Hidden 11 yrs ago Post by HounderHowl
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HounderHowl

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Steam and Magic
Primarily about magic and steams rivalry where each view the other as a blasphemous way of life. Here you will build your nation to champion a cause and rule the over the known world

A political, military and economical power struggle to find out which way of life will be spared.
Rules

1. Balance, Try to keep your society in check. No over powered, Over cultured, over intelligent.

2. Try to keep a degree of realism. I can allow for somethings To slide but you know in the name of science explain it!

3. No, absolutely no arguing, take it to PM and I'm the final word.

4. Go for using NPCs, but if they're not yours ask, or keep to their Traits/style

5. You make it, you keep it. Ask to use someone else's stuff.

6. Finally, don't be mad or angry if you lose a war, battle or a planet. Its a nrp

7. No more than 10 million Population.
Nation

Name:
Flag:
Capitol:
Capitol Population:
Population:
Major cities:
Racial demographics:

Society: ( What are your peoples like? )
Law:
Education:
Technology: ( what your people mostly research, what your scientists investigate the most )

Tax:
Imports:
Exports:
Industries:
Renown Associations:

Government:
Relations: ( to other governments )
Important officials:
Currency:

Military:(Amount be reasonable, try to keep it to a 1/10 ratio or lower, Type)

Landscape:
Wild life:
Important locations:

History:
Summary:
Strengths:
Weaknesses:

Fashion/style:(fluff)
Art:(fluff)
Important dates:(fluff)
Weird laws/rules:(fluff)
Fun facts: (fluff) .

Species

Name:
Race/species:
Description:
Natural abilities:
Lifespan:
Important members:
Relations to other species:
History
Primary Language:
Secondary Language: (Optional)
Religion:
Important members:
Strengths:
Weaknesses:
Hidden 11 yrs ago Post by Dragonruby
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Dragonruby Putting the Danger in Stranger Danger

Member Seen 7 yrs ago

Very much still a work in progress, but I'd like to see this RP get moving so I thought I'd post this here first.

Nation

Name: Nuarun
Flag:
Capitol: Vestiac
Capitol Population: 400,000
Population: 4.5 Million
Major cities:
Milaxis- Major port city and major trade center
Racial demographics:

Society: Nuarun society is split into three distinct classes, with the common folk at the bottom, the Mage Pilots and Technicians coming up second, and finally the king and general nobility at the top of the ladder. There is some small amount of bleed through between nobility, Mage Pilots, and Technicians, but they are largely considered their own separate castes. Common folk consist of serfs, merchants and craftsmen that make up the bulk of the population. Mage Pilots serve as an elite military force, forming their own houses separate from nobility, and are the only ones capable of fueling War Constructs. Technicians are the ones capable of constructing War Constructs, and are kept completely separate from the Mage Pilots. In fact, Technicians are almost completely subservient to, and are trained by the nobility, and this is how the nobles largely keep control over the Mage Pilots. Nobility serves as the ruling class, with the royal family at the very top, whose bloodline is said to be descended from the original Mage Pilot and Technician who invented the very first War Constructs.

Technicians are the ones trained to make an repair War Constructs and their training is always kept completely from the Mage Pilots. Technicians are almost always trained by noble families at nobility owned colleges and institutes, during which they swear loyalty to the noble family that provided them with their education. Technicians are often drawn from nobility itself, generally second sons, or cousins of the family, though education is available with merchants and craftsmen with enough money of influence to enroll their children. On occasion, colleges will provide a scholarship to truly promising candidates. Upon graduation, Technicians choose an assignment as mechanics, who oversee the maintenance and repair of War Constructs, engineers who design new War Constructs, or overseers, who manage and oversee the factories that produce War Constructs. Factories usually employ common men who lack any real technical knowledge of the machines they make, but know enough of their construction to make specific pieces or parts. Mage Pilots are banned from becoming Technicians, and vice versa.

Mage Pilots, also called Channelers, are the few with the ability to pilot War Constructs, as they bear what is often called the ‘Spark’. The Spark is essentially magic, and while those with this talent hold large reservoirs of raw magic within in them, the Nuarunian people are incapable of using this power efficiently. They are utterly incapable of throwing around magic with their bare hands, and must instead channel their powers through an object, such as a blade or stave, called catalysts. With the invention of War Constructs, however, Mage Pilots are able to have fuel and control machines of war with their talent, and are even capable of ‘channeling’ through them like they would with a regular catalyst. Due to the fact that Technicians are sworn to noble houses, many Mage Pilot families have found themselves in the same situation, sworn to the noble families, exchanging freedom for access and supply of War Constructs. There are still a number of ‘free’ Mage Pilots around, but they must purchase their War Constructs, either with money or influence. Mage Pilots are trained at national institutes of war, and such an education is provided free of charge, as every Mage Pilot is a valuable and rare resource. Only around 5% of the population holds the Spark necessary to act as a Mage Pilot.
Law:
Education:
Technology: War Constructs, also referred to as War Machined, and even Second Skin, are Nuarun’s most focused area of research, though they have know how to make and use gunpowder as well. War Constructs are massive and mobile war machines which draw upon magical power as fuel for movement and strength. There are multiple types of War Constructs, but some of the most common are; Golem Armor, massive suits of armor filled with machinery, Thunderers, wheeled or tracked vehicles equipped with larger guns and weapons, and Juggernauts, War Constructs that rely on multiple Mage Pilots to fuel and often employ common musketmen and soldiers to further project power. A newer type of War Construct are the Fliers, War Constructs capable of flight, though they are currently few and far between.

Tax:
Imports: Metals, Luxury goods, glass, jewelry,
Exports: Lumber, Furs, Food, minor technological goods (clocks, watches, telescopes, etc.), firearms, mercenaries
Industries: Factories where uneducated workers learn how to put together pieces of equipment by rote, and only ever learning how to put together a particular piece of the produced item, never learning how the individual pieces function as a whole and overseen by the Technician overseers. For the production of War Constructs, there are entire factories dedicated to the production of legs, or arms, etc, in order to prevent anyone but the Technicians from understanding how they work.
Renown Associations:

Government: Monarchy
Relations:
Important officials:
Currency: Cryat

Military: Small but elite force of heavy and powerful armored units, supplemented by musketmen and pikemen drawn from a volunteer army, though drafts have been implemented in the past. The volunteer army is controlled by the king and paid for with taxes levied from the populace.

Landscape: Hilly and forested in the south, but slowly becoming more and more rocky and mountainous the more north you get.
Wild life:
Important locations:

History: It is said in legend that the Nuarunian people were masters of magic. The gods, however, feared their prowess and believed that they would one day strike them down, and thus, they sealed away their powers, and left them barely useable. And through this, mankind was subservient to the gods. The Nuarunian people were not satisfied with this arrangement, and resentment brewed within them. This all culminated with the creation of the first War Construct by the very first War Pilot and Technician, Brandus the Hero. With the power of the War Constructs behind them, mankind struck down the gods, and were no longer subservient to anyone but themselves. Brandus then installed a new ruler, believing himself unfit for rule, and all members of the royal bloodline are said to be descended from the original king, a close friend of Brandus. During this time Mage Pilots and Technicians were often one and the same, as Pilots were trained in the maintenance of their own machines.

Decades after Brandus’ death, however, many of the Mage Pilots began to grow discontent, believing themselves to be the true rulers of Nuarun, many of these Separatists being descendents of Brandus himself. Many Mage Pilots, however, were still loyal to the crown, and soon civil war broke out. This war is called Golem War, for the Golem Armor that had been recently invented and began popular use on the fields of battle. The Golem War would end in a Loyalist victory, and the king decreed that Mage Pilots and Technicians would be two distinct and separate groups in order to prevent such a power play from happening again by forcing the Mage Pilots to rely on the noble families for their machines. It’s since been roughly one hundred years after the Golem War.
Summary: Gods were kind of dicks, mankind created super fighting robots to murder the gods, then mankind started to murder each other, and shit happened.

Fashion/style:(fluff)
Art:(fluff)
Important dates:(fluff)
Weird laws/rules:(fluff)
Fun facts: (fluff) .

Species

Name:
Race/species: Humans
Description: Look at yourself
Natural abilities: the ‘Spark’ or channeling
Lifespan:
Important members:
Relations to other species:
History:
Primary Language: Nuarunian
Secondary Language:
Religion:
Important members:
Strengths:
Weaknesses:
Hidden 11 yrs ago Post by HounderHowl
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HounderHowl

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Nation

Name: Steam Coalition
Flag:
Capitol: KnightCliff
Capitol Population: 750,000
Population: 9 million
Major cities: KnightCliff, Stet, ShadowsRest
Racial demographics: A little bit of everything with humans being the majority.

Society: Science is on everyone's tongue, while the rich seek the latest gadgets and style the poor generally work till their fingers are raw. Its tough to be poor in the Steam Coalition, people are often down trodden and beat. Everyone strives to one day sit on capital hill to have enough money to do the pushing. The only way to do that is either become some one important, invent something of worth or be born into it.

Law: In the coalition the law is firm and swift. On the streets there are men in uniform known as judges their job is to up hold the law and too pass swift SNF fair judgment upon the people. Though often they abuse their power.

Education: education is something everyone seeks. Often times only the middle class and the rich can afford it. It consists of 15 years of teaching, and learning. By the time the adult comes out they can read, write, perform complex math, know plenty about math, and have a mind for business.

The other side of the house is the military school where the poor and often times the middle class can attend. This school lasts for 8 years where the students learn to read,write, basic math, and of course military knowledge.

Technology: Of recent years magic Has been on meny a persons tongue often times people want to discover how to use it, to harness its potential. Other than magic, flying machines, medicines, weapons, and new and improved walkers.

Tax: Every citizen pays a tax, its takes 35% of their income per year. This helps pay for schooling, infrastructure and other odds and ends of the government.

Imports: Magic items, relics, minerals, wood, food.
Exports: Fantastical contraptions, walkers, weapons, gadgets, clothing accessories, and many more things.
Industries: Mining, Lumber, Weapons, Walkers, and other such things.

Renown Associations: School of thought, School of Military minded young folk or MS and Steam powered industries.

Government: Democratic Monarch (Royal house and noble pool vote upon laws, Heirs, and blue blood etiquette. )
Relations: ( to other governments )
Important officials:
King Charles Valdr
Queen Alexandra Valdr
Prince Duncan Valdr
Lord Byron

Currency: Kings Bit or known by the popular name Blood Bit.
1 oz of iron = 1 blood bit
1oz of silver = 100 blood bits
1 oz of gold = 500 blood bits.

Military: Total 900,000

Infantry 300,000
- the infantry are equipped with the most up to date rifles. They are all expertly drilled in formation and uniform regulation. Though they do not fight in standard line formations as their forefathers did. They have combat uniforms which consist of a chest plate, helmet, and gas mask. They are also drilled in wrestling and hand to hand combat. Dress uniforms are white shirts, black button up jackets, black slacks, dress shoes. Often times medals will be presented on jacket and such.

Steam Guard: A group of highly trained and armored warriors, outfitted with steam powered armor, it not being much larger than an old fashion plate mail. With steam assisted strength they double their natural ability. Though the S.P.A. ( Steam powered armor ) takes years of training to master .They brandish shields, axes, and often times steam powered machine guns, Capable of 500 round per minute, or small hand cannons.

Navy: 250,000 Sailors are top of the line and trained and drilled regularly.
There are multiple classes of ships but the most prominent are the Destroyer Class, Frigate Class, And Dreadnaught Class.

Destroyer class: Crew of 500, has four deck guns, forward and aft. Each are 5in. Guns. Has reinforced hulls and two turbo prop engines giving it speed. It has two rudders allowing it to have a better turning radius.

Frigate class: 250 sailors, it has three deck guns 10in. Has a single large steam engine, and has one rudder. Making it small and fast.

Dreadnaught class: 5,000 sailors truly large ship. It boasts 12, 10in guns, and 4, 24in guns. It has quad reinforced hull, four main engines, three rudders.

Steam Air Corp: 300,000

Has several type of ships ships..

Air Destroyer: Holds 300 airmen, its armed with 4, 5in guns, and filled with explosives. Reinforced balloons allow for high altitude.

Air Frigate: Holds 100 men, has a single 5in cannon, it has 20 50lb bombs, and is outfitted with two steam engines giving it speed and maneuverability.

Landscape:
Wild life:
Important locations:

History: In the older times, six major kingdoms ruled the lands that are now known as steam collation. They fought and slaughtered one another for hundreds of years, slowly but surely the kingdoms began to run out of money, food and soldiers. They were exhausted from the wars having long since forgotten them. They signed a peace agreement and all went their separate ways to lick their wound. But a small city state, rose quickly to power. Their technology were more advanced, their soldiers way of fighting unique compared to the old kingdoms. They came quickly, their artillery rained down hell fire. Their cartridge rifles fired quicker than their muskets, their newly invented walker artillery destroying their city walls. While cannon shells bounced off its hull. After a year of fighting they board before a single ruler. And thus formed the steam collation.

Strengths: Industrious, military weapons, training, wealthy, scientifically advanced.
Weaknesses: Separation of upper and lower class, species separation, and staunch noble cast.

Fashion/style: Generally dressed like this of the Victorian era. With clockwork and intricate devices incorporated through out.

Art: Elequant, and smooth mostly realistic paintings.
Important dates:(fluff)
Weird laws/rules:(fluff)
Fun facts: (fluff) .

Species

Name: Human
Race/species: Human
Description: Look at yourself!
Natural abilities: apposable thumb!
Lifespan: 70-80 years
Important members: Royal family
Relations to other species:
History:
Primary Language: Sekr
Secondary Language: Common
Religion:
Important members:
Strengths:
Weaknesses:
Hidden 11 yrs ago 10 yrs ago Post by eemmtt
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eemmtt

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(Tell me if there is anything that's need fixing or better explanation)
Name: Irodein Empire
Flag: [img=http://i.imgur.com/dVsqBzS.png]
Capitol: Irodon
Capitol Population: 950,000
Population: 9.2 million
Major cities: Havardar a major industrial hub, Vaks; the largest port and the home port for the Imperial fleet, Caldria; major city, and Molacran; the largest city on the border city
Racial demographics: Sanfures(look species) and a small number of nonnative people

Society: Their culture is an honor centric, self-sacrifices, war glorifying, and hardworking species. They have been known for the very harsh in warfare using harsh tactic to force there enemy to surrender. Going along with their self-sacrificial attitude they believe that casualty is secondary to the overall goal.
Law: Imperial law is strict, brutal, and simple. With even minor crimes carrying harsh sentence, a common punishment is sentience to a penal battalion of a minimum for 5 years at these poorly armed units are used as cannon fodder. The crimes of treason and cowardice carry a automatic execution the change of incompetent only applies to the military. Most trials are observe by a single judge trial by jury is consider a wast of resource.
Education: The Imperial consider it important to teach the basic education to the majority of the citizens only those how display academic knowledge are given higher education.
Technology: Weapons technology, mining tech, and industrial

Tax: about 15% rates for everyone failing to pay is punishable by 3 years hard labor
Imports: fruits, Horses, silks, Spices, and dyes
Exports: Metals, gem stones, weapons, marble, high quality metal working, salt, metals, and furs
Industries: A large mining operation, weapons manufactory, and goods manufacturing bastion
Renown Associations: The Imperial war collages, Valkorda arms- the largest arm manufacturer in the empire they regularly build airships for the Empire. They also sell some of there older model rifle the vr-13 to who ever has the money.

Government: the sanfures are mostly under the rule of an imperial government lead by a powerful emperor advised by an imperial council the most powerful of them is usably the military advertisers called Governor-Militant. Territory is dived into provinces witch are ruled by Governors. Expansionistic and have a Machiavellian mindset using their military to intimidate or outright conquer there weaker neighbors. But are willing to form alliances with other nation if it can be beneficial for them.
Relations: Mixed with other nation
Steam Coalition; Trade partners and has a defensive pact.
Important officials: The Emperor Axaium, his son Theadrean, and Governor- Militant Tybal
Currency: The Imperial marks

Military; 930,000 of the population it’s divided into two major branches;
Imperial army; 645,000
The main ground forces of the empire they are organized into legions, the basic gear consist of a grey trench coat, uniform, with a metal helmet, metal chest piece under the uniform, a bolt action rifle and abet with a knife E-tools and other supplies. Trained to rigged disciple they fight in lose formation and in trench positions. With the Imperial toopers as they fight is the stiff, humorless, grim face Commissars in-charge of upholding the regulation of the army, to keep discipline, and moral of the army by any means necessary. Armed with a black great coat, dress uniform, fancy hat, armored chest piece, a saber, and heavy navy revolver. Leading the Imperial troopers are there officers they look very similar to there men but carry a sword and side are or a personal weapon of there choice.There is a specialized units in the imperial army the first of which is the heavy weapons squads consisting of 2 heavy weapons manned by a 5 soldiers. There are assault unit called the Nuxn armed with light wight machine guns and grenades the have the highest casualty rates out of the imperial army not counting the penal battalions who are consider criminals and not counded in the army. Then there are the elite soldiers of the Valdra wearing steampower armor and give prototype automatic rifle they are the consider some the best soldiers in the legion.

The Irodiens do boast some of the largest guns in the world, form into companies of 15 100mm artillery piece is the most common gun in the imperial gun. There are larger guns like the 450mm guns which is only use in large scale sieges. But not all Irodien artillery is massive guns there are smaller mortar section attach to imperial platoons have in support. The newest weapon in the imperial arsenal is the steam land-ship a big armored ground vehicle about 40 meters long, 37 meters wide, and stands 9 meters off the ground it has good armored and armed with two 5in guns mounted on to it with many machine guns with placed around the land-ship. It has a max speed of 10 mph, the empire only has small numbers of land-ship operational and using only sparingly.

Imperial navy- 285,000
surface navy; 15,000 the water navy is a small force mostly used for paroling the cost of the empire.
valdron-class cutter 250 crew it's a fast attack ship with 2 5in guns one on the bow another on the aft with some steam machine guns around the hull.

air navy: 235,000, The Imperial air navy over the last couple of years has been built up to be the main imperial naval force. The airship are design and armor for high altitudes, firepower, and heavy combat at the sacrifice of maneuverability.
Imperial ship classification from smallest to largest;
Casun class- air Destroyer; crew 300 has three deck guns one aft, two on the bow they are 10in guns with several point defenses across the ship
Uldan class - air Cruiser; a crew of 400 has four deck guns two aft, two bow they are 15in with smaller 5in guns along the sides and point defenses across the hull.
Valxz class- air Battle cruiser; a crew of 550 it has three deck guns one aft, two bow they are 18in guns with 10in guns along its hull and point defenses across the hull.
Imperitor calss- air battleship; crew of 1,200 it has two deck guns one aft, one bow its 24in gun with 10in and 5in guns along the hull and

Imperial marines 35,000
The imperial marines are armed and equipped has the imperial army except for a few differences they are armed with short barrel carbine and there uniforms have a green hue to it. They are deployed as shock troopers to break lines and creates openings for the army.

ISI: 6,000 it stands for Imperial Strategic Intelligence they are the main espionage organization and they double as secret police of the empire. They are consider even by imperial standers they are consider extremely ruthless. The ISI main job is to gather intelligence, cause public unrest, steal trade secrets, and any tactical information. They also maintain the commando forces of the empire these are highly trained operatives they specialize in behind the line raids, assassination, and forward recon. The ISI also operates the secret research department of the empire developing new weapons for the empire the most recent project is title Nightmare is all what is known about it.

Landscape: The more central areas of the empire is mountainous are similar to the are's on earth. Towards the out lying area it's falter.
Wild life: In the central area's it's similar to earth with a particular mean breed of Fash goats; larger and more aggressive than a normal goat. The only other spices to note would be the Vosta dragon
Important locations: The fortress of Tredagor a massive defensive structure near the imperial capital.

History: History; The Irodiens started out as a small city state in the turbulent Vosta region. They existed as a small force in-till the first Emperor arrived according to their legends he conquered the region and several of the outlining area. A series of emperor’s expanded Irodein power and territory bring the empire to global power. But an Imperial governor named Barcus desired more and wage a long civil war which eventual lead to an imperial victory. The empire has rebuild since them and is looking to show it's new military power.
Summary: A empire that has rebuilt from a civil war and is looking to expand it's power.
Strengths: large packed together cities, large industrial base, and mountainous landscape
Weaknesses: harsh living conditions, rebuilding from a civil war, and mountainous landscape

Fashion/style: Irodien fashion is simple and functional.
Art: Imperial art is stylized with sharp lines and Gothic style.
Important dates:(fluff)
Weird laws/rules:(fluff)
Fun facts: (fluff) .

Species

Name: Sanfures
Race/species: sanfures
Description: Most sanfures they stand about 6'8 for males and 6'1 for females. Their bones are tougher have a more angular structure to them and their muscles system stronger due to the harsh condition on their homeland. They developed a bi-cardiovascular system (which means they have two hearts), as well as a higher metabolism, evolving larger lung compactly due to the mountainous terrain, there blade like front teeth and more rounder back teeth is believe to come from a past omnivorous habits, dark colored hair, and there one color eyes ranging from different shades of grays. They prefer colder climates but can tolerate warmer climates.
Natural abilities: they are 2x stronger than humans, and a larger lung capacity, and bones are tougher to break.
Lifespan: 100-110
Important members: The Emperor Axaium, his son Theadrean, and Governor- Militant Tybal
Relations to other species: Mixed some see them as ruthless others see them a noble group.
History: See Empire history
Primary Language: Valeric
Secondary Language: English(just as common as Valeric)
Religion: : There scripture says that there god, known as Virem there creator a mighty god of the forge and war. It says that he slayed a mighty daemon lord in single combat. After Virem victory he sets about the creation of a race to inherit the world he won. They worship two different aspects of him; the warrior is normal worship by soldiers through prays or sacrifices. The craftsman worshiped those who create usually have alter were they pray and offer sacrificed.
Strengths: they can function with one heart, willing to put up a lot
Weaknesses: ruthless attitude, loss of a heart is extremely painful
Hidden 11 yrs ago Post by Meeky
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Meeky

Member Offline since relaunch

This application is incomplete yet. I'll come back and finish it later.

Nation

Name: The Goblin Territories; the Confederation of Clans
Flag: There is no national flag, though there are numerous flags for individual goblin clans. Most of these depict weapons, trophies, an object from a major battle, or religious symbols. The flag of the most powerful clan depicts a black tower being toppled on an orange background.
Capitol: Daggerpoint (Formerly known as Veristal, a human merchant metropolis)
Capitol Population: 2,000,000
Population: 7,500,000 (approximate)
Major cities: Deepwatch (an underground city), Fort Longtooth (home to the Longtooth Clan, a group of famous raiders), Boggerdown (a swampy morass where explosive gases can be found)
Racial demographics: 7,500,000 goblins

Society:



"They [the goblins] crawl out of their dens like ants from their nest, but possess neither of the insect virtues of diligence nor loyalty."

~Theo Hawken, scholar


Goblins are an isolationist and territorial lot whose memories extend far beyond their short lifespans, and are more loyal to each other than outsiders would suspect. Goblin clans often wage war on each other, true; but within a given clan, there is a strong sense of community, perhaps because everyone within the clan must contribute for the goblins to survive in the harsh environments they are forced to live in. A common saying goes like this: "If there's one goblin, there's a hundred of them," and that's not far from the truth. Threatening the life or livelihood of a goblin will bring most of its extended family to the scene ready to attack.

Life for goblins has never been easy. They have always been forced into the places nobody wishes to live: The swamps, the wastelands, and the bowels of the earth. Their society has adapted to reflect this; their buildings tend to be very crude and minimalist, built to be taken apart and moved at any time or used as deathtraps for invaders. If they're built to last, they're built to be hidden or located somewhere civilized people would never wish to tread. The goblin palette ranges from bland to heartbreaking; some clans are able to live off of rice and leaves, but others are forced to eat little more than worms, insects, and tree bark.

For those clans in the Goblin Territories, an individual's role in society is a strange and uncertain thing. Goblins are a community-minded people, so anyone who makes a bid for power is often either cut from a different vein than the majority of their kin or believes they will help their clan the best by leading them. Usually, leadership is taken on a simple basis of "might makes right," but sometimes there is a religious context that brings an individual to the forefront of goblin politics.

Goblin religion is a superstitious beast filled with omens good and bad that are read by oracles and prophets. Goblins do not worship gods so much as they revere heroes of the past and make bargains with spirits to bring favor or avoid catastrophe. Indeed, goblin priests are most often referred to as "God-Talkers" because they are believed to actually speak and haggle with the gods. This often means offering a sacrifice in return for a better fungal harvest or avoiding some territory for a few years in return for favors on the battlefield. Given the rather unorthodox nature of their religion, it should not be surprising that goblins include other peoples' deities in their religion. Many a traveler has been surprised to see a clan of goblins worshiping the statue of a human hero, striking bargains with the hero's spirit and trying to gain his unique human insight into the ways of their enemies.

Law: Tradition and group cohesion take precedence in goblin law. The ruler of a given clan (known as a 'king' or 'queen') has the right to give any ruling he or she desires over any incident, but tyrannical or arbitrary behavior will quickly see them deposed and killed. Instead, they often delegate this power to any goblin over the age of ten who demonstrates a keen understanding of goblin history and traditional law. Known simply as Elders, these individuals have the same absolute power and are subject to the same violent whims of their people, and make decisions in the name of the clan boss. Usually, the ruler of the clan will conduct executions personally to show the clan that they can bear the responsibility of their position, even if that means executing their own close relatives.

Education: Goblins do not have the same educational opportunities the rest of the world does given their difficult situation. Most young goblins are taught collectively by a group of adults in the basics of the world: How to forage, fight, and flee. Once they reach the age of three years old, goblins are usually apprenticed in more specific trades, finding individuals willing to sponsor and teach them. Each goblin has an equal opportunity to become anything the tribe may need (fungal farmer, hunter, bug breeder, apothecary, God-Talker, etc.), and those who cannot find a sponsor typically become laborers or warriors.

Technology: While the rest of the world embraces steamworks and metallurgy, the Confederation of Clans focuses its efforts on subjects within the natural world: Poisons, medicines, diseases, and beasts. Goblins are always hunting through the swamps in search of new, more powerful herbs that may be used to harm their enemies of heal their kin, and through selective breeding (and a little magic) have created species of poisonous wasps, weaponized termites, giant spiders, and more. Besides such strange and terrible things, goblins also are always eager to experiment with swamp gases...

Tax: Goblins do not have a form of currency and thus do not have taxes; instead, they simply pool their resources together and take what is needed for themselves.
Imports: Goblins are not known for trade. If they do trade, however, they import metal objects (especially tools and weapons), alcohol, salt, and meat.
Exports: If anyone will accept goblin goods, they typically are after their deadly poisons or their powerful herbal medicines. Some will trade for the sap and wood from goblins' swamp trees. The wood is held in high regard for its strong but flexible nature, and the sap can be used as a sort of glue. Nobody trades for goblin food, though.
Industries: Wood works; alchemy; herbs; fungus farming; insects.
Renown Associations: The Bog

Government: Confederation - There are a large number of goblin clans, and each clan considers itself independent; however, the clans have joined together to form a confederation to assist each other in times of war. The head of the confederation is known simply as the 'Big King' or 'Big Queen' depending on their gender and has absolute authority in matters of war. This is not to say their rule is unquestioned. Indeed, the head of this confederation is often forced to demonstrate their power either in a show of personal strength or by attacking the offending clan.
Relations: The Confederation of Clans has no real allies, and yet it has many enemies. It does not help matters that they are considered lower than animals by most of the world. Anyone who wishes to invade or enslave the goblins would find no political opposition from the rest of the world. The Goblins are in severe need of allies, but anyone who would align themselves with them risks losing their other allies, and those nations who lack allies would likely betray the Goblins the moment the alliance proved unfavorable. Needless to say, this puts the goblins in a unique and disastrous political position.
Important officials:
* Big Queen Brigga - More commonly known as "Big Brigga," this goblin woman has reached twelve years of age (well into adulthood) and is known for being rather tall for a goblin, standing at a full five feet. Big Brigga, head of the Dagger Clan, is a warlord through and through, having been essential in the recent reunification of the clans and the conquest of the territories the Confederation now calls its own. The prophets all agree that she is destined to lead the goblins to an age of glory. Until her rise to power, there had been no Big Queen or Big King for fifty years.
Currency: Goblins do not have a currency. They measure wealth by the quantity and quality of one's goods.

Military: While the exact numbers of soldiers in the goblin armies change frequently, and no real count is ever made, it can be agreed that almost every goblin is capable of fighting, though only 5-10 percent of the species serves as an active military force. Anyone attacking a goblin city will likely face opposition from even their noncombatants.

Goblin forces wield unconventional weaponry. While they lack the powerful steam-powered weaponry of other nations, they wield terrifying toxins and ride unusual beasts into battle. Many a knight has gaped in horror as acid bombs dissolved his fine steel armor, and many more soldiers have had to leave the battlefield suffering maladies ranging from mild irritations to fatal poisons, dysentery, boils, thin blood and paralyzed limbs after being struck by a tainted goblin arrow. Their weapons tend to be barbed or hooked, and many goblins purposely rust their arrowheads and spears to better spread disease and illness among their enemies. Other goblin weapons include weaponized termites (used especially in naval battles) flung in jars, catapults that launch rotting corpses, flasks of acid, sticky bombs, explosive balloons (made from swamp gases), slings designed to launch unusual projectiles (such as flasks and bombs), and more.

Goblins tactics typically involve weakening their opponents as much as possible before attacking en-masse. To this end, they depend largely on speed, mobility, and ambushes. Goblins often strike at night rather than the day, and will use the terrain against their enemies. Their mounts range from giant spiders (which are used to prepare ambushes in forests and in the swamps) to wolves and giant wasps (which serve the function of more traditional cavalry).

Landscape: Swamplands make up the majority of the Confederacy's lands, though there are also forests and hilly regions. The eastern peninsula within the goblin territories is rather mountainous. There are also several caves that lead into expansive underground caverns, some of which are rife with fungal life and underground streams.
Wild life: Simply put, all the things humans hate can be found in the Territories. Mosquito swarms, giant wasps, hungry wolves, crocodiles, poisonous toads, acid-spitting lizards, giant turtles, termites... Goblins were allowed to keep these lands simply because they were considered inhospitable and undesirable.
Important locations: Most of the eastern lands in the Confederacy were once part of a small but powerful merchant city-state known as Veristal. The people of this region would reward anyone who returns this land to them with substantial wealth. However, the land is also considered sacred by ancient goblin tradition, as it was originally stolen from them by Veristal in an old war. Any military action made to take this land back from the goblins will be met with extreme resistance.

History: The Confederation was formed by Brigga, a relatively young warlord of the Dagger Clan, when the nearby nation of Veristal started hiring mercenaries and adventurers to clear out the goblins from their territories. Under her leadership, the goblins not only crushed the Veristal mercenaries, but continued their march onto their cities and razed them to the ground. The surviving humans fled and became refugees in other nations; the goblins, meanwhile, rallied under their new leader and claimed the ruins of the once majestic realm as their own, renaming the capitol "Daggerpoint."
Summary: A swampy expanse filled with independent goblin clans united under a powerful ruler, Big Queen Brigga.
Strengths: Unconventional weaponry; highly defensive; good performance in rough, wet, and wooded terrain.
Weaknesses: Decentralized rule; technological inferiority; poor performance in open terrain.

Fashion/style: Goblins wear whatever they can find, practically. Some goblins wear almost nothing at all save for leggings or loincloths. Goblins do not wear shoes, as their webbed, prehensile feet function better without them. There really isn't any predominant fashion among the species besides the act of displaying trophies; namely, articles of clothing taken from the enemies of goblinkind will be worn proudly, the better to show that the goblin race has triumphed over its rivals. Some goblin clans try to emulate the culture of nearby non-goblin nations, but this is not a universal constant.
Art: By other nations' standards, goblin art is rough and crude. It most often takes the form of painted scenes or religious symbols and woodworks. In some places, using one's own blood as paint is considered the norm.
Important dates: ...
Weird laws/rules: ...
Fun facts: ...

Species

Name: Goblin
Race/species: Species
Description: Small but terribly numerous, goblins are considered a blight by the civilized races of the world. They usually stand somewhere between three and four-and-a-half feet tall, though certain individuals may be born much taller than the rest. Their skin ranges from greens to gray-greens to sickly yellows, and they are considered twisted, malformed, and ugly in appearance. Their prehensile feet have a web-like quality, and their fingers are long and slender; their ears are pointed, generally sticking out to the sides a few inches, and are usually sharp and upright, as if on constant alert.

Natural abilities: Goblins are naturally resilient creatures, capable of surviving off food that would be poisonous or toxic to others, including deadly fungi, snakes, and insects. Their senses are keener than a human's, and they have naturally fast reflexes. Of course, they're also physically weak compared to the other races...

Lifespan: Goblins reach adulthood in five years and can live for thirty years of age, sometimes lasting up to thirty five or even forty years. Most don't make it past the age of ten due to constant warfare and starvation.

Important members: Big Brigga (see above)

Relations to other species: Very few civilizations tolerate the presence of goblins. Most consider them a blight that ought to be removed, and it is not uncommon to find bounties for goblin heads at a city watch, or to hear of some rugged mercenary boasting of having slain a dozen of them. Of late, they're earning a more fearsome reputation...

History: Since the dawn of time, Goblins have been used as instruments of war by more powerful creatures. They have served various warlords and would-be conquerors, and powerful wizards of past eras coerced them into service with powerful magics. Their overlords have always betrayed them in the end, casting them aside once no longer needed or leaving them to their fate once a pivotal battle is lost. The Goblin species has been subjugated, enslaved, and forced out of their lands, and genocide against them has long been justified by their crude lifestyle and their inherent tendencies toward evil, so say the civilized nations of the world.

Every so often, a goblin leader rises with the capacity to unite their people and use them toward their own aims. Big Brigga is one such leader. Under her leadership, the goblins believe they can conquer sufficient lands to allow their people to grow, and perhaps even become a respected and feared world power.

Primary Language: Goblin
Secondary Language: Guttertongue (a common thief language used by criminal organizations across the world; a variation of the common tongue that includes sign language)
Religion: Hero Worship; Spirit Worship
Strengths: Keen senses; practically immune to disease and poison; adaptable; fast-breeding; good reflexes.
Weaknesses: Physically weak; fragile frame; small size; short lifespan.
Hidden 11 yrs ago Post by Meeky
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Meeky

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I believe I'm done with my application. It's not perfect, but I think it gets the point across.
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Edgeworth

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Nation

Name: The Great Spirit of Azera
Flag:
Capitol: Footfall
Capitol Population: 686,000
Population: 9,800,000
Major cities: Footfall (capitol and trading hub), Last Hope (Largest ship yard and a key military facility), Silversands, (Trading hub on the north west coast of their mainland holdings) Great Fields (Trading hub, major agricultural centre, logistical key stone located in the centre of their mainland holdings), Worlds Gate (Trading town and key military facility located on a bridgeable section of the river that marks their mainland border. The location is also at the opening of a key pass through the foot hills and mountains nearby)
Racial demographics: The Azera make up the vast majority of the population, with other races being present. But those races seem to be getting fewer and fewer, both proportionally and in terms of absolute figure. True, the Azera breeding programs are a part of this. But emigration is encouraged amongst the citizens of conquered races who refuses to be culturally assimilated.

Society: Azera are exceptionally community minded, their idea of greater spirits permeates huge portions of their lives and as a result the greater whole is almost never intentionally or carelessly neglected. Furthermore, as a society, they remember the time when it was just them against the world and though things may have improved since then it always lingers in the back of their mind. This draws them even closer together as a people, but also pulls them further away from the rest of the world. But despite this, they are not isolationists, far from it. They seek to be involved, though trade, diplomacy, marriage, war and any other means at their disposal. Just don’t be surprised if they never really care about your welfare or the welfare of your people, nor should you expect them to trust you without a great deal of work.

The Azera are almost blind to gender, with a woman as welcome in the armed forces as any man and with a man as welcome in a nursery or at the spinning wheel as any woman. All that matters is capability, so long as you can do the job, welcome aboard. However, whilst women in the armed forces are by no means a rarity and always welcome, males still make up the majority of troops. The reason why has never been closely examined by Azera society, it’s a simple non-issue to them. But it would appear that more males just seem to want to do it.

Law: The laws of the Azera are aimed at maintaining law and order, stable government and a smooth transition from leader to leader, basic social justice, welfare, equality and community, and encouraging industry and trade. Whether these laws are successful remain to be seen but that is the goal. It should be pointed out that there is an independent judiciary that can hold both the military and the government to account.

Education: Education is highly prized among the Azera but they also recognise that not all men are intellectuals. Every child has the right to education up to age 16. But after that schooling is reserved for those who can make the most out of it. The government, the military, the ATI and larger private companies all employ men who went through this further education in their top jobs. Such education is only given to those who pass rigorous testing but is then given for free. If they then work for the state then the money is never paid back. If they go on to work in private industry they have to pay the fees back slowly or their employer can settle the debt for them. However, a system of tax breaks and fee write offs for innovative industries exists to help limit the deterrent factor on private industry.

Technology: The Azera depend on technological innovation, it was this drive to invention that led them back from the brink of oblivion and it is this innovation that will keep them on top. Whilst they have been researching metals and guns and various other technologies of this new steam age their signature invention, and most closely guarded scientific secret, is so called super air.

Super air was a product of the ATI and developed for the military, though it has wider applications. It’s basic purpose is to create a gas which is far lighter and more buoyant then even helium, allowing greater weights to be lifted up. SA1 was too chemically unstable for practical use and never made it out of the labs. SA2 was stable but not up to the standards of the aviation industry, the navy however, has found great use for it. SA3 was the golden egg. It allowed previously unknown weights to be lifted into the sky, or older weights to be propelled more easily. Flying dreadnaughts suddenly became a reality.

Tax: A progressive income tax system, with no tax on the income of the poorest, scaling up to 40% for the richest. A standard corporate tax rate of 25% with some tax breaks for new companies and innovative projects, Inheritance tax at 40% for estates above average value. There are also tax breaks for larger families, to try and encourage breeding and population growth.
Imports: The Azera have made a conscious drive to self-sufficiency, so their imports of the necessities are very low. They do however, import luxuries. They also import necessities but only as part of so called “Noble Trade.” Noble Trade is trade for diplomacy’s sake rather than profits sake, they will often try to use what they import through Noble Trade, and will rarely sell it back on for a profit as that would appear insulting.
Exports: Food, particularly grain, corn and other arable crops as well as beef and dairy products. Industrial metals such as Iron, Copper and Bronze, wood, simple cloth, horses, oxen and other beasts of burden, non military ships and aircraft (though never with super air components), construction materials and infrastructure. Weapons are also exported though only under Noble Trade and strictly regulated, re sale is not appreciated.
Industries: Mining, agriculture, technology, metal industry, weapon manufacturing and related elements of a military industrial complex, ship building, aircraft, construction materials and infrastructure.
Renown Associations: Azera Technological Institute (ATI) and The Clipper Trading Company (CTC)

Government: Hereditary Lords elect a cabinet and leader, the First Lord, from amongst their own number. However, a public vote of all citizens can recall their selections or strike down individual laws. Furthermore, local votes of all citizens in an area can appoint new Hereditary Lords.
Relations: ( to other governments )
Important officials:
Currency: Plectars

Military: Slightly over 900,000 men total. The military is split into three important sections. The army, navy and air corps. However, each of the three main services is further subdivided.
Army: The Army is split between Homeland Armies and Assault Armies. Homeland Armies make up the majority of the Azera armed forces. A Homeland Army usually consists of three corps, each corps usually consist of an approximated 36000 infantry men, 12000 Dragoons and 1500 Artillerymen. This makes your average Homeland Army 129500 men strong. There are currently 4 home land armies. Meaning 518000 men serve in the Home Land Armies. Soldiers in the home land armies have little to no special gear, only standard gear such as rifles, a few machine guns and anti-armour guns and so on. They either walk or ride to the battlefield, the guns are drawn by horses, the supplies moved by oxen and other pack animals

An Assault Army is the pride of the ground forces. Made up of veterans from the Homeland Armies and supplied with some of the latest kit and training they are the cutting edge. Currently only 1 Assault Army exists but it is a force to be reckoned with and there are plans to convert one of the Homeland Armies into a second Assault Army. An Assault Army consists of an estimated 103500 men. An Assault army is made of two corps. Each Corps has an approximated 24000 infantry. However, there are also an average of 500 S.T.A.G. units, S.T.A.G. standing for self-propelled turreted assault gun. These mobile armoured boxes with menacing fire power are each crewed by 5 men, meaning 2500 crew and a further 6000 infantry and other staff supporting them directly on the field. Beyond that there are a further 240 S.A.G. units, much like S.T.A.G. units but with fixed guns instead of turrets, crewed by 1700 people, 100 S.A.A. units (self-propelled ant aircraft) with 500 crew and 300 S.S.G (self-propelled Support gun) units which are mobile artillery pieces with 1500 crew.

These various metal war machines, whilst sturdy and terrifying to behold are not as invulnerable as their crew would have you believe and a suitable magic spell or decent hit from a specialist weapon will still knock these lumbering machines out. And whilst a drive is being made to outfit these machines with greater weapons the technology simply is not there yet and so these vehicles are equipped with only slightly amended versions of the field guns, crude machine guns or artillery pieces that their Homeland Army counter parts have.

But the various S units, as the various mobile gun platforms have become known and which make up less than 1.4% of the total ground forces, are not the true strength of an Assault army. Even the toughest machine can be knocked out by a well-placed foe that’s ready for it. The true strength of an Assault Army is how fast it can move on campaign. Even the infantry ride around in mechanical transports, which are in no way tough enough to enter into battle and are entirely unarmed but mean that they can move from place to place and battle to battle far faster than most. This means an Assault Army can respond to a crisis faster, get to break through quicker, outrun pursuers, chase down those that flee, beat the foe to a battlefield to pick the best ground and generally run rings around slower armies.

Air Corps:
The Air Corps is divided into 3 main sections
The Air Landing Force, the Light Air Force and the Heavy Air Force.
The Air Landing Force is a recent innovation, inspired by the mobility and success of the Assault Army it is an effort to further it. The solution was a force of 16000 Air Landing Infantry and 1600 Air Landing Support troops. These men can be dropped by parachute from specially built fast moving air transports, with larger numbers of men and their heavier equipment inserted onto the field by glider. But even when inserted by glider S units and other motorised things are simply too heavy and do not feature in the Air Landing Force. Instead only Light Artillery and light or medium direct fire guns can be put in. Furthermore, getting the Air Landing Force back out is very problematic. Unless they can secure and area where transport aircraft can land they have no choice but to either fight their way to the main army or wait for the main army to come to them, both of which are risky prospects. The Air Landing Force is small, elite and whilst individual soldiers are well equipped they lack the heavy fire power of even Home Land Armies, they must be used carefully.

The Light Air Force (7000 combat air crew, 28000 ground crew, 1000 assorted other roles) was made possible through the invention of S.A.3. Small buoyancy balloons of S.A.3 are secreted in frames of these small aircraft. This, combined with light weight construction materials and a combination of high tension clockwork and compressed gas means that small air craft can hurtle around the sky at great speeds when compared to the giant airships that are more commonly seen in the sky.

1500 Strike Aircraft: Flown by just one man these are the smallest and fastest machines in the Light Air Force and are the only mono winged planes in the Light Air Force. They are primarily designed to shoot down other, similar aircraft should any other nation ever develop such things. But they can also be used as recon and close support planes, with perhaps a single bomb affixed to their underside. There even have 4 unguided direct fire rockets to be used on enemy ships, ground targets or slow moving aerial targets like zeppelins. These rockets are however, crude and occasionally inaccurate and are a long way from the iron fists the ATI would like, best used only at short range if the pilot wants to stand any chance of hitting anything.

1000 Multi Role Aircraft: With enough gears and pressurised gas to grant there flyers extended range they make excellent patrol craft but they are also the jack of all trades. These large bi planes have a pilot, a rear gunner and a navigator / bomber these three man aircraft are slower than the Strike Aircraft and less agile. Still, it can weave around in the sky well enough and has good straight line speed. It has roughly the same air to air fire power as the Strike Aircraft, all be it with the addition of a rear gun, but where it really improves is with its secondary armaments. It has sixteen rockets and is capable of carrying twenty bombs or four modified naval torpedoes. When dropped from an air craft there are still technical reliability problems with accurate dept gauging but the ATI is working on this issue. Multi Role Aircraft are most commonly seen once Strike Aircraft have cleared the skies, allowing the Multi Role Aircraft to use its superior explosive fire power to target hard ground positions, ships or slow moving air ships.

500 Bomber Aircraft: With a crew of 5, a pilot, nose gunner, tail gunner, navigator and bombardier, these are the largest combat aircraft in the Light Air Force. These great monsters have a tri wing at the front and a bi wing to the rear just to keep them aerodynamically stable. Slow moving but with great range these beasts lack agility. As a result they only tend to fly if they know they control the skies or have an escort. Furthermore, they never fly low over the target, unlike their counterparts, for fear of being picked out of the sky. Instead they carpet their foes from high above with their compliment of roughly 80 bombs, depending on load out for the day. However, they are generally only described as being fit to attack ground targets, such as armies, industry, docks, stationary ships. They are not considered suitable to attack air ships or moving naval vessels.

Heavy Air Force: (Approximately 100000 men) Again, this was only made possible through the invention of S.A.3. Without that miracle gas the behemoths of the Heavy Air Force could never have risen into the sky. Occasionally nicknamed the battle ships of the sky the Heavy Air force is unnerving to behold. They have an array of ships, some of the most common or notable are laid out below.

Invincible Class Armoured Cruiser: The backbone of the Heavy Air Force this iconic ship marks the presence of Azera Authority where ever it flies. Her S.A.3 flotation balloons are hidden entirely from view. They lie in the middle of a squared diamonded shape highly reinforced armored cylinder that makes up the main body of the ship, tapering at each end. In that hull, with its thick sloping armour, is everything the crew needs, all be it in rather cramped conditions. Her main armament is a single top mounted turret, sporting two twenty inch guns. A low rate of fire and few guns is made up for with range, accuracy and power. Five 14 inch guns are broadside mounted on each side of the vessel for some added fire power, but the ship has to carefully position to bring these weapons to bare. She also has a number of very small turrets littered about her surface with small, rapid fire, low powered guns inside. These are anti-aircraft guns in case the ships comes under attack from something like their own light aircraft.
The invincible class is propelled by four great propellers in armoured boxes to her rear, allowing her to move reliably but only at average speed in combat. Out of combat, to save fuel and extend operational range, eight masts are erected, two from each slopping side, and she is pushed along by the wind. However, at the first sign of trouble automated cables furl the sales and snap them tall masts down onto the armoured sides of the ship, safe from harm as the propellers kick in.

The Rapier Class Battle Cruiser: Built from the same basic frame and design as the Invincible Class the Rapier has slightly lighter armour, fewer crew and fewer guns. The broadside guns have been stripped out and replaced with another turret containing two 16 inch guns. This over all saving in weight means that, whilst lighter and less powerful, the Rapier is far faster and can be used for a different purpose.

The Lancer Class Frigate: Again, built on the same basic design as the Invincible, but far smaller, the Lancer Class Carries two ten inch guns in her turret and four eight inch guns mounted as broadside guns on either side of her. The frigate also as a forward mounted turret, capable of firing only in the front 180 degrees, containing a single eight inch gun.

Titan Class Battleship: The Titan class is a rare beast. Again, her core is a diamond shape, all be it slightly squashed, bulging in the middle and with a largely flat top, she is very nearly twice the length of an Invincible class, coming in at 250 meters long with a crew of 2150, and has the fire power to match. Unlike other Heavy Air force ships, which mount their bridge on top of their large, centrally mounted turret, the Titan class is forced to have a conventional tower bridge in her centre.
She has eight 24 inch guns, contained in four turrets, two in each turret. Two turrets to the front of the tower, two to the rear. She has five turrets, each containing two 18 inch guns, four equally around the tower and one at the front of the ship. She also has six ten inch guns mounted in broadside fire on each side of the ship as well as the standard array of lesser anti-aircraft guns. It is the slowest moving ship in the Heavy Air Fleet, but also the most heavily armed and armoured, with numerous different layers and types of armour rendering some cockshaw designers to label her unkillable. though that is likely an over statement. It might take a while to get to the field but when it gets there it brings hell with it.

Navy: The Navy of the Azera has never invested in large scale battleships or capitol ships. By the time the Azera people could afford such things those resources were being poured into reinvestment in industry or the Air Corps. As a result, whilst you may find plans for battleships, there is not a single functioning battle ship in the whole fleet.
The Navy is split between the logistical navy, the marines and the battle fleet.
The logistical navy have no combat power, they are merely transports and whilst vital they are not worth exploring in detail here.

The marines are the inheritors of the Azera’s previous habit of being costal raiders and whilst they no longer have to sack small towns and sell their women and children into slavery the Azera, as a people, still value the ability to launch lightning raids and invasions from the sea. Just as with the Air Landing troops, truly heavy equipment cannot be used by the marines, they can however, land slight heavier guns and artillery than their air borne counter parts. Otherwise, they function in much the same way as the air landing colleagues though it should be said, they aren’t quite as high quality. They are also roughly the same size as the Air Landing corps, with 18000 men.

The Battle Fleet, of roughly 80000 sailors, focuses on small, fast, lightly armoured vessels, torpedo boats are common as are frigates and light cruisers, with guns of roughly the same size as their air borne counterparts. Their biggest ships are the battle cruisers, armed with very few but very big guns, lightly armoured and fast they are designed to out range and out run most ships in the sea, picking people off from a safe distance and running safely away if ever a battleship shows up. In the event a ship appears that a battle cruiser cannot deal with, it is Azera doctrine to retreat and call in the air force. Indeed, the battle fleet has a few carriers, which would also run from any battle but have a few strike Air Craft and Multi Role Aircraft for this purpose.

There are however, vicious rumours of a new secret weapon, a small fragile boat, with no real guns but with torpedoes, that can go under water. However, these are only rumours and whilst it is true some people from the ATI are working on this project, it should be pointed out that they have not managed to even build test components yet.

Landscape: The landscape of the Azera people is varied now. The islands they were exiled to a grey, barren, rocky and blasted. The Azera were sent there to die and it was a good place for it. But, their landscape makes them excellent islands to defend.
The peninsular where their capitol is now based is temperate, with open grassland rolling hills and lush woods. This is true of all of their east coast holdings.
The majority of the mainland area they have conquered is fertile, open, rolling planes, through hills, woods and mountains are no unknown. This vast open expanse has been turned over to farming and, where appropriate, mining. Their border region is marked by imposing mountains and the north and west coasts a warm, lush and beautiful, with hints of swamp and jungle in the very north.
Wild life: There is a standard array of varied wildlife.
Important locations: Aside from the important cities mentioned above and the mountainous border region there are few places the Azera consider particularly important.

History: The History of the Great Spirit of the Azera began roughly a thousand years ago. The Azera people once lived in a mighty kingdom a little to the south of what is now Goblin lands. They were not as closely bound as a society as they are now, but they were even worse to their neighbours. The Azera were brutes and tyrants, extorting nearby kingdoms and cities, burning crops, taking slaves. Eventually they angered too many local kingdoms simultaneously and were forced into an unwinnable war. Fighting and night, dirty tricks, professional skill and sheer determination turned it into a long and brutal war but their fall was both inevitable and total. Huge portions of their people were wiped out and what remained were loaded onto boats and sailed off to the grey isles where they were dumped, abandoned, forbidden every to build ships (they had never had much of a navy) and left to rot. They called their first settlement on these islands Last Hope and they clung desperately to existence.

At first there was infighting, with the king dead and the royal line slaughtered to the last child, warlords began to vie for supremacy. What little remained of the nation threatened to fall apart and the story would have ended there. But salvation came in the nations spiritualists. The old gods were abandoned, replaced with the trickster god, and the notion of greater spirits was brought to the fore. It had always been there but now it was forced into the centre of their lives. This was a conscious decision on the part of the spiritualists who knew that with such resource poor islands and so few people they had to collaborate to survive. Ironically, this ended up ensuring the gradual downfall of the priesthood and spiritualists as organised religion faded away. But it was a necessary sacrifice for the nation to survive. The warring lords of the Azera came together and began to cooperate. Once urgent issues of mere survival, law and order had been addressed they turned their attention to regaining their place in the world.

It began through the formation of a navy, something the Azera had never successfully done before but necessity drove them to it. Their first efforts were feeble but they got the hang of it faster than you might think. Resource shortages prevented them from building anything other than small wooden raiding ships, full scale pitched battles were beyond them. But they could run away from the bigger ships and instead became effective commerce raiders, pirates and looters of poorly defended coastal towns.

Eventually, as their population grew again, they became more adventurous. Ultimately this culminated in the invasion of the southern half of the snake’s tooth peninsular, which was the home of the Raffan Kingdom whom had been trying to combat Azera Piracy for years. The Azera occupation was ultimately successful and many of the local inhabitants fled or were cultural absorbed into the occupiers culture. The Capitol city of Raffan, once known as Emerald’s Eye, was renamed Foot Fall, to mark the Azeran return to the mainland. This military success came at a price however, another war. The very kingdom that had banished them decided they had to act in force to contain the Azeran resurgence. Unfortunately, their military efforts floundered. At first they tried to invade the islands but the frequent savage storms in the region that the Azera had learned to navigate, caused severe problems. Furthermore, there were very few good landing spots and their armies were always confronted with strong resistance at the beaches, the most vulnerable time for an invading foe.

They then tried to isolate the Azera main force on the peninsular, land and return Foot Fall to it’s original owners. But the long supply lines were raided and broken by Azera ships and the army was broken by starvation and disease before they even entered into battle. However, the Azera lacked the means to strike back at their foes, they were always on the defence and could never hope to launch a counter invasion against their superior enemy. They would have lost in the end were it not for opportunistic kingdoms on the main land. Whilst the Azera bleed the enemy army and treasury dry through the war, other kingdoms waited before pouncing on their weakened neighbour and devouring the remains. As such, the oldest enemy of the Azera is now gone, though whilst the country has been erased the ethnicity and culture remains somewhat.

From their new base in the snake tooth peninsular they eventually subsumed the rest of the peninsular and began to push into the lands beyond. Some 150 years after Foot Fall was captured it was re designated as the Capitol as it was in a far better position than any of the island settlements. This gradual expansion continued until the Azera Technological Institute was founded. The ATI was one of the first major scientific research groups to be founded and has been a major engine of change and progress for the Azera ever since. Using ATI technologies there was an explosive advance into the more primitive northern lands, eventually resulting in the border as it stands today. It has been speculated that the Azera could have kept going militarily but for cultural and economic reasons they had to stop. The border was drawn along a supremely sturdy natural defence, a great river that ran almost coast to coast and which was in parallel to a nearby mountain range. There are holes in the defence, the river is occasionally shallow in places and even fordable when slightly dry and several passes cut through the mountains. Worse still neither the mountains nor the river reach the northen coast. Still, it is a defence to be reckoned with.

Since the advance stopped some long time ago the Azera have focused on developing their economy and industry, the Clipper Trading Company or CTC was established as new trading company promising the fastest deliveries on the East Coast and the conquered regions were gradually cultural absorbed and normalised, through some historians suggest there was a massive wave of forced emigration shortly after the advance halted. They have never stopped developing their military though and their modern and organised armed forces are a point of national pride.

Now they are attempting to play a role in a world that the Azera still secretly think would like to see them confined back on those barren islands.

Summary: A refugee people who were once known for cruelty, savagery, evil tricks, national belligerence and other unlikable things who were forced to emigrate after a lost war but who turned their new home into their own. They then re-established their country and conquered their way back into being a world power. They are not as vile as they once were by any stretch of the imagination but rumours and stereotypes persist and their aggressive conquests have not helped their image. They stopped their military expansion some time ago and have focused on trade, internal issues and attempting to establish diplomatic relations. But, they are tarnished by their reputation and slightly inhibited by a culturally ingrained bitter victim mentality that they are constantly trying to overcome.

Strengths: Militaristic, innovative and industrious with ambition to match.
Weaknesses: They are known for aggressive expansion and the world has not forgotten some past cruelties, meaning they suffer from the some foreign relations problems. Also their anti-religious stance makes many religious nations think poorly of them and questions keep being asked about the dwindling numbers of conquered people in their territory.

Fashion/style: The Azera have embraced their monochromatic nature, with black, white and grey often being worn and deep reds for contrast. Their fashion is also quite practical and minimalistic, with simple designs. When attending formal events simple, stunning elegance is the order of the day.

Art: The Azera are not known for making art on canvas as their default medium. Instead their art comes through statues and architecture. Their statues in particular can cover a wide array of artistic styles, from abstract and surrealist to almost life like detail.

Important dates: 0 New Age (NA) the day their exile began. 105 NA, the last old war lord is defeated and the new model Azera government takes hold. 115 NA, the Azera Navy is formed. 182 NA, the Conquest of Foot Fall.196 NA, the Raffan Kingdom falls. 221 NA, the conquest of the Snake Tooth Peninsular is completed. 332 NA Foot Fall becomes the Capitol. 341 NA, the expansion into the mainland begins, very slowly. 442 NA, the ATI is formed prompting fast expansion for an army of the time, with various small wars against lesser kingdoms or tribes taking the world one bit at a time. 845 NA, the mountains are reached and the military advance halts, marking a shift to internal policy, diplomacy and trade though always with a gradual military build-up. 978 NA The present day.

Weird laws/rules: Over 100 years ago there was a youth led counter culture movement which the government of the day decided was too incendiary to be tolerated. Part of this counter culture was an emphasis on bright and luminescent colours. To this day, though largely because no one remembered to repeal the law, having luminescent dye in your hair is punishable by ten years in jail.

Fun facts: The Azera language is carefully guarded and only official sanctioned words may be used to prevent foreign cultural contamination. For a new word to be approved it must go through a selection and vetting process led by the committee for linguistic cohesion. Thankfully, there is no real punishment for using unsanctioned words, merely social disapproval.

Species

Name: Azera
Race/species:Azera
Description: With an average height of six foot, though varying anywhere between 5ft 4 inches to 6ft 8, they have human like proportions. Their legs and arms are slightly longer and their torsos are slightly shorter than your standard human, with longer fingers and toes to match. Their skin is grey, ranging from near black to near white thought the majority are an odd stone grey. Indeed, most Azera skins have the same slight speckling and colour shifts common in rock. Their eyes are larger than most humans but share a similar structure, however, their iris is almost always grey. Furthermore, their hair is always jet black, which when combined with the rest of their features, gives the Azera a very monochromatic appearance.
Natural abilities: Due to their large, and differently structured, eyes the Azera have superb low light and night vision. They can see almost as well in the dark as they can in the day, even colours are clear to them. They are also a naturally fast and dexterous people.
Lifespan: 100 year average life expectancy.
Important members: First Lord Arasan, Lord Marshal Derius, Lord Artificer Palagius, Lady Visar the General Ambassador.
Relations to other species:
History
Primary Language: Azeran
Secondary Language: Common
Religion: The Azera do not worship gods or spirits as they may be traditionally understood. They do however, have a profound reverence for what they term “greater souls.” Greater souls are not men of great standing or importance. Instead they are the general identity of such things as ships, units, families and nations. It is as if the ship were a being in its own right, both one with the crew and above it. It is the common spirit existing in the members of the greater whole and inspiring enthusiasm, devotion, and strong regard for the honor of that whole. They mark important moments in the histories of those wholes, they honour its spirit, they work for its good and men can often be found in what appears to be prayer, trying to communicate with that greater spirit.

There is one other element to Azera spirituality that is quite interesting. Whilst they do not worship any god they do believe one exists. They call him man things, the god of many faces, the trickster, he who laughs, the great deceiver and other similar phrases, though the god it self has no name. They do not believe this god to be all powerful, merely very powerful and they see him as an enemy, not a friend. The Azera’s unfortunate past has led them to become a hard and cynical people when it comes to the possibility of a benevolent god. Instead they have come to believe that all the gods of all the races are in fact the same person, whispering lies, deceit, misinformation and conflicting belief into peoples ears not to help the mortal races but to torment them and pit them against one another. In short, the religions of the world are, to the Azera, a massive practical joke from a cruel divine being.

Strengths: Night vision, slightly faster than your average human, dexterous
Weaknesses: Slightly less sturdy than your average human, their species also suffers from some inherent foreign relations problems. (See history)
Hidden 10 yrs ago Post by HazmatMedic
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HazmatMedic

Member Offline since relaunch

Nation

Name: Orsini

Flag:

Capitol: Orsini
Capitol Population: 240,000

Population: 240,000

Major cities: N/A

Racial demographics: 90% Seraph 10% Other
Society: People in Orsini are very "you mind your business, I'll mind mine". They typically don't involve themselves in other peoples lives without invitation.
Man, woman, child, dark-skinned, fair-skinned, Human, Seraph, Orc - Everyone is considered an equal. Seraph are by nature suspicious and fearful, however, and are usually somewhat untrusting of others, even other Seraphim.
Orsini are free to live their lives as they please, as long as no laws are broken.

Law: There are four kinds of crime - petty, minor, major and obscene

Petty crime includes pickpocketing, harassment, public vulgarity and other nuisance crimes. Practice one of these and you'll quickly find yourself a few Vehrin shorter - they are paid back through fines.

Minor crimes are assault, threatening murder, large-scale theft, non-lethal posioning and other intimidating crimes. Criminals of this calbre usually occupy the mines and dungeons - you have to produce a certain amount of Vehrin in goods before you're cut loose.

Major crimes are treason, murder, rendering someone incapable of work, abuse of one's spouse and other larger crimes. These criminals are usually branded with a "Mark of Shame" pertaining to their crime, get a long stretch in the dungeon and are inable to perform tasks related to their crime i.e. domestic abusers must pay full compensation to the abused and are then forbidden from getting married or having children.

Obscene crimes pertain to two things - crimes involving children and crimes of a sexual nature. In these instances, the criminal has their wings cut off, their genetalia removed, their throat cut and the body fed to animals - such people are considered monsters.

Education: Almost all Seraphim can read and write to lesser degrees, for example "This way is common to write sentence". Those who wish to become more intelligent need to visit the Arcane District, and join one of the many Universities there.

Technology: Tech and research is heavily focused on things like medicine, alchemy, cures and poisons, but there is some research into machinery and engineering.
Tax: Tax is quite low, wavering between 1% and 5%, but is higher for the rich. Members of certain guilds, like the Merchants Guild, get even lower tax rates.

Imports: Gems, gold, silver

Exports: Steel, iron, game, fur, leather, armour, fruit, vegetables, silk, cotton, wool, cloth, stylised weapons,

Renowned Associations: The Merchants Guild - Arguably the most powerful guild, Merchants who join this guild are treated to fairer prices, free advertisement, lower taxes, bodyguards, a Council they can attend and raise issues at - all for a modest membership fee

The Monkhood - far from a religious organisation, Monks typically spend their days doing experiments, researching, reading, lecturing and otherwise aiding the progression of science. They are called Monks because of the long, brown robes they wear and their ''monastery-like'' buildings that they live, work and rest in.

The Courtesans Guild - Hookers. Nightwalkers. Tarts. Society has many names for those who sell their bodies to make a living - not the case in Orsini. Women and occasionally men who sell themselves are united under the non degrading title of Courtesan, and are offered food, shelter and a place to rest as guild members. They were also offered a sort of retreat from societies harsh views of their profession, but recently that has been rendered obsolete due to a more open-minded and accepting society.

The Worker's Guild - The guild of the common man, members of this particular association are treated to higher payments, lower taxes and a load of guys willing to back them up if things go wrong
Government: Orsini is divided into six Districts, lead by the local Guild Leader. The six will meet regularly to discuss nation-wide policy, but will regularly impose their own rules on the districts they lead.

Relations: None so far

Important officials:
Arabella Sunskirt - Leader of the notorious "Pleasure District" and propietor of the "Belladonna". Excitable, cheerful and friendly, a mask of obliviousness hides a clever and ruthless girl.

Raelyn Whitegold - Leader of the "Market District" and Mistress of the Merchant's Guild, Raelyn is calm, classy and elegant. She is immensely proud of her work, but demands total honesty from her patrons. She flips out quite easily if one refuses to be honest with her, but gets just as irritated when she makes a mistake, doesn't meet a clients standards or in some way screws up.

"Hunter" Stormwing - Tomboyish, tough and a little bit cocky, the leader of the "Arsenal District" is the ultimate vision of a good Seraph warrior. Her real name is Artemis, but she will introduce herself as Hunter. There was a story she once took on and defeated ten fully-armed and armoured warriors whilst she was weaponless and unarmoured - no-one doubts her!

Jax Earthborn - The leader of the "Worker's District" is a tough, loyal gentleman, if a little rough around the edges. He may seem simple-minded at first, but don't be fooled - this quiet farm-boy has brains to match his impressive brawn.

Aggrippa Celeste - Leader of the "Arcane District", the intelligent and wise Aggrippa spends most of his days locked away, performing some experiment or another. Aggrippa is a perfectionist, often panicking at the slightest blip in his plans.

Girus Whitetail - The shy and gentle leader of the "Pariah District", Girus is known to be effeminate, cowardly and unsure of himself. The youngest of the six, he can be found wandering the groves and and meadows of his district. Despite his soft voice, girlish features and cowardice, he will fight back if cornered, albeit weakly

Currency: Vehrin
Military: Warrior - Reinforced leather curiass, reinforced leather greaves. Uses one-handed weapons, but no shield. Serves a mainly militial role. The most common soldier type in Orsini. Light Troops

Men-at-arms - Steel chestpiece, sleeves, pauldrons, great helm, greaves, boots, gauntlets. Well trained and deadly. Common. Heavy Troops.

Praetorian Guards - Reinforced steel chestplate, barbuta, pauldrons, gauntlets, boots. Use one-handed weapons and shields. Better trained than the average troop, but there are far less. Rare. Elite.

Knights - Banded steel frogmouth helmet, curiass, pauldrons, gauntlets, greaves, boots. Use deadly two-handed weapons, like Claymores and Bearded Axes. Shock troops, usually capable of taking on three or four enemies on their own. Rare. Heavy Support

Scions - coat of plates, under-armour greaves. Dress in plain clothes and carry daggers and peasant blades. Mainly used as spies or icognito soldiers. Light on their feet and swift. Quite a lot. Fast attack/Elite

Halbediers - Steel Chestplate, Gauntlets, spaulders, greaves, boots. Trained in unhorsing mounted foes and throwing halberds. Have a shortsword as a secondary weapon, which they hold in an almost unique "duellist" stance, which gives them an advantage in one-to-one combat, but is less useful against multiple foes. Somewhat rare, usually lead large groups. Elite/HQ

Pariahs - Unique guards of Girus, they wear short robes with an undershirt and trousers. Carry razor-sharp shortswords and throwing knives, ready to strike at a monents notice. Don't be fooled by the clothing - it's actually made of a tough, durable material known as "Myrthil cloth", which is both light and tough, almost as tough as metal armour - it's only real weakness is the cost. Very, very few of these. HQ
Landscape: Well, it's a city. It is built into a mountain, but this is hard to notice once you are inside.
Wildlife: Foxes, pigeons, starlings and other urban animals

Important locations:
Arcane District - Full of labs, universities and research facilities, this is the place to learn in Orsini. Aggrippa's library is here.

Arsenal District - Barracks, mercs and training facilities; the Arsenal is the home of combat. Spars happen often, the army trains almost non-stop and it houses THE most fearsome warrior in Orsini - Hunter

Market District - most of the trading happens here. Stalls of food, weapons, clothing, art and many other things dot the area. Money changes from one hand to another to another to another in the space of mere seconds. The Merchant Guild headquarters, and Raelyn's house are here.

Pariah District - not much more than a glorified graveyard, anyone worthy of recieving their last rites is buried here. There are a couple if houses, but they are lonely, grey buildings. The Pariah's leader lives in this district's Bastion.

Pleasure District - come here to lose money? You've found the right place. Brothels, casinos of sorts and taverns dominate this lively neighbourhood. Visit the Belladonna to find Arabella.

Worker's District - home of most of the low-rankng members of society, workers do their best to put bread and water on the table - it is recommended one joins the Worker's guild for that little bit of extra security. Jax's farm is here.
History: The Seraphim founded this city since first settling, and have never felt the need to leave. Over the years it has seen many a hero and villian, saviours and destroyers, pariahs and messiahs. However, the people are tough, resolute and devout, and have muscled through practically unnoticed. The things that go on behind closed doors, huh?

Summary: A small, independent city that houses a race of angel-like beings. Interested in politics, science and gems

Strengths: Tough
Loyal
Intelligent
Easy to keep an eye on
A good, stable all-round producer
Even money distribution
Low crime, low homelessness, low joblessness

Weaknesses: Too small for its own good
Even though its small, it still manages to divide the population
Easily bought with shiny things
Lead by guilds, so there is no clear ruler
Fashion/style: Clothing is light and thin, as Seraphim don't like the feeling of being restricted. Short robes are common, as are shirts and tunics. Almost everyone wears trousers, although summer dresses are popular in the summer amongst women

Art: Drawings and Books are the most important forms of art, held in higher regard than any other art form. Music tends to be airy, lighthearted and soft.

Important dates: None

Weird laws/rules: Nothing particularly wierd.

Fun facts: Orsini has gone undetected for centuries, and has only revealed itself in recent years.
Species

Name: Seraphim (pl) Seraph (sin)

Race/species: Other

Description: Seraphim have a very humanoid look, with two big differances - one, they are about a head or two shorter. Two, they have huge, feathery wings that sprout out their back. They have hollow bone marrow, making them about 4% lighter than average humans of their size. They have large eyes and soft features, and females are typically small-chested, though exceptions - like Arabella - exist.

Natural abilities: Very low altitude flight - only about its own body height high.
Natural resistance to disease and poison.
Nervous, sensative wings allow them to pick up changes in the atmosphere without special training or equipment.

Lifespan: They age about 1 year for every 5 human years, so about 400 years.

Important members: None outside Orsini

Relations to other species: Some humans - and other creatures - see them as messengers from deities.
Sanfures refer to them as "those winged bastards" as do the the Dragonkin.

History : History is not kept by Seraphim. It is unknown when they settled down first, lost the ability to fly high altitude, or where they originally came from - not even they know.

Primary Language: Orsini

Secondary Language: English

Religion: Whatever happens to be common in the area they live.

Strengths: Very long lifespan
Keep secrets well
Good swordsmen
Agile

Weaknesses: Soft
Easily bought by shiny things
Shy of other races
Big, sensative wings makes big targets
Too short to use longer weapons.
Hidden 10 yrs ago Post by Missy
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Missy

Member Seen 9 yrs ago

Seems cool...can i sign up?
Hidden 10 yrs ago Post by Missy
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Missy

Member Seen 9 yrs ago



Hidden 10 yrs ago Post by eemmtt
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eemmtt

Member Seen 1 yr ago

Missy; http://www.roleplayerguild.com/topics/27203/posts/ooc[/url the map is on page 2
Hidden 10 yrs ago Post by Titanic
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Titanic

Member Seen 8 yrs ago

Nation

Name: United Clans of Dorgag-Hokgurg-Qaudrod
Flag: The clans have no common flags as many issues in the clan are solved by fighting rather than words and there is confusion if the flags matched.
Capitol: There is no official capital but only one city has a population of all three races, Drokan.
Capitol Population: 330,000
Major cities:
Boneyspear: Official Capital of the Orcs. A once flourishing human city, it was razed by the orcs then rebuilt orc style. The ruined buildings were rebuilt with whatever they could find, such as rubble, animal fur, etc.
Swampfell: The largest “city” of the Ogres. Built in a swamp, it is a former goblin city seized by the orges ages ago. While many ogres have no house, the buildings consist of tents, large hollowed out trees, and a massive townhall made from the largest hollow tree.
Gruesym Fort: Built into a mountain, the fort looms over the forests below. It looks gruesome from a distance and holds a large population of trolls that live in caves located in the mountains.
Racial demographics: 38% Orc, 36%, Troll, 23% Orge, and 3% Human(Slaves).

Society: The society of the three races aren’t that different. Strength will determine your social class, the strong live on to fight in the armies, become slave owners, and even rule over their clans. While the way a community works might seem gruesome and barbaric to other races, it is normal to Trolls, Ogres, and Orcs. Common activities include things such as picking fights.

Trolls, Orcs, and Ogres are very territorial and will kill to protect their homes with their lives. They don’t welcome or allow outsiders. They are either killed, enslaved, or in extreme cases, eaten. Their communities are more united than they seem, mothers are very protective of their children, men guard the village and often fool around with each other. They share whatever someone needs. Their diets consist of whatever meats they can find, some villages do raise cattle though.

There is only one god in the religion of the Orcs, Trolls, and Ogres. The god is called The Creator, Destroyer, and Almighty. There are many that call themselves priest that can speak with the god and can foretell when to go to war and when to do certain things. The god is believed to have created all three races to destroy all other races.
Law: You could hardly call the laws harsh. Many crimes go unpunished, only crimes such as stealing on purpose, murder, and harmful abuse are punished. Stealing is punished by having to give the victim a weeks worth of service or some thats double the worth of the thing stolen. murder is punished by a lifetime serving in dangerous, nearly suicidal military operations or a lifetime in the coliseums. Both men are women are required to serve 5 years in the army while children are required 4 years of normal education and 6 years of military education.
Education: Children are required 4 years of formal education and 6 years of military education. The formal education is very low but military education is among some of the best in the world.
Technology: Nearly all research is on new weaponry and armor, while melee weaponry is preferred over range weaponry, it is realized that they won’t survive without range weaponry. Weaponry and armor are improved mainly by magic but some are improved by a combination of mechanical and magic.

Tax: Tax is pretty much non-existent as barbering is chosen over currency.
Imports: Meat, military vehicles, and Lumber
Exports: Horses, Cattle, and High quality metal/weapons.
Industries: Major breeding operation for cattle and horses and weaponry manufacturing.
Renown Associations: The Trogces weaponry manufacturing company.

Government: Each race is ruled by one of their own race with clan chiefs that rule over their own clans. The leader of each race is often changing as the separate clans fight over who rules them. The current leaders of each race often meet to discuss the issues of the nation. Each of them are advised by a council consisting of the leaders of all the clans. Their territory of control in the nation is often changing with fighting for complete control of the nation.
Relations: Mixed with many nations but hostile towards some.
Important officials: Chieftain Kaijan(Trolls), High Chieftain Xomath(Orcs), and Head Chieftain Xujian(Ogres)
Currency: There is no such thing as currency, trade is done by the quality and quantity of goods and services, through some can get goods or services by beating someone in a fight but both sides have to agree.

Military:
While most of the population has served in the military, only a small population serves in the official branches of the army. The current number of personal in the military number 480,000.

The United Elites: 24,000 Trolls, Orcs, and Ogres currently serve in the UE. They are trained in both melee and range weaponry. They are also extremely tactical with nearly all of them having gone to twice the required years of military school, some even triple. Even among their own kind, they are considered muscular, this allows them to wear heavy steam powered armor at cover their whole body, with goggles and vents for the senses and air. They carry with them a hardened steel double battle axes that are said to be able to cut through iron like butter. Very few carry shields with them and they are required to carry recently built prototype steam powered machine guns or steam propelled cannons. They aren’t considered fast with the weight of their equipment but they can still move at a fast pace. You can obviously tell them apart from the other armed forces but just incase, they wear a black cape with bones of their enemies sown in.

The Fearsome Forces: 330,000 Trolls, Orcs, and Ogres serve in the main branch of the land forces. They received the required 6 years of military education are like their name says, they are to be feared. They wear many types of armor from light to heavy with weapons that range from axes to swords with bows or small steam-powered guns. They have the symbol of their clan on their left shoulder and the sign of the army on their right shoulder. Some rides horses into battle

Heavy Rangers: 48,000 Trolls, Orcs, and Ogres are specially trained in range weaponry. With light armor, they are quick to move and many are slender compared to an average member of their race. They can use anything from a bow to a machine gun. They get an extra 2 years of special military education. They also hold a light sword or dagger. They show no sign of their military branch. Nearly all are trained to shoot from a horse

Orcish Navy: 78,000 Orcs control the seas. The orcs are the only race that enjoy the seas and the skies. Because of this, they make up the crew for the airships and naval ships that patrol the seas and the skies. They wear light armor to move quickly among the ships as they control the cannons and heavy weapon on the ships.

Landscape: Much of the eastern half is swamp that the orcs live in, many races often get lost in the swamps and its denseness offers protection from invaders from the east. The northern areas are very mountainous and are filled with trolls and caves. The lands to the south are hilly plains with many rivers and lakes and the islands are very plain.
Wild life: There isn’t much unique wildlife as whatever animals you can find in other parts of the world can be found in similar conditions in the nation.
Important locations: The Fort, with no name, it is only called the fort. It is the location where the three races met and the nation was formed.

History: Orcs, Trolls, and Ogres were once widespread and feared by nearly every race. That is till the other races advanced. With their new weaponry, tactics, and newly formed nations and armies, the tribes of the trolls, orcs, and ogres were pushed back to their current locations. There the races fought each other often for control of the region, this stumped their advancement even longer as they were considered barbaric by the other races, this was called the Dark Age of the Gruesomes. This was till the three races were each finally united under one leader, a mess of tribes had formed into three nations. These nations finally started their advancement in culture, weaponry, science, and other fields but didn’t stop their consent fighting, they had entered the Green Age. For another many years, they fought till it escalated to a level where they entered a many year long war between the three. That war stumped their advancement once again. Many years past before the leaders of the nations finally decided for unification instead of the death of their nations.
Summary: Big, Green, Ugly, Strong, and United. (This is the nation motto)
Strengths: Strong military force, survivable in many conditions, and large manufacturer of military equipment
Weaknesses: Dependent on other nations for food, barbaric race, can be considered dim-witted.

Fashion/style:(fluff)
Art:(fluff)
Important dates:(fluff)
Weird laws/rules:(fluff)
Fun facts: They believe that goblins are little brothers to them are often very protective towards them.

Species

Name: Trolls
Race/species: Troll
Description: Big, green, ugly, dumb
Natural abilities: Hard Skin
Lifespan: 60-80 years
Important members: Chieftain Kaijan
Relations to other species: Thinks of humans, dwarves, and elves as food. Related to Goblins, Ogres, and Orcs.
History: Brief history, they lived in the eastern swamps and often fought with each other and the Orcs and Ogres until the unification of the tribes
Primary Language: Trollenese
Secondary Language: (Optional)
Religion: The Creator, Destroyer, and Almighty
Important members:
Strengths: Extremely strong, hard skin and bones, and resistant to many diseases
Weaknesses: Dim-witted and impulsive

Name: Orcs
Race/species: Orcs
Description: Big, green, ugly
Natural abilities: Hard Skin
Lifespan: 60-80 years
Important members: High Chieftain Xomath
Relations to other species: Thinks of humans, dwarves, and elves as food. Related to Goblins, Ogres, and Trolls.
History: They lived in the southern lands and islands and often fought with the Trolls until they were united with them.
Primary Language: Orcish
Secondary Language: (Optional)
Religion: The Creator, Destroyer, and Almighty
Important members:
Strengths: Extremely strong, hard skin and bones, and resistant to many diseases
Weaknesses: Impulsive.

Name: Ogres
Race/species: Ogres
Description: Big, green, ugly
Natural abilities: Hard Skin
Lifespan: 60-80 years
Important members: High Chieftain Xujian
Relations to other species: Thinks of humans, dwarves, and elves as food. Related to Goblins, Orcs, and Trolls.
History: They lived in caves in the northern mountains and sometimes fought the trolls, they were solitary until united with the other races.
Primary Language: Ogrish
Secondary Language: (Optional)
Religion: The Creator, Destroyer, and Almighty
Important members:
Strengths: Extremely strong, hard skin and bones, and can survive in mountainous conditions
Weaknesses: Impulsive and dim-witted.
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