Right, well, I'm going to bed now. And since tomorrow's Christmas, my activity might be a little poor. Either way, tatta my dearies!
- - - Updated - - -
Not sure if you meant to use "your" or "you're"?
I'd like to lay claim to the land North of Rivalia. Working on the sheet now...
I'd like to lay claim to the land North of Rivalia, going west until the end of the mountain range. Working on the sheet now...
Nation Name: United Kingdom of Rasalhague (Usualy just 'Rasalhague' on maps)
Race: Human, Highland Elves
Race Description: The Humans of Rasalhague come from a mixture of several related racial stocks. These peoples are the Chereks, Bretons, Pallians, Rakands, and each people lays hold over their own state within the kingdom. The Chereks are a tall, bulky and fair-haired people with a strong warrior-sailor tradition, often considered the best seamen in the world bar none. The Bretons are more varried, but typicaly follow the local patern of being large of stature, and like their Cherek cousins have a strong warrior tradition, but believe in the ancient code of chivalry rather than raw brutality, and have recently embraced trade with the neighboring kingdom of Rivalia. Pallians are what could best be considered the merchant class of Rasalhague, being smaller than their cousins, fair-haired and delicately featured. They don't have the warrior-codes of their neighbors, and have long been a 'client people' of the Bretons, trading their mercantile prowess for military protection, and were instrumental in establishing the standardized local economy. The Rakands the fewest in number, but also the most tenacious in warfare. They have a long history of violence, and many tyrants have risen amoung their ranks and commited horrifying atrocities. They are often distrusted by their neighbors, though since the unification of Rasalhague, they have 'settled down', and are embracing trade and cooperation with the other peoples of their state.
The Highland Elves are fewer in number, but no less important than their Human neighbors in local politics. Far more hardy and warlike than most other Elves, they are a tall, stocky people, strong-featured and, unlike other Elves, often grow beards. Living in the same lands as the Chereks, they share many of the same traditions, and can often be found on Cherek ships and in their cities, though they do hold their own state in Southern Rasalhague, known as Delchin. Elven-Human hybrids exist in small numbers, and do not face discrimination.
Population Scale: 1,223,734 (Roughly seventy percent Human, twenty five percent Elven, and five percent Elven-hybrids)
Government: A rather odd mixture of monarchy and republican governments, the royal family is appointed by an elected council made up of five representitives of each race in the kingdom, and each state is watched over by an elected jarl. These families usualy reign for only a century before they are required to step down, and jarls serve a term of five years. The council is responsible for the day-to-day operations of the kingdom, and overseering law and order within its borders. The royal family is responsible for overseeing the military and major issues affecting the entire kingdom, though the king typically colaborates with the council during times of war, plauge or famine.
People of Importance: King Tor Miraborgue, Jarl Korgoth Iron-Grip (Cherek) Jarl Sarion Whitemane (Delchin), Jarl Nikolas Kerensky (Bretonia) Jarl Olana Romanov (Rakand), Jarl Petra Yurionov (Pallia)
Nation Size: Large
Settlements: Both Human and Elven settlements in Rasalhague tend to be made of stone and wood with thatch rooves, a reflecting of the harsh conditions in the Northern Highlands. Cities tend to be large, but simple and functional, and smaller villages and farms dot the landscape. Large patches of the kingdom are still undeveloped, and fauna that has long since gone extinct in other regions can often be found in these regions.
Nation History: Tradition places the ancestral home of the Rasalhague peoples in the Northern peaks and highlands, where they lived in scattered tribes, living out a clannish existance in their semi-frozen home. For most of their early history, the peoples were largely isolated from one another, occasionaly interupted by the odd skirmish between the tribes, but never escalating to open war. The Pallians were the first to establish cities, opening their doors to any that seeked to buy their wares. The Bretons quickly saw the advantage of having allies with such business savvy, and offered their military protection in exchange for the Pallians' mercantile prowess. They soon followed in their cousins' footsteps, establishing their own cities in the highlands, and soon found that they took to horses easily. These horsemen would later carve out their place in history as the legendary Winged Hussars, the knights of the North.
The Chereks and Highland Elves on the other hand were busy sacking the Southern Kingdoms, traveling the rivers in their longboats and bringing back glory and plunder to their mead halls and singing of their victory. Eventualy, however, these raids were forced to stop after their Southern victims began to fight back, learning how to combat these longboat attacks. They turned their focus to their cousins in the East, and quickly began sacking Pallian and Bretonian villages. The Bretons quickly responded, sending emassaries to the Cherek and Elven chieftains with a single message. Cease their attacks, of they would face slaughter. They laughed at this warning, and responded by commiting their forces to battle against the Bretonian lines. In several disasterous battles, the Chereks and Elves lost whole battalions to the Bretonian heavy infantry and the Hussars. After their retreat, the offered overtures of peace to their would-be victims. To their astonishment, the Pallians and Bretons quickly agreed, and even offered to trade horses, which they had previously lacked. They refused, however, even to discuss the training of heavy cavalry. During this time, the Rakands remained isolated from their neighbors, engaged in several brutal civil wars as tyrant after tyrant vied for control of the throne, leaving thousands dead. Occasionaly, ambitious Rakand warlords sent raiders to the West, butchering several Pallian villages and looting at will, while the Bretons did their best to drive back the invaders.
This remained the standard for centuries, until Jarl Faelion Wyrmbane of the Highland Elves married the princess of Bretonia, Katrina Kerensky, and managed to have himself declared King of Bretonia. With this new power, he promptly ordered that the Kings of Delchin and Cherek swear fealty to him, using the Bretonian army as a threat. After some grumbling and negotiation, Delchin and Cherek agreed, and Pallia followed soon after. With these three kingdoms under his command, he turned his attention to Rakand, which was in the throws of another civil war to overthrow its tyrant king, Vladimir Kruschev. Backing the rebels with the combine armies of the three kingdoms under his command, he quickly forced the surrender of the Rakand military, and Kruschev was executed shortly after. Following this, Faelion ordered the new government to swear fealty to him, to which they quickly agreed. Less than a week later, Faelion declared that the previously independant kingdoms would be united into a single nation, which he named Rasalhague. While some poud nationals objected to this, the governments eventualy agreed to his terms, and the United Kingdom of Rasalhague as it is known today was born.
Nation's Trade Resources: Food, precious metals and gemstones are the major trade exports, given their close proximity to the Northen peaks.
Military: 28%. Bretonians make up more than sixty percent of the military force, with Rakands, Chereks, and Elves making up the other forty.
Regular troops: Heavy infantry (Rakand, Bretonia) , heavy cavalry (Bretonia), light infantry (Cherek and Delchin) and pikemen (Rakand, Delchin).
Navy: The navy is not as impresive in size as others kingdoms', but the Cherek ships usualy outmatch their opponents in terms of construction and functionality.
Magic: Their magic is somewhat limited, usualy consisting of Druidic rituals of healing and blessings, but ends here, as the people of Rasalhague are deeply suspicious of magic (even the Elves.)
Last edited by The Whacko; 12-25-2012 at 02:24 PM.
Nation Name: The Edyr Sovereignty (Eh-der)
Race: Human - Ederian (Eh-der-ian), Other mixed races - however the Empire files other races in a lower class system
Race Description: Human - Race of Human with white skin and almost 95% of Aederians have a gene for silvery white hair
Population Scale: over 1,200,000
Government: Empire - The Emperor is a descendant of Utherius "the first god". There is a senate that is comprised of elected officials from across the regions of the Empire. Senators are elected officials, and they make up the law making body. Yet the emperor retains rights to enforce or veto any law he sees fit. The senate is just a representation of the people in government. The senate does not have real power. Women have no power in government.
People of Importance: The Emperor - Emperor Ralimus Utherius III, Heir - Torval Utherius II, Queen Maligna Yhurim, and the Senate
Nation Size: See map
Settlements: Large stone buildings in central Edyr near capital, (Think Greco-Roman). But as you travel farther out from the capital you reach a more primitive German style architecture, wooden frames with thatch roofs. They have built an extensive road system through the empire, and it is the first priority of any new settlement to immediately build roads connecting to the Empire.
Nation History: Originally formed from a series tribes more than 2,000 years ago, the empire is one of the oldest nations. The tribes held in common their belief in the gods, called the Itheric Pantheon, the belief in the "first god" Utherius was the leading force to their unification. As the tribes connected and grew, the first city began to develop and they named it after their god, they called it Uthum. After the unification of this tribes the Ederians began to quickly conquer the scattered tribes surrounding them, and a worrior and politician rose from this named Tyuriel Utherius I who was proclaimed Emperor, and descendant of the Utherius. From this the Empire was born, and they began an age of imperialism, and expansionism, absorbing remaining Ederian tribes, and conquering the Non-human races around them.
Nation's Trade Resources: Mix of agricultural, and luxury goods.
Regular troops: Ederians are know for their heavily armored footmen and cavalry. They rely on discipline and protection, thus missing out on skilled archers, and freedom of movement.
Navy: Mostly comprised of a large merchant fleet. However the Empire retains a powerful, yet small amount of trireme warships.
Magic: Ederians have a hatred of magic, and it's users are persecuted in the empire. The the only semblance of magic that exists is that of the Church of Utherius, whose priests practice restorative powers.
P.S: Pm me if you want to do any intertwining history stuff, I still have more to write. :]
Last edited by Palamon; 12-25-2012 at 10:21 AM.
Grrr...why can you guys attach images, yet whe I try, it says its too big?
Hrmh, Pumpkin, would it be okay for Arvale to extend to the mountain pass near Arvale? That way I could form a natural defensive position that would be suitable for my nation. (Where I was planning on plopping fort Ridgegate)
I'm not quite done yet, I'm still thinking about some interaction in the history with other nations. And the Nation name isn't completely satisfying, since in the creation process, I kinda made three nations out of it. I'm eager to hear what you think about it, Pirate.
Nation Name: The Obsidian Empire (as claimed by Ryvynk, though Avalon and Silvar do not acknowledge this claim)
Yet another subspecies of elves, the Nyír look a lot like drow. As the elven species suggest, they are slender with pointy ears. Their skin colour ranges from black to white, with sometimes a blueish or purple tint. for hair colors the same. Eyes can be either blood red or blue.
Compared to humans, they are lighter and have less strength, but they have about the same height.
They Nyír have a strong connection to the life force that flows through every living thing. Their life-expectancy would normally be that of humans, but can be strongly extended by peace of mind and harmony with the life around the individual. hate on the other hand, strongly shortens the lifespan. It is because of this, that peace and harmony have been strongly strived for since their very existence, and they have taken the art to great heights.
Population Scale: 400,000
Each island holds a different kind of government.
The Eastern Island known as Avalon, has a council of elders, both men and women.
The Center Island known as Silvar, is more tribal and led by a chief.
The Western Island, named Odisso, is ruled by a fascist leader.
There is no set system for how those three governments interact. The leaders and the council have a way of contact. It's not always good, but the physical distance keeps them from getting in each others way, and their shared history keeps them from ever harming each other.
People of Importance:
Ryvynk Naljear, Self-proclaimed Emperor of Odisso.
Leovan Nasgar, Chief of Silvar.
Ryu Svak, Councilmember on Avalon.
Nation Size: small.
Capital: Ops (Odisso), Ingeni (Silvar) and Anim (Avalon).
Settlements: On Avalon and Silvar the building structures are simple and made to fit the environment. Wood is the most common building material. Sometimes clay and natural rock. On Odisso, they added brick to the building materials as well as obsidian, making it possible to create larger buildings. Often these buildings bear detailed decorations carved in the stone.
Nation History: In another era, -as the story is told- the Nyír were more numerous and lived on the continent north of their current habitats. They had found a way to live in harmony with the lands that they lived on and took good care for it. The only magic arts they knew back then were healing and communication -with both nature and spirits. For a long time they lived without interference of the rest of the world. For so long, that they were able to build up a very precious and delicate balance. A very very fragile one as well.
... (insert invasion/great war/apocalypse here)
After this event, the Nyír fled their homelands for a place safe. And they found the island Avalon. For many years, their only concern was not being found. They learned and practiced the art of darkness and deception. Magical constructions were build, so that no one could find their island except for Nyír. Even if they knew were it was.
Avalon was meant to be a place were all Nyír could hide and rest and heal from what had happened. The mages of old, together with a large group of craftsmen, set up the obelisks that would secure their future. The Obelisk of Darkness made sure that the island was forever surrounded by magical mists. A side effect was that by day, it always looked as if it were twilight. And the island was always surrounded by dense mists. The other Obelisk was of Healing. Those two obelisks would prevent the Nyír from getting into war with any nation or race ever again. A side effect of the Obelisk of Healing, was that it extended one's life. The Council of elders build their houses around that obelisk, and they have been alive for a very long time.
Peacefully and secluded, the Nyír lived on Avalon for a long time. But in time, the fact that they were so cut of from the rest of the world, began to feel prison-like to some. There was a group that didn't want to hide anymore, and they stepped out of the shadows. The migrated to an island southwest of Avalon, were they were happy to live in the sunlight and to make contact with other species. To the rest of the world, it may have seemed that de Nyír had vanished from the world for about two centuries. And when they returned, they had changed somewhat. They had magical items for trade, coming from a place, seemingly no one else could find.
On Silvar, this group of Nyír could settle peacefully and be in contact with the light and the world as they wished. But again, some found it hard to find harmony with the rest of the species in the world. One person in particular couldn't settle with the fact that they could not revenge themselves on what happened in the past, because they all would die from their inner hatred before they could do anything at all. His thoughts made him very unhealthy and he had to stay at the Healing Obelisk on Avalon in order not to die. As he spend his days there, he was schooled in the arts of magic by the elderly mages. They hoped to achieve peace in the young man, by making him see how everything was connected and worked together. Being somewhat of a magical genius, he accidentally invented another way to tap into the life-force. Instead of his hating consuming his own life-force, he could make it consume other's, which healed him in return. Ryvynk realised that this was his change to get away from Avalon and to make the world pay for what it did to his species. He traveled west to Odisso and founded a new settlement there. He made it clear to all the Nyír that they were welcome to come live with him there and to join his army. In return he would teach them the art of vampirism. On the other two islands, they watched this event with great fear. And they denied any assistance and coörporation with the newfound and pretentious empire.
As it turned out, all that were thaught the art of vampirism and followed the path of hate, disconnected themselves from the life-force in such a way, that like the rest of the world, they were forever unable to find Avalon.
Nation's Trade Resources: As the islands are all vulcanic in origin, Obsidian is a common ore amongst the Nyír, and the number one export of Odisso. Furthermore they trade in healing potions and items that are created on Avalon. Most trade goes via Silvar, because the Avalonians are too secluded to deal with others.
Regular troops: Odisso has a relatively large army (30% of their population) consisting of rogues, ninjas and swordsmen, assisted by a few mages. blades and arrowheads are made from the obsidian that is common on Odisso. Silvar's battle forces consist of druids and rangers, that often ride an exotic animal. They are about 10% of their island's population. On Avalon there are some powerfull mages, priests, clerics and necromancers, about 5% of the population.
The Obsidian Empire has proposed to join the Silvarian and Avalonian forces with the Odissian military. But both solely use their forces for defence, evasion and healing. They refused to join the Obsidian Military.
Navy: They have a swift and small navy, which they use for communication and travel purposes. The ships are fast but would do poorly in battle. Most ships are imbued with magic that makes them hard to spot or to track.
Magic: There is two kinds of magic that the Nyír are specialized in. One is the magic of being unseen and untrackable. The magic of darkness and illusions. Anything to keep you from finding them. The other one is the magic of life force. The magic of healing and the afterlife. It goes hand in hand with the study to the life force that connects all things. As well as the corrupted version of vampirism.
On Avalon, they practice the art of darkness, healing and necromancy.
There are two huge magic obelisks on the island. It was said, forthy-one mages gave their lives to create them. One keeps the island hidden from non-Nyír. The other one heals everyone that sets foot on the island, non-Nyír included. It also extends life-expectancy.
On Silvar, the main magic type is communication with all that speaks another language (like plants and animals), through the life force. As well as healing.
On Odisso they practice darkness and vampirism.
Last edited by Obscurus; 12-25-2012 at 03:37 AM.