Still a heavy WIP, just showing progress. [hider=Kingdom of Moquazo][color=598527][center][h1]Moquazo Empire[/h1][/center][/color] [center][img]http://i1104.photobucket.com/albums/h326/monkeyboy226/Flag.png[/img][/center] Demonym: Moquazians Description: The Kingdom of Moquazo is the nation that sprawls across a vast majority of the southern steppes of Albion up to the the edges of the desert in the center of the continent. The country itself is a diverse melting pot of races with humans and elves making up the majority of the population as well as much of the nobility but not all of it. The elemental fae occupied the land before the other races showed up and retained their control over the vastly larger populations of the other races due to their firm mastery over magic during the settlement of the Moquazo steppes. Scattered across the land are several large walled cities that hold a major part of the population as craftsmen and industry has started to take rise despite the Kingdom's strict adherence to their old ways. There are many still that enjoy the freedom of traveling around the plains tending to the herds of cattle and other animals while some tend to the farm fields. Government: The Kingdom of Moquazo is under the complete control of a single ruling family. With the entire empire being a large melting pot of different races and species there is only one species that is allowed to rise above the others and rule. The royal family is composed of elemental Fae who form the bedrock of the entire empire as the head of a ruling caste that takes families from every species present. There has not been any changes in the ruling families in many years with Dukes and Barons holding power within the King's court for several generations. Recently there has been an increase in the number of knights as older knights and other nobles started to take in more than one squire at a time. This caused a problem in the balance of nobility leading to Knightly Orders rising up to give knights and squires without land a reason to live. Economy: (Just describe the major industries, activities and how they are organized. What are notable exports and imports? What is your nation lacking? Your rolls should help you figure this out) Religion: Shamanistic Lindosianism is a combination of Eastern Lindosianism beliefs fused together with the beliefs of the people the invasion my Lindos. Though the practitioners believe that Champion was a messenger from the heavens, they still hold a belief in reincarnation and ancestor worship. Nature and beast are revered as gifts from the heavens that should be treated accordingly. This is why every man is allowed to own a mount no matter how poor they are as it is a right bestowed not by the Kingdom but by the heavens. Religious Demopraphic: 30% Eastern Lindosianism 15% Western Lindosianism 55% Shamanistic Lindosianism Geography: Dark Purple The Kingdom of Moquazo is spread out across the southern interior of Albion. The land could only be described as steppes as there is just grassland as far as the eye could see. The only places where the scenery changes is near the rivers that run through the nation as these are where you see trees start to sprout up to provide some shade. As you move to the most northern reaches of the Kingdom, you may come across the edges of the desert that covers the entire center of Albion. Every once in a while there is a large spire mountain that dots the land for no known reason, it is rumored that they are remnants of traveling mages that did not like how the plains appeared. Population: 6,400,000 Demographics: 2% Elemental Fae 60% Humans 30% Elves 8% Other Notable Locations (Give us some info about your capital, other important cities, maybe where your forts and colonies (if you have any) are located) Personalities of Note (Your ruler, perhaps your highest military officers, generally just use this space to help us keep track of your POV characters) Institutions: (Major non-military institutions of the nations, such as legislative bodies, guilds, religious sects) Military: Organization: The Kingdom of Moquazo's military is built upon the backs of its large population of chivalrous knights who all serve by their own codes but have all sworn fealty to the king. Because of the peoples reverence that the creatures that live on the steppes of Moquazo, mounted warfare has always been a staple and defining feature of the army. A large part of the army is not a standing army and requires soldiers to provide their own armor and weapons with the Kingdom supplying the other logistics that could sustain a large fighting force. This means that human knights are able to sport full plate armor with [url=http://pre04.deviantart.net/d54e/th/pre/i/2012/208/8/1/the_golden_guard_by_yanzi_5-d58rr8d.jpg]elven nobles[/url] favoring lighter yet as durable armor. All knights are trained to use a lance from horseback or saber back as military doctrine has cavalry engagements being initiated with heavy lancer charges though all other weapons are left up to the soldier. Human and [url=http://orig03.deviantart.net/f79b/f/2009/091/9/4/lynx_warrior_by_sandara.jpg]beastmen[/url] knights favor the horse as a sturdy and trusted mount while the elves of the realm prefer the [url=http://orig11.deviantart.net/b342/f/2009/091/c/a/the_pass_by_sandara.jpg]saber[/url] for its speed and agility. The war mages of Moquazo are known as riders in their own right and have a specialty for casting wards on their own men to improve the speed of their mounts and to ward the soldiers from offensive magic of the enemy and arrows. When not in times of war, the larger majority of the army is disbanded as farmers and craftsmen return to their daily lives. The only standing army that remains are city guards, royal knights and a many different knightly orders that roam the land according to each of their own chivalrous codes. Major Knight Orders: [hider=Order of the Dragonkin]The Order of the Dragonkin are a group of knights that have sworn to protect the land from the evil of drakes and dragons. They travel across the land hunting down rumors of the beasts and carrying out judgement when the dragons are found. The Order holds significant influence in the King's court and are beloved by the people of the land. Senor knights in the Order have been known to wear dragon scales as plate armor while other members are permitted to wear their kills are dragonscale capes that give some protection against flames.[/hider] Order of the Feather Knights Protectorate Knights Royal Order of Lindos Ordos Arcanum Troop Total: 108,000 Army: 64,000 Knights 23,000 Horse Calvary 7,000 Saber Calvary 5,000 Horse Archers 7,500 Infantry 1,500 War Mages Other: (Such as siege equipment, internal security, important mercenaries, spies, etc.) Other: 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 big strengths and 1 big weakness, or 3 big strengths and 2 big weaknesses. Ask if you're having trouble coming up with something) [/hider] [hider=Rolls 26] [h3]Rolls[/h3] [b]Basic Demographics & Geography[/b] [u]Territory Size:[/u] 6. Your nation sprawls across Albion as it dominates the map with its sheer size. But the dog's bark is louder than its bite; there simply aren't enough people to exploit all of your land and its resources, defending your borders or stopping smugglers is probably a futile task, and communications from one end to the other might very well be a major issue. At least you can retreat back almost endlessly when defending your nation, and you can probably count on your enemies lacking the manpower to occupy all of your land. [u]Population:[/u] 6,400,000 (large) [u]Urbanization:[/u] 4. Your nation is unusually urbanized. You might have a lot of towns or a few really big cities, but either way a fair amount of your people have migrated to the population centers. This opens the door to much more industry and commerce but also leaves more of your people vulnerable to the dangers of city life: organized crime, filth, and disease. [u]Government Type:[/u] 3. Your society is a feudal monarchy. Quite typical, there is a king who inherited the throne from his father, and then there are all manner of other aristocrats: dukes and barons and knights all swear fealty to one another in exchange for control of land, all in a complicated system of legal obligations... [u]Political Stability:[/u] 4. Your country has the occasional highwaymen, but they mostly hide in the hills and forests far out in the countryside. By and large, your realm is stable. [b]Economy[/b] [u]Overall Wealth:[/u] 2. Your nation was once in good enough shape, but recent events have caused a large recession and now your economy is shrinking. If this isn't resolved soon, major issues will arise. The people are used to a higher standard of life than they are currently experiencing, and as food supplies contract there may be mass starvation and the collapse of industry, commerce, or even government. [u]Government's Primary Means of Generating Income:[/u] 10. Your government is constantly minting new currency. Maybe they directly control a gold mine or have a group of secret alchemists always at work transmuting more lead into gold, but either way they just make some more money whenever they need to buy something. There's a fair amount of inflation, but hopefully you actually are using coinage that is backed by the worth of its own composition. [u]Technology:[/u] 2. Antiquated, your nation lags behind the rest of the world, and stubbornly clings to ancient traditions. [u]Agriculture:[/u] 4. Your nation has its farmlands, but you aren't blessed with particularly fertile land nor regular rainfall. As such, seasonal famines are a common thing. [u]Natural Resources:[/u] Ivory, terracotta, copper, lead, horses [b]Military[/b] [u]Military Size[/u] 5. Large, strictly volunteer corp of professional soldiers that takes considerable upkeep. A sizable and reasonably effective standing army, but little else supports it during wartime. [u]Military Focus[/u] 2. Poor navy; heavy cavalry focus in the army, a few magic users for battle. [u]Military Leadership[/u] 8. Generals are often hired foreigners; very competent but not necessarily loyal [u]Military Reputation[/u] 1. Unpopular domestically; considered devious by foreigners [/hider]