NationStates Jolt Archive


Strange Worlds (Fantasy-Tech Subgroup Recruitment and Member Thread)

Valley of the Giant
15-09-2006, 03:42
Concept Thread (http://forums.jolt.co.uk/showthread.php?p=11683136&posted=1#post11683136)
Hub Thread (http://forums.jolt.co.uk/showthread.php?p=11690289#post11690289)

It seems this has caught the eye of several members, so I'll start the recruitment thread. If you want to sign up, do so here. I will start a member list.

I'd like ofr new members to create a bio for their civilization. There are few established rules so far for your nation.

1) MUST be Fantasy-Tech, such as magicks or like abilities that are recognized, so you can't have Nazi Germany with only WW2 tech.

2) The technologies can range as far as WWI technology, so you can use primitive tanks and automobiles to a smaller extent. Airships are welcome. However, for the lower-tech nations, your technology must be toned down so that a Dwarven nation using muskets of the same pop. size can contend with your nation.

3) Don't go too over-the-top with this. I think you can interpret that well, but we'll iron out specifics as we go.

4) If you want to use an original species presented by another player, please ask them before taking it.

Bio-
Species Used:
Species Description: (Don't bother with Humans or other widely acknowledged species.)
From: (Optional. Warhammer Fantasy, Warcraft, Forgotten Realms, original, etc.)
Name of nation:
Population: ((Your pop. divided by 100. You may update your population once a week. Please give a specific number. You can have it a secret ICly, but display it in your bio.))))
Nation Description:

-Player list-
-A-
Auralania (http://forums.jolt.co.uk/showpost.php?p=11691025&postcount=44)
Arcadeos (http://forums.jolt.co.uk/showpost.php?p=11691471&postcount=45)
-B-
Balrogga (http://forums.jolt.co.uk/showpost.php?p=11688312&postcount=31)
-C-
Clan Wark (http://forums.jolt.co.uk/showpost.php?p=11728042&postcount=68)
-D-
Deatharon (http://forums.jolt.co.uk/showpost.php?p=11683796&postcount=3)
-E-
Emperor Fenix (http://forums.jolt.co.uk/showpost.php?p=11691758&postcount=46)
Emperor Pudu (http://forums.jolt.co.uk/showpost.php?p=11727032&postcount=64)
-F-
-G-
-H-
Hyperspatial Travel (http://forums.jolt.co.uk/showpost.php?p=11687542&postcount=15)
The Horde of Doom (http://forums.jolt.co.uk/showpost.php?p=11718557&postcount=59)
-I-
-J-
-K-
-L-
Liberated New Ireland (http://forums.jolt.co.uk/showpost.php?p=11720297&postcount=61)
-M-
Mini Meihm (http://forums.jolt.co.uk/showpost.php?p=11686461&postcount=5)
-N-
New Nicksyllvania (http://forums.jolt.co.uk/showpost.php?p=11683348&postcount=2)
Naggeroth (http://forums.jolt.co.uk/showpost.php?p=11687338&postcount=7)
North Mack (http://forums.jolt.co.uk/showpost.php?p=11689605&postcount=36)
-O-
Old Atlantia (http://forums.jolt.co.uk/showpost.php?p=11687570&postcount=16)
Otagia (http://forums.jolt.co.uk/showpost.php?p=11687904&postcount=30)
-P-
-Q-
-R-
-S-
-T-
Tanal (http://forums.jolt.co.uk/showpost.php?p=11689143&postcount=35)
-U-
-V-
Valley of the Giant (http://forums.jolt.co.uk/showpost.php?p=11683227&postcount=1)
-W-
-X-
-Y-
-Z-
New Nicksyllvania
15-09-2006, 04:58
Species Used: 100% Human
From: Original
Name of nation: Nicksyllvanian Imperium
Population: 29,110,000
Nation Description: An Autocratic Empire ruled by the long Hereditary line of the Sawatsky's, as well as a multitude of Ministers, ruling Provinces. The Imperium is highly Imperialistic, and frequently skirmishes with its neighbours, despite having a powerful and technologically advanced military force, the Imperium is plagued with internal corruption, and power grabs attempted by its own ministers, who frequently quarrel each other. However, in recent years, the Emperor (78th of the Sawatsky line) has finally managed to restore order among the provinces and has set out to expand his Domain, annexing the Historic enemy of Nicksyllvania, the Dragkonian Barbarians. As well as multiple other nearby States, including Calassia, Razgalth, and Moquia.
The Imperium is also highly fearful of Supernatural power, and magic is banned throughout the Imperium, with any individual who possess's such power being executed. However, secretly a small group of Magicians and the like are held in Capitivity, and under frequent threats for their safety or that of their family, are forced make use of their ability to support the Imperial Forces.

Military: The Nicksyllvanian Military is composed of conscripts, who serve 4 year terms of service starting from the age 16. Officers are able veterans, whom are given a 25 year contract of service after their conscription term, with considerable benefits. The Generals, have theoretically gained their status through merit, however in reality most are simply Aristocratic rulers, although the Emperors recent reconstructuring of the Military helped root out some of the inefficient commanders.
The military is entirely equipped with bolt-action rifles, and there is extensive training on the use of the bayonet. Recently, Machineguns were created, although these are being distributed in limited quantities, due to opposition from some generals. The Military makes heavy use of breech loaded artillery, due to its importance in the defeat of its neighbours. Perhaps the most fearsome weapon in the Nicksyllvanian Armoury is the Ironclad Crawler, a large oil driven Steel Machine with multiple gun turrets (however this machine proved to be excessively slow using just the engine, the Machine is also powered by the energies of magicians, who have their power drained to move the machine at 12km/hr).
A Small Airforce is a recent addition to Nicksyllvanian Forces, Biplanes are used as reconnaisance and patrol around the Island. Zeppelins are armoured, and are armed with Machineguns, and small caliber artillery cannons.
Being an Island Nation, the Imperium possess a powerful Navy, Although most of the ships are now obsolete Ironclads, Dreadnoughts are being constructed at a rapid pace to ensure Nicksyllvanian waters are defended from foreign threat.
Deatharon
15-09-2006, 08:19
Species Used: Humans (40%) Undead (50%) Black Dragons (10%)
Species Description: The Undead are styled on the Dungeons and Dragons versions examples: Vampires, Zombies, Ghosts Liches, Wraiths, and skeletons etc. The Black Dragons are also Dungeon and Dragons based.)
From: (Original)
Name of nation: The Grand Eternal Imperium of Deatharon
Population: 30,940,000
Nation Description: The Grand Eternal Imperium of Deatharon is a dark and desolate land where living humans are slaves and cattle to powerful undead nobles and other undead creatures. The Eternal Imperium is ruled by an all-powerful Lich Emperor who rules over Vampire and Lich nobles that control the various dukedoms and Baronies of the Imperium. The Imperium is highly aggressive and imperialistic towards its neighbors. The Grand Eternal Imperium primary goals are to expand it's own territory and capture more human slaves for both food source and for intense hard labor. The technology level of the Imperium is still in the dark ages with swords and sorcery. It however does not fear the use of powerful dark magic such as necromancy and using the power of the dark gods and thus employs the use of necromancers and evil clerics. This makes up for their lack of technological progress. The Imperium also employs the use of Black Dragons to act as a virtual air force against it's enemies. The Imperial Deatharon Navy however is the most feared around. It is made up of long dead pirates and sunken pirate galleys that have been risen from the sea to once again plagued the southern seas. It is rumored the Imperium contains hundreds of these vessels to launch sea raids and blockades of ports of several enemy nations. The fear these war galleys bring has brought many in the southern seas to terror when they behold the flying banners of the Imperium..
Valley of the Giant
15-09-2006, 18:30
You two were added.
Mini Miehm
15-09-2006, 23:59
Species Used: The Horde(Orcs, Trolls, Tauren)
From: Warcraft
Name of nation: The Horde
Population: 30,405,000
Nation Description: The Shamanistic Orc Clans are the ruling power, while the tribal Tauren and Trolls are generally seen in less political roles, although many do attain high military rank, as such things are reckoned. Living in the barren wastes of a land they term Kalimdor, their technology level is relatively low, though several major advances do stand out. They possess bolt action firearms, as well as breech loading cannon, used by Troll riflemen and artrillerists. Much of their technology is still trapped in the past however, as no Orc or Tauren is willing to wield a rifle, or engage an opponent outside of the range of his great bow or throwing axe.
Valley of the Giant
16-09-2006, 03:43
Please put an exact number based on your NS population. That's how we're doing things, Min.
Naggeroth
16-09-2006, 04:11
Species Used: 67% of the population is human. The remaining 33% are the Slaved Races, Ranging from elves to Dwarves to Orcs.

Species Description: Human

From: the strange Mind of Anisarian

Name of nation: The Alliance of Aldanum

Population:>50,000,000

Nation Description: The Alliance of Aldanum. Its name seems to be one of equailty, where several powers came together to fight off som great power. Fantasy Novels would all say the Alliance would be the last hope of Men, Elves Dwarves etc.

Nothing could be further from the truth.

The Alliance is the most perfect place for those who join willingly. Its power reaches across a massive empire. The Alliance Holds Power by Land and Air, being Land Locked its Wet Navy is non-existant, however it replaces this with a great Army of Magic Powered Airships.

These Airships are not of the same type as Planes, they range in size and scope, from the light Fighters able to match it with Bi-Planes, to the Mighty Alliance Dreadnoughts, full 500m long. There are many ships in between, and through the Air the Alliance holds power.

But the Alliance Ground Armies also stand as testiment to the Alliance's Might. The Alliance Armies are based around Combined arms tactics. Men armed with swords and Spears supported by men armed with Rifle and bow. Armies have Wizards or Sorcerors, able to cast spells to confuse and destroy the enemies. Mighty Cannons fire over the heads of Cavalry regiments, breaking formations before the hammer blow strikes.

Alliance History is spawned with conflict. It was first formed when the Lords of Aldan, now the Home Province, united to repulse a Orc Invasion force. The attack was succesful, and the Counter Attack left that Orc Kingdom in ruin. The Alliance quickly enslaved the remaining Orcs, later generations still exist.

From there the Alliance Expaned, those who did not join willingly where brutally destroyed, those that survived where pressed into the slave camps. Each Kingdom brought a new Province into the Alliance. Many powers will still have Alliance Wars fresh in their minds, a 30 year halt to their expansion to allow for consolidation.

The Alliance Political System is unusual. There are 13 Provinces, Aldan, Rilor, Anrad, Sular, Rodlem, Enler, Rilhin, Tasir, Ardath, Keliss, Vorenth, Elmbur and Araketh. Each Province is ruled by one of the great Families. Each of these Families are named with their Province, So the Duke of Vorenth is presenly "Duke Angaest Vorenth".

The System revolves around the Province of Aldan, which is the Seat of the Alliances Power. The Lord of Aldan Commands the Alliance, and holds the title "Lord Warmaster". When the Lord of Aldan dies, his heir is elected by the other 12 Province Lords, who will usually choose the Warmasters Son, but sometimes one Lord will Sponsor a General who has proven himself and they will be voted in.

The Warmasters power outside his province is only that of military Command. Lords pledge their troops to the Alliance, but their Province's economy is maintained themselves. They pay the "Alliance Army Tax", which is a minimum spending allocation on Armed forces, and then the rest is spent on how they please.

Under the Lords in power are Vice-Lords, who control cities and surrounding countryside. Vice-Lords employ Land-owners who maintain various sections of land in return for a small part of the profits.

Alliance population are quite happy. Due to the Slaves, menial labor is not often done by citizens. People tend to do higher end jobs, accounting, armed service, Airship maintience, farming. People live relativily comfortable lives, and live in fairly good conditions considering their population. People will usually expect food, shelter and clothing, with other comforts also avalible to many citizens.

Slaves are just that, labour employed by force. They cover a wide range of races, and chances are they have one slave of almost every race, besides Dragons and Undead.
Valley of the Giant
16-09-2006, 04:22
All right, your population or less. But you must have a specific number, although the number can be unknown.
Naggeroth
16-09-2006, 04:25
All right, your population or less. But you must have a specific number, although the number can be unknown.

[ooc: Ya see thats my major problem, we should work out some form of division that you divide your population by so that you don't have redicilious numbers. Alot of NS populations don't work in a Fantasy Setting.

Do you have MSN? I think it would be better is we spoke directly.]
Valley of the Giant
16-09-2006, 04:31
No, I don't have IMs. Sorry.
*Uh*
Got GMail? I can do GMail's IM system.
DMG
16-09-2006, 04:36
I've definitely thought of making a FantasyTech version of my nation, but I've never really gotten around to it. Now that I have zero to no time (yes, I know what I said) for NS, I probably won't begin now... but a tag any way for future reference.
Naggeroth
16-09-2006, 04:36
[ooc: yes I do, anisarian@gmail.com.]
Valley of the Giant
16-09-2006, 04:57
Check your email.
Naggeroth
16-09-2006, 05:22
[ooc: The chat apparently doesn't work on Macs, So I will simply post it here.

Everyone simply divides their population by 100, works simple and sweet. Probably a bit bigger then would be expected of the age, but alot better then in the billions. The division would probably make it so people where not any larger then 100 million.

Anisarian, the Singing lady.]
Hyperspatial Travel
16-09-2006, 05:32
Species Used: Tya'norians, Lesser Tya'norians, Sha'mina.
Species Description: Tya'norians, and Lesser Tya'norians are insectoid, although the Tya'norians themselves are somewhat like a cross between a dragonfly and a butterly, and the Lesser Tya'norians are generally antlike, stolid, and strong. The Sha'mina are the hive 'queens', and 'kings', and act as the unified will of a hive.
From: Original
Name of nation: The Tya'norian Realm of Hyperspatial Travel. (I'm assuming I'd be using a custom title here, rather than the one I use to represent my FT contigent)
Population: 60.92 million

Nation Description: Tya'norians are insectoid creatures, with mauve-blue carapaces, and delicate, shimmering wings. Tya'norians make up approximately a ten thousandth of the population within the Tya'norian Realm, the majority of the population being made up by Lesser Tya'norians, who are the workers, the thinkers, the priests, and even the rulers, indeed, the Lesser Tya'norians run a society much like a human one. However, their wills are all tapped into the Sha'mina, unifying them into a great hive mind. Tya'norians do have individual wills, and use them to carry out orders from the hive.

However, Tya'norians exist for one purpose only - to create Art. Art is the form of magic they practice, tapping into the power of the world to create things of beauty, whether the beauty they create be buildings, cities, or even vengeful fireballs. Tya'norians are seen as capricious children, who are not necessarily very intelligent, but exist only to create beauty within the world. Interfering with one carries a death penalty.

The Sha'mina are the third section of Tya'norian society, however, they do not come from the same strain as the Tya'norians, and Lesser Tya'norians. The Sha'mina are insectoid, like the other two species of Tya'norians, however, they exist only to facilitate the hive mind. As most interaction within Tya'noria occurs facilitated by the Sha'mina, these beings, although unintelligent, represent the unified will of a Hive.

The Realm itself is imperialistic, and Lesser Tya'norians live their lives as most other beings do, only differing in the caste system, (which the Sha'mina facilitate), and the capricious and fickle Tya'norians. The Realm exists as an alliance between many different Hives, the great Hive-cities the testaments to Tya'norian will.

Notes on magic: Only Tya'norians, as the flying, generally beautiful members of the Tyar Caste are known can use magical powers. Their powers are quite extensive, however, they are capricious and often use them only as a last resort, or in unexpected ways.
Old Atlantia
16-09-2006, 05:44
Species Used: Humans (60%); trolls, demons, other unpleasant things (40%)
Inspired by: Warhammer
Name of Nation: Under-Empire
Population: approx. 40,000,000
Sigul: Red Hand on black flag
National Description:

In ancient times, the god of Magic, Azathotep, sought to overthrow his divine brethren and rule the universe. The deity rallied many minor gods, angels, and other beings to his cause and waged a massive war on the gods of Light. After millenia of fighting Azathotep was overthrown, and was chained in the deepest pit of the newly created earth. There, as civilization was born and thrived far above him, the god slowly went mad as his bitterness consumed him. An elven mage named Athalus Kaine, interested in the secrets of the divine, delved into secrets best left untold and books best left unopened and learned of Azathotep's imprisonment. Hungry for magical knowledge the elf sought out the diety, wandering the many tunnels beneath the earth for nearly a century before finding the god's cell. The god promised Kaine unspeakable power in exchange for his service, and the Under-Empire was born...

It is a warped netherworld of tunnels, caverns, and caves that stretch underneath the earth. The Under-Empire's population dwells in massive subterrainian caverns, the ruins of ancient Dwarvish metropolises, and abandoned mines. Home to outcasts, rouges, degenerates, necromancers, fallen wizards, brigands, murderers, warlords, and lunatics all drawn by the seductive chaos that twists beneath the earth, the Under-Empire is ruled by the powerful, dangerous, and whimsically insane necromantic sorcerer- Athalus Kaine, who draws his power from the Dark God Azathotep (aka King of Insanity, Lord of the Flies, The Mad God). Emerging from the depths through caves and pits, the massive armies of the Under-Empire seek to bring about the dominion of their lunatic god by consuming the world in war and madness. They are the enemies of order, civilization, religion and light... the emissaries of greed, lust, decay and insanity. Eschewing technology in favor of dark magic, brutal strength and over powering numbers, the Under-Army lacks even archers among their ranks. The soldiers of the UE are heavily armored, barely human monsters supported by unholy creatures and powerful spell casters.
Valley of the Giant
16-09-2006, 06:08
I guess that works, Naggeroth. We'll go with that, then. Old but effective.
Deatharon
16-09-2006, 07:15
I have rounded down my population. I however do this rather grudgingly considering we are adding up to WWI technology. That would most likely allow for people to surrive longer do to better knowledge of health and medical research and better food production techniques etc..
Naggeroth
16-09-2006, 07:26
Still ignores the point a society can't handle multi-billion on a planet. For god sake we have 6 billion ON EARTH today, and you want nations running round with 3 Billion?

Just doesn't work.

This rule makes it simply sense making, no power can have greater then 100 Million.

Anyway, everyone reduces their numbers by 100, so whats it matter? You just take 2 Zeros off everything.

One last question. Your Humans, are they controled only by Fear? If so would they like to be freed from the outside? The Alliance is always looking for new members.
Deatharon
16-09-2006, 07:36
They are ruled by a combination of fear, mind control, and some like necromancers and peasant spearmen out of a sense of loyalty to their undead masters.

Mind control effects are by spells and by a vampire's rather impressive charm abilities...
Naggeroth
16-09-2006, 08:02
Would the Alliance be able to convince them to join them if they promised freedom?

Oh, a Map will be comming soon.
Deatharon
16-09-2006, 08:13
That is quite possible. The Humans are mostly considered cattle unless they have magical power such as a necromancer or if the human is a priest or some other servant to a dark god.

The Spearmen and other human warriors used in the Imperium's Legions are promised their freedom to live as freemen inside the Imperium if they surrive for fifteen years in service. That is not counting the time it took them to reach their Legion's posting which can take months.

The human warriors however are treated differently by different masters. Some Vampires and Liches are honorable and kind to their humans troops and thus treat them kindly. This can inspire loyalty and honor and sometimes friendship. Some undead masters however just use the human soldiers as field rations and resources to raise more zombies and skeletons later when they fall. This leads to resentment and hatred from their human thralls.
Naggeroth
16-09-2006, 08:37
OOC: Righto, VoTG, I have done a Map of the World (http://img.photobucket.com/albums/v242/Scoote/Asharil.jpg)

Sorry I didn't put in a scale, its bigger then Europe but only just.

Anyway, won't be on again tonight.

Deatharon: Ok, Several Dreadnoughts will be deployed at some point.

Claims are being taken.
Deatharon
16-09-2006, 08:45
I would like to claim that forest area to the northeast of the Alliance along with some of the mountains...
Otagia
16-09-2006, 08:59
Dammit, I was gonna grab that... Don't suppose I could interest you in the northwest? No forests, but you get a river. Please? I already have backstory written up...
Hyperspatial Travel
16-09-2006, 09:02
I edited the map to reflect your and my claims, Deathy.

http://i11.photobucket.com/albums/a192/CacoRPG/AsharilNEW.jpg
Deatharon
16-09-2006, 09:05
Okay, I let you have that area. I switch my claim to the southeast forest of the Alliance. I would however like control of the nearby river next to my forest claim..

Sorry for the trouble Hype…
Hyperspatial Travel
16-09-2006, 09:12
http://i11.photobucket.com/albums/a192/CacoRPG/AsharilNEW-1.jpg

Theres we go.

Oh, and it's stabbin' time for anyone else who wants to change their claims. Well, not actually, as, like Naggy (who uses the same timezone as I do), I'm off to bed, so someone else might have to pick up the claims biz.
Deatharon
16-09-2006, 09:18
Sorry about that Hype,

I had a moment of sympathy. It will never happen again! Bwhahahaha!!!!
Otagia
16-09-2006, 09:30
The Orboros Confederation
Race: 90% human, 10% Rhulfolk (dwarves)
Population: 39,140,000

The Orboran Confederation was spawned from the ancient kingdom of Orboros. Thousands of years ago, Orboros dominated its neighbors, crushing their armies and assimilating them one by one. The surrounding nations, realising that they could not stand before the might of the Orboran foe, sued for peace, surrendering on the condition that they could retain some power over their nations. Orboros acquiesced, forming a council of Princes, who ruled in concert with the King of Orboros.

In decades past, the Orboran Confederation has clashed with the Alliance of Aldanum, in the mountains to the South. With war raging in their mountains, the Rhulfok were forced to chose sides, and threw their lot in with the Orboran Confederation. With the aid of the Rhulfolk and their unique skills, the Orborans managed to push back the Alliance, and now they hold the mountains that guard their border, along with the generous coal deposits to be found in the foothills. The Confederation is now at an uneasy peace with the Alliance, with troops stationed along the border watching for signs of Alliance aggression.

The Orboran military is unique, relying heavily on its well armed and well trained infantry, along with the brutal Warjacks. Giants of iron and steam, the Warjacks stride across the battlefield like five ton gods of war. With their mechanikal cortex, they can fend for themselves, but still their cognitive power is limited. They only truly come into their own when controlled by the minds of their Warcasters, becoming steam-driven avatars of their mages.

The forces of each particular principality are unique. The Rhulfolk to the south rely on all purpose Warjacks, suitable for both civilian and military purposes. Meanwhile, the province of Orboros concentrates on massive behemoths, each 'Jack nearly invulnerable under layers of armor, supported by legions of riflemen and pikes. This approach to warfare makes the Confederation's military a force to be reckoned with, capable of responding to any threat with an appropriate counter.
Balrogga
16-09-2006, 14:12
Species Used: The Kindred

Species Description: The description of The Kindred varies greatly depending upon the Element they are linked to. They usually appear to be humanoid with aspects of their Element imposed upon them somehow. Each case is considered unique because of the way Magic works.

From: Original

Name of nation: The Kindred

Population: Unknown (About 250,000)

Nation Description: The Kindred is a small race of nomadic people that hire themselves out to whomever can pay for their services. They are typically paid well because they are damn good at what they do, summon and control Elementals.

There is no homeland, or if there is, it is not known outside Family. The Kindred are nomadic, allowing the wind to move them wherever fate decided they are needed (or at least a lot of coin).

They typically travel alone or in small groups or family units. Occasionally several groups would meet to celebrate some Kindred event. These are usually away from prying eyes and great lengths have been taken to assure their privacy.

The Kindred are basically Gypsy Elementalists but they usually have blood ties somehow with their Element, explaining their great skills and powers in that area. There are very few masters that would go against Kindred skill with Elementalism.
Naggeroth
16-09-2006, 15:19
Slight changes to the map, Reduced a few territories in size and added the Horde.

Map (http://img.photobucket.com/albums/v242/Scoote/Asharil-1.jpg)

If you have any Problems with it please contact me. I have tried to keep them roughly the same size for population base, hence why me and HT look bigger. Otagia I am fairly sure when you flatten yours it is similar in size.

Also those Underdark nations please realise we can mark you anywhere on the maps, but you need to be near mountines to get out for the most part.
Old Atlantia
16-09-2006, 15:20
Can you have a dotted line around the mountains to the East, just so it's clear that the Under-Empire is beneath the mountains?
The Emperor Fenix
16-09-2006, 16:06
Interesting.

If i could pencil in a couple of things with potential and follow them up when i get to the US (18th)

The SaToKi

Boat peoples operating on a clan parliament system, with a symboitic relationship with a mer people at 4 of 5 whirlpools that represent contact points 3 minor 1 major vortex. They are a tengu-like bird people with a speciality in cannon, trebuchet and the like in all forms of presentation, sea land and air, but not bow weapons, with emerging work in mech design.

There's no ideal position for their placement on that map, if the island above the Orboros were moved up slightly it would reduce tension between the two nations, or if they were based on the island cluster to the west it would increase the need for raiding, perhaps ideally if the bottom right island were removed giving greater distance from the land.

I'll see what i see with this project, just keep this a sort of vague placeholder in case i can/think it apropriate to do more.
Tanal
16-09-2006, 18:35
Species Used: Humans
From: Forgotten Realms (plus about 80 years)
Name of nation: Tanal
Population: 300,000
Nation Description: Tanal is a theocratic island nation (stick me in those western isles) that worships Gond, god of craftsmen. Their wondrous machines are legendary, but most fearsome are the Tanali rifles (think carbines). These weapons are far more powerful than anything possessed on the mainland.
Due to a series of attacks by pirates, as well as threats from the mainland, Tanal has undergone a military overhaul in recent years. Today, most Tanali soldiers are trained in the usage of firearms, and Tanali warships carry cannon (though they are still built of wood). Last year, the Tanali launched a prototype ironclad.
Recently, the Tanali have made breakthroughs in the area of flight. Manned glider flights have been carried out, and powered flight is somewhere in the very near future.
Due to a lack of coal deposits, the Tanali are strongly lacking in steam technology. Most Tanali machines burn alchemical products.
North Mack
16-09-2006, 20:56
Species Used: 65% Human, 32% Dwarf, 3% Elf
From: Original
Name of nation: The Empire of New Armenica
Population: 712,000
Nation Description: Armenica is the superpower of its reagion. Its firearms (5 shot bolt action. (Think Springfield '03)) give it the edge in warfare, and allows it to defend its land with ease. Armenica has a few dozen magically propelled aircraft armed with the newley invented machine guns, which serve as scouts over its mainly mountainais territories. Magic users are rare, and are forced into military service either as Battle Mages, or as Engineers (enchanting the bi-planes, fortifying bunkers with magic, ect...)

Althought Armenica is the most powerfull nation in its region, it seeks allies activley. To date, not a single nation has accepted...
New Nicksyllvania
16-09-2006, 20:58
I would like to claim the Northern Island on the map
North Mack
16-09-2006, 21:15
took the liberty of updating the map... i dont know if i was supposed to but i did... lol

http://copiousdude.com/files/685/Fantasy%20Map.bmp


if i forgot to put your nation on, i apologize, i am in a hurry.
Valley of the Giant
17-09-2006, 00:31
I'm going to have to say no to the Map, Naggeroth. I liek the idea-No, I love the idea of having a map, but at least not in this thread. This is the Member/Recruiting Thread. In a manner of speaking, you're spamming the thread and you're not making this easier on me. I'll create a map thread for you and you can be the Assistant Leader with all this since you're so eager to help out, kay?

A few more nations have been added. Fenix, I didn't accept yours because it's not in teh standard format. It needs to be easier to read.
Naggeroth
17-09-2006, 00:45
[ooc: Okies, I shall make a Map thread and update it from there. I also thank people for giving me a general idea of where they want to be, makes it alot eaiser.

Map Thread (http://forums.jolt.co.uk/showthread.php?p=11690305#post11690305)

And thankies for letting me help. Tiz doing great things for my creativity.

Love Anisarian, the Singing lady.

Edit: VoTG, did you wish me to Add you on anywhere? As of yet I have not seen your nation so I am not sure weather your in it or not.]
The Emperor Fenix
17-09-2006, 04:27
A few more nations have been added. Fenix, I didn't accept yours because it's not in teh standard format. It needs to be easier to read.

Yeah i know, i'll get back to it on the 18th - just a placeholder for other sign ups to take into account.

One thing to note because ive done one of these before that collapsed for one reason, everyone wants to be a superpower, everyones a great and powerful empire. Prefereably for the logneivity of the project you should all chose nations as weak as you can RP and still feel you have a chance to ascend to the top of the pile.
Auralinia
17-09-2006, 04:41
Is there room for another nation? If so, I'd like to join. ( I posted this request in the Map Thread also. ).
Hyperspatial Travel
17-09-2006, 04:51
The map says yes. From what I've seen, these things are never full. Oh, and North Mack, I have doubts about you being a superpower, considering your size, and all. Indeed, considering the size of every nation, I doubt there are any superpowers. Powers, perhaps, like the larger nations (The Alliance, Otagia, myself..), but nobody can really dominate the region.
Auralinia
17-09-2006, 05:29
Species Used: Hominis Nocturnis ( Men of the Night ).
Species Description: Vampyr/Lycan/DarkElves.
From: Underworld, Blade, and my own twisted mind.
Name of Nation: Realm of Chthlu
Population: 782,666
Nation description: Chthlu is a land of fetid swamps, dense tropical jungles, alpine forests, and a group of islands with mountainous terrain. Barely into the the modern age, the government is feudal, with clans, tribes, and city-states currently in an uneasy alliance brokered by the reigning King, Israfel. It is a land of ancient castles, mountain-top citadels, and primitive cave-dwelling denizens. There are rudiments of modern communication, but the "Old Ways" still prevail. What modern weaponry exists was stolen from other nations, with much of it in disrepair.
The "citizens" of Chthlu, however, are adept in the Arts of Darkness. Shape-shifters, necromancers, sorcerors, and a strong Wiccan/Druid presence are the rule here.
Arcadeos
17-09-2006, 09:50
Species used: Humans(50%), Elves(30%), Halfelves(10%), Others[(10%) Immigrants]
Species Description: Same as Basic D&D.
From: Original.
Nation Name: Arcadia
Population: Roughly 60,000
Nation description: Though named Arcadia, this land falls short of paradise, unless you're an elf. It's territory consists entirely of one major forest. Any farming is done in large clearings in said forest. With such a large forest homing a mere sixty thousand people, dwellings are often quite far apart, in some cases one can travel for a day or more before seeing their closest neighbor. While The nation doesn't have a standing military per se, they have a highly skilled militia whose basic strategem is guerilla warfare as opposed to stand up fights. Most humans live in houses on the surface as well as many halfelves. The Elves and other halfelves live up among the boughs, often physically in the tree itself. It's massive area coupled by low population make it a welcome place for those seeking to start anew, be they simple immigrants or escaped convicts.
Magic/technology: The vast majority of magic is in the hands of the elves while few humans possess the gift and half elves fall somewhere in between. Single bolt action rifles and the obligatory machine gun, though rumor has it something new is in the works. Also, nothing in the way of air power.
The Emperor Fenix
17-09-2006, 13:23
Species used: Tengu [40%] Merpeople [60%]

Species Description:
Tengu – A bird people of Japanese legend, whilst not flightless for the purpose of this, flight under any particular burden should be impossible, and obviously as the wings are also the arms almost nothing can be performed in the air.
Merpeople – With human upper bodies and shark like lower bodies these are not typical western merpeople but not far off.

From: Original.

Nation Name: HiToSa {Tengu} & Sa {MerFolk}

Population: For Now Lets Say 80’000 HiToSa and 120’000 Sa

Nation description: Rather like the Vikings the HiToSa have a fertile but not rich homeland of several islands far out from the mainland presenting to them a meager but not prosperous existence. There ships are proficient and long ranging capable of long sea voyages, but their greatest strength lies in the cannons mortars and other ballistic weapons they have developed. Whilst they are not skilled in archery or horse crafts they are quite skilled in metalwork and are making early forays into flight development and mechanical warriors.

One of their greatest strengths however lies in the close relationship with the Sa, an entire culture of Merpeople under the sea, whose main access to the over world is through 5 whirlpool beneath which they have built their cities. The HiToSa have access 4 of the 5 including the largest one which would suck in and smash ordinary ships to pieces where it not for the HiToSa’s uniquely designed anchors and ships.
Largely in return for steelwork, which lasts well under the water (and as forgery is impossible under the sea is very valuable to them, the Sa provide where they can favorable seas to the HiToSa, as well as provisions ideal for long sea voyages, being both light and high in nutrients needed.

As the Merpeople are based solely underwater interaction with them is extremely limited, able to surface for only limited amounts of time.

The HiToSa operate under a clan parliament system, under which the elder representatives of each clan meet to decide upon points of government and law, as well as strategy for the coming season. These elders also act as local arbitrators. It is often considered a way to gain honor and riches among the younger generation to gather a few ships and a party of men and go raiding or even conquering onto land to gain gold and less available food stuffs.
Beta Aurigae VII
17-09-2006, 16:18
Tag for now, species decsription and such forthcoming later today.
Mini Miehm
20-09-2006, 18:24
I'm on the map, but not the list. Whyso?
Valley of the Giant
21-09-2006, 03:04
I didn't see you. I knew the Horde was taken, but I must have overlooked you in the initial rush. My mistake, it was fixed.
WinTrees
21-09-2006, 23:17
Hi there!

Species Used: 10% Dragons of various species, 70% Human/Corrupted, 20% Other Races.

Species Description: Corrupted – Humans who have been corrupted either by proximity to the more magical Dragon variants or through interbreeding, otherwise known as Half-Dragon. The “Gift” can manifest in various ways, from a human who has reptile like eyes to a fully grown Dragon with a human head.

Dragon – Many, Many variants. Many are no more then the size of your average deer. Some such as the gold Dragon can extend to more then 100ft.

From: Own Creation (certain aspects from the ad&d AEG Dragons guide)

Name of nation: The Binding of Artios

Population:>50,000,000

Nation Description: The binding of Artios cannot draw its boarders on a map so to speak… at least not with much accuracy. If someone was to try however, they would roughly cover the central mountain range and spill out onto the plains below. Certain scribes would have you believe that it extended all the way into the forests of Deatharon, however, short of the occasional missing flock of sheep, this is unproven.

You see, the binding is more of a loose alliance then a nation, at least in the fact that it has no infrastructure or currency.

Forged out of necessity during the 18th Draconic War, the binding was a forced peace set by Artios the Gold, the then Primarch of the Gold clan. In it he dictated vast changes to ALL Draconic society, casting the old system of clans and loose alliances into the history books. It was his vision that a single Draconic nation could be formed to counter the ever powerful Human and other species that were starting to gather strength in the low countries.

This was all very well and good, apart from one fact. For a gold Dragon (well known for their intellectual capacity), Artios was an idiot. The clans paid little attention to these new social ‘norms’, at least the ones with any structure anyway. The solitary green Dragons for instance, never even knew of this life changing alliance until a few thousand years after Atrios had passed into the nether, it took them another thousand years to care.

The reason of course was the nature of the Dragon, there are many variations but they almost all have something deep in common. They hate each other, and wouldn’t think twice about sinking their teeth into the neck of a rival, or in a fit of violence… a friend. Traditionally a dragon ruled a domain free of other dragons, normally a cave with the surrounding mountains/countryside declare their domain. Some enslaved armies, others would live alone, choosing not the breed.

In the present however, little has changed. The domains are now known as states and are recognized by the ruling council of the binding. Which works in favor for the Dragon defending his domain, as he can enlist the help of others if he so chooses, hence it stuck and the mutual self defense pact is the glue that hold together the binding.

The council is made up of a reprehensive of each clan, decided on a consensus of who is the strongest. This is presided over by a High council of 4 gold Dragons. The job of the council is to protect the binding, and the dragons in it from harm from the outside, it has an army of willing Humans which it uses to do its bidding.

The army, known somewhat romantically as the Dragon Guard is made up of a number of legions. The Humans that fill out its ranks are loyal to the Dragon overlords and by all accounts live a fairly normal life within the few towns and cities located deep in accepted binding territory.

It is seen as lowing ones self to be seen in battle with the lower species as a Dragon, so most combat in the name of the binding is carried out by the Dragon Guard legions.

An adventurer, or indeed an invading army, looking to plunder the rich deposits in the mountains that the binding controls would likely pass unimpeded for a time, moving through the states of the solitary variants who couldn’t care less. If you were to penetrate deeper however, you would be faced by an angered master and his personal guard (be what it may)… and if you stayed around long enough, the hard-bitten legions of the binding…

Note: Just to point out, this isn't a attempt to god mod a Dragon army with "OMFG DRAGON SUPER P0WERZ." I've tried to put over the point that they as a whole have very little interest in the outside world and are very unlikely to start a set piece war to take over some piddling Human Kingdom :)

In fact, most would rather take a chunk out of their neighbors neck.
Valley of the Giant
22-09-2006, 03:28
Your population has to be the specific number of your population divided by 100.

I like teh revolving around Dragons in your society, but I'd still tone down your Dragon population.
Otagia
22-09-2006, 04:31
OOC: That IS his population divided by a hundred. :D I agree with the toning down of dragons, a 1:9 dragon-to-human ratio is a bit much.
The Emperor Fenix
22-09-2006, 04:42
but there's no way a wiking type people could support a population of 65'000'000 isn't that a little restrictive ?
Valley of the Giant
22-09-2006, 05:27
What?
New Nicksyllvania
22-09-2006, 06:50
Maybe we can change the population levels people have based on the race of their citizens.
Like:
x2 Goblins, Undead
x1.5 Orcs
x1 Humans
x0.5 Elves
x0.1 Dragons

So basically if you have 100,000 people, you can have 200,000 Goblins or 10,000 Dragons instead.
New Dracora
22-09-2006, 07:31
ooc: God damn it, I was going to be the one with the dragon-based society... in the central mountains no less.

Meh. At least no one else has decided to be the goodie-good-good-heroic type faction I plan to be yet.

Just reserve a small part of the mountains for me please?
The Emperor Fenix
22-09-2006, 14:49
but there's no way a wiking type people could support a population of 65'000'000 isn't that a little restrictive ?

God damn it, i really was out of it then wasnt I. Jetlags a bitch. What i meant so fecundly expressed there was, that it was surely a little restrictive to force a 1 to 100 hundred ratio of population onto people. Because some nation configurations cannot support a huge population. Also, and i didn't think of this last night (but then i wasn't thinking much) some nations have specially powerful creatures as some of their basic citizens giving them an advantage of the standard human that make up other nations.

All i was really doing was petitioning for a maximum population of 1 to 100, and a lower one be acceptable, or encouraged in the case of nations with unusually powerful basic citizens.
WinTrees
22-09-2006, 15:05
Agreed, I’ll set the Dragons to 1%. Just to point out though, the larger more stereotypical Dragon types normally only run into the single numbers. The vast majority are much smaller and far less intelligent. The white Dragons for instance are nothing more then barking dogs and don’t grow more then 20ft, hardly a town killer!
The Horde Of Doom
23-09-2006, 00:50
Species Used: Troll
Species Description: Tall lanky beings. From World of Warcraft, but without the accent.
Name of nation: Trovania
Population: ((My population by your rules would be...10 million. Quite alot. So how about 500,000?))
Nation Description:
Trovania is the nation encompassing the small islands to the south. A small, but heavily populated nation, they however are somewhat backward technologically. Large pyramids rise out of the jungles as priests dressed in lizard skins talk to the gods. The major weapon of the Trovania is not her soldiers, however fiesty they might be. Her really weapon is voodoo.

Geography: Trovania is wrapped in magic, the islands taking effect on any who enter her domain. Preists are instantly aware of any who enter the area. Ships get lost, rivers run backwards, and entire species sometimes consist of only one animal. The very sky changes colors, and at night allows for the view or the galaxy. The islands are either jungles or swamps. Jungles tend to have more positive magic, while swamps are portals to voodoo.

Religious: The religion of Trovania is Hejet, or the Way of the Changer. The Trolls worship a god who is constantly changing, from one god to many, from good to evil, from happy to wrathful, and Trovania is host to priests who do nothing all day but try to contemplate why he changes. Voodoo is seen as an esoteric art, and witch doctors are seen as very respectful, if dangerous, trolls.

Social: Trovania is a Theocracy, and led by the mysterious Grand Poobah, the Pope of Hejet. Trovania is also unaware that any other part of the world exists, an belive their islands are the only land in the world. Who knows how long that will last...
Valshare
23-09-2006, 14:22
Species Used: Hork-Bajir
Species Description: Hork-Bajir are large reptillian humanoids, averaging about nine feet tall. They have snakelike heads with forward-bending horns and a beak like a bird of prey. Their three-fingered hands and talon-like feet are equipped with claws, as well as extremely strong blades on their wrists, elbows, and knees. Their long, prehensile tails are also bladed. However, all these are merely used to either climb trees or strip bark. They are peaceful, herbivorous, and kinda stupid.
From: Animorphs
Name of nation: n/a
Population: 28,000
Nation Description: The Hork-Bajir are a stone-age tribe with hardly anything in the way of technology. They are divided into extended family groups of about 200. The families usually cooperate and band together in times of trouble. They are loosely organised under the rulership of seer. Seers are unusually intelligent Hork-Bajir who occasionally gain visions of the future. Oddly enough, the first child to be born after the seer dies will almost always be a seer.
Liberated New Ireland
23-09-2006, 15:06
Species Used: Human
From: Original, inspired by the original Final Fantasy
Name of nation: Micaelia
Population: 9,530,000 (9.53 million)
Nation Description: Ruled by King Micael XII, a benevolent and charismatic king. The Kingdom has very little advanced tech: guns are unheard of, and the only aerial weapons available are the 3 airships of Green Squadron, and the mounts of the Dragon Army cavalry. On the surface, the Kingdom appears orderly, but within the walls of Gottfate Castle, home of the king, there is much intrigue and plotting. While Micaelia has seen many years of peace, this time of prosperity is coming to an end. Monsters are ravaging the countryside, and organised bands of raiders are becoming more daring with their attacks as each season passes.

Magic is commonly accepted within the Kingdom, making it a safe haven of the persecuted. The use of magic has aided the Kingdom greatly, and has allowed it to compete with other, more technologically advanced Kingdoms.

Military: The Micaelian Military has 5 branches: Wolf Army, Tiger Army, Reaper Army, Dragon Army, and the Air Services.
Wolf Army is composed of conscripts, for 5 years upon being drafted at age 15. It is led by capable officers who decided to stay within the Army. Tiger Army is composed of proffessional soldiers, many of which joined after serving their term in Wolf. The soldiers of Tiger are very capable and experienced. Tiger and Wolf often work together, Wolf shoring up the numbers in Tiger units, and Tiger providing experienced soldiers to Wolf formations. Soldiers of Reaper Army are the elites of Tiger, and are supported by magic and advanced technology. A Reaper unit on the battlefield can be very devastating to the enemy. Dragon Army is the most elite of all armies, and is often described as "Reaper, with freakin' dragons". Of course, not all members of Dragon Army actually ride dragons, but some are attached to each unit, and they're usually the most imposing sight on the battlefield.
Total Personnel: 476,500
Percentage of total personnel in each branch:
Wolf: 50% (238,250)
Tiger: 30% (142,950)
Reaper: 10% (47,650)
Dragon: 5% (23,825)
Air Service: 5% (23,825)

All soldiers are equipped with a sword (either a katana or a claymore) and a bow. Some soldiers of the Reaper and Dragon armies also use bolt-action rifles as their primary weapon, as do all security forces of the airships. The military has begun to make use of the cannon for artillery, most notably on the airships.
The Air Service of Micaelia is composed of three airships, all of the considered Reliant-Class: The Reliant, The Endurant, and The Homeguard. Each of these ships are equipped with multiple cannon, a detachment of riflemen, and at least twenty strong magi. The magi not only defend the ship, but power the engines of each vessel.
The military has developed a new class of airship, and the first vessel of this class, The Redemption, is under construction.
Liberated New Ireland
24-09-2006, 14:59
So... is this dead or something? :confused:
Liberated New Ireland
24-09-2006, 17:39
M before B, except after D, or as in Boredom or Bump.
Emporer Pudu
25-09-2006, 01:37
Species Used: Human

Species Description: They're humans, look in a mirror... Although, for the humans I will use, you may see it better if you put on a big robe and hop on a camel

From: Dungeons and Dragons

Name of nation: Calimshan

Population: Forty-three million and eight hundred and twenty thousand souls.

Nation Description: Calimshan is a land dominated by wealth and unimpressed by magic. Its people are heirs to an ancient empire, founded by genies and ravaged by dragons. Now both species are reviled by this desert nation. Familiar with displays of magic, the see it's ways just as any other skill that may be learned.

Calimshan is renowned for its chauvinism, exotic markets, thieves' guilds, decadent harems, desert landscape, wealthy ruling class, as well as its enormous population and many slaves.
Valley of the Giant
25-09-2006, 04:29
Jesus, I can't go on vacation for two days without someone asking if this is dead :P

I'll be gone for a while, actually, starting around October 2nd, no Naggeroth or someone that might be promoted will compile a temporary list until I can update this.
The Emperor Fenix
25-09-2006, 04:33
I didn't realise i was accepted until really recently, yeah at the moment i'm waiting for like, Naggeroth or someone on my MSN list to update me upon the subject.
Balrogga
25-09-2006, 05:55
Don't forget to add mine to the list.

The info is in Post #31.
Clan Wark
25-09-2006, 05:59
Species Used: Skaven
Species Description: Machiavillian ratmen that dwell beneath the earth, "gnawing at the roots of the world."
From: Warhammer Fantasy
Name of nation: United Rats of Clan Wark
Population: 600,000
Location: Clan Wark controls a small portion of mountains that conjoin the mountains of the Under-Empire to the thin mountain rangethat divides the continent. ((Here-ish (http://img135.imageshack.us/img135/5732/asharilti2ns0.jpg)))
Nation Description:The Skaven located in, around and under Ratspleen Pass are ruled by one of the most cunning and powerful of all rats, Grey Seer Rannosvik. It was this magick user that brought the wayward Clan Wark from serfs to the rulers of the pass. Clan Wark's rule is not undisputed, however. The Under Empire and New Armenica constantly threatened the Clan's rule and existance. The politics, though seemingly conplex, are quite simple: the strong and cunning rule while the weak serve or die. The technology of the Skaven is quite advanced. Clan Wark possess powerful Warp Lightening cannons, primitive flamethrowers and gunpowder weaponry. Unfortunately, the emphasis is on quantity rather than quality in Skaven society, leading to many explosive accidents. The most impressive feat of Skaven technology thus far is the rattelin, a patchwork zeppelin that is (relatively) well armoured and armed with a Warp lightening cannon.
Military: All Skaven from the most pathetic slave to the greatest leader will at one point serve the military of Clan Wark. The only exception to this being the female Skaven who are restricted to little more than breeding. The Skaven armies are true terrors to behold. Their infantry are poorly armered and trained but what they lack in strength they make up for in great numbers. The core of these large blocks of infantry are Clanrats recruited from the common, non-enslaved rats of Clan Wark. Above them are the Stormvermin who form the elite, shock troops of the Skaven hordes. Aiding the infantry can be found elite Gutter runner assassins who harrass the enemy's flanks while the unpredicatable Warp Lightening cannons and Jezzail sniper teams cause damage from behind the frontlines. Life is not highly valued in the Skaven society, it is no uncommon to see Skaven siege weapons blasting areas that endanger both foe and friend alike.
Culture: Within Clan Wark and Skaven society there is little in the way of culture. The overall goal of the clan is to bring an end to the reign of their foes, which is pretty much anyone not in Clan Wark, and rule the world as the dominant force. This goal is achieved by sacrificing all for warfare, politics and other power-gaining methods. Buildings in Clan Wark's realm are little more than ramshackle structures held together by crooked nails, spit and the grace of the Great Horned Rat. Painting, sculptures, philosophy and literature are all but unheard of. The closest thing to art in Skaven society is their insane engineering and their maddening magicks. Religion, for this culturally primitive nation, is suprisingly divirse. Many rats worship a being known as the Great Horned Rat. Some worship him for his aide in their divine creation and for help against their foes. Some, known as the Cult of Pestilens worship and spread the diseased aspect of their vermin god. A rare few Skaven worship a god of scheaming, plots and magic whom they call Tchar. These vicious religious groups act much like political parties in our modern world, with the exception of being much more violent and much less friendly. Skaven attempting to gain powers will often use these religions to gain it. These relgious parties will also do the same, using charismatic Skaven to gain power. The current ruler, Grey Seer Rannosvik, though a worshipper of The Horned One, has much more friendly to the Cult of Pestilens than his predessors. This could be because a few of his predessors died a violent, horrid, diseased death.
Valley of the Giant
26-09-2006, 00:55
Wark, I don't like the Lightening Cannon. Also, you seem to be focusing mostly on your military and less about your nation's culture...Edit your bio a bit more and we'll see how it goes.
Clan Wark
26-09-2006, 02:37
The lack of detail on stability of Skaven tech was probably what I forgot. You see, everything in Clan Wark that is mechanical explodes. The more powerful the weapon the larger the chance of accidents and the larger the accidents are.
Prehaps I could expand culture to include the great rat worship but Clan Wark is just barely a civilization. Aside from their vague caste system, slave run minings and insane inventions, Clan Wark is little more than cave/tunnel dwelling band of barbarians. But if you need more proof I'll continue. Probably get a factbook done right here if you keep requesting information.

EDIT: There, more relgious/cultural/political info and more pressure on the unpredictablity of Skaven technology
Valley of the Giant
26-09-2006, 03:25
Okay, accepted. Tell Nag in the Map thread.
Clan Wark
26-09-2006, 03:29
Thanks. We had a noticable lack of insane ratmen in this fantasy.:D
New Dracora
26-09-2006, 07:30
ooc: Ok, here is a long (read: LONG) background for a nation I'll be submitting to this thread. I'm in the process of putting together a general discription, but until that is done this should give you all an idea of what I'm planning at throwing at you. ;)

Let me know what you think.

--------------------

Centuries ago there existed a great independent race known throughout the realms as the dragons. The dragons were a proud race, each living their lives in isolation free from the rule or order that came from existing under the yoke of kings and queens.


Haughty and arrogant, the dragons looked down on other races with distain. With this aloofness, many would disregard the laws of these lesser beings often stealing, wrecking, desecrating, and - in some cases – killing, all with little though or regard of consequence. In mockery of surrounding communities, some choose to act out the role of an overbearing lord, often making outrageous claims for sheer amusement. Many went as far as threatening some kind of punishment if demands were not met spreading fear and terror in the lands they controlled.


Of course, like other races not all dragons acted in this manner. Some choose to befriend rather than threaten beings of other races while others went further and extended friendship to entire villages. Some would-be rulers choose to treat their adopted underlings like beloved pets and saw it as their responsibility to protect them.


The majority of dragons however held on to their preferred isolation as simply choose to ignore the activities of others, opting to remain hidden and undisturbed as they went about their lives. These dragons were not about to give up a way of life old enough to be counted in millennia, just because a few of their kin decided to play around with other, lesser beings. The actions of other dragons were not of their concern.


A very few dragons were wiser however. Taking notice of their fellows and their interactions, these dragons noticed a disturbing trend amongst the so-called ‘lesser creatures’. As time passed talk of attacks against dragon grew more common, and judging from rumours from their own kin, more successful. Concerned over these attitudes from beings often many times their number, these uniquely attentive dragon individuals would often infiltrate the surrounding societies and civilisation. Much was learned from these acts, especially of how dragons were viewed outright. The fact that dragons were often described as monstrous beasts and agents of evil only increased worry. The discovery of specific groups calling themselves ‘Dragonslayers’ and the respect and admiration they commanded from their fellows increased that earlier worry ten-fold. Indeed when a dragon infiltrated a society of another race it wasn’t long before they beheld many examples of hatred against dragons.


One such dragon that knew of this desire to slay dragons was the great and wise wyrm, Dracora Evermore Heartsbane. Having spent many decades living as a high councillor for one of the great human kingdoms, she knew better than any dragon of how the arrogance and disrespectful attitude of her kin was spurring the great general hatred towards all dragons. Well aware of what these ‘lesser beings’ were truly capable of, she feared for the continued existence of her race.


So great was her concern that she travelled all the way to the great dragon halls and convinced the legendary dragon elders to call upon all dragon-kind to commune in a great council to discuss the matter. Such a meeting had not occurred for over a millennia.


To the elders call all gathered to hear the pleas of Dracora for rationalisation. She warned of the threat the lesser creatures posed to all dragon kind and she urged all to unite and organise in the fashion of the great kingdoms. But most would have none of it. Not wanting to give up their much loved individual autonomy they accused Dracora of wanting dominion over all dragons and scoffed at claims that such pathetic beings could bring about the downfall of all dragon kind. Argument and debate continued for many months and as time went on Dracora began to gain support, but in the end the council brought an end to the discussion and ruled against a union of all dragon kind.


Dismayed by this failure, Dracora distanced herself from her fellows and fell into a brooding depression. Wanting to distance herself from her peers, she decided to continue living as the human high councillor where she busied herself with mundane tasks. Yet happiness would soon return for she caught the eye of the young prince Albion, next in line for the crown. He lightened her heart and soon the two fell deeply in love. They were married in the finest temple of the land and much joy was to be had throughout the kingdom. Indeed Dracora was completely devoted to her new husband, but she still kept her true heritage a secret.


Forgetting about the plight of her brethren for now, Dracora Evermore Heartsbane settled into her human persona resolving to make the most of her chosen human life. Her happiness was not to last long however, for soon after her union with Albion the kingdom was attacked by the undead hordes of the Deatharon Imperium. As a well known mage of the lands, Dracora took it upon herself to join the battle lines and put much effort into the defence of the kingdom. But it was of no use, and even after reverting to dragon form (many were convinced it was all part of her great power) nothing could stop the overwhelmingly powerful enemy. It wasn’t long before the land was completely overrun and the capital under siege.


A final desperate defence was put forth as the enemy stormed the city. Sounds of battle echoed deeper and deeper into the city as time went on until only the palace remained unspoilt. During the defence Dracora was struck by an arrow while in human form and would’ve been slain outright if not for the heroic action of Albion and his loyal guardsman.


Declaring the city lost, wise king Al’lantross with his dying breath ordered Albion to preserve the family line and flee with as many as could be saved. The prince was torn, he wanted to rejoin the battle and die a noble death (as all heroes do) but he was not prepared to risk his fallen love, Dracora. Thus during the ensuring chaos of a city under pillage, Albion gathered what men he could and together with the remains of the population, cut through the invading hordes and fled into the surrounding lands. They were never to be seen by mortal eyes again…


Days passed as the ousted people under Albion struggled to evade the advancing armies of the enemy but they eventually lost them when the refugees entered the great northern forest. During the initial escape Dracora had finally collapsed from her injuries and was yet to awake. So it came as a huge shock when the unconscious women suddenly reverted to (unknowingly) natural form. Questions of how someone losing strength could suddenly cast a high level spell in their sleep were raised, but quickly the penny dropped. Some grew angry at this revelation, accusing the dragon of cursing them to their present fate. Others simply wanted to flee on the spot. Albion, shocked though he was, would have none of this nonsense and immediately made moves to maintain calm. Despite the obvious betrayal, he still loved his wife and he refused to allow his distraught followers to take out their anger and frustration on his betrothed. He chastised the dissenters and tried to reason with them, going on to point out the number of things the dragon had done for them and so on. The argument continued well into the twilight hours and would’ve stretched onward ever more if the refugees had not been interrupted by one of the forests local residents – a large black dragon.


All turned to flee but were ordered to stand fast by Albion. He couldn’t tell if it was the years spent with his love or just a gut feeling but the prince felt that the dragon meant no harm. He was right (luckily). The black dragon looked over the gathered mass of frightened beings with a stoic expression, pausing to examine the unconscious Dracora before finally looking upon Albion with a more regarding stare. Soon the dragon spoke and all eased slightly at his words. He introduced himself as Xavier Treeborn Fireweaver, and that he was seeking Dracora. He remembered her from the time of the great meeting and he had been a staunch critic, being a freedom-loving dragon much like all the dragons of the great northern forest. But recent dire events had changed his view, events that he shared with Albion as he carried the stricken Dracora to his cave. Xavier explained that a terrible miasma had overcome their queen and was taking over the minds of the black dragons of the forest, forcing them to submit to the will of whatever was taking control of the elder black dragon. Those that fought the powerful mind spell and rejected the calls of the corrupted elder to submit were set upon by their fellows who had fallen under the spell. Yet despite this building darkness, dragons not yet under the influence refused to leave their precious hordes and scoffed at anything that tried to oust them. Xavier felt if he could find Dracora, she might be able to change their minds before it was too late. When asked how he even knew Dracora was in the forest, Xavier simply gave them all an annoyed look and gave the disdainful reply: “Just because I don’t have my nose buried deep in the affairs of underlings, it doesn’t mean I can’t smell you.”


Over the next few weeks the refugees sheltered with the dragon Xavier while he saw to Dracora’s healing. Meanwhile guardsmen patrolled the perimeter without Albion for he spent the passing nights by the great dragon’s side, overlooking his love. Dracora meanwhile fell into a fever, her face marred with anguish for what reason her caretakers knew not of. For as she slept Dracora was deep in the realms of an unnatural nightmare, plagued by twisted images of familiar surroundings subjected to constant terrors from hidden evils. In her dreams she witnessed a great gathering force of corruption release itself on the world, gradually consuming all until nothing remained but a dried up husk. In the midst of the dying world however, there was a small light, a tiny ray of hope unnoticed by the evil powers. Deep in the mountains she went a there she came upon the light in a hidden valley filled with endless green and lined with crystal blue waters. Moving closer to the light and she uncovered the source in the midst of an ancient ruin deep in the valley – a simple blue stone sitting unceremoniously on the cold cobblestones of a deserted street. Reaching forward, Dracora took hold of the stone…


Dracora awoke to see a tear filled face staring back though her vision was at first blurred. When she saw that it was Albion she broke down and cried out loud as the prince embraced her large neck. This tearful embraced continued until Xavier returned, allowing a small draconic smirk to cross his face raising an eyebrow in mock disapproval. Once the moment had passed, Dracora told the two of the horrible visions she had endured during her unwarranted slumber and all considered the possible ramifications. They did not dwell on the nightmares for long however, for Xavier thought it wise to inform the ice blue dragon of the situation with the black dragons of the forest. Dracora let out a small curse upon hearing this new – being proven right had never felt so dissatisfying.


Dracora was forced to recover for a few more days before she could convince Xavier and Albion that she was fit enough to go out and face the black dragons of the forest. So before that time could come, Dracora decided to admit the other refugees into her temporary chamber for an audience. Xavier wasn’t entirely happy with this, and Albion didn’t feel it necessary but her request was fulfilled none the less. To the gathered crowd she explained her years of deception, making everyone believe she was human, and asked them all to accept her apology for not revealing her true nature sooner. Surprised by this unexpected humbleness (dragons are not known for being humble as you probably gather) the refugees indeed accepted and for the first time were able to look past the scaled, animalistic form recognising the kind heart of Dracora that they all knew and loved. They had many questions however, and like curious children they asked about many random things ranging from what it was like to be a dragon to what Dracora knew about the weather. With a calm smile, she answered all their queries as best she could.


Once well enough, Dracora set herself to the task of convincing the dragons of the great northern forest to give up their foolish pride (and their hordes) and accept reality. It was not seen as an easy task. One by one Xavier escorted the charismatic dragon to the respective lairs of his brethren where she gave each a proper tongue lashing of a severity only Dracora was capable of. Such was Dracora’s skill with words, some of the great and mighty dragons cowered in embarrassment after being chastised so thoroughly and eventually they caved in. Seeing reason and accepting they couldn’t stand to resist whatever madness was encroaching on their domain they agreed to gather behind Dracora, at least until the evil presence consuming the forest could be dealt with. Others however, were a lot more stubborn and in the end had to be challenged. These generally younger and haughtier dragons quickly found their pride taken from as one by one they were resoundly thrashed by the ice blue female still considerably weak from her recent bout with sickness and injury. Properly defeated, they were open to Dracora’s reasoning and eventually they too accepted their fate.


Not all could be saved however. There were others that were far too gone to the corrupting madness. Like mindless beasts they acted aggressively often attacking the party on sight. When faced with these maddened dragons Dracora was left with little choice – she killed them. She hid her grief well, but each dragon she had to ‘put down’ hurt her immensely and only after a few kills Dracora decided to see no more black dragons. Xavier, forever watching, reluctantly agreed. He had other reasons – in the back of his mind the voices were starting to gain strength…


And so it was that when the band of human refugees left the confines of the great northern forest a band of black dragons left with them, all wondering how they had let themselves stumble onto the path of an uncertain future.


As time passed the refugees numbers continued to grow as they continued their long journey north and west across the ravaged lands of the world. Amongst the endless flow of displaced bodies were more dragons that had also been forced from their lairs by the conquering hordes of lesser creatures. Alarmed by how much and how quickly what she had seen was coming true, Dracora continuously urged her followers to haste. She soon lead the gathering into the mountains announcing that the journey would soon be coming to a close, the halls of the great elders of all dragon kind was now not far.


As Dracora promised, within the year the refugees reached the great calling point of the elders. Standing before the final summit, Xavier, Albion, two other dragons – Sandra Allstar Firedrake and Elander the fearless – as well as leaders from the other races – Durin the deathless (/shameless LotR plug), Allandra Moonlight of the elves and King Alexander from the people ravaged by the Tya'norian menace all took upon themselves to accompany Dracora as she prepared to ascend the peak to the halls of the great elders. It took a day and a night for the party to reach the top of the mountain and the non-dragons especially did so with much gusto and enthusiasm, openly throwing ideas about of what they thought they would find when they reached the top. Xavier, Sandra and Elander groaned and rolled their eyes at some of the more outrageous suggestions, Dracora on the other said nothing still focused on the task at hand.


However, no one expected to find what they did once they reached the summit. Standing on the edge of a great plateau the party looked on in stunned silence at the scene before them. It was a scene of great death and destruction, a blasted landscape that induced in the party a great sense of horror. Sprawled amongst the ruins, the giant bodies of the great dragon elders lay in various states of disrepair and decay. Building up the courage to investigate the party soon was left with little doubt that the elders had turned on one another, a horrible conclusion that left everyone on that lonely mountain top uneasy. The reason behind the lunacy was not clear until both Dracora and Xavier recognised the taint of some foul presence in the background. Great evil had been at work here…


It was the sad duty of Dracora and her cohorts to break the news to the gathering below. Their great hope for redemption and a heroic return to their homes had been dashed. Despair broke out in the crowd soon followed by threats and swords. Fearing another scene like the one above, Dracora and the other leaders moved in quickly to mediate and after a long period of talk’s tensions lessened. Gathering all the peoples and races together, Dracora stood before them all and gave a great speech one to fill the soul and encourage the mind, to strengthen the body and lift the heart. She impressed upon them that yes they were now alone but hope still remained and it lay in the original ideals she had brought forth over a decade earlier to the great dragon meeting. All the dragons in the gathering simply nodded at these sentiments, forced to agree – though begrudgingly – after what they had seen and witnessed first hand. Dracora made it clear that if they were to resist the dark powers of the world, they would have to unite under one banner and work hard for many a year to create a strong society, one that was free of pride, of anger, of greed, of arrogance and of racial distrust. A society filled with purpose. She told them of the visions of the hidden land where, using there combined skills they could build a mighty nation from scratch, one that could throw back the evil taint of dark lords and tyrants, finally bringing peace and prosperity to all the willing races to create a delightfully strange new world.


And so we are brought to the present where deep within the eastern mountains there lies a hidden utopia known to its inhabitants as the great lost realm of Dracora. Since that great speech of nearly seven hundred years ago, all have worked under the guidance of Dracora to bring forth a mighty nation indeed, one of peace and prosperity. In a realm where magic and science work hand in hand to develop everything from the mundane to the fantastic. A realm where there exists a great city where sparkling new spires that reach to impossible heights and scrap the sky stand on the most ancient of foundations full of hidden secrets and mysteries. Where stones are mined and shaped in dwarven-run mines then charged by the mages of the powerful arcane order to provide power for the thousands of types of devices that require them, devices that make the impossible possible and hard work easy. In a realm where elves work in smithies, humans fly, dwarves make announcements and dragons plough the fields. Dracora’s dream for a strong, united nation has become reality even as more people are added to it every day.


One thing in particular makes it all possible however – secrecy. Surrounding the lands a series of powerful wards block scrying eyes from detecting the abundance of magic use throughout the hidden kingdom. They many valleys look like unpassable mountains to the outside viewer and they make certain that those not permitted to enter or leave cannot. The great wards are powered by the largest powerstone in the land, perched delicately upon the ominous tower of light of the arcane order. For centuries, they have been the omnipresent overlord, a necessary evil to keep other evils at bay. It has led to many complaints, many protests, but in the end it is conceded that without the wards, the hidden realm of Dracora would not exist.


So it is of great concern to all that in recent times these wards have been failing.


In recent years it has become harder and harder for the mages of the land to maintain the wards as well as keep society running. As use of magic increases with population and technology, requirements to hide it increase as well and the wards are well beyond their maximum limit. Facing a complete drop out, King Albion – keep young and alive by an eternal bond with his beloved Dracora – orders the construction of a proper military. That was eight years ago. Today the nation supports a small army based on stolen designs and borrowed tactics. Every day they prepare, waiting for the time when the wards come down and the eyes of the world see them, for good or evil…….
Valley of the Giant
27-09-2006, 03:21
Oh, my god. Yeah, I'm putting you up on that list ASAP if you're not already there.
Valley of the Giant
27-09-2006, 03:25
Valshare: I'd like to see more detail in your nation. Horde of Doom has been added.

And Drac, I'll accept you ASAP once your bio is up.
WinTrees
29-09-2006, 16:38
So have I been accepted or?

Cheers.
Kormanthor
29-09-2006, 18:20
Torilian Realm Bio-[/I]

Species Used: Humans, All Elven Races, Gold Dragons, & Numerous Hybrids
[/i] Species Description:[/I] The “ Hybrids “are the result of magical transformations using two or more of the above named races.
From: My Version of the Forgotten Realms
Name of nation: The Torilian Realm of Kormanthor
Population: 68,000,000 / The population is ecstatic because of the use of magic beings to do all the menial labor. Citizens only do the higher end jobs so they live relatively comfortable lives without the stresses associated with poverty.
Island Continent Description: Large Island Continent in the South Eastern Pacific Basin which is surrounded by a naturally occurring but somewhat broken circle of mostly underwater coral reefs. The Continent itself is divided in to two sections; the upper and the lower. The lower is a two miles wide ring of beach front property that circles the entire continent. The upper is protected by a high cliff face rising from the lower which is topped with a ring of mountainous terrain which is pocketed with different types of valleys. Within the center of this mountainous ring is the main island.
Nation Description: The Country Of Kormanthor is a mixture of many races that came here from a world called Koril and beyond. Among the original immigrates were two nations of humans; Korilians & Raelians, two sub races of Elves; the Sun Elves & the Avariels or Winged Elves, the Gold Dwarves, & the Golden Dragon kind. The Korilians were natives of the Planet Koril ( which is located within the Taurus Dark Cloud )while the Raelians came to Koril from the Planet Velara in the Pleiades System nearly a century before the migration here started. Being a star traveling race they crash landed here because of an attack on their starship by enemy forces. They can still maintain their tech level because of their superior transporter technology. Most Korilians know very little about them as they are very reclusive. The Sun Elves came from Kormanthyr & the Avariel from Silverymoon. The Gold Dwarves & the Gold Dragon kind from Unther which are all countries located on Koril. All except arrived here by way of magical doorways called Dimensional Doors from Koril after which each race spread out to claim their own sections of our land. We found that the majority of countries on Earth were very far behind the Rael in technological areas and totally unable to cast magic of any kind. This gave us two very important edges on the rest of the new World that we were now a part of.

Torilian Realm Defensive Measures:

1). Modified Starjammer Tech ( Uses magical helms for power )
2). Dragon Riding Warriors & Magic Users
3). Avariel Warriors & Magic Users
4). Aerial ( Floating ) Military Bases ( Uses Elven High Magic )
5). Raelian Starfleet ( High level Technology )
6). Elven High Magic
Balrogga
29-09-2006, 22:40
Hey Kor, long time no see...

Perhaps we can have some interaction with my Nomadic (Gypsy) Elementalists.
Valley of the Giant
30-09-2006, 09:06
Bal, you're going to have to make the list until I can get back on. Once I am, I'll need the list of nations and threads so I can update the on-site threads.

Try and keep it in the same organization to help me out.
Kormanthor
30-09-2006, 09:47
Hey Kor, long time no see...

Perhaps we can have some interaction with my Nomadic (Gypsy) Elementalists.

How's it going Bal, it has been awhile. I welcome interaction between your Nomadic Elementalists and The Torilian Realm.

Kor
Balrogga
30-09-2006, 12:21
Bal, you're going to have to make the list until I can get back on. Once I am, I'll need the list of nations and threads so I can update the on-site threads.

Try and keep it in the same organization to help me out.

I'll be out of town on Saturday and Sunday for my cousin's wedding. I'll have to try to get the list worked on after I get back.

How's it going Bal, it has been awhile. I welcome interaction between your Nomadic Elementalists and The Torilian Realm.

Kor

I am modeling them on traveling gypsies with no nation of their own but the World itself. They will sell their skills to their various clients and are going to be known for that (hopefully).
Greater Trostia
30-09-2006, 21:48
Hey, I've watched how you guys have been going and am sorta interested in joining. I applaud the population rule and the map.

My only concern is my nation (Trostia - 'greater trostia' is a NS that was created because Jolt for some reason no longer recognized Trostia forum account and register/password no longer worked, otherwise I'd be posting with that account here) has 7.8 billion, aka 78 million.

Is that too much?

If so, would it still be too much if they were instead of human-sized, more like goblin-sized?
Ravea
30-09-2006, 22:48
Bio-Clockwork Empire

Species Used:Kobold(65%)Golems, Humans/Cyborg(35%)
Species Description:Golems from the Clockwork empire are artificial machines endowned with a certian amount of spirit from their creator; they are born warriors who fight for their masters. Cyborgs, as they are called, are the humans of the Empire who were willing to augment themselves with metal and machinery; they are both stronger and smarter than normal humans.

From: My own creation. Somewhat based off of a few small parts of MTG.

Population: 65,450,000

Nation Description:Long ago, when both the world and the concept of Magic iteslf was young, a small group of mages started experimenting with rocks and simple tools; eventually, it was found that by inserting life essance into metals and stones, new lifeforms could be made and raised. Other mages branded them heritics; the group left the known world and found refuge on a large island, where they continued thier work.

Today, the population of the Clockwork Empire in burgoning; most humans go through a complex process of augmentation at birth, replacing many organic parts of their bodies with mechanical ones. A huge population of Kobolds were also found on the island; the mages enslaved the simple creatures, who now mine metals and stone for the island.

Military
Humans
Armed with swords, bolt-action rifles, and light armor, normal humans make up the light skermishers of the Clockwork army. Usually used as scouts and support groups, they are unable to wield the heavier weapons and armor of the Cyborg, but are useful soldiers nonetheless.

Cyborgs
The cream of the crop as far as the military goes. The Cyborg divisons are armed with heavy rifles and sometimes even light machineguns, as well as huge steel broadswords and large, thick suits of armor. Cyborgs often have weapons build inside them, such as primative flamethrowers, rockets, and a variety of blades. These soldiers are also capable of wielding huge, yet somewhat primative, rocket launchers and other large-scale weapons.

Golems
The best, but unfortunetly sparsest, soldiers in the army, Golems take quite a long time to kill. These huge creatures made of metal and stone vary widely according to creators, but all thier bodies contain large amounts of weapons and considerable streanth; normal rifles will usually not harm a Golem, unless hit in a weak point. Golems are often the first line of attack, smashing through enemy barricades and causing huge amounts of havoc. The creatures are often enchanted with dispels and counter-spells to prevent mages from destroying them.

Kobolds
Armed with primative rifles and a variety of swords, slave Kobalds make up the horde of shock-troops that is sometimes thrown at an enemy. These are not high-quiality soldiers, but their enslaved minds will fight to the death. Almost never successful, Kobalds often serve to soften up the enemy before hitting them with Golems.

Battle Mages
Mages in armor who have the ability to raise Golems quickly on the battlefield, as well as to combat other mages. These magicians are skilled, quick-witted, and hard to kill, considering the amount of magical protection around them.

Ornithopters
Large enchanted flying machines used to strafe enemy troops. Most ornithopters are light, fast, and deliver a deadly barrage; Bastilla, light cannons, and platforms of snipers are often placed on the machines. There are several, larger prototype ornithopters in production.
Valley of the Giant
30-09-2006, 23:05
I think a fair balance is to have a large protion of your antion be something that's feeble and stupid, like Goblins, Kobolds, Xvarts, or even Orcs.
Ravea
30-09-2006, 23:10
I think a fair balance is to have a large protion of your antion be something that's feeble and stupid, like Goblins, Kobolds, Xvarts, or even Orcs.

True. How about the Golems are strictly soldiers, anda large portion of the population are slave Kobolds?
Valley of the Giant
30-09-2006, 23:14
(Dead Sea Monkeys!)
Alright. That works.
Naggeroth
01-10-2006, 01:17
Right, as of now, I am withdrawing the Alliance from the RP.

The simple reason being, I can't RP it to the level I am happy with. This, along with several other reasons, has me (For now) withdrawing from the RP.

Hopefully I will be back soon, I will be away for next week, and I am going to be away a couple of days this week, so weather I manage to get anything up will remain to be seen.

Apologies and Love from the Singing Lady, Anisarian.
Greater Trostia
01-10-2006, 05:05
I think a fair balance is to have a large protion of your antion be something that's feeble and stupid, like Goblins, Kobolds, Xvarts, or even Orcs.

Is this in response to me? Yes, I can do something like that. I was thinking a majority of slave/soldier type goblin things with a tiny majority of human mages lording over it all.
Telros
21-10-2006, 16:20
Nation Name: The Domine Empire
Inhabitants: The Artae, which rule over the entire empire, taking the positions of power, though some is shared with a few of the subjugated peoples, various subjugated human-like cultures and races, and slave races such as orcs and goblins.
Population: 9,860,000

History: The history of the Domine Empire is rich and full of conflict. It begins with the Artaensm who for around two thousand years, developed their culture as several tribes, evolved and expanded, fighting with each other over land, resources, and power. A few tribes soon gained all the power as they discovered the technology of metalworking and used it to conquer the lesser tribes, forming the Three Kingdoms as they were known, The Dominion, the Kelvarae and the Selar. From 2065 A.C. to 2072 A.C, peace reigned. But then, the Dominion struck quickly and absorbed the two other Kingdoms in a massive wave of violence and death thats lasted four years. Upon taking all of the land that belonged to them, they soon feel into civil war. The Artae, who made up the Three Kingdoms, and the Empire now, are a very warlike people and their democratic government disgusted them as it refused to go to war, since it's main goal had been to unite the Artaens together into one body. The generals conspired to overthrow the government, and with distractions by local rebellions, it fell. General Scorpius came to power, and reformed the government. Over two decades, he renamed the Dominion the Domine Empire, and the army was made into legions. The economy was given a boost and worked on. Roads were built, baths erected, statues made and interest in sports, literature and the arts flourished. In 2096 A.C, Scorpius Brutusgave over his title as leader of the Empire to his son, Julius Carius. A brilliant young man at 28 and an accomplished commander, he moved quickly to fufill his ambitions.

First, he gave himself the title of Emperor and established the first dynasty, the Carius dynasty. With that done, he turned his attention to the Legions, who numbered around thirty at the time. He felt they had been lounging in peace too long and needed to earn their pay, so he sent them on four separat campaigns, in all four directions outward from the Empire, to "bring civilization to the pagan provinces outside our borders." War raged intermittedly for ten years, and by 2106 A.C., he had eight provinces under his control. The goblins and orcs in one province were enslaved and the other races in the rest were granted limited citizenship and some rights to keep them happy. The last province, however, took seven more years to subjugate, as the Legions were forced to fighht a people used to guerilla warfare in their jungles and, after many losses and bloodshed, pacified the region. An era of peace has reigned since then, lasting through the Carius dynasty and has just entered the Fakkad dynasty, a period of 80 years.

Now, with 225 legions over their massive Empire, which is enjoying a stable economy and living life, is hiding the various problems it is facing. The size of the Empire is straining resources slightly and the Emperor is trying to find a way to compensate. Many seek war but anymore land could possible rip the Empire apart. To add to the kettle, the slave races are starting to organize insurrections against Imperial rule but whenever found, they are erased from existance. Discontent has been heard rumbling in the provinces but nothing as of yet has caused them to come out in full rage.

Capitol: Arxia, the Heart of the Empire and known as the Flower of the Artae. With it's massive walls of stone, columns in it's buildings and domes, and stone carvings and statues, it is the symbol of the Empire's wealth, strength, and prosperity. Surrounded one three sides by forests backed with the Mons Montis mountains. In the front, extends a long field with which makes it easy to see oncoming armies and respond. Of course, this is after the legionnaires protecting the city and doing patrols encounter them. Well-fortified and well stocked with soldiers, food and supplies, it is the perfect place to endure a siege.

Cities:

The various capitals of the nine large provinces under Imperial control each have been stunningly built and remade into Imperialesque cities, each a thriving center of economy, with certain resources and items that they trade in between provinces and the mainland, as well as with other nations. Many lesser cities are the same, but to a smaller extent.

The Artae Legions: There are 225 legions that are currently in service all over the Empire; keeping the borders, patrolling the areas, hunting down pirates and rebels, and fighting wars when they occur. Proud of their history and knowing all the might of the Empire is behind them, they will gladly fight for their country. They use a special ore that is mined on the Artae mainland, that gives them a moderate resistance against magic.

Velites: Velites are a class of light infantry in the army of the Artae Empire.

The Velites (pronounced well-ih-tays) are skirmishers, armed with a short sword (gladius) and several javelins. They wear light armor, which consists of little more than greaves and a bronze helmet, and they a basic round shield. Their armor and weaponry makes them the most mobile of all the Artae infantry in the Empire. The Velites do not form their own line; maniples of Principes and Hastati have a certain number of Velites assigned to them. During battle the Velites engage the enemy with their javelins before retiring behind the Hastati and Principes. However, as with other irregular infantry, their effectiveness is often overlooked; the Velites are responsible for turning back war elephants and other mighty beasts on many different occasions.

Velite

Hastati: They use a rectangular shield (scutum), that covers the entire body and they have a secondary weapon to their gladius's, two throwing spears (pila, singular pilum) which are thrown against the enemy within range, and the short sword (gladius) which is used for thrusting in close combat. Some of these innovations were derived from conflicts with the slave peoples, whose weapons and tactics are matched with Atrtae discipline to create a fearsome military machine.

The tight, highly regimented formation is the cornerstone of the Hastati. Tight formation is only possible with spears and thrusting swords, as other weapons require surrounding space for the swing. The enemies of the Empire meet a wall of shields. The Artae military system presents first a volley of pila that stops any infantry charge, and then a wall of shields.

The individual Artae soldier is trained to wait for a chance to push the enemy's sword up with his shield and stab him in the torso. This manuever is to be repeated over and over, until a signal is given to rotate the ranks and give the front line a rest. There are typically seven lines of infantry, so for every few minutes spent on the line, a soldier can expect to have almost half an hour of rest before he once again faces the enemy. Compared to their enemies, the Artae soldier could stay in action much longer without suffering fatigue.

The Hastati are organized into centuries of 80 men, which are arranged into maniples of 160, of which there are 10 in a battle formation. As the first battle line, the Hastati are immediately behind the velites and in front of the principes, which are in front of the triarii. The Hastati are sent into battle first, and commonly withdraw to the Princeps line to allow for a counterattack.

Principes

Principes: The Principes form the second line of battle in the Artae Legions. They are experienced soldiers, positioned behind the hastati and in front of the triarii. Like all soldiers of the Artae Legions, they wear what armor they can afford. Like the hastati, the Principes are also equipped with a pilum and a gladius.

In battle, the principes are meant to counter attack if the hastati fail in the initial engagement. They contain 80 men like the triarii. Two centuries comprised a maniple and 10 maniples were used in battle line formation.

Hastati

Triarii: The Triarii (Latin singular triarius) is the third standard line of infantry of the Artae Legions.. Its name is related to the Latin word tres. When suffering defeat, the first and second lines, the Hastati and Principes, fall back on the Triarii to attempt to reform the line and allow for a counter attack or withdrawal of the other lines. Because falling back on the Triarii was an act of desperation, to mention "falling on the Triarii" ("ad triarios rediisse") is a common Artae phrase indicating one to be in a desperate situation. To be the officer of the triarii is an honor. It makes the individual one of the best men in the legion. A triarii officer's pay is superior to the other middle-class officers and he is given a horse for the long marches, which is quite important.

Triarii are sometimes, not unlike the Principes, divided into ten maniples of 160 men. Each maniple consists of two centuries consisting of 80 men each, commanded by a centurion. In other cases they are in fact divided into ten maniples of only 120 men, the size of a century of Hastati or Principes. Hence in many battles the Triarii numbered only half as many as the Hastati or the Principes. The Triarii are the veterans of the Roman army, making them perfectly suited for reinforcing the two front lines of the formation. They were armored much like the rest of the Legions, with whatever they can afford (typically more than the poorer Hastati and Principes).

When the Principes and Hastati of Legions are rearmed with javelins, the Triarii retain their long spears and scuta and continue to fight as a phalanx. If the initial attacks of the javelin- and sword- armed troops can not break an enemy, the Triarii serve as a strong point around which the army can regroup. They also are responsible for holding off cavalry charges with their spears.

Sometimes the Triarii are not deployed on the battlefield at all, but are left to guard the camp.

Triarii

Auxilia: The support troops of the Legions; archers, cavalry, siege weapons, workers,, the works.

Archers: Not used as much as Velites, the archers have shortbows and poisoned arrows with which to attack the enemy. They mostly serve a suuport role, staying behind the Artaen lines and firing upon the enemy. They arer vulnerable to cavalry charges. Also, they can light their arrows on fire, enhancing the damage and hurt enemy morale. Finally, they are the Legion's counter against mages.

Light Cavalry: These soldiers are basically Velites on horseback. They wear light armor, and carry short, oval-like shields and long spears to attack the enemy. They mostly take the flanks of a Legion and engage enemy horsemen iuntil reinforcements can arrive or the enemy army is broken. Though, they may be used to hit the flanks or rear of an enemy army if the Legion is in dire straits.

Scorpions: Large bows, basically. These siege weapons fire large iron bolts at the enemy. The crew has to to load the bolt, put the string into place, and crank it until it has reached the desired point and then hit a lever to release it. Good weapon against infantry.

Onager: A large catapult, this device is relatively simple, yet deadly. Using ropes, the crew pulls down the large arm which holds the rock and ties it in place, then loads in a rock. Upon the leaders command, they hit a lever, releasing the ropes and firing the rock. The rocks may also be lit on fire, using oil, doing more damage to the city. Very inaccurate, so it is usually deployed in high numbers. Useful against large armies or cities.

Battering Ram: A ram which is encased in metal and houses eight men, who are four to a side, and they push the ram into position, the lead two looking out slots. Once they reach their target, the grab the spokes coming off the ram and move it in a backward-forward motion to hit their target. The head of the ram is capped in metal.

Artaen Navy: The Artaen Navy is not very powerful and mostly is used for trade, though they have two types of military vessels that protect their supply lines and can be used in war. The ships are covered in a special oil that helps to increase resistance against magic.

Rammer ships: This ships are used for countering other ships. They have a ;large ram in the front, which is capped in metal, and a long series of oars with a giant sail. They use both manpower and the wind to drive their ship into other ones and sink them.

Frigates: A ship with a double set of oars and sails, it has two ways of combating the enemy. One, they have archers posted on the deck and fire at enemy ships, raking them with arrows, which are sometimes on fire, to destroy them. If this doesn't work or is unable to be used, they then close with a ship, and after locking both into place, they send up the compliment of Legionnaires on board and board the other ship.
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I think I was supposed to post my recruitment here, sorry.
Liberated New Ireland
21-10-2006, 16:32
So the Domine Empire is basically Roman?

Where are you located on the map?
Telros
21-10-2006, 17:11
Basically, I based it off them. As their location....I was thinking some coast and a large amount of land, seeing as I have the Artae mainland, and the nine provinces. How big it is up to the mods for this, really.
New Dracora
25-10-2006, 07:40
ooc: Not yet finished, just showing I am actually working on something here. :p

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Bio-
Species Used: Dragon (20%), Humans (40%), Dwarves (20%), Elves (20%)
Species Descriptions:

Dragon:
The race of dragon has progressed far since the old days of isolation and desolation, prospering under the peace and protection of the hidden realm of Dracora. While a few elder dragons still prefer to keep to themselves, younger generations have grown up with constant contact with other beings and are deeply embedded into local society. Dragons in general are still known for their haughtiness, but no one is overly afraid to bring them down a notch or two anymore.

Dragon abilities are still dictated somewhat by they're colour bloodline, but with the high variety of professions that civilisation offers, social groups tend to be seperated along generational groups instead.

Elder Dragons (2%)
Age: +500 years
There was a time when so few dragons survived the perils of the world that only the best and greatest of all dragons ever survived to be considered one of the elders. These days however, as much as 16,000 dragons can consider themselves elder all thanks to the vision of Dracora.

Elder Dragons represent those that first migrated to the realm and the first few generations born within it. While all have accepted civilisation to some extent, many still harbor a distaste for the trappings of society and tend to keep to themselves. They are however, exceptional beings having literally had centuries to perfect their skills in whatever pursuit they decided to follow be it magic, art or craftsmanship. Elder Dragons also normally possess a number of inane racial abilities, most notably of which is shapeshifting.

Greater Dragons (22%)
Age: 150-500 years
Much like Elder Dragons, Greater Dragons were also a rarity before the existance of Dracora. They now make up an active majority amongst the dragon population, living life much like any other freedom loving race.

Also respected for their great age and experience, Greater Dragons also are often more sociable and often take up roles that allow them to hand down their great experience to others. However, Greater Dragons are also less settled than their elder kin, and a good number often request service abroad as either guardsmen or agents. By the time a dragon has reached an age to be considered a Greater Dragon, they have already developed a secondary humanoid form they can shift to.

Adult Dragons (46%)
Age: 30-150 years
Adult Dragons make up the majority of the dragon population within Dracora and represent a time when the lands were at their peak in prosperity. Adult Dragons of today are very much used to being constantly surrounded by other beings and are more than comfortable living in one of the number of busy urban environments.

The Adult Dragons of Dracora are much like any other citizens in the realm and as such expect all the strappings that come with civilisation. They are often frowned upon by their older kin, often accused of losing touch with certain traditions or some other misdemenor but this critism is shrugged of as typical inter-generational differences. Dispite the enthusiastic acceptance of modern life however, they are all still very much Dragons at heart and are definately not shy to let others know when they think something ain't right.

Adolescent Dragons (15%)
Age: 15-30 years
Younger Dragons coming to breeding age but not yet considered experienced enough or mature enough to be fully adult. Adolescent Dragons share many of the characteristics associated with adolescents of any race and as such can often find themselves on trouble.

Also like their inter-racial counterparts, Adolescent Dragons are often bound to school attendance. Bullying can be a problem as schools in the hidden realm of Dracora are generally mixed and dragons are very much bigger than all other races - that being said, it normally doesn't take long before someone brings them down to earth.

Younglings (15%)
Age: less than 15 years
Younglings are dragons that still spend most of their time within a dragon nursery being cared for by others. This time decreases as they get older until they reach adolescent stage at which point the dragon is given much more autonomy.

Younglings are taught much in the early years of their life but the most important lesson is that of flight. As a right of passage, a youngling must pass an active flying test before being considered an adolescent.

Humans
Humans in Dracora often come from a number of different backgrounds. Often displaced by the continous wars of the outside world, they end up in the hidden realm after accidentally stumbling into it's path resulting in intercepting by patrolling guardsmen. Most humans of Dracora were born within the realm however, and some can trace their families back beyond foundation.

Humans (75%) (Human-Human)
Pretty self-explanatory. The bulk of humans in the hidden realm of Dracora can trace their ancestry back to the King Albion's lost kingdom though many others are decendant from all over the strange new world. Though there lives are relatively short humanity is a skilled race and are generally adept at learning new things. Human magic users are amongst the best in the realm and often exceed beyond the standard life-span, using magic to extend their lives.

High Humans (15%) (Elf-Human)
'High' Humans are those with a split parentage or ancestry of elf and human. They often live much longer than normal humans, have keener senses and a greater affinity in the magical arts. They are however, often looked down upon by the ruling high elven class and thus tend to avoid areas when elven society is dominant. They also don't always mix well with other races, thanks mainly to an inherited elven arrogance. As such, they tend to be loners.

Dragon-Kin (5%) (Dragon-Human)
See description below.

Dwarves
The Dwarves of the hidden realm are a hardy folk much like the rest of their kin from other parts of the world. They too are the result of refugees fleeing outside oppression, most dwarves able to trace back their decendants to the party that accompanied Durin the Deathless over seven hundred years ago.

Dwarves (Dwarf-Dwarf) (80%)
In recent years the dwarven affinity with metal and mining has been put to heavy use. Time has seen them become the masters of the new concepts of industry and manufacturing, with their devices in common use throughout the realm.

Normal Dwarves still spend most of their time in there great underground mansions mining ore, forging metal, drinking ale and telling tall tales. Of all races residing in the hidden realm theirs is the strongest in kinship, built up of a sense of brotherhood that grows althoughout the two hundred and fifty plus years of a normal dwarven lifetime.

Elder Dwarves (Dwarf-Elf) (1%)
There have been a few cases in the realm where a union between elf and dwarf has existed. These are the siblings of such unions. Elder Dwarves are so called because they possess elven immortality and thus live to great old ages. They are however, almost undisguishable from normal dwarves and live much like any other dwarf in the realm.

Elder Dwarves are masters of their craft and the items they produce are often nothing short of spectacular. Where ever there is important work in the realm going on you can be certain an Elder Dwarf is there, often overseeing everything.

Sun Dwarves (Dwarf-Human) (15%)
Sun Dwarves are the result of a mix between Human and Dwarven blood. Sun Dwarves live for as long as normal dwarves, look like normal dwarves mostly but have one main distinguishing feature - they are often around a foot taller than other dwarves.

Sun Dwarves are so called because, much like their human kin, they prefer to live above the ground instead of below. Often not being close to the centers of mining and metal in the hidden realm, Sun Dwarves therefore turn away to focus on more above ground pursuits such as construction and engineering. Amongst the number of other human traits they have inherited is the friendly sense of competitiveness, such as the rivally between themselves and elven airship makers.

One last note - unlike other dwarves, Sun Dwarves often prove to be accomplished horse riders.

Dragon-Kin (Dragon-Dwarf) (4%)
See description below.

Elves
It is unclear most of the time where the elves of the hidden realm are decendanted from for little is spoken of such matters. Neverless where they are from the elven community has changed little over the years and is pretty much what you expect of an elf. This is thanks in part, to the fact that elves are immune to the sickness of age.

The large number of elves living outside the 'community' are another story.

High Elves (20%)
The high elves of the realm are amongst the oldest beings in the realm. They devote most of their time to the magic arts, and whenever they turn from this to perform tasks physically it is often to oversee work on their beloved ships.

(There is a bit of a stink amongst the high elf community over this last subject at the moment. In recent years as ship design has turned from wooden craft to metal, a lot of the physical work has been taken over by the dwarves and their sun dwarf kin. While not happy about this, the traditonalist elves have found an outlet constructing magnificent sailing vessels... they still help outfit the magic-intensive airships however.)

A proud race, high elves often look down on other races and consider themselves to be superior. They are especially critical of the Drow whom they openly despise and treat as second class citizens. They are dedicated to the realm however, and the sanctuary it provides.

It should be noted however - not all high elves act in this fashion to such extremes as suggested here.

Wood-Elves (35%)
Wood-Elves are a lot less arrogant and stubborn than there traditionist high elven cousins, tending to be for down to earth and less 'stiff upper lip'. As their name suggests, wood-elves all share a deep affinity with the natural world and this combined with their keen senses make them excellent trackers and hunters. So it isn't surprising a vast percentage of wood-elves serve with the guardsmen.

Night-Elves (25%)
Of all the elven races within the realm the Night-Elf race is indeed the most mysterous. It is rumoured that no one other than Dracora know where they are from, not even themselves. Not true of course, but indicative of their unknown origins nonetheless. There are many good reasons for this. The Night-Elves are a secretive race, spending most of their time wandering the realm in the darkness of night. But they are not considered a sinister race, and many have found that once you get to know them they are not much different than their wood-elven cousins.

Their skills in the arts of stealth are well known throughout the realm and much like the wood-elves a great many choose to serve with the guardsmen. However, a good many also find service with Watchkeep - an oddity amongst elves - using their abilities as either thief catchers or wandering the streets of the realms cities at night in search of footpads.

Drow (10%)
The Drow were first treated harshly upon arrival but were later allowed within the realm when it was confirmed they were legitimate refugees escaping the terrors of the Under-Empire. Since then in the little over two hundred years they have dwelled within the hidden realm they have proven to be constructive members of society and are not so much feared as they once were.

Yet they are certainly not loved by high-elves, and other elven races tend not to associate with them. As such there are very few Drow within the elven community, most opting instead to live with the dwarves in their great underground mansions. They are certainly not suppressed within these communities either, they're affinity with magic and metalworking has developed respect from their dwarven hosts and has worked to increase the level of kin-ship between the two races.

Dragon-Kin (10%)
See description below.

Dragon-Kin
Dragon-kin is used to describe any being of any race other than dragon that is send to possess dragon blood. With the abundance of dragons within the realm such blood-mixes are no longer uncommon however, they still bear a special significance because the union that produces dragon-kin often requires an abundance to magic to be in play.

That, or a great threshold for pain.

Dragon-Kin are born of the race of their mother (so if the mother is dragon the offspring is dragon, not dragon-kin), with a varied level of attributes from their dragon father. These attributes can range from not being physically visible to anything including small horns, sharp teeth, scales and even wings and a tail.

In general however, dragon-kin inherit both a greater affinity with magic and a longer life (if not already immortal). They are also often a lot stronger, faster and durable than their racial counterparts.

However, it is the process that involves getting in touch with one's 'inner dragon' that mostly sets dragon-kin apart from others. With some training dragon-kin can develop the ability to shapeshift into a draconic form making dragon-kin essentially shapeshifters. This is more significant that it first appears, because for the only other beings that possess this ability - actual dragons - it takes centuries to learn how to properly shapeshift.

Dragon-kin take on a number of roles according to their races, but many often find themselves joining the secret service and becoming "Agents of the Realm".

From: All over the place, all mashed together within the confines of my twisted mind ;)
Name of nation: The Hidden Realm of Dracora
Population: ~4,000,000 (SIC)
Nation Description:
Warshrike
02-11-2006, 19:11
Bio-
Species Used: Human, though many other races are found within. The other main races are Elves, Dwarves, {Slitherazaki(Lizardmen), Nephilim(Cat-people) Both from the Exile series} and Mermen.
Species Description:Customised Nation, Main Species Human.
From: Custom.
Name of nation: The Protectorate
Population: My pop by 100 is still 23 440 000, is that ok?? I wanted a rather large Nation anyway...
Nation Description:The Sprawling Protectorate is a massive nation which was formed after the sacking of the nations Poros, Morak and Lyris by the Orc Warlord Haram'Kastal, who then dissapeared into the Hamari Forest in 2703DL(Protectorate Timeline)
It ranges from the ocean to its west to the Olokin mountain ranges of the east.
The Tech involves steam/magic/clockwork driven artifacts and Airships. Otherwise normal Fantasy.
The Military is mainly Footsoldiers with Spears and Bowmen, Backed up by the Artifacts.
Magic levels are incredibly powerful.
The Protectorate contains two forests, Hamari and Samas. Hamari has been a place of darkness and strong magic for a long time, since Haram'Kastal and his horde vanished into it's depths. Samas is home to Elven and Nephilim nations.
The Capitol of the Protectorate is Kanai.
The Protectorate is a nation fighting for the unification of all races under one banner, and wishes an end to war.
The Olokin mountains are home to several nations of Dwarves and Slitherazakai
The sea of storms is home to Mermen.
The Protectorate Airships have eliminated the need for boats.
Protectorate Airforces are composed of Airships, Dragons(Hyper rare), Pegasi, Griffons, Roc's and Shrikes(More vicious and powerful Roc's).

I don't really mind where it is, so long as it is to the south somewhere. And, obviously, with a sea to the west and mountains to the east/northeast.

Is this ok??