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Flagg Strange. This outcome I did not foresee.

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Realm name: The Drathan Union

Flag/Banner:

[img=th08.deviantart.net/fs30/200H/i/2008/0..

Motto: From Wisdom, Power. From Power, Right.















CULTURAL

Short History:

The Drathan Union in its current incarnation was formed a mere 10 years prior to the Cataclysm that brought the Darthlukian menace into the world. It is now, in terms of population and land, one of the largest empires in the world, stretching over vast leagues of desert and semi-arid scrubland, as well as highly fertile river deltas.

The Union's origins lie in a league of human merchant cities in the Drathan Delta and the Yuwani Oasis, named after the largest of the metropoli, the immense city state of Zar Dratha. For centuries, the Drathan cities had been ruled by a loose affiliation of magi and Yuwanists, known as the Congress of Masters. Devoted to the accumulation of knowledge and arcane power, the magi of the Congress were little interested in the day to day politics of their fiefdoms, which they ruled mostly as a means of retaining sufficient personal wealth and leisure to pursue their wide ranging philosophical interests. Personal feuds and vendettas between mage-lords coupled with laissez-faire rule over the masses characterized much of Drathan politics in the long centuries before the rise of Justin Magnus and the Cataclysm.

The Aesteromachy changed things. The fall of the old pantheon in and of itself concerned few of the Congress of Masters- the rise and fall of deities was in the nature of things, after all, and those most faithful to Yuwan believed she would conspire to survive... but the rise of Justin Magnus and major powers devoted to his worship across the world worried the Masters mightily.

They were sent visions by their goddess of Justinian hordes sweeping all before them... and of a darker, nameless threat looming at the heart of the world.

Bound together by self-interest, the Congress of Masters determined to form a vast power base from which they could resist the encroaching threats. The diverse principalities occupying what would become the Drathan Union were completely caught off guard by the sudden moves of the once-complacent wizard-lords, who had in the space of a year united vast armies of ravening beastkin and hired legions of mercenaries to do their bidding. The Magisters' War, as it became known, was less a war than a triumphal march, as the Congress of Masters subjugated the clans of the Southern Grazelands, formed pacts with the Nuvidian desert tribes, and bent the innumerable beast folk inhabiting the wilds to their will.

In the space of two years, the Masters had conquered the world's largest empire, a testament to their incredible power and genius... but their conquest was fragile and superficial, and the years leading up to the First Grand Alliance saw the Union totter and reel with internal confusion as the Congress of Masters attempted to mobilize the now vast resources at their disposal. An unwieldy bureaucratic police state was formed atop a polity of immense internal diversity and contradiction.

It took the looming threat of the Darkness to solidify the Masters' despotic hold on their varied domains.



-List of Historical Grievances
-Relations

Cultural Notes

Slaver Society- slavery is tolerated in most parts of the Union.

Culturally Diverse- the Union comprises many major cultures, with innumerable varieties of Yuwanism and worship of the Red Pantheon being the most common religious practices.

Intellectual- Desert cities of the Union, thanks to century of magi-rule, are home to incredible libraries, universities, orreries and arcanums.
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DAWNSTAR A literal Type 0 Super Luminous Star

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-Realm name:Ma' Hurcazak
-Flag/Banner:Flag of Ma'Hurcazak

NATIONAL
-Capital: Nagshinze
-Government Type: Republic
-Currency: Boritzas
-Population: 13,505,872
-Realm Size: Empire(73)
-Unique Trait #1: As One: The Army and Navy of Ma' Hurcazak fight as one. The soldiers uphold the one creed by which they must live, 'We are All Brothers and Sisters against the Darkness'. The soldiers always fight as a unit and are nearly inseperable when they are on their own free time. This oneness recently led to the creation of the 22nd Marine corp and 31st Ranger corp.
-Unique Trait #2: Populist Ideology: Your nation is a nation of the people and for the people. It strives for enlightened ideals put to practice in the form of yet-unknown and completely alien things like 'democracy' and 'equality'. The rest of the world has no idea what you are going on about, but your people sure love it! They love you fiercely so long as you remain a servant of the people. (Effect: Likelihood of popular revolt reduced, likelihood of peasant rebellions significantly reduced, increased public support for defensive wars, increased public mobilization, increased adaptability and skill of non-elite units, increased technological innovation speed)

-Unique Flaw #1 Racism: Racism is a serious problem in Ma' Hurcazak even after the rebellion. It is not rare to see signs stating 'Humans only' or 'No Orcs Allowed' on bars and other public places. When walking the roads of Ma' Hurcazak, it is certainly not a rare sight to see lynched orcs and goblins hanging from trees.
-Unique Flaw #2 What is a Liberty?: As a nation of freemen and women in a world literally run by actual authoritarian gods who can not comprehend liberty and mortal rulers who are unlikely to accept it. This nation is considered a pariah in the face of gods and other nations. Holy clergy despise the republic as a symbol of sacrilege, aristocrats despise the republic for endangering their power, knights despise the republic for giving the commoners equal standing to them and monarchs despise it for obvious reasons. The republic is said by its supporters as being born some 300 years too early, Their deity is still baffled at how it happened and is seriously considering abandoning these mortals. (Effect: Ideological conflict with all non-democratic states, Extreme ideological conflict with all slaver states, extreme ideological conflict with all totalitarian or genocidal states, weaker heroes and 1 less hero than maximum)

GEOGRAPHICAL
-World-Realm Map:
-Internal-Realm Map:

-Major Cities: Nagshinze, Hizeram, Turikast, Venos, Nalluke
-Major Castles:Ibitza, Fakurima, Opizina, Joruke, Vandia, Avernas
-Buildings of Interest: The wall of Cazina(Still under construction. The brown line on the map.)
-Geographic Features of Interest: Silver Sea- A mostly enclosed sea whose waves sparkle like silver due to the reflection of sunlight

off of them.

RACIAL
-Majority Race(s): Humans, Dwarves and Orcs
-Minority Races: High Elves, goblins, and hobbits.

RELIGION & MAGIC
-State Religion: Yuwanite Aestrosism
-Religion Demographics: Out of the 13,505,872 people living in Ma' Hurcazak, 8,985,624 people worship Yuwanite Aestrosism.
-Holy Relics In Possession: The Star Strike Bow, Crest of Aegmon, Seer's glass, Illithian Bulwark(shield)
-Magical Schools and Curriculum: Healing, Barriers, enchantment(Justinian Magnus) and Precognition, Lightning, Conjuration and Transmutation(Yuwan).

MILITARY
-Total Military Size: 245,980 soldiers, 900 mages, 240 warships
-Military Details:








NATIONAL DRAMATIS PERSONAE
-Head of State/Monarch: The Council of Ma' Hurcazak
-General Of The Army : General Zashina Mahraza
-Admiral of the Navy: Admiral Braka Xenorth
-Persons of interest:





HEROIC DRAMATIS PERSONAE
-Sir Vance Tiborn
-Ranger Willa Tu'ruhara
-Priestess Saila Opertez
-Master Viaz Xathrian
-Knight-Commaned Ibraham Calbourn

CULTURAL
-History:






-List of Historical Grievances:The War in the North(Dwarf grievance) and the War of the Green River(Goblin grievance).
-Relations: The Horns of Harnia- Ma' Hurcazak has been gracious in allowing the Horns to live on their land. Many refugees from Harnia live on the frontier of Ma' Hurcazak as well as the Stronghold of Entryway having been built a few years back for use by the Horns. The Council has even allowed the construction of the Stronghold and head quarters of the horns, New Harnia. Though the civilian population does not quite accept the Horns, the Council holds some sympathy for the homeless minotaur who lost their lands to the Darkness.

Ararllia- Ma' Hurcazak use to have trade relations with the Kingdom of Arallia but their relations fell apart during the rebellion. Ma' Hurcazak had nor contacted Ararllia until several years after the rebellion ended. With the wounds of the rebellion mostly healed, Ma' Hurcazak has taken the initiative to contact Ararllia on renewing their old trade contact. A representative of Ararllia is suppose to arrive in the port of Hizeram to negotiate the terms of their trade contract.

Kadian Covenant-Ma' Hurcazak first came in contact with missionaries from the Kadian Covenant during the rule of Philus Aegmon. The Justinian missionaries brought the light of Justinian Magnus to Ma' Hurcazak and it grew nearly as quickly as Yuwanism had. Soon, Justinian took the position of second most worshipped God in Ma' Hurcazak. Yet, the missionaries were forced to flee after the rebellion had begun. Unbeknownst to the people, Azakir Jakim had fallen in love with a missionary, Alma Kassidus was her name, from the Covenant. Now, ten years after the rebellion began, the two have finally decided to marry.
-Cultural Notes:


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The Order of Ignis
Banner: The Sunburst of Ignis
-Holy City Benefactor: N/A
-Original Primary Objective: Destroy the darkness by any means necessary
-Original Secondary Objectives: Take back any homelands lost by the Darkness
-Host Size: 250,000
-Unique Trait #1: We shall know no fear: Due to training and a combination of some of the veterans cutting their eyes out or blindfolding themselves in battle, Veteran slayers are immune to being afraid of the spawns of darkness, but this does not mean they can't be routed or scared of other things.
-Unique Trait #2: Sixth Sense: Due to veterans cutting out their eyes some who are magically entuned can feel spawn of darkness in the ground and track them with this, some of the stronger ones can even feel the presence of a great gathering of consciousness. Many who touch it though do go insane due to hearing all of those voices at once.
-Unique Flaw #1: Veteran Saving:Very few make it to veteran status as fighting the darkness often kills many, and those who do are revered so veterans fight very rarely but when brought to the battlefield normally tides are turned.
-Unique Flaw #2 Recruit Everybody: The Order of Ignis recruits everybody regardless of race,creed, or history. There are even entire Penal regiments where prisoners are offered the chance to fight instead of rotting in dungeons, this leads to a lot of infighting

PATRONAGE & GEOGRAPHIC
-Host Map: Founded upon the ruins of whitewall each man swore an oath upon his homelands that they would take back their home. Somewhere along the they made an alliance with Minotaurs, and were granted Asylum withing the borders of the Caadori Empire.
-Founding Location: White Wall
-Patron Realms: The Caadori Empire
-Map

-Host Headquarters Location: The Chalice, a keep outside the Captial city of the Caadori Empire
-Major Host Strongholds: The Chalice, and The Cauldron which is situated closest to the border with the darkness but still within the Caadori Empire
-Buildings of Interest: The Chalice is a simple keep, two tiers of walls a pit in front. and the keep it's self. It looks really unspectacular but due to the help of some of the dwarves within their armies their is an extensive underground tunnel complex. The Cauldron is where most of the army is and where they wait and watch for the Darkness so they can ride out to meet them. It's just a simple timber fort and camp.

RACIAL
-Majority Race: Humans
-Majority Race Appearance: They look like humans, all shapes, sizes, and colors
-Majority Race Characteristics Normal human characteristics, but the strongest trait about humans is their determination and their adaptability
-Minority Races: Any and all
-Minority Race Apearance(s): Various
-Minority Race Characteristics: Depends on Species

RELIGION & MAGIC
-Host Religion: Various, all religions are accepted
-Holy Relics In Possession:N/a
-Holy Sites Under Control: N/a
-Hosts Magical Arsenal: Some of the veterans senses are heightened by magic almost like a form of clairvoyance some can even feel dark spawn.

MILITARY
-Total Military Size: 250,000 (Everyone fights and dies)
-Military Details: There are many different regiments and formations within the order but the prominent four are as follows:








Numbers: Fighters Corp: 150,000. 100,000 frontline fighters 20,000 Calvary troops, 25,000 Archers, 2,000 Warders, 3,000 Knights of Ruin
Ranger:Corp: 50,000
The Farseers: 1,000, 800 In the order of the sun, 200 In the order of the moon
Prisoner Regiments: 49,000
LEADERSHIP DRAMATIS PERSONAE
-Host Leader: Lord Ivor of Whitewall, Nobody has seen his face and he refuses to take off his helmet until Whitewall is retaken. He only takes it off when he is completely and utterly alone.
-Host Religious Head:N/a
-Persons of Interest: General Of the Fighters Corp: Sir Lokir Darkgrin
Officer and Commander of The Knight's of ruin: Aella Sorenn of Silverwind
Warder to Farseer Marius: Roland Sorenn
Warder to Farseer Bareen: Luris Dar'Vein
Leader of the Ranger's Corp: Havarr of Tear
The Farseers Leader of the Order of the sun: Bareen Krag of Goldenholme
The Farseers Leader of the Order of the Moon: Marius Vanorick
General of the Dungeon Rot Regiments: Valrius Black

HEROIC DRAMATIS PERSONAE
-Ivor of Whitewall
-Roland Sorenn

CULTURAL
-History of the Host: The Order of Ignis was created from refugees, from orphans, and from those who had lost homes or families to the darkness these people were tired of feeling hunted, they were tired of running, and they wanted their homes back so they armed themselves and flocked under one banner, that banner was Lord Ivor's sunburst. Lord Ivor, king of whitewall now an exile and a refugee from his homeland had them trained, and had word sent to everybody who would hear them. People came more than Ivor had expected and soon they were a great host. But with no land and no home to call their own they wandered.

Eventually the ruler of the Caadori Empire saw a use for the order and allowed them lands within their great nation, which Ivor graciously accepted, but very few from the Caadori are actually allowed into their keeps. As the groups rituals, rites, and veritable melting pot of everything might be a little too much for some to handle. But they keep to themselves and only small groups of them actually visit with the Caadori people.
-Relations: Good all around the board they especially love to help nations who are losing to the darkness.
-Customs and Traditions: There are very many traditions and customs within the Order as they don't discriminate, but there are many customs made up by them to keep up morale.

Fighters Corp customs: Generally they beat their shields or their chests during battle, war crys, chants, drunken parties, all around debauchery. A favorite custom of the Fighters Corp is to smear ash on their faces and bodies.
Ranger Corps Customs: Trophy taking it's not uncommon to see rangers with hands, or other body parts around their neck or woven into their clothes, pelt wearing, they also paint each others faces with dyes and paints sometimes for fun like the occasional flower or something but other times it's for camouflage.
Farseer Customs: Nobody knows what the farseer customs are or if they even have customs.
The Dungeon Rot Regiments: Their only custom is blooding in, where they cut hands and share blood.
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(WIP)
THE EMPIRE OF THE GREEN SEA


Let us live crowned in glory, or let us swear in glory to die!


National
Capital: Esperanta
Government Type: Collective Monarchy
Currency: The Izar, a coin made of green glass.
Population: 7,751,300
Realm Size: 44

Unique Traits:

Unique Flaws:

Geographical


Racial
Majority Race: Humans of the Green Sea
Majority Race Appearance: The humans of the Green Sea are renowned for their sun-kissed skin, dark hair and soft triangular features. In the southernmost islands, eye folds are a common trait, while the people of Rivena and Vinazora are commonly associated with bright green eyes.
Majority Race Characteristics: Because most humans of the Green Sea have historically spent their lives near the aforementioned sea, they tend to develop the physique most cultures associate with swimmers. Superficial details aside, however, these humans are ultimately not too diferent from their peers. Only a handful have ever lived past the age of ninety, and what they lack in specific affinities, they make up for it with adaptability.

Minority Race: Elves of the Green Sea
Minority Race Apearance: The elves of the Green Sea are extremely pale, soft-faced, and yellow-eyed. They are best known for their vibrant hair colours, four-fingered hands, and small, flat noses. Their ears, much like those of most other elves, are long, although in the particular case of the elves of the Green Sea they are not pointed.
Minority Race Characteristics: Technically not true elves, the elves of the Green Sea developed separately and in almost complete isolation from their peers for most of their early history, only occasionally coming into contact with humans. In those terms, these elves did not grow to share the intelligence commonly attributed to most elves, and they are remarkably short-lived, with few living past the age of sixty. Their most defining trait is what the humans who first met them referred to as 'spiritual distance'.The elves of the Green Sea are a contemplative people, who often see the world around them from a detached perspective, and interpretate events as part of a greater whole. In terms of physique, elves of the Green Sea are taller and nimbler than most humans, but also weaker.

Religion & Magic
State Religion: Green Sea Dryadicism
Religious Information: Dryadicism has been a part of the Green Sea since its very inception. However, long before the first monks from Eve reached the Old Kingdoms of Spring and Autumn, a plethora of faiths existed in a constant state of flux and strife, scattered through the shores and islands. Among these, the most powerful were the Cosmic Ocean worship of the elves of the Green Sea, brought to the region by the exodus from Tianxia, and the hero worship of the Celeste dynasty. Many religious wars had already broken out before the arrival of Dryadicism to the Green Sea, and the clashes only intensified after Dryadicism became the state religion of Nezmenia and its allies. The strained relations between the many faiths of the region were only eased with the détente known as the Treaty of Almada, which forced the local religious authorities to practise a certain degree of syncretism by integrating the old rituals of the elves and the Celeste dynasty to Dryadicist doctrine and ordaining many Celeste dynasty scholar-priests and elven clergymen as Dryadicist monks and mothers.

Because of the Treaty of Almada, the Dryadicism in the Green Sea is quite different from the Dryadicism of Eve. While the Cradle Pantheon remains a fundamental part of the everyday rituals and lectures inside the temples in the larger cities, outside of them the Cosmic Ocean and the heroes of the Celeste dynasty continue to be many people's favourites, although they are now interpreted as belonging to the overarching, broader pantheon of Dryadicism. Religious festivals in most areas tend to focus on the moon, the stars and the sea, except in Nezmenia and Vinazora, where their farming and gardening heritage draws them to worshipping deities related to fertility and the seasons. Nobles and commoners alike tend to pray at small shrines built in honour of folk heroes, rather than the Dryadicist temples.

Religion Demographics: The vast majority of the empire's population are Green Sea Dryadicists, although not uniformly so. In Calesta, Sorne and Naia, Cosmic Ocean worship is still practised in a relatively pure form by most. In Nezmenia and Zoraido, on the other hand, traditional Dryadicism continues to be the state religion, and the population is actively encouraged to worship the original Cradle Pantheon.

Holy Relics In Possession:
- The Coral Mask of Felifero the Water Dancer
- The Halberd of Ludovica the Sea Serpent
- The Heart of Ludovica the Sea Serpent
- The Crown of Moonsteel and Starstone
- The Seal of Flordesal

Magical Schools and Curriculum: The only proper schools of magic in the Green Sea are in Estelara, Calesta and Esperanta. Elsewhere, magical education is handled informally, and often reserved for aspiring Dryadicist clergy and the children of wealthy landowners. The school in Calesta is the eldest, established by Dryadicists during their second landing on the island, whereas the school in Esperanta was founded in the early days of Tomas the Great's reign, when the king of Rivena and Vinazora found himself needing trained healers and gardeners.

The curriculum in all three schools is mostly identical, with emphasis placed on healing, mutative organic transmutation, accelerated growth, and other forms of enviromental manipulation. Because of Nezmenia's history of militarism, however, the school in Estelara also focuses on self-transmutation, barriers, and basic elemental magic. In Calesta, on the other hand, over the past few years its masters have developed a fascination with the study of the mind, and have thus dedicated a significant part of their curriculum to telepathy and illusion magic.

Military
Total Military Size (See Guide For Info)
Military Details (Unit Types and distribution of numbers)

National Dramatis Personae
Monarchs

Ruling Dynasties:
- Jurisa in Rivena, Vinazora and Aveluz
- Vucoya in Nezmenia
- Vicenç in Ucariana
- Silveira in Lucoral
- Fozana in Calesta
- Udane in Naia and Sorne
- Luciernas in Zoraido

Constable Of The Army:

Religious Head: Risier Nuarvan, Eliar Velvan
Persons of interest:


HEROIC DRAMATIS PERSONAE
- Radu Dalca
- Viorica Negrescu

CULTURAL
-History
-List of Historical Grievances
-Relations
-Cultural Notes
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