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G-Tech Corporation
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Inoffensive Centrist Democracy

Archives: The Ascent of Man [Closed]

Postby G-Tech Corporation » Thu Nov 29, 2018 4:23 pm

Archives: The Ascent of Man


City-State Register | Master Copy


Cadmus

Description: A large city-state sited along the coast of the Western Ocean, Cadmus is a place of great monumental architecture and enlightenment but considerable poverty. Ruled wisely, and noted for its fertile hillside farms on the cliffs above the white marble that is emblematic of its city-scape, Cadmus was nonetheless troubled in her ascent from a tribe by not only drastic overpopulation and the strife that went with that age of disorder, but was struck by an immense storm and tidal wave merely a generation ago, a disaster from which she has been slow to recover.
To the south and south-east of Cadmus lies a small settlement of her folk.

Settlements:
Cadmus | Population: 1000 Citizens - 700 Peasants, 100 Soldiers, 100 Scholars, 100 Artisans | Military: Militia | Public Order: Grumbling | Resources: Wheat, Blackshells, Fish, Marble | Land: 5 Hills, 5 Coast, 10 Flatland
Urban District (Hills) [15/20][4 Huts, 1 Slums, 1 Training Ground, 1 Temple of Itempas (Healing), Circle of Arcane (Magic, Geolocus Travel)]
Rural District (Flatland) [7/20][1 Hunting, 2 Farms]
Quarry
Unnamed Village | Population: 200 Citizens | Resources: Greatshells, Seabirds, Blackstone, Grapes | Land: 5 Coast, 5 Forest, 10 Flatland
Rural District (Flatland) [1/20][1 Slums]

Details:
Arcana: Geolocus Travel, Ley Sight, Geolocus Strengthening
Advancements: Construction, Farming, Fishing, Masonry, Hieroglyphics
Domestic Crops: Wheat, Apples

Xcotl

Description: A small city-state inland along a river in flat plains, Xcotl is ruled by a magocracy who dabble in Necromancy. Though not builded high in stone or wood, the people of the Xcotl are rich in knowledge and valor, having turned back an incursion of desert demons with blood and bronze and thus earned her right to exist.

Settlements:
Xcotl | Population: 800 Citizens - 100 Soldiers, 100 Scholars, 100 Explorers, 400 Peasants, 100 Fresh Undead | Military: Conscripts | Public Order: Excellent | Resources: Great Wolves, Native Copper, Oak Trees, Gold | Land: 5 Riverland, 10 Flatlands, 5 Forest | Wealth II
Urban District (Flatland)[4/20][3 Huts, 1 Slums]
Rural District (Riverland)[4/20][Pasture (Ant Hounds [Depleted])]
Timber Camp

Details:
Arcana: Mystic Control, Raise Dead, Speak to Dead
Advancements: Taming, Writing, Tame Ant-Hounds, Coppersmithing
Domestic Crops: Maize, Apples

Hvasskyn - Stalheim Hierarchy

Description: A boisterous city-state located on a large watercourse near the Western Ocean, the Hvasskyn city of Kharbarinth is notable for its extensive stone construction, and many outlying settlements. The settlement of Steelsworn lays northeast of east, Rivermouth lies west, and Brightcliff lays north of north of north.

Settlements:
Kharbarinth | Population: 3100 Citizens - 200 Soldiers, 500 Scholars, 100 Explorers, 300 Artisans, 100 Freemen, 1600 Peasants, 300 Slaves | Military: Tribal Warriors | Public Order: Good | Resources: Copper, Salt, Medicinal Herbs, Cattle | Land: 10 Riverland, 5 Forest, 5 Hills | Road Network | 11 Stone, 1 Timber, 2 Medicinal Herbs, 6 Copper Ore, Starmetal, Wealth XI, Industry I
Urban District (Riverland)[17/20][12 Cottages, Simple Stone Wall, Clinic]
Urban District (Riverland)[17/20][Simple Stone Wall, Sunhold (Fortress), Bloomery, Forge, Smithy, Weaver's, Mosaic of Time, Monument]
Rural District (Riverland)[13/20][3 Huts, 2 Slums, Pasture (Cattle), 3 Irrigated Farms, 1 Farm]
Rural District (Hills)[7/20][Deep Quarry, Scrape Mine (Native Copper)]
Docks District (Riverland)[8/20][1 Shipwright, 1 Wharf]
Timber Camp
Steelsworn | 500 Citizens - 100 Artisans, 400 Peasants | Housing: Decent | Resources: Meteoric Iron, Cotton, Wheat | Land: 5 Hills, 5 Riverland, 5 Forest, 5 Flatland | 2 Meteoric Iron, Wealth III
Rural District (Hills)[6/20][3 Huts, Weaver's, Scrape Mine (Meteoric Iron)]
Rivermouth | 400 Citizens - 400 Peasants | Resources: Silver Fish, Amber, Rice | Land: 5 Coast, 10 Riverland, 5 Forest
Rural District (Riverland)[5/20][3 Huts, 1 Slums, 1 Farm]
Brightcliff | 500 Citizens - 100 Artisans, 400 Peasants | Resources: Bloodsilver, Shimmerstone, Chickens | Land: 5 Coast, 5 Hills, 5 Flatland, 5 Forest | Shimmerstone, Wealth I
Rural District (Hills)[8/20][4 Huts, 1 Irrigated Farm, 1 Scrape Mine (Shimmerstone)]

Details:
Arcana: Rune of Wellness. Rune of Preservation. Rune of Strength. Healing Hands. Tempered Chronos.
Advancements: Tame Cattle, Medicine, Smithing, Smelting II, Mining, Bronzework, Farming, Shipbuilding II, Taming, Weaving II, Carpentry II, Wheel, Writing, Masonry [3/5], Cast Iron [3/5]
Domestic Crops: Wheat, Cotton, Rice, Saltrice, Melons, Crystal Trees
Civics: Slavery, Traditional, Merchantile

Explored:
(4,0): Temperate (Coast S): Galena, Forest Vegetables, Emerald Wyrms | 5 Forest, 5 Hills, 5 Coast, 5 Flatland
(3,3): Temperate (River): Tin, Lightning Horses, Galena | 10 Hills, 10 Riverland

Republic of Saladonia

Description: A somewhat tiny city state located at the confluence of many rivers in a wide and fertile plain. Mud-daub buildings in their numbers stand here and there in great clusters, and the population is divided several equally divided settlements that all send representatives to the capital to govern. The capital is defended by a stout wooden palisade, but some districts are still marked by the fire of a riots that swept the city after a great plague.

Settlements:
Saladonia | 300 Citizens - 100 Scholars, 100 Artisans, 100 Peasants | Military: Conscripts | Public Order: Decent | Resources: Hematite, Barley, Glow Trees, Sheep | Land: 10 Flatland, 10 Riverland | Wealth II
Urban District (Flatland) [6/20][Palisade, 2 Huts, Training Grounds]
NW Settlement | 100 Citizens - 100 Freemen | Resources: Wheat, Marble, Horned-Horses | Land: 5 Riverland, 10 Flatland, 5 Hills
Rural District (Flatland) [5/20][1 Huts, Farm, Pasture (Sheep)]
NE Settlement | 200 Citizens - 200 Peasants | Resources: Apple Trees, Giant Salamander, Flying Lizards | Lands: 5 Riverland, 10 Flatland, 5 Forest
Rural District (Flatland) [1/20][Slums]

Details:
Arcana: Rune of Illumination. Rune Control. Rune of Fire.
Advancements: Tame Sheep, Hieroglyphics
Domestic Crops: None

[align=center](The Kingdom of) Lordaeron


Description: A boisterous city state located at the apex of a warm and welcoming peninsula in the Western Ocean. Mud-daub huts poke out from behind walls of cracked stone fitted into place in a rough defense, clustered on hills away from the waters of the sea. A smaller settlement nestles in the mountains to the north, watching the entrance to the peninsula carefully.

Settlements:
Stormwind | 900 Citizens - 100 Scholars, 100 Artisans, 100 Freemen, 100 Explorers, 500 Peasants | Military: Tribal Warriors | Public Order: Average | Resources: Coconuts, Hematite, Armor-Whales, Fish | Land: 5 Coast, 5 Flatland, 5 Forest, 5 Hills
Urban District (Hills) [11/20][Simple Stone Wall, 5 Huts, Bloomery]
Timber Camp
Brewnwall| 500 Citizens - 100 Artisans, 400 Peasants | Resources: Aromatic Pines, Sheep, Haleroot | Land: 10 Mountains, 5 Hills, 5 Coast | 1 Timber
Rural District (Hills) [7/20][3 Huts, Pasture]

Details:
Arcana: Healing Light, Sunflare
Advancements: Writing, Smelting II, Cast Iron
Domestic Crops: Barley, Winter Wheat
Civics: Bureaucratic

Explored: NW of West [Island: Gourds, Goats, Longnecks]
W of W of W [Island: Armor-Whales, Otters, Fish]

[align=center]The Honori


Description: A large city state within the fertile vale of a desert river, the people of the Honori feast well on many domestic crops and erect obelisks to their gods and ancestors in their village of wood and mud-brick. Their village is defended by a stout wooden palisade, which bears the signs of fire which are almost faded. A matriarchal society, they are governed by a complex priestly society of female bureaucrats, ruling in the name of their two major deities: the sun god and the Moon goddess.

Settlements:
Mara | 1600 Citizens - 200 Scholars, 300 Artisans, 200 Explorers, 900 Peasants | Military: Tribal Warriors | Public Order: Excellent | Resources: Agave, Maize, Fire Snakes, Sand Striders | Land: 10 Riverland, 10 Desert | Wealth I, Gold Ore, Opals
Urban District (Riverland) [13/20][Palisade, 8 Huts, Obelisk of Healing, Obelisk of Growth, Monument]
Rural District (Riverlands) [10/20][2 Irrigated Farms, Hunting Grounds]
1 Clay Pit

Details:
Civic Policies: Bureaucracy
Arcana: Geolocus of Healing. Geolocus of Strength. Geolocus of Sight. Geolocus of Growth.
Advancements: Farming, Writing
Domestic Crops: Agave, Maize, Wheat

Explored:
East of East: Mountains (Llamas, Coal, Copper)
N of N of N: Temperate (Strangleweed, Silver, Edible Grasses)

Zhou

Description: A large city state that stands upon a large rivermouth in the frozen north, the Zhou live in sturdy wood huts protected by a low palisade along the banks of the river. They are notable for the rogue mages who live in their midst, thoughtfully given homes in a time of turmoil.

Settlements:
Zhou Settlement | 1100 Citizens - 100 Scholars, 200 Artisans, 100 Explorers, 700 Peasants | Military: Tribal Warriors | Public Order: Good | Resources: Pine, Elk, Oysters, Dye-Snails | Land: 10 Riverland, 5 Coast, 5 Forest | Wealth I
Urban District (Riverland) [10/20][Palisade, 3 Huts, 3 Slums, Forge]
Rural District (Riverland) [2/20][2 Irrigated Farm]
Timber Camp

Details:
Arcana: Geolocus of Energy. Geolocus of Resurrection. Geolocus Travel. Dao of Resilience. Dao of Structure. Dao of Regeneration.
Advancements: Smelting, Medical Care, Farming
Domestic Crops: Winter Wheat
Policies: Forward-thinking, Merchantile

Serys

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

Settlements:
Serrith | 700 Citizens - 100 Scholars, 100 Artisans, 100 Freemen, 400 Peasants | Military: Tribal Warriors | Public Order: Decent | Resources: Sweet Plums, Pine Trees, Silverfish, Sheep | Land: 10 Riverland, 5 Flatland, 5 Forest
Urban District (Flatland) [10/20][Palisade, 6 Huts, Potter's, Stonecutter's]
Quarry
Sorncost | 300 Citizens - 300 Peasants | Resources: Cattle, Barley, Blackberries | Land: 10 Flatland, 10 Coast
Rural District (Flatland) [5/20][2 Huts, Clay Pits]
Sarfuth | 200 Citizens - 100 Artisans, 100 Peasants | Resources: Gold, Snowberries, Giant Firs | Land: 10 Mountains, 5 Hills, 5 Forest
Rural District (Forest) [6/20][1 Huts, 1 Hunting Grounds]

Details:
Advancements: Masonry, Pottery, Hieroglyphics
Domestic Crops: Barley, Sweetplums

Ita

Description: A moderately sized city-state nestled in a mountain vale, the people of Ita are notable for their hard-nosed optimism despite frequent military encounters with less than friendly neighbors. As such, the city is defended by a wall of cracked stone.

Settlements:
Ita | 800 Citizens - 100 Scholars, 100 Artisans, 100 Explorers, 500 Peasants | Military: Militia | Public Order: Decent | Resources: Silver, Lead, Goats, Redwoods | Land: 5 Mountain, 10 Hills, 5 Riverland | Wealth II
Urban District (Hills) [11/20][Simple Stone Wall, 3 Huts, 1 Slums, Training Grounds, Stonecutter's, Jeweler's]
Rural District (Hills) [4/20][Pasture (Goats)]
Quarry

Details:
Advancements: Jewelry, Archery, Masonry, Tame Goats
Domestic Crops: None

Explored:
Temperate: (Hematite, Creeping Bluemoss, Wolves)

[align=center]The Many Mothers of Fastaqui


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

Settlements:
Fastaqui | 1100 Citizens - 100 Scholars, 200 Artisans, 100 Explorers, 100 Soldiers, 600 Peasants | Military: Tribal Warriors | Public Order: Decent | Resources: Amber, Quinoa, Copper, Granite | Land: 10 Riverland, 5 Coastal, 5 Hills | Wealth II
Urban District (Riverlands) [7/20][4 Huts, 2 Slums, Stonecutter's]
Rural District (Hills) [3/20][Farm, Scrape Mine (Copper)]
Quarry

Details:
Arcana: N/A
Advancements: Mining, Masonry, Fishing, Tame Camels
Domestic Crops: Quinoa
Policies: Traditional

Ekwosi

Description: Denizens of a land of rolling plains, the city-state of Ekwosi is notable for its horses, which are the pride of her people. Though in truth beasts that tire swiftly, their ability to cover ground is formidable when mounted, and this has led to substantial prosperity for the simple people of the Ekwosi and their city state. Though their tribal warriors fight much as their ancestors always did, the nature of the horse lends them much strength over smaller tribes.

Settlements:
Ekwosi | 900 Citizens - 100 Scholars, 100 Artisans, 100 Soldiers, 600 Peasants | Military: Tribal Warriors | Public Order: Good
| Resources: Horses, Apple Trees, Wheat, Goats | Land: 5 Riverland, 10 Flatland, 5 Forest | 1 Timber
Rural District (Flatland) [14/20][10 Huts, Pasture (Horses)]

Details:
Advancements: Tame Horses, Horseback Riding
Domestic Crops: None




Non-Player City-States


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

Fergdal
Soft lowland riverfolk, living in a large city upon the banks of the large river that flows north from the places of Xcotl to end in the Western Ocean near the Zhou. The bountiful riches of the Fergdal are known far and wide, their gemcutters clever and their works much valued, defended by a thick stone wall from the worse of the Wastelander raids and those who might covet their riches. These walls, though, are said to be much of the protection of the city, and their guards relatively poorly trained.

Aslani Kingdom
The jewel in the desert, the Aslani Kingdom, sits in the farthest southlands of the known world. Rich in knowledge and learning, the sandstone and brick houses of her people sprawl in vast swathes about the crocodile infested Asl River, the city-state overseen by their Star-Reader, the one who interprets the will of the divine from atop his tall pyramid of fired bricks. Their legions are numerous, and though poorly equipped, ferociously led.

Shoval
A growing state not far afield from the lands of Cadmus, the Shoval are the outcasts and renegades of that city, united by little save their hatred of the elites who drove them with spear and sword away from the lands of their birth when they clamored for equality and opportunity. Behind their thick wooden walls they bide their time, often launching raids against the coast-dwellers from their fastness, sustained by vast herds of gazelles and acres of wild wheat. Their skirmishers are widely respected for their skill, and occasionally hired out as merchant guards traveling towards the Zhou and Fergdal lands.

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

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




Organizations


Delisle and Sons


Leader: Cecil Delisle

History: Originally of Gergan, the Delisle family was forced to move from place to place following their exodus from their homeland. Since then they've grown accustomed to continuously being on the go. After working as traders for several generations, the patriarch of the Delisle family at the time, Einar Delilse, decided to begin documenting the various lands he passed through. Einar's son, Vimme believed he could make a business out of the knowledge his family had gathered over the years and opened an office in the city of Serys. Since then, the Delisle family has been operating out of Serys, charting maps, formulating the most efficient trade routes, and aiding in the establishment of settlments.

Starting Location: Serys

Specialization: One free Exploration every two turns. Recruit Explorers for Delisle and Sons from friendly populaces at half Wealth.
Assets: 200 Explorers

The Magnus Opus


Leader:Archmage Severus

History: Originally founded in the Cadmian Republic, the wizards of the Magnum Opus were powerful mages dedicated to the study of magic. After the Day of Darkness, the mages fled using the Circle of Arkane, teleporting far across the world to the lands of Xcotl. There they have offered their services to the Magorcracy in exchange for a place in their society. They are experts in all fields of magic of Cadmus and dedicated to the study of the arcane. Their Academy is a center of the arcane arts across the known world and hosts a large reservoir of magical knowledge. The guild is devoted to the advancement of magic, mages writing books full of magical spells learned and studied throughout the centuries.

Starting Location:Xcotl

Specialization: Two free points towards developing an Arcana every turn | Start with all the Arcana of Cadmus
Assets: Geolocus of Industry

The Chosen of Neferkara


General Description: Founded in the Kingdom of Aslani and exiled shortly after, the Chosen are a arcane and priestly faction seeking to further the knowledge of necromancy and other magics. Having wandered around the known world a while before settling into Saladonia, many other city-states have some opinion regarding the Chosen and their activities. To this end they plan on aiding their unlikely allies by providing arcane knowledge and assistance to further grow the small city-state into a powerful kingdom to rival Aslani.

Organization Goals: - Raise Neferkara as a Lich
- Return to Aslani as conquerors

Membership: Saladonia | 100 Scholars
Abilities: Two points towards Arcana Research
Knowledge: Raise Dead
Last edited by G-Tech Corporation on Sun Dec 09, 2018 7:13 pm, edited 9 times in total.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

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Saxony-Brandenburg
Diplomat
 
Posts: 898
Founded: Mar 07, 2016
Left-Leaning College State

Postby Saxony-Brandenburg » Thu Nov 29, 2018 4:26 pm

The Honori


Description: A large city state within the fertile vale of a desert river, the people of the Honori feast well on many domestic crops and erect obelisks to their gods and ancestors in their village of wood and mud-brick. Their village is defended by a stout wooden palisade, which bears the signs of fire which are almost faded. A matriarchal society, they are governed by a complex priestly society of female bureaucrats, ruling in the name of their two major deities: the sun god and the Moon goddess.

Settlements:
Mara | 1600 Citizens - 200 Scholars, 300 Artisans, 200 Explorers, 900 Peasants | Military: Tribal Warriors | Public Order: Excellent | Resources: Agave, Maize, Fire Snakes, Sand Striders | Land: 10 Riverland, 10 Desert
Urban District (Riverland) [13/20][Palisade, 8 Huts, Obelisk of Healing, Obelisk of Growth, Monument]
Rural District (Riverlands) [10/20][2 Irrigated Farms][1 Clay Pit][Hunting Grounds]

Details:
Civic policies: Beurocracy, Mercantile
Arcana: Geolocus of Healing. Geolocus of Strength. Geolocus of Sight. Geolocus of Growth.
Advancements: Farming, Writing
Domestic Crops: Agave, Maize, Wheat
Resources in stock: +Gold +Opals
Last edited by Saxony-Brandenburg on Sat Dec 08, 2018 10:56 am, edited 10 times in total.

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Novas Arcanum
Minister
 
Posts: 2029
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Thu Nov 29, 2018 4:29 pm

The Cadmian Republic
Image

Motto: People and Senate of Cadmus

Description: Proud people of the Great Bay, the city-state of Cadmus lies on the shores of the Western Ocean. Resplendent hills of marble overlook the large city-state, the city is a center of beautiful architecture, and monumental structures. The Temple of Itempas, overlooks the City from the Vestian Hills, along with the great Circle of Arkane which is center of magical study, and enlightenment. The city was at first prosperous but met many trials on it' path of ascendancy. A civil war which saw the birth of the Numantians who fled and have sworn revenge on their former brethren, and the overthrow of the king and rise of the Republic. Yet Cadmus recovered and entered an age of prosperity and growth once more. Yet the Fates had different plans it seemed and a devastating tidal wave, and the storm caused great damage to the city. The Cadmians look onward with hope and belief that they overcome the trials that of beset them.

Settlements:
Cadmus | Population: 1000 Citizens - 700 Peasants, 100 Soldiers, 100 Scholars, 100 Artisans | Military: Militia | Public Order: Grumbling | Resources: Wheat, Blackshells, Fish, Marble | Land: 5 Hills, 5 Coast, 10 Flatland
Urban District (Hills) [15/20][4 Huts, 1 Slums, 1 Training Ground, 1 Temple of Itempas (Healing), Circle of Arcane (Magic, Geolocus Travel)]
Rural District (Flatland) [7/20][1 Hunting, 2 Farms]
Quarry
Neapolis | Population: 200 Citizens | Resources: Greatshells, Seabirds, Blackstone, Grapes | Land: 5 Coast, 5 Forest, 10 Flatland
Rural District (Flatland) [1/20][1 Slums]

Details:
Arcana: Geolocus Travel, Ley Sight, Geolocus Strengthening
Advancements: Construction, Farming, Fishing, Masonry, Hieroglyphics
Domestic Crops: Wheat, Apples
Last edited by Novas Arcanum on Sat Dec 01, 2018 8:50 am, edited 2 times in total.

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Olthenia
Minister
 
Posts: 2509
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Thu Nov 29, 2018 4:31 pm

The Many Mothers of Fastaqui


Description: A relatively large city-state founded in a marshland delta by a sea, the folk of Fastaqui live in stilt-houses near fertile farm fields, subsiding on the bounty of amber washed upon the shores of their delta from the endless ocean.

Settlements:
Fastaqui | 1100 Citizens - 100 Scholars, 200 Artisans, 100 Explorers, 100 Soldiers, 600 Peasants | Military: Tribal Warriors | Public Order: Decent | Resources: Amber, Quinoa, Copper, Granite | Land: 10 Riverland, 5 Coastal, 5 Hills |
Urban District (Riverlands) [7/20][4 Huts, 2 Slums, Stonecutter's]
Rural District (Hills) [3/20][Scrape Mine (Copper), Farm]
Quarry

Details:
Arcana: N/A
Advancements: Mining, Masonry, Fishing, Tame Camels.
Domestic Crops: Quinoa
Policies: Traditional

Current Situation:
Ample food (Wealth I)
Some camels are successfully tamed, though they prove less than comfortable living in the region of marsh and wet that is so different than their homeland.
The Docks District is under construction [Labor III, Wealth IV]
The Farm is being constructed [Labor II]
Last edited by Olthenia on Sat Dec 08, 2018 2:58 am, edited 20 times in total.

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Kelmet
Negotiator
 
Posts: 6962
Founded: Dec 07, 2012
New York Times Democracy

Postby Kelmet » Thu Nov 29, 2018 5:00 pm

(The Kingdom of) Lordaeron


Description: A boisterous city state located at the apex of a warm and welcoming peninsula in the Western Ocean. Mud-daub huts poke out from behind walls of cracked stone fitted into place in a rough defense, clustered on hills away from the waters of the sea. A smaller settlement nestles in the mountains to the north, watching the entrance to the peninsula carefully.

Settlements:
Stormwind | 900 Citizens - 100 Scholars, 100 Artisans, 100 Freemen, 100 Explorers, 500 Peasants | Military: Tribal Warriors | Public Order: Average | Resources: Coconuts, Hematite, Armor-Whales, Fish | Land: 5 Coast, 5 Flatland, 5 Forest, 5 Hills
Urban District (Hills) [12/20][Simple Stone Wall, 5 Huts, Bloomery, Monument] Docks District (Aquatic) [0/20}

Brewnwall| 500 Citizens - 100 Artisans, 400 Peasants | Resources: Aromatic Pines, Sheep, Haleroot | Land: 10 Mountains, 5 Hills, 5 Coast
Rural District (Hills) [8/20][3 Huts, Pasture. Timber Camp]

Details:
Arcana: Healing Light, Sunflare
Advancements: Writing, Smelting II, Cast Iron
Domestic Crops: Barley, Winter Wheat

Current Details.

Stormwind
Ample food
100 Scholars: No innovation
Docks District [Labor IV], Monument [Labor III]
Exploration: West of West of West [Island: Armor Whales, Otters, Fish]
Brewnwall
Ample food
+Timber
The education of the peasants of the Xcotl begins.



Extra Information.
Users of the Light are divided into three categories, and two organizations.
Clerics - Under the Order of the Silver Hand these blessed individuals who use the light for purley Healing and defensive reasons, they are primarily healers, and supplement the Paladins
Paladins- Fearsome warriors of the Light, They use both defensive and Offensive magic to be a holy weapons against the kingdoms enemy's.
Mages- Under the authority of the Cycle these individuals use the light for purely offensive purposes, a striking sight to see.

Knights of the Silver Hand
Image

Made up of the Clerics and Paladins of the light the Knights are a Militant Holy Order with a scared duty to defend the people of Lorderon and preserve the faith. While the Clerics take the task of spreading the word, feeding the hungry and healing the sick the Paladins route out evil and Defend the weak.

High Cycle of Mages

The Mages of Loderon are organized into the Cycle, while membership is not mandatory any mage of status and skill is a indeed a member.

Tenets of the Light
The first of these tenants was respect, the members of the tribe squabbled and fought sometimes but they always looked past temporary hatred and see qualities to respect and prowess to be acknowledged Conducting oneself with honor and treating one's opponent as one wishes to be treated shows respect. Respecting one's opponents on the field is acknowledging a connection, which brings one closer to the Light.

The second of these tenets is Tenacity, the virtue of persevering through troubling times and painful experiences. In the face of despair and hatred, one must continue to stand true to their beliefs and fight on. Times may be good now but hardship could easily be behind the corner.

Compassion is the last step on the path of the Light. In times of rivalries, it is easy to see differences at every turn. The challenge is in looking beyond appearances and understanding the similarities. Through this understanding, one can feel compassion for the losses others have suffered, even if the victim bears another banner. By feeling and understanding compassion in enemy and ally alike, one reaffirms his or her connection with the world.


Church of the Light
Image

Ranks
Archbishop- Head of the church, appointed among the Cardinals by the king and approved by a council of Cardnils.
Cardinals- Head of their local church district, usually centered on a city.
Bishop- Head of their local church

Buildings
Cathederal - Largest structure, presence only in Stormwind
https://vignette.wikia.nocookie.net/wowwiki/images/c/c4/Cathedral_of_Light.jpg/revision/latest?cb=20090913124500
Bastion- Largest structures found outside the Capital
Chantry's- Local everyday places of faith, size varies on village/city's wealth and population.
Last edited by Kelmet on Sat Dec 08, 2018 4:59 pm, edited 12 times in total.
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Holy Tedalonia
Negotiator
 
Posts: 7231
Founded: Nov 14, 2016
Moralistic Democracy

Postby Holy Tedalonia » Thu Nov 29, 2018 5:11 pm

Imperial Republic of Saladonia


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

General Details:
The capital is a large city left vacant due to troubled times. While the unity and leadership of the Republic is strong, the recovery has been slow. The government is a Senatorial Militaristic Republic, where the families leading the nation are both rich, and have military backgrounds. The populace is spread out among multiple settlements. The nation enjoys the massive fertile valley, that they comfortably live off of. It’s capital has a wooden palisade and its buildings built with mud-daub buildings.

Location - Salli, Ivaria
Climate - Plains/Riverlands
Notable Resources - Horned Horses, Flying Lizards, Marble, etc.

History:
Originally men of the mountains the Saladonians eventually entered the fertile plains of their homeland, and while the reason of them leaving their homeland forgotten the result was the same, A realm of men on the fertile plains and river lands of Ivaria. At the time only one clan existed Clan Bryre, it enjoyed its early years in the plain, however as time progress the Clan became so large that it could hardly be a clan anymore, Vallenian the IV, realized this, and farthest members from the direct family of the clan, making new clans.

This was marked as the ‘Origin Era’, for this would also establish a government not just of one clan, but of many. The first three clans that appeared was, Clan Rylander, Clan Farrenian, and Clan Vylander. They were all to be subordinate to the Kingdom of Bryreland, named after the father clan, and kingdom of the Saladonians. The Saladonian society was born from a shared identity among the citizens of the kingdom.

However this unity and loyalty eventually led to trouble, after 20 years of its established colonies, the Bryreling Government began to fall apart. The communications between city state and village was difficult, and control always troublesome. Furthermore, the Bryre government started down a dark road of unbridled power. The people suffered under the strain of their power-hungry king.

The king of Bryreland, King Vituvian Bryre the Second, had lusted for a Rylander girl- Tibus Rylander’s older sister. King Vituvian would desire her so much, that he would visit her in the night. He tried to coax her into willful consent, however she would not give in. In a fit of rage he killed her, and blamed it upon a servant.

This did not go unignored, however and soon Imperator (Commander) Cratus Rylander heard of the ordeal from a cowering servant who had seen everything. Cratus however was unlike Vituvian and wished to not throw Bryreland into civil war. He gathered allies and friends, choosing carefully to ensure his own safety, afterall dismissing ones loyalty is the greatest of sins. Cratus explained to many that it was Vituvian who abandoned his duties, and while many disgruntled Saladonians agreed with him, they too knew of the kings overreach of power.

Eventually Cratus enacted a coup, and half the Kings guard turned against their King. Vel Rylander and his loyal kings guard defended the king to their dying breath, but that to wasn’t enough. In the end the King was exiled to Serrith, to live out his days. Cratus was now in control and decided to form a republic. Knowing another king could only abuse power again. Thus the republic was formed. The rights given to the outer villages allowed the city states independence movements to die down.

As peace and tranquility came to the Republic it was short lived, and soon a plague hit the city killing the populace. The hardy and powerful survived and relied on magick to aid them in there struggle. The Rune of Fire kept many warm throughout the nights. Saladonia became a city of the hardy and brave, building the attitude of perseverance into their soul.

Now the republic looks upon a new era, hoping to return their city state back to its old strength. The republic lives happy and ready to engage this new world. This would be the Age of Rebirth for Saladonia.

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

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

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

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

Low Magick - Magick that is formed/related to runes

Jinx-Flinger - A wizard who uses high magick.

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


Settlements:
Saladonia | 300 Citizens - 100 Scholars, 100 Artisans, 100 Peasants | Military: Conscripts | Public Order: Decent | Resources: Hematite, Barley, Glow Trees, Sheep | Land: 10 Flatland, 10 Riverland
Urban District (Flatland) [6/20][Palisade, 2 Huts, Training Grounds]
Vallenia | 100 Citizens - 100 Freemen | Resources: Wheat, Marble, Horned-Horses | Land: 5 Riverland, 10 Flatland, 5 Hills
Rural District (Flatland) [5/20][1 Huts, Farm, Pasture (Sheep)]
Brexonburn | 200 Citizens - 200 Peasants | Resources: Apple Trees, Giant Salamander, Flying Lizards | Lands: 5 Riverland, 10 Flatland, 5 Forest
Rural District (Flatland) [1/20][Slums]

Details:
Arcana: Rune of Illumination. Rune Control. Rune of Fire.
Advancements: Tame Sheep, Hieroglyphics
Domestic Crops: Noneps: None
Last edited by Holy Tedalonia on Fri Dec 07, 2018 12:15 pm, edited 14 times in total.
Otho Tedgustus President Esteemed of Holy Tedalonia.
FACTBOOK
Status based off index:
Tier: 7
Level: 0
Type: 6
A 12 civilization, according to this index.
NS Stats don't matter | warning leader does not represent everyone's attitude | Massive Update in progress, gist is a succession of power is about to happen. Q&A about Holy Tedalonia and more
Name: Ted
Ideology: Capitalism
Political Compass: Social Libertarian for some reason
Race: Vampire
Political Side: Right
Favorite Senator: Ted Cruz (Ted's have to help out Ted's)
Status: Healthy and as strong as a starved ox
Religion: a Pious Christian (although that doesn't stop me from RPing against good every now and then)
I M P E R I A LR E P U B L I C

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The GAmeTopians
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Posts: 6947
Founded: May 12, 2014
Left-Leaning College State

Postby The GAmeTopians » Thu Nov 29, 2018 5:22 pm

Zhou

Description: A large city state that stands upon a large rivermouth in the frozen north, the Zhou live in sturdy wood huts protected by a low palisade along the banks of the river. They are notable for the rogue mages who live in their midst, thoughtfully given homes in a time of turmoil.

Settlements:
Zhou Settlement | 1100 Citizens - 100 Scholars, 200 Artisans, 100 Explorers, 700 Peasants | Military: Tribal Warriors | Public Order: Excellent | Resources: Pine, Elk, Oysters, Dye-Snails | Land: 10 Riverland, 5 Coast, 5 Forest
Urban District (Riverland) [10/20][Palisade, 3 Huts, 3 Slums, Forge]
Rural District (Riverland) [3/20][3 Irrigated Farms]
Timber Camp

Details:
Arcana: Geolocus of Energy. Geolocus of Resurrection. Geolocus Travel. Dao of Resilience. Dao of Structure. Dao of Regeneration.
Advancements: Smelting, Medical Care, Farming
Domestic Crops: Winter Wheat
Policies: Forward-thinking, Merchantile
Treasury (Spare Wealth): 3
Last edited by The GAmeTopians on Sun Dec 09, 2018 9:30 pm, edited 5 times in total.
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

"If this were an anime that wouldn't be a problem - in anime, clothes are optional." -A good friend of mine
Shyluz wrote:Ah, well. How many booms do you want?

I see you Jordslag...

Totally Not Evil Overlord of Task Force Atlas

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Dernland
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Posts: 1705
Founded: Jul 15, 2014
Psychotic Dictatorship

Postby Dernland » Fri Nov 30, 2018 2:35 pm

Ekwosi

Description: Denizens of a land of rolling plains, the city-state of Ekwosi is notable for its horses, which are the pride of her people. Though in truth beasts that tire swiftly, their ability to cover ground is formidable when mounted, and this has led to substantial prosperity for the simple people of the Ekwosi and their city state. Though their tribal warriors fight much as their ancestors always did, the nature of the horse lends them much strength over smaller tribes.

Settlements:
Ekwosi | 900 Citizens - 100 Scholars, 100 Artisans, 100 Soldiers, 600 Peasants | Military: Tribal Warriors | Public Order: Good
| Resources: Horses, Apple Trees, Wheat, Goats | Land: 5 Riverland, 10 Flatland, 5 Forest
Rural District (Flatland) [14/20][10 Huts, Pasture (Horses)]

Details:
Advancements: Tame Horses, Horseback Riding
Domestic Crops: None
I am a Mormon

I have no wives
I love jello


I don't hate homosexuals
Potatoes are a staple of my diet, but only because my family's Irish


I'm not rich.


TG me any more stereotypes and I'll see if they fit.

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Pasong Tirad
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Posts: 6914
Founded: May 31, 2007
Left-wing Utopia

Postby Pasong Tirad » Fri Nov 30, 2018 5:17 pm

Ita

Description: A moderately sized city-state nestled in a mountain vale, the people of Ita are notable for their hard-nosed optimism despite frequent military encounters with less than friendly neighbors. As such, the city is defended by a wall of cracked stone.

The city of Ita lies right in the middle of the aptly-named Ita Valley. Two mountain ranges surround the people and their similarly-named city in the east and the west. Whilst not containing the most arable land, the people are well-supplied by a river and its tributary streams running through the entire valley, and have enough in terms of food due to an overabundance of wild goats - which the Ita have been trying (and failing) to domesticate.

Settlements:
Ita | 800 Citizens - 100 Scholars, 100 Artisans, 100 Explorers, 500 Peasants | Military: Militia | Public Order: Decent | Resources: Silver, Lead, Goats, Redwoods | Land: 5 Mountain, 10 Hills, 5 Riverland
Urban District (Hills) [11/20] [Simple Stone Wall, 3 Huts, 1 Slums, Training Grounds, Stonecutter's, Jeweler's]
Rural District (Hills) [4/20] [Pasture]
Quarry

Details:
Advancements: Jewelry, Archery, Masonry, Tame Goats
Domestic Crops: None
Civic Policies: Frugal
Food Status: Ample food (Ita)
Treasury: 1 Wealth

Explored:
Plains (Coastal): Antelope, Truesilver, Marble | 10 Hills, 5 Flatland, 5 Coast
Temperate: Hematite, Creeping Bluemoss, Wolves
Last edited by Pasong Tirad on Sun Dec 09, 2018 4:44 pm, edited 10 times in total.
"If there is no friendship with [the poor] and no sharing of the life of the poor, then there is no authentic commitment to liberation, because love exists only among equals." - Gustavo Gutierrez



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The National Dominion of Hungary
Ambassador
 
Posts: 1337
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Sat Dec 01, 2018 2:45 am

The Kingdom of Sera


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

Settlements:
Serrith | 700 Citizens - 100 Scholars, 100 Artisans, 100 Freemen, 400 Peasants | Military: Tribal Warriors | Public Order: Decent | Resources: Sweet Plums, Pine Trees, Silverfish, Sheep | Land: 10 Riverland, 5 Flatland, 5 Forest
Urban District (Flatland) [8/20][6 Huts, Potter's, Stonecutter's, Palisade]
Quarry
Sorncost | 300 Citizens - 300 Peasants | Resources: Cattle, Barley, Blackberries | Land: 10 Flatland, 10 Coast
Rural District (Flatland) [5/20][2 Huts, Clay Pits]
Sarfuth | 200 Citizens - 100 Artisans, 100 Peasants | Resources: Gold, Snowberries, Giant Firs | Land: 10 Mountains, 5 Hills, 5 Forest
Rural District (Forest) [1/20][1 Huts, 1 Hunting Grounds]

Details:
Advancements: Masonry, Pottery, Hieroglyphics
Domestic Crops: Barley, Sweetplums
Last edited by The National Dominion of Hungary on Sat Dec 08, 2018 2:29 am, 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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Nuxipal
Negotiator
 
Posts: 7015
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Fri Dec 07, 2018 10:35 am

The Chosen of Neferkara
Image


General Description: Founded in the Kingdom of Aslani and exiled shortly after, the Chosen are a arcane and priestly faction seeking to further the knowledge of necromancy and other magics. Having wandered around the known world a while before settling into Saladonia, many other city-states have some opinion regarding the Chosen and their activities. To this end they plan on aiding their unlikely allies by providing arcane knowledge and assistance to further grow the small city-state into a powerful kingdom to rival Aslani.

Organization Goals: - Raise Neferkara as a Lich
- Return to Aslani as conquerors

Membership: Saladonia | 100 Scholars
Interred Bodies: 73
Abilities: Two points towards Arcana Research
Knowledge: Raise Dead
Last edited by Nuxipal on Sun Dec 09, 2018 4:53 pm, edited 4 times in total.


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