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The Seventh Age: For Gods and Gold (Fanatasy Faction RP/OOC)

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Sarderia
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Posts: 1854
Founded: Jun 26, 2019
Ex-Nation

Postby Sarderia » Tue Apr 28, 2020 1:04 pm

The cultural, diplomatic, and background sections of my app is finished. How do I place infrastructures such as districts, tile types, etc?
Takkan Melayu Hilang Di Dunia

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North America Inc
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Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Tue Apr 28, 2020 2:52 pm

Sarderia wrote:The cultural, diplomatic, and background sections of my app is finished. How do I place infrastructures such as districts, tile types, etc?

That's currently being edited and should be up soon.

For now, I actually wanted to discuss your nation with you. Your lore is very enjoyable read and I want to best integrate into the RP. Later today, I will posting a historical snippet on the Etrusian Empire. Now originally I had planned for the Empire to be either near or inside your claimed territory; now I wanted to ask you if you would be interested in editing your faction's history somewhat so that your group of nation's were the backbone for that Empire or its first conquests. I'm very flexible, and if you have a third alternative, I'm open to hearing it.

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Ralnis
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Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Wed Apr 29, 2020 3:21 am

Deleted, this post was cancer and had to be destroyed.
Last edited by Ralnis on Thu Apr 30, 2020 4:21 am, edited 1 time in total.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Sarderia
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Posts: 1854
Founded: Jun 26, 2019
Ex-Nation

Postby Sarderia » Wed Apr 29, 2020 3:33 am

North America Inc wrote:
Sarderia wrote:The cultural, diplomatic, and background sections of my app is finished. How do I place infrastructures such as districts, tile types, etc?

That's currently being edited and should be up soon.

For now, I actually wanted to discuss your nation with you. Your lore is very enjoyable read and I want to best integrate into the RP. Later today, I will posting a historical snippet on the Etrusian Empire. Now originally I had planned for the Empire to be either near or inside your claimed territory; now I wanted to ask you if you would be interested in editing your faction's history somewhat so that your group of nation's were the backbone for that Empire or its first conquests. I'm very flexible, and if you have a third alternative, I'm open to hearing it.

Thanks. I'll make the edit later this day, but to be precise where is the Etrusian Empire located in relation to my claim?
Takkan Melayu Hilang Di Dunia

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North America Inc
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Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Wed Apr 29, 2020 10:28 am

New Finnish Republic wrote:Put my name on the list for those interested.

As for a potential idea for world building a such, I was considering creating a city-state republic in the center of Avalon. I'll toss in the details below, but for a general sense of what I'm imagining, the republic would more or less become one of the "Crossroads" of the continent, becoming a sort of neutral ground between the warring kingdoms and nations surrounding it.


Nation Name: The Twin Lakes Republic
Leader: The Council Body


Cultural Description: While many aspects of the cultures from which the citizens originate from linger amongst the various populations, it's difficult even for the most knowledgable of scholars to give a specific description for the citizens of the Twin Lakes Republic. Fiercely independent in nature, most citizens view themselves as individuals and not members of some larger group, a concept that others from the more long-standing nations on the continent find peculiar. While old racial tensions still exist to some degree, it is not uncommon to see the various races intermingle without trouble, even so as far to see interracial couples roaming around the streets. For anyone who happens to visit the city, they are often warned to be careful with whom they deal business with, as merchants from the city are known to be cunningly deceitful and will not hesitate to convince unwitting buyers into spending their entire purses on goods that they had not intention on buying in the first place. On a more positive light, however, those from the republic are known as being friendly and open, albeit sometimes with dubious intentions.
Diplomatic Description: As a small city-state nation, the Twin Lakes Republic goes to great lengths to not draw the ire of the larger nations surrounding it. It's diplomats are often used a neutral mediator in foreign courts, establishing peace treaties, trade agreements, and other diplomatic matters. Given its central location along established trading routes, various financial interest groups hold interest in the area, with established chapters being established in the area and further cementing its neutral status. Aside from its diplomatic and financial matters, the city-state is also sought after for its private military force, the Republican Guard.
Background:Avalon has been no stranger to warfare over the course of history. Various empires and kingdoms have risen to dominance over the continent only to be replaced once their power began to dwindle. While the motivations behind these conquests have ranged from religious fanaticism to the desire to control the resource rich areas of the continent, one common factor remained in these conflicts. This was the fact that most of the bloodiest battles fought did not take place in the various strongholds of these warring kingdoms and nations, but on the plains of Central Avalon.

For most of history, control over the region shifted from power to power as often as the seasons changed. Without much in terms of defensible positions in the area, permanent footholds were difficult to maintain, resulting in the region essentially becoming the central hub for not only warfare but cultural exchange as well. Traders were eager to settle within the area as it allowed them to have a central staging area to spread their trade routes from. Soldiers, mages, engineers, and many others who became either disillusioned or bored with their duties as members of the various military forces would also come to settle in the region, seeing the area as one that possessed a sense of freedom from the various established kingdoms and nations elsewhere on the continent.

This freedom did not come without cost, however. Given the constant power struggles that waged all around them, many of these settlers often fell victim to the stronger forces who they encountered, either being forced back into service to their respective lands or otherwise being preyed with frequent sacking and pillaging of the scattered settlements.

It wasn't until a century prior that things began to change in the region. Seeing strength in numbers as the only means of continued independence and survival, many of these smaller settlements began to migrate towards an area of Central Avalon known as the Twin Lakes, named accordingly from the Volta and Brhine lakes that intersected to form an island of sorts. Acting as both a natural means of defense and a good source of fresh water, those who began to settle on the land mass between these lakes soon began to prosper.

Originally, there was little in terms of a governing body for this small town, with the residents effectively managing themselves as they saw fit. However, as the town began to develop into a bustling city, it soon became apparent that some semblance of authority was needed to keep the peace. Given the diversity of the population and the general disdain many of the citizens felt towards the various monarchs from which they had fled from, the concept of establishing some form of kingdom was inconceivable to most of the population. With this in mind, the Council Body was formed, establishing the city-state officially as a republic.

The Council Body was the effective governing body of the city-state, with five elected members being tasked with ensuring the continued safety and prosperity of the small yet notable nation. All citizens of the nation possessed the ability to elect whomever they desired, with the five most popular candidates being chosen every five years. As a means of preventing de facto monarchs from retaining power, a candidate was only allowed to serve two terms at a maximum.

During their terms, these Councilmen would manage various forms of governing duties from trade agreements to passing or repealing criminal and civil laws that kept order within the nation. In order to more effectively manage their tasks, these five members would designate themselves as overseers of specific aspects of the government. These five aspects included the cabinets of Trade, Justice, Foreign Relations, Military Affairs, and Culture. While these designated Councilmen held some degree of independent action within their own jurisdiction, any major decisions that affected the nation as a whole were decided upon by a majority vote, ensuring that balance was kept within the Council Body.

With its strategic value and lack of allies, it did not take long for other kingdoms and nations to set their eyes on the region. On two occasions the city-state was set under attack, and on both of these occasions it was successfully defended. This was due only to a combination of the defensive fortifications built on the narrow land masses between the rivers and the skill of the armed forces known as the Republican Guard. With the aspects of all of the various military forces combined into a singular force, the small army managed to beat back the armies that tripled its size, albeit with great difficulty. After the second successful repulsion, the republic began to go to great lengths to further ensure its independence. After years of negotiations, bribery, and trade agreements, it became established on the continent that the small city-state would remain a neutral ground. While it still was no certainty of safety, many citizens were finally able to breathe a sigh of relief as they were able to live in relative peace.

Infrastructure:


Military:

RP EXAMPLE:
Questions:

Just moving this to make it easier to review.

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North America Inc
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Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Wed Apr 29, 2020 10:40 am

Finland SSR wrote:
Nation Name:
Ukweli ta Moyotaifa - Principality of Moyotaifa (official name)
Moyotaifa - Moyotaifa (short name)
Kini Kuu ya Taji ya Mashariki - Heartland of the Eastern Crown [of the First Eldarian Empire] (Unofficial name. Was used by the original Princes of Moyotaifa to signify their claim to Eastern Eden centuries prior. It is the meaning of the letters K.K.T.M. inscribed onto the Moyotaifan crown and official insignia.)
Taifa na Mataji Nyingi - Nation with Many Crowns (Poetic unofficial name, generally used as a source of pride.)

Great App and a Good Addition to the RP.
Moyotaifa is Accepted.
Last edited by North America Inc on Wed Apr 29, 2020 10:41 am, edited 2 times in total.

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Theyra
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Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Wed Apr 29, 2020 2:52 pm

I am changing my claim going to work on it soon-ish.

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

Postby Kaledoria » Wed Apr 29, 2020 6:14 pm

Image

Nation Name: Tir Ildathach
Racial Makeup: 31% Elven, 22% Elf-Kin, 34% Human, 9% Dwarfs, 2.5% Gnomes*, 0.5% Woodewoose**
Leader: Justus I the Mandragorian
Other noteworthy people: Chancellor Flaithri Ó Tuama; Archmage Aoibheann Uí Seachnasaigh De Bandan


Image

Cultural Description: Tir Ildathach is a cosmopolitan nation of Elves, Humans and Half Elves to about equal measures (actually the Elf-Kin as slightly in minority yet are above averagely visible due to the fact that they are very centered around the Thuinn-Bay that features the nation's highest population density). The nation is welcoming to members of all other races and the south-eastern parts of the land have many dwarven communities. Peace and non-violence have high value in Ildathach. So is honesty, as it lays foundation to open dialog and straight-forwardness. One peculiar custom surrounding communication is, that important discussions and arguments cannot be held while standing, one must sit down for it, ideally straight on the ground.

The society is egalitarian in most aspects and women are generally regarded as equal. The two primary exceptions to that are childbirth for obvious reasons and militia service, that is only mandatory for men. However woman are generally treated as equal when they voluntarily join the militia and conversely socially diminished if they reach old age without either having children or serving. Overall the militia plays an important role. In order to ensure the power of the mass and secure the nation against falling into autocratic structures the military might was put into the hand of the people while forgoing an organized military. The knightly orders kind of undermine this idea however, which leads to some tension in the nation.

For all but especially for Elves, there is fairly little focus on the family, yet the value of the community is paramount. Money is often handled only by few people in a community, namely those that have contact with outsiders, while services and goods within the community are exchanged based on informal units of favors and quit-pro-quos.

The society aims to be as egalitarian as possible and goes without leadership of any Elf or human. Yet, recognizing the need for an overall guidance, the Ildathachans decided to put the most important decisions into the hands of artificial lifeforms, known as "Homunculi" or "Mandragorians". These small but intelligent human-like creatures are advised and supported by councils of locally elected men and women. Since their government depends on it, magic and especially transmutation hold exceptional value to the society. Clerical magic and Alchemical Magic are equally popular in Ildathach.

Religiously, Tir Ildathach is counted as a nation dedicated to the Choir, yet they have no good standing with the Pontiff, as the Clerics of Ildathach reject the Third Council of Paetus with overwhelming majority. The Clerics own no land and have no worldly political power, yet their soft power projection is considerable. They work hand in hand with Monasteries of ascetic philosophers, modern academies and the secular university. In the western parts of the nation, there is another group of Natural Scientists, Philosophers and Theologians calling themselves Druids, that interpret the teachings of the Choir in their own way (that is actually quite truthful to the Elven faith of the area before the first Eldarian Empire).

Diplomatic Description: Militarily Tir Ildathach is seen as a calm center-point by the neighboring nations as the lack of military hierarchy or leadership makes Tir Ildathach unsuited to justify any war of aggression. The exception to this are the Vampires further northeast, who are often the target of provocative speeches by the knightly orders, who would prefer to go onto a crusade into the lands of northern Eden and sanctify any undead until they no longer move. Yet due to the distance and lack of popular support of the idea, this seams very unlikely in the foreseeable future.

In social regards, the situation is different and the Ildathachian tendency tell other peoples about the benefits of their form of government can easily cause the anger of more authoritarian leaders. As such, the Ildathachians regard the Humans of the Gemeinwesen as brothers in cause, yet are kind of scared by their more militant nature.

There is some understanding with the Dwarves to the east, as the Dwarven Clan structure bears some resemblance of the Ildathachian communities. The difference in resources also makes trade between The Dumarion Concordat and Tir Ildathach profitable, even though the Dwarven secrecy makes it logistically challenging. Some goods are traded by Dwarves coming to Ait Uaigneach deep in the Tirs northeast while the larger part of traiding happens between the Southern metropolis of Nytnalona and the southern Dumarion Dwarves, effectively carting them around the Noraldurian mountains.

Background: The nation of Tir Ildathach traces it's roots back to a isolationist Elven Movement during the Elven Separation even though the oldest stone tablets that name the movement roughly as the "Everyoung", are only from the late fifth age. Yet it seams, that the Everyoung did in fact have a solid tradition of oral history that managed to record a reliable track of their local history over several generations. The Everyoung were a society of elves, that followed a philosophy of asceticism and were let by powerful mages, that used transmutation magic to vastly extend their natural lifespans. How they did this without the knowledge of the Lyuim-tipped crystals is no longer known.
As a poorly infrastructural exploited region, Ildathach was given much autonomy under the overlordship of the First Eldarian and the Etrusian Empire.

Change came to the region with the rise of humans to the primary population group. At this time the Everyoung had lost their secrets of inner alchemy and with it much of their spiritual foundation, yet their political organization and philosophy was an inspiration to the human lower class. When the serfs ultimately started to associate more with the Elven hermits living in the groves and reservations then with their human overlords, civil war was at hand. The peasant revolt took place in most of central and western Ildathach and proclaimed the Republic of Serania, that sadly lasted only for a few years. Yet, the idea of independence was born and got massive power base, when the rich cities of the north and the southwestern Elven tribes joined them. The second peasant revolt, lead by the northern elves and supported by various groups of freemen, peasants, tribal elves of the south and even small communities of Dwarfs that had settled here due to problems in their homeland, proclaimed the Republic of Tir Ildathach and was ultimately successful even though a second civil war broke out even before the first one was officially ended.

The second war was fought among the Church/Choir and over time tackled the topics of coronations, church-land, -taxes and the influence of foreign Pontiffs. It was a rather small scale war at first fought between small groups of religious orders and associated mercenaries but ultimately the radical locals won the support of the masses and defeated the supporters of the orthodoxy. Paradoxically, while this branch of the Choir had less secular influence then the Choir in other devote nations, their social influence was boosted through this.

Tir Ildathach prospered as an egalitarian, open society, yet the thread was growing. On the one hand, the Dwarfs were acting as a "heathen wall" that kind of allowed the local clergy to get away with splitting off from the main doctrine of the faith, on the other hand the political relation to the Dwarven King worsened as some of the less privileged Dwarven clans near the border looked at the far ranging autonomy Ildathachen communities had and started to talk openly about why they can't have the same. At the dawn of the seventh age, more authoritarian movements hoping for a strong leader appeared in Tir Ildathach. There were riots and sometimes even violence between the various communities and even within them. The nation was on the brink of a civil war but it could be avoided by various elders (venerable members of society, not the Elves) and local figureheads coming together to a formal nation-wide council. They found a solution to the demands of a unified leadership and the problem that such power would only corrupt whomever it was given to and turn the Tir into a monarchy: There was need for a leader with no sense of self-service. A perfect being, that only had the greater good in mind and no desires of his own. But where would one get such a being. The Council asked various mages for help and luckily they had just started experimenting with a new substance they had imported from the Dwarfs: Lyuim. And as they combined it with their red focusing crystals it drove their transmutation rituals into overdrive. An old ritual that the alchemists never got to work properly suddenly worked: In the ritual a Mandrake root taken out of the ground on the first Monday after spring equinox, and planted into a grave and watered for 30 days with mild in which three bats were drowned, then taken out and dried in an oven fired with Verbena, then wrapped into a dead man's shroud and carried close to the body for several days, during which the root will become more and more human-like and active. Depending on how long they are cradles at the end, Mandragorian leave their shroud at an apparent age between 8 and 40 years but their bodily size still is only about half a meter to maybe 70 cm in exceptional cases (The quality of the milk and the age of the grave seam to be the important factors here, much about the ritual is still being researched). In the early days of their life they absorb knowledge very fast and their mind is formed with Enchantment spells to make it a devote servant-leader of Humans, Elves and the other citizens of Tir Ildathach (If they are designated for this task).

The mages and magically able clerics perform the ritual and are monitored by the council (or is some cases just random citizens who are available) when teaching them. The intelligence of those Homunculi is often a surprise to the common man but they are still no smarter then average people. Thus in their work to coordinated the different regions and local communes, the Homunculi are assisted by the council and regional sub-councils. The Mandragorians are the grand decisive factor, while the experience of the council cares for the details and implementation. Thus laws are created where necessary for the overall stability of realm - and only where necessary. The first nation-wide law was to create an universal militia, a step appreciated by people from both sides, since it both created a reasonable defense army against potential outside invaders and would disallow the seizure of power by ambitious individuals or small groups against the will of the masses.

Theme Song:The Last Homely House East of the Sea

Population: ~ 6,214,000
Economics Explained: The communes of Tir Ildathach produce locally and follow no overall philosophy. It has a diverse economy both national and in exchange with other nations.
Imports: Lyuim, iron, gold, salt, spices, grains, saltpeter
Exports: Eucrogen, sulfur, amber, timber, wool, cloth, ships, naval supplies, fish, whale oil
Cities Explained:
  • Aileach: Capital. Population 60.000. Located near the mouth of the Thuinn bay, south, Ailech is the norther trade hub of Tir Ildathach and it's center of higher infrastructure, peaking in the nation's university, that is a center of learning mundane and magical skills alike. The alchemists here produce Eucrogen crystals that are used in the entire nation and sometimes beyond.
  • Kaysaigh: Population 28.000. East of the bay is Kaysaigh, the capitals small sister-city and industrial center for the Silin Forest to the east. Internationally the city is most well-known for it's large communal wharf, that is able to construct multiple capital ships at a time. Also known as the carpenters town, the city also produces carts, furniture, crossbows and ballistae (mostly as harpoons on the whaling ships). Other industries produce tar, charcoal, leather and naval supplies, such as robes, rigging, anchors, sextants, spyglasses and compasses. Just sails are usually produced over in Aileach, that has the greater textile industry.
  • Nytnalona: Population 49.000. The jewel of the south and the second trade hub in the nation, mostly for international trade with the southern and eastern neighbors. The old Elven city with beautyful architecture governs and protects the very fertile Mag Mell Fields to it's south in which large quantities of wheat, rye and oat (as lifestock food for the pastures further north) are produced.
  • Gleann Spruis: Population 39.000 Located half-way between Aileach and Nytnalona, Gleann Spruis (aka An Gleann) is often overlooked but plays an important crossroad function between the southern Heartland valley to the north, the Mathendell Forest to the west and the Eastern Heights the the southeast. The city is known for it's warm public baths, apple- and pear wine, ale, pottery and fine metalwork (such as clockworks) and overseas the nation's second sulphur mine a day to the east.
  • Finnerai: Population 33.000. The large city of the west is the infrastructure center for a large region where the coniferous forest gets more and more mixed with broad leaf forest. The Oak Wood is especially in demand for the shipyards further north as keel and frame of the ship. It also produces a majority of the nations flax, which is then woven into linen. The city has the nation's largest glass-blowing manufacture and there are quarries nearby allowing stonemasonry and clay-works to flourish.
Other important towns:
  • Port Donohuei: Population 9,000. The northern town on the Ceann-Indlib peninsula is the northernmost deep-water harbor (the region known as the "North coast" is to rough and stormy and there are no sheltered ports), making it the nation's northern sea-fortress and center of whaling industry.
  • Saal Thalor: Population 11,000. Central town for many amber-mining villages
  • Ait Uaigneach: Population 10,000. Laketown up in the Ildathach mountains with the nation's first sulfur mine and a small (insufficient) iron mine. Also a famous vacation spot even though the road through the Misty woods leading there is not the safest. Almost a border town to the Dumarion Concordat, the town is welcoming to visiting merchants from the Dwarves of Noraldur or sometimes even Dumarians.
  • Ard Llywelymw: Population 13.000. The inofficial "Dwarven capital" of Tir Ildathach with about 6,000 of the small folk living there and a healthy mining and smelting industry.
  • Naren Taesi: Population 12.000 A culturally important site for the Abhlach hill Elves and the nations largest market of lifestock of all kind.

Military: Nominally, all adult men are supposed to be organized in local militias to defend the Ildathach way of life in case of an invasion. Each of the 5 cities and 18 largest towns would be the command of a division, to which the local village regiments would belong to. Practically, this is not enforceable and many Ildathachans don't even own a proper weapon, have not trained with it for decades or are morally objected to violence to a point where they would likely refuse a call to arms. There are two forces, that do however come close to an actual army, which are the knightly orders and the volunteer regiments.

Regular militias: A series of drills requested by the national council recently revealed that in case of a just war (usually defined as a defensive one) the nation could quickly muster at least 43,000 armed men on short notice. Another about 8% of the population (500,000 people) are organized in the militias yet lack proper arms and organization (in addition to training) but could eventually support the nation in a longer conflict, if the situation would be dire enough. The rest of the population rejects the militia service on consciousness or hardships reasons, are to old to young or women, who do not serve with exception.

Knightly Orders: There are 12 official knightly orders in Tir Ildathach, that more or less have sworn loyalty to the local Choir-faith. Since there is no notion of nobility in the Tir, the Orders themselves come up with initiation rituals both for general acceptance to the order as well as granting of the title "Knight Brother" (or "Sister") They have good ties to the communal and regional councils and people of influence and provide some stability. Not all knightly orders are universally accepted and welcomed, most have a rather regional sphere of influence. There are however the three big ones, that not only are the three of nation-wide recognition but also make up more then 2/3th of the Knightly orders by manpower.
- Order of the Black Dragon: The most conventional but also least pious Order, the Black Dragon might not be the most well-liked Order but is definitely a needed one, the 500 knight Brothers, 1500 men-at-arms and about 1000 civilian clerks are most specialized in tracking down known criminals who try to escape justice by moving to another commune. They also help out with other problems, that require some degree of violence, usually aggressive wildlife threatening travelers or lifestock.
- Order of the Apple: The Order is named after the national fruit of Tir Ildathach and their members are usually well respected. With about 700 knight brothers, 800 men at arms and 500 civilians, they are the smallest of the three big orders. They provide their services where they are needed and can often be found doing simple guard or escort jobs but they also can be found working as arbitrator, investigators in criminal cases or similar jobs where an outside perspective is useful.
- Order of the Flame and Star: The largest order, especially in respect to it's civil support has about 800 Knight Brothers, 1700 men at arms and 2000 clerks (many of who are clerics). Allover Tir Ildathach they run hospitals, soup-kitchens and places of sanctuary for the poor and hungry. Conversely, when they draw their weapons, it's often against members of the communities that they live in, as they protect prosecuted minorities or (supposedly) wrongfully accused individuals. Yet their services are essential enough to allow them to get away with a few good deeds.

Volunteer regiments: There are the large bulk of people who only pay lip service to the idea of being in the militia, there are reliable, well organized militias, that train for war so that they hopefully never will have to prove themselves and then there are the volunteer regiments. Members of these regiments train a lot and seek out opportunities to show it, usually without waiting for approval from the Mandragorian in charge of their region or the nation in general. As such, they can often be found in the neighboring nations doing mercenary work or they just fight in wars they ideologically support (either because one of the involved nations is evil in and by itself, or to stop evil war-mongers from fighting unjustified wars. Most common militiamen still have a part-year job even besides a volunteer regiment, though a few officers and champions are sometimes supported by more liberal communities without doing anything useful besides their military work. At least 10 such regiments of 1,000 militiamen exist (and are not included above) but the separating line to better organized regular militias is blurry in a few cases.

The fleet: As the funding of the building and support of ships is a communal matter in Tir Ildathach, they favor many small ships over a few larger ones. Only four Carracks are in use, the Skerriger from Finnerai, the Granuaile and Drake of Carrickcuas from Aileach and the Cymric from Kaysaigh.
The most common type of capital ship is the Galley. About 200 galleys with 8 to 40 (average 18) oars are in use. The larger ones can carry one or two light guns but most ships only have archers or wooden ballistae as armaments. Besides this, there are about 60 cogs, 20 caravels and large numbers (not officially counted) of smaller river-sailing ships.

RP EXAMPLE:Last RP
Questions:


Character Name: Flaithri Ó Tuama
Title: Chancellor
Species: Elf-Kin
Gender: Male
Age: 110
Appearance:
Image

Personality: Headstrong and determined. Calm and controlled. Calculating and rather cynical.
Biography: Born to rich parents in the early decades of Tir Ildathach, Flaithri studied various sciences and philosophies in his youth. With some like-minded friends he copied the southerners' business concept of (investment) banking. It helped Flaithri develop up a network of contacts of entrepreneurs and patrons allover the country, even though it did not work out financially as well in other nations, since the entrepreneurs and patrons did not need him after initial contact and the concept of loans was alien to most citizens of the Tir.

From that point, Flaithri pursued a political career. He got himself elected into the regional council. Previously, he had seen militia service much like the majority of Tir Ildathach: One had a spear in the closet and met once or twice with the other members and talked about strategy, emergency chain-of-command and theoretically about training methods.
Flaithri aimed to change that. For once he realized, that spears were sup-par weapons. Originally he wanted to make sure, every man owned a ranged weapon but the const of this was to high to handle. So he encouraged shooting clubs. Places that had a selection of crossbows, bows and guns, where militia-men could train in those weapons without owning one. The clubs would also organize shooting competitions, at least once a year on a special day to get the men engaged in actually training in the little spare time their jobs allowed.

After some decades he moved to the capital. He studied magical theory for two years, as it was important for him to understand the creation and teaching of the Homunculus, that ruled above the councils and then got himself elected to the national council with a great campaign. This time his work did not focus on militia affairs but he became the leaders most trusted adviser on intelligence and espionage matters (a branch that previously did not formally exist in Tir Ildathach). Only much later, five years ago, he added diplomatic assignments to his portfolio, while remaining the head of spies. With the end of term of the last Mandragorian and the new creatioon and assignment of Justus I, his service as one of the - or maybe even the most - prominent might change once more.

Abilities: Very well connected. Good administrator, good speaker, expert in sense motive.


RP History:




Character Name: Aoibheann Uí Seachnasaigh De Bandan
Title: Archmage
Species: Elf
Gender: Female
Age: 169
Appearance:
Image

Personality: Ambitious, idealistic, confident
Biography: Born in the early years of the republic, Aoibheann witnessed the uproar in the nation, when the councils and the leaders of the armed partisans announced, that the Homunculi had been created and they were smart, and they were incorruptible, as they were without sense of self-interest. It sounded to good, people did not believe it at first and many conservative people protested against the compromise. But in young Aoib, it sparked the interest for the arcane and for transmutation. Secretly she sneaked into the University of the Arcane, talked with the students about which courses had what ind of identity checks at what time and found ways to fool them, so she could learn about magic at the age of 14, younger then any Elf was supposed to start learning about it. At this time magic ability would normally not have manifested anyway, and it had not manifested in Aoibheann but it caused her to manifest them.

She got into a bit of trouble for sneaking into access-restricted courses - and obviously for skipping classes she was supposed to go to at the time in her actual school. Yet after all the trouble had washed over her, she was still a 14 year old that already showed magical abilities and the nation had just decided to put its political system in the hands of magically created beings so there were scholarships for people like her. She got private lessons in the subjects she had skipped and that were age appropriate and then custom magic lessons. When she legally entered the Alchemy courses of the University 7 years later, she was instantly the best in class.

For a century, her interests were very specifically focused. Magic and magic only interested her and she grew very good at it, even did some ground breaking spell research. Ultimately, however she realized she had to get out of her ivory tower. Divination was not a subject at the University, even though there were various stories of magic-users that kind of had experienced divination magic, there was no methodological approach to this yet, so Aoibheann traveled the land and talked to Clerics, Hedge mages and even a few historians about the subject to get to its root.

She was recently named Grandmaster of Alchemy by her colleagues. Not technically the youngest in Tir Ildathach but the youngest Elf and of the three Grandmasters the one with the longest part of her live still in front of her. Another honor on top of that was, that she was chosen to lead the creation of the latest Mandragorian designated to rule the nation, Justus I.

Abilities: Informal Leader of the Magic society, Grandmaster (sans Necromancy) of Alchemy


RP History:


Also, here I have mad a map of the claims so far, whether accepted or not. Still subject to change but might be helpful to someone:
https://i.imgur.com/rtUnDMF.jpg


New minority races:

Gnomes: Related to the Dwarves in biology the Gnomes split of from the main Dwarven community long ago and their society and to a part even their bodies evolved on their own. Gnomes are more slender in build and the men often shave their beards off until they reach old age.
Gnomes first settlements where along the northern and eastern fringes of Penglai but - suppressed or outright hunted by Drow and Horse-People (and to a lesser degree Jin humans), many of them migrated west, where they settled in the northwestern parts of Avalon, often close to the First Elven Tribes in which they found allies. Gnomes adapted easily to the seventh age as they combine the predisposition of a crafty Dwarven mind with openness and curiosity.

Gnomes never made it to a majority race anywhere in the world and have become used to it, they have no language of their own and fit themselves well into the human or Elven community, wherever they live. They are often talented artists, gold-smiths or merchants and there are some famous cooks and brewer-masters among them.
Just with the "proper" Dwarves, they have a problem reconnecting, since the Dwarves see their Gnome counterparts as weak and inferior versions, who have lost their ways.
There is a rumor circling about them, that there is an Avalon-wide secret Gnoman society that hoards huge amounts of Gold but this is in fact a false rumor.


Woodwoose: A rare kin of Humans found only in the more untamed forests of Avalon are the Woodwooses. On average slightly taller and more muscular then the average human, the most striking feature to differentiate them is the their dense bodily hair. Even the women are haired all-over with the exception of chest and face (though thick eyebrows and occasionally cheek and upper lip hair exist, too). Barely more then a side-note in most nations' histories they have lately been discovered by the more civilized folks to be great farmers with little needs. Still, their temperament, free spirit and poor organizational skills make them difficult to tax efficiently.

Woodwoose tent to be in their physical prime until about 60 years of age, after which they rapidly age and barely ever live past 80 years even given unlikely good care. The traits of the Woodewoose are recessive, thus a bastard of Woodewoose and Humans usually looks like a human, except in some cases where the human in questions also has Woodwoose in his ancestry, in which case the offspring is indistinguishable from a pure Woodwoose.


Tir Ildathach's extraordenary wildlife:

Name: Pegasus
Appearance: A white, winged horse
Abilities: Flying
Behavior in the wild: Usually moving in small groups of 6-10, Pegasi are shy and usually fly away when threatened
Used as: If a Pegasus can be captured and trained they make great aerial mounts and are basically priceless to ambitious knights.

Name: Unicorn
Appearance: A horse with a single horn on his forehead.
Abilities: High intelligence, magic immunity (partially shareable with rider), empathy, cures diseases, increased constitution and speed, sense alignment.
Behavior in the wild: Solitary (probably long-lived or even immortal) creatures, unicorns usually avoid human- and elf-kind but sometimes ally themselves with exceptionally pure and good people.
Used as: About half a dozen of them work as paranatural mounts in the Tir. Their high intelligence, even if they do not speak normally has made it widespread opinion, that they need to be treated like people.

Name: Snake-necked Leopard (aka Questing Beast)
Appearance: The body of a very large, spotted cat (total weight about 250 kg for males or 190 kg for females), with a long (about 1.5 to 1.8 meters) neck and snake-like head.
Abilities: Poisonous bite, stone-like skin while walking on earth or stone, cunning predator
Behavior in the wild: The snake-necked leopard hunts usually smaller prey by laying in wait and jumping at it, simultaneously expanding it's long powerful neck to bite it and hold on to it until it dies from bleeding and poison (or simply by the strong jaws breaking bones and crushing organs). It only sometimes attacks larger prey like humans.
Used as: Guard beasts, sometimes milked for the venom

Name: Monkey-headed dog (aka Shug Monkey)
Appearance: A jet-black dog's body with especially powerful hind-legs and the head of a monkey with piecing yellow eyes. Altogether about 30 kg heavy and 60 cm high (higher when standing on it's hind-legs)
Abilities: Night vision, strong and fast for it's small size
Behavior in the wild: A vicious, nocturnal predator, that uses it's night-sight to catch it's prey unprepared and attacks with vicious bites and claws.
Used as: Guard and attack beasts but rarely so, due to their uncontrollable temper

Name: Cockatrice
Appearance: A large chicken but instead of feather it has scales and the wings and tail appear like that of a tiny dragon (about half a meter high)
Abilities: Looking a cockatrice in the eyes while it crows results in instant petrification. Even if the look is not returned the gaze and crow can slowly stiffen the joints and lead to paralyzation and finally petrification thus the advised reaction upon spotting a cockatrice is to turn around, run and break the line of sight. It's skin is far tougher then apparent.
Behavior in the wild: Cockatices are solitary or move in small families. They hunt small prey but are quite territorial and will attack any perceived threads with their paralyzing gaze.
Used as: Familiars, (rarely because this familiar could easily kill it's owner if not enchanted and behexed perfectly)

Name: Fairy Dragon
Appearance: Actually looks like a tiny dragon (about half a meter high)
Abilities: Sleeping venomous bite, intelligence, camouflage
Behavior in the wild: A shy and playful beast with almost human-like intelligence (often compared to that of a child), the Fairy dragon usually eats small animals like mice but sometimes also eats fruits or some plants. It usually avoids human- and elf-kind. For some reason they hate cockatrice.
Used as: Familiars, by experienced mages

Name: Ghost Cat
Appearance: A large black wildcat with a white spot on his chest (about 40 kg)
Abilities: Control other cats, shape-change/glamour (as a house-cat), razor-sharp claws. As a side note, Ghost cats can swim and are not afraid of water.
Behavior in the wild: A swift and cunning predator and (surprisingly) carrion eater. Sometimes they disguise as house-cats and beg for food or sneak into houses and steal from the pantry. The rumor they would steal the souls of the dead is just superstition.
Used as: -

Name: Fay Dog
Appearance: A large black or greenish black hound, closely resembling a mastiff
Abilities: Zone of silence around itself, throw voice (can bark and the center of the bark is in the distance)
Behavior in the wild: usually pack hunters, Fay dogs can sneak up on their prey or hunt it down by confusing it and chasing it with barks from false directions.
Used as: Hunting and war-dogs.

Name: Beithir
Appearance: A large (about 1 meter long), grey snake with a venomous sting. Much larger (2.5-3 meters) specimen have been rumored to exists but there is not reliable proof for that.
Abilities: Venomous sting, regenerative healing
Behavior in the wild: The Beithir snake usually hides in small caves and only comes out to hunt. It does not hunt adult humans but will attack if threatened.
Used as: Sometimes milked for the venom

Name: Tarbh uisge (aka Water bovines)
Appearance: The Tarbh uisge appear like normal wild bulls and cows on land, usually of some reddish to brown color.
Abilities: Invisibility in water, swift swimming, hold breath
Behavior in the wild: Tarbh uisge are herbivorous creatures but the males of the species are known to sometimes have an angry temper. They usually grass close to water, in which they can disappear from sight or attack with great force for a seemingly land-animal.
Used as: Sometimes livestock. Some people regard their meat as a delicacy but they are usually stressed without water nearby and if there is water nearby, they are likely to just jump in a disappear, thus ordinary cattle is usually preferred by farmers for being just as nourishing and far easier to herd.
Last edited by Kaledoria on Sat May 16, 2020 6:48 pm, edited 16 times in total.

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Utceforp
Postmaster-General
 
Posts: 10328
Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Wed Apr 29, 2020 7:42 pm

How strict is the racial map? If I wanted to, say, create a First Elf nation on Lyngvi or Kodiak, would that be allowed?

If not, could I reserve the Dwarven territory on Lyngvi?
Signatures are so 2014.

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North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Wed Apr 29, 2020 11:36 pm

Utceforp wrote:How strict is the racial map? If I wanted to, say, create a First Elf nation on Lyngvi or Kodiak, would that be allowed?

If not, could I reserve the Dwarven territory on Lyngvi?

What is your idea for the Elves?

User avatar
Utceforp
Postmaster-General
 
Posts: 10328
Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Thu Apr 30, 2020 12:11 pm

North America Inc wrote:
Utceforp wrote:How strict is the racial map? If I wanted to, say, create a First Elf nation on Lyngvi or Kodiak, would that be allowed?

If not, could I reserve the Dwarven territory on Lyngvi?

What is your idea for the Elves?

I was thinking of some sort of tribal confederation of primitive First Elves inspired by arctic native peoples, e.g. the Inuit, Sapmi, Evenks, etc.
Signatures are so 2014.

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Ceystile
Diplomat
 
Posts: 840
Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Thu Apr 30, 2020 4:44 pm

Tag! Quick question OP, do you have to make a kingdom as well or can we just make characters?
Last edited by Ceystile on Thu Apr 30, 2020 4:45 pm, edited 1 time in total.

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The Empire of Tau
Minister
 
Posts: 3366
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Thu Apr 30, 2020 10:43 pm

[td][table]
[img]N/A[/img]

Nation Name: Das Gemeinwesen der Menschen (People’s Commonwealth)
Racial Makeup: 90% Human, 10% Elf-Kin
Leader: General Secretary Madlene Degen


Cultural Description: The people are vulgar, loud, individualistic, and direct. That is what most foreigners would say, when visiting the Commonwealth. Commonwealth culture is very in your face. There is no such thing as a quiet voice as most people are quickly taught to YELL VERY LOUDLY, speak very clearly, and not to beat around the bush. Struggle among people, fellowship, brotherhood, or whatever you call it, forms the core of the Commonwealth. People in arms, supporting each other in times of need. Hardcore comradery, if you will.

Fairness and equality is another social norm among the Commonwealth for daily living. Commonwealth people do not like those who have gained an unfair advantage. Equality among people is just basic human decency, don’t be rude now to your fellow person now. Most people in the Commonwealth wears simple clothing, with some opting to wear something more fancy depending on their tastes. The most used dyes are blue and black because those are the only dyes that can be grow and found in the Commonwealth. For customs, that's a long list of norms and traditions that will likely fill the whole page - so I'll just do a overview on that. For the most part, customs are lax, unless it's something important like honoring the death of soldiers and likewise then Commonwealth people take careful steps to honor that.

Diplomatic Description: The People’s Commonwealth have little to no allies or connections to most nations around it. The radical and revolutionary actions of the Das Gemeinwesen der Menschen has spooked most nations, fearing that their own aristocratic rule would be toppled in a wave of revolutionary fever and radical idealism.

Background: The upbringing of the People’s Commonwealth was no peaceful one, nor it was bloodless. The state before the Revolutionary Republic was the Kingdom of Estria. Decades of poor harvests, drought, heavy-taxation, rising food prices, a corrupted bureaucracy, failed wars, extravagant spending by King Evenra IV, and what have you, had left Estria on the near brink of bankruptcy, and a very angry and pissed population of urban poor and peasants. In a suggestion to King Evenra IV by his royal court master, the General Assembly of Estates between the classes should be held to discuss the matter of reform to forestall a peasant and aristocratic revolt. In accordance, all people of the realm quickly got word of the General Assembly and its purpose.

The Third Estate, composed of both common urban and rural people, quickly started to mobilize their efforts to compile lists of grievances for the King, support equal representation in the General Assembly, and to remove the other two Estates’s power to veto the Third Estate. The advent of the printing press and an increasingly educated population would lead to new ideas being formed, in the lead-up to the mass-meeting. Within most of the Estates, the want for fiscal and judicial reform, and better representation within the government was wanted, but the high clergy and nobles were very reluctant to give away their powers, and privileges so easily to some low-birth, poor, common people.

Once the General Assembly of Estates met up and talked, things became very heated as debate went over the voting process, and how the General Assembly should go about it. The overall assembly was stalled, unable to settle on its procedures. Some members of the Third Estate, now pissed and angry to all hell, decided to gather up a decent mob to burn down a local noble’s garden and house, an event known as the Burning of the Palace of Eprieque. The situation escalated within a few days as revolutionary fever soon gripped the nation. Across the Kingdom of Estria, the Third Estate burned, destroyed, and killed landlords, nobles, and suspicious elites.

Attempting to stop the growing rebellion, King Evenra IV summoned the national army to keep order. Unfortunately, a good portion of the national army was also fed up with the King, and opted to join the ongoing revolution. The Estria Revolutionary Civil War has started. In the greater narrative of things, the civil war only lasted for one year and a half, as reactionary forces were quickly overwhelmed and destroyed. The next war, not fought on the fields of battle, were now within the confines of the newly formed Nationalversammlung (National Assembly). The revolution, once united in their purpose, was divided as the dust settled and the monarchy abolished by force.

Three main factions arose within the political sphere, the Jakobiners, the Imperiales, and the Girondistens. All three factions have many of the same values, such as anti-monarchism, abolishment of serfdom and feudalism, equality, liberty, among others. Yet, all three had many different ideals on how to procedure. The Jakobiners, staunchest supporters of the popular revolution and most popular themselves with the masses, sought to violently do away with the old ruling class and seize their wealth and property. The Jakobiners had no issue in the usage of violence to further the Good of the Revolution, and are the supporters of a representative democracy, popular sovereignty, and rule of law. The Imperiales, a slightly more conservative and authoritarian form of the revolution, seeks to centralize authority in order to control the revolution, still claiming to respect the will and tenets of the revolution and people. They fear what an uncontrolled mass can do to the nation. Lastly, the Girondistens want to focus the fever of the revolution towards other nations, believing that counter-revolutionary regimes on the continent must be destroyed in the Good of the Revolution, and to protect the revolution itself.

The Girondistens attempted to mount an invasion force towards the Kingdom of Valmange, seeing them as a counter-revolutionary emeny. Both the Jakobiners and Imperiales saw this as a very bad idea, with the nation unlikely to be ready for another massive war. The leading figure of the Imperiales, Hartmut Eichler, saw a good opportunity to try to expand his power base, with the nation in confusion on what was happening with the Girondistens and its plans. Hartmut’s plan to quickly seize power by a coup was found out by a Jakobiner spy, and reported the news to Erwin Lohmüller, a prominent leader in the Jakobiners.

Erwin Lohmüller, having got wind of the planned Imperiale coup, did a counter-coup against the Imperiales with the support of the masses. A bloody coup occurred as both Imperiale and Jakobiner militias clashed for a short time before the Imperiales and Hartmut were dethroned for their positions. Erwin declared, within the former capital palace of King of Evenra IV, that reactionary forces were everywhere. This would be the start of Terror of Erwin.

The Terror of Erwin would mark the mass massacre and numerous public executions of so-called “enemies of the revolution.” Anyone or thing remotely suspicious of anti-revolutionary behaviour would be hanged, shot, beheaded, or other forms of executions. Not surprising, Erwin would meet his end within a year in public office. Madlene Degen, the replacement for Hartmut’s corpse, secretly met up with members of Girondistens, Jakobiners, Imperiales, and planned a coup against Erwin.

In his own bed, Erwin got stabbed in his sleep. In the following days after the death of Erwin, his cabinet were either killed or arrested for treason against the state. Madlene jumped on the power void that formed in the wake of Erwin’s death. Rallying his faction, the Imperiales, and negotiating an alliance with the Girondistens, Madlene seized the organs of the state. The Jakobiners were not happy with this turn of events. Fortunately, Madlene was a powerful political and public speaker. He managed to calm down the masses of Jakobiners, and promised to respect the will of the people and their wishes.

It has been five years since Madlene took power to the present day. Sweeping reform has been enacted since then. The Declaration of Rights of Citizens has been the most prominent, declaring all citizens were equal, had freedom of the press, reiglion, and had equal justice in the eyes of the law. The church’s powers were now limited, have to pay proper taxes, and got to follow the rule of law within the land. 95 new departments were formed to replace the aging royal bureaucracy. A new form of income tax, and what have you. Of course, nothing is perfect. The conditions of the urban poor and peasants have improved, but heavy-taxation without much aid, growing power of a new class of wealthy business owners abusing their power, and political division still exist among the people of the revolution.
Population: 7.5 million
Economics Explained: The central government, having been dismantled and reformed during the revolution, has been the center of new statecraft theory and practice with public administration being recognized as a solid form of study. Estates of the past are longer holding back the central government with its special influences. Now, the central government has new found powers to properly tax, draft, and do what it wills to the extent of its constitution. This new administration efficiency has allowed the state to take a heavy-handed approach towards its economy with a top-down system, managing with a highly developed recording and tax system. Given that no-one has coin, since the last administration has effortly taxed almost everything out of its citizens of any coin, the new state had moved on to resource based taxation system, with peasants, smiths, etc, now having to pay in form of goods like wheat, iron, coal, their own labor, etc. Only the remaining upper class and rich can pay in coinage. When it comes to pay the standing army of soldiers and pencil-pushers, they’re paid with a small amount of coin and then with assorted goods.

For major sectors, any nation at this period of time would have agriculture as its number one economic sector. The Commonwealth, being a lot of rivers and plains, is a very fertile area to grow various crops and fruits. Second, the Commonwealth has cloth and textiles as its next largest economic area, with domestic use increasing tenfold. Lastly, mining is the third largest economic sector.

Cities Explained:Ulm is the largest city within the borders of the Commonwealth, hosting 175,000 souls within its thick walls. Like any huge city, Ulm is no different with booming trade, industry, commerce, and the seat of politics. Elsewhere, there were other major urban centers, cities, towns and villages that dotted the lands of the Commonwealth.

Military:Army reforms have never been easier since there is no army to speak of, when the revolution was done and finished proper. This quickly led to multiple incursions into the Commonwealth itself by various nation-states. Inturn, the newly founded Commonwealth government went about getting a new standing army as fast as possible. Under the leadership and command of Madlene Degen, she founded the building blocks of a wholly new army of citizens. Pikemen, matchlock muskets, light cavalry, and great & light cannons form the backbone of the Commonwealth, with a robust and highly active info gathering army and civil intelligence agency to further assist in planning and recon. The early battlefields of the young nation had given itself many lessons in warfare, allowing Degen to improve upon more reforms. First among them was the marching formation of the common infantry, needing some form of step movement to ensure that all units marched in line and on time. Second, the addition of new logistical officers and planners, which led to the third reform of forming a war department within the halls of government whose sole purpose was to study the art of war and to manage it on the national level. Fourth, the formation of an army and civil intelligence agency that would organize and collect info for both army and government usage, and many more reforms to come. After two years of defending against incursions, the Commonwealth army has been hardened in the fields of battle, noted to be highly motivated and professional organization, installed in them the ideas of the revolution and for the defense of the motherland (due in part with a lot of state benefits, a lot of propaganda, and a lot of funding). 35,000 in standing army, another 35,000 can be conscripted.

RP EXAMPLE:
Last edited by The Empire of Tau on Sun May 24, 2020 3:55 pm, edited 19 times in total.

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

Postby Ralnis » Thu Apr 30, 2020 10:44 pm

Image

Nation Name:Xantipak, The Solar Empire
Racial Makeup: 60% Dragonborn, 20% Nagini, 15% Beastmen, 5% Florian
Leader: Sun Empress Mazipotlhul




Cultural Description: The culture of Xantipak can be described as syncretic and unique for its role in collective Dragonborn society. Xantipak culture is centered around their place in nature more than their contemporary Dragonborn and but they happen to just as interested in domination as normal of their kind. The Dragons of Xantipak have adopted and kept many of their tribal aspects from their past and those that they have adopted from Florian culture but have advanced due to their immense trade and connections by the mainland Dragons and Nagi.

They are known to be a people that are wayfairers, the first seamen and explorers of the seas as they had mapped and made many monuments to their many feathered serpent gods, even naming the sea after the god of water, spring, and fertility, Tlaloc. Their building style in their tropical homes is one based around Olmec, Aztec, and Mayan in combination or depending on the location. The location of a place is very important for the priest of Xantipak as they keep their locations perpendicular to star constellations that they believe are symbols of holy dragons or mountains which they say are places where one can enter the Dragonplane easier and be seen worthy to reincarnate in the next life.

The building style is mostly seen in the islands or in the colonies of Dorado however the coastal city-states and settlements that have been given vassalage or are conquered by the Solar Empire usually are a mixture of native and Xantipak building styles, with temples being either ziggurat or normal churches. They also have allowed other religions and assimilated them such as the Florian tribes and their various shamanistic beliefs. The Dragons respect the thousands of elementals in their lands, marking off holy places and allowing local shamans or holy men to do their own religious rites.

Language of Xantipak is enforced as a state language with only a few respected languages. This is usually spread throughout the merchant caste and the religious clergy who are sent out to enforce their trade and religion throughout the lands. Their dominance in the sea has made their language a sort of langua franca to the coastal cities who need to trade out to sea and have to trade through the Tlaloc as the Solar Empire has near dominance of the area. Such thing allows for easier and more profitable trading for Xantipak as they like to spread their culture around.

Like all Dragonborn societies, Xantipak have their own rigid caste system. The Dragonborn are always seen on top but Xantipak had been a bit more forward thinking with their approach to it. Because of their conquest and syncretic culture of the Empire, the Dragonborn and Nagini who join the Empire are usually more flexible in ethnicity but not in culture, making sure those who join Xantipak take an oath and are reeducated to learn and be absorbed in the ruling culture.

Slavery is prominent around beastmen, prisoners, and Florians who haven't been granted vassal status in the Empire. Those who are considered vassals or even citizens aren't truly that. Florians and beastmen are considered second-class citizens in the Empire, not allowed to own property unless they are vouched by an official of the Empire and even that doesn't work. Only in vassal states would they be getting better treatment than what has been seen.

Speaking about vassal states. The vassal states are those that are allowed to have their own cultural and political identity but no say when comes to external affairs. However the term and the political practice of a vassal state usually comes from the more contemporary mainland Dragonborn societies. Usually the Empire would just keep them as tributaries that gave them slaves and resources for their rulers. This developed into a true vassal relationship with taxes, planning, and integrated political situations. This is formed into more normal vassalization that the kingdoms and settlements do on the mainland.

Diplomatic Description:
Due to the Solar Empire being a maritime empire that has taken control over the Tlaloc Sea and some of the coast between Atlita and Dorado, they hold themselves higher than others. They believe in their own version of Mare Nostrum that involves in controlling the Sea and forcing coastal kingdoms to deal with them. Trade, politics, diplomacy and even military access for naval affairs go between the Solar Empire, which allow them to dictate international policy on a regional level in the New World.

This sort of hegemony allows the Feathered Dragonborn in the New World as a means of promoting themselves across the New World as one of the few great powers that in the region. They use this to great effect as some beastmen tribes, dragonborn, and Nagi settlements have tried to circumvent the hegemonic control of Xantipak but with varying degrees of success and access to Dorado usually comes from their ships, allowing the Feathered Dragons to be a cheaper alternative however rivals do seem to try and figure out ways to get around them, ever so slowly.

Their vassals are barred to have a say in external politics but their diplomatic status is usually handled on a case by case basis. Florian tribes and cities who are vassals are treated worse than the Nagini and Dragonborn vassals. This comes from the perceived ideas that the Dragonborn had for the Florians but even then the Solar Empire still developed the settlements, mostly in the ways of trying to raise Florian populations for the sake of having better relations with their vassals and to have experts who can help tame Dorado in the name of the Solar Empire.

To vassals who are Dragonborn and Nagni, there is more to be said. Dragonborn and Nagni tend to be influenced by Xantipak culture in varying ways but are mostly kept true to their individual roots. Nagni cities and settlements are encouraged since the Empire believed that Nagini were efficient and loyal to the Empire. The vassals tend to be a beacon to which the Empire's own Nagini use to promote more of their kind be more used in administration and advisory roles. Something that is more than known do to the Empire being as prosperous as it is.

Dragonborn vassals are more tricky to deal with. Like in the Old World, the Dragonborn are more centered around their pride and their nations. The various costal houses are those that know the Empire and are more prone to want more than the Nagini vassals. These vassals are usually given more watch over and need to have to maneuver around them without the need to unleash the Armada of Petals upon them.

Background:

The people of Xantipak started from their founding myth. Their myth, like all other Dragonborn, comes from the Age of the Dragon. The myth goes that there was once feathered dragons, those who were not so much attuned with fire but with nature. They saw the power of the mighty dragons and knew that they wouldn't be part of it. The story is usually confused around if they left of their own accord or were cast out by force by the others but they left across the sea, never to return.

The feathered dragons had made the Dragonborn on the island across the mainland and it was where the culture started to begin. The myth goes that the feathered dragons helped them along to building the first settlements and forging their own metals before they left into the Dragonplane and left their children to their own devices.

Beyond their myth, the first city was built was called Matizimupa, named after the Creator Ancestor that all feathered dragonborn derived from in the myth. It was city that was shaped in island sandstone and others that were mined from the island itself. Some of the first uses of farming and crop rotation and the using of the dinosaurs on the island from their acts of domestication and industrial construction. Metal smithing came just as natural with the Dragonborn's own inner magic.

The use of metal quickly replaced the use of stone and obsidian with iron, this came from the lack of copper and tin on their island. Soon this use of iron had came to the development of weapons and warfare as much as a growing respect to the elementals in their islands. Skirmishes grew over places of food, holy significance, and wives who are fertile for more clutches. Eventually these tactics started to develop with the use of naval combat.

Barges and canoes were used to attack each other with slings, fireballs, and boarding actions. Eventually sails were incorporated and made the first warships and sailboats. Eventually the island was united underneath the First Solar King, Monteza. The Solar King brought the tribes together at the time and formed the new nation, Xantipak. Xantipak itself was ushered into a new age of unity and the idea that the feathered Dragonborn were "United Under the Sun".

From here, the first explorations and expeditions were made for the fledging kingdom, making contact with the mainland Dragonborn, Florians and even tribal Nagini to which they later absorbed into their society as they had became a powerful trade kingdom among their own kind. The Dragonborn on the mainland still were shocked and awed at their cousins with their tribal ideas but have immense floating gardens and cities that came from their engineering feats and irrigation that made them have their rivers be used and logistics to be cheaper with using rafts and barges.

During these early times, the feathered cousins had started to absorb and learn much about mainland Dragonborn culture and tying their beliefs with the collective belief system. Xantipak established itself during these ages by being explorers, cartographers, and sea traders to the point that they named the very Sea that lays between the two contients of Atilia and Dorado after their Dragon god of water, fertility and spring, Tlaloc. During this time, prosperity and trade made the Solar Kings and Queens among the richest in the New World, rivaling some of the great kingdoms to the point where the feathered dragons started to ask a big question.

Why are they not trying to carve out their own empire? Such an idea was normal among other dragonborn as they had used this simple question to carve out their own kingdoms, empires, or even settle their own rivalries. The thing is that Xantipak believed that it was somewhat different, from their love of nature more than the mainland empires but they also had the ability to grow beyond their couple of islands and become the Solar Empire.

The Solar Empire started to be the transition point that very few Dragonborn empires start. The feathered dragons started to devote themselves to warfare and naval combat, specializing themselves to the craft. Within decades Xantipak had started to colonize and fight other Dragonborn maritime states for the islands of the Tlaloc, claiming success in their invasions, absorption, or subversion of their culture in favor of a stronger Xantipak culture. Eventually they had gone to the point where they started to establish their own version of Mare Nostrum with the building of the Armada of Petals( also known as the Red Flower Armada). The Armada served as a warning to those who tried to fight the now hegemonic rule of the Sea.

This warning was at first a test from costal rivals, each coming to test their strength at Xantipak. They even brought in allies to quell these feathered dragons which threw them into a war that forced the Solar Empire to try and adapt grow in their defeats till they only had a stalemate between all broken from the war. This did allow their hegemonic rule of the Tlaloc to be fractured as others came to fight them and exploit their weakness. The Solar Empire looked dead before their time, but that changed when they looked towards west in the alien lands of Dorado.

The rulers saw the resources of Dorado to be untapped by most standards with the native Florians be low in number to stop colonization. However the Nagini believed that Florians who would want help could be used as vassals and could be used to help gather more raw materials for fueling a comeback. The idea of vassalage and colonization of Dorado were met with mixed results but the can claim that they were the first to attempt it. Soon others came and stake their claim as they saw the feathered dragons rebuild their Armada and fought back. The Florians were now caught between wars for resources but at least the Solar Imperialists had given them the protection and uplifted their tribes who became vassals to help raise their population.

Eventually one Solar Empress, Empress Paniktzul was famed for ushering in a golden age by reconquering the Tlaloc Sea in the name of the Solar Empire and gone far beyond it. Under her rule, the coastline of western Dorado was conquered in either direct rule or through vassalization. Even the colonies of Dragonborn rivals bend the knee as their direct rulers were conquered. Even many of the lands of the Nagini had became part of the Solar Empire.

At the end of her reign came her daughter, the current Solar Empress, had ushered them at the end of their golden age as technology stagnated or moved ever slower but they had finally established their hegemonic rule over the Tlaloc and became one of the most powerful nations in the New World. Their navy is the largest by all of the Dragonborn and they are currently looking westward at Dorado to increase their coffers and rule by taking the alien continent for themselves, subjugating the Florians in an attempt to unite them under the sun and even uplift them to grow their population so that they can bring more further prosperity to the growing power of the Solar Empire in their lands, despite the numerous attempts by their alliances to buff off their raids and emissaries all the same.

Yet they are also weary of their rivals in the East who see to push them off of the mainland. The Dragonborn who are looking to settle debts and the Nagini who are looking to profit for themselves, no matter who wins. The Solar Empire is at a crossroads and beset by foes all the same but their mission is still clear, to Unite All Under the Sun and to establish themselves among the greats as a empire of no equal under their Feathered Dragon gods.

Population: There is around 6 million people in the Solar Empire as of the last decade census
Economics Explained: The Solar Empire prides itself on the economy of trade and access to the untapped resources of Dorado. Being the sole hegemonic power in the Tlaloc, all trade eventually comes through them and they make money off of it. Agriculture is largely fishing or costal farming on the central islands or the eastern coast of Antlia. Dorado has their colonies become a breadbasket with the variety of flora and fauna being able to supplement the multi-species population.

Their industry is centered around shipbuilding, having the most advance and largest shipyards in the New World. Such ships are able to be built faster than the usual variety thanks to Florian magics able to manipulate the wood to make it better with shipbuilding. They also use their shipyards to build commission ships for other local polities in exchange for favor or better trade deals to further secure their hegemony and expand it beyond their maritime power.

Slavery is a major trade around the Solar Empire, with over 18% of the menial labor, agriculture, and light industry work is handled by them. They mostly are trade from other Dragonborn and beastmen tribes if they're beastmen or Florian prisoners if they are sold by their own kind. The Empire doesn't discriminate between beastmen for they are all considered equally inferior to their Dragonborn rulers but the Florians are tended differently. Florian slaves make up a specialist for farmers and tenders of fields, specializing their magic and connections for a limited time as a penal slave before being released back into the vassal areas. The reason why this is because of the rarity to have a plant person slave and the inherent usefulness that the savages bring to the empire as a whole.

The Florians in general, while treated as second-class citizens, are no doubt useful. Their magical control over nature and telepathic speech had allowed them to be used as messengers for telepathic communications in both commercial and military logistics. Such areas in cities or prosperous towns have ziggurats with giant flowers on them inhabited by teams of Florians who combine their magic to send out telepathic messages across the Empire. Such messages are able to arrive at other communication ziggurats faster than normal messages but are more expensive to send across as the magic the Florians use is powered by lyrium in order to send it across the lands.

Florians also are seen in the Armada to be able to send up to date communication and tactics for the navy or battle fleets to work together. These Florians that are used in the military or government work are risen above their second-class status and become actual citizens for their province and city.
Cities Explained:
Matizimupa: The capital of the Solar Empire. Centered in the centermost island of the Tlaloc Sea, Matizimupa is considered a holy place for the Feathered Dragonborn for it was where their Creator Ancestor Dragon of the same name gave them the means to become Xantipak. They believe that the center island is where the sun shines in the highest point and thus they believe that they blessed by the sun itself. This belief has them follow the standard of having all their cities being geometrically used to be at certain points and degrees in order to be angled with the sun, holy places, or the very stars themselves.

The architecture is centered around the ideal of a floating city with massive irrigations around the island and use of canals and boats that transport goods across the city. The interior is lined with jungle plantlife as they both allow the Florians to use it as a defense against invaders and to match their naturalistic lifestyle. Another part of it is to use the communication center to relay messages across the city as they use it for the Solar Empress broadcast on the current events of the Empire and the known world.

Anzta: The easternmost island of the Empire and the industrial center. This houses the largest and most advance shipyards in the New World and is overseen by the Cártel de Escala Azul, a consortium of the Empire's most successful and prosperous Nagini families that oversee production and advancement of new ships of both commercial and military use. They logical and efficient approach to the main business that makes their empire the strength it's needed. Like standard Imperial Floating City standard, their city boast many canals and waterflow with transportation going smooth for them.

Their city gets an influx of ore and metals from the mainland vassals of other Nagaini states and settlements that feed the forges and immense waterpowered structures that keep the Imperial infrastructure going.

Sinorah Mar'khan: It is the first vassal of Florians that were discovered and conquered during the beginnings of the Solar Empire. The Florians on the island were losing their land to the local beastmen population before explorers came and formed an expedition. They were saved by the the Dragonborn and became the first vassal of the Empire and what would become a integral part of Imperial society. They house the largest assortment of Florian in the empire and the largest breeding project for their kind outside of Dorado.

Their breeding project has them use mass numbers of slaves to be their surrogates to breed stronger Florians without the need of worrying about enemy Florians or bad soil conditions. There is the problem if the seed is too weak and dies or the slave is has a weak constitution and dies too early. However they have their death rate lowered drastically as they grow from the bodies as a parasitic plant would and eventually overtake the host body until they are an adult and become nothing but plant matter.

Those Florians who are born this way are stronger and more magically charged than normal Florians. Some adapt some physical characteristics from the host body while those who are breed from Dragonborn prisoners who are sentence to being used as surrogates have had Florians become very powerful dryads who serve as leaders of the vassals of other Florian communities or colonies in the Empire. Such beings are in the caliber of archmages when it comes with the amount of magic that they are able to gather and throw around. One of their strongest Mothers was nearly as powerful as their Great Shaman in one point.

The Florians from the island are the only ones that are considered actual citizens in the Empire and are only below Nagini in the caste system due to their use of nature magic in the use of shipbuilding, construction and the military by being siege engines or using underwater flora against their enemies. One thing that they are specifically famous for is the Imperial Signal Corps and the Telepathic Garden. The Signal Corps were made during the reign of the last Solar Empress along with the Telepathic Garden which became the first use of Florians using their telepathy and communication of nature to be pushed outward and be able to send their message through the very flora of their entire island.

Eventually this had formed into the what became the Imperial Telepathic Network. These network nodes have entire roots and gardens that are entangled in the ground of the very cities or prosperous settlements that could pay for such an expensive piece of magical infrastructure. The upkeep for teams and crews of Florians to keep up with the strain of keeping the entire Empire up to date with information while being fed Lyrium in order to boost their telepathic powers in order to handle it.

Their building style is resembling an offshoot building style with a more primitive culture than Imperial Contemporary. Going so far as to have the same rituals with slave sacrificing as a means of reproduction and fertility. Of course this sacrificing is mostly used for their seedlings as surrogates to make stronger plants for the good of their people and the Empire.

Patelnak Coast: The patchwork vassals of the southeastern coast of Xantipak. They are a dramatic turn from the tribal and naturalistic culture that both Xantipak and the Florians have. These petty kingdoms have a culture that is true to the early medieval feudalism to the core of their nations. The thing that is different than the Dragonborn is that there was not so much war compared to them as so much diplomatic talks and business talks with them.

The Nagini rule themselves here with cold efficiency and logical ability much more than the Dragonborn vassals and their Imperial rulers. Something that the Solar Empire respects and needs because of their own Nagini who are ministers and administrators over many government positions and over their shipbuilding itself.

They mostly supply the Empire with troops, administration support and economic support for growing merchant families. They are more richer and centralized than any of the vassals of the Empire. They also handle a good portion of the banking institutions and currency exchange between and other beastmen tribes and true polities.

Península de Tormentas: A peninsula that is overseen by the Asta leadership but is more of a pilgrimage and scholastic region for both. These hold a vast wealth of scientific and religious scholars that devout their time in ivory towers and ziggurats of both mainland and Xantipak religious sects that are cross-reference and discussed. Dragon Priests have consecrated the Peninsula as it was the reconnection of their cousins on the islands so long ago.

The Ruby Scale Circle, the greatest of the religious institutions to Dragonkind, have some strain as they try to adapt the Imperial Shamans and their belief system. Many of the mainland priest consider the Solar Empire's faith to be offshoot but true to their name. They even have the linage of the feathered dragons as their histories from the Age had made note of the feathered dragons and those that left to the seas of the west due to altercations.

Still the complex relationship with the Circle is strange indeed. Many try to preach to more contemporary and popular ideas but the Shamans had held firm for their ideas were more intrinsic to their ethnic genotype. Many have been absorbed or adapted to their growing myth but with the Solar Empire being what it is then there will be some effort to be open, if only to exploit it for their own gain.

The scholastic portion of the Peninsula is much less tenuous and is a complete 180 from the talks of clergy. While technology is always a slow and crippling mess due to the ever-present and rigid caste system they still try to progress ever further in their advance. Both scholars and mages look towards the empires of the New World as they are the few who had enough riches to try and innovate beyond what is the norm.

To the largest empire of the Slymoth Dynasty whose armies of Dragonborn are able to cowl a good portion of the continent underneath their claw.

The Confederation of Mauta, a confederation of mercantile republics and city-states that profit off of their neutrality and trade influence that connects across all of Antilia. They are among the richest of the empires, Xantipak a close second.

The Kingdom of Volstang, the only Nagini-led power of major note. It had the coastline of the western Antilia as Xantipak came and ate quite a bit of their coast northward beyond their capital that was north of the current holdings on the lake Grimoe. They are the most efficient of the empires in the New World as their cold logic and racial abilities to calculate things better than their larger cousins could. Tensions have been cold between them and the Solar Empire because of the expansionistic views of the Feathered Dragons.

However, due to the political climate, the Peninsula still houses many colleges and schools paid by the empire in order to try and innovate, no matter how slow it is. The famous schools in Xantipak are centered around economics, adimistrations and naval studies. Naval studies being the largest technology that the maritime polity could muster. They studied on how to make different ships, sleeker sails and vessels, some even trying to make ships that were able to launch collective fireballs faster and longer than catapults so that the Armada's ships could have better range.

Other schools are devoted to the art of firebreathing and bending, alchemy and engineering. These usually aren't as popular as Xantipak's studied of naval technology that has so far surpassed the entire New World with surprising speed in the past 70 years. Much of it came from the Florians who had became accomplished shipbuilders and the others were from Xantipak advancement itself.

Wrymspake Mountains: The mountains off the coast of the Tlaloc are housed by a variety of dragonborn houses that are...not very contempt like their smaller cousins. They were an actual rival known as the Kingdom of Wrymspake and were the ones that had taken control over the former colonies in Dorado. At one time one could say that they would be the new power of the Tlaloc if it wasn't for the Solar Empress at the time who reformed the navy and empire as a whole, using resources from Florian trade partners and brought innovation to bare at them.

After a series of wars had brought the Kingdom to its knees and shattered them into houses. The houses provide the empire with their own ships, troops, and raw materials to feed the Imperial industry. The dragonborn are fickle as they always is and interacting with them is more of a game of politics then actual diplomacy. While this is fairly normal it also carries a form of animosity because of the loss of their kingdom by "lesser" and "uncivilized" dragons.

The houses and their settlements are inside the valleys or carved into the mountains themselves. They are hardy people, being stronger than their rulers but also rely on their overlords to keep their people from starving from famines that hit them because they live near active volcanoes and ash chokes the air.

The Dorado Colonies: The last important region is the colonies of Dorado. Is mostly centered in the northeast of the continent and is note to be ever expanding with more expansions and expeditions being sent into the unknown lands. These colonies are a mixed between formal control by the Empire and Florian tribes that have been vassal either by the coin, the scroll, or the sword. Many of them that have joined willingly in some way were allowed to keep their lands and even were able to get help with the matters of their tribe being uplifted to be of use and their population allowed to prosper underneath the programs that are used in Sinorah Mar'khan in exchange for their Florians being sent to Imperial schools and use their magics to help expand their telepathic communication network or build ships for their Armada.

Others who were subjugated are tasked to grow food and harvest the raw materials for the Empire. Their young are cared for and taught they should be useful for their overseers as they are united underneath the sun. Such ideas are handled via a propaganda mill and only have varied successes. Still, both vassals and colonies are given the ability to defend and prosper in the growing empire as new expeditions are being sent out yearly and many new results are being seen with new cultures and new lands to be tamed.

The colonies were first part of Xantipak as only trading outposts where they could explore Dorado. The contacts with the Florians were mixed at best, some were savages while others were truly noble and these stories passed onto the main Dragonborn as they sought to take everything by force. Such a thing allowed Xantipak to ride off of the newfound trade and immigration to their outposts that became colonies during the times of Solar King Arhutl before the advancement of the Solar Empire.

This was until the Kingdom of Wrymspake came and started to take control of the Tlaloc, defeating the Feathered Dragons on the very sea they sailed and took the colonies. They started to burn the flora and fauna around them as they enslaved the Florians. It was this way for decades and they still have their medieval buildings are still seen and settlements are still dot the coast before the Solar Empire came and defeated the Kingdom, bringing the colonies back to their rightful owners.

The colonies are more based around cottage industries and raw material exports as their development is still not big enough to have any of the heavy industries that the main empire has. Only telepathic communication is usually from the coastline settlements so travel has to be done on foot or dinoback to have a message respond in parchment. It is a cheaper task but as the frontier of Dorado is being expanded upon by the Feathered Dragons there could be some improvements to colonies.
Military: The military of Xantipak is based on their naval combat and doctrine. One that they have crafted ever since they were fighting around their main island as tribes so long ago. To this they had always built and advanced in the ways of shipbuilding, even more so given their medieval technology and stagnation.

Their navy numbers around 200 active at any given time. A professional navy that is collectively known as the Armada of Petals, or the Flower Navy. The name comes from the various large flowers that are adorn on the ships and roots that are inside the hulls. The are mostly linked to Florians who are tasked with relying messages in a fleet of ships and make sure that logistics and coordination are used across the Armada.

Ships are considered the largest in the New World, some of their sizes coming close to or surpassing the Old World by tonnage. Half of it comes from the nature of Dragonborn to try and brute force their victories but the other half is that Xantipak is capable of building them by growing their skeletal structure with Florian magic and working around it. Because of this, the Armada's ships are slow but can take a beating, these large ships capable of traversing the Sea of Tlaloc could be see as a feat of engineering and a miracle of magic to see them go forward like that.

The Armada's ships make use of crab claw sailing and sleek lateen sails. This comes from the idea that their square sails didn't provide as much wind power to carry their behemoths into battle. For the smaller ships, this allows them to be faster than their competitors and even faster than other dragonborn ships during the reign of the last Solar Empress.

The standard armament for ships in the Armada are that of ballistae and small-scale trebuchets. These siege weapons allow for ships to engage in range combat in much longer ranges than traditional archer support. The difference between using archers and using siege weapons is the ability to use different types of ammo and have extra hands then the standard use of archery. Most ballistae and catapults have their standard arsenal of boulders or giant arrow shafts to deal damage to ships, but others have the option of using alchemy oxidizers that can be ignited with fire and bended to be forged in the shape of a fireball or a ballista shot.

These magical are shot at the same range and strength but have the added point of being explosive. The magic inside the alchemical ingredient and the magical fire igniting to bring a fiery incendiaries that can be modified as a magical missile from a ballista, grab shot for a wide-range of effect from catapults, or even a choking smoke and a cloud of poison should the need calls for such underhanded tactics.

Each ship also comes with anti-boarding defenses in the idea of professional marines and the use of a flamethrower. Said flamethrower is usually attached to the ram of the ship or as a small chest that could be blown into with alchemical ingredients that can be shaped and blow out to burn enemies or ships that get too close.

The Armada comes with some specialized ships that they use for specific circumstances or just for slight tactical edges. These come in the form of the Guadlal-class, Azurelika-class, and the Maygizul-class. Each of them are drastically different in size and needs to the Imperial Armada.

The first to be talked about is the heavyweight and the largest ship of Armada are the Guadlal-class. These ships are known to be the largest in the New World, giant ships that carry 1000 sailors with a third of them being able to do airborne missions for a limited time. These behemoths are used by the Armada as air craft carriers in all sense of the word. Being the center of large fleets as the need for airborne infantry that can fly across the sea to board enemy vessels, drop bombs or dive bomb with fireball attacks. They also have the largest flower in the Armada, being a nexus for communication that can handle logistics and work with other ships to ensure that the main fleet doesn't get hit.

They do have major problems. They are the slowest of the fleet and have no defenses whatsoever. Being a super troop transport with flying infantry means that they need protection at all times. Also their nexus of communication allows them to work better than without them, take it out and it damages their communication and coordination very much.

The Maygizul-class isn't a Dragonborn invention, but a Florian one. The Maygizul-class ship is known as Garden Galleys to the Empire for their ship size being around the middleweight class but being the most versatile of the ships in the Armada. The Florians have literally grown this from their own native wood and flora to be a strong focus for them to utilize their magic in the Tlaloc. The Garden Galley is fully manned by Florians, who root themselves and even meld to the very ship itself, maneuvering it like it is a very extension of itself.

The use of this allows them to pour their power together and use the ship as a beacon to feel the flora of the ocean or any ships around them. A type of magical sonar to help them use the flora as a means of weapons. Within a certain range, the Garden Galleys are capable of using the oceans flora as weapons to attack ships. Hasting the growing of weeds as they constrict and entalngle ships, some ships can launch spore seeds at ships as one can launch in a range that actually eclipses the range of ballista and catapults by a small margin.

Others have started to come up with the use adding hypereculmators on their ships ecosystem. Rare planetlife that is capable of absorbing metallic toxins as a means of growing them into their own version of ballisatea heads. What is different from the their "ballistae" and standard ones is that these are more lined up like they were cannons and are launched like them as well. This allows them to fire more ballista bolts than standard as they are lined up on top of each other and grown into place. This also allows them to also reload with the same plants and metal-plant lining to be sharpened to the point of penetration.

The plants can be grown to also be of a heavier variety in exchange for more bolts to be fired and reload time but they are seen in the heavier variants of the Galleys. All Galleys are stored with Lyrium in order to use their crews' magical strength without so much strain on their bodies.

The last and most unique of the three is the Azurelika-class. The newest addition and the most situational of the three. A lightweight class, the lightest and fastest of the Armada's ships but one that carries a uniqueness to it. The Azurelika is what is known as the Cold Fire ship because of the ship had weaponized Blue Fire.

Blue Fire is the most powerful flame currently obtainable by Dragonborn. Mostly comes from magically strong dragons who have a much higher quality of fire that they could produced naturally. This fire was rare and highly sought after by Dragonborn clutches and noble houses for they were the mark of a talented mage or warrior and revered for them being the closest to their ancestor dragons of old. The research into trying and recreating the process of making Blue Fire was slow and took decades to centuries until it was cracked during after the shattering of the Kingdom of Wrymspake 40 years ago.

However Blue Fire is powerful and highly combustible. Fire without impurities is very hard to manufacture with their degree of magic, something akin to the old histories of trying to make steel only to come up short. Such techniques are very new and widely untested as usual harnessing of Blue Fire either comes up too short or too much as many a workshop or ivory tower has blown up in fantastic explosions trying to control it.

Eventually Blue Fire was tamed to some degree. It wasn't the pure form that they had been trying to get but it was the lesser version. A blue-white fire is usually seen in the Azurelika-class as the minor version is the best that they can manufacture at the time. This is a ship of mages who harness it to shoot arcing fireballs of Blue Fire across the sky. These fireballs are known as Sky Streamers for their blue trail as the enhanced flame putters out midway to launch at enemy boats with orange-red fire.

These ships fire these in fire-and-forget swarms that mostly miss but are able to hit at the longest ranges that no siege weapon could achieve at the time. These ships swarms serve as terror weapons for the unsuspecting or those like beastmen who don't know any better. They better serve as rare signal ships as they can do long range signaling better than telepathy.

The ships are still sent out for things that aren't full battles because of how rare they are and how valuable the mages and other instruments that is there to produce Blue Fire. They are mostly used for research purposes on how to further master and research the production of Blue Fire in hopes of making this a more standardized and controlled for the Armada and Imperial industry.

The infantry forces are focused around the training of volunteer marines. These marines are attached to the professional standards of the Armada and situated at 3% of the population. These are mostly centered around Dragonborn of the Feathered variety with Florians serving in support roles as either communication coordination or in the Garden Galleys. Beastmen are barred by right of being seen as inferior to the caste.

There is a home guard that comes with garrison that is situated to handle the defense of the islands and the Empire by decree. The home guard is usually those who are militia levies or retired navy that are getting stipends to enjoy an easy life of catching criminals and protecting the growing prospects. These forces are usually called by local lords in case of defense when land battles happen or expansion is warranted, the use of infantry militia with dinosaur cavalry could be seen.

The land troops are trained less than the marine counterparts by definition but they also have vassals and the like that help reinforce the land troops with much needed strength. From Nagini bowsmen and Florian skirmishers, to Wyrmspake heavies, they all have their hand in helping the land armies.

One notable special forces is the Armada's Wings, who are trained to be the most elite and one of the best flying forces in the New World, barring the more land Empires. They are able to fly longer than most and have strong back muscles to carry light scale armor with spears or close-range swords to swoop down and take the enemy from the air. Other normal marines wear light armor in the same variety but it would appear heavy armor to those who don't have their own stature. Swords and shields are usually kept in the marine use due to the close-range nature of fighting on a ship, no matter how big.

Bows and arrows are still of use but crossbows are coming into fashion due to miniaturizing the ballista finally. They are years away from a full standardization but there would always be kinks. All troops are able to use firebreathing as an offensive measure but there's actual Firebenders who have a much greater grasp at their art that are employed to fight teams of enemies should they be called into action. A rare few are able to harness Blue Fire and became a living fire storm that only reminds people of the Dragon Gods themselves.

RP EXAMPLE:
Questions:
Last edited by Ralnis on Wed May 13, 2020 8:51 pm, edited 3 times in total.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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North America Inc
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Founded: Mar 07, 2013
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Postby North America Inc » Thu Apr 30, 2020 11:06 pm

Lightening Round
Elerian wrote:
Nation Name: Tekumel, or the Empire of the Petal Throne

History has been edited somewhat to have your location be an important location for the Drow and their creation myth so you are free to edit that or leave history as is. Regardless Accepted.

The National Dominion of Hungary wrote:Nation Name: The Kingdom of Valmange

Accepted

Laiakia wrote:Nation Name: The City-State of Asmodeus

Work in Progress, partly my fault since I haven't been able to post for the century of blood just yet. However, I was planning on asking how connected his Eldritch Being was to the Delosian Faith.

Ralnis wrote:Deleted, this post was cancer and had to be destroyed.

No it wasn't.

Kaledoria wrote:[td][table]
Nation Name: Tir Ildathach


First off, thanks for the map. Pardon my confusion but are you on Discord, if so can you tell me your profile name. On the Discord I mean.

Secondly, angels are not something that outright exists but its believed that they do. Now if you give me a general idea for what you have in mind for your angels, I may find a compromise.

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North America Inc
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Postby North America Inc » Thu Apr 30, 2020 11:20 pm

Sarderia wrote:
North America Inc wrote:That's currently being edited and should be up soon.

For now, I actually wanted to discuss your nation with you. Your lore is very enjoyable read and I want to best integrate into the RP. Later today, I will posting a historical snippet on the Etrusian Empire. Now originally I had planned for the Empire to be either near or inside your claimed territory; now I wanted to ask you if you would be interested in editing your faction's history somewhat so that your group of nation's were the backbone for that Empire or its first conquests. I'm very flexible, and if you have a third alternative, I'm open to hearing it.

Thanks. I'll make the edit later this day, but to be precise where is the Etrusian Empire located in relation to my claim?

Image


Rough map I made of Etrusia and other cities. Does that help?

Utceforp wrote:
North America Inc wrote:What is your idea for the Elves?

I was thinking of some sort of tribal confederation of primitive First Elves inspired by arctic native peoples, e.g. the Inuit, Sapmi, Evenks, etc.

That's fine. Although you will be very far separated from the rest of the players. I would suggest moving but I understand if you don't want to if you have a great idea.

Ceystile wrote:Tag! Quick question OP, do you have to make a kingdom as well or can we just make characters?

Yes you can make just characters. That's no problem. Did you have any ideas in mind?

The Empire of Tau wrote:
([url=N/A]Image[/url])

Nation Name: Das Gemeinwesen der Menschen (People’s Commonwealth)


I'll be honest and say I feel a slight apprehension for a proto-communist state. But I'll keep an open mind, and besides, we needed Germany.

Ralnis wrote:[
Nation Name:Xantipak, The Solar Empire


Good app overall. Perhaps a few grammatical issues in the first half but the lore and writing later makes said issue less of a concern. I will warn you however, the current roster of players has been very sequestered within Avalon and Eden, even more than I predicted. I will do my best to ensure you are always included, but if you notice the divide being too wide, feel free to talk to me. Accepted.
Last edited by North America Inc on Thu Apr 30, 2020 11:21 pm, edited 1 time in total.

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Ceystile
Diplomat
 
Posts: 840
Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Thu Apr 30, 2020 11:28 pm

I wanna make a magi/wizard whose king died and they're trying to avenge them, but my main character is a plague doctor who basically is traveling the continent because of a plague hitting where they lived and now they're trying to find a cure.

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North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Fri May 01, 2020 12:13 am

Ceystile wrote:I wanna make a magi/wizard whose king died and they're trying to avenge them, but my main character is a plague doctor who basically is traveling the continent because of a plague hitting where they lived and now they're trying to find a cure.

I don't see any issue with that. You would have to at least describe the region before hand so I can mark both on the map.

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Ceystile
Diplomat
 
Posts: 840
Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Fri May 01, 2020 12:18 am

North America Inc wrote:
Ceystile wrote:I wanna make a magi/wizard whose king died and they're trying to avenge them, but my main character is a plague doctor who basically is traveling the continent because of a plague hitting where they lived and now they're trying to find a cure.

I don't see any issue with that. You would have to at least describe the region before hand so I can mark both on the map.

Understandable...thank you.

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The Empire of Tau
Minister
 
Posts: 3366
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Fri May 01, 2020 6:04 pm

App is done.

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North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Sat May 02, 2020 12:49 am

Tysklandia wrote:[td][table]

Nation Name: The Dumarion Concordat

Accepted

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Remnants of Exilvania
Postmaster-General
 
Posts: 11214
Founded: Mar 29, 2015
Iron Fist Consumerists

Postby Remnants of Exilvania » Sat May 02, 2020 3:23 pm

Not. Sure.

But leaving a tag to find it more easily to come to a decision.
Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
Ex Woodhouse Loyalist & Ex Inactive BLITZKRIEG Foreign Relations Minister
REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

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Ceystile
Diplomat
 
Posts: 840
Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Sun May 03, 2020 2:44 pm

Hey OP, I know you said describe the region my characters are from but is there like a list of regions or do I just make one up?

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

Postby Tysklandia » Mon May 04, 2020 6:30 am

Ceystile wrote:Hey OP, I know you said describe the region my characters are from but is there like a list of regions or do I just make one up?


If you hop into the discord, you can hash it out with OP directly.

Otherwise I think the easiest solution would be to make a nation app for it to be honest. Or otherwise find a player that wants to host your area of origin for you.

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Theyra
Negotiator
 
Posts: 6409
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Mon May 04, 2020 9:28 pm

Finished my app

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