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19th Century War and Diplomacy RP

also, maybe you guys should use something like inkarnate, but with a non-colored map that we can mess around with someway somehow
 
I'd also like to perhaps add something like Goals/Ambitions on the sheet, where we can shortly list the current goals of our nations.
 
Kashai Empire

Flag:
FOtkqY3.png


Statehood: Empire: An Emperor rules the nation with his generals and adivsors.

Leader: Fifth Emperor Dagoth von Arenberg

Capital: Varagh Uhr ("the Great/Important Holy Creation")

Currency: Septa

Political tenets: Authoritarian, Imperial Isolationism, Free Trade, Death Penalty, the Emperor's will is law, Slavery is allowed, but only for war captives and criminals.

Civil services: State Militia (police), Governors, Civil Technology Department, Hospitals, Firefighters.

Diplomacy: (Allies and Enemies)
Will not tolerate any insults to the nation or the Emperor. Always looking for allies and possible trade deals.

Geography:
Mostly plains and hills with fertile fields, a part of the Empire lies in the mountains.

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Map:


Population: +/- 24.000.000

Language: Kashai Uhr ("The Importance of the Kashai")

Natural resources: Fish from the shore, metals, minerals and crystals (from the mines in the mountains), wheat, grain, vegetables.

Major Cities: Varagh Uhr (capital), Cithrium, Baragh Kah, Verhgus (in the mountains), Krumigh.

Provinces: Kashianum ("The Living Place of the Kashai")(capital's surrounding land), Beresk Cith, Beresk Kah, Keshintri (mountain), Veglar Island.

Landmarks: Varagh Uhr's Castle, The Great Citadel of Cithrium, Keshintri mountains, fields with crops (wheat, grain, vegetables).

Architecture: comparable to german/imperial/christian architecture in the big cities. The cities, castles, citadels, forts, etc. have multiple layers do increase the defensive possibilities against possible attackers.

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Top-10-German-Hohenzollern-Photo-by-Alex-Gaflig-740x488.jpg


Culture: Tribal/Slavic culture, with an annual Karugh Festival ("Festival for the Good Ones")

State religion: Karugh Uhr ("The Great/Important Good Ones"), the believe in many old gods for war, nature, health, ...

Religious groups: Karugh Priests ("Priests of the Good Ones"), Setkai Cultists (a tribal, extreme cult).

Economy: The economy is focused on trade, agriculture, mining, and a strong miltary. Trade is mainly focused on export of food and weapons, and import of wood and different types of food.

Infrastructure: Railroads and ships are mainly used for transportation of goods, The cities and the connections between them have relatively good infrastructure (stone roads, etc.).

Military: Different armies under command of the Generals, Each Army exists of 4 Divisions. When in crisis, the Emperor has the possibility to command all armies.

Army: Mainly line infantry (830.000)(with rifles) and cannons/mortars (230 units), due the amount of metal in the mountains. Also 13000 cavalrymen (with swords and lances), which are specially trained for flanking and charging into the enemy's weak spots.

Navy: Relatively weak navy, consisting of 11 Warships and +/- 50 Vessels and Frigates, mainly used to escort trade ships and movement between the mainland and Veglar Island.

Other Units:
Keshintri Riflemen, a guerilla rifle unit trained in the Keshintri Mountains. They are under direct command of the Emperor. Numbers unknown.
Varagh Guard (600 men), the personal Guard of the Emperor, armed with guns and swords and always present in the capital (Varagh Uhr).

militaria-italy-19th-century-uniforms-of-the-royal-carabinieri-savoy-picture-id480824615


Technology: Railroads are being used as transport for good, and the research is focused on trying to improve this even further and maybe use it for military purposes. Guns and artillery are also being researched. Right now, the Imperial Military uses Verhgus bolt-action rifles with bayonets, 8-inch and 12-inch artillery on wheels, bombard mortars and scoped T3 Verhgus sniper rifles (only the Keshentri Riflemen). These rifles are made by state-owned businesses, from the Empire's own recourses, and the state claimed a monopoly on them, whilst willing to export them to other nations.

History: The Kashai Empire has existed for a long time, being an isolationist power. However, it changed since losing territory in the Great Rebellion of two Eastern Provinces a year ago. While its religion goes back a long long time, its military and technology stay up-to date.

Goals/Ambitions:
Preserving the honour of the Empire, while expanding to be the dominant power in the region and securing safety for the Kashai Citizens.
 
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I'm not yet sure what the setting is on fantasy like races (and then i mean like only humans or also other creatures), monsters, magic, etc. and the historical period like weapons, machines, transport, etc.
That's why I left some fields open in the post above.
 
The Ochlands (WIP)

State

Name: The Ochlands

Flag:

Statehood: Monarchy

Leader: The king, his royal highness Angus of Charllon III wed to Her serene grace, queen of The Ochalands, Eden of the Gillings IV.
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They have two sons and a daughter together. The eldest son, the crown prince, heir to the throne is called Johan. His younger brother is called Marcan, and although he doesn’t sit upon a honorable heir position he has found military success.
Erica is the middle child and their sister, a very mature and socially successful lady.

Capital: Quend

Currency: Qvilt and Tacks

Political tenets:
The king is supreme leader.
The death sentence Is very much a valid sentence.
Prostitution Is legal under a company contract.
Slavery Is illegal.
Religious freedom Is enacted.
Guns need to be contracted, at least rifles and larger guns. Most can carry pistol and sword freely.
Involontary conscription is enacted, men between ages 17-45 are chosen in conflict, but all men are trained as they turn 17.

Civil services: There are few hospitals within the nation, most of them are located within the larger cities. Instead many towns rely on healer/surgeon guilds or Constancalls.
The police force, or as it’s known, “Kings Watch”. They work in green uniforms, armed with sabre and pistol. They patrol the cities relentlessly, but a few places resist their presence. For example Beggar’s hole as it’s seen no good can be done in such a place.
Each city has their own firewatch, as a civil service to the public.
Although not necessarily a civil service, groups of exterminators have been hired around the nation to deal with it intensely severe hogweed problem.

Ambitions: Trade weaponry (Perhaps through starting conflicts), Secure the northern Quarters, Complete major Sewage systems, Expand mainland Influence, Gain a strong ally.

Geography and Culture

Map
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Population: About 27 000 000

Language: English (Referred to as Ochnian)

Natural resources:
Export: Coal, Copper, Tin, Stone, Marble, Wood, Cotton, Spring water, Stone, Clay, Horses, Whale/Seal resources and Iron

Import: Other Metals (Chromium, Silver, Aluminium etc.), Oil,

Major Cities:

List of cities by size/population-
Quend - 2 100 000
Rappersfeld - 672 000
Haarton - 520 000
Sundlin - 236 000
Earlston - 120 000
Twilstow - 114 000
Liffits - 106 000
Lerwick - 98 000
Thurton - 79 000
Barkly - 45 500

Architecture: There are many buildings around the nation dating hundreds of years back. But with a new age came a new era of architecture. Apartment buildings were built to accommodate the growing influx of city workers.
Generally wood is a desirable trait in building, but no more souly wooden buildings are being built in urbanized areas as fires have advised. Thus many interiors have resorted to decorating using wood as well as using such things as wooden floors and interior walls.

The Beacon's Peninsula (Wellund) has been famed for it's intricate architecture. Although the structures are grand, Imradian architects erected the buildings, and they stand in stark contrast to the modest Wellundian stone huts.
(Constacall of the 8 chambers)
58c66dee1d000037037ce085.jpeg

(Rappersfeld)
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Provinces: 8

Imrad - The “Cotton Capital”. Considered the royal province, as it’s always been the home of the royal family. The province's capital is also the nation's capital, Quend. It’s a very maritime province, a hub of trade as most of it’s cities are coastal. The mainland is very warm and devoid of forest, instead hilly shrublands dot the area. The southern of it’s two islands is very alike in climate, but it’s massive coastal cliffs is a majestic sight. The northern island unlike the rest of the province, is known for it’s rich forest landscape. It’s even informally called “Autumn island” after how it’s trees stay a wide spectrum of color all year around.
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Wellund - Wellund is a very hilly region, with many rivers lingering through it’s vales. This region is not as devoid of forest through, with it’s more northern regions covered in a matt of thick shrubbery and small amounts of forest. For ages it’s many canals have been used to drift wood into Ryre and Imrad. It’s capital, and the third largest city in the land is Haarton, known for its impenetrable walls. One of the provinces great prides is it’s many castles resting upon its hills. Heather has become a staple of Wellundian culture.


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Alsace-Colmar-Petite-Venise-©-F.-Wach-1-1024x768.jpg


Ryre - Ryre, known for it’s great amount of fertile farmland and lakes. It harbors a great amount of apple, peach and plum plantations, which in turn has given rise to a great beekeeping industry. Achres of wheat and other grains expands all over the land. It too, like Wellund keeps a great amount of castles around. To it’s far west lays the largest city in the nation, Rappersfeld. Small farm villages with sheep and geese running at the side of the streets is what comes to most minds when thinking of rural Ryre. Another one of the province’s charming attributes is it’s flower plantations. Little forest remains.

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Ethon - Tall reaching pine forest covers parts of the province, as well as large formation of boulders. It has for centuries been a great hunting spot for boar, and is to this day although it’s not visited by as many due to the strict hunting laws. It’s central parts are rather mountainous, amidst it rests the great “Mount Maurroc”.
Although not a very large city, it’s capital is Earlston. Due to its attraction of upper class hunters, many large villas and such have been erected around the the province. These retreats are treated as summer placed for nobility. Thus it’s become a “pleasure state” for the rich. The nobility come here to drink, gamble and eat the days away.

55c87c598ccf7f6a8859706f94c689a4--peles-castle-europe-photos.jpg

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Ponteheugh - The most habitable zone of this province is it’s plain north and it’s rocky southern tip. Other than it’s grasslands large parts of the land is swamp-like with patches of forest. Other than it’s quail hunting, meese is a common target for the hunters of Ponteheugh. Large portions of it’s farmland is occupied by spinach, asparagus and other vegetables unlike the more grain focused states. It’s capital is Liffits, the western hub of trade.

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Sybil - The great prairie, home to the great Quizzland and it’s quail. Ponteheugh much like Ryre has large expanses of farmland. It’s many breweries has made it famous for it’s beer production. The westmost province, and one of the largest. known for it’s damp climate and brutal rainy summers. Sybil has a great deal of coast, large portions of which is sandy or rocky beaches with the exception of the southern cliffs. The province was once covered in a matte of forest, but most of it has been removed to make way for plantations and to produce charcoal. Many towns have sprung up around the base of the southern hills. Other than it’s large potato production the province also stands for a great deal of the copper and iron mining of the nation. It’s also known for it’s great religious following and it’s great many Constancalls. It’s capital is the coastal city of Thurton, a ships haven as many say. Fisheries and ship workshops are plenty in the city and all along the rest of the west coast.
As it’s a hilly province, it also has veiny rivers cutting through it. On the east side of the central hills water has accumulated into expansive swamps stretching all the way into Ponteheugh.
Along it’s hilly areas there are an immense amount of masonries, all at a constant race for resources in the area.

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Farleigh - By far the largest province of them all. As large parts of it is covered in forest unlike the rest of the nation, it has become the hub of wood export. It’s many rivers has made it’s a loggers heaven. Another large group in the province are the trapper and hunters. Game is planty in these parts, and many make a living of the seal population in the shallow north.

Due to focus now being turnt upon this area, the large worker population is trying to resist being usurped by nobility and corporations.


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Barlox - Barlox is a frigid, flat land, long since barren of trees. Most of the land is farmland, but it’s poor soil allows it to only grow crops like potatoes. The land is often covered in a thick mist, and during the winter the entire province is hidden under a sheet of snow. Although the province has little to offer on land, it’s rich sea makes up for it. The coast is abundant with crab, seal, clams and other seafoods while the ocean hosts a great deal of fish. This has made the province a flourishing coastal society with a lot to offer even though it’s addle land. It’s capital is the city of Lerwick, which has made itself rich through it’s export of salted fish, a resource drawing it’s last few breaths.

The province hosts a great many Constancalls as it used to be what some consider a pilgrim colony of the Succession. There are also a great deal of sought after universities in the areas of chemistry, philosophy and other nobel trades.

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Landmarks:
The Quizland
Rorahm Bog
Drowned Man's Plage
Hogweed Thicket
The Shallows
The Narrow Deep
Corman’s Row

The Knight Academy - This establishment has been around for hundeds of years, training generations of knights in the art of swordsmanship. To some degree this is still one of it's purposes, but since those times etiquette has become equally relevant. Nobility send their sons to this establishment in order to train them in nobel etiqutte, fencing as well as many other traits that will help them in their positions.

Agriculture: The main crop class grown within the nation are of course grains, with fruit shortly after it. Many parts in the east also cultivate a lot of greens such as carrots, asparagus, onion, cabbage etc. The less fertile soils of the northeast has given rise the cultivation of small amounts of grains but mainly potato.

Religion

State religion: The state religion of The Orchlands is the locally derived succecssionist faith, Led by the current Beacon, Successor Saxenypes the XXI.

In the successionst faith the Beacon is the highest theological being. And anyone who is chosen as successor by the current beacon is given the rights as supreme leader of faith. Practically anyone “deserving” can be dubbed an “idol” by the beacon. This earns them not only privileges such as wealth and status, but also a religious seat.

As for actual belief, it’s believed that the beacon is what the name conveys. They’re supposed to be a beacon of hope and light for the nation. And each one that takes on the title are praised and remembered as divine blessings. Many people keep insignias and statues in their home as representations of the beacons they praise. Every beacon also writes a chapter in a series of evangelions, as a continuation in a praising to the holy land and its people. They’re kept as a sort of history series, many people turn to the books known as the “Scribes of First Succession”.

When one is in doubt they go to one of the many Constancalls around the nation. Cloister Like buildings fluctuating in size, where one can pray in trade for a coin. These buildings are strictly ruled facilities where people are taught medicine amongst many other trades. They are self sustaining, and they offer many services including medical care to the people. There are both men and women in the Constancalls, but they are strictly separated from each other as they’re never kept in the same building. The men are called “Alubnine” and are referred to as “tunics”, and the women “Palnine”; “Gowns”. The names derived from the fact that they are supposed to not be more than what their clothing represents. Many are voluntary, but traditionally the bulk of people who join Constacalls were bastards, outcasts, abandoned children and those who were simply chosen.

Another type of important figure within the Constancalls are their owners, the Balusters. They’ve been dubbed by the Beacon himself to govern their given hall. They have an influential council/guild on the Beacon’s peninsula. This is considered the holiest of sites. Here the Beacon resides in the Constancall of the Eight halls. All 20 scribes, holy effigies and the first wonder can be found on the small peninsula.

Another relevant religious group connected to the successionist faith are the Succession separatists. They are just as old as the true successionists. The two first holy figures in successionist lore are Sirex and Myrox. These two women preached cleanliness, bodily as well as in society. This has caused a movement of people largely cutting themselves off from the outside world by becoming self or semi-self sufficiant societies. In these societies there are countless rites, and monogomy is one of the most core values as marriage is forced and uable to be unbound. Icons are rather local, as most look to the eldest man within their soviety for spiritual guidance.

Economics

Economy: The economy is reasonable well off, with a lot of the money being mitigated towards rails and the planned sewage systems.

Infrastructure: The infrastructure regarding transport is very developed in the nation, with rail connecting most large cities. Collective transport within these cities is also a high priority project. Many cities since long have had horse driven trams running through them, but somehow now developed into coal driven means. More than trams, in certain parts of the nation small steam ferries run across the plethora of rivers streaming through the cities.

As for infrastructure within the cities, more advanced sewage systems are being planned and worked on to some extent as outbreaks of disease has prompted the project into movement. This mainly concerns the cities of Rappersfeld, Thurton and Quend as these are regions where clean water is a limited resource. Many areas simply use pumps to access water, but as this no longer is viable the cities desperately need to modernize.

Exports: The main exports of the nation are as follows: Beer, Seal/Whale blubber/hide, Firearms, Marble, Cotton products (textiles), Rail and Fruit.

Military

Army: The army stands 221 000 Footmen, 11 (1100 pieces) artillery squadrons and 2200 Cavalrymen strong. The army is to say the least not the focus of the nation, instead much of the military resources are mitigated towards the navy.
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(Standard Uniforms)

Navy: The navy encompasses a fleet of 19 major battleships, 9 of which are ironclad as well as 5 being semi clad. These ships are armed with broadside cannons, deck artillery as well as line infantry.
The Autumn Navy is the smaller section of the navy, running transport ships, escort vessels and smaller frigates. The frigates number about 48.
The supreme officer of the navy is the close friend of the king, Cheeny Bromks. He is also a figure devote to his country, and praised by the people. Some may say his popularity even rivals the kings.

Technology: The standard issue rifle of the army is the Clovand Mark II rifle, a percussion cap rifle. Specialized squads use the Levrod’s Rifle, a lever action rifle made for short to mid range succession fire.
Sniper’s use scoped Clovand Mark III Rifles, a rifle much like its predecessor but superior in range and accuracy but a lot bulkier.
All these firearms have been developed by and are produced by “The Clovand Arms Company”. After gaining such success nationally, they’re now looking to sell and invest internationally.
 
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I'm not yet sure what the setting is on fantasy like races (and then i mean like only humans or also other creatures), monsters, magic, etc. and the historical period like weapons, machines, transport, etc.
That's why I left some fields open in the post above.

We're going for something quite close to realistic, you can of course implement a few new elements like resources and such if you want to. This is taking place sometime around 1870-1890, It's not yet decided exactly when. If anyone has a preference or idea please put them forward.
 
I guess I'll update mine with some more text and pictures, but I don't have a clue how to create a map like you do...
 
Seems almost perfactly compatible with my description, but I think my nation has a bit too many inhabitants for that area, so can it maybe expand a little bit to the north? It would be cool to put one of my major cities next to that river as well.
 
Seems almost perfactly compatible with my description, but I think my nation has a bit too many inhabitants for that area, so can it maybe expand a little bit to the north? It would be cool to put one of my major cities next to that river as well.

Something like this?
If you want to I can do like I did with my nation and place your largest cities on the map?

Europea2.png
 
Hmm I'm thinking of taking a spot somewhere along that bay to the nor-northeast of you Mod Podge. Would that area fit with my nation's geographical dichotomy of highland and lowland? Or are the spots on the map largely blank slates as is?

Also I suppose this goes for anyone and relates to the last question: are we able to add rivers or mountains for instance within our borders?
 
Looks great! Yes you can place them on the map. I'd like Baragh Kah (region: Beresk Kah) next to the river somewhere. Krumigh is on Veglar Island. Varagh Uhr, the capital, is somewhere in the centre-south. The mountains are in the west, so Verhgus should be somewhere over there, at the western shore. You can place Cithrium somwhere you want, to make things spread equally or something.
 
Hmm I'm thinking of taking a spot somewhere along that bay to the nor-northeast of you Mod Podge. Would that area fit with my nation's geographical dichotomy of highland and lowland? Or are the spots on the map largely blank slates as is?

Also I suppose this goes for anyone and relates to the last question: are we able to add rivers or mountains for instance within our borders?

I think it'll fit perfectly, and everyone's free to add mountains and rivers wherever they feel like.
So if I understand right you want the area that is kind of dotted with lakes? Would you like a small or large area?
 
I think it'll fit perfectly, and everyone's free to add mountains and rivers wherever they feel like.
So if I understand right you want the area that is kind of dotted with lakes? Would you like a small or large area?

Awesome. Yeah I'd say that area would work, and maybe up to that large lake at the top of the bay. Would like the islands as well. Overall land size might be similar to Warlord's nation (he has a much higher pop than I but I could have lower pop density). I guess it's somewhat difficult to convey exactly what I want but hopefully this helps.
 
Awesome. Yeah I'd say that area would work, and maybe up to that large lake at the top of the bay. Would like the islands as well. Overall land size might be similar to Warlord's nation (he has a much higher pop than I but I could have lower pop density). I guess it's somewhat difficult to convey exactly what I want but hopefully this helps.

Perhaps something like this?
Europea3.png
 
There's most likely going to be a lot of empty area on the map, should we just say that that land is inhabited by pagan tribalesque peoples and city states?
 
Moldie Moldie

Inbhearafjord - obviously should go in the fjord! it's southeast of that island with the tail (follow the tail, put it in there a little ways)
Damhford - can go near the shore of the middle lake
Deneham - can go southeast of Inbhearafjord, but not on the coast; just in the middle of the land there's fine
Carrighinnis - can go on the upper of the two large islands, in the upper left corner (looks like a bit of an inlet, that should work)
Uilleanntra - can go in the little bay on the east side of the island with the tail
Termon - can go roughly between the pair of tiny lakes in the north; not the ones right at the border/near the large lake, but down a bit from the northern border
Crannúll - can go on the coast west-southwest of Termon, west of the two or three tiny lakes spread in that area
Kilcappagh - can go in the middle of the narrowest section (roughly east of that large bay that juts inwards towards the eastern border)

And I'll get to updating my country's form now (already added a flag earlier).

EDIT: City-states sounds good, but I'm not as sure about tribes/'barbarians' (to use Civilization V's terminology). Just my 2 cents.
 
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Moldie Moldie

Inbhearafjord - obviously should go in the fjord! it's southeast of that island with the tail (follow the tail, put it in there a little ways)
Damhford - can go near the shore of the middle lake
Deneham - can go southeast of Inbhearafjord, but not on the coast; just in the middle of the land there's fine
Carrighinnis - can go on the upper of the two large islands, in the upper left corner (looks like a bit of an inlet, that should work)
Uilleanntra - can go in the little bay on the east side of the island with the tail
Termon - can go roughly between the pair of tiny lakes in the north; not the ones right at the border/near the large lake, but down a bit from the northern border
Crannúll - can go on the coast west-southwest of Termon, west of the two or three tiny lakes spread in that area
Kilcappagh - can go in the middle of the narrowest section (roughly east of that large bay that juts inwards towards the eastern border)

And I'll get to updating my country's form now (already added a flag earlier).

EDIT: City-states sounds good, but I'm not as sure about tribes/'barbarians' (to use Civilization V's terminology). Just my 2 cents.

I think I figured it out, tell me if anything needs correction!

Europea3.png
 

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