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| Information: Nations; Describe your countries | |
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| Tweet Topic Started: Jun 19 2009, 08:04 PM (682 Views) | |
| Antartis | Jun 19 2009, 08:04 PM Post #1 |
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Kawaii nee~!
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Here is a simple factbook format for people who want to describe their countries in greater detail. What does the rest of the world know about your country? Fill in the form below!
Edited by Antartis, Jun 19 2009, 08:05 PM.
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Proudly representing Denmark-Norway-Iceland, Sweden and Galicia in the regional role-play. | |
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| Antartis | Jun 19 2009, 08:53 PM Post #2 |
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Kawaii nee~!
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Official name: Bael Turath Common names: Locally known simply as Bael Turath. Other nations refer to the empire either as Bael Turath, Turathi Empire, or Turath. Capital city: Vor Kragal, the "City of the Hells" or "Embassy from Avernus". A beautiful ancient city of the humans of the Turathi Plains, today it is a dreaded, beautiful and deadly sight adorned with statues to its infernal god and the powerful magic its planetouched rulers wield. A good part of the city consists of controlled elemental magic, harnessed by the powerful warlocks and wizards of the High Empress' court and the noble houses. Current year: The current year in the Turathi calendar is 1258 AE ("Ascension Era", counting the years since the Empire was formed with the assistance of the Nine Hells of Baator.) Form of government: Autocratic magocracy [Lawful Evil] -- Government: The Coven of the Nine [Neutral Evil] is a secret council led by the Empress (who chairs it) and including the leaders of the seven most powerful noble houses of the Empire, whose identities are always kept secret. Decisions are made with the principle of democratic centralism. Each of the Coven's members is a powerful arcanist, and collectively, the Coven has been described as "[...] a dragon of shadows, of ancient age and great power, breathing Hellfire and uttering forbidden words of power that bend the very fabric of reality and instil horror in everyone's hearts." The Coven elects its leader, the First Septarch, and the First Septarch becomes supreme ruler of the entire empire; the longer he or she reigns, the more powerful he or she becomes, and can change the Coven's distribution at his or her will. Although usually the leader of the Coven becomes Emperor or Empress, this is not necessary, and more than once have there been figurehead monarchs. Each of the members is given the title of septarch (meaning "one of seven rulers"), with the the chairing one being the archiseptarchus (also known as septarchus primus, primus, first septarch or, as in the grand title of the Empress, High Septarch.) The council also includes two additional members titled archiepiscopus (meaning "First Overseer") and archivezirius (meaning "First Counsellor"). It is never known for certain which nine houses sit in the Coven, except for the one that reigns the Empire at any given time. The current seat distribution is as follows:
-- Grand Title: Infernal Empress Nalwiira of the House of Zolfura, High Septarch of Turath and of Thyssen, High Queen of Kalthalas, Princely Countess of Teldrassil and Infernal Guardian of Änegard. Religions: The protector and officially worshipped deity of Bael Turath is the Archdevil Asmodeus, God of Sin and Master of the Nine Hells of Baator. Few temples to other gods exist, mostly in large cities where trade is important, and Turathi folk tend to worship such deities mostly in secret. The elves are an exception: as they form the low class, they are generally allowed to do as they feel, so long as it is out of the sight of humans or tieflings, and especially foreigners. Races: Humans: The original Turathi, more than a thousand years ago, were humans in the region domestically known as Turath, and the neighbouring Thyssen. Originally forming a cluster of city-states, they were united in a magocracy under the Third Circle and formed the original Turathi empire, which expanded and fell to sin. Humans continue to make up the plurality of Turathi today, with about 50 percent of the population, and live mainly near the coast or in citadel-cities. Native Turathi humans tend to feature a tanned skin and dark hair, with brown, grey and green eyes being common. Tieflings: The first Tieflings were human high (arcane) nobility who formed pacts with devils and the Archdevil Asmodeus back in the ancient years and during Bael Turath's expansion, which granted them the ability to harness powerful infernal magic. Today, most tieflings make up the upper classes of Bael Turath, as well as a powerful middle class, status shared by humans. Charismatic and intelligent, they are able to harness powerful magic of infernal, fey or even aberrant origins, though Wizardry is hardly unheard of either. They make up about 20 percent of Bael Turath's population. Highborn tieflings feature a large horns, scarlet skin, black or purple hair with shiny amber eyes of solid and single colour, fangs and claws, and long tails up to five and six feet long. Lowborn tieflings, mixed with humans in their bloodline, are often simply closer to human colouration but otherwise the same as Highborn; however, as Asmodeus' magic is superior to the mere genetics of the Common Folk, all that changes is the colouration. Tieflings who breed always give birth to other tieflings, regardless of their other parentage, unless it has to do with the Devils and Demons themselves. They live about as much as humans do, but once they reach maturity, like elves they remain fair and unchanged almost to the end of their live. Elves: Many elves call Bael Turath home, considering the vast majority of the modern empire rests on traditionally Elven territory. The ancient elven nations of Änegard, Kalthalas and Teldrassil were crushed one by one by the ancient Turathi empire, bringing slavery and corruption to the Fair Folk of the lands. Elves are second-class citizens often banned from the interior of the city walls where Tieflings live in, but they form the majority in the deep forests and inlands of the Turathi Empire. They make up about 25 percent of Bael Turath's population. Modern Turathi elves descend from the Wood Elves of the old, but a number of High Elves are often visible within elven communities. Other races: About 5 percent of Turathu inhabitants are of other origins. This include Genasi, commonly manifesting the element of fire, dwarves, gnomes, trolls and dragons. Military: Powered by a hellish war machine and immense arcane mastery, the military of Bael Turath is a sight to behold. Although the rank-and-file soldiers are humans and elves, the true power of the Turathi military is its arcanists, almost always of Highborn bloodlines. The tiefling highborn nobility will either follow the paths of the wizard or the warlock, with sorcerers not being unknown, whereas lesser-born arcanists, including those of elf, lowborn tiefling and human blood, will be of a more versatile variety that also includes artificers and other arcane classes. With their charisma, the tieflings also tend to follow leader roles, and so do the humans. Followers of the divine are highly sought after and rare, and many are, surprisingly, elves, who seem to have what it takes to harness the power of the gods; very rare is the tiefling who serves a deity, even if it is the Lord of the Ninth himself. Where other nations can use brute strength or endless minions, Bael Turath excels in mass destruction. Its primary offensive unit is the legion, a small and mobile army of 3000-5000 men with an abnormally large proportion of it being mages and other spell-casters who then rely on summons to turn the tide. Powerful golems and warforged who have recently been said of reaching sentience, captured and tortured beasts of the Abyss and the Feywild and other summons, and even dragons can be found in Turathi units. Undead are rare and while frowned upon, they are apparent in specialised units; what undead do for other nations, legions summoned from the Nine Hells and mobs of demons from the Abyss are what does it for the Turathi mages. The most infamous however are the Turathi Highborn mages, with the powerful magic they harness. Other lands: Ogre Lands: The ogres of the north concern Bael Turath little. Even so, the risk these creatures pose is enough to cause the Infernal Empress to always have some reserves on standby just in case something goes wrong near the border- which it usually does. League of Mutants: Domestically known as the Aberrant Lands, the League is a partner in crime for Turathi slavers and foe on the Plains of Chaos. Kalthalas, the wooded land that forms the Turathi-League border, is littered with fortifications and some of the strongest Turathi military units lest the madness of the beholders and the mind-flayers crosses the borders. Dareesh: WIP Tieran Shogunate: Simply "Tiera" for your lazy tiefling and human, these lands are usually ignored as useless and of little concern overall. Minotoro, however, has traditionally been considered "good prey" for the Turathi Empire lest it wants to expand again, and recent movements of forces in Thyssen and Turath seem to support this. Kheiversburg: These magic-possessing southern neighbours of Bael Turath seem to be a constant headache for Vor Kragal's Devil-mistress, even if the actual connection is minor and tiny. This is denoted from the military readiness near the border. Elven Republic: A political joke in Vor Kragal, and not just because it's a free elven nation, even if the Republic makes it to Turathi jokes it is well-respected due to the keen magic and eyes of its inhabitants. Luckily, it's a sea too far. Edited by Antartis, Mar 20 2010, 05:36 PM.
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| Dr. Awesome | Jun 19 2009, 09:23 PM Post #3 |
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Save Me
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Official name: The Holy Empire of Kheiversburg Common names: Can be simply called "The Holy Empire" or "Kheiversburg, or can be "Holy Kheiversburgi Empire". Capital city: Kheiversburg City, who lies on the southern most island on the Straits of Argos. It is the largest port city withen the Holy Empire. Kheiversburg City where the Throne of the Holy Emperor lies. Form of government: Constitutional Monarchy mixed in with an Magocratic Oligarchy which the most elite arcane mages have power. Leader The Monarch is Holy Emperor Marzell Gerd who holds virtually no power but serves as representive to the Kheiversburgi people. The Magocratic Olilgarchy is called the "Arcane Council" which holds the real power in the empire, they make all the laws and they control the military. The Head is (half-elvish) Archmage Eberhard Xaver, who is the most talented in the arcane arts in the empire, and his power is umatched and unrivaled, which lets him dominate most. Religions: To due the magical nature of the nation, most people worship Mystra, the lady of mysteries, and mother of all magic. Races: Humans, Elves, Half-Elves, Dwarfs, and Gnomes Military: The Holy Empire's military focuses more on magic then material combat. Humans, Half-Elves and Dwarfs mostly serve as fighters while other Humans. Half-Elves, Elves, Gnomes are mostly mages. The warriors wear shinney White and Gold ornate fullplate weilding weapons that suit thier fighting style. IE, Dwarfs use mostly battleaxes while Humans/Half-Elves use longswords. There are also some archers units. Beyond that, the arcane mages can summon creatures to help them in battle, these creatures can be dire bears, dire wolfs, or even huge elementals. Some High-level mages make contructs, and necromacers can make thier own personally armies of undead. The former gives an advantage over magical foes due to thier resistance to magic, and the former can be massed in large numbers. The most basic mage can cast simple mid-level spells such as "Magic Missle", "Colorspray" and can summon a weak creature such as a Dire Boar to help them. Higher-Level Arcane Mages have a large array of powerful spells such as "Issac's Greater Missle Strom", "Polar Ray" and many others. Clerics can also be found in the ranks of the army, they call apon thier deity to heal allies and use spells to harm enemies. Also Kheiversburg has a large and powerful navy, which is requied as the Holy Empire is divided by the sea or ther nations. Kheviersburg sports of lots big ships and some smallships. Kheiversburg will also uses mages on ships that can cast the spell "Fireball" and "Flamearrow" or other destructive spells to burn the ship's wood, giving them an almost-unfair advantage over non-magical enemies. Other lands: Bael Turath The most threatening to the Holy Empire, these devils can raid the Kheiven provinvce of Tyrea which borders this nation. The Holy Empire keeps a large number of forces inside Tyrea incase the devils decide to attack. League of Mutants The Holy Empire is not to concerned with this nation, due the fact that it is geopolictical seperated between a nation. However, the LOM isn't land locked so they could have a good-sized navy. Elven Republic On the eastern side of the Straits of Argos, borders the two Kheiversburgi Provinces of Ritisburg and Kheivs, the Republic seems good aligned, so it would be possible to form a freindship or alliances between Kheiversburg and The Elven Republic. Ogre Clans Seperated by 2 nations, least concerned Tieran Shogunate Althoughn seperated by Bael Turath but a long distance over sea, the Shogunate is a possible alliance canidate for Kheiversburg alongside The Elven Republic, although the alignment of Tiera is unknown. This is a work in progress Edited by Dr. Awesome, Jun 27 2009, 09:28 PM.
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| Flawless Cowboy | Jun 20 2009, 12:38 AM Post #4 |
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b]Official name[/b]:The League of Mutants Common names: The Pact (almost all natives), Gang of Freaks (most outsiders) Capital city: Al-Shoggoth, named after the ruins of the god of mutation, which the city is built over. The city is both above and below-ground. The surface portion consists of two massive purple towers, connected by a bridge which houses the council chambers. Each tower hold either the illithids or beholders, as the races seldom mingle freely. Below ground is a sprawling underground city, which consists of a mix of races. Finally below that, is the ruins of Al-Shoggoth, few dare enter for fear of gibbring-mouthers, various oozes, and worse Form of government: Besides the council which rules Al-Shoggoth and by extension the entire League, the nation is practically anarchy. In most places besides the troll governments, which use tribal rule, there are no laws, as governing them would be futile and impede upon natural selection. Free speech is actually allowed and encouraged, though insulting the council elders may lead to a horrendus fate at the hands of the people. Leader: There are three leaders that dominate the council, Xerxes the Eye-Tyrant of the Beholders, the Elder Brain of the illithids, and Old One Eye of the Trolls. Little is known of the three, other than they are ancient and have held the pact togrther for the longest time Religions: Each race worships it's deities respectivly, though cults of all sorts are very common. The beholders worship Tal'xath, their goddess. Many illithids worship Al-Shoggoth, though others worship the elder brains as embodiments of a greater force. Finally the trolls have a system that resembles a mix of shamanism and voodoo, they worship numerous gods. Races: There are three main, Beholders, Illithids, and Trolls. Despite more primitive groups having insane xenophobia, the league beholders hold none too little of this, and have prospered because of this. Many seek to understand the universe as well as the nature of the arcane, and many have become great astronomers and socerers. Beholders resemble floating heads with a singal eye, a maw filled with fangs, and stalks on the top of their heads' with small eyes in them. Many illithids are scientists who seek advancement and knowlege, and have coupled this view with their lack of ethics to advance technology, medicine and beasts of war. The look humanoid, though with octopi heads, purple skin, claws, and psiconics. Finally there are the trolls, a race created long ago by elven wizards to fight ancient wars, before being banished for attempt to rebel and earn citizenship. Most live in tribal bands, though tribal warfare is surprisingly rare. They are green skined humanoids with long hook noses, and the ability to regenerate flesh wounds. Other races are mostly slaves, slavers, and whatever abomination is created each week. Military: The military is rarely used, as few have any reason to invade the wastes, and the plains of chaos make a great buffer against any army foolish enough to enter. The actual army is mostly consisted of trolls who take up rolls of shock troops and archers. Beholders are utilized to wipe out enemy mages, while illithids act as mages and guides to the abominations that act as living tanks/siege machines. Other lands: For the most part, the League ignores most other lands, save two, the ogres and Bael Turath. The ogres are considered a potential threat, and as such the area of the northen Tundra leading to the Inner Sanctum has become a series of trenches which are manned by soldiers on rotation. Bael Turath is usually a partner in dealings and trade, though a majority of the population does not trust the nation. As for the rest of the world, it is either ignored or raided for slaves. |
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| Nuke | Jun 20 2009, 02:49 AM Post #5 |
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Official name: The Tieran Shogunate Common names: Nippon - "The Land of the Rising Sun; or just simply, the Shogunate Capital city: Tier. The city, located in the Yamato province, is split in half by the Akur River, the two halves brought together by three major bridges that are themselves partially fortified against naval attack. The two halves of the city are surrounded by a massive stone wall, with several minor fortifications located around the city at key points in the terrain. The walls are the most elaborately designed in all of Tieran (OOC: identical to those that surrounded Constantinople before its fall in 1453), and afford a considerable amount of protection for the seat of the Tieran government. The city center is dominated by the Imperial Palace (the residence of the Shogun) and the various courts. Form of government: Shogunate. Diamyo Toyotomi Hideyoshi rules from Tier, while lesser feudal lords control the specific provinces of the greater Shogunate. Individual samurai, the primary enforces of the will of the Shogun and the polices of the heavily bureaucratic government (which handles most of the administrative affairs), from time to time are granted control over the various castles and fortresses within the Shogunate. Leader: Diamyo Toyotomi Hideyoshi Religions: Buddhist/Shinto mix. The state does not directly control religion within the Shogunate, although the current Diamyo is himself a Buddhist. Races: Human, Japanese composition. Military: Powerful military built around highly trained and dedicated samurai warriors, who are supported by professional auxiliaries and pole-armed foot soldiers. The samurai are generally small in number, and tend to act as an elite shock force within the army. The primary army is composed of semi-professional foot infantry armed with a pole weapon (primarily the Yari and Bisento), supported by mounted and foot archers utilizing the Daikyū and hankyū (longbow and shortbow, respectively), and mix of light scout and heavy shock cavalry. The Shogunate also possesses a large war fleet, tasked with protecting the Shogunate's long shoreline and many trade routes (especially the sea lanes to the isolated Minotoro province). The primary fleet anchorage is at Gaiko, at the mouth of the Akur river and just downstream from Tier (the city doubling as a major trading port). Other lands: Kiode, ruled by Azai Nagamasa, the Daimyo's brother. Seat of government: Kitahoshi Castle. Major farming province. Kanasawa, ruled by Imagawa Yoshimoto. Seat of government: Akimosho City (major port). Deals mainly in farming and trade. Akre, ruled by Uesugi Kenshin. Seat of government: Ori. Border province with a heavy mining industry. Somewhat sparsely populated. Minotoro, ruled by Ishida Mitsunari. Seat of government: Hotaboyo (major port). Heavily fortified province with some emphasis on agriculture (the primary focus being trade). The Ogre Lands: The Orges are considered to be a moderate threat to the security of the Shogunate, their semi-frequent raids along the border necessitating the deployment of strong forces there. Although the Shogun has long desired to lead a punitative expedition into Orge territory, other concerns have forced this plan to be suspended. The League of Mutants: Minimal contact has been made with the mutants, although the rare instances of such have always turned violent. Generally, the mutants are avoided whenever encountered, but then again, they are never sought out. The Holy Empire of Kheiversburg : Good trade relations have secured fairly good relations with the Shogunate. There exists the possibility of an alliance in the future should these good people desire to enter into one. Bael Turath: Although generally ignored, the Shogun has acknowledged that they are a potential threat, as the Turath have made their intentions of seizing Minotoro quite clear. Accordingly, the province has been heavily fortified, however no plans are in place for any offensive action by the Shogunate. Generally, so long as the Turath do not bother the Shogunate, the Shogunate will not bother them. Edited by Nuke, Jun 21 2009, 03:21 AM.
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![]() News Thread: la Confederazione Space Nation: Human Systems Alliance | |
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| Dr. Awesome | Jun 20 2009, 02:52 AM Post #6 |
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Save Me
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OOC: Nuke, when Ukraine ment by otherlands, I think he ment what your nation thinks of other nations
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| Nuke | Jun 20 2009, 02:54 AM Post #7 |
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OOC: Oh well. |
![]() News Thread: la Confederazione Space Nation: Human Systems Alliance | |
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| Trostia | Jun 20 2009, 06:47 AM Post #8 |
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jesus is my friend
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Official name: The Ogre Lands. Nothing official about it. Common names: The Ogre Lands, Ogre Territories, Ogre Clans.... Capital city: Frostkeep is the only thing resembling an ogre city. Protected by large cyclopean walls, the small settlement nestled in the mountains contains some of the only ogre farmland in the world. It is unusual in other ways; they accept non-ogres, for the most part; ogre-on-ogre fighting is prohibited in the city, and there is even a marketplace. Form of government: Anarchy... for now. The ogres live in clan- or family-based, semi-nomadic or nomadic societies, many of them feuding with others. Ogres have a natural aggression that tends to get in the way of any attempt to form large-scale governments. Leader: None... for now. Each clan or tribe has its own leadership, typically in the form of some sort of council of elders or a powerful chieftain or warlord, or both. Religions: Ogres have a fair variety of tribal beliefs and spirituality ranging from animism to pantheism, but no centralized religion or common holy text or tradition. In ages past, ogre-mages were far more common and powerful, but their ambition, it is said in legend, led to their downfall. Nevertheless, there are those who cling to the ways of ogre magics. Races: 99% Ogres. The occasional visitor is sometimes tolerated or even welcomed, but outside of Frostkeep this tolerance depends entirely on whim. Trespassers might get attacked or even eaten, but they might be allowed to pass if they do not provoke the aggression or appear to threaten or challenge the supremacy of local ogres. Military: While there is no military per se, ogres will fight when the opportunity presents itself. They favor melee more than ranged weaponry, but some clans have their favored weapons. Even non-warriors can pick up and hurl immense stones, especially in treacherous mountain territories, if their lands are under attack. Although ogres rely mainly on strength, speed and their natural aggression in combat, ogres have no problem laying ambushes or playing tricks to achieve victory. They are known to eat their enemies sometimes. They do not accept surrender, take prisoners, trade hostages or demand (or accept) ransoms. In times past, they have been used as mercenaries or allies in wars between the nations, in which case they function as fast, (very) heavy infantry. Ogres are particularly noted for their battle-lust or bloodlust, a state of being brought on by battle and bloodshed which dulls the effects of pain or exhaustion, eliminates fear, increases speed and strength. However, while deeply in this state ogres may lose conscious control of their actions, even turning on allies in the heat of battle. Ogres are terrifying opponents and even when not bloodlusted, show little fear. Other lands: Bael Turath - The well-organized territories of these humans and others are generally not a good place to forage for food, and few if any ogre clans have any interest in venturing much beyond their immediate stomping grounds. However, at various times in history some ogre clans have fought with or against this nation, usually as mercenaries of sorts. But this is the exception more than the rule, as most ogres have a distrust and even fear of powerful magics they do not understand. League of Mutants - The western ogre clans have a history of occasionally venturing south for food and pillage, but followers of the god of Mutation do not generally taste very good and raids are seldom. Tieren Shogunate - Of the three lands neighboring the Ogres, this more than others tends to be raided by them, and provide quite a nuisance to the Shogunate's border provinces, especially during particularly cold winters when game is scarce. The ogres will tend to avoid the Shogun's armies sent to counter them, or heavily guarded forts, but raid isolated villages. |
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| Mr Psi | Jun 25 2009, 06:01 PM Post #9 |
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Official name: The Elven Republic Common names: 'Edheldor' [literally, 'Elf-Land']. Capital city: Galadost [meaning 'City of Light' in elvish] is the de facto capital of the Republic. The city is an ancient settlement filled vast and awe-inspiring architectural feats which administrations have constructed in order to boost morale. Its coastal position in the heart of Elvish territory has caused it to develop as a vast trading centre, with merchants from across the world filling its markets and buying its goods. That said, the most beautiful and culturally significant areas are kept out of bounds to foreigners, giving the city the local nickname 'Hurinost' ['Hidden City']. Form of government: In theory the republic is a representative democracy, but in reality suffrage is limited to the wealthiest 20% of the population. Leader: Consul Gilraen Nénmacil Religions: The Republic officially backs no religion, and its citizens are entitled to freedom of worship (as well as freedom of speech and freedom of the press). Citizens in urban, coastal regions are known as being atheistic, whereas the peasantry follow a series of somewhat linked religions involving complex pantheons of Gods. The forest areas, which are dominated by wood elves, have their own culture and belief systems which are generally left alone by the state. Races: The elves, perhaps predictably, make up the vast majority (93.2%) of the population. Strict rules against interbreeding and the cultural practice of killing defective children has kept the elvish race pure and healthy, if somewhat dwindling in numbers. Humans are the largest minority group (2.7%), followed by Half-Elves (2.1%) and Dwarfs (1.2%). Races deemed as 'evil' (for instance, tieflings) are banned from permanently residing in the Republic, although they are allowed to trade and holiday in certain cities for brief periods of time. Many races (including ogres and trolls) are deemed to be animals by the state, and are hence not taken into account in census figures. Military: The Republic's military power is based upon its magicians, who are arguable the best trained and most powerful in the world. Archmages, highly gifted elves who have been intensively trained in the magical arts from childhood, are the leaders of the armed forces, acting as tactical guides and formidable magical backup. At the lower levels, most units are accompanied by minor warlocks who provide magical backup to the rank and file troops. Edheldor's non-magical soldiers are generally light spearmen, archers and cavalry who provide a solid defense against incurring armies. However, in some of the forested areas the wood elves have their own unique, semi-official bands of soldiers who torment intruders with arrows, ancient curses, tamed beasts, and sheer elusiveness. The Republic's status as a trading hub has led to the build up of a well developed, large navy which fiercely defends elvish trade routes. The elven navy is just as magically dominated as the army- indeed, naval Archmages have received a reputation for extreme cunning and mercilessness in battle. Ultimately, the Republic is much more a naval power than a land power, and the upkeep and expansion of the navy is viewed as being essential for rebuilding elvish influence across the world. Other lands: Foreign policy has historically been geared towards renewing the ancient Elvish Empire which had once dominated most of the known world. This idea of a 'Greater Elven State' has declined over the last two centuries, and today the Republic is merely concerned with expanding its economy and protecting its existing territories (although it's still fiercely protective of its large international diaspora). Recently, the Republic has become interested in building alliances with other good aligned nations, starting with Kheiversburg and perhaps expanding to the Tieran Shogunate. The Republic's biggest foe is Bael Turath, which is considered to be the biggest threat to the continuation of the elven state due to its combination of semi-demonic, 'unholy' culture with efficiency and organisation. This hatred has led to an interest in encouraging the unity of the Ogres and guiding them against Bael Turath. The League of Mutants are viewed by the elves with sadness rather than hostility, as some of the lands they now defile were once thriving elven colonies. |
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| Antartis | Mar 18 2010, 07:06 PM Post #10 |
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Kawaii nee~!
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...Updated with new information, including on the Coven of the Nine and the Infernal Empress of Bael Turath. |
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Proudly representing Denmark-Norway-Iceland, Sweden and Galicia in the regional role-play. | |
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| Atomic Nut | Mar 23 2010, 02:16 PM Post #11 |
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Official name: Charnag Oloth Common names: Charnag, the Black Kingdom, the Drowlands. Capital city: Renoral, also know as Blackwell by human natives. Once a ruin of the Greater Elven Empire that had kept the drow imprisoned on the underdark, it has become one of the exit points of the drow to the surface and as such it was restored to its former glory, albeit corrupted and twisted by the drow aesthetics. The city itself has two distinctive parts. Above ground is where the portuary district, the slums and entrance to the Spire, the big shaft that connects surface with underdark, are. Beneath the surface, the drow metropolis shows its true face, with its twisted elven architecture and the towering sight of the Spider Queen Cathedral. Drow have an strict policy on who can enter the Spire, however, and as such, foreigners are often denied sight of the city underneath. Form of government: Theocracy and House-based. Drow are a chaotic, vicious bunch of backstabbers, fractioned in a myriad of factions, and houses that fight for wealth and control of minuscule turfs. It is thanks to the efforts of the female clergy that the whole nation doesn't implode. Surfacers have their own feudal-like goverment, although it crumbles easily as the drow exert their vicious influence throgout the lands. Leader: The High Priestess, Febrien Daerna. Also known as "Red Hood". A drow who could classify as barely an adult, she has been the youngest of High Priestesses ever to ascend. However, many drow agree that despite her youth, it's not a woman who one should cross paths with. Religions: Drow worship Lolth, the Spider Queen, a mad goddess that lurks in the abyss. Drow don't care about what surfacers or slaves do worship, as long as they don't try anything funny. Races: Drow elves comprise the dominant part of the nation, with a number bordering on 25%. All other kinds of elves, save rare exceptions are killed or enslaved on sight. The second group are northener humans, a 45% of the population, exclusively living on the surface. Humans are heavily influenced by the drow reign and as such are rather poor, retrograde, fearful of magic and drows in general. It does not help that drow have spreaded Lycantropy in the population as mean of cruel amusement and as a way of culling their numbers so they never grow to a threat. Duegar also seem to coexist with drow in the underdark as an independent force, making 15% of the population. The rest of population comprises the odd races that drow might've spared or kept as slaves, such as gnomes, the occasional dragon (whose presence overpowers even drow), and feral humanoids like orcs and goblins. Military: Being the disorganized bunch of vicious predators drow are, only two things can be cohesive enough to raise a big army. The Clergy, whose mere presence will instill the hearts of the drow with unholy comitment,while their divine gifts raise daemon armies and heal the crippled fools back into the field, and the drow Archmages, counterparts to their elven cousins, and perhaps even more vicious than them as they lack moral compuction. Drow army operate more like bands of pack beasts, appearing out of nowhere, seeking the weak point of the opponent, pummel into mercy, and leave as stealthily, leaving a wake of chaos and destruction. Drow love to fight in cramped environments such as caves, mountains or forests, where their light warriors can ambush enemies effectively. In smaller groups, even without spellcasters, drow are remarkable foes. Since most drow know how to atleast conjure light and darkness, and have an innate resitance to spells, they are an enemy to be taken seriously. Drow dislike open field combat, where more organized armies can have an upper hand. In these rare occasions they might deploy giant spiders as cavalry and frenzied, captured humans afflicted with lycantropy as shock troops. While naval ships are a novelty to the underground dwelling drow, they have not shunned the practice. As such a new kind of troops have appeared since their return from the surface. Drow pirates, renegades or people just sick of the usual drow society, who take the tenets of drow combat into the sea in the form of piracy. The pirates often become corsaires with the approval of the clergy Other lands: Bael Turath : The reason why Charnag exists is the Turathi meddling. Even if their original reaction was to stab the fools to death in return for their foolish destruction of the elven seals and enchanments that kept them in their place, relations have improved significantly. They now are two predators who playfully nibble at eachother. Bael Turath launches an invasion on Charnag, and Charnag ships burn Turathi ports to let some steam in sick tactical games who weed out the unneeded or the insubordinate, all the while trade is stablished through more silent means. League of Mutants : Unconcerned. Too Far away. The drow would love to do target practice with illithids and beholders, though. Elven Republic : Drow love to wage war on elves. They don't need any excuses to pummel the Elven borders,even if there's no plunder to be achieved. They only stop to catch breath and replenish their own forces. Elven trade routes, although heavily defended, are one of the favorite prey of drow corsaires. Ogre Clans : Drow consider the existence of this country an absurd myth. Tieran Shogunate : Another popular target for naval raids, these funny looking surfacers cringe at the "dishonorable" tactics of the drow. Their absence of capable mages makes their ships tasty morsels. The Holy Empire of Kheiversburg : Drow usually stay clear out of Kheiversburg. It's way too south, and it's mostly naval based. It's not very profitable. Drow don't have any particular hatred of them, either. They see little interest in pillaging their trade routes since without a land hostigation on them are at lost. The day Kheiversburg gains more footholds on land, however, it'll be the day when drow finally would gain interest in them. Edited by Atomic Nut, Mar 24 2010, 06:59 PM.
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| Vaddara | Mar 23 2010, 09:43 PM Post #12 |
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Frequent Privateer
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Official name: Hemgjord Fjallmenighet, Home of the Mountain People, or, the Dwarven Lands Common names: Dwarven Lands, Black Iron Valley Capital city: Fastnung Draugh The Greatest of the Dwarven Mountainhomes and traditional Seat of where the High King, when elected, sits, Fastnung Draugh is an extinct Volcano at the very heart of the Dwarven Lands in the South, and has a population estimated to approach over two hundred thousand, the largest concerntration of dwarves anywhere. It has a large Human settlement on its slopes, known as Firegate, where trade caravans gather and the rare Obsidian and Black Iron of the dwarves may be traded and purchased, for a price. Fastnung Draugh is, according to the legend, the place where the lost Seven Crowns of the Stronglords were forged. It is rumoured that 7 Circlets of Adamantium exist in the world, some in Dragon's Hordes, others having passed into the ocean, and that whomever wears one will become Invulnerable to all weapons forged by mortals. As such, there is a booming trade in Firegate of "Crown Fragments" sold by hucksters to the incredulous, consisting of vaguely circular bits of glass. Form of government: A Loose Coalition exists between the Strongholds, and, in theory, in times of dire need a Council of Stronglords forms and elects a High King from amongst them. Leader: Stronglords rule their respective Mountainhomes, but in times of dire need a High King is chosen. The last one, selected over six hundred years ago, was Beorn Grimthal, the Son of No Man Living. Religions: The Dwarves traditionally pay homage to the Triumvirate of Reason, Virtue and Prosperity. There is a more ancient Pantheon, but only the Wild Dwarves who live in the Deepest Dark still remember or revere these forgotten deities. Races: Above-ground, the 'Dwarven Lands' are mostly untamed Highlands, rough roads linking small surface enclaves of humans who exist in a feudal relationship with the Dwarven Mountainhomes, growing crops and weaving cloth for the Dwarves in exchange for mineral wealth and protection. In between these scattered enclaves is a great deal of nothing, inhabited by all manner of foulness, including Trolls, Goblins, Harpies, and worse. Below-ground, the Dwarves have constructed vast Underways, large cavernous thoroughfares that extend directly between the Mountainhomes. Of late however, these Underways have grown dark, and Umber Hulks, Rust Monsters, and other creatures of the Depths have been sighted roaming these tunnels. There are 12 Mountainhomes in the Dwarven Lands, each a Mountain enclave with a population between twenty and two hundred thousand.(Fastnung Draugh.) There are of course legends of a 13th Enclave, Lost long ago to the Enemy Within. Other Settlements of Dwarves do exist, however, in the form of Deephomes, sprawling networks of underground Caverns unconnected to the Underways or the Mountainhomes which are home to the mysterious and traditionalist Wild Dwarves, who also it is rumoured inhabit the high and treacherous valleys of the Dwarven Lands. Wild Dwarves are paler and have fairer hair than the average dwarf, posessing an abundance of redheads and blondes. They are also far more rustic, and disdain the more "modern" faiths and ways of the Guilds and Engineers, worshipping the Ancient Pantheon and practicing Rune Magics. Legends exist of other races, the Nidavellim or Dark Dwarves rumoured to reside underneath Bael Turath and Charnag Oloth, and also of the Celestial Dwarves rumoured to inhabit Tiera and the Far North, master-swordsmen and mystics all. Military: Each Mountainhome maintains a seasonal Millita of Fyrds, mustered from amongst the adult male population of dwarves, whose duty it is to keep Order in the Mountainhomes and clear the slopes and byways of the surface so that trade with the human enclaves is maintained. A small, elite, professional Guild of Underrangers exist, whose year-round job is keeping the Underways mapped and clear. These are the hardiest and most secretive of Dwarves, and scrupulously maintain good ties with the Guild of Engineers, who manufacture weapons of black powder and Dwarven Fire for use exclusively by the Underrangers. Each Stronglord also traditionally has an inner circle of Thanes, who are the most seasoned of dwarven elders, and are delegated rule of various levels of a Mountainhome. It is custom for useless Younger sons or those who have disgraced themselves to be appointed as "Surface Thanes" and given rule of the largely useless slopes of the surface of the Mountainhome. Other lands: Bael Turath : Hated and feared, the very invocation of the name Bael Turath will cause any dwarf to spit. Dwarf children are raised on stories of the last Great Wars with the minions of Bael Turath and its Infernal masters. Dwarves generally have a deep hatred and mistrust of Tieflings, and associate all ill doings under the earth with Bael Turath. Charnag Oloth: Regarded with the same suspicion and contempt as Bael Turath, the two nations are considered by and large interchangeable, with Drow hated and despised with equal measure to the Tieflings. "Fire and Frost, Hunger and Thirst, Turathi and Drow" goes the old Dwarf saying, meaning that bad things tend to come in pairs. The Darkening of the Underways and the growth of monster sightings is attributed with black suspicion to the Drow's nefarious influence. There are rumours of a Third Race of Dwarf, the Nidavellim, or Dark Dwarves, who reside in the Underdark and may co-operate with the hated Drow. Elven Republic: Treated with polite neutral coldness, the Elven Republic(or Hemgjord Lietalfar as the Dwarves call it) is the main trading partner of the Dwarven Lands, along with Khieversburg, but unlike the humans the Elves are regarded with disdain and mistrust by the Dwarves. Whilst no great wars have been fought between the two peoples in over an Age, ocassional "misunderstandings" and border skirmishes do occur, and the Elves are treated with mockery and contempt by the Dwarves even when relations are at their warmest. "If a Job's worth doing, do it well, If a Job is not worth doing, give it to an Elf." goes the Old Dwarf saying. The Holy Empire of Khieversburg: Warm, almost jovial relations exist with the maritime traders of the Holy Empire. Dwarves have great respect for the sailors of the Human Lands, and conduct by and large brisk and honorable trade with their representatives. Dwarves have a traditional caution and awe of the Sea, and they are greatly impressed by those who can sail it. They also regard Humans as their "beardless cousins", and whilst they have a patriarchial regard for the Humans who live above their Mountainhomes, they consider the Khieversmen more akin to Younger Brothers, and extend all rights of Hospitality to any one of that breed. In the Days of the Last High King, a number of Great Maces were forged from Adamantium and gifted to the Khieversmen, although what happened to these Great Maces, which legend tells were capable of felling even Dragons with a single mighty blow, only the haziest of stories can say. Tieran Shogunate: Regarded as an exotic and distant land of storybook and myth, it is common for most Dwarven Art and Stories of a more fanciful nature to begin "Once long ago beyond the shores of Tiera.." Those few who journey to the Dwarven Lands from this place are regarded with awe and intense curiousity. One of the Oldest Myths of the Dwarves is that, during the Age of Legend, a race of Dwarves existed who went North, and ended up in Tiera, teaching the gift of Swordcraft to these distant, mysterious people. Again, little is known about the truth of these stories, but those few swords forged by the Dwarves- who are by and large a people who favour axes, hammers and maces- are often forged in the Tieran style, and named as such. Edited by Vaddara, Mar 24 2010, 06:02 PM.
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Merchant and pirate were for a long period one and the same person. Even today mercantile morality is really nothing but a refinement of piratical morality. -Anonmyous Open your barrels Bring me your finest wine Where are the women? Your heroes have arrived No sleep tonight my friends It's time for the pleasures Because it is soon another day. -Bucaneer's Inn, Battlelore | |
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| Atomic Nut | Mar 23 2010, 10:05 PM Post #13 |
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Edited population rates.
Edited by Atomic Nut, Mar 24 2010, 06:54 PM.
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8:35 AM Jul 11
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United States of Romania
Silvester-Ueli
Kheiversburg



8:35 AM Jul 11