Attention: Fantasy/Science Fiction Nations (OOC)
The Acursed Legion
23-01-2004, 05:59
I would like to get a list/directory of fantasy nations, with a brief description. Please post your tech level, magic level, and any other basic information about your country.
Only if you want to, of course.
The Acursed Legion:
Tech: swords, bows, chariots, some seige weapons, etc. Basically, medieval.
Magic: Medium-high.
An army of people enslaved by the power of the Acursed Silver Spoon. On nights of the full moon, more victims can be enslaved. They are eternal, but not immortal. The weapons of Acursed Soldiers are enhanced somewhat by the power of the Spoon.
There are a few willing servants of the Spoon, but most are enslaved, and have no will of their own.
Need I say that the Acursed Legion is evil?
Edit: Now open to far future tech, even if they have no magic.
Dar-Kavryn
23-01-2004, 06:12
The Kingdom of Dar-Kavryn:
Tech: Swords, bows, etc. (another basically medieval). Some higher tech, but this is rarely used (see below).
Magic: High.
Dar-Kavryn is home to a diverse array of beings. The capital is built over a large series of caves. The kingdom has a high level of viridium, a greenish mineral with a disruptive effect on technology, which renders most high tech devices useless within the borders. There is one small area with a low enough viridium content for radios to function.
Hmm, good place to introduce myself to the world! Good timing with the thread. :)
The Kingdom of Ordun
Tech: Standard medieval military outfitting, nothing new there.
Magic: Medium.
Ordun is virtually a mix of sprawling desert-wastelands and vast swamps in the midst of a gargantuan mountain belt. It is mainly inhabited by the undead and their demonic masters, with multitudes of black-hearted humans (murderers, traitors, assassins, etc.) who have alligned themselves behind the dark-shielded banner. Large cities are almost rare to come by, and most of the more populated areas tend to look like sewers than hamlets.
BTW, if anybody would care to help me RP a good introduction for my nation, thanks. Edit: Telegram me if you will. It's appreciated for someone new to the, uh, fantasy scene.
Drizzts Army
23-01-2004, 06:37
The Free Drow Land of Drizzts Army
Tech:Modern weapons used by reqluar army but officers,personnal guard and high goverment leaders are armed with magic scimatars as main weapon of choice
Magic:Medium-Low
Drizzts army began when Drizzt Do'Urdern(This is not in one of the books)
began to find drow who feel the same way he did,and soon he had enough followers that they were able to have big huge familys that soon spawned into the nation Drizzts Army
Kendari
Tech: Space ships, energy weapons, etc.
Magic: Medium
Kendari is one of the few remaining colonies of the ancient Kherands; most of the Kherand empire was destroyed so long ago that few even remember how it happened, but some remnents of the culture remain. The Kherands were unusual in that they used both magic and technology at the same time, and frequently integrated the two; the Kendaris have continued these studies, and uses both for most of what they do. Kendari currently consists of one planet and a large space station, but it is growing....
Basically good, but not absolutely so.
The Unified Races of Khadrim
Tech: Medieval, some magically enhanced
Magic: Extremely High
Khadrim is an ancient land, filled with Elves, Dragons, Humans and Dwarves. The nation is ruled by a High Council, composed of a leader from each race. The land is divided into four quadrants, each belonging to the different races. Lately, the races of being spreading around the states.
Each race is strong magically, the Dragons being the strongest magic users, whilst the Dwarves are the weakest. They prefer technologies over magic. But they do meld both.
The humans dwell in vast cities, the dwarves live within vast underground cities. Dragons within mountain peaks and elves within deep forests.
The Holy Empire of Tobal
Tech: Varies, medieval, modern, or space, depending on the others involved.
Magic: Medium/low
Tobal is a desert country, nation of religious fanatics (Hail Fendar!). It exists on both the fantasy world Ortelu and its technological alternate, Uletro. The Tobalite Priests are usually trained in magic, to varying degrees. Tobalites are not, in general, nice people, though there are exceptions.
The Devaryn Portal
23-01-2004, 09:04
Devar/The Kingdom of the Devaryn Portal
Tech: A mishmash of items from dozens of times, cultures, and settings.
Magic: Very high.
Devar is ruled by a council of wizards that have been studying since a time beyond memory. They are very powerful, and have found a way to open a portal to any setting they can discover... in fact, Devar has been moved several times as it outlived one universe after another. They are concerned primarily with their studies, and rarely interfere with the rest of the world except in the occaissional experiment.
The Acursed Legion
26-01-2004, 07:11
Surely this isn't all?
Thanks to those who have posted, by the way.
Five Civilized Nations
26-01-2004, 07:17
Name of Nation: Five Civilized Nations
Colonies and Subsidiaries: The Blood Elves, The Lost Atreides, Swordmasters of Ginaz, House Ecaz
Technology: Based on the tech of other nations in a RP. For instance, I could be future-tech in one and modern-tech in another...
Magic: Explosive in Fantasy RPs...
Races or Species
Future-Tech: Humans and Elves
Modern-Tech: Humans
Pre-Modern Tech: Humans
Fantasy Tech: Humans, Elves, Dragons, Dwarves, Naga, Centaurs, Orcs, Vampires, etc...
The Five Civilized Nations is named for its five main civilized races (in fantasy tech), the Humans, Dragons, Dwarves, Elves, and the Naga, each races/species living in its own region. The other races/species, including the Orcs, Centaurs, and other groups are considered uncivilized and have been banished from the Civilized Lands...
Kazar-Tiyon
26-01-2004, 10:03
(Right now, this is only a representation of one character. He is evil, and an extremely powerful sorceror. I will do a full post here as soon as he has a country under his control; this post is just so I will be able to find the thread if no one has posted on it for a long time by then....)
Name of nation: The Nephilim (name in margin spellt wrong :oops: )
Tech: potentially high, Nephalim do not generally see the need for high tech gadgetry.
Magic: Extremely high, divine magic.
This is an Angel nation called the Nephalim (actually spelled Nephilim), a group of fallen Angels that were banished because of the forbidden knowledge they gave to man. I have capped the population at 51 (50+The Black Stranger) for balance, as my Angels are extremely powerful. Erebos means/is The Darkness in greek, and is a part of the underworld in Greek mythology. in this case it is a pocket in space/plane accesible only through special gates, or by powerful magic teleportation, or wormhole technology.
Angels are energy based lifeforms, their physical bodies are merely matter layered atop their energy forms. the Nephalim are Fallen angels, but not inherently evil. they are NOT satan-related. their physical bodies can be destroyed without harming their energy forms, and so they require specifically modified energy weapons or powerful magic to kill. their physical forms can be destroyed, and require time and effort to regenerate. they do not need to eat, sleep or breathe. Their money comes from a number of very, very long term investments.
Angelic miracle "magic" is achieved using Words of God. These Words are contained in The Kabbalah. The Kabbalah is a Codex containing all of the knowledge and power of the respective group of Angels. ie Nephalic Kabbalah = Nephilims Book, High Kabbalah = High Angel's Book, Infernal Kabbalah = Deamons Book. Each Book is split into volumes. They contain Words, which can be chained to make what are effectively spells. Though they are more like cheat codes in a computer game, or debug commands. My angels use these words during normal speech, whick is indicated by the capital letter. This usage basically allows them to convey extra meaning, as it attaches images and emotion to the Words. If this has any signifcant effect, i will rp it. but usually it is just extra emphasis.
The Nephalim also possess a highly sophisticated scientific understanding of the Universe, Though they seldom apply this in the form of physical technology except when neccesary to achieve their goals, or as a hobby or piece of art.
They are the oldest race in the universe, up to a possible 20 billion years old, and fell anywhere between 2 and 5 million years ago.
The Nephalim are divided into the Watcher, his Council, the Choirs, and The Black and White Strangers, agents of the Nephilim. the Black Stranger is not, technically speaking, a nephalim, but is allied due to circumstance. The Choirs are the main body of the population, And vary considerably in power. The council is a ruling body of eight powerful Angels, with the Watcher bieng the ninth. there are therefore, at the time of writing, the Watchers council, 40 Angels in the Choirs, and the two Strangers.
I am looking to run one or more RP's either now, or in the near future.
please post or message me if you are interested.
possible RP's include wars, alliances, diplomatic and trade negotiations, and possibly even espionage.
links to RP's i have already done/are doing/are taking part in are going to be put below in chronological order:
Where Angels fear to tread (http://www.nationstates.net/forum/viewtopic.php?t=71782&highlight=)
Broken Wings (http://www.nationstates.net/forum/viewtopic.php?t=75525&highlight=)
In the arms of an Angel (http://www.nationstates.net/forum/viewtopic.php?t=78462&postdays=0&postorder=asc&start=280)
This post will be edited as i revise my concept, so dont be suprised if it changes.
Thelas
Tech: Depends on my RP partners, I prefer Future though
Species: 95% Elf 3% Cat-people 1.5% Dwarves .5% Humans
Magic: High, not used very much though
Protectorates: The United Hiigarans, The Taidan
Varyd Dolzin (The Eyes of Jalt Varyd)
Tech: rarely used; varies.
Magic: high
The most common inhabitants are magical/psychic beings with no material form. They cannot directly effect, or even percieve, the physical world, but they can borrow the bodies of lesser creatures and some can create manifestations. They, and some allies, serve as the spies of Jalt Varyd.
(Basically, I use this nation to TAG some threads I'm watching, so I can easily find them and check if there are new responses. However, I couldn't resist inventing an IC identity of the nation, with a similar purpose. Of course, Jalt Varyd is not a ruler or an intelligence agent and rarely uses the information brought to him by Varyd Dolzin. It wouldn't be fair to use them as IC spies for anything meaningful.)
Der Fuhrer Dyszel
27-01-2004, 07:58
I do not know if I am a fantasy nation, although I partake in some threads that interest me. I do have some "unique" characters.
The Dictatorship
Technoloy: Advanced computer AI industry (Home of The Red Queen and The Depths of Hell), exceeding good ground force supplies (tanks, anti-aircraft weaponary, etc...), amazing Helicopter fleet, sufficent Navy and Merchant crew, Space Fleet (classfied: not yet revealed to public).
Magic: Nill, if it does exist in some, The Dictator is not aware of it.
The Dictatorship is most known for The Red Queen. The Dictatorship gave birth to the program in it's first couple weeks into the game and since them, she has grown quite impressively and has sole control of The Depths of Hell (a superior military base: the home of The Red Queen). This program is COSP G1 and G2 compatable (programs of mass destruction, used only once, and unfortunately against us). The effects were devastating as entire nations were easily eradicated.
Hmm. I'll pull up my basic description.
Tech Level: Near-future, heading towards future slowly.
Magic Level: Well, Khrrck doesn't have much ambient magic. And there's no real magical creatures. (the Wyrms are ex-magical)
KHRRCK
Outline
Khrrck is a nation of nonhumans. (Wyrms) They are basically interdimensional refugees; see History.
Homeworld
The world that the Wyrms spent most of the previous 500 years on,
(known to the Wyrms as Newhome) has a high concentration of metals (mostly iron)
giving it a gravity of about 3.2 G.
The life there has learned to survive in the brutal gravity,
reinforcing their skeletons with metallic compounds.
The terrain is mostly desert sands, with a few, rare oasis spots
where life can survive.
There are no oceans on the planet.
The rest of Newhome's life lives underground, in the harsh, barren caverns,
which extend for thousands of miles under the surface.
Current Territory
Khrrck's terrain is quite different from the terrain of Newhome.
The terrain is just as barren, but consists of mountainous regions
interspersed with tracts of plain and desert.
Appearance
Wyrms are lizardlike, varying between five and seven feet in length.
They have short, strong claws adapted for digging in their native caverns
and defending themselves against marauding predators.
They vary in color from wrought-iron black to coppery gleam.
With their muscles adapted to the high gravity of Newhome,
they have an advantage in strength over most sentients.
They walk on all four limbs, but can lift up,
balancing on rear limbs and tail, to manipulate objects.
History
Khrrck has a long and sad history.
Khrrck's entire population is descended from a a group of
about five thousand soldiers, who were routed through a malfunctioning Gate*
onto the planet of Newhome.
When they arrived on Newhome, every magical device they had failed,
except for those which had stored magic.
This relatively meager amount of stored magic was used by the magicians
within the group to adapt the Wyrms to their new planet,
taking useful traits, such as metal-reinforced bones, from the native animals.
For the next five hundred years (approx.), the Wyrms built
and researched on their new home, looking for a way back.
Finally, about fourteen years ago, they thought they had found it.
Requiring massive amounts of electrical power, the New Gate would rip
a hole in space, hopefully reconnecting them with their old home.
Unfortunately, they couldn't see what was on the other side, and
by the time the New Gate was designed and built,
almost all of the population had lost interest in getting back.
Nevertheless, a small group (about 1,000,000) of Wyrms decided
to take the chance. They travelled through the New Gate,
armed with construction equipment, a large library,
and some formidable expertise with mechanical devices.
They came out in what is now Khrrck.
It took them a few weeks before it was established;
they were not where they had hoped to be.
The first few years were hard.
The Wyrms were still adjusting to the low gravity,
and several were mistaken for monsters and shot before they became established.
They made several massive purchases of blueprints and
antique military equipment. As well, they began to design
their own machines, using the expertise gained on Newhome.
One thing about Khrrck was better than Newhome.
After the first few months, it was discovered that a
few of their antique magical devices now functioned again.
The Wyrms immediately retreived every magical text they could
from the supplies they had brought, and began a series of experiments
on the use of magic. While they have made progress, their expertise
is nowhere near what they once had.
Justin Baker
UNND Historian-Writer
-From the UN Nation Database
The Acursed Legion
29-01-2004, 11:44
Anyone else?
Thanks to those who have posted so far.
Kal Dorak
Tech: none.
Magic: high.
A nation of dragons... the destroy towns, carry people away to eat, hoard vast quantities of gold, etc. variety.
The Acursed Legion
10-02-2004, 07:16
Anyone else?
Thanks to those who have posted so far.
I would have thought there would be more than this....
Tarlachia
10-02-2004, 07:55
The Allied States of Tarlachia
Description:
A nation that has a multitude of immortal beings and immortal beings that coexists peacefully with one another. Currently the two largest immortal groups are vampires and Draconians (aka Dramans[if in humanlike form] or Dragons).
Tech level: Modern
Magic level: Medium high/high
Additional notes: Many within Tarlachia are gifted with psychic capabilities, varying from person to person.
The Iron Citadel
very briefly..
Description: The Second Layer of the Nine Hells, controlled by the Iron Duke Dispator from within his massive citadel. The city of Dis, which covers most of the layer, teems with devils and the tormented souls of the damned.
Tech: Medieval, magic. Some magic technology mimics modern tech, and some more coniving devils have learned among humans how to theoretically reproduce and use human technology.
Notes: Exists at the same time as many modern tech nations. Is currently fighting a war with Archaic Slang Words, for instance.
The Acursed Legion
17-02-2004, 10:52
Anyone else? I'll open the directory up to Science Fiction as well....
The Acursed Legion
09-03-2004, 06:19
Come on, I know there are space tech nations....