When we have sufficient people, I guess.![]()
When we have sufficient people, I guess.![]()
J u s t i c e R e v e n g e M e r c y D e s p a i r L o v e H a t r e d F r e e d o m P o w e r A n s w e r s
Capital City of Tecmota
Official Nation Name
Empire of Cuotl
Common Name(s)
Cuotlian Empire
Government Type
Theocratic/Magocratic Oligarchy
Population
8 Million
Region of Origin
New World
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Race
Nynrah
Outwardly, the Nynrah are similar in appearance to Human stock, however they do have slight differences. Such as a large majority having pointed Elven ears, some having very strange skin and hair tones. They also are a long-lived race, with elder individuals living for more than three hundred years.
Sub Race
Nekrah
The Nekrah are not a natural race, they are the horrific results of Nynrah Dark Sorcery. They are ghoulish creatures who vary in appearance and size, and form the bulk of Empress' armies. They once were Nyrah and members of other races, be they among the dead, or in more terrifying cases, alive. Even as Undead, their flesh does not rot nor break down. They appear as any living creature, but once in battle, they will continue waging war, even the loss of a limb will not stop them.
Racial Culture
Racial History
Racial Advantage
Racial Disadvantage
People of Importance
National Culture
National Stance on Slavery
Allowed
National Stance on Religious Sacrifice
Allowed
National Stance on Magic
Restricted to the Noble Castes
National Stance on Dark Magics
Restricted to the Noble Castes
National History
National Traits
Here be monsters
Magic-Death
Metal Crafting
National Military
Last edited by Sigma; 06-14-2012 at 04:56 PM.
Finished my CS on the first page.
Kingdom of Gouden Munt
Common Name(s)
Munt, the Penny Pinchers, the Afvaart
Government Type
Elective Monarchy
Region of Origin
Old World
Race
Human
Sub Race
Afvaarthandel
Population
14.25 million
Racial Culture
Racial History
Racial Advantages and Disadvantages
Heroes of Munt
National Culture
National Stance on Slavery
For the Afvaarthandel, slavery is quite acceptable. However, considering their penny-pinching ways, slavery is seen as an economic investment and/or business venture. Senseless slavery isn't looked down upon, but those few who do practice it will soon find investments in whatever business they own gone in a flash.
National Stance on Religious Sacrifice
Religious sacrifice was outlawed in {insert date later} by the Edict of Midden by former stadtholder, Kasper van Schoorel.
National Stance on Magic
The use of the 'regular magics', as called by the Afvaarthandel, for non-destructive purposes is acceptable. Enchantment users are often in the employ of shipwrights and the Royal Navy.
National Stance on Dark Magics
According to the Edict of Midden, the public use of dark magic was outlawed in order to appease the once powerful religious factions within Munt. The last Stadtholder, Roeland Sneijer, repealed this certain part of the Edict, but persecution of dark magic users is still common among the common people.
National History
National Traits
National Disadvantages
National Military
Six Golden Cities of Gouden Munt
Last edited by Warmonger; 06-13-2012 at 10:15 PM.
Nadaste con mi gato?
Kudos to those who know what this means without consulting outside help.
don't forget about me lol i will be finishing up my CS soon so Kepp me in mind
My thoughts on the colorado shooting.
*warning may be offensive
All I can say is he must not have liked the movie
My thoughts on people who think they are Irish but haven't had a realitive in Ireland for generations
"Your not Irish your a fucking cunt"
END OF DAYS
Name: Patrick Lee Garrison
Strength: 7
Defence: 20
Speed: 4
Carry Weight: 70 lbs
HP: 100
EOD equipment:
Survival Hachet (1lb)
Military Survival knife (1 lbs) (Handle contains fishing hook and line, 5 matches a needle and thread the pommel acts as a compass)
Military Backpack (0lbs)
5 MREs (10lbs) (MRE: Meal ready to eat but Patrick refers to them as Materials Resembling Edibles)
Makeshift bandages (1lbs) (made from ripped up children's clothes)
Wool Socks (1lb)
Sheep Skin gloves (0lbs)
Colthing (2lbs) (Work Jeans, Clover green T shirt, Camo cold weather jacket that's has some ripped off spots where badges and emblems where the most prominent is the vague outline of three letters in green white and orange thread)
Hopefully Zacharius shows up soon.
Not sure if you meant to use "your" or "you're"?
Hope this is okay, I've never done a nation roleplay before. Lemme know if anything needs changing, or tweaking. I thought it'd be neat to give Thorgili a potential ally in the New World, or maybe a rival.
Official Nation Name: The Wildbeard Clans
Common Name(s): Wild Dwarves, Hill Dwarves, Stunties, Sky Dwarves, Wildlings.
Government Type: The Wildbeard clans are ruled over by Tarenn Dragonbane, the High King of the Wildbeards. Under him is a small council of the combined clans most powerful, and wise Shamans, who act as Tarenn's advisor's and as his connection to the elements. Together they run the clans as a whole, while each individual clan has a Chieftain that leads his or her immediate clan-mates. While the various clans are generally in good standing with one another, there are times when infighting between clans erupts. These small scale conflicts are encouraged, though in times of war all the clans unite under the High King's command.
Region of Origin: The New World, roughly in the center of the continent where the great plains meet the snowy northern lands. They dot the base of mountains, though some clans have ventured further south into the plains again.
Capitol City: Wildhaven, a grand city built into the side of the mountain Ank-Karak. Home to many clans, but many more clans live outside the city walls in the wilderness than inside the city.
Race: Dwarf
Sub Race: Wild Dwarf
Racial Culture:
Unlike their cousins of the Old World, Wild Dwarves forsake dark, cramped mountain halls for the freedom of the open plains, and rolling hills of their lands to the north of the New World. Instead of living beneath the ground, they choose to make their home on the snowy mountainsides, and in the forested foothills at the base of their mountains. Wild Dwarves are powerful warriors, and are known for ferocious dire wolves that fight at their side, and the mighty gryphon's they ride into battle atop. Though they are akin to barbarians, they do not seek out conflict unless challenged or threatened, and otherwise seek harmony with other races, and nature itself. Though not as skilled at metal-crafting as their distant cousins, they are proficient weapon-smiths and wield powerful Storm-hammers; weapons said to be capable of striking with the force of thunder, and the power of lightning.
Wild Dwarves revere their patron god the Skymother, and her various children whom represent the various elements. They are avid practitioners of Shamanism, and the most powerful shamans are generally well respected amongst the various clans, and tend to take the role of advisor to the clan Chieftains.
There are numerous Wildbeard Clans throughout their lands, and even some small, unconnected tribes in other parts of the New World. Most of the modern Clans were formed many years ago, and now consist of hundreds of differing bloodlines, but there are also smaller clans formed around specific families and bloodlines. Clans have been known to merge, whether out of necessity or through marital bonding. The members of each Clan vote for their Chieftain, and one usually gains votes through heroic deeds, battle prowess, or even leadership skills.
Despite their feral demeanour, Wild Dwarves are creatures of great honor and loyalty. They value the word of themselves and others deeply, and will never go back on a promise. Should a Wild Dwarf decide he is going to do something, very little will keep him from accomplishing that goal once his mind is set, save for death. They are powerful allies, willing to throw their lives down in defence of their friends, and they make for a grave foe.
Racial History:
Not much is known about the origin of the Wildbeard Dwarves, their creation myths tell of being carried to Ankali, their name for the New World, atop the back of their revered Skymother, creator of all things good. She gifted them with a rich lands, and powerful allies, the stoic Dire Wolves. There they were to blossom and expand their race, free from the horrors of their old home Ketash, their name for the Old World, a land they suspect to exist across the great sea. Their stories tell of Ketash being home to devilish beings, and unimaginable horrors, and that the Skymother saved them from their doomed fate their so that they might prosper.
They were left in the jungles of Ankali, and there they sought to create a home. But the Jungle was home to viscious creatures that hoped to prey on the Dwarves, so the Wildbeard's fled North, seeking a cooler climate. After months of travelling the Clans finally broke free from the jungles hold, and entered the great plains of Ankali. They thought the plains might make a good home for them, but soon after establishing a foothold in the region they were besieged by green skinned brutes known as Orcs, which the Dwarves dubbed "Shroom-folk" for they spread like deadly fungus they had found in the jungles. The Wildbeards waged a brutal war against the Orcs, but there numbers could not hold against their onslaught forever, and the Wildbeards were forced to retreat further North.
Unfortunately the Orcish hordes followed, intent on stamping out the infuriating "Half-Men" that had tried to "steal their lands", and as such a long and gruelling race to the Northern mountains began. The Wildbeards have come to calling this event, The Great Stampede, as the story goes that the Wildbeard clans marched for sixty days and sixty nights without stopping, while battling Orcs at their heels, all the way to the mountains. The Dwarves raced for the base of the mountains, hoping to find refuge, and they were greeted with something much better. Like warriors sent by the Skymother herself, an army of Gryphons descended from the peaks and tore through the Orcish horde, saving the Wild Dwarves.
From that day forth the Wildbeard Dwarves became close allies with the Gyphons of the Northern Peaks, a partnership that would eventually grow to become the staple of the Wildbeard community. There are no Wildbeards without their Gryphons, and no Gryphons without their Dwarven companions.
Racial Advantage:
All for one: One magnificent thing about the Wild Dwarves is their ability to change from a group of clans battling each other for sport, and land, to a well organized army consisting of thousands in a matter of days. Despite bitter rivalries that might be present, all Clans will willingly work alongside each other with respect, in order to see their nation to victory. Their honor demands it.
Act as one: Using courier gryphons, speedy travel routes, and long range shamanistic communication methods the Wildbeards are able to easily organize troop movement, and relay orders between clans over long distances. This allows them to move as one, synchronize attacks, and plan clever ambushes.
Kings of the sky: Though not creatures of the sky themselves, their unbreakable bond with their Gryphon companions has made the Wildbeards extraordinary aviators. They take to the skies on their winged beasts and rain destruction down upon their foes with shamanistic magic. They are known to be fierce hunters of Dragons, and friends to the goodly creatures of the sky.
Spoiler
Animalistic Rage: Wild Dwarves are capable of exceptionally feral bursts of rage. They make great barbarians and berserker's by utilizing this fury to combat their foes. A disarmed Wildbeard will gladly continue fighting with his bare fists, and has no qualms against using rocks, or their own teeth and nails as makeshift weapons if they must. Some even say that a wounded Wildbeard is as strong as three healthy.
Racial Disadvantage:
One with Nature: Wildbeard's are very nature based, and as such rarely rely on bulky armor for protection in battle. They stride into war clad in leathers and furs, utilizing mostly hardened woods and small bits of metal as armor if anything. Many Wildbeards intentionally leave areas of their bodies exposed to show off tattoos, and scars.
Honor demands it: The Wildbeards hold honor and glory above all us. In the face of certain doom, many Clans would rather go down fighting gloriously than retreat like cowards even if it meant they could fight another day. As such many Dwarves die deaths that other races would deem pointless and avoidable, but alas; their honor demands it.
Nomadic: While the city of Wildhaven is built into the side of Ank-Karak, a massive mountain that borders the great plains, most of the Wildbeard clans live in nomadic villages built into the sides of hills, or dug into the ground of forests. They are not heavily reinforced, and instead rely on camouflage and unorthodox defences to keep their people safe. They are made to be easily moved, or evacuated, and are therefore destroyed easier.
Scorched lands: The Wildbeards have just recently gotten out of a three year long conflict with a large flight of Black Dragons. While the Dwarves themselves have not tired all that much, their land has seen the worst of the Dragons destruction, leaving some of their towns and villages in ruins, and some clans weakened.
People of Importance:
High King of the Wildbeard Clans, Tarenn Dragonbane: The current High King of the Wild Clans, whom assumed his role after slaying Vathread the Living Shadow, the nightmarish dragon that had slain the previous King during, "The Battle of Talons." Hero
High Shaman Scalious Raincaller: The High Shaman of the Wild Clans, and recognized leader of the Elder Council. Good friend, and confident of the High King. Hero
Glymm Stormwing, Chieftain of the Stormwing clan: A powerful shaman, and renown Gryphon Rider. He and his Gryphon, Thunderbeak command the famous Stormwing Calvary, a group of Gryphon Riders who's skills are unmatched by any in the Wildbeard Clans. Hero
Narrik Battlebrew, Cheiftain of the Battlebrew clan: An honorable Dwarf, and esteemed leader. He leads the Battlebrew clan, home to the toughest shield Dwarves in the entirety of the Wild Clans. They are known not only for their unbreakable shield walls, but for the Battlebrew Ale they brew and drink before battle. Hero
Dwatlin Oathbellow, Chieftain of the Oathbellow clan: A mighty giant by Dwarf standards, Dwatlin is the beloved leader of the Oathbellow clan, a powerful, and large clan of Wild Dwarves that are known for breeding the strongest Dire Wolves in all the clans, and for the 'Oathslayers' a fabled group of warriors that worships the God of Wolves, and fight directly alongside the clans Dire Wolves. Hero
National Culture:
Wildbeards are much more savage than their distant cousins in many respects. Generations of survival in the harsh elements has left their skin tanned and tough. They tend to wear thick skins and furs to protect themselves from the cold, and from the wind while riding their gryphons. They are very open and friendly people, each clan more of an extended family than a community. Wildbeard Dwarves love a story, and a valued source of entertainment is the grand tales told by elderly shamans, and battle-scar riddled veterans. They value honor deeply, and often seek glory in the form of heroic deeds, and accomplishments.
They brew heavy, dark beers throughout the year, as even Wild Dwarves love to drink. They prefer the darker brews as they keep the Dwarves warm on cold nights, but they also brew weaker drinks which they sometimes trade with other races. They would share their darker brews with only their most trusted allies, and even then, only a mug at a time.
Wildbeard children are exposed to young Gryphons at an early age to gauge the compatibility of the two races. Not all Wildbeards becoem Gryphon riders, but the select that do gain a close friend and companion for the majority of their lives. It is considered one of the greatest honors to become a gryphon rider.
The Wildbeard clans are very barbaric in a way, and love open conflict. They mostly just fight amongst clans, usually for sport though lives are still lost, and sometimes as a show of superiority over another clan. Though the infighting never gets to out of hand. A Wildbeard loves a good fight, and they are known to enter into large scale conflicts randomly just for the thrill of the battle. As such they can be a wildcard when engaging enemies near their territory as they might appear from the skies and lend a hand, or they might lend your enemies a hand. Their choices are seemingly random, but in reality the clans Shamans are usually sought for council before engaging enemies, so they might choose the course of action that benefits nature as a whole the most.
The Wildbeards can hold a grudge for generations.
National Stance on Slavery: Against it. Everyone has the right to be free. The Wild Dwarves do not enslave their Dire Wolf or Gryphon companions, the creatures choose to help the Dwarves, for they are all the Skymother's creations.
National Stance on Religious Sacrifice: They do not sacrifice anything to the Skymother and her children, but will often swear an oath of battle to her before entering a battle, so that everyone slain, Dwarf or not can be seen as an offering to the Skymother.
National Stance on Magic: They hold Shamanism and nature magic such as Druidism in high regard, but find Arcane magic, and alchemy to be too destructive. They see it as unnatural.
National Stance on Dark Magics: They loathe all forms to the point of outright hostility on contact.
National History:
Upon settling the great city of Wildhaven after "The Great Stampede", the Wildbeard Clans began to separate and explore the lands around them in hopes of securing the surrounding areas. Since then the clans have been relatively spread out, while still maintaining communication.
They have had contact with other races [Feel free to mention being in contact with them if a peaceful nation, or having conflicts with them if a hostile nation], and have had various armed conflicts with some races, developed and not. The most recent of which was the Dragon Wars, a three year long conflict with a flight of Black Dragons that culminated with "The Battle of Talons" during which Tarenn Dragonbane slew the Dragon's patriarch and ended the war.
National Traits: Metalcrafting, Here be Monsters, Shamanism
National Military:
Many Wildbeard clans have specialities that they tend to revolve their clan around, such as the Stormwing clan, known for their Gryphon riders, but every clan has the same basic military units;
Shieldbearer: The front-linesman of direct conflicts. They create durable shield walls in areas in needed of defending, preventing enemy troops from breaking through into the Wildbeard Forces. They wield durable circle shields, and usually an axe or spear. They wear heavier armor than most.
Spear-Dwarf: A basic grunt unit, a Spear-Dwarf wields a buckler and carries a quiver of long, sharp spears. They wear light armor, and act as a long range unit.
Axe-Dwarf: A more common unit, the Axe-Dwarf wields an axe, or a combination of axes, and wears light armor to increase their agility and speed.
Spoiler
Dire Wolves: Large, ferocious wolves that hunt in packs. Usually in the care of a Handler, but will fight alongside Dwarves at their own will if necessary.
Dire Dwarves: The nickname given to Dwarves that seek to be closer to their canine companions. They adorn themselves in wolf furs, usually wearing the head as a hood, and create serrated knuckle weapons out of bones and teeth. They fight alongside Dire Wolf groups, by unleashing their inner feral aspects, and brutally beating their enemies with their knuckle busters. Often used as stealth units.
Gryphon/Gryphon Riders: Majestic creatures with features of both a lion and an eagle. While they will fight alongside Dwarves freely, they are generally seen in battle with a Rider a top them. Unlike a horse however, the Gryphon acts more as a partner than a mount, sometimes taking control of the situation itself when it needs too. They wield powerful Stormhammers, capable of harnessing lightning. Wears medium armor.
Spoiler
Shamans: The Dwarves sole magic unit. Shamans harness the powers of the very elements themselves, but they do not bend the elements to their will, but rather work with them. A shaman does not simply call lightning forth to strike at a whim, but will ask of lightning to help should the request be just. As such the shamans are most powerful when their powers would benefit nature itself. They generally wield Stormhammers, and wear light armor. They act as the wildbeards siege units. Weak shamans are capable of acting as magic support, while powerful shamans might call upon earthquakes and tornadoes to demolish their foes. Powerful shamans ride large Dire Wolves into battle.
Because of their potential power, Wildbeards rely little on complicated siege vehicles and weaponry.
Last edited by Battlebrew; 06-10-2012 at 10:29 PM.
Awesome.
Automatic, did you get any response on your 'fog of war' idea? The more I dwell on it, the more fun it seems![]()
J u s t i c e R e v e n g e M e r c y D e s p a i r L o v e H a t r e d F r e e d o m P o w e r A n s w e r s
I am still here, just discussing a new map system with Automatic, anyway for New World nations it would be helpful to pm both Automatic and myself with your desired geographical location in the New World.
When I get home tonight I'll go through all the nations and sent people their two national disadvantages.
It would seem that since this was written I have taken on the role of the designer of sexy aliens in advanced nation rps, but it was a lovely compliment all the same.Originally Posted by Commander Kalic
Just in case you haven't already voted for Darkmatter, Send me to Space, I'll wear a top hat
Sig of awesome made by the lovely Vanq for game of thronesness