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Nation Building The New Empires CS

The Flegian Repentancy
image.jpeg
Population - 955,399.
(78%) Flegian,
(14%) Human,
(8%) Elven.

Geography: The Flegian Islands often finds itself as the most prosperous and developed nation of all of Lanerth. Rolling hills and gentle valleys long ago tamed by Dwarven hands provide bountiful harvests of fruits and vegetables for it's marketplaces, placed alongside penny buns picked from underground caverns located under much of the it's cities. That is the purpose of the Outer Ring, from Handrim to Nillarum; to provide food and other natural resources to the all-consuming industry of the Inner Ring, the megacity of Flegia, jewel of the Flegian Repentancy. The foundries, the academies and the dockyards of a bygone empire can be found here, repurposed by a new master with the hopes of the creation of an ever-lasting peace.
Capital
Flegia.

Provinces
Outer Ring,
Inner Ring.

Fiefdoms
Flegia,
Hendarim,
Vugron,
Durndural,
Bigragh,
Nillarum.

Society: Flegians are widely considered to be polite and industrious, forging a future for themselves and the world around them with ingenuity and hard work. Notably in contrast with their Dumuse brethren they believe in the power of the divines and in daily interaction with outsiders, beliefs founded as civilizations rebuilt themselves in the wake of the Great Collapse.

Economy: The Flegian Repentancy has experienced a golden age without parallel following the aftermath of the Great Collapse. Rapid industrialization of the Home Isles during the occupation of Ailiar and Lurax and the resultant neglect of both continents' development beyond the framework of that of a colonial economy has ensured that the flow of natural resources needed for continual growth and expansion has remained unhindered by either rival following the final realization of their independence movements. A combination of a vastly superior navy and strategic location between the two landmasses has only further bolstered it's negotiating position, allowing the Flegian Repentancy to create lucrative trade agreements with it's former subjects.
Trade Partners
Kingdom of Ailiar,
Kingdom of Lurax.

History: An event such as the Great Collapse had unexpected results within the Flegian Dominion. Their naval might had brought two continents to their knees, yet nearly as quickly as they were won the colonies of Ailiar and Lurax fell to anarchy and chaos on a scale never before witnessed by it's citizens. Disgusted at the waste of life lost during the course of it's pacification campaigns, the great debate halls of the nation shook with the force of the bickerings that threatened to tear the greatest colonial power of Lanerth apart at the seams. The ascension of Queen Modramora to the throne dispelled these petty squabbles overnight. Singlehandedly realigning her people to pursue the path of peace and the way of the divines, she formed the Flegian Repentancy which she now rules over with a steady hand to make up for the open belligerence and mocking irreverence of her decadent predecessors.

Military: Arguably one of the most well-equipped of all of Lanerth due to their precursor's past warlike state and their continued technological proficiency, the Flegian Repentancy's military has seen a marked decrease in funding and experience in the time after the Great Collapse. Under a monarch much more focused on matters of commerce and the cessation of hostilities with the Kingdoms of Ailiar and Lurax than the forces that enforce her authority and rule, her soldiers lend the skills of their bloody trade to foreign lands with the capability to compensate them for their aid.
Unbaraki - (3,843).
(oath breakers)
Equipped with strong durium arms and armor shaped by the finest blacksmiths of the Repentancy, the Dwarven warriors of the Flegian Islands are renowned across Lanerth for their skill and bravery as experienced mercenaries loyal only to their beloved homeland and those fortunate few who can afford their services. Aided in their efforts by battlemages and automatons siphoned from the academies and foundries dotting the home isles and gleefully incorporating gunpowder weaponry into their formations, they are respected far beyond the shores of their birth by friends and foes alike.

Units
Heavy Infantry - 1,700,
Battlemages - 243,
Handgunners - 900,
Gunners - 1,000.

Equipment
Automatons - 1,000,
Heavy Cannons - 100.

Thyrnaz - (20,066)
(honor guard)
The largest maritime power of Lanerth, the Flegian Repentancy's navy is also demonstratively the most technologically advanced to ever sail it's oceans. Employing cannons, automatons, mechanical ships (known as gears), and recently even magic in battle, few nations have ever been capable of contesting the dominance it holds over the seas. In times of peace, ships are leased to merchants or gathered for a coming war by merchant-sailor contracts, which for a paid sum of gold obligate merchantile vessels to offer their services to the crown in times of conflict as privateers.

Units
Sailors - 13,998,
Battlemages - 908,
Gunners - 5,160.

Ships
Galleys - 345,
Cogs - 638,

Gears - 288,
Hulks - 663.

Equipment
Automatons - 1,550,
Light Cannons - 1,032.

Recent Developments
Here I'll post recent changes to my military and nation as the RP progresses. It will be updated weekly, with changes from the previous week being removed and added to the above application as a new week properly begins.
 
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New Aupaxian Empire
Vivat Imperii! Vivat Imperatoris!

Flag (27).png
Population: 1,595,759
100% Human

Territory:
(In the Red)
Ianerth Political.png
Capitol:
Truphia

History:
Following The Collapse, Aupax was thrown into a state of anarchy as the people panicked in reaction to the collapse of their government. Cities were ransacked, bandits stalked the countryside, entire villages burned. Then one day, General Tiberius who had been off fighting in the Nenian war, arrived back in Truphia along with his troops. Immediately, Tiberius put the city under temporary martial law with his troops keeping the peace. Eventually the chaos settled and life relatively went back to normal. With no opposition, Tiberius declared the birth of the New Aupaxian Empire and himself the emperor. The people were not hesitant to side with him, as the only other choice was going back to a state of anarchy. From there more men were drafted into the military in order to expand the empire's dominion and territory. First the troops landed on the nearby islands, then the continent itself (Truphia is on that large island). More and more people and territory were integrated into the Empire. The expansion campaign still continues today.

Economy:
The Aupaxian economy before the war was made up almost entirely of internal trade between towns and cities of the empire. This was due to the sheer size of the Empire, occupying the entire continent of Aupax. This meant that mostly everything the Aupaxians needed were already located on their continent, thereby making trade with other empires mostly unnecessary.

Aupaxian Legion
36,410 Troops:

Centurio (Military Captains):
500
Centurios command the divisions of the Legion on the field, whether following their General's orders or acting on their own. Centurios wear a full, red colored gambeson tunic and mail under said tunic, similar to the Pedites Levi, but instead just that, Centurios also wear black tinted plated armor over their tunic which feature layered shoulder plates along with a red cape that is not attached to the armor itself. A Centurio's helmet is similar to the ones worn by the Pedites Levi, but with a decorative structure protruding from the top of the helmet (That thing that's on a Roman centurion's helmet).

Pedites Levi (Light Infantry):
15,360
Equipped with full, red colored gambeson tunics and leggings that cover the user's entire chest, arms, and legs. For extra protection, soldiers also wear mail armor under their tunic which only covers the chest area and a metal helmet that covers the top, back, and part of the sides of their head (Basically a Roman helmet). Pedites Levi wield a red, large, curved, square like mostly wooden shield (Basically a Roman Scutum shield) and a sharpened steel short sword. Divided equally into 128 Centuries, each Century containing 120 troops.

Clipeati (Heavy Infantry):
7,050
Clipeati are equipped with plate reinforced chainmail armor and wield steel long swords. Divided into 47 Centuries, each Century containing 150 troops.

Equites (Cavalry):
4,200
Equites are the horseback warriors of the Legion. Both the horses they ride and the riders themselves are equipped with a combination of plated and mail armor. The riders are almost identical equipment wise compared to the Clipeati, with the exception of their weapons and the fact that they ride horses. Instead of swords, the Equites are armed with lances. Divided into 42 Centuries, each Century containing 100 troops.

Arquitis (Archers):
5,500
Equipped with longbows and wear a full suit of gambeson armor. Divided into 55 Centuries, each Century containing 100 troops.

Balistarii Balistas (Crossbowmen):
2,000
Identical equipment as the Arquitis but instead wield a crossbow instead of a bow. Divided into 20 Centuries, each containing 100 troops.

Nautis (Sailors):
14,200

Machinam Cantavit (Siege Engine Crew):
1,200 (Individuals, not entire crews)

510 Trebuchets
10 Cannons

1,400 Ships:
500 Cogs
600 Hulks
300 Galleys

Diplomacy
Embassies:
Republic of the Divine Sun

Trade Agreements:
Republic of the Divine Sun

Important People
Emperor Tiberius
General Marius
Admiral Antonius
Imperial Advisor Nero
Engineer Guild Master Canus​
 
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South Wraitaqian Empire
View media item 29143Population: 1,432,740
Demographics: 1,097,720 Vorings, 186,620 Dwarves (Corrupt), ~110,000 Humans (Corrupt), ~40,000 Half-Blood Adracs (Long descendants of Adracs, who have over 50% Voring genes, they do peasant jobs)

Territory:
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Capital: Vadgas Plain Power: Ruled by King and Counts of districts.
History: After the clash of Vorings and Adracs the continent was left ravished and it suffered from droughts and blights. Vorings themselves couldn't handle the apocalypse they had made, and tried to find other means of existing. Their population fell from over ten millions to a mare million. Therefore the advanced leaders of Vorings asked Humans and Dwarves to help the majestic land. Both nations had enough pride not to help the greedy and blood-loving Vorings, but over 500 thousand helpers came from both, from Aupax and Dumuse. They got settled there, and thanks to their extensive knowledge in the restoration on buildings and temples, they became quickly important figures. They started to hate their own lands with such capitalism and hierarchy. Vorings lived in peace for some time now, although peasant riots have happened through-out land, since Humans have wanted to see sunlight, and only few crops grow under solar magic. Last remained Adracs have been enslaved or used as scouts in war missions. Now the territory shares an equal wealth, but its known that Vorings due to their very powerful position want to conquer more lands, like they did on the early times.

Economy and Trades: The Wraitaqian economy has been stable for hundreds of years now, and they make great fortune from selling metals like titanium, copper and sulfur. They are on neutral but good relations with Dumuse trades and like to import beautiful Human's jewelry, although Human traders dislike the Vorings.

Military: Vorings have a large military, and the settled Dumuse Dawarves have given them advanced Durium techonology, which they aren't best at using.
-Landforces: 50,000 Trained Laceyos (Footmen), marching always in the company of their well-feared Arqero Keaks (Fire Archers), who use fire magic to enhance their bows over long distances. they build up in big rows, so its hard to count how many of them are in a segment, but right now there are over 20,000 of them among Vorings. There are also about 3000 Pak'es (Heavy Troops), who use the Dwarf weaponry. Many of whom use Titanium or Durium mails and shields.
-Navy: Vorings are bad at sea, and usually scared of water, and that's why other continents aren't feared of their attacks yet. They do have around 1000 brave warriors on 12 ships, but they are mostly used for cargo carrying.
-Air: Dwarven technology with Voring magic has given a cutting edge to the small Wraitaqian Empire. The Dumuse drones Vorings have laid hands on, have been "infected" with their magic, which makes the drones attack trespassing forces. Currently in a static position used to guard cities, it is believed they can make a huge difference. (Although, the magic sometimes goes wrong and they fall down unexpectedly).
-Magic: Vorings are great with demonic magic, and are not afraid to use it in battle. There are expected to be around 1.000-2.000 battlemages, who work with dwarven weapon enchanters.

Other:
-The Solar Blockers built during the great Wraitiqian War, are still standing well, and block most of the sunlight. Northern part of the island have lost some of their power, that's why Vorings don't inhabit it. Humans living in Wraitaqus have slowly moved to the North, but the land there is harsh and mountain-riddled.

PS: I got The names of troops from Mayan Spanish, turned into little elvish. I know they are weird. Also sorry for the weird endoign to Wrait-iqian and Wrai-taqian, cause I really dont know how to use the endings properly. I'll stick with one in the future. Also it took me 6 hours to work on that bloody lore.
 
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United Preuzian Empire
"Unity Breeds Strength!"


Flag/Banner:
Nation Name: United Preuzian Empire

Population: 963,750 People
-
30% Dumuse (Dwarves)
- 15% Adrac
- 35% Human
- 20% Elves

Brief History

After the unexplained occurrence known as the Collapse, the old Kingdoms fractured and reformed. The once mighty Kingdom of the Dumuse was no more. Remnants of the old kingdom exist as well as the conflict it had endured against the dreaded Voring. As the people began to pick up the pieces of the old world, so too ideas and beliefs began to take shape.

The Dumuse, the dwarves, that stayed and have not chosen to leave their homeland, have forsaken their isolationist ideas and banded together alongside a number of humans and elves that sought out better pastures in another land to form a new dominion over the lands of the old kingdom. This collection of races soon discovered remnants of the once mighty Adrac, the enemy of the Vorings, living in refugee communities in the lands of Preuzias; instead if sending them away or condemning them for being the reason the attack launched by the Voring occurred, they welcomed them with open arms as a sign of new beginnings after the Collapse. "We cannot survive alone." was the rallying cry for the unification of all four races to occur.

"Unity breeds strength to last a thousand years." The adage, spoken by the elders of the four races, which was soon adopted by the people as time went on and the different people integrated each other in their lives. Despite owning half of the island at the moment, the people were content; however the call for advancement, both militarily and otherwise, began among the common folk and the ruling classes. Plans were drawn up to colonize the other half of the land and the nearby islands as well as improvements made upon the designs and the reliability of a number of their wargear.

Infrastructure was built, the economy overhauled and revitalized, innovation and invention was at an all time high, eligible young men and the occasional women were put through training for the army, builders went on to craft ships and engines of war with as much gusto they can manage, the very hearts and minds of the people were galvanized with the promise of a better future.

As this was going on the elders, seeing that the people needed a new leader who can bring forth the desired change and glory to the land and its people, deferred their trust and wisdom, thus granting power to four young men, Highlords as the people called them, in order to better lead the people to a brighter future; however there were five in reality with the fifth member receiving the title of Emperor. These five were considered to be the best among the four races with fifth member being the Emperor who was chosen through a battery of trials and tests to see who is worthy of sitting at the helm. Thus, on the day the moon was full, an Emperor was crowned and the United Preuzian Empire was born.

Territory Map:

Military: The people of the empire had learned from the mistakes of the old kingdom; and now, they believe they are ready to face any incoming threat. The military might of the empire can be traced back to the technological superiority of the old kingdom with the existence of cannons, automatons, and other technological marvels the world of Ianerth has yet to see. Besides that, with the integration of human, elven, and adracian ideas, the empire's military is a diverse and deadly force with the odd numbers of exclusive units from the four races taking exclusive membership.

Infantry
The infantry are a mixed group of human, elven, adracian, and dwarven warriors armed with fine weapons and armor made of Durium. Training to be a member of the Preuzian Infantry Corps takes time and dedication to learn to cohesively fight as a unit due to the varying races being a part of the corps. However, this may be an issue for some but this diversity has opened up doors to newer ideas and practices to be adopted to compensate this issue of cohesion. The ordered practices of the humans, the fluid motions of the elves, the thunderous approach of the dwarves, and the mysterious strategies of the adracians, it has all culminated down to one fighting force that is both chaotic and harmonious, calm and tenacious, it's practically a walking paradox than normal, rivaling many within the military corps especially the skirmishers.

Initial Numbers: 10,000 men + 720 Automatons w/ handlers (Melee, Humanoid)
- 4,000 Preuzian Guard (Light Infantry)
- 3,500 Old Guard (Heavy Infantry)
- 1,000 Durium Lords (Dwarven Exclusive Heavy Unit)
- 1,000 Preuzian Bladedancers (Adracian Exclusive Light Unit)
- 1,000 Preuzian Principes (Human Exclusive Heavy Unit)
Cavalry
With the integration of human and elven cavalry tactics as well the addition of mechanized warbeasts, the Preuzian Cavalry Corps would not easily be dealt with. Their numbers may be few at the moment, but they are prepared to die in the defense of their home and Emperor. The cavalry has no intention to join the little playful rivalry that exist within the military ranks for they believe action speaks louder than words and the thundering hooves of their mounts accompanied by the guttural sounds of the automatons would be enough to make a statement.

Initial Numbers: 6,000 cavalry + 500 Automatons w/ handlers (Melee, Animal)
- 2,000 Preuzian Lights (Light Cavalry)
- 3,000 Durium Cavalry (Heavy Cavalry)
- 500 Preuzian Cataphracts (Human Exclusive Heavy Unit)
- 500 Preuzian Wild Riders (Elven Exclusive Light Unit)
Range Infantry
With the edge provided by technology and age old tactics provided by the elves and adracians, the Preuzian Skirmisher Corps rain death from great distances. Arrows and bullets are the mainstay of the corps; and with the growing push for innovation within the ranks of the military and society in general, newer and better wargear are being slowly introduced to this corp first than the other. With organized lines and the constant thunder of arms that spew fire and metal as well as the rain of finely crafted arrows unto enemy lines, this corp has a healthy rivalry with the infantry on the notion of who is the most efficient fighting force within the military as well as the most organized.

Initial Numbers: 7,000 range infantry + 250 Automatons w/ handlers (Ranged, Humanoid)
- 3,000 Preuzian Archers (Light Range Infantry)
- 1,500 Preuzian Crossbows (Heavy Range Infantry)
- 1,000 The Thunderers (Early Handgunners)
- 1,000 Preuzian Rangers (Elven Exclusive Light Unit)
- 500 Durium Handcannons (Experimental Handgunners)
Mages
Magic was once considered to be a secondary concern until the introduction of the Adracs and the Elves. With the favorable support from a portion of the population, the empire has now formed a dedicated group for the research and use of magic in combat. The Preuzian Mage Corps was thus formed. With the combined practices of both Elvish and Adracian arcane arts, the mage corp, although young in terms of service, is quite formidable; especially with the incorporation of Adracian solar spells, Dumusian technomancy and Vliyeshian arcane arts from the which produced a versatile magical system unique to the empire. Just like the cavalry, they have not bothered with the rivalry; instead, they pursued to advance the magical arts within the empire through research and innovation.

Initial Numbers: 3,500 battlemages + 400 Automatons w/ handlers (Ranged/Melee, Humanoid)
- 1,500 Preuzian Spellsingers (Offensive Mages)
- 1,000 Preuzian Warders (Defensive Mages)
- 400 Preuzian Duriumborn (Technomancers)
- 600 Preuzian Dawnbringers (Adracian Solar Mages)

Navy
The Preuzian Navy is the smallest division in the military seeing that there was no initial need to build dedicated warships at the time. But with the rising threats from across the Great Ocean, the call for the creation of more dedicated warships were made as well as the creation of prototypes for newer, more sophisticated vessels. Armed with both cannons, magical launchers, and ballistas, the small imperial navy is ready to defend their home against invaders from across the sea. Seeing that they are the smallest, many within the military don't even consider them as a potential rival for the acquisition of glory.

Initial Numbers: 1,000 Ships + 200 Automatons w/ handlers (Ranged/Melee, Humanoid)
- 500 Preuzian Cogs
- 450 Preuzian Galleys
- 25 Preuzian Hulks
- 25 Preuzian Longships

Special
Many brilliant minds within the empire weren't so idle as workshops and guilds built and innovated like there's no tomorrow. The Imperial Techno-Magi Guilds were formed from the innovation rush the Emperor had decreed to his people as an answer to the empire's need for better, more clever wargear and spells. With the constant influx of funds and materials, the guilds work tirelessly to produce in hopes of pleasing the nation and themselves.

Initial Numbers: 2,000 special equipment and counting
- 400 "Solar Lances" (Improved Adracian Mobile Siege Weapon)
- 400 "Bronze Organs" (6-Barreled Cannon)
- 400 "Durium Titans" (Large Automaton, Humanoid)
- 400 "Iron Galleys" (Reinforced Galleys)
- 400 "Glaive Launcher" (Improved Siege Weapon - Think of it as a ballista like weapon that fires a circular blade with three prominent points. Aka inspired by the Night Elf Siege Weapon from Warcraft III.)



Economy/Trade: With the reorganization and revitalization of the economy, life within the empire is both good and booming. Society's positive embrace on innovation and the opening of borders with their immediate neighbors has boosted the economy in a significant way where goods and services are provided without issue. Certain materials such as Durium is regulated by the empire to prevent a sudden influx within the market, as The Union would always harp to the council and the emperor.

Factions: The empire has housed a multitude of people from all walks of life. It is unavoidable that factions would soon form within the ranks. It is to be of note, however, that these factions seek to promote a facet of imperial prominence and not the downfall of the nation's stability. There are only three notable factions within the empire namely: The Bloodlines, The Union, The Circle.

The Bloodlines
"Our sacrifice is just!" Those are the words of the men and women that seek to preserve the sanctity of the empire through martial prowess and glory. Most members of the military's upper echelons are members of this faction with a small number of mages and builders being a part as well. Membership among the populace can be denoted with the existence of a silver ring with three rubies which symbolized the blood that flows within every member of the empire, especially the warriors and soldiers.
The Union
"A strong foundation, a lasting future!" The honored words shared between the guilds and workshops within the empire who seek to preserve the empire's greatness through innovation and commerce. These guilds and workshops also hold sway over the economy, practically making them the de facto merchant guild of the empire. Membership among the populace can be denoted with the existence of a gold bracelet with a silver sun as the most prominent detail to symbolize the brilliance of the Union's dream.
The Circle
"Our unity and future is divine!" The hallowed words echoed by the faithful and the most influential members of the common folk that seek to elevate the majesty of the empire by social ascendancy and religious awakening. Comprised of religious organizations and a number of peasant groups, the Circle is the largest group but also the lowest due to its membership. Membership among the populace can be denoted with the existence of a bronze necklace with a hollow silver circle at the end.


Religion:
There are many religions within the empire due to the Tolerance Policies enacted by the Highlords and the Emperor as a means to promote the spirit of unity within the empire. Most of these religions originate from the Vilyeshan, Aupaxian, and Adracian cultures that intermingle with the local Dumusian culture. Most groups worship the spirits of the land, others worship a pantheon of gods, some worship a single god, and a few worship an ideal. Despite the numerous religions within the empire, people get along and only a minimum number of religious "occurrences" happen due to the watchful eye of the Circle and the very people themselves in hopes that they do not offend the emperor and tarnish the name of the empire.

Alliances/Agreements:
The United Preuzian Empire has built a peaceful coexistence with the South Wraitaqian Empire. The cessation of hostilities between the two lands has been brought to the forefront and without further delay, a solid treaty has been formed. A Trade Agreement and Non-Aggression Pact has been established between the two empires while a Mutual Defense Pact is currently being discussed between the rulers of UPE and SWE.
 
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Royal Khisomer Kingdom

"Wissen ist Macht!"

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Population: 1,599,998
-99.9% Elves
~.1% Researchers/Scholars of foreign races except humans

Brief History: Separating themselves from what is often called 'Defunct Vliyeshi', the new elvish kingdom rose out of studies of the old ones. Whilst in the past the story of Khisomer and her allies attacking the other united kingdoms was looked at with great sadness, today it is celebrated. Khisomer knew the right way to live, to make history, to make the most of its existence. Their spirit, their culture, their passion for war can be studied from many different angles and admired. The old VUK sitting there motionless didn't make it into the great pages of history, much less prevent their own collapse. The new Vliyeshi- no! The new Khisomer had to change its old ways. It may still be the place of scholars and research, but it now had a goal. It now had a purpose, a reason not just for existence, but for action. To become powerful. Scientia Potentia est. Wissen ist Macht.

Territory:

C3183900-1501176150113537large.jpg

Military: Despite Vliyeshi's past, the kingdom is now heavily militarized: strong enough to stand strong and unite all they can under Khisomer's banner, and skilled enough to compete with the technological prowess of other nations.

Formally The Grand Forces of Great Royal Khisomer. Commonly individual armies are referred to as A/The Grand Force whilst multiple armies or the military as a whole is referred to as The Grand Forces.

Spell Sturm
: Armed with easily mass produced standard armor and medium swords, the militia, while obviously unable to be compared with the other military branches, are still capable enough and help to keep the peace in the R.K.K. In war time, they also act as a reserve pool to draw troops from. Many newly trained foot soldiers are placed here first to both get some real world experience as well as to surprise the enemy when fresh trained forces come to aid the exhausted army. They often use defensive spells to block enemy troops from progressing as well as light offensive spells to help support offensives.
Number: 11,000 during peacetime, can grow to 16,000 during wartime (grows much larger but the experienced are transferred to Mage Korps) so that a few thousand may be left for peacekeeping.

Mage Korps
: Whilst at first glance they seem to be standard infantry that many nations have, they are closer to being warrior mages carrying weapons and shields. They have much better equipment than the militia, and are experienced enough to use magic spells alongside/to enchant their pike, spear, long sword and/or shield. In order to confuse enemy armies, as well as save some materials, weapons are a variety of sizes, and there are small and large shields.
Number: 20,000 during peacetime, can grow to 50,000.
Magick Kavallerie:It should be easy to dismiss the cavalry as unimportant. A small, neglected branch of the military. But this simply isn't the case. These horses don't just carry books and research notes around, but are specially bred to be quick and still be strong enough to carry an armored elf wielding sturdy javelins or bows with a backup sword. The cavalry is adept at flanking, confusing, picking off targets from a distance, chasing off broken units, and much more.
Number: 1,001 at all times, endurance and speed is practiced with assisting transports during peacetime.

Schützen Sorcery: The most feared wizards in all of Lanerth, they are renowned for their magnificent yet deadly magical skill, and their reputation is well earned indeed. Soldiers who survive the onslaught of terror come home as traumatized about their fiery rain that contain more enchantments than actual arrows instantly killing soldiers as they would be from fellow troops being brutally ripped apart from swords and hooves. They are literal scholars of the art of combat, and at least some if not all know the right spell to counter whatever they are up against. They need only supplies and distance.
Number: 20,000 though it is typical for up to half of the mages to be off studying nearby garrisons and posts during peacetime.

Magick Marine: Seeing the need for transport, fishing and collecting supplies, as well as populating the many nearby islands, the RKK began the creation of a navy soon after its creation. Their ships aren't specially armored, nor are they mechanized. But all of the crews are mages, and opponents attacking a transport can quickly find themselves up against an entire ship of soldiers. Although not the most celebrated branch, they enjoy having a major diplomatic and strategic importance all on their own, compared to the other forces who are all part of the general land military.
Number: 4,000 Sailors/Mariner Mage Korps, ships always protecting territory and unarmed convoys unless ordered otherwise, and always traveling in groups. (about 700 ships equally split between Cogs, Galleys, and Hulks)

Stoß Truppen: It is well known that the people of Vliyeshi want to study and spread their knowledge so that all can contribute to further learning. But the secret branch of the military is a bit contrary to that idea. Their job is to contain threats, to stop spreading before it begins. Revolutionaries disappear as soon as they put up their first poster. Some crimes never happen at all. Battles that have Khisomer on the losing side might have masked soldiers covering the retreat. No one but the highest nobles and the Emperor truly knows of the branch or what its goal is. They are always hooded and wear skeleton or demonic masks, coupled with the best enchanted armor, swords, and shields of the entire kingdom.
Number: No more than 100 have ever been seen in a battle, but if there were a way to count how many walked the streets, the public would still much rather avoid the subject than try to piece it together.

Economy and Trade:
Whilst not quite as industrialized as some other nations, the size of the RKK, the location allowing the wide range of resources from the deep ocean to far inland, as well as the utilization of the 'trade then invade' tactic in gaining Vliyeshi territory all results in a thriving economy. It is often called the 'most exciting economy' since due to the heavy amounts of research there is a steady flow of newly discovered valuable materials to trade.

Other: Due to the overwhelming majority of a single species, combined with equal rights and attitudes towards nearly every other species, there are virtually no internal conflicts save for minor crimes which are quickly handled by the militia and occasional patrols.
The RKK is also seeking secret and/or public pacts or agreements with all other nations (excepting the NAE of course).

New Developments:

-
Claiming territories that are not occupied by major nations as territory or colonies
- Establishing communications with other surviving/reborn nations
 
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United Nenia


imperial_standard_of_the_emperor_of_the_flood_by_madmaxepic-d7sqy6x.png


"Ever onward"




Government: Elective Monarch
Population: 1.54 million
Demographics: 51% human, 49% Elves

History

While the collapse brought ruin and destruction to the great powers and kingdoms of old, it served to be the saving grace for the people of Nenia. Preventing invasion and possible all out war to be waged on the small continent. However, with the collapse came chaos and anarchy, blood stained the streets of Cegate once again in a blood fueled madness no one could have foreseen. It would be a period of horrors known to the people as Zeit Der Schrecken, prejudices between humans and elves living together erupted into racial conflicts. Weeks turned into months of brutal madness as the once common ground for a united Nenia was lost, without an external threat the people turned on each other. Then as if the land would continue to tear itself apart, came hope, accompanied by thousands of armored troops riding on horseback was a human knight who led an expedition into Cegate seizing the city. This young knight, was Esra Jarland, he ordered the formation of new state and brought order to Cegate. After securing the city, Esra expanded his efforts into taking over the Western territories of Nenia. After the first year, Esra and his forces began expanding into Eastern Nenia, forming a proper government in Cegate where he was chosen by local lords to be the first High King of Nenia. Despite this title Esra faced resistance, Elvish settlers who worried over a human king ruling them denied his authority and challenged his forces. To accommodate this Esra arranged himself to be married to the daughter of a powerful Elven house and appointed several Elves to be lords, promising to end the race war.
Today, United Nenia is the best chance for a proper nation state for the people of the small continent. While small kingdoms and communities still operation outside of the crown's authority, it's only a matter of time before Esra rules the entire region. But while Nenia bled itself in the chaos, the rest of the world has begun to rebuild from the collapse putting pressure on the newly formed nation.

Territory:
Most of Western and Southern Nenia, the North East and Eastern coastline remain independent.


Military:

Infantry - Most foot soldiers of United Nenia are either full time professionals serving the crown, mercenaries or drafted peasants with the latter getting poor equipment and armor. Foot soldiers use a variety of weapons ranging from long swords, pikes, shields and short swords. 10,000 standing peace time. 20,000-40,000 full strength post draft.

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latest

latest

Knights - Armed nobility and lower lords who purchase their own equipment and swear fealty to the crown. Individual knights are often adorned in flashy armor and colorful standards accompanied by groups of horsemen. Knights are responsible for maintaining law and order in their holds as well as provide the state with cavalry. Knights number somewhere in the 2,000 to 3,000 range while trained squires and horseman are in the 4,000.
Teutonic-Knights.jpg


Ranged - For the most part, hunters and farmers are pulled into military service using long bows to pummel the enemy from afar. Some state enlisted crossbowmen fill the ranks but their numbers are small and their role is strictly protecting townships and castles rather than open battle. 4,000 in strength for longbow and 900 for crossbows.



Mages - Despite the elven population, magic is frowned upon in Nenia. Thus its usage is restricted to a few, most mages are forced to swear loyalty to the crown or be put down. Black mages specialize in offensive attacks and Red mages specialize in defensive spells and healing. Black mages - 400 Red mages - 350.

Navy - Due to the conflict that it took to unite the region, Nenia has no dedicated navy at this point.

Elites - Order of the Black Falcon

The Order of the Black Falcon are knights who operate as specialized shock troops and secret police for the crown. Little is known about them among the public, they recruit only the best and rumor has it they don't enlist out of the nobility rather looking for men and women who uphold a moral standard worthy of their order. They're rare and hard to find but are easily noticeable due to the all black tunics they wear.


Ongoing issues:

Despite the Queen being an Elf and several Elvish lords being appointed, racial tension is still high in United Nenia.
The population is still reeling from the bloody unification, many peasants who fought are tired of weary of conflict.
Another symptom of the unification war, mercenaries flood the country looking for work.
Although popular as King, Esra has some within the new government already vying to seize control.
 
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The Flegian Repentancy
View attachment 334587
Population - 955,399.
(78%) Flegian,
(14%) Human,
(8%) Elven.

Geography: The Flegian Islands often finds itself as the most prosperous and developed nation of all of Lanerth. Rolling hills and gentle valleys long ago tamed by Dwarven hands provide bountiful harvests of fruits and vegetables for it's marketplaces, placed alongside penny buns picked from underground caverns located under much of the it's cities. That is the purpose of the Outer Ring, from Handrim to Nillarum; to provide food and other natural resources to the all-consuming industry of the Inner Ring, the megacity of Flegia, jewel of the Flegian Repentancy. The foundries, the academies and the dockyards of a bygone empire can be found here, repurposed by a new master with the hopes of the creation of an ever-lasting peace.
Capital
Flegia.

Provinces
Outer Ring,
Inner Ring.

Fiefdoms
Flegia,
Hendarim,
Vugron,
Durndural,
Bigragh,
Nillarum.

Society: Flegians are widely considered to be polite and industrious, forging a future for themselves and the world around them with ingenuity and hard work. Notably in contrast with their Dumuse brethren they believe in the power of the divines and in daily interaction with outsiders, beliefs founded as civilizations rebuilt themselves in the wake of the Great Collapse.

Economy: The Flegian Repentancy has experienced a golden age without parallel following the aftermath of the Great Collapse. Rapid industrialization of the Home Isles during the occupation of Ailiar and Lurax and the resultant neglect of both continents' development beyond the framework of that of a colonial economy has ensured that the flow of natural resources needed for continual growth and expansion has remained unhindered by either rival following the final realization of their independence movements. A combination of a vastly superior navy and strategic location between the two landmasses has only further bolstered it's negotiating position, allowing the Flegian Repentancy to create lucrative trade agreements with it's former subjects.
Trade Partners
Kingdom of Ailiar,
Kingdom of Lurax.

History: An event such as the Great Collapse had unexpected results within the Flegian Dominion. Their naval might had brought two continents to their knees, yet nearly as quickly as they were won the colonies of Ailiar and Lurax fell to anarchy and chaos on a scale never before witnessed by it's citizens. Disgusted at the waste of life lost during the course of it's pacification campaigns, the great debate halls of the nation shook with the force of the bickerings that threatened to tear the greatest colonial power of Lanerth apart at the seams. The ascension of Queen Modramora to the throne dispelled these petty squabbles overnight. Singlehandedly realigning her people to pursue the path of peace and the way of the divines, she formed the Flegian Repentancy which she now rules over with a steady hand to make up for the open belligerence and mocking irreverence of her decadent predecessors.

Military: Arguably one of the most well-equipped of all of Lanerth due to their precursor's past warlike state and their continued technological proficiency, the Flegian Repentancy's military has seen a marked decrease in funding and experience in the time after the Great Collapse. Under a monarch much more focused on matters of commerce and the cessation of hostilities with the Kingdoms of Ailiar and Lurax than the forces that enforce her authority and rule, her soldiers lend the skills of their bloody trade to foreign lands with the capability to compensate them for their aid.
Unbaraki - 3,043.
(oath breakers)
Equipped with strong durium arms and armor shaped by the finest blacksmiths of the Repentancy, the Dwarven warriors of the Flegian Islands are renowned across Lanerth for their skill and bravery as experienced mercenaries loyal only to their beloved homeland and those fortunate few who can afford their services. Aided in their efforts by battlemages and automatons siphoned from the academies and foundries dotting the home isles and gleefully incorporating gunpowder weaponry into their formations, they are respected far beyond the shores of their birth by friends and foes alike.

Units
Heavy Infantry - 1,700,
Battlemages - 143,
Handgunners - 600,
Artillerymen - 600.

Equipment
Automatons - 200,
Heavy Cannons - 60.

Thyrnaz - 16,066.
(honor guard)
The largest maritime power of Lanerth, the Flegian Repentancy's navy is also demonstratively the most technologically advanced to ever sail it's oceans. Employing cannons, automatons, mechanical ships (known as gears), and recently even magic in battle, few nations have ever been capable of contesting the dominance it holds over the seas. In times of peace, ships are leased to merchants or gathered for coming war by merchant-sailor contracts, which for a paid sum of gold obligate merchantile vessels to offer their services to the crown in times of conflict as privateers.

Units
Sailors - 13,998,
Battlemages - 398,
Artillerymen - 1,670.

Ships
Galleys - 345,
Cogs - 638,

Gears - 288,
Hulks - 663.

Equipment
Automatons - 550,
Light Cannons - 344.

Recent Developments
Here I'll post recent changes to my military and nation as the RP progresses. It will be updated weekly, with changes from the previous week being removed and added to the above application as a new week properly begins.
Welcome to Ianerth. Oh, BTW it is an "i" not an "L"
 
South Wraitaqian Empire
View media item 29143Population: 1,432,740
Demographics: 1,097,720 Vorings, 186,620 Dwarves (Corrupt), ~110,000 Humans (Corrupt), ~40,000 Half-Blood Adracs (Long descendants of Adracs, who have over 50% Voring genes, they do peasant jobs)

Territory:
wrait.png
Capital: Vadgas Plain Power: Ruled by King and Counts of districts.
History: After the clash of Vorings and Adracs the continent was left ravished and it suffered from droughts and blights. Vorings themselves couldn't handle the apocalypse they had made, and tried to find other means of existing. Their population fell from over ten millions to a mare million. Therefore the advanced leaders of Vorings asked Humans and Dwarves to help the majestic land. Both nations had enough pride not to help the greedy and blood-loving Vorings, but over 500 thousand helpers came from both, from Aupax and Dumuse. They got settled there, and thanks to their extensive knowledge in the restoration on buildings and temples, they became quickly important figures. They started to hate their own lands with such capitalism and hierarchy. Vorings lived in peace for some time now, although peasant riots have happened through-out land, since Humans have wanted to see sunlight, and only few crops grow under solar magic. Last remained Adracs have been enslaved or used as scouts in war missions. Now the territory shares an equal wealth, but its known that Vorings due to their very powerful position want to conquer more lands, like they did on the early times.

Economy and Trades: The Wraitaqian economy has been stable for hundreds of years now, and they make great fortune from selling metals like titanium, copper and sulfur. They are on neutral but good relations with Dumuse trades and like to import beautiful Human's jewelry, although Human traders dislike the Vorings.

Military: Vorings have a large military, and the settled Dumuse Dawarves have given them advanced Durium techonology, which they aren't best at using.
-Landforces: 50,000 Trained Laceyos (Footmen), marching always in the company of their well-feared Arqero Keaks (Fire Archers), who use fire magic to enhance their bows over long distances. they build up in big rows, so its hard to count how many of them are in a segment, but right now there are over 20,000 of them among Vorings. There are also about 3000 Pak'es (Heavy Troops), who use the Dwarf weaponry. Many of whom use Titanium or Durium mails and shields.
-Navy: Vorings are bad at sea, and usually scared of water, and that's why other continents aren't feared of their attacks yet. They do have around 1000 brave warriors on 12 ships, but they are mostly used for cargo carrying.
-Air: Dwarven technology with Voring magic has given a cutting edge to the small Wraitaqian Empire. The Dumuse drones Vorings have laid hands on, have been "infected" with their magic, which makes the drones attack trespassing forces. Currently in a static position used to guard cities, it is believed they can make a huge difference. (Although, the magic sometimes goes wrong and they fall down unexpectedly).
-Magic: Vorings are great with demonic magic, and are not afraid to use it in battle. There are expected to be around 1.000-2.000 battlemages, who work with dwarven weapon enchanters.

Other:
-The Solar Blockers built during the great Wraitiqian War, are still standing well, and block most of the sunlight. Northern part of the island have lost some of their power, that's why Vorings don't inhabit it. Humans living in Wraitaqus have slowly moved to the North, but the land there is harsh and mountain-riddled.

PS: I got The names of troops from Mayan Spanish, turned into little elvish. I know they are weird. Also sorry for the weird endoign to Wrait-iqian and Wrai-taqian, cause I really dont know how to use the endings properly. I'll stick with one in the future. Also it took me 6 hours to work on that bloody lore.
Titanium, hmm. I'm not sure about that one. Everything else looks good though.
 
United Preuzian Empire
"Unity Breeds Strength!"


Flag/Banner:
Nation Name: United Preuzian Empire

Population: 1.62 Million
-
30% Dumuse (Dwarves)
- 15% Adrac
- 35% Human
- 20% Elves

Brief History

After the unexplained occurrence known as the Collapse, the old Kingdoms fractured and reformed. The once mighty Kingdom of the Dumuse was no more. Remnants of the old kingdom exist as well as the conflict it had endured against the dreaded Voring. As the people began to pick up the pieces of the old world, so too ideas and beliefs began to take shape.

The Dumuse, the dwarves, that stayed and have not chosen to leave their homeland, have forsaken their isolationist ideas and banded together alongside a number of humans and elves that sought out better pastures in another land to form a new dominion over the lands of the old kingdom. This collection of races soon discovered remnants of the once mighty Adrac, the enemy of the Vorings, living in refugee communities in the lands of Preuzias; instead if sending them away or condemning them for being the reason the attack launched by the Voring occurred, they welcomed them with open arms as a sign of new beginnings after the Collapse. "We cannot survive alone." was the rallying cry for the unification of all four races to occur.

"Unity breeds strength to last a thousand years." The adage, spoken by the elders of the four races, which was soon adopted by the people as time went on and the different people integrated each other in their lives. Despite owning half of the island at the moment, the people were content; however the call for advancement, both militarily and otherwise, began among the common folk and the ruling classes. Plans were drawn up to colonize the other half of the land and the nearby islands as well as improvements made upon the designs and the reliability of a number of their wargear.

Infrastructure was built, the economy overhauled and revitalized, innovation and invention was at an all time high, eligible young men and the occasional women were put through training for the army, builders went on to craft ships and engines of war with as much gusto they can manage, the very hearts and minds of the people were galvanized with the promise of a better future.

As this was going on the elders, seeing that the people needed a new leader who can bring forth the desired change and glory to the land and its people, deferred their trust and wisdom, thus granting power to four young men, Highlords as the people called them, in order to better lead the people to a brighter future; however there were five in reality with the fifth member receiving the title of Emperor. These five were considered to be the best among the four races with fifth member being the Emperor who was chosen through a battery of trials and tests to see who is worthy of sitting at the helm. Thus, on the day the moon was full, an Emperor was crowned and the United Preuzian Empire was born.

Territory Map:

Military: The people of the empire had learned from the mistakes of the old kingdom; and now, they believe they are ready to face any incoming threat. The military might of the empire can be traced back to the technological superiority of the old kingdom with the existence of cannons, automatons, and other technological marvels the world of Ianerth has yet to see. Besides that, with the integration of human, elven, and adracian ideas, the empire's military is a diverse and deadly force with the odd numbers of exclusive units from the four races taking exclusive membership.

Infantry
The infantry are a mixed group of human, elven, adracian, and dwarven warriors armed with fine weapons and armor made of Durium. Training to be a member of the Preuzian Infantry Corps takes time and dedication to learn to cohesively fight as a unit due to the varying races being a part of the corps. However, this may be an issue for some but this diversity has opened up doors to newer ideas and practices to be adopted to compensate this issue of cohesion. The ordered practices of the humans, the fluid motions of the elves, the thunderous approach of the dwarves, and the mysterious strategies of the adracians, it has all culminated down to one fighting force that is both chaotic and harmonious, calm and tenacious, it's practically a walking paradox than normal, rivaling many within the military corps especially the skirmishers.

Initial Numbers: 10,000 men + 720 Automatons w/ handlers (Melee, Humanoid)
- 4,000 Preuzian Guard (Light Infantry)
- 3,500 Old Guard (Heavy Infantry)
- 1,000 Durium Lords (Dwarven Exclusive Heavy Unit)
- 1,000 Preuzian Bladedancers (Adracian Exclusive Light Unit)
- 1,000 Preuzian Principes (Human Exclusive Heavy Unit)
Cavalry
With the integration of human and elven cavalry tactics as well the addition of mechanized warbeasts, the Preuzian Cavalry Corps would not easily be dealt with. Their numbers may be few at the moment, but they are prepared to die in the defense of their home and Emperor. The cavalry has no intention to join the little playful rivalry that exist within the military ranks for they believe action speaks louder than words and the thundering hooves of their mounts accompanied by the guttural sounds of the automatons would be enough to make a statement.

Initial Numbers: 6,000 cavalry + 500 Automatons w/ handlers (Melee, Animal)
- 2,000 Preuzian Lights (Light Cavalry)
- 3,000 Durium Cavalry (Heavy Cavalry)
- 500 Preuzian Cataphracts (Human Exclusive Heavy Unit)
- 500 Preuzian Wild Riders (Elven Exclusive Light Unit)
Range Infantry
With the edge provided by technology and age old tactics provided by the elves and adracians, the Preuzian Skirmisher Corps rain death from great distances. Arrows and bullets are the mainstay of the corps; and with the growing push for innovation within the ranks of the military and society in general, newer and better wargear are being slowly introduced to this corp first than the other. With organized lines and the constant thunder of arms that spew fire and metal as well as the rain of finely crafted arrows unto enemy lines, this corp has a healthy rivalry with the infantry on the notion of who is the most efficient fighting force within the military as well as the most organized.

Initial Numbers: 7,000 range infantry + 250 Automatons w/ handlers (Ranged, Humanoid)
- 3,000 Preuzian Archers (Light Range Infantry)
- 1,500 Preuzian Crossbows (Heavy Range Infantry)
- 1,000 The Thunderers (Early Handgunners)
- 1,000 Preuzian Rangers (Elven Exclusive Light Unit)
- 500 Durium Handcannons (Experimental Handgunners)
Mages
Magic was once considered to be a secondary concern until the introduction of the Adracs and the Elves. With the favorable support from a portion of the population, the empire has now formed a dedicated group for the research and use of magic in combat. The Preuzian Mage Corps was thus formed. With the combined practices of both Elvish and Adracian arcane arts, the mage corp, although young in terms of service, is quite formidable; especially with the incorporation of Adracian solar spells, Dumusian technomancy and Vliyeshian arcane arts from the which produced a versatile magical system unique to the empire. Just like the cavalry, they have not bothered with the rivalry; instead, they pursued to advance the magical arts within the empire through research and innovation.

Initial Numbers: 3,500 battlemages + 400 Automatons w/ handlers (Ranged/Melee, Humanoid)
- 1,500 Preuzian Spellsingers (Offensive Mages)
- 1,000 Preuzian Warders (Defensive Mages)
- 400 Preuzian Duriumborn (Technomancers)
- 600 Preuzian Dawnbringers (Adracian Solar Mages)

Navy
The Preuzian Navy is the smallest division in the military seeing that there was no initial need to build dedicated warships at the time. But with the rising threats from across the Great Ocean, the call for the creation of more dedicated warships were made as well as the creation of prototypes for newer, more sophisticated vessels. Armed with both cannons, magical launchers, and ballistas, the small imperial navy is ready to defend their home against invaders from across the sea. Seeing that they are the smallest, many within the military don't even consider them as a potential rival for the acquisition of glory.

Initial Numbers: 1,000 Ships + 200 Automatons w/ handlers (Ranged/Melee, Humanoid)
- 500 Preuzian Cogs
- 450 Preuzian Galleys
- 25 Preuzian Hulks
- 25 Preuzian Longships

Special
Many brilliant minds within the empire weren't so idle as workshops and guilds built and innovated like there's no tomorrow. The Imperial Techno-Magi Guilds were formed from the innovation rush the Emperor had decreed to his people as an answer to the empire's need for better, more clever wargear and spells. With the constant influx of funds and materials, the guilds work tirelessly to produce in hopes of pleasing the nation and themselves.

Initial Numbers: 2,000 special equipment and counting
- 400 "Solar Lances" (Improved Adracian Mobile Siege Weapon)
- 400 "Bronze Organs" (6-Barreled Cannon)
- 400 "Durium Titans" (Large Automaton, Humanoid)
- 400 "Iron Galleys" (Reinforced Galleys)
- 400 "Glaive Launcher" (Improved Siege Weapon)



Economy/Trade: With the reorganization and revitalization of the economy, life within the empire is both good and booming. Society's positive embrace on innovation and the opening of borders with their immediate neighbors has boosted the economy in a significant way where goods and services are provided without issue. Certain materials such as Durium is regulated by the empire to prevent a sudden influx within the market, as The Union would always harp to the council and the emperor.

Factions: The empire has housed a multitude of people from all walks of life. It is unavoidable that factions would soon form within the ranks. It is to be of note, however, that these factions seek to promote a facet of imperial prominence and not the downfall of the nation's stability. There are only three notable factions within the empire namely: The Bloodlines, The Union, The Circle.

The Bloodlines
"Our sacrifice is just!" Those are the words of the men and women that seek to preserve the sanctity of the empire through martial prowess and glory. Most members of the military's upper echelons are members of this faction with a small number of mages and builders being a part as well. Membership among the populace can be denoted with the existence of a silver ring with three rubies which symbolized the blood that flows within every member of the empire, especially the warriors and soldiers.
The Union
"A strong foundation, a lasting future!" The honored words shared between the guilds and workshops within the empire who seek to preserve the empire's greatness through innovation and commerce. These guilds and workshops also hold sway over the economy, practically making them the de facto merchant guild of the empire. Membership among the populace can be denoted with the existence of a gold bracelet with a silver sun as the most prominent detail to symbolize the brilliance of the Union's dream.
The Circle
"Our unity and future is divine!" The hallowed words echoed by the faithful and the most influential members of the common folk that seek to elevate the majesty of the empire by social ascendancy and religious awakening. Comprised of religious organizations and a number of peasant groups, the Circle is the largest group but also the lowest due to its membership. Membership among the populace can be denoted with the existence of a bronze necklace with a hollow silver circle at the end.


Religion:
There are many religions within the empire due to the Tolerance Policies enacted by the Highlords and the Emperor as a means to promote the spirit of unity within the empire. Most of these religions originate from the Vilyeshan, Aupaxian, and Adracian cultures that intermingle with the local Dumusian culture. Most groups worship the spirits of the land, others worship a pantheon of gods, some worship a single god, and a few worship an ideal. Despite the numerous religions within the empire, people get along and only a minimum number of religious "occurrences" happen due to the watchful eye of the Circle and the very people themselves in hopes that they do not offend the emperor and tarnish the name of the empire.

Alliances/Agreements:
The United Preuzian Empire has built a peaceful coexistence with the South Wraitaqian Empire. The cessation of hostilities between the two lands has been brought to the forefront and without further delay, a solid treaty has been formed. A Trade Agreement and Non-Aggression Pact has been established between the two empires while a Mutual Defense Pact is currently being discussed between the rulers of UPE and SWE.
1.62 million is quite a large population for a nation whose population is 30% Dwarven. Remember, the dwarves are the least populous species on Ianerth. Can you also explain what a Glaive Launcher is?
 
Royal Khisomer Kingdom

"Wissen ist Macht!"

C3183900-1501175415222097large.jpg


Population: 1,599,998
-99.9% Elves
~.1% Researchers/Scholars of foreign races except humans

Brief History: Separating themselves from what is often called 'Defunct Vliyeshi', the new elvish kingdom rose out of studies of the old ones. Whilst in the past the story of Khisomer and her allies attacking the other united kingdoms was looked at with great sadness, today it is celebrated. Khisomer knew the right way to live, to make history, to make the most of its existence. Their spirit, their culture, their passion for war can be studied from many different angles and admired. The old VUK sitting there motionless didn't make it into the great pages of history, much less prevent their own collapse. The new Vliyeshi- no! The new Khisomer had to change its old ways. It may still be the place of scholars and research, but it now had a goal. It now had a purpose, a reason not just for existence, but for action. To become powerful. Scientia Potentia est. Wissen ist Macht.

Territory:

C3183900-1501176150113537large.jpg

Military: Despite Vliyeshi's past, the kingdom is now heavily militarized: strong enough to stand strong and unite all they can under Khisomer's banner, and skilled enough to compete with the technological prowess of other nations.

Formally The Grand Forces of Great Royal Khisomer. Commonly individual armies are referred to as A/The Grand Force whilst multiple armies or the military as a whole is referred to as The Grand Forces.

Spell Sturm
: Armed with easily mass produced standard armor and medium swords, the militia, while obviously unable to be compared with the other military branches, are still capable enough and help to keep the peace in the R.K.K. In war time, they also act as a reserve pool to draw troops from. Many newly trained foot soldiers are placed here first to both get some real world experience as well as to surprise the enemy when fresh trained forces come to aid the exhausted army. They often use defensive spells to block enemy troops from progressing as well as light offensive spells to help support offensives.
Number: 11,000 during peacetime, can grow to 16,000 during wartime (grows much larger but the experienced are transferred to Mage Korps) so that a few thousand may be left for peacekeeping.

Mage Korps
: Whilst at first glance they seem to be standard infantry that many nations have, they are closer to being warrior mages carrying weapons and shields. They have much better equipment than the militia, and are experienced enough to use magic spells alongside/to enchant their pike, spear, long sword and/or shield. In order to confuse enemy armies, as well as save some materials, weapons are a variety of sizes, and there are small and large shields.
Number: 20,000 during peacetime, can grow to 50,000.
Magick Kavallerie:It should be easy to dismiss the cavalry as unimportant. A small, neglected branch of the military. But this simply isn't the case. These horses don't just carry books and research notes around, but are specially bred to be quick and still be strong enough to carry an armored elf wielding sturdy javelins or bows with a backup sword. The cavalry is adept at flanking, confusing, picking off targets from a distance, chasing off broken units, and much more.
Number: 1,001 at all times, endurance and speed is practiced with assisting transports during peacetime.

Schützen Sorcery: The most feared wizards in all of Lanerth, they are renowned for their magnificent yet deadly magical skill, and their reputation is well earned indeed. Soldiers who survive the onslaught of terror come home as traumatized about their fiery rain that contain more enchantments than actual arrows instantly killing soldiers as they would be from fellow troops being brutally ripped apart from swords and hooves. They are literal scholars of the art of combat, and at least some if not all know the right spell to counter whatever they are up against. They need only supplies and distance.
Number: 20,000 though it is typical for up to half of the mages to be off studying nearby garrisons and posts during peacetime.

Magick Marine: Seeing the need for transport, fishing and collecting supplies, as well as populating the many nearby islands, the RKK began the creation of a navy soon after its creation. Their ships aren't specially armored, nor are they mechanized. But all of the crews are mages, and opponents attacking a transport can quickly find themselves up against an entire ship of soldiers. Although not the most celebrated branch, they enjoy having a major diplomatic and strategic importance all on their own, compared to the other forces who are all part of the general land military.
Number: 4,000 Sailors/Mariner Mage Korps, ships always protecting territory and unarmed convoys unless ordered otherwise, and always traveling in groups. (about 700 ships equally split between Cogs, Galleys, and Hulks)

Stoß Truppen: It is well known that the people of Vliyeshi want to study and spread their knowledge so that all can contribute to further learning. But the secret branch of the military is a bit contrary to that idea. Their job is to contain threats, to stop spreading before it begins. Revolutionaries disappear as soon as they put up their first poster. Some crimes never happen at all. Battles that have Khisomer on the losing side might have masked soldiers covering the retreat. No one but the highest nobles and the Emperor truly knows of the branch or what its goal is. They are always hooded and wear skeleton or demonic masks, coupled with the best enchanted armor, swords, and shields of the entire kingdom.
Number: No more than 100 have ever been seen in a battle, but if there were a way to count how many walked the streets, the public would still much rather avoid the subject than try to piece it together.

Economy and Trade:
Whilst not quite as industrialized as some other nations, the size of the RKK, the location allowing the wide range of resources from the deep ocean to far inland, as well as the utilization of the 'trade then invade' tactic in gaining Vliyeshi territory all results in a thriving economy. It is often called the 'most exciting economy' since due to the heavy amounts of research there is a steady flow of newly discovered valuable materials to trade.

Other: Due to the overwhelming majority of a single species, combined with equal rights and attitudes towards nearly every other species, there are virtually no internal conflicts save for minor crimes which are quickly handled by the militia and occasional patrols.
The RKK is also seeking secret and/or public pacts or agreements with all other nations (excepting the NAE of course).
Welcome to Ianerth. Vliyeshi Scum
 

United Nenia


imperial_standard_of_the_emperor_of_the_flood_by_madmaxepic-d7sqy6x.png


"Ever onward"




Government: Elective Monarch
Population: 1.54 million
Demographics: 51% human, 49% Elves

History

While the collapse brought ruin and destruction to the great powers and kingdoms of old, it served to be the saving grace for the people of Nenia. Preventing invasion and possible all out war to be waged on the small continent. However, with the collapse came chaos and anarchy, blood stained the streets of Cegate once again in a blood fueled madness no one could have foreseen. It would be a period of horrors known to the people as Zeit Der Schrecken, prejudices between humans and elves living together erupted into racial conflicts. Weeks turned into months of brutal madness as the once common ground for a united Nenia was lost, without an external threat the people turned on each other. Then as if the land would continue to tear itself apart, came hope, accompanied by thousands of armored troops riding on horseback was a human knight who led an expedition into Cegate seizing the city. This young knight, was Esra Jarland, he ordered the formation of new state and brought order to Cegate. After securing the city, Esra expanded his efforts into taking over the Western territories of Nenia. After the first year, Esra and his forces began expanding into Eastern Nenia, forming a proper government in Cegate where he was chosen by local lords to be the first High King of Nenia. Despite this title Esra faced resistance, Elvish settlers who worried over a human king ruling them denied his authority and challenged his forces. To accommodate this Esra arranged himself to be married to the daughter of a powerful Elven house and appointed several Elves to be lords, promising to end the race war.
Today, United Nenia is the best chance for a proper nation state for the people of the small continent. While small kingdoms and communities still operation outside of the crown's authority, it's only a matter of time before Esra rules the entire region. But while Nenia bled itself in the chaos, the rest of the world has begun to rebuild from the collapse putting pressure on the newly formed nation.

Territory:
Most of Western and Southern Nenia, the North East and Eastern coastline remain independent.


Military:

Infantry - Most foot soldiers of United Nenia are either full time professionals serving the crown, mercenaries or drafted peasants with the latter getting poor equipment and armor. Foot soldiers use a variety of weapons ranging from long swords, pikes, shields and short swords. 10,000 standing peace time. 20,000-40,000 full strength post draft.

Knights - Armed nobility and lower lords who purchase their own equipment and swear fealty to the crown. Individual knights are often adorned in flashy armor and colorful standards accompanied by groups of horsemen. Knights are responsible for maintaining law and order in their holds as well as provide the state with cavalry. Knights number somewhere in the 2,000 to 3,000 range while trained squires and horseman are in the 4,000.

Ranged - For the most part, hunters and farmers are pulled into military service using long bows to pummel the enemy from afar. Some state enlisted crossbowmen fill the ranks but their numbers are small and their role is strictly protecting townships and castles rather than open battle. 4,000 in strength for longbow and 900 for crossbows.

Mages - Despite the elven population, magic is frowned upon in Nenia. Thus its usage is restricted to a few, most mages are forced to swear loyalty to the crown or be put down. Black mages specialize in offensive attacks and Red mages specialize in defensive spells and healing. Black mages - 400 Red mages - 350.

Navy - Due to the conflict that it took to unite the region, Nenia has no dedicated navy at this point.

Elites - Order of the Black Falcon

The Order of the Black Falcon are knights who operate as specialized shock troops and secret police for the crown. Little is known about them among the public, they recruit only the best and rumor has it they don't enlist out of the nobility rather looking for men and women who uphold a moral standard worthy of their order. They're rare and hard to find but are easily noticeable due to the all black tunics they wear.


Ongoing issues:

Despite the Queen being an Elf and several Elvish lords being appointed, racial tension is still high in United Nenia.
The population is still reeling from the bloody unification, many peasants who fought are tired of weary of conflict.
Another symptom of the unification war, mercenaries flood the country looking for work.
Although popular as King, Esra has some within the new government already vying to seize control.
Welcome to Ianerth.
 
Republic of the Divine Sun (Apu Inti)
a.k.a "The Republic"

Divine Sun Banner

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  • National Census

    70% Halflings

    10% Human

    5% Elf

    5% Osttrudian

    5% Flegian

    5% Other
    (mostly comprised of Ujims and Dreor)


    Total Population: 1.45 million

    Most citizens are half-human and half-elf. This racial mixing has been occurring for centuries due to the location of Kusko on Vliyeshi border with Aupax and Nenia. Half-human and half-elf citizens call themselves "halflings." Halflings have the ability to harness a more subtle magic; decent physical prowess; and, enjoy prolonged life.

    Halflings (Beings with elvish and human ancestry):
    Home Continent: None
    Average Height: 5 feet 11 inches
    Average Physical Strength: 5
    Effectiveness of Magic Use: 5
    Population Rank: 4th

    Some citizens act more like elves (solemn, cerebral, and conservative); others more like humans (brash, emotional, and enterprising). These cultural differences have become central to the way citizens of the Republic imagine the nation and themselves. Generally, this diversity is seen as a matter of fact to most citizens and as a positive force for good by a plurality of urbanites.

    At a certain point, these identities leave the realm of culture, ethnicity, and genealogy. They become performative. For example, some citizens who take pride in their elvish heritage attempt to conform their lives to a sort of stoicism. Some of the city’s patrician families have become obsessed with their respective houses’ heritage and lineage - while other families see the issue as a potential tool to achieve political goals. The few families who can claim “pure” elf and human lineage sometimes engage in activities that border on the occult (e.g. performing “authentic” religious rituals to channel ancestors).

    The population of the Republic is highly concentrated in the capital city, Kusko (translated as "navel of the world"). Smaller enclaves of expatriates live outside the greater-Kusko area. Economic and trade activities in these far-flung trade zones are the private enterprises of the three great patrician families of the Republic. From their enclaves, merchants extract wealth and labor from the colony and import Republican luxuries to sell.

    Population by city/town:
    Kusko (capital): 70%
    Manga'asi: 15%
    Mita'iti: 10%
    Karu'akta: 5%

    Language of the Republic: Kichwa

 
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Republic of the Divine Sun (Apu Inti)
a.k.a "The Republic"


Divine Sun Banner

2XaMEIVhtGazNRjj8FmuXFrvuXinXJlhPVi0JLGYN8rimzKD_UGTfrxwAcTvVbaoaM535PQNicHw4ZqlpOH-GcUpcQFlR6Ly7zjxd6XHOodLYY38o_SHG062F-Ezp9fwLZZhij_A





  • National Census

    70% Halflings

    10% Human

    5% Elf

    5% Osttrudian

    5% Flegian

    5% Other

    Total Population: 2,050,600

    Most citizens are half-human and half-elf. This racial mixing has been occurring for centuries due to the location of Kusko on Vliyeshi border with Aupax and Nenia. Half-human and half-elf citizens call themselves "halflings." Halflings have the ability to harness a more subtle magic; decent physical prowess; and, enjoy prolonged life.

    Some citizens act more like elves (solemn, cerebral, and conservative); others more like humans (brash, emotional, and enterprising). These cultural differences have become central to the way citizens of the Republic imagine the nation and themselves. Generally, this diversity is seen as a matter of fact to most citizens and as a positive force for good by a plurality of urbanites.

    At a certain point, these identities leave the realm of culture, ethnicity, and genealogy. They become performative. For example, some citizens who take pride in their elvish heritage attempt to conform their lives to a sort of stoicism. Some of the city’s patrician families have become obsessed with their respective houses’ heritage and lineage - while other families see the issue as a potential tool to achieve political goals. The few families who can claim “pure” elf and human lineage sometimes engage in activities that border on the occult (e.g. performing “authentic” religious rituals to channel ancestors).

    The population of the Republic is highly concentrated in the capital city, Kusko (translated as "navel of the world"). Smaller enclaves of expatriates live outside the greater-Kusko area. Economic and trade activities in these far-flung trade zones are the private enterprises of the three great patrician families of the Republic. From their enclaves, merchants extract wealth and labor from the colony and import Republican luxuries to sell.

    Population by city/town:
    Kusko (capital): 70%
    Manga'asi: 15%
    Mita'iti: 10%
    Karu'akta: 5%

    Language of the Republic: Kichwa

I have a few questions and statements about this sheet.

1. A 2 million population is a bit much.
2. What are the statistics of the halfings?
3. What are the races of the "other" category and what are their percentages?
 
I have a few questions and statements about this sheet.

1. A 2 million population is a bit much.
2. What are the statistics of the halfings?
3. What are the races of the "other" category and what are their percentages?

1) I had hoped there could be a tradeoff: higher population but less land mass. Is 1.8m acceptable?

2) 1 added these stats for Halflings to my demographics tab.

Halflings
(Beings with elvish and human ancestry):
Home Continent: None
Average Height: 5 feet 11 inches
Average Physical Strength: 5 (average of human and elf +1)
Effectiveness of Magic Use: 5 (average of human and elf -1)
Population Rank: 4th?

3) "Other" is a way to provide realism. If we're in the time of GoT or the 14th Century, there's no way a national census would produce perfect information. Should I go ahead and add the 5% to my halfling population thus making it 75%?
 
1) I had hoped there could be a tradeoff: higher population but less land mass. Is 1.8m acceptable?

2) 1 added these stats for Halflings to my demographics tab.

Halflings
(Beings with elvish and human ancestry):
Home Continent: None
Average Height: 5 feet 11 inches
Average Physical Strength: 5 (average of human and elf +1)
Effectiveness of Magic Use: 5 (average of human and elf -1)
Population Rank: 4th?

3) "Other" is a way to provide realism. If we're in the time of GoT or the 14th Century, there's no way a national census would produce perfect information. Should I go ahead and add the 5% to my halfling population thus making it 75%?
1. Considering the halfings are the 4th most populous species on Ianerth, I'd say that's a tad bit much, does 1.45 million sound good to you?
2. Cool
3. You can leave it at other, I was just wondering what races would comprise that group.
 
I corrected the population and added explanatory parentheses to the "other" section of the census. Do we DM you for build orders? For example, I want to build up my navy so do I message you to get times? Thanks for your help!

Clockwork_Magic Clockwork_Magic : **I also realized I forgot to add artillery and magical elements to my army so I edited my army too**
 
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Republic of the Divine Sun (Apu Inti)
a.k.a "The Republic"

Divine Sun Banner

egj5v7zVN5biHDh_CwAyDqazpy3ug9QH6yYAhvCvolil-1yfi6FalrOC9IG5oBfaAwLQaL9WUYND_BdQg0k4JppOr6sn4lebC0YmZ9PkrEpvSUSgj6kOHvWb9WBGIZVyJvEqxRIk




  • National Census

    70% Halflings

    10% Human

    5% Elf

    5% Osttrudian

    5% Flegian

    5% Other
    (mostly comprised of Ujims and Dreor)


    Total Population: 1.45 million

    Most citizens are half-human and half-elf. This racial mixing has been occurring for centuries due to the location of Kusko on Vliyeshi border with Aupax and Nenia. Half-human and half-elf citizens call themselves "halflings." Halflings have the ability to harness a more subtle magic; decent physical prowess; and, enjoy prolonged life.

    Halflings (Beings with elvish and human ancestry):
    Home Continent: None
    Average Height: 5 feet 11 inches
    Average Physical Strength: 5
    Effectiveness of Magic Use: 5
    Population Rank: 4th

    Some citizens act more like elves (solemn, cerebral, and conservative); others more like humans (brash, emotional, and enterprising). These cultural differences have become central to the way citizens of the Republic imagine the nation and themselves. Generally, this diversity is seen as a matter of fact to most citizens and as a positive force for good by a plurality of urbanites.

    At a certain point, these identities leave the realm of culture, ethnicity, and genealogy. They become performative. For example, some citizens who take pride in their elvish heritage attempt to conform their lives to a sort of stoicism. Some of the city’s patrician families have become obsessed with their respective houses’ heritage and lineage - while other families see the issue as a potential tool to achieve political goals. The few families who can claim “pure” elf and human lineage sometimes engage in activities that border on the occult (e.g. performing “authentic” religious rituals to channel ancestors).

    The population of the Republic is highly concentrated in the capital city, Kusko (translated as "navel of the world"). Smaller enclaves of expatriates live outside the greater-Kusko area. Economic and trade activities in these far-flung trade zones are the private enterprises of the three great patrician families of the Republic. From their enclaves, merchants extract wealth and labor from the colony and import Republican luxuries to sell.

    Population by city/town:
    Kusko (capital): 70%
    Manga'asi: 15%
    Mita'iti: 10%
    Karu'akta: 5%

    Language of the Republic: Kichwa

Thou hast been accepted
 

  • Flag/Banner:- given the number of differnt tribes within the empire there is no unifing symbol
    Nation Name: United Hill Tribes (Some people call them "the wildmen")
    Population: 1 million
    -100% human
 

  • Flag/Banner:- given the number of differnt tribes within the empire there is no unifing symbol
    Nation Name: United Hill Tribes (Some people call them "the wildmen")
    Population: 1 million
    -100% human
Thou hast been accepted
 
1timkQP.png

Grand Duchy of Andoria

NZYcaCY.png

Population: 645,000 (64% Human, 35% Elf, 1% Dumuse)

History: The Grand Duchy of Andoria has existed since before the Empire, it was once a wealthy city-state which controlled much of the trade between Vlyeshi and Aupax. During Andoria's time under the Empire, it is said that Jesua, the Godess of the Heavens, descended from the skies onto Mt. Collesian and told all of Andoria's people that they were her chosen. This spectacular event led to the foundation of the Jesuan Church, a religion persecuted by the Empire yet which spread quickly throughout Andoria. Under the guidance of the Jesuan Church, the Grand Duchy of Andoria has transformed into a fanatic religious state.

Infantry: 14,000
Human Footmen - 7,000
Elf Polearms - 5,000
Human Sergeants - 2,000


Cavalry: 2,000
Knights of Jesua - 2,000 (Human, Elf)

Ranged: 3,000
Human Crossbowmen - 1,400

Elf Archers - 1,000
Human Culveriners - 500
Dumuse Arquebusiers - 100

Artillery: 130
Ballistas - 100

Trebuchets - 30

Magical:
200
Jesuan Priests - 200 (Human, Elf)

Special: 800

Andorian Skyguard - 800 (Human, Elf)
The personal bodyguards of the Grand Duke, these elite warriors are trained in the use of the spear and the bow.

Navy: 240
Carracks - 40
Galleys - 200

Merchant Fleet: 580

Cogs - 500
Barques - 80

The Jesuan Church is obsessed with getting closer to the skies, the tallest structures known to man can be found in the Grand Duchy of Andoria. A Great Cathedral sits on the tip of Mt. Collesian, it is the center of the Jesuan Church and said to reach the clouds. Over the past few dozen years, hundreds of Dumuse have emigrated to Andoria to find employment within the Church. The Jesuan Church has many Dumuse in it's workforce who spend their times designing great towers and even greater Cathedrals.
 
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1timkQP.png

Grand Duchy of Andoria

NZYcaCY.png

Population: 645,000 (64% Human, 35% Elf, 1% Dumuse)

History: The Grand Duchy of Andoria has existed since before the Empire, it was once a wealthy city-state which controlled much of the trade between Vlyeshi and Aupax. During Andoria's time under the Empire, it is said that Jesua, the Godess of the Heavens, descended from the skies onto Mt. Collesian and told all of Andoria's people that they were her chosen. This spectacular event led to the foundation of the Jesuan Church, a religion persecuted by the Empire yet which spread quickly throughout Andoria. Under the guidance of the Jesuan Church, the Grand Duchy of Andoria has transformed into a fanatic religious state.

Infantry: 14,000

Cavalry: 2,000
Knights of Jesua - 2,000

Ranged: 3,000
Human Crossbowmen - 1,400

Elf Archers - 1,000
Human Culveriners - 500
Dumuse Arquebusiers - 100

Artillery: 130
Ballistas - 100

Trebuchets - 30

Magical:
200
Jesuan Priests - 200 (Human, Elf)

Special: 800
Jesua's Angels - 800 (Human) Jesua's Angels are an order of fanatical monks which fly into combat on gliders.
EFRoPTb.jpg

Navy: 240
Carracks - 40
Galleys - 200

Merchant Fleet: 580

Cogs - 500
Barques - 80

The Jesuan Church is obsessed with getting closer to the skies, the tallest structures known to man can be found in the Grand Duchy of Andoria. A Great Cathedral sits on the tip of Mt. Collesian, it is the center of the Jesuan Church and said to reach the clouds. Over the past few dozen years, hundreds of Dumuse have emigrated to Andoria to find employment within the Church. The Jesuan Church has many Dumuse in it's workforce who spend their times designing great towers and even greater, but absolutely mad, flying contraptions. One of the more successful contraptions designed by the Dumuse was the Glider, which has led to the formation of Jesua's Angels. The Angels are an order of fanatical monks which fight for the Jesuan Church in Andoria's battles against the unbelievers. The Angels fly into battle in large formations of gliders, often armed with lances they collide into the back of enemy troops. Their casualty rates are very high, most Angels die during their first flight.
Alright, I just have a few questions and statements.
1. What is the equipment your infantry use?
2. What type of magic do your magical units use?
3. The glider might be a little too technologically advanced for the time period we are in right now.
 
Alright, I just have a few questions and statements.
1. What is the equipment your infantry use?
2. What type of magic do your magical units use?
3. The glider might be a little too technologically advanced for the time period we are in right now.

Whoops, fixed it. (Forgot the infantry)

The Priests use magic related to the sky. (Ex. They can summon a blinding light from the skies or call down a rain of hail onto the enemy.)
 

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