[hider=Galados WIP][IMG]http://i67.tinypic.com/2h2qpft.png[/IMG] [img]http://grindstoneinteractive.se/wp-content/images/greenlight/banner_kobayashi.png[/img] [color=lightgreen][b]Banner symbolism:[/b][/color] The green flower of the fields and the circles of the High Magocracy. Simple, really. [color=lightgreen][b]Demonym:[/b][/color] Galadians or Galadosean. Or just halflings. (Even Galadosean halflings?) [color=lightgreen][b]Description:[/b][/color] A young upstart-nation that was formed in the wake of Halfling idealism and patriotism where different halfling clans, tribes and families joined together to form a single nation overseen by the Galadan Mage Council. Power also resides in landowners and title-holders that effectively function as estates, and the peasantry are usually rural, poor but healthy farmfolk. Seeing as the lower- and middle-class are poor but make up the cast majority of the population, some have taken to banditry and cause trouble. As the nation is still young and most halflings have never been under such a huge governing body, their introduction to politics and such have been bumpy at best. The landowners are often rich, greedy and bribable, giving the commonfolk a dislike for their supposed protectors and a mild unrest hangs over the nation. Under the adamant minds and iron wills of the Galadan Mage Council however, the nation is safe and so is it's immediate future. From so many halfling tribes joining together, the collective landmass of Galados was deemed to be quite large. Compared to other nations it's in the average, but to the halflings their domain is seen as huge. Vast farmlands ensure the people is well fed and content despite the civil unrest, and so far the only military needed have been a small peacekeeping force. While food and health is plentiful, riches and wealth is not. Most of the wealth is centralized within the estates and the ruling government body, but even that is not much. There isn't much to export and the halflings simply lack the funds for any significant import. They yearn for trade and many adventerous halflings have begun to set out to try their luck as traders, but so far it's too early to tell. Seeing as there's not yet an extensive code of laws, most crimes are usually punished in the form of slavery. A convicted criminal is sentenced to servitude for a set amount of time either to the victim of the crime or to the state. The punishment for a crime is usually harsh, but the twist here is that a halfling can never be convicted into slavery for life. Other races can. A convicted halfling is sentenced to a set amount of servitude, while the punishment of a non-halfling for the same crime is often much more severe. A particularly bad offense can result in slavery for life, and as such, Galados has a slavetrade set in place. It's a rather odd notion to see halfelves deal with slavery, but who are they to turn away a profit? They aren't selling fellow halflings, after all. Before the unification of the Halflings and the founding of Galados, the lands that are today making up the nation was not only home to halflings. There were humans, goblins, ogres, the occasional centaur tribe, and other primitive beings. The vast majority of at least 80 percent is halfling, however. During the rise of the Halflings, not all of the unification-process was peaceful. Many humans and goblin communities were uprooted and forced to move, while ogre and centaur tribes were tricked into servitude. Halflings are quite charismatic, and Ogres and Centaurs are below average intelligence. The Halfling race is seen as superior to the other native races of Galados, resulting in the occasional bad treatment of humans, goblins, ogres and centaur alike. They are too few and too scattered to mount any difference or make up any political power, however. [color=lightgreen][b]Government:[/b][/color] Galadan was a mighty Halfling Wizard who lived about two-hundred years ago. His power was unmatched and his wit unchallangable. He formed a guild of mages that became his apprentices, and he instructed them in powerful magics and intellect. Today, the Galadan Mage Council consists of twelve arch-magi and twenty-four mage-councillors. They convene to speak of topics of magic, politics, government and basicly everything concerning the nation of Galados. The council grant political power to the estates, wealthy land-owners or halfling nobility that oversee a province or county directly. They are subject to Council laws and supply them with taxes, resources, food and manpower that they in turn get from the peasantry that they oversee and protect. Most nobility have a knack for magic and dream to one day be part of the mage council itself, but the land-owners are another story entirely. They're greedy, wealthy and corrupt. They bribe each other and attempt to one-up each other at every turn, which sometimes means they neglect their duties granted to them by the council. This in turn has caused somewhat of a distrust toward the estates, but the nationalism present in most halfling minds are strongly directed toward the Mage Council itself. In short, trust of the highest governing body is high, while the trust decreases the further down the ladder of governer you go. [color=lightgreen][b]Economy:[/b][/color] In few words, there isn't much of an economy. The commonfolk is poor, the import and export is minimal and what little wealth there is, is centralized within the government. A few halflings suffer homelessness, but at least thanks to the strong agriculture of the nation many can still be fed or even find work as farmhands. The estates hoard their wealth from the commonfolk and the Council keep the estates relatively in check. Efforts are being made to set up some sort of trade with other nations, but it's too early to tell. When it comes to technology, the halflings have kept to their own traditions and way of life for a long time, meaning new-thinking ways are very rare, and quickly swatted away by most commonfolk. Despite their technological downtroddeness, the magic performed by the Mage Council more than makes up for their defficiency. The natural resources of the nation consists of small deposits of very rare metals, possibly jumpstarting foreign trade, or at least so hopes the council. [color=lightgreen][b]Religion:[/b][/color] (if present, more than one?) [color=lightgreen][b]Geography:[/b][/color] (Jungle, grassland, mountains, etc. Be sure to identify where on the map you are, preferably by posting a clip of the region you wish to occupy, keeping in mind the relative size of your territory as was given in your rolls. We may have to move you around to make it work.) [color=lightgreen][b]Population:[/b][/color] (was given in your rolls) [color=lightgreen][b]Demographics[/b][/color] (Makeup of your population; info of the different species of your people, further subdivided into ethnic groups if you like, maybe even mention linguistics) [color=lightgreen][b]Notable Locations[/b][/color] (Give us some info about your capital, other important cities, maybe where your forts and colonies (if you have any) are located) [color=lightgreen][b]Personalities of Note[/b][/color] (Your ruler, perhaps your highest military officers, generally just use this space to help us keep track of your POV characters) [color=lightgreen][b]Institutions:[/b][/color] (Major non-military institutions of the nations, such as legislative bodies, guilds, religious sects) [color=lightgreen][b]Military:[/b][/color] [b]Organization:[/b] (professional/militia/levy/..., doctrine, tactics, equipment, though the latter can be put underneath as well, etc.) [b]Troop Total:[/b] (keep reality and upkeep in mind, e.g. 3% of your population as full-time professional soldiers would be a whole lot. Many seemingly unrelated factors can go into this, including abundance/lack of food and your nation's wealth) [b]Army:[/b] [b]Navy:[/b] [b]Other:[/b] (Such as siege equipment, internal security, important mercenaries, spies, etc.) [color=lightgreen][b]Other:[/b][/color] Special traits, remarks, boons and flaws(Here is your chance to decide something unique and important about your nation without basing it on the rolls I gave you. You may have 1 big strength that makes you special, 2 strengths and 1 big weakness, or 3 strengths and 2 big weaknesses. Ask if you're having trouble coming up with something) [img]http://grindstoneinteractive.se/wp-content/images/greenlight/banner_kobayashi.png[/img][/hider]