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Tales of Amarinia.

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Tales of Amarinia. Empty Tales of Amarinia.

Post by Lyvee Sun Mar 07, 2010 12:25 pm

Tales of Amarinia. Amarinia2-1
Claimed lands so far.

Hello, welcome along one and all. This here is Amarinia, a world where medieval civilizations are scattered across the surface. Some are peaceful, engaging in diplomacy and trade with others. Some are war-like and evil, declaring war at the drop of hat for cheap thrills. Then there are those who are neutral, a middle ground between the two.

This Rp will be free form and pretty much allow players to do whatever they want, within reason of course Wink

First off, I would like to thank Kadeux (From RPG) for the template to this RP, It allowed me and Elendra to pretty much get this RP started in a few days instead of a few weeks.

Secondly, I want to clarify that is the OOC thread for dicsussing Nation creation / IC goings on. I will be creating a seperate thread (OOB) for players to place their completed and approved nations - An encyclopaedia of sorts.

Up ahead will be the guidelines for creating nations...Be warned, it's a big read drunken


Races.
A Category of Obvious meaning. What race is the players nation, do they populate or pollute the world with their very presence? All comparisons are in comparison to a standard human being of the Middle ages, also this is to describe the majority populations, as such half-breeds are not included and (depending on the GMs taste) may not even be possible!

You may create your own race if you wish with it’s own advantages and disadvantages but they will be judged by me and if I say you need to change something you will, for example, entire undeath races are not a option there’s necromantic magic for that.

1. Humans: The Human Race, the “middle ground” of all species, not to big or small, not too strong or weak, not too good at magic or bad at it either etc.

2. Elves: Very similar to humans at a casual glance, are however easily distinguished by a seemingly otherworldly “beauty”. They are more magically adept and capable than humans. Long-lived as a benefit.

3. Dwarves: Can’t be mistaken for humans. They are short, roughly four feet is their height limit. But they are tougher and more resilient than humans which is needed for they make their homes in the mountains. They also have a longer lifespan than humans. They won’t be able to share a nation with Goblins or Orcs.

4. Lizardmen: Amphibious lizard-kind, usually carnivores. They are tough-skinned and capable of swimming better than any and some say the Lizards can hold their breath longer.

5. Reptilemen: Often also called ‘Snakemen’ very aggressive and hostile to any outsiders they encounter, with tough scales and a cunning intelligence they are rightly feared. Due to their aggression to others it is not possible for them to share a nation with a other race.

6. Goblins: Small, crafty and often seen as vermin, the reason why they haven’t been exterminated is due to their numbers and because they generally like to make their home/lairs in the mountains in constant warfare with dwarves over territory. While utterly useless on their own their weight of numbers does in fact count for something.

7. Orcs: Man-sized but far meaner they’re more physically capable than any human but generally less magically competent. The Orcs are vicious and thoroughly evil and have nothing but utmost hatred for elves and will not share a nation with Elves.

8. Ogres: Nicknamed maneaters the Ogres are distant cousins of the Giants but they have not their size and have a somewhat ‘larger’ intellect, their strength is prodigious and they’ll eat anything at all.

Racial Advantages/disadvantages:

1. Humans
• Advantage: Quick Thinking, humans once a minor race have come to the place of power they are now by quickly adapting to new situations, meaning that humans see when a possible famine might be coming and stock up on food or to quickly come with a counter attack when invaded.
• Disadvantage: Easily Corrupted, humans have proven to be easily swayed by promises of power and gold.

2. Elves
• Advantage: Magically gifted, the elves have a long history of magic and are more attuned to it. And thus they have more mages than any other race. (depending on nation size: 10-15-18% more)
• Disadvantage: Slow to Act, the elves can live for centuries and they are used to take a long time for decisions and thus it takes quite a while before they act, longer time to muster a army, etc.

3. Dwarves
• Advantage: Tough as Stone, maybe it’s because they live under the mountains or their constant struggle with goblins and orcs but dwarves are fairly tougher than other races.
• Advantage: Tunnelling, Dwarves can dig tunnels through earth and stone, it’s needed when ye live under a bloody mountain!
• Disadvantage: Stubborn as Stone, when Dwarves make up their minds they stick with it and never listen to reason, even if that includes trying to hold a line with 100 dwarves while 10’000 orcs storm the battlements.
• Disadvantage: On Your Own, Even if a Dwarven nation has more than enough allies when a unexpected attack comes the allied troops need to travel miles over land to the mountains and then even miles more through tunnels before they can offer help.

4. Lizardmen
• Advantage: Bloody Swamps!, lizardmen like to live in wet, swamp areas difficult for any invading army to enter with troops or siege constructions and easily defended by the native lizardmen.
• Disadvantage: Is My Tail Freezing Off?, Lizardmen have a bit of a problem with cold areas with their cold blood, so cancel those plans to invade the mountains and concentrate on warmer areas. Also hope the enemy doesn’t have any pesky Water Mages in their army that could turn water into ice.

5. Reptilemen
• Advantage: Tough and Mean, with tough scales and a quick temper, one angry reptileman is a danger for any it chooses to attack.
• Advantage: Long Endurance, a reptilemen army can march for two days and still be fit enough to fight.
• Disadvantage: Infighting, due to their higher than average aggression and hostility Reptilemen are hostile to every other race but also against each other, arguments often lead to combat and thus it’s harder for Reptilemen to form a unified nation.
• Disadvantage: Is My Tail Freezing Off? Reptilemen have a bit of a problem with cold areas with their cold blood, so cancel those plans to invade the mountains and concentrate on warmer areas. Also hope the enemy doesn’t have any pesky Water Mages in their army that could turn water into ice.

6. Goblins
• Advantage: Overwhelming Force, the goblins are such fast breeders that they can summon a overwhelming force of nasty little buggers to attack at any time.
• Advantage: Tunnelling, like their most hated enemies the Dwarves, the Goblins have learned how to dig tunnels through earth and stone.
• Disadvantage: Easily Scared, the goblins don’t really have great physique or battle powers their numbers make up for that but a goblin general/chief has often seen how his army suddenly breaks into panic when a enemy manages to kill of a great deal of goblin troops.
• Disadvantage: On Your Own, like the Dwarves any allies a goblin nation might have will have to take their time to arrive in the goblin lands to offer aid.

7. Orcs
• Advantage: WAAAAAGH!!!, look at those hills nice and empty, one orc war cry and suddenly 10’000 orcs seemingly out of nowhere come storming down over those hills. When there’s a chance of battle orcs are quicker than any nation to muster a army.
• Disadvantage: Magically Ungifted, orcs don’t have much of a talent of magic than other races and thus have less mages/shamans (depending on nation size 10-15-18% less)

8. Ogres
• Advantage: Massive Strength, the Ogres are the strongest of all races (save for monsters) and they do like to show off, be that by battering down a city gate with massive hammers while other races use a battering ram or hired giant.
• Disadvantage: Prone to Anger, Ogres are not among the brightest of races and well when they are angered they just lose it, focusing only on the thing that angers them while losing track of everything else. Might be fun to see that puny human who stabbed run away in terror while you roar in bloodlust but while you’re doing that you missed the dozen arrows flying your way.

Population.
There are three population scales available for each race, scale 1 is ‘Small’, scale 2 is ‘Medium’ and last is scale 3 ‘Large’. Each population scale has an advantage and disadvantage.

Small nation (has 100 points to spend on settlements)
• Advantage: Smaller nations are tighter and show surprising strength and can quickly detect and form a defensive stand when enemy troops attack their borders (due they don’t have much borders to protect unlike medium and large nations).
• Disadvantage: While small nations can easily defend itself against threats and in no time summon their troops they can’t last forever when attacked by a medium or large nation but eventually one must withdraw and give up territory if help isn’t on the way and small nations can’t afford to lose a single village, mine, town, city or fortress.

Medium Nation (has 150 points to spend on settlements)
• Advantage: Medium nations are balanced with their military, economy and political more stable than smaller and larger nations. They don’t have too much and not too few of everything.
• Disadvantage: Smaller nations might hide with their size from larger nations which means a larger nation’s eye might fall on your nice and peaceful medium goody kingdom or evil domain if they wish to expand their borders.

Large Nation (has 200 points to spend on settlements)
• Advantage: Large nations rarely have to worry about resources, need of troops or outside threats and if you manage your food supplies enough even famine isn’t a problem.
• Disadvantage: Large nations might seem good and safe but that’s a lot of border to guard and almost impossible to secure and when you do rouse up some troops to deal with some raid or even a invasion it will take quite some time before your army joins together to face these incursions. Also be careful with your internal politics, that most trusted advisor of yours might be more interested in your job than advising you.

Each nations population is determined by the number of points each nation scale has (100-150-200) for each point you receive roughly the following numbers:
Humans: 15 thousand (that’s 15.000) per point
Elves: 11 thousand per point
Dwarves: 13 thousand per point
Lizardmen: 13 thousand per point
Reptileman: 16 thousand per point
Goblins: 18 thousand per point
Orcs: 15 thousand per point
Ogres: 12 thousand per point
Self-made race: *up to the player* (but keep it within reason)

E.g. A medium sized human nation - 15 thousand x 150 (Nation scale) = 2,250,000 (Total population.)

Settlements.

A nation isn’t made of empty plains, forests, underground caverns, deserts, etc where your people just wander aimlessly your race made some kind of settlement like a village of wood or stone buildings, tents or whatever your race prefers to live in.

Village: cost 1 points
The most common settlement any race has, and from the villages your nation get’s it much needed food from farms, slaughter houses, whatever your race likes to eat but like mining outposts have the weakest defence (think wooden palisade) and can be easily raided/overtaken. (Important Note: It might be wise to invest in more villages than you need… in case the GM has funny ideas about famine, crop diseases, etc…)

Mining Outpost: cost 2 points
These small settlements are essential if you wish to use iron/steel/viridium/mithril deposits for weapons and armor, not to mention silver/gold/gems for possible trade but like villages can be easily raided/overtaken.

Towns: cost 3 points
Towns are what’s between a village and city, they grow their own food and unlike cities are not dependant on food from outlying villages, they don’t have food surpluses though. Towns are the recruitment areas for your cities (soldiers, labourers, etc) and thus essential for making your cities work and for the much needed recruits/arrow fodder in your armies. Towns have medium defence (think stone wall) but could still be raided and are needed for cities. For every 2 towns you can acquire a city (capital does not require towns).
(don’t need extra villages for food)

City: cost 6 points
Cities are the big population hives of your nation, either that large collection of happy elvish (tree)houses, dull grey stone buildings of dwarves or black war tents of your orcs with training areas for your troops, mage schools, etc. Cities grow some food but for the most part you need to get your food from outlying villages or all those people will get very hungry and die. Cities are well defended (think one or two big stone walls with strong gates) and a city is thus not a target for raiding parties only for sieges when other nation(s) invade your turf.
(need two villages for extra food and two towns)

Capital: cost 8 points
You must have a capital and you have only the one, this city-fortress represents your shining beacon of righteousness and justice, symbol of utter neutrality or your evil domain. As big as a city and with as much defences as your strongest fortress, other nations will think your capital as the last settlement they will go and lay siege to… unless it really is the last settlement still under your control.
(need three villages for extra food)

Fortress: cost 9 points
These are the places that you should place near your borders for defence, think multiple stone walls, defensive towers and perhaps even some siege equipment on platforms. It’s from these places most of your military forces are stationed and patrols are send out. But fortresses are dependent on food supplies being send to feed the soldiers stationed there. A fortress can under no circumstance house regular citizens, that's where villages, towns and cities are for.
(need three villages for extra food)

Borderwatch.

Your nation needs to watch it borders, assuming you don’t want enemy raiding parties/war bands invade your territory without you knowing it and thus you need some kind of borderwatch. And these options are available (you can only pick one!):

Messengers: cost Small-4, Medium-8, Large-12 points
These are stationed near your borders and when a invading force is detected they jump on their horses/giant spiders whatever you use as mounts and hurry to the nearest city or fortress to report what they’ve seen but it might take a long time before your messenger can report what’s happening giving the enemy troops more than enough time to reach one of your settlements.

Signal Fires/Drums: cost Small-8 points, Medium-12, Large-16 points
If you want something faster than those lazy messengers then signal fires/drums are the next best thing. More quickly noticed than it takes a messenger to reach the nearest city/fortress but you have no idea what the signal fire or drum is actually warning you about, so should you send a few troops only to discover it’s a whole army or send many troops only to discover that you’re dealing with a light war band while their main force is somewhere else.

Mage lookout: cost Small-12, Medium-16, Large-20 points
Mage lookouts are the best borderwatch you can have, it’s from here several mages watch the border by magic and when a enemy force is detected they immediately contact a fellow mage in a fortress or city with details of what’s happening and where for a quick response. But this means sacrificing valuable mages for watching your borders while they could be used in battle. Small nations sacrifice 20 of their mages, medium nations 45 and large nations 70 mages.

Traps (optional)
High walls and a large army not enough to satisfy your odd fixation with the defence of your nation? Well here might be a solution...Traps! These babies will protect your towns and cities with little or no effort. Just wait until the enemy steps in the wrong place and BAM!...Their arm is disintergrated in a ball of flame, or their legs broken from the large pitfall you've placed.

2 points - Capital city is equipped with traps.
4 points - Capital city + all cities are equipped with traps.
6 points - Capital City + all cities + all towns or fortresses are equipped with traps.
8 points - Capital City + all cities + all towns + all fortresses are equipped with traps

Trade / Economy / Resources
An important part of any nation is their resources, the materials used to create their weapons, feed their population or provide luxury for them (or just the rulers).

Mines:
Each mine in your possession you are allowed 2 points to spend on the following potential materials, and yes, they can stack up:
Marble, Granite, Iron, Tin, Copper, Gold, Silver, Precious Gems, Mithril, and Viridium

Note: Gold and Precious Gems cost 2 points each. Also, you obviously can’t pick Mithril or Viridium if you do not have the traits.

Logging Camps:
Interchangeable with Mining settlements, each camp produces 2 wood resources.

Villages:
Depending on the size of your nation, you can pick 2-3-4 different food items that your people produce. These are:
Fish, Grain, Livestock, Fruit, Vegetables and Fungi

Note: Fungi can only be taken by underground races.

Each Town nets you 1 thing from your chosen types, so you can have any combination.... unless you have Crop Rotation, in which case you get two.

e.g
Medium nation choose 3 types of food - Livestock, Grain and Vegetables.
They have 20 villages, so can allocate them to their chosen foods - 10 Livestock / 5 Grain / 5 vegetables.

Towns:
Towns produce luxury goods. The amount you can choose depends on Nation size.
1-2-3
Spices, Furs, Silks, Oil, Art, and Domesticated pets.

Same as Villages.

Slaves: (population)
Good – 0% slaves (to start)
Neutral – Up to 17% Slaves (to start)
Evil –Up to 33% (to start)

Slaves: To trade.
Good- 0.
Neutral – Up to 17.
Evil - Up to 33.


Political Spectrum.
This is the political spectrum your nation falls into, there are only three categories and you can only ever choose one (and should be mandatory to do so). Although, there may be GM quests to allow nations to change their alliance (Rebellions, radical social change, etc)

1. Good: Your people prance around singing about fairies with the doves as small white rabbits and mice take care of your princesses clothing needs, people fawn all over you in adoration and love and everything is so cute, and white, and pink and sickeningly cute. Really, you’re so sickeningly good that the whole reason Evil nations exist is to bring you down. Or at least thats what the Evil people say. In truth you’re hardcore believers in peace, justice, honour and the like.

2. Neutral: You’re a “middle-ground” nation. Not good, not evil, you have justice, injustice and all other things that plague a normal nation, because that is what you are, a nation of normal well-adjusted people, unlike the white and black weirdos on each side of the fence that is your nation.

3. Evil: Though we prefer the term “alternate system of Morality” you probably love the song “Where there’s a whip, theres a way” when it comes to things, cannibalism? Sure, Murder? Only if it’s worth it. Massacring a horde of elf children? Where are my tickets? But the second you start singing to wildlife you’re on the rack!


Government.
What kind of government your nation has is up to you, is it some kind of monarchy with a king/queen on top, a empire, republic, whatever you can think of that works in a fantasy setting.

Traits.
Each nation gets one Trait for free in each category and after those traits have selected you get 13 (THIRTEEN) more points to distribute in ANY of the available categories (save for history and special trait category of course).
Traits cannot stack (don’t even try it…)
Disadvantages are available which can be taken to redeem more advantages.

History Traits: (Select only one, this trait doesn’t give any benefits it’s just a way for you to describe how your nation came to be unified under a righteous/wicked leader in struggling battles, gathered together by merchants buying/smuggling their goods or did you rather went the way of diplomacy and/or seduction coercing people to see you ways instead of meeting on the battlefield.) Feel free to add one of your own.

1. Warlike: Your nation has had it’s fair share of war, either from internal conflicts or outside threats and the tales that are told to the children of your nations are filled with marching armies and clashing monsters.

2. Diplomatic: Instead of fertilizing your farming grounds with blood and bodies your nation has decided to see if the other side rather talked instead of losing men and women in needless battle. Or perhaps you are a believer in ‘keep your friends close, but keep your enemies closer in reach of that dagger behind your back.’

3. Exodites: Where your nation has made it’s home now isn’t the original homelands of your people, forced to flee your former home because a aggressor took your lands or some kind of natural disaster you now make do in a strange country.

4. High Walls: You’ve always been on the defensive, being attacked over and over and thus it’s only natural for your nation to be on the defensive at every turn both on the battlefield or in a possible diplomatic meeting.

5. Failed Imperialism : Originally a colony of some now long lost or still existing nation, your people came about as an attempt at imperialism that failed, and instead, became it's own sovereign state.

Technology.

Technology is rare but not non-existent in most fantasy worlds. Now for the sake of keeping the Fantasy feel I’m avoiding any real advanced technology. So things like Dwarven Steam Tanks, Gyrocopters, Cannons etc are out!

1.Siege technology: The nation is skilled at Sieges, better Catapults and Ballistae etc means less time before that annoying wall is torn down which is keeping the nice city at the other side from your view.

2. Masonry: You know how to build with stone and thus all your buildings, walls, fortresses are stronger and more capable of withstanding a siege.

3. Aqueducts: A revolutionary technology when it comes to Hygiene and general health. A society that can wash itself is naturally less susceptible to disease and infection.

4. Metalworks: The Nation has dedicated Metalworks where the Smiths work producing higher quality metal objects out of their workshops. A Metalworked Sword retains its edge and is less likely to break than a normally forged weapon. (Slightly better weapons and armor)

5. Viridium: Why use steel and iron when you know how to make weapons out of Viridium! It doesn’t mean your weapons can slice and dice through everything but it’s less likely for them to snap in half… (need Metalworks for this trait, can’t be taken with Mithril)

6. Mithril: Why use steel and iron when you know how to make armor out of Mithril! A knight send out in this armor was send against a fire-breathing dragon and behold the armor survived the flames intact, the knight was cooked alive but that doesn’t really matter… (need Metalworks for this trait, can’t be taken with Viridium)

7. Towering heights: The nation is skilled at vertical construction with towers forming a prominent part of their society. Such nations may also have cities built into cliff sides and tree boles. (The latter isn’t recommended, sure your city is all pretty but one good fire, deliberate or not, and the mages are going to have a merry time putting it out.)

8. Skilled Paving: Your nation is better at paving roads, in fact all your cities and towns are paved and chances are you have a decent cobblestone road between them if they aren’t paved too!

9. Crop Rotation Farmers: Your people have mastered basic agricultural technologies, windmills, crop rotation and all other manner of useful technology and learned skills. Thanks to that famine is almost unheard of in your nation.

10. Medicinal Technology: Your people have learned the properties of the very nature around you with astounding skill, while Penicillin might be a funny word to your people they don’t need a fancy mage to be loitering in the area to attempt treatment and have a fair chance of living (unlike other nations where “self-help” is a 50/50 affair)(Good Nations are singularly better at it than others to the point of battlefield application.)

11. Seafarers: Your people are more skilled with boats than anyone else, maybe it’s because you just build ships the way you do or use wind-mages to gain some more speed the fact is when it comes to seafaring you have both better boats AND navigational instruments.

12. Utilization is key: Your people are the ultimate scavengers and / or tight wads, able to maximise their rewards from the resources they have at hand with minimum effort. They have no more resources than anyone else, but are just better of making use of them.

13. Mechanical technology: Cogs, primitive elevators and central heating (A vent system warmed with a large fire) You may even have a mechanical bridge or two, steampunk style but controlled by man power. This trait also grants more advanced and creative traps(Costs 2 points!)

National Traits

1. Natural Mastery: Your nation is skilled at picking the absolute best spots to put things. “A Port city you say? Well this bay is protected from the worst storms by the ocean wall there, the currents run both ways to the ease of shipping and there is plenty of good stone for defensive walls or expanding the ocean wall” Compared to others EVERYWHERE you build seems to be perfect in every way for what you want there. Unfortunately not so good when you just want a normal average everyday township. Specialisation is key.

2. Unified with nature: To some this may sound “Good” but in truth it is all, sure you might have the Good nations with their prissy princesses singing with pidgeons and Doves, but at the same time the Evil societies poisoners are gently coaxing venom out of snakes and taming the Monsters of their neighbourhood so they can shut that damn princess up once and for all.

3. Metal-sense: Your people have a greater sensitivity to magnetism than most, possibly due to a large geomagnetic lodestone somewhere in your borders. But as a benefit your people can literally sense concentrations of metal. Whether underground or in time to prepare a counter against a flank attack by the enemy no-one really knows. (Side-Benefit : Your people cannot get lost due to always being aware of Magnetic North at all times.)

4. Water-Folk: Your people are comfortable with the seas for one reason or another. You tend to be better sailors and fishermen than anyone else, but anything too far from the sea may as well be an inhospitable wasteland as far as your people are concerned.

5. Honourable: Your people are seen by both good and evil alike as incredibly honourable and will never question your word. Unfortunately for you there is the fact you must keep your word too, you and your peoples honour forbids anything else.

6. Bazaar: Your people are merchantile and show it. Your trade routes spread through every land that will tolerate you and you’re practically rolling in money. As your people deserve and expect. However expect to see people, even foreign rulers, instinctively clutch their purses whenever one of your people walks by for fear of you taking the coins right from their pocket in exchange for lint!

7. Industrious: Your people work hard. Like REALLY hard. Whether it is the whips of the overseers or the kind words of their lord the people really knuckle down and work, while quality may suffer from this you more than make up for it in sheer quantity of goods.

8. Religious: Your people are highly religious and they are happier for it, or at the least, more obedient. While they are willing to put aside religious obligations to do something if it is really needed they won’t do for long and the only way to get them to war at all is with religious motivation.

9. Party Please!: Your people LOVE to party. Fanatically. Nighttime is an excuse to get pissed in taverns, weekends are for frolicking in the hay with whoever got in the stack first and all sorts of mind-numbing happiness making. Industry suffers for it, (so does farming and mining) but without a doubt your people are as happy as pigs in mud (and may be with the pigs rolling in mud just for the heck of it!)

10. EPIC!: Your people have a strong streak of Heroism (or Lietenantism) running through them, tales of the Great Heroes (or Cunningly evil Lieutenants) are a popular favourite and little kids play out the adventures on the streets (or go a little further than playing for Evil nations) you can count on them during a call to war!

11. Flag Wavers: Your nation and it’s people welcome any contact with open arms and waving flags frantically and thus have less trouble than other nations with establishing peaceful and/or trade relations with other nations and races (this works best for neutral nations they can deal with both sides but E and G nations can only deal with N and others of the same alignment).

12. Trapper John: Whether it is from the extensive hunting your nation does, or some strange fixation they have for trapping one another for sport...or pleasure, your nation is super efficient at making traps and laying them in the best positions. This trait halves the amount of points it costs to equip settlements with traps, making the costs 1-2-3-4.

Ruling Traits:
Ruling Traits describe how your people are ruled. Not taking ANY ruling traits means you’re probably not very good at the who “ruling” deal and should probably quit while you’re ahead. Each trait typically has “two face” which are really only relevant from a good/evil perspective. The Neutral perspective is, as might be expected, somewhere in the middle.

1. Town Guard: The police force. They administer law and order by whatever means are
required by that society, whether it is Good and the people work for their hard-earned
freedom or Evil and they’re whipped into legions of prisoners to grind against the enemy
lines.

2. By Whip or Word: Your people are incredibly fanatically loyal. Whether kept in line be fear of their masters whips or the love of their kind lord it doesn’t matter. Nothing the enemy does will (normally) demoralise them. Bribes mean nothing to these nations.

3. Educated: Your people, for whatever reason, are educated, and any education is better than none. Your buildings are better, most mages more skilled. More militarily valuable is that your people can operate more effectively with their own initiative.

4. Disposal of the Dead: Apparently your people just don’t like bodies lying around and thing the idea of just leaving them to rot in the streets is in awfully bad taste. As such, depending naturally on your nations alignment, you either bury, maybe burn, your dead if you’re of the good spectrum, or if evil either have mass-graves or tend to feed the dead to the monsters. Possibly both. Either way it seriously cuts down on disease and plague.

5. Law: You have more effective and comprehensive laws than others. To your people it isn’t enough to have a mans word, or a simple set of rules. You have to KNOW he committed the crimes, you have to KNOW why he did it and how severe the crime was.
This makes your people considerably happier knowing Justice is served but at the same time a larger number of Criminals escape justice due to lack of convincing evidence.

6. Cleanliness: Well its relative of course. For a good nation it equates public baths (or even private if you’re rich) A popular pastime of the people. (This isn’t really an Evil sort of trait) Either way this also reduces disease.

7. Public Executions: This, to be blunt, isn’t a good trait, they can take it but they better have really good IC reasons for it. The short and skinny of it is that your nation doesn’t tolerate its violent offenders, criminals or people who talk too loudly in public. One wrong step and it’s a quick trip to the gallows (or monster-pit or something suitable.)

8. Long Term Planning: Your nation plans ahead. Perfect location or not it plans for the future to make best use of the space it has. It plans for a cities expansion and when business needs to be relocated to the outskirts of the city and more housing built towards its centre

9. Forums: Your public has a say in the running on your nation, or at least a place to go and learn about its running and the day to day changes. Use your own initiative as to how fluffwise this applies. (Generally the people react more quickly to changing situations.)

10. Compartmentalised: Your nation is basically many sub-nations each handling a single aspect. While each is better at its specialisation than anyone else could be a single crippled “section” can bring the whole nation crashing down.

Military Traits.

These traits dictate your Military skill, tactics and operations in a normal atmosphere.

1. In Armour Clad: Your army favours more armour than the average nation. As such your troops are slightly more protected than other nations, your armor is slightly thicker and thus offers more protection.

2. Excellent Light troops: Your light infantry and cavalry are better than those from other nations (the units with leather armor). They move faster, fight longer and carry generally better weapons than their contemporary counterparts. (taking this trait means you are not able to take the Medium or Heavy troops trait)

3. Excellent Medium troops: Your medium infantry and cavalry are better than other nations (the units with chainmail, scale armor), maybe it’s because of the better armor and weapons you provide them or the inspirational speeches (speeches that inspire fear or heroism depending on alignment). (taking this trait means you are not able to take the Light or Heavy troops trait)

4. Excellent Heavy Troops: Your heavy infantry and cavalry are better than other nations (the units with plate armor). They don’t get exhausted as quickly as other nation’s heavy infantry and they keep formation more tighter. (taking this trait means you are not able to take the Light or Medium troops trait)

5. Ambush Predators: Despite the name it isn’t evil only. But your army has a real talent for hunkering down and ambushing the hell out of people. However this comes at a sacrifice of Heavy Armour. (Cannot be taken if In Armour Clad is chosen)

6. HOLD THE LINE!: At a single signal your endless ranks of spears and blades drop into a seemingly impenetrable wall of sharp blades. Your nation is twice as good at defence as other nations by simple watching the enemy fall on your blades trying to break through your lines. (A tempting target though all those men huddled together for a nice fireball or monster landing in the middle with fang and claw)

7. BRING ME THEIR HEADS!: The opposite of HOLD THE LINE! At a word from their leader your men surge forwards in an irresistible wall of scything metal and arrows determined to bring the enemy down even if you have to walk across a mountain of your own dead to do it. (Cannot be taken with HOLD THE LINE!) Your men are twice as good at assaulting the enemy as another nations army might be.

8. SHIELD WALL!: At the command of your officers your soldiers form a impenetrable wall of shields against that nasty rain of arrows. Your soldiers in turtle formation laugh as they are marching across the battlefield while arrows bounce harmlessly off your shields… just hope they don’t send magic or a nice boulder from a catapult your way… not to mention monsters who are hungry for some canned food… (Cannot be taken with HOLD THE LINE or BRING ME THEIR HEADS)

9. Block out the Sun!: Your men are archers by nature and inclination. At least 2/3rds of your army must be ranged units.

10. THAR BE MONSTERS!: Your nation has a larger than normal monster population and it shows you receive 2 extra monster points. Almost every ranking officer of your army ride some sort of monster but all those extra monsters need to get their food from somewhere… either by eating your own people or your food supplies.

11. Magic supremacy: Your nation fields mages as a matter of course and you have three more disciplines than all those other nations who are stuck with those silly cantrips. The amount of arch-mages you are allowed is increased by 5%

12. Greek Fire!: You have outfitted some of your ships with a incendiary weapon that launches fire at enemy ships and can even burn for a time on water itself, also handy for a BBQ at sea.

13. Extreme Siege Engines!: A nation with this likes siege weapons for any occasion. It’d bring a catapult to a witch-burning! (IF the nation was into that sort of thing)(Must have Siege Technology Trait!) A nation with this gets access to unique Siege Engines (while the others are stuck with catapults and ballistas you have trebuchets).

14. Unbreakable: Your people cannot have their morale broken. They will ALWAYS hold the lines regardless of what they’re told. Magic, Technology, Monsters, none of it phases them in the least. Of course they also refuse to retreat or surrender and will fight to the last man regardless of any considerations. (Are also immune to magical compulsion to flee or run.)

15. MONSTER SLAYER!: Maybe it’s because of your magically enhanced, target seeking arrows or those big guys in heavy armour with nasty looking sword but your nation knows how to slay monsters. But because you’re so good at killing monsters you have one monster point less (cannot be taken with THAR BE MONSTERS!)

16. Dragonlord: Your nation has a large dragon population and instead of being gobbled up by them you managed to tame them (close enough) and thus it only costs 1 monster point if you select dragons. You also have, depending on nation size S-M-L you receive 2-4-6 dragons extra (but this trait cost 2 trait points!)

17. VIKINGS!: Your nation are experts at forming small bands of soldiers who are send into other nations to quickly raid and pillage their settlements or just to annoy and torment them before your full invasion commences.

18. Military Pride – The peoples of your nation have an almost zealous reverence for the military, seeing them as honourable and noble knights, or dreaded war lords to be feared and respected. This trait allows a nation to have 50% of their population as an army and doubles the amount of unique units available to you. However, it may make your nation seem warlike to outsiders, and decreases worker efficiency. (Costs 2 points!)

19. Magical Affluence- You seem to have a rather heightened magical population. Maybe your mages are exceptionally fertile, or still partake in the ancient ritual of climbing their towers at full moon and making love to one another under the stars. - Your nation has a 25% increase to the amount of total mages available. (Cannot be taken with Magic Supremacy)

Faults/Weaknesses:
(Each Fault/weakness/Flaw allows you to take one more trait in any category, any combination can be taken up to 3 extra traits. e.g Healthy dose of preservation (2) and Trade Dependent (1)

1. Magic Nulls: Maybe it’s a joke of the gods or something in the water but your race isn’t really good in the magic arts and thus you are only proficient in 2 schools of magic and instead of 4 extra discipline points you have 2. (cannot be taken with Magic Supremacy!)

2. Healthy Dose of Self Preservation: When monsters take the field your soldiers prefer to take a holiday, you receive no monster points but since this is a major disadvantage you may take 2 extra traits.

3. Honor and Valor Above All!: your army attack other nations with armor polished until it shines even in the dark of night, flags moving in the winds and trumpets announcing your arrival. You can never lay ambushes or use deception in your tactics or send out raiding parties, not even if it’s a prelude to a invasion. (Cannot be taken with VIKINGS!)

4. Trade Dependant: You must trade those precious metals (silver/gold/gems) of yours for extra food and metals otherwise your people starve and your army is stuck with lesser quality weapons and armor.

5. Failing Leadership: Maybe it’s because your leaders are dumb or corrupt, or your royal family has been too busy marrying it’s cousins instead of outside blood but your government doesn’t work like it should.

6. Watch out for the Goatee: You know that trusted advisor of yours with the goatee he keeps stroking? Who you’ve known since childhood? Well he thinks he can run the country better than you do… Your advisors, lords, etc believe they should rule which creates internal unrest and possible revolutions.

7. Public Outcry!: Those ignorant peasants keep complaining! There isn’t enough food, people are dying because of sickness, monsters attack unprotected settlements and more of that kind of rubbish, they keep complaining even after you offered them cake before your royal guard pushed them away from your nice, shiny palace! This could mean that your people might actually welcome enemy armies with open arms while cheering the death of your own troops.

8. Nice Beastie, Good Be- AAAAAAAARGH, IT’S EATING MY LEG!: Auch, you might think those monsters of yours are tamed enough but that could be deceiving in fact they are more likely to suddenly turn on you when you expect them to attack those enemy soldiers (can’t take this fault and Healthy Dose of Self Preservation together).

9. Cult of {Keyword}: You wish to invade the neighbouring country next monday but that most annoying cult that are worshipped by a large quantity of your people declare that your army shouldn’t march until a black virgin chicken has been sacrificed at the altar of Good Intentions and it’s intestines are eaten by your nation’s leader on a night with a full moon.

10. Not so Special: Special units, the ones that help turn the tide of the battle through their nifty uniqueness and superior abilities…But wait. Your country, for some reason, has no unique unit. Whether that be from their lack of creativity, or that they have very little military pride. You’ll surely be hindered by this! (Cannot be taken with Military Pride)

11. Hole in the Ranks: So, you’re on the battle field deploying your troops, but, what’s this? You have no light / medium / heavy troops! For this disadvantage you must cut your army size down by 25% to accommodate for your lack of troops. (This disadvantage rewards you 2 traits – Cannot be taken with Military Pride)

12. Land Lubber: Your love of the land has stricken you too afraid to build a navy, leaving your waters unprotected. (This trait can not be taken with Waterfolk or seafarer. It also awards 2 extra traits, due to the tight restrictions)

Special Trait!:
Each person may create one special trait for their nation which represents your people/nation as a whole. This means no technologically orientated trait or a ‘I’m better than you are’ trait. This trait must reflect your people’s methods and ways of doing their business in this world. Note: This trait must not add any additional bonuses to the nation, think of it as a chance to give your nation a 'personality')

Building an Army:

Militaries.
In this nations RP armies are pure fluff, just be realistic please, if you say have a small nation it is impossible for you to have 20 million soldiers. Medium nations will have weaker armies than large nations, small nations are weaker in comparison to both medium and large nations but several small nations working together could turn the war against a single large nation and make it cry for it’s mommy.

Just describe some units your nation has and for example what kind of cavalry you use (mounted on horses, giant spiders or perhaps even giant lizards? Under no circumstance are flying cavalry allowed), if you have ships describe your ships here (remember no steam powered ships or cannons, this includes 'magical' cannons)

But regarding troop numbers let us say that 33% of your nations population can be soldiers. Example:

Nation Population:
2'670'000 humans
33%=881'100 can be soldiers

Example 2:
Nation Population:
1'450'000 humans
890'000 elves

Add those two up and then 33%=772'200 can be soldiers

Troops types:
Light Troops - Tend to be the less armoured and more nimble fighters. This includes stealth and hit-and-run units e.g. battlefield assassins. Sometimes they are used as army bulkers, their only purpose to make the army look bigger than it actually is. However, with specialist traits, an army full of these folks could be quite formidable, able to dispatch the enemy before they even noticed. Archers are included here.

Medium Troops - Usually the main bulk of any army, they perform a variety of roles, such as pikemen or halberdsmen. They can also be trained men, weilding a sword and shield. Traits that focus on medium units will allow them to play a more important role within an army, giving their commander more potential for strategy. Some Archers are classified her, along with Crossbowmen.

Heavy Troops - Plate wearing mega troops, focussing on hitting hard and strong. These troops usually have a variety of two handed weapons at their disposal, and able to rip through an army like a hot knife in butter. However, the variety of traits available make these troops especially customizable, with traits effects defence and attack. It is best not to ignore these troops. However, they aren't without theit weaknesses, usually they are slow and most nations don't have enough resources to cater for their upkeep and training, so they aren't used excessively)

Unique Unit:
Each Nation is allowed one special military unit type, something that embodies their tactical style, advantages and disadvantages. They may have special abilities or powers, but something that is reasonable and not overpowered. This unit must also be a non-monster, and instead, something that an ordinary soldier could become (Via magic or intense training, for example) or a naval unit. No flying units. The amount of these allowed is determined by the size of the player’s nation and are a bonus on top of your total troops.
Large - 200
Medium – 150
Small – 100

Navy:

Regarding ships we have a point system and this are the ship classes:

Small: 200
Medium: 400
Large: 600

These points can be distributed on the following ship classes:

Corsair:
Cost: 1 point
Crew: 40

Corvette:
Cost: 2 points
Crew: 50

Frigate:
Cost: 3 points
Crew: 80

Cruiser:
Cost: 4 points
Crew: 100

Galleon:
Cost: 5 points
Crew: 150

Ship-of-the-Line:
Cost: 7 points
Crew: 200

Man-oWar: (only 6 of these ships may be in existance at all times... or one super vessel)
Cost: 15 points
Crew: 400

The nation trait Water Folk doubles the amount of points you can spend on ships, the trait Seafarers only improves quality of how your ships and crew not quantity of points.

Greater Monster Races.

Some nations have within their borders entire species and races of tameable monsters. These monsters also exist in the natural environs of a nation’s borders and the larger the nation the more attacks by Monsters will occur against the population (more people=more food). But Monsters make powerful weapons of war. Monsters will be categorised with a “G” or an “E” and sometimes an “N” for “G”ood, “E”vil and “N”eutral respectively. Monster points to each nation has 4 monster points evil and good nations can take 2 N monsters and a neutral nation can take 2 E or G monsters (or 1 of each side). If you're evil you can never have a number N monsters that outnumber your E monsters (so no 3 neutral monsters and only 1 evil monster) this applies to G and N nations as well.

Small nations have 20 monsters with each species, medium have 40 and large have 60 monsters per species they select (this does not apply to Hydra, Dragons, Kraken, Water Wyrms and Lion Turtles). Also no more than 2 flight capable monster species per nation.

Also if you feel you wish to add your own monsters, you are free to do so. BUT ONLY!: if you provide a picture and then it will be decided by me if it will be added or not.

Current Creature list:

1. Basilisk (E) Also called a Cockatrice. A dangerous beast whose gaze turns mens bravery to a mockery of itself and breath turns men and beasts to stone (friendly fire possible). Notoriously hard to catch and tame.

2. Hydra (E) An evil dragon mutated by magic of man or the gods. The Hydra has nine heads and has regenerative qualities second to none. However in its corrupted mind the beast has forgotten how to even breath fire and its wings have rotted to stubs of flesh. Despite this their corruption has made them singularly powerful and there is only ever 1-2-3 depending on nation size.

3. Gorgon (E) Gorgons are invariably female with the hair of snakes, contrary to the belief of many good species their gaze alone does not turn men to stone but can hypnotise a man long enough for the bite of the serpentine hair will do it. They are unthinking beasts that seduce a man with their gaze consummating their union with a male with the bite of snakes which kills him. Naturally enough this is how the Gorgons reproduce.

4. Kraken (E) Almost impossible to tame by traditional methods a tamed Kraken is beyond the ability of many to resist. The Kraken can take ships beneath the wave or simple break them apart with it’s tentacles. These beasts are so large/powerful that there are only 1-2-3 depending on nation size.

5. Chimera (N) The Chimera is a lion with the headed tail of a dragon and a goats head emerging from between its shoulderblades behind the lions head. A great pair of pinioned wings give it the gift of flight and its three heads are claimed to be capable of breathing flame (friendly fire possible).

6. Giants (N) Generally not considered ‘monsters’ per se but they are dumb and large enough at a height of 7-8 meters to fall into this category, their basic needs are eating, mating, fighting and a urge to collect ‘shiny’ objects. They can often be coerced by the promise of food, battle or gold to fight for a nation.

7. Sirens (N) These creatures appear from the waist up as beautiful females or males but from the waist down their form is that of some sort of reptile with a ugly and mottled scale hide. They live near water areas and are not good for combat per se but their song can drive many ship captain to guide his/her vessel to their doom.

8. Water Wyrm (N) this beast is often mistaken for a Drake or Dragon but this beast is a distant relative of them. Instead of developing legs and wings the water Wyrm has developed fins and a strong tail which he uses to quickly navigate itself through water. These beasts are so large/powerful that there are only 1-2-3 depending on nation size.

9. Golems (N) technically not a monster race but golems are part of this list because they have no intelligence of their own, dumb without guidance from their masters but they are very useful in combat, strong and tough fighting machines of stone, metal, bones or even flesh but they are heavy so don’t take them on ships (a nice stroll on the ocean floor might be possible) or even try to make them fly they will simply sink or fall toward the surface.

10. Wyvern (N) also known as a lesser drake, standing on two legs it can take flight with it’s two large wings and use it’s long tail and neck to dodge and attack a person. A Wyvern is largely sought after as a mount or wizard’s pet.

11. Gryphon (G) The body of a lion, the wings of an eagle and the beak of an eagle. Once tamed by a man of noble heart it will serve him loyally as both mount and protector. To kill a Gryphon is a sign the hero will die before the weeks end.

12. Pegasus (G) Notorious for kicking peoples heads in they will however allow nobles to tame them as mounts if the Noble can prove his blood worthy of mounting such a majestic beast. (By staying on regardless of the Pegasi’s antics)

13. Sphinx (G) A creature with the body of a lion and the head of a human, a experiment gone wrong by some ancient mage attempting to create a beast to slay his enemies produced the first Sphinxes. The rumor that they love riddles is just that a rumor, they are noble creatures and are more than willing to help out a person in need but only those who are of pure of heart for they will show no mercy for the wicked.

14. Lion Turtle (G) A giant turtle roughly the same size as a Kraken but not as aggressive and actually helps those in need it usually slumbers for long periods only awakening in times of need or to save a passing ship from storm or beast. These beasts are so large/powerful that there are only 1-2-3 depending on nation size.

15. Dragon (GEN) Dragons are always female and of all spectres of Morality, and are without doubt incredibly powerful. Despite common belief they are not intelligent and they all breath fire (friendly fire definitely possible) regardless of colouration. Regardless of their alignment Dragons are extremely rare and territorial, no more than 4, 8, 12 would ever share the same borders together depending on how large the nation is. Often mounts for Lieutenants or Heroes of Great renown but never quite tamed, there is always the possibility a dragon would turn on it’s rider at any moment. (Dragon costs 2 monster points! Dragons can be taken by Dwarves or Goblins but they can't fly underground and their movements are hampered by the tunnels!)

16. Drakes (GEN) The male ‘dragons’ not able to take flight, breathe fire or as large as the dragons but they are still formidable and fearsome beasts. A wild female dragon usually has several drakes as her harem who bring food and take care of her when she has laid eggs. Very attractive as mounts but like dragons they can never be quite tamed sufficiently.

Magic.

Without question Magic is usually a significant force in this world and it can be divided into several schools of magic and each school has several disciplines. Magic is neither evil, neutral or good (save for a few exceptions) it all depends in the hands of it’s user.

Each nation has it’s mages trained in all 4 schools (save for the ones with the magic nulls trait who only practice two schools and only 2 extra discipline points) of magic and each nation has 1 discipline for each school for free and 4 points to distribute on 4 more disciplines (the ones with the trait Magic Supremacy get 3 discipline points extra).

But you will need to divide your mages yourself, if you have, say 60 mages then you need to divide them over your available schools of magic: 20 on spirit, 20 on primal, 10 on entropy and 10 on creation. But your primal/creation/spirit/entropy mages have access to all disciplines you have selected (you have selected fire and water of primal magic and thus your primal mage can cast both)

Mage numbers for the nations are: Small 100, Medium 150, Large 200 mages (only 10% of your mages are ‘arch mages’ and are able to cast magic spells that affect large quantities of people, the rest are only able to affect some soldiers or small groups). And I expect fair play so if I see you using magic to create wanton destruction on a battlefield without your mages getting tired or only affecting the enemy while your own troops somehow evade the barrage of fireballs I will post a GM post of those mages of yours exploding taking your troops with them as they die…

1. School of Primal Magic
• Fire Magic, fire magic is dangerous and unpredictable even in the hands of the most capable wizards. Fire can be manipulated to be the perfect weapon against one’s enemies by hurling fireballs or rain fire down on the battlefield but if it get out of control it might not only burn the enemy but your own troops as well!
• Earth Magic, earth magic is more for those wizards with a patient and calm mind much like the rock and stone they manipulate. Hurling boulders or creating small earthquakes to throw a enemy of one’s feet is what they do but a earthquake is not easily controlled and is often a double edged sword.
• Water Magic, water magic can be used by wizards to manipulate water as a liquid but also turning it into ice with a single thought. This type of magic is both a force of life and destruction, a gentle rain can bring life to barren plains while a storm of snow and ice can bring death to a land.
• Air Magic, generally seen as the weakest of all primal magic and often not spoken of high regard by other primal mages indeed blowing a person of it’s feet is not impressive as setting them on fire, freezing them or stoning them to death. But the most accomplished air mages can summon lightning to their aid or summon hurricanes… just be careful you don’t electrocute or blow away your friends.

2. School of Creation Magic
• Life Magic, simply put this is healing magic and can never be taken by evil nations. Drawing power from one self or other living being to heal another from injury or poison but never to resurrect a being who is already passed to the next world. Healing magic means sacrifice, of the mage’s life-force or the life-force of other willing beings using this magic too much might result in the death of the caster or the ones who are willing to give up their life force.
• Rune Magic, rune magic is difficult to master but the rewards are high, mostly it’s used in protection. Runes can be cast on city walls to strengthen them or used as traps exploding when someone walks across them or slowing down enemies, this also includes friendly troops sadly. Due to the size of a magic rune they can never be used to strengthen weapons or armor.
• Nature Magic, nature magic concentrates on using nature itself as a weapon, roots coming alive to grab and choke nearby beings or summoning a swarm of locusts to do a caster’s bidding. But nature is not to be messed with, it does not look kindly on those who exploit it too much.
• Death Magic, this is necromancy plain and simple and can never be taken by good or neutral nations. Desperate mages turn to this magic when they are unwilling to part this world and embrace undeath and it’s also fun for the little kiddies when you bring back the deceased cat, and even more fun when skeleton-kitty tears the kiddies apart. (100 skeletons/ghouls per mage, to ressurect monsters a death mage has to sacrifice 20 'points' for a regular monster or 60 for a large beast like a dragon)

3. School of Spirit Magic
• Dispel Magic, like the name suggest this discipline focuses it’s mages to neutralize enemy magic attacks by creating shields to fend of enemy magic attacks, higher mages of this discipline can even neutralize magic of any kind in a area this also includes the magic of their allies. Only Death Magic users who have turned into 'liches' are not affected, they are concentrated into keeping their undeath forms intact in dispelled areas.
• Champion Magic, champion magic is, well to make ordinary soldiers into champions, casting an aura of confidence on allied troops neutralizes their fears and makes them believe that victory is at hand making them fight harder and longer than the average being of their race. Overconfidence often overlooks traps and ambushes though…
• Force Magic, force magic summons telekinetic force to stun enemies where they stand or to wrap enemies in a cage of telekinetic force that shatters bones. The drawback is that this magic is so exhausting that magicians often collapse when they use it frequently.
• Black Magic, black magic is closely related to death magic and considered to be evil but where death magic ‘creates’ undeath black magic is only used to destroy. And that what is destroyed by black magic are the spirits of living being themselves, a Black magic user can destroy a man’s spirit and use it’s power to unleash deadly energy at nearby target, friendly or otherwise. It can also be used to turn ordinary people into mindless thralls, cheap labor force but not very smart.

4. School of Entropy Magic
• Drain Magic, drain magic can be used to weaken enemies or paralyse them for a short time but use it too much and magic use himself is drained and fall unconscious.
• Illusion Magic, illusion magic is simply used to fool one’s senses. You see the dragon, you smell the dragon and you even hear the dragon but in fact it’s just a illusion. Trouble is that frightening illusions might also frighten your own troops.
• Corruption Magic, corruption magic is used to corrupt stone, wood and stone. Crumbling a wall or rusting enemy weapons and armor, a accomplished corruption mage casts an aura corrupting everything in a few meters around it including own buildings, weapons and armor.
• Dream Magic, this magic when cast can send enemies or friends into sleep and summon forth nightmares literally scaring them to death in their magic induced sleep. Uncontrolled dream magic could summon forth the nightmarish creatures the victims are dreaming about attacking all nearby. Best not to have nightmares about dragons…

Nation Template:

Nation Name:
Nation Description {This where you briefly describe what kind of lands your nation consists off, deserts, jungle, pine forests, frozen wastelands, underground caverns and tunnels (Dwarves and Goblins only), etc and if your nation is surrounded by land (possible other nations or simply wasteland) or if it borders next to water somewhere}
For the sake of the RP assume this is a world where all kind of climates can be located on the same continent.

Race:
Race Advantages:
Race Disadvantages:
Population Scale:
Government/alignment:
People of Importance
Nation Size:
Capital:
Settlements: (briefly describe your nation's architecture, do they use buildings of wood, stone or both or perhaps only tents?)

Traits:
History-
Ruling-
Technology-
National-
Military-
National Flaws-

Military:
Monsters-
Magic-
Regular troops- (Light / medium / heavy composition etc.) - Remember each type has it's advantages / disadvantages
Unique Unit -
Navy -


Last edited by Lyvee on Tue Mar 16, 2010 7:53 pm; edited 20 times in total
Lyvee
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Join date : 2009-09-01
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Tales of Amarinia. Empty Re: Tales of Amarinia.

Post by Bird of Hermes Sun Mar 07, 2010 5:01 pm

Location:

Map:
Spoiler:

Nation Name: Valon'terra

Nation Description: Valon'terra is divided into four general areas: The Forlorn Peaks, The Highlands, The Lowlands and The Unforgiven Fault. The Forlorn Peaks are populated by the Avians and is separated into the Great Conclave and Nesting Grounds, the Mist Lands, the Speaker's Glade and the World's End. The Highlands are populated by the Humans and is separated into the Capital, the South-West Gate, the Three Sisters' Area and the Freeflow Plains. The Lowlands are populated by the Goblins of the Five Clans and are separated into the Frost Wells, the Whispering Glades, the Life Blood Pools, the Dune Desert and the Underfall. The entire landmass is surrounded by the Lock-Key Ocean.

Race and Racial Traits:

Humans (750,000)
•Advantage: Quick Thinking
•Disadvantage: Easily Corrupted
Goblins (990,000)
•Advantage: Overwhelming Force
•Advantage: Tunnelling
•Disadvantage: Easily Scared
•Disadvantage: On Your Own
Avians (450,000)
•Advantage: Flight Feathers
•Disadvantage: Brittle Bones

Population Scale: 2,190,000

Nation Statistics:

Alignment: Neutral
Nation Size: Medium
Capital: Dia’nay
Settlements: Avian lands are scattered with groups of oriental cliff houses. Human lands consist of well-connected stone towns. Goblin lands consist of villages of make-shift huts, tree houses and caves.
•Village: 29 (Scattered, most in Lowlands)
•Mining Outpost: 2 (Highpoint and Leypoint)
•Towns: 9 (Five Goblin Quarters, Human Towns of West and East Explo, Bendura, Ava’s Clearing)
•City: 3 (Farflung and Devil’s Pen, Sinclairvandra)
•Capital: 1 (Dia’ney)
•Fortress: 6 (North, East, West and South Fortresses, Gate Fortress Bastille and Gate Fortress Bascule)
•Messengers: (Set up at the capital, all forts and on the Last Ditch Wall)
•Traps: (Set along capital and the gate.)

Resources:
•Precious Gems: 1
•Viridium: 2
•Fruit: 10
•Vegetables: 10
•Fungi: 9
•Art: 3
•Pets: 6
•Slaves: 1%

Nation Traits:

History-
•Failed Imperialism

Flaws-
•Land Lubber

Ruling-
•Town Guard
•Educated
•Disposal of the Dead
•Compartmentalized
•Forums

Technology-
•Masonry
•Aqueducts
•Metalworks
•Viridium
•Towering Heights
•Medicinal Technology
•Utilization is Key

National-
•Unified with Nature
•Honourable

Military-
•Excellent Light Troops
•HOLD THE LINE!
•Block out the Sun!
•THAR BE MONSTERS!
•Magical Affluence

Special-
•Refuge: The citizens of Valon'terra will take in anyone in need. Originating centuries ago as a colony of some large forgotten empire, the people still remember their roots as a "wasteland" for anyone the empire didn't particularly care for. The denizens of the island will welcome all outsiders looking for a home with open arms.

Military:

Monsters-
•Gryphon(120): Bred by the Humans for use in battle, these loyal companions protect their masters.
•Basilisk(40): Hard to tame, the Goblins have managed to hold a small population of these dangerous creatures for many uses.
•Vector Doves(40): The Avians have earned the trust of these noble six-winged birds and use them for long flights or as companions.
•Golems(40): Created by the Humans, these stone behemoths range in size and are used as guards and war-machines.

Magic-
•School of Primal Magic (100 mages, 8 archmages)
- Fire Magic
- Earth Magic
- Water Magic
- Air Magic
•School of Creation Magic (50 mages, 4 archmages)
- Rune Magic
•School of Spirit Magic (21 mages, 2 archmages)
- Force Magic
•School of Entropy Magic (16 mages, 1 archmage)
- Illusion Magic

Troops-
Number: 700,000 (55% light, 30% medium, 15% heavy)
•Light:
- Vixens: Medics and standard bearers who ride on deer.
- Sky Call: Air-born Avian archers who are experts with firing a special bow with their talons.
- Aluvair’s Scouts: Avian scouts, rouges and ambush team.
- Illusion Bearers: An organization of Avians who produce illusion based magic that are used in special circumstances.
- Elemental Warlords: Primal mages and shaman from the Five Goblin Tribes, including force wizards.
•Medium:
- Royal Order of Valon’s Knights: Human cavalry mounted on zebra that lead the charge.
- Don’dayu: Human rune mages and magisters who don chainmail and protect the soldiers in battle.
- Grundal’s Death Court: A group of Goblin cavalry mounted on dogs who quickly overwhelm opponents.
•Heavy:
- Gate Protectors: A last resort team of highly trained Humans mounted on massive steeds and wielding heavy lances.
- Stone Keepers: Goblins who control basilisks in battle.
•Unique (120):
- Gryphon Riders: Gryphons have proven to be absolutely fearful in battle. When ridden by an experienced rider, you barely notice that the beasts are hindered in flight by the shiny armor. Swift of feet and quick of mind, a gryphon and its rider work as one on the field.

People of Importance:
National Rulers:
•King and Queen of Valon'terra
Spoiler:
Humans:
•Field Commander Volesh, Dax and Rena, Adviser Bailung
Spoiler:
Avians:
•Head of Intelligence Transfer Failaris, Brood Mother Ven, High Priestess Erai
Spoiler:
Goblins:
•Cheiftains Icerock, Wildrunner, Blazestarter and Galewhisper and Xai the High-Born
Spoiler:


Last edited by Bird of Hermes on Tue Mar 16, 2010 12:01 am; edited 31 times in total
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Tales of Amarinia. Empty Re: Tales of Amarinia.

Post by Lyvee Sun Mar 07, 2010 7:02 pm

Tales of Amarinia. Silsden-coat-of-arms

Location: North West island – Eastern part.
Nation Name: Teutonic Nation of Barburg
Nation Description – Barburg is a fairly temperate region of the world and home to many lush fields and forests. In the centre of the country are a far encompassing set of mountains, which dip down into southern territory, surrounded by the rolling meadows below. In the winter, the country can suffer harsh winters, which sweep down from the frosty mountains, but luckily, only for a few months of the year. The forests consist of tightly packed pines trees which are spread generously throughout the country.
Spoiler:

The country has stood the test of time, having been in existence since civilization has become the ‘in’ thing. The fact the nation lies on an island, with very few neighbours has them left the rather unscathed from foreign invasions and wars in distant lands. However, their leader has vowed to make more contact with other land and bring the Barburgian people closer to them through trade and diplomacy. Could this be the end of their peace streak?...

Race: Humans (Predominately blond and blue eyed)
Race Advantages: Quick Thinking
Race Disadvantages: Easily Corrupted
Population Scale: Medium – 2,250,000
Government/alignment: Good / Elected Democracy (Via the public forum)
People of Importance:

Großes-führer Hanz – The elected leader of the Nation, chosen through the arduous, but necessary-for-a-democracy elections, which takes weeks. He is a wise and caring man, who puts the needs of the country and it’s people first. He embodies many of the values that Barburgians uphold such as an open mind and peace. Recently he has become intrigued with other races and has sworn to increase trade and relations with them. He tends to be a little on the rash side, jumping into stupid decisions willy nilly, luckily this has served him well so far. But it could land him in an awkward position.
Spoiler:


Erste Enchanter Armin – A man well versed in magic and well respected by all of Barburg. He is an adviser to Hanz and face of the mages through the country. He can often be found in the capital, but sometimes likes to visit his mages first hand and participate in their training. Armin is a mage trained in the art of creation magic, and obviously, an arch mage in its usage. Loved by the population, he is always the first choice on matters of magic and mage usage.
Spoiler:

Kommandant Hafiza – The Grand leader of the armed forces in Barburg, and a female. Strict and incredibly strategic, Hafiza carries a whip at all times and isn’t afraid to use it to instil discipline into her soldiers. She believes, almost zealously, in the Nation’s core values, wanting to spread them to others in an attempt to enlighten them. She is kept on a tight leash by Hanz. Publicly she is rarely seen, and maintains and mysterious demeanour with the populous.
Spoiler:

Diplomat Wilhelm
- Husband to the Fuhrer and an incredible political and diplomatic mind. He started his career working within the forum, a place he treats with respect. It taught him everything he needed to know about how politics worked, and more importantly, how to debate like a pro. Wilhelm has lived in Barburg all of his life, and is forever looking for an oppurtunity to leave, wanting to take advantage of his Barburgian urge to learn and experience new things.
Spoiler:

Nation Size: Medium
Capital: Barburg City – Mountains were literally moved for this city.
Spoiler:

Settlements:
(3) Fortresses – Fort Righteous; Fort Benevolent; Fort Honour.
Spoiler:

(4) Cities – Athsburg; Iselstadt; Marzdorf; Libzig.
(Architecture examples)
Spoiler:
(8 ) Towns
(20) Villages
(16) Mining Outposts -14 Mining / 2 Logging
- Mages Lookout.
Spoiler:

Resources:
Mines: 10 Mithril; 6 Marble; 4 Granite; 1 Gold; 4 Iron; 1 Gem.
Villages: Livestock, Grain, Vegetables - 15 Livestock / 10 Grain / 15 Vegetables.
Towns: Silks and Art - 5 Silks / 3 Art.
Slaves: None.

Traits:
History - Diplomatic
Ruling-
For The Good Of The People: Barburg has a history of generous and modest leaders, from Heinrich the IV, who famous donated his house to become a orphanage. Currently Hanz lives within a typical house…well, apart from the legion of guards protecting it. The state is run with excellent and fair benefits being given to all citizens

Educated: Barburgian law states that everyone is entitled to an education, be they peasants or nobles. The nation also places an emphasis on education and knowledge, believing it to be more important then physical prowess to an extent.

Disposal of the Dead: The dead are given cremation services and their ashes spread where ever they willed. Often the dead are honoured in their local societies, due to the honourable tradition that the Barburgians have

Law: You have more effective and comprehensive laws than others. To your people it isn’t enough to have a mans word, or a simple set of rules. You have to KNOW he committed the crimes, you have to KNOW why he did it and how severe the crime was. This makes your people considerably happier knowing Justice is served but at the same time a larger number of Criminals escape justice due to lack of convincing evidence.

Cleanliness: Public baths exist for all. Cleanliness is an important part of Barburgian culture. It is thought that one can not think straight without being clean.

Forums: Your public has a say in the running on your nation, or at least a place to go and learn about its running and the day to day changes. Political changes often occur through the will of the public. The forum is used often, to challenge the current law, and encourage new ways of thinking.

Technology-
Masonry: Barburgians love stone architecture, implementing it into most buildings, as such, they have developed an almost godly ability to make use of the material, and can make much more sturdier and long lasting buildings than most nations.

Aqueducts: Aqueducts are the closest thing to a deity in Barburg, worshipped by the population for the clean water it brings and provides for them. Cleanliness is important for the citizens, and therefore they are regularly used and are available to everyone.

Metalworks: The Nation has dedicated Metalworks where the Smiths work producing higher quality metal objects, specifically armour, out of their workshops. A Metalworked chestplate retains its integrity and is less likely to break than normally forged armour

Towering heights: Important for those massive castles and mountainside fortresses.

Skilled Paving: Barburgians make a point out of being organised, taking it to a new level with paved roads. It helps maintain an industrious feel around the nation, and also speeds the process of moving good via unicorn and cart.

Crop Rotation Farmers: Due to the harsh winters that the country suffers, Barburgian farmers invented Crop Rotation, aiding in the process of farming significantly. No longer will those pesky winters affect the food supplies.

Medicinal Technology: Barburgian culture has a focus towards helping and tending to others needs. This is why their medicinal knowledge is so great. Hospitals are spread throughout the country and provide excellent services to those who are ill.

Mithril: Why use steel and iron when you know how to make armour out of Mithril! A knight send out in this armour was send against a fire-breathing dragon and behold the armour survived the flames intact, the knight was cooked alive but that doesn’t really matter…

National-
EPIC!: Barburgian culture makes a strong point about its military heroes and great acts of honour that they have done over history. These people are revered by the populous almost fanatically and people are constantly seeking to be like them.

Flag Wavers: Barburg’s people are an openminded bunch and have welcomed many people to their country over the years. They are also eager to establish relations with other cultures, sometimes borrowing things from other cultures.

Military-
In Armour Clad: Barburgian military units are mostly outfitted with tough mithril armour, and a lot of it, which has its own disadvantages. The Barburgian cultures favours this because of the excellent defence it provides, hoping that the enemy will become tired from their attempts at attack.

Excellent Heavy Troops: Barburgian warfare is very rare, but when it happens they rely heavily on their heavy troops. These men are the pride of the forces, a bulwark of righteousness. The Teutonic nation prefers sturdy men, to flimsy lighter troops.

Unbreakable: Barburgian children are constantly told to be brave, and honourable. During their lives they are exposed to the various stories of champions of valour, fighting for the rights of the everyday man. For this reason, the men in the army a would rather die then run in a battle.

Shield Wall: Why not make use of your shields when they are most well crafted things in Amarinia?

National Flaws-

Honor and Valor Above All!: Your army attacks other nations with armour polished until it shines even in the dark of night, flags moving in the winds and trumpets announcing your arrival. You can never lay ambushes or use deception in your tactics or send out raiding parties, not even if it’s a prelude to a invasion. (I think this is rather fitting)

Hole in the Ranks: Barburg has a tradition of not using light troops, seeing them as coward’s way of fighting. They see the idea of stealth units or hit-and-run tactics as a disgrace to the honour they uphold.

Special Trait – Liberalism – The Barburgians are an enlightened and open-minded bunch, which shows in their political forums and intense, democratic system. Because of this, they are open to relations with most races, unless they are evil, something which the morally good Barburgians can not stand. Their ‘high-class’ culture makes them very refined, but they often considered as snobs by most other races. They also lack a formal religion, instead allowing individuals believe what they wish.

Military:
Monsters-
Yeti – (40) – Fierce, hulking beasts, easily twice the size of a man from deep within the Teuton Mountain range, they serve as excellent infantry, able to take on a battalion of soldiers with ease, due to their thick skin and lack of pain reception. They are savage and rather hard to tame, only able to captured and raised to serve at a young age. Easily dispatched with ranged weaponry.
Spoiler:
Crusta (2) - Large turtle / crab hybrids from the depths of the ocean. They are strangely peaceful and happy creatures, enjoying the attention they recieve from locals when they beach up on the Barburg coasts each year. Every so often a few of the eggs laid are in dangerous positions, easy prey for targets. These get adopted by the Barburgian beastmasters who groom them into mobile platforms of defence. Sometimes they accompany ships on missions, but are mostly reserved for important occasions,
Spoiler:

Dragon (Cool – The Dragons of Barburg are a light blue colour and often reside on the tops of the mountain range, notoriously hard to capture because they often hide, blending into the frosty landscape. Despite this, when tame they are excellent combatants and inspirational beacons for troops.
Spoiler:

Magic-
Total – 150 (minus 45) – 105 – 15 Arch-mages
- School of Primal Magic – Water and Air magic. – 20 mages
- School of Creation Magic – Life and Rune magic -30 mages – 10 Archmages
- School of Spirit Magic – Dispel and Champion magic. 30 mages – 5 Archmages
- School of Entropy Magic – Illusion magic. – 15 mages
Mage attire
Spoiler:

Regular troops-
425,000 troops.
The Barburgian Nation does not believe in the use of Light troops, assassins or stealth units. They believe that war should be a fair fight without the use of deceptive units. War is just another art form for the Barburgians, one that requires great skills and training. Those who are skilled in combat are seen as heroes and inspirational figures among the populous. Their identifiable garb makes them famous across the region and earns them oodles of respect. Traditional honourable knights. Tactics in the army aren’t particularly specialised, usually forming a giant metal bulwark, slowly making its way through the enemy.

Heavy Troops
Knights of Teut. The back bone and most prolific part of the army, armed with the best armour and weapons. They are trained extensively in the use of swords, seeing it as an art form and not just a tool of war.
Spoiler:

Medium troopsSoldiers of Virtue These are the secondary units of the army, usually used to flank or provide support for the more robust soldiers. Much more nimble than the heavy troops, Medium troops consist of some spearmen units.
Spoiler:

Heavy CavalryKnights of Teut. The Teutonic Nation deploys a large number of these units. Armed with large lances and swords, they are a force to be reckoned with, as they ride their war unicorns into battle…yes. Unicorns.
Spoiler:

ArchersJustice Bringers. Not heavily used in the army, only on rare occasion. They are effective and precise, often used by the government to enforce the law, hence their nickname.

Unique Unit:
Paladin - 150 – Large men transformed by a rigorous training routine, involving magic that forces them to ‘grow’ into large, thick armour. Volunteers are first put through a weeks training to see if they can hack it, 97% drop out after, deeming the training to be too much or because they have sustained serious injury. These beasts are used as defensive units on the battlefield, distracting attention from the main army because of their fierce appearance. They are also great at demoralising the enemy and increasing it in their own troops, with is amplified through the use of champion magic. However, they aren’t without their cons. Paladins are incredibly slow, making them easy attack in their weak spots and susceptible to being smothered by units, they also don’t have that much offensive power considering their stature.
Spoiler:
Navy:
4 Man-o-war- Large ships, used mainly as grandiose diplomat ships, or to transport big amounts of troops. They are adorned with impressive markings and rich materials.
10 Ship-of-the-line.
15 Galleon.
15 Cruiser.
20 Frigates.
25 Corvette.
25 Corsair.

Typical ship architecture: (Minus the cannon-y bits, of course)
Spoiler:

I've probably missed something ._.


Last edited by Lyvee on Fri Mar 12, 2010 1:40 pm; edited 4 times in total
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Tales of Amarinia. Empty Ue'besq'ara

Post by Guest Mon Mar 08, 2010 1:23 pm

UE'BESQ'ARA

Tales of Amarinia. CapsCrest
Queen Da'lequa's Crest

Tales of Amarinia. NorthCrest
King Anto'lequa'vyn's Crest

Tales of Amarinia. SouthCrest
King Vyn'lequa'anto's Crest
Nation Size: Medium
Nation Description:
Location: North West Continent, Western Portion

Population: 1,650,000
Race: Elves
Advantages/Disadvantages: Magically Gifted/Slow to Act

Capital: Da'lequa Vost
Government: Triumvirate: Queen Da'lequa, King Anto'lequa'vyn and King Vyn'lequa'anto
Alignment: Neutral

PEOPLE OF IMPORTANCE

In the Captial, In the West
Spoiler:
In the North
Spoiler:
In the South
Spoiler:
In the East
Spoiler:

SETTLEMENTS
Communities:
Spoiler:
Outposts:
Spoiler:
Defenses:
Spoiler:

TRADE
Spoiler:

TRAITS
Spoiler:

MILITARY
Monsters: 128 Total
Spoiler:
Magic: 210 Mages
Spoiler:
Troops: 405,375 Officers
Spoiler:
Navy: 20,960 Crewmen
Spoiler:


Last edited by Arabesque on Fri Mar 12, 2010 11:59 pm; edited 55 times in total

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Tales of Amarinia. Empty Re: Tales of Amarinia.

Post by Lyvee Mon Mar 08, 2010 3:52 pm

Hey guys!

If you're interested in making a map for your region, please go ahead. I recommend AutoREALM to do so, it's where Elendra made the world map and where I have made the map for Barburg.

Tales of Amarinia. Barburg2-1-1

The link to the download is here: http://sourceforge.net/projects/autorealm/
But feel free to make them in whatever program you want Very Happy
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Tales of Amarinia. Empty Re: Tales of Amarinia.

Post by Bird of Hermes Mon Mar 08, 2010 4:02 pm

I may just go with good old MS Paint. I will have to play with it a bit.
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Tales of Amarinia. Empty Re: Tales of Amarinia.

Post by Elendra Mon Mar 08, 2010 10:23 pm

(( Work in progress ))


Nation Name: Rex Arric


Nation Description: https://2img.net/h/i676.photobucket.com/albums/vv127/RPG_Elendra/map22.jpg?t=1268099105


Race(s): Lamia, a species similar to the gorgons, but more human in appearance. Upper body of humans, lower body of giant snakes.


Race Advantages:
Bloody Swamps! Lamias love the feel of water around their skin, and it is only natural for them to settle in the wetlands, swamps, and marshes of the land, which make for a natural defense against siege weaponry.
Serpentine tongue. Lamias are able to whisper sweet nothings in a /very/ persuasive way, into the ears of those around them, so that they can get their way, even so far as to trade nothing for something.


Race Disadvantages:
Inability to mount. Lamias, due to their anatomy are incapable of mounting another creature, without, for good reason, a fear of falling off.
Is My Tail Freezing Off? Lamias are sadly cold blooded, and in harsher winter environments, are incapable of surviving for prolonged periods of time.


Population Scale: 3,000,000


Government/alignment: Neutral Mageocracy


People of Importance:
Archon Matria- Aka The Matriarch. Having risen through the order of mages within Rex Arric, she has become the single most powerful mage in the land, and the only entropy magic arch mage of these lamia. She is glad to see the country beneath her prosper, and to reap the benefits of being at the top of it. She's been changed by the power of rule, and of wealth, and has become a prissy vixen, only looking to increase her monetary gains, and has a certain despise of The Business, and would pay any price to know who all are behind it.

Araim Ancorth- The favored slave of the Matriarch, treated better than the others, by a slight margin. While marginally better off than the other slaves with resources and supplies, her duties are more intimate in nature, and, because of the trust imbued within her, she is the only one allowed to see the Matriarch in person, while all others see a fabricated illusion. If one was to attempt to kill the Matriarch, they would have to do it through Araim.


Nation Size: Large


Capital: Sovereign City Arric, no different than any other city within Rex Arric.


Settlements: Surrounded on all sides by swamps, marshes, and wetlands, the villages, towns, and cities of Rex Arric are natural fortresses against the outside world. Typically the centers of community are established on more firm and solid ground, an eye in the storm of the marsh, and are made from stone, high walls with arrow slits for the arbalists, and a dual gate entrance run by physically rotating multiple cranks in a series. While the outside of the cities are filthy and wrought with mud, the insides are clean to the point of shining marble, steel, and mithril.


1 Capital
+8
3 supporting Villages
+3
5 Cities
+30
10 Villages
+10
10 Towns
+30
16 for fires
+16
6 fortresses
+54
18 support Villages
+18
8 Mining outposts and 2 Logging camps
+20
3 villages
+3
Capital + Cities + Towns + Forts trapped
+8


Resources:

Food:
Fish (8) Grain (10) Fruit (8) Vegetables (8)

Mining:
Gold (1) Marble (2) Silver (1) Granite (1) Iron (4) Mithril (6)

Logging:
Wood (4)

Luxury:
Pets (3) Art (3) Spices (4)

Slaves:
10% enslaved (300,000 people)



Traits:
History- Diplomatic


Ruling-
Town Guard: Always on the lookout for The Business and their associates, the town guard do what they think is best for the civilians, even if it means being bought out by The Business itself.
Cleanliness: Supplied by the aqueducts, public baths and pools supply clean water for the Lamias to swim through, and sunbathe aside.

Technology-
Metalworks: When you need something properly prepared for defense, a metal smith is just what you're looking for.
Masonry: When you need something properly /built/ for defense, then you'd need a skilled mason.
Seafarers: Lamias love the waters, and know of its dangers of it too, and as such have trained themselves well in the navigation, construction, and art of ships.
Aqueducts: Water is cleaned and transported above the ground away from the filth to the populace.
Mechanical Technology: Hand operated cranks and cogs open and close the main doors of the cities and fortresses in two parts.
Utilization is key: Nothing says proper work like utilization of all available resources, to enhance the walls of cities, the structures of castles and the linings of armor.
Mithril: The mithril mines of Rex Arric are renown for apparently being abundant in production, from the overusage of the metal, although it doesn't produce any more than other mines, they're just better at using what they have.


National-
Water-Folk: Lamias love the water, and as such have developed a keen ability of ship building, and as such, have an unusually large navy.
Bazaar: Lamias LOVE to trade things about, seeing a purpose for most materials, and have the ability to utilize it in art or utilitarian purpose.
Flag wavers: Rex Arric always welcomes with open arms other nations in hopes of diplomatic relations and trade.
Industrious: Rex Arric lamias are hard workers and always enjoy the fruits of their labor, which they can trade for profit, or risk donating to the Business for increased profit, at risk of going to jail if caught.


Military-
Greekfire: Nothing says good cooking like invading soldiers coated with Greekfire
In Armor Clad: When your troops are always on the defensive, it's good to have them nicely clad in some fine mithril
Excellent Light Troops: And when you don't have mithril to clad yourself in, it's best to be well trained.
Block out the sun: Or, better yet, trained in ranged weaponry.
Hold the line: But for those of you who ARE clad in mithril plate, being able to stop advancing enemies is handy.
Magical Affluence: Nothing says increasing number of mages like inbreeding to increase possibility of magic born children.


National Flaws-
Hole in the Ranks: Lamias have a lack of medium troops, and instead polarize themselves into light or heavier armors and equipments.
Failing Leadership: With the mages inbreeding and worrying about how much magic there is to go around, their governing is becoming more and more lax, falling into the hands of secondary political organizations, including the corporatocratic movement known as The Business, which is a considered a criminal organization, although altruistic in nature.


Special Trait-
Business as Usual: With the slowly rising status of The Business, a criminal organization according to the mageocracy, the capitalist ways are coming to fruition. Almost anything can be done with this establishment, and they are known for trading illegal substances, slaves, and finer quality foods to the rich, while at the same time have been linked to underpriced food sold, if not purely given away to the poorer within Rex Arric.



Military: 750,000 troops total


Monsters-
Golems (180) Used normally for transporting large quantities of resources and money.
Avis Praeda Palus (3)
Spoiler:
A form of golem in itself, these giant behemoths are capable of flight, and swimming without sinking, making it a king (or queen?) of the golems.


Magic- 250 mages

Primal
Earth
Fire
Water

60 mages
0 Arch mages


Creation
Rune
Life
Nature

45 mages
25 Arch mages


Spirit
Dispel

60 mages
0 Arch mages

Entropy
Illusion

60 mages
0 Arch mages


Regular troops-

Arric Arbalist Divisions, number 450,000 men and women strong. Trained to fire at a moment's notice, they are armed with heavy repeater crossbows and a pouchel of greekfire grenades, which are preemptively planted to be shot and exploded to burn advancing enemies ahead of them. They are also each armed with short swords to be used at closer quarters, and clad in studded drake-skin leather, studded with drake teeth. All also carry a pavise which is deployed into the ground with the aid of a tri-spike bottom tip.


Arric Storm-Front Divisions, number 250,000 men and women strong. Trained in proper halberd usage, and armed with enough javelins to throw a volley of death at a moments' notice at advancing enemies before entering a phalanx themselves. Clad in mithril plate of high quality and caliber.


Arric Hidden-Blade Divisions, number 50,000 men and women strong. Trained to be fast and silent on battlefield, they are known for doubling as impromptu combat engineers, digging trous de loup and other man and fire based traps to help turn the tide of battle. They are armed with battle-ready uluit, and a pouch of caltrops, and are clad in studded drake-skin leather, studded with drake teeth.

Special-

Child Eaters, not literally child eaters, they are named this because they attack the heart of an enemy army, being the only offensive based branch of the military, and are all trained assassins. Coincidentally, they are a privately funded group of The Business, and operate independently of the Arric Divisions, outside of the mageocracy. 200 men and women strong.

Navy:

Man-o-War (Serpent's Poison) * 6

Ship-of-the-Line (Serpent's Teeth) * 75

Galleon (Serpent's Scales) * 117

34,950 total crew.


Last edited by Elendra on Fri Mar 12, 2010 1:56 pm; edited 11 times in total
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Tales of Amarinia. Empty Re: Tales of Amarinia.

Post by SpaceWheeler2.0 Tue Mar 09, 2010 12:01 am

WORK IN PROGRESS...



Nation Name: United Tribes of the Kentauroi (Centaur)

Nation Description: Only within the past four or five generations have the Tribes finally begun to join together and settle large areas to create actual cities. Because of a warring past, villages and small towns were their largest accumulations of a populace. The land within the United Tribes is almost solely heavily forested, with large trees towering as high as two hundred feet or more, and averaging a dozen feet across. These main wooded areas are where the Centaur prefer to ambush from, as there is generally enough room between trees to fire their arrows to some effect (Think images of the Redwood forest). In higher altitudes, the trees are slightly smaller, dense evergreens, which are the primary sources of flexible wood for the archer-people. Mountainous lands, the valleys toward the East fill with fog coming off the oceans in early morning. Western portions of the country are spotted with the occasional field void of trees, but nestled in valleys or on plateaus nonetheless. A particularly high and treacherous range of mountains fills the central portion of the nation, called the High Crowned Peaks.

http://fc00.deviantart.net/fs71/i/2010/067/6/5/Kingdom_by_ron3d.jpg (Courtesy ron3d @ DeviantART)

Race:
Centaur - Beings with the torso of a human melded with the body of a horse at the withers. Honorable and loyal, they give all they can to improve their society. Do not doubt that they are fierce in battle

Race Advantages:
(1) Quick to Assemble, the Centaurs’ scouts and armies are able to traverse their territory quickly, allowing them to head off nearly any opposing force.
(2) Stronger than Most, Centaurs have great strength for their “human” torsos, allowing the majority of their forces to wield larger swords, lances, and longbows.

Race Disadvantages:
(1) Magically Ungifted, Centaurs don’t have much of a talent of magic than other races and thus have less mages/shamans (depending on nation size 10-15-18% less, same as disadvantage for Orcs)
(2) Are those Spears/Pikes!? The equine side of a Centaur’s instincts will not allow him to charge into a wall of spear- or pike-wielding infantry. Their charge will be broken, forcing them to turn and run along the line until an opening is made, they can flank the deadly tips, or the worst case scenario is that they are cut apart by archers as they scurry about for ‘Plan B.’ (Javelins or thrown spears don’t count, and they will still charge cavalry with lances.)

Population Scale:
882,000 Centaur (approximately, 98 points * 9000 per point)
30,000 Humans taking refuge or working within the Union (approximately, 2 points * 15000 per point)

Government/alignment: Neutral, Hierarchical Meritocracy*

(*Note: A lot of thought went into what kind of government I wanted, but I will admit that my general adaptation of many aspects throughout this sheet were paraphrased from the Turian article on the Mass Effect Wiki: masseffect.wikia.com. My opinion of the most fitting style of society for Centaur closely resembled this idea.)

People of Importance:


Nation Size: Small

Capital:
Garig’nak –
Located on the Western side of the High Crowned Peaks range, this city is one of the oldest of Kentauroi settlements. Consequently, the center of the city is still filled with houses and small buildings constructed almost entirely of wood. As you move farther and farther from the center, the houses become more and more stone-based, and also include a second or even the occasional third story. The governmental Capital Building is up the hill more, furthest away from the city’s main gate.

Settlements:
Kentauroi settlements are constructed primarily of stone and wood. Their masonry is nothing spectacular, even in most of their “grand” Capital, and typically has a dirty, messy look to it. Because of their strength, though, their walls and larger structures are made of much larger slabs of stone. Within the past couple generations, humans have taken refuge within the Tribal lands, mostly in hopes of learning from the craftsman, smiths, and hunters. Many others have also arrived in order to market their services to the Kentauroi, especially masons and laborers for construction. This has changed the society of Centaurs because they are now able to build higher structures than before. Vertical construction is awkward for the equine species, so they had not taken advantage of it prior to the increase of humans offering their expertise. Also, it is noteworthy to add that furniture is not popular to the Kentauroi, besides tables and shelves. They do not use chairs and they sleep either standing or lying in a nest of dirt covered in a fluffy layer of straw. This makes for a very dirty-looking bedroom to non-Centaur visitors.

One City- (excluding Capital, 6 points)
Port City of Sec’harrim: On the only coastline of the Centaur tribes, the Port City of Sec’harrim is particularly large, capable of accommodating the entire fleet of the Kentauroi as well as several dozen trade ships on its docks, and even more moored in the bay the city is nestled in. This is the primary trade hub of the Nation.

Three Towns- (9 points)
21 Villages- (21 points)
Four Fortresses- (36 points) http://fc05.deviantart.net/fs41/i/2009/055/6/8/Bird__s_Eye_Castle_by_tomcec.jpg (Courtesy of tomcec @ DeviantART)

Five Mining Outposts + One Logging Camp (12 points)

Signal Drums (8 points)
(100 points including Capital)

Materials:
6x Mithril
4x Iron
2x Logging

Food:
14x Grains
7x Fruits

Luxury Items:
3x Spices

Traits:
History-
Warlike:
The United Tribes have a history of war between each other that lasts centuries. Now, however, it seems that their society is building a stability that has never before been realized. They have achieved what was once thought to be an unattainable feat: all Kentauroi living together and supporting a common goal.

Ruling-
By Whip or Word:
Centaur citizens are extremely fond of their Meritocracy. They understand and accept the functions of the hierarchy, and loyally take orders from their superiors. It is rare that a person exceeds a position of authority that they are responsible enough to handle (explained below under “Industrious”), so the majority of the population is comfortable with knowing that their superiors are in those positions for a reason. At the same time, Superiors do keep in mind the needs of their subordinates, as it is as much their job to protect them as it is the worker’s job to follow instructions.

Town Watch:
The policing forces of the Kentauroi society are all military personnel. This keeps the military busy and useful when the nation is not at war. With the military so respected by the other Centaurs, there is very little issue. Almost all citizens of the United Tribes feel adequately protected, too, giving them peace of mind to put towards other aspects of their lives.

Cleanliness:
Centaurs are surprisingly well-kept. They bathe regularly in public wash buildings. Their hair is clean and their equine coats shimmer as a sign of their health.

Disposal of the Dead:
Centaur have a great respect for their own. The dead of battle are given a ceremony before their bodies are burned in respect, returning their ashes to Nature. Centaur that have passed during peacetimes, or of age or sickness, are cremated as well in special buildings meant for this kind of practice (well outside the cities, or on the edge of the village, to lessen exposure to the inevitable stench). The most honorable, respected, and heroic members of the society are usually cremated, but their ashes are placed inside of an urn and a small mausoleum is constructed in their honor.

Technology-
Metalworks:
The Centaurs have a long history of warfare, and thus they have superb smiths. They forge their own materials in large quantities and make some of the finest chest pieces and armor “blankets” for their equine bodies. Their weapons are also some of the finest steel.

Mithril:
Much of the Centaurs’ frontline forces are armored with Mithril, crafted into the same finely-made plate armors available. This superior armor material allows the lines of charging Centaur, especially their lancers, to take minimal casualties on their approach by enemy archers, leaving plenty to break a standard formation of the enemy.

Medicinal Technology:
The Centaurs have a very serious consideration of the natural beauty around them. They rely on the forests for nearly everything, and that includes their unique medicines. Poisons can be healed or at least subdued for a period of time that would allow a soldier to continue fighting or fall back from the battle. Minor burns and gashed can be soothed and coerced to heal faster. Pain can be negated to allow for unhindered motion. These are just some of the powerful effects that Centaur medics bring to the battlefield, as well as the added care they can provide to their brethren during peacetime.

Masonry:
While Centaur construction isn’t pretty, it is sturdy. Walls have to be thick enough for an archer to stand perpendicular to the battlements, while there is still enough room for another to walk behind without risk of falling off. This means that walls are at least 4.5 meters (15 feet) thick, up to 6.4 meters (21 feet). This also means that battlement towers are wider, accommodating a decent incline with longer steps for the horse-like bodies to climb.

National-
Honorable:
The Kentauroi are creatures of their word. They will not make promises, or threats, unless they intend to keep them. This is generally well-known by all who have come into contact with them. This trait, coinciding with their Meritocracy, results in a low crime rate.

Industrious:
Because of their Meritocracy, almost every Centaur pulls their own weight and more, so to speak. Society has certain stigmas towards those who refuse to do their full duties. Additionally, one may only rise through the ranks by putting forth enough effort. At the same time, demotion of an individual lacking performance is not a bad mark on them, but rather on the one who had promoted them to that position in the first place. This almost entirely negates the likelihood of promotion for those who are not worthy to be promoted.

Metal-sense:
For innumerable generations, Centaurs have relied on their smiths, who thus relied on their miners. Perhaps it could be an evolutionary trait, or it may have been in even the first Centaur, but all of these equine folk have a distinct sense for metals. Their sense of direction is impeccable as well.

EPIC!
The Centaurs have a very rich history of great warriors. There are some that rise from wars against other species. Some fought monsters centuries ago. Then there are the recent leaders of this fledgling Meritocracy. They had been renowned for their awesomeness on the battlefield before joining together, and some even stepped down a rank or two from their Tribal leadership to make this government work. Centaur warriors long to raise themselves to this epic standard, giving them great determination in battle, but not at the cost of leaving behind their comrades.

Unified with Nature:
Centaurs have a Pantheistic religion, feeling that there is a connection between all things natural. They respect the natural environment, but they do rely on it for many things. Their medicines and other items, such as poisons, are taken from plants and other sources. They are careful with what they need, not being overzealous in taking from the land.

Military-
Block out the Sun!
Centaurs are at home with the bow. They field overwhelming numbers of longbow-armed warriors, making them dangerous and fast as they gallop around the enemy. They also have an advantage over any opposing missile cavalry, as no human can hold a bulky longbow while on horseback.

Ambush Predators:
The Kentauroi make fantastic use of the heavily wooded areas that they inhabit, and know all of the game trails to use for outflanking an army. Should an enemy try to pass through their woods, the United Tribes will undoubtedly show the enemy what a true ambush looks like… or doesn’t if the Centaur archers are amassed.

BRING ME THEIR HEADS!
When coerced into attacking, the Centaurs do not go about it lightly. Often mixed with an ambush, the hordes of horse-folk will charge the enemy outright. They rely on their archers to weaken the enemy lines, and then their powerful lancers and warriors to charge into the enemy and cause chaos. While a Centaur is determined in battle, they do know when it’s time to fall back to fight again.

Excellent Heavy Troops:
Nearly all Centaurs will storm into battle wearing heavy armor. Their stamina is like none other, at least for equivalent cavalry, as they are built better than an average horse. Heavy lances and two-handed swords are preferred by most of the frontline warriors. Of course, those are second to their masterfully constructed bows, especially longbows.

MONSTER SLAYER!
The Centaur People used to have a great deal of monsters to deal with in their nation. Great warriors of the past, though, had begun to work out ways of dealing with the beasts. Now, their legends are passed down in a utilitarian sort of way, and the Nation is very good at fighting the beasts.

Military Pride:
Kentauroi society is based on serving the state. Most males do this by joining the military. Boot Camp is required of all citizens of the Tribes, at least Centaur, even of their females. When needed, all of the able-bodied men can ride into battle without fear of society losing out on too much. This call to arms is something that any Kentauroi dreams of having.

National Flaws-
Magic Nulls:
Centaurs rarely possess magical capabilities, and those that do are severely limited in their talents. In fact, even Centaurs that do have the potential for magic would rather work hard and then fight with a bow or sword when called to battle.

Healthy Dose of Self-Preservation:
Centaurs do not trust monsters. They have faith in their own battle prowess, and it is not like they need a mount. Larger creatures like Dragons would much rather eat the horse-like people than obey them. With the lessons learned, the Kentauroi simply avoid relying on monsters altogether.

Special Trait-
Broad Freedoms but Harsh Punishment:
Centaur enjoy the right to whatever pleasures they wish, provided that they complete their duties on par and when expected. “Legal” proceedings are more or less mediated interventions that implore an individual to change their ways. If dangerous individuals refuse, the State has no qualms with sentencing them to hard labor for life.

Military:

Monsters-
None (See National Flaws)

Magic-
90 Mages Total

Primal Mages:
4 Archmages
49 Mages

Creation Mages:
5 Archmages
32 Mages

Regular troops-
Heavy Lancers:
These units are armed with 6 meter (< 20 foot) lances and two-handed longswords. Unlike mounted lancers of other species, Centaur can hold their lances with both hands, allowing for greater length (and weight). The full plate armor for their torsos is made of mithril, and the scale armor (not scale-mail) around their equine bodies is fine steel. These are the primary shock troops of the Centaur tribes, attempting to break lines and then deal significant losses.

Medium Lancers:
Armed with standard lances of about 3.5 meters (11.5 feet), the Medium lancers are used to flank the enemy or run down enemy ranged units. Also armed with a mix of arming swords or axes for combat, carrying a shield or possibly a second weapon as well. Their armor is comprised of a steel or iron cuirass chestpiece, very tightly riveted steel or iron mail haubergeons (shirts), and perhaps a third of them have afforded a blanket of the same material for their equine halves. This is the bulk of the melee units for the Kentauroi.

Auxiliary Archers:
These Kentauroi are armed with recurve bows and plenty of arrows. Occasionally a Centaur might have afforded himself a crossbow, but they are hard to reload on the move, and these units almost always are. Fast and nimble, the light archers are used to distract the enemy or coax cavalry into pursuit. They carry relatively small axes or shortswords for defense and wear only leather armors at most.

Primary Archers:
Most Centaur are expert archers, which is why this group is by far the largest in the Kentauroi armies. They carry longbows, generally "flatbows" of the common wood around their nation, approximately 2.3 meters (7.5 feet) in height. They tend to fire from distance, just like any archers, but will move in and fire on the move when needed. Without a body in front of them, such as the head of the horse for a mounted rider, Centaur can wield the bulky longbows while on the move, making them terrifying mobile archers. Most wear mailed armor of steel or iron, some wear steel cuirasses, and at least a quarter of their numbers have blankets of mail over their equine halves.

Unique Units- (Have two for Military Pride)
The Chosen Prime Kentaurides:
192 Warriors – 4 Squadrons of 48 Female Archers – “Kentaurides” is the term for female Centaurs. This is the only recognized military unit of female Centaur, and this goes to show that they are the best. They often ride into battle with their upper body nude, preferring not to have constricting armor, though their equine halves are draped in mithril chainmail. These are among the most attractive Centaur women and, for most species, their appearance can be distracting for a moment. That is, until they realize that these women are dreadfully skilled in the art of war. They are the only Centaur units armed with laminated recurve bows, allowing for better overall performance of the smaller bow, though lacking the range of a longbow. They carry arrows tipped with a paralyzing sap, and Viridium arrowheads as long as the nation is receiving a supply through trade (will be indicated IC during battle if used). For combat, they also wield arming swords and buckler shields made of mithril. The Prime Kentaurides, because of their special armament, are also called upon to deal with larger monsters of the enemy.

Army Structure-
300,000 Total Professional Units
140,000 Militia Troops (may be called upon, indicated IC)

There is one army that is headquartered at each of the four Fortresses within the Tribal territory. Each of these armies is roughly a quarter of the number listed above, and all have a fairly evenly distributed number of the various types of troops. There are additionally around 150 to 200 humans supporting each army, acting as both their siege engineers in those situations or aiding in other ways off the battlefield. Less than a third of any army is actually stationed at the Fortresses permanently, however, but all soldiers are within two days’ ride of their rally point. The Chosen Kentaurides are not quartered with any particular army, but will tend to be within a full-day's ride of the two Eastern Fortresses.

Navy-
http://www.modelshipmaster.com/products/ancient/biremem/greek%20bireme%20%2810%29.JPG
20 Ships-of-the-Line:
Bireme-style Galley warships that are 5 meters high, 50 meters long, and 15 meters wide. The ships are propelled by a combination of two square-rigged masts and 168 rowers working 42 oars on each side of the vessel, with two additional men operating steering rudders at the rear. One captain and a Lieutenant are present on each ship. 28 Marines act as the primary guards of each vessel, armed with longbows and two-handed swords, but lightly armored because of the scorching heat in open waters on a clear day. Rowers take turns during normal sailing, so that no rower gets worn out and becomes useless, but all rowers are active prior to engagement, giving the vessel additional speed and maneuverability. The rowers are capable of fighting as well, but their effectiveness is reduced if they have been rowing for a while. The ship is also armed with two scorpio dart-launchers, located on either side ¼ way forward from the rear, and a single catapult that can be fired up to 90 degrees each way from straight off the bow of the ship.

15 Cruisers:
Galley ships, same design as above, but on a smaller scale: 5 meters high, 24 meters long, 10 meters wide. These ships are propelled by two masts and 42 oars (total) operated by 82 rowers (the rear-most oar on either side is only operated by one rower), and two rudder operators. Cruisers are crewed by a Captain, Lieutenant, and 12 Marines in addition to the rowers. The crew functions exactly the same on these vessels as they do on the Ships-of-the-Line, rowers taking turns unless speed is needed. Primarily used as fast attack boats or escorts. Cruisers are armed with four scorpio dart-launchers, two fore and two aft. There is also a mithril ram on their bows, just under the waterline, which also extends up the bow and down the keel slightly to prevent the ship from taking severe damage during ramming. Kentauroi cruisers, while technically small and poorly manned when compared to other combat vessels, especially of other nations, are particularly dangerous when they are able to reach their full speed. At any given time, one Cruiser escorts every two of their larger cousins.


Last edited by SpaceWheeler2.0 on Thu Mar 11, 2010 8:06 pm; edited 6 times in total (Reason for editing : Continuing to add)
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Tales of Amarinia. Empty Re: Tales of Amarinia.

Post by Attie Tue Mar 09, 2010 12:46 am

Work in Progress


Nation Name: Te'tia (Elven land of the wicked forests)
Tales of Amarinia. EvilFairies

Nation Description:

Race: Primarily Elves (of different sorts) and Half-elves (Due to the bordering of Weiss's Nation of Humans)
Race Advantages: Elves - Magically gifted, the elves have a long history of magic and are more attuned to it. And thus they have more mages than any other race. (depending on nation size: 10-15-18% more) / Half-Elves - Those that favor the human-heritage lack the natural magical gift that comes easily to most elves. While they can be attuned to it, it takes a great deal more focus. Being half-human, they are quicker than elves to think, and a bit physically stronger.
Race Disadvantages: Elves - Slow to Act, the elves can live for centuries and they are used to take a long time for decisions and thus it takes quite a while before they act, longer time to muster a army, etc. / Half-Elves - While they can be attuned to magic, it takes a great deal more focus and concentration to be up to par with elves. While being quicker to think and a bit stronger, they are unfortunate in their ability to be swayed by things many humanoids don't take into consideration: power and gold, emotions.
Population Scale: Large, Population: 2,300,000
Government/alignment: Neutral - Good
People of Importance:
Queen Jada of Jadan City
Tales of Amarinia. Queen
- She is the elven queen known as the oldest elf in the nation of Te'tia, and has ruled the land of Jadan City since before the elves that now reside in UE'BESQ'ARA were banished from Te'tia. When the Union of Te'Tia meets, it is to Queen Jada that they turn to for the finalized decision.

High Priestess Zia'h
Tales of Amarinia. HighDruidess
-She is the wood-elven priestess/druidess that commands the medical druids and priests of Te'tia, known as a frequent traveler between the larger populated areas of Te'tia. She is often accompanied by Kiae, traveling to other nations as the ambassadors under Queen Jada's trust, who is known to remain in Jadan City due to her age and fragility.

Commander Kiae of The Chevaleresse
Tales of Amarinia. Kiae
- She is the half-elven commander of The Chevaleresse (A french word for all-female knights), however modified in this case to nickname the female archers and warriors of Te'tia that are devoted to it's protection and sanctuary from the rest of the world. Kiae is known to journey alongside High Priestess Zia'h for her protection and for better relations in translating the elven to common human languages taught to her from birth. Being the youngest in command, as she's only half-elven and does not age quite the same as the elder elves of Te'tia, Kiae stands at a height shorter than the other elves, but is a bit stronger and quicker to act than other elves normally would, granted from her human heritage.

More To Come.

Nation Size: Large.
Capital: Jadan City (Description coming)
Settlements: Jadan City is the only fortresses city of recognition to the naked eye. It rests in the heart of Te'tia, as the heart of the Elves of that land. Every other village, town, etc is made up of an advanced tree-house-like nature. (Click me for a picture of a close up! - Click me for a bird's eye view of what most of the tree-house cities look like!). The only exception to this 'tree-house' architecture, are the Half-Elves who live near the western border, along the mountainside that splits up the two different nations of Te'tia and Ashura, living in more human traditional homes of that land, with a hint of Elven design.

Traits:
History-
Ruling-
Technology-
National-
Military-
National Flaws-

Military:
Monsters-
Magic-
Regular troops- (Light / medium / heavy composition etc.) - Remember each type has it's advantages / disadvantages
Unique Unit -
Navy -


Last edited by Attie on Mon Mar 15, 2010 7:08 pm; edited 7 times in total
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Tales of Amarinia. Empty Re: Tales of Amarinia.

Post by Lyvee Fri Mar 12, 2010 2:01 pm

Hey guys!

Just to let you know, there have been a few changes to the OOC and guidelines. So if you havn't already, can you check them out and incorporate them?
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Tales of Amarinia. Empty Re: Tales of Amarinia.

Post by Bird of Hermes Fri Mar 12, 2010 11:55 pm

Just to let you know, there have been a few changes to the OOC and guidelines. So if you havn't already, can you check them out and incorporate them?

Yes. I will work on it.
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Post by Guest Tue Mar 16, 2010 6:35 pm

Work in progress


Nation Name: The Imperial Trading Federation of Srishikt

Nation Description The Imperial Trading Federation Srishikt stretches across many bodies of water and is mainly confined to coastal areas due to the restrictions imposed upon them by their nature. They are great traders and use their large empire to maintain their continued existence as a influence in most of the world. Their islands are tropical and covered in swamps, most of the places they have settled are also similarly tropical.

Race: Prawns.
Race Advantages: Tied to the sea- they can take far more resources from the seas and other bodies of water than other races. They are also extremely skilled at water craft and the use of ships and other things that sail the waves. Natural armor, they do not need to wear armor as their natural exoskeletons provide a rudimentary armor that does not hinder them
Race Disadvantages: Bound to the water, require large bodies of water in which to reproduce. Meaning while they may live in land they need to live near a large water source
Population Scale: 2,000,000
Government/alignment: Neutral Ruled by the Viceroy whose office is inherited within his extended family.
People of Importance
Nation Size: large
Capital: Srilankde
Settlements: They use primarily buildings of stone, carved into elegant shapes and designs. No two buildings are alike and since they live near the sea the stone is important. It helps deal with the waves. Settlements list-
40 Villages- 20 fish 10 livestock 10 grain
25 mining outposts 20 lumber 2 gold 1 granite 3 iron 1 marble 1 tin
14 towns 5 spices 5 silks 4 exotic pets
5 cities
1 capital
4 fortresses
Full traps

Traits:
History- expanding empire

Ruling-

1. Cleanliness: Considering the prawn eat trash and debris the streets and cities are typically pretty clean. And since they can eat almost anything, they don't get sick very often.

Technology-
1.Siege technology: While the federation's designs are not elegant they do chuck that big rock or swarm of darts with a disturbing power and accuracy.

2. Seafarers: Having spent most of their lives on or near water and the sea the prawns are very well adapted to it and their seafaring knowledge is ingrained into them from long experience.

3. Utilization is key: The prawns are the ultimate in scavenging, they eat virtually anything organic including corpses. It is an effective way to dispose of the body. They also have their extensive trading network that lets them get the best from everything they do have

National-
1. Water-Folk: they can take far more resources from the seas and other bodies of water than other races. They are also extremely skilled at water craft and the use of ships and other things that sail the waves.

2. Bazaar: They will trade with anyone and everyone, even on occasion going so far as to fight wars to gain access to new trading routes and markets.

3. Trapper John: The games of misspent youth are encouraged, while most of their trapping involves fish and each other, they do build traps for other things making their traps better and meaning nearly any of them can build a decent trap given materials.

Military-

1. Greek Fire!: Useful for chargrilling enemy ships and enemies on land within reach of the onboard siege engines

2.Extreme Siege Engines: They like the siege engines but they aren't as crazy as some nations about it. They just put them on lots and lots of boats, and in lots and lots of -random- strategic places.

3. Ambush Predators: Setting traps and ambushes is a way of life for the people of the Imperial Federation and so they apply it to land based warfare and to an extent sea based war as well.

4. Shipwrights- Through sheer fanatic building and their nature the prawn have managed to amass a greater number of ships than other nations. They know their navy is the backbone of the nation and the treat it like it is. Of course this comes at the extent of the land army which gets the short stick when funding comes up. 100 extra ship building points

5. Excellent Light troops: The Imperial federation light troops are highly effective due to their complete lack of needed armor, they simply wear their exoskeletons. They also are capable of great feats of maneuver in combat and are highly agile.
National Flaws-

Military:

Monsters-
Scorpus- 60
Spoiler:
Sirens- 60
Squabster- 3 A giant creature the size of a mid sized vessel that resembles a giant lobster with squid tentacles coming from it's back. They are known to be ship sinkers and notoriously hard to kill due to their thick shells.


Magic-

Regular troops- Regular troops are light troopers.

Unique Unit - The turtle boat. Heavily armored and bristling with various types of siege equipment, the turtles are very difficult to sink or destroy in general.

Navy -
6 Man o war
20 ships of the line
30 galleons
50 cruisers
60 corvettes
10 turtle boats

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Tales of Amarinia. Empty Re: Tales of Amarinia.

Post by Bird of Hermes Thu Apr 08, 2010 6:29 pm

How is everyone doing with their nations?
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