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Nation Building Rifles & Runes: Sequel CS

Motto: In golden Glory we Thrive.

Flag: View attachment 378288

Name: I Lhun Othrond (The Blue City in Common)

Magical, Technological, or a Mix of both: Balanced Mix with a tiny lean toward magic

Religion, if any: Officially they beleive in the god Lhun however in reality religion is open and very varied

Backstory/Lore: In the days when freedom was unimaginable and all that ruled the land were chieftains, a small collection of tribes developed systems of voting. Gone were the ways of war and battle to choose your leaders. Despite this their leader, their elected chief often remained the strongest and most warlike, for despite their ability to vote they still needed safety from their neighbours. In time they expanded, often through war but sometimes through peace. Being able to vote on anything that had a major effect on their lives pleased the people and in time they grew to a size where they could stop fearing all their nearby competition and an idealistic man by the name of Kaeli was elected to lead. For the first time a real campaign to be elected was in place. As their old lord grew frail he held feasts and offered the boons of his hunts to matriarchs and patriarchs of differing families. This was the beginning of the current elective system and during his rule he set rules and systems to ensure the elections were fair and that the growing nation would no longer require every man, woman and child to come vote. He saw that they generally voted with the head of their family and that there never really seemed to be a close competition between two people of the same family and began the house voting system, heads of families met together to vote on various laws and policies. This continued for many years until a large civil war occurred.

During the Civil war, in which two families proved more influential then the others and began massive trade efforts to gain nearby support. In the end one side was left all but powerless and the other began cherry picking the families that would benefit from the conflict. Gone were the days of everyone getting a vote and so began the days of rich and powerful families voting on things that would effect everyone else. The Civil war also established the nation as a major trade power with abundant resources.

Territory, include capitol and other urban area locations: View attachment 378171 View attachment 378172

Population: 582,900

Government Type: Merchant Republic

Government Rank: City State

Military:
16,000 Soldiers (800 of them are Magic Users)
12,000 In the Navy
4,000 in the Army

National Leader and Goals: Illithiadrias Illumitari looks purely to gain land and trade influence
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Military Equipment: Im never very good at this...
70% of their Navy is in submersibles. Submersible cruise liners and Submersible military vessels. Most of these military vessels have to surfaces to do anything. While some are equipped with Torpedos most are not. Those equipped with Torpedos will have between 8 and 22 Torpedos. Most vessels are armed with cannons that are sealed when submerged and can begin shelling and baraging the enemy within 45 seconds of surfacing.

These are transports and are used by both the navy and civilian sides to transport people and goods. They are armed with a small number of anti-personnel weapons on the top and are other wise unarmed. They number 115 in the Navy with another 67 Private vessels in use
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This is the workhorse of the Navy, cheap and efficient. Their large 'circular saws' do not rotate but are very sharp and strong, making effective weapons for breaching the hull of enemy ships. They have two Anti-Personnel weapons on the deck and a further pair of two barrelled cannons. (All of which can only fire when surfaced) They also have 4 stern Topedo bays and 2 bow bays with a total of 12 torpedos stored. They number 55 in total
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Serving as the heavy hitting arm of the navy, the Lumiere class has 3 torpedo bays on the port side, 2 on the bow and stern, for a total of 7 bays. They store 22 Torpedos unless undertaking offensive operations where they will hold up to 37. They have single barrel cannons with a 180' arc of fire on the starboard and port sides. They number only 5.
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The pride of their Navy is the Grand Projection. It sits alone as the command station of the fleet. Able to dock with small, 1-3 person submersibles while submerged and armed with four anti-personnel guns and two, two barreled cannons it is not to be ignored in battle. However its true strength lies in the 18 docked 3 man submersibles, each armed with an anti-personnel weapon and able to enter shallows of as little as 4ft depth. (Not while submerged). The Grand Projection is one of a kind.
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They do have some surfaced navy ships, most of which are supply and refuelling ships but some are battle worthy. These ships total 12, 4 fuelling vessels, 3 supply ships, 3 floating armouries and 2 armed ships.
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When it comes to land they have incredibly inefficient but beautiful land crawlers. There is currently only one of these.
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Other: They are an offshoot of the elven race, adapted to survive well underground and traditional homes are sometimes still built this way but for the most part they have begun to live like other more 'conventional' peoples do

Accepted.
 
Motto: “Why stop here? There is no end to the knowledge that can be obtained.”


  • Ex Quo Cultu Magum, followers of this religion worship magic in all its forms.

Accepted


Flag:
German_Gallia.png


Motto:
"Through time we gain wisdom, through wisdom we gain strength, through strength we gain victory, through victory we gain peace, through peace we gain time."

Name:
Principality of Celestia

Magical, Technological, or a Mix of both:
The Principality supports technology and magic use.

Religion, if any:
Velminz. The religion based upon one of the varying races of Amburj, the Valkrel, were goddesses. The religion is also known for events in history to those who remember it, for what happened after Saint Lesu

Population:
30 million.

Demographics:
10% elf,
50% human,
40% Amburj.

History:
The idea behind the Principality of Celestia has existed since the 3rd century, and fully realized within the end of the 4th. There existed a corrupt Monarchy system led by a tyrant named Sir Gallahorn the III. He fed the economy by making his own people and others suffer, and even raiding innocent nearby tribals and populations. Specifically targeting the regions for economic resource, or personal gain. he started construction of a large capital city within the center of Celestia, and named it the Citadel. The Citadel would be surrounded by 15 meter high thick walls, and where he would expand his empire. In the late 1st century, the Empire had finally started colonizing the east, and they killed some of the innocent tribals who lived there. The tyrant then would enslave whoever was left for his personal workforce. within a few years, Sir Gallahorn would of expanded upon the Celestial sea, and invaded multiple islands, feeding his workforce and economy. Over 100 tribes were assimilated. Through the following centuries until the the late 4td century, the Tyrant's family line would continue on.


In the 2nd century, a massive war between two Empires over the sea had commenced. The Elvish Dominion fighting the Celestian Empire. Millions of people fought in the war up until the 4th century, and the Celestian Empire's economy was slowly suffering due to all of the equipment being built. A assimilated-peacefully tribe of humanoids, altered in appearance through years of magic misuse and effects of war, would have sent in a representative of their people to the Celestrian government for continued peace. They would also offer up their best people to aid in war... In the late 3rd century, Lesu Rovandora seemingly died by being nailed to a cross by the Celestrians. It was a major tragedy due to the religious inspiration, helpful insight of construction, and wisdom throughout the years he had given freely to the Imperial people. This eventually led to a rebellion after years of protest and attempts to become independent failed, which led to Sir Gallahorn the VII's gruesome death, and the creation of the knights order. Somewhere between the century a race known as the Valkrel had entered the war, quickly aiding in destroying the Empire's enemy before becoming lost to time. This had also resulted in the end of the same sea war, and the Principality of Celestia was created and remained independent for many years while the Empire fell apart. Somewhere in the 4th century, famine and disease had struck the dying Empire, and all attempts to prevent a massive scale plague had been all but entirely useless. In a mass exodus to the west the now Lord and Savior and old representative of the Amburj people had returned. He led them further west to where the Empire's old borders stood, where they lived in the desert for decades until it was safe to return home again.


In the 8th century, the people believed to be Lesu's descendants were finally fully put in place of leading the people after mass migration back. Expanding rapidly through parts of the celestial sea. And old siege weapons besides a few cannons and ironclads were disassembled for ship construction. It was during this time where the Amburj populace of Celestia, having been long left alone and separated from the rest of Celestia, started governing themselves due to the lack of communication with the rest of Celestia. Their rulers often referring themselves as princesses for ego or superior status. Through a time process through the 9th - 12th centuries, the populace stabilized and could yet again expand. By doing this, they would find self governed provinces from elven populace and Amburj populace. Some remained neutral and would not assimilate back into the nation, others would willing assimilate back. Within the 9th - 11th centuries neutral states/provinces would begin to have infrastructure fully realized within them, allowing trade between Celestia and any willing self-governed states. By the end of the 11th century the nation had started experiencing strange occurrences in their territories. This would begin research based around the water, and Celestia's fascination with water operations. In the 15th century the nation was yet again thrown out of it's element of peace back into another war. This war consisted of a self-governed island based Amburj populace and the Celestian Principality, in which the former party had actively begun their operations by occupying the sea and destroying docked vessels to slow retaliation. This would also be when Natalia Rovandora was born. The war had caused the government to focus upon submerging vehicles, due to construction of surface vessels resulting in destruction or continued damage. To prevent the submerging vessels from being discovered during construction, they were built on land within the capital and then moved to small water ways such as rivers or smaller. They would then be guided to freer waters, and commence raiding of commerce on enemy territory. Over the century, the vessels had a mixed reception and variation in model. While keeping an overall similar design, some were enlarged for superior engines. Most were technology based to test out feasibility of vessels ran by technology, and a few others were powered by early magic-engines nicknamed "Veridian Drivers". These Magical engines fused with technology allowed some benefits of a technological system, such as a direct primary source to feed energy into. The other benefits being from magical sources, such as being useless to enemies that do not understand how to operate them nonetheless start them, and longer times submerged without the need to resurface. The downsides of the design being that the entire submarine had to be "covered" with magical energy to contain the power, and the VD leaked out fed energy within the ships interior. This often caused normal crew members to go insane over time, experience vast side effects and possible death, or mutation that usually led to a painfully slow death.

There would be a single magic user within the vessels with a VD just to power them, in which they would stay near the engine and constantly feed it. This of course led to it's own downsides such as quick exhaustion, however as the century progressed engines had slowly evolved. Of course most of the people capable of working this technology were loyalists to Celestia of the Amburj populace. Due to long exposure, manifesting magics, and constant "live or die" tactics due to a corrupting mind, personnel operating the submersibles actually tend to believe they are vessel they control. They believe to be capable of seeing within the entire vessel's interior along with, albeit horrible, exterior view. Every strain in the hull, every creak, every bend seems so real to them that they feel or believe to feel physical pain or overall annoyance from it. After a month of constant exposure, they tend to appear extremely ill or worst they go rogue. Also due to constant magical use, their minds slowly degraded to causing insanity, or their brains entirely functioning on instinct alone and overall becoming overly aggressive. Every time one of these new vessels were sunk, the opposing forces appeared to gain more people in their navy. Some having claimed after the war, despite possibly being propaganda, that some operators were so magically infused with their vessels, that after the long death of them with no way of revival that the magical forces that did remain could be "gathered" from the vessels. This gathering if successful could then be fused into someone else to give them their memories and sometimes altering their personalities in the process, or the forces capable of being applied to people with adverse health such as coma or mentally. In which the person could even be considered dead in some sense. However such a scenario was extremely lethal if botched. Through giving the body the magical energy or repairing what can be healed, whether they be onboard the vessel and somehow gathered it into them or some other way, they could in a sense be considered "reborn" and the body awake from a otherwise eternal slumber or health defect as the person the energy came from. Thus believing they are the long passed person, having their memories, and sometimes incapable of separating fantasy from reality. Or to a unlucky victim, create multiple personalities and inducing insanity. However it has been stated that even if the person does "fuse" successfully, they do not receive their powers or anything else. It was a extremely difficult process, as the vessel could easily sink out of reach, or the energy having long faded away. It was also claimed that only the most powerful could easily commence a "gathering" and fuse with the energy. The war eventually was won, but at the cost of thousands of naval personnel to achieve it. Since the war was primarily water based unlike previous conflicts, most of the infrastructure had survived.


Current day, one of the two of the bloodline, Emily and Natalia Rovandora, rule the Principality. Emily would be born within the current century, and be treated as a sister to Natalia despite the two being born a century apart. The Principality has been at peace for most of the rest of it's existence, and further interest into the unknown and magic had continued for longer. However Natalia was wise, and declared that while magic may prove helpful to the people, technology should also be prioritized. Occasionally Natalia leaves the safety of her home to visit parts of the Principality, for studying, or exploration. However she always informs her guard and sister if she so would leave for a time. Usually having guards with her if venturing into unknown territory within the hold of Celestia. Natalia renamed the capital city to Kalexia, replacing the original name to the castle surrounding the city/in it itself. Thus the capital is named Kalexia, and the castle within is called the Citadel. While still being quite new, for several years now have the new ground forces replaced the knights as the primary miltiary units. The navy having been well developed for far longer, having long since replaced the wooden ships of the past. And after three years of being terrorized by a deep dwelling creature during fishing operations, and Natalia in person visiting the site, she requested the aid of one of the Amburj in the local town to help lure it out. After many months, the creature was captured. It appeared to be a kind of squid, and was there after used for cargo transportation across the waters owned by Celestia. Also within the 1690s area, Celestia came into contact with the Kingdom of Alacrea. Eventually getting higher relations with them.



Territory:
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Center/biggest and thickest red circle: Kalexia, Citadel.
Southwest: Bernhof.
Northwest: Arlem.
North: Vergessen.
Far northeast island: Norlam.
Far north island: Klyst.
East: Daws.
Far east island: Kelyito.

Government Type:
Absolute Monarchy.

Government Rank:
Arch-Duchy.

National Leader and Goals:
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Princess Natalia Rovandora. Also known as the Amburj Queen. Natalia believes in making the Principality a super power, and through naval dominance that will be a reality. She cares more for the people, and will do whatever she deems necessary to protect them.


Elves are considered stuck up by even non-imperial standards. The Principality treats elves worse in crimes, however they get fair ground in military service. Humans are the majority population, considering several wars had threatened several races that use to be within Imperial control.

The Amburj are the most unique to the area and Principality. They are essentially a category, filled with several sub-races of the race. The most common Amburj are Albino, some have differing characteristics such as some having natural black hair. Other races pretty much are the same but instead have horns on their head, either two, or one of varying size. Another race that isn't exactly a race as much as it is a category of misfits. In which they appear grey - greyish, and tend to act or appear to be in a sickly state. Some do not even move on their own very much, and tend to require assistance. However this is mostly just out of various factors, one of which that is debatable being laziness as they can move around perfectly fine. All Amburj except special exceptions, have glowing eyes of some sort. They are easily distinguished from one another due to the glow of their eyes. Most of the Amburj races enjoy living close to the water, and can often be noted for trying to conduct experiments of varying degrees on site with it. This is how they had a upper hand during the civil war, in which they are generally a great naval presence. While not all of them share similar interests, such as Princess Natalia, most of them appear to enjoy such a environment. Also due to it being natural to them to be around the water, they tend to be great at various things pertaining to the ocean. Which is also why they survived the civil war for so long after the first deployment of Veridian submarines. Others tend to work in harsher conditions since it effects them less than the normal person, and the rest tend to vary in way of life. Some are quite aggressive, some are quite kind and forgiving, others a mix of both worlds. The Amburj races can also be noted as being one of various races in the Principality that break the law, but not under the normal view. Some are really protective over belongings or who is considered family, others often seek out "husbands" and simply take them away without a second thought, and the rest often commit the most violence against elves. This of course being the only normal crime that is usually in play. However, despite all the shortcomings the Amburj cannot be credited with causing all the problems in the Principality. They are some of the hardest workers in the principality, tend to be more calm under stress, and helped develop how the Principality currently is.

Strangely enough, the Amburj seem to have their own pre-crafted hierarchy. Princesses are usually considered the highest among the natural hierarchy. Usually, this can be determined through various factors. Some races tend to rely upon appearance, while others rely more on several criteria. For the former, Amburj with horns usually are considered immediately superior. Having two horns of course gains them the title of Princess, while another with a singular horn albeit very large could be considered a rival, a equal, or a guard. Other races look for signs such as how one speaks, acts, and handles situations. Others are a mix of both, in which being extremely tall with a singular horn or more equals the title along with the criteria of leadership. However despite the titles being thrown about either for superiority purposes or other, it appears "Celestial Princess", is superior to them all. Natalia is considered to be the Amburj queen, controlling the entirety of the nation how she sees fit. The Amburj are magical in ways, considerable portions of them do have actual magical power while others do not. Some have the ability to make their eye "glow" inert, to look normal among the rest of the populace outside of dense Amburj .


Military:
The military has 400,000 bodies in general.
245,880 in the Army, [5,000 of which being magic users.]
33,658 in the Navy. [5,000 of which being magic users.]
762 in the Airforce. [300 of which being magic users.]
120,000 units in reserve.

100 Coastal submarines, [of which 42 are run through magical means.]
42 Attack submarines,
28 Mine-laying submarines,
5 Battlecruisers,
5 Dreadnoughts,
and 28 UCPs. [Destroyers, Heavy Cruisers.]
1 Aircraft Carrier

8 Gun carriers,
242 Light tanks,
8 Supply tanks, [includes 3 mark ivs.]
4 Heavy tanks.

5 Belkin torpedo bombers,
307 Wurchmon fighters,
30 Kerkab bombers,
20 Vurga bombers.
300 mages.

Important people:
Natalia Rovandora
Emily Rovandora


Military Equipment:

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Army uniform.

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Gasmask.

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Mage boots. [Also there is a normal version used by the military overall.]
The runes built within help with stability by making the user capable of being more balanced in flight. It is also used as a form of "Hover" when stationary. These boots were created when the needs of a specialized air corps was needed, but planes of the time were very lousy. They allow a mage to go into flight temporarily, allowing for long range recon or necessary combat or evacuation tasks. they can only go forward, meaning they have to face their body towards the direction they want to go to if they want to go to that direction. Their top speed being at 22 KM/H and a dashing speed of 50 for a minute.
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Airforce uniform.

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Multi-purpose high rank uniform.

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Tanker uniform 2.

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Naval Uniform.


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High ranking naval uniform.

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Burj naval uniform. [except the headwear. Which are given to fleet commanders and such of specific Amburj races.]

Knight uniforms consist of magically enchanted armor for strengthening.
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The bullets for these weapons are normal along with the gun, and are in use by the military in small numbers outside the Airforce. The bullets act normally until a mage enchants it. When "activated" it does require a considerable amount of power from a mage depending on skill to place into it to increase it's abilities. Novices would of course be incapable of changing their round's abilities besides some additional kinetic force and at best a grenade sized explosion. however more professional and experienced members, which number in few, can make the explosions bigger and any other enchantment better. It is classified as a "semi-automatic rifle" and has a bigger ammo load than a Grandoff. This weapon can now load in 8 rounds, and ammunition for the weapons have a painted white tip.

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The Grandoff 98. The number displays how many people had developed it, and the development group identification. The rifle has seen extreme modifications from a simple one shot rifle, to a complex yet still relatively simple bolt action rifle. The weapon uses a stripper clip, and it allows the weapon to be loaded once with five rounds, and the rounds removed from the clip which can then be discarded later. It uses the 7.92×57mm Grandoff cartridge.

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Army version of the EMG.

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Resurgence class minelayer.
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Type: Ocean-going mine-laying submarine
Displacement: 1,164 t (1,146 long tons) surfaced; 1,512 t (1,488 long tons) submerged
Length: 81.52 and 82.00 m (267 ft 5 in and 269 ft 0 in)
Beam: 7.42 m (24 ft 4 in)
Draft: 4.22 m (13 ft 10 in)
Installed power:
  • 2 MAN four-stroke 6-cylinder diesel engines 2,400 PS (1,765 kW; 2,367 shp)
  • two Verum electric motors 1,200 PS (883 kW; 1,184 shp)
Propulsion: 2 shafts, 2 1.61 m (5 ft 3 in) propellers
Speed:
  • 14.7 Knots (27.2 km/h; 16.9 mph) surfaced
  • 7 Knots (13 km/h; 8.1 mph) submerged
Range:
  • 11,470 and 13,900 NMI (21,240 and 25,740 km; 13,200 and 16,000 mi) at 8 knots (15 km/h; 9.2 mph) surfaced
  • 35 nmi (65 km; 40 mi) at 4.5 knots (8.3 km/h; 5.2 mph) submerged
Test depth: 75 m (246 ft)
Complement: 4 officers, 36 enlisted men
Sensors and
processing systems: 2 periscopes
Armament:
  • 4 × 50 cm (19.7 in) torpedo tubes
  • 2 × 100 cm (39.4 in) minelaying tubes
  • 1 × 15-centimeter [5.9 in] Burka deck gun.
  • or 2 × 10.5-centimeter [4.1 in] gun.

Victory-class submarine
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Type: Heavy Attack Submarine.

Displacement:
  • 1,512 tonnes (1,488 long tons) (surfaced)
  • 1,875 tonnes (1,845 long tons) (submerged)
  • 2,272 tonnes (2,236 long tons) (total)
Length:
  • 65.00 m (213 ft 3 in) (o/a)
  • 57.00 m (187 ft) (pressure hull)
Beam:
  • 8.90 m (29 ft 2 in) (o/a)
  • 5.80 m (19 ft) (pressure hull)
Height: 9.25 m (30 ft 4 in)
Draught: 5.30 m (17 ft 5 in)
Installed power:
  • 800 PS (590 kW; 790 bhp) (surfaced)
  • 800 PS (590 kW; 790 bhp) (submerged)
Propulsion:
  • 2 × shafts
  • 2 × 1.60 m (5 ft 3 in) propellers
Speed:
  • 12.4 knots (23.0 km/h; 14.3 mph) surfaced
  • 5.2 knots (9.6 km/h; 6.0 mph) submerged
Range:
  • 25,000 nmi (46,000 km; 29,000 mi) at 5.5 knots (10.2 km/h; 6.3 mph) surfaced
  • 65 nmi (120 km; 75 mi) at 3 knots (5.6 km/h; 3.5 mph) submerged
Test depth: 50 metres (160 ft)
Complement: 6 officers, 50 enlisted
Armament:
  • 2 50 cm (20 in) bow torpedo tubes
  • 18 torpedoes
  • 2 × 15 cm [5.9 in] burka deck gun with 1672 rounds
  • 2 × 8.8 cm [3.5 in] Zulu gun

Burma class submarine.
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The Burma class submarines are one of various ship designs created by the Amburj. There can be entirely technological based ships, or magi-tech versions. These are the smallest of the submarines ever created in Celestia. It is created for considerably long patrols within the coasts of Celestia, and were a turning point in the civil war. They can be fitted with current day engine technology, or veridian engines.
Type: Coastal submarine
Displacement:
  • 508–555 t (500–546 long tons) surfaced
  • 629–684 t (619–673 long tons) submerged
Length:
  • 55.30–57.80 m (181 ft 5 in–189 ft 8 in) (o/a)
  • 40.10 m (131 ft 7 in) (pressure hull)
Beam: 5.76–5.80 m (18 ft 11 in–19 ft 0 in)
Draught: 3.67–3.85 m (12 ft 0 in–12 ft 8 in)
Installed power:
  • 6-cylinder diesel engines, 1,060–1,100 PS (780–809 kW; 1,045–1,085 shp)
  • electric motors, 788 PS (580 kW; 777 shp)
Propulsion: 2 shafts, 2 1.40 m (4 ft 7 in) propellers
Speed:
  • 13.2–13.9 knots (24.4–25.7 km/h; 15.2–16.0 mph) surfaced
  • 7.4–8 knots (13.7–14.8 km/h; 8.5–9.2 mph) submerged
Range:
  • 7,120–9,090 nmi (13,190–16,830 km; 8,190–10,460 mi) at 6 knots (11 km/h; 6.9 mph) surfaced
  • 50–55 nmi (93–102 km; 58–63 mi) at 4 knots (7.4 km/h; 4.6 mph) submerged
Test depth: 50 m (160 ft)
Complement: 3 officers, 31 men
Armament:
  • 4 × 50 cm (19.7 in) bow torpedo tubes
  • 1 × stern tube
  • 10 torpedoes
  • 1 × 8.8 [3.5 in] Zulu gun.
  • or 10.5 cm [4.1 in] deck gun


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Dimensions 212,8 x 29 x 9,4 m
Displacement 26 500t, 31 000t FL
Crew 1182
Propulsion 4 screws, 4 turbines, 18 Verdinya boilers, 72 000 hp
Speed 26.6 knots (49.3 km/h; 30.6 mph)
Range 6,100 nmi (11,300 km; 7,000 mi) at 12 knots (22 km/h; 14 mph)
Armament 4×2 305, 14×150, 4x 88 AA, 4 TT 600mm (2 sides, bow, stern).
Armor Battery 150, citadel 250, turrets 270, belt 300, blockhaus 350, barbettes 260 mm

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One of two designs of battleships created within Celestia. The CNS Starfield is a heavily armed dreadnought of the Iron heart class that utilizes a new layout of ship design. The CNS Starfield was one of various ship designs that had survived the naval war against the Amburj. These ships with their armament and size led to difficulties in hiding them within the Celestial mainland, and overall keeping them protected from enemy fleets during mass evacuation. They are considerably more armored than previous ships in the nation that were categorized as a Dreadnought. They provided long range bombardment of Amburj islands, and have experienced one battle close up to another Dreadnought. In which this event five Dreadnoughts came into contact with eachother. This battle was known as the battle of Daws, in which two celestial ships were trying to support retaliation attempts and had fought three hostile Dreadnoughts. The CNS Vara and her sister ship the CNS Curka sank the opposing force, but the Curka was sank and the Vara was severely damaged after broadsiding a Burga class Dreadnought. After the war was ended, the Iron Heart class Dreadnought would continue on to serve as a capital ship.
Dimensions 189,9 x 27.4 x 9 m (622’9” x 90′ x 29’6”)
Displacement 25 000t, 29 560t FL
Crew 995 to 1022 (wartime)
Propulsion 4 screws, 4 turbines, 18 Verdinya boilers 29,000 hp
Speed 21.5 knots (39 km/h; 24.7 mph)
Range 7780 nmi @10 knots (18.5 km, 11.5 mi)
Armament 10 x 13.5 in/45 cal Mk V (343 mm) (5×2), 12 x 6 in/45 cal (152 mm) BL Mk VII, 2 x 4 in (76 mm) Mk I AA, 4 x 3pdr (47 mm), 5 TT 21 in (553 mm) (sub)
Armor (max figures) Belt 12 in (300 mm), Bulkheads 8 in (200 mm), Barbettes 10 in (250 mm), turrets 11 in (280 mm -face) as the conning tower, deck 4 in (76 mm)

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A warship designed during the UCP program to design ships of destroyers or above classification of ships for varying purpose. These ships vary in use, however the average UCP warship is a ship designed for long range engagements and speed. The main armament consists of 2x 203mm guns in a single turret and 2x 305mm turrets. There are side "bunkers" on both sides of the ship that carries smaller caliber weapons, such weapons are for close engagements against smaller vessels. While the "average" design has since undergone modernization, newer versions carry four heavy AA guns ontop of the bunkers, to aid with anti-air defense. The vessels without AA are primarily used as coastal defense ships.The UCP program started within the end of the 15th century, and still follows some old world naval construction ideas. Most of the ships can fit the classification of destroyer, while the rest fit a category similar to a heavy cruiser.
Length 174m
Width 24.6m
Weight 12,000 tons - 12,300 tons. [11,500 unloaded.]
Top speed 35 Kn.
Complement: 542.

The Icarus Gun.
150MM_howitzer.jpg

There exists two versions of the Icarus gun, the standard form and the magical form. The magical gun looks and operates similarly, but uses magical shells. These shells also appear like normal shells, but a line before the tip would be marked in white or red. The red shells were a higher yield high explosive, the white shells were regular gas shells that used magic to travel a longer distance.

Carolus Siege Gun
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Long range siege emplacement, Carolus model 88.
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A normal 4 inch mortar.

CLT, Celestian Light Tank.
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Length 6.69m
Width 3.02 m
Height 3.24m
Weight 24 tons, battle ready.
Has a gunner, driver, and hull gunner.
The topspeed is 28 - 35km/h, making up for the lack of armor.


Mark IV
Dimensions Length 31ft 11in (9.07m).
Width 8ft (2.44m).
Height 8ft 8in (2.64m)
Total weight 37 tons
Crew 4 + 30 infantry men
Propulsion Ronda 6 cylinder.
Range 45 miles (72.42 km)
Trench Crossing ability 12ft 5in (3.8m)
Armament 1 front mounted 42MM.
Armor Max 42 - 50mm
Track links Length 8 inches (21.4cm)
Width 1ft 7in (52.3cm)
Side Hatch Length 4ft (1.21m)
Width 2ft 1in (63cm)

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Mark IV. It can be used to carry 30 infantrymen or supplies. In modern use it is primarily for the latter. It does not require any modification to change between the two due to the large amount of space. The tank also features separate compartments from the engine.





Mark V Heavy tank.
tank_MkVII-tadpole.png

Dimensions Length 27ft 5in
Width 8.5ft 4in
Width with Sponsons 13.5ft 7in
Height 8ft 8in (2.64m)
Total weight 30 tons
Crew 8
Propulsion: modified Veridian Engine.

Road Speed: 28 KM/H
Soft ground speed: 15 - 25 KM/H
Mud travel speed: 8 - 12 KM/H
Range 45 miles (72.42 km)
Trench Crossing ability 11ft
Armament 2x 85mm cannons, 2x EMGs.
Armor From 30 to 44 mm
Track links Length 8 1/2 inches (21.7cm)
Width 1ft 8in (51.7cm)
Sponson Hatch Length 3ft 1in (94.9cm)
Width 1ft 7in (47.9cm)


Devmir Gun Carrier.
Gun-Carrier-MkI.png

Dimensions: 32 x 8 x 7.5 ft (9.75 oa x 2.41 x 2.30 m)
Total weight, battle ready : 28.45 t (56,900 lbs)
Crew: 6 [4 for supply variant.]
Propulsion: 6 cylinder burholt engine.
Speed: 16 - 18 KM/H.
Range: 37.8 km (24 miles)
Armament DB 60-pounder (5-inch/127 mm) field gun/6-inch howitzer
Armor Maximum 8 mm (0.30 in)
Gun-Carrier-MkI-supply.png
[Supply version.]

HMS_Campania_1.jpg

The CNS Chambers was a ship developed within the early 16th century and adopted later on before the mid century. It was created from reusing a old ocean liner of the same name. The ship is meant to remain at distance, considering it is ran by old machinery and has less armor than modern ships. Most of it's crew are mages, or actual pilots. However the planes capable of launching are not of significant size. At best, the CNS Chambers was developed as a experiment for long range warfare conducted from the safety of out-of-sight concealment. Her life has been considerably long, and the "tests" are to be continued with her until proven impractical or the day she meets her fate.
Displacement: 20,570 long tons (20,900 t)
Length: 622 ft (189.6 m)
Beam: 65 ft (19.8 m)
Draught: 28 ft 5 in (8.7 m)
Installed power: 28,000 IHP (21,000 kW)
Propulsion: 2 × shafts, 2 × 5-cylinder
Speed: 19.5 KN (36.1 km/h; 22.4 mph)
Complement: 600
Armament:
  • 6 × 4.7 in (120 mm) QF guns
  • 1 × 3-inch [76mm] AA gun.
Aircraft carried: 10–12
Aviation facilities: 1 × flying-off deck forward

Vurga Heavy bomber.
GothaG5.jpg

  • Crew: 3
  • Length: 12.42 m (40 ft 8 in)
  • Wingspan: 23.70 m (77 ft 9 in)
  • Height: 4.5 m (14 ft)
  • Wing area: 89.5 m² (963.6 ft²)
  • Empty weight: 2,739 kg (6,039 lb)
  • Max. takeoff weight: 3,967 kg (8,745 lb)
  • Powerplant: 2 × Verda inline engine, 260 hp (191 kW) each
Performance


Maximum speed: 140 km/h (87 mph)
  • Range: 840 km (522 miles)
  • Surface ceiling: 6,500 m (21,325 ft)
Armament
2 or 3 × 7.92 mm (.312 in) Emilia machine guns, 14 x 25 kg (60 lb.) bombs

Kerkab bomber.
Rumpler_G.III_%28RFQ%29.jpg

General characteristics

  • Crew: Three
  • Length: 12.00 m (39 ft 4 in)
  • Wingspan: 19.30 m (63 ft 4 in)
  • Height: 4.50 m (19 ft 2 in)
  • Wing area: 73.0 m2 (785 ft2)
  • Empty weight: 2,365 kg (5,203 lb)
  • Gross weight: 3,620 kg (7,964 lb)
  • Powerplant: 2 × Verda engine, 190 kW (260 hp) each
Performance

  • Maximum speed: 165 km/h (103 mph)
  • Range: 700 km (440 miles)
  • Service ceiling: 5,000 m (16,000 ft)
Armament

  • 1 × trainable 7.92 mm (.312 in) Emilia machine gun in nose
  • 1 × trainable 7.92 mm (.312 in) Emilia machine gun in dorsal position
  • 250 kg (550 lb) of bombs

Belkin fighter.
Sopwith_Cuckoo_launching_torpedo.jpg

General characteristics

  • Crew: one pilot
  • Length: 28 ft 6 in (8.68 m)
  • Wingspan: 46 ft 9 in (14.25 m)
  • Height: 10 ft 8 in (3.25 m)
  • Wing area: 566 sq ft (52.6 m²)
  • Empty weight: 2,199 lb (997 kg)
  • Loaded weight: 3,883 lb (1,761kg)
  • Powerplant: 1 × Verbor v8 engine, 200 hp (149 kW)
Performance

Maximum speed: 105.5 mph (92 kn, 171 km/h)
Range: 291 NMI (335 mi, 539 km)
Service Ceiling: 12,100 ft (3,688 m)
Armament
1× 18 inch Mk.IX torpedo


Wurchmon Fighter.
Fd8.jpg

General characteristics
Crew:
1
Length: 5.86 m (19 ft 3 in)
Wingspan: 8.34 m (27 ft 4 in)
Height: 2.6 m (8 ft 6 in)
Wing area: 10.7 m2 (115 sq ft)
Empty weight: 405 kg (893 lb)
Gross weight: 605 kg (1,334 lb)
  • Powerplant: 1 × Vector 9-cyl. air-cooled rotary piston engine, 82 kW (110 hp)
Performance
Maximum speed:
204 km/h (127 mph; 110 kn)
Endurance: 1.5 hours
Service ceiling: 6,000 m (20,000 ft)
Rate of climb: 8.333 m/s (1,640.4 ft/min)
Time to altitude:
1,000 m (3,281 ft) in 2 minutes
4,000 m (13,123 ft) in 10 minutes 45 seconds

Armament
Guns:
2 × 7.92 mm (0.312 in) Emilia machinegun.

Accepted
 
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Motto: For the People, for the Empire, forwards unto victory.

Name: Empire of Yamashiro

Magical, Technological, or a Mix of both: The Yamashirian society strives to make use of both technology and Magic to create a well balanced lifestyle.

Religion: Most dont associate themselves with religion, but religions comparable to shintoism and buddhism are widespread with some people just deciding to take parts of them to fit into their lifestyles.

Backstory/Lore: The empire of Yamashiro came about from multiple clans, one of which was the Yamashiro clan that came out to be the strongest after years of fighting other clans, thus consolidating their hold on the island of Chaldae after years of bloody war.

The defeated leaders of the other clans were given a place in the coming Diet as advisors or representatives of their own regions as part of the upper house after swearing loyalty to the current emperor/empress. Less important matters and less influencial people were relegated to the lower house.

Years later, Industrialization and increasing militarism called for expansion far beyond the limits of Chaldae, setting off westwards, leaving us on present day.

Nation 2.png
Territory, include capitol and other urban area locations:
Yellow: Smaller cities in the hundreds of thousands to low millions.
Red: Capital city with an estimated 10 million inhabitants

Population: 71,998,104

Government Type: Constitutional Monarchy

Government Rank: Empire

__demon_archer_fate_grand_order_and_fate_series_drawn_by_kura_ekaki__sample-c753d6d5179c512dfd9d82c66dc0130e.jpg


National Leader and Goals:
Empress Kaguya Yamashiro. Strong willed from birth yet looked down on by the Imperial Diet itself, doubting her ability to rule the nation. However, despite having a younger brother and sister, she was found to be the most fit to rule after the Emperor´s death one year prior. In the short time she has managed to rule she has demonstrated to have the will, but will she have the ability to do so?

Hilghly militarist, along with the nation itself, they will be heavily cautious or agressive when finding a new nation or people. The Empress herself only wishes what is best for the nation, what will drive it forward, and what will keep the people within its borders safe from outside harm.​



  • Infantry: A total of 1,200,000 troops with an extra 500,000 on reserve.
    The infantry is the backbone of the army, the first into combat, the first to die, and the first to reach victory in battle. The standard soldier is equiped with a Type 99 rifle (the number depicts the year it was made), rations, bandages, a gas mask, and other necessities for life on the battlefield.

    The tank forces number around 2000 in total, while there are about 100,000 active duty Magi referred to as Kitsune (Fox) due to old folklore and tales of witchcraft without possessing any animal traits themselves however.

    The military makes use of different types of equipment, weapons, and vehicles:

    Small Arms:
    Type 96 Light Machine Gun aka Hiryuu (Dragon)
    __original_drawn_by_sino_mechanized_gallery__sample-79dda429ccf3f4f95e31ca831056b221.jpg

    The picture above is of a female machinegunner carrying a Type 96 light machine gun. The gun itself carries a 30 round box detachable magazine, has a rate of between 450 to 500 rounds per minute and these are usually already enchanted to either make maintenance easier or not needed at all.

    Type 99 rifle aka Ken (Fist)
    __original_drawn_by_bee_deadflow__sample-754b93f80063231e07820e3683454e24.jpg

    The picture above depicts an indigenous soldier of the northern regions of Chaldae brandishing a Type 99 rifle, known for their ability to hunt and track enemies, they are generally pushed into marksmen/sniper squadrons as well as scouts. Some tend to have animal features in these squadrons, however the majority actually do not possess such features. The type 99 rifle is usually not enchanted and needs to be cleaned, etc, like any other normal weapon, however sniper or scout squadrons (scoped version) get the choice to have enchantments applied to it ranging from better more powerful ballistics, to actual damage elemental enchanments or especial effects or powerful spells. Normal infantry happen to get more customization options to their rifles after showing themselves capable in combat.

    Type 99 submachine gun aka Kabutomushi (Beetle)
    Submachine_gun_Type_100.jpg

    These is one of the weapons mixed into assault squads, given that it is highly effective at close range. It possesses a capacity of 30 rounds with a rate of fire of 800 rounds per minute. Troopers that have shown themselves to be excellent in combat are offered customization options, a favorite amongst these individuals seems to be magically explosive rounds or a heightened rate of fire which places a severe strain on the weapon requiring an almost casual change of barrels or a complete change of weapon, most are dissuaded from this option.

    Type 14 Nambu aka Endō (pea)

    450px-Nambupistol2465.jpg

    The standard issue pistol for the armed forces with a capacity of 8 rounds.

    Type 97 Anti-Tank rifle aka Ransu (Lance)
    5ad618801e819036d403d5a3927e1f71.jpg

    An standard tank hunter team, the type 97 Anti-tank rifle can penetrate up to 30mm of armor at an angle of 90 degrees at a range of 250 meters. It has a 7 round capacity with up to 12 rounds per minute. The large caliber of the round (20mms) means that the recoil must be handled with care. Teams that have shown themselves to be exceptional in battle and those regarded as elite right out of training can choose to have their weapons enchanted for added penetration, effects, etc.

    Type 89 Grenade discharger aka Knee Mortar
    Japanese50mmGrenadeMortar.jpg

    A Yamashirian soldier demonstrating the proper use of a Type 89 Grenade Discharger. These small mortars can be found atleast once on every squadron in the army. The type 89 grenade discharger can launch the normal Type 91 grenade or the larger 50mm type 89 grenade which can range from normal high explosive, smoke, or incendiary rounds.

    Type 99 Flamethrower
    Type_100_flamethrower.jpg

    A flametrooper brandishing his Type 99 Flamethrower, which has a range of up to 27 meters.

    Type 92 Heavy Machine Gun
    Type_92_Japanese_machine_gun-_randolf_museum.jpg

    The type 92 heavy machinegun is used in a mostly defensive role or when taking enemy positions that can be used in our favor. It might also be found on some vehicles and aircraft used by the Yamashirian Empire.

    Artillery

    Type 90 75mm Field Gun

    Type90FG.jpg

    The standard medium caliber artillery piece of the Imperial Army. It has a range of 14,960 meters and with a rate of fire of 15 rounds over 2 minutes. It can fire high high explosive, fragmentation, armor piercing, incendiary, smoke, and illumination.

    Type 96 15cm Howitzer
    Field_Gun_in_Romsey_Park.jpg

    a 150mm howitzer, can fire most types of shells and has a rate of fire of 3 to 4 rounds per minute with a maximum range of 11,900 meters. Its one of the heavier artillery pieces found in the Yamashirian arsenal.

    Type 92 10cm cannon
    Type_92_105mm_field_gun.jpg

    a 105mm cannon, can fire most types of shells and has a rate of fire of 6 to 8 rounds per minute as well as a range of 18,300 meters. It is one of, if not the heaviest artillery piece used by the Yamashirian army.

    Type 97 90mm Infantry Mortar
    Japanese_Type_97-90_mm_Mortar.jpg

    This is the main infantry mortar used by the Yamashirian army. It has a range of 3,800 meters and can fire different types of shells (as mentioned earlier).

    Besides the normal shell options, some guns or shells themselves are enchanted with certain magics that allow for a longer range, silenced shots, different elements, etc.

    Vehicles

    Type 99 Chi-Ri aka Tokage (Lizard)
    vickersmkc.jpg

    This is the main tank in the Yamashirian Army, equipped with two heavy mahineguns side by side along with one at the front of the hull with a main armament consisting of a 47mm. Its armor consists of around 15mm all around with a top speed of 24 km/h. On top of the conventional protection, yamashirian tanks are equipped with magic defensive crystals, enabling them to create a magic field around the tank with a nearly 50% defensive increase. However, under continous fire, the crystal can be overloaded meaning that the shield will deactivate and undergo a heat release process, during this 'cooldown' time this essential piece of equipment is incredibly sensitive and a direct hit to it by any kind of shell will usually mean another fiery blaze in the battlefield, due to this, crews are advised to immediately follow standard procedure and sink the crystal into cooling liquid or water. There is also another version where the main armament is removed, and the crew is moved down to two men (1 driver and 1 magus to maintain the crystal) a large defense crystal settled in the middle casting a large protective shield/ward over the armored column or infantry that it is driving along with.

    Type 95 Truck aka Yagi (Goat)
    fnmfm-30.jpg

    This is the main logistic and transport truck in the Yamashirian Army. There are different versions, however the picture above shows the standard transport with up to 40 to 60km/h. There is another version which the side doors are pulled down, carrying either a 25mm autocannon or a 90mm mortar.





 
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    Kingdom of Alacrea
    "Dream, Explore, Discover."

    Focus:
    Mixed | Magic and Technology
    Religion:
    The twin deities: The God of the Two Suns and the Goddess of the Two moons.
    Government Type:
    The Kingdom of Alacrea is led by the King, also known as Patriarch of the Eight Great Houses. The King is the Head of the Leading House of the Country. The Heads of the Great Houses serves as the King's Advisers. Other than the Great houses, there is also the 16 assistant houses and 32 lesser houses.
    Government Rank:
    Kingdom
    Population:
    35,363,513


Accepted
 
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Empire of Ducitora

"Ducitora forever!" / "Lo
ng live the Empress!" (common)
"We Shine the Brightest!" (official)


Magical, Technological, or a Mix of both:
The Empire of Ducitora is a mixed technological-magical empire, most of its military and its people are focus only on technology although the infrastructures were orchestrated by magic in order to fuel the electricity in the entire Empire. Only the royal family and its extended members wields magic; specifically electrokenisis since they don't want the population of Ducitora to learn about the magic and rebel against the royal family who have ruled for almost a thousand years with an iron fist.

Religion, if any:

People of the Empire worship the Goddess of Light; Ahsoka who believed that Ahsoka gave the Ducitoran people a purpose. People also believed that the head of state; Empress Azura who wields powerful electric magic and an ageless human, is a daughter of the Goddess of Light and the members of the royal family are considered descendants of the Goddess of Light although people also worship the head of state, Empress Azura, since she is the so-called 'Daughter of the Goddess of Light' and an immortal human being (what I meant here is that she is an ageless human who remains younger than ever).

Backstory/Lore:

Thousands of years ago, the Empire of Ducitora was once comprises of kingdoms, duchies, and city-states who were on the verge of war against themselves. A powerful kingdom named Kingdom of Marossi wanted to unite against their neighbors under one banner but the king named King Leon believes that it is difficult to unite under Marossine banner so he travelled to the outskirts of the Kingdom to confront the tribe who wields powerful electric powers, the king met a beautiful woman named Azura, who wields powerful electric magic and a daughter of the chief. The king and the chief have an agreement which King Leon married Azura and would bear two children who would wield electrokenisis powers. Then, the Kingdom of Marossi became a powerful kingdom thanks to his wife Azura. The kingdoms would be united under Marossine banner, when King Leon died of old age. Queen Azura, who remained an ageless human because of her powers (although she would have white hair) would assume the Marossine throne and established the Empire of Ducitora. In the course of a thousand rule, Azura have quelled many rebellions which people have feared her and they started to believe that Azura is the daughter of the Goddess of Light.

The Empire of Ducitora expanded its territory but not to extent as they focus more on research and technology rather than conquest against unknown nations. The Empire remained isolated for thousand years and they deal their own affairs. The Empire have experienced thousand rebellions and yet the Empire stood for thousand years because of Azura's iron fist. In the current times, Empress Azura are having a thoughts if the Empire could expand its territories more since the overpopulation within the Empire have started to become an issue.

Territory, include capitol and other urban area locations:

N0oYGUc.png

*The territories of the Empire of Ducitora is the sky blue blob on the east*

RO0eKcS.png

Red = Capital of the Empire. Marossi City.
Yellow = Other cities of the Empire, formerly conquered cities
[-Northern Cities-]
Lux
Norweis
Norsiew
Noreeis
Wesrien
Cesrien
Easrien
Elysrien

[-Central Cities-]
Lakien
Centralis
Custalis
Salaci
Verwes

[-Southern Cities-]
Victucalis
Eassier
Cessiera
Wessour
Sousala
Ofedbore

[-Island Cities-]
New Lux
Xchul
Sruth

Green = Northern territory of an another Empire (Yamashiro)

Population:

40.5 million people

Government Type:

Absolute Monarchy with cult-of-personality and military dictatorship hybrid

Government Rank:

Empire

Military:

915,000 troops

The Imperial Armed Forces of Ducitora (IAFD) are one of the fiercest military branch of the Empire. They swore loyalty to the Empire, especially to the ageless Empress who wields powerful electric magic although they also swore loyalty to the ageless Prince who is the commander of all imperial forces of Ducitora

National Leader and Goals:

310

Empress Azura, the first of her name;
Empress of Ducitora
Her Radiance
The Light of Truth
The Guiding Hand
She Who Shines Brightest
Daughter of the Goddess of Light

Born thousands of years ago. Ageless human being who wields powerful electrokenisis magic.

Military Equipment:

Other:


WIP
 
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Motto:
To Defend Our Own

Name:
Allied Republics of Heimarkia

Magical, Technological, or a Mix of both:
Technological

Religion:
Not followed by all of the ARH but a good portion, Varitism is the worship of two deities, the God of Progress, Technis and the Goddess of Defense, Defendeera. It is the belief that by paying tribute to these two figures in the form of worship that the Allied Republics will continue to be blessed with gifts of technology, knowledge and strength in battle against the dark forces of the Realm Beyond the Gate.

Backstory/Lore:
Originally a band of loosely affiliated clans with a basic tribal structure, what are now known as the Heimarkian people started off centuries upon centuries ago, with newest records tracing the oldest of the first original clans to as early back as the late stone age. Having come from Eastern Zoscea and migrated to the large island that they now know as Heia, the clans moved between the mainland of Arret and Heia during one of the planet's earlier ice ages, which formed a land bridge between the two, allowing for the safe passage of the Heimarkian people from one landmass to another, the migration being spurred in the first place due to a great crop failure in Zoscea, forcing the elders of each of the clans to congregate and formulate a plan to move from the continent to Heia in search for a more prosperous land--though upon arriving in Heia they were saddened to see that conditions there weren't much better to the ones they had just fled from. The elders then directing their combined people's to the south of the island, which at the time they saw as another huge landmass just like the one they had left, eventually coming across a bountiful landscape filled with fertile soil and tolerable desert conditions in even the worst parts of it. Naming this sacred and beautiful land Heimarkia, the clans--having already been loosely affiliated and in relative peace and good standing with one another signed the Joining Texts, a now-ancient book declaring the constitution, laws, rights and sovereignty of the now united Allied Republics of Heimarkia, named after a relatively new concept to the Heimarkians of democracy and a republican style sense of leadership, the wise clan elders who were now multiple generations down from the ones that had originally sent their people from Zoscea to Heia already having had an appreciation of teamwork and liberty due to their more open mindset, viewing open-mindedness and a progressive attitude to both ruling and technology as the most vital way for their people to survive.

As such the Heimarkian people, forever trusting in their elders took this up as their new mantra. Adopting the system with relative ease and quickly learning to adapt to it and to make changes wherever necessary, Heimarkian democracy going through multiple phases in its centuries long lifetime before getting to the near-perfected state that it is in today. Upon signing the Joining Texts, Heimarkia went through a millennium long golden age where the arts, drama, liberty and technology flourished and the people along with it. Great cities were constructed and equally great monuments to stand as a true symbol of their glory, the growth of population remained relatively tame and in check despite massive advances in medical technology and the techniques employed due to the more admittedly selfish attitude of many Heimarkians when it came to having large families, most family units only desiring one or two children at most due to the financial and mental strain having a large family put on parents. However it continued to grow a relatively steady rate, never really falling or rising greatly at any one point. Heimarkians expanded throughout all of South Heia and claimed it all as their own, only coming to the point of questioning on who else was out there in the rest of Arret after their own civilization had already been built to such a great extent that their own protection would be ensured if such a foreign encounter ever turned hostile. Which unfortunately for them it did, their first naval scouts having come into contact with a group of roaming pirates, who swiftly engaged the scout party and forced them to retreat back to port, a larger pirate force attacking the port, which is now known as Southway City and pillaging it before a large Heimarkian force could arrive to fight them off. This attack leaving a lasting effect in not just the population but the government as well, putting a more isolationist idea of how to handle the rest of the world into the minds of Heimarkia's greatest and most influential leaders, and so it was to no one's surprise that after sending a sizeable navy fleet to decimate the pirates' own homemade port and the pirates residing there that Heimarkia never had any true contact with the outside world ever again.

And what happened a hundred years after helped in no way whatsoever as this was when the Breach occured, or as it was known back then the Rapture as it was believed by the then still comparatively unadvanced Heimarkians to be an act of the Gods as some kind of punishment. This event effectively ending the golden age of Heimarkia and leading into two centuries worth of constant back and forth fighting between the Heimarkians and the creatures which had flooded into Arret as a result of the Breach. The event itself being the opening of some kind of portal for lack of a better word between two different plains of dimension, one of them being the one that we know, the one that contains Arret and the other being one of unknown size and composition as all exploration teams that have been sent in from the opening of the portal to the present day have never returned. The creatures of the Breach, known among Heimarkians casually as the Dread but with the more official government designation being BBH-00 collectively and with each 'variant' of them having a specific number designated to them, are for lack of a better word the literal spawn of Satan himself, capable of wreaking havoc to entire nations if majorly unopposed, which was the fate of Heimarkia for many, many, many decades. The Great Stalemate beginning not long after the Breach had first ruptured open and this was a two hundred year long period of the overarching Dread War where neither the Heimarkians nor the Dread could make any advances on one another due to equalling strength as the Heimarkians made up for their lack of numbers and physical strength as human beings with technological superiority, technology which the feral and mindless Dread had none of.

But again, as Heimarkian technology progressed at a rapid rate out of necessity, that gap between the overall strength of the Heimarkian military and the Dread as a collective closed more and more, the Heimarkian forces taking the initiative with their newest technology and claiming their most decisive battle since the start of the War in the year 1876 on the Heimarkian calender where a force as small as 800 men wiped out around 2,000 Dread albeit relatively small ones compared to the larger variants, it was a victory nonetheless and ever since that victory which was relatively late into the War, the Dread have been losing although never giving up ever since. Heimarkia although never giving up either as they knew the consequences if they were to, taking into account the fact that if the Dread were to ever leave Heia en-masse that the rest of the world would be put into crisis, though even with the tremendous strain put onto them, the Allied Republics never once faltered in their will to uphold their moral standard and the democracy upon which their nation was built upon. Choosing to stand with their people in freedom rather than against them in oppression. In 1934 of the Heimarkian Calender, the Patterson Device was detonated directly in-front of the Breach, wiping out over 3,400,000 Dread creatures in the process and completely wiping out the surrounding landscape, contaminating it with radiation for the following decades before it eventually subsided. However contrary to the hopes of the Heimarkian leadership, this device, more casually called the A-bomb had failed to destroy the Breach and had merely made the military's job on the ground more difficult due to the radiation it had left. And even though many Dread had died, they were replaced soon with more from the Breach.

And so another solution was thought of, the construction of a great, impenetrable wall around the surrounding area of the Breach, a one hundred mile quarantine zone was set up around the Breach and a wall was put up, the Dread Containment Perimeter stood at around 380 metres tall, almost as tall as Liberty Tower in Southway City and was finished construction in 1960, around thirty years after it had originally began. The DCP effectively ending the threat of Dread expansion from their quarantine zone from that day forward, now maintained by over a million Heimarkian troops at all times the DCP is constantly repaired and reinforced with new materials and building techniques as they come out and with the new inventions of automated military weaponry and unmanned drones, the Heimarkian military is finding it increasingly easy to man and maintain the wall's security without having to put as many Heimarkian troops in danger. However that does not mean that the wall is fullproof, the Dread are still a large threat if left unchecked due to the sheer number of them that come from the Breach on a near daily basis and as such require constant 'attending to' by conventional military forces. However since the creation of the wall, Heimarkia has entered yet another golden age of peace, prosperity, technology, culture and liberty with culture and technology particularly booming with the now more carefree attitude of the Heimarkian people due to the assured safety of their cities and homes, the population growth rate has spiked and technology has gone through the roof in its rate of advancement.

It is now the year 2010 of the Heimarkian Calender and the nation is in preparations for what has now become a national holiday; Containment Day. Where the cause for celebration is the fact that the Dread no longer terrorize the Heimarkian people in their homes but are instead now contained by the Dread Containment Perimeter. In recent decades it has become increasingly commercialized and is now more focused on family get-togethers, Containment Day shopping, money and of course the big family dinners at the end of the day and the festive, patriotic movies about heroic Heimarkian soldiers battling off the Dread and saving the day--many of which have become child-friendly just for the holiday season that follow the dinner. As for Heimarkia and the outside world, they know very little about it due to their isolationist nature, and for all they know there may not even be an outside world, however this very question has become the topic of fierce national debate on whether or not they should openly seek out foreign lands as their historic encounters still haunt them to this day.

Territory:
chyna.pn.png
chyna.pn.png

Population:
35,482,931

Government Type:
Presidential, constitutional, federal republic

Government Rank:
Arch-Duchy

Military:
1,064,487 Active-Duty Personnel (Wall Defense)
15,000 Reserve Personnel (Nation Defense)

1,025 M7A5 Aran Main Battle Tanks
4,115 Defender Armored Personnel Carriers
150,000 M555VH Utility Armored Jeeps
5,600 M33 Hughbert Infantry Fighting Vehicles
450 M667 Self-Propelled Knight Artillery Vehicles
580 LMV-55 Armored Personnel Carriers

380 MA-40 Sea Eagles
500 MA-50 Sea Falcons
200 MA-60 Pelicans
440 UX-5 Stallions
650 UX-5A Hunters
125 MA-60A Panthers
220 AC-80 Badgers
1,040 AC-75 Tigers
150 AC-72 Lions
300 AC-78 Falcons
50 HAB-1 Kingsmen
15 HAB-2 Swordsmen
200 AC-90 Worldtravellers
300 AC-195 Defendeeras
40 AC-200 Universes

5 Harvard-class Aircraft Carriers
10 Maxmillian-class Amphibious Assault Ships
55 Alfred Lancer-class Destroyers
20 Geoff Bridgan-class Cruisers
40 Southway City-class Submarines
Numerous Support-role Vessels

National Leader and Goals:
Bryan-Cranston-Donald-Trump-move-Canada.jpg

Military Equipment:
966b122772a61f6252de6e49021d7bd6.jpg
4d2b868d2b81dc8f90b8383f5e3491b1.png
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latest
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latest
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latest
latest
latest
latest
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latest
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original.jpg
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1200px-LAV-25_armored_vehicle.jpg
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US_Navy_060417-N-9079D-095_An_SH-60B_Seahawk_helicopter_assigned_to_Helicopter_Anti-Submarine_Squadron_Light_Four_Seven_%28HSL-47%29_deploys_a_search_and_rescue_swimmer.jpg
US_Navy_100303-N-3885H-096_An_MH-60S_Sea_Hawk_helicopter_flies_over_the_Atlantic_Ocean.jpg
US_Navy_030325-M-3368I-005_Two_CH-46%27s_Sea_Knights_and_a_UH-60_Blackhawk_land_on_a_hardball_road_near_the_airstrip_at_Jalibah_to_take_on_additional_fuel_before_continuing_their_mission_northward.jpg
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US_Navy_070221-N-6482W-221_A_CH-53E_Super_Stallion%2C_assigned_to_Medium_Marine_Helicopter_Squadron_Two_Six_Four_%28HMM-264%29_%28Reinforced%29%2C_lifts_palettes_of_Meals-Ready-to-Eat_%28MRE%29_from_amphibious_assault_ship_USS_Bataan_%28LHD_5%29.jpg
1200px-USS_Wasp_%28LHD-1%29_Osprey_2.jpg
1280px-us_navy_080705-n-2735t-128_the_guided-missile_destroyer_uss_bulkeley_ddg_84_a_member_of_the_nassau_strike_group_nassg_transits_the_atlantic_ocean.jpg
1200px-US_Navy_100304-N-6006S-046_The_Ticonderoga-class_guided-missile_cruiser_USS_Bunker_Hill_%28CG_52%29_transits_in_the_Atlantic_Ocean.jpg
1200px-US_Navy_040730-N-1234E-002_PCU_Virginia_%28SSN_774%29_returns_to_the_General_Dynamics_Electric_Boat_shipyard.jpg

Other:​

Accepted (Note to to other players this is accepted due to the fact that this player has promised me they would not trade this technology, start offensive wars, or provoke incidents. The moment this player gets risky with this they will face GM action and they will be banned)
 
Motto: "Whether by sword, by blood or by peace, Her name shall be heard."

Test1.png

Name: তার লোকেরা Tāra'lōkērā Her People

Magical, Technological, or a Mix of both: Both, aprox. 70% magic 20% tech

গ্রাস করা Grāsa'karā is the belief in the Great first Mother who birthed the নাগা or naga people created the seas and jungles for her children to live. She then fell into a deep slumber around the world to protect it from evil demons, and what we see in the sky is her scales constantly turning.
Ranks from highest to lowest
  1. Empress Matriarch of Tāra'lōkērā
  2. Matriarch
  3. Archbishop
  4. Metropolitan
  5. Titular Daughter
  6. Bishop
  7. Auxiliary Sister
  8. Priest
  9. Protopriest
  10. Archpriest
  11. Archimandrite
  12. Heiromonk
  13. Deacon
  14. Abbot
  15. Abbess
  16. Rassophore
  17. Stravophore
  18. Schemamonk
  19. Nun
  20. Novice
A Long time ago, the naga people lived secluded and peacefully in the jungles Zoscea, safe from danger. But one day an unknown race of beings called দুই টুকরা or Du'i ṭukarā invade and pushed out people out. The naga people were hunted and slaughtered, and without hope and no where to run a great Daughter of Kara rose up and led her people into exile, vowing revenge on those who razed their homes. The were led on the trail of sorrows, travelling to new and exotic lands of temperate forests, mountains higher than any tree they've seen, and lands so cold it would freeze the blood of any naga that was still for too long. The slithered until the reached the fabled dry sea where the stayed in a self inflicted exile. Many naga died trying to establish a Settlement, and many more broke away to form there own communities until there were as many tribes as there were starts in the night sky. As time went on, many naga had forgotten the home they once had, and worse yet forsaken the name of Kara, the first mother. It was in this time of turmoil of about 10 years ago that a young Daughter of Kara arose and destroyed the alter of many gods and established Tāra'lōkērā in the city of Lala, which is the capital today. This Daughter was given the name দ্বিতীয় মা or Dbitīẏa'mā, Empress of all Naga and a direct messenger from Kara the first mother. It was with this, Empress Dbitīẏa'mā led a war to unify the naga tribes and eradicate all heathens and pagans from the land. Now the Tāra'lōkērā stand a united people, strong in faith and passion and seek to see the home of there ancestors.

Territory, include capitol and other urban area locations: my nation zoomed.png
Red= capital
  • Lala
Blue= cities (names from left to right)
  • Pabitra
  • Bhala
  • Linga
Arret_after_Danzo.png
Population: 15 million

Government Type: Theocratic Monarchy

Government Rank: Arch-Duchy

Military: (note,the military and religious ranks are one and the same organization).
45,000 active troops

Commandos- 1,000

Infantry- 19,000
Riflemen- 14,000
Mages- 5,000

Artillery Mages- 5,000

Support- 15,000
Supply- 6,000
Anti-Air- 4,000
Mages- 5,000

Guardian Corp- 10,000

08dfe93186a7fb38ec8c7595ea048048.jpg
Empress Matriarch Dbitīẏa'mā of Tāra'lōkērā
  • Seeks to Unite her people
  • Reclaim the ancient lands of her people
  • Eradicate those who pushed them away
  • Spread the one true faith around the world
bb7f21e1ecad554c79facc726fb41438.jpg
Matriarch Khilāna

7774ac088faf8ed41bcbffcedf76cb03.jpg b60f20994f68b517b52c6e0f22d66ef1.jpg b498e000c54fcb5dfca8340b4e673ec2.jpg
Archbishop Nila of Pabitra Archbishop Kalo of Bhala Archbishop Parakas of Linga
Military Equipment:
Rifle 8b3616afbb3fb06fd4d716ecc2af5743.jpg
Sword7ba42def3ad583737a81516825a3d255.jpg
Flak cannonf19c2534f91387b551bc24168fa7107a.jpg\
MG1f803d5dd28b416b48f5647edab14f27.jpg

Other:
 
Touch_of_sea3.png



Motto: For the People, for the Empire, forwards unto victory.

Name: Empire of Yamashiro

Magical, Technological, or a Mix of both: The Yamashirian society strives to make use of both technology and Magic to create a well balanced lifestyle.

Religion: Most dont associate themselves with religion, but religions comparable to shintoism and buddhism are widespread with some people just deciding to take parts of them to fit into their lifestyles.

Backstory/Lore: The empire of Yamashiro came about from multiple clans, one of which was the Yamashiro clan that came out to be the strongest after years of fighting other clans, thus consolidating their hold on the island of Chaldae after years of bloody war.

The defeated leaders of the other clans were given a place in the coming Diet as advisors or representatives of their own regions as part of the upper house after swearing loyalty to the current emperor/empress. Less important matters and less influencial people were relegated to the lower house.

Years later, Industrialization and increasing militarism called for expansion far beyond the limits of Chaldae, setting off westwards, leaving us on present day.

View attachment 379053
Territory, include capitol and other urban area locations:
Yellow: Smaller cities in the hundreds of thousands to low millions.
Red: Capital city with an estimated 10 million inhabitants

Population: 71,998,104

Government Type: Constitutional Monarchy

Government Rank: Empire

__demon_archer_fate_grand_order_and_fate_series_drawn_by_kura_ekaki__sample-c753d6d5179c512dfd9d82c66dc0130e.jpg


National Leader and Goals:
Empress Kaguya Yamashiro. Strong willed from birth yet looked down on by the Imperial Diet itself, doubting her ability to rule the nation. However, despite having a younger brother and sister, she was found to be the most fit to rule after the Emperor´s death one year prior. In the short time she has managed to rule she has demonstrated to have the will, but will she have the ability to do so?

Hilghly militarist, along with the nation itself, they will be heavily cautious or agressive when finding a new nation or people. The Empress herself only wishes what is best for the nation, what will drive it forward, and what will keep the people within its borders safe from outside harm.​



  • Infantry: A total of 1,200,000 troops with an extra 500,000 on reserve.
    The infantry is the backbone of the army, the first into combat, the first to die, and the first to reach victory in battle. The standard soldier is equiped with a Type 99 rifle (the number depicts the year it was made), rations, bandages, a gas mask, and other necessities for life on the battlefield.

    The tank forces number around 2000 in total, while there are about 100,000 active duty Magi referred to as Kitsune (Fox) due to old folklore and tales of witchcraft without possessing any animal traits themselves however.

    The military makes use of different types of equipment, weapons, and vehicles:

    Small Arms:
    Type 96 Light Machine Gun aka Hiryuu (Dragon)
    __original_drawn_by_sino_mechanized_gallery__sample-79dda429ccf3f4f95e31ca831056b221.jpg

    The picture above is of a female machinegunner carrying a Type 96 light machine gun. The gun itself carries a 30 round box detachable magazine, has a rate of between 450 to 500 rounds per minute and these are usually already enchanted to either make maintenance easier or not needed at all.

    Type 99 rifle aka Ken (Fist)
    __original_drawn_by_bee_deadflow__sample-754b93f80063231e07820e3683454e24.jpg

    The picture above depicts an indigenous soldier of the northern regions of Chaldae brandishing a Type 99 rifle, known for their ability to hunt and track enemies, they are generally pushed into marksmen/sniper squadrons as well as scouts. Some tend to have animal features in these squadrons, however the majority actually do not possess such features. The type 99 rifle is usually not enchanted and needs to be cleaned, etc, like any other normal weapon, however sniper or scout squadrons (scoped version) get the choice to have enchantments applied to it ranging from better more powerful ballistics, to actual damage elemental enchanments or especial effects or powerful spells. Normal infantry happen to get more customization options to their rifles after showing themselves capable in combat.

    Type 99 submachine gun aka Kabutomushi (Beetle)
    Submachine_gun_Type_100.jpg

    These is one of the weapons mixed into assault squads, given that it is highly effective at close range. It possesses a capacity of 30 rounds with a rate of fire of 800 rounds per minute. Troopers that have shown themselves to be excellent in combat are offered customization options, a favorite amongst these individuals seems to be magically explosive rounds or a heightened rate of fire which places a severe strain on the weapon requiring an almost casual change of barrels or a complete change of weapon, most are dissuaded from this option.

    Type 14 Nambu aka Endō (pea)

    450px-Nambupistol2465.jpg

    The standard issue pistol for the armed forces with a capacity of 8 rounds.

    Type 97 Anti-Tank rifle aka Ransu (Lance)
    5ad618801e819036d403d5a3927e1f71.jpg

    An standard tank hunter team, the type 97 Anti-tank rifle can penetrate up to 30mm of armor at an angle of 90 degrees at a range of 250 meters. It has a 7 round capacity with up to 12 rounds per minute. The large caliber of the round (20mms) means that the recoil must be handled with care. Teams that have shown themselves to be exceptional in battle and those regarded as elite right out of training can choose to have their weapons enchanted for added penetration, effects, etc.

    Type 89 Grenade discharger aka Knee Mortar
    Japanese50mmGrenadeMortar.jpg

    A Yamashirian soldier demonstrating the proper use of a Type 89 Grenade Discharger. These small mortars can be found atleast once on every squadron in the army. The type 89 grenade discharger can launch the normal Type 91 grenade or the larger 50mm type 89 grenade which can range from normal high explosive, smoke, or incendiary rounds.

    Type 99 Flamethrower
    Type_100_flamethrower.jpg

    A flametrooper brandishing his Type 99 Flamethrower, which has a range of up to 27 meters.

    Type 92 Heavy Machine Gun
    Type_92_Japanese_machine_gun-_randolf_museum.jpg

    The type 92 heavy machinegun is used in a mostly defensive role or when taking enemy positions that can be used in our favor. It might also be found on some vehicles and aircraft used by the Yamashirian Empire.

    Artillery

    Type 90 75mm Field Gun

    Type90FG.jpg

    The standard medium caliber artillery piece of the Imperial Army. It has a range of 14,960 meters and with a rate of fire of 15 rounds over 2 minutes. It can fire high high explosive, fragmentation, armor piercing, incendiary, smoke, and illumination.

    Type 96 15cm Howitzer
    Field_Gun_in_Romsey_Park.jpg

    a 150mm howitzer, can fire most types of shells and has a rate of fire of 3 to 4 rounds per minute with a maximum range of 11,900 meters. Its one of the heavier artillery pieces found in the Yamashirian arsenal.

    Type 92 10cm cannon
    Type_92_105mm_field_gun.jpg

    a 105mm cannon, can fire most types of shells and has a rate of fire of 6 to 8 rounds per minute as well as a range of 18,300 meters. It is one of, if not the heaviest artillery piece used by the Yamashirian army.

    Type 97 90mm Infantry Mortar
    Japanese_Type_97-90_mm_Mortar.jpg

    This is the main infantry mortar used by the Yamashirian army. It has a range of 3,800 meters and can fire different types of shells (as mentioned earlier).

    Besides the normal shell options, some guns or shells themselves are enchanted with certain magics that allow for a longer range, silenced shots, different elements, etc.

    Vehicles

    Type 99 Chi-Ri aka Tokage (Lizard)
    vickersmkc.jpg

    This is the main tank in the Yamashirian Army, equipped with two heavy mahineguns side by side along with one at the front of the hull with a main armament consisting of a 47mm. Its armor consists of around 15mm all around with a top speed of 24 km/h. On top of the conventional protection, yamashirian tanks are equipped with magic defensive crystals, enabling them to create a magic field around the tank with a nearly 50% defensive increase. However, under continous fire, the crystal can be overloaded meaning that the shield will deactivate and undergo a heat release process, during this 'cooldown' time this essential piece of equipment is incredibly sensitive and a direct hit to it by any kind of shell will usually mean another fiery blaze in the battlefield, due to this, crews are advised to immediately follow standard procedure and sink the crystal into cooling liquid or water. There is also another version where the main armament is removed, and the crew is moved down to two men (1 driver and 1 magus to maintain the crystal) a large defense crystal settled in the middle casting a large protective shield/ward over the armored column or infantry that it is driving along with.

    Type 95 Truck aka Yagi (Goat)
    fnmfm-30.jpg

    This is the main logistic and transport truck in the Yamashirian Army. There are different versions, however the picture above shows the standard transport with up to 40 to 60km/h. There is another version which the side doors are pulled down, carrying either a 25mm autocannon or a 90mm mortar.





Name:
The Rīkedom of Moreasland

a7s2ES5.png



  • Motto:
    We shall triumph.

    Flag:
    The flag is a tricolour flag. The blue represents the royal human families, and the orange represents the royal elven families.

    Magical, Technological, or a Mix of both:
    Technically, Moreasland is a mixed country, but is practically technological.

    Territory, include capitol and other urban area locations:
    View attachment 379989
    View attachment 380076

    Population:
    There are 31,200,000 people in Moreasland.
    51% of the population is elves, while 48% of the population is humans. The remaining 3% is kobolds, goblins, and other races.
Motto: "Whether by sword, by blood or by peace, Her name shall be heard."

View attachment 379952

Name: তার লোকেরা Tāra'lōkērā Her People

Magical, Technological, or a Mix of both: Both, aprox. 70% magic 20% tech

গ্রাস করা Grāsa'karā is the belief in the Great first Mother who birthed the নাগা or naga people created the seas and jungles for her children to live. She then fell into a deep slumber around the world to protect it from evil demons, and what we see in the sky is her scales constantly turning.
Ranks from highest to lowest
  1. Empress Matriarch of Tāra'lōkērā
  2. Matriarch
  3. Archbishop
  4. Metropolitan
  5. Titular Daughter
  6. Bishop
  7. Auxiliary Sister
  8. Priest
  9. Protopriest
  10. Archpriest
  11. Archimandrite
  12. Heiromonk
  13. Deacon
  14. Abbot
  15. Abbess
  16. Rassophore
  17. Stravophore
  18. Schemamonk
  19. Nun
  20. Novice
A Long time ago, the naga people lived secluded and peacefully in the jungles Zoscea, safe from danger. But one day an unknown race of beings called দুই টুকরা or Du'i ṭukarā invade and pushed out people out. The naga people were hunted and slaughtered, and without hope and no where to run a great Daughter of Kara rose up and led her people into exile, vowing revenge on those who razed their homes. The were led on the trail of sorrows, travelling to new and exotic lands of temperate forests, mountains higher than any tree they've seen, and lands so cold it would freeze the blood of any naga that was still for too long. The slithered until the reached the fabled dry sea where the stayed in a self inflicted exile. Many naga died trying to establish a Settlement, and many more broke away to form there own communities until there were as many tribes as there were starts in the night sky. As time went on, many naga had forgotten the home they once had, and worse yet forsaken the name of Kara, the first mother. It was in this time of turmoil of about 10 years ago that a young Daughter of Kara arose and destroyed the alter of many gods and established Tāra'lōkērā in the city of Lala, which is the capital today. This Daughter was given the name দ্বিতীয় মা or Dbitīẏa'mā, Empress of all Naga and a direct messenger from Kara the first mother. It was with this, Empress Dbitīẏa'mā led a war to unify the naga tribes and eradicate all heathens and pagans from the land. Now the Tāra'lōkērā stand a united people, strong in faith and passion and seek to see the home of there ancestors.

Territory, include capitol and other urban area locations: View attachment 380091
Red= capital
  • Lala
Blue= cities (names from left to right)
  • Pabitra
  • Bhala
  • Linga
View attachment 380092
Population: 15 million

Government Type: Theocratic Monarchy

Government Rank: Arch-Duchy

Military: (note,the military and religious ranks are one and the same organization).
45,000 active troops

Commandos- 1,000

Infantry- 19,000
Riflemen- 14,000
Mages- 5,000

Artillery Mages- 5,000

Support- 15,000
Supply- 6,000
Anti-Air- 4,000
Mages- 5,000

Guardian Corp- 10,000

View attachment 379841
Empress Matriarch Dbitīẏa'mā of Tāra'lōkērā
  • Seeks to Unite her people
  • Reclaim the ancient lands of her people
  • Eradicate those who pushed them away
  • Spread the one true faith around the world
View attachment 380088
Matriarch Khilāna

View attachment 380096 View attachment 380097 View attachment 380098
Archbishop Nila of Pabitra Archbishop Kalo of Bhala Archbishop Parakas of Linga
Military Equipment:
Rifle View attachment 380101
SwordView attachment 380103
Flak cannonView attachment 380104\
MGView attachment 380105

Other:


All of you are accepted
 
The Great City of Bardwall
ff996be487b68311d030519b7b9a958e.png


May the gods wish peace upon your soul.

Magical, Technological, or a Mix of both:
The people of Bardwall rely a lot on magic of all sorts.

Religion, if any:
The citizens all have their own interpretation, but the main idea is that the great Gods created all the creatures and plants alive today. The Stoneworkers generally pray to the God of Earth and Masonry, Marok. Rune Keepers like to give tributes to the Goddess of Wisdom, Dena. Even criminals pray to the God of Trickery and Fortune, Stav. Some citizens of Bardwall choose not to worship a deity, and they are free to do so. But the majority of people find peace in praying before bed.

Backstory/Lore:
The people of Bardwall are mostly migrants from all over seeking isolation in the mountain ranges of the South. Originally founded by a group of exiles, Bardwall is a city that was carved from the marble peaks of the Wintercrest Mountains by the hands of giants over centuries. It represents the undying will of the people that perseveres against all odds.

Now-a-days, it is populated by creatures of all walks of life. Eighteen foot tall Giants generally find work as Stoneworkers, blacksmiths or warriors. Four-hooved Horsemen are commonly seen pulling carts of supplies and transporting tourists in wagons. Rune Keepers teach classes at local schools, training the next generation of Keepers and other magic users. But what separates the great city the most is not it’s location or diversity, but it’s reliance on magic. Some call it old fashion, but everything from erecting sky scrapers and demolishing them to planting crop fields and harvesting them in the summer is done with the help of a Keeper, a powerful mage born with a strong affinity for magic. These are just a few examples of daily life in a place like Bardwall.

Territory, include capitol and other urban area locations:
Arret_after_Danzo.png
Arret_after_Danzo2.png

West: University of Bardwall, Rundheim Campus
South West: The Courtyard, Bardwall Capitol Building, Bardwall Gardens
North: Steinhall Mines, Bardwall Stoneworkers Union Headquarters, The Forge, Steinhall Exports
North East: Veld Shopping Centre, The Entertainment District
East: The Financial Sector, The Bank of Bardwall, Barnabus and Co. Realtors Inc.
South: Frostgard Farms Co.

The Capitol

unnamed (1).jpg
unnamed (4).jpg
The capitol building in Bardwall is located in the western end of the city, Rundheim. There, too, is the great University of Bardwall. Lots of intellectuals, both Keeper and mage, are born from this region.

Steinhall
unnamed (3).jpg
East of the Capitol is the great industrial region, Steinhall. It is well known for it's production of minerals such as silver, iron and marble.

Veld
unnamed.jpg
The most eastern section of the city is Veld, what most would consider to be like the downtown core of a metropolis. Lots of busy malls and shops open all day long, selling the finest Owl-skin leathers and Gart furs. People bustling about, trying to catch the next train home. Veld, to nobody's surprise, also happens to be the most crime infested region of the city.

Frostgard
landscape-of-windy-wheat-field-in-front-of-mountain-range-digital-painting-matthew-gibson.jpg

Last, but certainly not least, is Frostgard, the region that keeps the citizens of Bardwall hunger free. The southern most region of the city is dotted with large patches of land dedicated to farming things like Oilbeans, Juice Root and Curdip. Though these few crops manage to survive the harsh winters of the mountains, most of Bardwalls food must be imported.

Population:
The City of Bardwall has a population of just over 600000.

Government Type:
Oligarchy

Government Rank:
City State

Military:
The Military of Bardwall is fairly weak, even for a City State. It is composed of roughly 6000 Foot Soldiers, 2000 Horsemen, 1000 Giants, 2000 Rune Keepers and 6 Airships.

Foot Soldiers
80d3b7357599d2e86b8551369f8c6eaa--art-station-concept-art.jpg

Foot Soldiers are always covered in thick leather hides. They carry a long, wooden rifle and a short sword.

Horsemen
4b14b8ced172bbb80226995bbfcf3f6e--mythical-creatures-deviant-art.jpg

Horsemen usually carry heavier armor and long spears.

Giants
giants.jpg

Giants, who are considered to be some of the most important members of the military, stand at 18 feet tall on average. They are equipped with very expensive, custom made heavy armor and weapons that no regular man would be able to dawn.

Rune Keepers
latest

Rune Keepers are the main magical output of the Bardwall army. Their magical abilities range from setting fire to the earth to hailing lightning onto the battlefield. Most Keepers that join the military, however, study healing and protective magics to better aid their allies in any combat situation.

Airships
BEF82739-2F24-44B5-A642-1938B1A53B39.jpeg
The Airships, piloted by a powerful Keeper, are regularly used for transporting goods across the world. But, it’s been decided to upgrade their metal hulls and add two torpedo launchers to each for the purpose of defence. Now these metal Airships, with 2 inch thick hulls, can reach a top speed of 20 mph.

National Leader and Goals:
Bardwall does not have a single leader, but a whole council of leaders, know as The Circle of Keepers. There are currently 37 members of this organization, but the most influential three are High-Keeper Elvin Longstaff, Great Mason Baldur Orus and General Tibran Nyros.

Military Equipment:
The Blacksmiths of Bardwall are in charge of outfitting the soldiers with the best equipment they can create.

Rifle
m24riflesdoublefull_001.JPG


Short Sword
Handmade%20Replica%20300%20Spartan%20Sword%2034%201-4Inch%20steel_SW-1022.jpg


Spear
H2640-L78906672.jpg

Giant Hammer
latest
 
Last edited:
The Great City of Bardwall
ff996be487b68311d030519b7b9a958e.png


May the gods wish peace upon your soul.

Magical, Technological, or a Mix of both:
The people of Bardwall rely a lot on magic of all sorts.

Religion, if any:
The citizens all have their own interpretation, but the main idea is that the great Gods created all the creatures and plants alive today. The Stoneworkers generally pray to the God of Earth and Masonry, Marok. Rune Keepers like to give tributes to the Goddess of Wisdom, Dena. Even criminals pray to the God of Trickery and Fortune, Stav. Some citizens of Bardwall choose not to worship a deity, and they are free to do so. But the majority of people find peace in praying before bed.

Backstory/Lore:
The people of Bardwall are mostly migrants from all over seeking isolation in the mountain ranges of the South. Originally founded by a group of exiles, Bardwall is a city that was carved from the marble peaks of the Wintercrest Mountains by the hands of giants over centuries. It represents the undying will of the people that perseveres against all odds.

Now-a-days, it is populated by creatures of all walks of life. Eighteen foot tall Giants generally find work as Stoneworkers, blacksmiths or warriors. Four-hooved Horsemen are commonly seen pulling carts of supplies and transporting tourists in wagons. Rune Keepers teach classes at local schools, training the next generation of Keepers and other magic users. But what separates the great city the most is not it’s location or diversity, but it’s reliance on magic. Some call it old fashion, but everything from erecting sky scrapers and demolishing them to planting crop fields and harvesting them in the summer is done with the help of a Keeper, a powerful mage born with a strong affinity for magic. These are just a few examples of daily life in a place like Bardwall.

Territory, include capitol and other urban area locations:
View attachment 380434
View attachment 380435

West: University of Bardwall, Rundheim Campus
South West: The Courtyard, Bardwall Capitol Building, Bardwall Gardens
North: Steinhall Mines, Bardwall Stoneworkers Union Headquarters, The Forge, Steinhall Exports
North East: Veld Shopping Centre, The Entertainment District
East: The Financial Sector, The Bank of Bardwall, Barnabus and Co. Realtors Inc.
South: Frostgard Farms Co.

The Capitol

View attachment 380429
View attachment 380432
The capitol building in Bardwall is located in the western end of the city, Rundheim. There, too, is the great University of Bardwall. Lots of intellectuals, both Keeper and mage, are born from this region.

Steinhall
View attachment 380431
East of the Capitol is the great industrial region, Steinhall. It is well known for it's production of minerals such as silver, iron and marble.

Veld
View attachment 380433
The most eastern section of the city is Veld, what most would consider to be like the downtown core of a metropolis. Lots of busy malls and shops open all day long, selling the finest Owl-skin leathers and Gart furs. People bustling about, trying to catch the next train home. Veld, to nobody's surprise, also happens to be the most crime infested region of the city.

Frostgard
landscape-of-windy-wheat-field-in-front-of-mountain-range-digital-painting-matthew-gibson.jpg

Last, but certainly not least, is Frostgard, the region that keeps the citizens of Bardwall hunger free. The southern most region of the city is dotted with large patches of land dedicated to farming things like Oilbeans, Juice Root and Curdip. Though these few crops manage to survive the harsh winters of the mountains, most of Bardwalls food must be imported.

Population:
The City of Bardwall has a population of just over 600000.

Government Type:
Oligarchy

Government Rank:
City State

Military:
The Military of Bardwall is fairly weak, even for a City State. It is composed of roughly 5000 Foot Soldiers, 2000 Horsemen, 1000 Giants, 1000 Dragons and 2000 Rune Keepers.

Foot Soldiers
80d3b7357599d2e86b8551369f8c6eaa--art-station-concept-art.jpg

Foot Soldiers are always covered in thick leather hides. They carry a long, wooden rifle and a short sword.

Horsemen
4b14b8ced172bbb80226995bbfcf3f6e--mythical-creatures-deviant-art.jpg

Horsemen usually carry heavier armor and long spears.

Giants
giants.jpg

Giants, who are considered to be some of the most important members of the military, stand at 18 feet tall on average. They are equipped with very expensive, custom made heavy armor and weapons that no regular man would be able to dawn.

Dragons
drawn-warrior-dragon-rider-2.jpg

Dragons are some of the most powerful members of the army of Bardwall. The 20 foot tall beasts usually don't carry armor, as it would cost too much to produce. But they are capable of flight and breathing fire down onto their enemies.

Rune Keepers
latest

Rune Keepers are the main magical output of the Bardwall army. Their magical abilities range from setting fire to the earth to hailing lightning onto the battlefield. Most Keepers that join the military, however, study healing and protective magics to better aid their allies in any combat situation.

National Leader and Goals:
Bardwall does not have a single leader, but a whole council of leaders, know as The Circle of Keepers. There are currently 37 members of this organization, but the most influential three are High-Keeper Elvin Longstaff, Great Mason Baldur Orus and General Tibran Nyros.

Military Equipment:
The Blacksmiths of Bardwall are in charge of outfitting the soldiers with the best equipment they can create.

Rifle
m24riflesdoublefull_001.JPG


Short Sword
Handmade%20Replica%20300%20Spartan%20Sword%2034%201-4Inch%20steel_SW-1022.jpg


Spear
H2640-L78906672.jpg

Giant Hammer
latest

Dragons can't be tamed, period. Denied
 
The Great City of Bardwall
ff996be487b68311d030519b7b9a958e.png


May the gods wish peace upon your soul.

Magical, Technological, or a Mix of both:
The people of Bardwall rely a lot on magic of all sorts.

Religion, if any:
The citizens all have their own interpretation, but the main idea is that the great Gods created all the creatures and plants alive today. The Stoneworkers generally pray to the God of Earth and Masonry, Marok. Rune Keepers like to give tributes to the Goddess of Wisdom, Dena. Even criminals pray to the God of Trickery and Fortune, Stav. Some citizens of Bardwall choose not to worship a deity, and they are free to do so. But the majority of people find peace in praying before bed.

Backstory/Lore:
The people of Bardwall are mostly migrants from all over seeking isolation in the mountain ranges of the South. Originally founded by a group of exiles, Bardwall is a city that was carved from the marble peaks of the Wintercrest Mountains by the hands of giants over centuries. It represents the undying will of the people that perseveres against all odds.

Now-a-days, it is populated by creatures of all walks of life. Eighteen foot tall Giants generally find work as Stoneworkers, blacksmiths or warriors. Four-hooved Horsemen are commonly seen pulling carts of supplies and transporting tourists in wagons. Rune Keepers teach classes at local schools, training the next generation of Keepers and other magic users. But what separates the great city the most is not it’s location or diversity, but it’s reliance on magic. Some call it old fashion, but everything from erecting sky scrapers and demolishing them to planting crop fields and harvesting them in the summer is done with the help of a Keeper, a powerful mage born with a strong affinity for magic. These are just a few examples of daily life in a place like Bardwall.

Territory, include capitol and other urban area locations:
View attachment 380434
View attachment 380435

West: University of Bardwall, Rundheim Campus
South West: The Courtyard, Bardwall Capitol Building, Bardwall Gardens
North: Steinhall Mines, Bardwall Stoneworkers Union Headquarters, The Forge, Steinhall Exports
North East: Veld Shopping Centre, The Entertainment District
East: The Financial Sector, The Bank of Bardwall, Barnabus and Co. Realtors Inc.
South: Frostgard Farms Co.

The Capitol

View attachment 380429
View attachment 380432
The capitol building in Bardwall is located in the western end of the city, Rundheim. There, too, is the great University of Bardwall. Lots of intellectuals, both Keeper and mage, are born from this region.

Steinhall
View attachment 380431
East of the Capitol is the great industrial region, Steinhall. It is well known for it's production of minerals such as silver, iron and marble.

Veld
View attachment 380433
The most eastern section of the city is Veld, what most would consider to be like the downtown core of a metropolis. Lots of busy malls and shops open all day long, selling the finest Owl-skin leathers and Gart furs. People bustling about, trying to catch the next train home. Veld, to nobody's surprise, also happens to be the most crime infested region of the city.

Frostgard
landscape-of-windy-wheat-field-in-front-of-mountain-range-digital-painting-matthew-gibson.jpg

Last, but certainly not least, is Frostgard, the region that keeps the citizens of Bardwall hunger free. The southern most region of the city is dotted with large patches of land dedicated to farming things like Oilbeans, Juice Root and Curdip. Though these few crops manage to survive the harsh winters of the mountains, most of Bardwalls food must be imported.

Population:
The City of Bardwall has a population of just over 600000.

Government Type:
Oligarchy

Government Rank:
City State

Military:
The Military of Bardwall is fairly weak, even for a City State. It is composed of roughly 6000 Foot Soldiers, 2000 Horsemen, 1000 Giants, 2000 Rune Keepers and 6 Airships.

Foot Soldiers
80d3b7357599d2e86b8551369f8c6eaa--art-station-concept-art.jpg

Foot Soldiers are always covered in thick leather hides. They carry a long, wooden rifle and a short sword.

Horsemen
4b14b8ced172bbb80226995bbfcf3f6e--mythical-creatures-deviant-art.jpg

Horsemen usually carry heavier armor and long spears.

Giants
giants.jpg

Giants, who are considered to be some of the most important members of the military, stand at 18 feet tall on average. They are equipped with very expensive, custom made heavy armor and weapons that no regular man would be able to dawn.

Rune Keepers
latest

Rune Keepers are the main magical output of the Bardwall army. Their magical abilities range from setting fire to the earth to hailing lightning onto the battlefield. Most Keepers that join the military, however, study healing and protective magics to better aid their allies in any combat situation.

Airships
View attachment 380468
The Airships, piloted by a powerful Keeper, are regularly used for transporting goods across the world. But, it’s been decided to upgrade their metal hulls and add two torpedo launchers to each for the purpose of defence. Now these metal Airships, with 2 inch thick hulls, can reach a top speed of 20 mph.

National Leader and Goals:
Bardwall does not have a single leader, but a whole council of leaders, know as The Circle of Keepers. There are currently 37 members of this organization, but the most influential three are High-Keeper Elvin Longstaff, Great Mason Baldur Orus and General Tibran Nyros.

Military Equipment:
The Blacksmiths of Bardwall are in charge of outfitting the soldiers with the best equipment they can create.

Rifle
m24riflesdoublefull_001.JPG


Short Sword
Handmade%20Replica%20300%20Spartan%20Sword%2034%201-4Inch%20steel_SW-1022.jpg


Spear
H2640-L78906672.jpg

Giant Hammer
latest

Accepted
 
Motto: "Oh pity, those who stand in the way of thy power!"

Flag:
FOtkqY3.png


Name: Greater Kashai

Magical, Technological, or a Mix of both: Mostly focused on war technology, but acceptive of magic use in the army. Very repulsive of magic use outside of the military.

Religion, if any: Tribal: "The Good Ones", gods of nature, war and peace, are commonly honoured by the population.

Backstory/Lore:
Greater Kashai was once a nation that stretched out way further than the mountains and plains it controls today. In its glory days, Lord Dagoth's father was a man respected and feared by many other leaders. This way, untill the Days of Disaster happened. While the army was fighting a sudden rebellion in the East, two of Kashai's closest allies turned their back on him, and let the enemy nation's troops pass through their lands. The defending Kashai troops were slaughtered, the population massacred and the capital besieged. Dagoth's father rushed back to save his wife and child, slaying all who stood in his way. However, when he and the enemy faced each other in the courtyard of the Varagh Uhr, a dragon suddenly appeared out of nowhere. The armies of Dagoth's father and his enemies were either dead or on the run, as not even the strongest mages of both armies were able to defeat the dragon. Even Dagoth's father himself, being a strong experienced soldier with magical powers, died whilst trying to kill the dragon.
After killing most of the soldiers, the dragon flew away again. The remaining enemy forces fled, and the rebuilding of Greater Kashai would begin. Dagoth, being but a teenager, was put on the throne with the help of his mother. It was decided that a Disaster like this was never to happen again. Greater Kashai would start to focus more on technology, and less on magic. Cannons and anti-air would be researched and made soon, and Greater Kashai would be very suspicious of other nations, making it difficult for them to create alliances.

Territory, include capitol and other urban area locations:
Varagh Uhr (capital), in the province of Kashianum.
Cithrium, in the province of Beresk Cith.
Baragh Kah, in the province of Beresk Kah.
Verhgus (in the mountains), in the province of Keshintri.
Krumigh, in the province of Veglar Island.

o5q9vc.png

2u7t44j.png


Population: +/- 31 mil

Government Type: Absolute Monarchy, with governors for each province except Kashianum (Lord Dagoth's province).

Government Rank: Arch Duchy

Military: 732,000 soldiers:
- 180,000 sailors and ship crew.
- 455,000 foot soldiers and cavalry.
- 78,126 tank crew, cannon crew and engineers.
- 14,000 trolls from the Keshintri mountains, about 5m or 15ft tall.
latest

- 1,000 Varagh Guard, Lord Dagoth's personal guard.
- 3,874 wizards and witches (fire, light and earth magic), also able to summon different earth, fire and lava creatures:

* Molten Mines (medium tier magic): The molten mines are used as ground defense of Greater Kashai in case of a possible invasion. They look like normal rocks, untill they sense someone or something coming too close, which makes them inflate themselves untill they blow up. If not activated for a long time, they will disappear and their magic will flow out of them and return to the creator.
wowhead_408839_s.jpg

* Lava Slug (medium tier magic): The lava slug is a much less powerful creature, and is as big as an average adult human. It is mainly used as an anti-armor weapon due it's melting heat, allthough it can kill infantry as well if it gets close enough. Classified as Low Tier Summoning Magic.
19_monster_thumbnail.jpg

* Firebird (low tier magic): The firebird is very easy to summon, but only useful if the summoner knows what to do with it. Their size depends on the magical capabilities of the summoner: they can be as big as an eagle, or as small as a robin. The Kashai Mages use it mainly to disrupt enemy formations or to counter enemy aircraft. Classified as Low Tier Summoning Magic.
firebird_by_tanathiel-d3acsny.jpg


National Leader and Goals: Lord Dagoth von Arenberg, his goal is to expand his territory to become a dominant power in the region, to prevent his people from further disasters.
king_under_the_mountain_by_greta13macedonio-d8fi6nz.jpg


Military Equipment: the foot soldiers use mainly bolt-action rifles with bayonets, repeater rifles with bayonets, and also a lot of early machine guns, except for the Varagh Guard, who wear rifles, swords and have a thick metal shield. The cavalry uses swords as well as lances, and the sailors and ship crew use both rifles and swords. All infantry is also provided with body armor, allthough it's not obligatory to wear it out of combat. Greater Kashai owns 227 artillery pieces, including 77 heavy mortars, 61 anti-air and 89 land cannons, and 431 tanks, focused on easy manouvering and quick movement rather than heavy firepower. The navy consists of 17 warships and 55 vessels and frigates. The nation has no air force.

fab10a8095667f850baf2ea94668af95.jpg
19369399_1.jpg
BrowingBAR.jpg
ddf24aeea99801b5ee447779b14bc29f--fantasy-inspiration-character-inspiration.jpg

81-1-6-ton-tank-single-turret.jpg

Madagascar1837.jpg


Other: In the mines of Keshintri, Kashai workers collect tons of metals, minerals and crystals, allowing the nation to focus its export on that.
 
Last edited:
Motto: "Oh pity, those who stand in he way of thy power!"

Flag:
FOtkqY3.png


Name: Greater Kashai

Magical, Technological, or a Mix of both: Mostly focused on war technology, but acceptive of magic use in the army. Very repulsive of magic use outside of the military.

Religion, if any: Tribal: "The Good Ones", gods of nature, war and peace, are commonly honoured by the population.

Backstory/Lore:
Greater Kashai was once a nation that stretched out way further than the mountains and plains it controls today. In it's glory days, Lord Dagoth's father was a man respected and feared by many other leaders. This way, untill the Days of Disaster happened. While the army was fighting a sudden rebellion in the East, two of Kashai's closest allies turned their back on him, and let the enemy nation's troops pass through their lands. The defending Kashai troops were slaughtered, the population massacred and the capital besieged. Dagoth's father rushed back to save his wife and child, slaying all who stood in his way. However, when he and the enemy faced each other in the courtyard of the Varagh Uhr, a dragon suddenly appeared out of nowhere. The armies of Dagoth's father and his enemies were either dead or on the run, as not even the strongest mages of both armies were able to defeat the dragon. Even Dagoth's father himself, being a strong experienced soldier with magical powers, died whilst trying to kill the dragon.
After killing most of the soldiers, the dragon flew away again. The remaining enemy forces fled, and the rebuilding of Greater Kashai would begin. Dagoth, being but a teenager, was put on the throne with the help of his mother. It was decided that a Disaster like this was never to happen again. Greater Kashai would start to focus more on technology, and less on magic. Cannons and anti-air would be researched and made soon, and Greater Kashai would be very suspicious of other nations, making it difficult for them to create alliances.

Territory, include capitol and other urban area locations:
Varagh Uhr (capital), in the province of Kashianum.
Cithrium, in the province of Beresk Cith.
Baragh Kah, in the province of Beresk Kah.
Verhgus (in the mountains), in the province of Keshintri.
Krumigh, in the province of Veglar Island.

I don't know how to make that map, can you please inform me on it?


Population: 31 mil

Government Type: Absolute Monarchy, with governors for each province except Kashianum (Lord Dagoth's province).

Government Rank: Arch Duchy

Military: 600,000 soldiers:
- 874 wizards and witches (fire and earth magic), also able to summon different earth, fire and lava creatures.
- 180,000 sailors and ship crew.
- 360,000 foot soldiers and cavalry.
- 48,136 tank crew, cannon crew and engineers.
- 11,000 trolls from the Keshintri mountains.

National Leader and Goals: Lord Dagoth von Arenberg, his goal is to expand his territory to become a dominant power in the region, to prevent his people from further disasters.
king_under_the_mountain_by_greta13macedonio-d8fi6nz.jpg


Military Equipment: the foot soldiers use mainly bolt-action rifles with bayonets. The cavalry uses swords as well as lances, and the sailors and ship crew use both rifles and swords. Greater Kashai owns 127 artillery pieces, including 37 heavy mortars, 31 anti-air and 59 land cannons, and 231 early tanks, focused on easy manouvering and quick movement rather than heavy firepower. The navy consists of 11 warships and 45 vessels and frigates. The nation has no air force.

Other: In the mines of Keshintri, Kashai workers collect tons of metals, minerals and crystals, allowing the nation to focus it's export on that.


If you have MS Paint or something, you can just download the main nation map and fill in an area you'd like to claim. The use the select tool to highlight that area and put it into a new file and put your cities there. As for the rest it all seems good, although I'd like for you to elaborate on the summoners for me. For example how large are these creatures and what can they do, stuff like that.
 
Motto: "Oh pity, those who stand in the way of thy power!"

Flag:
FOtkqY3.png


Name: Greater Kashai

Magical, Technological, or a Mix of both: Mostly focused on war technology, but acceptive of magic use in the army. Very repulsive of magic use outside of the military.

Religion, if any: Tribal: "The Good Ones", gods of nature, war and peace, are commonly honoured by the population.

Backstory/Lore:
Greater Kashai was once a nation that stretched out way further than the mountains and plains it controls today. In its glory days, Lord Dagoth's father was a man respected and feared by many other leaders. This way, untill the Days of Disaster happened. While the army was fighting a sudden rebellion in the East, two of Kashai's closest allies turned their back on him, and let the enemy nation's troops pass through their lands. The defending Kashai troops were slaughtered, the population massacred and the capital besieged. Dagoth's father rushed back to save his wife and child, slaying all who stood in his way. However, when he and the enemy faced each other in the courtyard of the Varagh Uhr, a dragon suddenly appeared out of nowhere. The armies of Dagoth's father and his enemies were either dead or on the run, as not even the strongest mages of both armies were able to defeat the dragon. Even Dagoth's father himself, being a strong experienced soldier with magical powers, died whilst trying to kill the dragon.
After killing most of the soldiers, the dragon flew away again. The remaining enemy forces fled, and the rebuilding of Greater Kashai would begin. Dagoth, being but a teenager, was put on the throne with the help of his mother. It was decided that a Disaster like this was never to happen again. Greater Kashai would start to focus more on technology, and less on magic. Cannons and anti-air would be researched and made soon, and Greater Kashai would be very suspicious of other nations, making it difficult for them to create alliances.

Territory, include capitol and other urban area locations:
Varagh Uhr (capital), in the province of Kashianum.
Cithrium, in the province of Beresk Cith.
Baragh Kah, in the province of Beresk Kah.
Verhgus (in the mountains), in the province of Keshintri.
Krumigh, in the province of Veglar Island.

o5q9vc.png

2u7t44j.png


Population: +/- 31 mil

Government Type: Absolute Monarchy, with governors for each province except Kashianum (Lord Dagoth's province).

Government Rank: Arch Duchy

Military: 601,000 soldiers:
- 180,000 sailors and ship crew.
- 360,000 foot soldiers and cavalry.
- 48,126 tank crew, cannon crew and engineers.
- 11,000 trolls from the Keshintri mountains, 3 times as big as an average adult.
latest

- 1,000 Varagh Guard, Lord Dagoth's personal guard.
- 874 wizards and witches (fire and earth magic), also able to summon different earth, fire and lava creatures:
* Golem (high tier magic): Made out of solid stone and nothing but lava on the inside, the golem is one of the strongest magical creatures Kashai Mages can summon. A golem is about as big as a five-story building. His defensive capabilities are immense, but he also takes a long, difficult ritual to summon. It is also able to breathe fire, but the range of that is about the same as when it stretches out its arm. Classified as High Tier Summoning Magic.
golem_____destroyer___by_ketka-d3dqcsd.jpg

* Lava Slug (medium tier magic): The lava slug is a much less powerful creature, and is as big as an average adult human. It is mainly used as an anti-armor weapon due it's melting heat, allthough it can kill infantry as well if it gets close enough. Classified as Low Tier Summoning Magic.
19_monster_thumbnail.jpg

* Firebird (low tier magic): The firebird is very easy to summon, but only useful if the summoner knows what to do with it. Their size depends on the magical capabilities of the summoner: they can be as big as an eagle, or as small as a robin. The Kashai Mages use it mainly to disrupt enemy formations or to counter enemy aircraft. Classified as Low Tier Summoning Magic.
firebird_by_tanathiel-d3acsny.jpg


National Leader and Goals: Lord Dagoth von Arenberg, his goal is to expand his territory to become a dominant power in the region, to prevent his people from further disasters.
king_under_the_mountain_by_greta13macedonio-d8fi6nz.jpg


Military Equipment: the foot soldiers use mainly bolt-action rifles with bayonets and a few early machine guns, except for the Varagh Guard, who wear rifles and swords and have a thick metal shield. The cavalry uses swords as well as lances, and the sailors and ship crew use both rifles and swords. Greater Kashai owns 127 artillery pieces, including 37 heavy mortars, 31 anti-air and 59 land cannons, and 231 early tanks, focused on easy manouvering and quick movement rather than heavy firepower. The navy consists of 11 warships and 45 vessels and frigates. The nation has no air force.

ddf24aeea99801b5ee447779b14bc29f--fantasy-inspiration-character-inspiration.jpg

81-1-6-ton-tank-single-turret.jpg

Madagascar1837.jpg


Other: In the mines of Keshintri, Kashai workers collect tons of metals, minerals and crystals, allowing the nation to focus its export on that.

Decrease the size of the golem
 
The Republic of Mortheim
2vxgh8p.jpg

Motto: "The Republic Stands"



  • Magical, Technological, or a Mix of both: Mix of Both

    Backstory/Lore:

    The Republic of Mortheim, once a land filled with savages and vagrants has evolved into what it has become today, through the teachings of the Pantheon. Learning quickly from their mistakes they formed the Republic and establish the council whereas the people chose their leaders and through them the glory of the Republic would be shown. After many years of development and failure the Republic grew to where it is today. Day by day the Republic grows and through the grace of the Gods and the innovation of the people the Republic will stand!

    Population: 29.5 million

    Government Type: Indirect Democracy

    Government Rank: Arch-Duchy
 
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Motto: Barukh Khazad! Khazad ai Menu!

Flag:
ffdcd5915c3566cd7d2da8e96f5c0660-viking-symbols-hobbit-party-jpg.386118

Name: High Empire of the Dwarrowfolk

Magical, Technological, or a Mix of both: A mix, with respect towards the Fire Mages of their God but more reliant on technology

Religion, if any: The Dwarves believe in Mahal, their creator, who forged them from stone.

Backstory/Lore: The Seven Dwarf Kings of Old ruled, disparate and fractured. But as technology began to gain a stronger and stronger foothold, and Humans rose to prominence, the Dwarves saw the writing on the wall - Unite or be eliminated, like the many magical creatures being purged. With this in mind, they conferred for seven years, choosing from among them a High Emperor to unite the seperate kingdoms and bring them forth into this new age, where technology held its ground. And so, from the Seven Elector Families the High Emperor would be elected. For five hundred years this system has persisted, with the last two hundred having a hegemon for the Durin family. But the old Emperor Dain is dead at two hundred fifty six, leaving his son Durin behind. The intrigues of the elector families may well bring the end of this era.

With a lack of meritocracy - much favor being put towards the noble families rather than the greatest candidate, as well as the need for a good bureaucracy, corruption is rampant in the Dwarven Kingdom. But the people of the High Empire are happy and pleased under the reign of the High Emperor, and so happiness is not nearly as bad in a regular empire.

Territory, include capitol and other urban area locations:
1.png
Red: Khazad Dum, capital and home to 6,000,000 Dwarves
Yellow: Erebor, Nogrod, Belegost, Aglarond, Gundabad, Orocarni, Azanulbizar
Population:
113,455,200
Government Type:
Elective Empire
Government Rank:
Empire
Military:
495,000 Regulars - a solid mix between melee warriors and riflemen.
2000 Imperial Guard. Imperial guards wear mithril
3500 howitzer artillery pieces ( most being bolted to stationary platforms for the defense of the mountains - about 800 are mobile for use)
20 heavy, four legged 'swift-walkers' designed for rapidly taking enemy positions through defense networks, armed with two cannons and two machine guns - good for taking a beating and dropping men off safely at critical objectives, but their comparative weakness in transport capability and light armament leaves them less favored than the mightier ships of the Land Fleet.
40 light tank class walkers, two legged walkers with a cannon and machine gun that can pepper enemy lines, take small arms fire and return largely unharmed, though their weakness is in the viewport, which is glass.
1200 single crew runner class walkers, designed for reconnaisance and small attacks on enemy lines - no actual armaments, though men in the walkers carry a revolver.
600 Courier class transport walkers, designed for transporting men and munitions around the mountains - no weapons save for a light machine gun.
8,000 pilots
200 fighter planes
300 bomber planes
150 reconnaisance planes
20,000 support troops - artillery, machine gun crews, etc. (about 5500 machine guns are used, with two to a team)
4800 Walker crewmen.
20,000 reserve soldiers spread out for garrisoning the posts that control mountain passes and the gates to cities.
27 experimental 'walkers' - six legged mechanical creatures ranging from the size of a corvette to a dreadnaught, designed for mountain travel but good in other biomes. The walkers in the military are armed with cannons and machine guns, but there are hundreds of civilian walkers usually used to replace trains for transporting people between the cities - none of these are larger than a corvette, however, and are not designed for military use.
1 Dreadnaught class walker, the Royal Gem, - the pride of the Dwarven military, this walker has twelve artillery pieces, twenty machine guns, and four hundred twenty crewmen. 3 destroyer class walkers, the Mithril Fist, Sapphire's Sheen, and Mahal's Might. Armed with 3 artillery pieces, 6 machine guns and crewed by five hundred men, the Frigate class walkers are a force to be reckoned with. 23 corvette class walkers, about 50 feet in length and mainly used for transporting troops, with three machine guns and a single cannon, as well as 30 crewmen.



Military Equipment:
The Mark IV Altordorf standard infantry rifle is used as the main rifle for infantry - similar to our short mag lee enfield (1903 edition)
upload_2018-1-16_16-29-44.jpeg
The 'Goblin-Killer' Class 6 Buumcannon is used for most artillery pieces, equivalent in armament to a 135mm howitzer.

upload_2018-1-16_16-29-36.jpeg
The standard machine gun is the Bruzhkil 415 standard machine gun, roughly analogous to a 1917 browning machine gun.
browning2.jpg

Standard uniform is a brown warm coat, cotton shirt, cotton pants, leather boots, and iron helmet with fringe all around
upload_2018-1-16_16-49-44.jpeg
but closer to 4'6"
Royal Guard have a pike and revolver, as well as a mithril breastplate and finely worked steel armor - largely for decoration, but good for preventing civil wars. The Royal Guards are eunuchs and thus incapable of taking the throne.


National Leader and Goals:
In flux currently, as the election is underway
See the continued survival of all dwarfkind


Other: a good portion of the dwarven power is drawn from geothermal vents.
 
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Motto: "Oh pity, those who stand in the way of thy power!"

Flag:
FOtkqY3.png


Name: Greater Kashai

Magical, Technological, or a Mix of both: Mostly focused on war technology, but acceptive of magic use in the army. Very repulsive of magic use outside of the military.

Religion, if any: Tribal: "The Good Ones", gods of nature, war and peace, are commonly honoured by the population.

Backstory/Lore:
Greater Kashai was once a nation that stretched out way further than the mountains and plains it controls today. In its glory days, Lord Dagoth's father was a man respected and feared by many other leaders. This way, untill the Days of Disaster happened. While the army was fighting a sudden rebellion in the East, two of Kashai's closest allies turned their back on him, and let the enemy nation's troops pass through their lands. The defending Kashai troops were slaughtered, the population massacred and the capital besieged. Dagoth's father rushed back to save his wife and child, slaying all who stood in his way. However, when he and the enemy faced each other in the courtyard of the Varagh Uhr, a dragon suddenly appeared out of nowhere. The armies of Dagoth's father and his enemies were either dead or on the run, as not even the strongest mages of both armies were able to defeat the dragon. Even Dagoth's father himself, being a strong experienced soldier with magical powers, died whilst trying to kill the dragon.
After killing most of the soldiers, the dragon flew away again. The remaining enemy forces fled, and the rebuilding of Greater Kashai would begin. Dagoth, being but a teenager, was put on the throne with the help of his mother. It was decided that a Disaster like this was never to happen again. Greater Kashai would start to focus more on technology, and less on magic. Cannons and anti-air would be researched and made soon, and Greater Kashai would be very suspicious of other nations, making it difficult for them to create alliances.

Territory, include capitol and other urban area locations:
Varagh Uhr (capital), in the province of Kashianum.
Cithrium, in the province of Beresk Cith.
Baragh Kah, in the province of Beresk Kah.
Verhgus (in the mountains), in the province of Keshintri.
Krumigh, in the province of Veglar Island.

o5q9vc.png

2u7t44j.png


Population: +/- 31 mil

Government Type: Absolute Monarchy, with governors for each province except Kashianum (Lord Dagoth's province).

Government Rank: Arch Duchy

Military: 601,000 soldiers:
- 180,000 sailors and ship crew.
- 360,000 foot soldiers and cavalry.
- 48,126 tank crew, cannon crew and engineers.
- 11,000 trolls from the Keshintri mountains, about 5m or 15ft tall.
latest

- 1,000 Varagh Guard, Lord Dagoth's personal guard.
- 874 wizards and witches (fire and earth magic), also able to summon different earth, fire and lava creatures:
* Golem (high tier magic): Made out of solid stone and nothing but lava on the inside, the golem is one of the strongest magical creatures Kashai Mages can summon. A golem is about 8m or 24ft tall. His defensive capabilities are immense, but he also takes a long, difficult ritual to summon. It is also able to breathe fire, but the range of that is about the same as when it stretches out its arm. Classified as High Tier Summoning Magic.
golem_____destroyer___by_ketka-d3dqcsd.jpg

* Lava Slug (medium tier magic): The lava slug is a much less powerful creature, and is as big as an average adult human. It is mainly used as an anti-armor weapon due it's melting heat, allthough it can kill infantry as well if it gets close enough. Classified as Low Tier Summoning Magic.
19_monster_thumbnail.jpg

* Firebird (low tier magic): The firebird is very easy to summon, but only useful if the summoner knows what to do with it. Their size depends on the magical capabilities of the summoner: they can be as big as an eagle, or as small as a robin. The Kashai Mages use it mainly to disrupt enemy formations or to counter enemy aircraft. Classified as Low Tier Summoning Magic.
firebird_by_tanathiel-d3acsny.jpg


National Leader and Goals: Lord Dagoth von Arenberg, his goal is to expand his territory to become a dominant power in the region, to prevent his people from further disasters.
king_under_the_mountain_by_greta13macedonio-d8fi6nz.jpg


Military Equipment: the foot soldiers use mainly bolt-action rifles with bayonets and a few early machine guns, except for the Varagh Guard, who wear rifles and swords and have a thick metal shield. The cavalry uses swords as well as lances, and the sailors and ship crew use both rifles and swords. Greater Kashai owns 127 artillery pieces, including 37 heavy mortars, 31 anti-air and 59 land cannons, and 231 early tanks, focused on easy manouvering and quick movement rather than heavy firepower. The navy consists of 11 warships and 45 vessels and frigates. The nation has no air force.

ddf24aeea99801b5ee447779b14bc29f--fantasy-inspiration-character-inspiration.jpg

81-1-6-ton-tank-single-turret.jpg

Madagascar1837.jpg


Other: In the mines of Keshintri, Kashai workers collect tons of metals, minerals and crystals, allowing the nation to focus its export on that.

The Republic of Mortheim
2vxgh8p.jpg

Motto: "The Republic Stands"



  • Magical, Technological, or a Mix of both: Mix of Both

    Backstory/Lore:

    The Republic of Mortheim, once a land filled with savages and vagrants has evolved into what it has become today, through the teachings of the Pantheon. Learning quickly from their mistakes they formed the Republic and establish the council whereas the people chose their leaders and through them the glory of the Republic would be shown. After many years of development and failure the Republic grew to where it is today. Day by day the Republic grows and through the grace of the Gods and the innovation of the people the Republic will stand!

    Population: 29.5 million

    Government Type: Indirect Democracy

    Government Rank: Arch-Duchy

Motto: Barukh Khazad! Khazad ai Menu!

Flag:
ffdcd5915c3566cd7d2da8e96f5c0660-viking-symbols-hobbit-party-jpg.386118

Name: High Empire of the Dwarrowfolk

Magical, Technological, or a Mix of both: A mix, with respect towards the Fire Mages of their God but more reliant on technology

Religion, if any: The Dwarves believe in Mahal, their creator, who forged them from stone.

Backstory/Lore: The Seven Dwarf Kings of Old ruled, disparate and fractured. But as technology began to gain a stronger and stronger foothold, and Humans rose to prominence, the Dwarves saw the writing on the wall - Unite or be eliminated, like the many magical creatures being purged. With this in mind, they conferred for seven years, choosing from among them a High Emperor to unite the seperate kingdoms and bring them forth into this new age, where technology held its ground. And so, from the Seven Elector Families the High Emperor would be elected. For five hundred years this system has persisted, with the last two hundred having a hegemon for the Durin family. But the old Emperor Dain is dead at two hundred fifty six, leaving his son Durin behind. The intrigues of the elector families may well bring the end of this era.

With a lack of meritocracy - much favor being put towards the noble families rather than the greatest candidate, as well as the need for a good bureaucracy, corruption is rampant in the Dwarven Kingdom. But the people of the High Empire are happy and pleased under the reign of the High Emperor, and so happiness is not nearly as bad in a regular empire.

Territory, include capitol and other urban area locations:
View attachment 388634
Red: Khazad Dum, capital and home to 6,000,000 Dwarves
Yellow: Erebor, Nogrod, Belegost, Aglarond, Gundabad, Orocarni, Azanulbizar
Population:
113,455,200
Government Type:
Elective Empire
Government Rank:
Empire
Military:
495,000 Regulars - a solid mix between melee warriors and riflemen.
2000 Imperial Guard. Imperial guards wear mithril
3500 howitzer artillery pieces ( most being bolted to stationary platforms for the defense of the mountains - about 800 are mobile for use)
20 heavy, four legged 'swift-walkers' designed for rapidly taking enemy positions through defense networks, armed with two cannons and two machine guns - good for taking a beating and dropping men off safely at critical objectives, but their comparative weakness in transport capability and light armament leaves them less favored than the mightier ships of the Land Fleet.
40 light tank class walkers, two legged walkers with a cannon and machine gun that can pepper enemy lines, take small arms fire and return largely unharmed, though their weakness is in the viewport, which is glass.
1200 single crew runner class walkers, designed for reconnaisance and small attacks on enemy lines - no actual armaments, though men in the walkers carry a revolver.
600 Courier class transport walkers, designed for transporting men and munitions around the mountains - no weapons save for a light machine gun.
8,000 pilots
200 fighter planes
300 bomber planes
150 reconnaisance planes
20,000 support troops - artillery, machine gun crews, etc. (about 5500 machine guns are used, with two to a team)
4800 Walker crewmen.
20,000 reserve soldiers spread out for garrisoning the posts that control mountain passes and the gates to cities.
27 experimental 'walkers' - six legged mechanical creatures ranging from the size of a corvette to a dreadnaught, designed for mountain travel but good in other biomes. The walkers in the military are armed with cannons and machine guns, but there are hundreds of civilian walkers usually used to replace trains for transporting people between the cities - none of these are larger than a corvette, however, and are not designed for military use.
1 Dreadnaught class walker, the Royal Gem, - the pride of the Dwarven military, this walker has twelve artillery pieces, twenty machine guns, and four hundred twenty crewmen. 3 destroyer class walkers, the Mithril Fist, Sapphire's Sheen, and Mahal's Might. Armed with 3 artillery pieces, 6 machine guns and crewed by five hundred men, the Frigate class walkers are a force to be reckoned with. 23 corvette class walkers, about 50 feet in length and mainly used for transporting troops, with three machine guns and a single cannon, as well as 30 crewmen.



Military Equipment:
The Mark IV Altordorf standard infantry rifle is used as the main rifle for infantry - similar to our short mag lee enfield (1903 edition)
View attachment 388508
The 'Goblin-Killer' Class 6 Buumcannon is used for most artillery pieces, equivalent in armament to a 135mm howitzer.

View attachment 388507
The standard machine gun is the Bruzhkil 415 standard machine gun, roughly analogous to a 1917 browning machine gun.
browning2.jpg

Standard uniform is a brown warm coat, cotton shirt, cotton pants, leather boots, and iron helmet with fringe all around
View attachment 388514
but closer to 4'6"
Royal Guard have a pike and revolver, as well as a mithril breastplate and finely worked steel armor - largely for decoration, but good for preventing civil wars. The Royal Guards are eunuchs and thus incapable of taking the throne.


National Leader and Goals:
In flux currently, as the election is underway
See the continued survival of all dwarfkind


Other: a good portion of the dwarven power is drawn from geothermal vents.

All of you are accepted
 
WIP
Motto: "Per l'onore d'Mufleussau"
Flag:
Flag_of_Fascist_Italy_%28fictional%29.svg


Name: Social Republic of Mufleussau

Magical, Technological, or a Mix of both: Technological

Religion, if any: State Atheist

Backstory/Lore:

Territory, include capitol and other urban area locations:

Population:

Government Type: Military Dictatorship

Government Rank: Dictator

Military:

National Leader and Goals:

Military Equipment:

Other:
 
Last edited:

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