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From Ruination [FRP] [OOC]


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Nation Name:

Kingdom of Icefeld

oBEr3Wc2ELObFr9tVLjzpU1jGsOPLkK-TfWT9p9sva7M3FangcQtDHw882hNN0QjqVJBSo-n_Q7FKhHHUZb5O57ooPXa-z0ayAXhvsKP9kA3_7pCHSqzrjfS_dgZgHl2rjwXHFs5

BRIEF History:

In the year 700 the Enlightened Kingdom of Auldhau had dispatched the nation's finest craftsmen, miners and builders into the far northern ice fields above The Greenthroat. The promise of wealth abound, resources and new discoveries drove investments into the project. Originally consisting of some 20,000 men the Kingdom of Auldhau had then deported prostitutes and female criminals to the far north to make up for the lack of women in the expedition.

 

In the year 768 the final expedition departed the Kingdom of Auldhau to join their countrymen in the icefields. As the Auldhau ships departed to return to their crumbling homeland it was the last they would ever see of another nation for hundreds of years. Upon the revelation they would be on their own, the people of the Ice fields expedition turned their conflict inwards. In the early months of 769, the expedition camps along the coast were lawless. Thousands clashed in raids as groups of their own formation struggled to horde food and supplies.

 

Villages burned and what little agriculture could be sustained lay salted as groups continued to clash. In the fall of 769 however a change swept over the land. Foreman Johan Rike who’s party of 3,000 had spent the past three years prospecting the Silver Peaks mountain range to the west. Exited the snowy passes into the plains along the coast. Well fed, organized and spared from the conflict of the past year. The men of Johan Rike’s party clashed with the feuding groups and carved out a figurative line in the sand. Foreman Rike proclaimed in what is a now common call in Icefeld “We are the men of rock and of Ice.” and Johan Rike forced the population to make a choice, they could remain on the windswept, snow battered northern coast and freeze to death as winter came. Or they could join Johan and his party in the sheltered passes of the Silver Peaks, pledging their loyalty to him. While not fully known how many joined him, the historians of Icefeld estimate some 5,000 chose to freeze while the rest took shelter in the passes. Establishing the city of Kaldvask. Foreman Rike was proclaimed King of Rock and Ice in the year 770 and the House of Rike has ruled the Silver peaks ever since.

 

Nation Culture:

The Icefeldian people are proud, stubborn and strong. The harsh climate of the northern arctic has put a strong focus into the necessity of the Kingdoms needs, the four pillars of Icefeldian society are the Miners, Builders, Soldiers and the Farmers. Each of these pillars are supported by their respective guilds and led by their chiefs.  The most common and honorable pillar are the Miners, a key aspect of Icefeldian society and dating back to their original purpose of the Ice Fields Expedition centuries ago. The Miners toil away in underground tunnels, chiseling out passages and hauling raw metals and jewels out of the rock and ice. The Miners consist of, quarrymen, drillers, supply haulers, smiths, foundrymen and prospectors. Without the miners carving out new resources on a daily basis the Kingdom would’ve fallen centuries ago.

 

The Builders are considered the smartest of the four pillars and work closely with the Miners on a day to day basis. The Builders guild comprises of carpenters, stone carvers, scientists, doctors, teachers and architects. The Builders are responsible for some of the finest structures in the Kingdom such as the Redmont Stronghold, seat of House Rike. Or Ivorgord’s Foundry, the largest smeltery within the Kingdom. With Wood as scarce as it is the majority of the Kingdom is constructed of stone and iron.

 

The Soldiers are the lawmen of the Kingdom, from Palace guards to the fire brigade in small towns, these men train with sword and shield, bow and arrow to defend the Kingdom of Icefeld from any threats the King deems forefront. These men take the security of the Kingdom into their own hands on a daily basis and are considered the hardiest of the four guilds as well as the most rowdy. It is not uncommon for Lawmen to be placed in the stockades on their night off only to be released and pick up their swords in the morning to return to their patrols.

 

Finally are the Farmers, often overlooked in the annals of Icefeldian history most of the farmers stick to their own and avoid the cities and towns. The lack of arable land in the Kingdom of Icefeld has led the Farmers to develop unique ways to cultivate food and drink for their homeland. The most common are farms of mushrooms along underground river beds deep in the mountains. The guild consists of growers, lumberjacks, hunters, waterfetchers and irrigationists.

 

The Kingdom of Icefeld proudly worships the God of Creation, though he is oft’ referred to as the lord of Rock and Ice within Icefeldian literature.

 

Human Or Humagi (Describe Humagi):

Human

 

Nation Government System:

The Kingdom of Icefeld relies on a simple form of Monarchial Bureaucracy. The King which consists of the eldest Rike son descending from the legendary Johan Rike is crowned king when his father dies.  

 

There consists four main pillars of Icefeld society. The Miners, The Builders, The Soldiers and The Farmers. Each of these groups elects a Chief, and the King approves them with the help of their councillor. Upon the death of a chief the professions will reconvene for one month and elect a new chief to represent their pillar.

 

The duty of the King is to oversee the Chiefs council and administrate the Kingdom through the help of his advisors. He is responsible for directing the Chiefs with orders, as well as making and overseeing directly the laws of the Kingdom.  

 

Economy:

6 - The foundries and smithies of the Kingdom roar as they churn out weapons, jewelry and other goods to sell to nations.

 

Education:

Education is important in Icefeldian society, each boy is expected to choose for himself a job to pursue at the age of fourteen and is then sent to the respective guild for training.

5

 

Size (include rough area on map):

{5} The Kingdom of Icefeld stretches across the Silver Peaks and expands slightly along the eastern and southern coasts

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Military:

3

 

Five Companies of  medium Infantry 2,500

 

Five Companies of heavy infantry 2,500

 

Two Companies of Icefeld sappers (Light infantry) 1,000

 

Three companies of Archers 1,500

 

Mysticism:

Offerings are typically made to the God of Creation weekly to preserve the safety of the mines and pray for newfound wealth.

 

Key Figure 1:

King Havvard Rike

 

Key Figure 2:

Chief Miner Sven Wagle

 

Key Figure 3:

Chief Builder Oskar Holien

 

Key Figure 4:

Chief Soldier Mikkel Bohler

 

Key Figure 5:

Chief Farmer Olivar Slette

 

Unique Unit:

Replacing Light Infantry is the Icefeld Miners. The Icefeld Miners are some of the finest miners the Kingdom has to offer, their only difference however is they do not mine for gems or jewels, but for tunnels. The Icefeld Miners are experts in construction, mining and explosives. The Icefeld Miners stalk silently through hastily dug tunnels within the mountains and underneath the battlefields. Their expert abilities afford them a wide range of skills when it comes to asymmetrical warfare.

D4I3yUD__hLVkD9dRjA2MGkGKHMHB1lltChpktyipsrAdbAFPzyZ9hp0d33_qiwz9e_4PQzwClxaHpZ1fufPv2h0U0kEngRk49Dl2Xz324YCT8vpspzcm_Ejv44S43guQOZ-Smde

 

Hidden Fruit:

ilichi

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12 hours ago, Taketheshot said:

 

 

Nation Name:

Kingdom of Icefeld

oBEr3Wc2ELObFr9tVLjzpU1jGsOPLkK-TfWT9p9sva7M3FangcQtDHw882hNN0QjqVJBSo-n_Q7FKhHHUZb5O57ooPXa-z0ayAXhvsKP9kA3_7pCHSqzrjfS_dgZgHl2rjwXHFs5

BRIEF History:

In the year 700 the Enlightened Kingdom of Auldhau had dispatched the nation's finest craftsmen, miners and builders into the far northern ice fields above The Greenthroat. The promise of wealth abound, resources and new discoveries drove investments into the project. Originally consisting of some 20,000 men the Kingdom of Auldhau had then deported prostitutes and female criminals to the far north to make up for the lack of women in the expedition.

 

In the year 768 the final expedition departed the Kingdom of Auldhau to join their countrymen in the icefields. As the Auldhau ships departed to return to their crumbling homeland it was the last they would ever see of another nation for hundreds of years. Upon the revelation they would be on their own, the people of the Ice fields expedition turned their conflict inwards. In the early months of 769, the expedition camps along the coast were lawless. Thousands clashed in raids as groups of their own formation struggled to horde food and supplies.

 

Villages burned and what little agriculture could be sustained lay salted as groups continued to clash. In the fall of 769 however a change swept over the land. Foreman Johan Rike who’s party of 3,000 had spent the past three years prospecting the Silver Peaks mountain range to the west. Exited the snowy passes into the plains along the coast. Well fed, organized and spared from the conflict of the past year. The men of Johan Rike’s party clashed with the feuding groups and carved out a figurative line in the sand. Foreman Rike proclaimed in what is a now common call in Icefeld “We are the men of rock and of Ice.” and Johan Rike forced the population to make a choice, they could remain on the windswept, snow battered northern coast and freeze to death as winter came. Or they could join Johan and his party in the sheltered passes of the Silver Peaks, pledging their loyalty to him. While not fully known how many joined him, the historians of Icefeld estimate some 5,000 chose to freeze while the rest took shelter in the passes. Establishing the city of Kaldvask. Foreman Rike was proclaimed King of Rock and Ice in the year 770 and the House of Rike has ruled the Silver peaks ever since.

 

Nation Culture:

The Icefeldian people are proud, stubborn and strong. The harsh climate of the northern arctic has put a strong focus into the necessity of the Kingdoms needs, the four pillars of Icefeldian society are the Miners, Builders, Soldiers and the Farmers. Each of these pillars are supported by their respective guilds and led by their chiefs.  The most common and honorable pillar are the Miners, a key aspect of Icefeldian society and dating back to their original purpose of the Ice Fields Expedition centuries ago. The Miners toil away in underground tunnels, chiseling out passages and hauling raw metals and jewels out of the rock and ice. The Miners consist of, quarrymen, drillers, supply haulers, smiths, foundrymen and prospectors. Without the miners carving out new resources on a daily basis the Kingdom would’ve fallen centuries ago.

 

The Builders are considered the smartest of the four pillars and work closely with the Miners on a day to day basis. The Builders guild comprises of carpenters, stone carvers, scientists, doctors, teachers and architects. The Builders are responsible for some of the finest structures in the Kingdom such as the Redmont Stronghold, seat of House Rike. Or Ivorgord’s Foundry, the largest smeltery within the Kingdom. With Wood as scarce as it is the majority of the Kingdom is constructed of stone and iron.

 

The Soldiers are the lawmen of the Kingdom, from Palace guards to the fire brigade in small towns, these men train with sword and shield, bow and arrow to defend the Kingdom of Icefeld from any threats the King deems forefront. These men take the security of the Kingdom into their own hands on a daily basis and are considered the hardiest of the four guilds as well as the most rowdy. It is not uncommon for Lawmen to be placed in the stockades on their night off only to be released and pick up their swords in the morning to return to their patrols.

 

Finally are the Farmers, often overlooked in the annals of Icefeldian history most of the farmers stick to their own and avoid the cities and towns. The lack of arable land in the Kingdom of Icefeld has led the Farmers to develop unique ways to cultivate food and drink for their homeland. The most common are farms of mushrooms along underground river beds deep in the mountains. The guild consists of growers, lumberjacks, hunters, waterfetchers and irrigationists.

 

The Kingdom of Icefeld proudly worships the God of Creation, though he is oft’ referred to as the lord of Rock and Ice within Icefeldian literature.

 

Human Or Humagi (Describe Humagi):

Human

 

Nation Government System:

The Kingdom of Icefeld relies on a simple form of Monarchial Bureaucracy. The King which consists of the eldest Rike son descending from the legendary Johan Rike is crowned king when his father dies.  

 

There consists four main pillars of Icefeld society. The Miners, The Builders, The Soldiers and The Farmers. Each of these groups elects a Chief, and the King approves them with the help of their councillor. Upon the death of a chief the professions will reconvene for one month and elect a new chief to represent their pillar.

 

The duty of the King is to oversee the Chiefs council and administrate the Kingdom through the help of his advisors. He is responsible for directing the Chiefs with orders, as well as making and overseeing directly the laws of the Kingdom.  

 

Economy:

6 - The foundries and smithies of the Kingdom roar as they churn out weapons, jewelry and other goods to sell to nations.

 

Education:

Education is important in Icefeldian society, each boy is expected to choose for himself a job to pursue at the age of fourteen and is then sent to the respective guild for training.

5

 

Size (include rough area on map):

{5} The Kingdom of Icefeld stretches across the Silver Peaks and expands slightly along the eastern and southern coasts

C0uJYuWQw2WOZLJXukf_65Ut9gM6881JFCf853rRvXqRSFLCMQwkKR1tcvCkXSFhC79Xa7rUQ7TEzr722seYZYGz4ZwUCJm8aDKWUdzajp080ShjZjkeGD1Bw8odsAYqwxE3MvTE

Military:

3

 

Five Companies of  medium Infantry 2,500

 

Five Companies of heavy infantry 2,500

 

Two Companies of Icefeld sappers (Light infantry) 1,000

 

Three companies of Archers 1,500

 

Mysticism:

Offerings are typically made to the God of Creation weekly to preserve the safety of the mines and pray for newfound wealth.

 

Key Figure 1:

King Havvard Rike

 

Key Figure 2:

Chief Miner Sven Wagle

 

Key Figure 3:

Chief Builder Oskar Holien

 

Key Figure 4:

Chief Soldier Mikkel Bohler

 

Key Figure 5:

Chief Farmer Olivar Slette

 

Unique Unit:

Replacing Light Infantry is the Icefeld Miners. The Icefeld Miners are some of the finest miners the Kingdom has to offer, their only difference however is they do not mine for gems or jewels, but for tunnels. The Icefeld Miners are experts in construction, mining and explosives. The Icefeld Miners stalk silently through hastily dug tunnels within the mountains and underneath the battlefields. Their expert abilities afford them a wide range of skills when it comes to asymmetrical warfare.

D4I3yUD__hLVkD9dRjA2MGkGKHMHB1lltChpktyipsrAdbAFPzyZ9hp0d33_qiwz9e_4PQzwClxaHpZ1fufPv2h0U0kEngRk49Dl2Xz324YCT8vpspzcm_Ejv44S43guQOZ-Smde

 

Hidden Fruit:

ilichi

 

Accepted.

 

But you cannot start with heavy infantry, it must be researched. 

 

Explosives are also not a thing in this frp. 

 

You will also need to iron out a national idea and a second unique, at your own leisure.

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Open to one person applying. God of Magic only. Don’t apply if you have no interest in that vein of roleplay.

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Note: Ignore, Just read the above post 

 

Spoiler

 

Nation Name: Dwarven Kingdom of Ulmar

Use links below to save image.

 

BRIEF History:

Founded under King Baldir Vulnur I in the early ages, in the beginning after a short age of conflict between various smaller communities of dwarves. Baldir would be the first to propose a united Dwarven Community that later was named Ulmar, after the great mountain ranges that they called home before the unification.

 

In the beginning of the fledgling Kingdom, the King was the one who held most of the power in decision making of the Kingdom though as the population  grew and their issues grew even more numerous; Baldir before his passing decided to officially set up the council of four who would be put in charge of handling sections of the economy thus reducing the strain on the future King’s so that they can focus on keeping the Kingdom stable. In the earliest years of this system of government it was infested with signs of corruption until some fail safes were put in place, mostly so that people that worked under the designated leaders could voice their concerns to the King himself and potentially remove them from office.

 

Now in the recent years and after the recent coronation of King Agmar Vulnur II, the government had finally reached a fairly stable point in their history and the Kingdom itself was in a better position to expand it influence and grow in strength and power.

Nation Culture:

Human Or Humagi (Describe Humagi):

 

 

 

Race: Dwarves

Description: A short and stout race of muscly humanoids, these dwarves show a slight resemblance to simple humans however the major differences would be their naturally shorter height - measuring in at a maximum height of 4ft though the average height was around roughly 3’6ish. They would also be built much stronger than the average human granting them easier usage of heavier equipment and tools without getting fatigued too quickly like normal humans.

Nation Government System:

Meritocracy Monarchy

Economy: 6

  • Income: 6 (6,000 Gold Per Turn - 3,000 Military Upkeep)

  • Treasury: 45,000

Education: 5

Dwarves are fairly communal in nature in Ulmar with the idea that every dwarf should be given the privilege of education at least to bare minimum, each and every dwarf being given the basic education before being tested on their skills then shipped off to more specialized training that they either desire or are good at.

Size (include rough area on map): 3

https://gyazo.com/0177bdf69137dda4815040751fef4ff9

Military: 4

Navy: Nothing but merchant ships if even that.

Army:

Total: 10,000

Upkeep: 3,000

  • One Unit(500) Medium Dwarven Infantry:

  • One Unit(500) Medium Dwarven Infantry:

  • One Unit(500) Medium Dwarven Infantry:

  • One Unit(500) Medium Dwarven Infantry:

  • One Unit(500) Medium Dwarven Infantry:

  • One Unit(500) Medium Dwarven Infantry:

  • One Unit(500) Medium Dwarven Infantry:

  • One Unit(500) Medium Dwarven Infantry:

  • One Unit(500) Medium Dwarven Infantry:

  • One Unit(500) Medium Dwarven Infantry:

  • One Unit(500) Medium Dwarven Archers:

  • One Unit(500) Medium Dwarven Archers:

  • One Unit(500) Medium Dwarven Archers:

  • One Unit(500) Medium Dwarven Archers:

  • One Unit(500) Medium Dwarven Archers:

  • One Unit(500) Medium Dwarven Archers:

  • One Unit(500) Medium Dwarven Archers:

  • One Unit(500) Medium Dwarven Archers:

  • One Unit(500) Medium Dwarven Archers:

  • One Unit(500) Medium Dwarven Archers:

(Correct me if im wrong, im still a little unsure if I did the Military correctly

Mysticism: 2

Key Figure 1: King Agmar Vulnur

Key Figure 2: General Hormun Ulthrin

Key Figure 3: Head Miner Rilmic Ralnus

Key Figure 4: Head Merchant Grimm Hilmar

Key Figure 5: Head Farmer Tulnir Rivas

Key Figure 6: Scribe Master Thoryk Adyl

 

Unique Unit: Dwarven Greybeards – Made up of the most well trained and bloodied group of Dwarves, the Greybeards are characterized by their longer then average beards adorned with things to make them look better – typically gems or minerals. These units typically wield something much like the Dwarven Hammerer’s with much deadlier precision, the weapons themselves modified to become a bit better. (Classifed as Heavy Infantry)

Hidden Fruit: lichi

 

Edited by DuskZone
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Nation Name: Antigonid Dynasty

 

BRIEF History:

Following the collapse of the ancient Empires, now long dead and forgotten, the people of Naros were scattered to the wind. Millenia of chaos, lawlessness, and disorder blanketed the realms of men. During the collapse and civil war the tales say Philip Antigos I, a man of low noble birth was exiled from Naros with a company of only several hundred followers after a decisive defeat in battle. Philip, and to an extent the House Antigos was a peculiar entity, nobility of a godless empire who found themselves devoted to the God of Magic, more commonly refered to as Helios

 

Fleeing the mainland with his family histories and records, several ships, and all the men still loyal to his banner, he and his ancestors were reduced to a traveling band of sellswords and merchants. Traveling the globe, selling wares, gathering knowledge, fighting wars, and maintaining the Antigonid dynasty for millenia.

 

In recent years, with Kingdoms and crowns sprouting up all over the mainland, Aegos VII, an ambitious and bright young man; and current head of the dynasty sees the time to reclaim the lost glories of the ancient empires now more than ever.

 

Months of preparation and planning culminated in the return of the Antigonid dynasty to the mainland. Sworn & loyal swords, and an array of nobles loyal to House Antigos led by the young monarch, and transported by sell sails, paid merchant vessels, and what ships the dynasty did have finally hit the beaches. A surprising and well planned assault on the foreign city quickly rooted the defenders out of their walls, towers, and keep. Shortly after the fall of the city, Aegos VII was proclaimed a King while the local nobility swore fealty. A foothold secured, The Reconquest had begun.

 

Nation Culture:

The culture of Aegos’s followers is mixed at best, and difficult to describe. The core of the Dynasty’s leadership practices far older and much more noble cultures, speaking in a much more educated and noble dialects. The culture is assorted, with individuals from all over the globe. More uniform in the newly conquered territories. Antigonid nobles, upperclassmen, and merchants often dress in bright and exotic colors, with elegant patterns and designs. While the common folk wear simpler drabs. Though Antigonid nobility and the upper class typically worship Helios (God of Magic), the peasantry and the common folk of the newly conquered territories find themselves worshiping a variety of gods.

 

Human Or Humagi (Describe Humagi):

Humans

Nation Government System:

Feudal Society

Economy: 7

(10,000 gold per turn)

(52,500 starting gold)

Education: 6

Size (include rough area on map): 1

[Disregard the Island if need be]
p31vfjku0FEWk2Mr5wK5ISetluyOLStTfasyxR8bgmUf8OtlxOIhapicQv-tF84up9H6kW8-di9CyiWMKsPXHnu8NDYwwzxqqQGyUE3vM4WqYt_JYY4sxARd12Z3OmocfBJcch9k

 

Military: 5

9,000 Medium Infantrymen

2,000 Medium Cavalrymen 

1,000 Light Infantrymen

500 Medium archers

Mysticism: 2 (God of Magic)

Key Figure 1: King Aegos Antigos VII

Key Figure 2: Strategos Lord Montfort Illius, first advisor to the King, and chief general of his armies

Key Figure 3: Lord-Governor Ser Aemon Royce

Unique Unit: Sworn Swords, special Heavy Infantry. Loyal fighters who excel in formed combat, proficient in the use of Halberds & Pikes, carries a stout shield and sword as well. Extremely disciplined and sworn to the service of the King, most would rather die before breaking in battle.

Hidden Fruit: Lichi

Edited by Krefarus
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On 4/23/2019 at 9:22 PM, Krefarus said:

Nation Name: Antigonid Dynasty

 

BRIEF History:

Following the collapse of the ancient Empires, now long dead and forgotten, the people of Naros were scattered to the wind. Millenia of chaos, lawlessness, and disorder blanketed the realms of men. During the collapse and civil war the tales say Philip Antigos I, a man of low noble birth was exiled from Naros with a company of only several hundred followers after a decisive defeat in battle. Philip, and to an extent the House Antigos was a peculiar entity, nobility of a godless empire who found themselves devoted to the God of Magic, more commonly refered to as Helios

 

Fleeing the mainland with his family histories and records, several ships, and all the men still loyal to his banner, he and his ancestors were reduced to a traveling band of sellswords and merchants. Traveling the globe, selling wares, gathering knowledge, fighting wars, and maintaining the Antigonid dynasty for millenia.

 

In recent years, with Kingdoms and crowns sprouting up all over the mainland, Aegos VII, an ambitious and bright young man; and current head of the dynasty sees the time to reclaim the lost glories of the ancient empires now more than ever.

 

Months of preparation and planning culminated in the return of the Antigonid dynasty to the mainland. Sworn & loyal swords, and an array of nobles loyal to House Antigos led by the young monarch, and transported by sell sails, paid merchant vessels, and what ships the dynasty did have finally hit the beaches. A surprising and well planned assault on the foreign city quickly rooted the defenders out of their walls, towers, and keep. Shortly after the fall of the city, Aegos VII was proclaimed a King while the local nobility swore fealty. A foothold secured, The Reconquest had begun.

 

Nation Culture:

The culture of Aegos’s followers is mixed at best, and difficult to describe. The core of the Dynasty’s leadership practices far older and much more noble cultures, speaking in a much more educated and noble dialects. The culture is assorted, with individuals from all over the globe. More uniform in the newly conquered territories. Antigonid nobles, upperclassmen, and merchants often dress in bright and exotic colors, with elegant patterns and designs. While the common folk wear simpler drabs. Though Antigonid nobility and the upper class typically worship Helios (God of Magic), the peasantry and the common folk of the newly conquered territories find themselves worshiping a variety of gods.

 

Human Or Humagi (Describe Humagi):

Humans

Nation Government System:

Feudal Society

Economy: 7

(10,000 gold per turn)

(52,500 starting gold)

Education: 6

Size (include rough area on map): 1

[Disregard the Island if need be]
p31vfjku0FEWk2Mr5wK5ISetluyOLStTfasyxR8bgmUf8OtlxOIhapicQv-tF84up9H6kW8-di9CyiWMKsPXHnu8NDYwwzxqqQGyUE3vM4WqYt_JYY4sxARd12Z3OmocfBJcch9k

 

Military: 5

9,000 Medium Infantrymen

2,000 Medium Cavalrymen 

1,000 Light Infantrymen

500 Medium archers

Mysticism: 2 (God of Magic)

Key Figure 1: King Aegos Antigos VII

Key Figure 2: Strategos Lord Montfort Illius, first advisor to the King, and chief general of his armies

Key Figure 3: Lord-Governor Ser Aemon Royce

Unique Unit: Sworn Swords, special Heavy Infantry. Loyal fighters who excel in formed combat, proficient in the use of Halberds & Pikes, carries a stout shield and sword as well. Extremely disciplined and sworn to the service of the King, most would rather die before breaking in battle.

Hidden Fruit: Lichi

 

Accepted

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Nation Name: The Princedoms of Volarucio

BRIEF History: Even in the days of the old Symon Empire, Volarucio was a troublesome land, prone to infighting and dissent. This, in turn, led to the installment of major garrisons throughout the region, used primarily to bring some semblance of order when blood feuds raged. This policy, however, had the unfortunate effect of focusing the eyes of the Volaruci on what they would consider to be their common foe. Over time, dissent became full fledged rebellion, but treachery and deceit often led to the collapse of these coalitions, sometimes even as battles were being fought. By the time of the fall, the Princes hated each other so blindly that they spent several centuries as a series of fragmented fiefdoms, often sending thousands of men to die over a few miles of disputed ground.

 

Eventually, a tyrant came to power in Toulagoza. By pike and sword he forged a single entity out of the Princes, and by the end of his life he was close to attaining a crown. Unfortunately for Augustine I, the only thing more abhorrent to the Princes than each other was the prospect of a permanent and constant source of royal authority, and the Prince Agostin I quickly found himself murdered by his rivals, his control floundering upon his death and the Princes once again resorting to their dissatisfied ways.

 

This was a trend that would continue for centuries – Princes fought to bind the others to their will, and their hegemony collapsed upon their death. So turbulent were these conflicts that the Volarucio didn’t have a nominal leader for nearly a hundred years, until Augustine III bound the lesser princes to his will. Prince Agostin III de Toulagoza spent nearly a full decade in constant campaign to cement his authority, and for the first time in centuries, Volarucio is truly at peace, held in that peace by the iron force of Agostin’s will. However, the Prince is not totally secure in his position, and he will have to direct the Princes and their regiments outwards, should he wish to prevent them from falling to their old habits.

 

 

Nation Culture: Volarucio is a fragmented land, ruled by thousands of princes, dukes, counts and knights. While great wealth is present in her master tradesmen, the nobles of the Princedoms enjoy cruelly fighting each other to further their place in society. Worse of all are the princes, who continuously bicker over which of them should be the premier of the Volaruci. A strong man, a man like Augustine III, can force the Princes to do his will, however, and a united Volarucio is a fierce beast indeed.

Human Or Humagi (Describe Humagi): Human

Nation Government System: Feudal, a series of Princes, Dukes and Counts loosely sworn to the Prince of Toulagoza.

 

Economy: 8

The Princes of Volarucio pride themselves on their wealth, each accumulating vast sums of gold – both legally and illegally – in order to allow themselves to outdo each of their rivals. While this could be considered wasteful, it serves to circulate large amounts of gold back into the economy – Volarucian craftsmen are masterful, but masters are expensive. Eventually, this gold always comes back into the hand of the Prince of Toulagoza, providing him ample funds with which to govern his realm.

60’000 Starting Gold, 11’000 income

 

Education: 3

Any man with a desire to read and write can do so, provided they have the coinage in their pocket to pay for it. Money is the only block on education in Valorucio, and many are wealthy enough to have their children learn some letters. 

Size (include rough area on map): 5

From_Ruination_Map_skyborders.png

Capital: Toulagoza 

City 1: Grandiz 

Fortress: Castill de Ronbarra

3 million starting population

 

Military: 4

Arms plays a central role in the interactions of the Princedoms – Princes spend huge sums of coin outfitting regiments, often to use against each other as often as against foreign nations. This has led to Volarucio becoming a fairly militant society, where a sword is a common object to see in a man’s hand.

4’000 Medium Infantry

2’000 Medium Archers

3’000 Medium Cavalry

1’000 Light Cavalry

Mysticism: 1

 

Gods occupy a place of little importance in the hearts of most Volaruci – worship is a private thing, best kept to one’s self, lest you be ridiculed for it. What worship that does happen, however, is usually given to Fabricanez, God of Creation.

 

Key Figure 1: Agostin Tamayo de Hontiveros, Prince de Toulagoza. Also known as Augustine III de Toulagoza. Of the House of Hontiveros.

Key Figure 2: Ramon de Rebolledo, Prince de Grandiz. Also known as Ramon I de Grandiz. Of the House of Rebolledo.

Key Figure 3: Beltran Galas de Andino, Prince de Ronbarra. Also known as Beltran IV de Ronbarra. Of the House of Andino.

 

Unique Unit 1: The Volarucian Tercio. 

Regiments in service to their princes, made up of pikemen, swordsmen and archers. Highly disciplined, well trained and well equipped, the Tercios are the pride of Volarucio, and the Princes consider them to be among the finest foot in the world.

(Med Infantry/Archers – Replace)

 

Unique Unit 2: Household Knights

Heavily armoured knights, sworn in service to their respective princes. Dressed in full plate, these men are exceptional both on the back of a horse and on foot.

(Heavy Cavalry/Heavy Infantry – Special – Can Dismount)

 

National Idea: The Militant Princedoms

Increased unique unit cap.

Hidden Fruit: Lichi

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Nation Name:

The Morning Kingdom

 

Brief History:

From the distant Xian Kingdom, the esteemed general and noble Guan Yu was cast out after announcing his becoming a follower of the the Lord and the Lady. Followed by his family and a fair number of retainers, allies, and missionaries they set upon a decades-long exodus across Aros and Naros in search of a new home. As they travelled, the group began to take on a more zealous character, their view of themselves transforming from simple exiles to a chosen people in search of a promised land to make the foundation for a Kingdom of the Divine Pair on earth. 

 

Eventually they came to the very east of Naros, and saw they could go no further. Guan Yu and his host initially felt shock and sorrow that they had not found their home, disbelief that the promises had not been upheld. For 40 days and 40 nights, the group camped and collectively languished over their cruel fate. As time passed, however, Guan Yu noticed the plight of the local people of Naros’ far east. Many too found themselves without a kingdom to call their own, masses of people exiled by famine, conflict, and chaos. It became clear – his was not a promised land, but a promised people.

 

Through his statesmanship and strategic skill, Guan Yu gradually set about bringing these exile peoples together. Most came from the desert to the south, many others were simply looking for better fortune. His camp grew and grew, and eventually came to rule over others too. In a few short years Guan Yu’s new base was transformed from a town of tents to a small city filled with people from all over the East Coast. 

 

Conflict between these groups soon arose, however. Within and between the settlements Guan Yu now ruled over, the varying groups frequently came to blows. While the Great General would almost always be able to resolve these petty squabbles with his personal intervention, he knew a long-term solution would be sought. 


And so the former Xian noble declared the Morning Kingdom, the newborn realm in the far east, with its capital atop the crypt-city of Cairn, now called Liangjing. Many of his friends from Xian were placed in positions of power, nobles and bureaucrats who would ensure his ultimate goal could be completed. This was the melding of these disparate peoples into a singular unit, united by Guan Yu and pseudo-Xian culture and blessed by the Lord and the Lady, who advocated unity and justice. Many heard of the new kingdom and yet more people came to share in the promise of the Morning.

 

Soon though, the great Guan Yu passed in his sleep, beloved by his new people. He conferred rulership of the Morning Kingdom on to his second son, Guan Liang. His reign was at first wobbly, as many had foreseen, but was able to earn the respect of both the people and the nobles after seizing the land of the nearby mercenary Order after their mainland holdings rebelled. The Bloated Throats the west have sent more people flowing into the Kingdom, but also presents an existential threat to the Nascent Morning. 

 

Nation Culture:

Human, Many ethnic groups united by pseudo-Xian culture and Lord/Lady worship, with Xian exile ruling caste

 

Nation Government System:

imperial dynastic theocratic monarchy

 

Stats:

Economy: 1 

Education: 3

Size: E I G H T

Military: 4

Mysticism: 4

 

Key Figure 1:

Morning King, Guan Liang

Key Figure 2:

High Priest Yang Fuzi

Key Figure 3:

General Guan Zheng

 

Unique Unit: 

“Zhizhou Gou”

Spider War Dogs

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“Tianguo Hengfu”

Heavenly Banners

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Hidden Fruit: lichi these nuts

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25 minutes ago, hellfiazz said:

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Hidden Fruit: lichi these nuts

 

Accepted

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