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Flagg Strange. This outcome I did not foresee.

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Realm name: The Drathan Union

Flag/Banner:



Motto: From Wisdom, Power. From Power, Right.















CULTURAL

Short History:

WIP

The Union's origins lie in a league of human merchant cities in the Drathan Delta and the Archeos Oasis. For centuries, the Drathan cities had been ruled by a loose affiliation of magi known as the Congress of Masters. Devoted to the accumulation of knowledge and arcane power, the magi of the Congress were little interested in the day to day politics of their fiefdoms, which they ruled mostly as a means of retaining sufficient personal wealth and leisure to pursue their wide ranging philosophical interests. Personal feuds and vendettas between mage-lords coupled with laissez-faire rule over the masses characterized much of Drathan politics in the long centuries before the rise of Justinian.

The Breaking of the Moon changed things. The rise of Justinian and major political powers devoted to his worship across the world worried the Masters mightily.

Bound together by self-interest, the Congress of Masters determined to form a vast power base from which they could resist the encroaching threats. The diverse polities and tribes occupying what would become the Drathan Union were quickly united by the wizard-lords, who had in the space of a year united vast armies of ravening beastkin and hired legions of mercenaries to do their bidding. The Congress of Masters subjugated the clans of the Southern tropics, formed pacts with the Nuvidian desert tribes, and bent the innumerable beast folk inhabiting the wilds to their will.

In less than a decade, the Masters had formed one of the world's largest empires, a testament to their incredible power and genius... but their conquest was fragile and superficial, and the following years saw the Union totter and reel with internal confusion as the Congress of Masters attempted to mobilize the now vast resources at their disposal. An unwieldy bureaucratic police state was formed atop a polity of immense internal diversity and contradiction.

It has taken the looming threat of the Dream Plague to solidify the Masters' despotic hold on their varied domains.



-List of Historical Grievances
-Relations

Cultural Notes

Slaver Society

Culturally Diverse- the Union comprises many major cultures, with innumerable varieties of Yuwanism and worship of the Red Pantheon being the most common religious practices.

Intellectual- Desert cities of the Union, thanks to century of magi-rule, are home to incredible libraries, universities, orreries and arcanums.
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Monkeypants

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Isotope AND Monkeypants present,


The Antian Dominion













-Persons of interest:



-Current national relations;



Kingdom of Charlin

Otnemarcasan Empire

The Isoterix Shogunate

Kingdom of Karkarth



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Alfhedil What do you see Kaneda?

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Goldeagle1221 I am Spartacus!

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Grijs

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The Greys of Uudhin

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Motto: A New Power is Rising








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Realm Name: The Otnemarcasan Empire
Official Name: The Unified Kingdoms and Lands of the Imperial Crown of Otnemarcas
Other Names: Otnemarcas, The Northern Empire, the Northern Tiger







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GreivousKhan Deus Vult

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Kingdom of Karkarth
















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Legion X51 Cap'n Fluff

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Slamurai

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WIP
Hokksulgug

















To Koguchyeol and the Daekuang! To Hokksulgug, long may she stand!

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Serpentine88 Writer of Overly Long Character Sheets

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Somnus Imperium


The Holy Crusader State of the Ironmarch

"Flag is actually Somnus Imperium flag"


(As part of the Victorianna Claimant Faction, formerly the Grand Principality of Ironmarch before the peasant rebellion, civil war and finally coup)


NATIONAL

-Capital: High Ironmarch
-Largest City(By Population): Holy City of Justinian Requiem
-Government Type:
(De Jure) Imperial Principality under rule by Somnus Imperium, essentially made hollow by crusader coup and rise of the Theocratic-Stratocratic-Collectivist Victorianna faction.
(De Facto)Crusader-State, theocratic-populist leadership of an Apostle/Messiah with a ruling council of religious, peasant and crusader figures, Its guiding ideology is a kind of Theocratic-Populism with communist undertones. Nearly all feudalism has been eradicated following the absorption of all the aristocracies assets and removal from power. On local levels, government in regions are determined by a combination of local clerisy and collectivist/communistic peasant councils.Also practices limited democracy, the first of its kind on the planet, through the peasant councils and peasant tribune representatives to the capital.

-Currency: Somnus Vermillion
-Population:
-NATURAL POPULATION: 7 million
-ACTUAL POPULATION (Due to Fall of High Sepulchrave and refugee's): 12 million

-Realm Size: Empire (Note: When the Somnus Imperium fell, a large amount of its surviving military and population assembled in the Ironmarch and neighbouring regions, condensing its population into a small area)
-Realm Size(By Block): 20

-Unique Trait #1: NEW WORLD ORDER:


[b]-Unique Trait #2: The New Model Army


-Unique Flaw #1 The Host Of The Fallen


-Unique Flaw #2 (Created by me, mostly to reduce min-maxing)

|=================================================================================================|
|=================================================================================================|
GEOGRAPHICAL

-World-Realm Map: (See front page link)
-Geographical Trait: (created by me in consultation w/ you. Applies to nations adjacent to the Plague Lands.)
-Geographical Flaw: (created by me. Only applies to nations not adjacent to the Plague Lands. Generally speaking to nations beyond the green geographical zone in the center.) - Internal
-Realm Map:


~~Incorporated Somnus Imperium States Into the Holy Crusader State of Ironmarch
-(Former) Grand Principality of the Ironmarch, Now Province of Ironmarch
-(Former)Principality of Ruthevostin, Province of Ruthevostin
-(Former)Principality of Sanguine, Province of Sanguinost
-The Great Helldosthedin Marches (AKA: The Plague Marches)
-The Eiesenwächter Northern Marches (AKA: The Ghulbane Marches)
-The (Former)Duchy of the Arcadian Lowlands, Province of the Arcadian Lowlands
-The (Former)Duchy of the Venhosten Grasslands, Province of the Venhosten Grasslands


~~Major Cities:
-High Ironmarch
-Low Ironmarch
-Sanguinost
-Ruthevostin
-Hurschenburn
-Baravorseburg
-Holy City of Justinian Requiem
-Holy City of New Sepulchrave
-Grimstost
-Antelance
-Blackstein
-Vothevaden
-Victorianna
-Mesterheldeim
-Ostenheimban


~~Other Notable Cities:
-Arcadia (Note: A ruined and near empty city ever since the Massacre of Arcadia
-Tirostholt (Note: Quarantined and squalor-ridden city filled with refugee's)
-Troslthet (Note: AKA "The Other Tirostholt" actually a massively over-sized refugee camp)
-Remodast (Note: Quarantined and squalor-ridden city filled with refugee's)
-Heathdoheim (Note: Quarantined and squalor-ridden city filled with refugee's)
-Nontheheim (Note: Secure city, overflowing with refugee's and acts as primary checkpoint for refugee's)
-Jamitoro (Note: Actually a large town, Jamitoro is a Sibytte stronghold in the Somnus, a Justinian melting pot with predominately Otnemarcasan culture shining through. Many Sibytte exiles and descendants of crusaders live here. Jamitoro is also the mustering grounds for both volunteers wishing to fight for the Sibytte's in their civil war as well as volunteers wishing to fight in Somnus against the plague.


~~Major Castles:
-Ironmarch Citadel (Central HQ and Headquarters of the Knights Iron Sepulchre )
-Eiesenwächter Citadel (North HQ and Headquarters of the Knights Iron Bulwark)
-Sanguinost Citadel (West HQ)
-Ghulbane Border Fortress (Eisenwächter Marches)
-Paladins of Krax Border Fortress: Rendoux (South HQ, Provincial Capital of the Great Plague Marches)
-Grimstein Citadel (East HQ, Headquarters of the Inquistion and Knights Sacrosanct)
-Helldosthedin Border Fortress (Helldosthedin Plague Marches)
-The Gotha Border Fortress (Helldosthedin Plague Marches)
-Victorianna Keep, Castle of the Order of the Paladins of the Victoriannan Rite
-Antelance Castle, Castle of the Order of the Paladins of the Gloriannan Rite


-Buildings of Interest:
-The Ironmarch Palace (Now a tribunal council room for peasant council tribunes)
-Paladins of Krax Foreign Legion Chapter house
-The Blackstein Blackpowder Mine & Processing Workshops
-The Ironmarch Blackpowder Processing Workshops
-The City of Arcadia (Ruins and mass grave, also site of the Arcadian Martyr's Square)
-The Mausoleum of Apostle Septimus
-The Mausoleum of Apostle Victorianna(The First Victorianna)
-The Great Stockade (A stockade/palisade wall separating quarantined cities and safe cities)


-Geographic Features of Interest:
-The Ironmarch Ranges
-Mt.Blackstein (AKA: Mt.Blackstone, The Blackpowder Mountain)


|=================================================================================================|
|=================================================================================================|
RACIAL

-Majority Race: Humanity
-Majority Race Appearance: Human (Typical European-esque)
-Majority Race Characteristics: Human
-Minority Races: Jahun-Ka (See Khan's sheet)

|=================================================================================================|
|=================================================================================================|
RELIGION & MAGIC

-State Religion: Somnus Justinianism ("Victoriannites")
-Religious Information
-Religion Demographics
-Heterodox Justinianism(Victoriannite Somnus Justinianism): 57%
-Radical Heterodox/Heretical Somnus Justinanism(Victorianna over Justinian) Justinianism 21%
-Orthodox Justinianism: 7%
-Sibytte Justinianism: 6%
-Karkathian Justinian-Takarienism: 1%
-Radical Ultra-Orthodox/Puritan Justinianism: 1%
-Other: 7% (Red Pantheon Cultists, Yuwanists, Dryadicists, Etc)



-Holy Relics In Possession:
-The Holy Sword of the Apostle Septimus I (Wielded by the Apostle Victorianna)
-Apostle Victorianna (Living relic, messiah and apostle)
-Justinian's Tablet of Salvation (The Declaration of the Salvation of Somnus, From Justinians holy war era)

-

-Holy Sites Under Control:
-Holy City of Justinian Requiem
-Holy City of New Sepulchrave
-The Northern Path
-The City & Mausoleum of Apostle Victoriannia (The First)
-The Mausoleum of Apostle Septimus


-Magical Schools and Curriculum: N/A

|=================================================================================================|
|=================================================================================================|
MILITARY

-Total Military Size: 232,000 (Using Justinian army rules)
-Military Details: (Military Numbers Distribution)



-Military Details: (Military Organization and Units)




|=================================================================================================|
|=================================================================================================|
NATIONAL DRAMATIS PERSONAE

-Head of State/Monarch: NOTE: OLIGARCHIC COUNCIL WITH PARTIALLY CEREMONIAL FIGUREHEAD
(De Jure): Proclaimed Apostle, Messiah of Justinian and Kaiserin-Claimant of the Imperium, Cecilia Anne "The Girl Saint" Victorianna
(De Facto #1): Grandmaster of the Knights Iron Sepulchre Seneca Byronus II of Wyverncourt-Cassentine
(De Facto #2): Grandmaster of the Knights of the Iron Bulwark, Oronn "Grimface" Bonaventure
(De Facto #3): Holy High-Servitor of The North Justinians, Septimus Justus I
(De Facto #4): High-Servitor and Master Pilgrim of the Northern Path, Hadrian Luxitancus
(De Facto #5): Grandmaster of the Knights Somnus Victoria and Master-Paladin of the Victoriannan Rite, Clement Trajan Hectorian
(De Facto #6): Grandmaster of the Knights Sacrosanct and Master-Paladin of the Gloriannan Rite, Valerian Quinatus III
(De Facto #7): High-Servitor Inquisitor, Vespasius Ophedius
(De Facto #8): High-Servitor Healer and Grandmaster of the Knights of the Carrion Song, Favian Favinius
(De Facto #9): Master Paladin of the Paladins of Krax, Venox Steelskin Lrich
(De Facto #10): Grandmaster-Paladin Horace Guntherum Magnus of the Gloriannan Rite
(De Facto #11): Grandmaster-Paladin "Justinian's Own Hammer" of the Victoriannan Rite
(De Facto #12): Marshal, Constable of the Army and High-Servitor, Daelus "The Conqueror" Omar
(De Facto #13): Peasant Tribune Representative, Gregory Shieldsmith

-Ruling Dynasty: N/A
-Constable Of The Army: Marshal, Constable of the Army and High-Servitor, Daelus "The Conqueror" Omar
-Religious Head: The Holy High-Servitor Septimus Justus of The North Justinians and Keeper of the Sepulchrave Tomes
------------------------------------------------
Persons of Interest













|=================================================================================================|
|=================================================================================================|
CULTURAL

-Pre-Plague History (The Breaking of the Moon, The Holy Wars for Somnus)

-Post-Plague History (The Fall of High Sepulchrave, the Peasant Rebellion, Civil War, Coup)

-List of Historical Grievances
-The Dominion
-The Somnus Imperium
-The Ten Barons(Somnus Faction)
-The Plague

-Relations


|=================================================================================================|
|=================================================================================================|
Cultural Notes





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Blumenkranz Install Gentoo

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The End















Hidden 10 yrs ago 10 yrs ago Post by Paper Angel
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Paper Angel Angel of Cookies and Papercuts!

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Tis a WIP but I really want to start working on IC posts sooz I am hoping it is enough? -_^

AEIEAL

-Flag/Banner:

NATIONAL
-Capital: Thaelen
-Government Type: Monarchy
-Currency: Aeiealan Marks
-Population: 5 Million (Only if you count slaves and cattle)
-Realm Size: 26
-Unique Trait #1: Masterful Diplomats
The Vaelie are among the most gifted races when it comes to diplomacy and their ability to twist the wills and blur minds is second to none in the known world. This aptitude has save them time and again from forces that could have destroyed their small homeland without much trouble and it is one of their most valuable resources.
-Unique Trait #2: (Created by me, mostly to reduce min-maxing)
-Unique Flaw #1 Slavery Dependent
Aeieal is built on the backs of slaves. Slaves built the floating palaces of the Vaelie, slaves till the fields, slaves are the primary food sources, and slaves are one of their primary exports. Without slavery Aeieal would be hard pressed to exist as a civilized nation and it's handful of cities would melt back into the marsh as society crumbled.

-Unique Flaw #2 (Created by me, mostly to reduce min-maxing)

GEOGRAPHICAL
-World-Realm Map:

- Geographical Trait: (created by me in consultation w/ you. Applies to nations adjacent to the Plague Lands.)
- Geographical Flaw: (created by me. Only applies to nations not adjacent to the Plague Lands. Generally speaking to nations beyond the green geographical zone in the center.)
- Internal-Realm Map: WIP
-Major Cities:
Thaelen
Vaelan
Vaelin
-Major Castles:
Thaelen is fortified in a way. Otherwise there are only the floating palaces which are a bit fortress-like.
-Buildings of Interest:
-Geographic Features of Interest: Aeieal is a giant swamp and much of it is flooded, with streams and lakes abounding. The city Thaelen is built upon floating rafts and mobile islands. It can slowly move throughout the core of the marsh and so can many of the Vaelie settlements as almost all of them are built the same way.

RACIAL
-Majority Race: Vaelie
-Majority Race Appearance: The Vaelie are beautiful and striking beings without a doubt. Their skin is the color of silver and their hair gleams like pure gold. Their bodies look as if they were crafted by some god with an eye for what would be the most desirable traits imaginable. Most Vaelie have operations performed at a very early age that leave them with strange scars and marks on the undersides of their arm from which implanted spines filled with venom can be extended. Their eyes are also the same golden color as their hair.
-Majority Race Characteristics:
No one really understands it, not even the Vaelie themselves but they have a number of effects on other humanoid beings. The first instinctive response that any humanoid being regardless of gender has upon seeing a Vaelie is that of desire and arousal. Those desires are enhanced as the Vaelie moves, speaks, ect. Their voices are described as enchanting, their movements as captivating, their scent as intoxicating. The Vaelie are masters of exploiting these sensations and further enhance them through potions, powders, and some secret arts.

Clarification- The Vaelie traits cause arousal and a slight impairment of judgement in everyone. But the degree of impairment of judgement and other effects is totally dependent on the person's willpower and other things. This is not a form of mind control unless people allow it to be and even with those who are very weak willed it is a delicate and careful balance of influence.

-Minority Races:
Thrulls- The Thrulls were once humans and they reflect this old origin in their bodies and features. But generations of breeding and experimentation has led to them being very different from their original human stock. There are several different varieties of Thrull and each serve a different function. All types of Thrull are notable for their flat faces, large eyes, and thick forms. Some that are bred for cattle purposes are extremely large and with ample amounts of flesh on their bones, some bred for labor have extremely high muscle mass and are strong, some are bred for skilled activities and these are the most intelligent but even so they are not very bright. Thrulls are the idea slave, loyal and almost thoughtless.

RELIGION & MAGIC
-State Religion: Yuwanism technically. However Aeieal is unique in lacking in any real religious fervor or zeal. There are a handful of temples to Yuwan in the land as well as some Ithicist shrines, and a number of older shrines to the diune gods Vael and Vaela the original subjects of worship by the Vaelie and their subjects in ages past. Ithicism and Yuwanism coexist with this other old faith and since none are particularly demanding faiths and the people aren't particularly religious no one really cares much outside of the occasional foreigner.
-Religious Information
-Religion Demographics:
70% Yuwanist (supposedly)
30% Ithicist (supposedly)
-Holy Relics In Possession:
The Raiments of Vael and Vaela (Thaelae)
-Holy Sites Under Control: The Pools of Vaelinor (Thaelae)
-Magical Schools and Curriculum: Magic in Aeiael is considered a bit more common place than most nations. Almost all Vaelie have a little bit of the gift, though it almost always is specifically illusion based magic and almost always serves as an augmentation to their natural allure rather than being a noticeable magical talent. The few who are more powerful mages are illusionists famed for their skill at making the impossible seem possible or dazzling shows.

MILITARY
Military size- 30,000
-Military Details
WIP

NATIONAL DRAMATIS PERSONAE
-Head of State/Monarch: Queen Aelevani Tlaerie
-Ruling Dynasty (If applicable): Tlaerie
-Constable Of The Army (If applicable): King Kaedaraen Tlaerie
-Religious Head (If Applicable): Aelevani Tlaerie is the High Speaker of Thaelae by title but it has been centuries since that title seemed to mean anything.
-Persons of interest:
Queen Aelevani Tlaerie
King Kaedaraen Tlaerie
Princess Vaelinessi Tlaerie
Prince Maerin Tlaerie
Princess Saelysi Tlaerie
Princess Aelevani Tlaerie
City-Lord Vaelin, Yaelev Tsirae
City-Lord Vaelan, Vaermas Laera

CULTURAL
-History:
The Vaelie have existed within the marshes of Aeieal for untold thousands of years. Though the Vaelie themselves do not have records of it, the old myths in the dominion long spoke of the creatures who lurked within the swamps, creatures who could steal the judgement and minds of humans and who feasted upon or enslaved those who trespassed into their lands.

It was the breeding of the Thrulls, a critical first step towards obtaining a truly stable food supply, that marked the beginning of the rise of the Vaelie to civilization. With the Thrulls crippling famines did not sweep the marshes regularly, with the Thrulls they had a stable work force to build cities and compounds, with the Thrulls things changed drastically. Those who had perfected the art began to expand within the marshes of Aeieal, ousting and assimilating the tribal groups of Vaelie and servitors who had lived there before and it was about 2000 odd years ago that the state of Aeieal a mostly unified nation within the marshes was recognizable by modern standards.

Eventually the Vaelie began to send out emissaries beyond the swamps and while the first few went poorly (Don't ask for the exact details) In time they came to an accord with their neighbors. The Vaelie have maintained a royal union with the Dominion for nearly 1500 years, sending a princess to wed a member of the royal family every generation to honor their pacts of protection and assistance. Aeieal has also in time become known to the world for it's diplomats and slaves, selling and swapping secrets of their creations with the Union to the distant south as both societies use slaves extensively.

The ancestral faith of the Vaelie, Thaelae was mostly suppressed and hidden away in the face of the pressure from the outside world and most of the nation's people pay either lip service to Yuwan, or to the Ithicist gods. But there are rumors that the ancient rites of Thaelae still persist even though the Vaelie deny it.

The Outbreak of the plague has truly frightened the people of Aeiael, while there have been very few cases the flesh of those afflicted becomes toxic and inedible and it thus is both a risk to health and food supply. All infected are quickly culled for the Vaelie fear that should the plague spread they will be forced back to those dark days when all of life was spent in the quest for food.

-List of Historical Grievances:

-Relations:

-Cultural Notes:
1. While the Vaelie are carnivorous they do have standards and codes now regulate what they eat. Within Aeieal they will readily eat the traditional food of their people, but outside of Aeiael they will normally submit to the standards of their hosts. Further the Vaelie have made a distinction between Thrulls and humans, and at least officially it is taboo to consume the flesh of a humanoid being other than a Thrull.

2. The Vaelie are not confined to Aeieal. There are small but present minority populations in many other nations where they normally find employ as political figures, negotiators, or in less prestigious but no less profitable exploits.

3. Aeieal is open to settlement by people of all races. While you have to be willing to tolerate the Vaelie and their habits, they also have an insatiable appetite for the finer things in life and with the knowledge that they don't consume normal humanoids widespread there has been a revolution of art and culture within Aeieal as people take advantage of the rich market for luxury and basically any sort of new goods.
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Mirithwood
NATIONAL

-Capital: Nepenthis Majora
-Government Type: Oligarchy
-Currency: Sil (Special, marked wooden carvings, about the size of a coin. Impossible to counterfeit due to special preparation methods that cause the wood to glow in the dark.)
-Population: ???
-Realm Size: Principality
-Unique Trait #1: The Melons of Mirithwood

-Unique Trait #2: PLACEHOLDER

-Unique Flaw #1: Soylent Green is People

-Unique Flaw #2: PLACEHOLDER

GEOGRAPHICAL

-World-Realm Map: (Fill in desired blocks on world map)
-Internal-Realm Map: (A zoomed in map of your controlled blocks and major cities/castles/locations within it)
-Major Cities: Nepenthis Majora, Darklilt
-Major Fortifications: Castle Darklilt, the Fortress of Reeds, Fort Depth.
-Buildings of Interest: The Temple of Nepenthetis (In Nepenthis Majora)
-Geographic Features of Interest: The Sideways Forest, the Lost Grove, the Great Gutter.
RACIAL

-Majority Race: Alraunes (Plant Folk, Spirits of the Forest, The Children of Nepenthetis)
-Majority Race Appearance: Alraunes are typically seen in the nude, with planty green skin and hair. While their eyes are commonly green, it is also not uncommon for them to have blue or red eyes, while any variation of brown is virtually unheard of. Their ears are pointed, although for what reason, nobody knows.

-Majority Race Characteristics: Alraunes tend to grow to around the same heights as most human females, depending on their enviroment. It's worth noting that Alraunes from areas closer to Nepenthetis grow taller than those from the outskirts of the forest. All Alraunes are considered to be female, as they possess functioning female reproductive organs reminiscent of humankind, and are even capable of breeding with males of other races if given the opportunity.

Reproduction between pairs of Alraunes is very possible, and while it was once common for an Alraune to only go into season once in their lives, repeated consumption of the Fruit of Nepenthetis has caused them to breed with much greater frequency over the last few centuries.

-Minority Races: There are some few humans who live beyond the boundaries of Mirithwood, although they are truthfully not that many in number.
RELIGION & MAGIC

-State Religion: The Red Pantheon
-Religious Information: The people of Mirithwood worship a singular deity belonging loosely to the Red Pantheon. They do not discriminate based on religion, but refuse to swear their allegiance to any god besides their great forest's living lord. He is the Maw of the Forest, the Bringer of Fertility, God of Life. His name is the Dark God Nepenthetis, and his incarnate body is said to be among the largest of all of the Red Gods.

Each day, a great number of worshippers gather at the foot of the Great Tree, to offer him great amounts of food and praise. In return, he produces his godly fruit, and spreads his roots far and wide so that the forest's borders may extend.

The entirety of Mirithwood is an extension of his being, with each and every tree, plant and root having been assimilated into his body. No man may set foot in Mirithwood and not alert the Dark God, and if those who trespass are of malicious intent, it is not uncommon for them to encounter a mysterious, horrible fate in the dark undergrowth.

Those belonging to a certain religious sect, considered to be the authorities of the forest, are known widely as Grove Tenders. These folk make up a great council spanning every settlement in Mirithwood, and could be considered the country's government. Additionally, those who attend to the great tree directly are called 'The Coven of Majora', or simply referred to as Nepenthetis's Aides.

The Grove Tenders are very much the face of the sect, but the Coven of Majora are a secretive, and mysterious organization. While they do not claim so, they are undoubtedly the leaders of Mirithwood, and are both seen and treated as such by the public.

-Holy Relics In Possession: The Tooth of Nepenthetis
-Holy Sites Under Control: The Forest of Mirithwood
-Magical Schools and Curriculum: The Ways of the Forest are old and mysterious, stemming from the life-giving powers of the Great Tree himself. They aren't all that powerful on their own, but due to the way that Nepenthetis's influence covers the whole of Mirithwood, it is deceptively strong when wielded within its bounds. Said to originate from the practise of tapping into the core attributes of life itself, bringing them out in order to create abnormal effects.

Passionlilt has pioneered a new, heretical form of magic, taught only to the select few under her tutelage. Her branch of magic is notably quite malicious when compared to the relatively tame Ways of the Forest, and has been the subject of much controversy.
Military

(Current size, unknown.)
--The Mirithwood Ranger Corps
-It should be noted that, despite how structured they may seem on paper, the Rangers are not a very formal organization, and are in practise not actually that organized at all.
-Command Structure: Captain Commander Lilly
-The Captain Commander holds total authority over all Rangers, and is at the forefront of all political and strategic affairs.

-Three Lieutenant Commanders
-Lieutenant Commanders serve the Captain Commander directly, and assist her in all day-to-day matters. They do not command a division of their own, but instead take on eleven Captains each as their own direct subordinates.

-Thirty-three Captains
-Each Captain oversees their personal Division, possessing abnormally high autonomy over their actions. A Division can contain any number of common-ranked Rangers, although the requirements to join each Division varies between them. Some are harder to join than others.

-Standard Equipment: All Rangers should be considered to be carrying all of the given items, at all times.
-One Hand-crafted Longbow, for use in hunting and large-scale engagements. Personal to each Ranger.
-Twenty Hand-crafted arrows, broadheaded and with metal tips.
-One eight-inch metal knife, for use in hunting and small-scale engagements.
-Two waterproof Cloaks, one for Night Missions and another for Day.
-One metal pin, of varying colour and design. Indicates the Division and Rank of the Ranger.
-One backpack. Contains medical salves, bandages, firestarters, rope and emergency rations. Other items vary.


-All Rangers of Captain rank or higher carry their own personal Horn, with the sound of each Horn differing between Rangers.

-During troubled times or for specific operations, other specialized equipment may be issued.
-Designated members of each Division carry additional Arrows.
-Rangers are expected to maintain their own equipment.


-Training: The Mirithwood Rangers undergo a wide range of specialized and general training and conditioning, so that they may best serve the forest and all of its needs. Most importantly, they protect the forest from outside threats, and enforce strategies to resist any foreign trespassers. Besides that, they oversee all foreign affairs and often accompany foreigners during extended visits to Mirithwood.

-Rangers are trained to operate in smaller groups, rather than as part of a large unit. During missions, it is not uncommon for a Division to designate several smaller Cells within their ranks to accomplish given objectives. It is virtually unheard of for any mission to be undertaken by numbers less than three, or more than thirty.
-Trained in Stealth, Survival, Archery, Tracking and Guerrilla Warfare.
-Also trained in Forest Preservation Techniques, Herblore, First Aid and Leadership.
-Little specific training for large-scale engagements.

NATIONAL DRAMATIS PERSONAE

-Heads of State:
--The Coven of Majora
Matron Selilt
High Priestess Brinlilt

[High Priestess Holly]
An ex-Ranger, who retired to Nepenthis Majora and worked her way through the ranks to eventually reach the position of one of the Coven's highest. She understands the plight of the Rangers, and often tries to influence the decisions of the Coven to aid them. Out of all of the Coven's leaders, she is the only outsider.

High Priestess Ellense
High Maiden Recker *Selilt's Daughter
High Maiden Gigasviel *Selilt's Daughter

[High Sorceress Passionlilt]
The strangest of the Coven's highest members, Passionlilt is hailed as a great magic-wielder and is essentially in charge of all magical ventures in Mirithwood. She and her rank are abnormal, going against the traditions and beliefs of the Coven simply by continuing to exist.

-Constable Of The Army: Ranger Corps. Commander Lilly
-Religious Head: High Priestess Brinlilt
-Persons of interest: TBA
HEROIC DRAMATIS PERSONAE
CULTURAL

-History
-List of Historical Grievances
-Relations
-Cultural Notes
Hidden 10 yrs ago 10 yrs ago Post by Wernher
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Wernher

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WIP

Province of Theodora




NATIONAL
-Capital: Wernburg
-Government Type:
(De Jure) Imperial Province under the Imperial Throne of Somnus.
(De Facto) The Governor is dead, as is his entire family and the high level officers have all fled the Province in the wake of the plague. A regency council as been established mainly formed of some military officers and bourgeois that stayed. The structure is very feudalistic if not communist in its nature, with the council offering protection against the plague in exchange for service and resources, giving people choice between submitting or going bandit.
-Currency: Somnus Vermillion (Not minted anymore, barter is more common as is taking things by force.)
-Population: 239,000 (Approximation)
-Realm Size: 10

-Unique Trait #1:
Medical Expertise: Theodora was at first what people saw as the Empire's best hope for survival, for the University of Wernburg had always been the leading edge of the entire world in all medical matter and as a tradition, the physicians of the Emperors came from here. Despite being overrun by the plague and its small size, Theodora still has better medical facilities, techniques and knowledge than all other nation. This advantage however is slowly being strained, the labs falling in disrepair and the old teachers falling victim to the plague as they try to cure it, but Wernburg hasn't fallen yet.

-Unique Trait #2: (Created by me, mostly to reduce min-maxing)

-Unique Flaw #1:
Destruction of Social Order: The quarantine army fails to contain the spread of the plague, only slowing it down, and thus in the country side and even in some parts of the cities, plague victims roam along with peasants that have taken arm to pillage their neighbors for food and supplies. Some cling to the quarantine army for safety, but this is no longer a civilized province.

-Unique Flaw #2 (Created by me, mostly to reduce min-maxing)

GEOGRAPHICAL
- World-Realm Map:
- Geographical Trait:
- Geographical Flaw:
- Internal-Realm Map:

-Major Cities:
-Wernburg: The largest city and official capital of the Province, the city itself is technically fallen with only a few holdout in the form of the Military Garrison, the University and the Governor's palace. The plague victims congregate all over the city with the few survivors still living in their home desperately scavenging or trying to reach the lifeline of the city: The Theodose River. The river is used to ferry supplies in the city without having to go through the plagued streets, although sometimes as an emergency route the city dwellers use the sewers to travel underground.

-Glimmercroft: Seat of the Regency as communicating orders from Wernburg would be too tedious and slow, it is also the largest still mostly intact city of the Province. It holds this distinction as being one of the rare walled city this far inside the old Empire. It is the artisan powerhouse of the Province as here people work almost as willing slave for the Council, offering their craft in exchange for food and safety. Most people never, ever leave the walls of the city by fear of what's outside.

-Major Castles:
-Emperor's Retreat: A fortress near Wernburg, it was where the emperor went when he felt sick so his best doctors may cure him. This location now serves as a secure laboratory to experiment on surgical options available to try and cure the plague, something they've until now had very, very little success.

-Dunwitch Sanitarium: Not so much a castle as a large facility, the Sanitarium experimented on the insane before the plague and after it, it still tries to find a psychological solution to the problem, make the plague victims less aggressive or at least understand a pattern in their actions so to better fight against them.

-The Rock: The tiny castle of a minor baron without importance that's long dead. No one alive can even remember the name of this place people simply call 'the rock'. It is the farthest outpost Theodora has, the closest men are from the epicenter of the plague in the north of the continent. The Council still maintain a phantom garrison there to observe what's going on in the land of the old emperor.

-Buildings of Interest:
-The University of Medicine, Wernburg
-The Governor's Palace, Wernburg
-The Barracks, Wernburg
-The Quarantine District, Glimmercroft
-The Mass Grave, Wernburg
-The Fire Pit, Glimmercroft
-Geographic Features of Interest:

RACIAL
-Majority Race: Humans
-Majority Race Appearance: Average Human
-Majority Race Characteristics: Pretty Human
-Minority Races: Nope

RELIGION & MAGIC
-State Religion:
Justinian Orthodox

-Religion Demographics:
-48% Justinian Orthodox
-39% Somnus Heterodox Justinian
-13% Other Justinian

-Holy Relics In Possession:
-Rod of Mercy: A holy artifact rumored to be able to cure any sickness from the simplest flu to lycantropy and leprosy. Many turned to the Rod to save the Empire from the plague, but it seemed that the powers of the artifact are limited. It is now held in the Emperor's Respite.

-Corpse of the last Great Prince: When the plague hit the capital, it sweep through the core of the empire and killed the emperor and his family. One of the last heirs of the dynasty managed to get to the Respite to seek treatment but couldn't be saved. As news of the Emperor's death came to him, he proclaimed himself Emperor but couldn't do the ceremony before he died.

-Holy Sites Under Control:
-The holy hospital of Wernburg: A holy placed where the sick had the favor of Justinian himself and healed better and more quickly than any other place (although the quality of the doctors probably had something to do with this.), the Hospitalier Order of Theodora held it to the last men before they were overrun by the plagued.

MILITARY
-Total Military Size: 25,000
-Military Details
-11,000 Quarantine Officers: A lot of them students from the University that never graduated, they all have formation on how to deal with the plague and the infected, using crowd control tactics and focusing on mowing down mostly untrained peasants. Their greatest skill lies in finding and dealing with plague hot spots and cut their loses in such poisoned environment.
-800 Knight Hospitalier: Most of the order was destroyed during the lost of their HQ in the Hospital of Wernburg, the rest were wandering knights that traveled across the Empire to heal the sick where they could be found and made their way back to Theodora in a hurry. They're not as good as most knights in combat, but they're expert survivors and are even better than Quarantine officers to detect signs of the plague and avoid them.
-13,200 Guardsmen of the Regency: A more versatile force than the Quarantine Officers, these are there to insure the law and order of the cities and settlement in day to day affairs, which means fighting a lot of bandits, stray infected and arrest thieves and looters where needed. Their efficiency against a competent enemy is debatable, but at least it's very hard to sneak pass them, as they've had some very bad surprises and disasters happen when they didn't notice what was going on until the last second.

NATIONAL DRAMATIS PERSONAE
-Head of State/Monarch:
Duke Wilhelm Fürst, Regent of Theodora: The highest noble left in Theodora and the one everyone chose to rule without much discord, the Furst have mainly just 'Been there' for generations to maintain relation between the people landed there and the Imperial appointed Governor. As a diplomat used to dealing with foreign powers (or the closest thing there was to one), it made sense to make him head of the council.

-Constable Of The Army:
-General Albius Ravenstein: An old general that was on the move when the empire crumbled. Rather than spreading his forces left and right he stayed with his small army where he was, awaiting for orders from the Emperor, whomever he might be at the moment. Orders never came and he eventually joined communal work in the province, invited in the regency council as Constable of the Regency.

-Religious Head:
High Cleric Ashendale: A holy man with divine powers of healing, he was the head physician of the Emperor before his death. He now lives in the Emperor's respite and is obsessed with discovering a cure for the plague.

-Persons of interest:

CULTURAL
-History: (please include the reaction of your nation to the outbreak of the Dream Plague)
-List of Historical Grievances
-Relations
-Cultural Notes
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