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Hidden 11 yrs ago Post by Red Wizard
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Red Wizard Crimson Conjurer

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Nation Sheet





Nation Name: Arlais (ARE-LAYS)

Demonym: Arlaisan (ARE-LAYS-AN)

People/s:











Population Scale/Nation Size: Large, 600.000

Government: Aristocratic Republic. Arlais has a senate where all political decisions from laws to declarations of war are made, in which only nobles are allowed to vote. Each noble has one vote per occasion to, and may choose to leave it blank if they so wish. Majority rules. While the entire aristocracy is allowed to vote, the reality of the situation is that only a very little part of it is directly involved in the politics of Arlais. Each family has a few representatives in the senate which tells them what to vote for and when. A chancellor, who acts as a mediator, is elected every ten years. There is no limit as to how many times a person may be elected as chancellor.

Heroes:





Capital:



Settlements:







Nation Description: (What’s your nation like? A text to get the feel of your nation, may include history, culture, etc)

Magic/Tech Barometer: Mostly technology. Magic is rare. Only a few people are capable of wielding it, but even they don’t know much about it. Heroes may be simple magicians. Social tech is equal to late renaissance societies. Military tech is limited to simple mechanics and chemistry, advanced fortifications and gunpowder siege equipment, and muskets.

Religion: (If there's religious worship in your nation, how is it done and what are the deities like?)

Flora & Fauna: (What creatures and plants can be found in your nation?)

Ambitions: (Is your nation expansionistic, trade-orientated, or a mediator? Just a quick summary, almost like a rumor of what your nation will be known as internationally)

Economy: (What kind of economic system does your nation have? What is your nation importing/in need of? What is it exporting/in excess of?)

Military: (What is the size of your military (max 10% of population)? What kind of troops do you have? Do you have a navy?)[/hider]
Hidden 11 yrs ago Post by stickman
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stickman No sticky situations

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WIP




Nation Name: Bandr

Demonym: Banderi, Banderian

People/s: (What important peoples are living in your nation? How big a percentage of the population is each? Briefly describe each people)

Population Scale/Nation Size: Medium: 450.000 inhabitants at the last count.

Government: (What kind of government does your nation have and how does it work?)

Heroes: (Who are your heroes, and what are they like? Give a short description of each with appearance, background, pros and cons, etc. 2 heroes, max.)

Capital:


Settlements: (Briefly describe your nation's architecture; do they use buildings of wood, stone or both or perhaps only tents?)

Nation Description: (What’s your nation like? A text to get the feel of your nation, may include history, culture, etc)

Magic/Tech Barometer: (Is your nation inclined towards magic or technology? Choose one of the levels listed below:
Mostly magic. Magic is a common sight and is often involved in religious worship or government. It is common for officials to be simple magicians. Heroes may be normal magicians. Social tech is equal to iron age/early medieval societies. Military tech is limited to iron smithy, simple fortifications and siege equipment, and advanced bows and arrows.

Religion: The Banderi people worship the Seven Signs of Speciality. These signs range from Order to Chaos.
Order, earth magic, logic and strength
Water, healing magic, compassion and peace
Air, lightning magic, spirituality and loyalty
Fire, solar magic, boldness and power
Shadow, dark magic, unpredictable and fast
Ice, frost magic, ice cold and uncaring
Chaos, multiple sources , unforgiving and illusive
Some of these magics have their own deities, some don’t. Some are known some are unknown. Some are well known and practiced, others are almost extinct.

Flora & Fauna: (What creatures and plants can be found in your nation?)

Ambitions: (Is your nation expansionistic, trade-orientated, or a mediator? Just a quick summary, almost like a rumor of what your nation will be known as internationally)

Economy: (What kind of economic system does your nation have? What is your nation importing/in need of? What is it exporting/in excess of?)

Military: (What is the size of your military (max 10% of population)? What kind of troops do you have? Do you have a navy?)
Faction name: The Order of the Eye

Location: The Order has its primary base of operations in Djeng. It is however rumored to have a foothold in almost every major city.

Organization: The main person, known as Ghast, continues to pull strings from behind the scenes. The exact chain of command is not know, however it is known that the street crew works with turfs, runs a black market and deals in theft and extortion. The night crew works in cells and deals in blackmail, assassination, espionage and other unsavory activities.

Faction description: In the land of Bandr there were unruly times. Crime thrived and more often than not the underworld made up the rules for the rest of society. This is until the lord came into power and the syndicates were driven underground or destroyed. The Order was established as a front in the city of Djeng to fight the oppression of their old lifestyle and was formed from a thieves syndicate and a assassin’s guild. One of the master assassins was chosen to lead the guild after a small struggle which resulted in the death of almost half the master assassins. This was over five centuries ago. The Order primarily uses Chaos and Shadow magic to make end meet and tends to operate from behind the scenes. They have been known for political assassinations as well as art theft.

Ambitions: The Order of the Eye is a magic based guild which deals in all sorts of illegal activities. The only reason for this Order to exist today is because of the need for good intelligence gathering. The Order itself doesn’t concern itself with politics and doesn’t chose sides. It will accept almost any job for the right price, if only you know how to contact them.

Heroes: The first shade is a female assassin who uses a high form of telekinesis to throw, curve and return throwing knives. She is known as unpredictable and calculating, using her abilities to hide in the shadows and arch knives down impossible angles.
Hidden 11 yrs ago Post by Leotamer
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Leotamer

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WIP

Location:

Flag: The symbol of Higroc is generally is just five large green triangle, and sometimes a single triangle will be black or white.

Nation Name: Higroc, Barbarian Rock.

Demonym: Higroc, Higrocan

People/s:

Population Scale/Nation Size: About 20,000 (Small)

Government: Highroc's government is quite simple. All citizens, which is defined as anyone born in the region or has proven their worth and have been granted citizenship, may go into a political meeting and voice their opinion, concerns, etc. Any citizen who has proven their valor and has gained the respect of the other citizens may be voted up to the position of Councilman or women, but only natural born citizens may become apart of the Council. The Council job is to be community organizers and try to keep the peace and stability of Highroc. At any given time, Highroc has one jarl which is elected by the council (Normally, there is 3-7 candidates), but only voted for by citizens, an election is normally held a week or two after the death or retirement of the last jarl. The jarl's job is to organize the council, to purge corrupt or treasonous members of the council, and to control the military. The head of council, who is elected by the council and approved by the jarl, makes all of the laws, treaties and law documents with the approval of the council and attending citizens.

Magic/Tech Barometer: 1, Exclusively magic. Magic is a part of everyday life for everyone. Most people are capable of simple magic. Heroes may be advanced magicians. Social tech is equal to hunter/gatherer societies. Military tech is limited to simple bronze smithy and bows and arrows.

Religion:

Flora & Fauna: There is not much in the way of flora in Higroc, but their are several different berry bushes and herbs that dot the mountains. Even rarer than the berries and herbs is the occasional tree. Higroc trees tend to be really old, and as such quite large.

The animals of Higroc include generic mountain animals that include, but is not limited to: bears, deer, various birds, and rodents. There is also more magical inclined creatures such as hippogriffs (Half griffin, Half Horse) griffins, wyverns, pegusus. There has even been rumors of Rocs, phoenixes, and even dragons. Many Higroc families have a single hippogriff as transport, sometimes two. The military often uses griffins, and the richer people often have a single pegusus or several hippogriffs. Though, there is some mix. As a rule of thumb, the higher you go the more see less "average" creatures and plants, and there is more magical inclined creatures and plants.

Ambitions: At there worst, they are barbarians. At there best, they are survivors and masters of the eastern mountains. The territory is known to be very lawless in areas, and punishments for crime are normally very bad, such as being thrown into an area against some kind of monster and if you live, you live, if you die, you die. However, there is another side to the Highroc people. They are also a very strong, edurnant people who are masters of mounted combat. (Or at least they like to think that)

Economy: Almost all trade is based on barter. Often producers (of goods) will settle down together and trade their goods for meat from hunters directly. However, there is some people who make their living as a traveling salesman who hunts his own food and often supplies a person who doesn't have a way to get to the market. There is only three Highrocan coins. One made of copper, which is generally considered the "1" coin. One made of tin, which is about five times as much as a copper coin. And finally, there is the bronze coin, which is worth twice the tin coin. These coins are given as payment to people in government positions and military men. The number of coins can vary greatly, the production of coins is normally commissioned by the government, and blacksmiths will often take the coins and metal them back down to metal when they need to.

Military: The jarl controls and organizes the military and the military itself is completely volunteer, and as such it isn't always well trained and can be brutish. Most people will again to the "One-War Promises" where they argue to remain to fight for the entirety of one war, which they are paid for, and after that they may go back to their lives and may or may rejoin the military for another war.

However, those who prove to be great warriors often ague to pledge their loyalty to the military for as long as they are able so long as it approved by the jarl, in return they get immediately appointed to Councilmen and become generals who are just under the jarl.

As a mountainous people, their is no navy however most of the forces tend to ride flying mounts. For example, many Highroc army men use griffins and Pegasus-es. (Pegasi?) and as such many of these troops use lighter armors such as leather and for weapons use spears and bows and arrows. Most of the griffin riders are spear-men, and most of the pegusus riders tend to be scouts and archers, though that is just a tendency not a rule. They also have elephant riders.

In times of peace, the military is around 100 strong, however in times of war the number of troops can quickly rise to 2000, and many of the average citizens is armed but doesn't go to war.

Heros:

Settlements:

Nation Description:
Hidden 11 yrs ago Post by Titanic
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Titanic

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Location: (Where is your nation located? Show on a small picture.)

Flag: (What does your nation’s flag look like? Steal one or make one in paint, whatever you please)

Nation Name: (What is your nation called? Are there alternative titles?)
United Islands of Myration
Demonym: (Swedish, Swede, you get the idea)
Myraian
People/s: (What important peoples are living in your nation? How big a percentage of the population is each? Briefly describe each people)

Population Scale/Nation Size: (Small: 1-99.999, Medium: 100.000-499.999, Large: 500.000-1000.000)
635,000
Government: (What kind of government does your nation have and how does it work?)
Oligarchy, The three islands are ruled each by a monarch. Decisions that affect the whole nation are made by the High Council. Other than that, each Monarch minds its own business. The Capital holds the meeting of the High Council.
Heroes: (Who are your heroes, and what are they like? Give a short description of each with appearance, background, pros and cons, etc. 2 heroes, max.)

Capital: (Name and description of your nation’s capital)

Settlements: (Briefly describe your nation's architecture; do they use buildings of wood, stone or both or perhaps only tents?)

Nation Description: (What’s your nation like? A text to get the feel of your nation, may include history, culture, etc)

Magic/Tech Barometer: (Is your nation inclined towards magic or technology? Choose one of the levels listed below:
1) Exclusively magic. Magic is a part of everyday life for everyone. Most people are capable of simple magic. Heroes may be advanced magicians. Social tech is equal to hunter/gatherer societies. Military tech is limited to simple bronze smithy and bows and arrows.
2) Mostly magic. Magic is a common sight and is often involved in religious worship or government. It is common for officials to be simple magicians. Heroes may be normal magicians. Social tech is equal to iron age/early medieval societies. Military tech is limited to iron smithy, simple fortifications and siege equipment, and advanced bows and arrows.
3) Neutral. Magic is normal, but far from common. It is mainly for privileged people. Heroes may be normal magicians. Social tech is equal to medieval/early renaissance societies. Military tech is limited to advanced smithy, advanced fortifications and siege equipment, and crossbows.
4) Mostly technology. Magic is rare. Only a few people are capable of wielding it, but even they don’t know much about it. Heroes may be simple magicians. Social tech is equal to late renaissance societies. Military tech is limited to simple mechanics and chemistry, advanced fortifications and gunpowder siege equipment, and muskets.
5) Exclusively technology. Magic is abolished and technology rules supreme. Heroes may not be magicians. Social tech is equal to early industrial era societies. Military tech is limited to advanced mechanics, superior fortifications and advanced gunpowder siege equipment, and single shot rifles.)

Religion: (If there's religious worship in your nation, how is it done and what are the deities like?)

Flora & Fauna: (What creatures and plants can be found in your nation?)

Ambitions: (Is your nation expansionistic, trade-orientated, or a mediator? Just a quick summary, almost like a rumor of what your nation will be known as internationally)

Economy: (What kind of economic system does your nation have? What is your nation importing/in need of? What is it exporting/in excess of?)

Military: (What is the size of your military (max 10% of population)? What kind of troops do you have? Do you have a navy?)
Hidden 11 yrs ago Post by Yog Sothoth
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Yog Sothoth

Member Seen 5 yrs ago

Location:

Flag: (What does your nation’s flag look like? Steal one or make one in paint, whatever you please)

Nation Name: Zyphiria

Demonym: (Swedish, Swede, you get the idea)

People/s: (What important peoples are living in your nation? How big a percentage of the population is each? Briefly describe each people)

Population Scale/Nation Size: (Small: 1-99.999, Medium: 100.000-499.999, Large: 500.000-1000.000)

Government: (What kind of government does your nation have and how does it work?)

Heroes: (Who are your heroes, and what are they like? Give a short description of each with appearance, background, pros and cons, etc. 2 heroes, max.)

Capital: (Name and description of your nation’s capital)

Settlements: (Briefly describe your nation's architecture; do they use buildings of wood, stone or both or perhaps only tents?)

Nation Description: (What’s your nation like? A text to get the feel of your nation, may include history, culture, etc)

Magic/Tech Barometer: (Is your nation inclined towards magic or technology? Choose one of the levels listed below:
1) Exclusively magic. Magic is a part of everyday life for everyone. Most people are capable of simple magic. Heroes may be advanced magicians. Social tech is equal to hunter/gatherer societies. Military tech is limited to simple bronze smithy and bows and arrows.
2) Mostly magic. Magic is a common sight and is often involved in religious worship or government. It is common for officials to be simple magicians. Heroes may be normal magicians. Social tech is equal to iron age/early medieval societies. Military tech is limited to iron smithy, simple fortifications and siege equipment, and advanced bows and arrows.
3) Neutral. Magic is normal, but far from common. It is mainly for privileged people. Heroes may be normal magicians. Social tech is equal to medieval/early renaissance societies. Military tech is limited to advanced smithy, advanced fortifications and siege equipment, and crossbows.
4) Mostly technology. Magic is rare. Only a few people are capable of wielding it, but even they don’t know much about it. Heroes may be simple magicians. Social tech is equal to late renaissance societies. Military tech is limited to simple mechanics and chemistry, advanced fortifications and gunpowder siege equipment, and muskets.
5) Exclusively technology. Magic is abolished and technology rules supreme. Heroes may not be magicians. Social tech is equal to early industrial era societies. Military tech is limited to advanced mechanics, superior fortifications and advanced gunpowder siege equipment, and single shot rifles.)

Religion: (If there's religious worship in your nation, how is it done and what are the deities like?)

Flora & Fauna: (What creatures and plants can be found in your nation?)

Ambitions: (Is your nation expansionistic, trade-orientated, or a mediator? Just a quick summary, almost like a rumor of what your nation will be known as internationally)

Economy: (What kind of economic system does your nation have? What is your nation importing/in need of? What is it exporting/in excess of?)

Military: (What is the size of your military (max 10% of population)? What kind of troops do you have? Do you have a navy?)
Hidden 11 yrs ago Post by Slamurai
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Slamurai

Member Seen 4 mos ago

WIP!

Location:

Flag: The Dzurgans as a whole have no singular flag to unite them. Each tribe flies their own standards and icons, varying in aesthetic. However, each tribe acknowledges the tri-disk rune as the general motif which encompasses their race, and often incorporate it into their heraldry.

Nation Name: The Dzurgans

Demonym: Dzurgan

People/s: The Dzurgans are a collection of semi-independent, human tribes, tied together by a common ethnicity and culture. Despite their similarities, tribes often wage war on each other for the choicest resources, to enlarge their population, or simply for the glory and recognition victory brings. A few major tribes have distinguished themselves as premier Dzurgan powers and are listed here:
-The Khavars
-The Hung
-The Aghors
-The Olgans

Population Scale/Nation Size: There are roughly 853,000 Dzurgans divided among the tribes.

Government: The tribes of the Dzurgan are organized into independent chiefdoms and hierarchies which tend to favor the martially strong. Each tribe has its own laws and formalities, although all are led by powerful individuals, marked by ambition, a natural aptitude for leadership and prowess at arms. Tribes themselves are largely permanent, although the roving bands of marauders which they may spawn are not. Some champions, unsatisfied with governing a tribe, will raise their own host of warriors and travel the steppe, drawing more and more under their banner through conquest and charisma. These exalted few are the strongest of their kind, and said to be favored by the gods. Each may lead a warband with ties to many different tribes. Allegiance is sometimes a fickle thing in the steppe; Should a larger warband conquer a smaller one, it will be drawn into its number to further strengthen the horde. In other cases, warriors may leave their own ranks and throw their lots with a more powerful entity. As such, there is an ever-changing dynamic of politics among the Dzurgans.

Heroes: (Who are your heroes, and what are they like? Give a short description of each with appearance, background, pros and cons, etc. 2 heroes, max.)

Capital: N/A

Settlements: The Dzurgan tribes are a nomadic people, ever roaming the steppe with the changing of the seasons, or at the divination of their elders. As such, they maintain no permanent settlements, but make their dwellings in yurts, mobile homes that can be broken down for travel and assembled when a tribe finds a suitable place to make camp. Their only territory is that which they take with them; Dzurgans have no notion of borders or land ownership, save for temporary spheres of influence that manifest when a tribe should settle in an area. Some warbands, however, may elect to forgo their nomadic roots, and construct forts to establish their military might. These are often simple in nature, stone and wood installations surrounded by pits of spikes, or the like. At the end of the day, even these will be left behind, as there is nothing to be gained by sitting idly while there are foes to break elsewhere.

Nation Description: (What’s your nation like? A text to get the feel of your nation, may include history, culture, etc)

Magic/Tech Barometer:
3) Neutral. Magic is normal, but far from common. It is mainly for privileged people. Heroes may be normal magicians. Social tech is equal to medieval/early renaissance societies. Military tech is limited to advanced smithy, advanced fortifications and siege equipment, and crossbows.

Religion: (If there's religious worship in your nation, how is it done and what are the deities like?)

Flora & Fauna: (What creatures and plants can be found in your nation?)

Ambitions: (Is your nation expansionist, trade-orientated, or a mediator? Just a quick summary, almost like a rumor of what your nation will be known as internationally)

Economy: (What kind of economic system does your nation have? What is your nation importing/in need of? What is it exporting/in excess of?)

Military: The Dzurgan tribes are ever-locked in a cycle of cooperation and conflict. Its people are rugged and are no strangers to warfare. No specialized armies protect the tribes; their warriors are simply made up of the able-bodied that rally in support of their own people. The true hordes of the steppes are built from the men who have left the comfort of their home and ride under the leadership of a warlord. They are united in purpose, despite any previous rivalries and tribe affiliation, bent on testing their mettle against others of their kind and the neighboring peoples of the south and west. The numbers within these warbands grow and shrink as they recruit other to their banner, or are ground into dust and forced to swear allegiance anew. There are perhaps over 850,000 such men scattered throughout the Dzurgans in vast armies numbering in the thousands.
Hidden 11 yrs ago Post by Sturmgewehr
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Sturmgewehr

Member Offline since relaunch

I'll fill in the rest when i'll have time.

Location: (Where is your nation located? Show on a small picture.)

Flag:

Nation Name: Kimeria

Demonym: Kimerian, Kimerians

Population Scale/Nation Size: A census is executed in Kimeria once every ten years. The last census, done three years ago has revealed that Kimeria has a population of nearly 385.000 inhabitants. With approximately 9.000 people less then the previous census.

People/s: In Kimeria most of the population is human, represented by a percentage of 88%(338.800). Elves are the vastest minority, representing 7% of the population(42.966). While the rest of 5%(3.234) is represented by the orc slaves as well as imigrants of various races from Munacra's surface.

Government: (What kind of government does your nation have and how does it work?)

Heroes: (Who are your heroes, and what are they like? Give a short description of each with appearance, background, pros and cons, etc. 2 heroes, max.)

Capital: (Name and description of your nation’s capital)

Settlements: (Briefly describe your nation's architecture; do they use buildings of wood, stone or both or perhaps only tents?)

Nation Description: (What’s your nation like? A text to get the feel of your nation, may include history, culture, etc)

Magic/Tech Barometer:
3) Neutral. Magic is normal, but far from common. It is mainly for privileged people. Heroes may be normal magicians. Social tech is equal to medieval/early renaissance societies. Military tech is limited to advanced smithy, advanced fortifications and siege equipment, and crossbows.

Religion: (If there's religious worship in your nation, how is it done and what are the deities like?)

Flora & Fauna: (What creatures and plants can be found in your nation?)

Ambitions: (Is your nation expansionistic, trade-orientated, or a mediator? Just a quick summary, almost like a rumor of what your nation will be known as internationally)

Economy: (What kind of economic system does your nation have? What is your nation importing/in need of? What is it exporting/in excess of?)

Military: (What is the size of your military (max 10% of population)? What kind of troops do you have? Do you have a navy?)
Hidden 11 yrs ago Post by Tertiary
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Tertiary

Member Offline since relaunch

WIP

Nation Name: Udye (oo-dyeh)
Demonym: Udyeni (oo-dyen-ee)

Location: The highly decentralized nation of Udye lays deep in the dark forests of the western coast. The capitol, and only city, is sheltered by the lofty boughs of Saffrongaet, The World Tree.


Flag and Heraldry: Being decentralized outside of the city-state, the nation has no official flag - other nations sometimes represent their colors as a field of stars. Ancient families sometimes adopt icons as heraldry, these are exclusively unintelligent flora and fauna. Examples include the Nevec family's mistletoe and the Reichbast Clan salamander. The richer castes often use eldritch wax, a magical alloy of gaetsap and lead which creates a pattern unique to a single individual when their power is channeled in to it, to create their personal sigils when communication and identification is required.


Population Size and Density: Protectorate of Udye (Large/Sparse) 800,000. City-State of Udain (Small/Dense) 5,000

Despite the large size of the Protectorate, nearly a hundred thousand square miles of woodland, the large majority of species are long-lived and have a low birth-rate. Population is further moderated by state sponsored eugenics (see Religion). While there are many nomadic tribes, villages, and smaller settlements, the only major population center is the capitol city where the eugenics are more moderate but available land is strictly demarcated (see Settlements).

People: Despite occasional divinations to gather demographic regional data by independent magi, their results are rarely published and the State performs no official census. Further complicating matters; residents in the region often have little to no national identity, some enclaves are openly hostile to the Council in Udain, and opinions and allegiances can shift as quickly as the wild storms that sweep through the land without warning.

The natural, sentient population includes a lesser majority of fae and fae-touched humanoids matched by a nearly equal population of the 'lesser' humanoids (humans, halflings, goblins, etc.) with proportions similar to the other nations. The greater minority of the population is a cornucopia of disparate magic-touched races. Legends claim that The World Tree is a (if not the) source of magic in Munacra and for varied reasons many of these creatures feel more comfortable near the ancient landmark - the two most common reasons are refugees who have fled techno-centric nations because their very nature disrupted the gadgetry that drove them, and crusaders who fear that those same nations will one day decide to obliterate Saffrongaet to make way for their 'progress.'

Magically 'awakened' animals, plants, and constructs form the the lesser minority and because of the open borders, and insignificant legal footprint, solitary immigrants and hermits from the other nations are common enough to form the smallest minority of the population.

  • 23% Faeborn (elves, gnomes, gremlins, etc.)

  • 16% Human (indigenous)

  • 14% Other Humanoid (halflings, goblins, orcs, etc.)

  • 11% Minor Magical Creatures (centaurs, elementals, undead, etc.)

  • 10% Fae (satyrs, pixies, nymphs, etc.)

  • 7% Powerful Magic Creatures (dragons, unicorns, giants, etc.)

  • 20% Other (immigrants, awakened, and unique creatures)

Heroes:



Government: Meritocratic Magocracy - Executive Branch uses a form of Ultimogeniture and the Legislative uses Seniority Succession; both are Absolute Cognatic.

While laws and mores may be poorly developed, metrics for measuring eldritch proficiency are regimented and labyrinthine. Despite it's opaque nature to those few outsiders who encounter it, every ranked magi in Udye knows with a glance how they measure against another. Still, the nuances are many and there is more than one sect dedicated to more making the system ever more exact.

Each of the six council seats has its own measure against which candidates are compared - but in all cases the eldest candidate is most strongly favored. Councilfolk keep their seat for either one hundred years or until death, whichever comes first. Death is a final arbiter; resurrection, reincarnation, nor reanimation will retain them their seat. The six seats, in order of precedence, are: Celestial (Stormane, Centaur, Male, 3c), Terrestrial (Orrda Vish, Human, Male, 87), Insight (Adora Raythier, Half-Dragon, Female, 6c), Hindsight (Allerleirauh, Fae Lord, Female, 4m), Interior (Dost of Reichbast, Elf, Male, 1c), and Exterior (Ordon Phoenix, Unknown, Male, Unknown).

The Prime Seat (Phaste Idarson, Cansin, Male, 22), or executive power, rules with near autocratic power. Candidates are ranked by obtaining the most arcane knowledge and power in the shortest time and thus younger candidates are favored over elder. Ideally, the younger ruler brings innovation to their people and guides them into the future while the council exerts a moderating force and preserves tradition. The Primus rules for ten years and is bound by powerful magic to existence so they may not be destroyed or perish.

No Council seat may ever serve for two consecutive terms, though if they are otherwise eligible twice in their lifetime they may be called to serve again. While candidates need not be citizens of Udye, they may not be citizens of another country.

Capital:

Settlements:

Nation Description:

Magical Barometer:

Religion:

Flora & Fauna:

Ambitions:

Economy:

Military:
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