SecondBreaking
The Dragon Reborn
TYRIUM.....
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A world split between the forces of good and evil. You choose a continent to rule, which is found in the land between the warring nations. Will you lead your nation into the light, or plummet into the darkness, to fall under the banners of the evil armies? The choice is yours. To make allies, enemies, or remain neutral. There is only one certainty in this world.... the armies of Thelgrim will not be stopped by any single nation, or warring nations. Turmoil will result in complete and utter destruction, while victory will probably leave the world scarred forever.
Nations rise and fall, but names are etched into the minds of those who look back at the history. People have the power to decide the outcome of a nation, whether a despot runs it into the ground, or a republic rises from the ashes of a fallen monarchy. Great nations grow stronger and more prosperous under the ever-changing landscape of Tyrium, while others fall, fading away into legends, eventually forgotten.
Tyrium has a violent history, one that many try to forget. Thelgrim is not the only blight of Tyrium. Many other terrible secrets lurk in the catacombs of the continent, waiting for the right time to strike. Tyrium needs strong heroes to step up to the challenge, and defeat the rising darkness that threatens to envelope Tyrium, along with everyone that lives there.
(Play this while reading, if you want)
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Current Nations:
- Palador
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Nation Name: Palador
Location:
Description: A beautiful, tranquil region located around a large, inland lake. A good sized mountain range surround the lake on all sides, creating a beautiful valley teeming with wildlife. The only city in Palador is Caergoth, located at the edge of the lake. The people of Palador are kindly, generous, and very caring for others. They are also very vigilant, keeping a vanguard constantly on the perimeter of the city.
Capitol: Caergoth
Pros/Cons:
+ Scenic, beautiful, abundant with natural resources
+ Strong points periodically placed in valley for good defense
+ Located on a lake, enough essentials to last through a siege
- Most of the valley is difficult to defend
- Located far from most nations
- Difficult to escape due to mountains
- Thelgrim
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Nation Name: Thelgrim
Location:
Description: The outskirts of Thelgrim are bordered by a massive ravine that spans almost the entire continent, containing the denizens of Thelgrim, and keeping others outside. Desolate, craggy regions characterize the midlands of Thelgrim, while large, mountainous regions are present in the very center of the nation.
Capitol: Morgoth
Pros/Cons:
+ Heavily defended, high walls, few entrances
+ Easy to escape from, paths lead further into mountain
+ Extensive underground forge network
- Poor access to trade
- Difficult to get to
- Catacombs may lead to security risk
- Fridjor
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Nation Name: Fridjor
Location:
Description: Located in the northernmost area of the continent Fridjor is cold and hard. The people who live there rely on the sea for their lives, this makes them excellent sailors. Spring comes to Fridjor only once a year for two weeks and the rest of the year is taken over by the winter.
Capitol: Tromse
Pros/Cons:
+Land is rarely fought over
+Excellent sailors
+Small population allows for quick movement
-Harsh winters
-People are unused to fighting on land
-Small population means that they can be easily overwhelmed
- Kygar
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Nation Name: Kygar
Location:
Description: Kygar is a harsh environment that consists of blistering deserts, frigid mountains, and rocky coastlines. This unforgiving land doesn't have much to offer in the ways of food or water, and the only agricultural villages in the country are next to the two rivers. The people living in Kygar are fierce warriors and start training at an early age. The land itself is a formidable defense, and if anyone were to cross the invisible borders, the warriors of Kygar would know.
Kygarian's are split into different groups called clans. Each clan specializes in something different, one might be good at smithing while another might be elite at spear fighting. The harshness of the desert keeps these clans united, along with the help of the council but, that doesn't prevent blood feuds from forming. These lifelong disagreements can sometimes lead to wars. Even so they will put aside their hatred to achieve their top priority, survival.
Capitol: Myrina
Pros/Cons:
+ High Ground
+ Controlled trafficking population
+ Equal distance form all the clans
- No agriculture
- Prone to siege weapons
- In the middle of the desert
- Fortune's Federacy
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Nation Name: Fortune's Federacy
Description:The federation is a collection of many states that span across Tyrium. Each of the states are primarily merchant orientated with the exception of Cegoria. Cegoria is located on the eastern front of the fortune's clustered states. They refer to the cluster of states as 'fortune's fold'. In 'fortune's fold', the land conditions are well. The area has healthy soil for the most part and a large supply of forests to grant easy logging and trade.
Capitol: Cego
Pros/Cons:
+ Cego is located close to the sea, keeping it safe from inland attacks.
+ The civil engineering of Cego is exceptional, keeping it smelling fresh and calm.
+ The silver roofed buildings of Cego's spires act as a beckon during day and night for sailors and travellers.
- The silver roofed buildings can direct incoming enemies to critical locations.
- The sewers of Cego are large enough for one or two men to crawl through without too much trouble.
- Cego has little reaction time to naval attacks and is forced to rely purely on their navy for defence.
A world split between the forces of good and evil. You choose a continent to rule, which is found in the land between the warring nations. Will you lead your nation into the light, or plummet into the darkness, to fall under the banners of the evil armies? The choice is yours. To make allies, enemies, or remain neutral. There is only one certainty in this world.... the armies of Thelgrim will not be stopped by any single nation, or warring nations. Turmoil will result in complete and utter destruction, while victory will probably leave the world scarred forever.
Nations rise and fall, but names are etched into the minds of those who look back at the history. People have the power to decide the outcome of a nation, whether a despot runs it into the ground, or a republic rises from the ashes of a fallen monarchy. Great nations grow stronger and more prosperous under the ever-changing landscape of Tyrium, while others fall, fading away into legends, eventually forgotten.
Tyrium has a violent history, one that many try to forget. Thelgrim is not the only blight of Tyrium. Many other terrible secrets lurk in the catacombs of the continent, waiting for the right time to strike. Tyrium needs strong heroes to step up to the challenge, and defeat the rising darkness that threatens to envelope Tyrium, along with everyone that lives there.
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