• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Nation Building Birth of Nations CS

Main
Here
OOC
Here
Characters
Here
Lore
Here
Other
Here

Trektek

Happy Necromancer
Roleplay Availability
Roleplay Type(s)
Country Name:

Capital City:

Country Flag: (Can be existing picture, need not be custom made)

Leader of Country:

List of Races within Country: (Singular race or mixed races)

Temperament: (Peaceful, Warlike, Aggressive Trading, etc)

Policy: (Mandatory military service, Armored Trade Fleet, Cadre of Diplomats, etc)

Location: (Seaside, Mountains, Plains, Desert, etc)

Strengths:

Weaknesses:

Military:

History if Applicable: (If you wish to provide history about your country or how it came to be.)
----------------------------------------------

Example:

Country Name: Inziim's Free Undead

Capital City: Driexmont

Country Flag: ForsakenCrest.jpg

Leader of Country: Inziim

List of races within Country: Intelligent Undead of various races

Temperament: Peaceful

Policy: Extensive Spy Network

Location: Near a Mountain Range

Strengths: Undead resilience, Extensive Spy Network, Can gain additional forces through deceased

Weaknesses: Small Armed Forces, Unable to gain additional population through normal means

Military: Conscript troops-
Non-intelligent skeletons
Non-intelligent zombies
Non intelligent Ghoul
Basic Troops:
Intelligent Skeletons
Mummy commander
Banshee
Elite Troops:
Liches
Revenant
Wraith

History: Inziim became a Lich to defend the world against the Demon Hordes from another realm. Him and the other intelligent undead managed to defeat them, but not before the world was in ruin. Now, he stands as a watcher, and sometimes participant in the cycle of empires and ruin that has come and gone many times. Him and his free undead attempt to guide the world to reach it's peak, using his extensive spy network and occasionally when necessary warfare. Perhaps this time, things will be built that will last for many generations to come. Only time will tell.
 
Last edited:
1566670030614.png


Country Name: Mirir Barakzad, The kingdom beneath The Mountain

Leader of Country: Thrazir Aerenion

Capital: Mirir Barakzad

List of Races within Country: Dwarves.

Temperament: Warlike

Policy: Mandatory military service

Location: Mountains

Strengths: The whole kingdom is build underneath inside a Mountain. Sieging a mountain is pretty hard. We have plenty of ores like metal, and of course gems.

Weaknesses: Gaining food is harder then normal.

History:It all started when the great Division happened. All the Dwarven clans where divided in the ones with magic abilities and the ones without. This caused a great civil war which the magical clans eventually won. They began the construction of the great city Mirir Barakzad. Before that the Dwarves were nomadic. And with that the neverending war the Orcs began. The great Division was caused by the then uncreated city of Mirir Barakzad. This mountain was the perfect place for the dwarves to settle. The Dwarves had searched for this mountain for generations. And what now needed to be decided was which great clan would start the construction of the mountain.

Military: Mirir Barakzad has a enormous military, this is needed because of the war with the orcs. Almost every men is enlisted as reserve and every man is willing to fight. Because the orcs are savages that had defiled this Mountain for centuries.

Tier I:
Dwarves reserves:
These forces are the normal citizens of Mirir Barakzad. Nevertheless they are very experienced. Atleast not what you expect from a fresh trained conscript, at a young age they already were brought to the front for 1 month. To fight the orcs, and experience the savages with their own eyes.

Dwarven crossbows: These are troops meant for supporting the main army. They have no armor.

Dwarven ramriders: light armored units that are mainly used for their mobility. Although a ram charge can be devastating.

Tier II:
The Dwarven axemen:
These are troops that fight non-stop against the orcs. They are very well trained, and know how to form complicated formations. Their equipment is far superior against the dwarven reserves.

Dwarven Goat riders: These men ride goats, that were bred for one purpose WAR. These goats are heavily armored as are their riders, these men are equiped with Halbers. Which were adjusted for using it on goatback.

Dwarven pikes/Halbers: These men are perfect for holding certain choke points. And almost nobody gets through these heavily armored soldiers.

Tier III:
Royal thunder guards:
These men use their enchantedwarhammers to cast lightning bolts at the enemy. Which causes enormous damage. These troops are only deployed if the King goes to war personally. These men are selected from the Magic using clans among the dwarves. They are the elite of the elite.

Royal swordsmen: But even without magic , you can make it to the highest ranks of the dwarven army. The ones who mastered the sword, are being enlisted in the Royal swordsmen. These men however are continuous on the front lines. They despise the Royal thunder guards for the fact that they are never fighting at the front lines.
 

Attachments

  • 1566669973818.png
    1566669973818.png
    521.3 KB · Views: 0
Last edited:
Country Name: The Kingdom of Attolia

Leader of Country: The Attolis, Heike Wolff

Capital: Attolia

Flag:

1566567347612.png

List of Races within Country: Humans and half humans with minor populations of others due to migration, trade, etc

Temperament: Cordial

Policy: Strategic Alliances/Marriage

Location: Seaside, I was hoping to get that small peninsula to the east near that rather large island.

Kanzhig.png

Strengths: Considering the hybrid nature of many citizens, the Attolians are a cultural melting pot of sorts and are able to quickly assimilate other cultures and are accepting of others.

Weaknesses: Due to the myriad of cultures and races, many minorities and their leaders within the nation have some autonomy and certain rights to self-rule as long as they remain loyal to the crown, pay their taxes and answer any calls to war.

Military:

Conscripts:

Light Infantry: Most conscripts would fall in this catagory where they were conscripted, but too poor to afford their own equipment. Thus they are given spears and bows and serve as light infantry.

Light Cavalry: The citizens who have ties to the old tribes still have some of the nomadic influence among them. Thus, they often own a horse or a few, which they bring to the war and fight in the traditional style of nomadic mounted combat (light armor, spears, bows)

Engineers: The skilled and educated are not expected to fight in the front lines, rather they take on support roles. The army needs to cross a river? Let the engineers handle it.

Standard:

Spearmen: These men are trained and drilled in formations with shields, spears, and some armor (light-medium armor). Typically found as garrison forces or in phalanx formations on the field.

Elite:

Royal Lancers: These men are heavily trained and disciplined soldiers who fight on horseback. With lances, swords, and medium armor, their job is to decisively strike and break the enemy.

History if Applicable: The Kingdom was founded by numerous human tribes of similar clans. They were distantly related due to intermarrying through the years. Foregoing their nomadic traditions, they settled on fertile lands as the combined peoples were too large to sustain with a nomadic lifestyle. Initially, the leadership of this newly formed nation was elected among the chieftains of the old tribes. However, marriage through the years led to these families becoming related to each other, which led to the establishment of House Wolff, a royal house that was a part of all the old tribes. Since then, House Wolff was trusted to be an impartial ruler for all in Attolia and led to the vanishing of old tribal loyalties and boundaries.
 
Last edited:
Country : Chrysmorphia
Capital : Cerebrim a.k.a The Hive
ICMF.png
Lady Lia Chrysalis
kkkkh.png
Like the other 80% humans Insecmorph , she only has full white eyes , bug wings and green blood

her wings are down below

f9cffbdbdce81900f1f0c8e89f87fa4a.jpg
Insecmorphs
Mostly the Insecmorphs but humans , dwarves and wood elves also live in their country though they are few
Guarded/Peaceful
Natural Connection - The Insecmorphs and their environment work as one . They give back the equal amount of that which they take out of nature . They protect nature and nature generously provides for them . They assimilate with their environment and their environment is more then happy to house them and keep them safe from natural disasters
Unified

  • Dragonfly Scouts

    72e98ebbf58a4eec14f692f0a3867937--story-ideas-penny.png


    Bee Workers

    dgdgd.png


    Ant Archers

    7de31c9dccae2aa7b1a1ca599980555f--fantasy-art-mythological-creatures.jpg
- The strength that this race is known for is it's Pure Loyalty and it can be seen through soldiers and citizen alike , citizens won't cheat or lie to you and soldiers wouldn't abandon an ally on the battlefield
- Immune to corruption ( yes , that means blackmailing , intimidation and bribery as well) , crime , mind control and betrayal
- Immune to venom or poison of any kind which leads to all Insecmorphs , regardless of role in the hive , to have sufficient medical and herbal logic to heal themselves or others.
-Defensive shells around their bones and organs giving them that extra protection.
- Telepathically connected
- No Insecmorphs has the capability of magic other then nature magic
- Despite them having a layer of strong armor around bones and organs , they are temporary and blunt weapons can still break the armor underneath
- They can be quite paranoid and especially at night .
They weren't always insect like , this kingdom use to be brimming with humans . Problem is that the mages and alchemists joined their collective knowledge. They wanted to make their own soldiers , not wanting to waist normal soldiers on the battlefield , not wanting to waist the time training troops to make up for those lost in the wars. They started mixing human DNA and insect DNA . The result was catastrophic though . Instead of creating insect soldiers , they created a virus , this was a deadly virus to start with . It killed everyone in the palace , before spreading.

The remaining citizen and guard made their way out of the city and fled . Problem is , the food they took with them were already infected but since the villagers and guards took the virus to a different climate , it changed it. After a lengthy journey they all finally settled down again inside a hollowed out mountain . Half of the villagers suddenly fell i'll befre they realized what was wrong. They discarded the food but came to realize that the ill villagers started changing , growing wings and having their eyes turn completely white . The blood of some of the bleeding villagers also started taking on a green glowing texture . A lot of confliction came with the changes . Those that turned were exiled into the deep dark mountain . Years later , the remaining humans could no longer hold out living like they did in the old days and started dying one by one .

They that remained were surprised to later find the same exiled villagers but along with large wasp like guards and dreaded driders from folktale approaching them . They forgave them for what they did and offered them to join them . Without much choice , the villagers joined and followed them. A millennium later , the insecmorph race was complete with they own modern kingdom .
=================================================================
=================================================================
Location
This however is the territory of the Insecmorphs , not the entire island

dsfg.png
 
Last edited:
Country Name: Arrisia

Capital City: Akata

Country Flag: The Banner Consists of a black background with several stars on it in the shape of the Constellation of Erinesse the Goddess of Magic.Arrisia Flag.png

Leader of Country: His Excellency James Shiro

List of Races within Country: Multi-Race none are turned away.

Temperament: Guarded

Policies: Mandatory Education for the Magic Sensitive.

Location: Situated within a large valley and extending up into the mountains on either side.

Military: Arrisia has a large enlisted force. The military is divided amongst the enlisted (Non magic users/Tier 1) and the Officers (Mages/Tier 2) Many mages choose to do some time of service while others choose to pursue other career paths, the mandatory service is only two years but can be extended in times of war. Those that excel in some way in the military go on to join His Excellency's Finest(Tier 3). A special force centered around Espionage and R&D.

Strengths: As a result of the mandatory education for Mages, the military is a very powerful and efficient force. In the recent past it has excelled at outsmarting its enemies when it did not have superior strength. Another side effect of the high quality education is exceptionally powerful Mages. However the military is not invulnerable and has been defeated on several occasions.

Weaknesses: Arrisia is highly prone to social disorder. There has been a natural desparity between the mages and non-mages both culturally and economically. Several small groups have arisen across the nation particularly in the mountains on the outskirts of the nation.

History: Several generations ago the valley was divided among several small factions all of which were led by powerful mages. After generations of war one faction finally rose above the others. The small village of Horseshire was the place of one of the largest battles and the entire village was destroyed. This has become a very sensitive subject between the Mages and non-mages as several innocent people were killed during the battle, half of them burned alive, the other half frozen solid. After the battle the different factions agreed to meet and came to a peace agreement. Shortly after the peace was reached it was discovered that a foreign military was on the march towards the valley. The attacking army expected to meet a fractured and weak or nonexistent military force. This revelation however galvanized the groups causing them to fully realize the importance of a strong central power. This also caused them to be severely guarded towards other nations and their leaders.Arrisia Map.png
 
Last edited:
Country Name: Raere

Capital: Thaveca

Country Flag:
Raere-flag.jpg

Tempermant: Peaceful

Global coordination: In-land to the east

Race: Raere or Raerean - half humans that have skin like porcelin and are a foot taller than the average man, and have no irises.

Strengths: Magic, Enchantment

Weaknesses: Chaos Magic

Magical ability: Mysticism

Friendly: Nigh- Xenophobic

Ecology
Main Climate: temperate - forested
Ocean: on one side
Mountains: many, including a few volcanoes
Frequent Trouble: wildfires

Wilderness: 90%
Wild Animals: ubiquitous
Natural Resources: good amount

Culture
Policy: obedience
Known For: natural vistas
Popular Entertainment: drinking
Respected Profession: scholar

Discrimination: vs foreigners
Major Taboo: eye contact with foreigners
Major Social Ill: fraud

Military
Strength: strong
Focus: land
Tier 1: Shield Mages/Edgeguard
Tier 2: Mysticars
Tier 3: Lone Horsemen

Soldiers: mix of draftees, volunteers
Main Use: quenching rebellion
Rank: elected by subordinates


Politics
Political Structure: autocracy - theocracy
Strong Influence: religion
Popular Issue: magic
Stability: rock-solid
Leader: Ascendant Gagiel Ade

Personal Freedoms: extremely good
Scandals: infrequent
Foreign Relations: very bad

Economy
Main Export: semi-precious stones
Main Import: food animals
Main Resource: food - crops/fruits
Trade: slight surplus

Strength: very weak and declining
Wealth: concentrated in a small upper class


Magic
Occurrence: very common
Source: inherent ability
Major Use: protection

Viewed: with respect
Enchanted Items: fairly common

Religion
Type: pantheism
Focus: sacredness of family
Worship: joyous prayer at private shrines

Associated Artform: poetry/psalms
Prevalence: believed by most
Holidays: fairly often

Population
Urban: 10%
Rural: 90%
Population: 600,000
Literacy Rate: 20%
Gender Ratio: 0.96 male(s)/female
Fertility Rate: 4 children/family
Life Expectancy: 42.9 years
 
Last edited:
Chrysmorphia approved.

Kameron Esters- Kameron Esters- I just need you to add Capital City Name, Country Flag, Temperament, Country Policy and list what available troops you have at Conscript/Tier1, Basic Troops/Tier 2, Elite Troops/Tier 3. Other than that, I love how much detail you went into for your civilization. It'll make it much easier to right story stuff with all that important fluff. :)
 
Mirir Barakzad, The kingdom beneath The Mountain approved
 
Country Name:
The Unity of the Free Man

Capital City:
Hanon

Country Flag:
Flag of Aechacia.png

Type of Government:
Two-Power Representative Democracy
where...
The Family=The Council
The Family mainly deals with humanitarian issues and diplomacy. The Council has direct control over the policies, laws, and military of The Unity. The Family and The Council can both intervene on each other's decisions, but checks and balances are in place to prevent complete control. The two powers in The Family must be in agreement to carry out a decision, but The Council needs only a majority vote. Though it takes some effort to get The Council to overrule a Family decision, it can be done with a unanimous vote. (i.e. A Council Decision < A Family Decision < A Unanimous Council Decision)

Leaders of Country:
High Matriarch Kasea Rodell
High Patriarch Lowen Rodell
The Council of Ten

List of Races within Country:
Any race is permitted, but The Unity is currently dominated by Humans

Temperament:
Isolationist, Guarded

Policy:
The Unity will refuse contact with any other government body. This will only change under one of two conditions: 1. if The Unity sees no other choice, or 2. if an outside contact is able to convince The Unity it's worth the time.

Location:
1566590389263.png
Territory closeup.png
(Forest Included)
Strengths:
Warriors within The Unity are used to fighting for their freedom against tyrannical government. Therefore, they will fight in even the most dire of situations.
The local forest is dense with strange spiritual magics, which many mages have taken the time to explore. This can make the magical works of The Unity difficult to predict.
Weaknesses:
The Unity government is very stubborn. Not only does this translate poorly in diplomacy, but Unity generals will rarely surrender in combat.
Due to the system of government within The Unity, both the Council and the Family take quite a bit of time to reach strategic decisions. (+1 to construction turns)
Military:
The Iron Guard
Description:

A band of misfit warriors. They're enlisted due to their admirable excitement, but they're not too strong on their own. Iron Guard often travel in groups of 5-8 soldiers at once, at generally rely on each other. Some are trained in the mystical arts, but not enough to be useful in combat.
Type: Combat
Attack Advantages/Disadvantages:
No Ranged Capabilities
Defense Advantages/Disadvantages:
+1 Martial Defense (Due to number)
The Iron Knighthood
Description:

A group of trained Knights. Each carries either a single Bastard Sword or a Kite Shield/One-handed sword combination. Every knight is armored for head-to-head combat, making them efficient combatants. They're dangerous on the field, but they tend to fight solo.
Type: Combat
Attack Advantages/Disadvantages:
+1 Martial
Defense Advantages/Disadvantages:
+1 Ranged
+1 Martial
-1 Magic

Heavy Guard
Description:

Each Heavy Guard is specifically trained for their strength. They act as the Front-liners in most large-scale combat. Heavy Guard often carry heavy weapons, such as battle axes. Front line Heavy Guard will usually carry a Tower Shield instead of a weapon in order to protect the soldiers behind them. Heavy Guard often fight in pairs, and are revered for their defensive tactics.
Type: Combat [+Heavy Advantage]
Attack Advantages/Disadvantages:
-1 Martial (Due to speed)
Defense Advantages/Disadvantages:
+2 Martial
+2 Ranged
-3 Magic


Sharpshooters
Description:

Most Sharpshooters are trained with bows, but The Unity has been researching other methods of long-range combat. Sharpshooters tend to take vantage points, such as mountains and forests. They're terrible in direct combat, but make for dangerous adversaries in certain spaces. Sharpshooters are more often used as defensive units rather than offensive troops.
Type: Ranged
Attack Advantages/Disadvantages:
+1 Ranged
+3 Ranged (Special condition: Advantageous areas only [such as mountains, forests, walls, boats, etc]
-3 Martial
Defense Advantages/Disadvantages:
-2 Martial
-1 Ranged
-1 Magic
Mystics
Description:

Mystics are people of faith that have dedicated their lives to learning magical skills. Most learn healing magic, but some of them are capable of of combat. They're extremely dangerous if left alone, as their versatility in magic allows them to do some real damage, but they can't do much in terms of defense. They work solo.
Type: Magic
Attack Advantages/Disadvantages:
+3 Magical
-2 Martial
No Ranged Capabilities
Defense Advantages/Disadvantages

+3 Magical
-3 Martial
-5 Ranged
Engineers
Description:

A very specialized class of engineer mystic designed to build gadgets and tools for war. Most of the time, Engineers act as Ballista operators. Engineers don't generally build siege weapons, instead focusing on machines designed to win battles. Similarly to Sharpshooters, these elite units tend to take vantage points rather than act in direct combat. They're also working to incorporate mystical prowess into their work, and it's having some interesting results. Unfortunately, due to their nature, Engineers have a hard time in actual combat. They make for fantastic support, but struggle on their own.
Type: Magic/Ranged (?)
Attack Advantages/Disadvantages:
+3 Ranged (when Grounded)
+1 Magic
No Martial Capabilities
Defense Advantages/Disadvantages:
+2 Magic
+2 Ranged (When Grounded)
-4 Martial
Special Conditions/Effects:
-Engineers are slow movers and take twice as much time to move a distance if not accompanied by other troops, since their always moving large equipment with them
-Engineers have a total range of 2 Spaces.
-Engineers CANNOT attack within on their own square.
-Engineers become GROUNDED when attacking. This alters their stats and puts them into attack mode.
-Engineers CANNOT move when Grounded. It takes 1 move to release a Grounded engineer.

The Iron Heart
Description:

These people are trained as generals. Almost every group of Iron Guard is lead by one Iron Heart, though it's extremely rare for more than one Iron Heart to be in a battlefield at a time. Iron Heart themselves aren't that dangerous, but they enhance the strength of their squads, making them dangerous when surrounded by others. They can get a bit headstrong, thus making them dangerous near each other.
Type: Combat
Attack Advantages/Disadvantages:
+2 Martial
Defense Advantages/Disadvantages:
+2 Martial
-2 Magic
-6 Mobile (Easily picked off by mobile troops, as Iron Heart are weighed down by their armor)
Special Conditions/Effects
-Improves Current stats of any Iron Guard type Soldiers by +1 each. Does not add new stats. Stacks by threes up to +3 maximum (Requires 1 Heart for +1, 3 for +2, 6 for +3. Only affects Iron Guardsmen, Knights, and Heavy guard)
-Will actually DECREASE the stats of other Iron Heart units by the same rate

Prophets of Shame
Description:

An extremely rare class of soldier trained in both physical and mystical combat. These soldiers spend copious amounts of time researching ancient combat tactics in Unity scholarly halls. Prophets are people who have been disgraced in some fashion or another, and have dedicated their lives to the utter annihilation of their antagonist. When a Prophet enters a battlefield, military tactics of other soldiers will quickly change to give a Prophet the greatest advantage. Iron Guard and Iron Hearts will sacrifice themselves to save a Prophet if possible, and other classes will attempt to make openings for a Prophet to reach their destination. The Prophets are also only the first stage of this difficult yet mesmerizing transformation.
Type: Combat/Magic
Attack Advantages/Disadvantages:
+3 Martial
+3 Magic
-2 Ranged
Defense Advantages/Disadvantages:
+2 Martial
+2 Magic
+1 Mobile
-2 Ranged
Special Conditions/Effects:
-Cannot be trained normally. On top of training price, a plausible reason for training must be given before this troop can be trained. Unit must be given a goal.
-If this unit succeeds in its goal (Generally killing any unit of higher tier or a leader unit), it will automatically be decommissioned. Resources are not returned.
-Causes Iron Guard boosts to cease affecting Iron Guardsmen type troops, and will only affect the Prophet on the same square.

Religions:
Many practitioners of Spiritualism spend their days in the Mystic Forest, hoping to learn from the magical teachings and energy left behind. Many of these practitioners become Mystics in the military. Spiritualism is the main source of magic for the Unity. It is also an extremely valuable resource, since much of the magical elements within the religion are unknown.
A scholarly people with a large focus on following the original teachings of Hanon. Some become warriors, but they aren't particularly designed for fighting.

Ecology:
Average climate with rare extremes. Warm summers, snowy winters. Heavy rain.
Western Ocean: Unexplored
Northern Ocean: Unexplored
Calola Bay: Open water to the east, great for fishing.
Mystic Forest: A strange land of unpredictable weather and odd spacial events. The forest acts as a great first defense, since it's difficult to travel through for non-magical beings. Hunting is banned in this area. Contains a religious ground of prayer. Extremely high magical density.
History:
Long ago, a man by the name of Hanon was disgraced by his kingdom. For minor crimes, his family was taken from him and slaughtered, and he was cast to the vast, empty world with a mark of shame. Everywhere he went, he was turned away. The violence of man had nearly killed him time and time again, until he decided that man was no longer worth the thought. He banished himself deep into the North in order to isolate himself.

It is unknown exactly how long Hanon the Outcast had vanished, but when he appeared again, he was said to be speaking wisdom beyond human understanding. He ventured from city to city, gathering the broken and the wronged, and gathering them in a small society he had made above a strange forest. He taught them honor, combat, faith, and respect. The settlement became a city, and that city slowly became a country.

With no outside contact permitted, the country was well hidden. And although they kept their eyes on the outside world, the country of Hanon grew only to advance themselves. Their country became one of respecting the lesser man, and so they accepted any and all who had been disgraced. Although Hanon himself did not rule this country, his name was revered as one of authority and honor. He ceased to exist in his place of birth, but his name was etched into every stone in his kingdom.
Many years later, after a seemingly endless decade of peace, the country of Hanon became a land of great unrest. Attacks from strange creatures in the local forest had become commonplace, and the people of the great country were becoming anxious. The then Council of Five were in disagreement on how to deal with the problem. Three of the five wanted a peaceful diplomacy with the strange creatures, but the remaining two refused to cooperate. They had sided with a powerful family of mystics, who wished to use the forest for spiritual practices.

The disagreement caused the country of Hanon to split into two. Hanon himself refused to take sides in the debate, causing further civil unrest. With a split between the country causing weakness in military strength, the country of Hanon was beginning to lose ground to the mystical creatures of the forest. Hanon was unsure how to unify the two sides.
With the attacks from the forest becoming more and more aggressive, it was thought that the split country of Hanon would be lost. Years went by as more and more were killed. Hanon had dedicated his skills to defeating the strange monsters that emerged from the woods. He did his best to maintain peace between his two countries, but they knew the peace would last only as long as Hanon lived. As Hanon grew ever closer to inevitable passing, tensions continued to rise.

That is, until the countries were approached by a strange and fantastical being. A large forest spirit approached the gates separating man and spirit, and demanded council between the two kingdoms. The forest spirit claimed that if the two kingdoms did not surrender, they would surely be destroyed. Hanon, seeing great potential in this meeting, demanded a duel with the great spirit. The spirit, in arrogance, accepted, and the terms were set; Hanon would enter the woods at dawn carrying only armor, sword, and shield. The two would battle until only one remained. The losing side would be annihilated, and the winner would reap the benefits of their existence.

The Council of Five and the Great Family both begged and bartered with Hanon, not wanting to lose him to the spirit. Hanon, spending his last days reconciling with the two sides, found peace knowing that his people had grown to be so strong. What was once a collective of lost and disgraced people had matured into a kingdom of wonderful creators and honorable soldiers. He told them that if was killed, they must band together to take on the world together, and if he returned, he would choose a side. On the day of the battle, Hanon entered the forest as the sun rose over the horizon.

The battle lasted forty days. For the first few days, the event was attended by many. The conflicting sides had put aside their disagreement so they could pray for the man they considered a hero. Slowly, the number of watchers dwindled to only seven; the Council and the Family, who remained every day until the final day.

When the forest spirit emerged from the forest, their was great distress among the seven. Their emotions flooded from them, and they could only find solidarity in each other. Then the spirit spoke. The spirit explained to them that Hanon had not failed. After thirty days, Hanon had worn out the spirit in combat. However, Hanon refused to slay the beast. The spirit explained that Hanon understood his country had wronged the forest and its creatures, and he did not want to see the fantastic beasts destroyed. They were offered instead an agreement; the country of Hanon would protect the land with their lives, and in turn, the spirits of the forest would teach the people their magics, the same way that Hanon had been taught decades prior. The spirit agreed, and Hanon celebrated with the great creatures of the woods. On the thirty-ninth day, Hanon's heart gave way to age, and he died peacefully on the grass before the spirit. The spirit let his energy flow into the forest as a permanent reminder of his kindness.

Hearing of this, the seven heads attending made peace, just as they had been ordered to do. The years following this event, the Country of Hanon became The Unity of the Free Man, named not after the man that saved the people, but after the people that Hanon hoped to save.
Long after Hanon's passing and the disappearance of the forest spirits, the Unity of the Free Man had become a stable, self-sustaining country. Despite their peace, the military remained at the ready on the off chance of invasion from tyrannical forces.

A nameless adventurer discovered the walled capitol of The Unity. Not much of importance happened within the four years of the travelers stay, but his research and studies of the strange lands somehow made it back to other major countries and Providences in the far regions. Now, the Unity is once again on the map, but they've still refused to make contact with other kingdoms.
 

Attachments

  • Flag of Aechacia.png
    Flag of Aechacia.png
    51.8 KB · Views: 23
  • 1566590389263.png
    1566590389263.png
    251 KB · Views: 9
  • Territory closeup.png
    Territory closeup.png
    286.9 KB · Views: 9
Last edited:

sideimage.png


Wh2_main_lzd_itza_crest.png
8249d58efc5546420a3821b40651befd.png


⦿ Other Names: The Nation, The Itzan
⦿ Capital City: Itza

itza.png

____________________________

⦿ Leader of the Country:
• Grand Mage Tokotol

tokotol.png

____________________________

⦿ Sapient Races Within Country:
• Kroakun
Large, toad like creatures who sit atop giant, floating, stone palanquins. They are the leaders and battlefield commanders of the Itzan. Beyond that they are supremely intelligent and have a direct link to the Old Gods and the winds of magic. This ranks them as the single most powerful users of magic. That said, their numbers are small and they are only birthed once every hundred years. They specialise primarily in magic of the heavens.

Average Height: 7'5"
Intelligence: Extreme
Magical Capability: Extreme
Combat Prowess: Non-Existent
Life Span: Believed to be Immortal​

kroakun.png

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

• Saurian
Reptilian humanoids who are as dangerous as they look. While there are smarter races in the world, there are few who are built for fighting like the Saurian. They are ferocious fighters but beyond that they are loyal subjects. They will lay down their lives willingly for The Nation.

Average Height: 6'0"
Intelligence: Low/Medium
Magical Capability: Non-Existent
Combat Prowess: Medium/High
Life Span: 120 Years​

saurian.png

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

• Kobold
The smaller of the Itzan races, the Kobold are more intelligent than their larger brothers. They are the most populous of the saptient Itzan's and look after the majority of things to keep The Nation going e.g. food production.

Average Height: 4'5"
Intelligence: Medium/High
Magical Capability: Non-Existent / Medium
Combat Prowess: Low/Medium
Life Span: 150 Years​

kobold.png

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

• Gorgon
Towering beasts capable of simple thought and conversation. Even with their low intellect, they understand their purpose and willingly, like their brother races, give their lives to the cause.

Average Height: 7'6"
Intelligence: Very Low
Magical Capability: Non-Existent
Combat Prowess: Very High
Life Span: 95 Years​

gorgon.png

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

⦿ Feral Races Within Country:
• Carnivore Rex
The apex predator of the Itzan territory, no other beast is as dangerous.

Average Height: 20'
Capabilities:
Razor sharp claws.
Mouth filled with teeth capable of cutting through metal and crushing stone.
Its scales and hide are thick.
Slow from a standing start but can build up a lot of speed.​

carnivorerex.png

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

• Bastiodon
With rows of plates across its back and belly, the Bastiodon is a living tank. It has a large club tail which can be utilised to inflict heavy blows.

Average Height: 11'
Capabilities:
Nigh impenetrable armour along its back and belly.
A heavy, club like bone grows at the tip of it's tail.​

bastiodon.png

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

• Archraptor
The standard steed of the Itzan. The archraptor is a dangerous animal in it's own right, capable of taking down an Saurian on it's own.

Average Height: 7'2"
Capabilities:
Scales across it body are like that of many of the Itzen, providing protection from damage.
Clawed forelimbs and sharp teeth make this cavalry unique amongst a world populated by horses.
Not as quick as a horse at full pelt but has better stamina.​

archraptor.png

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

• Salamanders
A key staple to the Itzen people, not just through diet but also because their unique biological talent make them useful in tasks such as weaponmaking.

Average Height: 4'5"
Capabilities:
Able to fire a searing gout of flame from it's mouth up to a range of thirty metres. Continued exposure can melt stone.
Sharp teeth and claws help protect itself up close.
Can move as fast as any warhound.​

salamander.png

____________________________

⦿ Temperment:
• Peaceful | The Nation of Itza has no interest in warfare but that is not to be mistaken for weakness. They will readily defend their land with a ferocity that surpasses their appearance.
• Isolationist | The people rarely leave the country's borders for reasons other than trade and only when necessary. Tresspassers entering Nation of Itza territory without prior notification will be killed by patrols on sight, that is unless the wildlife gets to them first.

____________________________

⦿ Policy:
• Ultimately Defensive | Above all else, the homeland of the Nation must come first. The armies of the Nation fight with extra vigour when in their own territory.

____________________________

⦿ Location:
• The Great Jungle of Sage Eye Island

home.png

____________________________

⦿ Strengths:
• Kroakun Mages | Each Kroakun is attuned to the Old Gods and the Winds of Magic. This gives them great magical power that surpasses most, if not all other creatures.

• Jungle Bond | The many creatures of the jungle from tiny insects up to the towering carnivores are bound to the Nation of Itza. This allows them to be utilised as front line units or mounts if needed.

• Reptile Physiology | Each of the Itzan sub-races have scales covering their body, head to toe. This provides additional protection to them. In addition they all have regenerative capabilities that allow for the healing of minor wounds in a few days or lost limbs over a few months.

• Natural Weapons | Razor sharp claws and crushing jaws mean that the Itzan are capable fighters even when unarmed.

____________________________

⦿ Weaknesses:
• Kroakun Mages | While the Kroakun Mages power is supreme, they are the only Itzan capable of wielding magic without devides. One in every hundred Kobold have the capability but their power is vastly inferior.

• Carnivorous | While the Itzan are omnivores, prolonged hunger will lead to them losing much of their faculties. In this state they will eat whatever creature is nearest.

• Highly Territorial | Unannounced visitors to Itzan territory will be killed on sight, regardless of any treaties that may be in place at the time.

____________________________

⦿ Military:
• Conscripts
TikTaq | Tokotol's Right Hand: TikTaq is respected in Itzan culture due to his close relationship with the Nation's leader. This respect causes all units under his control to fight with more fervour than they ever normally would be capable of. All units in TikTaq's army always attack before all enemy units.

Kobold Skirmishers | Armed with light armour and numerous javelins, Kobold Infantry harass enemy formations. Skirmish unit.

Salamander Handlers | A unit of Kobold armed with light armour and spears. For every two handlers there is one salamander.

Chamelonic Kobold | One in every ten Kobold is born with chameleonic scales. These are conscripted into scouting units. They utilise blowpipes that fire an array of darts ranging from dealy poisons to hallucinogenics. Infiltration unit.

• Standard Troops:
Saurian Warriors | More heavily armed Saurian unit. Armed with heavy armour, obsidian blades and shields. Standard Infantry unit.

Gorgon Warriors | Armed with light armour and great obsidian blades. Heavy Infantry unit.

Saurian Knights | Saurian warriors mounted atop archraptor. Armed with light armour, shields and obsidian lances.

• Elite Troops:
Carnivore Rex | A giant bipedial creature with rows of razor sharp within a vice like mouth. Hands and feet and armed with claws capable of tearing through metal. Can be mounted by Saurian generals.

Bastiodon | A large, heavily armored living tank. WIth a magical conduit strapped to it's back, it's Kobold magic users can unleash searing beams of magical energy capable of cutting down all in its path. Even if it loses it's riders, the Bastiodon is capable of trampling through ranks of men without issue.

Kroakun Mage | One Kroakun Mage sat atop it's floating palanquin is capable of unleashing an unparralleled barrage of magical devastation. They maintain a magical field around themselves which blocks all incoming projectiles, magical or otherwise.

____________________________

⦿ History:
• Unknown | When man first attempted to cross the water to Sage Eye Island they discovered the Itzan but quickly learnt of their defensive nature.

____________________________

⦿ Ecology:
Climate | Tropical Rainforest

Reproduction | The four sub-races of the Itzan are all born from birthing pools. Each pool is created from a magical ritual conducted by a Kroakun. They can turn pools of water into a mass of primordial fluid that creates new life once every year. The amount of beings that each pool can create is limited only by it's size. However each year when the day is at it's longest and the sun is at its highest points, each pool brings forth new life. All the new Itzan emerge fully grown.

Gender Dynamics | There are no genders within the Nation of Itza. However outsiders often describe them using male pronouns given their deep, masculine voices.

Fauna | All manners of creatures exist within the borders of The Nation. Mostly reptilian, amphibian and insectoid in nature, their sizes range from minute insects up to towering reptile beasts.

Flora | Much of the flora has a purpose whether it be for food or medicinal reasons. That said, they are also used to control animal populations. There are over a thousand carnivorous plant species with twelve capable of devouring creatures the size of a man or larger.

Extremes | Heavy rainfall and high humidity are as extreme as life gets within the borders of the Itzan.

Key Natural Resources

Obsidian | This a key component in much of the Itzan's tools and weaponry. Crafted and refined using ancient techniques they can create sturdy weapons with extremely sharp edges.

Gold | Gold is utilised as a sign of stature rather than as an actual currency. Many important relics and buildings are crafted from pure gold.

Iluket | Crystals with magical properties. Meaning sky stones, the Iluket glow bright like the stars in the sky. As such they are used for lighting amongst other things. In addition, after a lengthy attunement process they can be utilised as magical amplifiers, turning a users magical energy into searing beams of energy. Only the largest of Iluket can be used for this purpose.
____________________________

⦿ Culture:

Government | Religious Autocracy ruled by the most powerful of the Kroakun. Their power of the Itzan is absolute and entirely respected.

Social Equality | Aside from the Kroakun each of the Itzan sub-races are viewed equally. Above all else they are Itzan and that is how they live their daily lives. Everyone is treated fairly because it is all for the greater good of the people.

Populace Obedience | Absolute

Greeting | The Itzan greet each other by taking hold of another persons forearm with your opposite hand, then touching foreheads.

Major Taboo | Only those Itzan assigned to protect the birthing pools may look upon them. Anyone else is immediately executed.

Justice System | The justice system is a simple one. Commit a crime and find yourself flayed alive atop the highest pyramid in Itza. Fortunately this happens on extremely rare occassions. The majority of the populace live in harmony with each other and act as one giant family.

Death | Upon an individuals death their bodies are returned to the birthing pools from which they came. The pools can completely reduce a body to nothingness in under a minute. This has no effect on the number of people a pool births and is more a symbolic ritual than anything else.

Respected Professions | Most professions are viewed with equal importance, whether it be a farmer or medicine man. That said, the Kroakun are adored for their link to the Old Gods. In addition, the Saurian Temple Guard are viewed with high regard given the honour of protecting the Temples of Itza.

Entertainment | Much of the day is taken up with work but each evening various social groups gather to tell stories of the Old Gods, play music and even sing songs. Hunting and some crude sports also take place with pit fighting also a big attraction.

____________________________

⦿ Economy:
Non-monetary Economy | With the way the Nation of Itza operates it doesn't need currency. Everything is shared amongst the populace. Individual needs beyond food are non-existent.

Main Imports | The Itzan do not really trade with other nations at present given they have no need for anything that outsiders have to offer at present.

Main Exports | Given the abundance of gold veins within The Nation's territory, there is a definite chance to export gold. However as it stands they have no need of anything that other nations have to offer at present.

____________________________

⦿ Magic:
Magic Users | The majority of the Itzan are unable to utilise magic in any capacity. The only people who can are the Kroakun and in extremely rare cases, some Kobold. The Kroakun are the single most powerful users of magic in the world, able to warp reality and bring down the wrath of the heavens on their enemies. The Kobold on the other hand are vastly inferior to the Kroakun but that doesn't mean they are useless. They can conjure deadly fireballs and such, but when compared to the Kroakun they are just too far behind. They can however utilise the properties of the Iluket stones to amplify their magic to create long range weapons of destruction.

Source | The Kroakun are directly linked to the winds of magic. The eternal flow that all magical power comes from and that all mages tap in to for power, flows through the leaders of the Itza. This is what gives them their great power.

Occurrence | All Kroakun are magically attuned while every one in one hundred Kobold have magical capabilities.

Lore of Heaven | The Kroakun have access to all manners of magic given their link to the winds of magic, but they make most use of Heavenly magic. This includes but isn't limited to:

Lightning | Whether it is projecting giant arcs of lightning from their hands or calling down tremendous strikes from the heavens, the control over this lethal element is complete.

Curse of the Old Ones | A chant that plays havok with the mind of all but those with the strongest of mental stamina and willpower. Horrifying sights, crippling phantom pain and temporary blindness wrack those affected by the words.

Null Voice | A chant, that in it's simplest terms, removes the capability of a person to perform magic. Everyone within several miles of the spell are incapable of utilising magic during the chant. The effects are temporary and only last until the chant stops. Multiple Kroakun can utilise this at the same time to create an overlapping blanket of one giant null zone.

Itza's Comet | After a several hours of focus, the Kroakun can call forth a giant ball of destructive energy down onto the battlefield. All those touched by it, friend and foe alike, are completely obliterated. This is the most feared of all the Kroakun's magical abiltiies, able to completely wipe out columns of infantry. That being said, it isn't summoned lightly as there is no way to dispel it once summoned.

____________________________

⦿ Religious Beliefs:
The Old Ones | Religion is often based upon a belief that their is a grand deity in some distant realm who watches over them. For the Itzan it isn't a reality, it is a fact. The Gods speak through the Kroakun, their magical prowess only possible through gifts of great deities. They are worshipped wholly and only by the Itzan.

Focus | The primary focus of the Itzan religion is to ensure the survival of the Nation of Itza. Beyond this it is built upon the pillars of family, respect and the defending of all things Itzan.

Worship | Large public animal sacrifices are carried out monthly and a daily prayer at a temple are the expectations of the Old Ones.

Pantheon | The Old Gods are numerous and carry many names, representing various aspects of the world. The overall ruler of the Old Gods is Itza, after who the nation is named. He is the God of Everything and is responsible for the birth of the Itzan people.
 
Last edited:


sideimage.png


Wh2_main_lzd_itza_crest.png
8249d58efc5546420a3821b40651befd.png


⦿ Other Names: The Nation, The Itzan
⦿ Capital City: Itza

itza.png


____________________________

⦿ Leader of the Country:
• Grand Mage Tokotol

tokotol.png


____________________________

⦿ Sapient Races Within Country:
• Kroakun
Large, toad like creatures who sit atop giant, floating, stone palanquins. They are the leaders and battlefield commanders of the Itzan. Beyond that they are supremely intelligent and have a direct link to the Old Gods and the winds of magic. This ranks them as the single most powerful users of magic. That said, their numbers are small and they are only birthed once every hundred years. They specialise primarily in magic of the heavens.


Average Height: 7'5"

Intelligence: Extreme

Magical Capability: Extreme

Combat Prowess: Non-Existent

Life Span: Believed to be Immortal

kroakun.png

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


• Saurian
Reptilian humanoids who are as dangerous as they look. While there are smarter races in the world, there are few who are built for fighting like the Saurian. They are ferocious fighters but beyond that they are loyal subjects. They will lay down their lives willingly for The Nation.


Average Height: 6'0"

Intelligence: Low/Medium

Magical Capability: Non-Existent

Combat Prowess: Medium/High

Life Span: 120 Years

saurian.png

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


• Kobold
The smaller of the Itzan races, the Kobold are more intelligent than their larger brothers. They are the most populous of the saptient Itzan's and look after the majority of things to keep The Nation going e.g. food production.


Average Height: 4'5"

Intelligence: Medium/High

Magical Capability: Non-Existent / Medium

Combat Prowess: Low/Medium

Life Span: 150 Years

kobold.png

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


• Gorgon
Towering beasts capable of simple thought and conversation. Even with their low intellect, they understand their purpose and willingly, like their brother races, give their lives to the cause.


Average Height: 7'6"

Intelligence: Very Low

Magical Capability: Non-Existent

Combat Prowess: Very High

Life Span: 95 Years


gorgon.png


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

⦿ Feral Races Within Country:
• Carnivore Rex
The apex predator of the Itzan territory, no other beast is as dangerous.


Average Height: 20'

Capabilities:
Razor sharp claws.

Mouth filled with teeth capable of cutting through metal and crushing stone.

Its scales and hide are thick.

Slow from a standing start but can build up a lot of speed.


carnivorerex.png

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


• Bastiodon
With rows of plates across its back and belly, the Bastiodon is a living tank. It has a large club tail which can be utilised to inflict heavy blows.


Average Height: 11'

Capabilities:
Nigh impenetrable armour along its back and belly.

A heavy, club like bone grows at the tip of it's tail.


bastiodon.png

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


• Archraptor
The standard steed of the Itzan. The archraptor is a dangerous animal in it's own right, capable of taking down an Saurian on it's own.


Average Height: 7'2"

Capabilities:
Scales across it body are like that of many of the Itzen, providing protection from damage.

Clawed forelimbs and sharp teeth make this cavalry unique amongst a world populated by horses.

Not as quick as a horse at full pelt but has better stamina.


archraptor.png

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


• Salamanders
A key staple to the Itzen people, not just through diet but also because their unique biological talent make them useful in tasks such as weaponmaking.


Average Height: 4'5"

Capabilities:
Able to fire a searing gout of flame from it's mouth up to a range of thirty metres. Continued exposure can melt stone.

Sharp teeth and claws help protect itself up close.

Can move as fast as any warhound.



salamander.png


____________________________

⦿ Temperment:
• Peaceful | The Nation of Itza has no interest in warfare but that is not to be mistaken for weakness. They will readily defend their land with a ferocity that surpasses their appearance.

• Isolationist | The people rarely leave the country's borders for reasons other than trade and only when necessary. Tresspassers entering Nation of Itza territory without prior notification will be killed by patrols on sight, that is unless the wildlife gets to them first.

____________________________

⦿ Policy:
• Ultimately Defensive | Above all else, the homeland of the Nation must come first. The armies of the Nation fight with extra vigour when in their own territory.

____________________________

⦿ Location:
• The Great Jungle of Sage Eye Island

home.png


____________________________

⦿ Strengths:
• Kroakun Mages | Each Kroakun is attuned to the Old Gods and the Winds of Magic. This gives them great magical power that surpasses most, if not all other creatures.


• Jungle Bond | The many creatures of the jungle from tiny insects up to the towering carnivores are bound to the Nation of Itza. This allows them to be utilised as front line units or mounts if needed.


• Reptile Physiology | Each of the Itzan sub-races have scales covering their body, head to toe. This provides additional protection to them. In addition they all have regenerative capabilities that allow for the healing of minor wounds in a few days or lost limbs over a few months.


• Natural Weapons | Razor sharp claws and crushing jaws mean that the Itzan are capable fighters even when unarmed.

____________________________

⦿ Weaknesses:
• Kroakun Mages | While the Kroakun Mages power is supreme, they are the only Itzan capable of wielding magic without devides. One in every few Kobold have the capability but their power is vastly inferior.


• Carnivorous | While the Itzan are omnivores, prolonged hunger will lead to them losing much of their faculties. In this state they will eat whatever creature is nearest.


• Highly Territorial | Unannounced visitors to Itzan territory will be killed on sight, regardless of any treaties that may be in place at the time.

____________________________

⦿ Military:
• Conscripts
Kobold Skirmishers | Armed with light armour and numerous javelins, Kobold Infantry harass enemy formations. Skirmish unit.

Saurian Front Line | Armed with light armour, shields and multiple spears. Standard Infantry unit.


• Standard Troops:
Saurian Warriors | More heavily armed Saurian unit. Armed with heavy armour, obsidian blades and shields. Standard Infantry unit.


Gorgon Warriors | Armed with light armour and great obsidian blades. Heavy Infantry unit.


Saurian Knights | Saurian warriors mounted atop archraptor. Armed with light armour, shields and obsidian lances.


Salamander Handlers | A unit of Kobold armed with light armour and spears. For every two handlers there is one salamander.


Chamelonic Kobold | One in every ten Kobold is born with chameleonic scales. These are conscripted into scouting units. They utilise blowpipes that fire an array of darts ranging from dealy poisons to hallucinogenics. Infiltration unit.


• Elite Troops:
Saurian Guard | The strongest of all warriors chosen for their prowess in combat. Armed with heavy armour, tower shields and obsidian spears.


Carnivore Rex | A giant bipedial creature with rows of razor sharp within a vice like mouth. Hands and feet and armed with claws capable of tearing through metal. Can be mounted by Saurian generals.


Bastiodon | A large, heavily armored living tank. WIth a magical conduit strapped to it's back, it's Kobold magic users can unleash searing beams of magical energy capable of cutting down all in its path. Even if it loses it's riders, the Bastiodon is capable of trampling through ranks of men without issue.


Kroakun Mage | One Kroakun Mage sat atop it's floating palanquin is capable of unleashing an unparralleled barrage of magical devastation. They maintain a magical field around themselves which blocks all incoming projectiles, magical or otherwise.


____________________________

⦿ History:
• Unknown | When man first attempted to cross the water to Sage Eye Island they discovered the Itzan but quickly learnt of their defensive nature.

so you choose Sage-Eye Island ....ok well , just wait for the approval then i'll sneak you into the map :D
 
The Nation of Itza approved.

Well done on all that detail. I absolutely love it!!
 
Hey Sully, I just need you to limit your troops to just 3 for each section
 
Country Name:
Avaleon

Capital City:
Merced

Country Flag:
2019-08-29 (2).png

Leader of Country:
Avalynne the Discarded

tumblr_pkg6octAv51w2dbe6o1_400.jpg

List of Races within Country:
Dark Elves
-Are considered one of the more intelligent races to live within Avaleon, sometimes recruited for soldiers and sometimes recruited to be administrators to the King or Queen of the nation. Most of the Dark Elves reside more inland than the other races, since they love to learn and crave to have their magic mastered.

Nypmhs
-Are more mischievious and like to play in the water surrounding the country, more seaside than other races and are usually part of the small navy that Avaelon has. Due to their mischievious nature, however, they fall victim to not being taken seriously and are often blamed for failures by other races.

Mermaids/Sirens
-Mermaids/Sirens live halfway inland, halfway seaside. They are able to have legs whenever they are not in water, however they have a giant disadvantage whenever tropical storms are in motion and are usually the first race evacuated because of this. Sirens are mermaids that may have taken a dark turn in their magic, thus being more reclusive than their friendly counter parts.

Humans
-Humans are the race that is overlooked, considered a minority in the country although the original ruler of the country was once human. They are used as ground soldiers, and can be taught magic but due to that they are not natural magic beings, it usually takes some life force from them whenever they try to practice magic.

Unnamed Races
-Races that are hybrids between two or more previous stated races, usually go unnoticed or unaccounted for. They are typically on the bottom end of the totem pole - the more races in the background of these people, the lower they are treated.


Temperament:
Neutral, Guarded

Policy:
Mandatory Military Service (Specifically Navy)
-At least 2.5 years, longer if needed.

Location:
Seaside
de35fd-png.620792
Strengths:
Navy
-The Navy is the main focus as they are a mostly seaside country, not wanting to be taken from the sea.
Life Bond
-Dark Elves had created this so that when someone dies unexpectedly (i.e. in battle) they can give the remaining memories of that person to someone in command, this is useful during wars

Weaknesses:
Militia
-Because the focus is so heavily on the navy, ground troops suffer as a result.
Mutiny
-Based on Avaleon's hierarchy system, there have been silent whispers of revolution or a possible civil war within the country itself.
Military:
Tier One
Unnamed Races
-Typically used as cannon fodder, usually picked on by the higher-ranking soldiers. Due to the different races they may be, their strengths usually get downplayed and they are not using their abilities as best as they can. This causes more damage than good when engaged in a land battle.

Tier Two
Humans
-They are trained in swordsmanship, archery, and hand-to-hand combat. They are slightly better trained than the Unnamed, but are rarely ever taken into more serious training. They can usually be controlled by Nymphs whenever they are out on the battlefield as pawns.

Lower-Class Nymphs
-Nymphs that may have been more unruly than they should have been during training and thus thrusted out onto the land battlefield. These Nymphs are usually focused more on archery and using their magic to control the humans, such as healing them whenever they may be close to death in battle, positioning them correctly whenever they are about to do a siege, etc. Unsure how they can control the humans, but chalk it up to that the blood in their body is more than enough liquid to get them to do their bidding.

Tier Three
Upper-Class Nypmhs
-Nymphs that have more discipline during training, have been well versed in magic. They are able to freeze waterways whenever there is wind of a potential attack. They are usually stationed on ships, usually as first mate. They make sure to keep other sailors in check so that the captain can focus on sailing to the correct ports rather than trying to discipline unruly nymphs and mermaids.

Dark Elves
-They are not limited to only having water magic, and thus are used as captains among navy ships. They can use their powers to teleport and are able to use manifests of energy to blast opponents back. Due to their high intellect, they are also able to asses certain situations faster than the other races within their country, and can make a better decision whenever engaged in battle.

Mermaids
-Literally used as projectiles on the ships, they are often launched or dive from ships to attack the opposing ship. Mermaids can have an elemental power when they reach a certain age (21) but some of them do not, but gain other physical abilities rather than magical ones. Usually armed with tridents, rather than the usual sword, Mermaids when in combat are fierce when provoked.


History if Applicable:
Avalynne was not the intended ruler for Avaleon, however the country was renamed after her by her father Dominic. The country was originally founded by Dark Elves, the other races hidden among the sea and treas that litter the land that they all call home. The country's original name was long forgotten as the Dark Elves forgot their native tongue and adopted the common tongue adopted throughout the years. Humans were the first to seek this land, later becoming allies with the elves and the other races that seemed to have come together to further protect the land that seemed to be prosperous from the magic that was planted into the soil.

Avalynne was born shortly before her father became King, as she grew older and learned the politics of Avaleon, she realized that she would only be a footnote on the country's impact that it would have with other kingdoms and countries. She was currently the only born, however her father wanted a son to be the heir, which Avalynne was displeased about. Her mother would die from consumption, her father heartbroken and would lead for him to become destructive and rule with tyranny. Avalynne, having enough, tried to talk to him about his rule before she was shipped off to the capital, Merced, to live in a church that was established by the king before Dominic. It was there that she planned to overthrow her father, even if it meant to kill him.

Shortly after Avalynne came into power, the country began to stabilize for a brief period before the talk of a civil war from the Humans and Unnamed against the Dark Elves, Nymphs, and Mermaids were known. Avalynne is currently trying to make all races happy by working out some new laws and legislations, but nevertheless this is tiring, slow work. She also established something of primogeniture, however, the first born regardless of gender will be the next to rule. She is striving for a country of equalness since among races and sex, since she sees each get mistreated a lot more than she would care for.


Please let me know if I am missing anything!
 

Attachments

  • avaleon.png
    avaleon.png
    3 KB · Views: 43
Last edited:
Avaleon approved. You can head to the IC main chat and write up your first post. Everyone starts with 5 coin, 10 population and 4 tier 1 troops
 
Country Name: Ludia Maroza (The people of Frost)

Capital City: Veter Xhod

Country Flag: Ludia Maroza.png

Leader of Country: Illia Flame-Palm

List of Races within Country: Ludia: a combination of tribes all united under the banner of the Chieftain Illia. They Range from the Chestnut skinned Mal. Short of stature with long thin gazelle like horns coming from their foreheads and curving backwards. To the tall pale Visk. giants with yak like horns growing from the side of their head and tips pointing forward at the start of their cheekbones.

Temperament: Trading and spiritual. The encourage visiting others but hesitate to accept ideas from strangers. They hold both physical might and crafting abilities in great esteem.

Policy: The Warmth of All Living. They seek to not only spread their religion but also better train their people in controlling The Warmth (pyromancy)

Location: North east near the mountains( if you please)

Strengths: Physically strong and adept at using their own magics referred to as The Warmth Also incredibly zealous to their God though acknowledge other smaller deities

Weaknesses: Greedy, Slow to adapt and use other tactics. (If it worked for our fathers…) Often need to be pushed by an outside event or a new and bright leader. They dislike any dealings with neighbors unless it is to gain gold and other materials from them.

Military:

Conscripts: Young men and Women of age (16) Can serve if their Clan Chief (or Kinikul) Asks them to.
Infantry (Bitki): Armed with spears with hand axes made as a family heirloom and side arm. All wear a square small shield the length of their forearm. When pressed against their chest the wood should cover from collarbone to the navel. They use leather helms and leggings or furs to cover themselves.

Ranged (Kinusi): They take the infantry and instead of giving them shields they arm them with atal-latals and a large amount of javelins. This keeps them light and about to commit to melee combat with their long spears.

Specialist (Pohen): In dire need an individual who is skilled with The Warmth but has yet to be trained by any of the World Singers or shamans will purposely push themselves past safe limits of how much fire they can summon and control. For a brilliant moment burn like the great God of their people and then are consumed.

Basic Units: Those who survived their first raids and proved themselves in combat to not only be brutal but also clever are added to the paid retinues of their prince chieftains.

Infantry (Voenni): Gone are the small wooden shields replaced with large circular ones perfect for creating the famous shield walls their infantry is known for. The short spears they used are replaced with long pikes and they are now clothed in armor with plates of metal to cover only their most vulnerable spots. Their family axes still hang at their sides but will have been reworked with the wealth they have obtained. Lengthening the halfts and adding to the blades making turning them into fearsome weapons of war.

Cavalry(Bwistri): This is the only use of Cavalry in the people's army basic Voenni are seated upon heavy footed horses and the mounts clad in basic armor. They are also given three javelins so that they might provoke and sting at their enemies light and usually used for hit and run tactics only. These are meant to distract as the main army grinds the enemy and the World singers prepare their songs.

Special (World Singers): The adepts of The Warmth now come together in groups of at least three. Here they chant together and slowly summon waves of heat and fire that they will rain down upon their enemies. Alone a world singer may splash flames or shoot small jets of intense heat but in a group they amplify each others power at the cost of time. Most battles the World Singers will only get off three or four streams of intense flame or meteoric fireballs before the battles end.

Elites: Those who stand on the verge of legends. Terrible in their might and blessed by the God of Heat to stand where they are today.

Infantry (Zavojid): Having hand crafted their family axe into a large two handed weapon these heavy infantry wear metal armor from head to toe. Their large axes help them to crush through their foes defences and those unfortunate enough to engage them in close combat will find these warriors producing scalding heat from their bodies.

Ranged (Ohenkop): Fire throwers. These are the best trained spear throwers. They proved themselves to be not only incredibly accurate on the ground but also strike with speed and deadly precision from horseback. These skirmishers coat their javelins in oils and use The Warmth to light them on fire before hurling them into their enemies with great force. They often also throw pots of oil toward the intended targets at the same time to add an explosive or splashing effect.

Special (Goad Axhna): A Worldsinger able to chant with incredible speed and summon the powers of three by themselves. These singers are also warriors. Talking the hand axes of a fallen family member in each hand these warriors sing themselves into a blaze. Each strike splashes flames each breath a gout of heated death. Sadly in order to claim such control over The Warmth and not let it consume them these Warrior Priests enter combat with only a leather robe bottom and a blacksmiths apron.

History if Applicable: All warmth is a gift when you live in the frozen north. Thus warmth is life and life a gift from the Father of the people Tiyolnai. The Warmth is his gift so that we
might conquer his brother The God of Death and Freezing, Xcholan. Overtime and out of necessity the tribes grew together and fought against a people now extinct who worshiped this evil god of the cold.

Illia Flame-Palm a great hero and victor of many battles combined the forces of the warring princes and brought the final battle to The Cold ones slaughtering them and bringing peace to his people. But from these exploits Illia’s scouts brought word of warm God blessed lands to the south and west. So expeditions now go out from this people many of their hand crafted metal goods being delivered out into the world in hopes of finding other faithful because “Where their is The Warmth there too will be our Father.”
 
Last edited:
Junyong approved. You are only allowed 3 units per tier.
Ludia Maroza (The people of Frost) approved
 

Users who are viewing this thread

Back
Top