For everyone's sake, I decided to try and compile a list of all the claims thus far:
top green - clock white - willy red - monkeypants dark orange - noche hot pink - Ryo brown - Serpentine purple - MonkeyB yellow - Goldeagle lower green - spleen grey - sigma Teal - Ophidon? Blue - Volus
*The crimson island isn't actually claimed rn
Do take note that not everyone listed has come into the OOC. I will admit I've missed some people but that's because I can't find their claims. Also, do make your claim publicly first going forward and don't just spring it in, other wise you look like an ass, thx ^^
My nationsheet is making good progress, about as done as the others in the completed section. Darkspleen has looked over it and approved of it so far, though I will not be posting it yet as it depends on Volus' nationsheet, so I will wait until Volus (Blue) posts.
@Bright_Ops After some consideration, I'm afraid that at the time being, the sheet can not be accepted, your claim had already been taken by @Catchphrase and @POOHEAD189, who also were in the middle of negotiations on how to divide the land and were also approved by the GM, it wouldn't exactly be fair for them, sorry.
@SigmaI appreciate you being a fair GM, my friend. But if @Bright_Ops already has a W.I.P. I can let him take my place. This was more of a "if I have time" kind of thing. Far be it from me to take a spot from someone who looks dedicated already. Thank you, though :) I can be on a wait list maybe.
@Willy Vereb What you have thus far looks good. You can add it to the character section, just make sure I get a chance to look over your completed military section before posting.
@El Noche In general it looks good, but I might want to discuss your Volkswrought a bit. No real major concern here, so feel free to post in the character section.
Everyone else: IC starts Friday, so do your best to have your sheets at least mostly done by then.
@Bright_Ops We still have some room left, if a bit small. The Island way up north is freed up, it's just hasn't been updated yet. If you wish to remain, you can take that spot and leave the old spot open for @Catchphrase and possibly @POOHEAD189 if he changes his mind.
Each of the Clans of Tarkima are ruled by their respective Chieftains and their inner circle of lieutenants, the Chieftain's rule is absolute, their word and blade law. If the current-sitting Chieftain were to meet an unfortunate fate, the selection process of succession often is done so in two ways. If the Chieftain was slain in a duel of honor against his opponent, the challenger would then by right, become the new chieftain. If the Chieftain was to die of natural causes, or slain in battle, the new ruling chieftain would then be decided in a grand fighting tournament, the best warriors of the Clan would gather to battle in fierce arena combat for the right to rule the Clan.
Geography
The Lands of Tarkima are frigid, rugged, and harsh, ranging from tundra plains, snow-covered forests, highlands and mountainous regions as far as the eye can see. These Mountains have been refereed to by the Tarkimans as Jotanu's Gate, Followers of the God of Earth revere it as his magnum opus and those who lack respect for the mountains and are ill prepared will no doubt perish in the Gate's perilous jagged labyrinth. Jotanu's Gate has a quite obvious strategic purpose as well, forming a natural border wall between Tarkima and the rest of the Continent.
Mountain Sabertooth
Dire Sabertooth
Yeti
Rhidon
Culture
The many peoples of Tarkima are one of battle, honor, family, and for the select, pure savagery. Strength and skill above all else is highly valued to the People of Tarkiam, with only the strongest of them all being able to lead the Clans or die. Religion in Tarkima had a rather strange beginning, before the Great Pantheon, the Drimuc, Grogar and Exiles all had their respective Gods. The Grogar and much later new converts worship Fennirik, God of War. The Human Exiles in their exodus had imported their homeland's Church of Ursya, Goddess of Life and Death, while the Drimuc revere Jotanu, God of Earth. Once these three religions had clashed violently for nearly two deacdes after the arrival of the Human exiles. Little details are known regarding what had caused the Great Unification, some say the Gods themselves, angishing in the senseless death of their children, sent events in motion to cease the fighting for good, and as mentioned, little is known, but now all three Gods are revered peacefully in Tarkima.
In recent years, a number of Tarkimans of Clan Ardir have adopted the Sakabanatu Religion centering around the Sondoper Ghosts, some see them Gods themselves or as Agents of the Gods, other see them as Divine Messengers, Higher Beings.
Mages are quite a rare sight in Tarkima, those found are often deemed blessed by the Gods, and will find themselves in high positions in Tarkiman Society, either as members of the respective Priesthoods of the Gods or as close Advisors to the Chieftains.
Crime is wide spread like in any other region, how it is handled in Tarkima is rather unorthodox. In determining one's innocence or crime, the Tarkiman Clans will have the accused go through the Judgment, Trial by combat. The Accused will be made to fight the fiercest beasts or warriors in Tarkima, if they survive, their innocence is guaranteed.
The Land of Tarkima is ruled by dozens of Clans, but in actuality, the land is ruled by Four powerful Clans, Ardir, Fervari, Craitan and Brakor.
The Human Population of Tarkima are descendants of Mycaen Exiles from a Long lost kingdom, now a part of the Mycaen Empire. Even in exile, the old culture and traditions stood strong and persevered through those harsh times. Today, humans now stand side by side as brothers and sisters, and as enemies with the Drimuc and Grogar.
Grogar Male
Grogar Female
Military
The Armies of the Clans are a rather disorganized rabble compared to the ordered and structured armies of more civilized kingdoms, rank beyond Chieftain is meaningless. Tarkiman warriors of any race typically are organized into Warbands, said Warbands vastly differ depending on function, a Warband making up up a dozen or so warriors, to hundreds of warriors. Leaders of these Warbands are often hand-picked by the Chieftain himself or members of his Inner Circle.
Warbands of the Four Clans quite differ from one another, each Clan adopting their own style and tactics. The Fervari for one, are by far the most militaristic of the Clans, favoring swarm tactics out the four. The Craitan are a more maritime focused clan, their warriors part-time pirates and slavers as they wreak havoc on merchant vessels traveling around their shores and the strait, and as such, the Craitan possess the largest fleet in Tarkima.
The Brakor do not have the luxury of owning a coastline, the Brakor are the only major clan that is landlocked, and as such, put more of a heavily emphasis on infantry and finely-crated weapons, thanks in part in their partnership with the Eisen Confederacy, Clan Brakor are considered the richest of the Four, their warriors equipped with Eisen-forged weaponry and armor. Clan Ardir places its focus on light infantry supported by cavalry.
The Different races of Tarkima offer different advantages for the Clans, Grogar women for example, due to their sheer size, make excellent hulking shock troops, charging and shrieking like mad, breaking enemy lines through fear. This has formed a sort of tradition among women of all races as human and drimuc women had soon joined their Grogar sisters into their fury charge. Tarkiman Women that participate in Warbands are now often grouped into units, often called War Maidens.
In addition, the Warbands will employ a select few of loyal beasts of burden native to Tarkima, the most faithful of all these companions to be found are the Tarkiman Sabertooth, large and ferocious feline beasts, first tamed by the Ancient Grogar and soon all the Clans, Sabertooths serve several roles, the smaller, yet still formidable Mountain Saber fulfilling their role as hunting companions, and as terror weapons, often sent out in packs to break enemy lines. The much larger cousins of the Mountain Sabers, the Dire Sabertooth, serve as cavalry beasts similar in function to the horse, but are more difficult to tame, their presence rather uncommon on the battlefield.
Chieftain Elite
Ardir Warriors
Ardir Rangers
Bear Berserkers
Iron Legion
Forge Breakers
Fervari Stalkers
Fervari Warriors
Brakor Guardians
Brakor Warriors
Port Guard
Craitan Corsairs
Heroes
Firgus Holen
Chieftain of Clan Ardir.
Undvich Krac
Chieftain of Clan Fervari.
Rogi Gelen
Chieftain of Clan Brakor
Gamor Tuiri
Chieftain of Clan Craitan
History
The path leading to the foundation of the present day clans traces to one event, the Great Avkani Exodus two centuries ago. Avkan was once a small human kingdom along fringes of the ever growing Myaen Empire. The two nations, for a time, had lived in peace, until one day, Myaen Emissaries had arrived to the capital with a dire message, submit without incident to the authority of the empire as imperial lands, or face war, to no one's surprise, the Avkani had chosen war, the imperial emissaries returned as corpses, unfortually for the Avkani, this was their war to lose from the beginning. The conflict had waged for over a decade as the Myaens slowly, but surely had pushed the weakened Avkani armies back to their shores.
As the Myaen Imperial Legions descended upon their coastal settlements, the remaining avkani had fled enmass to their ships, hundreds of sea-worthy vessels venturing off into the unknown, evenutally touching upon the cold shores of Tarkima, a land divided between two beastly races, the Grogar and Drimuc.
The Decades between the arrival of the Avkani and the rise of the four Great Clans has been referred to as the Tarkiman Reformation. What had triggered the rise of the four Great Clans was an old enemy of the Avkani people, the Myaen Empire. The Myaens, thought to have been content with the conquest of Avkan had soon discovered the new homeland of the Exiles. The arrival of the Empire had forced the three races to band together, and push back the great threat. For five years the war went on, the both sides suffering great losses in bloody combat, until the Myaens ships had stopped landing on Tarkiman shores for months. The war seemed to have been over.
In their new found kinship, the four clans were founded, each led by the most worthy of warriors. However, once the Clans had formed, that spirit of kinship had quickly dissipated as the infighting had resumed. No longer were the conflicts racial, but political. It did not matter what your race was, ]if one were to fight under the banner of another clan, they are the enemy.
For many more decades the Clans continued their endless cycle of violence, raiding and pillaging one another. In more recent years however, the more brutal violence has begun to reside, the Clan Ardir under new, more diplomatic leadership. Clan Brakor, still the savage warriors they are, have no taken on a more enterprising approach to their warfare, selling themselves off as mercenaries. Clans Craitan and Fervari however keep the old warrior traditions alive and well, raiding and pillaging all those around them.
As of twenty years ago, Clan Fervari had adhered to the old ways, waging a bloody war again the their old enemy, the ever persistent Myaen Empire. For ten years the war waged, a war in which the Myaens for the most part, had won. The Clan's previous Chieftain had been broken and willfully surrendered to the Myaens.
The Myaen now control a small plot of land within Fervari lands, a bustling port city erected over its frigied shores. Despite cowing in defeat, the Clan's new Chieftain is ever more resentful of the Myaens for the humiliation they brought, and bids his time for their vengeance.
Relations
Sakabanatu Region: Relations with the Sakabanatu Tribes are rather mixed. While Clan Ardir has made many friends with the various Tribes of Sakabanatu, the smaller, more insignificant to the Ardir's west have been more aggressive in the region, raiding and pillaging camps and settlements. The Ardir are often at odds with these minor clans and clash in small battles throughout the region.
Ogryn Kingdom: Similar to the Sakabanatu region, relations between the Ogryn Kingdom and Tarkiman Clans is a rather strange. In one case, Clan Craitan and the Ogryn would clash in the seas, in other cases, Ogryn Mercenaries have occasionally been found under the employment of the Chieftains. However, what truly bind these two together is the Seven Nights of Blood Moon, a week-long blood-stained festival where the best warriors are tossed into pitched combat.
Eisen Confederacy: Clan Brakor enjoys a good partnership with the Eisen Confederacy, their warriors find plenty of employment and coin, working as Mercenaries for the highest bidder in the Fortress Cities. A majority of their weapons now crafted by Eisen forgemasters.
Empire of Mycae: Relations are generally cold with Mycae and all the Clans. The human portions of the Clans still holding a cultural grudge against the Empire for the loss of their Ancestral Homeland. Clan Fervari however pays such grudges no mind, and simply seeks to combat the Empire, who they see as their strongest opponent yet. Clan Ardir normally stays clear of the Mycaens, but if forced to fight, it will.
@Darkspleen Is this acceptable so far? More coming soon, thought I'd at least show what I've decided to do so far.
Nation-State Balag'da Government Balag'da is a monarchy ruled by the 'God-Emperor', elected trhough a competition of skills, 'the Battle of the Gods' held every 2 years. Having proven his/her power and wisdom the God-Emperor has absolute control, the one who places second in this tournament will be the God-Emperor's "understudy", otherwise known as the 'Demi-God'. Any Balag'dan may challenge the God-Emperor to a duel and take the throne if they win. The God-Emperor is called so for a reason however, so duels are rather uncommon -especially in wartime-.
Geography Balag'da is a mix of mountains, plains and islands. It has a large population sustainable mainly because of its fertile soil. Terrain along the coast is rough, on the east entirely mountainous. Balag'da is is cold in the north, but gets warmer near the south.
-The Capital - Where the God-Emperor resides with the nation's strongest hit-squad. [Blue] -The Northen Mainfront - The sub-capital of the northern settlements. [Green] -The Mixed Mainfront - The Base of operations across the river. [Brown] -Entry Zone North - The Northern one of the two harbors towns on the east-front. [Yellow] -Entry Zone South - The Southern one of the two harbor towns on the east-front. [Yellow] -The Southern Mainfront - Cities built st the entrances of the southern walls. [Light Blue] -The Western Islands - The only settlements on the islands. [Dark Grey] The Yellow star signals the standard location of my MVP, the red stars are my normal heroes.
Culture As a military state, Balag'dan youths are trained to work in production or drafted into the army. The current God-Emperor works to relieve the stress on the public, while maintaining the ability to perform mass-production. It's a hard progress, but with magic and innovation steps are being made. Balag'dan citizens are social, but their interactions are rough and they have a ton of swear-words, to foreigners they might come across as rude. Balag'dan doctrine states that humans are the strongest race and can even surpass the Gods if they dedicate themselves. Balag'da is not all too welcoming for outsiders, and most people leave as soon as their business is done. Others who are similarly rough around the edges or those who value strength may find Balag'da welcoming enough, regardless.
In the war, while they were secretive about their combat methods, Balag'da has been clear about something else; it is capital offense to take a Balag'dan hostage or enslave them. Punishments for this usually include being gutted like a pig and having your corpse left in gory and unrecognizable state.
Having been actively at war with the Ogryn Kingdom for they have repeatedly attemted to take slaves from Balag'da. Knowing of the kingdom's nature through many of the Ogryn mercenaries around, the God-Emperor held off on attempting a purge, instead opting for a specialized border-guard.
Balag'da has a mostly neutral stance when it comes to slavery. It's not illegal, it's just considered inefficient. Because of this, slavery isn't practiced because most people don't consider it worth being ridiculed by the entire nation.
Military Balag'da is a military state that employs a lot of battle styles and develops new ones to deal with new threats. Balag'da is very secretive about their methods and put emphasis on leaving no survivors. To increase their chances of succesfully wiping out any and all invaders, invaders are usually allowed a little beyond the border before being caught in a crossfire of arrows. Every division is supported by a group of earth mages to create pitfalls or walls, used to slow or even stop the invaders. While every Division uses troops from the other Divisions they employ mainly their respective troops.
The Central Division -also nicknamed 'The Royal Guard'- are by far the strongest Division. As well as employ the best members of each Division, the Central Division also employs the special 'Ultra-Troopers', the elitist Division members granted enchanted equipment, in direct service of the Emperor. While they've earned the nickname 'Royal Guard' they're also a lethal strike-unit. The Central Division specializes in Guerrilla- and Blitz tactics
On the north, Balag'da borders the Ogryn Kingdom. The job is not an easy one since it's hard to determine if the Ogryns come to travel or to plunder. As such the Northern Division employs 'Iron Maidens'. An Iron Maiden would approach the Ogryns, clad in heavy armor with shields that will together form the shape of an Iron Maiden around the carrier. If the Ogryns were determined friendly a signal would be given and they would be allowed to pass. If determined hostile the Iron Maiden is to swiftly close his Iron Maiden or be filled with arrows from all sides, along with the Ogryns. The Iron maiden is essentially a pair of shields that will provide cover from all directions when closed. Because the Iron Maiden is so heavy only the strongest people can wield them, as such it is likely to be drafted for it when you are a physically impressive Balag'dan. Other than that, the Northern Division focuses on fast-paced- and ranged fighters to quickly kill invaders. Their main means of doing so is by surrounding the invaders and filling them with arrows from all sides. The Northern Divison is equipped with light/medium armor, swords, (chains,) bows and arrows, making them quick, versatile and dangerous fighters. The Northern Division specializes in accuracy, stealth and speed.
The Western Division has a strong fleet, doubling as trading vessels constantly sailing between the Islands and the mainland. On these islands and on the fleets serve Balag'da's toughest warriors. Forces regulate between serving on the fleet and "off-time" on the islands. The western Division is equipped with Medium/Heavy armor, shields and axes. The Western Division specializes in raw strength. "Off-time" is, albeit peaceful, tough physical labor on the islands. In war, there is no off-time.
The East of Balag'da lies partially on the mainland. Balag'da's eastern border is well-guarded and highly manned as a result. The Eastern Division has 3 groups of earth mages rather than the usual 1. The Eastern Division employs units from other Divisions as a mixed army, giving them effective means of defending against any attacker. Only found in the Eastern Division are the Cavalry-units. The Cavalry-units ride horses, some of them chariots, and are equipped with lances, swords, shields and heavy armor. The cavalry units specialize in breaking up formations.
The Southern Division does NOT kid around. Having walled the entire southern border into three wards, with each wall more heavily manned than the last. The Southern Division employs mages of all but the dark element as well as archers. Raining down arrows, and all kinds of magic, they form a devastating defensive line. The Southern Division Specializes in ranged and magical combat.
Heroes
'God-Emperor' - Rachnelle de Baragnette The strongest person in Balag'da, she won all competitions in 'the Battle of the Gods' , taking the throne as God-Emperor. A master tactician, warrior and a fair ruler. Duels have reached an all-time low in the 14 years of her rule, crime has also been mostly stamped out. She fights using one hand for magic and wields a spiked battle-ball in the other. Her heavy armor seems to barely slow her down and its enchantments only empower her further. Her magic is powerful and versatile, she can use it to form a weapon or shield made of energy, but she could also opt to simply shoot the energy at someone or alter the area around her.
Warlord of the North - 'Vigilante' Wai'lee Aurelia de Wodéreine A silent vigilante who dutifully protects the North. She was one of the contenders of 'the Battle of the Gods' and despite her being defeated in an early round, the God-Emperor put Wai'lee in command over the north. Wai'lee comes from the Wodéreine family -famous for their strength, even in Balag'da-, but even amongst her family she is considered strong. She is equipped with a bow and special medium armor. Her bow is a family heirloom capable of shooting magic as arrows. Wai'lee's electric arrows are powerful and mostly unaffected by armor and only lighter, non-metal based armors weaken them. Her own armor is made of a thin, yet sturdy material that makes little to no sound when moving.
Warlord of the East - 'Demi-God' Daugur de Baragnette A wise commander in charge of the east. He is to replace the God-Emperor would she die. He's placed on considerably the most dangerous battlefront, but only because the God-Emperor trusts in- and relies on his skill and wisdom. He has been knighted and thus bears the royal surname. He uses staff and shield in combat to increase his magical prowess and defense. He specializes in tunnelling* (Earth Magic), Explosion runes and Flamethrowers [Fire Magic]. His staff is enchanted to increase his focus, which in turn makes it easier to maintain more spells as well as making them easier to cast. (*Tunneling is also used to create pitfalls)
Leader of the 'Royal Guard' - 'War-hound' Lucius As leader of the Royal Guard, Lucius spends a lot of his time near the God-Emperor. He is ferociously loyal and if anyone were to try anything against the God-Emperor, Lucius is sure to leave them as a corpse so badly mutilated you couldn't ever recognize who it was. He is known as the 'Warg-Hound' for both his dog-like loyalty and his habit of leaving corpses looking as if they've been chewed on by some massive beast. Lucius wields 2 outward-curved blades and fights at a speed most can't even follow. Wearing Light armor he's not too hard to break, just really hard to hit. All his gear is enchanted and all of them serve to further boost his speed. Few can keep up with his speed, even the God-Emperor has trouble keeping up.
History Coming soon.
A brief history of your country is fine, so long as you cover the last 20 or so years. I’m looking for more of a summary of important events than list of dead monarchs.
Relations Coming soon.
How does your country interact with its neighbors. I am not looking for a list of exports and imports, but feel free to add them if you want. At bare minimum I want a listed rival here, another country that yours viewed as an enemy and actively worked against during the past twenty or so years.
Characters Coming soon.
Optional section. Coming soon or maybe never.
Put any info about any characters here. Examples of this would be your kings or queens, military leaders, and non-hero “badasses”. You can also put more detailed info of your heroes here as well.
So I read it and it works. I feel like you are going for a true "indestructible badass state 2.0" which is fine, just remember that you are susceptible to being stamped out by the Eirnhjar as much anyone else. That said, it is just missing those other sections, and just keep in mind of your mortality. @Darkspleen ?
So after discussing it further with other members, we also find the sheet to be a "bit much." (especially in terms of magic use and military) The borders seem to follow the laws of the tower defense games rather than a paid and routinely upkept border patrol. Your border lines aren't going to be impervious at least not at this level. One Hadrian's wall is fine but Theodosian defense across every square inch, not so much. I would revise especially the norther border, since your northern neighbors are nothing to squawk at. I believe you should also talk with @Clocktowerechos about the northern border since you two share it and his nation survives off the ability to plunder. Middle ground should be found. Morning GM OUT!
@GoldEagle1221 Mhmm, I had already concluded that I'd need to tear down the wall. I'm adamant about my border patrol though, since it's nice that he wants to plunder, but obviously I don't want him to plunder me >.< Natural cause and effect would have me do something about it.
@GoldEagle1221 Mhmm, I had already concluded that I'd need to tear down the wall. I'm adamant about my border patrol though, since it's nice that he wants to plunder, but obviously I don't want him to plunder me >.< Natural cause and effect would have me do something about it.
You do realize that the Ogryns will be raiding more than just you right? And that again, your border patrol will not be able to catch everyone going past unless you basically put your entire army in the north which even then would still not guarantee 100% success consistently. Plus if you did manage to you it, you would literally be screwing me over completely OOC since then I would be more or less completely unable to interact with anyone else but you meaning you get my full love and attention. And Ogryn hugs.
If we're going by "natural cause and effect", stiffer resistance only means the Ogryns will just get larger warbands together in an attempt to break through your defenses. And if they do, that means a hell of a lot more trouble not only for you, but for everyone else they raid.
And something else I should say, why are you so worried? Do you really think I'd just march a million Ogryn to your capital and just stomp on it like "lol git rekt scrub"? Do you really think I'd just go after you only and make it a life goal to see your entire land on fire? Why are you so afraid of "loosing"? You know that you can't actually loose completely unless you give your consent to do so.
At any rate, expect a very one sided defense. Ogryns wouldn't exactly care since after all, open boarders actually works better for them. That and the fact they haven't quite wrapped their heads around the concept. You're more than welcomed to invade the lowlands and even the mountains (although I heavily do not recommend going into the mountains since attrition will absolutely fuck just about anyone who isn't an ogryn over).
The Zi'an Dynasty is ruled by a single blood linage that pass down the right of ruler to their child that proves themselves the most. The current ruler is Empress Kola Zi'an and she has been the ruler for the past fifteen years. The Empress won her right to rule over the rest of her royal brood during the Right of the Sun which is a series of tests and challenges that are undertaken by the entire brood to show who has the right to lead the entire Empire. The Empress or Emperor are viewed by the nation as chosen by the Gods and no one has the right to challenge their word without equal rights of the Gods. Besides the seat of power on the island capital of Tlaloc each of the Temple cities that are hidden within the rainforest are ruled by a governing lord.
Geography
The Miquiztli Forest is a dense and dangerous collection of trees that covers the entire lower half of the continent stretching from the western ocean all the way to the Poctli Mountain Range against the eastern border. The climate of the forest is a humid place with trees climbing sixty to a hundred feet into the air creating a low visibility issues on the ground with the lack of sunlight that can get through the canopy. Most of the forest is covered in perpetual shadows which can be worse with the common rain storms that can rage across the continent creating hazardous swamps which house a variety of dangerous creatures.
There are only six Temple cities located within the Zi'an Dynasty which seem to have been cut out of the forest themselves. Each city is surrounded by a wall with a single large tiered temple standing in the center. The greatest of these cities is also the throne of power and is called Tlaloc. Tlaloc is located in the western part of the continent on an island transforming the entire island into a virtual fortress with a single narrow bridge to the north and a large port on the southern end.
Culture
Much like the government section, don’t drown us in details, though feel free to add more info under a hider or something. Is your country culturally homogenous or a mixture of ethnicities? Are your people humans or some other race? If you have various ethnicities, how do they interact with each other? What are your people’s values? Bonus points for adding insults they use to refer to the people from countries they have been at war with. A note about nonhuman races: do not simply make them arbitrarily superior to humans, if they are better than humans in one way then they will be inferior in another way.
Military
How do your people fight? What strategies and tactics do they usually employ? What sort of equipment do your troops use? What’s the emphasis of your military? Try to be somewhat unique here. If a pre-existing country makes heavy use of heavy infantry and shield walls, for instance, don’t do the same yourself. I am not interested in numbers or percentages, so don’t use them.
Heroes
Each country gets one superior hero and three normal heroes. In terms of combat strength expect a superior hero to be on par with about 150 men and normal heroes to be on par with 100 men. (Yes, this is the only place in the sheet where there are actually numbers) Basically these are the badasses of your country that you can use for point of view characters if you want. At absolute bare minimum you need a name and one line description of what your hero is good at; however, ideally this should be the largest section of your sheet. You can use any explanation you want for why your heroes are stronger than normal people. For example using magic, being blessed by a god, or simply being very skilled with their weapons. Also keep in mind that if a hero dies you can replace him or her with a new one.
History
A brief history of your country is fine, so long as you cover the last 20 or so years. I’m looking for more of a summary of important events than list of dead monarchs.
Relations
How does your country interact with its neighbors. I am not looking for a list of exports and imports, but feel free to add them if you want. At bare minimum I want a listed rival here, another country that yours viewed as an enemy and actively worked against during the past twenty or so years.
Characters
Optional section. Put any info about any characters here. Examples of this would be your kings or queens, military leaders, and non-hero “badasses”. You can also put more detailed info of your heroes here as well.