Avatar of Sadko
  • Last Seen: 3 yrs ago
  • Joined: 12 yrs ago
  • Posts: 340 (0.08 / day)
  • VMs: 0
  • Username history
    1. Sadko 12 yrs ago
  • Latest 10 profile visitors:

Status

User has no status, yet

Bio

User has no bio, yet

Most Recent Posts

I think i remember gowia hosting a steampunk nation roleplay, I was the Carvan Khanate :)
Remember, i would take a neutral stance until i see who better to join, but overall we aren't fond of some white guys steamrolling into our jungles and declaring us their protectorate.
Nations Name: Kamalao Republi

Flag:


Form of Government: Led by an assembly of economists, military enthusiasts, and other experts in various subjects, among them stands the Kamm, an overall leader choosing the direction of the nation. Republi absolutely does not mean anything.

Describe the System: Overall, the government follows the desires of people to an extent. The experts in the assembly are either appointed by the Kamm or by the people (in rare circumstances). There are 10 tribes, stationed around all of Kamalao, and all have their own religion, culture, and capital. Each year the title of "capital" goes to one tribe's capital, and their religion is adopted by all of the nation. This is how the tribes share the power between each other to end violent disputes. Kamm however, remains the biggest political figure with his assembly taking the second place. Religion is a highly disputed subject and as such adopting a new culture every year was very hard for people, so instead they have written "The Holy Pantheon" of every tribal god taking one place. Each year comes one god's turn to protect the people's souls from dark demons, and if a cataclysm happens in the same year the god is under a strike of angry people, and so is the tribe which has the god. Military is completely decentralised, only garrisons or wandering armies protecting various regions. Sometimes, private armies are bigger than the government's forces.

Location on Map Desired: Somewhere on the very southeast.

Capital: As said, the capital changes every year, so i will list the ten capitals of every tribe.
-Gwyngad, Capital of Tribe Kulemnu
-Turram, Capital of Tribe Yusuer
-Impasch, Capital of Tribe Unuii
-Rimeao, Capital of Tribe Oopea
-Bue Maleko, Capital of Tribe Seveka
-Nuesma, Capital of Tribe Ioppo
-Cheahattro, Capital of Tribe Slinbt
-Uorro, Capital of Tribe Uorro
-Benami, Capital of Tribe Benami
-Kutuk, Capital of Tribe Koval-Guk-Suprun

Important Settlements: See above.

Description:
City: As you enter one of the mentioned cities, you see great stone carvings, a beautiful temple with a statue of their god/goddess on top, the market and other important buildings surrounding it. As you go east, there lies a University, a Monastery. As you go west, there lies Market and Workshops. To North and South are the living districts as well as military zones.

Religion: It is a mix of Hinduism, Shamanism, and Paganism, called Ingamaanism

Language: Kammaloari Hindu

Currency: Amaku

Important Characters: Kamm Kutuk, the Kamm of all.
Traits:
Large Army
Outdated Army
Ambitious Generals
Decentralised Army
Kings of the Seas
Depleted Resources
Trading Hub

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

Also, I would want to be a neutral yet native on an unexplored-to-be-colonised region.

(killdacolonists)
Dar'Ja coldly stared out in the mudded beach, the disgusting silk-striders leaning from one limb onto another. He's drank what was left in his cup, threw a couple more coins at a beggar, and left, managing to get hold of a beautifully made silver plate which barman has left in a place where it's easy to grab from, and nobody noticed. He's grimly moved his eyes from the barren landscape onto the boat, gripping his eyes at the imperial girl just off at the coast. It was easy to find she's Imperial, and he had his eyes on her. Thalmor had to secure the Dunmer lands from such people like the Imperials. He however, would also come to despise the Aldmeri soon. He came over to her, and put on his great actor mood:

"Good day to you, Dar'Ja is glad. What you say we go to Balmora and then to treasure hunt?"
Dirty Argonians! To Hell with you!
Dar'Ja uncrumbled a sweetroll as he took a seat on a stump just outside Ebonheart. He greedily threw it in his mouth, took out his knife and plunged it into the rotten wood. As he once again did a swift motion with his knife hand, he's uncovered a beautiful, even yet blackened by wood yet fancy-like convert bearing the symbol of Aldmeri. The Khajiit swore, tore the convert apart and read through as quickly as possible. He is to look after migrants in Seyda Neen. Never liked that place. He quickly burned the message, finished his sweetrolls, wiped his mouth, and went west.

He remembers the story of Nerevarine, some say he be a Dunmer, but he liked to think it was a Khajiit. Walking over to Arille's tradehouse, he momentarily took a seat, ordered some Argonian ale, and hunkered down, looking out the window.
Character Sheet:

Name: Dar'Ja
Race: Khajiit
Class: Agent
Homeland: Elsweyr.
Faction(s): Secretly Thalmor.
What brings you to Morrowind?: Secretly a Thalmor agent operating as to put down the Morag Tong and exterminate the Imperials from Morrowind and establish the Altmeri Dominion superiority in Dunmer politics.
Short History: Dar'Ja was born in the Northwestern part of Elsweyr, and soon became a caravan guard. Soon after he became addicted to Skooma and had to steal from his employer. After it was found out, he fled to Cyrodill and began to gamble away his family's money. Got into the wrong company and became a bandit, while his family was sitting in their houses unnoticing how he goes down and each day was like his last day. But he left his gang and turned to more professional and stealthy affairs. Soon he became a professional bulglar and conducted operations on the Thalmor, but was once caught, and he begged for life. His family hostage, Dar'Ja became an agent and informator for the Thalmor in Morrowind.
Did anyone look over my sheet? And i'd like help about the army, i'm pretty new to his trait stuff.
Nation Name: Malapudreji

Races of the Nation:
Kobolds, Draconians, Black Orcs, Frogmen, Skaven, Goblins, Centigors.

Nation History: The lesser, more sly races have made several pacts among themselves, and easily manipulated the bigger races, putting a scary "weakest rules" hierarchy among themselves. The racism grew and generally more races have began to hate the Gor Ruler Kapamki. Other have united under the name Songor and soon turned into a big clan of mixed races who grew to like each other, and started the war with Kapamki. The war with Kapamki carried on for some time until Kapamki killed himself, and the massive immigration of the races and the massive malfunction attracted the attention of many Cyclop raiding parties down the coast. But instead of grief they have brought many military inventions (not purposely). The legendary victory achieved against the Cyclops brought new ways of life into the tribal communities of the underdog races. New philosophies have gave them time to think over their military doctrines and thus allowed even more other races into the army, however they did not centralize. They soon created a meeting of representatives of the races, split their territories to house the other races, and et cetera.

Important Characters:
Kamar Urbash Nagnath, Ruler of Kobolds.
Dracon Vir'Kajas, Ruler of Draconians.
Orgum Morgor Gorhide, Ruler of Black Orcs.
Sliman Chavin Musaen, Ruler of Frogmen.
Metalet Kurgum Valegn, Ruler of Skaven.
Cron Mishakal Rumblegut, Ruler of Goblins.
Shepherd Jegos Chaek, Ruler of Centigors.
Traits:
National Traits: 7
Spies, Spies everywhere.
Manipulative.
Vengeful.
Riverfolk.
Delatores.
Silent Assassins.

Population Traits: 9
Jackrabbits!
Brutal.
Executions.
Game Trails.
The Peoples 'Entertainment'.
Showmanship.
Chain Gangs.
The Bloody Altars of the Priesthood.

Academic Traits: 6
University of War.
Institute of Commerce.
Magpie's eye.
Information Brokers.

Military Basic Traits: 9
Ambush Predators.
Strategists.
Bring down the Walls!
War Paint.
Youngbloods.
Nightmares in the Trees.
Buckets of Heads.
Camouflaged Sally Ports.
Siege Train.



Archery Traits: 2
Block out the Sun.
Bushes are your Friend.

Infantry Traits: 2
Drunkard Warriors!
Arrow Fodder.


Cavalry Traits: 4
Thunder of Hooves.
Elephant Cavalry.
Elephant Powered-Siege Machines.
Beast Cavalry.


Navy Traits: 4
Dragonships.
Heavy Ships.
Warriors of the Sea.
By Neptunes' Cock!

Airborne Traits: 2
Runes of Flight.
Chimera.

Tradesman Traits:
Farmlands
Fish the Seas.
Bang for your Buck.
Trackers.
Industrious

Merchant Traits: 5
Moneylenders.
Silk Roads.
Slavers.
Underground Markets.
The Black Market.

Magecraft Traits:
The Burning Man.
Blood Magic.
Death Magic.

Monster Traits: X=(Points Spent)
Basilisk.
Beast Armour.

Mechanist Traits: X=(Points Spent)
Steam Engines.
Locomotives.
Greek Fire.



Flaws:
Plagued by Bandits.
Dangerous Cults.
Raiders First.

Territory:
Capital City (Coastal) (Majolsi)
2 Large Cities (Cumapac)
2 Medium Cities (Coastal) (Jabeen and Lavtomoro)
4 Forest
8 Plains
3 River
5 Desert
1 Mountain
2 Coastal
Army:

Command:

Monsters:

Air Force:

Navy:
Ощштштп
๋นรืเรืเ
Joining.
© 2007-2026
BBCode Cheatsheet