Typ13
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GAME ADMIN:
Typ13
-General Rules-
- Each player will have 3 rights to build something in one turn and the buildings will bring income or loss.
- Declarations won't consume any right.
- Estabilishment of systems might consume right. (Such as changing government type.)
- Every player can do anything with their country. Consequences will be reflected by me as problems.
- Problems will occure randomly.
- Some desicions will be done by rolling dice(Such as scheme or wars)
- Some desicions taken by players will bring boost to their country.
- If a player creates OP nation, it will be nerfed by me.
- If a player's nation is too weak, it will be boosted by me.
- Player can do roleplay between them as long as it is reported to me.(If you create a forum thread for 1x1 roleplay inform me please)
- Important Factions will be given within the story. Those factions can be chosen.
- Players can create their own nation and race
- Each player will have a hero. The hero will be created by the players but the powers of heroes will be weak at the start.
- Each player will try to survive in the continent. Arrival of humans will start huge consumption across continent. The game will start with the arrival of second migration.
- After wars, short stories about wars will be written.
Thadenia
Goblins and Greeskins were pushing down to south from north. Fighting with Lizardman tribes: Shi, Pa, Zeth, Qein. Among these conflicts a dark pearl was shining just a bit west of lizardman tribes. They were called Sed'rann. Regardless having a strict goverment type with full of hate against evil, they have the best singers and performers in the continent. Their work was magnificient that other countries were importing their shows.
East side of the continent had dwarves. They were unique creatures with high intelligence. They were small and low populated but as strong as a hungry bear. But, they were not the only ones so strong. So, they had to build their cities inside the mountains. They created incredible systems to survive and created the art of defence. They were surrounded by many different monsters and folks. Most of them were wild and didn't know any way to communicate. So, dwarves who gathered under the banner of High Kingdom of Khimlodar was the border guardians for the northern folks.
The most popular one was the elves who built their countries in a isolated area that has rich soil. They were in the North and not getting involved with dwarves. Even if they tried, they couldn't since Khimlodar was hard to find.
And, seas... They were all different than the land. They were ruled by different monster. They didn't have any specific rulers because lack of intelligence but everything changes. The change even hit the ocean. A new tribe-nation was rising. Their unique skills on magic was quiet different. People who hated wars, people who ran away from wars ended up begging to seas and Tribe of Seafolks accepted them.
They were called Monarchy of Almara. They are nomadic people and very careful about their own territory. Since they had large population, they needed more food and for more food they were trading outside. Many of people in Almara were into eating land foods such as vegatables and fruits.
Additional:
The Desert Nomads, Old race, Galvrons. They are the perfect hunters who had been in internal fights for years but they were united. Even they were strong as one nation, on south there was a new empire who was risen very quickly. Dominating the lands and having large productions. Crowded cities and large armies. They seemed threatful but Galvrons are no cowards! Some of them believe that old ways are best days but the change could hit them too.
As a country, Relklym, they were lucky to have Kathea in the north. It was more like a region than a country. No living thing would touch because it was called holly lands by many. Sometimes, a man or a woman would come from there. They are usually one of the best magicians. So, they could keep their north safe. On the other hand, Furryman kingdom called Hotara was forcing Relklym to go war against the Empire of Battlingsun. Even tho brave furryman was acting pushy, they were in trouble with Dead Lands.
The change also brought brave humans to the East. They colonized an area that has high potential of good resources. First, they didn't know that they put theirself in danger but the wealth was too attractive that they couldn't hold their lust. Most of other races were not able to sail, that brought them a huge advantage. With their population, they could establish an efficient economy in a short period of time but surrondings didn't touch them... yet...
Sed'Rann
Race: Vi-zarr or Vizi
Government Type or System: Singalism (Own type of Government )
Meaning of Government : Singalism is usually ruled my one ruler and is know as an Judgeseer. Singalism is the pillar of Justice and is usually considered to be the strictest type of government to have which makes kingdom with this government far more trust-able do to their almost addicting nature to purge crime.
State Currency : Rann (singular) and Rani (Plural)
Form of Currency : Coin
Nation's Features:
- Rich in culture , trade and rich in general
- Strict
- Has knowledge of other kingdoms history and culture do to them sometimes asking for the people of Sed'rann to organize events , so they have to study up
- Peaceful
- The ocean around the kingdom is full of sea monsters making sea trade impossible
- Unfortunately they are slightly paranoid and Judgmental but can learn to trust those who are new to them
Story
Sed'rann , some call it the Pillar of Culture for their amazing events and ability to entertain just about anyone , they do not disappoint when it comes to events and sometimes Sed'rann is also known as the Pillar of Law because of it's strictness and very very dangerously low tolerance for crime due to the Singalism government , this is also due to the fact of their slight judgmental side , if you have a kingdom or if you are part of a race with a few accusations , be aware that the residents of Sed'rann will be slightly paranoid with your kingdom and will not be completely friendly with you but it can be changed .
Sed'rann also has a reputation for trade given the fact that they have quite a lot of skilled craftsmen that give a great boost to income with their wares but their singers and performers shouldn't be over looked either , lots of kingdoms hire performers and singers for events of their own , inn's battle each other to hire the best of their singers if they are available
Hero:
Liandra Darrks
-> She was born into a rich family that had the King and Queen's ear for almost anything since the king and her father had been friends since a young age .
[IMG='width:225px;']https://www.rpnation.com/attachments/aawdw-png.488506/[/IMG]
Feature of the Hero:
- Winged
- Attuned to magic
- Practices Manipulation as defense against raiders and bandits
- Is balanced
- Is quite weak in close combat like the rest of her brethren but manipulates and confuses foe up close before striking
- Has a hard time adapting to autumn and winter seasons
- Age : In human years she would be around 20 - 27
Status
Buildings
>Suna-dra<- (Taxes:+100g)
-Barracks (-100g)
-Entertainment Center (+100g)
-Marketplace (+150g)
-Workshop (+100g)
-Farm (+300g)
-Inn (+200G)
-Brothel(+500g)
Total: +1450 G
Army
50/50 Sky Sentinals(garnizoned)(PPU: 0.5G) 0/50
400/400 Vizir Archer(garnizoned)(PPU: 0.5G) 0/100 Mobilized VA(PPU: 1G)
400/400 Vizir Spearman (garnizoned)(PPU: 0.5G) 0/200 Mobilized VS(PPU: 1G)
Garnizoned Expenses: -425G Mobilized Expenses: - Total: -175G
Note: Garnizoned units consume half of the normal.
Income:
Suna-dra (+1450g)
Army(-425G)
Selling food to Rutar below average(-100g)
Explorer Expedition(-40g)
Net Income: +885G
Problems:
-> Unhappy Population
-> Not Enough Military Power to protect lands
-> BEASTS
-> UNPROTECTED TRADE
Treasure: 3440G Income: +885G
TURN 1 -OK (New Problem Appeared.) TURN 2 - OK(-2500G for F stocks) Turn 3 - OK Turn 4- OK Turn 5 - OK(Inn-500g) Turn 6- ok TURN 7- ok Turn 8- OK
High Kingdom of Khimlodar
[IMG='width:441px;']https://www.rpnation.com/attachments/flaga-krasnoludy-png.488749/[/IMG]
Government Type or System: Monarchy
Nation's Features:
-Its cities lie underground and inside the mountains, so they are very hard to assault.
-Army consists mostly of prefessional heavy infantry. There is little cavalry, and ranged regiments use mostly crossbows.
-There is a fairly large tunnel network, connecting dwarven cities, used for transportation of goods and troops. Crossing mountains where dwarves live is otherwise very long and hard.
Story
Long ago, dwarves were not one nation. Rather there were ten or so independent kingdoms, at a constant state of war. There were numerous attempts at unification, but only two hundred years ago dwarf named Gralgromli Chainhelm, lord of Khimlodar managed to unite all warring dwarven states. Through the use of diplomacy, threats and war, he brought all the dwarves together under his banner. And now, his son, Dourbath Hillhelm is ruling unified Khimlodar.Hero:
Buddorlum Orcbreaker
[IMG='width:388px;']https://www.rpnation.com/attachments/krasnolud-wojownik-jpg.489091/[/IMG]
Features of the Hero:
-Quite strong physically.
-Short, like all dwarves.
-Very experienced fighter.
-Tends to get drunk when left without people to beat up.
-Trained for a runesmith, but does not have enough power to create more complex runes than weapon enchancements.
Status
Buildings->Capital<-(Taxes: 150g)
-Barracks(-150g)
-Forge(+100g)
-Ministry of Defence (-50g)
-Minex2(+400g)
-Steelworks (+50g)
-Acedemyx1(-50g,%5 of Population is educated)
-Quarry(+50g + food needs)
Total of Capital: 500G
->Bhumdur<-(Taxes: 0)
-Gold Minex1(+250G)
-Silver Minex1(+250G)
-Mithril Minex1(+500G)
-Workshopx1(+150g)
-Municipality(-100G)
Total of Settlement: +1050G
General Total: +1550G
Army
75/75 Heavy Dwarf Infantry(garnizoned)(PPU: 0,5G) 0/25 HDI(mobilized)(PPU: 1G)
200/200 Dwarf crossbowman(garnizoned)(PPU: 0,5G) 0/100 DC(mobilized)(PPU: 1G)
450/450 Dwarf Axeman(garnizoned)(PPU: 0,5G) 0/350 DA(Mobilized)(PPU: 1G)
Garnizoned Expenses:-362,5G Mobilized Expenses: 0G Total:-362,5G
Note: Garnizoned units consume half of the normal.
Income
Capital (500g)
Settlement(1550G)
Army (-362,5g)
Trade Aeria(+1000G)
Treasure: 8238,5G Net Income: 2687,5G
Turn 1 - Ok(-800g steelworks) Turn 2 - ok (-500g New Mine[was Stopped]) Turn 3 - OK Turn 4- ok Turn 5- Ok Turn- 6 OK Turn 7- ok Turn 8- Ok TURN 9-Ok Turn 10-(-1000 acedemy, -1500 Quarry) OK Turn 11-OK
Problems
-New comers!
-Cultural Differences between furrymen and dwarves
-Life standars are bad in Bhumdur, Sickness and Unhappiness are spreading.(New buildings to increase life standards are needed!)
Note: Nations in this map doesn't have specific borders.
After fleeing from bloody wars, they found this continent by mistake. They have travelled so far with last standing airships. Many of them were fallen forever but in the end, they found the continent. Their arrival was
a huge shock to people of the continent. They faced many conflicts when they landed their ship to the land. A native folk was attacking them in the spot. Humans called them Furryman. A hero within ranks of Sky Nomads could come up with
an idea of settlind down in floating islands. The hero could communicate with primitive of skies and could show to those primitive the power of a human. Primitives accepted them and escorted to floating skies.
After settling down, humans started to get along with Sky Folk. They were helping each other out and satisfying each others' needs. After these events, Sky Nomads started to focus on gathering resources and occupying specific places
in the main land to mine. Sky Nomads were also focusing on defance instead of attack.
Features:
-Dragon Riders Unit
-Fast move
-Beast Friendly
-High Defences
Hero:
Qi the friends of sky beasts
All creatures who rules across skies tend to listen to Qi.
She is the best dragon rider with good archery skills. She can combines his magic with archery skills.
[IMG='width:650px;']https://i.ytimg.com/vi/2lL4Hc4by-c/maxresdefault.jpg[/IMG]
(Note: Furryman Tribes are the free tribes other than the Union.)
They heard the rumors of existence of a continent on the west and decided to leave their current continent because of low amount of resources. They were prepared to face everything and destroy anything on their ways of succes.
They were not aware of existence of humans in the new continent so they were going to name the continent as Badgal. They were thinking they were the first ones.
They didn't have many females with them so they had a rule that a woman could marry more than one man. They put new rules to increase birth rate so they can have more manpower and workforce in the future. They were ruled by a militarist leader.
Badgal's governemnt type was not decided yet but they had simple rules about property and slavery in their temporary parlament.
Some also says that they are trying to have a mixed race by pairing furrymans and humans.
Features:
-High Tech weapons (Strong armor with less weight, sharpest swords)
-Rising birth rate(Manpower, workforce)
-Race-Nation(Less revolt risks)
-Navy(Trade routes with outside secured)
-Militarist Culture
Hero:
Zya the Fire Knight
One of the strongest human in the continent.
Uses fire on his armor and sword in his own unique way of fighting.
Has mind of a berserker.
He is also known as a hell bringer.
[IMG='width:248px;']https://i.pinimg.com/originals/c9/a2/cc/c9a2ccbb25569b723fa7335810747b8f.jpg[/IMG]
They heard the rumors of existence of a continent on the west and decided to leave their current continent because of low amount of resources. They were prepared to face everything and destroy anything on their ways of succes.
They were not aware of existence of humans in the new continent so they were going to name the continent as Badgal. They were thinking they were the first ones.
They didn't have many females with them so they had a rule that a woman could marry more than one man. They put new rules to increase birth rate so they can have more manpower and workforce in the future. They were ruled by a militarist leader.
Badgal's governemnt type was not decided yet but they had simple rules about property and slavery in their temporary parlament.
Some also says that they are trying to have a mixed race by pairing furrymans and humans.
Features:
-High Tech weapons (Strong armor with less weight, sharpest swords)
-Rising birth rate(Manpower, workforce)
-Race-Nation(Less revolt risks)
-Navy(Trade routes with outside secured)
-Militarist Culture
Hero:
Zya the Fire Knight
One of the strongest human in the continent.
Uses fire on his armor and sword in his own unique way of fighting.
Has mind of a berserker.
He is also known as a hell bringer.
[IMG='width:248px;']https://i.pinimg.com/originals/c9/a2/cc/c9a2ccbb25569b723fa7335810747b8f.jpg[/IMG]
They took the name of ancient warrior from the legendary party who took down the super class earth destructor beast. It was only way to gather all tribes across the continent. All tribe leaders had a bracelet to similar to each other. They had a stone in the middle of them which is very unique. These bracelets are connected to each other. After the defeat, one of the tribe leader activated the stone and sent message to every other tribe who carries the similar bracelet. Then they started to unite under the name of Ori.
(Note: Furryman Tribes are the free tribes other than the Union.)
Features:
-High physical capabilities
-Nature Friendly
-High survival skills
-Nomadic
Hero:
Keshara the Shaman King
It is said that she lives alone in the deep forest and protect the tribes of Furryman. It is said that she has the secrets of the world.
Features:
-Unknown
[IMG='width:496px;']http://www.biosynergetics.co.za/wp-content/uploads/2009/08/shaman0003small.jpeg[/IMG]
Race: Seafolk
Government Type or System: Matriarchal monarchy
Nation's Features:
-No full scale wars, but they’re very territorial, So uninvited seafarers are considered fair game.
-Trade in fish, pearls, and other resources of the deep sea.
-While it is looked down on slightly, uninvited sailors are considered a delicacy in some circles, or more likely transformed to fit the environment and taken as slaves.
-Due to the constant threat of a monster attack, most people in this nation are trained in battle.
Feature of the Hero:
-Princess of Almara
-Seafolk
-Fights with a trident, as well as transmutation and mental magic.
-Has command of a small group of Seafolk soldiers.
->Main Tribe<- (F=Food)(Tribe Consumption: -150F)
-Hunters' Organisation (+300F)
-Warrior Training Organisation(-100F)
-Traders' Organisation (+500F)
-Farmers' Organisation (+250F)
-School(-300F , %45 Education)
-War Acedemy(Experienced Soldiers)(-100F)
-Magic Acedemyx1(0g, covered by the Inata Empire)
Total Food: +400 Food
Army
50/50 Seafolk Magician(Garnizoned)(PPU: 1.5F) 0/50 Mobilized SM(PPU: 3F)
200/200 Seafolk Harpoonman(Garnizoned)(PPU: 0.5F)
600/800 Seafolk Spearman(Garnizoned)(PPU: 0.5F)
300/300 Seafolk Warrior(Weapons: Jaws and claws)(Garnizoned)(PPU: NONE, Gets fed by tribe) 0/300
Garnizoned Expenses: -475F Mobilized Expenses: Total: -475F
Income
Main Tribe (+400)
Army(-475)
Training(-50F)
Farm Landsx2(+600F)
Empire's Support (+500F)
Trade within the Empire (+1000F)
Storage: 6750F Net Income: +1705F
Problems
-Rebel groups in the country
-Sickness spread over people
-Bad life standards for common folk
TURN 1 - OK(Army Training 1), TURN 2 - OK(Army training 2) Turn 3- OK(Army Training 3)Turn 4- Ok Turn 5-ok Turn 6- Ok Turn 7-Ok Turn 8- Ok Turn 9-OK turn 10- ok Turn 11- ok
Government Type or System: Matriarchal monarchy
Nation's Features:
-No full scale wars, but they’re very territorial, So uninvited seafarers are considered fair game.
-Trade in fish, pearls, and other resources of the deep sea.
-While it is looked down on slightly, uninvited sailors are considered a delicacy in some circles, or more likely transformed to fit the environment and taken as slaves.
-Due to the constant threat of a monster attack, most people in this nation are trained in battle.
Story
Originally the people of this kingdom were refugees. Having no room for them on the land, they fled to the sea, and begged the tribes of Seafolk who lived there at the time to take them in. They were accepted into the oceans, and while it took time, they learned what it took to form a functioning kingdom in the sea, though much of it still follows a nomadic, tribal system.Hero:
Karmina Cortova
Karmina Cortova
[IMG='width:559px;']https://www.rpnation.com/attachments/be772350-751e-47fe-a4a5-6de1a9178a96-png.489166/[/IMG]
Feature of the Hero:
-Princess of Almara
-Seafolk
-Fights with a trident, as well as transmutation and mental magic.
-Has command of a small group of Seafolk soldiers.
Status
Organisations->Main Tribe<- (F=Food)(Tribe Consumption: -150F)
-Hunters' Organisation (+300F)
-Warrior Training Organisation(-100F)
-Traders' Organisation (+500F)
-Farmers' Organisation (+250F)
-School(-300F , %45 Education)
-War Acedemy(Experienced Soldiers)(-100F)
-Magic Acedemyx1(0g, covered by the Inata Empire)
Total Food: +400 Food
Army
50/50 Seafolk Magician(Garnizoned)(PPU: 1.5F) 0/50 Mobilized SM(PPU: 3F)
200/200 Seafolk Harpoonman(Garnizoned)(PPU: 0.5F)
600/800 Seafolk Spearman(Garnizoned)(PPU: 0.5F)
300/300 Seafolk Warrior(Weapons: Jaws and claws)(Garnizoned)(PPU: NONE, Gets fed by tribe) 0/300
Garnizoned Expenses: -475F Mobilized Expenses: Total: -475F
Income
Main Tribe (+400)
Army(-475)
Training(-50F)
Farm Landsx2(+600F)
Empire's Support (+500F)
Trade within the Empire (+1000F)
Storage: 6750F Net Income: +1705F
Problems
-Rebel groups in the country
-Sickness spread over people
-Bad life standards for common folk
TURN 1 - OK(Army Training 1), TURN 2 - OK(Army training 2) Turn 3- OK(Army Training 3)Turn 4- Ok Turn 5-ok Turn 6- Ok Turn 7-Ok Turn 8- Ok Turn 9-OK turn 10- ok Turn 11- ok
Name of State: Relklym
Race: Galvrons
Government Type or System: Triumvrate. The Senteln is a system of three members, individually called Sentelna. Each Sentelna serves for life. They make decisions for the State via debate and a majority vote among the three.
Each member of the Senteln is assigned a Vorolk. A Vorolk is an ambassador and advisor that has been elected by the Kort. When a Sentelna dies, his or her Vorolk becomes a Sentelna. Then the Kort elects a new Vorolk for the new Sentelna.
The Kort is made up of five members that are elected by the Senteln. The Kort is responsible for determining the fate of criminals. They are the Judge and Jury.
Nation's Features: Towers, buildings of stone, metal, and brick.
Other Details: Today The current mambers are Kly Sull Vornt, son of Kymborok Hulstun Sull and Trong Bruntukus Vornt. Sinthus Vem Dremell and Brilliak Juntunkus Shraktoln are the other two. Both female. Attempts are being made to trade with surrounding States.
While not born with magical abilities, Galvrons did discover that magic could be manipulated via the use of crystals. Diriklus Bromuk Klin formed a group that has slowly grown of Galvrons that practice this art. Thus those who use magic are called Klindru.
Relklym Bill of Rights. 1: All have the right to bear weapons after the age of 12. 2: All have the right to hunt after the age of 12. 3: All have the right to speak freely. 4: All have the right to run for Vorolk positions after the age of 60. 5: All have the right to run for Kort positions after the age of 60. 6: All have the right to religious freedoms. 7: All have the right to do as they wish, as long as it does not go against Senteln and Kort rulings, or each other's Rights. 8: All have the right to privacy. 9: All have the right to own property after the age of 20.(düzenlendi)
Relklym Bill of Regulations 1: Killing outside of the hunt is forbidden unless otherwise stated by the Senteln or the Kort. 2: Only the Kort can elect a Vorolk. 3: Only the Senteln can elect a Kort member.
Gender: Male
Height: 7'6
Parentage: Unknown
Bio: He grew up on the streets, begging for meat and killing vermin for food. He was brought in by a Klindru Master when he was 16. The mental and physical discipline required to master crystal magic helped him gain strength, and soon he took to aiding Relklym Peace Keepers in fighting crime, but also helping the less fortunate on the streets. He chose as his primary Goddesses, Vellesh and Helntesh.
Skills:
-Diplomacy. His speaking and reasoning ability has allowed him to get along with most people in political positions as well as negotiate. Is being considered by the Kort to become a Vorolk.
-Dalmok 3rd degree. A form of Galvron hand to hand fighting that does not involve the use of weapons, teeth, or claws. Highest possible degree for a Dalmok is the tenth.
-Klindru 2nd Degree. There are 5 degrees in Klindru training. Only one crystal's energy can be controlled at a time.
-allows him to go invisible for 15 minutes.
-can move up to 100 pounds of physical objects with Crystal Energy alone.
-can increase or decrease temperature of only 30 cubic feet of matter (including air) with crystal magic. Making something burn or freeze will leave the Klindru mentally fatigued.
-can create temporary energy sheild against physical weapons and other magic attacks.
Artistic.
->Gombugroln <-(Taxes:+60)
Training Inn(-100g)
Sand Stone Quarry(+100g)
Hunter's Hub(+200g) Note: The lands of Relklym contain various of monsters. Galvrons are naturally good at hunting than other races.
Water Management Center(-100g)
Government Funded School(-50g)(%10 education capacity, good teachers)
Temple of Helntesh(+300 Holly Warrior)
Temple of Holthrondus(+300 Holly Warrior)
Temple of Skolokut(+300 Holly Warrior)
Total: +110G
Total H.W: +900 HW
Army
50/50 Wild Rangers(Garnizoned)(PPU:0,5) 0/50 Mobilized WR(PPU:1)
200/200 Glavron Hunters(Garnizoned)(PPU:0,5) 0/200 Mobilized GH(PPU:1)
1200/1200 Holly Warriors (Religion Devoted Basic Warrior Unit, No Cost)
Garnozioned Expenses: -125G
Mobilized Expenses:-G
Total:-125G
Income
Gombugroln(+110g)
Army(-125G)
Treasure: 1375G Net Income: 250G
TURN 1 - OK (-1200 CANAL,(3 Turns) -500 SCHOOL), TURN 2 - OK(Canal 2 turns, +2500G), TURN 3- OK(Canal 1 Turn) Turn 4- OK Tur 5- Ok(Start of Migration) Turn 6 - ok (Migration succed, -3000 for 3 temples) Turn7- OK Turn 8- ok Turn 9 - OK
Problems
->Getting Used to New Land
->Stress of Depression
->Northern Threads of New neighbors
->Local sicknesses
Religion:
Hethliandr %88.2
->Kingdom of Rutar contains %5 of believers from this religion.
Race: Galvrons
Government Type or System: Triumvrate. The Senteln is a system of three members, individually called Sentelna. Each Sentelna serves for life. They make decisions for the State via debate and a majority vote among the three.
Each member of the Senteln is assigned a Vorolk. A Vorolk is an ambassador and advisor that has been elected by the Kort. When a Sentelna dies, his or her Vorolk becomes a Sentelna. Then the Kort elects a new Vorolk for the new Sentelna.
The Kort is made up of five members that are elected by the Senteln. The Kort is responsible for determining the fate of criminals. They are the Judge and Jury.
Nation's Features: Towers, buildings of stone, metal, and brick.
Other Details: Today The current mambers are Kly Sull Vornt, son of Kymborok Hulstun Sull and Trong Bruntukus Vornt. Sinthus Vem Dremell and Brilliak Juntunkus Shraktoln are the other two. Both female. Attempts are being made to trade with surrounding States.
While not born with magical abilities, Galvrons did discover that magic could be manipulated via the use of crystals. Diriklus Bromuk Klin formed a group that has slowly grown of Galvrons that practice this art. Thus those who use magic are called Klindru.
Relklym Bill of Rights. 1: All have the right to bear weapons after the age of 12. 2: All have the right to hunt after the age of 12. 3: All have the right to speak freely. 4: All have the right to run for Vorolk positions after the age of 60. 5: All have the right to run for Kort positions after the age of 60. 6: All have the right to religious freedoms. 7: All have the right to do as they wish, as long as it does not go against Senteln and Kort rulings, or each other's Rights. 8: All have the right to privacy. 9: All have the right to own property after the age of 20.(düzenlendi)
Relklym Bill of Regulations 1: Killing outside of the hunt is forbidden unless otherwise stated by the Senteln or the Kort. 2: Only the Kort can elect a Vorolk. 3: Only the Senteln can elect a Kort member.
Story
Once divided, now united. They began as desert nomads, and they consistantly fought over land. Wars ensued, and eventually two were conquered by the third. Trong Bruntukus Vornt was the first Galvron King, but he had specific ideas about how he wanted things done. Thus he created the Triumvrate Government System. He, hiis mate Kymbork Hulstun Sull, and a friend named Gonstuk Virik Birkro became the first members of the Senteln. Their first decision was to create the Justice System and name it the Kort, and soon everything fell into place. The Galvron people soon became satisfied with the way things were run.
Hero
Name: Klem Zentrith Skriont
Age: 45Once divided, now united. They began as desert nomads, and they consistantly fought over land. Wars ensued, and eventually two were conquered by the third. Trong Bruntukus Vornt was the first Galvron King, but he had specific ideas about how he wanted things done. Thus he created the Triumvrate Government System. He, hiis mate Kymbork Hulstun Sull, and a friend named Gonstuk Virik Birkro became the first members of the Senteln. Their first decision was to create the Justice System and name it the Kort, and soon everything fell into place. The Galvron people soon became satisfied with the way things were run.
Hero
Name: Klem Zentrith Skriont
Gender: Male
Height: 7'6
Parentage: Unknown
Bio: He grew up on the streets, begging for meat and killing vermin for food. He was brought in by a Klindru Master when he was 16. The mental and physical discipline required to master crystal magic helped him gain strength, and soon he took to aiding Relklym Peace Keepers in fighting crime, but also helping the less fortunate on the streets. He chose as his primary Goddesses, Vellesh and Helntesh.
Skills:
-Diplomacy. His speaking and reasoning ability has allowed him to get along with most people in political positions as well as negotiate. Is being considered by the Kort to become a Vorolk.
-Dalmok 3rd degree. A form of Galvron hand to hand fighting that does not involve the use of weapons, teeth, or claws. Highest possible degree for a Dalmok is the tenth.
-Klindru 2nd Degree. There are 5 degrees in Klindru training. Only one crystal's energy can be controlled at a time.
-allows him to go invisible for 15 minutes.
-can move up to 100 pounds of physical objects with Crystal Energy alone.
-can increase or decrease temperature of only 30 cubic feet of matter (including air) with crystal magic. Making something burn or freeze will leave the Klindru mentally fatigued.
-can create temporary energy sheild against physical weapons and other magic attacks.
Artistic.
Status
Buildings->Gombugroln <-(Taxes:+60)
Training Inn(-100g)
Sand Stone Quarry(+100g)
Hunter's Hub(+200g) Note: The lands of Relklym contain various of monsters. Galvrons are naturally good at hunting than other races.
Water Management Center(-100g)
Government Funded School(-50g)(%10 education capacity, good teachers)
Temple of Helntesh(+300 Holly Warrior)
Temple of Holthrondus(+300 Holly Warrior)
Temple of Skolokut(+300 Holly Warrior)
Total: +110G
Total H.W: +900 HW
Army
50/50 Wild Rangers(Garnizoned)(PPU:0,5) 0/50 Mobilized WR(PPU:1)
200/200 Glavron Hunters(Garnizoned)(PPU:0,5) 0/200 Mobilized GH(PPU:1)
1200/1200 Holly Warriors (Religion Devoted Basic Warrior Unit, No Cost)
Garnozioned Expenses: -125G
Mobilized Expenses:-G
Total:-125G
Income
Gombugroln(+110g)
Army(-125G)
Treasure: 1375G Net Income: 250G
TURN 1 - OK (-1200 CANAL,(3 Turns) -500 SCHOOL), TURN 2 - OK(Canal 2 turns, +2500G), TURN 3- OK(Canal 1 Turn) Turn 4- OK Tur 5- Ok(Start of Migration) Turn 6 - ok (Migration succed, -3000 for 3 temples) Turn7- OK Turn 8- ok Turn 9 - OK
Problems
->Getting Used to New Land
->Stress of Depression
->Northern Threads of New neighbors
->Local sicknesses
Religion:
Hethliandr %88.2
->Kingdom of Rutar contains %5 of believers from this religion.
(NPC)
Name of your State:
Malacco
Your Race:
Human (Second Wave)
Government Type or System:
Elective Monarchy
Nation's Features:
- Inhabits cities spread along the coast, built outwards from ports.
- Built on inter- and extra- regional trade, a society in which wealth is power.
- Corruption through the place of bribes or individual powers working against (or otherwise not for) the many but for personal gain is commonplace.
- Focuses on the building and maintaining of it's navy, as seafaring is a large way of life.
- On ruler death, regional leaders get together to elect a new monarch.
Other details:
There are not many wizards in Malacco.
The most influential trader undoubtedly gains claim to the kingship in these lands. Not just by merit, no; surely spreading ones wealth around for votes is a fair process? Most civilians work on the farms or the logging camps or the mining camps, but the largest profit to be made is in the coastal towns. Building and assembling new ships, fishing or trading, and bartering the transport of precious materials create influential men. These influential men are soon noticed and invited to become electors of the court.
Naazir Tajal
[IMG='width:229px;']https://www.rpnation.com/attachments/islamic-explorer-conquistador-jpg.489249/[/IMG]
Feature of the Hero:
A great explorer, one of the earliest among the Malaccians. He has helped map most of the sea-ways around the cove that the Malaccians call home, and is currently working on a easy and less dangerous way to get back to Badgal. Naazir is a great admiral, knowing how to order ships to move around, however he is a clumsy melee fighter, taught to duel, not fight in any real battle. As long as Naazir is alive, Malacco will be able to experiment and find new and profitable routes of trade.
->Capital<-(Taxes:+150g)
-Trade Port(+150g)
-Military Port(-100g)
-Copper Mine (+150g)
-Iron Mine(+150g)(Normal Quality)
-Special Fishing Hubs(+50g)
-Simple Barrack(-50g)
Total: +550g
Army/Navy
2/2 Galleys(Garnizoned)(PPU:25)
10/10 Caravel(Garnizoned)(PPU:10)
10/10 Cog(Garnozioned)(PPu:10)
G.Total: -250g
100/100 Spearman(Garnizoned)(PPU:0.5)
95/100 Swordman(Garnizoned)(PPU:0.5) 5/5 Mobilized S.(PPU:1)
125/150 Milita(Garnizoned)(PPU:0.25) 25/25 Mobilized M.(PPU:0.5)
Garnizoned Expenses: -129G Mobilized Expenses:-17,5G All Total Expenses: -391,5G
Name of your State:
Malacco
Your Race:
Human (Second Wave)
Government Type or System:
Elective Monarchy
Nation's Features:
- Inhabits cities spread along the coast, built outwards from ports.
- Built on inter- and extra- regional trade, a society in which wealth is power.
- Corruption through the place of bribes or individual powers working against (or otherwise not for) the many but for personal gain is commonplace.
- Focuses on the building and maintaining of it's navy, as seafaring is a large way of life.
- On ruler death, regional leaders get together to elect a new monarch.
Other details:
There are not many wizards in Malacco.
Story:
Embracing the finest of seafaring technology from their relations to the settled humans in the west, the Malaccian people sailed out to find a suitable - and more importantly, material rich - location to build a colony. Sending back harder to find or even bulk items to more settled kingdoms around the land was sure to net a huge profit, and these people were inclined to hook that profit just as they do the fish that make up their diet. Landing on a habitable coast, they now look out to find the best ways to sail between kingdoms, not only human ones but those of the other races too. After all, surely Sedd'ran has expert crafts that the kingdoms west would pay a pretty price for? Surely the dwarves have metals that would be desirable to other nations? Trade is a big game, and Malacco has thrown in it's hand.The most influential trader undoubtedly gains claim to the kingship in these lands. Not just by merit, no; surely spreading ones wealth around for votes is a fair process? Most civilians work on the farms or the logging camps or the mining camps, but the largest profit to be made is in the coastal towns. Building and assembling new ships, fishing or trading, and bartering the transport of precious materials create influential men. These influential men are soon noticed and invited to become electors of the court.
Hero
Name of the Hero:Naazir Tajal
[IMG='width:229px;']https://www.rpnation.com/attachments/islamic-explorer-conquistador-jpg.489249/[/IMG]
Feature of the Hero:
A great explorer, one of the earliest among the Malaccians. He has helped map most of the sea-ways around the cove that the Malaccians call home, and is currently working on a easy and less dangerous way to get back to Badgal. Naazir is a great admiral, knowing how to order ships to move around, however he is a clumsy melee fighter, taught to duel, not fight in any real battle. As long as Naazir is alive, Malacco will be able to experiment and find new and profitable routes of trade.
Status
Buildings->Capital<-(Taxes:+150g)
-Trade Port(+150g)
-Military Port(-100g)
-Copper Mine (+150g)
-Iron Mine(+150g)(Normal Quality)
-Special Fishing Hubs(+50g)
-Simple Barrack(-50g)
Total: +550g
Army/Navy
2/2 Galleys(Garnizoned)(PPU:25)
10/10 Caravel(Garnizoned)(PPU:10)
10/10 Cog(Garnozioned)(PPu:10)
G.Total: -250g
100/100 Spearman(Garnizoned)(PPU:0.5)
95/100 Swordman(Garnizoned)(PPU:0.5) 5/5 Mobilized S.(PPU:1)
125/150 Milita(Garnizoned)(PPU:0.25) 25/25 Mobilized M.(PPU:0.5)
Garnizoned Expenses: -129G Mobilized Expenses:-17,5G All Total Expenses: -391,5G
The first wave was led by Zog the explorer. He was the head of the human expedition to the steppe like region near Lake Sa. these people would build the first settlements, villages, cities in the region and so would begin the assertion of human dominance in the region. Zoe and his band of humans were able to traverse the land on horse back and soon horses became an integral part of the human settlement. The culture of living a nomadic life on the horseback became the norm. over the decade since, Zog and his men were able to claim enough land to their large tribe to consolidate a state that was to be the making of an empire. Zog the great's reign was that of peaceful expansion and prosperity. During this time the humans maintained a peaceful and friendly relation with he sky folk of inhabiting the lake Sa and trade was common. This helped in introducing the first wave of humans to the magic and arcane. Under Zog's reign many estates came to powers. Local land lords started demanding more and more autonomy and Zog being one man could not control each and every lord personally. As the local lords began to obtain higher degree of autonomy and control, they started to hire their own militia and mercenary. Zog, aware of the chaos that the state could fall into if this continued tried to settle the situation. He called a diet of all the lords to persuade them to consolidate into one unified democratic country where they could represent their estates. The meeting was to bring the empire back to the golden era it was enduring just few years back. Sadly, that was not the case. The diet was a failure and many local lords left disheartened unhappy with giving their power back to Zog, falling into the likes of smaller lords. Soon enough rebellions started to erupt. It began with the southern Rove Lord calming independence of his land from the state. Zoe rallied his men to quiet the opposition but by the time he was finished with the Rove lord multiple independent rebellions, inspired by the Rove lord had been started in the north and west reaches of the empire. Zog knowing his limitations tried to call a second diet. This time he planed on establishing a capital in the city of Kiev, the economic, and geographical centre of the empire, then he would establish each lord as a subject to this capital. The lords would have full autonomy and control over their lands but they would be paying an annual tribute to the capital and the states would all form a pseudo-empire. Each state allowed to deal with their internal strife as they saw fight and the lords to rule their state as per their desire. The states were also free to settle their disputes among themselves. The capital was only to come into state matters when it would effect the empire. In all sense of the words, Zog became the judge, jury and the executioner of all empire related matters. This system though not perfect had its merit and would be bringing peace for years to but sadly that was not the case as Zog perished in a fire, an arson attempt at his summer home. Zog, his family, even his pet dog all fell to the flames and were burnt to ashes along with his house and the empire.
The death of the great Zog lead to a steep fall in stability. The black news spread throughout the empire like wildfire. "The Zog is dead. The heir is dead. The empire is dead. The end is neigh.", was what the apostles of the apocalypse preached in each and every city squares. The capital, the throne was open for the taking. As the lords and their greed begun to grow, they started to think of becoming the emperor. in not more than three months since Zog's death many lords were marching their armies to Kiev, ready to take over the capital and proclaim themselves as the emperor because whoever had the capital would have the throne and so the empire. Sadly this only lead to greater turmoil. The waring between the lords only lead to mutual destruction between them. None of them were strong enough to siege the capital and fight the imperial horde and so soon they begun fighting between themselves. The infighting lead to bad blood and soon the empire was a shadow of itself. A bunch of scrambled states, each fighting for more power, filled with greed and bloodshed. It was an age of Blood and iron. knowledge of the arcane lost and any connection to the peaceful sky folk was also lost. The capital city of Kiev was only centre of peace, the only place where you could see the occasional sky folk.
In the fire of turmoil rose an individual. Alexander, the Scanderbeg as the people came to call him. He was the bastard child of the Zog. Scanderbeg was the supreme general of the Kiev military and was the one solely responsible to defend the city against multiple incursions by the various lords. He was able to do through his tactic genius and an organised, disciplined, non-conscript imperial army core that was loyal to him. Once the lords stopped attacking the capital and started the period of infighting, Scanderbeg was finally able to relax and plan. Alexander had decided that his defensive strategy would only lead to a slow, embarrassing and painful death of the empire and so was ready to go for the offensive. So with the infighting between the states growing worse, he declared himself the Lord of Kiev. This marked the extinction of the empire and resulted in Kiev becoming just one of the states. With this act, Scanderbeg brought the city state into the stage oft he waring states. In this era of Blood and Iron he claimed all the nearby lords one after another, expanding his clan and soon forming a Khanate of his own. He did not wise for an empire like his father, his ambitions were different. Soon enough the Khanate of Svizz was formed. This included the city of Kiev and most of the surrounding lords. By the time the khanate was formed, most other lords had also consolidated their hold on their land and had even expanded. Finally there was a sort of peace between the states. It seemed that the now gone empire was a new union of various states with no overboard unlike the days of the Zog. Peace seemed to be the status quo and Alexander had through his baptism in the fire of this turmoil arose as a phoenix, a bacon to his clan and as the leader of the humans under him. To consolidate his power, Scanderbeg called a diet, The third diet of the humans was so led by Scanderbeg that took place in the Kiev palace. Unlike his father Alexander was not looking for peace through democracy, he wanted peace through complete control. Every lord and nobleman came to the diet. Each and every person of significant power under the Khanate were present, including Alexander's mother, brother and bastard cousin. Sadly it wasn't a happy family feast as it had been announced to be, it was an ambush. Scanderbeg appeared near the throne with the imperial army core. He proclaimed himself as the Grand Tzar of all of the humans inhabiting Thadenia and then ordered his men to kill everyone in the diet. It was a bloodbath, a massacre. Even after weeks the drapes and carpets still had blood dripping from them. With this act, Alexander had become the sole ruler of the Khanate, ending any opposition that was, or would be present against him.
The death of the great Zog lead to a steep fall in stability. The black news spread throughout the empire like wildfire. "The Zog is dead. The heir is dead. The empire is dead. The end is neigh.", was what the apostles of the apocalypse preached in each and every city squares. The capital, the throne was open for the taking. As the lords and their greed begun to grow, they started to think of becoming the emperor. in not more than three months since Zog's death many lords were marching their armies to Kiev, ready to take over the capital and proclaim themselves as the emperor because whoever had the capital would have the throne and so the empire. Sadly this only lead to greater turmoil. The waring between the lords only lead to mutual destruction between them. None of them were strong enough to siege the capital and fight the imperial horde and so soon they begun fighting between themselves. The infighting lead to bad blood and soon the empire was a shadow of itself. A bunch of scrambled states, each fighting for more power, filled with greed and bloodshed. It was an age of Blood and iron. knowledge of the arcane lost and any connection to the peaceful sky folk was also lost. The capital city of Kiev was only centre of peace, the only place where you could see the occasional sky folk.
In the fire of turmoil rose an individual. Alexander, the Scanderbeg as the people came to call him. He was the bastard child of the Zog. Scanderbeg was the supreme general of the Kiev military and was the one solely responsible to defend the city against multiple incursions by the various lords. He was able to do through his tactic genius and an organised, disciplined, non-conscript imperial army core that was loyal to him. Once the lords stopped attacking the capital and started the period of infighting, Scanderbeg was finally able to relax and plan. Alexander had decided that his defensive strategy would only lead to a slow, embarrassing and painful death of the empire and so was ready to go for the offensive. So with the infighting between the states growing worse, he declared himself the Lord of Kiev. This marked the extinction of the empire and resulted in Kiev becoming just one of the states. With this act, Scanderbeg brought the city state into the stage oft he waring states. In this era of Blood and Iron he claimed all the nearby lords one after another, expanding his clan and soon forming a Khanate of his own. He did not wise for an empire like his father, his ambitions were different. Soon enough the Khanate of Svizz was formed. This included the city of Kiev and most of the surrounding lords. By the time the khanate was formed, most other lords had also consolidated their hold on their land and had even expanded. Finally there was a sort of peace between the states. It seemed that the now gone empire was a new union of various states with no overboard unlike the days of the Zog. Peace seemed to be the status quo and Alexander had through his baptism in the fire of this turmoil arose as a phoenix, a bacon to his clan and as the leader of the humans under him. To consolidate his power, Scanderbeg called a diet, The third diet of the humans was so led by Scanderbeg that took place in the Kiev palace. Unlike his father Alexander was not looking for peace through democracy, he wanted peace through complete control. Every lord and nobleman came to the diet. Each and every person of significant power under the Khanate were present, including Alexander's mother, brother and bastard cousin. Sadly it wasn't a happy family feast as it had been announced to be, it was an ambush. Scanderbeg appeared near the throne with the imperial army core. He proclaimed himself as the Grand Tzar of all of the humans inhabiting Thadenia and then ordered his men to kill everyone in the diet. It was a bloodbath, a massacre. Even after weeks the drapes and carpets still had blood dripping from them. With this act, Alexander had become the sole ruler of the Khanate, ending any opposition that was, or would be present against him.
Name of your State: The Khanate of Svizz
Your Race: Humans (first wave, nomadic and tribal)
Government Type or System: Khanate. A system of government in which the khan (the hero) rules over the clan and all its subjects as the ultimate leader.
Nation's Features:
-Nomadic, live off the land.
-Aggressive and partake in tribal feud with other humans
-State is dependant on looting, raiding and conquest to maintain happiness.
-Horse riding and archery is integral to the khanate and its army.
-Partake in looting
-Most of the nation is on area geographically similar to steppe
Other Details:
-The Svizz army consists mainly of light to medium cavalry and horse archers. They are adept at surviving off the steppe itself. The average warrior of the tribe has a spear, bow and a horse that he can ride.The smaller garrison in the city of Kiev is of the imperial army from Zog's time. Though small they are well trained, disciplined and equipped and are all heavy infantry with a even smaller band of heavy calvary, enough to guard the Khan when travelling. (The imperial garrison is large enough to form a small contingent)
-The khanate has a primitive form of taxation but the economy is mostly driven by trade as it is the hub of all human trade because of the capital in Kiev. Other than this majority of the Khanate's wealth comes from raiding nearby states or through annexation of other lords.
-The sky folk have not made any connection the Khanate since the massacre for unknown reasons.
HERO:
Name of the Hero: Alexander "Scanderbeg" Svizz
Feature of the Hero:
-5"11 Height
-Wields a double sided axe and shield. Also is adept with crossbow.
-Good tactician and pragmatic. A moderate fighter but can lose temper.
-Weak temperament.
-Ambitious
Status
Buildings->Kiev<-(Taxes: 10G)
->Main Tribe Tent(-10G)
->Animal husbandary tent(+50G)
->Trade Guild(+20G)
->Army Maintanence Unit and weaponary(-30G)
Total:+40G
Army/Limit
20/20 Khan's Cavalary(PPU:0.5G)
500/500 Horse Archer(Spear/Sword + Bow)
500/500 Horseman(Spear+Sword)
Total:-10G
1000/1000 Limit for no expense units
(500 Horse Archer, 500 Horseman)
Total
Income
Kiev(+40G)
Army(-10)
Net Income: 30G Treasure: 10030G
Turn 5- Ok
Problems
-GO FIGHT AND CONQUER
-Soldiers need training
-Need more food
-Politically in Danger
Name of the Race: Hel (Helians)
features of the race:
- Glowing eyes of varying colors (determined by bloodline).
- Pointed ears
- Slender bodies and tanned to dark skin
- Some have horns (determined by bloodline)
- Long-lived
Other Details: Have an innate talent for dark magic (necromancy, hexes/curses, offensive magic).
Flag: The flag of Tartarus is a white horned-skull on a black backdrop. On the forehead of the skull is an arcane marking.
Name of your State: Tartarus
State Capital: Yomi
Your Race: Helian (Other races taken as slaves)
Government Type or System: Theocratic Monarchy
The King of Tartarus is believed to be chosen to lead by the gods of sorcery and death, the only two idols worshipped and recognized by Helians.
The king is given two advisors, one for internal affairs including the development of technology, education and all other aspects of infrastructure. The second advisor oversees things such as war, trade, and diplomacy. These roles are usuually filled by those without any real skill in magic.
Sorcery, the laws governing it in Tartarus, and its development is strictly overseen by the King himself. The king does have a group of advisers that serve to help him manage this large task however, they are known as the Sorcerers’ Circle or simply The Circle. Members of The Circle are chosen by the King himself and are usually masters in the arcane arts.
Nation's Features:
- Ancient Egyptian architecture.
- Fertile land
- Numerous arcane academies
- Several monuments
- Very little infighting
Written upon the walls of the palace is the story of the Hel race and how they got to where they are now. It is said that their species was delivered to the world as soon as there planet was formed. The Hel were numerous and the land near the ocean was plentiful so that was where they settled. With their magic they fended off their attackers as they built up their settlement. The strongest among them had such power that the others wholeheartedly believed him to be blessed by their divine, chosen. They named him king and worshipped the divinity through him. The nation began its rapid growth, attacking nomads and adopting slave policies very early in its life. Those people were used to further the Hels’ magical understanding as they were turned into experiments as well.
The Void has always bound the Hel together and is the reason there have been no revolts and very little internal strife. Tartarus’ population shrunk with every passing year due to the long lives that the Hel live, they tend to avoid children. Tartarus has always been hostile with its neighbors, waged more than one war for The Void, but they refrain from fighting magically gifted civilizations so that magic may continue to progress. The Kings have built several massive monuments for their divine. A pyramid, an obelisk, a second pyramid for ritual sacrifice, and a palace for the King. The previous two rulers, both Queens, put in place a decree that the Tartarus military must subjugate any nomadic tribes found wandering within the kingdom's claimed territory or in neutral space. This boosted the kingdom's slave trade.
State Currency: Carion(s)
Currency Type: Coins (copper and silver) with the nation’s flag on them. One silver coin is worth ten coppers coins. The government produces gold coins, but they’re only used by the government when making trade deals with other nations.
Other Details:
The Void is the name of the religion that the Helians follow. They believe the god of sorcery (Represented by a feline face with a man’s body) and the goddess of death (depicted as a jackal face with a woman's body) are responsible for all of creation. The King is believed to be the bridge between the divine and the mortal beings and as such, his world is absolute. The Void does have its own priests and those who teach its story, but the only official person in its service is the King. Temples are erected all across the country with large monuments and statues for the divine.
Name of the Hero: King Maat
Feature of the Hero:
- Lacking in physical strength
- Intelligent
- Arcane Expert
- Cunning and manipulative
Time ravages all things and leaves only fragments of what used to be. However, this is not true of Maat's appearance. Time has been good to the wizard and his looks. Standing at 6 feet tall, Maat's body is thin, a slender frame with soft brown skin, dull from a lack of sunlight. His arms are rather long and of course, narrow. They come down to average sized hands with slender fingers and manicured nails. His legs are just as thin and his feet a proportionate size to his height. On his back, there is a massive, intricate sigil tattooed in his blood for ink. A second sigil is drawn over his heart, far less complicated in design.
Maat's head is constructed into an angular shape by well-defined features. A wide, strong jawline sets the base for the shape of his head and face. Coming down to a small, flat, and smooth chin that gives Maat a more masculine facial structure. A pair of high cheekbones finish off the square shape of the necromancer's face and head. Healthy cheeks add life to his sometimes lifeless face. Like daggers, Maat's eyes are cold and unapologetic in their shape. Sharp and narrow, almost cat-like. Long lashes, thick and black in color, extend out over the glowing, silver hues of Maat's eyes. A pair of thin, neat brows sit above these eyes, always trimmed and tended to. A narrow nose centers his face, making the symmetry of it easily visible. On the line between a light pink and a soft red, Maat's full lips contradict his somewhat masculine face and add a hint of femininity to his features. Adding to his feminine appearance is, Maat's very long black hair. It spans an impressive length of 32 inches.
Although he doesn't go out often, whenever he does, Maat is adorned by rich shades of purple, gold, and of course, green. More often than not, his outfit consists of a two-faced mask. The golden mask features the face of a jackal on one side and a cat on the other.
Status
Buildings
->Yomi<- (Taxes: +100)
-Barracksx1 (-100g)
-Pyramid Oeth(-100g, Dark Aura Energy: 1000p)
-Pyrmaid Sutah(-100g, Dark Aura Energy: 1000p)
-Palace (-100g)
-Monuments(-50g)
-Arcane Acadamies(-50g)
-Cotton Fieldsx1(+200g)
-Quarry(+50g)
Total: -150G, 2000p
Army
400/405 Undead Warriors(DAE:1p) mobilized UW: 5/400
400/406 Skeleton Warriors(DAE:1p) mobilized SW: 6/400
King's Guards 50/50 (Garnizoned) (PPU:0.5) Mobilized KG:
G.Expenses: -25G M.Expenses: 0 Total Expense: -25G
Magic Expense: -811p
Income
Yomi(-150, +2000p)
Army(-25, -811p)
Cotton Trade with Union of Ori (+500)
Trade with Arany(-100g, +1000p, Availability of New unit: Magician Swordman)
Net Income: +225G Treasure: 10.875
Net Energy: 1189p
Turn 9 - OK Turn 10-Ok Turn-11OK
Problems
Food Shortage(Loss will increase)
Disliked country.
The Arany Imperium
Race: Mostly Human
Government Type or System: Monarchic Empire
Nation's Features:
-Immortal Ruler: the Arany Imperium is ruled by there unaging Golden dragon lord, which makes the government incredibly stable. They do not have successive leaders each with their own agenda and goals, but one everlasting ruler with his own vision for the future of his Imperium. He has also begun to be worshipped as a god by his citizenry, something he is neither for nor against, but has been useful in furthering his plans, as they believe his word is divine.
-Gold Horde: due to both location and the direct order of the Dragon Emperor, the Arany Imperium has stockpiled ludicrous amounts of gold, though it is not to be used for currency. The exact reason isn’t known by the populace of the Imperium, with the Dragon Emperor simply stating, “It’s for a plan long in the making.” Currency is this relegated to silver and copper coinage.
-Enchanced Soldiers: while the Imperial Army is mostly made up of regular troops no different than those of other nations, a small portion know as the Draconic Knights have been given magical enchantments and armor to massively increase their effectiveness in combat. While these enchanced soldiers are incredibly uselful, they are expensive and time consuming to produce, and there is no guarantee that the person undergoing to procedure will survive until it is done.
Story:
The Imperium: It was just after the first humans landed in Thadenia that one group of humans fled north. Hounded by the other races of the continent, as well as the monsters that lurked in the dark, they were doomed to annihilation. That was, until their Golden Dragon Emperor descended to lead them. Under his guidance, they built a mighty city, Holy Aranz, from which the Arany Imperium would spread. As the nation grew, so too did the religious fervor for which the citizenry directed towards their Dragon Emperor. In modern times, the Imperium is coming out of an isolationist period and looking to the outside for potential lands to conquer, threats to destroy, and even possibly allies.
The Golden Dragon Emperor: No one is sure where the Dragon Emperor came from, or what exactly he is, as he is something more than a regular Dragon. He is to dragons, what humans are to monkeys, something vastly more intelligent and powerful. While he is incredibly strong, he does not join his armies in combat, instead focusing his massive mind on the minutea of administration and running his Imperium. His motivations behind rescuing and deciding to lead a group of humans is unknown, but it is clear he has plans for his Imperium, and that these plans have so far been beneficial to its citizenry.
The capital city Holy Aranz, is a massive landscape of cathedrals, administrative buildings, magic academies, and more. It’s scale was built so that even the massive Dragon Emperor could enter each premise. It truly looks like a city built for giants, but populated by humans. The center of the city is the Palace of the Golden Savior, the Home and preferred administrative center of the Dragon Emperor.
Hero:
Croluz the First-borne
Feature of the Hero:
-Adopted Son of the Golden Dragon Emperor
-Imbued with a fraction of the Golden Dragon Emperor’s power
+Unaging
+Increased intelligence
+Greater than other humans in both size and ability
-Leads one of the armies of the Imperium, named the Son’s Chosen
-Prefers diplomatic options when conquering and dealing with other nations.
Status
Buildings
->Holy Aranz<-(Tax: +250)
-Temple of Dragon Emperorx1(-50G, Tax Modifier)
-Farmx4(400G)
-Copper Minex1(50G)
-Silver Minex1(25g)
-Gold Minex1(Out of Resources, abandoned
-Barracksx1(-100g)
-Magic Acedemyx1(-50G)
-Gunsmithx1(+50G)
-Knight School(-150G)
->country side<-
Imperial Temples(4,-200g,%20 of populations are being educated)
Total: +225G
Army
0/200 Imperial Infantry (Garnizoned PPU:0.5g) Mobilized II(PPU:1G): 200/200
0/100 Imperial Cavalary (Garnizoned PPU:0.5g) Mobilized IC(PPU:1G): 100/100
0/50 Draconic Knights (Garnizoned PPU:1g) Mobilized DK(PPU:2g): 50/50
G.Expense: G M.Expense: -400g Total: -400G
Income
Holy Aranz(225G)
Trade(50G)
Trade with Tartarus(+100G)
Army(-400g)
Total: -25G Treasure: 9025G
TURN 9- OK TURN 10- OK TURN 11 - OK (Necromancer will be received in 3 turns)
Problems
-Incoming economical crisis
-Increasing Xenophobia(Due to opening the empire to the world)
-Increase in crime rate
((RP will be started with me writing RP for each nation on the message section. That will be the start of the first turn. Eliasdagood Martydi SilverSentinal ))
OOC News:
->Continent Map has been updated(Last Two nations are added)
->Sponge left the game, divyansh joined.
->Divyansh, Daric and SilverSentinal left
->LadyOfStars and RoarkSouth joined
TURN 12
Attachments
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