[@Willy Vereb] I would take full blame because real life suddenly dragged my attention away whilst everyone was waiting on my approval and feedback for character sheets, but I just can't bring myself to do it. I'll take 99% blame and drop the remaining 1% on map guy. He's still working on consolidating the unused landmasses into a final map. :sun On that note, while it's taken far longer than it should have, here I've finally finished reviewing all the character sheets posted onto this thread. [quote=@Ascendant] [hider=The Blood Hierarchy][center]WIP [img]http://i.imgur.com/9PghlGt.jpg[/img] [b]The Blood Hierarchy[/b] [b]Singular:[/b] Bloody, Bloodborne [b]Plural:[/b] The Bloodied [b]Insults:[/b] Vamps, Slavers, Bloodsuckers, etc[/center] [b]Description:[/b] The Blood Hierarchy is an often disparaged nation of vampires, forged for the sole purpose of providing a safe haven for those of the blood-drinking persuasion. Rarely if ever has it expanded its borders or attempted to subjugate another nation, preferring instead to defend itself when necessary. Considering its 'bloody' nature, the Hierarchy is surprisingly pacifistic. This has been a tenable situation because of the defensible nature of its terrain and the numerous bottlenecks and chokepoints present within its borders. This pacifistic nature, combined with an essentially undying populace, has lent itself to breeding some of the most important forerunners of magic and technology, with recent pushes in technology being towards fusing magic and technology much the same way that the rumors say the Commonwealth is attempting. Indeed, the Blood College is one of the premier institutes of both science and magic, garnering students from across the world, students that often end up becoming Citizens of the Hierarchy. Unfortunately, the Hierarchy's perennial refusal to push outward and attempt to influence, dominate, or otherwise unnecessarily interact with its neighbors has in recent times led to a shrinking economy, and an an ever-boring and malnutritious supply of food for the peasants, among other issues. Because of this, combined with the ever present feeling of oppression many peasants feel naturally as they essentially serve as a blood supply, the Hierarchy has been experiencing a growing segment of the population that are becoming louder about lacking many things in life. In the past, it was enough that the Blood Dream existed, where a peasant could rise and become a Citizen by proving themselves capable, but now, the Blood Dream seems to be less and less capable at satiating the non-vampiric species. [b]Government:[/b] The government is headed at its top by one of the oldest vampires and most powerful sorcerers in existence, referred to only as [i]The Blood Lord[/i], who holds all power in the realm. From them, their power trickles down into a carefully crafted bureaucracy of Ministries who have dominion over certain aspects of the realm, with beneath them being smaller local provincial governments, all of whom are given positions only by proving their capabilities in whatever field they choose to dedicate their eternity to. [b]Economy:[/b] The economy that isn't agrarian is centered primarily around textiles, ironworking, and woodworking, with the Hierarchy's centuries-old craftsmen making lavish works of art, fashion, or impressively fine weapons and armors. Indeed, it is said that a Bloody Sword or Bloody Cannon is among the best in the world to own, if the owner cares not for its source. Their economy is also deeply interwoven with science and magic, as their scientists and magicians continue to push the boundaries of what is possible. Unfortunately, the lack of agrarian or animal products, as well as a few other simpler goods or even precious metals, requires the Hierarchy to allow its merchants to trade with the outside world for these goods. [b]Religion:[/b] The Blood Hierarchy's official stance on religion is simple: "God Is Dead." This conclusion is obvious given the existence of a nation of vampires who never die from old age. [b]Geography:[/b] TBD [b]Population:[/b] 2,300,000 [b]Demographics[/b] 10% Vampiric Persons (Citizens): 230,000 Subdivided into various races 90% Other (Non-Citizens): 2,070,000 Exact composition TBD [b]Notable Locations[/b] TBD [b]Personalities of Note[/b] The Blood Lord, an enigmatic ruler whose name has been lost to time. Known to be an incredible sorcerer as well as one of the oldest vampires. Few people say they've met the person, even fewer aren't lying. More TBD [b]Institutions:[/b] The Blood College, a world-renowned institute of science and magic. Many students who come here never return, choosing instead to become a Citizen and grab hold of the opportunity to live forever, studying their field. More TBD [b]Military:[/b] [b]Organization:[/b] A professional volunteer force composed essentially entirely of Citizens, besides some logistics people, which is most skilled in defending positions and reacting quickly to threats, though drills are conducted for offensive maneuvers. Many of the Citizens within the military have spent decades or centuries fighting, and are battle-hardened veterans. Their equipment is nearly always kept in superb order and reused or recycled, and the military as a whole is known for their professionalism and morale, as if they fall, the only known haven for vampirism falls. [b]Troop Total:[/b] 46,000 Citizens (2% of total population. It is mandated that every 1 in 5 Citizens serves in the military, and this service is seen by most as an incredible honor to preserve the Haven and the Hierarchy.) [b]Army:[/b] (Far more supported due to the Hierarchy's omnipresent threat from across the land. Most of the members of the military can use magic at some level or another. However, it is the Lordlings who wield magic with horrendous affect.) Infantry: 37,000 Pikemen: 10,000 Arquebusiers: 2,000 Longbowmen: 20,000 Lordlings (mage soldiers, often higher ranked): 5,000 Cavalry: 3,000 Light Cavalry: 1,000 Heavy Cavalry: 2,000 Cannoneers: 6,000 Fieldsmen: 4,000 Siegemen: 2,000 [b]Navy:[/b] (Typically neglected due to lack of interest in projecting naval power) War Galleys: 50 [b]Other:[/b] 2,000 Field Cannon designed for killing people mainly using hundreds of tiny iron balls as ammunition 700 Siege Cannon designed to break walls and/or kill nasty armored beasts. [b]Other:[/b] [b]Vampirism:[/b] The Hierarchy's primary defining feature is simple: the existence of its Vampire Citizens who make up 10% of the populace and 100% of the government and military. Various myths about Vampires have been perpetuated though, such as thinking they lack shadows, reflections, can change into bats, are evil cursed beings, die in sunlight, or are somehow allergic to garlic or any other nonsense. No, the reality is that vampires are simply faster, stronger, hardier versions of normal species who run on blood (or in the military's case, desiccated blood that is reconstituted with water when prepared for a meal) instead of regular food or water and who will never die of old age or even age beyond their prime. There are no special magical powers associated with vampirism. The unusually high precedence of magic among Citizens is simply down to their incredible average age. The main price a vampire pays for being a vampire is that many people absolutely detest them, and they must deal with having to drink the blood of sentients, willingly or otherwise. Killing a vampire requires much the same as killing a non-vampire; beheading them, smashing their skull in, blowing off their limbs, or just draining them of blood. There is no special one-size-fits-all-and-nothing-else-works method. While they don't drown, they do starve if they go without blood for too long.[/hider] [hider=Rolls 16] [h3]Rolls[/h3] [b]Basic Demographics & Government Info[/b] [u]Population:[/u] 2,300,000 [u]Territory Size:[/u] 3. Your nation is smaller than average but there's still plenty of territory to work with. While the lack of endless farmland might prove an issue, you do at least enjoy the benefits of relatively small and easily defended borders. [u]Technology:[/u] 5. Rapid modernization, you've taken revolutionary steps to advance your nation which puts you ahead of the average. [u]Prevalence of Magic:[/u] 5. Magic is considered a common feat to your people and you're famous for your magic powers worldwide. [u]Government Type:[/u] 4. Your nation is ruled by one great emperor with functionally unlimited power. Beneath him is a large bureaucracy, but under this imperial system there is a meritocracy. Your magistrates and administrators have been tested and found competent; therefore, they earned their position unlike some noble that simply inherited it from his father. [u]Political Stability:[/u] 1. Your country is suffering quite a bit of inner turmoil and is on the brink of having an outright rebellion. No doubt your neighbors are aware of this and perhaps looking to exploit your status for their own benefit! [b]Economy[/b] [u]Overall Wealth:[/u] 3. 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]Urbanization:[/u] 4. Your nation is decently urbanized with the fair balance of towns and rural areas [u]Agriculture:[/u] 3. Turnips and radishes are almost all that you grow, and so most peasants eat those revolting foods almost exclusively. While there's enough food to go around, malnutrition and lack of diversity are large issues. [u]Notable Resources:[/u] Cloth, hardwood, iron [b]Military[/b] [u]Military Structure:[/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] 1. Well-rounded and disciplined army with no outright strengths or specialties [u]Navy:[/u] 2. Weak naval power, only sufficient for securing their territorial waters [u]Military Leadership[/u] 6. Competence of generals varies greatly; they are usually powerful sorcerers; decadent [u]Military Reputation[/u] 12. To outsiders you military is seen only as a disciplined and effective force, but to your own people the military is ruthless and oppressive. [/hider] [/quote] Approved. You have an interesting niche with the vampires and I'm interested to see what you can do with it. [quote=@CaptainBritton] [hider=Miressa] [center][img]https://www.alternatehistory.com/forum/attachments/flag_of_atlantic_kingdoms-png.153599/[/img][/center][center][h1][color=firebrick][b]Republic of Miressa[/b][/color][/h1][/center] [h3][color=firebrick][b]Demonym[/b][/color][/h3] Miressans [h3][color=firebrick][b]Description[/b][/color][/h3] Miressa was ‘born’ as an autonomous being a century ago, though it has existed much longer, through a troubled past of glory and failure. It began as a city-state, partially autonomous from the much larger and much more powerful state known as the Khidoran Imperium. A nation founded upon securing a bastion of religious and cultural homogeneity according to their own beliefs. Other than religious presence, the Imperium left its subjugated states to their own devices for some time. Miressa itself was a small port city on the northeasternmost area of the peninsula which comprised the Imperium’s northern border. Situated on a major waterway which connected the eastern lands to inner Albion, Miressa took the liberty of making itself rich, a trade hub from east to west. It fostered dynasties of bankers and tradesmen, merchants and artisans, all pulling strings on the city-state. Though Miressa prospered under these relaxed policies of the Imperium, it was not meant to last. The Emperor of Khidora soon perished of age, leaving behind no successors, not even an Empress or well-known extended family. Soon, a larger conflict sparked, dubbed the War of the Khidoran Succession, with powers vying for control of the greater Khidoran lands. Though Miressa was not initially at risk, it was soon within the crosshairs of a particularly unpopular, yet powerful successor, self-proclaimed as Alfeo Khidora, true Emperor. He began to consolidate his power in the lands in and around Miressa, tightening his grip. He demanded money from the wealthy banker families of Miressa, promising threats to those who would dare oppose him. While many heeded the warning, others bided their time, gathering support in secret, creating a network of rebels. And on one fateful day, the forces met. The rebels had constructed a complex series of redoubts outside Miressa, creating a chokepoint at the strip of land which led to Miressa proper. A series of skirmishes ensued, which sparked into full assaults. Though peasantry manned the redoubts, they forced the enemy to turn tail time and time again as the professional knights and mercenaries contracted by the bankers rode the thick flanks with lances lowered, forcing the chokepoint even harder. By dusk, Alfeo’s forces were on the run, retreating south. Though pursuits by the mercenary knights of Miressa proved unfruitful and heavy with losses due to forced marches and ill-timed weather, Alfeo’s army was soon sandwiched, with Miressan forces to the north and opposing successor factions to the south. Miressan forces were soon forced to withdraw due to overextended supply lines, but Alfeo’s forces were nevertheless crushed by opposing successors. The War of Succession continued, Miressa undisturbed and unmolested for the remainder, and all successor factions were weakened beyond able rulership, with most of the successors killed in battle by the end of it. The shackles of the Imperium were gone, and Miressa stood as the last remaining faction with the will and ability to rule. They extended their borders to a respectable amount of what once was the Imperium, and legitimized their rule by extending the law of the Miressa Council, which ruled the city of Miressa, to all newly acquired lands. Due to the wealth of Miressa and the sheer change of tolerance compared to the Imperium, citizens welcomed them with open arms. [h3][color=firebrick][b]Government[/b][/color][/h3] The current standing government is the Council of Miressa. Elected by lottery, these thirteen men make the decisions for all of the Miressan territories. Always, these councilmen have equal power, save for the thirteenth man, which is the highest power presiding over the Council, and is installed by lottery for the purpose of breaking ties, settling arguments and bad blood affecting decisions, and being the figurehead of the Council. Each councilman has a two-year term, with their election years staggered for steady introduction of government. The head councilman, however, is generally picked by lottery from the currently reigning councilmen every six months. Often all these lotteries, both to select councilmen and the head councilman, are secretly modified in favor of influential and rich individuals and families, with the same family names of bankers and guildsmen with great wealth appearing in an almost hereditary manner, supplemented with the absence of term limits. However, there are terms to be eligible for the lottery. The person must be of 24 years or older, a member of an established trades guild, have no debts or financial instability, and be male. [h3][color=firebrick][b]Economy[/b][/color][/h3] The economy of Miressa is one of great wealth, booming with its trade. Though its agrarian sector is primarily subsistence farming among peasants, a growing amount of sugar seeds and opium poppy seeds acquired from the Commonwealth are being planted in the Miressan floodplains which possess extraordinary qualities for agriculture. Despite a focus on maritime and agrarian economy, amounts of both tin and marble have been found beneath the mud and sands of the floodplains. Some dare to gamble their coinage to capitalize on these valuables, and some succeed. [h3][color=firebrick][b]Religion[/b][/color][/h3] WIP [h3][color=firebrick][b]Geography[/b][/color][/h3] The capital city of Miressa itself, the heart of the Republic, is itself located out to sea. Built upon sunken marshes, it is a city of complex canals and is built only six feet above sea level. Surrounding it and spreading even into the mainland are floodplains of rich soil and washed up minerals, formed by the sea itself and tributary rivers flowing over the peninsula. [h3][color=firebrick][b]Population[/b][/color][/h3] 4,100,000 persons accounted for by the Miressan Census Bureau, with 86% residing in a rural environment, 14% in an urban or sub-urban environment. [h3][color=firebrick][b]Demographics[/b][/color][/h3] 89% Humans (Rest is WIP) [h3][color=firebrick][b]Notable Locations[/b][/color][/h3] [hider=Miressa, Capital of the Republic] [img]http://www.telegraph.co.uk/content/dam/Travel/Cruise/Ocean/rsse-venice-xlarge.jpg[/img] Miressa, the crown jewel of the Republic. Though a run-down fishing village centuries ago, it is now a sprawling hub of trade servicing both the powers of Albion and the merchants of the Commonwealth.[/hider] [h3][color=firebrick][b]Notable Persons[/b][/color][/h3] WIP [h3][color=firebrick][b]Institutions[/b][/color][/h3] The staple of Miressa is its guilds, of which 8 preside over the rest. Those thirteen are: The Guild of Merchants, the Guild of Arcane Practices, the Guild of Law & Justice, the Guild of Weaving & Clothesmaking, the Guild of Agriculture, the Guild of Mineral Mining & Sculpting, and the Guild of Exploration & Seafaring, in order of influence. [h3][color=firebrick][b]Military[/b][/color][/h3] [b]Organization:[/b] The Grand Army of Miressa is the primary armed body of the Republic, consisting of a small, but professional force that stands year-round. It consists primarily of well-trained and hired career huscarls, serjeants, and men-at-arms, all of which generally are mounted to maximize mobility while armored, making them particularly vulnerable to polearms, though these men are trained to fight dismounted if need be, however the equestrian culture of their fighting dictates that if they cannot do it from horseback, they shall not do it at all. Despite the professionalism of their main force, the Grand Army suffers from weak leadership, with commanders often being young and naive nobles and knights from the wealthy families of Miressa, having either gained their commissions by hereditary means, or had their commissions bought for a pretty penny. Despite the seemingly small force of predominantly cavalry, it would be foolish to conclude that the Grand Army cannot field a large force of infantry in emergencies. This is done through two primary means. Firstly is the measure almost always taken in times of war, in which ‘debtors levies’ are raised from those in particularly bad financial situations or in debt. Their service often pays off their debt if they survive, and if they are to die, their possessions being acquired by the government generally covers the difference. This often draws many, even some who are not levied, rather volunteer to cover their own debt. The second method is levy by lottery, the means not unknown to most nations with a system of levying, in which names are drawn at random for service. However, most wealthy persons avoid this by paying a substitution, which is a person willing to fill in for service for those who can pay them a lump sum to do so. As for seafaring, the Miressan Grand Navy is a rather large one. Based out of Miressa itself, they are primarily an armed merchant marine accompanied by a sizeable escort navy of armed caravels, carracks, galleys, and other maneuverable and combat-capable vessels. The navy is primarily staffed by professional sailors and its levies are acquired the same as the army, only targeted at seafaring types such as merchants, fishermen, and explorers. [b]Troop Total:[/b] Grand Total: 24,000 personnel [hider=Grand Army] [b]Total:[/b] 18,000 [img]https://s-media-cache-ak0.pinimg.com/originals/64/09/1f/64091fdf7ccab1829aa5dea28ab67a2d.jpg[/img] Firstly are the men that lead them all, the knights, nobles, and lords in shining full plate, mounted upon steeds just as well armored as them. While symbolic of bravery and manhood, Miressa’s population of these men are in contrast to it. Often these troops are young, most short of thirty, with few having earned their position, rather having their commissions bought by their families or handed down by hereditary means. The one glimpse of professionalism amongst this caste of men are the knights themselves, as they are the only ones sworn to chivalry and fundamentally trained in combat, often breeding the few and far between experienced commanders. Current accounts put these at about 2,000 in number. [img]http://www.tombjorklund.fi/wp-content/uploads/2014/10/Men-at-arms.jpeg[/img] Next are the bulk of the Grand Army, men just as armored as their knightly and aristocratic counterparts, only not holding the same rank, being trained to follow, not lead, despite the ineptitude of their leadership. These men are career soldiers, the best Miressa has to offer, with all being mounted and preferring to fight as such. While they are trained to fight dismounted, most hold the belief instilled into them by a culture of equestrian combat: If it cannot be done from horseback, it shall not be done at all. Current accounts number these at 15,000. [img]https://forum.kingdomcomerpg.com/uploads/default/3966/867be0ad089b8bb2.jpg[/img] While almost completely absent in peacetime, it would be an injustice to neglect to mention those who fill this role. Known colloquially as ‘debtors levies’ (regardless of whether they were actually levied or made up of volunteers) these men often consist of those who are in debt of any form. Depending on the situation, some volunteer when faced with opportunity to rid themselves of debt, while other units are entirely levied with the promise of debts being paid as enticement to not attempt desertion. While not nearly as well equipped as their professional peers, they still have a much-required niche in battle, partially counterbalancing the sheer focus on cavalry the other portions of the army possess. Numbered at little to none in peacetime, with about 20,000 men available for being levied. [img]https://s-media-cache-ak0.pinimg.com/originals/d3/4c/d3/d34cd3797247d0c86ab6bdea92eac5bb.jpg[/img] [img]https://s-media-cache-ak0.pinimg.com/originals/f8/e0/2a/f8e02a0460871402db0fa36babbd14f4.jpg[/img] Lastly is an auxiliary so new and dwarfed, some struggle to understand it in full. These are the arquebusiers, a small force of men armed with the newest development in warfare technology, arquebuses, also known as matchlock firearms. Working by a constantly lit match soaked in whale oil, it ignites powder which hurls a lead ball larger in size than one’s thumb at the enemy, inflicting devastating damage. These men are often armored lightly and trained to fight from horseback and on foot quite effectively, with no qualms from the men. When mounted, they are often deployed on a flank, expected to screen the enemy and inflict damage from afar while maintaining maximum mobility. However, most often they are deployed on foot, where they truly excel. Almost always combined with a reserve force of polearm-equipped infantry, they march within the larger formation of men, stopping within 75-50 yards and firing off 1-3 volleys before running back behind the formation of infantry accompanying them, allowing the infantry to engage. However, this does not mean arquebusiers cannot hold their own. Often their cuirasses and helmets are well-tempered for close-in combat, and they are generally armed with arrays of arming sword, basket-hilted broadswords, and claymores which they can use to great effect in slashing apart enemies which are not particularly heavily armored. Numbered at nearly 1,000, but often estimated less than that. [/hider] [hider=Grand Navy] [b]Total:[/b] 6,000 [img]http://nautarch.tamu.edu/shiplab/01George/caravela/pictures/land-col-3-mastedcaravels6.jpg[/img] Considered one of the most numerous vessel types in the Grand Navy, the caravel is a particularly maneuverable ship that packs its own punch, able to be armed with an array of bombards, cannons, and swivel guns which serve to tear enemy vessels in twain. [img]https://upload.wikimedia.org/wikipedia/commons/thumb/c/ce/Galley-knightshospitaller.jpg/1200px-Galley-knightshospitaller.jpg[/img] Also numerous, the galley is in contrast to its counterparts, in that it is both rowed and sailed, maximizing speed towards the destination at the expense of causing its crew great fatigue. The galley is generally utilized for transportation over bodies of water, however is not unknown to be armed with swivel guns and light bombards for light defense from other vessels. [img]http://www.iro.umontreal.ca/~vaucher/History/Ships_Discovery/Ships/Nao_Victoria.jpg[/img] Perhaps the most numerous vessel in the Grand Navy, the carrack has a distinction from the others, in that it is rather unmaneuverable, sacrificing a light profile for a massive array of ordnance and a gargantuan hold compared to other vessels. The carrack is the strongman of the Grand Navy. [/hider] [h3][color=firebrick][b]Other[/b][/color][/h3] Trade agreement with Konglomerat Blaserkr: Gunpowder & Gunpowder Weaponry for a select tonnage of Opium, Marble, Tin, Sugar, and Tobacco. [h3][color=firebrick][b]Rolls[/b][/color][/h3] [hider=Rolls 22] [h3]Rolls[/h3] [b]Basic Demographics & Government Info[/b] [u]Population:[/u] 4,100,000 [u]Territory Size:[/u] 3. Your nation is smaller than average but there's still plenty of territory to work with. While the lack of endless farmland might prove an issue, you do at least enjoy the benefits of relatively small and easily defended borders. [u]Technology:[/u] 4. Adequate modernization, you manage to keep pace with the rest of Albion. [u]Prevalence of Magic:[/u] 5. Magic is considered a common feat to your people and you're famous for your magic powers worldwide. [u]Government Type:[/u] 2. Your nation is ruled by that shine of gold and silver. In a society where money is power, the wealthy elite form a plutocratic government. Bloodline is still important (because of course a person born into a wealthy family is worth more than some pauper!) but your ancestry becomes irrelevant the moment that you run out of coin. At least there is some degree of social mobility in that a poor merchant can perhaps work his way up into the elite; in more traditional and aristocratic countries, rising up might not even be possible. [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] 5. 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. [u]Urbanization:[/u] 2. Aside from your capital and perhaps one or two urban centers, you have a very highly rural population. There is likely some system such as serfdom with most people living off the land. [u]Agriculture:[/u] 6. Rather than staple or food crops, most of your farmland is devoted to the growing of cash crops. While this makes you money, a fair amount of that is probably spent on importing food from places with more of an abundance. This is fine and you're probably wealthier for it, but your people rarely enjoy fresh food and you have grown heavily dependent on those trade routes that feed your nation. [u]Notable Resources:[/u] Sugar, opium or other "medicinal substances", tin [b]Military[/b] [u]Military Structure:[/u] 2. Small core of elite soldiers, supplemented by some mercenaries in wartime. Overall not a very large force. [u]Military Focus[/u] 4. Excessive focus on cavalry at the expense of decent infantry. [u]Navy:[/u] 5. Decently powerful navy with enough ships and sailors to fight as much you'd like [u]Military Leadership[/u] 1. Generals are very loyal to the government but gained the position by hereditary status and not necessarily merit [u]Military Reputation[/u] 4. Your military tends to have strokes of bad luck in most of its campaigns.[/hider] [/hider] [/quote] You have an interesting take on the plutocracy roll. I like the flavor. Approved! [@Zealous Blade] Your NS was already approved a while back. Feel free to move it onto the characters section whenever you want. [quote=@Pyromaniacwolf] Heavy WIP right now, but I want somewhere to store it (plus you fan critique what I've made so far) [hider=The Fenrian Wilderness] Name: The Fenrian Wilderness Flag/emblem/symbolism: Demonym: most commonly lycans, fenrian is also used Description: The Fenrian Wilderness is divided between four tribes that have gained power through different means. Generally these tribes function as almost independent nations but will band together in times of crisis or war and have monthly meetings between the tribe leaders. The tribes themselves generally live in small villages made of fur and lumber. The inhabitants of these villages are generally extremely ferocious and only obey those that display greater ferocity or display some other quality to fear them. Due to this natural ferocity it is not uncommon for lycans to raid nations they are not even at war with, or each other. The nation has existed for several thousand years in it's current state and has waged war with all of it's neighbours at least once in that time, despite this some lycans are beginning to interact with outsiders more and more outside of simple raidingm Government: The Fenrian Wilderness is divded into 4 tribes. Each tribe is ruled by chieftain that has fought their way to the top and holds it, albeit not all have actually fought for their rank. Shadowclaw tribe- A tribe of magic users and fanatics, the Shadowclaw tribe will take in magic users from other tribes and teach them how to control their powers and return them to their tribe. They also tend to teach the magic user more about the lycan faith and on occasion complete radicalize them. Generally the Shadowclaw tribe is one of the most passive tribes and woild rather solve most issues through diplomacy, however if religion becomes a issue they will quickly become the most aggressive and push the other tribes to support them. On the battlefield the Shadowclaw tribe consists of Voidcallers (aka mages and priests) casting fear spells and zealots, who are more than happy to die for their faith. The tribes leader is Vlath, an old,wise and cunning voidcaller who is fearful of the changing (and advancing) world and is currently attempting to unite the tribes under one banner. The Shadowclaw tribe supplies lycan fur (from lycanz that have been skinned for a crime, usually heresy) to the Goldtooth tribe who will trade it to other races. Goldtooth tribe- A tribe of merchants and slavers. Generally the least aggressive of all the tribes , they are more interested in profit and material wealth than other tribes. In a word, greedy. The race has began refining lumber and lycan furs received from the Shadowclaw tribe, the Goldtooth tribe is currently the only economic power in the Fenria wilderness. Basir is the leader of the Goldtooth tribe and has earned his place through cunning and intellect , he seeks to turn the lycan race from a barely civilised race into a race capable of becoming an economic power. The Goldtooth tribe is generally on good terms with all the tribes due to their slave trade and supply of lumber for tribal villages and weapons. 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: (If present, more than one?) Geography: (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.) Population: (Was given in your rolls) Demographics (Makeup of your population; info of the different species of your people, further subdivided into ethnic groups if you like, maybe even mention linguistics) 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: (Professional/militia/levy/..., doctrine, tactics, equipment, though the latter can be put underneath as well, etc.) Troop Total: (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) Army: Navy: 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 strength that makes you special, 2 strengths and 1 weakness, or 3 strengths and 2 weaknesses. Ask if you're having trouble coming up with something) [/hider] [hider=Rolls] [h3]Rolls[/h3] [b]Basic Demographics & Government Info[/b] [u]Population:[/u] 3,900,000 [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]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] 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. [u]Political Stability:[/u] 1. Your country is suffering quite a bit of inner turmoil and is on the brink of having an outright rebellion. No doubt your neighbors are aware of this and perhaps looking to exploit your status for their own benefit! [b]Economy[/b] [u]Overall Wealth:[/u] 4. 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. [u]Urbanization:[/u] 1. Towns and cities are largely absent for your nation. You might be nomadic or just lack the desire and/or funds to create large enough settlements. [u]Agriculture:[/u] 2. What your nation lacks in the way of farmland is made up for in the sheer bounty of its wilderness. Fishing, hunting, and plant gathering support your population. Unfortunately, this system doesn't support quick population growth or large food surpluses, so gathering food is always something on your peoples' minds. [u]Notable Resources:[/u] Furs, leather, lumber, [b]Military[/b] [u]Military Structure:[/u] 1. A small number of city guards, constables, and the personal retainers of nobles are the only standing armies. In wartime, vast (albeit seasonal) armies are mobilized via levying the peasants. [u]Military Focus[/u] 5. Emphasis on light infantry and skirmishers. [u]Navy:[/u] 1. Almost nonexistent navy that just serves to transport the army and perhaps ward off rogue pirates [u]Military Leadership[/u] 7. Generals are wealthy citizens that purchased their positions from the government; they are somewhat competent but often inexperienced; decadent [u]Military Reputation[/u] 12. To outsiders you military is seen only as a disciplined and effective force, but to your own people the military is ruthless and oppressive.[/hider] [/quote] What you have is looking good so far. From what discussion I remember from on the discord, it seems like you've already got most of this figured out and just not written it all into your sheet. Since I know what direction you're headed, I'll give my approval even though you're a ways from being finished. [quote=@ClocktowerEchos] [hider=The Lost Isle of Sartosa WIP] [center][url=https://fontmeme.com/brush-fonts/][img]https://fontmeme.com/permalink/170617/d8ae58fe8d9677505308c0f42ef971d7.png[/img][/url] [img]https://t08.deviantart.net/8jwi3_V4a3DGkjOdvoU7IXrrhdc=/fit-in/700x350/filters:fixed_height(100,100):origin()/pre12/13b8/th/pre/i/2013/363/b/4/total_war__rome_2___carthage_faction_symbol_by_undevicesimus-d6zr9uf.png[/img][/center] [u][b]Description:[/b][/u] (A summary of your nation goes here; basics on what's going on and what the country is about. Traditions worthy of note go here, recent history, unique traits,...) [u][b]Government: [/b][/u] [indent]In short, there is no government of Sartosa as it was wiped away with the waves. Those who either claim noble blood or have managed to murder and politick their way up are in charge of individual clans or or settlements, their reach not extending much beyond their fortified settlements or makeshift castles or shanty towns. In an age past, there was once a king but always such things are a distant memory with many competing for any sort of position of power.[/indent] [u][b]Economy: [/b][/u] [indent]To say that the Sartosan economy is in shambles is an understatement as it's practically nonexistent. There are no major industries or resources of note beyond that of raiding and piracy which while the Sartosans are undoubtedly good at, has become their only lifeline. Beyond that, salt making, shipbuilding and prostitution are the only profitable industries on the island. True there are many well preserved artifacts from the ancient world for archaeologists to explore and examine but none are foolish enough to attempt to pierce the fog of Sartosa. Starvation is common as there are only a few types of food to be found on the island being black corn weed, fungus and grog root. These plants grow wildly at random and are hardly the most pleasing of foodstuffs but they are what is available. Protein is usually some form of fish dragged up or a rat caught in a trap and the more-than-occasional cannibalism. Sea salt is also another thing made in excess, sometimes sold off as salt from other countries as the label of Sartosan is bad for business. Starvation and hunger are major problems as even if there was enough food for everyone, the decadent warlords would have it all for themselves. The lawless nature of Sartosa however invites other criminals to itself in the form of smugglers which many warlords take advantage of and put taxes on to raise money or supplies. While those who usually come are either mad or brave (or both), they fear not the threat of the law enforcement coming down on them so long they pay their dues. As one might expect, there is no official coinage of Sartosa. In an age past they had an incredibly strong currency that found use world wide. But like many things, the Thousand Year Flood took it away from them as well. Barter has become the major economic system although some places have their own currency and foreign currency regardless of origin and procurement can find use in Sartosa.[/indent] [b][u]Culture[/u][/b] [indent]The men and women of the Lost Isle live in a cutthroat society that has been forced upon them and are truly a people lost in time. Their ways are old, language alien and tradition dated. While in the old world they may have been seen very differently, in this new age they are feared and hated as vicious pirates and revers. Magic has also been damned by most as the cause of the Thousand Year Flood which consumed their civilization and thus practitioners are rare and in hiding. Where once the Sartosans could command the seas at will with magic, they are now at its mercy. It's a popular practice to accuse a rival of witchcraft to try and get them killed by zealous lynch mobs.[/indent] [b][u]Religion:[/u][/b] [indent]Once upon a time, the people of Sartosa prayed to a wide pantheon of gods and goddess. Now, they pray to only one out of fear after all the others abandoned them: Stromfel, God of the Ocean and Seas. They pray to him for safe travels, bountiful raids, calm seas and the hope that he will never again drown them out. Every ship has a shrine dedicated to him and making prisoners walk the plank to drown in the deep waters or fed to sharks, his holy beast, is an ancient practice still used today. It should come as no surprise that because of this, much of Sartosan folklore as become sea-related. Where there was once an angel of death, there was now a cruel man aboard a cursed demonic ship who drags souls of the dead into the underworld. Wandering spirits now not only become ghosts, but posses animals and objects; the soul of men trap themselves within sharks and sea beasts, becoming Sons of Stromfel while those of women attach themselves to the figureheads of drowned ships and become vengeful banshees of the sea. Sartosans were once masters of a type of magic known as the Lore of the Oceans, able to control it and summon its wrath upon command. Once studied in great schools and covens, such magics are revealed and often blamed as the cause of the Thousand Year Flood. As such, all of its schools have been turned to dust and its practitioners hunted or in hiding.[/indent] [u][b]Geography:[/b][/u] [indent](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.)[/indent] [u][b]Demographics:[/b][/u] [indent]The people of Sartosa (Sartosans or “Fogmen” informally) have been changed by the Thousand Year Flood a as such have a much greater affinity with water and are notably tougher and more resilient than normal humans. But the most damning thing about them is the near perpetual magical mist that surrounds them. A sole Sartosan will only generate a small, barely visible mist but the thickness and size of the haze will dramatically and exponentially increase as more and more Sartosans congregate. Beyond that they have far larger lung capacities, slight webbing on their hands and feet as well as a transparent second eyelid that allows them to see underwater with great clarity. With a total population of barely 1.3 million, they are one of the smallest demographics in the world and a far cry compared to the many millions they once had in years past. While some may call the Sartosans a dying race, the Sartosans are not going to die without a fight. As if they really had any other option. On their island, the vast majority of the people are Sartosans minus a small fraction of other races, usually smugglers or pirates who made Sartosa their home to escape their native police. The natives of the island are also not fond of leaving their island so seeing them anywhere else in the world but on the seas is a rare sight indeed.[/indent] 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) [b][u]Military:[/u][/b] [indent]The Sartosan “army” is barely an army to many who just see them as bandits and hooligans with terrible quality armor. However, while the raiding fleets may be small and use simple rafts and ships, Sartosans are still the master sailors they were in ages yore. Fully capable of sustaining themselves on open ocean and move nimbly on ships, they like to overwhelm one ship at a time after isolating ships or scattering fleets. The only way to ensure that you are not attacked by Sartosan Pirates is by travelling in large, expensive fleets with ships that are all so close together you can travel between them with ease. The alternative is to hire the very same Sartosan pirates to protect you as well; world class protection and sailors at a price that would make most mercenary captains faint. There is a comparatively insane number of Sartosans in the “military” if not out of necessity with about 10% of the population counting themselves as active pirates or warriors. Even the basic civilian population has been hardened by infighting and civil war. Becoming a raider is often not only a sure fire way of quickly ascending the social ladder, but also gives you a far better chance of actually getting fed making it extremely appealing to the point most warlords don’t need to worry about willing recruits. In terms of strategy, the element of fear is a very prevalent one as the fog produced by the Sartosans in combination with their reputation can cause even veteran sailors to get jump and start firing their weapons into the fog that always follows them. They will eventually become tired and paranoid, not knowing what is in the fog as the war rafts and boats of the Sartosans form a circle around them. Needless to say, this has worked wonders and is perhaps the one of the reasons why Sartosa still stands today for the loot brought back sustains the island and its reputation and fog will shatter the nerves of even the hardest of souls. Contrasting their skills, the equipment of the Sartosans are laughable. Scrap wooden armor and crude gear is the norm as anything that can provide protection is use. Cooking pot shields, sea beast scale armor, human leather, nothing goes to waste. Weapons are equally as diverse and crude as weapons ranging from crudely forged blades to wooden clubs. Fishermen also often find work as pirates with both their nets and their harpoons which make for dead ranged weapons. Skilled harpooners are said to be able to snipe ship captains and lookouts from kilometers away and enough of them can even slow down large merchant ships. Those above the lowly revers and pirates however are dramatically better armed. While still just as crude, commanders wear various metal armor, often looted from battles and ships thus also serving as their battle records. They go by many names such as Pirate Lords or Sea Chieftains, but they are the ones in command of settlements and clans and are more often than not mildly incompetent are anything but personal combat, meaning that it's often their equally as exotically named bodyguards to command the warbands. The decedent bastards often pile on made up titles to enrich their own egos. Thankfully, they can pick bodyguards reasonably well so their warbands aren’t totally dead in the water. Their crude but resourceful nature extents to their ships as well. Although they often look like ramble shackle rafts and crude canoes held together with rope and hope (or mostly hope in some cases), they have a hidden level of quality to them which many outsiders can’t recognize at a glance. Masterfully well balanced and extremely nimble, their small size grants them terrific movement. Rare large ships are still built in the old trireme-style and are just as nimble as their smaller cousins and boast rams that are effective even today. While artillery is rare, it’s not uncommon especially among the wealthier clans and gangs. Catapults and ballistas are popular and ancient if not effective weapons being remarkably easy to build in contrast to more modern cannons. Such engines of war are also often mounted on ships with the leviathan hunting Harpoon Great Ballista being the most popular and useful. [/indent] [b][u]Other:[/u][/b] [indent][color=39b54a]Pro - They are without question the best sailors, ship makers and water-borne warriors in the world and on sea even if they don't look like it.[/color] [color=ed1c24]Con - THEIR EVERYTHING ELSE[/color] My Rolls: [hider=Rolls 13] [h3]Rolls[/h3] [b]Basic Demographics & Government Info[/b] [u]Population:[/u] 1,300,000 [u]Territory Size:[/u] 1. Your nation is but a speck upon the map; perhaps it is an island or small archipelago, or perhaps it's just a tiny swathe of land too small to draw the attention of any would-be conquerors. [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] 1. Magic is a taboo to your nation with its practitioners living in hiding [u]Government Type:[/u] 10. Your country is in something of an anarchy. There is no central government to speak of, probably because it recently crumbled. For now you're in quite the quagmire and regions might be tempted to splinter off and form their own new nations. But hey, at least this gives you the opportunity to reestablish order and found a new government of your choosing! [u]Political Stability:[/u] 1. Your country is suffering quite a bit of inner turmoil and is on the brink of having an outright rebellion. No doubt your neighbors are aware of this and perhaps looking to exploit your status for their own benefit! [b]Economy[/b] [u]Overall Wealth:[/u] 1. Your nation is very poor. Perhaps you've been ravaged by constant war or plague, or perhaps your people lack the resources or drive to create the foundations for a solid economy. In any case, homelessness and hunger are issues for many people. At least your people are used to this sorry state. [u]Urbanization:[/u] 1. Towns and cities are largely absent for your nation. You might be nomadic or just lack the desire and/or funds to create large enough settlements. [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]Notable Resources:[/u] None. You're dirt poor. [b]Military[/b] [u]Military Structure:[/u] 2. Small core of elite soldiers, supplemented by some mercenaries in wartime. Overall not a very large force. [u]Military Focus[/u] 5. Emphasis on light infantry and skirmishers. [u]Navy:[/u] 1. Almost nonexistent navy that just serves to transport the army and perhaps ward off rogue pirates [u]Military Leadership[/u] 4. Generals are incompetent; their title is often appointed rather than earned; largely decadent [u]Military Reputation[/u] 10. Other nations look disparagingly at your army, thinking it little more than a rabble of bandits and pirates. [/hider] [/indent] [/hider] [/quote] Well at least you're not living in my nation's sewers like was discussed earlier... :lol You've got my approval Clockdude [quote=@Drunken Conquistador] [hider=Grand State of Neziri-WIP] [center][img]http://img05.deviantart.net/7f05/i/2013/365/8/c/total_war__rome_2___pontus_faction_symbol_by_undevicesimus-d705ybt.png[/img][/center] [b]Name:[/b] Grand State of Neziri [b]Demonym:[/b] Nezirir [b]Description:[/b] A rather large nation located on the continent's north west reaches, the Grand State of Neziri is a relatively young nation. Established a mere 400 years ago with the [i]Annulment of Tar-Mirian[/i], which saw the dissolution of the ancient Arlamanthine Empire and its absorption into the Revanese Republic, thus creating the Grand State. The Grand State was based on the notion that while a single simply wasn't fit to hold absolute power, neither were the mobs fit to have any say on the ruling of the nation. So a compromise was reached, in which only the most able and skilled were to be given the chance. Or in short, the nobles would rule without having to bother with obeying some king or giving voice to the masses. Needless to say, the lack of a true central power to keep the aristocracy in check has caused problems for the Grand State. Civil wars, popular revolts and simple political gridlock have time and again wrecked havoc on the nation, almost bringing it to complete ruin several times in the past. The most learned among the scholars now dreadfully point out how close the nation is to a major crisis should the popular unrest and economic crisis not be dealt with effectively. Due to the Arlamanthine's status as a magocracy, the Grand State enforces a strict policy of persecution against magic and its users. The Saganid Order, a militant group under direct Senate supervision, is tasked with hunting down and exterminating witches, wizards and the stain of magic inside Nezir. [b]Government:[/b] The Grand State of Neziri is ruled by the Senate, in theory created to ensure that no single man could hold absolute power and return the land to the days of Imperial tyranny, the Senate has been dominated by the interests of the aristocracy ever since its inception. To be eligible for a chair, one must not only come from a established noble family but also own sizable material assets. Official ruling power lays with two consuls elected for a year long term. And in times of crisis, the Senate can appoint an Autocrat with almost unlimited powers. Below the Senate there's a well established bureaucracy that is tasked with running the day to day affairs of the nation. More often than not, however, these organs are essentially dominated by whatever landlord or merchant prince has the most influence in the city or province. This also translates to Senate appointments, such as provincial governors and military commands. [b]Economy[/b]: Theoretically speaking, the Grand State is large enough to have a diversified economy, natural resources are many and abundant, the land is fertile and its population vast. Reality often does not corresponds to theory however, and currently the nation is experiencing economic recession. In more general terms, agriculture and forestry are the driving engines of the Nezirir economy. Fruits, lumber and incense are the most renowned export goods of the Grand State, though its size and population means that other sectors are not entirely underdeveloped. Or wouldn't if not for the ongoing recession. [b]Religion[/b]: The current Neziri pantheon was born as a result of the religious policies of the old Arlamanthine Empire, as its hosts subjugated land after land, the Emperors of old sought to smooth over differences by officially absorbing foreign gods into the Arlamanthine Pantheon. Either as new minor deities or simply declaring them different aspects of existing ones. Over the centuries this has evolved into a system where the same gods are worshiped in different ways depending on what part of the State one visits. Which has also led to the rise of some tensions across the realm, as this religious diversity breeds tension between the different temples and congregations. This lack of centralized doctrine has also led to the creation of many mystery cults all over the realm. Syncretic and secretive religious schools whose purpose is to attain true knowledge of the gods. They are tolerated, if only because the aristocracy tends to consider them a fun hobby, though the local spirits, renowned heroes of the past and ancestors are also widely worshiped through the entire length of Nerziri. With many of the oldest great houses claiming descent from a mythical hero or godly ancestor. In general, however, there are several major gods who are worshiped [b]Geography[/b]: Waiting on map [b]Population[/b]: 13 600 000 [b]Demographics[/b] Humans compose the bulk of the State's population. With minority populations composed of members of several races. Either imported populations from the days of the old Empire or native peoples that were conquered and assimilated long ago. Culturally speaking, the people tend to be mostly homogeneous. The old Mage-Emperors pursued a strong assimilation policy on their new conquests. Imposing their culture over the conquered peoples while at the same time adopting whatever concepts and ideas interested them. Over the centuries, this has served to coalesce the many differing cultural identities into a single culture. Of course, the sheer size of the nation means that regional variations exist, they still hold most of the same principles. Capital among them are the ideas of Order and Duty. The gods created the world as an orderly place, where everyone and everything has its place and its role. Knowing and accepting one's role in this order is paramount. For just like a peasant must obey and bow before his lord, so must his lord act as befitting his own lordly duties and ensure his subjects are cared for and that he rules and lives as an example of justice and fairness. Otherwise he has proven himself undeserving of his position. Mages, however, play with powers and forces that are reserved solely to the gods and their chosen. That's reason enough for them to be persecuted. However, said power also always ends up corrupting them, making magic-wielders stray from their place in the world and seek to rise beyond their station, challenging the gods themselves. [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] (Your ruler, perhaps your highest military officers, generally just use this space to help us keep track of your POV characters) [b]Institutions[/b]: (Major non-military institutions of the nations, such as legislative bodies, guilds, religious sects) [b]Military[/b]: Organization: Instead of fielding a central army, the Senate bestows the authority of maintaining armies upon a chosen group of Senators, while provincial governors are also allowed to look to the defense of their lands. Essentially allowing the formation of vast private armies with very little state oversight. Despite this lack of oversight, there's not that much variation between the different hosts of Nerziri. One of the results of a rather homogeneous culture is that in general the people fight in much the same way, while blacksmiths and others tend produce similar equipment no matter where you find yourself in the State. Most variations comes from the elite regiments fielded by the grandees. Which are frankly the only noteworthy aspect about the Nerzirir armed forces. These retainers are a direct reflection of the Senator's own splendor and power. As such they always go to great lengths to make sure their retainers are always the best dressed, trained and armed. [b]Troop Total[/b]: (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) [b]Army[/b]: [b]Navy[/b]: [b]Other[/b]: (Such as siege equipment, internal security, important mercenaries, spies, etc.) [b]Other[/b]: [u]Amazing feats of engineering:[/u]Whether it is building colossal marble temples to the gods or embarking in more practical enterprises such as paved roads or massive irrigation projects, Nezirir engineers and architects have no equal among the civilized lands. [u]The Breadbasket:[/u]The lands of the Grand State are among the most fertile of the continent. Coupled with good weather and skilled specialists, Nezirir is a powerhouse when it comes to agriculture. [u]The illusion of authority:[/u]Despite all the pomp and protocol of official state functions and flowery legal codes, the Senate has only as much power as the Senators and other grandees allow it to possess. The lack of a strong central authority has always been a constant in Nezirir, and so have corruption and nepotism. After all, what can the Senate do besides bow to the interests of the upper class? [u]Unrest:[/u]Economic recession, blatant government corruption alongside racial, religious and ethnic tensions have conspired to create an impending storm. So far the Senate has managed to keep things under control, but even a single spark may set the whole thing ablaze. [u]The Stain of Magic:[/u]Originally formed out of disparate groups of outlaws and rebel slaves fighting against the Arlamanthine mage-lords, the Saganid Order has had 400 years to hone their skills in the art of witch hunting. As it stands, they are perhaps, one of the last Nezirir institutions unaffected by the growing crisis, acting as part Inquisition and part secret police, as long as the state maintains its support for their anti-magic efforts, the Order sees no reason to involve itself in the nest of vipers that is Nezirir politics [/hider] [@Drunken Conquistador] [hider=Rolls 10] [h3]Rolls[/h3] [b]Basic Demographics & Government Info[/b] [u]Population:[/u] 13,600,000 [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] 4. Adequate modernization, you manage to keep pace with the rest of Albion. [u]Prevalence of Magic:[/u] 1. Magic is a taboo to your nation with its practitioners living in hiding [u]Government Type:[/u] 12. Your nation is an oligarchy. It needn't necessarily be aristocratic or plutocratic; the main defining feature is that there is no one individual that holds supreme power; rather, there might be a council of elders or a senate. [u]Political Stability:[/u] 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. [b]Economy[/b] [u]Overall Wealth:[/u] 3. 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]Urbanization:[/u] 4. Your nation is decently urbanized with the fair balance of towns and rural areas [u]Agriculture:[/u] 9. Your nation relies heavily upon orchards and fruit plantations. Coconuts, dates, or perhaps even bananas are your main crops. For some reason all this fruit seems to make your sailors a lot less likely to get scurvy. [u]Notable Resources:[/u] Citrus, lumber, incense [b]Military[/b] [u]Military Structure:[/u] 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. [u]Military Focus[/u] 9. Army centered around a small group of elites supported by a large bulk of troops. [u]Navy:[/u] 1. Almost nonexistent navy that just serves to transport the army and perhaps ward off rogue pirates [u]Military Leadership[/u] 2. Generals rose to their positions through experience and battlefield exploits; competent, but also decadent [u]Military Reputation[/u] 11. Your military hasn't done much to earn a reputation and is not particularly renowned. [/hider] [/quote] The anti-magic policy and unstable oligarchy looks fun. Approved with a double thumbs up [quote=@Ekreture] [hider=Beastlands] [center][h2] Hashkorrakh/Ascor [/h2][/center] [center][img]http://i.imgur.com/G0Rp1CQ.png[/img][/center] [center][I][b]Denonym:[/b] Egerrakh, Ascorian[/I][/center] [h3][u]Description[/u][/h3] Long, long ago, the Egerrakh and the Lycans lived in peace in what is now exclusively the Lycan's land. To the west lied an untamed land, filled only with giant beasts. Around 1500 years ago, the Lycans pushed the Egerrakh out of their land, and forced them west, into this untamed land, expecting them to perish there. But instead, the Egerrakh formed a new school of magic, Beast Magic, used to tame these wild beasts, and they adapted to this new land. A hundred years later, the Egerrakh had created a beast army, spearheaded by the Be'emot; the three species of massive beasts, and attacked the Lycans. The Lycans were nearly defeated, when the Egerrakh became disunified, and the Be'emot were used to turn against eachother, with their masters hungry for power. The Lycans used this to their advantage, and unified momentarily to push the Egerrakh back to their land. Because of this, a new rule was created among the Egerrakh, that only one of each type of Be'emot could be tamed at a time. Now, the human-like Egerrakh still live in their land of Hashkorrakh (called Ascor by foreigners), unified only in the face of a foreign threat. Their primary tool, both in combat and in practicality, is the Shokhma, a machete like utensil, with each part of the weapon for a different use, such woodcutting, butchering, or carving. Egerrakh society is based around the animals and beasts which inhabit Hashkorrakh, with each tribe having a different set of animals they're traditionally allowed to hunt and tame. These animals make up their tribal totem, which, contrary to foreign belief, have nothing to do with how that tribe worships, except for in their burial ceremony. The exception to this, of course, is the Orok kingdom, which denies tribalism in favor of a semi-autonomous monarchy. [h3][u]Government[/u][/h3] The Egerrakh are largely disunified, with most of the population seemingly independent tribes. That said, ever since the great Lycan war 1400 years ago, there has been one central warlord who maintains an army to defend Haskhorrakh from foreign threats (mainly Lycans). Who exactly the Warlord is is decided simply by who has the most support and the largest army. If a Warlord refuses to give up his position to someone with more support, they will fight a war. Once someone becomes the Warlord, they will create a hold, the only true town or fortification in Hashkorrakh (besides the new Orok capital). From this hold, they will control their army, mainly through the use of their warchiefs, who are usually either their close personal friends or well known individuals and warriors. If the previous warlord had abdicated his position voluntarily, he will often be made a warchief by the new warlord. The warlord also has direct control of the three Be'emot. Again, the exception to all of this is the Orok kingdom, which is a unified entity under one king, rather than many disunified tribes. That said, the Orok King still respects the power of the Warlord, and has been made a warchief, in charge of the somewhat sizeable Orok army. [hider=Warlord's Hold] [img]http://i.imgur.com/LyKkxgE.jpg[/img] [/hider] [h3][u]Economy[/u][/h3] Industry is largely nonexistent in Haskhorrakh, with no monetary system present. The economy, as with everything, is based on the animals of Hashkorrakh, with trade facilitated by the Marrmbakh, the mammoth riding nomads who travel the Mammoth Trails. The Mammoth Trails are the only sort of infrastructure present in Haskhorrakh, with the location of Holds and villages usually based around them. The Marrmbakh are another non-tribal group, who carry the goods of each tribe around and trade via a barter system, with they themselves creating mammoth products. They also trade with the Orok, and facilitate practically all trade with outsiders. [hider=Egerrakh Hunters] [img]http://i.imgur.com/CikPQ6x.jpg[/img] [/hider] The main exports of Hashkorrakh are fur, meat, leather, and ivory. A capacity for a lumber industry is also existant, but at the moment is unexploited. Iron also exists in a quantity, though is not developed enough for exportation, only for domestic use. Fish and other seafood is also in abundance. While other commodities may be available, the lack of development and infrastructure in Hashkorrakh limit the amount of recources that can be utilized, although a lack of precious minerals is a known fact, as is tenable land. While the warlord has little to no control over economic activities, he does collect food from the tribes to maintain his army, though doing so is usually the responsibility of the warchiefs. As for the Orok, their livelihoods are based around the Aurochs, which they have domesticated. [h3][u]Religion[/u][/h3] [hider=Egerrakh Creation Myth] There never has been nothing; there never will be everything. The first world was far too small, and The Land was cracked and crushed, so she left. The second world was too large, and The Land became thinned and brittle, so again she left. When she came to the third world, she found that it was perfect, and so The Land became content there. But The Land grew lonely. She saw ahead to the fourth world, where the Ocean lived, and she wished to talk to him, but he could not hear her. So she called again, louder, and created the Wind. The Ocean heard her, and they began to speak. Soon, they fell in love, and created three sons; the Forest, the Wolf, and Ege. Satisfied in her company, she allowed the Ocean to return to the Fourth World, and raised their sons. Her children, born of a father from an imperfect world, marveled at the perfection of the third world, except for the forest, who was far closer to the Land than the Ocean. He remained neutral on the perfection. Meanwhile, Ege marveled at the perfection, and simply seeked to bask in it. Unfortunately, the Wolf did not share his wisdom, and seeked to control the perfection of the Third World for himself. The Land, seeking to protect her other two sons, cut off her hair and gave it to them, then sent them to live with their father in the Fourth World. Their father allowed them to stay, where he took the hair of the Land and placed it upon himself, allowing his sons to walk upon him. The Land, meanwhile, trained one of her eyes, Moon, upon the Fourth World, which she used to pull back the ocean further, and to inspect her sons. But the Wolf was enraged by the special attention given to his brothers, which he saw as treachery. He followed the Wind to the Fourth World, where he confronted Ege. Ege took a sharpened stone and stabbed the Wolf three times, and from the blood that poured from each wound, the Beast, the Bird, and the Fish were created. Embarrassed by his defeat, the Wolf chased after them, to destroy the proof of his loss, but as his blood poured out, more beasts, birds, and fish were created, and they gnawed at the Forest, causing him great pain. Horrified by the blood shed between brothers, the Land cried out, and the wails were so horrific and full of despair that the winds they created took away whatever perfection Ege had been given by the Third World. This made him hungry and cold, and the Forest gave him a spear to remedy both their problems, so Ege began hunting the beasts, birds, and fish, using their meat to feed himself and their furs to warm himself, and hunted so much better than the Wolf that he became known as Ege the Hunter. But the more blood was shed, the more imperfect the Fourth World became, and out of this imperfection Sun was created. Sun was powerful, and blocked the Land's eye, but Land was powerful too, and could block away Sun for half the time. The time when Sun blocked the Land's eye became known as day. During this time, Ege the Hunter remained attentive, since he did not have his mother's protection. But when the Land's eye was out, which became known as night, Ege would rest. Sun came to sympathize with the Wolf, who would cry pitifully at the Land's eye during the night, hoping to create a wind powerful enough to carry him back to the perfection of the Third World, and so Sun shot flames down at Ege. But Ege was smart, and used to flames to warm himself and cool his meats. His father too wished to protect him from Sun, and created clouds to help block him. Some of these clouds would shoot down great sparks, which the Ocean used to teach Ege how to create fire of his own, and drops of water to cool the thirst created by Sun's beams. But as Ege became more powerful, the imperfection of the Fourth World became even greater, and this imperfection became a Shadow of the Fourth World, or Hashkorrakh, where many small shadows of Ege, Egerrakh, do battle with the shadows of the Wolf, Kalorrakh. If one of these Egerrakh properly follow the spirit of Ege, they are allowed to return to the perfection of the third world upon their death. [/hider] Above is the belief of practically all Egerrakh, although the Orok have also incorporated some of the beliefs of their foreign neighbors. Because of the cyclical nature of this belief system, Egerrakh burial rituals are far different from any other. When an Egerrakh dies, their body is fed to a predatory animal of their tribe's totem, with mud painted over the parts of their body which should not be eaten, which are usually the genitals, hands, feet, eyes, and nipples on a woman. The Orok, who, unlike all other Egerrakh, believe in land ownership, bury their dead in a style similar to most foreign entities. The professors of this belief system are the Shamans, who also are the main practitioners and teachers of beast magic. Shamans, though not officially organized, are who keep all tribes to their traditions, and who are centered in Khu'ege, the highest mountain in Hashkorrakh, which is seen as the place where the boundaries between the Shadow of the Fourth World and the Fourth World are at their thinnest. Shamans also coordinate the taming of the three Be'emot. [h3][u]Geography[/u][/h3] [hider=Hashkorrakh Map] [img]http://i.imgur.com/KbF1MWb.jpg[/img] [/hider] A cold land, the geography of Hashkorrakh is defined by mountains, forests, and Mammoth steppes. The southern borders of the Orok kingdom and much of the borders of the Ashberr region are defined by the Berrnar mountains, and the Ashberr region is covered with mountains indepent of the Berrnar range. The current Warlord's hold is placed on a hill in between the Berrnar range and one of the independent mountains. The Orok Kingdom is mostly forest and plains, the grasses of which are not quite as high as the southern mammoth steppes. There are many small rivers which run throughout the Kingdom, creating an ideal environment for the Aurochs they herd. To their northeast is the region of Yoklawo, which is mostly a Taiga forest. The very north of Yoklawo contains an ancient Ogre port city, which has since been abandoned and is now used as a Kraken hunting base. Yoklawo also contains some mountains. South of Yoklawo is Veshan, which is varied terrain, defined by mountain, forest, and, at the southeast, Mammoth Steppe. Veshan also contains the highest mountain in Hashkorrakh, Khu'ege, which carries much religious significance. South of Veshan is Marrmekhlon, which has the highest concentration of Mammoth in the land. The Mammoth of Marrmekhlon are a different species than those tamed by the Marrmbakh. While the Marrmbakh use the highly migratory Forest Mammoth, the Mammoths in Marrmekhlon are Plains Mammoth, which are much larger, and whose migrations are significantly shorter. South of the Berrnar mountains, Marrmekhlon also has the Tzurrek springs, a group of hot springs that are a favorite getaway for lords and warchiefs. To the east of Veshan and Marrmekhlon is the final region of Hashkorrakh, Narbarrakh. Though it is also a Mammoth Steppe, their animal population is much smaller due to the constant state of war that exists there. Narbarrakh is home to much of the conflict between the Egerrakh and the Lycans, due to its low defensibility. The tribesmen there are war hardened, and, though the Warlord's Hold is rarely in Narbarrakh, there is usually at least one war chief there to coordinate battle against the Lycans. As far as ecology goes, each of the biomes of Hashkorrakh contain far different animals. The megafauna of the steppes include massive herds of bison, the Plain Mammoths, rhinoceroses, cave lions, dire wolves, ground sloths, various types of oxen, and giant warthogs. Meanwhile, the megafauna of the forest include bush antlered deer, moose, saber tooth cats, regular wolves, Forest Mammoths, and giant bears. The mountains contain similar animals as the forest, in addition to the elusive Saskwakh; large, bipedal apes, who are nearly impossible to tame due to their intelligence, but can be befriended with magical assistance, and have been used in battle before. Lions, sloths, and rhinos also exist in the forests and mountains, but like the mammoth, are much smaller than their grassland counterparts. In utilizing animals for his army, a warlord has to carefully coordinate with the tribes and his warchiefs to achieve the balance of these fauna that he desires. Other animals of economic and societal importance include giant beavers and salmon of the rivers, as well as the completely untamable kraken which inhabit the oceans. [h3][u]Demographics[/u][/h3] [b]Population:[/b] 2,600,000 The sentient population of Hashkorrakh is entirely composed of the Egerrakh (Ascorians to foreigners), a nearly human people who stand a few inches shorter than the average human, and are somewhat wider and stockier. Because of this, Egerrakh are significantly stronger than the average human, and are better at sprinting, but have far less endurance. Intellectually, they are equivalent, although most humans would contend otherwise due to the seemingly primitive nature of the Ascorian lifestyle. Another major difference between humans and Egerrakh are their diet. While 80% of a human diet is plant based and 20% animal, the opposite is true for Egerrakh, who are far more carnivorous, though still consume plant matter. Around 78% of Egerrakh hail from tribal villages which cover all of Hashkorrakh besides the Orok Kingdom, which makes up around 20% of the population. The last two percent are either Marrmbakh nomads or Kraken hunters. Surprisingly, there is a common Egerrakh language, spoken by the entire populace. [h3][u]Personalities of Note[/u][/h3] [hider=Khabar Greathand] [img]http://i.imgur.com/SMPzxBo.jpg[/img] Khabar Greathand is the current Warlord protecting Hashkorrakh. As technology advances all around him, Khabar wishes the same to happen in Hashkorrakh, something which tries to keep secret from his fanatically traditional society. Khabar was a Warchief ten years ago under the last Warlord. After the Orok Kingdom and Army was formed, the last warlord refused to accept any authority that the Orok might have. Khabar then approached the Orok King and told him that were he the Warlord, he would make the King a warchief, and a war ensued, in which Khabar was victorious. Because of this, and some knowledge of his wishes for modernization, opinions on Khabar are split, with his saving graces being his intelligence, the respect paid to his choices of Warchiefs, and his army's success in fighting Lycans. [/hider] [hider=Murrmon of Veshan] [img]http://i.imgur.com/u59BrTR.jpg[/img] Murrmon was a warrior during the reign of the last Warlord, and one of great renown and skill, killing many Lycans, and felling many beasts as a hunter. When there were reports of a force of a few dozen Lycans heading into Ascorian land, Murrmon and a small group of elite warriors with their beasts were sent to kill them. Nobody heard from anybody in that group of warriors for a while. At the same time, that group of Lycans was never heard from again. Some people reported seeing Murrmon travelling with a group of Marrmbakh nomads, but since they wear masks nobody was certain. Finally, around the time of Khabar's ascension as Warlord, Murrmon appeared at a village in his home region of Veshan. He simply wished to live with them, but after a couple of months, he was made chief. After hearing he had become a chief, Khabar asked him to be a Warchief, but he declined, and started a family. [/hider] [hider=Pala] [img]http://i.imgur.com/u9ivHDB.jpg[/img] Pala was born in a small village in the Taiga of Yoklawo. From a young age, she showed a great aptitude for magic, taming rabbits and other small animals in her free time. She had dreams of becoming a Shaman, but, while this was not prohibited, was uncommon. A couple years ago when she was 16, the hunters of her village, of which her brothers and father were included, had discovered that a Taiton, the land Be'emot, was coming dangerously close to their village. Seeing as their village shaman was at Khu'ege at the moment and their was already a Taiton currently tame, they had no choice but to kill it, something incredibly dangerous. Pala knew that their was no chance the hunters would defeat it, and worried for her father and brothers. After it had been a week since the hunters left to kill the Taiton, Pala departed, and, using beast magic, found the Taiton before the hunters did. Then she did something that had never been done before; she tamed it alone. When she came back to the village, the people were shocked as the massive beast followed behind the small girl. The hunters returned, no idea as to what would come next. When the village shaman returned from Khe'ege, he was even more mystified, and informed the villagers that he had gotten word while on his trip that the previous tamed Taiton had died. Pala was quickly made a shaman, and is now the controller of the land Be'emot. [/hider] [hider=Nakhse the White Rider] [img]http://i.imgur.com/8xFxqF9.jpg[/img] A childhood friend of Khabar, Nakhse is a well respected warrior and tamer, perhaps only surpassed in skill as a warrior by Murrmon. Nakhse is also a skilled weaponscrafter, his polearm a large deviation from the usual Egerrakh spear. He is named for the albino rhinoceroses he rides, and has been made one of Khabar's warchiefs. [/hider] [hider=King Pulo I] [img]http://i.imgur.com/QHCA0YQ.jpg[/img] The first King of the Orok, Pulo is behind the Orok unification, and is loved and respected by virtually all Orok. He is marked by his ambition and cunning, as well as by the authority with which he carries himself. Some believe that he wishes to become Warlord. Others believe he wants more than that; that what he desires is for all of Hashkorrakh to come under the authority of the Orok kingdom. But for now, he still maintains his loyalty as Warchief to Khabar. [/hider] [h3][u]Institutions[/u][/h3] [b]Marrmbakh:[/b] Though not an organization, the Marrmbakh carry significant authority in Ascor. People are rarely Marrmbakh their whole lives, rather, people who feel lost, rejected, or are fleeing some kind of threat, will often join a Marrmbakh band for some time, where they may maintain complete anonymity for as long as they like. Mammoth herders and nomads, the Marrmbakh, though seeming to lead them, actually follow the mammoths on their migration, meaning the Marrmbakh paths are based completely on migratory mammoth trails. While the Marrmbakh collect milk from the mammoths, the vast majority of ivory come from the plains mammoths of the steppes. Due to their frequent trade with foreigners, the Marrmbakh are more technologically advanced than most of their fellow Egerrakh, and use metal armor. [hider=Marrmbakh] [img]http://i.imgur.com/yspGeeN.jpg[/img] [/hider] [b]Krakaba:[/b] The most depraved and thrill seeking members of Egerrakh society, Krakaba live in bases along the Ascorian coast, and, as a livelihood, hunt Krakens. While their meat is somewhat valuable, most agree that the Krakaba simply do this for the thrill, and simply to say they did. Their, of course, is a high mortality rate among the Krakaba, and like the Marrmbakh, there are hardly any Krakaba who are such for their whole lives. Known by their massive barbed harpoons and their special canoes, the most famous and largest Krakaba base is the old Ogre port up north. [b]Orok Kingdom:[/b] Around a hundred and fifty years ago, many Egerrakh became displeased in the disunity and simplicity of Ascorian life. Believing that they, as sentient beings, have a right to own the land, they gathered in the west of the country, and domesticated wild oxen to create the Aurochs, which they named after themselves, the Orok, meaning "Third System", since three is seen as the number of perfection in the Egerrakh religion. They also domesticated wolves, creating a new breed of dog, something especially controversial with wolves being symbolic of evil. Turning away from traditional spear and rhino warfare that the Egerrakh usually fought, the Orok villages started maintaining specific people as warriors, armed with shields, whatever armor they could get, and a new type of axe-like machete. They would also use their dogs, known as 'Balto', in warfare. [hider=Aurochs] [img]http://i.imgur.com/nCoWOlj.jpg[/img] [/hider] A decade or two ago, the Orok villages, led by an Orok chief named Palo, decided that, to be truly unified, the Orok must form a kingdom. The warriors of all the villages were put together, and a new Orok capital started to be built, designated to be the first Egerrakh city, known as Ornishken. Due to the removal of all intertribal warfare, as well as a constant food source, the Orok population began growing fast, and now make up 20% of the whole population. Now, Palo seeks to form new relationships, and end the previous isolation of Hashkorrakh. [hider=Orok Symbol] [img]http://i.imgur.com/BT5maDZ.jpg[/img] [/hider] [hider=Ornishken] [img]http://i.imgur.com/WCB8yPV.jpg[/img] [/hider] [h3][u]Military[/u][/h3] [b]Organization:[/b] The warlord leads the army of Hashkorrakh, and does so from his hold. The recruitment and management of this army is coordinated by his warchiefs, the number of which is his decision. Money doesn't exist, so the main benefits of joining the Warlord's army are fulfilling a traditional sense of duty and food. Egerrakh warriors prefer to avoid pitch battle, and rely on ambush tactics using spears and the Shokhma, the traditional machete. Meanwhile, the Orok army prefers to use shieldwalls. [b]Troop Total:[/b] 10,000 tribesmen, 3,000 Orok, around 4,000-5,000 tame beasts [b]Army:[/b] In addition to the Warlord's Egerrakh warriors, the driving force behind the Ascorian army are the tame beasts, which are either tamed by tamers employed by the warlords and warchiefs or traded for in exchange for food and other commodities. [hider=Beasts] [img]http://i.imgur.com/fJrnsIC.jpg[/img] [img]http://i.imgur.com/VWqe8SO.jpg[/img] [img]http://i.imgur.com/QgISPBY.jpg[/img] [img]http://i.imgur.com/jlJDGw6.jpg[/img] [img]http://i.imgur.com/vYpCb5B.jpg[/img] [/hider] [b]Navy:[/b] Little to no navy exists in Hashkorrakh. The water Be'emot, the Krakumal, is the only thing that could be used to combat foreign navies. Aside from that, the Krakaba kraken hunters are the closest thing that could be seen as any sort of navy. [b]Other:[/b] An extremely important part of the Ascorian military are the three Be'emot. One Be'emot lives on land, one in the ocean, and one in the sky. The Flying Be'emot, native to the southern Berrnar mountains, is the Rok. These massive eagles will travel miles from their mountainous homes to hunt suitable megafauna, and have been known to even hunt mammoths in the past, being about twice the size of one. [hider=Rok] [img]http://i.imgur.com/gfd0a6O.jpg[/img] [/hider] The Water Be'emot, living off the coast of Hashkorrakh, is known as the Krakumal, or Kraken Whale. Though they are best known for eating krakens, which are a mainstay of their diet, they will eat practically any sea creature they can get their jaws around. [hider=Krakumal] [img]http://i.imgur.com/qKFr0kW.jpg[/img] [/hider] Finally, the Land Be'emot, native to the forests of Yoklawo, is known as the Taiton, or, to foreigners, the Tree-eating Rhino-Sloth. As their name implies, the mainstay of these surprisingly herbivorous creatures' diet is trees, which they crush with their powerful jaws. Because of the obvious difficulties in uprooting trees, Taitons have also been known to consume wooden structures, something which has caused conflict in the past between them and Ege'rrakh. Due to their size and thickness of skin, trees will sometimes grow on their backs, which they usually remain unaware of. [hider=Taiton] [img]http://i.imgur.com/zsOYhQG.jpg[/img] [/hider] Magic is used to enhance tame Be'emot's strength, speed, durability, and whatever other traits would be helpful in combat. [h3][u]Additional Strengths and Weaknesses[/u][/h3] One of the major strengths of the Egerrakh are their hunters. In addition to the Warlord's army, the Egerrakh hunting tradition allows for hunter militias to form if invaded, who craft their own weapons. A weakness is the lack of any sort of monetary system. This prohibits major advancement in technology and industry. Another weakness that is tied to this is the lack of infrastructure, with the mammoth trails being the only true infrastructure that exists. Something that acts as both a strength and a weakness are the krakens which live off the coast. While this inhibits naval invasion, it also blocks off trade, and the development of a proper navy. [/hider] [/quote] Another very nicely done sheet. I enjoyed the creation story that you made. Approved! [quote=@Lady Selune] [hider=WIP] [center][img]http://txt-dynamic.static.1001fonts.net/txt/dHRmLjk2LmUwMGIxMS5WR2hsSUVodmJIa2dWbVZzYVd0dmNtOXpjMmxoYmlCRmJYQnBjbVUsLjAA/kroftsmann.regular.png[/img] [img]https://img.fotor.com/share/1498759985363DGW.jpg[/img] [b][h3]Velikorossian, Rossian[/h3][/b][/center] [center][color=ed1c24][h2]Description:[/h2][/color][/center] When the first settlers arrived in what would become the Velikorossian empire, they likely could not even dream of what their first small settlement would become. Now host to several hundred thousand members, Velikorossia's capital of Illichvia hosts one of the most incredible sights in the world: The Citadel. Made from marble and with four spiral minarets, which are gilded, Illichvia is the home of the Bishop-King Petoyr IV, as well as the rest of the clergy that makes up the ruling class of Velikorossia. Government: The Holy Velikorossian Empire has a simple form of governance. The Bishop-King is ruler over the Church and the Crown, having been given divine right to rule. Below him is the Grand Bishop, who is elected up from the senate of cardinals and is a rank below the king. His duty is to ensure that the king, even in his infinite wisdom, is kept in check, and that the cardinals always have a voice that is [i]almost[/i] as powerful as the king. Should the king do something the wider church and kingdom disagree with, it is the High Bishop who has the rather dangerous job of dissuading him from that course of action, and it is a thankless job- many a king that has turned tyrant has executed the Grand Bishop for his so called 'heresies.' Thankfully, the current king, Bishop-King Petoyr, is, whilst a stern and more militaristic than many would like, a king who has listened to his cardinals. These cardinals are a group of highly important clergy, elected up from the church, and agreed upon by the king, who act as his advisers. Whilst they have no particular field of expertise themselves, they can call upon a vast amount of worldly experience, many of them having risen all the way from the ranks of a common preacher over a long life. Any decrees handed out by the king, once they are vetted by the Grand Bishop and cardinals, are then handed down to the knights, who rule over large swathes of farmland. As most of the population of the empire lives rurally, this means that whilst the king might have the most power, the practical day to day power lies with the knights. Although it would be theoretically possible for said knights to form a parliament of sorts, the one time that this was attempted, it plunged the nascent empire into a long and bloody civil war. By the end of it, no parliament was formed, and since then, nobody has wished to risk another such period of conflict. Finally, below the knights, are the common preachers. Each village and hamlet has temple, and these temples, beyond being the spiritual heart of these settlements, are also where some of the only literate (and magical) members of society live. Anyone with any signs of magical ability is trained to be a clergyman (or woman, His judgement is fair on those who work for Him,) and they ensure that the village follows the rulings of the kingdom as closely as is possible. Economy: Velikorossia is an empire based on agriculture and mining, in that order. Farmland dominates what is tilled, and what is not tilled is mined. From salt flats to huge iron deposits, the bountiful resources that an empire the size of Velikorossia holds are being used to their absolute fullest. Craftsmanship in the empire is simple, preferring form over function, and whilst artisans are few and far between, Velikorossia boasts some of the best blacksmiths and shipwrights in the world, and they need to be. Huge merchant fleets haul drugs and steel alike to across Albion, supported by the navy and the military wherever they go. Religion: Obviously, being the theocracy that it is, The Holy Velikorossian Empire has a rather large religion, and has a dedicated secret police- the Velikorossian Inquisiton, that works on making sure that His light is followed. Velikorossia follows a simple religion. There is one God, who has no name. He was the light who gave mankind intelligence over beasts, culture and artisanship. He gave mankind magic, and for that, mankind must be eternally grateful towards Him. Worship of Him involves prayers, festivals and feasts, with the most important one being the Solstice Festival, which occurs once each year in the Velikorossian calendar, on the longest day of the year. This, despite its grandiosity, is a quiet festival, and involves much praying, and is counted as a day when nobody works. Since the harvest has yet to start, this is an easy thing to make time for. Outside of this, each family is obliged to go to the temples twice each week- one at the ebb of the week, exactly three days after the holy day of Karok, and once on the 'flow,' of the week, during the holy day. To Velikorossians, magic is a holy thing, granted by Him in order to allow humanity to prosper. Because of this, magic is an important, if slightly downplayed part of Velikorossian religion. Those with magical aptitude make up the substancial clergy, and the more powerful and adept one is in manipulating magic, the heigher up the ranks of clergy one will find him or herself in. To Velikorossians, magic is magic. Geography: The vast percentage of the population lives in the southern parts of Velikorossia, in the warmer parts of the Empire. In the north, vast forests and harsh tundera make excellent labour camps for convicted criminals, but the more mild southern plains, still cold, but warm enough for a growing season that allows for crops to be properly grown. The exception is the capital, the most northern of the three great cities, deliberately situated around the great mountain of Brezjick Population: (Was given in your rolls) Demographics (Makeup of your population; info of the different species of your people, further subdivided into ethnic groups if you like, maybe even mention linguistics) 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) Confessor Gregori Hažchev: Some men are brutal. Others are pious. Others are just, some are corrupt, and some are a thousand other things. Hažchev is none of these. He is a young, magically gifted individual who recently passed his twenty-second name day and has never killed a man. He is nervous, but eager, however expects that the current calm of the inquisition shall last. Unfortunately for him, the Inquisition has begun to hear rumours, and a purge is fast approaching. Lady Anastasia Vellas: Between Velikorussia and Zialony, there has always been a tense, terse friendship. The amount of espionage and shady trade deals, back ally assassinations, publicly flaunted marriages and other skullduggery, both quietly hidden and throw out for the whole world to see, is legion, but publicly, the two countries have ambivalent, yet at the same time amicable, relationships. Lady Vellas, minor noble and consort to Mikhail Tjeck, is but another example of the so-called 'cultural flow' between the two. However, she is actually a Zialony countess from an extinct line of nobles and has been using her position as a spy for her home government. Her piety is less than perfect however, and with a purge fast approaching, she must be careful not to reveal too much in the times that are coming. Institutions: (Major non-military institutions of the nations, such as legislative bodies, guilds, religious sects) The church is obviously the largest non-military institution in Velikorossia, without a doubt, and the structure of it is detailed above, in the appropriate section. However, it is important to note that the church controls two extremley powerful bodies that are distinct from itself. The first of these is the Inquisition. The Inquisition is not part of the church, but is a seperate entity althogether, albeit an extremley religious one. The Inquisition is lead by Lord Confessor Military: Organization: (Professional/militia/levy/..., doctrine, tactics, equipment, though the latter can be put underneath as well, etc.) Troop Total: (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) Army: Navy: 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 strength that makes you special, 2 strengths and 1 weakness, or 3 strengths and 2 weaknesses. Ask if you're having trouble coming up with something) [/hider] [/quote] A good theme for a crusader state that you've got going there. While it's still a WIP, it's looking really well so I won't hesitate to approve it preemptively. Was there anybody that I missed?