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Nation Building The World of Ioria {Kingdom Sheets}

KhalZhavvorsa

Resurrected Darkness
Main Thread: The World of Ioria
OOC: The World of Ioria {OCC}
Lore: The World of Ioria {Lore}
CS: The World of Ioria {Character Sheets}

Kingdoms:
Quanni
Ragnavar
Adaman
Moreasland
Mythia
Prosfaria
Thalien
Karsaur

The kingdom sheet! :3 Where you can make whatever kingdom your devilish heart desires~

1. Laws of the kingdom


2. General races/species located there


3. Exports


4. Flora and Fauna located there


5. Tell me where you are located on the globe (pictures of your continent are welcomed.)


5. Name of kingdom


6. Banner/Flag/Crest


7. Castle (description or picture)


8. Imports


9. Currency


10. Capitol name


11. City names (As many as you please. Tell a little bit about them)


12. Important land marks (Optional.)

13. Military

Yes, this is more of a list. Please feel free to add what you like onto it, and do each one in whatever order you want. I don't mind as long as each piece of the list is included.
 
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QuanniQuanni'sCrest.jpg

  • 1. Any murder condoned without just reasons is punishable by death.
    2. Rape or any unwanted advancements is punishable by jail or worse.
    3. Treachery will result in a public execution.
    4. Stealing will result in loss of hand(s).
    5. Eldritch magic is forbidden and punishable by crucifixion or death.
    6. Abuse of children or spouse shall be punished by prison. If cases are extreme, death may be given.


 
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Ragnavar the Fire Kingdom



Laws


Preamble



Conscious of their responsibility before God and men,
Animated by the resolve to serve world peace as an equal partner in a united kingdom,
The ruler of God's grace has given this Basic Law by virtue of his constituent power.



I. The Fundamental Rights


(1) A person´s dignity is inviolable. To respect and protect it is the duty of all state authority.


(2) Everyone has the right to free development of his personality insofar as he does not violate the rights of others and does not violate the constitutional order.


(3) Everyone has the right to life and physical integrity. The freedom of a person is inviolable. These rights may be interfered with only pursuant to a law.



II. Common Law


(1) Insulting the ruler will be punished with imprisonment up to one year or a fine and, if the offense is committed by an assault, with imprisonment up to two years or a fine.


(2) Who threatens a person with the commission of a crime directed against him or a person close to him is punished with imprisonment up to one year or a fine.
Likewise, anyone who against their better judgment pretends to someone that the realization of a crime directed against him or a person close to him is imminent punishment.


(3) Any person who physically abused another person or damage their health, is punished with imprisonment up to five years or a fine.The attempt is punishable.


(4) Coercing a person unlawfully with force or threat of great discomfort to any act, toleration or omission, shall be punished with imprisonment up to three years or a fine.
Void is the fact, when the application of force or the threat of evil is to be considered for the intended purpose as reprehensible.
The attempt is punishable.


(5) Whoever takes away someone elses belonging with the intention of appropriating the thing for themselves or a third party illegally, shall be punished with imprisonment up to five years or a fine. The attempt is punishable.


(6) Any person who with the intention of obtaining himself or a third party an unlawful material benefit, damages the assets of another, by false pretenses or suppression of facts, shall be punished with imprisonment up to five years punished or fined.
The attempt is punishable.



III. Unforgivable Violations


A unforgivable violation is punished with death in any and every case. The ruler of God´s grace however may on will order to spare a live in special cases.


(1) Murder
(2) Manslaughter
(3) Espionage
(4) Treason
(5) Robbery
(6) Attempted physical violence against the royal family
(7) Rape
(8) Practicing dark magic


Races



The kingdom of Ragnavar inhabits multiple races. Among them are dwarves, humans and orcs. Those are the races that are most common in the kingdom. However, all refugees are welcomed, as long as they live within the rules.


Exports



Ragnavar has always been and will always be a mining and forging kingdom. Their exports contain mainly minerals and metals and forged goods from the volcanic forges. There are some metals that even only are found in Ragnavar. Further they export the Igniba, a glowing fruit with delicious taste only to be found in this kingdom.


Flora and Fauna



The flora is explained pretty quickly. The landscape on the surface is charred and barren. Not even bushes or similar grow here. But under the surface, where the cities and caves are, there are unique plants and trees, that only grow in this kingdom. Among them is the Igniba, a delicatesse in other kingdoms, but nothing more than an apple to the people here.


The fauna however is present on both. Big scorpions, twice the size of a man, as well as trolls roam the surface of this planet.


In the ground, there are many creatures. Most of them keep away from the cities, but sometimes, they can be seen. While most of the normal fauna, like bears are missing here, things like spiders, birds and bees as well as cows and pigscan still be found. Further, there are the gigantic eartheaters, that are deep in the ground, deeper than any mine reaches. Only rarely are they seen by the people, but they look like gigantic worms.


Hidden from the common people, there live gigantic spiders, trolls and ogres. Further, there are dragonlings, which are like small dragons. They function as animals to ride on.


Geography


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(the map applies, but the surface is completely charred and barren)



Ragnavar is located in the west.


Banner/Flag/Crest

Flag

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Crest

d91a468cc8cc0e7cca1e3714f32e881c-png.207140



Royal Castle

kingdom-under-fire-ii-20100918074950076.jpg


The castle of the king is located within the capitol. It is fairly big and adds to the capitols scenery.


Imports

Ragnavar imports mostly plants. Corn and vegetables, as well as healing herbs, for the reason that it simply does not grow in Ragnavar. Also, some kinds of meat and materialsto improve the forging.


Currency

1 Goldtalon = 12 Silverpeak | 1 Silverpeak = 100 Bronzebonds


Capitol

The capitol of Ragnavar is called Iluvikat. It is shown in the picture above. It is one of the few cities that have no mine at all. Further it is the most heavy guarded one.


Cities

The only further interesting point is the volcanic forge. This place is located in a city called Burcam, which is entirely mine and forge. Only the workers and their families live here.

maxresdefault.jpg
 
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Adaman - The Aegis of Ioria
PpUYigK.png


  • 1. Never kill unless threatened.
    2. Always be fair and honorable in your decisions.
    3. Strike evil with the same strength that you strike metal.
    4. Respect the land, and those who inhabit them.
    5. Magic is a tool, not a goal. Use with caution.

 
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Note: Still a big work in progress, need to wait until I can get back to my desktop to add some pictures and fancy formatting. Given the planned influence on other kingdoms, feel free to poke me if there are any concerns and such! Have other ideas if this doesn't work.

Order of Mythia


Banner/Flag/Crest - pending


Law and Ideology

To understand the Order's laws one must first understand their culture and Ideology. At its core the Order of Mythia is a zealot kingdom, sworn to the service of their goddess Mythia: The Divine Arbiter. She is the goddess of law and justice, and every Mythian lives to serve her will. In some ways it can be seen as a glorified cult. Ironic given the order spearheading a lot of the efforts to wipe out the cults forming across the kingdoms.

As one might expect from a religious order that serves a god of law, crime and unrulyness is unheard of with the Order's own borders. Murder, thievery, for a Mythian to commit such acts is unheard of. All Mythians are considered to be equal by principal, but not all Mythians will have an equal role in their duties. Such is the case with their ruler, the Divine Arbiter. The Divine Arbiter is the emperor like ruler of the Order, who interprets the will of Mythia and rules over her servants. The Arbiter reincarnates in a manner of speaking on death into a new Mythian who then becomes the next ruler with access of knowledge to their previous lives.

The most important factor about the Order of Mythia from a foreign perspective is their actions within other kingdoms. The order sees it as their duty to act as peacekeepers across different kingdoms, to uphold law and order and to fight back forces of darkness or rulers who become too powerful or corrupt. History is littered with cases of the Mythian legions engaging on brutal war with other kingdoms or factions within said kingdoms. To some the Order will be seen as saviours by one generation, and butchers by the next. There is no kingdom so powerful that the Order of Mythia will not intervene in a conflict if they see it fit. The peacekeeper brigades are not an uncommon sight across the realms, though the feelings the sight of them can bring often varies drastically.

All Mythians by birth are placed into the military, and all jobs go in some part to fueling their crusades and peacekeeping. All Mythians are combat trained, and so the entire populus is effectively one giant army.


Races

Mythians

The sole population of the similarly named order, the Mythians are a solitary and focused people. They are largely human in appearance, save for skin that is usually grey or light blue and hair that ranges from fair white to raven black. They carry a certain eerie, savage beauty around them. Standing at average human heights, that is where the averageness ends.

Mythians are all born with eyes, however all are also blind. In the traditional sense that is. They instead train their other senses to take the place of their sight, and on adulthood a new type of sight develops that when trained allows them to perceive life forms around them as well as their natural magic potential and often their allignment with good or evil.

This is thanks to their most interesting evolutionary feature, which is their almost completely immunity to magic. While this also means Mythian sorcerers or wizards are unheard of, it allows even the most weak of Mythians to sport a powerful resistance to the effects of hostile magic. It is this trait that allows them to live in their homeland and utilize the ley lines. Mythians all train to their physical peak, and are often cited as being capable of acts of superhuman strength, dexterity and endurance.

They are not the biggest talkers however, a byproduct of their culture. Most Mythians are brutally honest and to the point. Many struggle to lie or be deceptive as they have no need to be in their homeland. Individualism does exist within different Mythians, but all their actions are made in service of their goddess and creed.


Geography

The Order of Mythia is located on a tropical island along the eastern equator. Dubbed by travellers as the island of solace, the island is a treasure trove of mystery and intrigue. Few outside explorers ever venture back from expeditions into the vast jungles or mountain ranges of the island. As detailed later, the island is saturated in a powerful magical aura. Sailing in and out of the islands coves can be especially tricky for strange ethereal mists shroud paths across open water.


Flora/Fauna - Pending


Capital - The Spire

The sole city of the kingdom, the Spire is a work of natural beauty of mystery seeped in powerful and dangerous magicks. The spire is effectively a mountain that was carved away into a megastructure with terraced buildings stacking atop one another to form a vastly tall city that seems to reach the very clouds. The top of the spire is where the divine arbiter rules over the order and dictates its actions. It is surrounded by a naturally formed moat, which is the centre and source for many of the sprawling jungle rivers that slice through the thick jungle of the island of solace to the oceans beyond. Layered bridges connect the spire to the jungle around it and can easily be retracted to prove an extra line of defence atop the city's vast defenses. The city itself and holdings within are often regarded as fairly bare and natural. Though this is not a surprise considering its residents are largely blind.

The most unique attribute of the city is the powerful magical aura that resides within it and the wider island. The cause of this aura is unknown to most, but is theorised to be the result of the spire and surrounding island to be situated at the heart of the network of ley lines - underground networks of powerful magicks; a chaotic blend of all kinds both good and evil, light and dark. The aura of magic makes the city dangerous and often deadly to normal species. Even the most powerful of magic creatures and magicians are said to mad and sickly- amplifying their magical potency like a cancerous sickness over time. This is especially previlent for magic races that could be described as undead or evil. A vampire or blight has reported never stood in the city of the spire. For this reason very few other species are ever found within the walls of the Spire, and even fewer would dare try to step foot on the island. It is this potent aura which is attributed to the Mythian's natural resistance to magic, having had to gain these adaptations in order to survive their homeland.


Important land marks

The watchtowers

The watchtowers are likely a sight many have seen, especially outside the island of solace. The watchtowers are built and guarded by legions of Mythian zealots above the ley lines in the ground. The ley lines are underground currents of magic that spread across the entire world, the watchtowers acting as beacons to let scores of Mythians travel along the magical currents in a manner of instant teleportation. Few other species can survive these journeys. This makes the watchtowers an important strategic resource, as it can allow legions of military warriors to appear on foreign shores in an instant. These watchtowers regularly constructed in other kingdoms are often a point of diplomatic conflict.


Exports/Imports

Asides from its crusades and forced peacekeeping in other kingdoms, the order is a relatively isolationist society. Exports and Imports are very limited, as few merchants are brave or foolish enough to sail to their shores. The Order of Mythia is a very self reliant kingdom, growing all their own food and providing their own services.

However this is not to say trade is unheard of. The order will import minerals and resources to aid in the construction and armament of the military. In return the Mythians will export rare foods and spices from within the jungles of the island. Their biggest trading resource but also their most scarcely used is magic itself. The order hordes masses of powerful and dangerous magical artifacts, both to ensure they are not used and because the Mythians can handle their residual energy. Lucky kingdoms in dire need or magicians and warriors with pure intentions can find themselves having the power of a demi god given to them by the Order.


Currency

The Mythians live in a culture that has abandoned the need or desire for currency. A people that demand for little luxury goods, basic needs such as food or water are simply taken by Mythians as needed. From a barber to a blacksmith, all services are carried out without pay, just as the recipient likely works on their own task for free. The order does however collect currency of other kingdoms across the world for use in their limited foreign imports and exports.


Military

Peacekeeper Brigades

The peacekeeper brigades are the most well known branch of the Mythian military, and a staple of their global peacekeeping campaigns. A peacekeeper brigades is stationed at each watchtower across the world of Ioria to maintain and protect the station as well as carry out patrols and missions into the kingdoms they find themselves in. The brigades are effectively self sufficient colonies, the Mythians within them fully capable of providing their own basic resources and necessities. It's not unheard of for children to be raised within a brigade where they then serve.

The peacekeepers are among the best trained of all the Mythians, effective in both law enforcement and guerrilla warfare. Rather than bringing their own mounts and weaponry they instead learn to use the weaponry and tactics of the kingdom in which they reside. This is both to seem less alien to the kingdom's inhabitants and to allow them to better combat them. A single brigade may not necessarily be able to defeat a standing army or win a war but they are more than able to indefinitely delay the advance of enemy forces and hold a watchtower from siege.

Inquisition legions

The legions are rarely marshalled, but when they rise Ioria can be sure that conflict is soon to come. The legions are made up of the Order's entire populus. Every single Mythian is a fully trained member of a legion. The legions are comprised largely of infantrymen and archers, the Mythians preferring to avoid mounted units as their natural ability is often capable of matching the benefits they provide and their natural magic resistance neutralising the effectiveness of magical armies. The legions are not usually equipped for sieges with large scale weaponry. Their advantages instead come from their natural ability and defenses, magic weaponry and tactical manoeuvring instead of sheer manpower, arcane or technological might.

The legions find themselves deployed only when the Order's peacekeeping creed demands that the Order declare full scale war against a kingdom or villainous faction. The peacekeeper brigades act as the bulk of the order's tactical front as they prefer smaller scale engagements and surgical precision to open warfare.
 
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WIP
Will probably BBcode it later, or try to

Prosfaria
(Faria)


Basic Rights of Sentient Beings:
  • Human trafficking is immoral, and any organizations found doing so will immediately be shut down. Anyone associated with this will be imprisoned for 5 years plus depending on their roll. Despite this law, there is still some areas hiding in the shadows who enslave others and sells them out to others.
  • Enslavement is a law that sits in a grey area. While they frown upon human trafficking and those who enslave creatures, they technically break this law with Linklins. There are some harsher areas of Faria where enslavement is an actual problem. Entire sections filled with slave masters and slaves, its kind of a major issue they are trying to fix. Typically less humanoid creatures end up in the slave trade, or just people they needed to knock down. As much as they try to fix this issue, Faria has a dark history of looking the other way when it comes to slave camps filled with those of a lower IQ.
  • Everyone has the right to expand their knowledge and learn. Withholding teachings from children is punishable by a prison sentence.
  • Withholding major discoveries. Faria is filled with scholars and scientists who thrive to discover more things for Prosfaria. If a Scientist or Scholar is discovered to be keeping a major discovery a secret, they will most likely be tortured then exiled. They've grown to be very harsh with this after the last incident in which a scientist tried to make money by selling a much needed medicine in secret for a high price.
  • Interrupting the ceremonial passage of knowledge of anyone is punishable by any means the victim deems fit. In Faria, its a sacred tradition to pass some special technique or knowledge of some sort to an offspring or an apprentice. Interrupting one is an extreme taboo that was a law before it was officially added as one.
Linklins:
By forming a link, you subjugate yourself to these laws and acknowledge that if you break any of them this will ultimately lead to your death.
  • All Linklins must be over the age of 5 when being linked. Punishment unclear thus far since it is very hard to manage Linklins.
  • Engaging in forced Sexual Actions with a Linklin under the age of adulthood will result in an execution. Since there is no way to destroy a link other than the death of a master, the only way to save a Linklin from an abusive master is usually just by killing them. Although, like mentioned before, Linklins are hard to manage so many crimes against Linklins never get noticed.
  • Engaging in Sexual Actions with a Linklin without consent will be punished by execution.
  • If you no not have a license to link with multiple Linklins, you cannot have multiple links. Punishment would usually be death, but if you're not licensed to have multiple Linklin then just forming three will probably be punishment enough for a person since they will suffer greatly from it.
General Laws:
While most laws have a cement punishment that the law handles, Faria is known for handling things in however they feel fit. If you've raped someone, then you'll be lucky if you do get arrested by the kingdom because no one is going to step in if the victim's father starts beating you to death. In that case, the Kingdom will acknowledge that the criminal has been punished and simply just leaves things as it is.
Of course this only applies if you are a victim of a crime or someone reasonably close to you is and they are unable to seek justice for themselves. Before friends start going out for blood, they have to get the victim's blessing. If not, then they will be detained for their own crimes since they are not justified.

Unofficial Laws:
These aren't exactly actual enforced laws, just things Farians don't do or frown upon. Some of this is just advice and common sense, but if you want to move in and get accepted then this is something you'll need to know.

  • Abusing a Linklin is frowned upon greatly. The only laws that protect Linklins is the one against rape, but there is nothing against abusing a Linklin in other ways. Many Farians believe that mistreating a Linklin is wrong, and some even treat it as if someone has committed adultery. There are some areas that act like a bond between a Master and a Linklin is something as sacred as a Spirit Fish, so seeing someone abuse their Linklin may result in them being punished by those willing to step in.
  • Do not eat a Spirit Fish. This will bring misfortune for you and your family for many generations. Even talking about eating a Spirit Fish will offend people.
  • Destruction of any sacred Whispering Trees. Much like the Spirit Fish, the Whispering Trees is something Farians take very seriously as they believe that the tree is a way to contact ancestors and pass on knowledge from their past lives or loved ones. Many ceremonies and burials take place at a Whispering Trees. This is also a common site for people down on their luck to go, hoping that when the wind blows, an ancestor will give them the knowledge to get back up on their feet.
  • Don't spit on the Royal Family's name. They will know, and they curse you.
  • Penguins are not for sledding . . . Actually no one should go sledding on the mountains, it is extremely dangerous. Not exactly on the taboo levels, but its something parents will often scold their children about.
  • Don't kill a Nymph Queen. Killing a Nymph Queen is just immoral in every way, plus it destroys the ecosystem of a forest. The forest will end up dying and turn into homes for a more sinister type of creature.
  • Don't eat people. You may be starving, but if you resort to cannibalism, it gets a lot worse.


Gifted Humans - 5%
Linklins - 30%
Humans - 45%
Witches & Warlocks - 20%


Fauna:
Linklins - Linklins aren't technically a different species, although they are often viewed as such which is unfortunate. Linklins are humans who have been linked to a master for life. Their original power is enhanced, their durability enhanced, and their lifespan is increased (as well as the master). Forming a link is a complicated process, and for some unknown reason, only young people can become linklins. Due to this, the legal age of an adult is now considered to be somewhere between 19-20.
Once a link is formed, a Linklin ages incredibly slow and if their master is strong enough they will also age slowly.
Linklins are able to be summoned from anywhere by their Masters and are often used in combat. Linklins and Masters have a huge connection with each other, although it is clear that the Master holds the most power in the relationship.

Sheeplings - This is basically a strange looking sheep. They're mostly puff balls of wool that kind of just hop and roll around to move. Kind of cute, most Farian kids keep a sheepling as a pet much like how other kids keep dogs as a pet. Very useful to have around since Sheeplings produce a lot of wool that is not only soft to the touch but also very endurable. In the wild they burrow into the snow and eat the grass . . . Some have evolved into eating snow. Currently Farian scientists are doing a study on how a creature can survive on snow. Domesticated Sheeplings are kind of spoiled and eat cooked potato slices (and if they're really spoiled, they get a nice sauce over it), bread biscuits, and maybe even drink some milk . . . Farians spoil their Sheeplings greatly, and it seems like the Sheeplings have evolved accordingly to continue to be spoiled.

Wolfwere - A bit of a joke sort of creature. Everyone knows of Werewolves, people who can turn into wolves but in Faria they have Wolfweres . . . Wolves that can turn into people. A much stronger version of a wolf, but they're still a wolf at their core. They're kind of annoying to deal with, since after they ravage a village they can run off then shift into a human to avoid capture.
Faria also has wolves, which makes Wolfweres even more elusive since you can never really tell which one can turn into a human or not until they actually shift.
They eat anything a wolf would eat, but they seem to like eating humans, particularly children.

Ice seals - They're basically seals, except they can breath underwater a lot longer and also smash through ice. Not particularly dangerous unless you walk too close to a mother seal's children . . . You may want to run away from them because if they can smash through thick layers of ice even while underwater, imagine what they could do to your skull. Luckily they're not as fast on land, and are usually rather tame. They eat the Winter Fishes.

Snow owls - Exactly what the name says. They are often used to send messages. It is rare to find a snow owl in the wild these days since they've mostly been domesticated and are now just fed by their owners. Snow owls in the wild should not be messed with, they are fiercer than the snow owls people keep in their homes.

Polar Bears - These polar bears are a lot stronger than regular ones since like the seals, they also have to break through thick layers of ice. Polar bears eat Ice Seals they find on land, and Spirit Fishes they find in the water under the ice.

Winter Fishes - Many would find it hard to believe that there are plenty of fishes under all of the ice, even Farian scientists are still trying to figure it out. Surprisingly enough, there are a lot of fishes who live in the freezing ice and while there is plenty of them they are not an ideal food source. Not only do you have to cut through thick layers of ice, you'll also have to fish for them and after all of that trouble, one Winter Fish would probably just be a snack rather than a meal. Polar Bears and Ice Seals have to eat a lot of them to survive.

Spirit Fishes - These fishes also live under the ice, but what separates them the other fishes is the light they emit, giving them some sort of magical appeal to them. Although they are much meatier than Winter Fishes, it is considered a taboo to eat them, so much in fact that some would even fight a Polar Bear to prevent it from eating one. Farians tend to create many urban legends regarding these fishes. Outsiders who read stories from Prosfaria probably have some idea that these fishes are godlike beings in fish form, providing fortunes to those luck enough to stumble on them and punishing evil that dares to cross them. At least that is how they treat them, its hard to say since they're very rare to see.

Wendigos - The Wendigo spirit has always lingered in the mountains, waiting to possess those who are so hungry that they result in the ultimate sin of eating a fellow human. Once the act of cannibalism is done, the Wendigo spirit moves and takes over, corrupting the former human into a monstrosity that lives it's life hunting others. Luckily Faria has developed counter measures, such as encaging the Wendigo and by also teaching their offsprings to be careful if they're out on the mountains. It is said that when Faria is up against a wall in a war, they will release Wendigos onto the battle field and just stay back while the monsters do their worse. A rather inhumane thing to do . . .

Nymphs - Magical creatures that usual resemble beautiful ladies. They have an affinity for Nature Magic, and tend to spend their days enjoying their forests.
Nymph Queens - Typically a Nymph Queen is female, but there are reported cases that some Nymph Queens are beautiful males. Nymph Queens are a power force of Nature (literally) and guard the forests. It is said that if a Nymph Queen is killed, the forest the they cared for begins to die and invites negative spirits. It is best not to kill a Nymph Queen, they're very reasonable creatures so there is not real reason to fight them.

Unirabbits - Its a rabbit, with a unicorn horn on it. Mostly found in the Nymph Forests. They're kind of cute, but it is advised not to play with them since they . . . They have a horn on their head.
Kitsunes - Much like the Japanese Folktales, except they don't shift into humans . . . Or maybe they do? Its unknown since they're extremely well-hidden and Farians don't usually explore the forests without the blessing of a Nymph Queen. A few scientists argue that Kitsunes and Wolfweres are connected in someway, and even if they don't have proof, Kitsunes probably can turn into humans and we just don't know it.
Teacup Dragons - They are usually seen with younger Nymphs, and it appears that they teacup dragons are pets to the Nymphs. There isn't much known of them, but it is said they can project their voices into a alluring melody much like Sirens. It is unclear why they would need this ability.
A theory from well known scientist, Axavier is that these cute creatures lure unsuspecting people in to eat them by entrancing them with their voices then singing them into sleep so they can devour their victims alive. Good ol' Axavier with his wild theories again . . . The again, he is missing one of his arms.
Flora:

Whispering Trees - Much like Wisteria Trees, these trees seem to be infused with some magical essence, or what the residents like to call "Spiritual Presence". When the wind blows, the tree sways and creates a soft melody that is almost like a spirit is whispering something to you, thus the name. These trees are often worshipped, and are believed that the spirits or even past ancestors can speak to you through the leaves.

Evergreen Trees

Winter Berries/Red Berries - Usually found on the shrubs of the mountain. They're a sweet treat that the children of Faria adore. Many sweets made in Faria are often created with the use of these berries.

Apple Bushes - Long ago a scientist named Conny (pronounced like Johnny but with a C), had explored the land only to discover the amazing fruit known as the Apple. Upon his return, he was saddened by the fact that his people would never experience the joys of eating a freshly picked apple . . . In order to solve this, Conny with his magic had altered an apple tree seed to turn it into an apple bush seed that can grow in Faria. He reasoned that Apple Bushes are better because it is easier to pick apples from. After the success of the Apple Bush, the seeds were scattered across the mountains and in the tunnels, spawning a bunch of Apple Bushes for everyone to enjoy.

Shrubs

Nyneve Plants - Much like the place they supposedly grow from, very few have actually seen them. Whether of not these glowing plants exist enough is up to those who venture down into Nyneve, and even then they can't collect samples . . . People claim that the plants in Nyneve die right away once they are taken out of Nyneve.

Aspen Trees - Mostly on the ground levels of Faria, and very few of them can actually be used for lumber.

Most trees are from the mythical forests that are heavily protected by the Nymphs, and other supposed Spiritual beings so Farians don't mess with them. Not much information is recorded on them, but they are elegantly showcased in paintings. None of these trees are cut down for lumber, not even the fallen branches get used for firewood without asking a Nymph Queen for permission.


Exports:
  • Magically infused tools and trinkets
  • Slaves (from certain areas of Prosfaria)
  • Magic techniques (often in the form of books and scrolls)
  • Literature and the Fine arts
  • Wool, lots and lots of wool
  • Crystals
  • Animal hides (typically wolves)
Imports:
  • Crops - They're unable to grow many things other than potatoes, so they now rely on the crops of other kingdom.
  • Paints and Pigments - Due to the lack of vegetation, getting enough plants to extract oils from make it hard for them to create paints. Not all Farians excel only in the logical side of knowledge, many of them excel in the fine arts, making paints high in demand.
  • Lumber - Due to the lack of trees that aren't being worshipped, Faria is in need of some wood.
  • Mining Goods/Minerals - Very few of the mountains can be mined, and Farians are too superstitious to go mining in belief that they will anger the spirits.
Currency:
The kingdom produces its own form of currency made of crystalized coins. Resembles a coin, but is mostly just a crystal that everyone just agreed would be money. Some colors are worth more than others to certain people, and its overall worth kind of depends on the person you're paying.
Faria doesn't typically relay on normal means of currency, since they value knowledge more than anything.

The economy of Faria is mostly just trading techniques, trinkets, and information. They only reason they created a form of "money" is sorely for the purpose to match up with other kingdoms. Due to the instability of Faria's currency, their coins are probably aren't worth much to other kingdoms unless they actually put more value into it. The exception being the more "elaborate" coins made which aren't produced as much as the regular coins, giving them a higher value.

Locations:
The Pinnacle - The capital surrounds the outskirts of the castle and lies near the top of one of the more massive mountains in Faria. Most of it is inside of the Acropolis mountain above Pòli'vounò, but a good big of it is on the outside, wrapping around the mountain.


Official Cities:
  • Pòli'vounò - One of the more elaborate city spaces that is below the The Pinnacle. Inside of the Acropolis Mountain, massive caves and tunnels hallow out the inside where the people gather into one settlement. This city is the most refined since it is directly under the castle, and is filled with aspiring geniuses who aren't exactly good enough to be in the capitol but are on their way of being there.
  • Névma - Close to the Acropolis Mountain, being connected by a series of bridges and magically sculpted tunnels, this city is known to be one of the most spiritual cities. Most Whispering Trees grow around this city and has become home to many sacred temples. The city is also know for housing Linklins who have lost their masters.
  • Athína - A city on the ground level where more of the forests. This city is both in the trees and on the grounds of Zantine's Forest. A truce was made long ago with the Nymph Queen of the forest, and she acts kind of like a mayor to the city at times. Athína is home to many of the artisans of Faria
  • Apòllus - A city located out of the mountainous area, and in the Northern region. This is where most Polar Bears, Ice Seals, and Penguins reside . . . No one is really sure how they ended up in the mountains, as well as those pools of water but that is just another topic of study. Apòllus is a highly religious area who has repeatedly rebelled against the Capitol in demands it is recognized as its own kingdom. The Farians here are constantly placing a new person on a pedestal to recognize as their "Divine Ruler".
  • Lasi - As cute as the name is, this is an city where the worst go. This place is located so far from the Capitol that laws here often get ignored. Most slave trades take place here, and as much as the kingdom tries to monitor it, the place is just too far away for anyone with real power to get it in order.
Notable Landmarks:
The Risen One - Faria is home to many Whispering trees, but one of the most massive and oddly placed of them is located on a mountain just a little far off from the Acropolis Mountain. This tree has grown just outside of an abandoned tunnel entrance, its roots growing over it as some sort of arch as the tree itself grown in a way, latching onto the mountain to brace itself against the harsh winds. The willowy leaves hang over the area like some sort of cover, with the same spiritual grow like many other Whispering Trees. Farians have dubbed this tree as the "Ancient One" or "The Holy Tree".
There is no clear path to take to reach this tree, one must climb through the trials of the mountain itself to get on the level of this tree, which is said to reward you with something special. For those who dare to go into the tunnel, their fate is unknown. Some say if the spirits of the place deem someone worthy, they will ascend to a much higher plane of existence . . . Or they just suffer the most tortuous hell if they aren't worthy enough. Its really unclear what actually happens, but the place is treated as a sacred place. This is not usually welcomed to outsiders.

Nyneve - A hidden area of mystery located in the deepest depths of the mountains of Faria, very few can truthfully say they've been there. The Nyneve is like it's own universe as many rumor it to be. There are very few secret tunnels that lead to the underground cave, where strange plants that emit a soft light glow. This place is so hidden, that some Farians believe it is just a myth, especially when mentioning the Maiden.
Another legend concerning this place is that if one so happens to find there way into the hidden water caves, they may stumble upon a fair Maiden who will bestow them with "The Truth". It is said that no secret is safe from the Maiden, and that every secret finds its way to her caves where she hordes them for immortality. Whether of not this is true is up to those who actually find the rumored place, and even the rare few who have seem to have an eerie silence to them about it.
While you may never see it in your lifetime, Farian Artisans love to paint beautiful pictures of what they image to be Nyneve and the Maiden, or even write stories of people venturing there.

The Pinnacle - Where the Castle is located is in itself a landmark. There seems to be a giant cater sized hole at the top where a peak normally would be. The castle has built around it and inside of it, so many people don't get to see it. The strange hole is still a mystery to the scientists of Faria, and they theorize that this is from when the Spirits landed from their world to ours.


The Castle of Faria is both partially in the mountain and partially on the outside of it, poking up at the top. From an outside view, the castle appears to be shimmering with an icy texture as if it was a castle of Ice. Its not . . . Sure they might have used some crystal techniques to strengthen the walls, but it isn't literally just ice.

The Castle also doubles as a laboratory that is centered in the cater sized hole, and the reasoning on this is that if something goes wrong, residents have time to flee. Farians call the castle, "The Castle on Ice" but it seems like the message got messed up along the way so its commonly known as "The Castle of Ice".

Prosfaria's Banner:
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Military:
Faria's military forces isn't the biggest concern for the kingdom since invading them is a battle against the forces of nature in itself.They don't really plan on invading anyone else either, but despite this they have somewhat of a fighting force for the worse case scenario.

Archers - Faria is heavily magic based, using tools with infused magic. Archers have a simple lightweight metal bow with a telescope attached in place where an arrow would be locked. Archers use the telescope to get a better view of their targets, and fire magically created arrows with the bow. Its more of their advanced way of aiming magic strikes at enemies. They fire needle like arrows of magic at a target, and its more of an annoyance that is kind of just used to get people to back off.
Currently explosive magic is being tested, but so far has had no successful results.

Linklins(+Masters) - Linklins are the main fighting force in the Faria military, serving as up and front fighters. Being controlled by their masters (who usually are in an elevated area, watching the battlefield), they are able to do up close combat with good idea of what is around them due to their Master's insights.
Most Linklins have a strong affinity for magic, and most of their melee attacks are boosted with it. Of course the most common magic enhancement seen is typically ice magic, or Spiritual Swiftness.

Masters - Not only do they control their Linklins on a battlefield, they also act kind of like supports. Bringing down massive crowd control magic, or keeping their Linklins safe by sending a blast at any enemies attacking at blindspots. Most Masters are able to heal their Linklins, but this of course requires them to summon their Linklins over to them.

Duos - Whether you're magically gifted or not, Duos are a pair of two fighters. The standard is usually a sword fighter and a shielder. The sword fighter in the Duo focuses on attacking, while Shielders focus on defense. Think of it of the nonmagical version of a Linklin and Master (although the fighter or Shielder can be switched up with a magic user in the combination). This technique requires years of training, as well as bonding with their Duo partner which makes it hard to have big armies of these specially trained fighters. They're not easily replaceable.

Overall, Faria's army is fairly small. There are many Duos in training, and the combo of Masters + Linklins are typically not used in wars. If they every got dragged into a war and were in a desperate place, Faria is not above releasing packs of Wendigos . . .
The Faria army specializes in keeping the fighting at a distance, or launching cleverly crafted plans to win battles. For them it is a battle of intellect and distance, not brute force.​
 
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Laws of the kingdom:
I: The Penalty for assaulting a foreigner is a warning. A second offense is public humiliation.
II: The penalty of a member of royalty harming a rare animal is a long imprisonment
III: Racism to any weather they be a known race or a new one is punishable as public flogging
IV: Murder, Rape, Thievery, and Assault without reason can lead to a year in jail or life imprisonment
V: Fraud is punishable as public humiliation
VI: Abuse will result in public humiliation and friends of who you hurt can pay you back for everything you
committed
VII: Magic used without permission to study or use will result in loss of limb or execution

General races/species located there: 54.3% Human, 28.3% Animal Humanoid, 3% Gargoyle, 10% Witch, 1% Dark Elf, and 5% Lycan

Exports/Imports: The Kingdom of Thalien rarely exports her materials or imports others from different kingdoms, however when she does she exports ores, wool, wood, animals, agricultural products, and weapons. Usually they import the same stuff along with exotic animals, magic spell scrolls, and poisons

Flora and Fauna located there: In the Tundrean Mountains there are frost warms, wooly mammoths, saber cats, polar bears, and wooly rhinos, in the deserts theres the normal animals, and in the human lands there are sheep, goats, pigs, cow, squirrel, wolf, bear, deer, lizard, snake, and etc

Tell me where you are located on the globe (pictures of your continent are welcomed.): Located in modern day Australia:
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Name of kingdom: The Kingdom of Thalien

Banner/Flag/Crest:
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Currency: Coins

Capitol name: Rokensburg

State names (As many as you please. Tell a little bit about them):
Rokensburg: Home of the humans
Normor: Swamp Lands
Oceanana: The ocean with the islands
Vinesdom: Jungle land
Sandler: The desert land of Thalin, all sand
Tundrean Mountains: Harsh mountains with even deadlier things. Home to the prison camps of Thalien and home to the hard folk of Tundrea
Plains-Froth: Rolling hills and flat lands. Home to swift footed beings and farmers
The Wastes: Home to the witches, not much is know except its under ground

Military:
Lycans: More wild and bloody thirsty Lycans are a sub species of Werewolf, they are commonly found throughout towns and castles as Blacksmiths or Heavy workers. Some are used as body guards for higher nobles. During battle they are mostly used as Berserkers.
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Iron-Teeth Witches: These witches aren't your average witch, instead of using magic and wearing robes these witches use swords and other actual weapons, everyone of them has retractable Iron Teeth/Fangs and Claws that are very deadly. All witches have an unnatural immortal beauty that they use whenever during a battle.
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Shadow Guard: Warriors skilled in Combat these dark elves stand strong as an Elite Army or Guards for Nobles/The Royal Family. They usually weird long swords and have steel armor with a horse fur helmet.
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Animal Humanoids: Once enemies now great friends these Animal Humanoids make up half of Thalien's army. These animals vary in species but all have the basic nature of being a half human half animal hybrid. They each wield a weapon that most relates to there species.
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Rhino, Polar Bear, and Mammoth Riders: Men and women who have been known to work well with these wild beasts have chosen to ride them into battle, either using them for the steel mines in the Tundrean Mountains or riding them into battle across plains these warriors make a formidable foe for any.
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Thalien Archer: These soldiers are used to take down others from afar either using an longbow or any other these soldiers are well known for not showing any mercy when raining hell down on others.
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Tundrean Guard: Soldiers that were born and raised in the harsh conditions of the mountains have sworn to protect the land there and keep an watchful eye over any prisoners
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Tundrean Warrior: Similar to the Tundra Guard the Warriors are more elite and guard the mountain passages instead of the prisons themselves killing any beasts found or warming and forcing travelers to turn back
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Tundrean Archer: Warriors or Guards that are trained with the bow
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Thalien Pike/Spearman: Soldiers experienced with standing firm and strong wield these pikes and spears as they would with any other weapon. One fatal movement and they die and another means you could be.
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Thalien Cavalry: Soldiers born to ride the horse and use lance or sword while on the battle field make up these units. Faster than they other cavalry brothers they do less damage though.
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Thalien Swordsmen: Most men in the army are trained in the art of the sword, wielding them with expert care they charge into battle head on crushing those under foot or will steel.
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Thalien Men-At-Arms: Heavy armored warriors that are trained in the art of the great sword
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City Watch: Soldiers or Militia who patrol and guard the cities.
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Royal Guard: Twelve Members of the best warriors throughout the land make up The Royal Guard whim are tasked with protecting the royal family, each member is able to shapeshift into a Gargoyle.
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Thalien Wizard: Those who have studied in the art of magic consisting of the four elements along with other forms make up different sections of the military.
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Laws of the kingdom
  • The Great King's word is final, and as such. The Great King chooses his heir in accordance to the Ideal Philosophy
  • The prophecies within the Ideal Philosophies are final.
  • Every Karsaur must follow the Ideal Philosophies.

General races/species located there

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Exports (if they allow you to trade with them)
  • Bronze
  • Gold
  • Jungle Wood
Imports (if they allow you to trade with them)
  • Raw iron
  • Industrial/manufacturing tools

Flora and Fauna located there

Many dangerous, reptilian beasts lurk in the dense jungles and swamps of Xochipilli. Along with many diseases and exotic plants and overgrowth.

Tell me where you are located on the globe.
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Name of kingdom:

The Karsaur Kingdom

Crest

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Flag/Banner
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Castle:
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Capitol name

Xiopil

City names

Xiopil is the capitol city of the Karsaurs, and where they gather. Most Karsaur races gather in small villages near lakes and rivers or near the coastline.

Military
Karsaur Enlighteneds
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The basic grunts of the army of Karsaurs, they overwhelm enemy lines with brute strength and numbers.
Karraptor Throwers
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The Karraptors engage the enemy lines, attempting to dwindle the enemy numbers before the brutes come in.
Karsaur Broodborns

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The Broodborns are the elite riders of the Karsaur army, they charge after the main enemy lines have been engaged with the rank and file infantry.
 
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The Conclave of the Depths

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1. General races/species located there:

Grove tenders: A race of humanoid beings that live deep within caves, They are all psionicly gifted and naturally emphatic. this has caused them all to in essence share pain and emotions and feel all others pain and emotions. This has promoted a culture where violence is unthinkable because the fear and pain will quickly stop the one doing the attacking. This has limited their growth as a people and they have only recently unified into a civilization over a view scattered cities or tribes.

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2. Laws of the Kingdom:

1.
Stealing is punished by confiscation of the goods and the emotion of the proper owner being imposed on the thief.

2. Do not harm others ( the punishment is self administered)

3. The purposeful spread of harmful and or negative emotions is punished by administration of positive emotions until the negative ones have been reduced to a none harmful level.

4. All life that can feel is worth respect and therefore shall not be harmed ( again punishment is self administered)

6. Any grievances with the ruling body are to be brought up in a public forum where it can be discussed with all until it is either deemed correct or incorrect.

Exports:
stone, metals, jewelry, tools​

Flora and Fauna located there:

fortress mushrooms: These massive fungi are the main stable of building material with a little druidic power they can be shaped in to proper buildings and cities this however limits their ability to produce spores therefore wild spores have to be gathered yearly.

Red cap: A small red mushroom that grows around fortress mushrooms they make a good snack.

black spots : a large black mushroom that grows on the dead this makes them useful for producing fertilizer breaking down corpses then being harvested and composted.

Brown caps: An easy to grow mushroom that can grow to a foot tall these are farmed as a main food source.

An insectiod sacvenger that grows to 2 feet long they are harmless.
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these insect liekcreature crawl abotu the walls and ceiling umping at or falling down onto their prey
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a large worm like creature that uses feelers to find its ways and feeds on fungi but also spreads their spores and will often be found with mushrooms growing on them.
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Tell me where you are located on the globe:

Right below the The Karsaur Kingdom




Castle:

they have yet to build one

Imports:

dead bodies and other fertilizers.


Currency:

None they have not reached anything beyond bartering.


Capitol name:

The Grand Chamber


City names

The Lesser Chamber: The second city grown it is named as the chamber that houses the city is smaller than the first therefore is lesser.

The Pillar: This city is named after the massive pillar in the center of the chamber, it is about the same size as The Lesser chamber.

The pit: A major mining city that was made in the deepest parts of the caverns and has only gotten deeper as they have dug deeper to find more.

The wilds: This city is a small one that specializes in agriculture growing a good portion of the food that larger cities can't, this is also where the fortress mushrooms come from and their wild spores are gathered to grow new buildings.


12. Important land marks (Optional.)

Military

None they can't bring themselves to harm others
 
Guin-Gorstak Commonwealth
"All who support us may flourish, those who don't shall perish."
-Commonwealth motto

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    Depicted above: The T'sakushi Islands
    Being a expansionist nation, the Commonwealth has mapped out all landmasses near it's mainland, and has colonized and/or established outposts on nearly all habitable landmasses. The T'sakushi Islands are located on the eastern hemisphere of the globe, surrounded by nearly unending oceans. The mainland area for the Commonwealth would be the largest island of Naru'taka, located on the southwest sector of the map. The island north of Naru'taka would be known as Dar'taka to the Commonwealth authorities, and is known for fierce,savage natives that has yet to be subdued by the local Pstazas. Fed'taka, the island east of the mainland, would be the first target of Commonwealth expansion after the defeat of the Parus and the unification of Naru'taka under Commonwealth rule. Filled to the brim with high quality ore deposits, the island swiftly became one of the Commonwealth's most important assets, with various settlements of the island dedicated to smithing. South of Fed'taka is the small island of Reda'taka, a barren desert island with almost nothing worth noting.Northwest of Fed'taka is Nostu'taka, a wealthy trading outpost that has provided funding to the recent crusades. Last but not least, to the northeast of Fed'taka is the islands known as Cur'taka, a mostly unexplored, savage land even when compared to Dar'taka.

    Cities:
    The Capitol
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    The Commonwealth's capitol would be located at Guina'poro, at the central coast of north Naru'taka. Shielded from storms and tsunamis by both the gulf surrounding it and the island of Dar'taka north of it, the city is a prospering port city, it's wealth only rivaled by the trade cities of Nostu'taka. The port of filled with merchants usually looking for the various spices available on Naru'taka, which are sold slightly more expensive on Nostu'taka. It's clean and well maintained streets are crowded with well-off citizens of various races visiting the shops set up at the sides of the streets. Temples and institutes flourished as they are funded by wealthy patrons as a sign of wealth and social status. A few of the most important landmarks of the Commonwealth is located within thus very city, including the Great Palace, where the elite governs from.

    Tutsaton
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    The Gorstak homeland of Tutsaton is located at the eastern highlands of Naru'taka. It is from here where most of the Commonwealth's scientific research is conducted. The city was also well known for it's craftsmen, although most of them now reside on Fed'taka. The superior craftsmanship of the Tutsaton craftsmen can still be witnessed in the form of the city's magnificent structures. Currently, the city is filled with scientists and scholars, seeking answers to the various mysteries of nature.

    Nagrysh

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    Home to the hardy Paru people residing on the vile deserts that is the western portion of Naru'taka, and the former capitol of the Paru Empire, Nagrysh was once a prospering city, evidenced by the awe-inspiring Furasti Palace that sits within the center of the city, Now, the city is only a shadow of it's former glory, with it's riches looted by the Commonwealth troops that sacked the city years ago.

    Dar'poro
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    The sole Commonwealth settlement on the entire island of Dar'taka, Dar'poro is a backwater coastal settlement that was built on the ruins of a native village. It is notorious for it's lack of security and generally poor life quality, and has a little population as a result.

    Fed'poro
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    A port city that serves as the main hub of ore trade in the entire Commonwealth. Ores and smithed goods are transported here from all of Fed'taka to be transported to other regions of the nation.

    Lud'er
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    An inland settlement in Fed'taka primarily settled by Guins, Lud'er is originally built as a castle to defend the settlers from Hnjjaar raids from the nearby wilderness. It's highland position and strong fortifications had served to ward off the Hnjjaar guerrilla bands for years, and still does so now. The city is well known for it's high quality tea.

    Hnjjaar
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    The capital of the once great Hnjjaar Empire, and also the last remains of it. The forges of Hnjjaar prevented it from being immediately sacked by the Commonwealth troops as the value of the city as a forge site was recognized by the authorities. Currently, the city's forges create half of the weapons now used by the Commonwealth military, and is the seat of the Fed'taka government.

    Nostu'poro
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    One of the wealthiest ports of the Commonwealth,Nostu'poro is flooded with merchants everyday, seeking for the various goods sold in the city's large marketplaces. The Commonwealth navy is also based in the prosperous port, spending most of it's time docked in the large port city.

    Nak'er
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    The settlement of Nak'er functions as a supplier of the more exotic goods sold in Nostu'poro. The inhabitants of the settlement frequent dive into the nearby seas in search of pearls, while the stronger ones are organized into warbands to hunt down nearby animals for their body parts. Despite the regular source of income, Nak'er is still a backwater town as most of the funds went to recruiting mercenary bands to defend their homes against the hostile wildlife.

    Important Landmarks
    The Great Palace
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    The Great Palace was constructed upon the ruins of the old Imperial Palace of the long gone Guin Empire. Nowadays, it serves as the seat of the Commonwealth government, with government officials stationed in every building within the palace complex busy working to keep the nation running. It is also where the council meets to discuss important matters and to issue policies.

    Temple of Anu'ras
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    The largest temple of the Commonwealth, the Temple of Anu'ras in Guina'poro is visited by thousands of pilgrims every year, seeking to pay their tribute to the gods. The smoke from the incense burning can be seen from miles away, as the pious and wealthy pilgrims burn large incense sticks as tall as a man to appease the gods. A bountiful selection of fruits, meats, and desserts lay before the altars of the gods, placed there by the devout pilgrims. The Temple also generates a source of revenue for Guina'poro as the visiting pilgrims tend to spend money during their stay in the city.

    Guina'por Minting Center
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    The Guina'poro Minting Center is where all the Commonwealth coins comes from. The forges of the Minting Center are used only when the 'minting season' has come, which the center has to forge a designated amount of coins for the Commonwealth. This system is implemented to prevent the over-inflation of the Commonwealth currency, but does have it's drawbacks. Usually, the center is nearly empty, save for a few people maintaining the building.

    Imperial Barracks
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    Yet another building based off ruins of the past, the Imperial Barracks is built upon and name after the ruins of the old Imperial Barracks, built during the prime years of the Guin Empire. Located on the outskirts of Guina'poro, the barracks is home to the renown Guin Torkas, one of the finest troops of the Commonwealth.

    The Tutsaton Institute of Science and the Arts
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    The most esteemed institute in all of the Commonwealth, the Tutsaton Institute of Science and the Arts(TISA) is a gathering place for the nation's most knowledgeable scholars and scientists, visiting the institute to share their findings or to discuss matters regarding knowledge. It is also the place where aspiring people come to receive their education, albeit for a fee. The institute is also home to the Commonwealth's most sophisticated laboratory, where new innovations in science are made.

    The Great Factory
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    The largest, and only(at least until the Hnjjaar factory has finished construction) factory in the Commonwealth, the Great Factory in Tutsaton is the sole manufacturer of machinery in the entire nation. Thousands of Gorstak roam the corridors of the building as they worked to deliver the Commonwealth the machinery it needs.

    The Nostu'poro Shipyards
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    The place where most of the Commonwealth ships are made, the Nostu'poro shipyards is filed with construction workers busy crafting ships for both the country and the private sector, aided with Gorstak-crafted machinery.

    The Shalou Plaza
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    The Shalou Plaza is the busiest place on the island of Nostu'poro, with it's streets packed with foreign merchants looking to buy or sell goods. Numerous stalls had been set up, with various goods displayed for sale, while the local law enforcement patrols the streets to prevent any misdemeanors.

    The Hnjjaar Forges
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    Located within the city of Hnjjaar, the Hnjjaar Forges is a massive underground complex dedicated to smithing alone. Thousands of smiths work here everyday to produce the weapons used by the Commonwealth soldiers and also civilian goods, churning out tons of metalwork every single month.
 
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