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Cataclysm [OOC]


Krefarus
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Discord Name: nope

 

Nation Name:

Kūraušahr

(Choranic Empire)

 

Government Type:

Imperial Monarchy

 

Magic Type:

Light

 

Leader: 

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Šāhān Šāh Ardašir

(Artaxes, King of Kings)

 

Culture:

The peoples of the Choranic empire are a collection of various related ethnic groups with a largely common religion. Most are native to the coastline on the edge of the Olk-Wood, though a few name their home within the vast forest.

This religion consists predominantly of worship for an entity they refer to as Ahura Mihr (Oromires), a god of creation and light who protects the Choranic peoples and guides them towards good deeds. This is reflected in their exclusive acceptance of light magic, which they see as a blessing from Oromires. 

 

History:

-skipped for now-

 

Groups or places of interest:

 

Key Figures (3 people with points):

Artaxes (Ruler)

6 Leadership

3 Martial Skill

4 Charisma

0 Arcane

0 Agility

 

will do rest later

 

Point Distribution:

10 Size

10 Magical Knowledge

6 Military

5 Loyalty

 

Starting Spells:

will choose later

 

Nat Idea:

will choose later

 

Unique Units (3):

will choose later

 

Starting Location:

u have it


What is my Favorite color?: huwhite

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Discord Name; You have it.

 

Nation Name:  Terran Empire

 

Government Type: Empire

 

Magic Type: Elemental – Earth/metal

 

Leader: Titus Orientius 

 

Culture: Roman/Latin, human.

 

History: The Mountains of the isle is where they made their home. When the Empire of Aten inevitably collapsed, the island broke out into many different warring barbaric tribes. Though the future did not look bright for the inhabitants of the island, there was a glimmer of light. Terra, the largest city on the island was quickly locked down by Titus’ ancestors seeing as they had great influence over the city to begin with. Terra is a large and vast city built in between the mountains, one of the few with walls and towers to protect it from those who’d dare to attack her. The people of the city were grateful to the Orientius bloodline for their affirmative action, and promptly named the head of the family at the time, Marcus, as their ruler. 

With this title came a heavy burden though. Problems began to pile up, such as the constant barbarian raids that grew stronger by the year or the population that continued to grow and congest the city. With no other options it appeared as if the borders would have to expand. For the first time ever, legions of men trained with sword and shield for months on end. Eventually the legions were ready to be released into the world they knew nothing about and conquer land for their people. This period in Terran history is known as the ‘Conquesting years’ because for years on end the legions fought tirelessly to wipe out the barbarian menace that sprawled out over the island. When a tribe was finally defeated they would either be exterminated like the savages they were, or assimilated into the newly formed Terran culture. Majority of the time it was the latter of the two. As time passed the organizational inferiority of the savages and the technological superiority of the Terrans led to their downfall. With most of the island now being free of hostile inhabitants Terran settlements were free to pop up in every direction. Peace and prosperity is the situation Titus Orientius now inherited from his father. Let us hope it can stay that way.


 

Places of interest: Terra the capital city. Vinovia, minor city. Arpinum, another minor city. Divio Fortress.

 

Groups of Interest: The Custodes, or the Emperor's guardians. These men are fiercely loyal to the Emperor and will do as he says to the letter. Raised from childbirth to be trained as his personal guard.

 

Key Figures (3 people with points):

Titus Orientius - 6 Leadership, 4 Martial, 3 Charisma - 

Current ruler of the Terran Empire. A young man yet to make a name for himself and trying to follow in his father's quite large footsteps by doing right by his people.

 

Vasennia Orientius - 13 Charisma - 

Titus’ wife. She is highly skilled in the art of the deal, making even the most hardened of businessmen crack when she negotiates. 

 

Gaius Camilia -3 Leadership, 5 Martial, 5 Agility-

Captain of the Custodes, highly respected by the legionnaires and other nobles of the empire. Waded his way through the ranks of the Custodes until eventually he became their superior officer.

 

Point Distribution: 

Loyalty: 5

Magical Knowledge: 0

Technological Expertise: 6

Size: 6

Economy: 4

Sea-Faring: 0

Military: 10

-3000 Medium Infantry (6)

-1000 Archers (2)

-1000 Medium Cavalry (2)

 

Nat Idea: Commercial districts provide 5,000 gold rather than 4,000.

 

Unique Units (3):

Legionnaires - Professional heavy infantry with years of expertise in the use of a sword and shield. Not only do these make up the bulk of the newer legions but they are renowned for their fierce fighting capabilities and discipline in the face of greater odds. (Heavy Infantry)

 

Equites - Nobles who make up the bulk of Terrans light cavalry forces in the legions. Not necessarily used for frontline combat, for they are flexible in their purpose. (Light Cavalry)

 

Sagittarii - Lesser men who wish to serve the Empire. These men are usually from the lower class of society who are trying to progress their way up the ladder. Not much skill is needed to fire a bow. (Archers)

 

Starting Location:

 

Triangle: Capital, Square: Cities, Circle: Fortress

What is my Favorite color?: Brown, like me. Please no lynch.

 

Edited by NunuTheGreat
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The Horde of O’Karii

1NYtBA8BNdtunzBLGa1Ox_ZwJGVtgP_ccK3baluqTtnyJ3mJeEV8pulE-F7mqLutWo5a0ML9kE-9hBLp5T6EsNjxxgLsA4OXVmxAygTm2cfZR-UOhZIUmOuTutgJpx1nJIDCbWp0

Government Type: Tribal Kingdom

Magic Type: Enhancement Magic

Leader: King Mura the Clanless

Culture: 

The O’Karii are born for war, their society revolves around raiding and pillaging their neighbors. They are split into clans with each one having their own area to live, the clans are known for infighting which has kept them on the plains. The abhor normal magic, seeing it as a weaklings tool. The only magic they accept is Enhancement Magic, meant to improve one’s physical abilities in all capacities for short bursts. 

History:

The origins of the Horde are unknown, some believe that they wandered from a nearby continent. Others believe them be the spawns of demons, whichever you believe, know that the O’Karii are warriors by nature. Life, when they first arrived to the plains, was simple. The men hunted and the children practiced fighting, archery, and horseback riding. But when one clan wandered off the plain and sighted a nearby village, what happened next changed the face of the Horde. They saw all the treasures the nearby village had, and they wanted the spoils for themselves. Like lightning they descended upon the village, going on a rampage slaying everyone they could and looting everything they saw of value. What they did not take they burned, and those that survived the slaughter became slaves. When dawn broke and nearby traders saw, they were horrified. Who could have carried out such acts of violence? The traders, would soon know, for the O’Karii had discovered lands yet untamed, and they would ravage them.

The clans of the O’Karii, while having a general unifier, often acted separate of each other. They worshipped the same pantheon of gods, but each held a different one in high regard, they would even war with each other for dominance. Such life prevented them from becoming true threats, and as such, many bigger nations did not see them as an immediate threat. As long as they focused on raiding border towns and infighting, they could never pose a true threat to the kingdoms to the north and east.

One thing the O’Karii have a disdain for is technology, choosing to live life like their ancestors had once had. They saw technology almost the same as most magic, a weakling’s tool. For they believed in the truest sense that man had everything he needed, technology to them created inherently weaker men. All a man of the Horde needed was a bow and a blade, and he could make the mightiest of men cower like children. 

Mura was born to an influential clan, the Saro. This clan long held a tradition of war and raids, and for the most part dominated the southern half of the O’Karii lands. To be a man of the Saro was an honor, and the expectations were high. The future king was always different than his brothers and sisters. Where most would hate technology, he saw it as a tool to increase the strength of the O’Karii. As he led raids, his band of men would not destroy the technology, whatever he saw had use, they would take and adapt it to their needs. He would also spare those who had potential, taking them into his ranks to join his band. Such acts were viewed as heresy to the Code of the Horde. When the clan elders witnessed what was happening, they banded together and cast him out, forever disinheriting him and labeling him a traitor and branding him for death should he ever return. He was Mura the Clanless. 

Such actions, did not stop Mura’s ambitions. He had a vision where he stood over the plains, and saw the Horde united and truly strong. He kept on raiding, and kept on growing his band. As the raids and wars raged on, he drilled his men, taking lessons from the foreign soldiers he had allowed to join him. His men would be armed with deadlier tools, blades made of stronger metal and bows or rifles made out of sturdy wood which could kill in seconds. When he saw the state of his army, he decided to return to the plains. It was time someone united them indefinitely. He was not the first to attempt this, nor was he the first to succeed, but he would be the first to united them under one banner, one king. One by one the clans fell to him, and those that would join he spared, those which defied him were killed. Eventually he had united the entire plain under his rule, and declared himself King of the Horde. His first act as king was to execute all the clan elders, for it was them who kept the O’Karii from reaching true greatness. He would not allow them ever to be subject to such feeble minds. His wrath did not end their, he would also execute all those of the leaders’ lineage, for it was them who could one day challenge his rule. He would have none of that.

Once his power was consolidated, he set to work refining his army and making a more efficient system. The raids became deadlier and more calculated, and the list of targets grew. They learned how to survive off the land in foreign areas, which allowed them to pillage for days or weeks. They would move further east and north, pillaging and looting everything in their path. The other nations began to notice them, and soon began to worry. Their worst fears realized, the Horde was united, and they were coming.

Groups/Places of Interest

Keepers of the Tales

Until the rise of King Mura, O’Karii history had largely been an oral tradition. It was tasked to the Keepers to ensure that the tales of their ancestors were passed down to the children. This position was reserved for the children who too weak to become soldiers. These men became the teachers to the children before they would become soldiers. A Keeper was not looked down upon however, nay they grew to become the religious caste, with each tale meant to inform how a member of the Horde should conduct themselves. 

Field of a Thousand Voices

An important religious site to the Horde, the Field is where they believe one can connect to the lives of their past ancestors. According to O’Karii tradition, the first leader of the entire Horde, Magos the Uniter, is believed to have channeled the spirits of all his ancestors there and used that strength to unite the O’Karii and drive off their foes. It is believed that when a soldier dies, his spirit rests in the Field, waiting to be awoken to answer his relatives plea. When a new clan leader rises, he is to get the approval of his ancestors and former clan leaders in order to cement his right to rule the clan.

Key Figures

Iros the Younger

The younger brother of Mura, Iros was groomed to become the next clan leader after Mura’s banishment. At first. the younger brother was everything the Saro wanted. He was complacent, obedient, and respected the old ways. Such views changed when he witnessed Mura’s return. He saw his brother become even fiercer, and a better leader. Iros was the first to come to Mura’s band of renegades. He would be the one behind Mura, keeping and protecting his brother’s throne. 

6 Charisma

3 Leadership

3 Martial Skill

Mura The Clanless

6 Martial

6 Leadership

Naru Lorka

The first foreigner to join Mura, it was him who showed the future king the benefits to opening up his ranks to foreigners who showed they were worthy to join. His expertise in the art of war, technology, and the general layout of the land allowed Mura to gain strength and be as efficient as he is. Without him, Mura would have surely fallen already. 

6 Martial

2 Charisma

2 Arcane

2 Agility

Point Distribution

8 Military

8 Loyalty

8 Size

6 Technological Expertise

Nat Idea

All For the Horde

+2% to Population Growth

Farm Nodes run 50%/25% more efficient

Cavalry is 25% cheaper

Raids have a chance of increasing/restoring manpower by .05%

Unique Units

Riders of Magos (Heavy Cavalry)

Elite horse-riders who have been riding and fighting for years.

Come with Tier 1 Veterancy.

Mages of Muran (Mage)

Mages who focus on nothing but improving how their fellow soldiers fight.

Spell 1: Adra’s Cry

The Mage casts a spell, which makes it so all units affected by it gain 5% more health and 5% improvements to their natural defense.

Spell 2: Rage of the Horde

All units affected by it do 5% more damage and move 2% quicker.

Black Skirmishers (Light Cavalry)

Horse riders who focus more on light, quick attacks than actual confrontations. Attack in large numbers usually.

Recruited in groups of 750

5% quicker than normal Cavalry

Starting Position

Squares= cities, Star= capital

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Fav color is blue

 

 

 

 

Edited by Dyl
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Discord Name: bruh

 

Nation Name: The Amarantic Dominion

Government Type: Oligarchy
Magic Type: Dark

Race: Human

Leader: Solias Mar, The Ascendant

 

Culture:

Amarant is a nation built on the foundation of survival of the fittest. That the strongest, most cunning, most ambitious, and more ruthless are the most fit to rule and lead for the benefit of all. Amarant is a magocracy. As the masters of powers far beyond the ken of mortal men, the adepts and magisters of the variance orders of darkness rank above the most powerful warriors of the gladiatorial pits, gang bosses, and the lay-bureaucracy. The magi rule through bafflement and mystery, the shock of their occult art and its horrifying reality if necessary. In most settlements of the Dominion, a strict hierarchy of slaves, laymen, middleclass, lay-nobility and magi is observed. Life is tolerable, if not comfortable in these communities. Not so in the “capital” of the Crucible. That city can best be described as an open slum and gang warzone around the soaring, oppressive edifices of the academies and temples of the Amarantic cults. Only the most ruthless, intelligent and desperate are plucked from the hell of Crucible’s slums for training as aspirants and acolytes, and fewer still endure the process to its fruition. Those that do find themselves only limited by their own ambition. As is only proper.

 

History:

Centuries ago the Atemic Empire swept to victory across the expanse of the East. Many were the cults and conclaves of death, shadow and darkness. Many of whom were deemed vile, heretical, worthy of extinction. Freedom of thought and action was not tolerated by the western oppressor. And so the Long War was fought by the Shadowkin. As the tales tell, for decades shrouded assassins and defiant sorcerors raised their blades and raised the very dead against the foreign legions. Many of the hated foe fell, their souls fueling the fires of vengeance. But not enough. And so, the children of the dark fled to where the reach of the hated Empire was its weakest. These shadowy defenders smuggled many dissidents away, saved apostate cults and salvaged ancient “heretical” knowledge. For so long did these champions risk their very souls for the good of others, shepherding thousands to a safe haven in the far east, and shielding that location with their concentrated power from prying eyes. But such a burden has a cost.

 

The Shadow Knights, an order of nobility and restraint, were consumed by their power and their burden. Dark magic is among the most potent in this world, but consumes all that it touches. To liberate others, they shackled themselves indelibely to its corruption. So it was that the Dark Saviours became the cruel masters of the new Amarantic Dominion. Those who did not share the ambition of its founders were hunted to extinction, and a new order dominated the refugees. These wretches owed an eternal debt to their protectors, passed down between generations and not vacated in death. Safety was theirs, and all it took was their souls, and the sanctity of the body after death.

 

Many hundreds of years have passed. Today the Amarantic Dominion is a land of competition, hierarchy and naked power. Three prime orders dominate the magi of this cruel country – those enamoured with life and death, those who venerate the shadow and its mysteries, and that order that seeks the dark between things... the true source of their power, that from which their fell magik springs. And from it, the master of those orders seeks dominion over all things. The Ascendant. The Great Unknown, ruling from his great temple of obscurity on the sacred outskirts of crucible. His palace is forbidden, but tales abound that Solias Mar was not the original monarch of the orders, no matter how old he may be. Perhaps one could enter his lair and challenge him. Perhaps. But now a decree comes from that silent edifice, one of few in decades. It demands... revelation. That Amarant at last reveal itself to the outer world. Surely that would be heresy! It would yield destruction? But alas, thralls have already been dispatched on diplomatic missions. Amarant is revealing itself to the world... but who will lead it to glory?

 

Groups or places of interest:

 

Capital: Crucible – A city of extremes. Half a massive edifice of temples, schools, fortresses and academies and half a lawless and wartorn slum. Crucible is the philosophy of the Orders made manifest, from which they draw their most promising recruits. None who enter may leave, dead or alive. Generations are reared from the failed crop of acolytes, and grinding an existence preying off the squalor of new supplicants in the vain hope of a chance of ascension. Perhaps a few may ascend, should their souls burn brightly enough amid the tumult of despair.

 

Order of the Divide – Though all Amarantic Magi possess necromantic abilities, few take it to such an extent as those who inhabit the temple complex of Shalara Valkoren. The Mistress of Undeath is a fanatic, obsessed with removing the boundry between the living and the dead. The tithe of dead bodies paid to the Orders by supplicants and slaves is primarily consumed by her order, for the use of souls and for the undead thralls it can provide.

 

Order of Shadow – Perhaps the oldest of Amarantic traditions, the Order of Shadow cleaves closely to the extinct Shadow Knights. Though enough separates them to deflect accusations of heresy. Both groups value the hidden, the obscure, the unseen blade removing the head of a terrified foe. But the Order of Shadow deeply venerates the corruptive magiks behind such processes, while the Shadow Knights of myth shunned their own darkness and actively guarded members against its influence. Fools. Only in bathing through oneself in the forbidden can one understand that there is no true limitation.

 

Order of the Unfathomable – Perhaps the weakest and most esoteric of orders, devoted to the deepest concepts of darkness. The Black Beyond. The Outer Dark. The Unfathomable. That is what concerns the restless summoners and scryers of this order. Under the new leadership of the ruthless Antathek Ra, perhaps they will finally achieve prominence? Perhaps they will find something in their search in the shadow.

 

Key Figures:

 

Antathek Ra, Master of the Fathomless Void

Leadership: 3

Martial: 1

Charisma: 2

Arcane: 7

Agility: 0

 

Shalara Valkoren, Denier of the Divide

Leadership: 3

Martial: 1

Charisma: 4

Arcane: 5

Agility: 0

 

Sothal Za, Lord of Shadow

Leadership: 2

Martial: 3

Charisma: 1

Arcane: 3

Agility: 4

 

Point Distribution:

Race: Human (+1 point)
Loyalty: 0
Magical Knowledge 10
Technological Expertise: 6
Size: 10
Economy: 0
Sea-Faring: 0
Military: 5

 

National Idea:

Abyssal Inspiration – Large Bonus to Spell Research.

 

Unique Units:

Wraith Warrior – Soldiers of the Order of Shadow. Elite single combat warriors, capable of manifesting utter darkness in an area around their foe and seeing perfectly in said light conditions. Infiltration and assassination troops.

 

Lich Knights – The deathless emissaries of the Order of the Divide. Trapped between life and death, souls bound to heavily armoured, preserved bodies. Extremely potent heavy infantry incapable of feeling pain.

 

Fathomless Horror – An antithesis of life that should never have been wrought in physical form. An horrific, endlessly hungering reaper of souls that slaughters living soldiers without abandon, and without command once unbound from its magikal shackles. A fire and (pray to GOD) forget weapon.

 

 

Starting Location:

Feel free to define my borders according to size 10 within this radius, and not including stuff claimed by Tyras of course. Preference for stuff to the east.

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What is my Favorite color?: Iowa defined.

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HOLY KINGDOM OF ASCALON

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Government Type: Hereditary Absolute Monarchy 

Magic Type: Light Magic, focus on the Light Subfield. T1 of Light Beam, T1 Sunflare, T1 Light strobe

Characters

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King Baldwin IV of Ascalon, deemed himself unworthy and hid his face. (Leadership 8, Charisma 4)

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GrandMaster Godfrey of the Templars (Martial Skill 6, Agility 2, Leadership 4)

 

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His Holiness Pius X, (Arcane Skill 8, Leadership 4)

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Crown Prince Edward, nephew of Baldwin IV   (Leadership 4, Martial Skill  3, Charisma 3, Agility 2)

 

Culture: Humans

 

History

The Kingdom of Ascalon is a religiously devout nation along the coast. While officially a hereditary absolute monarchy, much of the power lies with the Church. The people of Ascalon are devout worshippers of GOD and his light. The Church of Ascalon has become a powerful force in politics, with the Patriarch wielding almost as much power as the King himself. They believe there is only one true GOD, and to deny his light is blasphemy!

King Baldwin IV currently rules Ascalon. Known to be a wise and devout ruler he is popular among the people. However, at a young age he saw himself unworthy of GODs light and took to covering his face hiding it at all times with an iron mask. While the King is strong in his faith, he has been attempting to restore the Monarch as the true head of state. This has led to many political conflicts between the Crown and Church.

 

Groups or places of interest:

Holy City of Antioch- Capital of the Kingdom, and home to both the King and Patriarch. It is has seen as the most holy site, where GODs Light blessed the first King to rule.

Helmgard-The headquarters of the Templar order. Located just south of the capital. Its high walls have never been taken, the fortress is seen by many as impossible to siege

The Church- Easily the most popular faction in the Kingdom, the Church's influence is equal to the Kings. This has lead to several conflicts between the Crown and the Church in the past.

Templar Order- The elite Holy warriors, who answer only to GOD. Independent from both the Crown and direct control of the Church, they serve as the Vanguard of Ascalons armies.


 

Point Distribution: 

Loyalty 2

Magical Knowledge 5

Technological Expertise 3

Size 5

Economy 5

Military 6


 

Unique Units (3):

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Templars (Heavy Cavalry)

Holy Warriors of GOD, they serve as the Vanguard of most armies. Originally founded as defenders of the faith, they now serve as leaders of the Kingdoms armies. Led by the Grandmaster, they are mostly made up of nobles who donated this wealth to the order and now dedicate their life to defending the faithful. Mounted on horseback, these heavy knights are almost unstoppable. 

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Papal Guard (Medium Halberd Infantry)

The Personal guard of His Holiness himself. These men are veteran warriors who will defend the Church with their lives. Armed with a Halberd and short sword, they are able to easily defend and hold against an enemy. 

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Pilgrims (Light Infantry) 

The most devout followers of GOD, they have given up everything to worship and spread GODs light. Armed with heavy clubs and simple robes, but their real weapon is only the presence on the battlefield. During battle you’ll find them behind the battle line praying and singing toward the heavens which inspires the troops and raises morale. 

Starting Location:

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Red is Capital, Black are cities, Brown are castles

Discord Name: Ave_imperium#4314


 

What is my Favorite color?: White

Edited by Imperium
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Discord Name; Crusader Lad#3976

Nation Name: Kingdom of Adozar

Government Type: Kingdom/Monarchy

Magic Type: Direct Magic, Offensive.

Leader: Santiago de Nuñez 

Culture: Latin/Spanish, Human.

History: Adoza was originally a small and relatively remote town until the collapse. With the collapse Adoza was subjected to a fair amount of immigration which ultimately led to the expansion of the town that blossomed into a beautiful city. A prominent family of nobles in the area soon realized that they had colossal sway in the politics of the city and after consolidating power were able to proclaim themselves rulers of the adozar and as such the Kingdom of Adozar was founded. Now with solid leadership the newly created Kingdom could expand and that they did. The expansion was fast and fairly harmless to the region, being more of a benefit if anything bringing stability and prosperity to the region. No longer were there bandits robbing or barbarians pillaging and life was good for all. Any attempts to disrupt the region were met with swift and decisive force from the royal family and it’s ever growing authority. Life continues on as it has ever since the foundation of the Kingdom. 

Adozarian society branched off from that of the Atem Empire, developing into more progressive feudalism than anything. On the lower end of society are farmers, and labor workers. Forming some sort of middle classes are the merchants, and other skilled workers, while on the top of the pyramid lay the nobility, and other landowning elite. Although this may seem like it traps those in it, there is plenty of room for upward mobility whether it be from soldiering, investing, or marrying intelligently. 

 

Places/Groups of interest: Adoza the capital city of the kingdom, Fortress Robusta a strategically important location in the training of men, and overall defence of the kingdom, and Castle Solida another important training center and defensive position.

 

Key Figures:

King Santiago de Nuñez 

(5 Leadership, 5 Martial, 2 Charisma)

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Captain Fernando de Comete

(6 Leadership, 6 Martial)

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Sebastian de Valencia

(12 Charisma)

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Point Distribution:

10 Military, 10 Size, 6 technology, 5 loyalty

 

National Idea: To be Discussed I suppose.

 

Unique Units:

Conquistadors (Heavy Cavalry Replacement) -Also known as Conquerors, these are a heavy cavalry unit capable of delivering devastating blows to the enemy, and even fighting on foot if necessary. These men are the most elite in their field of expertise, often coming from the Piquero line of work.

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Piqueros (Heavy Infantry Unique) - Pole arm based heavy infantry. These men are often armed with pikes, halberds, or poleaxes yet are also seen carrying shortswords and smaller shields. These men at times can make up the bulk of a Castilian force if necessary. Remarkable martial prowess and overall reliability is what these soldiers are known for.

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Ballesteros (Crossbow Replacement) - These men are highly proficient in the use of a crossbow and are renowned for their marksmanship. Truly to be admired by all.

(No Picture)


 

Starting location:

 

 

Triangle – Capital

Circle – Fortress

Square – Castle

 

Your Favorite color? White.

Edited by NunuTheGreat
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Nation Name: Chitiki

 

Government Type: Whomever Is Strongest

 

Magic Type:  Form [Specialty Subfield being Change]

 

Deviant Trait; Carapace Armor [All units naturally have T 3.5 armor, but can’t wear any form of conventional armor.]

 

Leader: Thalhlhejae Lakkucoa

 

Culture: The Chitiki are a warped and deranged species, devoid of all basic humanity. Instead they have long ago shed such things as morality on their distant island. Instead they learned hate, violence, above all else Change. It is considered the highest of honors to have one’s body completely changed into the likeness of their supposed gods. For every few years strange creatures would hit their shores, taking whatever they find. More and more the Chitiki were cut off from the mainland, and anything close to civilization and progress. Instead they began to devolve into their primal roots. Survival, raw magic, change, death, this is the creed of the Chitiki.

 

In current day there is nothing human about the Chitiki. Deviants, they have been completely formed by the land and it’s magic. There is no government, generals, politicians, nothing like that. Instead they all work in synch, and respect one thing; Power. Any who can be bold enough to change their forms, and seize power, rule. Loyalty is strict to the current Don, no Chitiki were much for cloak and dagger. Instead there is official challenges, formally made. Very few ever try this, the Don usually being the most powerful and magically imbued Chitiki alive.

 

History: The Chitiki were originally humans on the very easternmost frontier of the Aeton Empire. Simple fishers and crafters, they paid their taxes and were left alone. As such perhaps they were a sheltered and weak peoples, reliant on the Empire for protection. This pattern developed until the very start of the terrible Cataclysm. The ripples were felt across the known world, not even the Chitiki were safe. Soon enough warlords saw their ample food and population as targets. Not things to protect. Yearly the Chitiki were losing their soul piece by piece. 

 

And so the survivors decided to stay was to die. As a brave rearguard fought off hordes of Imperials, their people gathered every ship and supply they could. In a massive and unorganized migration, the Chitiki are thrown into the oceans. Never straying far from the coast and fishing areas, they were not prepared. And many say this was the start of change within the Chitiki. This day marked the end of living in luxury and complacency. And the beginning of survival and death.

 

Barely a third of their population eventually drifts ashore on this blasted island. Already they are beset by plague, starvation, and severely exposed to the elements. Wood was scare were they landed, forcing them to use their ships. But even that was not enough, as thousands arrived every day on the coast. And so year after year more and more follow Mages into the mountains. There they promise safety from the elements and exposure. A series of caves proliferate nearby hills and mountains. With food and water nearby, it made sense to migrate.

 

It is here in these dark and quiet caves that the form change begins to take place. The Mages seen as prophets have fully enraptured the Chitki. And with the reveal of Insectoid Gods coming to kill and reave, they saw true power and strength. And sought to alter themselves in this form. And piece by piece, evil is born. As the centuries roll on human becomes deviant. And the change would be appalling to any human. 

 

Groups or places of interest: 

‘Llyrrad Caves’ – The homeland of the majority of the Chitiki race. Originally it was a large but shallow array of honey combed caves on the sides of hills and mountains. But as the Chitiki warped more and more, so too did their tools. Eventually organic drills of beast shaped the earth for them, just like their magic did to flesh. Now it is an entire net work of deep caves, roads, and farms. Entire cities sprawl under the earth, safely entombed in their mountains.

 

 

 

Key Figures (3 people with points): 

 

Thalhlhejae Lakkucoa – Don of the Chitiki, a fearsome warrior and mage.

Leadership 1, Martial Skill 5, Charisma, Arcane Skill 6, Agility 1

 

Ninltkim Semmiheu – Chief Magi of the Chitiki. Responsible for altering citizens and beast with the blessing of change.

Leadership , Martial Skill , Charisma 3, Arcane Skill 10, Agility 

 

Dhaunrysn Zechchenoa – Architect of the vast Cave network and all it’s workers. He commands the domestic front for the Don, building and growing the hives. 

Leadership 5, Martial Skill, Charisma 5, Arcane Skill 3 , Agility 

 

Starting Points;

Loyalty 5
Magical Knowledge 10
Technological Expertise
Size 10
Economy
Sea-Faring 
Military 5

 

Nat Idea; [Can’t Trade]

“Flesh Pits” [Replaces Tradepost] 

A Unique building found in most Chitiki cities. All organic material not needed for consumption is fed into the maws of a living building like structure. It is engineered by the Form Mages to suit their genetic and utility purposes. 

[Any excess food can be fed into the pits to produce a yearly amount of medium infantry or gold]

1 excess food unit = 150 Medium Infantry or 2,500 gold?

 

Unique Units (3):

[Special] Grouxilix Thrashers – Giant mole like beast corrupted beyond recognition by the Magi. Their sole purpose is to burrow, dig, shape earth, etc. This is used to expand the ever growing under-world, and can also be used in war. Their spawn start out very small, but soon grow into massive beast, feeding off the stone and earth.

 

[Special]  Kraiknak Banshees – Very fast and large centipede like creatures. They are nightmare fuel, with plenty of fangs, spikes, and sharpened legs. Their armored carapace is particularly hard, and they can scale tunnels and walls with ease. They are spawned in large packs, and accommodate the Thumiean on their hunting. They also can burrow through rock, wood, etc for short periods of time. Leading to very interesting hunting techniques. 

 

[Special] Thumiean – The most elite and powerful Chitiki in the land. They are very rare, having to go through a life of training and form corruption. The end product however is small groups of incredibly hardened infantry. Small in number, but awe inspiring in skill, they are not exactly the massive insectoids one would think. Instead they are sleek, agile, and powerful in a corded way. Able to use all their appendages to traverse things like tunnel roofs. They are attuned to the reality aspect of Form Magic. Using their mastery of working with illusion spells to pick off far more numerical foes.

 

 

 

Starting Location: [Discord]

 

 

What is my Favorite color?: White [Power]

Edited by GrimBeard
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Discord Name; You got it

Nation Name: Teykh Syndicate

Government Type: Confederation of technocratic syndics

Magic Type: Runesmithing

Leader: Grand Syndic Emanuel

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Culture:
The Teykh Syndicate has no very dominant culture, as its inhabitants mostly consist of immigrants from all over the continent, though it boasts both a significant Atemic and a considerable Wyomian culture group . Aside from Atemics and Wyomians, the Syndicate boasts sizeable populations of people from Salvus, Alean and the Aldemaric League, commonly referred to as the ‘Chtorian’ population of the country. These Chtorians form a diverse majority within the small country, though the Atemics and Wyomians are only a minority by a slim margin. All in all, the country is very diverse in culture, forming a melting pot of cultures.

 

History:
Long ago, during the times of Atem, a trading post was set up on the banks of the river where the Syndicate now stands. Over time, this trading post, which attracted merchants, guilds and ‘free thinkers’ (scientists and mages) from across the Sea of Chtor, grew into a city. Originally, the post was ran by a dynasty of merchant governors, the Abelman dynasty, who essentially ran the city of Teykh as petty Kings over a city state.

As the number of immigrants increased and the power of guilds and merchant and magical organizations grew though, the petty Kings of Teykh struggled to maintain their rule over the city and its surrounding lands. Eventually, after a few years of economic hardship and famine, King Heber IV was killed by an angry mob, and the Abelman dynasty was ended.

What replaced it was not a new dynasty, but a completely new system of government altogether. Those with any influence within the citystate, mainly the merchant factions, guilds, scientific organizations and magical orders organized themselves in four groups called ‘syndicates’, named after their leaders; the ‘syndics’ or administrators. These syndics seized power within the small country, establishing a confederation of syndics.

Every four years, the representatives of all four syndicates would elect one of the syndics to serve as Grand Syndic, the leader of the newborn country. Depending on which syndicate this Grand Syndic had a background in, the country would be lead in a certain direction. A Grand Syndic from the merchant syndicate would focus his policies towards trade and being open to foreigners. One from the guilds syndicate would typically focus on growing the production of goods and Grand Syndics from the scientific and magical syndicates would focus the nation on innovation and technology or magical understanding and learning respectively.


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Grand Syndic Emanuel of the Scientific Syndicate (7 Leadership, 5 Charisma)


Recently, with large Empires on the rise all around the Teykh Syndicate, and war brewing in the east between the Choranic Empire and the Kingdom of Ascalon and in the west between the Chicahtoc Empire and the Pact of Wyom, the cry for a strong leader figure to become Grand Syndic has been larger than ever. In the last election, the representatives elected Grand Syndic Emanuel from the Scientific Syndicate, who won by a landslide due to his charismatic yet firm character. He was granted an emergency mandate by the council of syndics, which gives a Grand Syndic far-reaching authority to guide the country in times of trouble or impending threats. With this mandate, the new Grand Syndic set to work on guiding and shaping the nation in his image; one of scientific and technological progress. Thus adapting a slightly different form of government in which all syndicates worked to further the research effort and syndics were appointed based on their technological expertise; the Confederation of Technocratic Syndics.

 

Groups of interest: The syndicates of merchants, guilds, scientists and mages, each running their respective part of the government, the guilds syndicate being the largest, divided into smaller syndicates that represent the different guilds like the tailors guild and the smithing guild.

Places of interest: The City of Teykh, capital and namesake of the Teykh Syndicate. The Vaser River and its valley, in which the city and the heartlands of the small country lie. It is densely packed with farmlands and smaller towns functioning like suburbs to the larger city.

 

Key Figures (3 people with points):

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Syndic Absolom of the Magical Syndicate (1 Leadership, 11 Arcane Skill)

The oldest of the current Syndics, Absolom the Mage has devoted his life to practicing the Arcane art, having made his way up the ranks of his syndicate as a result of his knowledge and skill with the art of magik.

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Commander Isaak of the Syndicate’s Azuweth Legion (Leadership 3, Martial 8, Agility 1)

Commander Isaak has served as an officer in the Azuweth Legion for nearly half his life, having gained considerable martial skill. With the election of Grand Syndic Emanuel, he saw himself being promoted to Commander of the Legion.

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Syndic Alphus of the Guilds Syndicate (4 Leadership, 1 Martial, 3 Charisma, 1 Arcane, 3 Agility)

Syndic Alphus has, though being a young man, proven himself to be an effective leader and a jack of all trades, having worked for nearly all of the major guilds in the past. He aligned himself closely with the technocratic view of the new Grand Syndic.

 

Point Distribution:
Technology 10
Economy 10
Military 2
Loyalty 1
Sea-Faring 2
Size 0
Magic 5

 

Nat Idea:
“Four Syndicates” - Can choose 1 out of 4 syndicates to fund each turn:

-Merchant Syndicate; Trade income +5%
-Guilds Syndicate; -500g, Buildings are 5% less expensive
-Scientific Syndicate; -500g, tech research is done twice as fast
-Magical Syndicate; -500g, magic learning is done twice as fast


 

Unique Units (3):
Repeating Crossbowmen
-Size: 200
-Cost: 7000
-Classification: Crossbowmen
-Cap: 4000


Azuweth Legionaries:
-Size: 500
-Cost: 1 AP + 7000
-Classification: Medium Inf
-Cap: 7500


Teykh Engineers:
-Size: 250
-Cost: 5000
-Classification: Misc.
-Cap: 3000


(Cost and Cap is ofc subject to change from mod)

Starting Location:
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Where this river flows into the sea, on either riverbank.

 

What is my Favorite color?: This shade of gray, obviously

 

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Discord Name; Tank

Nation Name: Principality of Anaxes

Government Type: Constitutional Monarchy

Magic Type: Direct

Leader: HSH, Robert van Aalbrecht

Culture: Atlantic-European Mix

History: 

 

Having long ago diverged from the mainland, the Anaxese have since kept to themselves. Since the invasion of the Atemic Empire, they simply bided their time. Naturally sea-faring people, they knew that the power vacuum following the Empire’s collapse would prove to be their saving grace. Where once they feared the impressment of their sailors and seizure of their cargo - that was the case no longer. They set force into Chtor and staked their claim at the center. From there, they founded their haven of Lyffneveld - the present day capital of Anaxes. It proved to be a bustling center of trade and a key resting point for weary crews around the Sea of Chator. They grew immensely in wealth, which naturally distinguished them as targets. In efforts to protect their trade, the Anaxese have recently begun a massive expansion of their warfleet. However, that may not be enough, considering the blue-seas crucible that is Chtor...

 

The royal family of Anaxes is the van Aalbrecht lineage, who claims descent from the ‘spice’ peddler Tancred van Aalbrecht - fleeing the wrath of the mainland authorities and finding safe anchorage on the island of Anaxes - to which his ancestors rule to this day.

 

The people of Anaxes care simply about their wealth. They dress in extravagant colors and prefer fancy embroidery and frills in their clothing. Appearances are everything to the Anaxese, who indulge in the luxuries provided by their exploits.

 

Groups or places of interest:

Key Figures (3 people with points): 

 

Robert von Aalbrecht (7 Leadership, 3 Charisma, 1 Martial, 2 Agility)

 

Andreas Pizzolatto (4 Leadership, 5 Martial, 4 Charisma)

 

Point Distribution: 5 Magic, 10 Sea-faring, 10 Eco, 5 Loyalty

Nat Idea: Shipwrights - Anaxese shipyards work at double efficiency, producing 2 SP. Harbors produce an additional 250 gold.

Unique Units (3): 

 

Constant Willems

Anaxese Xebec - Purpose-built warships, these vessels were designed to combine a a larger size than your average galley, additional armament, and speed. When catching the wind, the ship operates remarkably under sails. However, when fully utilizing oars, it is also incredibly maneuverable.

 

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Sunderland Shipswords - Elite Anaxese sailors trained in naval warfare. They are free-spirited men, longing for battle upon the seas. Their armor can easily be doffed in a pinch. Despite their nickname of ‘shipswords,’ they wield a variety of weapons with which they run into battle along with a particularly high-proof rum.


 

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Galtry’s Gallivanters - Skilled marksmen hailing from Anaxes’s Crossbow Guild. They wield state of the art crossbows with unparalleled accuracy and precision. While the shipswords have the duties of boarding, the gallivanters protect the ship itself and man the ramparts.


Starting Location:

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What is my Favorite color?: White

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Arakelgûrdin

 

MZIzpO9.jpg

Discord: You got it.

Nation Name:
Arakelgûrdin

Government Type:
Despotic Aristocratic Magemony. The city is ruled by a loose confederation of five highly influential sorcerer families, each with an iron grip over one of the five remaining schools of magic. The five decide most matters with a majority vote and treat their portions of the city as their personal demesne. They rule primarily through fear and intimidation, and resemble something closer to an organisation of criminal syndicates than a school.

Magic Type:
Half of all magic :abo:--Alchemy, Direct, Essence, Form, Elements (The other five have since been lost)

Leader:
No-one. Anyone publically stating that they are the ‘leader’ of Arakelgûrdin tends to end up dead. The Five Families control the schools, and that is all that matters.
 

History:
Centuries ago, when the Atemites’ empire was still strong, Samalstraza stood as a beacon of wisdom and enlightenment that few were ever to surpass. In these hallowed halls of wisdom, Masashur the Luminescent was educated in the many forms of magic. Unparalleled in his time, he drew envious glares from others in his strata, as it was clear he was destined for great things in that red fortress. The problem was that he also knew he was destined for great things, and within him grew an arrogance and narcissism so repugnant that few would tolerate his presence for even a short lecture. Before long, he was overlooked for council and advice, and even his research was thrown aside! It mattered not that he was brilliant in his dissertations, other deacons and rectors would toss his work away just to spite him!

Samalstraza simply couldn’t be without his genius! He would rise through the ranks and deliver enlightenment no matter what! He forced his work onto the tables of the rectors through intimidation. He bullied and threatened his way into important projects and pushed out anyone who complained. Eventually he attempted to “convince” a sorcerer of the Scholar school to “change someone’s mind,” and the Hasâshem herself tired of his endless scandels and obnoxiousness. He was finally exiled from the city, much to everyone’s relief.

Masashur took to travelling the lands and working for reputable rulers, endlessly slandering his home city as he did so. As he grew older however he thought better of Samalstraza—at least the parts with students, servants, and influence. Thus he gathered together other Salamstrazi exiles, hedge-wizards, dutiful magii, and crawling sycophants to start his own Academy. Sû Arakelgûrdin iss mîr Arâlin drew a great number of magii who desired the secrets of Samalstraza, and whole districts needed to be constructed in order to contain them. Ten massive towers housed the ten schools of magic, each one a veritable university in its own right. Great discoveries were made, lost, found again, and later claimed by Masashur as his own work. He desired nothing more than to spite Samalstraza and their ideals, and even created the Mîr Sûragon as a rival to the famous Thrice Chosen. But even the most insufferable of people must die, and eventually Masashur the Luminescent passed from this world with absolutely no plan for how leadership was to be transferred.

The backstabbing began almost immediately, with the school of Light attempting to destroy the school of Dark. But this was but the prelude of a twenty year debacle where murder and crime took hold. All pretense towards education and enlightenment were thrown aside as the Deacons spread their influence and enriched themselves on various black markets across the civilized world. Direct conflict was rare, but when a fight began it was guaranteed that all the other schools would join in to destroy one of their rivals. Eventually, five of the schools slowly withered and died, taking their secrets with them. When the last Deacon and practitioner of the Runemancy school vanished without a trace a union of dissident Alchemists and the entirety of the Mîr Sûragon forced the five schools into a peace treaty.

And so the descendants of those remaining Deacons, the Five Families, have kept their tenuous hold over the city ever since. It has grown large and fat with trade and power, yet still the Families watch one-another as carefully as those outside of it. Arakelgûrdin, as it is now only known, is not the first place one looks for knowledge of magic...

...but if you’re not careful it may be the last.

 

Culture:
Arakelgûrdin is a pseudo-colony of Samalstraza, though it was not sanctioned (or wanted, for that matter) by the venerable city. A large portion of its original founders were exiles, eccentrics, and uncouth sorts from the ancient city and carried over many of its traditions and myths. On the other hand, hedge-wizards and magii from other lands intermixed with the Samalstrazi contingents and added their own flair. This has lead to a somewhat bastardized variant of the Samalstrazi culture and language to flower. Though the Five Families and other varied influential bloodlines can show an arrogant aloofness to the mother city, exiles are welcomed warmly and are vigorously fought over for sponsorship.


The city is heavily stratified. It is said that the proximity one is to the Ten Towers is a decent indicator of rank and privilege within Arakelgûrdin society. The hierarchy of the city is stacked as thus:

The Five Families: The most powerful Magii of the city, each one is a ‘Deacon’ of a Tower of Nimreh. The Tower of Rishâ is controlled by Argot ‘the Gray-Bearded,’ Deacon of the Essence school. The Tower of Rimas is controlled by Castigor Eelswick, Deacon of the Form school. The Tower of Adûr is controlled by Keshgûr VI, Deacon of the Direct school. The Tower of Yanash is controlled by Shûrbenezzer VIII ‘the Sumptuous,’ Deacon of the Alchemy school. Lastly, the Tower of Yamashek is controlled by Vimrezal III, Deacon of the Elements School.

The Order of Ascension: The secretive alchemists that perform the arcane alchemical-rituals within the Kushmarkham. As per the treaty between the Five Families, the Order has first pick on prospective students to fill their ranks. As the only ones to know the secrets of The Change the Mîr Sûragon undergo, they are important enough to the city’s defence that they are allowed some privileges over the rulers. As the philosophical/religious core of the city they work as mediators between the Families, and their council is often sought even if begrudgingly.

The Gormashur: Highly prized magii that travel to foreign lands to represent the city and worm their way into the good graces of local rulers. They are often trusted subordinates of The Five Families, or powerful people they want out of the city for a while.

Rûshastan: Mages sponsored (and hoarded) by one of the five families. They compete for attention and rewards from their masters. They are the most prolific researchers of the city, and also some of the most skilled practitioners of the magical arts.

The Bashemdi: Aspiring hopefuls looking to be sponsored by one of the five families. They attend the lectures and are expected to perform the most degrading and menial tasks for their superiors along with their own personal study.

The Mîr Sûragon: The brutal legion of heavily armoured, eight-foot mutants who guard the city and its most important locations. Their barracks is within the Kushmarkham with the Order of Ascension, but they mostly live with the masters they are assigned to. They never talk of what occurs in the Kushmarkham, and they never remove their armour unless within its secluded confines (if they do at all, that is).

Vagrants: Anyone who is not magically inclined is considered a ‘vagrant.’ However, the merchants, criminals, and labourers provide much of the coin the city enjoys.

 


 

Though Arakelgûrdin magii are very talented at their five remaining schools, two stand out far more than the others:

Direct Magic: Considered one of (if not the most) powerful school, the family of Keshgûr have kept this magic well honed, and extremely deadly. Their great library is packed to the brim with thousands of tomes, some even originating from Samalstraza itself.

Alchemy: The school that superseded Blood magic in cultural importance, the alchemists of the Order of Ascension and the family of Shûrbenezzer plumb into the deepest secrets of their science.

Groups/Places of Interest:
The Towers of Nimreh: At the very centre of the city, the great schools of magic are relegated their own specific tower. Places of dark secrets, incomprehensible discoveries, and lethal competition, the towers loom over the whole city casting an imposing shadow. Only five of them remain inhabited, while the other five are crumbling, dust-riddled ruins. Runic inscriptions (said to be inscribed by Masashur himself) bring down lethal traps upon those entering a tower who are not of the appropriate school. It makes security rather simple, but extremely dangerous for visitors and spies alike.

The Four ‘Murets:’ A series of four massive, thick walls that surround and divide the four districts of Arakelgûrdin. They are as old as the city itself, but the dark stone is yet to be identified and their origins are a mystery to even the Five Families.

Kushmarkham: What was once the laboratory/university/palace of Marashur the Luminescent; it is now the location of the Order of Ascension and the barracks of the Mîr Sûragon. The place is heavily guarded by the latter, and neither the Order nor the Mîr Sûragon are willing to speak of what occurs within.

 

The Brightest House: A private palace adjacent to the Kushmarkham that houses the Sorcerers of Arakelgûrdin. The place is deeply imbued with magical power, and though few enter it, none can deny the raw energy the place exudes.


Key Figures:


Argot ‘the Silver-Bearded,’ Deacon of the School of Essence.
I48DV3r.jpg
Leadership: 4
Martial Skill: 0
Charisma: 0
Arcane Skill: 9
Agility: 0

Zaruthsatesh VII, Gormashur sponsored by Castigor Eelswick of the School of Form.

kgDNb1n.jpg

Leadership: 0
martial Skill: 0
Charisma: 6
Arcane Skill: 7
Agility: 0


Gruguuz, Mîr Sûragon, subject to the whims of Zaruthsatesh VII

52V5RgU.jpg
Leadership: 0
Martial Skill: 13
Charisma: 0
Arcane Skill: 0
Agility: 0


Point Distribution:

 

Loyalty: 2

Magic: 10
Starting Spells:
(Will discuss in discord because HO BOY will there be a lot!)

Tech: 10

Military: 0

Sea faring: 3

Economy: 5

National Idea:
-Can use any of the Five Schools, but each mage may only use one branch,
-Cannot recruit any military units aside from Mîr Sûragon,
-No passive magic research, instead have a larger bonus to magic research investments,
-Can steal one weak to mid-level spell from any mage residing within its walls for one turn.
-Can rebuild its missing schools of magic by acquiring one mage and three adepts from a missing school (mage and adepts are “consumed” during this process)
-Can construct the “Arakelgûrdin Exchange” office in any consenting city at the cost of 25,000 population and 12,000 gold. Provides 4000 gold to Arakelgûrdin and 2000 gold to the host nation.

Unique Units:

The Sorcerers of Arakelgûrdin (2 slots):
Blood-descendents of Marashur, these sorcerers can call forth all their magical power for a single, devastating spell (T6) that has a 50/50 chance to kill them on the spot after casting (Max of one per school)

ALYaBZZ.jpg

Mîr Sûragon (1 slot):
Towering armour-clad warriors that heft heavy two-handed swords. Standing at nearly eight feet in height, strong as three men, and with a modest natural resistance to magical and physical attacks, these juggernauts cleave men in twain with the barest of effort. They are created through an alchemical process called “The Change,” that none outside the Kushmarkham know of. What they lack in speed of body and mind they make up for in sheer might.

xQrRgkF.jpg

 

 

Starting Location: To be discussed.

Huwhite.

 

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Damn, did my comment get deleted? Are y'all still taking new players?

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2 hours ago, Gaius Marius said:

Damn, did my comment get deleted? Are y'all still taking new players?


Yeah Kreferus usually accepts new people if they’re active and their app is decent. Good luck!

Edited by Catostrophy
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Loyalty
Magical Knowledge
Technological Expertise
Size
Economy
Sea-Faring
Military

 


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


Discord Name: bickando#5883

Nation Name: Isle de Fae 

Government Type: Religious Dictatorship
Magic Type: Dark + Essence

Leader: The Faerie Queen

Culture: (Deviant - The Mist Court) - Isle de Fae, the Island of Fairies, is named more similarly to a village's folk tales than a nation, but the island has stood centuries all the same. The island is covered constantly by a heavy, thick fog, restricting sight to no more than a couple dozen feet, and rains often in the warm seasons, snowing the same in the cold. Its has been ruled by a strict cultural strata since time immemorial - the Myst Court, both the name of its people and their collective tale. Its upper echelons are comprised of the timeless, whitr-haired and green-eyed Fae, who are said to be gifted with flight and preternatural powers over the gloomy forests that cover the Isle de Fae, though which mages of other nations might recognize to be Essence Magic in one of its most primal forms, twisted in some mad combination with Dark magics to give them an array of powers over the natural world around them.

 

It is ruled by the Faerie Queen, the arbitrary, but timeless, half-myth leader of the Isle. Some say she has been frozen in amber for five generations, more say she once treated with an Atemic general. All Fae agree, however, that her heart still beats within the Shadetree, even if she has not made a public appearance in living memory.

 

The Fae Circle, as it is known to outsiders, is the council and governance by which the forest's growth - and the occasional culling of its inhabitants - is determined, and all obey its will as the word of their gods. Few normal inhabitants meet their overlords in flesh; they pay tithe to the servants of servants, and the small population of the island does not lend well to disobedience anyways. The Fae are those fully transformed by deviancy, with skin so pale as to be translucent, glowing green or black eyes, platinum to white hair, thin frames, and, most notably, a pair of shimmering, immaterial wings. They wear flowing robes, and, most importantly to the effect, have never been seen to age past the appearance of a young adult, perhaps mid-twenties. This, of course, is a rare fact to know, for the Fae wear veils universally, just thin enough that thsir glowing eyes are visible but just opaque enough so as to obscure their features, and so outsiders rarely glimpse their faces.

 

Below the Circle are the Charmed, those touched by the Myst - that is to say, those with a glow to their eyes, and while they lack the blessed appearance of the Isle's ruling class, they are granted the ability to serve their living gods, carrying out their will and acting as their military hand abroad and hunters of heresy within. None are more feared within the Isle than the Dames d'Guivre, a female-only enforcement arm of the Fae Circle granted the ability to wield magics in the Faerie Queen's name, for none that have been put on their lists, the only legal use of paper by non-Fae, survive. Despite their subservient class, few know of the outside world, and those that do have been brainwashed from a young age and turned into mindless slaves of the Fae.

 

At the lowest echelon are the normal citizens of the Isle, the Mystmen. Pale, but not luminously so, green-eyed, but not spectacularly so, and with hairs as dark as a dirty blonde, they are not so different from the average human, and perhaps only their reliably weaker frames prove a physical difference. Yet they, too, serve a purpose in the Faerie Queen's all-knowing plans; they are the mortal engine upon which the Courts continue to thrive, and it is their unbending, unflinching loyalty that propagates Her rule. They are little different from other humans of the area save this collective zeal; they live in family units, largely patriarchal, though village elders are always female, for the men are called more often than less by the Charmed to serve unknown duties; they tend crops, hardy ones, and harvest fruits, usually small; and their homes are built of stone and roofed with thatch over plank.

 

History: No histories are written within the Isle, save the trees; but lore states that the Faerie Queen has ruled since before the Empire at the very least, both by the accounts of the Isle's sparse few traders and by Samalstrazi records. Yet from the deformed corpses of petrified trees at the Isle's edges, one can see that it once fended off major attacks through magical means, and a visitor to the Isle might note its long-decayed seaports and withering, moss-covered stone roads otherwise, and know that it has not changed in many years.

 

Groups or places of interest:

 

The Pale Castle - The home of all Fae in the Isle, the Pale Castle is made entirely of white stones, none native to the Isle, and is far from any nearby Mystmen homes, located deep eithin the forst. Surrounded by many rows of thick bramble, it is impossible to happen across randomly, but equally impossible to miss when in the vicinity - for in the dark island, it is perhaps the only thing bright in color.

 

Loche-town - Loche-town, capital of the Isle to those that would visit it, is located on the bank of Loche Ren; a large, rather smelly and depressed lake near the center of the Isle's dense forest. Black mud makes up its shores just as it makes up the streets of the town, and a knoll of withered grass its city center.

 

The Shadetree - The Pale Castle is the heart of the Isle, and the Castle's heart is the Shadetree, a monstrous, deformed tree of withered, barkless ebony deep in its dungeons. There, a pulsing light can sometimes be made out as emanating from its depths- the light most claim to be the heartbeat of the Faerie Queen entombed within, and to whom they offer regular sacrifice.

 

The Forest - almost as much an entity as the isle itself the all-encompassing Forest is both the island's protector and its enemy. Large, lumbering animals of the deep woods still roam here, hidden within the rain and the fog, and while the terrain is all but impassable for armies seeking to find the Pale Castle, so too is it impassable for the Circle's own forces. Eighteen days out of twenty the Isle is blanketed by rain and fog, the other two clouds and fog, and many have come to believe their homeland cursed, their only protection the power of the Faerie Queen hidden within the Shadetree. Dark shadows loom at every corner, light rarely peeks through even at noon on the equinox, and the Fae have done nothing to stop rampant rumors from spreading.

 

Other:

The Hole - A legendary locale said to be in the Pale Castle, the purpose of which is unknown.

Myst-town - The seaport village of the Isle.

 

Key Figures (3 people with points): 

 

The Eternal Maiden - She who keeps the Queen's court, the title is perhaps ironic, for its holder indeed dies. Instead, it is the fact that the new keeper takes on the title as their name, foregoing their past, that makes it so. The current Eternal Maiden was once called Laria, irreverent in her youth, nearly 90 years ago. Now she is by all accounts suitable to continue the eternal regency. (7 Arcane, 4 Leader, 2 Cha)

 

The Hegemon, Ev - The Lord of the Mystmen, a substantially lower title than Faerie Queen, rules in Loche-town, and is the only Fae that permanently resides outside of the Pale Castle. From his manor in the center of Loche Ren, the rest of the Isle is commanded - for governance is not entirely appropriate for the complex method of tithing and dictates sent forth from the Fae, when the vast majority of the Isle operates otherwise as small town-states. (7 Arcane, 2 Leader, 2 Cha, 2 Martial)

 

Lyn iv Mar - An Erinne, one of the trusted Charmed adepts of the Isle, Lyn iv Mar bears a rather common name among her peers - Mar was the village she was salvaged from by the Charmed Tithemen, Lyn her mother's name (differentiable because her mother was not from Mar, but from Kanu). The Erinne generally act as advisors to the Isle's various governing regions, but some act too as envoys when necessary - Lyn fulfills this role, and therefore is granted the privilege of protecting a lesser Fae named Edain, as well as the rare ability to read and write the flowery script of Myst-tongue. (Arcane 5, Martial 4, Agi 4)

 

Point Distribution: Loyalty 5, Military 5, Magic 10, Tech 3, Seafaring 5 (War Caravel), Econ 2

 

Nat Idea: THE ISLE; Can use and research Essence magic and, specifically, close range telepathy. Cannot expand or build cities or towns. No additional farms required as pop grows, and Civ manu cap reduced to 50,000. For land forces, can only create unique units. Starting population set to 1/8th normal size.

 

Unique Units (3):

 

The Charmed (Todden) - Heavy Infantry - Unique - 2 slots

Closest in function to witch hunters abroad, the Charmed fall into two categories - the Erinne and the Todden. The Todden are well-equipped trios of Charmed warriors trained from birth, wearing thick, waterproofed robes over chain, and carrying generally flanged maces and shields. These are the faces known to outsiders of the Isle as the representatives of its secretive leadership, and are famously adapted to fighting mages and mental techniques.

 

Mystmen Zealot - Light Infantry - Replacement - While not particularly useful off the island, a horde of crazed zealots in their home habitat of a mist-covered forest is generally pretty useful. They are equipped almost universally with bludgeons and shields, and are trained primarily in catching intruders unaware.

 

Starting Location: im on mobile so sent via discord


What is my Favorite color? youre still a racist

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Discord Name; I'm in there *****

    Nation Name: Great Kingdom of the Glade, Kingdom of Talsyn, The Deepwood

    Government Type: Monarchy

    Magic Type: Essence

    Leader: Aaraloth, King of the Glade, Lord of Forests and Grasslands, Protector of the Oak, Master of Talsyn, Herald of the Great Stag

    Culture:

Talsyn itself is a culture founded upon upholding and respecting nature, becoming part of nature but also part of the civilized world creating a blend and balance between that which is wild and that which is civilization. As such strict laws are put in place that ensure this delicate balance is kept by the citizens of the Kingdom, this balance governs much of the cultural, religious and political lives of the citizens of the Glade. Outsiders are generally not welcome within the Kingdoms borders, or even the vast forests that lay outside of them. Those who trespass are in turn sacrificed to the Oak of Eternity that lay at the centre of the Kingdom, their blood now nourishing the tree so that it may continue to thrive throughout the ages. 

The Nations citizenry are split up into a caste system that denotes those who work the fields, serve as artisans and those who fight. It is not set in stone as movement between the Castes is frequent though requiring a special dispensation from the Tribal Assembly. It is common for those born into the farmer caste to join the Military and later retire back into becoming a farmer once their time is served. Artisans find themselves more solitary in their trade, passing down teachings from father to son remaining within the cities and towns and not seeking the military adventure. There are those that remain permanently within the Military caste as fighting families who dedicate themselves solely to raising warriors. The Caste System will be detailed below

Path of the Chieftain: This pathway is exclusive to those born into what could be considered as the Nobility and leaders of the Kingdom. Its namesake is derived from the original tribal confederation that made up much of the Kingdom in the days of yore. 

Path of the Warrior and Mentor: This is the permanent Military Caste of the Kingdom, dedicated solely to raising warriors, chronicling the victories and defeats of Talsyn and maintaining a good supply of dedicated warriors who make up the specialist cavalry within the Kingdom. As they reach the age at which they can no longer fight at their prime they begin to retire to the Priesthood, becoming the religious leaders of the faith. Maintaining healthy sacrifices to appease the woodland spirits and their gods. 

Path of the Lifegiver and Protector: This Caste is made up of those who are part of the farmer caste tending to the crops and such to ensure that the supply of food to the people of Talsyn is maintained, many born into this caste seek adventure in their youth and will join up with the Army to meet this wanderlust until satisfied and will be released back to their farmsteads within the deepwood. 

Path of the Craftsman and Merchant: A self explanatory task made up of the artisans, craftsman, traders and other professions not covered in the other two Castes. Performing a vital if not somewhat overlooked role within the Kingdom, sometimes those from this Caste may attempt Military adventure or to buy some land, but mostly fathers prefer passing their trades down to their children. 

Harkening back to the days of yore when the people of Talsyn were fully nomadic, the Military culture is focused on highly mobile mounted warfare. Though the people of the Tribes never used horses, instead having bonded with large Elken mounts and raised them to become their forest companions, leading the Elder Priests to make it against the law for one to hunt or consume any species of deer, holding them sacred beyond measure. If an outsider is caught hunting deer within or without the territories under their control, they are sought out and sacrificed to the Great Stag.

The Religion of the Asurai, that which governs much of the Kingdom of Talsyn is a pantheon dominated by the Diarchy of the Great Stag and The Oaken Lady. The former being the God that bonded the race of Giant Elk with the people, allowing them to join his Great Herd in the afterlife, the Oaken Lady providing the Oak of Eternity that which blesses Talsyn with fertility and growth, allowing the Kingdom to flourish and thrive throughout the ages. 

Race:

Asurai (Deviant), they are quite unlike regular humans being creatures of immense subtlety and secrecy, seeking to limit their interactions with the lesser peoples of the world as much as possible. Their manner of speech to those outsiders can be considered confusing with much of what they say being able to be interpreted in at least two possible ways, for example an offer for help may sound like a threat to those with untrained ears, while a death sentence may sound like mercy. Those who can see the truth in their words are welcomed and enjoyed as company, a sharp mind and a quick tongue is one of the best ways to earn favour with the forest dwellers. As a people they are capable of feats of great dexterity in both body and mind, as a result of longevity of their race allowing for each individual to hone their skills in an environment that many including themselves would  find challenging to live in. While having a complicated relationship with those outside the boundaries of the woods, the race itself has a natural affinity towards nature and will strive to protect it at all costs. Their traits can be summed up as being long lived, having an affinity towards nature and having a build quite adapted to the wild life they live. In terms of appearance they can be described as Elfen like, being slender and having pointed ears and being considered appealing to the eye.

History:

The History of the Asurai is largely unknown even to themselves, the Priesthood only being able to recount several centuries of their history and covering the rest in mythology that is universally accepted by the people as fact. According to their myth they are a people displaced from their original homeland, but through the guidance of the Great Stag and the Oaken Lady they migrated across the continent to eventually find themselves in a new homeland within the Great Olk Wood. Finding a tree that they call the Oak of Eternity and centring their new nation around it. In recent history the Asurai have kept to themselves, sometimes accepting trade from outsiders but thus far only letting in individual merchants at a time and they must find a way to earn their passage. 

Groups or places of interest: 

The Oak of Eternity: A gargantuan tree that makes up the centre of the Capital within the Kingdom. As one would climb up the spiral staircase of the Oak they would eventually find the throne room of the King. It acts as the seat of Government and also the main shrine towards the Oaken Lady, one of the two main gods of the Asurai. Underneath the tree there is the pit of bones, where those who have trespassed against the Oaken lady are taken and sacrificed, their remains taken in by the Oak and used as nourishment. 

Circle of the Great Stag: The main shrine dedicated to the second major deity of the Asurai Pantheon, located just outside the Capital and attracts both Asurai and Great Elk alike to pay homage to their deity. Sacrifices are made simply in the centre, the victims have their hearts offered to the Great Stag.

The Tribal Assembly: Where the leaders of the Tribes, Castes and other organisations meet and discuss their grievances and concerns.

Priesthood of the Stag and the Lady: The main priesthood of the Kingdom, made up of the ex-warriors of the Military that have survived through their service. 

    Key Figures (3 people with points):

King Aaraloth:

High Priest Yriel, Herald of the Lady

Lord Amadri, Herald of the Hunt

Point Distribution:

Size: 5

Economy: 5

Military: 7

Loyalty: 5

Magical Knowledge: 5

Technological Expertise: 3

Seafaring: 0

Nat Idea:

Deepwood Vines: Within the deep forests of the Olk the Asurai are able to grow specialty wine that is sought after by merchants throughout the world, many risking the wroth or ritual sacrifice rumoured to occur in the realm. 

-Allows Building “Woodland Vineyard”, 1 per food node, providing unique resource Asurai Wine with the effect of unbreakable warriors but lowered organisation and 2k per Vineyard.-

-Allows Building “Vinter Barrelling House”, 1 Per City, increases each Vineyard Production to 2 Resources and offers a 25% increase in Vineyard Revenues.-

Unique Units (3):

Talons of Talsyn: Unique flying Cavalry mounted upon giant hawks who act as mounted archers that can also perform devastating charges. Due to the nature and rarity of the mounts they are small in number per unit and have something of a limited availability. (Heavy Cavalry)

Knights of the Great Stag: Highly mobile and effective medium cavalry that excel in woodland cavalry moves and are decent on an open field. Mounted upon the finest of the Great Stags that inhabit the forests. (Medium Cavalry) 

Wardancers of the Trickster: Incredibly skilled warriors who move in such a way it is interpreted more of a dance than anything else. Excellent in maneuvering through a battlefield and getting past formations and breaking them apart. The downside to their dexterity is a vulnerability which can lead to many casualties, however the Wardancers strive for nothing more but to dance with the Trickster God in the afterlife, while honouring the Great Stag and the Lady through their service to the Trickster who does their bidding. (Light Infantry) 

Starting Location: https://i.gyazo.com/8a64aa099348ffcde53c207643829fcd.png Star = Capital, Circle = City, Gear = Castle

 What is my Favorite color?: Huwhite

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