcs by Nekhur to the north. The House of Charity is a tax agency that provides the social relief support necessary to handle waves of war refugees, and the nation's own poor.

Population: Medieval Norway (200,000-400,000)


Military


Command: The function of the military is performed by the order of the night, and dawn.

[Commanders] The princes/princesses of night and dawn whether they are born well to do or poor have risen through the ranks and now serve at the behest of a set of ideals. The order serves the nation itself more than anyone's political functionary or leader. The current prince is a man by the name of Wolfheart, and the current princess is bladet frelser (bladed savior). Former citizens of the extensive lands of Nekhur whatever brought these humans here was exile, but now they serve a higher purpose.

[Purpose] While prince and princess are lofty titles it holds back to the earliest days of the confederacy. The order served as judges of morality upon the land and brought reprobates and a falling society at large back to the compact. They had a more military purpose in dealing with outside fiefdoms who would conduct raids on the confederacy and would deal with internal rebellions swiftly. Those days are long over, and the order itself is dedicated to the purpose of monster hunting, collection, and studying.

[Hierarchy] With flourishing times of war, and chaos the order will be flushed with members whether it be exiles, mercenaries, prisoners, or others. Each area has its own chapter focusing on its own goals autonomously whatever they may be. The chapters also keep order in cities as hired guards and ensure safe travel for all in the confederacy. If things get bad to the point of a cohesive response being needed then a council of unity is commissioned, and all chapter heads and those needed are called to meet.

Strength: Despite its size often varying in the years, and its use of autonomous chapters the biggest strength is the order's ability to survive, adapt, and thrive. There have been four times the order has been pushed to extinction, and each time a chapter or two would survive and rebound. This flexibility is why a more cohesive command structure is let go in place of pushing for loose-knit autonomy.

(Remember that most medieval realms relied upon a small professional force, and a larger temporary semi-trained levy. There are of course exceptions, but the golden rule is on how and why your state can sustain such an exception)


Diplomatic Relations

Interests: The Confederacy sees its primary interest as that of the mediator of peace. To them war is abhorrent because it serves the very interests of the greatest evil.

Rivals: The very proponents of disorder, scheming, and warfare that exist in the world.


Other Information

Location: That peninsula adjacent the now subjugated kingdom of Tervain
Last edited by Hashem 13.8 billion years ago
King of Madness in the Right Wing Discussion Thread. Winner of 2016 Posters Award for Insanity.
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The Holy Dominion of Inesea
Postmaster-General
 
Posts: 14646
Founded: Jun 08, 2012
Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Tue Feb 25, 2020 1:16 am

Finium, perhaps we should mull a potential defensive pact/aid the rebels in the Empire?

Otherwise we are next
I'm really tired

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Great Confederacy of Commonwealth States
P2TM RP Mentor
 
Posts: 20027
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Tue Feb 25, 2020 3:58 am

Krugmar wrote:IC is up! I imagine most initial posts will be setting up internal politics, exploring kingdoms and cultures etc., then we can hopefully work on some collaborative storylines.


I will work on updating the OP for the next few days. The map will also take priority, and the placement of NPCs. NPCs will be considered temporary for the most part, unless they are very well developed over time, so they'll near always be open to applications or replacement. Any suggestions for NPC names and placements are always welcome.

Let me know if I've missed any applications, or anything which I thought was still WIP.

I imagined the area to the west of my empire to be filled with independent city-states, but that can be only on the immediate border or a lot more. The imperial armies come by once every fifty years or so to loot and pillage, but otherwise they remain independent.
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The National Dominion of Hungary
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Iron Fist Consumerists

Postby The National Dominion of Hungary » Tue Feb 25, 2020 10:04 am

Roman Imperator wrote:
Krugmar wrote:IC is up! I imagine most initial posts will be setting up internal politics, exploring kingdoms and cultures etc., then we can hopefully work on some collaborative storylines.


Ugh lord. I really need to get my app up asap haiz..


I second this :oops:

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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Rodez
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Corrupt Dictatorship

Postby Rodez » Tue Feb 25, 2020 5:42 pm

Image



Essential Details

Name: Kallias Onopatrid, Kallias Eight-Fingers, Kallias the Rake, Kallias Lambrakis


Appearance: Kallias


Age: 38


Gender: Male


Sexuality: Hetero


Build: Tall, well-muscled. Not quite stocky.


Legacy

Allegiance: Nominally to the Tyrant of Nekhur, Sadyhattes IV, but in reality, no one at all.


Profession: Privateer, warlord, what have you


Background: Kallias, despite living much of his life half a world away from Nekhur, is the adopted younger brother of Mnesus, the Ati (Regent) of the vast realm.

How this came to be is primarily a matter of sheer chance. Kallias' biological father, Onesios Lambrakis, was a prominent Captain of the Nekhuran Navy and a pillar of social life in the Khloraean city of Eionia. When he perished in combat against the Koinon, his young wife and son were left destitute. The House of Lambrakis, promising though it had been, fell into oblivion. Kallias resorted to thieving and begging on the streets of Eionia from the age of four, just to put food on the table for his increasingly ailing mother.

Fate intertwined him with the House of Onopater at the age of six, when Kriton, father of Mnesus (and also Ati of Nekhur), paid a call to Eionia. Sensing a great opportunity, and too young to really see the danger, Kallias snuck up to the Ati's slow-moving column in the streets and had the temerity to pickpocket the actual Regent himself, making off with several jewels (but not without being immediately seen). Momentarily stunned by the idiotic brazenness of the act, the guards failed to actually apprehend the boy until that evening, when they dragged him before the Ati for his throat to be slit.

But rather than be enraged, Kriton felt more amused by the whole sequence, and had to admire the boy's boldness and propensity for staying hidden. Kriton spared his life, merely striking off the pinkie and ring fingers of Kallias' left hand, as a reminder of his place. Upon learning of Kallias' origins, the Ati adopted him, at first informally, into his household, and made sure that his mother was provided for until her death.

Kallias had his beginning as a mere spy, reporting the whispered words of courtiers to the Ati. But wherever Kriton went, Kallias went as well. After a few years he developed a strong bond with Mnesus, the Ati's son, who was several years older and regarded him as something of a little brother. It was around the age of nine or ten that the adoption was made formal, and Kallias first called Kriton, 'Father.'

While Mnesus was absorbing a rigorous education designed to help him take Kriton's place as an administrator, Kallias' tutelage was more immediate, more physical, and more militant. He learned how to fight with blade and bow, how to lie, and, most importantly for his future, how to sail. Kriton ensured that Kallias was never far from captains willing to teach him the art of naval warfare, once the boy's fascination with it became apparent. From as young as thirteen, he was shadowing naval officers on expeditions west along the Aean coast, and east into the Peneran Ocean. His brilliance on the waves was first demonstrated at fourteen, when Koinon raiders attacked the Nekhuran galley God's Wounds, and, after an arrow slew the captain, Kallias found himself directing sailors before the first mate could even open his mouth. Needless to say, the raiders were driven off.

Though he took to the sea with relish, he also chafed at his father's increasing control while back in Nekhur. Kallias was almost indefatigably charming, and developed a propensity to cavort with women, so much so that his father had to forcibly put a stop to it. Kallias resented this and other controls that he felt were arbitrarily set on him, and not his brother, Mnesus.

At the age of seventeen, his patience finally wore thin. Never acclimated to court life, Kallias resolved to make a new life at sea that was his own and no other's. He signed on with an Arcan merchantman as a deck hand and disappeared overnight.

After this, Kallias' career becomes shrouded in myth, rumor, and perhaps even a bit of embellishment on his part. Only the rogue himself knows for sure. Suffice it to say, a number of events have stood out as generally accepted truth: He became captain of his first ship at nineteen, after slaying a Padavian corsair in a duel. He served for a year or two as a mercenary in that city's navy, until the salary payments became delayed, after which he made off with as much as half of the city's treasury, with a good portion of Padavia's other mercenary captains defecting to him. He bedded the sister of Cranaus of Pharnae, and then returned several years later and bedded the man's younger wife Poletia, after Cranaus had been made Archon. At twenty-seven, his growing fleet sacked the city of Richten in Argonvost, an act which is still notorious in that part of the world. The very next year, off the port of Uppgrebo, he smashed a Nordligean fleet that outnumbered his 3 to 1. The year after, the Nordligeans came right back and defeated him, but within a year Kallias had recovered his strength and simply pirated elsewhere.

Such has been the life of Kallias Eight-Fingers, as he is more widely known across the seas. His men are of a heavily multinational nature, bound together by common interest in making money and their immense loyalty to, and faith in, their sea-lord. Although the Eight-Finger Fleet has been responsible for several acts of wanton brutality, Kallias has never developed a reputation as a personally cruel man (except in, perhaps, Richten), and has demonstrated the ability to keep his men under control when he so chooses. Crews that surrender quickly are offered generous terms, female prisoners are provided with separate chambers where possible, slaving is forbidden, etc. Kallias enforces his law through a slew of dependable lieutenants, who command sections of the fleet.

His visits to Nekhur are few and far between - and usually to his home city of Eionia, where it is rumored he has a pair of twins. Although his last visit was almost three years prior, so the sea-lord is due to set foot on his homeland soon.



Beliefs

Religion: Kallias was raised worshipping the Ten Thousand of Talassa and the foremost among them, the storm-king Tiwass. As a young man, he was neither particularly religious nor particularly neglectful. No one is quite sure what he believes now.


Motivation: Motivation used to have an easy answer for Kallias. He wanted fame, fortune and adventure as a young man. But now, going on forty, he already has all that . . . so the question has become more difficult. Now he seeks something deeper; a cause he can believe in, a woman he won't leave, or perhaps even a big brother that he won't abandon.


Inventory


Items: Shamshir: The enchanted saber of Kallias' father Onesios Lambrakis, and the heirloom of that now-defunct house. It was forged in Kishar centuries ago, though beyond that its origin story is unknown. Shamshir seems to never run dry of a debilitating poison that gives the wicked blade a permanent green tinge.

Skills: Nautical skill/sea navigation and sea tactics/strategy, swordsmanship, leadership, martial skills

Magical Ability: The Lambrakis line has some very modest magical ability. Kallias is a Novice in Illusion, having picked up some formal instruction during his adoptive upbringing in Eatar, and less formal experience at the many hundreds of ports he's visited in twenty years at sea.






Essential Details

Name of Organization: The Eight-Finger Fleet

Leader(s): Kallias Eight-Fingers

Description: Kallias Eight-Fingers' multinational pirate fleet, many men of which are former naval officers gone rogue, enticed by the prospect of loot and by their Admiral's reputation. Others were formerly common sailors, while still more have been longtime pirates. Kallias' very closest lieutenants have been with him for more than twenty years. New recruits are taken on for either their maritime or fighting skills, with no room for laymen except when men retire. As a result, the Eight-Finger Fleet is one of the most veteran forces sailing the seas today.

Assets: None, beyond their ships, the loot they carry with them and Kallias' own manor home in the city of Eionia

Strength: 25 war galleys and 12 carracks. The galleys are better used in coastal waters and for boarding actions, and thus carry a complement of about 120 each. Carracks are more ideal for open ocean sailing and carry complements between 40 and 80 men. Total of 3,800 sailors/soldiers.

Relations: Nominally (very very nominally) friendly with Nekhur. Widely varying relations with everyone else, depending on which country they last raided and which is hiring them as mercenaries, if any.


So my pirate-mercenary-adventurer character is above. A lot of the names in his bio are outdated as he was from the original Dynasties RP. Do any brave souls want to volunteer a city or two to be raided by him in the last twenty years?

Also, I may name his flagship after some ruler's daughter, just for shits. Does any braver soul want to volunteer for that? :p
Last edited by Rodez on Sat Feb 29, 2020 3:37 pm, edited 4 times in total.
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Liecthenbourg
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Postby Liecthenbourg » Tue Feb 25, 2020 7:03 pm

WIP

Essential Details

Name: Vana Arslanian

Appearance: Here she is.

Age: 267

Gender: Female


Legacy

Allegiance: The Kingdom of Relya, Nekhur

Profession: Sovereign, client-Queen, Queen, whatever you want to call it. "Sovereign over the Sea and by decree of the Sun and Moon in accordance with the traditions set forth by the Goddess Arevlusin", if you want the traditional Elven.

Background: As Queen of the Kingdom of Relya, Vana was the eldest child of King Toros. Her prestige and position resulted in a rigorous education not possible to many, indeed, for the first almost fifty years of her life much of Vana's life was spent studying. Learning. Training. The education was thorough and broad, ranging of everything from history to the arcane. Much of her education was done at the Monastery of the Sun and Moon. Furthermore, she was trained, as all elven women are, in the art of the bow, but furthered this with mounted combat and other such forms.

For the much of the rest of her life, Vana was shadowing her father. She watched as he conducted the business of the realm, ruled as part of a regency when he was on campaign, gave him her counsel and word, was a confidant in him. And advised her father to bow to the Tyrant of Nekhur when he arrived. Her father died shortly after and she has ruled in his place since then.


Beliefs

Religion: The 'Relyan Pantheon': bastardisation of religious traditions created after Nekhur's assimilation of the territory, combines beliefs of traditional Tsovamar folk (such as the Goddess of the Sun and Moon: Arevlusin) with Nekhur's deities and the philosophy of the Wayward Wind.

Motivation: Vana's 'motivation' simply arises from a desire to rule well. At least verbally. She addresses herself as a servant to her people and as the intermediary between them and the distant Nekhur. She prides herself on a 'peaceful land' and a 'quiet people', and is intent on keeping Nekhur and its influences from gaining too much of a stronghold on her state. Likewise, her motivation arises from ambition to see a reduction in the power of Koinon and the expansion of her own state at the expense of Imbar and Tervain.


Inventory


Items: I am taking liberty here with the definition of items, as I'm assuming normal things are not noted (such as pieces of jewellery, or clothes, etc).

Her magical items include:
  • Sarrts’e K’ami, (Ice Wind) - An enchanted bow that envelopes its arrows with an immense, deathly chill.
  • Arevi Vahan (Sun Shield) - Produced by the 'The Steelworks of Adrebejan', Arevi Vahan is a suit of shimmering enchanted plate.
    ... And others, but I'll wait for Krug.
Skills: Administration and organisation in relation to stately affairs, archery, magic, diplomacy, speaking.

Magical Ability: Yes, Vana has magical ability. Most of the Arslanian line do. She is a Peer in Conjuration, with a dabbling in divination. She is aligned to the The Decapole Collegiate.



Essential Details

Name: Khosrov Arslanian

Appearance: A taller, bulkier and more (obviously) male version of his sister. [AKA I cannot find a picture as of yet]]

Age: 229

Gender: Male.


Legacy

Allegiance: Kingdom of Relya, Nekhur

Profession: 'Prince', Field Marshall.

Background: Born thirty years after his sister, Khosrov's childhood was much like that of his sibling. Rather, however, where she was drilled and trained for the art of governance, Khosrov's education was supplemented with a bit of this (incase anything happened to his sister: an heir and a spare, after all) but mostly with navigational and nautical education and the capability of commanding soldiers. A "martial man", Khosrov's imposing stature (even for an elf) and demeanour generated a contested respect around him even from a young age. At around age 50, Khosrov had considered much of the martial arts 'mastered' and had excelled in all weaponry permitted of him to use. Whilst he was initially vocal against the idea of his father submitting to the Tyrant of Nekhur, Khosrov changed his mind when he eventually decided that serving alongside his new liege's armies would greater grant him the opportunities he had been lacking.

He very much loves his sister, mind you, but it can be hard to be the lesser sibling.

When Nekhur invaded Tervain, Khosrov wasted no time in lobbying his sister to send men under his command to assist in the campaign.


Beliefs

Religion: The 'Relyan Pantheon': bastardisation of religious traditions created after Nekhur's assimilation of the territory, combines beliefs of traditional Tsovamar folk (such as the Goddess of the Sun and Moon: Arevlusin) with Nekhur's deities and the philosophy of the Wayward Wind.

Motivation: Khosrov's ambitions stem from an innate fear of being 'overshadowed' by his elder sister. He understands much of the world is patriarchal and feels a small level of irritation that if he had been born in a large portion of other societies in the world his lot in life would have favoured him. He spends much of his time not only trying to prove his worth to others (his father, before he died and now more recently his sister and the state of Nekhur) of his worth and use. His motivations stem from a desire to be liked and useful, to have a purpose, to be respected.


Inventory


Items: Waiting on the stuff above to be clarified.

Skills: Strategy, tactics, martial traits, horsemanship, etc.

Magical Ability: Yes, a Peer in Abjuration who has tried to also dabble in incantation. Affiliated with the Collegiate.
Last edited by Liecthenbourg on Tue Feb 25, 2020 7:31 pm, edited 3 times in total.
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Benuty
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Corrupt Dictatorship

Postby Benuty » Tue Feb 25, 2020 8:07 pm

I am a little curious about what the rest of the world thinks of the bloodsworn? Its not exactly in the best defensive position, but that is the point since Bloodsworn advocates for pacifism to the point of using foreigners, mercenaries, and prisoners to defend, and guard their nation.
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Elerian
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Father Knows Best State

Postby Elerian » Tue Feb 25, 2020 9:04 pm

Benuty wrote:I am a little curious about what the rest of the world thinks of the bloodsworn? Its not exactly in the best defensive position, but that is the point since Bloodsworn advocates for pacifism to the point of using foreigners, mercenaries, and prisoners to defend, and guard their nation.


I imagine the Seven's view would be a spectrum. One end might see them with pity, while the other end thinks they're naive and ripe for exploitation.

But regardless of their opinions, the Bloodsworn are little more than a faraway curiosity.

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The Holy Dominion of Inesea
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Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Tue Feb 25, 2020 9:11 pm

Benuty wrote:I am a little curious about what the rest of the world thinks of the bloodsworn? Its not exactly in the best defensive position, but that is the point since Bloodsworn advocates for pacifism to the point of using foreigners, mercenaries, and prisoners to defend, and guard their nation.


Stupid for being so pacifist.

If you rely on others to defend you, who defends you when your guards turn on you?

I mean shiiit, look at the Seven
I'm really tired

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Elerian
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Father Knows Best State

Postby Elerian » Tue Feb 25, 2020 9:26 pm

The Holy Dominion of Inesea wrote:
Benuty wrote:I am a little curious about what the rest of the world thinks of the bloodsworn? Its not exactly in the best defensive position, but that is the point since Bloodsworn advocates for pacifism to the point of using foreigners, mercenaries, and prisoners to defend, and guard their nation.


Stupid for being so pacifist.

If you rely on others to defend you, who defends you when your guards turn on you?

I mean shiiit, look at the Seven


Obviously its not an ideal situation for the Seven, but at least each Mage is supposed to be worth a small army. The Bloodsworn have few means to defend themselves, and are on the border of the biggest Empire in the world.
Last edited by Elerian on Tue Feb 25, 2020 9:28 pm, edited 1 time in total.

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The Holy Dominion of Inesea
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Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Tue Feb 25, 2020 9:27 pm

Elerian wrote:
The Holy Dominion of Inesea wrote:
Stupid for being so pacifist.

If you rely on others to defend you, who defends you when your guards turn on you?

I mean shiiit, look at the Seven


Obviously its not an ideal situation for the Seven, but at least each Mage is supposed to be worth a small army.

I meant it in the getting subverted by outsiders way.
I'm really tired

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Elerian
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Father Knows Best State

Postby Elerian » Tue Feb 25, 2020 9:28 pm

The Holy Dominion of Inesea wrote:
Elerian wrote:
Obviously its not an ideal situation for the Seven, but at least each Mage is supposed to be worth a small army.

I meant it in the getting subverted by outsiders way.


Oh my b.

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The Holy Dominion of Inesea
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Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Tue Feb 25, 2020 9:29 pm

Elerian wrote:
The Holy Dominion of Inesea wrote:I meant it in the getting subverted by outsiders way.


Oh my b.


Crow after usurping the Tasmaran Government

"oh my b"
I'm really tired

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Benuty
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Founded: Jan 21, 2013
Corrupt Dictatorship

Postby Benuty » Tue Feb 25, 2020 11:06 pm

The Holy Dominion of Inesea wrote:
Benuty wrote:I am a little curious about what the rest of the world thinks of the bloodsworn? Its not exactly in the best defensive position, but that is the point since Bloodsworn advocates for pacifism to the point of using foreigners, mercenaries, and prisoners to defend, and guard their nation.


Stupid for being so pacifist.

If you rely on others to defend you, who defends you when your guards turn on you?

I mean shiiit, look at the Seven

Essentially, the bloodsworn desire peace since conflict is all they knew from the old days. Their origin story is based off their gods killing one another, and then the remaining ones sacrificing their divinity to ensure their worshippers survived. Altruism is built into the bloodsworn, and regardless of whoever's banners may flow in their lands it is of no consequence to them. The bloodsworn are supposed to be vampires, but in truth, only the feral ones give in to their bestial nature while the rest just want to live their lives in peace.
Last edited by Benuty on Tue Feb 25, 2020 11:08 pm, edited 1 time in total.
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Benuty
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Corrupt Dictatorship

Postby Benuty » Tue Feb 25, 2020 11:19 pm


Essential Details

Name of Creature: Sjelevaktmester [Soul Caretaker]

Appearance: They resemble giant bumblebees.

Description: These animals roam the gardens of death caring for the flowers that spring forth from deceased bloodsworn. They are honored partly as the guardians of the city of the dead, but also for continuing to care for the gardens that flow ever out of the city. During the height of the year, they bring pollen forth from the plants and litter the wells with it. Out of respect for them, the residents of the sacred mountain city leave vast offerings of sweets to the gentle giants. The bees are said to only live five years, and their passing is mourned greatly. Where ever the bumblebees choose to retire and die is treated as sacred ground.

Location: They are found within the bloodsworn peninsula, but often can be spotted by curious travelers during their mating rituals every four years.
Last edited by Hashem 13.8 billion years ago
King of Madness in the Right Wing Discussion Thread. Winner of 2016 Posters Award for Insanity.
Please be aware my posts in NSG, and P2TM are separate.

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Krugmar
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Postby Krugmar » Wed Feb 26, 2020 11:54 am

Marzarbul wrote:-snip- Dwarves


Both apps accepted!

Benuty wrote:-snip- All of Benuty's Apps


Accepted!

Rodez wrote:-snip- Kallias and Fleet


Kallias accepted. Fleet accepted also, though I think the number of men in it will need to come down quite a bit.

Liecthenbourg wrote:-snip- some elves


Accepted.
Liec made me tell you to consider Kylaris

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