Hidden 10 yrs ago Post by HazmatMedic
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HazmatMedic

Member Offline since relaunch

1. Until further notice, assume there is no magic in this world. I'll ask questions and get definitive results as soon as humanly possibly
2. Keep your civilization balanced. No-one likes having to compete with uber-strong, mega-cultured gods
3. Be reasonable. If your nation only has a couple of gold mines, gold will be unlikely to be a major export
4. Fantasy races are encouraged, but try and keep them roughly humanoid. That means two arms, two legs, a body and head. Wings are allowed, but long-term and high-altitude flight isn't.
5. Don't be a dick. Deliberately starting arguments, trying to claim territory that isn't yours, bullying others into doing as you wish - I've been through it before.
6. NPCs are available to everyone for any use, but ask for permission before using a Player-Controlled being you don't own.
7.Creatures you spawn belong to you - no-one else can say what they do without your consent. The same rule goes for nations - you are the only one who can influence your nation directly.
8. Don't be afraid to PM me with questions, requests and suggestions. I'd love to have feedback.

The Map

It's a 'Draw your own Borders' kind of map, and functions on a first come, first serve basis. However, keep your borders reasonable.

Some parts of the NS skeleton say "if applicable". If these are left empty, it will be assumed that you have no major influences on the given field i.e. an empty Wildlife field means you have no known Wildlife

Nation Name:
Flag:
Region on map:
Capital:
Capital Population:
Other Major Settlements:
Population: (max 10,000,000)
Racial demographics:

Social dynamics: (What is respectable, how do people re-act to certain things, hierarchies, widespread beliefs, etc)
Fashion:
Calendar: (If applicable)
Art: (If applicable)
Law: (If applicable)
Education: (If applicable)
Lanuages:
Religious beliefs: (If applicable)

Type of Government:
Influence and relations: (If applicable)
Important People:

Trading and tax: (If applicable)
Major industries:
Major Associations: (If applicable)
Currency: (if applicable)

Military -
(Details of amounts and types of soldiers. Any war vessels, siege machines or other military constructs go here as well.)
(Maximum 1 soldier for 25 civilians)

Landscape:
Wildlife:
Notable places: (If applicable)

History: (Optional)
Strengths:
Weaknesses:
Name:
Classification: (NPC or Player-Controlled?)
Appearance:
Shared traits:
Natural abilities:

Lifespan:
Relations with other races:
History: (Optional)
Preferred occupations:
Famous people:
Strengths:
Weaknesses:
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Hidden 10 yrs ago Post by MissingAxis
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MissingAxis Sapient Cherenkov Radiation

Member Seen 6 yrs ago

Reserving slot. Working on sheet.
Hidden 10 yrs ago Post by Titanic
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Titanic

Member Seen 7 yrs ago

The Holy Vale of Radon



Capital: Viaera(Current Capital): The official capital and seat of the Shadow Elves, hidden in a small forest called the forest of illusions, very few creatures that aren’t shadow elves are said to go insane when they come out or never come out at all. The city is often called the Hidden City.
Capital Population: 55,000
Other Major Settlements:
Draghold: Located on the only passage through the Hedes mountains in the south. It is the only thing preventing foreigners from entering the kingdom by land. It is said that it was where the God of War, Dragon stood with the united elven races and pushed the humans out of their homeland. It was also where they defend the newly created elven kingdom from a human counterattack. The God of War was killed in this great battle and the massive fortress city was built in his honor. It is said that his spirit still wanders the location of the battle, awaiting the next great invasion where it is prophesied that he will reappear. The fortress city is built in a massive and flat opening where the mountains part way. It is surrounded to the east and west by massive mountains and massive stone walls standing 50 feet high and 25 feet thick to the north and south. Much of the city is hidden by these walls, the only visible part of the city are the buildings built into the steep sides of the mountains. It is one of the few cities populated by every elven kind.

Kagomore: The official capital and seat of the Night Elves. Located in a valley with four mountains on each side, it is nearly always in shadow. Giving it the name, City of Night as the sun shines on it for only a few hours a day.

Evanin: The official capital and seat of the Tree Elves, it is named after the island of Evanin where it is located in the Forest of Giants. Many homes and buildings are built into the treetops and the ones that aren’t in the trees are so entwined with plants that they seem to be trees, some are trees that have been hollowed out. It is often called the City in the Trees.

Abener Port: The official capital and seat of the Sea Elves. The city is built on the Pusis River Delta, with the buildings on the high islands, and bridges connecting the islands. Even though there are bridges many of the sea elves don’t use them, they rather use boats or even swim. It is often called the City of Islands.

Forea: The official capital and seat of the Fire Elves. The city is built around a volcano that has been dormant for hundreds if not thousands of years. The volcanic rock has worn away and turned into nutrient rich soil that made the city prosper. The buildings of the city are seemed as black as many are built with volcanic rock or obsidian. This gives the city the name the Black City.

Holien: The official capital and seat of the High Elves. The city is built in a flat valley, it is the largest city in the entire nation. The location isn’t unique but the buildings stand the tallest of any city with beautiful architecture. It is surrounded by many minor towns and villages and farms. It is called the Beautiful City.

Population: 3,600,000
Racial demographics: 99.5% of the population are elves. That leaves slightly less than 20,000 humans, orcs, dwarves, and all other minor races living in the nation. There are six subspecies of elves and the population is estimated to be divided evenly among them. That’s about 600,000 elves per sub-species.

Social dynamics: The equality of all races is very important, without this belief the entire kingdom could collapse in civil war. Through all races are believed to be equal, elves within races are divided by social class, with the royal family on top and peasants at the bottom. Even with the social class, certain races make is very easy to climb.
Fashion: The clothing in the nation varies greatly. Tree elves wear plant woven clothing. High Elves are masters at weaving clothes and such they wear expensive looking dresses for women and trousers and such for men. Night Elves and Shadow Elves wear similar clothing, clothing that are woven from black materials and made to be easily moveable in. Fire elves wear as little clothing as possible and often it is light. Sea elves wear water resistant clothing. Most of the clothing resembles normal human clothing.
Calendar: (If applicable)
Art: The various type of elves all have a type of unique architecture, this causes every region to seem very different.
Law: (If applicable)
Educatio: All children are required to get a basic (and free) education that last 6 years from the age of 6. Through many of the richer families send their children to school for another 4 years.
Languages: The major language in the kingdom is New Aris, but Old Aris required to be taught in all schools. New Aris varies in different regions since their accent is different.
Religious beliefs: The Familiar Six, the Foreign Six, and The Lost Ones. There are currently six major elven races in the kingdom. There is believed to be six more unique elven races out there somewhere, whether its into some other land or in some other planet. The Lost Ones are gods worshipped by other nations, believed to be once elven gods that have been turned by other races. Once a year, on the 26th week, a weeklong celebration starts. Everyday is dedicated to one of the Familiar Six and the last day is to celebrate the Foreign Six and The Lost Ones. The Familiar Six and the Foreign Six (and The God of War) are believed to have two forms, their normal form resembles the elves that worship them while their war form resembles a dragon that are a color that matches their worshippers. The God of War was the only one that had one form and that was the form of the dragon, therefore he was the king of the gods until he died.

It is believed that once only gods existed in the world, each god created an elven race in their view.

All Gods(except for The Lost Ones) are believed to have two forms. During times of peace, they resemble the elf that they created long ago. During times of great need or massive war, their form transforms into that of a dragon and are said to appear in the world to help their race, they are also said to sometimes have an elven form that lets them wield weapons. They say this form is used to fight other gods.

The Familiar Six
The Lord of Fire, Kore(Opposite is Posuis): Worshipped by the Fire Elves
The Lad7 of Nature, Jnue(Opposite is Riena): Worshipped by the Tree Elves
The Lord of the Sea, Posuis(Opposite is Kore): Worshipped by the Sea Elves
The Lord of Death, Kroeil(Opposite is Pa): Worshipped by the Night Elves
The Lady of Hope, Leiga(Opposite is Viave): Worshipped by the High Elves
The Lord of the Shadows, Waka(Opposite is Aopol): Worshipped by the Shadow Elves

The Foreign Six
The Lord of the Sky, Xu(Opposite is Hedes):
The Lady of the Far North(Opposite is Jnue), Riena:
The Lord of the Light(Opposite is Waka) Aopol:
The Lady of the Despair, Viave(Opposite is Leiga):
The Lord of Life, Pa(Opposite is Kroeil):
The Lord of Riches (and the Underground), Hedes(Opposite is Xu):

The Lost Ones(All gods that are worshipped by other races)
The God of Fire, Karo: Worshipped in the Empire of Rozarria

Decreased Gods:
God of War(Protection, Peace, Safety, and King of the Gods), Dragon: Not worshipped due to being decreased but honored and celebrated by the entire population. He was the former king of the gods till his end.
Gods of Old: Various gods that have faded from the world as their worshippers dwindled or they were killed by other gods. These gods are all from before the time of the current gods.
The Lord of Beyond, Unkow: The father of the gods, he is said to be a cruel god that controlled time and space. His children fought a great war with him and the Gods of Old. It is said that many of the younger gods died in this great war and even more died to kill him.
The Goddess of Creation, Gaie: Mother of all gods, she supported her children in the Great War and was killed by her husband for it.

Gods can represent different things, for example, The Lady of the north can represent wind.

Type of Government: Feudal Oligarchy. The current head of each race meet often to discuss the issues of the kingdom but many times they govern their regions separately. There are still lesser houses under each of the major houses. The capital switches every 100 years.
Influence and relations: The Church of the Twelve have a strong influence in nearly every nation even if it is forbidden. They also have a strong religious influence on many elves.

Trading and tax: Outside trade is encouraged as it is believed that the kingdom would meet one of the foreign elven races through trade. The royal families each enforce their own taxes on the lesser houses and people.
Major industries: The major industry in the kingdom is mining. The land is rich in precious metals and gems. There are also craftsmen in many cities and ships are often built and sold by the sea elves.
Major Associations: The Church of the Twelve. The largest religious organization, it has a wide influence in and outside the kingdom. They believe in spreading the religion of the Familiar Six, finding the Foreign Six, and destroying other gods by destroying their base of worshippers. Through converting citizens of the kingdom forcefully is forbidden.
Currency: There is no official currency in the kingdom so the Cesian Roi is used.

Military - The kingdom has a small standing army called the United Elven Forces. It only includes archers and swordsmen from each of the regions as the lesser houses train and provide the knights, siege weapons, and all other weaponry during times of war. Men who work in the UEF are required to work in the countryside in the fields in times of peace, receiving a small pay. The current standing army numbers 7,000 while it is possible to raise a force of 70,000 in times of need.

Landscape: The land on the southern border is mountainous and contains the Hedes Mountain range. The land to the east where the fire elves live are a mix of desert and rich forests that formed around dormant volcanos. The region to the west where the sea elves reign are full of wetlands and swamps, while the lands of the night elves to the north are full of swamps and decaying forests. The central plains located in the middle of the kingdom are owned by the high elves and located just east of this region are a collection of mountains.
Wildlife: The wildlife is diverse, nearly every species in the world are contained somewhere in the kingdom.
Notable places: (If applicable)

History: (Optional)
Strengths: The kingdom is wealthy for a kingdom its size and has a strong influence on the outside world. The people are also very united and can support themselves easily
Weaknesses: The kingdom has a weak military force and laws in place to prevent the deforestation and the destruction of natural landmarks prevents the population to grow over a certain limit.

Finished
Hidden 10 yrs ago Post by Eternal_Flame
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Eternal_Flame

Member Seen 3 yrs ago

Reserving spot in the map

Nation Name: Travaskor
Flag:
Region on map:
Capital: Aldakar City, City of The King, Located in Neverest Mountain, Though none of Normal Breed ever see it, the city said to be at top of the mountain itself.
Capital Population: 100.000
Other Major Settlements:

Lavare City.
Major city of Travaskor, where usually all normal breed live, although there are many more who live in mountain and village across the nation, Lavare is the center of Travaskorian Civilization.

Domora Fortress,
Fortress where the military unit is settled, the center of all military activities in Travaskor.

Gigas Camp.
A military camp for Knight Breed, here they learn the basic for the Travaskorian Martial arts.

Population: 1.500.000 (max 10,000,000)
Racial demographics: All of the Travaskor people is a stone skin gorilla like, not literary stone, but it is said as hard as stone. Big front arm, walking with small foot and supported by their big arms.

Social dynamics:
They respect The Pure Breed above all.

They tend to fight among each other, and eat together after it, fighting is kind of activity that amuse Travaskorian, while Sculpting is other kind of popular activity.

The hierarchies among Travaskorian is: Pure Breed, (Gods descendant in their belief, King Family), Prime Breed (The noble), Knight Breed (The soldier), and Normal Breed (other)

Fashion: Only chest piece and pants
Calendar:
Art: The Travaskorian people is more likely to make a statue, because they are not known any form of literacy.
Law: The law is same for all, either it prime breed or normal breed, hand is for a hand, life is for life.
Education: Not very high, but engineering is the most complicated thing that Travaskorian can do.
Languages: Travaskos
Religious beliefs: Titans, they belief that at the very first, titan shape the world and their ancestor is directly connected to those titans.

Type of Government: Empire
Influence and relations: (If applicable)
Important People:

King Dremoria, Grandson of Cronos.
Believed to be descendant of Cronos

Trading and tax: (If applicable)
Major industries:
Major Associations: (If applicable)
Currency: (if applicable)

Military -
(Details of amounts and types of soldiers. Any war vessels, siege machines or other military constructs go here as well.)
(Maximum 1 soldier for 25 civilians)

Landscape:
Wildlife:
Notable places: (If applicable)

History: (Optional)
Strengths:
Weaknesses:

Name:
Classification: (NPC or Player-Controlled?)
Appearance:
Shared traits:
Natural abilities:

Lifespan:
Relations with other races:
History: (Optional)
Preferred occupations:
Famous people:
Strengths:
Weaknesses:
Hidden 10 yrs ago Post by Mr_pink
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Mr_pink Heaven Knows I'm Miserable Now

Member Seen 6 yrs ago

Partly based from the real order

Nation Name: Teuton
Flag: Flag
Region on map: Teuton
Capital: Ordensstaat
Capital Population: 700,000
Other Major Settlements: Verteidigung, Kusten, Feldlager, Herstellung
Population: 10,000,000
Racial demographics:

Social dynamics: (What is respectable, how do people re-act to certain things, hierarchies, widespread beliefs, etc)
Fashion:
Calendar: (If applicable)
Art: (If applicable)
Law: (If applicable)
Education: (If applicable)
Languages: Teutonic is the main language used by the country, with various others sprouting up here and there.
Religious beliefs: (If applicable)

Type of Government: Stratocracy, The Teutonic Knights are the leaders of the country, with the Grand Master being the supreme leader.
Influence and relations: (If applicable)
Important People:
Grand Master Kuslaud Strauss
The Grand Council

Trading and tax: (If applicable)
Major industries:
Major Associations: (If applicable)
Currency: (if applicable)

Military -
(Details of amounts and types of soldiers. Any war vessels, siege machines or other military constructs go here as well.)
(Maximum 1 soldier for 25 civilians)

Landscape:
Wildlife:
Notable places: (If applicable)

History: (Optional)
Strengths:
Weaknesses:
Name:
Classification: (NPC or Player-Controlled?)
Appearance:
Shared traits:
Natural abilities:

Lifespan:
Relations with other races:
History: (Optional)
Preferred occupations:
Famous people:
Strengths:
Weaknesses:
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Hidden 10 yrs ago Post by Vahir
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Vahir

Member Seen 6 mos ago

The Most Glorious Empire of Rozarria





Capital: Cesia
Capital Population: 60 000
Other Major Settlements: In order of importance:

Galenave: The unofficial seat of the royal family. If the empire is ruled from Cesia, then Cesia is ruled from Galenave. It is not so much a city as a fortress, the refuge and have for the emperors in times of strife and rebellion, and the bastion of loyalty to the crown in all internal conflicts.

Coldomore: The largest port of the Empire, coldomore is ruled by a Prince, a title unique to it, reflecting its importance to the crown. It is the "door" of the empire, with a flood of goods coming in and out of it, and the largest imperial city, with over 80 000 inhabitants. It is notorious for its fickle attitude, however, and in the past many rebellions against the emperor began in with savage urban riots in this bustling port.

Tolos: Being conquered by the Crown only 70 years ago, Tolos is a relatively recent addition to the Empire. It is a hotbead of sedition, and the armed conflict between the guerrillas hidden in the country side and the armies of the Empire are a fact of life here. Situation on the edge of the Empire, at the northern border, it is also contested by neighboring nations.

Ingria: No mere castle, this: Ingria is superior to all others within the Empire, and perhaps even the world, for its strength and reputation. Sitting between two mountains on the mountainous southern border, it has two layers of walls, each built thick enough to withstand all but the mightiest of siege weapons. Though rather expensive to garrison, its position as a national icon means that all expenses are made to maintain and reinforce it.

Population: 9 500 000
Racial demographics: The majority of the population of the Empire is human. However, there exists a little over a hundred thousand elves within its borders, who are above the manual labor of the peasants, acting as the clergy of the empire. They tend the great fires of each city of the Empire, and it is they who feed the flames with the flesh of the criminal, the enemy, and the unlucky.

Social dynamics: Social class is everything in Rozarria, and its society is strictly divided into castes, which are difficult to climb. It is a very feudal society, in that the bottom of the ladder is occupied by the serfs, and the top by the Emperor.
Fashion:
Calendar: The imperial calendar dates back to the first encounter between the elves and the human tribe of the Cesians, who would go on to found the Empire, 890 years ago. Thus, the current year would be 890 IC according to imperial scholars.
Art: (If applicable)
Law: (If applicable)
Education: There is no popular education system within the Empire, though the nobility hires tutors to teach its children. The peasants are left unlettered and unlearned.
Lanuages: Cesian is the most commonly used language in the Empire, enforced by the Emperor, though many dialects exist within its various regions.
Religious beliefs: The official religion of the Empire, and the only one tolerated within its borders, is the cult of Karo, a god of fire who must be appeased with human sacrifice, with the offered victims being purified by fire. His worship is what holds together the Empire, and what has fueled its conquests, as the Emperors must constantly seek prisoners to sacrifice in his name. The priesthood who speak in his stead, the elven Saars, are extremely important within the Empire, and frequently wield more power and wealth than the human dukes.

Type of Government: Feudal Empire (The Emperor is the head of state, but the nobility wield a great deal of influence, power, and autonomy)
Influence and relations: The Empire has as a client state the orcish kingdom of Coromis, to the south. This is a complex and constantly shifting relationship, as the Orcs are difficult allies to have, and the constant flux of power within the kingdom makes it difficult to follow its foreign policy. In general, the agreement between Coromis and Rozarria stipulates that Rozarria would provide Coromis with military protection against the Teutons to the south as well as a tribute in exchange for the exclusive employment of several prominent orc mercenary companies.



Trading and tax: The Empire is quite mercantilism, and outside trade is discouraged through heavy tariffs. Instead, the emperors have established policies to encourage trade within the Empire, with mixed success. The only exception to this is the Princedom of Coldomore, the wealthiest port of the Empire, which enjoys an exemption of tariffs, making it a haven for merchants, money lenders, and anyone whose pockets are lined with coins.
Major industries: The imperial industry is almost entirely agricultural in nature. It does boast skilled craftsmanship in the larger cities, however, and the lands of the empire are rich in copper, coal, and, importantly, iron.
Major Associations: (If applicable)
Currency: Each principality within the Empire uses its own form of currency. However, the Cesian roi is the generally accepted monetary unit of the empire, and is used in trade between cities, and with foreign nations. The roi system uses a decimal organization of coins, with ten merdes being worth a courrant, and ten courrants equaling a roi.

Military


The armies of the Empire are raised in the classic fashion, with the various lords conscripting their peasants and providing the Emperor with their levies. Thus, the Empire has no official standing army, and the decision to ride to war lies at the discretion of each prince. Nevertheless, in times of war against a foreign power, when the nation is united behind a competent emperor, the imperial forces can amount to over 300 000 men, though never all in one place. This number cannot be trusted, however, as these idealistic conditions are improbable, and the only forces the Empire can truly count on are the 25 000 or so raised from the Emperor's own holdings.

Landscape:
Wildlife:
Notable places: (If applicable)

History: (Optional)
Strengths: The Empire is quite large, and its large population ensures a vast manpower well. Its people is also devoutly religious, frequently bordering on zealotry. This makes them quite xenophobic against the heathen neighbors of the Empire, so foreign wars are quite popular. Finally, being so large, the Empire is also wealthy by the standard of nations.
Weaknesses: The Empire is currently undergoing a difficult time. The overpopulation has lead to the destruction of nearly all the forests for more farmland, yet theere are still yearly famines despite this. The nobility is growing more and more troublesome, refusing to pay the Emperor's taxes and withholding their levies. This instability is Rozarria's single greatest weakness at the moment.
Hidden 10 yrs ago Post by Milkman
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Milkman

Member Seen 7 mos ago

Nation Name: The Atli tribes
Flag:
Region on map:
Capital: They are nomadic
Capital Population: -
Other Major Settlements: -
Population: 1.000.000
Racial demographics:

Social dynamics: (What is respectable, how do people re-act to certain things, hierarchies, widespread beliefs, etc)
Fashion:
Calendar: (If applicable)
Art: (If applicable)
Law: (If applicable)
Education: (If applicable)
Lanuages:
Religious beliefs: (If applicable)

Type of Government: Meritocratic confederation of tribes
The Atli tribes are a loose confederation of 6 individual tribes. Every tribe has its own tribal council and chieftain but above them stands the Central Atli council and Atli Chieftain. The key element in the government is that the tribes need to be lead by the most competent person. Chieftans are selected by the council. Once a chieftain retires, every man or woman that is of adult age can apply for the job. They will have to convince the council that they are the right person to lead the tribe.

The tribal council is made up entirely of elders. Most of them have hold a chieftain or other important leadership position. Once a person has reached the age of 50 he can choose to become part of the council. There is no fixed number of council members so the council is often very large. Sometimes the numbers are in the hundreds. In most occasion when there is a council meeting only a portion attends to make the decision. Only for the determination of the next chieftain the entire council meets to review the applicants.

Other jobs of the council is to speak justice when disputes arise between tribe members and to advice the chieftain on internal and external affairs.

Influence and relations: (If applicable)
Important People:

Economy:
The economy of the Atli Tribes is based upon the idea of self preservation and survival of the harsh conditions they life in. As nomands they don't have permanent settlements nor do they have knowledge of farming. The Atli work with a commune system where the entire commune is responsible for the wellbeing and production of goods their commune needs. Overproduction is often traded with other commune's within the tribes or with foreign nations in order to aquire items and resources the Atli don't produce themselves.
The Atli produce their food mainly for their own survival and don't export much beyond their own tribe. The Atli herd various life stocks such as sheep and goats to provide them with dairy products in the summer and meat in the winter. Also they hunt on various animals on the steppes and are extensive trappers. The women folk often scavenges eatable plants but this is only a minor form of filling their food needs.
Skins and wool from the animal is used to make clothing and leather products such as armor for their warriors and the tents they life in. The most important resource the Atli export are horses. The Atli's horses are famous for their speed and stamina which surpasses those bred in the neighboring countries. The most important resources the Atli import are without doubt steal and metal tools.
Metals are used to produce tools and weaponry for the tribe. Metal is rare with the tribes and hardly never used to make body armor.
The Atli does not have currency. They rely on barter to exchange goods and services.



Landscape: The land of the Atli consists of the endless steppes. A giant area of grasslands and small plants. Trees are really uncommon due to the low amount of rain that falls on the steppes. The steppes are mostly flat with some hills. A few shallow rivers run across the land, beginning in the Atli Highlands and moving all the way beyond the steppes into the sea. The Atli highlands are a mountain range in the south of the land with the highst peak being about 3.000 meters above sealevel. The steppes are around 1.000 meters above sea level.
Wildlife: For A desolate and cold place the Atli life in it has a rather varied wildlife. On the great steppes lots of mamels can be found such as Wolfs, Corsac foxes, Snow Leopards but also herbivores such as Gazelles, Deers, Antilopes, rabbits, Wild horses and bizons.

On the Atli mountain range animals such as Serbian Ibex, lynxes and Argali (mountain sheep) can be found. The rivers of the Atli area are clean and full of fresh water fish and crabs. Also during the summer season aquatic birds such as ducks and Geese can be found near the rivers.

Furthermore the Atli hold a number of domesticated animals including goats, sheep and horses. Also the Atli Shamans often hold wild animals suchs as wolfs or snow leopards as pets.

Notable places: (If applicable)

Climate: The land of the Atli consists of the endless steppes. A giant area of grasslands and small plants. Trees are really uncommon due to the low amount of rain that falls on the steppes. The steppes are mostly flat with some hills. A few shallow rivers run across the land, beginning in the Atli Highlands and moving all the way beyond the steppes into the sea. The Atli highlands are a mountain range in the south of the land with the highst peak being about 3.000 meters above sealevel. The steppes are around 1.000 meters above sea level.

History: (Optional)
Strengths:
Weaknesses:
Name:
Classification: (NPC or Player-Controlled?)
Appearance:
Shared traits:
Natural abilities:

Lifespan:
Relations with other races:
History: (Optional)
Preferred occupations:
Famous people:
Strengths:
Weaknesses:
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Hidden 10 yrs ago Post by Vahir
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Vahir

Member Seen 6 mos ago

The Kingdom of Coromis





Capital: Rausten
Capital Population: 18 000
Other Major Settlements:
Population: 1 200 000
Racial demographics: Coromis is the land of the orcs, and though other races may be found here and there, they are few in number.

Social dynamics:
Fashion:
Calendar:
Art: (If applicable)
Law: (If applicable)
Education: Given the complete lack of a centralized government, education varies between strongholds and villages.
Lanuages:
Type of Government: Though in theory Coromis is a kingdom, with a high king as head of state, it is more of a federation of all the autonomous strongholds, each of which has a representative at the Council, which takes the actual decisions of the nation. The King is merely the chieftain of the most powerful clan at a given time, and their reigns rarely last a decade before they are overthrown by another clan.
Influence and relations: Coromis is a client state of the Rozarrian Empire. This is a complex and constantly shifting relationship, as the Orcs are difficult allies to have, and the constant flux of power within the kingdom makes it difficult to follow its foreign policy. In general, the agreement between Coromis and Rozarria stipulates that Rozarria would provide Coromis with military protection against the Teutons to the south as well as a tribute in exchange for the exclusive employment of several prominent orc mercenary companies.



Trading and tax: Trade is virtually non-existant within Coromis. The various Orc strongholds have no interest in bartering between each other, and the very mercantile occupation is seen as unworthy of any true orc. Occasional merchant caravans do pass through the land, travelling between Rozarria and Teuton, but they are few in number, as the dangers of the route make it undesirable.
Major industries: It has been said that the single greatest export of Coromis are its soldiers. Most orcs are expected to earn their place in society by joining a mercenary company; those who do not are ostracized.
Major Associations: Though there exists small orc companies in the hundreds, only five truly stand out, due to their reputation and might: The Brotherhood, known for its bravery in battle and unfaltering loyalty to their employer; The Ravagers of Desnoth, a brutal company infamous for the horrors it inflicts on civilians it encounters; The Knights, who are equiped and trained in the fashion of mankind; The Long-Axe Company, which boasts the largest size, having almost twenty thousand warriors under its name; and the Torth Company, which, though the smallest, is the longest-living orc company, and also the most famous and songs and legends.
Currency: Orcs mint no coins of their own, and have little use for them in any case. They rather horde the coinage of foreign nations, as a sign of a chieftain's power.

Military

Landscape:
Wildlife:
Notable places: (If applicable)

History: (Optional)
Strengths:
Weaknesses:
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Nerevarine Frá hvem rinnur þú? - ᚠᚱᚬ᛫ᚼᚢᛅᛁᛘ᛫ᚱᛁᚾᛅᛦ᛫ᚦᚢ

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Nation Name: Confederacy of Keshda
Flag:

Region on map:
Capital: Saman-Lugal
Capital Population: 2,000
Other Major Settlements: Sikil-Sigil; Dalbana; Eurra-an; Kusig-bad;
Population: 30,000
Racial demographics: Exclusively Uzushag

Social dynamics: The nation is highly tribal and nomadic, with loose confederations of tribal families banding together at important religious sites, forming theocratic population centers that serve more as temples than cities. There is no high king, but when a city has gained power, it is thought that the gods have chosen them, from which they become the center of the confederation. For the most part, if not ruled by the clergy, than a rule of terror exists under the warrior class, who regularly exert unquestioned athority over the weaker farmer, laborer, artisan and merchant classes.
Fashion:
Priest: http://th07.deviantart.net/fs71/PRE/i/2011/020/5/d/sumerian_man_by_madamwitch-d37o6f5.jpg
Priestess http://fc08.deviantart.net/fs70/i/2011/020/4/2/sumerian_woman_by_madamwitch-d37o5zl.jpg
Warrior: http://history.novosibdom.ru/files/u5/sibir_52.jpg
Regular People: http://www.nawpublishing.com/assets/ephemera/e_sumerianvillage_400.jpg
Calendar: A very basic solar calendar tuned to the migrations and habits of prey animals
Art: not much in the way of art
Law: The theocratic cities are totalitarian in almost every way. The guards of the cites ensure the endless servitude of the common people to the cities god, and to the glory of the chosen city. For those who do not live in the cities, there is little to no law at all.
Education: Cities train scribes for keeping records and writing down the words and teachings of the gods. Many scribes are in service to the high priest, keeping track of all the rites and rituals, and tracking solar motions to know when the time for hunting is best.
Languages: Many dialects and variations of the Uzushag langauge
Religious beliefs: a vast pantheon of many deities of absurd power and control. Only the clergy is even allowed to approach the gods, lay people are only allowed to provide offerings to the clergy, and for the most part, live in fear of the deities, prefering to practice shamanism and ancestor veneration, and engage in ritual hunt.

Type of Government: Tribal theocratic confederation of city-states
Influence and relations: For the most part, the cities are too busy fight each other for dominance to care about the outside world.
Important People:

Nuesh of Saman-Lugal
Sagmi of Sikil-Sigil
Utena of Dalbana
Eannatum of Eurra-an
Shubad of Kusig-bad

Trading and tax: The cities have heavy taxes on citizens to maintain the fragile stabilty of the cities infrastructure. Most of this money goes to the temples, but the other majority goes to maintaining the walls.
Major industries: Stonework, Toolmaking, Agriculture, Hunting,
Major Associations: n/a
Currency: A simple currency of bronze and iron tokens, inscribed with the seal of the city they were made in.

Military - 1,200 warriors defend the tribes and cites of the nation. Each city has a standing army of 120 men, just enough to maintain a close watch of the population, and be able to defend and attack rival cities and tribes.

Landscape: dry and arid grasslands, with sparse deserts and plateaus, heavy forestation on the plateaus, where wildlife can be found in high numbers.
Wildlife: Mostly inhabited by deer, wild horses, rabbits, birds of prey, prairie birds like chickens and turkeys, and reptiles like snakes and lizards.
Notable places: The plateau of An is said to be interesting

Keshal species
History: It isn't quite right to call them non-human, as they are in fact a branch of the Homo genus. Called Homo Carnivora, in hypothetical binomial nomenclature, the Uzushag's ancestors evolved to pursue predation, and as a result, they underwent some changes. Upon becoming distinct from other humans, the new people began looking for a place that would suit their new bodies. Eventually, the early members found a grassy land full of game to hunt. They settled down here and became a strong apex predator. However, they were too good, eventually causing a shortage of food and a famine. In search of a new food source, it was found that if one controlled the breeding of animals, a steady supply could be produced, and that traits for better food could be made. And so animal husbandry was created, causing the new people to become pasoral nomads, searching for food for their new livestock. Later, it was observed that plants could be trained and harnessed like animals, and that these plants could also be eaten by Keshal as well. It was here that the people began to settle into regions were they could develop more complex ideas. For the most part, they have had little need for technological progress, having all they need on the steppe, and have only progressed to the late bronze/early iron age.
Strengths: Natural predators, stronger and faster than average humans, possess traits like developed canines and the morph of nails in to claws.
Weaknesses: low technological level, natural aggression prevents strong bonds, heavly tribal and resistant to change.
Name: Keshal
Classification: Player controlled
Appearance: For the most part, human. But with a few differences: They have much more carnivorous teeth, the incisors and canines have become longer and sharper, the incisors becoming chisel like, and the canines pointed and cutting. The molars have largely disapeared, replaced with sharp, dagger like teeth, much like in a dog or cat. They are able to open their mouths slightly wider than humans. They are more muscular and stouter, the skeleton seeming more stout and compact, even appearing somewhat streamline. Eyes posses a tapetum lucidum, and the species is nocturnal, as opposed to the diurnal humans.
Natural abilities: predatory instincts, great strength and speed, increased night vision, hightened agression.

Lifespan: roughly the same as a human, slightly shorter.
Relations with other races: they dont interact much, but are likely to try and kill them if they perceve them as a threat.
Preferred occupations: Hunters, warriors, farmers, clergymen
Famous people: the high priests of the cites.
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Nation Name: Ailbanor
Flag:
Region on map: Southwest Continent, North-East most Peninsula (East of Pathfinder's territory).
Capital: Evolonē
Capital Population:
Other Major Settlements:
Population: 2,400,000
Racial demographics:
100% Ailboi Elves.
-There are pockets of indigenous humans (Aithedain) who are not under direct control of Ailbanor. They (the elves) call themselves Ailboi (‘White Elves’) because these elves remain pale despite their tropical climate.
-The Ailboi are further divided into four clans (Emudrim, Rhawath, Thōrrim, Amlugrim).

Social dynamics:
Fashion: Mix between Classical Greek and Minoan Cretan dress (formal).
Calendar: (If applicable)
Art: (If applicable)
Law: (If applicable)
Education: (If applicable)
Languages: Hybrid between ancient Greek and Sindarin. Uses the Greek Alphabet (with some variations to account for sounds in Sindarin that cannot exist in Greek, such as retaining the Digamma for the “w” sound).
Religious beliefs:

Type of Government:

Influence and relations: (If applicable)

Important People:

Trading and tax: (If applicable)
Major industries:
Major Associations: (If applicable)
Currency: (if applicable)

Military -
(Details of amounts and types of soldiers. Any war vessels, siege machines or other military constructs go here as well.)
(Maximum 1 soldier for 25 civilians)

Landscape:
Wildlife:
Notable places:
-Atalantē: A small, uninhabited island to the north-east of Ailbanor. The Ailboi claim that this island is the remnants of their sunken homeland.

History:
Strengths:
Weaknesses:

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Nation Name: Katharsis
Flag: http://www.sacredwiki.org/images/thumb/e/ee/Flag_lizardmen_banner.png/97px-Flag_lizardmen_banner.png
Region on map: http://devons-fun-box.tumblr.com/day/2014/05/29/
Capital: Turoc
Capital Population: ~1,000,000
Other Major Settlements: N/A
Population: 4,500,000
Racial demographics: Citizenship is exclusively Lizard folk, but delegates, ambassadors and their retinue of defenders can be seen in the major cities: Magloc, religious grounds and Navloc, greatest exploration hub.

Social dynamics: As a whole: Cannibalism is not a taboo and is even part of religious practice to eat fallen enemies and comrades. Respect for the elder scales and distinguished lizard folk. Death is not highly feared. Theft of golden tablets and anyone tampering with the birthing pits will bring massive outrage and swift death for the perpetrators.

High Scales: The elite of the Lizard folk, They make up the priestesses and war chiefs of the nation. With that they take traditions and etiquette very seriously, and will feel the most outrage if a birthing pit is tampered with or if a golden scale tablet is stolen.

Low Scales: The bulk of the population, the low scales are the commoners of the Lizard Folk. Unlike other splinters of the line, the low scales are not very different from their high scale cousins and share many of the same sentiments.

Dusk Scales: A larger, more war specialized sub species of Lizard Folk, the dusk scales are the most primitive of the lizard folk and more likely to eat outsiders than the rest. Dusk scales respect physical strength more than anything and will generally act submissive to anyone they perceive as their greater. Will not hesitate to eat dead enemies or allies.

Wyrd Scales: Another specialized group of lizard folk. The wyrd scales are, as the name implies, weird. While the priestesses work the magic through their sigils and staffs, the wyrd scales channel it through their very bodies. As effective as it is, the strain on their bodies is tremendous and very few make it passed their first decade. Because of this, many are insane and what effects one may not effect the other.

Poison Scales: While the other lizard men pride themselves on strength and courage, the poison scales take pride in their stealth and poisons. Considered an asset by many of the high scales for their ability to look past their pride and do whatever it takes to get a job done, this sentiment ends with most of the other sub groups who think them cowardly and treacherous. While it is true that poison scales will run and lie to get out of a sticky situation, they would never betray one of their own and they take "No honor among thieves" as an insult.

Fashion: Mostly loin cloths and bone jewelry, but the more prestigious a lizard man gets, the more intracet his outfits become. Adding gold and jewels along the way.
Calendar: Fallow a sun/moon cycle, with 13 cycles equal to one year.
Art: Wall carvings, tablet scriptures, and dances.
Law: Due to a heavily ingrained sense of belonging in each caste, their is little crime. Most laws are aimed towards outsiders.
1. Do not tamper with birthing pits.
2. Do not steal Golden scale tablets.
3. Basic no theft, murder, and destruction of property.
Education: A hatching is taken from the birthing pit and put into a work caste, which teaches them what they will need to know for their future.
Lanuages: Ancient Lacerta, higher castes will know the common tongues.
Religious beliefs: The lizard folk believe in a single god and its children.
Suloc: Bringer of light and fire, when the earth was new and dark the lizard men were left blind. Once Suloc arrived he showed them the way of sight and fire. In thirteen days he taught the first high scales how to lead and gifted them with his children to greater teach them. Afterwards he became one with the sky and has been the sun ever since.

Melar: Eldest sun of Suloc, he taught the first high priestess how to commune with Suloc and use his power. Before he left he gave the Priestesses the Golden Scale tablet and added his blood to the birthing pits, creating the wyrd scales.

Frasta: The only daughter of Suloc, she taught the lizard folk the gift of dance for it not only pleased the lizard folk, but also Suloc himself.

Grimdoc: The youngest son of Suloc, he taught the lizard folk how to fight and craft, anything from weapons of war to great art, for destruction and creation are one side of the same coin. As he left he gave them the gift of the forge and added his blood to the birthing pits, giving rise to the dusk scales.

Yaraz: The shadow of the sun. Yaraz was not born of Suloc, but as he ascended from the land he did not need his shadow to watch over him and instead told it to watch the young lizard folk. As a lizard man dies, Yaraz will come for him and give his life light to the sun, in the process becoming one with Suloc. Many think that the poison scales came from Yaraz, but like him they were always there, watching and protecting.

Type of Government: Part aristocracy, but less from hereditary right and more for skill in that group. EX: the supreme war chief is a high scale who has distinguished himself as a better general than the others, but the other war chiefs act as advisers and field generals.
Influence and relations: While incredibly old as a society, they are just know spreading out and as a result hold little influence or relations.
Important People:
Supreme War Chief Grimloc
High Pristess Sunloc
Dark Talon Jasalis
Wyrd Wizard Muloc

Trading and tax: amongst themselves, there is a barter system but towards outsiders they use gold, which they have an over abundance of.
Major industries: War, mining and meat.
Major Associations: N/A
Currency: As stated above their is little actual currency, but when dealing with outsiders they usually give gold in its rawest form equal to what its worth.

Military -
Total army: 180,000
Low Scale warriors: 120,600
- 90,450 warriors
- 30,150 bowmen
Dusk Scale warriors: 59,400
War beasts: 120 Garloc, giant war beast native to the south of lizard folk territory. Used as troop transport.
240 Arlans, flying reptiles found in the mountains. Used as harassment units and message carriers.
60 Mortoks, Devastating land predators that can smash anything less than castle walls. Only true siege weapons they have.

Magic: Only used in the direst of situations a general can requisition a group of priestesses dedicated to the burning aspect of Suloc or if truly desperate, can order a coven of wyrd scales into battle. Which would bring much death to both sides.

Landscape: Marshy swamp land, full of bugs and deadly plant life.
Wildlife: Mostly reptilian, with bipedal Darlans and flighty Arlans making the majority of the lifestock found. However be wary of rouge Mortoks and Grimlocs. Very few can stand in their way.
Notable places: Sulocs Ascension. A large, burnt crater towards the south of Magloc. Holds religious meaning towards many lizard folk and pilgrimages are common.

History: History is not a priority for the lizard folk and so they do not record it.
Strengths: Larger than most other species. With low scales reaching anywhere between 6 to 7 feet and the dusk scales reaching 9 to 10. Resistance to many diseases. Consumption of corpses. Dulled pain receptors and natural armor. Long lived lives, with some of the oldest several centuries old.
Weaknesses: Slow birth rate. Weak martial armies, relying mostly on guerrilla tactics rather on full out war. Cold.

Name: Larcerna or Lizard folk
Classification: player controlled
Appearance
- High Scales: Tall, reaching anywhere between 8 to 9 feet in height, the scales of a high scale are bright colors leaning towards the red spectrum. Males will have in addition to horns, a plum of feathers that starts at the upper forehead and ends at the back of the neck. Females will also have these feathers but they will be larger and more vibrant and alluring.
- Low Scales: Tall, reaching between 6 to 7 feet, the scales of the low scales will typically be earthy, from browns to dull greens. The males will not have the plumage seen in the high scales nor the large horns, but it is not uncommon for them to have small horns
- Dusk Scales: Very tall, reaching 9 to 10 feet in height. These brutes are exclusively male, with large, broad, and muscled limbs. They are characterized by their dark, almost black scales and their growth of horns along the body, mostly centered down the back and tail, on the elbows, and in between the knuckles.
- Poison Scales: By far the most "normal" looking of the lizard folk, only reaching anywhere between 5 to 6 feet. they lack the digitirade legs of their brethren and the large scales, instead having smaller, finer scales that give the illusion of skin if looked at from a distance. Another oddity is that they lack the muzzle of their kind, only the fact that their eyes are more like reptiles than mammals, also the fact that they have no nose, but instead to slits where a nose should be. Because of these bodily differences from their more reptilian kinsmen, they are as good as the lizard folk will ever get to as a perfect spy.
-Wyrd Scales: No two wyrd scale is the same, with the erratic magic that courses through their very body changing them each differently. However there are two similarities shared by each. Firstly their is their color, each is a bright shade of blue with black crawling around at almost all times. Secondly there are two large pieces of bone that stick out of their backs, which is the focal point of their magic.
Shared traits: Males have horns, females do not. Digitirade legs. Long, thick tales. Sharp claws and teeth. reptile like mussels and eyes. The only real difference between genders is that females are more "human like" in general appearance. Which means that they are slender and short, even having paler skin then their male counterparts.
Natural abilities: Being reptiles they have much tougher skin then the softer mammals, giving them natural body armor. Since they live in a swamp, they have naturally gained a resistance to most diseases found on the planet. Thanks to their thick, powerful tales, the lizard folk are natural swimmers and can hold their breaths for at least 45 minutes if they stay still.

Lifespan: Every lizard folk below the high scales can grow to be about 128 years before old age takes them. However the high scales themselves can live several centuries and still be considered young.
Relations with other races: Fairly new, they haven't had much reason to hate or love any race besides its own. However they are still cautious of this new world.
History: Lizard folk do not keep history for they believe it a waste of time. What they know is passed down from generations of other, older lizard men. While they have been around for centuries, it is only now that they break their isolationist bonds and explore what the world has to offer.
Preferred occupations: Hunter, crafter, warrior, dancer.
Famous people: Current leaders.
Strengths: Above average strength and resistance to both damage and disease.
Weaknesses: Cold climates and crafty people, they haven't had to deal with liers and are not used to them.
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