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Hidden 9 yrs ago 8 yrs ago Post by wwmcglamery
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wwmcglamery

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Nation: Teren de Tijan

Race: Tijan

Race Description: *the descriptions below are based on the average for the population*
Height: 3' 5" - 5'
Weight: 80 - 110 lb. (very slim)
Skin color: Light grey and light green.
Eye color: Entirety of the eyeball is silver.
Clothing: Tunics, dresses, and robes made mostly from sheep skin.
Hair: Black - Charcoal
life span: 85- 95 years

Culture: There are 4 clans that make up the population. The clans are seperate but all work towards the
same goals and the betterment of the nation as a whole. The Tigan are nomadic but do hold land on an island called Teren de Tijan.
Though all of the Tijan practice the magic in some degree each of the 4 tribes specialize and are known for a certain brand.
1. Natura - nature
2. Divinatie - divination
3. Cicatrizare - healing
4. Vechi - arcane
The Tijan worship a deity known as The Giver, who they believe blesses the earth with all good things. Any evil or unfortunate circumstances, they believe, are
due to the absense or inacticity on The Giver's part because he is incapable of negativity.
The Tijan are a largly peacful race but will defend themselves if need be. The Tijan have been nicknamed "little gypsys" for their small stature, and similarities to the
race of traveling magicians. They are open to trade with any society that they come upon in their travels and often sell their services in magic to citizens of other nations.
In the distant past the Tijan have been known to aid the governments of forign nations in times of great peril. Clans travel with herds of sheep, and ride
on giant hounds known as Armasar. Clansmen sell raw wool, as well as thread that they spin. Inthe city of Teren de Tijan, it was soon found to be impractical to keep sheep. So the permenant citizens of the city began to keep silk worms. The citizens now make the material in mass quantities and i is a chief export.

Geography: The island of Teren de Tijan is dominated by moutains and thin forest. The only city on Teren de Tijan is located in a large valley, surrounded
by mountains. To access the city one must either climb and make their wway over the mountains or find a small network of caves running through them.

Population:
Natura- 25,000
Divinatie- 1,500
Cicatrizare- 15,000
Vechi- 200
Teren de Tijan- 45,000
Total- 86,700

Capital: The city that rests in Teren de Tijan is made of many small, stone buildings. In the center is dominated by the palace which is shaped like a vertically
elongated egg. It is made of colored glass, which is held together by a frame of pure silver. Though each clan is headed by a chief, the palace is occupied by
the Council, which is made up of a representative of each clan plus a single permenant resident of the city. \

National History: Since the civilization began the Tijan have been a nomadic race and were exclusivly so until 500 years ago. Another great nation began to
fear the Tijan and their knowledge of magic. They were hunted and killed in great numbers. At their height the Tijan numbered 5,000,000 in number
but are now short of 100,000. the Vechi clan took the greatest hit because the arcane magics were seen as the most dangerous. The Tijan fought back but in the
end used their combined power to raise the island that would become Teren de Tijan. A large portion of their population now remains there but they retain their nomadic
lifestyle.

Major Exports: Wool, magic objects and services, silk

Major imports: food, luxuries, lodgings, wood, weapons.

Military: Archery is the dominate form of weaponery in battle. Magical means are generally their prefered form of warfare if they must fight however.
There are some guards on Teren de Tijan that wield spears, swaords, and mases. They do have a small but skilled navy that patrols the wwater around Teren de Tijan.
Hidden 9 yrs ago Post by HangYourSecrets
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DYRAEN


Nation: Dyraen

Race: Humans (95% population), (5% others)

Race description: As a vibrant community, those in the lower classes may live until 60; noble classes until 80 or longer.

Culture: Feudalism

Geography: Dyraen is a prosperous nation partially landlocked into the greater continent of the Wold. Along the shores of the Great Expanse, Dyraen holds it’s western border. The nation stretches across from the shorelines inward and slightly northward nearly six hundred hundred miles, and is roughly two-hundred and eighty miles thick. It’s southern border is aligned with the Wretched Peaks, and it’s lands populate the valley until the northern border, aligned partially with a dense wood (Yulerd Wood), and partially by empty space.

Approximate Population: 15 Million (Civilians and Military)

Capital: Dyraen’s capital is Highcove, an enclosed stronghold with surrounding villages, all located on the eastern shores of Dyraen.

The population here is made up of 100,000 Dyraenian soldiers (the rest located in strongholds throughout Dyraen’s shores and mainlands) and 500,000 civilians, for a total of 600,000 people. Of that total, about 70% live within the confines of the walls and the other 30% lie outside of it. Most work either in providing for city needs or in textiles, all from materials imported from farmlands in the Central Valley.

Highcove is known for it’s immense size and capable defense by sea; the city’s western border is a sheer 500 foot drop, and many rivers that flow from the Wretched Peaks make their way into the city, and out through the waterfalls.

There is a way to the ocean from Highcove, however.

The land Highcove was built upon was highly riddled with caves and caverns, and a deep underground maze runs beneath the city, known collectively as the Boroughs. These are used both by the Dyraenian Force as well as the homeless and local civilians for illegal trade.

Notable Cities:

From West to East:

Delta - Only other major city along the shore. A military outpost primarily, Delta functions as the main port along the Great Expanse, funneling imports and exports north to Highcove via a highly militarized road. Namesake is due to a river which runs past Highcove, alongside the militarized road, and pours out in the center-west of the city into the sea.

Yulden Rise - City north and east of Highcove, Yulden Rise derives it’s namesake from the 1,000 step rise which leads citizens from Central Valley to the city. The city itself is literally built into the base of the Wretched Mountains, and serves as the hub of the nations stone workers. It’s people are hard and are generally known to be self-sufficient.

Pare - City nearly in the center of the nation, in the heart of the Central Valley. Serving as a terminus for eastern cities to western cities, Pare is vibrant with passing travelers and known to be a place few wish to stop in for longer than a night on the town. Much magic is performed here, primarily for show.

Lyrran - The smallest of the notable cities, Lyrran lies south and east of Pare, and serves as the primary hall of the wood supply for Dyraen. Yulerd Forest extends north of the designated border here, breeching into territory controlled by Lyrran for harvesting. Freemen and raiders are a constant issue here, and Lyrran’s only real partner this far east is Irianson.

Irianson- Strongest city in eastern Dyraen, lying slightly north of Pare and far to the east, Irianson serves as the stronghold of Dyraen from all oppressors coming to the nation by land. This is the second largest city of Dyraen and holds the second largest Army - a local militia of 75,000 men. A large, vibrant lake to it’s west fuel it’s industry, Lake Maytel. The city holds a special contempt for westward folk—even though they’d defend them from intruders.

National history:

Dyraen was forged from the ashes of a great empire that ruled all of the lands nearby and surrounding the nation, built up from the ruins, intentionally secluded by the world. Kings ruled, lived and died for a thousand years of peace. But Dyraen grows anxious, and food grows scare in these lands. The shortage of food threatens to drive citizens to madness. The King of Dyraen faces choices that could mean solace for his people—or war. He’s fortified the Dyraenian Force in response to the unrest and near-civil war, but will he need them for use against other nations?

Major Exports: Stone and stonework, Timber, Textiles, Iron Weaponry

Major Imports: Livestock, Spices, Wines and Oils, Rare and Choice Articles

Army:

Of the lands of Dyraen: Local militias holding a combined force of 100,000 men total, and the Dyraenian Force (all branches of military) holding the strength of 200,000, for a total of 300,000 armed men across all of Dyraen.

By Major City (Dyraenian Force and Local Milita):

Highcove - 100,000

Irianson - 75,000

Delta - 50,000

Yulden Rise - 35,000

Pare - 15,000

Lyrran - 5,000

All other cities total - 20,000 across hundreds of minor towns in all of Dyraen

Navy: The strength of Dyraen lies in it’s fortified location—strongholds to the east and west, the Wretched Peaks in the north, and the Yulerd Forest to the south. As such, the navy is quite small by comparison. The entirety of the navy is based in Delta, with it’s fleet comprising of 20 ships; half of which sail purely for trade (non-militarized) and the other half patrolling the shores of Dyraen.

Magic: Most of Dyraen lies without the need of magic, with Pare being the only city with magic practiced openly for show and theatrics. A small sect of magic users (known as the Yulerd Mages) are located in Lyrran, and primarily protect Dyraen from supernatural threats within the forest, which threaten to come out from time to time. Sects of Elementals can be found in the Boroughs of Highcove, but otherwise, magic is scare, and in some places, highly doubted to even exist at all. Rumors spread of healers in the Dyraenian Force, however, centrally located in the stronghold of Delta. Even further rumors talk of a city by the forest, filled with magic and wonder. But stories in Dyraen are known for their exaggeration.
Hidden 9 yrs ago 9 yrs ago Post by Rottensilverfin
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KULIRIA


Nation: Kuliria

Race: Lleylian (70%) Swantiri (15%) Other (15%)

Race description(s): The Lleylian are a trading, swashbuckling, and general merrymaking race living within the Green Forests of Arl, as well as claiming outposts in several other smaller forests. They are bipedal, dexterous individuals with shades or brown or black fur covering their entire body except for their face, palms, and feet. Their mouth and nose are rounded, protruding from their face in a soft manner.
Most members of their race have adapted to using the common tongue, as they heavily rely on trade and commerce for their core society. Several Lleylian Elders still speak the Old Tongue, teaching anyone who will receive. Stereotypically, they are quick-minded, communicate without hesitation, and generally appear to be over-eager about most things. This can lead to conflict rather quickly and unexpectedly with those unfamiliar with their ways.

The Swantiri that reside within Kuliria are what's left of what was once a much larger and prosperous population. They are slightly larger than the average man, and they are covered in varying shades of white and brown feathers. Years ago, members of the Swantri race soared above every land, but only a very small number have this ability today. They are bipedal as well, walking near-upright. They have claws at the ends of their wings for gripping and fighting.
After the end of the Gretik Struggle, a war between the Swantiri and Lleylian that had been going on since the Great Shift, the Swantri would have been wiped out entirely if not for the intervention of Men. It ended with a Lleylian victory, thus the much larger population.

Culture:
The Lleylian were once a very proud and illustrious people, with many wise and enlightened individuals. Lleylian schools were once leading the way in teaching across the lands, from history and the arts to combat and war. Just before the Gretik Struggle, a military uprising took the king and his company by surprise, killing and overthrowing the government. This led to a war with the Swantiri, a flying race that shares the Green Forests of Arl with the Lleylian. By the end of the war, the Lleylian had become a divided culture, struggling to remain together.

In the present day, the Lleylian have united under one king, King Merys of Band Tifli. There are three major Bands within Kuliria: Tifli, Drengil, Hosfolipi, and Yelipi. Each region specializes differently, and that will be described later.

Generally, the Lleylian serve as bards and fletchers, relying on their quick wit and slight of hand for their lifestyle. They are the entertainers of the world, with groups of musicians and actors traveling far and wide, performing anywhere they can equally make money and spread joy. In times of battle, they stick to the trees, using their cover to their advantage.

Most Lleylian no longer believe in a god, but a few elders still speak the Old Tounge, and claim to have seen visions of ancient divinity. A small cult in Hosfolipi has devoted themselves to discovering what the elders are able to see, and have began to seek out the Old Gods of the Forest.

The Swantiri was a very intelligent race, seen throughout as one of the most scholarly and scientific races. Their advancements in the fields of science and medicine can almost be compared to the wonders of magical healing, but are just shy of reaching magical capabilities.

All Swantiri children are, at a very young age, started on their path of science or medicine, and sorted into varying fields based on early testing. They have sustained this lifestyle for a very long time, and continue this tradition in present times. They build schools, and many members serve as teachers across the lands.

The Swantiri also follow a pantheon, the Flying God of Arl, also known as Aleriun in some ancient scripts. Recently, however, many Swantiri have given up their religious beliefs due to the last war, blaming their god for their suffering. The few that still believe, and believe strongly, have been recorded seeing a giant, glowing bird of some kind flying over Drengil.

Homeland Geography:
Both races reside primarily within the Green Forests of Arl, with all three of their major Bands creating a triangular pattern, covering nearly the entirety of the forests.

Capital:

Yelipi:
This is the capital of Kuliria. It is a small region, tucked away into the treetops in southwest Kuliria. Below the trees, there are buildings on the forest floor to cater towards those that do not possess an adequate climbing ability, and crank-powered elevators to take guests to the treetops. It spans only several square miles, consisting of the castle and a small, surrounding town. This is where all of the Bands convene for various reasons, sending their leaders to discuss issues regarding the nation as a whole. Pop. 40,000

Notable Cities:

(Note: The populations of these cities do not only include the city in question, but also its immediate surrounding territories.)

Tifli:
This is the largest city in Kuliria. It resides at the southeast corner of the nation. Just off the coast, the city is within the treetops until it reaches the shoreline, with a great deal of it resting upon the beaches and built structures on the oceanside. Some of the nation's only self-sustainable fishing occurs here, with the docks doubling as a port for traders. The Commerce Guild resides within the city, and it serves as a school for all Lleylian that wish to learn trade. Pop. 4,000,000

Drengil:
Drengil primarily serves as a home for the Swantiri and their culture, and it lies on the northernmost tip of the Green Forests of Arl. After the Peace Accords of Kuliria, Drengil was transformed into a haven for the remaining Swantiri as a place for them to grow and thrive as a people. Technically, they are still part of Kuliria, and they are within the Lleylian sphere of influence, but they live very differently from everyone else. The famed College of Swanti lies within the city, serving as the chief school for all things science and medicine. 80% of Drengil's population consists of the Swantiri, and the entirety of the city lie within the treetops. Pop. 3,000,000

Hosfolipi:
A city basking in the arts, Hosfolipi is the entertainment capital of Kuliria. Nearly every traveling actor, musician, circus, or fair originate from this city. Taverns and brothels line the streets on the dirtier parts of town, while many amphitheaters and entertainment halls sprinkle the nicer parts. The Actors Guild and Musician's Guild were built here, and many budding performers from all over the world try their luck here, joining the guilds to hone their craft. The entirety of Hosfolipi is built within a clearing. Pop. 1,000,000

Average City/Town/Settlement:
The layout of most settlements consist of platforms among the trees, with some hollowed out. Many settlements contain parts that reach the ground, bolstering trade and communication. There are a few towns that are completely grounded, with these being a little larger.

Major Exports:
- Timber
- Precious Jewels
- Gonkri Fruit
- Fletching Weapons
- Instruments

Major Imports:
- Stone
- Steel
- Meat
- Textiles

Army:
Lleylian children are taught self-defense from a very young age. There isn't a standing army, but each Band is required to send a number of able-bodied citizens in times of conflict or war, although the compliance varies throughout the nation.

Fighting Potential (in persons):
Tifli: 90,000
Drengil: 75,000
Hosfolipi: 50,000
Yelipi: 10,000
Minor Bands: 40,000
Total Potential: 265,000

Navy:
There is no sailing navy of Kuliria, but if banded together, a force could be built.

Magic:
There is no known magic practiced by the citizens or administrators of Kuliria.
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