[hider=Coalition] Name: The Grand Tribal Coalition Flag/emblem/symbolism: (optional; feel free to give picture or description) Demonym: Cetivs Description: The Grand Tribal Coalition is controlled the High Almoner, which is the strongest and smartest of 5 high chiefs at the time, the coalition is bound by blood and honor, however as the time advance and the coalition refusal to adapt has cause a decline in said honor and become more reliant on politics and foreign intervention for true power. Government: There are 5 major tribes each ruled by a Jarl, at the ceremony of the choosing each of the 5 tribal heads meet to decide which among them is the strongest and smartest to lead the nation to glory. While that held true in the ancient era it had slowly evolved into a ceremony of politics, backstabbing and worse foreign intervention. Economy: A rather self-sufficient nation the coalition has all that it needs to retain its power while able to trade with foreigners, they often trade their good for whatever new piece of technology that has been discovered as many of the old leaders refuse to adapt and change. Religion: Each tribe holds no true religion only blood and the strongest holds true. Geography: The land is densely populated with forests,mountains and other natural barriers and while it may be difficult the winters are far worse. Some believe due to the ancient war on the gods themselves they punished the celtivs with the harshest winter imaginable. The celtivs have adapted and grown used to the weather and could never stand the deserts of the south. Population: 1,700,000 Demographics Due to the harsh landscape the people have grown to adapt and as such their genes changed. The celtivs are blue and have single slot red eyes that are able to see heat signatures thus making them able to tell where one hides without actual sight. Notable Locations Dagmath - The capital is an ancient land and is supposedly built upon the back of the largest dragon ever seen slain by the first High Almoner. It is the cultural capital as well as political. The city falls within the lands of 4 of the major tribes to maintain balance. While the 5th maintains it’s own large trading city in the north. Nurth - The largest trading hub in the entire coalition lead by the Curts, who are the most welcoming of outsiders of the tribal chiefs as well as the ones who wish to modernize the age of the lands. Personalities of Note The High Almoner Julf Vertin (71) - The current leader of the coalition, however old and frail many younger men are preparing for their rise. Xenor Vertin (32) - Oldest of Julf he is one of the mightiest men in the coalition however he lacks general intelligence and serves as an attack dog to his younger brother. Neidel Vertin (28) - The Youngest son of Julf, he is the smarter one of the Vertin kids and uses his brother as a bodyguard however due to the choosing ceremony being of strength it’s unlikely he’ll succeed unless he can manipulate more. James Beowulf (31) - The chosen second to Julf who believe himself the successor equally strong and smart however he is as mysterious as Neidel, Many believe he practices dark arts to retain his power as he is of no noble blood. Institutions: The Mark of Battle - The largest “church” the coalition has at the center of it’s capital it’s where the mages practice both healing and war. Military: Organization: The Military is highly professional with the men all more then capable and hoping to earn favor with the gods. What they lack in terms of technology they make up for in skill and tactics usually using the dense forests and harsh weather of the land destroy the enemies spirits before the men of war destroy their heads. Troop Total: 85,000 Army: 85,000 men mostly equipped with swords,shields and other medival equipment Navy: few ships and those that there are, are longboats. Other: about a 5th of the military are battle mages which use damaging dealing spells and spells of nurturing to heal their own men. Other: Special traits, remarks, boons and flaws: Due to the vast history and culture of the celtivs, having believed to fought gods and mythical beings, they grown distrustful of those who worship any religion. However due to the ancient nature of war, the people have grown accustomed and every man,woman and child dreams of one day ruling a world without war. The celtivs people’s mage power is also unmatched in their wars against the gods they trained themselves to equal that of a god and while there are new few and far in between those within Celtivs that are magical beings are unmatched. Finally the celtivs as a whole refuse to follow the change of society, their lands,magic and leadership had always protected them before why would they risk that for a few bits of black devil weapons. [/hider] [hider=Roll] Basic Demographics & Geography Territory Size: 4. Your nation has an average sized expanse of land. There's enough for agriculture, cities, and then some wilderness. Your border is large enough that smugglers can sometimes make it through, but by and large it's still defensible. Population: 1. 1,700,000 (very small) Urbanization: 3. Your nation has the typical ratio or rural folk to city dwellers: that is, there's probably about 8 or 9 in the countryside for every one in the cities. What is there to say? It takes a lot of farmers to support those craftsman and merchants in the city! Government Type: 8. Your nation is still a tribal society. The various chieftains or patriarchs of their clans rule individual settlements, and there may or may not even be a central figure that all the others owe fealty to. If there is some sort of high king, he probably wields much less power than a feudal king and your tribes are probably mostly autonomous. Tribes also have a tendency to develop rivalries, so there's a good chance that the occasional bit of infighting cripples your nation as a whole. Political Stability: 2. Your people are growing increasingly discontent, but so far it hasn't boiled over to the point of violence. Or if it has, your government has found a way to suppress it before it erupted into anything major. Economy Overall Wealth: 4. Your nation has a solid and rather stable economy. You have the means to finance most of the projects that your government wants to undertake, and most of your people enjoy a good standard of living. Government's Primary Means of Generating Income: 5. Tariffs on trade (both internal and foreign) provide your government with most of its money. Of course, your merchants probably don't like this and there's probably a lot of smugglers that try their best to avoid these hefty taxes. Technology: 1. Slow Modernization, your nation does somewhat lags behind the rest of the world, with many of your people stubbornly clinging to traditions and conventions. Agriculture: 5. You grow a variety of grains and vegetables and your farmers have developed a system of crop and field rotations. As such, they create a food surplus and your people are generally well nourished. Natural Resources: Iron, coal and peat, fur, wool Military Military Size 3. Volunteer militias supplemented by some additional levies in wartime. An average sized army all around, but lacking in elite units. Military Focus 3. Poor navy; emphasis on light infantry and guerilla warfare in the army; a fair amount of magic users for battle. Military Leadership 2. Generals rose to their positions through experience and battlefield exploits; competent, but also decadent Military Reputation 9. Unpopular domestically; held up by foreigners as an example of an effective force [/hider]