ShockHelix
Administrator
Deity of Death
No mercy for the weak. No pity for the dying. No tears for the slain.
Posts: 666,666,949 Likes: 27
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Post by ShockHelix on Dec 31, 2013 16:32:37 GMT -5
Really no idea what to call this, but the idea is to take a map, fill it with medieval fantasy locations, either custom or ported, and then do something with it. Explore, war, overcome overwhelming odds, whatever. We'll need to ignore the history and canon of places, save for whatever we're directly using. It's a mashup - overthinking it simply won't work. We don't need a reason for everything. Anything done IC, it is important for the characters to act as though things are the way they are because they are that way. Just like we do IRL. Nothing would be off to them, so keep that in mind when the time comes. As for the map, it is being provided by out illustrious ThreeDawg, and he'll be filling things in as we choose locations. Speaking of the map. We'll take turns choosing 3 provinces at a time, until 90 of the 100 provinces are filled. The other ten will be filled with large, evil factions to bring strife to the world. When choosing a location, there are a number of things you'll need to include. Number: number of the province you're claiming. Name: name of the capital city, which will appear on the map in place of the number and represented by a dot, and what we'll refer to the province as from now. Terrain: the type of terrain surrounding the area, so Dawg can put it on the map. Keep this as similar as possible to filled in surrounding terrain when choosing a location Army: the type of warriors and such that makeup the provinces armed forces, and the complexity of their military might- either simple, intermediate, or complex. Complex armies are much stronger, but have fewer soldiers. Intermediate armies have decently armed troops, and decent numbers. Simple armies often forsake armor and well forged weapons, relying on swarm tactics more then anything. Brief Description: A brief description of the group and how they operate, and whether they align with good or evil. Include any notable figures that are involved with the province.
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ThreeDawg
Administrator
Voice of the Wastes
Posts: 1,219 Likes: 33
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Post by ThreeDawg on Dec 31, 2013 19:30:11 GMT -5
Province number: 47 Name: Telar Terrain: Telar is a region of forested hills, linking the forests of Kenelaith with mountains to the north. The hills are highly fertile and the forests are perfect for hiding the secretive Draenei's cities. Army: The army of Telar is a complex one, they are few in number but incredibly versatile, well armed and most important of all well trained. Surprisingly, the Priesthood of the Aldor are the largest provider of forces for the Draenei's army. These forces come in the form of the Vindicators - powerful Holy warriors that channel the magic of the Light in order to defend the Draenei. While their usage is always defensive in means, never have the Draenei actively started a war, that does not mean the Draenei are passifistic - on the contrary the Draenei while embrace war as a means to an end, as their name suggests they are very vindictive. They simply do not honour war, it is a neccesity for survival. The Aldor do not only field Vindicators, they also field Priests who are the primary healers of the species. But the nature of the Draenei is not the singular worship of the Light, but rather they blend it with ancient Arcane Magics from origins beyond Gabriola. While Draenei archers and scouts are outfitted in leathers, Vindicators are equipped with exotic silver-looking plate metal, adorned with gems that radiate the Holy Light. Their weapons (often swords and warhammers) too are made of a similar crystaline substance and often emit a dull glow, which burns stronger in the presence of evil. Races: { Draenei: - Click to View} Telar and it's surrounding areas are home to the Draenei, a race of blue-skinned, horned, mammalians with reptilian tails and facial tendrils. They are beautiful to behold, if completely alien and terrifying all the same. The Draenei claim, and there is much evidence to support this, that the Draenei are not native to this world. They claim to have traveled here using 'Dimensional Ships' which form the hearts of their most holy cities, shepharded from the desctruction of their homeworld (instigated by dark, evil, forces) by the Naaru - beings of immense power. The Draenei emulate these Naaru and have developed a culture that reveres and harnesses the 'Holy Light' as they call it in almost all aspects of their civilization. But the Naaru have not forgotten their roots, as powerful ancient magi that could mold cities through their force of will alone. While they may have lost this power of magics in their years, they still maintain powerful arcane magics that are an important part of their superior technology and civilization. An important part of the Draenei culture is their longevity - Draenei do not die of old age. Never has it been recorded to occur, even the Draenei do not know just how long they live. Their Prophet, Velen, who led them from their ancient homelands on their millenia long journey to seek refuge from the forces of Evil is at least thirty thousand years old and a minority of the Draenei are just as old, remembering the glory of their passed civilization before Evil claimed it. They only arrived on Gabriola a mere four thousand years ago - although the shorter lived races have forgotten this event. Thus Draenei are wise, experienced and masterful at the arts they employ - martial or not. That does not mean they can't die, as they often do - war, disease, accidents - and rarely is a Draenei child born. { Naaru: - Click to View} Beings of immense power, the Naaru are embodiments of the Holy Light the Naaru revere. Mystical, secretive, crystaline beings that float above the ground and communicate - in any language - through contacting directly to the mind of the being they wish to converse with. Debates rage amongst non-Draenei if these Naaru are manifestations of the Light spectrum of Magic, or if they are Demi-gods or even Gods. The Naaru do not tell their origins, and the Draenei do not care. The Draenei simply revere the Naaru, listen to their advice and seek to emulate the values of their saviours. Naaru come in many colours, yellows, reds, blues, greens, whites - even deep purple. Few Naaru exist, their numbers less than one hundred. Although they claim more of them exist throughout the 'cosmos'. As numerous as the Stars - perhaps the stars are Naaru? The Naaru have a strange life cycle, a secret to most but the Draenei. When a Naaru 'dies', they enter into a state of dormancy. They will absorb magic, in the form of the Light specifically, until they have 'rejuvenated' back into a Naaru. This 'Darkened' state leaves the Naaru injured and weak, the Draenei tend to it for centuries before it rejuvenates. However the dichotomous nature of the Naaru life cycle (Light and Dark) makes the Naaru vulnerable to corruption in this darkened state - or perhaps it isn't corruption. Perhaps it is the result of a Naaru truly dying that releases the Darkness within. Brief Description: The Draenei live in hidden cities throughout the forests of Telar - cities often hidden by powerful magics. These cities are tall, made of metal that is extremely exotic - appearing to be of a metal or stone that is created rather than mind. Possibly even magically created. Their cities have many spires, each is tipped in gems that radiate light towards the sky - for unknown purpose but quite possibly as magical defenses. The Draenei are secretive only because of their desperate state, their population is low and they fear that each war will be their last. They maintain that Evil will eventually come to this world, as it did theirs and all the worlds they have visited since. They see something in this world that they have not seen in countless others and this time their Prophet has said they will remain - but for the world to survive the various races of the world must unite to form an 'Army of The Light' against the endless forces of evil. -- Province Number: 56 Name: Galar <<<See the Horde post on Page 3.>>> -- Province Number: 33 Name: Zul'Mabwe Terrain: Dense forests, surrounded by high mountains. Army: The Army of Zul'Mabwe is very disjointed, several different and often rivaling tribes will come together to defend the forests of their cultural capital, Zul'Mabwe. They are basic, being very lightly armoured and lightly armed. However they are aided by 'dark' magics, blessings from their Gods the Loa that links Magic with Druidism. Basic Description: Zul'Mabwe is home to the Forest Trolls, similar to their cousins the Jungle Trolls of Galar but their skin is a deep green which blends them into their native woodlands. Jungle Trolls are deemed a menace by their neighbours, due to their highly territorial nature and the strangeness of their ways. Yes, Forest Trolls have been known to eat their captives and yes Forest Trolls have been known to sacrifice them too, but they are not evil. Just territorial and, most importantly, misunderstood.
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Post by unit894 on Jan 1, 2014 8:32:24 GMT -5
Number 15 Name: Garcia Terrain: Fairly tropical; Large beach areas on the sea, with palm trees and the like further inland Army: There is no official military force in Gracia, but a huge number of independant smugglers, pirates, corsairs and raiders. In general, their equipment is very basic, their military advantage is their large fleet of ships. Description: To the residents of Gracia, it is a land of free men. Where a someone needn't worry about kings, or masters or more importantly, tax collectors. To anyone else, it is an overflowing mess of the most villainous sea-fearing crooks in the continent. The city is managed by a council of the most powerful and influential if it's residents. These man are known as the Pirate Lords. They never officially declare war on any other nation, but rob, steal and bother the coastlines and naval trade routes of any they please. -------------------------------------------------------------------------------------------- Number: 16 Name: Dassran (The city itself is famous for being a moving city. Made up of two dozen desert tribes, it is built of a huge number of tents that move as the people please it to) Terrain: The whole province is a sweltering desert, with sand and dunes as far as the eye can see. Army: The people of Dassran hold a Decent military force, though because of the nomadic lifestyles of it's people, it is generally spread throughout the desert unless called for war. Description: The residents of Dassran are all hardy people, spending your life under an unforgiving sun, simply moving form one oasis to the next does this ti a person. On the other hand, they also have a knack for trade, which is very useful for a people that cannot produce anything themselves. Outside of their lands, they have gained a reputation for bieng wily and tricky. Many own or work for trade caravans that go through the desert, a few even travel south to Gracia to traverse the high seas. Because of the need for trade to keep the nation afloat, the Sultan of Dassrun, Silah the Malevolent, maintains very good relationships with his neighbors. (For those interested, I have concocted a recent royal family tree, starting with the current Sultans late father) www.familyecho.com/?p=R4PJX&c=i245ghdrx7&f=910361717186773491-------------------------------------------------------------------------------------------- Number: 6 Name: Haelstrom Terrain: The whole region is one huge mountain range, with deep valley's and crevasses hidden within. Army: The residents of Haelstrom, known as the 'Kushka', or 'Mole-men' are excellent miners and smiths, but because of the expense of their gear and their small population, their army is definitely complex. Description: The Kushkan race are a short people, between 4-5ft. They have fairly poor eyesight because of the centuries they have spent underground, but their hearing and sense of small is superb. They have brown leathery skin, course, thick black hair and large hands and feet. They are famous for inventing devices such as eyeglasses, to help them see above ground, and 'mining-hats' to protect them from falling rocks. Their skill when it comes to precious metals and gems are renowned, and although they rarely leave their great underground city, they have prospering trade agreements with nations around them.
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Gunn
Newborn
Posts: 15 Likes: 0
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Post by Gunn on Jan 2, 2014 16:48:18 GMT -5
Number: 88
Name: Vermundia, same name for capital
Terrain: Barren and mostly frozen. Only a few mountains, but all of them incredibly tall. Covered in snow, every inch of it. The terrain becomes more rocky and slightly warmer towards the border with Stálheim
Army: The military of Vermundia is separated in two divisions. The Armor and the Storm divisions. The Armor division consists of the standard soldiers of Vermundia. Tough and bulky polar bears clad in heavy armor, with dreadful gauntlets covering their claws in metal, turning something already dangerous into lethal weapons. Their ranks are symbolized by the material their armors are made of. They range from steel, to starmetal, to dragonscale armors. The Storm division consists of shamans, who use lightning magic against their foes. Shamans usually don't wear any armor, and instead use special gauntlets imbedded with gems that allow them to channel their power into melee attacks, aside of casting them at distances. (Ranks as Complex army. Ursine are incredibly durable, even armorless. Their numbers aren't great though)
Brief description: The nation of Vermundia was named in honor to Vermundr Storm-Caller, the chieftain who united the scattered tribes of the by-then unnamed province, into a proper nation. It remained unnamed for a long time, and was only titled Vermundia once Vermundr passed away, as the ruler who inherited his position decided to organize the group into a more ambitious project. The ruler's position is called 'Great Bear'. Literally, the inhabitants of Vermundia are sentient, abnormally articulated, bigger versions of polar bears. All bears have armors. Armors are the only kind of clothing they wear. A bear's social status or rank can be distinguished by their armor. It's a crime to have jewels in armor, unless they're functional. It's also a crime to use gold in armors for things other than trims. In social aspects, bears only respect strength, bravery, honor, and metalcraft skills. They are a very neutral nation, like most of the Steelborn Covenant, and prefer to keep to themselves. Their only allies are Stálheim and Adamantia, both of which share numerous trade routes with the ursine.
Number: 89
Name: Stálheim, capital is Stálbyen
Terrain: Almost entirely mountains. The whole nation can be described as 'a bunch of mountains with some roads going through them'. The weather is generally cold and there's plenty of snow, but nowhere near as tough as in Vermundia.
Army: Stálheim's army relies on a mixture of decent equipment and decent numbers. Most of their warriors are clad in heavy armor, and like to charge straight into battle. Their gear of preference are big tower shields & one-handed swords, halberds, and two-handed axes or hammers. On a secondary line, they're backed by sharpshooters. These are clad in lighter, yet entirely metallic armor, and wield big crossbows to battle. On a third line there's the metamancers, mages who have mastered the art of altering metals. They usually enchant allied armors, or summon metal golems to join the fray.
Brief description: The people of Stálheim live in carved mountains, building their cities inside the biggest mountains they can find. It is rare to see a local outside without a helmet. The constant life under artificial lights has rendered their skins pale and their eyes silver. They see very well in the dark, and may have their eyes hurt by direct sunlight. Most of their helmets are enchanted to negate this effect. Stálheim's cities are ruled by Jarls, whom in turn answer to the Grand Thane. Like most of the Steelborn Covenant, Stálheim receives a great income from the weapons they create. When an outsider wishes to have a Legend (as they call their weapons), they must issue a request to The Guild at Stálbyen. After being examined, a response is given. If accepted, the materials will be mined from Stálheim's mountain, then begin a circular trip. They'll be refined in Adamantia, then forged in Vermundia, only to return to Stálheim, to be enchanted and cleansed. Then, they'll make another pass through Adamantia, where they'll be put through the dragonforge's trial, which will deem if the Legend is meant to be, or not. If it is, it will be reforged again, by the Dragonsmith (An ursine residing in Adamantia's forge cities). After being reforged in dragonfire, the weapon is sent back to Stálheim, where it goes through a final series of enchantments from the local Metamancers. After this proccess is complete, the Legend is named, and finally given to that who requested it. Legends are incredibly costy, but live up to their name. If someone who wields a Legend dies, the weapon will be retrieved, and a mark will be added to it in honor to its last wielder. Then, it will be given to someone who is worthy of wielding it. This is done by a rank of dragons, deemed Harbingers.
Number: 90
Name: Adamantia. Capital is Nidhogg's landing
Terrain: The inner areas of Adamantia are covered in stone, making the famous 'stone plains' of the nation. The inner areas are surrounded by a wall of mountains. It's hard to get through them, and there are only a few land roads that make it possible. Dragons build their cities with only granite. They remove it from the mountains and give it shape using ancient magic.
Army: The army of Adamantia is complex and nobody knows much about it. Not even its only two allies. At the top of the chain rest the Imperator and his mate, rulers of Adamantia in general. Under him, there are a lot of different ranks, and the organization between them might be confusing to many. Their numbers are definitely not many in comparison to other nations, as dragons take a decent time to become of age. However, even a single dragon can make a difference in a war, and thus, it is rare to see more than two being deployed for a single mission. Adamantia's dragons have scales that are made of metal. Their inherent power is relative to the material their scales are made of. Lower ranks have scales of steel, while Ebony is common amongst higher ranks. Some of the strongest dragons are blessed with adamantite scales. It is rumoured that the Imperator has diamond scales.
Brief description: Adamantia is ruled by Imperator Astarot and his mate, Tiamat. Nobody has seen the Imperator himself, and he is said to rest within Nidhogg's Landing, a castle made by dragons, so big that it's a city by itself. The legendary Astarot is many centuries old, yet not senile. He only takes things into his claws when Tiamat requests him to do so, as he trusts his mate indefinitely. Most of the time, he slumbers in peace in the deepst chambers of Nidhogg's Landing. Leading military affairs, directly under Tiamat's command, is Jormungandr, bearing the title of Great Harbinger. Jormungandr is clad in scales of starmetal, and prefers to take matters into his claws from the start. When not out of the Landing performing Tiamat's command, he is personally guarding her. The rest of the nation is very organized, and yet, an outsider wouldn't understand half of it. The other settlements in Adamantia are called Forge Cities. Dragons don't trade with other regions, and if they desire something, they simply demand it to Stálheim or Vermundia, whom are happy to oblige. In return, they borrow these two allies of theirs, their breath. Indeed, the 'Legends', as the Steelborn Covenant's weapons are called, are forged and refined in dragonfire. The uncontrollable and mysterious magic the dragons have within themselves often gives these weapons inherent magical properties, although it is considered a side-effectt rather than an intentional action.
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Salvahkiin
Archer
My Siren's name is Brick, and she is the prettiest.
Posts: 1,055 Likes: 4
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Post by Salvahkiin on Jan 2, 2014 19:15:44 GMT -5
Number: 40
Name: Fal Zhardum Din (Blackreach) Terrain: Outside of Fal Zhardum Din, which the entrance itself is located on a mountain, it is snowy, with paths reaching down the mountain. The mountain itself, is the highest on Nchardak Island, which all great Dwemer cities lie upon. The Island is dotted with many cities, great or small, and reach far down into the Earth. The western section is mainly plains and forests, with the center housing the Great Blackreach Mountain, which can be seen for miles. All area east of the mountain are great snow forests and plains.
Army: The bulk of the Dwemer Army lies in Animunculi, with the most common "footsoldiers" being the Dwarven Spheres, which are commonly accompanied by the Dwarven Spiders. Their archer unit is the Ballista, which fires a bolt that can pierce any armor. In need, the Centurions are deployed to ravage the battlefield, ensuring their victory. And while these automatons can handle themselves, they still need a leader, a Dwemer.
Brief Description: The Dwemer are a race of Elves that dwell underground, with vast cities powering their Kingdom. The word 'Dwemer' means 'Deep Elves/Deep Folk', and their titles by the other provinces are either, 'People of the Deep' or 'Dwarves'. Their civilian leader is King Truac, while their Military leader is General
Number: 39
Name: The Great City of Auri-El
Terrain: As the namesake of the main race that inhabits this land, the terrain is quite snowy and steep. Paths, roads and bridges are dotted throughout the land, all usually serve a main road, as the Snow Elves prefer to make their own way across these harsh lands.
Army: The Army of the Snow Elves is made up of excellent archers, skilled swordsmen, and trained wizards. The archers have well forged, and often enchanted bows, the most elite archers have their arrows blessed by Auri-El, turning their normal Elven arrows into the Sunhallowed version, creating sunbursts whenever they attack. Their uniform is the light variant of Elven Armor. The Swordmen use well crafted Elven swords, and are enchanted by mages. It is the wielder's personal opinion on whether he/she wants to use a shield, but as most of the soldiers have magical ability, a fair deal decide to use a sword and a spell, usually conjuration, or destruction magics. The Swordsmen don either normal Elven Armor, or Gilded. The Witches and Wizard are skilled in the art of magic, and have often had decades, sometimes centuries of training. They don enchanted robes, and change the flow of the battles.
Brief Description: The Snow Elves are primarily good people, and are rather pure, even in appearance. As they are a kind race, they operate as such, with fairness, and care.
Number: 38
Name: Vivec
Terrain: The terrain of Vivec is a grassland, contrasting the lands of Auri-El, and Blackreach. At the center lies a very dormant volcano.
Army: The Dunmer that inhabit Vivec are the poorest, and least trained of the Elven Alliance, and while having decent weapons and armor, are not the best warriors, and usually stay out of armed conflict, preferring to simply protect their borders, and not engaging in war.
Brief Description: The Dunmer prefer guile, and trickery in their systems, political enemies can, and will employ assassins to eliminate their rivals. The people aren't the most approachable either, with a fair amount being rather grouchy.
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Post by The Lost Traveler on Jan 2, 2014 20:09:45 GMT -5
Number: 41
Name: Agipos
Terrain: Agipos (and the country named after the famed city) is set along the banks of the Ilen River, which snakes it's way through the Agipo Desert. The desert itself extends far to the west (62) and abruptly ends to the east of the river. Following the desert is a series of hills coated in shrubbery which many herders in the area use to feed hardy mountain goats, which serve well as mounts for the Hetsuseth Mountains to the north. Lastly, the Sethidan Peninsula lie just to the west of the previously mentioned hills, and the entire area up to the Hetsuseth Mountains once belonged to the Agiposian Empire, the area conquered from, and then lost to, the Seth civilization, who now act as little more than scattered bandit clans who attack anyone who ventures north to the mountains. Just to the north of the Hetsuseth Mountains are lush green grasslands, thick forests nestled around the Ilidor Lake. The soil is rich and fertile and it is even said that there is gold on the southern side of the Hetsuseth Mountains – the Agipos nobility desperately seeks to settle there, but must first fight their way through the Seth tribes.
Army: Complex. Agipos is a democracy run by several noble families … whose members are the sole ones allowed to vote. Each family is expected to loan some of their might to the military, and those who have the strongest forces are also more influential in the Senate back home. Traditionally, three families have held power in the city. The Raginolds, who supply forces for the infantry, archers and cavalry, the Hetsuamons who are in control of the navy and patrol the Ilen and the Sethidan Peninsula, and the Atenhas, the primary sorcerers and protectors of the city who are stereotyped as being prone to plotting and backstabbing and are even rumored to be seeking to take over the city and return it to it's monarch roots … but no evidence has ever been found to support such suspicions.
Brief Description: Agipos is famed as being “the city of beauty”. Smooth, cobblestone streets wind up to hanging gardens that droop from marble buildings and walls. Fountains, drawn from the nearby Ilen River, sprout throughout the city. Around these fountains parks set with trees, stone benches and jutting platforms can be found where musicians, poets and other performers can ply their trade for a modest sum. Juxtaposed to these scenes of culture and grandeur is the site of their former capitol across the river. The majority of the buildings are buried – the sands covering them when the Agipo Desert swallowed the city up many centuries ago. But of the few ruins that do still stand, none stand more with more presence than the Lexicons, the crumbling cubes home to the final resting place of many emperors of ages past. The few treasure hunters that do dare to trespass into the ancient wonder rarely return, and those that do are quickly caught and executed by the families of Agipos for violating a sacred and national treasure … not before any riches that the thief acquired is stored in their treasuries for safe keeping, of course.
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Number 62:
Name: Shak'ukan (The Mother's Rejects) or the Trade Post
Terrain: The Shak'ukan, or the Trade Post as it is called by traveling merchants passing through, is the sole oasis in the middle of the Agipos Desert, or the Shak'u (the Mother) as the Shak'udalis (The Mother's People) call it. Save for it the rest of the Shak'u is entirely inhospitable for life, which had made traveling through the desert impossible for millenniums until the discovery of the Shak'ushan, (The Mother's Blessing) a hot spring that provided a source for vegetation to grow. The surface is so inhospitable that the Shak'udalis, a race of sandy-tan humanoid crustaceans, had always thrived in the subterranean catacombs that weaved their way beneath the desert. These caves eventually worked their way north to a series of overhangs that jutted over the Meditar (The Father) Ocean. Their primary source of food would be the fish they gathered from the ocean (creating the sole source of competition for the fishing villages on the Sethidan Peninsula), the critters who managed to live in the cooler soils below the desert surface, and the moss and vegetation that grew around their underground springs the largest of which being the Shak'ushan which actually broke through the surface. This spring, considered holy to the Shak'udalis, is the primary point of contention that they have with the Agipos traders heading west, or the traveling merchants from the rest trying to reach Agipos and nearly caused a civil war when the Shak'ukan settled there to make a living trading with the travelers who could now make their way through the desert.
Army: Simple. The Shak'udalis, being incredibly isolationist, have no standing army, though they do have hunting tactics of hiding buried in the sands being lunging out at their prey which they have put to use in the past against foreigners who dare trespass through their Mother. In more recent years they have begun using such guerrilla warfare again, but much more stealthily, to the greater influx of merchants. Given time, growing hostility and better weapons they may indeed build up a army.
Brief Description: The Shak'u or Agipos Desert is deadly when not traveling to the Trade Post, and even that route is plagued by occasional attacks from Shak'udalis who are less friendly than their Shak'ukan counterparts. While not on the cusp of war, travelers in the area should be wary of the dangers present.
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Post by Zenios on Jan 2, 2014 20:16:05 GMT -5
Number: 53 Name: Thurunn Terrain: Tropical climate - jungle occupies much of the mainland region, whereas the isles are significantly less heavily wooded in part because of the settlements dominating them.
Army: Simple? Thurunn is more of a naval power than a martial one. Its ships are constructed with a quantity-over-quality mindset, while its troops experienced seafarers but lacking much combat skill or quality equipment. Given a relatively small mining industry and a heavy saturation of wood products, the average Thurunni soldier is equipped with a bow; either a dagger or a spear, and in some cases both; and either leather armor or a standard cloth uniform. Naval and land strategy is commonly no more advanced than swarm tactics or occasional hammer-and-anvil two-pronged assaults.
Brief Description: Only a bit xenophobic, the Thurunni tend to avoid leaving their homeland and look down somewhat on outsiders. This is not meant so much to prohibit trade or outside relations--Thurunni lumber, spices, and other goods are well-traveled indeed--but is simply one result of an insular nature and being cut off from the rest of the world by a dense jungle populated by all manner of beasts for quite some time.
The Thurunni are fringe members of the Council of Man and send diplomats to periodically reaffirm their allegiance and offer input from a Thurunni viewpoint, but they are a little too geographically separated to have anything more than weak ties to the Council.
Number: 46 Name: Kenelaith Terrain: Kenelaith is located in a temperate area, heavily forested. The south is a relatively flat area, but the northern region is a good bit more hilly.
Army: The army of Kenelaith is small but fairly versatile, featuring a number of skilled archers supported by smaller corps of various spellcasters, primarily priests and magi. The elves' long lives and natural dexterity lend themselves well to learning the magical arts and mastering the bow, but a relative lack of size and strength cripple their melee capability - while well-trained and well-armed, Kenelaith elves tend to be overpowered by stronger enemies quite easily when they elect to stand and fight. Standard-issue equipment includes high-quality bows, light armor often of enchanted leather or mail worn beneath a naturally woven tabard of sorts, and blades of the individual soldier's preference. Guerrilla tactics and long-range bombardments are favored strategies, as is the strategic use of magic to misdirect, confuse, or outright kill enemies where necessary.
Brief Description: The elves of Kenelaith are predominantly a goodly people, generally well-schooled and artful. They possess a strong alliance with the Draenei of [47], but are interested in trade with all and generally remain peaceful until attacked. Many of the buildings of Kenelaith are built into and around trees, both to preserve the nature around them and to provide more structural support than pillars and walls might be able to. They get along well with the furbolgs of the Moonvale, given a shared respect for nature.
In light of pressure from the growing Council of Man, Kenelaith has joined the Horde despite a relatively sizable geographic split.
Number: 5 Name: Atannar Terrain: Atannar is primarily a flat tundra region, transitioning to hillier steppe terrain in the south where it borders [6].
Army: Intermediate. Atannarian warriors are almost exclusively footsoldiers, equipped with whatever scavenged gear they can find - as such, their equipment varies wildly in quality and condition. None are particularly skilled archers as their culture focuses primarily on melee combat, though bows do find their way into the Atannarian repertoire. Clerics and shamans worshiping their pantheon do possess some mystical ability and support Atannarian infantry where possible. Tactics differ from tribe to tribe, from basic swarm tactics to strategically complex maneuvers and operations.
Brief Description: They're basically Vikings with DnD-esque clerics and a bit of Mongol influence. Fractious, tribal, savage, live in small settlements scattered across Atannar, but these guys are smart enough not to wildly raid their neighbors who are probably vastly more powerful than them. They just kill each other instead, but have been known to band together in the face of grave evil. The Atannarians are also primarily elves who customarily hide their pointy ears, mostly because somebody suggested that to me and it sounded pretty cool on a cultural level.
Atannarians primarily function out of the clan unit. Each clan is led by and heavily dependent upon a skald, a multitalented individual--and usually a priest or shaman--responsible not only for presiding over the day-to-day doings of their clan, but also committing the clan's history to mind or page often through poetry. The skald is generally considered vital to the clan's survival, as without history they lose who they are.
The Atannarians also have loose non-aggression or peace agreements with Svarjhold and Aleksland, but these are primarily made on a tribe-by-tribe basis. However, as Svarjhold and Aleksland have made varied agreements and alliances, however official, with the larger Atannarian groups, the weaker ones generally tend to follow suit to avoid creating enemies which could easily crush them.
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ShockHelix
Administrator
Deity of Death
No mercy for the weak. No pity for the dying. No tears for the slain.
Posts: 666,666,949 Likes: 27
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Post by ShockHelix on Jan 2, 2014 21:17:56 GMT -5
Going ahead and making this known now, I'm claiming spots 91-100. Hands off!
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Post by Court Baron Butters on Jan 2, 2014 22:03:44 GMT -5
Number: 23 province Name: The seat of Fonté Captial city: The holy city of Kohle. [Depicted above is the flag of the kingdom of Fonté, all boats belonging to the kingdom fly this flag.] {Flag meaning - Click} White: Purity Black: Determination/Conquest Gold: Wealth/Commerce Purple: Royalty Ten sided star: The symbol of the 10 holy's (the dominant religion of the kingdom) Terrain: The inland is primarily composed of rolling hills, and grasslands, but the coast has staggering cliff faces, what little shore you can find, at the coast is characterized by black sand. The territory contains the butt end of a mountain peak in the south west where the providence meets 22 (Ionia), and 24 (Rockycrest). This mountain creates the provinces largest river - The river sto - which forms the border between The seat of Fonté and province 22 (Ionia). The Border separating Kohle and province 24 (Rockycrest) is a mountain range known as The Opplles, the tallest peak in the Opplles is Mt. sto'loké. Army: intermediate, the armies of the kingdom rely heavily on military generals (who are also religious prophets) they have little use of archery units and tend to focus more on units of cavalry to out-flank and exhaust the enemy which allows the infantry to enclose, and overwhelm the enemies armies. Messages are relayed through messenger falcons who carry notes between unit commanders and the primary general of the combined units. Infantry units are clad in heavy metal armors (they are much like 'stereotypical knights in armor') the knights adorn a Tabard that covers the metal armored torso and has the crest of the kingdom of Fonté (a golden ten sided star) These knights are skilled in both swordsmanship and holy magics, accordingly most infantrymen carry single handed swords, and wield holy, angelic, and prayer magics in their opposite hand. The military also has a small navy but they tend not to rely heavily on them most military ships are assigned to escort trading ships safely to their intended destination. Those deemed strong enough may enlist in the military at as young an age as 14, they are trained in holy magics and swordsmanship skills, they are recruited from all provinces who live under the crest of the kingdom of Fonté. Brief Description: The kingdom of Fonté is the controlling force over the entirety of the provinces of [23] (The seat of Fonté), [22] (Ionia), [24] (Rockcrest), [25] (oberx' Taketh), [27] (P.K.F.), [28] (Pote Min Pesei), [29] (Sul' Mabo), [30] (Protypo), [31] (Bho Habi'), [42] (CopperVale), [43] (Sopoth), [44] (Dopoth), and [45] (Wickfall). The Kingdom of Fonté are a religious kingdom of man who are intent on converting the world, while the methods of their conversion seem cruel, in the eyes of the church they believe they are doing it in the name of their gods, and to unite the lands. Although they may be a vicious zealotic empire - their church does teach the ideals of compassion towards all peoples. This Empire is spearheaded by their king: Thaddeus Orexese (who is also believed to be a god) who reigns over the kingdom and leads major religious ceremonies. The primary religion of the kingdom of Fonté is known as the 10 holy's they believe that there are 9 kingdoms of heaven each of which is ruled by an almighty king, the followers believe that the land in which they live is one of these kingdoms however before it can become a kingdom of heaven Thaddeus will have to unite the lands to become the 10th kingdom. Each King/God is believed to manifest in a specific attribute, and that there subjects inherently receive those attributes, but a true person of the faith should seek out the traits of each king/god. these attributes include; Integrity, courageousness, humor, intelligence, forthcoming, compassion, confidence, discipline, generosity, and awareness. Thaddeus is the king of Discipline, and it is therefor believed that his followers are inherently disciplined. The number one export of the kingdom is agricultural products, which they are able to mass produce because of their incredibly fertile land. ----- The Té: The official paper currency of the kingdom of Fonté, and one of the first paper currencies created on the continent. ---- Major cities, and description: This land is largely characterized by wide open plains, and plateaus, and therefore has plenty of room for bustling cities of which this land has an abundance of, but there are three major cities which lie in this provinces territory, and large cobblestone roads connect most of them. The holy city of Kohle:The largest cities in the province - and the largest in all of the kingdom - is the holy city of Khole, This famous, and ancient city was first settled by the king Thaddeus Orexese who was visited by the 9 holy's he was told that the land the people of the world lived in would become the 10th kingdom of heaven, and that the site in which he was standing (Near the center of the province) was the holiest location in the known world for it was the center of the planet, they also told him that he was the god of discipline, and that he would inherit, and become its undisputed ruler if he could unite its people. The king founded a party of disciples who helped him erect the base of the city, word grew of the newly sprouted religion, and that a kingdom of heaven would come to the land bringing peace, and unity with it. These pilgrims traveled to the location of the new kingdom, and helped erect the first city, it's origins were basic, but it grew into a bustling metropolis a true wonder of the ancient world. Today in the center of the city stands a large castle with five towering pillars with great stone balcony's at the top in the sides of the walls of the towers are holes big enough for archers to stick there bows through in the case of an attack. Each pillar forms a the outer point of a square, the fifth pillar however stands in the center of the castle, with 4 windows facing each cardinal direction the roof is several meters tall, and has a purple hue inside the tower is the Thaddeus' royal bedroom. At the bottom of this tower is a large square stone building with 4 smaller towers at each point, inside this room is the Royal court where Thaddeus, and his disciples discuss politics in the kingdom, and once every month meet for the royal sermon, where Thaddeus addresses the people of the kingdom, and guides them in prayer. around the castle is the central business district of the kingdom the hub of trade and commerce in the kingdom, branching out from this district is the bustling intercity filed with residential buildings of all shapes, and sizes with winding cobblestone roads for ease of travel around the city, outside of this residential district is the inner wall, a shorter wall only three and a half meters tall it circles the around the entire inner half of the city, there are platforms atop the wall wide enough for two men to walk shoulder to shoulder, and walls on top of this platform at shoulder height which makes defending the inner quarter easy, it has 7 gates with large steel gated doors with guards positioned at each strategically. outside of the inner wall is the new quarter, which was created in recent times after the annexation of the kingdom of Listeria it is comprised of scattered buildings of varying types be it industrial residential or commercial, this district is slightly more random, but still has all the necessities of the inner quarter, including churches, hospitals, and guard barracks'. surrounding this district is a much larger wall known as the outer wall, standing at over 9 meters it makes siege on the city quite daunting, this wall has, but only one entrance A large wood, and steel draw bridge (though it only drops like a bridge there is no moat surrounding the kingdom) though this door is typically kept open for travelers to enter at the leisure, and is only closed in times of war, however there are secret underground tunnels scattered throughout the city to get important members of the populace out of the city in case of emergency. DroiteThe proud city of Droite is the pinnacle of trade, and commerce in all of the kingdom of Fonté it was founded not long after the holy city of Kohle it can be found near the Ionia border at the coast of the kingdoms territory. This city has a small 3 meter tall retaining stone wall with little room on top for people it has little interest in defense, and entrances can be found all over the walls of the city the intercity is comprised largely of commercial buildings, but residential homes are not hard to find. The pride of the city is it's large port with docks for dozens of ships this is where the majority of trade comes into the city, and into the rest of the kingdom as well, these docks are littered with storage facilities, and embassies of other kingdoms. ChagrinThe mighty city of Chagrin is located in the mid-south of the province, situated in the rocky hills near the border of rockycrest it is the pinnacle of Military technology in all of Fonté. The city is one giant fortress it is littered with retaining walls of all shapes and sizes with it's largest situated all around it standing at over 10 meters high, the entrances are few in number, but quite large making it easy to march large platoons of soldiers out of the city. This city is covered in military barracks', and training camps, but also contains many churches to the 10 Holy's, the soldiers of the kingdom of Fonté believe in a balance of holy, angelic, and prayer magics, combined with single handed sword skills, so the churches hold similar value to the training camps. ----------------------------------------------------------------------- Number: 24 Province name: Rockycrest Capital city: New Horizon Terrain: The terrain of Rockycrest has been pockmarked by large scale mining facilities the land is covered in black mount peaks and soot, there is very little leveled ground in Rockycrest, as most of the landscape is covered in mountain ranges and peaks, the largest peak is Mt. Opeki, which is in the north eastern part of the territory near the border (but not touching) of 25 (Oberex' Taketh). At the point where 22 (Ionia), 23 (The seat of Fonté), and 24 (Rockycrest) meet there is another large mountain known as: Mt. sto'loké. Army: Simple, although they have mostly recovered from the revolution with the province of Stonecrest their military still remains fairly crude, they rely strictly on swarming their enemies typically with whatever mining instruments they can find, but they also rely on guerrilla warfare tactics by hiding in the mountain sides to wait to attack. The people of Rockycrest have also resorted to soliciting help from the Kingdom of Fonté, the kingdom offers military assistance and in return, the peoples of Rockycrest must bare the crest of the kingdom, they must allow the kingdom to build churches of the 10 holy's in their major cities, they must allow the kingdom to build embassies in their major cities, and they must give 10% of their taxes to the kingdom Fonté. Those deemed strong enough may enlist in the Kingdom Fonté's military if they so choose where they will be trained to fight for the kingdom, and its provinces. Brief description: The people of this land are major believers in the 10 holy's and are members of the kingdom of Fonté (which essentially is like being a state in the united states government with some differences) The capital city of New Horizon was established after the civil war with the people of Stonecrest who overworked the miners in Rockycrest, they grew tired of their oppression and seceded to become an independent nation...but shortly afterwords adopted the ideals of the kingdom of Fonté, and they now operate dependently under the crest of the kingdom. ----------------------------------------------------------------------- Number: 25 Province Name: Oberex' Taketh Capital City: The holy city of Taketh Terrain: Most of the region is dominated by swamplands particularly around the coasts, most of the land is flat until you travel further southwest towards province 24 (Rockycrest) Army: Simple, The army is primarily composed of magi, the people of the land care little for brute force and tend to carry no weapons at all, nor do they wear any armor, So naturally there army has few - separate - divisions which are; Infantry magi, horseback magi, and naval magi. The magi tend to focus entirely on holy, angelic, and prayer magics. If in dire need the people have also solicited the aid of the kingdom of Fonté's powerful military. Brief Description: The people of this land are mostly human spell casters, the city of Taketh was founded by Oberex the mighty he was able to unite the magi of the province to form the nation, originally it was a struggle for the people until they solicited the help of the kingdom of Fonté. They received military and financial support when needed, but they were required to bare the crest of the kingdom, they had to allow the kingdom to build churches of the 10 holy's in their major cities, they must allow the kingdom to build embassies in their major cities, and they must give 10% of their taxes to the kingdom Fonté.
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Post by Possessedcheddar on Jan 2, 2014 22:19:52 GMT -5
Number: 81 Name: Salestrom (Sal-ess-trom) Terrain: A verdant, lush land covered in rolling hills that quickly rise into three towering mountains at the center of the landscape. Conifer trees blanket the whole territory, with their spines and needles giving the air a heady aroma of sweet pine scent. Of the many inhabited places in Salestrom, The City of Leland (named after the type of Cypress tree that is common to its location) is the largest of them all. It's the seat of Salestrom's government, commerce and military power. This ancient city covers many miles and ascends to the top of the tallest mountain in Salestrom, Mount Longleaf. At the apex of this mountain sits the hollowed out caverns that hold the honored dead of all of Salestrom. No matter where in the territory a person hails, those commended and honored by the government of Salestrom are buried here. It is seen as a great honor. Military Forces: Salestrom, like many places works off a caste system. The Labor, Commerce, and Martial castes. The Martial cast provides all of Salestrom's military might as well as providing protection for the territory's 9 other cities. This army is a complex army that covers many miles by use of tunnels bored through the mountainsides, wide paved roads down which military and civilian traffic can travel with great speed. This army does not make use of a Calvary, as it's home and primary place of operations are out of the mountains. They have Scouts,responsible for foraging ahead of the main army and relaying the situation back to the army's commanders by way of runners and runner's stations where the message may be handed off to a different, fresh runner to make a more rapid journey. , Engineers, responsible for roads, tunnels, supplies, armor and armaments provide the logistical backbone as well as a rear echelon force of the territory's army, these are the ranks from which the army's commanders are drawn. And lastly, the Soldiers are the military might of Salestrom. Clad in heavy armor that consists of leather underarmor layered with beaten,shaped metal that is overplayed upon itself like scales to provide a nigh impenetrable suit, with intermittent layers of leather padding and flexible material and beaten metal scales. This armor weighs about 40 pounds for the whole suit which includes a cuirass, articulated in the middle to allow the wearer to bend over,pauldrons, a gorget, a codpiece, leather flaps over the waist with greaves, gauntlets and boots all made of the same metal and leather design. Soldiers are armed with short swords that are perfect for not only hacking and slashing foes, but also useful for hacking and slashing through the thick underbrush of their homeland. Troop handlers, known as Militants, and officers, known as Commandants, carry three shot, manually rotating cylinder, pistols. These pistols fire basic ball projectiles and the weapons do not exceed an effective range of more than 50 feet due the the short length of the cylinders and barrels of these "Blastbarrels" Brief Description: Salestrom is a peaceful land, as civilized as it is beautiful. The leading body live in the capital city of Leland and near the top of Mount Longleaf. The ruling body is The Triumvirate, formed of a Triumvir from each caste, they are responsible for all decisions affecting the whole of Salestrom. Decisions affecting a specific caste would be dealt with by the elders of the caste, two elected officials who act as advisors to the Triumvir of their caste and the Triumvir of the specific caste in question. Salestrom provides many natural materials such as lumber and quarried stone from its bountiful mountains and forests. Salestrom is allied with peaceful territories and frequently trades with many surrounding lands. __________________________________________________________ Number: 21 Name: Stonecrest, Capital City: Ironfall Terrain: Stonecrest is a mountainous place filled with rocky outcroppings, sheer cliffs and breathtaking vistas. The capital,Ironfall, is located at the base of Mount Cliffedge, a massive rocky spire shooting over 6000 feet into the sky where its apex is ringed with clouds.The cold climes of this region are a testament to the strength and tenacity of the people who live and mine the frigid lands. Military Forces:Stonecrest's military might resides in Silverfall, an ice white mountain city, perpetually blanketed in snow. the name of the city is as much from its constant icy covers as it is the silver mined from the depths of Mount Silvercliff that towers above the city. The army of Stonecrest is advanced and incorporates light rifles and short stub pistols into their arsenal as well as sabers and six inch knives that can be affixed to the end of a soldier's rifle. these rifles are single shot weapons that use cartridges made of silver with projectiles made of silver coated stone. A blasting powder used in mining provides the gunpowder for these cartridges. The projectiles used by the pistols and rifles are largely the same, save the pistol rounds being smaller in calibre and power. the projectiles are decently powerful, able to take down an unarmored man in a single shot. however. armored soldiers are more likely to receive only crushed armor plates and bone without death, unless shot from point blank range. Due to the projectiles fired from Stonecrest's army being made of cores of stone, they have a tendency to break apart upon impact, thus knocking down an enemy and sending fragments of stone everywhere, but probably not killing any armored opponents. Stonecrest's armor is a well insulated lightweight leather and banded metal ciurass and gauntlets combo with thick soled boots and a full faced helm and hood. Officers wear fur cloaks as a symbol of rank, status and skill as the adorning fur is from an animal they personally slew. Brief Description: The city of Goldenfall, though not the captiol of Stonecrest is where the political strength of Stonecrest resides. The city is guilded in gold and its many lights and decorations incorporate the rich majestic bright qaulity that the metal brings wherever it is found. the gold mines below the city bring prosperity and power to its citizens and so the ruling class is chosen from here. Goldfall's bright and cheerful qualities contrast with the harsh and dark colors and metals of the old capitol of Ironfall. Stonecrest's military might resides in Silverfall, an ice white mountain city, perpetually blanketed in snow. the name of the city is as much from its constant icy covers as it is the silver mined from the depths of Mount Silvercliff that towers above the city. __________________________________________________________ Province Number: 22 Name: Ionia Terrain: Ionia is a coastal province, a place almost solely devoted to fishing and trade with neighboring province of Fonté. The inland portions of Ionia remain largely untapped and undiscovered, with most people staying close to the Ionian shore. The sand of the Ionian shore is filled with fine, coarse black sand. The water lapping against a black backdrop has been the subject of many paintings done of the region.+ Army: The Ionians peacefully exist under the banner of The Kingdom of Fonte, their neighbors, and rely on them for military support and protection. Ionia has no military of its own and instead supplies men of the correct age to the Kingdom of Fonte for enlistment in their military in exchange for protection. Basic Description: Ionia is a coastal province, operating under the banner of the Kingdom of Fonte. They tithe a selection of men, taxes, and supplies to the kingdom in exchange for military services. Shipping between Ionia and The Seat of Fonte is easy due to both being situated at the coast of their provinces. This has created a thriving economy for Ionia, as well as making profit easy to come by in the region. Ionia flies the banner of Fonte on all flagstands and has allowed Fonte architects to erect churches and chapels to the 10 Holy’s, the state religion of the Kingdom of Fonte. __________________________________________________________ Number: 34 Name: Muertia (Moo-air-tee-uh), Capitol City: Extantus Terrain: Muertia enjoys a degree of varying terrains such as the coastal, midland, and mountain regions of the nation. Coastal: Heavily influenced by the tides of the ocean, the central city of the coast is named Serpetium. It is so named for the massive seagoing serpents that the people of Serpetium share the waters here with. Despite their savage look the serpents, named Prognothos, are generally rather amiable, coming alongside fishing vessels or similar or larger size and investigating. If one is attacked, others of its kind will come to aid the Prognothos who was attacked. A swarm of fearsome, many toothed serpents is a nightmare for any sailor. So they do not attack these animals. The coastal region provides many forms of services such as transport along the coast and up inland rivers as well as Muertia’s salted meats for use in the nation and export as well. Prognothos: upload.wikimedia.org/wikipedia/commons/thumb/d/d9/Prognathodon_saturator_DB.jpg/800px-Prognathodon_saturator_DB.jpgThe Midlands: The Midlands are home to the core of Muertia’s commerce and population. It is the hub of the land and also the seat of government. This place is a location of rolling hills and massive sparkling blue lakes. But it hides a dark past. In ancient times, a necromancer had rose an army of the dead from the many burial sites around the midlands. The dead that the necromancer rose were too powerful and too many for him to control. They killed their way through the midlands until finally a man named Ignatius Fell-Hand took charge of the nation’s army and fought them back. When the undead were dead, once again, He was stripped of his command of the whole army, but was given a contingent of men to train in the ways of combating the undead. These men formed a militant knight group named The Blackguard. They reside in the mountain ranges in their massive complex of castles in the mountain region. The six massive lakes dotting the landscape of the midlands are the sites of fearsome battles waged against the undead. They are Lake Fell-Hand, Lake Darius, Lake Volnte’, Lake Indomidus, Lake Antioch, and Lake Crenshaw. All named after the leaders of the humans fighting the undead at those locations. They are burial tombs for many men and women as well as the corpses of those long dead and now dead again. The water here was created by the mages of the Blackguard as a way to ensure that the infernal flame the burned within the undead would never be reignited to raise them again. The water of these lakes is unusable by anyone for any purpose, save that of ensuring that the dead stay that way. The magical nature of the water is such that even during wind storms of heavy rainfall, the lakes never lose their glass like appearance and are always flat and still, perfectly reflecting the lands around them in their surfaces. The Blackguard Mountains: These Mountains reside high in the cold climes of Muertia and are the home of The Blackguard. A complex series of castles and keeps have been built in the highland terrain, all capable warriors who seek to become members of the Blackguard must make a trek, unarmed and unaided through these mountains to the Volnte’ Keep, the master of recruits lives here and will decide if the person who traversed the tricky landscape is fit to join. The dangers of the rest of Muertia pale in comparison to the dangers of its mountains. Outside the walls of The Castle Complex, the Blackguard do not interfere with the ecosystem, allowing for the most part, the predators to keep out the unwanted and the unwelcome. The Castle Complex is the only permanent structure in these mountains. It spans over 50 square miles, making it its own city rather than a collection of castles. Within the eight meter thick walls that surround the Complex are a closely packed series of orderly houses and keeps along with the castles for the army. The Blackguard boast an army of over 50,000 soldiers and have as many servants and workers to keep the Complex self-sustaining in the Blackguard Mountains. Army: Muertia has its own regular army, a well drilled and orderly army of over 200,000 men. They are armed with pole arms, swords, bows and mages. This army is drilled in battle by trainers from the Kingdom of Fonte’. Muertia is closely allied with Fonte’, the other human controlled kingdom is their closest ally and Muertia holds a permanent seat on the Council of Man. Muertia’s council seat is filled by Captain Dandroth of the Blackguard, a man who speaks with the authority to dictate terms and make changes to his own nation’s government. Though there is a main army, The Blackguard are the real gem of Muertia. They are an extremely well trained group of soldiers. They use the best equipment that can be produced along with the strongest enchantments woven into the very fabric and plates of their armor that any mages in Muertia can create. They are funded with a full 30% of Muertia’s income and as such are able to provide emissaries to far reaching lands to act as advisors. These men are trained in combating the dead. Their weapons are enchanted to snuff out the infernal flame within an undead creature and their armor, and shields are designed to protect from the cancerous rot the undead bring with them where they tread. The weapons of the Blackguard inlaid with enchanted stones that add enchantments such as Purefrost, to end the un-life of their foes. In addition to these stones, all Blackguard weapons are gilded in silver. The hammers, axes, pole arms, swords and even the arrows have a killing surface of silver. Along with force of arms, the Blackguard all have some level of magical aptitude. This allows more advanced tactics and attacks to be employed by these soldiers. Cataclysm: This attack is one of the last ditch efforts the Blackguard have on hand. It involves the channeling of all the magical talent of a group of Blackguard through one person called "The Conduit." The Conduit must be a very strong mage in their own right to control and shape this type of power,as such only Blackgaurd Mages and Captains can become The Conduit. The Cataclysm involves an attack that utterly annihilates everything within a fifty meter radius in front of The Conduit. Nothing can stand in this field of death and live, even a portion of the ground is burned away, leaving only ashes. Aegis: A talented Blackguard Mage can cast a magical field that can only be disrupted from the inside, such as by the person within the field, or by cutting the Aegis off at the source, The Mage. This field allows unmolested travel through many harsh environs and a ready-made escape from danger when fighting their way out is not an option. Gauntlets of the Puppeteer: Captain Volnte possess a pair of gauntlets (usually used for training purposes but now also for battlefield applications) that allow him to manipulate the limbs of anyone in Blackguard armor. They are arranged into groups or tiers. The most common Blackguard is the Blackguard Soldier, the vast bulk of The Blackguard fall in this category with several hundred of these men being elevated to Sergeant of The Blackguard to be troop handlers. Blackguard Soldier: i1232.photobucket.com/albums/ff373/Possesedcheddar/IMG_20140209_183039_649-1.jpgThe next tier is the Blackguard Mages. There are several thousand of these men, men who have shown the mental and physical fortitude and will required not only to survive and surpass the Blackguard’s hellacious training regimen but also become powerful spellcasters in their own right. Blackguard Mage: (WIP) Even fewer in number are the Captains of the Blackguard. There are twenty men who hold this title and all of them are massively important to not only the Blackguard, but to Muertia itself. Captains of the Blackguard often add things to their armor or weapons. trophies, heirlooms, charms, additional enchantment stones, etc. These men are indomitable warriors, without peer. Their battlefield skill is the stuff of legend. Captain Volnte’ is arguably the most famous of these men and this is in part due to the unique friendship he shares with Lord Fell-Hand and in part due to his ancestral heritage. He is, according to the other Captains, “A leader among equals.” Captain Volnte' (pictured below) is unique in having antlers seeming to sprout from his helm. Backguard Captain: i1232.photobucket.com/albums/ff373/Possesedcheddar/IMG_20140209_234023_903-1.jpgOnly one man can say he is of greater strength of will and martial prowess than these men. Lord Tiberian Fell-Hand. Direct descendent of Ignatius Fell-Hand, and current leader of the Blackguard, he is a warrior absolute. His name is evoked with awe and reverence by his men. He is known as Lord Blackguard, Bane of the Infernal Flame, and Vanquisher of the Impure. He has led his men in battle against the undead for the past half century and his vitality shows no signs of waning. Lord Fell-Hand: i1232.photobucket.com/albums/ff373/Possesedcheddar/IMG_20140225_124416_335-1-1.jpgBrief Description: Muertia is allied with The Kingdom of Fonte’ and enjoys an extremely rich economy due to the many valuable commodities both nations have to offer each other. Muertia is a peaceful nation and one that will fight evil wherever it rears its ugly head.
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Post by silverguns22 on Jan 3, 2014 17:25:59 GMT -5
Number: 19 Name: Czarn Terrain: Sandy Plains and Desert. Largely lacking in solid travel routes and much terrain in the ways of tress or hills, towards the sea there is a change in the amount of solid stone as the sea line is broken off against gray rocky cliffs. When coming near to a settlement of the Lion-like race there is evidence of purposeful home made changes, such as dug out irrigation trenches and copious amounts of cleared grassland. Army: a strong and capable army. The ranking system is very harsh and prides itself on experience over all else. The complexity of their military might is simple, the race prides itself on its own beyond human, beast like strength and courage to provide for them with makeshift tribal grade weaponry and their belief system that means in order to pass on the the afterlife a person must have served in honourable combat for at least 1 year to provide their civilian army. Brief Description: Chaotic Neutral. The race is a lion-like beastman race that stand to a height of around 6’5” on average and have natural beyond human strength. They lead themselves through tribal champions who lead their groups however when the message is sent all tribes will migrate to Czarn in order to go to war for the good of their gods and their species. They are a very religious race who’s leader is a religious leader with the title of High Chantmaster.
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Number: 87 Name: Mernaustadt Terrain: Very icy and huge snow plains, vast amounts of huge mountains towards the south and more towards grassland near the north. Their are often heavy storms and storm damage scarring the mountain side and forests Army: The soldiers that make up the armed forces are highly trained officers who are drilled into proficiency with black powder or steam muskets. The soldiers are also accompanied by a large manner of clockwork constructs. The complexity of the military forces is complex, there are small amounts of soldiers due to the vast training quality and expense of weaponry or equipment. There is an elite fighting force held at the head of the military that is only made up of soldiers trained and indoctrinated from birth known as the Royal Goldlock Fusiliers who are mainly used as royal guard but are sometimes deployed when necessary to major battles. Although the army is well trained and regimented and the province shows hostility to most other provinces the army is rarely ever deployed as the province tends not to wage war Brief Description: Chaotic good, They are imperialistic and very productive but are usually very hostile to areas around them. They are lead by a royal family and king Vidmir Alexander III but their clockwork implements that are part of society and battle are run by a system exempt from the usual running system called The order of Engineers that is lead by Master Engineer Odysseus. Other major political persons are Lord General Schnizel, Master in Chief Clovitz and Captain Aximond of the Royal Goldlock Fusiliers. When their isolationist ideals where first implemented the construction of a gigantic iron wall (approximately 10 meters tall and 5 meters thick) with the purposes of keeping all other nations out of Mernaustadt was started. After 48 years with the full support of the order of Engineers it was completed and steam powered artillery was posted, since then Mernaustadt have been willing to dispatch troops and military support in return for it but will not allow anyone without express permission to cross the boarder known as the Northern wall that surrounds their boarders where the mountains do not and all communication other than direct diplomatic communication (E.g. trade, research agreements etc.) was stopped.
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Number: 26 Name: Castellum de Aerius Magnas Terrain: Tropical areas with large beaches and palm trees. The central island has one major mountain Army: There is no real army and one is not essential as the majority of the population live on Castellum De Aerius Magnas in the air tethered to the major mountain but within the ethos of piracy bouncing around the organised thievery that makes up the Ordo De Aerius Magnas believes it part of its duty to make up a rag tag militia through a band of air pirates joining together. Therefore their military complexity is simple as it is a band of militia who are untrained and have whatever weaponry they can find. Brief Description: The province is lead by a council made up of all the captains of the blimp ships that happen to be there at the time. notorious captains include captain Barbarosa, captain Perreg the pearl and captain Velstromm. One largely infamous ship that has been seen travelling out of the flight area of most of the Ordo De Aerius Magnas is the great ship Aterpervolo.
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Post by Deleted on Jan 3, 2014 18:36:20 GMT -5
Number: 36 Name: The Hanging Isles Terrain: Nine floating islands, circulating slowly upon magnetic currents like icebergs on the ocean. They are staggered one on top of the other each hanging over the last by a mile. The isles are Phranx, Phaedre, Phaladae, Pharada, Phraego, Phex, Phrara-Kaw, Phau, and the capital isle of Pharadush. The climate is bitterly cold yet bright, and deeply swathed in thick mist all the year round. Army: Due to the strong magnetic fields, no sword can be forged or unsheathed on the hanging isles. This restricts their military applications somewhat - even high ranking Aarakocra soldier wielding bows and spears. Fortunately, the inhabitants of the isles have make devastating arrows and blades by utilising their flora and fauna to full effect. All manner of hallucinogens and toxins are available from the creatures of the Hanging Mountains. The poison of the Phranxian Feathered Spider is one of the most potent and fast-acting is the known world, as well as one of the island’s best exports. Shock troops and guards are armed with heavier weapons - axes, halberds and staffs forged from the highest peaks of mountain stone.
They train beasts instead of using vehicles, traversing the lands upon Griphons and mighty giant eagles.
Brief Description: The Nine Isles are inhabited by the Aaracokra, a race of bird-like humanoids split into nine cast: the Eaglese, the Sparrans, the Crow, the Parrottani, the Owlish, the Vulturi, the Chi'ken, the Gull and the ruling caste the Dové. Pharadush is ruled from a golden nest in the mighty brances of the Pharadushan Redwood by the Flock of Ages. It is a bastion of civilisation, the rest of the islands are more feudal and independent, trading an occasionally warring.
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Post by unit894 on Jan 22, 2014 10:11:00 GMT -5
Immortal has allowed me to reserve Number 17, so HANDS OFF Thank you
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Post by Court Baron Butters on Jan 29, 2014 21:30:33 GMT -5
Please let me know if you would like one of your provinces to rule under the crest of the kingdom of Fonté, or if you would like one of your territories to accept the 10 holy's as their primary religion. I would love to work in conjunction with you on this . -------------------------------------------------------------------------- Number: 27 Province Name: Peoples Kingdom of Fonté (P.K.F.) Capital city: New Gabriola Terrain: To the north of the province (near RockyCrest) the terrain is fairly rocky, and pockmarked by hills. The middle of the province is primarily comprised of plains, and plateaus. To the south east the province is lightly forested. At the west coast there are white sandy tropical beaches, contrasting to the northernmost coast - The gulf of Gabriola (Please include this landmark dawg) which is characterized by rocky beaches, and is often very stormy. Army: Intermediate - The P.K.F. is ruled by the Kingdom of Fonté, and relies on it for military Support, the kingdom offers military assistance and in return, the peoples of the P.F.K. must bare the crest of the kingdom, they must allow the kingdom to build churches of the 10 holy's in their major cities, they must allow the kingdom to build embassies in their major cities, and they must give 10% of their taxes to the kingdom Fonté. Young men may also be selected from the territory and taken to train for the Fonté military. The highest number of horses for the Fonté military comes from this territory. Brief Description: The P.K.F. was formerly ruled over by the kingdom of Listeria, the territory was mostly made up of small ranching communities which primarily tended to horses, these people were later banded together through a strong military-centric kingdom known as the kingdom of Listeria. Although this governing body did not last very long, the kingdom was overthrown, and the people converted to the 10 holy's by the armies of the kingdom of Fonté through a painful inquisition. The kingdom who used to reign over the land was forced to retreat to it's only other territory in which it had authority. The province was then given up to the Kingdom of Fonté. -------------------------------------------------------------------------- Number: 28 Province Name: Pote Min Pesei Capital city: teleftaía efkairía Terrain: The province is a tropic coastal climate with lightly forested inland's further east, contrastingly in the west the area is largely dominated by sandy beaches the westernmost coast of the territory is known as Cape last hope named for the final stand taken by the people of the province in an attempt to ward off the Army of Fonté. Army: Intermediate - Pote Min Pesei is ruled by the Kingdom of Fonté, and relies on it for military Support, the kingdom offers military assistance and in return, the peoples of Pote Min Pesei must bare the crest of the kingdom, they must allow the kingdom to build churches of the 10 holy's in their major cities, they must allow the kingdom to build embassies in their major cities, and they must give 10% of their taxes to the kingdom Fonté. Young men may also be selected from the territory and taken to train for the Fonté military. Large Barrack's have been built all along the territory to help enforce law in the territory due to - some - civil unrest. Brief Description: This province was the last stand for the people of the kingdom of Listeria they had abandoned there first territory (The province now known as the P.K.F.) to leave to Sul' mabo, which was quickly conquered itself this province was there last hope, and they put up quite a fight against he kingdom of Fonté using guerrilla warfare, they along with their king, Jeremy the wicked. Jeremy the Wicked was given the name in a propaganda attack by the kingdom of Fonté the king was actually quite giving of himself, but the name stuck, few people now know him as Jeremy the Benevolent. The kings last stand was on the edges of cape last hope where he and his royal regime fought off the merciless soldiers of the kingdom of Fonté, they put up a valiant effort, but in the end were no match for the kingdom of Fonté. -------------------------------------------------------------------------- Number: 29 Province Name: Sul' Mabo Capital city: Sul' Hadene Terrain: Sul' Mabo is a heavily forested territory excluding the western coastal tip of the province, there are few mountains in this territory - mostly just scattered hills - The climate is relatively warm in the forested areas, and at the one existing coast the climate is tropical. Army: Intermediate - Sul' Mabo is ruled by the Kingdom of Fonté, and relies on it for military Support, the kingdom offers military assistance and in return, the peoples of the Sul' Mabo must bare the crest of the kingdom, they must allow the kingdom to build churches of the 10 holy's in their major cities, they must allow the kingdom to build embassies in their major cities, and they must give 10% of their taxes to the kingdom Fonté. Young men may also be selected from the territory and taken to train for the Fonté military. Brief Description: Sul' Mabo (29) Was named after the great Fonté general Hadene Mabo who conquered and "Liberated" the land, the original province was known as Sul' and was ruled under the kingdom of Listeria The people of Listeria were forcibly migrated here after the annexation of the province now known as the P.K.F. but they were quickly over thrown by the the kingdom of Fonté as they were unable to recoup there losses from the fall of the first Colony.
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Post by unit894 on Feb 5, 2014 17:31:25 GMT -5
Number: 17 Name: Shagadad (Means 'home' in the local dialect) Terrain: Large areas of flat salt plains, mixed with sun-baked red rock mountains Army: Deluxe- The people of Shagadad live in separate tribes, and have no official army. They have a very low population compared to the size of the province, and their gear is made of stone, dried out desert plants or scorpion carapace. Despite there primitive gear, each one is a walking artillery piece in their own right, hurling boulders using their powers, whilst any injury they take knits itself together. Brief Description: The Khatuun are a very isolated species. Between 7-8 feet tall, they are all covered in thick, corded muscle under their chalk white skin. They all have blood red irises and black blood. The Khatuun are a very magical race. They have amazing regenerative abilities and have the power to control the element of Earth. They use this power to build their tools and houses, literally creating them out of the ground at their feet. The Khatuun live in small tribes, usually 3-4 families living in a small but efficient community. Their land is so desolate that people hardly ever travel into it, and the Khatuun rarely leave, meaning that they neither know or care about the outside world. They are a very peaceful and simple people. Family is the most important thing to the Khatunni, especially since they can disappear at any time. The only other thing tough enough to survive in Shagadad are the Doshkani; 20 feet tall Scorpions that hide in huge underground tunnels during the day, and hunt in the night. The Khatuun never hunt the creatures, they only fight them to protect their species. Number: 61 Name: Drakevald Forest Terrain: Thick and dense forest, hardly any light comes through the dense trees apart from in small clearings. Army: Basic, the Beastmen wear little or no armour, and are armed with scavenged weapons. Their only advantage is almost uncountable numbers and animalistic fury Brief Description: Deep in the Drakevald forest, around herd-stones and bonfires live the Beastmen. Human-beast hybrids created my dark magic thousands of years ago, these evil creatures despise civilisation, and with the support of very simple shamanic magic to support their hatred, they will do anything to tear it down.The Beastmen are made up of three major races. Gors are around 6"0"-6"4", heavily muscled and very bloodthirsty. They have human torsos, with the heads of goats/sheep, and cloven hooves. Bestigors are the largest and most skilled Gors in battle. They work as elite shock troopers and bodyguards for Wargors, and always get the first choice of loot. Gors and Bestigors can be armed with anything, but as a species they favour axes, the bigger the better. Centaurs have the top half of humans, but the lower half of a horse. They act as outriders and scouts for the Beastmen herds. They are usually armed with bows or spears. Minotaurs are huge creatures made entirely of thick muscle. They stand around 9-10 feet and have the heads of bulls as well as cloven hooves similar to the smaller Gors. They are the strongest and most unstable of the Beastmen, they rarely follow orders and can only be pointed at a target and let go. They wield anything that can fit into their giant hands, usually hammers or axes, though more feral Minotaurs have been known to use uprooted trees. Number: 3 Name: Al Zafir Terrain: Giant Tundra, constant snowstorms meaning visibility is constantly impaired, and snow is almost always at knee hight for an average human. Army: Technically Deluxe, though their numbers are small, the students and masters of Al Zafir are master wizards, and could destroy any army with a rain of fire, ice and any other spell they happened to know. War is a massy business, so they usually create a very basic swarm of Golems, elementals and bizarre creatures summoned from other dimensions, such as the great ice dragons commonly known of Wizard Blizzard Lizards Brief Description: Floating high above the desolate tundra lives the flying city of Al Zafir. Occupied and run by the worlds greatest wizards, they come here to further their powers and knowledge. Any person with an adequate level of magical ability is allowed to stay and study in the city, if they can find it. Al Zafir is shrouded in illusions, a sort of test for newcomers. If they can find the city, a large basket on a rope will be sent down to pick them up. The wizards of Al Zafir care little for the outside world. Though they are happy to help other provinces with minor matters, they would never join or start a war. They care only for learning. Citadel Island- The small island just south of the tundra Al Zafir floats above was little more then a lump of rock above the sea level. When the Wizards found it several centuries ago however, they turned the entire island into a citadel, using carved marble and granite. Within this Citadel they invented and tinkered with automatons; people made of metal. Scholars from Blackreach had studied at Al Zafir several times before, and spoken of their metal slaves. The wizards were eager to attempt some of their own. They used a mixture of engineering and magical abilities to create metal beings of elegance and beauty, not the loud and clunky things the Dwemer make. Their creations started off as incredibly basic, but as they learnt the art they began to make more human-like automatons, until they came up with their final model; the Zafir type-8 With no actual purpose in mind, the automatons had little use, and after excitedly making almost 300 of the type-8 models, they grew bored, and left the island. Nothing happened for 200 years, until somehow the type-8's turned themselves on. The magic used in their making had somehow given them a conscience, and all they wanted was to find their masters, so they could explain why they were built...and why they were abandoned. Many of the automatons had been damaged by time over the 200 years, and all of them were rusty. They have been carefully repairing themselves over the last century, and slowly but surely creating a huge boat out of whatever they could find, so they could return to the mainland and learn about life.
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