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Archives - The Strength of Empires [Closed]

Postby G-Tech Corporation » Wed Mar 27, 2019 10:05 am

Archives: The Strength of Empires


Xcotl


Description: A large city-state inland along a river in flat plains, Xcotl is ruled by a magocracy steeped to the bone in the blasphemous lore of Necromancy. Though not built high in stone or wood, the people of the Xcotl are rich in knowledge and valor, having turned back an incursion of desert demons with blood and bronze and thus earned her right to exist. Now subservient to the Midnight Empire, her wealth and people are recovering following a great battle which decided her status as a vassal of the Lord of the Earth

Settlements:
Xcotl | Population: 5 - 4 Peasants, 1 Artisan | Military: Grade 1 - Militia | Public Order: 3 | Resources: Great Wolves, Native Copper, Oak, Gold | Bonus Food: 6 | Danger: 3
Government District - School, Archives
Military District - Barracks
Agricultural District: Irrigated Farm, Irrigated Farm, Farm, Farm
Agricultural District: Farm, Farm, Farm
Mining District: Mine (Gold)

Details:
Arcana: Mystic Control, Raise Dead, Speak to Dead, School of Sunstrength, Sunfire, Geolocus of Industry, Ley Sight, Geolocus Strengthening, Geolocus Travel, Geolocus Healing, Sacrificial Rituals, Healing Light, School of Runesmithing, Method of Intensity, Method of Externality, Method of Reshaping, Method of Channelling.
Advancements: Ant-Hound Comprehension, Social Contract, Tame Ant-Hounds
Domestic Crops: Maize, Apples, Wheat

Explored:
North: [Plains (Giant Elk, Apple Trees, Blackstone)
Northeast [Desert: Giant Sand Worms, Spice, Obsidian]
East: Ancestor Region [Arid (Cassiterite, Dust-Bulls, Great Wolves, Psarmelon, Sandwalkers, Purple Crystals)]
South East: [Arid: Giant Ground Squirrel, Flowering Cacti, Stout-horn deer]
South (Plains): Wheat, Antelope, Salt
Northwest [Plains (River): Beavers, Edible Grasses, Cotton, Rubies - The Kingdom of Fergdal]
East of East: Arid [Maize , Silver, Ant-Hounds]
Northwest of Northwest [Tundra: Pine, Elk, Oysters, Dye-Snails - The Great Zhou Imperium]
West of Northwest of Northwest [Shallow Seas: Armor-Whales, Obsidian, Redkelp]
North of Northwest of Northwest [Tundra (River): Salmon, Clear Crystals, Hematite - The Great Zhou Imperium]

Hvasskyn - Stalheim Hierarchy


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

Settlements:
Kharbarinth | Population: 10 - 1 Scholars, 5 Artisans, 3 Peasants, 1 Serf | Military: 5 - Regulars | Public Order: 3 | Resources: Copper, Salt, Medicinal Herbs, Cattle, Crystal Trees, Apple Trees, Cotton | Ley-Lines Mapped | Bonus Food: 12 | Danger: 0 | 1 Large Army (Bloodsilver Weapons, Bloodsilver Armor, Mounted), 1 Medium Squadron (Triremes)
Government District - Governor's Palace, School, Archives | Grand Wall
Housing District
Fortress District (Unique) - Mosaic of Time (+5 Growth) | Grand Wall (+50% Bonus)
Industrial District - 2 Blast Furnace, 2 Artisan's Quarters | Grand Wall
Industrial District - 1 Blast Furnace, Gateway (Tier III), Market, Artisan Quarters | Grand Wall
Industrial District
Military District - Smithy, Barracks | Grand Wall
Academy District (Unique) - The White Academy | Grand Wall
Agricultural District - 4 Irrigated Farms
Agricultural District - 4 Irrigated Farms
Mining District - 3 Mines (Copper), Quarry
Mining District - Mine (Copper)
Forestry District - 1 Managed Forest
Harbor District - Shipyard, Trading Port
Steelsworn | Population: 6 - 1 Scholar, 2 Peasants, 2 Artisans, 1 Serfs | Public Order: 6 | Resources: Meteoric Iron, Cotton, Wheat | Bonus Food: 8 | Danger: 0
Government District - School | Grand Wall
Industrial District - Blast Furnace, 3 Artisan Quarters | Grand Wall
Industrial District - Market
Agricultural District - Irrigated Farm, Farm
Mining District - Mine (Meteoric Iron), Quarry
Forestry District - Timber Camp
Rivermouth | Population: 5 - 1 Scholar, 2 Peasant, 1 Artisan, 1 Serf | Public Order: 4 | Resources: Silver Fish, Amber, Rice, Cotton | Bonus Food: 9 | Danger: 0
Government District - Public Square, School | Cracked Stone Wall
Housing District | Cracked Stone Wall
Agricultural District - 2 Irrigated Farm, Plantation (Cotton)
Industrial District - 2 Artisan's Quarters | Cracked Stone Wall
Industrial District
Forestry District - Managed Forest
Brightcliff | Population: 5 - 1 Artisan, 3 Peasants, 1 Serf | Public Order: 5 | Resources: Bloodsilver, Shimmerstone, Chickens | Bonus Food: 9 | Danger: 0
Government District - Public Square | High Stone Wall
Housing District
Industrial District - Blast Furnace, 3 Artisan Quarters | High Stone Wall
Industrial District - Market
Agricultural District - 2 Irrigated Farms
Mining District - 2 Mines (Bloodsilver), 1 Mine (Shimmerstone), Quarry
Forestry District - Timber Camp
Tarasheim | Population: 3 - 1 Artisan, 1 Serf, 1 Peasant | Public Order: 1 | Resources: Sheep, Coal, Crystal Trees, Cotton | Bonus Food: 9 | Danger: 0 | 24 Riches
Government District
Industrial District - Artisan Quarters
Agricultural District
Mining District - Mine (Coal)
Cadmus | Population: 5 - 1 Scholar, 2 Artisans, 2 Peasant | Public Order: 5 | Resources: Wheat, Blackshells, Fish, Marble, Cotton | Bonus Food: 8 | Danger: 1 | 1 Medium Army (Bloodsilver Weapons, Bloodsilver Armor)
Government District - Public Square, School, Temple of Itempas (+2 Growth, +Health) | Grand Wall
Industrial District - Earthpyre, Artisan's Quarters, Gateway, Market | Grand Wall
Industrial District
Housing District | Grand Wall
Agricultural District - 3 Irrigated Farms, 1 Plantation (Cotton)
Mining District - 2 Quarries
Nightstone | Population: 3 - 1 Peasant, 1 Artisan, 1 Serf | Public Order: 2 | Resources: Greatshells, Seabirds, Blackstone, Grapes, Cotton | Bonus Food: 9 | Danger: 0 | 22 Riches
Government District - Public Square | High Stone Wall
Industrial District - Artisan Quarters, Artisan Quarters, Market | High Stone Wall
Agricultural District - 2 Farms, 1 Plantation (Cotton)
Mining District - 2 Quarries

Details:
Arcana: Rune of Wellness, Rune of Preservation, Rune of Protection, Rune of Strength, Rune of Shielding. Healing Hands. Tempered Chronos, Quickening. Ley Sight, Geolocus Travel. Geolocus Strengthening, Geolocus Healing. Dao of Structure, Dao of Regeneration, Dao of Resilience. School of Blood Magic, Raise Dead, Sacrificial Rites, Slaughter of Storms, Arcane Refining
Technologies: Enhanced Smithing, Enhanced Smelting, Advanced Smelting, Bronzeworking, Ironworking, Blackstone Comprehension, Floatstone Comprehension, Shimmerstone Comprehension, Bloodsilver Comprehension, Starmetal Comprehension, Social Contract, Horse Domestication, Cow Domestication, Shipbuilding, The Saddle, Arboriculture, Enhanced Construction, Food Preservation
Domestic Crops: Wheat, Cotton, Rice, Saltrice, Melons, Crystal Trees, Apples

(0,1): Temperate: Crocodiles, Starmetal, Melons
(1,1): Temperate: Tin, Strangleweed, Jade
(1,0): Temperate (River): Wild Rice, Great Oaks, Wild Boar
(1,-1): Temperate: Mangroves, Crocodile, Saltrice
(0,-1): Temperate (Coast W): Silver, Marble, Saltrice
(-1,0): Temperate (Coast W, S)(River): Silver Fish, Amber, Rice - Rivermouth
(-1,1): Temperate (Coastal): Crystal Trees, Sheep, Coal - Tarasheim
(0,2): Temperate: Blood Barley, Blueberries, Lapis Lazuli
(1,2): Temperate: Hematite, Galena, Shimmerstone
(2,2): Temperate (River): Gold, Malachite, Breadfruit
(2,1): Temperate (River): Meteoric Iron, Cotton, Wheat - Steelsworn
(2,0): Temperate: Tin, Hops, Oaks
(2,-1): Temperate: Gold, Swamp Wolves, Breadfruit
(2,-2): Temperate (Coastal): Reef Sharks, Deer, Hops
(1,-2): Temperate (Coastal): Wheat, Silver, Wolves
(0,-2): Coast: Sharks, Armor-Whales, Greatshells
(-1,2): Temperate (Coastal): Crystal Trees, Plum Trees, Deer
(0,3): Temperate (Coastal): Bloodsilver, Shimmerstone, Chickens - Brightcliff
(1,3): Temperate: Giant Oaks, Silver, Silver Fliers
(2,3): Temperate (River): Horses, Wheat, Pigs
(3,3): Temperate: Silver, Emeralds, Strawberries
(3,0): Temperate: Panthers, Cattle, Meteoric Iron
(3,-1): Temperate (Coastal): Wild Boars, Forest Vegetables, Deer
(2,-3): Temperate (Coastal): Mulberry Trees, Olive Trees, Scarlet Foxes
(1,-3): Temperate (Coastal): Wheat, Crimson Foxes, Native Copper
(4,0): Temperate (Coast S): Galena, Forest Vegetables, Emerald Wyrms
(3,3): Temperate (River): Tin, Lightning Horses, Galena
(1,5): Plains (River, Coast W): Floatstone, Oilnut, Limestone
(2,4): Plains (River): Great Wolves, Giant Oaks, Aurochs
(-4,0): Island: Breadfruit, Oilplant, Saltrice
(-1,5): Plains (Coastal): Seabirds, Greatshells, Blackstone, Grape Vines
(-5,0): Island: Emeralds, Silver, Olive Trees
(-6,1): Island: Goats, Wild Cats, Papyrus
(-2,6): Plains (Coastal): Sea Lizards, Sea Turtles, Salt, Rock Crabs
(-4,-2): Island: Greenfish, Bananas, Silver Drakes
(-4,-3): Island: Wheat, Basalt, Birre-Birds
(-2,7): Plains (Coastal): Blackshells, Marble, Wheat, Fish
(-1,8): Plains (Coastal): Apple Trees, Pine Trees, Lightning Dogs


The Honori People


Description: A large city state within the fertile vale of a desert river, the people of the Honori feast well on many domestic crops and erect obelisks to their gods and ancestors in their village of wood and mud-brick. Their city once had a mighty wall, but was laid low by the Midnight Horde. A matriarchal society, they are governed by a complex priestly society of female bureaucrats, ruling in the name of their two major deities: the sun god and the Moon goddess.

Settlements:
Mara | Population: 5 - 1 Scholar, 2 Artisan, 2 Peasants | Military: 1 - Militia | Public Order: 5 | Bonus Food: 7 | Danger: 3 | Resources: Agave, Maize, Fire Snakes, Sand Striders, Cactus, Tin | 17 Riches
Government District - Governor's Palace
Housing District
Military District - Barracks
Agricultural District - 2 Irrigated Farms
Divera | Population - 1 Peasant | Public Order: -1 | Bonus Food: 1 | Danger: 1 | Resources: Copper, Rock Rabbits, Leopards | 0 Riches
Government District
Agricultural District

Details:
Arcana: Geolocus of Healing. Geolocus of Strength. Geolocus of Sight. Geolocus of Growth.
Technologies: The Saddle, Domesticated Camels, Bronzeworking
Domestic Crops: Agave, Maize, Wheat

Explored:
East [Mountains (River): Llama, Maize, Condor]
North [Mountains (River): Rock Rabbits, Leopards, Copper]
Northeast [Mountains: Cedars, Obsidian, Blueberries]
West [Desert: Camels, Opals, Giant Scorpions]
Southeast [Plains (River): Galena, Glowwood, Oak]
South [Desert (River): Crocodiles, Goats, Maize, Gold]
Southwest [Desert: Camels, Copper, Bitumen]
Northwest [Temperate: Deer, Coal, Dodos]
South of South [Desert (River): Cacti, Pitcher Plants, Lions]
West of West [Desert (River): Papyrus, Hematite, Giant Winged Serpents]
East of East: Mountains (Llamas, Coal, Copper)
N of N of N: Temperate (Strangleweed, Silver, Edible Grasses)
N of N of N of N: Mountains (Ita Settlement)


The Great Zhou Imperium


Description: A large city state that stands upon a large rivermouth in the frozen north, the Zhou live in sturdy wood huts protected by a low palisade along the banks of the river. They are notable for their Cold War with the Wastelanders and the Midnight Empire, having formally rebelled, but never seen a decisive engagement.

Settlements:
Zhou | Population: 6 - 1 Scholar, 3 Peasants, 2 Artisan | Military: 0 - Tribal Warriors | Public Order: 8 | Resources: Pine, Elk, Oysters, Dye-Snails | Bonus Food: 5 | Danger: 0 | Medium Army (Iron Weapons), Small Squadron (Galleys)
Government District - School | Palisade
Industrial District - Foundry, 2 Artisan's Quarters | Palisade
Agricultural District - 2 Irrigated Farms
Forestry District - 3 Timber Camp
Huisu | Population: 3 - 3 Peasants | Public Order: 2 | Resources: Clear Crystal, Salmon, Hematite | Bonus Food: 4 | Danger: 0 | 4 Riches
Government District
Housing District
Agricultural District - Irrigated Farm
Mining District - 3 Mine (Hematite), Quarry
Shoval | Population: 1 - 1 Peasant | Public Order: -2 | Resources: Horses, Gazelle, Wheat, Pear Trees | Bonus Food: 5 | Danger: 0 | 0 Riches
Government District - School | Palisade
Agricultural District - Irrigated Farm, 1 Farm

Details:
Arcana: Geolocus of Energy. Geolocus of Resurrection. Geolocus Travel. Dao of Resilience, Dao of Structure, Dao of Regeneration.
Technologies: Enhanced Smelting, Ironworking, Machinery, Siege Equipment, Social Contract
Domestic Crops: Winter Wheat

East: Tundra [Salmon, Clear Crystal, Hematite] - Huisu
South: Plains (Coastal) [Apple Trees, Pine Trees, Lightning Dog]
North: [Tundra (Coastal): Lynx, Barley, Sabre Cat, Coal]
Northeast: [Tundra: Winter Wheat, Wisps, Caribou]
South-East: [Plains (River): Beaver, Rubies, Cotton, Edible Grasses] Fergdun Clan
North of North: [Arctic: Crude Oil, ??, ??]
North of Northeast: [Arctic: North Apes, Lead, ??]
East of East: [Tundra: Moose, Minks, Ice-Iron]
South of South: [Plains: Wheat, Pears, Gazelles] - Shoval
South of Southeast: [Plains: Redwoods, Wild Boar, Whitedrop Flowers]
Southeast of Southeast: [Plains: Xcotl Territory]
East of Southeast: [Plains: Blackstone, Giant Elk, Apple Trees]
East of East of East: [Tundra: Rubies, Wisps, Winter Wheat]


The Kingdom of Aled Aederyn


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

Settlements:
Dol Aelyd | Population: 3 - 1 Scholar, 1 Artisan, 1 Peasant | Military: 0 - Tribal Warriors | Public Order: 7 | Resources: Sweet Plums, Pine Trees, Silverfish, Sheep | Bonus Food: 5 | Danger: 0 | 10 Riches
Government District | Cracked Stone Wall
Housing District
Industrial District - Artisan Quarters, Market
Agricultural District - Farm
Dol Angren | Population: 2 - 2 Peasant | Public Order: 5 | Resources: Cattle, Barley, Blackberries | Bonus Food: 7 | Danger: 0
Government District
Docks District - Trade Port
Dol Caelin | Population: 2 - 1 Artisan, 1 Peasant | Public Order: 5 | Resources: Gold, Snowberries, Giant Firs | Bonus Food: 5 | Danger: 0
Government District
Dol Blathanna | Population: 2 - 2 Peasants | Public Order: 5 | Resources: Downy Deer, Oxen, Marble | Bonus Food: 6 | Danger: 0
Government District
Agricultural District - Farm

Details:
Technologies: Shipbuilding
Domestic Crops: Barley, Sweetplums

Explored
North [Mountains: Gold, Snow-Cherries, Yeti]
East [Arid (Twin Rivers): Silver, Date Trees, Lions, Hezia]
West [Plains (River): Rocs, Pear Trees, Gazelles]
South [Plains (Coastal): Cattle, Barley, Blackberries]
Southwest [Plains (Coastal): Hops, Tomatoes, Wild Dogs]
Northwest [Mountains: Gold, Snowberries, Giant Firs]

The Many Mothers of Fastaqui


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

Settlements:
Fastaqui | Population: 5 - 1 Scholars, 1 Artisan, 3 Peasants | Military: 2 - Conscripts | Public Order: 7 | Resources: Amber, Quinoa, Copper, Granite | Bonus Food: 2 | Danger: 0 | 1 Small Army (Bronze Weapons)
Government District - School | High Stone Wall
Military District - Barracks, Smithy | High Stone Wall
Housing District | High Stone Wall
Industrial District - 2 Foundries, Artisan's Quarters | High Stone Wall
Agricultural District - Irrigated Farm, Irrigated Farm, 1 Farm
Mining District - Quarry, Mine (Copper)
Harbor District - Fishing Docks, Fishing Docks, Fishing Docks, Trading Port
Karowa | Population: 2 - 1 Scholar, 1 Peasant | Public Order: 0 | Resources: Lead, Goats, Cassiterite | Bonus Food: 1 | Danger: 0
Government District

Details:
Arcana: Slaughter of Storms, School of Runesmithing, Rune of Shielding.
Advancements: Social Contract, Camel Domestication, Bronzeworking
Domestic Crops: Quinoa, Apples

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

Nekhen Kingdom


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

Settlements:
Khasut: Population: 4 - 1 Scholar, 2 Artisans, 1 Peasants | Military: 1 - Militia | Public Order: 5 | Resources: Amethyst, Wadj Reed, Aurochs, Crocodile, Wheat | Bonus Food: 3 | Danger: 1 | Small Army (Undead)
Government District | Cracked Stone Wall
Military District - Barracks | Cracked Stone Wall
Industrial District - Artisan Quarters
Agricultural District - Irrigated Farm
Arshak: Population: 1 - 1 Peasant | Public Order: 1 | Resources: Amethysts, Salt, Saltwater Crocodiles | Bonus Food: 2 | Danger: 1
Government District
Mining District - Mine (Amethysts), Quarry
Agricultural District
Isin: Population: 2 - 2 Peasant | Public Order: 1 | Resources: Gourds, Rhinoceros, Giant Shade Trees | Bonus Food: 4 | Danger: 1
Government District
Forestry District - Timber Camp
Agricultural District - Farm

Details:
Advancements: Bronzeworking, Domesticated Aurochs, Social Contract
Arcana: Star-Sigil of Birth, Star-Child Constellation
Domestic Crops: Wadj Reed, Wheat

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

The House of Armasht


Description: Fire-worshiping former nomads of the plains, the folk of the Armasht have now come together to build a great temple-city on the shores of the sea, protected by sturdy walls and men of great valor.

Settlements:
Armasht: Population: 3 - 1 Scholar, 1 Artisan, 1 Peasant | Military: 1 - Militia | Public Order: 7 | Resources: Cedars, Wheat, Sheep, Pear Trees | Bonus Food: 4 | Danger: 0
Government District | Cracked Stone Wall
Industrial District - Artisan Quarters | Cracked Stone Wall
Agricultural District - Farm, Farm, Farm, Farm
Docks District - Fishing Docks, Fishing Docks

Details:
Advancements: Bronzeworking, Shipbuilding, Machinery
Arcana: None
Domestic Crops: Wheat

Karath Kartulum


Description: A venerable Triarchy, a government built in a myth and a common descent. The Three Kings sit on the shore of the Tap River, living humble lives full of plenty, but the needs of the City are many, and harder each season to satisfy within the lands of their ancestors.

Settlements:
Karath Kartulum: Population: 3 - 1 Scholar, 1 Artisan, 1 Peasant | Military: 1 - Militia | Public Order: 5 | Resources: Maize, Flax, Cassiterite, Salt | Bonus Food: 4 | Danger: 0 | 10 Riches
Government District | Cracked Stone Wall
Industrial District - Artisan Quarters | Cracked Stone Wall
Agricultural District - Farm, Farm
Mining District - Mine (Cassiterite)

Details:
Advancements: Bronzeworking, Social Contract, Cattle Domestication
Arcana: None
Domestic Crops: Maize

The Arameri Dominion


Description: The descendants of the vanished Magnum Opus, the Arameri are the proud Chosen of Auri-Al. Their city of Myth Allanor rests on a lush island in the far west. Here the Elves live in insolation, their Dominion removed from the wars wrought by the Midnight Horde in the east. The Elves are unique for no longer being human and they are gifted with a dramatically increased lifespan and an affinity for the arcane arts.

Settlements:
Myth Allanor: Population: 4 - 1 Scholar, 1 Artisan, 2 Peasants | Military: 0 - Tribal Warriors | Public Order: 8 | Resources: Whitesilver, Breadfruit, Sheep | Bonus Food: 10 | Danger: 0
Government District | Cracked Stone Wall
Industrial District - Artisan Quarters
Agricultural District - Farm, Irrigated Farm

Details:
Arcana: Mystic Control, Raise Dead, Speak to Dead, School of Sunstrength, Sunfire, Geolocus of Industry, Ley Sight, Geolocus Strengthening, Geolocus Travel, Geolocus Healing, Sacrificial Rituals, Healing Light, School of Runesmithing, Method of Intensity, Method of Externality, Method of Reshaping, Method of Channelling.
Advancements: Ant-Hound Comprehension, Social Contract, Tame Ant-Hounds, Elvish Heritage, Sheep Comprehension
Domestic Crops: Maize, Apples, Wheat

The Folk of Orleans


Description: Sojourners from decadence, staunch allies of the Midnight Empire, the desert-dwelling folk of Orleans worship the mysterious Loa, and the mighty Sandworm that follows their will. Hardy, hard-bitten, and distrustful of outsiders, they nonetheless are known as great traders and merchants, their city in the sand guarded by the tamed beasts many men believe to be myths.

Settlements:
Loasoon: Population: 3 - 1 Scholar, 1 Artisan, 1 Slaves | Military: 1 - Militia | Public Order: 11 | Resources: Obsidian, Sandworms, Spice | Bonus Food: 2 | Danger: 5
Government District | Cracked Stone Wall
Industrial District - Artisan Quarters, Market | Cracked Stone Wall
Agricultural District - Farm

Details:
Advancements: Bronzeworking, Social Contract, Sandworm Comprehension, Sandworm Domestication, Chariotry
Arcana: Loa Shrines, Mystic Control, Raise Dead, Speak to Dead, School of Sunstrength, Sunfire, Geolocus of Industry, Ley Sight, Geolocus Strengthening, Geolocus Travel, Geolocus Healing, Sacrificial Rituals, Healing Light, School of Runesmithing, Method of Intensity, Method of Externality, Method of Reshaping, Method of Channelling.
Domestic Crops: None

Scith


Description: A union of prosperous cities, destroyed or annexed into the might of Akkan by a legendary leader, Aksu Odorr. Now all men are ruled by the Bronze Condordant, and the Aksus seek advancement and security for their people.

Settlements:
Akkan: Population: 3 - 1 Scholar, 1 Artisan, 1 Peasant | Military: 1 - Militia | Public Order: 5 | Resources: Native Copper, Rice, Oak, Galena | Bonus Food: 3 | Danger: 0 | 10 Riches
Government District | Cracked Stone Wall
Industrial District - Artisan Quarters | Cracked Stone Wall
Agricultural District - Farm, Farm
Mining District - Mine (Native Copper), Mine (Galena)

Details:
Advancements: Bronzeworking, Social Contract
Arcana: None
Domestic Crops: Rice

Tevinter Imperium


Description: A mighty Magocracy, standing bestride the edge of the world. The Imperium, ruled by the Archons with the aid of their skilled fire mages, prospers and thrives under the light of an order which values arcane talent highly, and blood magic tolerably.

Settlements:
Karath Kartulum: Population: 3 - 1 Scholar, 1 Artisan, 1 Peasant | Military: 1 - Militia | Public Order: 5 | Resources: Bloodsilver, Granite, Ice-Iron, Silver | Bonus Food: 0 | Danger: 0 | 10 Riches
Government District | Cracked Stone Wall
Industrial District - Artisan Quarters | Cracked Stone Wall
Agricultural District - Farm
Mining District - Mine (Silver)

Details:
Advancements: None
Arcana: School of Sunstrength, Sunfire, School of Blood Magic, Red Caress
Domestic Crops: None

Non-Player Civilizations


The Wastelanders
Denizens of the frozen north, east and in the cold tundra farther than even the Zhou live, the Wastelanders worship a god of ice and snow and raid down into the fertile lands of the Zhou, Fergal, and Xcotl upon occasion. Those few traders who venture to their wild encampment say the wild warriors are few in number and live in primitive hide tents, but their keen bronze arms and militant nature have made them a worthy foe for any they come against despite their relative lack of civilization.
Population: 4 - 1 Artisan, 3 Peasants | Military Strength: Moderate

Fergdal
Soft lowland riverfolk, living in a large city upon the banks of the large river that flows north from the places of Xcotl to end in the Western Ocean near the Zhou. The bountiful riches of the Fergdal are known far and wide, their gemcutters clever and their works much valued, defended by a thick stone wall from the worse of the Wastelander raids and those who might covet their riches. These walls, though, are said to be much of the protection of the city, and their guards on watch.
Population: 5 - 2 Artisans, 3 Peasants | Military Strength: Moderate

Gergan
A small settlement of trappers, tanners, and jewlers, Gergan, or the Palinate as her folk prefer to call her, is a thriving but labor-poor city. Notable for the slaves that walk her streets, forced there by strict laws about class and wealth, Gergan lies north around the Spine Mountains from the Serin lands, and is protected by a sturdy wooden palisade. Her military is small but remarkably professional, and supplemented by slave-soldiers give the chance to win their freedom in the fires of war. They trade in many opulent goods, particularly northern emeralds, and are known for their Gem-Sorcerers.
Population: 7 - 1 Scholar, 2 Artisans, 4 Peasants | Military Strength: Strong

Maelon
An isolated settlement, high in what they call the Mother Mountains, the Maelon are a hardy but suspicious folk, slow to trust and primitive, but doughty. Their homes are hewn from the mountainside, and though they are not many in number, their skill with stonework and masonry far surpasses that of most lowlanders. Located many leagues from their only trade partners, the Serin people in the far east, their graven goods of wood and rock are much in demand, and their warriors look down on intermittent trading caravans with hard eyes- but, so far, the gates of the mountain fastness have always remained open, under the Great Spirit.
Population: 4 - 1 Scholar, 1 Artisan, 2 Peasant | Military Strength: Weak

Saladonia
The last settlement of the Saelings, this modest city-state is located at the confluence of many rivers in a wide and fertile plain. Mud-daub buildings in their numbers stand here and there in great clusters, their outskirts defended by a stout wooden palisade. Though some districts are still marked by the fire of a riots that swept the city after a great plague, the worst scars of that distant turmoil are long since healed. A revolution has swept the city in recent years, however; ousting its vaunted Lord-Imperator in favor of a rough and ready Soldier's Council. A vassal now of the Men of the Bloodright, this once-proud home of oath-bound Imperators has been reduced to bartering its children for safety - and suffers the indignity of a Midnight garrison with poorly concealed ire.
Population: 5 - 1 Scholar, 1 Artisan, 3 Peasants | Military Strength: Moderate



Organizations


The Saladonian Marchers


Description: The Saladonian Marchers are expelled loyalists of the old regime of Saladon, driven forth in the wake of the military coup that deposed the Imperators and sent their followers fleeing seeking to cling to the new ways of their leaders. They have ranged far afield from their former homes, developing wild ways of surviving where others have faltered, adopting nomadic lifestyles like those of their former masters in the Horde.

Horde: Population: 2 - 1 Scholar, 1 Artisan | Military Expertise: 2 - Conscripts | Small Army (Copper Weapons)
Scientific Corps: +1 Science per Year base

Details:
Technologies: Chariotry, Bronzeworking, Domesticated Sheep
Arcana: Rune of Illumination. Rune Control. Rune of Fire. Rune of Liquid Manus. Rune of Shielding

Memories



Cadmus


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


The Chosen of Neferkara


Description: Founded in the Kingdom of Aslani and exiled shortly after, the Chosen are an arcane and priestly faction seeking to further the knowledge of necromancy and other magics. Having wandered around the known world a while before settling into Saladonia, many other city-states have some opinion regarding the Chosen and their activities. To this end they plan on aiding their unlikely allies by providing arcane knowledge and assistance to further grow the small city-state into a powerful kingdom to rival Aslani. After many generations of life in the safety of Saladonia, aiding those people and surviving the depredations of the Midnight Horde, the leadership of the Chosen led their followers east, seizing the undefended Serrin city of Sarfuth. After a climatic battle accompanied by a fell ritual, the Chosen were no more, slain in combat by soldiers from the south or their lives consumed by the reawakening of their former master, the Liche-Priest Neferkara. Only some dozens survived, fleeing north into the Spine Mountains, where they were seen no more.
Last edited by G-Tech Corporation on Tue Apr 23, 2019 8:26 am, edited 15 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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

Postby Elerian » Wed Mar 27, 2019 1:31 pm

Aled Aederyn


Dol Aelyd | Population: 3 - 1 Scholar, 1 Artisan, 1 Peasant | Military: 0 - Tribal Warriors | Public Order: 8 | Bonus Food: 12 | Danger: 0 | 21 Riches | 6 Skilled Labor
Government District | Cracked Stone Wall
Housing District
Industrial District - Artisan Quarters, Market
Agricultural District - Farm

Dol Angren | Population: 2 - 2 Peasants | Public Order: 5 | Bonus Food: 4 | Danger: 0 | 11 Riches
Government District
Docks District - Trade Port

Dol Caelin | Population: 2 - 1 Artisan, 1 Peasant | Public Order: 5 | Bonus Food: 0 | Danger: 0 | 3 Riches | 2 Skilled Labor
Government District

Dol Blathanna | Population: 2 - 2 Peasants | Public Order: 5 | Bonus Food: 7 | Danger: 0 | 10 Riches
Government District
Agricultural District - Farm
Last edited by Elerian on Sun Apr 28, 2019 1:07 pm, edited 3 times in total.

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

Postby Novas Arcanum » Wed Mar 27, 2019 1:49 pm

The Arameri Dominion

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Motto:
Image

Leader:Queen Fey of the Elves

Description: The descendants of the long forgotten Magnum Opus, the Arameri are the proud Chosen of Auri-Al. Their city of Myth Allanor rests on a lush island in the far west. Here the Elves live in prosperity their Dominion isolated from the wars wrought by the Midnight Horde in the east. The Elves are unique for no longer being human and they are gifted with a dramatically increased lifespan and an affinity for the arcane arts.

Settlements:
Myth Allanor: Population: 6,000- 1,000 Elven Scholar, 1,000 Elven Artisan,4,000 Elven Peasent| Military: 0 - Tribal Warriors | Public Order: 9| Resources: Whitesilver, Breadfruit, Sheep,Apples,Maize,Wheat| Bonus Food: 2 | Danger: 0 | 5 Riches
Government District | Cracked Stone Wall
Agricultural District -1 Farm,1 Irrigated Farm
Industrial District-Artisans Quarter

Details:
Arcana: Mystic Control, Raise Dead, Speak to Dead, School of Sunstrength, Sunfire, Geolocus of Industry, Ley Sight, Geolocus Strengthening, Geolocus Travel, Geolocus Healing, Sacrificial Rituals, Healing Light, School of Runesmithing, Method of Intensity, Method of Externality, Method of Reshaping, Method of Channelling,Healing Glare.
Advancements: Ant-Hound Comprehension, Social Contract, Tame Ant-Hounds, Elvish Heritage, Domesticated Sheep.
Domestic Crops: Maize, Apples, Wheat

Technological Goals
Elven Architecture- Description: Arameri culture places a high value on aesthetics and art.The Mer prize beauty and elegance when designing their buildings, and seek to achieve a state of harmony that boosts the happiness of their citizens. +5 Public Order.Cost:10 Science.
Naval Tradition:-1 for Navies, +2 for Armies.Costs 15 Science
Arcana Goals
Sunstrength of Fertility-Description: Using the power of the sun to boost one's fertility rates. +5 automatic Growth per year if a settlement has mages.
Cost: 25 Science
Wonder Goals:
The Temple of Auri-Al: 80 Riches, 40 Skilled Labor, 10 Arcane Resource, 5 Years of Enchantment - Upon completion of this mighty edifice, a new Arcana within an existing School may be devised. A Scholar staffed here produces +1 Science towards the research of Arcane matters and +1 Public Order. Unique.


Elven Calendar
Arameric Era: The Era of the Elves from the viewpoint of the Arameri. Year One of A.E. began when Lady Fey led the transcendence of the humans to Elves more than a hundred years ago.
Pre-Arameric Era:Time before the Transcendence.


Lore on the Arameri
Chronicled by Elven Loremaster Camaenor in the year fifty of the Arameric Era
The story of the Arameri begins centuries ago in the mythical lands of Cadmus their origins traced to the mysterious and long dead order known as the Magnum Opus. Initially founded in the Old Cadmian Republic, the wizards of the Magnum Opus were powerful mages dedicated to the study of magic. After the dreaded Day of Darkness, that brought Cadmus to her knees. The mages fled using the Circle of Auri-Al, teleporting far across the world to the lands of Xcotl, City of the Dead. There they offered their services to the Magorcracy in exchange for a place in their society.

The Magnum Opus were experts in all fields of the magic of their native homeland and dedicated to the study of the arcane. Their Academy was a center of the arcane arts across the world and hosted a vast reservoir of magical knowledge now lost to the dunes of time. The guild was devoted to the advancement of magic, mages writing scrolls full of magical spells learned and studied throughout the centuries.

So wise where the Wizards of the Opus that they were reluctantly voted rulers of Xcotl by decree of the Gate Council. For years the Magnum Opus ruled Xcotl, and learning and scholarship flourished in the Land of the Dead. The Wizards of the Opus studied the eddies of the arcane in search for that fabled state of being prophesied centuries ago by the scholars of Cadmus and they embarked on their quest to become the Chosen of Auri-Al. A disaster stroke that burned everything that they had to the ground. Hard from the East, the locust waves swarmed Xcotl, Land of Wisdom, and Mother of Temples. The Horde came and destroyed everything in their path, hundreds of the Magnum Opus where butchered likes lambs to the slaughterhouse, woe to all that opposed the Lord of Earth.

Lady Fey brave leader of the guild led one hundred mages from the burning fires of Xcotl and fled west to the forests. There they communed with the spirits and became one with Lord Auri-Al. The prophecy set forth centuries ago was fulfilled at long last.

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

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

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

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

Elves being the Chosen of Auri-Al, and Humans the Chosen of Rúatan they are for the most part incapable of having children. The composition of Elves making breeding with humans less successful. This is for the best for Elves would surely be overwhelmed by their human counterparts if they where related. It is said that rarely when the stars are set upon the tapestry of the heavens, a half-breed may be born but it is uncommon but such children are bestowed with the traits of both human and elven parents.

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

When an Elve dies, only the skeletal remains are left behind. The elven flesh dissipates to light leaving behind bones for proper burial rites into the next life. It is said that their souls travel to Aetheria, where they live as angels of Auri-Al and sing the divine song for all time.

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

The first one hundred years have been an epic journey for the Elves. They have acquired great wealth and set forth for a glorious expedition to the Land of Auri-Al. The Mer have found their homeland on the virgin island known for all time as Aramera. Lady Fey was been made Queen of the Arameri Dominion, a great task to guide her people in this brave new world.

Through the past century as the Arameri Civilization, has arisen from the waves of time, a Magestrium is formed from the various Elven Houses. The most powerful mages make up this ruling body of the Mer, the wisest and most gifted of their race.

Civilizations rise and fall through the ages, but the Arameri live on. Lady Fey the Younger, ruler of the Elves, guides her people with a firm and righteous hand under the glory of her God Auri-Al. To help friends in peace and destroy enemies in war. The Arameri Dominion will survive the ravages of time, the Queen of the Elves wills it.


Elven Government
The monarch of the elves holds supreme power. In Arameri culture a monarch is believed to be a representative of Auri-Als will on Terratus thus all Elves respects the monarchs absolute power, and ability to do what he or she sees is best for the path of the Arameri civilization. The legislative body if the Magestrium formed by the most powerful mages of the Dominion. The Magestrium acts as a pathway between Auri-Al and the people connecting them both in harmony.

The monarch, for the most part, respects the powers of the Magestrium. Thus day to day governing is left in the hands of the Magesters to run the Dominion. They vote on various matters, acquisition of new lands, levying of taxes, foreign policy, and arcane laws that govern what types of magic is permissible. For instance, the raising of Arameri undead is forbidden by arcane law, as this is believed to be an insult to the Elves who are to sing the divine song in Atheria, an insult to Auri-Al himself.

Anyone can become a magestor. It is easier for mages from the Great Houses to achieve this vaunted title for they usually have the wealth and resources to train and hone their skills in the ways of magic. But merchants, farmers, artisans,craftsmer,yeomer, are all capable of rising to become magestors. This has been the case for the ways of becoming magestor, are proven through a meritocratic method known as the Exams. All one must do is prove that they are skilled in the arcane arts through a series of test that objectively grades one abilites to govern.Thus anyone is capable of raising up the ranks as long as they have the talent.

The Arameri Dominion is an elective monarchy. The monarch is voted by the Magestrium. Queen Fey herself was voted by her peers to lead the Arameri, for her role in leading them throughout the ages. The monarch is expected to deliberate over the Magestrium to act as judge and executor, and to pass the laws the Magestrium votes on. The monarch as many powers, that includes dissolving the Magestrium,holding special sessions, vetoing laws outright, and passing laws that he or she feels needs to be passed. The monarch is considered an absolute ruler of the Dominion.


Elven Pantheon

The Arameri and the Cadmians worship the same gods for the most part only difference being the Elven tongue designating different names for the same gods save Itempas who as the same name in both pantheons. One major difference, however, is in the Cadmian Pantheon the chief deity is Kona or Jhondrol in the Elven tongue is considered to be the Supreme Deity or Emperor of the hundred thousand kingdoms or realms. While the Arameri respects Kona/Jhondrol as a powerful god, in their pantheon Auri-Al or Arkane is the supreme deity, and all other gods, are considered to be an aspect or avatar of his being.

Auri-Al:Chief Deity of the Elven pantheon. Known as Arkane in the lands of Cadmus. The God of Magic, celestial bodies, the stars, heavens and seasons. Auri-Al created the world countless eons ago in the Mythic Age, when he tore open a portal from the Kingdom of Atheria, into the Kingdom of Terratus. He wielded great staff which he used to forge the world of Mundaria. His helpers, or Aramer, angelic gods in their own right also helped to create the world as well. Once the world was created, and Auri-Al saw that all was good, he returned to Atheria, along with most of the Aramer who tore open holes in the fabric of reality, these became the stars themselves. All magic comes from Auri-Al, which is why the Elves hold him in such high regard.
Jhondrol: Elven God of the Sky. Earthshaker, King of Terratus. Rides on a chariot, made of lightning, pulled, by northern horned horses, blasts deceivers, and wrongdoers with mighty lighting bolts, bringer of righteous order on Terratus.Known as Kona in the lands of Cadmus second only to Auri-Al
Itempas:Elven God of Life, sunlight and healing, Slayer of the Serpent, and Guardian of the Divine Tree.Rides on a chariot, made of pure light. Wields the Sun Bow, as a symbol of his divine power on earth, unleashing fury on disease and bringers of death, with righteous wrath.
Maneth Elven Goddess of maternal love, childbirth, and marriage. Oversees the creation of new souls from the Realm of the Divine Tree. Carries these souls to their lives in the Mundaria. Guardian of mothers and children.As the Mother Goddess she is known as Mara in the lands of Cadmus.
Mela:Elven Goddess of love and passion. Wields a staff, made of glowing timber and rides on a magnificent bird, striking people with her magic, so that they may fall madly in love with each other
Maethor: Elven goddess of strategy, tactics, wisdom, and war. The noble version of Ohta, she rides on steed made of sunfire, into battle wielding a spear of justice. She inspires the Elven generals, in times of war so that they may claim the mantle of victory over their foes.
Ohta: God of War, Chaos, and Black shells. Rides on a horrific gigantic Blackshell into battle bringing terror, and mayhem to all who dare to battle him.Bringer of destruction and chaos on the mundane plane. He is the only god on this list that the Mer despise and don't worship, due to his violence and recklessness.
Arda: God of the earth. Referred to as The Living Earth. Arda is everything that represents the earth, the mountains, canyons, creeks, and ravines.




Mer- How the Elves refer to themselves vs man.There is only one Merish race, the Arameri or High Elves.

Magestor-An member of the Magestrium.Highest and most prestigious position a mer can obtain, master of the arcane arts, scholar, and official of the Dominion. Usually assumed to be of nobility, but anyone is capable of achieving this title.

Aelori- A Merish Noble of birthright. A member of one of the Great Houses who founded the Arameri Dominion and someone who wields a reasonable degree of influence, and power in society. Determined by birthright. They are not above the law as shown during the Trial of 492 when the Justicar revoked a rouge Aelori's birthright for the murder of a Vaeral. Ever since then the power of the nobles has been reasonably diminished.

Vaelori A Merish noble not of birthright. Mages skilled in the arcane arts, valorous warriors or wealthy merchants who have been given lordship by the Queen for their talent and skill to the Dominion. They are meritocratically drawn from the commoner classes. A Vaelori wields just as much influence as an Aelori sometimes more since there are landed Aelori who can fall to destitution.

Vaeral- Mer not of noble birth.These are the merchants, farmers, artisans, shopkeepers, soldiers, and any commoner of Elven society. tha

Curunir- An Elven wizard skilled in the magical arts, and dedicated to studying of the mysteries.

Sairon-An Elven Battlemage.They are skilled in the combative arts and can use their magicka, to perform many spells that the average mage cannot.

Mandate of Auri-Al- Noble lords of the Arameri are powerful and influential, but their power stems, from the services and obligations they have to the Vaerals they are servants to the people. The old saying with great power comes great responsibility applies here. Lords who abuse their standing fail to uphold the mandate of Auri-Al, that is keeping the tenements of benevolence, chivalry, civility, justice, and good, may find their titles and powers taken from them and rightfully so.

Justicar-Bringer of Justice. Acts in place of the Queen to deliberate on matters of grave importance. Metes out punishment and possesses the rare ability to block and take away one's magic as punishment for a crime.

Archon- An elven title for governer.Archons hold little power in governance but they do serve as Speaker for the Magestrium during the Queens absence.


Sinya Coranar - Elven for new beginnings.It is a winter celebration of the new year. Wine flows like the rivers, and special sweets are baked in the shape of stars and given freely to people. There is much merriment and dance as the elves celebrate the new year.
Last edited by Novas Arcanum on Sun Apr 28, 2019 4:44 pm, edited 50 times in total.

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Olthenia
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Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Wed Mar 27, 2019 3:06 pm

The Many Mothers of Fastaqui

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Queen of the Skazahad Delta


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

Settlements:
Fastaqui | Population: 5 - 1 Scholars, 4 Peasants | Military: 2 - Conscripts | Public Order: 5 | Resources: Amber, Quinoa, Copper, Granite | Bonus Food: 23/25 | Danger: 0 | 0 Riches, 5 Stone | 1 Small Army (Bronze Weapons)
Government District - School, School, School | High Stone Wall
Military District - Barracks, Smithy | High Stone Wall
Housing District | High Stone Wall
Industrial District - 2 Foundries, Artisan's Quarters | High Stone Wall
Agricultural District - 3 Irrigated Farm, 1 Farm
Mining District - Quarry, Mine (Copper)
Harbor District - Fishing Docks, 3 Fishing Docks

Karowa | Population: 3 - 1 Scholar, 1 Artisan, 1 Peasant | Public Order: 2 | Resources: Goats, Lead, Cassiterite | Bonus Food: 12 | Danger: 0 | 5 Riches
Government District
Agricultural District - 2 Farms
Mining District - (10/40 Riches, 2/5 Skilled Labor)

Details:
Arcana: Slaughter of Storms, School of Runesmithing, Rune of Shielding.
Advancements: Social Contract, Camel Domestication, Bronzeworking, Trawling Nets, Mass Labor, Food Preservation.
Domestic Crops: Quinoa, Apples

Explored:
0,-1 [Desert (River): Papyrus, Quartz, Desert Vegetables]
0,-2 [Mountains (Arid): Lead, Goats, Cassiterite]
1,0 [Temperate (River, Coast): Shimmerstone, Copper, Medicinal Herbs]
1,-1 [Temperate: Deer, Apples, Gourds]
-1,-1 [Desert (River): Myrrh, Tin, Ant Lions]
-1,0 [Desert (Arid): Scrub-Brush, Saguaro, Camels]
-2,0 [Desert (Underground Forest, Oil, Desert Lichens)]
Last edited by Olthenia on Thu Sep 05, 2019 9:57 am, edited 10 times in total.

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

Postby Nuxipal » Thu Mar 28, 2019 2:00 pm

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

Settlements:
Khasut: Population: 4 - 1 Scholar, 2 Artisan, 1 Peasants | Military: 1 - Militia | Public Order: 5 | Resources: Amethyst, Wadj Reed, Aurochs, Crocodile, Wheat | Bonus Food: 14/25 | Danger: 1 | 2 Riches | Small Army (Undead)
Government District | Cracked Stone Wall
Military District - Barracks | Cracked Stone Wall
Agricultural District - Irrigated Farm
Industrial District -


Arshak: Population: 1 - 1 Peasant | Public Order: 4 | Resources: Amethysts, Salt, Saltwater Crocodiles, Wheat | Bonus Food: 4/10 | Danger: 1 | 4 Riches
Government District
Mining District - Mine (Amethysts), Quarry
Agricultural District

Isin: Population: 1 - 1 Peasant | Public Order: 4 | Resources: Gourds, Rhinoceros, Giant Shade Trees, Wheat | Bonus Food: 9/10 | Danger: 1 | 2 Riches
Government District
Forestry District - Timber Camp
Agricultural District -

Details:
Advancements: Bronzeworking, Domestic Aurochs, Social Contract 4/10
Arcana: Star-Sigil of Birth, Star-Child Constellation, Raise Dead
Domestic Crops: Wadj Reed, Wheat


Explored:
[1,0] [Arid (Twin Rivers): Servals, Ant-Lions, Galena]
[-1,0] [Arid (River): Purple Berries, White-Silver Metal, Wadj Reed]
[1,1] [Desert (River): Agave, Giant Lizards, Papyrus Reeds]

High Queen Khalida - F, 21 - High Queen of the Tjenu Dynasty
Neferata Asaph - F, 36 - Mother of High Queen Khalida

Family Tree





Cultural Section

Neferkara Tjenu- ruled 198 - 213; Liche-King of Nekhen
Setnakhte Tjenu ruled 213 - 214; The Exiled

Interregnum 214 - 294

Tafari Tjenu ruled 294 - 325; the Builder, Reunited Nekhen and pushed it towards its future
Ramesses Tjenu (b. 300) ruled 325 - 399; the Warrior, Longest living member of House Tjenu ever recorded
Arkhan Tjenu (b. 390) ruled 399 - 422; the Young, Great-Grandson of Ramesses. Became High King at the age of nine.
Khalida Tjenu (b. 410) ruled 422 - Present; Ruled in her own right at age twelve with the assistance of her mother.

Asl River - Southern of the two rivers, the city of Khasut is founded along its southern banks and Arshak is located at the mouth of the river
Aspis River - Northern of the two rivers, its southern banks are rich and fertile while its north shores are desolate and unwelcoming
Asdyian Sea - Great Sea into which the Asl and the Aspis flow
Khasut - Largest city of the Kingdom of Nekhen
Isin - South of Khasut a stretch of arable land exists due to a variety of tributary streams too small for even small boats. Boasts vast forests nearby.
Arshak - Port of Nekhen founded along the mouth of the Asl river where it flows into the Asdyian Sea
Serapis Desert - The Vast wasteland north of the Aspis is fairly well explored thanks to the former Serapis League
Nepharis Desert - The vast wasteland south of the Asl is mostly unexplored


This is only bits and pieces, not anywhere close to sentences. Just some things I noticed that I was doing. It'll also include what the Aslani people call other races.

As- : Prefix meaning "Water"
Aslani : People of the Waters
Marani : The people of Mara, the Honori
Itani : The people of Ita
Middani : Midnight Horde/Empire folk
Saelani : People of the Saeling/ Saladonia


The Aslani Religion has been transformed by their contact with other peoples. Where the stars once told them where to go, more and more it is the earth and waters of their land which shape their lives. While gods and goddesses have been assimilated, they are not exact copies of their foreign counterparts.

Apet - Chief Goddess of the Aslani. She is depicted with a solar disk about her head. She is seen as the mighty sun which both gives life to the creatures of the land and burns them should they stray too far into the deserts.

Weret - Heavenly Aurochs, she blessed the lands of the Aslani with her children to give them life

Wadjhotep - God of Fabrics and Clothing. Gifted the lands of the Aslani with the Wadj Reed and Papyrus Reed

Nekher - God of the Dead and the underworld, particularly unlife. It is from him which it is believed that Neferkara learned to raise the dead. Married to Nika-Lunda

Sothis - Goddess of the Moving Sands, responsible for sandstorms

Niun-Silar - Formerly two deities, fused together when the Marani arrived in Khasut. God of Warfare and Harvests. Closely associated with Nika-Lunda

Nika-Lunda - Fomerly two deities, fused together when the Marani arrived in Khasut. Goddess of Victory, the Asl River, and Blood. Closely Associated with Niun-Silar. She is married to Nekher.

Min - God of Grasses and Grains, gifted the Wheat of the Asl river to the Aslani

Iah - Moon God, opposite of Apet, Iah is believed to be either her consort or her brother. Worshiped in full moon festivals by the sacrificing of an Aurochs in his temple and the distribution of water.

Seshet - Goddess of the written word. She gifted the People of the Asl valley with language and a written language so they may communicate with each other more clearly.

Mehret - Cobra Goddess which protects over the entrance to the underworld. Worshiped by those who work with the dead.

Uunti - The God of Crocodiles, seen as an evil force which plagues parts of the Asl river. Offerings to him include a sacrifice of an aurochs or in rare instances, the execution of criminals in a part of the Asl where the Crocodiles congregate.

Kevah - Ancient being who fell from the heavens and merged with the air of the world. As they are all around, the Kevah is rarely worshiped as it is also believed to be responsible for the evil magics which the Middani possess.
Last edited by Nuxipal on Fri Apr 19, 2019 8:27 am, edited 17 times in total.
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Saxony-Brandenburg
Minister
 
Posts: 2810
Founded: Mar 07, 2016
Civil Rights Lovefest

Postby Saxony-Brandenburg » Wed Apr 03, 2019 7:32 pm

The Honori People



Description: A city, now humbled. The Honori live as slaves beneath their master, the shah, as vassals to the Midnight Horde. A patriarchal society, or, atleast, so wishes their masters, they toil in the sands and beneath the sun, getting their fill from the many domesticated crops of their fields. Religion dives deep into their hearts, however, and makes their spirits ever bending, but never breaking, inspiring acts of rebellion against their terrible fate, and a passion, nay, fire, for righteous justice, and revenge for those slaughtered in defense of their homeland.


Settlements:
Mara | Population: 6 - 1 Scholar, 1 Artisan, 4 Peasants | Military: 1 - Militia | Public Order: 5 | Bonus Food: 7 | Danger: 3 | Resources: Agave, Maize, Fire Snakes, Sand Striders, Cactus, Tin | 15 Riches
Government District - Governor's Palace
Housing District
Military District - Barracks
Agricultural District - 2 Irrigated Farms

Details:
Arcana: Geolocus of Healing. Geolocus of Strength. Geolocus of Sight. Geolocus of Growth.
Technologies: The Saddle, Domesticated Camels, Bronzeworking
Domestic Crops: Agave, Maize, Wheat

Explored:
East [Mountains (River): Llama, Maize, Condor]
North [Mountains (River): Rock Rabbits, Leopards, Copper]
Northeast [Mountains: Cedars, Obsidian, Blueberries]
West [Desert: Camels, Opals, Giant Scorpions]
Southeast [Plains (River): Galena, Glowwood, Oak]
South [Desert (River): Crocodiles, Goats, Maize, Gold]
Southwest [Desert: Camels, Copper, Bitumen]
Northwest [Temperate: Deer, Coal, Dodos]
South of South [Desert (River): Cacti, Pitcher Plants, Lions]
West of West [Desert (River): Papyrus, Hematite, Giant Winged Serpents]
East of East: Mountains (Llamas, Coal, Copper)
N of N of N: Temperate (Strangleweed, Silver, Edible Grasses)
N of N of N of N: Mountains (Ita Settlement)

The Old Gods

Lunda- The Mother Goddess, patron of mothers, lovers, the sick, the poor, and the dying. Goddess of the rivers, of the harvest, of death, of the moon, the hearth, and of blood. She sits in the nighttime sky, there to welcome the infant into this life, and console the dead who leave it. The mother and lover of Silar, she has given birth to all the lesser gods- or spirits who do the will of the noble two. She is the giver of knowledge, the goddess of justice- passing her eye over all the souls who leave this world, seeing all.

Silar- The Father God, patron of warriors, of artists, the noble and the brave. God of rain, of the seasons, of the sun. God of glory, god of honor, god of courage. God of tactics, god of weapons, of the smith, of wealth. He is the arbiter of his mother's justice, he is the protector of his people. His will, his strength, flows through every brave warriors of the Honori people, defending their homes and fighting a just war. He is the punisher of evil, and the deliverer of penance. As the sun looks down upon the people of the desert vale, his blistering gaze is the strongest of forces, the mightiest of wills.
"When Adam delved and Eve span, who was then the gentleman?"

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

Postby Holy Tedalonia » Thu Apr 04, 2019 6:37 am

Will edit in the future due to being out of date...
Saladon Marchers
Sons of Saladon & of the Saladonian Brotherhood


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

General Details:
-to be added-

Homeland - Salli, Ivaria

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

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

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

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

Low Magick - Magick that is formed/related to runes

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

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

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

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

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

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

Weylander - a Saeling who lives within a Saladon Horde (nomadic)
Asling - a informal byname used for the Aslani foreigners, often used when ones friendly and rowdy as opposed to distant and silent.

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

Fluffling - sheep

Drakeling - flying lizard

Lytling - a child

Gall - a foreigner

Blooded - a term to refer to pureblooded Saladonians, natural born Saladonians, rather then those taken in by foreigners. However, they are not held as superior save for the elitists.


Description: The Saladonian Marchers are expelled loyalists of the old regime of Saladon, driven forth in the wake of the military coup that deposed the Imperators and sent their followers fleeing seeking to cling to the new ways of their leaders. They have ranged far afield from their former homes, developing wild ways of surviving where others have faltered, adopting nomadic lifestyles like those of their former masters in the Horde.

Horde: Population: 2 - 1 Scholar, 1 Artisan | Military Expertise: 2 - Conscripts | 30 Riches | Small Army (Copper Weapons)
Scientific Corps: +1 Science per Year base

Details:
Technologies: Chariotry, Bronzeworking, Domesticated Sheep
Arcana: Rune of Illumination. Rune Control. Rune of Fire. Rune of Liquid Manus. Rune of Shielding
Last edited by Holy Tedalonia on Mon Apr 08, 2019 6:36 am, edited 4 times in total.
Name: Ted
I have hot takes, I like roasting the fuck out of bad takes, and I don't take shit way too seriously.
I M P E R I A LR E P U B L I C


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