The year is 1850 and peoples of Europe began to explore and colonize the world. In America they find Dwarves, race even more technologically advanced than Humans, and strange civilizations of Reptilemens. Asia is dominated by Orks and Goblins- races bout smart and brute. The era, than one knew almost nothing about the world outside home country comes to and end and even isolationist Elves have to face this fact...
I decided to bring back original idea using Real Earth map, as it will bring much more clarity about geography, distances and resources.
Few differences in outline of the races has been made: Kobolds are reworked to be more along the lines with folk tradition and new sub-species in sentient Reptile department.
I tried to make each race as diverse as possible, giving a chance to build anything player (YOU) could think of. Only the basic conventions of fantasy left (Elves do not go berserk and she-Orks do not dress in pink), so fantasy can run free.
Dwarves and Europeans are only races that reached industrial revolution at this point and only Dwarves truly mastered steam power engines, but every race have chances.
For acknowledgement and reference, there is the previous versions:
With no further intorductions: Arcanum Eart v.6
Westerners together with closest relatives Nordmens are most technologically advanced and best organized kins among Humans. Westerners technological advancements are second only to Dwarves.
Europeans began to establish colonial empires across the globe and made contacts with most of the other races. As all technology orientated races, they are weak magic-users and in most technologically advanced regions magic become virtually nonexistent.
Easterners are close relatives of first two kins, but they live in more feudal societies, with technology about century behind of Westerners, but these peoples fallows the same path and magic is fading here.
Berbers are old kin, superb desert-dwellers, also as sailors. For most part they still live in Medieval era, but now look at they northern neighbors as an example to fallow.
Egyptians, Arabs and Persians are strongest magic-users among humans. All of them are ancient cultures with strong orientation towards magic. Technology did not advanced much from the days of Suleiman the Great (or even Saladin in more remote areas), but Mage Societies are still going strong. These humans are in stagnation now.
Axumites are black peoples of Africa, living in ruins of once mighty empire. They strongly magic-orientated society, but Axumitian mages now are only shadow of the former glory.
Turks lives in the crossroad of Asia and Europe and in crossroad between magic and technology. Few centuries ago Anatolia was center of Human civilization, superb in bout, but now Turks have lost they position. Industrialization is slow here, while mages are no match for the Persian and Arab counterparts. Still, they live far from Orks and Goblins in relative peace and have great geopolitical position.
Horse riders are nomadic steppe dwellers in constant warfare with Orks.
Asiatics lives isolation from the rest of Humankind, hardly holding back waves of Orks and Goblins. But these are old and proud culture with access to strong ancient magic. Rumors claims, that some Dragons lives here.
Europeans began to establish colonial empires across the globe and made contacts with most of the other races. As all technology orientated races, they are weak magic-users and in most technologically advanced regions magic become virtually nonexistent.
Easterners are close relatives of first two kins, but they live in more feudal societies, with technology about century behind of Westerners, but these peoples fallows the same path and magic is fading here.
Berbers are old kin, superb desert-dwellers, also as sailors. For most part they still live in Medieval era, but now look at they northern neighbors as an example to fallow.
Egyptians, Arabs and Persians are strongest magic-users among humans. All of them are ancient cultures with strong orientation towards magic. Technology did not advanced much from the days of Suleiman the Great (or even Saladin in more remote areas), but Mage Societies are still going strong. These humans are in stagnation now.
Axumites are black peoples of Africa, living in ruins of once mighty empire. They strongly magic-orientated society, but Axumitian mages now are only shadow of the former glory.
Turks lives in the crossroad of Asia and Europe and in crossroad between magic and technology. Few centuries ago Anatolia was center of Human civilization, superb in bout, but now Turks have lost they position. Industrialization is slow here, while mages are no match for the Persian and Arab counterparts. Still, they live far from Orks and Goblins in relative peace and have great geopolitical position.
Horse riders are nomadic steppe dwellers in constant warfare with Orks.
Asiatics lives isolation from the rest of Humankind, hardly holding back waves of Orks and Goblins. But these are old and proud culture with access to strong ancient magic. Rumors claims, that some Dragons lives here.
Oldest sentient race and- next to Vampires and Dragons- one of few truly immortal. Tall and ageless they dwell in southern continent. Once, millennia ago, they traveled all across the world and build great cities and havens in all continents. Thus, while they dominate only Africa now, small secretive groups of Elves still can be found in remote parts of the Asia, Europe or America.
Sea Elves was greatest seafarers world ever seen and they still can be found in many islands all across the world. By now they a very melancholic and, to be true, depressive peoples, ever-mourning glory of the past.
High Elves do not share this emotion. They live mainly in beautiful and tall cities, perfecting arts and craftsmanship. They have no industrial enthusiasm of Humans or Dwarves, but rather spend centuries to achieve aesthetic perfection next to quality. High Elves magic powers are second only to old Dragons.
Dark Elves are close relatives of High Elves, but something happen long ago and bout kins still remains hostile to each other. These Elves are much more xenophobic than others (other Elves simply do not like to be disturbed) and are much more interested in industrialization. They life is marked by infightings and intrigues, as opposed to rather easy- going individualists High Elves.
Forest Elves are closest to nature. They rejected the whole idea of "cities" and dwell in small communities in evergreen forests.
Desert Elves are most nomadic. They lives in tribal communities and have only few permanent settlements next to major oasis. Off all Elves, they have most contacts with Humans, profiting from trade between Egypt and rest of Elvendom.
Low Elves, considered to be inferior to rest lives in small villages and towns. Low Elves can be found all across Africa, as they often employed as servants by other Elves.
Half Elves are legacy of close relation between Elves and ancient Axumite empire. In appearance and culture they are similar to Axumites but have much longer lifespan (up 500 years).
Sea Elves was greatest seafarers world ever seen and they still can be found in many islands all across the world. By now they a very melancholic and, to be true, depressive peoples, ever-mourning glory of the past.
High Elves do not share this emotion. They live mainly in beautiful and tall cities, perfecting arts and craftsmanship. They have no industrial enthusiasm of Humans or Dwarves, but rather spend centuries to achieve aesthetic perfection next to quality. High Elves magic powers are second only to old Dragons.
Dark Elves are close relatives of High Elves, but something happen long ago and bout kins still remains hostile to each other. These Elves are much more xenophobic than others (other Elves simply do not like to be disturbed) and are much more interested in industrialization. They life is marked by infightings and intrigues, as opposed to rather easy- going individualists High Elves.
Forest Elves are closest to nature. They rejected the whole idea of "cities" and dwell in small communities in evergreen forests.
Desert Elves are most nomadic. They lives in tribal communities and have only few permanent settlements next to major oasis. Off all Elves, they have most contacts with Humans, profiting from trade between Egypt and rest of Elvendom.
Low Elves, considered to be inferior to rest lives in small villages and towns. Low Elves can be found all across Africa, as they often employed as servants by other Elves.
Half Elves are legacy of close relation between Elves and ancient Axumite empire. In appearance and culture they are similar to Axumites but have much longer lifespan (up 500 years).
Arguably the most technological advanced race on the face of the planet. Thus, thats not the case for all kins of Dwarves. They are shorten than Humans but have better stamina. Weak magic-users, capable only of basic things.
Northern Dwarves inhabits Rocky Mountains, area between them and Great Lakes also as Eastern Coast. These are THE Dwarves. Industrious race skilled in engineering and metalworks, superb builders and crafts-mens they have carved entire cities under the Rocky and Appalachian Mountains. In other places, where no mountains to be found, they dig wast underground networks and pawed them with finest stonework in the world. They were firsts to master gunpowder and stem technology. They grow food in huge underground farms.
Plain Dwarves are clannish rural kin living between Rocky and Appalachian Mountains. They dwelling places are somewhat similar to Kobolds and they spend much more time above the ground. While lacking technological advancements, from all the Dwarves they are most skilled in agriculture and profits from selling meat and grains to other Dwarves.
Hill Dwarves are less advanced than Northen Dwarves, and to some extent- even Plain Dwarves. While Plain Dwarves gains new Dwarven technology trough trade and long standing friendship between them and Northen Dwarves, Hill Dwarves are backwater region of the Dwarvedom, stuck somewhere in the Late Middle ages. They are, on the other hand, most warlike of the Dwarves.
Low Dwarves are main rivals of Northern Dwarves in fields of progress, behind only by few decades. They are, however, much more egocentric and closed than other Dwarves.
Snow Dwarves. Probably least advanced and most isolated of the Dwarves, they fallow lifestyle similar to that of Kobolds. They are considered best hunters among Dwarves.
Sea Dwarves are white crows among Dwarves. They live in shallow caves along coastlines and bravely sales all around Americas trading (and sometimes raiding) with everyone they meet.
In last decades they began to build, next to state-of-the-art sail-hips, words first steam engine powered ships.
Andean Dwarves, isolated from all others are most mysterious off all Dwarves. They live in- rumours says-huge underground cities, paved with gold. What is really known, is that they're society is highly centralized and they do indeed are rich. But they welcome no outsider and only came to the coast to trade with Sea Dwarves.
Hobbits is an evidence of an ancient Transatlantic contacts. This easy- going, friendly and rustic farmers lives mainly in Newfoundland, grow crops, drinks beer, bothers no one and are bothered by no one. They are quite boring, actually.
Gnomes. Closely resembles Dwarves, only a bit taller. They also lives in above-ground buildings as well as underground. It seems that its not much difference for them. Gnomes lack Dwarven skills of metallurgy, but they enthusiastic and capable engineers and constructors. They are notable for building complex irrigation systems and constructing various mechanical systems powered by wind and water. Generally they are very enthusiastic and open-minded folk, eager for knowledge.
Northern Dwarves inhabits Rocky Mountains, area between them and Great Lakes also as Eastern Coast. These are THE Dwarves. Industrious race skilled in engineering and metalworks, superb builders and crafts-mens they have carved entire cities under the Rocky and Appalachian Mountains. In other places, where no mountains to be found, they dig wast underground networks and pawed them with finest stonework in the world. They were firsts to master gunpowder and stem technology. They grow food in huge underground farms.
Plain Dwarves are clannish rural kin living between Rocky and Appalachian Mountains. They dwelling places are somewhat similar to Kobolds and they spend much more time above the ground. While lacking technological advancements, from all the Dwarves they are most skilled in agriculture and profits from selling meat and grains to other Dwarves.
Hill Dwarves are less advanced than Northen Dwarves, and to some extent- even Plain Dwarves. While Plain Dwarves gains new Dwarven technology trough trade and long standing friendship between them and Northen Dwarves, Hill Dwarves are backwater region of the Dwarvedom, stuck somewhere in the Late Middle ages. They are, on the other hand, most warlike of the Dwarves.
Low Dwarves are main rivals of Northern Dwarves in fields of progress, behind only by few decades. They are, however, much more egocentric and closed than other Dwarves.
Snow Dwarves. Probably least advanced and most isolated of the Dwarves, they fallow lifestyle similar to that of Kobolds. They are considered best hunters among Dwarves.
Sea Dwarves are white crows among Dwarves. They live in shallow caves along coastlines and bravely sales all around Americas trading (and sometimes raiding) with everyone they meet.
In last decades they began to build, next to state-of-the-art sail-hips, words first steam engine powered ships.
Andean Dwarves, isolated from all others are most mysterious off all Dwarves. They live in- rumours says-huge underground cities, paved with gold. What is really known, is that they're society is highly centralized and they do indeed are rich. But they welcome no outsider and only came to the coast to trade with Sea Dwarves.
Hobbits is an evidence of an ancient Transatlantic contacts. This easy- going, friendly and rustic farmers lives mainly in Newfoundland, grow crops, drinks beer, bothers no one and are bothered by no one. They are quite boring, actually.
Gnomes. Closely resembles Dwarves, only a bit taller. They also lives in above-ground buildings as well as underground. It seems that its not much difference for them. Gnomes lack Dwarven skills of metallurgy, but they enthusiastic and capable engineers and constructors. They are notable for building complex irrigation systems and constructing various mechanical systems powered by wind and water. Generally they are very enthusiastic and open-minded folk, eager for knowledge.
General characteristics of the trolls are physical strength and brutality. Trolls lives in nomadic or semi-nomadic tribes or clans, sometimes organizing them self in to large tribal confederations. Once they controlled most of North America but with time Dwarves pushed them to north. Many Trolls were enslaved and become work force for Dwarves.
Different kins of Trolls varies in size and appearance, but one of they most notable common traits is dermal ossicles, or small nodules of bone, which formed in the skin*. They are weak magic-users, controlling only basic forms of shamanism.
High Trolls are most advanced kin among the Trolls. They live in villages rounded with palisades and dykes under rule of hereditary chieftains. High Trolls knows basics of metalworking, they learned from the Dwarves. They do not practice crop growing, but have herds of deers and bison's. Most of the High Trolls settlements are organized in supra-tribal confederations. In physical appearance they are typically anywhere between 2 and 3,5 meters high, with various degree of body hair (but they tend to be less hairy than other Trolls). High Trolls often raids Dwarfdom.
Ice Trolls are much less advanced nomadic or semi-nomadic kin of Trolls. They have no understanding of agriculture and supports themselves by mens of hunting and coastal fishing. They live in small tribal groups. In appearance they similar to High Trolls but have dense, snow-white fur (unique color among Trolls). They considers herds of domesticated bison's or deers an easy pray, thus High Trolls hate them and often murders at sight.
Forest Trolls are similar to Ice Trolls and lives in northern forests. Hairs are predominantly dark brown but due to mold, often seems green-ish. Forest Trolls are secretive kin that lives in family size groups roaming around forest. They are most wild of all Trolls and have no tolls. All they build is temporary shelters from branches and leaves. Unique trait among them is changing hair color from brown to dark gray in winter season. They usually are smaller than High or Ice Trolls.
Kobolds are not technically true Trolls. This kin began as offsprings of Trolls and Dwarves. Despited by bout, they lives quite isolated from father-races. Kobolds are masters of earth sheltering and lives in tribal villages of dugouts and pit-houses connected by network of shallow tunnels. Kobold tribes are autonomous but closely cooperating. In appearance, they more similar to Dwarves, typical height is 1,3-1,6 meters but have trollish skin. Kobolds are keen farmers, cultivating primarily fungies and beries. They also domesticated rabbits and beavers. As Dwarves, they are talented smiths and stone-workers.
Plain Trolls are group of brutal nomadic tribes roaming in southern pampas and hills. Considered to be most brutal kin in the race. And we talking about Trolls here. I think thats says all.
Cave Trolls lives in southernmost part of continent. Legend has it, that they began to dig caves to protect themselves from Plain Trolls. This are very secretive kin and not much is known about them as they seldom makes any contacts with outsiders themselves and are hostile towards any guests.
*Such are frequently found among reptiles and serves as layer of armor. Only mammals, known to have such thing is now-extinct ground sloths. In few cases pieces of they skin were found and in 19th century first founders tried chop and shoot at them. Bout-axes and bullets-failed. Troll skin is not so hard as well dried ground sloth one, but still one needs sharp blade and strength to make serious damage to any Troll.
Different kins of Trolls varies in size and appearance, but one of they most notable common traits is dermal ossicles, or small nodules of bone, which formed in the skin*. They are weak magic-users, controlling only basic forms of shamanism.
High Trolls are most advanced kin among the Trolls. They live in villages rounded with palisades and dykes under rule of hereditary chieftains. High Trolls knows basics of metalworking, they learned from the Dwarves. They do not practice crop growing, but have herds of deers and bison's. Most of the High Trolls settlements are organized in supra-tribal confederations. In physical appearance they are typically anywhere between 2 and 3,5 meters high, with various degree of body hair (but they tend to be less hairy than other Trolls). High Trolls often raids Dwarfdom.
Ice Trolls are much less advanced nomadic or semi-nomadic kin of Trolls. They have no understanding of agriculture and supports themselves by mens of hunting and coastal fishing. They live in small tribal groups. In appearance they similar to High Trolls but have dense, snow-white fur (unique color among Trolls). They considers herds of domesticated bison's or deers an easy pray, thus High Trolls hate them and often murders at sight.
Forest Trolls are similar to Ice Trolls and lives in northern forests. Hairs are predominantly dark brown but due to mold, often seems green-ish. Forest Trolls are secretive kin that lives in family size groups roaming around forest. They are most wild of all Trolls and have no tolls. All they build is temporary shelters from branches and leaves. Unique trait among them is changing hair color from brown to dark gray in winter season. They usually are smaller than High or Ice Trolls.
Kobolds are not technically true Trolls. This kin began as offsprings of Trolls and Dwarves. Despited by bout, they lives quite isolated from father-races. Kobolds are masters of earth sheltering and lives in tribal villages of dugouts and pit-houses connected by network of shallow tunnels. Kobold tribes are autonomous but closely cooperating. In appearance, they more similar to Dwarves, typical height is 1,3-1,6 meters but have trollish skin. Kobolds are keen farmers, cultivating primarily fungies and beries. They also domesticated rabbits and beavers. As Dwarves, they are talented smiths and stone-workers.
Plain Trolls are group of brutal nomadic tribes roaming in southern pampas and hills. Considered to be most brutal kin in the race. And we talking about Trolls here. I think thats says all.
Cave Trolls lives in southernmost part of continent. Legend has it, that they began to dig caves to protect themselves from Plain Trolls. This are very secretive kin and not much is known about them as they seldom makes any contacts with outsiders themselves and are hostile towards any guests.
*Such are frequently found among reptiles and serves as layer of armor. Only mammals, known to have such thing is now-extinct ground sloths. In few cases pieces of they skin were found and in 19th century first founders tried chop and shoot at them. Bout-axes and bullets-failed. Troll skin is not so hard as well dried ground sloth one, but still one needs sharp blade and strength to make serious damage to any Troll.
Dragons are largest and least numerous sentient creatures in Arcanum Earth and also they are strongest magic-users in world. Young dragon is relatively weak and mediocre elf magician can consider himself equal, but it is suicidal to challenge old one. With age Dragon becomes stronger and larger, but thats only effect of time to Dragons.
Dragons are individualist and spends most of them time in solitarity. They varies in scale color and shape. It is considered that Dragons use magic to create appearance that fits individual taste.
Lizardmen are reptilian bipedal humanoids, usually about human size. They scales displays variety of color patterns.
Serpentmen are most horrible abomination to Human eye. They are nothing more just a huge serpent with human torso.
Snakemen comes second in "abomination" category. They are sort of centaurs, only with snake parts instead of a horse.
All three races lives interchangeably in South America and any generalizations about them is hard- if possible- to drawn. Snakemens are mostly found in coastal areas, while most of the Lizardmens lives in jungles, but member of any race can be found in any place of the area. Lizardmen should be considered least advanced among the them, as many still live in stone age tribes, but all jungle-dwellers are still primitive, while coastal areas, South Brazil and Uruguay is home for many advanced city-states. Some of whose cities are inhabited by one race exclusively, others are multiracial.
All Reptilemen races are strong magic-users, and have love-hate relations with Dragons. In jungle areas Reptilemen commonly are Dragons pray, while in civilized parts of Scaled-folk world relations are much better. Each city holds one or two Dragons, providing them anything they need, usually that includes two things: lots of live creatures to eat and space (huge temple, typically) to be alone. In exchange, Dragon use his magic to help the city. Worshiping of Dragons is widespread, but that is not always the case.
Dragons are individualist and spends most of them time in solitarity. They varies in scale color and shape. It is considered that Dragons use magic to create appearance that fits individual taste.
Lizardmen are reptilian bipedal humanoids, usually about human size. They scales displays variety of color patterns.
Serpentmen are most horrible abomination to Human eye. They are nothing more just a huge serpent with human torso.
Snakemen comes second in "abomination" category. They are sort of centaurs, only with snake parts instead of a horse.
All three races lives interchangeably in South America and any generalizations about them is hard- if possible- to drawn. Snakemens are mostly found in coastal areas, while most of the Lizardmens lives in jungles, but member of any race can be found in any place of the area. Lizardmen should be considered least advanced among the them, as many still live in stone age tribes, but all jungle-dwellers are still primitive, while coastal areas, South Brazil and Uruguay is home for many advanced city-states. Some of whose cities are inhabited by one race exclusively, others are multiracial.
All Reptilemen races are strong magic-users, and have love-hate relations with Dragons. In jungle areas Reptilemen commonly are Dragons pray, while in civilized parts of Scaled-folk world relations are much better. Each city holds one or two Dragons, providing them anything they need, usually that includes two things: lots of live creatures to eat and space (huge temple, typically) to be alone. In exchange, Dragon use his magic to help the city. Worshiping of Dragons is widespread, but that is not always the case.
These greenish-brown skinned, bow-legged creatures inhabits South-East Asia and are considered to be ugly and mischievous creatures by Orks, Mens and Elves (its the only thing all three races agrees upon).
Jungle Goblins are the meanest of them all. They live in tribal groups all around Indochina jungles. While having only primitive technology, this greenskins employ highly developed night vision and guerrilla tactics against intruders. Favorite weapon of Jungle Goblin is poisoned dart.
Sea Goblins inhabits primarily islands between Australia and Asia. They are renown as pirates and raiders, but they also great traders sailing all around Indian Ocean and China coast.
Desert Goblins are one of the most primitive and least numerous races of the world. They hunters and gatherers, living in small nomadic groups all across Australian deserts.
Common Goblins on the other hand are not only numerous but also highly advanced, reaching technological level of late Middle-ages.They were the first race to discover gunpowder in the Old world and made good use of it. Only constant infighting and wars with Orks is between them and Pan-Asian domination.
Jungle Goblins are the meanest of them all. They live in tribal groups all around Indochina jungles. While having only primitive technology, this greenskins employ highly developed night vision and guerrilla tactics against intruders. Favorite weapon of Jungle Goblin is poisoned dart.
Sea Goblins inhabits primarily islands between Australia and Asia. They are renown as pirates and raiders, but they also great traders sailing all around Indian Ocean and China coast.
Desert Goblins are one of the most primitive and least numerous races of the world. They hunters and gatherers, living in small nomadic groups all across Australian deserts.
Common Goblins on the other hand are not only numerous but also highly advanced, reaching technological level of late Middle-ages.They were the first race to discover gunpowder in the Old world and made good use of it. Only constant infighting and wars with Orks is between them and Pan-Asian domination.
Tall, strong and brutal this race is. For the most part this creatures are known for heartless pillaging and raids against neighbors, but one Ork is not equal to other.
Steppe Orks are best known to the Humans. They live in nomadic hosts and roams all around Central Asia in great speed. They do not employ horses, but trust in they own legs and are known for capability to run long distances with no rest. They often make raids deep in to lands of Humans and Goblins.
Mountain Orks don't have invasionist attitude of they cousins and are preoccupied in skirmished between they own clans. Still it is a grave mistake to bother them. They are strong, warlike, loves fighting and hates guests.They society is based on "might makes right" principle.
Dark Orks are the worst of the worst. Technological and social advancement of Dark Orks similar to European Dark Ages. They fallow hereditary leaders and builds simple fortifications. They are deeply hostile to outsiders and only form of communication with outside world known for them is attacking. Differently from Steppe Orks, this kin is strongly imperialistic and imposes they harsh rule over everyone they can. As it is case for all greenskins, lack of strong and stable leadership is whats holding them from building an empire.
High Orks is something, other Orks don't like to talk about. Especially Dark Orks, as- surprisingly- they are closest relatives. This Orks turned from the old ways and embraced urbanization and written law (they are only Orks using writing). They have build grim looking but quite impressive cities and (uniquely among Orks) attempted sailing. Government is relatively stable and while Humans continue to distrust them, some diplomatic and trade relations were established. Still, they are Orks of the worst kin. Then Dark Orks decided that they have enough of this nonsense and tried to wipe out them, High Orks army not only hold back invasion, but counter-attacked and burned half of India in response.
Steppe Orks are best known to the Humans. They live in nomadic hosts and roams all around Central Asia in great speed. They do not employ horses, but trust in they own legs and are known for capability to run long distances with no rest. They often make raids deep in to lands of Humans and Goblins.
Mountain Orks don't have invasionist attitude of they cousins and are preoccupied in skirmished between they own clans. Still it is a grave mistake to bother them. They are strong, warlike, loves fighting and hates guests.They society is based on "might makes right" principle.
Dark Orks are the worst of the worst. Technological and social advancement of Dark Orks similar to European Dark Ages. They fallow hereditary leaders and builds simple fortifications. They are deeply hostile to outsiders and only form of communication with outside world known for them is attacking. Differently from Steppe Orks, this kin is strongly imperialistic and imposes they harsh rule over everyone they can. As it is case for all greenskins, lack of strong and stable leadership is whats holding them from building an empire.
High Orks is something, other Orks don't like to talk about. Especially Dark Orks, as- surprisingly- they are closest relatives. This Orks turned from the old ways and embraced urbanization and written law (they are only Orks using writing). They have build grim looking but quite impressive cities and (uniquely among Orks) attempted sailing. Government is relatively stable and while Humans continue to distrust them, some diplomatic and trade relations were established. Still, they are Orks of the worst kin. Then Dark Orks decided that they have enough of this nonsense and tried to wipe out them, High Orks army not only hold back invasion, but counter-attacked and burned half of India in response.
Ancient race of human-looking immortals. Whatever origins may be, they a now spread all across Old World. They reproduce by infection. Silver, stakes, garlic and sunlight have no greater effect to Vampire that to an Elf. In some parts of the world (especially west Europe) they a killed at sight if recognized. But in other parts of the world they live alongside other creatures and sometimes- in very unlucky parts of the worlds- comes to power. They population is very small and rarely there is more than dosed Vampires in one place, as these creatures tends to be extremely individualistic.
There is hundreds of different species of Anthros all across the world. Mostly they number is very small and they are tolerated at best. By now, last truly Antros dominated area is only Siberia and parts of Africa. There is only three numerous and important kins of Antros.
Centaurs, superb archers of Eurasian steppe. They are long standing allies of Horse riders.
Minotaurs and Lionmens are sworn enemies, bout living in East Africa. They live in tribes led by shamans and are notable as fierce, berserk-like fighters.
Centaurs, superb archers of Eurasian steppe. They are long standing allies of Horse riders.
Minotaurs and Lionmens are sworn enemies, bout living in East Africa. They live in tribes led by shamans and are notable as fierce, berserk-like fighters.
And, finally- application form:
Name of Country:
Government Type:
Main Racial Makeup:
Secondary Races (you can choose more then one):
Technological Era Equivalent:
Magical Prowess:
Population:
Landclaim:
Requested Colour:
Waiting to be Accepted? Why not plan out your Nation in detail!
Summary of Nation:
Summary of Government:
Summary of Military:
Military Size and Recruitment:
Status of Technology and Magic:
Current Tensions:
And, for short example, theres mine:
Name of Country: Kingdom of Môrardhon
Government Type: Monarchy
Main Racial Makeup: Low Dwarves(65%)
Secondary Races (you can choose more then one): Jungle Gnomes (25%), Sea Dwarves (5%), Other (5%)
Technological Era Equivalent: Napoleonic
Magical Prowess: Very low.
Population: 4.5 millions
Landclaim: South Mexico
Requested Colour: Dark
Waiting to be Accepted? Why not plan out your Nation in detail!
Summary of Nation: Dwarven nation under the rule of Mine Elf dynasty (legacy of Elven Age). Rising economical power, with focus on industrial development. Inhabitants is predominantly agnostic, ancestor worshiping exist in rural areas. Once formed as defensive alliance, Kingdom is now strongly centralized thanks to technological advancements.
Summary of Government: King remains highest authority and rules with help of selected advisors. Form of peoples representation exist and is called Laithon, but it is seldom assembled.
Summary of Military: Army consists 6.000 standing troops, up to 100.000 can be called to arms if needed. Kingdom maintains small navy, consisting of few sails ships.
Status of Technology and Magic: Môrardhon at a moment is in early stages of industrial revolution, only adopting technology of steam engines. One of the greatest achievements is optical telegraph system. As most of the Dwarves, Môrardhonians concentrates on developent of heavy industry, especially- metalworking. Magic is virtually unknown, except few weak shamans in remote Gnomish settlements.
Current Tensions: Demands for proper parliament and responsible cabinet is growing. There is also some minor tensions between Gnomish and Dwarven populations.
Government Type: Monarchy
Main Racial Makeup: Low Dwarves(65%)
Secondary Races (you can choose more then one): Jungle Gnomes (25%), Sea Dwarves (5%), Other (5%)
Technological Era Equivalent: Napoleonic
Magical Prowess: Very low.
Population: 4.5 millions
Landclaim: South Mexico
Requested Colour: Dark
Waiting to be Accepted? Why not plan out your Nation in detail!
Summary of Nation: Dwarven nation under the rule of Mine Elf dynasty (legacy of Elven Age). Rising economical power, with focus on industrial development. Inhabitants is predominantly agnostic, ancestor worshiping exist in rural areas. Once formed as defensive alliance, Kingdom is now strongly centralized thanks to technological advancements.
Summary of Government: King remains highest authority and rules with help of selected advisors. Form of peoples representation exist and is called Laithon, but it is seldom assembled.
Summary of Military: Army consists 6.000 standing troops, up to 100.000 can be called to arms if needed. Kingdom maintains small navy, consisting of few sails ships.
Status of Technology and Magic: Môrardhon at a moment is in early stages of industrial revolution, only adopting technology of steam engines. One of the greatest achievements is optical telegraph system. As most of the Dwarves, Môrardhonians concentrates on developent of heavy industry, especially- metalworking. Magic is virtually unknown, except few weak shamans in remote Gnomish settlements.
Current Tensions: Demands for proper parliament and responsible cabinet is growing. There is also some minor tensions between Gnomish and Dwarven populations.

