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Nation Building Rifles & Runes: Sequel CS

Space_Kaiser

Formerly known as Loyal Guardian
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Motto:
Strive for the Highest

Flag:
flag_of_the_dwarven_empire_by_aanker-dacc81f.png


Name:

Tilerian Federation

Magical, Technological, or a Mix of both:
The Tilerian Federation is a strictly a technological society. Based on the foundations of the ancient refugees that colonized their lands, industry and production take precedence over all else. They see magic as a stain on the planet, and something to be dealt with.

Religion, if any:
The Federation worships the God Titos, Deity of the Forge, and God of Hammer and Anvil. Their texts say that Titos once had a sister, the Goddess of Magic. The two deities went to war with each other, both striving to place their ideals of a perfect society on their creation. Titos was tricked and defeated by his sister, and now waits for the time to restart the war.

Backstory/Lore:
The original Tilerian's trace their origins back to the survivors of some ancient war. Their side lost the war against their foe, and were forced to flee. Taking what ships they could find, they traveled across the ocean, losing nearly half their number during the flight. When they finally arrived, less than a quarter had survived the trip. Establishing a new home using the wood from damaged vessels, the refugees quickly made a new home for themselves on the island they now called home.

They expanded rapidly across the island chain they now held, re-purposing their fleet to that of defense and expansion rather than transportation. They devoted themselves entirely to the process of industry and construction, as their God Titos commanded, building and expanding at an exponential rate, while exterminating with ruthless efficiency any traces of magic they found.

Territory, include capitol and other urban area locations:
upload_2017-12-12_13-31-2.png
Teal-Capital City, Tileria
Green-Large Population Centers
Population:
There are just a little under twenty million people in the Federation.

Government Type:
The Federation relies on a Republic system, with elected representatives serving in office for ten years before another election is called. For every province within the Federation, a single representative is elected. Of the representatives, they themselves vote among themselves to elected a Chancellor, who serves as the leader of the Federation for the coming decade, as well as the representative for his home province.

Government Rank:
Arch-Duchy

Military:
The Federation military is divided between the Naval and Army units. The Tilerian Defense Fleet is the larger of the two branches, with fifty thousand enlisted sailors and marines. The Tilerian Army consists of thirty thousand volunteer riflemen, artillery units, and cavalry brigades.

National Leader and Goals:
The current Chancellor of Tileria is Talion O'Connell, recently elected by his peers. He has set his sights on the rapid expansion of the Federation, with goals to fully control the four primary islands. He professes an isolationist ideology at the moment, preferring to keep the Federation out of global affairs.


Military Equipment:
The primary firearm of the Federation is the Titan Bolt Action rifle, recently developed and entering mass production across the Federation.
latest

The Federation makes extensive use of artillery units, the most common being the Goliath Heavy Cannon. upload_2017-12-12_13-57-9.jpeg

Each infantry soldier within the Federation is also armed with a combat bayonet for close combat, and a service sidearm.

The primary naval ship of the Tilerian Navy is the Heavy Cruiser, with the larger Dreadnoughts just entering production.
images
(Heavy Cruiser)

images
(Dreadnought)
 
The Empire of Latvya
1200px-Flag_of_the_Prime_Minister_of_Latvia.svg.png

Motto: Deivs Ar Mums

  • Religion, if any:
    In Ordine ad Lupum

    Backstory/Lore:
    The Empire of Låtvya was founded decades ago when people started banding together and moving north from smaller states and tribes, with the most technologically advanced leading the charge to unite. The people moved north to a massive bay where they hoped the would not be disturbed but the climate was harsher than expected. They could not move more than a few miles inland without fear of being swept away or buried by a blizzard or killed by natives. The Empire was once almost driven to extinction, but quite soon they regained their strength and banded together to defeat all of the neighboring tribes, bringing them into Latvya. The Latvyans soon settled and reformed, expanding their territory and strengthening their military.

    Magical, Technological, or a Mix of both:
    Technologically advanced, magic accepting

    Population: 109.42 million (1,904,289)

    Government type: Absolute monarchy

    Government Rank: Empire

    Territory, include capitol and other urban area locations:

    The_Kingdom_of_Latvya_CS_start.png

    Capital(green circle): Nôvus
    Important cities(white circles):
    Rīga
    Mzrhov
    Pärhir
    Zhroovi
    Rhostova
    Westfalrihn
    Sviera
    Mzumbthand
    Znustvamin
    Mzthrunsta
    Khrastovain

    National Leader:
    Ķeizars Jānis III
    366876-350x517.jpg


    National goals:
    The goals of the Empire of Latvya is to expand to hold all of the Kurzakh Bay(Thats what Im naming it), as well as to further better the lifes of all Latvyans and remain hidden inside the safety of our tundra.


 

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Vilarian Reich
Der Staat Uber Alles
Flag (16).png

Arret.png
Vilarian Reich.png
Yellow: Capitol (Vilaria)
Orange: Major Cities
Khine
Celes
Folis
Araco
Orlon
Luron
Population:
85 million

Religion:
No Official Religion

Magical, Technological, or a Mix of both:
Technological

Government Type:
Nationalist Dictatorship

Government Rank:
Kingdom

History:
The nation now known as the Vilarian Reich has been through rough times. Starting off as a city state in the region of Eparia, Vilaria has grown exponentially, either through passive settling to warfare with neighbors, until it had reached the size it is today. The lands of the Reich made up of vast plains, forests, and valleys. The southern territories of the Reich nearest the ocean, however, are more tropical than the rest of the nation.

Throughout its existence, the nation-state has gone trough multiple periods of turmoil and government changes, the most recent one being the military coup that replaced the old Vilarian Monarchy with a new government. A government centered around the values of the state over the individual. The old Kaiser, Otto Franz, and his family is now rumored to be on the run in the country side, still running from the forces of the new Kanzler of the state, Klauz Reitz.
Nationale Vilarian Armee
Flag (17).jpg
Total Soldiers:
2.065 million
Sturmtruppen:
50,000
MG-Shutze:
150,000
Jager:
1.5 million
Scharfshutze:
250,000
Equipment:
The Sturmtruppen are the close quarters specialists of the army. They are armed with submachine guns, designated VS-1.
MP 18.JPG

The MG-Shutze handle the use of machine guns in the army, both the light MG-21 or the heavy MG-12.
Bergmann 1915.jpg
MG 08.jpg
The Jagers make up the bulk of the army, armed with standard issue straight pull bolt action rifles, designated M-26.
Mannlicher M1896.jpg

The Scharfshutze are the long range sharpshooters of the army, armed with higher caliber conventional bolt action rifles with scopes attached, designated J-11.
Gewehr 98.jpg

Hilfs:
65,000
The Hilfs are the auxiliary units of the army, manning the artillery, anti aircraft, field guns, etc. for the army.
WW1 Artillery.jpg
WW1 AA Gun.jpg
Field Gun.JPG
German WW1 Uniform.jpg

Panzerbesatzung:
10,000
Tanks crews whose job it is to maintain and operate the tanks of the miltary
Amount: 250
A7V.jpg
Amount: 400
Mark 4.jpg

Pilots:
20,000
Pilots are trained to operate and fly the various aircraft of the Vilarian air force.
Amount: 700
Fokker Dreidecker.jpg
Amount: 500
Gotha Bomber.jpg

Each soldier is also given a pistol as a side arm, the P11, and two standard issue Stielhandgranates.
Luger P08.jpg
Stielhandgranate.jpg
Mariners:
20,000
The Mariners are in charge of running and operating the ships of the Vilarian Navy.

Battleships: 2
Battlecruisers: 10
Armored Cruisers: 25
Light Cruisers 50
Benito Mussolini.jpg
Kanzler (Chancellor) Klauz Reitz

Chancellor Klauz's goal is to secure and improve the security of the Reich, lead the Vilarian state into a golden age, and to keep hold of power for as long as possible.
Prime Minister: Abraham Henning
Minister of the Armed Forces: Rudolf Siegward
Minister of Diplomatic Affairs: Georgina Till
Minister of the Interior: Corinna Karoline
Diplomat Markus Rudi
Kaiser Otto Franz
Kaiserin Anika Franz
Prinzessin Alena Franz
Prinz Friedrich Franz
Vorstizende Nikolaus Wessel
Vilarian State University (VSU) Eagles in Vilaria
University of Southern Vilaria (USV) Hunters in Folis
Araco Bay University (ABU) Penguins in Araco
Vilarian Northwestern University (VNU) Tigers in Khine
Luron Bay University (LBU) Mariners in Luron
Imperial Vilarian University (IVU) Generals in Orlos
Celes Plains University (CPU) Aviators in Celes
Vilarian Football - (Basically European footall)
Mock Warfare - This game is played between two teams consisting of 20-40 players each in a stadium designed to resemble a typical (WW1) battlefield. Each player is given padded body armor and a helmet, along with a bolt action rifle which uses non-lethal ammunition designed specifically for this sport. There are two ways to win a match of mock warfare: eliminate the entire enemy team or hold the enemy base for a set amount of time, typically 10-20 minutes.
Warships -Warships is a game which is played in a stadium in which the playing field has been flooded and converted into a small sea. The game is played between four team consisting of 10-15 players each. Each team is placed of wooden ships and given a small armament of non lethal weapons. The goal of the game is to eliminate the enemy teams or to reach, capture, and hold a beacon in the middle of the playing field for a set amount of time, typically 5-10 minutes.
Nationalists led by Kanzler Klauz Reitz
Unionists led by Vorstizende Nikolaus Wessel
Royalists led by Kaiser Otto Franz (Exiled in Ebross)
 
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Motto:
"We will preserve our nation and our allies, and protect the freedoms of humanoids."

Flag:
flag.png

Name:
Federal Republic of Ebross

Magical, Technological, or a Mix of both:
Technological

Religion, if any:
Secular

Backstory/Lore:
Ebross was founded hundreds of years ago, as a city state. All around Ebross Sea there were numerous city states vying for control over her rich waters and trade ways. The original Principality of Ebross was seat to the second most powerful city state, behind Erith which lies on the largest island within the sea and controls the land south of it. Two hundred years ago the other city states slowly fell one by one to Ebross and Erith, to the point where the sea was split north and south and with only a thin border between each other.

Then, just prior to the Technological Revolution, the two went to war for full supremacy over the sea. The conflict was primarily naval, and was mostly fought around Erith Island. A land invasion from the thin border, as well as a surprise naval invasion from the Aerilon Peninsula to the east stunned the Erith military. While the sea was firing at each other, Ebross slowly pushed Erith back on land eventually capturing the inner most city of the former city-states Peltragow. With Erith now confined to her island, and now losing the naval war, she surrendered after six years of warfare.

With the Ebross Unification War over, the new government of the united Ebross was faced with a great challenge. They had to rebuild the southern cities and ease the population who were weary. To fix this the council of ministers formed the Federal Republic of Ebross to give each of the former city states to have a say in the internal and external affairs of the nation, which formed the current eight states of Ebross. After embracing the Technological Revolution and quelling unrest, Ebross became a prosperous nation in of itself with a large navy and an upstanding army.

Currently only three political parties have enough membership and influence to make an entrance in the United Chambers. The Unification Party, National Ebrossian Party, and Ebrossian Workers Party. Unification calls for the nation to remain as is to allow current freedoms and future ones to be expressed. National calls for Ebross to take control over the entire territory and govern it not other federal states sharing in Ebross' glory. Workers calls for increased pay and job opportunities, and let the people have more ability in governing their regions. The United Chambers are split into the Upper Chamber and the Lower Chamber. In the Upper Chamber two people are elected to represent their state, making a total of sixteen representatives. In the Lower Chamber the number of representatives depends on the population of each state, which the highest get four while the lowest get one. In total there are twenty-two representatives in the Lower Chamber.

Territory, include capitol and other urban area locations:
smol.png
Orange is the capitol, Ebross
Peach are other major population centers
Erith
Aerilon
Peltragow
Dunwich
Onryx
Eelry
Ozryn

Population:
25 Million

Government Type:
Federal Republic

Government Rank:
Arch-Duchy

Military:
300,000 Active Soldiers
200,000 Reserved Troops
264 Tanks
10 Heavy Tanks

6 Ebross-Class Battleships
33 Eustatia-Class Cruiser
20 Astraea-Class Heavy Cruiser
25 Erith-Class Destroyers
30 Eelry-Class Submarines
56 Aerilon-Class Patrol Ships

562 Aristol Fighters
438 Ozryn Bombers

National Leader and Goals:

580px-Charles_G._Darwin%2C_Bain_News_Service_photo_portrait.jpg

President William Hulster

President Hulster's goal is primarily to keep the Unification Party, who's power is slowly slipping, alive and well. To preserve the unity of the nation and the freedom's of her people. To expand to gain full enclosing control over the Ebross sea and potentially expand southward towards the Eparia Mountains, known as the Eparian Destiny.


Military Equipment:

fedorov-avtomat-model-1916.jpg
The Ebross Manufacturing Mk. 3 Rifle, or EM3 for short, is a variable fire mode gun. It can switch from single fire to full auto by flipping a small switch above the trigger at the top of the gun. 25 round magazine, 655/m per sec.

colt-m1911_2.jpg
Aerilon Factory Sidearm is the standard issue sidearm for the military across all branches. 8 round magazine, single fire. 253/m per sec.

winchester-model-1912-shotgun.jpg
Ebross Manufacturing Shotgun, or EMS, is a pump-action close quarters gun. With a 6 round tubular magazine, requiring a pump after every shot, it can cause have damage up close. 12 rounds per minute.

browning-m1919-machine-gun_6.jpg

The Erith Automatic Belt Gun is rapid firing, anti-infantry place ment that can mow down a charging infantry regiment. The gun has a 250 belt fed magazine with a 400 rpm.

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The Standard Issue Fragmentation Grenade is a thrown explosive that requires a pin to be pulled to arm the grenade. After the handle is released it must be thrown, which has five seconds to be thrown otherwise it will explode.

17cm-mittlerer-minenwerfer.jpg
The 17mm Erith Light Mortar is the most common use within the armed forces. The typical range is about 300 meters and fires a 170mm shell at 200/m per second.

25cm-schwerer-minenwerfer-heavy-trench-mortar.jpg
The 25mm Erith Heavy Mortar fires a larger payload than it's younger cousin and fires very slightly faster. Typical range is about 540 meters and fires at 201/m per second.

ordnance-qf-5inch-gun-united-kingdom.jpg
The Erith Towed Gun is the most common artillery piece within the nation's military. With the capability of being a field gun, naval gun, and coastal gun this set of artillery has stood against the test of time. Requiring a ten man crew, a 119 mm gun barrel, and a range of 9 km.

305mm-belagerungsmorser-schlanke-emma-heavy-artillery.jpg
The Peltragow 30.5 cm Heavy Artillery is a siege gun and artillery cannon. Requiring a 15 man crew, with a barrel at 30.5 cm or 305 mm, and a range of 12 km.


ww1_1916_somme_soldier_select.jpg

Standard issue uniforms for the Ebrossian army.

mark-viii-international-liberty-tank_5.jpg
The Ebross Mk. X Tank is a deadly piece of armor that is the main staple of the armored division. With a crew of 11 people inside, with a top speed of 10 km per hour and able to go 80 km without refueling. Two 57mm cannons and seven 7.62mm EABG around the tank for extra firepower. Length is 10.40 meters, width is 3.81 meters, height is 3.12 meters.

K-Wagen.jpg
The Aerilon Heavy Tank is the largest piece of armor in the Ebrossian arsenal. They are also large that only two are in service. With a 22 man crew and atop speed of only 7.5 km per hour, she is a beast. Four 77mm field guns and seven 7.92 machine guns make this tank even more of a beast. If that wasn't enough it's length is 13 meters, width 6 meters, and height 3 meters.

hms-barham-04-fast-battleship-great-britain.jpg
The Ebross-Class Battleship is the flagship of the Ebrossian navy. Has a 1,806 crew, speed of 27 knots and operational range of 26,500 km. Ten 15 inch main guns, fourteen 6 inch cannons, five 3 inch anti-aircraft guns, six 47mm pdr guns, and five 21 inch torpedo tubes.

Heavy Cruiser.jpg
The Eustatia-Class Cruiser holds the bulk of the Embrossian combat navy. Has a crew of 953, top speed of 31 knots, and operational range of 10,589 km. Nine 15 inch main guns, five 4 inch dual-purpose guns (triple-gunned turrets), two 4 inch dual-purpose guns (single-gunned turrets), two 3 inch anti-aircraft turrets, eight 21 inch torpedo launchers.

Cruiser_.jpg
The Astraea-Class Heavy Cruiser is the second largest ship in the navy, only behind the Ebross. Has a crew of 1,418, top speed of 29 knots, and an operational range of 9,999 km. Eight 15 inch main guns, twelve 5.5 inch guns, eight 4 inch dual-purpose guns, twenty-four pdr anti-aircraft cannons, twenty 50 caliber machine guns, four 21 inch torpedo tubes.

uss-john-d-ford-dd228-destroyer-warship-united-states.jpg
The Erith-Class Destroyer is a smaller but strong ship in her own merit. Has a 122 crew, top speed of 36 knots, and operational range of 9,077 km. Twelve 21 inch torpedo's, four 50 caliber guns, one 27 caliber gun, two 0.30 caliber machine guns.

e-class-attack-submarine-e1.jpg
The Eelry-Class Submarines aid in the protection of Ebross Sea from below. Has a 30 crew, top speed of 15 knots above water and 9.5 below water, and an operational range of 5,555 km. Four 18 inch torpedo tubes, one bow-facing, two beam-facing, one stern-facing.

sms-mowe.jpg
The Aerilon-Class Patrol Boat aids in patrolling the Ebross Sea for illegal maritime trading. Has a crew of 235, top speed of 13 knots, and an operational range of 16,093 km. Four 150 mm main guns, one 105 mm quick loading gun, two torpedo tubes.

junkers-cl1.jpg

The Aristol Monoplane Fighter is a state-of-the-art plane that has seen mass production within the past couple of years since its creation. It has mostly a metal design using a low-wing assembly. She is crewed by two men, a pilot and a back-seat gunner. Her top speed is 87 knots with a flight ceiling of about 6,000 meters. She is armed with two forward firing machine guns in the front and a trainable rear machine gun.

Allgemeine%20Elektricitats-Gesellschaft%20(A.E.G.)%20G.IV%20Bomber%2020030917-131.jpg

The Ozryn Medium Bomber is the standard issue bombing aircraft within the Ebrossian Air force. She is crewed by three men, two gunners and a pilot. Her top speed is 89 knots and flight ceiling of about 4,500 meters, with an operational range of about 750 km. She is armed with one rear facing trainable machine gun, and another forward facing trainable machine gun. She can also be armed with three 296 lbs. drop ordnance.

Other:
 
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Motto: We are the last, the world is frozen, there is nothing outside.

latest


Name: Heleg bar

Magical, Technological, or a Mix of both: Mix tends to land more on magical due to ease of use

Religion, if any: none all the gods are long frozen and dead

Backstory/Lore: Heleg Bar begins when the world ended or well that is what their history says. To them they are the last people in the world as the world froze over and even the gods were frozen. This isn't true but its what they believe their true origins are most likely a migration from a now collapsed kingdom over 1000, years ago. As one would expect the records of their exodus are long lost to those living now and thus their existence is forgotten as they had likewise forgotten the world outside.

Most of their history woudl be the founding and expansion to their current 20 cities and then the intercity skirmishes in the snowy lands that would slowly deplete their numbers until one that held back long enough managed to snatch victory away a few hundred years ago. The victor was crowned the first high king Torahrdan Doomfury. Doomfury made several sweeping changes such as disbanding most military assets and remaking them into a peacekeeping force, the creation of almost purely agricultural green cities and the beginning of the underway.

After the first high kings death his soon took up the mantel and continued his fathers work on the underway and while there were issues with other cities and some talk of rebellion these ideas were put to rest through ritual combat where the disputes were settled with the victor being declared right, a rare occurrence. With this most disputes started to dwindle as decades ran on and the unity was shown to bring more wealth and happiness than their existence as city states. Still it wouldn't be till his son took the throne that the underway was complete and all the cities were linked.

The cities now fully linked would develop a unified culture as they exchanged more and more and moved more and more, which lead to several mystical and technological advancement that made life far easier for them all and even invented a now common tradition of body tattoos. their most recent note worthy achievement was the retooling of the underway into a massive train system for faster transit from city to city.

Territory, include capitol and other urban area locations:
Arret_after_Danzo.png
yellow is capitol
Arret_after_Danzo local.jpg
Population: around 40 million

Government Type: absolute monarchy, they have what they call the council of kings where the king of every city gathers together to make laws and set taxes and other things that affect the whole of the kingdom . They are otherwise allowed self governance.

Government Rank: Kingdom

Military: 1,000,000 Thenid tae, these are basically military police, they police all the cities and are the only truly organized and armed force.

National Leader and Goals:
f9f12999207605d4d7534f1311f254c5--dark-elf-character-ideas.jpg
Goals: The high king seeks to maintain her kingdom, to create new wonders as her people have in the past, and continue the existence of the last beings on the planet.

Military Equipment:
ba9afc40cdd5829fbfdeb181c67249a5--female-elf-female-armor.jpg
400px-Samaritan1.jpg
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Other:
Mithril is a silvery simi rare metal found deep in the earth. Once it is smelted properly it is harder than steel and much lighter.
Adamantite is a rare metal found in the deepest depths it is hard to work with but if refined properly it is an extremely hard metal, tougher than mithril, but it is much heavier.
 
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Xanthakor
"To spread culture and truth to the benighted: this is our commitment and burden."
ebd035da5f112b3cd6f94201d25a3971.jpg


Magical, Technological, or a Mix of both: Mostly Magical

Religion, if any: Xanthakori Pantheon (though they will welcome any non monotheistic gods into their pantheon as they are ever expanding religiously)
Main Gods:
Hakoth - storm and rain god
Eni'lil - god of air, head of the Xanthakori Pantheon
Anhuz - god of heaven and the sky, lord of constellations, and father of the gods
Dagaz - god of fertility
Ea'i - god of the Abescuz, crafts, water, intelligence, mischief and creation and divine ruler of the Earth and its humans
Eveshkigali - goddess of Othzalla, the Underworld
Inonna'a - goddess of fertility, love, and war
Marzduz - patron deity of Xanthakor
Nabunish - god of wisdom and writing
Nanzhe'i - goddess of prophecy, fertility and fish
Nerzgul - god of plague, war, and the sun in its destructive capacity; later husband of Eveshkigali
Nimhurzaghi - earth and mother goddess
Ninlile'i - goddess of the air; consort of Enlil
Ninhertaz - champion of the gods, the epitome of youthful vigour, and god of agriculture
Zhanaz - god of the sun, arbiter of justice and patron of travellers
Zin'u - god of the moon
Tammaiz - god of food and vegetation
Minor Gods:
This is only some of them. There are thousands.
Abu - a minor god of vegetation
Ama'arhuz - fertility goddess; later merged into
Amazagnul - fertility goddess
Amurru - god of the Amorite people
An - a goddess, possibly the female principle of Anu
Arah - the goddess of fate
Azaruludu or Namshub - a protective deity
Azhnan - goddess of grain
Aya - a mother goddess and consort of Shamash
Azimua - a minor Sumerian goddess
Bau - dog-headed patron goddess of Lagash
Belet-Seri - recorder of the dead entering the underworld
Birdu - an underworld god; consort of Manungal and later syncretized with Nergal
Bunene - divine charioteer
Damu - god of vegetation and rebirth; possibly a local offshoot of Dumuzi
Emez - god of vegetation, created to take responsibility on earth for woods, fields, sheep folds, and stables
Enbilulu - god of rivers, canals, irrigation and farming
Endurzaga - a herald god
Enkimdu - god of farming, canals and ditches
Enmezarra - an underworld god of the lawl
Ennugi - attendant and throne-bearer of Enlil
Enzag - a minor deity born to relieve the illness of man
Enten - god of vegetation, created to take responsibility on earth for the fertility of ewes, goats, cows, donkeys, birds
Erra - Akkadian god of mayhem and pestilence
Geztinanna - Sumerian goddess of wine and cold seasons
Geztu'e - minor god of intelligence
Gibil or Gerra - god of fire
Gugalanna - the Great Bull of Heaven
Hani - an attendant of the storm god Adad
Hayazum - a minor god of the forest
Hegir-Nuna - a daughter of the goddess Bau
Hendurzaga - god of law
Ilabrat - attendant and minister of state to Anu
Izimud - two-faced messenger
Iztaranu'i - god of the city of Deri'ia
Kabta - Lofty one of heaven
Kakka - attendant and minister of state to the gods
Kingu - consort of the gods
Kubaba - tutelary goddess of the city of Carzemak
Kulla - god of bricks and building
Kuz - god of herdsmen
Lahar - god of cattle
Lulal - the younger son of Inanna
Mamitu - goat-headed goddess of destiny, who decreed the fate of the new-borns
Manungal - an underworld goddess
Mammetun - Sumerian goddess of fate
Mandanu - god of divine judgment
Muzdamma - god of buildings and foundations
Nammu - a creation goddess
Nanaya - goddess personifying voluptuousness and sensuality
Nazi - a minor deity born to relieve the illness of man
Negun - a minor goddess of uncertain status
Neti - a minor underworld god
Nibhaz - god of the Avim
Nidaba - goddess of writing, learning and the harvest
Namtar - minister of the gods
Nin-Ildu - god of carpenters
Nin-imma - goddess of the female sex organs
Ninazu - god of the underworld and healing
Ningal - goddess of reeds
Ningikuga - goddess of reeds and marshes
Ningirama - god of magic and protector against snakes
Ningizu'zida - god of the vegetation and underworld
Ninkarnunna - god of barbers
Ninkazi - goddess of beer
Ninkilim - "Lord Rodent" god of vermin
Ninkurra - minor mother goddess
Ninzar - goddess of plants
Ninzun - "Lady Wild Cow"
Ninzutu - a minor deity born to relieve the illness of Enki
Nintinugga - goddess of healing
Nintulla - a minor deity born to relieve the illness of Enki
Nu'Muzi'Da - patron god of the lost city of Kazallu
Nunbarzegunu - goddess of barley
Nusku - god of light and fire
Pabilsaĝ - tutelary god of the city of Isin
Papo'niginu'gara - god of war
Pazuzu - son of Hanbi, and king of the demons of the wind
Zarpanit - mother goddess and consort of Marduk
The Zebittu'i - a group of minor war gods
Zakka - patron god of herdsmen
Zala - goddess of war and grain
Zara - minor god of war
Zarra Itu - Sumerian fertility goddess
Zu'pa'e - astral and fertility god
Zulmanu - god of the underworld, fertility and war
Zulzaga - astral goddess
Ziriz - goddess of beer
zirzir - god of mariners and boatmen
Zirtir - goddess of sheep
Zumugan - god of the river plains
Ua-Ildak - goddess responsible for pastures and poplar trees
Ukur - a god of the underworld
Uttu - goddess of weaving and clothing
Wer - a storm god
Zaqar - messenger of Sin who relays communication through dreams and nightmares

Backstory/Lore:

Territory, include capitol and other urban area locations:
Xanthokor.png
Pink- Capital city of Deri'ia
Yellow- Cities
Orange- Towns

Population: 30 Million

Government Type: Monarchical Matriarchal Magocracy and to a lesser extent Theocracy

Government Rank: Arch-Duchy

Military: 400,000 standing army


Leader: Zakite'i Af'Hakoth
Princesse01.png

Goals:
To expand her Nations Influence and Land, as well as protect Arret and it's Magick from extinction

Military Equipment:

They are least abundant troop type and are more ceremonial and guard-like.
Armor:
ageofconan_prop_armour_stygian_guard_helmets.jpg

Sword:
Damascus-Sword-07.jpg

Shield:
Standing Shield (shield on left)
PLATE3BX.jpg


Halberd:
89msg.jpg


(Minus the Crucifixes)

Of the non magical they are the most abundant, they are also allowed to use any weapon they find on the battlefield.
Armor and Weapons:
Stygian-Art-2.jpg

Sorcerers- They are the most abundant troop type, almost quadruple the size of the previous two combines, they are the backbone of the Xanthakori military and have been to the region for over a millennia, they have mastered the arcane arts, especially in the realm of combat, which is why guns haven't taken much hold int Xanthakor as of yet.

Other: Xanthakor relies on magick for most things, thought not barbaric in the sense of technology, they have been slow to accept the change of the new Industrial age, and what little they have addapted they did so that it would be compatible to magick as they see little need not to use magick.
 
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"Blood and Sweat, Powder and Iron"
fakeflag-al1-bw4-am1-de2-de4.png
Statistics and Information

  • Population: 52,643,200, as of the 1633 Census
  • 91% Human, 3% Elf, 6% Other
  • The Government sponsors the use of technology, while suppressing magic practice.
  • The practice of all religions tied to any magical practice is banned, essentially making public religious practice impossible, with the exception of a select few locations.
  • Capital: Aachmark
  • Governmental System: Constitutional Monarchy
  • Current Leader: King William-Hanzaag
  • Government Rank: Kingdom
  • National Ambitions: To bring Vadia to it's rightful place among the great powers of the world, regardless the price in blood,
"Born of war, the nation of Vadia was forged from a series of wars between the duchies of Aachmark, Dammberg, and Skjorn, the end result being the declaration of the Vadian Kingdom, crowning the king of Aachmark, King William the First, as the head of state, 124 years prior to the present date.

"With William came an army that was essentially what ruled the nation during his reign. The King could only take action when the army consented to it, and more often than not, if a general wanted certain policies pushed into law, the King made it happen. Although William's weak rule served as nothing more than a way to legitimize army rule, he was deeply loved by the Vadian people, for his vision of a greater Vadia- which he sadly never saw bear fruits. He believed that all withing the region were part of the Vadian peoples, united by a single destiny. This vision helped bring stability to his budding empire, which would inevitably begin to unravel without him at the helm.

"After Wilhelm died, his son, Wilhelm-Salbund, prince of Dammberg, ascended to the throne. Although he proved himself valuable on the battlefield, he was an entirely incompetent administrator. For the duration of his reign he ignored the cries of his people, and shirked his duties as their leader. His reign was only saved by a swift intervention from the military, and after a tumultuous 10 years, Prince Micheal of Aachmark was installed on the crown. Micheal proved himself to be able to mitigate the damage that his forerunner had caused, allowing the nation's swift downward spiral to begin to alleviate itself.

"Things proceeded like this for quite some time. The King would die or abdicate to his son, who would provide one valuable asset for the Kingdom, then he would restart the cycle. Micheal the Younger gave the Vadians the General Staff, a group dedicated solely to planning out hypothetical battles and wars. William the Great industrialized the nation, which had fallen behind in recent times. Others built railroads, modernized the army, fine-tuned the government, and other things.

"However, that cycle was harshly halted some 23 years ago when King William-Hanzaag ascended to the throne. No longer could the Vadian people agree to abide by the rulings of a king. Where previous leaders had shown strength, William showed weakness. That weakness was exploited at every opportunity. In an attempted coup, he was only granted his crown if he agreed to create a constitution and establish a parliament for the people. The King was nearly left a king only in name. As the nation stands, the Second Vadian Diet is session, and more radical parties are taking strong footholds in the country.

"The People's Front, a radical left wing party opposed to the rule by a monarch have been linked to a series of bombings in the capital, and more in smaller cities as well. The people in the southern territories, already living under far more freedom than those in Vadia Proper, can be heard murmuring about outright rebellion. The parliament fails to represent them, with almost all delegates from these regions being members of the Dammberg nobility. With the King's military expeditions into outlying lands, his grasp on the empire becomes as thin as a string of silk.

"Vadia seems poised for civil war. A weak king, restless subjects, and a restless military make the country ripe with the fruits of rage and dissent. Will William steer the country out of these trying times, or will another be the one to seize the reigns of destiny, to lead Vadia to it's rightful place in the world?"
Global
Vadia Pregame Global.png
Regional
(White is the Capital. Black dots are cities and towns of significant size)

Vadia Pre-Game.png
As most modern militaries are, the Vadian military consists of three branches: The army, air force, and navy. The total enlisted count is 523,000, including reserves.

The Vadian National Army
523,000 Enlisted
160,000 Active Infantry
42,000 Active Navy
11,000 Active Air force

The Vadian Infantry Corps
Forgoing artillery, the Vadian Infantry have opted for a form of warfare focused entirely on mobility. Integrating a small number of tanks, and the mass use of armored vehicles have allowed the Vadian Infantry a mobility enjoyed by few others.
Troop Composition
4500 Light Infantry Divisons (Primarily normal infantrymen, often solely armed with Wilhelm-28s, with a communications specialist, and a commanding officer. Each division is given a Kampwagon )
17 Tank Divisions (3 George I)
Infantry Weapons

Wilhelm-28

Gewehr.jpg
Standard bolt-action rifle of the empire. Holding 5 rounds in a stripper clip, designed for mass production, and reliability. Most infantrymen will be equipped with one of these. Chambered in 5x.257 Wilhelm rounds, it suffers from being the only weapon in the kingdom to use Wilhelm bullets.

Hanz and Kerch Model 13

revolver.jpg
Named for it's commissioner, and year of first distribution, the gun is chambered in the standard Konings 3x.443, making the revolver's ammunition more than easily located than a Wilhelm's, even in the worst of conditions.

Salbund 33

madsen.jpg
Commissioned as the primary machine gun in the army, the Salbund is chambered in a 20 round Konigs 3x.443 magazine, firing at around 300 rounds per minute. The magazine is limited in size due to the limitations of using the standard round of Vadia, which do not lend themselves to high fire-rate weapons like the Salbund.

Infantry Vehicles

George I

MBT.png
Built as as an attempt at an armored vehicle, capable of fighting alongside standard light infantry, the George I, commonly called the 'G None' for it's poor steering and lack of heavy firepower. Essentially a collection of mounted machine guns encased in armor, the George has been relegated to supporting roles in engagements.

AT-4

AFV.jpg
The AT-4 is the only government commissioned armored fighting vehicle. Designed for combating infantry, the AT-4, although reliable, suffers from a top speed just above a sprint. Mounted with a converted Salbund 33 for offensive purposes, the truck can hold 10 soldiers, including a driver and gunner.

Kampwagon II

truck.jpg
Opting instead of using converted civilian transportation, the Vadian military has opted for factory-made trucks, created for maximum speed and reliability. Of course, with those improvements, comfort and fuel-efficiency have been sacrificed. Holding a maximum of 15 soldiers, including a driver, the Kampwagon was become an integral part of Vadian military operations.
The Royal Navy
Essentially existing solely to protect Vadian interests in their region, the Royal Navy includes land-based defense garrisons, stationed across the coasts, however, their navy is based around using the two Dreadnoughts as mobile command stations, in times of war.
Armada Composition
32 Albert Class Submarines
12 Fredrick Class Destroyers
3 Wilhelm Class Light Cruisers
5 George Class Heavy Cruisers
2 Sigmund Light Dreadnoughts
500 Active Coast Guard Garrisons

Albert Class Submarine
D1.jpg
H.R.S. Mia
H.R.S. Lina
H.R.S. Emilia
H.R.S. Leone
H.R.S. Johanna
H.R.S. Luisa
H.R.S. Charlotte
H.R.S. Lilly
H.R.S. Leni
H.R.S. Mathilda
H.R.S. Gretta
H.R.S. Ida
H.R.S. Sara
H.R.S. Helga
H.R.S. Paula
H.R.S. Lisa
H.R.S. Pia
H.R.S. Ella
H.R.S. Mira
H.R.S. Isabell
H.R.S. Josephine
H.R.S. Antonia
H.R.S. Nora
H.R.S. Anni
H.R.S. Katharina
H.R.S. Theresa
H.R.S. Luna
H.R.S. Maria
H.R.S. Milena
H.R.S. Nina
H.R.S. Elisabeth
H.R.S. Tilda
Fredrick Class Destroyer
destroyer.jpg
H.R.S. Martha
H.R.S. Zoey
H.R.S. Ciara
H.R.S. Carlotta
H.R.S. Valentina
H.R.S. Juna
H.R.S. Linda
H.R.S. Ronja
H.R.S. Elli
H.R.S. Selina
H.R.S. Melissa
H.R.S. Annabell
Wilhelm Class Light Cruiser
lcruiser.jpg
H.R.S. Eva
H.R.S. Carla
H.R.S. Fiona
George Class Heavy Cruiser
hcruiser.jpg
H.R.S. Magdelena
H.R.S. Stella
H.R.S. Annika
H.R.S. Merle
H.R.S. Emely
Sigmund Class Dreadnought
dread.jpg
H.R.S. Mara
H.R.S. Helena
The Vadian Air-Command and Control
Initially founded as a sub-unit of the main army, the air force was eventually recognized as it's own independent branch of the Vadian military, a short 10 years after the first use of aircraft in Vadia.
Air Force Composition
271 Hanzaag I Fighters
22 Hanzaag II Fighters
51 Dammberg I Bombers
183 Dammberg II Bombers
73 Junenberg I Naval Bombers
Hanzaag I
fighter 1.jpg
Hanzaag II
fighter 2.jpg
Dammberg I
bomber 1.jpg
Dammberg II
H 1.jpg
Junenberg I
naval.jpg
lined troops.jpg
cba to do real tabs
 
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  • latest

    Kingdom of Alacrea
    "Dream, Explore, Discover."

    Focus:
    Mixed | Magic and Technology
    Religion:
    The twin deities: The God of the Two Suns and the Goddess of the Two moons.
    Government Type:
    Absolute Monarchy, the King has absolute power but rarely engages in politics, instead he entrust it to the Parliament who he has bestowed power.
    Government Rank:
    Kingdom
    Population:
    35,363,513

 
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Motto:
Strive for the Highest

Flag:
flag_of_the_dwarven_empire_by_aanker-dacc81f.png


Name:

Tilerian Federation

Magical, Technological, or a Mix of both:
The Tilerian Federation is a strictly a technological society. Based on the foundations of the ancient refugees that colonized their lands, industry and production take precedence over all else. They see magic as a stain on the planet, and something to be dealt with.

Religion, if any:
The Federation worships the God Titos, Deity of the Forge, and God of Hammer and Anvil. Their texts say that Titos once had a sister, the Goddess of Magic. The two deities went to war with each other, both striving to place their ideals of a perfect society on their creation. Titos was tricked and defeated by his sister, and now waits for the time to restart the war.

Backstory/Lore:
The original Tilerian's trace their origins back to the survivors of some ancient war. Their side lost the war against their foe, and were forced to flee. Taking what ships they could find, they traveled across the ocean, losing nearly half their number during the flight. When they finally arrived, less than a quarter had survived the trip. Establishing a new home using the wood from damaged vessels, the refugees quickly made a new home for themselves on the island they now called home.

They expanded rapidly across the island chain they now held, re-purposing their fleet to that of defense and expansion rather than transportation. They devoted themselves entirely to the process of industry and construction, as their God Titos commanded, building and expanding at an exponential rate, while exterminating with ruthless efficiency any traces of magic they found.

Territory, include capitol and other urban area locations:
View attachment 377778
Teal-Capital City, Tileria
Green-Large Population Centers
Population:
There are just a little under twenty million people in the Federation.

Government Type:
The Federation relies on a Republic system, with elected representatives serving in office for ten years before another election is called. For every province within the Federation, a single representative is elected. Of the representatives, they themselves vote among themselves to elected a Chancellor, who serves as the leader of the Federation for the coming decade, as well as the representative for his home province.

Government Rank:
Arch-Duchy

Military:
The Federation military is divided between the Naval and Army units. The Tilerian Defense Fleet is the larger of the two branches, with fifty thousand enlisted sailors and marines. The Tilerian Army consists of thirty thousand volunteer riflemen, artillery units, and cavalry brigades.

National Leader and Goals:
The current Chancellor of Tileria is Talion O'Connell, recently elected by his peers. He has set his sights on the rapid expansion of the Federation, with goals to fully control the four primary islands. He professes an isolationist ideology at the moment, preferring to keep the Federation out of global affairs.


Military Equipment:
The primary firearm of the Federation is the Titan Bolt Action rifle, recently developed and entering mass production across the Federation.
latest

The Federation makes extensive use of artillery units, the most common being the Goliath Heavy Cannon. View attachment 377786

Each infantry soldier within the Federation is also armed with a combat bayonet for close combat, and a service sidearm.

The primary naval ship of the Tilerian Navy is the Heavy Cruiser, with the larger Dreadnoughts just entering production.
images
(Heavy Cruiser)

images
(Dreadnought)

This seems fine. Accepted!

The Empire of Latvya
1200px-Flag_of_the_Prime_Minister_of_Latvia.svg.png

Motto: Deivs Ar Mums

  • Religion, if any:
    In Ordine ad Lupum

    Backstory/Lore:
    The Empire of Låtvya was founded decades ago when people started banding together and moving north from smaller states and tribes, with the most technologically advanced leading the charge to unite. The people moved north to a massive bay where they hoped the would not be disturbed but the climate was harsher than expected. They could not move more than a few miles inland without fear of being swept away or buried by a blizzard or killed by natives. The Empire was once almost driven to extinction, but quite soon they regained their strength and banded together to defeat all of the neighboring tribes, bringing them into Latvya. The Latvyans soon settled and reformed, expanding their territory and strengthening their military.

    Magical, Technological, or a Mix of both:
    Technologically advanced, magic accepting

    Population: 109.42 million (1,904,289)

    Government type: Absolute monarchy

    Government Rank: Empire

    Territory, include capitol and other urban area locations:

    The_Kingdom_of_Latvya_CS_start.png

    Capital(green circle): Nôvus
    Important cities(white circles):
    Rīga
    Mzrhov
    Pärhir
    Zhroovi
    Rhostova
    Westfalrihn
    Sviera
    Mzumbthand
    Znustvamin
    Mzthrunsta
    Khrastovain

    National Leader:
    Ķeizars Jānis III
    366876-350x517.jpg


    National goals:
    The goals of the Empire of Latvya is to expand to hold all of the Kurzakh Bay(Thats what Im naming it), as well as to further better the lifes of all Latvyans and remain hidden inside the safety of our tundra.



I'm sorry but holy shit if your military inflated beyond hell. I mean in terms of infantry numbers it's only slightly above what the maximum for your empire can be, but everything else is just mad. You are literally in the tundra, and arctic. I'm doing to have to decline this for now.


Vilarian Reich
Der Staat Uber Alles
View attachment 377824

View attachment 377825
Yellow: Capitol
Orange: Population Centers
Population:
85 million

Religion:
No Official Religion

Magical, Technological, or a Mix of both:
Technological

Government Type:
Nationalist Dictatorship

Government Rank:
Kingdom

History:
The nation now known as the Vilarian Reich has been through rough times. Starting off as a city state in the region of Eparia, Vilaria has grown exponentially, either through passive settling to warfare with neighbors, until it had reached the size it is today. The lands of the Reich made up of vast plains, forests, and valleys. The southern territories of the Reich nearest the ocean, however, are more tropical than the rest of the nation.

Throughout its existence, the nation-state has gone trough multiple periods of turmoil and government changes, the most recent one being the military coup that replaced the old Vilarian Monarchy with a new government. A government centered around the values of the state over the individual. The old Kaiser, Otto Franz, and his family is now rumored to be on the run in the country side, still running from the forces of the new Kanzler of the state, Klauz Reitz.
Nationale Vilarian Armee
View attachment 377830
Total Soldiers:
2.065 million
Sturmtruppen:
50,000
MG-Shutze:
150,000
Jager:
1.5 million
Scharfshutze:
250,000
Equipment:
The Sturmtruppen are the close quarters specialists of the army. They are armed with prototype submachine guns, designated VS-1.
View attachment 377829

The MG-Shutze handle the use of machine guns in the army, both the light MG-21 or the heavy MG-12.
The Jagers make up the bulk of the army, armed with standard issue straight pull bolt action rifles, designated M-26.
View attachment 377827

The Scharfshutze are the long range sharpshooters of the army, armed with higher caliber conventional bolt action rifles with scopes attached, designated J-11.
View attachment 377828

Hilfs:
65,000
The Hilfs are the auxiliary units of the army, manning the artillery, anti aircraft, field guns, etc. for the army.

Panzerbesatzung:
10,000
Tanks crews whose job it is to maintain and operate the tanks of the miltary
Amount: 250
Amount: 400

Pilots:
20,000
Pilots are trained to operate and fly the various aircraft of the Vilarian air force.
Amount: 700
Amount: 500

Mariners:
20,000
The Mariners are in charge of running and operating the ships of the Vilarian Navy.

Battleships: 2
Battlecruisers: 10
Armored Cruisers: 25
Light Cruisers 50
View attachment 377902
Kanzler (Chancellor) Klauz Reitz

Chancellor Klauz's goal is to secure and improve the security of the Reich, lead the Vilarian state into a golden age, and to keep hold of power for as long as possible.



Nothing else much to say except accepted!


Xanthakor
"To spread culture and truth to the benighted: this is our commitment and burden."
ebd035da5f112b3cd6f94201d25a3971.jpg


Magical, Technological, or a Mix of both: Mostly Magical

Religion, if any: Xanthakori Pantheon (though they will welcome any non monotheistic gods into their pantheon as they are ever expanding religiously)
Main Gods:
Hakoth - storm and rain god
Eni'lil - god of air, head of the Xanthakori Pantheon
Anhuz - god of heaven and the sky, lord of constellations, and father of the gods
Dagaz - god of fertility
Ea'i - god of the Abescuz, crafts, water, intelligence, mischief and creation and divine ruler of the Earth and its humans
Eveshkigali - goddess of Othzalla, the Underworld
Inonna'a - goddess of fertility, love, and war
Marzduz - patron deity of Xanthakor
Nabunish - god of wisdom and writing
Nanzhe'i - goddess of prophecy, fertility and fish
Nerzgul - god of plague, war, and the sun in its destructive capacity; later husband of Eveshkigali
Nimhurzaghi - earth and mother goddess
Ninlile'i - goddess of the air; consort of Enlil
Ninhertaz - champion of the gods, the epitome of youthful vigour, and god of agriculture
Zhanaz - god of the sun, arbiter of justice and patron of travellers
Zin'u - god of the moon
Tammaiz - god of food and vegetation
Minor Gods:
This is only some of them. There are thousands.
Abu - a minor god of vegetation
Ama'arhuz - fertility goddess; later merged into
Amazagnul - fertility goddess
Amurru - god of the Amorite people
An - a goddess, possibly the female principle of Anu
Arah - the goddess of fate
Azaruludu or Namshub - a protective deity
Azhnan - goddess of grain
Aya - a mother goddess and consort of Shamash
Azimua - a minor Sumerian goddess
Bau - dog-headed patron goddess of Lagash
Belet-Seri - recorder of the dead entering the underworld
Birdu - an underworld god; consort of Manungal and later syncretized with Nergal
Bunene - divine charioteer
Damu - god of vegetation and rebirth; possibly a local offshoot of Dumuzi
Emez - god of vegetation, created to take responsibility on earth for woods, fields, sheep folds, and stables
Enbilulu - god of rivers, canals, irrigation and farming
Endurzaga - a herald god
Enkimdu - god of farming, canals and ditches
Enmezarra - an underworld god of the lawl
Ennugi - attendant and throne-bearer of Enlil
Enzag - a minor deity born to relieve the illness of man
Enten - god of vegetation, created to take responsibility on earth for the fertility of ewes, goats, cows, donkeys, birds
Erra - Akkadian god of mayhem and pestilence
Geztinanna - Sumerian goddess of wine and cold seasons
Geztu'e - minor god of intelligence
Gibil or Gerra - god of fire
Gugalanna - the Great Bull of Heaven
Hani - an attendant of the storm god Adad
Hayazum - a minor god of the forest
Hegir-Nuna - a daughter of the goddess Bau
Hendurzaga - god of law
Ilabrat - attendant and minister of state to Anu
Izimud - two-faced messenger
Iztaranu'i - god of the city of Deri'ia
Kabta - Lofty one of heaven
Kakka - attendant and minister of state to the gods
Kingu - consort of the gods
Kubaba - tutelary goddess of the city of Carzemak
Kulla - god of bricks and building
Kuz - god of herdsmen
Lahar - god of cattle
Lulal - the younger son of Inanna
Mamitu - goat-headed goddess of destiny, who decreed the fate of the new-borns
Manungal - an underworld goddess
Mammetun - Sumerian goddess of fate
Mandanu - god of divine judgment
Muzdamma - god of buildings and foundations
Nammu - a creation goddess
Nanaya - goddess personifying voluptuousness and sensuality
Nazi - a minor deity born to relieve the illness of man
Negun - a minor goddess of uncertain status
Neti - a minor underworld god
Nibhaz - god of the Avim
Nidaba - goddess of writing, learning and the harvest
Namtar - minister of the gods
Nin-Ildu - god of carpenters
Nin-imma - goddess of the female sex organs
Ninazu - god of the underworld and healing
Ningal - goddess of reeds
Ningikuga - goddess of reeds and marshes
Ningirama - god of magic and protector against snakes
Ningizu'zida - god of the vegetation and underworld
Ninkarnunna - god of barbers
Ninkazi - goddess of beer
Ninkilim - "Lord Rodent" god of vermin
Ninkurra - minor mother goddess
Ninzar - goddess of plants
Ninzun - "Lady Wild Cow"
Ninzutu - a minor deity born to relieve the illness of Enki
Nintinugga - goddess of healing
Nintulla - a minor deity born to relieve the illness of Enki
Nu'Muzi'Da - patron god of the lost city of Kazallu
Nunbarzegunu - goddess of barley
Nusku - god of light and fire
Pabilsaĝ - tutelary god of the city of Isin
Papo'niginu'gara - god of war
Pazuzu - son of Hanbi, and king of the demons of the wind
Zarpanit - mother goddess and consort of Marduk
The Zebittu'i - a group of minor war gods
Zakka - patron god of herdsmen
Zala - goddess of war and grain
Zara - minor god of war
Zarra Itu - Sumerian fertility goddess
Zu'pa'e - astral and fertility god
Zulmanu - god of the underworld, fertility and war
Zulzaga - astral goddess
Ziriz - goddess of beer
zirzir - god of mariners and boatmen
Zirtir - goddess of sheep
Zumugan - god of the river plains
Ua-Ildak - goddess responsible for pastures and poplar trees
Ukur - a god of the underworld
Uttu - goddess of weaving and clothing
Wer - a storm god
Zaqar - messenger of Sin who relays communication through dreams and nightmares

Backstory/Lore:

Territory, include capitol and other urban area locations:
View attachment 377886
Pink- Capital city of Deri'ia
Yellow- Cities
Orange- Towns

Population: 30 Million

Government Type: Monarchical Matriarchal Magocracy and to a lesser extent Theocracy

Government Rank: Arch-Duchy

Military: 400,000 standing army
3,000,000 Part time soldiers (called upon only if needed)

Leader: Zakite'i Af'Hakoth
Princesse01.png

Goals:
To expand her Nations Influence and Land, as well as protect Arret and it's Magick from extinction

Military Equipment:

They are least abundant troop type and are more ceremonial and guard-like.
Armor:
ageofconan_prop_armour_stygian_guard_helmets.jpg

Sword:
Damascus-Sword-07.jpg

Shield:
Standing Shield (shield on left)
PLATE3BX.jpg


Halberd:
89msg.jpg


(Minus the Crucifixes)

Of the non magical they are the most abundant, they are also allowed to use any weapon they find on the battlefield.
Armor and Weapons:
Stygian-Art-2.jpg

Sorcerers- They are the most abundant troop type, almost quadruple the size of the previous two combines, they are the backbone of the Xanthakori military and have been to the region for over a millennia, they have mastered the arcane arts, especially in the realm of combat, which is why guns haven't taken much hold int Xanthakor as of yet.

Other: Xanthakor relies on magick for most things, thought not barbaric in the sense of technology, they have been slow to accept the change of the new Industrial age, and what little they have addapted they did so that it would be compatible to magick as they see little need not to use magick.


Yeah holy crap your military infantry numbers are inflated beyond belief. I don't care if they're levies or just there, it's still way to much. I'm going to have to decline for now
 
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Flag:
German_Gallia.png


Motto:
"Through time we gain wisdom, through wisdom we gain strength, through strength we gain victory, through victory we gain peace, through peace we gain time."

Name:
Principality of Celestia

Magical, Technological, or a Mix of both:
The Principality supports technology and magic use.

Religion, if any:
Velminz. The religion based upon one of the varying races of Amburj, the Valkrel, were goddesses. The religion is also known for events in history to those who remember it, for what happened after Saint Lesu

Population:
30 million.

Demographics:
10% elf,
50% human,
40% Amburj.

History:
The idea behind the Principality of Celestia has existed since the 3rd century, and fully realized within the end of the 4th. There existed a corrupt Monarchy system led by a tyrant named Sir Gallahorn the III. He fed the economy by making his own people and others suffer, and even raiding innocent nearby tribals and populations. Specifically targeting the regions for economic resource, or personal gain. he started construction of a large capital city within the center of Celestia, and named it the Citadel. The Citadel would be surrounded by 15 meter high thick walls, and where he would expand his empire. In the late 1st century, the Empire had finally started colonizing the east, and they killed some of the innocent tribals who lived there. The tyrant then would enslave whoever was left for his personal workforce. within a few years, Sir Gallahorn would of expanded upon the Celestial sea, and invaded multiple islands, feeding his workforce and economy. Over 100 tribes were assimilated. Through the following centuries until the the late 4td century, the Tyrant's family line would continue on.


In the 2nd century, a massive war between two Empires over the sea had commenced. The Elvish Dominion fighting the Celestian Empire. Millions of people fought in the war up until the 4th century, and the Celestian Empire's economy was slowly suffering due to all of the equipment being built. A assimilated-peacefully tribe of humanoids, altered in appearance through years of magic misuse and effects of war, would have sent in a representative of their people to the Celestrian government for continued peace. They would also offer up their best people to aid in war... In the late 3rd century, Lesu Rovandora seemingly died by being nailed to a cross by the Celestrians. It was a major tragedy due to the religious inspiration, helpful insight of construction, and wisdom throughout the years he had given freely to the Imperial people. This eventually led to a rebellion after years of protest and attempts to become independent failed, which led to Sir Gallahorn the VII's gruesome death, and the creation of the knights order. Somewhere between the century a race known as the Valkrel had entered the war, quickly aiding in destroying the Empire's enemy before becoming lost to time. This had also resulted in the end of the same sea war, and the Principality of Celestia was created and remained independent for many years while the Empire fell apart. Somewhere in the 4th century, famine and disease had struck the dying Empire, and all attempts to prevent a massive scale plague had been all but entirely useless. In a mass exodus to the west the now Lord and Savior and old representative of the Amburj people had returned. He led them further west to where the Empire's old borders stood, where they lived in the desert for decades until it was safe to return home again.


In the 8th century, the people believed to be Lesu's descendants were finally fully put in place of leading the people after mass migration back. Expanding rapidly through parts of the celestial sea. And old siege weapons besides a few cannons and ironclads were disassembled for ship construction. It was during this time where the Amburj populace of Celestia, having been long left alone and separated from the rest of Celestia, started governing themselves due to the lack of communication with the rest of Celestia. Their rulers often referring themselves as princesses for ego or superior status. Through a time process through the 9th - 12th centuries, the populace stabilized and could yet again expand. By doing this, they would find self governed provinces from elven populace and Amburj populace. Some remained neutral and would not assimilate back into the nation, others would willing assimilate back. Within the 9th - 11th centuries neutral states/provinces would begin to have infrastructure fully realized within them, allowing trade between Celestia and any willing self-governed states. By the end of the 11th century the nation had started experiencing strange occurrences in their territories. This would begin research based around the water, and Celestia's fascination with water operations. In the 15th century the nation was yet again thrown out of it's element of peace back into another war. This war consisted of a self-governed island based Amburj populace and the Celestian Principality, in which the former party had actively begun their operations by occupying the sea and destroying docked vessels to slow retaliation. This would also be when Natalia Rovandora was born. The war had caused the government to focus upon submerging vehicles, due to construction of surface vessels resulting in destruction or continued damage. To prevent the submerging vessels from being discovered during construction, they were built on land within the capital and then moved to small water ways such as rivers or smaller. They would then be guided to freer waters, and commence raiding of commerce on enemy territory. Over the century, the vessels had a mixed reception and variation in model. While keeping an overall similar design, some were enlarged for superior engines. Most were technology based to test out feasibility of vessels ran by technology, and a few others were powered by early magic-engines nicknamed "Veridian Drivers". These Magical engines fused with technology allowed some benefits of a technological system, such as a direct primary source to feed energy into. The other benefits being from magical sources, such as being useless to enemies that do not understand how to operate them nonetheless start them, and longer times submerged without the need to resurface. The downsides of the design being that the entire submarine had to be "covered" with magical energy to contain the power, and the VD leaked out fed energy within the ships interior. This often caused normal crew members to go insane over time, experience vast side effects and possible death, or mutation that usually led to a painfully slow death.

There would be a single magic user within the vessels with a VD just to power them, in which they would stay near the engine and constantly feed it. This of course led to it's own downsides such as quick exhaustion, however as the century progressed engines had slowly evolved. Of course most of the people capable of working this technology were loyalists to Celestia of the Amburj populace. Due to long exposure, manifesting magics, and constant "live or die" tactics due to a corrupting mind, personnel operating the submersibles actually tend to believe they are vessel they control. They believe to be capable of seeing within the entire vessel's interior along with, albeit horrible, exterior view. Every strain in the hull, every creak, every bend seems so real to them that they feel or believe to feel physical pain or overall annoyance from it. After a month of constant exposure, they tend to appear extremely ill or worst they go rogue. Also due to constant magical use, their minds slowly degraded to causing insanity, or their brains entirely functioning on instinct alone and overall becoming overly aggressive. Every time one of these new vessels were sunk, the opposing forces appeared to gain more people in their navy. Some having claimed after the war, despite possibly being propaganda, that some operators were so magically infused with their vessels, that after the long death of them with no way of revival that the magical forces that did remain could be "gathered" from the vessels. This gathering if successful could then be fused into someone else to give them their memories and sometimes altering their personalities in the process, or the forces capable of being applied to people with adverse health such as coma or mentally. In which the person could even be considered dead in some sense. However such a scenario was extremely lethal if botched. Through giving the body the magical energy or repairing what can be healed, whether they be onboard the vessel and somehow gathered it into them or some other way, they could in a sense be considered "reborn" and the body awake from a otherwise eternal slumber or health defect as the person the energy came from. Thus believing they are the long passed person, having their memories, and sometimes incapable of separating fantasy from reality. Or to a unlucky victim, create multiple personalities and inducing insanity. However it has been stated that even if the person does "fuse" successfully, they do not receive their powers or anything else. It was a extremely difficult process, as the vessel could easily sink out of reach, or the energy having long faded away. It was also claimed that only the most powerful could easily commence a "gathering" and fuse with the energy. The war eventually was won, but at the cost of thousands of naval personnel to achieve it. Since the war was primarily water based unlike previous conflicts, most of the infrastructure had survived.


Current day, one of the two of the bloodline, Emily and Natalia Rovandora, rule the Principality. Emily would be born within the current century, and be treated as a sister to Natalia despite the two being born a century apart. The Principality has been at peace for most of the rest of it's existence, and further interest into the unknown and magic had continued for longer. However Natalia was wise, and declared that while magic may prove helpful to the people, technology should also be prioritized. Occasionally Natalia leaves the safety of her home to visit parts of the Principality, for studying, or exploration. However she always informs her guard and sister if she so would leave for a time. Usually having guards with her if venturing into unknown territory within the hold of Celestia. Natalia renamed the capital city to Kalexia, replacing the original name to the castle surrounding the city/in it itself. Thus the capital is named Kalexia, and the castle within is called the Citadel. While still being quite new, for several years now have the new ground forces replaced the knights as the primary miltiary units. The navy having been well developed for far longer, having long since replaced the wooden ships of the past. And after three years of being terrorized by a deep dwelling creature during fishing operations, and Natalia in person visiting the site, she requested the aid of one of the Amburj in the local town to help lure it out. After many months, the creature was captured. It appeared to be a kind of squid, and was there after used for cargo transportation across the waters owned by Celestia. Also within the 1690s area, Celestia came into contact with the Kingdom of Alacrea. Eventually getting higher relations with them.



Territory:
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Center/biggest and thickest red circle: Kalexia, Citadel.
Southwest: Bernhof.
Northwest: Arlem.
North: Vergessen.
Far northeast island: Norlam.
Far north island: Klyst.
East: Daws.
Far east island: Kelyito.

Government Type:
Absolute Monarchy.

Government Rank:
Arch-Duchy.

National Leader and Goals:
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Princess Natalia Rovandora. Also known as the Amburj Queen. Natalia believes in making the Principality a super power, and through naval dominance that will be a reality. She cares more for the people, and will do whatever she deems necessary to protect them.


Elves are considered stuck up by even non-imperial standards. The Principality treats elves worse in crimes, however they get fair ground in military service. Humans are the majority population, considering several wars had threatened several races that use to be within Imperial control.

The Amburj are the most unique to the area and Principality. They are essentially a category, filled with several sub-races of the race. The most common Amburj are Albino, some have differing characteristics such as some having natural black hair. Other races pretty much are the same but instead have horns on their head, either two, or one of varying size. Another race that isn't exactly a race as much as it is a category of misfits. In which they appear grey - greyish, and tend to act or appear to be in a sickly state. Some do not even move on their own very much, and tend to require assistance. However this is mostly just out of various factors, one of which that is debatable being laziness as they can move around perfectly fine. All Amburj except special exceptions, have glowing eyes of some sort. They are easily distinguished from one another due to the glow of their eyes. Most of the Amburj races enjoy living close to the water, and can often be noted for trying to conduct experiments of varying degrees on site with it. This is how they had a upper hand during the civil war, in which they are generally a great naval presence. While not all of them share similar interests, such as Princess Natalia, most of them appear to enjoy such a environment. Also due to it being natural to them to be around the water, they tend to be great at various things pertaining to the ocean. Which is also why they survived the civil war for so long after the first deployment of Veridian submarines. Others tend to work in harsher conditions since it effects them less than the normal person, and the rest tend to vary in way of life. Some are quite aggressive, some are quite kind and forgiving, others a mix of both worlds. The Amburj races can also be noted as being one of various races in the Principality that break the law, but not under the normal view. Some are really protective over belongings or who is considered family, others often seek out "husbands" and simply take them away without a second thought, and the rest often commit the most violence against elves. This of course being the only normal crime that is usually in play. However, despite all the shortcomings the Amburj cannot be credited with causing all the problems in the Principality. They are some of the hardest workers in the principality, tend to be more calm under stress, and helped develop how the Principality currently is.

Strangely enough, the Amburj seem to have their own pre-crafted hierarchy. Princesses are usually considered the highest among the natural hierarchy. Usually, this can be determined through various factors. Some races tend to rely upon appearance, while others rely more on several criteria. For the former, Amburj with horns usually are considered immediately superior. Having two horns of course gains them the title of Princess, while another with a singular horn albeit very large could be considered a rival, a equal, or a guard. Other races look for signs such as how one speaks, acts, and handles situations. Others are a mix of both, in which being extremely tall with a singular horn or more equals the title along with the criteria of leadership. However despite the titles being thrown about either for superiority purposes or other, it appears "Celestial Princess", is superior to them all. Natalia is considered to be the Amburj queen, controlling the entirety of the nation how she sees fit. The Amburj are magical in ways, considerable portions of them do have actual magical power while others do not. Some have the ability to make their eye "glow" inert, to look normal among the rest of the populace outside of dense Amburj .


Military:
The military has 400,000 bodies in general.
245,880 in the Army, [5,000 of which being magic users.]
33,658 in the Navy. [5,000 of which being magic users.]
762 in the Airforce. [300 of which being magic users.]
120,000 units in reserve.

100 Coastal submarines, [of which 42 are run through magical means.]
42 Attack submarines,
28 Mine-laying submarines,
5 Battlecruisers,
5 Dreadnoughts,
and 28 UCPs. [Destroyers, Heavy Cruisers.]
1 Aircraft Carrier

8 Gun carriers,
242 Light tanks,
8 Supply tanks, [includes 3 mark ivs.]
4 Heavy tanks.

5 Belkin torpedo bombers,
307 Wurchmon fighters,
30 Kerkab bombers,
20 Vurga bombers.
300 mages.

Important people:
Natalia Rovandora
Emily Rovandora


Military Equipment:

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Army uniform.

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Gasmask.

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Mage boots. [Also there is a normal version used by the military overall.]
The runes built within help with stability by making the user capable of being more balanced in flight. It is also used as a form of "Hover" when stationary. These boots were created when the needs of a specialized air corps was needed, but planes of the time were very lousy. They allow a mage to go into flight temporarily, allowing for long range recon or necessary combat or evacuation tasks. they can only go forward, meaning they have to face their body towards the direction they want to go to if they want to go to that direction. Their top speed being at 22 KM/H and a dashing speed of 50 for a minute.
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Airforce uniform.

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Multi-purpose high rank uniform.

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Tanker uniform 2.

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Naval Uniform.


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High ranking naval uniform.

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Burj naval uniform. [except the headwear. Which are given to fleet commanders and such of specific Amburj races.]

Knight uniforms consist of magically enchanted armor for strengthening.
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The bullets for these weapons are normal along with the gun, and are in use by the military in small numbers outside the Airforce. The bullets act normally until a mage enchants it. When "activated" it does require a considerable amount of power from a mage depending on skill to place into it to increase it's abilities. Novices would of course be incapable of changing their round's abilities besides some additional kinetic force and at best a grenade sized explosion. however more professional and experienced members, which number in few, can make the explosions bigger and any other enchantment better. It is classified as a "semi-automatic rifle" and has a bigger ammo load than a Grandoff. This weapon can now load in 8 rounds, and ammunition for the weapons have a painted white tip.

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The Grandoff 98. The number displays how many people had developed it, and the development group identification. The rifle has seen extreme modifications from a simple one shot rifle, to a complex yet still relatively simple bolt action rifle. The weapon uses a stripper clip, and it allows the weapon to be loaded once with five rounds, and the rounds removed from the clip which can then be discarded later. It uses the 7.92×57mm Grandoff cartridge.

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Army version of the EMG.

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Resurgence class minelayer.
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Type: Ocean-going mine-laying submarine
Displacement: 1,164 t (1,146 long tons) surfaced; 1,512 t (1,488 long tons) submerged
Length: 81.52 and 82.00 m (267 ft 5 in and 269 ft 0 in)
Beam: 7.42 m (24 ft 4 in)
Draft: 4.22 m (13 ft 10 in)
Installed power:
  • 2 MAN four-stroke 6-cylinder diesel engines 2,400 PS (1,765 kW; 2,367 shp)
  • two Verum electric motors 1,200 PS (883 kW; 1,184 shp)
Propulsion: 2 shafts, 2 1.61 m (5 ft 3 in) propellers
Speed:
  • 14.7 Knots (27.2 km/h; 16.9 mph) surfaced
  • 7 Knots (13 km/h; 8.1 mph) submerged
Range:
  • 11,470 and 13,900 NMI (21,240 and 25,740 km; 13,200 and 16,000 mi) at 8 knots (15 km/h; 9.2 mph) surfaced
  • 35 nmi (65 km; 40 mi) at 4.5 knots (8.3 km/h; 5.2 mph) submerged
Test depth: 75 m (246 ft)
Complement: 4 officers, 36 enlisted men
Sensors and
processing systems: 2 periscopes
Armament:
  • 4 × 50 cm (19.7 in) torpedo tubes
  • 2 × 100 cm (39.4 in) minelaying tubes
  • 1 × 15-centimeter [5.9 in] Burka deck gun.
  • or 2 × 10.5-centimeter [4.1 in] gun.

Victory-class submarine
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Type: Heavy Attack Submarine.

Displacement:
  • 1,512 tonnes (1,488 long tons) (surfaced)
  • 1,875 tonnes (1,845 long tons) (submerged)
  • 2,272 tonnes (2,236 long tons) (total)
Length:
  • 65.00 m (213 ft 3 in) (o/a)
  • 57.00 m (187 ft) (pressure hull)
Beam:
  • 8.90 m (29 ft 2 in) (o/a)
  • 5.80 m (19 ft) (pressure hull)
Height: 9.25 m (30 ft 4 in)
Draught: 5.30 m (17 ft 5 in)
Installed power:
  • 800 PS (590 kW; 790 bhp) (surfaced)
  • 800 PS (590 kW; 790 bhp) (submerged)
Propulsion:
  • 2 × shafts
  • 2 × 1.60 m (5 ft 3 in) propellers
Speed:
  • 12.4 knots (23.0 km/h; 14.3 mph) surfaced
  • 5.2 knots (9.6 km/h; 6.0 mph) submerged
Range:
  • 25,000 nmi (46,000 km; 29,000 mi) at 5.5 knots (10.2 km/h; 6.3 mph) surfaced
  • 65 nmi (120 km; 75 mi) at 3 knots (5.6 km/h; 3.5 mph) submerged
Test depth: 50 metres (160 ft)
Complement: 6 officers, 50 enlisted
Armament:
  • 2 50 cm (20 in) bow torpedo tubes
  • 18 torpedoes
  • 2 × 15 cm [5.9 in] burka deck gun with 1672 rounds
  • 2 × 8.8 cm [3.5 in] Zulu gun

Burma class submarine.
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The Burma class submarines are one of various ship designs created by the Amburj. There can be entirely technological based ships, or magi-tech versions. These are the smallest of the submarines ever created in Celestia. It is created for considerably long patrols within the coasts of Celestia, and were a turning point in the civil war. They can be fitted with current day engine technology, or veridian engines.
Type: Coastal submarine
Displacement:
  • 508–555 t (500–546 long tons) surfaced
  • 629–684 t (619–673 long tons) submerged
Length:
  • 55.30–57.80 m (181 ft 5 in–189 ft 8 in) (o/a)
  • 40.10 m (131 ft 7 in) (pressure hull)
Beam: 5.76–5.80 m (18 ft 11 in–19 ft 0 in)
Draught: 3.67–3.85 m (12 ft 0 in–12 ft 8 in)
Installed power:
  • 6-cylinder diesel engines, 1,060–1,100 PS (780–809 kW; 1,045–1,085 shp)
  • electric motors, 788 PS (580 kW; 777 shp)
Propulsion: 2 shafts, 2 1.40 m (4 ft 7 in) propellers
Speed:
  • 13.2–13.9 knots (24.4–25.7 km/h; 15.2–16.0 mph) surfaced
  • 7.4–8 knots (13.7–14.8 km/h; 8.5–9.2 mph) submerged
Range:
  • 7,120–9,090 nmi (13,190–16,830 km; 8,190–10,460 mi) at 6 knots (11 km/h; 6.9 mph) surfaced
  • 50–55 nmi (93–102 km; 58–63 mi) at 4 knots (7.4 km/h; 4.6 mph) submerged
Test depth: 50 m (160 ft)
Complement: 3 officers, 31 men
Armament:
  • 4 × 50 cm (19.7 in) bow torpedo tubes
  • 1 × stern tube
  • 10 torpedoes
  • 1 × 8.8 [3.5 in] Zulu gun.
  • or 10.5 cm [4.1 in] deck gun


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Dimensions 212,8 x 29 x 9,4 m
Displacement 26 500t, 31 000t FL
Crew 1182
Propulsion 4 screws, 4 turbines, 18 Verdinya boilers, 72 000 hp
Speed 26.6 knots (49.3 km/h; 30.6 mph)
Range 6,100 nmi (11,300 km; 7,000 mi) at 12 knots (22 km/h; 14 mph)
Armament 4×2 305, 14×150, 4x 88 AA, 4 TT 600mm (2 sides, bow, stern).
Armor Battery 150, citadel 250, turrets 270, belt 300, blockhaus 350, barbettes 260 mm

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One of two designs of battleships created within Celestia. The CNS Starfield is a heavily armed dreadnought of the Iron heart class that utilizes a new layout of ship design. The CNS Starfield was one of various ship designs that had survived the naval war against the Amburj. These ships with their armament and size led to difficulties in hiding them within the Celestial mainland, and overall keeping them protected from enemy fleets during mass evacuation. They are considerably more armored than previous ships in the nation that were categorized as a Dreadnought. They provided long range bombardment of Amburj islands, and have experienced one battle close up to another Dreadnought. In which this event five Dreadnoughts came into contact with eachother. This battle was known as the battle of Daws, in which two celestial ships were trying to support retaliation attempts and had fought three hostile Dreadnoughts. The CNS Vara and her sister ship the CNS Curka sank the opposing force, but the Curka was sank and the Vara was severely damaged after broadsiding a Burga class Dreadnought. After the war was ended, the Iron Heart class Dreadnought would continue on to serve as a capital ship.
Dimensions 189,9 x 27.4 x 9 m (622’9” x 90′ x 29’6”)
Displacement 25 000t, 29 560t FL
Crew 995 to 1022 (wartime)
Propulsion 4 screws, 4 turbines, 18 Verdinya boilers 29,000 hp
Speed 21.5 knots (39 km/h; 24.7 mph)
Range 7780 nmi @10 knots (18.5 km, 11.5 mi)
Armament 10 x 13.5 in/45 cal Mk V (343 mm) (5×2), 12 x 6 in/45 cal (152 mm) BL Mk VII, 2 x 4 in (76 mm) Mk I AA, 4 x 3pdr (47 mm), 5 TT 21 in (553 mm) (sub)
Armor (max figures) Belt 12 in (300 mm), Bulkheads 8 in (200 mm), Barbettes 10 in (250 mm), turrets 11 in (280 mm -face) as the conning tower, deck 4 in (76 mm)

latest


A warship designed during the UCP program to design ships of destroyers or above classification of ships for varying purpose. These ships vary in use, however the average UCP warship is a ship designed for long range engagements and speed. The main armament consists of 2x 203mm guns in a single turret and 2x 305mm turrets. There are side "bunkers" on both sides of the ship that carries smaller caliber weapons, such weapons are for close engagements against smaller vessels. While the "average" design has since undergone modernization, newer versions carry four heavy AA guns ontop of the bunkers, to aid with anti-air defense. The vessels without AA are primarily used as coastal defense ships.The UCP program started within the end of the 15th century, and still follows some old world naval construction ideas. Most of the ships can fit the classification of destroyer, while the rest fit a category similar to a heavy cruiser.
Length 174m
Width 24.6m
Weight 12,000 tons - 12,300 tons. [11,500 unloaded.]
Top speed 35 Kn.
Complement: 542.

The Icarus Gun.
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There exists two versions of the Icarus gun, the standard form and the magical form. The magical gun looks and operates similarly, but uses magical shells. These shells also appear like normal shells, but a line before the tip would be marked in white or red. The red shells were a higher yield high explosive, the white shells were regular gas shells that used magic to travel a longer distance.

Carolus Siege Gun
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Long range siege emplacement, Carolus model 88.
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A normal 4 inch mortar.

CLT, Celestian Light Tank.
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Length 6.69m
Width 3.02 m
Height 3.24m
Weight 24 tons, battle ready.
Has a gunner, driver, and hull gunner.
The topspeed is 28 - 35km/h, making up for the lack of armor.


Mark IV
Dimensions Length 31ft 11in (9.07m).
Width 8ft (2.44m).
Height 8ft 8in (2.64m)
Total weight 37 tons
Crew 4 + 30 infantry men
Propulsion Ronda 6 cylinder.
Range 45 miles (72.42 km)
Trench Crossing ability 12ft 5in (3.8m)
Armament 1 front mounted 42MM.
Armor Max 42 - 50mm
Track links Length 8 inches (21.4cm)
Width 1ft 7in (52.3cm)
Side Hatch Length 4ft (1.21m)
Width 2ft 1in (63cm)

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Mark IV. It can be used to carry 30 infantrymen or supplies. In modern use it is primarily for the latter. It does not require any modification to change between the two due to the large amount of space. The tank also features separate compartments from the engine.





Mark V Heavy tank.
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Dimensions Length 27ft 5in
Width 8.5ft 4in
Width with Sponsons 13.5ft 7in
Height 8ft 8in (2.64m)
Total weight 30 tons
Crew 8
Propulsion: modified Veridian Engine.

Road Speed: 28 KM/H
Soft ground speed: 15 - 25 KM/H
Mud travel speed: 8 - 12 KM/H
Range 45 miles (72.42 km)
Trench Crossing ability 11ft
Armament 2x 85mm cannons, 2x EMGs.
Armor From 30 to 44 mm
Track links Length 8 1/2 inches (21.7cm)
Width 1ft 8in (51.7cm)
Sponson Hatch Length 3ft 1in (94.9cm)
Width 1ft 7in (47.9cm)


Devmir Gun Carrier.
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Dimensions: 32 x 8 x 7.5 ft (9.75 oa x 2.41 x 2.30 m)
Total weight, battle ready : 28.45 t (56,900 lbs)
Crew: 6 [4 for supply variant.]
Propulsion: 6 cylinder burholt engine.
Speed: 16 - 18 KM/H.
Range: 37.8 km (24 miles)
Armament DB 60-pounder (5-inch/127 mm) field gun/6-inch howitzer
Armor Maximum 8 mm (0.30 in)
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[Supply version.]

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The CNS Chambers was a ship developed within the early 16th century and adopted later on before the mid century. It was created from reusing a old ocean liner of the same name. The ship is meant to remain at distance, considering it is ran by old machinery and has less armor than modern ships. Most of it's crew are mages, or actual pilots. However the planes capable of launching are not of significant size. At best, the CNS Chambers was developed as a experiment for long range warfare conducted from the safety of out-of-sight concealment. Her life has been considerably long, and the "tests" are to be continued with her until proven impractical or the day she meets her fate.
Displacement: 20,570 long tons (20,900 t)
Length: 622 ft (189.6 m)
Beam: 65 ft (19.8 m)
Draught: 28 ft 5 in (8.7 m)
Installed power: 28,000 IHP (21,000 kW)
Propulsion: 2 × shafts, 2 × 5-cylinder
Speed: 19.5 KN (36.1 km/h; 22.4 mph)
Complement: 600
Armament:
  • 6 × 4.7 in (120 mm) QF guns
  • 1 × 3-inch [76mm] AA gun.
Aircraft carried: 10–12
Aviation facilities: 1 × flying-off deck forward

Vurga Heavy bomber.
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  • Crew: 3
  • Length: 12.42 m (40 ft 8 in)
  • Wingspan: 23.70 m (77 ft 9 in)
  • Height: 4.5 m (14 ft)
  • Wing area: 89.5 m² (963.6 ft²)
  • Empty weight: 2,739 kg (6,039 lb)
  • Max. takeoff weight: 3,967 kg (8,745 lb)
  • Powerplant: 2 × Verda inline engine, 260 hp (191 kW) each
Performance


Maximum speed: 140 km/h (87 mph)
  • Range: 840 km (522 miles)
  • Surface ceiling: 6,500 m (21,325 ft)
Armament
2 or 3 × 7.92 mm (.312 in) Emilia machine guns, 14 x 25 kg (60 lb.) bombs

Kerkab bomber.
Rumpler_G.III_%28RFQ%29.jpg

General characteristics

  • Crew: Three
  • Length: 12.00 m (39 ft 4 in)
  • Wingspan: 19.30 m (63 ft 4 in)
  • Height: 4.50 m (19 ft 2 in)
  • Wing area: 73.0 m2 (785 ft2)
  • Empty weight: 2,365 kg (5,203 lb)
  • Gross weight: 3,620 kg (7,964 lb)
  • Powerplant: 2 × Verda engine, 190 kW (260 hp) each
Performance

  • Maximum speed: 165 km/h (103 mph)
  • Range: 700 km (440 miles)
  • Service ceiling: 5,000 m (16,000 ft)
Armament

  • 1 × trainable 7.92 mm (.312 in) Emilia machine gun in nose
  • 1 × trainable 7.92 mm (.312 in) Emilia machine gun in dorsal position
  • 250 kg (550 lb) of bombs

Belkin fighter.
Sopwith_Cuckoo_launching_torpedo.jpg

General characteristics

  • Crew: one pilot
  • Length: 28 ft 6 in (8.68 m)
  • Wingspan: 46 ft 9 in (14.25 m)
  • Height: 10 ft 8 in (3.25 m)
  • Wing area: 566 sq ft (52.6 m²)
  • Empty weight: 2,199 lb (997 kg)
  • Loaded weight: 3,883 lb (1,761kg)
  • Powerplant: 1 × Verbor v8 engine, 200 hp (149 kW)
Performance

Maximum speed: 105.5 mph (92 kn, 171 km/h)
Range: 291 NMI (335 mi, 539 km)
Service Ceiling: 12,100 ft (3,688 m)
Armament
1× 18 inch Mk.IX torpedo


Wurchmon Fighter.
Fd8.jpg

General characteristics
Crew:
1
Length: 5.86 m (19 ft 3 in)
Wingspan: 8.34 m (27 ft 4 in)
Height: 2.6 m (8 ft 6 in)
Wing area: 10.7 m2 (115 sq ft)
Empty weight: 405 kg (893 lb)
Gross weight: 605 kg (1,334 lb)
  • Powerplant: 1 × Vector 9-cyl. air-cooled rotary piston engine, 82 kW (110 hp)
Performance
Maximum speed:
204 km/h (127 mph; 110 kn)
Endurance: 1.5 hours
Service ceiling: 6,000 m (20,000 ft)
Rate of climb: 8.333 m/s (1,640.4 ft/min)
Time to altitude:
1,000 m (3,281 ft) in 2 minutes
4,000 m (13,123 ft) in 10 minutes 45 seconds

Armament
Guns:
2 × 7.92 mm (0.312 in) Emilia machinegun.
 
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Motto: In golden Glory we Thrive.

Flag: Lhod I'm uncultured.png

Name: I Lhun Othrond (The Blue City in Common)

Magical, Technological, or a Mix of both: Balanced Mix with a tiny lean toward magic

Religion, if any: Officially they beleive in the god Lhun however in reality religion is open and very varied

Backstory/Lore: In the days when freedom was unimaginable and all that ruled the land were chieftains, a small collection of tribes developed systems of voting. Gone were the ways of war and battle to choose your leaders. Despite this their leader, their elected chief often remained the strongest and most warlike, for despite their ability to vote they still needed safety from their neighbours. In time they expanded, often through war but sometimes through peace. Being able to vote on anything that had a major effect on their lives pleased the people and in time they grew to a size where they could stop fearing all their nearby competition and an idealistic man by the name of Kaeli was elected to lead. For the first time a real campaign to be elected was in place. As their old lord grew frail he held feasts and offered the boons of his hunts to matriarchs and patriarchs of differing families. This was the beginning of the current elective system and during his rule he set rules and systems to ensure the elections were fair and that the growing nation would no longer require every man, woman and child to come vote. He saw that they generally voted with the head of their family and that there never really seemed to be a close competition between two people of the same family and began the house voting system, heads of families met together to vote on various laws and policies. This continued for many years until a large civil war occurred.

During the Civil war, in which two families proved more influential then the others and began massive trade efforts to gain nearby support. In the end one side was left all but powerless and the other began cherry picking the families that would benefit from the conflict. Gone were the days of everyone getting a vote and so began the days of rich and powerful families voting on things that would effect everyone else. The Civil war also established the nation as a major trade power with abundant resources.

Territory, include capitol and other urban area locations: Blue.png Claim.png

Population: 582,900

Government Type: Merchant Republic

Government Rank: City State

Military:
16,000 Soldiers (800 of them are Magic Users)
12,000 In the Navy
4,000 in the Army

National Leader and Goals: Illithiadrias Illumitari looks purely to gain land and trade influence
0fbb45824ab750c9e2850d89ca88b812.jpg


Military Equipment: Im never very good at this...
70% of their Navy is in submersibles. Submersible cruise liners and Submersible military vessels. Most of these military vessels have to surfaces to do anything. While some are equipped with Torpedos most are not. Those equipped with Torpedos will have between 8 and 22 Torpedos. Most vessels are armed with cannons that are sealed when submerged and can begin shelling and baraging the enemy within 45 seconds of surfacing.

These are transports and are used by both the navy and civilian sides to transport people and goods. They are armed with a small number of anti-personnel weapons on the top and are other wise unarmed. They number 115 in the Navy with another 67 Private vessels in use. While designs vary somewhat, with some being more crate orientated, some more fluid and such, the most in use model is called the Packer
d25d91a87af403cfde94ef059a2254aa.jpg



This is the workhorse of the Navy. The Wolvern is cheap and efficient. Their large 'circular saws' do not rotate but are very sharp and strong, making effective weapons for breaching the hull of enemy ships. They have two Anti-Personnel weapons on the deck and a further pair of two barrelled cannons. (All of which can only fire when surfaced) They also have 4 stern Topedo bays and 2 bow bays with a total of 12 torpedos stored. They number 55 in total
ce6884a126e5377a83b83dfe29a10518--steampunk-airship-steampunk-gadgets.jpg


Serving as the heavy hitting arm of the navy, the Lumiere class has 3 torpedo bays on the port side, 2 on the bow and stern, for a total of 7 bays. They store 22 Torpedos unless undertaking offensive operations where they will hold up to 37. They have single barrel cannons with a 180' arc of fire on the starboard and port sides. They number only 5.
349a5099b49eed2d9e6369c7f85a5c72.jpg

The pride of their Navy is the Grand Projection. It sits alone as the command station of the fleet. Able to dock with small, 1-3 person submersibles while submerged and armed with four anti-personnel guns and two, two barreled cannons it is not to be ignored in battle. However its true strength lies in the 18 docked 3 man submersibles, each armed with an anti-personnel weapon and able to enter shallows of as little as 4ft depth. (Not while submerged). The Grand Projection is one of a kind.
maxresdefault.jpg

They do have some surfaced navy ships, most of which are supply and refuelling ships but some are battle worthy. These ships total 12, 4 fuelling vessels, 3 supply ships, 3 floating armouries and 2 armed ships.
S.M._K%C3%BCstenpanzerschiff_%C3%84gir.jpg

When it comes to land they have incredibly inefficient but beautiful land crawlers. There is currently only one of these.
concept-illustration-of-a-victorianesque-amphibious-steam-driven-fighting-B1XWPT.jpg

Other: They are an offshoot of the elven race, adapted to survive well underground and traditional homes are sometimes still built this way but for the most part they have begun to live like other more 'conventional' peoples do
 
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Yeah holy crap your military infantry numbers are inflated beyond belief. I don't care if they're levies or just there, it's still way to much. I'm going to have to decline for now

That's actually some average numbers for a military and 300k is pretty low compared to some of the other militaries. But if you want me to remove the draft numbers I will
 
That's actually some average numbers for a military and 300k is pretty low compared to some of the other militaries. But if you want me to remove the draft numbers I will

The problem is the military limit. It was an unspoken rule that military should be anywhere between 1 to 3 percent, but just in case I added it in the mechanics section.
 
No. It's at 3,400,000. That's way over the limit
400,000 standing army, that 3mill in reserve is for like all out I'm going to die war, ww2 is a good example of this where the US levied 9% of it's population, and Germany did so with around 30% of it's population, that is just there if I get invaded, which is how military works... but if it bothers you that much I've removed it.
 
400,000 standing army, that 3mill in reserve is for like all out I'm going to die war, ww2 is a good example of this where the US levied 9% of it's population, and Germany did so with around 30% of it's population, that is just there if I get invaded, which is how military works... but if it bothers you that much I've removed it.

I don't care. You can raise it anytime you want and just zerg people. Get rid of the three million. EDIT: Thank you
 
Motto: “Why stop here? There is no end to the knowledge that can be obtained.”

Nation Name: Pākuʻi



  • Ex Quo Cultu Magum, followers of this religion worship magic in all its forms.
 
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Rise, For the Waves and Mountains Are Ours!

haruflag.png

United Kingdom of Harukadia, Pine Isle, The Sweet-Tree Isles, and the Bay
or
Empire of Greater Harukadia


Magical, Technological, or a Mix of both: Mix

Religion, if any: Reformed Cult of Harukad

Backstory/Lore: Harukad's Isle, one of the greatest islands on Arret, was long divided into warring tribes and petty kingdoms. However, many hundreds of years ago, the direct descendant of the god Harukad, Myfen Harukai'id, united the tribes under his banner and was crowned King of All Harukadia. In the years after, Pine Isle and the Sweet-Tree Isles were conquered, and more recently areas of the Great Southern Bay have been colonized. However, Harukadia has been in decline. The raider/pillager lifestyle of the Harukadians has become obsolete, and with this much of the main island has broken off into smaller kingdoms and states. Even with this lost territory, Harukadia has trouble keeping what it still has, with armies in the Bay and on the Sweet-Trees being the only things stopping them from declaring independence. The Parliament is largely to blame, a group of "elected" officials who are corrupt and enforce laws that keep them rich, like slavery in the Sweet-Trees.

Harukadia has gone down a slightly different technological path than the rest of Arret. Biomancy, the magic of manipulating life, has changed the way cities function, though unfortunately no method of utilizing Biomancy militarily or to boost crop output has come about as of yet. Instead of bulbs casting light, the streets are lit by bright bioluminescent creatures in small little tanks. The elite own strange and exotic manipulated pets, and some even get bio-mods for themselves, though with dangerous side effects.

kadia.png

Population: 170 million

Government Type: Monarchy with a Parliament

Government Rank: Empire

Military: The Military is made up of 1,700,000 men and women in various roles. The Harukadian military is geared towards naval invasion, though the Bay garrison has a sizable cavalry portion that while seemingly irrelevant is actually quite vicious and efficient on the battlefield. However, while the Military may be fearsome, it is often occupied in preventing or fighting rebellions. The Air Force is weak when compared to other nations, and it is underfunded and often ignored.

National Leader and Goals: Empress Jessique Harukai'id. She wishes to abolish the bloated and corrupt Parliament and restore full power to the Monarch. After this, she wishes to reconquer the main island, as well as the rest of the Sweet-Tree Isles and the Great Southern Bay.

Military Equipment:


The infantry are geared towards naval invasion. This means they are largely equipped with amphibious gear. An entire fleet of landing craft is available, and equipment is very water-resistant. The tanks possessed by the army are amphibious, able to cross rivers and shallow seas. However, the army is less trained and equipped for combat further inland. Without their advantage around rivers and coasts, the army will have issues. The Army still uses a good amount of cavalry, which while seen as outdated by some are quite vicious and effective on the battlefield.

The Air Force is quite small and not considered important by the government. What planes are around are either seaplanes, stationed at small island bases, or carried on one of Harukadia's three small early carriers. The planes exist solely to enhance and defend the Navy.

The Harukadian Navy is one of the greatest in the world. Consisting of tons of ships, the navy includes several cutting-edge advancements to aid in sea battles and naval invasions, such as the three early carriers and many submarines. Because of the army's focus on naval invasion of land, there are huge amounts of landers and most ships are equipped to bombard land from the sea. The air force's weakness is compensated for by the great AA capabilities of most ships.


Other: Harukadia's cities often have a biomancy-based infrastructure instead of one based on electricity or other magic forms, so there are no central power plants or anything like that that can be destroyed to put a city into an outage.
 
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Xanthakor
"To spread culture and truth to the benighted: this is our commitment and burden."
ebd035da5f112b3cd6f94201d25a3971.jpg


Magical, Technological, or a Mix of both: Mostly Magical

Religion, if any: Xanthakori Pantheon (though they will welcome any non monotheistic gods into their pantheon as they are ever expanding religiously)
Main Gods:
Hakoth - storm and rain god
Eni'lil - god of air, head of the Xanthakori Pantheon
Anhuz - god of heaven and the sky, lord of constellations, and father of the gods
Dagaz - god of fertility
Ea'i - god of the Abescuz, crafts, water, intelligence, mischief and creation and divine ruler of the Earth and its humans
Eveshkigali - goddess of Othzalla, the Underworld
Inonna'a - goddess of fertility, love, and war
Marzduz - patron deity of Xanthakor
Nabunish - god of wisdom and writing
Nanzhe'i - goddess of prophecy, fertility and fish
Nerzgul - god of plague, war, and the sun in its destructive capacity; later husband of Eveshkigali
Nimhurzaghi - earth and mother goddess
Ninlile'i - goddess of the air; consort of Enlil
Ninhertaz - champion of the gods, the epitome of youthful vigour, and god of agriculture
Zhanaz - god of the sun, arbiter of justice and patron of travellers
Zin'u - god of the moon
Tammaiz - god of food and vegetation
Minor Gods:
This is only some of them. There are thousands.
Abu - a minor god of vegetation
Ama'arhuz - fertility goddess; later merged into
Amazagnul - fertility goddess
Amurru - god of the Amorite people
An - a goddess, possibly the female principle of Anu
Arah - the goddess of fate
Azaruludu or Namshub - a protective deity
Azhnan - goddess of grain
Aya - a mother goddess and consort of Shamash
Azimua - a minor Sumerian goddess
Bau - dog-headed patron goddess of Lagash
Belet-Seri - recorder of the dead entering the underworld
Birdu - an underworld god; consort of Manungal and later syncretized with Nergal
Bunene - divine charioteer
Damu - god of vegetation and rebirth; possibly a local offshoot of Dumuzi
Emez - god of vegetation, created to take responsibility on earth for woods, fields, sheep folds, and stables
Enbilulu - god of rivers, canals, irrigation and farming
Endurzaga - a herald god
Enkimdu - god of farming, canals and ditches
Enmezarra - an underworld god of the lawl
Ennugi - attendant and throne-bearer of Enlil
Enzag - a minor deity born to relieve the illness of man
Enten - god of vegetation, created to take responsibility on earth for the fertility of ewes, goats, cows, donkeys, birds
Erra - Akkadian god of mayhem and pestilence
Geztinanna - Sumerian goddess of wine and cold seasons
Geztu'e - minor god of intelligence
Gibil or Gerra - god of fire
Gugalanna - the Great Bull of Heaven
Hani - an attendant of the storm god Adad
Hayazum - a minor god of the forest
Hegir-Nuna - a daughter of the goddess Bau
Hendurzaga - god of law
Ilabrat - attendant and minister of state to Anu
Izimud - two-faced messenger
Iztaranu'i - god of the city of Deri'ia
Kabta - Lofty one of heaven
Kakka - attendant and minister of state to the gods
Kingu - consort of the gods
Kubaba - tutelary goddess of the city of Carzemak
Kulla - god of bricks and building
Kuz - god of herdsmen
Lahar - god of cattle
Lulal - the younger son of Inanna
Mamitu - goat-headed goddess of destiny, who decreed the fate of the new-borns
Manungal - an underworld goddess
Mammetun - Sumerian goddess of fate
Mandanu - god of divine judgment
Muzdamma - god of buildings and foundations
Nammu - a creation goddess
Nanaya - goddess personifying voluptuousness and sensuality
Nazi - a minor deity born to relieve the illness of man
Negun - a minor goddess of uncertain status
Neti - a minor underworld god
Nibhaz - god of the Avim
Nidaba - goddess of writing, learning and the harvest
Namtar - minister of the gods
Nin-Ildu - god of carpenters
Nin-imma - goddess of the female sex organs
Ninazu - god of the underworld and healing
Ningal - goddess of reeds
Ningikuga - goddess of reeds and marshes
Ningirama - god of magic and protector against snakes
Ningizu'zida - god of the vegetation and underworld
Ninkarnunna - god of barbers
Ninkazi - goddess of beer
Ninkilim - "Lord Rodent" god of vermin
Ninkurra - minor mother goddess
Ninzar - goddess of plants
Ninzun - "Lady Wild Cow"
Ninzutu - a minor deity born to relieve the illness of Enki
Nintinugga - goddess of healing
Nintulla - a minor deity born to relieve the illness of Enki
Nu'Muzi'Da - patron god of the lost city of Kazallu
Nunbarzegunu - goddess of barley
Nusku - god of light and fire
Pabilsaĝ - tutelary god of the city of Isin
Papo'niginu'gara - god of war
Pazuzu - son of Hanbi, and king of the demons of the wind
Zarpanit - mother goddess and consort of Marduk
The Zebittu'i - a group of minor war gods
Zakka - patron god of herdsmen
Zala - goddess of war and grain
Zara - minor god of war
Zarra Itu - Sumerian fertility goddess
Zu'pa'e - astral and fertility god
Zulmanu - god of the underworld, fertility and war
Zulzaga - astral goddess
Ziriz - goddess of beer
zirzir - god of mariners and boatmen
Zirtir - goddess of sheep
Zumugan - god of the river plains
Ua-Ildak - goddess responsible for pastures and poplar trees
Ukur - a god of the underworld
Uttu - goddess of weaving and clothing
Wer - a storm god
Zaqar - messenger of Sin who relays communication through dreams and nightmares

Backstory/Lore:

Territory, include capitol and other urban area locations:
View attachment 377886
Pink- Capital city of Deri'ia
Yellow- Cities
Orange- Towns

Population: 30 Million

Government Type: Monarchical Matriarchal Magocracy and to a lesser extent Theocracy

Government Rank: Arch-Duchy

Military: 400,000 standing army


Leader: Zakite'i Af'Hakoth
Princesse01.png

Goals:
To expand her Nations Influence and Land, as well as protect Arret and it's Magick from extinction

Military Equipment:

They are least abundant troop type and are more ceremonial and guard-like.
Armor:
ageofconan_prop_armour_stygian_guard_helmets.jpg

Sword:
Damascus-Sword-07.jpg

Shield:
Standing Shield (shield on left)
PLATE3BX.jpg


Halberd:
89msg.jpg


(Minus the Crucifixes)

Of the non magical they are the most abundant, they are also allowed to use any weapon they find on the battlefield.
Armor and Weapons:
Stygian-Art-2.jpg

Sorcerers- They are the most abundant troop type, almost quadruple the size of the previous two combines, they are the backbone of the Xanthakori military and have been to the region for over a millennia, they have mastered the arcane arts, especially in the realm of combat, which is why guns haven't taken much hold int Xanthakor as of yet.

Other: Xanthakor relies on magick for most things, thought not barbaric in the sense of technology, they have been slow to accept the change of the new Industrial age, and what little they have addapted they did so that it would be compatible to magick as they see little need not to use magick.


Thank for removing the 3,000,000 I really appreciate it. Accepted!
 
"Blood and Sweat, Powder and Iron"
View attachment 377897
Statistics and Information

  • Population: 52,643,200, as of the 1633 Census
  • 91% Human, 3% Elf, 6% Other
  • The Government sponsors the use of technology, while suppressing magic practice.
  • The practice of all religions tied to any magical practice is banned, essentially making public religious practice impossible, with the exception of a select few locations.
  • Capital: Aachmark
  • Governmental System: Constitutional Monarchy
  • Current Leader: King William-Hanzaag
  • Government Rank: Kingdom
  • National Ambitions: To bring Vadia to it's rightful place among the great powers of the world, regardless the price in blood,
"Born of war, the nation of Vadia was forged from a series of wars between the duchies of Aachmark, Dammberg, and Skjorn, the end result being the declaration of the Vadian Kingdom, crowning the king of Aachmark, King William the First, as the head of state, 124 years prior to the present date.

"With William came an army that was essentially what ruled the nation during his reign. The King could only take action when the army consented to it, and more often than not, if a general wanted certain policies pushed into law, the King made it happen. Although William's weak rule served as nothing more than a way to legitimize army rule, he was deeply loved by the Vadian people, for his vision of a greater Vadia- which he sadly never saw bear fruits. He believed that all withing the region were part of the Vadian peoples, united by a single destiny. This vision helped bring stability to his budding empire, which would inevitably begin to unravel without him at the helm.

"After Wilhelm died, his son, Wilhelm-Salbund, prince of Dammberg, ascended to the throne. Although he proved himself valuable on the battlefield, he was an entirely incompetent administrator. For the duration of his reign he ignored the cries of his people, and shirked his duties as their leader. His reign was only saved by a swift intervention from the military, and after a tumultuous 10 years, Prince Micheal of Aachmark was installed on the crown. Micheal proved himself to be able to mitigate the damage that his forerunner had caused, allowing the nation's swift downward spiral to begin to alleviate itself.

"Things proceeded like this for quite some time. The King would die or abdicate to his son, who would provide one valuable asset for the Kingdom, then he would restart the cycle. Micheal the Younger gave the Vadians the General Staff, a group dedicated solely to planning out hypothetical battles and wars. William the Great industrialized the nation, which had fallen behind in recent times. Others built railroads, modernized the army, fine-tuned the government, and other things.

"However, that cycle was harshly halted some 23 years ago when King William-Hanzaag ascended to the throne. No longer could the Vadian people agree to abide by the rulings of a king. Where previous leaders had shown strength, William showed weakness. That weakness was exploited at every opportunity. In an attempted coup, he was only granted his crown if he agreed to create a constitution and establish a parliament for the people. The King was nearly left a king only in name. As the nation stands, the Second Vadian Diet is session, and more radical parties are taking strong footholds in the country.

"The People's Front, a radical left wing party opposed to the rule by a monarch have been linked to a series of bombings in the capital, and more in smaller cities as well. The people in the southern territories, already living under far more freedom than those in Vadia Proper, can be heard murmuring about outright rebellion. The parliament fails to represent them, with almost all delegates from these regions being members of the Dammberg nobility. With the King's military expeditions into outlying lands, his grasp on the empire becomes as thin as a string of silk.

"Vadia seems poised for civil war. A weak king, restless subjects, and a restless military make the country ripe with the fruits of rage and dissent. Will William steer the country out of these trying times, or will another be the one to seize the reigns of destiny, to lead Vadia to it's rightful place in the world?"
Global
View attachment 377898
Regional
(White is the Capital. Black dots are cities and towns of significant size)

View attachment 377899
As most modern militaries are, the Vadian military consists of three branches: The army, air force, and navy. The total enlisted count is 523,000, including reserves.

The Vadian National Army
523,000 Enlisted
160,000 Active Infantry
42,000 Active Navy
11,000 Active Air force

The Vadian Infantry Corps
Forgoing artillery, the Vadian Infantry have opted for a form of warfare focused entirely on mobility. Integrating a small number of tanks, and the mass use of armored vehicles have allowed the Vadian Infantry a mobility enjoyed by few others.
Troop Composition
4500 Light Infantry Divisons (Primarily normal infantrymen, often solely armed with Wilhelm-28s, with a communications specialist, and a commanding officer. Each division is given a Kampwagon )
17 Tank Divisions (3 George I
Infantry Weapons

Wilhelm-28

View attachment 378129
Standard bolt-action rifle of the empire. Holding 5 rounds in a stripper clip, designed for mass production, and reliability. Most infantrymen will be equipped with one of these. Chambered in 5x.257 Wilhelm rounds, it suffers from being the only weapon in the kingdom to use Wilhelm bullets.

Hanz and Kerch Model 13

View attachment 378133
Named for it's commissioner, and year of first distribution, the gun is chambered in the standard Konings 3x.443, making the revolver's ammunition more than easily located than a Wilhelm's, even in the worst of conditions.

Salbund 33

View attachment 378131
Commissioned as the primary machine gun in the army, the Salbund is chambered in a 20 round Konigs 3x.443 magazine, firing at around 300 rounds per minute. The magazine is limited in size due to the limitations of using the standard round of Vadia, which do not lend themselves to high fire-rate weapons like the Salbund.

Infantry Vehicles

George I

View attachment 378132
Built as as an attempt at an armored vehicle, capable of fighting alongside standard light infantry, the George I, commonly called the 'G None' for it's poor steering and lack of heavy firepower. Essentially a collection of mounted machine guns encased in armor, the George has been relegated to supporting roles in engagements.

AT-4

View attachment 378128
The AT-4 is the only government commissioned armored fighting vehicle. Designed for combating infantry, the AT-4, although reliable, suffers from a top speed just above a sprint. Mounted with a converted Salbund 33 for offensive purposes, the truck can hold 10 soldiers, including a driver and gunner.

Kampwagon II

View attachment 378134
Opting instead of using converted civilian transportation, the Vadian military has opted for factory-made trucks, created for maximum speed and reliability. Of course, with those improvements, comfort and fuel-efficiency have been sacrificed. Holding a maximum of 15 soldiers, including a driver, the Kampwagon was become an integral part of Vadian military operations.
The Royal Navy
Essentially existing solely to protect Vadian interests in their region, the Royal Navy includes land-based defense garrisons, stationed across the coasts, however, their navy is based around using the two Dreadnoughts as mobile command stations, in times of war.
Armada Composition
32 Albert Class Submarines
12 Fredrick Class Destroyers
3 Wilhelm Class Light Cruisers
5 George Class Heavy Cruisers
2 Sigmund Light Dreadnoughts
500 Active Coast Guard Garrisons

Albert Class Submarine
View attachment 378136
H.R.S. Mia
H.R.S. Lina
H.R.S. Emilia
H.R.S. Leone
H.R.S. Johanna
H.R.S. Luisa
H.R.S. Charlotte
H.R.S. Lilly
H.R.S. Leni
H.R.S. Mathilda
H.R.S. Gretta
H.R.S. Ida
H.R.S. Sara
H.R.S. Helga
H.R.S. Paula
H.R.S. Lisa
H.R.S. Pia
H.R.S. Ella
H.R.S. Mira
H.R.S. Isabell
H.R.S. Josephine
H.R.S. Antonia
H.R.S. Nora
H.R.S. Anni
H.R.S. Katharina
H.R.S. Theresa
H.R.S. Luna
H.R.S. Maria
H.R.S. Milena
H.R.S. Nina
H.R.S. Elisabeth
H.R.S. Tilda
Fredrick Class Destroyer
View attachment 378140
H.R.S. Martha
H.R.S. Zoey
H.R.S. Ciara
H.R.S. Carlotta
H.R.S. Valentina
H.R.S. Juna
H.R.S. Linda
H.R.S. Ronja
H.R.S. Elli
H.R.S. Selina
H.R.S. Melissa
H.R.S. Annabell
Wilhelm Class Light Cruiser
View attachment 378141
H.R.S. Eva
H.R.S. Carla
H.R.S. Fiona
George Class Heavy Cruiser
View attachment 378142
H.R.S. Magdelena
H.R.S. Stella
H.R.S. Annika
H.R.S. Merle
H.R.S. Emely
Sigmund Class Dreadnought
View attachment 378143
H.R.S. Mara
H.R.S. Helena
The Vadian Air-Command and Control
Initially founded as a sub-unit of the main army, the air force was eventually recognized as it's own independent branch of the Vadian military, a short 10 years after the first use of aircraft in Vadia.
Air Force Composition
271 Hanzaag I Fighters
22 Hanzaag II Fighters
51 Dammberg I Bombers
183 Dammberg II Bombers
73 Junenberg I Naval Bombers
cba to do real tabs

Also you're accepted as well!
 
The Empire of Latvya
1200px-Flag_of_the_Prime_Minister_of_Latvia.svg.png

Motto: Deivs Ar Mums

  • Religion, if any:
    In Ordine ad Lupum

    Backstory/Lore:
    The Empire of Låtvya was founded decades ago when people started banding together and moving north from smaller states and tribes, with the most technologically advanced leading the charge to unite. The people moved north to a massive bay where they hoped the would not be disturbed but the climate was harsher than expected. They could not move more than a few miles inland without fear of being swept away or buried by a blizzard or killed by natives. The Empire was once almost driven to extinction, but quite soon they regained their strength and banded together to defeat all of the neighboring tribes, bringing them into Latvya. The Latvyans soon settled and reformed, expanding their territory and strengthening their military.

    Magical, Technological, or a Mix of both:
    Technologically advanced, magic accepting

    Population: 109.42 million (1,904,289)

    Government type: Absolute monarchy

    Government Rank: Empire

    Territory, include capitol and other urban area locations:

    The_Kingdom_of_Latvya_CS_start.png

    Capital(green circle): Nôvus
    Important cities(white circles):
    Rīga
    Mzrhov
    Pärhir
    Zhroovi
    Rhostova
    Westfalrihn
    Sviera
    Mzumbthand
    Znustvamin
    Mzthrunsta
    Khrastovain

    National Leader:
    Ķeizars Jānis III
    366876-350x517.jpg


    National goals:
    The goals of the Empire of Latvya is to expand to hold all of the Kurzakh Bay(Thats what Im naming it), as well as to further better the lifes of all Latvyans and remain hidden inside the safety of our tundra.



I'm sorry but while the infantry numbers are okay the mechanical numbers are still way to big. For one you have more heavy tanks than light tanks which costs a lot of resources, and you're nation lives out in the tundra and partly in the arctic. I'm sorry but these numbers are still to inflated. I'm declining



Motto: We are the last, the world is frozen, there is nothing outside.

latest


Name: Heleg bar

Magical, Technological, or a Mix of both: Mix tends to land more on magical due to ease of use

Religion, if any: none all the gods are long frozen and dead

Backstory/Lore: Heleg Bar begins when the world ended or well that is what their history says. To them they are the last people in the world as the world froze over and even the gods were frozen. This isn't true but its what they believe their true origins are most likely a migration from a now collapsed kingdom over 1000, years ago. As one would expect the records of their exodus are long lost to those living now and thus their existence is forgotten as they had likewise forgotten the world outside.

Most of their history woudl be the founding and expansion to their current 20 cities and then the intercity skirmishes in the snowy lands that would slowly deplete their numbers until one that held back long enough managed to snatch victory away a few hundred years ago. The victor was crowned the first high king Torahrdan Doomfury. Doomfury made several sweeping changes such as disbanding most military assets and remaking them into a peacekeeping force, the creation of almost purely agricultural green cities and the beginning of the underway.

After the first high kings death his soon took up the mantel and continued his fathers work on the underway and while there were issues with other cities and some talk of rebellion these ideas were put to rest through ritual combat where the disputes were settled with the victor being declared right, a rare occurrence. With this most disputes started to dwindle as decades ran on and the unity was shown to bring more wealth and happiness than their existence as city states. Still it wouldn't be till his son took the throne that the underway was complete and all the cities were linked.

The cities now fully linked would develop a unified culture as they exchanged more and more and moved more and more, which lead to several mystical and technological advancement that made life far easier for them all and even invented a now common tradition of body tattoos. their most recent note worthy achievement was the retooling of the underway into a massive train system for faster transit from city to city.

Territory, include capitol and other urban area locations:
yellow is capitol
View attachment 377890
Population: around 40 million

Government Type: absolute monarchy, they have what they call the council of kings where the king of every city gathers together to make laws and set taxes and other things that affect the whole of the kingdom . They are otherwise allowed self governance.

Government Rank: Kingdom

Military: 2,000,000 Thenid tae, these are basically military police, they police all the cities and are the only truly organized and armed force.

National Leader and Goals:
f9f12999207605d4d7534f1311f254c5--dark-elf-character-ideas.jpg
Goals: The high king seeks to maintain her kingdom, to create new wonders as her people have in the past, and continue the existence of the last beings on the planet.

Military Equipment:
ba9afc40cdd5829fbfdeb181c67249a5--female-elf-female-armor.jpg
400px-Samaritan1.jpg
52700-1-1396717539.jpg
Other:
Mithril is a silvery simi rare metal found deep in the earth. Once it is smelted properly it is harder than steel and much lighter.
Adamantite is a rare metal found in the deepest depths it is hard to work with but if refined properly it is an extremely hard metal, tougher than mithril, but it is much heavier.

Military is over 800k above the maximum. I'm denying this for now.
 
Motto: We are the last, the world is frozen, there is nothing outside.

latest


Name: Heleg bar

Magical, Technological, or a Mix of both: Mix tends to land more on magical due to ease of use

Religion, if any: none all the gods are long frozen and dead

Backstory/Lore: Heleg Bar begins when the world ended or well that is what their history says. To them they are the last people in the world as the world froze over and even the gods were frozen. This isn't true but its what they believe their true origins are most likely a migration from a now collapsed kingdom over 1000, years ago. As one would expect the records of their exodus are long lost to those living now and thus their existence is forgotten as they had likewise forgotten the world outside.

Most of their history woudl be the founding and expansion to their current 20 cities and then the intercity skirmishes in the snowy lands that would slowly deplete their numbers until one that held back long enough managed to snatch victory away a few hundred years ago. The victor was crowned the first high king Torahrdan Doomfury. Doomfury made several sweeping changes such as disbanding most military assets and remaking them into a peacekeeping force, the creation of almost purely agricultural green cities and the beginning of the underway.

After the first high kings death his soon took up the mantel and continued his fathers work on the underway and while there were issues with other cities and some talk of rebellion these ideas were put to rest through ritual combat where the disputes were settled with the victor being declared right, a rare occurrence. With this most disputes started to dwindle as decades ran on and the unity was shown to bring more wealth and happiness than their existence as city states. Still it wouldn't be till his son took the throne that the underway was complete and all the cities were linked.

The cities now fully linked would develop a unified culture as they exchanged more and more and moved more and more, which lead to several mystical and technological advancement that made life far easier for them all and even invented a now common tradition of body tattoos. their most recent note worthy achievement was the retooling of the underway into a massive train system for faster transit from city to city.

Territory, include capitol and other urban area locations:
yellow is capitol
View attachment 377890
Population: around 40 million

Government Type: absolute monarchy, they have what they call the council of kings where the king of every city gathers together to make laws and set taxes and other things that affect the whole of the kingdom . They are otherwise allowed self governance.

Government Rank: Kingdom

Military: 1,000,000 Thenid tae, these are basically military police, they police all the cities and are the only truly organized and armed force.

National Leader and Goals:
f9f12999207605d4d7534f1311f254c5--dark-elf-character-ideas.jpg
Goals: The high king seeks to maintain her kingdom, to create new wonders as her people have in the past, and continue the existence of the last beings on the planet.

Military Equipment:
ba9afc40cdd5829fbfdeb181c67249a5--female-elf-female-armor.jpg
400px-Samaritan1.jpg
52700-1-1396717539.jpg
Other:
Mithril is a silvery simi rare metal found deep in the earth. Once it is smelted properly it is harder than steel and much lighter.
Adamantite is a rare metal found in the deepest depths it is hard to work with but if refined properly it is an extremely hard metal, tougher than mithril, but it is much heavier.

Accepted
 
The Empire of Latvya
1200px-Flag_of_the_Prime_Minister_of_Latvia.svg.png

Motto: Deivs Ar Mums

  • Religion, if any:
    In Ordine ad Lupum

    Backstory/Lore:
    The Empire of Låtvya was founded decades ago when people started banding together and moving north from smaller states and tribes, with the most technologically advanced leading the charge to unite. The people moved north to a massive bay where they hoped the would not be disturbed but the climate was harsher than expected. They could not move more than a few miles inland without fear of being swept away or buried by a blizzard or killed by natives. The Empire was once almost driven to extinction, but quite soon they regained their strength and banded together to defeat all of the neighboring tribes, bringing them into Latvya. The Latvyans soon settled and reformed, expanding their territory and strengthening their military.

    Magical, Technological, or a Mix of both:
    Technologically advanced, magic accepting

    Population: 109.42 million (1,904,289)

    Government type: Absolute monarchy

    Government Rank: Empire

    Territory, include capitol and other urban area locations:

    The_Kingdom_of_Latvya_CS_start.png

    Capital(green circle): Nôvus
    Important cities(white circles):
    Rīga
    Mzrhov
    Pärhir
    Zhroovi
    Rhostova
    Westfalrihn
    Sviera
    Mzumbthand
    Znustvamin
    Mzthrunsta
    Khrastovain

    National Leader:
    Ķeizars Jānis III
    366876-350x517.jpg


    National goals:
    The goals of the Empire of Latvya is to expand to hold all of the Kurzakh Bay(Thats what Im naming it), as well as to further better the lifes of all Latvyans and remain hidden inside the safety of our tundra.



This is better. Accepted.
 

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