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Nation Building Chronicles of Aldelor CS

C
Created at
Index progress
Incomplete

blah, blah

QuirkyAngel

White Masquerade's Blue Oni
Character SheetsI'm not too picky about sheets. Organize it however you want. Make it as pretty or simple as you want. However, please try to include all of the information listed below

About the KingKing/Queen Name:
Age:

Race/Species: (details will be needed if the race isn’t human)
Gender:
Appearance: (either description or picture is fine)
Background: (Tell me about where your character came from and what they’ve experienced)
Political Views/Strong beliefs: (Can be updated later)
Family:

About the FairyFairy Name:
Fairy Appearance:
(either description or picture is fine)
Type of Fairy: (Describe to me what it can do. What can’t it do? Keep in mind that the strength of the fairy is tied to the strength of the nation.)
Fairy Specialty: (either social skills, economy, military, technology, or politics. Depending on which you choose, you can add +5 to the corresponding nation stat. Your country gets a slight head start in that department)

About the NationNation Name:
Nation’s Stats:
(Everything should be zero except for the fairy bonus)
Population: 0
Economy: 0
Military Might: 0
Technological Advancements: 0
Citizen Happiness: 0​
Form of Government: (monarchy, democracy, oligarchy, patriarchy, matriarchy, etc.)
International policies: (open trade? Foreign relationships? How much do your people like foreigners?)
Customs and Traditions: (give me an idea of what your nation is like. What are its people like? What do they celebrate? What are the laws?)
Religion (if any):
Geography: (describe the landscape of the nation. What does it border? Are their big lakes? Mountains? Where is it located?)
Language: (besides Aldelese , is there any other language your people speak?)
Other: (national flag, national treasures, etc. Whatever you’re willing to tell us about your kingdom that you cannot fit anywhere else)

I know some of these questions about the nation are pretty hard to answer right now, so just fill in everything you've got in terms of current ideas for a kingdom/country/nation. You can put 'undecided' in certain slots and leave your character to decide what they want IC later. However, make sure you go back and fill in everything once you do! As we progress in the rp, these details will be important in defining your kingdom/nation in the world of Aldelor. It'll also serve as a good reference sheet for others players.
 
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  • •Name: Cryogane

    Population: 0
    Economy: 0
    Military Might: 0
    Technological Advancements: 0
    Citizen Happiness: 5

    •Geography: Froreland is the southernmost landmass of Aldelor. It's an artic peninsula famous for its expansive tundras, ice sheet basins, majestic glaciers, spontaneous blizzards, and the deadly-cold Shivering Sea that surrounds it. The flora and fauna of Froreland are some of the hardiest life-forms in the world, such as woolly mammoths, bleak bears, snow hares, muskox, leapord seals, penguins, walruses, and gray whales.

    Cryogane' s capital, Snowslide Keep, looms over the Slush Cove just off the Shivering Sea. Visitors are advised to sail into Snowslide rather than try and traverse the always brutal Froreland on foot.
    iTDEvhU.jpg

    •Religion: Nearly all Froreland dwarves worship Cryon, the Frore Father, god of Froreland and its perpetual winter. The organized faith of Cryon is called the Cryocult. Its clerics—mostly women, as championing the Frore Father is one of the most prominent paths female dwarves can take—serve as the kingdom's historians in addition to being its spiritual councillors.
    Froreland was once uninhabited. Not a single animal hoofed across its tundras or swam beneath its icy waters. Until Cryon, the southern arctic's god and custodian, decided to create life capable of flourishing in his wintry domain.

    So he sculpted thousands of creatures from glacial ice. But his sculpts required the spark of life, so he plucked three stars from the night's sky. The first star for the fish, whales, squid, and crustaceans of the sea. The second for the mammoths, muskox, bears, and other beasts of the land. And a third for the dwarves, intelligent beings made in Cryon's own image.

    The Frore Father's creations, grateful for their new existence, spread across his lands and waters. It was a success, but even a god's actions have consequences. Koma, one of the celestial daughters of Selsys, the goddess of the moon, was furious that Cryon stole stars from the heavens. So she manifested onto the surface of Froreland and attacked the god who had slighted her. It was a foolish act, for Cryon—in his domain—is truly mighty. He proved victorious against the celestial and left her to bleed out.

    With her dying breaths, she cursed the creatures of Froreland, and vowed that even after her death they would suffer. Her hateful blood seeped through the snow and ice and took root in the bedrock. And that is the origin of Froreland blood magic and the monstrosities that it produces.

    •Languages: dwarven (primary), Aldelese (secondary)
    •Customs and Traditions: Froreland dwarves are tireless, honorable, and appreciative folk. They value work ethic, craftsmanship, honesty, courage, self-control and tradition. They are generally slow to anger, and would rather leave the company of people they judge rude rather than initiate a conflict. Unlike the dwarven stereotype, they rarely drink excessively.

    Religion is an important part of the dwarves' daily life. Prayers to Cryon are whispered before meals and journeys, and a silver triangle of stars (from their creation myth) is hung inside every home. Candles throughout the kingdom are often bundled in threes as well.

    A favorite goodbye in Cryogane is "stay cold, brother/sister."

    The kingdom's most treasured artists are ice sculptors, for they follow path of the Frore Father. Carving Day is the dwarves most sacred holiday, where ice sculptures are displayed in every home and church, and Cryon's creation story is told and/or acted out.

    •Government: Elective Monarchy
    •International Policies: Being that Froreland dwarves are generally honorable people, and that their homeland is resource scarce, Cryogane is favorable to trade. They are careful where they travel, as their bodies have poor heat tolerance, but they are accommodating to visitors—assuming the visitors are respectful to their host kingdom.

    Cryogane exports, from greatest to least, include: metals, whale oil, gems, fish, crab, sleds & sleighs, and fur.

    The kingdom's imports, from greatest to least, include: clothe, lumber, grain, spices, and glass.
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  • Most Serene Lord Scholar Herphaeus Magnus
    Knowledge is power, guard it well.
    Herphaeus Magnus

    1544449718603.png
    Age: 45
    Race/Species: Human
    Gender: Male
    Background: Born in the outskirts of Vethenia, Herphaeus spent much of his life roaming the lands in search of the ultimate truth of existence. Throughout his journey, Herphaeus had stayed at various villages and taught philosophy and the sciences to the local populace. However, much to his shock, Herphaeus discovered that he's chosen to rule over a realm of his own, in the most abrupt manner possible.
    Political Views/Strong beliefs: (Can be updated later)
    Family: Most of Herphaeus' family was dead at this point of time. It is unknown whether Herphaeus has any surviving family members.

 
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About the King
King: Richard Aldolf I
Age: 55
Race/Species: Human
Gender: Male
Appearance:
Screen Shot 2018-12-12 at 8.30.30 PM.png
Background: The land in which Richard grew up was riddled in war, decades before he was born. He belonged to a tribe called the Lenglosters, located within the center of the Fenrock province. Aldolf was the successor to lead his tribe and would unite the Fenrock tribes under his rule. Through conquest and forced assimilation. He was forged as a natural born leader and was either hated or loved by the people of the kingdom. Those he conquered were exterminated, increasing the population of the Lenglosters in Fenrock. The rest of the tribes had surrendered to Aldolf. He accomplished this at the age of 25. Within 30 years, Aldolf had united the land under his tribe and established his domain upon it.
Political Views/Strong beliefs: (Can be updated later)
Family: Richard's family consists of his wife, Queen Angeline and his 4 children. Princes of the realm, Jordan, Elias, and Erik and the princess Luna.

About the Fairy
Fairy Name: Lizabeth
Fairy Appearance:
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Type of Fairy: Lizabeth favors deception and coercion. The manipulation of others is how she gets her way. She is a master at both persuasion and intimidation to keep people in line and she also fronts herself with charisma and compassion to sway people behind her. She does really well at adapting when things go her way and is very calm under pressure. She isn't wise however and fails to learn from her mistakes and fails to see the flaws in what she does. She gets stubborn and will try her hardest to pursue something even though she may have no chance of succeeding which drains her.
Fairy Specialty: Politics

About the Nation
Nation Name: Kingdom of Fenrock
Nation’s Stats:
Population: 0
Economy: 5
Military Might: 0
Technological Advancements: 0
Citizen Happiness: 0

Form of Government: Constitutional Monarchy
International policies: The policies of Fenrock are somewhat universal. They all see the benefits of open trade and benefiting of both parties to make profit and make use of goods. Fenrock is a neutral nation and doesn't favor expansion and hostilities as the region has faced 60 years worth of conflict, and would want to spend time building their nation.

Customs and Traditions: The predominant ethnicity of Fenrock are the Lenglosters and they are very fraternal with a strong sense of tribalism. They attempt to be respectful to other cultures but are strong proponents of eugenics and preserving the Lengloster identity. One day out of each month, every Lengloster must take time off from whatever they are doing to be with friends and family and honor their ancestry. The next ethnicity are the Sectsmen who are cousins to the Lengloster but are a more warlike culture who celebrate martial prowess and strength. They do not follow eugenics and respect all people, especially those of compassion, chivalry, and respect. The third ethnicity is the Anglis who unlike the Lenglosters are not in favor of eugenics and see merit in all races. They are the most progressive ethnicity and are more open minded than the Lenglosters and Sectsmen, they are always looking to research new technologies and find ways to improve their people as well as help their friends.

Geography: The land consists of highlands and mountain ranges, with plains as well. Located in the north of Alderdor.


Language: Fironian, Aldese (officially)
Lengosten, Anglan, Secton (unofficially)

Other: Fenrock is a land consisting of highlands and hills along with mountain ranges scattered across the land


Flag
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The Nochtland Lily
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Trotopolis


  • King/Queen Name: Annabelle O’Faris
    Age: 25
    Race/Species: Human
    Gender: Female
    Appearance:
    1546326630222.png
    Background: Annabelle was a citizen of the Candor Kingdom. She is the daughter of a stone mason and a seamstress working in Candor Castle. Before being chosen by Luxus, Annabelle lived a fairly regular life in the countryside. Doing chores, taking care of her younger brother, and attending to her studies at the local church was her daily routine. Some days she'd wonder if she were born differently or where more talented in something, she'd live a better life. A more exiting one. However, those were just idle thoughts. For the most part Annabelle was content where she was. She had a loving family. Friends. Shelter and food. What more did she need?

    Annabelle's favorite pastime was visiting her mother at work. It gave her an opportunity enter Candor Castle and gawk at all the nobles in their fine clothes. She liked watching them, their gait and mannerisms different than what she was used to. Sometimes she would even imitate them (not while they were watching of course). It was the way they carried themselves--with confidence, dignity, and unshakable faith in their authority--that made them different. No noble could ever be mistaken for a peasant.

    One day, while delivering her mother's lunch, she encountered a knight harassing a poor half-elf on castle grounds. She didn't know what caused her to act. Perhaps it was the miserable look on the half-elf's face. Or her irritation at the knight. Which ever the case, Annabelle found her voice. Relentlessly pushing her case, Annabelle mustered every arrogrant mannerism she'd practiced, and was almost believed to be a noble. Almost. When a sword was drawn, Annabelle thought herself dead. Fortunately for her, Prince Salim happened to have been passing through and witnessed the entire thing. Watching the royal reprimand the knight in a way she never could, Annabelle couldn't help feeling a little bit jealous. Of course, she was also grateful to be alive and somewhat exhilarated to have been saved by Candor's second prince as well.

    Thanking both of them, the half elf gave each a 4-leaf clover he claimed to have picked from the side of the road. It was all he had on him besides the the clothes on his back. When questioned about his identity, the half-elf introduced himself as Trotilhaus'een.

    Never did Annabelle, in her wildest dreams, imagine she would be queen. However, one day, while picking flowers for her mother, she was taken to the Fairy Realm and granted the right to rule a realm of her very own.

    Having been chosen by the fairy, Luxus, Annabelle got an audience with with the King of Candor per Luxus's suggestion and met with the fairy Tirius, who admits to dislike showing himself to humans. Fortunately, the King Aedeus had faith in a fairy's choice. Prince Salim's positive input about her helped as well. A deal was struck. Candor would help Annabelle with the formation of her kingdom and, in return, their kingdoms would be allies. Purchasing a tropical island off a group of bandits that ruled the area, Annabelle declared herself queen via property ownership. She named the island Trotopolis after Trotil'hauseen and moved there with her family. At first , she wasn't very well received by the people there. However, her legitimacy was backed by the soldiers of Candor. Gradually, as she proved herself a different ruler than the bandits, going around and helping the islanders where she can, she became accepted by the island's inhabitants.
    Loved, even.

    Luxus taught the islanders how to best make use of their abundant resources. How to do business. How to make money. The secrets of supply and demand. Trade was first established with the Candor Kingdom. However, the once isolated island soon opened itself to the rest of the world. In addition, declaring the new nation to be laissez faire in policies drew many merchants to the island who were bright-eyed at the thought of limited government interference in their businesses. The richer its citizens got, the richer of the kingdom grew as a whole. Of course, such policies also came with its own problems.

    For the first few years of her reign, Annabelle spent a good portion of her time studying while leaving Luxus and her father in charge. She traveled around a lot, visited different kingdoms, and observed how other kingdoms were run. Along the way, she met many others who were willing to help her and invited many more to her growing tropical nation. The more she learned, the more her confidence grew until she was ready to truly take on the mantle of queen at the age of 18. Even then, much of Annabelle’s rule is trial and error.

    The creation of several large bazaars.

    The Trotopolis Martial Arts Tournament.

    The research and usage of magical clovers that seem to grow in the island’s caverns.

    Diplomatic relationships with the smaller neighboring islands.

    Political Views/Strong beliefs: (undecided)
    Family: Isabelle (Mother-dead), Kirk (Father), Trey (15-year old brother)



 

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Updated as of Convergence 501
Isle of MonstersL E V I ' A N T HBlackwell

  • King Name: Xir'ain (Sheer-ayn)

    Age: 22

    Race/Species: Leviathan

    Gender: Male

    Appearance: Often a large black serpent with golden eyes and too-many needle-like teeth, other times a humanoid creature with a long hooked tail, and on rarer occasions a lithe feline form suited for moving across land quickly.

    Background: Xir'ain was one of the last born of the first generation of leviathan, created directly from the great black sea serpent. He was yet to be fully grown when he witnessed the earth tear apart his home and the waters he swam through burn and boil around him. Along with the other leviathan, he fled following the shadow of the massive serpent that had birthed him. But in searching for a new home, the black sea serpent was killed by other serpents protecting their own territory. That was when Astarot appeared and selected him, seemingly at random, to be the king of his race and lead them to a new home. The leviathan followed him as he followed the fairy's guidance, away from the vengeful serpents that would see them all dead and to a place the leviathan had never seen: an island. Thus was the creation of the city of Levi'anth, named for the black sea serpent that had birthed the first leviathan.

    Political Views/Strong beliefs: Xir'ain's goal is firstly the survival and safety of his people. He has aspirations to eventually kill the sea serpents that killed Levi'anth, both for revenge and to release his people from their island prison.

    Family: Like every other first-generation leviathan, Xir'ain was born from the will of the black sea serpent Levi'anth. As such every other first-generation leviathan is his sibling. Leviathan in general do not understand the concept of family.


 
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About the King
King/Queen Name: Kul'tir the eternal
Age: around 400
Race/Species:
Lich: a lich is a powerful undead that was once a powerful necromancer. Liches are well known to be hard to kill not only because of thier skill in magic but also that as they have removed their soul they can regenerate for just about anything if the object housing their soul is intact.
Gender:
Male
Appearance:
67daf076314a2a6282df710241e8b576.jpg

Background: Arran'ak was not always the kibgdom it is now it started out as just a small collection of villages. Thanks to trade of the years the villages grew and grew, but growth does breeds jealousy and wealth breeds greed.

Kul'tir would have never guessed he would be the king of his home, though it could barely be called a kingdom then with only maybe 30,000 souls in it. He was the third son he would never rule and Kul'tir had no ambitions to take power from his siblings. He really did feel the eldest should rule and loved the small land to much to cause any kind of civil war. Kul'tir in truth lived most of his life simply he married a noble woman who like him had affinity for the mystic Arts, though hers were more aligned with healing and propagating life over taking it.

Still one can only learn so much at home with second hand book carried by luck on a caravan and he set out to learn. Kul'tir took only the overworked master at arms Chiapas with him and left to a distant land to learn the mysteries of the arcane. This time away would change everything for the two counties on either side Gol and Tarak had decided it was time they wanted the gold that Arran'ak had and launched a joint assault.

Kul'tir and Chiapas would one day receive word and rush home as fast as they could, but they were no where near in time and the villages if not outright slaughtered and thier bodies used as examples where locked in their homes. The two would gind out that Kul'tir's family had been slain and it was then that Kul'tir begain his assult on these vile invaders.

The war was a long one taking 10 years, but unlike the invaders Kul'tir's army needed no rest and only grew as more died. Kul'tir was careful in selection only taking combatants never civilans those he burried. In time Chiapas would be struck down only to be raised with his personality intact. This would come in handy when near the end of the war Kul'tir having grown distant in mind wanted to burn the Capitol of Gol down civilans and all. After almost coming to blows the two old friends settled the matter Kul'tir having a mild meltdown before returning to normal. The civilans were spared in fact anyone who didn't fight back was spared only the nobles and thier guards were killed that day.

It was in the closing days of the war that Kul'tir wpuld find himself facing the killer of his family and most importantly his wife. The two would engage in a dual and though Kul'tir won the vile prince had struck him woth a cursed sword. The would was shallow but the cruse deadly. Kul'tir would tear the man's soul out and use his energy to escape death. Kul'tir did die but he wluld not stay dead for a year and a day after he was reborn as a lich Kul'tir the eternal was born.
Political Views/Strong beliefs: (Can be updated later)
Family:

Anyen the dawn queen: The wife of Kul'tir Anyen has been reborn over and over as She vowed to never leave Kul'tir for long as he walked the earth. Anyen will always be reborn as a girl in the country and when she us if age Kul'tir will feel it. Using ancient rituals her memories and persona are restored mostly. She will rule with Kul'tir until she dies to be reborn again.

About the Fairy
Fairy Name: Lady Azalea
Fairy Appearance:
1536953233796.jpg

Type of Fairy: Azalea is an odd one having taken on an apperance to more match the nation she no longer resembles the fairy she once was. Azalea is a leader of her own cohort of spirits hunting down those who break the law of the land and any unruly spirits. She will bring these to Kul'tir fir judgment. In truth while this might sound scary the coming of Lady Azalea is actully welcomed as it means the end of any troubles. Her presences provides a comfort to the citizens few would expect and when not on the hunt she is really nice. Azalea like her king truly cares for the land and the people seeing a rules as also a servant to the people.
Fairy Specialty: military,

About the Nation
Nation Name: Arran'ak
Nation’s Stats: (Everything should be zero except for the fairy bonus)
Population: 15
Economy: 8
Military Might: 11
Technological Advancements: 12
Citizen Happiness: 8
Form of Government:
absolute monarchy
International policies:

Arran'ak is actually fairly welcoming to foreigners, more often those banished or otherwise ostracized from other societies. This includes other "dark" wizards and just those that are outside the normal bounds often including the undead like vampires. They are also very open to trade taking in raw goods and other luxury items and producing many high quality finished items. the importation of normal food is a very small market though more exotic meats, grains, and other things are in good demand.

Kul'tir being a caring king dose not tolerate those who harass his citizens living or otherwise and thus the laws are harsh for those who dare harm his people. This can be heavy fines to at worst eternal servitude to the country.

Customs and Traditions: (give me an idea of what your nation is like. What are its people like? What do they celebrate? What are the laws?)

Most people in Arran'ak willingly allow themselves to be raised, or at least their bodies as a skeleton doesn't mean binding a soul so they are free. Still many do come back as spirits though this is all done willingly. Those who do not wish to have their bodies raised are allowed a burial in the catacombs below the capitol where they will only be roused if the situation is truly dire. Still there are some that don't even want this and thus cremate themselves, this is frowned on and seen as lacking love of the country.

Given the king is a lich many high ranking positions are held by other undead namely vampires, though their thirst is carefully watched. They can't feed on just anyone, the person must be a prisoner or willing, and the siring of new vampires is illegal unless special permission is granted. Still despite these restriction this is a far better life for most vampires than they would get outside where they would be hunted and forced to hide.

Most simple work is done by skeletons so education is rather common and more people are freed up to pursue artistic lives or lives of honing their craft.

Religion (if any):
There isn't any set state religion, though any religion that is against the undead is banned, which should be obvious. This ban also applies to any religion that requires blood sacrifices or harming others.
Geography:
Most of Arran'ak is grass lands and hills, with forests dotted here or there. The capitol is located in the center and marked by a massive spire build by Kul'tir after he became a lich. This spire is also the center of the Capitol and the entrance to the catacombs below.
Language: Sylish the language of the dead
Other:
Flag
latest
 
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  • Nation Name:
    Albion

    Nation’s Stats:

    Population: 0
    Economy: 0
    Military Might: 5
    Technological Advancements: 0
    Citizen Happiness: 0


    Form of Government: Absolute Monarchy

    International policies:
    The regulation of trade between Albion and its neighbors is under the purview of the King's Exchequer who, in consultation with the King and through petitions from numerous private interests, including that of the merchant guilds or independent producers, reserves the right to grant monopoly charters, establish discriminative rates of taxation, protect nascent industries and collect any and all revenues owed to the state in the form of a portorium, or a duty upon imported goods. In this endeavor, the Exchequer is granted the authority to demand fighting men from the baronies of Arkney, Sharpton and Inverness for the explicit purpose of securing these specific revenues.

    Customs and Traditions:
    Albion, being a decentralized feudal kingdom is home to a number of customs and traditions that have emerged independently from one other, although regions with close kinship ties tend to form a semblance of homogeneity, regional variations still exist. Feudal lords may exert a great deal of influence on the local peasantry by means of introducing foreign practices to the realm. There are however, a few common traditions and festivals undertaken uniformly across the kingdom. These include the Name Day Vigil and the Winter Solstice Celebrations. The Name Day Vigil is a coming of age ceremony undertaken by the nobility of Albion, young males of sufficient breeding are expected to keep a vigil for her ladyship on their 16th birthday, until the time she manifests herself before them and confers upon them their courtly names. This like the phoenix signals their rebirth from the ashes, they shed their old names for the new and are expected to work tirelessly for the faith and its protector, his majesty the King. The Name Day Vigil is often accompanied by celebrations where the peasantry make special offerings to the young lord, the head of the manor is also expected to make donations to the church of her Ladyship and distribute alms amongst the poor. The Winter Solstice Celebrations are of particular importance for Albion as it is a day of remembrance and thanks for the year that has past. Across the kingdom feasts are prepared and entertainment offered. At court, the most important lords and ladies of the realm gather together for a grand feast at the King's expense. No battles can be fought during the week of the solstice, which doesn't usually cause a great deal of problem as armies tend to make camp for the winter. These of course aren't the only festivals celebrated across the Kingdom, many more such days exist, not to mention the numerous summer fairs and tourneys that are common place in almost every province in the land.

    Religion:
    The Cult of the Lady, is the faith practiced by the majority of Albion, it is centered around the race of faeries that inhabit Aldelese, but puts greater emphasis on the Lady of the Lake, who is both the head of the Cult and its object of veneration. The cult has a great number of functions, indeed its members are frequently granted land and taxing privileges, which go into building large cathedrals and in setting up numerous monastic orders. The cult is also granted the privilege of maintaining its own holy orders, knights whose primary purpose was to protect the pilgrims in their perilous journey across the kingdom, now however they are a frequent part of campaigns conducted by the crown due to their unflinching loyalty to the faith.

    Geography:
    Much of Albion consists of low hills and plains, with upland and mountainous terrain in the north and west. To its east lies the Azure Sea, which hugs much of Albion's coast. It has proved to be a great boon for the nascent kingdom, providing plentiful grounds for fishing and extracting metal resources such as iron and copper, it has also acted as a gateway for trade and commerce to prosper among it and its more distant neighbors.

    Language:
    Albiones is spoken and understood across all parts of the kingdom, however regional variations and flourishes from other cultures are not uncommon.

    Other:
    Knights of Albion are required to pass a series of tests before they can be claim their titles and indeed their lands. These include such acts as the slaying of monsters and bandits that plague the countryside and performing feats of great piety and faith, they and their retinue often venture into uncharted territories bring the fury of her ladyship to the abominations that reside across the world, many do not make it, but the ones that do are imbued with the powers of her ladyship and continue on to be fearless defenders of the faith.
    Karcen Karcen
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King:Amber Oak
ccf9ba3c6ff6ca66416659125f4cc5fd.jpg

Age: Ancient
Species: Holy Spirit of the forest
Background:
The King is as an old as the forest itself. Having brought the other trees to life slowly, and in various ways creating the other dryads and treeants. These days he slumbers for ever greater lengths, letting his council rule, before awakening and giving direction, guidance and new numbers to their kind.
Political Views/Strong beliefs:
A strong defensive military and minimal impact to the forest, he believes the role of his people is of caretaker and guardians of the forest.The use of metal is forbidden.

Fairy Name: "Arrow Oak"
[IMG='align:left;width:350px;']https://cafart.r.worldssl.net/images/Category_108557/subcat_169564/Yry5FpN7_1109151606021.jpg[/IMG]​
Type of Fairy: The fairy is a fairy of the forest. It can step into any tree within the forest and appear out of any other. It can also modify trees and other plants changing their proprieties. While not particularly impressive, having done so over generations and generations of breeding, some truly exceptional plants have been made this way. While not a matter of power, an ageless life span spent mastering archery has had amazing effects on their skill.

Fairy Specialty: Technology: In particular botany/Biology.

Nation Name: The Sacred Grove
Nation’s Stats:

Population: 0
Economy: 0
Military Might: 0
Technological Advancements: 5
Citizen Happiness: 0
Form of Government: monarchy, with a council of treeants who handle most matters.
International policies: Limited trade, with trusted parties. Largely isolationist.
Customs and Traditions:
Yearly Festivals for each season in which hand made gifts are exchanged and guest are more welcome than any other time of year.
Clothing changes with the seasons, as well as drying/covering homes so that they and their capital is always Somewhat camouflaged.
Geography: Peninsula above bastards pass. A large forested rich with rivers and a variety of different trees.
Language:Aldelese ,Drudic

Other:
The Sacred Grove is unlike other nations in that they are much smaller and less numerous. They refuse metal, having to grow and breed exceptionally high quality wood to be even somewhat comparable to other the tools and armies of other.
People: The Sacred Grove is made up primarily of two different races.
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The treeants who are giant living and walking trees. They are ageless and the birth of a new one is exceptionally rare and only happens by the Kings wish. Each of them is either a leader over part of the kingdom or an overseer for an aspect of the kingdom, a rare few were also created for singular jobs. For instance, one treeant is in change of defense, another industry, another managing a section of the grove (like a duke).

The other race is the Dryads
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The Dryads make up the great bulk of the members of the kingdom. Ageless, and without need for sleep, they live in such a way to be able to become great masters of their chosen trades. Each of them have their lives tied to a particular tree in the grove, death for one is death for the other. However it takes nearly a hundred years for them to reach adulthood meaning any replenishment of numbers is slow.
The grove exports very little because it has little need to import.
The largest export is medical herbs, which they trade well below their worth because the people of the grove respect life and wish to save it, even indirectly.
The second largest is food which grows on trees which much like herbs they trade away cheaply.
After that, they will trade in small numbers bows or armor at exceptional cost, which they are easily worth.

They import mostly books, seeking knowledge in particular on plants, botany and biology. However they also love a good story or other knowledge so are always willing to buy books.

The buy a small number of gem stones for decoration.

The import a small amount of foods to try.

Ultimately the reason the grove is safe, is not in tactical skill, their living wooden wall, or any clever weaponry. It is safe because of the cost of attacking.

Each solider will fight to the very last with all fury of nature. Each is also by it's very nature plant, able to fight all day and night, stronger and tougher than the average man, archery is nearly worthless against them, trying to fell a tree with arrows is a fools errand. Despite what some would say, fire is a weak tool against living wood as well. Indeed, even though other nations could bring more than ten times more troops to the field they face the issue that the grove will dictate how and where the battles are fought, where the superior nature can be used for maximum effect.

Defense is lead by the largest treeant, a giant even among his kind, wearing specially crafting thick wooden armor, a beautiful set that mocks full plate with it's existence. Most of the forces are Dryads with exceptionally high quality bows and poison arrows. Their limited melee forces are spear-men with poisoned weapons and strong shields. They have a small cavalry of stag riders who use the same weapons as the rest of the army.

The truth is that they would probably lose an protracted war, just as of yet no one is willing to pay the cost in life and resources that would cost, which is on the big level their strategy.
 
King Grimbold and Lord Grimgar
Age:
Both 28
Race/Species: Human
Gender: Male
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Background: Grimbold and Grimgar son of Ultar, were both raised within the kingdom of Minónë. Their mother whom sadly passed away from giving birth to the twins, the twins were raised by servants and by the age of 8 their falther Ultar had decided to personally train and educate the two in military, politics, and religion. As the two grew older Grimbold showed for promise in becoming a formidable and charismatic military commander, whereas Grimgar showed skill in swordsmanship, stewardship, and diplomacy. Several years ago the former king who happened to be the twins uncle was found dead in his garden. It was presumed that he had clumsily fell off his balcony, after several months of investigation nothing had turned up. With no heir produced his brother Ultar would take the thrown, yet he too would be found dead in a gruesome matter, the cause was from a necrotic like disease. It would be later exposed by Alesia that Ultar had murdered his brother in order to obtain the throne, which was why he was cursed with a painful death. Justice had been served and Grimbold would be the next king, while Grimgar would inherit the title of lord and becoming his trusted adviser.

Political Views/Strong beliefs: Grimbold believes that strength and security is the most important in maintaining a stable and secured state. Known to be a bit of a glory hound, he is not afraid to press claims on neighboring foreign lands if he deems it necessary for the nation whether for security purposes or economic benefits.

Grimgar however believes that the kingdoms focus should be on trade and bettering foreign relations as a means of an alternative way of securing the kingdoms safety from aggressive foreigners.

Family:

Alesia
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Type of Fairy: Alesia is a forest fairy who's soul duty is to protect and nurture the forest of tears. The tree's themselves are highly valuable and are known to be flexible, durable, strong, and fireproof. Most of the wood harvested are used for construction of building, shields, bows, and to some extent armor (tho it is uncommon). It is also known for the forest of tears to be in itself a graveyard. Every tree grown is one person buried. Those of family, friends, and loved ones are given proper burials in the forest. Once they are buried and mourned Alesia goes on to begin the process of growing an additional tree from the deceased body which takes several months to grow. Future generations who come to prepare for war would come to the forest in search of their ancestral tree's and thus Alesia would guide them and allow them to harvest the tree. Afterwards Alesia blesses them with a kiss on the forehead which bestows them protection against fear. Leaving those blessed a sense of courage and zeal. However those who kill the innocent or exchange their shield for money lose their blessing immediately and are cursed till death.
Fairy Specialty: Military

About the NationNation Name:
Nation’s Stats:
(Everything should be zero except for the fairy bonus)
Population: 0
Economy: 0
Military Might: 5
Technological Advancements: 0
Citizen Happiness: 0

Form of Government: Absolute Monarchy
International policies: Open trade, friendly to Elven
Customs and Traditions: Once a festival is hosted in the forest of tears in which of those who have lost those dearly are able to communicate with the deceased. However only a limited amount of people are selected by Alesia, those who were not picked go on to mourn and honor the dead.
Religion (if any): N/A
Geography: The kingdom of Minónë are located south east of Vethenia, the terrain is mostly a mix of heavily forested and flat plains scattered across the kingdom with some notable rivers.
Language: High Elven
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  • Empress Name: Yuan Feng-Long
    Age: 28
    Race/Species: Living-God/Demi-God (For all practical Purposes she is Human)
    Gender: Female
    Appearance:
    Chinese Pirate Empress.jpg
    Background: Was the lowly concubine of an unimportant Pirate Captain and his small fleet. However, her shrewd cunning and expertise with a blade swiftly launched her into the Command of not only the fleet she started with but also a few of the myriad other pirate fleets that plied the Empral Ocean and the Azure Sea, she established a Pirate base on a few secure Islands where they could prey upon the Shipping lanes across the Inner Seas. That is, until she became a Queen. A great Green Dragon appeared to her, and crowned her the Jade Empress. Now she looks to expand her Trading and Pirate Empire, all across the Empral Ocean.
    Political Views/Strong beliefs: Believes that she has divine right to rule, given to her by the Gods (Fairies) and so long as she rules justly in their name. To defy her authority is to Defy God. (Think Mandate of Heaven)
    Family: Husband is Shan Yu, has 3 kids, all are boys.

 
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  • Stonemoor

    Population: 0
    Economy: 0
    Military Might: 0
    Technological Advancements: 0
    Citizen Happiness: 5
    Form of Government: Elective Tribal Council
    International policies: Undetermined
    Customs and Traditions: Ratkin have spread far and wide across Aldelor, often taking on local customs in order to adapt to their chosen home. As such there is little in the way of shared tradition among their race, but many do follow a traditional 'clan' system that gives them a sense of identity. Many clans will specialize in certain skills depending on their environment and needs, but ratkin are so ostracized and reviled that it is rare for a single clan to gain anything more than local notoriety. Most ratkin respect those with strength, agility and cleverness, and among their own kind they show great deference to their eldest and wisest.
    Religion: Ratkin religion revolves around a central idea of ancestor worship, going all the way back to their matron deity Neesa who they believe to be the mother of their race. There are two primary aspects to their religion: moral guidance and communion with the dead. There are many stories about Mother Neesa (as they call her) that are told to ratkin youth during their formative years. These stories are meant to teach them good morals, clan law, and survival skills among other things. They often feature Neesa as the protagonist against an array of other spirits like Cat, Dog, Man, Snake, Bear, Fox and Crow. Crow is unique because while he often poses the greatest threat to Neesa, he is also the only one smart enough to fully match her wits. Because of this there is a mutual respect between the characters and they will sometimes work together to overcome a common foe. The communion aspect of ratkin religion involves their shamans conducting rituals to speak with the dead. This will often be accomplished through 'bone singing', as ratkin believe there is a wealth of knowledge stored within the bones of both the living and the dead. If their warrens have the space for it they will often create catacombs that house the skulls of their dead. Each skull is inscribed with the owner's name and two symbols, one for the season they were born and one for the season they died. Influential leaders will often have their entire skeleton pieced out and turned into charms or reliquaries, with their skulls being held as prized heirlooms within the clan. In the Bone Heart clan the walls of the Council Den are completely lined with the skulls of past chiefs, so that their spirits might bear witness to clan affairs and grant their wisdom when asked.
    Geography: Stonemoor has always been a swamp for as long as the histories are concerned, but the ruins protruding from the muck are relatively new by comparison. It is located on the northern shores of the Azure Sea, and because of this it has been viewed as a prime location for a trade hub. Unfortunately the swamp has always won out, and the varied attempts at civilization have all since sunk beneath the mire. The only structure that has remained is a perfectly cylindrical black-stone tower known as 'The Spire'. The Spire has always been the centerpiece of every nation that has tried to live there, and yet it remains a mystery. No doors or markings have ever been found upon its surface, and all attempts at excavation have been repelled by its petrified black walls.
    Language: Ratkin are capable of learning key words and phrases from many different languages, a skill born out of necessity from their nomadic ways. But many will often speak a type of slang or 'cant' that makes sense to them, and they also possess the ability to 'pense' to one another. Pensing is a form of silent communication using slight movements in facial features, ear posture, and emitting certain pheromones. Pensing is very basic and can only express basic ideas or emotions, but it is usually enough to get a message by without other races being aware.
 
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