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Hidden 11 yrs ago Post by Titanic
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Hidden 11 yrs ago Post by eemmtt
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Nation Name: Irodeina Empire
Demonym: Irodeins
People/s: majority are Irodeins a small percentage of non-natives
Population Scale/Nation Size: Around 569,000
Government: The Irodeins are under the rule of the Imperial government lead by a powerful emperor who holds majorty of the power and is 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.
of Importance: The Emperor Axaium, his son Theadrean, and Governor- Militant Tybal
Capital: Iro a city that appears to be cut out of the mountain it’s on. It has two walls the first outer wall protects the lower part of the city and the larger inner wall separating the upper part of the Iro. The upper part of the city has Imperial palace with barracks.
Settlements: There house are simple and sturdy made mostly from stone with wooden roofs. Larger city and castles have large stone walls. More important buildings have marble in them; roads are made from paving stones.
Nation Description: 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.
Culture;
Their culture is an honor centric, self-sacrifices, war glorifying, and hardworking nation. 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.
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 group 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. Those who preach his will are divided into two sects the warrior sect honor there god in the heart battlefield with litanies and chants in there armor covered in icons of faith with there skull helmets using there maces to smite those dare face them. The other sect are normal priest who duty is tend to the spiritual health of there flock.
Flora & Fauna: The creatures and the Flora are like those ones who live in northern parts of earth. The only notable exception it’s the Vosta Dragon a violent fire-breathing dragon they are usually hunted or capture for military use.
Magic: They lack magical abilities but practices anti-magical runes and abilities to cancel or limited there foes magic. They are also mistrustful of those who can use magic. They consider it unholy and those who use it are also believe to be cowards.
Tech: High medieval early Renaissance
Ambitions: 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.
Economy
Imports: Grains, fruits, Horses, silks, Spices, and dyes
Exports: Metals, gem stones, weapons, marble, high quality metal working, salt, metals, and furs

Military
Army Size: 7.5% of the population
Regular troops: Legionaries (swordsmen or spear-men equipped with shields and light plate and chain mail. Veterans have heavier armor.), heavy Calvary clad in some of the best armor forged by Irodein smiths they ride into battle upon armored mounts an elite core among them are those who ride the Vosta dragons, from the Va-caf region comes raiders armed with verity of weapons including melee weapons and bows the preform scouting operation or rising hell behind enemy lines, range troopers armed ether with bows, crossbows and muskets, Rune-chief: A person who mastered the anti-magical runes and litanies. They wear light plate inscribed with anti magical runes wielding a hammer to channel their power, and artillery induces cannons, catapults

Navy: a small Navy of about 50 ships with the same equipment as the army and are equipped with cannons. [/hider]
Hidden 11 yrs ago Post by TheSovereignGrave
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Hidden 11 yrs ago Post by Rare
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Rare The Inquisitor

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Nation Sheet

Location: The drawn map was made by a map maker, who was awarded with money. It goes along the Nizii River and between the Mt. Limmi and Mt. Axiim to stop at Lake Xammi (near United Islands of Myration).

Flag: The flag has the coat of arms in the center of the flag. The color of the flag is orange.

Nation Name: The Qinniy Empire.

Demonym: Qinnies.

People/s: 75% of the people live near the river and 25% live away from the river.

Population Scale/Nation Size: 200,000 (125,000 live near the river and 75,000 live elsewhere).

Government: The nation is a Constitutional Monarchy.

People of Importance: Queen Elizze, Queen of Qinniy; Archduke Aleixx, Prince of Qinniy; King Philly, King of Qinniy; Scientist Walt, Lead Scientist; Researcher Juilai, Lead Researcher; General Johni, General of the Royal Qinn Army; Admiral Kolane, Admiral of the Royal Navy.

Capital: Maiiz, the capital is home to the Royal Castle and one of the best colleges. The capital is near the river and it also houses a port.

Settlements: The architecture is similar to Japan's architecture in the 15th century, they use wood and stone.

Nation Description: The nation is like the 15th century Japan, but with the monarchy of Englands.

Religion: Religion isn't important within the Quinniy Empire, but people can worship any kind of religion for other nations.

Flora & Fauna: Sealife can be found in the river while plants and animals live all over the land.

Magic: Magic is rare, but when someone has magic, they're to be studied for technological reasons.

Tech: The techs for military's armor, swords, longbows, and weapons are similar to 15th century Japan. The canal was just invented and is being made.

Ambitions: The Quinniy Empire is looking to be the trading center of the world, by building the canal that can cut across the land. It'll make the Empire richer than ever in the history of The Quinniy Empire.

Economy

Imports: The Quinniy Empire is in need of: silver, iron, brozen, gold, slaves, building materials, beef, metals, advanced technology, guns, cannons, and military animals.

Exports: The Quinniy Empire has things to trade such as: sealife (foods, plants, etc.), grain, lumber, fabrics, dyes, stone, cattle, salt, grapes, clay, vegetables, and fruits.

Military

Army Size: 8% of the population.

Regular troops: Longbow men, calvary, spear men, sword men, and the Royal Guard.

Navy: People are in the navy, just to guard the river and the coastlines.
Hidden 11 yrs ago Post by Yog Sothoth
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Location:

Flag:
Nation Name: Eranor
Demonym: Eranorian
People/s:
the Dorvanics 65%
the Aeowiks 20%
the Warrviks 15%
Population Scale/Nation Size: 500,000
Government: Eranor is ruled by an absolute Monarchy and the ruler is ether a king or queen. the people of Eranor believe that the monarchy are their protectors when trouble comes to their home, and guides when dark times come to the country. even though the monarchy rules all, they have advisers and generals who will give them their opinions on the matters of the country.
People of Importance:


Capital: the capital of Eranor is the great city of Borathar, Borathar is a huge city by the west sea and is the largest city in the country.
Settlements: Eranor has many towns and several cities along its vast landscape. aside from the cities, the towns and other settlements in Eranor are not very big but they contribute greatly to the nation's wealth. the biggest towns of Eranor are Oethar, Aslyn and Ugora.

Nation Description: Eranor is a nation that was founded on the principles of The Seven Gifts of Eri. they are ruled by a monarchy known as the Rovanoffs. the Rovanoff dynasty has been ruling the nation for almost two thousand years and is a family of great leaders and strong warriors. the Eranorians value strength and honor the most out of the Gifts of Eri. they have a very patriarchal society in which the men rule and women have set roles in society. but despite being a patriarchal country, there have been instances in history where woman have been warriors and have been spoken of in many of the nation's legends. women of the noble class have more freedom than other classes of women but respect to the father who runs the household is very important. children are taught from the day they can talk to respect their parents, and that Eri the all father is their god. thousands of years ago Eranor was a collection of tribes who warred with each other for power, but eventually the joined together to form one nation. the three remain tribes at the time of unification were the Dorvanics, the Aeowiks and the Warrviks, the rest of the tribes had ether been driven away or accumulated into one of the three tribes. being the strongest of the three, the Dorvanics formed the structure of the country's government but they tried to include as much of the other two tribes as they could. after the nation was founded, the Dorvanics crowned one of their head families as the first dynasty of Eranor. eventually the Aeowiks and the Warrviks thought that they weren't getting to have a say in the political structure of the nation and threatened to break away from the country. this led to much conflict and almost tore the country apart, but eventually the Dorvanics agreed that a family with members who shared the blood of all three peoples would be the rulers of Eranor and that family was the Rovanoffs. after the family became the new royal family, the three tribes were at peace with each and focused on making their country great and fighting wickedness wherever they could find it. militarily, the Eranorians were lovers of warfare and fighting. their ancestors were mighty warriors who believed that there was no greater reward than a glorious death, and so because of this they are culture of proud and strong warriors who do not fear death. Eranor is also a nation whose land is rich with gold and silver in the north and mountains, along with lush forests and vast amounts of fresh game. because of their huge amounts of resources, they have begun to trade with other nations and have begun accumulating a lot of wealth. many consider the last thousand years to be their golden age and the country has prospered. they have begun to establish many trade relations with other nations for resources that their country did not have in abundance. being far north, their nation has a lot of gold and silver in the northern part of Eranor, and they have amassed fortunes which has been very useful in establishing trade routes with other countries. ever since then they have prospered greatly and have been at their peak of prosperity. but they haven't had peace for that long, and have gotten into several wars with other nations. and the female dominate nation of Avalaysia was one nation that Eranor was close to warring. the idea of a nation run by women seemed ridiculous to the Eranorians, but then the Avalaysians took some of their people as slaves and this angered the Eranorians into attack the nation of women with raids of their own. they now are bitter enemies, and although diplomacy has been tried between the two of them, the differences in culture is too great and they are now on the brink of war.

Religion: the Eranorians Worship Eri The Great god of Ice and creation. Eri is considered by the Eranorians to be the only god that exists and is the great father of the world. his domain is in a realm that can only be entered from the farthest reaches of the northern arctic. although he is the only god, Eri did create many spirits out of his essences and they served as his loyal messengers and subjects. many stories say that Eri made men out of earth and gave them a will of steel and a warm heart like embers from a fire. but the darkness that had clung onto the world since it's creation. the darkness was frightening and terribly persuasive and the early hearts of men lacked the strength to defend against it. the and so the darkness corrupted the hearts of men, making barbaric and like animals with no since of brotherhood and honor. many horrible acts wanton violence and destruction were committed and this angered Eri. and the god traveled from his beautiful realm to the world of men and gave them The Seven Gifts of Eri. The Seven Gifts of Eri were spirits that bound themselves to the race of men. they made men noble and just. these spirits were Courage, Faith, Honor, Strength, Wisdom, Hope and Truth. because the number of gifts is seven the Eranorians believe that seven is the most sacred and lucky number in the numerical system. in the sacred book of Eri is their most treasured form of literature and is filled with all of the stories that make up the religion of the Eranorians. because Eri is said to have first appeared to them in the form of a polar bear standing in front of an oak tree, both the animal and tree are considered very sacred symbols of Eri. the priests of Eranor are druids who pray to Eri for aid in times of need and respect nature, they also are gifted with the ability to use magic. the book of Eri says that magic is the energy that the world lives on and that the few who wield it are in someway connected to the world's life force. but Eri warns of false magic which is from the darkness, and says that human sacrifice of any kind is a perversion of the race of men.
Flora & Fauna: Eranor is very diverse in plants and wildlife. most of the trees are oaks, firs and maples. in the spring time the lands in the southern parts of the nation are filled with fields of beautiful flowers of many kinds. the animals that live in Eranor are wolves, bears, reindeer, stags, elk, arctic foxes, arctic hares and wild horses. because of the great wilderness that makes up their country, the animals are in very great numbers making hunting a big source for food as well as agricultural.
Magic: only druids can use magic, and their magic is drawn from the spirits of the nature and the elements. but it takes many years to learn how to use it properly and even then, magic is more used for agriculture and helping the livelihood of the people, and is not uses in battle often.
Tech: in terms of weapons and armor their technology is very similar to 14th century Europe, but in terms clothing they still dress in animal skins and viking like clothes. Borathar also has running water and sewage system very similar to the ancient Romans, but the towns are more simpler than the capital city.
Ambitions: they do not wish to expand and become an empire, but they have a great love for battle and will make war on those who they feel are unjust or attack them. when the nation as a whole are not fighting against an enemy, many warriors become mercenaries and fight for other nations for gold. They do have a wish to gain great influence through trading with other nations.

Economy
Imports: cattle, goods, jewelry and building materials
Exports: gold, silver, fish, wool, art, weapons and animal furs. Eranor is also known very well for having very strong mercenaries for hire to fight in another nation's wars, but when they make a deal with a nation they will not break it to sell their services to the nation's enemies.

Hidden 11 yrs ago Post by Sauron The Dark Lord
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Sauron The Dark Lord

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Nation Sheet





Nation Name:
The Divine Imperium (of Nimoria)

Demonym:
- Nimenorian(s)
- Eclorian(s)
- Nomarian(s)

People:
Nimenorian 25%
Eclorian 20%
Nomarian 55%.

Population Scale/Nation Size:
~250 000

Government:
Divine Twin Monarchy. The Government of this united Divine Imperium, or well, partially united, atleast. Either way, the way of rule in this world is through the superiority of two 'Gods' one being a direct decendant, therefor the God Emperor and the other is the Demigod, a man risen in rank through his superior strenght, through the entire history of the Divine Imperium of Nimoria these two seperate rulers, both Emperor like in rank and skill, through history they've stayed at peace, but ever vigilant, now however, 'ascention' of the previous God Emperor and the raclaim of his throne by his son, the Demigod is restless for power. This is the Twin Monarchy.

Below these two rulers are the four kings, kings are general like figures in nature and they're superior in military skill to other soldiers, they lead their warriors and every king has controll of one city and it's surrounding farmland and villages, beneath these kings are four legions of warriors, these kings act as a council for the two Godlike figures of power and give them advice, without the two gods' approval nothing can be decided in the world, four kings, however have the equal vote of one god. This is the Quad Monarchy system.

Used together it becomes the Divine Twin Monarchy system.

People of Importance:
- Demigod Caius Maridion. [Mortuus Aquila]
Caius is without question the strongest warrior in the divine realm, his artifact hammer never leaves his palms and his physical prowess is simply incredible, almost unatural how a mortal would be able to ascend into his physical form, however like any man he can be overwhelmed, however beneath his belt he commands three legions and the strongest military force in the realm, the Heavenly Guard.

- God Emperor Meril Maximilian. [The Divine Order]
Meril is the son of the famous God Emperor Carazel, a man who supposedly carved the famous Heavenly Guardians out of the bedrock mountains of Heavens Peak at each side of the capitol. His age is unknown, since Gods are 'immortal' and ever youthful, however his experience in the military field is questionable and at times idiotic, he is however a man capable of pleasing the public, whilst his opposition is not so skilled in that particular field.

- Path Maker Cartlagir Mynd [The Divine Order]
Cartlagir is the only mage in the realm and he is a powerful mage at that, he is the most tactical and strategical of the four kings and his realm is as stratigically located and protected as his own, personal halls. Cartlagir is a secretiv man however being the head of the magical order; Arcanum Inquisitas, he has a large amount of royal guards covering each and every flank of his surroundings wherever he is, he is rumoured to offer members of the Arcanum Inquisitas to perform his powerful magics and to converse with the fallen gods who used to rule the Imperium.

- L'Imperator Vindicem Mortus Clourus [The Divine Order]
Mortus is the greatest warrior in the ranks of the Divine Order, he is a champion of the God Emperor himself and is infact the only one who ever served as a Champion during the entire years of the Imperium's existance, he is mute to everyone but the Emperor himself and he is escorted by Cartlagir who uses magic to read the mind of Mortus and speak it to the soldiers whenever Mortus himself leads an army to battle, his strenght with the sword and his powerful armour makes him a powerful foe.

Capital:
The Seat of power in the Divine Imperium, or the capitol is named: Mortan, it's vast structure holding more then the number of people in the city, many more, so therefor sections of the city are used for military exorcises and even mother nature, herself is starting to grow in the cities vast outskirts. Whilst the city itself is much larger then needed it's vast size act's as both tactical environment, capable of hiding soldiers and archers, even cannons, whilst the other half of it's purpose is due to the plague which demolished the population of the Divine Imperium completely.

On the very edge of the city however, at each side of the two mountains covering the entirety of the city between the mountain's bedrock there are two, massive statues, from the very bottom to the very top, over 2000 meters tall, the two statues at each side are the first Twin Gods of the Imperium, Cairus and Caldrus, the ancestors of Caius, they stand in full armor inside of the mountains wall, with their weapons in their hands pointed towards their grounds, there are small indents in their eyes where fires are lighted, and so they've been for many years, never going out once, they are supposedly the life sparks of the Imperium.

Settlements:
Whilst Mortan is the only surface city it is completely, or well, the newer parts of the city, it's most centered districts are completely made of well placed stone and reinforced by iron, the Nimenorian race, the original and and most pure figures inside the Imperium have always been masters of Iron Crafting, reinforcing even their cities with it to make it stronger and more capable.

However, the other cities, five of them, are located inside mountains or beneath vast deserts. Whilst the Nimenorians were almost divine iron craftsmen the Eclorian race are most excellent carvers of stone and other, incredibly hard materials like bedrock, whilst it takes them many years the Eclorian race were blessed with patience and after many centuries a city would be carved and reinforced by the Nimenorians, cities are made into strategical strongholds of powerful armies, the Imperium's way of military location is with the king's and Gods, therefor there are no fort's, simply incredibly strong cities with large walls and powerful gates.

The stone carving attract much attention for simply being, astounding and incredible, simply awe dropping, incorperating the central structure, the king's fortress or even better, the God's Palace into the mountain, making the entire palace of fortress hold up the entire mountain beneath itself, it can only be seen to be described.

Nation Description:
The Divine Imperium of Nimoria is a very deep nation, in both lore and religion, godifying important figures of history and present. However as of recently the already unstable connections between the two ruling powers of both power and bloodline have been fired ablaze and they are now basically waging a war against each other, a dark period where the Demigod Caius, the most powerful figure in the realm is fighting for ascention and his warriors fighting behind him for a unified ruling structure and the God Emperor and son of the famous God Emperor of previous lore is trying to basically stay alive and keep the current structure of ruling, the three of the four kings forced or willingly behind him, acting as shields against the powerful hammer of fury and demand.

Underholm, the largest and most vast seat of military greatness in possibly the world is occupied by the Demigod himself, vast labyrinth like tunnels leading into unending mining chaft's without a buttom, underground oasis' or possibly even bandit camps, maybe you will even find the even larger catacombs raging under almost the entirety of the desert. Underholm houses 50% of the entire military population of the Imperium and it's also the strongest military force in the Imperium's mother realm, however the city was almost swept dry of civilians due to the plague and the decition Caius made to banish anyone who was sick into the unending underground caverns, there is only about 6000 citizens inside of Underholm, making it the most unactive city you'll ever see, except for the uncountable amounts of soldiers in every corner of the city. The cavern of which Underholm was carved out of as a start is the house of the God's Palace, a creation of almost divine appearence, it is both a military fortress and a staircase to the top of the bedrock mountain of which it is built inside to begin with, the palace itself is located at the most high located point in the mountain, covering most, if not all the mountain with tunnels and paths, but the top hall, a massive hall with an outlook on the entire Imperium is also where the Demigod Caius sit's on his Iron Throne, on the very top of his throne is an iron eagle, in it's claws a sword, an iron two-headed eagle.

Then there is the agressive civilians, the military has been given increased might and controll over the real which aggrivates the civilians, therefor rebellions are easilly started at the slightest wrong move.

Religion:
The religion of the Imperium is a lifestyle, it has no name because it is existant wherever you go. However, what the Imperium does with it's religion is extreme, they worship their superiors like godlike figures, sacrifising themselves for their purpose or even killing their animals to ensure that the gods aren't mad. The two figures seen as gods are the Demigod and the God Emperor, the God Emperor is a figure who ascended into godhood through bloodline and birth, whilst the Demigod is a person who ascended into godhood through military capability and overpowering strenght. Kings are seen as the speakers of the different gods since they are basically that. However there is one unified father, the creator of all life, and the father of the Gods. Ulmag of Iron, he is an everything, a figure of iron itself, a craftsman without an equal, he made the planet from his forge of fire and ember and created the blueprints for humanity and civilization from the drawing boards of his great forgery.

The very extensions of his will are the twin-headed eagles, their bodies covered in an iron like color scheme, these birds are immortal and are not allowed to be harmed, for they are the eyes of Ulmag himself. These birds are idolized to the point where physical moldings of iron are made of them and put on shoulder pads of powerful warriors like the Heavenly Guard Captains, or rather Legion Caridors, veterans of battles and double the strenght of a normal Heavenly Guard warrior.

The Twin-headed Eagle is made of reinforced gold and mounted on the shoulder pads of the Demigod Caius aswell as carved into his mighty hammer, however for some reason the God Emperor does not use the Twin-headed Eagle as a figure of appearence, but simply mentions it in speeches, etc.

There is also an object of religious, actually, even military importance: The Iron Biblicon, an iron book of unknown origin, the lifestyle of a warrior is written within it and soldiers of all kinds and sizes follow the rules like they're the word of god, whilst normal commoners and politicial nobles don't understand the power behind the words. The most famous lines inside the Iron Biblicon must be the following; ''Wherefore take upon thee thyne whole armour of Ulmag, that ye may be able to withstand the evil day, and having done all, to stand.'' - Page 556, verse 9855, chapter 160 ''Take thyne sword of thee spirit which is the word of God.'' - Page 866, Verse 17554, Chapter 240 ''Wield thyne SWORD with caution, for it's a Spiritual Weapon Ordained to Religiously Destroy.'' Page 1, Verse 1, Chapter 1.

Flora & Fauna:
Twin-headed Eagles of Ulmag - The mythological and incredibly rare eagle species, thought of as divine.
Ulmag's Eagles of Iron - An eagle species which appeares as if it was made in a forgery, people who've never seen this rather rare mountain species will think it was actually made by people with the capability of making iron into living metal.

Magic:
There is only one mage in the entire realm of the Imperium, he, however uses mind reading and most often psycological magic types, affecting the mind and moral of soldiers without magical resistence and giving his soldiers the edge in battle, the Armour of the Emperors Champion, however, is embedded with anti-magic runes and powerful metals tinted with gold plating, these runes were made through magics and enchanting.

Tech:
The use of holy powder mined from the vast mines of Underholm is an incredible innovation, this magical powder allows the creation of gunlike contraptions, therefor incredible cannons have been made from the factory like forgeries of Underholm, both small and incredibly gigantic, although not in large numbers of either and even less the higher you go in caliber and size, however the capability of producing guns held with both hands are a thing, an entire company has been created and their purpose is to use these gun thing's to lethal capabilities in the face of battle, they're still a prototypal idea, however.

Ambitions:
The Divine Imperium of Nimoria is a united country, however not at the same time, the two ruling powers are fighting each other in both mind and body, across battlefields and politics. Therefor internal struggle and conflict is ever present, therefor they are not very aware, or concerned about the outside or borders of their Imperium untill they've united, one way or another.
Economy
Imports:
Foods of all sorts, clean water, snow (religious reasons), military animals (horses, warhounds and occationally even rarer species like lions or tigers)

Exports:
Holy powder, metal creations, rare elements, salt (salt mines) and jewlery.
Military
Army Size:
7%

Regular troops:
- Linemen. (heavy armour, act's as the frontline, capable of taking and dealing damage, 80% of any military gathering or army.)
- Gunmen. (The unique military of the Demigod himself, a prototypal military.)
- Knights. (Knights are incredibly heavy armored and often ride of horses and act as cavalry, however they are able to demount and use their lance and shield to it's ultimate.)
- Spearmen. (Heavily armored soldiers equiped with spears, capable of throwing them and draw an assistant Aculat (A shortsword) to battle instead.)
- Chanters. (Heavily armored war priests covered in religious armours inscriped and decorated with scribings from the Iron Biblicon, they carry in their hands the Iron Biblicon and an Aculat in the other.)
Elite troops:
- Heavenly Guard. (Most elite military Legion/Company in the realm.)
- Golden Gunner. (The Demigod Caius decided to create an elite band of gunmen, these are the Golden Gunner, equiped with two golden cannons and Acyra eagle-rifles. Their formation is based around the Golden Cannons and form around them with their Acyra eagle-rifle firing line.)
- The Champions Shining Guard. (The Golden Knight's of the Emperors champion, they are an incredibly powerful small man force.)
- Ulmag's Voice. (A group of ten stationed around the Ulmag Cannon, the largest cannon that Demigod Caius decided to create, it fires devestating cannon balls of many capabilities.)

Navy:
The Navy is nonexistant, whilst there are watchtowers around the shoreline and an information network having their eyes on the coastline at all times, the realm is not willing to use naval warfare as viable tactic, and it won't scare them that the enemy is circling their territory, they have to come to land to conquer, and it is there where they will retaliate, if the nation doesn't fall to rebellion before then.
Hidden 11 yrs ago Post by Jonesy
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Jonesy

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Nation Sheet





Nation Name: The Al-Emekir Tribes

Demonym:
Shulam's / Al-Emekir

People/s:
The people of the Al-Emekir Tribes are predominantly composed of the "Shulam" religion, a culture present only in the province of Ta'if. Men are born equal if born into a Shulam household, where all men are given a choice in life. They can either take on their father or uncle's trade, or sign up for military service when they are 15 years of age. Women are treated unfairly, and are either servants, entertainers, or homemakers. In strictly conservative cities such as Najran, they have absolutely no political or personal freedoms. However, in more liberal clans they are allowed to join the militia; under the condition that they must dress in the same way as a man. Non Shulam men/women are not allowed to own land or participate in a traditional lifestyle, and are often slaves in mining camps or sex slaves for some of the more greedy Chiefs. A notable exception is the progressive city of Ha'fra, the trading hub lying on the only land border to the province. There, foreign traders can live and work, free to practice their religion in private.

Population Scale/Nation Size:
164,000

Government:
The people of Ta'if believe in clan-based governments, having control over their own boundaries. Each of the six clans have a Chief who oversees the population's needs on a local level, maintaining a standing militia and trade. From there, each Clan has a liaison in the capital of Najran who form the tribal council. They are lead by the "Holy-Lord", a leader appointed by the Shulam priests. He ensures that disputes between clan leaders are settled quickly and quietly, without unnecessary bloodshed. When two clans have a disagreement, it is up to the two Chiefs to meet in neutral territory. They don traditional Al-Emekir swords and shields and go to battle, the victor of the two being successful in the conflict. The only way to remove a chief from power as a citizen is to assault his compound, defeating his four selected guards and then him in single combat. In times of peace, the clans manage themselves separately. However, when the sovereignty is in jeopardy; often the Clans will come to an agreement that their Holy-Lord should lead them into battle.

People of Importance:
Siad-Bashooq: The Holy-Lord, oversees all national affairs of the Al-Emekir. Although he does not control policing, taxing, or much of anything inside of the hold walls, he is arguably the most powerful man on the Island. With him he maintains a dozen bodyguards and at least four mistresses at once, rarely leaving the capital of Najran. He is regarded as a cruel man, despite having a shewd mind for business.

Ali-Buroj: The General of the Al-Emekir legions, Ali-Buroj is self proclaimed to be one of the greatest military minds of his generation. His cunning tactics make up for his troop's light footed capabilities, preferring ambush and surprise over head on confrontations. To most, he is regarded as little more than a puppet to Siad-Bashooq.

Muraj Al-Ashard: The chief of the Ha'fra clan, he is known as one of the most hospitable chiefs. As the man in control of the primary trade route out of Tai'if, he ensures that his citizens are well taken care of and have an abundance of civil rights. He and the Siad-Bashooq have been known to not see eye to eye, but both fear the repercussions of directly opposing each other. They often grudgingly work together, bound by the Holy-laws of Shulam.

Muammar-Ghallic: Muammar is the primary dignitary for the Al-Emekir, proficient in many of the languages that the Empire has to offer. Some say his longevity is a blessing by the gods, while others say he simply is just younger than he looks. He has been negotiating peace treaties for many years, spinning tails to benefit his people. He holds no side in the internal conflicts, rather being driven by greed for his people and prosperity.

Capital:
((6)) Najran. Najran is a sprawling cityscape, known to be home of some of the greatest artists in Menora. A stronghold of the Ta'hamurg Empire, it is a compromise between the modern style defenses of the Empire and the beautiful decoration of the Al-Emekir. The city is the only city to be surrounded by a large stone wall, standing at forty feet tall. Although an affront to the brave combat style of the locals, the Chief has decided to ensure that the wall is in a dependable status. The city spans several kilometers, with farms and citizen housing being located outside of the great wall. It is home to Pillar of Imh, a thirty foot monument obelisk in flawless jewels dedicated to the primary deity of the Shulam religion.

Settlements:

Al-Emekir people primarily house themselves in Stone and sand hovels, perfecting construction with clay and sand to prevent water damage. The walls are quite thick, which provides them a decent layer of protection from both the harsh elements of the Jeranova desert. Tents are set up while travelling, where shrines to the god of protection are set up to ward off predators through the night. In trading camps, hundreds of tents are set up to form their own little cities. Water wells are the center of a city, and the Clan guards its water resources fiercely
((1)) Ha'fra: The port city in the North Eastern Regions, it is regarded as the most friendly side to Al-Emekir hospitality. To the east is a twelve stone wall, the thirty miles of deteriorating stone remnants of the great civil war of Menora. This is the only land border that separates Tai'if Island with the rest of Menora. All land traffic moves in and out of the city, making it one of the largest trading hubs in the country.
((3)) Mi'Hala: The central most city of the Jeranova, this clan had began its humble beginnings as a rebellion camp against the Ta'hamurg incumbents. Due to the hardy desert conditions, the population primarily remains underground in mines or in their weathered homes. The temperature is known to reach continental records in this area, prompting only the hardiest to survive in this region. Only one trail makes its way out of the desert to the more hospitable fringes, all other paths being occupied by raider settlements or littered with giant scorpions. Constant caravans make their way down the treacherous road, hauling precious cargo of stone and iron from the carvers and smelters of Mi'Hala.
((5)) Ju'bruun: The Ju'Bruun city is home to the Ju'Bruun clan, one of the most vicious of the six clans. Their leader claims to be the direct descendant of Huul, the god of war. The finest warriors and blacksmiths on the island of Tai'if, their men are often the first to join the ranks of the legion. The majority of the al-Emekir's weapons are produced in this region, utilizing iron brought from Mi'Hala.
((2)) Al-Jaktar: The farms of Al-Jaktar raise the beef that the people of the Southern Clans eat, and the eggs that they wake up to every morning. Although a small, rural clan; a large militia resides inside the City. The small amounts of food actually produced in Al-Jaktar are all farmed here, disregarding small milking operations in some of the richer Northern cities.
((4)) Paradisis: What remains of an ancient Ta'Hamurg fortress has been converted into a training camp, housing the training units and their auxillieries. Every month, the training camp processes approximately 130 new recruits, alongside training a few new elephants for the infamous Bashooqs. The walls of the fortress still stand on three sides, making this military community one of the most easily dependable locations in Tai'if. Tents line the fortress, with the majority of the inhabitants living in temporary structures and lean-to's.

Nation Description:
The Al-Emekir people were a large group of established people inhabiting the fringes of the Jeranova desert on the Ta'if island. Since the first recorded history of Menora, the Al-Emekir have been renown craftspeople. Their beautiful works of art are on display all throughout the continent, some famous artwork fetching enormous prices in auctions in the more prosperous regions. The tribal based clan system ensures that although the holy rule is followed all throughout the settlements, each of the clans have their own rule via chiefs. During the great civil war of Menora, the Al-Emekir overthrew the Imperial troops stationed in the capital city of Najran. The dislike for a strictly central government had prompted rebellious leaders to form their own great clans inside of each of the province's six primary cities. The only link between the clans currently for military co-ordination is the tribal council of liaisons located in Najran. From there, the province as a whole by the Holy-Lord, currently known as Siad-Bashooq. Since then, each clan has traded with each other to create their economies, with the majority of international trade going through the port city of Ha'fra. The Al-Emekir treat all outsiders as second-class citizens, and often prisoners of war are forced to work in the mining camps deep in the Jeranova desert. Defense is one of the few "centralized" aspects of Al-Emekir culture, where the primary military force is governed by the tribal council. Each city maintains its own defensive garrison, troops loyal to only their tribe and its inhabitants. They can be used as an offensive force, but this is a foolhardy option as the Clan would then be left undefended from raiders if the army is not present.

Religion:
The religion of Shulam is known as a cruel and merciless religion, governing nearly every aspect of the Al-Emekir's lives. It is made up of three gods major gods, with six other minor gods. Imh, the god of culture is known as the chief deity. He is the patron god of priests and scholars, for his area of rule lies over religion and education. His brother, Huul is the god of warfare and burial rights. He is the patron god of Chiefs and soldiers, both of whom make sacrifices of animal blood to him weekly. Every family of a soldier holds a shrine to him in their household, in which he will return protection and valor in return. The last deity, Jah'rah, is the god of balance and rule of law. Her teachings outline the Holy-Law, a set of rules that outline how to life. Noteable examples of this law are (Do not kill your fellow man for personal gain, do not steal property from your fellow Shulam man, among others.) Workers and craftsmen pray to her, as she ensures prosperity to those who work for it.

Flora & Fauna:
In the central Jeranova desert, plant and animal life is few and far between. The mountainous regions are home to species commonly found in Southern Africa. Around the greener fringes of the province, cows and pigs are very common. Pests include multiple types of spiders and snakes, and beings native to the real life Nile River. In the mountainous regions, a species of dragon called Ja-Ruun claims ownership of the central ranges. The dragons are ancient, and battle for dominance with the raider tribes who reside there. Uniquely, the Ja-Ruun are armored flying beasts that have impressive jaw strength. Unlike mythical creatures, these dragons do not have any special "breath". In addition, large scorpions about the size of a dog roam the desert in groups of three. They bury themselves in Sand, preparing to strike at prey. Their armored tops are a bane for travelling caravans, who stay on beaten roads to ensure that they are not ambushed.

Magic:
Magic is not practiced in the form known, rather the belief in gods can provide subtle changes. The holy city of Najran's temple, presumed to be powered by the glorious Pillar of Imh, is home to the six priests of Imh. They possess powers of infinite life and unpredictable onsets of seeing into the future. They do not leave this temple however, and are the only noteable examples of magic inside of the borders. Any who possess magical abilities inside of the province are brought to justice by Huul, A.K.A. a scimitar swipe across the neck.

Tech:
Technology is restricted to that of chariots and caravans for transportation, and does not seem to be a primary focus. Most of the advancement comes in the form of artistic fashion, where most trends are developed from Al-Emekir fashion consultants. Crossbows are very popular for their powerful shot, with barbed and hooked arrowheads being common place in the army. Swords are often in scimitar fashion, complimented by pikemen.

Ambitions:
Known to be a very money-oriented society, second only to religion. They feel that they are destined to be the dominant people in Menora's deserts, but are in no hurry to press their luck until they gain control of their own regions.

Economy
Imports: Foodstuffs, silk/fine clothing, horses. (Imports day to day necessicites, food, etc from Avalysia, Sengri Ta'hamurg, and Aerianna)
Exports: Fine artistic items, stone, clay, iron. (Exports art items globally, stone and iron to Avalysia and Sengri Ta'hamurg and Kingdom of Aerianna)

Military
Army Size: 9,200 Regular Soldiers, 2,300 Militia.
Regular troops:
Regular soldiers are decorated in highly fashionable clothes, wearing leather breastplates and helmets. Infantry often carry scimitars and pikes with leather or iron shields, depending on their formation. Although not good in regular combat, the lightly armored units are proficient in flanking and surrounding enemy soldiers. Their hardy upbringing makes them very proficient in desert warfare, though most of them have never seen heavily wooded areas and would have no idea how to wage war in these areas. Calvary is often made up of camel riders, men wielding pikes and swords for shock tactics. Chariots are also very common, imported horses being a big part of the chariot legions. One group, the "Bashooqs" is made up of elephant riding soldiers. These armored elephants plow through crowds, allowing their riders to use bows and pitch bombs off the elephant's back. This group is made up of 45 elephants, and inspires fear in those who have the misfortune of coming in contact with them. It is rumored that their riders are blessed personally by Huul, given the ability to command the beasts with legendary efficiency.

The militia are often under armored and equipped, sporting swords from their past conquests or passed on in their families. The richer clans have better financed soldiers, and in the result of this they are more well defended.

Army Garrison Numbers:
Najran: 550 Militia / 2,445 Soldiers
Ha'fra: 650 Militia / 1,800 Soldiers
Mi'Hala: 250 Militia / 850 Soldiers
Ju'Bruun: 185 Militia / 1,080 Soldiers
Al-Jaktar: 365 Militia / 625 Soldiers
Paradisis: 300 Militia / 2,600 Soldiers

Navy: Small naval presence, approximately 10 Quinqueremes located in the only Port of Ha'fra. Several unarmed trading ships.
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Batarian Batman

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Cryos
Location:
Nation Name: Cryos
Flag:

Nation Name: Cryos
Demonym: Cist, or Cryian,
People/s: 70% are Cist
Within the Cist there are smaller subsections.
The Lux stand for about 5% The Lux are those who still follow the ways of the old Tryant Lux they make up most of the population in Jackal.
The Cross stand for about 10% The Cross are those who follow the ancient teachings of Cross, the first leader of Cryos. They make up most of the population in Cryist.
The Jaile stand for another 10% The Jaile make up most of the people in Lian and unlike most of the Cist, have no religion.
The Cyro stand for about 45% The Cryo are the main population. They stand for the modern day person and they mainly inhabit the western cities.

30%% immigrants and diplomats.
Population Scale/Nation Size: Around 900,000
Government: Democracy
People of Importance: Julian Lockheart, the leader of Cryos and the council which consists of 7 members, including Julian. New members are elected or re-elected every 5 years except for the leader who is elected every 2 years. There is no limit to re-election times.
Capital: Though in the old days Home used to be the capital, now the primary city is Never More or Never City.
Settlements: Being one of the most technologically advanced nations, their houses are normally made out of wood or stone.
Roads are mainly made out of stone
Nation Description: The nation now known as Cryos used to be home to an ancient people called the Sok. When the first city was built, it was named Home, and it was home. As the Sok expanded and became the Synthian Empire they expanded their reach along the mountain range and founded the second major city, Death, named because it is where the last true emperor of the Synthian Dynasty met his fate. His body was sent out into the sea and now it has become custom to send the dead out into the western sea. Now their expanse grows shorter as the country is plunged into disarray as the empire topples. When the ashes settled, King Lux came to power who ruled with an iron fist, being more of a tyrant than a king. Now, under the banner of a new leader, they spread east claiming most of the land and founding the city of Nevermore, though then it was called Lux, after their king. and the city Jackal. Their reach grew farther as they marched north and created the city of Lian. After a few years a rebellion from the west surged over Lux's kingdom. After years of Warfare, a man named Cross came to power and led created the first true democracy. As they wiped out the few still loyal to Lux's kingdom, Cross made home in Lux and renamed it Nevermore, after the tyranny of their old king. Here is where the first true glimpse of Cryos started. As they moved north, they founded Cryist, the final major city of Cryos. Skip a few decades into the future. Cryos's borders have shrunk while they faced pressure from surrounding countries. Their reach cut short by the demands of other nations. Here is the Cryos we know now. The leader at the time was a man named Jarr, who would soon become one of the most historic men of Cryos. He turned war into peace and started a new era of advancement and technological breakthrough. He created the council to rule along side him and as time went on the military shrank and creators and innovators took their place and the most valued people in Cryos. Technology shot forward and so did the economy. Soon the printing press was created and Cryos became one of the major powers of Menora. Though they sold many weapons, Cryos became a nation of scientific advancement. Skip a few more years into the future. A man named Julian Lockheart is elected to become a council member and later President of Cryos. Technological advancement continues and Cryos can see a future in which they can reach the stars and meet with their god.
Religion: They worship Cree, the sky god and king of all gods, Krall the sea god or death god, Nite, the god of technology and advancement, Loke, the god of trade and diplomacy, and Shira, the godess of War.
Flora & Fauna: Normal plants and animals such as Cows pigs and sheep.
Magic: No magic is practiced in Cryos and though Mages are welcomed, magic is discouraged.
Tech: Cryos is one of the most technologically advanced and is one of the main distributors of modern technology(waiting for response from Golem. Will update soon.)
Ambitions: To go beyond the stars, to advance technology so far that they will be able fly with the birds and yet at the same be able time live under the ground with the worms and the moles.

Economy
Imports: Metals, Lumber, Grain, Domestic Animals
Exports:Stone, Advanced Technology, Guns, Cannons, Printed Books Documents and other things on paper that need to be mass produced

Military
Army Size: About 10,000
Regular troops: Swordsmen, Gunmen people thing yeah(People with guns)
Navy: Large Boats near the city of Death
Instead of military, the Cist mainly focus on technological advancement and diplomacy. They hope to keep the peace mainly because they would be crushed if sent into war.
Hidden 11 yrs ago Post by AegonVI
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AegonVI

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The Kingdom of Aerianna (Air-ee-on-uh)




Denomination:
Aerianish/Aerionite (Generally) (Air-ee-on-ish/Air-ee-un-ite)

(Note: Someone is an Aerionite (noun), but they are Aerianish (adjective).)

Population: Approx. 275,000 (92% Aerianish; 8% Other)

Nation Description:
Aerianna is Constitutional Monarchy, but the nation itself has a strong focus on maritime trade.
The Kingdom has grown to be a major trade power in the world, with a respectable military that is mostly geared to protecting trade, though Bryndaen the Diplomat worked towards gearing the military for more diplomatic missions as well during his reign. Bryndaen the Diplomat was very much liked by the majority of nobles and had a very long rule, longer in fact than that of Taelor the Immortal (who ruled for 75 years). Many nations are still unsure as to how the new King of Aerianna, Aelor the I, will be in comparison to his predecessor, but after two months of rule [before the start of the RP], he seems to be following in the footsteps of his father in expanding diplomatic relations in addition to showing signs of his possibly wanting to bolster trade.

Nation History:
During the final days of the Empire of Tyhaema (the name of the Empire as it is remembered in Aerianna), five bastard sons of the Last Emperor of Tyhaema discovered five dragon eggs in the small isles in the east of Aerianna (called the Dragon Isles from then on) and split them between each other. Kaele, the eldest of them, took the egg the color of obsidian. Next, Vymar took the egg that was a deep navy with silvery specks upon it. Nymesael then took the crimson with gold egg. Tryall took the gray-white egg so that the youngest brother, Bryndaen wouldn't have to take an egg so plain, and so Brydaen took the egg that was black and silver.
Kaele went forth and founded House Blymanys and his dragon hatched as black as its egg.
Vymar founded House Oshaena and his dragon hatched a variety of blues from a dark midnight to a vivid cerulean, with maw and paws of silver scales.
Nymesael, who's dragon hatched first as gold with crimson over its maw and paws and tail, founded House Conkaella.
Tyrall, founding House Tyraecap, hatched a dragon of stark white, with vibrant blue and red on its paws and a blue and red feathered tail.
Bryndaen's dragon hatched half white and half black, with distinct, pale lilac eyes. Bryndaen founded no house, but was plagued with visions of the future and prophecies which he wrote down and shared with his brothers, as the four of them vied for dominance.
Thus the Age of the Warring Dragons Began

Timeline (With important Kings/Queens)
BC - Before Conquest
AC - After Conquest

Circa 302 BC to 1 BC- The Age of the Warring Dragons
20 BC - House Conkaella absorbs House Blymanys via the Conkaella heir (Phillyp Conkaella) marrying the last member of House Blymanys (Kyla the Dragonless).
18 BC - House Oshaena and House Tyraecap merge via Triple Marriage and form House Aelark.
2 BC- The Age of the Warring Dragons ends when Alystar the Great of House Aelark marries Sophya the Sorrowful of House Conkaella and kills all remaining Conkaella's.
1 BC- Starting on the First of the Year, Alystar the Great commands the construction of King's Town and begins a conquest of all of Aerianna, which will finish within the year.
1 AC to 23 AC - Rule of Alystar the Great
1 AC - For the first time since the Empire of Tyhaema, all of Aerianna is under one government, ruled by House Aelark. Alystar converts to the Holy Faith of God.
72 AC to 147 AC - Rule of Taelor the Beloved (also Taelor the Immortal, in his life)
72 AC - Taelor Changes the Sigil of House Aelark to a White Cross (in Honor of the Four Dragon Houses of Old) superimposed on a Navy Field with Crimson 'X'
293 AC to 299 AC - The Aelark War of Succession (Between Kyla, Bryndaen, and Alystar)
299 AC - The Aelark War of Succession ends when Alystar kills Bryndaen and commits Betrothal to Kyla
299 AC to 318 AC - Rule of Alystar the III
300 AC - Marriage of King Alystar the III to his Cousin Kyla the Kingmaker (also Kyla the Crown Jewel [but in a derogatory sense])
334 AC to 368 AC - Rule of Dyanna (first Queen of Aerianna)
368 AC to 401 AC - Rule of Ikaerion the Inspired
369 AC to 372 - Construction of the Grand Temple of Ikaerion (in Kingston)
616 AC to 697 AC - Rule of Bryndaen the II (more commonly, Bryndaen the Diplomat)
698 AC - The Year the RP Starts In

Government:
Constitutional Monarchy
King ---> Dukes ---> Lords ---> Knights ---> Commoners
Primogeniture Succession where All Possible Male Heirs Considered Before Female Heirs, Unless the King Names a Successor before his Death
Generally, a King or Duke (or Queen or Duchess) with have a Regent Rule if they have yet to come of age (Age 17)
The Constitution for the Most Part Only Restricts the King's Power in Protecting the Rights of Dukes and Lords
The Constitution Outlaws Slavery

People of Importance:
UNDER CONSTRUCTION

Major Cities






Settlements:
In the cities, architecture is dominated by spires, columns, domes, and archways, along with taking advantage of the ample water resources in either art or canals or various other uses. Cities tend to be built to take advantage of natural waterways in the area. Most stone used is either marble or granite.
In rural areas, buildings are mostly made of bamboo with leaf thatched roofs. Every now and then there will be an inn made in part of stone blocks, but outside the cities, utility is often much more important.
The small rivers throughout the central part of the island are in key use for transportation throughout the realm, but there is also a very advanced system of roads that act as a highway connecting the major cities.

Religion: The Holy Faith of God 95%; Other 4%; Non Religious <1%
The Holy Faith of God (commonly known as the Holy Faith) is a monotheistic religion with animistic aspects.
Worship consists of prayer to God in a temple (with religious services held every day, though only requested to attend once a week)
There are Nine Sacraments that Are Asked to be Completed in Life in Order to Go to Heaven, though There Are Other Ways
The Dragon is Considered a Sacred Animal and Having a Dragon Scale or Bone Fragment is Very Much Coveted
Skinchangers are Sought Out by the Church as the Ability is Considered a Gift From God
Belief in Nature Spirits (though this has been slowly subdued in favor of centralizing the Faith around God and Temples)

Flora & Fauna:
Aerionna's animal life is very tropical [similar to the Amazon and Caribbean], with orangutans, jaguars, ocelots, giant anteaters, red pandas, various kinds of monkeys, and various kinds of frogs (among other creatures) occupying the land. The waters mostly are ruled by tropical salmon, glowshrimp, crabs, and oysters. Taking to flight, there is a large variety of brightly colored tropical birds, including canaries, toucans, parrots, albatrosses, pelicans, boobies, herons, storks, ducks, hummingbirds, and hawks (not to mention the dragons that inhabit the Dragon Isles owned by House Aelark).
Plant life is similarly tropical, with several varieties of ferns, palms, and bamboo dominating plant life between the tall trees of the jungle. There are also several different fruit and berry plants that grow a variety of products that have been adopted by farmers to grow to eat. Wild rice can still be found in some places in the north of Aerianna and on the Dragon Isles.

Magic:
Magic is very rare in Aerianna, and at present no one is known to have any magical ability. But magic that is known in Aerianna is typically of two separate types:
Foresight and Skinchanging
Foresight is Mostly Found in House Aelark and can be in varying degrees of only ever having one vision to having several dozen or hundred. The last known Seer lived over 150 Years Ago.
Skinchanging is Mostly Found in Older Houses. It is generally not found in Aelarks (except for one known Aelark Skinchanger, Daeron the Dragonborn (who was never king), and his mother was from an Older House of Aerianna when usually Aelarks marry Among Aelarks). Generally, Skinchangers can only change skins with one animal, which they generally have a very strong bond with. The last known Skinchanger lived over 120 years ago.
Since it has been so long without magic, much knowledge has been lost.

Tech: Tech Level is Roughly Equivalent to Mid 1450s

Ambitions: The Kingdom of Aerianna is One of the Two Major Maritime Trade Empires and Seeks Power via Trade Instead of Conquest

Economy:
Imports: Meat, Silk, Mushrooms, Gunpowder
Exports:
From Kingston: Amethyst, Rum, Cotton Textiles, Fish
From Northend: Tropical Fruits, Timber, Dyes, Colourful Feather Clothing, Fish, Tea
From Brightvale: Tropical Fruits, Timber, Dyes, Cotton Textiles, Fish, Brightvalor*, Gold, Iron, Silk
From Summer Port: Cotton Textiles, Fish, Rum, Silver, Rice, Dyes, Colourful Feather Clothing
From Riverdale: Spices, Rice, Fish, Sugar Cane, Rum

*Brightvalor is Widely Considered the Best Rum in all the Known World
Banking/Finance:
Kingston is home to the Bank of Aerianna, which, unless special circumstances arise, will loan out loans for 4% Annual Compounding Interest.
Currency Exchange Rate Puts 1 Ounce of Gold at 1000 Dracons
Currency Exchange Rate Puts 1 Ounce of Silver at 50 Dracons
(A Pound of Bananas Would Cost about 10 Dracons and A Loaf of Bread Would Cost about 1 Dracon)
Anyone Can Store Gold or Silver in the Bank of Aerianna in Exchange for Dracons

Diplomacy:
Myraratur Republic - Free Trade Agreement, Embassies in Each Other's Capital, Strategic Allianc since 618 AC
Qinniy Empire - Peace Treaty, Establishment of an Aerianna Base of Trade in All Qinniy Ports, Establishment of a Qinniy Base of Trade in All Aerianna Ports, Embassies in Each Other's Capital since 649 AC
Eranor - Peace Treaty, Establishment of an Aerianna Base of Trade in All Eranor Ports since 628 AC
Al-Emekir Tribes - Peace Treaty, Establishment of an Aerianna Base of Trade in All Al-Emekir Ports since 648 AC
River Kingdom of Kant - Free Trade Agreement, Embassies in Each Other's Capital since 548 AC, , Military Alliance for Defensive Wars* since 618 AC
Irodeina Empire - Strategic Alliance in Defensive Wars*, Aerianna's Exporting of Rice, Tropical Fruits, and Dies without Taxes, Irodeina's Exporting of Gunpowder without Taxes, Embassies In Each Other's Capital, Establishment of an Aerianna Base of Trade in All Irodeina Ports since 638 AC
Avalaysia - Peace Treaty, Aerianna's Exporting of Tropical Fruits without Taxes, Avalysia's Exporting of Cattle to Aerianna without Taxes, Establishment of an Aerianna Base of Trade in All Avalysia Ports since 625 AC
Sengri Ta'hamurg - Peace Treaty, Establishment of an Aerianna Base of Trade in Sengri Ta'hamurg Ports since 639 AC
The Divine Imperium - Peace Treaty, Establishment of an Aerianna Base of Trade in All Imperium Civilian Ports since 620 AC
United Islands of Myration - Embargo since 684 AC
WIP

*This Treat Defines a Nation as in a Defensive War
A) When the Nation in Question is Attack by an Outside Threat
or
B) When the Nation in Question is Provoked Into War

Regular troops: 7000 Servicemen (Troops)
5500 Infantry
Infantry are Armed with the Brighten Rifle with Bayonet
Armor is Generally Whatever they Can Manage, Ranging from Light Cotton to Studded Leather
The Uniform for an Infantryman is White Shirt and Pants, with a Deep Navy Coat with Rank Upon the Left Shoulder and Brown Boots and Belt
An Officer in the Army Wears a Crimson Ascot with his Uniform and a White Tri-Cap
Higher Ranking Officers Generally Adorn Their Caps with Colorful Plumage
High Ranking Officers Have Greater Freedom to Decorate Their Uniform
1450 Artillery Men
Artillery Men are Armed with a Bastard Sword and Brighten Shortrifle
Artillery Men Usually manage Leather or Studded Leather for Armor
The Uniform for an Artilleryman is White Shirt and Pants, with a Deep Navy Coat trimmed in White with Rank Upon the Left Shoulder and Brown Boots and Belt
An Officer in the Army Wears a Crimson Ascot with his Uniform
Higher Ranking Officers Generally Adorn Their Caps with Colorful Plumage
High Ranking Officers Have Greater Freedom to Decorate Their Uniform
50 Draconics
Draconics are the Special Forces of the Aerianish Army
Draconics Come only From Knighted Members of Noble Houses
Draconics are Armed with Two One-Handed Short Swords (at Waist), Two Brighten Shortrifles (upon Thighs), and a Brighten Rifle (Across Back)
Draconics are Armored in Steel Studded Leather (for Torso, Thighs, and Lower Arms) with Leather Protecting Their Throats
The Uniform is White Shirt and Pants, with a Dark Brown Coat trimmed in White with Brown Boots and White Gloves and Belt
Draconics wear a White Steel Helm (their entire face is uncovered)
Draconics Rarely Sent into Battle and are Instead Usually Used to Protect Important Diplomats
Tradition Mandates that There are Only 50 Draconics at a Time
Navy: 18,000 Servicemen (Sailors)
Sailors
Sailors are Armed with a Brighten Shortrifle and a One-Handed Sword
The Uniform of a Sailor is Dark Brown Pants with a Deep Navy Shirt and White Belt with Rank Upon the Left Waist and Dark Brown Boots
The Belt is Similar to a Sash, and Sailors Often Tie Colorful Plumage to the End of It
An Officer in the Navy Wears a White Ascot and Tri-Cap
The Golden Dragon (Flagship of the Navy)
Approx. 550 ft by 225 ft
Quadruple Decked
Nine Masts with Square Sails that can Adjust in Series to Maximize Efficiency
Captained Only by High Admiral
Armored in Key Places with Steel Plating
Heavily Cannoned, with Heavy and Light Cannons
6 Treasure Ships
Approx. 500 ft by 200 ft
Quadruple Decked
Nine Masts with Square Sails that can Adjust in Series to Maximize Efficiency
Captained Only by Vice Admirals
Armored in Key Places with Thicker Wood
Medium Level of Cannons, with Heavy and Light Cannons
A Few Dozen Galleons
Approx. 200 ft by 80 ft
Double Decked
Three Masts with Adjustable Square Sails
Lower Deck for Oarsmen for Faster Speed
Captained by Admirals or Captains in high esteem
Heavily Armored with Thicker Wood than Most Ships Would Use
Medium Level of Cannons, Mostly Heavy with a Few Light Cannons
Ships of the Line
Between 80-180 ft by 25-70 ft
Single or Double Decked
Generally Double Masted with Oarsmen
Generally Owned by the Captain of the Ship (there are exceptions)
Armor and Armament Varies from Ship to Ship
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Hidden 11 yrs ago Post by Sturmgewehr
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Sturmgewehr

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Nation Sheet

Location:

Flag:
When King Kaelan, founder of Oswaria and the nation's first ruler came in front of the people with this flag he said, and I quote..."This my brothers will be the flag of our great nation. The red symbolises the blood which was shed by our warriors so that we can have a nation of our own today. And the horse is the symbol of our people. The most beautiful and majestic of animals."

Nation Name:
- Kingdom of Oswaria(Official name)
- Oswaria(Common name)
Demonym: Oswarian, oswarians
People/s: 89% Oswarians, 11% other denizens.
Population Scale/Nation Size: Medium - Approx. 447.000 people
Government: In Oswaria the entire power is concentrated in the hands of a king or a queen(depends). There is a council of ministers which serves as an advisor to the king/queen. Unlike other monarchies in Oswaria there are no lords or dutches. Queen Scarlet, the current ruler of Oswaria took away all their fortunes and made them commoners when she became ruler. Right now the only people with fortunes are the ministers from the council, but even they are kept on a very short leash. Everything else belongs to the state. Ever since she came to power, especially in the violent and brutal way she did, Queen Scarlet has ruled Oswaria with an iron fist and all those that dared to oppose her have ended up either dead or in a dungeon for the rest of their lives.
People of Importance:




Capital: The port city of Belcoast has been Oswaria's capital ever since the nation's creation. It first started out as a small port city with only 50.000 inhabitants. But as the years passed the city has increased in size. Right now Belcoast houses 234.000 people, which is almost a half of Oswaria's population. The city is protected by very thick walls and guard towers.
Settlements: Oswaria's cities are composed of medieval style buildings constructed primarily of stone and also some wood in certain places like the windows, doors and roof. Aside from the 5 major cities, Oswaria also has some villages scattered throughout the territory and a fortress designed to protrect the capital.





Nation Description: Oswarians are descendants of a tribe of nomadic barbarians who had that exact name. They travelled all over the continent, never staying in one place for too long. However one day, a barbarian named Kaelan became leader of the oswarian tribe. Kaelan believed that his people should settle down and have a nation of their own, just like all the others. They travelled until Kaelan found a place he fell in love with. And it became the territory of what is today known as the Kingdom of Oswaria. There was only one problem though. The territory was already occupied by two other barbarian tribes. A war soon broke out, war which lasted 8 years. Despite the odds beying against him, Kaelan and his oswarians emerged victorious, but at the cost of many lives. The next day after the conclusion of the war Kaelan proclaimed the new nation, the Kingdom of Oswaria, or Oswaria as everybody calls it and declared himself king. Kaelan ruled for 47 years. After his death, he was embalmed and buried in a vast tomb built in the Rocky Mountains. This happened 800 years ago. Nowadays Oswaria is ruled by a woman. The first female ruler in the nation's history. Coming to power after a bloody 2 year civil war, after which she killed her own father and took his throne.
Religion: Because they descend from barbarians, Oswarians don't have any real religion. They do however worship their ancestors, the founders of the nation. King Kaelan in particular. Many shrines and statues in his honor have been erected throughout Oswaria. And the people often pray to him for prosperity, well-beying and other things like that.
Flora & Fauna: Oswaria has a temperate climate, and to that extension the flora and fauna resembles that. Ironwood forest covers about a half of Oswaria's territory and it is filled with all kinds of animals typical to a temperate climate like fox, deer, elk, racoon, wild boar, bear, wolf, rabbit, various types of birds, skunk, weesle, linx, moose, beaver and many more. Plus a couple of exotic additions like elefants, which can be found in the plains outside of the forest, hippogryphs and wyverns.
Wyvern - Wyverns are creatures that are similar to dragons. The only differences are that they are smaller in size and have no front legs. Unlike their larger dragon brothers, wyverns are much more violent and bent of causing chaos. They are carnivourous and can be found in the caves of the Rocky Mountains located to the south. Their skin is green, eyes are blue, they have a snake like tongue in their mouth and two horns on their head. A row of spikes is present on their backs and it extends from the head to the half of the tail. On the other half of the tail and allthe way to the tip, the spikes are present in two rows, one to the left and one to the right and have interdigital webbing. Unlike dragons, wyverns do not have a breath weapon, but they possess very sharp teeth, designed to cut through flesh like a knife through butter. Also their bite is venomous. So if you happen to get bit by one and survive, don't be happy, because the venom will definetly finish the job. Wyvern venom is sitotoxic, which means that it damages the tissue, causing necrosis and the victim will eventually die because of the necrosis and blood loss.
Hippogryph - Hippogryphs are flying creatures, half eagle half horse. They can have various colors or aspects. Just like the wyverns they can also be found in the Rocky Mountains, but unlike them, hippogryph's are tameable and Queen Scarlet even saw their potential in battle.
Magic: Oficially no oswarian is able to use magic, however rumors circulate that within Ironwood forest, which occupies about 50 percent of Oswaria's territory, which druids exist. These druids have a very tight bond with nature and will not hesitate to strike down anyone that might cause it harm. They are rumored to be adept at using nature spells and even shapeshifting in animals. Of course nobody has proven that they exist for real, although some people, especially hunters, claim to have seen them while they were in the forest hunting.
Tech: Medieval, comparable to the 1300's.
Ambitions: Ever she killed and overthrowned her adoptive father Queen Scarlet has re-activated the army and invested alot of time and gold in rebuilding it. Under her rule Oswaria has become quite unfriendly towards other nations, although the respect remains. Trade routes are still open and will always be. But the re-establishment of the army plus all the investements in it and the new units have left room for worries amongst other nations. Oswaria will be ready for a war whenever Queen Scarlet feels like it.

Economy
Imports: Gunpowder, cannons, exotic fruits, rum, artwork
Exports: Stone, fish(especially dorado and salmon), wine, lumber, horses, iron.

Military
Army Size: Approx. 26.040 men.
Regular troops:
Foot soldiers: Numbering 5000 men, the main purpose of these foot soldiers is to assist the cavalry. They are equipped with a longsword and a shield. They are armored with a mix between chain mail, plate, and thick leather armour. They are disciplined and very well trained.
Shock Troopers: Complelety covered in plate mail armor and equipped with a flail and a tower shield, shock troopers are the special forces of Oswaria, numbering 500 men. Shock troopers are trained very rigorously and are able to withstand the weight of their armor.
Archers and Javelineers: Numbering 2000 units each. These soldiers are usually found protecting the walls of cities by either shooting arrows or throwing javelins at the enemy. They also assist foot soldiers and shock troopers on the battle field. They are also equipped with a secondary weapon in case they are forced to fight from up close. Most of them choose the short sword, although a flanged mace is also an option.
Riders: Oswarians are a nation of horsemen. It is mandatory for every oswarian, boy or girl to learn how to ride a horse since a young age. The riders are the pride and joy of the Oswarian army and represent the bulk of it. Exactly 15.000 units. They are protected by chain mail and a steel helmet. They are usually equipped with a sword and shield, although some prefer an axe instead of the sword.
Heavy Cavalry: Numbering 1000 units, the oswarian heavy cavalry is designed to sew terror on the battle field. Armed with either long spears or polearms, heavy cavalry units and their horses are dressed in armor thus making them a little slower then the Riders but very resistant plus the punch they pack is very powerful. Heavy cavalry riders are also given the priviledge of choosing their own armor style, which is why most of them look differently.
War Elephant: War elephants were adopted in the army only recently. Elephants are covered almost completely in plate armor for increased protection. A box is placed on the elephant's back. The box is big enough for 3 men to fit in. Two archers and one person that controls the elephant. These elephants have also been taught how to use giant swords with their trunks. These swords have been made especially for them. War elephants number 40 units.
Hippogryph Rider: Numbering 500 units, hippogryph riders appeared out of the neccesity to fiind a useful solution to deal with the increasing number of wyvern attacks of the cities and villages of Oswaria. A hippogryph rider basically consists of a tamed hippogryph and an archer that rides it.
Navy:
Size: Somewhere around 5.000 sailors and 36 ships, out of which 24 are frigates and 12 are battleships.
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