I'm not finished, but here's what I have so far. Still chewing on what to put for numbers. I'd be seriously happy if someone just told me "Say you have 'X' population." [hider=Nation Summary][center][h2][u]Late Ancient Era Nation Summary[/u][/h2][/center] [center][img]http://i.imgur.com/0gkhJW3.png[/img][/center] [center][i][b]The Dominion of Zaqir[/b][/i][/center] [b]Overview:[/b] Famous first and foremost for the warlike nature of its inhabitants, the Dominion of Zaqir is also known for its thriving markets, its bloody gladiatorial contests, and its eclectic collection of cultures and races. The capital, Zaqir itself, is the wealthiest city in the known world. The impressive Conqueror's Canal runs through the Zaqiri peninsula, connecting the northern and southern parts of the world more easily and allowing Zaqiri raiders to influence ever-more distant realms. Still, the raiding culture is in its death throes, and it's very possible that the glory days of Zaqir will fade with it. [b]What Your Nation Can Offer:[/b] Zaqir is a wealthy nation that needs ever-increasing stocks of iron and steel. It definitely has the money to buy the necessary metals. There's good luxuries to be had from Zaqir, too: exotic woods, sugarcane, dyes, fish, and spices all make for a rather enticing array of products. Zaqir also makes a better ally than enemy: though it hasn't won every war it's fought, its enemies have universally suffered greatly from fighting Zaqir. Its military might is definitely a real threat in the world, and its mercenaries have proven themselves to be useful additions to any army. [b]Military Strengths and Weaknesses:[/b] Zaqir has the world's largest, strongest fleet, and its armies boast some of the world's best infantry. However, the saurian military completely lacks cavalry, using wild boars and serpent flies as surrogates for that combat role, and doesn't field organized lines of spears or pikes. While they are skilled at mass charges and the shield wall formation, Zaqir would do well to discipline its warriors and turn them into soldiers. Still, they're terrific fighters if they can turn a battle into a mass melee. It's worth noting that Zaqir is a difficult place to invade. Sweltering hot jungles flanked by the very seas the saurians have mastered makes their land perilous to attack. Their cities are well defended, too, and seasonal raiders are good at spotting assaults before they arrive. [b]Population and Races:[/b] [list][*]Saurians - ####### [*]Humans - ####### [*]Asqari - ####### [*]Regulii - ####### [*]Jandoo (Saurian subrace) - ####### [*]Soun'yei - ####### [*]Half-breeds - ####### [*]Other - #######[/list] [b]Religions:[/b] [hider=Cult of the Divine] [b]Religion Name:[/b] Cult of the Divine [b]Type:[/b] Monotheism with Shamanistic and Hero-Worship elements [b]Name of Believers:[/b] Diviners [b]Overview of Beliefs:[/b] A mixture of the original tribal beliefs of the ancient saurians and the beliefs of the neighboring Regulii of Ilitscium, the Cult of the Divine expresses worship of a single, true God known as the Divine. However, there are many lesser spirits in the world besides this God, each of whom have some power and influence. Some are the Divine's servants; some are the Divine's enemies. Others still are the souls of the ancestors and great heroes who help and answer the worthy. The Cult of the Divine believes that God has several different aspects, each of which represents a different ideal or element. The Divine has an aspect of storms, of war, of mercy, and more. All of these faces, however, are merely faces of the one true God who is supreme. [/hider] [hider=Ila] [b]Religion Name:[/b] Ila [b]Type:[/b] Monotheism [b]Name of Believers:[/b] [b]Overview of Beliefs:[/b][/hider] [hider=Shamanism] [b]Religion Name:[/b] Shamanism [b]Type:[/b] Shamanism [b]Name of Believers:[/b] Shamanists [b]Overview of Beliefs:[/b] A minority in the Dominion, Shamanists are practitioners of ancient, tribal saurian and human beliefs that originate from the jungle. Most of the practitioners either live deep within the jungle or live on the Jandoo Isles. They worship a plethora of spirits and gods, and their beliefs vary widely from tribe to tribe. [/hider] [i]Philosophies[/i] [hider=Samaksism][b]Philosophy Name:[/b] Samaksism [b]Type:[/b] Martial Philosophy [b]Name of Believers:[/b] Samaksists [b]Overview of Beliefs:[/b] Also known as the School of Martial Excellence, Samaksism emphasizes personal skill and strength. The greatest virtue to ardent Samaksists is to become a better fighter. They approach all their problems head-on, and while they are much more than brute warriors, Samaksists nevertheless do not care for the study of tactics or deception. This makes Samaksists especially skilled at single combat but lacking in other areas. [/hider] [hider=Mazarism][b]Philosophy Name:[/b] Mazarism [b]Type:[/b] Martial Philosophy [b]Name of Believers:[/b] Mazari [b]Overview of Beliefs:[/b] A rather practical school of thought, Mazarism is a martial philosophy which encourages the growth of skill and strength but puts greater emphasis on tactics, deception, and knowledge applicable to the battlefield. The acquisition and defense of knowledge is highly important in Mazarism: hiding information from your enemy while gathering enough to act wisely is key to victory. "All great victories are founded on one side knowing everything and the other knowing nothing," claimed its founder, and Mazarists still heed those words to this day. Personal glory is as much a pursuit for Mazarists as it is for any other saurian, but Mazarists earn that glory through cunning rather than overwhelming strength. [/hider] [hider=Ilism][b]Philosophy Name:[/b] Ilism [b]Type:[/b] Martial/Religious Philosophy [b]Name of Believers:[/b] Ilists [b]Overview of Beliefs:[/b] Where Mazarism and Samaksism emphasize the betterment of the self, Ilism emphasizes the betterment of the group. A highly religious philosophy, Ilism encourages its practitioners to fight together, not as individuals, and to fight for the Divine - or God - rather than themselves. Ilists tend to have good battlefield discipline and devote their lives to their craft, and they perhaps even more zealously than other saurians do. [/hider] [b]Capital City:[/b] Zaqir [b]Secondary Cities:[/b] Asqar, Caraq, Jandoo Isles, New Ilitscium, Or'Rouz Isles, Sasham, Shaqir, Tiraqir [center][h2][u]Through Their Eyes...[/u][/h2][/center] [hider=Template] [code][b]Character Name:[/b] [b]Character Gender:[/b] [b]Character Race:[/b] [b]Character Age:[/b] [b]Character Appearance:[/b] [b]Character's Role Within Nation:[/b] [b]Character Background Info:[/b] [b]Other:[/b][/code] [/hider] [hider=Key] [b]Leaders:[/b] Monarchs, Emperors, Prime Ministers etc [b]Government Officials:[/b] Prominent members of government who do not necessarily dictate the direction of a nation, but may have a hand in influencing it. [b]Generals:[/b] Leaders of armies who are not necessarily linked to the running of state, but rather, the leading of armies. Commanders, Lords, Princes, Admirals, Captains - that kind of role. [b]Scientists/Inventors:[/b] Individuals whose research and experiments are likely to procure ground breaking results in the very near future. Could for example, be someone on the verge of figuring out how to harness gun powder in an effective form. [b]Explorers:[/b] Individuals who have accumulated enough wealth, or who have been sponsored by rich benefactors, to set sail beyond the great seas to lands yet unknown. Think Christopher Columbus. [b]Soldiers:[/b] Individuals of great skill and renown (or not?), who have made their living in the trenches or on the sands of some Gods forsaken arena, but whose story might bring grit to the tale of an entire Empire. [b]Common Folk:[/b] Every day citizens and subjects, or slaves, who may yet one day be of some significance to the history of your nation.[/hider] [h3][u]Leaders[/u][/h3] < E M P T Y > [h3][u]Government Officials[/u][/h3] < E M P T Y > [h3][u]Generals[/u][/h3] < E M P T Y > [h3][u]Scientists/Inventors[/u][/h3] < E M P T Y > [h3][u]Explorers[/u][/h3] < E M P T Y > [h3][u]Soldiers[/u][/h3] < E M P T Y > [h3][u]Common Folk[/u][/h3] < E M P T Y > [center]Players may have as many characters as they wish.[/center][/hider]