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Might and Magic [CLOSED]

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Skaldia
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Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Might and Magic [CLOSED]

Postby Skaldia » Sat Feb 15, 2020 7:47 pm

Welcome to the World of Might and Magic
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Discord | Theme | MAP | Lore


In ages past the reckoning of man or beast, a mighty Empire of Magic existed. These humans thought they knew enough to pierce the cosmos, and try to expand through the use of Gates. This Imperium spread across to many worlds, not by the might of science, but of the arcane. To fuel their conquest of other worlds and creatures, they built gargantuan Gates that allowed for the instantaneous travel of men and supplies to any world with a Gate. As time passed, the Imperium colonized and subjugated hundreds of worlds and different cultures, their power seeming to have no bounds. Unfortunately, drawing on too much energy from the Winds of Magic caused the Gates to malfunction and cease to work, effectively ending the Imperium's iron grip on the World Tree and sending dozens of worlds into dark ages as some worlds' population had grown far too great for them to rely on their own exports. Billions all over, died.

Earth had been changed irrevocably. Hundreds, maybe thousands of races, had likewise immigrated to Earth. When the Gate failed, the Imperium lasted less than a generation before the first War of Dissolution saw the Imperium crumbling. For the next thousand years, any remaining semblance of unity was systematically ruined in a period that would become known as the Age of Oblivion. Likewise, any history and power that the Imperium had was cannibalized and destroyed until the golden years when the Imperium had ruled became mythic by the current age.

Eventually peace would settle as the new world powers arose from the dust with the building of the Holy City of Arum (Istanbul). From Arum, the first of the Keepers arose around the Order of Peace. The Keepers sent out emissaries all over the world, bringing messages of peace and prosperity. Some early nations denied the words of the Keepers or outright killed their emissaries. None of these early nations survived, suffering some sort of calamity or another, whether due to the machinations of the Keepers or bad luck is a fiercely debated point. After nearly two hundred years, the peace the Keepers had worked for was established with the First Representatives arriving from each respective nation on the planet. Thus the Age of Peace was begun.

The year is 389 AP. Since establishing peace, the Keepers have remained engimatic, locked away in their Holy City. In the last centuries, they've only called for a Conclave three times, each time marking a point where a threat to the entire world was predicted. The fourth time is at hand. . .


Premise

So the gist is this. Each player plays a character, faction, or nation (or all three) on planet Earth. Unlike our planet, the world is comprised of hundreds (thousands?) of races instead of just humans. How they interact with each other I leave to you. At the start of the RP, a Conclave has been called with Emissaries from the Holy City arriving to each nation on the planet simultaneously to ask for a Representative to be sent to the Holy City to discuss a matter of grave importance.


RULES:
    1) No Godmodding or Meta-Gaming
    2) While this is a fantasy rp and I expect some pretty amazing stuff, please keep it based in reality. For instance, if your character starts walking to point A to point B and point B is a thousand miles away, it should take a while.
    3) No steamrolling other races or other players just because you can.
    4) No massively powerful races like Gods and what not. Dragons are allowed, but please sparingly.
    5) Technology is High Fantasy. No gunpowder.
    6) While there are weapons of mass destruction in real life, I will not allow their use in this RP. They defeat the purpose of this RP.
    7) This is an alternate world and has no connection whatsoever with our world. So, for that reason, there will be no mention of a Roman Empire, Leonardo Da Vinci, or what have you. They never existed.

CO-OP RULES:
    1) Co-Ops are allowed to accept Apps as long as BOTH Co-Ops accept the app. After accepting, they will TG me the APP to be added to the list.
    2) There shall be TWO Co-Ops
    3) Co-Ops are allowed to make a natural phenomenon occur or a sickness break out.
    4) Co-Ops are NOT allowed to be Biased towards a player just because said player is attacking Co-Ops world, nation, or what have you.

TIMELINE*:

    3300-2300 BP (Before Peace): The Age of Oblivion begins; a series of wars, plagues, and rogue magics destroying much of the previous history of the Imperium.
    2300 BP: The Age of Oblivion is considered over with the world powers stabilizing.
    2112 BP: The Draconians arrive from the Far North and land in what will become known as Arkhosjha.
    2112-1998 BP: The Great War will see the Empire conquer more than half of the total size of the nation.
    1789 BP: The Aujiran Conquest. The rest of the province of Aujir is conquered.
    1697 BP: The Xarzithian War will see the Draconians conquering Xarzith.
    445 BP: The Nifran Conspiracies and Nifra is liberated from the Grey Necomancers and assimilated in to the Draconian Empire.
    338 BP: Juanithian War is the final war of conquest for the Draconian Empire, the Juanithian Warlords crushed at the Battle of Xalobrax.
    234 BP: The Holy City of Arum is constructed.
    0 BP: The First Conclave is called for. With the aid of the Keepers, the comet Gezelbaum is diverted from hitting the planet through a great feat of magic.
    78 AP: The Second Conclave is called. The Frost Giants of Varsok (Antarctica) are defeated and stopped from destroying the world by a group selected by the Conclave. These Heroes are canonized by the Holy City, as most of them do not return.
    146 AP: The Third Conclave is called. The Titan Mezant'rol is prevented from awakening, although much of Desen'ebre (The Sahara Desert) is glassed and tens of thousands killed. The Colossus of Desen'ebre is constructed in the center of the Desert to commemorate the fallen.
    349 AP: The Aujiran Uprising begins when the local humans rebel against their Draconian masters.
    362 AP: The Aujiran Uprising is ended at the Battle of Mount Hazan
    389 AP: The Fourth Conclave is called.

*Let me know what you want to add to the timeline so I can incorporate it.
Last edited by Skaldia on Wed Mar 11, 2020 6:51 pm, edited 5 times in total.
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

User avatar
Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Sat Feb 15, 2020 7:48 pm

NATION APP:
Code: Select all
[size=150][color=darkred][i][b]NAME OF NATION HERE[/b][/i][/color][/size]

[box][b][u]NS Name:[/u][/b]
[b][u]Nation Information:[/u][/b]

[b]Nation Name:[/b]

[b]Government Type:[/b]
[b][u]Head of State:[/u][/b]

[b]Religion:[/b]

[b]Magical Ability:[/b]

[b]General Terrain:[/b] PLEASE USE THE RL TERRAIN OF WHEREVER YOU CHOOSE TO PLACE YOUR NATION

[b]Noteworthy Fauna:[/b]

[b]National Flag Description:[/b] A PICTURE IN SPOILERS OR DESCRIPTION

[b]Main Species:[/b]
[b]Minor Species:[/b]

[b]Geographic Location:[/b] AS RELATED TO EARTH

[b]Capital City Name:[/b]
[b]Capital City Description:[/b]

[b]Species Descriptions:[/b] 

[blocktext][b]Psychological Profile:[/b] [/blocktext]

[b]Nation History:[/b]

[b]Current Events:[/b]

[b]National Views: (racist/trustworthy/warlike/etc.)[/b]

[b][u]Main Characters:[/u][/b]

[b][u]Armed Forces:[/u][/b]
[b]Uniform:[/b]

[b]Tactics:[/b]

[b]Units:[/b]
[blocktext] [/blocktext][/box]


FACTION APP:
Code: Select all
[b]Name of Faction:[/b]
[b]Faction Size:[/b] (100 to 2,000 people to begin with.)
[b]Specializations:[/b]
[b]Government:[/b] (How do you lead?)
[b]Races:[/b] (1 majority species, and as many minor races as you want)

[b]Advantages:[/b]
[b]Disadvantages:[/b]

[b]Agenda:[/b] (What are your plans for this new sector?)

[b]Summary of Founding:[/b] (A brief history of how your faction was formed)

[b]Traits:[/b]

[b]Military:[/b] If any


CHARACTER APP:
Code: Select all
[b]Name:[/b]
[b]Age:[/b]
[b]Species:[/b]
[b]Personality:[/b]
[b]Skills:[/b]
[b]Appearance:[/b]
[b]Short Bio:[/b]


RACE APP:
Code: Select all
[align=center][b]Creature Entry[/b]
[img]Pic/description Goes Here[/img][/align]
Paragraph here.


ACCEPTED APPS


Nations:


Skaldia |-| The Draconian Empire... Link

Factions


Characters:


Current Races
    Draconians
    Humans


Monsters
    Dracians
    Dragons
    Raptors
Last edited by Skaldia on Thu Feb 20, 2020 7:12 pm, edited 4 times in total.
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

User avatar
Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Sat Feb 15, 2020 7:49 pm

The Draconian Empire

Nation Information:

Nation Name: The Draconian Empire

Government Type: Oligarchic Theocracy. The Draconian Empire is broken down into nine provinces called Sunholds and within each Sunhold is a Windhold. The number of Windholds within a Sunhold depends on the population of that Sunhold. Each Sunhold is ruled by a Sun Lord (or Elder Lord) and every Windhold ruled by a Wind Lord.

Religion: The Draconian Pantheon, made of thirteen Dragon-Gods that created the many Dragonoid races of Draconia in their image, is considered a remote and distant pantheon that has evolved from weather worship in the previous eras. Each of the Dragon-Gods uphold one of the Thirteen Tenets as laid down in the Sacred Laws. Only the greatest Draconians are allowed to enter Quavera, the Draconian idea of Heaven, also known as the Eternal Flame. From the Eternal Flame, it is believed that some Draconian souls are transformed from their base state to be reincarnated as Dragons. For this reason, Dragons are considered Sacred. Draconians will go out of their way to protect Dragons and will defend them with their life. Likewise, Dragons and Draconians have an intrinsic bond. Dragons will not harm Draconians, and it has been known that some of these Dragons will even allow Draconians to ride them.

Magical Ability: Magic is often frowned upon within the Empire, considered unsafe and not for honorable Draconians. What magic is practiced is a highly specialized form that is used to power many simple day-to-day items in the Empire. These magical items, using special crystals mined from the Peaks of Flame (Ural Mountains) allow for the imbuing of certain properties to that crystal. Icestones are used to keep items cold, Flamestones to keep something warm, Airstones to keep items afloat, Waterstones used to primarily funnel ships forward at great speeds, and Soundstones that allow for people to use as communication devices. The offensive capabilities of magic are frowned upon, the concept of 'Strength Through Flesh' being the overall deciding factor. It is also tied up in religion; those who practice magic are considered dishonorable and thus unable to enter the Holy Flames. Despite being seen as pariahs in their communities, Magisters (those that practice magic in the duty of their Empire and Hold) serve an important function and the Magister Clans are both powerful and form an important link in the Empire.

General Terrain: Mostly comprised of the Great Draconian Plain (East European Plain) in the West. In the Northwest, thousands of lakes make up the Drake Lands, which mostly comprise the Sunhold of Aujir. Great forests, mostly found in the Southern and Western Sunholds of Juanth, Nifra, and Aurix, dot the landscape as well as ominous hills primarily found in the Sunhold of Vyth where the once-human rulers of the many human kingdoms that had called the landscape home interred their dead. The entire Eastern border of the Draconian Empire is the Peaks of Flame (Ural Mountains) The Grand River marks most of the Southern border, flowing out from the Peaks of Flame and stretching all the way to Lake Don in Central Draconia. The Eastern Sunholds of Uska and Xarzith are hilly, frozen country where they reside up against the Peaks of Flame, although Uska shares a larger border with the Peaks of Flame.

Noteworthy Fauna: The fauna in the Draconian Empire is noteworthy in three cases; the fierocious Raptors in the foothills of the Peaks of Flame and the Great Draconian Plain, and the massive dragons that call the summits of the Peaks of Flame their home. The third case are the dimunitive Dracian that call the Great Forests of Southern Draconia their home. They are mischievious little creatures that form familiar bonds with Draconians and usually serve as pets to Draconians. In the military, Dracians carry messages back and forth and even some of them have been trained to act as scouts through the use of sign language.

National Flag Description: A golden flag with a red sunburst in the center with thirteen spikes of flame representing the Holy Thirteen.

Main Species: Draconian: 75% of total population.
Minor Species:
Human: 21% of total population.
Dwarf: 3% of total population


Geographic Location: Northwestern Federal District of Russia.

Capital City Name: Arkoshja
Capital City Description: Arkoshja, the Dagger City. Located at the uppermost tip of the Daggerfang Peninsula (Onega Peninsula), Arkhoshja was once a sleepy coastal town ruled by human fishermen. However, with the arrival of the Draconians and the beginning of the Great War, Arkhoshja became the most important military center for the Draconian forces. It went from sleepy coast town to a massive industrial port city. Arkhoshja is dominated by the Crown Hills, five hills that back the city from the South and where the city is ruled from. South of the Crown Hills are the Generals, where most of the industry and work of the city occurs from massive workshops to tanneries. North of the Crown Hills is the Port, where all the trade from the massive Draconian Empire eventually comes to. Further south of the Generals is the border of the city, the great Dragonwall that guards the city. Beyond the Dragonwall is the Donaaran Foothills, where most of the farming for the city occurs. From the air, the city is shaped like a massive triangle which gives to its nickname, the Dagger City.

Each of the Crown Hills has a specific name; Palace, Elder, Baron, Noble, and Justice. Palace Hill is dominated by the Imperial Palace of the Emperor, a sprawling edifice guarded by the elite Imperial Sentinels and home of the entire House of the Emperor. Elder Hill is home of the Council Chambers, a building nearly as big as the Imperial Palace and where the Elder Council comprising represenatives of each Sun and Windhold comes to discuss matters of state. Baron Hill is the home of the Trade Guilds where the discussions of trade and mercantile affairs are decided. Home to the Guild Tower, it is an inauscpicous Tower, at an equivalent height as the Ebony Tower. It is known also as the Gold Tower, since it is jokingly where the money pours in and out. Noble Hill is mostly comprised of several estates owned by the richest nobles in the Draconian Empire. And Justice Hill is where the Sacred Laws are upheld and Magisters administer justice. It is also home to the Ebony Tower, the most highly defended building in all of Arkhoshja. Typically it’s a prison for political prisoners.


Species Descriptions:
Accounting for nearly all of the Empire's population, the Draconians dominate the Empire. On an average height of seven feet tall, the Draconians are covered in thick scales mostly in Earthy tones of color. They weigh around three hundred to four hundred pounds and as a race from foreigner’s perspective, considered muscular. Their scales are also known to be very hard to penetrate and Draconians are impervious to fire. Each Draconian also sports a thick snout with several dozen serrated teeth known to tear through steel. As they age, their scales become duller. Young draconians grow faster than the average human children does. A mother will only lay one egg and even rarer two. They walk hours after hatching, reach the size and development of a ten year old human child by the age of three and reach adulthood by fifteen. They do not reach full physical maturity until around twenty however and there the aging process slows dramatically. By age fifty, they are much like a 20-30 year old human. By one hundred, they are equivalent to that of a 40-50 year old human. By 150, they are equivalent to a 50-60 year old human. By 200, they are equivalent to a 60-70 year old human. A draconian lives around 200 hundred standard years but none make it past three hundred.

Psychological Profile: The concept of Honor and Duty are tightly woven throughout the psyche of the average Draconian. Honor in their personal lives, and duty to their Clan and their Family. Personal integrity and oaths fall into this category. For instance, an oathbreaker (a Draconian that has been proven to have lied or broken an oath) are considered anathema to the Draconian Empire and are ordered to killed on sight for grievous oath-breaking. If the Draconian has been proven to have lied, they are stripped of their rank and made slaves to work the mines. However, this does not apply to non-Draconians. Some Draconians choose to become Kar'ahsti, forever Exiled from the Empire and forced to die a lonely death far from the bosom of hearth and family. For this reason, companies of Kar'ahsti can be found outside Draconia and often serve those that can afford them as mercenaries. Otherwise, they can be found in professions like blacksmithing, shopkeeping, innkeeping, etc.

The Sacred Laws do not apply to non-Draconians, known as Khev'ak except when dealing with them in Duty to the Empire and Hold. Khev'ak must seek permission from the local Sun or Wind Hold to enter their territory, and be given a Pass. Otherwise, they are seen as Interlopers and to be killed on sight. Diplomats and merchants are allowed free reign once they are given a Pass and do not have to seek a new one, provided they respect the Laws and Customs of Draconia while there. If a Khev'ak is proven to have broken a Law, there is no mercy provided them. They are made slaves.

Draconians are all driven by the desire for excellence, the concept of laziness or slacking foreign to them. To other races, the Draconians are seen as proud and arrogant, but courteous (if a bit distant and cold). If not an Oathbreaker, every Draconian is considered equal to another Draconian.

Draconians all fall into major Clans and within every Clan is a House which is made up of a Family. How many Houses are within a Clan determines the size of that Clan. The largest Clan is that of Clan Jihai which contains the Emperor, the leader of the Draconian Empire. Within a House is usually made up of the Patriarch and Matriarch, the eldest of that House, with several family members. The Patriarch and Matriarch, and the extended family, supply for and educate the child until the age of three where the Child is expected to begin work, usually in the same profession the parents of the Draconian engage in. This produces highly specialized workers overtime. Children are also expected to be critical and independent. For example, the current Commander of the Imperial Marines can trace his lineage of duty within the military back for a thousand years. It is not discouraged for hatchlings to go their own way in life, not seen as taboo. However, it is rare nonetheless.
Houses within the Clan are often a tangled and mixed match that, to a non-Draconian, is a labyrinth of blood ties and a bewildering mix of families.

However, it is this very family bond that has allowed the Draconian Empire to expand across the entire surface of Draconia and beyond.

To explain some of the tradition of House bonds. A House is increased or decreased in size by the number within that House. For instance, if a marriage bond is enacted with another House, the female becomes part of the male’s House and severs all Ties of Duty with her former House. However, if a male marries above his station (i.e. into a stronger Clan or House), HE severs all Ties of Duty with his original House and joins his mate’s House. Typically a mate is chosen from a foreign Clan but it is not uncommon for one to marry within their own Clan, as long as it is not within the same House.

Minor Clans within the Draconian Empire usually serve as vassals to the Major Clans. A Major Clan's leader is a Siksta'th, (Sun Lord/Lady in Common) who serve in the Clan Council. A Minor Clan's leader is a Suka'th (Wind Lord/Lady) who watch over the Windholds which make up a part of the larger Sunholds. All Draconians make are part of a Minor or Major Clan, unless they are Outcast in which case they serve as slaves or otherwise live outside of Draconia.

Oaths are considered nearly as sacrosanct as the Sacred Laws themselves and deals with the Four Tenets of Justice, Protection, Commitment, and Duty. For example, a foul murderer kills a Patriarch of a House and his son Vows to bring the killer to justice. The wording is incredibly important. Vengeance is considered highly selfish and dangerous and, while understandable, is considered befouling an Oath and thus staining the soul of the Oathmaker. It is also is legally, morally, and spiritually binding the Oathmaker to that Oath until it is complete. In the case of the murdered Patriarch, the Oathmaker must seek out any means necessary to complete his Oath UNLESS it is illegal or other amoral or spiritually damning. The Oathmaker must work within the Sacred Laws. If the Oathmaker Breaks his Oath, he can be put to death or sent to the mines to become a Slave or work the fields like a common human. The Oathmaker is stripped of his Clan and House and former Outcast.

Typically, those serving militant roles within the Empire are marked by the use of fetishes such as keeping small finger bones carved with Draconian runes offering protection, luck in battle, and other such things. Members of the Imperial Legion are allowed to take trophies from fallen, worthy enemies. Fetishes are allowed within the Imperial Legions as long as they do not obscure rank or otherwise cause a disruption of that Legionnaire's duty.

When a Draconian dies, they are ritually cremated and their ashes mixed in an incredibly strong alcoholic drink called Fire Ale that is then drank by the entire House as a way to pass on the strengths of the passed Draconian. Once the Fire Ale has been all drunk, the Funeral Rite is over and the dead Draconian is no longer mentioned. In times of war, the Legionnaire's ashes are consumed by members of the same company. The exception is the ashes of an Outcast which are scattered without ritual or of a Draconian that has been believed to have acted dishonorably.

A note on names: Names within the Draconian Empire denote status. For example; the Emperor's name is Krix vos Annyo II. The 'vos' represents that the name holder is of a Major Clan. The surname represents the name holder's House. If he was of a Minor Clan, however, the 'vos' would be a 'chan'.

A note on humans:Since the beginning of the Draconian Empire, there have been humans that called the Empire home. Unfortunately, humans within the Empire are treated as second-class citizens with little in the way of freedom. The state that humans live in depends upon which Wind or Sun Lord is their superior. Nearly every single human in Draconia are serfs bonded to the land they work on. A few humans, however, decide to serve in the Draconian military as Imperial Scouts. The majority of humans live in the Sunholds of Aurix, Juanth, Nifra, Orn, and Aujir with Aujir having the most.

A note on dwarves: Those few dwarves that live in Draconia are in Xarzith, where they are left alone, instead serving as mining specialists and supervisors. The few communities of dwarves that reside in Draconia are seen as strange creatures, but because of their work ethic, immense strength, and honor based family system, they are treated far better than the humans that call Draconia home.


Nation History:
Most of the history of the Draconian Empire can be traced back to two thousand years ago, around 2,000 BP. At that time, the Draconians came out of the Far North in a land said to be now under the Sea. They were led by the First Emperor, Arjhon the Great. Arjhon the Great landed where Arkhosjha resides today. From there, he launched the Great War, leading a massive strike on the native human tribes in the area, pushing them out of Siksta (Arkhangelsk Oblast). In the next hundred years, he conquered the rest of the First Sunhold and went on to conquer the Second Sunhold of Aurix (Vologda Oblast), the Third Sunhold of Orn (Republic of Karelia), and parts of the Fourth Sunhold of Uska (Komi Republic) before succumbing to wounds in the Battle of Weeping Hills. His son, after being crowned Emperor, continued the Great War for another thirty years conquering the rest of Uska and the Fifth Sunhold of Vyth (Leningrad Oblast) before signing the Treaty of Oszan with the humans.

For the next nineteen hundred years, the Draconian Empire would expand to control the Sixth Sunhold of Aujir (Kola Peninsula), the Seventh Sunhold of Xarzith (Nenets Autonomous Okrug), the Eight Sunhold of Nifra (Novgorod Oblast), and the Ninth Sunhold of Juanth (Pskov Oblast). This expansion, rather than for the need of for more lands, was rather for a need for border security for Draconian merchants seeking profits in far off lands. The last Sunhold, Juanth, was not conquered until a thousand years ago.

The last major conflict that the Draconian Empire engaged in was the Aujiran Uprising where the native human population rebelled against the Draconian Clans of Aujir. The war quickly escalated when the humans acquired foreign support from mercenaries West of Aujir. Despite crushing victories at the Battle of Solven and Murman, the humans were able to remain an active threat for nearly a decade before Emperor Krix II himself lead a vicious assault on the last major human force on Mount Hazan (Mount Chasnachorr) that finally quelled the uprising and ended the war thirty seven years ago.

Current Events: Currently much strife is plaguing the Empire. The humans of the Empire, having lived bitterly in the Empire, are beginning to find a focal point in the elusive leader, the White Fox. Stirrings of unrest are taking fruit, mostly in the Western Sunholds. Meanwhile, the Emperor is becoming increasingly ill, with Crown Prince Rathmar vos Annyo being considered by many in the Clan Council and Trade Barony too inexperienced and young (at forty one) to assume rule.

National Views: (racist/trustworthy/warlike/etc.) On average, many Draconians view foreigners (especially humans) with slight contempt and distrust, having had many troubles with humans in their nation's history. However, the Trade Barony has always viewed chances to meet foreign kingdoms with a gleam of profit within their eye. It was the Trade Barony that allowed the creation of the Imperial Roads to increase profits and trade. However, if a Draconian was allowed to get over their initial distrust and contempt for human foreigners, than the human in question would find a polite and thoughtful host full of a brimming curiosity.


Main Characters:

    Leaders Name: Krix vos Annyo II.
    Age: 235
    Gender: Male
    Species: Draconian

    Appearance: Standing at a mighty height of nearly 7'3, the Grand Emperor has become of late a dull metallic color in appearance, and downright wispy in appearance to other Draconians, a sickness of the heart having ravaged his body. Approaching death's door, he is gradually releasing control of the country to his son and the Clan Council of late.
    Personality: Once a fierce and mighty ruler, the Grand Emperor approaches Death's Door, many believing he will only find the comforting embrace of the Holy Flames. Despite his frail age, he has lost none of his mental aptitude, and still oversees much of the running of the Empire with an iron will.

    Title: Grand Emperor and Divine Represntative of the Holy Thirteen.

    Brief History: Krix Vos Annyo II made a footnote in the Empire's history when he personally quelled the humans in the Arjun Uprisings forty years years ago. Since that time, he has tried desperately to lead the Empire into a more open relationship with the rest of the world while at the same time keeping the Trade Barony and Clan Council in check.

    Name: Rathmar vos Annyo
    Age: 41
    Gender: Male

    Title: Grand Prince
    Location: Arkoshja; capital of the Draconian Empire.

    Name: Jaze vos Dekha of Clan Jihai
    Age: 135
    Gender: Male

    Title: General of the Imperial Army
    Location: Krathin; capital of the Sunhold of Aurix and Army Headquarters.

    Name: Zulf chan Renda of Clan Gelix
    Age: 121
    Gender: Male

    Title: Commander of the Imperial Marines
    Location: Korinth; capital of the Sunhold of Vyth and Naval Headquarters.

    Name: Vera vos Tranul
    Age: 88
    Gender: Female

    Title: Admiral of the Imperial Navy
    Location: Korinth; capital of the Sunhold of Vyth

    Name: The White Fox
    Age: Unknown
    Gender: Unknown

    Title: Leader of the pro-human Rebels
    Location: Presumed somewhere in Uska.


Armed Forces:
Uniform: Burnished plate mail covering the entire body from head to toe. When in peacetime, they will add a thick gold cloak with the Red Sunburst. In wartimes or out in the field, they will leave the cloak behind.

Tactics: Each Sunhold is required to maintain an Imperial Legion of ten thousand and those with the ports large enough, a naval presence of no less than thirty vessels and attachments of Marines for each vessel. This allows for the Empire to have an army of ninety thousand in peace times and, if war is declared, the Tribute is called. The Tribute calls for a further one hundred thousand to be raised from the Civil Legions (Draconian civilians serving part-time in the military) During peacetime, the Legionnaires of each Sunhold act as border guards in outposts, train endlessly, patrol the wildernesses seeking out bandits and other outlaws, and maintain the Imperial Roads. This allows for the Draconian Empire to have what many consider to be one of the best armies in the Known World.

Each Legion is comprised mostly of Infantry, but a thousand are the elite Raptor Knights that ride the ferocious Raptors into battle. A Raptor is a massive reptilian beast native to the foothills of the Peaks of Flame. They are around ten feet in height and twenty feet from tip of tail to snout and are bipedal with short front limbs that end in four serrated claws. They are highly aggressive pack animals that were at one time near-extinct due to the native humans fearing them and hunting them for their highly prized thick hide. A massed charge of Raptor Knights is considered one of the most terrifying encounters on a battlefield. Usually attached to a Legion are Imperial Scouts, men and women not technically attached to the Army, but designed to sneak ahead to find the enemy.

Units:
Imperial Legionnaire:The typical unit within the Imperial Army, they wear heavy plate armor encompassing their entire frames. When this would slow down the average human, their strength and endurance allows them to wear it with the ease of leather. Underneath the armor is typical leather padding to cushion the feel. A Legionnaire is armed with a short sword (four feet long) and tower shield that forces the enemy to come into close contact where the superior size and strength of the Draconian ensures victory. With a heavy pack full of field rations, gear, and other things comes three five foot javelins designed to be hurled at the enemy before closing with the enemy and able to be used as impromptu spears when the occasion calls for it. [8,700 within Legion]

Imperial Artilleryman:Instead of wearing the typical heavy plate, the Artilleryman wears leather armor with steel strips on the shoulders, arms, legs, and lower torso. They wear short swords but these are only used in the most extreme situation. Instead they load and fire the massive catapults that travel with the Army. These catapults are driven by several dozen airstones placed within the lower frame of the catapult. Normally, the artillery would be incredibly difficult to move over heavy terrain, but the airstones allow them to be maneuvered and positioned with ease. When preparing to fire, a few of the airstones are removed to ground them. [150 Artilleryman, 50 Catapults]

Raptor Knights: The most dreaded force of the entire Imperial Armed Forces, the Raptor Knights are heavily armored juggernauts designed to pummel anything short of enemy fortifications. While a Raptor is not as fast as a horse, they make up for it in their highly aggressive attitudes, endurance, and raw ferocity. Where an arrow would seriously harm a horse, a Raptor’s thick hide can shrug off multiple arrows before failing. A Raptor Knight is armed with a lance fifteen feet in length. When the lance is used, a Raptor Knight will fall back to a large scimitar five feet in length.

Ancestor Knights:A force near-mythical to the average Draconian, they have not been glimpsed in over four hundred years, ever since they denied requests from Emperor Izan to come to his summons to fight in the Frozen War. Since then, they have not left their fortress monastery in the Peaks of Flame. What makes the Ancestor Knights so feared is that they ride the mighty Dragons that originate in the Peaks of Flame. A Dragon, in the Draconian Pantheon, is believed to be the reincarnated self of a Draconian, being a symbol of the peak of power that a Draconian can attempt to become. It is no wonder, considering that the Emperor is believed to be a divine representative of the Thirteen, that the Ancestor Knights have always been a source of complication and outright contention between the Elder Lords and Emperor and the Ancestor Knights, despite the overwhelming military advantage an Ancestor Knight has over the entire Draconian military.

Imperial Scouts:A way for the Draconian human to escape the bonds of serfdom within the Empire is to join the Imperial Scouts. Where a normal Draconian finds difficulty to do any sort of sneaking, humans tend to do a much better job of it. Typically armed with recurve bows, short swords, and a simple spear, they eschew heavy armor with the brigadine armor employed by the Artilleryman. They are designed to work alone or in small groups of four to sneak ahead and find the enemy. [150 Imperial Scouts]

Royal Sentinels:Protectors of the Emperor's Palace and technically the entire city of Arkoshja, the Royal Sentinels wear maroon plated armor and are armed with massive ten foot spears and long swords. They are highly trained and disciplined sentries who resemble living statues. Little is known of the Royal Sentinels, their faces covered in closefitting masks that hide all but the eyes. What is known is that any attempt of the Emperor's life has usually ended before it has even begun.

Imperial Marines: A small minority within the Draconian Armed Forces is the Imperial Marine, a highly trained sea soldier designed to board or repel enemy vessels. Typically, there are only twenty marines aboard any Kraken (the name for a Draconian ship-of-the-line). They wear brigadine armor and are armed with recurve bows, spears, and cutlasses. They also tend to be on the short side compared to over Draconians but make up for it in a ferocity and tenacity not usually seen in a larger Draconian.

Imperial Kraken: The standard ship of the line, enemies call them dragons for the permanent steam that seems to rise at the prow of every ship. Capable of crossing across the frozen waterways by the use of a curious blend of air and waterstones, they are considered some of the fastest ships in the world with the use of the waterstones (that push water away from the hull and thus decreasing friction), oar power, and sails. Each Kraken weighs eighty tons and are 130 feet in length. They have two catapults on the stern and bow, placed on a metal plate that allows to swivel in place. The most strange change with the Kraken is the steel ramming plate that can be equipped with firestones during wartime to obscure the ship's location by causing a tremendous amount of steam around the ship. The crew of the Kraken includes 20 Marines, 170 Rowers, 5 Officers, and Six Artilleryman. The largest concentration of the Imperial Krakens is the city of Korinth, capital of Sunhold of Vyth and second largest city in the Draconian Empire.
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Plzen
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Postby Plzen » Sat Feb 15, 2020 8:51 pm

Interesting.

Is it fine if I use real-life names for cities and regions? I dislike having to make up location names and I prefer using names whose location and nature are familiar to me.

If so, expressing interest in a joint werewolf, human, and wood elf Northern Europe.

On another note, are magically-animated mechanical constructs acceptable? Sometimes they’re a part of high medieval fantasy, sometimes not, so I was wondering if that would be permitted as a magical speciality of this nation.

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Skaldia
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Postby Skaldia » Sat Feb 15, 2020 9:28 pm

Plzen wrote:Interesting.

Is it fine if I use real-life names for cities and regions? I dislike having to make up location names and I prefer using names whose location and nature are familiar to me.

If so, expressing interest in a joint werewolf, human, and wood elf Northern Europe.

On another note, are magically-animated mechanical constructs acceptable? Sometimes they’re a part of high medieval fantasy, sometimes not, so I was wondering if that would be permitted as a magical speciality of this nation.


I would prefer if you used made up names for cities and regions. Since this world has no connection whatsoever with the real world. It'd be a bit odd to see a Germany among a bunch of fantasy names and shit.

That sounds fine.

And magically-animated mechanical constructs are acceptable just don't go overboard with them.
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Kaledoria
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Postby Kaledoria » Tue Feb 18, 2020 1:56 am

Since technology is High-Medieval, wouldn't it be more reasonable to limit the map to something like say ... Europe, North-Africa and the middle east? Because, you know, an American nation would not in a meaningful way interact with the rest of the RP, probably. Unless massed teleportation magic comes into play but that opens a different can of worms.

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Postby Sarderia » Tue Feb 18, 2020 2:19 am

Interesting, dropping a tag-bomb down here.

By the way, what are the relations between the BP/AP calendar and the traditional AD/BC calendar? And do the major ancient empires od earth (Rome, Han, Sassanid, Macedon) existed in this alt-history?
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Argonopolis
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Postby Argonopolis » Tue Feb 18, 2020 9:48 am

Tagging for interest. Thinking of a Nation in the Iberian peninsula

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Skaldia
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Postby Skaldia » Tue Feb 18, 2020 2:12 pm

Kaledoria wrote:Since technology is High-Medieval, wouldn't it be more reasonable to limit the map to something like say ... Europe, North-Africa and the middle east? Because, you know, an American nation would not in a meaningful way interact with the rest of the RP, probably. Unless massed teleportation magic comes into play but that opens a different can of worms.


I thought, at first, to limit this merely to Europe, North Africa, Middle East, etc. However, I figure if someone wants to play a nation in America, then let them.

Sarderia wrote:Interesting, dropping a tag-bomb down here.

By the way, what are the relations between the BP/AP calendar and the traditional AD/BC calendar? And do the major ancient empires od earth (Rome, Han, Sassanid, Macedon) existed in this alt-history?


No relation. And RL ancient Empires never existed either.

Argonopolis wrote:Tagging for interest. Thinking of a Nation in the Iberian peninsula


Do it
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Shadowwell
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Postby Shadowwell » Thu Feb 20, 2020 1:02 am

I might be able to contribute to the world in some manner if you wish, but i will most likely not be able to actively participate in the rp.

Does this have any relation to the game series of the same name?
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Skaldia
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Postby Skaldia » Thu Feb 20, 2020 1:35 am

Shadowwell wrote:I might be able to contribute to the world in some manner if you wish, but i will most likely not be able to actively participate in the rp.

Does this have any relation to the game series of the same name?


That sounds fine by me. Plenty of room for development to occur.
As for the name, well. This rp is a continuation of a series of rps I can forever ago on here. I originally had this slated to be like one of those but instead what you see is what you get.
But to answer your question, no it doesn't.
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Shadowwell
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Postby Shadowwell » Thu Feb 20, 2020 1:44 am

Skaldia wrote:
Shadowwell wrote:I might be able to contribute to the world in some manner if you wish, but i will most likely not be able to actively participate in the rp.

Does this have any relation to the game series of the same name?


That sounds fine by me. Plenty of room for development to occur.
As for the name, well. This rp is a continuation of a series of rps I can forever ago on here. I originally had this slated to be like one of those but instead what you see is what you get.
But to answer your question, no it doesn't.


I do have a couple of races which could be tossed into the mix here. The links are from adaptations of the races i have used, the Weseh link is from a sci fi rp, the Nah'ni one is from a more fantasy rp.

The Nah'ni: Varied insectoid/arthropoid people. They are Caste based and live in large Hives, different Hives can adapt in different ways making the Nah'ni as a whole possess a variety of traits.

The Weseh:Large great ape like humanoids with a culture revolving around knowledge and mastery of crafts.

Additionally, are there monsters and such or just the races?

I ask as in the past, when i was more active i had made/contributed to bestiaries and compendiums for several settings.
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Postby Skaldia » Thu Feb 20, 2020 1:58 pm

Shadowwell wrote:-snip-


Feel free to add races and monsters.
But I'd feel more comfortable if you discussed both on the discord server.
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Postby The Black Forrest » Thu Feb 20, 2020 2:00 pm

Might and Magic? As in New World Computing/3DO?
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Postby Skaldia » Thu Feb 20, 2020 2:02 pm

The Black Forrest wrote:Might and Magic? As in New World Computing/3DO?

No relation
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Nuridia
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Postby Nuridia » Thu Feb 20, 2020 4:38 pm

Tag
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Shadowwell
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Postby Shadowwell » Thu Feb 20, 2020 5:05 pm

Skaldia wrote:
Shadowwell wrote:-snip-


Feel free to add races and monsters.
But I'd feel more comfortable if you discussed both on the discord server.


The Discord server invite seems to have expired for me.
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Postby Skaldia » Thu Feb 20, 2020 5:23 pm

Nuridia wrote:Tag


Excellent

Shadowwell wrote:
Skaldia wrote:
Feel free to add races and monsters.
But I'd feel more comfortable if you discussed both on the discord server.


The Discord server invite seems to have expired for me.


This link should work just fine
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Nuridia
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Postby Nuridia » Thu Feb 20, 2020 7:00 pm

Could a dragon theoretically take human form?
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Skaldia
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Postby Skaldia » Thu Feb 20, 2020 7:05 pm

Nuridia wrote:Could a dragon theoretically take human form?


Getting some Divinity vibes from that but technically a normal Dragon couldn't.
Now if you want to bring in Dragon Knights from Divinity, I'm willing to allow that. But please, sparingly.
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Postby Nuridia » Thu Feb 20, 2020 7:11 pm

Oh, okay. I wasn't even thinking about (or ever played) that game tbh but it sounds pretty neat. I was just going to make a wizard, but I'm trying to pick a race to make her...I also don't want her to be OP. For now I've got either human, elf, cambion (half-demon) or fae.
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Skaldia
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Postby Skaldia » Thu Feb 20, 2020 7:15 pm

Nuridia wrote:Oh, okay. I wasn't even thinking about (or ever played) that game tbh but it sounds pretty neat. I was just going to make a wizard, but I'm trying to pick a race to make her...I also don't want her to be OP. For now I've got either human, elf, cambion (half-demon) or fae.


Well if you want to make them a race that has yet to be approved (So far only Draconians and Humans have) then when you do write her up and she's elf, cambion, or fae I'd like to see a race app for them as well.
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Postby Nuridia » Thu Feb 20, 2020 7:17 pm

Skaldia wrote:
Nuridia wrote:Oh, okay. I wasn't even thinking about (or ever played) that game tbh but it sounds pretty neat. I was just going to make a wizard, but I'm trying to pick a race to make her...I also don't want her to be OP. For now I've got either human, elf, cambion (half-demon) or fae.


Well if you want to make them a race that has yet to be approved (So far only Draconians and Humans have) then when you do write her up and she's elf, cambion, or fae I'd like to see a race app for them as well.

Understood. Thank you.
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Postby Skaldia » Thu Feb 20, 2020 7:26 pm

Nuridia wrote:
Skaldia wrote:
Well if you want to make them a race that has yet to be approved (So far only Draconians and Humans have) then when you do write her up and she's elf, cambion, or fae I'd like to see a race app for them as well.

Understood. Thank you.

No problem
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Kaledoria
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Postby Kaledoria » Thu Feb 20, 2020 10:40 pm

Milogy

NS Name: Kaledoria
Nation Information:

Nation Name: Republic of Milogy
(Demonym: Milogian, People: Milogian(s))

Government Type: Noble Republic.
The nation is divided into 95 counties plus the royal province that includes the capital. The countries are themselves further divided into usually 10-20 fiefs, cities or boroughs, each held by a local lord, or esquire. The process how the counts are chosen varies widely with most of them simply being hereditary while some are elected and some follow a rotation system. The Prince is determined by election from the counts, with votes differing in weight through a complicated process at a once per decade military drill and tournament, where the number of fielded knights is counted, modified by the performance in the tournament and - in case of a bad final result - can be lifted to an average vote through generous donations. The Prince has a parliament at his side consisting of one representative for each country, that supports and advises the Prince but can also cause a re-election should the Prince show serious incompetence or corruption beyond the ordinary. This right is seldom used but occasionally threatened especially when a Prince stays in office to long

Head of State: Prince Domezio di Pais

Religion: Disorganized Polytheism: The people of Milogy follow a plethora of gods with no overarching mythology to bind them together. Gnostic elements are common. Individuals who don't believe in anything are rare but also exist.

Magical Ability: All the peoples of Milogy have some magic traditions. While the able Goblins and Vindijans usually practice Shamanism, the Danudines and Giants are more known for their Mystics and Seers. Camonicain magic users just call themselves mages, magicians or conjurers (three terms that can generally be used synonymous) and enchanters. Ravnines follow the same traditions and also sometimes practice alchemy. Witches and Warlocks can be found across almost all peoples but usually to a lesser degree.

General Terrain: Warm temperate hills, mountains, forests and farmland, generally leaning more towards the former two types then most nations.
Here a terrain-map

Noteworthy Fauna:
- Tazelworm: A 1-2 meter long burrowing serpent with a hard, scaled skin and corrosive spit. It has a long, snake-like body and two very short forelegs
- Lindworm: A much, much larger and also more intelligent version of the Tazelworm, sometimes considered a distant relative of the great Dragons
- Bukavac: An amphibious 6-legged reptilian creature with two horns and a strong bite. Usually about 2.5 meters long
- Vodyanoy: A human-sized frog-like creature.
- Jynx: A small magical bird, able to enchant people. Harmless and peaceful.
- Minotaur: A feral, humanoid Bull. Classification as a "person" is often discusted, as they seam to have at least a rudimentary language of their own.
- Pegasus: Winged horses, named Pecse or Pakste in the Milogian languages.
- Werewolf: The curse of Lycanthropy plagues eastern Milogy. Werewolfs are regularly hunted down as most of them turn to senseless monsters during the full moon. Those that learn to control their bloodlust can sometimes hide their affliction (and are actually productive members of society making sure no other Lycanthropes come into their area to avoid a hunt). Goblins infected with Lycanthropy are called Karkanxholls.
- Among ordinary animals the noteworthy examples are the Wolf (smaller reed wolfs and larger greys), Golden Jackal, Lynx, the Wild Boar and Deer. Two otherwise harmless pests appear in unusual size: The giant rats of the Camos hills and the giant bats of the Crescent mountains, both growing to size comparable to the average Goblin.

National Flag Description: You mean the Banner? Three black hills and two mountains in a V-shape with a golden wheat ear in the center, on green background.
Like that. Not entirely happy, might change later

Main Species: Humans (65%) (Ravnines (30%) and Danudines (22%) (common men), Vindijans (4%) (simple men), Camonicains (9%) (high men))
Minor Species: Goblins (16%), Giants (5%) and Giant-kin (14%), possibly others in minorities once I know my neighbors


Geographic Location: Northern Italy (up to about Rome), Former Yugoslavia (Except Kosovo and South-east Serbia), Hungary, (greater) Transylvania, Slovakia and southern Austria
Like that

Capital City Name: Kozagio
Capital City Description: Milogy is a decentralized realm with several specialized metropolises. Kozagio is a center of military might and infrastructure. It lies near the crossroad of the longest roads in Milogy, at the northeastern short of the Milogian Sea. It is known for it's mighty ironworks and beautiful fortified houses belonging to the administrative elite of the nation.

Species Descriptions:
Simple men: A short (1.60m on average), very sturdy race of humans. What they have in physical strength and resilence, they lack in mental capability, never really advancing above the intelligence of an average 14-year old. They mature fast and live short lives.

High men: A tall (1.82m on average), healthy and charismatic race of humans. As they reach adulthood they start to age slowly and can expect to reach a lifespan of 180 to 210 years. Their bodies recover well from disease and injury and they use their long lives well to master various skills. High men have the same ranges of hair- and skin-color as low humans but tend to the more extreme types (very fair or very dark skin, light blonde, red, black hair over shades of brown and dark-blond).

Giants and Giant-kin: Giants stand between 3 and 3.5m tall, since the Giants of the Danudinan plains and Crescent mountain have lived close to humans for 2.5 millenias now and their offspring seems to not be effected by the lack of fertility that plagues many half-breeds, large communities of Half-Giants have come to be. Typically Half-Giants are around 2.20m large, varying depending on the proportion of man and giant blood in their ancestry but overall slightly smaller then the arithmetic middle. A special case are Giant-Kin of Vindijan humans. Counter-intuitively, these Half-Breeds are larger then other half giants, around 2.50m to 2.70m in case of equal amounts of human and giant ancestors. While Giants age relatively slow and take over 40 years to reach adulthood, Giant-kin age more in line with their human ancestors, making Giant-Vindijan offspring a fast-growing very effective shock warrior, even if their mental development also is more in line with the average Vindijan. This was noted and exploited by several Camonicain Warlords in the 2-Kingdom period who forced Giant and Vindijan slaves to procreate. In the time of the republic this practice has been outlawed and both the Vindijan humans and the simple Giant-kin mostly keep to their own communes.

Goblins: These small (1.05m on average), hairy fellows should not be underestimated. Despite their crude behavior they are no dumber then humans and although weaker on average, they are quite strong for their size. Their digestive system is very powerful, allowing them to consume most organic matter. Still they are the most underrepresented race in the Milogian nobility. Sometimes one of them is named esquire of a small fief (which is the non-hereditary title) but basically never a lord (the hereditary equivalent) and straight out never has a Goblin been a Count for even a day.


Nation History: When the Age of Oblivion came to an end, the region was ruled by small fractured states. After a period of destructive warfare, alliances emerged along racial lines and despite their inferior number, the high humans managed to establish their dominance around 1700 BP. After this they directed their attention to one another. A period of rushed consolidation of the subjugated low humans started. The victorious families where those that managed to turn the former enemies loyal the fastest and in 1610 many low humans had forgotten their former hostility towards their long-living rulers. A new series of wars broke out and two Kingdoms were established: Ravnina in the west (in 1604 BP) and Danudina in the east (in 1590 BP). At the time, a war between these two nations was unlikely to to the relatively similar power and the logistic impossibility to lead an invasion through the narrow lands between the Milogian Sea and the eastern peaks of the Blactop mountains. The nobility of the two kingdoms intermarried to a great degree and the two kingdoms entered a mutual, long-lasting and stable age, the Two-Kingdom Period.

Around 1100 BP, Danudina subjugated Goblin-controlled lands to their north. 70 years later a great Goblin revolt broke out but was defeated after two years. The goblin leaders were executed the remaining Goblins were resettled to various other regions in large numbers to no longer be able form a united, coordinated bloc.

In the 750's BP, the long peace started to crumble. Ravnina had claimed the sea their own with new and improved ship designs and many of them settled in the coastal south-western regions of Danudina, an area very sparsely populated, infrastructurally underdeveloped and mostly autonomous region. With the new wealth of the region the Danudine Overlords started to establish a firmer grip on the area and raised new taxes and tolls from the Ravnine population and Ravnina intervened militarily A century of various small-scale military conflicts started to determine the status of the region and only ended when the King of Danudina fell terminally ill with no heir of strong claim. Technically the King's uncle was next in line but the two hated each other, so the King decided to break with tradition and announced his 18-year old daughter to be his heir. In order to give her a fighting chance against the misogyn elements in his nobility he confided in his honorable rival in the west: The King of Ravnina had a 15 year old son and so the two heirs were betrothed. The Princes of Danudina became the first ruling Queen six weeks later and with the support of her future father in law silenced her opposition.
In 615 BP the Queen abdicated her throne in favor of her son and 14 years later her husband, by then King of Ravnina did the same and thereby the Kingdoms were united under a single ruler peacefully.

Under single leadership, the high human population developed an own parallel culture called Camonicain with an own dialect that set them further apart from their common subjects.

The kingdom of Ravnine-Danudina lasted for 6 generations. In 380 BP, in a reaction to ever more absolutist reforms (especially inheritance laws) the low nobility and influential freemen raised their forces against their lieges, spearheaded by the common humans but supported by some high men and the growing minority of Giant-kin. The loyalist forces were vastly outnumbered and the powerful dukes were ousted from power. The King fortified himself with his family for over a year in Kozagio but soon realized that he had no option to break the blockade surrounding him and ultimately he surrendered while he still had the negotiation position to plead for his life. In the restructurization of the Kingdom, the freemen were betrayed but the power was still taken from an absolute king and given into the hands of nearly 100 local rulers and an elected title of Prince. The name of the Nation was changed to Milogy.

In 180 BP, the parliament of Milogy designed a new language with the goal of uniting their realm. New-Ravnine was basically old-Ravnine but replaced some rarely used concept of the language and cases where local dialects varied widely with bits of Camonicain and added a couple of loan-words. The new language was still instantly recognizable to the Ravnines and easy to learn, especially to the high humans. As it also spread among the Danudinen nobility, it was organically extended by additional loanwords.

In 100 AP, due to shifts in population, the old one county-one vote system in the election of the Prince was challenged and replaced by a system that used martial force and money to make the value of a county's vote more or less important. It also lifted the tradition of martial tournaments to a new level of popularity.

Current Events: The counts are mildly discontent with the Prince's rule. A high men noble is leading the opposition, however, the Prince and the count actually are quite friendly with each other.

National Views: Progressive, independent, cynical, honorable, individualist

Main Characters:

Prince Domezio di Pais
Age: 41
Species: Human (common men, Ravnine)
Personality: Proud, determined, authoritarian, unforgiving, values self control and integrity
Skills: decent diplomat, decent duelist but great general, good administrator, good schemer and decent scholar.
Appearance: Sturdy build, short black hair with significantly receding hairline and moderate, well-groomed beard
Short Bio: Domezio comes from the Ravine valley, where he had a small but prosperous county. With 19 he married and got his first child just a year later. At 25 he and his men won the grand melee at the tournament of the decade and when the King resigned due to health trouble 4 years later, Domezio was elected the new Prince. The vassals are overall content with his rule, criticizing, that he lacks the innovative spirit that his people are known for and then he plays it to save sometimes. When he became King, his brother took over his old fief.

Count Rado di Raguzia
Age: 80
Species: Human (high men, Camonicain)
Personality: Kind, faithful, optimistic, sometimes looses sight of some details when focusing to much on the bigger picture.
Skills: Good diplomat, great duelist and leader, poor administrator, decent schemer, decent scholar.
Appearance: Tall and rather slim, Rado's muscles don't show of as much as one would expect given the strength at which he can throw a punch.
Short Bio: Born in the Milogian Sea coast region of Danudia, Rado has good connections to the people all over the republic. Unlike most Counts, he has sent no family member to represent him in the Parliament of the nation but rather a good friend of him, Angonio, who actual is not a Camonicain himself but a Danudinen (common human).



Armed Forces:
Uniform: The Milogian army does not wear uniforms, but the mercenary companies that make up a branch of the forces usually do. While the equipment is varying, they have an overtunics with the companies motive. Since the fief lords and esquires are responsible for arming the levy troops, some of them also hand out overtunics in their family banner, while landless knights sometimes carry their own banner and sometimes organize in knightly orders that have a motive of their own.

Tactics: Milogian war doctrine says, that field battles are unreasonable and aught to be avoided by at least one side. Sieges are, what wins wars. As such they are most renown for their fortification experts and siege engineers. They employ all kinds of melee and ranged weapons but mostly on infantrymen, cavalry is limited and mostly used to scout or run down fleeing enemies. Overall, flexible, mixed companies are preferred over large single-purpose units.

Units: Soldiers and mercenaries in a Milogian army take one of five roles, based on their skill and -to a degree- equipment. They initially group in small units of these purposes when raised or hired and may then be combined to greater units as the campaign demands:
- Heavy Infantry: A combined force of well-armored soldiers using various polearms usually of a total length between 2 and 3 meters, two-handed swords and axes and single-handed axes, maces and picks alongside shields. They are accompanied by archers (and more rarely light crossbowmen) and some of the men also have war-darts or throwing axes with them. Their main purpose is assault and to deal with well-armored opponents but they also make good siege defenders.
- Defense: The backbone of the army consists of pikemen (well-armored or not) as well as heavy-crossbow-men and manuballista-marksmen. Often soldiers of these units carry Pavise tower shields along that they can plant into the ground to have some cover. Their main purpose is to deny the enemy access to an area and to harass them with heavy, armor-breaking projectiles.
- Cavalry: As mentioned before, cavalry units are rare and there is not much to say about them. They have horses, long lances and/or short bows. They usually have swords and sometimes small shields as backup weapons. Their main purpose is to ride down shattered enemies but they often scout ahead of the army, too.
- Light Skirmish: Armed with bows or thrown weapons and usually swords or axes and shields, light skirmish troops are only minimally armored and try to avoid a fair fight. They often carry several bags of caltrops. Their main purpose is to ambush the enemy supply trains and eliminate scouts to blind the enemy army.
- Heavy Skirmish: Slightly better armored then the light skirmish troops and supplemented by a decent amount of longspears, the heavy skirmish troops harasses the enemy army before the battle, tries to deny them their sleep and causes general attrition. They are armed against cavalry and are sometimes used together with the light skirmishers to lure enemy light cavalry to break out before the heavy skirmishers ambush them. They also make good siege defenders.

Besides those standard roles, there are also various special assignments and detachments outside the norm:
- Siege: Siege detachments are specialized engineers who can raise fortifications over night of build rams, towers and trebuchets to attack enemy fortifications.
- Mage detachment: Mages (or really just any magic user but mages are the most prominent ones) that join the army on campaign usually team up in teams of 4-10 with one or two personal bodyguards each. They usually enhance the troops with their magic, provide intelligence by scrying on the enemy, ward the troops against enemy magic or summon lesser demons or elemental servants to attack the enemy.
- Air force: A special new kind of troops are soldiers that fight in the skies. The most iconic sky-knight is the knight riding a Pegasus but Pegasi are difficult to breed in captivity and their number is rather low. Mages casting spells of flight on themselves or soldiers are the simplest type of air force but there is a more spell-force efficient way: two or more soldiers (often goblins to save weight) are set into a big basket and either this basket is lifted directly by an air elemental or it if attached to a huge balloon and air is blown into the balloon and heated up by a fire elemental these baskets then fly over the enemy outside of bow-shot range and throw sharp metal flechettes down on them or clay pots filled with oil, tar and alcohol, attached to a burning piece of cloth, that will break on impact and set fire to whatever structure it hits.
- Navy: The ships of war of Milogian are armed with large ballistas and shoot specialized bolts designed to cut threw rigging and shred the sails (or simply kill the soldiers on deck at great distance). They also have cauldrons to provide easy accessible places for sea-soldiers to ignite burning arrows to shoot at enemy ships.

Last edited by Kaledoria on Sun Feb 23, 2020 4:56 am, edited 7 times in total.

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