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Cataclysm [OOC]


Krefarus
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Long has it been since the Legions of Atem have swept across the realms of the Far East. From the Gray mountains to the Dnedic Coast, they leveled every fortress, besieged every city, salted every land which dared to resist. Upon the fields of Mercath, where Prince Orin fell, the final embers of resistance were extinguished.

But behind conquest’s iron boot, came civilization the likes of which had never graced the Far East before. Great roads, monolithic temples, and sprawling libraries took root, spreading rapidly across the region. Yet in adherence to the laws of the universe, nothing is destined to last forever. The rule of Atem, like all things, crumbled beneath the weight of its own power. Hundreds of years of conquest, washed away in mere decades.

That which exists now is naught but a shadow of what once was, marauding warlords, jockeying for power over the decaying corpse of an empire. New states and peoples, long since oppressed, enslaved or, perhaps in positions of power, the sole guides of their own destiny. Upon which paths they will tread, none can say…


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Relevant Links:
Restricted Spawning Area
Rules


Setting

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Ater: The far east, a continent as old as the mantle itself, as long as history has existed, so too has Ater. Home to staggering wealth, vast empires, and countless points of interest. Though it may be home to many millions, great secrets still remain to be unlocked. The far east is best described as temperate, many regions benefit from long summers, others, harsh winters, though most of it is habitable to some degree.

Technology: The golden age of technology and science has long since past, its innovations faded into obscurity, though its remnants still remain scattered across the vast continent. The inhabitants battle with spear and shield as they have since the beginning of time.

Magic: A wild, untamed, and barely understood art. Very few are blessed with the ability to tap into the mysterious force known as magik, and even fewer to spend countless years studying and perfecting such a practice. As old as the mantle itself magik, though powerful, is unpredictable and above all else, dangerous. Unexpected outcomes are an ever present reality.

Food Nodes: Scattered across the map are numerous nodes, represented by a simple black dot. These nodes represent the land’s fertility and the population it is capable of supporting. Such nodes can be portrayed as anything from livestock, to sprawling fields, or large fishing industries.

Points of Interest: Denoted on the map with a black-red dot, Points of interest represent a large variety of things, such as ruins, geographical wonders, great buildings, etc. Many of these locations are treacherous, others may provide great boons. These will be hidden during the application phase, as to not influence decisions.

Humanity: The most plentiful race by far. Men have existed for as long as time itself, and populate nearly every corner of the world, including Ater. However, the origins of these peoples are ancient and how they are affected by the great passing of time is unknown. Variations of the standard man are known to exist, and inhabit several sections of the continent.

Characters: Unlike other RPs, you will have 12 starting points to assign to your characters in one of the five categories: Leadership, Martial Skill, Charisma, Arcane Skill, & Agility. Throughout the course of the rp, these individual skills can improve.

 



Nation Customization

 


Races:
 

Humans: Unaltered by the forces of magik, these humans are plentiful across the sphere.
Traits:
-Obtain an additional point to add to point allocations
-Characters begin with a base of 1 point in Martial Skill

Deviants: Changed by the great passing of time, or perhaps the forces of magik, these races, though once human are human no longer. My favorite color is white. These deviants vary wildly depending on the landscape in which they live or the communities they dwell within.
Traits:
-Characters begin with a base of 1 point in Arcane Skill
-A racial trait of your choice, to be discussed with the moderator

Categories:
Please visit the rules sheet for a more in depth description of these categories and the bonuses associated. These categories have more than a mechanical affect, for example, a Military 10 nation’s army will be far more organized than a Military 0. You have 30 points to distribute between all these categories, a maximum of 10 points can be invested in size and economy collectively.

Loyalty
Magical Knowledge
Technological Expertise
Size
Economy
Sea-Faring
Military

 


Application:
15 spots available. No reservations, I judge based on application quality.


Discord Name;

Nation Name:

Government Type:
Magic Type:

Leader:

Culture: 

History:

Groups or places of interest:

Key Figures (3 people with points):

Point Distribution:

Nat Idea:

Unique Units (3):

Starting Location:
What is my Favorite color?:

Edited by Krefarus
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Nation Name: Crimson Order of Schwarzburg-Sondershausen

 

Government Type: “Oligarchy” [Various Free Company leaders rule jointly in the former Atemic Province]

 

Leader: Eckhardt Jurgen Von Stoltenburg

 

Culture:  HUMAN. Mainly Atemic/Antramar. 

 

History: The lands of the Company once not been as fertile in the large swathes of field. The people who lived here had peaceful and mundane lives. They were close to the heartlands of the Atemic Empire itself. Also near was the sturdy Antramar and the Imperial people predating them. The land straddles the vital entrance to the Gulf itself. They are the crossroads between two major culture groups, and foreign trade. This led to a very tangible increase in importance to the place.

 

As the Empire began to rot at the foundations, cracks were becoming very apparent. However so close, the people stayed largely loyal. But as always the case, the peasants were not the ones to worry about. Several Imperial and Antramar Generals saw the massive opportunity in this peninsula. The people were docile, populous, and rich. In a final messy break from the Empire, the Lindenbaum civil war begins.

 

Leading entire legions into the land, the various Generals no better than War-Lords begin to clash. Entire armies and mage schools massacre each other on the battlefields, in the pursuit of this land. And this is when the fields truly begin to grow fertile. From countless amounts of blood being spilled in the same cursed fields. As the years drudged on more and more death greeted the land. A terrible cycle of rising to power and falling greeted most Generals. This was not a land of politics, every dispute being solved by force.

 

As the second decade comes and goes, the nature of this peninsula has changed entirely. No more can one live in peace, and security. Now if one could not fight, they were dead or tilling soil. The Generals and their massive armies died off one by one. And yet the bloodshed kept rolling on. Smaller and smaller factions broke down, city states even forming. The most notable mark of all this was one thing. The rise of the Free Companies.

 

Many of the natives did not have any military power, but they did have gold. As entire Legions poured in, they could not compete. As the decades drug on, even Generals require hired arms. Various bands rose and fell just like everyone else. But through the blood entire Bands of men were hardened into elite mercenaries. The men leading them and the companies themselves began to gain massive influence. Recruits flooded in, sick of fighting for Imperial or Antramar War-Lords.

 

And as this new age dawns, so too does a new start. Eckhardt Jurgen Von Stoltenburg joins a famous Free Company of the time. Barely twelve, the Company took him on as a cooks assistant. By now chaos in the land and Free Companies roamed as entire new armies for sale. But some Free Companies in particular begin to rise from their peers. Several notorious Generals and their Companies begin to form more and more deals. Politics was a dangerous thing, but these deals showed it could be done. 

 

As time drags on the Mercenary Companies begin forming into a Pact of like minded companies. They begin to rebuild, and tap into the old wealth and people of the land. For forty years war was always a constant. But the Free Companies had secured an uneasy peace between all of them. By this time the hero Jurgen Von Stoltenburg had risen from cook to a Captain of his own Company. The Black Guard had formed a massively brutal reputation. Jurgen and his men were elite troops, ready for anything. 

 

They were one of the first to pledge to the Crimson Order. Jurgen was a shrewd man, and saw the power in this. Instead of being hired by petty Lords and Generals, they could look outward. More and more the Crimson Order is pointed towards the outside world.

 

Groups of interest: ‘The Black Guard’ The personal Free Company to General Jurgen, and his staff. They are elite mercenaires dedicated to pure discipline and loyalty. During the civil war this meant they were asked to do the blackest of jobs to guard their Owners. This led to their name, and devastating reputation. Many were known to consider themselves dead if they faced the Black Guard across the line of battle. 

 

‘Long Spears’ One of the chief Free Companies of a long standing reputation. These Generals and their men date back to times when the Order was in the Empire. This Company employs a large amount of the Orders famous Schwertkämpfer.

 

[More Free Companies to come]

 

Places of Interest; Wulff Swamps. A marshy area around the capital, full of beast and disease. It offers natural land protection, and even has fertile patches of swamp. Many also travel far into the depths of the swamp for infamous bog silk.

 

Key Figures (3 people with points):

 

Eckhardt Jurgen Von Stoltenburg Leadership – 6, Charisma – 6

Leader of the Black Guard, Elected representative of the Crimson Order.

 

Albanus Sacerdos Arcane Skill – 12

Master Rune-Smith of the Order, and a man highly steeped in Runemancy and magic. He is immensely respected amongst the Free Companies, making sure they are all well equipped.

 

Wilfried Lichtenfels Leadership – 5 Martial Skill – 5 Agility – 2

Leader of the Long Spears, and Marshal of the Pact. An honor ensuring he runs the day to day dealings of the Free Companies. His men chiefly are now being prepared for foreign mercenary service.

 

Point Distribution: Size 10, Tech 10, Military 10, Loyalty 1

 

Military - 10 Spending Points

500 Medium Cavalry - 1

250 Sturm-Reiters – 1

 3,000 Free Company Infantry - 6

1,000 Archers - 2

 

Runemancy Magic

T1 Spell; “Order’s Blessing” 

A simple Rune of sharpness applied to a soldier's blade. The Rune made by a Mage while able to imbue its power in a decent amount of blades, last for a short length of time when used in combat. [Temporarily Makes 2 melee Units worth of weapons +.5 Tier above it’s Weapon Strength before needing to be recharged. Mages can bless 2 Units a turn]

 

T1 Spell; “Concentrated Power”

During the process of making armor for the mercenaries, a Runesmith Mage is employed to help his lessers. As they make the armor he inscripes dozens of ruins across the plate. These are all for decoration, but also around a focal point of the true Rune. This particular one merges with the armor and whoever wears it. [While it’s bearer has enough energy to spare, the armor is +.5 Tier. Mages can inscribe 1 units worth a turn]

 

T2 Spell; “Lindenbaum”

A Combat Rune meant to be used while in battle offensively. This Rune once inscribed onto a casters hand and filled with a mages power, turns into  a large burst of energy guided by the mage that then explodes into a big shock wave. Meant to disrupt and shatter formations with the energy shock from the Runemagic energy releasing. 


 

Nat Idea: “Forgemasters” Armor and Weapons act .25 Tier above their status. Additionally every 3 million pop a set of ‘Seelenrüstung Armor and Seelenklinge Blade’ can be forged for the price of 1 Mage, 1 Adept. This Suit of Armor and Blade is forged to boost a man's prowess in battle to unheard of heights. It is inscribed with Runes unique to the Order Alone, that empowers the Armor and Blade to be far above ordinary heights. 

 

Seelenrüstung Armor - A suit of the best armor available, hand crafted by Runesmith Mages and Adepts for the best results possible. It is then inscribed with Runes unique to the Order. The four primary Runes are what makes the armor so powerful. The first three enhance the bearer, providing strength, speed, and dexterity. 

While the fourth, and the one Unique to the Order, is what enhances the armor. It binds the soul of it’s wearer to the armor. It imbues the armor with Runic power, that hardens the Steel while keeping it’s regular weight. The Run will consider the Armor as jointed, and work to protect and even repair parts of itself that are damaged. 

 

Seelenklinge Blade - No two blades are the same, but all Seelenklinge blades cut easily through most inanimate matter, so long as the Blade is kept in motion. They do not cut living flesh; instead the metal fuzzes as it passes through, killing without leaving a mark or spilling blood. It was said that blades sever the soul itself, the only indication of death being that the victim's eyes burn out. Any part of the body that is cut dies instantly. If the Blade touches a man's spine, he dies, eyes burning. If it cuts through the core of a limb it effectively kills that limb, rendering it permanently limp, numb, and useless.

 

The Runes bound to this blade are various, all adding strength and energy to these usually massive blades. The Unique Order Rune also binds this blade to it’s owners soul. 


 

Unique Units:

“Free Company Soldiers“  Medium Infantry Replacement

Expert Pikemen with years of training, and the best equipment available. Most have spent their entire life fighting in Free Companies. Now they serve the Order as the best Soldiers for hire in the land. These Pikemen have a fearsome reputation, and are known for their pure discipline and fighting in massed formation. They can even attack with their pikes en masse, the weapons an extension of their body. Perfect mercenaries, ready to serve the biggest buyer and their Order. Troops train with other weapons in case their buyer has a preference, but excel in Polearms.

 

“Crimson Strings” Crossbow-Melee Archers [Special Unique]

A dedicated branch of the armed forces of the Order. These expert marksmen have found their love for the Crossbow, a deadly weapon. These troops are dedicated to serving just as ably as any mercenary. They are highly disciplined, skilled, and motivated. They employ a Crossbow and Heavy shield for protection as main armament. But they are also well armored, and armed with a backup mace, sword, or axe. These troops are versatile, able to serve best as Crossbowmen. But they can also serve in a melee when it comes to it.

 

“Sturm-Reiter” Light Horse Replacement

The Sturm-Reiter have long been the professional cavalry of the Free Companies. Massed Pike warfare has rendered Knights on horseback to a relic of the fading past. But these Light Horsemen were unique in their power. They are Horse Archers, serving with a Bow or Crossbow depending on their Leader’s choice. They are meant to act as Scouts and Skirmishers, and screen the advance of armies. These men can raid, scout, and skirmish at a lightning quick pace from their fast mounts. Or offer a unique tool in the heat of a pitched battle.


 

Starting Location: 

Star - Capital

Square - Extra City

Triangle - Fortress

Diamond - Castle

 

 

I LOVE WHITE TOO!!!!!!!!!!!!!!!!!!! Glad it’s your favorite. 

Edited by GrimBeard
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Discord Name: Tank

Government Type: Hereditary Absolute Monarchy

Leader: HRM, King Sigismund IV of Kastovia

Magic Type: Alchemy

 

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KINGDOM OF KASTOVIA

 

History/Culture: 

 

The Kingdom of Kastovia is a large, agrarian realm located in the southern Midlands. The realm is a hereditary absolute monarchy with its epicenter of power concentrated in the ancient city of Barowitz. The current king is King Sigismund IV of Kastovia, infamous for his cruelty and ruthlessness - a result of having his succession to the throne challenged by his uncle at a young age. Nevertheless, after rallying loyalist banners to his aid and cornering treacherous forces, he was able to decisively put an end to the rebellion, silently disposing of the remaining colluders in the following weeks. However as the years passed, and with his authority cemented, Kastovia has returned to previous levels of normalcy and prosperity.

 

Kastovian society, like most other Midlanders, is divided into a number of castes. By far the largest and poorest class are the bondsmen, tied to the land and the Lords who rule it. They are afforded little rights, and pay significant tithes to their lords in exchange for ‘protection.’ However, in recent years more and more talented individuals have slipped free of their service to a local lord, assimilating into a newly found artisan class - possessing crucial skills and dominating urban centers. Perhaps the most revered caste are those of the knights, whose status can be attained by any man valiant or courageous enough in service to Kastovia - rewarded with minor fiefdoms beneath the nobility. The nobility and lords are exceptionally privileged, though steer clear of drawing the King’s ire, who holds absolute authority in the realm. The King sits at the pinnacle of this hierarchy, treading a fine line of fear-inspiring or respect-worthy decisions.

 

Kastovians hold icons such as bulls in high regard - seen as both a symbol of strength and prestige. In the country trade may often be done in livestock, whereas city-dwellers may stick to officially minted currency. Somewhat superstitious, they believe that the energies of whatever animal they consume or hides they wear reflect upon a particular person - thus relying upon ‘hardy’ foods, and thus also relish in physical activity and displays of strength. Kastovians are also selfless, putting the interests of the state before one's well being and are inclined to great deeds of fortitude and patriotism for their country. Now more than ever, Kastovians have begun to see themselves as a singular entity - from all rungs of society. It is compulsory that all men own a weapon – be it a sword or a bow, should the need arise and their country call upon them.

 

Important Characters:

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HRM, King Sigismund IV of Kastovia (6 Martial, 2 Charisma, 5 Leadership)

The current King of Kastovia, King Sigismund the Cruel. Having survived the early, chaotic and tumultuous days of his reign, the country is now on path to unprecedented prosperity under his guidance.

 

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Queen Anastasia Victoria of Kastovia (1 Martial 9 Charisma, 3 Leadership)

The current queen of Kastovia – beloved by her peoples and seen as a foil to the perhaps abrasive personality of her husbamd.

 

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Lady Artificer Kamila von Domaradz (1 Martial, 10 Magic, 2 Charisma)

Lady Artificier Kamila von Domaradz, or known as the Loremistress, is a favored member of King Sigismund’s court. Of noble blood, she fit well into the inner circles of Kastovian society. She possesses crucial and unparalleled knowledge of all things historical and arcane.

 

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Andre Dimarczyk, the Black Baron (5 Martial, 8 Agility)

Lord Andre Dimarczyk is perhaps the most reliable and dependable figure in King Sigismund’s court - in a manner that can only be described as the ‘His Majesty’s Personal Hitman.’ Although not completely morally reprehensible, most would do well to avoid getting on his bad side.

 

Point Distribution:

10 Army

10 Size

6 Technology

5 Loyalty

 

Unique Units:

 

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BAROVI BANNERMEN (UNIQUE HEAVY CAVALRY)

The Barovi Bannermen, otherwise known as the Bulls of Barowitz, are the esteemed protectors of the ancient City of Barowitz, comprising the most senior and decorated cavalrymen of the Royal Kastovian Army and specialize in shock and awe warfare. They carry into battle the Great Banner of Barowitz, a sacred icon said to have been carried into battle by the mythical warrior saint John of Heszna, inspiring allies around them and granting them renewed strength and vigour.

 

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KASTOVIAN EAGLE COHORT (UNIQUE MEDIUM INFANTRY)

The Eagle Cohort are the most skilled and veteran footmen drawn from the ranks of the Royal Kastovian Army. They form an elite vanguard of every Kastovian military unit, afforded with relative battlefield autonomy and typically relieved of camp duties. They have undergone specialized training that allows them to excel at civil policing, and can act as a highly effective gendarmerie and anti-subversion agents.

 

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KASTOVIAN KNIGHT-PROTECTORS (UNIQUE HEAVY INFANTRY)

Incorruptible. Implacable. Steadfast. These are the words of the Kastovia’s Knight-Protectors - oathsworn knights originally intended to protect pilgrims traveling the roads of Kastovia. However, their role has now been consolidated as an elite heavy infantry and personal retinue of the King - in both civil society and on the battlefield. Remarkable great weapon fighters and excel at breaking apart formations.

 

National Idea:

 Great Cathedrals - Sites of immense religious importance and pilgrimage destinations throughout Kastovia, where people make offerings, sanctify marriages, and absolve themselves of sin. Grants minor morale boost during sieges. Only 1 can be built per city. Generates 5,000g | Costs 15,000g

 

Starting Position:

(Square = Capital, Circle = City, Triangle = Fortress, Red Triangle = Castle)

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White is pretty cool.

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THE MITROVIC EMPIRE

Image result for komnenos dynasty coat of arms

From atop the great peaks of the Andriantic Mountains flow the beginnings of two rivers - the Vetrimaic and the Mitrovic. Over the course of hundreds of miles, the twin bodies of fast flowing water merge, and the engorged Mitrovic River runs to the Sea of Chtor, a huge, roiling mass of aqua upon which the ambitions of empire are built.
 

It is from the Vetrimaic River that the Vetrii take their name - their earliest settlements, if not their most famous, were located along the banks of the shallow river of crystal water and good fishing. The early tribal domains of the Vetrtii stretched from the foothills of the Andriantic Mountains, all the way to the Glittering Bay on the shores of the Chtor, so named for the dazzling multitude of lights that sparkle upon the pure white sands when the sun first and last rays of the sun fall on the surrounding beaches. It is upon the shores of the Vetrimaic River and the Glittering Bay that the Vetrii built Verdova, their sprawling capital. From upriver, in the mountains, mineral wealth and lumber flowed downstream, to be traded by sea, while sea trade from afar flowed into the city, bringing a great glut of foreign and exotic goods.

 

Even early in their history, the Vetrii were faced with adversity, surrounded by neighbouring tribes to east, west and south. Chiefest amongst these opponents were the Vriogenes, who ruled the lands westward of Verdova. For much of early Vetrimaic history, war existed between the Vetrtii and a coalition of tribes in the west, amongst whom the Vriogenes held sway. For most of early Vetrimaic history, the Vetrii looked eastwards, to the Scordii and other such related tribes for alliances, to counteract the weight of Vriogenes aggression. This policy, eventually proved its flaws when Scordii betrayal led to the Vriogenian Sack of Verdova, which reduced much of the city to hollowed out houses and rubble.

 

It was amongst this ruin that young Diourbanaeus (eventually to be rendered Dorbannian, in the later Imperial Style) rose to prominence as the King of the Vetrii. For much of his life, Dorbannian waged wars against his neighbours, eventually reducing the Vriogenes heartlands to ruin and forcing them to pay fealty to him - a fate met by most of their coalition partners. Dorbannian died fairly young, barely reaching his thirty second year, and he failed to ever lead campaigns across the Vetrimaic, as he had planned to do once the Vriogenes were subdued. The conquest of the Scordii fell to his second eldest, Natoporus (to be later imperialised as Natoporian), and the young warrior prince used his subsequent victory to cement his rule over the suddenly extensive Vetrimaic territories, murdering his brother, Diernaius, in order to cull any claimants to his Throne.

Under Natoporus, Verdova and her dependent territories saw a great expansion in wealth and territory, and the King laid the frame for many of the institutions upon which his sons built the Mitrovic Empire. Perhaps the most important achievement of Natoporus was the enforcement of his will over a centralised and loyal cadre of warlocks. Such efforts provided the Throne with a fierce band of magic-users to use as weapons, and the shrewd monarch knew it, using the warlocks (who came, in Imperial times, to be known as Courtiers of the Arcane Halls) to further expand his borders and his wealth, and the latter years of his reign saw a great glut of tributary payments enrichen the treasury.

 

It was not until the joint rule of his sons - Comosicus and Damanais (to be imperialised as Comosician and Damanian, respectively) - that the Empire began to take on a recognisable form. Their rule was a fairly violent one, with both Comosician and Damanian fighting long, and not particularly fruitful, wars with their neighbours. Their co-rule came to an abrupt end with the death of Comosician by Scordii arrow. This event brought a sudden change in policy, and Damanian married a Scordii princess, and finally brought the troublesome neighbours into the Vetrimaic sphere. Over the next decade, Damanian consolidated his rule, extending his realm over territories east and west of the Mitrovic River, and instituting a considerable network of officials to rule over his empire. He died old, in his bed, and he was buried under the title of the Mitrovic Emperor, a title claimed by all of his descendents.

 

Sack of Verdova - 652

Dorbannian III - 652 -667

Natoporian V - 667-687

Comosician II & Damanian V - 687-689

----Start of the Imperial Era -689----

Damanian I - 689-703

Dorbannian I - 703-710

Damanian II - 710-719

Natoporian I - 719-720

Comosician I - 722-740

Cothelian I - 740-751

Damanian III - 751-756

Dardanian I - 756-785

Decian I - 785-800

Petoporian I - 800-804

Petoporian II - 804-818

Natoporian II - 818-823

Natoporian III - 823-837

Decian II - 837-850

Petoporian III - 850-872

Remaxian I - 872-880

Tarbian I - 880-882

Tarbian II - 882-883

----End of the 13th Age-892----

Orolian I - 883/13-

 

THE MITROVIC TRIBES

 

The history of the Mitrovic Imperial Era cannot be called peaceful - many Mitrovic Emperors met their deaths at the hands of their enemies - whether it be by battle or by subterfuge. Several times major civil wars wracked the Empire, the most famous of these being the War of the Three Emperors in 720/13, the Vriogenes Revolt of 799/13 and the Tribal Wars of 880/13. Mitrovic civil unrest is founded upon two flaws in the Empire - the first, the uncertain nature of Imperial Succession. Often it is the case that the Emperor simply designate his heir - who is awarded the honorific “King of the Vetrii” - but often this proves to be a bitter and convoluted task as the various Attendants of the Imperial Court attempt to scheme their way into power. The second is the various tribes that find themselves under the sway of the Empire. While there are dozens of tribes - large and small - only the most major pay direct fealty to the Emperor. The rest grant their oaths to the larger tribes, creating an unfortunate hierarchy of fiefdoms that often prove unruly.

 

The various Mitrovic tribes rely on animal heraldry to distinguish themselves, chosen from the key symbols of their favoured Gods - often their namesakes. The Vetrii, called ‘true’ Mitrovics in the Imperial Era, use no animal sigil to identify themselves - they instead paint the solvus upon their shields, a merging of the first and last characters(in Archaic Mitrovic) of the God of War’s name.

 

The Boagrii

Along the river to the south east is the Boagrii Tribe. Most loyal of the major tribes, the Boagrii provide much of the Imperial Bodyguard, and their raven-marked warriors are well known among their enemies. The Boagrii Prince, Corius, was the husband of the Princess Diesema, sister to Orolian, until his death beside the late Emperor Tarbian II on the field of battle. The Boagrii take their name from Boagrius, God of the Hunt and Master of the Woods. Upon their shields they paint his cawing black raven.

 

The Scordii

A troublesome group controlling a limited territory to the east, the Scordii subjected the Vetrii to betrayal, and the debt was paid back in interest. Most of their old lands falls under direct imperial rule, governed by a myriad of governors and officials.  Scordii infantry marches to war bearing the emblem of a white lion on their shields. The Scordii - who take their name from Scordi, God of the Rivers - have proven to be a thorn in the side of various Emperors, but their power is no longer what it was.

 

The Vriogenes

Fearsome horsemen from the west, the Vriogenes are perhaps the most troublesome of the tribes, and certainly the most powerful. Many times over the years, the rearing horse of the Vriogenes tribe has risen in bloody rebellion against the Imperial Throne - but despite all this, Vriogenian horsemen are among the most prized soldiers in Imperial service and their defense of the far western frontier has contributed much to Mitrovic prosperity.

 

The Vetrii

The founders of the Empire, the tribe of the Emperors and by far the most populous group in Mitrovic territory, the Vetrii - or true Mitrovics, as they call themselves - are the Imperial backbone. From their numbers come the vast majority of the soldiers that further the Imperial will. Without the Vetrii there would be no Empire.

 

KEY FIGURES

EMPEROR OROLIAN I - 

10 Leadership, 3 Martial

 

IOAN OF TRIDOVA -

12 Arcane

 

MAGIC

The Empire keeps Mages for 1 purpose – war. For this purpose, the Mitrovics use Direct Magic, with an emphasis on offensive.

 

POINTS AND UNIQUES

10 Military

10 Size

7 Magic

3 Loyalty

 

Imperial Kataphrakti – 

Heavy cavalry, mounted on horses that are far larger than the norm. Standing at 18 hands tall, the mount of an Imperial Kataphrakt – combined with rider and armour – weighs nearly a ton. This makes the Kataphrakti a rightfully feared opponent on the battlefield, and the charge of even a hundred of their number causes the earth to rumble terrifyingly.

 

Imperial Retainers – 

Medium Cavalry, skillful with both lance and composite bow. These men make up the bodyguards and retinues of Imperial officials, and serve as the elite of the cavalry in war. 

 

Warlocks -

Mitrovic Sorcerors who focus entirely on empowering their ability with the Offensive Subfield. They wield terrible, terrifying power on the battlefield, but lack the ability to use any other Subfield of Direct Magic.

 

WHITE

 

 

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The  K I N G D O M  o f  K R O L E S T W O

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Hereditary Monarchy

Form Magic

 

Point Distribution

 

Loyalty

3

Magic

5

Tech

3

Size

10

Military

10

Seafaring

0

Economy

0


 

Head of State: King Mieszko III Lusatia

 

The title of “kingdom” is a recent invention. Krolestwo’s existence as a unified and powerful state has been confined to eighty-four years, following the “Treaty of the Thousand” - a diplomatic unification of the myriad duchies and city-states of the land into one coherent entity alike in culture and language. The House of Lusatia, Dukes of the ancient city of Durowitz, were chosen by the near-thousand nobles and power-brokers of Krolestwo to assume the hallowed title of King; this, no king would dare forget. Though Krolestwo is by all means a hereditary monarchy, its leaders empowered by divine sanction and all the prestige and titles associated with power, no monarch would dare forget the debt they owe their noblest subjects. It is such that Krolestwo’s monarchy is built on an informal political doctrine of compromise; it has not been tried, but perhaps the Thousand might reconvene and select a new king if the present ruling house proved too infamous to bear...

 

The kingdom’s citizens can find commonality in their religion; their prized measure of devotion and the focus of the realm’s artistic talent lies in iconography rendered in devotion to given saints and scenes from the holy texts. The poorest peasant household will find themselves with at least some crude icon to hold in their house as a measure of their devotion, whilst the noble residence often devotes an entire room to the collection of these images. Of special popularity is St. Catherine of Krolestwo, one of the only holy saints to hail from this region, who was adopted as the realm’s patron saint long before unification. Classes of society meanwhile, are not firmly defined or established; a point of contention between the nobility and the empowered merchants of the river cities. In the farmland and hilly interior, the nobility have practiced feudalism in full stride; the peasantry are tied to the land they live upon and their freedom of movement is restricted, whilst their masters reserve the right to conscript them into the army at any time. Yet in the cities, well developed and centers of innovation and knowledge, the merchants rule in city councils and ever spend their political capital to protect their artisan class. Indeed the cities are havens for the lower class, who if skilled enough may find apprenticeships, and in either case the simple yet insurmountable pleasure of freedom. This upper-class clash, from nobles seeking to drain the cities of their poor to return to the fields, to the merchants seeking to strengthen their pools of labor, defines politics as well.

 

Key Figures

 

King Mieszko III Lusatia

4 Leadership, 2 Martial, 6 Charisma, 0 Arcane, 0 Agility 

 

Miezco is not much like his father, the warrior-king Boreslaw whose forty-year reign was marked by feverish military expansion and the ever present demand for tax revenue. Astutely, Mieszko has observed the value of civic reform and internal peacemaking, and though he has only ruled for four years he has spent his reign embroiled in matters of law, administration, economics and diplomacy and in these areas has reformed vigorously. Mieszko is shrewd, brilliant, charismatic and above all, cunning; reservations on strength and military prowess aside.

 

Antonin Waldeck

6 Leadership, 3 Martial, 2 Charisma, 0 Arcane, 1 Agility

 

The House of Waldeck is one of the most powerful in the kingdom; and it has long contributed a prestigious line of military leaders. Antonin is no exception; he is a close friend to Mieszko and one of his most trusted advisors in matters military, having been given a great deal of autonomy in managing the Krowlestwonian Army. Egotistical and supremely confident in spite of his short stature, Antonin is an excellent leader who prides himself in predicting his opponent’s movements.

 

Bogumil Durkin

1 Leadership, 2 Martial, 4 Charisma, 5 Arcane, 0 Agility

 

Durkin is a new addition to the court; a mage of considerable talent and charisma who convinced the king to put him up in the palace a few weeks into his reign. A master of Form Magic. Durkin ever campaigns to direct the kingdom’s efforts into enhancing it. As a scholar he has also been responsible for the construction of a great library in the capital. Bogumil is also infamous for having wreaked havoc upon the ladies-in-waiting, saved from expulsion from court life by the king’s intervention…

 

Unique Units

Przemożny- Shock Cavalry

 

The Przemożny are the pride of the Krolestwonian army - the noblest and bravest, masters of horse and the inheritors of a long-standing tradition of martial glory. They are shock cavalry; armed with sturdy lances and curved swords that give them an edge against massed infantry, armored conservatively as not to encumber the speed and formational discipline of the massed charge. Fast, highly skilled, and deadly, they are the spirit of the army and its ultimate ace card.

 

They are also famous for their distinct armor -per ancient tradition, they wear wings studded with the feathers of a red eagle. The distinct clacking sound caused by their movement during a charge, the harbinger of death...

 

Piechota - Pike Infantry

 

Piechota in the Krolestwonian language is a term which simply refers to standard infantry, the backbone of Krolestwo's army. But these humble infantrymen have been the subject of much reform in recent times; primarily, the dril which has brought much needed discipline and skill. The "Piechota Drill" involves the dexterous use of a short pike, useful for thrusting and sweeping motions whilst being relatively light and easy to wield and carry. As normal infantry they are most adept professional soldiers.

 

Wielislaw Engineers

 

An unusual addition to the army, the Wielislaw Engineers are a small corps of men whose sole purpose is to construct fortifications, build bridges, repair trebuchets and dig trenches, all with great speed. Picked from craftsman and artisan classes, they are given excellent pay and are regarded in spite of their non-combatant nature in high esteem. It is a common saying that a hundred Wielislaw Engineers could build an entire city in a fortnight, if given enough timber. 

 

Starting Location:

 

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Edited by Sagittarian99
elsass lothringen is rightful german clay
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Discord Name; Y’all ‘ready know who the **** it is

 

Nation Name: League of Pérasma

 

Government Type: Elective Republic (Oligarchy)

 

Magic Type: 

 

Elemental - Water

 

Tier 1 - “Xethoriázei”

The spell is commonly used for disguising, shrouding, or blocking lines of sight of those across large bodies of water. It creates a mist, far too thick to see through unless directly passing through it. It can be used in applications such as enveloping a room with a dense fog.

Tier 1 - “Vrochí”

A rather insignificant, yet useful spell, it drastically increases the humidity and condensation of the affected area, raising the levels until it seems as if rain is simply appears from thin air before falling to the ground as it would during a storm. It can be from extinguishing a candle to putting out fires.

Tier 2 - “Ekrixi”

An ability akin to the fireball or lightning bolt of other elemental magics, it summons a blast of water not too unlike a geyser, capable of knocking heavily armored knights off balance.

 

Leader: Duke of Dukes, Lord of the Trade, Granter of Gifts, Crowner of Kings, Destroyer of ****; Atreus Parthenos

 

Culture: Grecian-based, Latin

 

History: 

 

Originally set as what was supposed to be a sponsored expedition into the unknown, it soon came to be that the riches, materials, and simply the location of a previously unknown island were all too tempting for the Atem Empire to pass up on. Although not intended to be, those that were present on the expedition of the Sea of Fydor were soon converted to laborers, entrepreneurs, and ultimately the initial settlers of the island of Limáni, the largest of the islands within the Sea of Fydor. Acting as a central point of interest for those seeking cultural absolution, as well as a new avenue for their trade routes to pass through, Limáni became a hotspot of activity over the course of a few short years.

 

The settling of surrounding islands soon followed, with settlements to the north, south, and east popping up with alarmingly prosperous results that nearly rivaled the initial boom of Limáni itself. Yet, even as the central island’s natural resources began to dwindle from what they once were, trade prospered through the islands inland cove that granted safe passage for a multitude of vessels from within the Far East region as well as some that had made their passage from the center of the continent just to reach the thriving trade of the now developed Limáni City.

 

Alas, it was not meant to last. As the Empire faltered, and the vessels from the west began to dwindle in number, many left the prosperous city of Limáni in search of riches elsewhere in places that had not yet been tarnished by the withering corpse of the Atem Empire. A vast majority of the previously populated mainland settlements were all but abandoned as support from the Empire dwindled to nothing, though through it all the island of Limáni as well as Monopáti, to the east of Limáni, strived off of one another. Utilizing the connections to the remnants of the Empire on the mainland, particularly those on the eastern coast, the two islands merged under a single banner for the purpose of  simplicity, though also to strengthen the bond between the two island-nations. With Limáni serving as the interior-trade corridor to the Sea of Chtor, while Monopáti prospered along the eastern coast to the Imperial remnants that still survived there, the newly founded League of Pérasma made its way into the next chapter of the story of the Far East Region.

 

Key Figures: 

 

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Archon, Atreus “The Young” Parthenos

Atreus is the current reigning financial, governmental, and legislative leader of the Pérasmani League, or for simpler terms; Archon. The youngest of all time to be put into such a position at the mere age of thirty-four, the man has a knack for accumulating funds in short times, an ability which some say is borderline criminal as their own pockets are emptied from Atreus’ maneuvering of the economic system. For nearly a dozen years, Atreus served as little more than a Holder within the Gantry due to his financial status within the Pérasmani League’s upper society. Here, he began to gather support from others through, rather simply, bankrupting all of his competitors. Becoming one of the richest men on the island, and quite possibly in the entire Far East. Whilst whispering his name through the ears of any of those that he could, he also ran a powerful smuggling program through the city’s unsuspecting ports. With a hefty sum directly sent to the local militia, opposition was all but futile against the man who could simply buy you and everything you own  for the sole purpose of sending a message. The man’s power began to be known by those around him, especially the man at the top; the Archon. Atreus’ sheer prowess with a quill, numbers, and juggling multiple deals at once impressed the Archon so much that, upon the natural death of the previous Minister of Trade, he was immediately motioned in with the approval of the legislature to fill the position. For only a handful of years after, Atreus served as the Minister of Trade and gathered support among the Holders, eventually winning the vote by a titanic landslide when the Archon passed and a replacement was needed.

[3 Leadership, 1 Martial, 6 Charisma, 0 Arcane, 3 Agility]

 

KNnOsY2kU78GFTtwjKaEEpfMMN8mPjGslKxlJrgdw5evMsnG0-YaUlyGtTopi6tm66qbvZynd6mu-fwnH95j4KhnPh99wIDkArOXeuZ7hXF0gIfWaHBkeD7FN-_ALfWwI_hpIyEB

Ser, Bruno “The Crow” LeBlanc-Routière

The standing military leader of the League, as well as High-Captain of the ‘Archontas’ Royal Guard. He was originally intended as the military leader of the expedition sent to the Sea of Fydor, though soon after found himself as the local militia leader of the now-capital city of Limáni. After decades of service to the local militia, as well as gaining the attention of those close to the crown, he was promoted and sent further inland to assist with guard duties of the Emperor himself. Though, upon the dissolving of the Atem Empire, Bruno decidedly returned to the trade-port of Limáni. He was soon openly embraced by the newly elected Archon, Atreus, of the League of Pérasma, who he had served for many years as a private detective of any missing goods from the Archon’s previous trade endeavours within the city.

[6 Leadership, 3 Martial, 3 Charisma, 0 Arcane, 1 Agility]

 

YzKoMVe9_VkMyaJM7DVS4FcVUdDMP2LD7k-EVptpFEM-oX7twen_bgpf5KBKHYOteVahehZBL0qGOugkRt2JBtE9wjBw6tzckBfg2lIxZ3EejFe2kmR5wFophcdtfPRw7gHGVd8T

Salazar “The Luxurious” Ferrell

Serving as the current Minister of Trade, the position second to only the Archon within the government in terms of monetary management as retrospectively treated as the heir of the Archon, the boisterous man they call “The Luxurious” spends no expense when it comes to living his life lavishly. A famed trader across the eastern coasts of the Far East, as well as a notable smuggler within the internal Sea of Chtor, Salazar found himself at wits end with the Aldemaric League more than once in his life through his escapades. Whilst drinking away his fortunes of a successful plunder, and telling tales of barely slipping under the Aldermaric’s nose, Salazar found himself a friend with the current Minister of Trade, Atreus Parthenos. Little did he know that this friendship would blossom, becoming eventual travel and business partners around and within the city of Limáni. This friendship seemed to pay off in the long run and, as expected, the Minister of Trade was moved into the Archon position of the League as voted by the legislature. Soon after, Salazar was summoned to the Gantry for yet another vote which his dear friend Atreus quite aggressively lobbied for due to the close 31-28 vote which took majority in his favor and instated Salazar as the Minister of Trade.

[2 Leadership, 2 Martial, 7 Charisma, 0 Arcane, 2 Agility]

 

mpWYipAX_rerW8jTkk2MTA9b9MYJC6lE_-hArm4Njj_JT9uc8NZMAzst1MGg98PBxk8pxvTJhPxp-VECUz-LTqFS8AcEq2D-BI0fPANcjHW_e3eU-BmznrF8gmmS4Q02QmTx7rut

Cormac “The Hung” Siltrenos

The son to a drunken father and a tavern wench, Cormac led a life which many would rather not endure. Hardships were common, whether it be to scrounge for gold at the end of the week to pay taxes or to simply have something to eat at the end of the night, it was all too common for the man who now resides as the resident Archoniac Speaker, as well as High Hydromancer of the mage’s guild within the Pérasmani League. How he came to such a position was a rather convoluted one. First to learn the arcane at a young age through mages travelling through his mother’s tavern, most of his learning came from a codex he had stolen from one of the sleeping magic users who had studied the ways of Hydromancy. Luckily for him, there was plenty of water to practice around his town with minimal interference from others. From there, he became a ward of  the man who would become the next Archoniac Speaker. Learning from him in the ways of charisma, woo’ing, and haggling, Cormac raised through the ranks of both the government and newly formed Mage’s Guild within Limáni and eventually found himself in the same seat that his mentor held only a few years earlier. 

[0 Leadership, 1 Martial, 4 Charisma, 6 Arcane, 2 Agility]

 

Point Distribution: Size 3, Economy 5, Tech 3, Army 5, Sea 10, Loyalty 5

Nat Idea: Underground Dealings - Roll 1d6 per city with a dock in it. (1 = -1k gold, 2 = -500 gold, 3 = 0 gold, 4 = 1k gold, 5 = 2k gold, 6 = 3k gold)

 

Unique Units (3): 

3X7XHqWnRH-xoauVEn1PpLD0WWtU5HvIAVYFhAY6GMDYWzMvzloiy-Q5BVC_3ttLGWDqdh2mDc51uQ97MHqrQWQE8XS6x8smDjqbVTYDRlCcypNPAh1MBj5xKNFLyO3nVXsRbyVb

Pérasmani Noble Archers (Special Dual-Weapon Archers)

Known for their class and charisma within the dining halls of Álympos, the courageous nobles of Pérasma take many precautions when going out to war. Outfitted with some of the highest quality equipment one can find on the capital island, several years of training in the martial arts, and the promise of big money when they return from battle, the Pérasmani take pride in landing the first hits of any engagement from afar before engaging with their arms and armor.

[200 for 1 AP + 2,500 gold (T3 equipment, T1 veterancy)]

 

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‘Archontas’ Royal Guard (Special Heavy Pike Infantry)

A hearty, indomitable, and elegant force. The King’s Guard, nicknamed the ‘Archontas’ in their native tongue, is beyond the best the League could find in terms of infantry. Each fiscal year that passes, thousands of citizens within the League attempt to pass the trials of the ‘Archontas’ in an attempt to stand beside the Archon himself. Set over the course of months, specific tasks are given to the men and women of the trainees in an effort to root out those that are weak of will or dedication to the League. The lengths of which these trainees will go to complete their quest is measured and assessed; ranging from bribery, debauchery, blackmail, and the occasional murder, the ‘Archontas’ are by far one of the most ruthless military groups within the Far East with their ferocity in battle only being matched by their undying loyalty to their Archon.

[50 for 1 AP + 2,500 gold (T3 equipment, T1 veterancy)]

 

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‘Exousía’ Floating Fortress (Heavy boarding vessels)

A titanic warship of nearly incomparable size, the ‘Exousía’ is a converted trade ship turned mobile fortress used primarily as a boarding vessel. It is capable of carrying upwards of 1,000 men on board in it’s multi-decked hull. Though also used for long range engagements with its ballistas, the primary focus of the vessel is albeit to ram, disable, and board enemy vessels. With its lower ‘layer’ of decks being lined with metal sheeting to protect against arrows, fire, and some ballistas, the vessel is surely strong enough for any close naval engagement. Despite looking to be a top-heavy listing vessel, the tri-keel design of the ship keeps it sturdy in even the deepest, roughest of waters. 

[5 SP + 10,000 Gold, 1,250 capacity, 550 upkeep]


 

Starting Location:

NoxqdpRSDcLDP7jAhaIuMCzPAjroWoD9soqjknoEEglIvrjqI5pyUO56od_QdukpM6LXUkkqJ2FOxyLjBpXyyODLc3vKz4fURb-5tsxrV4ZvgcuOxmQqM0XjzKSUHAVo3paJVmPH

What is my Favorite color?:  Please god let it be white.

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Discord Name: You have it.

 

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Nation Name: Pachaqui Kingdom, also known as the Kingdom of Earth or the Mountain Kingdom

Government Type: Monarchy
Magic Type: Elemental Magic – Focus Earth

Spells:

T1 – Grow Earth

Manipulate the ground to summon up low walls and barriers of earth and clay. Depending on the intensity of the spell and the skill of the mage, the amount and size increases.

 

T1 – Devouring Ground

Manipulate the ground to make it unstable and mucky like a swamp. Depending on the skill of the mage it can also become quicksand, furthermore the size and intensity of the spell may increase.

 

T1 – Crack and crumble

Earthen materials begin to vibrate and crack under the pressure of the caster. Depending on the skill of the arcanist, it may go quicker, larger or more intense. Metals are unaffected at low levels.

 

T2 – Sons of Earth

Summon x number of mansized clay figures from the ground, growing in number according to the skill and power of the caster. They are not permanent, but persist until they are released or several hours have passed and their magic no longer binds them together. They can follow simple orders.

 

Leader: King Thonaqan Micchuqui

Culture: Human, Chimuqueran

 

History: (more might be added at a later date)

Chimuquera stands for People of the Earth. It is a term that was minted when the original mountain tribes merged and the most prominent chiefs agreed to come together as they were more alike than different. Over the past centuries in the Southern regions of the known world they have prospered and guarded the mountains they call home. Whilst they are usually not isolationist in nature, they never meddled in the affairs of their neighbours and kept to themselves. With the right circumstances the people prospered, left alone to their devices and grew to a mighty Kingdom, where the Micchuqui dynasty has held reign over for the past three hundred years. Now, four years after the death of the old King Asimaqan, his son Thonaqan has become King of the Chimuquera. He has established a firm grasp on the internal politics in his years of rule so far and manifested himself as the legitimate ruler of the Kingdom, acknowledged by all. With his basis established he was ready to turn his gaze outward, to the neighbours and surrounding lands, in an attempt to bring fresh wind and new riches to his people. By military conquest or by peaceful trade has yet to be seen.

 

Groups or places of interest:

Osocchi Appachaqui, the city of the skies

The capital of the Pachaqui Kingdom stands like a proof of grandeur of mankind on the back of the highest mountains of the Pachaqui mountains. An intricate complex of a city with terraces and layers upon layers of stairwells connecting them, shows the ingenuity with which the Chimquera have built their home sky-high, despite the rugged terrain surrounding them.

 

Key Figures (3 people with points):

King Thonaqan Micchuqui – 22 years

(Leadership 5, Martial 3, Charisma 5, Arcana 0, Agility 0)

Whilst more of a mediocre warrior, the young King Thonaqan has soon established himself as a capable statesman and leader within the first three years of his reign. He is a careful man by nature and has always made certain that he holds something in the backhand, to have the last card to play, and in the end, the last laught, so to speak. Where he leads the Pachaqui Kingdom in the future is uncertain and has yet to be seen.

 

Archpriest Solameqan Nugguchuqui Payama – 41 years

(Leadership 1, Martial 1, Charisma 2, Arcana 9, Agility 0)

The middleaged Archpriest Solameqan is a stern but capable man. Whilst he does not show particular prowess in military matters, he has definitely his place as a trusted advisor and his stern and composed attitude is a necessary counterweight to the energetic and young King. The two share a bond as teacher and student, although more in mundane matters, as the way of the Arcane is still something that is exclusive to the priests and priestesses, King or not.

 

Warmistress Theaqui Suppucchi – 27 years

(Leadership 4, Martial 6, Charisma 1, Arcana 0, Agility 2)

Whilst she is not very charming, Theaqui Suppucchi has proven to be a capable warrior time and time again and he appointment as Warmaster would have been of little surprise if she had been a man. Still with the intention to prove her abilities to King Thonaqan, with a certain gratitude as well for allowing her to bring her talents to use for the Kingdom, Theaqui pursues perfection in warfare, and to be a loyal and steadfast warrior against all those who may threaten the Chimuqueran people.

 

Point Distribution:

Loyalty – 5
Magical Knowledge – 5 (+1 from Human)
Technological Expertise – 0
Size – 10
Economy – 0
Sea-Faring – 0
Military – 10

 

National Idea:

Children of the Earth – 10% construction cost reduction on everything.

 

Unique Units (3):

Mountain Lion Warrior

Trained in the harshest regions the mountains can offer, the Mountain Lion Warrior is fearless and used to shortages of food and water. Extraordinary endurance, paired with unparalelled physical strength are a must for everyone who wishes to become a Mountain Lion Warrior. They are masters in close quarter combat, be it on the highest of mountains or on rolling plains. Stamina and bravery complement these Heavy Infantry soldiers.

 

Pachaqui Slingers

Nobody in the world has mastered the art of slinging small rocks with such accuracy, velocity and range as the Chimuqueran people. The slingers of Pachaqui are famous, as these lightly armed men are not only fast, but also deadly in their aim, capable of hitting targets no bigger than a thumb over a distance of fifty meters. Like all Chimuquera, they sport incredible stamina and endurance regardless of terrain.

 

Plumed Archer

These archers are the best the Chimuquera can offer. Experts in all skirmishing and archery tactics, they are well capable of outmaneuvering and defeating other archers, be it in contest or in war. Sharp eyes, excellent hearing and a very acute sense for wind allow these men and women to fire their famous arrows deadcenter into every target, no matter how obscured, obstructed or distant it may be.

 

 

Starting Location:

 

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In Yellow. Squares are cities, red filling is the capital. Fortress is the diamond, castle is the triangle.


What is my Favorite color?: Opposite of black.

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Discord Name; bickando

Nation Name: Grand Principality of Rostukhov

Government Type: Feudal Monarchy
Magic Type: Scholar

Spell 1: Predusmotritel – Farsight – Can see events happening elsewhere in Ater as they occur.

Spell 2: Istinnoye Zrenniye – True Sight – Can see through inhibitory weather or other such circumstances.

T2 Spell: Predvideniye – Future Sight – Can see into the future.

Leader: Adrik II Vasilyevich Ademichev

History/Culture:

The Grand Principality of Rostukhov’s origins can most definitively be traced to the Atemic invasion of the Vestvelt, under which Nikolai I was appointed command of Rostukhov and its surroundings as an imperial administrator and, some would note, little more than a puppet. A lesser princeling of the Vestvelt, his marriage with an Atemic princess of minor importance gave him the self-confidence to declare his house ‘of Atem’ – the Ademichev dynasty thus was born. Under the Atemic yoke, Rostukhov was able to slowly integrate its neighboring principalities, largely due to Atemic favor and even more largely due to Atemic indifference towards this little-known border province of their sprawling empire. This began as early as Nikolai I – ten years after entering his post, the Rostukhovics seized Krovna and the Ademichevs secured a marriage with the Popoyevs of Protsk. For the loyalty of the Rostukhovic population (or perhaps for their ability to pay taxes on time), they were allowed the freedom to continue their rather pagan beliefs, worshipping icons of local heroes and taking pilgrimages to great tree-temples among other things. While the hardline princes of old attacked the morality of assisting their conquerors, the Ademichevs happily assisted the Atemic Empire in collecting dues from its vassal states, sent soldiers to its wars, and raised no quarrel with the demands of the capital. This gave a level of precedence above that of their neighbors, while also making them far and away the richest single family in the Atemic Vestvelt. 

 

It was under Vasili II, though, that the Grand Principality was truly consolidated, and its place in history confirmed. Even as the Ademichevs assisted their Atemic overlords, they kept watch for a time in which they could claim for themselves a position of real power. They were a grand regional power, after all, and was the capital not a continent away? When the Empire began to crumble, Vasili raised a grand host and sacked the local Atemic fortress, claiming it as his own. Rostukhov as an independent state had been born.

 

Intensely feudal, the Grand Principality has long held serfdom in such esteem that it is considered the only natural state of being for the masses. The connection of a person with the land they live upon has deep religious implications as well; their local temple might host a shrine to their collective ancestry, the icons of their heroes and saints. The only movement of such serfs is in marriage ceremonies, where one village will, in essence, market its brides to others in nearby regions, and indeed even those do not involve moving great distances. The vast majority of serfs, meaning in practice the utter majority of Rostukhovic citizenry, will have never traveled more than two days’ carriage ride from their village of birth. Their only contact with the outside world is with their dvoryanin, the landed nobility that would have ruled over their sets of villages for as long as the village elders can remember, and treated as family and just leadership in their stays. Indeed, only the knyaz, the level of nobility above the dvoryane, would be world-wise in the Rostukhovic countryside, to the point where even the existence of the ocean is a myth among the lesser folk. In Rostukhov’s capital, the Ademichevs have built magnificent palaces and stunning architecture otherwise, likely to flaunt their predominance over the region (though, at this point in history, it is more a lack of possible opponents). They have invested heavily into research institutions and encouraging elan among the many levels of nobility, and it seems they seek only to cement their control over the Atemic Vestvelt.

 

If you didn’t get it by this point, Rostukhov is Russian.

 

Groups or places of interest:

 

Rostukhov [Capital] – The glittering jewel of post-Imperial Vestvelt, the city of Rostukhov was built up originally by the Atemic Empire and later from the coffers of the Ademichevs themselves. While surprisingly lacking in economic institutions, there lies here a frightening amount of military compounds and research groups.

 

The Boyars – The Greater Nobility of the Grand Principality, who would generally control a greater province, and have under their command two Knyazes. Forming the central powerhouse within Rostukhov outside of the royal house itself, the boyars used to run completely rampant in Rostukhov with little issue. Of late, however, their power and prestige has come to depend more on service to the state and family history, as the percent of taxes going to the state from the lands they control has increased.

 

The Druzhina – Generally the advisory council to boyars or to the Grand Prince, the Druzhina are important primarily because of their overt influence over the direction of research within the country. They have gained even further importance in recent years because of the shift in income towards the crown.

 

The Knyazes – The Middle Nobility of the Grand Principality, who would generally control a lesser province or parts of a greater province, and have under their command ten or more dvoryanin families. 

 

The Dvoryanin – The Lesser Nobility of the Grand Principality, which, quite frankly, are in such abundance that in smaller countries they could account for the full population of their nobility with much to spare. The lowest ranking dvoryane might rule over three or four villages, and could know their subjects by name. These would generally live among their subjects for large periods of the year, and similarly make up the bulk of the Pomestnoye Voysko, or the Landed Army.

 

Key Figures (3 people with points):

 

nicholas-ii-costume-ball-1903.jpg

 

Adrik II Vasilyevich Ademichev – The Grand Prince of Rostukhov, well-known to be a heartless egomaniac with nothing in mind but the relentless expansion of his burgeoning empire. The richest family in the Atemic Vestvelt has finally found a use for their money, it seems.

 

Leadership: 8

Martial: 1 [Base]

Charisma: 4

 

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Katina Feofilovna – The Grand Princess of Rostukhov, in whose image many statues have been erected in Rostukhov. Funnily enough, even those of the Knyaz rank have rarely seen her in person.

 

Martial: 1 [Base]

Charisma: 12

 

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Vladimir Vasilyevich Ademichev – The Prince of Prostolya, and younger brother of Adrik. Never before has such a duel fanatic been seen in Rostukhov. It is so prevalent, in fact, that he is rarely in his home court, instead touring the courts of the kyazes and boyars searching for possible opponents.

 

Martial: 12 [11+Base]

Agility: 1

 

Point Distribution:

5 Loyalty

6 Mil

10 Size

10 Tech

 

Nat Idea:

Relentless Push West | Keeps cost 5.000 G.

 

Unique Units (3):

 

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Pomestnoye Voysko – The Landed Army is an incredibly well-armored set of knights meant for, well, charging at the enemy. Made up almost purely of Dvoryanin, they serve as the first, and most integral, part of Rostukhov’s combined forces. Armed with two lances, a shield, and a sword, they are purpose-built for fighting other cavalry and non-pike infantry.

 

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Luchniki – Part two in Rostukhov’s three-part plan to dominate the battlefield, the Luchniki are unique in their training rather than their simple equipment of a longbow, an arming sword, and cloth armor. In the Rostukhov countryside, villages are allowed to apply for a voyennoye razresheniye – a military permit – which allows them to pay quarter taxes if they train under supervision eight hours weekly in the longbow. While deadly alone, their true strength comes in their volleys, used to break up particularly closed-in formations – like the pike square, which is the bane of their cavalry.

 

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Kopeyshchik – The third and final part of the trilogy, the Kopeyschick is a disciplined formation of pikemen meant to move in close, standardized squares. While on the move, the pike is carried vertically. However, the troops were drilled to be able to point their pikes in any direction while stationary, with the men in the front of the formation kneeling to allow the men in the center or back to point their pikes over their heads. While stationary, the staff of each pike could be butted against the ground, giving it resistance against attack. These squares are then combined to create battle lines where appropriate, and indeed this often happens, as the Kopeyshchik is the core to any Rostukhovic army. The pike square is most formidable when fighting disorganized infantry or defending against an enemy cavalry charge.

 

Starting Location:

 

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What is my Favorite color?: You’re a racist, you know that? White isn’t even a color.

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Discord Name; You have it 

 

Chicahtoc Empire

 

Government Type: Empire

 

Leader: Emperor Chicahtoc II

 

Culture: Human

 

History:

The Chicahtoc Empire was born like many others that share it’s moniker, with blood and fear. Unaware of the much largely dominating Atmeric empire in the region, the tribal squabbles in the cradle were left alone to fester and grow. Out of the nine ancient tribes that had existed on the peninsula, three had surpassed the rest of the six. The Chicahtoc had grown to dominate and quickly rise after a series of flower wars took place with the other two predominantly great Jaguar and Eagle tribes. Their population swelled with the abundance of food they had acquired over the course of these small skirmishes and it was during this time that the people had become to grow accustomed to sacrifices of Jaguars and Eagles at the altars hoping for good omens.

Past tribe chiefs of the Chicahtoc began to notice some of their fellow tribesmen became capable of strange powers shortly after these sacrifices, some capable of great feats of strength or incurring pain in their foes. Soon the Jaguars and Eagles began to display their own magical abilities with the usage of Direct magic from the Jaguars and Essence magic from the Eagles. Skirmishes moved from men simply battering each other in the fields to beast trampling men, others being drained of their bodily essence on the battlefield. It was the Chicahtoc’s strategy however to simply capture and empower their own soldiers in these increasingly brutal sacrifices. Those responsible for performing this and leading these warriors were part of the ‘Blood Caste’.

 

It was no surprise that soon, half the number of Chicahtoc’s were capable of devastating entire hordes of Jaguars and Eagles in single combat and then continue their blood-lust filled rampage through their lands. Though without a leadership that carried great ambition, there was little these warriors could do after set upon to kill and capture. This was until the great Chicahtoc I rose on the field of battle. Tribe Chief Titiani was slain as a spear of an eagle warrior impaled his sternum and in his final cry he declared his disciple take action and revenge. A single man rallying only twenty of his fellow blood-crazy tribesmen went and killed over a hundred foes with the help of his friend Tlani. 

 

A beginning of the end for the eagle tribe as many would call it to this day as Chicahtoc I instead broke the great tradition of the flower wars. The greatest ritual having been performed to this date over 5,000 captured eagles and jaguars were killed atop the altars of Chica’s city. Screams and cheers could be heard for miles, the fear and terror being struck into any that would pass by as the entire tribe became to essentially power up into a crazed killing machine. In what could be called the 'red night’, thousands of Chicahtoc tribesmen descended upon all eight tribes of the lower cradle killing, maiming, capturing, and sacrificing anyone in their way. Those lucky to survive were brought to kneel under the great altar of Chica, the Eagles and Jaguars being the first and most noble came to give their vassalage and eventual unification under this new great empire.

 

Despite the great animosity felt previously at the start of the empire, many would come to respect the Chicahtoc for their prowess in battle and how they treated those who would submit willingly. The Jaguars and Eagles having earned the respect of their overlords became something of their own caste within the society of the empire. They would luckily be placed onto an equal level with the Blood caste for having resisted and led powerful wars against their masters in the ancient times. Under Chicahtoc I, the red night became a legend as two decades passed under his fair rule and the tribes became to blend their identity. 


 

Groups or places of interest: Jaguar Caste, Eagle Caste, Blood Caste, Commoners. I have written about their origins above. 

 

Key Figures (3 people with points):

Emperor Chicahtoc II - L4, 6C, 3M - Son of the late emperor Chicahtoc I, he has taken his father’s ambitions for power and blood. Studying under the old general Tlani and growing under the tutelage of his father has given Chicahtoc II great charisma and renown as a military leader.

 

High General Tlani - L5, C5, M3 - Friend of Chicahtoc I and tutor of Chicahtoc II, this man is a strong political figure and in his old age is still a force to be reckoned with. Having survived many wars and the unification of the peninsula, he eagerly awaits his retirement after he has full confidence in his friend’s offspring’s abilities.

 

Master Priest Estli - Arcane 6,C4, M1, L2 - A great educator and spiritual guide to Chicahtoc I, he leads the Arcane blood society that deals with day-to-day rituals and sacrifices. Lately his interest has been placed in studying new forms of abilities to use for his blood magic.

 

Point Distribution: 5 Loyalty, 5 Army, 10 Size, 10 Magic, 1 Navy

 

Nat Idea: Ability to take on two subfields of blood magic.

Blood Magical ****:

T2: Ritual of Bloodlust, this is the earliest ritual performed by the Chicahtoc in the ancient times. It is capable of strengthening a group of warriors to almost superhuman levels of strength and ferocity in battle but making them almost impossible to control. Years of practice however has allowed mages and priests to properly bring these crazed men into order.

T1: Incurring minor pain has existed as both a method of torture or disheartening enemies in battle, an adept must be well trained in this ability before he can proceed to priesthood.

T1: Sapping foes of their strength to empower yourself has always been a joyous sight for the adepts of the blood caste, watching their foe wither and scream in pain could just be enough to empower themselves.

T1: Blood Healing was an odd ability created by Estli in only recent years, it was really up to chance and circumstance when the man sacrificed a slave in order to save the life of an Eagle infiltrator after he had fallen from his local altar.
 

 

Unique Units(3): 

Jaguar Bloodletters - Soldiers who distinguished themselves on the battle by capturing foes to be sacrificed in the many blood rituals. They excel in capturing warriors and innocents in battle or secret.
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Eagle Infiltrators - These men are made up of the finest and most agile soldiers taken from the Jaguar class of warriors. Their ability to evade and disable opponents would be built upon with training in the fields of stealth, assassination, and espionage.
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Master Blood Priest - Masters of blood magic, they have excelled in their studies and with years of experience have fully brought their abilities to power. Capable of performing rituals quickly and bending blood to a will on a whim.
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Starting Location:
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Discord Name; seannie#5413

The Kingdom of Ardes

Government Type

Hereditary Absolute Monarchy

 

Magic Type

Elements

Leader

HRM, Konrad III of House Karovid

[Leadership: 8 | Charisma: 4 | Martial: 1]

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An old, wise, and notably cautious man, Konrad has long ruled the Kingdom of Ardes since he inherited it in his 33rd Solstice. Prudent even in his younger years, Konrad cultivated the state of Ardes seen today - responsible for many great reforms that have improved the standard of life for his people, the formation of a standing national army, and the peaceful expansion of his borders. He is, however, without a direct heir, having been declared infertile several years into his reign. Instead, he has prepared his younger brother, Sigmund, to the throne, much to the displeasure of his ruling class. Nevertheless, Konrad is a profoundly respected father figure to the state, beloved by his subjects.

 

 

Culture

Humans | Ardesians | East Aterian

Bohemians

 

History

Long has it been since the Ardesian Peoples have inherited the lands they till today, their origins shrouded in a mist of intrigue, lost to time. Presumed to have been formed from a collection of agrarian settlements centered around the Bay of Arles.

 

One must keep in mind, Ardes was no great power at this time, but simply a collection of primitive tribes amalgamated into one. And so, when the great Legions of Atem swept across the Morivian peninsula, Ardes proved to be powerless against such punitive actions. The land subjugated and exploited, its people enslaved, many forced to suffer under the new tyrannical rule of the Atemic Empire. 

 

However, not all was lost - it was under the High King of All Ardesian Peoples, Wenauslaw the One-Eyed, that people found hope. As the Atemics waned, and their borders retreated, Wenauslaw struck the final blow to Imperial Authority in the Ardesian Region, when he assembled the largest host known to Ardesian History. 

 

The fleeing Empire left behind much of its advanced architecture in its wake, from which the Ardesian Peoples built off of - founding the City of Pravid, later Capital of All Ardes, and many other great feats. Many of the governmental institutions found today are derived from the authority the Atemics left behind.

 

And so, for the next countless generations, the Ardesians would prosper, failing miserably at times, their borders flexing and waning as it would with all other realms. Bringing us to the present days of the great revival of ambitions.

 

The Legacy of the Ardesians can be attributed greatly to their tenacity and ingenuity as a community; finding within each other, hope and prosperity - a common goal to unite all Ardesians under.

 

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Groups or places of interest

THE ARDENWALD

Perhaps the most densely forested region in all of Ater. Long has it been since these woods have provided the realm of Ardes with the forestry it requires to flourish. Nestled in between the Jessenik mountain range, the Ardenwald also serves as an important buffer zone for those who would make their way across the peninsula towards the Royal Capital.

 

THE JESSENIK RANGE

The natural mountain barrier that divides the realm in half.

 

THE ROYAL CAPITAL, PRAVID

The most prosperous of Ardesian Cities, situated comfortably upon the naturally fortified Bay of Arles, enjoying the control of trade it exerts upon the region. It contains the head of the realm, The Palatial Square, with the Nikaralean Prikaz chief among the various structures of the City.

 

THE SLECHTA

The Nobility

THE CECHY

The Guilds

THE DUCHOVENSTVO 

The Clergy

 

THE ARDESIKARMEE

The Royal Army

Etc...

 

Key Figures

The Heir Presumptive, HRH, Sigmund Maximilian Karovid

[Leadership: 6 | Martial: 3 | Charisma: 4]

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The youngest brother and also student of HRM Konrad. Shown to have aptitude in various arts of governance, but has proven to be a disturber to the King’s Peace, having visions of a mighty and glorious Ardesian Realm. 

 

Her Grace, the Duchess of Piez, Maria Kamila

[Charisma: 10 | Leadership: 2 | Martial: 1]

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Spouse to Sigmund. TBE

 

The Honorable, the Margrave of Vyazovina, Henryk Aehrenthal

[Leadership: 8 | Martial: 5]

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The Grand Hetman. TBE

 

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Point Distribution

Size: 10

Loyalty: 5

Military: 10

Technology: 6

 

National Idea

Ardesian Free Cities

Centers of urbanization free from constrictive centralized Crown control, or the standard feudal system that dominates the countryside. Ardesian Cities are under the management of a hierarchy of Guilds, each and every one of them dedicated to certain aspects of city life. Combining dedication, loyalty, and competency, Ardesian Cities flourish in the matters of trade and manufacturing. [Cities Provide Extra Income, to be decided with MOD | 1k extra or somthing, idk]

 

Unique Units

The Ardesian Knightly Order of the Lion [Heavy Cavalry]

Consisting of the highest echelons of the Gentry-class of the Kingdom. Commonly known as the Lions of Ardes, or simply, Lion Knights. They are men and women born into martial lifestyles, typically raised since birth to wage war. It is also within the Order that certain units act as the King’s personal retinue, otherwise known as the Kingsguard. Upon the battlefield, they are tasked with the dismantling of enemy formations by timely assaults, utilizing their lances to punch through ranks, and letting their armored horses carry the momentum. 

 

The Three Red Banners Corp [Medium Infantry]

The Heraldry of the Kingdom is a motivating factor for all Ardesians on the battlefield, and so, they cannot be held in the hands of weaklings. The Three Banners Corp consist of infantry divisions tasked with maintaining the Ardesian Standards in Battle, usually representing the core of any army with their presence. Soldiers of the Corp have also been tasked with maintaining discipline, acting as commissars, both in civil and military matters when not deployed in active duty. 

 

The Royal Brigade of Vyazovina [Heavy Infantry]

An esteemed division of the Ardesikarmee, comprised of the selected Ardesian Infantry, and outfitted with the best equipment there is to offer. TBE

 

Starting Location

 

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Pentagon = Capital | Squares = Cities | Star = Fortress | Triangle = Castle

 

What is my Favorite color?: racist 

The Bane of Chadwick returns.

 

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Discord Name; You have it

    Nation Name: Kingdom of Rhorric

    Government Type: Feudal Monarchy

    Magic Type: Essence Magic

    Leader: King Théor

    History: Once the Tribes of Rhorric were but simple folk, they held then as they do now a great affinity for horses and mounted combat. When the great Atem Empire had conquered the land, they had brought a new way of life the the once wild men of Rhorric. But with such great gifts came punishment as the men of Rhorric had defied the Empire initially in its conquest.

Knowing that Rhorrin folk’s pride and way of life came from their horses, the Empire restricted their usage in the land and used their prize horses for breeding and sent them elsewhere in the kingdom for both it’s own military and income. A grave insult the men of Rhorric would never forgive. As the Empire began to crumble, the now united and organized tribes had used the knowledge the Empire gave them against it.

Once the empire was gone, the lands fell under a great warrior who would proclaim himself King of Rhorric. With the people united under him they fought back against the Atemic Empire hunting down it’s legions without mercy upon their loyal steads. Securing itself it’s independence the Kingdom then worked to recover and expand.

King Théor now rules over Rhorric, the memory of the old Empire that had forged their people is now but a distant memory. 

    Groups or places of interest:

Darkwood Rangers: A mysterious and very reclusive order, the Darkwood Rangers are the only practitioners of magic within the kingdom, they arose in the old days as opposing the Atemic Empire. When the Rhorrin Folk arose and united the Ranger’s pledged their loyalty to the Kingdom to protect it. They live and dwell within the Darkwood Forest.

Darkwood Forest: The name is more than a reason to keep the children away, the forest is thick and heavy with trees that the sun at times is almost hidden away from within the woods. Tales and Myths talk of strange creatures that dwell within its borders, of spirits that steal away children that venture too far. Or so the stories tell.

 

    Key Figures (3 people with points):

King Théor, Son of Thédrin - Leadership 5, Martial 4, Charisma 4

Commander Réodn - Leadership 5, Martial 8

Ranger Captain Odén - Leadership 3, Martial 3, Arcane 4, Agility 3
 

    Point Distribution: 5 Eco, 5 Size, 5 Loyalty, 5 Army, 6 Tech, 5 Magic
 

    Nat Idea
Work Horse: Civilian Manufacturing produces 1,500g
 

    Unique Units (3):

Darkwood Rangers (Unique Light Infantry)
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These archers are hunters and soldiers by trade, serving the kingdom as Archers for support in an army or as raiders in enemy lands. Whichever the case these men and women are ready to fight for the kingdom and spread paranoia on moonlit nights.

Archers of the Horse (Unique Light Cavalry)
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A warrior and horse together can prove a formidable foe in melee combat, but these men have taken the art of mounted combat to a new level. Skilled in archery atop their steeds these men are perfect for harassing enemy soldiers from a distance at speed.

Rhorrin Riders (Medium Cavalry Replacement)
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The oldest warriors of Rhorric, these men stare down their foes and charge into the enemy ranks without fear. Well trained in the art of horseback and melee combat, truly one with their horses not even a defended line of enemy spearmen is enough to deter the steeds upon which they ride.

    Starting Location:
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    What is my Favorite color?: White

 

Edited by Sovereign_of_Solaris
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Discord Name: Liqa Madiq

Nation Name: Ishikawa Shogunate (Awashima)

Image result for uesugi crest

 

 

 

Government Type: Hereditary Monarchy
Magic Type: Elemental

 

Spell 1: (T1) – Fireburst: a blast of fire ranging in size depending on the strength of the caster. The first combat spell learned in the Seishima style of martial arts, the simple fireburst is often used in conjunction with unarmed techniques, serving to blind and cause pain to the opponent or to light flammable materials. While limited in strength, this humble spell’s utility is not to be underestimated!

 

Spell 2: (T1) – On-Sen’s Steam: The user manipulates the upper surface of a water body, heating it and raising it into the air to create thick water vapor. While mostly used for recreational purposes at home, the spell also has combat applications, allowing ships or river crossings a measure of cover.

 

Spell 3: (T2) – Eternal’s Fire: A green flame, ravenous and unstoppable. Once cast the Eternal’s Fire spreads quickly, and is extremely difficult to put out through conventional means. Dousing with water merely delays it; and as long as the caster’s focus and energy remains unbroken, it will continue to devour like a wild beast.

 

Leader: Kais Ishikawa, Lord on Awashima

 

Culture: 

The men and women loyal to the Ishikawa follow alien traditions, from a culture far distant. They speak language with seemingly no relatives, worship spirits that none of their neighbors recognize. Perhaps inevitably they have developed a certain sense of superiority, and are keen to enforce this strange culture at every turn.

 

Perhaps due to the nearby volcano, the Ishikawa have gained an abnormal appreciation for the beauty of fire. Embers smolder in wooden shrines, perfectly balanced lest they spread and destroy the structure. Ishikawa martial artists train in the elements, learning to fight with fist and flame, and the lord is always depicted surrounded by burning glory. There is beauty in fire, and it can serve many uses, all of them sacred to the people of these islands.

 

Race: Deviant

The Ishikawa have, perhaps, been imbued by the elemental spirits they worship over the years. Their skin is almost hot to the touch, and they relax in scalding baths that would send mainlanders running. (Inner Flame – Bonus affinity for fire magic.)

 

History:

 

Where the sun rises, where the land is rich and the world lives in harmony, there lives the Eternal Emperor. It is said that it was by His command that the people now known as Ishikawans set sail, for the lord Ishikawa was the Emperor’s servant. He serves Him still, and the eternal monarch’s name is still whispered in every prayer – even if the empire is long gone from Ater.

 

Shaso Ishikawa was the first to come to the new world, that much is known. Fleeing some grave dishonor in the east, he and his band of mercenaries joined the Eternal’s service, slaying forty-seven tribes in glorious wars of conquest. In blood his dishonor was cleansed, and through blood he changed the world. When his fighting days were done, the Emperor rewarded Shaso with an island he called Awashima. Charged with guarding the Sea of Fyodor, this land would belong to the house of Ishikawa for all time, and the new lord swore an oath that he and his children would forever uphold the Emperor’s command.

 

But time moves ever forward, and the empire is long gone, with no word from the Eternal in many years. It is alive on Awashima, though, where the Emperor’s command rings as true as if it had been delivered yesterday. For decades, pirates have independently set out from the islands in the name of this mission, and Awashima’s name has been ever degraded. Corrupt shoguns, content to bask in the absolute loyalty of their people, have allowed it to go on. But in recent years, the current lord Kais Ishikawa has begun to take a more active position, and new ships have been seen across the Fyodor, bearing the flag of the lord himself.

 

After years of stagnancy, the government is at last showing itself. The pirates of the islands, long a plague on the high seas, have been crushed or absorbed into the new navy, and Lord Kais has officially contacted several nations on the mainland. It seems this small foreign nation may be finally ready to seek its own destiny...

 

Groups or places of interest:

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Kuroshima: The largest of the islands, with much of the northern end taken up by a large volcano, which periodically dusts ash across the archipelago. The southern portion of the island is relatively flat, and home to terraced rice farms.

Awashima: The largest island in terms of habitable area, and technically speaking the official fief of the Ishikawa clan. The western coast is wind-blasted and bleak, while condensation over the central mountains gives rise to a temperate rainforest of moss-covered pines. The east is home to cultivated plains, and the capital city of Akita.

Seishima: Sheltered by the two big islands, Sheishima is tranquil and flat. Forest covers this island, and hides dozens of shrines, which range from mere alcoves cut into rock faces to a few monasteries. The largest is the Carnelian Temple, found towards the north end of the island. A large pagoda sits here by a clear stream, both lovingly maintained. It is said that inside this structure can be found a painting of the Eternal Emperor, though few ever get the chance to see for themselves.

Matsushima & Tetsushima: Slightly more remote, Matsu and Tetsu both have relatively mild climates on their north ends, but are exposed to the elements in the south. As these islands are sparsely populated, Ishikawa use them mostly for their natural resources, logging and mining them as needed.

Ane & Imoto: Farther away from the rest of the chain, Ane and Imoto get no shelter from the winds, and are old enough that their mountains have been worn to nubs. There is beauty here, but in a far more desolate sort of way. The few inhabitants of these rocks mine and raise livestock for their living, and stare out into the turbulent seas....

 

Key Figures (3 people with points):

 

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Kais Ishikawa, Lord on Awashima: L-6, M-0, C-3, Ar-3, Ag-1. The Lord Kais has ruled for ten years, and in that time he has taken a far more active role than most of his predecessors. From the moment of his ascension, he began a brutal campaign against the pirates who have long terrorized the Fyodor Sea in the Ishikawa name. Within a year, those who resisted had been rooted out and destroyed, such was the loyalty of Awashima’s people to their lord. The rest came before him on their knees, pledging their experience and blood in the formation of a new, real navy.

 

As the Eternal’s chosen lord, Kais’ word is law, and to disobey is to betray one’s own dignity. Until the Emperor returns, there is no higher authority in the known world.

 

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Wakabayashi Katsumi, Admiral of the Fleet: L-8, M-2, C-2, Ar-1, Ag-0. Katsumi has had a turbulent life. Born a wagie rice farmer on Kuroshima, his destiny truly lay on the seas: by the year [10 years before start date], he was a lesser pirate lord, plundering nearby coasts in the name of his Emperor. His rise to power truly came when the new Lord Ishikawa declared his intention to eliminate piracy, after which he immediately went before Kais to beg for a pardon. The Shogun granted his request, taking the pirate into his service and placing him in command of his new fleet. Grateful for his lord’s favor, Admiral Wakabayashi has spent the rest of his life carrying out the Ishikawa will, and though he no longer fights for riches, perhaps they will come to him nonetheless...

 

Image result for firelord painting

Miyata Aiko: L-0, M-0, C-12, Ar-1, Ag-0. A literal *****, Aiko firmly believes herself to be the most intelligent person she’s ever met, and has always thought the Ishikawa ideals of loyalty and duty to be below her, propaganda aimed at the sheep of society. As a massive-brained individual, she manipulates those around her with feminine sorcery, and as such has accumulated a vast hoard of wealth from her beta orbiters. Nevertheless, increasingly restrictive laws against whoring may soon drive her from the home islands.....

 

Point Distribution:

Loyalty 5: The Ishikawa have ruled Awashima as long as the islands have been settled. They were granted it by the Eternal Himself. To question the Ishikawa is to question the Eternal’s wisdom. To question the Eternal is blasphemy.

Magic & Tech 0: The islanders have yet to truly forge ahead into the future.

Size 0:  Though established, the inhabitants of Awashima are but a speck among the great civilizations of Ater. They are a stranded expedition, carving out a tiny slice of the world for themselves.

Military 5: The Ishikawa were mercenaries once, and it shows. Their soldiers, though few, are well-drilled and effective.

Sea-Faring 10: The Eternal Emperor gave Lord Ishikawa one task – guard the Fyodor sea. That is what he intends to do, and to that end a centralized navy has been built, made up of experienced pirates and employing the finest naval advancements.

Economy 10: The Ishikawa are hard working people, but more importantly they are situated with access to many of the richest nations of the world. Wealth awaits, in the future...

Nat Idea:

”Open the Country; Stop Having it be Closed:” Ishikawa seeks the riches of the world, and so 4% of each trade partner’s budget is generated as additional wealth, to be spread however the traders see fit.

Unique Units (3):

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Awashima Samurai – SPECIAL Heavy Infantry, train in groups of 47: The inner circle of the shogunate is guarded by some of the finest soldiers in the land, trained on and named for the island originally granted by the Eternal. The elite warriors of the Ishikawa clan devote their entire lives to a singular goal – mastery of the sword. They live and breath duty, and any one of them will gladly die when ordered to do so. While other countries’ soldiers were having premarital sex, these men studied the blade. While other soldiers spent their days at the gym in pursuit of vanity, these men cultivated inner strength. Now that the world is on fire and the barbarians are at the gate, only they can help...

 

Geoff-Hunt-H.M.S.-Surprise-On-the-Far-Side-of-the-World-1.jpg

Frigate – REPLACEMENT for War Caravel – 4 SP/6k Gold; 250 Man capacity – Ship development on Awashima has reached new heights of sophistication. The most common Ishikawa warship is something called a “frigate,” a streamlined warship designed for maneuverability and firepower. Though expensive and carrying only a small crew, they are nevertheless some of the fastest ships on the sea, and are large enough to put out ballista firepower approaching that of a carrack.

 

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Wokou Raiders – SPECIAL Medium Infantry: The Wokou are mostly ex-pirates, used to a life of bloodshed on the high seas. Though they would have little patience for formations in a field battle, they are nevertheless fierce fighters who excel at both shipboard combat and coastal raiding. Their tactics are brutal, and resistance against a Wokou attack is often met with gruesome acts of cruelty meant to encourage immediate surrender in the future.

 

Starting Location:

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What is my Favorite color?: huwhite

Edited by Zanderaw
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Discord Name; You have it 

Nation Name: City-State of Salvus

Government Type: Republic

Magic Type: Runemancy 

Leader:

Ashur Carrington

Culture: 

Salvus was a place of magic, and technological innovation. A melting pot of nationalities and people from all over, many mages and engineers fleeing to Salvus to escape the hordes that pillaged their lands. A city of many innovations, crime, and corruption. 

 

History:

The village of Carin, was founded on the river bank of Timere. A glistening plane, with room for growth and expansion. A magik energy flowing through it, like the river itself this flow created a change in their people. Growing above the average height of a man, With lighter skin tone. Their affinity for magic increased from the source, but their strength had become below average. This also had a similar effect on the animals and beast that roamed their lands. Plagued by mutated variants of wolves the people named together, under the first Chieftain of Carin a man by the name of Friedrich Salvus, a man of exceptional leadership and an exceptional blacksmith had risen to new heights and took up the mantel. He was said to have the ability to turn blades and armor into spectacular pieces of art.

His affinity with magic, and his people’s affinity to runemancy specifically was not discovered until one day, a mysterious traveler requested a blade. Etched with a certain engraving, unknown to Friedrich at the time was a runic enchantment. It took him days, hell weeks to master the engraving. The blade rejected it fully until one day it connected. The blade itself was hot, even after it cooled and it carried a strange brightest orange tint to it as it laid against the anvil. The moment he picked up the blade, it ignited into a roaring flame, that moved as if it was stuck to the blade. As he moved his hand off, the flame disappeared. Friedrich looked on in shock, as the mysterious man had disappeared. Not a trace, and nobody, besides Friedrich had seen the man.  

 

In the coming weeks, the wurgen began striking in pacts. Ravaging farms and killing its occupants, pushing the smaller surrounding villages towards Carin. The Carinians looked to their chieftain, as starvation grew and fear festered within his people, he assembled a brave group of men. Assembling the brave souls in the best equipment they could find, and leading  them to fight back against the beast. The hunt was long, and tiresome. Fear growing amongst the men flinching at every broken twig. The beast stalked and played with their food, as they drew them closer to their trap. 

 

The following day, the battle began. As the larger black wolves pounced on the group, a long gruesome battle as the wind howled through the plains. The darkness only being silenced by the flaming sword of Chief Salvus. The air was thick with the smell of burning flesh, and the silence that held the tension in the air was shattered as the screams of man and beast alike filled them. 

 

When the battle was over, only one remained. The Chieftain of Carin, man and wolf surrounded his feet. The cold autumn air grazed against his skin, his blade flickering at the sudden gust. He sheathed his blade, and began his lonely journey back to Carin. The pyrrhic victory would not be celebrated but mourned and changes to be made, and by degree his people would no longer settle from the city's walls. In the passing years, after Friedrich passed away and the city stood completed. With a new name, Salvus. 

 

The following years came with a great sweeping change came over the City-state, as more and more people migrated towards the growing state. People from different ways of life brought different viewpoints, and magic teachings to follow. The City-State was well isolated and defended from the impending raids and warfare that ravaged the rest of the Eastern nations. The city's military began to suffer in terms of manpower, in favor of technologically advanced troops and pursuits in the art of runecrafting that further augmented them. 

 

Now the City-state lies alone. Still following the laws set in stone by those who built the city.  

 

Groups or places of interest:

Salvus

More **** to come when I get motivation.

 

Key Figures (3 people with points):

Ashur Carrington: 

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Doge of Salvus
The newly appointed leader of Salvus. The man was raised in the Rune Academy of Salvus on the Western side of the river. His father was a known runesmith, and one of the best within the city. Ashur had different aspirations but still decided to appease his father’s wishes. Leading him from graduation of the Academy, to forgoing the family business and pursuing politics.

Leadership: 4, Charisma: 4 Marshall: 0 Arcane Knowledge: 5 Agility 0 

 

Jasper Aureron:

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Captain of the Salvus Shields

The de facto leader on the East side of Salvus, he scarred man from his time as a mercenary during the wars of the East. He retreated to Salvus as an escort for the refugees fleeing the massacre that was being induced onto them, he volunteered to run to famous Salvus Shields. He was conflicted, as he was left to his own devices to fight back against corruption and crime while the political entities towards the West disregarded them completely. . 

 

Leadership: 3 Charisma: 0 Martial: 7 Arcane Knowledge: 1 Agility: 2

 

Syndra Horen:
 

 

Archmagi of Salvus

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A blonde hair, green eyed lanky woman. She carried a certain beauty and arrogance to her that intimidated the people around her. She looked down at the people who failed to meet her expectations, and the poor. The Archmagi of Salvus was also one of the wealthiest, her magic and innovation carried her as investments the city funded into her research was siphoned away into her personal account. 

Leadership: 0  Charisma: 3 Martial: 0  Arcane Knowledge: 10 Agility: 0

 

 


 

Point Distribution:

Technology: 9

Magic: 10 (No Extra T2 Spell, Mage) 

(T1)

Flaming Blades:

Swords that ignite when withdrawn from their sheath, and held by one hand. These weapons would be extra effective beast, and would help with morale against other humanoids. (Effective against beast. Morale check against levy units.)

Reinforced Steel:
The runesmiths of Salvus worked tirelessly to develop armor that provided better protection than regular forged steel. (Similar to dirty’s T1 spell. 0.25 at T1). Only one hundred of these can be produced per year. 

 

Sydra’s Arrow:
Arrows inscribed with a rune that allows them to pack a little extra punch through armor. These special runes can only be inscribed for one hundred archers every year. (Archers are more effective against armor.)  

 

T2

Golems:  low tier golems. Very simple intelligence, less strength, less energy efficent, etc.

Can only be made from basic wood or stone.

 

Econ: 10

 

Military: 1 

 

Nat Idea: City-state of Salvus, cannot build additional cities. These are replaced with districts that act as replacements for cities allowing city buildings to be built in each individual one. Caps remain the same. 



 

Unique Units (3):

 

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Salvus Protectors:
These are large stone golems, capable of following basic orders. Becoming requiring low energy from the mage controlling it. These are hulking creations that can take a beating, used to supplement the army in times of dire needs. 


 

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Salvus Shields: (Special Medium Infantry)

The shields were a famed guard force capable of dealing with any threat. Well trained, and well disciplined the famed shields were trained to be adequate with a bow and sword. They acted as the primary guard force for the City-State on top of being the main fighting force in pitched battles. 

 

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Arc Battle Magi:
Mages selected by the Archmagi herself to serve on the battlefield, these powerful magi were equipped with special armor that protected their bodies enough without prohibiting their casting. These magi were trained to fight hand to hand but were still no better than average. Eventually they would be augmented with runes that further advanced their skills and powers on the field of battle. 

 

Starting Location:

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What is my Favorite color?: white racist mfer

 

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Discord Name: Dudebro6969

Nation Name: Kemet

Government Type: Triarchy (Three dudes co-ruling. Give me speshal colour in discord plz)

Magic: Thaumaturgy (Scholar Magic)
Spells:
T1: Hand of Soth: Telekinesis. Throw stuff at other stuff.
T1: Eye of Amunnis: Priests can foresee ambushes and traps.
T2: Sekhmut’s Memorium: Priests can see into the past of objects/ruins/corpses.

 

Leader: Wadjet Pharaoh Rashmut

Places of Interest:

The River of Khepfus:
Stretching from the western mountains through the searing desert plains, the nutrient-rich waters allow the riverside farmers to grow bountiful crops with little effort. The waters teem with life, and much like the god that is the river’s namesake, the waters are considered holy for their fertility.

 

The dry lake of Khepfra, and the abandoned city of Sothra Tut: Almost a millennia ago, there was a small lake mid-way through the Khepfus River. Said to be a punishment upon the city of Sothra Tut by the god Soth, the lake dried until it was only a winding river. After the people left the city its monuments slowly began to be overtaken by encroaching sands, leaving it half-buried. The place is considered cursed, and none tread there for fear of Soth’s wrath.

The Capital of Nisu Nefer: The city said to have existed since the beginning of time. It was a city when the first words were written in the distant past, and it remains a city to this day. Thousands of years of grand architecture, massive temples, gold-tipped pyramids, and vast statues of Pharaohs aeons old are scattered among ancient streets. No Pharaoh ever leaves this world without adding to its magnificence.


History:

Venerate the Eye of Kemet, for the Gods would see the endless nation grow beyond its river!

 

Kemet was a land of monumental architecture and monolithic traditions, both in the service of the nation’s many gods. It was a country cut off from the rest of the world by choice, preferring solitude and service to the gods rather than needless distractions that foreigners might bring. It was a nation so old that its written history stretched back thousands of years where it mingled with myth, and the Gods walked the banks of the River Khepfus. Each glory and disaster is still recorded upon the walls of vast temple complexes that surround the lake of Khepfra. Even the smallest, most ancient of temples are preserved so as not to insult their many disparate deities.  

For aeons, Kemet ignored the outside world with the expectation the outside world would do the same, but the Atemites changed that perception. For the first time in millennia, Kemet was conquered. Many of its greatest fortresses were razed to the ground, and its three Pharaohs were forced to submit to the will of Atem. Yet their conquest was ultimately a farce, as Kemet’s considerable distance from other civilisations made direct rule difficult. Instead, they sent governors to perform token rulership and extract tribute from the Kemetese. The Pharaohs continued their traditional roles while paying bitter lip-service to their governor.

 

In time, Atem’s power weakened, and Kemet ousted the corrupt rulers as their empire crumbled. Yet Atem’s influence remained, and Kemet couldn’t ignore the outside world any longer. As long as there were outsiders, then Kemet’s traditions would not be safe. The Pharaohs raised armies along Atemite lines from the Niewet castes, and drew up plans for new fortresses and armories. The Outsiders would bow, or they would kneel before Kemetese spears. However the Wadjet Pharaoh (he who communes with the gods, or the ‘Eye of Kemet’) bade them to halt. A vision of a collapse was sent to him by the Gods. However, it was not disapproval that was gleaned from the vision, but a demand for patience and reverence. All talk of conquest was halted until the Wadjet witnessed another sign, and the freshly raised soldiers were sent back to their homes. Years have passed, and still no sign has been sent, but the Pharaohs wait eagerly for their time.

Kemet is a nation that has existed before the advent of the written word. It has been conquered many times, yet each foreign ruler has been but a momentary transient upon the history of the unending nation. Even Atem for all its glories and splendor fell to time, yet still Kemet stands—unchanged and unmoved.

 

Loyalty: 5
Magical Knowledge: 5
Technical Expertise: 3
Size: 10
Economy: 0
Sea-Faring: 0
Military: 7


Figures of Import:
Wadjet Pharaoh Rashmut: Magical Ability 10, Leadership 2
The King of Temples, Lord of the Priests, and the man who speaks for the gods. It is he who discerns visions and signs of the gods that are apparent in all things. In such matters, the pattern of a bird’s flight is just as important as the innards of a lamb. The gods speak through such things, but the most powerful are the visions sent within dreams. These denote great things, and the Wadjet will do as the gods demand.

Ujet Pharaoh Cofus: Leadership 6, Martial Skill 6
The King of Warriors, Lord of Spears, and the man who protects the lands. It is he who marshals the men for war, and leads them to glory against the outsiders. He is known to wade into battle himself, striking at foes with his mace among his chosen bodyguards.

 

Niewet Pharaoh Nuutptra: Leadership 4, Charisma 4, Agility 4
The King of Commoners, Lord of Labour, and the man who organises the people and slaves. It is he who enables the great monuments to be built, and the many weapons to be forged. Without his influence and work, there would be no gold to gild the statues, and no stone to carve. He is the bedrock of Kemet, and one of its greatest assets.


National Idea:
Foundations upon Bones:
Population may be expended instead of gold for construction. 3 x gold cost of building = population expended to build it.


Furthermore, I would like to forgo any ability to trade with other nations and diplomacy outside of non-aggression pacts/peace agreements/declarations of war/demands for tribute in return for a number of unique buildings specifically for my nation.

Replacing Trade Depot, Tribute Depot: Provides 250 gold per conquered city (One per city). Same price as Trade Depot.
Replacing Commercial District, Labour District: Provides 3000 gold, one per city. Same price as Commercial District.
Replacing Civilian Industry, Slave Quarters: Provides 750 gold, one per 250,000 people. Same price as Civilian Industry.

Extra Buildings:
Temple of Life and Service: Reduces chances for rebellions (may only be built in conquered cities, one per city) (10,000 gold)
Obelisk to the Gods: Provides 5000 gold (may only be built in conquered cities, one per city) (15,000 gold)

Unique Units:
 Another Unique Thing: All Medjay draw from their own manpower pool separate from the regular one, and cannot have veterancy purchased for them. All non-medjay units cost double to recruit and require twice the upkeep.

Medjay Foot soldiers: Spear-and-shield light infantry. Are recruited in units of 1000 rather than 500, and (preferably, pretty please) have half the upkeep of regular light infantry.

Medjay Horsemen: Spear-and-shield light cavalry. Are recruited in units of 1000 rather than 500, and (preferably, pretty please) have half the upkeep of regular light cavalry.

Medjay Slingers: Sling-and-club light ranged troops. Are recruited in units of 1000 rather than 500 and (preferably, pretty please) have half the upkeep of regular slingers.

 

Position on Map:
 

4mb7QeM.jpg

 

Supreme’s Favourite colour is Huwhite. Like The huwhite man he is.

Edited by Catostrophy
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“It was Nashorazirpal who gave us the sygil of the rat. One to be held proudly, for he found them to have all the traits a Sorceror should possess.. Resourcefulness, discretion and a strong will to survive...” -A study on the origin of the sygil of the Rat, by Abreshur Ineriveh.

 

Samalstraza

Sû Samal iss Nimreh

 

 

 

 

“Enter, aspirant, and you will almost certainly die. But what else might you find along the way?” -Rector Sargon

 

Discord Name:

 

Nation Name:

Samalstraza, The Fortress of Magic 

 

 

Final piece

 

Government Type:

Ritualistic Parliamentary Magocracy. The Warden of Samalstraza is chosen once the previous one dies, through a complex blood ritual lost to time, which operates practically on its own, in the tower of blood. Every aspirant and sorcerer gives their blood to the room, which chooses the next Warden. The warden is thereafter the ruler until their death, though their power is limited by the voting body of all mages and important aspirants who vote on many issues and act as a limiter to the Warden’s absolute power.

 

Magic Type:

All of them. :chad:

 

Leader: 

“It is crazy to want what is impossible, and impossible for the wicked not to do so.”

 

Ya Yeet, Warden of Light. 65 Years old, a stoic man bent on a spartan lifestyle and living well, he was chosen at a young age at a time when Samalstraza was two steps from a civil war. His stoic nature and unshakeable calm carried him through the tribulations and allowed him to re-establish Samalstraza’s balance. For it is balance he seeks above all else. Balance in life, balance in the world, balance in magic.

 

Culture:

Samalstraza is born of Ninûr the Neverfound, lost city of magic. In an eternal quest to recapture the essence of the city, Samalstraza had adhered to ever eroding and shifting myths and principles carved into the caves below it by its founder so many years ago. A certain level of arrogance permeates the upper echelons of Samalstrazi society, which is highly stratified.

 

First, it is divided between those who live within the Fortress of Samalstraza and those who live outside. This divide is perhaps the greatest, as those who live outside are simply peasants and villagers from the surrounding region that gathered under Samalstraza to benefit from its many boons, and it’s position as a quasi-neutral state.

 

Those who live within are the only ones considered to be truly Ninûric. Here, they are once more divided.

 

The Hasâshem (Warden) - The Warden of Samalstraza is chosen by an ancient blood ritual, lost even to modern samalstrazi. All Aspirants, Rectors and Sorcerers must give their blood to The Ritual, which will then choose the Warden. Bound to Samalstraza and incapable of ever leaving it, the Hasâshem is the guardian of all the knowledge left by Nashorazirpal after his passing. They are sworn to protect it to their dying breath, and hold the greatest power and respect of all.

 

The Aspeshem (Priest) - The Priest of Blood, a Sorcerer chosen from the ranks by the previous Aspeshem. They are the figure of religion within Samalstraza and the keeper of Rituals. They wield immense respect, but are barred from participating in the Court. Nonetheless, many are those who seek their council, for it is believed that they, above all others, still bear a connection to Nînur the Neverfound.

 

The Ashuri (Sorcerers) - The penultimate manifestation of magic, they are the pinnacle of Ninûric society. Crafted into beings of perfect beauty and power, they control enormous amounts of respect within Samalstraza and while not officially the leaders, their word bears much weight.

 

The Rectors - Chosen Aspirants of great importance, they are the loudest voices within the Court. Of great power, they are bound to Samalstraza, the greatest teachers of their own magic. They constitute the main voting power within Samalstraza, though they and the Ashuri often clash, as the Ashuri look down on them and the Rectors consider the Ashuri to be diplomats more than true mages.

 

The Aspirants - Those who have been chosen to learn within the halls of Samalstraza. Hailing from all over the world. Their authority and level of influence varies wildly from the fresh-faced recent arrival to the old scholarly aspirant bearing within him an immense well of knowledge.

 

The Yanâ (New) - Those who have only just entered the halls and have yet to pass the First Ascent.

 

Sû Tur Sûragon (The Thrice Chosen) - Highly respected by most, these guardians of Samalstraza are often seen as mere guards by some. Yet, they too have a voice in court, though it is often lost in the sea of others. Sworn to protect Samalstraza and its mages, they may sometimes be used as tools, but they and the Ashuri have tight bonds born of dangers met side by side in the wider world.

 

   The Thrice Chosen are divided into four Orders.

  • The Order of the Rat
  • The Order of the Bull
  • The Order of the Dragonfly
  • The Order of the Vulture

While Samalstraza follows all magics, there are two that stand out.

 

Blood Magic - The magic of rituals, many scholars theorize that it was the first magic to ever be discovered in Ninûr. It is also this magic that Nashorazirpal, the Original Warden, used to create many of the mysteries of Samalstraza. 

 

Direct Magic - Considered to be the most dangerous magic of them all. It is the art of wielding raw, undiluted magical energy and Samalstraza keeps a close eye on users of Direct Magic, lest they tear apart the very fabric of this world.

 

Samalstrazi speak Ninûric within the fortress, but those outside never learn the language.

 

History:

Samalstraza was founded by Nashorazirpal. Legend says that he fled Ninûr the Neverfound with his father, Ashornazirpal, the Original Sorcerer when it fell many thousand years ago. As they fled across the world, Ashornazirpal fell ill and he and Nashorazirpal stopped on a small island to find some quietude and allow him to die in peace.

 

Here, Ashornazirpal died, and Nashorazirpal found himself trapped as a violent storm destroyed the small boat they had been using. Fleeing the fury of the storm he found a deep network of caves and hid there, only to find it full of ancient writings and scribbles. Such was the wealth of knowledge that he lost track of time and spent years learning of it all and recording it on stone tablets. It consumed him, until others began to trickle onto this island.

Fishermen learned of the mad man of the cave and slowly, Nashorazirpal once more learned of the outside world. One day, sickness claimed him and he became acutely aware of his mortality and of the knowledge the world would lose with his passing.

 

Thus did Samalstraza come to be. First, it was but Nashorazirpal and Ben, a fishermans boy who could wield magic. Then more came, and finally, Samalstraza itself was built and its principles and ancient rituals set in stone by Nashorazirpal and after him, Ashur-Ben. Many more came after that, until this day.

 

Groups or places of interest:

 

The Runeway: The ancient path leading up to Samalstraza from the coast, a dirt way that winds up into the mountains until it reaches Samalstraza, perched within the mountains like a ruby encased in stone.

 

The Llamassu: Great guardians of Samalstrazi, these towering bull-men stand on each side of the gates, staring out into the beyond, challenging any who would dare trespass.

 

The Fortress of Samalstraza: An ancient building, part fort, part academy, it is built of a rusty red sandstone that glows with the sunset and shines at night like a warm campfire. Eight towers peek out from behind its worn walls.

 

The Gates of Magic: Of black stone and engraved with silver and rubies, these huge, ancient doors divide the enlightened knowledge of Samalstraza from the rest of the world.

 

To be expanded upon later are these locations:

 

Spoiler

 

Above

The Court of Ashurnazirpal

The Gallery of Whispers

The Tower of Anur

The Tower of Shamash

The Tower of Bahamesh

The Tower of Knowledge

Enki’s Construct

The Tower of Damuz

The Tower of Alchemy

The Tower of Sumeri

The Faunarium

The Floranium

The Forum of Belush

The First Court

The Halls of Nebukadenazzar

The Hospitalarium of Bellet-Ill


Below

The Caves of Tlamet

The Foundations

Nergal’s Gloam

The Crypts of Ereshkigal

The Qineveh Room

 

 

Key Figures (3 people with points):

Sargon, Rector of Blood, 50

“Everything you have ever known is nothing compared to the power that pulses through your veins.”

 

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Leadership - 6 

Martial Skill - 0

Charisma - 0

Arcane Skill - 7

Agility -  0

 

Rib, Aspirant of Darkness, 17

“I killed a man with his own shadow, and now I am here. I was nothing, I will return to nothing, but I will not live for nothing.”

 

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Leadership - 0

Martial Skill - 0

Charisma - 0

Arcane Skill - 8

Agility - 5

 

 

Megûra the Exile, Thrice Chosen of the Order of the Vulture, 39

“The impediment to action advances action. What stands in the way becomes the way.”

 

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Leadership - 4

Martial Skill - 8

Charisma -

Arcane Skill - 1 (Not applicable)

Agility - 

 

Point Distribution:

Loyalty: 2

 

Magic: 10 (Mage choice)

Starting Spells:

T1

  • Dark/Darkness: Der Nabati - Step into shadows and re-appear out of the shadows in a small radius. 
  • Scholar/Mind: Ûr Qinev Lûsh - Ability to detect ones surface thoughts and lies.
  • Light/Health: Rishâ Vedru- Heal wounds of minor gravity or illnesses.

T2

  • Form/Shape: Nimrevi iss Yanash - Mould ones features permanently, or until the next change. Can affect the entire body. A long and excruciatingly painful process. 

 

Tech: 3

 

Military: 0

 

Seafaring: 5 (War Caravel)

 

Economy: 10

 

Size: 0

 

National Idea: 

>Can use any form of magic, but each recruited mage can only use one branch.

>Cannot recruit any military units apart from Thrice Chosen. 

>Research spells through passive slots instead of investment. 3 slots.

>Can teach one weak to mid-level spell from another field to mages who study within its walls.

 

Unique Units (3):

The Sorcerers of Samalstraza (2 slots): Exceptionally powerful mages, maximum 1 per each type of magic. When near other mages of the same type, they empower them and their spells. They can all communicate mentally with each other regardless of distance.

 

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The Thrice-Chosen (1 slot): The guards of each sorcerer when they are in a foreign court. Chosen through three deadly trials as children, kidnapped from parents, they are elite guardians of the Arcanium. The three trials imbue them with three powers: The Trial of Blood makes them stronger, faster and able to heal quickly. The Trial of Light makes them smarter and able to see in the dark. The Trial of the Rune makes them immune to magic. They have three dots on their foreheads.

 

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A newly selected Thrice Chosen

 

Starting Location:

 

What is my Favorite color?: huwhite

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