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Thread: Create-A-Civilization OOB

  1. #1

    Create-A-Civilization OOB



    OOC

    The Roleplay

    This a pretty simple thread. Post hear you Nation Sheet ONLY!! And ONLY post here when accepted and when your NS is complete! Thank you very kindly, and have fun
    Last edited by DEMoGorgon47; 2 Weeks Ago at 03:40 PM.

  2. #2
    Multi-21 Baron Leros's Avatar
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    Nations Name: The Kingdom of Ivorymist

    Motto: Through trust and faith in one another; The Ivory people can not fail



    Nation's Major Trade Exports: Ashlumber, Iron & other Raw Materials, Lumber, Muskets & Gunpowder
    Nation's Major Trade Imports: Furs, Exotic Foods, Consumer Goods (Furniture, Clothing), Lumber if not in surplus.











    Last edited by Baron Leros; 04-01-2013 at 05:25 PM.


    All these nice people saying I'm going to be world champion won't make me any faster, you have to believe it yourself.
    -Sebastian Vettel

    You can't change what happened. But you can still change what will happen.
    -Sebastian Vettel

  3. #3
    Nation Sheet
    Nation Name: Avara

    Race: Avarian



    Population Scale: 2,850,000





    Nation Size: Large















    Last edited by DEMoGorgon47; 2 Weeks Ago at 08:52 PM.

  4. #4
    Senior Member Orchilles's Avatar
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    Nation Sheet
    Nation Name: Morgard
    Race: Human


    Population Scale: 1,250,000 sentients. Countless more non-sentients





    Nation Size: Large













    Last edited by Orchilles; 04-03-2013 at 06:56 PM.

  5. #5
    Set Free maxxorlord's Avatar
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    Nations Name: Terraethia



    Race Name: Liamuk (Literal translation in their native tongue - Lizardmen)



    Nation Size: 3,000,000

    Population Scale: Large



    Settlements: The average Skink settlement in Liamuk is in poor condition, the roads being of dirt and the houses made of wood and cloth. These settlements scour the countryside, and are extremely over populated. Often times the Skinks in these villages will attempt to revolt, but these revolts are met with an iron hand slapping the village across the face from the Terraethian military.

    Warick and Predatorian settlements are much better kept. The roads are made of cobblestone, and the builds are beautifully crafted stone. Large military garrisons are set in these settlements, to protect the citizens from attacks, and to train them for warfare.

    Important Warick/Predatorian settlements include: Tyre, Warclaw, Stronghide, Frozenwood, Riptide, and Klinthor.

    Important Skink villages: Weakfire, Ruinhome, Deadplace, Wickedstone, and, the best kept village for all the yellow Skinks, Goodlife.

    National Geography: Climates in Terraethian territory vary widely. Coastal cities are much warmer, and have the fewest storms. Inland cities closer to the south are extremely cold, and suffer through many storms. Most cities sit in between the two extremes.




    Nation's Major Trade Exports: Slaves, fish, lumber, exotic spices, and magical items, stone.

    Nation's Major Trade Imports: Metals, bread, meat, firearms, war machines, and a host of other things.





    Last edited by maxxorlord; 04-06-2013 at 10:03 PM.

  6. #6
    Senior Member Kilo6's Avatar
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    The Empire of Karlsland




    Race Name: Karlslanders

    Race Description: Average height of 6 feet, normally have dark red hair or brown. Pale light skin. Humans as far as actual physiology goes, only a more muscular per person

    Nation Size: Medium

    Population Scale: roughly 1,200,000

    Capital: -Taken from a brochure at the front gate- The Grand Capital of Schickunstein! A technologically advance city with the latest in public transportation, lighting, defense, you name it! Any newcomer to the city would immediately notice the the massive, heavily fortified citadel in the center of the city. Known as the Governmental Citadel, the large fortress is where the all government matters take place as well as the Chancellor's home. Next would be the industrial sector! Here is where the great empire's finest factories reside creating all sorts of amazing contraptions are made for both civilian and military needs. There also many refineries, labs, and other assorted industrial facilities located in this sector of the city. Then there is the Market Sector! Here you will find goods from all sorts of lands! Not only can you buy goods in the Market Sector, but also experience the Garden of Memories, a park where the people of Schickunstein can go to relax in quiet tranquility! Then there is the Military District. Here is where Karlsland's finest soldiers come from with the Naval and Truppe Academies are as well as assorted barracks, training grounds, and finally a large plaza that serves as a parade ground! Enjoy your stay in Schickunstein, the capital of The Empire of Karlsland!








    Settlements: The way a town or city looks/built is based on location and population. Typically towns that have higher, denser populations and are located near resources that are mined are very industrious. For example, the major industrial town of of Muchinstein is located in near the Barden Mountains, where there are large strains of iron. With the combination of both the iron and the growing population, it produces a very industrious city. On the other hand there is the city of Fardon located in the southern low lands or know as Sutherland. Here in the Sutherland, Fardon is the only major population center where the harvest of the surrounding farmlands is brought and exported to other cities or to the ports to be taken to far away lands. Speaking of which, the handful of major ports vary in style, mainly due to population. The largest is located in the north western area of Karlsland called Harfernburg, where large dry docks construct the Karlslandic Navy and where large steam powered cargo ships make their stops for maintenance and repairs. Over all, Karlsland is a industrious nation that always tries to be self dependent, thus its populations centers will reflect it.


    National Geography: To the north lay the Barden Mountains and foothills. Here is where Karlsand mine large amounts of Iron and coal and is considered to be the more industrialized area of the nation. This is also where the major port of Harfemburg, created through the making of a large artificial port. The northern lands experience a harsher cold and snow is usually on the ground in the mountains all year. THe climate becomes less extreme as you head toward the southern end of Karlsland. Here there are a mixture of large forests and huge fields. This land is considered the agricultural center of the nation with less rocky terrain. The climate here is warmer, being an early spring day at its hottest. The land here is much more fertile and originally was heavily forested, but large parts of what once was a great forest have been cleared for timber and for farming.

    National History: The Empire of Karlsland was forged from seven Karlslandic states at war with one another. Through blood and iron, the northern state of Karlsandia lead by Chancellor Wolf Schick prevailed in the end, making Schick Chancellor of Karlsland. Schick understood and saw the importance of industrialization, so he set in motion a plan to industrialize the nation. This changed everything about the nation. Within a decade, the nation went from a small, warlike state to a large, industrial, self dependent powerhouse. The nation still held on to militaristic ways and while it is for all intesive purposes self dependent for resources, it is constantly building its force in hopes of claiming overseas territories to further the great Empire of Karlsland
    Nation's Major Trade Exports: High Quality Steel, Arms, Technology, Coal, and Manufactured Goods
    Nation's Major Trade Imports: Jewelry, Gold, other assorted luxury items, and marble
    Military:

    (For small insignia reasons)
    Army/Regular Troops: 15% of the population (Karlsland is a militaristic nation) which is around 180,000 military personal


    With a wheel lock P1 Songbird Repeater that fires without the need of ram loading though its not a perfected technology, but it was what "won" the war fought by Chancellor Wolf Schick I. The sharpshooters though use a mix of repeaters and ram loaded rifles.

    They are also issued the Messergraben, a uniquely designed knife that's purpose is to due large amount of damage the first stab. It has a pyramid shape that creates a hole rather that a cut along with a barbed surface so that the knife rips and tears. It works great at piercing metal armor.



    Officers usually carry a L2 Burfen pistol that uses a magazine and is gas operated, but tends to jam often due to there "rough" design. They also carry Karlslandic Sabers as do Navy personnel





    Carry equipment that allows them to adapt to most situations. Used for infiltration and fighting behind enemy lines. They usually use specially modified standard equipment and one in each squad is designated as a the Zündstoff, a soldier that carries explosives to take out heavily fortified positions, eliminate key structures, or inhibit enemy's movement


    The first and only magical military unit that utilizes magic to enhance their strength and speed while being able to produce personal shields. They also use the latest in firearms and are of the elite class of soldiers.





    Navy:











    Magic: While there is almost no magic in the Karlslandic Military, there is much research being done in combining the untapped power of magic with the power of industrial strength. Though the research is in its early stages. As for widespread public opinion, magic is really only regarded as a entertaining hobby.
    Last edited by Kilo6; 1 Day Ago at 06:30 PM.
    FNORD! Hail Eris! Hail Discord!


  7. #7
    Junior Member Larkos's Avatar
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    Nations Name: Bravia
    Race Name: Ravos (n.) Ravian (adj.)
    Race Description: average height is 5’ 10”, fair-skinned, dark-haired
    Nation Size: Larger. Was once a group of much smaller nations but is now unified. On North and East of the Map.
    Population Scale: 1.5 million


    National Geography: Flat terrain with forests abound. The high mountain of Altos is the major exceptions and the holiest point in Bravia.


    Nation's Major Trade Exports: Agriculture, Military Equipment, Lumber, Coal, Culture (music mostly).
    Nation's Major Trade Imports: Slaves, Metal, Furs, Textiles.
    Military: 12%. 83% of the army is male due to tradition but women are making headway in a drive for sheer numbers.




    Last edited by Larkos; 04-08-2013 at 09:52 PM.

  8. #8
    Then the forest exploded Outcast's Avatar
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    Matua










  9. #9
    Nine-Tailed Firefox Lydyn's Avatar
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    Vairaralu
    Home of the Elves




    Elves

    Race Description
    Most elves stand between 5 to 6 feet tall and typically weigh a minimalist 95 and 135 pounds, with only marginal differences between men and women. Neither males nor females grow any facial or body hair (exempting hair grown on the head and genital hair). An elf is considered an adult about 110 years old, and can often live to be well over 700 years old. Elves are often discerned from their widely-recognized large, pointed ears; usually slender limbs or body; slanted, slightly cat-like eyes; the sharpness and frailness of bones on their body such as the chin; and finally the uncanny fairness and grace every elf seems to possess, some even going so far as to claim them as 'unearthly.'

    In general, elves have unusually acute senses, making them able to easily spot others, traps, and hidden objects as well as hearing whispers from a further distance away. While bragging increased speed and agility, they are more fragile and weak and take hits harder than the other races, but this doesn't extend to their stamina which is average. Also Elves do not sleep but instead enter a meditative state for half as long as humans need to rest, which in some rare cases can bring visions of the past, present, or future. This is usually explained by Elves uncanny talent for magic, though they have a harder time working technology in general.

    Architecture
    Normally Elves dwell within forests of moderate climate and have learned how to carve and design buildings and dwellings into the forest itself. It creates a very beautiful sight that is as unearthly as their own visage and often mixes so well into the surrounding terrain that it can be sometimes missed - especially if this is the purpose of the city. Doorways are embedded into the trunks of ancient trees, rooms carved from the inside and exotic plants are grown alongside the trees all over their villages and cities. At times you can even find villages that are suspended among the trees, rope bridges reaching as high as fifty feet into the air and special entrances guarded by expert Elven archers while at other times, Elven druids have been known to be able to hide entire cities within clever illusions of bush coverings and groves of trees that only the most perceptive can spot.

    City Elves often have some trace of the same mindset, blending any of their homes that they design or build into the surrounding area, even if it's in the heart of the city. Usually these buildings are so mundane and blend so well that hardly anyone seems to notice, but master architectural designers are often astounded by the detail and care that is taken in even building these seemingly mundane houses.

    Traditions
    Traditions are few among the Elves, but they practice them as a part of their life, no matter what position they hold in life (lest they were raised by those outside of their race).

    The first is that of Kinsblood, a tradition that dictates that anyone - even half-bloods - with elven blood in their veins be treated as cousins until proven unworthy of the right. In some rare cases, even those without any Elven blood may be called Kinsblood, which is a great honor among the Elven people to bestow upon another. The name carries more weight than one might expect under the surface, for it demands respect and understanding be given to any Kinsblood; where a human may have been shooed away now has an Elf's ear, while an Elf that has lost the honor is everything but an exile in the eyes of any other Elf.

    The second is Kuileanta, or the Lifedebt. Reserved for the most severe of situations, an Elf may give his or her Kuileanta to another, which is to give them their life. An Elf will follow the individual until either their own life ends or the receiver life ends and give them the best support that they can. This does not automatically mean they are required to follow orders or obey every command of the receiver, but it does mean that they were defend the individual with their lives and never leave their side no matter what.

    Magic
    Elves are inherently magical and even the city Elf that has known nothing but clockwork and gunpowder can pick up simple spells with amazing ease. In general, Elves are more powerful mages than any other race but are still restricted by the rules of Anoqeyån, or The Arcane, which means the more powerful the magic, the more one has to sacrifice (small spells take small bits of spirit, but larger spells must seek outside sources of fuel, such as rituals, sacrifices, etc.). Elves are also the quickest learners of magic and all of it's abstracts values, making them as a whole, leaders in magical creations and spells. Though the most dangerous and forbidden magics are locked away behind warded tombs and ruins unmarked by any maps.

    On the flipside, Elves generally have trouble engaging technology and it's ilk. Gunpowder and clockwork are hard for the Elven mind to grasp, working on principles of chemistry and puzzles instead of ideals, emotions, and invisible weaves. Not to say they cannot and in fact some of the more renown city Elves are famous for unique inventions that many do not consider and there's even rumors of Ilmen Cirya having come close to designing the first Airship, powered by strange magical crystals.

    Trade
    Elves are known for their ability to forge magical weapons, though only about five percent of the entire Elven population is able to learn this rare and difficult art. Most are enchanted with minor, subtle enchantments such as being just noticeably sharper or a blade that never rusts, or armor that slowly heals it's wielder - just enough to have an advantage over their opponents. Some however become masters of this art and forge incredible weapons and armor that mimic magic to a degree even some of the most skilled mages cannot match, called Artifacts. More notable then even their exotic furs, soft silks, and amazing foods are their magical items which sell for high prices, making only the highest ranking officers and nobles able to acquire them.




    Race Name: Kashubians

    Race Description: Kashubians are bi-pedal humanoids with near white/light blue flesh tones that range to very dark blue flesh tones. Most of the population is of the moderate blue color, similar to the sky in hue. The closer to white or dark blue you get the more rare the subjects. They have black hair and almond shaped eyes. Kashubian adults range in height from 56" to 72" in height. Eye color for Kashubians range along a color spectrum of light green to violet. Rare members of this race possess white irises around a black pupil. Kashubians with white irises and almost white skin or dark blue, almost black skin are raised as oracles, someone to be revered among society. They are considered to possess God-like qualities, but they don't.







    Aredhel Lossëhelin
    Legendary Figure

    Born on the island west of Bravia, Aredhel has made a name for herself across the known world, even as young as it is. Most noteably being the fact that she holds the only known artifact (A runic glove) that's able to create magic on a large-scale without the need of rituals, though most note that she has normally avoided doing this for moral and ethical reasons. She tends to roam the world at large to help those in need, fitting into the role of hero and guardian quite easily, though not many know much beyond that of who this woman is or what she's capable of.

    Many leaders seek to acquire her as an ally due to her amazing feats and legends surrounding her figure. Some even seek to murder her in hopes of getting the artifact on her hand, surely a prize that could turn the tide of any war and inspire their armies.

    Feats
    • Saving an entire village from bandits early on by herself. It's said most of the men were either beaten or cut in various areas.
    • Bringing down a tyrant who ruled over one of many isolated fortress-villages. The thing that made this famous was the fact that the woman was both a skilled mage and necromancer.
    • Defeated a rogue warlord that was amassing an army and creating a fledgling kingdom. Details are unknown, but the entire group was disbanded with his defeat.

    Legends*
    • Aredhel is said to be an expert martial artist, practicing a rare style that is unbeatable.
    • Said to be able to use wind-focused magics at will, from small cuts to violent windstorms.
    • Can move faster than the eye can blink and dodge any attack.
    • Fights for her murdered lover - a woman.


    *Legend - An unverified and often exaggerated story, especially one popularly believed to be fact.
    Last edited by Lydyn; 04-09-2013 at 05:01 PM.
    Will be moving to 12-hour shifts (7 days a week) until November. Posting will be slow!
    Also if I fall behind - send me a PM!





  10. #10
    Nation Name: Vayr'Berijy


    Race: Luj'Kly.
    Race Description: They are like humans but different due to desert life they live. Like normal humans, they can live up to seven days without water while the Luj'Kly, can live up to ten days without water. Normal humans can stand up to 104 degrees but Luk'Kly, Can stand up to 200 degrees.
    Population Scale: Large - 2,000,000.
    Government: Monarch - The King and Queen only server for ten years but after that, they have to leave the capital so they don't become famous.
    People of Importance: Ger'vy Hov'es - Founder of the capital city, Grt'Mwz - Qsux'iyn, Viley'Gu - Current King, and Juyia'Beoiy - Current Queen.
    Nation Size: The nation's size is about African's Sudan.

    Capital: Grt'Mwz - Population - 900,000.
    Settlements: Outside of the city, there's walls that's made of stones, bricks, and traded lumber. The houses are useful during a sandstorm and made of dry sands, and sand stones. Beside the house, there are underground houses, which is made of resources find while mining, in case of an attack in the town/city that could hold up to 500 per people in a town and 10,000 per people in a city. Its unknown of how many underground cities are or are they linked to one.

    Nation History: The history being when a man for an unknown settlement traveled to the deserts and made the capital of Grt'Mwz. Later years, they had a population of 1,000 due to the founding of oasis, around the deserts. When the population him 6,000, the nation started to run out of water and thought of the underground cities, due to the coldness of the caves founded, the first underground cities was built at a city called, Juwa'Sor. The nation had its worst down in years, 3,000 people died due to the heat and the sandstorms most of the small lead a hand by giving them food, animals, and water. The population lived to see an other and expand was order to find water the project called, Project Gvs'Msopy, it was a success, they found an ocean and named Ger'vy Ho've Sea due to the first founder. The nation, that was a desert, now has water for 200 years and it built its first roll of trading ships.

    Nation's Trade Resources: Clay, sand, furs, cotton cloths, camels, cacti, plants, salt, slaves and meats.

    Military:
    Regular troops: Hdi'gen' - The man and woman hide in the sands by putting sand their self with sands or they're useful in sand storms and they can't be see due to there sand cloths, theirs 40 men per troop.
    Firn'Por - Cannon that's moved by camels or people with magic powers. They can move fast and fire far but, they have six cannon and 18 men helping out. 75,000 (15%) of man, women, and slaves are in the army and navy.
    Navy: Since this nation lives in a desert-like place, no oceans have being founded for 200 years until now, they’re just made 10 trading ship with 4 cannons and a crew of 10. They're current making two battle ships that'll house 10 cannons and a crew of 22. The Navy was founded after the project was success, so they are learning how to make ships.
    Magic: They are useful and helpful around the nation like, in battles, building, and mining. Theirs classes at the colleges for magic and 100,000 (10%) people with magic within the nation.
    Last edited by supernicenow; 04-06-2013 at 10:25 PM.

    Made By Lillian Thoren.




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