[hider=My Rolls] Rolls Basic Demographics & Geography Territory Size: 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. Population: 2,500,000 (a smallish population) Urbanization: 1. Your people are so dispersed that barely any settlements are large enough to be called "cities". There might be the occasional small town of a few thousand, but the people mostly inhabit hamlets with populations of a few hundred, on small villages of a single clan or large family, or are otherwise scattered about on homesteads entirely separated from one another. This rural nature allows you to utilize much more of your land than you otherwise would, but though you may have plenty of agriculture you lack the concentration of infrastructure needed to develop industry on a large scale. Government Type: 5. Your nation is ruled by the sword, and the cogs of its "political system" are oiled with blood. Though they might put it more eloquently in order to conjure an image of legitimacy, your nation is quite frankly ruled by whatever warlord(s) are currently at the top of the food chain. This chaotic military dictatorship has the potential to perhaps transform into something more like a monarchy, but for now birthright means nothing and the man with the most soldiers at his back is always the man that lays out the law. Political Stability: 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. Economy Overall Wealth: 3. Your nation is rather weak economically, but you're developing. With a rapidly growing economy and likely a transition towards urbanization and industrialization, your people are happy. While you may not be an economic superpower yet, it's looking like you're beginning to enter a golden age that just might catapult you there. Government's Primary Means of Generating Income: 2. A levy system exists throughout your nation. Every family is expected to contribute in some form to society, be it in the form of working for part of the year on construction projects, to giving a certain amount of food to supply the military, to even sending off a son or two to join the local army. 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: 1. Your people don't farm much, probably a result of having land of poor quality. Instead you depend heavily upon ranching and dairy. This allows for a stable and perennial source of food so long as your herds stay healthy and you protect your many grazing lands. Natural Resources: Leathers, furs, ivory, incense Military Military Size 8. Powerful nobles or merchants maintain private armies even in times of peace. These are effective and don't cost the central government any money, but aren't terribly reliable as they owe their loyalty to their masters rather than the nation itself. Military Focus 6. Poor navy; small and rather poor army; lots of magic usage in battle and a few very powerful wizards. Military Leadership 7. Generals are wealthy citizens that purchased their positions from the government; they are somewhat competent but often inexperienced; decadent Military Reputation 7. Popular domestically, considered unremarkable by most foreigners [/hider] [hider=The desert Varaleth] [centre] [b][color=ed1c24]Name:[/color][/b] Varaleth [b][color=ed1c24]Flag:[/color][/b][/centre][URL=http://s1148.photobucket.com/user/Holy-Hunter/media/image_zpske64qlvr.jpeg.html][IMG]http://i1148.photobucket.com/albums/o567/Holy-Hunter/image_zpske64qlvr.jpeg[/IMG][/URL] [b][color=ed1c24]Demonym:[/color][/b] El'garth [b][color=ed1c24]Description:[/color][/b] The El'garth are exotic, tribal-like barbarians. Restless free spirited, sensual and wild in nature. Each one individually proud, competitive, curious and stubborn. They are nomadic people who value song, dance, stories and riddles, even going as far enough to use them in trade. Despite this there is no great library or hordes of books, their minimalistic primal herding lifestyle and aptitude to travel leaves them not wishing the burden of carrying many items. Memory, interpretation and flair add to the value of a story passed on. Unwritten stories always hold greater value. Through this passion they have a maintained a strong rooted belief in and attachment to the 'old ways'. They are superstitious, ritualistic and spiritual. They have an affinity towards animals and the weather. Animals their main source of food and lively hood, a respected inspiration to many of their stories. While the weather is seen as a sign from a greater power and they live at the mercy of it. [b][color=ed1c24]Government:[/color][/b] There is only one major great city in Varaleth and that is the Great Bazzar. He who rules the Bazzar rules the land. It is never a stable position but aid from the great church surely is advantageous. These two work and rule side by side. [b][color=ed1c24]Economy:[/color][/b] People pay a necessary tribute, some in loyalty others in superstitious belief. Either way it ensures favour and a place of sanctuary if ever required. So far not much focus has been dedicated to the scarce resources beneath the land. Primarily their focus is on Leathers, furs, ivory, incense and oils. That which can be obtained from the one thing the desert holds in plenty, deadly monsters. [b][color=ed1c24]Religion:[/color][/b] The El'garth of Varaleth believe in the spirits of animals, and that the ancient and powerful ones control the elements. This is how their stories go. Shaman are not uncommon across the lands. [b][color=ed1c24]Geography:[/color][/b] The land of Varaleth is a vast hot dry arid desert, tormented by fierce winds and sand storms. Bodies of water scare and edible vegetation even rarer. There are few animals that are suited to such an environment and even fewer plants, but like the El'garth, those that have adapted have adapted well. [b][color=ed1c24]Population:[/color][/b] 2,500,000 [b][color=ed1c24]Demogrphics:[/color][/b][list] [*][b]40% Blooded[/b][hider=img & info][img]https://s-media-cache-ak0.pinimg.com/736x/00/81/da/0081da78fd54c8eb8a0bf21de7035932.jpg[/img] The main species of the land are humans with faint orcish lineage and traits. Some stronger and more prominent then others. Tough smooth olive skin with some bearing a faint motley of orange or yellow patches. They are slightly taller and more physically adept then the average human.[/hider] [*][b]25% Gnolls[/b][hider=img & info][img]https://i.warosu.org/data/tg/img/0383/68/1425129187980.jpg[/img] Hunched and feral, this furred, hyena-headed humanoid stands slightly taller than the average human. They wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. A gnoll is about 7½ feet tall and weighs 300 pounds. Despite the common religion of Varaleth most Gnolls choose to worship evil spirits closer to demons.[/hider] [*][b]20% Goblins[/b][hider=img & info][img]https://vignette2.wikia.nocookie.net/dragonsdogma/images/0/0f/Goblins01.png/revision/latest?cb=20120615061916[/img] Goblins are goblins. Little conniving scavengers that stick together in small groups and hang around heavy population areas.[/hider] [*][b]9% Desert Ogres[/b][hider=img & info][img]https://wiki.guildwars2.com/images/thumb/d/d1/Ogre_concept_art_1.jpg/300px-Ogre_concept_art_1.jpg[/img] Tall and full of muscle these ogres are old and ancient. They are simple beings and often prefer to be left alone. They have been known to briefly mingle with long standing clans for an exchange of services.[/hider] [*][b]5% Other[/b][hider=img & info][img][/img] It is rare but other creatures from Albion occasionally find them self in Varaleth for one reason or another. Curiosity, outlaws. The strong make their own way while the week survive as slaves or future food.[/hider] [*][b]1% Efreeti[/b][hider=img & info][img]https://dnd-wiki.org/w/images/thumb/0/0e/1424370_efreet_warlord_by_jasonengle.jpg/300px-1424370_efreet_warlord_by_jasonengle.jpg[/img] The deadliest of all Varaleth's creatures. This creature stands nearly twice as tall as a human, although its lower torso trails away into a vortex of mist and wind. This muscular giant has crimson skin, smoldering eyes, and small black horns. Smoke rises in curls from its flesh. They are malicious and cunning boasting a powerful array of magic.[/hider] [/list][b][color=ed1c24]Noteable locations:[/color][/b] [list][*][b]The great Bazzar[/b] In the center of the desert. Right in the heart of the sand, lays the oldest and most prolific sturdy structure in all of Varaleth. Built to house a population far greater than it has seen in many years. The Great Bazzar is far wider than it is tall, being quite a low built city with much rooms hidden beneath the earth. The towering walls that surrounds it blends perfectly into the floating sands. Beyond the sheer walls is an intricate and complex maze that stretches for miles. In its center is the city. [*][b]The bone pit[/b] - [sub]An oasis of death[/sub] There are few fixed locations amongst the rolling mountains of sand in the Varaleth desert. The bone pit is one of them. An oasis and the largest body of water, for years it has attracted desperate dehydrated animals and people. This flow of traffic has therefore attracted even larger predators. The Oasis is surrounded by the bones of the desperate and brave. Their numbers always slowly increasing. [*][b]Scorpions rock[/b] - [sub]A large raised crescent stone resembling a scorpions tail.[/sub] An old religious location now used as a location marker. It was once a place of worship and then later sacrifice. Depending on the flow of sands it comes and goes. Nearly completely buried most the time it is considered a blessing if the whole thing can be seen. [/list][b][color=ed1c24]Noteable people:[/color][/b] [list][*][b]Torron Ura'gahl[/b][i](Ruler and powerful shaman)[/i] [hider=img][img]https://i.warosu.org/data/tg/img/0469/70/1461884279960.jpg[/img]A once lowly yet dedicated soldier during the great race war, Torron grew to fame and power after siding with the Ifrit Xyandria. [/hider] [*][b]Karagnahl[/b][i](kings ogre body guard)[/i] [hider=img][img]http://chestofcolors.com/wp-content/uploads/2012/08/chest-of-colors-arena-miniature-painting-contest-11.jpg[/img] [/hider] [*][b]Xyandria[/b][i] (Ifreeti, Queen & Council Sage)[/i][hider=img][img]https://s-media-cache-ak0.pinimg.com/originals/a9/fb/96/a9fb965ea09736ca106bb7ee446fb306.jpg[/img]Through the chaos and internal conflict of the race war Xyandria slithered her way to a position of power amongst the council. She has since had 4 children[/hider] [*][b]Alos[/b][i](1st son,)[/i] [hider=img][img]http://orig02.deviantart.net/8540/f/2009/320/2/8/efreets_herald_by_fstitz.jpg[/img]Alos was the first half Ifreeti recorded in Varaleth's history. His birth cemented Xyandria's position in the Bazzar. He was groomed with greed and ambition to be the next ruler. Tactful and smart he could play the game of politics. [/hider] [*][b]Arex[/b][i](2nd son, Head of military)[/i] [hider=img & info][img]https://s-media-cache-ak0.pinimg.com/originals/11/99/92/1199923ddd98b9951a08064c5253c574.jpg[/img] Xyandria struggled to infiltrate her power and influence into the military finding Torron believing his own skill and knowledge to be enough. So soon Arex was born. Another future pawn of his mother's. [/hider] [*][b]Vivikin[/b][i](The free flame twins)[/i] [hider=img][img]https://i.warosu.org/data/tg/img/0459/17/1457647137246.jpg[/img] By the time the twins were born and Torron got his first daughter he had began to grow tired of Xyandria's pushy control so Vivikin was sent beneath the temple to the shadow dancers. With her firey hair she could never really be one and eventually returned to the surface to join the Tamers. [/hider] [*][b]Sheeker[/b][i](The free flame twins)[/i] [hider=img][img]https://i.warosu.org/data/tg/img/0328/37/1403007136430.jpg[/img] Sheeker grew up in the wild under the guidance of shaman, [/hider] [*][b]Reshi[/b][i] (Goblin)[/i] [hider=img][img]https://vignette2.wikia.nocookie.net/rollplaydnd/images/e/ef/Goblin.jpg/revision/latest?cb=20140518144714[/img] Once the commander chief of the goblin army during the devastating race wars, Reshy still clings to the forgotten pride of his people and hides his disgust of goblins current lowly position.[/hider] [*][b]Hyde & Leta [/b][i] (Famous merchants)[/i] [hider=img][img]https://s-media-cache-ak0.pinimg.com/564x/ce/d9/cb/ced9cbe00380679f1af2351361e30968.jpg[/img][img]https://s-media-cache-ak0.pinimg.com/236x/41/48/1a/41481ae6fb6c0903000ff49fafc020fa.jpg[/img]This brother and sister duo have became known in their lands for dealing with outsiders.[/hider] [*][b]Nafarah[/b][i] (Head of the Shadow dancers)[/i] [hider=img][img]https://s-media-cache-ak0.pinimg.com/736x/16/a2/20/16a220dc9bd2197dae1410339185c913.jpg[/img][/hider] [*][b]Gwhal[/b][i] (Old Gnoll Shaman, eldest sage)[/i] [hider=img][img]https://s-media-cache-ak0.pinimg.com/736x/1d/82/a0/1d82a043a440e69b4f3d5f039e9fe314.jpg[/img][/hider] [/list][b][color=ed1c24]Institutions:[/color][/b] [list][*][b]Shadow dancers[/b][hider=img & info][img]https://imgfast.net/users/2713/50/03/50/album/the_ar12.jpg[/img] An organisation of female dominant assassins raised beneath the temple of bones. They are fast, agile and nimble. Extremely deadly they are personally selected by and for the church. Supposably selected at birth for their near midnight black skin, truthfully they undergo a long process to dye their skin. Never seeing the light of day growing up beneath the temple they only operate in the cover of night in which they can see perfectly. It is believed that they cannot speak and instead communicate through body language. The cost of practising long lost and forbidden arts.[/hider] [*][b]Sage circle[/b] [*][b]Beast tamers[/b][hider=img][img]http://www.enworld.org/forum/attachment.php?attachmentid=51269&stc=1&d=1331967931[/img][/hider] [/list][b][color=ed1c24]Military:[/color][/b][list][*][b]Army[/b] Small, each family has their own warriors which are mostly just hunters, herders and shamans capable of battle. The Bazzar has an Army that protects the king and the church but it is only of a size large enough to fend off multiple clans. [*][b]Navy[/b] Non existent. [*][b]Other[/b] Nature is their ally when it comes to defending their near inhospitable land. Varaleth holds home to many dangerous beasts that lurk on and beneath the sands. [/list] [b][color=ed1c24]Other:[/color][/b] Animals inclusive (Str) [sub]Big monsters = big allies[/sub] Varaleth is filled with a large variety of dangerous creatures. From the giant sand worms and scorpions to small and deadly snakes and insects. The El'garth not only have learnt to survive and live alongside these wild creatures but also to use and tame them. The Bazzar defence. (Str) For many centuries the creatures of Varaleth waged a full on war within their own country for race supremacy. Over the years different rulers fought to maintain the great grand structure that sits in the heart of Varaleth. Fearful of loosing it each added to its already incredible defence. Grand walls, mazes, traps and secrets surround the city center for miles. Environmental adjustment. (Str) [sub]what doesn't kill you hopefully kills your enemies[/sub] The land is harsh, there is no two ways about it. It takes more than some fancy survival skills to withstand this desert. Superstitious While their religion and beliefs grant them great strength, purpose and direction it can also be their greatest weakness. Putting too much trust in the unexplainable old ways has seen them forfeit many advances and occasionally act completely irrationally. Cold and wet. With bodies of water scarce the El'garth never learn to swim. Far from the ocean they know nothing of sailing. They rely on the hot conditions of their environment and simply couldn't survive in the cold. [/hider]