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Your people are a tribal so having a large quantity of them want to be mages or be magically affluent is difficult, but they'd make great bodyguards.
Silver Carrot, I tried to add a little bit of a connection between Ptolus and Kraal Thauken. See if it works for you.
Nation Name: Ptolus

Population: 400,000

Religion(s): No distinct religion, worshipers of all sorts are welcome.

Government: Oligarchy (Oligarchs are people, most often from a country that emerged from Anarchy, of various important positions in power. There might be some actual monarchs involved but they'd share power with aristocrats, wealthy land owners, and perhaps other rulers, like guild owners, etcetera. Oligarchy's aren't necessarily violent, but it may be difficult to hold order since all the different factions, while technically a coherent and unified whole, are at least half-autonomous and attempting to strike things out on their own. A benefit to Oligarchy's is that it's possible to develop very politically advanced and culturally advanced nation states quicker than a nation could have grown other wise through having so many different voices heard.)

Geography: Tetrahedral island between the two landmasses. Mostly savannah, with a mountainous region near the center of the small island.

Size: 750 square miles.

History: Ptolus is not a sovereign kingdom, but rather an independent political city-state of sorts that adheres to the philosophical ideology of unification for the intents and purposes of studying and understanding magic. The city-state has a population of around 400,000 of whom 300,000 are active wizards, sorcerers, clerics and mages. Those not magically affluent serve as scribes, workers, and auxiliary roles or familial roles. Ptolus has races and ethnicities from all over the world where youngsters who are deemed magically affluent flock to the majestic city to learn their craft before returning home.

Ptolus is run by the Council of Savaya, upon whom are the greatest Archmages the world has ever known. These members (among also lesser affiliates of Ptolus) have renounced ties to their nations for the pursuit of mage. They are the governing body of Ptolus.

Connections
-- Kraal Thauken: The Wolfmen of Kraal Thauken make up less than 3% of the participating students of the arcane. However, the Council of Savaya employs the Kaandu Ferarus, magically imbued and enhanced Wolfmen who serve as sentinels on the island. They are protectors against rogue mages or those who attempt to flee with the secrets of Ptolus. The School of Enchantment maintains their sway over these Wolfmen, which releases their feral nature and makes them savage night time hunters. The School of Transmutation has increased the senses and characteristics: night vision, enhanced hearing, and sharpened claws.
Can be any kinds of aliens.
CRUMBLING EMPIRES




CRUMBLING EMPIRES
The ancient Galactic Realm, ruled from the Core Worlds of the galaxy, is waning. The barbaric kingdoms that lie beyond the galactic frontier are now amassing their strengths, choosing this pivotal moment to strike at the heart of the fading republic. They seek to establish new empires built upon the ashes of decaying civilizations. But these outer systems are not yet strong enough to engage the forces of the Core Worlds directly. The young kingdoms must first gnaw at the edges of the crumbling frontier, developing new types of units and shrewder
tactics. They must build up their energy resources to launch magnificent fleets and overwhelming ground forces. Then, when the time is right, they must strike at the galactic core itself, claiming the most exalted planets for themselves. The barbarian kingdom that achieves these goals will carve out the greatest empire in the galaxy.

FACTIONS
The game has two factions, Galactic Empires and Barbarian Kingdoms. These names seem rather choicy at first, but they are generic names and you will have a much larger perspective on how you manifest your nation. Here’s a more apt, albeit generalized description of the two factions.

Galactic Empire: Civilized. Cultured. Decadent. Corrupt. While other civilizations flopped around in the primordial ooze, these civilizations were finalizing FTL travel, plasma based technology and advanced cloning. They spread across the stars, colonizing far away systems and amassing a complete and robust empire that has stood for millennia. You must defend your empire against the incoming barbarians. They are not the endtimes as some have suggested, but rather another fly to be swatted by your grand armies.

Barbarian Kingdoms: The barbarian kingdoms are collectively called so because warfare, deception and brutality have galvanized their society and culture in the last one thousand years. Many of these primitive cultures were left alone by the greater species, but as they grew and advanced, the galactic empires realized that it was not if, but rather when these ‘lesser’ species would come knocking on the galactic door. They have arrived. These grand old empires are hollow and corrupt, they are ready to be toppled, and who better it to topple than you?

NOTE: This is both a NATION RPG and a GAME. We want to craft a story, but there will be a Winner. Whether it's the Galactic Empires who push the barbarians back and conquer them, or the barbarians finally conquer the great and decadent empire, I have no idea. But this game will span probably about 50 - 100 years and will have a definitive ending, as I want there to be a conclusion; as I prefer a conclusion as opposed to the RP just dying off.

INTEREST? COMMENTS? THOUGHTS? OPINIONS? YES? NO?
I'd like to be west of Valeria. Varcia is a small sized nation.
Disputed territory is a must. It's historically important. Using real world is easier to help relate.
So you don't want me to make a map?
No problem.
I can make a map as well.
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