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Nation Building The Nations of Ederyon

GrieveWriter

U-Incorporated 2nd Class Type Unit
Be sure to read the rules which will be located in the Overview Tab before submitting a sheet.


*=Optional





  • Character:


    Name:



    Age:



    *Height:



    *Weight:



    Appearance:



    *Magic: (if applicable.)



    Weapons:



    *Relationship status:



    *Anything else you would like to include:



 
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Character:


Name:
Terranbar OrcCrusher


Race: Dwarf


Age: 157


*Height: 4'6"


*Weight: 175 lbs


Appearance: <p><a href="<fileStore.core_Attachment>/monthly_2015_10/Bruenor_Battlehammer_-_Todd_Lockwood.jpg.b515d69bc01703f85361f0c05aaef590.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="83026" src="<fileStore.core_Attachment>/monthly_2015_10/Bruenor_Battlehammer_-_Todd_Lockwood.jpg.b515d69bc01703f85361f0c05aaef590.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


Terranbar has wild red hair and beard.[9] He has a large, hawk-like, pointy nose that had been broken several times. His eyes were grayish blue and he stood four-and-a-half-feet


Weapons: Terranbar's weapon of choice is a great Mithral axe enchanted to never break or dull, and to return to the owners hand at command..


*Anything else you would like to include:


Terranbar is a strong willed and somewhat thick-skulled person. If he has his mind set on something, hes going to get it done no matter what and it can be quite difficult to get him to do otherwise. As a leader he is confident, strong and ultimately benevolent. Terranbar ultimately wants what is best for his people and will risk life and limb for even the weakest Dwarf.


Nation:


Name:
Mithral Kingdom


<p><a href="<fileStore.core_Attachment>/monthly_2015_11/57a8c570f3ff6_Mithralkingdom.png.ad5b3a4a403612c09076e3629d1795be.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="83368" src="<fileStore.core_Attachment>/monthly_2015_11/57a8c570f3ff6_Mithralkingdom.png.ad5b3a4a403612c09076e3629d1795be.png" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


Capital:
Mithral Hall


As Mithralian legend has it, Mithral Mountain (The mountain in which Mithral lies) was the birthplace of the Dwarfs, who were forged from pure Mithral by their god Moradin. After creating Dwarf kind, Moradin carved a great city in the mountain created entirely of Mithral, and thus Mithral hall was born. It is said a great civil war broke out between the Dwarfs eons ago and the thousands died and others fled the city. Angered by this, Moradin banished the Mithralian Dwarfs from Mithral Hall and turned most of Mithral mountain to rock and other ores, leaving rare veins of pure mithral. After generations of searching for their ancestral homeland, Terranbar was the King to finally lead the Mithralian Dwarfs home. They arrived to a city like no other. The entrance to the hall was a great doors complete with towers and ramparts carved into the mountain face. Two large and ancient stone statues adorned each side of the gate, their features untouched even by centuries of neglect. The great gates were 2 gaints tall and 3 giants wide, made of pure Darksteel. Inside the great city was even more spectacular than anyone could of expected. A great stone hall 5 giants tall and 4 giants wide with a floor of pure gold. Pillars stood along the sides, intricately carved and adorned with silver. Great statues adorned every corner and the ceiling displayed a magnificent carving depicting the creation of Dwarfs and the world. From this great hall many stone hall ways led to great underground cities of silver, gold and stone. A great mine lays underneath it all, rumored to lead to the core of the world. Even in the 50 years the Mithralian Dwarfs had inhabited the hall many mineshafts and secrets still wait to be discovered.


<p><a href="<fileStore.core_Attachment>/monthly_2015_11/57a8c56a82d73_MithralHall.jpg.4a31456ea998206b9332c3f33540a44a.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="83109" src="<fileStore.core_Attachment>/monthly_2015_11/57a8c56a82d73_MithralHall.jpg.4a31456ea998206b9332c3f33540a44a.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


Government: Monarchy


Population Estimation (Dependant on Natural Resources): 20,000



Education: 3



Magic: 0



Military: 5





  • Land(0-3) 3
  • Air (0-3) 2
  • Sea (0-3) 0


Wealth: 3


Natural resources: 4



(Maximum of 15 points)



Description of your nation:



According to Mithralian history, Mithralian's are decedents of the original Dwarf created by Moradin. The Mithralian people are quite proud of this and consider themselves the father of all Dwarf clans, although no other clans recognize this. The Mithralian people, as all Dwarfs, are proud of their mining and crafting of extraordinary tools and stone sculptures. In recent years, they also have prided themselves on their mighty airships, powered by great gears the turn great fans that push and rotate the airship.


The Mithral Kingdom comprises of 3 main cities.


The first is Mithral hall itself, the capital of the kingdom.


The second is Stone Haven, a city partly above ground but most below ground. The city is the main trade city of the kingdom as it lies on a riverside. Since the city is partly above ground it is considered exceptionally vulnerable by dwarven standards and so if protected by a set of two great stone walls, littered with great towers and sealed in by 4 massive iron gates on each side. The area between the outer and inner wall if where most trading takes place between Dwarves and neighboring people, the area inside the walls being a fall back position to protect the main entrance into the main underground of the city. The underground section of the city is a large and expansive series of hand carved caverns that could fit a frost giant comfortably inside. These caverns are used for a variety of purposes, from training fields, dwarven "parks", housing and great forgeries.


The third is Druendar, a city akin to Mithral Hall laying in the southern edge of the mountain range. Druedar is for the most part a small and less elaborate Mithral hall, but with one main difference. Underneath the city is an expensive system of tunnels and caverns dotted by underground lakes and streams. Inside this system, named "The Underdark" there are a variety of dangerous and off beings and creatures, even intelligent races. The Dwarfs of the city have spent generations try to cover up all the entrances to the Underdark, but every now and then a band of Underdark creatures get into the city and wreak havoc.


Society


An outsider would claim that Dwarf have no children. More Dwarves are simply carved out of stone. Sadly, this is not the case.


Dwarf Children are born the same way any other races are- but lets not go into detail.


Dwarf children spend their first 30 years in the safety their mountain keep, forbidden to venture to the surface. For the first 30 years of their lives they are taught all their is to being a dwarf. They learn the basics of Dwarven fighting, mining, forging, and stone working, as well as Dwarven culture. After 30 years Dwarven children will then choose their lifetime profession and spend 40 years as an apprentice. After these 40 years, when the Dwarf is about 70, he is considered a man and is free to leave the underground, although most rarely do so.


The profession a Dwarf may choose from are Mining, Engineering, Warrior, Stone Masonry, Blacksmithing and farming (yes they have farms- of sorts).


Military:


Mithral Guard - The Mithral Guard are the elite defenders of Mithral Hall. Picked from the most Elite of the DarkSteel Legion, these Dwarves know no fear. They wear a full suit of pure Mithral (Mithral is an extremely rare metal stronger and better than even Dark Steel) Armor. This armor is so pure and finely polished that it gleams brightly even in the dim lighting of the great Dwarven hall. Wielding Mithral weapons, they are the most powerful force the Mithral Kingdom has. While not meant to take part in offensive operations, there have been times when they have- to much of the displeasure of the enemy.


DarkSteel Legion - The DarkSteel Legion is the elite offensive army of the Mithral Kingdom. They wear armor made of darksteel and weapons made from the same. Their armor is dull and remains un colored. Their helmet features two sinister horns and a set of three smaller horns are molded onto the shoulder plates of their armor. Due to the horns of the armor and its dark color, one who did not know better would think that they are evil Dwarves. This could not be farther from the truth. DarkSteel Legionaries are some of the most loyal and respected Dwarves, second only to some of the best workers (miners, smiths, stone masons) and the Mithral Guard itself. Their armor's insidious look is only to instill fear in their enemies and is an ironic contrast to the Dwarf who adorns the armor.


Dwarven Soldier


Dwarven Soldiers are the typical soldier in the Dwarven army. These Dwarves, while not as formidable as the DarkSteel Legion are still a force to be reckoned with. Their finely crafted and polished Iron armaments are stronger than the finest tool crafted by other races. Their armor, while not being as ornate or shiny as the Mithral Guard, gleams under the bright sun. Their helmets are of the standard Dwarven shape, a large thick helmet covering all but the eyes and parts of the cheek. Their armor, while appearing to be bulky, allows them a full range of motions and they swing their weapons with surprising speed (not that they swing insanely fast, just faster than one would think). These Dwarves act as a defensive and offensive force and also act as laborers when not at war or on guard duty.


Weapons


Battle axe - The Battle axe of course, is one of the favored weapons of the Dwarves. The axe is a awfully large for a one handed axe, but its carried and used with ease by the short but strong Dwarves. Most use an axe combined with a shield but some in special units will use one massive two handed axe rather than a shield and axe. The standard Dwarven soldier uses a masterly crafted Iron axe, the Legionaries use a DarkSteel Axe and the Guard of course uses a Mithral axe.


War Hammer - The second favorite of the Dwarves. These large two handed weapons smash armor and heads alike, capable of killing a man with sheer force without even penetrating his armor. The different divisions of course use variants using their allotted material.


One Handed Sword - While nit the favored weapon of most Dwarves, some do in fact use swords. These swords are sharper than any blade forged by another race and hold their edge for much longer.


Heavy Crossbows - Crossbows are the favored archery weapons of the Dwarves. These heavy crossbows fire a heavy bolt capable of piercing some of the heavier armors. Each division uses arrows tipped with their material and the crossbows themselves use the same, but to little added affect.


Special Weapons/Siege Weapons


Ballista - The Dwarven Ballista is one of the many prides of the Dwarfs. This Ballista is made of wood and reinforced with hardened iron. It stands 3 and a half feet tall and fires a hardens iron tip spear/bolt 4 feet long a distance of 250 meters. This spear fires without enough velocity to penetrate even the heaviest of armors.


Dwarven Cannon - The Dwarven cannon, one of the latest great Dwarven inventions. This cannon comes in multiple variants, all made of hardend iron reinforced with Darksteel bands. The cannons are moved around on a mobile wheeled chasse that can be angled to fire the cannons at different angles. The cannons come in sizes 3 6inches, 10inch and 12 inch. These cannons all fire a variety of ammo such a a single round shot, grapeshot, ball and chain (two cannon balls connected by a chain) and an exploding shell (a hollow cannon ball filled with a highly unstable liquid).


Dwarven Catapult - The Dwarven Catapult is a mid range catapult made of wood the fires medium sized rocks or medium sized explosive cannon balls.


Dwarven Trebuchet - A long range catapult the fires large rocks or medium sized explosive cannon balls


Notes: Explosive cannon balls are quite expensive and dangerous to make


Air Ships


Air ships are the latest invention of the Dwarves. These "floating ships" are built for war and use the latest Dwarven technology. Dwarves posses little magic and most of their feats are through sheer engineering. The ships are lifted in the air by a hide balloon filled with a gas found deep under ground. This hide balloon is designed to flex under a cannon balls impact and then rebound, therefore negating most damage to the balloon. Serious damage to the balloon only occurs when a powerful arrow (fired from a ballista like weapon) punctures the balloon or a cannon ball hits a support beam underneath the hide balloon. This balloon carries a small wood/iron ship of sorts. This ship is armed with cannons facing in all four direction. To hit targets below the airship a guided rail system is used to deliver bombs/cannon balls from a secure ammo room in the ship to multiple drop points underneath the ships. The ship uses a simplistic but effective system of enchanted iron gears to power a series of fans that can turn the ship, propel it, and move it up or down.


They have several different sizes/classes for their airships, including Interceptors (fast and small airships), Cruisers (Decently fast and decently armed airships) and Battleships (Heavy armed and slow airships)


History:


According to Mithralian lore, all Dwarfs once were part of the Mithralian Clan, living in Mithral Hall united as one people. Things were peaceful and the Dwarves were able to develop and master the forgery of weapons and the manipulation of stone. All was well, until other Dwarves became greedy. THe Dwarven population had grown dramatically throughout the years, and small "sub-clans" had grown from the first and original clan. These clan's wanted to be recognized as separate and control Mithral Hall. These greedy desires led to a civil war between the Dwarves. Thousands died and thousands more fled the great hall. When the bloodshed was over, the Mithralian clan retained hold of the hall, but not for long. Great Moradin, angered by this bloodshed, banished all Dwarves from the great hall, diminishing its glory and replacing most of the Mithral with other metals and stone, and removing the Dwarfs memories of the halls location. It would take generation until the hall would be found once more.


After being expelled form their ancestral home, the Mithralian Dwarves were left to wander the continent. They eventually settled down near a great lake and build a grand city partly above but mostly below ground. They called this city Stone Haven. They were for the most part content, but some wanted more. Some looked to the mountains as a place of wealth and security, as Stone Haven was not the richest of places ore wise. A large number of Dwarves set off from Stone Haven to create a new city in the southern portion of the great Mithral Mountains. This city was named Druendar.


Druendar started out as what the Dwaves hoped. THe mountain was rich in ores, and even had rare but large veins of pure Mithral. But with every blessing comes a curse. As the Dwarves mined deeper and deeper into the core of the mountain, chasing the fleeting veins of Mithral, they discovered a world quite opposite to even their own underground lives. They discovered the under-dark. This world was completely unlike any other. A never ending expanse of tunnels and cavern's dotted with lakes, streams and mushroom groves. In this mysterious land live a variety of deadly creatuyres, even underdark civilizations. Little is known about these creatures or their civilizations, as the Underdark is extremely dangerous and expansive. From this world came the Cwalers. Large scorpion like beings than crawled out from the depths of the Underdark and assaulted the dwarves, taking them by surprise and killing many. Since them the Dwarves have outlawed traveling and mining into the Underdark and have sent years covering all the entrances to it but even still every now and the they are attacked by Crawlers.


All the while the Dwarves had been searching for their home, rumored to be hidden deep in the mountain. Generations of Kings went on numerous quests to find their last home, all ending in failure. Until one day, young Terranbar set out on a Quest to find the great hall, by himself. After months of travel through the mountains, through the planes and through the trollmoors, young Terranbar found his great hall. it was unlike anything anyone could of imagined. Great statues taller than a giant. Halls lined with gold and silver, and mithral veins as wide as a dwarf and as long as a man.





 

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Note:Will add more later.its Late around here





  • Character:


    Name:
    Khan Kilij ?lda


    Age:27


    *Height:1.66cm


    *Weight:51kg


    Appearance:


    1835915-deadliest_warrior_legends_genghis_kahn.jpg



    Weapons:
    Kilij (A type of Sword),Spear and A Bow


    *Relationship status:Married




 

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[/centerblock]




  • Name: Speaker Corun


    Age: 1700 years


    *Height: Variable


    *Weight: Variable


    Appearance: (Variable)





    *Magic: Made from Etherium, thus possessing it`s properties


    Weapons: Himself and his soldiers


    *Relationship status: Unable to form any form of relationship


    *Anything else you`d like to add: He is in possession of five cores, being the main speaker in the Silverlands






    Name: Garsster


    Age: 3953


    *Height:


    *Weight:


    Appearance:


    *Magic: Expert at several forms of fire and earth manipulation, as well as being able output energy in various forms, the same applying to light.


    Weapons: His magic, soldiers and himself


    *Relationship status:none


    *Anything else you would like to include: Leader of the mages of the SIlverlands






    Name: Speaker Merin


    Age: 1904


    *Height: variable


    *Weight: variable


    Appearance: variable





    *Magic: Made from Etherium, thus possessing it`s properties


    Weapons: Himself and his pawns


    *Relationship status: unable to form any form of relationship


    *Anything else you would like to include: The oldest speaker






    Name: Speaker Munuin


    Age:1284


    *Height: variable


    *Weight: variable


    Appearance: variable





    *Magic: Made from Etherium, thus possessing it`s properties


    Weapons: Himself and his pawns


    *Relationship status: unable to form any form of relationship


    *Anything else you would like to include: A minor speaker, charged with taming land monsters.






    Name: Speaker Gtuin


    Age:1243


    *Height: Variable


    *Weight: Variable


    Appearance: Variable





    *Magic: Made from Etherium, thus possessing it`s properties


    Weapons: Himself and his pawns


    *Relationship status: unable to form any form of relationship


    *Anything else you would like to include: A minor speaker, charged with taming sea monsters and managing sea forces near the silverlands.






    Name: Speaker Tarc


    Age: 734


    *Height: Variable


    *Weight: variable


    Appearance: variable





    *Magic: Made from Etherium, thus possessing it`s properties


    Weapons: Himself and his pawns


    *Relationship status: unable to form any form of relationship


    *Anything else you would like to include: A newly created Speaker, has a bias against goldflesh.






    Name: Gij


    Age: 2154


    *Height:


    *Weight:


    Appearance:


    *Magic: Able to create bursts of light and energy spheres with his hands. Spheres can be thrown and explode. The length of the light will depend on it´s intensity.


    Weapons: Himself, some pawns and his magic


    *Relationship status: none


    *Anything else you would like to include: A minor goldflesh mage
 
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Characters:



Prince



Name:
Silent Crow


Age:24


*Height:5'9"


*Weight:165Ibs(74kg)


Appearance:Blonde hair, deep blue eyes, fair skinned


*Magic: (if applicable.):He can summon roots to trip and trap foes, he has the ability to communicate with animals and he has incredible vision.


Weapons:Two 6" daggers, Longbow


*Relationship status:Single


*Anything else you would like to include:


Race:
Elf


Silent Dove's Brother


Princess:



Name:Silent Dove


Age:21


*Height:5'11"


*Weight:120Ibs(74kg)


Appearance:Long blonde hair, deep blue eyes, fair skinned


*Magic: (if applicable.):Charmspeak, Communication with wild animals, invisibility when surrronded by nature


Weapons:Magic


*Relationship status:Single


*Anything else you would like to include:


Race:
Elf


Silent Crow's Sister


Nation:



Name:Esmium



*Flag:



greenwood_and_mirkwood__931674.jpg



Capital:Aelthas, Population 3000



Government:Monarchy



Population Estimation (Dependant on Natural Resources):5,000



Education: 4



Magic: 4



Military: 4


  • Land:2
  • Air :2
  • Sea:0


Wealth: 1


Natural resources:2



(Maximum of 15 points)



Description of your nation:






Geography


Esmium is divided into 3 parts;West Forest, East Forest and the Deep Woods. These areas are separated by the two outer rivers. In between the rivers is the Deep Woods, in the west there is the west forest and in the east is the East Forest Most housing is in the deep woods, as that is where the capital is located.


Lots of trees bushes grass etc. Dirt paths Throughout.


elven_forest_2_by_thephoenixdark-d5mx7ug.png



Housing


In Esmium the housing is often integrated into thicker trees and sometimes wrapped around the trees. There are sometimes bridges connecting houses. Below is a picture of the capital city, Aelthas.


b24ef396b2ba142dbfca6a44b6b51819.jpg



Territory(Follow the instructions in the Mechanics Tab):



Diplomacy


Esmium is a generally peaceful nation. If attacked the citizens will use daggers, staffs, magic and longbows to defend themselves.


Resources


Emeralds: Jewelry


Sapphires: Daggers and sometimes jewelry



Wood: Longbows



Horses: Travel



People


The people of Esmium are well educated. They are usually average height. They have pointy ears. The usual eye colors are blue and green.


<p><a href="<fileStore.core_Attachment>/monthly_2015_10/57a8c569ef909_Ederyon2Elves.jpg.39c34b4428e6b18e37d00f69412ce405.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="83089" src="<fileStore.core_Attachment>/monthly_2015_10/57a8c569ef909_Ederyon2Elves.jpg.39c34b4428e6b18e37d00f69412ce405.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


History:The people of Esmium started out as nomads. They settled in Esmium because there were many wild animals to hunt for food. Later they found that the land had emeralds and sapphires. They are generally peaceful and just wish to continue hunting in their lands and continue advancing in technology.


 

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  • Name: Mordius Calthorn


    Age: 544


    Height: 5'2"


    Weight: 116 lbs


    Appearance:


    <p><a href="<fileStore.core_Attachment>/monthly_2015_11/upload_2015-11-1_15-57-11.jpeg.b2589043cdaa279aefebc05840e5efb1.jpeg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="83122" src="<fileStore.core_Attachment>/monthly_2015_11/upload_2015-11-1_15-57-11.jpeg.b2589043cdaa279aefebc05840e5efb1.jpeg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


    Magic: Total mastery over the dark arts of necromancy. In addition, Mordius possesses a great knowledge of all other magic. It is guessed at that he is the most powerful user of magic alive, although some may have things to say about this. Certainly, he is the most powerful Necromancer known to history.


    Weapons: His staff, the Grave's Touch. It is rumoured to be able to drain even the hardiest of lives with a touch and shatter mountains with a single spell. However, these rumours are a little exaggerated. Grave's Touch merely acts as a highly potent focus for Mordius' already unmatched power.


    Relationship status: Are you kidding?


    Anything else you would like to include: Mordius, unlike the stereotypical Necromancer, couldn't care less about conquering the world. He simply wishes to use his powers to create a nation and live how he chooses to live. However, this does not stop some with negative prejudices against him. His age is due to his freezing his aging process very early in his life, so he is theoretically immortal. Due to dark magics, Mordius does not require food, drink, or sleep.


<p><a href="<fileStore.core_Attachment>/monthly_2015_11/upload_2015-11-1_16-7-10.jpeg.14250e98ce406c7430dd121eec1008d8.jpeg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="83124" src="<fileStore.core_Attachment>/monthly_2015_11/upload_2015-11-1_16-7-10.jpeg.14250e98ce406c7430dd121eec1008d8.jpeg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>





 

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Character:


Name: Arash Gazapur



Age: unknown, claims to be over 100 years old (see nation)



*Height: 5'11



*Weight: 167 lbs



Appearance:
ninja_saga__kevin__by_wizyakuza-d68tqr7.jpg



*Magic: (if applicable.): Very skilled in the manipulation of minds. Uses this ability to alter and manipulate memories, feelings, opinions, and thoughts. However, he does not have total control over a person's actions, and can only influence (albeit strongly) them. (such as invoking a certain desire, doubt, or fear within them)(with enough effort, can create visual or auditory hallucinations). The greater the amount of people he attempts to mentally influence at a time, weaker his magic becomes.



Also, is relatively well-learned in the art of shadow magic. He uses this magic to allow him to teleport, alter his appearance, as well as make himself nearly totally invisible in darkness.



Weapons: Daisho, various throwing weapons, such as kunai, spikes, and shurikens.



*Relationship status: hahahahaha...no



*Anything else you would like to include:



Master orator and speaker. Uses this as well as his magical abilities to help his manipulate and control others.



Nation:



Name: Kazakh



*Flag: n/a yet



Capital: Samarkand (population 34,000)



Government: Totalitarian Dictatorship



Population Estimation 180,000



Education: 2



Magic: 4



Military: 5


  • Land 3
  • Air 2
  • Sea 0


Wealth: 1


Natural resources: 3



(Maximum of 15 points)



Description of your nation: The nation of Kazakh is relatively-medium sized nation. The population is mostly concentrated within 3 of its central cities. The area is between is wholly devoted to the procuring of natural resources, such as food, minerals, and other commodities. The nation itself is self-sustainable, and does not trade that much.



The nation itself is ruled by a totalitarian dictatorship, with Arash Gazapur as the supreme ruler. Gazapur has established a cult of personality, and has gained the ultimate loyalty of all his subjects. Every citizen is assigned a predetermined role over the course of their life, and is provided with only enough education and training to allow them to perform their job. The highest educated citizens within Kazakh would be the military elite and officials. There is very little cultural freedom, with all media produced having to benefit the government in one way or the other. The government also maintains a strong police force among the citizens (which can be called upon to defend against attackers), in order to keep order. However, despite the government's iron fist, as well as the lack of individual freedoms, the nation of kazakh has become a robust and versatile nation, with hard-working and loyal citizens.



The nation of Kazakh has 3 major cities, Samarkand, the nation's capitol, which houses the main government of Kazakh, Bukharra, a major resource hub, located in the innermost recesses of Kazakh's territory, and Tarketaan, the military and intellectual stronghold of Kazakh. Between these 3 cities lay vast open spaces of land, usually devoted to the procuration of resources such as food, timber, textiles, and other commodities. Numerous amount of small towns and villages dot this landscape. Through years of radical economic reforms, Kazakh has become a self-sustaining economy, and as a result, trade has become a minimum. Communications outside of Kazakh are also minimal.


7ba51cee0fab4978257be5cec7aa4738.jpg

Military: The Kazakh Military comprises of 3 different parts, the Central Army, the Air Force, and the clandestine organization known as the "Imperial Blades". The Central Army is Kazakh's main military force, with 10,000 active personnel, and with 15,000 more personnel in reserve. In time of war, thousands of other citizens can be quickly conscripted and mobilized. The army is organized similarly to the armies of imperial China and Japan, and is supplemented by siege engines, cavalry units, ranged units, and artillery. The typical trooper does not have any special abilities, however, higher ranking personnel have access to some special abilities, with the power of their abilities increasing as the rank increases. For example, a typical platoon leader will have enhanced senses, reflexes, and thought processes, while the generals of the Kazakh military are able to perform more complicated feats of magic, including element manipulation, sorcery, or providing passive buffs to their troops.


The Kazakh air force is composed of a fleet of airships with two overarching sections. Light, attack ships, and larger, heavier ships. Light ships are used for raids and interceptions, while larger ships are used as command points during offensives and sort of function like mobile bases. The ships utilize wind magic in order to keep them afloat, as well as to manage their speed. The ships use sails to control their direction. The ships are armed with cannons and ballistas. The ships are also capable of deploying airborne skirmisher units that are able to "fly" by the use of artificial wings, as well as the same wind control magic that the ships themselves use.



The "imperial blades" is a discreet organizations of special units. Members of the organization are highly-trained operatives, and are usually composed of the best fighters (not leaders or generals) in Kazakh. These blades are usually deployed in espionage, sabotage, or assassination missions within enemy territory. The "Imperial blades" also specialize in their own unique magic, (usually elemental, although with some sorcery and arcane magic), to aid them in their missions. During periods of war, the imperial blades are deployed into enemy territory.






All military forces are under Gazapur's direct control.


Territory(Follow the instructions in the Mechanics Tab): upper right-hand region of the lower left-hand continent


History: The nation of Kazakh was previously a tumultuous and violent land. Various warrior lands fought each other for control over the territory while the rest of the citizens tried to eak out their own livings in any way they could. Kazakh's seat of power changed hands every few years, with the previous leader and governing party getting killed or exiled, and a new one taking their place. This pattern continued on for dozens of years, before a young man by the name of Arash Gazapur emerged. Using his own talents, he was able to convince the leader of all the warring clans to meet with each other in a single location in order to discuss the terms of a possible treaty. However, once they had all gathered, Arash slaughtered them all and assumed control over all the powerful clans. With De Facto control over the entire nation, he implemented radical reforms and commissions for the entire population, and turned Kazakh into a tight police state.
 
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  • Character:


    Name:
    Marius Tiberious


    Age: 31


    *Height: 5'11


    *Weight: 165


    Appearance:
    34foa3l.jpg



    *Magic:
    has the ability to call upon lightning to electrify his gladius and shield.


    Weapons: A gladius, two pilas that can be thrown or used as a spear (keep in mind once it hits on impact it will break and is used to weigh down or take out shields for use), and his large scutum shield.


    *Relationship status:


    *Anything else you would like to include:
    He is a second leutenant of the 1st legion army and has gone through 4 military campaigns, making him very experianced and having a excellent mind of strategy.


 
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  • General Information


    Name: Xel'tol


    Government: Diarchical rule over seven previously feudal kingdoms


    Capital: Hok'tan


    Population: 9,750


    Territory:


    Map
    H4kMUR95C5M7qz_rbZ_MNyzL7SO5rjH0RofI1P2fAIgVWOJn8e5mOLlDae7Ne301YQTHQYcR9QmZnD4z_iRIk_4xVeOtzc3mnYNe8jimnLGkqbftYUmqZGTPscFn0js9QPQKNmT2



    Anthem: Yet to be determined


    Flag:


    <p><a href="<fileStore.core_Attachment>/monthly_2015_11/upload_2015-11-1_12-51-28.png.9425b240a0ca08f189d0558232dcba6a.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="83192" src="<fileStore.core_Attachment>/monthly_2015_11/upload_2015-11-1_12-51-28.png.9425b240a0ca08f189d0558232dcba6a.png" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


    Point Allotment


    Education: 5


    Magic: 0


    Military: 5

    • Land: 3
    • Air: 1
    • Sea: 1


    Wealth: 3


    Resources: 2


    Background Info


    Origin:


    Long ago in the modern day region of Xel'tol, Volcanoes constantly belched hot magma into the snowy frozen landscape. Over time the volcanic activity slowly diminished through the years to the point of simple hot springs. This is when the first signs of life began to show. Simple cells that formed from the mixture of the acidic waters and tiny metallic specs. These tiny organisms use no form of magic, instead they are a complicated system of overly saturated acid known as aqua regia powering the cell like a battery. Meanwhile the metals that saturate the acid constantly crystallized forming the physical barrier of the cell. Slowly overtime these cells evolved into more and more complex creatures. Metallic plants slowly evolved being able to reverse the oxidized metals used in the batteries to their original state enabling the cycle to continue.


    Physiology:


    The race of Xel'tol call themselves Terravir. Terravir have a strong metal exoskeleton that is formed from the crystallizing metals in their blood. They are large, heavy, and slow. But their strength and durability are unmatched. They have two large weaknesses, sudden temperature changes can cause their blood's mineral concentration to change. For instance if the temperature suddenly drops, their blood holds less metal causing it to deposit on the exoskeleton making the Terravir more stiff. Or if the temperature dramatically rises their blood can then hold more metals making their blood dissolve some of the exoskeleton providing some natural weak points. The Terravir lack any form of internal body regulation meaning that as long as the temperature outside the body remains above their blood's freezing point (-42 degrees Celcius), and below their boiling point (108 degrees Celsius), they won't die from exposure however this doesn't mean they won't die from the conditions stated above if temperature changes are too sudden. The second Terravir weakness is magnets. In a weak magnetic field they will use more energy and face slight headache issues. However a fairly strong magnetic field can induce madness that may be permanent for the rest of the Terravir's life and their descendant's lives. The Terravir can also roll into a fetal position rendering them immobile until they can "unlock" themselves. However once they are in this state their innards are completely protected and their shell's accepted punishment level dramatically increases. Terravir also have no need for Oxygen since they are battery operated, and depending upon their diet may be resistant to water corrosion. Finally, through a painful process it a Terravir has a thick enough exoskeleton then they can forge it into a desired shape. These have been a clan tradition ever since the earliest memories of the first Terravir.


    Terravir natural body structure
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    History:


    The race of Xel'tol call themselves Terravir. Terravir reproduce asexually via whole body mitosis. Due to this process, Terravir retain the previous memory of their parent before division. all of these memories can be traced back to seven different ancestors that each specialized in different categories. These categories ranged from Art/Music, Science, Language, Trade/Commerce, Harvesting, Crafting, and War. Constant fighting broke out among the descendants of these original 7 ancestors. Eventually two of these clans had conquered the others and now fought for their nations full power, those who specialized in war, and those in Science. Soon a member of the war clan learned skills from territories they had conquered and decided that he should learn every thing he could. He even dropped his previous loyalty, changed his name to Omnus, and joined forces with those under the Science banner. Here he learned everything that he could and realized that no branch was truly better than the others. Instead all branches working together is the best scenario. It took Omnus many years in order to gain enough followers. Then once he had enough support he led his own army against the previous two factions. After conquering each clan he offered them the opportunity to join his ranks and offered equality. With this new banner he ended the previous conflicts, but left the previous leaders in charge of their area since they knew their people best. He now had the whole nation under his rule. He established the footwork of a brand new foundation for his race. Then one day he decided to pass on his legacy and divided into his two descendants, Delumnar and Solortis. These two descendants each had Omnus's knowledge and decided to continue the rule of Xel'tol.


    Description:


    Xel'tol is mostly a frozen wasteland, however there are numerous hot springs that contain life giving water that has been made slightly acidic due to the ancient volcanic ash. The acid concentration however is on the same level as a jug of vinegar. These tiny Oasis's is what gives life to the frozen lands. Xel'tol contains large quantities of metal trees that pull the metals from the ground and give important fruit that is needed for Terravir life. These trees however grow very slowly and are not the purest form of metals. They contain very different averages of iron, copper, silver, gold, zinc, and any other metals from deep within the earth. Other than these trees, there are metallic forms of wild animals. However more natural resources like wood are completely nonexistent. Terravir have no interest in magic, and instead are incredibly captivated by the aspect of science. This interest has budded from the acidic properties of their blood. even before the unification of the clans, the scientists have been experimenting with alchemy and noted several interesting substances such as gun powder. Due to the lack of trees bows were never invented in Xel'tol making for the feudal ages to lack ranged weapons, aside from catapults. After the unification of the clans the alchemists created spring steel. With this new tech Terravir can begin experimenting with non siege level ranged weaponry.


    Military Tactics:


    Terravir are incredibly durable and are the weakest to a strong piercing attack aimed for an open joint, or heavy smashing attack that can crush their carapace crippling their body. Because of this durability Terravir are practically walking tanks. To layer on the tankiness the Terravir main weapon of choice is dual wielding the gladiarma, a combination of a shield and katar(punch dagger). These shields function as both defense, and a powerful stabbing offense. The other weapon choice is a heavy war hammer or battleaxe in order to crush their foes.


    gladiarma idea
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    The Terravir are strongest when it comes to sieges. Their secret behind their success comes from their countless years of feudal warfare leading to the development of large siege trebuchets and their secret weapon, the Iryn. The Iryn is a six legged beast weighing in at approximately 36 tons.The best description of this monster is "part unstoppable force and part immovable object." It is heavily armored and serves as the pack beasts of the army being able to carry additional supplies at around half their weight. Then with the arrival of combat itself, they became the ultimate battering ram. The Iryn resembles a six legged rhino. Upon charging an Iryn will close it's eyes to protect them from any debris, this also prevents it from turning once it charges. Once it collides it's entire body has evolved in such a manner that it'll survive directing the impact force through it's body so that is suffers no ill effects. Their heavy armor makes them almost invincible, but due to the length of Iryn reproduction and growth cycles, along with their energy demand, these factors make them a rare resource that only exists for those who have power and wealth. There was once an idea in the past to use one for mining, however it quickly brought down the mines in one blow. Unfortunately it doesn't need oxygen, and it's impenetrable body didn't get crushed by the cave in so it was buried alive. The Miners tried to dig it up, but it took about three weeks before it could be reached, and by this point the body had already heavily faded beyond recovery leaving the Iryn to be put down.


    The Terravir do have some access to aerial units. They have a domesticated beast called a Drakan. Drakan's have an ability to consume water and turn it into a gas lighter than air enabling for flight. This gas can also be discharged and ignited for defense, but costs the Drakan it's ability to fly for a while. Drakan's physiology also requires them to be incredibly lightweight for flight and also very fragile. They can only carry 2 Terravir at most, not even including mount weapons or supplies. For Naval ability Terravir's heavy weight prevents anything short of barge to carry them. However the Terravir's largest advantage in naval combat is the fact that they require no oxygen meaning they can survive underwater like a living diving suit. Unfortunately... They sink. and Pressure too great can crush their carapace.




 

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  • Name: His lordship Averiax the Light Watcher Age:27
    ecf40c0d4fc021aa10635d2da19af9ce.jpg
    Weapons: His only weapon is a well crafted Bastard Sword Role: Ruler of The Sanctuary


    Name: Mjorn Tower-Sheild Age: 214
    pathfinder-dwarf-dd.jpg
    Magic: Mjorn can channel his hammer to control basic StoneMagic Weapons: His hammer and, to a lesser extent, his Shield. Role: Commander of the Defense of the Sanctuary


 
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  • Markov Solotov Ignis




    dragon_by_koutanagamori-d3i8z1h.jpg


    {Age}


    163


    {Height}



    7.4 FT Tall


    {Weight}



    381 Pounds


    {Appearance}


    Markov is your average Juggernaut standing more than 7 FT,covered in thick scales,plates and Carapace and posses powerful wings,his belly and neck is a lighter tint of white,2 large black horns sprout from his head slightly short and 2 under his chin,a long tail able to be used as a whip and strong enough to hang and hold his weight...with pain of course...compared to most drakes markov,s face is slightly flat and not Pointy or extended like most,rows of teeth and so on like any drake.

    {Magic}

    Markov is not so magical but he dose have slight magic over fire,able to produce it and cast it in most ways,not a magic ability but Markov is very resistance against heat able to walk on fire if he wanted as being a Fire drake (Red scales) its not much of a problem

    {Weapons}

    Markov wields "Flame Charge" a blade that uses "Fire cell,s" to ignite the blade in a blaze,thees Fire cells are loaded with Firestone a red glowing heat of rock that ignites by the slightest of friction,mostly used in darken forges but Markov instead uses it for his blade buy creating a impact in a fire cell igniting the blade

    {Anything else you would like to include}


    #083 Juggernaut


    leader of the #07 Juggernaut team "Akula"



    Commander of whole Juggernaut Militia



  • Yellow stripes:The large and Thin yellow stripes on its flag tells the Nations Abundant Coast and beaches,Giving thus the Golden Stripes of its coast that are plentiful with the golden sand and beautiful beaches,they thus not harm or Build over it as must not be damaged in anyway,its one of the nations landmarks being "Golden Coast",as barbaric as they are the coast shall not be touch or Ruin.

    Blue Background:The blue background symbolize the nations abundance of water,be it on coast or Rivers the nation has a lot,it docent just symbolize water but as well the valuable metal they create,Native to them mostly,that posses the similar color,being "Dragonite" that is mostly used in everything.

    The dragons skull:The large yellow skull on the flag play a big role,it symbolize the race as a whole and overall barbaric Nation when at war,but as well symbolize "The Draken Juggernauts" Drakens Born for war,the skull as well has the shape of the first King of the nation "K'arab Rockoth"

    KkIXEVP.png


    {Capital}


    Gracemeria

    bone_city_by_mrainbowwj-d7csqh2.jpg


    The Capital of Gracemeria is aswell known as "The City of Bones" For the simple reason of the Massive Bones Found in the area,such example is "The Bones of Forak" massive Rib cage of unknown Beast that the City is Build upon,The bones are so large,they are made hollow and Houses are Build inside them and once again the bones of Forak are a example,this has become such a common find in the near areas that thees massive bones are what symbolize the city and the drakens for,its unknown what beast was massive to have thees bones but the Drakens say it belong to ancient Dragons that once flew over the land,But those are just rumors,now you might say drakens find it very offensive the "Mortal Body,s" as they are called,massive statues of humans holding to the heavens the skull of a draken,thees statues tell a legend.In the middle of the city is a massive arena where brave souls fight to the end for fame and wealth,but as well a execution area for prisoners that are sentence to death,

    9b5711edd782eb4c7959a430e25ba438.jpg



    Races in the far pass thought that draken Juggernauts where Immortal by basic injuries and the only way to slay a Juggernaut was to behead them with a blade made of silver,this has now turn a myth as drakens juggernauts are not immortal.and so the statues of the mortal Body,s was created above each gate.a popular land mark is "The rise of the Three heroes" a statue standing in the middle of the castle courtyard of 3 Female Drakes holding golden blades to the heavens,thees 3 female where the only 3 female Juggernauts ever known as most tend to be males,there names are "Praeda,Solva and faixa" and 2 where slain in battle as the only one alive is Solva the red drake but she is far old and unable to battle,she is respected by all and granted great service.


    {Currency}


    --Zenny and Dec--

    Zenny and dec are Dragonite Coins with the head of k'arab rockoth on both sides with a hexagonal shape.they are the Currency of the drakens but can be converted to universal currency if needed,zenny is Light Blue but Dec,s are diamond shape and smaller


    Currency----------Real life value



    1 Zenny= 10 cents



    10 Zenny= 1.00$



    100 Zenny= 10.00$



    1 Dec= 5.00$



    10 Dec= 50.00$



    100 Dec= 500.00$


    {government}


    Monarchy


    {population Estimation}


    39,040

    Education: 2


    Magic:
    1


    Military:
    5


    -
    Land 2


    -
    Air 1


    -
    Sea 2


    Wealth:
    4


    Natural resources:
    3

    {Nation native Resources}

    Bones:Might not sound special in anyway but the city is well known for its great abundance of Massive Bones,thees bones are used by the nation in many ways because of there size and strength,some are Broken up and used like wood,Or used to make furniture and many other Objects,in short the Bones are like Wood for them,they use wood but if its not needed or low in numbers thees bones are a great optional Choice,as well gives the name "City of Bones" To exist.




    Dragonite: thees metals are native to the draken race,dragonite being the most abundant, Dragonite is a combination of Copper,Iron and Cobalt Giving it a unique blue color,This...odd combination was made by accident its better said as drakens just drop metals and hope for the best,this metal is not the strongest,its slightly stronger than iron but what makes it special is how flexible it is,can be bend by hand! this metal is used to make cups and other metal objects with less labor.as well military use

    {Armament/Weponry}











    Dragonite swords







    Large Dragonite blades with it blue color,they are the Infantry,s Most main weapon be it long sword,great sword,short sword,Claymore its blue and large,most have small carvings on there Blades with words of symbols,but thees are just infantry weaponry,most of the blades have this bulky appearance not orc like,the blades are wider and handle as well than normal swords of most nations making them have a Bulky appearance but for the drakes its a swift blade.they would look like a great sword to human size races but for the drakes its a normal long sword,most have handles made of bone just to add.

    Example of normal infantry weponry

    MH3U-Great_Sword_Render_001.png


    Drake Range weponry

    Drake infantry use metal bows made of once again dragonite,being a very flexible metal its great for bows,the bows are large,slightly larger than a longbow,posses thick body of metal or bones reinforce with brands of iron to pull back greatly without snapping or bending,such bow require great strength to pull back and speaking of hard the string made of thin dragonite metal being coiled in a spiral,making the bows in specific have great range and power,as well the arrows for such weapon are deadly,using bone or wood for body and the head using dragonite,the head of the arrows are very large compared to a normal arrow,rather the fact such large head is for great penetration,used to Pierce armor (metal but must be thin) and the fact the bow has great power there is no need to use a small arrow head for such force,some arrows are coated with firestone shavings for when comes to impact it would ignite in a small explosion.


    Closest example for there bows to help imaginate

    25438-247377-MonsterHunterBowjpg-620x.jpg


    Juggernaut Blades

    Juggernaut,s use different blades,being stronger,faster,and fearless there blades are almost unique,most common are "Gorlan Blades" standing 5 feet in blade length with large handle and thick sheet of metal thees massive swords would seem unable to be wielded by some races but the drake juggernauts are able as most stand over 7 feet in height making thees blades there main weapon,but not just great swords but as well long swords,juggernauts train to use such blades wield long 6 feet swords that are mostly the whole blade,2 handles are carved inside the long sheet of metal to be wielded with two hands,and like any other sword are blue but being specific for juggernaut unites they are reinforce with different metal thus are more durable,some blades are not as sharp and being to big are just a slab of metal rather than a blade.

    Example of a long sword

    latest






    WIP








    WIP

    {Description of nation}

    the Nation itself is establish upon a Mountain area mostly to the north to west but with a slight Plains south and east,the "Bone graveyard" is located with the capital and mostly expands all over the nation,Capital is located in the plains with Villages expand expanding wide,there are only 3 Main cities one being the capital,another being the "Estovakia" and "Liondar" with estovakia located far in the mountains mostly acting for Mining operations and Liondar near the coast being the nations main Entrance for Trading Goods be it by sea or land,trades will be handle there as well the main large market and harbor.each city has massive walls that touch the heavens (Not really)

    As said above most of the cities and land are a graveyard full of bones of unknown creatures,most of the cities structures can be clearly seen using large bones a building material or Furniture, Boats,carts mostly everything uses bones as material as its much easier to Craft with and strong enough to be like wood,hens is the name "City of Bones"

    tumblr_nle4w3nFWA1rqcx52o2_1280.jpg



    Aside
    from the clear Bones the knowledge about the wyverns Origins is yet unknown,most state that the drakes are decedents from the Great Dragons that roam the land,But long ago old civilizations have stated of the existence of thees beast long ago being savage creatures,the Drake race themselves are wondering where they come from as they say the bones they live upon are from there ancestors,but that is better left untouched till evidence of there Origin is found.Some say and has been seen in rare occasions...Or drakes communicating with Dragons but only a few times this has been seen as Drakes and Dragons live together but the Dragons stay part as they are insolated


    the race itself is known as "wyvern kin" but most call them Drakes,standing more than 6 feet average male 6.5 FT and females being slightly smaller just being 6.2,some can pass that height and be Higher,such example are there Juggernauts most standing 7 feet but live shorter lives,most can live up to 1000 Years but because of such aging they reproduce slowly,taking 4 Months to form a egg and 6 For it to hatch,it takes 10 Months for a hatch ling to be born as most females can lay only 1 to 2 eggs making there Population slowly grow,Juggernauts on the Other hand are stronger,taller,faster and are a unique breed of drakes,they are mostly found in military families,thees people are known as "Warrior Borns" and are the perfect breed of soldiers,only 50 are born each year making them a rare but powerful warrior,all juggernauts are force to join the military



    The nations militia varies greatly from land to the air,the drakes don't have large airships nor complex air related vehicles as thus they have wings and much no need for them,but being just flying drakes docent serve much of a air militia but dose serve many ways,they do have small airships but are not needed as they have wings and most are use for the military



    For sea the drakens are well formed,creating large ships reinforce with Harden bones as they are carve up in many ways,some ships like "The Sabotage" is a rather medium size ship with a large bone or Metallic lance like spike with "Teeth" on the front of the ship made to ram against hostile navy and shatter there Hull and make close proximity between the two so its possible board the ship and sink them down,some drakens more specific the red scaled drakes are able to breath fire (Most can but some cant) can set wooden boats in a blaze making the drakes a little problem at sea.



    On land the drakes are much more of the Problem,they might not have much mechanical



    weaponry but there Infantry is what makes them a problem being "Born from dragons" they are equal of fears and powerful (Not really) most standing more than 6 Feet they wield massive blades and heavy
    weaponry,the drakes are suited for most situations when in combat.

    {Native wild Life}

    MORE TO COME!






    Skull Hermit
    Have you seen a Hermit Crab? Yes? well in the land of the drakes they exist! but with a problem,located in beaches and shores you can find skull hermits,Massive overgrown Hermits that use the skull of large creatures that are found in the area as there home,not to dangerous and peaceful creatures if left alone but the skull hermits stand up to 10 to 12 feet in height! Massive,they are hunted down for there meat and claws,but are considered a slight danger if provoke.


    20150501114113


    Shen Hermits






    you still love hermits? well we have one for you! one of the rarest and only 7 see in the current time thees massive hermits are considered native to the area! standing a outstanding 70 feet tall from the ground,thees slow friendly Giants are not harm,they are considers a specie in near extinction and should be left alone by anybody,they always mined there own business and walk without acknowledging anybody,if any are harm the person who did WILL be executed...yea don't hurt them if you want live as its said it takes THOUSANDS of years for such hermit to be as such size

    the_elder_dragon_shen_gaoren_by_weirdsketch-d4hcu0y.png


    Crystalite Scorpions






    One of the native dangers of the draken land are thees deadly scorpions,native to the area and live in underground caves thees creatures are not poisonous but deadly,some are the size of a human and are considered a hostile specie as they attack anything that is meat and food,using there crystals on there tail as a hammer and there sharp claws to slice prey thees scorpions should not be underestimated.

    latest


    {Territory}








    jgIAKru.jpg





    {History}



    "we where fearless and deadly like our Bigger brethren.....But now....we are united,but still the same as them"




    Long ago before some races are like they are now,the Drakes where savage creatures that roam the land,smaller dragons that walk on two legs but that age ended quick as the drakes became clans...Clans grew in tribes...then villages...Villages turn cities and continue to spread and become smarter,To the current date they are still not the smartest but docent mean they are stupid.




    When the first city was born between the rib cage of Forak,they at first dint have a king or queen but just a small tribe state,slowly growing,the drakes where not the smartest just grew and grew gathering,building without sens but as soon "K'arab Rockoth" started to take command the whole aspect of the old drakes change,he the first King of the drakes,he slowly took the drakes in his wing as the young draken city grew,but as the city expanded they went across a small Problem...and so the "Grave War" began

    3aZv7cW.jpg



    the Drakes as they slowly expanded they ran across another civilization already station here that they call "Bone Diggers" for the reason they use the bones scattered about as armor,weapons and much more,These people where a trouble as they began to attack the drakes in night raids or in raw daylight,the drakes of course began there fight with them,the sand turn red as both races fought countless and restless,but in the war.....new draken speacie was being born,the juggernauts,its unknown how they are born but as it seems by battle juggernauts are formed,thees large and powerful drakes grew,taller,stronger and faster than there 6 feet counterpart,with the addition of this the draken race took over thees "Locals" but as the war was about to end the grave diggers...Vanish....no trace or evidence of how they did remain,the drake say they vanish in fear and durt to dust...but those are just leyends,to this day is unknown what happend but something is sure....they are not dead fully,but the drakens used what they left behind to become stronger and continue,with there small knowledge they retrieve,and to this day using that same knowledge....this is how they are in the present.


    {Anthem}


    was born during the war





    "O'er azure skies


    And emerald plains


    Where freedom and justice prevail


    With courage and strength


    We'll fight to the end


    To release our Wrath

    For liberty in our land.
 
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  • Character Sheet

    Name: Dathan Aeces


    Age: 22


    *Height: 5'6''


    *Weight: 232lbs


    Appearance:

    <p><a href="<fileStore.core_Attachment>/monthly_2015_11/Deep_one_rising_2013_by_pahapasi-d725jha.jpg.e4b4b91fe86528ec181ea7662dddb0a7.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="83397" src="<fileStore.core_Attachment>/monthly_2015_11/Deep_one_rising_2013_by_pahapasi-d725jha.jpg.e4b4b91fe86528ec181ea7662dddb0a7.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>
    Magic: Deep Ones possess a natural magic ability that allows them to mimic the species around them. Essentially creating an exact copy of any person they choose. This copy while not having the memory or experience of the original, it's voice and all other attributes will be clones. However, the Deep One will be exposed if wet.


    As a Deep One he also has the ability to alter people's minds, not by much, but enough so that say; a guard sees him undisguised, Dathan could make him believe it was his mind playing tricks on him and escape. Or, if enough time is spent with a Deep One (namely Dathan) they can coerce people to do their bidding in a slow indoctrination (this takes excess 6-7 months per person)


    He also wields the ability to fire a line of electricity from his fingertips, enough to drop a normal human, cause convulsions, otherwise paralyzing them temporarily.


    Weapons: Dathan carries a rusted old Sabre, thin and perfect for hacking apart the unarmored foe. He also wields a duo of small clockwork pistols that can be drawn and fired quickly, it's reload time however is length; taking 2-3 minutes to an untrained pistoleer.


    Anything else you would like to include: An avid user of the Deep One's shape shifting capabilities he has found himself fattened by the decadence of human cities. Favoring human women over all others, though he seeks to draw more to the Deep One's watery lair it can be a dangerous task for one who isn't careful.


 

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  • Character:


    Name:
    Aashran.


    Age: Unknown. They all look the same. And talking about age is rude in their culture.


    *Height: 6'4"


    *Weight: Surprisingly light, barely breaking 100 pounds in some of the heavier folk.


    Appearance:


    <p><a href="<fileStore.core_Attachment>/monthly_2015_11/upload_2015-11-2_20-15-55.jpeg.94cd453be509cb2d62c9b99f22c1a5e2.jpeg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="83413" src="<fileStore.core_Attachment>/monthly_2015_11/upload_2015-11-2_20-15-55.jpeg.94cd453be509cb2d62c9b99f22c1a5e2.jpeg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>



    *Magic:
    His songs call forth emotions that strike true with any heart, or causes the earth to roar in fury.


    Weapons: He's a peaceful being, and does not like to fight. But his instrument is good for a bonk or two.


    *Relationship status: Single.


    *Anything else you would like to include:




 

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Beowulf said:



  • Character:


    Name:
    Aashran.


    Age: Unknown. They all look the same. And talking about age is rude in their culture.


    *Height: 6'4"


    *Weight: Surprisingly light, barely breaking 100 pounds in some of the heavier folk.


    Appearance:


    View attachment 188150



    *Magic:
    His songs call forth emotions that strike true with any heart, or causes the earth to roar in fury.


    Weapons: He's a peaceful being, and does not like to fight. But his instrument is good for a bonk or two.


    *Relationship status: Single.


    *Anything else you would like to include:


@Beowulf


No problem, is this the area that you desired?


Okay! Correction made!


<p><a href="<fileStore.core_Attachment>/monthly_2015_11/upload_2015-11-2_21-31-52.png.837ac5c64eb34c8a96e532f0380064a9.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="83436" src="<fileStore.core_Attachment>/monthly_2015_11/upload_2015-11-2_21-31-52.png.837ac5c64eb34c8a96e532f0380064a9.png" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>

 

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  • The Red Patriarch



    Character:


    Name:
    Drokag Wozur


    *Height: 6ft 4in


    *Weight: 220lbs


    Age: 112


    Appearance:


    <p><a href="<fileStore.core_Attachment>/monthly_2015_11/89014_T_CharPortraits_LOC_theron.png.58d02d9682962fefcc4126f5c6436124.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="83405" src="<fileStore.core_Attachment>/monthly_2015_11/89014_T_CharPortraits_LOC_theron.png.58d02d9682962fefcc4126f5c6436124.png" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


    *Magic: Hivemind- As the Patriarch, Drokag is able to link to the minds of every single Yaruk in his hive and gain knowledge and direct them whenever he sees fit.


    Direct control- The Red Patriarch is able to fully take over the bodies of his Hive, able to completely direct their motions and actions unless the body dies.


    FIre Magic- Common among the mages and upper echelon of Yaruk society, but the Patriarch's bloodline has been renown for mastery in the art of the flame.


    Weapons: Two Enchanted Shortswords


    *Relationship status: Coupled and Married


    *Anything else you would like to include: Standing as the seventh Patriarch to lead the Hive since the Great Flood, Drokag continued where his father left off in the expansion of the hive.


    The Grand Prosecutor



    Character:


    Name:
    Bagork Klegurk


    Age: 72


    *Height: 10ft 2in


    *Weight: 521lbs


    Appearance:


    <p><a href="<fileStore.core_Attachment>/monthly_2015_11/89006_T_CharPortraits_LOC_butcher_normal.png.ebed20bcb4b48e0f3a26ccc105de8293.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="83406" src="<fileStore.core_Attachment>/monthly_2015_11/89006_T_CharPortraits_LOC_butcher_normal.png.ebed20bcb4b48e0f3a26ccc105de8293.png" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


    *Magic: None


    Weapons: A massive War Cleaver brandished like a knife, this cleaver has been enchanted by the Archmage himself. Will occasionally lug around a full sized cannon, but not often. Can and will use other large implements in battle, even smaller Yaruks at times.


    *Relationship status: Coupled and Unmarried


    *Anything else you would like to include: Bagork is one of the largest Yaruks currently alive, and gained his position through sheer, unrelenting brute strength. He enjoys combat, and will often times put himself in dangerous situations by hunting the larger monstrosities that roam the Dry Frontier.


    The Archmage



    Character:


    Name:
    Feasili Strikx


    Age: 64


    *Height: 5ft 6in


    *Weight: 165lbs


    Appearance:


    <p><a href="<fileStore.core_Attachment>/monthly_2015_11/Gow-3-armoured-kantus.jpg.c95b4b5dc83a4ed3fc42657e45954453.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="83407" src="<fileStore.core_Attachment>/monthly_2015_11/Gow-3-armoured-kantus.jpg.c95b4b5dc83a4ed3fc42657e45954453.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


    *Magic: As the Archmage, Feasili is gifted in knowledge of various arcane practices of both Light and Dark origins. Coupled with his unnatural mana reserves, Feasili makes use of mid-battle enchantments, summoning, runes and a plethora of attack spells to name a few.


    Weapons: Besides his magic fluency, Feasili's claws have been sharpened and reinforced time and time again. Coupled with enchanted gauntlets this makes him even more lethal at close range.


    *Relationship status: Uncoupled and Unmarried


    *Anything else you would like to include: Feasili might not have the brute strength many Yaruks are renown for, but his magical aptitude more than makes up for it. Out of all the members of the Upper Echelon, Feasili is known best for his spontaneous mannerisms and tactless behavior. Many rumors claim that this behavior is mainly the result of his dabbling in darker forms of spell craft.


    The High Scholar



    Character:


    Name:
    Eldan Driarm


    Age: 162


    *Height: 5ft 10in


    Appearance:


    <p><a href="<fileStore.core_Attachment>/monthly_2015_11/gow3dlc3-variantchars---savage-kantus---alt-variant.jpg.a088ad97c7ce3849b1a00f0949ea006c.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="83355" src="<fileStore.core_Attachment>/monthly_2015_11/gow3dlc3-variantchars---savage-kantus---alt-variant.jpg.a088ad97c7ce3849b1a00f0949ea006c.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


    *Magic: Though favoring physical maneuverability, Eldan does wield an impressive array of Telekinetic abilities.


    Weapons: Eldan's staff is crafted of several layers of Clavian with Irodum tips, and can often be fitted with a spear tip if the scholar so desires. In addition to this, Eldan also carries vials of explosive, poisonous, and healing mixtures on his person.


    *Relationship status: Uncoupled and Widowed


    *Anything else you would like to include: Acting as a Scholar to the hive since the time of the previous Red Patriarch's reign, Eldan is currently one of the oldest Yaruks currently alive. He is undoubtedly the wisest, his mental prowess having allowed him to devour mountains of information seamlessly over the years. He travels frequently, studying and exploring as much as he can. With his private airship and its crew, Eldan has visited many places, searching old ruins and discovering strange natural occurrences for the hive.


    The Beast Master



    Character:


    Name:
    Delsar


    Age: 38


    *Height: 6ft 1in


    *Weight: 210lbs


    Appearance:


    <p><a href="<fileStore.core_Attachment>/monthly_2015_11/Gow3dlc3-variantchars---savage-grunt-marauder.jpg.e771eb8eee4902fd7c14b7b2df84e0ed.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="83418" src="<fileStore.core_Attachment>/monthly_2015_11/Gow3dlc3-variantchars---savage-grunt-marauder.jpg.e771eb8eee4902fd7c14b7b2df84e0ed.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


    *Magic: Beast Speech- The Talent all Beast Tamers train and perfect, the ability to mentally connect with the vicious Beasts that roam their homelands, this ability allows Delsar to communicate with wildlife, though to a slightly lesser extent than the Yarukan Wildlife.


    Weapons: A large boarding knife of Irodum, often coated in poisonous extracts, and a Clavian whip which can flay stone from walls.


    *Relationship status: Coupled and Unmarried





















 

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<p><a href="<fileStore.core_Attachment>/monthly_2015_11/57a8c5747dd66_Currentterritories.jpg.67240d71fb8d51b7c194194871b7f021.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="83483" src="<fileStore.core_Attachment>/monthly_2015_11/57a8c5747dd66_Currentterritories.jpg.67240d71fb8d51b7c194194871b7f021.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p> Hey! Just in case any of you were wondering about the current territory claims i made a map with all of the claimed territory circled.

 

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Nation



Nation:


Name: The Kingdom of Naroku


Flag: <p><a href="<fileStore.core_Attachment>/monthly_2015_11/57a8c57d982f7_NarokuBanner.png.840608948cb90fa1e69027c3f0dfc173.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="83787" src="<fileStore.core_Attachment>/monthly_2015_11/57a8c57d982f7_NarokuBanner.png.840608948cb90fa1e69027c3f0dfc173.png" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


Capital: Gromand’s Keep


Once the human capital of the Araandor Empire, it has since become the capitol of the Naroku Kingdom. Renamed after the Orc general who led the 30 year siege of its walls, this massive keep sits in the center of the Empire serving as both city and citadel.


Government: Monarchy


Population Estimation: 470,000


Education: (0-5) 2


Magic: (0-5) 0


Military: (0-5) 4


Land(0-3) 3


Air (0-3) 0


Sea (0-3) 1


Wealth: (0-5) 4


Natural resources: (0-5) 5


(Maximum of 15 points)

A monarchy of Orc nobles ruling over a human peasant and merchant class. After the conquering of the human Empire of Araandor (whose name has been forgotten by Orcs and humans alike) the kingdom of Naroku arose under the leadership of Treknot Naroku the Great. The Naroku family still holds the position of Monarchs to this day, now under the leadership of King Reiklan Naroku.


The Kingdom of Naroku is composed of many smaller cities, each of which controls a large amount of territory that includes the villages and resources within their boundaries. Each of these cities is controlled by one of the noble Orc houses of Naroku. The King may ask for resources or troops from these provinces, but the houses are free to follow their own agenda so long as they don’t break the sacred laws of Naroku.


There are 5 major cities that contribute a key resources to the Kingdom proper: Aredenta the stone city in the north, Screleg the port city in the East, Temold the forest city in the south, Fud the agricultural center of the west, and the capital of Gormand’s keep which acts as a capitol due to its immense size and position in the heart of the Kingdom.


There are also a series of 3 great citadels distributed throughout the center lands, ancient structures that existed long before the orc conquest. These castles are used in times of war as a shelter for non-combatants to flee to and in times of peace as storage center for the Kingdoms massive amount of agricultural production. Orc Nobles do not believe in cowering in the face of battle, so they are used for military defense only in times of great crisis. These citadels still hold the scars of conquest long past in the form of attempts by orcs to repair the structures, shoddy battlements and ugly patchwork compared to the once beautiful stone walls.


The population mainly consist of human peasantry, a mostly orc merchant class, and a small band of orc nobles that rule the Kingdom. Interbreeding is strictly forbidden (if even possible) and humans are rarely seen rise any higher than yeoman unless directly promoted by the king himself. Only one human family has the title of a noble house and even then has less authority than any orc house.


Naroku architecture is a mixture of great stone structures created by the humans and the more shoddy Orc constructions. While the orcs have adopted quickly to the use of human design, yet there is a lack of any sort of consistency between cities. Some of the more northern cities have signs of dwarven stone work that have lasted for thousands of years, while the more orcish western provinces could be mistaken for an orc tribal settlement. The capital can been seen as the greatest contrast to this change, with most of the populace living in wooden orc constructions and the elites living in the massive stone structures in the center of the city.


The main objective of the Kingdom of Naroku for the moment is the acquirement of new technology, both civil and military. King Naroku has even stated that he would be willing to conquer entire nations if it meant they could recover one tome of usable knowledge for his people and a massive militarization is now underway so that he can make good on that claim.





In battle the peasantry makes up the bulk of the force with spears and bows, overwhelming the enemy with massive numbers while orcs fight in armored bands of swordsman and cavalry. With no magic or air power, the Naroku people rely on their massive numerical and resource advantages to destroy crush enemies while being able to replace their own massive loses with ease.


Large siege weapons are also employed by teams of orc engineers, used to counter enemy aircraft and greater creatures with thousands of projectiles that tend to inflict an equal amount of damage on their own forces. Most of the technology used to create proper siege weapons has been lost and as a result these machines are poorly constructed and act unpredictably.


Battles mostly play out with human forces locking up the enemy in direct combat while orc forces act as shock troopers to push through enemy lines. Orc knights attempt to charge the flanks, using the massive combined weight of themselves and their special bread horses to create havoc. While not nearly as skilled as the human knights of old, their ability to wield massive weapons whilst being fully armored on horseback makes them a terrify sight.


The main weakness of the orc strategy is the moral of their peasant forces. With so much relying on the humans being able to occupy the enemy, a route would be (and has been) a complete disaster for Naroku forces. Some orcs attempt to prevent this by keeping their most powerful armored infantry directly behind human lines with orders to kill anyone who runs, while others try to inspire their troops by leading from the front and putting themselves in equal peril.


While military loses in a single battle can be greater than the population of a small nation, access to large quantities of troops and the ease of outfitting them makes Naroku forces quick to replenish. Orc loses are much harder to resupply due to their smaller population. Luckily orcs mature rather quickly (reaching adulthood around 20) and can easily be trained to run at the enemy with a giant hammer.


Knights are the hardest to recruit due to the large amount of actual training they need, the armor that must be hand crafted for them, and the limited amount of special bread horses that can handle their massive weight. As a result knights are usually accompanied by retinues of human horsemen who act as body guards and personal troops during war. One orc knight will usually have a group of about 15 light horsemen with him during battle. These men tend to be recruited from the most skilled human fighters and often times are much more dangerous than their orc patron.





<p><a href="<fileStore.core_Attachment>/monthly_2015_11/57a8c57d8610e_Ederyon3.jpg.e13f0c806c2e274030bf9aa0327353d4.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="83786" src="<fileStore.core_Attachment>/monthly_2015_11/57a8c57d8610e_Ederyon3.jpg.e13f0c806c2e274030bf9aa0327353d4.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>





Once their existed a great Kingdom of men, whose noble knight fought against the scattered orc tribes of the west. Orc raiders would come to raid the rich farmlands of the plains, only to be repelled time and time again by the human King and his knights. Year after year the bloody wars continued with the orcs suffering nothing but defeats.


Then came the Naroku the Great. Naroku gathered the remaining tribes and united them under the banner of the Bear Clan, leading them in a massive assault against the humans. He taught his clansmen how to march in organize formations, how to build siege weapons to attack once invincible fortifications, and the art of riding and how to match the humans lance to lance. In the end, the unprepared humans fell to the power of the united clans. One by one the esteemed houses of the Empire fell.


It has been thousands of years since the crown was taken by Naroku the Great, whose descendants rule the Kingdom of Naroku to this day in an unbroken lineage. With his ability to subjugate the humans while simultaneously keeping the rowdy Orc tribes in line, Naroku and his kin were able to successfully occupy the human lands to this day. The Orc invaders now rule over the humans, taking up the names of the houses their ancestors had conquered long ago.


Much knowledge has been lost since the orc conquest. The illiterate orcs had not recorded any information during their invasion and many human records were lost during the chaos. Now scattered documents and oral tradition are the only remnants of the conquest. Many Orcs go so far to deny it even happened, that they had always ruled over these lands and the idea of them being filthy tribal warriors was pure slander. Much of the knowledge and technology from that time has been lost as well, leaving the Kingdom severely lacking in education.


With the combination of the Orc tribes and human natives, the population and territory of the new orc Kingdom swelled to massive numbers. The human majority works alongside orc peasants to provide the massive quantities of resources the Kingdom needs to function. There are few spots in the Kingdom not completely covered in massive fields of grain and cattle pens.





“Ode to Naroku” often followed by “A Knights Oath”


We the children of the fields,


Thank you for your protection


for the wealth you bring


And the wrath you wrought


Long live the King


Who watches over us still


May he his reign last long


And bring us prosperity


“A Knights oath”


To the people I hold my loyalty


To my family I owe my honor


To my lord I pledge my service


To Naroku I give my life

Character



Name: Sir Krator of house Reveron


Age: 28


*Height:
6’ 6’


*Weight:
310 lbs


Appearance: <p><a href="<fileStore.core_Attachment>/monthly_2015_11/Orc8.jpg.8f40d4ec0a77e4cca6ebf5791a1b3c09.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="83789" src="<fileStore.core_Attachment>/monthly_2015_11/Orc8.jpg.8f40d4ec0a77e4cca6ebf5791a1b3c09.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>



Weapons:
Wields an ancient Great sword in one hand and a heather shield in the other.


*Relationship status: Arranged to marry


*Anything else you would like to include: A charismatic knight from a minor orc noble family. His charm and leadership in battle has made him popular among orcs and humans alike. Even now he works to unite the factions of the Kingdom and repair the long standing schism between the races.






 

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This is a WIP FS which covers in short The UUK. I will add much more detail and potienaly change stuff.





  • Nation Name: Kittysu or UUK ([animal nations] United Under Kittys and Kitsune).


    Government: A subject to change, a lot of change, currently an autocracy led by Gon, Head of the Domon Kittys.


    Capital: Mosey


    Population Estimate:


    Education-0 There are few who care about mundane knowledge


    Magic-(bluePotion)(bluePotion)(bluePotion)(bluePotion)(bluePotion)


    Military-(rapier)(rapier)(rapier)(rapier)(rapier)


    Ari-(rapier)(rapier)(rapier)


    Sea-(rapier)(rapier)


    Land-0


    Wealth-(bag)(bag)(bag)(bag)(bag)


    Natural resources-0


    Description of the UUK:


    Magical itelligent animals made primary of Kitsune and Cats.


    Territory-The small overlooked island near The Sanctuary (I am on a phone pls send me picture of it)


 
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Name:



Zalakar Emur



Age:



102



*Height:



7'4



*Weight:



348 lbs



Appearance:


anubis_warrior_by_pinae.jpg





*Magic:



He Doesn't need magic, he leaves that to the shamans.



Weapons:


AnkhStaff.png


tutankamen_smaller_khopesh_41cm.jpg



Two of the Khopesh



*Relationship status:



The King doesn't take a wife.



*Anything else you would like to include:



Zalakar Is a viscous warrior, he's always at the front lines ready to begin the slaughter.









Nation


Name:



Tolak


(Many people that have seen it refer to it as the Rising Tombs)



*Flag:


50ae81e231189651061c445dc4c90862.jpg



Capital:



Davan



Government:



Absolute Monarchy



Population Estimation (Dependant on Natural Resources): 245,000



Education: 2


Magic: 2

Military: 4

  • Land 3
  • Air 0
  • Sea 0


Wealth: 0 (They do not believe in hoarding money)


Natural resources: 4



(Maximum of 15 points)



Description of your nation



Tolak is a medium nation with a large military force that protects it while the scholars and shamans continue on their path to enlightenment by either the gods of the people or science and connectivity to the world. In the sand dunes of Tolak you can't go very far without running into a patrol or a tomb. On the grasslands of Tolak you would find that almost all of it is unused. Though you might find the few meager villages and outposts that are scattered there most of the grassland is unused. Deep in the sand dunes is where almost all of the people are found deep in the catacombs of their Tombs which by each day more continue to rise from the ground.



Territory


26148a3682b5a134c01badc4a224dc24.jpg



History



Tolak is a very very old nation, though it hasn't been in its current state very long. Long ago the people of Tolak were set under a powerful spell and all of their tombs fell deep under the ground. Millions were killed from the initial falling of the Tombs. Only until a decade ago have they risen from the sands. Though they had been deep within the earth for so long they had not aged and everything they had was in the state it was when their tombs fell. In the past decade they've done their best to keep quiet and rebuild. In most situations if someone saw them the Anuban would either take them prisoner or 'dispose' of them. All in all most nations do not know of their existence or what they are, even less to know they are intelligent.



Just for a few small bits I'm gonna throw this down, people of Tolak are known as Anuban. Males average at 7'2 and look like my character, females average at 6'5 and look like a humanoid lioness. All men are warriors and have a degree of training in combat, though usually they have day jobs like being a farmer or blacksmith. An Anuban's bark is NOT worse than their bite. They are extremely strong, able to tear a human in half, though they are much more civilized than that.



*A song that represents your nation



[media]



[/media]
 
Nation




Name: chilona


*Flag:


upload_2016-8-6_23-50-17-jpeg.329850



Capital: chilona


Government: monarch


Population Estimation (Dependant on Natural Resources): 20000


Education: 3


Magic: 2


Military: 5

  • Land 2
  • Air 1
  • Sea 2


Wealth: 2


Natural resources: 3


Description of your nation: the majority of the country is underground. the only part above ground is a moderate sized town surrounded but a lot of villages and farms.


Territory(Follow the instructions in the Mechanics Tab): the unclaimed island in the bottom left corner of the map (i cant get ms paint to work :(


History: chilona was created to house outcasts and refuges. and eventually it became its own country. they are usually willing to help out country's in need but they will attack country's that are wiping out country's left and right. (anyone acting like Nazi's, basically)


*A song that represents your nation:


[media]



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ruler



Character: ruler

Name: nimona

Age: 15

*Height: 5'5"

*Weight: 106lbs

Appearance:

AnimeGirls-Adventure.jpg~c200


*Magic: determination: can refuse death in certain case's, justice: fires small bursts of energy, kindness: creates a frontal shield of magic, patience: can create attacks that can only be blocked by standing still, integrity: telekinius, perseverance: enhanced mind, bravery: can create attacks that can only be blocked by moving

Weapons: sword

ca2ec9d00b0d4696f93a14d364cc983f.jpg


great sword

images


*Relationship status: dating

*Anything else you would like to include:


theme



[media]

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Character: ruler's gf

Name: ally

Age: 15

*Height: 5'5"

*Weight: 106lbs

Appearance:

<p><a href="<fileStore.core_Attachment>/monthly_2016_08/upload_2016-8-7_0-17-22.jpeg.49cbe82135210a0efd00dbc8fc65bd03.jpeg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="149348" src="<fileStore.core_Attachment>/monthly_2016_08/upload_2016-8-7_0-17-22.jpeg.49cbe82135210a0efd00dbc8fc65bd03.jpeg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>

(the parts sticking out are to be replaced with hands)

*Magic: wind,twilight

wind: can create gusts of wind, or to increase her speed.

twilight: when nearly dead the power of twilight enhances all of her ability's until the danger is gone, and it fully heals her but can only be activated once a day

Weapons: spear

<p><a href="<fileStore.core_Attachment>/monthly_2016_08/upload_2016-8-7_0-19-2.jpeg.068653bc93360a9497720b92fefa153c.jpeg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="149350" src="<fileStore.core_Attachment>/monthly_2016_08/upload_2016-8-7_0-19-2.jpeg.068653bc93360a9497720b92fefa153c.jpeg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>

*Relationship status: dating

*Anything else you would like to include:


theme



[media]





[/media]


<p><a href="<fileStore.core_Attachment>/monthly_2016_08/upload_2016-8-6_23-50-17.jpeg.4d160442091a4bc319aec65e1febe0e2.jpeg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="149344" src="<fileStore.core_Attachment>/monthly_2016_08/upload_2016-8-6_23-50-17.jpeg.4d160442091a4bc319aec65e1febe0e2.jpeg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>





 

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