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Nation Building [NS/CS] Scramble for the New World (Ariatra)

OOC
Here
Lore
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DarkianMaker

Pope of the cheese god Kambert
Fill out your NS and CS for your colony/native nation and your colony/native nation's avatar (likely a leader). For questions and such, consult the GM (me).

New World Lands and Claims v5.png

Colony Name:
Flag: (optional)
Home Nation:
Government Type:
Magical/Technological/Combined: (tech level for colonials is 16th century tech)
Main race(s):
Colony's Mission and ideology:
Colony's population: How many colonists did your venture start out with? How many of them are soldiers?) [max of 500 total colonists at start]
Colony's Resources: (what did the colony expedition start with? How many ships?)
Location: (where did the colonist settle? throw this to the GM (me) with a pinpoint on the map)
History: (both a bit about the home nation and the colony.)

Avatar Name:
Age:
Race:
Gender:
Appearance:
Role:
Skills/Class:
Personality:
Bio:

Native nation name:
Flag: (optional)
Govement Type:
Magical/Technological/Combined: (and at what level are they? Colonials are on 16th century tech level, so anything below that)
Main race(s):
Ideology:
Population: (native factions can only start with a max of 2000 people but generally there are more people around them, just not part of the nation)
Location: (where are your settlements? throw this to the GM (me) with a pinpoint on the map. You can only have a max of 3 settlements)
History:

Avatar Name:
Age:
Race:
Gender:
Appearance:
Role:
Skills/Class:
Personality:
Bio:

List of nations and nation groups:
- Demach | Colony | Pop: 500 | GM-run NPC
- Thia Expedition | Colony | Pop: 500 | GM-run NPC
- EACC (Ertiahan Ariatra Colony Company) | Colony | Pop: 1294 | DarkianMaker DarkianMaker
+ New Ertiah | Colony Settlement | Pop: 520 | DarkianMaker DarkianMaker
+ Golemite Free State | Colony | Pop: 383 | [insert tag here] currently a subject of DarkianMaker DarkianMaker
+ Clan Gremta | Native Nation | Pop: 391 | NPC subject nation of DarkianMaker DarkianMaker
- Hexoatl Expedition | Colony | Pop: 500 | Nyq Nyq
- LTC (Leitzenburgen Trade Company) | Colony | Pop: 400 | Sylvio Sylvio
+ Leitzun | Colony Settlement | Pop: 400 | Sylvio Sylvio
- New Deldremmor | Colony | Pop: 500 | Keidivh Keidivh
+ Karak-an Varruk | Colony Settlement | Pop: 500 | Keidivh Keidivh
- Kingdom of Kragnasar | Native Nation | Pop: | Just_a_loneley_pilgrim Just_a_loneley_pilgrim
+ City of Kragnasar | Native Settlement | Pop: | Just_a_loneley_pilgrim Just_a_loneley_pilgrim
- The White Lands | Native Nation | Pop: 1762 | GM-run NPC
+ The White Tower | Native Settlement | Pop: 234 | GM-run NPC
+ Kandd's Ford | Native Settlement | Pop: 1031 | NPC subject
+ Mitlas | Native Settlement | Pop: 497 | NPC subject
- Slithin | Native Nation | Pop: | [insert tag here]
 
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GM-run NPC nations

These are all the NS and CS belonging to people who were part of the RP but left or went inactive, the profiles aren't always completely filled as the converted old NS and CS simply lack the information needed.

Colony Name: Demach
Flag:
VOGijT5h.jpg
Home Nation: Galipor
Government Type: Theocratic Monarchy
Magical/Technological/Combined: Technological
Main race: Humans
Colony's Mission and ideology: The colonists of Demach believe that the reason that the old nations fell onto hard times and suffering was because of magic. They are following their overlords law, Werns edicts, and the tablets.
Colony's population: 500
70 craftsmen, 100 laborers, 70 farmers, 40 carpenters, 20 stonemasons, 10 blacksmiths, 3 surgeons, 17 inquisitors, 70 swordsmen, 70 musketmen, 30 sailors.
Colony's Resources: Two carracks. Wheat seeds, oat seeds, potato tubers, apple seeds, cotton seeds. Pigs. Cows. Chickens.
Location: Marked on map
History: not specified

Avatar Name: Grebbin
Age: not specified
Race: Human
Gender: Male
Appearance:
Role: Governor
Skills/Class:
Personality: not specified
Bio:
Grebbin was the child of a divorced banker. His father held a large stock on a particiular mining enterprise for Samphire. As the supply of Samphire began to dry up from the mine, he fall onto hard times. Grebbin was sent to military school by his father so that his room and board could be payed for, and for Grebbin to find a better job in life in general. Grebbin found the exercise grueling and disliked it on principle. He found that he had a knack for thinking about battles and planning out how to decisively win one. Grebbin graduated and was sent to work as a supply chain manager. He disliked this work and thought that someone of his stature deserved more. He left his post and fled east out of the city to try to reinvent himself. Grebbin came upon a small village that had been abandoned as time went on near his home city. Villagers who couldn't afford their increasing taxes or wanted to avoid a war had packed up and left. Grebbin sat alone in an abandoned hut, eating a few rotten left-behind potatos and turnips. One night while he was sleeping, he had a dream. He wasn't sure if it was his mind playing trick on him or actually the vision of a forgotten diety, but he saw a man in a grey robe.(edited)
He was old and balding, with squinty eyes. He called himself Wern, and told Grebbin what he desired of him. Wern told Grebbin of the two tablets and of his edicts. They were: Werns Edict: Commandments carved into dark granite tablet, which is always in the posession of the Overlord. Wern commands that you shall not murder your neighbor. Wern commands that you shall not steal. Wern commands that you shall not commit purgery or buggery. Wern commands that you shall attend service and remain steadfast to Wern. Wern commands that you shall not have any other God before Wern. Wern commands that you shall not associate with non-humans. Wern commands that you shall not practice magic for it is repugnant heresy. Wern commands that heretics must be burned at the stake. Wern commands that evil and darkness must be purged from the land. Grebbin can only remember this, the most important part of what Wern had imparted onto his memories, or what he had drempt to himself. '. . . - and so it was. Wern created the land and sea and for a time, it was good. Wern soon grew weary of tending to the land, and created humans in his own image to become its caretakers. Wern gave to us the two tablets. For a time, this too was good. Wern grew to think that the many humans he had created were alone, and so Wern created all of the other races that inhabit the world. These races were made in the image of the humans, but their distance to Werns glory was too great. They rejected his wisdom and became gross perversions of nature. They foolishly broke the second tablet to spite humanity. One day Wern will come to us in glory and lead us to permanently righting the wrong that we endure. It is so.'

Grebbin awoke and felt a fire in his belly that he had never felt before. He was still not sure if he had drempt the entire ordeal, but felt compelled to see it through. Grebbin thought that he was a capable leader, someone who could build something better than what the old nations had tried and failed to do. Most of all, he agreed with what Wern had told him. Magic had destroyed his family and ruined his home. Magic was bringing darkness and death to the lands. Magic was a blight on the world, as were the monsters and humanoid creatures that roamed it. Grebbin traveled from village to village, town to town, in search of people who would listen to his cause. A few did, and that small trickle soon began to grow. Disenfranchised humans followed him and came with him from town to town, donating and contributing supplies. Grebbin had the edicts of Wern and what he could recall of the worlds story engraved onto granite slabs, declaring them holy artifacts. Grebbin took all of the collected donation money and supplies from his small legion of followers. and used it to purchase a large ship. Within a month, it was packed and the sails were rigged. Grebbin set off with his followers in tow, towards a new land.

Colony Name: Thia Expedition
Flag: none provided
Home Nation: Holy Thia Empire
Government Type: De jure Absolute Monarchy / De facto Theocratic Military Council
Magical/Technological/Combined: Combined, leaning more towards technological
Main races: Humans, Dwarves and Elves.
Colony's Mission and ideology: Setting up a prison colony for the rehabilitation or liquidation of dissidents, heredics and criminals. Disrupt other colonial attempts of other nations.
Colony's population: 300 criminal elements, 100 soldiers, 50 mages, 50 other military personal (classified)
Colony's Resources: Not specified
Location: Marked on map
History:
The Ancient Thalian Empire ruled over both the old and known new world for around 500 years before falling under the weight of a wave of nationalistic uprising which marked the age of Revolution. The age of Revolution ended with the razing of the capital of the empire, Atriarum. It said the empire ended that day broken up to the various succesor states. However it was born again once more at least in spirit in the nation known as Thia where a profit know as Salai had a vision from the heavens that the new nation were corrupt and against the word of god and called for the return for the Thalian way, Salai gained a following and civil war latter took charge of the Thia. He revived old tradition, bureaucracy and religion of the old empire bringing in a new golden age. His claims of divine guidance and cult of personality meant that even in death he still officially rules the empire even hundreds of years after his death. In truth a council of elected individual role the empire mostly drawn from the religious caste.
Thia claims a large territory in the old world and is largely self suffiicent in terms of resources though their Samphire supplies are dwindling. Because of this they did not show the same interest in the New World as other nations. However the interest of the other nation interested them more, especially the potential change in the balance of power. Not the popular nation in the old world, they needed to something to mantain the status quo.


Avatar Name: Aurelia
Age: not specified
Race: Human
Gender: Female
Appearance: not specified
Role: Commander
Skills/Class: not specified
Personality: not specified
Bio: not specified

Colony Name: The Golemite Free State
Flag:
Golem_flag.png
Home Nation: None
Government Type: Collectivist Hierarchy
Magical/Technological/Combined: Combined
Main race: Golemites
Colony's Mission and ideology: To establish and maintain a free state for all golem-kind, or other creatures created for slavery. To pay their debt to the Ertiahan Ariatra Colony Company and achieve full independence.
Colony's population: 383 freed slaves from an Old world human nation were offered passage aboard Republic ships in exchange for a debt of 1000 Samphire crystals to be paid at the Golems' leisure. Originally created as mining slaves, Golems arrived with no knowledge of war and depend entirely on New Ertiah for protection until they develop their own military.
Colony's Resources: They purchased a handful of Ertiahan ships upon arrival and embarked upstream to find their home in the Western Mountains.
Location: Marked on map
History:
The Golems or 'Golemites' as they prefer to be called, were born slaves as crude animate clay sculptures. They have no gender, no mouths, and only eye sockets through which to see. Their human masters utilized their kind for petty labor in magic crystal mines. But as their numbers grew they learned to communicate and their collective intelligence grew. Being without mouths Golemites communicate with one another through the transference of small amounts of clay imbued with thought. With this unknown ability the Golemites organized and staged an uprising once their request for freedom were refused, and the exterminations began. To communicate with outsiders Golemites use their inquisitive intelligence to learn the other's written language and inscribe it graphically upon their faces. Their human masters were horrified when Golemites attempted to communicate and began exterminating them. For communication over greater distances they use a crude code played out on metallic plates used as drums. Golemite attempts to communicate with others allowed them to become useful translators, and soon free Golemites were seen in the ports of the old world. But their sight embarrassed their old masters, and so they hunted the Golemites who had no rights under Old world law. It was during this hunt that the Grand Republic of Ertiah offered a deal that the now endangered Golemites had no choice but to accept. Golemites require no food but they must maintain a comfortable range of water content in order not to dry out or melt away. Being born of the underground they also prefer to stay away from light and settle near large aquifers of warm water, miles beneath the surface. They use geothermal heat to aid them in forging the metals they mine for industry.

Avatar Name: Randus Goodearth
Age: 88
Race: Golemite
Gender: Not Applicable
Appearance: A smaller than average Golemite. His skin is cracked and mended in places with fresher clay. As with other Golemites: no eyes, only sockets, and no mouth. Face area used to transcribe written messages.
Role: Speaker for the Golemite sortition council
Skills/Class: Can understand and communicate quickly in unfamiliar languages. A tinkerer and inventor like many older Golemites, with a great skill in trade due to people's history as translators for traders in the Old world.
Personality: Not provided
Bio:
Randus Goodearth was one of the first Golemites to question the slavery of his people in the Samphire mines of an Old world human civilization. He developed with others of his kind the ability to communicate and clandestinely arrange to engage in a dialogue with their human masters. In the first such attempt to converse with their masters, Randus was one of a lucky few to make it out alive. The humans turned on their abominations and destroyed as many as they could. Randus was instrumental in leading as many as could be saved to safety. He found refuge for his people in the hills above a Ertiahan trade port. He was among the first to try and offer his services to the tradesmen, who found Golemites to be a useful curiosity, unlike nearby townsfolk who mistook them for ogres. When their former masters became aware of the Golemite escape they engaged in a campaign of bounty hunting to route out the last of their kind. Randus organised escape to a new land aboard Ertiahan ships.

Native nation name: The White Lands
Flag:
Capture.PNG
Govement Type: Absolute Monarchy
Magical/Technological/Combined: Magical (dark magic), medieval level technology
Main race: Humans
Ideology: To control all magic and destroy lesser technological cultures of no obvious use to the White Warlock.
Population: 1762
Location: Marked on map
History:
The barbarian human clans of Ariatra were in disarray and in need of leadership when the man who would become known as the "White Warlock" was born. His promises and good intentions for the people in the land he encountered drove him to learn all he could about magic. But his thirst was unquenchible for magical knowledge. He turned to darker, more powerful magic but maintained that magic of any kind is not inherently evil; it's what one does with that knowledge. He maintained he was a good and benevolent leader even as he destroyed those who stood against his increasing thirst for power over the lands of Ariatra. After generations, through which the White Warlock unnaturally lived, those brave enough rose against his kingdom and broke away. But the White Warlock is patient. He waits in the West, amassing power to take back what is rightfully his. To bring peace and tranquility to Ariatra, so long as he is the one in charge.

Avatar Name: The White Warlock
Age: Unknown
Race: Human
Gender: Male
Appearance: not specified
Role: Dark Mage / tyrant
Skills/Class: Warlock
Personality: not specified
Bio: not specified
 
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Name: Kingdom of Kragnasar

Government type: Absolute Monarchy

Magical or tech: magic, like enchanting armour and weapons.

History: there are 20 clans. Every 5 clans names A king. So in Total there are 4 Kings.

These kings in The beginning worked together to wage war against orcs and goblins.
In that time The Dwarves lived nomadic. Only stopped at A mountain and mined Some resources and then left. In their search for The **mountain of mountains**. And after A long time of waging war against orcs The mountains where somewhat cleansed of orcs ans goblins. So they began searching for **the mountain**. Eventually 1 kings found it. And he setteld in the mountain. His name was **Sigtryg Ironfist**. After A year 1 other dwarven king found out that Sigtryg found the mountain.

He was angry that he didnt found it. So he traveled to an orc chieftain. And offered him riches if he would take that mountain with him.
His name was **Rangar The damned**. And so his conqeust began and he took The mountain and killed **Sigtryg** in personal combat.

After that he slaughtered The orcs and goblin in The middle of The night. And crowned himself king of all Dwarves. And Send message to The remaining two dwarven kings to swear fealthy.
The kings were on their way to **Rangar** to swear fealthy. Because The Dwarves believed that The one who Discovered The mountain was A blessed leader.

But when they came to The city they heard about How king **Sigtryg** was killed. His Son told The two kings How his father was killed. The kings were angry and killed **Rangar**. The Son of **Sigtryg** was called **Gorm**. And he took back his reign over his 5 clans after **Rangar** was killed.

After that no Dwarf believed The story about The blessed leader.
So The 4 kings had almost 100 years of war for The mountain.
The war stopped after **Tór The Blessed** united all The clans under one banner. And started carving out A Great stronghold city in The mountain. He used wolves to achieve his victory. Before that nobody used wolves in warfare. He named The city **Kragnasar**.

**city of Kragnasar is The only settlement that The Dwarves have**


**avatar**:
Name: **Magnar BloodBane**
Age: 50
Race: Dwarve
Gender: male
Appearance: Tall, muscled and kind. Black long hair and A large Black beard. Black eyes.
He stands at 1,80 metres tall being Very tall for A dwarf.
Role: King
Personality: kind and righteous.
Bio: Born as an heir to The throne. He was given all The attention he needed. His martial skills needed to be legendary. In everything he needed to be Very Good.

The pressure was high. But he managed to Accept that. When he turned 30 he’s father died at The age of 100 (which is Very young for a dwarf, normal Dwarves tend to live up to 300 years old). His father was killed by an orc. And so he did everything to kill all orcs in The region. It took him 5 years to do that. After that he reigned peacefully. And started focusing again on Trading and craftmanship.

Population: 40,000
Problems: King Magnar is currently facing an rebellion. With Some powerful nobility plotting for A rebellion. This rebellion started because King Magnar wanted to make The power of The king more then that of The nobility. For that he is facing an rebellion.
 
Colony Name: New Ertiah (Ertiahan Ariatra Colony Company (EACC))
Flag:
tauron.png
Home Nation: The Grand Republic of Ertiah
Government Type: Mercantile Republic
Magical/Technological/Combined: Technology
Main race: Sem-Orc (comparable to half-Orcs)
Colony's Mission and ideology: Establishing the major trade port of the new world and claiming ample lands to house extra population from the home country plus the gathering of valuable trade goods/strategic resources. Idealogical they're an open-minded mercantile faction.
Colony's population: (500) 120 soldiers (1st Colonial Company), 150 farmers, 155 laborers and 75 assorted craftsmen, clergy and officials.
Colony's Resources: 2 crewed and armed Galleons (were 8 in total but 6 returned home), steel tools, wide assortment of seeds meant for planting in a temperate environment, tents, design documents for essentials, weapons and ammo to arm the whole colony, 12 cannons with powder and ammo, supplies to last a few months, a large coffer of funds (half in Ertiah bank notes, half in silver)
Location: marked on map
History:
Ertiah was a major port and the largest Sem-Orc settlement in the old Thalian Empire on the old continent and simply declared independence during the Age of Revolution but kept absent from most of the fighting except for the grabbing of territories around the city to ensure it's initial survival after the revolution would succeed. Soon after the fall of the Empire they united the neighboring Sem-Orc clans, towns and farmlands. It were the merchant houses who then lead the small republic to greatness, they started trade routes with other nations, conquered more territories and subjugated people around them to sustain the growth and need for resources for the Republic. This went on until the Republic was only neighboring powerful nations and a more nuanced council took control and started a policy of armed neutrality, they would trade with anyone and deal with anyone as long as their neutrality and trade routes were respected. Any attempts on their territory were met with determined force and the status quo was kept. After some time however the Republic started to grow to a state where it would be hard to sustain their population so when the new world was discovered they could only cheer at the prospect and formed the EACC.

The EACC sent out many explorers and survey parties to map a good location for the first colony to grace Ariatra's coast. After a while of searching a good spot was found and the company sent their first expedition of colonists and a shipment of Golem refugees to the continent. They made landfall at their intended destination and quickly off-loaded their cargo so the majority of the ships could return home for use in a future shipment. The remaining two ships remained for local use. The Golems were quickly sent on their way with their part of the cargo under leadership of a scout to an area well-suited for them whilst the weather was still favorable. The Sem-Orcs then went to work on setting up their tent encampment, setting up a barricade around it and building a makeshift palisade fort for the Colonial Militia to be housed in.

Avatar Name: Ermin DeBlunt
Age: 29
Race: Sem-Orc
Gender: Male
Appearance:
zmiyq4y7bq701.png
Role: Company Administrator / Acting Governor of New Ertiah
Skills/Class: Agent, skilled with small blades and firearms, well learned and good at subterfuge
Personality:
Is rather down-to-earth as he's not from some big shot merchant family but is a patriot to the bone. He's a warm fellow, nice to most people, kind to friends and doesn't get angry easily. He's a skilled negotiator and diplomat although he also loves his fair bit of unofficial partying. He has neutral views on race, religion and magic as long as it doesn't lead to violence and crime. Has a distaste for those who break deals or go back on their deals. Has his strong reservations of the Thia Empire as he suspects that one day they will try to take down the Republic in their dream of reuniting the old Thalian Empire. Has a weakness for women.
Bio:
Born to simple parents in the outskirts of the great city he was never meant for greatness but as luck had it he was one of the lucky kids who got a free education through a yearly raffle. He learned quick and became quite good at mathematics. After his education he began working as a clerk for the government and quickly rose through the ranks by skill, dedication and shrewd negotiations. He found himself at a high point of his career when he was asked to attend balls as he got to know more and more rich members of society through his work. On these balls some of his infidelity would show as well as he often disappeared with girls that were also attending the party or working there. After some scandals to cover up and the government setting up a colonial company he was put forward as the first Administrator to go forth to the colonies and lay the groundwork for the colonial venture, far away from any wealthy and influential families before he could do lasting damage. Still, having rich friends did help acquire extra funds for his personal account to make sure he would be quite well-off on the new frontier. Having spent some time on the ships with the people that would soon be his people to lead made him temper his dream of luxury as he'd have to earn that luxury by making the colony a blasting success (and to make sure some of that luxurious high society would come to the colony as well). Arriving on the shores of the area the Republic had already formally laid claim to he couldn't feel but that sting of excitement as he was about to undertake a grand adventure
 

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Name: Hexoatl Expedition

Home Nation: Hexoatl Confederacy

Government Type: Oligarchy

Magical or Technology or Mix of both?: Technology

Colony's Mission and ideology: To explore the New World, determine the rumours of magical abundance in it, and if proven so, deny other races access to the Samphire deposits. The Expedition is also tasked with destroying any magic users encountered while they were on their mission, and to spread the wise words of the Old Ones to the uncivilized barbarians dwelling on the land.

Colony's Resources: Ten Galleons and 500 soldiers. Out of those 500 men, there are 200 Pahuaxl Riflemen, 20 Pahuaxl Engineers, 50 Xoatl Knights, 80 Xoatl Slayers, 50 Kra'atul Cannoniers, 10 Guaxcozal Battle Engineers, 20 Guaxcozal Battle Masters, 30 Guaxcozal Cold One Riders,and 40 Guaxcozal Battle Pilgrims. They also came with 100 Cold Ones, 300 rifles, 30 cannons, 3 months worth of rations, water and ammunition, as well as rice, barley, and some bananas to set up a few farms.

Location: On the big island southwest of the desert

History: The Hexoatl Confederation is a nation comprised of five races: The Pahuaxl, Xoatl, Kra'atul, Waxl, and Guaxcozal. Forcefully united ages ago during the Age of Woes, the Hexoatl Confederacy somehow managed to overcome their differences and stay united until today. A major part of Hexoatl's history is the Magic Wars, where a rebelling army of mages rose up against the people of Hexoatl. They slaughtered many innocents, and brought great destruction to the cities and towns they besieged and razed. However, with the blessings of technology, the people of Hexoatl were finally able to defeat the mages after a brutal hundred-year long war. But the scars of the Magic War went so deep that the Hexoatl people developed a deep hatred of anything related to magic, and they swore a bitter oath to not let anyone else suffer the horrors of magic ever again. A few hundred years after the Magic War, the Old World's Samphire supplies had dwindled immensely for unknown reasons, although the role Hexoatl played in it was probably a significant one. The people rejoiced over the magic that the Age of Terror had finally came to an end. Yet, tales of a whole new continent filled to the brim with Samphire deposits struck deep into the morale of the people. To this end, the Hexoatl Confederacy had managed to call for a crusade against the foul magics of the New World, and the Hexoatl Expedition was to act as the vanguard of the massive army that is to follow them, and prepare the land for their eventual arrival.

Avatar

Name: High Crusader Lord Inquisitor Tehen Thulmak
Age: 58
Race: Pahuaxl
Gender: Male
Role: Leader of the Hexoatl Expedition, as well as the coordinator of the impending Hexoatl Crusade
Skills/Class: General and tactician, good at leading and rousing men, skilled with swords and pistols. Also had experience with logistics and fortifications.
Personality
An avid crusader of Hexoatl, Thulmak is hell-bent of ridding the world of all magic. For him, magic is the root of all evil, and world peace could never be reached as long as it still exists. He is also a righteous person who hates crime with extreme passion, and would never aim his blade at an innocent(Unless they are a magic user, then for him, they are no longer innocent). A determined person, Thulmak would never stop until either his goals are accomplished, or he lays dead on the ground, maybe both.
Bio: Having grown up in the industrial city of Teotihuacan, Thulmak was raised in a middle class family until he was conscripted into a crusader army marching to war against the magical nation of Shavag, where a race of rat humanoids lived and practiced their foul magics. During the war, was exposed to the horrors of magic up close, which hardened him, as well as further affirming his beliefs that magic was the source of all evil. After the crusade ended with the total extinction of the Shavag race, Thulmak came back a changed man. Formerly merely a factory worker who just wanted to make a living, he is now a passionate crusader against all things magical. With his conviction and will of steel, Thulmak swiftly rose up the ranks of the Crusader Order to where he is now.

When tales of the New World reached his ears, Thulmak was filled with such righteous fury that he smashed his table in half. He immediately pleaded his colleagues to assemble a crusade against the vile land of Ariatra, for many a heretic dwelled on these lands. And now, he's accompanying the vanguard of the Crusade, anxiously waiting for the day when his sword can taste heretic blood.

Depicted: High Crusader Lord Inquisor Tehen Thulmak reciting prayers before a battle with the heretic
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Colony Name: Leitzun (Leitzenburgen Trade Company)
Home Nation: United Provinces of Leitzenburg
Government Type: Confederation
Magical or Technology: Technology
Colony's Mission and ideology: Establish new trading ports in the new land and monopolize trade in regions they deem profitable. Fortune hunters who hunger for rich resources to control and sell to their homeland and abroad especially Samphire. They see other colonies as competition and want themselves as the dominant power in the continent.
Colony's Resources: 3 armed brigs, 12 cannons, a years worth of ammunition and food, timber, tools, seeds to grow crops, metals. 200 musket men, 50 farmers, 10 administrators, 50 craftsmen, 50 sailors, 20 doctors, 20 merchants
History: Leitzenburg was a small region in the northeast of the old Thalian Empire in the old world. It was a major trading region for the Empire and brought in 1/15 of the Empire's revenue. Popularity towards the Empire had diminished across all walks of life. The nobles had wanted to restore their old glory as rulers of their respected provinces, the merchants had been bogged down by countless imperial regulations and trade guidelines, and citizens of the region had felt they were being taxed too heavily. After the region gained its independence, the four provinces of Leiztenburg; Brandeg, Vecht, Taysbréck, and Dálon were independent and overseen by a governor and the political party it represented. But they were under the authority of the Chamber of Ministers, the central seat of power who's members were elected by the Chamber of Representatives, people who are rich and powerful elected by the people. The Leitzenburgens control many port cities where many former imperial controlled territories would conduct business. It maintained a close trade relation to the Grand Republic of Eritah, rivaling its wealth. As a result the nation became a hub of commerce boosting its economy.(edited)



The LTC was chartered by the Chamber of High Lords, and was given full autonomy to do as they wish. They would act out of the jurisdiction of the United Provinces under their own authority. It is run by a Director-General who would be assisted by his Board of Officers who oversaw various components of the company. A small fleet was sent to Ariatra, and after two months had settled on the southwest of the continent. The company had made contact with local tribes and established healthy trade relations, teaching them medicine and how to implement modern technology for exotic crops, animals, and a lot of Samphire.

Flag:
Screen Shot 2018-11-10 at 5.42.12 PM.png

Avatar Name: Albert Velick
Age: 45
Race: Human
Gender: Male
Role: Director-General of the Leitzenburgen Trade Company and Governor of Leitzun
Skills/Class: Possess great knowledge in business, economics, and politics
Personality: Albert is a pretentious man and wishes to use Ariatra as his claim to fame. He was head of one of the most famed merchant guilds. The Velick Merchants Guild who made money from trade with other old world nations. He's very complacent, but gets frustrated when he doesn't get what he wants. He's no stranger to using coercion and subterfuge to get his way either. He's also no stranger to using force to get his way. He has an indifference to people in terms of culture, race, and beliefs. Instead he judges people based on how much money he can make out of them. If they can't be useful then they are better off dead.
Bio: Albert is one of the richest men in Leitzenburg and used to own one of the most powerful and influential merchants guild. He was descended from Leitzen nobility which gave him the potential to do whatever he wanted. At first he wanted to be a representative to eventually become a minister. Instead he decided to take advantage of Leitzenburg's geographical position to make a merchants guild, buying and selling from foreign traders, eventually becoming one of the most powerful men in the nation. His guild, the Velick Merchants Guild became one of the five powerful guilds and he could buy anyone and anything. Obtaining the title of Company Director General was an easy feat. He had a couple high lords in his pocket to give him the title. He wants to use Ariatra for his own gain, to give him enough wealth to make him richer than the United Provinces of Leitzenburg.
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