Welcome to the world of Eleysia, a mix of late medieval world and fantasy. Magic exists even if not part of the everyday lives, humans aren't the sole sentient race on the planet and various fantastical animals and creatures are ready to be used or discovered. This is a freeform NRP where you can claim a place on the map and design your own fantasy nation. The storyline will depend on what the players will create. Alright, let's get to the guidelines.
Zee Rules:
Standard RPGuild rules, no need to repeat them
Technologically and in style the setting resembles the 14th-15th century
Magic is allowed but very expensive in general. Magic users of note are usually rare, treat them with care.
You can create any sorts of fantasy race so long their capabilities aren't over the top.
This includes both sentient races or various fantastic creatures
Fantastic materials are allowed, as well as clockpunk/dungeonpunk inventions. The more useful they are the more expensive.
When thinking about your nation's power ask this question: "Can a 15th century nation/army handle this?"
You're allowed to have "super units" so long they are rare and don't make your nation unstoppable
Make your nation claims based on the map in the character tab. We have many player candidates so don't grab too much land.
So long we have blanks on the map new players are always welcome to join and claim them.
If possible read the NS of other players and try matching your nation to them. Especially your neighbors. Try having some chemistry.
Take the time till the game starts to flesh out the setting by discussing the relations/details with each other.
Once the IC starts I wish that all nations would post their intro post first. Something that establishes your nation.
No metagaming, as in you can't use information which your nation shouldn't know to your advantage.
War is roleplayed out and the owner of the troops describes their loses. Try to keep things reasonable otherwise we've got to arbitrate for you.
Consider the timeframe. Ships crossing the waters may take weeks or months, for example. Land routes are even slower.
There's no enforced posting order but when possible please try to wait for the other players a bit. This is mostly timeline sensitive so back-and-forth posting between two leaders during a meeting is usually fine (though avoid short posts via writing collabs).
Yet above all this the main point is to have fun! Okay what can you do to become part of this game? First and foremost create your nation by filling out this profile format:
NATION NAME
(your crest, symbol or flag can go here - optional)
Location/Geography
(Pick a color representing your nation and draw up your borders on the map. Don't be too greedy! Remember that there are many players wishing to participate in this game. After that you can also describe the territory you claimed. Environment, landmarks, notable regions and so on. While you can't just say you have unbearable heat in the whitened out sections at the North you have the freedom to describe pretty much anything not obviously shown otherwise on the map.)
General Introduction
(What is your nation? What they do? How they live? etc...Anything you can think helps identifying your nation among the rest.)
History
(You can detail the history of your nation here. How they were formed? Any major events like wars, political changes or catastrophes? Really, you know better than me what you wish to write here. History is good for giving other players story hooks to establish some relationship with your nation. A good history section tries to incorporate knowledge from other NS to do exactly that, a shared history.)
Government & Society
(I decided to combine these two and maybe even several other categories because I feel they are often related. You can detail here the type of your government, who are your important people. How the people live and what's their mentality like. You can talk about religion, minorities, demographics, population. If you have an unique faith or judicial system you may also want to detail it here. And of course you can mention what is your unique races are like. First come first serve. If a player already made elves then they have priority. You can of course discuss things with that person and come to an agreement. Race/species descriptions must be always put in separate hiders so they can be easily found. Think of something like this:
Garden Gnomes are tiny humanoids at average 10-14 inches in height. Their dietary requirements include lot of grass thus they are the most frequently found in gardens and clearings. Garden Gnomes are shy and developed an unique defense mechanism. So long they're looked on they become motionless like statues. To compensate when nobody is looking Garden Gnomes are both silent and incredibly fast. If you feel you're being followed around by happy looking yet sinister dwarf statues... you probably are. Have a good night!
Economy & Industry
(What are your primary exports and imports? How much you trade? How are your craftsmen organized? How developed is your technology? What kind of unique creations you have? etc. If you haven't described your involvement with magic in the society/government section, you can do it here.)
Military Overview
(Yeah, of course you also need to tell us some about your military. Try to avoid number games and unhealthy arms races. We play this game for fun and that needs balance and sensible approach. One of the main guidelines is that your nation's military shouldn't be much better than a historical 15th century medieval army. Don't worry, I don't ask you historical accuracy. So-called "super units" can be okay if they are rare enough for their worth and don't make your army unbeatable. The point is to let you do cool things and explore your creativity but at the same time don't do it at the expense of others. Also if you have magic or magicians involved in your military then perhaps you can describe that, too.)
Are you done? Great! Discuss your nation with your fellow players, try to discuss relations with each other and establish a shared history while waiting for the game to start. Don't worry, it's going to worth it! I also plan to maintain an index/glossary for unique elements fro each nation to further promote this. Let's make Fantasy NRPs great again! Chatzy Link:us21.chatzy.com/53687590235261
The insignia of the Kummitus, the creature that granted empress Karm I knowledge of the dark art of necromancy.
Location/Geography
Note: Even though the uri claim the entire marked region for themselves, the only settlements of the realm are located in the mountains and along the river. Due to the cold winds blowing in from the north most of the land here is frozen, covered by snow and ice all year long. The entire region is basically one big lowland tundra stretching from the mountains to the sea, split in half by the slithering river river Siug, or the Serpent as it is called in the common tounge. Life usually has a way of enduring even in conditions such as these, but that is not the case with the land of the uri. There is no life here, animal or plant. Even birds avoid the region, taking hundred-mile detours rather than even flying over it. The reason for this is the Curse, which will be explained in greater detail below.
General Introduction
Ur is, simply put, the land of the dead. It is a truly ancient nation which has witnessed the birth and fall of many civilizations. In a world of progress it is a bastion of the old, and has lately seen itself become outrun by younger powers. The nation as a whole has one simple goal: to endure.
History
Ancient History
Ur was formed many thousands of years ago when civilization as a whole was still young. It then consisted of the united tribes of northeners today known as uri, and later became a great empire and worldwide power. As with all empires, however, it reached a point where control of the accumulated land could not be maintained, and started to crumble. The empress at the time, Karm the first, had forseen this and turned to the dark arts in order to preserve her reign and nation indefinetly. A deal was struck with an eldritch creature, and so the Curse (or blessing, depending on your perspective) was cast upon the land. No living thing would ever again settle within its borders, but the emperess and her subjects were granted eternal life through undeath.
Recent History (Open to suggestions! I'd love to have some pre-determined relations with other players and nations!)
Government & Society
Ur is a totalitarian dictatorship, goverened solely by the eternal empress Karm I (or the Lich Queen as she is known as in some parts of the world). It is almost a theocracy in the sense that the empress is thought of as divine and is worshiped by the people. The nation is frozen in time and has not changed since the Curse was cast; the language, rituals and traditions of today are the same as the ones used nearly ten thousand years ago. Everything in Ur is about preservation and endurance.
The uri are very organized. Everything has its proper place and time. There is therefore a close distinction between high and low status in Ur. The higher your status was when the Curse was cast, the more magic was spent on your preservation. As a result of this, the aristocrats of the nation are indistinguishable from other peoples, with the exception being that they're clinically dead. Low status people such as peasants and laborers are no more than seemingly mindless zombies. One thing both high and low have in common, however, is the complete obediance they all show to their empress. In Ur, her word is law regardless of your station.
The uri are not a warlike people. They might have been once, when they were set on imperial conquest, but the stakes have changed. Today they do their best to stay out of everyones way, taking no sides while trying to be friends with everybody. To this day they have only fought a handful of wars, and only ever in defense.
When it comes to outsiders, the uri are pleasant but reserved. No other people are allowed to settle on their land, but they are welcoming towards emissaries and traders from other nations. You can visit Ur, but you can never stay. The uri are also very businesslike when interacting with outsiders. They will show the proper respect and give the proper hospitality, but nothing more.
The Uri are the undead population of Ur. They consist mostly of humans, but a few members of other peoples can be found in their ranks. The undeath means, first and foremost, that the individual is clinically dead. It has no heartbeat, does not breathe and needs no sustenance in terms of food or drink. The undead cannot feel pain or emotions as the living know them; they are not happy or sad but rather intruiged or frustrated. Depending on the amount of magic poured into each individual undead, the afterlife is more or less advanced. Much magic means a close resemblance to the living version of the subject. Almost no physical preservation is needed. Lower amounts of magic means more decay and a greater need for enbalming and other such procedures.
It takes a lot to destroy an undead. Slashes and stabs will not slow it down. A ruined head will render it incapacitated for some time, but the surest way of killing it is to burn it. When an undead is physically destroyed, it still endures in the form of a weak spirit that will, very slowly, regenerate over time. It is very hard to completely destroy any undead, but it also scales with the amount of invested magic.
Economy & Industry
Ur is not big on conventional trading. The nation imports a few resources like wood and iron, but not in quantities of any significance. It deals in services instead. Storage is one of these services. For the right price, you can store anything in the vaults of Ur, for any amount of time, no questions asked. There it will be guarded by people that, requiring no sleep or food, spends every moment of their eternal unlife watching and waiting. Another service offered by the uri is necromancy, or to be blunt, eternal unlife. Only the richest or the very best of allies are ever offered this service, but several people throughout history have been made immortal by the urish necromancers. The final service is similar to the first, but concerns the individual seeking it rather than its property. Ur offers refuge for anyone and everyone that can pay the price, again no questions asked. As long as you keep paying, the uri will shelter you and keep you safe.
(What are your primary exports and imports? How much you trade? How are your craftsmen organized? How developed is your technology? What kind of unique creations you have? etc. If you haven't described your involvement with magic in the society/government section, you can do it here.)
Military Overview
(Yeah, of course you also need to tell us some about your military. Try to avoid number games and unhealthy arms races. We play this game for fun and that needs balance and sensible approach. One of the main guidelines is that your nation's military shouldn't be much better than a historical 15th century medieval army. Don't worry, I don't ask you historical accuracy. So-called "super units" can be okay if they are rare enough for their worth and don't make your army unbeatable. The point is to let you do cool things and explore your creativity but at the same time don't do it at the expense of others. Also if you have magic or magicians involved in your military then perhaps you can describe that, too.)
Dang, Golem is reading my mind. Dwarves (and did you pick the color red? Might I have a different shade of red? Lol) Guess I'll go with Lizardmen or a Forest Kingdom of Rangers. Got my land claim!
NATION NAME
(your crest, symbol or flag can go here - optional)
Location/Geography
(Pick a color representing your nation and draw up your borders on the map. Don't be too greedy! Remember that there are many players wishing to participate in this game. After that you can also describe the territory you claimed. Environment, landmarks, notable regions and so on. While you can't just say you have unbearable heat in the whitened out sections at the North you have the freedom to describe pretty much anything not obviously shown otherwise on the map.)
General Introduction
(What is your nation? What they do? How they live? etc...Anything you can think helps identifying your nation among the rest.)
History
(You can detail the history of your nation here. How they were formed? Any major events like wars, political changes or catastrophes? Really, you know better than me what you wish to write here. History is good for giving other players story hooks to establish some relationship with your nation. A good history section tries to incorporate knowledge from other NS to do exactly that, a shared history.)
Government & Society
(I decided to combine these two and maybe even several other categories because I feel they are often related. You can detail here the type of your government, who are your important people. How the people live and what's their mentality like. You can talk about religion, minorities, demographics, population. If you have an unique faith or judicial system you may also want to detail it here. And of course you can mention what is your unique races are like. First come first serve. If a player already made elves then they have priority. You can of course discuss things with that person and come to an agreement. Race/species descriptions must be always put in separate hiders so they can be easily found. Think of something like this:
Garden Gnomes are tiny humanoids at average 10-14 inches in height. Their dietary requirements include lot of grass thus they are the most frequently found in gardens and clearings. Garden Gnomes are shy and developed an unique defense mechanism. So long they're looked on they become motionless like statues. To compensate when nobody is looking Garden Gnomes are both silent and incredibly fast. If you feel you're being followed around by happy looking yet sinister dwarf statues... you probably are. Have a good night!
Economy & Industry
(What are your primary exports and imports? How much you trade? How are your craftsmen organized? How developed is your technology? What kind of unique creations you have? etc. If you haven't described your involvement with magic in the society/government section, you can do it here.)
Military Overview
(Yeah, of course you also need to tell us some about your military. Try to avoid number games and unhealthy arms races. We play this game for fun and that needs balance and sensible approach. One of the main guidelines is that your nation's military shouldn't be much better than a historical 15th century medieval army. Don't worry, I don't ask you historical accuracy. So-called "super units" can be okay if they are rare enough for their worth and don't make your army unbeatable. The point is to let you do cool things and explore your creativity but at the same time don't do it at the expense of others. Also if you have magic or magicians involved in your military then perhaps you can describe that, too.)
Dang, Golem is reading my mind. Dwarves (and did you pick the color red? Might I have a different shade of red? Lol)
That just means you and @Golem may have to cooperate on what the Dwarven people are like. Besides just like you can have multiple human nations you can have multiple dwarven nations. For your interest on of my ideas include dwarves, albeit they are possibly the ostracized relatives sailed to distant lands.
@GolemWill you play as a micro nation? Well, there are example of that in Italy and since you want to be a banking power that might even make sense. The problem is just that you'd better be at a large trading hub, preferably near the ports. I don't wish to interfere with your ideas, just giving you a suggestion which may help.
Posting location claim for now.
I can't see any borders. Do you intend to claim the entire forest area? It's a bit unclear.
Anyways, while I said to use the map in the OP, when the world map is updated I want everyone to use the one from the characters page.
Hmmm, I'll decide on the morrow if I shall be Dwarves or not. I think probably not just because of the land claim, but perhaps.
You can always modify your claim to fit whatever you want. I am sure we'd have elven nations and knowing them they'd want foresty areas for sure. Not pressuring you, though. There are more than enough "forests lands" for the others. Just saying you don't need to be bound by what land you claimed. You can change it whenever so long it doesn't clash with others (and even then you can discuss it with them).
The islands are known for being mountainous, with low, fertile valleys scattered across the islands. They have a mild temperature, with cold, snowey winters and temperate yet humid summers. Sprawing trade cities dot the coastlines, while in the valleys, agricultural and fur hunting settlements can be found.
General Introduction
The Republic of Vuts, a prosperous nation, born of trade and warfare, the modern nation comprises the entirety of the Vutsian Islands, and has controlled various trade posts and occupied lands in the past. At the Current time, Vuts has returned to it's traditional method of control though trade and monopoly.
History
The people of Vuts are known to have migrated from an unspecified location millenia ago. Their migration was quick and violent, with historians noting just how short the timespan of their arrival was followed by the extinction of Humanity and Elves on the Vutsian Isles. Most will agree that they are not of any nearby areas, being total isolates in terms of their culture, language, gastronomy, social structure, religion and etcetra, and no solid proposal has been established as to where they came from before migrating into the Vutsian Isles. Establishing themselves in their new home, the winged people of Vuts naturally took to the mountains and forests of their new found homes. It was not long before the islands were split among various competing kingdoms and empires, each controlling pieces of the islands, or entire islands outright. Known as the Warring Times, This time was characterized by constant warfare.
Many innovations came out of this time. The art of warfare produced a constant need to outdo their competitors, and attract outside nations to aid and trade with them. As such, this tumultuous period was marked by a massive surge in technological achievement, including an independent development of Gunpowder, roughly the same time as the mainlanders' gunpowder became more wide spread. The end of the Warring Times came with the conquest of all the Islands by the King Caqhá, who proclaimed a state that lasted for the next 2 centuries. The Kingdom of Vuts worked to mend relations with nearby kingdoms of man and elf in the region, even going as far to offer their services as mercenaries in the fights against imperial powers. The Kingdom came to an end following a call for reform. The Vutsians began to see their kings and queens as lazy, decadant and corrupt. The leaders of this were a movement calling for autononous law of the people, as system that they called Vutsvóhọ Tsìqxẹ (litterally, Rulership of the People in the Vutsian language). The Vutsvóhọ Tsìqxẹ Movement succeeded in dethroning the king and abolishing the monarchy, establishing an early democratic republic in its place. One of the first actions of this was to decide what to do with the old king and his family. Surprisingly, the government decided to allow them to stay in the country as normal citizens, marking this as a unique revolution in a way. Over time, however, many of the Vutsians began to take notice of their position in the world, and the many resources that they had access to. This was the beginning of the so-called, Merchant's Age, which still continues on to this day. Those who took advantage of the possibility of trade became rich, and were able to enter into government more easily. Through their new-found power, the rich traders of Vuts managed to secure their power through legislation and manipulation that only allowed the merchantile elite to seize power in the nation. Vuts became a functional plutocracy
Government & Society
Government of Vuts: Plutocratic Oligarchy In the modern day and age, money is equal to power in all aspects. The Country is rich on the trade they make, however only a small fraction of the elite ever actually see that money. As well, the public are swayed into the illusion of control over their government through faux elections, though in practice no elected official really has power, no more power than his or her other merchant peers in the aristocracy. The entire government of Vuts is a series of plots and betrayals as the people vie for power. The important seats of government, those who have legal authority over the other aristocrats, are decided based on money, and who can buy their way into the seats, either by literally buying their way into power, or using their influence to pull the stings and eliminate any rivals and challenges in the way of securing power.
At a local level, each city and province is ruled by a governor of the Aristocracy, who hires local mayors to watch over his lands. For the most part, at the city level and below, the country acts as a true democracy.
Species and Society: Given the nature of the Vutsians, it is not surprising that the islands are populated entirely by Vutsians, save for some expats of all species that have immigrated from nearby nations.
An adult male member of the species, dressed in typical clothing (also not my drawing) Vutsians, Ţá'ŕụ in their own language, are a winged humanoid species who live primarily in the Islands of Vuts. Belived to be descended of avian species from the mainland, their ancestors migrated to the Vutsian Islands approximately 2,000 years ago, and largely displaced the Humans and Elves who were living on the Islands beforehand. The Vutsians differ little in terms of Sexual Dimorphism, all members of the species are known for their feminine, youthful looks. Owing to their avian origins, the males are known to display vibrant colors in their hair, such as bright greens, reds, blues and other colors. They are capable of limited gliding using their wings, however they can no longer fly.
As well, the society of Vuts is very unusual compared to their neighbors.
The Vutsian language is a language isolate, unique not only in its enviroment but indeed in the world. Vutsian is characterized by Subject Object Verb syntax, a lack of Bilabial sounds, vowel harmony, few voiced consonants, 4 tones, highly agglutinative nouns, and a complex isolating system of verbal grammar. Example in Vutsian:Līgàvé tsụvọ'vót'ó nuqūr lạk'ī - The Stars have shown upon us; a very formal greeting aveneca.com/cbb/viewtopic.php?f=6&t=54.. A simplified version of this language exists called Trade Jargon, that incorporates elements of other nearby languages for facilitating trade relations.
Vutsians are matrilineal; For the most part, their society is egalitarian in modern times, but it is noted that women are often left doing high level work, while men tend to often work in more dangerous aspects of their society, such as those that take them away from the Islands. And as such, it is often men that foreigners see most (though, it is said to be difficult to tell what sex a Vutsian is, as they all look very effeminate and youthful from a human perspective, if one cannot see hair). Understandably, Mothers hold a very high position in Vutsian society, and often extended families are controlled and organized by a martriarchy of the oldest mothers in the family.
Vutsians are known as the people of passions; indeed, they are well known for their romantic, firey, and expressive literature, as well as their ferocity in battle.
The staple of the Vutsian diet is the Acorn. Oak Trees were domesticated for mass growth and harvest by the Vutsians some time in their past, and as such, a special breed of domesticated Oak, bred and grown for large acorns, small size, and a short maturity time, managing to produce trees that mature and produce acorns after only 1 year, and reach peak production time after 5 years. The acorns are ground into flour and used for cereal grain. Acorn Bread, Acorn Porridge, and such are staple foods that all Vutsians are familiar with, often eaten with honey.
The Religion of the Vutsians is a bit of an oddity. They are a non-theistic society in refrence to what we think of as Gods. However, they do have a very complex religion based on concepts such as Animism, Katheniotheistoid Ancestor Worship, Necrophagy, and philosphical musings on social order and the natural way of things. The basic deities of the Vutsians are their ancestors, who are believed to walk upon the earth in a spiritual form, watching over and providing for their descendants. However, in this state they have lost their humanity in a way, and are more willing to retaliate in aggression towards what they perceive as disrespect towards them. As such, the Vutsians leave offerings for, ask request of, and keep shrines in remembrance of their dead ancestors. As these spirits are tied to a single family, no two Vutsian households worship the same spirits. The Vutsians take turns venerating one ancestor or group of ancestors over the others every day. As part of the funerary rites for dead relaltives, the Vutsians partake in Nercrophagy, that is, they consume the body of their dead relative. Necrophagy is extremely common among the Vutsians, and those who have gone to war with them will note that they are known to drag the bodies of slain ally and enemy alike to eat later. Due to their very fertility and family generational based religion, the Vutsians are known to look down upon members of their society that are seen as detrimental to producing future children (singleness, homosexuality, asexuality, mental illness, infertility, sex aversion/repulsion, asocial behavior, etc.). An outgrowth of their religion is the ancestral marker. When a person dies, the family goes out to fell a ceder tree, which will then be carved and decorated, and stood up, like a totem pole, in rembrance and worship of this ancestor. Shrines are built around the Ancestral Marker, and these are the sites of rituals. Families will buy entire fields of land to erect these totem poles on.
Vutsians are not permited to ask strangers of their names, and actually carry two names. Their birth name, and a "Courtesy Name" which is given out to strangers and used among loose acquaintances. Close friends will exchange their birth names once the feel a sense of mutual closeness to each other.
Economy & Industry
Vutsian Trade is vast and all reaching. The nation has almost no restrictions on how companies can be run, allowing for absolutely wildly powerful companies to rise up. Merchant's Guilds are commonplace throughout the country, often competing with one another and working to destroy their competitors. The mountains of Vuts are known for their high content in a few valuable metals, most noticeably, Tin, Copper, Sulfur and Lead, which are all major exports of the Vutsians. As well, Vuts is known for its local method of producing steel, using carbon made from the local cedar trees, and through secretive methods of welding to create strong steel weapons with distinctive wavy patterns. The many trees of the Dense Ceder forests that dominate the Islands are also sold to other nations for lumber. As well, many hunters have etched out a significant living in the fur trade, as many of the animals that inhabit the mountains of the Islands are quite valued by the rich and powerful of other nations. Fish and other seafood makes up an industry on the islands itself, as well as Acorn Farming. The Urban areas of the city are dense, and packed with competing businesses and guilds run wild upon themselves. Technology is very advanced due to the constant one-upsmanship of guilds and companies trying to fight amongst each other. Technology such as movable print type, Matchlock Rifles, early mechanical clockwork, and others are coming to light. The Richer families can afford central heating in the winters through a process of lighting a fire under the house and channing the heat out of the hearth into all rooms through the use of underfloor channels. It may be the exchange for violent and out of control capitalism seeping its way through society and creating the problems of an unstable aristocratic elite.
The Vutsians merchants have trading posts all over the world, and are known to use their military to secure deals and take areas that they want.
Military Overview
(To give an idea of what the Armor of the Vutsians looks like)
A military is of course an important aspect of a trade empire like Vuts. The Vutsian military is often deployed in their trade area to seize trade posts, take control of docks, protect and escort cargo, as well as good old fashioned conquest for conquest's sake. Vutsians have a reputation for their tendencies to switch to Guerrilla style warfare, something a bit unorthodox in their time. If facing a Vutsian army in a thick forest, or in the dead of night, be prepared for attacks comming from anywhere, and then dissappearing as soon as they showed up.
A Vutsian Infantryman/Calvalryman (left) and a support troop, typical of Bowmen or Artillary (right)
The armor of the Vutsians is primarily scale type armor made of steel and ceramic mined in the mountains of their island homes. The Republic provides standard issue armor to each solider (though they are known to paint and decorate their armor, and are permmited to do so provided that it does not conflict with their functionality). One of the key features of Vutsian armor is their ceremonial helmets, made entirely of cast iron and padded on the inside. These helmets are ceremonial and functional, there for both psychological effect, and to provide protection. Often, the soliers will wear a cotton shirt underneath their cuirass to absorb blows from melee weapons and gunpowder weapons.
The Vutsians often show off their firearms, standard issue matchlock muskets, provided more for a psychological effect than actual functionality. Soldiers carry these weapons and will fire them off at their enemy at the start of a battle (reminicent of the roman use of the Pilum) before switching into their melee weapons.
Melee weapons typically consist of the sword, the mace, and the Pike. Pikemen make up the majority of the military. Cavalry usually follows behind. Longbowmen also fill out the ranks to provide ranged coverage.
The Vutsian Navy acts primarily as a means to protect cargo and trade ships, and to transport soldiers around the sea. It is, compared to most, a rather mediocre Navy, existing purely for defensive purposes. The Vutsian Navy is not particularly large, and most of it is privately owned by the many Aristocrats of the country. The Republic itself puts little funding into it, expecting the maintenance of trade routes and the movement of Mercenaries to be the primary responsibility of the companies who run the routes and who hire out the soldiers. As such, the navy is far from impressive, comprising a minimal number of vessels.
As well as serving as Vuts' personal military; Sections of the Vutsian military can be purchased for use as mercenaries by other nations.
My main idea is an orcish nomad empire similar to the Golden Horde of the Mongols. They'd occupy the center of the main continent and would form a very important trade system through it. Think of this world's equivalent of the Silk Road. Managed by orcs.
People should use colors other than red. Sure, red is likely the most visible on an almost completely green terrain but still. At this rate we could get confused so easily.
Oh well, everyone. Since it appears I'll be bringing together the maps anyways just choose a color and I'll draw your borders with that. Since we have no less than 23 potential players I suggest using the color pallette and posting me what you chose as a colored text.
Can i claim a chunk of that black island in the northwest corner? On phone right now, but wanted that little bit for DA ORKS.
Edit: worked out a rough nation idea. Anyone have objections against an alliance of traditional "monster" races such as orks, kobolds, goblins, etc.
If I go ahead with my nation Orcs would be the equivalent of Mongols here. I even "made" their flag here:
Anyways, why would anyone object you to not using humans, dwarves, elves but orcs and other greenskins who are usually the villains? You are free to use any race so long you don't go overboard.
<Snipped quote by Isotope>Would you be a Beduin-like nomadic nation which might occasionally trade with neighbors but otherwise inhabit the no man's land?
I plan on claiming a good chunk of the archipelago to the east. I'll bounce a couple of ideas off of you guys:
•Tribes of barabaric beastmen/werebeasts with an environmental kick. Captain Planet meets RULES OF NATURE. Shamanistic, a lot of fantasy monsters, more magical than most. Lots of FIRE and BLOOD in their motifs.
•Far-east styled bugpeople. Different islands are home to a different vaguely-racist ripoff caste of bugperson, that live in a sort of federation of mutual convenience. Expect "FLITHY MAMMAL GAIJIN, CHITIN SWORD FOLDED THOUSAND TIMES FAR SUPERIOR."