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Nation Building Diadochi Domains

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MrThe

Mystery Man
Roleplay Type(s)
Character Sheets
Country Name: (Simple)
Capital City: (Name your capital)
Country Flag: (Optional, could also refer to symbols of nation)
Leader of Country: (Name of your countries leader or leaders)
Prominent Figures: (Any prominent figures that joined your nation)
Charisma: (Special ability given by your leader)
List of Races within Country: (Details on the make up of your nation)
Temperament: (Peaceful, Warlike, Aggressive Trading, etc)
Government: (What type of government runs your nation? Dictatorship? Monarchy? etc)
Climate: (Describe the sort of location your capital would be)
Strengths: (Pick three strengths of your nation
Weaknesses: (Pick two weaknesses of your nation
Units: (Tell me what your army is primarily made out of and any elite or specialist units)
History if Applicable: (If you wish to provide history about your country or how it came to be)
Location: (Where you are on this map, start with up to 17 provinces)
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Nokheprus

Capital City: Aulopolis, trading port and center of knowledge
Leader of Country: Pharaoh Theophrastus Auletes, recent successor of his father Rhynosion Philotheos
Charisma: Theophrastus is well-known as a logistics commander, experience gained from his times serving under his father. He understand supply-and-demand and economic principles well and nows how to forge strong supply lines or to simply cut them off.
Prominent Figures: His uncle, Aetogones, a minister. His general and confidant, Ochessus. His sister, Kharmion.
Races: Primarily the native Nokhep peoples, but mixed with foreign loyalists of Theophrastus.
Government: Agnatic Monarchy
Climate: Warm, arid, dry. Certain places are far more humid and full of life but those are the areas closer to the coast.
Strengths: Scholarship, seamanship, artisans
Weaknesses: Lack of raw materials, saturation of old magic
Units: A large portion of [placeholder]’s former navy, as Rhynosion was the former naval commander. Infantry are primarily local regulars and the sole dragoon forces are the Then-es-thep (sometimes Thenesthep), an army of heavily bandaged entities created by the binding of demons to paper and steed. They are usually used mostly for trading.
History: Rhynosion Philotheos was [placeholder]’s naval commander during its most recent campaigns. With the death of their king, the generals and ministers immediately began squabbling for control of [placeholder]’s throne. With the knowledge that his own ships could not pierce the inland capital, Rhynosion and his son seized control of the crucial port of Aulopolis and used native regulars from the coast to take the interior of Nokheprus.

Theophrastus and his father have been rather popular locally, almost immediately adopting customs of the local culture. In the ancient days, however, the wicked pharaohs of old desecrated the land with much dark magic. While some, like the Thenesthep has been controlled by local scholar-magicians, other fouler, older magics remain buried or malevolent.
Location: Southern scar into the bottom continent. Between the native rulers to the west and the small inlet to the east.

Art is “Sepa” by DefaultBattery on DeviantArt, free to use

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Country Name: Eutropian League
Capital City: Eutropolis
Country Flag: The Golden Bull on a black background represents the Eutropians.
Leader of Country: Sophokles the Wise
Prominent Figures: Niketas, General of the Eutropian forces. Odropos, the Atlantean and former regent of Eutropos. Calliopeia, widower of Arkantos
Charisma: Having made his way to the top by trading (and pirating) in his adventurous youth, Sophokles can call upon several old friends and their ships to aid him
List of Races within Country: Humans make up the vast majority of the Eutropians, although Centaur tribes roam the north and coexist with them, as well as small pockets and colonies of Mermaids and Mermen, who enjoy the fish rich coasts off the Isle of Myrmikos. Additionally, Harpy clans rule the mountains of Edikos, though they nominally pay tribute to the league.
Temperament: Aggressive traders
Government: Athenian Democracy in Eutropolis, imperial suzerainty outside of the capital.
Climate: The coasts of Myrmikos and its surrounding areas have rich soil and plentiful woods, although further inland the artificial hills made by the Giant Ants surround the mountains of the island. The continent proper is hilly, with much of the soil too rocky for anything but olives to be grown, but it makes for a decent pasture land.
Strengths: Excellent Traders: due to their control of the straits as well as a proud naval tradition, the Eutropians are excellent traders.
High population: Having incorporated several of the city states in the area before the Arkantian Conquest, the Eutropians have enjoyed a peaceful growth of their population on the fertile lands of Myrmikos.
Good Generals: Despite the loss of much of the army and its continued need for recovery, several Eutropian generals still remain who fought in the Lakodaimian wars, several with the tactical brilliance that brought victory to the Eutropians
Weaknesses: Disorganized polity: Having only recently begun expansion after Arkantos' expedition, the polity is disorganized, more a league than a proper empire
Near-Nonexistent army: having been defeated decisively seven years ago at the Battle of Argilos Pass, the army is still very weak and recovering from its loss.
Units: Democratos' Legion - though Democratos has long since passed, his famed guardians of the capital still remain, some three hundred heavy hoplites.
Port Guard - one of the few military units to remain mostly unscathed by the Arkantic conquest, the Port Guards oversee and defend the many ports strewn about the League, as well as carrying out the will of the capital.
The Home Warriors - reorganized from the tattered remains of the Army, the home warriors is relegated to guarding border forts and patrolling the roads, their strength too weak to do anything more.
Navy: Where the army is weak and tattered, the Navy is the opposite. 226 ships make up the Eutropian fleet, with many of the smaller sea groups headed by quadriremes.
History if Applicable: Formed during the Lakodaimian wars, the victory over the Lakodaimian Army when it attempted to cross the straits allowed for a decisive victory for the Eutropians. The father of the Eutropian Democracy and the defender of Myrmikos' shores, Democratos, passed not long after the end of the war. A string of poor diplomats and warmongers brought increasing tension with the Atlantean neighbors, until Arkantos turned his eyes there and conquered them. AFter the disastrous defeat at Argilos Pass, the League accepted surrender and became tributaries to Arkantos, their armies utterly smashed. Though they have begun the slow process of recovery and have regained several league members while Arkantos was away, the death of the famed leader and hero provides an excellent opportunity for expansion - one which Sophokles the Wise, famed Admiral and understudy of Democratos, quickly took advantage of, winning the election in the past few months and, having consolidated his power, now looks outwards.

The recent arrival of the widow of Arkantos offers him an excellent reason for his expansion...
Location: Controlling much of the western isles and the coast, the Eutropian league is in an excellent position to expand into the continent proper.
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Country Name: The Girtablilu Tribes
Capital City: None
Country Flag:
51IvUtXN5HL._AC_SX679_.jpg

Leader of Country: (Name of your countries leader or leaders)
List of Races within Country: just Girtablilu
Temperament: Aggressive nomads
Nation Ethics: Nomadic tribes
Government: matriarchically ruled clans
Leader of Country: Maral or the gold worm ( main character i'll add more tribe leaders as needed)
Prominent Figures: none
Charisma: She owns a golden sandworm which is taken as a sign of the favor of the goddess Silun Gorgelji
Climate: no capitol they just live in in the desert
Strengths:
Expert warriors:
Every member of a tribe is trained and expected to fight against foes. They tend to favor hit and run tactics making a foe tire themselves before starting the real fight.
Expert desert survivors: The Girtablilu living in the desert know it like no other, where others will tire themselves marching all day in the heat the tribes know when and how to move, where water is hidden and how to not be found in the endless dunes.
Gifted weavers: The tribe are almost all great at weaving silk from their sand worms.
Weaknesses:
Not unified:
The tribe forever bicker and fight stealing and allying with each other unless a greater threat is present only then do they drop old grudges and all fight together.
Low numbers: Taking more food than humans the Girtablilu number far less than any invading army even when unified.
Units:
Girtablilu warriors: Speedy like a mounted warrior the warriors of the Girtablilu are master with bow and spear and make up the bulk of any raiding force.
Elder worms: The sand worms will grow for long as they live and some h ave been said to live thousand of years. The oldest of the worms kept by the tribes can sometimes be found used as living siege weapons.
Sand singers: Mostly female Girtablilu they use old magic to summon forth things like sand storms and sand twisters, they also often like to make areas of sand extra soft to swallow up any who cross it.
History: None know how long the tribes have called the desert home, their legends saying their goddess Silun Gorgelji the golden sun scorpion made the desert and made them from the sands. Since then the tribes have wandered the desert keeping others out of their lands and often raiding any groups that come through the desert. The tribes have little unity and often will attack one another for just about any perceived slight, yet they will easily ally with those they just fought should another tribe or group be a bigger threat. When Arkantos came the tribes unified and while they put up a long bloody struggle forcing the army to fight for every inch of desert. The forces of Arkantos were just to great and the tribes scattered simply vanishing into the dunes. From then on the raiding attacks through the area increased to the point the area was just controlled on paper as sending anything through there was just to costly. Now with Arkantos dead and the power of his armies shattered the Girtablilu have retaken their home as if nothing happened.
map:
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The Asiku
(The Once-Illustrious City-State of Asiku)

Capital City: Asiku
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Leader of Country:
High Priest Marduk, Custodian of the Once-Great Temple of Enki
Prominent Figures: General Sarpanit, Nebuchadnezzar (Nebu) and Nabopolassar (Nabo)
Charisma: Marduk literally uses smoke and mirrors and elaborate ritual to strengthen the resolve of the Asiku people in times of hardship, boost the morale of troops on the brink of despair, and to unify the city's political, economic, and military leaders around a vision for the nation - his vision for his nation.

List of Races within Country:
- 20% Azarketi (aka Gillman), an amphibious humanoid race (see physical depiction here)
- 80% Human

Temperament: Peaceful, religious | The Asiku are a beaten people after generations of subjugation by one empire to another a deep cynicism of the future - almost a doubt that progress is possible - still pervades the city-state.

Government: Theocratic Oligarchy | High Priest Marduk is the vicar of Enki, the god of the blessed Atargatis River. He rules based on divine scriptures and his religious authority vested in him by the powerful priesthood. The theocratic rulers are supported by the military and powerful merchant classes as the worship of Enki seems to keep peasants in the field and order in the streets.

Climate and Geography: The city of Asiku is large and populous sitting at the northern end of the city-state at the mouth of the Atargatis River. This position allows them control of the entire river and the city projects control up the river toward the mountains controlling the fertile flood plains in between. Beyond the river on either side of the floodplains are severe deserts and endless dunes. As an amphibious race, the Azarketi are unable to travel far into the hot sands.

Strengths:
- Political Unity, the city leadership have built substantial trust and unity among one another during their time resisting the empire
- Children of the Water God, the Asiku are brilliant sailors, navigators, and hydro-engineers
- Amphibious Fertility, the Azarketi people lay eggs much like frogs - one parent can spawn dozens of tadpoles that reach adulthood rather quickly
Weaknesses:
- Gramsci Was Right, the empire's satrap and his tax collectors may be gone, but the Asiku people remain broken - the hegemonic project of the empire, years of despotic control of sacred waters and important religious rituals have left the Asiku people without hope so they remain uninspired, less productive, and cowardly
- Gillman out of water, the Azarketi cannot travel far from the river, sea, or their engineered water systems and gardens
Special Units:
- Gillman gliders (water calvary mounted on large seahorses)
- Asiku War Carts (large, horsedrawn boxes on wheels that protect archers and form defensive hardpoints)

Background and History: Towering above the city are high walls and the Once-Great Temple of Enki. The temple and walls are in disrepair with formerly brilliant blue dyes faded in the sun. The precious metals that adorned them were long taken by foreign occupiers. The city is now covered in scaffolding and construction. The first project initiated since independence has been to re-establish the vibrant tiered gardens and elaborate water systems for which the city is most renowned. These are critical for the aquatic Azarketi citizens to thrive in the city. Destruction of these public waterways and damming of the Atargatis river were two of the most deplorable crimes inflicted on the Asiku people by the foreign occupiers.

As young Gillman, High Priest Marduk and General Sarpanit were part of resistance efforts to fight the foreign occupiers. They found an ally in a human leader, Nebu. Their combined efforts came to a head as the empire began to collapse. The two leaders orchestrated the successful sabotage of the dam keeping back the blessed Atargatis river. As the water surged into the city, the Asiku resistance pounced expelling the foreigners. Marduk, Sarpanit, and Nebu remain close friends and allies. All three are ardent believers in the Asiku people and that their beloved city-state is destined for more than the yoke of an alien oppressor. They just have to convince their fellow citizens.

But not all were happy to see the empire go. While the Azarkeit are the minority racial group within the city-state, they are considered "Children of Enki" and revered by most of their fellow human citizens. This veneration was undermined some during the various occupations and an anti-Gillman group, "the Dry Skins," remains organized and armed in the shadows of Asiku. Their leader, Nabo, is the twin brother of Nebu who has disowned his siblings' violent political actions.

It isn't often that one would see a Gillman out of Asiku. Like a fish out of water, Gillmen belong in their holy city along their holy water and find it hard to resist the call home when traveling abroad. The species has both gills and lungs. They live on land and conduct themselves like their human counterparts out of water for extended periods of time - days even. At night, they might have to soak in a bath to keep their skin moisture up which is why the baths and gardens are such a key part of the public infrastructure in Asiku.

Enki, God of Water and Creation, has blessed the city-state with high rates of fertility. Annually, Gillman can spawn dozens of eggs so the city streets and swimming pools are often filled with tadpole-like youngsters. Gillmen reach adulthood on their 12th hatchday. Enki's blessings also reach the human denizens of Asiku and it is more common than not that children are born as twins.


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Country Name: Khymeridownload (1).png

Capital City: Meterin

Leader of Country: Tyrei

Prominent Figures: Sideon, military advisor, Baylbon, economical advisor, Ahrian, cultural/religious leader

Charisma: Tyrei has a knack for getting his hands on valuable trade goods

List of Races within Country: 96% human, with a 4% population of mermen.

Temperament: Aggressive naval forces

Government: Greek Democracy

Climate: The shores of Khymeri are good breeding grounds for fish and other marine animals; farther inland, soil is rich. Rivers give clean water supply through most parts. The capital, situated at the land farthest from the mountains, is quite windy; rains usually pass by Meterin and pour farther inland.

Strengths:
Strong Naval Forces: Their position gives Khymeri a wide coastline; their naval ships are fast and powerful, either for trading or fighting.

Valuable Goods: Khymeri has many valuable luxury goods for trading. Gold, spices, cotton, etc.

Scholarship: Their ships mean knowledge pours to Khymeri all the time; if a countries got new technology, it won't be long before Khymeri has it, too.

Weaknesses:

Poor Land Forces: they focus mainly on naval forces; their land army is pitiful.

Small Workforce: due to their focus on trading out in sea and such, their workers aren't so great as building houses as they are at building ships.

Units:
Land:
Soldiers: trained with swords and trained to be able to hold off choke points.
Sea: Galleons: some equipped with ballista, all sturdy, all carrying capable crews.
Hippokampos: Sea horses, quick and nimble, with mermen riding on top, equipped with hammers and bows.

History if Applicable: A collection of city-states formed, due to a good coastline. Akquia, a ruler of one of the more powerful city-states, went to war and conquered all of them; about a hundred years later, and the Khymeri developed into a civilization of high naval capabilities and traders.

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Country Name: Shahishahr
Capital City: Dashesh
Country Flag:
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Leader of Country: Shahanshah/Strategos Sardanapalos
Prominent Figures: Krateros, Suusaandar, Anaxagoras
Charisma: (Special ability given by your leader)
List of Races within Country: Almost entirely human, largely of the Shikza people
Temperament: Warlike
Government: Military Dictatorship
Climate: Fertile plains and steppeland
Strengths: Competent Bureaucrats, Veteran Army,
Weaknesses: War Ravaged, Haughty Rulers/Rebellious Subjects
Units: Very Cavalry heavy as Sardanapalos was the commander of the Cavalry, there are also large numbers of conscripted spearmen,
but they are not very good, he also uses a contingent of War Elephants and large numbers of Archers.
History if Applicable: The Victorious remnants of the Eastern Army of Arkantos, sent to punish and subjugate the rebel satraps of the east just prior to his death,
they have proclaimed their Strategos, an Atlantean named Sardanapalos, and one of Arkantos most trusted advisors as the rightful regent of the empire and protector of Arkantos wife and child, claiming that the Generals in the Capital are untrustworthy and likely poisoned the King.
Location:
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Country Name: WIP

Capital City: WIP

Country Flag: WIP

Leader of Country:
Meruem, Puppet Leader
Shaiapouf, Spymaster, Shadow Leader

Prominent Figures:
Shaiapouf, Former Spymaster | Neferpitou, Female General | WIP

Charisma:
Shaiapouf has a massive information network that spans the continent which makes it easier for him to get and manipulate information.

List of Races within Country:
WIP

Temperament:
Aggressive Subterfuge and Steady Expansionism

Government:
Shadow Oligarchy

Climate:
To the North and East of the Capital are Forests with Plains in the South and West. The Capital is a large city that has a complex city design which could make one easily lost if venturing out of the main roads and to places you are unfamiliar with.

Strengths:
Masters of Intelligence(Subterfuge, Espionage, etc)
WIP

Weaknesses:
Lacking Naval Strength
WIP

Units:
WIP


History if Applicable:
Former Spymaster of the Empire took control, at least in the shadows, the strategic center of the continent, making the Ruler, Satraps, and Generals dance like puppets in his puppet show.

Location:
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Character Sheets
Country Name: New Ormland

Capital City: Queen’s Beachhead

Country Flag: A red banner with a black flame at its heart, a black dragon clutching a mouthful of arrows and bearing a golden crown beneath the flame.

Leaders of Country:
Dragon Queen Vymeria Tysarys
The Dragon Queen, aged 21, is a conqueror at heart. She bore her people across the sea, desperate for a home where they could be free. She’s fiercely devoted to her people and Goddess, and would gladly die to give them a chance. She has the obsidian eyes, hair, and dark golden skin of Ormland, and is generally reckoned a beauty. The Queen is unyielding to traitors and foes, but accepts surrender with few concessions. Queen Vymeria also possesses the power to call a dragon, as all Royals do. She is wed to her cousin Deos Tysarys and half-brother Varian Tysarys, and has a good relationship with both.

Prince Consort Deos Tysarys
Aged 20, the Prince Consort is a Royal and the first husband of the Dragon Queen. He is a sly, canny figure, with the understanding that power and victory don’t solely come from dragons. He’s the face of the Royal Triumvirate, a diplomat par excellence with a knack for new languages. Although not the greatest warrior of his people, he’s acceptable with a dragonscale blade, and has a good knowledge of tactics. He also bears the power to bind a dragon, as is usual. Deos often has to deal with Varian’s naiveté, to his exasperation.

Prince Consort Varian Tysarys
A gentle young man of 19, Prince Consort Varian is the half-brother and second husband of Dragon Queen Vymeria. He’s the most skilled at dragonbinding among the Royals, and uses said skill to exult in flight even when not at war. The younger dragons are under his care. Prince Varian is more of a lover than a fighter, skilled in singing and dancing. His most prized possession is a golden harp from Ormland, a gift from his late father. Varian, despite his gentle nature, is still a warrior when needs be. He can keep a dragon bound for hours at a time (most can only manage an hour or two), directing its flame with something approaching accuracy.

Prominent Figures:
War Master Marion: An elderly woman from Ormland itself, she has fought and won wars for decades. Although too old to properly fight, Marion knows more than any other about the arts of warfare, but her knowledge stops at the fall of an army or nation. She’s one of the Queen’s oldest and most fervent supporters. Marion has one son and two daughters, all eager to learn from her.

Sea Master Saerion: A middle-aged woman in command of the fleets. She’s the head of a group advocating return to Ormland, despite the dangers of another crossing. Saerion has the best interests of the fleet at heart, and has no intent of overthrowing the Queen unless absolutely needed.

Charisma:
Dragon Binding
The Royal Bloodline has a special connection to their dragons. With practice, any individual with sufficient Royal Blood can slip their mind into a dragon’s own and direct it to burn and ravage a foe. Any dragon can be tamed to burn forces at direction, but to control dragons in a truly effective and useful manner you need Royal Blood. Royals often dream in their dragon’s body, seeing the earth from high above.

List of Races within Country:
Ormlandian Women (and men), Royal Ormlandians

Temperament: Conquerors

Government: Absolute Monarchy

Climate: The Capital is on the beach near the jungle, rather warm and humid. The local jungle is being converted into farmland, and soon irrigation will be set up.

Strengths:
Faith
The people are firm believers in their Goddess, and are willing to endure much and more to keep moving forward.

Stoneshaping
With ancient magics from Ormland, they can mold rock like clay with the aid of dragonfire. Said stone is smooth, black and hard, but not more so than regular stone. Said stone can be used to mold roads and seamless cities with ease, but requires dragonfire to create.

Dragons
With their dragons, the Ormaldians have an unique advantage. They can scout out foes from the skies, raze cities, and break armies. But their dragons have their limits, and can be liabilities to their own.

Weaknesses:
Low Numbers
The Ormlandians are a broken, refugee people with little in the way of prebuilt infrastructure to work with. This means that they are almost always outnumbered, and every loss is a dangerous blow dealt to their growing empire.

Dragons
The dragons are slow to breed, and slow to grow. Blood sacrifices of living animals or people are needed to make them grow at all, and dragons are indiscriminate weapons rather than precise tools. They may be able to raze an army or slaughter a city, but then they leave a blackened wasteland where nothing may grow for months, and they are not adverse to raiding for prey if improperly trained.

Units:
The Legions
Two legions of men came across the sea from Ormland, trained for warfare. About a sixth of those men are calvary, another sixth archers. All are disciplined, but after months on the sea they’ve grown lax.

Elites
Five hundred men may claim status as Elites, superior warriors raised from birth to know no fear, pain or disobedience. Experts with bow, horse, lance, sword and dagger, they claim a noble history. All wield blades of dragonscale, superior to any metal known for cutting power. They are hard to replace, and it takes time.

Dragons
The peak of Ormland’s power are the dragons. Considered angels of the Goddess, these flying monsters are plated with scale so black it seems depthless and empty. They are armed with four clawed legs, each with five talons. The front legs bear four long extra fingers that support a black wing-membrane. The dragons have black, reflective eyes, and their smoking jaws glow with inner fires when enraged. Their blood is toxic to the point of melting metal and stone, and is boiling hot. If wounded, a dragon’s blood smokes and gushes. They require killing living animals in their own fiery breath to grow larger and more powerful. When slain, a dragon will crumble to ashes and vanish. In flight, dragons are trailed by embers and spitting sparks. Dragons fly at such great heights the air grows thin and black and cold, far above mortal concerns save for when they lay their spherical eggs or to feed.
Their fires are derived from their own boiling blood, channeled into a mist that ignites with incredible, unmatched heat. These fires poison the earth for months at a time, rendering it unusable for a long while. They can melt stone and steel at the height of their power.

Three full-grown dragons are alive, and two younglings:
Obsidian is the oldest and hardest to command. She bows to few, preferring to fly wild than submit, but is the strongest of her kin. Scars mark her body from head to tail, and she’s thrice the size of a warship at nearly five hundred years old.

Wraith is a younger beast, active and fierce yet tractable to a binder. He’s about twice the length of a warship, maybe a little more, and two hundred years old.

Eclipse is a powerful and wild dragon, preferring to avoid men and their works until called. She’s smaller than a warship, but not by much. She’s one hundred and fifty or more.

The younglings are Shade and Shroud, only the size of small elephants and about twenty each. They’re too small for pitched battle or long-range scouting missions.

History if Applicable: I’ll expand this as the game progresses.

Location: Bright red.

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