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Submit nations info here, along with the minimum required information. You can write as much as you want beyond that as long as the basic requirements are met. Here is a map of the world so far. Please keep in mind two things: One is that this is a crap job done on paint because I don't have the printer scanning software yet. Second is that this is not set in stone, If you see something that just doesn't seem right let me know. Black and White map: Currently Out of Order Detailed Map: http://i191.photobucket.com/albums/z166/LimsatMMORPG/NationMapExcelled.gif Name of nation: Desired Geography: Relative size: (An analogy, such as comparing it to a real state, will be sufficient.) Population: Resources: Tech level: Magic level & system (If one exists): Major power centers (cities, fortresses, etc): Common knowledge (Things that everybody would know about this nation): ETHNIC GROUPS. This section must be filled out for every major ethnic group inside the nation. Title of group: Appearance: Common religion: Area of inhabitance: basic Customs: Common Professions:
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Name of nation: The Kingdom of the Isles Geography: A small cluster of islands, the largest being in the center and the islands getting smaller as they become more removed from the center. Population: approximately 350,000 people. Natural Resources: ivory (from whaling in the ocean) oil (from whaling in the ocean) fish (from fishing) Tech level: The archipelago has a lower iron-age level of technology. Steal can be smelted, but takes skill and expertise. Towns and fortresses aren't exactly marvels of engineering. However, Kingdom naval technology is far ahead of terrestrial technology. Large galleys, Carracks, caravels, and even a few behemoth ships-of-the-line are common around the islands. Magic level: The archipelago has no native magics. However, they are very willing to use anything that will give them an advantage and will be quite willing to use other people's skills. Power centers: The capital city of Hadrir on the center island. Common knowledge: The archipelagans are a greedy bunch that rely extensively on trade to keep their economy afloat. Twenty years ago the king united most of the islands under one banner and allowed trade to flourish. As a whole the people of the islands are considered to be crafty and astonishingly irreverent. ETHNIC GROUPS: Title: Islanders Common religion: any number of them, mostly polygamous though. area of inhabitance: the inner islands of the archipelago. basic customs: Tend to be very materialistic and irreverent. They care little for custom in its own right, but are generally prudent enough to follow it in the quest for gain. common professions: merchant, vendor, tradesman, sailor. ___ Title: Outlanders Common religion: any number of them, most are polytheistic in nature. Area of inhabitance: the small, outer islands of the archipelago. basic customs: The outlanders are often the descendants of pirates, outlaws or other such people who were pushed out of the central islands. As such they tend to be more ruthless and immoral then the other islanders. They fight often, sleep around, drink, and generally see the growth of law and order as a bad thing. common professions: pirate, soldier, smuggler. ((The archipelago is a trade center, so it has a lot of minor groups. If anyone wants to create an ethnic group based in the Islands, go ahead.))
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Desired Geography: A mix of a lot of inland and quite a bit of coastal. (In comparison to what I mean, think of China. Lots of land going inland, and still quite a bit of coast. ) With a few mountains or just part of a mountain chain for mining. But mostly plains and rolling hills. Tech level: Steel is able to be made easy when the materials are available, which with the mining industry, it generally is. They are able to produce small warships rather easily, but do not simply have the shipwright skills for any better. Most of their forts are rather large and foreboding with their stone walls and large, primitive cannons. Kaleo does not have handguns, but they do have the knowledge to make primitive cannons and gunpowder, and only their large warships carry cannons, due to their size. The large cities of Kaleo are extravagantly crafted, generally with lots of tall and graceful towers and palaces. The most extravagant is the capital, Avarail. Magic level & system (If one exists): Mostly like the Jedi Force, but waaayyy harder to master in it. It also drains energy the more powerful or more times they use it. Major power centers (cities, fortresses, etc): The City of Avarail which is the capital. There are a total of six provinces, and they each have two major/large forts, with scattered outposts on the borders. Any dock/harbor cities will also have quite the garrison for sake of protection. Common knowledge (Things that everybody would know about this nation): The navy isn't really much. It is mostly fast and weak sloops with a few scattered and much larger galleys. Other nations will also know that Kaleo had just been united together from six different fiefdoms roughly ten years earlier. They might also know the army itself is rather low after another recent invasion that was thwarted. ETHNIC GROUPS. Title of group: Countrymen Common religion: shared polygamy Area of inhabitance: The plains and country outside of the cities, mostly in villages or homes rougly an hour or so walk away from larger cities. basic Customs: They supply the agriculture and usually the skilled archers for the army. They are also quite generous and unmaterialistic. Common Professions: Hunters, farmers, and miners. ____ Title of group: the Cityfolk Common religion: Same, shared polygamy Area of inhabitance: The cities and port cities Basic customs: These citizens are generally very materialistic, as pretty much anything is available to them. They are also very patriotic, and willingly send their children, or themselves if they're young enough, into the military in times of war. Common professions: Sailors (for the port cities), artisans, noble soldiers, merchants. ____ ((Not sure if these will count, but might as well add them.)) Title: Orc Common religion: Pagan worship Inhabitance: Away from the large cities and general human populations Basic customs: Nomadic tribes that raid the lesser human villages Common professions: Warriors, shamans
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And just for clarification: 'Ethnic group' basically means any group that identifies themselves as a specific group or unit. So yes, Orcs would count.
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((HAHAHAHA TIME FOR ME TO INVADE THIS FORUM!!!)) Country's Name: Sevia Government: A militiristic monarchy with elements of facism. Monarch: King Iren and son, Prince Kail Desired geography: A land of rolling plains and forests. There is a mountain chain along the nourthern border and much of the coast, creating a small coastline. The southern border is defined by a fairly deep and wide river. Tech level: Eh... Probably around Roman times in 100 AD. Plus other things of course. -stirrups (they werent invented or at least by the romans until later.) -Steel is ready available, becuase of magic mostly. -plate armor -they figured out that overfarming is a bad thing, and have devised ways to prevent it. -becuase of wide spread use of iron and steel, what few ships are made have iron or steel or some other kind of metal plated on the inside. Magic system and who it is used by: A dual system of magic that is based on incantations and runes. Most of Sevian magic has to do with war, the production of high quality arms and armor, and fortifications. Though there are some magics that are used to help farmers grow more, prevent desertification, and the creation of high quality tools. Power Centers: -Sevia, the capital, is a large city surrounded by 35 foot high walls. -Estanmar, the only major sevian port, is mostly used for trade with other countries and is a base for Sevia's small navy. -Vekor, the largest and most powerful fortress in Sevian lands, based near the western border. -Sevian military academy, A renowned military academy known for the quality of it's graduates. Commom Knowledge: Has a powerful military. Maker of quality arms and armor. Has powerful fortresses. This is the place to get your hands on mercenaries. Mojor exports: High quality arms and armor, Metals other than iron, steel, and gold, and Mercenaries. Major imports: Foodstuffs. Ethnic groups: Title: Sevians (facism has broken down most barriers among the people) Races: Humans, elves, and half elves. Religion: A pantheon of gods that mostly deal with war. Area of Inheritence: All of Sevia but the northern mountain ranges. Basic Customs: Will do anything for their country, and see that any action that benefits Sevia as the best course of action. OH, and, there is a what many would consider an unsavory pratice, becuase many of the male population are in the army there is not enough people to work the fields, so they devised a way of getting the workers they needed by... creating undead. Common professions: Farmers, Soldiers, Engineers, Black smiths. Title: Velcor Races: Humans, dwarves. Religion: A pantheonn of gods, though they only pray to the gods of the cold and the mountains. Area of Inheritence: Northern mountain range. Basic customs: Many would consider them barbaric, but in Sevia they are renowned as great warriors. They offer animal sacrifices to their gods, among other barbaric activities. Common professions: Soldiers, miners, engineers.
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The Rakarskian Colonial Company Desired Geography: One single port city, with a few outlying fortified towns. Tech level: Generally imported from Rakarskia, and is therefore of a high standard. Ironclad battleships, flintlock muskets and rifles, cannons and cavalry are the mainstay of the military force. But it is only a very small Rakarskian force, backed up by local mercenaries when on the offensive. The main city, Vladmirsgrad, was orignally an indian style settlement, but Rakarskian architecture (blocky and square for the housing and factories, greek style pillars for the more important buildings) is slowly showing an influence. Most of the consumer goods are functional items, mass produced in Rakarskia (or, more recently, in Vladmirsgrad's new factories.) Metal and wood are prevalent, with china for more opulent cutlery. Magic level: Rakarskia is a strongly anti magic and faith nation, and its Inquisition (a mixture of secret police and spies) is dedicated to hunting down mages in Rakarskian territory (among other things.) But the devotion that people pay to the grand revolutionary, Vladmir Muskovitch, and to their government worth pointing out. Major power centres: The main city of Vladmirsgrad, as well as several outlying fortified towns very near to Vladmirsgrad, make a comparitively small country. But the main power of the colonial company come not from its army, but its trade. Rakarskian products are far better than built and, more importantly, cheaper, than their handmade equivalents in other nations, and as such are extremely popular. Merchants are in virtually every city, buying, selling and trading. Common knowledge: The company has a small, but well equipped army which is often backed up by local mercanaries. Its navy is in a similar position. But, it has to be said, no ruler in his right mind would want to attack the company for fear of losing the imported goods that are so profitable to him. Ethnic Groups: Rakarskians They are the merchants, traders, inquisitors, and entrepaneurs who make up roughly 10% of the population and the entire standing army of 5,000 men. They are generally pale skinned, but are excellent businessmen. (They came here for profit, and are getting it.) The inquisition are secretive and ruthless in hunting down traitors and mages in their midst. All believe strongly in the strength of Rakarskia and Muskovitch. The "Natives" The workers. The people who originally lived in this land before the company took over. Relations between them and the Rakarskians are generally quite good, thanks to modern standards of welfare, consumer goods and trade unions. They are generally allowed to keep worshiping their old gods and keep their old customs, unless they start attacking the Rakarskians. They are mid brown skinned and hard working people.
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The Rakarshian Colonial company is approved. Your lands will be on the coast east of Kaleo, just across the mountain range. That puts it a ways east of the archipelago and directly north of Sevie. ____ Nation placement is organized by tech and magic level. I'm explaining this so we know why Sevia is on a separate continent. The RCC, Kaleo and the archipelago are high-tech low-magic. Sevia is mid-tech mid-magic.
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Desired Geography: A large port city in a temperate climate. It's a city-state. Tech level: Mid-Renaissance with early cannons and the like, a few experimental steam and wind-powered devices, but nothing really practical. Has decent plumbing and sewage systems. They get a lot of traffic so with the traffic comes new ideas from elsewhere. Magic level & system (If one exists): High level of magic as it is the home of a large magic University. I generally see it as the one place in a land full of normal folks where the oddballs can gather together. Anyone can go there if they're willing to learn. Major power centers (cities, fortresses, etc): As it's a single city, I'll mention the major players here. First you have the Mages' University, center of the city and center of learning and the magical arts. Next, on the eastern side of the city, you have your wealthy and affluent people, some are considered nobility but are really only city councilors in an inherited position. On the West side of the city are the docks, with the center and north generally your middle class, merchants, and the marketplace. South and west are the slums. Common knowledge (Things that everybody would know about this nation): Anyone can visit the University Library. It is likely one of the largest in the world. The inhabitants take many odd occurences in stride, seeing as they're used to odd mishaps and experiments gone wrong coming out of the Mage School. ETHNIC GROUPS: There is no one major ethnic group inhabiting this city. Still, there are different sorts of people that have a couple of things in common so I'll mention them broadly. Title of group: Wizards/Mages/Magicians Common religion: None common to all, though many worship some god of magic. Some worship no god. Area of inhabitance: Generally can be found at the university living in the dormitories, hanging out in The Glowing Wand tavern, or living wherever they feel like living in the city. basic Customs: Considered eccentric by "normals" they have a habit of experimenting in odd magics and impractical sciences. Sometimes their enthusiasm for exploring the unknown can cause trouble for them and the city. Common Professions: Wizard for hire, shopkeeper, nobleman, etc. Title of group: Normals Common religion: Polytheistic, generally. there is no god common to all. Area of inhabitance: Everywhere but the magee school. basic Customs: Some put up with the wizards because theey have to and they earn a killing off of them, others are just simply astounded and amused by the weird eccentrics. Common Professions: Everything else.
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Desired Geography: Small amount of land, mostly coastal, as it is simply a colony. Hopefully a large mountain or attached to a mountain as well, for mining. Tech level: Steampunk-ish. Their fuel runs like our oils, but burns and makes steam as well, but easier, making it produce steam exponentially faster than a normal steam engine. Also, their engines are generally smaller and more compact, only requiring space for large tanks of their fuel. They have ships, very primitive automobiles, of sorts. They are like semis with trailers in size, but go at most 10 mph. They also have large and primitive planes, but they use so many materials that they only have one, and it's awfully clanky. Think of a B-52 sized biplane that goes just about as fast as a normal old biplane. This colony company only has one plane and two tanks/mobiles. For a naval fleet they have four battleship-sized warships, eight nearly as large cargo ships, and twelve sloop-sized warships, and all of their ships are clad in iron, with important areas armored in steel, which is readily and easily manufactured. They are able to mass produce smaller objects, engines, and vehicles, but anything large is still hand-crafted with some mass produced parts. The walls of this colony's port-city capital are a mud and wood palisade with iron and steel gates. They have nearly a hundred mounted cannons on this capital, by the name of Herck. Along with the cannons, their ranged/archer soldiers have been converted to riflemen with muskets, with no spirals in their barrels, so they're rather inaccurate. Most of the infantry is equipped with blades and handguns for back-up. Magic level & system (If one exists): No magic, unless you consider alchemy, but that's just primitive science and chemistry, basically. Major power centers (cities, fortresses, etc): They have their capital port and outpost, along with a few forts and outposts farther out from the coast, along geological features. Also, their harbor/port is a true center of power with all of their ships, when they're docked or in the area. Common knowledge (Things that everybody would know about this nation): Probably not much, as they have just appeared. Other nations would know they're new, small, can mass produce, haven't commenced true trade (yet, will do that soon), and if the nations have spies going around, they'll spot the navy. ETHNIC GROUPS. Title of group: Zerbian elves Common religion: Theocratic, they're ruler is a divine leader Area of inhabitance: Everywhere of the colony, but mostly in outposts, the navy, or the capital basic Customs: These elves are very materialistic and militaristic. Anyone who isn't them they won't truly respect unless they are warriors and have proven themselves in combat in one way or another. Common Professions: Soldiers, leaders, hunters ___ Title: human Laborers Common religion: Used to be pagan, but unallowed to worship while being enslaved Inhabitance: Everywhere, as slaves and laborers for the elves Customs: Following the commands of their Zerbian owners, and mating to make more workers Professions: Construction worker, trench/grave diggers, gardeners, everything that a slave or laborer might be assigned to, they do it. ___ Title: Native Tribes Common religion(s): Various pagan and theologically-oriented religions. Different between tribes Inhabitance: Everywhere in the colony, including the settlements Customs: Assist the ZCC in settling as well as offering labor of rival tribes Professions: Hunters, soldiers, laborers, anything.
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Desired Geography: an enourmous forest with trees stretching high into the sky Tech level: ahahahahaha.... Magic level & system (If one exists): Nature magic is used by the druids that inhabit this forest, though each animal seems to have magic of it's own. ((lots of powerful magic)) Major power centers (cities, fortresses, etc): At the very center of the forest is a small glade with an ancient looking tree standing at it's center, this is the heart of the forest. Common knowledge (Things that everybody would know about this nation): A place were few return from. ETHNIC GROUPS. (to many... will do best to fill out some.) Title of group: Druids Common religion: Nature is to be worshiped and protected. Area of inhabitance: the forest basic Customs/info: they generally kill outsiders that cannot be converted though they understand the need for diplmancy, thusly they have sent a diplomat to the Island of Terra. Common Professions: Druids. Title of group: Wyrms Common religion: unknown. Area of Inheritance: the area surronding the heart of the forest. Basic customs/info: They protect the forest's heart agianst all threats, using the maximum force necessary. other than that they are a mystery. common professions: Defender of the forest. Title of group: Vendrini common religion: they worship a single god, the All Giver. Area of Inheritance: Southern part of the forest. Basic customs/info: Peaceful, but large and powerful panthers. They would never attack first, though if you even break a twig under foot and they will have you for dinner. they have sent a diplomat along with the druid to the Island of Terra. Commom professions: hunters, rangers
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Just a warning guys. I'm not going to stop you from making nations, but make sure you can keep track of them all.
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Desired Geography: Small area of flat lands or shallow valleys with a close-by water supply and a fair amount of forest nearby. Two temples, a city and a seperate training area please. Tech level: low Magic level & system (If one exists): high-includes the use of elemental magics; earth, water, fire, air, darkness, light and spirit and artificial magics; spells, potions, rituals and rites. Major power centers (cities, fortresses, etc): Religious Centres- Temples of the Sky Sisters (x2 temples a little ways apart- Kisross and Taross) Others- Sorlix Training Grounds - City of Sorlix Common knowledge (Things that everybody would know about this nation): Religion is of high importance in these lands and rites and rituals to the dieties are closely and constantly followed. Segregation of the sexes is common in Alphix and is reminiscent of the medieval period. ETHNIC GROUPS: Title of group: Sons of Sorlix Common religion: Sorlix and The Sky Sisters Area of inhabitance: City of Sorlix/ Sorlix Training Grounds Basic Customs: Rituals honouring Sorlix and, to some extend, the Sisters relating to nature and the seasons. Are in touch with nature and often wield the natural elements. Common Professions: Weather mages, preists, wise-men, druids, mages, strategists, scryers, protectors, warriors, guards. --- Title of Group: Daughters of Kisross (Light Sister) Common religion: Sorlix and The Sky Sisters Area of inhabitance: Temple of Kisross/ City of Sorlix Basic Customs: This temple takes in the daughters of Alphix who wish to become peaceful servants of their dieties. These Sisters are peaceful and care for the land and it's people using elemental magic. Common Professions: Healers, scribes, farmers, preistesses, teachers. --- Title of group: Daughters of Taross (Dark Sister) Common religion: Sorlix and The Sky Sisters Area of inhabitance: Temple of Taross/City of Sorlix/ Sorlix Training Grounds Basic Customs: These Sisters are trained to protects the women of Alphix and go into battle, when needed beside the men. Unlike the Daughters of Kisross, these Sisters are permitted to marry while in the service of their godess. Common Professions: Priestesses, druids, warriors, teachers, trainers, mothers, wives, healers (rare), guards. (Not everyone is placed into these groups- there is still the average citizens but they follow either these practises or variations and amalgamations of these defined religious practices) ((I think this would be fairly harmonious with Yiona Forest very well as they are very similar... just a thought...))
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And please try to keep the OOC conversations in the OOC thread. I'd rather not have the nations thread all cluttered up with conversation.
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Geography: Desert Empire, all the land span is surrounded by long stretches of desert areas called the whirlwind narrows. These stretches of land are extremely hard to navigate through, and are ALWAYS under constant sandstorms. Tech Level: The area is still at the late stages of the bronze age. (LBA) However, almost all techniques involved in the casting, smelting, and refining processes of the ores have been perfected by these peoples. Magic level & systems: none. Major Power Centers: The first the city after the whirlwind narrows,Constanbol. The second and furthest of all the cities in the empire, Esthma, the largest, and most peaceful of all the cities. The last and strongest of all the cities in Laodicea: Niastad, capital of the empire. Common Knowledge: World-wide renown, or at least among its near neighbors (if allowed) in smithery, and soldiery. The reign is of the Empress: Mirva Agusta, Ione the III. However, of all the things that Lao's might be known for, the main is for the recently discovered crystals known as Lucrai. With their strange and mysterious powers to replicate the elements, and allow them to be weilded. Ethnic Groups: The Horacians, are the basic peoples of most of the empire. Once Nomads, now settled, and living under the unity, and laws of the empire. The Horacians, have become split into three different other sects. First and foremost, are the "Thorans" which are the closest to the emperess, and born into most of the noblery. The second, are the "Uri" which encompass most of the middle class with some merchants fitting into the class. The last, but not the poorest or the weakest would be the "Siniyi" who are the foreigners who have come to assimilate into the empire, and who have adopted the ways of the Lao's... Area of Inhabitance: The south-east corner of the lands, into the sands and the mines of the suns scorched deserts. Basic Customs: (fill in later runnin short on time...) eeek.. :( Common Proffesions: Smithery, Soldiering, Traders, Miners, most of the common class would fit into this sect of proffesions, while the upper, or more noble classes, would fit into the scribes, priests, politicians...
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Approved, across the desert on the southeastern continent. I should warn you that Lavie's army is already venturing out to explore that area.
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As for Lavie's army, I hope they are ready to venture through the whirlwind narrows.. :P ~Lord Genserick
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Geography: A mountainous region, dotted with peaks and small valleys. There is a small lake in the center of the region where water from various streams gets trapped in the mountains. Population: Perhaps 5,000-7,000 individuals total. Resources: Gold ore (untapped) copper ore (from exposed veins in the mountains) silver ore (untapped) flint (from coast) granite (untapped) marble (untapped) skins & animal meat (from wildlife) creatures (wildlife) timber (from woodlands) Hallucinogenic herbs (harvested in small amounts for religious purposes) Tech Level: Very low, perhaps copper/iron age. Magic level & system: A system based off interacting with the spirits of their animist religion. Certain individuals called Bruwashi (or Gifted) are born with the ability to control certain elements. Shamans can sometimes persuade natural forces to act to their benefit. Major power centers: none. Common knowledge: The mountains are home to a number of strange creatures, many of them extremely dangerous, and some domesticatable. Ed'tar themselves are mostly nomadic, traveling with their beasts from one pasture to another. There are a few, small sedentary villages located in important centers. The lake in the center of the mountains is held sacred to them. Ed'tar are animists, they believe that everything is animated by spirits that permeate the world, invisible to normal sight. They're not usually hostile to others. Sometimes small groups or individuals will travel to other lands, sometimes small parties will raid settlements. ETHNIC GROUPS: Title of group: Ed'tar Common religion: Animism, the belief that spirits animate nature. Area of inhabitants: the mountains. Basic customs: Ed'tar are monogamous and mostly nomadic. Both men and women learn how to fight, men usually going out while women guard the camp or home. Shamans act as spiritual guides. Each band designates one warrior as the guardian of the tribe, responsible for its defense and survival. Common professions: sustenance farming and herding. ((These guys are going to be right between Sarbyn and the RCC))
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Geography: Their lodges can be found in most cities. Population: Perhaps 200 illuminates in this region. Resources: Large quantities of political influence, vast amounts of money. Lets them buy most things that are required. Tech level: Everyone from Kaleons to Rakarskians are in the League, but as it lacks any major military of industrial strength, it doesn't matter. Magic level: Contains several magic users. Major Power Centres: The Lodges are in most cities. Common Knowledge: A shady "secret" organisation. Reputedly has the ear of most nobles and people of importance. It's missionn is to "Provide Illumination" to the world, and it does so by various means. Ostensibly, its members are decent, respectable people. But that's what they want you to think...
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Desired Geography: Large island nation, far out at sea with few smaller islands around it and no other land for leagues. The island is a place of rolling plains and has been extensively farmed. The coastal regions are balmy, tropical, and the location of many of the cities. Down the approximate centre of the vast island is a huge mountain range, dividing the Empire in two, the halves linked only by a narrow valley. The southernmost portion of the nation is in general hotter and drier; burning deserts cover much of that area, settled only sparsely and mostly unguarded. Population: Several million, spread over the entire island. Population is generally stable, and is not subject to sudden decreases – their medical technology is fairly advanced – but they have been in a state of slow decline for many years. Government: Hereditary monarchy, at present under Emperor Lumen V, based on sorcerial skill and great family wealth. The great families of each province have a considerable degree of autonomy, and their own private forces, but relations between them are generally peaceful, a peace enforced by the imperial army and a whole raft of economic embargoes that come into force the instant one family attacks another. However, the distances between many of the farther provinces and the Imperial City means that conflicts do break out. The Empire, however, does have a highly ritualised ‘War of Assassins’ method of settling seemingly-irredeemable disputes between warring great families. Resources: The Empire of Diem is rich in natural resources, thanks both to the bountiful seas and the rich mountain chain that runs across it. Gold is present in abundance, along with oil in the deep deserts and gemstones. Coal is virtually unknown, and seen to have no useful properties, as is gas; it’s treated as an annoying and dangerous nuisance. The mountain barrier that reaches across the isle, a result of ancient volcanic upheaval, is rich in marble, and soft basalts and substantial deposits of obsidian glass are to be found in many places. The Dulian province, running along the barrier, is the industrial powerhouse of the nation, and its million mines and foundries run endlessly to provide for the Empire and her trading partners. Tech level: The pinnacle of steampunk-esque technology – sophisticated sanitation systems, cannons and various machines, including awe-inspiring airships. Certain applications of solar sorcery have also enabled the development of ‘Near Creations’ – constructs of metal, formed from Dieman people, with their minds and expertise, although such Near Creations form the truly elite troops and personal guards of the imperial family and are seldom seen outside the Imperial Palace. The Dieman army is not large, but it is their naval and air forces that are the true threats to any nation that incurs Diem’s wrath. Magic level & system: The people of Diem have discovered the secrets of the solar arcane, and are masters of its use. Solar fires power their machines, wreak havoc upon their enemies and fuel their foundries. Major power centres: The vast Empire of Diem is split into eighteen provinces, each with their own capital city and ruling noble, but the truly empire-wide places of power are the Imperial City, Vanash Ikara, seat of the Emperor, Lumen V and his family, as well as Season residences for all of the senior nobles and the Imperial Bank, which is located on an isle in the Siriatic Lagoon in the westernmost portion of the Empire. The Second Capital of Gagarin, in Luxa Province, beyond the mountain barrier, is another vital centre, ruled by the Duke of Luxa. Marnau, a vast fortress-city, completely covered in morningstar armour, guarding the valley pass, is the base of the Imperial Armed Forces. The Golden Crescent, a semicircle of three cities, Burinberg, Aurian, and Tarrin on the shores of the Lagoon, is the mercantile capital of the empire; these three cities are the major ports that are easily accessible. Twin fortresses, on the cliffs above the entrance to the Lagoon, control entrance to the Imperial Province and the few easily-reachable ports. The cities of Diem are old; no new settlements have been built for many years, but they are beautifully built, flying buttresses, soaring spires and extravagantly painted buildings being the norm. Common knowledge: Dieman solar sorcerers are masters of their art – the university at Burinberg is considered the finest in the world for fire and solar sorcery. A Dieman will do almost anything for cherries – their native land is completely bereft of cherry trees, all attempts at transplantation have failed, and yet they adore the fruit. Diemans, coming from a tropical environment, hate the cold and will go to extraordinary lengths to avoid it in all its forms, even though Dieman winters can be exceedingly cruel. Diemans are also powerful and persuasive traders; their goods are generally luxury exclusives traded with other nations for equally desirable products – the leisured classes of the Empire are always hungering for something new and interesting. Dieman glass is the envy of the world, but they are an ancient kingdom, and have been afflicted for many years with a great lassitude and ennui regarding the world and other peoples, and trade has suffered. ETHNIC GROUPS. Title of group: Nobility. These are the rulers of the provinces, and often the more senior commanders of the military. Some mercantile magnates held in universal regard may also be elevated to the peerage. They are the wealthy plutocrats, drawing on substantial estates for their income. Olive-skinned, and yet only mildly tanned, makeup and elaborate robes and gowns are de rigueur. Common religion: Worship of KiiAmat – they have the time for formal worship in the Temples of the Dawn in the major cities or in private chapels at their own homes Area of inhabitance: Cities are where the greatest concentration of the nobility, the idle rich, swarm and teem, looking for beautiful clothes and jewels and exotic vices, and Vanash Ikara is the worst of the lot. Country estates house the aristocrats and plutocrats out of Season. Basic Customs: Basking in the sun – often in a specially-constructed solarium in the highest tower of their residence. It is considered a common courtesy before getting down to serious business to invite your guests to bask with you in the solarium. Bathing is also a very important custom; during the hot, humid summers and autumns of the Empire, a bath is a welcome sight, and many bathe two to three times a day. Many of the nobility are rather materialistic, and some hobby, such as collecting antiques, is seen as normal behaviour. Patronising the arts is also highly regarded. Common Professions: Ruling, a military career, investment banking, and occasionally, becoming a solar sorcerer. -------------------------------------------------------- Title of Group: Merchants and cityfolk The entrepreneurial classes of the Empire, known for their business acumen, they are more energetic than their rather lethargic betters – their money is self-made, they advance on their own merits, no other. The acquisition of money is, for them, something on the order of a holy quest. Common religion: Like all the inhabitants of Diem, they worship KiiAmat, though their lives seldom permit formal worship at the Temples. When they have made a large profit, though, they are free with their donations, even if they have no time for the rituals and sermons. Areas of inhabitance: These people live almost exclusively in cities and settlements; it is very rare to find a wandering merchant. Basic customs: They are a silver-tongued people, and any exchange with a Dieman merchant or cityman will begin with extensive flatteries or compliments. The offering of tea and a meal are also usually included, and business tends to take place over a meal. Courtesy is important to these people, much as it is to the nobility; they share many customs. Precedence and status also holds a great deal of importance for them, and like all Diemans they have great respect for artists. Common professions: Shopkeepers, company owners, bankers, property speculators, entrepreneurs of all shapes and sizes. -------------------------------------------------------- Title of Group: Citizens, or Peasantry The commons of the Empire; the backbone upon which said Empire was built. Hard-working, congenial and ready with a helping hand, they work the fields, foundries and all the hidden machines that make the Empire tick over smoothly. They tend to be far more tanned than others, because they work long hours outdoors. Common religion: Again, they worship KiiAmat, but do not engage in formal worship. They offer thanks for bountiful harvests, for life and love and liberty, and they pray for rain and good fortune as they work. It is understood that their prayers are heard and reinforced by their lord’s chapel devotions. Areas of inhabitance: They are found all over the Empire, from the smallest of hamlets in Hikari’s dense jungles to the glittering Imperial City itself. Common professions: Farmers, servants, miners, foundrymen, assistants, aides…the list is endless. Many a respected Dieman has started out as a simple Citizen, and worked their way up through the ranks of their vocation.
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Geog: Resides on edge of Desert or Forest, with a lake and river. A small port that allows fishing ships, and access to the ocean. Popu: 20, 000 humans. Reso: Great fishers, great with use of arcane magic - and fire. Tech: Sorta like a wild west tech level. Lots of steam engines and whatnot. They have developed haphazard on-board engines for boats. They have developed aircraft, but they tend to sell it. A basic plane would consist of a front-facing propeller, and have large wings. They can be bought in two models - military and personal. Military has a magic gun on the back (unlimited ammo) that will light with the simplest spark and shoot small fire-balls towards the rear. the front has another, but you have to stop flying and use both hands to shoot it. Personal is a smaller version. like a miniature Focker Scout. you CAN equip a small magic-gun on the front, but it's discouraged. The personal plane has more maneuverability but much less firepower. The Military model is fair bit slower (bigger) and much less maneuverable but much more armored and much more firepower. Everything built by mechanical means looks gnomish, as it often involves many interlocking parts. Magi: Magic level - they have majored in Arcane magic, and have mastered fire-magic. Majo: The only major power center is the city of Silven - but has a few small villages around it. Comm: Common knowledge is this: Avoid their fire - It is the most deadly force known to humankind. they can shape it to their will. Ethn: Ethnic Groups.... they're all one big group - Silvenians. They love fire, and use it daily. Titl: Kinda covered that above eh? ComR: They all follow a Christianity sort of religion. They all worship on deity - God. they have never mentioned his name, nor know it. They're god has no "gender" but is simply.. "God". Area: Anywhere particularly warm. they enjoy living near water - they're staple food is Fish, but they eat lots of baked goods as well. Basi: Once a year.. at about 80 suns in, they have a "god day" where worshiping and relishing God is even more highly encouraged. they also have a fishing festival. They choose a full moon, once a year, and celebrate the water's bounty. ComP: Common professions are Glass making, Fishing, foraging, and hunting (if they live near forestry.) NOTE: although they like heat, they also enjoy the cool damp temperate climate of forestry. In other words they are highly adaptable. but they enjoy either one or the other Either put them in a forest. or put them in a desert. but make sure they're near a river - that leads to the ocean. personally could you put me near the forest? by the river maybe? I don't necessarily want a whole nation.. I just want this little city.. and the 2-4 little villages that surround it - nothing huge. If possible could I go on the mountainous side of the south river? (the one that Vekor is located by)
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Desired Geography: Mountain Region, with 5 distinct Peaks surrounding one larger Peak. Valleys between the peaks and mountain side lakes (5), with the valleys bearing feilds and wooded areas. Each major peak has a under lying system of mines. Surrounding the mountain region is plains and forrest. Population: 50,000 Resources: Mineral Resources: Gold, Iron, Silver, Slate, Granite, Slate, Salt, Diamond, Clay and Copper Tech level: No actual Sea Going Technology. Minning technology is advanced with a network of explosive material and new strong and sturdy building material as well. They also have an advanced network of sword making along with armor and no actual "guns" but a growing technology in cannon and explosive rockets. Some independant research is done with steam and its connection with volcano's (Only 1 volcano and it is on Mt. Groot) Magic level & system (If one exists): Advanced magic for minning is being discovered and also magic for the keeping of dragons. (Dragon keeping is owned and conducted by the crown but used throughout the kingdom and is used for the military as well). Arcane Magic is Outlawed but is still practiced in the valley's and is being attempted to be regulated. Major power centers (cities, fortresses, etc): The capital: Königsburg on Mt. König The 5 major cities lay on the 5 major peaks: City of Teuerburg on Mount. Teuer City of Schwerburg on Mt. Schwer City of Kleinburg on Mt. Klein City of Grossburg on Mt. Groot City of Kraynburg on Mt. Krayn All of the valley and mining towns have their own independant under ground aquaduct which provides water by a well system. Also a network of Aquaducts provide water throughout the kingdom. Common knowledge (Things that everybody would know about this nation): Isolated in the way of intefering in war, nation full of trade, known for its minning resources and abilities with weaponry. Known for its practice with Dragons, a standing army and a King that does not wish to go to war and will not go if one of its Allies is a agressor and goes to war on it's on free will. Known to give amnesty to foreigners and aide to anyone deemed by the King and his council. Also known, no successful invasion and occupation in over 450 years. ETHNIC GROUPS. This section must be filled out for every major ethnic group inside the nation. Title of Group: Human (Majority) Common Religion: Crown and its Bloodline connected to a higher power Area of Inhabitance: Minning Towns, Cities and by lakeside houses Basic Customs: No work on Crown Holidays, Loyal to crown, Military service is an honor. Common Professions: Merchants, Minning, Dragon Keeping, Military Service, Teaching, Mage craft Title of group: Dwarves (They are a minority) Common religion: Based on one supreme being living in the Mountains Area of inhabitance: All Minning Towns, Some reside in the cities with the Mining Council basic Customs: No such thing as a day off, Stubborn but loyal to the crown Common Professions: Minning, Mill work, lumber harvest, Farming, Military Service Title of Group: Elves (They are a minority) Common Religion: Poltheisitic belief such as pagans Area of Inhabitance: The woodland areas, The cities Basic Customs: Loyal to the earth, No outsiders Tolerated Common Profession: Hunters, Mercenary, Woodland Farmers (Outlawed by the Crown), Military Service
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I apologize for the delay. The forum's slowed down a bit due to a couple issues. I'm currently working on revising the rules and implementing a couple systems so that we don't get bogged down in disagreements.
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Welcome to the new nations, by the way - have fun!
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hope its not too late to join. Name of nation: Vinghis Desired Geography: desert (similar to the mojave or south west united states), decent sized river, and volcano somewhere in the middle Relative size: i'd say around the size of egypt Population: 5- 10 million. all humans. not including the Fire Nomads for there is no known population. Resources: coal, wheat, granite, iron, gem stones Tech level: industrial age, ie iron clad ships, steam trains, steam powered tanks. though they still use bronze age technology, ie charriots, bows and arrows, swords, axes, spears, and such Magic level & system (If one exists): none Major power centers (cities, fortresses, etc): the Vinghan capital (centered around the volcano with the palace attatched to the volcano) Common knowledge: powerful military, well trained warriors, skilled inventors. current ruler is Vinghi Sekot. ETHNIC GROUPS. This section must be filled out for every major ethnic group inside the nation. Title of group: Vinghans Common religion: Elementism (worship gods of lightning, ice, water, earth, flora, air, metal, and fire). patron god of fire, or Razak Area of inhabitance: the capital and other cities and towns in the country basic Customs: basic school training at age 6. warrior training at age 8 until 16 when child reaches aldulthood. both sexes learn how to fight. men in military for 2 years minimum before moving on to permanent occupation. anyone could be challenged for what they have, even the Vinghi (the ruler), by right of Azor's Law which states you keep what you kill. Common Professions: after the two year soldier rule, men would go to work as miners, blacksmiths, farmers, or skilled laborers. women work in the bazaars Title of group: Fire Nomads Common religion: spiritual, mostly revolving around Razak Area of inhabitance: the deserts basic Customs: little is known about them other than they live in sparesly populated tribes. although there are seperate tribes, all claim kinship with the other Common Professions: hunters, gatherers, herdsmen
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Could you provide a logical reason why your bronze aged types in a desert are using tanks? And vice versa? And saying "because everyone else has them" doesn't count. Rakarskia has ironclads because they were along the real world lines of technological development. Zerb'ron has them because its steampunk, and (to be fair) has disturbingly high tech levels. What is your reason? And why, if they have such impressive technology, and do not appear to worship an overly aggressive religion, and don't appear to have many nearby enemies save for the desert, do they have such an emphasis on militarism? I can't speak for MW, though. And its always good to have another player on a slowly dying forum.
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Awilla, dear, I don't think it was quite meant that way - I believe he wanted to say that they've got tanks and stuff, but they'll still use swords and bows, too. I agree with you on most of the other stuff, though. Slowly dying? Little harsh there, no?
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the ironclads and tanks are a very recent development. they were developed during a war not too long ago which they used to obliterate their enemies who only had bronze age tech. the reason swords and such are used along side iron clads is mostly because its a transition period and they havent invented gunpowder yet. their emphisis for militarism is based on their religion and their history. their religion centers around a fire god, Razak. fire is a highly destructive element that consumes everything it touches. the Vinghans like to model themselves after him. and they have had enemies, but, as stated previously, were wiped out in the previous war.
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How do you simply develop such things out of nowhere? I can't believe that at one moment, you're sitting round campfires with bows and arrows, the next someone invents a powerful enough steam engine- that already strains credibility in an industrialised nation- to power a large, heavily armoured vehicle across land? The greeks had steam engines, true, but they were just used for opening temple doors. And they consumed a lot of fuel. And I thought you said that they worshipped all the elements, not just fire. And isn't fire healing and warming, as well as killy and burny? ((What this really boils down to is a personal distrust of the technologically advanced, militaristic nations who have been appearing in large numbers recently.))
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i never said that it just came out of no where. you want me to go into a history about my nations technological progress? forget it, not happening. how about yours? i dont see a big chronological timeline of your progress. remember this is FANTASY. not everything has to make sense. if i wanted to do a purely industrial age nation, believe me i would. but im not. im not blatantly copying yours or anyone elses. this has been an idea of mine for a long time and is in my novel. i dont know what category this belongs in, but the best i could put it in is steam punk. and i did say they worshiped all the gods, but if you look at ancient polytheistic religions, different regions of a particular culture will have a patron god of sorts who they worship on a much more higher standard. they view fire as something that consumes and conquers, yet also something that gives life. however religious propaganda has corrupted the people to only see the destructive side of fire.
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While Awhilla does have a point, people are free to design their own nations and it is theoretically possible. I'll trust lord of light to run his own nation responsibly. Vinghis is Admitted. You can have the land East of Yiona, around sector C17.
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Name: Victis Desired geography: A Long coast line on one side of the land, with mountains with a few valleys through them on another two. last side don't care too much whats there. Now, there are several large rivers leading from the mountain to the coast, or a large freshwater inland lake, which probably has a few rivers leading from that to the coast. hilly terrain in leading from the mountains that trails off after several miles. (also has large forests/jungles being of different types depending on where Victis is) and before I forget their are various hot springs in and near the mountains. Relative size: India Population: umm... (87% victisian, 13% human) Resources: Deposits of Iron, copper, zinc, tin, aluminum, limestone, saltpeter, clay, platinum, coal, and a small amount of gold. Also has various forests/jungles, large amounts of fresh water, rice analog, cotton/silk analog. +plus some more stuff. Tungsten deposits, + tungsten mixed in the iron deposits. Monetary system: They use water proof paper money called marks of various values. 1, 5, 10, 20, 50, 100, 500, 1000, 10000. Governmental info: They have a form of monarchy, where the current monarch rules until they die or resign, plus they pick their successors among not only their children but also those not of their family. below that is a sophisticated bureucracy. Tech level: early industrial age, dams, cement, electricty. Magic level system: They have magic that can affect their targets minds, make illusions, scry, and create and control electricity. Plus one of their magics that actually branches out is their weak necromatic magic, which can only bring the dead back for a very short amount of time, which is often spent getting information from them. Each set of magics has a str level attached to it and the user uses up energy depending on the level and also their stamina and natural ability. Their are also several ways to defend one self agianst spying and such. (1 is lowest 4 is highest) -mind affecting: 3 (4 to six on average) -illusions: 2 (8 to ten on average) -electricity creation and control: 1 (... generally doesn't affect them that much) -necromatic: 4 (two or three on average) -scrying: a special case for it doesn't always show you what you want to scry, and any Victisian can tell when they are being scryed and often by who. Once a day. Requires a personal item to greatly increase the chance that you will scry what you wanted to scry. Only those of the Victisian race can use this magic becuase they have it in their blood. Major power centers: Illia: The capital of Victis is located on the coast of the inland lake Vescair: Second largest city, and is essentially the rival of Illia in prestige Li'er: a small underground city in the edge of the mountains, hosts the patrols that watch the mountains for explorers and visitors making sure that they never return. Tiavar: A fortress on the very tip of the peninsula, those that pass by it never see anyone wander it's parapets, save for a few 'ghosts', and they often think it is haunted, but that is exactly what the victisians want you to think. Ethnic groups: Title of group: Victisians Common religion: A pantheon of gods, though the only one they really worship is Divir, the god of secrecy Area of Inhabitance: Majority of Victis Race: Victisian: Shapechangers: they can take the form of any living animal, which makes them very good at spying, stealing, infiltrating and other such things. They can change their shape as many times as they want to but to take a very specific form, such as one of a specific human, then they need to actually have been in contact with that person before and hear them talk. They also have the ability to 'Hear' the surface thoughts of those around them so generally they can supress thier 'surface thoughts' so others cannot 'Hear' them. Basic customs: Almost everyone strives to outdo the others, through various acts of spying, blackmail, and other such acts, though never killing. This has often been called 'The Great Game' by the people of Victis. This often extends into business, and their is a very powerful capatalist economy that is constantly changing with the rise and fall of companies. Generally they are courteous to visitors in the open, but it is what you cannot see that should worry you, for you are being watched, and studied. Common professions: Just about everything, save for servants, janitors, and other such 'dirty' jobs , though this is mostly due to tradition becuase it was found out early that such people can often spy easily on their employers. Title of Group: Lower Victisians common religion: They worship the same pantheon of gods that the Victisians do, but they tend not to worship Divir, at least not as much as the Victisians do. Area of Inhabitance: Each city, town and village has it's own Lower quarter that they willing live in. Though some live on their own away from the city's. Races: Human Basic customs: keep to themselves mostly, though they are a cheery bunch for they are often well paid, compared to other servants in other countries, not to devulge any secrets they know, and also it is unlawful for any victisian to use magic upon them, save for special cases. Common professions: Any 'Dirty' job
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You appear to have made the most technologically advanced society so far, in that you have electricity. And you have the weirdest governmental system (the thieves are in charge!) I believe that I come second in that one (Stalinism), but no matter...
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yes, but from the looks of it several people have the magic to make electricity, though I can easily change this nation to make it more... even.
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I'm a little hesitant to allow a group that has an electric grid. It feels like I'm crossing some sort of fantasy/modern line (which it probably isn't). So I'm just a bit curious: How industrial is industrial? Is this like 1930's tech with telegraphs, power plants and the forerunners of modern technology? Or is it a bit earlier production?
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hello, sorry about being mean to you, I'm just not a very nice person
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It started with the mechanisation of the textile industries, the development of iron-making techniques and the increased use of refined coal. Trade expansion was enabled by the introduction of canals, improved roads and railways. The introduction of steam power (fuelled primarily by coal) and powered machinery (mainly in textile manufacturing) underpinned the dramatic increases in production capacity they probably are researching machine tools so that they can start setting up mass production for other things. in electricity they have rudimentry knowledge of electricity, so I'm dropping anything like light bulbs, they are mostly just doing research into it's possible applications, so they don't have any thing working yet. so this is around the late seventeen hundreds technology.
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Alright, If you don't mind two coastlines I can put you just south and east of Vinghis, which also gives you control of the strait... Otherwise I'd say it's south of the Kelnian plains.
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thx, and no i don't mind so I'm quessing i can make a topic for my nation nor right?
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Yes.
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This will probably eventually mean a Napoleonic War re enactment, muskets ablaze, or co operate and get along rather well.
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Andarius, I just noticed you missed the major power centers. If you have any cities you want on the map I suggest you write them in to your post.
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there were two major power centers on there, and I've just added two more, but as i look at the map i noticed you didn't add the inland lake... would you mind putting that in there in the next map update?
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Will do.
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Name of nation: Regalia Common knowledge (Things that everybody would know about this nation): Much of this worlds population are large orcs, but the higher up rulers are human elf cross breeds that 1,500 years ago were shunned by the Elvin society they were originally from for not being of pure blood and were forced into the Kelnian Plains. Desired Geography: Lareg flat deserts Relative size: how about the 9 bottom right squares of the Kelnian Plains Population: 1,300,000 including slaves; 900,000 without. Resources: Their land is filled with volcanoes that they use to create weapons and buildings. Every city is built next to a volcano and an oasis, more like a hot spring. The underground rivers of lava force the water table up and create many hot springs near it that they use as water for the slaves. Tech level: They have very low technology, at least for the main populace. The ruling class live in large palace towers and use magic instead of technology. They create large clubs, swords, and spears using lava and sharpening them using magic hardened lava rock, they have no archery to speak of but they do throw their spears Magic level & system (If one exists): Only the ruling elf-humans have any magical abilities, but their abilities are quite strong. They have high attacking capabilities and especially good at controlling fire and rock, this is because they originally learned magic at volcanoes. They are good at using magic to pamper themselves as well, but other styles of magic they have yet to master. Individuals have learned other techniques but not as well as their original techniques. Major power centers (cities, fortresses, etc): They have at the moment 32 volcano citadels. Each one is different based on the size of the volcano it is near, there are an average of 12500 soldiers and 12500 slaves per each average sized volcanoes. The capital of the nation is the blue volcano Gordan. This is the volcano that gave the Magecones their original magical powers, and every few decades it spits out a special blue volcanic rock that will grow a volcano when merged with the magic of a Magecone, Each Magecone battle commander carries one of these stones and when they find an ideal location for a volcano citadel they use the stone create a new volcano and that commander will become the leader of that volcano citadel. ETHNIC GROUPS. Title of group: Elvin human cross-breed, also known as Magecones for their specialty in volcanic magic Common religion: They are really Atheistic in practice, but they let the orcs believe they are gods Area of inhabitance: Large palace towers in the volcanic citadels or in far away lands Basic Customs: Most are somewhat lazy and require many pleasantries. There are only approximately 300 or so. Common Professions: They are Regalia’s ambassadors, spies, and assassins, and field commanders ------------------------- Title of group: Orcs Common religion: They believe that the Magecones that lead their society are gods because of their use of magic and the way they help them use the sacred volcanoes. Area of inhabitance: They either live in the volcano citadels under the shadow of the tower palace that rules each citadel. Basic Customs: They worship the ‘gods’ by setting up large rituals and sacrificing their most beautiful women to them by throwing them in the volcano. They’re young boys have fight each other until they are ready to pass their test of strength by fighting and killing the strongest slave in hand to hand combat. They live to an age of 250 years and have strong leathery skin that can withstand long-range arrow attacks. They are approximately 3 meters high and very strong. They all are required to craft their own weapons, but most just do the very last stage of creating the weapon, polishing and the final shaping of the weapon and have the slaves do all the grunt work. Common Professions: They are used only as soldiers and do some manual labor if it is too heavy or large for the slaves to finish, and they are very good at being soldiers and are always ready to fight. They also have a very short temper and will easily crush your bones if you anger them. There are approximately 900,000 orc troops in their army, and about 180 Magecone commanders, each controlling an army of around 5,000 troops, but armies will often merge and travel together and few armies travel alone. ------------------- ((are people actually still using this forum?)) Title of group: slaves Common religion: They are of mixed races and therefore have many different religions. Area of inhabitance: They dwell within the volcanic citadels and provide back breaking manual labor and any other services that are required but not important enough for an orc or Magecone. basic Customs: have many different customs and are made up of many different races, but most of them are a large breed of strange 2.5m humans, basically the same as humans except a little bigger. They were originally nomads that were camped in the oases near the volcanoes. Common Professions: Uhhhh… slaves.
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((With all due respect, I believe that this forum is over. People went to Sci Fi where they can justifiably use weapons that they used here. If you look closely at Zerb'ron, you can see that my arsenal on Sci Fi RP is disturbingly similar to his own here. This is somewhat disturbing, in my mind. In short, the fantasy nations were replaced with steampunks, the swords and sorcery died out, and after the battle system, we stopped and moved away. It was a brave effort, but you have arrived too late.))
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