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To Shred an Empire (medieval-low fantasy/OOC/OPEN)

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The National Dominion of Hungary
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To Shred an Empire (medieval-low fantasy/OOC/OPEN)

Postby The National Dominion of Hungary » Tue Sep 02, 2014 1:49 pm

To Shred an Empire


Hello! This is your friendly neighbourhood NDH with an RP... well, more of a joint storytelling/worldbuilding effort in the spirit of Game of Thrones/Pillars of the Earth/Saxon Tales/The Witcher/Dragon Age etc.







All taken



The Empire of Pandyssium is in decay...


These lands have always been troubled... ever since the first realms of elves and dwarves fought for dominance, ever since the collapse of the Elven Empire, and ever since, these lands have always been divided, be it by race, by culture and by greed. Many would-be conquerors learned the hard way that Pandyssium was not prone to peace and unity. Yet, for the last 437 years Pandyssium has been under a single banner, been driven by a single purpose and followed a single leader. Indeed, great men have always strived to do the impossible, and the name of this particular man was Titus Rahtis. A military and poltitical genius who brought the warring nations of Pandyssium to heel, conquering them one by one. Does the end always justify the means? Does the death of hundreds upon hundreds of thousands somehow means less in exchange for achiveing more or less, lasting peace? Lasting peace is a noble goal but when does the blood price become too much? Regardless of what one may think of it, he brought peace forcibly to Pandyssium, and became Emperor of his newly forged Empire and so, Titus Rathis would forever be known as Titus the Great, 398 years after his death, all men, women and children across Pandyssium, elf or orc, noble or beggar, still speak his name. His line, the House of Rathis has ruled the Empire built by their forbear ever since, for better or worse through war and peace. Through ages of gold and ages of ash.

The House of Rathis has a long history, known far and wide across the world through the deeds of Emperors and Empresses both great and good, managing to hold their diverse Empire together for over four centuries through cunning, negotiation and when honeyed words or poisoned wines had failed, through sheer brutality. Bolstered by centuries of relative peace on the continent of Pandyssium, a developed and robust military, and thriving commerce between ethnically diverse provinces, the Rathis Empire was a leading political, economic, and cultural force in the world. The line of Titus Rathis ruled with relative peace and prosperity, but within 50 years, mismanagement and political infighting become the norm. In more than one case, wars are fought over the throne, including for example the War of the Bleeding Heart. Periods of internal strife came in between decades of peace and growth and the occcasional war with foreign powers such as the Empire of Augrilac.

For the last decades however the Empire has been in a period of decay. Emperor Silus was a drunkard, as long as the roast suckling pigs were delivered to his tables and the exotic courtesans to his bed he was happy as could be, his son Emperor Pelagius was not much better, the grandson howver... His Imperial Majesty, Emperor Orius was certainly an exceptional persona when compared to his father and grandfather. This Emperor of Pandyssium, Lord Paramount of Pandyssia, Sovereign of Pontium and Makhras, and Senior Protector of Angren, Riverdell and Ellander was a firm and decisive ruler, as perhaps one should expect from someone so abundantly titled. He was the kind of man who, when hit, made a sound suggesting he was forged of steel and not molded of bird dung. Being unmarried, he led a rather casual private life. And his unfortunate death caused by riding over a cliff while hawking has made the realm's future uncertain as he has no trueborn children. There is of course his first daughter, Cassyndra, fathered upon a common serving wench that the Emperor took away from the mother and raised as his own, but never legitimized. A comely twenty-and-two year old girl with green eyes and dark red hair. The girl is however mentally retarded, much closer to a child then a young woman in her mind. Yet, Cassyndra is not the late Emperor's only child. There are two small childern, a son and a daughter, fathered with his noble-blooded mistress and living with their mother in her castle.

Now, as the Emperor's body has been carried back to the Imperial Palace the noble houses of the Empire, both great and small have begun plotting and scheaming, shapening swords and daggers, a time of great turmoil is doubtlessly descending upon Pandyssium, and much blood will have flowed before it is at an end...



Before you apply you should know this isn't the usual run-of-the-mill RP. It's more a joint storytelling/worldbuilding effort. All significant events such as who wins a battle will be planned out by the players and what happens is decided on the basis of what is best for the story. You may not try to "pull a fast one" on other players to get the upper hand. We also work on a fluid timeline. There is a general "present" but players are allowed to do flashback posts. Finally, this is a heavy character RP. You would control multiple characters that you develop. Exploring your character's thoughts, feelings, fears and motivations is a requirement. If any of these isn't your thing then don't apply.

Men: I trust I do not need to explain much of this. Though here for thousands upon thousands of years, Men are relatively new to the continent having journeyed here across the seas from a faraway land now forgotten and probably destroyed. When they arrived they split away from each other forming many different tribes that went on to form into nations. These nations soon supplanted those of the elder races, turning mankind into the dominant species of the world. The Kingdom, later Empire of Pandyssium is one of them. Humans may not have the agility of elves of cunning of goblins, but they have numbers, adaptability and ingenuity which has allowed their realms to supplant those of the elder races. Lifespan is same as RL.

Elves: Distinguished by their lithe, slender bodies and pointed ears. Physically, they are weaker than men but more agile. They also have longer lifespans. Elves are known for their affinity with nature. Like all races, Elvish culture varies depending on the region but they can be divided into two major ethno-cultural groups, the Edalie in the west and Drualie to the east, there is much bitterness between the two as their brutal civil war broke the great Empire of the elves and allowed the human realms to expand and further weaken the successor states of the elven Empire, most of whom were annexed by expanding human kingdoms within a span of three centuries. Most Men consider the elves to be highly attractive creatures. Average Lifespan-150 Years

Dwarves: Many live underground mining the different precious metals of Varia which they use to craft items of great quality. Though there are many surface Dwarves as well who can be found working the forges of different towns. They are short in stature but are burly, muscular people. Broad in shoulder and wide in girth, with big hands and broad feet. they are ideally adapted to cope with hard and demanding work. This also make them strong frontline fighters in any armed force when serving as heavy infantry. The Dwarf language is called Khazalid. It is an ancient language that has remained unchanged over many thousands of years both in its spoken and written runic form. Khazalid is kept a "secret language", and is rarely spoken in the company of other races, except for their feared and infamous battle cries. Average Lifespan-100 Years

Orcs: These beings are generally stronger and larger than men and more susceptible to their passions. You may call them barbarians, but if history is to speak, it shall say that the Orcs have never sought the destruction of any nation, nor forced any belief on any man. Indeed, it can be said that the Orcs have sought nothing more than a good fight. They do make excellent warriors though lack discipline. Due to their gray skin, bulging eyes and large canine teeth men generally consider them to be grotesque beings. The Orcs are the outcasts of Pandyssian society, without any true homeland, their villages are spread far and wide across the Empire. Their only redeeming quality in eyes of the public over the recent centuries having been the contribution of the Orcish tribes in the Imperial Campaigns. Average Lifespan- 70 Years

Goblins: Goblins are small, green, vicious, mean-spirited and generally unpleasant lifeforms. Clues to the nature of the Goblin mentality can be found in their tiny, pointed teeth, beady, glinting eyes, scrawny, grasping hands, and general demeanour of a beaten dog. To give them their due the Goblins are quite prolific, there are always lots of them and no matter how many die or run away there is always plenty left. The preferred way of fighting among the Goblins is to shoot the enemy in the back from a safe distance. They are rather decent marksmen but generally poor melee fighters. They are however quite dangerous in large numbers and more than capable of overwhelming a better force with sheer weight of numbers. Average Lifespan- 30 Years

It should be noted that all these races are capable of interbreeding but the offspring will on take on the race of the male though receives traits from both (hair color, eye color, skin tone etc.) Also, the sentient races are set.


Of course you are allowed to create your own language or languages in your realm. But there is in official language in the Empire, High Furian. It is the language of the first Men to come to Pandyssium. Mostly the aristocracy, diplomats, learned men and traders can speak/read/write it while some commoners arcoss the Empire can speak a little basic High Furian.


The aristocratic hierarchy in the Empire is as follows.

Lord: Head of a Great House, owes fealty to the Emperor and rules a realm in his name.
Duke, Count, Baron: Head of a lesser house, must be a vassal to a Great House. Dukes are wealthier and hold more lands/command more troops than Counts who hold more than barons.
Knight: Can be a Hedge Knight or a Sworn Knight. Sworn Knights hold a manor or keep at most while Hedge hold no lands. Both may have a small company of men at arms.


The Imperial Magistratum.
Lord High Steward: The first minister of the realm, head of the Imperial Magistratum, answers only to the Emperor.

Lord Provost Marshal: Deals with the administration of Imperial Justice and serves as the judicial expert of the Magistratum.
Lord High Treasurer: Deals with the finances of the Empire. Overseas the budget, controlls the mint and administers the tithes.
Lord Master of Shadows: Head of the Empire's spies and assassins, provides intelligence to the Emperor and Magistratum.
Lord High Militant of Pandynosa: Provides advise to the Magistratum and Emperor on military matters. May be given the command of armies in times of war.
Lord High Chamberlain: Deals with the administration of communications of the council, farming, food, cisterns, drains, buildings, construction, health, and overall day-to-day administration of the Empire. Knowledgeable in history, science and medicine. Head of the Council of Chamberlains.

Arch Cardinal of the Faith. A seat is reserved for one of the most important religious figures in the Empire.

The Council of Chamberlains is a council that serves under the Lord High Chamberlain aiding in day-to-day administration. There are nine positions. (You may vie for open court positions in the IC.)


The Emperor's Blades is an order composed of 100 knights who are sworn to protect the ruler and the Imperial family. The order is composed of some of the greatest knights and warriors in all of Pandyssium who's vows are taken for life. They must renounce their claim on all titles and lands, they may bear no children in their service and cannot marry.
-Commander of the Emperor's Blades- self explanatory, answers only to members of the Royal family.
-Up to 10 member slots open. Rest will be filled with npc's.


There are two prevailing faiths in Pandyssium. The first is simply known as The Faith, and revolves around respect for ancient traditions, and praying to a Godess simply known as the Creatrix, followers of the Faith worship a great many saints which represent various things and aspects in life. These saints answer to the Creatrix, the powerful and benevolent deity of The Faith. The Faith is well established with many cathedrals, churches, parishes and monasteries dotting the lands of the Empire and the Arch-Cardinal of the Faith is a powerful individual indeed. The Faith also deals with civil matters such as officiating marriages and organizing religious festivals.

The second religion is known as the Abbey of the Darkness, and worshippers pray to a God known as the Shade. Abbey doctrines center on the belief that the universe is unknowably vast and swarming with all manner of dangerous spirits and forces, most of which are hostile to man's existence. The primary goal of the Abbey is to pray to the Shade for protection from these, but it is also tasked with civil matters, such as officiating marriages and regulating the Imperial Calendar and New Year´s Celebration. It also places special importance on astrological and cosmological movements.

In all realms there are also small minorities that follow ancient faiths, elves following their ancient Pantheon, dwarves following their ancestor gods, men following old pagan beliefs.

For both religions, players can make up the contents and overall formation, however as of now just keep the discussion in the OOC so we can have a singular following of the religions.


Undead: Through ancient curses of powerful dark magic the dead sometimes rise again. Undead are mindless, reanimated corpses though capable of wielding weapons albeit poorly. Etheareal undead like wraiths and banshees can only be killed by magic, silver weapons or enchanted weapons.

Trolls: Very large, physically powerful creatures with very low intelligence. Trolls are able to communicate albeit poorly. They usually roam alone or with a mate. Whether a Troll is dangerous depends on the Troll itself. Their behavior towards sentient races range from avoiding them, interacting with them on a regular basis or outright hostility.

Worg: Larger then the common Wolf the Worg is a pack hunter known for it's saber fangs and powerful jaw. Their head is crowned with a bone plate making the skull highly durable. The creature is known to hunt in pacts, occasionally taking on creatures three times their size. The Worg is a predator always in search of prey, once it finds a mark it will never let off the trail. Rumors abond that senting ones self with Wolfsbane can drive them off though such has been largely untested. Travelers are warned to keep to the roads and avoid hilly woodlands at night.

Ghouls: A horrible, low, and nasty beast, this abomination nests in cemeteries, old burial mounds, necropolises, and on battlefields. Disgusting in form and character, it emerges to feed usually during the full moon, and well-rotted corpses are a delicacy for it. When driven by hunger, the ghoul will not hesitate to prey on the living. Ghouls are said to have been humans who were once forced into cannibalism and, after many years spent in dark crypts, underwent a horrifying transformation.

Shrieks: They burrow tunnels, climb trees, and are vicious when ambushing their prey, they does so with many of their kin. Now you have a good idea of what a shriek is. These primitive creatures are the bane of the wilderness - the inhabitants of forest villages and animals give their nests a wide berth. Shrieks are social creatures, gathering in something akin to tribes, for they can only repel the attacks of stronger assailants en masse.

Succubus: Demons who take the form of a extremely attractive women to seduce men and feed on their life force. These creatures keep to the wilds and are extremely malevolent. Although there are very few who prefer not to kill their victims. Some are even bold enough to venture into the population centers of the sentient races to hunt. Yet, there are tales of wizards who have been known to preform rituals to bind a succubus to them for their ability to manipulate those weak of will. The ritual causes the succubus to fall uncontrollably in love with her master, despite the obvious... benefits. This occurrence is not always to the master’s advantage, though, for a devoted succubus can be prone to fits of extreme jealousy, especially when her master deals with those of the opposite sex.

The Leviathan: Larger then the size of three triremes, the Leviathan is a monster said to haunt the depths of Pandyssium's waters, guarding treasures of old. Described most often as possing the body of a great serpent, the head of a dragon, and paws like a dog. Other discriptions insume and various dipictions though it is generally preseved that it's true form is so awe inspiring that no mortal words can conjure a fitting image. The sightings are rare, but Sailors are foreworned to beware and pray for favorable winds.

Dragons: These massive, powerful creatures capable of communicating with men and are highly intelligent. There are some stories of heroes of legend slaying dragons or finding wisdom from them as Dragons are incredibly wise creatures. They can be benevolent and malevolent though for the most part stay out of sight. Dragons can live up to eight hundred years but there are very few of them. In fact there are only three known Dragons for a total of five in the whole world. Where they reside is a mystery. These creatures are barely seen for a Dragon reaches maturity at the age of fifty and afterwards hardly has to feed. Further, Dragons go through lengthy period of hibernation lasting months and even years.

The Dragons (Name, Age, Known/Unknown)
-Baedron, 657, Known. The oldest, wisest and most powerful of the Dragons. Baedron's silver scales were last seen sixty years ago flying across the seas by a merchant ship. He is known for being benevolent and harmless towards the sentient races. In fact, Baedron is drawn towards especially good hearted souls in need and will at times show up to give them guidance.

-Phaedron, 464, Known. The green scaled scholar Dragon. He shows up once in a while at major cities to demand books and scrolls which he spends countless hours reading for devouring knowledge is his only desire. Sometimes Phaedron will seek out a learned man which he will carry away to discuss science and the arts and return them back unharmed. He was last seen about twenty years ago.

-Vexil, 237, Known. A bit of a troublemaker with yellow scales. In his early years Vexil was known to torch a village once every few years. Now he finds enjoyment in stopping lone travelers along the road and pitch riddles to them. If Vexil is pleased with their wit in answering his riddles he will grant them a favor. If not, he will eat them.

-Rhagas, 97, Unknown.

-Urgasht, 48, Unknown.




The RP Commandments and Guidelines (Read before applying.)

1. I am the OP, your God, and thou shalt obey.
2. Skaldia and Ublia, the Co-Op's are my Prophets, heed their words.
3. Thou shalt not Godmod, people who do not know what this means do not belong in this thread.
4. Thou shalt not flamebait, troll or otherwise be a douche.
5. Thou shalt recognize that we put a lot of thought into our RPs so if you join we appreciate it if you do planning to be here for the long haul. No throwing up an app because you feel like it.
6. Also, thou shalt not sit around waiting for things to happen, we'll try and guide the RP but it is up to you to be active in creating an interesting storyline for your house/realm/characters.
6. Thou shalt stick to the medieval/GoT-ish theme
7. Thou shalt remember that the armies are feudal armies.
8. There shalt be no gunpowder. No Greek Fire. No weapons, equipment, devices or technology that did not exist in RL medieval times.
9. The total military size of thy realm shalt not exceed 5% of the population, and troop quality must be beliveable.
10. The total military size for vassals shalt not exceed 4000 for Dukes, 3000 for Counts, 1000 for Barons and 300 for Knights.
11. Thou shalt make long, detailed posts. Do not neglect your characters. This is primarily a character RP even though you control faction.
12. Thou shalt give me friendship, intrigue, drama, romance and character stories. War will be just a fraction of what this RP is about.
13. None shalt be allowed to have the "best" anything, you can have superb, excellent, awesome and great but not the undisputed best.
14. The prevalence of Magic shalt be low and uncommon. A realm might house a dozen or so mages living in the middle of nowhere/Great House may have a court wizard and one or two magical items for instance.
15. Magical users/items in your nation have to be kept on a leash. No raining fireballs with them or creating catastrophic earthquakes. The extent of their power will be kept fairly low.
16. While this is a 'fantasy' RP we stick to conventional medieval armies and navies. The only exception is there would be different sentient races within the ranks. So no Dragon or Gryphon rider units, no magical ships that travel underwater or fly.
18. At least 65% of the population of your realm must be Men. (I will accept 2 realms with 35% human population, first come first serve. Taken)
19. At least two sentient races other than Men must be prevalent in your realm.
20. The Emperor's two younger children will be controlled by the player playing the House that the Empror's mistress was from, Princess Cassyndra will be controlled by a Co-Op/me until a House committs itself to support her claim. The player of that House will take controll of the Princess.
21. Realm 5 is the Province of Pandyssium itself, ruled by the Imperial Family, thus it stands without Rulership. Those who apply for realm 5 will be a House that has been raised up as stewards until there is a monarch, but will you relinquish your power?


Military Guidelines (Read before applying.)
1. Thou shalt consider travel time and your army's ability to maneuver. No "Oh shit dude! My whole army is at your capital and you didn't even know it! XD"
2. Thou shalt consider logistics. Putting armies in the field costs money, you need to feed/pay/arm the troops etc. Its an undertaking which should not be done on a whim.
3. These are feudal armies, in other words armies that are mobilized and formed when war is all but imminent. You will only have a fraction of your forces active in peacetime. (Various garrisons/Household Guard forces etc.)
4. Thou shalt be reasonable.
5. Victories and defeats will be decided by all of us coming to an agreement on what is best for the story.
6. Military magic: Use of magic in warfare should be supplements. You do not rely on it, it is not the core of your strategy. In fact its only a teeny-tiny part. You rely on conventional RL medieval means.



Great House + Realm Application. Delete everything in parenthesis.
Code: Select all
[b]NS Nation Name: [/b]
[b]House Name:[/b]
[b]House Banner: (Describe or post picture.)[/b]
[b]Description of House: (History/Customs etc.)[/b]
[b]What is House's view on the Empire?:[/b]
[b]Description of Head of House (name, age, and sex):[/b]
[b]Description of Relevant House Members: (name, age and sex)[/b]
[b]Court Position Request: (Family member, position)[/b]
[b]Seat of Power: (Name, location.)[/b]

[b]Realm Number: (See map)[/b]
[b]Realm Name:[/b]
[b]Realm Description: (Geography, history, note that north is colder/south is warmer.)[/b]
[b]Capital City:[/b]
[b]Population: (Be realistic)[/b]
[b]Race Composition (Percentage of each sentient race):[/b]
[b]Status of the races other than men:[/b]
[b]Majority Religion: (Minorities of other two will exist.)[/b]
[b]Description of the people and culture:[/b]
[b]Description of Economy (Include major imports/exports):[/b]
[list][*][b]Exports:[/b]
[*][b]Imports:[/b][/list]
[b]Major Cities (max six):[/b]
[b]Major Citadels/Fortresses (max six):[/b]

[b]Military Description:[/b]

[b]Strenghts/Weaknesses: (Must have several of both)[/b]
[list][*]Total Numbers

[*]Navy

[*]Army[/list]



Vassal House Application.
Code: Select all
[b]NS Nation Name: [/b]
[b]House Name:[/b]
[b]House Banner: (Describe or post picture.)[/b]
[b]House Rank:[/b]
[b]Description of House: (History/Customs etc.)[/b]
[b]What is House's view on the Empire?:[/b]
[b]Description of Head of House (name, age, and sex):[/b]
[b]Description of Relevant House Members: (name, age and sex)[/b]
[b]Court Position Request: (Family member, position)[/b]
[b]Vassal to which House:[/b]

[b]Name of Holding:[/b]
[b]Seat of Power: (Name, location.)
[b]Description: (Geography/History.)[/b]
[b]Description of Economy (Include major imports/exports):[/b]
[list][*][b]Exports:[/b]

[*][b]Imports:[/b][/list]

[b]Military Description:[/b]

[list][*]Total Numbers

[*]Navy

[*]Army[/list]

Strenghts/Weaknesses:(Must have several of both)[/b]
[b][/b]




NS Nation Name:
House Name: House Mazowiecki

House Banner: Dark crimson banner with a black bear in profile.

Description of House: The House of Mazowiecki can trace itself far, far back through the ages. Indeed, they are among the very oldest noble house still alive and still ruling. The Mazowiecki are a wealthy, powerful and extremly, almost absurdely proud family, upholdig customs and traditions native to Kazarkov that predate the founding of the Rathis throne. House Mazowiecki was formed over three and a half milennia ago with King Kazimierz the Founder who carved out a Kingdom in Lukomorze and the Wartow Valley, the Kingdom which one day came to unite the Kazar realms over the following years, and so, the lords of Kazarkov placed the Icecrown upon the brow of their first King, his line has ruled the realm of the Kazar people ever since. Until the arrival of the Pandyssian Armies, where the Mazowiecki's were forced to bend the knee of the disastrous Kazar defeat in the battle of Angarsk.

What is House's view on the Empire?: Hostile. The Mazowiecki's do however mask their hostility under a mask of courtesy and fealty.

Description of Head of House (name, age, and sex): Lord Mieszko Mazowiecki (M, 48): Lord Mieszko Alexandr Mazowiecki rules the lands of Kazarkov with the hand the Mazowiecki's have often used, the hard but just hand. Some might call him a tyrant, while other say simply a ruler who belives that order and discipline are neccessities if any land wishes to thrive and prosper. Lord Mazowiecki may not be the most perfect example of chivalry in the kingdom, as he is a man capable of both showing great kindness to some, and at the same time great cruelty to others. He is a large, powerful man. The champion of several tournays in his youth and still a strong fighter. He has the typical sharp features, black hair and blue eyes of the Mazowiecki's. His truest strengh however is as a statesman and strategist.

Description of Relevant House Members:

Voivode Vizimir Mazowiecki (M, 45): As hard as steel he is, the younger brother of Lord Mieszko. A master of the arts of war and an expert swordsman, Vizimir has been nicknamed 'Iceblade'. He bears the classic Kazar traits of loyalty, devotion, skill, courage and honor. Vizimir is an uncompromising figure to say the least.

Claudora Mazowiecki (F, 22): Oldest child and Heiress to the Obsidian Throne. Born and bred to rule the land of the Kazars as her ancestors have done before her. Taught first and formost the arts of rulership, stewardship and battle command, groomed by her father to one day become a capable lady and ruler over the domains of their house. Lady Claudora may be young, but has proven resourceful and cunning, and is a renowned beauty, graceful, with piercing blue eyes and raven-black hair raised by her Father to follow in his footsteps.

Radowid Mazowiecki (M, 21): Having earned his nickname 'the Stern' for a reason. Radowid shares his uncle's great enthusiasm for warfare and combat which his Father has seen fit to cultivate even further, Radowid has since proven himself an excellent warrior and is known for the rather merciless level of discipline he keeps in the troops he has commanded. Radowid is an ambitious man, he will gladly see the power and station of his House rise further.

Rhamanda Mazowiecki (F, 16): A strikingly beautiful, headstrong, wilful and vain temptress surrounding herself with the pleasures and finer things in life.

Izydor Mazowiecki (M, 9): Lord Mieszko's youngest child. Dreaming of Knighthood and honor in battle. He is dutiful and though-minded.

Court Position Request:

Seat of Power: The Frozen Citadel in Visegrad

Realm Number: 11

Realm Name: Kazarkov

Realm Description: The Northern land of Kazarov, chilled and rugged, to the uninformed outsider the name of this land only conjures up images of snow, mud, dark forests and windswept plains. While there is truth in this, the natives of this realm know their home as a land of breathtaking vistas, mighty rivers and above all a place of honor and proving. It is a land where heroes have been made, crafted in the harsh embrace of their Motherland. To know Kazarkov, it to know the Kazars. A tall and sturdy race, well suited for the climate of the land they call home, if their pale skin, blue eyes and dark hair does not give them away, then their customs and way of seeing the world surely will.

The Mazowiecki's rule a domain which shifts from the warmer Southern Voivodeships, being positioned at the end of the temperate band are prone to short, harsh winters but are characterized by long, cool summers which grant a long growing season, these lands make up the breadbasket of the realm, composing of low hills and fields separated by small forests and valleys. The farmlands are worked by Boyar's serfs, free farmers and weathy gentlemen farmers known as Gospodars.

The Central Posads are not as cold as the Northern Voivodeships but overcast skies and cold rain is endemic. Winters are longer and harsher but warm summers make up for the snow covered months of winter. The center is heavily forested and is also home to the Bieszcadow Mountain chain and it´s chilly, rocky foothills. And warm valleys which during winter can be completely cut off by massive snowfall and blizzards. It is home to massive logging and mining industries which form the base of the export oriented Kazarkovian economy.

The Northwestern part of the realm is composed mainly of cold, rocky grass plains, scattered boreal forests, countless small lakes and rocky hills dotted with ancient ruins. The coasts are home to fishing and whaling towns in addition to small peasant villages who take advantage of the warmer coastal climate to grow hardy crops. It is also where the Kozzar clans make their home, herding their cattle across the plains, sharing the wilder inlands with small tribes of feral orcs and wild men.

The Northeast is home to the Lukomorze and Wartowno regions, here, in the mouth of the Wartow river lies the Gray City of Visegrad, and the mighty Frozen Citadel from where House Mazowiecki has ruled since time immemorial. Along the northern coast lie the Czarnogrbiet mountains which is also a home of large mining operations.

Capital City: Visegrad

Population: Approx 1.3 million.

Race Composition: 85% Human/3% Elves/5% Dwarves/7% Orcs.

Status of the races other than men: The Mazowiecki's non-human subjects face high levels of discrimination, segregation policies and occasional pogroms. The elves and dwarves of Kazarkov are angry, this anger can and has turned into violence. Both human riots and non-human riots have occured in most larger towns and cities with sizable non-human ghettos where most of Kazarkov's non-humans live, except for some Orcish tribes in the Northwest and a number of elvish clans in the forests of the Southern Voivodeships.

Majority Religion: Abbey of the Darkness (about 75%).

Description of the people and culture: The Kazar people have been taming this land of wooded fields, rocky hills, grass plains and hard tundra for generations and generations. And it shows, they are no strangers to hardships, whether it be farming the land or defending it against the occasional wolf or snow-leopard, the Kazarkovians have been strenghtend by their need for survival. And indeed, they have done more than merely survived, they have learned how to thirve in their harsh Motherland.

Throughout the milennia they have proven themselves among the greatest of warriors in Pandyssium, violence is an accepted aspect of Kazar life, their people face battle with a selflesness and ferocity that shocks and even appals their enemies. When he passes from this world, a Kazar is not remembered for how he lived, but for how he died. His tireless quest for honor and glory in the name of his ancestors and the Motherland has made these people a force to be reckoned with. Kazarkov, the land of the Bear, may not be pleasant or easily survived, but it makes a tough people tougher and sends the foolish to an early grave. The Kazars cultivate what can, and should be called a rather simple, honor-bound and deeply traditional warrior-culture, the way of the warrior, and the way of the craftsman are seen as bastions of glory and this manifests itself in many ways.

To the Kazar, life is a test of proving one's worth, striving to achieve honor and recognition in battle and labour which will please their ancestors, as their descendants bring honor and respect to the kin. In exchange for this the ancestors will, hopefully take them to their Hall in the Afterlife, where the dead shall dwell alongside the greatest of their kin in a place of honor and magificence. There they shall feast, drink and sing for all eternity, watching over their descendants and their kin. Judgeing their worth and deciding if they are worthy of joining them.

Description of Economy (Include major imports/exports):Kazarkov is a wealthy Kingdom. On the coasts fishermen haul in plentiful catches, whalers bring in the massive beasts to be butchered in the whaleyards of the Northern Coasts and port cities provide a wealth of trade. The lands of Kazarkov are rich in terms of minerals and lumber. And thus many skilled craftsmen and hardy woodsmen inhabit the whole realm. Indeed the Kazars are known for their craft goods, armor, weapons, furniture, stonework, jewelry and the like.

  • Exports: Iron, Steel, Copper, Coal, Silver, Gold, Timber, Furs, Fuel (Whale Oil), Alcoholic Beverages, Metalworking Industry Products (Tools, Weapons, Armor, Jewelry and the like), Woodcraft Industry Products (Seasoned wood, Furniture and the like.)
  • Imports: Grains, Vegetables, Wines, Silks, Paper, Spices, Gemstones, Insence.

Major Cities (max five): Visegrad/Pavlograd/Soplowice/Krolewiec/Loboznow

Major Citadels/Fortresses (max five): Tretogor/Angarsk/Gorszawa/Soplicow/Horytnica

Military Description:
  • Total Numbers: 58 505
  • Navy: 64 Ships in total. (18 Carracks/46 War Galleys)
  • Army:


500 Druzinniks, these men serve as the household guard of House Mazowiecki. These are the very finest Knights of Kazarkov, chosen for their personal bravery, skill and loyalty. Embodying the values of the Kazar warrior. These knights are tasked with protecting the lives of the immediate Mazowiecki ruling family, not any of the cadet branches. The Druzinniks are a small, but powerful company of knights, respected in all Pandyssium.

5000 Knights, raised from the Kazar aristocracy, or Szlachta as they are known. These men are clad in fine steel plate armor, inscribed with runes and shining in the sunlight as they ride into battle on powerful destriers wielding lance and sword or mace. Breaking lines and carving their way though columns. The Kazar nobility mostly live in castles and manors in the countryside, one of their main occupation being horse-breeding, indeed, Kazar destriers are highly prized.

The 10 000 Winged Lancers are drawn from the rich non-nobility of Kazarkov. These are the sons of merchants and gospodars mounted on lightly armored horses and clad in half plate armor with iconic helmets and even more iconic wings strapped to the back of their ciurasses. Armed with lance and sabre they charge with as much force as Knights, yet they are not as strong in prolonged combat as knights. This is chock cavalry.

5000 Mounted men-at-arms form cavalry units armored in brigandines or leather-and-mail and armed with long spears and secondary weapons in the form of swords, sabres, axes and maces. Their horses are unarmored and they serve as scouts, added weight in cavalry charges, fast flanking units, or they are used to run down enemy archers.

Kozzars are a term for the Kazar tribes who never settled and instead ride across the northern grass plains with their great herds of cattle. These men and women are born into the saddle and learn to shoot bows from horseback at an early age. In times of war the Kozzar chieftains ride with their warriors to answer the call of the Lord of Visegrad and serve as fast scouts and horse archers armed with composite bows and sabres and clad in light leather armor, the Kazar army includes 4000 Kozzar riders.

The Heavy infantry are the composed of mostly professionals or semi-professionals. They march into battle in leather-and-mail hauberks or half plate armor wielding bardiches, halberds, greatswords, warhammers, or a combination of weapon and shield. A strong, immovable object to lock the enemy in place while the cavalry manouvers around the battlefield. (13 000 men)

The Levies are composed of militias and peasants mobilized into regiments in times of war. They are armed with spears and shields, or bows or crossbows. They are mostly armored in brigandines or padded cloth gambesons. Their main objective is to act as missile troops and spearmen supporting the main line of heavy infantry. (2000 Archers/4000 crossbowmen/2000 Light Infantry/12000 Spearmen)



Strenghts/Weaknesses: (Must have several of both)
Strengths: Harsh terrain, inclement weather and cold climate, coupled with mighty castles and citadels commanding important passes and roads make an invasion a complicated buissness. Limited ability for invading armies to forage further contribute in making invasions costly and difficult, an invading army can be lured in to be left at the mercy of the Kazar winter and starvation.

Kazarkov is a wealthy land, and the House of Mazowiecki is rich indeed. This along with the great abundance of resources and large industrial capacity leads to the Kazarkovian armies being well armed and armored for the battles awaiting them. The Kazar knowledge in the arts of fortification leads to good knowledge in the arts of siege warfare.

Deeply rooted patriotism and traditionalism form a strong sense of national unity and creates a strange form of loyalty and fealty to the ruling house and the Motherland that many southerners do not understand. This "us versus them" mentality of the Kazars is also a great factor behind the northern morale, ferocity in battle and concept of self-sacrifice in the name of the Motherland.

The true power of the Kazar army lies in it´s cavalry and heavy infantry. The large amounts of cavalry make the army very mobile in battle. The heavy infantry regiments engage to hold the enemy in place while the cavalry manouvers to break the foe with devastating attacks and the kozzars harry the enemy flanks and rear lines. The Kazar armies are very dangerous up close and are supported by skilled Kozzar Horse Archers.

Weakness: Climate impedes efficient large scale farming and food production, climate shifts in spring and autumn can cause frequent crop faliure meaning a year without the need of a 'grain fleet' to arrive is seen as a blessing from above. While Kazarkov is wealthy, the economy is very trade-oriented, meaning that a long term naval blockade would lead to economic breakdown and could also lead to widespread famine.

Massive snowfall on the few good, well-maintained roads can greatly hinder passage and hamper overland trade in winter.

The tactics of the Kazar army are based around coopreation between the different forces, should cooperation between the elements cease, they would be at a serious disadvantage.

The archers on foot are levy militias with whatever experiance they have from huntig trips in the forest by their village, making the Kazar armies weak at range in the field.
Winged Lancers are strong fighters but not as strong as real knights, they are chock cavalry who excell at charges but not so much in prolonged combat.
The Kazar fleet is greatly overlooked in comparison to the army.
Last edited by The National Dominion of Hungary on Fri Sep 26, 2014 8:07 am, edited 19 times in total.

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


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

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The National Dominion of Hungary
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Posts: 2520
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Tue Sep 02, 2014 1:49 pm

Accepted Applications

The High and Mighty.

NDH: House Mazowiecki, Lords of Kazarkov. (11)
Arkotania: House Segardi, Lords of Segardis. (2)
Yrland: House Dochaan, Lords of the Fingertip. (12)
Agadar: The Wraithborn Clan, Lords of Dornduar. (9)
DKM III: House Vespuvius, Lords of the Moravian Triumvirate. (6)
Of the Quendi: House Arafinwë, Lords of Laurelindórenan. (1)
The Nation of Ceneria: House Craemwen, Lords of Craemwen. (8)
Woodstovia: House Antovia, Lords of Damocles. (3)
Ralnis: House Oratoon, Lords of Tash Mara (10)
Imperium Nova: House Silvarin, Stewards of Pandyssium (5)
Alleniana: House Ragar, Lords of Bratykuder (7)



The Lesser Lords.

Venetsiya: House Trybeck of Bluewood, Vassals of
Kolmya: House Faefodorf of Ulfhilding, Vassals of House Mazowiecki
Skaldia: House Shan'ara of Sangreal, Vassals of The Wraithborn Clan
Gjulich: House Danálíen of Vatngárd, Vassals of House Craemwen
Golvania: House Anduilir, Vassals of House Segardi
Damak Var: House Calvely, Vassals of undecided
Kazarogkai: Jack the Hedge Knight

The Imperial Magistratum.
Lord High Steward: Talen Silvarin

Lord Provost Marshal: Músen Danálíen
Lord High Treasurer: Alexander Marcus Segardi.
Lady Mistress of Shadows: Esmure Antovian.
Lord High Militant of Pandyssium: Dhonmulir Wraithborn.
Lord High Chamberlain:

Chamberlain 1: Arwen Anduilir
Chamberlain 2: Valdior Ragar
Chamberlain 3: Barril Silvarin
Chamberlain 4: Ariadha Kirkannen
Chamberlain 5:
Chamberlain 6:
Chamberlain 7:
Chamberlain 8:
Chamberlain 9:

The Emperor's Blades
-Commander of the Emperor's Blades: Lucian Shan'ara
- Blade 1: Jared Silvarin
- Blade 2:
- Blade 3:
- Blade 4:
- Blade 5:
- Blade 6:
- Blade 7:
- Blade 8:
- Blade 9:
- Blade 10:


The Archivium
Last edited by The National Dominion of Hungary on Sun Sep 21, 2014 12:41 pm, edited 19 times in total.

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


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

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The National Dominion of Hungary
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Posts: 2520
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Tue Sep 02, 2014 1:49 pm

The Season of Birth:
The Month of Morning Air (20 Days)
The Month of Sowing Seed (20 Days)
The Month of Eventide (20 Days)
The Month of Warming Days (20 Days)

The Season of Sun:
The Month of New Sun (20 Days)
The Month of Middle Sun (20 Days)
The Month of Burial Pyres (20 Days)
The Month of Cooling Days (20 Days)

The Season of Dying:
The Month of Cold Nights (20 Days)
The Month of Dying Leaves (20 Days)
The Month of Leafy Ground (20 Days)
The Month of Mead (20 Days)

The Season of Ice:
The Month of Migrating Birds (20 Days)
The Month of Freezing Water (20 Days)
The Month of Snowy Ground (20 Days)
The Month of Thawing (20 Days)
Last edited by The National Dominion of Hungary on Wed Sep 24, 2014 10:22 pm, edited 1 time in total.

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


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

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Zeinbrad
Postmaster of the Fleet
 
Posts: 29535
Founded: Jun 04, 2012
Ex-Nation

Postby Zeinbrad » Tue Sep 02, 2014 2:03 pm

Sup'.
“There are three ways to ultimate success:
The first way is to be kind.
The second way is to be kind.
The third way is to be kind.”
― Fred Rogers
Currently looking for an artist for a Star Wars fan comic I want to make.

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Lunas Legion
Post Czar
 
Posts: 31161
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Tue Sep 02, 2014 2:09 pm

Yus.
Last edited by Lunas Legion on Tue Sep 02, 2014 2:09 pm, edited 1 time in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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The Nation of Ceneria
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Founded: Apr 20, 2014
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Postby The Nation of Ceneria » Tue Sep 02, 2014 2:24 pm

NS Nation Name: The Nation of Ceneria
House Name: The House of Craemwen.
House Banner:
Reveal Banner]Image

Description of House: Craemwen was formed after the expulsion of the former residents, goblins and orcs, and the establishment of Caburth on the banks of the [INSERT NAME HERE] River. Originally a trading center due to the logging traffic on the river, Caburth has become far more than that recently. It has become a center of travel from across the realm of Craemwen, as well as becoming the capital when the realm itself was founded. The city expanded its influence to the coast and into the mountains, forming an alliance with the dwarves who dwelt to the north. The alliance still stands today.
What is House's view on the Empire?: Favorable; Despite the succession of ill-fit emperors, the House of Craemwen believes that the empire should stand.
Description of Head of House: Lord Sketli Edhrophel is an elvish lord, aged fifty-three years, who has led the House of Craemwen for thirty-two years. He was forced into the position of lord after the death of his father to an opposing cavalry force.
Description of Relevant House Members: Princess Crica Geladharl (female, 27 years, elf):

Crica is the daughter and heir of Lord Edhrophel. She is tall for her age, and has blonde, almost white hair. She was the second child of Lord Edhrophel, younger than Prince Dorohil. Dorohil died at the age of fourteen to an unexplained fever, and Crica was left the sole heiress of the realm. She enjoys riding in the hills surrounding the city, and always travels with an armed escort.

John Origson (male, aged forty-eight, man)

Commander of the Garrison of the House of Craemwen, specifically the cavalry force. He is a brilliant strategist, having served in the army of the Empire for years before he received a transfer to his own house. He is tall, and has a close-cut beard and grey hair of a medium length. He is thin, having spent an immense amount of time in the saddle during his years of service. He is the most trusted of Lord Edhrophel's men, and have been friends since childhood.

Court Position Request: (Family member, position) ??
Seat of Power: (Name, location.) The Citadel of Caburth

Realm Number: (See map): Eight.
Realm Name: The Realm of Craemwen
Realm Description: (Geography, history, note that north is colder/south is warmer.) Craemwen is dominated by grasslands, although they are covered in hills. The temperature is moderate, and remains steady through much of the year. Craemwen was founded by Lord Ealareth Hithlerin, an elf and a descendant of the present ruler. He beat back the occupying Orcs and Goblins and cemented the hold of his house on the land forever.

The west of the realm, the section nearest to the coast, is mainly composed of forests. These forests support huge quantities of wildlife, and receive regular rainfall due to the proximity to the ocean. The eastern portion of the realm is grassland, covered in rolling hills. These grasslands support the herds of horses that give the realm much of its wealth.

The north of the realm is very hilly, bordered by a thick buffer of mountains. These mountains offer fabulous mines to the dwarves.
Capital City: Caburth
Population: (Be realistic) Roughly two million.
Race Composition (Percentage of each sentient race): 34% men, 48% elves, 15% dwarves, 3% other races.
Status of the races other than men: Elves have been the race in power of the realm since it's founding, but men work hand in hand with them and are very close. The dwarves have a rather tense relationship with the men, but are very well off with the elves.
Majority Religion: (Minorities of other two will exist.) The Faith
Description of the people and culture: Due to the land in which they reside, the people of Craemwen are hardy and tough. Many learn to live off the land at an early age. The men are typically tanned, with dark brown/black hair. They stand at an average of five foot nine inches, and are born with strongly-defined features. The elves are generally around five feet eleven inches in height, with similar facial features as the men. Their hair is usually brown to blonde in color, although white is seen on a reasonable basis. The dwarves stand around five feet two inches, and are heavyset. Their hair in dark, almost without exception.
Description of Economy (Include major imports/exports):
  • Exports: Horses, timber, wool, leather
  • Imports: Wheat for the most part, but iron and finely crafted objects are also in high demand.
Major Cities (max six):
  • Valoras is the largest of the cities in Craemwen, and is a seaport city. It is the homeport of the navy.
  • Sirastir is the third largest, after Caburth. It is in the interior of the realm, and is renowned for its finely bred horses.
  • Kharbhola is the smallest of Craemwen's major cities, and has the highest concentration of dwarves. It is situated in the hills, and is well defended by a large garrison.
Major Citadels/Fortresses (max six):
  • Abarar Deep is a dwarvish fortress that lies deep in the hill country near Kharbhola. It is most likely one of the most unassailable castles in the entire realm due to the experienced defenders and the layout of the keep itself.
  • Vallonde Castle is the largest of the castles, and is situated in the interior of the realm.


    Military Description:

    • Roughly 45,000 strong.
    • Navy
      Craemwen's navy is very small, and is chiefly a coastal protection force. It uses nine small holks, fourteen carracks, and a galley. It's main strength is mobility. All if the ships were made to be fast and maneuverable so as to be able to outrun pursuers and to reach the scene of a crisis quickly. Its main weakness is power. Due to its size, the navy would be unable to stop a determined invading force from attacking the coasts.
    • Army
Craemwen's army is one of the most stunning forces of fine cavalry in the Empire. Due to the number of horses bred in Craemwen, it is able to produce arguably the finest cavalry horses in the Empire, and men to match it. Each rider is typically armed with a shield, a long cavalry swithe, a sabre, and an axe. The axe is frequently exchanged for a bow, as the cavalry soldiers have proved to be exceptional archers as well.

Army breakdown:
Standard cavalry/mounted archers: 17,000 riders, dispersed across the realm. Roughly 16,000 are ready to be mobilized at any one time. Very few of these cavalry are nobles, and the ranks mainly consist of farmers and merchants who have joined the army. Only about 3,000 of these cavalry soldiers are maintained across the realm at one time. They are mobilized only in time of war.
Watchmen of the Realm: The equivalent of a police force, the Watchmen keep the observation posts across the realm in repair and manned. They number around 4,000, and are spread out across the realm.
Garrison: These soldiers are the standard garrison of the castles and cities. They are armed as one would expect of such men, and number roughly 8,000.
Light Cavalry: This elite corps of cavalry are maintained in the cities and castles across the realm by the House itself. They are equipped with the fastest horses available, and form the vanguard of the Lord's forces. Despite their name, they are quite well armed. They number around 3,000.
Royal Cavalry: This select group of men have proven themselves in battle time and tine again, and are based in Caburth itself. They are tasked with the defense of the Lord, and are his honour guard.
Khuragzan Legion: The Khuragzan Legion is the Dwarves contribution to the defense of the realm. They are based out of Abarar Deep, the dwarven stronghold inn the mountains, and number around 12,000. They are armed heavily, although not equally, and are foot-soldiers alone. They are intensely loyal to their lord, and are always prepared to march to war within one week's time.

Strenghts/Weaknesses: (Must have several of both)
Strengths: Craemwen is able to beat back it's foes due to the experienced cavalry forces that make up most of the army, although it takes time to muster it. In a siege, the castles would likely be able to hold out until the cavalry force arrived from across the realm.

Geographically, Craemwen is unremarkable. The hills and grasslands make it ideal for supporting a cavalry force. Caburth's situation in the grassland allows intruders to be seen from an extreme distance by the riders and outposts that ring the city.

The Northern mountains offer important resources to the dwarves who are able to extract them, as well as a great strategic asset.

Weaknesses: The fact that Caburth is situated in a grassland means that it can easily be surrounded and sieged. The fields outside the walls already are being used to the utmost extent of their use, and an extended siege could be devastating.

It is difficult to grow grains such as wheat in the tough soil of the grasslands, and great manual labour must be used to make ground suitable for farming.
Last edited by The Nation of Ceneria on Wed Sep 10, 2014 3:16 pm, edited 9 times in total.

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Kolmya
Minister
 
Posts: 2692
Founded: Dec 17, 2013
Ex-Nation

Postby Kolmya » Tue Sep 02, 2014 2:24 pm

tag
Galborea wrote:We are the Doomfags of Troubled Candlebride Reverence.

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Great Nepal
Postmaster of the Fleet
 
Posts: 28677
Founded: Jan 11, 2010
Ex-Nation

Postby Great Nepal » Tue Sep 02, 2014 2:47 pm

This wilt not be consider'd a tag on the grounds that tag is one word while this is self evidently a sentence meant to keep this in mine egosearch such that I can get around to it in future.
and there goes my poor attempt at faking medieval tag using shitty translator.
Last edited by Great Nepal on Sun Nov 29, 1995 7:02 am, edited 1 time in total.


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The National Dominion of Hungary
Minister
 
Posts: 2520
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Tue Sep 02, 2014 3:00 pm

The Nation of Ceneria wrote:Snip


I'll review it when it is complete. Looks ok so far but note that none will be allowed to have 'the best' of anything. You can have superb/excellent etc but not the undisputed best.

Also, frigates, sloops and schooners are too advanced for medieval times. Carracks/Cogs/Holks/Galleys are more like it.
Last edited by The National Dominion of Hungary on Tue Sep 02, 2014 3:05 pm, edited 2 times in total.

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


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

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Arkotania
Minister
 
Posts: 2724
Founded: Sep 18, 2011
Ex-Nation

Postby Arkotania » Tue Sep 02, 2014 3:13 pm

NS Nation Name: Arkotania
House Name:House Segardi
House Banner:Half-black, Half-violet with a golden Vergina Sun in the center.
Description of House:House Segardi is known for it's seafaring traits, having a long period of experience in traveling the seas and also skilled merchants. It's also rumored to be a lethal political force, ruthlessly resorting to manipulation, strong-arming, blackmail, deceit and outright murder to achieve their political goals. In fact, their ability to do these things so well is what makes them able to keep such traits from being frequently associated with House Segardi. To the subjects in the realm, the Segardi are somewhere between caring and neutral. They don't oppress their citizens, but don't coddle them either. For most in the major cities however, the Segardi are a frequent influence on everyday life. With the House having strong ties with Merchant and Banking Guilds, no major city lacks the presence of Segardi affiliated merchants, bankers and nobles.
What is House's view on the Empire?:Secretly against the Empire. Considers the Empire to be decayed and in need of a new ruler.
Description of Head of House (name, age, and sex):
Alexander was the fifth son of the late Julianus Maximus Segardi, and least likely heir to ruling the house. However, he had “arranged” for the accidents of two older brothers, making him third in line. He then showed he was more capable then the second in line son in a competition of combat and intelligence. The difficulty was in defeating his oldest brother, who was the proclaimed heir. To reach this goal, he had spent years cultivating a relationship between his oldest brother and the daughter of an allied noble family. Despite nearly being revealed multiple times, he managed to succeed in his plans, and in one chain of events led to the fallout between his family and the once-allied family. The other family was led to believe the oldest brother had intended to conspire against their family using their daughter. They retaliated and the oldest brother was killed, along with his father and other remaining brother. This scheme revealed just how manipulative and ruthless Alexander could be, though his reasons were less of evil ambition and more to do with his idealistic belief that he was the best possible choice to lead House Segardi to success and greatness. He continues to work towards this goal, especially with his own children. With the decay of the Empire growing more apparent, Alexander is ready to pounce and bring order to all the lands. He is also exceptionally skilled at matters of finance and trade, another reason he believes nothing but increased wealth will come of his final plan.


Description of Relevant House Members: (name, age and sex)
The first son and most respected. He is seen by most as a true leader, and most likely heir to the realm of Segardis. He is well-versed in the art of war and has learned lots of management skills from his various positions. His reserved nature however has him less of a sociable person and thus not as well-connected as his brash but charming brother. If his brother was the face, Antonius would be the mind of the family. Despite the benefits of cooperation between brothers, there is significant conflict between them and Antonius' belief of being superior makes him less likely to seek the middle ground. He also considers his brother a fool and incompetent. Antonius prefers land to sea, despite the family's naval background.

The second child but also the most spoiled. William is often full of ambitious plans and ideas, but either fails to see them through or is simply just too incapable. Ignorantly unaware of his lacking skills, he continually places the fault of failure on subordinates and divine will. If he is good at something, it's his ability to persuade even the most close-minded dwarf, elf or even orc there is. His charm earns him many friends, and lovers, though older folk and conservative courtiers tend to find his youthful energy a curse that makes him brash and headstrong. He currently has an ongoing feud with his older brother that started from a dispute over the ownership of a salt mine that was in the center of both his own fief, and that of his brother. Now they lead a sort of cold war, utilizing sabotage, espionage, assassinations and thug-tactics to battle with one another without openly going into conflict. William is also quite the sailor, and understands the sea well.

Being the youngest child, she was fortunate to receive the most attention by her mother, while her father continued to focus on preparing his two sons for the task of becoming either the patriarch of the family, or becoming lord of Segardi. She is mostly disinterested in the politics and diplomacy of the realm. She is mainly concerned with finding the love of her life, the one man who will take her away from her home of constant scheming and manipulation to lead a life of adventure. She keeps these dreams secret from her family, but has become well accustomed to exploration and adventure.
[/quote]
[quote=Constantina Segardi-49F]
Mother of Antonius, William and Helena. Husband of Alexander. She was born to a now-extinct noble family, taken as a bride by Alexander as his final act of totally destroying the bloodline of the rival family. She had initially been resistant to Alexander, but after a year, she ended up loving who Alexander really was as a person rather than a target for her hate and anger. Using her experiences in the downfall of her family, she saw herself as the guardian of her new family and would actively get involved in ensuring the Segardi bloodline was safe but also strong. She is well-known for her political guile, and ability to peacefully charm yet aggressively negotiate anything that will benefit her and the Segardi family.

Court Position Request:
Alexander Marcus Segardi->Lord High Treasurer
Seat of Power:Brakonin Castle, west of Cantevarus(just along the shore, above the mouth of the second river)

Realm Number:Two(2)
Realm Name:Segardis
Realm Description:Western portion of realm is generally quite warm and humid plains, though some yet-to-be drained marshland near the river. The land around the rivers are mainly tropical, though towards the southern edges the climate becomes less humid. The eastern edges contain a mountain range which maintains a cold and dry climate, opposite that of the realm's main climate. The north is mainly hills, and generally a temperate climate but still wet. The northern river is emptying west is called "Telonas" while the soutern river running parallel is the "Eros".
Capital City:Cantevarus
Population:815,000
Race Composition (Percentage of each sentient race):
-75% men
-16% orcs
-8.5% dwarves
-0.5% elves
Status of the races other than men:
-Orcs are accepted as a minority and get along well with men.
-Dwarves are mysterious due to keeping their distance from most but renowned for their skills.
-Elves are of the elite in social class and considered arrogant making them untrustworthy to most.
Majority Religion: (Minorities of other two will exist.)
-Abbey of Darkness
-Imperial Cult(secretly being spread by servants of the Lord of the Great House of Segardi though extremely small in numbers)
Description of the people and culture:A typical seafaring realm, with emphasis on trade. A signficant portion of the realm is fertile land perfect for cash crops, and thus many folk are either fisherman, sailors, merchants or farmers. There are some mines that are handled by dwarves, serving as both their homes and their center for profit. Orcs generally provide the workforce for hard labor. The elves, being few in number and not very well liked by most, maintain their own communities. Due to their status however, they tend to be the wealthier folk like bankers. Most of the population is in the South and West. The center of tropical forests are the home of the orcs in the realm, the mountains to the east house the dwarves, and the northern hill lands are sparsely populated, but slowly being settled as the population grows.
Description of Economy (Include major imports/exports):Big markets, well-known banks and nearly unlimited access to any center of trade by sea makes Segardis a popular resort for anyone looking to get into business, become rich, or just enjoy the challenge of pick-pocketing and burglary.
  • Exports:Fish, Salt, Timber, Cotton
  • Imports:Iron, Leather, Wheat, Horses
Major Cities (max six):
-Cantevarus:Capital city located between the two rivers.
-Thurmgard:The biggest dwarf city, located in the heart of the eastern mountains.
-Kolarok:A well-known orcish city. Not as advanced as most cities, but decently populate and generally serves as a rest stop for travelers traveling east-west, and vice-versa.
-Analisi:Located on the island to the North-West corner of the realm. It's one of the biggest city of elves in Segardis. While it does maintain a population of other groups, Analisi has historically been an Elven city. It is also popular for housing the largest library in Segardis, with a massive archive of many records and writings. The city also houses the Segardi Academi, an elite educational center for those qualified to enter. It is rumored that Segardi mages are trained here.
Major Citadels/Fortresses (max six):
-Brakonin Castle:Seat of Segardi power. A hybrid of a palace and fortresses placed along the coastline.
-Shade'll Masq Citadel:A popular religious center, and also stopover for travelers exiting the treacherous rainforest or heading into the harsh mountains.
-Port Maximillian:The largest naval port in Segardi. The main location of where naval ships are constructed, and naval sailors trained. Located at the mouth, and around the islands, of the south flowing river(the middle of the 3 going south)
Military Description:The Segardi military is a well-resourced force. The navy is well-trained and well-equipped. Being a seafaring realm, the navy is also quite experienced and skilled. The army is well-funded and well-trained. Emphasis is placed on foot infantry, mainly pikemen and men-at-arms, though crossbowmen are also involved. Cavalry is slightly lacking, as horses are generally imported in and horse breeding is difficult in the realm. This generally leaves only experienced men-at-arms and nobles to become the knights. Orcs generally serve as the shock troops, charging into enemy formations. Dwarves provide services on the siege equipment, and tend to form the heavier infantry that will move in to reinforce any wavering formation. The few elves that serve mainly serve as the light cavalry when possible, otherwise they also serve as skirmishers that harass the enemy flanks. Sometimes when necessary, mercenaries may even be hired.

Strenghts/Weaknesses: (Must have several of both)
  • Total Numbers
    *Can raise up to 40,000. During peace time, maintains force of 1,500 as guards, garrison and patrol.(Note that the soldiers do not conduct law enforcement. Most cities have their own town patrol funded by a coalition of local guilds. Soldiers are only responsible for the security of the roads while on patrol, though most guilds take an extra step by hiring their own caravan guards)
  • Navy
    +Powerful navy and highly experienced sailors
    +Excess of timber makes for ease of ship production
    -Smaller population makes galleys far too expensive manpower wise
    -Heavy usage of ships for sea-trade leaves fewer ships available on hand to mobilize as emergency naval warships in case the standing number of ships are not enough
    26 Carracks, 10 Galleys, 32 Caravels, 6 Dhow(74 total)
  • Army
    +With wealth comes better equipment for soldiers
    +Segardi army composed mainly of pikemen, men at arms and crossbowmen.
    +Siege weapon expertise
    -Lack of dedicated cavalry
    -Biggest emphasis put on foot infantry

I think I got everything down...
Last edited by Arkotania on Tue Sep 02, 2014 5:20 pm, edited 5 times in total.
Mostly back from a long hiatus from the forums
Arkania 5 wrote:
Arkotania wrote:Matt Ward


No.

Nononononononononono

Gauthier wrote:
Arkotania wrote:
Then your testicles become strange tentacles.


And then you make films in Japan.

Ovisterra wrote:
Oceanic people wrote:where lives are at steak


I try not to point out people's spelling errors all the time, but this one was brilliant.


Nationstatelandsville wrote:
Arkotania wrote:Or maybe NS is also a degraded society.

This. Definitely this.

Neo Arcad wrote:
Qatarab(Arkotania Puppet) wrote:Where's my torch? Time to burn some courts down.


Oh, you crazy Muslim you!

User avatar
Zeinbrad
Postmaster of the Fleet
 
Posts: 29535
Founded: Jun 04, 2012
Ex-Nation

Postby Zeinbrad » Tue Sep 02, 2014 3:16 pm

Arkotania wrote:NS Nation Name: Arkotania
House Name:House Segardi
House Banner:Half-black, Half-violet with a golden Vergina Sun in the center.
Description of House: (History/Customs etc.)
What is House's view on the Empire?:
Description of Head of House (name, age, and sex):
[quote=Alexander Marcus Segardi(52M]

Description of Relevant House Members: (name, age and sex)
Court Position Request: (Family member, position)
Seat of Power: (Name, location.)

Realm Number:Two(2)
Realm Name:
Realm Description:Western portion of realm is generally quite warm and humid plains, though some yet-to-be drained marshland near the river. The land around the rivers are mainly tropical, though towards the southern edges the climate becomes less humid. The eastern edges contain a mountain range which maintains a cold and dry climate, opposite that of the realm's main climate.
Capital City:
Population: (Be realistic)
Race Composition (Percentage of each sentient race):
Status of the races other than men:
Majority Religion: (Minorities of other two will exist.)
Description of the people and culture:
Description of Economy (Include major imports/exports):
  • Exports:
  • Imports:
Major Cities (max six):
Major Citadels/Fortresses (max six):

Military Description:

Strenghts/Weaknesses: (Must have several of both)
  • Total Numbers
  • Navy
  • Army

Working on it now. If I don't update within 4 hours of posting, I lose my "reservation".[/quote]
Long time no see.
Last edited by Frisbeeteria on Tue Sep 02, 2014 3:39 pm, edited 2 times in total.
“There are three ways to ultimate success:
The first way is to be kind.
The second way is to be kind.
The third way is to be kind.”
― Fred Rogers
Currently looking for an artist for a Star Wars fan comic I want to make.

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The Nation of Ceneria
Minister
 
Posts: 2619
Founded: Apr 20, 2014
Ex-Nation

Postby The Nation of Ceneria » Tue Sep 02, 2014 3:31 pm

That should do it. Tell me if I missed anything important.

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The National Dominion of Hungary
Minister
 
Posts: 2520
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Tue Sep 02, 2014 3:53 pm

The Nation of Ceneria wrote:That should do it. Tell me if I missed anything important.


Looks mostly good.

Add a Desription of House and Description of the people and culture, also a breakdown of armed forces (number of knights/men-at-arms/archers/levies etc) and you'll be set.

Arkotania wrote:Snip


Noted.

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


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

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The Nation of Ceneria
Minister
 
Posts: 2619
Founded: Apr 20, 2014
Ex-Nation

Postby The Nation of Ceneria » Tue Sep 02, 2014 4:11 pm

Done. This is attracting a lot of interest so far. Good to see it get off the ground!

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Venetsiya
Secretary
 
Posts: 29
Founded: May 30, 2014
Ex-Nation

Postby Venetsiya » Tue Sep 02, 2014 4:26 pm

Tag.
GEOFICTIONAL WORKS SOCIETY MEMBER

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Great Nepal
Postmaster of the Fleet
 
Posts: 28677
Founded: Jan 11, 2010
Ex-Nation

Postby Great Nepal » Tue Sep 02, 2014 4:30 pm

I need to go to sleep sleep, could you keep me no. 9 till tomorrow night (GMT) please...
Last edited by Great Nepal on Sun Nov 29, 1995 7:02 am, edited 1 time in total.


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The National Dominion of Hungary
Minister
 
Posts: 2520
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Tue Sep 02, 2014 5:19 pm

The Nation of Ceneria wrote:Done. This is attracting a lot of interest so far. Good to see it get off the ground!


You forgot description of the people and culture.

So the Standard cavalry/mounted archers, Watchmen of the Realm and Khuragzan Legion can be likened to your levies?
Our armies are feudal, your standing force that is only a fraction of what you can raise total. The rest comes from your bannermen (Dukes, Counts, Barons, Landed Knights) which are your vassals that hold specific territories in your realm for you being lorded over, defended, and administrated by them in your name. To "call the banners" is to call out your bannermen to gather as one army and fight for a specific purpose.

Great Nepal wrote:I need to go to sleep sleep, could you keep me no. 9 till tomorrow night (GMT) please...


Noted.
Last edited by The National Dominion of Hungary on Tue Sep 02, 2014 5:34 pm, edited 2 times in total.

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


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

User avatar
Arkotania
Minister
 
Posts: 2724
Founded: Sep 18, 2011
Ex-Nation

Postby Arkotania » Tue Sep 02, 2014 5:22 pm

Zeinbrad wrote:[spoiler]
Arkotania wrote:snip

Long time no see.


Indeed. Due to full-time work and other factors, I've been limited to popping into to view my regional message board for a few minutes.
Now I have time to get back to RPs.

I updated my app by the way OP.
Mostly back from a long hiatus from the forums
Arkania 5 wrote:
Arkotania wrote:Matt Ward


No.

Nononononononononono

Gauthier wrote:
Arkotania wrote:
Then your testicles become strange tentacles.


And then you make films in Japan.

Ovisterra wrote:
Oceanic people wrote:where lives are at steak


I try not to point out people's spelling errors all the time, but this one was brilliant.


Nationstatelandsville wrote:
Arkotania wrote:Or maybe NS is also a degraded society.

This. Definitely this.

Neo Arcad wrote:
Qatarab(Arkotania Puppet) wrote:Where's my torch? Time to burn some courts down.


Oh, you crazy Muslim you!

User avatar
The Nation of Ceneria
Minister
 
Posts: 2619
Founded: Apr 20, 2014
Ex-Nation

Postby The Nation of Ceneria » Tue Sep 02, 2014 5:39 pm

The National Dominion of Hungary wrote:
The Nation of Ceneria wrote:Done. This is attracting a lot of interest so far. Good to see it get off the ground!


So the Standard cavalry/mounted archers, Watchmen of the Realm and Khuragzan Legion can be likened to your levies?
Our armies are feudal, your standing force that is only a fraction of what you can raise total. The rest comes from your bannermen (Dukes, Counts, Barons, Landed Knights) which are your vassals that hold specific territories in your realm for you being lorded over, defended, and administrated by them in your name. To "call the banners" is to call out your bannermen to gather as one army and fight for a specific purpose.

Great Nepal wrote:I need to go to sleep sleep, could you keep me no. 9 till tomorrow night (GMT) please...


Noted.

For all practical purposes, yes. The Khuragzan Legion is composed of the dwarves, who owe fealty to the Lord but are generally self-governing. The Standard Cavalry is similar to the Fyrd in conscription methods and service. The feudal portion of the army is composed of part of the Standard Cavalry, most of the Garrison soldiers, and many of the Watchmen of the Realm.

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

Postby Skaldia » Tue Sep 02, 2014 5:44 pm

NS Nation Name: Skaldia
House Name: Shan'ara
House Banner: Banner
House Rank: Duchy
Description of House: Founded nearly forty years ago, the House of Shan'ara is famous for it's stalwart defenders and warriors, some of the finest military training in all the Empire located within it's halls. A particularly venerable House, Shan'ara is old and prestigious due to its control of the city of Sangreal as well as it's small cadre of Knights. Establishing their lands on the coast of the [LAKE IN NINE], the House of Shan'ara founded the city of Sangreal on the coast, eventually turning it into an important trade city that was able to control trade flowing down the rivers to the lands of Pandyssium, EIGHT, and Dornduar. With money from the important trade route, Shan'ara increased it's holdings until they could claim the entire lake as their base of operations.
What is House's view on the Empire?: Perturbed. Having always been a loyal vassal to the Empire's Royal House, Shan'ara sees the current threats and hopes to remain out of the future fighting that is sure to plague the Empire.
Description of Head of House: Duke Alric Vos Shan'ara (M,56), is a tall half-elvish former rake with deep green eyes and raven black hair streaked with white. Once considered one of the most eligible bachelors in the Empire, his marriage to Lady Arvanna Ortal when he was younger broke many a maiden's heart. Unfortunately, Arvanna died giving birth to his twins and the happy, loving Alric Vos Shan'ara was a broken man. Luckily, the birth produced two, strong sons named Lucian and Rischard who he was determined to make stronger than he had been when the love of his life died. In order to protect his rights, Alric married again and have had three young daughters from the marriage with his wife currently pregnant as well.
Description of Relevant House Members: Lucian and Rischard vos Shan'ara (27, M). Tall like their father, Lucian and Rischard are identical twins with deep blue eyes they acquired from their mother and the same strong, angular features of their father. Both of them having raven black hair kept short to the shoulder and both of them are considered quite able with the sword. However, there are known differences. Lucian is considered the eldest of the two (by eleven seconds) and is more practical and reasonable man than his brother. Rischard is the younger of the two but is known as something of a rake like his father had been.

Elziara vae Shan'ara (54, F); The Lady of Sangreal, she is the second wife of Alric and is considered the power behind the throne, so to speak. Strong and resolute, she acts as an important advisor for Alric. Cold and calculatting, Elziara is also considered a rare beauty for her age with black eyes and black hair more common in the South than in the North.

Darrah (15,F), Reshay (12,F), and Marrianne (17,F); the three daughters of Alric and Elziara, they are all each rare beauties with their mother's qualities with Marrianne considered the most beautiful. Beyond that, they are as different as the day is from the night. Darrah, the middle child, is considered something of a recluse, spending most of her time in the Sangreal Library. Reshay is the most violent of the two with a temper as hot as the Sun. Marrianne is the most tranquil and considered the epitome of female grace.
Court Position Request: Commander of the Blades, Lucian Shan'ara.
Vassal to which House: Vassal to the Wrathborn Clan

Name of Holding: Sangreal, the White City
Seat of Power: The Sangrealian Citadel
Description: Sangreal is an ancient city, it’s thick stone walls date back well over a millenia and it is a testament to the architectural wisdom of it’s builders. Most of the city has been hewn out of native white limestone, and the walls and major buildings have been faced with imported granite, marble, and sandstone. Most expect the "White City" to be stark white, bedecked with gold and jewels. Instead it is a riot of muted colors, splashes of earthy brown and orange sandstone counterpointed by glossy and almost organically swirled white and green marble.

The Outreme Quarter really constitutes over 2/3rds of the city, and lies entirely outside of the Haven Wall. This part of the city is the youngest, though some of the buildings here date back more than 500 years. The smaller structures are rebuilt on average one every century or two. Broad avenues pierce Outreme and lead to the four major gates of the Haven wall. Shops, taverns, and inns line these avenues, hoping for the wealthy patronage of the nobles and lords who make the journey, others cater to the less wealthy. There is a bed for every soul who makes their way to the city, even if it is in a flophouse six blocks from the nearest avenue sleeping on a used mat of horsereed.

Saint’s Bones is a sub-section of Outreme and is considered the ‘bad side’ of town. Here, relic dealers sell their wares, peddling animal bones as saint’s bones as well as living among the poorest and most destitute of the city. This area is run down, and the avenues that lead too close to it are heavily patroled by the Order of St. Valens, a martial order of holy warriors who pledged to defend the city from all who would despoil it.
The Haven Wall was raised some 900 to 1000 years ago. At the base it is nearly forty feet thick and rises to a height of some 30 feet. The outer casing of the wall is approximately 8 to 10 feet thick and the interior of the wall is thickly piled rubble mixed with lime and pulverized sand, creating a loose and fast sort of concrete. This has not been replicated in any building under 450 years old. The wall was built during the rising power of Sangreal, when it was frequently at odds with it’s pagan neighbors. Decades of war scarred the thick stone, but despite several bloody sieges, the city never fell, and gave some sense of credence to the claim that the city was favored by the Creatrix.

Another section of the city is the Ports. Located just North of Saint's Bones and East of the Old City, the Ports are a massive construct stretching out from Saint's Bones to the edges of the Lake and the River. Warehouses and storehouses as well as many an inn and more seedy bars call this place home. While Saint's Bones is considered the bad side of town, the Ports are considered one of the safest due to the lack of personal property that can be found in the area. The area is exceptional for the building of the Shan'ara Lighthouse near two hundred years ago, a hundred foot tower with flames aided by powerful glass lenses.

Divine assistance or not, the wall is well built, and the military tacts of St. Valens the Wise are still followed today. The Arms Militant of the Faith remain potent, despite a waning in the number of new recruits and income of funds. According to some records, at the height of their power, the Arms Militant, under the command of Duke Alvin vos Shan'ara numbered in excess of 15,000 able bodied men-at-arms, and knights. Each of these was bestowed with the honorific title Paladin.

Within the Haven Wall is the Old City. Most of the buildings here are over 500 years old, and many use the innovations of vaulted ceilings, flying buttresses, and poured concrete. Unfortunately, these wonders of construction have been ‘lost’ as none of the modern builders have access to the architectural wisdom contained within some of the archives of the Faith. While not banned, or considered heresy, few if any of the building companies in the city have time to idle away reading books on ancient construction. In contrast to the heavy lines and solid construction of Outreme, the Old City is a place of soaring ceilings, and stonework that borders on delicate as opposed to the oppressive. Most of the structures here were built during the golden age of Sangreal when tens of thousands visited the city every year. There are basilicas raised in honor of various saints, as well as the great chapterhouses of the Arms Militant, the Motherhouses of the Mendicant Orders, as well as all sorts of centers for theology and the training of new clerics in the service to the Faith.

The very center of the city is comprised of the Sangrealian Citadel, a beautiful fortress with four flying buttresses and a single lone tower that surpasses the Lighthouse in height. From the tower flies the banner of the House of Shan'ara. The Citadel also acts as the home of the House members and their retainers with dozens of rooms on the lower levels.
Description of Economy (Include major imports/exports):
  • Exports: Fish, Sangrealian Wine
  • Imports: Foodstuffs such as venison, pork, beef. Quality armor and steel

Military Description:

  • Total Numbers
  • Navy: Practically none existent except for a few small galleys on the Lake that maintain the security of the White City's Ports.
  • Army: 4,000 Infantry comprised of pikemen and longbowmen, 200 Light Cavalry, 120 Knights (The Order of St. Valens).

Strengths/Weaknesses:(Must have several of both) The Sangrealian Army is a highly trained and professional fighting force with the Order of St. Valens forming an elite cadre of officers as well as heavy cavalry for the pikemen and archers. Unfortunately, quality equipment is difficult to acquire as well as the fact that the Sangrealian Army has been downsizing for years due to lack of funds. The only exception to this is the Order of St. Valens itself but even there the numbers have begun to weaken.
Last edited by Skaldia on Thu Sep 11, 2014 9:04 am, edited 8 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

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Der Kaiser Mikey III
Minister
 
Posts: 2024
Founded: Jul 31, 2010
Ex-Nation

Postby Der Kaiser Mikey III » Tue Sep 02, 2014 6:33 pm

NS Nation Name: Der Kaiser Mikey III
House Name: Vespuvius
House Banner: A gold skeletal hand, clutching a pinecone above two crossed keys, on a field of midnight blue
Description of House: Known as the Easterlings, they are a people whose history is filled with greed and dark magic. At their height, they rivaled the dwarves in riches and even weaponry,however their lives began to grow shorter, their prosperity began to falter. Due to their magical practices, a permanent cloud cover soon crept over the land. Some unknown cataclysm hit before the unification of the empire, sinking half of their capitol city. From the ashes, Despotion Plantegenet, the remaining descendent of the old line of three families, joined the Empire freely, forming a partnership that to this day is strong. They are an educated and powerful house.
What is House's view on the Empire?: They wish to cleanse the Empire of all elves, and to learn the secrets lost in the cataclysm to unite the land under their control
Description of Head of House (name, age, and sex):
Drusyllion Plantegenet, 33, M-A handsome, thin, moderately feminine man with a hawk nose and favor of dark dress. He is notably one eyed, and has a scar over the right side of his face from his eyebrow to his chin (right eye is a plain orb of moonstone) He has dark hair, and his actual eye is colorless, like water. He is unmarried, and has little family save for his brother, Dius, and twin sister Drusilla Plantegenet
Description of Relevant House Members: (name, age and sex)
Dius Plantegenet, 26, M-handsome and posessing of his brothers features, he is far more masculine and brutish. He is the enforcer of the Viceroydom and is regarded with terror throughout the elvish community. A drunkard and an abuser of women, he is a most unpleasant man

Drusilla Plantegenet, 33, F. a beautiful thin woman with a hawk nose, small waist andbust, dark hair and one eye. devoted to her brother Drusyllion she rules as regent. known for her fine tastes and ruthlessness she is more dominant than her brother in many ways. lost her eye when her ex husband hit her in the temple for her practice of incestuous sodomy with her twin. he was poisoned shortly after. has her left eye replaced with an eye of glass infused with white gold1
Court Position Request: (Family member, position)
Seat of Power: (Name, location.) Triumvirati, Tip of the peninsula jutting out of six

Realm Number: (See map) 6
Realm Name: The Moravian Triumvirate
Realm Description:
A land where the sun never shines, it is a desolate place filled with petrified forests and craggy cliffs. The coastline is composed of rainy highlands, and the seas are rough. There are many ruins, of the once great Triumvirate. Only one family remains, and has ruled with an iron fist. Due to the cataclysm being caused by magic, the elves are held in blame while men continue to search for the lost secrets of old. Elves are hunted, tried, and killed in public display.
Capital City: Triumvirati
Population: (Be realistic) three million
Race Composition (Percentage of each sentient race): Men 40%, Dwarves 10%, Orcs 5%, Goblins 20%, Elves 25%
Status of the races other than men: Goblins are kept out with high walls, along with a raised highway of stone, orcs are traded with, Dwarves are welcomed, and Elves are hunted
Majority Religion: (Minorities of other two will exist.) Abbey of the Darkness
Description of the people and culture: The culture is warlike, with a celebration of martial prowess and accomplishment. Academics are taken seriously, and unemployment is frowned upon. A hardworking people, there is a national pride of what once was, and a hope that is may be again. Magic is studied by many of the wealthy, it's secrets kept hidden in the massive fortress known as the Triarge. Those of the old blood have dark hair and pale skin, however there are some blonds (the original barbarians of the old land)
Description of Economy (Include major imports/exports): exports include weaponry, gold, and prescious gems/metals. Everything else is imported via the highway or the treacherous harbor
  • Exports:
  • Imports:
Major Cities (max six): Faustburgh, Edinhold, Vespuvius, Gotlund
Major Citadels/Fortresses (max six): Plantegon Citadel, Castle Moravia, Castle Umbria

Military Description:
60,000 heavy lancers
30,000 greatswordsmen
20,000 billhooks
5,000 knights
10,000 squires
5000 paladins
20,000 longbowmen
Strenghts/Weaknesses: (Must have several of both)
  • Total Numbers: 150,000
  • Navy Nonexistent
  • Army: Lack of footsoldiers and light armor makes them tire fast and vulnerable to archers
Last edited by Der Kaiser Mikey III on Thu Sep 04, 2014 4:57 pm, edited 2 times in total.
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<b>My Political Views</b><br>I am a far-right social libertarian<br>Right: 7.82, Libertarian: 6.3<br><img src="http://www.gotoquiz.com/politics/grid/36x33.gif"><br><a href="http://www.gotoquiz.com/politics/political-spectrum-quiz.html">Political Spectrum Quiz</a><br>

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Alleniana
Post Czar
 
Posts: 42880
Founded: Dec 23, 2012
Left-wing Utopia

Postby Alleniana » Wed Sep 03, 2014 12:51 am

NS Nation Name: Alleniana
House Name: Ragar
House Banner: http://i.imgur.com/BJMUWkU.png
Description of House: Long ago, before the dominance of Pandyssium, a mighty city-state dominated the south in many ways. Though it could be said that its power did not extend concretely beyond its walls, nor to the sea, the power it wielded within and upon its walls were unquestionable; for the walls were a mountain. It had been a republic once, but the House of Ragar, but a powerful family once upon a time, had seized power, establishing itself.

Though the city had been very much a city-state when it was a republic, Ragar had taken it beyond; slowly, tunnels, roads outposts were built. The city was well acclimatised for the dwarves, who preferred cooler climates, but it extended its reach into warmer regions too; around the river valleys and across all of the southern dwarves. Ragar used feudalism, and created dukes, counts, all sorts of underlings to support its empire. Though its capital firmly sat in Bratyk, they were the ones who built the many castles, the main roads, the ones who made dwarves into subjects and workers, unifying them under a banner and solidifying both their existence and their establishment in the region.

Even as trade began to decline, the kingdom was still a centre of manufacturing, a dwarven stronghold, and a mighty power; armies large, people loyal and unified, and ruled with wisdom and firmness as befitted the house, who, too, slowly developed a government, customs of their own, and ever advanced the ways of their realm.

Eventually, though, Pandyssium's armies came. An army almost beyond counting, with weapons that even few dwarven craftsmen could hope to imitate, with such fighters as even could fend off whirling axe and brutal mace from mountaintop and stony valley. The monarch pulled his troops to his side and marched for Maw Pass, where Pandyssium would have to cross; to enter the roads that ringed the mountains.

There, as two armies stood off, one significantly weaker but still capable of near crippling the other, and both forces of immense power and volume, the leaders stepped forward. In the middle of the rocky field, the mountains of eons guarding their words and hammers ready to strike at both backs, men talked. And then, a flagpole went up, and it was that of the house of Ragar that fluttered, attached beneath the flag of Pandyssium.

From that day forth, the kingdom was subjugated, and despite the civil war that nearly immediately ensued, peace was kept, prosperity could continue, and stability was ensured.

The House of Ragar kept its place and managed to continue ruling with grace and virtue. A new, larger market ensured more revenue, while fortifications were much better used now to remove bandits, rather than in fear of raiders. The land continued to prosper in the ancient dwarven way, ever greater. Though hardships came, they were weathered, and they stood against the tides of time, keepers of perhaps an older age.
What is House's view on the Empire?: Who cares? :P The city and the house today feel not only little loyalty, but also little hatred towards the empire. Within the mountain, a society exists, and generally, anything that does not oppose or disrupt it is tolerated, and perhaps exploited. They have only interest in preserving their peace and relative economic significance.
Description of Head of House: Lord Bundar III Ragar, at 67, is a well-respected and well-known ruler. Though he has not gathered the kind of fame that many previous rulers have, as legendary, almost mythical heroes, he has done very well. Known as just, firm, well-considered, calm and fair, as the house of Ragar is typified, he has had more of an eye to detail and specifics than many have had. A jack of all trades in terms of ruling, he juggles trade, the military, production, justice and more as equally as he can, and generally, he is able, hale and hearty. Despite how well he does, he does have relatively few outstanding points. Those that exist, however, include his skill in handling knives, his excellent oratory skills and anecdotes floating around about a tour of the land he once took as a prince, including stories about him catching animals wielding a gauntlet and giving them to locals, kicking trees over after a storm had left roads block, and various other economically-truthful tales.
Description of Relevant House Members: Lady Iragna Ragar, the lord's wife, is 59, and does not have a particularly significant reputation besides that derived from her husband. Though she is somewhat famous for some unorthodox culinary skills, such as nutcracking, curd-mixing and gourd-grinding, these are mostly irrelevant. She is a good mother and a kind woman, but politically, she is fairly inexperienced, and so other than ceremonial and basic duties, she is not so much a lady as a lady consort. Her children include Mergiron, an uncharacteristically (for a dwarf) bookish man aged 28, though still capable of wielding a quill as an sword and Brivene, 19, an attractive and witty if slightly immature and unusual teenager. In addition to all this, the lord's younger brother, at age 61, Valdior, widowed childless (his only child dead in birth) is also associated with and fairly loyal to the house. He is probably the one least attached to the nuclear family, though.
Court Position Request: Council of Chamberlains member, Valdior (lord's younger brother)
Seat of Power: Bratyk (or, if you want, Ragar Pillar in the middle of it, which is a huge pillar that's actually a tower that sits in the middle of the Grand Chamber in the middle of Bratyk)

Realm Number: 3
Realm Name: Bratykuder
Realm Description: Despite being the most southerly, the Bratykuder region might not be considered the warmest. Mountainous, rocky and often barren, but rich in minerals and mountains, it is the most uneven terrain in Pandyssium. This does not detract from its desirability too much for dwarves, though; caves, ledges and mountain paths, worn by ancient natives or game help make this less of an issue. A huge river valley dominates the centre, perhaps the only anomaly from the generally elevated areas, and the terraces along its sides and few settlements at its banks help to keep the rest of the civilisation going; providing food and other non-mountainous products, try as dwarves may that they don't need them. Temperatures are rarely cold enough to cause snow, but wind currents, oceanic gusts and other features of the climate have succeeded in conspiring to make the area unseasonably frigid compared to its neighbouring areas, even if it is comfortably warm, perhaps too warm compared to many of the northern realms, and for their people. Overall, a land packed full of iron, copper and other metals, yet somehow possessing both natural borders and productions of things that most self-respecting dwarves would not work with, it is not surprising that what has developed within its foreboding peaked boundaries is quite similar to a microcosm of a civilisation.
Capital City: Bratyk
Population: Nearly 1.5 million
Race Composition: Frankly, close enough to 100% dwarves that it's irrelevant. Minorities of a few percent are primarily of men, followed in proportion by orcs (a recent trend), goblins, and lastly elves. Many are gathered in sole notable trade port Haigron.
Status of the races other than men: Foreigners, but ones who are useful for trade, info, etc. Treated as equals in the same way that citizens of one country might treat a tourist as an equal human being.
Majority Religion: Religion is not a big deal in dwarven society, in Bratyk. Most follow vague ancestor gods, many others pagan gods (albeit in a different manner to those of men), and minorities of the two organised faiths exist too in large numbers, in addition to smaller, more obscure minorities. Cults have existed in the past, but most are effectively extinct and buried.
Description of the people and culture: Bratykuder dwarves are quite unique; somewhat separated from many of their brethren, and existing in what is almost a cultural and geographical bubble, they have developed many traits; sometimes even stereotyped of them, despite the way that dwarves are generally stereotyped as a race. Pertinent features include workmanship, seals (a prominent feature of familial society; like a coat of arms, except badge-sized and with special rules), religious apathy (relatively), and some might say, good faith; such constructs as grudges, feuds, civil wars, lawsuits and the like tend to be less common. It is a country remarkably homogeneous considering the terrain and the history, and it is almost considered a mystery by some as to how well it gets by without grinding on internal dissension (perhaps by putting so much restlessness into singing and then sleep). All the same, its dwarves do possess many universal dwarven traits, and drunkenness, brawling and disrespect of authority are common themes in comparison to such "fair" races as elves and humans. Variations of the song https://www.youtube.com/watch?v=ytWz0qVvBZ0 are known (please, let me have this :P )
Description of Economy (Include major imports/exports):
  • Exports: Metals, tools, furniture, everything crafted and everything to do with metal. Not only utilitarian, though; decorative exports have increased, as has raw metal and stone that is prized. Gems(ergo jewellery) are also a growing export, if growing slower. Other items are exported too, such as mountain curiosities, drink and such, but these are less relevant.
  • Imports:
Alcohol, food, some raw resources (wood, for example) and other assorted stuff. The huge river valley makes many of these imports that would otherwise be essential less needed, but nonetheless, there are many import needs, and without them, the economy would likely stagnate (even if it does continue to function well and be able to support the current military and services for quite some time)
Major Cities: Bratykuder is basically the primate city, and most other urban settlements are either nearly part of it (like feeder suburbs or something of the sort), or combined with a fortification. One major city exists other than it, though; Haigron, on the river, a distinctly strange dwarven city, with seagoing ships reaching up to it often, and lots of farms surrounding it.
Major Citadels/Fortresses: Maw Pass Keep, which actually isn't a keep, is one, while the next two biggest passes, creatively named First and Second pass also bear huge fortifications, also creatively named First and Second Gatehouses. On the border of Pandyssium sits one huge citadel, designed to act as the leader in all defences from that direction; March Castle, etymology unclear (and possibly the favourite topic of debate among the etymologists of the country). All of these fortifications tend to have at least decently sized towns near them, to provide supplies and other such goods, as well as taking advantage of a superior trading position.

Military Description:

Strengths/Weaknesses: Strengths include such areas as morale, fortification, infantry, shock, manoeuvrability, siege equipment, gear quality (arms & armour) and perhaps even experience, in some ways. Weaknesses are cavalry, definitely, discipline (though it gets much better when speaking of building or deconstructing), numbers/size (dwarves aren't big, nor can they numberspam as more prolific races can), and occasionally strategy or tactics. Dwarves are also quite vulnerable to open field battles, which they are generally not good at.
  • Total Numbers
    See Army
  • Navy
    Effectively N.A. (few skiffs, barges and cogs, that's it)
  • Army
    Being a guard is considered a profession, rather than even a lifestyle; Bratykuder has not seen war for a long time. About 10,000 guards of varying descriptions are employed around the country, after a recent boosting, and their roles include everything from royalty's personal bodyguard to border pass sentries to horsemen patrolling roads (albeit often badly; many a dwarf has been known to walk on foot and use the horse as a pack animal, making better speed). If war came, however, there would be around an extra 10,000 who might have experience and skills needed; who could be quickly trained to be at the same level as the guards, and then the whole body equipped and turned into a professional, campaigning army. Furthermore, such happenings as drafts or volunteers being called upon would raise many able bodies, dwarves; a potent force, even as what would merely seem as peasant levies among many other races.
Last edited by Alleniana on Thu Sep 11, 2014 4:15 am, edited 7 times in total.

User avatar
Lunas Legion
Post Czar
 
Posts: 31161
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Wed Sep 03, 2014 5:05 am

Reserve me 5.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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

Postby Skaldia » Wed Sep 03, 2014 5:40 am

Added a little more. Slow going.
||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

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