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Thread: Nation RP - OOB - Nation sheets only!

  1. #1

    Nation RP - OOB - Nation sheets only!

    Chatzy for OOC communication: http://us10.chatzy.com/14838002275558
    http://roleplayerguild.com/showthrea...-New-Nation-RP For... other... things.
    http://roleplayerguild.com/showthrea...32#post8561532 IC!




    Right, this thread is only for the Nation sheets of the accepted nations!
    Only put your nation sheets here!
    And only once they've been accepted!


    Nation Name: Arvale



    Race: Human

    Race Description:The humans of Arvale are pale and dark of hair, they are typically thin and agile, however they possess keen and inquisitive minds, and fingers that are able to keep up. The people of Arvale are split into a strict caste system which in turn shapes and molds their body, for example - the Workers are going to be built up and muscular, while the Nobility are sly and quick of thought. They possess an arrogance and sense of self-righteousness over other species, in their mind they are superior. (And not just technologically)

    An Arvalians skin; due to living in Arvale is pale yet fair. This is because they are accustomed to living the smog-choked cities that dot the coast, all Arvalians possess this trait and as such will stick out like sore thumb in another nation.
    Their quick minds have also enabled Arvale to become one of the Continents most technologically progressed society, it is so important to them that it is ingrained in the fabric of their nation.

    Population Scale: Large: 1,500,000
    Government: The Government in Arvale traditionally was that of a monarchy, one king ruled over all of the states that made up the country, however this had changed in recent years, it is now primarily an Aristocratic dictatorship, with one Lord - the Prime Minister - ruling over a selected council of other more lesser nobles. Only the richest families in Arvale may be represented in court, here they are free to plead cases before the Prime Minister, who - although it doesn't really matter if denied - must by tradition get the current Reigning Monarchs permission, but as said, lately this has changed.

    Families are ranked by either wealth or progress, for example a family must own a certain amount of land before being considered for representation in the Grand court. This provides plenty of competition between the noble families and brings in plenty of money to the nation, resulting in a surplus of wealth due to the competition.

    People of Importance: Prime Minister Roderick Falworth. King Albert Ailstone. Plus many other generals and minor nobles.

    Nation Size: Very large.

    Capital: Averham, the largest city in Arvale and the seat of Imperial power. There is no greater city than Averham - the biggest and busiest city in the whole of Arvale - perhaps even the continent. From a distance it would appear to be a sprawling black mass that hugs closely to the surly ocean to the north. Factories are evident as giant smoking behemoths that dot the cityscape, and announce their existence with the smoke stacks that rise high above the city and billows out a continuous stream of smoke and coal dust which litters the dirty city and even some of the country side. These factories however are perhaps the economic lifeblood of the city, producing supplies that are then either consumed at home or sold abroad.

    It is evident to see where the city started, seeing as there are many walls that circle inwards, each cutting off the older sections from the new, as you walk the streets you are walking metaphorically through time, at the center of sprawling capital is Castle Averham. Castle Averham is a massive fortification that occupies the majority of a mountain range, grand, cavernous halls and dark looming towers jut out from the mountain side and various cannons and other weapons that demonstrate Arvale's Industrial 'superiority' jut out from the numerous positions situated around the citadel.

    Settlements: Arvale is a nation of diverse forms of architecture, composed primarily of wood, stone and a new material; Bricks. This creates very sturdy structures, which in turn enables the Arvalians to build even bigger structures, the cities perhaps are a perfect example of this - from the small housing buildings that are spread across the giant cities, to the grand factories that produce the items needed for Arvale to become a player on the Continent stage. The large amount of factories however causes the nations to become plagued and polluted by thick clouds of smog that mingles with the fog that streams in off the coastline.

    The cities are Arvale are a clustered mass of Alley-ways, chimneys and other different varieties of buildings, the streets are often narrow and paved with cobblestones. The buildings are often found to be so close together that they arch over the streets and prevent the driving rain that is such a common feature in Arvale from wetting the stone streets. This is due to the overcrowding brought on by the Industrial Revolution that the country has been going through for years already, causing the cities to become ever more clustered together.

    The rural villages however exist in a tranquil peace not afforded to the cities, the villages are mostly composed of wood, made damp by the almost constant rain. These towns produce the food for the major cities of Arvale, or the great Bargate Fortress, the fortress of which spreads across the entire southern border, mighty stone walls and heavy ironwood gates guard the mountain passes and plains.



    Nation History: Long ago Arvale was a collection of separate city states all vying for control, you had Pinwood to the west, Averham to the north and New Albion to the east, all these cities warred with one another, steel on steel, brother on brother - after centuries of warfare a breakthrough finally occurred, Averham - most industrious of the states brought the city of New Albion to its knees, and in turn Pinwood filed for peace, fearing that the same would happen to them, this led to the unified nation of Arvale to be born.

    Centuries past, and the time of city-states and civil war slipped from memory, replaced instead by a sense of national identity and patriotism that spread like wildfire among the Arvalians - by now the wheels of industry were turning, bringing with it the age of gunpowder, which in turn drove Arvale into a state of Industrial progression. Arvalian ambition grew, they weren't happy with their boundaries, which now constricted the now over-populated country. So they turned their gaze southwards, claiming land that will become in turn south Arvale - many other lands soon was absorbed into the bloated nation, extending all the way down to the Empire of Lautia, which like many before them, soon fell to the Arvalian war machine.

    Lautia suffered under Arvalian rule for two-centuries, their pride and magic smothered by the industrialized taint. Severe restrictions were placed upon them, until one last straw snapped the camels back.

    Nation's Trade Resources: Coal, Iron, Gunpowder and wool, plus an assortment of other kinds of metals that can be mined up.

    Military: The Arvalian Military makes no use of magic what-so-ever, such barbarian practices have no application in such a modern army, instead they utilize a variety of blades and gunpowder based weaponry. It's military is composed primarily of land units, these soldiers use a mixture of both modern and ancient weaponry, Arvale being at the forefront of Engineering also equips its troops with the latest designs.

    Regular troops: The Arvalians make use of infantry mostly, foot soldiers clad in Armour can either be armed with pikes, swords or gun, cannons even for this advanced nation are rare - and are expensive to upkeep, as such they save them mostly for the navy, however a few such weapons can be found amongst the forces, and will be used when necessary. The army takes up at least 65% of Arvalian military might.

    Grim-watch: The Grim-watch are the Arvalian musket troops; these soldiers are highly trained in the use of modern weapons, and as such are to be feared, they are armoured with chest-plates and steel carapace which allows them to move freely. These soldiers are slowly but surely taking over the Arvalian military with extra-funding being poured into research and armament for these fearsome soldiers.

    Harrow-guard: These soldiers are an ancient tradition of the Arvalian military, they carry pikes and are usually heavily armoured. The most ancient unit in the army, they are proud and decorated troops. Normally found marching behind the more disposable troops.

    Recruits: Evidently they are disposable and not incredibly highly trained, they are usually the first to run into battle, they are young and untempered, but fierce, normally fighting 'till the last man. They are usually followed up by the Harrow-guard.

    Experimental corps: Soldiers and scientists alike serve in the military - this unit is often equipped with a whole arrange of bizarre and wonderful weapons, most can be a danger to the wielder, all dangerous to the enemy.

    Navy: The Arvalian is one that it prides itself upon, different classes are provided when necessary, for example trading vessels are fast yet relatively harmless, while the battle ships are hulking behemoths bristling with cannon. They make up the other 45% of Arvalian military might.

    Magic: Magic is not utilized, there are few government mages in Arvale - these are trained in the art of subterfuge and act as the nation's spies. As such they can't be classed proper military.
    Last edited by Victorian Style; 03-19-2013 at 07:54 AM.

  2. #2
    Senior Member Pumpkin Pirate's Avatar
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    Nation Sheet:

    Nation Name: The Empire of Lautia

    Flag:

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    Population Scale: 800,000

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    People of Importance: The Emperors, Marus Duronius Dio, and Opius Gabbinius Sidonius. From two incredibly distinguished families – the Duronii and Gabinii respectfully – Dio and Sidonius are, if not friendly with each other, well suited to each other on paper. Dio, aged 50, achieved Emperorship at his first election. He had devoted himself wholly to politics, and, while holding no military honours, was viewed by the public as popular and good, upholding true Lautian values of honesty and greatness. In contrast, Sidonius, aged 62, is well at the end of his career. Politically inept, Sidonius achieved popularity through an astounding military career, in which he successfully defending the Proculus’ Bridge from a week long battering from a slave revolt, before successfully, after six months, putting down the revolt entirely.

    The Praefator Maximum, Titus Aurelius Natalis, the Grand Magus, is the leader of the Synod. At an age of 68, he is well advanced in age, and it shows in his boldness and lack of concern for his own wellbeing. He’s brash, and has no time for filibustering, preferring instead to use his last few years in being as direct as he can be. The Synod puts up with his bluntness purely out of veneration of his age, and the knowledge that, in his day, his magical capability was exceedingly decent.

    Nation Size: Medium

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    Nation's Trade Resources: Exports: Iron, silver, lead, wood, literature, slaves, stone.
    Imports: Gold, tin, copper, bronze, slaves, stone, coal, precious metals, wine.


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    With "Mare Nostrum" meaning "Our Sea", which is the river the Island's in, and "Imperii Lautiae" meaning "The Empire of Lautia".

    Time Line of Lautian History. BI = Before Interregnum. AI = After Interregnum

    Fabula Era – The Beginning of the World to 300 BI
    Lautia and Lautian people created - 300 BI

    Sequestrationis Era – 300BI to 0 BI
    Imperial Cynosure created - 143 BI
    Arvale arrives to Lapillus - 34 BI

    The Interregnum – 0 BI to 200 AI
    Lautia conquered by Arvale - 0 BI
    Rebellion against Arvale successful - 200AI

    Sarcio Era – 200AI to 243 AI
    South Lapillus unified - 203 AI
    Arvale repelled from attack on Lautia - 204 AI
    West Lapillus conquered - 212 AI
    Grand Coalition against Arvale formed by Lapillus' states - 217 AI
    Arvale removed. Lautia owns South, West, East, and North-West Lapillus. - 224 AI
    Lautia conquers North-East Lapillus. Island unified. - 231 AI
    Arvalian Armada formed to reconquer Lapillus - 235 AI
    Arvalians conquer Lautian City in North-West - 235 AI
    Lautian military destroys Arvalians who flee back to ships. - 235 AI
    First and last naval battle of Lautia. Lautian defeat. - 235 AI
    Emperor dies heiress - 243 AI

    The Simulacrum – 243 AI to 298 AI
    Lautia fragments into old city states as crown is contested. - 243 to 245 AI
    Arvale claims Lautian crown - 245 AI
    Fifty Year War begins - 245 AI
    Arvale attacks and takes the north of Lapillus - 245 to 247 AI
    Arvale takes East Lapillus - 247 to 254 AI
    South Lapillus states surrender to Arvale - 254 to 269 AI
    Arvale is held back from Lautia, the last free part of Lapillus - 269 to 276 AI
    The Imperial City of Lautia sieged by Arvale - 276 AI
    Lautia City relieved by Cato and Curio - 278 AI
    Arvalians removed wholly from Lapillus - 291 AI
    Government reforms -291 AI

    Cataphasis Era – 298 AI to 324 AI
    Proculus' Bridge begins construction - 307 AI
    Bridge War with Arvale - 307 AI
    Bridge completed - 309 AI
    War ends. Lautian victory - 309 AI

    Modern Day – 324 AI to 372 AI
    Slave revolt - 341 AI
    Slave revolt ended - 349 AI

    Last edited by Pumpkin Pirate; 03-17-2013 at 02:57 PM.

  3. #3
    Biased Paragon Minime's Avatar
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    Nation Name: Songalan Empire
    Race: Human
    Race Description: Songalan humans are the model example of physical perfection. Your typical Songalan is healthy, strong and overall robust human being. They can quickly learn to adapt to any environment and live off any land they find themselves in. This is a testament to the theory of evolution; the Songalan tundra is harsh and unforgiving, and to survive, one must be strong. This is a generally well accepted fact in Songalan life, for the weak don't last very long.

    Between hunting for what could be their last meal for weeks and adjusting to hostile terrain, the Songalans have had little time to evolve their understanding of technology or the world. However, the Songalans make up for this with pure ingenuity. In addition, without any real knowledge of science, the Songalans instead rely on shamans and their magic for medical practices.

    The Songalan culture revolves around battle, with war being a source of honor and pride in their society. Their culture also places emphasis on one's actions and achievements while embracing equality, for if you can do your job and do it well, does it matter whether or not you are male or female?

    Population Scale: Medium
    Government: The Songalan people sincerely resent a centralized government. The people are divided into dozens of clans and tribes, all of whom are expected to be self reliant and capable of solving internal affairs their own ways. However, at all times, there is one leader who represents the Songalan people as a whole. On the occasions that the clan chieftains gather to discuss politics and current events, it is this leader who hosts the gathering and has control. This Songalan is typically a champion of war who has proven him/herself wise through a series of tests and has been unanimously accepted by the clans as their leader. Anyone may challenge this leader, though only with the support of more than half the clans in combat. The name and title of each leader may vary, but the bulk of them are often addressed as Head Chieftain.

    People of Importance: Head Chieftain. Clan representatives/chieftains. Various shaman and warriors.

    Nation Size: Large
    Capital: In keeping with their aversion to a centralized government, the Songalan people have no real palaces or castles, but every gathering is held in the ruins of Taeteus. It is here that warriors, shamen and people from every clan retire, and it is here that the Head Chieftain may rule his people. The ruins are considered almost holy ground, and fighting in Taeteus is strictly forbidden. The ruins were once the capital of a massive continental empire, one whose engineering was unmatched in the years it existed, before it's downfall.

    Settlements: There are not many established settlements, villages or cities excluding the ruins of Taeteus. The Songalan people are nomadic and depend on portable tents made from the skin and bones of dead animals. The only exception to this are scattered farms to the south-west, who products are distributed at the ruins of Taeteus to the clans.

    Nation History: An ancient civilization once ruled Songala and the land mass around it with an iron fist. Taxation was heavy and the civilization's enforcers were brutal. This oppressive empire annexed any land they desired and placed the needs of it's noblemen before the needs of the people. It's treatment of suspected criminals was unjust, it's representation of the clans was nonexistence, it's rules and regulations were all unfair. It was only a matter of time before fighting between the noblemen and open rebellion against the empire brought about it's downfall, and with it, the bitter hatred that all clans have for established governments today.

    Since then, hospitable land and food have become increasingly scarce, and the clans now depend on raiding the coastal settlements across the waters that separate Songala from the rest of the world. As a result of all their pillaging and murder, Songala's neighbors view Songalans as war-mongering, educated barbarians and have little to no desire for diplomacy.

    Nation Trade Resources: The Songalans trade little with the outside world. Every clan is self reliant, and lives off the lay of the land. The only real things they do business with are weapons and armor

    Military: The Songalan military is not an organized group of regiments and battalions but a coalition of warrior bands from their respective tribes. Every warrior is flexible enough to fight in both ranged and melee combat and has been taught to take the initiative in battle. They are fearsome warriors, each and every one of them, who are already battle hardened by their early teens. However, who can be passed off as the Songalan leadership are not able to issue very complex orders beyond go this way and attack from here.


    Regular troops: Songalan troops are divided into two categories; those on horseback and those not on horseback. Every Songalan has been trained early on in their childhood how to kill and most, if not all, Songalan adults are already seasoned veterans armed to the teeth. The only real difference between those on horseback and those on foot is the speed of the horse and it's carrying capacities.

    Navy: The Songalan Navy consists of clan raiding ships that are designed to outrun and outmaneuver other ships. They are not actually designed for battle, so to speak, but rather made for quick hit and runs and the transportation of Songalan ground forces.

    Magic: The Songalans employ medical forms of magic on the battlefield to heal wounded warriors but have yet to use magic for it's offensive capabilities.

  4. #4
    Heil Grammartik. The Nexerus's Avatar
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    Nation Name: S'laaeth.

    Race: S'laa (ss-lay)

    Race Description: The S'laa are, in essence, reptilian humanoids. They stand slightly shorter than most humans, averaging around 5'6 for both genders. S'laa have no ears on their heads, and hear through small slits on either side of their short, blunt noses. The snake-skin textured outer layer of a S'laays body can be anywhere from midnight blue to vibrant red in colour, and different clans of S'laa tend to have physical features unique to their clan. These distinctions most often come in the way of patterns on a S'laays scales. Often times, the pattern that is coloured on a S'laa family's skin will work its way into the family's emblem somehow. S'laa scales also serve as camouflage in that subspecies of S'laays environment; S'laa whom live in the desert tend to have scales that mimic the sands, and S'laa whom live near the seas tend to have scales that look similar to the water. S'laa have forked tongues, like snakes, and two sharp fangs alongside their otherwise human-like teeth.

    S'laa are more likely to have natural aptitude for magic if they are born into certain families. Families with magic in their blood tend to have more exotic coloured scales with vibrant patterns. Many S'laa clans have drastic physical adaptations that make them more adept at certain skills. Examples of these are fangs that inject toxin, fingers and toes that are webbed to allow for better swimming, scales that are hardened against impact (either on certain limbs or full coverage), bodies that are more resistant to temperature and require less water, and senses like hearing, touch or smell that are more sensitive than normal. S'laa with physical adaptations are common enough that they are not looked at as 'different', and S'laa who are skilled with magic tend to be respected more-so than ostracized. S'laa have huge variances in lifespans: some families are lucky to ever reach age 30, while others can live well into their hundreds.

    Population Scale: Medium. (600,000 citizens)

    Government: S'laaeth is an Aristocratic Monarchy, governed by a Valenc and a Valencii (King and Queen respectively). The Valenc and Valencii have equal power over S'laaeth, and both delegate to Princes and Princesses whom in return delegate to Masters and Mistresses. Princes and Princesses rule over cities, towns and villages, and live in palaces in the settlement they preside over. Masters and Mistresses either live in the Palace with their Princely family, or live in their own, more modest palaces within the same settlement. Masters and Mistresses are occasionally given their own neighbourhood or outlying settlement to preside over.

    People of Importance

    Valenc Ardinm Kaklet, Valenc of S'laaeth.
    Valencii Raijk (ray-ch) Kaklet, Valencii of S'laaeth.
    Prince Faer Yoggrdal, Prince of Wull.
    Princess Essev Isfael, Princess of Arkal.

    Nation Size: Large, when including the deserts.

    Settlements: The vast majority of S'laaeth's territory is covered in unforgiving desert. Rolling dunes of white sand dominate the terrain in most places, but in the north, when the dunes would otherwise meet the sea, instead sits a thriving paradise of arable land, freshwater streams and oasises. This fertile coastal region is where two of S'laaeth's major settlements, the port-cities of Wull and Arkal, reside. The cities are near identical as far as ethnic make up and population go; a vast S'laa majority, with small amounts of foreign traders and slaves. However, when it comes to the importance of each city, there are some fundamental differences. Arkal tends to have a greater military presence, being home to the bulk of S'laaeth's powerful navy. Wull, in contrast, is known for its infamous black market and night life. What one finds in any far off land's ports, charted or not, one can usually also find in Wull. In the area around the two cities, land is a very valuable commodity, and the vast majority of it belongs to rich Princes, Princesses, Mistresses and Masters. Further from the coast, most of the land is almost worthless. The deserts of S'laaeth do host the occasional mountain outcrop, though, and some of those regions hold valuable gems and useful stone. A unique variety of this stone, called Vlanstone, is sacred to the S'laa, and was used to create the construct the capital of the nation. Vlanstone is stronger and better lasting than any other stone known to the S'laa, and its use is restricted exclusively to the capital. As such, Wull and Arkal are constructed out of a mixed variety of other materials, both indigenous to S'laaeth (like common stone) and not (like wood). Most of the buildings in Wull and Arkal are lavishly decorated; even the poorer S'laa tend to pride themselves on the aesthetics of their homes, and fanciful decorations are all too common in the port cities.

    Capital: Vlandor. An imposing, walled city, made entirely out of pure, strong, white Vlanstone. The wall surrounding Vlandor is 40 feet tall, and there are two gates leading into the city: one near the Palace on the southern wall, called 'Gate Kaklet', and one near the marketplace, called the Merchant's Gate. Gate Kaklet's use is restricted to nobility and those in the service of The Merchant's Gate is open for anyone to access, and is fed by the aptly named 'Merchant's Road'—a long, fairly straight, well-guarded and well travelled path through the deserts between the port-cities and Vlandor. The Merchant's Road branches off to several gem mines and stone outcrops in north-eastern S'laaeth, but the counterpart mines in the west and south do not have this well-knit connection to the rest of S'laaeth, and thus tend to be better guarded and fortified. The commoners of Vlandor live in the spaces surrounding the marketplace, and along the northern, eastern, and western interior perimeters of the wall. The southern sections of Vlandor are dominated by lavishly constructed palaces populated by Vlandor's nobility. Gate Kaklet allows the nobles easy access to their homes without having to wade through crowds of merchants and commoners.

    Unlike the other major towns and cities of S'laaeth, Vlandor sits squarely in the approximate center of the nation, surrounded on all sides by inhospitable desert. The city's ethnic make-up is similar to that of the ports of S'laaeth, but with an even more definitive S'laa majority, and a substantially larger population. Most of the architecture of the city is Hellenistic, including the city's centrepiece: Kaklet Palace. This elegant, well-guarded palace is the home of S'laaeth's ruling family, the Kaklets, and has been for the past nine generations.

    Nation History: The history of S'laaeth begins with a man called Traven. Traven is recognized as the holiest man in all of S'laaeth, and the legendary founder of the nation. Traven began his life as a merciless warlord of the S'laa Desert, conquering massive swaths of the land and forging a vast and powerful tribe through cut-throat and dangerous military tactics. It is said that one day, when surveying a target village from afar, Traven trekked up to high atop a mountain peak to inspect the defences of the settlement from above. Traven had expected to reach the summit of the peak in an hours time, but the mountain seemed to grow and grow as Traven climbed, until finally, many days of travelling, Traven reached the top of the mountain Exhausted and dying of thirst (an uncommon state for S'laa even in the middle of the desert) Traven took refuge in a cool cave dug into the side of the mountain and slept. In his dreams, he was visited by an all-powerful deity, who introduced himself as "S'laaeth". S'laaeth told Traven that he and all other inhabitants of the S'laa Desert were the holiest of beings in the world, and that they had been placed onto the mortal realm to test their faith and endurance by surviving in their inhospitable homeland. Traven went forth from the peak of the mountain to conquer with his tribe in S'laaeth's name. He was no longer a mere greedy warrior fighting for personal gain, but a holy prophet fighting in his God's name to prove the worthiness of his people. Traven personally led the exile of all non-S'laa from the S'laa Desert, and is told to have conquered the valuable agricultural land near modern day Wull and Arkal from his base at the small mountain outcrop where he first met S'laaeth. It is said that Traven died in the centre of the S'laa Desert, directly on the spot of what is now Kaklet Palace in Vlandor. To commemorate their prophet's death and recall memory of his birthplace and home for most of his life, the city surrounding Traven's grave is made almost entirely of Vlanstone, the rare variety of white stone which was plentiful in the mountain where Traven communed with S'laaeth. It was after Traven that the religion of S'laaeth, "Travenism", was named.

    Nation's Trade Resources: Stone (but not Vlanestone—that material is illegal to export outside of S'laaeth), fish, slaves and gemstones are the most plentiful exports from S'laaeth. Wull and Arkal are known for their slave-training centres, and require an influx of captures from both the S'laa Desert and lands all cross the world to keep up their export of trained and obedient slaves. Being twin-cities of merchants, Wull and Arkal both import and export virtually anything they can get their hands on. There is no shortage of resources to be found in the port cities.

    Military: There are three branches of S'laaeth's military. The first, called the Valencate, consists of organized military formations of S'laa most commonly equipped with scimitars, pikes and light armour. The second, called the Huntrath, is more of an illicit force. They operate both inside and outside of S'laaeth's territory, and consist of assassins and spies that operate to further S'laaeth's interests without attracting attention. Finally, there is the Royal Navy. They're in charge of defending the coasts of S'laaeth, and keeping the merchant fleet of the nation safe from pirates and foreign interests.

    Regular troops: The Valencate. 50,000 soldiers. Their most common weapon is the scimitar, a curved blade indigenous to the S'laa desert. Valencate soldiers can also being equipped with pikes as well, and, especially in Vlandor, armour made partially from rich silks, partially from leather and partially from heavy metal. This blended armour is useful for giving soldiers a partially imposing appearance when standing sentry. Beyond manning the walls of the port-cities and Vlandor, the Valencate is also burdened with the task of maintaining the Merchant's Road, and guarding the mines out in the desert, far away from Vlandor. Valencate soldiers out in the S'laa desert are always equipped lightly, and are usually outfitted with horses and extra supplies in the way of food and water. Some soldiers of the Valencate are equipped with and trained in the use of bows, although archery is typically a secondary skill for them.

    The Huntrath. 2,000 soldiers. Usually equipped extremely lightly, sometimes with no armour at all to blend in with civilian populations. Huntrath are actors and thieves as well as warriors, are known for masquerading as whatever role is necessary for them to fill their purpose. Every Huntrath is equipped with his own horse and a dagger. They can have more, but that's the bare minimum they will be granted on any assignment they're tasked with. Huntrath hold no defensive roles in S'laaeth, and are most typically deployed outside of S'laaeth itself in foreign nations. Archery is more commonly practiced among Huntrath than soldiers of the Valencate. Use of poisons is almost universal in the Huntrath Order, whether to weak, immobilize, or simply kill a target.

    Navy: The Royal Navy. 8,000 sailors, archers, and warriors tasked with defending S'laaeth's merchant ships and keeping security over S'laaeth's integral waters.

    Magic: Magical practice is relatively common in S'laaeth, but most mages use their arts for economic rather than military endeavours. Mages that practice their arts in the military are usually Healers. The exception to this is the Huntrath; many members of their order utilize magic to their advantage on assignments in creative ways, such as manipulating their environments or creating illusions.
    Not sure if you meant to use "your" or "you're"?


  5. #5
    Pretty in Red Magmas's Avatar
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    Nation Name: Sylva
    Race: The Fae (elves,drow, faeries and atronach)
    Race Description:
    Elves are human-like creatures with pale skin,green or blue eyes and brownish hair. They also have pointed ears and average at about 6ft5 for females and almost 7ft for males. They are very much linked to nature, even more so than the other Fae, due to their high number of hunters and farmers.
    As attuned to the shadows as their elven cousins are to nature, the drow are a secretive and mysterious race. They have dark blue to black skin and hair that ranges from white to black. They stand at almost the same height as elves, though the women are shorter, averaging out at 6f2f.
    The faeries are also humanoid but stand at a diminutive 2ft in height for both males and females. They have light bones and avian wings, similar to those of a hawk,allowing them to fly. They have pale skin and red hair and are usually freckled. Out of all the Fae, the faeries are the most technologically advanced and have been trying to catch up with the tech of other countries.
    Finally, the Atronachs are creatures with deep red, orange and black skin. They are able to change their shape but most take on a humanoid form, standing as tall as the elves and drow. Atronachs are able to tap into and manipulate the energy field, changing it into another form: either thermal (flame), electrical (shock) or kinetic (movement) energy. The most powerful Atronachs can even imbue others with magic, causing them to be stronger, faster and more resistant to attack (power) or light, though these are unstable, even for the most advanced of the race.
    Population Scale: Medium (about 600,000) the largest race being the elves (about 50% of the population) then the faeries and Atronachs (25% and 20%) and finally, the drow (5%).
    Government: A monarchy/council featuring the Faerie Queen, the Elven Lady, the Drow Overlord and the Atronach Sages.
    People of Importance:






    Nation Size: Medium
    Capital: Sylvia (the Elves aren't very inventive when it comes to naming things) Found in the Great Forest, almost in the centre of the nation. One of the few Elven cities not to be primarily in the trees, Sylvia is the seat of power of the Nation and home of the Council. Though there are routes between both the Drow dockyards and Atronach caves, it is mostly populated by elves and faeries. It has a thriving market as well as the country's main Military base and training facility.
    Settlements: The faeries and elves reside mostly in wooden, treetop houses. The drow occupy a number of docks at the edge of the country, with buildings made of stone. The atronachs live in a natural cave system running through the mountain range to the North of the Great Forest.
    Nation History: Many millennia ago, a small number of elves washed up on the shore of an island. They became shipwrecked, alone, but they survived. Slowly, the elves began to thrive and their numbers grew, then they found the Atronachs. The two races battled over ownership of the land, the Atronachs having been there much longer. Both sides took heavy casualties and eventually formed a truce, more out of a necessity for peace than any want. This truce was called the Call of the Light and the original copy has been kept to this day. The two races lived in peace for many thousands of years, in which time history became fuzzy.
    Two more races appeared in that time and, curiously, there seems to be no documents on their origins. Some, however, believe that the drow were the offspring of elves and atronachs and that the faeries became when eleven women bread with... lesser creatures, although neither of these theories are supported and it has been shown to be impossible for elves and atronachs to breed.

    However the four races came to be, they did not wish to repeat the mistakes of the past, so a new treaty was formed, called the Call of Harmony, which also resides in the Council Hall. The drow migrated away from the forest and began to build ports and cities near the ocean. The faeries, however, split, as some chose to move with the drow, the majority chose to stay in the Great Forest with their Elven protectors.

    It was not long before the explorations began, in which the first Lord of the Drow, Lucas, along with a fleet of fifty ships, found the mainland. The Fae had been out of touch with the world for a long time and technology had advanced greatly since the elves had left. For the last century, the Fae have been building up there power and technology in the hopes of catching up to their rivals across the sea. However, their technology is still much further behind than the other races, as they have not yet unlocked the secrets of gunpowder, putting them at a disadvantage to others. They, instead rely on the elven archers in combat.
    Nation's Trade Resources:
    Officially: Herbs and crops, copper and iron, "exotic" animals as meat,hide or pets (e.g. Sylvan deer-rabbit, lynx)
    Unofficially: Drow/Faerie slaves, information
    Military: 3% of population (20% during war as hunters and atronachs can all be called in without training)
    Regular troops: Small infantry (using polearms similar to Naginata)=17% of military, Elven archers=25%
    Unofficially, an unknown number of Drow work as a comprehensive Intelligence service spread through the other nations disguised as slaves
    Navy: Large Battleships=10% Small Transport ships/Sloops=30%
    Magic: Atronach Energy Mages (Shock, Flames and Movement)=15% Advanced Energy Mages (Power, Light)=3%
    Last edited by Magmas; 03-17-2013 at 02:22 PM.
    And what do you call assassins who accuse assassins anyway, my friend?
    Assassing
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  6. #6
    Subject Zero Lucious Veil's Avatar
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    Nation Name: Vera'corein (Vee-ruh-ko-rain)

    Race: Carvion (Carve-ee-yon)

    Race Description: The Carvion are a proud, wiry people. Consisting of only masculine-resembling members, they reproduce differently than most other species. Instead of actual sexual intercourse―which is instead done as a more casual way of enjoyment―the Carvion reproduce by a process called "Intraforce". During intraforce, the Carvions consciously attunes his nervous system to his partner's, sending and receiving electrical impulses directly through the skin. Effectively, the Carvion and his partner briefly become one unified nervous system. The partner can be another Carvion, or a species of any gender. However, once the Carvion chose to break out their isolation, it became more frequent for them to choose a bondmate of other species.. Their unique form of reproduction cause some confusion among the other people of the nation, as regardless of who is being mated with, there is always a Carvion child. Instead, the Intraforce is used as a way to take genetic information from other species, for example: eye color, physical structure, hair color, etc.

    The Carvion strikingly resemble humans, except they are much slimmer than them, and usually have medium- or dark-tone skin and long, dark-colored hair. As well, they are much more dexterous than most humans, capable of performing great acrobatic feats. But, even though they are dexterous men, it also provides a downside: it disallows them the ability to lift more heavy items, weapons, and armor, having to rely on the rare telekinetic to do heavy lifting. The Carvion are a magically-reliant species. Every member is born with a different magical talent called their "Inheritance". Some examples are: telekinetic abilities, levitation, elemental manipulation (not all 4 in one person, of course), and others.

    Population Scale: ~950,000 citizens

    Government: Vera'corein is ran in a dictatorship government. The leader is seen as a man appointed by the Goddess herself, and has been the same leader throughout the nation's history. However, the nation also runs as a borderline totalitarian nation, where the leader―Lord Sorren Corrière―controls everything except the diplomatic and trade relations, which is instead ran by Elric Monfürd, Sorren's royal adviser. Religion is also a major factor in the Cravion's government system, where Lord Corrière is disallowed to make any final decisions unless he first consults the Goddess in a deep meditation.

    People of Importance: Lord Sorren Corrière, Adviser Elric Monfürd, General Ezra Gregory, High Priest Marcus Silverlane, Archbishop Alphonse Tiernan.

    Nation Size: High Medium

    Capital: The nation's capital, Vera'alor, resides at the heart of the nation itself. Within the capital, their largest church relies, as well as the army's base of operations and main training facility. Within the capital is also where their largest iron and tin mines are and the main hospital.

    Settlements: The majority of the buildings in Vera'alor are of stones, with some gaining additions of wood.

    Nation History: The exact creation of the nation of Vera'corein is unknown. In their religion, they believe that their Goddess created them in image of her fallen mate so that she would never have to be without him. The people of Vera'corein lived a relatively peaceful life in isolation for many years. Although they have had their fair share of internal strife. In the early years of the nation, they lived in a semi-democratic state with a single elected leader. Although, this caused much war and outbreak as only the most wealthy were allowed to run for office. For a decade, the war lasted, until a young man, a wise tactician and swordsman, brought peace back to Vera'corein. During his time period as leader, the High Priest found ancient texts of the first civilization of people, the text told of a man who could live eternally that would lead their people to a time of piece and growth.

    The leader, a man known as Sorren Corrière, has the unique magical ability to "reset" his age back to 20 years whenever he turns 80. Although the man has lived for thousands of years, he can still be killed through unnatural means. Assassination, explosion, poison, etc. but it is impossible for him to die of death, illness, or disease.

    Nation's Trade Resources: Iron, tin, different grasses and herbs, assortments of metals, cattle, owls, rabbits, hawks, silk.


    Military: The military of the nation Vera'corein is set up into two divisions, with each division being separated further. The first one is made up of swordsmen and archers, the second of highly trained magic users.

    Regular troops: Swordsmen called Syrok are the main foot soldiers of the Vera'corein army armed with iron swords, and iron & leather armor. The archer's bows are usually made of metal, as well as their arrows, as wood isn't a prominent resource in Vera'corein.

    Navy: A medium-sized navy to defend the peninsula usually sits around the perimeter, consisting of spear-men, swordsmen, and archers, as well as a few Magi.

    Magic: The other division of the Vera'corein military, called the Tryvk, consists of volunteer Magi who believe themselves to be better at magic than with a sword, spear, or bow. Since all Carvion are born with a magical Inheritance, anyone can be apart of the Tryvk, but because all Carvion are magic-born, the Tryvk is highly selective, and highly elite, usually more powerful than the Syrok. Since all of the Carvion are born with a different magical Inheritance, there are many types of spell casters in the Tryvk.

  7. #7
    LOL I GOT OWNED Banned
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    Nation name: Kingdom of Swissland




    WIP

  8. #8
    Nation Name: Nation of Akarastle

    Race: Human

    Race Description:The Akarastlians are brown-haired and of darker skin then most humans, the average being a light brown, although it can be darker and lighter then that. They tend to be less attractive and leaner then most, as well, and have developed a reputation of being somewhat fierce and proud.

    Population Scale: Medium

    Government: The government of Akarastle is a bit hard to define. On the surface, it appears to be a combination theocratic and nationalistic institution; both the Church and the people (or, at least, representatives of the people) are supposedly in the governing process. Once you dig a little deeper, however, one finds that all power is concentrated into one man's hands; First Citizen Victor Ranchild. Ranchild has control over most of, if not all, of the government of Akarastle, which is obvious to most other nations and higher-ups within Akarastle itself, although the fact has not trickled down to the populace. The despot is approved by the Church and the defunct aristocracy, the former of which is completely in his pocket, and the latter of which never really mattered anyways.

    People of Importance: Glorious Leader Victor Ranchild, First General Raymond DeMonde, and Archbishop Gregary Lancastor are the three biggest figures in Akarastian politics. Only a few other nobles and officials hold any power in the citadel.
    Nation Size: 900,000 persons
    Capital: The city of Akar, the proud capital of the land, is a place of learning and industry, one of the three major cities not devoted almost entirely to agriculture. Made of hard granite and the occasional piece of marble, Akar is well-oiled machine, with very low crime rates and a large military presence. Home to the Citadel, the First Citizen's personal residence and castle, Akar is the military, industrial, and governmental center of the nation. Factories and shipyards make it not the cleanest city in the world, but for a city in post-industrial advancement, it is the height of hygienic.
    Akar has two sets of thick walls; one around the city proper, and another in the form of the Citadel, a small portion of the city devoted to the public and private ministering of the government. The Citadel is famous for being a place of order, and, to some, fear; many a man has been tortured for information or left to rot in the cells below the castle, waiting for freedom that never comes.

    Settlements: Besides Akar, there are two other cities made almost entirely of stone; Renaulgus and Raustberg. The former is famous for being the seat of the religious sect that has recently become the national religion; the other is more known for being devoted to trade and industry. Both have significant agricultural leanings, with tracts of farmland and rivers. Other cities, who are more wooden and even more devoted to agriculture, are the towns of Charrolston and Despinston. Besides that, more minor towns and villages are abound in inner Akarastle.

    Nation History: Akarastle had its beginnings in a number of tribe-like groups who settled in the plains to quietly farm. Over the years, they developed into their medieval years, and each became small kingdoms and lands that quarreled with each other constantly. Two groups eventually rose out of this muck, and took over most of present-day Akarastle; the Kingdoms of Akarastle and Renualts. The Kingdom of Renualts was the first to begin tapping into magical energy, and used powerful mages and wizards to defeat Akarastle and claim its verdant farmland for its own.
    Over the decades, the citizens of Akarastle, mostly ordinary farmers, found themselves constantly at the mercy of the Renualtans. The Renualtans had built themselves a wizard conclave for their new government, as the majority of the aristocracy supported magic or were mages themselves. Through use of, or more often threat of magic, the Akarastians were prevented for taking part in this government.
    Nationalistic fervor soon spread in Akarastle, headed mostly by monarchistic stirrings from the heir to the Akarian crown, Akar Vll, and a new radical religious sect revolving around anti-magic, order, and the rise of the proletariat. It wasn't long before the fiery Akarastians had revolted and taken control over the nation, abolishing the old government and putting to death any wizards they could find. The first Glorious Leader of Akarastle was Akar Vll, who renounced his right to the crown to take control 'at the behest of the people'. An idealist, he wanted to create the perfect democratic/theocratic society, and the people loved him.
    Many other nations were allies of the Conclave of Renualts, and did not look kindly on the new Nation of Akarastle. Akar solved this problem by not caring about it, and the nation of Akarastle soon closed its borders to all others, focusing on development. This remained like this for the length of Akar Vll and Akar Vlll's lives. However, when the untimely death of Akar Vlll struck the nation, there was no heir or worthy candidate, save for Victor Ranchild, First Minister and soon-to-be Glorious Leader. Ranchild changed much of Akarastle, capitalizing on its religious, xenophobic, anti-magic, and nationalistic tendencies to gain absolute power and unquestioning support. He then opened his borders to ambassadors and trade on a limited basis, in order to help nurture the growing industries of Akarastle, so that he might gain even more power.

    Nation's Trade Resources: Akarastle mainly exports from its enormous grainfields. It has plenty of other crops, too, such as corn, turnips, and other foodstuffs, as well as a lot of cotton. Akarastle tends to import more industrial resources like coal and iron, since it has an only mediocre mining industry and a large, advanced military. Akarastle also has lumber and stone resources from its many verdant forests and foothills.

    Military: Akarastle has a large and proud military, full of zeal (if not a lot of experience or intelligence). Akarastle rarely employs swordsmen or other 'outdated' soldiers, preferring to use musketmen and cannons. The nation runs on about 4% of the population, although many troops also operate as policemen, secret or otherwise, or for security for government-approved corporations (aka, all of them).
    Regular troops:
    Proudcoats- The rank-and-file of the Akarastian military, Proudcoats are equipped with their trademark heavy leather coats and muskets, each of which has bayonets. A decently-trained but inexperiances army, Proudcoats are by no means the most disciplined and dangerous military force, but they have large numbers and a fiery, nationalistic zeal, combined with the deadliest weapons the free world has to offer.

    Vyian's Gaze- The cannons of the land, the Vyian's Gaze unit controls powerful and advanced cannons for blowing the shit out of people.

    Arm of the People- An undertrained but fervent rabble of badly-equipped militiamen, the Arm of the People is a volunteer force that is only called on in times of war. Consisting of bloodthirsty assholes from across Akarastle, these peasants are usually equipped with low-grade muskets or even... shudder... bows, swords, and pikes. Theyusually have inconsistent equipment.

    Akar Sharpeyes: The best-trained soldiers in Akarastle, these crack troops wield only the most powerful muskets. Ranking with the best troops the world has to offer, Akar Sharpeyes are a terror on the battlefield, accruing kills like less experienced soldiers might accrue scrapes, bruises, and bullets.

    Navy: The Navy of Akarastle is proud but not particularly large, mainly maintained to keep Akarastle safe from pirates and small naval assaults, not for full-scale invasions.
    Akarian Waveripper- A heavier ship armed with four cannons, this slow but powerful ship is not particularly well-constructed or sturdy, but can dish out a lot of damage before inevitably taking to the bottom of the seas. A bit of a deathtrap, but a GOOD deathtrap.

    Charrelston Strifer- Charrelston is nowhere near the the ocean; the origin behind the Strifer's name refers back to an ancient battle in which a bunch of Charrelston conscripts commandeered merchant ships, outfitted them for battle, and used them to strike at the Renualts navy. An improved version of that makeshift design is still used today. A two-cannon, quicker ship designed for getting in and out of battle quickly, it normally accompanies merchant ships and fleets as protection.

    Magic: Akarastians are naturally extremely suspicious of mages, and have banned most 'conventional' magic as heresy.
    Vyian Priests- The only magic-wielders Akarastle has is the Vyian Priesthood, who practices only minor healing and protection magics. They take to the field as battle medics and warders, and their powers are considered a gift from Vias, not anything magical. They have saved many an Akarastian soldier from being destroyed by magical and physical attacks with their wards.

    Signature by the talented Chibisuke Chan!

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  9. #9
    Nation Name: Kaerine Elridarae (Kaerah Monarchy in English, and as they are far more commonly called)
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    Race: Kaerah
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    Race Description:
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    Population Scale: Large: Roughly 1,920,000
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    Government: They have a system similar to a constitutional monarchy. The ruler is Iilithrel Vireenia Eluriaani (Their word for queen is Iilithrel). She, like most others before her, got that title through birthright. The queen can technically have the power to do anything, but there are some ways to stop this. Unlike the Queen, other important government officials are known as Iirethre Ueraen (translated as high councilwomen in English) who are elected be Iirrethre (normal councilwomen), who are in turn elected by the people, so if the people are not liking what the Queen is doing then they can elect Iirrethre who will put the Iirethre Ueraen in charge who will oppose the Queen's wishes. When at least 7 of them vote to counter the Queen's actions, their word overrides the Queen's in that scenario. There are only 9 Iirethre Ueraen, so getting such a vote is difficult and has very rarely occurred, as the Queen is well respected so very few Kaerah would go against their Queen unless something drastic happens. Only one Queen was ever removed from office from this process. Two others were assassinated, but the rest have remained in office until natural causes required that they can no longer remain the Queen.
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    Besides these people are other smaller offices such as mayors, which usually has control of an entire island for the smaller ones, but the larger ones have mayors in charge if each city as one would expect. There is no house of representatives due to that being part of the Iirethre's duties. There's a high court, known as Nurrai Ueraen, and the 5 Kaerah on the court can judge on very important cases, but the Queen can always put her say into things instead if a specific case happened to catch her interest. The Nurrai Ueraen is often considered to be very strict.
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    The island of Elisareana, their largest and most important one, has 6 out of 9 slots for the Iirethre Ueraen. The surrounding, outlier islands are separated into northern, central, and southern for the remaining 3 slots. Although this is fair based on population size, perhaps even giving less slots then they should have, this still gives a vast amount of power to Elisareana island and some of the other islands are angry that their voice is not heard as well. The Queen is often petitioned by them to listen to their problems, but she's often quite busy to deal with the problems of every little island.
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    People of Importance:
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    Nation Size: Medium
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    Capital: Yuerei Elisar (translated roughly as "the Heart of Elisar"). It's found on Elisareana island. Although some buildings are made out of wood, most of the city is made up of fancy stone architecture with beautiful glass windows and lots of fancy gardens. It begins on the southern shore, but is so big that it extends all the way to the center of the island where the capital building is. A lot of trading goes on near the shore, then housing and other shops, then all the important buildings at the center where it's better protected from tsunamis. The city is surrounded by dense forests and walls, making it well defended.
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    Settlements: Two other important trading ports exist on Elisareana island, one on the west and the other to the east. The western one, called Kirileth Trading Center, is bustling with activity and has shores deep enough to bring in larger ships. Most people visiting the Kaerah Monarchy would go through here. The city has larger stone walls then any other city besides their capital, walls tough enough to withstand cannon fire for a bit. Such resources used up a lot of the resources at the time so it was an impressive feat that wasn't replicated anywhere else besides the capital. There are four other cities on Elisareana, but they pale in comparison to Yuerei Elisar and Kirileth Trading Center. Almost every city they have is experiencing some level of overcrowding. People looking for a more easy going lifestyle often travel out into the forests or on the outlier islands, islands much smaller then Elisareana so that they are often not even placed on world maps. They, as a whole, are called Yurereana (roughly translated as "small islands"). Most of these islands have villages comprised of huts and wooden buildings, especially the further out you are from Elisareana island. Some do have stone buildings, but most of the time these are military fortifications. The forests can also provide defense for some islands, where they built secret villages to retreat too out of a ship's range of attack. Sending nvading armies into these forests could be dangerous if the Kaerah living there know how what they're doing.
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    The most important of these Yurereana islands is Kailisila, where the Faera were first said to have come from. This island is located just to the south of Elisareana. It's wilderness is very dangerous with many vicious beasts, so very few villages exist there. Most people are either religious and found in the large temple structures, the only thing worthy of sight seeing on the islands, or are wanted criminals trying to escape.
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    Nation History: Kaerah first appeared on what they believe to be the island of Kailisila (ka-e-lee-sill-uh). Due to primitive artwork from long ago it appears that there were male Kaerah at one point, but for whatever reason they had died off and Kaerah had become a single gender race long before written words were ever invented. The island has a lot of dangerous creatures, so most suspect that the men had some massive confrontation with the creatures that ended in their deaths but the women surviving after the enemies were fought off. With few eligible men left, the Kaerah began to reproduce through other means or else died out. Luckily this new form of reproduction was a success and the Kaerah were able to survive by out breeding the competition and using their higher intelligence to come out from near the bottom of the food chain to the top. After boats were invented they settled on other islands. This eventually developed into their first independent colonies, and with that came war between them for resources or sometimes other reasons. A different queen had control of each island, but the queen of Elisareana (El-liss-are-ah-nuh) island managed to unite them all, some in battle and some in treaties. Some still oppose the Queen and her ancestors even today, specifically on some of the smaller, more outlier islands who's ancestors had fought against the Queen's forces. Still, most Kaerah are content with the Queen and the power that their unification has brought them.
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    Nation's Trade Resources: Fish, wood based products, exotic animals, and herbs are their most abundant exports, but other things commonly found on islands are also fair game. In terms of the Kaerah themselves, some head out as mercenaries for hire (often returning some of their earnings back to the Queen in taxes). Other Kaerah, especially on the outlier islands, are captured onto ships and sold as slaves. This is illegal, but highly prevalent where the Queen's reach is a lot weaker.
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    Military: The Kaerah military specializes in quantity, although not necessarily quality, as their resources to make heavy armor and weaponry is limited. That being said, common military tactics involve fast strikes from lightly armed swarms that overwhelm their enemies by sheer numbers. That doesn't mean that the individuals within the army cannot be skilled, in fact far from it; they simply don't get as good of equipment as some other races would. Their military is a combination of volunteer and conscripted Kaerah, and those as young as 14 can begin military training, but conscription can only start as young as 16. The soldiers are trained to fight to the last unless ordered to retreat, which is only called for tactical reasons rather then being worried about their own safety. While the Kaerah like to help each other and can be tightly knit, they're willing to give their lives for their Queen and fellow Kaerah back on the islands. Due to having only one gender, all Kaerah are fair game for the draft if they're in the proper age range (which is large), so they're able to get a larger population into the military if need be then a lot of other races could afford to pull off.
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    Regular troops:
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    Navy: They have a very large merchant fleet, mostly made out of wood. These ships are often fast and maneuverable but not entirely durable. In terms of fire power, very few are designed for combat, but Kaerah soldiers can fire arrows from the decks. The Kaerah navy is looking to produce more ships specifically for combat, but as of yet they have a limited supply but they're very good for ships without cannons. These ships are mainly to protect from attack either on the islands or their merchant vessels. They admittedly don't have a navy large enough to sustain any large invasions unless the merchants decided to offer their ships for an offensive attack. If that were the case then their navy would become quite large. However, without canons then they'd need such an advantage.
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    Magic: They specialize in magic involving water. The better magic users can even control the temperature of it, so they can turn water into steam, ice, or snow and move that around as well, but a lot of Kaerah have trouble with this move so most stick with water control while learning. Only about 6% of Kaerah have magical abilities powerful enough to be of use during combat while around 32% have extremely minor control of it, maybe enough to knock someone down with water splashing into them if they get lucky. The best magic users together are able to get drastic things done, such as the creation of currents that can move vessels as one example.
    Last edited by ImportantNobody; 03-18-2013 at 06:19 PM.

  10. #10
    Junior Member Person9701's Avatar
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    Council of Damned

    Nation Name:
    Council of Damned
    Race:
    Primarily consists of undead, with at least one fifth consisting of mixed races, mostly human and elves.
    Race Description:
    Humans and elves make up the half of the one fifth of living races of island of Thousand Cliffs. They are mostly necromancers and specialists in engineering and generally magicians. There are smaller populations of dwarves, orcs and other races. The 80% of the Council of Damned are the undead. 60% of the undead are the mindless. They are undead who where brought to service of necromancers, but weren't given ability to think. Most of them are shambling corpses and skeletons, made for hard labor and war. Some of them are purely made for necromantic rituals and are considered a useful waste. The other 30 % of undead are so called thoughtful. They posses the ability to reason and feel. They are generally proud of their damnation and serve in areas of labor where capability to think is required. Other one tenth of undead are part of Council or/and the High Society of Necromancers. Most of them are liches and were transformed to their state while they were alive. Dreadlords too belong to this category, but they are undead who resemble skeletons and zombies in their appearance and rarely use magic, instead relying on physical strength and swordplay. The 20% of mixed races serve as necromancer acolytes, specialists and soldiers. Everyone is affected by foremost rule of the Council of Damned - brake your ties with your past. Powerhungry and ambitious, these outcasts have formed their our own nation and are living ( unliving? ) to gain power and knowledge in dark arts.
    Population Scale:
    At least 600.000, medium sized.
    Government:
    Council of Damned rule the isle of Thousand Cliffs. Their leader, Lich King Nazgaziel is the oldest and the most powerful lich in the council. His advisors, the Thirteen make up the higher council. The Thirteen is made up of eight liches, two dread lords, a demon, an elf and a human. They rule from their great palace and have common ideals and ambitions, though intrigue is ever present. Since most of the islands population is made of mindless and thoughtful rarely tend to disobey the Council, they usually spend their time researching arcane arts and necromancy. Obviously, a state needs trade magisters of foreign trade, military and so on, so, everyone at the Council of Damned has certain role in the state. Foreign relations are run by elf, trade by a human and military, both land and navy are ruled by dreadlords. The is no thing as a democracy at the Council of Damned - you have to earn your place. After all, no one really cares about mindless and the thoughtful are too preoccupied by their own unlives. Important decisions are solely made by the Thirteen. Strangely, Island of Thousand Needles has steady influx of living races and are freely allowed to live withing their society.
    People of Importance:
    Lich King Nazgaziel.
    Minister of Foreign Affairs - Khal Darkshade.
    Minister of Trade - Lord Nathan.
    Minster of War - Dreadlord Shazarhbul
    Minister of Navy - Dreadlord Evermoore
    High Demonologist - Akh-Barzalet
    The Eight of High Liches of the council -
    Izrahamal
    Narzgal
    Nurdiel
    Mandaniel
    Orzaghul
    Xerophonoh
    Jakhobov
    Ian - The Faceless -
    Nation Size:
    The Damned Council is a relatively small nation that sits upon the inhospitable Island of Thousand Needles.

    Capital:
    Grand Sepulchre
    Sitting nestled upon a large cliff, Grand Sepulchre is one of the largest cities in the continent of the living ( name for the landmasses and other islands that are off the limits of their own isle, given by Lich King himself ) that is almost purely dedicated to arcane pursuits. The laboratories sitting on the lone cliffs hold many dark rituals and forbidden tomes. On the highest cliff of the Grand Sepulchre lies the Palace of Death - the ruling body of the Council of Damned. It is the residence of the Lich King Nazgaziel. Highly protected both by the living and the dead, it is one of the most secure places on the continent of the living. No one has ever breached it's security perimeter. On the lower cliffs lies the main city - many smaller laboratories and learning centers rest there. There are no stores or markets in the Grand Sepulchre - anything ever needed by necromancers is supplied almost immediately.
    Settlements: Island of Thousand Needles is a dream for mason - so much stone present in one place clearly indicates what's the dominated element of this nations architecture is. Large, castles and towers of stone dominate the cities and seaports. Thoughtful generally live in clay huts and less ornate dwellings. Mindless have their own barracks mostly made of crude rocks and left over trash. Glass is highly appreciated by liches as they have a strange need for beautifully crafter homes. Undead never sleep, but they need a place to piece themselves up ( literary ) and they have no need for food or water, but they require certain dark energies to keep them sane and functional. Seaports of the Island of Thousand Needles are filled with pubs and other places of entertainment as buccaneers and pirates have their own needs. There are no farms on the island, and the food is imported. There are many factories and mines that feed the Councils economy.
    Nation History:
    Since immemorial times the Island of Thousand Needles has been scarcely populated. Island had almost no soil to grow crops and the waters around it were filled with dangerous currents and reefs. Pirates used this as a safe heaven and some pirate settlements were built near the coast, and they never feared any danger since they were masters of the waters surrounding the island. Soon enough they discovered large amount of iron ore and other valuable recourses that could be mined. Soon enough they formed pirate confederation that used captured slaves to work in their mines and often paid tributes to larger navies so they wouldn't be under blockade.
    Naturally, this island gathered many refuges and outsiders. Some of them belonged to a banned cult - necromancers. Being feared and shunned, they decided to find their their own place to conduct their research. Having agreed to provide the pirates with easy labor, that is undead that are to this day known as mindless, they shared mutual benefit. To mention, pirates always had ways to obtain fresh, or not so fresh bodies. Slowly, these outcasts grew in size. One these outcasts was a man known as Alexander Lightbringer. He was paladin who turned away from his order as he began to question their ideals and practices, and having no other place to go, found himself at this island. Alexander soon became interested in necromancy and saw promise in this new way of life. It was not too long before he had amassed great power and became prominent necromancer at the island. Alexander saw that they were depending on pirates too much and that they had no unified rule or way of conduct, so he decided to form the Council of Damned. Out the Thirteen members that are part of the Council today, five humans ( who became liches later ) formed the new council and are known as original six founding fathers of the Council. They amassed their forces and stormed the seaports that were owned by pirates and demanded their submission. A vassal had turned against his liege, and most them refused and were slaughtered to be brought back as mindless. Those who agreed to give in were spared and were given larger freedoms to govern themselves. These events became known as Unification Wars.
    Centuries passed. Council members were already old by human standards, for they were kept alive by unnatural forces. Alexander, being 563 years old was on the death bed. For not wishing to leave this world, he decided to try out a new, untested method of becoming immortal. He became the worlds first Lich, thus was referred as the Lich King. His council followed him.
    200 years passed. Council of Damned was getting bigger and other nations were taking notice of their presence. Forces of justice gathered, and declared war on the Council. They amassed a great fleet and massive ground force. Being fully confident of their victory, they stormed the island, but were horrified of the terrors that Lich King brought upon them. Their initial landing was met by 100 zombies. Invading commander believed that they were a scouting party of sorts and order his cavalry to proceed to slaughter them while his main army moved behind them. Slaughter ensued for a short time, and the commander participated in the killing. They were surprised by a large pirate fleet that stormed their docked their ships. Pirates had excellent knowledge of the local waters, and rather than facing them head on, lured the ships in the dangerous reefs where they were decimated. Having no way out and no commander at the side, main army was surprised yet again. The very own soil under their feet started to shake and thousands of mindless rose from the earth. The main army had almost no experience dealing with undead and were terrified and badly surprised. The commander commanded his troops to flank the undead when ever it was possible, but they were blocked by dreadlords and witches who launched a surprise attack against their cavalry. Led by Lich King they had advantage and had every single knight slaughtered, except their commander. Lich King captured their commander and forced him to watch as his army was slaughtered and systematically turned to undead. He himself was turned to a thoughtful. Lich King separated his living head and granted it ability to speak and sent it back from where it came. The head was sent back yet again and today is located at the Palace of Death and is left there to be forever mocked. This war that became known as Independence war was over and The Council of Damned had secured their place in the world.
    Nation's Trade Resources:
    Iron, coal, saltpeter, salt, sulfur, gems, magical power ( channeled though complicated means ), valuable metals, elixirs and potions.
    Military:

    Military mainly consists of mindless hordes that can be easily mobilized in times of war. Mostly they are equipped with simple weaponry, like spears, daggers, hatchets and some fight barehanded with their claws. Gunpowder has created a very special kind on mindless - packed with explosives and used for suicide missions. Thoughtful have better equipment that is military graded and they have specialized combat divisions like pikemen, light swords, heavy swords etc. Some of them use new gunpowder weaponry, mostly in artillery. Dreadlords ride reanimated steeds and could be considered knights and are the only cavalry that Council has, since their island has uneven terrain, not suited for cavalry. For every thousand mindless or hundred thoughtful there is a lesser lich, used for bodily repairs and reanimation purposes. Buccaneers and pirates are used in naval combat. Some demons are employed for destructive elemental spells. Liches fight if it's necessary. Vampires are used for spy missions as they blend in well with the living. Council actively uses fear as a weapon, and that is, perhaps their greatest asset.
    Regular troops:
    Only 5% of the population serve as regular troops and they are mainly thoughtful divisions with the troops mentioned above.
    Navy:
    Pirates have their own navy that is both Council's trading fleet and offensive force. Council employs so called Terror Ships - ships boarded with especially disfigured undead to strike terror in naval battles.
    Magic:
    Council uses wide variety of magic, excluding light magic and restoring, earth magic. They are specialized in necromancy and employ demons to be used as tools of destruction. Many people travel to Island to be tutored in magic. That doesn't mean they all become necromancers - the Council has produced many well known mages that have actually lived their lives for good purposes.

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