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Nation Building Diplomacy & Conflict

BigHippo8

dem swamps doe
Hi!


These nation sheets will serve as references throughout the Roleplay. As well, please keep things brief and concise, not too revealing! I would like the nitty gritty details revealed throughout the Roleplay. :)


House Name -


House Letter -


Banner, not mandatory -


Applicable Form of Government -


(Tribal Governments welcome :) )


Brief History -


Brief Cause of Subjugation -


Three Notable Cities, including Capital, and include a Brief blurb on all -


Culture -


Notable Strengths -


Additional Comments if I forgot stuff that you'd like to highlight -
 
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House Name - House Asissor


House Letter - B


Banner, not mandatory -
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Applicable Form of Government - Autonomous city-states with low centralization: feudalistic mutualism, bilateralism?


Brief History - House Asissor was conceived to the bearing of the image of a prancing, noble stallion, renowned now in its tenacity and might. Therefore was the conception of this noble House, from the smoldering ruins and ashes of rebellion.


Brief Cause of Subjugation - (If somebody else wants to lead) Not at once eager for another brutal conquest, not even for consideration of land, rather the prodigious and towering price of lives. The House negotiated a treaty and was inducted into the Realm.


(If I'm leading) Eyeing with favor the lands beside them, and after a short respite from war, the Lords of Asissor, but amalgamated in disparate city-states, all had once dreamed of conquest, and hereby they are given the prerogative of the scepter and crown. Through valiant horsemanship, knightly conduct, and it may be a drop of luck, they have centralized the realm into one cohere Empire.


Three Notable Cities, including Capital, and include a Brief blurb on all -


Capital Dojasu, a predominately mature city, of arts and of learning. A great library with many collections, and wise men occasionally gathered to deliberate and discuss, edify pupils.


Sea City Ingenvor, port for exchange and merchants, a highly commercialized institution of its time. Its power at sea is prevalent throughout Kathendar.


Military Metropolis Dynastin, an industry of soldiers, viewed little more than monetary value, and its practices denigrate fighters thru the rigorous and vicious conditioning.


Culture - A true unifying ethnology is not present among House Asissor, save for the ravages of that hideous Civil War, resonating contemporaneously in the diversity of all cities. Efforts of reconciliation at the formation of some shared interest is met with terrible resistance due to rivalries and past antagonism. Although, perhaps founded common in all the House is a sense of overwhelming duty, evident in the tolls of the Civil War, for Realm, and for House.


Notable Strengths - With key cities governing significant fields of excellence, the like of edification and inculcation, defense and discipline, House Asissor is highest within the sector of syncretism, diversity. Otherwise, its men are honored in their tenacity and volatility in battle, and in women.


Additional Comments if I forgot stuff that you'd like to highlight - Nay!
 
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House Name - Arogallus


House Letter - C


Banner, not mandatory - http://imgur.com/HGLpaZv


Applicable Form of Government – Monarchy


BriefHistory – For generations the desert, mountain, and coastal clans warred with one another to the benefit of none. The clans of the western mountains, along with those of the desert, formed a great alliance known as the Pact of Sand-and-Stone. They had always felt contempt for the clans of the fertile coastlands, though it had taken generations for those of the Stone and those of the Sand to agree to a unified front to end the water clan’s gluttony.


Those of the coast, once known independently as the Menteries, were destroyed not two years after the first assault. They were all but eradicated, what few remained made the pilgrimage to Montar, protected by a mountain which they would soon worship as a diety; a savior. To this day the remnants of the once prosperous Menteries remain secluded at the foot of their God’s shield.


Once the war ended, the alliance was to be betrayed by those of Stone. The greatest military leader from the alliance, a Commander by the name of Elgor Arogallus, was originally of the Stone. Despite his being bound to the mountain men by blood, he informed the leaders of the Sand and initiated talks of a continued peace before a civil war could be spawned. Although many leaders argued against him, the general populace of the military stood behind him, from both Sand and Stone.


BriefCause of Subjugation – After some infighting, it was decided that Elgor would lead the new people into a greater age. Some from the sand who did not fight in the war felt betrayed that a man from stone would take the mantle as King, and so to quell the impending uprising without having to resort to his devoted military, Elgor married a woman from the sand and together they birthed three children; the eldest child was a son named Ikor and first to inherit the title of King after the passing of his father.


Three Notable Cities, including Capital, and include aBriefblurb on all –


Montar: The last remnants of a defeated clan. Little is known of the spiteful people of the once prosperous Menteries clans, though talks have just begun to open between them and the Monarch of Arogallus.


Ehkmel: A coastal city, home to the greatest port in Arogallus and trading hub of the country.


Delmore: The capital city. A beautiful city showered in gardens and life. Statues of the noble warriors who conquered and unified the land stand tall to remind the people of their unity and strength. It is nestled at the base of the Delk mountain. This is where the castle is situated and the Monarchy resides.


Dam/Mek/Dorr: Mining communities situated at the base and within the mountains.


Culture – Those of the Sand and Stone have always been very stalwart in their continuation of tradition, and though the country is young and its own cultural identity is beginning to form, there is still friction amongst the people from differing clans.


Though the country is new, the clans have been living in close proximity for so long, the same three Gods are recognized by all. The God of Stone. The God of Sand. The God of Water. The clans worship their respective Deity as being above the others but recognize all as Gods.


The King is of house Arogallus and holds a council of the newly formed elite from both the Sand and the Stone. None represent those of the costal clans.


Notable Strengths – Access to the mines of their great western mountains. Quite a bit of sand. Strong defensive capabilities through geography and the loyalty to the Monarch perpetuated by the joint sand and stone military.


Additional Comments if I forgot stuff that you'd like to highlight – The country was only unified a generation ago, Elgor’s son, Ikor, will be the current monarch aged at about 50 with children of his own. Thus, though the army is entirely unified, there is still friction between those who remain loyal to their own, now-dissipated clans.


Country of Arogallus: http://imgur.com/V9hQs01
 
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Farrow - F


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Applicable Form of Government - Nomadic


Brief History - For many generations the mountainous land of which the Farrow occupy have been kept safe from invaders due to its rocky, difficult terrain. The great lords of the land were independent but, as the kingdom rose to conquer the land they were soon banded under the clan of Farrae, now house Farrow, in order to attempt to halt its advance and repute its claim for the land


Brief Cause of Subjugation - For a long time the kingdom to the north claimed ownership of their lands and waged many wars to stamp out the 'rebels' eventually the Clan of Farrae made a deal with them to secure a form of autonomy and save its self from constant warring and so became House Farrow


Three Notable Cities, including Capital, and include a Brief blurb on all -


City of Farrae
: City of Farrae is the only city that has permanent structures, it is the home of house Farrow and is the center of their powerbase.


The Horselands: The horselands are controlled from the hoard of Maer, whose temporary habitation is always within the horselands which are to the north of the territory and are the center of the Farrow Military power


The Mountain Hold: The mountain hold is the only other city in the land that does not move, but other then the natural cave formations the buildings around it come and go as people go on pilgrimage to worship Dracos


Culture - The people within the lands of House Farrow are nomadic horselords who worship a great scaled flying horse named Dracos and do not like being static or being restricted in their movements and actions


Notable Strengths - Fantastic Cavalry and skilled warriors. The people are all steadfast against any other form of government, making land taking a pain.


Additional Comments if I forgot stuff that you'd like to highlight - As the house (unlike the rest of the land) became more 'civil' like the other houses they garnered the motto "Quod ante in Honoris, Prius Gloria" or 'Family before honour, honour before glory'.
 
House Name - House Torrith


House Letter -E


Banner, not mandatory -


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Applicable Form of Government - Tribal Leaders Assembly


Brief History - Not a house in any traditional sense, the house is an assortment of various tribes in the center of the island that rival the Farrow as one of the oldest people on the island. Even the name Torith comes from explorers of other houses meeting a tribe misinterpretation of answer of the question on the tribes name, the word being of the old tongue meaning: "We are just us." claim the are descents of the true natives of the island settling way before other houses. Some even came that one point the Farrow and Torrith were once part of one tribe before a schism separated them. Traditionally the tribal elders meet every couple of months to discuss matters of the house from them a ambassador is elected to deal with other houses.


Brief Cause of Subjugation - originally the tribes spread across the continent however wars with the other houses pushed them back to the central area. Cornered together the tribes became impossible to beat back further. A resulting treaty brought a ceasefire and in that time the clans settled in the area. Despite the clans victory most tribes were severely weakened and some were eradicated, it meant that when emissaries were sent to sent to the tribes to sign peace treaties most tribes were forced to subjugate. Those that did became the house known today.


Three Notable Cities, including Capital, and include a Brief blurb on all -

  • Sacred grounds: Capital of sorts as it is a meeting point for tribes to decide matters and settle disputes.
  • Harons: One of two largest and influencial tribes in the area. Also the only tribe whose settlement achieved city state status.
  • Tarror: second of the large tribes. Call for exodus if the island and an attempt at breakout to the shore and settlement of a rumored lands to the north west.


Culture - Tribes settlements range in sizes from small settlements to a large city. They are renowned forornate wood carvings commonly used in religious depictions and housing. Some tribes are known practitioners of a voodoo like magic and alchemy sought after by many people even outside the house.


Notable Strengths - Skilled light infantry and known for guerrilla tactics and using supernatural/mystics in psychological warfare. Tribes often hired as mercenaries.


Additional Comments if I forgot stuff that you'd like to highlight -
 
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House Name - Uros


House Letter - A


Banner, not mandatory -


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Applicable Form of Government - A large council of about 100 people.


Brief History - It is said that the founder of the house was able to communicate with the wolves, and ran with them more often then his brethren. But he is the only sole ruler of the Uros for years. Instead, they are now ruled by a large parliament.


Brief Cause of Subjugation - They have been in a spot of bother a couple generations back. An agreement later they were out of that jam and under the rule of the king.


Three Notable Cities, including Capital, and include a Brief blurb on all -


Tarb: The capital city. The Council Hall is housed here. A massive wall encloses this city.


Bont: The largest port city, boasting massive harbors. Also pointed in the direction of the new lands, perfect to send out expeditions.


Garth: A decently sized lumber town. They harvest the majority of the wood used to make their fabled longbows.


Culture - Considering the legend of their only true ruler, they have a high, almost religious, respect for the wild and it's creatures. The wolf being chief among them. As for noticeable architectural style, imagine the Vikings. With rather low walls but massive peaked roofs to keep snow from building up. And surprisingly good at deflecting rocks.


Notable Strengths - Jack of all trades, master of none. But their long bowmen are people of legend, the best boasting they can hit a squirrel in the eye at nearly 500 paces.


Additional Comments if I forgot stuff that you'd like to highlight -

 

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House Name - Tvitjod


House Letter - D


Banner, not mandatory - http://flag-designer.appspot.com/gwtflags/SvgFileService?d=4&c1=6&c2=3&c3=6&o=6&c4=7&s=11&c5=0


Applicable Form of Government -


Contains 5 tribal leaders which elect the grand leader.


Brief History - The people of Tvitjod came from a far off land, only arriving about 350 years ago. They soon developed into many small kingdoms and tribes, which were consolidated into one house when they were taken over.


Brief Cause of Subjugation - Conquered by the grand kingdom. Much resentment still lays below the surface in Tvitjod.


Three Notable Cities, including Capital, and include a Brief blurb on all -


Asvadia


The capital. A large city on the northern cost of the realm.


Brevadji


A city surrounded by a massive mountain fort. The military headquarters.


The Towering Isles


Really more of several villages than one city, but is run by one mayor. A group of 27 tiny islands about 40 miles east of the main coast, all inhabited. The naval center of Tvitjod.


Culture - Religion contains 100 "grand" gods and thousands of "underling" gods. Architecture is similar to Norse architecture, as are many other aspects of their culture.


Notable Strengths - Massive mountain forts, able to withstand years of siege under the right circumstances. Unique troop called "Adsvor Tinjod" or Axe Ape. Wields a one handed axe and can leap from tree to tree, never touching the ground for days upon end. Perfect for sneak attacks.


Additional Comments if I forgot stuff that you'd like to highlight -
 
House Name: Medved


House Letter: B


Banner: <p><a href="<fileStore.core_Attachment>/monthly_2015_08/image.jpg.48ba6bbc3132ada49489f1a4ae837f31.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="71568" src="<fileStore.core_Attachment>/monthly_2015_08/image.jpg.48ba6bbc3132ada49489f1a4ae837f31.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


Form of Government: Kratocracy


History: Were once different groups of Nomadic tribes who rallied behind one particular tribe. The reason they followed this tribe, now know as House Medved, because the leader at the time fought each tribal leader in single combat and won.


Subjugation Cause: Their leader was slain in single combat by the Kings grandfather. Now the current leader is loyal to the Kingdom, for now


Notable Cities: Kertiski- A large castle where their elite warriors are trained in combat arts known only to them.


Merta- Capital of the House lands, rich in ore and wood resources.


Ferlo- Ancient city which was created by the first of their House, it's where boys and girls of the ages of twelve are sent to brawl for the chance of becoming Head of the House one day, provided the beat the current Head at the time.


Culture: The only gods they worship are the weapons they create. Only the strongest and most cunning are made into officers. Architecture is like that of the Romans, except simpler and with less ornamentation.


Notable Strengths: Best Heavy Infrantry anywhere. Are great at storming castles and being used as Shock Troops. Are great weapon makers.


Additional: Elite Units are what you'd call Beserkers

 

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House Name - House Mardorf


House Letter - All letters are taken, so not sure really...


Banner -
latest



Applicable Form of Government - Military Dictatorship: A single Leader, the general of the military has absolute power over the state. He has a council of advisers, and a group of educated economists to manage general domestic situations.


Brief History - Smaller feudalistic kingdoms and city states populated the current area of the house. The City state of Mardorf however grew in power, and launched a great unification of the kingdoms under the Mardorfian monarchy. Roughly 9 years into the rule of the monarch, the military staged a coup, and assigned it's general into the position of power, turning the state into an authoritarian military state.


Brief Cause of Subjugation - Surprisingly a relatively peaceful cause given the history of the kingdom and nature of it's government, the kingdom caused such massive reliance on trade deals involving food production that it could effectively bend the House to it's will. Whilst not officially a vassal of the king, it is economically under its control.


Three Notable Cities, including Capital, and include a Brief blurb on all -


Mardorf:


The capital city of the house, densely populated, a city that consists of three main sections:



- The Government District, the innermost part of the city, seperated by the wall. Houses the palace and government facilities, as well as high class housing.




- The Upper District, the second deepest part of the city, between the walls of the Government District and the Lower district. Mostly consisting of the middle class, and houses partly educated men, women and children. Military production, factories, blacksmiths and such are all common in this district.




- The Lower District, the largest part of the city, which surrounds the inner walls. It has no walls to protect itself, and mostly consists of farmers who produce the majority of the houses food. Crime, and Squalor is common. Lower class members of society have mandatory military term, and upon completion of their 9 year term, they may resign to a selected house in the Upper district. The food produced must be massive in order to feed to massive amounts of soldiers.










Ingelbach:

The second largest city, and the main producer of weaponry for the military. Massive forgers are scattered around the city with hundreds of blacksmiths making low quality weapons. The inner-most part of the city contains a forge made purely to produce weapons of the highest quality, only afforded to the emperor and his personal detail.



Ingolstadt:

A smaller city in comparison to the others, but strategically important, as it is housed in a mountain valley. It is less of a city, and more of a fortress, with fortifications that could last for hundreds of years. However, it has fallen into ruin, and is run by criminal cartels.

Culture - The culture of house Mardorf is centered around the military. The most well respected members of society are those who have been in military service enough to advance to the higher ranks in the city.


Notable Strengths - Massive population leaves many available for military training. Whilst each individual soldier may lack proper training and equipment, tacticians often rely on sheer numbers. Massive Population also means large workforce, and since every citizen is legible for the draft between the ages of 5 and 60, there is a massive emergency military. As for diplomacy, the government is strong, and the country united under an iron fist. This means that should the leader need something for use in diplomacy, he should have no contest. At least, that what he thinks...
 

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