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Nation Building A World of Blood and Steel (WIP)

lcomstock4

"Fear is the mother of Morality"- Nietzsche
Sign up Template (Look at map for color you want to play)


Color-



Name-



Government Type-



Leader(s)-



Capital-



History-



Culture-



Economy-



Military



Cities/towns/ castles-



Religion-
 
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Kingdom of Kovir


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Color- Dark Blue





History-
The People of The Kingdom of Kovir have dwelled between the Falz and Rilt Rivers for centuries as a divided people. Locked in a brutal civil war between the Hill Tribes and the “Men of the Plains”. It was not until in the year 924 that Ralor Blackfyre King of the Plains finally defeated the Hillfolk in the battle of Lundy and brought the Kingdom together. Today four generations later the Blackfyres still rule Kovir.


This period of rule has by no means been peaceful. Several civil wars have thrust the land into chaos. Most notable of these wars was the war of the Northern Aggression. After a crushing defeat against the against the Hilltribes Lord Galric of the North Decided to attempt to cease the throne. The Northern Armies flooded into the south decimating the unprepared defenders it was not until King Brandon Blackfyre split the Northern Army by fanning a retreat at the battle of the Crown Plains that the tides began to turn. Brandon lured one the usperking's overly aggressive generals across a crossing just before the waters rose trapping and annihilating his army.



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Leader


King William Blackfyre


William was groomed for command his entire childhood instead of playing with the other children William was taught how to fight. Instead of Fishing William learned the art of deception. Strategic thought was drilled into his head.


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Government Type


Feudal Kingdom
- House Blackfyre holds Novgorod and the crown of Kovir. But they do not rule all of the Kingdom directly instead the land is divided between vassals of the Blackfyres. The Bradfyres control the Highlands, while Dunbars control the Northern Lands. In the South the Crowlands are ruled by House Laurel. The Vassals of the King and his Lords often field their own armies and feud over land disputes or insults.


Culture- The Kingdom of Kovir is split into several unique cultures.


The most exotic from the others being the Hillfolk a proud and fierce peoples known for effective guerilla tactics and sheer brutality.For most of history the Hillfolk have been organized into Small Petty Kingdoms or Tribes. This led to nearly constant conflict between the Tribes. The Hilltribes organize into Clans. A Hilltribmen will display his clan colors either on his kilt or a tattoo.Under the Kingdom of Kovir their is relative peace between the Clans but they often come into conflict over land rights or slights of honor. The Hillfolk no longer solely dwell in the Hills and Mountains tending to their livestock and hardy plants but now live throughout the Kingdom working as Soldiers in the King’s Armies and enjoy the same privileges of any other subject.


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The Crowmen dwell not in the hills or mountains but in the bogs, and marshes in South Western Crowlands. The Crowmen possess a strong distrust of outsiders and keep primarily to their selves. The Land is poor for crops so many in the bogs either turned to fishing or hunting. From this came the great Longbowmen of Pomerania For centuries the men of the Crowlands practiced Human sacrifice to appease their gods. This practice has nearly died out due to a royal decree outlawing the practice.





Military- The Kingdom of Kovir relies upon its Well trained standing Regiments loyal to the King. From the North come the renowned heavy Pike and Spearmen clad in heavy plate-mail or chainmail who form the backbone of the Kovirian army. While from the Crown Plains Elite Heavy Swordsmen, and light Calvary . From the Crowlands come the famous Elite Kovirian Longbowmen. Lastly from the Highlands come the Pomeranian skirmishers who harass enemy armies, ambush, and conduct Guerilla activities. Though usually small in number these regiments are drilled and battletested. In times of war peasants are levied to serve as light infantry or serve other roles if the need arises. The Vassals of the King also field their own armies and often fight between each other.


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Cities/Towns


Cities


Novgorod
(Capital)- The Proud Capital of the Kingdom Kovir. Novgorod is the seat of power for House Blackfyre. The city position as a crossroad and port of the Kingdom has made it a center of Trade. Lumber and iron pours into the city from the North while weapons, armor and other good flow out.


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Stanlow


The City of Stanlow serves as the seat of power of Bradfyre's. The city grew to prominence as a home for Master Armor and Swordsmiths. The city produces much of the weapons that supply the Royal Regiments while also serving as a supply depot for the raw materials gathered in the North.



Castle's


Hartlepool- The Seat of strength of the Kingdom in the Highlands. This Castle has served as guard of the mountain passes for centuries. From here any hostile army crossing is constantly harassed. This is the seat of power of the Dunbar's.
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Crows Perch- The Castle of Crow's Perch is the seat of power of House Laurel the Lords of the Crow Lands. Much of the year the castle is partly flooded from the nearby bogs overflowing.


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Balors Hold- The Castle serves to protect the crossing across the Rilt river. House Buron holds the castle as loyal Bannermen to House Blackfyre.


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Towns


Crows Rest- Crows Rest is the largest town in the Crowlands. The city smells of fish and human waste much of the city is overgrown and disease commonly ravages the area. Those who do not fish, or farm in the area are either brigands or prostitutes. The cities former glory as the seat of Walcharian power has now faded as the town is now severely underpopulated.


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Bailey- Bailey is a thriving farming town on the edge of The Crown Plains.





Hunters Rest-
The Town serves as a resting area for lumberjacks and hunters alike the woods of Kovir are bountiful to both.


Lundy, Watford



Regions and Economy


The Economy of Kovir is by no means homogeneous. Each region is distinct and unique. The Rich Crown Plains are the breadbasket of the Kingdom while the Northern Lands produce the majority of the raw materials. The Crowlands are the backwater of the Kingdom and the majority of the poor live in these lands.






Northern Lands


The Northern Lands are rich in raw resources but are cold and unforgiving . The area imports much of its food but exports raw materials south. The North is ruled by the Dunbar's a powerful and rich family loyal to the King. After the Northern War of Aggression the Dunbar's were created as a cadet House to the Blackfyres and to this day share Blood with the Blackfyres.



Trade Goods- Iron, Ale and Lumber


Highlands- The Highlands are ruled in name by the King but their clans retain a large amount of autonomy. Their are dozens of clans in the Highlands each with a unique culture and many with different tongues. The Hill tribes are known for their guerilla fighters and fierce light infantry. Many young men leave home in order to serve as mercenaries in the Kings army or abroad.


Iron, Mercenaries and Wool



Crowlands- The Poorest region of the Kingdom is by far the Crowlands. The marshes and bogs do not allow farming making the area reliant on fishing and its famed liquor. Many young leave the area in search of better work either in the Crown Plains or The Northern Lands. The swamps and bogs create a pervasive smell of rotting flesh and decay, but the residents of the area are a stubborn sort and cling to the land though it gives them little.


Fish, and Liquor



Crowns Plains- The Crown Plains serve as the center of the Kingdom and produce the majority of its grain and horses. The area also serves a valuable trading center where ships depart from Novgorod and sail to foreign ports carrying goods from throughout the Kingdom and bring exotic items .


Grain, and Wine



Religion- The State Religion is a monotheistic faith devoted to the Worship of the Lord of Fire Astor. Several Monasteries have been erected throughout the Kingdom in their center sits the altar where the Astors fire’s burn eternally.


The state Religion has been adopted by the majority of the Kingdom but most of the peasants in the Crowlands still worship the sisters. The worship of the sisters is an ancient practice. To appease their three goddesses the worshippers would sacrifice children and offer their own body parts as tribute to avoid bad harvests or bad spirits. In the last hundred years the worship of Astor has spread into these lands converting many but still many more still worship the dark trinity.
 
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(WIP)Terrianian Empire


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Color-(Southern) Light brown


History- The Terrianian empire was founded after a successful rebellion towards an oppressive ruler, the history of what the rulers name was and what the past empire was have been erased, no foreigner knows why. Due to this, there are four rulers, councilors, of the kingdom. These people are the descendants of the leaders of the rebellion. Each trained to the point of hating oppression and feeling the need to put the people first.


Leaders-The four current leaders are; Marcus Franz, Lanida Merici, Zen Uralius and Mohamed Lartian.


Marcus Franz



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Lanida Merici



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Zen Uralius



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Mohamed Lartian



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Government type
- The small empire is lead by three kings and one queen, all of which are single and heavily trained to be selfless to be able to put the people first. Mostly, they're referred to as councilors and they solve things together by Law of Lords, they're the Terrianian Council.





Culture
- The Empire is split into four unique cultures, due to it being within the Great Plains of Frezia, the Kalayari Desert and the mountains between the two. The desert and desert/plains culture tends to be very traditional, explorative and active. The mountainous culture is more defensive, battle-ready and honor-bound. The plains are also very cultural, but they're very trade and city-loving. The people over all tend to be very accepting, nobody know's exactly why, but some think it's them trying to be lawful-good-neutral, due to their empires location. They're accepting of most things, excluding religion, due to them claiming that their gods are the true gods, like every other religious folk. Alcohol and drugs are outlawed, the people and church see it as a sign of disrespect and lack of responsibility. Thanks to the rulers need to put the people first, the citizens of the Terrianian empire enjoy a wondrous citizenship, fresh and clean water and food, similarly conditioned clothes and homes with the ability to clean themselves off. With the ability to choose any job they like, if the requirements are met, and a free market where they choose what they want, thus boosting the economy.


Mountains (Husaria)


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Plains (Terra)


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Desert (Hamdia)



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Desert/plains (Conquistay)


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Navy- The Terrianian navy is known for being very ranged and agile and strategic, a lot like the ground forces. All of which are armed with balistas. The Terrianian Navy is made up of 60 ships, which is excluding the civilian-military cogs; 20 lanternas, 10 baghlahs, 10 dhows and 20 galleass


Cog, the smallest ship in the navy. Mainly used by civilians and traders, but within the military, as armed troop transports.



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Dhows the third largest ship in the navy, can take a lot of damage, but can't deal as much.


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Baghlahs, a lot like the dhows, but with reversed attributes.



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Lanternas the second smallest ship in the navy, and the most common. Known for being quite maneuverable, but can't really take a lot of damage.



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Galleass, the larger version of the lanternas, known for dealing a bit more damage and taking a bit more damage. The second most common ship in the navy.



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Military- The military of the empire, named the Terrianian Brigade, is known for being mostly agile and heavily strategic. The use of using just one strategy repeatedly is not an option, the enemies of this empire a keen on identifying and adapting to common strategies. With major powers to the south and north, they wouldn't want to be hasty and brutish. The Terrianian Brigade is made up of; Terran and sand legionaries, rangers, hussars and winged hussars, Franzguards and Conquadens. Higher rank is shown by having more golden parts/engravings on the armor of the ranking soldier, the higher the rank the more golden and engravings on the armor. There are 26,000 soldiers in the Terrianian Brigade, excluding rallying civilians whom are fit for war (vetairians); 2,000 franzguards, 4,000 hussars 2,000 winged hussars, 6,000 conquadins, 4,000 sand legionaries, 4,000 terran legionaries 4,000 rangers.


(below) Sand Legionaries are the backbone of the southern parts of the Terrianian Empire, handling sand raiders and the few other empires residing there that'll threaten the empire, using scimitars and the regular equipment given to legionaries.



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(below) Terran legionary are the real backbone of the Terrianian Empire, being the standard foot soldier and using shortswords, longswords, spears and crossbows.


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(below) Franzguards are the elite infantry of the Terrianian Empire, their commanders were trained a lot like the councilors, and are the decedents of the commanders of the militia that brought down the old oppressive empire. Named after the Franz lineage, due to how similar their uniforms are to those of the Franz lineage and how their commanders were trained by the first Franz. Not to say that the other soldiers of the empire wouldn't protect the civilians, but these guys bring a whole new level to the phrases "Put the people first." and"Your faith and morale shall never be broken." They are extremely patriotic and will stop at nothing to have their blades taste the blood of the empires foes. They are the truly elite units of the empire, in fact, they're the oldest unit in the empire, existing during the great rebellion. Their weapons consist of greatswords, longswords and longbows.


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(below) Conquadins are the soldiers of Conquistay, they're the second lightest infantrymen and the youngest infantry unit in this empire. Formed merely a year ago, the conquadins are the militaristic explorers and patriotic and religious soldiers and mercenaries. It is near-impossibly tough to crush the morale of a conquadin, general and private. Their equipment isn't fully metal, having bits of leather here and there, but they are quite fashionable. Their weapons consist of crossbows, curved swords, shortswords and halberds.


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(below) Vetairians are rallying civilians whom know their way in battle. The vetairians have been an infantry unit alongside the first franzguards. Vetairians are used in extreme cases where the military requires immense reinforcements. The standard uniform and training is given to the vetairians via legionary commanders, although they aren't as good fighters as the legionaries. Their morale and faith, like the conquadins, are unbreakable. Vetairians whom have been fully converted to military are given better equipment and training so then they can be used as the police force within the empire, but, with crime a a low, they aren't needed too much. Vetairians can use any weapon they can use.


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(below) Hussars are the "heavy" infantry of the Terrianian Empire, or at least the heaviest in the empire. They aren't considered to be that heavy by the other empires, due to their armor being the lightest heavy armor in the world, and the weakest heavy armor in the world. They can wield somewhat large kite shields and greatswords along with spears and halberds.


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(below) Winged hussars are the cavalry of the empire, and probably the elite unit within the empire. They are known for being top-notch horsemen and having large feathered wings attached to their armor, sometimes lighting the feathers ablaze to instill fear into their foes. When on horseback, they will use lances or bows, when knocked off horseback, they'll use shortswords.



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Rangers are the lightest infantry unit of the empire, wearing cloth and leather. Ranger's are mainly used as scouts, stealth units, and gorilla-tactic-units. They tend to use shortswords, bows and throwing daggers.



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Cities/Towns



Main Cities- Terra(capitol), Husaria, Hamdia and Conquistay


Cities-Creetia, Ordia, Ania, Vanius, Marrishi, Cania, Dakyan



Castles-Lanida's keep, Franz' keep, Zen's keep, Mohamed's keep. Fayr's Nest, Sultans End, Outpost Omnicronius.


Towns-Church-provided care villages for the poor, Lothdo, Farralia.



Terra, the captiol- The capitol of this empire was once filled with the poor, pollution and immense crowding during the age of oppression. But now, it's more clean and has trees around every corner along with clean rivers flowing through the city. The city is where most of the Terran legionaries are recruited.


Husaria- If you head to the mountains controlled by this empire, the major city there would be Husaria. A city of battle-ready soldiers and blacksmiths, this is obviously where the empire gets its hussar soldiers.


Hamdia- If you head to the south, near the great sands, this will be the first city you'll see. It's high wall hides the beauty and thriving populace within.


Conquistay- To the north west, you'll find the city of Conquistay, a bustling trade part-stone-part-sandstone-part-wood city full of active and kind hearted people. The city has a mix of the northern plains and southern desert cultures and biomes. This city is also where all of the empires conquadens come form.


Fayr's Nest- To the eastern mountains lies many outposts and forts, the most notorious of them all is Fayr's Nest. Fayr's Nest holds elite legionaries who are constantly being trained when they have spare time.


Sultans End- To the south eastern dunes also lies a great many of outposts and forts, the most famous of them all is Sultans End. Named the Sultans end for successfully fighting off and hunting down a infamous bandit tribe, although withstand quite a bit of damage, causing wood to replace most of the damaged areas. Their leader called himself the Sultan, this bandit tribe was known for being undefeated, that was until they confronted the outpost.


Outpost Omnicronius- To the western plains also reside a great many of outposts and forts. The one who's name is spoken in hushed voices by the locals of the northern empires is Outpost Omnicronius. The barbarians of the north truly live up to their name, but Outpost Omnicronius shows them their place when they try to break through the walls. The outpost is most certainly not an outpost, one would simply call it a very small city set entirely on the military.


Fayr's Nest


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Sultans End


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Outpost Omnicronius


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Economy
- The Economy of the Terrianian Empire is by no means homogeneous. Each region is distinct and unique. The plains are the breadbasket of the empire while the mountains produce the majority of the raw materials and the desert dominant the fabric industry. There are very few poor, most are shepherded into church-provided care villages where they "restart" and/or live in a village where little to nothing is completely theirs. Every settlement in this empire is always a trade-hub, each sporting the standard supplies and certain ones unique to the settlement.


Trade goods-


Mountains- Iron and most of the raw minerals in the empire, and meat, water, horses, various mountainous farm-provided foods, the lightest heavy armor (doesn't have the best protection) and weapons in the world, very few oak.


Plains- Iron, steel, fish, water, building supplies and various basic farm-provided foods, light armor and weapons, various pieces of art, very little fertile soil.


Desert/Plains areas- Iron, steel, copper, fish, water, fabrics, building supplies, various basic farm-provided foods, light armor and weapons, artwork, fashionable clothing, some fertile soil, sandstone, ships and conquadens for hire.


Desert- Iron, copper, water, various fabrics, fruits, ships, light armor and weapons, highly fashionable clothes, sandstone.


Religion- The religion is heavily enforced and polytheistic. There are five "good" goods and one "bad" god. Thanitus, god of cold and war. Lantius, god of knowledge and warmth. Criatius, god of healing and peace. Hameed, god of sand, water and fire. Viuditas, god of astronomy and the ocean. And lasty, Caria, god of corruption, evil and sin.


Caria is the god of punishment, if you commit too much sin, you are said to become a demon. Becoming a demon is painful for humans, their flesh turns to fire whilst they grow horns. Once you've finished transforming, you're brainwashed. Forgetting who you once were and what you did, without any way of remembering. Your a machine of war. You're practically dead.
 
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Sorry to say I'll have to withdraw. Some things have come up irl and I'm not going to have the time or energy to commit to another rp.


All the best and hope this one goes well.
 
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<p><a href="<fileStore.core_Attachment>/monthly_2016_05/455px-coat_of_arms_of_the_kingdom_of_the_two_sicilies_svg.png.6bfca4c688438b0aaab471d7c7ef3613.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="126564" src="<fileStore.core_Attachment>/monthly_2016_05/455px-coat_of_arms_of_the_kingdom_of_the_two_sicilies_svg.png.6bfca4c688438b0aaab471d7c7ef3613.png" class="ipsImage ipsImage_thumbnailed" alt=""></a></p> (WIP)


The Kingdom of the Two Elisias, Elisia


Government Type- Machiavellian Dictatorship



Leader(s)- Lord Alonso del Amadoro



Capital- Bragantium



History- The Elisians were historically a nation of seafarers and adventurers from the twin islands of Elisia Minora and Elisia Majora. Over the course of their history, they became one of the most technologically superior and highly organized civilizations in the world, emerging from the Classical Era as the most advanced nation in the world. Since the deposition of the rule of the Senate in the Princely Revolution, Elisian politicians have struggled for power with constant court murders and political assassinations. In recent times, Elisia has prospered because of its extensive merchant fleets and its famed soldiers, who are hired out at a hefty fee to serve as mercenaries in foreign wars.



Culture- Elisia has two distinct cultures, the culture of the Commoners and the Court. The peasantry make up about 95% of the population of Elisia and enjoy by far the best standard of living of any common folk in the world. Due to Princess Avingonia's financial reforms a century earlier, peasants are entitled to a communal low-rate insurance policy and enjoy more disposable income because of the plentiful jobs in Elisia's silk mills, weapons factories, and shipyards. They spend this extra income on the finest goods from all over the world. Additionally, many young men and women serve in the armed forces between the ages of 16 and 22, creating much more income for the families. The lives of the peasantry are dominated by two equally important institutions, the Church and the Market. The Church of Elisia is the nation's largest social institution and is composed of a network of cathedrals and monasteries across the country that worship the angelic goddess Alisa, known as the Holy Mother and seen by the Church as the goddess of creation and only legitimate deity. Membership in the Church is compulsory and tithes are collected by priests twice a year. Failure to pay tithes could result in an official reprimand from the Cardinal, or excommunication in extreme cases.



By contrast, the politicians and court acolytes of the governing class and nobility lead excessively decadent and often violent lives of amorality. For this reason, the Church and State constantly clash over the ruling class's Epicurean debauchery. It is common for politicians to have dozens of lovers and routinely assassinate political adversaries.



Economy- The economy of Elisia is extremely robust, built on a bedrock of lucrative fishing, silk, and farming industries and further supplemented by their merchant fleets that will trade food for raw materials which they will manufacture into weapons, clothing, furniture, porcelain decorations and sell at a much higher price. They also are the world's largest manufacturer of books, all painstakingly copied by hand by skilled caligraphers in book factories.



Military- The Elisian military is the smallest standing army in the world, but also considered the most well-trained. Elisian military officials implemented Draconian tactics of discipline in the late 10th Century and have refined their practice into what is easily recognizable as a modern military, complete with standardized weapons, uniforms, and ranks.



The Elisian Army is known particularly for its use of the pike phalanx formation in battle, supplemented by phalanxes of crossbowmen and supported by heavy shock cavalry.



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Pictured above (from left to right) Elisian halberdiers in full battle dress uniform, these units form the backbone of the Elisian military and are murderous heavy infantry units. A mounted officer carrying the battle standard of the 1st Brigantium Polearmsmen accompanied by his attendants. A pair of clerical officers in charge of issuing rations and inspecting weapons.


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Pictured from left to right: Elisian crossbowmen (dressed in blue and brown), an officer and his attendants, a military band comprised of spadaccinos, famed two-handed longswordsmen.


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Pictured above, Elisian heavy cavalry called almeti storm a castle in an amphibious assault. These elite horsemen are the heavy support troops of the Elisian Army.





Cities:


Brigantium is the capital city of the Elisian Kingdom, located on the western coast of Elisia Majoris. Brigantium is a center of commerce, art, entertainment, and manufacturing. As a two-thousand year old city, it is also filled with some of the greatest engineering marvels of the Ancient world, painstakingly preserved. Also in Brigantium is the Cathedral of the High Seer, the Holy of Holies for the Church.


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Vezenia is the largest city on Elisia Minora and a center for government and law. The city also hosts a large shipbuilding and silk weaving industry. It is most famous for its webwork of canals.


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Towns:


Valenz is a sleepy port town on the northern coast of Elisia Majoris. It's main economic function is fishing and harvesting lumber from the carefully maintained state forests that surround the town to the south.


Casparasi is the seat of agriculture and literature, being a major trading post in the inland meadows of Elisia Majoris. The villagers of Casparasi cultivate most of the nation's grain and raise most of the country's cattle and sheep. This is also the site of Elisia's book manufactories.


Capri is a summer retreat for the wealthy on the island of Capri. Additionally, much of the military fleet of the nation is docked here.


Velcruz is a major port on the west coast of Elisia Minora. It and its satellite towns mine raw ore from the nearby hills and refine it. Additionally, Velcruz is home to most of the country's smithies.


Castles:


Castle Bradanar sits atop the cliffs above Brigantium and serves to defend the ancient walled city.


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Castle Florenzine is a fortress built on a small island in the harbor of Venezia. The old fortress serves to defend the harbor from attacking fleets.


Religion- Church of Elisia



Ethnic Groups-


La Helovera


"The Sunburned"




Comprising about 75% of the population, La Helovera is the dominant ethnic group in Elisia. These hardy Men and Women of the fields are designated by their stoutness and beautifully-tanned olive skin.


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La Helobrigte


"The Sun-Starved"




By contrast, the Helobrigte or "Sun-Starved" are pale individuals that hail mainly from the mining towns and smithies around Velcruz in the western parts of Elisia Minora. They are usually weaker, thinner, and more spindly of build, but their wantonly pale skin is considered more beautiful.


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La Manea Dimunoso


"The Small Men"




La Manea Dimunoso is the smallest ethnic group in Elisia, inhabiting the fields and pastures of northern and central Elisia Majoris in small villages. These so-called Half-men are the most skilled farmers and shepherds in the country, as well as almost universally the most learned. They stand at roughly 4-foot, 6-inches and have a propensity towards roundness.


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Kingdom of Rodellia


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Color- Neon Green


Government Type- Feudal Monarchy


Leader(s)- King Gregor Beaumont III

250

Capital- Cardell


Major Exports- Flax, Grain, Mercenaries, Weapons, Armor, Livestock, Clothing


The majority of Rodellia is made up of holds, across which are spread hundreds of different noble families and warlords, all seeking to claim power from the others. It’s a perfect environment for mercenaries and sellswords, as well as merchants seeking to help the lords in their dreams of taking more power than the others. Ironically enough, it’s culture apart from war is quite rich, and the peasants and lords alike take great pride in being true Rodellians, among a nation with many other peoples within. It’s temperature is typically mild.


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600 years ago, a war of unification was fought amongst the kingdoms of Rodellia, to bring all of the minor kingdoms into one ruling nation. The Great Unification was long and blood-soaked, but they resulted in the creation of the Kingdom of Rodellia, under whom the petty kingdoms became holds and fiefdoms, and the petty kings became Lords.


History


The story of Rodellia is a long and confusing one. They have long been a divided, yet united people with many different proud cultures and peoples. The lands of Rodellia used to be dozens of petty kingdoms until one man, Willem I, the lord of Cardell, conquered all the other petty kingdoms in the year 678.


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Lord Willem I the Unifier, as he would be known for subsequent centuries, swept through the countryside at relative ease. The excellent leadership of his military commanders and revolutionary military allowed him to plow through kingdom after kingdom asserting his dominance over the disjointed petty kingdoms.


Establishing his capital in the city of Cardell, King Willem I began to consolidate his dominion. All petty kings began pledging fealty to King Willem, their lands remained under their control though they would not hesitate to serve for their King for the good of the Kingdom.



Culture


Rodellia is a nation of many cultures. The original settlers of the land had a shared culture though as time went on significant differences began to show. These differences were the cause for many wars between the petty kings of Rodellia.


When Rodellia became a unified realm Willem I the Unifier saw an importance in trade and Cardell, at the mouth of the Bay of Aspern, became a cultural hub. Cardell has a variety of different peoples, a cultural melting pot. Much of Rodellia’s inland holds see these outsiders as detrimental to the prosperity of Rodellia. Therefore when outsiders venture further inland they are met with harsh treatment and resentment of their foreign culture and way of life.



Inland Rodellia is very agrarian, believing that the way to prosperity and achievement in life is to work hard at whatever you do. Because of this native Rodellians are hardy, hardworking people. Many go on to specialise in a craft, many pertaining to warfare as local lords fight for control over fiefdoms within the Kingdom.



Economy


Rodellia is quite an active trading partner in the world, and has been for millennia- longer than most can remember or record. Due to its temperate weather and rich soil, much of it’s land is occupied by farmland, with vegetables, fruits, and grain. It’s produce is healthy and plentiful, and the nation rarely sees famine.


Smithing is an age-old tradition in Rodellia, and many famous smiths reside in the country. The weapons and armor produced are of a fine make - artisan armorers and weaponsmiths get plenty of work and experience from the multitude of Lords wishing for their own equipment as a legacy. These beautiful and reliable works are often bought by other wealthy citizens from other lands. Typical weaponsmiths and armorers in the country are also never short of work- the ongoing conflicts within the Kingdom have let them perfect their craft over time.



Warfare has become a staple in Rodellia, many younglings dream of becoming a soldier and helping their Lords gain more and more power within the Royal Court. As a result, Rodellia has become known as producing some of the most battle-hardened soldiers in the world. When Rodellia is not at war with itself, its soldier often take work as mercenaries, choosing to travel great distances to find another war to fight rather than farm until they can take up arms again.



Military


The Military of Rodellia itself is made up of five regiments and companies loyal to the King himself. These are the Royal Bannermen, also known as the White Company. They number in the thousands, and are well equipped and trained, with members often recruited from other battle-hardened units across the nation. The Royal Navy, is made up of fine sailors and soldiers from the cities around Rodellia. It is state of the art, with full ballista-armed galleons and enormous frigates. It’s typically used against pirates, when not engaged in war with another nation.


Each Lord and his hold is responsible for maintaining their own military, and so they control its organization, training, and equipping. Their armies are only called upon when the Marshall of the Realm is organizing a war host; otherwise, they typically guard their hold and fight bandits and other Lords. You’ll typically see cavalry being prized among these Lordly armies, with spearmen and swordsmen coming in behind. Longbowmen are typically used, for their convenience when stocking a major force.



Due to the amount of smaller wars that Rodellia sees fought on it’s soil, many of these armies are battle-hardened and skilled. If there’s one thing that Rodellians have learned to do very, very well, it’s open-warfare. Swordsmanship is a hobby among the upper-class, and to watch two Lords engage in a duel is a sight to see indeed, as they’ve likely been trained throughout their life.



Major Cities












The Golden City, the Capital of all of Rodellia. Cardell has been an ancient seat of power within Rodellia. Even before the Great Unification Cardell was one of the larger Kingdoms in Rodellia. Built on the coast of the Nardenes Inlet, all waters near and along the coast are controlled by Cardell.


Cardell is also renown for its excellent position as a trade hub for much of the Northern Coast of Freizia. Drawing much of the trade from the northern islands. The harbors of Cardell are able to accommodate the frequent docking and setting sail of these trade ships.


To serve as protection for the coastline and trade ships, the Royal Sails of Rodellia are frequently patrolling the waters and are not wary to engage potentially threatening vessels.


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Towards the southern border of Rodellia stands the impervious stronghold of Redford. Standing strong in the heart of the Southlands it is the home of Lord Arnolt Godfrae.


A province mainly centered on farming, it is the nation’s home of producing flax, grain, and a majority of the nation’s livestock. To protect the nation’s agrarian capital stands a force of 3,000 men strong, well-trained and well-armed.


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A seat of power for Lord Hugues “the Lion” Bettencourt, Frechy is a large city populated with about 6,000 hard-working Rodellian citizens. Frechy lies in western Rodellia. Frechy is unfortified- it is under the direct protection of King Gregor and 1,000 White Company men are garrisoned inside the keep.


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Aylesbury- strong, intimidating, decayed. All these words describe the castle-town of Aylesbury. Victim to the Third War of Rodellia, Aylesbury had been besieged for 27 months until King Gregor was able to put an end to the war.


Home to Lord Gimund Aubert, Aylesbury is an old castle. Famously quoted by Wilem I the Unifier as “able to withstand 10,000 men with a garrison of 200.” Built on the northwestern coast, Aylesbury is the home of the renowned Rodellian blacksmiths and is a major supplier of weapons and armour, not only to Rodellia but to all of Freizia.


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Leyemont is a coastal city located on the northern tip of the Tredel Peninsula. Lord Walbert Dufay owns Leyemont. He has 1,750 under his direct command and they bear a blue and white banner. A vital trading port, Leyemont is always under threat of raids from bandits, because of this, Lord Dufay has 12 galleons fully armed with ballistas.


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While Galbury is the smallest hold in Rodellia it is also the main fishing producer. Home of Lord Jacques Aufrye, Galbury is home to around 3,000 citizen and is maintained by a garrison of 1,450 soldiers serving under Lord Aufrye. While there is not a keep in the town itself, there is a nearby keep that watches over the town and surrounding land.


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An old castle, Naesbrey is located in the forest in the middle of Rodellia. A large town built around the thriving lumber mills, Naesbrey is home to Lord Kevyn Duhamel and his garrison of 1,200 soldiers.


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A small town located on the eastern border of Rodellia, Lancester is seated right next to the river. Owned by Lord Henri Guiffart and his 1,250 soldiers, Lancester is neither a big trading center nor a predominant producer of any of Rodellia’s natural exports. What Lancester does excel at is the their expert tailors. The tailors at Lancester supply a majority of Rodellia with their renown clothing.


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Religion


The people of Rodellia are not devoutly religious, instead they focus being hardworking and strive for power for the betterment of their Lord and their name. Though Rodellia is a nation of various religions King Gregor is not concerned with the religion his people follow.


A majority of the population in the Lowlands, the land near the southern border, are followers of the Church of the Undying Flame. They worship the Avatar of Fire, Lord Astor, who manifests his being in the form of the flame.



 
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Color


Black



Name



Machdahl



"Hermit's Kingdom"



Government Type



Inherited Monarchy



(An orphan boy is adopted when ever a new king comes to power, when that king dies the orphan becomes king and adopts an orphan)


Leader


King Domator Ship Breaker


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Capital


Machdahl



It is by far the largest and most ancient city of the country, it is so large that even today it has enough room to house several large armies and a fleet of warships.


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History


At one time the people of Machdahl were on the mainland, but their land was plagued by creatures, war, disease, poverty, and civil unrest. Slowly the people of Machdahl left their dying nation and headed north into the abyss of cold. After a long journey they found themselves on an unknown land, uninhabited for a very long time. While exploring the country a patrol stumbled upon a massive and ancient city. This city was known as Machdahl, the name sake for the country, it had been abandoned after an apparent siege but it wasn't entirely in ruin. The immigrants from the mainland soon found themselves inhabiting the ancient city, and began to prosper. Over the years the people of Machdahl have expanded into the other ancient keeps and castles of the country. While technologically and militarily they were advancing their political socializing took a severe plumet. Instead of becoming a trade power, or a popular political asset the people of Machdahl began raiding, pillaging, enslaving, and ransoming people of the mainland; believing them to be heretics. This practice is continued to this day.



Culture



The people of Machdahl have a singular culture. Most of the citizens love their King and participate in voting rallies, which the king allows. Outsiders to the land are very very rare and are either slaves, or soon to be dead. All people of Machdahl tend to be hard working in their field of work and try to help push the country forward. Most people of Machdahl enjoy boating, fishing, sculpturing, helping in masonry projects, writing, and participating in charity events.


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Economy


Coal, Ships, Fish, Slaves (From the mainland), Lumber, Iron. Smithing is very popular.

Military

The military of Machdahl consists of two parties.

The Raiders and the garrisoned military of Machdahl.

The raiders are large groups of mostly men that go and raid the coasts of the mainland. These raiders are extremely elite and extremely loyal to the King. In times of war the Raiders will either stay near Machdahl to fight enemy navy or specifically raid the country they are at war with. The Raiders do not carry banners so Machdahl can not be of blame of their raids. Raiders are equipped with light iron chain mail ,or leather, and carry; axes, short swords, spears, and bows. With a shield of course.

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The actual military of Machdahl consist of all the city guard, foot soldiers, and garrisoned units. These soldiers do not tend to be as elite as the Raiders but they usually rely on the large walls of their keeps to wear down on enemy armies or attack in large numbers. Calvary of Machdahl isn't very popular and is used for scouting and light skirmishing. Footmen are equipped with pikes, spears, and axes. Archers just use leather armor and bows, with a hatchet or short sword.

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Cities/towns/castles



Barudell



The second largest city in Machdahl


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Moatmar Keep


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Varmali


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Religion



The people of Machdahl have come to believe that the Sun is an ancient being from the ocean, a hermit crab. Each night it retreats into its shell and every day it comes out into the open, disrespecting the great hermit in the sky is punishable by death. Turtles are hated among the population, they are said to be a hellion that attacks the great hermit on occasion, an eclipse.

 
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Color- (NE) Dark Purple (Forest, Ocean)

Name- The Republic of Colustinia

latest


Government Type- Inherited Monarchy


(A gladiator tournament is held every 7 years, and 20 contestants are chosen to fight until surrender, or incapacitation. The winner of this becomes king. Only the strongest are to be chosen as nominees.)



Leader(s)-
Bruchal The Hearty

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Bruchal the Hearty was the winner of the last tournament (6 years ago) and has been a brave and honorable king since. His prowess against treachery on the fields of battle has carried over to his kingdom. So far, he has sought to create peaceful relations with the countries his nation has recently tried to invade. He is always seen with his honor guard of 2 elite guardsmen that double as his heads of state that he has personally chosen from Boros, the city of dwarves.


Alaric the Battlemaster

250



Believing the time of the king is coming to a close, he prepare for the next tournament, readying his force for the riot that will encompass the country when he becomes king. Or so he thinks he will be. He controls 25% of the nation's military which he gathered himself. Currently, he is loyal to the king, and believes that he will gain the kings attention and favor if he enters tournament (Which is always a great thing to have during tournament).



Capital- Galruch, The Seaport.

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Galruch's rich culture of fishing and trade make up most of the city's purpose, becoming a hub of people and culture after its long history of raiding and plundering older nations for bounty. Its warships are still seen docked in port as a reminder of the power of the Colustinians.


History- Colustinina started as a large amount of warring tribes, all vying for territory of the forests and sea. One lone tribesman decided that he would gather the tribe's councilmen to come across an agreement. Each tribe would send 5 of their greatest champions to compete on the fields of battle, and the champion would become the champion of the people, and king of all. The tribes agreed, as they all thought themselves to be the most powerful. And so the 7 year cycle was started, and each king was given a set of rules they must abide by.



1. Never put our people in danger


2. Never outlaw the luxuries of life (Beer, wenches, food, etc.)



3. Never let the nation starve, for if the people starve, you too will starve alongside them



4. Protect the honor of the people, for if theirs is tarnished, as is yours.



Culture- The culture of Colustinia is mostly embedded in their food, as most Colustinians treat visitors with a large array of food, and to turn it down would be a rude gesture. It's not like most would turn it down as they specialize in meat and dairy combinations, and becoming a master chef is a life goal many hope to achieve. Dairy almost always comes from
Cessiltan, which is the main source of market and agriculture. Most small towns are consisted of squat buildings that at most go two stories high for the more rich nobles and military men, and cities have tall layers of walls at most 3 layers large, with mini towns in between the walls, and the lords at the very center of these fortresses. Castles are located in the capital, and are full of the Republic's knights, who are colored by their city of origin. If a visitor were to take a tour in Colustinia, they would be taken on a tour by one of the king's representatives, or by the king himself to build better foreign relations. Overall, they are in need of a metal overhaul as their two mines located in Cessiltan and Copenhagen are running low, and demand is almost always high.


Economy- The economy of the Colustinian people is almost always created by trade with neighboring countries, or overseas through the seaports. During times of war, pillaging is completely acceptable, but the violation of honor by killing the defenseless is unacceptable.



Military- Their military is divided into a few sects.



Marauders

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Marauders are militia men who are trained at the most simple of tactics during times of war. They generally put in large groups of 100 to 7,500. The tactic with them is to wear down the enemy enough so the real force can take care of them. They are only used in the walls that encompass cities as the backbone defense line. They are equipped with lighter armor, mostly consisted of cloth and leather, with some metal helms and pauldrons. They are armed with a wooden shield and a spear. They are only brought out when a city is under siege.



Bruchal's Guard

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Consisting of the champions of the Boros tribe, they are chosen personally by the king and are put into small teams. When they are put into a team, they are trained for a minimum of 4 years before being put into battle to infiltrate, create panic, or assassinate. They are equipped with heavier armor, battle axes, a great axe, swords, or a heavy crossbow for long range assassination engagements.

Alaric's Chosen

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Knights of gleaming golden armor, they are personally trained by Battlemaster Alaric. Sowing their way through a army like a machete to grass, they are a destructive force to be reckoned with. Used as a spearhead for larger battles, they bolster the morale of friendly forces with their golden armor and their forceful slaughter.



Outriders of Jhort

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The tribe of Jhort specializes in the Calvary engagements, and the angelicness of their lord. Hyper-religious and zealous to the death, the Outriders seeks to enforce their religion over the other tribes, but are only held back by the King's will. Armed with lances and short swords and donned in medium armor, these knights are the border patrol of Colustinia.

Knights of the Republic

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The main force actually used for siege and other forms of warfare, they are composed of all men from all tribes, and are the foot soldier that might stand a chance against similar units. They are armed with long swords and shields, and have medium armor all around. They are usually led by the Chosen of Alaric. The army is trained from lesser battle masters, proficient enough with the long sword and shield, they are trained for a year before going into battle.


Cities/towns/ castles- The 4 cities of Colustinia are Jhort, the city of Outriders and religious powerhouse. The city of Cessiltan, which is the people's town, and supplies agriculture and merchants to the Republic. The city of Boros, crucible of Dwarves, and the blacksmithery capital of Colustinia. Most ironwork comes from here, as the minerals also come from Boros. Finally, the city of Copenhagen, city of Warriors, where the best are trained by battlemaster Alaric. This supplies trainers to the other cities as well so they may create troops and defend themselves in times of need.


Jhort

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Cessiltan

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Boros

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Copenhagen

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Religion- These people believe in the one true god, The Sun, Solus. Solus is the object of worship in Jhort, and is a benevolent god, who treats his followers with respect if they follow the honorable path to glory. He is idolized as a sword or sigil on a sword, and is always kept well shined as the sun must always shine! Failed treatment of sigil or sword is punishable by exile or excommunication. They view the night as the original wielder of the sun, lost in the sky when he dropped his sword, and forgot to shine it.



Trade Goods- Finely crafted weapons of all assortments (Axes, swords, etc), personal blacksmiths, finely crafted armors, and food stuffs. Logging as well



 

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The Sunlands of Harandar. "Harandar"


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Colour - Light Blue, Desert.


Government Type- Kingdom: Absolute Monarchy


Leader(s)- Shah Pharos, the Sand Lord. A zealot of a man, who knows his way around a blade, as much as he does a court, he possesses ambition enough to reach for the stars themselves.


Territory


Cities


Imrogarde
(capitol)


Imrogarde is the seat of power of the Shah, and has been so for generations. Whilst the city is less prosperous than Trader's Bay, it enjoys similar benefits through trade with the Northern continental nations as the Kalayari desert is filled with rare natural recourses, namely in minerals, found only there. Imrogarde itself is a towering city, positioned in the center of the desert and river for easy travel between the other settlements, an a prosperous influx of food and water.



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Trader's Bay


The life and soul of The Sunlands, Trader's Bay boasts an enormous port, and is positioned to the far right of Harandar, to the right of a wealthy palm tree forest. This city enjoys a large influx of trade from the North. It's architecture exceeds that of even Imrogarde. The city itself is a cultural hub, and the citizens tend to be wealthier than those in the rest of the region.



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Towns


Ravineland - A large town dedicated to farming the lush lands beside the Kalayrian river, it's endeavors prove to be an almost total success. Resulting in this town bordering on city status due to it's abundance of wealth. It supplies the majority of its food to Sunhold, and South Point.


South Point - A town just to the East of Sunhold, and in the South-East of Tametor, the people here live in poor condition; originally set up as a fishing village, the townspeople have had little success, and have had to survive off whatever imports East Point can afford after supplying Sunhold.


East Point - A simple town between the capitol, and Trader's Bay. Bordering the palm forest, this town has a comfortable economy, and content population.


Castles


Dunestar - Castle Town


Dunestar a large town, boasting a small army, it is positioned directly between the large Western sand dunes, the townspeople here scavenge the dunes for rare recourses and insects, which carry a heavy price to foreign merchants and wealthy collectors. The people here are largely independent, and only receive help from the Shah in times of war, and when aid is requested. However, the town is surrounded by castle walls due to the potential threat from the North.



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Sunhold


Sunhold is an enormous fortress positioned south of Trader's Bay, on the square-like area of the Region to the South-West. This area is known as "Tametor". And is home to the oliphaunt trainers. They are sold and sent to Sunhold by any townsman or villager lucky enough to catch one. Sunhold is where the already obedient beasts are trained to become destructive machinations of war, the Fortress itself doesn't possess strong, intricate defenses, rather it's size is to accommodate the oliphaunts. Though it does hold a large garrison.



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History- Harandar has been in the same spot for generations, it is said the first Shah learnt how to tame the oliphaunt; and he nurtured his own into the size of a mountain. The tribes of the desert surrendered on sight, and he used their wealth to begin building the capitol; stories are often exaggerated, and lost in translation. What happened after is poorly recorded, yet the lack of any sort of rebellion is almost certainly due to the great tusked beasts. Each Shah has built slightly more upon Harandar, little by little it prospered into a great kingdom and now the duty falls on Pharos to make it greater still. Yet with little more to improve upon, it seems expansion may be a necessity.


Culture- The people of Harandar, whilst subjects to the Shah, are for all intents and purposes; largely autonomous, and nomadic. The settlements each govern themselves with only Sunhold and the capitol being ruled by the Shah. It has been this way for generations, and the people are loyal to each other, and their leader. Having been open to Trade for decades, the people are happy to meet those of other nations; be it through force of arms, as the moon says. Or diplomacy and honesty, so the sun says. Harandar's residents are certainly unreliable. Both welcoming, and merciless.


Economy- The economy of the Kingdom as a whole is mediocre - at best. Whilst the food and water produced by the river is enough for sustainability, and occasional rain can be relied upon, all Harandar has in terms of exports is rare minerals, which only go so far; as whole products are often worth far more.


The Desert, Natural Recourses


- Gold, Jade, Quartz, Crystal.



- Copper, Granite, Ore,



-Limestone, Sandstone



-Various other Rocks and Metals.



-The River, providing fertile land, and an abundance of fish.



Military:


-
Sandmen -


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Raiders and Skirmishers, these men are mostly untrained, and ill-disciplined. Yet they have the zealotry to volunteer for the most dangerous of roles, these men are deployed to raid enemy supply lines, and raze villages. They are also formidable for harassing enemy forces from any vantage points they can find. They are to hit, and vanish, without another action. Deployed in groups of 50-200 depending on objective.


-
Sun Soldiers -


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Boasting medium armor, and varying weapons such as scimitars, pikes, spears, axes, and even maces, these men are the brunt of the army. Whilst they are a professional army, so to speak, the ranks are swelled greatly by conscripts and volunteers in war. Hardly deployed alone, unless during a patrol in which they travel in groups of 100.


-Sun Snakes-


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Basic archers or javelin throwers, the majority of these men - like the Sun soldiers - are simple conscripts and volunteers, the arrows used are fashioned to cause long-term bleeding so a man hit won't survive. However the bows are of relatively mediocre quality, if not poor. Any good man with a bow sits atop an oliphaunt. These men are likely to break at the first sign of defeat for their unit. Never deployed alone.



-Dune Riders-


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Basic light cavalry, often equipped with bow, spear, or scimitar, these men are ideal for hit-and-run tactics, often accompanying the Sandmen. They fair poorly if stuck in a pitched battle, and will likely break the moment their unit takes heavy losses. If they are able to outflank an opposing army and hit the archers, they have potential to reap havoc.


-Horse Lords-



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Better trained, and more heavily armored; these riders are able to perform adequately in a pitched battle, boasting higher morale, and better equipment than the Dune Riders. By Harandar standards these are a "special" unit. When in reality, they are merely competent.


-Oliphaunt-


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Massive tusked beasts who have occupied the desert for generations. The Harandar learnt of how to tame these monstrosities long ago; and always they've been a deterrent for foreign invasion, and local rebellion. These terrors reap destruction upon any large army in a pitched battle, smashing formations, crushing troops by the tens and causing widespread fear - these large creatures are what makes Harandar a worthy superpower. Yet they're slow, and unruly. And of little use in a siege of any kind.


Religion- The people of Harandar follow "Cynir, The Watcher." As their eternal guardian, they see the Sun, and Moon, as the eyes of Cynir; alway watching, the sun represents the traits all must have. Resilience, against the harsh desert, Bravery, Honesty, and Fairness to the people represented by the pureness of the sun, and the light. The Moon however, is seen as the symbol of Dark, and the desires all have. The existence of the moon encourages these acts. Murder, War, Cruelty and Deception are all seen as Cynir's will. Needless to say, the Shah will act differently depending on the weather.


The people see storms, and rainfall as a great blessing, and a reward for pleasing Cynir. However, crop failure along the river, and droughts are signs that Cynir is angered by the people. A singular large temple exists within Imrogarde; fashioned in the shape of a pyramid, the temple itself is the size of the Shah's Great Keep. representing the authority of the Shah, and Cynir as equal.
 
Last edited by a moderator:
jole875 said:

Color


Black



Name



Machdahl



"Hermit's Kingdom"



Government Type



Inherited Monarchy



(An orphan boy is adopted when ever a new king comes to power, when that king dies the orphan becomes king and adopts an orphan)


Leader


King Domator Ship Breaker


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Capital


Machdahl



It is by far the largest and most ancient city of the country, it is so large that even today it has enough room to house several large armies and a fleet of warships.


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History


At one time the people of Machdahl were on the mainland, but their land was plagued by creatures, war, disease, poverty, and civil unrest. Slowly the people of Machdahl left their dying nation and headed north into the abyss of cold. After a long journey they found themselves on an unknown land, uninhabited for a very long time. While exploring the country a patrol stumbled upon a massive and ancient city. This city was known as Machdahl, the name sake for the country, it had been abandoned after an apparent siege but it wasn't entirely in ruin. The immigrants from the mainland soon found themselves inhabiting the ancient city, and began to prosper. Over the years the people of Machdahl have expanded into the other ancient keeps and castles of the country. While technologically and militarily they were advancing their political socializing took a severe plumet. Instead of becoming a trade power, or a popular political asset the people of Machdahl began raiding, pillaging, enslaving, and ransoming people of the mainland; believing them to be heretics. This practice is continued to this day.



Culture



The people of Machdahl have a singular culture. Most of the citizens love their King and participate in voting rallies, which the king allows. Outsiders to the land are very very rare and are either slaves, or soon to be dead. All people of Machdahl tend to be hard working in their field of work and try to help push the country forward. Most people of Machdahl enjoy boating, fishing, sculpturing, helping in masonry projects, writing, and participating in charity events.


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Economy


Coal, Ships, Fish, Slaves (From the mainland), Lumber, Iron. Smithing is very popular.

Military

The military of Machdahl consists of two parties.

The Raiders and the garrisoned military of Machdahl.

The raiders are large groups of mostly men that go and raid the coasts of the mainland. These raiders are extremely elite and extremely loyal to the King. In times of war the Raiders will either stay near Machdahl to fight enemy navy or specifically raid the country they are at war with. The Raiders do not carry banners so Machdahl can not be of blame of their raids. Raiders are equipped with light iron chain mail ,or leather, and carry; axes, short swords, spears, and bows. With a shield of course.

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The actual military of Machdahl consist of all the city guard, foot soldiers, and garrisoned units. These soldiers do not tend to be as elite as the Raiders but they usually rely on the large walls of their keeps to wear down on enemy armies or attack in large numbers. Calvary of Machdahl isn't very popular and is used for scouting and light skirmishing. Footmen are equipped with pikes, spears, and axes. Archers just use leather armor and bows, with a hatchet or short sword.

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Cities/towns/castles



Barudell



The second largest city in Machdahl


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Moatmar Keep


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Varmali


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Religion



The people of Machdahl have come to believe that the Sun is an ancient being from the ocean, a hermit crab. Each night it retreats into its shell and every day it comes out into the open, disrespecting the great hermit in the sky is punishable by death. Turtles are hated among the population, they are said to be a hellion that attacks the great hermit on occasion, an eclipse.

Accepted, just edited in where your cities are so I can add them to the map
 
Archon said:
The Sunlands of Harandar. "Harandar"


latest



Colour - Light Blue, Desert.


Government Type- Kingdom: Absolute Monarchy


Leader(s)- Shah Pharos, the Sand Lord. A zealot of a man, who knows his way around a blade, as much as he does a court, he possesses ambition enough to reach for the stars themselves.


Territory


Cities


Imrogarde
(capitol)


Imrogarde is the seat of power of the Shah, and has been so for generations. Whilst the city is less prosperous than Trader's Bay, it enjoys similar benefits through trade with the Northern continental nations as the Kalayari desert is filled with rare natural recourses, namely in minerals, found only there. Imrogarde itself is a towering city, positioned in the center of the desert and river for easy travel between the other settlements, an a prosperous influx of food and water.



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Trader's Bay


The life and soul of The Sunlands, Trader's Bay boasts an enormous port, and is positioned to the far right of Harandar, to the right of a wealthy palm tree forest. This city enjoys a large influx of trade from the North. It's architecture exceeds that of even Imrogarde. The city itself is a cultural hub, and the citizens tend to be wealthier than those in the rest of the region.



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Towns


Ravineland - A large town dedicated to farming the lush lands beside the Kalayrian river, it's endeavors prove to be an almost total success. Resulting in this town bordering on city status due to it's abundance of wealth. It supplies the majority of its food to Sunhold, and South Point.


South Point - A town just to the East of Sunhold, and in the South-East of Tametor, the people here live in poor condition; originally set up as a fishing village, the townspeople have had little success, and have had to survive off whatever imports East Point can afford after supplying Sunhold.


East Point - A simple town between the capitol, and Trader's Bay. Bordering the palm forest, this town has a comfortable economy, and content population.


Castles


Dunestar - Castle Town


Dunestar a large town, boasting a small army, it is positioned directly between the large Western sand dunes, the townspeople here scavenge the dunes for rare recourses and insects, which carry a heavy price to foreign merchants and wealthy collectors. The people here are largely independent, and only receive help from the Shah in times of war, and when aid is requested. However, the town is surrounded by castle walls due to the potential threat from the North.



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Sunhold


Sunhold is an enormous fortress positioned south of Trader's Bay, on the square-like area of the Region to the South-West. This area is known as "Tametor". And is home to the oliphaunt trainers. They are sold and sent to Sunhold by any townsman or villager lucky enough to catch one. Sunhold is where the already obedient beasts are trained to become destructive machinations of war, the Fortress itself doesn't possess strong, intricate defenses, rather it's size is to accommodate the oliphaunts. Though it does hold a large garrison.



gate_to_the_light_by_nurkhular.jpg



History- Harandar has been in the same spot for generations, it is said the first Shah learnt how to tame the oliphaunt; and he nurtured his own into the size of a mountain. The tribes of the desert surrendered on sight, and he used their wealth to begin building the capitol; stories are often exaggerated, and lost in translation. What happened after is poorly recorded, yet the lack of any sort of rebellion is almost certainly due to the great tusked beasts. Each Shah has built slightly more upon Harandar, little by little it prospered into a great kingdom and now the duty falls on Pharos to make it greater still. Yet with little more to improve upon, it seems expansion may be a necessity.


Culture- The people of Harandar, whilst subjects to the Shah, are for all intents and purposes; largely autonomous, and nomadic. The settlements each govern themselves with only Sunhold and the capitol being ruled by the Shah. It has been this way for generations, and the people are loyal to each other, and their leader. Having been open to Trade for decades, the people are happy to meet those of other nations; be it through force of arms, as the moon says. Or diplomacy and honesty, so the sun says. Harandar's residents are certainly unreliable. Both welcoming, and merciless.


Economy- The economy of the Kingdom as a whole is mediocre - at best. Whilst the food and water produced by the river is enough for sustainability, and occasional rain can be relied upon, all Harandar has in terms of exports is rare minerals, which only go so far; as whole products are often worth far more.


The Desert, Natural Recourses


- Gold, Jade, Quartz, Crystal.



- Copper, Granite, Ore,



-Limestone, Sandstone



-Various other Rocks and Metals.



-The River, providing fertile land, and an abundance of fish.



Military:


-
Sandmen -


tumblr_mesnovzkrD1rqonx1.jpg



Raiders and Skirmishers, these men are mostly untrained, and ill-disciplined. Yet they have the zealotry to volunteer for the most dangerous of roles, these men are deployed to raid enemy supply lines, and raze villages. They are also formidable for harassing enemy forces from any vantage points they can find. They are to hit, and vanish, without another action. Deployed in groups of 50-200 depending on objective.


-
Sun Soldiers -


easterling1.jpg



Boasting medium armor, and varying weapons such as scimitars, pikes, spears, axes, and even maces, these men are the brunt of the army. Whilst they are a professional army, so to speak, the ranks are swelled greatly by conscripts and volunteers in war. Hardly deployed alone, unless during a patrol in which they travel in groups of 100.


-Sun Snakes-


b5c4c41ca4c04ad8fea7d4ae9c281615.jpg



Basic archers or javelin throwers, the majority of these men - like the Sun soldiers - are simple conscripts and volunteers, the arrows used are fashioned to cause long-term bleeding so a man hit won't survive. However the bows are of relatively mediocre quality, if not poor. Any good man with a bow sits atop an oliphaunt. These men are likely to break at the first sign of defeat for their unit. Never deployed alone.



-Dune Riders-


latest



Basic light cavalry, often equipped with bow, spear, or scimitar, these men are ideal for hit-and-run tactics, often accompanying the Sandmen. They fair poorly if stuck in a pitched battle, and will likely break the moment their unit takes heavy losses. If they are able to outflank an opposing army and hit the archers, they have potential to reap havoc.


-Horse Lords-



dddfe088f37e3e9045f6df1f6cbc80d6.jpg



Better trained, and more heavily armored; these riders are able to perform adequately in a pitched battle, boasting higher morale, and better equipment than the Dune Riders. By Harandar standards these are a "special" unit. When in reality, they are merely competent.


-Oliphaunt-


8da39be99e321216df7eed8a4f250283.jpg



Massive tusked beasts who have occupied the desert for generations. The Harandar learnt of how to tame these monstrosities long ago; and always they've been a deterrent for foreign invasion, and local rebellion. These terrors reap destruction upon any large army in a pitched battle, smashing formations, crushing troops by the tens and causing widespread fear - these large creatures are what makes Harandar a worthy superpower. Yet they're slow, and unruly. And of little use in a siege of any kind.


Religion- The people of Harandar follow "Cynir, The Watcher." As their eternal guardian, they see the Sun, and Moon, as the eyes of Cynir; alway watching, the sun represents the traits all must have. Resilience, against the harsh desert, Bravery, Honesty, and Fairness to the people represented by the pureness of the sun, and the light. The Moon however, is seen as the symbol of Dark, and the desires all have. The existence of the moon encourages these acts. Murder, War, Cruelty and Deception are all seen as Cynir's will. Needless to say, the Shah will act differently depending on the weather.


The people see storms, and rainfall as a great blessing, and a reward for pleasing Cynir. However, crop failure along the river, and droughts are signs that Cynir is angered by the people. A singular large temple exists within Imrogarde; fashioned in the shape of a pyramid, the temple itself is the size of the Shah's Great Keep. representing the authority of the Shah, and Cynir as equal.
Accepted just add in where your cities are so I can add them in
 
[QUOTE="Surprise Meteors]


Color- (NE) Dark Purple (Forest, Ocean)

Name- The Republic of Colustinia

latest


Government Type- Inherited Monarchy


(A gladiator tournament is held every 7 years, and 20 contestants are chosen to fight until surrender, or incapacitation. The winner of this becomes king. Only the strongest are to be chosen as nominees.)



Leader(s)-
Bruchal The Hearty

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Bruchal the Hearty was the winner of the last tournament (6 years ago) and has been a brave and honorable king since. His prowess against treachery on the fields of battle has carried over to his kingdom. So far, he has sought to create peaceful relations with the countries his nation has recently tried to invade. He is always seen with his honor guard of 2 elite guardsmen that double as his heads of state that he has personally chosen from Boros, the city of dwarves.


Alaric the Battlemaster

250



Believing the time of the king is coming to a close, he prepare for the next tournament, readying his force for the riot that will encompass the country when he becomes king. Or so he thinks he will be. He controls 25% of the nation's military which he gathered himself. Currently, he is loyal to the king, and believes that he will gain the kings attention and favor if he enters tournament (Which is always a great thing to have during tournament).



Capital- Galruch, The Seaport.

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Galruch's rich culture of fishing and trade make up most of the city's purpose, becoming a hub of people and culture after its long history of raiding and plundering older nations for bounty. Its warships are still seen docked in port as a reminder of the power of the Colustinians.


History- Colustinina started as a large amount of warring tribes, all vying for territory of the forests and sea. One lone tribesman decided that he would gather the tribe's councilmen to come across an agreement. Each tribe would send 5 of their greatest champions to compete on the fields of battle, and the champion would become the champion of the people, and king of all. The tribes agreed, as they all thought themselves to be the most powerful. And so the 7 year cycle was started, and each king was given a set of rules they must abide by.



1. Never put our people in danger


2. Never outlaw the luxuries of life (Beer, wenches, food, etc.)



3. Never let the nation starve, for if the people starve, you too will starve alongside them



4. Protect the honor of the people, for if theirs is tarnished, as is yours.



Culture- The culture of Colustinia is mostly embedded in their food, as most Colustinians treat visitors with a large array of food, and to turn it down would be a rude gesture. It's not like most would turn it down as they specialize in meat and dairy combinations, and becoming a master chef is a life goal many hope to achieve. Dairy almost always comes from
Cessiltan, which is the main source of market and agriculture. Most small towns are consisted of squat buildings that at most go two stories high for the more rich nobles and military men, and cities have tall layers of walls at most 3 layers large, with mini towns in between the walls, and the lords at the very center of these fortresses. Castles are located in the capital, and are full of the Republic's knights, who are colored by their city of origin. If a visitor were to take a tour in Colustinia, they would be taken on a tour by one of the king's representatives, or by the king himself to build better foreign relations. Overall, they are in need of a metal overhaul as their two mines located in Cessiltan and Copenhagen are running low, and demand is almost always high.


Economy- The economy of the Colustinian people is almost always created by trade with neighboring countries, or overseas through the seaports. During times of war, pillaging is completely acceptable, but the violation of honor by killing the defenseless is unacceptable.



Military- Their military is divided into a few sects.



Marauders

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Marauders are militia men who are trained at the most simple of tactics during times of war. They generally put in large groups of 100 to 7,500. The tactic with them is to wear down the enemy enough so the real force can take care of them. They are only used in the walls that encompass cities as the backbone defense line. They are equipped with lighter armor, mostly consisted of cloth and leather, with some metal helms and pauldrons. They are armed with a wooden shield and a spear. They are only brought out when a city is under siege.



Bruchal's Guard

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Consisting of the champions of the Boros tribe, they are chosen personally by the king and are put into small teams. When they are put into a team, they are trained for a minimum of 4 years before being put into battle to infiltrate, create panic, or assassinate. They are equipped with heavier armor, battle axes, a great axe, swords, or a heavy crossbow for long range assassination engagements.

Alaric's Chosen

View attachment 283056


Knights of gleaming golden armor, they are personally trained by Battlemaster Alaric. Sowing their way through a army like a machete to grass, they are a destructive force to be reckoned with. Used as a spearhead for larger battles, they bolster the morale of friendly forces with their golden armor and their forceful slaughter.



Outriders of Jhort

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The tribe of Jhort specializes in the Calvary engagements, and the angelicness of their lord. Hyper-religious and zealous to the death, the Outriders seeks to enforce their religion over the other tribes, but are only held back by the King's will. Armed with lances and short swords and donned in medium armor, these knights are the border patrol of Colustinia.

Knights of the Republic

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The main force actually used for siege and other forms of warfare, they are composed of all men from all tribes, and are the foot soldier that might stand a chance against similar units. They are armed with long swords and shields, and have medium armor all around. They are usually led by the Chosen of Alaric. The army is trained from lesser battle masters, proficient enough with the long sword and shield, they are trained for a year before going into battle.


Cities/towns/ castles- The 4 cities of Colustinia are Jhort, the city of Outriders and religious powerhouse. The city of Cessiltan, which is the people's town, and supplies agriculture and merchants to the Republic. The city of Boros, crucible of Dwarves, and the blacksmithery capital of Colustinia. Most ironwork comes from here, as the minerals also come from Boros. Finally, the city of Copenhagen, city of Warriors, where the best are trained by battlemaster Alaric. This supplies trainers to the other cities as well so they may create troops and defend themselves in times of need.


Jhort

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Cessiltan

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Boros

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Copenhagen

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Religion- These people believe in the one true god, The Sun, Solus. Solus is the object of worship in Jhort, and is a benevolent god, who treats his followers with respect if they follow the honorable path to glory. He is idolized as a sword or sigil on a sword, and is always kept well shined as the sun must always shine! Failed treatment of sigil or sword is punishable by exile or excommunication. They view the night as the original wielder of the sun, lost in the sky when he dropped his sword, and forgot to shine it.



Trade Goods- Finely crafted weapons of all assortments (Axes, swords, etc), personal blacksmiths, finely crafted armors, and food stuffs.


[/QUOTE] Accepted just add in where your cities are so I can add them
 
[QUOTE="Comrade Wubzin]
(WIP)Terrianian Empire
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Color-(Southern) Light brown


History- The Terrianian empire was founded after a successful rebellion towards an oppressive ruler, the history of what the rulers name was and what the past empire was have been erased, no foreigner knows why. Due to this, there are four rulers, councilors, of the kingdom. These people are the descendants of the leaders of the rebellion. Each trained to the point of hating oppression and feeling the need to put the people first.


Leaders-The four current leaders are; Marcus Franz, Lanida Merici, Zen Uralius and Mohamed Lartian.


Marcus Franz



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Lanida Merici



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Zen Uralius



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Mohamed Lartian



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Government type
- The small empire is lead by three kings and one queen, all of which are single and heavily trained to be selfless to be able to put the people first. Mostly, they're referred to as councilors and they solve things together by Law of Lords, they're the Terrianian Council.





Culture
- The Empire is split into four unique cultures, due to it being within the Great Plains of Frezia, the Kalayari Desert and the mountains between the two. The desert and desert/plains culture tends to be very traditional, explorative and active. The mountainous culture is more defensive, battle-ready and honor-bound. The plains are also very cultural, but they're very trade and city-loving. The people over all tend to be very accepting, nobody know's exactly why, but some thing it's them trying to be lawful-good-neutral, due to their empires location. They're accepting of most things, excluding religion, due to them claiming that their gods are the true gods, like every other religious folk. Alcohol and drugs are outlawed, the people and church see it as a sign of disrespect and lack of responsibility. Thanks to the rulers need to put the people first, the citizens of the Terrianian empire enjoy a wondrous citizenship, fresh and clean water and food, similarly conditioned clothes and homes with the ability to clean themselves off. With the ability to choose any job they like, if the requirements are met, and a free market where they choose what they want, thus boosting the economy.


Mountains (Husaria)


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Plains (Terra)


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Desert (Hamdia)



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Desert/plains (Conquistay)


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Military- The military of the empire, named the Terrianian Brigade, is known for being mostly agile and heavily strategic. The use of using just one strategy repeatedly is not an option, the enemies of this empire a keen on identifying and adapting to common strategies. With major powers to the south and north, they wouldn't want to be hasty and brutish. The Terrianian Brigade is made up of; Terran and sand legionaries, rangers, hussars and winged hussars, Franzguards and Conquadens. Higher rank is shown by having more golden parts/engravings on the armor of the ranking soldier, the higher the rank the more golden and engravings on the armor.


(below) Sand Legionaries are the backbone of the southern parts of the Terrianian Empire, handling sand raiders and the few other empires residing there that'll threaten the empire, using scimitars and the regular equipment given to legionaries.



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(below) Terran legionary are the real backbone of the Terrianian Empire, being the standard foot soldier and using shortswords, spears and crossbows.


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(below) Franzguards are the elite infantry of the Terrianian Empire, their commanders were trained a lot like the councilors, and were the decendents of the comanders of the militia that braught down the old oppressive empire. Not to say that the other soldiers of the empire wouldn't protect the civilians, these guys bring a whole new level to the phrase "Put the people first." They are extremely patriotic and will stop at nothing to have their blades taste the blood of the empires foes. They are the truly elite units of the empire, in fact, they're the oldest unit in the empire, existing during the great rebellion.


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(below) Conquadens are the soldiers of Conquistay, they're the second lightest infantrymen and the youngest infantry unit in this empire. Formed merely a year ago, the conquadens are the militaristic explorers and patriotic and religious soldiers and mercenaries. It is near-impossibly tough to crush the morale of a conquaden, general and private. Their equipment isn't fully metal, having bits of leather here and there, but they are quite fashionable.


1dc07f288f91cc08e656de7bbd4693a9.jpg



(below) Hussars are the "heavy" infantry of the Terrianian Empire, or at least the heaviest in the empire. They aren't considered to be that heavy by the other empires, due to their armor being the lightest heavy armor in the world, and the weakest heavy armor in the world. They can wield somewhat large kite shields and greatswords along with spears and halberds.


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(below) Winged hussars are the cavalry of the empire, and probably the elite unit within the empire. They are known for being top-notch horsemen and having large feathered wings attached to their armor, sometimes lighting the feathers ablaze to instill fear into their foes. When on horseback, they will use lances or bows, when knocked off horseback, they'll use shortswords.



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Rangers are the lightest infantry unit of the empire, wearing cloth and leather. Ranger's are mainly used as scouts, stealth units, and gorilla-tactic-units. They tend to use shortswords, bows and throwing daggers.



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Cities/Towns



Main Cities- Terra(capitol), Husaria, Hamdia and Conquistay


Cities-Creetia, Ordia, Ania, Vanius, Marrishi, Cania, Dakyan



Castles-Lanida's keep, Franz' keep, Zen's keep, Mohamed's keep. Fayr's Nest, Sultans End, Outpost Omnicronius.


Towns-Church-provided care villages for the poor, Lothdo, Farralia and Dakyan



Terra, the captiol- The capitol of this empire was once filled with the poor, pollution and immense crowding during the age of oppression. But now, it's more clean and has trees around every corner along with clean rivers flowing through the city. The city is where most of the Terran legionaries are recruited.


Husaria- If you head to the mountains controlled by this empire, the major city there would be Husaria. A city of battle-ready soldiers and blacksmiths, this is obviously where the empire gets its hussar soldiers.


Hamdia- If you head to the south, near the great sands, this will be the first city you'll see. It's high wall hides the beauty and thriving populace within.


Conquistay- To the north west, you'll find the city of Conquistay, a bustling trade part-stone-part-sandstone-part-wood city full of active and kind hearted people. The city has a mix of the northern plains and southern desert cultures and biomes. This city is also where all of the empires conquadens come form.


Fayr's Nest- To the eastern mountains lies many outposts and forts, the most notorious of them all is Fayr's Nest. Fayr's Nest holds elite legionaries who are constantly being trained when they have spare time.


Sultans End- To the south eastern dunes also lies a great many of outposts and forts, the most famous of them all is Sultans End. Named the Sultans end for successfully fighting off and hunting down a infamous bandit tribe, although withstand quite a bit of damage, causing wood to replace most of the damaged areas. Their leader called himself the Sultan, this bandit tribe was known for being undefeated, that was until they confronted the outpost.


Outpost Omnicronius- To the western plains also reside a great many of outposts and forts. The one who's name is spoken in hushed voices by the locals of the northern empires is Outpost Omnicronius. The barbarians of the north truly live up to their name, but Outpost Omnicronius shows them their place when they try to break through the walls.


Fayr's Nest


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Sultans End


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Outpost Omnicronius


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Economy
- The Economy of the Terrianian Empire is by no means homogeneous. Each region is distinct and unique. The plains are the breadbasket of the empire while the Northern Lands produce the majority of the raw materials and the desert dominant the fabric industry. There are very few poor, most are shepherded into church-provided care villages where they "restart" and/or live in a village where little to nothing is completely theirs. Every settlement in this empire is always a trade-hub, each sporting the standard supplies and certain ones unique to the settlement.


Trade goods-


Mountains- Iron and most of the raw minerals in the empire, and meat, water, horses, various mountainous farm-provided foods, the lightest heavy armor (doesn't have the best protection) and weapons in the world, very few oak.


Plains- Iron, steel, fish, water, building supplies and various basic farm-provided foods, light armor and weapons, various pieces of art, very little fertile soil.


Desert/Plains areas- Iron, steel, copper, fish, water, fabrics, building supplies, various basic farm-provided foods, light armor and weapons, artwork, fashionable clothing, some fertile soil, sandstone, ships and conquadens for hire.


Desert- Iron, copper, water, various fabrics, fruits, ships, light armor and weapons, highly fashionable clothes, sandstone.


Religion- The religion is heavily enforced and polytheistic. There are five "good" goods and one "bad" god. Thanitus, god of cold and war. Lantius, god of knowledge and warmth. Criatius, god of healing and peace. Hameed, god of sand, water and fire. Viuditas, god of astronomy and the ocean. And lasty, Caria, god of corruption, evil and sin.


Caria is the god of punishment, if you commit too much sin, you are said to become a demon. Becoming a demon is painful for humans, their flesh turns to fire whilst they grow horns. Once you've finished transforming, you're brainwashed. Forgetting who you once were and what you did, without any way of remembering. Your a machine of war. You're practically dead.


[/QUOTE] Accepted, PM me a map with cities painted on or just good directions of where to put them
 
Color-


Light Blue (The thing below red and above purple)


Name-


Scythian Empire


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Government Type-


Absolute Monarchy


Leader(s)-


King Katioior


uJUqSp_8zjwkAbUlhc-BcZwFdJXOmeURQvjn4mGgdeQcs1PTwnQAepHQZ3Wl8kOgYWsMybAcgKQAoxwwLHr20aRRTCeSkSjB4Wu_fvHoaiAdZCeM2d62GDrRXUcRn2SPYvtmW6jw



(Fear his beard!)


Queen Tomiri


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Capital-


Gelonus


History-


(Yes, these are based off of the Scythians of Central Asia and Mongols)


Once a bunch of warring tribes, Katioior led his tribe to victory through military conquest and diplomacy. As a child, he displayed military excellence and rose up the ranks, before becoming chief of the tribe. Through his cavalry archers and strict discipline of his army, the enemy tribes were quickly smashed and made part of Kaitoior’s dream of a unified Scythian Empire. He achieved it, and soon met the sister of one of the chiefs of a tribe, he instantly fell in love with her graceful demeanor, and attractive looks. She fell in love with him with his resolute posture, and his kind personality to close family and friends. The two were eventually crowned King and Queen of the newly formed Scythian Empire, and that is how it has been ever since. The country meanwhile were satisfied with the new leaders, as they allowed religious freedom, and the militarized society allowed all men to be eligible to the army. (This also served as a distraction from thinking of overthrowing the Empire…) Protected by mountains to the north, river and forests to the west, and a wide ocean to the east, the country was relatively safe from all enemy attack. From there, the empire expanded to what it is today. But, talks are being made about influencing other territories… The Scythians have built defenses all across their borders.


Culture-


A heavily militarized country, male children immediately receive training, and a Hierarchy was born, the more fit and skilled were given praised roles as cavalry archers and knights, while the lesser fortunate ones were given the roles of foot soldiers and archers. The unfortunate weak ones are ridiculed for the rest of their life. The country is mostly Atheist, with some following mixed religions. Education is only bothered if one wanted to become a tactician in the army, advisor, government officer or a scientist, which not many Scythian children choose, as most follow the steps of their father, Scythian culture includes strong devotion to the family, and the father as first. Guests are to be treated as best as possible, and be wary of foreigners. All soldiers must sign and say an oath of loyalty to the country and monarchy. Overall, a man must be devoted to 1.Country 2.Family 3.Honor. A woman must be devoted to country, husband and family. Red and Blue has been adopted as the colors of the Empire.


Economy-


The Scythian Economy is based on agriculture, and fish from the sea. Trade with other countries is moderate at best. Mining for ores in the mountains are a prevalent part of the Northern economy, and logging a part of the western economy. The breadbasket is sheltered in the middle of the country. Overall the economy isn’t anything outstanding. Not dead last but certainly not at the top.


Military


Dominated by horses, the army is made up of cavalry archers, knights, foot archers and halberdiers, foot soldiers, messengers, hussars, trebuchets and siege rams make up the siege force of the Scythian Army. The Scythian Navy is mostly made of small, agile ships to quickly swarm larger enemy navies, and to break possible enemy blockades as fish is good. When on long and far expeditions, family members or even herds would follow along. The Army has a heavy emphasis on speed and mobility of the army, and living off the land so fallen logistics will not be a problem, (Like le Horde) Cavalry archers use hit and run tactics, shooting barbed, poison or regular arrows to wear down the enemy, and speed to block off cumbersome infantry attacks. Knights and Hussars sweep up remaining enemy units and break fortifications not possible from cavalry archers. Infantry and Foot archers ambush from unexpected areas and as stealth units. Mercenaries are heavily discouraged in the army. The Scythian Army is 15,000 strong.


Scythian Cavalry Archer


3x Bow (1 for Horse, 1 for dismounted, 1 spare) 180x Arrows, 1x Short Scimitar, multiple horses for a ‘fresh’ army.


The main force behind the fearsome Scythian Army, these trained cavalry archers can pull off accurate shots at 600 ft, and shoot regular arrows into an enemy force at 660 ft, this allows for unprecedented accuracy and lethality. Heavily trained to become the deadliest archers on the continent. The Cavalry archer has at least 2 horses to switch, and it is his job to maintain them or risk death from poor horse performance. The Scythian horse is well known for durability, sturdiness, small size (Smaller target), weather resistance, and able to eat a variety of fodder. This allows the army to arrive at enemy forts earlier to when they expected by days, or sometimes even weeks. A short scimitar is used for close range combat when the bow is not optimized. Lightly armored, their armor are fashioned with leather, heavy silk and iron. Why silk? It is able to wrap around the arrow upon impact, and this allows the arrow to be quickly pulled out. This armor type is prehey are able to make agile and unexpected movements compared to enemy forces which the Scythians have encountered. Main force of the Scythian Army, and the pride of it. 8 out of 15 Scythian soldiers are these. It is said that the arrows could pierce the heaviest armor of any knight...


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Scythian Hussar-


1x Medium Scimitar, 1x Small Lightweight Round Shield






The reconnaissance and scouting relies on the Hussars. These are given a Javelin to literally throw into the enemy, and a scimitar for defense. Given specially bred horses optimized for speed, reconnaissance is an important part of the Scythian strategic doctrine. Once again, lightly armored to increase extra mobility, these can be also referred to as shock troopers, suddenly coming from behind. They are medium armored, operating as a unit to exploit breakthroughs. Same armor as the Cavalry archer except more.


3 out of 15 Scythian Soldiers are these.


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Scythian Elite Cavalry-


1x Lance, 1x Scimitar


Heavy trained and loyal tot he country, When the main enemy force is found, the Scythian knights charge into battle with heavy armor and lance in hand. These are made to smash through enemy forces and formations, heavy armor is used on both horse and knight to protect him, these can be easily use to cause disarray in enemy fortifications when combined with hussars. When in close quarters combat, the Knight will switch to his Scimitar and act as a regular foot soldier, but will stay on the horse if possible. Same armor as the previous, except much more.


3 out of 15 Scythian Soldiers are these.


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Scythian Defender/Ambusher


1x Crossbow, 1x Short Scimitar


(Variant) 1x Scimitar, 1x Round Shield, Mediumly armored.


(Pike Variant) 1x Pike, 1x Short Scimitar, Lightly Armored


Easier to hide, and much more easier to operate when alone and can hide more easily. These make up an Assassin force, and Scythians for whatever reason can’t ride a horse, the minority of the Scythian Army, though still useful when ambushing opponents, and light reconnaissance, lightly armored as well. The Variant is used for defending, and attacking where cavalry can not reach. The Pike variant can be used to defend against enemy cavalry or infantry waves. A little less armor then the Cavalry archer. The first variant has as much armor as the Hussar, same layout.


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Siege Ram- What you would expect...just a siege ram that can be easily assembled from local resources.


Trebuchet- Yup, nothing special except that Scythian trebuchets are built while during a siege and not carried around as the worst thing you want to have is the defender of a fortress see a massive tower from that forest and calling his brothers to arms.


Scythian Troop Ship-


These could carry 300 troops, and land on enemy territory, can be substituted as a transport ship. Looks like a cog. Armed with one ballista for seashore bombardment and self defense.


Scythian Warship-


Oared and masted, these ships were agile and small, with archers onboard firing fire arrows into enemy ships. Ramming was also a possible tactic if needed. One ballista was mounted.


Cities/towns/ castles-


Gelonus - The Capital of the Empire, a bustling city with markets, buildings and entertainment facilities, enclosed by its great walls, it is a symbol worthy of the Scythian Empire. Serves as the trading hub, since it was built next to the ocean. The seat of the Scythian Monarchy.


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Vorskla - The major city located on the rivers bordering the Empire, heavily defended as this is the first line of defense against possible invasions by the river, though it rivals Gelonus with size and wealth due to the trade and forests with allow for building material.


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Kunlun - The famed “Iron Fortress” of the Scythian Empire, more akin to of a fortress to a city, north of the Empire, it sits proudly on the Mountain range, overlooking the north, east, west and south. Gems and other ores are all passed through here. The Mountains serve as natural defenses and can be mined away to build more fortifications or to be made into trebuchet stones. Heavily stocked with weapons, food and equipment, sieging this city will be no easy task.


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(Each city mentioned above has a major castle in it)


Numerous other castles are dotted across the land, bringing the total amount of castles to 12, most located on the borders. 3 Sea-Looking castles, 3 Castles in the Mountains, 3 Castles near the Rivers, and 3 Castles deeper into the country.


Other Cities - Scyth (Mountain City) Gerro (Ocean Looking city) Dahae (River City) Sakiz (Forest City)


10 Towns dot around the country, names to be given.


-Religion-


Atheist and Mixed
 
Last edited by a moderator:
Serenade said:
Color-
Light Blue (The thing below red and above purple)


Name-


Scythian Empire


RRsZlf6YTq4Di5U1BWcO2OzySyoapPoC1jwU32RkzMshXR75K8I-GgyrtxMqNKdoVTYQwh32gXntsjQV-dTT49wE2gT9RFEs0fBJccLTLkVVJvCyHuj2Pk6IdQJMpIJ23K9VcG5P



Government Type-


Absolute Monarchy


Leader(s)-


King Katioior


uJUqSp_8zjwkAbUlhc-BcZwFdJXOmeURQvjn4mGgdeQcs1PTwnQAepHQZ3Wl8kOgYWsMybAcgKQAoxwwLHr20aRRTCeSkSjB4Wu_fvHoaiAdZCeM2d62GDrRXUcRn2SPYvtmW6jw



(Fear his beard!)


Queen Tomiri


6dHuO1NHe4nohsLUOM_qo0IYLcC07XtUsfXPZuUK6fFxDSFDabo3p6C7p71IS_emp9SbgqfuEvdaeZ6aw8-Bzw8f3BLETOkO4AXlsFAVx87MU4UhWlTZwNZMgl48T8E04drgfww4



Capital-


Gelonus


History-


(Yes, these are based off of the Scythians of Central Asia and Mongols)


Once a bunch of warring tribes, Katioior led his tribe to victory through military conquest and diplomacy. As a child, he displayed military excellence and rose up the ranks, before becoming chief of the tribe. Through his cavalry archers and strict discipline of his army, the enemy tribes were quickly smashed and made part of Kaitoior’s dream of a unified Scythian Empire. He achieved it, and soon met the sister of one of the chiefs of a tribe, he instantly fell in love with her graceful demeanor, and attractive looks. She fell in love with him with his resolute posture, and his kind personality to close family and friends. The two were eventually crowned King and Queen of the newly formed Scythian Empire, and that is how it has been ever since. The country meanwhile were satisfied with the new leaders, as they allowed religious freedom, and the militarized society allowed all men to be eligible to the army. (This also served as a distraction from thinking of overthrowing the Empire…) Protected by mountains to the north, river and forests to the west, and a wide ocean to the east, the country was relatively safe from all enemy attack. From there, the empire expanded to what it is today. But, talks are being made about influencing other territories… The Scythians have built defenses all across their borders.


Culture-


A heavily militarized country, male children immediately receive training, and a Hierarchy was born, the more fit and skilled were given praised roles as cavalry archers and knights, while the lesser fortunate ones were given the roles of foot soldiers and archers. The unfortunate weak ones are ridiculed for the rest of their life. The country is mostly Atheist, with some following mixed religions. Education is only bothered if one wanted to become a tactician in the army, advisor, government officer or a scientist, which not many Scythian children choose, as most follow the steps of their father, Scythian culture includes strong devotion to the family, and the father as first. Guests are to be treated as best as possible, and be wary of foreigners. All soldiers must sign and say an oath of loyalty to the country and monarchy. Overall, a man must be devoted to 1.Country 2.Family 3.Honor. A woman must be devoted to country, husband and family. Red and Blue has been adopted as the colors of the Empire.


Economy-


The Scythian Economy is based on agriculture, and fish from the sea. Trade with other countries is moderate at best. Mining for ores in the mountains are a prevalent part of the Northern economy, and logging a part of the western economy. The breadbasket is sheltered in the middle of the country. Overall the economy isn’t anything outstanding. Not dead last but certainly not at the top.


Military


Dominated by horses, the army is made up of cavalry archers, knights, foot archers and halberdiers, foot soldiers, messengers, hussars, trebuchets and siege rams make up the siege force of the Scythian Army. The Scythian Navy is mostly made of small, agile ships to quickly swarm larger enemy navies, and to break possible enemy blockades as fish is good. When on long and far expeditions, family members or even herds would follow along. The Army has a heavy emphasis on speed and mobility of the army, and living off the land so fallen logistics will not be a problem, (Like le Horde) Cavalry archers use hit and run tactics, shooting barbed, poison or regular arrows to wear down the enemy, and speed to block off cumbersome infantry attacks. Knights and Hussars sweep up remaining enemy units and break fortifications not possible from cavalry archers. Infantry and Foot archers ambush from unexpected areas and as stealth units. Mercenaries are heavily discouraged in the army. The Scythian Army is 100,000 strong.


Scythian Cavalry Archer


3x Bow (1 for Horse, 1 for dismounted, 1 spare) 180x Arrows, 1x Short Scimitar, multiple horses for a ‘fresh’ army.


The main force behind the fearsome Scythian Army, these trained cavalry archers can pull off accurate shots at 600 ft, and shoot regular arrows into an enemy force at 660 ft, this allows for unprecedented accuracy and lethality. Heavily trained to become the deadliest archers on the continent. The Cavalry archer has at least 2 horses to switch, and it is his job to maintain them or risk death from poor horse performance. The Scythian horse is well known for durability, sturdiness, small size (Smaller target), weather resistance, and able to eat a variety of fodder. This allows the army to arrive at enemy forts earlier to when they expected by days, or sometimes even weeks. A short scimitar is used for close range combat when the bow is not optimized. Lightly armored, their armor are fashioned with leather, heavy silk and iron. Why silk? It is able to wrap around the arrow upon impact, and this allows the arrow to be quickly pulled out. This armor type is prehey are able to make agile and unexpected movements compared to enemy forces which the Scythians have encountered. Main force of the Scythian Army, and the pride of it. 8 out of 15 Scythian soldiers are these. It is said that the arrows could pierce the heaviest armor of any knight...


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Scythian Hussar-


1x Medium Scimitar, 1x Small Lightweight Round Shield






The reconnaissance and scouting relies on the Hussars. These are given a Javelin to literally throw into the enemy, and a scimitar for defense. Given specially bred horses optimized for speed, reconnaissance is an important part of the Scythian strategic doctrine. Once again, lightly armored to increase extra mobility, these can be also referred to as shock troopers, suddenly coming from behind. They are medium armored, operating as a unit to exploit breakthroughs. Same armor as the Cavalry archer except more.


3 out of 15 Scythian Soldiers are these.


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Scythian Elite Cavalry-


1x Lance, 1x Scimitar


Heavy trained and loyal tot he country, When the main enemy force is found, the Scythian knights charge into battle with heavy armor and lance in hand. These are made to smash through enemy forces and formations, heavy armor is used on both horse and knight to protect him, these can be easily use to cause disarray in enemy fortifications when combined with hussars. When in close quarters combat, the Knight will switch to his Scimitar and act as a regular foot soldier, but will stay on the horse if possible. Same armor as the previous, except much more.


3 out of 15 Scythian Soldiers are these.


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Scythian Defender/Ambusher


1x Crossbow, 1x Short Scimitar


(Variant) 1x Scimitar, 1x Round Shield, Mediumly armored.


(Pike Variant) 1x Pike, 1x Short Scimitar, Lightly Armored


Easier to hide, and much more easier to operate when alone and can hide more easily. These make up an Assassin force, and Scythians for whatever reason can’t ride a horse, the minority of the Scythian Army, though still useful when ambushing opponents, and light reconnaissance, lightly armored as well. The Variant is used for defending, and attacking where cavalry can not reach. The Pike variant can be used to defend against enemy cavalry or infantry waves. A little less armor then the Cavalry archer. The first variant has as much armor as the Hussar, same layout.


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Siege Ram- What you would expect...just a siege ram that can be easily assembled from local resources.


Trebuchet- Yup, nothing special except that Scythian trebuchets are built while during a siege and not carried around as the worst thing you want to have is the defender of a fortress see a massive tower from that forest and calling his brothers to arms.


Scythian Troop Ship-


These could carry 300 troops, and land on enemy territory, can be substituted as a transport ship. Looks like a cog. Armed with one ballista for seashore bombardment and self defense.


Scythian Warship-


Oared and masted, these ships were agile and small, with archers onboard firing fire arrows into enemy ships. Ramming was also a possible tactic if needed. One ballista was mounted.


Cities/towns/ castles-


Gelonus - The Capital of the Empire, a bustling city with markets, buildings and entertainment facilities, enclosed by its great walls, it is a symbol worthy of the Scythian Empire. Serves as the trading hub, since it was built next to the ocean. The seat of the Scythian Monarchy.


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Vorskla - The major city located on the rivers bordering the Empire, heavily defended as this is the first line of defense against possible invasions by the river, though it rivals Gelonus with size and wealth due to the trade and forests with allow for building material.


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Kunlun - The famed “Iron Fortress” of the Scythian Empire, more akin to of a fortress to a city, north of the Empire, it sits proudly on the Mountain range, overlooking the north, east, west and south. Gems and other ores are all passed through here. The Mountains serve as natural defenses and can be mined away to build more fortifications or to be made into trebuchet stones. Heavily stocked with weapons, food and equipment, sieging this city will be no easy task.


MRpi8JavlJ1PZfSz1zHRVl2lLtwSIK3BP3nXUOk5JXgdvOMtugYKez6WotjGfZQtacqK-Rgw08_6JUuOIZp5rzVHoC9JoHIBjruDwXQAuQ-xpO66CFFzUtre_JsoWiErL_81Aoyu



(Each city mentioned above has a major castle in it)


Numerous other castles are dotted across the land, bringing the total amount of castles to 12, most located on the borders. 3 Sea-Looking castles, 3 Castles in the Mountains, 3 Castles near the Rivers, and 3 Castles deeper into the country.


Other Cities - Scyth (Mountain City) Gerro (Ocean Looking city) Dahae (River City) Sakiz (Forest City)


10 Towns dot around the country, names to be given.


-Religion-


Atheist and Mixed
Accepted I like it, be sure to expand upon your internal affairs in your posts
 
Serenade said:
Color-
Light Blue (The thing below red and above purple)


Name-


Scythian Empire


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Government Type-


Absolute Monarchy


Leader(s)-


King Katioior


uJUqSp_8zjwkAbUlhc-BcZwFdJXOmeURQvjn4mGgdeQcs1PTwnQAepHQZ3Wl8kOgYWsMybAcgKQAoxwwLHr20aRRTCeSkSjB4Wu_fvHoaiAdZCeM2d62GDrRXUcRn2SPYvtmW6jw



(Fear his beard!)


Queen Tomiri


6dHuO1NHe4nohsLUOM_qo0IYLcC07XtUsfXPZuUK6fFxDSFDabo3p6C7p71IS_emp9SbgqfuEvdaeZ6aw8-Bzw8f3BLETOkO4AXlsFAVx87MU4UhWlTZwNZMgl48T8E04drgfww4



Capital-


Gelonus


History-


(Yes, these are based off of the Scythians of Central Asia and Mongols)


Once a bunch of warring tribes, Katioior led his tribe to victory through military conquest and diplomacy. As a child, he displayed military excellence and rose up the ranks, before becoming chief of the tribe. Through his cavalry archers and strict discipline of his army, the enemy tribes were quickly smashed and made part of Kaitoior’s dream of a unified Scythian Empire. He achieved it, and soon met the sister of one of the chiefs of a tribe, he instantly fell in love with her graceful demeanor, and attractive looks. She fell in love with him with his resolute posture, and his kind personality to close family and friends. The two were eventually crowned King and Queen of the newly formed Scythian Empire, and that is how it has been ever since. The country meanwhile were satisfied with the new leaders, as they allowed religious freedom, and the militarized society allowed all men to be eligible to the army. (This also served as a distraction from thinking of overthrowing the Empire…) Protected by mountains to the north, river and forests to the west, and a wide ocean to the east, the country was relatively safe from all enemy attack. From there, the empire expanded to what it is today. But, talks are being made about influencing other territories… The Scythians have built defenses all across their borders.


Culture-


A heavily militarized country, male children immediately receive training, and a Hierarchy was born, the more fit and skilled were given praised roles as cavalry archers and knights, while the lesser fortunate ones were given the roles of foot soldiers and archers. The unfortunate weak ones are ridiculed for the rest of their life. The country is mostly Atheist, with some following mixed religions. Education is only bothered if one wanted to become a tactician in the army, advisor, government officer or a scientist, which not many Scythian children choose, as most follow the steps of their father, Scythian culture includes strong devotion to the family, and the father as first. Guests are to be treated as best as possible, and be wary of foreigners. All soldiers must sign and say an oath of loyalty to the country and monarchy. Overall, a man must be devoted to 1.Country 2.Family 3.Honor. A woman must be devoted to country, husband and family. Red and Blue has been adopted as the colors of the Empire.


Economy-


The Scythian Economy is based on agriculture, and fish from the sea. Trade with other countries is moderate at best. Mining for ores in the mountains are a prevalent part of the Northern economy, and logging a part of the western economy. The breadbasket is sheltered in the middle of the country. Overall the economy isn’t anything outstanding. Not dead last but certainly not at the top.


Military


Dominated by horses, the army is made up of cavalry archers, knights, foot archers and halberdiers, foot soldiers, messengers, hussars, trebuchets and siege rams make up the siege force of the Scythian Army. The Scythian Navy is mostly made of small, agile ships to quickly swarm larger enemy navies, and to break possible enemy blockades as fish is good. When on long and far expeditions, family members or even herds would follow along. The Army has a heavy emphasis on speed and mobility of the army, and living off the land so fallen logistics will not be a problem, (Like le Horde) Cavalry archers use hit and run tactics, shooting barbed, poison or regular arrows to wear down the enemy, and speed to block off cumbersome infantry attacks. Knights and Hussars sweep up remaining enemy units and break fortifications not possible from cavalry archers. Infantry and Foot archers ambush from unexpected areas and as stealth units. Mercenaries are heavily discouraged in the army. The Scythian Army is 15,000 strong.


Scythian Cavalry Archer


3x Bow (1 for Horse, 1 for dismounted, 1 spare) 180x Arrows, 1x Short Scimitar, multiple horses for a ‘fresh’ army.


The main force behind the fearsome Scythian Army, these trained cavalry archers can pull off accurate shots at 600 ft, and shoot regular arrows into an enemy force at 660 ft, this allows for unprecedented accuracy and lethality. Heavily trained to become the deadliest archers on the continent. The Cavalry archer has at least 2 horses to switch, and it is his job to maintain them or risk death from poor horse performance. The Scythian horse is well known for durability, sturdiness, small size (Smaller target), weather resistance, and able to eat a variety of fodder. This allows the army to arrive at enemy forts earlier to when they expected by days, or sometimes even weeks. A short scimitar is used for close range combat when the bow is not optimized. Lightly armored, their armor are fashioned with leather, heavy silk and iron. Why silk? It is able to wrap around the arrow upon impact, and this allows the arrow to be quickly pulled out. This armor type is prehey are able to make agile and unexpected movements compared to enemy forces which the Scythians have encountered. Main force of the Scythian Army, and the pride of it. 8 out of 15 Scythian soldiers are these. It is said that the arrows could pierce the heaviest armor of any knight...


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Scythian Hussar-


1x Medium Scimitar, 1x Small Lightweight Round Shield






The reconnaissance and scouting relies on the Hussars. These are given a Javelin to literally throw into the enemy, and a scimitar for defense. Given specially bred horses optimized for speed, reconnaissance is an important part of the Scythian strategic doctrine. Once again, lightly armored to increase extra mobility, these can be also referred to as shock troopers, suddenly coming from behind. They are medium armored, operating as a unit to exploit breakthroughs. Same armor as the Cavalry archer except more.


3 out of 15 Scythian Soldiers are these.


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Scythian Elite Cavalry-


1x Lance, 1x Scimitar


Heavy trained and loyal tot he country, When the main enemy force is found, the Scythian knights charge into battle with heavy armor and lance in hand. These are made to smash through enemy forces and formations, heavy armor is used on both horse and knight to protect him, these can be easily use to cause disarray in enemy fortifications when combined with hussars. When in close quarters combat, the Knight will switch to his Scimitar and act as a regular foot soldier, but will stay on the horse if possible. Same armor as the previous, except much more.


3 out of 15 Scythian Soldiers are these.


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Scythian Defender/Ambusher


1x Crossbow, 1x Short Scimitar


(Variant) 1x Scimitar, 1x Round Shield, Mediumly armored.


(Pike Variant) 1x Pike, 1x Short Scimitar, Lightly Armored


Easier to hide, and much more easier to operate when alone and can hide more easily. These make up an Assassin force, and Scythians for whatever reason can’t ride a horse, the minority of the Scythian Army, though still useful when ambushing opponents, and light reconnaissance, lightly armored as well. The Variant is used for defending, and attacking where cavalry can not reach. The Pike variant can be used to defend against enemy cavalry or infantry waves. A little less armor then the Cavalry archer. The first variant has as much armor as the Hussar, same layout.


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Siege Ram- What you would expect...just a siege ram that can be easily assembled from local resources.


Trebuchet- Yup, nothing special except that Scythian trebuchets are built while during a siege and not carried around as the worst thing you want to have is the defender of a fortress see a massive tower from that forest and calling his brothers to arms.


Scythian Troop Ship-


These could carry 300 troops, and land on enemy territory, can be substituted as a transport ship. Looks like a cog. Armed with one ballista for seashore bombardment and self defense.


Scythian Warship-


Oared and masted, these ships were agile and small, with archers onboard firing fire arrows into enemy ships. Ramming was also a possible tactic if needed. One ballista was mounted.


Cities/towns/ castles-


Gelonus - The Capital of the Empire, a bustling city with markets, buildings and entertainment facilities, enclosed by its great walls, it is a symbol worthy of the Scythian Empire. Serves as the trading hub, since it was built next to the ocean. The seat of the Scythian Monarchy.


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Vorskla - The major city located on the rivers bordering the Empire, heavily defended as this is the first line of defense against possible invasions by the river, though it rivals Gelonus with size and wealth due to the trade and forests with allow for building material.


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Kunlun - The famed “Iron Fortress” of the Scythian Empire, more akin to of a fortress to a city, north of the Empire, it sits proudly on the Mountain range, overlooking the north, east, west and south. Gems and other ores are all passed through here. The Mountains serve as natural defenses and can be mined away to build more fortifications or to be made into trebuchet stones. Heavily stocked with weapons, food and equipment, sieging this city will be no easy task.


MRpi8JavlJ1PZfSz1zHRVl2lLtwSIK3BP3nXUOk5JXgdvOMtugYKez6WotjGfZQtacqK-Rgw08_6JUuOIZp5rzVHoC9JoHIBjruDwXQAuQ-xpO66CFFzUtre_JsoWiErL_81Aoyu



(Each city mentioned above has a major castle in it)


Numerous other castles are dotted across the land, bringing the total amount of castles to 12, most located on the borders. 3 Sea-Looking castles, 3 Castles in the Mountains, 3 Castles near the Rivers, and 3 Castles deeper into the country.


Other Cities - Scyth (Mountain City) Gerro (Ocean Looking city) Dahae (River City) Sakiz (Forest City)


10 Towns dot around the country, names to be given.


-Religion-


Atheist and Mixed
Working on map now you might not want to play light blue they are forests Green or tan might work better
 

Color: Dark Red (The top left corner of the map)


Name:
Oseoniel Empire


Government Type:
Monarchy


Leader:
Prince Sebastian III





Description & Brief History:


The Oseoniel Empire is an enormous country with a population of approximately 300,000 people. An island with a few small islands on the north side of the main island. Overlapping mountains in the center, rich forest to the North, fertile land to the South, and a few calm river. The Oseoniel Empire mainly lives of trading, farming, fishing, and slavery but mining and forestry activities can still be found around the empire. Slavery can be traced back to the earliest records way before the empire was formed.



Before this, Oseoniel Empire was originally a few small kingdoms fighting off each other. But a lord, Sebastian Rax led his armies and managed to defeat the other kingdoms. Several loyal men assisted him and after the battle, he decided to unite all eight kingdoms and install a new government to them. The Oseoniel Empire is now two hundred years old to the present day.



Culture:


The people of Oseoniel Empire are divided into four classes, which are highborn, the middle classes, the lower classes, and the slaves. The highborn are those who worked as a merchant or traders, landowners or those who hold upper government positions. The middle classes are usually entertainers, architects, soldiers, artists, etc. The lower classes are people who worked as a laborer. Fishers, farmers, woodcutters, stonemasons, smiths, etc. Slavery is legal in the Empire, and slaves can have their own family, but their children will become slaves just like their parents when they reached 16 years old, regardless women or boy. The classes are just barely used to differentiate the jobs and professions of the citizen, and everyone has equal human rights in Oseoniel Empire except for slaves.



Economy:


The major economy of The Oseoniel Empire are trading, agriculture, fishing, and slavery. The Empire usually trade foods and slaves with other nations for luxury items and weapons. Agriculture and fishing are a major economy thanks to the fertile land of the South and the surrounding ocean and rivers inside the country. Since The Oseoniel Empire legally allowed slavery, slaves can be bought and sell to anyone, even to foreigners. Mining and forestry are mostly for the use of The Oseoniel Empire herself.



Military:


Even thou that The Oseoniel Empire is more of an economic country, the Empire still have a decent army.
The Crimson Cloud is the most outstanding units among all in the Empire. The Crimson Cloud is a shock cavalry unit. It consists of four hundred men. Two hundred lancers and two hundred twin-blade swordmen. The head of their horses are covered up with a black cloth and equipped spikes on both sides of the horse torso.


Cities/towns/ castles:


(Currently on important cities are listed. There are still more in the future.)


OFBGAbp.jpg



Eridun, the capital of Oseoniel Empire. Eridun is divided into three parts, The Eagle Keep, the inner city, and the outer city. The city is populated with mostly highborn and middle classes. The Eagle Keep is home for the royal families while the inner city is for the highborn and the outer city for the middle classes. Traders and merchants are the primary professions in this city. Brothels, gambling dens, arenas can also be found on the outer part of the city.

XVtnaw4.jpg



Ormshire Harbor, the most north of the Empire. Ormshire is the one and the only harbor for the Empire, serving as a trading city between nations. The primary economy in this place is, of course, fishery and trading. In the middle of the town, is an old fortress built by the people of the ancient kingdoms.

WUw75Qc.jpg


Creaksey Vale, the city under the mountain. Creaksey was originally a mining site for raw materials, and it was slowly developed over hundreds of years to become another big city. Most of the people here come to work as a miner, but traders can still be seen everywhere buying raw minerals, hoping to sell them to the outsiders or the highborn. Here lies the biggest mercenary company called The Ironshade.




rr5WmCc.jpg


Crimson Citadel, the heart of the Empire's military forces. It lies west to the capital city. High and firm walls, it is the biggest fortress in the Empire. The home for the famous unit, The Crimson Cloud as well as for the other soldiers. There is a field in the middle of the citadel, acting as a training field for the to-be swordsmen and archers. Underneath the fortress is the Crimson Prison, where criminals were forced to work for their entire life.


(More will be added)



Religion:


Religion in Oseoniel Empire is quite unique, since people born in different classes, the god/goddess they worship tend to be different as well. Even that there were many different god/goddess to worship, they have been co-existing relatively harmoniously and have even complemented each other to a certain degree. The most worshiped god is - Myohr, God of Life & Dead. Soldiers, warriors and mercenaries usually worship - Yxemis, God Of Strength and Power. Farmers, Fishermen, and other laborers usually worship - Wihdhais, Goddess Of Work.






 
Last edited by a moderator:
beakershell said:

Color: Dark Red (The top left corner of the map)


Name:
Oseoniel Empire


Government Type:
Monarchy


Leader:
Prince Sebastian III





Description & Brief History:


The Oseoniel Empire is an enormous country with a population of approximately ten million people. An island with a few small islands on the north side of the main island. Overlapping mountains in the center, rich forest to the North, fertile land to the South, and a few calm river. The Oseoniel Empire mainly lives of trading, farming, fishing, and slavery but mining and forestry activities can still be found around the empire. Slavery can be traced back to the earliest records way before the empire was formed.



Before this, Oseoniel Empire was originally a few small kingdoms fighting off each other. But a lord, Sebastian Rax led his armies and managed to defeat the other kingdoms. Several loyal men assisted him and after the battle, he decided to unite all eight kingdoms and install a new government to them. The Oseoniel Empire is now two hundred years old to the present day.



Culture:


The people of Oseoniel Empire are divided into four classes, which are highborn, the middle classes, the lower classes, and the slaves. The highborn are those who worked as a merchant or traders, landowners or those who hold upper government positions. The middle classes are usually entertainers, architects, soldiers, artists, etc. The lower classes are people who worked as a laborer. Fishers, farmers, woodcutters, stonemasons, smiths, etc. Slavery is legal in the Empire, and slaves can have their own family, but their children will become slaves just like their parents when they reached 16 years old, regardless women or boy. The classes are just barely used to differentiate the jobs and professions of the citizen, and everyone has equal human rights in Oseoniel Empire except for slaves.



Economy:


The major economy of The Oseoniel Empire are trading, agriculture, fishing, and slavery. The Empire usually trade foods and slaves with other nations for luxury items and weapons. Agriculture and fishing are a major economy thanks to the fertile land of the South and the surrounding ocean and rivers inside the country. Since The Oseoniel Empire legally allowed slavery, slaves can be bought and sell to anyone, even to foreigners. Mining and forestry are mostly for the use of The Oseoniel Empire herself.



Military:


Even thou that The Oseoniel Empire is more of an economic country, the Empire still have a decent army.
The Crimson Cloud is the most outstanding units among all in the Empire. The Crimson Cloud is a shock cavalry unit. It consists of five hundred men. Three hundred lancers and two hundred twin-blade swordmen. The head of their horses are covered up with a black cloth and equipped spikes on both sides of the horse torso.


Cities/towns/ castles:


(Currently on important cities are listed. There are still more in the future.)


OFBGAbp.jpg



Eridun, the capital of Oseoniel Empire. Eridun is divided into three parts, The Eagle Keep, the inner city, and the outer city. The city is populated with mostly highborn and middle classes. The Eagle Keep is home for the royal families while the inner city is for the highborn and the outer city for the middle classes. Traders and merchants are the primary professions in this city. Brothels, gambling dens, arenas can also be found on the outer part of the city.

XVtnaw4.jpg

Ormshire Harbor, the most north of the Empire. Ormshire is the one and the only harbor for the Empire, serving as a trading city between nations. The primary economy in this place is, of course, fishery and trading. In the middle of the town, is an old fortress built by the people of the ancient kingdoms.

WUw75Qc.jpg


Creaksey Vale, the city under the mountain. Creaksey was originally a mining site for raw materials, and it was slowly developed over hundreds of years to become another big city. Most of the people here come to work as a miner, but traders can still be seen everywhere buying raw minerals, hoping to sell them to the outsiders or the highborn. Here lies the biggest mercenary company called The Ironshade.




rr5WmCc.jpg


Crimson Citadel, the heart of the Empire's military forces. It lies west to the capital city. High and firm walls, it is the biggest fortress in the Empire. The home for the famous unit, The Crimson Cloud as well as for the other soldiers. There is a field in the middle of the citadel, acting as a training field for the to-be swordsmen and archers. Underneath the fortress is the Crimson Prison, where criminals were forced to work for their entire life.


(More will be added)



Religion:


Religion in Oseoniel Empire is quite unique, since people born in different classes, the god/goddess they worship tend to be different as well. Even that there were many different god/goddess to worship, they have been co-existing relatively harmoniously and have even complemented each other to a certain degree. The most worshiped god is - Myohr, God of Life & Dead. Soldiers, warriors and mercenaries usually worship - Yxemis, God Of Strength and Power. Farmers, Fishermen, and other laborers usually worship - Wihdhais, Goddess Of Work.







Accepted I know your still adding but as of now its accepted. Your population is far too high it would be around 200,000
 
lcomstock4 said:
Accepted I know your still adding but as of now its accepted. Your population is far too high it would be around 200,000
alright, i see. since i see no numbers in other's nation sheet, i figured that i put a number in it.
 
Color- Black (NorthWest Island)


Name- Kenteria



Government Type- Absolute Monarchy



Leader(s)- King Elric Reyva



Capital/Cities- <p><a href="<fileStore.core_Attachment>/monthly_2016_05/image.png.0a74596e4dd212772213d68afc8cae83.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="127019" src="<fileStore.core_Attachment>/monthly_2016_05/image.png.0a74596e4dd212772213d68afc8cae83.png" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>



Venira, The capital of the Kingdom of Kenteria. Located on the southwestern coast of Kenteria, Venira is the seat of King Elric Reyva and home to a dozen thousand inhabitants. As well as having the largest port in Kenteria, the city exports fruit, timber, and copper. It is also the base of the Kenterian fleet, which is made up of about two dozen ships.


<p><a href="<fileStore.core_Attachment>/monthly_2016_05/image.jpeg.01b1c3d781fdf20b460eb2ca4e0ae75c.jpeg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="127024" src="<fileStore.core_Attachment>/monthly_2016_05/image.jpeg.01b1c3d781fdf20b460eb2ca4e0ae75c.jpeg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>



Arius, The second largest city in the Kingdom of Kenteria. Arius is home to the Church of Sial and the Knights of Sial, the finest horsemen in Kenteria. Arius has a population of about three quarters of a dozen thousand.


History- The Kingdom of Kenteria dates back a few hundred years to its colonization by the Western Kingdoms. The Reyvas have ruled Kenteria with an iron grip like their ancestors did. There are few Kenterian natives yet, they were slaughtered by the thousands by the Reyvas during the colonization period.



Culture- Kenterians are a proud, welcoming faithful people. They are strict followers of the Church of Sial and of the King. It is an honor to die for the King, as for dying for the King is dying for Kenteria and dying for Kenteria is dying for Sial. Slavery is illegal in the nation as well as Feudalism, the King has absolute rule of the entire Kingdom.



Economy- The economy of Kenteria relies on fishing, fruits, timber, and the export of the islands extremely vast quantities of copper.



Military-



<p><a href="<fileStore.core_Attachment>/monthly_2016_05/image.jpeg.e67b0a1b9ce972b44ec93f990526ceef.jpeg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="127050" src="<fileStore.core_Attachment>/monthly_2016_05/image.jpeg.e67b0a1b9ce972b44ec93f990526ceef.jpeg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>



A Knight of Sial, they often travel alone during times of peace. The Knights of Sial vary greatly, the only similarity the Knights share in common is their faith in God.



<p><a href="<fileStore.core_Attachment>/monthly_2016_05/image.jpeg.5577f767ebe7bc73d85873196b568748.jpeg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="127054" src="<fileStore.core_Attachment>/monthly_2016_05/image.jpeg.5577f767ebe7bc73d85873196b568748.jpeg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>



Kenterian Halberdiers, the frontlines of the Kenterian Army, these men are often well equipped and well trained.



<p><a href="<fileStore.core_Attachment>/monthly_2016_05/image.jpeg.26a002510bfb19f75ef6ea03a9887305.jpeg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="127056" src="<fileStore.core_Attachment>/monthly_2016_05/image.jpeg.26a002510bfb19f75ef6ea03a9887305.jpeg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>



Kenterian Men at Arms, the backbone of the Kenterian Army, these men support the Halberdiers in front of them and take the brunt of the fighting later into battles.



<p><a href="<fileStore.core_Attachment>/monthly_2016_05/image.jpeg.adbe483c3da8b94db11eb13493a16892.jpeg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="127057" src="<fileStore.core_Attachment>/monthly_2016_05/image.jpeg.adbe483c3da8b94db11eb13493a16892.jpeg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>



Kenterian Longbowmen, these men are the basis of Kenterian ranged units, Their ranks are made up of from hunters of small inland towns.



Religion- Kenterians worship the Church of Sial, which teaches that all other Gods are one and that God is everything. There everything must be respected and you must only take what is needed. The Church of Sial has no priests or monks, it is headed by the King and all of the worshippers of Sial are considered members of the Church. The Knights of Sial are made up of skilled and devout horsemen who fight for Kenteria and defend the holy places of the Church of Sial. The Knights of Sial are only to be called upon when the Kingdom of Kenteria is in great danger.
<p><a href="<fileStore.core_Attachment>/monthly_2016_05/image.jpeg.16039957cdb49698a016bf97e591b078.jpeg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="127055" src="<fileStore.core_Attachment>/monthly_2016_05/image.jpeg.16039957cdb49698a016bf97e591b078.jpeg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>













 

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Shireling said:
View attachment 282785 (WIP)
The Kingdom of the Two Elisias, Elisia


Government Type- Machiavellian Dictatorship



Leader(s)- Lord Alonso del Amadoro



Capital- Bragantium



History- The Elisians were historically a nation of seafarers and adventurers from the twin islands of Elisia Minora and Elisia Majora. Over the course of their history, they became one of the most technologically superior and highly organized civilizations in the world, emerging from the Classical Era as the most advanced nation in the world. Since the deposition of the rule of the Senate in the Princely Revolution, Elisian politicians have struggled for power with constant court murders and political assassinations. In recent times, Elisia has prospered because of its extensive merchant fleets and its famed soldiers, who are hired out at a hefty fee to serve as mercenaries in foreign wars.



Culture- Elisia has two distinct cultures, the culture of the Commoners and the Court. The peasantry make up about 95% of the population of Elisia and enjoy by far the best standard of living of any common folk in the world. Due to Princess Avingonia's financial reforms a century earlier, peasants are entitled to a communal low-rate insurance policy and enjoy more disposable income because of the plentiful jobs in Elisia's silk mills, weapons factories, and shipyards. They spend this extra income on the finest goods from all over the world. Additionally, many young men and women serve in the armed forces between the ages of 16 and 22, creating much more income for the families. The lives of the peasantry are dominated by two equally important institutions, the Church and the Market. The Church of Elisia is the nation's largest social institution and is composed of a network of cathedrals and monasteries across the country that worship the angelic goddess Alisa, known as the Holy Mother and seen by the Church as the goddess of creation and only legitimate deity. Membership in the Church is compulsory and tithes are collected by priests twice a year. Failure to pay tithes could result in an official reprimand from the Cardinal, or excommunication in extreme cases.



By contrast, the politicians and court acolytes of the governing class and nobility lead excessively decadent and often violent lives of amorality. For this reason, the Church and State constantly clash over the ruling class's Epicurean debauchery. It is common for politicians to have dozens of lovers and routinely assassinate political adversaries.



Economy- The economy of Elisia is extremely robust, built on a bedrock of lucrative fishing, silk, and farming industries and further supplemented by their merchant fleets that will trade food for raw materials which they will manufacture into weapons, clothing, furniture, porcelain decorations and sell at a much higher price. They also are the world's largest manufacturer of books, all painstakingly copied by hand by skilled caligraphers in book factories.



Military- The Elisian military is the smallest standing army in the world, but also considered the most well-trained. Elisian military officials implemented Draconian tactics of discipline in the late 10th Century and have refined their practice into what is easily recognizable as a modern military, complete with standardized weapons, uniforms, and ranks.



The Elisian Army is known particularly for its use of the pike phalanx formation in battle, supplemented by phalanxes of crossbowmen and supported by heavy shock cavalry.



View attachment 283014


Pictured above (from left to right) Elisian halberdiers in full battle dress uniform, these units form the backbone of the Elisian military and are murderous heavy infantry units. A mounted officer carrying the battle standard of the 1st Brigantium Polearmsmen accompanied by his attendants. A pair of clerical officers in charge of issuing rations and inspecting weapons.


View attachment 283015


Pictured from left to right: Elisian crossbowmen (dressed in blue and brown), an officer and his attendants, a military band comprised of spadaccinos, famed two-handed longswordsmen.


View attachment 283017


Pictured above, Elisian heavy cavalry called almeti storm a castle in an amphibious assault. These elite horsemen are the heavy support troops of the Elisian Army.





Cities:


Brigantium is the capital city of the Elisian Kingdom, located on the western coast of Elisia Majoris. Brigantium is a center of commerce, art, entertainment, and manufacturing. As a two-thousand year old city, it is also filled with some of the greatest engineering marvels of the Ancient world, painstakingly preserved. Also in Brigantium is the Cathedral of the High Seer, the Holy of Holies for the Church.


View attachment 283034


Vezenia is the largest city on Elisia Minora and a center for government and law. The city also hosts a large shipbuilding and silk weaving industry. It is most famous for its webwork of canals.


View attachment 283036


Towns:


Valenz is a sleepy port town on the northern coast of Elisia Majoris. It's main economic function is fishing and harvesting lumber from the carefully maintained state forests that surround the town to the south.


Casparasi is the seat of agriculture and literature, being a major trading post in the inland meadows of Elisia Majoris. The villagers of Casparasi cultivate most of the nation's grain and raise most of the country's cattle and sheep. This is also the site of Elisia's book manufactories.


Capri is a summer retreat for the wealthy on the island of Capri. Additionally, much of the military fleet of the nation is docked here.


Velcruz is a major port on the west coast of Elisia Minora. It and its satellite towns mine raw ore from the nearby hills and refine it. Additionally, Velcruz is home to most of the country's smithies.


Castles:


Castle Bradanar sits atop the cliffs above Brigantium and serves to defend the ancient walled city.


View attachment 283040


Castle Florenzine is a fortress built on a small island in the harbor of Venezia. The old fortress serves to defend the harbor from attacking fleets.


Religion- Church of Elisia



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Pictured above: The High Seer, a religious official believed to have a direct connection to the goddess Alisa travels on a horse accompanied by monks and clerics.
accepted well done
 
Bairen said:
Color- Black (NorthWest Island)
Name- Kenteria



Government Type- Absolute Monarchy



Leader(s)- King Elric Reyva



Capital/Cities- View attachment 283620



Venira, The capital of the Kingdom of Kenteria. Located on the eastern coast of Kenteria, Venira is the seat of King Elric Reyva and home to a dozen thousand inhabitants. As well as having the largest port in Kenteria, the city exports fruit, timber, and copper. It is also the base of the Kenterian fleet, which is made up of about two dozen ships.


View attachment 283628



Arius, The second largest city in the Kingdom of Kenteria. Arius is home to the Church of Sial and the Knights of Sial, the finest horsemen in Kenteria. Arius has a population of about three quarters of a dozen thousand.


History- The Kingdom of Kenteria dates back a few hundred years to its colonization by the Western Kingdoms. The Reyvas have ruled Kenteria with an iron grip like their ancestors did. There are few Kenterian natives yet, they were slaughtered by the thousands by the Reyvas during the colonization period.



Culture- Kenterians are a proud, welcoming faithful people. They are strict followers of the Church of Sial and of the King. It is an honor to die for the King, as for dying for the King is dying for Kenteria and dying for Kenteria is dying for Sial. Slavery is illegal in the nation as well as Feudalism, the King has absolute rule of the entire Kingdom.



Economy- The economy of Kenteria relies on fishing, fruits, timber, and the export of the islands extremely vast quantities of copper.



Military-



View attachment 283671



A Knight of Sial, they often travel alone during times of peace. The Knights of Sial vary greatly, the only similarity the Knights share in common is their faith in God.



View attachment 283679



Kenterian Halberdiers, the frontlines of the Kenterian Army, these men are often well equipped and well trained.



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Kenterian Men at Arms, the backbone of the Kenterian Army, these men support the Halberdiers in front of them and take the brunt of the fighting later into battles.



View attachment 283684



Kenterian Longbowmen, these men are the basis of Kenterian ranged units, Their ranks are made up of from hunters of small inland towns.



Religion- Kenterians worship the Church of Sial, which teaches that all other Gods are one and that God is everything. There everything must be respected and you must only take what is needed. The Church of Sial has no priests or monks, it is headed by the King and all of the worshippers of Sial are considered members of the Church. The Knights of Sial are made up of skilled and devout horsemen who fight for Kenteria and defend the holy places of the Church of Sial. The Knights of Sial are only to be called upon when the Kingdom of Kenteria is in great danger.
I'm sorry black is already taken :/ I'm sorry I love the app please move locations
 

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