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    1. Tertiary 11 yrs ago

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Leotamer said
Tertiary, the main problem is that, I have really good defensives. I would rather have something that I could do some damage with to support my flying troops and people who use stone armor probably would be really slow and go against my biggest advantage of having tons of mobility (I am not saying elephants are particularly fast, but they would do better in rough terrain anyways) I have also toyed around with the idea of having Minotaurs being a part of my nations races, though I am not quite sure I am just kind throwing the idea back and forth.


Rocks are offensive!

But, really, I meant something more like this. I mean, Toph is really the only good reason to watch Avatar anyways.

Minotaurs could man your heavy cavalry. Baby mammoths are calves, right? So, they're practically the same thing.
WIP

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

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


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


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

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

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

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

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

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

  • 16% Human (indigenous)

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

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

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

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

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

Heroes:



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

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

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

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

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

Capital:

Settlements:

Nation Description:

Magical Barometer:

Religion:

Flora & Fauna:

Ambitions:

Economy:

Military:
Golem said
I think it's for the best if you remove it. If you want diversity, give a few chosen champions bigg-ass two handed bronze sabers and make them the shock troopers of your army!


Might I recommend magical stone plate. Sheets of slate and marble are suspended in the air around the soldier with magical talismans affixed to chest, forearm, and thighs. If you are going to be in the mountains, may as well make use of the materials at hand.

Edit: Might I further suggest that, as your shock-troopers, these monastic warriors use the stone sheets offensively as well as defensively? Though only dozens strong, their unique martial arts/mysticism is well-evolved.
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