@ShorticusI've done my Dwarves, just trying to wing it with the Kobolds at the moment. These little rat people aren't doing much for me, I think Neo had some strange tastes.
Wherever he is, I hope he found someone that can accept him for the Koboldwoman loving man that he was.
No, no you don't. You have a choice; make your next move wisely.
Down one road, life will continue as normal, and it will be like this never happened. The other road will lead your mind into its kinkiest corners, and there will be no return.
Kobolds are not rats. They may be vermin from time to time, but not rats. Rats don't have scales.
Anyways, I'm alive. In a McDonalds using the free wifi, slept under a bridge. Note, under a bridge > Under the stars in the grass. So... I can't pretend to be active yet, just popping up to let you chaps know how not dead I am. Sunburns cover my flesh and my bag is heavy enough to give Atlas pause but I'm alive.
In a place called Roseburg I think, moving up the Interstate 5 until I reach my final destination of Olympia.
If any of you by some chance live nearby let me know eh? Anyways, going to explore this city a bit before trying to get further North.
Still chewing on what to put for numbers. I'd be seriously happy if someone just told me "Say you have 'X' population."
Late Ancient Era Nation Summary
The Dominion of Zaqir
Overview: Famous first and foremost for the warlike nature of its inhabitants, the Dominion of Zaqir is also known for its thriving markets, its bloody gladiatorial contests, and its eclectic collection of cultures and races. The capital, Zaqir itself, is the wealthiest city in the known world. The impressive Conqueror's Canal runs through the Zaqiri peninsula, connecting the northern and southern parts of the world more easily and allowing Zaqiri raiders to influence ever-more distant realms. Still, the raiding culture is in its death throes, and it's very possible that the glory days of Zaqir will fade with it.
What Your Nation Can Offer: Zaqir is a wealthy nation that needs ever-increasing stocks of iron and steel. It definitely has the money to buy the necessary metals. There's good luxuries to be had from Zaqir, too: exotic woods, sugarcane, dyes, fish, and spices all make for a rather enticing array of products. Zaqir also makes a better ally than enemy: though it hasn't won every war it's fought, its enemies have universally suffered greatly from fighting Zaqir. Its military might is definitely a real threat in the world, and its mercenaries have proven themselves to be useful additions to any army.
Military Strengths and Weaknesses: Zaqir has the world's largest, strongest fleet, and its armies boast some of the world's best infantry. However, the saurian military completely lacks cavalry, using wild boars and serpent flies as surrogates for that combat role, and doesn't field organized lines of spears or pikes. While they are skilled at mass charges and the shield wall formation, Zaqir would do well to discipline its warriors and turn them into soldiers. Still, they're terrific fighters if they can turn a battle into a mass melee.
It's worth noting that Zaqir is a difficult place to invade. Sweltering hot jungles flanked by the very seas the saurians have mastered makes their land perilous to attack. Their cities are well defended, too, and seasonal raiders are good at spotting assaults before they arrive.
Population and Races:
Saurians - #######
Humans - #######
Asqari - #######
Regulii - #######
Jandoo (Saurian subrace) - #######
Soun'yei - #######
Half-breeds - #######
Other - #######
Religions:
Religion Name: Cult of the Divine
Type: Monotheism with Shamanistic and Hero-Worship elements
Name of Believers: Diviners
Overview of Beliefs: A mixture of the original tribal beliefs of the ancient saurians and the beliefs of the neighboring Regulii of Ilitscium, the Cult of the Divine expresses worship of a single, true God known as the Divine. However, there are many lesser spirits in the world besides this God, each of whom have some power and influence. Some are the Divine's servants; some are the Divine's enemies. Others still are the souls of the ancestors and great heroes who help and answer the worthy.
The Cult of the Divine believes that God has several different aspects, each of which represents a different ideal or element. The Divine has an aspect of storms, of war, of mercy, and more. All of these faces, however, are merely faces of the one true God who is supreme.
Religion Name: Ila
Type: Monotheism
Name of Believers:
Overview of Beliefs:
Religion Name: Shamanism
Type: Shamanism
Name of Believers: Shamanists
Overview of Beliefs: A minority in the Dominion, Shamanists are practitioners of ancient, tribal saurian and human beliefs that originate from the jungle. Most of the practitioners either live deep within the jungle or live on the Jandoo Isles. They worship a plethora of spirits and gods, and their beliefs vary widely from tribe to tribe.
Philosophies
Philosophy Name: Samaksism
Type: Martial Philosophy
Name of Believers: Samaksists
Overview of Beliefs: Also known as the School of Martial Excellence, Samaksism emphasizes personal skill and strength. The greatest virtue to ardent Samaksists is to become a better fighter. They approach all their problems head-on, and while they are much more than brute warriors, Samaksists nevertheless do not care for the study of tactics or deception. This makes Samaksists especially skilled at single combat but lacking in other areas.
Philosophy Name: Mazarism
Type: Martial Philosophy
Name of Believers: Mazari
Overview of Beliefs: A rather practical school of thought, Mazarism is a martial philosophy which encourages the growth of skill and strength but puts greater emphasis on tactics, deception, and knowledge applicable to the battlefield. The acquisition and defense of knowledge is highly important in Mazarism: hiding information from your enemy while gathering enough to act wisely is key to victory. "All great victories are founded on one side knowing everything and the other knowing nothing," claimed its founder, and Mazarists still heed those words to this day. Personal glory is as much a pursuit for Mazarists as it is for any other saurian, but Mazarists earn that glory through cunning rather than overwhelming strength.
Philosophy Name: Ilism
Type: Martial/Religious Philosophy
Name of Believers: Ilists
Overview of Beliefs: Where Mazarism and Samaksism emphasize the betterment of the self, Ilism emphasizes the betterment of the group. A highly religious philosophy, Ilism encourages its practitioners to fight together, not as individuals, and to fight for the Divine - or God - rather than themselves. Ilists tend to have good battlefield discipline and devote their lives to their craft, and they perhaps even more zealously than other saurians do.
Government Officials: Prominent members of government who do not necessarily dictate the direction of a nation, but may have a hand in influencing it.
Generals: Leaders of armies who are not necessarily linked to the running of state, but rather, the leading of armies. Commanders, Lords, Princes, Admirals, Captains - that kind of role.
Scientists/Inventors: Individuals whose research and experiments are likely to procure ground breaking results in the very near future. Could for example, be someone on the verge of figuring out how to harness gun powder in an effective form.
Explorers: Individuals who have accumulated enough wealth, or who have been sponsored by rich benefactors, to set sail beyond the great seas to lands yet unknown. Think Christopher Columbus.
Soldiers: Individuals of great skill and renown (or not?), who have made their living in the trenches or on the sands of some Gods forsaken arena, but whose story might bring grit to the tale of an entire Empire.
Common Folk: Every day citizens and subjects, or slaves, who may yet one day be of some significance to the history of your nation.
Well, I have pretty much everything down but population and a detailed character list now. So that's good. Though my sheet does look a tad different from the standard, simply because I just kinda used what I'd already done on the previous (longer) sheet and rearranged and added just what was needed on the new sheet. I don't think I missed anything, though.
So... downtown Portland. It's pretty much how downtown of a proper city is.
When I said yesterday that I was going to explore what I really meant was get lost and fall over on the side of the road due to sunburn and heavy as hell bag. Ended up in a hospital, and after a few hours where I got to play Castlevania:Dawn of Sorrow the Doctors/nurses/a councillor got me a city bus ticket and the funds to get a greyhound ticket to Olympia. However due to problems with time and buses I ended up lost with no idea where I was walking. In my less than rational state I spotted a fire truck. However the truck was moving to leave.
My mind did the first thing that came to it, I fell. After the first wave of questions, "Are you drunk? What year is it? Who is president?" They got me on a ambulance.
Ended up at a different hospital. After a great deal of stress on my part they got me directions to the Greyhound, another city bus ticket, and a taxi to take me to a homeless youth center.
The bed, while thin, was pleasant. Now I'm in a McDonalds using the wifi to talk to you lot, because a bus I'm boarding to get to the Greyhound station doesn't come for an hour.
Well, I'll be on my way. Suppose next time I talk/type to all of you I'll be in Olympia. Or the fancy wifi greyhounds. Either way, I'm off. To Gold and Glory.