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Nation Building Legacy of the Elder Races Character Sheets

OOC
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Lore
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Other
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Nyq

Fighting for turtles since the begining of life
Nation Sheets
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Nation name: (Please make it somewhat sensible)

Nation Flag: (Optional, but we would love it if you do include this)

Government Type: (What is your government like? Choose wisely, as this might have political consequences)

Population: (What races form your ruling class? Is there any other races living in your country? How many people live in your nation?)

Culture: (Just briefly summarize your nation's culture) Religion: (What do your people worship?) History: (How did your nation came to be?)

Territory: (How large is your nation? We'll have a nice little map down there for you to fill up. However, don't paint the map unless you have a good reason to.)

Economy: (What resources do each of your provinces produce? You might want to discuss with another player if you want to have a trade relationship with said player at the start of the game.)

Military: (How large is your military. Again, if you're going to have a huge military, you better have both a good reason, and an economy capable of supporting it. Every nation can have 20 types of units, and 10 types of ships at the start of the game, have fun.)


Race Sheets
Race Name:

Race Appearance: (Briefly describe what your race looks like, a picture would also be welcome)

Culture: (The culture of your race, if it's similar to that of your nation,you can just copy-paste it)

History: (The history of your race)

Lineage: (Refer to the Lineage section)

Lineage: Your species may only have one of these traits.
Descendant of the Guin: You’re a descendant of the mighty Guin. You feel very close to your Guin brethren.
Effects: Your species can breathe underwater(allows land units to dive and fight underwater as they would on land)
The Guins welcome you in their lands, and Guin raiders frequent your coast less


Descendant of the Tyuutin: you’re a descendant of the mystical Tyuutin. You still feel a hatred against all races related to the Guins(including the Guins themselves), although you can’t explain why!
Effects: Your characters gain a +1 Spellcasting modifier when attempting to cast magic.
You feel more at peace when being close to the Tower.


Descendant of the Totoxca: you’re a descendant of the fair Totoxca. Your race is a species of sentient fungi and reproduce very fast.
Effects: Your species reproduce fast, but can control their own birthrate if they so wish.
Your species feel an affinity to the flora and fauna of the Grangeneses, and they are much more easily tamed.


Plantoid: Your species are a race of sentient plants.
Effects: Your species reproduce fast, but can control their own birthrate if they so wish.
Your species does not require food, instead they need sunlight.

Aquatic: Your species live beneath the waters, and settling the land is difficult, if not outright fatal for them.
Effects: Your species may build settlements underwater.
Your species fight effectively underwater.

Underground: Your species was meant for an underground lifestyle, and has constructed majestic underground settlements.
Effects: Your species can easily build underground settlements
Your species have an intimate knowledge about minerals and their deposits, allowing them to find resources much more easily.


Totaxcan bio-weapon: Your species are created by the Totaxcans for war.
Effects: Your species is well suited for war, and enters a flow state when in battle, making your species good combatants.
Your species is extremely resilient, and take a lot more to be put down.​
 
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Nation name: The Empire of Morgul



Nation Flag: A white, falling star on a black background.



Government Type: Tyrannical dictatorship. The Dark Lord has absolute power, and lesser officials manage the Empire’s resources and laws. There is a large Inquisition force, devoted to rooting out dissent.

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The Dark Lord.



Population: The Dark Lord is a powerful spirit of unknown origin. Beneath him is the insectile Aarkila, like enormous termites in social structure. Hordes of slaves of various species fill the positions the Aarkila cannot, such as administration.
Approximately 15 million Aarkila exist, and five million slaves dwell in the surface.


Culture: The primary culture is the unquestioned service to the Dark Lord. To serve the Glorious Empire is the height of honor, and to die for the Dark Lord is a great service.

Religion: The Cult of the Dark Lord. Human sacrifice is practiced, as well as necromancy and blood magic. A major feature of the cult is a relentless pursuit of forbidden knowledge.

History: Once, the Aarkila were a subterranean race of giant insects, warring amongst themselves for territory. Then came the Dark Lord, who enslaved them with his might and used them to raid the surface-dwellers for slaves. The Tower of Morgul was raised in the heart of a massive city-state, and the Empire truly became a power of fear.



Territory: The Empire covers a small, but significant portion of Dallasus. This consists of the City-State, and a large swath of the surrounding countryside. Much more area is underground, in massive Aarkilaen burrows.



Economy:
The main resource of the Empire is gold, iron and other minerals. These are used to buy slaves, food products, and other things needed by the Dark Lord. Fungus is also grown in the underground by the Aarkila, and is the main food source for them. The economy is, overall, strong. Merchants are encouraged to trade with the Empire, and have special protection from the Lords Inquisitor.



Military:
The Aarkila are almost completely military, save for the Workers and Queen. The slaves that labor aboveground are never trusted with weapons.

The units are:

Aarkila Spitters: Acid-spewing, lightweight Soldiers. They hitch rides on Warriors, and are approximately the size of large dogs.

Aarkila Warriors: Armored tanks, equipped with massive, barbed mandibles. Some are poisonous. They are roughly the size of an armored knight.

Aarkila Scouts: Dog-sized, winged and light. They are capable of long-range travel, and frequently do so.

Darkenbeasts: Flying beasts created for the purpose of terror.

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This sheet holds the necessary info. They are controlled by the Dark Lord’s power.

Werewolves: Enormous wolves, bestowed with speech and intelligence by the spirits within them. The greatest are bigger than an elephant, but most are merely the size of a large horse. They serve as commanders and guardians.

Dragons: Massive reptiles, winged and fire-breathing. They grow for fifty years, and can live to two hundred. A single dragon can incinerate a city, and their scales are nigh-unbreakable. Fortunately they grow slowly and breed slower, and are rare. They are reserved for the perfect opportunity to break an enemy’s moral.



Ships:

Troop transports: Large vessels made to carry the Aarkila across the oceans. They are staffed by slaves.

Warships: Fast, durable ships made to fight on the open seas. Their sails are black, and they have oars for shoreline navigation. Warships can send two smaller longships out to a coast, delivering Aarkila directly to a location.

Fireboats: Tanks of Alchemist’s Blood (a flammable substance that can burn on water) are held in these ships. Pumps in the shape of dragon heads spray the fluid a hundred feet away.



Race Sheets

Race Name: Aarkila



Race Appearance: Giant, ant-like insects. They are armed with harsh mandibles, and walk on six barbed limbs. Aarkila have a thorax, head and abdomen. They are pale, and shun light. Their size varies, but it’s typically in a range between a dog and a person.



Culture: Aarkila lack a deep culture like other races. They grow fungus in the deep caves, and war on behalf of the queens. Aarkila can speak, in a way, rasping mandibles and limbs and releasing pheromones. Their minds are not powerful psychically, and they were easily enslaved by the Dark Lord. Aarkila mine minerals, and place them aboveground to be processed in the forges.



History: The Aarkila were derived from normal insects. They were on the brink of civilization, before the Dark Lord enslaved them, and now they work and breed deep below the surface.



Lineage:

Underground: Your species was meant for an underground lifestyle, and has constructed majestic underground settlements.

Effects: Your species can easily build underground settlements

Your species have an intimate knowledge about minerals and their deposits, allowing them to find resources much more easily.

Bonus Lore:
The Aarkila have multiple subspecies, all naturally hostile to each other. The differences are minute, for the most part, but some are quite distinct.

They have both an endoskeleton and an exoskeleton, and shed the exterior one segment at a time. Internally, biological hydraulics give them comparable strength to a regular mortal.

Their lungs are spread through their body, in a network of pneumatic sacs and hollows similar to a bird’s. Their other organs are similarly spread out and redundant, helping to compensate for their poor swimming skills. Their senses are adapted to the darkness, and they only fight at night.



The Dark Lord is an accomplished sorcerer, particularly in the fields of necromancy, fire magic and the domination of lesser minds. For all his power, he is not unbeatable. Several suitable warriors or wizards could defeat him with a little luck.

If the Dark Lord is killed, he can come back. The process takes several years, more if he’s been killed before or if measures have been taken to weaken him. However, this can and will fail eventually, and his Empire would be drastically weakened in his absence. He could come back roughly five times, losing power with every death.
 
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((Note - This is the first draft and placeholder. Will amend over time. Let me know if anything needs changing.))

~~~

Nation name: Velecia, Kingdom of Velecia

Nation Flag: A flag with three shades of green; the left and right thirds of the flag are a bright emerald green, the middle third of the flag is a dark green, and each of the three thirds is seperated by a band of very dark green. The Tower of Magic is displayed at Velecia's official sigil, on flags and on any official papers.

Government Type: Magocratic Monarchy ~ An aristocratic monarchy ruled by mages, and rulers rise to their positions through kratocratic tradition. The name of Kings and Queens usually signifies how they wish to rule. King Harmonious III is the current ruler, defining his rule through his peaceful governance. Prince Edalin, the King's only child, covets the Throne greedily, and most expect him to inherit it once his father dies.

Population: Velecean (Velecei being plural) ~ They make up the vast majority of the population. Other races may also be present, such as traders or tourists or students, but few may wish to stay since Velecei aren't very welcome to other races; mages are the only exception.

Culture: Velecean culture revolves entirely around magic and Velecia's magical history. Magic is considered divine by its very nature, and mages are considered blessed as a result. Velecei give great reverence to their mages, and marvel at the displays of magic wherever they are performed. To be born with magic is also to have a great chance in climbing the social ladder, and a powerful mage born from a humble family could potentially become King or Queen one day, if they have the strength and will to take it. Within the Magocracy, only sheer magical might is respected, and those with sufficient power can win almost anything they could wish.

~~~

Territory: Velecia is situated on Sollus.

Hearthold ~ This region holds the Velecean capital, named Velece, built around the Tower of Magic, and is the centre of all Velecia. The capital city holds the nations major industries, all related to magic; from potion making to enchanting and even an academy dedicated to the study and practice of magic. Foreign traders come to trade at the city markets, while tourists and pilgrams come to see and pray at the Tower. Generally speaking, the closer to the Tower you get, the nicer the city becomes; nobles and wealthy citizens have their homes close to the Tower, while most people have the rest. The Tower itself is also the Kingdom's Royal Palace, with the King and his family living there. To be invited to stay in the Tower is an immense honour.
Population ~ 350,000, mostly in the city

Breadfields ~ A vast region of fertile fields and pastures, Breadfields is named so for the bounty of food that is grown here, enough to feed all of Velecia as well as trade with other nations. Fruits and vegetables are grown here, and livestock is also kept providing meat and hides and dairy products. Breadfields' people is spread over a vast area, many small farming villages dotted all over the land, with only a coastal large port town on the edge of Breadfields, named Port Capon, as the main trading hub for the region. Many arriving on Sollus move through Breadfields first before moving on to Hearthold, allowing for much traffic, and a thriving hauling business. Breadfields is also has the most beautiful lands in the realm, and so many nobles have their summer estates built in this region. If someone cannot be found in Hearthold, they are usually here.
Population ~ 1,800,000 mostly farmers, labourers, and those who live and work at Port Capon.

Woodland Depths ~ A region of thick, dense forests; considered magical by the Velecei and therefore a protected area, guarded by the Woodland Rangers. It is also the source of Velecia's wood, but the protected status over the region means that wood is taken sparingly, and only when necessary. The Velecei try to buy their wood from other countries rather than defile the Woodland Depths. The forests are also home to many different types of herbs, making it essential for Velecia's potions industry. Tourists do also like to visit the Woodland Depths, so there is a town, named Hindle, dedicated to this purpose, as well as hold the headquarters for the Woodland Rangers. There are also legends of mythical and magical creatures living in the deepest areas of the forests, not that many could go into the Depths to find out. Much of the forest is restricted, with relatively small areas left for the tourists and herb cultivation.
Population ~ 80,000; Woodland Rangers, woodcutters, herbalists and botonists, and people who live and work at Hindle.

Blackpit ~ A great crater left over from the wars of the distant past, Velecia now uses this giant scar as a place of execution, reserved only for the very worst of Velecia's criminals and enemies. The crater is largely unexplored, and those who have been thrown or gone into it willingly have never returned. It is believed that terrible monsters and deadly magics exist down there, but no one knows for sure. The crater is almost always covered in a thick mist, always obscuring any observations. People have to travel through the Heartland to get to Blackpit, and all roads leading to the crater are guarded and closed to the public.
Population ~ 2000, a token group of rangers who keep wanderers from stumbling into the crater, but some at times slip through.

~~~

Economy:

Hearthold ~ Produces potions, enchantments, and Velecean crafts (trinkets). Velecia's magical industry provides the most overall wealth to the country. More common goods can be purchased in the city (clothes, weapons, armour, jewellery, food, drink, etc). Hearthold also makes money from students wishing to learn at the academy and tourists who want to visit the Tower.

Breadfields ~ Fruits, vegeables, bread, ale, wine, meats, fish, and hides. Food is Velecia's biggest trade in terms of volumn. Hauling also provides money to the country.

Woodland Depths ~ Provides herbs and other ingredients for potion making, but monetary value comes in the form of tourism and fines to trespassers when they wander into restricted areas of the forests. Cutting any wood that is to be sold abroad is absolutely forbidden and punished harshly.

Blackpit ~ None. Maintaining the rangers costs Velecia money. On very rare occasions, other nations may wish to pay Velecia to dispose of their worst criminals and enemies into the pit itself, but this never happens enough to make up for costs.

~~~

Military: Velecia does not hold a standing army like other nations, and instead calls for levies in a time of war. It is the law, however, for every abled-bodied man from the age of 15 to practice archery every Sunday, while mages are expected to practice combat magics on the same day.

Archer Militia ~ At any one time, Velecia can field 7000 of these units in any one army, with more levies able to be called when necessary. They are only as good as common levies can be.

Archer Militants ~ Professional Martial Archers, much more accurate and powerful than their Militia counterparts. Velecia can field 5000 of these, shared between all armies, but are not easily replacable. Militants win their rank through their experience and excellence with the bow.

Knight Crossbowmen ~ Militants that show exceptional skill will be promoted to become Knight Crossbowmen, sworn into the personal serve of the King, and provided with their very own Velecean crossbow; a powerful weapon capable of penetrating even plate armour as well as possessing as good of a range as longbows. They typically take up sniper positions, making them devastating when given plenty of cover and camophlage. Velecia has only 1000 of these, but even a single Knight Crossbowman is worth 20 Militants.

Knight Mages ~ The crowning jewel in the Velecean military, these powerful mages possess not only elite combat training but also the best combat magic, able to wipe out many enemies at a flick of a wrist. But they are most notorious when they work in groups, able to cast devastating spells together, able to create anything from firestorms to hurricanes, earthquakes and tsunamis. Knight Mages can also providing healing to injuried troops, should potions be insufficient. Of course, a mages talents have their limits, and so they are carefully used in war. Velecia can only field 200 Knight Mages, and it takes many years for them to be replaced.

Warships ~ Due to the lack of wood and legal restrictions on taking wood from the Woodland Depths, building ships and a navy has been the work of generations, and the main reason why Velecia could not invade their enemies. It has always been seen prudent to not engage enemies at sea, for fear of losing their few precious ships. Over the generations, Velecia's warships have been given the benefit of numerous enchantments, all designed to protect them from almost anything. Now, Velecia has a navy, few though it may be, but they are hardy vessels that can take much before sinking. Velecia's naval strategy is to use magic as their weapon at sea, sinking their enemies with sheer overwhelming power rather than risking their own ships, even if this exhausts their mages. Velecean ships are also huge, each one built to be a troop carrier as much as a warship. They were needed to do as much as possible, and so size became the biggest factor. Velecia can field only 10 ships, but between their enchantments and mage magic, as well as their enemies underestimating them, the Velecean navy could be devastating indeed.

~~~

Race

Race Name: Velecean (Velecei for plural)

Race Appearance: Unlike their distant Tyuutin cousin races, the Velecei became more animalistic rather than humanoid, being covered in fur with pointed ears and bushy tails, but they did still become bipedal like their cousins. Velecei typically come in three distinct colour variations; golden and white, brown and white, black and white. On very rare occasions, when a particularly powerful mage is born, a Velecean will be born with another colouring, such as green and white or blue and white. Those with rare colourings are considered living avatars of magic, and are worshipped by Velecei as the ideal Velecean; every rarely coloured Velecean has become King or Queen throughout history.

Culture: (Same as above) Velecean culture revolves entirely around magic and Velecia's magical history. Magic is considered divine by its very nature, and mages are considered blessed as a result. Velecei give great reverence to their mages, and marvel at the displays of magic wherever they are performed. To be born with magic is also to have a great chance in climbing the social ladder, and a powerful mage born from a humble family could potentially become King or Queen one day, if they have the strength and will to take it. Within the Magocracy, only sheer magical might is respected, and those with sufficient power can win almost anything they could wish.

~~~

History: In the distant past, the Velecei were wanderers, tribes travelling the world and going from place to place, making ends meet where they could. Velecei were united by their shamen, wisened elderly mages who used their magic for the good of their tribes, and life continued like this until the day of the Summoning. Shamen of every tride all had a vision at the same time, a vision of glory and prosperity of the Velecei, a vision of the future, and a vision of the great Tower of Magic. Led by their shamen, each Velecei tribe followed their prophetic visions to the island of Sollus, this journey taking generations for some. But eventually, all tribes would find the Tower from their visions, a Tower that offered not wandering but a future and home to call their own. The shamen, from all the tribes, came together to design what their future would be, and the Great Compact was signed; an agreement among all shamen that they would live together in peace on Sollus, all Velecei recognising each other as kin, with magic and their Tower being the foundations of their civilisation.

As the centuries past, the shamen become nobles, and the tribes became a nation. The Velecei built their first city around the Tower of Magic, using it as the insignia upon their national flag, woshipping the Tower as an icon not just to their prophetic destiny but also as an icon of magic itself. The nobles grew in their magical power and understanding, using their magic for the good of the country, and the Velecei soon expanded into neighbouring regions; settling and annexing those lands to make it part of the wider nation. But prosperity brought attention, and war soon followed. The Velecei, living by a system of peace were unprepared for war, and much of their lands and people were devastated. And so the nobles decided to change. Magic cannot simply be used for peace, but for war as well. Together, the nobles used their power to cast their attacker off Sollus and into the sea, wiping out any that remained. The Velecei would not view outsiders as peaceful settlers, but as waiting enemies, watching the peaceful Velecei for their chance to attack. They would not be victim to this, and so they would become strong. The Kratocractic tradition was agreed, that only the strongest mages may rule, for only the strongest could lead their people to victory against a hostile world. And so, the Kingdom of Velecia was born, with their first King declaring his intent by his name, King Victorious I.

Since then, Velecia has fought many wars against aggressors, none of which managed to hold any land on Sollus, while Velecia stood unprepared to take the fight to their enemies. And so the Velecei waited, generation after generation, growing and building and learning until now. Now Velecia is ready. Now is the time for empires. Velecia will ruler this world, and become the only true masters of magic, the only true heirs of the Tyuutin.

~~~

Lineage:
Descendant of the Tyuutin: you’re a descendant of the mystical Tyuutin. You still feel a hatred against all races related to the Guins(including the Guins themselves), although you can’t explain why!
Effects: Your characters gain a +1 Spellcasting modifier when attempting to cast magic.
You feel more at peace when being close to the Tower.
 
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Nation name: Kingdom of Thun Lodihr

Nation Flag: 38023406-1E33-4359-85BA-8B1ACBA01008.png

Government Type: Absolute monarchy with an active parliament which kinda monitors the monarchs action and they give advice.

Population: 100% dwarf who number in total 1,9 million people.

Culture: The Lodihran culture entirely focuses itself on smithing, which is almost divine. Being a talented blacksmith could take you all the way to the court of the king. You would be almost as respect as a god, the nation ethics are all about pushing the boundaries of what’s possible. Its expected that every dwarf knows how to create their own (Rune)weapons and armor. The first 35 years of their lives it is demanded that every dwarf enlists in to the Royal army. This is demanded so every dwarf knows how to handle a sword and can stand up any moment to protect their nation.

Religion: The dwarves worship the one great god which is said to created the whole world. This god created every race and is said to be a god of peace. The dwarves worship any other religion as an heresy and it’s church is very influential in the great underground kingdom. It’s holy scripture contains rules how to life a good live their have been ideas lately that about to form a great crusade to reconquer the holy land from the here where the scriptures take place.

History: The nation consisted of 12 tribes which all allied eachother and back stabbed eachother if it was in their benefit. This kept going for centuries and the dwarves lived a life of nomads with no clear goal. Until they found a great mountain (which I similarly big to Mount Everest may be even bigger) the strange thing was that it stood lonely in the otherwise flat environments. It is there that it is said that they received the holy scriptures from god and it is there that the 12 tribes where united under one ruler. Which would change after every death to an dwarf from a different tribe. This was so that every tribes would have equal power, and this was still the case in the kingdom. It is there that they created the grandest underground kingdom it was so majestic and pretty, two grand statues stood in front of the kingdoms gates as to keep watch. The dwarves became master artisans but after the humiliation by the industrial nations they went into almost an xenophobic state. Their grand halls closed off to the outside only for a few trade caravans where allowed into the ancient kingdom.

Territory: So it’s 1 big mountain with some farm land that has been claimed by the dwarves to provide for food. Theres a wall build around the farm lands which is used for both cattle and grain and such things. NORTHERN WYLLVERN

Economy: So we produce food which is used for ourselves so no export. We produce quality weapons and armors, jewels and such finished goods. But also just raw resources such as metal and gold. The nation takes orders from foreign armies if they needs weapons and such in large quantities. So our economy is almost totally based upon our military actitivities.

Military: The kingdom of Thun Lodihr has a big standing army which is also serves as a advertisement for their military industry. its big army stands to protect its citizens from any foreign threat and have been send out a lot to help foreign armies to gain experience. The ruthless training of the army at the cold peaks of their mountain and the deep underground halls made them ruthless warriors.

its standing army consist of about 400,000 troops. Which is a lot but this is also made possible due to the life span of the race which is like 700 years.

dragon guards: these troops are the elite of the elite, their armour is made by the best blacksmiths and every inch is enchanted. Their combat prowess is beyond that of their fellow troops. They’re surely a force to be reckoned with.BC9CD61B-90AF-4435-B6E0-C43A26D63295.jpeg

Normal conscripts: these troops have just started their career in the army. And are either in their first year or in their last year (35th). These units are mostly pretty good disciplined since they have been trained since they were a child.
04860775-621C-4E95-8072-789593E4E342.jpeg
boar riders: these units ride on heavily armored boards which rip apart lines. These boars may not be the biggest but they’re sturdy as hell just like the dwarves.248830DB-FBEC-4044-9780-FF67F84E7E63.png

Race Name: Ludhri (ludhrian)

Race Appearance: short humanoids who are really brawny. They almost all have long beards where they keep pride in.

Culture: The Lodihran culture entirely focuses itself on smithing, which is almost divine. Being a talented blacksmith could take you all the way to the court of the king. You would be almost as respect as a god, the nation ethics are all about pushing the boundaries of what’s possible. Its expected that every dwarf knows how to create their own (Rune)weapons and armor. The first 35 years of their lives it is demanded that every dwarf enlists in to the Royal army. This is demanded so every dwarf knows how to handle a sword and can stand up any moment to protect their nation.

History: The nation consisted of 12 tribes which all allied eachother and back stabbed eachother if it was in their benefit. This kept going for centuries and the dwarves lived a life of nomads with no clear goal. Until they found a great mountain (which I similarly big to Mount Everest may be even bigger) the strange thing was that it stood lonely in the otherwise flat environments. It is there that it is said that they received the holy scriptures from god and it is there that the 12 tribes where united under one ruler. Which would change after every death to an dwarf from a different tribe. This was so that every tribes would have equal power, and this was still the case in the kingdom. It is there that they created the grandest underground kingdom it was so majestic and pretty, two grand statues stood in front of the kingdoms gates as to keep watch. The dwarves became master artisans but after the humiliation by the industrial nations they went into almost an xenophobic state. Their grand halls closed off to the outside only for a few trade caravans where allowed into the ancient kingdom.

Lineage: (Refer to the Lineage section)
Underground: Your species was meant for an underground lifestyle, and has constructed majestic underground settlements.

Effects: Your species can easily build underground settlements

Your species have an intimate knowledge about minerals and their deposits, allowing them to find resources much more easily.
 
Nation Name:
The Blessed Kingdom of the Tak'

Nation Flag
:
Due to their incapability, they have no nation flag, but they often decorate themselves with bones.

Government Type:
Absolute Monarchy, or a version of it, with the Regal Primal Patriarch and Regal Primal Matriarch serving as rulers to all of the Tak'.

Population:
Regal Tak'Hukk: 2.000
Tak'Hukk: 250.000
Tak'Vukk: 2 million
Tak'Zukk: 2.5 million

Culture:
For those that live outside the dense jungles of Toth’Valai, outside what it is known as Tak’ territory, the beasts that dwell inside the nightmarish jungles seem to be nothing but legends, beasts of myths and stories to scare children, but how wrong would they be, for the Tak’ are not just a horde of carnivorous, cold-blooded, reptilian and mindless creatures, but a kingdom, ruled by the Regal Tak’Hukk, who rule over a dense and warmongering kingdom, inhabited by a spawn of cold hearted beasts whose sole purpose in life is to hunt, feast and worship the Ancient Ones, as the True Gods of Dwashar. Unrelenting, fearless and barbaric, the Tak’ are feared, by those who they have raided. But despite all of their horrid reputation as savage raiders, the Tak’ are a kingdom of culture, laws, prosperity, unity and tradition. The vast majority of their ways stand mysterious, for they do not permit anyone to enter their jungles and leave, alive.

Ruled over by the Regal Tak’Hukk, a group of cold-blooded reptilians, with vibrant scales, these “nobles” are the ones who decide the faith of their people, the targets of their raids and the decisions that the Ancient Ones pass whenever their Sacrificial Rituals happen.

Below the Tak’Hukk, is the Tak’Vukk, a spawn of beasts, the warrior class of the Tak’. Serving as the main body of the raider parties and armies, these beasts live a life of honour, feast and battle. More often than not, they are always within the dense jungles, hunting the Hak’, the herbivores that provide the entire kingdom with the food they require, and when the Tak’Hukk perform the summoning roar, they listen and submit, travelling vast distances to join their rules, in whatever matter they so desire.

And at the bottom of everything, is the Tak’Zukk, the smallest and weakest cousins of the mighty Tak’Vukk. They are widely seen within the city-temples of the Tak’, performing all the labour, food preparation for the Regal cousins, smiting and everything that is needed of them.

The Tak’, despite living in dense jungles, with a nomadic lifestyle, have been blessed with cities that serve as gathering grounds and temples for the beasts. In total, there are 5 temples, but the largest and most notable ones are Guv’Tak’Ja-al, Guv’Tak’Kiv-Shal and Guv’Tak’Ja-Lakar. These temples serve as their holy sites and body of rule, where the majority of the Tak’Hukk reside and live, cared for by the Tak’Vukk. When the time comes, the temples’ wooden, copied fortifications are broken down to make room for the gathering warrior. When it is time to raid, ships are built and repaired.

The Tak’ copy everything they see when out raiding. Weapons, fortifications, ships and other things. The resources commonly used for these creations is wood and bones. The Tak’ do not know to gather other resources aside from wood, as they have an abundance of that, but no mountains, nor mines to assist them in their technological advances. Even their armour, despite having their own, natural ones, is made mostly out of the bones of their fallen or the herbivores they have killed. Iron, steel and other materials, rare as they are, are present, worn only by the Tak’Hukk, the rulers, but in very small numbers.

Many, perhaps, do not know the reason of the Tak’ raids and are led to believe that the Tak’ do them out of sport, desire to slaughter and pillage, while in reality, the reason they perform the raids is out of hunger and necessity. The Hak’, the large amount of species of herbivores that reside within the jungles, are the main food source of the Tak’, with the largest ones providing the biggest challenge and the most food, but such large beasts, every year, when there is winter on other continents, they hide and begin to hibernate for such a long time, for it was not for the raids, the Tak’ would have all starved out. Named as the “Great Needed Hunt” by the Tak’, when the hibernation comes, the Tak’ build their ships and sail to distant lands, with the hopes to bring home food and with it, riches.

The possibility of diplomacy is absolutely possible with the Tak’, but only during the time of the “Great Needed Hunt” and only if the other parties happen to be able to speak the language of the Tak’, called as the Vish’Tak.

Religion:
Proud worshippers of the Ancient Ones, believing them to be the True Gods of our world, they believe themselves to be blessed and gifted, and thus, the Hand of the Ancients, as they call themselves, to bring order and peace when they will be summoned. Those who do not align themselves with their view of the true gods, are called Nak’Dakk, or, translated to a more common language, “Those That Must Die”.

History:
The Tak’ do not keep records and as thus, they are incapable of recording their own history. It is unknown when they have been able to form their own kingdom, but it is believed that they have done so after the fall of the Guin Empire and after they have managed to kill their carnivorous competition.

Territory:
The dense jungles of Toth’Valai, the ones that are uncharted, unknown and others are either to scared or do not wish to bother exploring.

Economy:
The economy of the Tak’ is wildly wood and bones, as they lack the knowledge on how to gather other minerals, but, despite that, throughout their raids, they have come into contact with other minerals and with it, they have experimented, learned ways to bend and meld other minerals to their will. This craft is extremely rare and only a very small number of their people know how to do such things.

Outside of their own lands, the Tak’ possess spoils of raids and wars, hidden within their dense jungles. Gold, iron and other things have all been raided from and sometimes are used as a way of currency when needed, other times, very rarely, are used to done their temples, as gifts to the Ancient Ones.

Military:
The Tak’ boast a large, surprising number of “men” that they can field, at about 80% of their entire population, however, due to a lack of full scale wars with them and the Tak’ only attacking when raiding, there has never been a chance for them to field their entire army on the field. It is believed that only when the Ancient Ones call upon them, they shall all gather and march together.

Regardless, the Tak’ are not an unorganized military, they have ranks, with leaders leading their “men” into battle. The Tak’, despite being beast-like, have learned throughout their years’ proper usage of tactics from numerous raids, observing how their prey deploy their defences and attacks and from them, they have learned the intricate ways of warfare, but at a more...”primitive” scale.

1. Vukk Raider: The most common unit anyone would ever meet during a Tak’ raid. These beasts are often equipped with just a spear, a shield and some outfits built out of the vegetation, stitched together to create a “uniform”, although, it serves mostly as decoration, rather than armour. Their scales serve as their true armour, a very thick layer of it and as secondary weapons, or sometimes, primary weapons, are their sharp teeth, claws and tails.

2. Vukk Berserker: There are times when the Vukk are gifted with specimens that are much bigger than their normal cousins and as thus, they are called “Berserkers” in their language. Tall, heavily armoured with a very thick layer of scales, large claws, extremely sharp teeth and thick tails, these beasts prefer to utilize nature’s way and as such, they rush into battle “naked”, utilizing their feral instincts and what nature has gifted them with.

3. Vukk Hunters: Throughout the years, the Tak’ have learned the “complex” tactic of scouting and with it, their most accomplished hunters have become Hunters. Equipped with nothing but a few branches, cloth of anything they can find, to make them much harder to spot, depending on the continent they are in, the Hunters’ purpose is to gather information and report back to their leaders. Sometimes, once a raid is finished, these hunters are tasked with finding survivors, hunt down those who have escaped and more often than not, tasked with finding the enemy’s treasure.

4. Hukk Youth Raider: The regal beasts and ruling body of the Tak’ take great pleasure in the sport of raiding and war and the youth take their place in the raids, to prove to their siblings, their patriarch and matriarch what they are capable of. Following in the steps of the Old Ones, these Hukk roar into battle completely naked, but with extreme determination and desire for war, blood and destruction, living the thrill of their capabilities against the prey.

5. Hukk Elder Raider: There are those who simply cannot surrender their desires of battle and as thus, as they grow old and strong, every time a raid happens, they are one of the first’s nobles to be ready to join. Much stronger and intelligent, these beasts are often known to “hunt” the most strongest of the prey and fight it, for the sole purpose of having a challenge and proving themselves to the Ancient ones.

6. Hukk Alpha: Serving as the leader of raids, these Alphas are bulky, cold-blooded creatures equipped with not just their natural weapons, but are mostly seen wearing weapons much better than a simple spear and wooden shield. Earning the rights of spoils, they equip themselves with the enemy’s weapons and shields, of much better quality. Often standing in the back, to lead their cousins in battle, it is very rare of them to fight, although, they are known to be excellent fighters.

7. Hukk Primal: One of the oldest members of the Tak’ and the Hukk, these beasts remain permanently home, to defend their temples. With age comes spoils and as such, alongside their King and Queen, the Primals are the only Tak’ who are often seen wearing proper armour, made out of iron, steel and whatever material they see fit, with swords, axes and other weapons.

8. Zukk Riders: The Zukk take pleasure in hunting just as much as their other cousins, but due to their smaller, weaker sizes, it is simply not possible, however, given the option to ride upon one of the flying beasts of the Tak’, the Zukk Riders serve as excellent scouts and sky ambushers against the enemy. However, if their mount is killed, the Zukk are utterly incapable to put much of a fight against a common enemy.

The Tak’ have no navy, aside from their transport ships, manned only by the Zukk, who are more than capable to perform their duties. Most of their ships are stolen from the enemy and used to transport their raiding parties across the oceans.
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Race Name:
Tak'

Race Appearance:
The Hukk and the Vukk are tall, cold-blooded, reptilian creatures, with thick layers of scale, with gorgeous scales, the Hukk being blessed with “golden” scales. They stand at a height of 3 meters and more often than not, they weight at about 550 kilograms. They are bulky, strong and agile, capable of hunting and fighting well, as they were born to do so. The Zukk are similar to their cousins, but smaller in size, almost at the height of a Human.

(The Tak' are highly inspired by the Lizardmen from Warhammer 2, the Total War series. I've attached a few pictures, the creatures chosen are the blue reptilians.

Culture:
The same as teh nation culture.

History:
The Tak’ have always lived in dense jungles on Toth’Valai, no matter what age it has been. Living off the land, as carnivorous creatures, these beasts were non-sapient, until, at an unknown age, they have been blessed with the capability that allowed them to become a sapient species. The Tak’ believe it to have been the Ancient Ones who has blessed them so, that they have been chosen by them for a purpose. What purpose is that and how do the Tak’ know of the Ancient Ones, it is absolutely unknown, but the Tak’ do not question, the Tak’ wait, as much as it is needed for the summoning.

Lineage:
Descendant of the Guin: You’re a descendant of the mighty Guin. You feel very close to your Guin brethren.
Effects: Your species can breathe underwater(allows land units to dive and fight underwater as they would on land)
The Guins welcome you in their lands, and Guin raiders frequent your coast less.
 

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Nation name: Chrioptera

Nation Flag:

flag.png

Government Type: Monarchy

Population:

There are 4 subraces, Vespertilia, Harpyia, Greater Chiropterans, Lesser Chiropterans.
  • Vespertilia: 2 million
  • Harpyia: 500,000
  • Greater Chiropterans: 250,000
  • Lesser Chiropterans: 750,000


Culture: The Chiropterans are a very proud race and have a family rooted culture.
Religion:
History:
They started as a bioweapon of the Totaxcan. Upon the collapse of the Totaxcan, the Chiropterans were left to their own devices on the island. The different races originally split up, and each race took up residence in different parts of the island. The vespertilia took up residence in the northern part of the island, where the fruit grows most plentiful. The Greater Chiropterans established their homes along the coasts, and rivers, as their diet consisted mainly of fish. The Lesser Chiropterans set up their homes at the foothills of the mountains. The harpyia lived in the high up parts of the mountains in the middle of the island. Eventually a Greater Chiropteran, by the name of Dellastrum, united the races under one government. The nation started out being lead by a council, but his descendants slowly turned the nation into a monarchy, with a capital inside the central mountain.

Territory:

NamedMap.png

Economy: They have a very closed off economy. They have no major ports yet so trade is difficult for them. They do have a fairly stable economy built on the different towns and races, providing goods to the capital which are then distributed throughout the nation.

Military:

2 Harpyia units (units made up entirely of Harpyia)
2 Infantry units (units made up of a mix of the four races)
3 cavalry units

However, they have about 300,000 in reserves

Lineage: Totaxcan bioweapon

Races:
  • The vespertilia are, on average, 4 ft tall with large leathery black wings protruding from their backs. They have black hair and dark eyes and are incapable of growing any facial hair. They have elf-like pointed ears. They are also nocturnal.
  • The harpyia stand at just below 4 ft tall, with the same leathery wings as their vespertilia counterparts. However, the harpyia don't have forearms. Instead their arms end in wings, resembling a bat version of a harpy. The harpyia have black hair, dark eyes, and are also incapable of growing facial hair. They possess the ability to use magic and as such are not as weak as they appear to be. They are also nocturnal.
  • Greater Chiropterans are the only ones of the species that stand taller than 4 ft tall. Those of this race stand at an average of 5ft tall, black hair, with dark eyes, and elf-like ears. They have large black wings on their backs. They have long lizard-like tails, ending with barbs. Those of this race have sharp pointed teeth and claws. They are also nocturnal.
  • Lesser Chiropterans resemble a mix between vespertilia and Greater Chiropterans. They stand at 4 ft tall, with large black wings and a long tail. They have black hair and dark eyes, with elf-like ears. They are also nocturnal.
  • Of the entire race, the only ones with magical abilities are the Harpyia and the royal family.
 
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