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    1. KabenSaal 13 yrs ago

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Most Recent Posts

Are your eyes meant to be smouldering like that?
Robert? Who's Robert?
Teeeheehee
Cain and Abel? Heh.
YipeeXD said
working on a ts!the guild name could be decided here and implemented into the skip xDlets get this back on track!


I hate that god-dam hat!
Guess Who said
Seems everyone has a tragic past. Does anybody's character still have living parents? Feels like I'm reading Batman's origin story.


Mine doesn't. sorry. I'm Batwoman though.
I got 12! Granted half of them are negative so i can afford said trading hub and fertile field but still. 12!
Everyone has trading hub and fertile fields. I demand to have Super Hub and Mega Fields so I don't feel like my very nation is obsolete!
Nations Name: Enolopia

Flag:

Form of Government:Council-dom

Describe the System: Each town or village has a mayor, who convenes with other mayors in a 'Local Council'. This deals with local problems and small stuff. Then they send their reports to one of the relevant Council member, the Member of Food, the Member of Work, or the member of Men. These three high council members are then watched over by the Head Member in the capital, which resides in the middle of the three realms.

The Realm of Food grows, mantains and ships out all the food to the rest of the nation, and then exports the considerable excess. The Realm of Work has blacksmiths and bricklayers and flechters and thachers which keep the country supplied with the goods they need, in many forms. Finally, the Realm of Men is in two parts, one part focuses on birth and population growth for the other two Realms, and the second half focuses on military training.

Location on Map Desired: WIP

Capital: The Capital of Tevintar is in the middle intercsection between the three Realms.

Important Settlements: Tevintar, Capital.

Description: The Capital is a very busy place, many of the higher placed people running the goverment and important parts of a nation, but also with many comforts such as great beds, good taverns and a couple of whores. They are friendly to outsiders, being a large trading hub, and speak a multitude of lnaguages, as learnt over the years from the traders. The currency is a pickle - small metal disk of varying colour for varying worth. There is little smog that consumes the other nations, but also little fields since everything is cobbled.
The villages of the Three Realms are small, rustic and very beautiful to visit, espeically the Realm of Food. Vast fields, streaching out for miles with children chasing chickens and men working on many different types of food. The manure of many animals gathered into carts on a weekly basis and then spread across the fields. The smell is a fight between people, animal, and nature. Ther currency is naught - they get everything they need delivered - and they only speak Enolopian. The Realm of Work has more buildings and less animals, but still has quick the view between villages. The Realm of Men has a lot of houses, and military training grounds, but don't want for beauty either.

Important Characters: Katrinea Saal - The Head Council Member
Bob Teon - Member of Men
Fred Yana - Member of Food
Richard Ford - Member of Work
High-Captain Marcus Arelius - Head of the Military Training in the Realm of Men.

Traits:(NOTE:You can have as many traits as they want as long as your final point count is 0 or higher, but 7-8 is the max if you want to avoid stability concerns. Only two +/- traits.)
+4 Starting points

Army: (I will roll this, navy, GDP and stability.)
Navy:
GDP:
Stability:

Traits list

Army

Professional Army: Your nation’s army is well trained and equipped with good weapons, performing better in battle. -3
Small Army: Your nation maintains a relatively small number of troops, when fielded in battle against another nation your forces are almost always outnumbered. +2
Outdated Army: Your men carry weapons not even your grandfather remembers, muskets aren't used at all. +1
Militias: Local town and cities employ militias meaning that during times of war they are able to provide a small garrison of men in their defence. -1

Navy

Landlubbers: Your sailors don't exactly train on a boat, boarding and marine forces perform slightly worse due to the moving deck. +1
Rotting Hulls: Your nation views ship maintenance as an unneeded cost and so many of your ships have weak wood and the sails are torn and with holes in them. They will not perform well at sea. +2

Airships

Landlubbers: Your sailors don't exactly train on a boat or airship, boarding and marine forces perform slightly worse due to the moving deck on airships and naval vessels. +1
Deflated Balloons: Your nation views airship maintenance as an unneeded cost and so many of your airships have weak metal and the balloons are torn and with holes in them. They will not perform well in the air. +2

Economy/Industry

Trading Hub: Your country is a nation of traders and merchants, many coins pass through the fingers of your citizens every day, especially through your own after taxes. -3
Strong Industry: Your craftsmen and labourers are good quality and hardworking making some of your nations goods very reliable, sometimes fetching a high price from a market. -2
Fertile Fields: Agriculture is what your nation is known for. Fields of golden wheat and barley run throughout your country. -2
Free market: Your economy is not controlled by the state, it can fluctuate completely freely. This means that it can rise incredibly quickly making you very rich, however you are vulnerable to recessions and collapses. -1
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