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Nation Building Birth of Nations CS

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Country Name: Nomad of Aloiss

Former Capital City: Aloiss

Country Flag: -

Leader of Country: Ravus Darkfell
Ravus - Shadow.jpg

List of Races within Country:
The Elementals are an embodiment of natural phenomenon that appeared from accumulations of natural energy. The birth of the first Elemental was always down to luck. Years of untouched environment slowly built up a strand of consciousness, creating a Spirit of Nature. When the spirit gained enough comprehension of its own nature, it will turn into an Elemental. The whole process could take tens to hundreds of years to finish.

The subsequent generations of elementals had it easier. An Elemental could dedicate itself to the cultivation of a Spirit and guides the spirit in its comprehension of natural law. With the guidance of an elemental, the spirit can reach the state of an elemental in the span of one to five years. Rumours had it that an Elemental who attained enlightenment would evolve to be an Embodiment. However, centuries had passed without any clues regarding the existence of Embodiments.

Elementals are able to take any shape they desire. However, most Elementals eventually settles on a base form they think truly represent their individuality and personage.

Aloiss consisted of Darkness, Cold, Water, and Earth Elementals.

Temperament: Peaceful and Indifferent
Apart from growing their populations and finding new elementals, the nomads had little ambitions.

Policy: Nurture of Nature
The elementals take care of the environment they reside on to encourage the growth of Nature Spirits.

Location: Lower Khanzig

Strengths:
  • Elemental Body: Though Nature Spirits still require food and water, Elementals can survive solely from the energy gained from their respective elements or natural energy when the elements are lacking.
  • Elemental Comprehension: Elementals and Nature Spirits have an innate talent for magic. Their natural increase in proficiency is a racial trait unique to them. Apart from that, they also have knowledge bestowed to them by nature.

Weaknesses:
  • Low Birth Rate: The creation of new elementals is highly dependent on the abundance of nature and the comprehension of Nature Spirits.
  • Elemental Nature: Every element has its own opposite that diametrically opposes their nature. Darkness and Light, Cold and Heat, Water and Fire, Earth and Wind.
Military:

Tier 1
  • Spirits: Nascent forms of Elementals. They are high in numbers and is the foundation for Elementals society. They are able to manifest physically in to serve the elementals. When influenced by an Elemental, the Spirits could turn into the Elemental's element. Apart from that, they are capable of changing their physical form.
Tier 2
  • Elementals: The backbones of Elementals society. Every Elemental is capable of harnessing magic of their own elements to a certain degree of proficiency. Apart from that, they are capable of changing their physical form.
Tier 3
  • Warrior Elementals: The elite force of Elementals. Elementals trained specifically in the art of war is able to use their potential to the limit and implement their racial traits into their fighting style.
History:
The Nomad of Aloiss came to be when the Cold, Water, and Earth Elementals witnessed the birth of the first Darkness Elemental on the Hermit's Nest. They, finally knowing the secret behind the birth of a new elementals, dreamed of uniting all Elementals in the world and to lead nature into prosperity. Thus, they chose the first born of the Darkness Elemental as their leader. The first Darkness Elemental was the first Elemental to receive knowledge regarding battle. The Elementals left the Hermit's Nest and crossed the Green Sea to Lower Khanzig.
 
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Race

Name: Hel (Helians)

Features:

  • Glowing eyes of varying colors (determined by bloodline).
  • Pointed ears
  • Slender bodies and tanned to dark skin
  • Some have horns (determined by bloodline)
Strengths:

Magically adept - Helians have an innate talent for magic. (Necromancy, Blood Magic, Hexes/Curses)

Long lived - The average Helians lives to be about 400 years old, barring any illnesses or magical incidents.
Weaknesses:

Cold - The Helians are vulnerable to the cold and as such they fall prey to cold related ailments easier and suffer from them more than other races do.

Illnesses - Because Helians do not mingle with other races regularly, they are more susceptible to the diseases of the world and do not usually survive them without magical intervention.


State

Flag: The flag of Tartarus is a white horned-skull on a black
backdrop. On the forehead of the skull is an arcane marking.

Name of your State: Tartarus

Policy: Mandatory Education for the Magically Gifted

State Capital: Yomi

Structures:

Pyramid of The Divine - Stores the deceased leaders of Tartarus

Tomb of The Legion - Houses corpses used for the armies of Tartarus.

City Wall

Palace

Ecology

Main Climate: arid, desert

Ocean: Sea

Frequent Trouble: Crop loss (Due to changing water levels and wildlife.)

Wilderness: Deserts

Wild Animals: Giant reptiles (Lizards and snakes mostly.)

Natural Resources: Few

Nation's Features:

  • Ancient Egyptian architecture.
  • Fertile land
  • Numerous arcane academies
  • Several monuments
  • Very little infighting

Politics

Political Structure: Theocratic Monarchy


The God-King of Tartarus is believed to be chosen to lead by the gods of sorcery and death, the only two idols worshipped and recognized by Helians.


The king is given two advisors, one for internal affairs including the development of technology, education and all other aspects of infrastructure. The second advisor oversees things such as war, trade, and diplomacy. These roles are usually filled by those without any real skill in magic. Sorcery, the laws governing it in Tartarus, and its development is strictly overseen by the King himself. The king does have a group of advisers that serve to help him manage this large task however, they are known as the Sorcerers’ Circle or simply The Circle. Members of The Circle are chosen by the King himself and are usually masters in the arcane arts.

Popular Issue: Food Stability

Stability: Very Stable

Personal Freedoms: To study magic of their choice, to travel when and where they please

Scandals: N/A

Foreign Relations: TBA

Friendly: Only to those they need.

Economy

State Currency: Carion(s)

Currency Type: Coins (copper and silver) with the nation’s flag on them. One silver coin is worth ten coppers coins. The government produces gold coins, but they’re only used by the government when making trade deals with other nations.

Main Export: Workforce

Main Import: Food

Main Resource: Slaves

Trade:

Wealth Concentration: Study of Magic and maintenance

Religion

Name: The Void

The Void is the name of the religion that the Helians follow. They believe the god of sorcery (Represented by a feline face with a man’s body) and the goddess of death (depicted as a jackal face with a woman's body) are responsible for all of creation. The King is believed to be the bridge between the divine and the mortal beings and as such, his world is absolute. The Void does have its own priests and those who teach its story, but the only official person in its service is the King. Temples are erected all across the country with large monuments and statues for the divine.

Type: Polytheistic

Focus: Two Deities

Worship: Done through the use of magic and festivals.

Associated Artform: Monuments

Prevalence: Dominant religion

Holidays: The birthday of their god, goddess, and God-King

Culture

Highly Values: Arcane power/knowledge

Known For: Arcane dedication

Popular Entertainment: Religious festivals

Respected Profession: Warlock/Witch

Discrimination: Against any non-Helian races

Major Taboo: Refusing the will of the gods

Major Social Ill: Mingling with non-Helian races.

Military

Strength: Formidable

Focus: Land

Leader Unit:
God-King Maat & The Styx Chariot - Passed down from one ruler of Tartarus to the next, the chariot is pulled by four undead horses from the early days of Tartarus’ founding. The four-wheeled chariot is made of gold and bones collected from the first wars. As the current God-King, Maat possess The Styx Chariot and makes use of his magic to attack foes while maneuvering around the battlefield.

Attacks - Maat utilizes magic more so than most of his ancestors and therefore goes into battle without weaponry. His basic attacks include elemental projectiles.

Special ability - Caron’s Breath. A spell created by Maat in his youth, he exhales a large cloud of miasma that is highly toxic to any living creature. The purple fog is also dense, which makes it difficult to maneuver through if caught within it.

Tier 1:

Tartarus Warriors - Skeletal soldiers equipped with meager blades and or hatchets.

Tartarus Archers - Reanimated skeletons carrying simple bows and arrows.

Dune Guard - Skeletons armed with tower shields and spears.


Tier 2:

Goddess Guard - Skeletal soldiers armed equipped with light armor, shields, and swords.

God Snipers - Undead archers given longbows and light armor.

Dune Racers - A cavalry force made up of Skeletal stallions drawing chariots. Swordsmen and archers mix in this force.


Tier 3:

King’s Guard - Undead Warriors of renown from past wars, reanimated to defend the king on the field of battle.

Bombard battalion - Groups of living mages that act as the militaries’ artillery. They fire large bolts of magic at the enemy forces, like a catapult would.

Main Use: Offense

Rank: N/A

Magic

Occurrence: Very common

Main Use: Manipulating the dead :

Viewed: As a gift to be honed

Enchanted Items: N/A
 
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Tartarus approved. I just need you to write a Policy. You can choose from the list on the rules page or write a policy name and I'll create an effect for it.
 
Wonderful. Thank you very much. I'm writing up the current turn post and after that you can write your first actions. :-D
 

  • coollogo_com-15851635.png

    Capital City: Voicia

    Country Flag:
    gdgd.png

    Leader of Country: Duchess Ziva Mikler
    aawdw.png

    Dominant Race (the main one) : Marians
    fedwd.png

    List of Races within Country: Not a lot , mostly Marians but high elves also tend to make this country their home
 
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Fixed. You can post for your first turn in the main chat. You start with 5 coin and 10 population. Make sure you look at the turn action rules in the lore section.
 
Country Name: Aeldar Dominion

Capital City: Honam

Country Flag:51bF-Vj21VL._SX425_.jpg

Leader of Country: Blademaster Maeteris

List of Races within Country: High Elf

Temperament: Peaceful, Haughty,

Policy: Weekly congregations.( Community reflection, settling disputes and ensuring high morale)

Location: Forests of Jungyon

Strengths: Elven pride and history stretches long into the depths of history thus; pride and loyalty to the Aeldari Dominion is unshakeable. In a line, it is said that the ground would crumble before the pride of the High Elf holding it.

Weaknesses: Population do not mix easily with others, a civil conversation with an Aeldari elf would most likely end with one walking away planning to kill the other.

Military:

Tier I:

Elf Spearmen: A group of elves bundled together with whatever armor they can muster, and armed with basic spear and shield, they hold the line and they're decent at it.

Elf Bowsquad: The basic bow and arrows, a staple weapon for any self respecting Aeldari Elf.

Elf Javelins: A sharp enough length of spike works as well as a well shot arrow; if thrown from Aeldar Hands.

Tier II:

Dominion Pikemen: These were the mainstay of the Aeldari dominion, with military grade equipment, they hold a solid formation while the other elements attack.

Dominion Rangers: A step up from the basic bowsquad, the Rangers are adept at disappearing into the shadows, creeping up on enemy flanks and raining iron before fleeting.

Dominion Swordmasters: Wielding a greatsword, these proud sons and sometimes daughters of Honam weave through elf pike formations mid-battle, wreaking havoc in the middle of the battlefield.

Tier III:

Aeldari Honorguard: These elves are equipped with the iconic spear and tower shield with the addition of a short sword. Oft times mistaken by an enemy army for the standard spearmen group for their almost similar dress code.

Aeldari Stalker: Sporting all manners of close quarters weapon, these specialists lie in wait for encroaching armies, and when the battle is at its peak, they strike, reaping through their backlines.

Aeldari Battlemage: Masters of magic, these elves fling all manners of elements at their enemies from afar and close. Magic that was once thought dead within Aeldari existing through them from pure will and trust from their brethren.


History if Applicable: The still proud Children of Carcassoné, stripped from their magicks from birth after failing a task, grow stagnant over the years in their own realm.

Ties were cut, and no elves of Aeldar venture outside their realms. From pride or shame one would always say the former. But in truth they were ashamed, they were called the protectors of the realms once.

All have heard of Aeldar Dominion, the mighty and just. Now crumpled to a shadow of its former self.
 
Country Name: The Hara-Hara Nomads

Capital City: Chaitaly

Country Flag:
TABA.png

Leader of Country: Rai Klothe
jaja.jpg
(Steal Ability: when in a city, you can steal coin)

List of Races within Country: Tabaxi (Cat-like humanoids)

Temperament: Kleptomaniac Trading
They can't help it.

Policy: Nomadic

Location: North Khanzig, West
ca.png

Strengths:
Nightvision: They might not be able to see in color, but they have an average to good vision on dark spaces, allowing them to travel on nighttime as if in the daytime.
Showmanship: From convincing someone they need purple silk to dancing and telling stories, the Hara-Hara thrive on showcasing their art.
Claws: Useful for fighting, cutting ropes, and climbing.

Weaknesses:
Honesty: They might steal your boat, but if you ask them about it, they'll confess to having done it. One of the reasons they stick to nomadic life, for sure. They might be a bit too trustful, as well.
Aquaphobia: They'll do anything but step in a boat again.

Military: They play more to speed and agility to attack faster rather than defend.

Tier 1: Senaa Fighters: Unharmed fighters, they'll rather fight by force of teeth and nail (literally)
Vanh Scouts: The smallest and fastest in size from the tribe. They carry a blade at all times.
Tier 2: Dhan Archers: Ranged fighters with simple bows and arrows.
Dhaal Fighters: A simple shield and a dagger. Melee unit.
Tier 3: Talav Swordmen: One-handed swords and light on their feet.

Religion: They worship the Cat Lord (whose name was forgotten, and is now referred to as Naske by the most devoted) and the moon goddess, Illya, said to have brought life to their race eons ago and to have saved them from the ruthless sea.

History: Escaping from their homeland to avoid being captured and sold as slaves, the Tabaxi had been traveling overseas for weeks before they ended up stranded on a new continent. Old caravan up again and running, it'll be years before their wanderlust for new places and lore is satiated.
 
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The City of the Eternal Song
YHARNAM
For centuries priests preach that the light is the way to salvation. I have seen it, gorged on it and felt my stomach wretch and my insides burn at its pallid taste. Then I heard it...the Eternal Song. It came from the blackest of darkness and wrapped its arms around me, embracing me in a warmth that reached through to my very soul. So to all those priests I say nay! Light is not the saviour...the Eternal Song must be heard.

-Brother Friar of the Nexus
SING THE ETERNAL SONG
WELCOME TO YHARNAM
Light is often considered to be the saviour of man, illuminating the horrors of the dark and sending them back to the depths of the deepest, darkest hell. For those in Yharnam the so called saviour was nothing but a fraud, an entity with self serving ideals who couldn't give a damn about the fate of mankind. The people of the city permanantly cast in darkness feel a warmth and freedom that only their true benefactor could bring. Their minds are free of the constraints put on them by societal expectations and what remains is a permanent, everlasting bliss in it's warming embrace.

Yharnam was not always this way, once it was a hub for trade and the home of a religion called the Nexus. Brothers and sisters of the church worshipped the Sun and the light that it provided to the people, believing it to be the creator and protector of all. For centuries the city prospered until scandal after scandal rocked the city. Embedded deep within every facet of day to day life was corruption and horror of the highest order. Brothers and sisters of the Nexus were found to be fornicating and abusing those who could not defend themselves while the Mayor of Yharnam's penchant for the hunting of other men drove the populace into riot. The Nexus Cathedral burned for hours that day, the screams of the trapped brothers and sisters inside forever scorched into the floor of the once great building. What was left was little more than a shell but enough of it remained that the Mayor could hang freely by his neck. For days his corpse swayed in the wind while the carrion picked at his flesh but on the third day, things changed in Yharnam forever.

Rapturous cries of ectasy rose in a deafening crescendo as the minds of the people were driven to the brink of insanity. The sensation swept across the city, man and woman all finding their bodies overcome with a pleasure that mortal words could not describe. Days went by without sign of the Sun returning and with that, the once thought deity had retreated away leaving the people of Yharnam to worship their true protector and saviour...The Eternal Song.


THE ETERNAL SONG
The origins of the Eternal Song are unknown to even the most blessed of its followers, an entity whose blessings are incomprehensible until experienced. At first the world warps and twists around you, fear takes hold until you finally hear it...the melody of the Eternal Song. With the Song comes the feeling of a mothers cuddle, a protective embrace that makes the daily fears of existence fade away into complete nothingness. A man depressed, wracked by fear and worry becomes more than a man, ascended to one of the Eternal Song's glorious choir.

While it is revered by its followers, the Eternal Song strikes fear into the very souls of those who would see it gone. Deities, TItans, Demons and those looking to simply go on a quest to slay a great entity, all bow in fear to the Eternal Song. While brave from afar, cursing its name and threatening it like a rowdy child who received his first punch, when they get closer and hear the Song for themselves they realise they have truly made a mistake. Man or god, it matters not to the Eternal Song, all will receive its embrace and those who resist will find themselves suffering excrutiating death in this life and the eternity of pain that follows.


THE SONG IS PURITY
There is little in the world that the Eternal Song cannot sway to join its choir and those that do resist often die horrificly before suffering in the afterlife until the end of time itself. The Song radiates from Yharnam and its followers, reaching out to those close by so that they can by chance experience the joys and pleasure it has to offer.

For those that are unwilling to join the Choir or would seek to harm the Eternal Song or its followers, great horrors await them. Towering monsters, eldritch horrors and hordes of devout servants are only a few of the beings that await those people silly enough to take on the Song. For those that do succumb to it and the choir of followers, their souls are taken to suffer for all eternity as the Song feasts.

One thing that the is clear about the Eternal Song is its want and need to spread its word to all those able to hear it. While its focal point is Yharnam, it has no interest in working with others or having its followers build new cities...it simply wants more followers. If it can lure further cities with its song then so be it, but it sees expansion of cities as a pointless endeavour. It needs the Song to be spread.


HUNTERS
HP
1
ATTACKS
1
OFFENCE
0
DEFENSE
0
With the sole purpose of hunting the monsters and entities that plagued the world, the Order of Hunters were specialists in how to bring down any enemy. Anything could be turned into a weapon and used to bring down even the most giant of foes. However, the Order faced the same fate as all of those that came before them...they were lost to the Eternal Song. Little by little, Hunter by Hunter, the ranks dwindled until all were swept away by the bliss of the song. Now the Hunters work spreads word of the song while bringing infidels to their knees.




CHIME MAIDEN
HP
1
ATTACKS
1
OFFENCE
0
DEFENSE
0
While many of the nuns who made up the Nexus died in the Great Cathedral Fire, there are those who survived. It was these nuns that broke their vow to the Sun after being swept up by the allure of the Eternal Song. They now wander the world searching for more potential worshippers, whether willing or otherwise. Their bell is filled with eldritch magic powerful enough to tear the very fabric of reality open, bringing forth man and monster alike to help spread the Song.




SILVER LADY
HP
1
ATTACKS
1
OFFENCE
0
DEFENSE
0
When the Nexus ruled Yharnam with their promises of eternal life in the warmth of the Sun, little did the populace know that the brothers and sisters were committing unspeakable acts. For the nuns, this was particular true as their vow of celibacy and general hatred of children caused great pain to many. Most of the nuns were murdered in the fire of the Great Cathedral, burnt to ash for their crimes. The Eternal Song brought these tormented souls back into existence and under its servitude to live in an unending horror.




SNATCHER
HP
1
ATTACKS
1
OFFENCE
2
DEFENSE
2
Not even the Hunters of Yharnam know where the Snatcher's come from. How such towering creatures, who stand twice the height of a man, can appear from nowhere is part of their terror. However, the real terror is that they don't kill their prey, they are placed into their giant sack which is slung over their shoulder. What goes in, does not come out the same way...




WINTER LANTERN
HP
1
ATTACKS
1
OFFENCE
0
DEFENSE
4
There is little in the world more beautiful than the song of the Winter Lanterns. For those blessed by the Eternal Song, unimaginable euphoria fills their body. Those who forsake the Eternal Song for another...a slow agonising demise as their brain liquifies.




coded by yukitera & khocolatte | designed for valorous order: insignius blade
 

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