Hidden 10 yrs ago Post by SyrianHamster
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SyrianHamster

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Post your nation sheets here for acceptence into The Fractured South - Nation RP.

RP IS OPEN FOR NEW PLAYERS//Regions in South and North Orysson Are Eligible//Must stick with Preassigned NPC races and exports.


Setting: Fantasy

Technology: Medieval-Early Gunpowder

Magic: Not In Play

Required Writing Level: Reasonable understanding of English grammar, and use of a spell check.


Theaters





Both theaters are open for business. Regions that have come into contact with other players will have to keep their preassigned NPC races and exports.

Nation Sheet and Nation Status Card

Please do not edit the template, if you can avoid it. Copy and paste the text into the forum posting box or into a word processor. I will reset it if it gets muddled, but would rather not have to do it every five minutes.

Thank you.
Region delegation is on a first come, first serve basis. He/she who claims a region first will be entitled to it, no dispute.

When your nation is accepted, it will be listed on the first post of the OOC. I will be checking here several times a day so that the list will be as current as I can manage.
Hidden 10 yrs ago Post by GreivousKhan
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GreivousKhan Deus Vult

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TBD

Region Number: 11.
Nation Name: Hlondeth
Nation Leader/Name of Nation's Parliament: (If you have a monarch, put his or her name and title here. If you are run by a council, a democratic parliament or a military junta etc, put the name of it here. If you have both of these, then list them both.)
Nation Banner: Either a picture or text description will do.
Race: (Lizard Men= The Reganki
Custom Race Description: (If required. More than one race is allowed if you are a multiracial nation, but don't go overboard)
- Name:
- Life Span: (How long they live for)
- Appearance: (What they look like)
- General Traits: (Stupid? Smart? Compassionate? Aggressive? Warlike? Honourable? These kinds of things)

Capital City: (Name)
Other Major Settlements: (As many or as few as you require)
Gross Population: (If composed of several races, number them separately)
Exports: Choose two of the following. More exports can be achieved by the conquest of another province.
Hidden 10 yrs ago Post by BlackBishop
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BlackBishop

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Region Number: 9
Nation Name: Vanguar
Nation Leader/Name of Nation's Parliament: High Chief Skar Bloodwroth, Lord of the Clans, the Vanguard, and the Shale, Keeper of the Wold's Hammer, Warden of Orc-kind
Nation Banner:


Race: Orcs
- General Traits: Warlike, Strong, Unintelligent

Capital City: Grimhold
Other Major Settlements: Goi'Orka, Veneholm, Fort Bloodwroth
Gross Population: 100 000
Exports: Iron and Spices

The province of Vanguar always posed a problem for the Bohaddon Empire. The native orc population was aggressive and not easily cowed into submission. Finally, after the fall of King Almon, the Orc Clans of Vanguar were able to drive out the provisional government and reclaim the land for Orc-kind. Peace would not be so easily bought, however. A bloody period of civil war followed as the nine clans fought for dominance over the region. After nearly two decades of war, and several of the clans eradicated, the Clan of Grimmbarrow emerged victorious, with their leader, Chief Skar Bloodwroth. Skar proclaimed himself High Chief and forced fealty from the surviving clans, thus uniting Vanguar into a single Cheifdom. As peace has returned to the realm, Orc caravans have begun to travel the old roads to the neighbouring realms, offering gold and intoxicant spices. The rumours and songs that come out of Vanguar seem to suggest a firmly held hatred for those that once oppressed Orc-kind.,

Hidden 10 yrs ago Post by TheRpgGamer
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TheRpgGamer

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Yes I know the flag is from the Air Force

Nation Sheet:

Region Number: 22
Nation Name: Scharweilt
Nation Leader/Name of Nation's Parliament: King Laurence III
Nation Banner:
Race: Human
General Traits:Nice,Natural Farmers and Fishermen,Hospitable

Capital City: Athlalia
Other Major Settlements:None
Gross Population: 150,565
Exports: Fish and Wine
Hidden 10 yrs ago Post by Panda-Man
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Panda-Man

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Region Number: 13
Nation Name: Freywyn
Nation Leader/Name of Nation's Parliament: Lord Oblivion a.k.a. Toryllis Brosca / The Whispers (Representatives of each House / Caste / Organisation)

Race: Human
- General Traits: Warlike / Isolationists / Inventive / Cunning / Religious

Capital City: Admeryn
Other Major Settlements: Dyr'Shana / Caan
Gross Population: ~300,000
Exports: Stone / Gold

Freywyn
Hidden 10 yrs ago Post by SyrianHamster
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SyrianHamster

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TheRpgGamer said
Yes I know the flag is from the Air ForceNation Sheet:Region Number: 22Nation Name: ScharweiltNation Leader/Name of Nation's Parliament: King Laurence IIINation Banner: Race: HumanCapital City: AthlaliaOther Major Settlements:NoneGross Population: 150,565Exports: Fish and other sea products


Gamer, 'and other sea products' is not a listed export. Show me some upper brain function, and re-read the exports list!

This is not a telling off, just a good old fashioned 'please read what I write or I may think you're not fully on board' remark :)
Other than that, so far so good. I see that some of you have decided to use the 'General Traits' in a really obvious way that I hadn't considered. I initially had it there so that people could describe the kind of peoples their custom race was, but it seems you've used it to sub-define. This is fine. Very fine. I may go ahead and edit the entry sheet a little to include it.
Hidden 10 yrs ago Post by Titanic
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Titanic

Member Seen 7 yrs ago

Can you reserve region 4?
Hidden 10 yrs ago Post by orangebox
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orangebox

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Nation Status Card
Uaruneria

Hidden 10 yrs ago Post by SyrianHamster
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SyrianHamster

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Titanic said
Can you reserve region 4?


Reserved, but chop chop, the boat will be sailing soon!

Oh and RpgGamer, give your people a history could ya? Reference the nation sheet for more info. Many thanks.
Hidden 10 yrs ago Post by SyrianHamster
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SyrianHamster

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Region Number: 18
Nation Name: Kingdom of Belmorn
Nation Leader/Name of Nation's Parliament: Joint Monarchy: King Marhorn Dryadson I and Queen Alistine III
Nation Banner:
Race: Humans/Elves/Half-Elves
Capital City: Hadelmere
Other Major Settlements: Fengarde
Gross Population: 80,000 humans/45,000 Elves/10,000 Half-Elves
Exports: Wheat & Lumber
Brief Nation History: The noble Kingdom of Belmorn is the end result of a prolonged refugee camp. After the Empire descended into chaos, the Elves of Belmorn became the focused target of several powerful figures, who wrongly blamed them for the death of King Almon IX. Outnumbered and out matched by the forces arrayed against them, the Elves struck an unlikely alliance with the droves of human refugees who were fleeing the escalating crisis from elsewhere. Bolstered by this surge in manpower, the Elves managed to defeat their aggressors in a series of decisive battles that ended in Belmorn's viability as a safe haven in an increasingly hostile world. However, in the years that followed, the human population soon became the larger of the two races as birth rates sky rocketed and the columns of refugees continued to flow in from the east.

To avoid a fallout between the Elven and human cultures, it was agreed that two monarchs, one Elven and one human, should lead the realm so that everyone’s interests were represented. This resulted in the establishment of two powerful regal houses, and although the King and Queen of Belmorn do what they can to keep the peace, political turmoil and intrigue is rife. Furthermore, rather than racial tensions easing with time, they have become a hot topic, with humans and Elves tending to distance themselves from each other. Hadelmere is the Elven stronghold and seat of power, and Fengarde is the human farming city that powers Belmorn’s economy. Both are equally important to the realm’s survival, but both are equally suspicious of each other’s motives.
Nation Status Card
Kingdom of Belmorn
Hidden 10 yrs ago Post by Titanic
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Titanic

Member Seen 7 yrs ago

Nation Sheet:

Region Number: 4
Nation Name: Bahapore
Nation Leader/Name of Nation's Parliament:
King Lorio VI for Southern Bahapore
Baha Council for Northern Bahapore, current representative is Lord Geward
Nation Banner:
Race:
Major: Krakon/Horean
Minor: Human/Elf
Custom Race Description:
- Name: Krakon
- Life Span: 90-105 years
- Appearance: They are lizard-like people that stand at an average height of 6 ½ feet. Their skin is hardened nearly everywhere, acting as armor but the neck around is delicate as it is covered in a leather flap that opens when they hiss in anger. They stand on two legs, have clawed feet and hands, and a komodo dragon like head with a forked tongue. Their eyes are black and beady and their build is slender but strong.
- General Traits: Aggressive, Honourable, Religious, Prideful

- Name: Horean
- Life Span: 70-140 years
- Appearance: Their appearance appears as a bird. Standing at an average height of 7-8 feet, they are slender and covered in white feathers. Their head resembles that of a white swans. Their legs are stick like and their arms look nearly human if they weren’t covered in feathers. They have the ability to fly as their bones are hollow and they are light weight. Their wings when not in use, fold against their arms. Their build is light and they have a orangish/yellowish beak. Their eyes are surrounded by black feathers and their eyes are small with black pupils covering most of their eyes.
- General Traits: Compassionate, Pacifist, Intelligent, Scientific

Capital City: Baha City (Northern Capital) Hapore (Southern Capital)
Other Major Settlements: Arge and Columaos
Gross Population: Total population: 250,000
Horean: 110,000/44%
Krakon: 95,000/38%
Human: 25,000/10%
Elf: 20,000/8%
Exports: Ships and Salt

Brief Nation History: After the empire broke, the region fell into chaos. The two dominant races of the Krakons in the north and the Horeans in the south broke out in a full out war. Since the minor races in the region were split between both sides, the numbers of humans, elves, dwarves, orcs, and all other minor races crumbled in the region. Thousands fled the region and no one dared to enter the region for years. The pre-war population of over 3/4s of a million fell to 100,000 when the war finally ended and it took years to recover to just a third of that population, since then few races such as humans and elves have moved back in. The Krakons and Horeans finally sued for peace as their leaders finally realized that even a few more months of fighting would leave the region nearly depopulated and ripe for invasion by neighboring regions. The Horeans have sinced controlled the north as a peaceful group that controls much of the government and advances the nation in terms of science, economy, education etc. The Krakons control the south and guard the region from invasion by the mainland. Many human and elven settlements are spread among the land. It is hard to be believed by minor races in the region on how the two races are still peaceful and holding the nation united as they are believed to be total opposites.

Nation Status Card

Bahapore

Hidden 10 yrs ago Post by Meeky
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Meeky

Member Offline since relaunch

Region Number: 21
Nation Name: The Republic of Erimir
Nation Leader/Name of Nation's Parliament: Grand Sheriff Beryl Moss
Nation Banner:
Race: Halflings
Custom Race Description:
- Halflings:
- Life Span: Halflings live approximately as long as humans and age similarly, though particularly lucky halflings have a strange habit of living for over one hundred years. A few have even lived for over one hundred and twenty years. This is very rare, of course, especially so in an age such as this with rampant disease and war.
- Appearance: Halflings are a small race, typically standing between two and three feet tall in their adulthood, though there are rare outliers on either side of the spectrum. They have an almost universal plumpness to them, which is either because or the cause of their love of good food, and have large, hard-soled feet with patches of fur on top. Their hair is often curly or wavy. Most of them wear earthy or bright colors, and somehow the race manages to find time to smile even in the darkest hours.
- General Traits: Compassionate, Optimistic, Brave, Innocent, Reliable

Capital City: Erimir
Other Major Settlements: Sweetwater, Elmshire
Gross Population: 180,000
Exports: Cattle, Gunpowder
Brief Nation History: One of the few provinces to have joined the Empire without fighting, Erimir and its surrounding shires have always been considered an idyllic place to live. Its long, open pastures, beautiful lakes, tall elm forests and fertile orchards have always made the halflings' territory desirable to outsiders, some of them eager to take it by force. That was why the halflings of Erimir joined the Empire in the first place: to protect them from conquest by outside foes. They were loyal to the Empire, and their fine mutton, ale, and salted beef was famous throughout the land.

With the Empire's collapse, the halflings have been caught in a frightening position. Being easily the smallest race, they seem an easy target for anyone that wishes to expand militarily, whether they be one of their newly free neighbors or conquerors from afar. They needed a more reliable defense than just their slings and the goodwill of others. Fortune favored the little ones, however: halfling prospectors discovered an abundance of gunpowder with which firearms could potentially be made. With this small boost to their already astounding courage, the smallfolk of Erimir see rays of hope when others only see darkness. They know this is not the end of an age, but the beginning of a new one, and these humble smallfolk will gladly stand behind anyone who can restore peace and tranquility to the region.

"It takes a hero to save a kingdom. It takes a halfling to save a hero."
~Halfling proverb


The Republic of Erimir
Hidden 10 yrs ago Post by TheRpgGamer
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Wait still thinking of a history.i'm too sleepy to think
SyrianHamster said
Reserved, but chop chop, the boat will be sailing soon!Oh and RpgGamer, give your people a history could ya? Reference the nation sheet for more info. Many thanks.
Hidden 10 yrs ago Post by SyrianHamster
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TheRpgGamer said
Wait still thinking of a history.i'm too sleepy to think


No rush, leave it for tomorrow. This starts tonight, my time, which will be about 3 hours from now.
Hidden 10 yrs ago Post by TheRpgGamer
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ok here is the Scharweilt history

Before the empire collapses,Scharweilt was once an inhabited island when a storm destroys a ship and the remaining survivors got there.First, they want to escape the island but 3 years later without rescue.They started to build a small tribe and the island was still unnamed until someone arrived in the island which is King Laurence I then he named it "Scharweilt".King Laurence was an ordinary explorer that day but since there is no leader, King Laurence thought many things to the tribe and Scharweilt turned Monarchy.After years of King Laurence had rules Scharweilt, Scharweilt turned into a empire that imports and exports goods.Many fisheries and orchards had been built in the island.After 60 years, King Laurence II died then King Laurence III is now the king.

Now with empire collapsed, Scharweilt have been an aggressive kingdom and will annihilate anyone who crosses their territory unless they have a permission to go to their territory and Scharweilt will not attack any kingdoms unless they attack them.

Sorry that's all I got
Hidden 10 yrs ago Post by Eternal_Flame
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Region Number: 6
Nation Name: Kingdom of Torfas
Nation Leader/Name of Nation's Parliament: High King Cryoss Soulfell VI
Nation Banner: White Flame in middle of Black Flag
Race: High Orc
Custom Race Description:
- Name: High Orc
- Life Span: 100-150 Years
- Appearance: Like normal orc, but less barbar and more civilized. wear a propper clothes.
- General Traits: Civilized, Smarter than normal orc, Still love to go to war if needed.

Capital City: Maradur Fortress (Name)
Other Major Settlements: Gromodor Fort, Kalaros City, The Holy Anvil
Gross Population: 200.000
Exports: Iron and Bronze
Brief Nation History: Kingdom of Torfas is officially announced as a nation after they took a rebellion war against Kingdom of Obana long time ago and win it, isolated from the outside world, the news of the fall of Kingdom of Obana is not reach the outworld, as Kingdom of Torfas started to grow strong.
Nation Status Card
Kingdom of Torfas

Hidden 10 yrs ago Post by Senor Herp
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Senor Herp Byzantium Pro

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Region Number: 7
Nation Name: Most Serene and Holy Kingdom of Helor, Empire of the Rat's Friends, "Shield of Hightower" and "Reliquary of the Gods."
Nation Leader: Saint-King Bharat in Divine Stead
Nation Banner: Left half is green, wreathed in a stylized depiction of vines. Right half is a stylized night sky and assembled zodiac figures. A river rushes diagonally from left down to right, crossing over both. A sunburst of green thunderbolts forms a shield shape, imposed over the other aspects.
Race: Heloran Ratmen, Minors: Rakshasa, Vanara, Ganesha
Custom Race Descriptions





Capital City: Dēvī pina, the Divine Pin
Other Major Settlements:
Great School of Ganesh (west lakes region, Ganeshan, fortress-school located centrally in an expansive marsh & series of polders)
Bandaragāha, City on the Water (north peninsula, Rakshasa, trade center and site of major lend-lease docking to Hightower)
Lukēkā pahāḍa, the Hidden Mountain (dispersed through southern range, Hightower border, Vanara-Heloran settlements dug and carved into the mountains & hills)
Orc mārca, the Orcmarch (Heloran agricultural stretch, burrows and sparse former Imperial wayforts, dotting along the eastern border, particularly southeast)
Gross Population:270,000 (108,000 Helorans, 54,000 Rakshasa, 81,000 Vanara, 27,000 Ganesha; any others too insignificant to serve as demographic)
Exports: Stone, rice (wheat equiv.)

Nation Status Card
Most Serene and Holy Kingdom of Helor
Hidden 10 yrs ago Post by VoiD
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VoiD Perpetually mediocre

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Region Number: 20
Nation Name: Kingdom of Asedea
Nation Leader/Name of Nation's Parliament: King Olemnus
Nation Banner:
Race: Humans
Capital City: Deas. Formerly a prominent port city in the empire, it is now the capital of the Kingdom of Asedea. It sits right on the eastern coastline, and is one of the wealthiest and most influential tradeports in the region.
Other Major Settlements: Aerma, another large port comparable in size to Deas along the western coastline; Tarm, the largest city in Asedea's heartland sitting in between the eastern and western regions of the kingdom, it's income reliant on the lumber trade; and Cael, a fortress more than a city, known for it's heavy military presence.
Gross Population: ~400,000
Exports: Ships, Lumber
Brief Nation History: During the time of the empire, the region now known as the Kingdom of Asedea was mostly used as a naval base for the Empire's fleets. It's large coastline allowed for the creation of many port towns, and thus many shipyards. Asedea was also used to maintain the Empire's northeastern presence over land, with the construction of the citadel Cael; which they used for the training and housing of Legions. However, Asedea was a significant distance from the Empire's heartlands, and had a considerable amount of autonomy during the Empire's rule. When the Empire fell, the shift of power was actually quite ordered, as far as power shifts go. There were, of course, several rebellions, but they were all put down swiftly and ruthlessly. Within several months a King was coronated and a formal Kingdom established.
Nation Status Card
Kingdom of Asedea

Hidden 10 yrs ago Post by FiendishFox
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FiendishFox

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Region Number: 12
Nation Name: Bohaddon
Nation Leader/Name of Nation's Parliament: Ducis Alta Rumaius
Nation Banner: A phoenix on a blood red background, signifying the old empires rebirth in the blood of its enemies; renati in sanguinem (reborn in blood) as the Bohaddion saying goes.
Race: Humans
Capital City: Aventius: The former crown jewel of the empire's heartland, the city is now a shell of it's former self. Ducis Alta commanded the destruction of the palace and any other opulent buildings in the city; they encouraged humans to luxuriate. Now, in their place stands simple stone and wood houses, with little more than a bed and table inside. On the outskirts of the city is the slave housing; little more than wattle and daub huts, filled with filth and disease.
Other Major Settlements:
Minos: A large mining settlement established on the nations southern borders to extract precious minerals from the ground, Minos is where many slaves end up. There are several hundred slaves working in the dark pits in the ground, watched by their human overseers.
Numquid: A major port city on Bohaddon's coast, this settlement is the site of most ship construction in the land. This is one of the few ports open to outsiders, but visitors are far and few between.
Gross Population: 160,000
Humans (Non-Slaves)-100,000
Slaves (Mixed races, including humans)-60,000

Exports: Iron, Slaves
Brief Nation History: After the collapse of the old empire, Bohaddon fell into chaos and disarray almost overnight. The harmonious existence, that the vast array of races living in Bohaddon shared, was shattered, never to return. Those loyal to the crown and empire fought against separatists and rebels, in a desperate attempt to cling to their old world values. The land was torn apart by political strife and bitter rivalries, and what was once the heart of the empire became little more than a raging inferno of violence and destruction. While new nations rose and fell around them, those in Bohaddon continued fighting, unaware of the rapidly changing landscape. For 15 years Bohaddon's skies were filled with the scent of death and defeat, and to outside observers the land seemed doomed to destroy itself in an orgy of anger and grief. However, this was not to be the case.

On the second week of summer, 15 years after the empire's collapse, the Great War of Bohaddon was ended. Those humans who had been loyal to the empire had the support of the old Octavian Legion that guarded the realm over a decade earlier. While once this force was used to bring peace and justice, the loyalist forces used it to crush any and all opposition. Race after race was subjugated and oppressed by the group, for their disloyalty in the war. Treacherous barons, the ill, the infirm, and any deemed unfit for work were slaughtered; there would be no room for weakness in this new empire that was being forged from the bones of the dead.

Over the next 10 years, the humans tightened their control and brought any dissident groups into line. Those affected by war craved a new, strong, singular leader to restore the empire to its glory days. Production and farming began once again, with the new slave workforce toiling day and night in order to atone for their sins. A new leader also emerged, Alta Rumaius, a young woman who had been a former commander in the loyalist military. She demanded strict obedience and simple living; the old empire failed because the weak leaders had allowed others too much freedom and comfort. She promoted the purity of the strong and healthy humans, for all other races, and weak humans, were inferior; they were being given an honour by simply being allowed to work for the new empire.

Now, with the land once again in a relatively stable state, the Ducis turns her eyes to the rest of the world; they too must be punished for their disloyalty.
Nation Status Card
Nation Name
Bohaddon

Hidden 10 yrs ago Post by AspenIvan
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AspenIvan

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(WIP)

Region Number: A12

Nation Name: The Holy Union of Forgehall

Nation Leader/Name of Nation's Parliament:

The Council of Orders - For every Saintly Order of the Holy Union, a Scribe (clergyperson) of particularly high standing acts as representative Councilor. The Council is the oldest institution of Forgehall and formal basis of all other power, but it has seen its role wane over the last several decades. While dozens of orders used to fill its ranks, now only the Great Eight are represented: the bureaucratic Tarabayi, the warrior-sailor Kizilsafi, the elite Warg Guards of the Tabithayi and Ghafari, the scholarly Yadirayi and Koldari, the merchant Dijuri, and the peasant councils of the Hayani.

Grandmaster Sokola Tarabayi - Official head of the High Goblin state, the Grandmaster is a Councilor elected by their peers in the Council of Orders to a life term. Though known as something of a prodigy as an administrator, the young Sokola will always live in the shadow of the predecessor who hand-picked her, the late Grandmaster Nagda Tarabayi. It was Nagda, after all, who oversaw the revitalization of the High Goblin state and the Reconquest of Old Forgehall, a legacy the current Grandmaster can only hope to preserve, not exceed. But even without room for grand ambitions, Sokola maintains the reformist zeal and stoic determination of any good follower of Saint Taraba. She dutifully works to tie up the loose ends Nagda left, from minor corruption in the Order to the completion of the High Goblin census.

Grand Ibun Nemag Yadirayi - With the major transformations of the Holy Union that began twenty years ago, the old confederations of scholars and theologians became insufficient to the needs of the centralizing High Goblin state. The Council of Orders created the post of Grand Ibun to speed along the reforms, bringing the management of all the academies of Forgehall under a single office. Like the Grandmaster, the Grand Ibun is elected from among the Councilors, but must be a high scholar (Ibun) to qualify. Naturally, the current Grand Ibun was not only a renowned theologian, but one of Grandmaster Nagda's closest advisors. But unlike the current Grandmaster, Nemag is reaching the end of his years. His failing health and dwindling energy have recently limited his political role, and already whispers in the Council discuss who would be a fitting successor.

Hetman Loi Bashiyi - The newest office of the Holy Union, the Hetman is a military governor charged with the management and defense of the expansive mainland frontier taken in the Reconquest. Though technically subordinate to the central government, the Hetman's relationship to the Grandmaster is practically that of an equal partner. Just as the Grandmaster is spiritual successor to the centuries-past Saint Kizilsaf the Greatfather, the Hetman is successor to the recently-dead Saint Bashi the Champion. The current Hetman, former Councilor Loi Hayani, changed her name as a symbol of this succession. She enjoys wide support among the peasant councils and reborn hill tribes of the Frontier, but her rapport with New Forgehall and the Grandmaster is tense at times.

Nation Banner:
The Grandmaster (Tarabayi Order, Primary Flag):
The Red Caps (Kizilsafi Order, Professional Army/Navy Flag):
The Hetmanate (Hayani Order, Mainland Flag):

Race: Goblins

Capital City:
New Forgehall (Seat of the Grandmaster) - A bustling island metropolis the High Goblins built 200 years ago, when the invasion of lizardfolk and dwarves drove them from Old Forgehall. It is the largest, densest, and most highly-developed of the Holy Union's cities, as well as home to most of its institutions of power. It holds a population of over 100,000 goblinfolk.
Old Forgehall (Seat of the Hetman) - The ancestral home of the High Goblins, where the old United Provinces of Forgehall rose to a brief moment of glory and wealth before being quashed by jealous neighbors. After the Reconquest, all the heathen architecture of dwarves and lizardfolk was razed, while the ruins of the ancient age of Queen Taraba underwent restoration. The city remains more a patchwork of partially-restored ruins of old and recently-demolished ruins of new than an actual settlement, but it has attracted an impressive population of 60,000 nonetheless.

Other Major Settlements:

The mainland portion of the Holy Union is dotted with innumerable villages and small towns, but no settlements come anywhere close to matching the glory of the mainland capital of Old Forgehall, let alone the national capital of New Forgehall.

Gross Population:
~300,000

Exports:
Ships, Gunpowder

Brief Nation History:
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