Current
With one flick the seven stars shatter; the constellation of annihilation.
5 yrs ago
Faith is the strongest power; if something is believed to be true, then it is true. And all truth is real. That power makes impossibilities become reality.
5 yrs ago
I've been knighted, aye. But I have remained unbent; to neither house nor country. If an arm is lost, or a leg broken in the process, then so be it. I walk the free man's road now.
1
like
6 yrs ago
Nine fresh ones became two, reduced; shattered; deduced to be the work of the old. Shake and quake with freedom's gold, liberty may be old but can become cold.
1
like
6 yrs ago
Seventh woe beware, ye olden days of gold. Let silver flow, lest copper runs poor.
Territory The territories of the Empire Union stretch quite far, and do so through not only diplomatic ingenuity, but also through venture and exploration. The Empire Union has an avid interest in expanding through diplomatic measure, and do so due to the shaky grounds on which it was founded. Thus, for every venture gained, strife arises elsewhere within the Empire Union's domain. Whilst it has solid grasp around its core territories (those of Norfolk, Baltimore, New York, Albany, and Providence), its efforts are often thwarted by uncooperativeness and hostilities with smaller settlements within its realm.
History
Population The realm of the Empire Union extend over vast population centers, even though once decimated by the collapse of older times, they still survive, and give rise to a large populace, albeit a rather uncoordinated bunch, of 850000 peoples. A quarter of those live within the core Empire, whilst the rest reside in harshly regulated and legally bankrupt landscapes alike. Due to this, the people of the Empire are divded harshly, waiting for a moment to make something off of their displeasure - the Empire Union, however, sees this as a perfect chance to unite the peoples against something greater than themselves, and use this to further the reaches of the Empire Union further across the wastelands.
Large swathes of the populace are divided between Ghouls and Humans, whilst smaller minority races are also present to greater and lesser extent, with representatives found within the capital of each respective settlement. Each colony, and each settlement, as well as each city, is greatly accounted for, and statistics are in constant change as the Empire Union has massive interest in keeping the bureacratic roots of the older times, and the record keeping that came with it, alive and well.
I am incredibly interested in this roleplay and would like to participate. A quick question however, as I am not all too well versed in the setting.
Would it be feasible for a nation to arise which spans from Province town to Baltimore and furthermore Norfolk? I am mostly worried if the area would perhaps be too heavily destroyed to give rise for a legitimate or sensible nation.
Abilities, Talents, Traits, Powers: Include this section if your character has any unique or significant abilities, talents, traits, or powers. If not, omit it.
( influence # ) Ability 1 Name -- ability 1 description. Abilities are optional, but if you have any, include the influence #, name, and description.
Items: Include this section if your character has any unique or significant items. If not, omit it.
( influence # ) Item 1 Name -- item 1 description. Items are optional, but if you have any, include influence #, name, and description.
Background: Tell us about your character's past, goals, or anything else you feel we should know about them.
There is no nation, kingdom, nor empire, that will stand in my path. All will bow, all will kneel, and no king, emperor, or president, shall escape me. All shall belong to Entur; all shall belong to ME.
INFLUENCE
5 (Global); Khaar wields incredible power. As the founder of the Dominion of Entur and as its supreme sovereign, his abilities go beyond question. Wielding the full might of the entire Dominion's military at his whim, Khaar also wields exceptional destructive powers of his own. Due to his metallic carapace and his incredible skill in combat, he donns the moniker of War Machine. As such, he is capable of domainting any global environment, be it through his influence or through his direct intervention. His power has, however, lead to hubris on numerous an occation, leading to defeats and silly decisions that otherwise would've been easy to redeem. His hunger for power goes without saying, and is often derogatorily referred to as the Emperor of Greed by those who talk behind his back. All becomes silent, however, when in his presence, few daring to voice their remarks to his ears directly.
GROUP
The Dominion of Entur (awaiting approval).
DESCRIPTION
Beyond his metal skin lies the body of a Haturite; a species of alien long since destroyed by simple matters of famine and cosmic destruction. As the last of his kind, he wields the title of Hatur Tubyr; the last of the Hatur, with great pride, and seeks to redeem his peoples and their dream of dominion through his acts in this life. However, he did not go without strife of his own, and during the downfall of his peoples, he himself retained cataclysmic damage.
Now entombed within his metallic carapace, in fear of his body quite simply just melting apart due to his unique bodily chemistry, he now lives and donns the life of a machine and tool for domination. His mask, however, capable of parting its protective shields and showing the face of the Absolute Ruler, would reveal a strange and ominous glare from a being not similar to any other lifeform, severely lacking in empathetic forms of morality.
Height: 8'2'', 254 cm (in armour); lacking definitive form (without armour). Weight: 1594lbs, 723 kg (in armour); 12lbs, 5.5 kg (without armour). Age: 101 years, 6 months.
POWERS
( #5 - Global ) Cosmic Manifestation: Khaar Hatur Tubyr, Autarch Supreme of the Dominion of Entur, wields massive power. His foremost and most universal skill being Cosmic Manifestation; the ability to construct light, darkness, and other cosmic forces in his surrounding. This skill could manifest itself in any form of a laser to a speck of dust accelerated to supersonic speeds following the mimicry of meteors and other space debris. Through Cosmic Manifestation he is also able to envoke other, more powerful aspects, but those are regarded as seperate abilities altogether.
( #5 - Global ) Stellar Construction: The Absolue Ruler, in his awe and glory, is capable of summoning the powers of the stars themselves to his beckon in miniaturized form. In this sense, he is capable of eveloping himself in a stellar shield for short periods of time (due to the heat) and construct black holes within his palms. All of these powers do not exclude the natural forces of which all of these objects entail, each and every one of his abilities affecting gravity, and similar forces indirectly.
( #5 - Global ) The Engine of Domination: As the last of the Hatur, and possibly the only individual capable of doing what he desires, the enormous ambition and the necessary dedication it entails absorbs Khaars very being, turning him into a single-minded, self-centered, and extremely stubborn Warlord of unequalled parrallel. His ambition is, in fact, so significant, and so pronounced, that it, in fact, empowers him through unholy sorceries, being able to briefly copy opponents' abilities and use them against his opposition, tossing their power aside, leading him to have to capture it once more.
ITEMS
Include this section if your character has any unique or significant items. If not, omit it.
( influence # ) Item 1 Name -- item 1 description. Items are optional, but if you have any, include influence #, name, and description.
BACKGROUND
Tell us about your character's past, goals, or anything else you feel we should know about them.
Netheryne, kingdom of no one ruled by a king worth nothing. A weak nation without purpose, left only because its land is useless. It would take a miracle to make something from this land of desolate hills and intoxicated soil, but I have to admit, it takes a hardy people to survive in such a terrible place. Too bad they won't amount to anything.
Government
The Princedom of Netheryne is a corrupt and defiled nation with an equally inept system governing its hideous realms. Ruled and administered by a feudal system governed over by a despotic dynasty of Princes that divide the lands of Netheryne amongst one another, the people of the Crossroads have to endure their political squabbles and petty family feuds. The princes are, to an extent, kept in line by the Archprince of Netheryne, often called Archprince of the Rustmen by foreign emissaries, the Archprince controls the central region of Netheryne, Kyprae, and the national capital, Pyraekum.
The only way in which the Archprince not only acquires their status, but also maintains official rulership of the Princedom, is due to their power as well as dynastic roots. No prince, nor even the archprince, are wealthy enough to maintain standing armies, nor even maintain their decadent citadels commemorating ancient glories that never happened. As such, they outsource this duty to the scavanger guilds.
Scavanger guilds have no innate political power, but through their pseudo-monopoly of the rustfields, abandoned battlefields that herald as far back as thousands of years, they amount to the only real military force that the Princedom has to offer. Therefore, the Guilds protect the Princes and their interests, in return they get free reign and matter-of-fact exemption from regular law enforcement (not that the law matters anymore in Netheryne).
It is common for the Scavanger Guilds to utilize their militia in manners of force projection, here you see a rather sizable Looting Band assembled to scare the denizens of the capital beyond the Old Walls.
Grand Guild Council
I hate the Princes as much as the next lad, but they don't rule - we do! Let's keep it that way.
-Placeholder-
Kasyne Frammer, First Advisor to Sentinaelos Apothaeos, illustrating a point to several other Council Members, namely Kasandro Myrne and Mylle Marr.
Council of the Rustmen's Revolt
I will build you a new nation, Kyro.
-Placeholder-
Geography
The land of Netheryne, often referred to as the Crossroads or negatively denoted as the Rustmen's Resort, is a land of highly unique property, being the only nation in the world truly lacking any true positive quality.
Having once been a vast forest with idyllic tranquility, upon the discovery and refinement of lumbering and woodsmanship, the region eventually turned into a settlement and colony for an ancient shipfaring people. Eventually abandoned by their progenitor peoples, the newly named Netheryne region became its own sovereign state, having grown large cities for the time and constructed some of the earliest road and transportation networks in the world.
All of this came to conclude, however, in Netheryne being the absolute perfect place for armies to simply march their ways into foreign wars. As such, Netheryne became destined towards its downfall. Now, thousands of years later, the region which once had developed forestry has withered and died, and all that is left now is desolate, arid wastes and vast, flat marshlands. Lacking in any significant height differentiations, the land of Netheryne is surprisingly flat, simply aiding the atmosphere that Netheryne is dominated by; pergatory.
Located in the center of Netheryne, surrounded by what some may say is the only solid ground in the region, is Pyraekum which is the richest region in the Princedom, although the only way that manifests is through hastily and amateurly arranged rustsheds constructed by the vast scavanger guilds that dominate the city. The old city walls, surrounded by these makeshift districts of melded scraps, divide the Guilds and the people from the Archprince and his affiliates. Though it is quite apparent that all that's necessary to break the wall is but a simple gust of hard wind; thankfully for the Archprince, Netheryne recieves little exotic weather, instead being dominated by rain and excruciating humidity. The region of Netheryne recieves its unexceptional temperance and warm weather from Matatharan.
The entirety of Netheryne is dominated by equally flat, equally wet flatland. Its only unique feature, and the quality which the nation lives by and is often times referred by as well, is the immense amounts of rustic and iron toxicity. As the center between historically powerful and dominating empires and kingdoms alike, after having lost its glory in a catastrophic defeat against a now dead nation, the Princedom has been unable to recover, and has since been trampled over by every power in the area, quite literally.
Serving often as the scene of battles and the area for maneuvering used by armies, the vast graveyards and battlefields after each clash has long since been abandoned and simply left to rust in Netheryne. Due to thousands upon thousands of such battlefields dominating most of Netheryne's landscape, to the point where you could always see a rusting sword sticking out of the ground no matter where in the nation you are, it has lead to vast iron quantities and rust toxicity seeping into the ground.
Over thousands of years, this has now culminated in a land without wildlife and lacking forests, whilst farming is possible, food is so difficult to acquire that not only have the Rustmen biologically adapted, but they often result to cannibalism.
Culture
The Netheryne peoples, officially known as the Zerymon-Zarr (Children of Our Ancestors), have lived in Netheryne for millennia, being amongst some of the most ancient stationary civilizations on the continent. But this has given them no riches in culture or any fine arts to brag off, instead the Zerymon-Zarr, commonly known as the Rustmen, are unified by incredibly intense nationalism and general disdain for the outside world.
Having been neglected aid, having been trampled and bruised, it seems only naturally that as they were forced to delve further and further from the outside world and into their own, that disregard for others who are not Rustmen would run rampant. And at this stage, with hundreds of years of intrinsic and chronic cases of extreme nationalistic tendencies, it is truly a miracle that anyone listens to Sentinaelos Apothaeos at all. It has gotten to the point where, should any nation ever feel the need to send envoys or diplomatic missionaries, that they'd be met with hostility by the general populace, though the ruling class obviously will allow foreign emissaries into their halls.
Whilst Netheryne was still a beautiful country it still retained a piece of humanity even in its grave defeat, but all sense of pride and honour has gradually been scaled away from the moral compass of the Zerymon-Zarr. Cannibalism, pillage, and other atrocities are widespread beyond imagining and murder happens effectively every minute or so. With little food to go around and with massive child mortality rates, the only thing keeping the Netheryne people together is their nationalistic tendencies. They were born into the Crossroads, and their ancestors have before them, so what right would others have to devastate it as other nations have?
It is a common dream, a united dream shared by all the peoples of the Rustlands, for the Crossroads to be healed of its millennia-old sickness and restored to the beautiful and bountiful forest that it once had been. This belief is so ingrained in the society to the point of fanaticism, with entire months spent celebrating the idea. These celebrations are coupled with mostly social festivities, but cannibalism and feasts of that kind are commonly performed.
Lacking any definite religious unity like that of their nationalism, the people of Netheryne were once spiritual, but even that did not give them any salvation. After centuries of fanatical faith, the Rustmen have instead realized that either no God exists, or that any God that does exist is of no use for them. As such, nationalism has instead taken center-stage, for if there is no God, then there is a nation.
A rising movement, however, is the Deusence Cult. Sheperded by the Hierophant Magnifix, this religious cult believes that the newly arrived Sentinaelos Apothaeos is the herald of a new world, effectively giving Apothaeos the same worth and sacreligious status as that of the Prophetess. The Deusence Cult operates in the shadows, lacking any definitive international holding, but it has sects spread across the northern continent. Sentinaelos, whilst officially ignoring the sect completely, is actually its leader.
Hierophant Magnifix Cephaeron, flanked by the High Council of the Court of Divinity.
Court of Divinity
To ensure the future of our nation- no, the world- we must ensure that the people know of the truth; Sentinaelos Apothaeos is the Son of God and the architect of our future.
-Placeholder-
Military
How do your people fight? What strategies and tactics do they usually employ? What sort of equipment do your troops use? What’s the emphasis of your military? Try to be somewhat unique here. If a pre-existing country makes heavy use of heavy infantry and shield walls, for instance, don’t do the same yourself. I am not interested in numbers or percentages, so don’t use them.
Heroes
Each country gets one superior hero and three normal heroes. In terms of combat strength expect a superior hero to be on par with about 150 men and normal heroes to be on par with 100 men. (Yes, this is the only place in the sheet where there are actually numbers) Basically these are the badasses of your country that you can use for point of view characters if you want. At absolute bare minimum you need a name and one line description of what your hero is good at; however, ideally this should be the largest section of your sheet. You can use any explanation you want for why your heroes are stronger than normal people. For example using magic, being blessed by a divine entity, or simply being very skilled with their weapons. Also keep in mind that if a hero dies you can replace him or her with a new one.
History
A brief history of your country is fine, so long as you cover the last 20 or so years. I’m looking for more of a summary of important events than list of dead monarchs.
Relations
How does your country interact with its neighbors. I am not looking for a list of exports and imports, but feel free to add them if you want. At bare minimum I want a listed rival here, another country that yours viewed as an enemy and actively worked against during the past twenty or so years.
Characters
Optional section. Put any info about any characters here. Examples of this would be your kings or queens, military leaders, and non-hero “badasses”. You can also put more detailed info of your heroes here as well.
I am unsure as to my interest and, in fact, if I even can enter with all of the freetime that I have to spend on my own academic pursuits. So don't expect anything, though even if I do decide to join, it might take a while for me to decide.
Is it possible to, potentially, use an army of animated entities? I presume it'd be some pretty insane magic, but I am basically asking if it's possible and, of course, I do know that it is basically proxy-necromancy.