Liking what I see so far from the WIP sheets. I'll be a good sport and similarly post what I have so far! [hider=The Eisenii Lands, Barbarian Kingdoms] [center][img]http://i.imgur.com/YBkR9cm.png[/img] [img]http://i.imgur.com/rqorUj6.png[/img] [img]https://vignette4.wikia.nocookie.net/polandball/images/5/57/Romuva_logo_0.PNG/revision/latest/top-crop/width/480/height/480?cb=20150517085244[/img]. [i]The Eisenii fly no flags; the symbol of their people is a so-called horned tree.[/i][/center] [b]Demonym:[/b] Eisenii [hr] In the western reaches of Albion there lies a great forest known as the Eisen. Fogs vaguely conceals the tops of the gargantuan black-barked trees, and within this dark and foreboding live many fittingly savage tribes of men. They have an austere culture that puts the utmost reverence upon the warrior, bravery, and martial prowess, and for that reason they frequently launch raids and make for terrible neighbors. Though open to trade between their own tribes and occasionally even with outsiders, such trade is infrequent and usually only occurs when there is a loot from recent raids or a surplus of slaves. The clan chieftains and petty kings always come from certain noble lineages, but must be elected by their people; as such, the warrior culture and hero worship has always held strong as the young seek to prove themselves. [b]Government:[/b] Within the Eisen there are hundreds of clans and perhaps a dozen tribes. Each of these tribes are headed by a petty king, but these kings rule with great deference to the magic-using caste of druids, who also act as the closest thing to clergy. Above all the tribal rulers is one hereditary high king whose word is law to the druids. It is to he that all the scattered tribes must nominally swear their fealty. The current one is High King Yronwud, and so was the previous, and the one before that, as per a tradition that reaches back for well over a thousand years. There are no regnal numbers used to distinguish between which of the dozens of King Yronwuds that have existed between history. [b]Economy:[/b] (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) [b]Religion:[/b] (If present, more than one?) [b]Geography:[/b] (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.) [b]Population:[/b] 7,500,000 [b]Demographics[/b] (Makeup of your population; info of the different species of your people, further subdivided into ethnic groups if you like, maybe even mention linguistics) [b]Notable Locations:[/b] (Give us some info about your capital, other important cities, maybe where your forts and colonies (if you have any) are located) [b]Personalities of Note:[/b] [hider=The High King] [center][img]http://orig10.deviantart.net/50f4/f/2016/312/7/8/earth_elemental_creature___scgames___merilliza_cha_by_merillizaart-danppzr.jpg[/img][/center] [b]King Yronwud,[/b] Son of King Yronwud, Son of King Yronwud, Grandson of King Yronwud, Son of King Yronwud, Son of King Yronwud, Son of King Yronwud, Brother of King Yronwud, Son of King Yronwud, Son of King Yronwud, Son of King Yronwud, Son of King Yronwud, Grandson of King Yronwud...is the current High King of the Eisenii Tribes and Protector of the Eisen. The blood of his forefathers still runs strongly in him; his reign has lasted fifteen years now, and he is as brave, proud, warmongering, stubborn, and humorless as any high king in recent memory. Like the Treespeakers, his flesh has given way to bark and his body is hard as the strongest oak. Only a scant few of the eldest Treespeakers can contend with him for the title of the most powerful sorcerer in the Eisen, and his martial prowess is such that he commands fear and respect from even the mightiest and most famed of warriors. Even more impressively, he has the respect of those warriors that were great enough to be transformed into ents.[/hider] [b]Institutions:[/b] [hider=The Druids, Treespeakers] The High King's throne sits in the Eldest Grove, beneath the branches of a hundred Fathertrees, many of them former high kings--his direct ancestors. He rules with their counsel ever in mind until the day comes that he himself is made into a Fathertree joins their ranks; such is the way that it always has been and always shall. But in the legends there have been kings that knew not how to hear the words of their ancestors, relying upon the Treespeakers to faithfully convey the will of the Fathertrees. Sometimes the darkness in the hearts of men led the druids astray and they misrepresented the will of the Fathertrees so as to manipulate the High King, and when this happened it always lead to ruin. For that reason, it has long been a vital and sacred duty for the High King to learn Fatherspeak and the druidic rites, so that he may hear the advice of the ancestors directly from the Fathertrees themselves. The nearly daily communication between the Yronwud and the Fathertrees hones his skill, and so the High King is almost always the most powerful druid in the realm. The Treespeaker Order exists as personal disciples to the king, aiding in all of these ritual endeavors and serving him as both their feudal king and as the grandmaster of their order. They are his most loyal followers.[/hider] [hider=The Ents] The most exalted and accomplished of all warriors, especially those of noble bloodline, are sometimes chosen by the Treespeakers to receive the greatest gift that the druids can give: the honor of being transformed into an ent for a second life, with the near immortality, incredible power, and awe that comes from being a treeman. Typically only a few men are transformed each season, for the process is long and difficult. It involves the special preparation of a sapling that will be raised perfectly and pruned with great care for many years, for the body of a mighty warrior must be as perfect in this second life as it was during the man's first life. Once a man is selected to receive the honor, his tree must be blessed, have his name and accomplishments engraved upon it, and be carved with all manner of holy symbols. This is a long and delicate task that often involves the labor of a dozen druids. During this time, other druids will attend to the man himself. He will be separated from his family and fellow men, kept in the company of only nature and the druids that care for him. Over the next months he will be starved, tattooed, regularly bathed and blessed, and finally brought to the tree that will become his body in the next life. There he is crucified (still living) into the tree and his skin is slowly flayed away. As the man's life ebbs away, his blood flows out and seeps into the tree. Guided by powerful druidic magic, his soul will similarly be absorbed into the tree. What follows is a period of long sleep as the tree is slowly warped by magic and the man's spirit, and after anything from a week to a few years, the tree will finally awaken as an ent. [/hider] [b]Military:[/b] [u]Organization:[/u] (Professional/militia/levy/..., doctrine, tactics, equipment, though the latter can be put underneath as well, etc.) [u]Troop Total:[/u] (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) [u]Army:[/u] [u]Navy:[/u] [u]Other:[/u] (Such as siege equipment, internal security, important mercenaries, spies, etc.) [b]Other:[/b] Strengths: [u]Ents[/u] - [u]Warrior Culture -[/u] [u]Ironwood Trees - [/u] Weaknesses: [u]No Horses[/u] - [u]Extreme Xenophobia - [/u] [/hider][hider=Rolls 12] [h3]Rolls[/h3] [b]Basic Demographics & Government Info[/b] [u]Population:[/u] 7,500,000 [u]Territory Size:[/u] 5. Your nation is "blessed" with a significantly larger than average amount of land. While you may have a great deal of opportunities to utilize both your ample farmlands and wilderness, your borders are hard to defend and your settlements are spread out which can impede communications. [u]Technology:[/u] 1. Antiquated, the nation stubbornly clings to old methods and ways of life that were established traditions even in the time of their grandfathers. Technologically speaking, they are stuck in past centuries. [u]Prevalence of Magic:[/u] 4. You have decent amount of magic users with a number of schools ready to teach them. [u]Government Type:[/u] 9. Your nation is effectively a magocracy - that is to say, it is under the rule of magi. Whether this just means that one mighty wizard in a great tower effectively rules as a dictator or that there is an entire ruling caste of magic-users is up to you, but make sure to include unicorns. [u]Political Stability:[/u] 6. You enjoy the benefit of having a serene and peaceful nation. There's barely any crime and you don't have a rebellion brewing, so rejoice! [b]Economy[/b] [u]Overall Wealth:[/u] 2. Your nation is struggling and somewhat poor. The government and upper class mighty conceivably be well off, but the middle class of merchants and tradesmen are small and most of your people still occupy themselves with subsistence activities. That being said, at least they aren't starving in the streets. [u]Urbanization:[/u] 6. You're the wonder of urbanization, a gigantic city state! Even though nearly your entire population lives in one huge city your influence spreads far and wide. [u]Agriculture:[/u] 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. [u]Notable Resources:[/u] Spices, small deposits of silver, tin [b]Military[/b] [u]Military Structure:[/u] 4. A school of battlemages, but little else to serve as a standing army. Levies and mercenaries both utilized during times of war to create an army of average size. [u]Military Focus[/u] 2. Focus on siege and sapper techniques to support the rest of your armies. [u]Navy:[/u] 1. Almost nonexistent navy that just serves to transport the army and perhaps ward off rogue pirates [u]Military Leadership[/u] 8. Generals are often hired foreigners; very competent but not necessarily loyal [u]Military Reputation[/u] 6. Your military is proud and believes in its own supremacy. [/hider] Tomorrow I'll aim to finally get the OOC up, give specific feedback to the rest of you, and hopefully also make significant progress on my own sheet.