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Nation Building The nations of Our Holy Realm(character & nation creation)

Comrade Wubzin

GOOGLY-EYED-KNIGHT!!!!
[SIZE=14.666666666666666px]Characters(WIP)[/SIZE]


 

[SIZE=14.666666666666666px]Ruler(WIP)[/SIZE]


 

[SIZE=14.666666666666666px]Name:[/SIZE]


[SIZE=14.666666666666666px]Age:[/SIZE]


[SIZE=14.666666666666666px]Race:[/SIZE]


[SIZE=14.666666666666666px]Motto:[/SIZE]


[SIZE=14.666666666666666px]Skills(combat, political, etc.):[/SIZE]


[SIZE=14.666666666666666px]Appearance(you may use pictures):[/SIZE]


Role(dictator, king, president, etc.):


Biography:


Personality:


Nations(WIP)


Name:


Flag:


Motto:


Type of government(monarchy, dictatorship, theocracy, etc.):


Culture:


Races within empire:


Capitol city:


Cities & famous fortresses:


Religions(optional):


History:


Military:


Technology(top tier:organ-cannons, musket-repeater rifles, steam tanks(VERY FEW):


Magic(top tier:Farseer's(psychic's) ability to create(VERY FEW) primarchs(warhammer fans will know what these are):


Terrain:


Attitudes towards other nations(in general & specific):


Map:  [SIZE=11pt]
vnZIeRt9-bdPg4fJMzTL584AqLTLsCtyXP_v8Rg5vSuHmbn7p22RlD6LidYFIfP3eicFDMH8bEK5sEzVD-vJ60qGCGVvbxxGBsag36tm1uOtl2kpKfnglVtHgoSS4n_5Q-AWaeIK
[/SIZE]
 
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(Example nation & character)


[SIZE=14.6667px]Characters[/SIZE]


 

[SIZE=14.6667px]Ruler[/SIZE]


 

[SIZE=14.6667px]Name:Marik'kai[/SIZE]


[SIZE=14.6667px]Age:33[/SIZE]


[SIZE=14.6667px]Race:Orc[/SIZE]


[SIZE=14.6667px]Motto:"To defend the slaves, and enslave the slavers."[/SIZE]


[SIZE=14.6667px]Skills(combat, political, etc.):Training and building his body his entire life to wield a greataxe, a gigantic and powerful weapon, makes him quite a foe in melee combat.[/SIZE] 


[SIZE=14.6667px]Appearance(you may use pictures):[/SIZE]
137066.jpg



Role(dictator, king, president, etc.):King


Biography:


Personality:


Nations


Name:The Green Horde


Flag:
mainsp.png



Motto:"Enslave those who enslaved us!"


Type of government(monarchy, dictatorship, theocracy, etc.):Dictatorhsip


Culture:Warring, brutish, somewhat wise & heavily religious


Races within empire:Orc's & few humans


Capitol city:Terrin'tol


Cities & famous fortresses:Marri'karth(city of humans) Ther'inth(fortress)


Religions(optional):Noris, worshipping the orc god of war


History:Enslaved by elves, the orcs and humans rebelled and founded four tribes that would later become the empire.


Military(can use pictures):Flag-bearer, horde warrior, etc.


Technology(top tier:organ-cannons, musket-repeater rifles, steam tanks(VERY FEW): tier one, bows & arrows, spears & clubs, catapults.


Magic(top tier:Farseer's(psychic's) ability to create(VERY FEW) primarchs(warhammer fans will know what these are): tier two, high priests & mages


Terrain:Rocky & tundra


Attitudes towards other nations(in general & specific): Hate elves
 
Ruler


King Airion Perdithas


View attachment 206627


Age:


132(Looks 34)


Race:


Elf


Motto:


Through struggle we persevered 


Skills:


He is very skilled in political and would often sway other leaders to his side.


He is the kingdom's best fighter, nobody has ever defeated him.


He has also great magical capabilities.


Role:


King


Biography:


He was born a leader and will die a leader. Ever since he was a kid, he has been leading people around. He was smart and cunning and the people commend him for that. He was adept at fighting and nobody in the kingdom could beat him. When his father died, he took the crown and ascended to the throne. The Kingdom prospered than it was from his father's reign. He made it to what it is today. He trained and disciplined the army and created a magical barrier around the kingdom. It could only be weakened when one of the two relics are taken and can only be deactivated if the two are stolen. The other relic was given to somebody that the king trusted and the other one, he kept.


Personality:


Airion is very skilled in dealing with foreign leaders. He is cunning and always gets anything he wants. He has cold-heart and is ruthless in battle. He thinks that the Elven Kingdom is superior to every other nation there is. He is responsible and always leads the way. He despises weakness.


Nation


Elven Kingdom


standalone



Motto:


Endure and Overcome


Type of government


Absolute Monarchy


Culture:


Strictly Religious to their Goddess


Does not harm nature


Fair and Wise


Disciplined


Races within empire


Elves


Dark Elves


Human


Half-Elves


Capitol city


Quel'thalas


33e32c92751e02d8dcca3793061a67e2.jpg



Cities & famous fortresses:


Nelfedorei-City


hWkqGLl.png



Masa Tirion-Fortress


Heart_of_the_Mountain_by_Prasa.jpg



Religions


Ophelia, Goddess of Nature


History:


The Elves has formerly enslaved the orcs and used for war until they broke free of the Elven Chains. They Rebelled and created their own nation. The Elves and Orcs has been on constant war, due to the orcs destroying the nature they tried to preserved. The Elves tried to stay out any conflict outside their Kingdom. They have trained both their bodies and minds of the wars to come. They strengthened the magical barrier around their kingdom that would prevent any weak demons from entering and weaken the strong ones. Within their barrier, they are safe. 


The Elven nation is surrounded by thick walls made out of trees, it is magically enchanted in order to prevent any damages to it. The Only entrance would be through the gates of Astalos in the city of Nelfedorei. The City is guarded by an elven army and the only way to open the gate is to get each of the crystal keys from the three generals that protects it. There is also another gate that protects the innermost part of the kingdom. This is where the capital of Quel'Thalas lies.


Military


elven_army_by_jasontn-d8zxneh.jpg



Technology:


Shields


Bow and Arrows


Swords


Knives


Bolt Launchers


Magic:


High Priests and Priestess, Mages, Scholars, Healers, Royal Family


Attitudes towards other nations:


Despises Orcs due to their brutal nature
 
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[SIZE=12pt]Name: Iron King Thuradin of clan Grudgeheart, the Reforger[/SIZE]


Iron King.jpg


[SIZE=12pt]Age: 671[/SIZE]


[SIZE=12pt]Race: Deldren (Iron Folk, Dwarf)[/SIZE]


[SIZE=12pt]Motto: Our Will is Iron[/SIZE]


[SIZE=12pt]Skills: Iron King Thuradin is a peerless warrior, having fought for centuries beneath while the Deldremmor Empire was ruled by his father, fighting on the front lines in many horrific battle, first against Urki (Orcs) and Grobi (Goblins), and then against the legions of demons and abominations, created from the excess and weakness of the Humans and Elves.[/SIZE]


[SIZE=12pt]However the Iron King did not just spend his time fighting, and has become a masterful strategist, leading his depleted people in many a victory against the Great Enemy. But it hasn’t been enough…[/SIZE]


[SIZE=12pt]Yet more important than any of that, the Iron King is a masterful politician, able to keep the High Lords in line, and is even looking to bring the Sekdroks under is rule, and unite against the coming storms.[/SIZE]


[SIZE=12pt]Appearance: Thuradin Grudgeheart is a powerfully built Deldren, striking awe into his subjects, and fear into those unfortunate enough to be considered his enemies. At nearly all times one can find the Iron King clad head to toe in runic black Gromril, trimmed with gold, a crimson cape bearing sigil of his proud and ancient clan. In his hands he wields two twin runic hammers, Urki’s Sorrow and Demon’s Bane. Deldric runes are tattooed across his face, and a great fiery beard flows from his face, nearly reaching the ground. His eyes are a steel grey, and there are few who can hold beneath his gaze.[/SIZE]


[SIZE=12pt]Role: Iron King of the Deldremmor Empire[/SIZE]


[SIZE=12pt]Biography: Born to the renowned Grudgeheart Clan, Thuradin Grudgeheart was the youngest child of the Iron King, Thrund Grudgeheart the Stonebreaker. Being the fourth son, Thuradin was far down the line of succession, and was not looked to be the future ruler of the Iron Realm. Yet this would not keep the young prince from forging himself a legacy as great as any Iron King. Looking to prove himself to his Clan and people, Thuradin joined the Guild of Hammers, a renowned warriors Guild in his home of Karaz-a-Karak (The Everpeak). Striding into war in his the armor of his ancestors and wielding the powerful Ukri’s Sorrow, going to battle against their most ancient and hated of enemies, Greenskins.[/SIZE]


For decades Thuradin battled in the deep dark of his mountain home, fighting in the Great Underway to keep the distant Roks of the Realm united. During one particularly brutal battle the leader of his Dhrong (Iron Legion), Thane Uldrin Stoneheart, was cut down by a fearsome Urki berserker. It was only when Thuradin picked up his Legion’s banner and struck down the berserker in single combat did the tide turn, a near slaughter turning into a magnificent rout of the enemy.


Upon his return to Everpeak, Thuradin was found worthy of leading his own Dhrong, and crafted a new, unnamed hammer for which he could forge a legend all its own.


After this, Thuradin led many more campaigns to secure the boundaries of his people, and even expand their borders. When not on the warpath, Thuradin acted as a dignitary to the other Clans of the Realm and Everpeak itself, even visiting the Sekdroks and human settlements on occasion.


However this age of prosperity would soon come to a close. At first it was nothing more than whispers, rumors from the Sekdroks above that kingdoms in the north had quite suddenly gone quiet. Trade had ceased, wars came to a standstill, and armies in the region never returned. Not that it concerned his father, content to watch over his own realm and let those above the Stone fend for themselves. Thuradin was not convinced that this was something the Deldren could simply ignore.


He would be found to be right, as the most distant and northern Deldroks (Iron Keep(Dwarf keeps beneath the earth) had gone silent. His own realm in danger, Iron King Thrund gathered his armies, having each of his sons go to one of the silent Deldroks, Thuradin going to the Deldrok of Marik’s Peak, an ancient and powerful Keep. Upon arrival, Thuradin and his legion was beset by beasts more horrific than any that had been witnessed before. Hordes of twisted abominations assaulted them on all sides.


It was a bloody and terrifying battle, only ending when the entrance to the Deldrok was destroyed, collapsing a section of the Underway, and damning an entire city to death. With a heavy heart and bloodied legion, Thuradin returned to Evindrok. However none of his brethren arrived, nor his father. Instead only demons and horrors came from the Deldroks they had gone to, meaning that his family had failed.


With the Iron King dead, the remaining Iron Lords convened to decide who would rule the Realm. The decision was reached quickly that only Thuradin Grudgeheart was capable of the task, and in a unanimous decision he was made the Iron King of the Deldremmor Empire.


The next two centuries saw near endless war drag on, with the Iron Legions holding against the demons, but inch by inch be driven back.


Yet the Iron King tires of holding onto a dying realm, and has decided that now is the time to take back what was stolen, to unite the Deldren and reforge their empire with blood and iron.


[SIZE=12pt]Personality: Thuradin is a man forged in the fires of war, tragedy, and loss. He can be considered grim, even amongst his own kind, which is quite the accomplishment as the Deldren can be considered a dour folk at times. Yet he is charismatic, and exudes an aura of power and determination that spreads amongst his troops. He is not always grim however, and can occasionally be found deep in a pint of ale alongside his soldiers. [/SIZE]


[SIZE=12pt]Nation[/SIZE]


Deldren Crest.jpg


Name: The Deldremmor Empire


[SIZE=12pt]Flag[/SIZE]


[SIZE=12pt]Motto: Ever Enduring[/SIZE]


[SIZE=12pt]Type of government: Autocratic Council[/SIZE]


[SIZE=12pt]Culture: The Deldren culture is one of striving to attain perfection in your art, adding to your horde, and most importantly bringing honor to your clan. Clans are ancient families, some stretching back to the earliest recorded days of their people, the Grudgeheart being a prominent example, as well as the Irondrake’s, and Bronzebeards. They are tight knit, loyal, and fiercely protective.[/SIZE]


Guilds are another hallmark of the Deldren society, each Deldren picking a craft to which they dedicate their entire lives. Some of the most prominent guilds in their society are the Miners, Brewers, Smiths. However each Dwarf is also expected to wage war, and thus commits time to a Warriors Guild as well, such as the Hammers, Axes, or Thunderers. While some say their obsession with craft and progress amounts to greed, a Deldren would disagree, saying a life not spent in the suit of mastering something is a life wasted.


Perhaps their most renowned trademark is the Deldren ability to hold grudges. These aren’t just grudges that last years. They last generations, each family keeping a careful record of wrongs they must right, from being cheated in a deal, to the murder of a loved one. This doesn’t just go for families, but the entire Deldremmor Empire. They remember the war with the Orcs. They remember the foolish Elves who brought the calamity, and they have not forgiven either race. Grudges run deep, and the Deldren look to right them all.


[SIZE=12pt]Races: Deldren, a small percentage of Humans, Insectans[/SIZE]


[SIZE=12pt]Capital City: Karaz-a-Karak, The Everpeak[/SIZE]


The greatest Deldrok ever created, founded by the Ancients themslves. This Deldrok is housed in the greatest mountain peak said to exist in this world, the Deldren stating that its peak cannot even be seen from the ground. Many guilds call this their home, as do some of the most powerful of Clans. Here traders sell their wares, engineers push the limits of technological advancement at the annoyance of their more conservative counterparts, miners delve ever deeper to harvest precious ores and jewels, and warriors prepare to right the many grudges their people suffered. It is the crown jewel of the Everlasting Realm.


City of Pillars.PNG




[SIZE=12pt]Prominent City: The City of Pillars[/SIZE]


One of the largest Deldroks next to the Everpeak, the City of Pillars is the economic powerhouse of the Everlasting Realm, having strong ties with the Sekdroks and, being the most southern of Deldroks holds many trade deals with southern kingdoms. Many merchants guilds call this Hold their home, and it is the only place where it is common to see non-Deldren ranging from humans to insectans. It is also home to the infamous cartels, criminal organizations that have forced their way into many a Deldrok. A place of endless opportunity, and unceasing threats.


Evindrok.jpg


 


Zhufbar, Engineers Hold


Home to some of the greatest and most innovative of Deldren, nearly all Deldren inventions trace their origins to the might Engineers Guild of Zhufbar and its prestigious universities. Here the boundaries of technology are always pushed, much to the chagrin of the other Deldroks, tradition being a sacred thing to them. Yet under Thuradin they have been allowed the independence they need to push forward.


maxresdefault.jpg


 


Karaz Ranthius


Perhaps the smallest Deldrok in existence, it still stands to be one of the most important. Home to the Runesmiths, the only Deldren capable of forging mighty runes to contain the power of the magic. Here Runesmiths are dispatched to offer their work to fellow Deldroks by the Rune Lords, the council which rules over  Karaz Ranthius. Despite its size, it is said to be a terror to assault, as every inch of the city is inlaid with sacred runes, and its warriors armed to the teeth with vicious runic weapons and armor.


Mines_of_Moria_Artworks_16.jpg.jpg




[SIZE=12pt]Prominent Fortress: Karaz-Mortnek[/SIZE]


The most northern of the Deldroks that still stands, it stood against an unending tide of demons where others fell. The demons never even made it past the gates. The Deldren consider this bastion unassailable, and they have strong reason to do so. It is also the most heavily militarized of the Deldroks, nearly all of its clans dedicated to war or the means to wage it, its guilds producing only arms and armor, its miners sending all their ore to make said goods. Many 


Karak Kadrin.jpg


 




[SIZE=12pt]Religion: Deldren revere Deverol, Lord of Stone and Ore[/SIZE]


[SIZE=12pt]Deldren also revere their ancestors[/SIZE]


[SIZE=12pt]History- [/SIZE]


The history of the Deldremmor Empire is as ancient as the Stone itself. The earliest records state that it was Dothreg, Ancient of Mining and Construction; Grimnir. Ancient of War; Valias, Ancient of Runes; and Valayya, Ancient of Hearth and Traditions led the fledgling Deldren into mountain range which they hence named the Iron Spine Mountain Range, or as the Deldren refer to it, the Iron Spine. It is also recorded that many other Deldren left, accompanied by unnamed Ancients so the children of Deverol would spread across the globe.


For the Deldren, the Iron Spine was their land, and only the greatest peak would suffice to be their home. It is said to have taken near two centuries for the Deldren to tame the great mountain that stood a head taller than all others in the chain. But when completed, it was a marvel to behold, and was rightfully named Karaz-a-Karak, or in the common tongue, Everpeak. Guided by Dothreg, the Deldren learned how to shape stone, forge Gromril, and become master craftsmen. Grimnir taught the Deldren how to fend for themselves, waging a bloody and brutal war against the many Greenskin and Beastmen tribes that resided in the Iron Spine, wanting nothing more than the death of the Deldren. Yet none could breach it’s gate, and none could break their iron warriors. In the meanwhile, Vallaya taught the Deldren the importance of Clan, honor, loyalty, debt, and many other traditions that would instill spirit into the Deldric folk. And lastly came Valias, the strangest and most illusive of the Ancients. Of his teachings, only a handful of the Deldren population were bestowed, teaching them the art of Rune Smithing. Through this, the Dedlren were able to harness the wild and dangerous force of magic, shaping it to their will, instilling weapons, armor, and even walls with blessed runes, wielding the strength of mountains, and the fury of elements.


With the last of their teachings given, the Ancients departed, advising that the Deldren would now need to forge their own path in this world, and leave their mark upon it. To the Lord of Everpeak Thorgrim Grudgeheart, they bestowed a final gift. A Gromril crown, masterfully crafted by Dothreg, instilled by Vallaya’s spirit, touch by the fury of Grimnir, and inlaid with Runes of power. This was the first Iron King, and established one of the most ancient clans in Deldric history. 


[SIZE= 16px]After some time the Deldren spread across the Iron Spine, creating many mighty Deldroks, some of the most prominent being Zhufbar, city of Engineers, The City of Pillars, and Karaz-Mortnek, greatest of the fortresses barring Everpeak.[/SIZE]


[SIZE= 16px]Such expansion didn't come without cost, as this expansion displaced many of the barbaric Beastmen tribes that once dwelt within the mighty Iron Spine. Outraged, a great horde of Beastmen was assembled, laying siege to the Everlasting Realm. Many Deldroks were cut off from each other as the passes were overrun with all manner of Beastmen. After nearly a full century of war, the Deldren Dhrong's finally managed to end the invasion, securing their dominion of the Iron Spine through blood and gromril, ushering in an era of prosperity for the Iron Folk. Yet many Deldren were lost in this horrific assault, and so the ruling High King Durius Grudgeheart created the first grudge, writing it into a mystic rune bound book. It is said only with the blood of an Iron King can a grudge be entered into the book.[/SIZE]


Perhaps one of the greatest and long lived of Grudges stems from the Green Wars, a series of conflicts fought against the Greenskin Horde after they broke away from Elven domination. The Deldren fought tooth and nail to keep the warrior race at bay. Such were the losses they suffered that the Orcs were stricken into the Book of Grudges permanently, and the Elves were struck in as well, the Deldren holding their arrogance as the reason for the Green Wars.


Yet the darkest days of the Everlasting Realm were yet to come, the demonic invasion rocking the entirety of the world. More Deldroks were lost in this invasion than the entirety of the Everlasting Realm's history. Now, rallied around their Iron King, Thuradin Grudgeheart, the Deldren prepare to strike back against the demons, and reclaim their ancestral lands. For the will of the Deldren is Iron, and their legions, unbreakable.


[SIZE=12pt]Military:[/SIZE]


Deldren Dhrong.png


Deldren Legion-Deldren Dhrong


[SIZE=12pt]Commander- Thane – Patriarch of a clan, deadly warrior[/SIZE]


[SIZE=12pt]Rune Lord- An ancient and experienced Runesmith, they can wield mighty runes, twisting and controlling magic[/SIZE]


[SIZE=12pt]Infantry:[/SIZE]


[SIZE=12pt]Deldric Shields - The most common sight in a Deldren Dhrong, these are heavily armored warriors, bearing axes, hammers, and massive shields. They say nothing can break the Deldren Shields, and they are more than happy for you to test them.[/SIZE]


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Deldren Breakers- Deldren armed with might two handed axes, these troops are sent to cut down the most heavily armored of foes, tearing through any who stand before them, though they sacrifice the protection of a shield for such strength.


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Longbeards- Deldren Shields who have lived for a good many centuries fighting in many a war. They are the veterans of the Dhrong


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Ironbows- An older weapon that is still a favorite amongst the Deldren, they wield powerful crossbows into battle, firing with deadly, mechanical accuracy.


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Thunderer- Deldren armed with the rightfully feared blunderbuss. They are appropriately named, and are known to be fierce rivals of the Ironbows.


latest


 


Rangers- Those Deldren who are sent to scout the lands above the mountain and guard their sacred passes. Considered an odd lot, they are nonetheless respected for their tenacity and ferocity in combat, masters in ambush, close and ranged combat.


464f3a28d807af127b4aeb340f2a395d.jpg




Hammerers- Deldren that wield massive two handed hammers, they are the elite guard of the Deldren Thanes, Lords, and even the Iron King. There are many tales from fallen Deldroks of the a few dozen Hammerers holding the line against the horde of demons, allowing a precious few to survive.


latest



Iron Wardens- The elite of the Deldren military, these are the oldest of the Dhrong, tasked with guarding the sacred Underway, and gates of the vaunted Deldroks. They are clad head to toe in runic Gromril armor, and it is said a handful of Iron Wardens can stand against a tide of demonic beasts.


79bd4ebda608df6dcf2dae010c17e9fb.jpg



Grudge Bearers- Most who become a Grudge Bearer are from one of the fallen Holds. Such is their shame and rage that they cannot settle, cannot start a new life. Instead they become instruments of destruction, charging in against the mightiest of demons and vampires so they may find peace in an honorable death. Those who do not find such a joyous end become some of the most ruthless warriors in the Iron Spine.


507a63e542c3abe8e0d90df9e8fd1a9f.jpg



[SIZE=12pt]Artillery:[/SIZE]


[SIZE=12pt]Grudge Thrower- Likened to a catapult, the Deldren carve runes into each stone, adding mystical properties. Some burst into flames, others a thousand shards of ice. And on each stone, a grudge is inlaid.[/SIZE]


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Iron Bombard- Masterfully crafted Deldren cannons


Organ Gun


Dwarf+Organ+Gun+002.JPG



[SIZE=12pt]Gyrocopter (incredibly rare)[/SIZE]


dota2_gyrocopter_skin_paintover_by_gavinli-d7g9cnz.jpg



Steam Tank-2 prototypes


steamtank_down.jpg



[SIZE=12pt]Tech:[/SIZE]


[SIZE=12pt]Heavy Armor[/SIZE]


[SIZE=12pt]Shields[/SIZE]


[SIZE=12pt]Assortment of Heavy Weapons[/SIZE]


[SIZE=12pt]Cannons[/SIZE]


[SIZE=12pt]Gyrocopter[/SIZE]


[SIZE=12pt]Magic:[/SIZE]


[SIZE=12pt]Runesmiths- Inlay weapons and armor with magical properties. The only way for Deldren to use magic.[/SIZE]


[SIZE=12pt]Attitude with other nations:[/SIZE]


[SIZE=12pt]Green Horde- Aggressive to Hostile, has not forgotten the many wars waged against the Greenskins[/SIZE]


[SIZE=12pt]Elven Kingdom- Unfriendly, blame the Elves for the Green Wars[/SIZE]


[SIZE=12pt]Blackroost- Somewhat friendly[/SIZE]


[SIZE= 16px]All others- Neutral, uninterested[/SIZE]
 
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Black Roost


madrigal_of_wars_by_loxsiana-d4eowjq.jpg



Flag:


TwhPAoN.jpg



Our bastion shall withstand hell itself!


Type of government:


Stratocracy


Culture:


Militaristic to put bluntly. At the age of 6 every child is enlisted to train and when they are strong enough they will join the front lines. The soldiers who aren't on watch when a battle isn't approaching they are rather free. Some even have children, those that are raising a child don't have to fight but some do so anyways. These children will grow to fill the ranks that have died. Almost everyone adheres to the orders of four generals, one for each division. Each of these generals is well respected and are expert warriors that wield powerful magic weapons.


Races within empire:


Humans, tiny amount of other races


Cities & famous fortresses:


Black Roost Bastion


History:


Black Roost was originally created when demons began claiming the north. Thousands of people were forcibly enlisted to fight the demons over the northern lands, many have died in the following wars. Black roost its self was a fortress that served as a central and furthest back point in the war. Many other fortresses were made farther to the north that served as checkpoints in the war. These wars were losing no matter if a battle was won or lost. Land was being taken by the demons at an alarming rate. After more than half of the soldiers They fled back to the one remaining fortress, Black Roost. Their they prepared to give their lives and their children's lives to protect the lands of the south from an ever growing threat.


Military:


All of Black Roost is belongs to its military. Every individual is a solider who has taken an oath to defend against all threats of the north. There is only about 3000 individuals but each one has highly skilled and has seen numerous combat experiences. The entire area is a massive fortress with walls that form the blockade against the north.


Infantry: Consists of two thirds of the army wielding any form of melee weapon to fight demons in close combat. A dangerous roll but those that survive become experts at handling the powerful demons


Archers: The second most popular roll, they have practiced expert accuracy and serve as support for the infantry. They take out key targets of the demon army and flyers. At the start of the battle they rain arrows down before the infantry reach close combat with the demons.


Siege Equipment: There are only 12 of these powerful enchanted ballistae. Each one fires cold iron spears enchanted to cause large blast of white energy. One shot, though expensive, is capable of disintegrating just shy of a hundred demons.


Magic casters: There is only 268 casters in the army but each one is vital. Magic can change the tide of a battle. Mages cast spells to enhance they other soldiers strength or large blasts of energy to devastate demon forces.


Technology:


Cold Iron Weaponry- Stronger than steel and deals more damage to demons.


Magic:


Basic combat based casters.


Terrain:


Snow, Glaciers, Cold


Attitudes towards other nations:


Black Roost stands as a bastion against the demon threat of the north. Few try to deal with them since taking time from them is giving time to a massive threat they guard against. Nations due send food and other resources to them in order to keep them supplied against the continuous onslaught.
 
[SIZE=14.6667px]Name: The Great Zhuubhach[/SIZE]


[SIZE=14.6667px]Age: 34.[/SIZE]


[SIZE=14.6667px]Race: Insectan.[/SIZE]


[SIZE=14.6667px]Motto: "Nothing less than all I can."[/SIZE]


[SIZE=14.6667px]Skills: Besides possessing acrobatic abilities and being quite skilled with his staff, Zhuubaach is a [/SIZE][SIZE=14.6667px]practitioner of Insectan earth magic, and uses it to maintain a vigilant supervision of his surroundings through the ground. Unfortunately, It is only ever effective on loose ground such as gravel, sand, or mud. He is a charismatic leader and a shrewd negotiator.[/SIZE]


[SIZE=14.6667px]Appearance:[/SIZE]


eb925b8ef799fd5d37d72aad97ff6687.jpg



When meeting with foreign royalty, he will often wear a lavish red cloak, trimmed with Tyra mother silk. While he does have wings, they are too small to enable flight.


Role: Dictator (Sheikh).


Biography: Born through the unauthorized union of a Tyra princess and a Humni scout, Zhuubaach was raised in secret quarters within the royal Tyra hive. His mother cared for him all through his grubhood, providing him with the best education she could. She taught him about the then powerful matriarchy, and what magic she knew. His father, although he could only rarely visit, taught him in the arts of self-defense and self respect, trying to instill within him a sense of self-worth despite his taboo nature. In this way, isolated from others, he spent the first decade or so of his life. But all things must end, and this did too when a lesser noble spied his father entering their secret chamber. His parents were tried before a tribune, his father sentenced to death for crimes against the Insectan race, and his mother exiled to the surface for treason against the court. She begged the tribune, and, in light of her ranking and circumstances, was allowed to take Zhuubaach. Her body was not suited for such harsh conditions, yet still she roamed the desert, fighting for the survival of her and her child. But she was living on borrowed time, and within a year she died. Zhuubaach buried his mother at the base of a rock in the sands, and carved her name and story upon it's face. He was 13.


For twelve years he would live in the desert, eating whatever edible plants he could find and hunting with a new form of magic. He had learned, using the simple spells his mother had taught him to manipulate earth, he could use a sort of "earth sense" to examine his surroundings. He wandered back and forth across the desert and, on a whim, began mapping it upon several stone tablets. That was how he first noticed the pattern. From time to time, he would spy an Insectan or group of Insectans on the surface, but whenever he tried to follow the loners to find a way back into one of the three underground cities, they would travel in endless, extremely large circles. He didn't understand why, as it would happen at different times during his trailing. So he began to mark the trails on his map, cataloging their routes, and he noticed something. They always would begin circling at the same points. They would pass through a gorge or around a plateau, places shielded from the wind, then circle around to check for another set of footprints. Armed with this knowledge, he successfully tricked one of his targets into believing they weren't being followed. Finally, he would return to civilization. He was 25.


The quarry entered a tunnel artfully hidden on the face of a cliff. Following them, Zhuubaach found himself within the ruins of a surface city. All were reportedly lost during the Great Flood, and had been declared follies of old and unfit for life. They had attained a superstitious status with the people, and the Insectan he tailed seemed to scurry fearfully, never straying from the main road through it. Curious despite the situation, Zhuubaach stepped away, exploring deeper into the ruins. Far within the city, he found a great, sealed, half-dome structure carved into the rock. He climbed on it's surface, inspecting it for any markings. He crawled on it's surface, only to be surprised by the wall giving way beneath him, sending him tumbling into a large chamber. Dusting himself off, he looked about and was struck with awe. Carved into the stone was a pre-Flood history he had never heard mentioned. A great tribal union led by a Sheikh appointed by the leaders of the tribes. Each tribe would get a chance for one of their members to rule. The Tyra had said that they had always ruled, but now Zhuubaach had proof otherwise. In the center of the chamber, on a stone pedestal, was the jewel encrusted sarcophagus of the last great Sheikh. And on the stand next to it, a golden, double-headed spear. The Staff of Sheikhs. Zhuubaach took it reverently, and, armed with proof and an overwhelming sense of destiny, set out for the underground cities. He had a history to spread, and a revolution to plot.


Personality: Zhuubhach is calm and withdrawn for the most part. While this may make him seem impersonal and hard to trust, it also conceals his innermost self from those who would prey on it.


Nation


Name: The New Brood.


Flag:


d341c6ff7551777c0f53dacc3a36e1d9.jpg



Motto: All may sacrifice as equals.


Type of government: Constitutional elective dictatorship.


Culture:


Although still somewhat divided along traditional tribe lines, tensions are beginning to loosen between the tribes, even allowing for some cases of inter-class marriage to occur. Still, the Insectans of the New Brood are a proud people with a lot of focus on family honor and traditional customs, some of which might be seen as embarrassingly outdated by outsiders. But change, however slowly, is coming around.


Races within empire: Insectan.


Labis:


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Once considered the lowest tribe, the Labis were employed as laborers and servants during the matriarchy. Now their adaptability allows them to make their way as warriors, craftsmen, scholars, politicians, and practically any other profession in the New Brood.


Humni:


armored_beetle__reg__by_johnsilva-d67gk8k.jpg



Previously the second-lowest tribe, the Humni were employed as scouts, light infantry, and skilled craftsmen during the matriarchal regime. Now, their wings and physique continue to serve them on the battlefield, but the Humni have, like the Labis, begun to expand their horizons into other fields of work.


Claktir:


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The Claktir once served only under the Tyra as enforcers of the matriarchy. Their size and ferocity on the battlefield, even while unarmed, has been brought to bare many times over throughout Insectan history. Now, while most have chosen to remain in the military, some have opted for more peaceful lives as laborers. If it wasn't apparent, the Claktir can grow over ten feet tall, with the largest in history being eighteen feet.


Tyra:


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The least liked of all the tribes, the Tyra once instituted a tyrannical matriarchy over the other tribes after the Great Flood. They were attacked with a vigor that, had it not been cooled by the words of Zhuubach, could have led to their extinction at the hands of the ones they had once subjugated. Now, many have used their education to pursue a life as scholars or administrators. Most Insectan mages are Tyra as well. They are a bit larger than most humans, averaging around seven feet tall.


Capitol city: Hivund.


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One of the three underground cities, Hivund used to house Tyra royalty, but it has since been returned to it's rightfully historical place as the home of the Council of the Tribes and the Sheikh. Additionally, Hivund is home to some of the best Insectan universities and craftsmen. Most citizens here work in administrative positions or as artisans.


Cities & famous fortresses:


Runoi:


cave_town_by_iidanmrak-d5r61fj.jpg



The largest of the three underground cities, Runoi is a sprawl located in a cavern that serves as a way-station for most trade moving through the nation. The tunnels and bridges branching off of Runoi allow one to go anywhere in the New Brood's domain. In fact, many trade routes between cities would be impossible without Runoi. Most people here are merchants or swindlers.


Tihnka:


underground_kingdom_by_bezduch-d8koc17.jpg



Though the smallest of the underground cities, Tihnka is no less significant. It is the closest to a surface exit of all the cities, and Tihnka is almost entirely centered around the study and practice of Insectan magic. The best mages of the New Brood come from or studied in Tihnka. A secretive but highly lucrative black market exists here.


Haavhatan:


desert_city_by_waqasmallick-d8gnwke.jpg



Haavhatan, named after the last Sheikh, was once a thriving city. Now, it is in ruins, having been greatly damaged by the Great Flood and time. However, it's in front of the only Insectan entryway that's been enlarged to allow outsiders access. The old palace has been re-purposed for use as a stronghold, and the surrounding ruins give the Insectans a tactical advantage in a battle.


Religions(optional):


Most Insectans believe Ovitism. This religion holds that the first being Ovi, sacrificed themselves to create the universe but still exists in metaphysical form. Below Ovi are a plethora of lesser Gods and Goddesses, with some of the more prominent deities being Shayik, God of order and knowledge, Vitai, God of harvest and family, Hod, Goddess of trickery and commerce, and Yetan, Goddess of battle and prophecy.


History:


The New Brood was formed recently after a massive coup of the Tyra Matriarchy, but their style of rule harkens back to hundreds of years of civilization before the Great Flood, after which Tyra politicians seized power.


Military:


The military of the New Brood consists of the Integrated Army, a fighting force consisting of Labis infantry forces, Humni scouts and ranged units, heavily armored Claktir soldiers, Tyra specialists, and various siege engines. The Labis serve as archers (the most skilled of which can fire two arrows at once), footmen, spearmen, and quad-wielding swordsmen. The Labis also operate ballistae and catapults. The Humni serve as light scouts, archers, and assassins. The Claktir serve as heavily armored chainsters (basically, they have morning-stars chained to their arms), powerful mega-mace wielders (same armor as chainsters, but they wield massive maces in each hand), or rock slingers (they use massive slings to fling giant stones). The Tyra serve as battle-mages that can morph the very ground of the battlefield. Additionally, many high-ranking military officers are Tyra.


Technology: Low tier.


Bows.


Steel weapons and armor.


Simple pulley siege weapons.


Magic: Middle tier.


Geokinetic projectiles.


Geokinetic construction.


Earth-sense.


Terrain: Large desert, with a few mountains and many underground cave systems.


Attitudes towards other nations: The New Brood is willing to ally themselves with any nation the respects them as an independent country, especially Black Roost. However, they distrust the elves, if for no reason other than their style of rule.
 
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(WIP)


Name: Vierin Provinces


Flag:
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Motto: "From the fall, through the blood, and into ascension."


Type of government(monarchy, dictatorship, theocracy, etc.): Democratic Monarchy(Elector Counts whom represent each of the three provinces elect one of their fellow Elector Counts who will become the Monarch Elect)


Culture: "The land of conservative-acceptance, poets, and thinkers."


Races within empire: humans & treemen


Capitol city: Berlicht
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Famous cities & famous fortresses: Cities: Berlicht(capitol), Fritzenburge(nickname: city of machines), Whitzlan(nickname: city of endless crops), Arwizburg(nickname: city of ore)


Fortresses: Fort Frau(renamed for it's top tier female soldiers), Fort Berlonne(great fortress that stands as the gate between the mountains surrounding the provinces)


Religions(optional): Heavily Agnostic


History: During the golden age, the Vierin Provinces was part of a greater empire, with a name lost to time. Another empire of provinces with a similar political structure, except they were more accepting. Too accepting. They would accept things without thinking of the consequences or what they were. That was how vampires got into this empire. At first, they were seen as northern immigrants seeking shelter from the beginning of the demon hordes. Then they had turned 75% of the populace into vampires. Later, they got into the political workforce, killing the humans and corrupting the government. However, four provinces remained clean from this corruption, and these three provinces seceded.


Their main elector counts at the time would later rename these provinces after them. These elector counts were; Hanz Von Oakin, Ricter Von Luwo, Karl Dan Reichen, and Yanis Le Gautier. Within Hanz’ province was a spirit tree. A titanic oak tree with a humanoid face grown into it, spirit trees are wise, caring beings. This tree informed Hanz of the empires fall, and that he must warn the other three provinces and secede before the leeches spread. With the other 75% of the empire turned vampire, the vampire lords thought they would crush the last humans of the empire. However, they had one obstacle. The mountains of Havel dan Garron surrounded the four provinces, with only one easy entrance that was heavily guarded. Fort Berlonne.


The vampires sent the bulk of their expendables to the gate of the valley, Fort Berlonne, to distract Karl and Yanis’ forces whom held the line strongly. They then sent four armies through the mountains, two from the northern and two from the southern. However, Ricter was waiting in the north with his lion riding forces, along with Hanz holding the spirit forest of the south with his own Elk riding forces and the spirits of the Oak defenders.


They were both heavily outnumbered, relying only on the environment and tactics. These would carry them through four days, but on the fifth morning, they were exhausted and running low on supplies and plans. They wouldn’t last without reinforcements. However, Karl and Yanis had decimated the vampires’ expendable army, and had split their forces to go around and flank the other vampire armies. This was how the battles were won, and how the Vierin provinces were reborn. Luwomark; for it’s numerous lions, Reichenburge; after the elector count Karl dan Reichen, Blauenburg remained the same, and Oakinland; for the Spirit Tree


Weeks later, the sun would rise over the valley and their armies would mount titanic trebuchets, catapults, and cannons within the mountain tops. Then they would turn the cities of the old empire into blazing ruins. Leaving little to no survivors, and establishing a fortress-checkpoint guarding both the entrance to these ruins and the main road to the gates of the valley, this fortress would later become famous for its top-tier female soldiers and renamed to; Fort Frau.


Holiday’s:Blauentag: A depressing day were those in Blauenburg pay a blood tribute to their spirit forest, Marktag: A day of sales and celebration of the successful market, Reichenzeit: A great feast for those in Reichenburg celebrating their many victories, Traurigertag: A day of sadness “celebrating” the destruction of the old empire. Festag: New years


Technology(top tier:organ-cannons, musket-repeater rifles, steam tanks(VERY FEW): 2nd tier(great-cannons, renaissance)


Magic(top tier:Farseer's(psychic's) ability to create(VERY FEW) primarchs(warhammer fans will know what these are): first tier, one celestial college(mage college)


States/Provinces: Blauenburg(spirit tree & forest/first province), Reichenburg(wealthiest & most militaristic province), Oakinland(elder spirit tree), Luwoland(plains & small bits of savannah).


Terrain: Coastal beaches, snow-capped mountains, spirit forests, plains, small savannah’s, and green valleys.



Attitudes towards other nations(in general & specific): Demons: dislike & distrust. Vampires: hate. The rest is a neutral.





Military:


The Electorguard consists of knights from each of the three provinces whom are mostly used as cavalry but can also be footmen


Knights of the White Oak: A chapter of Knights that represent the Oakinland province, whom ride elk
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Knights of the Lion: A chapter of knights that represent the Luwolan province, whom ride lions
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Knights of Reich: A chapter of knights representing the Reichenburge province
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Knights of Tears: A chapter of knights representing the Blauenburge province
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The Province soldiers consist of cheaper soldiers whom can use all weapons the provinces can offer, plus acting as a police force and being the backbone of the Vierin military


Reichenburg General:
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Oakinland General:
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Luwomark General:
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Bluenburg General:
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Reichenburg Province soldiers
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Oakinland Province soldiers:
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Luwomark Province soldiers:
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Blauenburge province soldiers:
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Advanced Rifleman(can also use artillery):[SIZE=14.666666666666666px]
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[/SIZE]


Longrifle rifleman:  
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Skirmisher Rifleman(swift, guerrilla warfare, fast reloading time):
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Vierin knights[SIZE=14.666666666666666px]
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[/SIZE]


Oakinland forest defenders:[SIZE=14.666666666666666px]
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[/SIZE]


[SIZE=14.666666666666666px]Richenburg wizard:[/SIZE][SIZE=14.666666666666666px]
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[/SIZE]


[SIZE=14.666666666666666px]Luwomark Wizard:[/SIZE][SIZE=14.666666666666666px]
0XiUK-3SJf4-ixiTCEa6qNMQSWquaWshcA6-kjaVvVXAqkwmccId30mtUfkIn4wxFqs4JjSWjIGocdMczAAe6u88uSBGbnRCntBcvoHe6cE2L2UZ_zVp7zxVLIVCXp9aRco-zrio
[/SIZE]


[SIZE=14.666666666666666px]Ruin Walkers consist of citizen-class soldiers who go out into the ruins beyond the mountains that guard the Terrarin Provinces, searching through the ruins for remnants of family members, old memories, or relics that would benefit the advancement of the Terrarin provinces[/SIZE]


Ruin Walker:[SIZE=14.666666666666666px]
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[/SIZE]





(WIP)


[SIZE=14.666666666666666px]Name: Karl Franzgon[/SIZE]


[SIZE=14.666666666666666px]Age: 325[/SIZE]


[SIZE=14.666666666666666px]Race: Human[/SIZE]


[SIZE=14.666666666666666px]Motto: "We survived the fall, clawed our way out of bloody wars, and have seen ourselves ascending."[/SIZE]


[SIZE=14.666666666666666px]Skills(combat, political, etc.): Karl, like every elector-count, was trained to be the ruler of the Terrarin Provinces. The training is as follows: Ability to read foreign political envoys, ability to defend oneself against demons and vampires, ability to persuade, charisma, smithing, [/SIZE][SIZE=14.666666666666666px]protective-political-acceptance[/SIZE][SIZE=14.666666666666666px], mechanic, biologist, and poet.[/SIZE]


[SIZE=14.666666666666666px]Appearance(you may use pictures):[/SIZE]
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Role(dictator, king, president, etc.): Monarch Elect


Biography: Born in the Oakinland province, and a child of a Knights of the White Oak chapter master, Karl was as close with the Elector Countess as he was with his own family. While his father trained him for knighthood, the Elector Countess trained him for Count-hood. At the age of 16, Karl's father had retired from being a chapter master. The knights of the chapter had all agreed on letting Karl become the new chapter master, when he turned 18. At the age of 20, the Oakinland Elector Count was killed, having her blood drained by a vampire. Karl was standing guard outside of the bedroom, but when he heard struggling and screaming, he barged in but was too late. With the countess killed, and Karl having seen her as a second mother, Karl killed the leech with one strike but continued stabbing it. It took three other knights to stop him, for fifteen minutes. Elector Counts don't have families, focusing more on their province. But with her dead, Karl took up the mantle of Elector Count. For 305 years he served proudly and somewhat perfectly as an Elector Count, and at the 305th year, he was elected to becoming Monarch Elect.


Personality: Stern, inquisitive, protective, and kind
 
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[SIZE=14.6667px]Name: Kaladin Stormblessed[/SIZE]


[SIZE=14.6667px]Age: 25[/SIZE]


[SIZE=14.6667px]Race: Human[/SIZE]


[SIZE=14.6667px]Motto: Journey before destination, Life before death, [/SIZE]


[SIZE=14.6667px]Skills: His skills as a Storm born warrior are unparalleled in history of his country. Despite his young age, he had a difficult youth breeding with him virtues and skill. He is very discerning of character and a decent politician. However he can be stubborn and proud. He is formidable in combat especially combined with his skill of his spear and his Storm powers. Furthermore, he is a doctor by birth giving him a vast store of knowledge with his quick wit and sharp brain. [/SIZE]


[SIZE=14.6667px]Appearance(you may use pictures):[/SIZE]


Role(dictator, king, president, etc.):the_way_of_kings_kaladin_by_zippo514-d6eqt2z.jpg


Biography: Born as the son of a doctor, he quickly took up the trade of becoming a doctor, surpassing his father and on his way to becoming a surgeon. However, fate had other plans for him. Captured in a slave raid, he was sold to a lord who was raising an army. There he found his abilities as a Storm Lord and a fighter. Soon, he grew too powerful for the lord who had captured him, and they attempted to kill him. However he escaped death and returned to his land which had just lost its king. A King's Chooser was set up and he went as a on looker. However, the current Storm Lord Grand Master noticed his power and met with him. Soon, the Grand Master Foran realized that not only was Kaladin was extremely powerful, but he was exceedingly brilliant. Grand Master Foran nominated Kaladin and gave order for the whole order of the Storm Lords to nominate him. Quickly his popularity grew among the common people and a few of the nobles because of his unassuming air. When the vote was cast for the next king, Kaladin was chosen as leader of the land at the age of 20. He quickly became a very popular king and known as a great force. 


Personality: Although he is somewhat stubborn and a bit prideful, he tends to be merciful. However he can very harsh toward his enemies and is not hesitant to use military force. His nature is hard and somewhat cold. Despite this Kaladin is very good with crowds and inspiring people, and his people consider him simply stoic. Outgoing, Stormblessed easily can sway his friends and his enemies. Lastly he is rather suspicious although he presents a front of trusting everyone. 


Nations(WIP)


Name: Storm Warden


Flag: A flag with a red back ground with a sword in the air being struck with a lighting bolt


Motto: We are born of the storm, and like a storm we will be. 


Type of government: Elected Monarchy


Culture: Their culture is a turbulent one. On the Storm Lords are allowed to be stoic. The normal person is very outgoing and chaotic. People are encouraged to be as different as possible with in cultural norms. However they are a very moral people.


Races within empire: Storm Lords mixed with humans. 


Capitol city: Storm Guardian 


Cities & famous fortresses: Storm City, Stormy Port, Bastion of the Storm


Religion: Protestant


History: Home to the Storm Lords, humans who can live the age of 1000 with the power to control storms (elements wind and water), Storm Warden was always a feared nation. However the country went into a a back slide slowly losing territories to hungry neighbors with large armies rather than relying solely on magicians. Finally Storm Warden had enough and expanded the Halberdiers which had once been a royal protection unit. However still, countries didn't respect such a country despite having fought multiple wars slowly training its military into a deadly force. The former king was weak and did not desire to conquer anyone, and started to be satisfied with simply beating the enemies on the battlefield. How ever all this changed when Kaladin came to power at 19. Furious with the neighboring countries for raiding Storm Warden for slave, he launched a campaign against the most prominent slavers. Despite their military being much more technologically adavnced, Kaladin skillfully defeated their army using Light storm to ambush the musketeer units. He used the Storm Lords skillfully, leading them himself, and easily destroyed the enemy. Knowing the advantage of technology, Kaladin took the repeating muskets and trained a special force to use and manufacture more of them. He also took all of the cannons and tanks the enemy had had and had his own people start studying them and manufacturing them. His last improvement was creating airships for the military usage. His eyes now turn to the demons and vampires that raze across the land and trains his army in preparation to battle them despite being not to close to the lands struggling with the demons and vampires. 


Military 


Stormer Halberdier: A mainline infantry of the country armed with shield and halberd. Capable of fighting in formations, or without their shields to combat swordsmen which they do well. Heavily armored they can stand the charge of the heaviest cavalry. 


Storming Swords: These light swords are the core offensive power of Storm Warden. They often hide behind the heavier Storm Halbediers. Once unleashed however, they tear through infantry like it is nothing. 


Storm Musketeers: Lightly armored, they are mainly used for flanking manuevers, pouring fire either over the shoulders of Halbediers, or on the flanks the main force. They cannot stand much heavy fire. 


Storm Skirmishers; Another set of Musketeer like units, however they are long range rifles and can pick off vital people in the enemy lines. 


Rapid Fire Stormers: Repeating muskets that are capable of about six shots before reloading. These units are heavier armored allowing them to be the front line musketeer core. Not to mention, these are all drawn from existenting units there fore very skilled in close combat. 


Storm Cavalry: The most elite unit in the army, they are heavily armored, armed with spears and swords, capable of riding down enemies and holding their own in sword combat. Nigh invicible when tearing through enemies they are truely to be feared. 


Light Storm: The light cavalry of Storm Warden, they are particularly good at being stealthy and launching ambushes. 


Storm Order: The magic unit of Storm Warden encompassing all of their magical units. 


Technology: Repeating Muskets, Airships, Light cannons, three steam tanks, heavy armor, Heavy horses


Magic: Storm Lord Magic, the power to bend storms to their will deriving their power from even the wind. 


Terrain: The large part of the country is somewhat rocky and mountainous. In these mountains exist valleys where the majority of the mountain people live. However the other half of the land is fertile valley lands. 


Attitudes towards other nations: They are very suspicious of their neighbors after enduring years of people stealing. 
 
@wickedkent   The Elven nation is surrounded by thick walls made out of trees, it is magically enchanted in order to prevent any damages to it. The Only entrance would be through the gates of Astalos in the city of Nelfedorei. The City is guarded by an elven army and the only way to open the gate is to get each of the crystal keys from the three generals that protects it.


That makes it near impossible to invade. The trees are indestructible, the only enterance is heavily guarded, and the only way to open the gate is to kill three keys that elite generals have, that is if you make it past all of their soldiers. Even then, you wouldn't have enough to continue raiding, if you killed off all of the soldiers and generals.
 
@wickedkent   The Elven nation is surrounded by thick walls made out of trees, it is magically enchanted in order to prevent any damages to it. The Only entrance would be through the gates of Astalos in the city of Nelfedorei. The City is guarded by an elven army and the only way to open the gate is to get each of the crystal keys from the three generals that protects it.


That makes it near impossible to invade. The trees are indestructible, the only enterance is heavily guarded, and the only way to open the gate is to kill three keys that elite generals have, that is if you make it past all of their soldiers. Even then, you wouldn't have enough to continue raiding, if you killed off all of the soldiers and generals.

You need to kill the Keys?


Also is there a map to accompany the RP?
 
[SIZE=14.666666666666666px]Name: Dominus Frye[/SIZE]


[SIZE=14.666666666666666px]Age: 30, in this life[/SIZE]


[SIZE=14.666666666666666px]Race: Human[/SIZE]


[SIZE=14.666666666666666px]Motto: through crusade, I cleanse[/SIZE]


[SIZE=14.666666666666666px]through battle, I grow stronger.[/SIZE]


[SIZE=14.666666666666666px]through strength, I triumph[/SIZE]


[SIZE=14.666666666666666px]through triumph, I am set free.[/SIZE]


[SIZE=14.666666666666666px]Skills: he's a warrior-king, so his combat skills are far stronger than his political ones. (Not saying he's terrible at speaking, I don't want to exclude myself from that :3)[/SIZE]


[SIZE=14.666666666666666px]Appearance:[/SIZE]IMG_1163.JPG


(Think this but a dude, if it isn't already lol)


Role: prophet-king


Biography: the warrior's tales tell of a boy beyond the comprehension of man. The word of god pours into his mind like thought would to Archimedes. His strength unrivaled by his peers, his wit on par with that of the dictators greatest advisor. It wouldn't be long until his hometown's blacksmiths forged him the finest set of armor the land had ever seen. It was only a matter of time before the prophet took control of his former dictator's lands and ruled them with the word of god guiding his rule.


Personality: quiet, reserved, speaks in Latin. His voice is one that booms over that of his peers when he does speak. All bite, no bark.


Nations(WIP)


Name: Corvana


Flag: a golden base, upon which seven white stars sit in a circle. A sword piercing a heart is placed in the middle, this image being grey.


Motto: (see character)


Type of government: Theocratic


Culture: Irish/Celtic accents, art, architecture, and music. Being a soldier isn't immediately forced unless a draft is issued, but retired soldiers are given slight diplomatic immunity.


Races within empire: pretty much everything except the infidels (vampires and demons and ghouls and such).


Capitol city: Darragh, located in the Central Valley. It's walls are nearly coated in ash from the amount of pitch invaders have tried to burn the city with, all fruitless. The city contains homes of stone and a massive cathedral within, near the center. This is where Dominus usually dwells and rules.


Cities and fortresses: Faith, a small town on the northern most point that Corvana dares to push into the territory of the filthy infidels. The district of Blackreach's legions are stacked up on the River bank, watching as the more mindless ones rush into the river, which the Corvanians had poisoned to put down smaller rushes like those.


Battleship Elitria, the massive airship used by the Elitrian district, the capital district. Dominus usually rides this if he finds himself riding into battle. At a massive 600 foot length and 100 foot width is the largest of all battleships in the Corvanian state. This is the only one powered by steam engines, the others powered only by sails and rudders.


Religions: Dominus has established a state of absolute religious purity. His religion values military invention and military service above all else. 


History: the country is a remnant of an age old dictatorship lost to time and to plague. The messiah of a growing religion that would soon be a national treasure was rising from the west, his armor a gleaming new alloy forged by an experimental old blacksmith. This messiah, after a fierce battle alongside his followers, overthrew his dictator and took control of his lands. The country is young, and seeks the death of all infidelic beasts of the north.


Military: each legion (7) contains at five legions (as of now) of Usually 100 of most of the non-mechanized units.


Crusaders: basic infantry. Medium armor, close range


IMG_1164.JPG


Riflemen: high damage, long range, light armor (the one with the brown coat). (Long reload)


IMG_1165.JPG


Shieldmen: extremely high armor, very close range


IMG_1166.JPG


Spearman: close range, high damage, low armor.


IMG_1168.JPG


Barons: various, trained in all fields. Strong armor (generally only about 20 per legion)


IMG_1169.JPG


Airship: low armor, high carrying capacity


(Carries weaker cannons) (barely 3 ever)


IMG_1170.JPG


Technology: steam airships, high-caliber single shot rifles (elephant guns, but longer reloads), Steel-bronze alloy (stronger swords and armor), gut-swords (basically extra sword damage)


Magic: Dominus is a prophet. His generals, leaders of his crusade, are blessed with his god's ability to break through other magical things (mystical shields, y'know).


Terrain: mostly plains and valleys, which explains why Dominus is often referred to as the "bronze lord of the valleys." Each valley is federally ruled by a separate district, each with its own legions.


Attitudes towards other nations: he seeks to ally the Southern Hemisphere against the demonic north, which he absolutely despises and believes they are all "infidels" 
 
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Arch Prophitae, Kiar Murack


icemage_tomedwards_by_tomedwardsconcepts-d6p78cj.jpg



Age: He as lived an infinate number of lives before falling to the mortal plane where he has lived one.


Race: Prophetes


Motto: Their lives are worth a thousand of mine.


Skills: Strong with Magic and fighting with a staff


Role: Arch Prophitae


Biography: Before his mortal life, back in the one he cannot remember, he was regarded as a Shepard. It was known that he often broke the rules and meddled with the mortal realm. It was he that lead the Prophetes to join the war and shed their immortality. Before this it was said he disguised himself as an old man to pass on knowledge and protect virtuous individuals, where he learned to fight, unlike many others who hold no such knowledge. While the rest chose to take the path by choice Kiar chose instead to break the rules one last time to construct the great tower, reaching to the heavens and delving to the depths. He attempted to record vital knowledge before he was forced to take a mortal form, however they ones they were decided to remove this knowledge but not to destroy the icy building.


Personality: Kind and caring, considers the lives of all others above him.


The Prophetes


WizArd Flag.png


Motto: The Many Outway the Few, Mortals are Mightier then any.


Type of government: Theocracy


Culture: It is a culture rooted in sharing of ideas and knowledge. 


Races within empire: 300 Prophetes and all those that flock to the truth they preach and the protection they offer.


Capitol city: Tower of Bridges


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Cities & famous fortresses: The Mountain Pass Gate, The City of the Tower Plains.


Religions: The Blue Truth


History:As the world drew for war the hate and aggression caused a group of higher beings to shed their immortal existence and create mortal shells to allow them to attempt to stop the wave of hatred, to intervene and stop being observers, unable to act. As the traveled to the lower plane they found most of their memories lost to them, but they retained most of their knowledge and understanding of the magic will. They created a tower reaching high above the world and delving deep below, from where they would observe the world and launch their defence of truth and justice.


Military: 200 of the Prophetes leading soldiers of many races trained with great tower shields and pikes. Some are trained with Muskets also, and the Sheilds have semi circle notches on all corners for Pikes or Musket barrels to sit from the rank behind. This design and useage of tactics and formation is very inefficient for agression but superb at defence.


Technology: No Top-tier. Some muskets and some Cannons


Magic: The 300 Prophetes are skilled with and attuned to magic.


Terrain: A Large crater surrounded by Mountains, Many passes snake through them but the only one large enough for a strong army is protected by the 'Mountain Pass Gate' which is protected by many Prophetes and soldiers.


Attitudes towards other nations: They love all mortal nations and seek to crush the dark forces, their main goal being the defence of mortals.
 
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Ruler


 

[SIZE=14.666666666666666px]Nam[/SIZE][SIZE=14.666666666666666px]e[/SIZE]


Jorah Azule


[SIZE=14.666666666666666px]Age[/SIZE]


78


[SIZE=14.666666666666666px]Race[/SIZE]


[SIZE=14.666666666666666px]Anuban[/SIZE]


[SIZE=14.666666666666666px]Motto[/SIZE]


[SIZE=14.666666666666666px]"Where is your god, to stop the rising sands?"[/SIZE]


[SIZE=14.666666666666666px]Skills[/SIZE]


[SIZE=14.666666666666666px]Jorah [/SIZE][SIZE=14.666666666666666px]is a skilled military tactician with many years of training under his belt. Unbeknownst to most other species the age of an Anuban is little to no conflict to its fighting prowess, Jorah is a skilled warrior and has enough strength to tear men in half, literally. After being chosen to become the heir to the Jorah Azule before him, Jorah has trained in the magical arts with the strongest magicians available, gifting him a very strong ability in the magical arts. [/SIZE]


[SIZE=14.666666666666666px]Appearance[/SIZE]


8ab246f3749f0cdd109d9970a18ea523.jpg



Due to magical transmutation Jorah is a stunning 8'0, 600lb, stone house. When ever sparring with his chief blade masters, he has tossed them around and easily over powered them.


Role


God King


 


Biography


Like all God Kings of the Anubians he was born an orphan. When the King before him was inaugurated unto his thrown Jorah was randomly picked to be the next God King. Beginning from the age of 9 Jorah would train in politics, military tactics, trade, magic, fighting, and ruling with an iron grip. When the king before him died, Jorah was inaugurated and another orphan was randomly plucked from the surrounding towns. After many boring years of killing slavers and raiders Jorah like many other lords looks north, awaiting the hell that may come.


 


Personality


Jorah is a very hostile person, seeing those not within his borders or not pledging themselves to him as heretics. Though he can keep a calm head when speaking politically he has been known to come off his throne to behead people. Not only does he talk a big game but he also is powerful enough to go head to head with almost anyone or thing.


 


[SIZE= 24px]Imperium of the God King[/SIZE]


[SIZE= 24px](Better known as The Imperium)[/SIZE]


 


Flag


ff1fc5f2f2788b6c5dc9a6e5a2aec63e.jpg


Motto


"The rising sands are coming."


 


Type of government


Monarchy


 


Culture


Religious


Imperialistic


Militaristic


Conservative


 


Races within empire


Due to the rising fear of Anuban people other races tend to stay away, but those that do settle in The Imperium are welcomed with open arms.


 


Capitol city


Morazard


e729cf6ea1fa4746fe402f6863a0cd0a.png


 


Cities & famous fortresses


King's Retreat (Fortress)


8f557bb5527bd0b7d88d2a732b24fae9.jpg


Balatar (City)


3c5c3154944c4615883e71e9219811d6.jpg


First Oasis(City)


91d74c4ca49271d577aeceb8d09f1a90.jpg


Last Home(Abandoned Fortress)


7ff8e6e032033f6e34b0ef37159096a5.jpg


Average Village


13ae50ee3da02b0753a4c01546d1381b.jpg


 


 


Religions(optional)


God King- Anubians see their king as their God.


 


WIP


History:


Military:


Technology(top tier:organ-cannons, musket-repeater rifles, steam tanks(VERY FEW):


Magic(top tier:Farseer's(psychic's) ability to create(VERY FEW) primarchs(warhammer fans will know what these are):


Terrain:


Attitudes towards other nations(in general & specific):
 
[SIZE=14.6667px]Characters[/SIZE][SIZE=14.6667px](WIP)[/SIZE]


 

[SIZE=14.6667px]Ruler[/SIZE][SIZE=14.6667px](WIP)[/SIZE]


 

[SIZE=14.6667px]Name: Ahmed Al'vadol[/SIZE]


[SIZE=14.6667px]Age: 234[/SIZE]


[SIZE=14.6667px]Race: Human[/SIZE]


[SIZE=14.6667px]Motto: "Give warmth like the sands, and take life like the sands."[/SIZE]


[SIZE=14.6667px]Skills(combat, political, etc.):[/SIZE] Ahmed is a militaristic leader, his political skills are basic and quite preservative and protective. However, his combat skills outrank his politics as he dances across the battlefield with curved swords in hand.


[SIZE=14.6667px]Appearance(you may use pictures):[/SIZE]
68fa68a2f5654b125fc6f9a195ff45a2.jpg



Role(dictator, king, president, etc.): Sultan


Biography:


Personality: Vengeful, straight-to-the-point, trickster.


Nations(WIP)


Name: Aradia


Flag: 
latest



Motto: "In dark times, one must be protective and bear a sword and shield."


Type of government(monarchy, dictatorship, theocracy, etc.): Monarchy


Culture: Very trade-heavy and spiritual


Races within empire: Humans and a feared minority of Anubians


Capitol city: Al'Ashjar  
e21e2e5fc5d9d316b49667a02f788ea1.jpg



Cities & famous fortresses: Cities: Ma'an & Ramil  Fortresses: Fort Wasamidun


Religions(optional): Spiritually agnostic


History: Aradia once stretched across the desert. Claiming the sands as their home, a booming Oasis within the desert wastes, with noble thoughts and trade in mind. Lead by greedy Princes and Princess' that used trade to sate their greed. Trade was tradition, and the only thing they had. Only trade. They weren't prepared for the black tide of Anubians, both tribal and civilized. The black sea drowned their cities in destruction, leaving no survivors until Ahmed made a stand at a small town of Wasamidun, which would later become a great fortress. Ahmed would reconstruct the empire and give it a better military, and government. The Golden Sea held back the black tide, always on the defensive, but times change like sand in the wind.


Military:


Sultanguard (elite soldiers guarding the sultans and acting as generals)


187fef411c96c42f9c576c1b09bf8d50.jpg



The Blue Shields (Elite defense infantry, unique regiment of Wasamidun)


c9a063f9875c4903558c131873de0a2c.jpg



Court Sorceress' (mage infantry)


b3630e69670e63140d12f31c5d7686f2.jpg



Silent Princes & Princess' (the spoiled brats seeking to repent for their greed)


26bf9ee1dc1957a5dc3416bebf3809a6.jpg



Sandguards (elite soldiers, wielding greatweapons)


7ababd95a21f4ca9e68ffd04fa78fc91.jpg



The Golden Army (standard soldiers wielding any weapon, primarily glave infantry)


df18000b0ee99df58e6a2573e82c4b1a.jpg



Master Rifleman (snipers and cannon-handlers)


9663b432fcb3a22bd12010f546438161.jpg



Black riders (swift cavalry shock, can also use bows)


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Royal cavalry (standard cavalry)


c4e7bf5e622d45aac075d87e4dc9f65e.jpg



Technology(top tier:organ-cannons, musket-repeater rifles, steam tanks(VERY FEW): 2nd tier, few cannons but many ornate rifles.


Magic(top tier:Farseer's(psychic's) ability to create(VERY FEW) primarchs(warhammer fans will know what these are): 1st tier, few colleges of magic


Terrain: Oasi, palm-tree forests with little brush and sandy grounds, sand dunes.


Attitudes towards other nations(in general & specific): Imperium of the god king: Hostile
 
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