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Nation Building Dominion

ZeiruliousMakavar

The Archon of Madness
Roleplay Availability
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For those of you who were in the interest thread, PM me your info.


For those not, feel free to post the info here.


To 'create' a nation you need to have the name of your Kingdom, the religious layout the kingdom has, the name of the kingdom's patron deity, and the recent history of the kingdom. After that, the next turn I will give your Nation a starting Event, as well as give you your starting population.
 
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Here is an example using one of the larger NPC nations you may inter act with.


The Kingdom of Avalon.


The religion of Avalon is mostly encumpanced by personal rituals done in the home, and the occasional foray into Shaman Huts once a month on the Full Moon. Avalon does not have a patron deity, but they do worship the moon as one.


Recently, Avalon has been in a state of decline, with many of the populace immigrating to other more populated areas around the kingdom, bringing their cultural beliefs along with them.
 
The Kingdom of Yettat (yet-tat)


Only one deity is observed by the Yetts, the Stranger. Appearing quite often as a young, sickly man to those who are also sick, in trying times, or to those who are simply taking part in horrific or particularly ironic actions, he is said to occasionally offer supernatural powers, and is somehow considered to be involved in all death before one's time. Therefore, while respectfully acknowledging the Stranger's existence, few Yetts actually pursue belief in the Stranger any further out of fear. Those ones who do normally becoming quite mad.


Yettat recently however, is facing a small economic boom, an excellent apple, wheat and honey crop- the three of the primary ingredients in their Honeystead Brewing House Mead, originating from local growers and keepers... Stimulates the people with new found hope.
 
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Pat said:
The Kingdom of Yettat (yet-tat)
Only one deity is observed by the Yetts, the Stranger. Appearing quite often as a young, sickly man to those who are also sick, in trying times, or to those who are simply taking part in horrific or particularly ironic actions, he is said to occasionally offer supernatural powers, and is somehow considered to be involved in all death before one's time. Therefore, while respectfully acknowledging the Stranger's existence, few Yetts actually pursue belief in the Stranger any further out of fear. Those ones who do normally becoming quite mad.


Yettat recently however, is facing a small economic boom, an excellent apple, wheat and honey crop- the three of the primary ingredients in their Honeystead Brewing House Mead, originating from local growers and keepers... Stimulates the people with new found hope.
You do understand that the deities rule over their respected kingdoms right? They aren't myths or anything like that, they're existence is open and known.
 
ZeiruliousMakavar said:
You do understand that the deities rule over their respected kingdoms right? They aren't myths or anything like that, they're existence is open and known.
I clearly said that they know and fear him as an entity, and that occasionally he even grants powers.
 
ZeiruliousMakavar said:
You do understand that the deities rule over their respected kingdoms right? They aren't myths or anything like that, they're existence is open and known.
They believe in him, they just don't really give him gifts, as his attention can be as deadly as it is initially helpful.
 
Pat said:
I clearly said that they know and fear him as an entity, and that occasionally he even grants powers.
I see now what you meant by that.


With that in mind, your nation will have 22,800 citizens at the start.
 
If it's not too late to join in.


The kingdom of Kovengrad.


The patron deity of Kovengrad is called Garen. Depicted as a hulking metal suit of armour, said to have forged himself in the fires of creation. He is said to live deep in the mountain range around Kovengrad - The Throne Mountains - where he has built his grand workshop. Others say each star in the night sky is one of his countless forges burning bright but that's largely been cast aside as primitive tribal mythos.


Garen is worshipped as a bringer of knowledge, who gave man the gift of tools and technology, raising them up above their savage beginnings.


The religion of Kovengrad has entered a more civilised era compared to its more primitive beginnings. Priests now wear fine robes for their work and long necklaces of flint, a symbol of when Garen gave his first gift to man.


Congregations gather at church for worship once a week and the church collects a regular tithe from the people. This goes towards funding their upkeep and monasteries. These are libraries, places of learning where the church gathers all the knowledge it can. They also double as orphanages. The priesthood takes custody of these children and raises them in the faith.


There is also the festival of Grand Shelter. A yearly celebration of the capital city of Kovengrad's founding. It takes place in the summer months.


Recently a new method of shaping stone has been blessed by the clergy and has started a new building project to improve the architecture of the capital. Many dream it will clear away the slums and replace them with a beautiful new district amid all the clergy's babble of infrastructure.
 
SpiralErrant said:
If it's not too late to join in.
The kingdom of Kovengrad.


The patron deity of Kovengrad is called Garen. Depicted as a hulking metal suit of armour, said to have forged himself in the fires of creation. He is said to live deep in the mountain range around Kovengrad - The Throne Mountains - where he has built his grand workshop. Others say each star in the night sky is one of his countless forges burning bright but that's largely been cast aside as primitive tribal mythos.


Garen is worshipped as a bringer of knowledge, who gave man the gift of tools and technology, raising them up above their savage beginnings.


The religion of Kovengrad has entered a more civilised era compared to its more primitive beginnings. Priests now wear fine robes for their work and long necklaces of flint, a symbol of when Garen gave his first gift to man.


Congregations gather at church for worship once a week and the church collects a regular tithe from the people. This goes towards funding their upkeep and monasteries. These are libraries, places of learning where the church gathers all the knowledge it can. They also double as orphanages. The priesthood takes custody of these children and raises them in the faith.


There is also the festival of Grand Shelter. A yearly celebration of the capital city of Kovengrad's founding. It takes place in the summer months.


Recently a new method of shaping stone has been blessed by the clergy and has started a new building project to improve the architecture of the capital. Many dream it will clear away the slums and replace them with a beautiful new district amid all the clergy's babble of infrastructure.
Welcome to the game, it's never to late to join.


On that note, your nation will be starting with 22,000 citizens.
 
The Kingdom of Ghurzs follows the religion of The Five, apocalyptic figures, each representing the darkest aspects of the world. They are as follows...


Khayne of Utopia, the Conqueror. It represents oppression and lack of freedom. It holds great psychic might and physical strength, and its sole goal is complete enslavement of the world to its will, in both body and soul. It is the face of its kind, and as such, takes the place of leader.


Brutahr of Havoc, the Savage. It represents complete chaos and all forms of violence, from fistfights to torture. It is well versed in all forms of combat, and is a master practicioner of blood magic. It strives to crack the world apart in war, and to turn the oceans red with blood. The master of war, it is the general of the infernal armies.


Nuthain of Want, the Deprived. It represents poverty and famine, of all lacking. It makes its home in the shadows, and blizzards mark its path of eternal thievery of all things it touches. To steal and leave empty is its eternal desire, and it shall always take away, until nothing remains. Nuthain acts as Spymaster, with shadows as its advisers and peepholes into the secret places.


Chron of Sepsis, the Ill. It represents sickness of the three facets of Mortalkind, Physical, Mental, and Spiritual. A whole realm of all sickness known and unknown resides within it, and wherever it goes, willingly or not, the sickness spreads, consuming all. It is unpredictable and insane, so much so that not even its kind understand it. Chron does not fulfill a duty, it simply does as it wishes.


Brahnd of Ruin, the Judge. Justice after death is this things domain, and ash and flame are its tools. Necromancy and Fire grace its skeletal hands, with the singular purpose of raising the vengeful dead, to take the souls of the evil doers, to be judged and punished for eternity, and beyond. Should such a creature make its way to our world, doom shall quickly follow, as all living things are tainted in its eyes, and must be judged in pure flame, as it should be. Brahnd is considered the touchstone of morality, and as such, is considered the church figurehead.


The Gurzsan are currently weathering a fierce storm, their cities situated between the tundra woodlands and the volcanic mountains, in a sort of place of steady equilibrium. Life goes on as usual, in a typical Gurzan day.
 
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Salsacookies said:
The Kingdom of Ghurzs follows the religion of The Five, apocalyptic figures, each representing the darkest aspects of the world. They are as follows...
Khayne of Utopia, the Conqueror. It represents oppression and lack of freedom. It holds great psychic might and physical strength, and its sole goal is complete enslavement of the world to its will, in both body and soul. It is the face of its kind, and as such, takes the place of leader.


Brutahr of Havoc, the Savage. It represents complete chaos and all forms of violence, from fistfights to torture. It is well versed in all forms of combat, and is a master practicioner of blood magic. It strives to crack the world apart in war, and to turn the oceans red with blood. The master of war, it is the general of the infernal armies.


Nuthain of Want, the Deprived. It represents poverty and famine, of all lacking. It makes its home in the shadows, and blizzards mark its path of eternal thievery of all things it touches. To steal and leave empty is its eternal desire, and it shall always take away, until nothing remains. Nuthain acts as Spymaster, with shadows as its advisers and peepholes into the secret places.


Chron of Sepsis, the Ill. It represents sickness of the three facets of Mortalkind, Physical, Mental, and Spiritual. A whole realm of all sickness known and unknown resides within it, and wherever it goes, willingly or not, the sickness spreads, consuming all. It is unpredictable and insane, so much so that not even its kind understand it. Chron does not fulfill a duty, it simply does as it wishes.


Brahnd of Ruin, the Judge. Justice after death is this things domain, and ash and flame are its tools. Necromancy and Fire grace its skeletal hands, with the singular purpose of raising the vengeful dead, to take the souls of the evil doers, to be judged and punished for eternity, and beyond. Should such a creature make its way to our world, doom shall quickly follow, as all living things are tainted in its eyes, and must be judged in pure flame, as it should be. Brahnd is considered the touchstone of morality, and as such, is considered the church figurehead.


The Gurzsan are currently weathering a fierce storm, their cities situated between the tundra woodlands and the volcanic mountains, in a sort of place of steady equilibrium. Life goes on as usual, in a typical Gurzan day.
Your nation will start with 21,900 citizens.
 
The Kingdom of Texxaria follows a strange deity through the Church of the Bright Hand. Their deity is an obelisk inside of a stone temple at the center of the kingdom. The temple was not built by mortals but when the citizens discovered it they were compelled to settle in the area.


The obelisk has never spoken itself but instead will take control of a priestess and speak through her as a vessel. When it is angry the obelisk will manifest a large glowing hand that floats through the streets and will select a victim. The hand then grabs hold of its chosen victim and crushes them in front of the obelisk's temple. Any opposition to the hand is met with a strong punch which has been known to cripple


Texxaria is located on the edge of a desert. The desert provides a natural barrier against attacks coming from the West. The kingdom itself has lush fields that have sprung up next to a large river.


The nation recently discovered an oil well in its borders which has made its economy stronger.
 
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The Grand Barony of Oberland


Oberlanders believe in Gerfrid,The Savior of Oberland and Wulfrich the Creator.Gefrid is accepted as the first King of Ansgarungen Tribe which Oberlanders claim descedance from.He is represnted on Earth by a Grand Theologist who is chosen by Lectors from two candidates of Arch-Lectors while Ar-Wulfrich represents Wulfrich and is succeded by the Most respected Priest upon death


He is seen as the one and only True God of Men except for Wulfrich,The God of Gefrid before achieving Godhood.Gefrid is accepted as God of Valor,Honour and Wisdom while Wulfrich is the God of Creation,Family and Bravery and of Course War.Worship of other Gods are seen as Heretical and are Punished by Death if the Local Lord wishes but it is most of the time ignored in the Capital city of Oberheim.


Oberland is located bettwen The River of Wulf and High Mountains which makes Defense easier and makes up a good economy of both Mining and Farming


There is Countles Religious Orders and Warbands which serve under Either Gefrid or Wulfrich or both.Mostly they are Led by Warrior-Priests in a quest to Purge the Unbelievers and Heretics in the Border Regions of Oberland,More often than not they are under Employee of the Witch Hunters who serve the Theologist.
 
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Ahara said:
The Kingdom of Texxaria follows a strange deity through the Church of the Bright Hand. Their deity is an obelisk inside of a stone temple at the center of the kingdom. The temple was not built by mortals but when the citizens discovered it they were compelled to settle in the area.
The obelisk has never spoken itself but instead will take control of a priestess and speak through her as a vessel. When it is angry the obelisk will manifest a large glowing hand that floats through the streets and will select a victim. The hand then grabs hold of its chosen victim and crushes them in front of the obelisk's temple. Any opposition to the hand is met with a strong punch which has been known to cripple


Texxaria is located on the edge of a desert. The desert provides a natural barrier against attacks coming from the West. The kingdom itself has lush fields that have sprung up next to a large river.


The nation recently discovered an oil well in its borders which has made its economy stronger.
Just as a heads up, the only real use for Oil in the world at this time is for oil lamps. As this starts in the Early middle ages, not much is known about the liquid.


Either way, your nation starts with 22,900 population.

DefendKebab1918 said:
The Grand Barony of Oberland
Oberlanders believe in Gerfrid, The Savior of Oberland and Wulfrich the Creator. Gefrid is accepted as the first King of Ansgarungen Tribe which Oberlanders claim descedance from. He is represented on Earth by an Meister Priest who is chosen among Priests by a Council of Elders.


He is seen as the one and only True God of Men except for Wulfrich, The God of Gefrid before achieving Godhood. Gefrid is accepted as God of Valor, Honour and Wisdom while Wulfrich is the God of Creation, Family and Bravery and of Course War.Worship of other Gods are seen as Heretical and are Punished by Death if the Local Lord wishes but it is most of the time ignored in the Capital city of Oberheim.


Oberland is located between The River of Wulf and High Mountains which makes Defense easier and makes up a good economy of both Mining and Farming


There is Countless Religious Orders and War bands which serve under Either Gefrid or Wulfrich or both. Mostly they are Led by Warrior-Priests in a quest to Purge the Unbelievers and Heretics in the Border Regions of Oberland.
Please try to at least check for errors before posting...


All in all, your nation starts with 23,150 population.
 
ZeiruliousMakavar said:
Just as a heads up, the only real use for Oil in the world at this time is for oil lamps. As this starts in the Early middle ages, not much is known about the liquid.
Either way, your nation starts with 22,900 population.


.
I am aware of that. But hey, somebody needs to sell it.
 
The Kingdom of Dorsetia


The people of Dorsetia believe in the deity Sium, who is said to manifest each King of Dorsetia through the ancient "Dorsi Ring". There are no temples or shrines to Sium other than the Dorsi Ring, which is stored in the King's throne room. The closest thing to a Church of Sium is the fanatical "Knights of Sium", who are sworn to protect the Dorsi Ring and the King until their last breath.


The Kingdom of Dorsetia has stayed relatively peaceful and prosperous in recent times. Yet, tensions with neighboring nations rise as countless foreign missionaries are murdered.
 
nation name:trade union of irerome


 religion:money vault


The god money vault only care about wealth.Also people of the trade union of irerome expand the wealth of the nation in his name.


There is a test by the god money vault the test  see who is the best at making wealth get the title of banker.The banker lead the nation and act as the will of the money vault.


There is no temple or shrines and people to not pray instead they pay taxes.why they worship the god money vault cause everyone befits and gains wealth


stats 1-10 the 1 is the lowest and the 10 is the highest.


wealth-10


building-6


army-1


navy-8


the nation of trade union of irerome bankrupts other nations into selling them there land.


method of conquest


blocking ports till there are out of resouces


getting other nation in debt so they can buy that nation


notes


i will say exact percent of how the army,navy,workers is split up


5% army


45% merchant/navy


45%workers


5%other
 
Hm... well, if there's still interest in this... I might have to send the ticket to get it in the new system. But if there isn't anymore, which I don't think there is... Then, @dwarfking1999 I'm sorry, but this RP is dead... I might make a new version some time in the future though.
 

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