@UltraCraftGames just try and create a bit more backstory for your nation and characters, we can't see into your head and know everything about them so we need you to tell us. Also being based on a set of flying islands with powerful dragons(even if they are smaller) and the ability to summon resources out of nowhere makes you completely overpowered, try to make things slightly more realistic.
Name of leader:Lord Draconus Brief introduction to leader:Draconus is a very old dragonborn. When the dragonborn clans were combined into this one nation he was the one who started the operation. Most of the nations decisions are decided by a council so he is just the main member of the council. Hes also the only person in the nation to have a dragon thats not for military purposes.
(Name of other character:Cryst Brief introduction to other character:Cryst is a struggling apprentice to a sage. Usually spending hours trying to learn magic but its very hard for him. He wishes to become an Archmage but with his struggle with magic most people think its impossible.
Culture:Draconia is quite the land of magic. Usually everyone tries to become a mage. Usually most people who have trouble learning magic are treated like outcasts and theres few jobs they can get. Draconia however does try to offer the best magical education as it can. Usually their buildings are mostly made of stone. Clothing is mostly a mix of yellow and blue.
Religion:Basically all of them worship a dragon god called Faurus who they believe created the universe and everything in it. Most people will have a special bible devoted to him and banners. Alot of artists in Draconia paint about Faurus.
Attitude to magic:They see magic as some sort of force given to them by Faurus. They believe magic can doe anything if its strong enough and they seem to absolutely hate people who dont like magic. People that cant use magic in Draconia are usually treated like outcasts and can get very few jobs.
Brief history:Before there used to be alot of dragonborn clans and they all were in war with each other trying to gain the title of the superior clan. Once a leader of a clan who was Lord Draconus started thinking that maybe he could try to unite the clans and stop the war. He eventually started going to every single dragonborn clan telling them how great peace would be. Till eventually they all united under one nation.
Military:Most of the nation is swordsman and mages. Dragon riders doe exist but dragons are only used in the most elite forces of the nation. There currently exist only 5 groups that use dragons. Usually most dragons are even smaller then normal regular only used by the highest ranking generals.
Government:The goverment is mostly a democracy. There is a council of 13 people including Lord draconus who is the leader of the council. The council decides most of the nations actions.
Main sources of income:The dragonborns that have trouble using magic are usually the ones doing labor trying to get materials. Usually the tools are enchanted to make the process a bit more efficient. They also offer magical services to people to gain resources as theyre a nation that uses alot of magic.
Current goal:Theyre goal is to become the worlds leading nation in magic. They will constantly try to get better and better at magic and make more magic schools and stuff like that.
@Dinh AaronMk I wanted to do it differently so that people aren't so limited in their options, it's just a small change and it shouldn't make too much of a difference.
I'm at my work on my phone. Changed a bit of it. Am of the mindset to let other players choose what diplomatic challenges Treblea has to start.
Also, replaced fish resource with flatland horses on their plains. Can't officially edit in the horse bit from my phone unfortunately. Fish seems too OP to give a country that might end up being landl9cked when an official map is drawn. So if my nation wants fish, magic items, rice, masonry (they don't have quarries or stonemills yet), et al., then they'll have to either venture forth or get off their lazy asses and ride those horses to go trade with other nations.
Lastly, in keeping with my "I won't create another charrie on RPGuild" bit, any and all citizen reps of Treblea are going to not be all that fleshed out by necessity. This restriction may be lifted if the Trebleans host a giant festival.
Hmm i already spent alot of time thinking of details to add i dont know what i could add more. If theres anything specific you want me to add ill try to think of it.
Hmm i already spent alot of time thinking of details to add i dont know what i could add more. If theres anything specific you want me to add ill try to think of it.
Try using the nation sheet template provided by @Lady Amalthea . She's amazingly detailed and thinks of almost everything.
Menerak is considered a harsh but righteous leader in the eyes of his people. He's been immortalized by coining the phrase "An eye for an eye, a tooth for a tooth", declaring his notion of justice, and is also celebrated as a great military strategist since his victory against the hordes of nomadic ghublain that invaded Karak a decade ago. He is however without heirs, and at the soon-to-be old age of 290, speculation and rumors regarding the aftermath of his demise has begun circulating.
Played Characters
Urabad hails from one of the warrior clans in Karak, and was as such tutored from a young age in the art of combat. He is currently supporting his family by serving as a sergeant in his lords force of retainers, and dreams of earning enough coin to buy a mine of his own. That dream is still far off, however, and for now he is content with being able to put food and drink on the table for him and his family every day.
Yereshteh was born to a clan of scholars, and is unsurprisingly a scholar herself. She is learned in history and culture, both of Karak and its neighbors, and speaks a handful of languages fluently. Her skill and knowledge often earns her important work at the palace, which in turn has made her wealthy, but she has yet to find a mate and secretly dreams of leaving Karak to see what the rest of the world has to offer.
Culture
The basis of Karaki culture is their faith in the Great Architect, Munitor. Everything in the world is worth studying and perfecting. There are no taboos regarding science. As a consequence of this Karaki dwarves are often curious and inquisitive, but at the same time secretive. They want always to know as much as possible, but are greedy and defensive of their knowledge.
Law and justice in Karak is centered on revenge and balance. You pay for what you did with what you did: thievery is punished with fines, violence is met with violence and murder with death.
Dwarven society in Karak is very hierarchical. The inhabitants are divided into clans, and every clan has a specific task assigned to them; some are warriors, others are scholars, or artisans. There is a defined structure within these clans, with the oldest and most competent individuals on top, and the young and challenged on the bottom. Going against your clan is taboo and dissidents are dealt with harshly.
Religion
Above: Priests of Munitor The dwarves of Karak believe in the god Munitor, the Great Architect who created the world and everything in it. To the dwarves, the world is a craft of supreme complexity and brilliance. The goal of their faith in Munitor is to unravel the mysteries of this masterpiece and learn to duplicate them so that they one day can become gods like Munitor themselves.
Temples of Munitor are places of science and learning, much like academies and univerities. The most competent and well renowned scholars are regarded as priests of their field, and are expected to give lectures and produce literature on their findings.
Attitude to magic
As magic is part of Munitors great creation, it must be studied and mastered. Karaki dwarves treat magic as any other science.
Brief history
Above: early dwarven nomad warrior Karak was founded a long time ago by nomadic tribes of dwarves. During its early history these dwarves worshiped a pantheon of different deities and waged constant wars against each other for supremacy. It was only when the profet Mhaza began spreading the word of the Great Architect that the tribes were brought together to form the nation as it is known today.
Military
Above: Karaki warrior retainers War is a science, as is studied accordingly. Karak sports a very competent, but rather small, military. Each governor is required to train and outfit a cadre of retainers, and to answer when the king calls for arms. The king is expected to field an own elite force in addition to these retainers.
Apart from lacking numbers, the Karaki military is also lacking a significant cavalry, as horses are sparse in the region. They mostly rely on infantry, artillery and siege.
The perhaps most famous unit of the Karaki military are the blackpowder bombard cannons, also known as Dwarven Thunder. These marvels of modern science are feared and jealously coveted by many other powers, and are known across the world for their terrible destructive power.
Government
Karak is an hereditary monarchy, ruled by a king or queen. Regions and cities are entrusted to loyal governors, who collect taxes from the population and in return pay taxes to the crown.
Main sources of income
Karak trades with anyone and everyone. The dwarves import whetever resources and crafts they do not possess themselves, and export their finely crafted artifices as well as their science. It is not unheard of that Karaki dwarves are invited by cities in other nations to build temples of Munitor, sometimes refered to as Munitoriums, in exchange for trade. The dwarves seldom refuse.
Current goal
To endure as a culture and reach total understanding of the world (and as a consequence of that... total dominance!).
Ok There's a couple of people who's Nations are based at least partly off of an older nation which is a separate entity so I'm putting you together: @Mistiel@Ophidian My idea in this case what remained of the nation that mistiel's people came from became Ophidian's nation, this works since both of you refer to how the older nation was tyrannical and didn't care for its people. You shouldn't have to change anything about your sheets but you might like to discuss your shared heritage. I considered including @Dinh AaronMk in this but since you are more Spanish/Mediterranean/South American it doesn't fit quite so well. @Liotrent's mountains and @Thinslayer's wasteland will be used to link the nations together. And when @UltraCraftGames finishes up I'll have him on a separate island or relatively far away as a more exotic China/Valeria style place.
Ok so to generalise we have: Spanish Russians/Germans Eastern Europeans Music people? (Probably linked to the Spanish and Eastern Europeans) Mountain dwarves Wasteland orcs Ottoman dwarves Fancy dragon people