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From Ruination [FRP] [OOC]


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The great Empires of old fell 750 years ago. The Symon Empire, spreading across most of Naros, crumbled away into turmoil and civil war in the year 766, leading the continent into Anarchy. The Enlightened Kingdom of Auldhau would fall soon after, with its great troves of knowledge condemned to burn or be forgotten. In the east, the Exiled Kingdom, the last remnant of the First Men of Naros, falls to dissent and the Desert. Its gleaming cities were devoured by sand and its people choked upon their walls turned to dust. Even the Pirates fled west, far away from this damned continent.

 

Yet even Aros was not spared. Many of its nations fell into chaos, victims of the aftershocks caused by the Symonian Empire’s destruction. In two-hundred years, all the major powers had been razed to the ground, and little more was left but roving warlords and city-states struggling for survival.

 

But a new dawn rises above this hell-ridden land. After 750 years, the people are reuniting once more. Old tales are told, and crumbling ruins are explored once more. The lawless still roam, but strong men have forged new kingdoms, and with them, new crowns. Perhaps one day, they will honor the memory of their ancestors, and reforge those broken Empires, or shape new and even greater Realms. Only the Gods can say…

 

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Important Links

 

Larger Map Link

RULES

Map on a Globe

In Options, click Measure Distance. Then Add a radius of 1900. The planet has a circumference of 10000km. 

 

 

Setting

I put a hidden fruit name in this text, put it in your app losers.

 

Naros & Aros: To the east, the continent of Naros. To the West, Aros. These continents are divided by two things. The first is the massive and primordial forest of the Greenthroat. From end to end, it stretches across about 2.000 kilometers of land. However, the real divider if the Barrier. It is a saltwater straight that travels about 1.500 kilometers and slashes the continents into their own separate entities. These two continents are filled with their own mysteries and ruins, born from vastly different fallen civilizations. The various isles surrounding Aros are typically labeled as part of Aros.

 

The Greenthroat: The great divider, the Greenthroat is a gigantic forest, as ancient as the world and as impenetrable as the greatest mountains. Few who enter it ever return and only a thin strip of land running along its southern coast allow for safe travel by land. It is a place of raw natural magic and primordial beings, as ancient as the world itself.

 

Mankind: The inhabitants of this world, men have spread from their early origin thousands of years ago, and now populate the entirety of Aros and Naros. Where once they could be said to be a homogeneous species, magic and time has changed them. In the chaos that followed the fall of Empires 750 years ago, wild magic shook the world and changed its people. Now many types of man walk this world, some with gills, some as tall and hardy as giants, other said to live to an incredible age. It is hard to classify and discover all of them in such fractured times.

 

Magic: Whereas mankind may have been brought low by the end of the Symon Empire, the Gods reveled in its fall. For with it fell its False God and its unwavering hatred for all things magic. As such, the Gods have grown in power once more, for their power comes from those who worship them. The faithful are rewarded, for their most ardent worshippers are granted boons and powers unlike any that mortal men may hold. But beware the God that comes demanding a favor in return for your powers… When you chose your god, you will be revealed the entirety of their tier tree. However, you will not learn of the others.

 

Technology: Mankind still fights with sword and shield, and they have done so for thousands of years. The fall of Empires does not lend itself to technological innovation.

 

Points of Interest: Points of interest represent a large variety of things, such as ruins, resources, geographical wonders, great buildings, etc. It is important to remember that they are not specifically a boon, and some of these places may very well be extremely dangerous. While you may choose to create a nation with points of interest within it, to prevent abuse and min-maxing, you will only learn what they are after being accepted.

 

Geography/Climate: While creating your nation you may inquire upon the specific climate and geography of your selected region, however things such as resources will once again only be revealed when you have been accepted.

 

Treasury: The game will function off of a treasury system. Each nation will have its own treasury, which can be saved up, or spent, depending on national interests. There will be various ways of increasing income, or spending gold, which will be shown in the rules section.

 

Unique Units: Every nation will be able to create one unique unit. It can be of any type.

 

Turn Reaction: A player cannot react in his post to the actions of another player who is acting on the same turn as he. This is to prevent, for example, a player editing his post and dumping everything into fortifications after his enemy declares war on him. If a player miss judges and does not fortify preemptively, then the attacker will logically have an advantage.

 

 

Nation Customization

 

You will begin the game by creating your nation and deciding on what type of humans you wish to lead.

 

Races

 

Humans: Unmodified by wild magic, these humans are quite similar to their ancestors. While their bodies and minds may lack that magic which has empowered their brethren in a variety of ways, their blood is the same as those who have forged the greatest empires in the history of the world. It is unwise to look down upon them, for it was their forefathers who brought the gods to heel.

Traits

-Commercial buildings are 10% cheaper to build.

-One bonus attribute point for your Categories

 

Humagi(us): Changed by wild magic, the Humagus may vary wildly depending on the community within which they live, or the land upon which they have founded cities. It is not unusual for Humagus to have a higher affinity towards their god of choice, a boon which others would do well to fear. Some possible changes may be great size and strength, or tough skin, or greatly extended lives, or gills and the capacity to breath underwater for a limited amount of time.

Traits

-Religious buildings are 10% cheaper to build.

-A modification of your choice, to be ironed out with the moderator.

 

 

Categories

 

Then you will attribute specific points to specific attributes which will shape your nation in a variety of ways. While these will guide you mechanically, the player has unlimited freedom in terms of their own nation, though they may refer to the moderator if they wish to connect their nation to ancient lore.

 

You will have 20 points to attribute to your nation at the beginning of the game and can have no more than eight in one category. A score of 1-2 will usually have a relatively bad impact on your nation.

 

Economy:

This determines the wealth of your nation. Every point will increase your income per turn by 1.000 gold, and your starting gold by 7.500 gold. You may begin making trade agreements on turn 1. Your Points x 7.500G is your Turn 1 gold, you do not get your normal income on turn 1.

 

Size:

This determines the starting size of your nation, as well as your population. You begin with 500.000, with every point increasing your population by another 500.000. In addition, it determines the size of your borders.

 

Please use this to get an idea of the size:

  • City-State
  • Jamaica
  • Netherlands
  • Portugal
  • Great Britain
  • Poland
  • France
  • Turkey

 

Every 4 points, you receive one more city, in addition to your Capital.

 

Education:

Education will decide your capacity to innovate technologically. This topic will be far more subjective. When putting points into education, remember that these will determine what kind of specialized technology you might start with. If you try to get too much tech for your points, a change can be discussed after. Once you are accepted, you will post in a Discord channel what tech you’d like to have an advantage in. The higher the education level, the greater the advantage. With enough Education, you can advance more than one technology.

 

Mysticism:

Similarly to Education, Mysticism will decide the magic and religion related aspects of your nation. The more points you put in, the greater favor you have in your Gods eyes.

2 points unlocks your first tier 1 spell

4 points unlocks your second tier 1 spell

 

Military:

This will decide the power of your military.

 

Army: Each point can give you 5 units of soldiers. (The size of units will be explained in the rules page). One Unit = 500men. They begin as T1 armor Regulars, which you must upgrade yourself. You CANNOT begin with T3 types of soldiers, the hidden fruit is lichi (Heavy Infantry, Heavy Cavalry, Crossbowmen).

 

Navy: Each point gives you 3.000 gold to spend on ships. (The price of ships will be explained in the rules page).

 

In addition, every four points invested into Military will give you one fortress. Your capital already has a fortress and walls. Your cities have a keep.

 

 

Unique Units

 

Every player may also apply for one unique unit within their app. This unit must adhere to one of the types of soldiers within the rules. However, they will be allowed to have specific bonuses or aspects.


 

Application

There are 15 spots. Don’t reserve cause that’s stupid. If there is competition, I will judge based on app quality.

 

Add me on skype/discord: mr.spamshok / https://discord.gg/vmRvK2

Nation Name:

BRIEF History:

Nation Culture:

Human Or Humagi (Describe Humagi):

Nation Government System:

Economy:

Education:

Size (include rough area on map):

Military:

Mysticism:

Key Figure 1:

Key Figure 2:

Key Figure 3:

Unique Unit:

Hidden Fruit:

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Nation Name: Commonwealth of Ruhn

 
History:
The mountain ranges squashed between the Hungry Sea, Trader’s Bay, and the Scorching Loba Desert had always been a haven for exiles, miscreants, smugglers, bandits, and all manner of uncivilized sorts. During the time of the great collapses, towns of refugees started popping up in the steep crags. Of course, with civilization comes organisation, and with organisation comes war.
 
Raiding was rampant, confederacies came and went, new towns were founded and wiped out overnight, and blood poured down the mountains in thick, pungent rivers. This was the case until the City of Ruhn consolidated itself. Its natural defensive position high on a mountain made taking the city via conventional means almost impossible. Thus, people flocked to it in a bid to escape the chaos outside. This not only bolstered the city’s numbers, but filled it to the brim with all manner of displaced specialists and warriors--all of whom were desperate for protection, and willing to swear allegiance to whomever could provide it. To keep order, leaders from tribes, tributary towns, and local warlords were invited into the Ruhn governing authority, evolving into a (somewhat) meritocratic commonwealth over time.
 
As the centuries dragged on, Ruhn slowly consolidated its hold over the mountains. Its greatest strength was its willingness to take in anyone and everyone, regardless of crime, ability, or faith. One of the most repellent faiths managed to find a home among the dour and hard-minded Ruhnnites--that of the God of Death. Its worship shaped the people of Ruhn just as the faith was shaped by them. Piety was prized among the people, who saw the God of Death not as a destroyer or plague-bringer, but as a gentle guide and protector of their ancestors. Great crypts and grave-gardens housed generations of families who visited and honoured their memories with offerings and prayers. The edifices of human bones that adorned the temples were symbols of serenity and unity, and almost every family had bones on the great alters.

 

At the dawn of the new era, Ruhn found itself in a long war with a neighboring city of similar circumstances. A decade of conflict passed with armies butchering one-another along the Vulture Highway between the cities, until the rival metropolis was captured and purged. Thousands of bones now adorned wayshrines along the roads, as a testament to the dominance of Ruhn, and in honor of the fallen and He-That-Waits—the nameless lord of the hereafter. 

 

Now that their dominance over the mountains is secure, they have begun looking beyond the peaks. The people of Ruhn are survivors at their core, and they do not fear death.
 

 Culture:
“Grim” would be the best word to describe Ruhnnites. This is partly due to hardship, and the bloody mountain wars still fresh in many people’s memories. Though there are times of merriment and levity in Ruhn, most people consider excessive celebration to be improper. Clothing rarely carries much colour due to few pigments being available in the mountains. The worship of ancestors and He-That-Waits are the primary pillars of faith. Their dogma exemplifies acts of duty and gratitude from the living towards the departed, for they judge and aid their descendants. Similarly the departed punish them for blasphemy or lapses in their duties. Though the services and prayers to the dead can differ drastically between towns and regions, it matters little as long as they are honored appropriately. Bones are gladly donated to the shrines and temples, as the priests will reverently add them to great idols believed to ward off cruel spirits from the sanctified places. The resting places of the dead are tended to by both priests and the families. These can range from beautifully decorated crypts carved into the mountainside, to gardens of graves where commoners may communally visit their ancestors and priests may tend many at once. The ancestors are said to pass the prayers on to He-That-Waits, and worshipers hope to gain his protection, and thank him for watching over their honored dead. If there was one word to describe Ruhnnites overall, it would be ‘dutiful.’ 

 

Race: Human

 

Nation Government System:
An aristocratic parliamentary commonwealth with a Lord Chancellor overseeing executive decisions, while laws and general governance are debated and voted on within the parliament. Though the Lord Chancellor is a hereditary post, his chief advisers and top positions in his “cabinet” are selected from the parliament based on their skill. This all takes place in the Grey Manor -- the former palace of Hanz Bruger -- which acts as the primary seat of government within the Commonwealth.

 
Economy: 6
Trade flourishes on the mountainsides, despite the poor conditions. A sordid history of crime, smuggling, and fierce ‘competition’ have made merchants a noble class of their own, though they have the good fortune to be able to ignore the politics.

 

Education: 3
Educated people are not altogether unknown, but it’s mostly found among those who can afford it. 
 

Size: 4
Ruhn is a relatively small place, but out sized by its ambitions. 

 

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Military: 4
The soldiers are still recovering after the Vulture Wars, but are no pushover.
(6,000 medium infantry, 4,000 medium archers)

 

Mysticism: 4

Respect your ancestors, and know them well. For they hear your prayers, and whisper them to He-That-Waits...

 

Key figure 1: Lord Chancellor Johann Bruger

 

Key Figure 2: Lord Protector Charles Ortmeir

 

Key Figure 3: Lord Treasurer Fitzroy Velburg

 

Unique Unit: Hillmen
???

 

Spooky fruit: lichi

Edited by Catostrophy
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Application

Nation Name: Galaharian League

 

BRIEF History: Descendents of some of the survivors who fled west. They were even farther east then the Exiled kingdom. What one would now call “The Coins”.  A sect of Humagi who lived in the volcanic islands. Primarily sticking to a backwards feudal system, they had for decades lived in uneasy peace. Relying on the sea, they made a honest living trading with the Exiled Kingdom. The nobility kept the seas clear of pirates, and the serfs fished and farmed. This happy little oceanic maritime kingdom lived like this for centuries. But around seven hundred and seventy years ago a great calamity came upon the people. More and more pirates plagued them, after centuries of feuds. But death soon shadowed grudges after almost twenty years of war.

 

With little option but to flee, the Nobility and their fishermen and communities are forced to make a pact. The horde of pirates fleeing west raving of ill omens had came upon the small scattering of towns. In desperate need of food, supplies, and hands, the two merged to survive as one.

 

On their journey west they witness the shattering of the Exiled Kingdom, where once great cities had towered. They crossed the great oceanic barrier, finding a new god on the way. Before arriving at their new home.

 

At Batista’s landing they made their first settlement and now capital. They soon discovered an entirely new ocean, but on land. The Green Throat. The natural border for some time, the Empire grew over it’s peninsula, and east and west. They straddle the Throat, and are invested in Revar’s Gulf.

 

Over the hundreds of years many and more came and settled in the Empire. Though the descendents of the Coins were Far easterlings, they were inclusive. Their culture and that of the Pirates blended with hundreds of other’s. But over time they all bowed to the Deep one and Far East culture, adding their own flavors.
 


Nation Culture: Humagi. These Humagi are mostly tall and lithe, with olive skin and dark/bleached hair from so much sailing. The Humagi from the Coins were more solemn and reserved, whilst the Pirate descendents were far more boisterous and aggressive. This mix has led to a League where many have different bodies, opinions, and languages. But they all work together under the Emperor and Senate. Some say it is the Guild who rule as well.



Also having come from the sea, many can drink from it’s water. (Drink Sea Water Attribute)

 

Though the Three great cities rule the League, most Humagi live in the open expanse between them. They are closely tied with the land, and rely on it while the cities hoard the wealth. As a result most Galaharians are more in tune with their land. (Affinity for Home Territory/Creatures)

 


 

Nation Government System: Empire/Senate
 

Economy: 8 ( + 8k Per Turn/60k Extra Starting Gold)

 

Education: 1
 

Size (include rough area on map): 8 (2 cities, 4,050,000 Population)

 

Military: 2

 

2 Units of Medium Infantry

 

4 Units of Light Infantry

 

2 Units of Light Bowmen

 

2 Units of Medium Bowmen


 

Mysticism: 1

 

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Unique Unit; Nuncio’s



Massive battleships similar to a carrack, these are the work horse’s of the League. Needed to patrol their large amount of coast and fishing waters, these ships are made for war and long voyages. Early models of the Nuncio were what the people fleeing west had sailed on.


However they are large then most standard carracks. These beast of a ship are mobile outpost, and can staff a large amount of Leagues-men. They sport siege weapons on the front deck, 300 – 350 oars, and large triangular sails. Though ponderous they can move surpassingly fast, and carry supplies as well as men. And can even carry one or two smaller river/coast skiffs to deploy.

 

Key Figure 1: Giovenco Barbaro Emperor of the Galaharian league, and governor of Batista’s landing. Descendent of the Humagi nobility who had ruled the small Kingdom in the Coins.
 

Key Figure 2: Ormanno Sforza

Descendent of the Pirate King who had made the compact with the Barbaro family of old. Leader of the citizen armies and fleets of the League.
 

Key Figure 3: Moraine

Descendent of what was rumored to be a drowned man picked up by the fleet on their way west. Upon being hauled aboard, he sprung back to life after spewing out all sorts of sea matter. The first Deep One priest to convert the League.

 

LICHI DICHI DOO

 

 

 

 

 

 

 

 

 


 

Edited by GrimBeard
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Nation Name:

Republic of Danwent

 

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BRIEF History:

The Republic of Danwent and its preceding national identities trace back to the oldest settlements of mankind in the world. “Historians” claim that Danwent was the cradle of all of mankind, although there are little notable landmarks showing such. The only thing that remains is the high amount of people that live within the Republic’s borders, kept safe by its bronze legion.

 

What is notable, is that for the entirety of its existence, Danwent has been a Republic, with an electoral system where originally the chieftains of the founding tribes came together, bound my a shared tongue and shared beliefs, to choose five amongst them to be their leading council in matters of greater importance, that affected every tribe in the region, whether they wanted or not. Memories of the old Empires that were once, have faded and were forgotten, sometimes curious objects resurfacing from those centuries ago.

 

And as such Danwent grew in number, but stagnated in innovation and progress. Old methods were reused over and over again, the people remained happy, satisfied and lazy, going about their daily lives and not looking outward, considering themselves safe for all eternity. It was just that the recently elected senators, three at once, were all great minds alike, and whilst they were indeed glad that it was peaceful and prosperous, it would not last, and had to be secured, should ever something bad happen.

 

Aywentos Rumaari, Dionius Liber and Theodos Abemani. These three young men were the dreamers that would lead Danwent into a bright future, or its decay and final ruin.

 

Nation Culture:

Human, Danwenti, part of the Central Arosi culture group.

 

Nation Government System:

Republic, a Senate of fifty Senators chosen for lifetime by the chosen mayors and representatives of the hamlets, towns and cities.

 

Economy:

4 points into economy.

An economy mostly based on agriculture and the animal husbandry, Danwent also produces lumber in the logging areas of the Western domains. The lifestyle of the majority of the people is quite simple and basic, there is not so much of a wealth discrepancy between the people in the cities and the people of the land, which is reflected in the general population density, with merely a third of the population living in cities, the remainder sprawled throughout hamlets and little townships across the land.

 

Education:

3 points into education.

Whilst falling short on general education, with mostly the inhabitants of the cities being partially able to read and write, along with general shortcomings of metalworking, stone construction and shipbuilding (fishing hasn’t been a strong point yet, despite the easy access to sweet and saltwater fish), the population of Danwent has learned well how to facilitate the flow of water, with irrigation grids spanning the wide plains near the central rivers. After all, such a massive population must have massive access to food and other supplies.

 

Size (include rough area on map):

8 points into size.

Total population of 4,500,000.

1 capital city. 2 major cities.

 

Military:

4 points into military.

10 companies of T1 Regular Medium Infantry. 5,000 men

Namely, the Bronze Legion of Danwent. Armed with round thick bronze shields, decently long iron tipped spears, as well as simple iron swords, wearing leather armor, topped with a simple skullcap of bronze.

10 companies of T1 Regular Light Archers. 5,000 men

Lightly dressed in fur and leather, these archers are meant to skirmish and harass before withdrawing behind the Bronze Legionaires.

 

Mysticism:

2 points into mysticism.

Pantheon of the Elder Soul.

Fat and complacent, the pursuit of magic and otherworldy arts was long forgotten, merely shrines and small temples in the towns and cities of the nation were utilized to conduct mass for the Elder Soul and the ancestors of the people.

 

Key Figure 1:

Aywentos Rumaari. Senator.

 

Key Figure 2:

Dionius Liber. Senator.

 

Key Figure 3:

Theodos Abemani. Senator.

 

Unique Unit:

Bronze Legion. Replaces the Medium Infantry. Excels in combat on plains and open areas, able to utilize formations well, shield-and-spear walls, but is definitely not lackluster in close quarter combat.

 

Hidden Fruit:

Potato. Cabbage. Lichi. Ananas. Tomato. Wheat. Carrots. Apples. Strawberries. Stuff they grow.

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Not gonna lie, I highly highly recommend you host the FRP on Discord. Idk if there’s any circumstances that don’t allow you to, but Skype is a huge turn-off and for other people I’d imagine.

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        Nation Name: Realm of Darkyria

    BRIEF History: After the fall of the old Empires, a small realm had begun to grow on the coast of Revar’s Gulf. Though political and rival discontent had lead to betrayal of the royal family as other vied for control. After all the blood and loss of life Prince Maerek Drakyr led what remained of his people deep into the Greenthroat. Founding a new realm named after his bloodline and his late father, taking the aid of his Father’s most trusted Magi Kael’yrn, a man who delved deep into the magic of death.

 

    Nation Culture: Cold, Unforgiving, the laws of the land were absolute. Lesser families constantly played the political game against one another to gain the Lord’s favor, while solidifying their gains in the kingdom. They made sure to retain open favor for their King, and put great efforts to hide discontent less their bloodline be risked to be put to death...or worse. The Kingdom was Feudal with minor lords and serfs spread across the Realm.

 

    Human Or Humagi (Describe Humagi): Human

    Nation Government System: Feudal, Absolute Monarchy

    Economy: 5

    Education: 6

    Size (include rough area on map): 4

    Military: 2 (will figure out exacts later!)

    Mysticism: 4

    Key Figure 1: King Maerek Drakyr

    Key Figure 2: Prince Aeryn Drakyr

    Key Figure 3: Master Kael’yrn

    Unique Unit: Death Knights, Soldier’s whom answer to death with a loving embrace. They serve with an unrelenting loyalty to their Dark Lord. (to replace Heavy Infantry)

    Hidden Fruit: lichi

 

Map

https://imgur.com/a/s6qdIp2

Edited by Sovereign_of_Solaris
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1 hour ago, TankM1A2 said:

Not gonna lie, I highly highly recommend you host the FRP on Discord. Idk if there’s any circumstances that don’t allow you to, but Skype is a huge turn-off and for other people I’d imagine.

 

I’ve added a discord link.

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Nation Name: The Kingdom of Five

 

BRIEF History: A simple serf after successfully pulling off a ploy during the old age of empires gained a following of families after he framed being a god during a thunder storm. During the collapse, he led five surviving families westward on a two year journey and along the way he enforced his “god-like” abilities through magic tricks he learned as a farmers hand. Upon arrival at the west coast the young man proclaimed the beginning of a Kingdom under his protection, he was crowned King Baldiff Swine and named his land the Kingdom of Five in honor of his five supporting families.

 

These loyal subjects began the basis of the caste system in the Kingdom with three families falling into the lower classes eventually breeding to the point where they outnumbered the two more fortunate families and were regulated to hard labor. The other two began to form the early traders and educational masters of the realm, they would help run the kingdom and provide essential duties to it such as leading construction efforts, fighting off banditry and helping their King expand his mind and control.

 

It has been many years since the formation of the Five, its exact date lost due to the relative stupidity of the serfdom and the constant changing of those who have knowledge. The current king is nearing the ending of his rule, his prince showing remarkable amounts of IQ is working diligently to prepare for his time to rule.

 

Nation Culture: Far-west Aros (english??)

 

Human Or Humagi (Describe Humagi): Human

 

Nation Government System: Feudal

 

Economy: 8 (60,000 Starting Gold, 11,000 Gold per turn)

 

Education: 3, the population of the Five is relatively uneducated due to the sheer greediness of the king most of the funding is placed into his coffers purely for fun.

 

Size (include rough area on map): 8, 4,500,000 Population... poor bastards. (13,500 Gold per turn.)

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Military: 1 , 2,500 Regular soldiers all poorly educated and quite dirty.

 

Mysticism: 1, the people only adore the king with him being thought of as a god, though a small cult has begun in the capital worshipping the fallen one.

 

Key Figure 1: King Leotard Swine

Key Figure 2: Prince Dakkar Swine

Key Figure 3: Duke Feobold Lokkar

 

Unique Unit: Knights of Five, incredibly heavy cavalry unit capable of smashing formations easily in their wake. Their issues really stem from the weight of their armor, it makes them impervious but almost act as elephants with almost zero ability to turn on charge.

 

Hidden Fruit: Lichi

Edited by Devland99
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4 hours ago, TankM1A2 said:

Not gonna lie, I highly highly recommend you host the FRP on Discord. Idk if there’s any circumstances that don’t allow you to, but Skype is a huge turn-off and for other people I’d imagine.

Blow it out your ass

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3 minutes ago, Zanderaw said:

Blow it out your ass

discord is superior you skype monkey

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1 minute ago, seannie said:

discord is superior you skype monkey

blow it out your ass

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Application

 

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Flag of the Empire of Bordeleaux, depicting the Great Sun

 

Nation Name: Empire of Bourdeleaux

 

 

 

BRIEF History:

The Empire of Bourdeleaux was initially comprised of several disorganized mountain tribes from the east, some centuries ago. Life in the mountains, was often cold, harsh, and unforgiving. But what remained consistent was the Sun. It rose and set everyday in a predictable manner. It provided warmth to the proto-Bourdelais tribes and allowed for crops to grow and the people to flourish. Many had become to worship the Sun, founding their faith around it. Others saw a piece of the Sun within them, and viewed it as a fatherly figure -- always watching over his children. One day, the proto-Bordelais decided to follow the sun as it traveled westward. As they reached the sea, they could go no further. Believing it to be a sign from their God, they settled down in the area along the east part of Revar’s Gulf.

 

Some years later the Sun Cult took on the name of the Church of the Sun and the religion began expanding rapidly throughout the eastern coast of Revar’s Gulf. In the face of raids from barbarian war bands, an individual known as Moravec would come to unite the tribes. Said to be a towering, charismatic individual currying the favor of the Lord of Light, he vanquished the marauders with every turn with his famed sword Dawnbringer in hand. With control firmly within his grasp, he expanded his realm in the name of the Great Sun. With each victory they would pay reverence to the Sun, owing to him all and everything. Centuries later, the Empire remains largely the same with minimal territorial shifts and acquisitions after Moravec’s conquests. When the security and stability of the realm was secured, it was said Moravec vanished with no trace, documented as disappearing into the sunset. However, he had left behind his sword and a son to lead his people, who in turn father the generations to come and all the rulers of the Bourdelais Royal Family. As the Emperor of Bourdeleaux is regarded to be a direct descendant of Moravec and  the Sun’s Chosen, he exclusively is permitted to wield the sword Dawnbringer.

 

Nation Culture:

The Bordelais live in a feudal society, with loyalty and discipline held paramount above all. They are heavily divided in terms of population. Half dwell within large, expansive cities, while the other half keep to the countryside.  However, there rarely seems to be a shortage of work. The interdependence between the urban and rural areas keeps all citizens relatively occupied. The Emperor has supreme authority, though tasks are often delegated to his myriad subordinates. Thus, the nation has deep and muddled layers of bureaucracy to it. Large swaths of land are rewarded to the Emperor’s most loyal subjects, who in turn have lesser lords under them, who in turn have peasants who pay them taxes. Having been birthed in the flames of war, the people are no stranger to rallying to clarion call of their Emperor and his subordinate lords, should the nation come under external threat.

 

Human Or Humagi (Describe Humagi):

Humagi; the people of Bourdeleaux are of a hardy, muscular stock, due to centuries of military tradition. Due to their bountiful crop yields, it is not often a Bourdelais is seen malnourished. On average the men achieve a height of 6’1, while the women reach around 5’7. Though their eye and hair colors vary, blonde hair is desired most among the nobility. Due to their deep connection with the Bright One, often referred to as the Lord of Light, or simply as the Sun, it is said that the Bourdelais feel the kindle of his warmth wherever they travel. The tongue in which they speak is hyper unintelligible to all but the most experienced and devoted linguists, sounding as an almost never ending chain of run-ons and vowels.

 

Nation Government System: Imperial Constitutional Monarchy

 

Economy: 6 (Starting Gold: 45,000, Income: 9,000)

 

Education: 2; The Bourdelais are largely uneducated save for the nobility.

 

Size (include rough area on map): 8

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Territorial extent of the Empire of Bordeleaux, 750 years after the Collapse

 

Military: 2

 

Mysticism: 2; The Church of the Great Sun is the predominant faith, dictating nearly every aspect of society.

 

 

 

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His Imperial Majesty, Adrian II of the House of de Solis

 

Key Figure 1: H.I.M. Emperor Adrian II

Key Figure 2: H.E. Archchancellor Beric Varenceour

Key Figure 3: H.E. Grand Marshal Theobold d’Onofrio

 

Unique Unit:

 

Related image

A Solar Guardsman stands watch in the center of Adrian’s Forum, Souvois

 

 

Solar Guard - clad in heavy plate armor, they are the finest of His Imperial Majesty’s Armed Forces. Their armor painted black, they are overwhelmingly adorned in solar regalia and sigils. They excel in close-in fighting, typically wielding halberds or warpicks. Their weapons are often set alight, searing flesh with each strike. However, to outsiders of their ranks, it is unknown whether this is through mundane or magical means.

 

Hidden Fruit: Lichi

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Nation Name: The Order

BRIEF History: The Order was formed 80 years ago. Before then the territory of the Order was divided amongst petty kings, fighting each other for dominance. 100 years ago the found Aerion, a former soldier formed the start of what would become the Order. Bandinng together a group of disgruntled soldiers and merchants who were tired of the constand war. Together they started a revolt in the weakest kingdom and took power there. In the subsequent years the nation which would eventually formed the order united all of the isle of Gelders. 

When the Order was formed it was built on two main branches. The Military and Economical branch. But both united by a common creed. Emphasising the need to sere the people and meritocracy as well as dedication to the cause. With the people of the order often proving themselves by extensive trials and exams. With the more important offices requiring harsher trials to achieve. 

Recently a third branch of the order was formed. The Inquisition. With them being followers of the Fallen God. Created from the distrust of magic, formed during the unfication wars. Were necromancers and Elementalists heavily damaged the order. They are dedicated to neutralizing the threat of magic and securing the nation’s safety against the gods. 

 

Nation Culture: Soceity in the order is divided into two parts. Being a direct part of the order or a civilian. The Civilians of the Order are a thrifty and cunning people. Dedicated to the pursuit of gold and profit. With the citizenry having amongst other things skilled merchants and traders. However, they also take part in other tasks to maintain the nation and make it propser. The Citizenry is also quite friendly to each other. Especially during winter time when many festivals occur with often strange but funny and fullfilling tradition.


However in contrast serving directly under the order is much more strict. With life there being very Utalitarian. With alcohol being frowned upon and hard work and trials being the keystones to succes. Furthermore, in the order and it’s several branches it preaces different duties. With the financial branch pleading the incoruptable soul and the military the trials and duties of humanity. 

Even amongst the order there is a distinction. These are between recent recuirts who still are closely connected to civilian life and veteran members. With the veteran members generally being in the minority.

Human Or Humagi (Describe Humagi): Pure Humans

Nation Government System: Oligarchic Military Order

 

Economy: (8 points) the economy of the order is extremely rich. With it’s civilians thriftiness and effective administration encouraging massive economic growth. As well as making use of it’s postion for trade and exploting the island’s resources. (+60k starting gold, + 6k gold per turn)

 

Education: (6 points) the people of the Order are well educated. With there being a vast collection of knowledge stored in the main stronghold of the order.

 

Size (include rough area on map): (4 points) The territory of the guild consists of all of the Isle of Gelder. With all of it’s lessers islands as well as it’s main one being under control of the Order. Whilst the area is not massive it is of a significant enough size and it is highly developed.

https://imgur.com/a/Y1Ap5ur

 

Military: (2 points) The military, whilst important, is not very large in size. That is mainly done in order to keep maintenance of the armed forces low. However, the forces are strong enough to defend the island from enemy forces. With there being about 5k worth of soldiers on the island. Enough to deal with local bandits as well as counter enemy landings on the shore of the isles of Gelder. 

7 units of medium infantry, 3 units of medium archers

 

Navy: (1 point) the navy is an extension of the military branch. However it mainly consists of the galley Elias named after the founder of the order. It is used to facilitate military travel between the various islands as well as to deal with any pirates who may appear. The navy is again small in size in order to not pay a large amount of maintenance.
One galley

 

Mysticism: 0, the Order is officially dedicated to the Fallen God but only truly recently. Furthermore they have no places of worship, yet. However it’s ethics are by and large already in line with the belief of the fallen god. With there being a general disdain of magic and it’s users. Though the Order is mainly focused on proteting itself from the other gods and their followers.

 

Key Figure 1:Grand Inquisitor Alva Merdiach

Key Figure 2: Grand Marshal  Maurits Drachlan

Key Figure 3: Grand Treasurer Marcus Orellius

 

Unique Unit: Battle Monks  (Heavy Infantry)

Trained from their teens until 25 years old the battle Monks are the elite of the order. They are few in numbers and adorned in heavy armor. They are through rigorous training made to fight both excellently in tandem as well as individually. With them mostly working independently until times of war. In which case they will unite into larger units to defend the Order from it’s enemies. When there is no active war the Battle Monks stay in the main headquarters and train or go onto quests as decreed by the order. Often being send out to deal with bandits or to help a village in need. Or providing protection to a merchant etc. 

 

The Battle monks are generally armed with plain plate armor as well as a thick shield. A bastard sword and a spear. Thus being able to adapt to any situation as needed.

 

Hidden fruit: Lichi

Edited by Roberik
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Nation Name: Kingdom of Fyr-Darrick

 

BRIEF History: Fyr-Darrick was nothing but a wood during the era of the Empire, the descendents of lumberjacks, huntsman and other craftsman who sought to make use of the apparent riches of the great forest. Those that stayed would find themselves changed over time, finding themselves worshipping the Elder Soul and feeling inclined to protect the woods now instead of destroying and exploiting the bounty that lay at their feet.

 

As the collapse occurred these settlers would seal themselves off completely, having had endured changes from human to humagi during this period of time they became devoted to their home. They would become the Humagi known as the Fey to outsiders, becoming incredibly long lived, youthful in vigour and appearance though can come across as savages. The Priests of the Elder Soul picked among many of the strongest warriors the individual who would become their first King and charged them with defending the Woods.

 

Since then upon the death of every King the Priests would select another among the many Princes gathered at the funeral ceremony, the Priests claiming to speak with the Elder Soul in order to select the new King, the new protector of the Green Throat.

 

Nation Culture: The people of Fyr-Darrick themselves tread the line between civilized and savage, their cities are like none other in the world being melded with the woods in order to harmoniously coexist with the wild there. Warrior culture and strength is prevalent amongst many of the populace seeing it as their duty to protect the woods from exploiters or those who would traverse it or seek to conquer it for themselves. There is an Economy though traders and merchants aren’t permitted in the woods, only allowed to do trade with agents who are allowed to conduct trade outside the Forests, typically in the the Kraeses League.

 

Human Or Humagi (Describe Humagi):Humagi, known as the Fey to outsiders for it is the only identity which they give should they venture outside of the Green Throat or those who venture in find themselves unlucky to be caught by a patrol. They are Elfen in appearance with elongated pointed ears, youthful even up until old age and incredibly long lived.

 

Nation Government System: Theocratic Monarchy

 

Economy: 4, Others want to trade with the Fey, we sometimes indulge them, sometimes not.

 

Education: 2, Religion is seen as more important in the society of Fyr-Darrick.

 

Size (include rough area on map):

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4, 2,500,000

 

Military: 6, raising an army to defend the Green Throat is seen as the utmost priority of the King and Priesthood of Fyr-Darrick. For both protecting those within the Borders and for expeditions outside into the greater Green Throat.

 

Mysticism: 4, devout worship for the Elder Soul, their patron and he who chooses their King, they must protect the forests and wild places of the world.

 

Key Figure 1: King Eonir the Great Stag

 

Key Figure 2: High Priestess Dycha

 

Key Figure 3: Prince Aeleandor the Warden

 

Unique Unit: Greenthroat Riders, Cavalry riding on enchanted Giant Elk as tough warmounts allowing for quick maneuvers and advantage when fighting in any wooded environment.


Hidden Fruit: Lichi

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