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Nation Building Rising From The Ashes

KhalZhavvorsa

Resurrected Darkness
This is for the Kingdom CS.


Here you will be required to make the kingdom you a ruling, or for those of you who are not a ruler, these are your kingdoms so far~ Pick your favorite c;


You are required to make your Kingdom first, then the ruler. (If you are choosing to rule a kingdom)


Link the the Character CS: https://www.rpnation.com/topic/256474-rising-from-the-ashes/


Kingdoms so far:


Thoris { xEmoBunnehx }


Nosgrade { @Cosmo }


Naman { @Kae }


Ignis { @Raizel }


Telduria { @Tremtie }


Aquilia Wynchester { @Iuadago Adaicate Bellarum }


Rohkea { @Artymis }


[COLOR= rgb(152, 157, 160)]Thalien { @DeathValley105 }[/COLOR]


[COLOR= rgb(152, 157, 160)]Azalaca { @Demonsoul }[/COLOR]


[COLOR= rgb(152, 157, 160)]Bonium { @general ostruppen }[/COLOR]


[COLOR= rgb(152, 157, 160)]:大秦帝国(The Empire of Qin) {@Nyq[/COLOR]}


Kingdom Template:


Kingdom Name:


Kingdom Banner/Flag:


Ruler: (Put the name you plan on using for your character here)


Location: (Tell me where you are located on the globe)


Land Mass: (Show me how big your kingdom is)


Rules/Laws: 


History: (In this, tell me alllllllll about your kingdom. Include how/why they were in the war, how the got out, and how the are recovering from it. Also tell me a little bit about it BEFORE the war came. This should take you more than one paragraph to explain everything)


Flora:


Fauna:


Common Races/Species:


Imports:


Exports:


Military: (Optional)


Culture:
 
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Flag.jpg


Ruler:


Empress Eloria Fentris


Location:


Where Greenland is located in our modern day.


(Because..I have no other way to describe it and don't feel like looking up the precise coordinates.)


Land Mass:


Thoris Land Mass


Rules/Laws: 


I. All thievery is punishable by the loss of a limb, should multiple acts continue to be committed thief shall be put to death.


II. All citizens are not allowed out of their homes past 10PM. Should a citizen be found, then will first receive a warning and escort home, continued disobedience will result in public humiliation and jail time.


III. Citizens wishing to travel to other nations must have the correct and legal permits to do so; anyone found without the documents or forged ones will serve minimal time in jail. Repeated abuse in forgery of the documents will result in public humiliation and service in the army.  


IV. Any crimes committed will result in citizens being branded for life with whatever symbol matches the crime they participated it. Criminals are then written down in a book with their name as brand, as to keep records of the existing criminal. 


V. Should a criminal be found in the act of disobeying law, agents of the Empress may dispose of them in the orderly fashion according to law. No trial will be made.


VI. Any criminal sentenced to life in prison or death has the option of serving in the army, should they choose this option then they shall forever be part of the regime. 


VII. Rape or no consensual sexual acts upon another will result in public beatings, flogging, whipping, or other torture. After which the criminal will be branded and serve life in prison. 


VIII. Any man or woman ages 18+ can be drafted into the Empress's army should the need arise. Only the able, and well being may be called forth to fight in defense of the empire. 


IX. Acts of rebellion will be quelled swiftly and the traitors (should any be taken hostage), will be publicly tortured then sentenced to death with no option to join the army. 



History:


Due to the Great War (and my lack of thought for this portion), many historian's scrolls on Thoris were lost. Most will tell you that before the war, things were calm..peaceful..and glorious. Throis was a thriving empire, rich with gem and ore mines. Due to this the empire was vastly weathy, making the other nations very unhappy with them. As wars came and past, Thoris remained neutral, not wishing to get involved in the politics of other nations, as they were too far removed from the rest of world, thanks to their location. 


 


The Moon Fey Slaughter


This historical even took place while the Great War waged, before Thoris joined the war. The event is the reason why Eloira is the last standing Moon Fey, so far.
No one could remember how or why this slaughter ever happened, all the people could ever remember was that the once great proud race of Moon Fey were wiped out by the hands of a Waring nation. 
Each and every one of the spices they found, they took them and murdered them all, leaving only the King and Queen behind. 
This historical event is what brought Thoris to war. 
They would take their revenge and crush the nation, but also later doom themselves. 

The Great War
During the Great War, Thoris held their grounds, refusing to allow anyone to enter their borders, killing all who dared try. 
They held out most the war, nearly making it to the end, but fell just twenty years for the the flames of the Great War finally left the world for good.
Thoris was in ruins, and it's people very poor. The once thriving and rich nation now nothing but rubble. It would take much effort to rebuild what was lost, and since most hope was lost when the princess was taken as a prisoner of war.

The Princess Returns
For many years, Thoris struggled, not sure what to do without their government. Many tried to take over and start a new era, but those loyal to the head family squashed these ideals. They held hope in their heart that the princess would return and restore the once valiant nation. 
Years more went by, until finally Eloira returned. The people rejoiced, throwing together what celebration they could. 
However..they noticed their princess was quite different from before. She was no longer as kind and open, now she was more distant and cold, but that did not stop the happiness that spread. Most people had figured the poor girl was changed by what she saw in the war, little did they know that was not the case at all. 
It took several more years later, but Eloria rebuilt the nation. Of course things were stricter under her reign, but most did not notice much at all as they lived their daily lives, proud of their nation, of the Empress, and most importantly, proud to have their thriving nation back.



Flora:


Pine trees, oak trees, Red wood trees, ferns, moon lilies, white roses, moss, lichen, yew trees, pond lilies, snowberries.


Fauna:


Reindeer, polar bears, foxes, wolves, various migratory birds, rabbits, yeti, goats, caribou, marmots, elks, pikas, penguins, seals, variety of fish, whales, narwhals, snowy owls, saber cats, dragons {rare}, sea serpents, frost serpents, ice wraiths, unicorns (because I can).


Common Races/Species:


Moon Fey


A very rare race indeed, as only one exists in the current times and that is the Empress. Moon Fey are a very strange race, as they are like a vampire and high elf mixed together to form a very special race. Moon Fey are only born at night during a Lunar Eclipse, making their birth and pregnancy a very hard one. Moon Fey shun the sun, and tend to be very nocturnal, as the sun's harsh rays boil their very fair skin and burn their eyes. Moon Fey tend to like the cold and due to this, they feel ice cold when touched. Moon Fey are a very proud race, taking pride in their appearance and ice powers. 

Elves


Humans


Orcs


Faries


Pixies


Imports:


Gold, various crops, various gems, silks, various fruits, rare meats, armor, weapons, wood/lumber, tea, herbs, spices, trinkets.


Exports:


Mythril {very little}, scaled armor, silver, opal, various other exquisite gems, healing items, ice, various potions, glass, trinkets, cloth, fish.


Military:

Thoris Spears


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The Thoris Spears are well equipped and extremely well trained soldiers armed with long spears, a blade and a stalwart shield. These men and women form the backbone of the Thoris military, a disciplined and stern unit that does not budge an inch once they have planted their boots into the dirt. 


The Midnight Archers


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Armed with powerful longbow and swords at their waist, the Midnight Archers are a very disciplined, as are most Thoris military units, archer unit. They prize speed and agility over protection, as such, most will only have a light scale armored shirt under their robes. Capable of loosing volley after volley at an almost terrifying pace, the Midnight Archers are deadly, and accurate, weapons of Thoris. They mainly consist of elves and humans of high ranking skill.


The Inquisitors


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Thanks to the increased crackdown on crime as well as...special services required by the Empress, numerous bounty hunters and fortune hunters have flocked to her banner. It is hard to picture a certain...set of equipment and skills these varied warriors have given their very nature. Often the townsfolk do not see many of them, unless crime rates have spiked or there is a public event involving a criminal. 


The Riders of Luna


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These elite warriors of Thoris cover themselves and their steads in glimmering silver scale armor, their mighty lances ready to crush the opposition even as their great steads crush them under their hooves. They are not true heavy cavalry, as they are meant to be quick and agile, but still maintain a powerful charge making them a flexible, and deadly unit.


Knights of the Frost Serpent


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The elite heavy cavalry of Thoris are a very strict and select order of knights that have a mighty frost serpent as their heraldry and banner. Their incredible skills are only matched by their splendid armor as each of these knights are nobles or other men and women of power and position. These knights crush through infantry lines, route arches and have little trouble going toe to toe with enemy cavalry. 


Mages of the Crystal Circle


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The moon fey {and others} have always had a special affinity for darkness and tend to shun the sun, and their frozen wasteland of a home bring forth a certain....power that they have embraced. These powerful wizards and mages call forth the icy chill of their frozen homeland, freezing their foes, summoning walls of ice to protect themselves or even simply sending out chilling wind to tire and exhaust their foes, the Mages of the Crystal Circle always stand ready to lend their service to their Empress should, and when, she calls.


Starlight Watch


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The Empree's own 'city watch'. They are the basic form of army for the Empress and serve to keep her citizens in line and well behaved. Don't mistake them for being simple city watch, as they too are trained to be elite. They are the first forms of home defense for Thoris and protect it well. They are often seen in heavy silver armor with helmets, swords, and a mighty shield. 


Page Hunters


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The page hunters are an elite group of soldiers, each chosen by the Empress to serve as her eyes and ears...as well as her will. Their primary purpose is to locate more of the pages of the Libris Mortis, and do so secretly, but they are an elite group, and so, at times, are called upon to do...other services which they gladly take. The Page Hunters are not a unified group,  they are specialist, as such, their equipment tends to vary based upon their current needs.


 


 


 



Culture:


The culture of Thoris varies on where you are.


For those who are on the small island away from the main part of Thoris, you will find that people here are quiet and noble, as their Empress resides just over the mountains. Here the weather is constantly below 0 degrees, and on rare occasions it will be snowing. The reason it is so cold here, is due to the fact that the sun never rises. Not here, there is a barrier around the small island that keeps the sun's harsh rares from entering.


On the mainland, people here vary in race, job, nobility, and personality. The more greener and lush an area is, the warmer it will be as well as more populated, put north near the mountains it is much colder and a college is located there for people to learn magics of all kinds.


Though Thoris may be an extremely strict and hard to enter empire, it vaules it citizens and one could tell they are all happy that Eloira returned from war and has brought Thorus back from the ashes of the Great War.
 
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Kingdom Name


The Nosgrade Electorate 


Kingdom Banner/Flag


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Rulers


Nosgrade is 'ruled' by the four Electors:


The Blood Matriarch, Thana Kharis, Mistress of the East


The Master Necromancer, Aldon Delano, Lord of the North


???


???


(Two are left blank should anyone want to take a slot)


Location


Upon the main continent, located centrally home to the dense, dark Morren Forest. (I suppose Germany/Austria would be around  where they are at).


Land Mass


(Will make a hex map eventually and include the other nations to get a better picture of where is where and whom is next to whom.)


Rules/Laws


The laws of the land are divided up into five categories, each of the Electors has the own laws of the land and then there are the 'High Laws' the ones created by the original Electors and govern the actions of the Electors themselves.. of course the enforcement of the high laws is tricky requiring the other Electors to enforce it as if none of them do... then they are effectively pointless. 

High Laws

  • Should war be officially declared or in the face of invasion, all Electors must commit 3/4ths of their standing armed forces to the effort.
  • Any official declarations of war, any signing of official alliances or trade agreements must have the support of three of the four electors. 
  • Following the death of an Elector, a new Elector shall be chosen by majority vote of the remaining Electors. Any being, regardless of origin, may become an Elector.
  • No Elector may control more then one of the Regions at any one given time. 
  • Electors remain in their position until death or if a vote of 'No Confidence' is passed by all other 'living' Electors.
  • No Elector may marry or otherwise combine holdings with another Elector or Ruler, and/or Heir, of another nation.
  • No Elector may levy more then 10% of the revenue of the landowners in their realms.



Northern Laws

  • No one is permitted to commit unwanted sexual acts upon another being. The punishment is decided upon by local authorities with a minimum of ten years of imprisonment or fifteen of indentured servitude.
  • Murders of Passion are punishable by imprisonment of up-to 25 years or enslavement for the rest of their natural life.
  • Murders of premeditation are punishable by death and reanimation to serve eternity for the 'betterment' of their fellows. 
  • Thievery is punishable by the removal of the violating limb. Parents of children who commit thievery must pay the value of the stolen object if applicable, if the child does not have parents, they are to be sent to the village or city run orphanage which is paid for by separate levies from the people. Repeat offenders are punished on a case by case basis. 
  • While slavery is legal, the children of enslaved beings are free and must be taken care of by the slave owner including overseeing their health, clothing and education. Failure to do this can result in heavy fines or imprisonment. On reaching majority,the children are allowed to leave and seek employment or their future wherever they wish.
  • For the sake of legality, slaves are not counted as 'people', as such, are not protected by the law. Indentured Servants, however, are protected by the law as their 'service' is for a limited time.
  • Should the interest of a debt raise ever rise above 20% of the initial loan, the debt is defaulted and the indebted no longer has to pay it.
  • Should someone be unable to make payments of at least 30% of their debt in a monthly basis, the debt holder and indebted may come to an indentured service agreement lasting no more then ten years.
  • All must pay an annual tithe of five percent to their local lords. 
  • No bodies, no souls, may be unearthed if they are buried in designated, protected, graveyards, of which, a small annual fee must be paid by the families to keep their deceased inside these protected grounds. 
  • The Elector of the North may, if the situation demand it, enact a forced conscription of one adult male (16+) from every established family.
  • Proven infidelity is punishable by divorce and the removal of all shared assets from the transgressor's holds.
  • The act of 'Divorce' is legal and allowed, the shared assets, unless proof of infidelity is offered, is divided equally between the man and woman dependent on the ruling of the local  authority or noble. 
  • Bastard children of nobility must be taken care of, educated, raised, and properly feed and clothed by the noble, annual payments must be paid to the lower born parent to ensure they have a standard of living. A bastard of two nobles is given custody dependent on the ruling of the Elector of the North or a council of their peers. 
  • Males and females may inherent titles and land. Both males and females may hold office, join the military or open businesses. 



Eastern Laws

  • No one is permitted to commit unwanted sexual acts upon another being. The punishment is decided upon by local authorities with a minimum of ten years of imprisonment or enslavement.
  • Murders of Passion are punishable by imprisonment of up-to 25 years, death or enslavement for life.
  • Murders of premeditation are punishable by death.
  • Vampires may only feed on willing sentient beings with their consent. Should a being die during a willing feeding, recompense must be made to the families. 
  • No Vampire may turn a mortal unless they have the local Lord's permission. 
  • A lord may only have a set number of Vampires in their court. If any vampire attempts to mass produce them, they will be 'culled' by the Elector's forces as dilution of the bloodline is unacceptable.
  • A Vampire lost in a blood frenzy or one who causes the deaths of multiple beings will be punished by Entombment.
  • Thievery is punishable by the removal of the violating limb. Parents of children who commit thievery must pay the value of the stolen object if applicable, if the child does not have parents, they are punished on a case by case basis. 
  • Males and females may inherent titles and land. Both males and females may hold office, join the military or open businesses. 
  • While slavery is legal, the children of enslaved beings are free and must be taken care of by the slave owner including overseeing their health, clothing and education. Failure to do this can result in heavy fines or imprisonment. On reaching majority,the children are allowed to leave and seek employment or their future wherever they wish.
  • For the sake of legality, slaves are not counted as 'people', as such, are not protected by the law. Indentured Servants, however, are protected by the law as their 'service' is for a limited time.
  • Should the interest of a debt raise ever rise above 20% of the initial loan, the debt is defaulted and the indebted no longer has to pay it.
  • Should someone be unable to make payments of at least 30% of their debt in a monthly basis, the debt holder and indebted may come to an indentured service agreement lasting no more then ten years.
  • All must pay an annual tithe of ten percent to their local lords.
  • The Elector of the East may, if the situation demand it, enact a forced conscription of one adult male (16+) from every established family.
  • Proven infidelity is punishable by divorce and the removal of all shared assets from the transgressor's holds.
  • The act of 'Divorce' is legal and allowed, the shared assets, unless proof of infidelity is offered, is divided equally between the man and woman dependent on the ruling of the local  authority or noble. 
  • Bastard children of nobility must be taken care of, educated, raised, and properly feed and clothed by the noble, annual payments must be paid to the lower born parent to ensure they have a standard of living. A bastard of two nobles is given custody dependent on the ruling of the Elector of the North or a council of their peers. 



History

The Vampire and the Peasant


During the great war, a civil war brewed in the Kingdom of Arknack. The northerners descended from their mountains and forest at the command of a simple peasant man, a man named Aldon. They were beaten. Crushed. Quickly and without mercy by the royal forces. In desperation, the peasant man turned to a woman he did not understand, and she took him under his wing seeing a chance at a safe haven, a place to rule as her own once again, and she taught this man the secrets of necromancy. Along with her.. tutoring, she gifted him pages, pages of the ancient Libris Mortis, the book of the dead. Written in a bygone era by the first, and greatest, necromancer. The pages furthered Aldon's knowledge, and with it, he created a plague.


This plague was a massive undertaking and ritual, if it wasn't for the Great War, he never would have been able to do it as the magical power needed would have drawn attention, but the nations were too busy fighting one another, and when it was ready, Aldon released it upon Arknack. Thousands died from the magical plague that swept the land... and rose again as zombies. Faced with a crumbling infrastructure, the dead rising amongst them, and a massive army of the dead marching once more from the north with a necromancer and a powerful vampire at its head, Arknack crumbled. The royal heirs managed to escape the kingdom, but the young king was not so lucky, he was torn to pieces, slowly, and the pieces were sent to the far corners of the kingdom, his torso buried deep at the center of the forest.


Fall of a Monarchy, Rise of the Electorate


With the monarchy fallen, the Vampire, Kharis cashed in her demand, a place to rule as her own. But, she didn't want to rule it alone, she had learned, long ago, that a Vampire ruling caused... issues with neighbors. As such, she proposed  a... new government, an 'Electorate' ruled by four 'equals'. Herself, first among them, Aldos as she had a certain... hold over him and two other powerful beings. Together they would usher in a new era for Arknack, now known as Nosgrade. 


It took... sometime for the new laws to be put in place, to push out the last of the loyalist of Arknack and, of course, even longer for the arguments over land to go over. Most had their eye on a certain piece, and more over, it was hard to divide a land between four when most wanted certain resources that, just so happened, to lay on the border. It was during these... talks, that the Great War was drawing to a close, and finally... the talks came to an end as Aldos lost patience with the talks and went north, to his 'home', to do... something of importance.


Turbulent Peace


The lands of Nosgrade have now... relative peace since. The occasional wars do sprout up, mostly, between Electors over minor resources and access to richer veins of ore or fertile fields. These fights were less severe and more just.. spats, things to do between bored rulers with little goals of real conquest as any of the Electors that got too ambitious would quickly be ganged up on and overwhelmed by the other three especially when two of the four, Aldos and Kharis, enjoyed the status quo as it was. 


While peace is merely hte time between wars, the peasants of all the Electors have begun to think that, maybe, just maybe, despite their... darker overlords, peace might finally have come to their land even if the cost is almost too much to bear. 



Flora


Walnut, Oak, Pine, Mahogany, Elm, Apple trees


Various basic flowers and grass


The only truly notable flora are the Ruby Orchids, odd 'formation' of flowers, that appear like Orchids but, are in truth, gems. No one is certain how, or why, they form in that particular way, but they are incredibly beautiful and highly desired, a personal favorite of Kharis


Fauna


Rabbits/Bears/Foxes/Dogs/Cats


Cows/Goats/Chickens/Pigs/Horses


Wolves/Coyotes/Badgers/Deer/Elk/Moose


Ogres/Trolls/Wyverns/Manticores/Chimera/Goblins/Giants/Frost Behemoths


A few Dragons make their home in the Kargoth Heights


Common Races/Species


Humans


Vampires


Ghouls


Skeletons/Zombies


Wights


Wraiths


Banshees


Various other races in small amounts


Imports


Linen/Silk/Cotton/Dried Fruits/Precious Metals


Slaves/Grain/Lamp Oil/Wine/Beers and Ales/Gems


Rice/Pottery/Glass/Ceramics/Paintings and other Luxury Goods


Exports


Lumber/Iron/Copper/Bronze/Steel/Furs/Scales/Dried Meat


Monster 'Parts'/Slaves/Tobacco/Furniture/Art/Ruby Orchids/Medical Herbs


Horses/Live Stock/Arms and Armor/Enchanted Items/Potions and Tonics


Military


Each of the Electors tend to prefer their own units and elites, as such, the armies of Nosgrade tend to be extremely varied between Elector and Elector.


The Master Necromancer's Legion:


Aldon prefers the armies of the dead to that of the living, the hordes of mindless but loyal, fearless 'warriors' that march to the whim of the masters of undeath. What the Legion lacks in flexibility and mobility, they make up with in pure numbers and a few... unique powerful anchors to crush their opposition and grind them to dust. 

Zombies


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The brainless hordes of the Legion. They are slow, ponderous and easily to deal with for most disciplined opposition, only a threat in large numbers or when isolated. They are the recently dead and it is they that Necromancers find it easiest to bring back to 'life', and so, are, by far, the most numerous. Despite what peasant superstition would have one believe, zombies cannot turn others through bites as it is not an infection of any kind, but merely the reanimation of corpses through sorcery. Much like their skeletal brethren, Zombies are 'tied' to the Necromancer that raises them, should the Necromancer fall, the zombies they summoned shall also fall unless another Necromancer has enough power to maintain their 'hold'. 


Huntsmen


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While the Legion may be almost entirely made up of the dead, the living have their uses. The undead are not... flexible and the vast majority require Necromancers to hold and maintain them meaning they cannot venture too far away from their magical sources, human warriors, however, don't have the same limitation. The northerners and Aldon have a certain... agreement, in truth, Aldon requires little from them and leaves the living alone, in return, they follow the laws and live their lives peacefully. During war, many northern rangers and huntsmen join Aldon's legion as scouts and spies, acting as the eyes and ears of Aldon, something his more... clumsy undead simply cannot replicate, and for this service, Aldon lets them have free range of the loot and spoils of the fallen, for he has little need of such trinkets.


Skeletal Legionnaire


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The bulk of the Legion is formed up of the Skeleton Legionnaires, the ancient dead of Nosgrade, their flesh and tissue long having decayed, equipped in cheap equipment mass produced in forges ran by other members of the legion, the front line units are given a tall metal tower shield, breast plate, helm and spear. The legion archers are given cheap, crude bows that have short range and lack penetration power, more for 'blanketing' an area then anything else as if one fires a thousand arrows in a direction, one of them will hit something soft. The Skeletal Legion are an endless horde meant to hold the line and slowly grind down the opposition for the dead do not know fear or exhaustion. 


Skeletal Horsemen


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Astride skeletal steeds and with lighter armor, the Skeletal Horsemen cannot match the heavy cavalry of other kingdoms, instead, they rely on their endurance, numbers and relative speed (being lighter cav) to out maneuver and harass their foes. Given round shields, three spears (two throwing, one thrusting) and swords, they are a harassing and flanking force, however, should the situation demand it, they are capable of charges even if it lacks the same... devastating punch of many more... contemporary cavalry.  


Abhorrents


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Large monstrosities stitched and sewed together with fall alchemy and necromantic magics. They are mindless creatures, created for war, or, in some cares, for the sick and twisted amusement of Necromancers. They come in various shapes and sizes, given their nature, but most tend to be between ten to twenty feet tall and often just as wide, having numerous wipe like arms, claws, gaping maws and teeth, Abhorrents are engines of destruction upon the battlefield crushing through enemy formations, less controlled by their necromancer creators and more.. unleashed. 


Banshees


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Incredibly rare, but incredibly deadly, the Banshees are... well... cursed women. Often dead sorceress or witches, but sometimes, cursed women imprisoned for murdering their children in blind fits of murderous rage, often, over a cheating spouse, these ghostly women wander the dark lands of Nosgrade looking for victims, luring unsuspecting men to their doom with alluring voices before revealing their disfigured, monstrous visage and devouring their souls. Powerful Necromancers can bind these angry spirits. The stronger the necromancer, the more... sanity and 'humanity' is returned to the Banshee. Due to their ethereally nature, it takes magical weaponry to harm or kill them. On the battlefield, they tend to reach into the chest of their foes and tear out their hearts, but the worst, is the Banshee Howl. A soul tearing scream that often causes the living to die of shock and fear. The most powerful of banshees can consume the soul of their foes with this scream, of course, the stronger, and 'braver', the soldier, the more they will resist the howls, and as one would expect, distance plays a critical role as well. 


Mortis Engine


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Powerful engines of war, the Mortis Engine is often a casket or coffin covered in dark runes and used by a powerful Necromancer. Inside the casket, is the souls of the dead, ripped from their imprisoned host and bound within. These spirits are confused, angry, terrified, seeking to enter the afterlife but unable to. On the battlefield, the Necromancer can open it to allow out the souls and using their power, attempt to direct the angry, confused souls in the direction they desire. These souls will shred and tear apart everything in their path in their frenzied attempt to escape. This isn't a precise.. weapon. Sometimes the spirits do not obey the whims of the Necromancer and it can cause just as much devastation to his own forces as the enemies, and sometimes, the Necromancer will miss a syllable and the casket will explode in their face, quite literally, or at worst, their soul can also be sucked into the coffin. 


Wights


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Wights are one of the most powerful forms of undeath. While they appear akin to skeletons, they are nothing alike. Wights are not bound to a Necromancer and the death of all Necromancers nearby will not effect a Wight, for a Wight is a true creature of undeath. They do not require anything to animate them for they animate themselves. Wights only come from the risen dead of truly powerful or heroic beings. Each and every wight is a champion and hero in their own right, armed with the knowledge, skill and equipment they had in life, but bolstered with the endurance only a creature of undeath can claim. Wights serve as the elite enforcers and will of Aldon, there are only roughly four hundred of these beings in all of Nosgrade. 


Necromancers


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The dark mages and wizards who wish to master the art of undeath. Generally, they come from other kingdoms and nations, chased out of their home for fear of their.... interest. These men and women come to Aldon's realm seeking knowledge and power, and along with Aldon, serve as the closest thing to a 'ruling class' his area of Nosgrade has. On the battlefield, the Necromancers serve as force multipliers, unleashing their deathly spells, raising new forces and, most importantly of all, keeping the current forces animated for without the Necromancers, the Legion would crumble to dust in minutes. The Necromancers serve as the lynchpins of the legion, each one a commander in their own right, using their powers to keep their section of the army up. They are one of the greatest strengths of the legion.. and one of its greatest weakness. 



The Blood Matriarch's Court


While Kharis is a powerful necromancer, having taught Aldon, she does not generally use armies of the dead. She prefers armies of the living, finds them more... enjoyable and more amusing. The vast majority of her forces are made up of mercenary companies, who found the era of war that stretched over the last century something akin to a paradise, but now that the great war is over, they find their pockets empty and a lack of purpose, so Kharis has snapped up many of them including many of the more... renown ones. Her armies are varied, colorful and what they lack in unity, they make up for in raw skill and determination as she doesn't pay those who fail her.

City Watch


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Unlike what many would believe, a nation ruled by the undead does not mean the extinction of life. For humanity has its uses and make far better conversationalist then mindless skeletons. To this point, the law must be upheld, and sometimes, overzealous Vampires must have their intentions curbed, and it is the duty of the City Watch to uphold her will throughout the capital and other major cities within her realm (and, of course, the patrols that go through the various villages most of which have their own militias). These City Watchmen are relatively well trained and armored in chainmail with leather vestments. Generally armed with spears and a sidearm of an axe or sword with a shield, these men and women protect the streets and order of the Blood Matriarch. The City Watch is divided into 'units' of two hundred led by a Watch Captain, each Watch Captain overlooks an area of a city or region of the nation. 


Blood Lotus


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The Blood Lotus were an elite group of assassins and scouts that served numerous kings and queens during the war. They earned a reputation for their brutal and effective methods which included terror tactics and psychological warfare, their most famous and noted, was peeling off the flesh of their targets to look like a mutilated lotus flower, and thus their name. Their leader is a small, viscous woman named Isabel.  They now serve Kharis, although if it is for wealth, the fact Kharis finds their methods 'charming', or in the hopes for the 'gift' of vampirism is unknown. 


Shinning Spears


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The Shinning Spears are a famous mercenary group renown for their skill and iron-discipline. It is said that each new initiate into their ranks goes through a grueling initiation designed to ensure their loyalty to the group. Heavily armored in partial plate and armed with long spears and warhammers at their sides, they are dubbed the 'shinning spears' for their immaculate armor which is always polished to a shine that can be viewed even in the grim and bloody covered battlefields. The leader of the Shinning Spears is known as the Blessed Sun. 


The Venerators


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Mercenaries from the deserts of the far south, the Venerators are a unit that has gained great fame during the war for their lightning quick style warfare, their fanatical dedication to their leader they refer to as the 'Prophet' who believes that, through war and carnage, he shall ascend and their rigid code of honor that they adhere to. Doned in scale and chain armor, these marauders from the desert use powerful recurve bows upon their small, but lightning quick horses to harass and weaken the foe before charging in with curved blade and lance to finish the job.


The Bastards


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As one would imagine, the various 'high born' of nations tend to take... advantage of their power to seduce, or take, women and men that take their fancy, and through this, bastard children are born. These children have no claim on their families line, and many times, they even threaten the legitimacy of the true blooded children. These men and women, these bastards, are often well trained by their sires but have no real future, and so many turn to mercenary work. The Bastards is an entire unit made up of these well trained sons and daughters of nobility. Extremely well armed and armored in full plate armor and astride powerful destrier war horses, this powerful, and expensive, unit serves as impressive shock cavalry with their great lances, mastercrafted swords and warhammers. It is said their leader, a woman who is referred to as the 'Sullied Blood' plans to one day return with an army and overthrow her father and claim what, she believes to be, her rightful throne.


The Depraved


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The depraved are.... Vampires who have displeased the Matriarch. The punishment is known as 'entombment' and it is a fate worse then death. A Vampire cannot die of starvation, the hunger does not kill... but it does change. The longer a Vampire goes without feeding, the more monstrous they become, and when they reach a certain... point, there is no going back. Their sanity, their... everything is forced out of their minds as they become consumed by the hunger, but no matter how much these monstrous beast feed, it will never be enough. They are mindless monstrosities driven forth by the promise of blood, and they are unleashed by the Matriarch upon battlefields or unsuspecting enemy villages when it suits her whims, once released, there is no way to truly capture them again, and so, they are often hunted down by handmaidens or teams of Shadow Guard as liabilities. They are stronger and faster then normal vampires, their regeneration is far greater, but they lose all the skill and knowledge they once had making them, in a sense, far less dangerous. Sunlight will kill them, as with older generation Vampires, and so they instinctively seek out caves and other natural hiding spots once released. While they often look like large monstrous bats, it is not always so. Some will still be man shaped and merely misshapen, others will be large ogre like creatures... it varies from vampire to vampire.


Shadow Guard


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The Shadow Guard are the bodyguards of the Blood Matriarch. They are newer generation vampires, and so while weaker, can go out in the sunlight and so protect her in all times of the day. Trained and drilled to the edge of their abilities, these vampires, both men and women, serve as the elite protectors and enforcers of her will and have curbed many a ambitious human or vampires plans. Armed with deadly glaives they wield as if apart of their very bodies with a longsword at their side, they carve through the opposition and their enchanted magical armor designed for protection and mobility (Not as protective as true plate armor as it has more openings) safeguards their lives for each one is precious and each loss is devastating as they are hard  to replace. There are only a hundred of these Shadow Guard at any one time, the leader of the Shadow Guard is known as the Abyssal Lord.


The Court


The court, as it is called, is as one would expect, the Court of the Blood Matriarch and its members make up the ruling nobility or prominent members of her little corner of the world. The court can be roughly divided up into three categories


Thralls


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Thralls are powerful humans either physically or politically. These men and women desire to one day become vampires themselves, and through service, hope to arise to that level. As Kharis is a picky eater, she will only feed from these Thralls as they, to her, are the only ones with blood worthy enough to pass through her lips. When going to war, Thralls often make up the 'officers' of her ranks and when at peace, they will serve as diplomats or spies.


Vampires


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The vampire aristocracy... Many are 'children' of Kharis, herself, but not all as many come from one of the other five ancient bloodlines and have come to her little.. kingdom seeking a place of refuge and power. These vampires come seeking power, wealth, thralls of their own, favor... whatever their intention, the Vampires of the Court are some of the strongest Vampires in the world as no mere vampire can join the court, they need to either be powerful, influential, or catch and hold the attention of Kharis to be ascended up. These vampires often, like Thralls, serve as diplomats, officers in the military, but in truth, they spend most of their time competing and fighting with one another for power, the squabbles of the court being one of Kharis most enjoyed shows.  


Lords


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The Lords are the most powerful beings in the Court, aside from Kharis herself. They are the 'nobility' of the land, the lords, the ladies, the dukes and the barons. They rule over areas of land, castles and cities and have armies themselves. In times of war, they will often serve as generals which... isn't always great as many times the Lords will fight and bicker of who truly gets to command and many times, the greatest commander isn't always the one given command. While most of the Lords are vampires, not all are as many humans have either maintained control of their lands or even risen to prominence. While these humans are often looked down on by their vampire compatriots, it doesn't truly make them any less.


The Handmaidens


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The Shadow Guard may be her enforcers, the visible blades that keeps the others inline, it is the Handmaidens who are the true beloveds of the Matriarch. Each and every one a 'daughter' to her, some may not have been turned by her, but they are each and every one a part of her ancient blood line. They are her blades from the shadows, her assassins, her spies, her servants... The Handmaidens are whatever their 'mother' needs them to be and often more. There are only a handful of handmaidens and each is just as deadly as a Shadow Guard, be it, often in other means (Most cannot match a Shadow Guard in a frontal confrontation). Most are sorceresses and necromancers in their own rights, having learned at the feet of their 'mother'. While the shadow guard may be the blade at the throat, the Handmaidens are the poison in the goblet.



Culture


The culture of the Electorate depends largely on where one is. Due to... its design and events of the past, Nosgrade is less 'one nation', and more multiple nations making up one single nation. As such, each of the Electors can almost be viewed as their own minor kingdoms with their own laws and customs.


The Northern Realm


The land of the north is a harsh land, what isn't covered in dense forest is covered in steep cliffs and tall mountains. When it isn't covered in snow, it is covered in beast and monsters coming down from the mountains looking for food. The population is relatively small with population centers sporadically spread about the country side. The professions in the north tend to be very simple with few options, most of the people are either hunters, lumberjacks or miners... sometimes multiple of these jobs, while other jobs, such as ranchers (usually goats) or blacksmiths, healers, etc, are certainly present, by and large, the northerners work with their backs. 


Due to their fairly small communities, they tend to be a tight knit bunch and incredibly individualistic. They don't like people poking their nose in their business and just like the people of the other lands see them as little more then unkempt barbarians, they see the lowlanders and weak milk-children. This individualistic sense works well with their lord, the Master Necromancer, as he tends to keep to himself in his great stronghold, and while the northerners don't 'like' him, they also prefer him over the alternative, and take it in stride with their normal stoic nature. The occasional rebellion or bandit group will arise to fight the Necromancer, it has almost become a 'national past-time'. The lands of the north are rife with ancient battlefields filled with the dead, as such, there are little risk of the Necromancers running out of corpses, and due to the new laws, anyone who pays the monthly fee can bury their loved ones in protected grounds so they are not forced into servitude through death... Still enough to rise objections, but a step in the right direction. In general, the northern people are just as fridge and harsh as their homeland. 


Eastern Realm


The eastern realm is one of rolling hills and plains, the great forest only touching its borders. Before the civil war that tore their land apart, it was simple land. A few cities, but mostly small farm lands and hamlets. It has undergone a cultural revolution under the Blood Matriarch's rule. The cities have rapidly expanded, the farmland, while still flowing with lush farm land, is being deserted as more and more people rush to the cities in search of employment and a better future.


Under her watch, the cities are now centers of culture and art. The architecture being redone to better match her sensitive, and expensive, taste. It is a hard thing to compare, the eastern realm as it is now to what it once was. While some still fight the change, the younger generations embrace it... but not all is well in this new area. Depravity spreads under the name of 'tolerance' and 'art'. Beneath the white stones, beautiful art and music... lies a darkness and a corruption that is spreading its roots throughout the realm and at its heart, the Blood Matriarch. 
 
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Kingdom Name:


Telduria


 


 


Kingdom Banner/Flag:


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Ruler:


King Alar Feyin The Great


   Princess Aelia The Kind


 


 


Location:


Telduria is located around the area of  modern day Scandinavia-British Isles , it is not tied to the main continent .


 


 


Land Mass:


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Rules/Laws


To prevent another calamity from occurring, following the harsh war which has ravaged the Realm and Telduria alike ; The High Chancellor and his Highness King Arand The Redeemer decided to forge a series of laws  which are to define the lands and it's people establishing a balance between everyone  common folk or not. This parchment is often called 'The High Ordinances' by the common folk, but is better known as 'The Scrolls' by the institutions of Telduria and the Court. Following its introduction it has been less or more respected ; but since the foundation of the Arbiters it has been enforced all over the realm , allowing Telduria to rise from its ashes and to head towards a brighter future  following the unfortunate war . 'The Scrolls' has been revisioned multiple times accordingly to the times people live in , thus being adjusted to facilitate the lives of some or worsen the lives of others.


The High Ordinances of the Realm


"The Scrolls"





1. Each folk regardless origin or wealth is obliged to have the most basic form of education , if one excels at a specific domain , one will be sent to Mershar  , the city of scholars to deepen his knowledge and serve the court.


2. After finishing the mandatory military service , folks ranging from twenty to thirty  years old will be given a small patch of land thus he will become an active producer .


3. The land one has recieved will not be sold for the following 35 years of work . If one fails to mind the law he will be sent permanemt military service and stripped of all his holdings.


4. Slavery is highly illegal , any individual cought doing such a mischievous activity will be sent to prison for his entire life time .


5. Each peasant has the obligation to serve in the main branch for 2 months , thus becoming instructed in the arts of war .


6. Foster Children are to be treated as any normal children by his adoptive family  , and may not be considered outcasts by others .


7. Paying the taxes to the court is mandatory for every folk , failing to mind this rules will result in punishment and in further  tax increas for the one's individual family .


8. Taxes can be paid in both coins and holdings . However one will have to hand 25% of his work over the year to the court .


9. Both male and female are equeal in rights and may conscript to military service if so is one's desire .


10. War may only be declared once the Great Council reaches an agreement regarding this topic .


11. To support the army during the war , taxes will be increased by 5% , thus increasing military wages .

 


History:

Telduria has a vast history known more or less by it's people and foreigners alike . Unfortunately during the war most of the records have been destroyed as the realm itself was burning and crumbeling to dust . However in the Great Halls of Mershar, an isolated city on the islands of Nordienne, one great book stands , containing all the secret history of Telduria ever since the dawn of time.


The Dawn


 


It was the begnning of time as the world was still new and drifting into unknown and unpedictable directions,Telduria just as any other realm was still forming and constantly changing . However as the thick mist started to dissipate,the light started to arise.


 


As much and as far as we know,there were four realms,each extremely diffrent from each other ,but, there was one thing they shared,and that was Telduria.As time passed so did the  hostilities , the differences between the realms started to settle down  and a strong lasting alliance was formed .


 


Nobody knows exactly what happened but the Great Book recalls of an invasion of vast proportions which engulfed the realm into chaos and destruction leaving it as barren as time. As the kingdoms and the realm was dying , a hero was rising .Our hero whos identity is lost and rather legendary rallied all the remaining men and women to the battlefield to fight one last battle against the ever expanding forces of chaos . As the battle was ranging all aroud her , our legendary hero , with the help of the Father , gathered an immense power and giving her life destroyed all the forces of chaos which have ever stepped on Telduria . Some say that rather then ascending to the Heavens , her life transcended the limits of this world and healed  all that was lost .


 


This legendary hero is now thought to watch all over Telduria and defend it from the forces of chaos that still linger to return , much more powerful than ever before .


 


 


               The Golden Ages and the Unification with the Dwarven Kingdom


 



As decades passed , time found Telduria rebuilding itself  and healing it's old wounds which are yet to be forgotten . Emerging from the war far more united then ever before , the remaining folk from the four lesser kingdoms decided to forge one greater nation , stronger and far greater than the four remants .


The newborn Kingdom of Telduria was growing strong and constructing itself from dust as a new unfortunate threat emerged from the shadows , yet again threatening the very existance and the foundations of the realm . This new threat  , however , was rather intriguing for the people as it was for King Ithel.


With the discovery of the Dwarven Kingdoms in the south of the Noire Mountains King Ithel followed by his royal guards and the High Chancellor visited the Dwarven Kingdom , at the very invitation of the Dwarven King Nali . 


 As King Ithel was visiting the Dwarven Kingdom , Nali himself presented Ithel ,  his most prized achievement , The Mines of Noire , now famous for being one of the only two mines where Adamatine is extracted from . As he was roaming around the Dwarves , Ithel was fascinated by both their skills on the battlefield and by their mines .


During the feast held in Ithel's honor , luck made a dwarven problem rise , forging  a new opportunity for Ithel  , after an unfortunate mining expedition a  huge landslide has engulfed the largest dwarven city leaving thousands upon thousands  homeless . At the hearing of this events Ithel proposed something Nali could not refuse , he proposed the dwarves a new life , in a new kingdom full of opportunities .


In the following years alliances upon alliances were signed by both Kings , in the end , dwarves joining the Kingdom of Telduria .


Hundread years passed finding Telduria overcoming any problem and evolving far more then anyone has ever imagined from the newly formed Kingdom . Telduria has achieved a booming economy and a strong capable army formed of the tree main races sworn to the realm : The Elves , Humans and the Dwarves .


The Realm was flourishing , full of life almost as it  has forgotten what happened during the very Dawn of it . An Alliance  was  formed between Telduria and other three nations allowing trade to develop all around the alliance's territory .


     The War


Years passed and a new problem was slowly setteling across not only the realm , but across all over the known world . Nobody knows how the small spark turned out to be a huge fire that consumed the world , but it happened , a war has started , a war which had lasted a thousand years before all the known realms were themself consumed by the fire .


The former alliance Telduria has put so much trust into had crumbeled to dust and so did the kingdoms to form it . An internal war laid waste over it  , Telduria managed to emerge victorious from this internal war , but at what costs ? . Entire cities destroyed , lands left as barren and white as the  moon is on the great night's sky .


After nine hundread year of continuous war and destruction , Telduria had itselelf crumbeled in it's own dust . After the war has finally ended , no known great  city was standing and no known royality was still alive..........


This is as much as the records tell us of this unfortunate time .


The Redeeming




As the darkness was still roaming free across what was once Telduria , a beam of light has shown itself , and that light is what is known today as King Arand the Redeemer  . King Arand was not a nobility himself , "he was a common man with the heart of thousand kings" as a common folk may say . Arand started was left with nothing on this world , nothing but a great need to return Telduria to it's former glory .


Supported by all the remaining people of the realm , Arand reforged all that was lost and rebuilt the nation from it's own dust . As time passes , Arand was slowly working on on a far greater plan , and with the help of the Newly Appointed High Chancellor he managed to put togheter a series of laws for all the people to look up to .


King Arand has always had one dream , a dream of equality between all the classes of people in Telduria . In order to accomplish his dream , he devided the Kingdom into 25 provinces , each province having to elect two men to represent it , thus in five years of putting everything togheter Arand managed to finally establish the 'Common Assembly' which is to represent the people of the kingdom as one in the face of the king .


Following Arand's death a new dinasty was formed in his name , so his seed may live on to inspire the people and to remind them that anything can be possible regardless what some may say.


Now , on the throne sits King Arand's son , Alar Feyin The Great , continuing his legacy and defending the Kingdom with an iron fist .


This is where the records stop , we can only guess what is bound to happen next..............


                  


 





Flora:


Oak/Pine/Beech/Fir/Elm/Ebony/Peach


Mirkwood is an extremely rare tree whch has insipred legends all across Telduria , some choosing to believe that the tree itself is a direct connection to the Father . The flag of Telduria represents a Mirkwood.


Telduria flora contains as well other numerous types of flowers and trees which are less worth to mention .


 


Fauna:


Brown Bear/Wolf/Deer/Rabbit/Red and Polar Fox/Chamois/Moose/Dog/


Dire Wolf (Has twice the size and strenght of a regular wolf and is extemely rare)/


Wild Horse/Domestic Animals/Eagle


 


 


Common Races/Species:


Humans


Elves


Dwarves


 


Imports:


Cotton/Satin/Fruits/Tin/Percious Gems/Oil/Live stock/Medicinal Herbs/Wine/


Wool/Wax/Tonics/Tabacco/Jade/Furs


 


 


 


Exports: Precious Metals/Steel/Adamantine(An extremely rare metal which is as maleable as pure gold when mined , stronger and lighter then enhanced steel when rafined . Only the dwarves have the knowledge of extracting and rafining this metal , it is words ten times that of gold)/Armor/Weapons/Lumber/Horses/Bronze/Copper/Potions/Stained Glass/Ceramics/Grain/Silk/Iron/Marble


 


 


 


Military:


 


The military is made up of four main branches , each having its own distinctive role in the organization of Telduria and each having both defensive and offensive capabilities .  Each branch  is better equipped and harder trained than it's previous . The Elves tend to be much more proficient and better equipped  in combat then the other two races though some Human divisions are on the same foot with them .


The Main Branch


"The King's Wrath"




 This branch is by far the most important branch of the military of Teldruia . It is formed mainly and mostly of humans ,though some dwarves may find their places here . Once one reaches the age of fifteen he may conscript into this branch either permanently or temporarily .If a child is considered to be able by his family , they are tasked with sending him into military training at the age ten .The minimum period of time one must serve for , once joining this branch temporarily is  4 months. As one starts the training process he/she is faced with multiple obstacles made especially to test one's limit and to break them , thus at the end of the vigorous training one may become an effective individual of a much larger scheme. The 'graduating' consists of a series of mock battles between two of the trainees hence the winner of a duel may join the army , as the looser may return to a shorter but just as vigorous combat training process . Most of the soldiers are trained in the North under harsh weather condition to strenghten then mentally and physically .


Once one reaches the age of forty five he is honorably discharged , or may continue if one wishes so, as an officer or as a combat instructor.


Troops are equiped with an enhanced steel armor , manufactured by the dwarves and enhanced by the High Mages throught a rather secret process . Rarely high ranking individuals such as the Great General , may were an enhanced adamantine armor . 


The helm is rather simple for the regular troops made of thick steel , but as one advances in rank he may recieve an enhanced steel helm which is able to defend an individual better against speels and attacks .


Every soldier is geared with a light sharpen steel sword extremely able . It is unusual for one to have an enhanced sword ,  leaving officers aside . Depending on division some soldiers tend to have an axe or a spear .


Troops are as well equipped a metalic shield padded with either cold or bronze .


All togheter the armor offers protection from a degree of speels and increases mobility .


This branch contains twenty five divisions each commanded by a captain . One division contains one thousand troops . 


A group of five divisions forms an army . This branch all togheter is separated in five armies .   


Each army has 1 division of calvary . In case , siege weaponry is manufactured and stored at the military camps .


On the field of battle the assembly of the armies is commanded directly by the King himself and by his sister.


There are currently fifteen thousand troops in training .


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The Second Branch


"The Mighty"




This branch is exclusively formed of elves , which are far better trained and far more capable than their human and dwarven counterparts . Rather then following the usual harsh human training The elves who choose to conscript into the military take their own path to Secret City of Mershar , on their path they face multiple obstacles , both to test their combat and psychological skills .


Once an elf arrives at Mershar , he/she will be taking an extremely vigorous combat training which can take up to 5 years . However ,there is no graduation mock battle  , the Master of Mershar decides when one is done with the training and is finally ready for a real combat situation and when one is not .


As an elf finished the training , she/he is placed in a division based on the combat proficiency achieved . One division of elves is considered to be as strong as an entire army of humans hence their low numbers .


The elves are equipped with an enhanced armor , of an unknown alloy made by the dwarves . It can resist to a degree of speels.


The helm is made exactly of the same material as the armor , having the same proprieties .


The sword however , is not crafted by the dwarves . It is crafted by the mages in the Secret Halls of Mershar . Some say it contains a small quantity of Adamantine . The sword is  lighter and easier to handle than the human's weaponry . There are 5 elven division which exclusively use the bow .


The shield just as the rest of the elven equipment is made of an unknown metal , it offers a good defence for the troops .


Some of the elves have a certain connection with magic hence some of them are able to heal and even revive lost brothers.


The elven army is divided in fifteen divisions which act like an army . There are three hundread in each division . However the divisions are not commanded by a captain , they are directly commanded by the Master of Mershar on the field of battle .


There are currently five hundread elves in training


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The Third Branch


"The Honorables"




The third branch , or 'The Arbiters' as it is called by the people of Telduria , is the branch tasked with enforcing the rules and laws established by the King and his Court  . The Arbiters act act as well like a city watch , guarding over the cities , as well as presenting themself on the field of battle when in need. To join this branch one can be either a human or a dwarf ; though dwarves are mostly found manufacturing weapons and armors and mining .


The training of the people looking to become apart of this branch is vigorous , just as vigorous as the regular army training as city defence and law enforcing is rather a complicated task . One would undergo training for as much as five year if needed , she/he needs to master the arts of combat and prove himself/hersef a valuable asset in defending the cities and enforcing the laws .


The Arbiters are equipped with an equipment as good as the regular army's assets though higher ranks tend to have a better equipment .


Their numbers vary from city to city and from province to province , they are thought to be just as many as soldiers , though they can be even more considering the size of the kingdom . There's an estimated size of forty-five thousands , and five thousands currently in training .


The Arbiters are lead indirectly by the Chancellor , and directrly by their regional leaders and officers  .


If the Arbiters are requested on the field of battle they are directly commanded by the Chancellor .


The Dragon , famous commander of the Royal Guards used to be an Arbiter.


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The Fourth Branch


"The Mighty Shield"


 


The forth branch is more of a special branch considering it represents the Royal Guard of the King and his sister Aelia . The Royal Guards are mainly formed of humans and elves . In order to become apart of this highly exclusive branch which is regarded as bringing the best fighters of Telduria togheter , needs to be selected by the commander , The Dragon . Nobody exactly knows who this individual is and not a lot of people dare to wander.  He is regarded as being the best Telduria has to offer , no person alive dares to contest his title .


After being handpicked by The Dragon , the contestant goes an individual journey all across Telduria , wandering off the most dangerous and unknown places , not many of those who are handpicked make it to the training phase which lies at the end of the journey . The journey takes about one year and just like the elven and human training , it tests the very own strenght both mentally and physical of men. After the journey the person comes completly changed , having already breached his own limits .The journey is much harder then that of the elves and much more tasking than that of the humans .


After one has arrived at the City of Aesir , which is famous all across Telduria ; he starts the training with the other people who managed to reach this point . The most number ever known to finish the journey is five people . Under the careful teachings of The Dragon , each of the people becomes the very best  one can get.


Once The Dragon decides that everyone is ready and has mastered the art at it's very best ; each Royal Guard recieves one of the  remaining adamantine armor and one of the adamantine weapons. The Royal Guards are then sent to the Capital City of Masthevys to fullfill their duty .


There are ten Royal Guards in existance . Once a guard is killed it is extremely hard to replace it ,as individuals rarely achieve the 'perfection' in combat. All members of the Guards master the magical arts .


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Miscellaneous


 


Leaving the foot army aside , Telduria has developed a strong and capable navy , both to tansport troops and to guard the waters of the Kingdom . The navy is separated in five fleets , each containing  two hundread ships , ships are more or less used for combat . Half of the navy is used for transport and half used as an armada .


The comercial fleet of Teldria is much more numerous then it's military counterpart , trading and commerce being a one of the most basic occupation in the kingdom .


The Mages


Not much is known about the mages aside from the fact that most of them reside in the Great Halls of Mershar . Mages are unusually found on the field of battle . The chance of being a mage in a newborn child is one in one hundread .


Once children are found to have a ceratin connection to the art , they are sent to Mershar to improve theirs already existing skills .


There are three types of known mages : The elementals benders ,  The Dark  , The Energy Bearers .


There are however individuals who are able to master two or even all three of the types .


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Culture:


There's quite a cultural difference across Telduria since it is composed of three different races . Each race has its own beliefs , religion , traditions  . The differences will be noticed at once , as one enters an elven or a dwarven realm . However despite all of this , all the races now tend to act as one , each one adapting to the other hence forming a rather intriguing and ever-changing culture . This infusion of cultures formed a new current , which is frequently called "The Renaissance".


The current , get its name from the dawn of the new intriguing culture which has inspired numerous artists to review their works and create fabulous works of art . Probably the most prized achievement of this current is the newly formed architectural  style , a reunion between the human and elven preferences  . Of course , the stlye is less prominent across the realm all togheter , but it's slowly gaining ground against the works of the past .                                                                  


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On the other hand, religion and the traditions of the three main races of the Kingdom are still holding strong . There has been an attempt to form a common religion to engulf all the beliefs and the traditions togheter in a slightly different form  , however , it was not accepted by the two other races , thus Telduria being rather diverse on this topic .


 


 








 
 
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Kingdom Name:


The Continent of Naman


Kingdom Banner:


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Ruler:


General Commander Imian


Location:


Where the nation of Japan lies.


Land Mass:


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(All Kingdoms in this picture are one Kingdom together)


Rules/Laws: 


Ever since the lasting endings of the war, General Army Leader proposed the idea of all matured men (and sometimes well-fit women) to go into the Training Division in the army without disability or other, which has been agreed upon and all men are encouraged to join the army ever since then.


There is a social ranking system to separate the Common to the Nobles, with Nobles having wealth roughly equal to their work for the society and benefits of Naman, while as the Common have the rights to farm land and herd animals, with each Common village with a best-fitting Common as representative of that particular village, who has the duty to report anything unusual immediately to their seniors.


To prevent arguments within the social rankings and from breeding corrupt Nobles, there is the "Parchment of Balance", enforced by the Leading Ministers, to make sure that the people are content with what they have, and to make sure that each Noble/Commoner has not too much power or wealth for their own. Anyone with queries or demands will go to the Authority State, where well-fit Nobles attempt to solve an issue, with the rest of the governing body to help. All must work in some part of the society, except those who are disabled or other.


- When one ruler dies, a discussion is presented in the Hall of the Great, where suitable candidates for the position are chosen, and a vote will occur. It may be a private vote or a public vote, depending on the number of candidates.


- If someone has committed a murder or similar, they will be enslaved to the Society for the rest of their life, and anything over the line of murder may be sentenced to death.


- Taxes must be payed to at least an average of 20% each 3 months for the Common, however Nobles must pay a tax average of at least 40-60% every 4 months. Any issues with this may be presented to a High Minister.


- Thievery is strictly prohibited, and a heavy fine will be placed upon those who have stolen one or more things directly. Further offenses will be made known to the Senior Court, and a heavier fine and 1-3 years of private enslavement may occur.


- Anyone who pretends to have an identity other than their own, especially important positions in the Kingdom or for them to gain financial benefits or other, they are subject to a medium fine and possibly 1 month of private slavery, depending on the severity of the case,


- Any Common owners or leaders of a piece of land/village must report to their seniors of the work set to each person, and if any suspicions or rumours have spread around, and other moderation duties. They must also report of any foreigners coming into their land without any notice or legal reason.


- Nobles must have a job within either the Government or Military, or take up a position of being in charge of 4-7 villages, and having to carry out the duty that is given to them by any high position.


- Common children must be subject to the education of farming and herding of the lands, and if they are to take up the Head of their village in the future, they must be taught by both their parents and a Noble of what and how to carry out each job. Noble children must carry out simple political tasks at the minimum age of 13, and later on after training in the army, they must have a full on job in the Society.


- Those under private enslavement must carry out duties within the governmental buildings, and are kept a very careful eye on by the Military and the Ministers themselves. Public enslavements are to be sold to individuals in Society to carry their personal duties. Slaves who have committed no wrong in any way, are under the protection of law and the Government.


- Werewolves are not to commit any harm to both Commoners or Nobles, and they are not to turn in front of any children or in daylight.


- Magic may not be used to harm another, and if broken a high fee is given. If it is used against a ruler or it's ruling council, their magic may be binded (shut off). The only exception to this is during war against other Kingdoms, where magic may be used against them.

 


History:


Since the Building of Historical Wars and Law was partially burnt down by rebels, many theories and opinions came up, based on the remaining information that was stored and not destroyed. A few witness accounts were stored, where the words of "the blood of our fellow men were shed across the lands" and "when the armies were in sight, our soldiers were already late to the battle and many of us had already been slaughtered" were often seen. An important piece of information that was found, was that the General Commander at that time had chosen to end his own life just minutes after hearing that other kingdoms had already fell into submission of other kingdoms. Many theories rose up that he was weak and fragile, unable to rule his kingdom when he was swimming in fear and anxiety. This information also means that there possible was no ruler during the majority of the war, and that the Government was mainly of army men and soldiers, with the Army Squad Leaders in charge.


Many theories also rose up since appearances of the Ghosts from the War was spotted by both the Common and the Noble, and many started to fear what the Heavens may be doing, or if it was being damaged the same way as the Kingdoms were. The Ghosts seem to have no memory of the War, and carry on their daily life, although all the objects they pick up are from the other side of the world, and not within physical touch of normal beings.

Flora:


Oak, Birch, Ash wood, Arrowwood, Berry Bushes, Lavender with several other very common flowers.


Fauna:


Horses, Foxes, Wolves, Hedgehogs, Spiders/Flying Insects, Large Dogs, Cows, Goats, Pigs, Chickens, Bats, a few Dinosaurs kept under 24/7 surveillance of the army and one small Dragon at the peak of the highest mountain (Nemia).


One species called the Elythium is a sort of combination of a snake and a dragon, with the scales and wings of the latter and a long body and tongue of the snake. There are a few scattered in the abandoned lands in the Eastern Lands (Deserty Areas).


Common Races/Species:


Human


Werewolves


Immortals (Human)


Ghosts from the War


Imports:


Lumber, Gold/Silver, Basic Oils, Rich Fruits, Wine/Beer, Steel/Copper, Weapons, Animals, Bones/Scales, Liquid Medicines, Silk, Machinery


Exports:


Iron, Armour, Gunpowder, Jade, Soju, Cotton/Linen, Animal Furs, Solid Medicines, Ceramics/Poetry, Jewellery


Military:


Our Military is made up of 3 divisions; the Training Division, the General Division and the Elite Division. The Training division is split into 5 squads, the General Division has 7 squads, and the Elite Division has 4 squads. The Training Division is simply where men is trained to become a full member of the army. After 1-3 years of training, they earn the Badge of Loyalty, in which they choose to be part of the General Division. The General Division is where most of the men are, and they continue training with routines and experience war situations. The Elite Division are of the best men in both fighting and engaging in war situations, in which they are also encouraged to become models to the Training Division, and help them gear up for the General Division. Anyone in the Elite Division are recognised through the Common and Noble world by wearing both the Badge of Loyalty and Honour.


Culture:


The culture of the Humans (and Ghosts + Immortals) are different to the Werewolves' culture, as they have different bodily functions and brains, therefore they are adapted into different cultures and sometimes languages.


The Humans hold a festival during the first snowfall and the last day of each year, with one memorial occasion for the past wars and tragedies. The "Dallian" (word for snowfall/snow in the Naman local language "Ifellia") is where both the Common and Nobles gather around the Shrine of the Blessed, a famous large water fountain, and celebrate when the first snow touches the waters. At the last day of each year (The "Aflan Gathering"), the Humans gather to either thank for a good year, or ask for a better year ahead. The myth is that if you pray and ask/thank for a long period of time, the more luck you would have in the future opportunities. The memorial occasion (The "Livnis") are held over the period of three days, one for the Common, one for the Nobles and one for the Werewolves. They all take 5-10 minutes to remember each person that they know who fell under the Naman rule, and then they say a silent prayer of honour for them.


The Werewolves have only one festival and the "Livnis" occasion. They celebrate the First-Coming of the Werewolves, which dates back to a few decades before the war. The exact date is not known, but based from facts recovered from the Building of Historical Wars and Law, they celebrate by gathering together in a several packs and turn under the first full moon of the month of May, and a sense of loyalty towards the First-Coming is usually felt by each wolf in each pack. Werewolves have the ability to sense emotions within one pack while turned.


There are many famous buildings and shrines across Naman for the Society to enjoy and see. Though it may cost a fee to enter these premises, many survey results from the tourists of each selected area show it was above average, with minor issues.


The language that both Humans and Werewolves of Naman speak is both of modern English and their local language Ifellia. Ifellia is spoken through traditional festivals/events and through private government speeches.


There is no set religion in Naman, but the main type of religion is Eathlon. Eathlon is the practice of commitment and discipline to the several images of the "High Being of All", "The Low Peasant" and "The Middle Creation". The High Being of All represents a being that created both the world and magic, and should have the most utmost respect during official services of Pray. The Low Peasant represents the people who disrespect the other two beings, and usually this image receives prayers of sorrow and forgiveness, and it is believed that the Low Peasant will use these to apologise to the High Being. The Middle Creation represents all the living creatures on all planets and alike. It is myth that The Middle Creation was the daughter of the High Being, but vanished before the High Being rested for eternity millions of centuries ago. There have been services of Pray to other beings, but are not official.
 
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Kingdom Name:


The Ignis Empire


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Kingdom Banner/Flag:


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Ruler:


Emperor Galandor Thurion Maxwell


Location:


Ignis is located above the equator line, making it for a natural cold place, if not for the everlasting warmth of the Mt. Joelark. The area surrounding tge mountain is incredibly verdant, with the rich volcanic soil making the place a perfect environment for plants. The outer rings are teeming with forests and plains, with many animals, fruit trees and pleasant weather. 


Land Mass:


The whole empire covers about the size of a medium to big country. In comparison with the real world, it's slightly larger than Brazil, with the Joelark Mountain on the middle.


Rules/Laws: 


Along with normal universal rules of good behavior, citizens are required to undergo a "vocation workshop", when they immigrate or reach adulthood. They are taught and are designated a working position within the empire, according to the citizen's wishes and skills. This way, no citizen goes without a job.


History: 


The Ignis Empire, formerly known as the Ignis Theocracy, was a secluded gathering of people who worshiped the humongous Mountain Joelark, the biggest mountain of the world, and an active volcano. The theocracy was commanded by a Council of Elders, priests of the Magma Core, the fabled source of the power of the mountain. They lived in a secluded regime, with few people living under their banner. Being that disconnected with the surroundings, they had no interest in the war, or the dangers that it brought. Until the war knocked at their door. An initial attack prompted the priests to finally awake from their trance, and they finally took action, in the form of the Forge-Born, humans synthetically made on the Magma Forges, the natural pools of magma of the mountain's insides, and infused with the fire magic emanated by the Magma Core. But their efforts were too late. A swift attack from an unknown nation, now lost in time, destroyed the theocracy in a fortnight, before the Forge-Born were completed. In a fortnight, the Ignis Theocracy was no more. The attack caused the volcano to erupt, killing everyone and sealing the Magma Forges, the Ignis Theocracy and all of its history inside the bowels of the mighty mountain.


Several years passed, and the Ignis Theocracy turned to story of legends. Nobody even knew if it has even existed, until some activity was seen in the mountain. The Forge-Born, for some arcane magic or by the influence of the Magma Core, awoke. Like lost children, without a master or a clear purpose, they started to rebuild, under the command of the Prime-Born, the first and most powerful Forge-Born, Galandor. Soon, stray families, seeking shelter from the war's aftermath, found comfort in the warmth of the mountain, and soon, the Ignis Empire was founded.


Flora:


The immediate area surrounding the Joelark Mountain doesn't have a lot of flora, save rom few bushes and Thornroots, a bush-like plant that thrives in the hot environment. The other areas of the empire live alongside verdant tropical forests and plains, fruit of the fertile soil of the place. 


Fauna:


The tropical forests are teeming with life, with common forest species roaming the wilds.


Common Races/Species:


The most common species on Ignis is the Slateshell, a species of magical fire infused turtles that make their homes in the mountainside. Their shells are surprisingly hard, and are used for shields and armor, tougher than steel.


Imports:


Ignis is known to produce metalworks of the highest quality, but some rarer metals used aren't found in its territory, and because of that, the country imports them from other country.


They also import silk and cotton, for clothing. 


Exports:


As said above, the country exports metalworks of the highest quality to other countries, so much that Ignis is commonly known as the Forge Empire. Ignis also export fruits and other foods, and leather and wood, including oak and Ebonwood. 


Military:


The Forge-Born compose most of the upper echelon of the military, mainly the ten generals under Galandor's command. It's power is estimated of a hundred thousand active soldiers throughout the country, and nine hundred thousand and fifty hundred able men and women in reserve. Their small numbers are covered by destructive fire magic and excellent and efficient siege weapons. Each general is assigned a platoon, with three lieutenants on their immediate command. Each lieutenant is assigned five troops, each with its sergeant, to ensure sure communication between the echelons.


Culture:


The culture is akin to the beautiful Chinese culture. Carefully crafted homes and furniture, silk lanterns and beautiful works of art fill the streets and homes of the empire. Traditional clothing, honor and glory are the key of this powerful country.
 
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Aquilia Wynchester


Imperial Flag


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Imperial Standard


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Current Monarch


His Imperial Majesty, Iuadago "Indigo" Adaicate[SIZE=11pt] Bellarum[/SIZE]


The Kingdom is placed in Great Britain (The Island)


Imperial Map


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The Common Law of the People


I. All citizens of this land are guaranteed protection against discrimination amongst other races, they are able to be assured that His Imperial Majesty WILL follow the laws he and his predecessors have installed.  Although, His Imperial Majesty has the ability to overturn laws with just cause.


II. It is not up to His Imperial Majesty's relatives that will collect the taxes, enforce Imperial Law, or interfere with it in any way. It is the Constabulary that his Imperial Majesty has set, who serves him, who cannot inherit the throne, who cannot side with anyone in this land other than the king, and perform the duties presented before. If a member of the Constabulary is caught with conspiring against the king, in the manners of; hoarding tax money in an act of blackmail, using said money to rally mercenaries against His Imperial Majesty, working for His Imperial Majesty's relatives, or breaking any infringement that seeks to oppose His Imperial Majesty and/or his Imperial Heir, they will be sentenced to death.


III. Serfdom, Feudalism, and Slavery is prohibited. All citizens of this land do not have to work for one person, nor a province to be ruled by a feudal lord. All citizens are to serve His Imperial Majesty, and ONLY his Imperial Majesty. Although, the citizens are guaranteed freedom of profession, but His Imperial Majesty will not provide food for the citizens. For they are too work for it.


IV. All citizens are PROHIBITED FOR OWNING MORE THAN 3 STORES IN THE LAND, for having a surplus of stores is a way to start a "Company", as is seen as an act of Feudalism, and will be punished severely if caught by the Constabulary.


V. All common rules that aren't listed in this document are labeled as "Mundane" but ARE STILL GIVEN TO THE PEOPLE . It is not his Imperial Majesty's Job to point out every right of the citizen. Such as Freedom of Legal Expression - You can express yourselves to others in a non-discriminatory way, and in a way that is not against his Imperial Majesty. Rights like these are a God-given right , and it shall stay that way Forever in this land.


The Imperial History


Feudalism & Serfdom


Before the ways of the Constabulary, and the abolition of Feudalism and Serfdom in the land, Aquila Wynchester was a land where the people were enslaved, and the nobility & the King Himself  (Not Indigo) treated serfs like slaves. Our great nation was once just a patchwork of feudal states, brought together by a King, though rich, barely had any authority. This era came to an end when the War for the Crown occurred. 


War for the Crown


The William the Disabled The last Feudal King died without an heir. Wynchesterian states denied any form of foreign nobility coming on to the throne, and war between the states broke out. Eventually, there were Three ContendersDavid the Ruthless, who lead the strongest army out of the three of them. He constructed an Autocratic Army, made up of serfs, lead by force. Tales tell how he treated the poor fellows, most notably, Alexander the Survivor, a man from serfdom, who escaped the army, and joined His Imperial Majesty himself, as his personal guard. The second contender was Greggory the Drunkard, who is merely a figurehead, who did hold some power, but had the weakest of the three armies. This feudal lord merely bribed his way into power, appealing to feudal lords. The only thing most notable about him is how he hard he hits the bottle. Lastly, we have His Imperial Majesty, Indigo the Liberator, unlike the other of the two contenders, he was against the terrors of Serfdom, and surely, after seeing so much of the crimson liquid watering the farms, he was against Feudalism as well. By appealing to the people, by providing rights to them, the autocratic armies lead by David & Greggory's Feudal backers collapsed. They tried to hire outside mercenaries, they even formed an alliance, but the serfs crashed into their palaces, looting it for what it was worth. Without any military or economic support, they were forced into surrender. They were executed the day after, and the newly crowned Indigo, declared; "I am the King, therefore it is the duty of ALL THE PEOPLE, including the NOBILITY, to answer to me. I declare Feudalism, and Serfdom in Wynchester is no more." After abolishing the Feudal ways, stripping nobility and sending them outside the court, the Constabulary was founded to take their place, not to be masters over the people, but to ensure law and order, and to make sure tax collection was not corrupt and was collected and handed over to his Imperial Majesty. In remembrance for this war, his Imperial Majesty replaced his coat of arms with 3 Fleur-De-Lises 1 for each of the contenders to the throne. As each of their past respective coat of arms contained them. It was also put against the blue background, symbolising the water of the maritime nation.


Flora


The nation's plant life is numerous, most notably; trees flourish in this land, making it easy to build ships to help their Maritime Policy. It's nation's soil, one of the most fertile in the world, but the continuous construction of ships begins to lessen the forest land, and so, Wynchester is the #1 Wood Importer, but it compensates for the food they export. 


Fauna


The animal life of Wyncheter is full of pigs, cows, and buffalo. They lack horses, making Wynchester also the #1 Horse Importer.  They also do not have tropical animals and know less than Jon Snow when it comes to elephants. This makes Wynchesterian Infantry the backbone of their armies.


Races


Wynchester is one of the most diverse places in the world, with people coming here for a better life since Feudalism and Serfdom have been abolished, the races in Montasia are too many to list, but the biggest population is Human, followed Wizardfolk, and in 3rd place, are the elves.


Imports


Wynchester imports relentless amounts of horses & wood to keep up with other armies. Also on the rise, a new drink they have discovered called "Tea" sweeps the nation by swarm, it is considered "in" when it comes to Wynchesterian Style.


Exports


Wynchester exports the finest food, they sell the finest cloth, and their iron & steel production is at it's best. Luckily, the Wynesterian Economy does not depend on trade. 


Military


Due to a lack of horses, when in war they won't have a lasting cavalry, meaning when they win battles, they can't finish the job with the calvary by sending them to chase after fleeing troops. Due to a sense of "Freedom" in Wynchester compared to the other Autocratic armies composed of serfs, Wynchester can send out snipers and ambushers to disrupt enemy marches, unlike a serf who will merely run away. Their navy, perhaps one of (if not; the) best. Ship production and drills to protect their seas and trading routes are relentless, as his Imperial Majesty notes; "Our involvement in trade is our greatest weapon, and perhaps our greatest weakness. As when the flow of trade to our land stops, our cash shores up, as the opposition loses a valuable trading partner." Information on how the Wynchesterian Army is yet to be seen, as his Imperial Majesty wishes not to grant intel to adversaries.


Wartime Policy


Wynchesterian War Policy is all about being against war. Wynchester is a true natural. Only intervening if rights of people, its trade, or if it is pressured into war. They shall never be aggressors, and they prohibit battles taking place in Wynchester, but does allow troops to pass.U


 Army Units


Imperial Footman


Trained to be the backbone of the Wynchesterian Army, these men are trained to surpass their human limits. Harsh training by scaling mountains, simulating events of war, and even taking up some lessons when it comes to operations at sea, these men are ill-disciplined and trained to serve no one but His Imperial Majesty. Courrupting these men, or any Wynchesterian man is impossible.


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Imperial Crossbowman


These men are the 2nd biggest component of the Wynchesterian Army, as Wynchester is prestigious for its top-quality crossbows, and crossbow training. These men can double as support for the Footmen, and snipers if needed.


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(Army is a Work In Progress...)


Culture


Even though Wynchester is not a place of tropical wonder, it upholds a sophisticated society. Many fabulous buildings are scattered over Wynchester, but the greatest of them all is the  Palasade de Treateire , where his Imperial Majesty held peace talks for the War for the Crown and also it is an embassy for urgent messages to and from the nations of the world. The reason why the Wynchesterian Flag has a sword pointed symbolizes the end of an evil, Feudalistic Ways. The quill was the exact quill that signed the Treaty of the Crown. In the background, a wreath was the crown that was put on his Imperial Majesty's crown at first, as by a mistake by the butler in the coronation ceremony. His Imperial Majesty responded, "This wreath I wear upon my head is a sign that things have changed. I still may be a king, but I treat my people as if I was an elected official. The butler was merely trying to remind you all of how this nation has changed." Wynchesterians are also ill-disciplined, in the field, the word "Surrender" was removed from soldiers, for ladies, they were to be treated to a high level of courtesy, and a woman was to be elegant and graceful, enjoying life as men defend this great country.


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(Don't Mind the Random Flag Below, It's a glitch, if you don't see it, good for you, but apparently it's stuck there in an endless limbo.)




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The Kingdom of Thalien 


 


Ruler: King Fenrir Bloodfist


 


Location: Australia 


 


Land Mass: 


Rules/Laws: There are very few rules in Thalien duo to the olden disputes done and taken care of,
but there are of course some rules where if a Human or Animal is called into service they must serve till retirement 
(5 years) or not to be racist to human or animal each is created equal.


History:


Before The Great War as they call it The future people of Thalien were always at war. King Dracke the Protecter there former king had always watched his borders with a keen eye making sure the dreaded Humanoid Animals didn't cross onto his kingdom. For years Fenrirs father and King Leon of the animals waged war against each other, millions died every year but no foot hold ever arose. Soon to be in his thirties a messenger was sent to Leon, a final battle that would decide the fate of Tyrellua and its people.  


Days later the the messanger comes back with Leon's reply: 
To "King Dracke the Protecter" I King Leon
King of The Animals, Ruler over 
half of Tyrellua, first of his name,
and soon to be ruler of all of Tyrellua 
accept your request for a final battle
you have eight months to summon your armies
and meet mine on The Fields of Trunsbarrow
on Allunsbar to decide the fate of this continent.
After reading the note Dracke sent out to the farthest reaches of The Continent to call upon allies
and others to join him against Leon. In the eight months that passed Dracke led a host of thousands of men with Leon equaling his. In a week the battle would happen...



When the time arose the battle lines formed and thousands of creatures at the ready to fight for Tyrellua. Leading from the air flanked by his Bodyguards and any Nobles that could fight he waited until the lines were finally drawn and at the slightest movement the two would crash. Signaling to his General below to sound the attack he waited yet again but this time for the horns to sound. When they finally did the two armies clashed Steel against steel, Claws and Tooth against Shield and Spear, bodies flew from the ground and the air as the ground turned red. 


Hours later with thousands of people dead Dracke stood on a ledge and looked down in horror at what had happened.This wasn't some random battle it was a massacre both sides desperate to survive. Spotting Leon he flew down to him before turning into a human and asked for peace and to rule the Kingdom together Human and Animal to for he a new beginning for Tyrellua. Leon accepted and was taken to Castle Strathspeys where the mages officially joined the two kingdoms together as allies.


Days later a festival arose and the kingdoms celebrated at the Union. Now called The Kingdom of Thalien Leon and Dracke ruled together for many years. With there new founded kingdom they thought all would be peaceful for them, or so they thought..... 


Years later they discovered there were other lands out there, kingdoms and empires mightier than there own ruled causing chaos or peace. But it no longer mattered for The Great War had started, Billions of people fought against one another in order to win. Staying on Tyrellua Leon and Dracke defended for many years repelling any attacks. They made great allies and even greater enemies, yet it no longer mattered for the war they had fought in for so many years had finally ended with only Several Emperors, Kings, Queens, and Empresses coming out alive. "Peace Treaties" were signed and the battle was finally over. 


For a month Celebrations were held for the war had ended and they finally were at peace, not to mention a heir was born "Prince Fenrir" echoed throughout the land in celebration for the heir. Over time Fenrir grew into a strong young man, being a great and honorable Prince. His people adored him as he adored them. In his teen years he met a girl by the name of Llyanna whom he started to Court and Eventually marry making her his future queen.


When the time came for Fenrir to lead Thalien he was beyond ready and took up the crown with no problem, sending messages to all of the other known kingdoms asking for trade and alliances in order for them to gain his trust. Like all other nobles and Royal Guards he was born half Gargoyle meaning if needed he can shapeshift into it at will.


Now though he sits on his throne waiting for something interesting to happen besides the usual criminal activity. He has good relation with the other kingdoms and hopes that they will honor those relations just as he does. Yet there are still some rebellions in the northern reaches of his land


Flora: Oak/Birch/Maple/Pine/Grass/Moss/
The only others that need to be mentioned are Blood Bane berries used for a lethal poison and Snap Wood, vines covered in thrones that eat you alive. Besides that it's the usual Flowers, trees, and grass.


 


Fauna: Bear/Wolf/Hawk/Rabbit/Squirrel/Horses/Foxes/Spiders/Flying Insects/Dogs/Cattle/Deer/Snake/Rhino//Other Central/Plains U.S.A and Tundra animals/Saber Tooth/Ice Wolves/Ice Golems


 


Common Races/Species: Humans, Iron-Teeth Witches, Animal Humanoid, Lycan, Dark Elf, 


 


Imports: Steel, Silver, Gold, Wine, Water, Food, Cloth, metal, weapons, armor


 


Exports: metal, Lumber, Iron, Copper, Bronze, Steel, furs, tabbaco, weapons, armor



Military: Thalien is known throughout as a Kingdom that  thrives on the battlefield, almost everyone in there military is well equipped and ready to do battle. Although they didn't really travel out in the war they gained a reputation whenever someone attacked there Continent. They also have a strong military and depend on it greatly in times of conflict. 


Lycans: More wild and bloody thirsty Lycans are a sub species of Werewolf, they are commonly found throughout towns and castles as Blacksmiths or Heavy workers. Some are used as body guards for higher nobles. During battle they are mostly used as Berserkers.



Iron-Teeth Witches: These witches aren't your average witch, instead of using magic and wearing robes these witches use swords and other actual weapons, everyone of them has retractable Iron Teeth/Fangs and Claws that are very deadly. All witches have an unnatural immortal beauty that they use whenever during a battle.



Shadow Guard: Warriors skilled in Combat these dark elves stand strong as an Elite Army or Guards for Nobles/The Royal Family. They usually weird long swords and have steel armor with a horse fur helmet.



Animal Humanoids: Once enemies now great friends these Animal Humanoids make up half of Thalien's army. These animals vary in species but all have the basic nature of being a half human half animal hybrid. They each wield a weapon that most relates to there species.


Rhino, Polar Bear, and Mammoth Riders: Men and women who have been known to work well with these wild beasts have chosen to ride them into battle, either using them for the steel mines in the Tundrean Mountains or riding them into battle across plains these warriors make a formidable foe for any.


Thalien Archer: These soldiers are used to take down others from afar either using an longbow or any other these soldiers are well known for not showing any mercy when raining hell down on others.



Tundrean Guard: Soldiers that were born and raised in the harsh conditions of the mountains have sworn to protect the land there and keep an watchful eye over any prisoners 



Thalien Pike/Spearman: Soldiers experienced with standing firm and strong wield these pikes and spears as they would with any other weapon. One fatal movement and they die and another means you could be.



Thalien Cavalry: Soldiers born to ride the horse and use lance or sword while on the battle field make up these units. Faster than they other cavalry brothers they do less damage though.



Thalien Swordsmen: Most men in the army are trained in the art of the sword, wielding them with expert care they charge into battle head on   crushing those under foot or will steel.



City Watch: Soldiers or Militia who patrol and guard the cities.



Royal Guard: Twelve Members of the best warriors throughout the land make up The Royal Guard whim are tasked with protecting the royal family, each member is able to shapeshift into a Gargoyle.


(There are many other types of soldiers in the armies of Thalien but those are the most common ones.)


                                                                                           Culture: Do to the transverse groups of people/monsters there is no real culture, each group worships different gods or goddesses. 


((Pictures didn't show up and I'm to lazy to go back and find them all so I'll try to get my banner and land mass up))
 
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Kingdom Name: Rohkea


Kingdom Banner/Flag: 
wR7Rlzi.png



Ruler: Keisari Lauri Nykaan


Location: Around the location of modern day Gdansk/Pomerania 


Land Mass: 
valcia___regional_fantasy_map_by_thevalcian-d1y7ico.jpg
(ignore the names, the entire landmass falls under the kingdom)


Rules/Laws: 


Rohkea has 0% tolerance for crime and most crimes result in either the death penalty or exile from the kingdom. Due to this, the crime rate in Rohkea is exceptionally low and the prison cells tend to be empty


Usury is considered one of the highest crime and results with the death penalty.


All able men and women at the age of 18 must serve in the military for 2 years unless they have a severe physical disability or mental deficiency. Avoiding the draft is considered a crime and is resultant in a prison sentence and a fine.


Taxes are set at a flat percentage that does not increase or decrease no matter what the income bracket is. 


Those who plot/rebel against the crown are not to be given trial, and are sentenced to torture then death.


Anyone who has served in the army is given the benefit of a state owned house as well as enough money to provide for themselves after the war on top of guaranteed support medically. 


History: 


The Prelude.


Rohkea has not existed for long, compared to the other nations. It was born approximately 40 years before the great war, but before that it was a conglomerate of the disparate city states located around the region. They all shared the same culture, spoke the same language, yet they could not find a strong leader to unite them for the longest time. The cities and areas of the region were rich with recourses and filled with economic strength and trade strong points, making it easy for its neighbours to pick apart and slowly gather land.


The Birth of a Nation.


This disparacy was not allowed to exist after an invasion was driven out by the combined forces of eastern Rohkea. The first man to propose a union was Rystii, known as the Father in the homeland, the duke of the 3rd largest landpiece in modern Rohkea. He decided that to stand up to invasions and become strong, that the kingdoms must unify. The first proposal was an elective monarchy, to make sure that one state would not rule over the rest and abuse/overtax. This became the first ruling government within Rohkea, a brand new nation that grew in strength rapidly due to its high population density, many cities and literacy rate.


The Great War


Rohkea, unsurprisingly for its central location, was dragged into the great war. The king at that time figured that the best bet would be to issue a preemptive strike. This was met with much success as the nation was occupied within seconds, yet they had all of their neighbours against them as a result of this action. Fighting on 3 fronts, the nation struggled and fought but after much fighting, the nations finally sued for peace where rohkea eventually lost a lot of its former territory as well as sanctions put in place.


The Uprising


People blamed the generals, the men, the king for getting them into the war and soon enough, the nation had to sue for peace to fix its own disparate issues such as its civil war or its disparate economic situation after losing so much equipment and men. People rioted on the streets and longed for a time when they weren't governed by a monarch elected by the nobility. A revolution was stirring, and that was when Lauri stepped in. A marshal of the war who brought them many of their victories won the support of the people and took over in a bloodless military coup where the officials were pardoned and a dictatorship was put in place.


The rebuilding


The new nation of Rohkea had lost a lot in the war. A massive chunk of its population, territory, and more importantly the pride of its nation and people. Lauri was quick to right this, With many economic reforms, the nation slowly rebuilt itself to what it once was, and after much diplomacy, many of its former territories were returned and the economy was thriving once more due to the many minerals and durability of the people. The nation grew around pride of its people and the notion of living for the state.


Current


Rohkea's descendants have long forgotten the horrors of the great war, whilst hypernationalism rises among the youth and the middle aged. Many people in the nation have a ridiculous pride in the nation. A love of the Keisari is found, due to his successful economic and industrial reforms, as well as his willingness to address problems and interact with the inhabitants. Rohkea is a centre of trade in the continent and remains a brithplace of many scientific discoveries. 


Flora: Many unique plants are found in Rohkea such as Letipap(Gigantic lilipads around the same width as a house, they are used as ferries across many of the northern cities, Sati Tree(A incredibly large tree, around the same size as a block of flats.), Oak, Pine, Roses(The Christmas Rose is the national flower), Lavender, etc. 


Fauna: Elk, Deer, Sheep, Goats, Horses, Pigs, Karyya(A lizard that can be tamed, around the same size as a horse). 


Common Races/Species: Rohkea is a very homogeneous society in its ancestral homeland, with the human population being 99.6% of the inhabitants. However, in Rohkea, there is a small population of elves living in a far corner that are given their own autonomous government. 


Imports: Oil, Magical Items, Exotic Fruits, Silver, Gold, Gunpowder.


Exports: Steel, Coal, Wood, Furs, Alcohol, Wool, Stone, Technology.


Military: The reformed military of the Keisari has three different branches, all led by the Keisari and the general staff.


The military currently numbers around two hundred thousand men, with another 1.05 million in reserve


1. The Hyka(Land Army) comprises of the majority of the army. This is comprised of 10 battalions which are comprised of 10 thousand men. These are led by a marshal or a general. These are then split down into 100 divisions, which are then led by officers captain and above. After this, they are then split down into squads which can be any size, from 100 to 500 men. Every officer of the military staff has served in the field of duty. One batallion is comprised of cavalry. Every solder is equipped with steel plate armor, Tower Shields, a Poleaxe(The traditional 


2. The Tynen(Private Army) This army is led by the Keisari himself, and is comprised of 30 thousand men, around the size of a battalion. This guard are the most trained soldiers in Rohkea and have been given the most up to date equipment as well as specialist training. 


3. The Laiva(Navy) The navy is lead by the Great Admiral, who oversees the construction of ships, the protection of trade from convoy raiding and commands the armed naval forces. Whilst Rohkea is not dependant on its navy, and does not possess a large one, the ships that it does possess are among the best in the world due to the craftsmanship as well as the quality of the wood. The navy possesses around 15 heavy ships, 50 light ships and an unknown amount of trade vessels as most are not owned by the state.


Culture: In Rohkea, there isn't so much of a hierachy. Everybody sees each other as if they were brothers, and the entire culture revolves around helping others in their time of need, no matter the wealth or standing of each other. It mostly stems from belief in the nation, one and other and the Keisari. Many people view success as self made and strive towards victory in the military, or riches in the field of business. A lot of the culture revolves around men going to serve in their military for their nation and their family, to bring glory to the fatherland. 


(I will release my character tomorrow, had a big problem with the site not saving this so I had to completely re-do it, sorry for the wait ^_^)
 
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Bonium Kingdom


2000px-Byzantine_Eagle.svg.png



Ruler:


Consul Titus Cornelius and Consul Volumnius Cornelius


Location:


Where modern day greece would be


Land Mass:


meridia___commission_by_ramah_palmer-d4pcmbg.jpg
                 



Rules/Laws: 


Table I.
1. If anyone summons a man before the magistrate, he must go. If the man summoned does not go, let the one summoning him call the bystanders to witness and then take him by force.
2. If he shirks or runs away, let the summoner lay hands on him.
3. If illness or old age is the hindrance, let the summoner provide a team. He need not provide a covered carriage with a pallet unless he chooses.
4. Let the protector of a landholder be a landholder; for one of the proletariat, let anyone that cares, be protector.
5. When the litigants settle their case by compromise, let the magistrate announce it. If they do not compromise, let them state each his own side of the case, in the comitium of the forum before noon. Afterwards let them talk it out together, while both are present. After noon, in case either party has failed to appear, let the magistrate send out a team to fetch the missing party, if not found then the present party shall be favored. If both are present the trial may last until sunset but no later.
Table II.
1. He whose witness has failed to appear may summon him by loud calls before his house every third day.
Table III.
1. One who has confessed a debt, or against whom judgment has been pronounced, shall have thirty days to pay it in. After that forcible seizure of his person is allowed. The creditor shall bring him before the magistrate. Unless he pays the amount of the judgment or some one in the presence of the magistrate interferes in his Behalf as protector the creditor so shall take him home and fasten him in stocks or fetters. He shall fasten him with not less than fifteen pounds of weight or, if he choose, with more. If the prisoner choose, he may furnish his own food. If he does not, the creditor must give him a pound of meal daily; if he choose he may give him more.
2. On the third market day let them divide his body among them. If they cut more or less than each one's share it shall be no crime.
3. Against a foreigner the right in property shall be valid forever.
Table IV.
1. A dreadfully deformed child shall be given free proper medical care for free.
2. If a father or mother is seen selling his own child then he shall be arrested.
3. As a man has provided in his will in regard to his money and the care of his property, so let it be binding. If he has no heir and dies intestate, let the nearest agnate have the inheritance. If there is no agnate, let the members of his gens have the inheritance.
4. If one is mad but has no guardian, the power over him and his money shall belong to his agnates and the members of his gens.
5. A child born after ten months since the father's death will be admitted into a legal inheritance.
Table V.
1. Females should remain in guardianship even when they have attained their majority.
Table VI.
1. When one makes a bond and a conveyance of property, as he has made formal declaration so let it be binding.
2. A beam that is built into a house or a vineyard trellis one may not take from its place.
3. Usucapio of movable things requires one year's possession for its completion; but usucapio of an estate and buildings two years.
4. Any woman who does not wish to be subjected in this manner to the hand of her husband should be absent three nights in succession every year, and so interrupt the usucapio of each year.
Table VII.
1. Let them keep the road in order. If they have not paved it, a man may drive his team where he likes.
1. Should a tree on a neighbor's farm be bend crooked by the wind and lean over your farm, you may take legal action for removal of that tree.
3. A man might gather up fruit that was falling down onto another man's farm.
Table VIII.
2. If one has maimed a limb and does not compromise with the injured person, let there be retaliation. If one has broken a bone of a freeman with his hand or with a cudgel, let him pay a penalty of three hundred coins If he has broken the bone of a slave, let him have one hundred and fifty coins. If one is guilty of insult, the penalty shall be twenty-five coins.
3. If one is slain while committing theft by night, he is rightly slain.
4. If a patron shall have devised any deceit against his client, let him be accursed.
5. If one shall permit himself to be summoned as a witness, or has been a weigher, if he does not give his testimony, let him be noted as dishonest and incapable of acting again as witness.
6. Any person who destroys by burning any building or heap of corn deposited alongside a house shall be bound, scourged, and put to death by burning at the stake provided that he has committed the said misdeed with malice aforethought; but if he shall have committed it by accident, that is, by negligence, it is ordained that he repair the damage or, if he be too poor to be competent for such punishment, he shall receive a lighter punishment.
7. If the theft has been done by night, if the owner kills the thief, the thief shall be held to be lawfully killed.
8. If a thief is found stealing then he/she must be arrested and put up to trial. If found to be possessing a weapon then he/she shall be allowed by all to be killed unless they surrender themselves with no resistance.
9. A person who had been found guilty of giving false witness shall be hurled down from the Tarpeian Rock.
10. No person shall hold meetings by night in the city.
Table IX.
1. The penalty shall be capital for a judge or arbiter legally appointed who has been found guilty of receiving a bribe for giving a decision.
2. Treason: he who shall have roused up a public enemy or handed over a citizen to a public enemy must suffer capital punishment.
3. Putting to death of any man, whosoever he might be unconvicted is forbidden.
Table X.
1. None is to bury or burn a corpse in the city.
2. The women shall not tear their faces nor wail on account of the funeral.
3. If one obtains a crown himself, or if his chattel does so because of his honor and valor, if it is placed on his head, or the head of his parents, it shall be no crime.
Table XI.
1. Marriages must be announced and documented at the nearest courthouse, must have approval of both family houses.
Table XII.
1. If a slave shall have committed theft or done damage with his master"s knowledge, the action for damages is in the slave's name.
2. Whatever the people had last ordained should be held as binding by law



History:


Prologue


Before the Great war there existed two factions in the land of Meridia, the Iltonians to the North and the Ronumians to the south. Both of them had different Ideologies, religions, government, and way of living their daily lives. Since first encounter both sides had looked at each other as rivals and would always harass each other and compete to see who's military or economy was better. However there were times when these two kingdoms would have put their differences aside and join forces to fight foreigners that dared to cross the Greyful mountains or land from the Irenic Sea. For over 100 years it was always like that, sometimes they joined forces, sometimes they fight each other. However whenever both of these kingdoms fight it would always end with a stalemate. Both sides tho having different military tactics, unit specialties, and various factors, couldn't seem to actually deal a decisive blow to actually force the other to surrender. That was until the great war had begun which both kingdoms had brought near destruction to all of Meridia as a whole.


The beginning of the Kornic war


About one hundred and fifty years ago a major argument of land claimants emerged between the two major kingdoms. An island to the west was open for grabs and neither side seemed to be giving up. The island is known to once belong to the Runumians fifty years ago but was taken by the iltonians and never again was reclaimed. The island was then given to a general by the name of "Kornic the Brave" who had successfully taken the island as a base of operation. When the war between the kingdoms ended with some gains and losses, the Iltonians found out that the island was rich with minerals and ores and was thus transformed into a mining operation along with a naval fort. However the dynasty of Kornic was no more as all records of any other blood relative didn't exist to their knowledge, which brought up the question of who should receive the land.The Runumians however had legal documents proclaiming that they had a man who had records relating to Kornic (However it was later found out that it was forged). The Iltonians and other city-states demanded proof and was thus given. They received the man who was proclaimed to be the blood of Kornic and looked over the records. So far the documents seemed to be legit and the man did show some features of Kornic. However the king of the Iltonians new that something was not right and told the so called blood of Kornic that he were to return back to the "Deceitful snakes" and tell that they will not give up the island. Of course the Runumians did respond well with that answer and another war erupted. Both sides first fought at sea for six years before finally adding a second campaign on land. Both sides inflicted heavy casualties, earning both defeat and victories but with no progress. Both sides new that something needed to change in order to have an actual winner. The Runumians would soon get what they wanted when the "Great war" begun, but with a terrible price.


Outside influence


sixteen years into the war and so far neither side had made any major progress. Tens of thousands of warriors, mages, and leaders were mobilized and either rose amongst the rank or eventually fell. This continues cycle would eventually stop when a mysterious figure by the name of "Colion" appeared to the Runumian senate with power unimaginable. With the the amount of manpower the Legions had left the senate had decided to allow this man to prove his worth. After two years he had constructed a metal giant that bore life in it, standing more than 250 feet tall. It was resistant to all known magic within the realm and nothing seemed to be able to stop it. The war finally leaned towards the Runumians as their legions assisted the metal giant on their epic quest to conquer the northern federation. village after village, town after town, and finally the city-state began to fall as their walls were torn down by the metal beast. All hope seemed lost, until one Iltonian warrior rose up and became not just a hero but a living legend.


The rise and fall of Alois

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At what was thought to be the last battle of the war, the Runumians marched on to the last city-state that was home to the Iltonians. With the last piece of the puzzle the war would end with a bloody victory to the Runumians and a dark age would begin. However a young warrior by the name of Alois who was known to be clever and skilled warrior. Having fought nearly sixteen years of the war he had observed the metal giant and how it fought and reacted to certain situations. Alois devised a plan to venture off to the Runumian camp that safeguarded the giant and find a way to stop it. He decided to bring a elf mage with destructive power and several of his best warriors to come with him.  At night they snuck into the camp and found the beast deep within a cavern where it was resting and being guarded by hundreds of legionaries. Alois ordered the mage to begin preparing a spell to bring the cavern down, but eventually they were caught off guard by a scouting party that had finished venturing a different section of the cavern and all hell broke loose. Hundreds of legionary Runumians lunged themselves at the Iltonian warriors but many were slain and not a single one of them managed to reach the elf mage. The metal giant eventually awoke from all the fighting and slowly began to mobilize itself. Alois and his warriors after defeating the legionaries did everything they could to distract the giant and with success had the cavern rumble and bury the giant. Aloise and his comrades made it out with few casualties and a striking victory. With news of the metal giant buried and nowhere to be seen a new hope had begun. The remains of the federation had decided to pitch in one last army to reach as far as the capital of the Runumian kingdom. The mysterious man named colion of course created more weapons and captured numerous types of beast to fight the federation army. But as long as Alois was alive, nothing could've stopped them. Three years pass and the scenario had flipped to the Runumians on the defensive and on their last leg. The capital city of "Runon" was under siege by the federation. For all those years of bloodshed, suffering, and fear that the Runumians had caused the federation wanted total destruction of their kingdom. But Alois and the king of the Iltonians demanded pleaded that a different solution were to be looked at, for years both sides have suffered quite enough and bringing total annihilation of the Runumians was to much. Both the king and Alois knew that this man named Colion was pulling the strings and killing him would be the first step towards peace. The final began and many warriors fell, eventually tho the legions defending the capital began to slowly lower their arms. Colion however had one trick up his sleeve and thus he had opened a portal that had summoned a creature that was too much for the eye to bare. Alois tho stood up against this beast and managed to slay Colion but not the terrifying beast. While he fought, several mages worked fast to find a way of opening the portal that summoned the demonic looking creature. They managed to do so but at the cost of sending both the beast and Alois as they were both sucked in. The epic battle had finally ceased and peace finally appeared. For the next one hundred and thirty four years the two kingdoms had decided to rebuild rather then to demand what the victor received. Both sides were in no condition to banter on the other or argue, they were both glad that Colion was slain for he was the one who progressed the war even further even tho many wished for the war to end a long time ago. The two sides instead decided that in order to speed up the recovery of both sides they would need to unite and tho this at first sound crazy eventually sounded a bit advantageous. Both sides had strengths and weaknesses that overcame one of the other faction, but if they were to truly unite as one and work together from that point on. They would have become a dominant force to be reckon with against all those beyond the seas and mountains.


Current


So far things have improved and the two sides have decided on a republic like kingdom where two consuls would be elected. One from both sides to lead the kingdom. The population has exceeded farther numbers then the one a hundred years back and so the economy has better improved and the military has also recovered with plenty of fine young warriors ready to serve at any given time. Recently however in the new capital of the newborn nation a portal had suddenly appeared and out came the legendary warrior Alois. Many are rejoiced of his return but the only problem was that he had forgotten his memory, he knew not his name, family, or friends. Not even the battle of the monster he fought. The only thing left of him was his same body that has yet to seem to age, and his elite skills in combat.


Flora:


Oak, pine, moss, lots of fertile land for wheat and such


Fauna:


Cows, Dogs, Wolves, Horses, Chickens, snakes, deer, Hedgehogs, bats, rabbits, sheep, goats, and beavers


Common Races/Species:


Humans, Dwarves, lizard folk, gnomes, and Minotaurs.


Imports:


Gold, cotton, rare minerals, copper, and silver


Exports:


Steel, Iron, Furniture, Wine, Fur, Pottery, Cattle, Wheat, and wood


Military:


Runumian Army: 90,000 active, 800,000 reserve


Iltonian Federation: 15,000 active, 100,000 reserve


Iltonian Warriors:


Skilled individual warriors trained in shield and sword, spears, and the bow

spartan-total-warrior-20050812013423590_640w.jpg

Elite Royal Federation Guards:


Grizzled warriors who have been individually hand picked to protect the second consul and aide him wherever he goes. They are known to be sent off to a quest to slay a monster before joining the Elite guard.

spartan-total-warrior-imagen-i98011-i.jpg



Iltonian Cavalry:


Known as the best calvary within the realm these men are are used as shock troops to interrupt enemy lines and open a gaping hole to exploit. They usually heavily equip their horses with steel armor.

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Iltonian beserk dwarves:


Known to be from the mountains to the east and constantly fighting with beast and orcs, these short bastards are fearless and brutal in combat. Literally lunging themselves onto their enemies before hacking at them with their axes and shields.

dwarf_warrior_by_mischeviouslittleelf-d5u3vd8.jpg



Runumian Legionaries:


The grunts of the army but plenty in numbers, these men are given the basic training and discipline to hold their lines and follow orders as a whole tactical unit. In a one on one combat they may lose, but as a group there will be hell to pay as they throw two pilums and either brace or charge.

w_spartantotalwarrior_SpartanTW_Concept_Roman_Gru.jpg



Runumian archers:


Mostly hunters or natural talents at the bow, keeping the pressure from behind and hailing arrows.

w_spartantotalwarrior_SpartanTW_Concept_Roman_Arc.jpg



Praetorians:


An elite organization consisting of twenty thousand skilled warriors in various weapons martial arts. Positions vary from being a guard, soldiers, or even an assassin with magic involved.

tumblr_static_cqvazvc5yw0k88ks88kg0owkg.jpg



Mages/sorcerers:


Various magic users that are used in battle to either combat or protect. Some are also put in research teams or other important positions to help better improve the kingdom. Most of them are elves or gnomes.

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Minotaurs:


Tribal creatures who lust for battle, these warriors are well used to charge into enemy lines or to use as the vanguard.

Minotaur.jpg





Culture:


Both of these people share the same religion, similar political structures, and of course their tenacity for combat. However the people of the north along with the Iltonians live a more prosperous lifestyle. Having to only go to war when invaded but also keeping themselves in shape and battle ready, they also focus on philosphy, mathematics, enlightened ideas, and basically being idealist of how to better improve themselves and others. The Runumians however are a more prideful/gregarious sort of people. They focus on a more militaristic expansionist sort of approach to everyone, while also trying to gain as many friends to side them in any conflict. This of course influences the populous that they are superior compared to other kingdoms,  able men and women who can wield a sword and shield are given a months worth of training at the start of 16. Of course not everyone is given the call to train and whatnot which then leads them to the life of architects, traders, teachers, and many other such jobs which many go to the north to become whatever such position they wish to be. Over the years however the two united kingdoms have improved and have allowed outside foreigners to settle in the land. The iltonians were the first tho to allow outsiders to be welcomed long before the unification, such as dwarves and minotaurs.
 
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Kingdom Name:


Azalaca


City of Adventure


Kingdom Banner/Flag:


8c54dd448daf77ac4d23d23f78bc89c2.jpg



Rulers:


The Twelve Explorers


Location:


Where modern day Sicily lies.


Land Mass:

NzZYshr.png

Rules/Laws:


Being a city-state who lacks an actual government (it being made of respect rather then an official set up) laws are mostly run by the people. People tend not to commit crimes out in the city since there is prime area to commit crimes within the Dungeon and the fact that people like being heroes and so they hunt down these villainous criminals, almost as a sort of sport. There are some simple unspoken rules the people follow though:


1. The Twelve Explorers have full right to the land whether or not they act on it is up to them.


2. Don't kill people.


3. Don't steal. (taking loot that another group discovered before they can claim it, for example they are dealing with a monster, is considered stealing)


4. Don't attempt to control the people.


5. If you find wounded adventurers please bring them to safety and report it to healers.


6. The Dungeon is a free area, it will not be blocked unless any of The Twelve Explorers say so. A swarm of monsters flooding out or other mass dangers is an exception.


7. Don't enter the Dungeon alone. You will die.


8. Any settlements built within the dungeon have the same rules applied to them.

History:


War brings opportunity, this is no different for the Great War. Intelligence is a primary resource in large scale conflict but wasting soldiers does not help. A now lost nation hired twelve mercenaries all with different backgrounds to scout the seas. These twelve came upon a large island with a massive sandstone structure, So they investigated. The twelve mercenaries delved into the dungeon for an untold length of time. They battled dragons, undead, and many other creatures that guarded the halls. When they finally exited only 8 remained each armed with powerful artifacts, but the Great War was over and they returned to the country that hired them, now reduced to rubble. These remaining 8 began to go on their own paths, 3 went back to the dungeon, the other 5 disappeared.


 


Word travels fast however. People seeking fame, glory, and riches came from around the world to this island dungeon. Similar to a gold rush they set up camps out side so they could rest and such before entering and when they need to take a break in a safe area. Also similar to gold rushes these camps grew into the permanent settlement of Azalaca. People come and go quite a bit seeking to enter the dungeon and get rich, most happen to die in the process. But despite the large amount of deaths, the hope of striking it rich brings more and more, and some have even started to profit from the dangers. Medicine and healing has become quite valuable in this region and doctors make massive amounts of money. While through the collaborations of the many adventures who have come the dungeon has been explored quite a bit but much of it remains unconquered...

Flora:


Numerous flora from across the world, both dangerous and passive.


Fauna:


Average animals, due to the Dungeon there is a much larger number of monsters then normal.


Common Races/Species:


Human, Demi-humans, humanoid races


Imports:


What ever traders happen to bring that people want.


Exports:


Treasure, Healing


Military:


There is no official military but roughly 80% of the population is capable of combat. Most are stronger then the average solider due to the Dungeon.


Culture:


Adventures formed Azalaca and their way of life is the main way of life for the city. The culture is a mix of those that come to the island.
 
Kingdom Name:大秦帝国(The Empire of Qin)


Kingdom Banner/Flag:


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Depicted above is the Qin national flag:The Five Stripes of Harmony.The Five stripes symbolizes a harmonious relation between the five main races of the empire:Humans,Guin,Riekling,Elf,and Sporeling


Ruler: Emperor Ying Zheng (嬴政)


Location: Where modern-day China is


Land Mass


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Depicted above is Zhongyuan,where the Qin Empire is located.


Rules/Laws: The Qin government is run with a set of extremely strict laws,which are enacted during the Great War


I.Those who committed treason against the Empire shall be executed via slow slicing,and their family and friends shall be beheaded in the public.


II.Those who committed acts of murder shall be beheaded in the public.


III.Those who committed acts of thievery shall spend 5 years in prison.


IV.Those who committed rape shall be castrated in the public.


V.Those who lie to the Emperor shall be beheaded in the public,while their family is sent to the borders as labourers for 30 years.


VI,Those who damaged property of others shall spend 20 years in prison.


VII.Those who committed adultery shall be trapped in a cage and drowned.


VIII.Corrupt officials shall be beheaded in the public,while their family is sent to the borders as labourers for 30 years


IX.Slavery is prohibited within the empire.Slavers shall get their noses cut off and spend 10 years in prison.


X.Those who commit acts of violence on others shall receive public flogging,and spend 3 years in prison.


XI.The Qin people are responsible on notifying the authorities if dangerous lifeforms/personnel (examples:vampires,necromancers) are noticed within Qin borders


 

History: The Qin had a long history that was mostly lost with the destruction of it's historical records during the Great War.But there are a few scrolls that detailed the pre-war years.


Before the war


The Qin was once a vassal of an ancient and powerful empire.This empire ruled most of Zhongyuan and had dozens of vassals.It's military is capable of sending fear into the veins of it's enemies.The empire is so rich that the houses of the common populace was flooded with gold.Silk and silver were regarded as common goods. This powerful empire spread it's culture throughout Zhongyuan and also out of it.Hundreds of merchants entered Zhongyuan's ports every day.


The War


Then the Great War happened,the Qin was dragged into the war as it's overlord sent millions of men into other continents.During the early years of the war,the Qin's overlord was one of the most powerful empires that ever existed in history,with territory that stretched over continents.The Zhongyuan culture was spread to many peoples across the globe,as the powerful empire brought it's rich heritage along with it's soldiers.But it didn't last for long,the empire collapsed due to reasons unknown,and it's former vassals are left to fend for themselves.It is during this period that the Qin was attacked by the Zhao(趙).The Qin was forced to retreat westwards as the Zhao ruthlessly attacked them.


The Reforms


100 years after the Zhao attacks,the Qin was desperate to reclaim it's lost territories.The Qin ruler at the moment, Ying Zi Chu (嬴子楚) reformed the Qin government.He centralized the power of the ruler,abolished the power of the nobles,spread new philosophies throughout the country,and encouraged literacy.Under these reforms,the Qin became a strong nation that could challenge the Zhao for dominance.


Expansion


During this time period,Zhongyuan was split up into 67 states,some weak and some strong.The strongest nations were the Chu(楚),Qi(齊),Lu(魯),Yue(越),Yan(燕),and Liang(梁).The Qin has a border with the Dai and Wu,weak nations set up as buffer zones between the Zhao and the Qin.The Dai controls regions that have strategic importance to the Qin campaign against the Zhao.After analyzing the situation of Zhongyuan at the time,the Qin decided to invade the Dai and the Wu.This decision was taken as the Dai and the Wu would offer little resistance to the Qin's mighty armies,while the Zhao are too busy fighting a war with the Qi to intervene.The Qin's decision was proved to be the right one,as the conquest of the Dai and the Wu ended within half a year.The Zhao,apparently having noticed that it risks fighting a two-front war,mobilized it's western armies against the Qin.Hence,the Qin-Zhao war has started.


The Qin-Zhao War


"赳赳老秦,復我河山,血不流幹,死不休戰!"


(Oh,ancient and mighty Qin,we shall reclaim our lost lands from the enemy,and we shall not stop fighting until the last drop of blood!)


Slogan of the Qin military during the Qin-Zhao War


The Zhao military decided to be on the offensive to deny the time the Qin needed to prepare it's armies for the invasion against Zhao. Zhao armies left the city of Anshun to attack the Qin camps to the west.The Qin general ordered his armies to fake a retreat int the nearby hills to launch an ambush,leaving 4,000 cavalry behind to spring the trap.


The Zhao armies were led into a narrow valley,where the Qin ambushed them.The rear of the Zhao armies were attacked by the Qin cavalry left behind,while their flanks were attacked by the rest of the Qin armies.After hours of fighting,the Zhao armies surrendered to the Qin,only to be buried alive in the valley.



The battle resulted in the annihilation of the Zhao's western armies,and left them vulnerable to any future Qin attacks.Believing that the Zhao can no longer offer significant resistance against them,the Qin armies marched further into Zhao territory.Before the Zhao can react to this sudden change of events,the Qin armies captured the Zhao capital and forced the Zhao to capitulate.The Qin soon partitioned Zhao territory with the Qi.


Unification


After defeating the Zhao,the Qin went silent for decades,while the other nations continued their attempts to destroy each other. Meanwhile,the Qin was secretly preparing for a war to unify Zhongyuan once again. With the Chu's massive failure over it's conquest of the Lu,and the Yue severely weakened from foreign invaders,the Qin invaded the two nations,resulting in victory.The others nations, fearing that they would be conquered by the Qin,formed an alliance against it. But the weakened nations weren't a match for the Qin. Within 6 years,the Qin managed to defeat all of it's opponents,unifying Zhongyuan under one flag.


Current


A hundred years had passed since the end of the Great War,with Ying Zhen ascending the throne a decade ago after the death of his father.Things were getting better as the Qin slowly recovers from the war.Trade with other nations has been restored,and merchants from other nations flood the ports once more. The relations between the various races of Zhongyuan are improving,as they all work together to restore Zhongyuan to it's former glory.


Flora: Flora that you can find in China,which includes bamboo,ginseng, chrysanthemums and kiwi fruits(In case you don't know,kiwi fruits originated from China)


Fauna:Fauna that you can find in China,which includes pandas.


Common Races/Species:


-Humans


-Guins


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The Guins are a turtleman race originating from southeastern Zhongyuan. They are experts of naval and amphibious warfare,and has launched massive naval invasions against their enemies during the Great War.Although they survive fairly well on land,they seem to prefer being wet.The Guins once ruled the nation of Chu.

-Rieklings


DB-creature-Riekling.jpg


A race native to the northern snow plains of Zhongyuan,the rieklings are masters of mountain warfare. They are also famous for their endurance,especially in cold climates.They once ruled Yan.

-Elves


-Sporelings


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The sporelings are considered outsiders by the natives of Zhongyuan,as they were refugees from a lost continent.They arrived at Zhongyuan en masse during the early years of the Great War,seeking protection from their persecutors.Eventually they blended with the native people and founded the Lu.

Imports:Gold,perfumes,adamantine,glass,stained glass,jewelry.


Exports:Silk,tea,linen,paper,medicinal herbs,porcelain,ceramics,and wood


Military


Active personnel:300,000


Reserves:1.2 million

Pikemen


 


The basic unit of the Qin army.They are trained with basic combat techniques and discipline.

Archer


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The basic ranged unit of the Qin army.They are usually elves.

Crossbowmen


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The Qin had emphasized the usage of crossbows as ranged weapons due to it being more powerful than the average bow. The Qin uses the repeating crossbow,which reloads faster than the ordinary crossbow.


 

Skirmisher


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The Qin relied on the Guins to conduct amphibious warfare.The best Guin men were picked by the Qin military and were given intensive training to conduct naval invasions.The skirmishers also functions as guards of the southeastern marsh.

Mountaineer


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The mountaineers are all Rieklings,which are trained to fight in harsh terrains and to survive in extremely cold areas.These units rarely suffer from attrition due to their nature.

Mountain cavalry


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Basically rieklings on a boar,the mountain cavalry is the best cavalry when it comes to mountainous terrain. These men are the worst enemy you can encounter in the mountains.

Healer


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The Sporelings are masters of healing magic,and most of their mages serves as healers in the Qin army.

Giants


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The giants are sporelings which has ingested a certain type of fungus in the southeastern marshes.The fungus would could the sporeling to grow uncontrollably until it becomes a giant.These giants are powerful warriors,and are capable of tearing metal apart.

Battlemage


1215280-1346040949.jpg
The Qin once thought that non-human races could not master battle magic as good as the Taoist preists(will be explained later),but the elves proved them wrong.As the Taoist priests refuse to fight in wars,preferring to live as hermits,the elves serve as the only source of mages of the Qin army.

Light cavalry


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Riekling cavalry might be fierce in the mountains,but they don't do so well on plains.The light cavalry is used to harass enemy formations,loot enemy supply lines,and raze enemy settlements.They also prefer using bows than melee combat.

Tiefutu(heavy cavalry)


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The Tiefutu is one of the most feared units of the Qin army.Although they are slow,but they can break through enemy formations with a single charge.One will be trained for years before becoming a Tiefutu,as it requires a lot of strength to battle in heavy armor. The horses are also chosen from the best breeds available.

Imperial Guard


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As the Emperor is constantly under threat of being assassinated,elite soldiers of the army were chosen to become the Emperor's personal guard.The Imperial Guard are proficient with both sword and magic.

Taoist priest


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No one knows when the Taoist priests came into existence,but it is known that they were masters of magic and science.The Taoist priests hunts down every single 'unnatural' creature they can find,which are mostly undead and vampires.Due to their extended consumption of the Dan(丹),their blood has magical properties that can destroy the very flesh of the undead.They are also nearly immortal,and are immune to most diseases.The Taoist priests usually fight with their blood and magical runes.


(Note:there are only 80 Taoist priests throughout the world,and I'll give a more detailed explanation through my Taoist priest character)

Dan(丹)


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Dan are magical artifacts crafted by the Taoist priests,and possesses magical properties.The usage of the Dan differs a lot as the magical properties exhibited by it can change according to the materials used to craft it.Some can extend the life of the user,while some can give special abilities to the user for a time period.Some can even function as engines.In order to produce a Dan,the Taoist priests would gather the materials needed,which are mostly extremely rare materials.The materials would then be placed within a special oven.


The materials would then be subjected to extremely high temperatures for days,months,years and even decades,until they form a pill.The pill would then be submerged within magical waters for a year to activate it's magical properties.

Ballista


 


The ballista is the siege weapon of the Qin. Basically a huge crossbow,the ballista fires shots that can even penetrate stone.



Culture:The Qin culture is basically a copy of Chinese culture,especially during the culture during the Warring States period.Various philosophies were spread among the people.Educators were respected by the community,and receiving education was a thing to be proud of.The Qin people believe that the dead goes to hell and are judged by the gods based on their actions before they died.Those who did good deeds are reincarnated into wealthy families,while those who had done acts of evil are reincarnated ad animals,or worst, suffer in hell for eternity.The Qin people are also fond of art and music.
 
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(WIP)


Kingdom Name: Terrarrin Imperium


Kingdom Banner/Flag:
das_imperium__542721.jpg



Ruler: Marcus Franzgon


Location: Eastern Coast of Supercontinent


Land Mass: 
Draconspire_Castros_Map_2.jpg



Capitol: New Terra 
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Rules/Laws: Citizens have basic freedoms, but most media & all trade is controlled by government to assure the safety of its people and prevent "social stupidity"


Citizens must remained completely clothed at all times


Citizens must assist in cleanliness of cities


Citizens must not be allowed to use weapons of any variety


Citizens must have basic education in order to have jobs


Citizens must not interfere with law enforcement nor government activities


Citizens must not partake in the use of nor condone use of alcohol or narcotics


Slavery, racism, sexism, homophobia, hetero-phobia, ignorance, and religion is outlawed.


History: (In this, tell me alllllllll about your kingdom. Include how/why they were in the war, how the got out, and how the are recovering from it. Also tell me a little bit about it BEFORE the war came. This should take you more than one paragraph to explain everything)


When the great war burned into existence, the young empire was nothing more than a punching bag for those who wished to gain riches and slaves. A fledgling empire, an easy target; the thought that would run across the countless who raided the cities of Terrarrin. Countless homes were burned, countless citizens enslaved or killed. That was, until, the great minds of New Terra made the choice of fighting back. The armies of Terrarrin marched forth, defended from, and pushed back against the warlords of the west. Finally reclaiming their old homes, and liberating countless of their citizens.


However, because of the war, Terrarrin remained neutral and highly defensive. One may call it, paranoid. Foreigners are feared by the citizens, and kept under watchful eye by law enforcement. Any and all trade is put through thorough investigation and highly limited to certain materials. Most foreign political emissaries are denied and sent back to their empires within a short amount of time.


The Imperium is constantly seeking full neutrality and the reclamation of their lost cities and enslaved citizens because of the war they were dragged into.


Long before the war, the Terrarrin Imperium was but a colony from a different world. Using the void of voidmages, they traveled here and colonized the small coast that would later become the Terrarrin Imperium, collecting resources and killing anything that got too close to their walls.


Flora: Regular flora


Fauna: Regular animals


Common Races/Species: Humans, elves, dark elves, and dwarves


Imports: Ores, livestock, crops, metals, medicinal herbs, paper, cloth, marble stone


Exports: Ores, livestock, crops, metals, silk, tea, linen, paper, medicinal herbs, porcelain, ceramics, and wood


Military: The Franzguard


Skirmishers


cab9569dd41f52c5531fe8d3fc91cceb.jpg



Legionary


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Bruisers


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Firearmsmen(I don't intend to use the rifle in the picture, but they look like this guy. They use the catapults & shit)


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Ranger


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Siegmen


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Voidmage


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Balista


(sorry about lack of pic)


Culture: The citizens of Terrarrin are quite accepting, once you get past their paranoia and gain their trust. The people tend to frown upon religion, thinking that it's only a way for more powerful beings to enslave weaker ones. They also frown upon slavery, racism, sexism, hetero and homophobia, for quite obvious reasons. With a tendency to dislike religion, the people delve deep into the sciences and the drive to find answers for things is always something unique to the Terrarrinians.
 
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