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Nation Building Empire Divided CS

Petroshka

Here and there and everywhere in between!
Roleplay Availability
Roleplay Type(s)
Flag:
Post image

Motto:

(Optional)

Primary Colours:

The colours your empire uses to represent itself Red, and yellow, purple and black, etc

Type of Government:
democracy, monarchy, etc

Leaders/important characters: (May have multiple characters to help portray your faction. Leader is obviously required.)
(do the rest of the CS first)
Name:
Age:
Race:
Background:
Reputation:
Personality:
Strengths:
Weaknesses:
Quirks:
Other:

History:

Faction Capital:

State name, and province

Map Of location: see maps sheet (use paint)

Number of Controlled Provinces: (less than five unless gm allows more)


Major cities: (do the rest of the CS first)

Name:

Type:
(Port, Province Capital, Fort, Mining etc etc)

Population: (do the rest of the CS first)

Major Industries:

Significance:

Province:

History:


Religion:

Composite Species:

The kinds of species who live in your duchy

Population: (2 million or less)

Demogrphics:

Military:

Describe your military in detail
(basic infantry, heavy infantry, cavalry etc)
(what are they good at? whats their weakness? whats their equipment?)

Special unit: you start off with one (like your leader or a champion) for having a single province, then two once you hit five provinces, three when you hit ten, four when you hit twenty, etc.
The Special unit is like a heroic unit, describe what are they based off of? A Royal guard? knights that ride griffons?

Strengths [3+]: (explain why dont just list)

What your empire is good at

Weaknesses [3+]: (explain why dont just list)

The cons of your empire

Other:

Bonus stuff like trivia, national songs, etc.

Empire Relations:

The political relations with other empires. Discuss with the player controlling each empire how you want the relationship to be with their empire

NOTE: ANY FORIEGN NATIONS HAVE TO BE APPROVED BY ME OR A MODERATOR BEFORE WORKING ON THE CS
 
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The Duchy of Grissenholt

flag wip.png

Motto:

The fetters and chains on mankind's destructive impulse are the State.

Primary Colours:

Black, White, and Red

Type of Government:

Duchy/Hereditary Autocracy


Leaders/important characters:
Duke Deramore Grissen.jpg
Name: Lord Deramore Grissen
Age: 42
Race: Human
Background:
Deramore is the twentieth Duke of Grissenholt and has reigned for seven years. He inherits his father's position as well as his penchant for cutthroat politics and ruthless military acumen. Since taking the ducal throne, he has pushed Grissenholt in an ever more hostile and anti-Imperial direction.
Reputation:
The Duke has a reputation for embodying everything essentially Grissenholtian: cold, calculating, ruthless, and strong-willed. He is known to target his opponents at their weakest points and is feared and respected by the vampires of House Vorstein and the lycans of House Briar.
Personality:
In personal conversation, Duke Grissen can best be described as wolf-like. He is polite enough, but always seems to be sizing up whoever he is talking to. Perhaps this is out of paranoia, but his confident demeanor would hide this motivation well. He has a deep respect for the pre-Imperial traditions of his people and for the Grissenholtian bloodline. Unlike some leaders, he is not prone to fits of rage or outbursts. When he is angered, he will simply grow calm and stew.
Strengths:
Politically Savvy, Warrior Tradition, Traditionalist
Weaknesses:
Economically Unskilled, Poor Equestrian, Not formally Educated
Quirks:
Duke Grissen enjoys things that are not customarily "manly". A favorite sport of his is croquet and he is a teetotaler that does not drink liquor.
Count Aleksandr Vorstein.jpg
Name: Count Aleksandr Vorstein
Age: Around 800
Race: Vampire (previously Human)
Background:
In his first life he was Aleksandr Rumokav, a Grissenholtian of peasant stock from the province of Southwind. As a third son with some latent magical talent, he was sent to the College of Magic in its early days. Aleksandr proved a star pupil with his instructors and came to be one of the most respected alumni after he graduated a trained alchemist and conjurer. He spent time as an apothecary in Grissen City before returning to the college several years later as part of the faculty.

After his return, Professor Rumokav taught for several years before beginning his research into what is usually considered the greatest red herring in alchemy: the elixir of life, a potion that would grant biological immortality to mortals. He convinced several of his students to become research assistants, and set up his laboratory in the windswept caves near the college. He labored for years, travelled the world searching for alchemical tomes, and finally, before his eightieth birthday, he found the draught that he thought would restore his youth and grant him immortality. With no time to experiment, he downed the draught and was instantly transformed. The potion left him permanently disfigured, but what is more with a desire for mortal blood. He summarily murdered his research assistants and disappeared into the hinterlands of Southwind. For a hundred years, the secret laid buried. He and his assistants were assumed dead, but he emerged a century later in the Vors taking on the name of Vorstein. Through treachery and subterfuge, he ingratiated himself with the Count of the Vors who did not fully understand what Aleksandr was or his motives. By degrees, he turned subsequent generations of the House Feramore, the then rulers of the Vors, into his thralls until finally their house died out and he was left the steward of the estate and henceforth Count.

Imperial authorities who caught wind of this treachery attempted his assassination, but by this time Count Vorstein reigned in the province. His agents and thralls had infiltrated every level of the provincial government. An uneasy peace was brokered with the rest of the duchy, and the Duke formally recognized Count Vorstein's claim as ruler of the Vors.
Reputation:
Count Vorstein is abhorred by most of the people of the Vors and the country more generally as a usurper, a liar, and a sin against nature. The great power he wields, however, has seduced the ruling parties into an uneasy alliance with him.
Personality:
Where Duke Grissen is a wolf, Vorstein is a snake. Malevolent and menacing, he cares only for himself and the furtherance of vampirism which he defines as the pinnacle of the races of the world. He is unfathomably intelligent, and it is clear his twisted mind hides much knowledge. His wanton cruelty knows no bounds, and his lusts for wealth and power are insatiable. If there is one redeeming factor to Count Vorstein, it is that he regards his subordinate vampires as his family and shares a deep emotional bond with them.
Strengths:
Supernatural Abilities, Superior Strength and Agility, Magically Trained
Weaknesses:
Militarily Unskilled, Weak to Blessed Weapons, Silver, etc.
Quirks:
He still tinkers in alchemy from time to time, and he has a pet raven that he can conjure out of the aether.
Lord Aldous Blair.jpg
Name: Lord Aldous Briar
Age: 45
Race: Human/Werewolf
Background:
Lord Briar is the latest iteration of the House Briar, an old noble family from the province of Ables. The Briars are unique as far as werewolves are concerned, in that they are considered an upstanding and law abiding folk. The House Briar was cursed with lycanthropy in time immemorial, and because of this their family figures prominently in the military mythology of pre-Imperial Grissenholt. They used their powers for the betterment of their kinsfolk, namely in slaying monsters too dangerous for other warriors to fight. The people of Ables, however, have always been wary of werewolves and are distrustful of the entire family, which is sometimes exasperated when one of the lesser family members breaks out of their cells on the full moon and subsequently kills someone or destroys property in their blood frenzy.

Lord Briar is, in contrast to Duke Grissen and Count Vorstein, wary of separatism and still considers himself an Imperial subject, yet a vassal of the Duke first.
Reputation:
He is distrusted in the province and in the country generally, but his attempts to ingratiate himself with the locals have been working to some degree, although people accuse him of using bread and circuses to distract people from the crimes of his family.
Personality:
Anyone who knew Lord Briar would consider him an upstanding, family man with a good sense of humor and a charming personality. He is sometimes ashamed of his family and understands the stigma that the commoners have attached to him. He hopes that in time he will come to be seen as a kind ruler with an affliction rather than a despot who preys on the people of the province.
Strengths:
Werewolf Abilities, Military Experience, Economically Savvy.
Weaknesses:
Can be killed by the standard means, silver, etc. Must be locked up for four days during the full moon in a cell.
Quirks:
Lord Briar, unsurprisingly, likes dogs. He takes this to such a degree that sometimes he enjoys sleeping in the kennel with his hunting hounds.

Religion:
The Imperial Cult

Composite Species:

Men, Vampires, Lycanthropes, Under-men, Halflings

Population:

1,700,000

Demographics:

78% Human
2% Vampire
4% Lycanthrope
7% Under-Men
9% Halfling

Detailed Map of Grissenholt

Grissenholt Detailed Map.png

History:
Grissenholt was settled almost two thousand years ago by a barbaric tribe of Men known as the Gargrissen, who are said to have sailed in fable from the frozen southlands to conquer the continent. Eight hundred years ago, Imperial forces marched into Grissenholt and took advantage of the squabbling between ethnic warlords and feudal despots to conquer the region and form it into what was then the Imperial Colony of Grissenholt. Surprisingly, the people of Grissenholt adapted quickly to their new Imperial yolk and worked to curry favor with the Emperor Eucleasias IV in the Eternal Capital, who finally declared the region a self-governing duchy of the Empire.

Grisseners have played key roles in many major Imperial victories. Grissener heavy infantry, armor, and steel were crucial in winning the Battle of Ekoroth over Rathgorians and Grissener timber and ore travels throughout the Empire. Yet, in later years, the relations with the Eternal Capital have grown cold. Two hundred years ago, the wicked Count Vorstein began inhabiting the old Imperial fortress in Vorsburg with the approval of the reigning Duke, which soured relations. Furthermore, the existence of the slave trade and a tolerance for necromantic magicks was, although not explicitly banned, a blemish on the moralizing of the Imperial elite in the capital. This culminated in the Vibravian Decree issued by the weak emperor Vibravian II that officially criminalized slavery in the Empire, but led to dissent in the ranks and in the end he was poisoned and the decree rescinded. After another century, the rift between Grissen City and the Eternal Capital was obvious in the dress, customs, religion, and outlook of the different peoples. A burgeoning Grissener nationalist movement has been building since, spearheaded by the reformist House Grissen.

In recent years, a new scientific mindset has gripped the people of the Duchy, whilst old prejudices and superstitions prevail. The Under-men, once considered a military threat, have grown into unwilling allies thanks to the command the vampire lords can exercise against the Undead. Lycanthropes led by the House Briar have come to power in Ablesrock, challenging old grudges against their kind, whilst halflings from the hinterland villages emigrate to the interior cities to work in the growing war factories of the Ducal Army. A population explosion has occurred, thanks to the power of a new agricultural tool: thousands of elven slaves working on vampiric plantations across the Vors. The Duchy of Grissenholt is in every sense a new and burgeoning nation, ready to break out and unleash its potential for good and evil upon the crumbling ruins of the Empire.

Faction Capital:

Grissen City, Grissen

Map Of location:
map.png

Number of Controlled Provinces:
Five

Major cities:


Military:

Grissenholtian Peasant Levy, (Sword, Bow) are drawn from the townsfolk of the villages under the administration of the Duke Grissen. Plentiful and cheap, these soldiers have little in the way of armor and usually carry antique, family heirlooms for weapons.

Peasant Levy (Sword).jpg
Peasant Levy (Bowman).jpg
Suggested Stats:
[Sword Peasant]
HP-100
Attack-2d6
Defense-0
Movement-2
[Peasant Bowman]
HP-100
Attack-2d6 (ranged), d6 melee
Defense-0
Movement-2

Pikemen make up a sizeable amount of the Ducal Army. Professional soldiers, they are skilled at dealing with cavalry and disrupting tight infantry formations.

Pikeman.jpg

Suggested Stats:
HP-100
Attack-3d6
Defense-1
Movement-1

Halberdiers are the core of the Ducal Army, forming a solid heavy infantry backbone to hold the frontline in a variety of situations. Highly-trained professionals, Grissenholtian haldberdiers are the most skilled heavy infantry in Rumalia and highly esteemed in Olvani widely.

Halberdiers.jpg

Suggested Stats:
HP-100
Attack-2d10
Defense-2
Movement-1

Grissenholtian Handcannoneer.jpg
Grissenholtian Handcannoneers

Grissenholtian Fusilier.jpg
Grissenholtian Marksman

House Vorstein Hand Cannoneer.jpg
House Vorstein Vampiric Hand Cannoneer

Fumigator.jpg
Fumigators
are special infantry drawn from the ranks of medical staff in the towns and villages with knowledge of poisons and alchemy. They carry glass globes full of deadly nightshade oil which, when thrown, will create a cloud of fire and toxic smoke. Alongside their sword, they also carry a censer that emanates deadly nightshade smoke, damaging enemies in melee range without poison resistance.

Shackler.jpg

Shacklers are swordsmen infantry drawn from the ranks of bounty hunters and slavers. They typically fight with two swords or with swords and a brace of pistols. Deadly up close.
Outriders.jpg
Outriders (Scout Cavalry)
Black Rider.jpg
Black Riders (Heavy Charge Shock Cavalry)
Griffin Rider.jpg
Griffon-Knight (Unique Unit)
Blight Wizard.jpg
Blight Wizards (Minor Plant Mage, Minor Necromancer) are the wizards of decay that have studied death and disease and have atuned themselves with the magical properties of this part of the life cycle. They can resurrect freshly-dead corpses, turn crops fallow, and generally work rot and decay on any living creature.

Fire Caster.jpg
Fire Caster (Destruction Mage)




Special unit:

Griffon-Knights of Grissenholt

Strengths [3+]:
Excellent Heavy Infantry and Shock Cavalry
Reasonably Advanced
Strong Non-Human Infantry

Weaknesses [3+]:

Lackluster Navy
Reliance on Slave Labor
Unstable Internal Politics



Empire Relations:

Poor relations with Riret, Ashenfall --- Neutral relations with Dewsburgh, Serena's Watchers, Shogunate, Lunar Theocracy, Roma Imperator, Offreriad, and the Voshali Dynasty.​
 
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d31cf4c0dd52d9c10549c70c0e59f9b5--lion-logo-yellow-background.jpg
  • Name:
    The duchy of Riret.

    Motto:
    Bless'd are those who hold faith above fortune.

    Primary Colours:

    Gold and brown.

    Type of Government:
    Duchy

    Faction Capital:
    Atita, Pinto
 
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Duchy of Dewsburgh

Flag:
Dewburghian Flag.png

Primary Colours:

White and blue

Type of Government: Hereditary Duchy

Leaders/important characters:

Name: Grand-Duke Wulf von Dewsburgh
Age: 37
Race: Human
Background: Monster Hunter
Reputation: The house von Dewsburgh are renowned for their monster hunting and their problem solving in the Empire. The House, before the collapse, had saved several villages from rampant werewolf raids.
Attitude: Paranoid, watchful.
Personality: Lack of trust for others, however he is a dependable and reliable when it comes to assisting others.
Strengths: Agile armor that is made from leather, allows him to move quickly. He is a werewolf.
Weaknesses: Uncontrollable when the moon is full. Lack of wisdom, lack of raw strength. Doesn't know about his werewolf infection.
Quirks: Always takes contracts, never denies.
Other: He appears to scratch the back of his head often.

Name: Count Trier von Rotsburgh
Age: 33
Race: Human
Background: Vampire Hunter
Reputation: He is a very well known vampire slayer, and has a good standing with other vampire hunters.
Attitude: Strict, harsh, short tempered.
Personality:
He suffers from being very aggressive and unnecessarily rude to others and believes he is in the right.
Strengths: Trier isn't easily persuaded. Cold heart, doesn't like his
Weaknesses: Trier doesn't listen to logical arguments, instead preferring his own methods.
Quirks: Trier has never read a history book in his life.
Other: Trier really likes the taste of Vampire blood.

History:

Faction Capital:

spook (2).png

Number of Controlled Provinces:
Five provinces


Major cities: Dewsburgh (The only city in the duchy, and houses the two manors)


Religion:
Imperial Clergy

Composite Species:

Although there are some elves, the majority population is HUMANS

Population:
900,000

Demographics:

97% Human
3% elf

Military:

Describe your military in detail
(basic infantry, heavy infantry, cavalry etc)
(what are they good at? whats their weakness? whats their equipment?)

Special unit: you start off with one (like your leader or a champion) for having a single province, then two once you hit five provinces, three when you hit ten, four when you hit twenty, etc.
The Special unit is like a heroic unit, describe what are they based off of? A Royal guard? knights that ride griffons?

Strengths [3+]:

What your empire is good at

Weaknesses [3+]:

The cons of your empire

Other:

Bonus stuff like trivia, national songs, etc.

Empire Relations:

The political relations with other empires. Discuss with the player controlling each empire how you want the relationship to be with their empire
 
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WIP
Serena's Watchers
Flag:
de@bdp2.gif


Motto:
"Nature finds a way."


Primary Colours:
Brown, green and gray


Type of Government:
Theocracy


Leaders/important characters:
eric-pfeiffer-elder.jpg

Name: Emrick Denann the Wise Oak
Age: 76
Race: Sprite
Background: The current Lord Archbishop of Serene's Watchers, a wise and devout leader of his fellow Watchers. He once started off as a simple guardsmen before he found his gift in nature magic. During training to be an official Priest, he rose to the top of his class after managing to form his own Sidheog and was posted as a Sigheog Meister. His might and prowess as a Meister soon caught the attention of the then Lord Archbishop Llywellyn Denann, who challenged the young Meister to a duel while the Archbishop was doing an incognito visit to the Meister Temple. Their clash is now the stuff of ballads and tales told around the campfire but curiously, they never revealed who was the winner. Still, after their duel, Archbishop Llywellyn revealed himself and declared Emrick to be his heir.
Reputation: As a Ruler, Emrick had the devotion and loyalty of all of his Sprite followers who deem the Lord Archbishop to be the mouthpiece for the Spirit of Nature itself. But he is also popular among the human population after he allowed the inclusion of both part-human and full humans to be in his inner circle, an act previously unheard of. Even so, there are those who want him off the throne for various reasons. A truly polarizing person for his culture.

Personality: Emrick is like most Sprites, hard to read and seemed to always have a dour expression on his face. Even so, his aloof attitude hides a gentle and progressive person as evident with his addition of humans to his inner circle. Add to the fact that he allowed the alliance with the Drow, the long loathed elves by all Sprites, he truly is a man who is willing to bend his own culture to better the future of his state.
Strengths: Strongest nature magus in the Theocracy, firm yet gentle ruler who doesn't discriminate, surprisingly progressive for a full blooded Sprite, skilled diplomat
Weaknesses: Stubborn, surprisingly lazy, hides a conceited side, physically frail due to his age
Quirks: Really has a thing for tea, having drunk some while on his travels. A particular brew from the West is his favorite.
Other: The Denann surname is less of a surname and more of a title, only the Lord Archbishops are known to carry that surname.




5a705550c34d185abcd480b6a3f68b7b.jpg

Name: Deri the Silent Mistletoe
Age: ??
Race: Human/Sprite mix

Background: No one truly knows Deri's full past nor the real reason he doesn't speak. All that can be confirmed is that he once tried to fight the Lord Archbishop only to be completely trounced without mercy. That fight humbled the man that soon became known as Deri and he now serves the Lord Archbishop as the unofficial leader of the Shrike Stalkers and Guardian of Illya's Grove.
Reputation: A feared person among both the human and Sprite population. His merciless attitude and overall silent nature makes him unsettling to confront and worse when he corners a target.
Personality: Not much can be said due to Deri's intentional muteness. What can be gathered is that he's an analytical and cunning sort of person with a strong sense of duty and loyalty. Then again, that can be easily faked. Right?
Strengths: Skilled tracker and spy, uncanny with a bow and musket, unyielding loyalty, skilled codebreaker
Weaknesses: Insistent on communicating non-verbally, rather aloof and secretive, horrid at direct combat, lack of magic
Quirks: Simply chooses not to talk without any known reason. Some suspect its due to losing his tongue during his duel with the Lord Archbishop but no one truly knows.
Other: Keeps a pet hawk that he uses to send messages and perform scouting duties.



ba7ff535d3f315d369eff92bab978c5e.jpg

Name: Anwyn the Fair Orchid
Age: 38
Race: Sprite
Background:

Reputation: The sharp tongued High Priestess of the Meister Temple is beloved by the populace and feared by potential Meisters. Her penchant for creative and sociopathic punishments are rather infamous as well.
Personality:
Strengths:
Weaknesses:
Quirks: Has a rather pronounced habit of biting her nails when stressed.
Other:



3cefe30cfa36fd6906e39fb31c2a031e.jpg

Name: Rhiain the Thorny Rose
Age: 34
Race: Human
Background:
Reputation:
Personality:
Strengths:
Weaknesses:
Quirks:
Other:



14fc5849a4e1e7ffd74addcad36d4dce.jpg

Name: Gareth the Hardy Redwood
Age: 42
Race: Sprite/Human mix
Background:
Reputation:
Personality:
Strengths:
Weaknesses:
Quirks:
Other:

History:
The story of Serena and her Watchers is one marred with blood, trickery, and a deep connection with nature. Before the Empire subjugated her, Serena was a simple country of scattered villages in the thick woods. Its people, the Sprites, were simple people who learned to co-exist with nature. Taking enough to prosper while allowing the forest to remain healthy. They fancy themselves as defenders of the holy glades and defend it they did.


Then along came a group of strange people from a far off land, preachers of the good faith did they claim to be. Spreading the beauty and grace of this... Emperor of sorts. They wished to make a settlement in the Sprites' holy woods and immediately they faced bitter opposition. Many argued that the outsiders should be sent away before their disease of faith taints the forest while a smaller majority had enough foresight to see a potential deal in the making. Advanced technology in exchange for letting a potential guardian force stay nearby while keeping a close enough eye on them to ensure the preservation of the forest. After a short and almost bloodless argument among the village elders and their sons, a deal was struck. They would happily be a vassal to the Empire if they agreed to leave the forest to the Sprites. Surprisingly enough, they agreed and the far flung colony of Dalkeith was set up.

Before the entire mess back in the Empire's homeland, life in Dalkeith was simple. Sprites would supervise logging and helped the Empire colonists with hunting and farming while the colonists would teach the Sprites about advanced technology like metalwork, shipbuilding, and alchemy. Even a few odd humans showed an interest in the Spirit of Nature, insisting it must be the Spites' own version of a guardian deity. In their polite stance against the colonists, the Sprites mostly agreed about it but some went the extra mile to attempt to explain the true background behind the Spirit of Nature and twist it to suit the colonist's own beliefs. In addition to allowing the colonists to live near their forests, the Sprites also served as scouts and marksmen with a particular penchant for putting down elven rebellions without mercy or hesitation. Even so, the Sprites simply kept their intolerance towards their colonial masters hidden while awaiting for the perfect moment to strike.

That chance came following the huge mess back in the Imperial homeland. As the humans began to panic, their faith in the Empire began to dip as they continued to throw more of their young and able into pointless wars. That was when Archbishop Atawn stepped up and started a mini crusade to teach the 'lost sheep' the true way by evangelizing the colonists in the faith of the Spirit of Nature. While a majority of the colonists were swayed over, there were a group that lead a resistance movement and attempted to find a way back to the Empire. They never managed to leave the forest.

Following the Fall of the Empire, Serena is once again an independent Theocracy currently lead by Archbishop Denann. Its people all devout guardians of the forest but now with the added bonus of having their weapons being on par with their neighbours thanks to their old alliance with the Empire. While mostly peaceful, they still distrust outsiders and only do trade as a business. Mostly lumber, furs, exotic meats, potent herbal cures and grain in exchange for ores and rare items.

Faction Capital:
Illya's Grove, Serena


Map Of location:
Serene.png


Number of Controlled Provinces: 5


Major cities: (do the rest of the CS first)



Religion:
Most of the human settlers along with all sprites practice an archaic form of Nature Worship where they believe that all forest life is interconnected and that they will one day return to the soil. This is partially the reason behind the sprite's infamous fatalistic and blase attitude towards the threat of death. That is until the forest is threatened. To a sprite, forests are considered sacred and is believed to play host to a being they call the Spirit of Nature, an all encompassing avatar of nature who breathes life into all in its care.


Composite Species: Humans, Sprite, Other sentient species

Population: 765,000

Demogrphics:
Humans: 68.7%
Sprites: 29.5%
Others: 1.8%



Military:
Musketeers
4e3662009f9b590b120bcd158099879b.jpg

Humans and Sprites trained in marksmanship with a matchlock rifle. Alone, they are only a threat within a certain distance. In a group, their volleys bring hell on earth in the form of a hail of lead. Despite carrying swords, they actively avoid close combat due to their rifles getting in the way.

Guardsmen
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Men and women trained to serve as an army. They serve to mostly bolster the flanks and serve as a shock-absorber against charges. In other words, they are the shield that protects the rest of the army.


Archers
805439c78a2dd72a48fa6cd092981e6a--fantasy-male-fantasy-rpg.jpg

Archers form the core and backbone of Serena's army. Their skill and precision with the bow are the stuff of legends, although its mostly thanks to the bombastic tales of famed hunters and huntresses.


Priests and Priestesses
6391dbca765cda1a940d668b4487deb1.png

Both skilled mages and members of Serena's main clergy, Priests and Priestesses also serve as frontline mages using nature magic to assist by either forming cover or bombarding the enemy with thorny vines. Some may even command animals and birds to do their bidding or serve as healers to mend wounds.
Mounted Archers
centoraurian_cavalryman.jpg

Archers on horses. Boosted speed and mobility on plains allow for hit and run tactics but they see limited use within the Kingdom except for the wide open plains of Denaan. The bond between the horse and rider is deep thanks to their shared training since a young age.


Cannons
latest

A lovely gift from the Empire before its downfall. These are rarely used on the battlefield due to the need to conserve their gunpowder stocks but are worth every shot.


Ballista
250px-Ballista_concept.jpg

The main siege engine used by Serena's armies. A well trained crew can fire, reload and fire a second shot faster than the quickest cannon crew. Its use of bolts also allow it to act as carries of fire bombs or other fluid filled ammunition, giving it more versatility over cannons.


Schooners
Shenandoah_lying_on_her_anchor_in_Vineyard_Haven%27s_Outer_Harbor.jpg

Fast, nimble, and decently armed ships. A schooner's flatter bottom allow it to come closer to shorelines and its lighter weight makes it faster than other warships. The downside being its lower number of cannons and fragile defenses.


Brigantine
brigantine-ship-black-opal.jpg

Brigantines are the largest ship class in Serena's navy. Being a jack of all trades kind of ship, brigantines have stronger firepower and defenses compared to their schooner escorts but require luck, planning, and skill to tackle larger ships fielded by other navies.


Special unit:
Meister
7b3aae7c603a771b2c35f8119b41d19b--character-concept-character-design.jpg

Sidheog Meisters are Serena's best magi and can turn the forest and the very ground into an extension of themselves. They can change the landscape with a flick of their hand or mold it into Sidheogs, large brutes formed by soil, rock, trees, and other natural materials. Given the composition of a Sidheog, it can theoretically fight forever if not for the large toll it takes on the Meister.
Sidheog
f24c5db75416ef2bdd605f6177845585.jpg
TheMasked.jpg

Shrike Stalkers are an all Sprite unit trained to act as assassins, trackers, and spies. They can traverse the thickest of forests with nary a sound and walk with an almost supernatural silence. Communicating with perfectly mimicked bird calls and whistles, they can plan an ambush right above the enemy's heads without them noticing. A select few are also skilled nature magi, usually acting as trappers by turning the terrain into a deathtrap.

Strengths [3+]:
Excellent pathfinders - The people adapting a co-existent form of living within forests teaches them how to traverse the thickest forests by using animal trails or even traversing via treetop. Virtually no part of the forest is out of their reach.
Marksmen - Hunting is a dangerous game and a missed shot can very well be the last mistake you can ever make. From young, every person worth their gunpowder is taught how to aim and shoot at the right moments. Years of practice and training make Serena's Marksmen one of the best in the region. After all, a missed shot is just like shooting yourself.
One with nature - Sprite and human magi who were lucky enough to be gifted with the ability to tap into the latent energies of the forest are the most valuable. They can literally control the forest as an extension of themselves to repel attackers.
Excellent herbalists - Living so close to nature makes sprites familiar with almost every single type of plant that grows. This allows them to pick out herbs and process them in such a way that it maximizes their curative properties. The same can be said for poisons although they avoid doing so as it may endanger the forest.


Weaknesses [3+]:
Weak naval presence - Being focused more on protecting their home glades, Serena's Watchers have only a bare-bones navy comprising of mostly schooners and ships of the line being mere brigs. Even with better gunpowder, the navy is only effective at safeguarding the Kingdom's ports with the aid of coastal batteries.
Heavy reliance on cover - The tactics used by Serena's military takes heavy usage of terrain and setting up firing lines. This slow form of combat is useful for defense but can easily be countered when done offensively.
Fatalistic - Their belief that they shall already one day return to the soil and life shall spring up anew makes sprites rather fatalistic. While this essentially makes them fearless, it also widens the gap between them and the humans who live in the Kingdom due to how callously they treat the dead.
Small, scattered villages - Due to their worship of the forests, villages tend to be rather small and spaced far apart to allow more space for trees to grow. The only exceptions would be Illya's Grove where the trees serve as the foundation but even so, its rather small compared to other capitals.


Other:
Jingoistic- Due to the sprites' distrust of outsiders who might seek to do harm to their sacred glades, the nation as a whole is rather xenophobic and would gladly look for reasons to chase out visitors and even their own allies should they break one of their rules. This also means that the nation is rather secluded and shut off from the rest of the world.
Racist - Oddly enough for being considered a member of the elven race, Sprites loath other elves for believing they didn't worship nature devoutly enough and abandoning their roots as beings of nature. This made them rather ruthless towards those of elven blood due to their history as enslaving elves while in service to the Empire.


Empire Relations:
Duchy of Grissenholt- Neutral
Duchy of Dewsburgh- Neutral

Voshali Dynasty- Trade partners, strictly business only
Duchy of Riret - Neutral
Shogunate of Enryaku-ji- Neutral
Ashenfall- Wary trade partners and allies
Roma Imperator- Neutral
Madjian- Neutral
[/SPOILER]
 
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Shogunate Of Enryaku-ji
In.jpg

  • Motto:
    "United, we stand tall"

    Primary Colours:
    Generally red and yellow

    Type of Government:
    Shogunate (Monarchy)

    Faction Capital:
    Kimozaki in the Honoji province

    Strengths [3+]:
    -Exports fine silks and gems, like jade
    -High tolerance of other religions
    -Next to unbreakable moral from their monks
    -Strong agricultural industry

    Weaknesses [3+]:
    -Disdains nobility
    -No gunpowder weapons
    -The language barrier is still a problem, as they remained isolated while developing their cities
    -Annoying tendencies, sometimes a group of monks might decide to build a shrine or temple further away from their borders for a little peace and quiet, without asking the original land owner
 
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Drows of the Ashenfall
Dark Elven Flag undamaged.png
Motto:
(Optional)

  • Primary Colours:
    Gray, Dark Purple and Red

    Type of Government:
    Monarchy(Formerly), Great Houses

    Leaders/important characters:
    Sgathach Sgitheanach
    Sgàthach.jpg

    Age:

    Undetermined. Was rumored to be 30 before she became a Divine spirit of Cinders.

    Race:
    Elf(Former), Dark Elf

    Background:
    A Legendary Warrior woman and Martial arts teacher, the Queen of the realm of Cinders, Sgathach Sgitheanach is a national hero of the Dark Elves who possesses immense power to rule and close the gate of the "Land of Cinders", a mythical place overflowing with countless ghosts of the day of the Eruption. It has been said that she became the mentor of the Three Knights of King Conchur Ness whom would later form the Great Houses of the Drows and their eventual madness that will befall on them.

    She currently resides with her sister Aoife Sgitheanach in the outskirts of Dún Scáith by a Castle only accessible with her permission, She is also the Matriarch of House Sgitheanach and used to rule with the Great Houses of The Drows. Having turned halfway into a Divine Spirit of Cinders at the end of a long time, Sgathach can no longer die as a mortal. Neither a beautiful death. Nor even a hideous death. She must simply continue to exist, until the time when the world - and its outside - finally disappear.

    Reputation:
    Well known as one of the Founders of the Great Houses and a Formidable Warrior Heroine and Teacher. Due to her Heroic Status, she has a large influence on the Great Houses should the need to intervene is possible.

    Personality:
    A Strict but Caring teacher, she teaches to those who she deemed worthy while protecting her students as if they were her children, She personally dislikes cowards and wont hesitate to show no mercy to them.

    Strengths:
    -Master of Weaponry and Rune Magic
    -Immortal to some extent. if she dies, she is resurrected but wont have any memories of the day she died.
    -She also has Access to the Land of Cinders

    Weaknesses:
    -She's Immortal to some extent. she still has the mortal weakness of Battle Fatigue or fatigue in general.
    -Despite her mastery on Weapons, she only specializes on Rune magic and is weak on using normal Magic.
    -Despite Access to the Land of Cinders, she has no control on the forces inside of the realm.
    -Despite the apparent immortality, her physical self can be harmed and killed.

    Quirks:
    She often acts like an mother to her students, letting Aoife, her sister to tease her about it.

    Other:
    None

    Aiofe Sgitheanach
    Aoife.jpg[/font]​

    Age:

    30

    Race:
    Elf(Formerly), Dark Elf

    Background:
    Sgathach's Sister, and the current Repesentative of Clan Sgitheanach in the Great Houses, she is a also a Rival of Sgathach and used to be at war with her, hostilities ceased upon her defeat by Sgathach's Champion, who spared her life in-exchange that she should bear him a child. She now works as a Representative in the Great Houses and lives with Sgathach's Champion and their only child.

    The Legend states that Sgathach's champion has come to train in arms under Sgathach when a battle breaks against Aoífe. Sgathach, fearful of her champion's safety, gives him a sleeping potion to keep him from the battle, but a potion that would put most people to sleep for twenty-four hours only knocks him out for an hour, and he joins the fray. Aoífe challenges Sgathach to single combat, and he fights as Sgathach's champion, but before the fight he asks Sgathach what it is that Aoífe loves most, which Sgathach reveals is her chariot and horses.

    They begin to fight, and Aoífe shatters The champion's sword, at which he cries out that Aoífe's chariot and horses have fallen over a cliff. When Aoífe turns to look, he overpowers her, throws her over his shoulder, and carries her back to his side. He held his sword at her throat as she begged for her life. He chooses not to kill her, on two conditions: that she cease hostilities with Sgathach and she bear him a son.

    Reputation:
    As a Representative in the Great Houses she is well respected, by the other Representatives and the people.

    Attitude:
    Proud and Righteous, formerly a Rebellious one but her defeat has changed her.

    Personality:
    Has a High Authoritarian-like Personality during Courts but has a Soft heart for her only Child.

    Strengths:
    -Charismatic individual,
    -a Warrior herself being the one of those who challenged Her sister's Champion.

    Weaknesses:
    -She has a Fondness for her Chariot and Horses as well as Family(Son).
    -Temper problems
    -Over Protectiveness of her belongings

    Quirks:

    Other:

    Cu Roy Dara
    Magistrate.jpg
    Age:
    35

    Race:
    Elf(Formerly), Dark Elf

    Background:
    Son of the Fallen Knight Torias, he became the Army's general before and after the Cataclysmic event that unfold right before his eyes. while being a General. he is also the head of House Dara, one of the founding members of the Drow's great houses.

    Reputation:
    As a Representative in the Great Houses he is well respected, by the other Representatives and the people.

    Attitude:
    Proud and Righteous, his loyalty to his nation is unwavering

    Personality:
    Has a High Authoritarian-like Personality during Courts and discussions, but nontheless loyal to his Family and the needs of the nation and dislikes those who are cowardly and does nothing to help their growing nation.

    Strengths:
    -Slightly Charismatic individual.
    -Knows the Arcane Arts.

    Weaknesses:
    -His paranoia about his wife.
    -Despite his Arcane abilities, his style is a concentrated version of what the Battlemages use, despite of it. its weaker than its Burst type.

    Quirks:
    He is usually seen eating a Golden Apple, nothing worth mentioning the apple as its just a Unique flavourful apple that he love to bring.

    Other:
    Had a Duel with Sgathach's champion, nobody knows who won, but in the end. the two of them drank themselves silly by some bar afterwards.
    Galath Dulac
    Ghad.jpg
    Age:
    25

    Race:
    Elf(Formerly), Dark Elf

    Background:
    Grandson of the Fallen Knight, Sire Lamhcalad, one of the first founders of the Great Houses in which where they govern their nation after the abdication of their old King. he's the Patriarch of House Dulac, a Family that served during the times of the Elven Kingdom and the present day Drows, he was a Knight just like his fathers before him.

    Reputation:
    As a Representative in the Great Houses and a General in the army, he is well respected, by the people, he is albit looked down upon as he is the youngest among them.

    Attitude:
    Proud and Righteous, his loyalty to his nation is unwavering

    Personality:
    Unlike the others, he is a More Reserved person. pointing out the flaws of the plan and tells how to improve of it should he see one, he is also a good natured person but is willing to fight back should it endangers his nation.

    Strengths:
    -well trained on the art of Chivalry and Politics within the Tables of the Great House
    -well versed in literature and speech, giving him a charismatic appearance.

    Weaknesses:
    -being a Good natured man, he refuses retaliation with no act of justice and rightousness
    -has a tendency to disobey orders of other if he deems of being injustice and unrightous about it.

    Quirks:
    He's noticably sweet among the women that he meets but has yet to find a perfect one for him.

    Other:


    History:
    Formerly the Elven Kingdom before The Great Catastrophe, the Drows of Ashenfall was formed when the Empire collapsed and the Catastrophe has forced the Elves to undergo a mass exodus, leaving their homes and ancestral lands, wiped out by the destruction. The Dark Elves came to be when the Ashcloud rained upon the refugees, it's magically imbuned Ash seared into their skin, changing them physically which will forever be a part of their lives for many generations. However, some were unfortunate enough to killed by the process. as a result. the population dwindled, with the remaining lot serving as the main population of the Dark Elven faction.

 
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dovah klov clan
dragon_symbol_by_crimsonangelofshadow.jpg

Primary Colours:
Dark green and brown

Type of Government:
Tribes with one chief


Leaders/important characters: (May have multiple characters to help portray your faction. Leader is obviously required.)

Name: lotdovahdrog (it is a title more than a name)
Age: 24
Race: Siigonis
Background: Lot is one of the children of the last chief who died when she was only 12 and with her siblings she was required to take part in the untak do vrii a ritual trial to steal a scale from the nearest dragon who is viewed as a deity. there would be only one winner and only one survivor as siblings either turned on each other or the dragon killed those to loud or stupid to steal an already shed scale. when she returned Lot took command and started to absorb some of the decimated tribes and has over seen the growth of her tribe as she bides her time to launch a campaign to unify all her people.
Reputation: She is little known just another chief of the backwater Siigonis, and therefore not seen as important.
Personality: Lot is a rather forward thinking leader, wanting to forge her people from a random assortment of clans into a true nation. She can be kind or cruel as the situation dictates, often seen as letting people off lightly but making sure they know at any time she will kill them for screwing up. Her greatest frustration is her people's reliance on slave trading, not that they do it but that it is not sustainable and would have to stop if they unified. She has hope that Slen will bring forth a solution and when he does she sill make her people into something respectable.
Strengths: ambitious, visionary, skilled fighter, decent diplomat
Weaknesses: unorthodox, stubborn, easily insulted, can't use magic, has never commanded a large scare raid before , can't ride a horse, has a low reputation outside of home.
Quirks:
Other:


Name: Slenmedronk (Slen for short)
Age: 34
Race: Siigonis
Background: There is little known about Slen before he showed up before lotdovahdrog and displayed his newly discovered magic which could alter the abilities of living creatures making them stronger, or faster, or tougher and promising that with her support he would find a solution to their tribes unspoken problem.
Reputation: His only reputation is in the clan and that is of the leader's favored currently. His magic both interests and repeals people.
Personality: Slen is interested primarily in expanding his mystic powers, pushing what it can do and refining the process. He would rather experiment than do most other things recording his discoveries and methods over bother with politics. This means he tends to rather blunt and up front and is rather loyal once he casts his lot.
Strengths: skilled in flesh magic, loyal
Weaknesses: blunt, distant, obsessed, not a great fighter, dosent waer armor, can't ride a horse, dosent like tea, can't sail a boat, can't speak multiple tounges, is a lizard man, lacks a reputation.
Quirks: tends to rub his hands together when excited.
Other:

History: The dovah klov clan is a clan of Siigons that decided to ally with them empire when they came and claimed the swamp. They quickly started trading with the empire using captives from others clans to get food, weapons, and armor which they in turn used to capture more in a repeating cycle. This has lead to them being the biggest and most powerful tribe, though they have yet to try to fully take over the swamp as if they controlled everything then they would run out of tries to raid.

Faction Capital:
staad kolos dovah hil nok in the Trumgol kolos lot dovah mah area

Map Of location: see maps sheet (use paint)
spook (1).png
Number of Controlled Provinces: 1


Major cities: (do the rest of the CS first)
Name:
staad kolos dovah hil nok (aka slave city swmp city lizard home stink hole the putrid city Freeport )

Type: Capital

Population: 1,000

Major Industries: Slave trade

Significance: It is the capital and center of power

Province: Trumgol kolos lot dovah mah

History: The tradtional home of the Dovah Klov clan it has grown as their power and reach have extended, some of those there aren't even from the clan originally but were absorbed when their clan was destroyed.


Religion: dragon worship

Composite Species:
Siigonis

Population: 3000

Demogrphics:
Siigonis 100%

Military:
Ruzaak:
These bunch are equipped with blow pipes and poison darts that are actually meant to paralyze not kill those they hit.

Zahkrii: These are your basic swordsmen, steel swords and hardened leather armor.

Qiilaan: Archers by another name not much to say about it, though they like iron arrow heads over stone, though they rarely get any back.

Horvutaan: Masters of the net not exactly a military unit but they are used in raiding party to help take captives.

Special unit:
Siigonis flesh shaper: A special mage that can alter the form and physical capabilities of other creatures, this is a new magic that the Siigonis have just figured out others likely already know it.

Strengths [3+]: (explain why dont just list)
Living in a swamp and having to be good at taking enemies alive they are expert ambushes and great at fighting on rough terrain.

Their flesh magic allows them to augment their troops and the means to birth more, though this has very unpleasant side effects.

They are naturally camouflaged to the swamp and blend in well.
Weaknesses [3+]: (explain why dont just list)
Their chosen home is lacking in remeasures meaning without outside help they can't support large number and would have no metal.

Most of their magic is rather unrefined and primal and crude.

Their home is not unified actually being home to many small tribes meaning their power over the others is limited and their safe havens are none existent if their home is attacked.

Other:
Bonus stuff like trivia, national songs, etc.


Empire Relations:
Most see them as harmless simpletons, honest traders if a bit lacking in the art of the deal, they make good slaves and tend to always have more to export.
 
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Roma Imperator

Flag:

mon_256.png

Motto:
"Land of my forefathers
Land of beauty
Home of the Courageous
Forever brimming in glory"

Primary Colours:
Red, Gold, Purple
Type of Government:
Classical Republic
Leaders/important characters:
Name: Maximus Flavius Aurelian
mariusz-kozik-final-aurelian-fin-pion.jpg

Age: 29
Race: Human
Background: Aurelian is known to be from house Flavius, a noble senator who has had his fair share of combat experience in foreign territories during what was known as the "Great Collapse". During that time Aurelian along with other loyalist of the empire attempted to assist the Emperor in restoring order. However with news of rebellion spreading across the continent like a wildfire, Aurelian understood that saving the empire was far from realistic and the amount of manpower needed was no where to be shared. So with permission from the senate of Roma, the legions that were stationed across the empire were requested immediately to return to their homeland to defend against possible invaders. Since then Aurelian has fought many invading armies and kept the peace across his homeland. He has attempted many times to convince the senate that expansion of their territories must be their highest importance, as the lost of trade has started to show its strain on Roma. He has lately begun to gain immense support of the people and a few from the senate. However many senators believe that he is attempting to seize power and gain more territories to suite his overwhelming ambition. To become the new Emperor.
Reputation: Aurelian is known to be gaining a large popularity amongst the citizens of Roma, but his reputation/relations with the senators is mixed. However many respect him for his military skills in both combat and in strategy. He has lost very few battles, and has returned home with much loot from his early years of service to the Empire. In fact his title is known by everyone as the "Golden Patriarch" due to his religious mask that he wears to mask his face.
Attitude: Aurelian is known to be respectful and calm when interacting to anyone he meets, even those who he dislikes or do not like him. However in battle, he is mostly quiet and does not speak unless he barks orders. His generals state that in battle they could feel a sort of dreadful aura around Aurelian. As if death was riding beside him wherever he went in a battlefield.
Personality: Since his early youth he has been known to be quiet and self-collected throughout., in conversation he gives off a friendly feel and doesn't usually use formalities unless needed. He does not like those who show signs of disrespect and cockiness. He is organized and quite a religious man who believes in his gods and would be happy to debate with other followers of different religions. His personality in battle changes, he is observant, aggressive, and bloodthirsty.
Strengths: Genius General, Charismatic, Organized
Weaknesses: Power-hungry, Independent to a fault, cruel
Quirks: He tends to blatantly stare in open space and goes into deep thought.

Other:

04823bf5086799f4241ae4f29916a13d--character-ideas-character-art.jpg

Age: 58
Race: Human
Background: A prestigious and rich senator from a lineage of well known senators. He has helped Aurelian push several military and economic reforms in an effort to improve the kingdom. He is also known to own many companies that produce both olive oil and furnitures. Making him the 3rd richest man in Roma. He has had his share of combat and retired as being a general due to several injuries he had sustained. He has decided to stick with politics and continue prospering and assisting the promising senator Aurelian.
Reputation: Known as the 3rd richest man in Roma, respected by the majority of the senate, and was known to have won a decisive battle against the invaders near the mountainous province by sheer will.
Personality: Bold, Honest, and a man of opportunity. When he see's an opportunity or a deal he cannot resist, he will take it with utmost consideration and will also take risks. He is not to be taken lightly for a man of riches, as he himself has combat experience and does not shy from spilling blood. However if you are willing to cooperate and share a cup of wine with him, then consider him a excellent asset for your ambitions.
Strengths: Wise, Rich, influential, and a excellent negotiator.
Weaknesses: Takes too many risks, greedy, bad foot
Quirks: Likes to play with a gold coin on one hand

Other:

rCYXgRM.png

Age: 27
Race: Male
Background: A captain within the 1st Legion 5th cohort. He is the son of senator Mettius Pullo Calvus who was once a general of the 1st legion, but retired to live the rest of his days serving the people as a senator. Marc joins the army in the attempt to reach the same glory and position that his father once achieved.
Reputation: A valiant soldier who risks his life to save his fellow country men. He has in records managed to recaptured a large town that was under enemy occupation. Despite being outnumbered 3-1, Marcus was able to route the enemy after defeating their leader.
Personality: Loyal, stubborn, disciplined, kind, protective
Strengths: Skilled soldier, tactical, durable
Weaknesses: cocky, pride, and overconfidence
Quirks:Makes clicking sounds when bored
Other:

499cc97fc679d8f67d17cf7417153049.jpg

Age: 27
Race: Male
Background: The current general of the 1st legion, Tiberius is a close friend of Marcus's father who both fought side by side. When his father retired to political life, he assumed command and has since commenced major raids near the enemy country side. His combat skills and the added myths and rumors of him has caused the title "Fierce Lion" be emplaced on him.
Reputation: A respected general by both the senate and his men. He has lead countless attacks on the enemy country side, but he has yet to receive permission to actually invade enemy strongholds.
Personality: Honest, Intelligent, Brutal, Honorable, up where the action is
Strengths: Patient, Decisive, Quick, and observant.
Weaknesses: sympathy, strict, blunt
Quirks: Doesn't seem to be seen without his lion pelt
Other

History: The Impera of Roma has been recorded to exist as far as 1289 BEC, when a man named Cassius Vatinius Cumanus established the city of Romae. He is known by historians as the first king to establish a monarchy and establish Roma's borders with many victories. But by 1032 BEC, political unrest with the Nobiles , Patricia, and Equites were discontent with King Aulus Pomptinus Ancus who had decided to raise taxes on the majority of the middle and high class members to compensate his greedy intentions. A civil war broke out in 1030 BEC when the Nobiles assembled an army of 900 men and laid siege to Romae. A month passed and another army consisting of 1200 men were assembled by the Patricia and Equites. With this large force, an assault on Romae's walls was commenced with heavy casualties being brought on both sides. At first it would seem that the defenders would've been able to repel the attack and win. However a mysterious warrior manage to fight his way to the gate with a small group of soldiers and open the gates. This warrior however was killed by a hail of arrows as the gates were opened. Despite his name never being known, he and the other brave men were honored and remembered with several statues of them in the city square which still stand to this day. With the city gates now barred open, the assault began to pickup with a relentless attack. Hundreds of loyalists were slaughtered in the streets along with those in the populous who were speculated or accused to be loyal subjects to the king himself. The Nobiles and the others eventually made there way to the kings living courter and found him in the middle of dining. The Nobiles then began to demand for the king to step down from his title of king, or he and his family would be crucified and paraded in the streets. The king of course reluctantly stood down and his family was allowed to leave with their lives. However sources state that Aulus Pomptinus Ancus and his family were killed two weeks after they had left the capital. No one knows for sure if this was by a group of robbers, thieves, or perhaps assassins.

Despite the major victory of capturing the ancient city of Romae, other loyalists that decided to stay put in their small regions. Had decided to band together and form the Villanovan League. So for the next 180 years, Roma and the Villanovans would engage in many battles across the land. Eventually even other neighboring kingdoms had joined in for the spoils of war. For the next millennium, blood and fire would be spilt across the far western region of the Wild Timberlands. Roma would through trial and error, was able to eventually create a formidable army thanks to a senator by the name of Appius Treblanus Amelius. A senator who was a hero to Roma, and had repelled seven major invasions from the nearby kingdoms. These wars that the senator had faced, helped shape his ideas and create the "Amelius Reform". Which forced the state to maintain ten legions, standardize equipment, form wages depending on rank, and introduced a conscription system that was polished over the years, including the rewards that would await for those that fought in the legions. With these new reforms, the kingdom was able to turn their army from a unbalanced army to a professional/disciplined army.

Then in 57 AEC, a diplomatic envoy from the empire had made contact with Roma. Stating that an expansion to the south was soon to commence, those who wish for the continuation of their civilizations would join them. Others who would resist the influence of the empire would face the sword. At first the senate was outraged with this threat and were almost on board with fighting the empire. However others had brought up the oppurtunities that would occur if they were to join the empire. Such as getting aid in fighting their mortal enemies that have been fighting them for a millennia. This argument lasted for two weeks before finally an agreement was made. Out of the 600 senators, 571 of them agreed that joining the empire should be done. Within one year, the empire had helped wipe out the enemies of Roma. This sheer power had struck awe to the people of Roma and senators, thus began a everlasting loyalty to the empire. Sending legions to far foreign lands to carry the order of the Emperor. Until the very year that brought utter chaos to the land.


Faction Capital: Romae
Map Of location:
jeZVg7U.png



Number of Controlled Provinces: 5

province name:
Italica
fliunia
esceau
preora
oprium

Major cities:

Name: Romae

Type: Capital

Population: 354,910

Major Industries: Pottery, Olive oil, Agricultural goods, metal working, Horses, Wine, clothes, slaves, spices.

Significance: The capital city of the kingdom and known for its glorious coliseum where every sunday it is free of charge to enter the building and watch annual slaughters of gladiators killing each other or mythical beasts. (Sponsored by olive garden)

Province: Italica

History: This is known to be the very first city of Impera Roma. It is not known when exactly the city was built, but what is known is that many great warriors and senators have been brought and raised in the city. Even unlikely people have risen to prestigious titles and positions, such as Agrippa Canuleius Virginius. A gladiator that had won his freedom and gained the position of centurion and led the 3rd cohort of the 5th legionary in 187 BEC, or Placus Domitius Saunio. A low noble who pushed for representation to be given to the lower class and give them a voice, this gained him a boost of popularity amongst the lower class which he eventually won and created the plebias tribune.
Name: Trio
Type: City
Population: 39,776
Major Industries: Clothes, Jewelry, furniture, Coin making, and Sculpting
Significance: A market city that attracts many traders and business men who wish to make a fortune. It is known also to be the founding place of Julianus's companies.
Province: Preora
History: It was first constructed and built in 458 BEC and was at first just a small town of a population of 1,012. Eventually however over time, crafters had decided to set up shop do to its relatively close position to the mines north in the oprium province. Thus attracting many workers and entrepreneur's to the city.


Name: Fort Vall
Type: military Fort/base

Population: 2,809

Major Industries: steel weapons and armor

Significance: A military fort stationed to the west of the esceau province. It is where all troops go to train, and a good resting spot for legions who are returning from the frontier.

Province: Esceau

History: This fort was constructed in 179 AEC in an effort to finally establish a training/military base near the frontier. It has been built and stocked with enough food and supplies for one year. It has of course faced many enemy armies but has held off long enough for reinforcements to arrive. The closest that the fort was penetrated was when a sapper was able to bypass the 1st and second defense (Ditches, steep earthwork, and a moat) and set off an explosive on the southern gate, which allowed the enemy to pour in. Luckily the enemy forces were funneled and cut down to size and were repelled. Since then the defenses have been revised and better improved to not allow that incident happen again.

Religion: Ancient Gods
Composite Species: Elves, and Dwarves
Population: 1.87 million

Demographics:
92% Humans
7% Elves
1% Dwarves

Military:
Legionnaires
5139b9a9a35bd947888462ddf2311b15--roman-armor-roman-warriors.jpg

Legionaries are the backbone of the army and are mostly consisted of humans who are either volunteers are draftee's that are called up to serve their country. Soldiers must be at the least 16 years of age or the latest being 45, be able to past a training test, and be 5'6-6'2 in height. in order to be assigned to a cohort. In most cases draftee's or volunteers may not be able to join due to excessive weight, underweight, or simply to short or to tall, which they will be given a rejected scroll stating that they can not join the army. Volunteers are welcomed to come back and try again when they meet majority of the requirements. Once a draftee/volunteer past their test they are given their standard issued equipment, if they lose any of these equipment they will have to pay with their own money as the state provided it. The first few items given are the gladius and scutum shield, these shields are sometimes varied depending on the legion you are assigned. Some are rounded like the one above, or sometimes they are square and curved. Either way the scutum is built to be long and wide enough to cover the majority of the soldiers body and protect him from any blows/projectiles received from the enemy. The gladius is also known to be a deadly weapon for its thrusting power, but it can also be equally as deadly in hacking enemies. Each soldier is also issued two pilums which are used to fight against cavalry, stop the momentum of enemy charges, or to throw at the enemy and charge afterwards. The great thing about the Pilum is that the tip of the weapon bends when impacted with something solid, so it cannot be thrown back by the enemy. Finally you have the lorica segmentata which is mostly made of steel, leather strips, and other bits of metal, and a steel helmet with also footwear. Once the soldier is equipped he is put into immediate physical training and drills of formations. These soldiers are disciplined to fight as one, a slaughtering machine that cannot be stopped. Legionaries are trained to also be able to march at least 12 miles a day and train with shields and gladius's that are twice their original weight. This intense training has helped keep the majority of soldiers in top shape and ready for combat. These soldiers also are taught many different formations that are memorized by heart, anyone that screws up will be punished severely.Now a soldier is required to serve 15 years of service before being allowed to retire, earn a very nice pay, and some farmland. Foreigners/non-citizens that are drafted are required to serve 20 years before receiving the same benefits and a citizenship.
Legionnaire Captain:
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Captains are usually consisted of decently educated citizens who have shown skills in both combat and leadership. If a volunteer/draftee believes that he is qualified to lead, then he is put into the test. If he passes he is given a helm that distinguishes him as captain. He is then assigned to lead a century of 35 men and make sure that they are not causing trouble and not compromise formation when in combat. In case the commander of the cohort is killed in combat, the captain that is fighting in the 1st century is given command (There are 2 century's in a cohort). When the battle is over the captain of the 1st century will be allowed to take the title of centurion, if he does not survive then the next captain takes his place.
Centurion
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Centurions are the commanders who leads their cohort into battle and have some or plenty of leadership skills/experiance. His job is to mainly keep the soldiers in his cohort in top shape, and discipline them to fine soldiers. If punishment must be made, then he executes it himself or forcing his soldiers to do the punishing. He makes sure that his men is well equipped, fed, and cared for. Majority of centurions are soldiers that are selected from either soldiers who have distinguished themselves in battle, veteran reserves, or lower nobles. These commanders are also given the priveledge to lead their cohorts in battle without needing orders from the general. As long as they understand the generals intention and goal in a plan, the commander can maneuver his troops in the battlefield and not waste valuable time.

Devinos
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Devinos are enchanters who are recruited from various villages/cities who have talent in using magic. Each of these men are assigned to one cohort and are tasked in helping the troops be protected or give them inspiration and any other buffs that will aid them. They are more of a support type of men and have few offensive capabilities. They are given a gladius to defend themselves with and are distinguished by an animal that they had slayed during a test they are given before being enlisted which proves that they can indeed defend themselves (many die to the test then actual combat). These men are also given a bit more of a reward after serving 15 years like other soldiers.

Generals Bodyguards
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These soldiers are one of the finest trained soldiers that the army can offer. These troops are equipped with enchanted chain mail/leather armor and gladiuses. These bodyguards are trained in using bows, spears, double gladiuses, and using some a mixed martial arts that is based in close combat (like wrestling and such). These troops are hand picked by the general himself who believes that they are worthy to be trained and become his personal bodyguard. These troops go through harsh training in order to meet the requirements, but the pay is better and the end reward is outstanding. However these troops are required to serve 25 years, and are required to protect the general at all cost. If the general is slain in battle, it is the body guards job to recover his body or die trying. Any bodyguard found not attempting to recover the general's body resulted in a brutal beating to the death by his own comrades.
Bivari Archers
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Bivari Archers consist of mostly elves and few Humans. These men are considered the most skilled archers in Roma and are equipped with steel plated armor, Long bows, and Daggers. These troops if needed are able to also be used as front line units that can wreak havoc on the enemy, or ride by horseback to harass the enemy.
Legions Cavalry
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These cavalry men are consisted of mostly nobles and mercenaries who are trained to hit the enemy hard and split them in half. Majority of battles they are used to protect the flanks and fight other enemy cavalry. They mostly wear a variety of armor such as steel plated, chainmail, or both. There weapons consist of a lance and a knightly sword.

Sicario Impera

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The Sicario Impera is a espionage organization that focuses on gathering information of the enemies recent actions, movements, and background. They also carryout assassinations on targets that are deemed a threat. Their arsenal consists of hidden blades, gladius, poison, crossbow, throwing knives, and the garrote wire. Most of the assassins are elves while spies consist of humans.

Praetorian Guard
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The praetorian guard are both elite soldiers who protect the senate, while also policing Romae and keeping the peace. Majority of these praetorians are veterans or lucky recruits who happen to show some skill with the sword. Majority of the time they are found standing guard near the Senate dome or patrolling the streets at night in packs of 8. These praetorians are taken under the command of the Praetorian Prefect who is selected by the senate. This is determined by selecting five Centurions who are close to retirement, and then voting which one of the five should be the Praetorian Prefect. That Prefect if willing to take the job will be required to serve for life, however he is given the title of noble and given a villa with some plots of land.

Hastati
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Hastati are the militia/garrison troops who have some training but lack the better armor and weapons then the standard armies. However these troops do consist some veterans who help to lead small makeshift cohorts and quell any criminals, barbarians, invaders, and etc. Nearly every village and town have some men who are equipped and trained by the military thanks to mandatory training by all legal aged men at some point in their life.

Impera assault ship
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This ship is the standard transport/assault ship in Roma's navy. Being able to carry a maximum of 200 men per ship and with a maximum speed of 13 knots if both rowing and decent enough wind. This ship is idea for landing on enemy beach heads, emplacing a oneger/ballistae near the front of the ship, or simply boarding enemy ships with a good enough ramming speed.

Impera Warship
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The standard warship in Roma is known to be the largest ships that they have yet to built. Being 100 meters long and 20 meters wide, this ship is manned by 400 men along with 3 towers, 6 catapaults, and 3 scorpions. 4 of the catapaults are stationed in between the two towers in the back. While the other two are stationed in near the tower closest to the front. The scorpions along with a squad of archers are stationed on each tower in order to fire upon enemy troops from a good height. This ship despite only being able to go 10 knots at max speed has delivered terrifying damage upon ramming enemy ships and even close to splitting enemy ships in half. Some ships have different shaped rams at the front of the ship, while others have small ones as they prefer to fire upon enemy ships with their catapults.

Special unit:

Aurelian's Trident Legion
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During the collapse of the Empire, Aurelius had secretly formed his Trident Legion which consisted of three cohorts worth of soldiers who hand selected from the ten different legions. These men were loyal to Aurelius and only Aurelius as he had proven himself a true patriotic soldier during the Great Collapse. These soldiers were introduced to a series of brutal and horrific trials. Whenever a soldier was close to being killed, Aurelius would take grab them by the sideline and immediately treat them and bolster them enough to get them back on their feet and make them continue the course. These soldiers have survived going through swamps, mountains with low density air, torture, starvations, and many more. Even going as far as brainwashing them in order to keep them in line and continue these brutal trials. By the end of 2 years these men had become nothing but mindless soldiers who could think nothing but serving Aurelius. If he wanted them to murder an entire city, they would not stop till every man, women, and child were slaughtered. If he wanted them to cut off a their own thumb, they would chop it off within a second. These soldiers are trained to not think, not feel, but fight. They have also been brainwashed to have a switch of persona so that the senate did not find out of Aurelius's secret legion. The switch, is a code in which if a word is said or written to a soldier who is part of the trident legion, and he hears or reads the code. They will instantly turn into their Trident soldier persona, when their mission is complete and the Emperor dismisses them they snap out of it and forget what they have done not to long ago. Despite them sounding indestructible, these soldiers can of course died from excessive loss of blood, being smashed to a bloody pulp, chopping their head off, etc etc.

Talos
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Talos is a 30 meter tall giant who was first discovered 200 years ago by Senator Amelius Quntillius Varus. Varus was on a quest to quell a rat infestation that was reported in the mountain side of the country. When they arrived the citizens had reported that the ratlings had made refuge in a large cavern in the mountains. So Varus had took a century with him and went on to search the ratling nest. As they traveled further and further into the mountain, they had found signs that the ratlings had deserted the mountain. This was confusing to the soldiers and Varus, until they had stumbled upon Talos. Talos had at first violently started swinging at the Varus and his men and retreated into tunnel system. Luckily no one was hurt, but the troops were frightened beyond relief and demanded to return to the surface. Varus however was however insistent that they attempted to make contact with this giant. Giants were very rare to Roma and having these as an asset would be very useful. So Varus decided to allow his soldiers to return to the surface while he went to visit the giant. The Giant at first was very reluctant to slam his hand on Varus, but Varus had quickly shown that he was no threat. He had simple attempted to make conversation with the giant, the giant answered with very few words and grew somewhat impatient on the Senator. So the Senator decided to promised the giant to bring back food if he promised to not squish him here and now. The giant thought and decided to allow him to leave, while also warning him that if he lied that he would leave the mountain and wreak havoc to the nearby villages and towns. So Varus immedietly returned to the surface and assembled a group of soldiers to gather as many goats, lambs, and cows as they could and get them to the giants Lair. The soldiers thought that the senator had gone mad, but they followed orders with a confused and concerned face. Eventually the giant received his promised request. Then he was later given a large rope and toga to wear which took a month to make. The Giant eventually addressed his name as Talos and was indebted to Varus for he had been starving and freezing in the mountains for many months due to the winter and lack of animals. Talos had also stated that the ratlings were the only things that kept him alive but made him sick and again went hungry when they scurried. So Varus decided to offer Talos a deal where he would be given all sorts of benefits like food, shelter, clothes, and even armors/weapons. If he joined the Roma military and serve as a soldier. Talos agreed at some point and would be known as the "Golden Giant", Smashing rebellions, Destroying Castle gates, and even chucking bolders at the enemy. Tho he has had his share of victories, he's had his defeats as well. There was one time where a group of knights had managed to lure him into a trap where he had been hit with the 3 giant boulders to the face and leaving him unconscious. If it weren't for the 9th legion saving him, his head would've been cut off and showed off as a trophy. Talos cannot forget that loss, and goes into a fit of rage when someone mentions that defeat.
Strengths [3+]:
Professional Army: For years Roma has perfected and reformed its military into a highly professional military force. Mandatory service is required by all, training is a frequent activity, and the organization of the army was considered revolutionary during its time. Whether other kingdoms have followed suite of this, they can never match the might of our army.
Logistics: An army is runned by its stomach. Thanks to recent reforms by Aurelian, new logistical systems and practices have helped ease the supply problems that many legions have faced in past campaigns. This allows our armies to travel farther or last longer on what we have.
Enchanted Golden Eagles: Since as far as the creation of Roma, the warriors of the ten legions were each given golden eagle staff. These staffs are believed to be gifts from their gods that grant immunity to fear, a slight boost of strength and stamina, and a shining light to blind the enemy. However past events of legions losing a major battle have lost their golden eagle staff, losing this staff was a major humiliation to Roma. If a Staff was taken then the legion that lost it will be noted as a "Disgrace and embarrassment" of an army, they are tasked to retrieve the staff at any cost or face eternal humiliation forever. The last golden staff that was lost and retrieved was the 7th Legion , which took them nearly 38 years before they had found and retrieved their lost staff which allowed them to regain their reputation and respect.
Conscription: "Chop off a head and two more grow." Since the Amelius Reform, every roman citizen as soon as they turned the age of 18 are required to head to the nearest recruitment station and ask for a conscription scroll. This conscription scroll allows the person to be given a small wage and a initial one month of training as a soldier. This allows nearly every peasant in the land to defend themselves against bandits, and be ready to be called up to arms immediately when things come to worse. All members will have a expiration date to their scroll, which indicates when they are no longer able to be conscripted which is usually at the age of 45.


Weaknesses [3+]:

Rough Terrain: Tho the army is excellent fighting in open field battlefields, terrains such as mountains, forests, and steep hills are area's that hinder the full might of the legions.
split party: Many of the problems within Roma is the fact that there are competitive parties that stall progress and important decisions that could help the country. This has caused some delay in response to military invaders due to deciding who would lead the legion to fight them, or a tax debate, even sending a diplomat to a certain country but three parties have a hatred towards that specific country.
Aggressive neighbors: With the old Empire long gone, old rivals have regained their power and have assembled joint-alliances to crush Roma once and for all.
Expensive Army: Having a strong military force is great, but the cost is nothing but an annoyance. Despite its large god mines in the northern provinces, the expense of keeping up with maintaining supplies, weapons, armor, and other essential equipment brings a strain to the economy. In order to keep the armies expense afloat, usual raids and looting on the neighboring rivals is required.

Other:
Bonus stuff like trivia, national songs, etc.
Empire Relations:
Aggressive to neighbors currently, but others neutral
 
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The Voshali Dynasty
Flag:

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Motto:
"When you are gone, we will remain"

Primary Colours:
Purple and Gold

Type of Government:
Theocratic Monarchy


Leaders/important characters:
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Age
77
Race

Naga
Background
Being born in the ruler caste and third daughter of the former Grand Arasi, Acvella's ambitions proved too much for her older siblings as she "convinced" them to step down from the throne leading to her becoming the next Grand Arasi after her father died. Through her reign she saw the building of large port cities and far more interactions with the surface dwellers than what was previously had, she introduced new weapons, tactics, and more importantly the meddling of empires affairs for her own benefit. The Progressive style of her rule was not met without conflict nor resistance however as many of her siblings and regional governors voiced their discontent only to be ignored.

Reputation
Acvella is known as one of the strongest water mages in existance, that with her understanding and study of magical objects and runes makes her a valuable subject to any mage around. She is also known for being an agreeable person with fair deals when it comes to trading, and diplomatic talks. To her people she is seen as a messenger of god and her words are guidance, people revere her and her siblings as just that. To her siblings she is seen as a tyrant, subverting opinions and maipulating those she does not think are on her side with all things.

Personality:
Acvella was born into nobility and acts just like it, she is wary of her actions, as well as pampered as she isn't used to things going wrong for her. although training and experience has let her cooped with these feelings of frustration and annoyance sometimes they overcome her making her rash with her actions. She views everyone as under her, especially peasants of the lower races, slaves arent even people anymore they become objects for use, disposing of them is easy for her and those around her know this. When not frustrated or bothered she takes from her grand mother, constantly thinking of various schemes and how to strengthen her people and her position on the throne.

Strengths:
Strong Water and Lightening magic
Manipulative


Weaknesses:

Prone to rashness
does not care about what others think


Quirks:
none
Other:
none

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Name: Irta Aburkt

Age: 35

Race: Naga

Background:
Although younger than her other counterparts being born in the ruling caste gives many benefits including authority at a very young age and intellect that surpasses many other adult naga castes. At first Irta was simply sent after the province of Yare was taken over by what was now essentially the Voshali's Dynasty's territory that they bought. When the provinces controlled within the Ovalina grew her influence within the trade market increased making her come into the watchful eye of the Grand Arasi

Reputation:
Many Naga perceive Irta as a naive governor but the opposite is true, she has had lots of experience other races, particularly with humans of Ovalina making her valuable to most of the dynasties hierarchy
Personality:
Irta considers all under her rule her responsibly, this makes her rather compassionate especially for a naga towards other races. Although she is still limited by the basic Dynastic laws that each government adheres to, such as only Naga may own businesses and such. Workers safety and treatment are protected under Ovalina Dyntasty laws but slaves are not other than that they may not be killed for no reason. However the reason does not have to be a good one.

Strengths:
Compassionate towards those under her ruling
Has relations and is experienced with other kingdom rulers
Weaknesses:
Mildly disliked by other naga
doesnt know anything about warfare
Quirks:
has a soft spot for children of all races
Other:

History:
The Voshali Dynasty has existed for many millennia witnessing the rise and falls of many civilizations and empires with it only surviving through its focused caste system and adapting to political changes from outside the dynasty. Manipulating nobles and being the instruments of insurrection from within other empires who were distinctly against the Dynasty the Naga have all but secured their reputation and influence with most empires. They have mastered the art of water magics and the taming of large and powerful beasts under their control. With these skills and talents they have conquered most of the worlds waters and subjugated much of the water-folk with those defying their orders being sold in the thriving slave market, although their control over the surface dwellers remained non existent as soon, internal strife plagued the dynasty.

As all good things come to an end, the Voshali Dynasty soon split between four factions as the 80th Grand Arasi and his wife was assassinated by non other than his sons and daughters, Acsuda, Igeyat, Tashi, and Erarci. Tashi, the oldest brother and undoubtedly the strongest he was the face and leader of the assassination plot and subsequent takeover of the imperial city. Acsuda, eldest daughter and the plotter of the betrayal, she poisoned her siblings with words of insurrection long before any of them and even dreamed of ruling over the Dynasty, She is the grandmother of Acvella. Igeyat. younger brother and second born, he was the least radical of the four, constantly wishing and devising different ways to usurp their parents rule, he never lasted long. And finally, Erarci fifth born and distrusting of all those around her, she was the first to betray the Four Lineage Kingdoms, whether it was for her personal gain or she uncovered a plot to get rid of her was irreverent now.

Over the period of a century the Four Lineage Kingdoms waged a war that caused the Voshali dynasty to become but a shadow of its former self, the once subjugated merfolk escaped the grasp of the nagas as well as other subjugated races that the naga once had. The two younger siblings fell quickly in the grand scheme of things, Erarci fell first for starting the first war with Acsuda a mere 15 years after the usurping of their parents. Acsuda took most of her territory with Igeyat taking a portion, but right after that Tashi jumped at the opportunity to take out those who threatened his right to the throne. Acsuda and Igeyat both fended him off at a great price, there was an uneasy peace between the remaining three kingdoms however Igeyat died under mysterious circumstances prompting a second great war, this time between the two elder siblings. This war lasted longer than the last one and completely crippled both Dynasties forcing them into a standstill where borders seemingly didnt move, the two dynasties cooped in different ways however.

The True Voshali Dynasty in which Acsuda founded looked outward toward the other kingdoms where has the Original Voshali Dynasty looked inward to rebuild and grow within. This caused a quiet the tidal shift as the Voshali grew into what would now be the largest trade empire amassing vast amounts of wealth through trade and subterfuge on foreign kingdoms. Where as the Original Voshali Dynasty grew increasingly Militant and Xenophobic, often having parties go out to kidnap and scout to obtain information leaving little to be known about them. Although The once great imperial city is in the hands of the Original dynasty that did little to hinder the more well known and current larger of the two.

The Olvani Imperium throughout all of this stayed ignorant to the struggles of the Nagas, as their history mostly revolved around the land they reside in knowing the Voshali Dynasty as only the Mercantile people they appear to be. Trading exotic goods to the great nobles of the land and winning the favor of a few of them, increasing their reputation little by little. Although the merfolk and other water dwellers have stayed wary of this new dynasty they find themselves confronting the economic prosperity and goods they bring are all but too tempting. The Dynasty under Acvella found themselves settling upon the shores of beaches establishing port cities and learning the ways of combat on the land. When the mountain of Serenity's Summit erupted the dynasty saw this as an opportunity to subvert the land to become their puppet state and focused their efforts on Ovalina under the guise of helping them reunite and bring back the imperium.

The Original Dynasty resides in the depths waiting for their time to come.

Faction Capital:
Yare, Rimemere, Grimaso


Map Of location: see maps sheet (use paint)
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Number of Controlled Provinces: Three
(Yare, Finaris, Gratal.)

Major cities: (do the rest of the CS first)
Name: Rimemere

Type:
Province Capital


Population: 600,000

Major Industries:
importation and exportation of exotic goods to other kingdoms, Rimemere serves as a long distance trade port with ports lining its entire coast. the city is rapidly expanding and has already claimed most of the province of Yare. Many goods from the other port cities in other continents find their way here where the other kingdoms import their special needs. All of the food is imported from either other kingdoms or from the smaller cities around it.

Significance:
Rimemere serves as the capital of all naga activities within Ovalina making it one of the most fortified cities of naga control in the continent. with only two landbridges connecting it to the rest of the continent these fortifications are rather easily maintained and the only real threat would be a large navy from sea. It is also the main trading hub that all Naga convoy ships eventually set sail from.

Province:
Yare

History:
Originally part of another kingdom whose owner had long since died the Voshali Dynasty had set a guild at this location for its position and access toward the other regions and provinces, it being surrounded by water and dug inland made it a natural trading hub for any sea faring kingdom. The old baron who had allowed their guild to foster within his territory found his economy rise, however after a few years he died under mysterious circumstances that no one could figure out and soon the nagas rose to prominence within the region eventually owning the territory.

Name: Hapsivania

Type:
Province Capital

Population: 520,000

Major Industries:
land trade with the Kayoran Expanses, this city imports their goods and exports goods from all around the continent to this region making them a major player in the economy, although some of the other coastal cities may trade with Rimemere, the land locked nations would take great care and effort to trade to this city making banditry rather common in the region.

Significance:
Hapsivania is the local trade hub of The Kayoran Expanses as well as other nations east of Ovalina that do not have access to ships and boats.

Province:
Finaris

History:
the next city to follow the fate of Rimemere, Hapsivania was originally a shipyard city which quickly grew after the Naga guild was set up in their town. The lagoon that Finaris surrounds provides the city with much needed food making it much more stable than Rimemere and food costing less as not all of it is imported.

Name:
Phranchet


Type:
Province Capital


Population: 465,000

Major Industries:
Land trade with Regalia, this city functions very much the same as Hapsivania with the only difference being the lack of banditry as Regalia is a much more stable region with the vestiges of the empire still clinging on to whats left.

Significance:
Hapsivania is the local trade hub of Regalia as well as other nations west of Ovalina that do not have access to ships and boats.

Province:
Gratal

History:
Third city and province to fall under Naga rule, this city was just like its sisters, already there in the form of a small and poor fishing village, when the naga took an interest in its location and situation they were welcomed with open arms as it was known that with naga influence a pronvince or city grew exponentially, although not as prosperious as its sister cities it still plays a major part in trade with Regalia.

Religion:
Ascent of the Voshali


Composite Species:
Naga - and all the different castes
They are an aquatic serpentine peoples who can breathe underwater. Although they can breathe air they cant stay too far away from coasts as the air dries the further inland you go, needing to stay wet or at least not too dry for very long.

Human
Looking for work and to spend earned money back to their families these humans come from abroad of neighboring provinces or on boat. they make themselves home in the inner territories of the naga controlled provinces

Orc
The orc tribes of the surrounding area were used to abuse and prosecution but found it rather lax when it came to the major cities where there were a myriad of other races, along with the humans they flock to the naga territories to find work as menial laborers


Population: 2 million

Demographics:
40% Naga
20% Human
20% Orcish
20% Other



Military:

Mercenaries
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Mercenaries employed from the mainlands these rabble are usually guarding Naga convoy ships and their cargo. They carry a variety of arms and armor ranging from simple padded armors to full on steel plate and from daggers to halberds. There isn't really a standard to these sellswords other than they are there for easy money and are fairly seaworthy people.

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The Townguards usually patrol the inland villages and cities, they wear light armor and maintain the order and law. they dont do much other than watch for crime and defend their assigned villages.

Orcish Hunters(yeeaah couldn't find an adequate picture)
Serving as caravan scouts and village hunters these men and woman are quite valuable for smaller communities and small caravans or travelers as they use their skills in the wild to keep away from danger or hunt for food. They are great at the bow, with their draw high draw weight and accuracy these hunters rarely miss and leave a little more than a dent

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the fire-lances are a unit equipped with matchlock firearms, they are only used onboard ships or in land warfare, they are excellent against masses of unarmed masses and large creatures and they are quite imposing as they march in formation.

Naga Infantry

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Armed with Glaives and Spears these soldiers have a long reach and are usually heavily armored with corrosion resistant steel plates and a tighter packed scale armor running down their body covering most of it. They are fast, especially in the sea where it is their own habitat, making use of javelins attached to ropes they can pull others out of formations or boats if successfully impaled or entangled. They make up the bulk of any Naga army usually in loose formations

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These warriors are armed with large halberds and are able to stand toe to toe with most soldiers on land, at sea(or submerged) however they are a force to be reckoned with as they are much faster and harder to hit. Their armor consists with the same material as their Hyksos counterparts but their design helps them in close combat with the many various spikes offering the Avari ways to get the enemy weapon caught and pull it away. Unlike the Hyksos the Avari are few and far between and are often found at the flanks of any Naga army.

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Serving as the heavy infantry the Nuvari wield a variety of heavy weapons ranging from great swords to war hammers due to the monsterous nature of the Nuvari caste of naga they are much stronger and able to wield them with relative ease. Their armor is the thickest and they are used as first line infantry as well as breakthrough infantry, crashing through enemy lines.

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The Rorari used to be the hunters of the fledgling Voshali Dynasty, however they proved themselves to be excellent marksmen for when the Dynasty expanded. Their bows and arrows allow them be fired underwater although the range is significantly reduced than from on the surface. their bodies allow them to be in unconventional locations and let them scale and traverse rough terrain and they usually wear light armor.

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Acting as scholars and mages this naga caste is proficient in all types of water magics with different Hurashi specializing in their own respective schools with few mastering multiple ones. Some Hurashi even master lightening magics although most will only study water magics as they are more useful.

Special unit:
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A sea serpent to its very name, it is a giant serpentine monster that the nagas have tamed and rose, it can constrict entire ships and can breath hot jets of steam at enemies from a distance.

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The Hydra is a large five headed reptilian


Strengths [3+]:
Trade with other empires bring wealth as well as a diverse cast of mercenaries and monsters they have at their disposal. They bring exotic goods from various teas to luxury items such as high quality silks.

Each and every Naga infantry can be doubled as naval units, they are also very skilled when it comes to fighting in the water, excelling at it even. The Naga ships are built with size, durability and capacity in mind as they would often travel with convoy ships. They don't need a fast ship as the nagas themselves often travel with these fleets and trust in themselves to be faster than any attacking boat.

As primarily water beings almost none are superior to their research in water magics, they study all schools from destructive to healing they cover a wide range of magics to varying degrees. Destructive water magic has never been too useful unless it was on the surface so that hasn't be research very thoroughly but illusion and healing have definitely been researched heavily as both are extremely useful.

Weaknesses [3+]:
The Voshali Dynasty is large and its reserved forces are else where to keep the peace and to prepare for war along any front, the continent of Ovalina is considered a stable zone so the military presence in and around the continent is extremely low. Along with this the vast majority of the militant Naga warriors are spread thin and usually guarding various important cities and villages

Untrusted neighbors, with exception of the other Dynasty most neighbors that the Voshali dynasty borders is distrustful of the Nagas, the Seafolk, and other humans who have caught on to their slow takeover of the central northern part of Ovalina are making it hard for the nagas to claim more territories.

The Naga's are limited in what they could use in warfare as they can not use any sort of land Calvary due to their size and are regulated to using various forms of infantry, they also cannot operate siege equipment instead relying on monstrous creatures to do that for them.

Other:

Empire Relations:
The Voshali Dynasty is currently trading with all kingdoms with coastal cities








 
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  • I can't believe it's not dutch.png
    Name: Madjia
    Motto: A coin to fill your coffers is a coin better spent than a coin to fill your cup
    Primary Colours: Orange and Black
    Type of Government: Merchant Republic
    Faction Capital: Haakensburg
    land claims.png
 
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