(yet)Unnamed Nation [hider=Nation History] The Nation sort of... came together, many centuries ago, out of mutual necessity. The dwarves and gnomes were first, inhabiting the mountains. There are many books, thick, on the history and conflicts between them. Then came the birdmen, driven north by calamity. They made their homes in the trees and the tallest spires of rock. The dwarves, being underground, did not mind this. The birdmen kept watch along the borders, and the dwarves supplied what they could not easily find. The elves followed, organizing a tribal system within the impervious forests. They provided the means for agriculture and more effective ways to hunt, and so the Nation evolved further. Finally, the men came. Bitter men, and savage, hailing from the brutal northlands, riding fierce Barghest as savage as they. There was conflict, and blood was shed. All were unprepared for the winter that followed, however. It is still spoken of as the Great Cold. Waist-deep in snow and pelted by hail, the leaders of each tribes made their way to the Dwarven Halls, and together, they scripted an accord. Each race was to help each other, and from this flourished a nation. The dwarves taught the ways of architecture, and together, with the men’s ingenuity and intellect, they built watch towers, excavated hidden passages, hewed defenses and buildings from stone. The elves rendered the forests less impervious, and they built tree-houses and rope bridges. Equipped with weapons, they patrolled the borders. The gnomes brought knowledge on the arcane, and, after rigorous training, they raised a potent fighting force and many were sent into the Dark of the caverns, to eliminate the monstrous filth that plagued their kingdom. So they expanded. It continues in this manner now. Each race provides something, and the leaders of each counsel frequently among themselves to make sure it goes on this way. [/hider] [hider=General Information (more to be added)] It is (probably) located somewhere in the far north, two thousand meters above sea level. During winter, the weather is terrible and stormy and cold. During the other months, it is just damp. It spreads like a cone, from the highest point downwards. It is densely forested, and many humans choose to live in tree-houses. Rope bridges connect strategic locations, and actual ropes are used if you really need to get somewhere quick, though they aren’t recommended during storms. The dwarves have massive halls underground, and their tunnels stretch far and wide. Further, they are incredibly skilled craftsmen and artisans, often applying their knowledge of magic in their craft, for maximal results.[/hider] [hider=races] Aviani Raptoria Dwarves Gnomes Wild Elves Men 2 traits left[/hider] [hider= Command Profile] more commanders will be characterized ic. Too lazy to do them all right now. [b]Ruslan Timurovich Akinshin:[/b] Great General of the humans, Ruslan comes from the long line of human rulers of the Nation, its fiercest warriors by tradition. In the past century, however, the Akinshin family has not valued fighting, and set its sights to consolidating the country they live in. In this field a remarkable leader, Ruslan has done much for his country. He helped engineer the labyrinthine defences that guard the lower levels of his kingdom, and codified the training manual his soldiers use. Further, Ruslan was one of the first to suggest the idea of secret passages within the kingdom for quick movement, which the dwarves have helped stretch to the borders of their kingdom. His interest for architecture is only rivaled by his love of Barghests. He’ll be often found racing his mighty steed, Itza, through the mountain passes with his guard. [b][url=http://correl.wikispaces.com/file/view/Dwarf_Wizard2.jpg ]Gorr “Stormquill” Faust:[/url][/b] Leading Magus of the Dwarves, he’s technically not the highest ranking officer, but ends up doing most of the work anyway, as Diran, the actual leader, has a penchant for alcohol which tends to get in the way of paperwork. A brilliant mind, Gorr is at the forefront of his country in terms of runesmithing and goleomancy. Is often found buried in paperwork, or wherever the smoke is coming from. Many rue the day the two locations are one and the same, though perhaps not as much as he. [b][url=http://fc02.deviantart.net/fs40/i/2009/055/7/9/Wild_Elf_Commission_by_yuumei.jpg]Jan Bøssenbrek:[/url][/b] What you could call leaders of the elves, she was recently nominated by dint of nobody else wanting to take his position. Not at all dismayed, Jan happily spends most of her time hunting or climbing trees. Less moody and solitary than previous leaders, she is usually present at the council meetings. If she remembers. Jan has never discouraged communication or otherwise been disinclined to entertain a relationship with the other races. As long as she can keep on chasing deer. (art by yuumei on deviantart) [b]Timaeus Greenthumb:[/b] Great (in spirit making up for what he lacks in stature) General of the Gnomes, Timaeus is one of the many [s]unremarkable[/s] leaders the Gnomes have had. Like his predecessors, Timaeus continues the gnomic policy of vicious monster-slaying. His troops train regularly and vehemently. Nobody knows why so much venom, but nobody really minds. Unlike his predecessors, he also harbors a love for flowers, and likes trekking for the most beautiful he can find. Sometimes Ruslan accompanies him, though Itza unfortunately often steps on the beautiful flowers in question. Small and quick to anger, Timaeus is the first to contest any decision taken in council meetings. Once shown reason, however, he will often add relevant information to the meeting. Don’t touch his flowers. [/hider] [hider=National Traits] Agents Everywhere Who cares about Hobbiton For the People Peaceful Mountainfolk Watch Towers Nature's Ally Natural Architecture[/hider] [hider=Population Traits] Fair Law Foresting Instincts Game Trails Winged Messengers Tunneling Rats Small Town Talk[/hider] [hider=Academic Traits] Medicine Academy of Power Tradesman Academy Map of Hidden Paths Mine Map Natural Cultivation Super Herbalists[/hider] [hider=Basic Military Traits] Ambush Predators Strategists Live off the Land Nightmare in the Trees Camouflaged Sally Ports Drums, Drums in the Deep[/hider] [hider=Ranged Traits] Monster Hunters Witch Hunters Bushes Are Your Friend Crossbows Dragon Bows Archery Range[/hider] [hider= Infantry Traits] Witch Hunters Monster Hunters Swordsman Academy[/hider] [hider= Cavalry Traits] Masterful Cavalry Monster Cavalry Self Sufficient Cavalry Concourse[/hider] [hider=Tradesman Traits] Master Carpenters Master Stonemasons Master Smiths Trackers Strong Stone Foundations Buy only the Best Bang for Buck Smiths Beyond Equal Perfectionists Siege Stores[/hider] [hider=Merchant Traits] Underground Markets We Got What You Need![/hider] [hider=Magical Traits] Golem Creation Rune Magic Earth Elemental Magic[/hider] [hider=Unique Traits] The Nation's smiths and artisans are skilled at applying magic, especially runesmithing, to their products and buildings, which can lead to much more durable or otherwise useful material. [/hider] [hider=Monster Traits] Barghest Bred for Speed Bred for Strength[/hider] [hider=Flaws] Afraid of Water Aversion to Urbanization[/hider] [hider=territory] 76 traits total; 0 regiment points out of 156 total 10 Forest (40 regiment points) 6 Mountain (24 regiment points) 2 River (12 regiment points) 3 Subterranean (14 regiment points) 2 Small City (20 regiment points) 1 Subterranean Fortress (30 regiment points) Capital City (30 regiment points)[/hider] [hider=Command Units] 1 Human Great General 1 Human Lord 1 Dwarf Great General 1 Dwarf Mage 1 High Elf Great General 1 Aviani/Raptoria Great General 1 Gnome Great General 1 Gnome Lord 1 Gnome Lord[/hider] [hider=Army] 4 Regiments of Experienced Gnome Witch Hunters (800 Gnomes) 4 Regiments of Experienced Gnome Monster Hunters (800 Gnomes) 2 Regiment of Mounted Human Royal Guard (200 Humans) 4 Regiments of Experienced Human Mounted Cavalry (400 Humans) 9 Regiments of Experienced Human Infantry (900 Humans) 3 Regiments of Human Ranged (300 Humans) 2 Regiments of Elite Wild Elf Ranged (200 Elves) 5 Regiments of Experienced Wild Elf Ranged (500 Elves) 4 Regiments of Experienced Raptoria/Aviani Ranged (400 Raptoria/Aviani) 5 Regiment of Experienced Dwarf Infantry (500 Dwarves) 3 Regiments of Experienced Dwarf Ranged (300 Dwarves) [Crossbows] [/hider] [hider=Monster Army] 1,170 trained Barghests (600 of which are mounted)[/hider]