Hidden 11 yrs ago Post by HazmatMedic
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HazmatMedic

Member Offline since relaunch

Rules for nation-making:
1. For the purposes of simplicity, there is no magic in this world. There are healers and alchemists, but conjuring fireballs and summoning demons is a big no-no
2. Keep your civilization balanced. No-one likes having to compete with uber-strong, mega-cultured gods
3. Be reasonable. If your nation only has a couple of gold mines, gold will be unlikely to be a major export
4. Fantasy races are acceptable, but try and keep them roughly humanoid. All player races must be sentient. Custom animals are permitted.
5. Don't be a dick. No building Mechagodzillas or airships with Muskets.
6. NPCs are available to everyone for any use, but ask for permission before using a Sentient being you don't own.
7.Creatures you spawn belong to you - no-one else can say what they do without your consent. However, you may NOT spawn in someone else's nation without their permission.


It's a 'Draw your own Borders' kind of map, and functions on a first come, first serve basis. However, keep your borders reasonable.

Some parts of the NS skeleton are optional - it is recommended but not necessary to add them.
Other parts say "Can accept before added" - That means a nation can be accepted whilst this is absent, but it must be added later.

Nation Name:
Flag: (Optional)
Region on map:
Capital:
Capital Population:
Other Major Settlements:
Population: (max 10,000,000)
Racial demographics:

Social dynamics: (What is respectable, how do people re-act to certain things, etc)
Fashion:
Calendar: (Any major celebrations or important dates?) (Can accept before added)
Art: (Can accept before added)
Law:
Education: (Can accept before added)

Type of Government:
Influence and relations: (Any alliances or military pacts?)
(Can accept before added)
Important People:

Trading and tax:
Major industries:
Major Associations: (Optional)
Currency:

Military -
(Details of amounts and types of soldiers. Any war vessels, siege machines or other military constructs go here as well.)
(Maximum 1 soldier for 25 civilians)
(Struggling with weapons choices? Anything that isn'ti gunpowder in this list is acceptable)

Landscape:
Wildlife: (Can accept before added)
Notable places: (Optional)

Summary: (Optional)
History: (Optional)
Strengths:
Weaknesses:
Name:
Classification: (Animal? NPC? Or Sentient?)
Appearance:
Shared traits:
Natural abilities:

Lifespan:
Relations with other races:
History: (Optional)
Lanuages:
Religious beliefs:
Preferred occupations:
Famous people:
Strengths:
Weaknesses:
Accepted Nations - Please note that I will not add incomplete nations to this list.
Optional and fluff fields can be left empty, and you will be accepted.
Also be aware that if your nation isn't here, you cannot post IC
If you genuinely don't know why you aren't in this list yet, ask me. Otherwise, I'll presume you know.

Naqah - HazmatMedic
The Dominion - Alfhedil
Devaldis-Spes - Darkraven
Helcore - Hounderhowl
Seculcia - Lady Adanae
Suehania - So Boerd
Cravenhart - Wernher
Ralgon Empire - Cosmic Fury

Forsaken Nations - For one reason or another, these perfectly good nations have gone to ruins.
Nations in this list are those that belong to people who are no longer RPing with us
There territory will be free once more, but they may be uncovered as ruins.
Custom races will become NPC, or go extinct.

Quanaxma Deniz - TheSoveriegnGrave
Isbis - Greenleafe
The Imperium - Sauron The Dark Lord
Hidden 11 yrs ago Post by Alfhedil
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Alfhedil What do you see Kaneda?

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Hidden 11 yrs ago Post by Slamurai
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Slamurai

Member Seen 5 mos ago

Nation Name: Palmyong
Flag:


Capital: Tujak
Capital Population: 39,508
Other Major Settlements:
-Kam Haennon
-Jangsul
-Bakjae
-Uhsan
-Gorumyn

Population: Approx. 5,400,000
Racial demographics: Pending; X% Ehltaan, X% Other

Social dynamics:

Fashion: Palmyongese tend to favor loose-fitting, breathable garments. Palmyongese fashion is varied depending on the season. In cold months, thicker clothing is worn in layers, with long extremities. In the hot months, clothes are thinner, and in the south, many wear short sleeves or do without them. Both seasonal styles have a reputation among foreigners for being flowy and graceful. Palmyongese nobles are known for wearing clothing of vibrant hues and patterns, often trimmed in contrasting or metallic colors. Decoration is not confined to the wealthy, however. Even the garments of commoners have some degree of ornamentation.

Calendar:

Art:

Law:

Education:

Type of Government: Elective Monarchy



Important People:

Trading and tax:
Major industries:
Major Associations:
Currency:

Military:
There are approximately 216,000 full-time soldiers within Palmyong that can be called to war. The Palmyongese military is made up of professionally-trained men, equipped by the state. Recruitment is, for the most part, voluntary and comes with many social benefits. WIP

Landscape:
Wildlife:
Notable places:

Summary:
History:
Strengths:
Weaknesses:
-----
Name: Ehltaan (Ehltaani - pl.)
Classification: Sentient
Appearance: Often mistaken for elves, ehltaani are a race of humanoids that inhabit the lands of Palmyong. Like elves, they have distinctive knife-ears, although they jut out to the sides more, rather than stretching upwards. They stand at six feet on average, the shortest of them not below five and a half and the tallest not beyond seven. Ehltaani have very mongoloid faces, characterized mainly by their thin eyes, prominent cheekbones and flat faces. Their complexion varies on their locale; northern Palmygonese ehltaani are paler, while those to the south have a darker, olive skin tone. Naturally, their hair grows lank and color ranges from blue-black to dark brown.

Shared traits:
Natural abilities:

Lifespan: 120 years; ehltaani reach maturity in-between 20 and 30 years.
Relations with other races:

History:
Languages:
Religious beliefs:
Preferred occupations: Seamen
Famous people:
Strengths:
Weaknesses:
Hidden 11 yrs ago Post by Cosmic Fury
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Cosmic Fury Evil Overlord

Member Seen 4 yrs ago



Nation Name: The Ralgon Empire

Capital: The Imperial City of Dragonstone
Capital Population: 73,000 (Includes metropolitan areas)


Population: About 6,475,000
Racial Demographics: 5% pure Elvish subspecies, 10% pure Human, 75% "hyperbreeds" (A human/elf mix, also called Ralgons), 10% Other
Social Demographics: 3% nobility, 22% citizens, 70% freedmen || 10% foreign nationals, 5% slaves.
Dominant Race: Ralgons

Social dynamics: The Ralgon Empire, like many other nations, works with a caste system of sorts. While it's extremely loose with the Ralgons, it is nevertheless still present -- and felt.



Fashion: Fashion is actually widely varied within the Empire. However, most of it would closely resemble that of Victorian Era England during its peak. Anyone with enough money chooses to dress themselves in rich colors -- however, they tend to avoid the colors Royal Purple and Imperial Blue, as the dyes & fabrics for those are extremely rare and expensive, and also reserved for those of noble status. Due to the Ralgon Empire being such a varied country, almost any sort of fashion may be deemed as acceptable, so long as it is tasteful in the land it originates from.

Important Dates: It is currently the year 570 in the Ralgon Empire. It is considered the Third Age of the Empire, with the previous one ending in 1 BCE (Before the Current Era), when the Great Kingdoms period drew to a close with the formation of the Ralgon Empire.

New Year's (at the beginning of the year)
The Spring & Autumn Equinox (both feasting days)
V-Day (celebrates the Ralgon Empire's formation in AD 0)
The Summer and Winter Solstices (which happen to resemble Christmas in many ways)

Art: As with clothing, almost any type of art is appreciated throughout the Ralgon Empire. Many pieces of art from other cultures have been imported, and many styles of architecture copied from elsewhere.
Law: Eternal WIP.


Type of Government: Imperial Monarchy, backed by a Senate run by the nobles.
Influence and relations: Alliance with The Deauxerran League
Important People: Emperor Tiberius Dragonstone
Lord Edward Ferro of Stormhold
Lord James Nafune of Duro
Lady Lianna Gale of Aero
Lady Marin Rai of Pyrax
Trading and tax:
Major industries:
Major Associations:





Wildlife: No notable hostile wildlife -- most of the "apex predators" have been totally wiped from existence early on in Ralgon history. (They had enough worry from other Ralgons trying to kill them, after all.)





Languages: Ralgon



Hidden 11 yrs ago Post by Wernher
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Wernher

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Nation Name: Crayvenhart (The Realm of)


Capital: Divine Palace of Him (De Jure)
Capital Population: 8,982
Other Major Settlements:
-Ivalis (De Facto Capital, 688,000)
-Port Bael (Largest Port, east coast, 452,000)
-Cantabri (Weapon smiths & military Training, 221,000)
-Trimonti (West Provinces Capital & largest port, 189,000)
-Illici (Renegade Stronghold, Ralgon Border, 92,000)
-Port Nova (Western continent Colony, 120,000)
-Nerminus (Northern Province, Suehania Border, 27,000)
Population: 8,000,000 (Marked), 2,000,000 (Markless)
Racial demographics:
-7,900,000 Crayvens
--1,800,000 Metropolitans
--4,500,000 Provincials
--1,600,000 Renegades

-2,100,000 Others
--50,000 Freemen
--1,650,000 Slaves
--400,000 Renegades

Social dynamics:
-Crayvens revolve around the idea that in the afterlife, they will exist in bliss only for as long as their name is spoken and remembered by the living. As such, Crayvens strive to be known and remembered for their deeds and thus constantly try to achieve more and more remarkable feats of glory so they may live on the after life. This has made through history the Crayven society one of vanguards in science, one of architecture masters and war genius, but this also contributes to make Crayven society extremely unstable with many revolutions and rebellions by 'Questers', people questing stop their boring and uninteresting lives to do something greater, no matter what. The fact that the Crayvens also have a limited lifespan contributes to make them even more prone to act radically as they don't need change after they are dead, they need it as soon as possible. Crayvens are also prone to extreme mod swings from one day to the other and to do the most ridiculous and radical things as they grow in age, the closer to their biological death the more willing.

Fashion:
-Metropolitans, those living in the larger urban settlements, are fond of clothing although due to the hotter climate of the Realm it generally is only a toga or a tunic with sandals (Notably, Crayvens have a hate for pants). To the provincials however, the farmers and peasants in general, clothing is considered quite optional, their chitin being enough to go around. White is considered a nobler color while Gold cannot be worn without being given a right to do so. Jewelry is worn by the metropolitans, but the provincials find them shameless and decadent.

Calendar:
-Remembrance Days: Although He declared fix dates for them, the provincials generally celebrate whenever the family is together or its either too hot or too cold to work outside. These are the days when the Crayvens remember their departed friends and recite the names of their family members and a few of their deeds so they may continue to enjoy the afterlife. During the official celebrations, He will make the praise of the most noteworthy Crayvens of the year, engrave their names on the walls of the palace and send messengers around the Realm to tell of them to everyone. He will also select a few people already named on the walls and make the same thing about them so they may remember those that passed away.

-Solar Day: Day where none may work as they revere His powers and bask in the glory of His realm and thank Him for everything good and ask Him forgiveness for anything bad that may have happened to them. Renegades of course hardly celebrate this.

Art:
-The 'Humble Man's way to Remembrance', named so after that fact that art is one of the few ways for people to remember you without actually pushing aside the lives of thousands or millions for your own sake, forcing these people to vanish from history. Artist is considered an important status if only for the fact that it means that you are rich enough to produce these works of arts without starving to death or good enough to attract a wealthy patron to finance you. It is quite present in everything as even the most humble craftsman seeks to make a pot that will make someone ask 'Who did this?' and of course, this makes for everyone trying to make things that are going to last long. Architecture above all tends to be massive in scale and in decoration.

Law:
-As the realms tend to be heavily populated, the value of life tends to diminish. You are guilty until proven otherwise and if you are still guilty at the end of your 'Trial', no matter how small the crime, you will be executed. Some could exploit this of course, but the fact that a trial often begins with the opponent accusing the other of lying, if you can't prove without a doubt the other is guilty, you will also be executed for lying. Trials where both parties die aren't rare. The law is given by the Favored Ones, those who came out of the Academia with the right to bare arms are not only the elite soldiers of the Realm, but also the judges, juries and executioners. In small and remote settlements where no Favored may be found, law is generally a public affair where only one of the party is beaten to death by the mob.

Education:
-All Crayvens go to the Academy when they are 4 and come out when they are 7, going out 2 times per year for 1 month each, at spring for planting and at fall for the harvest respectively. Once they have finished, they will receive a second mark above the one they had when they were born, forming a 'ô' on their forehead. The marks are considered extremely important as they denote of one's status and honor at first glance. One that has no mark is considered a renegade and executed on sight, one without a post-Academia mark is considered a second rate citizen and considered too stupid to do anything until proven otherwise. During this stay the Crayvens will learn basic calculus and written language (Most will however not be good enough to actually read or write) as well as be thought obedience to Him. Those that are designed valedictorians will receive a second arrow above the dot on their forehead and be sent to Ivalis to pass the Grand Examination, a test of mental and physical strength. Those who succeed will receive a third arrow and study for 3 more years to become Favored Ones, Elite Warriors as well as judges of the law and bureaucrats. These, "One of a hundred" being a quite accurate number, will insure the flow of the Divine Administration, generally never seeing their families again.

-It is notable that the Academia system serves the purpose to unify this large realm to a single standard, the Metropolitan one. It is mostly succeeding but the further from the core lands the academy is, the less rigorous the standards are applied, Provincials will always be nothing more than peasants. Renegades have abolished this system and education is mostly something done within the family.

Type of Government: Authoritarian Theocracy
-All powers are held by Him, the creator of the universe, the one that controls the weather, He who knows everything. The truth is that He, while considered a divine figure by his people, is only a guy porting a golden mask which is passed down to his successor when he dies. There have been incidents and revolts where the Divine Palace was breached and Him killed and unmasked, but always another Him would rise and claim that He obviously knew this was going to happen and thus had a decoy take His place. There have been succession wars but in general they end when the opponent is unmasked as of course, the side with the real Him would be the one to win. Succession is extremely discrete and a matter which is decided solely within the Palace, there have been rumors within it of Servants who became Him when they found Him dead and simply took the mask, but it is unconfirmed. Only those inside the palace know the real face of Him.

-Otherwise the administration is insured by the Favored Ones who move around the country as needed. As the Favored Ones are both the warriors and the administrators of this Empire however, in times of war, the administration often becomes much less slicker, especially after a lot of them die. Sometimes outsiders of the Favored are chosen to help hold things together but they aren't trusted with important matters.

Influence and relations:
-Dominion: Unknown
-Palmyong: No official relation, limited trade.
-Ralgon: Hostile, bound by 'Dardel's Truce' for non aggression for 5 more years. Trade, Renegade Strongholds.
-Qanaxma Dəniz: Unknown
-Vyrndar: Hostile & Settlement conflicts
-Devaldis-Spes: No official relation, limited trade.
-Xai Qian: No official relation, trade.
-Isbis: Unknown
-Helcore: Unknown
-Naqah: No official relation, limited trade.
-Suehania: Deny its existence as a nation, all territories mapped as part of the Crayven Realm, kill or enslave on sight.
-Seculcia: Unknown
-Imperium: No official relation, limited trade.
-Pyre: Neutral
-Azu: Cordial, Regional unofficial Ally

Important People:
-Him: The supreme leader, the guide. He who is so merciful he will not strike down his enemies with his great power and thus relies on his people, the favored people, the Crayvens. Insulting His name or doubt of His powers is a crime. He also holds the power to strike someone's name from history, ordering it never to be spoken again and erasing it where it may have been written, thus denying someone Paradise.

-Favored One Elarth, Administrator Supreme: He handles everything that is considered too trivial for Him to deliver judgement, a very powerful man indeed, his entire body being carved to signify his position.

-Favored One Samael, Administrator of the South-West: The Realm stopped sprawling north, the cold being too much for the Crayven's liking, but it most certainly didn't stop going south. As the distance grows, the Administrator of Trimonti is allowed a lot of freedom from the capital to diminish administrative delays.

-Favored One Michiel, Commander Supreme: He subjugated many tribes in the south and thus gained fame far and wide in the Empire as well as the respect of both the Favored Ones under his command and the population he led as levy in battle.

-Talon, Leader of the 'Go-Backs' in Ralgon

-Guno, Suehan Berserker

Trading and tax:
-Provincials generally give part of their production to the Favored Ones visiting them each Fall as they rarely have gold and are free to trade the rest to the population, Metropolitans pay their taxes in coins and craft or offer services to other metropolitans for coins, they buy resources from provincials or from the Administration when it doesn't need the food or resources. The crafting of metal and the trading of ore however are heavily controlled by the Administration as to prevent the common populace to get its hands on weapons.

Major industries:
-Farming is of course extremely important and vital, Crayvens generally spread where food can be found.
-Armament is tightly controlled and only produced in Cantabri where no one with the knowledge of weapon and armor craft may ever leave.
-Dyes have revealed their secrets to the Crayvens and are praised around the world for their vibrant colors.
-Silk is also big business in the metropolitan areas of the south and an appreciated commodity in the north.
-Beekeeping is the pride of the north.
-Jewelry as well (Although silver is far more common due to the fact that gold cannot be worn by non Favored and the state has a monopoly for minting coins.)

Major Associations:
-Smith's Guild: Anyone who produces bladed equipment or anything that could kill a man is part of this guild administrated by the Favored Ones as any revolt needs weapons.
-The Militias: Mobilizing the Army is a serious commitment that the favored ones don't do for anything and although it is technically illegal to use farm equipments to fight, even in self defense, the Provincials often have no choice but to learn to defend themselves.
-Outsider's Guild: Institution helping traders not to stumble in one of the many crayven laws that lead to Crayvenhart's only punishment: Death.

Currency:
-The Coin is a universal one made of pure gold, smelting a coin or causing its lost is considered a crime, as is spitting on it or using it to buy dung. The value of the coin is fixed to 5 loafs of bread and saying that 5 loaf for a coin is a bad deal, if it is too steep or too cheap, is a crime.

Military:
-Divine Heralds (Administration):
Coming from the Divine Palace, they are shrouded in mysteries and generally serve as His direct hand, executing his desire. They are expert units using exotic fighting methods making them hard to counter, but they are also generally only good in duel or small scale engagement.
--His Voices (400): Eggs of the previous Voices and the Emperor himself as goes the rumor are placed in the nests of Soul Birds as a trial, some will be broken when the soul birds notice they aren't theirs, others will come to hatch only to be the first meal of the soul birds, but some will develop a connection with the flock and be seen as part of it, gaining the ability to control the flock they were born with. They will be trained to become elite rangers adept of living in any conditions and fight His enemies alone using his birds and guerrilla warfare. Due to the predatory nature of the birds, the blowpipe is their main weapon other than 2 or 4 short swords for close combat. They will generally aim to only lightly wound an enemy, drawing blood, before moving away and letting the Soul Birds jump like piranhas to dismember the victim.
--His Dancers (2000): All eggs from the palace servants and darts go to be hatched and trained from birth as expert warriors. The training seldom forgives failure and death are common, only a fraction of the Crayvens born this way will live to become Dancers, His elite warriors and body guards. They specialize in fighting with extremely long sleeves and ribbons made of silk used to both hide their movements and their attacks (Most of them being able to use all 4 hands) as well as to grapple their opponents and neutralize their weapons, Crayven silk being surprisingly resilient. They are generally armored with high quality but thin mail armor and are extremely colorful, the amount of gold threads on them generally denoting their skill.

-Crayven Administration (Administration):
The ones in charge of both administrating and waging war, they are formed by a core of elite warriors commanded by a well structured and disciplined hierarchy that gains ranks through display of skill rather than nepotism. Still, this core, in comparison to the size of the population of the Crayvens, is small and the Crayvens themselves have the habit of placing extreme focus to infantry tactics, leaving ranged and cavalry units as support roles. It is something, with the mounted raids from the north and the Ralgon Crossbowmen in the south, that the administration seeks to change, but reforms are slow.
--Favored Ones (65,000): Well trained and equipped warriors, they general fight with a Spetum and a tower shield as well as a bronze muscle cuirass & Helmet although some vary in both armor and weapons, they all have some notion of tactics and their ranks allow them to rally non permanent military units under their banners, but it is notable that they mainly serve as administrators during times of peace and as such, their skills are much more intellectual than physical and each one that dies is one less tax collector or judge walking the streets.
--Permanent Soldiers (5,000): The Permanent Army divides itself in 10 groups of 500 that go around dealing with rebellions and war, generally forming an extremely strong core as they are the Favored Ones that voluntarily left behind most 'trivial administrative matters' to dedicate themselves fully to the arts of war. They are all mounted units to quickly deploy through the Realm and specialize in Cataphract Tactics, at first engaging the enemy at long range with arrow showers before engaging in a charge once the moment is opportune. They are generally equipped with mixed mail/scale bronze & iron armors, a short bow, a cavalry shield, a steel edged sword and a lance as well as an armored war horse.
--Rangers (5,000): Responsible for border patrols, they rarely do the bulk of the work but are more of being sent to recon for an army or when locals talk of spotting enemy forces. They are equipped with 2 javelins, 1 spear and a short sword and travel in the fastest breed of horse available to the Crayvens. They rarely engage however and more often than not just run away to warn others. It is notable however that they are still Favored Ones and as such the creme de la creme the Crayven intellectuals can offer, as such they are good at quickly analyzing the force composition and when they report, give more accurate information than any low level scout from other nations.

-Crayven Militias: Although the Administration hates having to rely on civilians, especially equipping them, it is sometimes inevitable, especially in border regions. The militas have a strong presence in the South-West provinces and in the north, but are almost non-existent in the Core Lands. They are however also the levies in case of massive wars and thus militiamen are listed first on the draft and mobilization time tables. With Crappy weapons and little skills, they rely on number and some amount of discipline teached at the academy to hold together, a bunch of villagers with farming equipment as often caused significant damages to forces that charged them head on.
--Militia Officials (50,000): Somewhat of town sheriffs, they are given the right to bare arms under exceptional circumstances by Favored Ones and charged to maintain the militias. They serve as poor men's commanders and although they aren't all that smart in comparison to Favored Commanders, they know how to get the people to hold the line and give quick training & preparations to villagers expecting an attack or too draftees soon to be sent to regroup and form a Grand Army.
--Huntsmen (200,000 (35,000 are also Militia Officials)): People with a profession that deals with the use of weapons for non-military purposes, Hunters and the occasional professional slaver are the first called upon for the defense of the locals and for the draft since they have some experience with combat, even if only battling wildlife. Their degrees of skills vary greatly but they are generally decent with bows although some commanders don't like them due to the Hunters tendency to 'Work Alone' and 'To think their hot shit in comparison of everyone else', making them a generally undisciplined force. Still, foraging is made easier by their presence.
--Horsemen (200,000): People with a job involving horses make up for a drafted cavalry and supply unit. They are of course lightly equipped, but such a large amount of horsemen able to outflank an enemy can cause major danger to weaker elements and supply lines.
--Levies (Varies, the more the drafted, the more an economical impact): The common people with little experience in matters of war. Still, their education at the Academies generally allow them to have cohesion and the conscription tables insure that everyone know where to report should they be called to join a war. Still, mass distribution of weapons is not something wished by the Administration as such more often than not they fight using some kind of pitch fork or scythe, if they even have a weapon, Commanders will generally try to at least outfit them with a wooden shield and a fire hardened wooden spear. Power through number however and even expert warriors can be taken by surprise if the Crayvens manage to infiltrade their ranks to grapple armored warriors, throw them to the ground, and aim for the eyes. Obviously they will try and exchange their cheap weapons for real ones as soon as possible.
--Experts (Varies): Architects, miners, the role of levy and expert is often interchangeable depending on the situation. The Crayvens have a vast pool of technical and mechanical experts to draw from and this shows when they have the time to do some preparations. Traps, siege engines, tunnels, ditches and trenches are just some of the things found in Crayven battlefields. With 4 arms the Crayvens are quick diggers and can often make these preparations in battle and the Ralgons will always remember the 2000 men that were buried alive in a Crayven made landslide on their position.

Landscape:
-Core land: The core land are heavily urbanized or agriculturalized, forests have been cut down, swamps drained, lakes and rivers controlled by dams. The land is flat and free of predators, also reputed to be one of the safest place around the globe as you can walk for days without ever being robbed. There is generally a settlement or at least an inn at each 6h of walk. At every 8h of horse sprint, there is an outpost with fresh horses for the messenger network to quickly and efficiently deliver news and mail. Roads go straight to cities to form major crossroads and aqueducts bring fresh water to the cities from the mountains, going for miles and miles.

-South-West Provinces: Akin to the core lands, but still covered by much wood. Here too are found a lot of roads and although there are hills, the Crayven architects still like straight lines however and hills are often cut in half by a road staying to level, or have tunnels built through them. These places can hide a few bandits, but the Favored Ones take their extermination very seriously.

-Southern Border: Border to Ralgon, there is a large chain of mountains many consider uncrossable and on the East is Fortress Eminus, protecting the core lands and on the west is Fortress Weminus, still under construction, protecting the South-West Provinces. The maintenance of the paved roads stop at these fortress, but roads, even if unkempt, still go deep in the Ralgon Empire, what's left of the first great war as each time the Crayvens go to war, they go through these roads.

-Northern Provinces: The whole of Suehania is considered under Administrative control, officially, but in truth only a small part of it is occupied. There is one road going straight to Nerminus and most settlements are along or close to this road, some more brave Crayvens go deeper in land, but these settlements are rare. All cities have at least a wooden wall and most of them a small castle on a hill to which the citizens can flee in case of a barbarian invasion.

Wildlife:

-Soul Birds: All but exterminated on its feral state, the best way to describe them would be a cross of 'A parrot, a peacock and a piranha'. They get their names from their ability to repeat speech, but also from the fact that they are extremely deadly and generally repeat the last words of terror of their victims. They seldom attack on sight unless you look at them in the eyes, but when they smell blood, they smell weakness and will generally dismember them due to their large size (5ft tall) and powerful beaks. They have a good sense of orientation and will always go back to where they are born if they get lost of if they have to lay eggs. At this moment, this means the Imperial palace as for centuries no Soul Bird as hatched anywhere else.

Notable places: (Optional)

Summary: (Optional)
History: (Optional)
Strengths:
-Meritocratic System
-Incredible Architecture & Infrastructure
-Organized Reserve, Conscription & Draft plans
-High Number
-Very High Population Growth
-Belief that afterlife comes with being remembered makes people strive to do memorable things, highly innovative "If it looks dumb but it works, then it's still genius" approach.
-Standardized Education & Indoctrination of the population
-"United we stand, divided we fall" mentality.
-Japanese Work Ethics

Weaknesses:
-'Join us or die' borg mentality.
-Organized Rebellion present inside and outside the realm.
-Belief that afterlife comes with being remembered makes people strive to do memorable things, makes people join revolutions easier.
-Tight Control over weapons, owning a weapon is punishable by death.
-Extreme 'Every crime is punished by death' laws.
-General Lack of Cavalry
-General Lack of Ranged Units
-Soldiers are administrators, the more loses the less efficient administration is.
-Administration doesn't trust the population.
Name: Crayvens
Classification: Sentient
Appearance:

Shared traits: Technically Genderless although it is hard for outsiders to grasp and some will have distinctively female or male demeanor, voices or preferences. Crayvens pay no mind to this but outsiders classify them male or female on this basis. They reproduce asexually and from 6 or 7 year old will lay a few eggs per year until they are 40. Death occurs between 45 and 50 years old from massive organ failure (They will not suffer through degeneration like humans for example, they'll work as good as they did when they were 20 years old one day and on the other they suddenly die). Their short age also generally traduces itself in them being very short tempered and have the attitude that if you want something done you'd better start now if you want to finish. At the age of 40 when they lay their last eggs, begin to have the urge that now that they have done their duty to their family and race it is time to strive for greater things. They thus become 'Questers' and undertake with their last years journeys, either to found a new town, discover the world and so forth, in an effort to be remembered. The Older the Crayven, the more fearless it becomes.

Natural abilities:
-Naturally Works well with others.
-Adapts very quickly.
-Becomes more and more fearless as they age.
-Sensitive & Empathic (Crayvens can easily guess something is wrong with people and also have some insight when people lie to them)

Lifespan: Average 47, oldest on record 59 (Except for 'immortal' emperor)

Relations with other races:
"The Crayvens are incredible people, open-minded, innovative and easy to go people, so much unlike the Crayven Empire." Such are the words spoken by an unknown Ralgon citizen. The Crayvens themselves when living with others easily become model citizens due to their extreme dedication to work and their efficiency in this endeavor. The Crayvens however are also known to take this dedication too seriously at times and it is in their nature to quickly balance in the extremes and above all, hate everything that is both mortal and that gets unwaranted importance. A Crayven speaking with an incompetent that gained his office through nepotism or noble birth will either outright spit out his disrespect or will be pleasant only because it advantages him to be in good relation with the man. Crayvens also tend to be bossy and tell co-workers of other races to step aside while they do the work.

History: (Optional)

Lanuages:
-Metropolitan Crayven (Some variants exist, but all crayvens can understand each other unless they weren't thought the language.)

Religious beliefs:
-Cult of Remembrance: All Crayvens hold dearest the ideal of being remembered as they exist in the afterlife only for as long as someone remembers their name. As this is directly coming from their biological urge to achieve greatness as they age, all crayvens can relate to this.
-Cult of Him: He who made everything, He who is the benevolent God of His chosen people. Crayvens, those from the realm at least, hold the existence of everything of Him, honored may He forever be.

Preferred occupations:
-Architects
-Construction Workers
-Logistic Planing
-Craftsmen

Famous people: N/A

Strengths:
-Fast Reproduction
-Fast Maturation
-Asexual Reproduction
-Four Arms
-Need on average only 5h of sleep
-Adaptable
-Sensitive & Empathic
-Natural Chitin Armor
-Vital organs in rear abdomen (Harder to kill from the front)
-Small
Weaknesses:
-Prone to go to political extremes
-Herd Mentality
-Tendency to do Flash mobs.
-Short Lifespan
-Small
-No fat (Does of hunger almost as fast as of thirst)
-Dies quickly of cold.
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Nation Name: Empire of Vyrndar
Flag: WIP
Region on map:

Capital: Vol'Kariz
Capital Population: 27,000
Other Major Settlements: Vuel'Niranis,
Population: 1.8 Million
Racial demographics: The Empire of Vyrndar is primarily composed of the race known as the Lorenvolk. In their ancestral lands there are few members of other races, however in the more recently annexed lands to the south there are still a large number of natives of other races who now also live under the empire's rule.

Social dynamics: (What is respectable, how do people re-act to certain things, etc)
Fashion: In terms of identifying the rank of individuals the most definite fashion element is also the rarest and most expensive of the many elements that serve to mark rank within Vyrndar. The Imperial family as well as the highest echelon of the faith of Maev'Sil'Vien are the only ones allowed to make use of this particular fabric. Within Vyrndar there has long been a special variety of spider known for it's unique golden silk webs. With sufficient effort it is possible to harvest and amass enough of this incredibly valuable silk for use in articles of clothing as well as occasionally being used in the creation of sacred tapestries or ornaments that depict the forms of Maev'Sil'Vien.

Second only the sacred golden thread is crimson. Only those who are of the great families and noble lineages of the empire are permitted to wear clothing that contains the rich color. Aside from those two colors there are no specifically important colors that are denied to the general populace. However it is important to note that those of lower rank are far less likely to have clothing with bright or distinct colors and that such is typically reserved for the wealthy. It should also be noted that unstained white is also considered a sign of prestige and nobility as well.

Religion: The Lorenvolk practice a monotheistic religion that specifically venerates one goddess who is possessed of several notable forms and aspects. The goddess Maev'Sil'Vien is the embodiment of Creation and Destruction, Light and Dark, and Life and Death. It is said that in the beginning she wrought the great burning sphere the orbits the world from her own light and the darkness that shrouds the earth at night from her own shadow. It is said that she descended to the world upon the crystal stair to create all life but that when life had been created she could not find anything worthy of claiming as her own. It was then that she created the first of the Lorenvolk, to serve as her chosen, her children upon the world. Maev'Sil'Vien is most frequently depicted as a being that towers over even the Lorenvolk. Her statues that have supposedly be made in her image would show her to be roughly 20 feet tall. Four spines emerge from her shoulders, two ivory and two black as night, in a similar vien her head bears a natural crown of spines in the same pattern and grouping.

Calendar:
Art:
Law:
Education:

Type of Government: Monarchy
Influence and relations:
Important People:

Trading and tax:
Major industries:
Major Associations:
Currency:

Military - WIP
(Details of amounts and types of soldiers. Any war vessels, siege machines or other military constructs go here as well.)
(Maximum 1 soldier for 25 civilians)
(Struggling with weapons choices? Anything that isn't gunpowder in this list is acceptable)

Landscape:
Wildlife:
Notable places: (Optional)

Summary: (Optional)
History: The Lorenvolk have long lived in their northern lands, dwelling apart from the lesser creatures that lived on the lands to the south of their ancestral homelands. In the furthest north they raised their great cities and took lands from the ice itself, forcing back the ice walls (supposedly). But in time things began to change, the cold grew more severe, winters lengthened and the summers shortened. The ice walls that had been driven back began to to creep forward again to reclaim the lands that the Lorenvolk had torn from them. The change was gradual enough that very few even noticed that it had begun until it was well underway and the feuding kingdoms and dominions of the Lorenvolk continued to war amongst themselves

But things were changing even as they warred among themselves for one of the various states among them was gaining ground. The King of Vyrndar in his capital at Vol'Kariz extended the hand of alliance by way of marriage to the royal family at Vuel'Niranis another of the greatest of the Lorenvolk kingdoms and the pact was successfully completed. While most such endeavors eventually collapsed this one did not and the unification brought benefits that allowed Vyrndar to eventually force the other kingdoms and dominions of the Lorenvolk into submission. And so unity had come to the lands of the utmost north but this unity was not long forged when the threat posed by the climate changes finally became clear.

This was an enemy that the Lorenvolk could not fight. Their great strength and force of arms could avail them little against the world itself, the priests and priestesses of Maev'Sil'Vien could not halt the cold, and their pride and unbending resolve would only see them starve and freeze in a land that was slowly failing.

Strengths:
Weaknesses:
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Name: Lorenvolk
Classification: Sentient
Appearance: The Lorenvolk are a race that do appear to have been made to rule, in terms of sheer size the smallest of the race stand in at approximately 12 feet in height while the tallest stand in at 13 to 14 feet tall. In terms of physical structure they are very similar to races such as humanity and humanity's myriad cousins simply on a much larger scale than humans are. Despite their size they are proportioned similarly to humans, they don't have arms that touch the ground if they let them hang down, ect. In many respects they are similar to humanity and as such they do have a wide range of possible skin colors as well as possible hair and eye colors. The most common though is pale skin along with either blonde or dark hair along with fair eyes.

Shared traits:
Natural abilities:

Lifespan: The Lorenvolk typically can live for roughly 200 years assuming nothing kills them. They age more slowly than humanity from the beginning and so take roughly twice as long to actually mature fully and then about twice as long to reach old age and finally die.

Relations with other races: On the whole the Lorenvolk have had middling relations at best with the other races of the world. They have long seen the other races of the world as beneath them in stature and glory and this has bred a casual arrogance and dismissal of other races such as humanity, dwarves, elves and others. If there was a sliding scale of how well the Lorenvolk tend to get along with other races though humanity would probably be closer to the top than most as humans are at least cut from the same cloth albeit the fact that they are ridiculously small in the opinions of the Lorenvolk.

History: (Optional)
Lanuages:
Religious beliefs:
Preferred occupations:
Famous people:
Strengths:
Weaknesses:
Hidden 11 yrs ago Post by thegreenleafe
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Nation Name: Kingdom of the Glass Sea or Isbis
Flag: Flag
Region on map: Isbis
Capital: Capital Population: 6,000
Other Major Settlements:
Carnae 360,000 ( Northern Military Stronghold, Largest Northern Port, Large Trade City, Large Marble Quarry)
Palcaea 190,000, (Medium Port)
Nassae 180,000, (Large Southern Trade City, Large Port)
Elaeum 210,000, (Largest Northern Trade City, Large Northern Port)
Adak 240,000, (Large Southern Trade City, Medium Port)
Nekhaw 250,000, (Iron Mines, Steel Smiths, Steel Production)
Arak 35,000 (Southern Military Stronghold, Largest Southern Port, Gold Mines, Southern Capital, Large Limestone Stone Quarry)
Population: 1,990,000
Racial demographics:
895,500 Aegyptian
1,094,500 Elladian

Social dynamics: The Aegyptian and Elladian people have evolved beside each other for generations. From their connection they have determined that it was meant to be and from that revelation their societies began to rely on the number two. The Diarchy, two ruling heads of state, was formed with that belief. Because of the power of two placed great importance was placed in having a complete set of parental figures. While the women aren’t equal they were important to the balance of the family unit.
Due to the trading influencing the culture of the Kingdom the people are often friendly and are quite talkative even to foreigners.
Like all monarchic governments there are strict social classes, the Heads of State, Priests, Merchants, Lower Class, and Slaves.
Fashion: For the rich males fashion involves a toga or robe, usually made of light materials over a tunic and sandals. Rich women wear loose brightly colored dresses that go to knee length with leather sandal. Priests wear cotton robes died white or black without sandals. Merchants usually wear brightly colored tunics or robes with leather sandals. Lower class wears plain tunics normally and the slaves wear a kilt type skirt and sandals.
Calendar: The New Year; on the fifth day of the fifth month is Founding Day, when the kingdom was founded; Solstices.
Art: Only the higher class can toil with the arts. Isbisian art is a mix of Aegyptian and Elladian cultures. In the past the north used more paint type material while the south used a mineral based dye to with stand the environment. Sculpting materials also varied since marble was from the north and granite was from the south; the marble influence architecture and instead of granite limestone effected buildings as well.
In the [pre]modern day both cultures mingled to create a style of brightly painted sculptures and a unique painting effect from mixing the minerals and paint.
Law: The law is based off two scrolls. Each of the common laws was combined into the Doctrine of Law. The law made it impossible to break the bond between man and wife as the power of two would break leaving the dependents broken. While you were free to believe in anything one could not speak out against his people. The Law also states that each city or town has to maintain 2,500 troops as long as its population is above 10,000 people.
Education: Education in Isbis focuses on the men while the females go learn housekeeping skills. From 7 to 14 children learn in private school, which was still quite cheap. The teachers were usually retired military so discipline was strict. The goal of the educational system was to produce literate citizens through grammar, entertaining citizens through music, and athletic citizens from gymnastics.
Type of Government: Diarchy, when there are two Heads of State. In the case of Isbis the Heads of State are called the Minister of War and the Minister of Two, who deals with religious issues. Together they, along with advisors, deal with day-to-day issues.
Influence and relations: (Any alliances or military pacts?) WIP
Important People:
The Minister of War, Karan, is a large, well-built man who prides himself on honesty and straightforwardness. Karan has a charismatic [/hider]
Trading and tax:
Major industries:
Major Associations:
Currency:
Military - 76,600
(Details of amounts and types of soldiers. Any war vessels, siege machines or other military constructs go here as well.)
(Maximum 1 soldier for 25 civilians)
(Struggling with weapons choices? Anything that isn't gunpowder in this list is acceptable)
Landscape:
Wildlife:
Notable places: (Optional)
Summary: (Optional)
History: (Optional)
Strengths:
Weaknesses:
-----
Name: Human
Classification: (Animal? NPC? Or Sentient?) Sentient
Appearance: Can vary due to location
Shared traits: Opposable thumbs, developed frontal lobe.
Natural abilities: Speech Athleticism

Lifespan:
Relations with other races:
History: (Optional)
Lanuages:
Religious beliefs:
Preferred occupations:
Famous people:
Strengths:
Weaknesses:
-----
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One nation unbound by law; one people unchained by faith.

The azu warbands


Government type: Anarchism (and the azu version of tribalism)

It could be argued that the stability of a state is fundamentally, if not wholly, determined by its administrative body’s overall stability as well as its aptitude for seeing the people of the realm wrapped in the protective shawl of justice, regulation and civility. Crime and civil unrest are both opposed by the vigilant lawman and the gavel wielded by the august adjudicator; poverty may be resisted by the warm offerings of the charitable and sympathetic public. Some form of supervision and direction—some form of order in the slightest—is needed to retard the inevitable birth of warlords and tyrants and to stem the initiation of tribalism.

For the azu however, government has done more harm to their species than good.

Graft, embezzlement, cronyism, bribery—political corruption in general—is what initially drove the azu species to discard more conventional methods of leadership, instead replacing them with overhauled forms of tribalism and (ironically) a moderately methodical form of anarchism predominantly based around a number of ideologies fathered by later incarnations of azu society and culture.

These beliefs emphasize the importance and material worth of a living being’s intrinsic claim to personal autonomy, its right to choose and the privilege of simply living life absent constraint, bylaws or any sort of hindrance brought on by the stern hand of an all-encompassing leadership entity. The ideas surrounding the concept of ‘lords’, ‘kings’ or ‘governors’ is now defined as alien and backwards to the greater azu masses.

Tremendous effort at instituting purer and more secure types of legislation was made in the past, but the resulting political institutions all succumbed to the same flaws that toppled the first azu regime, with each failure further debasing the species’ opinion of administrations. Today, the azu loath it to an unparalleled echelon, even going as far as to see order as a ghastly immorality rather than a beneficial construct that, at least for other nations and peoples, promotes technological, economical and social growth.

Those azu that find themselves branded as a jui—a sort of ‘adviser’ to the people—may be, in a way, considered pseudo-leaders in an azu war band. Being christened a jui is considered a grand honor for the receiving entity, for it signifies that he or she has garnered a monumental amount of respect from their fellow azu by simple accumulating a wealth of life knowledge through extensive combat, rigorous social interaction, punitive domestic labor, expansive journeys throughout the land, or any other notable deeds and accomplishments that members of an azu war band may find deserving of homage.

Knowledge could be looked at as a sort of currency shared between azu communities, which would put jui at the upper levels of azu society (even though social hierarchy technically does not exist in their civilization).

In individual azu family units (called mel), the oldest male and female are permitted partial amounts of governmental power within—but never outside—the kinship circle. Like a war band’s numerous jui, a mel's elders will advise their younger family members when their council is requested, exchanging life experiences and valuable information with their relatives, further gaining kudos and a acquiring reputable standing with other mel elders throughout the land. What sets mel elders separate from their jui counterparts is that mel elders also operate as diplomats, ushering in and maintaining peaceful relations with other mels that may harbor hostile intentions.

Usually through a gentle hand, carefully-chosen words and respectable actions, elders within a mel can remain in their seat of ‘power’ for many years at a time, with their deaths enticing times of mourning from those that they aided for decades. Corporal punishment for not obeying a mel elder does not exist, but the consequences associated with such dismissive behavior can lead to a fair number of detrimental results (i.e. death).

No laws have been drafted or enforced since the azu's abandonment of formal government, so crime---in its traditional sense---is absent from azu society. Wrongdoings, regardless of their caliber, are usually settled by way of violence.

Ruler: N/A

Location: Region 5 (far below the maroon mass to the north of the region, along the river and a little ways inland if possible).

Capital City: N/A

Language

Spoken

The azu language is a combination of spoken words and growls. Through this language, the history of the azu is retold to willing listeners and future story tellers.

Written

Tattoos, glyphs, and runes make up the azu written language. They have a numerical system, with a circle representing 0, a dot representing 1, a single bar representing 5, an X representing 100, and an oval with a line through it representing 1,000.

Species: Azu

Army

Azu mothers do not parent their children; they only remain attached to them for one or two years so that she may nurse them, with the child being handed to an elder male or female so that the infant may be raised according to the mel's necessities and cultural traditions. Soon after, the mother departs to reassume her life-long position in the hunt or on the field. Depending on the present condition of the war band, the number of accessible resources slated for military use and the total mel'kai present, azu adolescents will be taught expansively in the ways of the axe, the mace and the shield from a very young age by a number of acclaimed war veterans. Conscript soldiers and poorly-trained militia-type fighting personnel do not exist in the azu warbands, with each ‘fresh’ mel’kai expected to be in ownership of many years worth of melee and ranged combat knowledge.

Unfortunately, such a training and recruitment doctrine—while needed on account of the azu’s rather low population figures—has flaws when it comes to sustaining an unvarying stream of fighting men and women. Open confrontations, more often than not, are accompanied by unacceptable losses of material and life, which is something the azu and their limited war-making capabilities cannot endure for a lengthy duration.

Because of its inherently brittle nature, the azu armed forces apply unconventional martial tactics in the event of an armed conflict, completely forgoing traditional field combat, advanced methods of siegecraft, standard ‘rank-and-file’ infantry formations, and cavalry units in an effort to preserve as many mel’kai lives as possible. As an elite yet particularly punitive force of guerilla warfighters, battle is typically waged at night, with campaigns normally launched from forest landscapes, concealed mountain positions and hills. Fabian tactics are enthusiastically exploited by the azu, whom have no firm grasp of honor or glory, but rather an instinctive drive to survive to see another day unfold before them, which has also pushed them into re-purposing their poaching and hunting techniques for war.

Pit falls are perhaps the most common form of poaching trap, with many of them laden with spikes slathered in fecal matter and powerful neurotoxins, while others are nothing more than deep pits designed to cause the victim to break their legs on impact. Mel’kai use such nonlethal traps to lure great numbers of enemy soldiers to their doom, as their wounded comrades frequently call out for help in a desperate act to safeguard their own lives. When a response arrives, the newcomers are hurriedly ambushed with axe and mace.

Azu soldiers, called mel’kai (or House Warriors), usually prefer speed, maneuverability and stealth, which are absolutely necessary to their preferred style of warfare. As such, heavy plate armor does not exist (though breastplates may be commissioned by some mel'kai), with protection being provided by a set of war gear comprised of vambraces, shinguards and kneeguards, heavy leather wrist wraps, leggings, and double-sided loincloths joined together by way of two steel or iron rings. Shortened midriff-revealing jackets cover the chest, with these typically possessing an under-mesh of linked mail supplemented by additional linen padding, while the head is covered by a chain mail and leather hood woven directly into the jacket. When using one-handed weapons, rounded wooden, steel or iron shields are employed. The shield arm (which is normally the right arm, as most azu are left-handed) is covered by a leather galerus.

Before setting out, mel'kai cover their entire bodies in onyx-colored warpaint, which aids them in blending in with the night, while their armor and weapons are doused in the same liquid material.

Tomahawks (throwing axe/war axe), hurlbats (throwing axe), francisca (throwing axe), and bolas (hunting tools used to ensnare animals by entangling or breaking their legs on contact) make up the azu’s ranged weapon arsenal, while flanged maces, Ono (hatchets), glaives, pikes, and war hammers comprise the standard infantry arms.

Most azu weaponry is formed using sophisticated smiting and metallurgy techniques that produces steel with elevated levels of tensile strength, noticeable increase in durability and a profound resistance to corrosion (though its elasticity is still conserved). Referred to as ‘kio’ (or jaguar metal), azu steel is utilized to create ceremonial knives, farming tools, and weapons intended to be used by proven soldiers in the azu military forces. In other cases where kio is not necessarily needed, normal steel or iron is selected for use.

Much of the steel's strength is owed to the presence of carbon nanotubes and nanowires in the resulting ingots azu smelters and metalworkers produce, which are deprived from plant fibers harvested from pieces of leaves and bark that are used as part of the smelting process. Special iron, distinct from its lesser cousins on account of its unique microalloying elements, is also owed to kio's beneficial properties.

As with most occupations in azu society, to be named a mel’kai does not correspond with one’s gender, but with an individual’s capability and determination. Female and make azu can be witnessed fighting alongside, with many of them being bonded through mutual relationships.

Because of their importance, smiths in the azu warbands are viewed with an almost sacramental level of importance, their talents absolutely vital to the survival of the azu people and the mels that they divide themselves into. Smiths pass down their skills and knowledge by taking on an apprentice, training him or her in the art of metalwork for years until their death.

Culture

As a culture solely concerned with matters and events backed by personal experience and tangible evidence, azu do not have much in the way of a ‘history’, with their species’ historical knowledge only extending as far as individual memories, personal accounts and retold epics and legends can go. Over time, these stories have become warped.

Tribal paintings, piercings and fur dyes are a huge part of personal identity within azu culture, where one's extravagant artistic features usually showcasing their overall personality, accomplishments, family ties, warband allegiance, friends, enemies and goals. Through the application of runes and glyphs, entire recounts of an azu's life can be displayed, with these symbols and pictures typically arranged in such a way so as to be easily read by all that come across them but at the same time pleasing to the eye. Body piercings— especially those stationed in the ears, eyebrows, the nose, or mounted somewhere on the chest—are generally preferred, and are seen as attractive in most azu mels and warbands.

Jewelry and trophies (like the skulls, spines and rings) are sometimes adorned and treated as ornaments, with such objects providing physical proof of an azu’s combat prowess, bravery, social influence, or ‘wealth’.

Though it can be argued that this particular cultural feature may lead to prevalent examples of the existence social hierarchies within the azu nation, boasting and flaunting ones possession and accomplishments without prior permission or inquiry from a curious person is perceived as obnoxious and, forthrightly, downright rude.

Most azu prefer to reveal their individual accomplishments freely, so clothing is usually worn in very sparse amounts. Shirts, both for females and males, are usually not worn, though inclement weather or other events that call for additional clothing will drive azu to adopt more coverings. Most of the time however, males and females walk about topless, with only foot wraps, armlets, bracelets, neck orders, and loincloths being the usual fashions worn about in azu-controlled territories.

In addition to their frothing hatred towards religion and government, the azu practice (or at least try to practice) egalitarianism. Males and females, for the most part, are one-in-the-same in status, and treated with equal respect, fear, disrespect, love, or hatred based on their actions rather their appearance or sex.

Psychoactives

When an azu man or woman isn’t scavenging or hunting for food, drugs are used to relax, strengthen bonds between old friends or simply as a way of escape. No matter the reason for their use, azu psychoactives are typically not addictive, but their effects on the brain are quickly felt as they are administered through the nose or eyes rather than through the mouth. Powdered mushrooms with psychoactive properties combined with an assortment of eccentric mountain flowers, plant seeds and shrubs produces powerful narcotics and hallucinogens that can lead to states of bliss, confusion, enlightenment, fear, and increased physical performance.

Users of psychoactives may become psychonautics. These ‘sailors of the mind and soul’—referred to by the azu as geri—sometimes dedicate their entire lives exploring the fundamental workings of the material universe, unraveling the mysteries behind the metaphysical and discovering the true nature of existence itself. Geri do not regard their visions or actions as religious (this would only see them met with fierce resistance and suspicion from their kindred and fellow azu), but see them as nothing more than a new method of seeing the world.

History

Early azu communities were comprised of compact chiefdoms scattered throughout the northeastern mountains. Wars, as are common between such societies with this particular government setup, were waged in the hills and peaks, with the skirmishes usually ignited by territory disputes or hunting rights.

One clan worthy of note, Clan He'dri, rose above the others, with its female chief and her throng of generals looking to the idea of conquest. Amassing a warband of truly epic size--with the members of this force boasting formidable battle experience--a series of wars were waged against any and all neighboring azu communities, with the defeated clans and groups forcibly absorbed into the folds of Clan He'dri. The ensuring crusades lasted for nearly a century, generally only featuring small brush wars, light skirmishes and the occasional ambush, with the eventual victory convincing the chief of Clan He'dri of her own divinity.

A theocracy was formed by Her hand in Her name, with a prominent slave market forming the backbone of the new nation's economy. However, like all empires and their toxic rulers, Clan He'dri's rule came to a crashing end when revolution (sparked by rampant corruption in the higher levels of the theocratic government and the abuse of the lower classes) contested the esteemed ruler's command over the people. Their victory firmly secured, the azu people were convinced that religion and all forms of government were not suitable methods of solidifying unity amongst the people. A deep aversion for all things seraphic and holy quickly took root, while leaders of all types were abandoned entirely, leaving the remaining azu population in a brief state of disillusion when it was found that lawlessness and personal freedom proved to be far more difficult to honor (and preserve) than what was first believed.

Order was eventually restored when ties between blood-related azu began to grow stronger due to the limited amount of resources in the region; this also brought in a change in the methods through which a warband operated, with the significance of efficiency being quickly recognized. Partial leadership personnel, like the jui or mel elder, arose, while azu mels become more and more compact and centralized
.
Religion

Azu look down on devoted theists and rebuff the existence of deities with a rabid ferocity, eagerly labeling those that believe in divine beings as flawed, hapless and ignorant and the gods that they pay homage to as haughty creatures that are repressive, irresponsible and immature. They come off as misotheistic and intolerant of religion as a whole, with many azu going as far as to define theists and other species as 'Other', alien and incredibly dangerous, giving way to rabid xenophobia and an intolerance for the unfamiliar.

This distaste for deities and their followers may stem from the azu’s early history, where their preliminary style of government—a primitive theocracy—resulted in the greater part of their original civilization crumbling into anarchy and revolution due to soiled relations between the lower echelons of azu society and the divinely-guided government officials that financially and physically abused them on a periodic basis. Though the result of that brief conflict saw the oppressed freed from their chains, the scars ran deep, and have not since healed in spite of the three-hundred or so odd years

In truth, the belief in higher powers never truly stuck with the azu civilization, mostly due to the fact that their culture puts stern emphasis on providing tangible evidence of an object’s existence or viability rather than simply fabricating stories and fictional creation myths that could otherwise be put to scrutiny by a simple demand for definite (and infallible) proof. Gods in particular (on account of their inability to physically manifest themselves before the Azu people) are particularly susceptible to harsh criticism.

Population: Approximately 60,000

Species Form (only if you aren't playing humans)

Name: Azu

Physical Features

Psychological

Azu have a hard time grasping the idea of 'personal property'. As groups of azu are usually related through blood or by simple companionship, it's rather common for objects to be ‘stolen’ from family members, friends and close associates without the announcement of intent (though the object is anticipated to be taken only if actually needed, and that it must be returned in a timely fashion).

Normally, borrowers leave one of their own treasured possessions behind as an offering to the one whose item was apprehended. This lets the afflicted person know who, exactly, holds their belonging, with the offered object serving as collateral in the event that the borrowed object is not brought back to its rightful owner.

Love is an unfamiliar emotion to the azu. Relationships between two azu, called dem’kai, may manifest for a nigh-limitless amount of reasons, but most are generated so that two azu may maintain an efficient lifestyle. Hunting as a team, for example, is more profitable than hunting alone, while sharing a yurt with someone that has proven their own worth can lead to greater security for the adobe and those that call it home. There is no set limit for how many azu can be in any one dem’kai, with some mels and warbands being comprised of one massive circle of friends and temporary mates.

This system of understanding, favors and borrowing keeps conflict within mel and warbands low, though scuffles between mel from other warbands do arise (mostly over hunting grounds, construction resources such as iron or wood, or cultural differences) every so often.

Mating is done at the female’s whim, with most female azu seeking out suitors two to three times during their entire lifetime. They typically proposition suitable males--normally the youngest and healthiest men out of a well-liked or tolerated mel--for sex, with the azu man in question usually acknowledging the soon-to-be-mother's request without any sort of attached price that must be paid prior to the deed. Although most azu men do not ask for anything in return for their role in the siring of a female azu's child, some males may have a particular disdain for the azu woman that he is asked to lay with, which usually brings about the demand for some form of payment (either in food, tools, building material, or the rights to the aspiring mother's most treasured weapon for a period of time).

Male azu do not aid their ‘wives’ in raising children, but they may offer their services as guards and hunters during the child’s first two or three years of life.

Physical

Like the creature from which they evolved from, azu are squat yet burly creatures, with relatively short yet thickly-muscled limbs. As they’ve lacked suitable ranged weaponry since their species’ version of the Stone Age, azu hunters scored kills through direct contact with their desired prey, using polearms and axes coupled with their high amounts of upper body strength, powerful leg muscles and robust skeletal frames to drive spears and elongated axe heads home into the meaty bodies of game animals.

Many of the azu’s biological features come from a series of genetic mutations and the effects of natural selection that resulted in myotonic hypertrophy cases to shift from rare occurrences to the norm over the course of several million years, while a reduced number of nociceptors in the body are a direct response to the rough lifestyles (such as suffering damage from rampaging creatures) most azu endure.

As they lack pack animals, dragging heavy portions of meat back home tends to take hours, with the journey spanning many miles (sometimes as many as 30), calling to attention the importance of dense muscle focused in the abdomen, shoulders, back, biceps, and triceps.

Shortened legs leaves their Achilles tendons relatively short compared to those of other species, which calls for more muscle mass in the legs to compensate for the reduction in absolute speed; much of this muscle is used for jumping however, which the azu utilize to spring forth from a concealed area when a potential meal crosses their line-of-sight.

Of course, their physical power and smaller bodies do result in an excited metabolism, while their inability to properly sweat and their muscle’s voracious hunger for glucose make for a creature that consumes a high volume of food and that cannot compare to its human counterparts when it comes to endurance (in part because humans can sweat, have muscular systems more suited for extended periods of locomotion and comparably use less energy than an azu). The pituitary glands of an azu inject greater amounts of endorphins into the blood stream to combat muscle fatigue and pain, though this is only a temporary solution, and is not an adequate substitute for the physical assets humanity possesses.

Azu have acute night vision (they are, however, partially colorblind), smell and exceptional hearing, and have the capacity to utilize the world's magnetic poles for navigation. This has also resulted in their species not having words for right or left, instead using north, south, east, west, or any combination of the four to denote an object's or individual's general direction.

Azu, on average, live for twenty-five or thirty years, with sexual maturity and peak growth being achieved at ages 10 and 12. Males and females are roughly the same height and weight, around 5’1 to 5’3 (with weight ranging between 175 lb and 190 lb), though azu women usually have slimmer waists, stronger legs and other feminine physical features often associated with other bipedal mammalian species.

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Nation Name: The Free Republic of Devaldis-Spes
Flag:


The red sun represents the Red Sun of the Father, which guided the Daemorexa's mythological ancestors through the deserts and forests of wildmen to their promised land.

The green, yellow and blue represents the various stages of their mythological exodus from the Garden of Before. Green being the Garden of Before and the forests and jungles and plains dotted with wildmen, yellow being the desert and blue being the sea they crossed.

Region on map:
Capital: Devaldis-Spes (Or Devaldis for short. Translates to City of Hope)
Capital Population: 45,666
Other Major Settlements: Chordum Dastu (roughly translated to Second City built after the aftermath)
Population: 1,321,666
Racial demographics:
90% Daemorexa
5% Daemorexiacs
5% Humans

Social dynamics: The Daemonrexa values personal freedom highly, and as such, Daemonrexa society is highly liberal. Therefore, it is expected of anyone existing within their society to allow another to exercise their free will. Conversely, to act against someone's free will or to deprive him/her of that free will is considered a grave crime. As such, societal norms are highly flexible in that there are few societal norms. The only consistent thing is this backbone of freedom which cannot be violated, something that the Daemonrexa would defend viciously and exact disproportionate punishment if there is any such transgression.

This veneration of freedom can be traced back to the mythological founding of their people - their ancestors were said in their myths to have been cast out of the Garden of Before because their tormentors were unable to stomach their differences and newly gained ability to leave the Garden of Before. On their journey to their new found land, they were consistently attacked by bands of wildmen seeking to enslave them or pillage them whether they were migrating south or attempting to settle down. In recent years, this is further reinforced by pirate ships attacking Daemonrexa tradeships bound for coastal tribal villages or sea raiders attempting to breach their defenses.

Fashion: The majority of Daemonrexa prefers nakedness to clothes, seeing their body as the ultimate fashion. There are some, however, that took a liking to clothes, and even then, many prefer form-fitting, tight clothing that are sometimes made of translucent snoworm silk. Beyond this, clothes are used for practical purposes. Strips of cloth are used by both sexes sometimes, especially during vigorous activities, though it is down to individual preference. To traverse out in the cold, thick coats made of Netherbear fur is worn (for example). Those serving in the military would have uniforms (usually just an armband or tabard) and equipment.

Calendar: The Daemonrexa bases the start of their calender on the birth of their first lady and the birth of their first man, both occasions of which are celebrated with festivals involving feasts, orgies, art and plays. This is then followed by the solemn festival of their expulsion, then the founding of their nation.

Art: Daemonrexa tend to be self-absorbed, and thus most of their art is centred around their own body - whether it be sculptures or murals, or tattoos and body modification. Just as important to them, however, is art depicting their mythological rise and history. Art depicting more recent events are considered avant-garde. In the field of literature, fictional stories, epics and the transcription of what was previously only oratory traditions are also their avant-garde.

Law: Like their society, Daemonrexa law is flexible with a hard backbone. Anything done in the name of free will can be done, and legalised, provided that it is justified. This includes even slavery (as contradictory as it seems), torture, execution, child-adult or child-child relationships in addition to what would be considered progressive today, such as same-sex unions, the handing over of a council seat from a corrupt politician to a caretaker, etc.

The legal proceedings, however, is far from flexible. Trials are meticulously held, as are witnesses, evidence, followed by debates and discussions. That said, the main reason why a person lost a case and paid harshly for it is because he is found to have done something to deprive the free will of another. Cases are considered extremely serious, as punishments are often meted out based on the severity of the transgression. Punishments are often an eye for an eye, but adjusted for maximum utility to the state and maximum suffering. Pirates, pillagers and slavers are often enslaved (enslaved humans will be shackled until they became Daemonrexiacs) or in the worst cases, tortured and executed. Rapists are sent off to brothels and pain chambers while murderers to arenas. Punishments can also be determined by the victims - in minor cases, this is almost always a certainty, but victims could appeal for this right in major cases. Victims could appeal for temporary enslavement or payment, among other things, from the transgressors.

Education: Public education revolves mainly around the passing on of mythology, history and lore to the children. Everything else is learnt privately (homeschooled), or through a tutor (some have become professional teachers to cater to parents who prefer this mode of education). Apprenticeship provides for tertiary education, whether be it in the field of a tutor itself, or as a blacksmith, farmer or harlot, etc.

Type of Government: The government of Devaldis-Spes is best described as a republic dominated by populists. The most influential and popular individuals are allowed to make decisions - these individuals would form a council. Each city, town and village would have their own council. As cities tend to be the most populous places, city councils and their rulers tend to be the most powerful. The most prominent member of a city/town/village council is made the head Councillor. Therefore, the head Councillor of the titular capital of the Free Republic of Devaldis-Spes is the leader of the country, known as the Sovereign.

The size of a council depends on the size of a settlement, with the number of councilors per number of citizens bigger the smaller a settlement. A village would have one councilor for every 100 citizens, while a town would have a councilor for every 250 citizens, and a city one for every 500. Devaldis-Spes herself would thus have 91 councilors.

Anyone, be it man or woman, child (yes, there were a few isolated cases of extremely prodigious children taking seats in government) or adult, regardless of sexual orientation or race (there were cases of Daemonrexiacs holding important posts) or any other preferences or physical features or point of differences, may hold a seat. Referendums are held every year as a check on the popularity of a leader. Should leaders do something that would make their leadership questionable, an emergency referendum would be held within months to decide if he/she would be allowed to represent the Daemonrexa population.

Naturally, with the most welcomed members of the society ruling, a bureaucracy is formed readily to carry out the will of the councils. Posts include messengers, arbiters and enforcers, the military, etc.

Influence and relations: The Free Republic of Devaldis-Spes is only beginning to discover that human beings and other races have formed their own nations, and will shortly be trying to make contact with its closest neighbours, particularly to free its seas from pesky pirates, raiders, pillagers and slavers. A summary:

Devaldis-Spes - Tarixis-Narikuli: Contact in mythology eons ago, forming a breakaway people. Mythologically and by popular opinion, the Daemonrexa believes Tarixis-Narikuli to be the evil scum of the world.
Devaldis-Spes - Qanaxma: Contact in mythology eons ago, with the ancestors of the Daemonrexa forming unions with their people before and after their expulsion (which might be one reason for their expulsion), and after their expulsion, went to war with some villages and tribes from that region before migrating south. As such, mythologically and by popular opinion, the Qanaxma are both friend and foe, passionate lovers and equally passionate enemies.
Devaldis-Spes - Palmyong: No contact.
Devaldis-Spes - Ralgon: Met but with no official contact. Will soon be sending a diplomat.
Devaldis-Spes - Vyrndar: No contact.
Devaldis-Spes - Isbis: Seen but unmet. Will soon be sending a diplomat.
Devaldis-Spes - Yul: Seen but unmet. Will soon be sending a diplomat.
Devaldis-Spes - Xai Qian: No contact.
Devaldis-Spes - Helcore: No contact.
Devaldis-Spes - Naqah: Seen but unmet. Will soon be sending a diplomat
Devaldis-Spes - Crayven: No contact.

The current foreign policy pursued by Devaldis-Spes would be free trade and migration between nations, as well as anti-piracy agreements aiming to eliminate criminal activity forever. For defence, Devaldis-Spes will colonise and hold territories formerly belonging to pirates, raiders, pillagers and hostile tribes. Friendly tribes and villages will be spared and allowed autonomy in their colonial territories.

Important People:
- Sovereign Drengard: Currently the most popular councilor of the capital of Devaldis-Spes, making him the leader of the nation itself. A Nephilim who was once a Warmaster, and who had seen the capital itself sieged by a fleet of pirates, he had seen lead the Daemonrexa through the hardest years of its life as well as through its campaign to push back the tides of evil human beings. As such, he favours war above other options, but may yet change his views as reports came to him that there were humans who would not attack...

- Diplomat Lilien: A highly skilled Succubus diplomat, she found her claim to fame and success in the colonial possessions of the Daemonrexa on the mainland where she negotiated with the various human factions and tribes there and brought peace to the unstable region. Ever since, she had single-handedly brought in Daemonrexa rule, uniting them under Devaldis-Spes. Yet more human factions remain outside the control of the Daemonrexa - Beyond pirates and raiders, human nations that had formed in Devaldis-Spes' sleep...

Trading and tax: Much of the Daemonrexa's trading activity is centered around the purchasing of food, fabrics for clothing, and fine metal for forging. Tax is minimal, as the followers of leaders would often pay tribute to their cult figures.

Major industries: The Daemonrexa's major industries include metalworks as well as the vast mines beneath the ice that provided the raw materials for them. Various natural fabrics plantations (including snow worms silk, devil silk, etc), various fur animal ranches and hunting reserves, weapons and armour, slavery, immigration (there is a substantial number of humans, especially those hailing from the lands the Daemonrexa are colonising who wish to become Daemonrexiacs. This also inevitably involves emigration).

Major Associations:
- Mouth of Saten-Dae: A corps of messengers whose duty was to dispense messages from the councils to all, and vice versa. They had also become something of a postal service.
- Hands of Saten-Dae: A corps of peacekeepers who settle domestic disputes, but are mostly involved in keep the slave Daemonrexiacs in line and the free Daemonrexiacs from committing crimes.
- Arbiters of the Horn of Wisdom: A collection of arbiters, judges and those who serve them. They preside over trials and decide who is guilty and who isn't, deciding or allowing/disallowing punishments or compensations.

Currency: The smallest coin would be the Dredgemar, which are made of bronze. 10 Dredgemar is equal to a Shem-Mar, which is made of steel. 10 Shem-Mar makes a Baal-Bar, which is made of silver, and finally 10 Baal-Bar makes a Lilid, which is made of gold. A Dredgemar would typically buy a loaf of bread, and a typical Daemonrexa meal will cost around 5 Dredgemar.

Military: The military of Devaldis-Spes has seen consistent action for centuries, primarily against human beings who saw them as evil spawns of hell, as well as pirates, raiders, pillagers and slavers in more recent years. As such, they have developed their own organisations and traditions. The military drew their roots from mythology as well, as the first pairs were said to be surrounded by zealot-warriors.

While Nephilims tend to dominate this field of expertise, there are no restrictions as to what class of Daemonrexa or Daemonrexiac could join the military. Imps, Familiars, Daemonrexa Mediocris, Succubi/Incubi alike could all become warriors.

Military Organisation: Due to being outnumbered numerous times and the natural specialisation of the race's members, the military of Devaldis-Spes is meticulously organised and high-quality. A maniple of 10 soldiers is lead by a Zealot (sergeant), while 100 soldiers (10 maniple forming a century) with 10 Zealots (sergeants) lead by a Overseer (captain). A Warmaster/Warmistress (usually just called master/mistress, and are the generals of the army) guides anywhere between five to ten centuries, forming a legion. Rarely does a situation ever warrant it, but several masters/mistresses could combine forces to form an expedition, with one Warmaster/Warmistress elected to become the Warmonger, or the marshal/head general of the expedition.

The Devaldis-Spes military maintains about 40,000 warriors, or about 40 legions. A legion can be of a standard kind, good for any situation but not excellent in anything, or it can be specialised, using a preferred type of tactic and/or equipment layout, or they can be specialised in terms of function and ceremony. That said, the standing legions include:

- 10 Legion Mediocris: The mainstay of the Devaldis-Spes military, good for any situations but not excellent in any of them. The Daemonrexa Mediocris class forms the majority of soldiers here (With a Daemonrexiac minority), with the ratio being 6 Mediocris is to 1 of every other class, with other classes of Daemonrexa serving special functions. The Mediocris are armed with a variety of weapons, mainly broadswords, bucklers, flails, chain whips, torches and bows. Nephilims here serves as anti-personnel artillery and tank, carrying either handheld ballista or 'eviscerators' (wooden frames they hold with rows of short blades stuck into them for shredding apart enemies), though sometimes clubs or even their own body will suffice. Succubi/Incubi, familiar and imps serves either as spies, infiltrators or may take over support functions, such as logistics, blacksmithing. On the field, while the Succubi/Incubi are armed similarly to Mediocris, they and the familiars and imps may sometimes come with Naphtha bombs. The familiars and imps are lightly armed and armoured, but agile that they are hard to spot and hit.

As each Daemonrexa's life is seen to be extremely valuable, they are well-armoured. The Mediocris would wear chestplates composed of overlying steel and bronze strips over leather tunic and helmets, with some using bronze greaves and arm guards (the important and the wealthy will use steel). Nephilims, however, would wear only helmets and leather straps with 'heart protectors', as they are extremely tough. Everyone else relies on their agility to protect themselves, and would usually forgo heavy protection.

- 5 Heavy Legions: These legions are dominated largely by Nephilims, with every 6 of them accompanied by 1 of each other class of Daemonrexa. The main purpose of the heavy legions begins with routing the enemy by fear and intimidation. If a retreat is effected, it will then proceed to cut down the enemy. If not, it will still proceed to cut down the enemy. In battle, it excels in shock tactics and overwhelming the enemy. Armed with handheld ballista, eviscerators, clubs, with some veterans getting their hands on up-scaled flails, chainwhips, knives and shield, they are an intimidating sight indeed. Should there be any nook and crannies that they can't reach, soldiers of other classes would be willing to support them.

- 5 Pravus Legions: Legions dominated by familiars and imps, 3 of each class supported by 2 Mediocris and 2 Succubi/Incubi. Unlike the other legions, the Pravus Legions do not fight in formations and pitched battles, but instead harries the enemy continuously, hatching some of the most insidious and wicked of plans against them. They excel at skirmishing, hitting the enemy quickly before disappearing again, as well as setting up terrifying ambushes. They enjoy psychologically destroying the enemy by infiltrating their camps and poisoning water, murdering soldiers and followers in the most horrific fashion possible, cutting off supply routes and scheming to constantly trick the enemy with false intelligence and gimmicks, driving them into retreating, surrendering or insanity. They proved to be a nightmare for any fortresses and cities to be laid siege by them, as they would quickly find any weaknesses and holes in the defence, and exploit them, not in an attempt to breach the defences, but to infiltrate the stronghold and terrorise the guards and population within to bring about their submission.

- 5 Daemonrexiac Legions: The Daemonrexiacs, mostly former humans, would bring with them their own culture. While with time they would be fully assimilated, their original self will never truly be lost until centuries later. As such Daemonrexiacs had other ideas on how to wage a war, and as their methods are seen to bear merits, they were granted the right to form their own legions, with their Daemonrexa friends supporting them. As such, a maniple of one such legion would have a ratio of 6 Daemonrexiacs (with a Daemonrexa Mediocris minority) accompanied by 1 member of each class.

Daemonrexiac Legions are further differentiated into various fighting methods. One legion uses what they called a the phalanx, a wall of shield and spears that are useful on the defensive, and against some wild humans who would throw horsemen at them. Another legion would fight in tight formations using tower shields and swords. One is dominated by archers, another mounted using nightmares (Daemonised horses) and using lances and swords. A final Daemonrexiac Legion has a more creative method, centered around the use of heavily armed Nephilim armed with heavy handheld ballistas and a myriad of other terrifying weapons, or pushing catapults and rams should a stronghold needs breaching. Each maniple of this final legion would have two such Nephilim accompanied by six Daemonrexiacs, an imp and a succubus/incubus.

- 5 Urban Legions: Similar to the Legion Mediocris, they differ only by their role and training. They are charged with the protection of cities and borders, and as such are trained defensively. Special centurions are also appointed with the duty to protect important persons and places, especially when danger could befall them. Whenever travelling abroad be it at sea, or in the colonies or outside Devaldis-Spes territory, this protection becomes mandatory and especially necessary.

- 5 Terminus Legions: Similar to the Legion Mediocris, they are raised fairly recently in order to protect the colonial territory of the Daemonrexa from the criminals that used to 'own' such lands. The most inexperienced of all the legions, they are, however, making their own mark, and are becoming valuable due to their knowledge of the wild and mysterious colonial lands

- 5 Naval Legions: Some of the oldest legions, the first to be raised in response to an increase in piracy, raiding, pillaging and slavery in the previous centuries. Similar in composition to the Legion Mediocris. They do not fight on land, but at sea, and as such their organisation is different and based around the galleys built for such a purpose. A galley is each host to a century of marines, with propulsion provided either by paid oarsmen or slaves. Each Legion would have its own command ship, which is larger and harder to successfully board or destroy, holding up to two centuries of marine. Each Naval Legion thus consists of a fleet of one command ship and eight galleys, with Devaldis-Spes' entire fleet consisting of five command ships and 40 galleys.

Marines of the Naval Legions are well armed with ranged weapons such as ballista and catapult, bows and arrows, as well as Naphtha bombs.

- In the event of an important war or an emergency, even more legions could be raised from the general population. Current popular opinions would allow for up to 200 more legions to be raised in the most dire of cases without too much disruption to societies. However, this is almost never done, as the societal and economic costs would be great. Potentially, however, up to 600 more legions could be raised (half the population), but this will severely disrupt Devaldis-Spes society, economy, not to mention the political opinion of the general population, which will be difficult to repair for years and decades and even centuries to come.

The Legions are based in the following locations:


Landscape: The capital of Devaldis-Spes, and any other Daemonrexa cities in the south pole for that matter, are located in grand subterranean worlds with volcanoes for warmth. Underground streams provide water, and the natural flora there, once given the blessing of Saten-Dae, becomes edible and is farmed underground.

However, the Daemonrexa's forefathers and foremothers had brought with them seeds and animals form the mainland, and these are cultivated in great numbers aboveground. Endless fields of crops are found in the northernmost regions of the southpole, as well as towns and villages aboveground. The capital city of Devaldis-Spes has grown large enough to have a part of it above-ground as well.

Some cities along the warmer coasts of the south pole had also sprung up aboveground, and in the centuries before, become walled and protected due to attacks by human raiders. The greatest wall could be found on the coasts before their farms and ranches, and is the most ambitious wall of them all, built to be several Nephilims high and wide, and protected by several Urban Legions.

Wildlife: Almost all conceivable animals have been gifted with Saten-Dae's influence, producing creatures that seem to belong to the world of the Daemonrexas exclusively. Some of the more ubiquitous animals includes the Hellhounds, animals that were once dogs, Nightmares, once horses, corrupted livestock, multiple-headed snakes, just to name a few.



Notable places: (Optional)

Summary: (Optional)
History: (Optional)
Strengths:
- Technologically advanced, especially in the areas of metallurgy, alchemy and metalworks.
- Highly innovative.
- Highly specialised and differentiated citizens who are uninhibited from exploring their talents.
- High quality military that is used to both conventional and unconventional warfare.
- Is able to assimilate members of other sentient species, plants and animals easily due to biology.
- Cities in the south pole are well entrenched and isolated in subterranean volcanic worlds.
- Extremely open-minded and empathising, which would be good for diplomacy and relations.
- Highly adaptable political structure that is hard to corrupt or co-opt.
Weaknesses:
- Small military with only 40,000 members.
- Has and will be considered 'evil' and 'unholy' by the more narrow-minded and superstitious of societies.
- Their extreme liberal ways may be seen as extremely distasteful by some societies other than them.
- Small population.
- Their inherent biological ability to turn other life forms into something approaching their own biology limits contact between them and other races.
- Their relatively primitive methods of agriculture limits their population growth, at least until other methods of sustaining a higher population growth are discovered.
-----
Name: Daemonrexa
Classification: Sentient
Appearance: Imps are small, about the size of a human child. Familiars are larger than Imps, and are more physically capable versions of the Imps, though incidences of prodigy are lower than that of imps. Daemonrexa Mediocris are the size of human beings. Unlike Imps and Familiars, Mediocris are more shapely and muscle-bound, being hardier and more physically-inclined. Succubi/Incubi are a variation of the Mediocris who are the logical end of beauty, possessing the epitome of Daemonrexa beauty - and to the many humans who found them, beyond even the epitome of human beauty. Then there were the Nephilim - huge, hulking versions of the Daemonrexa that could reach up to the height of twelve to thirteen feet, rippling with muscles and its organs encased with thick and hard bones.

Shared traits: The Daemonrexa could take many forms. However, all variations of the Daemonrexa has some similar features. All of them have cloven feet, ungulate legs, vestigial arms that were moved to their back in their mutations, resembling wings that will never allow them to fly. In their eons-ago mutations, they gained human-like arms and hands. All Daemonrexa have horns resembling those from a bull or a ram, though the shape and pattern of their horns, even the number of it, would vary as much as the hair on a human's head would. Daemonrexa tend to be pale grey in skin tone with some dark grey and others almost black. Due to their ancestry tens of thousands of years ago, there are a few that retains a reddish, pinkish or burgundian skin tone.

Whenever very angry, enraged, upset or hateful, Daemonrexa's eyes would tend to glow red, though for some, their eyes might glow white or orange. However, Daemonrexa tends to control this behavior out of politeness. The Succubi/Incubi in particular are good at this, and will almost never let it show. Children, on the other hand, has trouble keeping their glowing eyes to themselves, and had to be taught that it was a rude gesture reserved only for those who would steal their freedom.

Daemonrexa have slightly higher body temperature than humans and other creatures similar to humans, leading them to think that humans are cold while humans to think that they are hot. Humans and other creatures living in a cold environment friendly to the Daemonrexa likes this higher body temperature, especially those who are willing to give themselves over to lustful relationships with them.

Natural abilities:
- Imps and Familiars are known to be highly intellectual, cunning, smart, inventive and innovative. They are, however, lacking in physical aptitude, but at least they are also highly flexible and agile.

- Daemonrexa Mediocris are highly versatile, and able to do anything they set their mind to. However, should they choose to pursue occupations other classes of Daemonrexa are good at, they would have a challenging time, unless they are talented in that approach.
- Succubi/Incubi are extremely streetwise, diplomatic, charismatic and objectively beautiful. Their physical prowess is in between Familiars and Mediocris.

- Nephilim are physically imposing, and few Daemonrexa from any other class could match them in terms of strength and endurance. This does not make them any less intelligent, however, as some narrow-minded fools would think before they meet their surprising end. Or in more civilised cases, would be caught off guard when seeing a highly intelligent Nephilim teaching a classroom full of imps, or a Nephilim standing in an Odeon, lecturing about the nature of the world.

- All Daemonrexa could mutate living things, including sentient beings, by being in constant contact with them for weeks. Within two weeks, the process would have become irreversible and within four to eight weeks, complete. That said, the results can produce some interesting new species of living things. This has made the Daemonrexa desirable to some, as in being turned to Daemonrexiacs, they would be granted immortality. The old and the sick would sometimes seek them out in order to be delivered from the incoming grasp of death. However, many hated the idea and dismissed it as 'selling your soul to the devil'.
- Daemonrexa are resistant to fire, but not immune to them. Their skin are tough and leathery, unlike the humans' soft skin. While they could run through fire with minor burns, they will still die if trapped in it, or if doused in flammable substances and set alight without a way to stop the burning. Explosions will hurt them almost as easily as would a human.
- The average Daemonrexa Mediocris is slightly more physically adept than the average human, which means that the average Succubus/Incubus is about as physically adept as a human being. Imps and Familiars are still weaker than them while Nephilims have no equal amongst humans.
- With the structure of their legs, Daemonrexa could run faster than the average human being.

Lifespan: With their fear of the air outside the Garden of Before gone when their ancestors were born, disease has become less of a killer amongst the Daemonrexa than it is amongst the Tarix-Na. Barring deaths by accident or diseases caused by other means, and war, a Daemonrexa could potentially live forever. On average, a Daemonrexa could expect a life of up to three centuries. The popular, the rich, the powerful as well as the intelligent and capable could expect to live much longer. The oldest living Daemonrexa is currently 2,351 years of age.

Relations with other races: The Daemonrexa are isolated but not completely unaware of the existence of other races of intelligent creatures, but for much of their existence, they viewed anything in the outside world to be hostile, especially the humans, until recently, when human ships that did not attack them are spotted in greater and greater numbers, and soon the discovery of neutral human nations have finally changed their views that humans are all irredeemable barbarians.

History: Eons ago, long before the Daemonrexa calender is even established, there was once a Rex-Na (Referring to the Tarix-Na) by the name of Saten-Dae. He had lived for close to two centuries without ill effects, which was unheard of. At first, it was thought to be due to his impeccably clean and healthy habits, as he was often seen to bathe two or three times a day and visiting the local herbalist just as much.

One day, whilst venturing out to meet the People of the Red Sea (Referring to the ancestors of the Qanaxma Dəniz Xaqanlığı) for the first time (for he was meek once), he had forgotten to eat his Harkti bush leaves- something even a Rex-Na of eons ago would not do. Upon realising his fatal mistake, he laid down on the ground to die, accepting his fate. Yet death would not come. As mythology have it, A ray of light from the sun was cast down upon him - the Gods had smiled upon him, for he was a kind and honest man, despite being considered a lowly commoner, almost an outcast. It was a sign.

Returning to his people, he tried to explain what had happened, but as he was nothing in the eyes of so many, was ignored, except for the few friends he had - for much of his life, he had lived a lonely life. After the blessing of the Gods, he was seen as a cult hero, and those who believed him began living with him, hoping that the Gods' favour would rub off on them. It was then that they started changing. The 'old' began feeling livelier and healthier, the weak stronger, the dim smarter, the sick were healed. He was seen as a messenger of the Gods.

They began trying their new found strengths by stepping out of the Garden of Before, and lo and behold, they could do so without their leaves, and without any ill effects. They felt free! The light of the Gods from the heavens shined down upon them just as they did on Saten-Dae. Together, they visited the People of the Red Sea, sharing with them the good news, even celebrating together with a feast. Even the People of the Red Sea knew well their blessing, for they knew of the Rex-Na and their inability to venture out of their forests. They began welcoming Saten-Dae and his followers into their huts and caves when night fell, and took them to their beds.

This continued for some time, and Saten-Dae's number of followers grew. They were close to the People of the Red Sea where previously, the Rex-Na would have little to do with them. They traded, made love in the night. Saten-Dae and his followers even helped fought off encroaching wildmen several times. His number swelled in the thousands.

The King of the Rex-Na did not take this turn of events kindly. With those who were once previously outcasts and poor becoming stronger, with even some of the high-castes being swayed to join him, his own power began to wane. Thus, the King of the Rex-Na took up arms against Saten-Dae and his followers. Not wanting for there to be death, however, Saten-Dae, who was told of this by a high-caste worried of the coming bloodshed, took his followers and fled the Garden of Before, with the King's warriors pursuing, driving them out.

Saten-Dae and his followers, numbering about 3000 after some of them had been killed in their escape from the Garden of Before, came to settle by the People of the Red Sea. Having been close, and having heard of their plight, the People of the Red Sea welcomed them. And so Saten-Dae built a new settlement with his followers, naming it Neve Devaxisi-Doren, or the New Garden of Before, in his grief over the lost of his home. His followers were against this, having grown to hate the guardians of the Garden of Before, but they were loyal to Saten-Dae.

For years they lived there in peace Saten-Dae and his followers discovered more and more about themselves - that they would not die from the same diseases that their Garden counterparts had feared so much, that they would not grow 'old' as they did. They could breathe the air outside of the Garden with ease a decade from the first time they did as they did at present. They discovered that they wanted to resemble nothing like the Rex-Na, and so much of the old rituals had been abandoned, with only the Old Gods that Saten-Dae believed had blessed him and his followers retained.

Saten-Dae believed in being free, just as they had become free from the Rex-Na, and believed that one should be allowed to be free, unless such freedom was used to harm others. Compared to their Rex-Na oppressors, they would have been considered to have become increasingly promiscuous and flexible. Husband and wives would no longer be considered the sole objects of each other's affections, should they believe that such an arrangement does not befit them. The Old Gods were worshipped in highly individual ways, in addition to the ways that Saten-Dae believe should be done.

Years passed, then decades, and decades gave way to a century, then something else happened. They realised that they were changing. The changes to their body were small at first, barely worthy of mention and thought of to be the result of age, but huge changes began to happen to them. They were beginning to look like the People of the Red Sea. As more years were passed, they grew mouths, and arms that were strong and powerful, with their old arms becoming what looked like wings that could not let them fly. With their new voice, their language changed, and mastered quickly their new form of communication. With their new arms, they became strong labourers and warriors, fighting alongside the People of the Red Sea.

Two centuries passed, then three. Then another change happened, this time with the People of the Red Sea. They began changing to look like Daemonrexa. Some welcomed it, having wanted to join the Daemonrexa all along. Many others abhorred this, seeing it as a taint upon their bodies, upon the Gods they worshipped. It overturned the peaceful and idyllic paradise that the Daemonrexa and People of the Red Sea had created centuries past. The Daemonrexa were cast out of their huts and beds, away from their Red Sea, children and adult alike. These first Daemonrexiacs were banished along with the Daemonrexa.

However, Saten-Dae and his followers refused to leave, for they had built a city for themselves, for he still saw the People of the Red Sea as close friends and lovers despite this quarrel. He tried to reason with the People of the Red Sea, but they would not hear. Instead, they marched by the thousands against them, and a war was fought by the Red Sea. Outnumbered, Saten-Dae and his followers fought valiantly, and despite winning the first battle, in which 10,000 former friends flung themselves headlong at 3000 Daemonrexa, resulting in 2000 Red Sea People slaughtered and a thousand Daemonrexa killed, Saten-Dae ordered his people to once more flee south. The second battle was fought in retreat, and saw a further thousand Daemonrexa Zealots who stay behind murdered to the last warrior. Saten-Dae, saddened by the loss of so many and so dear a friendship, followed the remainder of his people with his 1000 Zealots.

For days and months, they traveled south until they were no longer harried by the People of the Red Sea, and settled upon a plains overlooking a desert. They built a new city there, Greve-Ven, the City of Grief. They erected houses, planted crops, discovered what was around them. They continued changing, though at a slower pace than how it was. Within a further few centuries, as they lay in their plains undisturbed, each and every class of Daemonrexa were born.Two sons of Saten-Dae were said to be stunted throughout their lives, and became the first Imps and Familiars. The most beautiful became their own kind - particularly the wives and husbands of Saten-Dae, becoming the Succubus/Incubus. Zealots who did best on the battlefield grew larger, and so did their offsprings, and became the Nephilim.

The Old Gods were increasingly hated. Saten-Dae himself spoke out against them, discovering in an epiphany that they had given them freedom from the Garden of Before only to make them suffer one rejection after another, only to be driven from one land after another. The lights from the heavens no longer shined down upon them as the Old Gods looked away, and as if as punishment, their crops began to fail (their fields had never been fertile, and they were forced to rotate lands and farm further and further away), and monsters from the East and West began assaulting their defences. Famine after famine, sieges after sieges, Saten-Dae and his followers were eventually forced to abandon Greve-Ven when the monsters overwhelmed their walls.

They were forced to travel south again, this time through what came to be known as the Desert of Fate. For seven days and nights, the Daemonrexa walked, constantly harassed by desert creatures and bands of human bandits. With the help of the intelligent imps, they were able to find underwater springs. With the help of the social Succubi/Incubi, they were able to negotiate passage through territories of desert nomads, and even food and water, buying and selling information. With the help of the Nephilim, they were able to fight off what harm came their way.

Things were no better, however, when they emerged, exhausted, thirsty and hungry, into the hilly lands further south. Having seen them long before they put their hooves down upon grass once more, the wild Hillmen of that region had rallied an army against them. Yet Saten-Dae would not stand for another bout of bloodshed, and spoke with the leader of the Hillmen, who was wise and honourable to his word. Equally wise, Saten-Dae proposed a duel between champions, as the Hillmen had a culture of their own surrounding duels as part of their diplomacy. Should the Hillmen win, Saten-Dae and his followers will return to the desert, and should the Daemonrexa win, the Hillmen would allow them passage through their lands, as well as their friendship and hospitality.

The Nephilim Jegerbor, a Zealot of Saten-Dae, Slayer of Hundreds, fought against Vezuse, Blight of Armies. For a day and a night, these two champions fought, and for a day and night they failed to kill one another, For day and night they cut each other but remained bleeding and alive. With both the Daemonrexa and Hillmen afraid of losing their champion, and growing weary of the stalemate, decided the next morning that the Daemonrexa and Hillmen will be friends, for they were equally skilled in battle.

And so Saten-Dae and his followers had gained the trust and hospitality of the Hillmen. Having learnt from their mistakes, however, the Daemonrexa did not stay around their new-found friends for long, for they did not want the Hillmen to turn on them the way the People of the Red Sea did. Despite Saten-Dae's good intentions, this did not bode well, for after a few days of travelling south with the Hillmen escorting and accompanying them, the Hillmen became suspicious of the Daemonrexa, having found them to be 'unholy' right from the beginning.

Before Saten-Dae and his followers could pass through unharmed, the Hillmen plotted against them, planning to sneak into their camp at night to murder them in their sleep. Not all of the Hillmen were schemers however. Before this could happen, the Daemonrexa's true friends, among them the honourable Vezuse, warned Saten-Dae of this treachery such that at night, the Daemonrexa feigned ignorance before pouncing on the assassins in the midst of their camp, and a thousand voices screamed their last that night, while few Daemonrexa fell prey.

Once more, the Daemonrexa had to flee, and for a day and night, flee they did, as fast as they could, as the remainder of the Hillmen tried to gather their wit to pursuit. Having betrayed their very own for the sake of honour, the hundred Hillmen with Vezuse became Saten-Dae's new followers, and in time, they came to accept Saten-Dae's gift, joining the first Daemonrexiacs.

Fleeing south, Saten-Dae grew insanely angry at the rejections that had befell his people. Blaming high heaven and the old Gods, deciding that creatures other than their own were evil things, he vowed that the next people who crossed him will surely suffer unimaginably.

Through the Valley of Im-Ra, as some friendly nomads on the edge of Hillmen lands called it, Saten-Dae was warned of uncivilised wildmen who would raid strangers and enemy tribes. Determined to find a place for his people, Saten-Dae pushed through, unafraid, with anger fuelling his will. For every tribe that tried to harry them, Saten-Dae would spare every effort in making sure they were defeated utterly, with those who survived and taken prisoner enslaved while the worse of the worse continually tortured, their suffering made worse by their forced conversion to Daemonrexiacs so that they may suffer until the end of time. Such was the hateful, spiteful rage of a Saten-Dae crossed. To this day, the Daemonrexa would continually suffer from such deep hate whenever they were crossed in such a manner.

Through the Valley of Im-Ra, Saten-Dae and his followers had struck fear in the hearts of the tribes living there, and by the time he had crossed half the Valley, no human being would dare even come within leagues of them. This much-desired isolation continued until they'd finally reached the mainland's end, when a cold sea veiled by a very cold air greeted them. For days and nights, the Daemonrexa sent scouts to see how far the coastline reaches, but even after days and nights, they could never see an end. Unsure of what to do, Saten-Dae was forced to abduct a family of nomads, questioning them on what to do, for the Daemonrexa had never seen such a massive lake before.

From these nomads, Saten-Dae learnt of the lands that they would soon call home, and from these nomads the Daemonrexa first glimpsed the technology and science of seafaring. Building reliable boats to cross the sea, however, took time, and Saten-Dae would not allow his followers to sail to the southern ice lands until they could build good boats that would hold all of them. Decades were spent on this, close to a century, until the first galleys were built.

Hundreds of ship were made, and hundreds of ships sailed south. All was well, until a storm brewed, and the fleet was caught in it. Saten-Dae and his followers, being unfamiliar to the sea, knew not what to do. Saten-Dae, however, knew that the Old Gods had returned to enact vengeance upon their desertion. The saint, however, would not allow it. Being at the head of the fleet, and therefore the first to spot a maelstrom stirred up by the conspiracies of the Old Gods, he said a final prayer, offering himself in place of his people and jumped into the maelstrom.

The storm stopped soon after, before any ships could be sucked into the sea floor. Upon realising what had happened to Saten-Dae, the Daemonrexa grieved collectively, unsure of what to do next. The Old Gods had had their vengeance. Satiated, the Daemonrexa believed, they left their saint's followers alone and returned to the Rex-Na. For three days and nights, the Daemonrexa wept, and for three days and nights, their galleys remained still.

Three days and nights later, however, the closest followers of Saten-Dae knew that his sacrifice must not be in vain. They took charge with grimness on their face, and sailed south to what became the capital of Devaldis Spes...

[TO BE CONTINUED]

Languages: The Daemonrexa has multiple similar languages. An ancient language, Rex-Na Glae, was largely disused due to its connection to their mythological oppressors, and was relegated to scholarly use only. Rexa Mediocris is the most commonly spoken language due to its age in comparison to the dialects which came from it. All classes of Daemonrexa have their own dialects. The Imps and Familiars own dialect tend to be complex with highly specific terms, while the Succubi/Incubi is highly fluid and soft-sounding, melodious when spoken as such intentionally. The Nephilim's dialect tends to be curt and aggressive/militaristic. One class of Daemonrexa could easily learn the dialect of another. The Daemonrexiacs have their own dialects, which are made of Rexa Mediocris with words from their native languages thrown in, and made to sound like Daemonrexa words.

Religious beliefs: Having abandoned the Old Gods in their mythology, the Daemonrexa have turned to ancestral worship, with the oldest ancestors becoming their pantheon. Saten-Dae is naturally the head of this pantheon, along with many figures from mythology, as well as the firsts of every class of Daemonrexa, and even a few Daemonrexiacs who followed Saten-Dae.

Preferred occupations:
- Imps and Familiars are some of the best scholars, philosophers, naturalists, alchemists, herbalists and doctors. They are also some of the best artists, smiths and makers.
- Succubi/Incubi are good as entertainers, singers, actors, orators, courtesans and harlots. They also make good diplomats and traders.
- The Mediocris could do anything they set their mind to, but fills some niches in art that even Imps and Familiars cannot do.
- The Nephilim make good labourers, builders, prefects and warriors.
- Daemonrexiacs are talented in what they were in their previous life, and brings in culture from elsewhere. They make good middlemen between the Daemonrexa and the cultures they came from, and as such could be good at anything they set their minds to. The former is still true to a limited extent for those Born as Daemonrexiacs.

Famous people:
- Saten-Dae, the first Daemonrexa, a saint, visionary, prophet, religious cult figure, ancestor of all.
- The Nephilim Jegerbor is known to be one of the first of his kind, one of the finest Zealot of Saten-Dae, and a warrior without equal who slew entire armies, hence his title 'Slayer of Hundreds'.
- The Daemonrexiac Vezuse, 'Blight of Armies'. He was a champion of the Hillmen of the far north or south of the forests of Rex-Na. One of the first Daemonrexiacs, he abandoned his people in favour of the Daemonrexa for the sake of honour.

Strengths:
- Highly diverse individuals with wildly different talents.
- Each individual is likely extremely experienced and possessing of multiple talents due to age.
- Slight fire resistance.
- Able to gallop slightly faster than humans could run.
- Immortal (But can still be killed by anything a human could succumb to).

Weaknesses:
- Each class of Daemonrexa except for the Mediocris have some biological shortcomings. The Mediocris have no specialty.
- Unchecked hatred against the enemy is ingrained in Daemonrexa culture, and can lead to some uncharacteristically bad decisions.
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Hidden 11 yrs ago Post by HounderHowl
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HounderHowl

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Nation Name: HelCore
Flag:
Capital: AshBridge ( population: 103,500 )
Other Settlements: Gundor ( population: 85,200 )
Reave ( Population: 73,000 )
Adwik ( Population: 93,000 )
Marsidar ( Population: 32,800 )
Population: 812,600
Racial demographics: 85% pure human, 15% other
Social dynamics: The denizens of Helcore live in caste like system. Each member swears fidelity too one of four clans and relocates to said clans region of control after their 16th birthday. Each clan leader advises the current warchief. The people of Helcore value strength and courage above all other traits though they also believe that "your" word is binding and as such rarely lie or break an oath. They frequently take slaves from raids against unprotected villages and such. The slaves are mostly used to take care of menial tasks. Such as cleaning walk ways, taking care of the few elderly, clearing out debris from mines, runners, gladiators, and maintainers of public property

Most of those viewing from the outside can easily see resemblance between a wolf pack and helcore
Each clan has a single purpose, though all have some military capabilities, the main resonsiblity of defence and offense falls to clan GrimWrath Where the sole of each member is to hone their bodies into agile killing machines. GrimWrath is separated into two parts, Grim - which deals with close combat. Often using axes, spears and round shields that are easily inter lockable. They train day in and day out in unit combat. Though they can fight well enough on their own. Their training lasts drom dawn toll dusk and on opposite weeks dusk to dawn. ( a week being 13 days )The members of Wrath are drilled in singular combat and guerrilla warfare. Renowned Archers they Use the long bow, and a long sword though often have short swords for a reserve. They are trained to weave in and out of the forests and cliff sides firing deadly vollies down upon enemies. Often said to be ghosts of the forest as they make no sound when moving about the foilege. Their combined ability make them a formidible fighting force.

GreyAnvil The GreyAnvil is responsible for the crafting including but not limited too: Building housing, Smithing, Clothing and Walls for the cities.

TheDescended Responsible for resource gathering. Their frequent haul from the massive mines are coal, silver, copper, tin, iron, and a moderate amount of gold and very few gems. Other than mining, they also do the logging for the clans. They transport their resources to the massive hoards of either minerals or wood piles. ( wood piles located out of the inner halls ) at the end of every two weeks the minerals from ever hold is transported to the main hoard, ( located in Ashbridge ) it contains the largest smelters in all of Helcore, so massive that they if the emergency dump is activated that iwlt would cover the entire bridge leading yo ashbridge, though it can drain it would have to be cleaned from the specially designed bridge which could take months to years.

LowLanders They provide 100% of the food for the clans their domain is the lowest part of the mountains. They grow, raise, gather and hunt all of the food for the people. The farms produce fresh fruit and wheat. The ranches produce Goat meat, Boar hide and meat, Elk flesh and meat. They gather berries, roots and seeds. The hunters provide wild game such as rabbit, and smaller mammals.
Fashion: Citizens of Helcore, wear furs, or simple garmets. The people are not much for fashion, though the slaves frequently are dressed in their customary garb.

Calendar: The trials ( First day of winter, where candidates fight each other then the strongest challenges the current war chief. ) Winters End ( four day celebration and the start of the gathering and growing ) Law days ( Mid summer )

Art: With almost no written history most of it is oral or depicted upon their skin. Most people if not all have tattoos covering a majority of their bodies depicting their feats of strength, their family history or stories of their clans greatness.

Law: The warchiefs word is law. Every year during law days the warchief puts out the new laws, edits previous laws, or removes a former law. The laws are etched into stone pillars which are set in each town center. Violation of the law requires a trial in which the the lord of the hold hosts. He becomes the mouth of the warchief. If found guilty he issues a penalty which could range from: torture, eye for an eye, death, exile. If there is a problem between two people they can arrange a trial by combat. Where the winner takes possession of the others estate (including lands, family, and items/slaves)

Education: There are few who can read and write, most see no need for it. Though the GreyAnvils are capable of math to a degree as it is taught word of mouth

Type of Government: Monarchy/Caste
Foreign policy: Isolation/small raids, no immigration/emigration
Influence and relations: WiP
Important People: Killenger (War chief) Age: 30
Kerrigore (Commander of the GrimWarth military) Age: 53
Destitor ( Leader of GreyAnvil ) Age: 18
Grak ( Leader of The Descended ) Age: 27
Vezitor ( Leader of the LowLanders ) Age: 32

Trading and tax: There is no trade which flows from the Mountains of Helcore, a majority of it is horded deep in the warchiefs main hall. The clan leaders work in a symbiotic relationship with each other. Tax is collected in the form resource and goods and distributed evenly amongst the holds

Major industries: Mining, and smithing, and stone masonry, lumber, food.
Major Associations: (wip)
Currency: Distributed through out in thin iron bars. Which can be traded for required goods Also known as Bits.

1 bit = 1 oz of iron
10 bits = 1 oz of copper/tin
100 bits = 1 oz of silver
1000bits = 1 oz of gold
10000 bits = 1 oz of steel
(Though citizens never have anything other than iron and rarely copper/tin bits
Military - 32,504 active duty military( 21,302 apart of Grim, 11,202 apart of Wrath ) Although the military seems quite small the reserves can easily bolster forces back to max numbers by using reserves.

Its military renown for its gorilla warfare. When being invaded their tactic is to make the enemy bleed as much as possible. They use ambush and hit and run type moves. Often times they will devise traps normally used for the massive game in the forest
Used to slow or hault moving armies. Most would call them barbaric, because of their use of scare tactics such as torture and sending mutilated bodies back to their people... Often by dropping them down from cliffs and on to passing armies. They'll string up grotesque scenes for invaders to pass by. Often times their tattooed bodies will intimidate those more civilized attacker as they look crazed and savage, sometimes like monsters.

Each unit is seen as a family unit and by doing so are housed in communal houses where they share it with their brothers and sisters ( also their families )

During raids they attack at night or on holy days and holidays, swift and merciless. They kill and maim plundering goods and taking slaves. As quick as they arrive they're almost as quickly gone.

Grim ( Main fighting force ) uses Iron Axes, Large Round shields made of iron and wood. And long spears/javalines. They are armored with chain mail and leather armor

Wrath ( secondary fighting force ) uses Long bows, and long swords, short sword as reserve and what ever extra gear they wish to carry. They wear long cloaks, and minimal armor. For raids both units can use Trained Elk as mounts.

Grim is organized from smallest to largest: 5 men ( Unit ) 20 men ( Prong ) 40 men ( wall ) 120 men ( Great Wall) 500 men ( Sparce ) 1000 ( force )

Wrath is organized from smallest to largest: 5 men ( Unit ) 20 men ( prong )

Wirrwarr ( Chaotic ) They often wield battle axes, polearms, and claymore like weapons. Their armor is often pieced together from their fallen foes. And ontop of armor they have bones of the slayen attached to their armor. Though all wear the head of a giant wolf upon their own. Their faces appearing between their jaws.

Wirrwarr: The elite fighting force of Helcore. Taken from both grim and wrath they are the best fighters of each. Accomplished in killing, excellent warriors. They can start their trials as soon as they've bested a brother in hand to hand combat and came out the survivor. They immediately are sent naked into the wild to survive for two weeks time ( 26 days ) after they return they are allowed to rest for two nights before the present themselves before the clan leaders. Where they are asked a series of questions about the history of their people. After successfully answering they meet the wirrwarr where they're beaten until almost death and are left to fight for survival once more. If they survive that they are allowed to train with the runts. ( training can last from 10 hours too a full day ) learn from the best and learn from the most experienced. And after theyve completed initial training they once again set out into the forest with a short sword to slay a wolf of their own. After the brutal training Their bodies become hard and their mind slowly slips. Some are crazed, others stay in touch with reality. They're housed In a special fort on the opposite side of ash bridge. There are roughly 1000 wirrwarr in service.
Landscape: Extremely mountainous, Few large trails in and out (difficult to move supply trains, large armies through.), Steep trails, with large forests pine ( Easy to get lost ). During winter impossible to move troops or supplies in and out. Incredible dangerous to navigate in cold months and night.

Wildlife: Elk, Boars, Rams, Wolves, Bears, Courgers, and deer. Most of the animals tend to grow larger than average and can be quite destructive. ( some getting to be the size of a truck. )

Notable places: Ashbridge, a large city built into the cliff side. With few holes appearing from the side of the cliff for ventilation (the shafts are barred and gratted ) also good to note is that the massive smelters incorporated into the structure has am emergency release which allows the contents of its impression e smelter to pour onto the bridge ( which had a specially designed drain system.), the only other sign of human residence would be the massive stone and wood gates that bar the entrance. And a very large stone bridge that gaps a massive creavice.

Gundor, built directly above Ashbridge, it squats in a densly pact corner, wooden walls blocking the sloped side while the cliffward side has thick stone blocks which block majority of the view from below. Although it is above Ashbridge it has no tunnels or connection directly too it. One would have to travel down through the morrow tunnels and across to Adwik then to Ashbridge.

Summary: (WiP)
History: The history of Helcore slowly fades, we stories lost here, others there. There are a few stories that have stood against the stream of time...

Roughly 25,000 years ago at what the people assume was the start of time, the mountain people once had the ability to navigate the oceans, they traveled from a far away land, though none know where or why they left. They grew hungry, and tired they're boats worn and recked on the coast. They had no choice but to try and settle. This new land was hostile and they suffered many deaths. They found the great mountains, in which they retreated up continuously fighting the guardians of the forest they were forced into the caves where they learned to live and fight. Slowly but surely they grew and splintered into different factions..

Roughly 20,000 years ago grotesque monsters emerged on the foot steps of Helta ( what they call the mountain range ) ready to fight they were challeneged, a battle between their strongest warriors. The battle raged on for days, and before their Great warrior was about to vanquish the beast, they used scorcery to blind Glitash and he was defeated. As he begged for his life the exile removed his head. Because of the oath they showed them through the mountain passes. But soon the clans began to bicker the honorable wanted to show them through while the unjust wanted to kill them in their sleep. Soon the war of brothers broke out and many died, the tricky beasts escaped and Helta was bathed in the blood of the people. The war today is known as the thousend year war.

Roughly 800 years ago, at the height of Helcore, their army had learned military tactics, they drilled day and night, every child could read, write and count to 100. It wasn't uncommon for the people to spend their days in lesuir, a silly thing, and its even said that they collected gold because it was valuable to other people's and could be traded for goods from different lands! And in their erogance they sent out armies from the lowlands and layer siege to the lands of the imperium for a year, at the end of the year the people were beaten back, bloodied and broken they retreated to the mountains, and again civil war took hold. After the bloody conflict four clans emerged and these clans are what every Helcore citizen swears fidelity too.

600 years ago, after recovering from the previous civil war, Helcore began to raid the northern lands, stealing, plundering, murdering and enslaving. So though the people of the north rallied forth and began their own raids, eventually they constructed forts along their borders hindering large raiding parties from crossing into their lands. Though still smaller parties sneak across and attempt to plunder the land.

Strengths: Strong military drive, Family/unit oriented, large resource cahces
Weaknesses: Lack of trade, uncultured, lack of education, lack of established religion, Constant power struggles, and new Warchiefs.
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Name: Mountain Men (Human)
Classification: Sentient
Appearance: Slightly taller than regular humans.
Shared traits:
Natural ababilities: Cold resistant

Lifespan: 50-60 years
Relations with other races: Neutral-Hostile
History: (Optional)
Lanuages: Heltho
Religious beliefs: You must live your life in service to the clan, the people have no special religious day, they believe that they are dependents of wolves, and that if they die in service to the clans they will become a wolf in the afterlife. To die in battle they reserve a spot in the upper circle of the spirit world where the gods of the world live. In that world they fight for sport, and defend the gods for all eternity. If you die without honor you live as the food for the pack where your eaten every night and reborn in the morning again to be eaten once more. It is to note that their gods have human bodies and wolf heads.
Preferred occupations: Warriors
Famous people: Killenger
Strengths: Tough, resilient, Honest.
Weaknesses: Intelligence, Oath bound

Hidden 11 yrs ago Post by HazmatMedic
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HazmatMedic

Member Offline since relaunch

Nation Name: Naqah

Flag:

Region on map:
Outlined in light blue, near the bottom.

Capital: Drakar

Capital Population: 230,000

Other Major Settlements:
Niraph - Birthplace of Lord Lyrus
Arakion - A central mountain village, responsible for the majority of the mining industry in Naqah
Tapira - The woodcutter village, know for its high timber production

Population: 3,800,000

Racial demographics: 80% Naqar, 20% others
Social Dynamics: Everyone is meant to be considered an equal, but women have edged themselves into more important positions than men.
Foreigners are treated with respect and there are 'free religion' laws in place to protect all non-violent religious groups.
Poor families are typically absorbed into richer families as workers. Richer families make money by selling the things their workers produce, whereas poorer families are paid wages.

Fashion: Lower class males can typically only afford tunics or even loincloths, whereas lower class women wear summer dresses and sleeveless vests. Upper class men tend to wear chitons and robes, and upper class women wear long dresses.The leader of a family wears a cloak with the family insignia on it

Calendar:
The Summer Festival - The first day of summer is celebrated with dancing, feasting and drinking
The Winter Solstice - the shortest day of the year
The Autumn Equinox - also known as the Harvest, this is the last day the farms harvest their grain.

Art: The only major form of art is the beautiful and intricate carvings that seem to cover houses, stones, weapons, armour, tree branches and many other things.

Law: Crimes are divided into four types: Petty, Minor, Major and Military.
Petty crimes are things like harassment, theft or pickpocketing are paid back via fines and compensation payments.
Minor crimes include assault and fraud and are paid back through either community service or temporary thrallship.
Major crimes like murder or rape have a six-week grace period where the accused can prove their innocence. Failure to prove your innocence results in a hanging or beheading. Rapists and child molesters are consider evil and vile, and are typically mutilated before they are executed.
Military crimes include deserting or stealing military equipment. Military crimes result in being demoted, or being sent to the mines to help supply the army.

Education: Most of the population can read, write and count, but only to a basic degree I.e. "This is common way to sentence write". Most jobs give education that will aid work when one gets employed. Nobles are educated privately by tutors.
Type of Government: Benevolent Despotism

Influence and relations: Palmydia - Freindly
-Sea-based trade between Naqah and Palmydia has contributed to a cordial attitude to the northern nation. The Republic is content to deal with Naqah, although the political landscape of the far south has yet to gain any real attention from Palmydia. The border of Naqah is the farthest southeast most Palmydians are willing to travel, and the trade route is carefully patrolled considering Xai Qian’s proximity. Naqah itself is perfectly happy to trade with the northern nation, but lacks any major naval defences, forcing trade ships to rely on Palmydian patrols to protect them.

Naqah is famous for its "armed neutrality" in that it will not get involved with wars until it comes under attack.

Important People (all marriable):

The important people of Naqah are all members of House Crowthorne, and reside in Crowthorne Keep, at the north of Drakar. The Keep is under a state of lockdown - no-one bar important emissaries and messengers get in.

High Lord Lyrus, 24 - Arguably the most powerful member of the House, Lyrus spent his early years in Niraph. Due to the intense secrecy of the House, it is not common knowledge how Crowthorne found Lyrus, or why he seems to dissapear from Niraph aged 8 only to miraculously reappear as High Lord aged 22. What is known, however, is his sheer paranoia. In his rare public appearances, Lyrus can be seen wearing a full-body suit of steel - yes, hyper expensive and rare steel - armour, complete with face-mask. He has known to be kind to his citizens, passing laws that enforce minimum wages, worker fair treatment and widespread equality, including the well-known "Free Religion" act.
Recently, however, Lyrus has begun to suffer vicious and maddening nightmares, a fact that has somehow escaped the keep. Many believe the kindly Lord has lost his mind, wheras others use it as evidence of supposed mistreatment at the hands of the two Ladies, Luna and Aelia.

Lady Luna, 24 - The subject of many rumours, Lady Luna is a force to be reckoned with. With a third of the military at her fingers and a heavy influence on the day-to-day runnings of Naqah, what she wants, she gets.
Keeping with the secrecy of Crowthorne House, little is known about the woman herself. The rumours, though, are wild, including but not limited to: Having contact with the gods, being part Wildling, having a pet Vryhel and, most degradingly, forcing an intimate relationship upon other members of the House, including Lyrus himself.

Lady Aelia, 27 - whilst less powerful than Luna, Aelia is typically the more loved of the two. Civillians and nobles alike seem to enjoy the presence of this classy, refined Lady. Her natural talking ability has earned her a respect rivalled only by Pinkara and Lyrus.
But even Aelia has enemies. Recently, rumours have been spread through the villages that she has abused her young superior, both physically and mentally. Those who believe and spread these rumours point to Lyrus' nightmares as evidence.

Lady Pinkara, 25 - Every family has its party animal. Pinkara is well known for being a bouncy, excitable young elf with a thing for parties. The only member of Crowthorne to be commonly seen on the streets of Dakar, she is the one who commandeers most of the festivities. Some foriegn ambassadors, and even Wildling chiefs have found themselves falling in love with the happy, bubbly Lady.
Of course, she too has a dark side. She has a discomforting habit of carrying a variety of weapons around, including hammers, bonesaws and medicines and poisons. Once, she was taunted by a Wildling warrior, who mocked her cheerful nature and small stature. That Wildling vanished that night and reappeared the next day, horrifically mutated and mauled. And dead.

Lord Tailin, 23 - known affectionately by the population as "little wolf", Tailin is the ultimate coward. He sleeps in the servants quarters, refers to other House members as "My lord/lady" and only talks when spoken to. As of such, there is speculation over the legitimacy of his Lordship.
However, his cowardice has proved attractive to some power-hungry nobles and foriegn leaders, including several Wildling chiefs, as they think this weak Lord is a quick way into House Crowhorne.
Tailin, however, disagrees. Due to the current laws in place, Tailin must consent to marriage and officially proclaim a suitor or suitoress Lord or Lady. Naturally, he has said "no" on all occasions.

General Karus, 32 - Leader of the Soveriegn Guard and Imperial Legions, Karus is a tough, loyal and intelligent warrior. He can typically be found training in the barracks.
Trading and tax: Heavily import any silk, linen or other clothing and heavily export timber, iron, steel and bronze. They are willing to trade supplies for food or clothing. All military units are available for mercenary work.

Major industries: Timber, iron, steel, meat, game, fish, bronze, tin, titanium, gold, silver, Electrum, copper, semi-precious gems, mercenary work

Major Associations: N/A

Currency: The Naqah Keter
Military -
The military is split into three sections: The Royal Regiment, which wear green, The Imperial Legion, which wear red, white and yellow and The Lunar Guard, which wear blue and purple. They are trained independently and fight seperately of each other.

28,000 Warriors - reinforced leather cuirass and greaves, bronze pauldrons, vambraces and boots. Steel Scimitars or Hand-axes, round shields. Well trained and sturdy, but inexperienced

19,000 Mounted Warriors - Same as Warrior, but unarmoured horseback. Carry long spears to deal with other cavalry at the price of using Celtic Swords rather than Scimitars or axes.

18,000 Elites - Bronze cuirass, helmet, pauldrons, vambraces, greaves and boots. Steel Kukris and round shields. Well trained, loyal and experienced.

22,000 Imperial Guardsmen - Similiar to Elites, but with Katzbalgers or Morning-stars rather than Kukris. Well trained and experienced, but somewhat shaky on the battlefield.

22,000 Luna's Chosen - Similar to Warriors, but with two Celtic Swords rather than a sword and shield. Loyal but inexperienced.

15,000 Immortals - Same as Elites, but wield a two-handed weapon (either club or sword). Loyal and experienced, but bloodthirsty and savage.

26,000 Archers - Reinforced leather curiass, vambraces and boots. Bows and steel arrows, with iron Celtic Swords for melee. Accurate, but poor physical fighters.

150 Soveriegn Guard - Helmet, face mask, curiass, pauldrons, vambraces, cestuses, greaves, boots, longsword and tower shield, all made of Orichalcum, a lightweight yet powerful metal. They are well trained, agile and accurate with an array of weapons. Soveriegn Guard are the finest in the Naqah military, but cannot be found outside Crowthorne Keep. On the converse, they are the only guards found in Crowthorne Keep.
Landscape: The north and south borders surrounded by mountain ranges, and the middle of Naqah has a mountain range running through it. What isn't mountain is forest, bar the few areas cleared for planting crops.

Wildlife: Predominantly large herbivores like horses and elks, but there are a few bears and wolves.

Notable places:
Whiteleaf Forest - a huge forest that spans a fifth of Naqah unbroken.
Mount Cairas - The massive central mountain that is chock-full of ore and gemstones

Summary: Pending

History: Pending

Strengths:
Plenty of material
Insanely rich
Powerful upper class
Lower Class is well kept
Enough food to feed the population
Very defendable

Weaknesses:
No major cultural influences
Only one major city - everywhere else is a fortified town or village
Hard for lower classes to rise to high places
Divided military
Mercenary work may cause unwanted attention
No naval defences
-----

Name: Naqar / "White Elf"

Classifaction: Sentient

Appearance: Very similiar to a human, but a little bit shorter, thinner and with tapered ears. They also have light-blue to albino-white skin.


Shared traits: N/A

Natural abilities: N/A

Lifespan: 90 - 130 years

Relations with other races: N/A

Lanuages: Common and Naqah

Religious beliefs: N/A

Preferred occupations: Merchants, Mercenaries, Hunters

Famous people: N/A

Strengths:
Long Lives

Weaknesses:
...
-----
Hidden 11 yrs ago Post by So Boerd
Raw

So Boerd

Member Seen 9 yrs ago

Nation Name: Suehania, (autonym, Svithyod)
Flag: No such thing.
Region: WIP, but for the purposes of claims, the region north of Crayven and east of the Lorenvolk
Capital: Stadsholmen
Capital population: 10,000
Other major settlements: Venedia, Thorinja, Denain
Population: 2,525,000
Racial Demographics: 84% Suehan, 16% Craven. As well, 25,000 wildlings.

Social Dynamics: There are two ways to advance in society. Either accomplish some great martial feat, or have large material wealth. Nobility is very much in flux until old age, at such point one is too old for combat and thus exempted from any shame in staying home; maintaining one’s status until old age requires currying the favor of the king so that he places you in a position of command or bodyguard, or being fabulously wealthy. This leads to a very bellicose society, which rapidly tends to grow restless without an external foe, as martial feats in war are the fastest ways to advance. Due to being hemmed in on two sides by massive and domineering empires, the people have turned war into their lives. Martial activities, such as stick-fighting, sprinting, wrestling, and riding displays have gradually supplanted nearly all other forms of diversion. Wildlings raised from birth are Valkyries, where those who are taken over the age of six work in the mines.
Fashion: Martial and utilitarian. Nearly everyone wears some form of leather armor perpetually, and the rich men will wear their iron helmets. Nearly everyone has a weapon and carries it around, the most common type being a sahsom, a heavy, long knife.

Calendar: WIP, as this is fluff.
Art: Rudimentary, cave paintings and carving
Law: Very progressive and modern, especially considering the location. A system of due process exists, protection from unreasonable search and seizure exists, inadmissible evidence exists, trial by jury exists, a system of compensation replaces imprisonment and death most of the time, professional lawyers exist, etc. simply because the population is too small and too prone to war to allow frequent miscarriages of justice.
Education: The University of Hard Knocks
Type of Government: Despotic Monarchy heavily restricted by the people’s backbone and oral law traditions. New laws are created by a congress convened once a decade to review the law, composed of delegates elected by smaller congresses.
Trading and Tax: Taxes exist, major industries and exports are fishing, furs, and iron ore.
Major industries: Agriculture of course, fishing, fur hunting and trapping, raiding, horse breeding and smithing.
Currency: Does not exist. The economy exists on a barter system but gold, silver, etc. are accepted.

Military:


Landscape: Very little is plains, mostly forest and tundra with a very fertile section in the east, where the capital is.
Wildlife: See Scandinavian wildlife
Notable places:
Summary:
History: WIP

Strengths:
Strong, but small army
Masters of ambush, arctic and guerilla war
Raiding culture provides income at others’ expense and keeps the populace in fighting form.
Suehanian horses and steel are both excellent.
Defensible landscape

Weaknesses:
Seen as uncivilized barbarians.
Raiding culture leads to hostile relations with neighbors
Small, diffuse population. Notably outnumbered by southern neighbors by five to one
Hidden 11 yrs ago Post by LadyAdanae
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LadyAdanae

Member Seen 7 yrs ago

Nation Name: Seculcia

Flag: No single flag, but uses the vulture as its official symbol.

Region on map:
Just the island that I circled.

Capital: Sadorra

Capital Population: 400,000

Other Major Settlements:
Hath (200,000)
Barthyion (100,000)
Kalus (67,000)

Population: 1,900,000
Racial demographics: Mixed and varied. The ruling classes are composed of the tall, olive-skinned Seculcian people. The slaves are composed of various colours and ethnic minorities and the freemen are likewise varied.

Social dynamics: First and foremost, Seculcia is a nation of slaves. The foundation of the Empire was the enslavement of the steppe people of Karind by the aristocratic City-State of Sandorra. The establishment of a hierarchical nation was imminent and slaves were imported from as far as the eye of Seculcia could be cast by its naval capabilities. This led to a great influx of labour and wealth in the cities of the nation amongst a small and privileged native Seculcian elite, who themselves worshipped the God-King Tyranis as their supreme deity. After the death of Tyranis, the nation was engulfed in a bitter civil war that eventually ended with the new God-Queen Ealsi defeating a slave rebellion and re-establishing control over the nation. It now, once again, has settled into a rut of prosperity as the decadent natives control the vast slave population as they see fit. A small number of freedmen - ex-slaves, and those who emigrated to Seculcia of their own volition - operate the mercantile and skilled work sectors in the stead of slaves.

Fashion: The slaves wear whatever they are given by their masters - the lowliest of farming and mining slaves wear rags and whatever they can scavenge to cover their bodies in the heat and cold. Household slaves to royalty and the Seculcians may be gifted linen and other semi-fine materials to allow them to appear more respectable in the vast homesteads of those that they serve.

The Seculcians favour eccentricity and opulence in their clothes. Beads of jade and hammered gold are common in their jewels, worn by both men and women in their hair, ears, and as bracelets on their wrists and ankles. They also favour long, flowing and impractical tunics and dresses hewn from fine silks and cotton and dyed shades of startling purple, red or green. The royalty wear white only, at all times, with ruby jewellery to signify their place. The white is kept dust free - a symbol of the wealth and prestige that they have accumulated. Hair is worn up in a variety of fashions. Women grow it as long as they can to have it piled atop their head in intricate designs, while for men it is fashionable to pluck every hair from the body to accentuate one's masculinity.

Calendar: The calendar operates by the moon's cycle. At the start of every new lunar cycle, a slave is sacrificed in the Temple of the Kings to appease the monarch's supposed inherent bloodlust, a tradition that has kept peace since the end of the Civil War.

Art: Sculpture is the artistic forte of the Seculcian elite. They spend excessively on having great sculptures of themselves created by the freedmen and the occasional slave, hewn from granite and marble. The God-Queen is especially replicated in this manner, with statues of her in various circumstances appearing throughout the nation. Statues of monarchs can be marked out by the rubies set in the eyes and designed to reflect sunlight down onto the people below - a direct link to their status as deities.

Type of Government: Absolute, divine monarchy.
Major industries: Jewellery manufacture, sculpture, slave trading, fine gemstone mining.
Currency: Gold coins known as 'Calii'.

Military: The military of the nation is small, and largely composed of the aforementioned slaves. In times of crisis, field and mining slaves will be called to service. They are often armoured mostly in leather with some iron also being present. Popular weapons include the bow and arrow and the broadaxe. The standing military numbers some 10,000 slaves most often used to put down other slave revolts in various parties of Seculcia. The nation relies most heavily on its island status and naval capabilities - the possession of some 200 longships in its port-capital and around the oceans and their slave capturing capabilities - for its defence. It takes care to cultivate strong ties with those who would trade and not to offend other nations.

Landscape: The landscape is composed of hilly, forested areas to the north and flattish plains to the south. The climate remains temperate, especially in the north where the forest canopy provides constant warmth for the large cities of the Seculcians. The entire nation is fertile and crops are grown year round. Likewise, the hills are rich with gem deposits and also small amounts of iron that are harvested by the slaves.

Strengths: Strong labour force, island capabilities, concentrated wealth.
Weaknesses: Large amount of slave labour required to keep nation running, small landmass, opulent upper class.
-----
Name: Seculcian Human
Classification: Human
Appearance: The Seculcian pure-bred are usually taller than their average slave, at 6’0 for both men and women as an average height. They invariably have dark hair, but their eyes vary between colours of violet, blue, green and brown. They have soft, pretty features in both men and women and are not prone to gaining great amounts of muscle mass.

Lifespan: 90-110 years.

Lanuages: Seculcian. One of the most prominent advancements of the Seculcian civilisation is the existence of a written script used to represent their language.

Religious beliefs: The Seculcians practice the Religion of the Crown, wherein they worship their King or Queen as the chosen incarnation of one of a variety of Gods and Goddesses that compose the Greater Pantheon. The current Queen, Ealsi, is purported to be the incarnation of the Goddess of Fertility, Netifiri. In that sense, pregnant women are offered to her as human sacrifices, and love-making rituals occur amongst the Priesthood.

Preferred occupations: Artists, writers, poets, aristocrats.
Hidden 11 yrs ago Post by Sauron The Dark Lord
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Sauron The Dark Lord

Member Offline since relaunch





Nation Name:
The Imperium

Capital:
Fortitude (Eternity Gate)

Capital Population:
700 000~

Other Major Settlements:
- Solitude. (100k)
- Eclair. (400k)
- Tystus. (500k)
- Clypsum. (300k)
- Glausus. (200k)
- Belairgrad. (500k)
- Nilenheim. (500k)

Population:
5.000.000~

Racial demographics:
The Imperium spans the previous borders of five different kingdoms, the racial demographics are varied greatly. Therefor the people of this empire have different and varrying appearences, skin colors, facial features and even hair colors.
Social dynamics:
The Imperium is a brutal, but peaceful place to live, any law breakers are dealt with in haste and killed off at a moments notice, the sentence for crime remains a constant execution, therefor the society is mostly crime free, either they're too scared or simply something else. The Imperium's social standard is that of a helping hand to outsiders, those who bought the helping hand will realize that things ain't sunshine and happy smiles in the imperium, it is instead filled with slave labour where ever you wouldn't look, or you simply didn't realize. The Imperial Legions hold strict controll over the cities and the Exiled Legions controll anywhere there isn't settlements. Due to this brutal everyday lifestyle of being close to death if you were to do something wrong people tend to ignore false-doers and go about their day as if nothing happened.

Fashion:
Due to the incredible slave labour of the Imperium the majority of civilians have the money to afford a ,mastercrafted Imperial Lebria, an entire outfit made out of a combination of robes and a mastercrafted suit of typical Imperial design, often adding beautiful jewels, the more jewels or the more expensive emeralds, etc, the higher ranking you are. A Lebria is mostly for men, but it works for women aswell, however they recieve the Imperial Cybria, instead. It's a combination between two robes and yet another mastercrafted dress, the emeralds and jewels still apply to this piece of clothing. Slaves recieve a Cyndria, a grey, but yet beautiful robe which conceals the entire body.

Calendar:
N/A.

Art:
Art is embedded into everything inside the Imperiums borders, art is put into weapons, shields and armor, even furniture, basically everything has a bit of artistry inside of it, the Imperial Three Headed Eagle was a construct of the Emperors artistry and it simply grew from there, like a wild fire, it's become a valuable trading resource simply because the Imperial artists are famed enough to be mentioned across the globe.

Law:
Law and Order is first and fore-most the single, most important thing in the Imperium simply due to the fact that the Imperium is the son of a four kingdoms, due to the varied cultures and sights on law the Imperium holds law in it's hands harder then anything else, a simple robbery is offered with death, which is why the Imperium has set up possible alternatives for people to not result to exactly that, the main one being that you could sign up for slavery.

Education:
Education is present everywhere, the Imperium values knowledge and believes that knowledge is, infact, power. Of course there are military academies aswell, for those willing to sacrifice their bodies for warfare early in life. The most prestigious schools resides around the massive Imperial Palace which both acts as an almost impenetrable wall, a military fortress without equal and the Emperors personal residence.
Type of Government:
Total Monarchy.

Influence and relations:
Please talk to me. D:

Important People:
- Emperor Magnus Sigismund the VII.
- Holy Champion Augustus Sigmund.
- Exiled Champion Mailurm Xai.
- Prince Claus the II.
Trading and tax:
Trading is given only to those whom aren't slaves and tax is put upon those whom are slaves. This is simply because the slave size is incredibly large in comparison to that of normal citizens and therefor slaves make plenty of money, which the government takes 70% off.

Important trading possibilities:
- Art.
- Resources.
- Education.
- Money.
- Gold
The possibility to join the Imperium exists also for those whom are willing.

Major industries:
- Art.
- Resources.
- Education.
- Money.
- Ores
- Gold (imports gold, also.)
(Anything related to the military is not for trade or sale)

Major Associations:
The Emperors personal armory and academy are the only ones worth mentioning, simply because they are above the limits of normal Imperial smiths, whom usually excell beyond the limits of other countries smiths.

Currency:
The Imperial Sigil.
Bronze: 1.
Silver: 100.
Gold: 1000.
Military:
The Imperium's army is vast, and spread in such a manner that it's not spread at all, instead it covers plenty of ground without risking safety or protection. The Imperium's army exists in two types, the Holy Legions of the Emperor himself, whom are made out of Imperial citizens and the Exiled Legions whom are made out of slaves and other kinds of people, any soldier is given the best of anything and the powers of a soldier in the hierarchy is often abused, therefor for every 10 soldiers there's 2 'Guardians' whom keep order and preserve the system so that riots aren't of imminent danger. The Holy Legion is of small size, but incredible strenght, they scale up to 10.000 legioneers and there's only one Holy Legion and it protects Fortitude. The Holy Legion originates from the Imperial Palace itself and return there when they are in need of supplies, weapons or armor.

For every 50 civilians there's 1 legioneer of either the exiled legions or the holy legion. The exiled legions are made up of slaves whom either wish to protect or simply recieve a better paying jobb then their last one. The exiled legions are exactly that, exiled, their legioneers are forced to live in massive camps or towns and remain from the cities at all costs, only an exile of amazing merits can enter a city and when he does it's most likely on a ride straight to the imperial palace wishing for a promotion to the Holy Legion.

The Exiled Legions are of unknown size, but they fight with guerrila like tactics and often in terrain that gains them the upper hand, they only pick fights that they can win and are equiped with out dated Imperial armor coated in grey-ish silver, whilst the Holy Legioneers are equiped with armour made out of copper and coated with gold of plate proportions.





The Imperium's Navy is consistant of transport ships made to carry large ammounts of cargo or troops to an amphibious assault, they're not meant to carry balistas or any sort of siege equipment. The Imperium's siege weapons are often made out of resources avalible at the battlefield, mostly trees and stone, but they also carry small portable siege weapons like the shoulder mounted balistian, simply a smaller balista made for shooting climbing hooks or iron mounted arrows. Around the Imperiums cities are the siege weapons, large and immovable, they are able to rotate a simple 90* and there's therefor always four of them in each city, 6 in Fortitude. The Augustus Eagle is the name of this siege monstrosity, the balista like weapon which fires iron smelted eagles coated with goal and to top it all off, the golden eagle is also drenched in oil so that it'll burn whilst it's flying. The ammunition for the Augustus Eagle is called Pheonix Bolts.

The weapons which are placed in the legions arsenal are:
- Shields, often tower shields due to the slow nature of the heavily armored Imperial forces.
- Swords, High quality to the Holy Legion, lower quality to the Exiled Legion.
- Crossbows.
- Polearms.
- Lances.
- Hammers.
Landscape:
The landscape of the Imperium is largely varrying therefor warriors of the Imperium are taught in the arts of battle in desert, arctic and woodland environments. But as stated the environment of the Imperium is exactly that, Desert (40%), Arctic (5%) and Woodland (45%).

Wildlife:
Nothing of importance.

Notable places:
The great mountain of the Eclairian penincula is the home of Fortitude, the massive city built behind the gigantic fortress wall which acts as the gate, citadel and fortress of the city. It's size is obvious even far away, and due to the mostly flat land of the region the great mountain and Fortitude can be seen from the edges and far beyond the rims of the First Realm (the Imperium.) and into the realms of other nations, it's a pinnacle of success and a monument of faith for the Imperial citizens, it act's like a religious icon and is also a cathedral of sorts.

The Clarian Super Mines are most certainly a place of amazing proportions, the Clarian super mines are located in the heart of the Imperium and canyons have been dug up just to provide the Imperial warmachine with the resources, ores and minerals it needs to produce it's currency, military and many other things. Clarian is the region which holds these super mines and the super mine itself consists of five canyon mines located in the Clarian region, as stated previously. Clarian is surrounded by an exiled fortress which protects the mine and this fortress is known as Clarian Keep and it's the strongest exiled legion in the entire Imperium. Clarian is surrounded by a thick and tall forest area.
Summary:
N/A

History:
N/A (might decide to add it in later, but for now: I'll do it as I go.)

Strengths:
- Religious Zealotry.
- High Quality Weaponry.
- Rich Culture.
- Fine Architecture.
- Good Leadership.
- Gold rich mines.

Weaknesses:
- Divided People.
- Imminent Rebelry.
- Unjust Law System.
- Unhappy Slave Population.
- Huge Slave Population.
Name:
Imperial.

Classification:
Sentient.

Shared traits:
The right to Imperial Citizenship.
The right to Imperial Slaveship.

Natural traits:
Imperial Citizens are more a classification of the entire people whom reside inside the borders of the Imperium.

Lifespan:
70-120 years.

Relations with other races:
Any race with human origin is allowed Imperial Citizenship.

History:
N/A.

Lanuages:
-Impericum
- Qualium
- Eclairis
- Glascind.

Religious beliefs:
The Imperial citizens believe that the Emperor is a reincarnation of the godly being which created earth, they therefor believe that the Emperor himself is a religious icon of incredible importance. God is basically alive through him, because god died in the battle between the demons during the War of the High Skies, he reincarnated into Magnus Sigismund the First and continued the reincarnation line through him and the lineage.

Preferred occupations:
Artistry, Studying, Training in all forms, Fighting.
The preferences are vast.

Famous people:
Holy Champion Augustus Sigmund.
Exiled Champion Mailurm Xai.

Strengths:
The strenghts of the Imperial citizen varries greatly from person to person and from race to race.

Weaknesses:
The weaknesses of the Imperial citizen varries greatly from person to person and from race to race.
Hidden 11 yrs ago Post by reidster338
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reidster338

Member Seen 8 yrs ago

Nation Name: The City State of Pyre

Flag:

Region on map:



Hidden 11 yrs ago Post by HazmatMedic
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OP

HazmatMedic

Member Offline since relaunch

Name: Wildling

Classification: NPC

Appearance: Taller and stronger than the average human - Roughly half the size of a Lorenvolk. All female. Fair skinned.


Shared traits: All Wildlings live in forest encampments, where they live a primitive, simple lifestyle. They wear fur armours, forge jagged, crude weapons and enslave any man with the gall to come anywhere near them. They are known to sacrifice their captives to their deity, or sell them to private buyers.

Natural abilities: Strong, fast and clever. No special natural abilities

Lifespan: 70 - 100

Relations with other races: Hostile to all males, Cordial to all females

Lanuages: Common

Religious beliefs: Wildlings believe in a Deity known as the "Earth-Mother". Little is known about this goddess other than it hates men, and requires a weekly sacrifice of ten per encampment.

Preferred occupations: Slavers, Warriors, hunters

Famous people: N/A

Strengths: Powerful, clever, close-knit

Weaknesses: Unable to work with men, must crossbreed to reproduce.
Name: Vyrhel

Classification: NPC Parasite

Appearance: Vyrhel are roughly as tall as the human knee. They move via a small cluster of tentacles that stem from the base of its round "head"
The head of a Vyrhel varies depending on what kind it is. These heads lack eyes, ears, noses, hair or mouths
Spitters have a vent-like structure at the front of their head, and vertebrae-like protusions from their back, like an malnorished human.
Rockhead heads are covered in a rocky chitin that protects the creature. Because of the chitin, Rockheads appear featureless
Gas Vyrhel have a similiar vent to Spitters, but have pipe-like appendages that protrude from the base of the head.


Shared traits: All Vyrhel appear a little stunned when they are alone - they wander aimlessly and double back again and again. When nearby a living creature, they will panic and emit scared squeaking sounds before attacking. Vyrhel do not seem to react to one anothers presence, but will work together to take out other creatures.

Natural abilities: Spitter Vyrhel have the ability to spit a vile, corrosive acid at foes. This acid will eat through most hard surfaces, but has notacibly little effect on cloth, linen and leather. Upon contact with skin, victims feel an intense heat, but will not actually take any damage. However, layers of dead skin and hair will burn away. Contact with eyes will result in blindness, and consumtion of the acid can be fatal. The Spitter as been reported to absorb the acid, which suggests that the creature somehow feeds off whatever it melts. This is the only Vyrhel with no known reproductive capabilities.
Rockheaf Vyrhel are have a strong, chitinous casing around their "head". This is used to headbutt foes, and can crack less malleable metals like bronze. They are notably weak to bludgeons. When nearby a corpse, they will burrow into it. A few days later, the corpse will explode with about half a dozen young Vyrhel. It is unknown if the Rockhead itself survives this process, but all current observed Rockhead reproductions have yielded at least one Rockhead.
Gas Vyrhel will spray a noxious vapour in all directions. Whilst the gas doesn't get very far - roughly a Vyrhel-length away from the Gas Vyrhel itself - breathing it in will result in nausea, vomiting, panic, hallucinations and death within the space of a day. Like the Rockhead, the dead creature will later explode with new Vyrhel spores.

Lifespan: 10 - 35 years

Relations with other races: Hostile to all, can be tamed

Lanuages: N/A

Religious beliefs: N/A

Preferred occupations: Pet

Famous people: N/A

Strengths: Can reproduce on its own, can detect nearby living creatures.

Weaknesses: Uncivilised, unintelligent.
Hidden 11 yrs ago Post by So Boerd
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So Boerd

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Name: Suehanians
Classification: NPC and Sentient.
Appearance: Humans, literally, but on average a little taller. Average 5'8 for women, 5'11 for men. Fair skinned, blond with some red haired individuals, light eyed due to less sunlight requiring more vitamin D.
Shared traits: Humans.
Natural abilities: Highly accustomed and adapted to cold.

Lifespan: Maximum late 90s, more likely late 60s and early 70s.
Relations with other races: Neutral to all but Lorenvolk. Friendly with othet Suehanians.
History: The Wanderlust is an inconquerable element of the Suehan spirit. In their longships they have spread across the world to trade, pirate, and raid. Generally live on islands or isolated peninsulae. Owe no allegiance to the king (npc).

Shared traits: Human
Natural abilities: Human
Language: Suehan

Strengths: above average stature, cold adaptation.
Weakness: Small numbers, only human.
Hidden 11 yrs ago Post by REDSHEILD
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REDSHEILD

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Interested in joining this, claiming a spot:



Will have sheet up when I have time to finish it.
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