I should have my sheet up some time today would you reserve spot 6 for me
i find it funny how i move this role-play over to an advanced and completely remove the past one to get rid of some people, and they just come straight back over -_- FML.
I Luv yew Gaiz! <3
I should have my sheet up some time today would you reserve spot 6 for me
my ability to visit Role-Playing guild is currently hindered since life has caught up to me I'll try to get on once a week though.
tiny gnomes of doom (more commonly referred to as MiniTroopers) now recruiting
GENERATION 15: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
The Whole World is Yours [SANDBOX] Casual Interest Check, please check it out.
to destroy the world press the red button •
If nobody's taken number 3, I'll lay claim to that spot.
Children of the Emperor! Death to His foes!
I'm no longer allowing spot reserves, first come, first serve.
I Luv yew Gaiz! <3
this is what I have so far
Nation Name: Narsithro
Nation Flag: (I made the flag)
Location on Map: 6
Country Name: Narsithro
Capital City: Cargoth capital city of the Narsithro empire is a city built on one of the larges mountains in the known world over the centuries the city has expanded inward and outward and the defenses are almost Impossible to penetrate and the streets always favorer the defender with the inside being ahuge maze of stores of food weapons and other things to last against siege
Race Name: Sarthan
Race Physical description/Appearance: (Picture I will get a pic in later when I make one of find one I like) average height is 7 foot 2 in. they have a tale which actually is strong enough for using like a monkeys tail (they can use it to swing about grabs stuff fight…) they have a three fingers and a thumb on each hand with claws sharp enough to climb and kill with on their hind legs they have four clawed toes their eyes are all colors of red and orange and once in awhile there will be yellow ones and vary rarely there are purple eyed ones
Psyche: most are warmongers that want to fight just because it is fun while others still have the warmongerness will sit back and think things through and are typically generals or other high ranking officer there are the exception of some who do not have the warmongering nature they are typically politicians and inventors.
Racial Disadvantage: over aggressive at times not very resilient (I might add more later as I find them)
Racial Advantage: extremely fast and agile and allot stronger than they appear and are extremely intelligent even if they don’t show it.
Race 2 Name: Gashien
Race Physical description/Appearance: they have longe tails that can be used as counter bulance, smashing thins and other useful things
Psyche: (The average mind set of your race. Is aggression common? Or perhaps they all like to think deeply on the meaning of life? Either way, describe it here.)
Racial Disadvantage:
Racial Advantage:
Government: (Your nations government form)
Religion:
Population: (Population of your nation?)
Short History:
VIPS: (Very Important Peoples; important characters, often the major players in the government, business, media, military etc of your nation. People such as emperors, Kings, Generals, the rulers family and such go here)
I will be up dating it soon
my ability to visit Role-Playing guild is currently hindered since life has caught up to me I'll try to get on once a week though.
tiny gnomes of doom (more commonly referred to as MiniTroopers) now recruiting
GENERATION 15: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
The Whole World is Yours [SANDBOX] Casual Interest Check, please check it out.
to destroy the world press the red button •
isint having nation name and country name a bit redundant?
my ability to visit Role-Playing guild is currently hindered since life has caught up to me I'll try to get on once a week though.
tiny gnomes of doom (more commonly referred to as MiniTroopers) now recruiting
GENERATION 15: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
The Whole World is Yours [SANDBOX] Casual Interest Check, please check it out.
to destroy the world press the red button •
.........
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Pyrak, leave before i rip you're head off. and take a fit of rage.
YOU are the main reason i deleted the old post and made this advanced...
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DO YOU NOT READ, A SINGLE, FUCKING THING, THAT I PUT IN THE OOC? SERIOUSLY?
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ARGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
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This is a joke, I'm like so close to ending this entire roleplay, because of the fucking idiots that this RP has attracted.
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You guys have no idea, how mad i am right now...
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Sigh.... i need to chill, sorry.
Its just obvious that i'm only... going to accept people with GOOD sheets...
I Luv yew Gaiz! <3
Work-in-progress; nearly complete
Nation Name: Ahrimdan Dominion
Nation Flag:
Location on Map: Number 1
Country Name: Arrdern
Capital City: Turondur
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Interior views of the Solar Palace
Race Name: Ahrim, Ahrimdan (plural)
Race Physical description/Appearance:
The Ahrimdan are pale-skinned, bald humanoids which dwell in Arrden's borders. They have lithe, yet muscular bodies which have been adapted to better thrive in the terrain of Arrden. Each Ahrim is tall, with sharp, gaunt features. Their skin is smooth to the eye, but is tough in actuality, built to resist the climate of the rocky mountains. They move with a seemingly unnatural grace and are capable of blindingly quick bursts of action. Ahrimdan have very acute senses of balance and fast reflexes. To a non-Ahrimdan, they are almost abstract, exotic beings. Ahrimdan have very fast metabolic and cardiac systems compared to other races. Ahrimdan often apply semi-permanent pigments to their faces in unique and elaborate patterns. These indicate martial and social status, loyalty, profession, etc. They may also be a mark of religious devotion.
Psyche: Collectively, Ahrimdan are a spiritual people with a rich mythological culture. They believe that all Ahrimdan are bound together by a supernatural force known as Yshla. This Yshla is attributed to one's spiritual health and is affected by an individual's embrace of Ahrim culture. To learn and accept the many chapters of Ahrim mythology and live by their example harbors positive Yshla. However, if an Ahrim was to leave his society and venture elsewhere into the world, adopting foreign beliefs and ways of life, his Yshla would deplete itself and would no longer be accepted by his former people. The refusal of one's natural self is damnation, in short.
While spiritual-minded, Ahrimdan have a natural inclination to a warlike mentality. In their mythology, it was victory in a war between their race and Arrden's demons that enabled them to make their home here. They see common tasks as conflicts - harvesting crops is a war against famine; building a wall is a war against weakness. They are constantly developing ways to win these "battles" most efficiently, in the form of new tools or re-thinking methods of doing things. In a war against drought, an Ahrim may build a well. This mentality is of course, best evident in actual fighting. Ahrimdan are ever-developing different tactics and weapons to win as quickly and decisively as possible. They're an intelligent, intuitive lot.
Racial Disadvantage: Distrustful of other cultures/peoples, conservative
Racial Advantage: Ever-adaptable, resolute
Government: Empire
Religion: The Ahrimdan have a polytheistic religion and most deities are attributed to different concepts. The Ahrimdan believe themselves to be the children of these gods - long ago, they are written to have walked among them as mortals and led them to war against the demons said to have inhabited Arrden prior to their coming. If this is so, then Ahrim deities may be prominent leaders of their race who lived thousands of years ago. Chief among the Ahrim deities are Khathor, god of war and Illyra, mother-goddess of the Ahrimdan. It is said they birthed the first of the Ahrim race and founded the Ahrimdan Dominion. After the founding of the Dominion, several of Khathor's children laid claim to various portions of the mountains and ruled over their respective peoples. These became the lesser gods of the Ahrim pantheon and are typically associated with different traits and ideas.
The sun has always been an important symbol of Ahrim mythology, as it is seen as a symbol of Khathor and its light pierces the clouds and fog that linger throughout Arrden's mountains. For this reason, the sun is the primary symbol of the Ahrimdan Dominion and of all Ahrimdan throughout Arrden.
Population: 800,000
Short History:
The Founding of the Ahrimdan Donimion, as told by the Yshla Texts:
When Arrden was still young, Khathor and Illyra, found it inhabited by bestial creatures, which they called Dhrag. They prowled the mountains, gnashing their jaws and spitting bile wherever they tread. They frightened Illyra and her children. "We cannot raise the Ahrimdan here, surely they will devour us and cause us misery," she pleaded. But Khathor put his trust in his children and himself, saying "Despair not. We will cut them down and carve ourselves a home here. These mountains were destined for the Ahrimdan." With that, he raised his sword, and his children did the same, following Khathor into the grey mountains. For many days and nights the War God and his children fought the Dhrag. Bronze against tooth and claw, they dueled for the mountains until the Ahrimdan slew the last of their dark foe. Khathor returned to Illyra, bearing the head of the Dhrag king and said, "We have triumphed, for the Dhrag are no more. The Ahrimdan have earned this home." - Book One, Chapter Three
VIPS:
-Sun-Emperor Khathorvadeem: The current emperor of the Dominion, Khathorvadeem (meaning "Son of Khathor") sits upon the Solar Throne. A devout religious ruler, he is well-liked by his subjects and managed to settle a generations-old dispute between the Haar and Vadesh noble families; rulers of the north-most provinces. Some whisper that he may be a reincarnation of the war god Khathor, although he has dismissed these claims with amusement. Khathorvadeem is an avid student of warfare and often surrounds himself with his generals, as to discuss matters of battle.
-General Asanni: Khathorvadeem's favorite general, Asanni is a brilliant tactician and fighter. Ahrim society bears little to no restriction on either sex, so her position is not abnormal for a female. Asanni spends much of her time with the Emperor - hinting at a relationship other than simply political.
-Magistrate Inarra: Khathorvadeem cannot rule over all of the Dominion and the capital at the same time. Magistrate Inarra is in charge of administering laws and keeping the peace. The Ahrimdan Dominion does not typically see a large rate of criminal activity, but some incidents do occur and judgement must be passed. Inarra oversees judicial operations throughout the Dominion and steps into local cases, if need be.
-Lord Mordannon: Head of the Vadesh noble family, Mordannon presides over the northern province of Kelesh. He's notorious for his short temper and warlike tendencies, but its clear Kelesh is in good hands. Mordannon is a staunch supporter of the Emperor, grateful for his intervention between the Vadesh and the Haar. Kelesh is an important province, due to its tendency to produce a larger recruitment pool than any other province. Its a highly-militaristic region, and that suits Mordannon well.
-High Seer Ymarrana (see picture in race description): Ymarrana is the overseer of religious activity within the capital. It is to her that the convents located in other provinces answer to and look to for guidance. Ymarrana is believed to be an oracle, capable of communicating to the gods and interpreting their will on the physical world. As such, the position of High Seer is largely a political one, religion having the importance it does in the Dominion.
Military: The army of the Ahrimdan Dominion relies heavily on combined-arms tactics. Skirmishers, spearmen and shock infantry work together in concert to achieve a victory over their enemy. For this reason, the army is host to a diverse array of regiments and equipment. Different provinces have different methods of recruiting and specialties - some may be primarily infantry-based, while others may recruit for archer divisions. Despite this, the Dominion as a whole ensures the ranks are at full strength and different soldiers are spread evenly throughout Arrden. Provinces keep units of home guard, but most who enlist are placed in the Grand Army of the Dominion. This army is at the command of the Emperor and his generals. In peacetime, the Grand Army is staged across Arrden to support the home guard. If the Dominion ever comes under attack, or less-likely, declares war, the Grand Army is mobilized and its divisions are assigned to fronts where needed. Versatility and combined arms are staples of the Grand Army; as such, it maintains no permanent corps organization. Rather, divisions are assigned to larger, temporary battlegroups on an as-needed basis. A shock infantry division may be assigned to a larger force of elite troops to form a massive hammer, or paired with a regular infantry battlegroup to add some offensive power. The irregular, rocky terrain of Arrden negates the use of cavalry and are very unforgiving to armies trained on flat land. This is why the Dominion refrains from using mounted troops.
Organization of the Grand Army:
Divisions 1-8: Heavy Infantry
Divisions 9-15: Skirmishers/missile troops
Divisions 16-20: Shock Infantry
A single division is comprised of 11,000 soldiers, further divided into 20 regiments of 550 soldiers each. The combined total soldiery of all 20 divisions is approximately 220,000 men and women.
Armor & Equipment:
Divisions 1-8 are comprised of infantry; the standard Dominion soldier and the core of the Grand Army. Typically, they are equipped with spears, round shields and swords or hatchets as secondary weapons. The typical Ahrim soldiers dons a thick coat, reinforced with plates of metal and a helm over a veil of mail to protect the face. This garb offers adequate protection and allows for good mobility.
Divisions 9-15 typically wear the same protective coats, although may lack the metal armor of the infantry. This weighs them down less, so skirmishers can get around the battlefield quickly. They are highly adept at launching ambushes in the Dominion's jagged terrain, utilizing irregular, guerrilla tactics. They have short swords and compound bows. Archers are constantly perfecting their aim during day-to-day activities.
The remaining five of the divisions are the elite soldiers of the Grand Army. Picked from the veterans of other divisions, they are specially trained and armed to the highest degree. Their armor consists of more plates, offering better protection. These soldiers have given up their spears, instead wielding vicious, curved blades, maces and axes. They are to the hammer as the lighter infantry is to the anvil. Shock troops have turned their military service fully into a career and spend every day of their lives training their bodies and minds for battle. The aesthetics in the garb and preference in weaponry of one regiment may vary from another, as each has its own traditions.
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Nation national anthem/Theme song:
Other: (Other misc. stuff)
Last edited by Aristocrap; 11-17-2012 at 06:44 PM.
Children of the Emperor! Death to His foes!
[Totally saw that ^ coming.]
Anyway, I've had nation RP's explained to me, and if my freshness to the genre is ok, I thought I'd just jump in feet first.
Nation Name: Beltana
Nation Flag:
The flag is never hung from any pole save the one atop The Hold, and when used on the field is simple knotted through a heavy iron ring affixed to a heavy bladed spear born by an honoured Lodge warrior.
Location on Map: 3
Country Name: The Yeldenwood.
Capital City: Beltanhjold
Located along the northern edge of the lands major lake, the hold is enclosed within a great ironbound wall of pine logs. Most all buildings are constructed of wood and native materials, with a series of longhouses dedicated to their peoples totemic lodges radiating around the palace. The entire city however is situated around the single great house, a palatial construction three stories high, constructed in circular tiers and every exposed wall carved with epic imagery telling of their peoples past. This central building, known only as "The Hold", is both the residence and seat of power for the Tuah'thane queen and all aspects of the peoples central government.
Race Name: Tuah'thane "The Kingly people"
Race Physical description/Appearance: Essentially human in appearance, the average height being 6 feet with a heavy natural musculature. Pale skinned, red and blonde hair is the most common, with a mixture of blue and green eyes. Extremely rare and often said to be blessed are those both with golden Iris', with the druids claiming that such folk are favored of the spirits.
Psyche: Not an overtly aggresive people, which is unusual given their culture, physical prowess is the pinnicle of social advancement, with the Warrior Caste being revered above all others. While not aggresive, the people tend towards physical confrontation whenever a confrontation extends beyond peaceful resolution, with the winner of any combat deigned to be in the right, as decreed by the spirits and fate.
Racial Disadvantage: Lack of native trades, No real farmers or merchant class. Reliance on other nations to provide all imported goods.
Racial Advantage: Consumate warriors and despite their seemingly primitive culture, a stable and prosperous central government.
Government: Matriarchy, supported by a triad of traditional advisers.
The Tuah'thane have always had a Queen, with the female mind respected and acknowledged as clearer thinking and free of the unruly emotions of a man or a warrior, and thus trusted to rule. Almost as revered as their animal spirits and beloved by every one of the people, her word is law, but any decisions made are tempered by her council of advisors.
First among the queens council is the Arch-Druid. A warrior culture above all, the Arch-Druid is the leader of the Tuah'thane priesthood. With priests serving as both spiritual and emotional advisors to the populace, they also serve the dual role of being martial teachers to all Tuah'thane youth, and to ascend to the position of Arch-Druid, one must have entered into ritual combat with and either defeated or held their own for a half hour of unbroken combat with the Chieftains of each of the seven warrior lodges.
The tradition behind this ruling is that to effectively guide, one must first know and understand each of the great houses and their ways.
Second of the council is always the current head of the Bear Lodge, being the strongest of the warrior houses and the most respected, in matters of war of the pliance of their mercenary trade, the Bear is the practical guiding hand of the warrior houses of the Tuah'thane.
Third is the Patriarch. With every Tuah'thane youth entering the trails of the warrior lodges on the year of their thirteenth birthday, so are the warriors weeded out from the minority unsuited or untrainable in the arts of war. This minority goes on among the Tuah'thane to learn a craft such as smithing, fletching, woodwork, etc, with all native crafts of the Tuah'thane being dedicated solely to the support of the warrior caste. The Patriarch is the elected spokesman of the non-combatants among the people, and speaks for their needs and desires on the queens council.
Religion: Totemic. The worship and reverence of a collective of animal spirits.
Population: Approx 350 thousand. Populations in outlying villages and wood settlements vary in any given year, making it hard to judge past the 40 thousand living within Beltanhjold.
Short History:
At the earliest stage of their history, the Tuah'thane were a divided people of seven different tribes, all occupying the lands in and around the great wood. Periodically they would make war on each other in earnest, with raiding and skirmishes common and effective means of controlling the population and damage done to the herds that sustained them.
By the time of the development of the first bronze weapons, a leader arose among the people, forgotten know but it has been claimed that she was a wife of the Eagle tribe, whose husband had been claimed in war, with a child following in his wake from sickness. This woman began to travel the land, speaking, preaching really, of the folly of their peoples ways, the division, the lack of unity and the spilling of brothers and sisters blood.
For seven years she walked the lands of the Tuah'thane, protected by common law as one not a warrior and so not to be harmed by any, she eventually bullied or bargained her way to audiences with the chiefs of each tribe, including her own, and convinced them to meet at a conclave to decide once and for all the future of their people.
This conclave, expected by many to be simply another shouting match between the seven great egos, was instead a solemn and sombre affair, begun by the chiefs being sat before a parade of two hundred and ten speakers, thirty men and women from each of their tribes who each had a tale of how the tribal warfare had taken so much from their lives, and returned nothing of value.
At the end of this conclave the tribes were unified, with the woman speaker being elected the first queen in a line of rule unquestioned for hundreds of years. Even in the event that the queen has no daughter or the bloodline has died out for any reason, a new Queen is selected by consensus from among those who do not wield any blade, with no warrior permitted to sit on the throne of the Tuah'thane.
So began their history of fighting not amongst themselves, but for the other peoples of their land. What at first began as a simple agreement of trade as the borders of each land expanded soon became the central market of the Tuah'thane, with them becoming a mercenary people, hiring out the use of their warriors to royals and nobles throughout the seven lands, thus winning gold to be used in trade for their people. Such is their way.
VIPS:
Queen Tualane:
Coronated at age fifteen following the death of her mother the Queen during childbirth with what would have been her young brother. Tualane was initially guided by the strong and certain hands of her advisers, though quickly outgrew their gentle steering, proving herself to be a capable and competent ruler, understanding of her people at a level that few rulers, however well intentioned, have matched.
Calm and unphased in the face of almost all things, Tualane is possessed of a keen mind and enough insight to understand her own limitations, placing her faith and trust in her conclave of advisers to fill in the gaps in her knowledge, a rare trait in one wielding such power to be sure.
As a child she grew and played with the Arch-druid Corvin, and while the changes that maturity has wrought in her young friend have strained their relationship on a personal level, professionally she still leans heavily on the mans umatched insight into the human mind.
Arch-Druid Korvin:
A bright, naturally gifted child, as sunny in his disposition as he was in hair colour. Effortlessly charming and genuinely kind hearted, Korvin grew up as a childhood playmate to the (Then) future queen, with the Tuah'thane placing less emphasis on class restrictions than other peoples and royals mingling freely most times with their subjects.
Given his natural aptitudes, it was much suspected that Korvin would be the prize catch the Lodge chieftains would battle over come his thirteenth year and entry into the years youth trials. Such was not to be, however, when on a night a week before the trials a Druid came to the parents of Korvin, declaring the priesthoods intentions of claiming the boy. Such was an honour rarely extended among the Tuah'thane, and while not as desired as the more obvious glory of a position with the Lodges, it was still to be a life of purpose and honour.
Korvin took to his studies with all the enthusiasm he showed everything else, and excelled beyond even the expectations of the Arch-Druid, who took to mentoring the boy personally. Age seventeen, Korvin recieved summons by the Witches conclave in the heart of the Yelden, rumoured seers of power unmatched even among the druids. While mistrusted and feared, the Witches were never denied, and so escorted by the Arch-druid, Korvin entered the dark heart of the Yeldenwood, with a whole week passing before he emerged, forever changed by whatever dark secrets had been whispered in the forbidden heartlands of the wood.
Gone was the bright, happy boy, the light in his soul replaced by unyielding iron and a devastating ability to see into the heart of his fellow man, Korvin resumed his studies, theological and martial, as before a youth was claimed by a Lodge to learn their way of war the Druids were responsible for martial training, among their other duties, with a fervor that unnerved all who knew him.
In his twenty-fourth year, two years after the Arch-Druid stepped aside from his post as age wore away at his frame, Korvin declared his desire to take the trial and assume the mantle. A series of ritual combats with each leader of the seven lodges, usually one combat was taken each day with the rest dedicated to recovery. Korvin completed all in a single day, driving each of the chieftains before him in a clear defeat or battling to a standstill as required. And unprecedented feat.
Since then he has served Tualane with a dedication so true that in it some can still see the young love that had once been shared between the two.
Chieftain of the Bear Lodge, Milea Ironheart:
Younger sister of Queen Tualane, Milea is the fire to her sisters calm sea. Fiery of temperment and strong of arm, Milea never possessed the patience required for statecraft. Her fire however proved a boon when she took her youth trial, with the former chief of the Bear clan coming to blows with several of his brother-chiefs over the right to claim the girl.
Milea blossomed under this tutelage, swiftly becoming a devestating genius in the art of war, as fierce in mind and tactical insight as she was in personal combat. When the chieftain of the Bear Lodge stepped down as his eyesight failed, Milea was voted as his successor unanimously, the second such result ever in the history of the warrior lodges.
Carousing is common and prevalent among the Lodge warriors, encouraged quietly as a means of keeping up the numbers of children to feed their mercenary culture. Generally this lasts until a man or woman of the lodges finds a spouse, generally with the same fiery Tuah'thane temperment to wring their wild ways out. Milea however never took part in such behaviour, and it is in fact an open secret among many that she favors the fairer sex and is presently engaged in a long-term affair with a red haired weaver girl.
This holds no bearing on her position however, and any such fool brave enough or deep enough in his cups to dare utter an unkind word about her preferences within earshot of a Bear will inevitably end the night with fewer teeth than he started it.
Most often at odds with Korvin over matters of state, she views the Arch-Druid as rival both for her sisters ear and affections.
The Patriarch, Bornhin:
A truly gentle soul, as a boy Bornhin took to the wood with the kind of proficiency most Tuah'thane children pray for with the blade. A true prodigy of the craft, Bornhin was swiftly apprenticed in the wake of his expectedly poor and quietly accepted poor showing at his youth trial.
Given tools and woods to work with, his skills blossomed, and he outstripped every new teacher he was given, aged only sixteen when he was allowed the honour of adding his own craft to the carvings that are constantly being added to the walls of The Hold, and to this day they remain unmatched in their excellence.
Amassing over his life a wealth of staggering proportion as the word of his gift spread and his crafts and work sold across all nations, the man gave away as much gold as he spent on rare woods, content with a simple life dedicated to his craft.
Voted as the new patriarch aged fifty-two, Bornhin struggles with the duty, considering himself unworthy of speaking for his fellow men and women, but is dedicated to honouring their faith in him with diligent service.
Military: Approx 250 thousand of the Tuah'thane are members of one of the seven Lodges, the rest of the population divided between the elderly, craftsmen or youth.
Each of the Seven Lodges has a holding located at a sacred sight of their original tribal origin where warriors of the Lodge reside for most of the year when not at war, thus keeping Beltanhjold and the villages clear for the main of warriors save for those visiting family or on business.
Warriors of the Tuah'thane do not hold to rigid military structures, but the Seven Lodges to produce each a specific tutelage of warfare that makes the Tuah'thane the sought after warriors that they are. Not given to the same numbers as the other races, what makes them the premier warriors is the utter dedication and understanding of warfare, and folk will pay the exorbitant prices demanded by the lodges for their warriors because such is often the difference in their wars between victory and defeat.
The Bear Lodge: Frontline warriors. They wear the heaviest armour employed by the Tuah'thane and most often employ hammers/maces and heavy shields, preferring open warfare where they can grind their foes to nothing.
The Wolf Lodge: Cavalry. It is said, good naturedly, among the Tuah'thane that if a Wolf warrior could teach his horse to cook he would take it to bed and sit his wife in the stable. Able to fight in ranks or in loping packs like their namesake, Wolf riders are a mounted force to be feared.
The Stag Lodge: Lightning strike specialists. While not as proficient in stealth as the Adders or as swift as the Eagles, warriors of the Stag are specialists in skirmish strikes, appearing out of thin air it seems to drive home their horns into the enemy's most vital spot, disappearing beyond retribution before casualties mount.
The Eagle Lodge: Scouts of the highest order, Eagle warriors are taught to know the land like they know their own soul, able to glide through the most arduous terrain the same way an Eagle would glide over it. Often their ability in the natural world is enough to put a natives knowledge to shame, and they are prized as recon by intelligent commanders the world over.
The Adder Lodge: Archers. As deadly and swift as the snake, and just as wicked, the Adder warriors tip their arrows and coat their blades in poisons derived from all manner of plants and animal sources. A knowledge of such is demanded in their teachings, that they might match the fearsome venom of their Totem.
The Tortoise Lodge: Siege warriors. Prized by any force who need to defend terrain or objectives, it is joked that a Tortoise given six stones and orders to defend it will not be moved short of an earthquake pulling the ground from beneath his feet.
The Hound Lodge: Not as specialised as their brother lodge warriors and never for hire. Their costs and arms are tithed from each of the other six houses. Matching specialization with versatility of training, the Hounds are the home guard of the Tuah'thane, charged with the defence of her borders and lands.
Nation national anthem/Theme song: http://www.youtube.com/watch?v=59Ri2...eature=related
Other: (Other misc. stuff)
Last edited by GrimProphet; 11-17-2012 at 03:35 PM.
GrimProphet & Aristocrap, thank you very much for puting a big smile on my facevery nice.
Just one tiny thing.
GrimProphet, For the Military section, you must detail each type of unit you have in detail with a picture, and the number of them there is. you also need to write a short history for each of you're VIP's as you will be playing out as them most of the time.
When you are both finished, i'll add you guys to the mapxx
I Luv yew Gaiz! <3