[b]Nation Name[/b] : Sarkor [b]Races of the Nation: [/b] (15 Spent) Black Orcs High Orcs High Elves Coastborn Dwarves Lycanthropes [b]Nation History: [/b] The nation of Sarkor was born from the disparate clashes between the clans of Orcs, Elves, Dwarves and Lycanthropes in the region. Centuries of in-fighting between them had begun to take its toll and the headmen of each clan gathered together to see what must be done, the Lycanthropes form the strongest voice of reason, having descended from all the other races long ago thanks to their 'curse'. They spoke of unification under one banner. Of erasing the tensions between races by, effectively, erasing the racial identities between their young and replacing it with a respect and recognition of the natural abilities of each instead. This was done by the young Sarkasian Wolfjaw, not yet twenty two winters old. The unification however did not go unopposed, there were minor clans of each race who opposed it, especially when it was proposed that Sarkasian, for his wisdom, should be chosen to lead this new empire. These disparate clans became hypocrits of the worst sort. Refusing to unite under Sarkasian's rule as the majority of the clans did, they... united under contempt for Sarkasian's rule and formed the "Natural Order" group. A group of each of the races... united by a belief that it was unnatural and a desire to bring down Wolfjaw's empire because of it. [b]Important Characters: [/b] Imperator Sarkasian Wolfjaw: [img=http://wallpaperswa.com/thumbnails/detail/20120711/video%20games%20world%20of%20warcraft%20moon%20armor%20red%20eyes%20werewolf%20artwork%20mmorpg%20swords%201920x1200%20wallpa_wallpaperswa.com_78.jpg] Imperator Sarkasian is the Lycanthrope ruler of Sarkor. He is regarded well by the people his efforts for unification and the increased culture and civilisation of the realm have won him great goodwill from most of the people of the realm. Infighting that had once plagued them set aside and unified them where once it divided. Though he is constantly stressed by the "Natural Order" cults that see Orcs, Elves, Dwarves and Lycanthropes working together as a perversion of the natural order. Archmage Elliania Ravenhair: [img=http://i.imgur.com/p8uzn3Z.jpg] A High Elf of the Noblest Lineage Elliania represent the High Elf interests in Sarkasian's court and is his most trusted advisors on matters of magic and the world around them. She regards this honour with a modesty not typical of High Elves. Though when it comes to common folk she can look down her nose with the best of them. Hero of the Realm Krothog Axeborn: [img=http://calmdowntom.com/wp-content/uploads/2012/10/OfOrcsandMen.jpg] Krothog Axeborn it is said was born upon his fathers axe, which he wields with one hand what his father needed two for. Frighteningly intelligent for his kind Krothog is the Hero of the Realm after having saved it from an incursion from insane beastfolk to the nations west. Not only did he lead his men with exceptional skill, but when the line was stressed he hurled himself into the fray and, so it is said, cut down a hundred of the beastfolk before they fled before the sight of him. Great General Toldan Gutbuster: [img=http://sciborminiatures.com/i/lato_2009/big/dwarf_general_04.jpg] General Toldan Gutbuster, legend of the Coastborn Dwarves of Sarkor. He is the descendant of the famous Gunderheist Gutbuster Brew, a foul alcoholic concoction so powerful it is said even only the Hardiest Dwarves and Orcs dare risk a drink. The Elves and Lycanthropes avoid it like it's poison, which it very nearly is. If there were any cars on the road someone drinking a Gunderheist Gutbuster would be done for a DUI just walking too close to them. --- [b]Traits: National Traits:[/b] (2) Bread and Games Delatores [b]Population Traits:[/b] (9) Loyal Brave Brutal Foresting Instincts Public Baths Aqueducts Law and Order Fair Law The Peoples Entertainment [b]Academic Traits: [/b] (2) Tradesmen Academy Academy of Power [b]Military Basic Traits:[/b] (5) Strategists Heavy Armour Superior Training Death Before Dishonour Siege Train [b]Archery Traits: [/b] (1) Crossbows [b]Infantry Traits:[/b] (4) Hold the Line Lords of the Axe Weapon Academy Legion [b]Cavalry Traits:[/b] (2) Elephant Cavalry Beast Cavalry [b]Navy Traits:[/b] (4) By the Wind Windriders Favour of the Gods Heavy Ships [b]Airborne Traits:[/b] (2) Wyvern Runes of Flight [b]Tradesman Traits: [/b] (8) Master Smiths Master Stonemasons Master Carpenters Industrious Strong Stone Foundations Siege Walls Smiths Beyond Equal Ranchers [b]Merchant Traits:[/b] (3) Exotic Trade Goods Slavers Angarak Gold [b]Magecraft Traits:[/b] (10) Arch-Spellcaster Death Magic Rune Magic Elemental Fires Elemental Waters Elemental Earths Elemental Air Element of Shadow Storm Magi Henges of Power [b]Monster Traits:[/b] (7) Great Wyrm Hydra Beast Armour Siege Beasts (Hydra) [b]Mechanist Traits:[/b] (3) Steam Engines Locomotive Pneumatic Systems [b]Flaws: [/b] (4) Cult of Natural Order Dangerous Cults (Natural Order) Bound by Tradition Raiding Season, Not Raiding Season [b]Custom Traits: [/b] Raceless: The nation of Sarkor has an ancient ritual that began when the five races united under one banner. Children are not the products of their parents any longer instead they are given into the care of the state, though all adults take some part in it, children are raised in a group containing at least one of each race, raised never hearing the words Black Orc, High Orc, High Elf, Coastborn Dwarf or Lycanthrope. Raised only hearing their own names and the names of their instructors. Come the age of eight they're returned to their family, all pretensions based on race erased by their upbringing. Blood Bowl: A lawless sport or so it would seem to one who sees it for the first time, brutal teams of sixteen vie on a field a hundred feet long by sixty wide. There are numerous rules, all of which the teams feel free to ignore when the Ref has his or her back turned. Indeed, the sport has grown to such popularity that there are even rules about how one should bribe a ref to maintain a 'fair' state of play. Make no mistake this is no genteel sport, injuries are exceptionally common and it's far from unknown for a player to die on the pitch.... or in the stands amongst the rabid fans. ----- [b]Territory: [/b] Capital City (Mountain) (Sarkansa City) 1 Large City (Akeholm) 1 Citadels (Mountain) (The Sunder) 2 Medium Cities (1 Coastal) (Alvalon and Rutaria) 4 Forest 8 Plains 3 River 5 Desert 1 Mountain 2 Coastal ----- [b]Army: [/b] 1 Regiments of Black Orc Royal Legionaries; 1 Regiment of High Orc Royal Legionaries; 1 Regiment of Lycanthrope Royal Legionaries; 1 Regiment of Coastborn Dwarf Royal Legionaries; 2 Regiments of Warg Cavalry Royal Guard: (Black Orc Beast Cavalry) 2 Regiments of High Elf Royal Crossbows: 1 Regiment of Coastborn Dwarf Royal Crossbows: 1 Regiment of High Orc Royal Crossbows: 6 Experienced Regiments of Black Orcs. (3 Infantry, 3 Crossbow) 6 Experienced Regiments of High Orcs. (3 Infantry, 3 Crossbow) 6 Experienced Regiments of High Elves. (3 Infantry, 3 Crossbow) 6 Experienced Regiments of Coastborn Dwarves. (3 Infantry, 3 Crossbow) 6 Experienced Regiments of Lycanthropes. (6 Infantry) 4 Experienced Regiments of Elephant Cavalry (2 High Elf, 2 High Orc) 4 Experienced Regiments of Beast Cavalry (2 Black Orc Warg Riders, 2 High Elf Sleipnir riders) 2 Experienced Regiments of Light Cavalry (Lycanthrope mounted.) [b]Command: [/b] Black Orc Hero of the Realm: Krothog Axeborn Coastborn Dwarf Great General: Toldan Gutbuster 5 Lord Commanders: (1 of Each Race) High Elf Archmage: Elliania Ravenhair 1 High Elf Mages: 1 High Orc Mage: 1 Lycanthrope Mage: [b]Monsters: [/b] 2 Units Great Wyrms 3 Units of Hydras [b]Air Force: [/b] 2 Enchanted Flying Galleons 1 Unit of Wyvern Cavalry [b]Navy:[/b] 4 Galleons (2 Flying; See Air Force) 10 Windjammers 20 Schooners