Ceris - A Nationbuilding RP (OOC)

The Kingdom of Vessingar

View attachment 1193

Empire Adjective: Vessians

Empire Leader: King Aurol

Succession: The Ruler is decided by the Council of the Wise when the previous King dies. They are an impartial organisation, composed of a group of the best scientists, academics and politicians in the kingdom.

Government: All administrative decisions are undertaken by the Council, on how to run the country internally. However, all decisions need to be okayed by the King. The King is also the head of the military, the highest judicial authority, and in charge of all foreign relations.

Slavery: All Elves are free under the Kingdom of Vessingar. Not many people have slaves, however after the Last War slavery of other races is becoming more common.

Ethics: The Vessians are a long-lived and contemplative race. They pride their vast knowledge and their forest lands and fight fiercely to protect them.

Foreign affairs: The Kingdom of Vessingar was very isolationist before the war, now trade has started opening borders and many new races and people have started coming through.

Religion: The Vessians generally worship the forest.

Land Located: Vessingar is located in the valley under the mountains, just north of the lake right in the middle.

Climate: Nestled in a valley full of rivers and high pine trees, the weather alternates between raining and being sunny almost every day. A light drizzle is part of everyday life.

Agriculture: The fruit plantations in Vessingar are famed for their delicious apples, apricots and peaches. However, fishing and hunting provides for the other half of the meal.

Currency: The Kingdom uses silver as its currency.

Valued Resources: Fruit, animal products such as furs and leather, and domesticated animals of all varieties.

Population: 500,000
Class Demographic: Nobles 8%, Wealthy merchants 32%, Commoners 56%, Slaves and foreigners 4%
Species Demographic: Forest elves 73%, other elves 23%, other races 4%

Empire Strengths: The thick forest cover has many outposts and the kingdom knows exactly who is coming through. They do not need to move out for most resources.
Empire Weaknesses: Big fires, if they go out of control can cause massive destruction to the kingdom. If some enemy attacks from over the mountains Vessingar will be ill prepared for it now.

Military: The military is a meritocracy, with voluntary service possible. A standing army was seen as necessary after the Last War, and it has grown in size since then. There is a huge number of archers, crossbowmen and otherwise ranged soldiers. Light infantry is almost non-existent to the point of providing scouting roles. The vanguard of the army is heavy cavalry, followed by mounted crossbowmen.
Military Might: The army has almost grown to 60,000 in size and is actively involved in keeping barbarians out of the country’s borders.
Military Strengths: The military’s greatest strength when defending is using the forest as cover, and using guerrilla tactics. While attacking their greatest advantage is speed.
Military Weaknesses: Vessingar’s military is based almost entirely on ranged combat.

History: An isolationist nation hidden in the forest, the Vessians never stepped out, choosing to stay in the comfort of their land. With no military, they lost to the High King of Ceris almost immediately. Choosing to be a vassal state under him, they flourished trading knowledge and resources, and when the King perished, so did any semblance of security. Invaders rushed in, claiming parts of the forest almost all the way up the capital city of Haafar. In a bid to save their land, almost all Vessians took up arms and pushed back. Finally, they established their borders and established their nation once again.
 
◦ Empire Name: Sacrosanct Mitron Imperium

◦ Empire Adjective: Mitron

◦ National Symbol: An inscribed golden Sun disk embedded between two large, long triangles that point straight down (Think the Halo energy Sword type of triangle) on a field of black.

◦ Empire Leader: God Emperor Yanden, Second of his name.

◦ Succession: The high priest of the clergy is the direct successor to the throne, where he once again assumes his name for the first time since he locked it away after he became a member.

◦ Government: A council of high priests advise the God Emperor, but ultimately all major decisions are entirely up to him.

◦ Slavery: All non-Mitron are treated as a lesser species, the equivalent of dogs, and are treated as such. Slavery is a massive trade in the empire, and almost all Slaves are treated poorly.

◦ Ethics: Competitiveness and Ruthlessness are admirable qualities and allow for rapid development. All are subservient to the god emperor, and it is of the highest honour to die in his name.

◦ Foreign affairs: 'Disgusting heathen mongrels! It sickens me that we are to commit trade with such... such animals!' - Average Mitron Opinion of other countries.

◦ Religion: The ruler is seen to be a living deity of divine power who, upon his death in the mortal world, will go to join the pantheon of former emperors in eternal torment as they spend all they can in protecting their citizens.

◦ Land Located: Samrathon, located on the Northern Hemisphere of the world. The capital city Basikor is known to be virtually unassailable, a city built into the sides of three mountains, with walls almost a hundred metres tall, riddled with underground (and above ground) tunnels and heavy defences such as ballista, scorpions, boiling tar and many varieties of traps. The streets are narrow and the buildings packed together, designed to reduce the effectiveness of large beasts, cavalry and range centric armies, emphasising upon the skill and preparedness of the invading and defending infantry. The city is tiered, with a larger inner wall for the central castle and keep, tall enough for those manning the ballista and scorpions upon the inner wall to easily shoot down into the heavily packed invading army. Towns are often located within the more winter-y sections of the country, often embedded within mountains or near the sea or dead forests that dominate the winter plains, while cities sprout upon the border and increase in size and opulence throughout the sunny plains and mountains that the wealthier Mitron make their homes in.

◦ Climate: The climate varies between landscapes, and with it social class. Those who live within the sun and warmth filled areas are to be considered middle and upper class citizens, while Lower class toil and work within the snowy fields and mines.

◦ Agriculture: Middle class citizens often control a variety of farms, maintained through slave effort, while the lower class toil in mines for precious gems and metals to sell upon the market. The upper class citizens have long held 'blood tariffs', where the family is entitled to a portion of many lower class families income.

◦ Currency: Iron and copper coins are used for trading, with copper being used for many resources such as clothing, a bed or a meal and iron being utilised for more extravagant purchases such as manors, slaves and entire farms. Anything more expensive than that usually requires the bartering of equally valuable materials.

◦ Valued Resources: The area of Samrathon has high levels of basic minerals, especially Iron and Copper. Using these allows Samrathon to keep a chokehold of the goods from neighbouring countries, which are the only partners they bother to trade with. Large amounts of crops are often imported by the Mitron, due to most of their own land only being able to effectively grow one or two different plants.

◦ Population: 800, 000.

◦ Class Demographic: 10% Priests, which a noble must be. 20% middle Class. 40% Lower class. 30% indoctrinated slaves.

◦ Species Demographic: Almost all are humans, but look more like stereotypical Norse men that you find in fantasy (You know what I'm talking about right?). Any non-Norse are slaves.

◦ Empire Strengths: The Imperium's military is a force to be reckoned with. All soldiers are devoted to the emperor and have no problem dying for the one true God. The Imperium's smiths are capable of creating mass works of iron weapons and armour at an extreme place to an acceptable standard.

◦ Empire Weaknesses: the Imperium relies upon its religion to keep the slaves in line. Should 30% of their population revolt, they would be crippled due to in fighting. Iron and Copper are not rare materials, and should another, better, source appear to those that they export to the economy would be crippled. It was simply through sheer luck that they managed to get to the only strong deposits before their competitors.

◦ Military: The military of the Sacrosanct Mitron Imperium is phenomenal. Their officers are trained from birth to inspire loyalty and bring doom to the battlefield through tactics, and the soldiers are often heavily armed and armoured, fanatical in their loyalty towards the emperor.

◦ Military Might: All priests are extremely adept and capable commanders, capable of whipping a town into a frenzy at a moments notice. The standing army itself numbers 115, 000 men strong.

◦ Navy: They're capable. A medium sized fleet centred almost entirely around boarding and invasion actions. All of their ships are far larger than a normal ship, which allows for easier ability to board. Each ship houses at either a single ballista and one scorpion or multiple scorpions. When these ballista or scorpions are fired, attached to them is often a thick steel cable for the purpose of trapping ships and allowing troops to board. The standard ship has heavy reinforcing and cover in the front, so as to allow them to ram or take incoming fire from land, with the port and starboard sides decently armoured and a single scorpion guarding the rear of the ship.

◦ Military Strengths: The Imperium's armies are extremely powerful. Their warriors are highly trained, well equipped and feel no fear. Their officers are highly adept at what they do, capable of whipping their soldiers into a religious frenzy, pushing them beyond the edge as they direct them, utilising crushing tactics to destroy their foes. The Mitron army is highly diverse, combining and utilising a myriad of light, medium and heavy units into an extremely effective fighting force, although there is a higher emphasis upon heavily armoured units than the previous two.

◦ Military Weaknesses: The imperium carries a heavy deficit of cavalry, with only two recorded units in the entire army considered capable of riding, adding up to a total of 2000. It took the Imperium years to train those soldiers, thus they are only used when in dire need. The bow has yet to become mainstream for the Imperium army, thus in order to hit enemies at a range, the imperium is forced to use a combination of inaccurate javelins and throwing axes. Thus, there are no designated ranged units throughout all the Mitron force, with each soldier simply having a small supply of javelins or axes that they are given the basics on how to throw.

◦ History: 'Before the Twenty year war, there was one man known to be blessed by the divine. So holy was he that it is said when the war began, no mortal man was able to touch him upon the battlefield. It was his Holiness that lead us from the darkness and into the path of the light, teaching us of the ways of the emperors from times before. It was through his might that we banded together into the one true empire, removing all other lesser species from our lands as we staked our claim. It was through his will that after the war we shaped our swords into plowshares and worked the land in His name. It is through his kindness that we survive today, and it is our duty, nay, our privilege to be ruled by him, and in return all we must give is everything.' - Excerpt from The Great Book of Holy Recordings, often given to those first inducted into the clergy.
 
Last edited:
Done haha.

Great! That was pretty quick!

One or two corrections though. The northern part you've marked is partly desert. Ice is at the bottom, the two white lands. So let me know what the change is.
Can you expand on the history a bit more? It's a little unclear to me. Rest everything is cool!
 
Great! That was pretty quick!

One or two corrections though. The northern part you've marked is partly desert. Ice is at the bottom, the two white lands. So let me know what the change is.
Can you expand on the history a bit more? It's a little unclear to me. Rest everything is cool!
Right, I edited the map but it's a little bigger than before so I wanna know what ya think. Also, minor edit to the history. It's basically just this one racist guy leading a bunch of fanatical religious people to ejecting all natives of the land and staking his claim through force.
 
Right, I edited the map but it's a little bigger than before so I wanna know what ya think. Also, minor edit to the history. It's basically just this one racist guy leading a bunch of fanatical religious people to ejecting all natives of the land and staking his claim through force.

Okay looks great! We'll wait for other claims though the size should be okay.

The history is also looking good! Are they the descendants of the previous empire that conquered the land?
 
  • Empire Name: Republic of Aflar
  • Empire Adjective: Aflarien
  • National Symbol: A king cobra with the words, “Knowledge is power,” around it.
    cobra.jpg
  • Empire Leader: Queen Thulani
    The_queen.jpg
  • Succession: Birthright, though not like a normal monarchy. The queen or king has a child with someone selected by the elected officials and the religious leaders, their child becomes the next king or queen.
  • Government: The Republic of Aflar is run by 4 elected officials and the queen. Each elected official serves as a representative for a certain part of the Republic of Aflar, there is the General, the Master, the Merchant, and the Farmer. All citizens have a say in who becomes the next elected official, but the elected official must have served in their respective field before being elected, this is to help keep people that know what they are doing in the job. Each elected official serves for 12 years before stepping down. The queen has some power, but the elected officials are the true leaders of the Republic of Aflar
    Bren the merchant, Trajan the general, Timothly the farmer, and Laura the master
  • Slavery: Slavery is allowed, but only people that break the law can be forced into slavery and they are owned by the Republic of Aflar not individuals.
  • Ethics: Everyone starts out on the same footing and they have the ability to become whoever they want.
  • Foreign affairs: Foreigners are just people that talk differently, the Aflarien are very accepting of all peaceful foreigners.
  • Religion: The Aflarien believe in Mother Earth and that she is an all powerful god.
  • Land Located: The Republic of Aflar is located in the desert in the top right of the map along the mountain range. Aflar is the capital of the Republic of Aflar.
    the_world.jpg
    city2.jpg
  • Climate: Hot and dry during most of the year, though Aflar does have seasonal monsoons.
  • Agriculture: Wheat, rice, and yams are the staple of the Alfarien diet. Most planting takes place after the seasonal monsoons. The Alfarien raise goats as their main source of meat.
  • Currency: Gold, silver, and copper
  • Valued Resources: Diamonds and Salt.
  • Population: 150,000
  • Class Demographic: 82% serve in the common work force as farmers, miners, and many other different trades, 3% serve as wealthy leaders and politicians. 10% serve as educators and masters of knowledge, and the last 5% surve in the military.
  • Species Demographic: 90% human and 10% other races that have migrated to Aflar.
  • Empire Strengths: Knowledge
  • Empire Weaknesses: Military, though the Republic of Aflar has a standing military it is mainly used for border control and internal affairs.
  • Military: Military consist of individuals willing and able to give their lives for the Republic. The only thing stopping just anyone from joining is a rigorous fitness test.
  • Military Might: 7,500 men and women serve in the military.
  • Military Strengths: Stamina, the Aflarien military trains in the hot desert sun and as such they have trained their bodies to go without food, water, and rest for extended periods of time.
  • Military Weaknesses: Size
  • History:
The Republic of Aflar started out as a small peaceful republic that avoided the the 20 year war as much as possible. Since, the Aflariens’ were very accepting of outsiders many people flocked to Aflar for safety. By the time the war ended the population of Aflar had doubled.

Every child in the Republic of Aflar must attend school from the time they can walk until they are ready to take on an apprenticeship of their choosing. School is the cornerstone of the Republic of Aflar, as they believe knowledgeable citizens make the republic stronger.
 
Last edited:
@Yoda Damn that's a fine CS! Everything is on point. That's three players to start with. Let's wait for @ChelonianCommander and @Enki to make their CS and then we can start! Lot of space to go around so there shouldn't be a problem.
 
• Empire Name: Dohna
• Empire Adjective: Dohnan
• National Symbol: An orange diamond on a blue background. On the center of the diamond is a sword pointed upwards with grey blade that had a red handle with wings sprouting from the guard..
• Empire Leader: King Otis Lias the Uniter
• Succession: Election. When the king dies, the Councilmen votes for 1 of the 3 Councilmen the previous king had chosen to succeed after him.
• Government: The King has control of laws and all political and domestic decisions. He has a council of 600 elders who advise the king on what should be the next move.
• Slavery: While there aren’t any slaves in Dohna, there are enslaved people, known as Mikrotis and is made of a race known as the Keratos, that used to be tribes that Dohna had taken over through military might but now act as the lowest form of commoner in Dohna. They live and work on the lands of either a Ergatis, land owning Dohnan without voting rights, or Polemis, land owning Dohnan with voting rights.
• Ethics: Within Dohna society there are three ranks of society. The nobility known as the Polemis who are true Dohna citizens who have political rights and own land, the commoners, the Ergatis, the land owners who cannot vote, and the Mikrotis, who are the unpaid farmers with no land or political rights. This is a strict but flexible class system should one be a Ergatis as an Ergatis can become a after 25 years of military service. All citizens however work for the greater good of the nation with the Polemis making up the Dragon Breeders, the Ergatis making up the skilled labor and ranchers and the Mikrotis make up the basic labor.
• Foreign affairs: While originally Dohna would raid nearby lands for food and wealth, since they had settled, they are attempting to establish trade relations with nearby lands. They are still weary of who they mingle with since they do not want their neighbors to learn the secrets of their greatest assets, the Dragons.
• Religion: Dohna a single god. One they called the Great Dragon. They believe that the Great Dragon had chosen them to rear his children. From his feathered wings he created the Wyverns, from his Teeth he created the Raptors, from his Claws he created the Drakes, from his tongue he created the salamander and from his horns he created the Goliaths. He is worshiped as a great creator and protector of Dohna.
• Land Located: Dohna is a single city located in the south, in between a large lake and the ocean.
View attachment 1200
Blue = Territory
Orange = Capital
• Climate: Dohna has temperate with rain every month or so for 5 months, 4 months of dry heat and 3 months of snowy cold.
• Agriculture: The Dohnans have two levels of agriculture that is ranching and farming. Ranching is handled by the Ergatis, who ranch cattle for leather and beef, sheep for wool and mutton, horses for meat and trade, and chicken for meat, feathers and eggs. The Mikrotis make up the farmers and commonly grow wheat, peppers, corn, potatoes, cabbage, grapes, goards, apples, plums, peaches, nuts, pears and olives. Whatever a Mikrotis harvested is distributed three ways. 30% goes to the stores, 40% goes to the Polemis or Ergatis whose land the Mikrotis lived and worked on, and the remaining 30% is distributed to the Mikrotis to trade and eat.
• Currency: Dohna currency are small diamond coins, called Scales, made of gold with holes in the middle in them to string them on one’s belt. A Ergatis can survive day by day if they can make at least 20 Scales.
• Valued Resources: The Dohnans consider three different resources to be their most valuable. The first being their olives, as the oil made from the olives are not only nutritious, but also are used for medical purposes. The second being wine and ale as the Dohnan Mikrotis farm vast vineyards to produce sweet grapes and fruit for even sweeter wine and ale. The last are the Dragons, as they are considered to be Dohna’s greatest weapon as with them, Dohnan army dominates the lands, skies and seas with a variety of domesticated Dragons. Polemis sells these dragons to the highest bidder as trained guard animals or exotic pets. They guard the secrets to breeding dragons with extreme vigilance.
Wyvern: These Dragons are classified by having two legs and two feathered wings. They’re popular with the populous as their wings can be painted with many beautiful and intricate designs. At full maturity they’re about twice the size of a horse.

-Spring Lotus Wyvern: These Wyverns are green in color, but the ends of their tips are a bright pink which reminded their original breeder about spring lotuses.

-Craggy Stonefeather Wyvern: The Craggy Stonefeather gets its name from the fact that its feathers resemble that of a craggy stone Cliffside.

-Green Golden Crested Wyvern: The Green Golden Crested Wyvern is named so due to its green coloration and the beautiful golden colored whip like crest on its head.

-Scarlet Crested Night Wyvern: These Wyverns are only for the wealthy as these difficult to breed Dragons have a red face and whip like crests and dark purple coloration with red at the tips of the feathers.

-Volcanic Ashen Rock Dragon: These Wyvern are grey and brown in color, making them rather ugly but they make excellent guards as they do not require much sleep or water to survive.


Raptors: These dragons are classified by having two legs, two arms but no wings. They are deadly and dangerous pack creatures but are hardy and loyal animals and are often used for races. At full maturity they are about the size of a horse.

-Spiny Razorback Raptor: These Raptors are dark green in coloration and their backs are covered with spikes. Those spikes are usually cut or worn down when needed when they’re about to be ridden.

-Stalking Darkback Raptor: The Stalking Darkback black and grey raptors who are nocturnal hunters, said to be so silent that they rival owls in the sheer amount of quiet that follow them.

-Crested Swamprunner Raptor: The Created Swamprunner are green Raptors with yellow undersides and a bony crest on their heads. They use their crests to announce how healthy they are to potential mates.


Drakes: The Drakes are classified by having four legs and a leathery bat like wings that allows them to glide. They are used as hunting animals against elephants and other large animals. At full maturity they can reach the size of a lion.

-Savage Forest Drake:
These dragons are dark brown to blend into the forests of which they hunt. They are popular with rich hunters or collectors.

-Golden Plains Drake: The Golden Plains Drake has a yellow coloration a line of thick white fur traveling down its spine to blend into the golden fields of which it stalks.

-Horned Night Drake: The Horned Night Drake are colored a dark purple and hunts during the night. The rhino like horn in its nose isn’t use to fight but to show off to potential mates.

-Amber Frilled Drake: This Drake is an amber Drake with a thin line of black fur running down its spine. Its frill is covered in black spots and is used to frighten potential rivals.


Goliath: These Dragons are large powerful, but gentle individuals who spend their time grazing in fields or in forests. The Goliaths are oftentimes taken and ridden as scouts or patrols during peacetime. At full maturity the Goliaths are twice the size of an elephant.

-Tusked Greenback Goliath: This Goliath is colored dark brown with bright green coloration on its back. It’s main feature are its two large tusks which it uses to fight predators and rivals.

-Armored Back Goliath: The Armored Back Goliath is named such because of the many bony plates on its back. The plates is said to be so tough that it can block ballista fire.


Salamanders: These Dragons are amphibious creatures who thrive in the shallows and deep waters. They are used by fishermen to horde large amounts of fish which is shared with the Salamander. At full maturity they grow to be the size of rhino.

-Bloodwater Horned Salamander: This Salamander can be found in the lake to the north. It’s identified by its red coloration and rhino like horn on its nose.

-Murky Palebelly Salamander: The Murky Palebelly is found in pods of 6-9 in the oceans to the south. The Salamander spends its time energetically hunting sharks, turtles and small whales
• Population: ~600000
• Class Demographic: ~140,000 Polemis, ~270,000 Ergatis, ~190,000 Mikrotis
• Species Demographic: ~ 410,000 Humans, ~ 190,000 Keratos
• Empire Strengths
-Strong Economy: Dohna has a thriving economy of miners, skilled workers, and farmers
-Powerful Military: Dohna has a powerful military made up of many warriors and beasts
-Respected Leadership: Dohna’s people stand behind their leaders through everything that will come.
-Massive Food Stores: Dohna’s food reserves can last for years on end during a siege.
-Educated: All Polemis and Ergatis know basic math, how to read, write and have basic militia training.
• Empire Weaknesses
-Frequent minor Mikrotis rebellions: The Mikrotis start small revolts from time to time, which are usually quickly put down.
-Distain of foreigners: Dohna tends to be weary of foreigners and are fiercely independent.
-Isolationists: The Dohnan population generally are cautious and dislike the idea of expanding out of their borders.
• Military: The military is directly run by the King with 20 members of the senate acting as his generals. The military plays a big part in Dohnan society as that is the only way for the Ergatis and Polemis rise through the ranks of society. When a Ergatis reaches their 25th year of service, they will receive a plot of land and become a Polemis. If a Polemis spends another 15 years of service they have a chance to become part of the 600 Councilmen when one dies. The Mikrotis are forced into service and serves as the ranged infantry, the Ergatis making up the melee and spear infantry and Polemis making up the mounted, aquatic and sky forces.
Their navies is rather powerful as well, with strong ships designed to ramming, swift ships designed to support their rammers and large ships that can carry and release dozens of flying and aquatic dragons
• Military Might: At all times Dohna has a standing army of around 11,000 soldiers. At full strength Dohna can muster around 54,000 warriors. At all times Dohna has around 40 Ships of ~7300 Soldiers. At full strength, Dohna can muster around 360 Ships of ~66000 warriors.
The largest army formation Dohna can muster is called the Earth Horde. The Horde is made up of 3 Formations. Each formation is split further of 30 units. There are two types of Formations, the Infantry Formation and the Cavalry Formation.

-The Infantry Formation is made up 12 Melee units, 8 Spear Units, 3 Ranged Units, 2 Artillery Units, and 5 War Drake Units which makes up 4240 Soldiers.
-The Cavalry is made up of 6 Shock Cavalry, 8 Melee Cavalry, 6 Ranged Cavalry, 3 Flying Cavalry, 2 Mounted Bastions Units and 5 War Drake Units which makes up 2314 Soldiers.

A full fleet, called the Water Horde, is made up 40 Ships, of 12 Melee Ships, 16 Missile Ships, 4 Artillery Ships, and 8 Carrier Ships, which makes up 7304 Soldiers.
• Military Strengths:
-Emphasis on powerful melee and shock units.
-Quick and mobile army
-Heavily armed and armored
-Versatile Infantry
-Powerful Navy
• Military Weaknesses:
-Expensive Units
-Lacks skirmishers
-Little focus on missile infantry


Melee Infantry:
Versatile warriors who make up the center of the Dohna’s armies. They number in 160 per unit and fight in 4 ranks of 40.

-Sword Band: Professionally trained Ergatis wearing a chainmail shirt, helmet, grieves and gauntlets, carrying a javelin, shield and sword.

-Axe Band: Professionally trained Ergatis wearing a chainmail shirt, helmet, grieves and gauntlets, carrying a javelin, shield and axe.

-Mace Band: Professionally trained Ergatis wearing a chainmail shirt, helmet, grieves and gauntlets, carrying a javelin, shield and mace.

-Armored Sword Band: Veteran Ergatis wearing plated chainmail, helmet, grieves, and gauntlets. They wield a javelin, shield and sword.

-Armored Axe Band: Veteran Ergatis wearing plated chainmail, helmet, grieves, and gauntlets. They wield a javelin, shield and axe.

-Armored Mace Band: Veteran Ergatis wearing plated chainmail, helmet, grieves, and gauntlets. They wield a javelin, shield and mace.


Spear Infantry: Defensive warriors who guard the right and left wing of an army. They number up to 160 per unit and fight in 6 ranks of 10.

-Spear Band: Professionally trained Ergatis wearing a chainmail shirt, helmet, grieves and gauntlets, carrying a shield and spear.

-Pike Band: Professionally trained Ergatis wearing a chainmail shirt, helmet, grieves and gauntlets, carrying a sword and pike.

-Armored Spear Band: Professionally trained Ergatis wearing a plated chainmail shirt, helmet, grieves and gauntlets, carrying a shield and spear.

-Armored Pike Band:
Professionally trained Ergatis wearing a plated chainmail shirt, helmet, grieves and gauntlets, carrying a sword and pike.


Missile Units: Support infantry that carry weapons that can harass enemies. They number up to 120 per unit and fight in 3 ranks of 40.

-Slinger Mob:
Mikrotis wearing padded leather armor, carrying a sling, a pouch of 30 stones and a dagger.

-Archer Mob:
Mikrotis wearing padded leather armor, carrying a bow, a quiver of 20 arrows and a dagger.

-Javelin Mob:
Mikotis wearing padded leather armor, carrying 10 javelins and a dagger.


Shock Cavalry: Cavalry that is meant to charge into enemy lines, disrupting their formation. They number up to 80 per unit and fight in 5 ranks of 16

-Raptor Lancers:
A Raptor, trained and mounted by a Polemis. The rider is armored like an Armored Bandsman and carries a lance, sword and shield.

-Armored Raptor Lancers:
An armored Raptor, trained and mounted by a veteran Polemis. The Rider is armored like an Armored Bandsman and carries a lance, sword and shield.

-Royal Raptor Riders:
An armored Raptor, trained and mounted by the personal bodyguard of a Councilmen. They are armored like an Armored Bandsman and carries a lance, sword and shield.


Melee Cavalry:
Cavalry that can charge into enemy lines to butcher them in sustained combat. They number up to 80 per unit and fight in 4 ranks of 20.

-Raptor Riders:
A Raptor, trained and mounted by a Polemis. The rider is armored like an Armored Bandsmen and carries a javelin, spear and shield.

-Armored Raptor Riders:
An armored Raptor, trained and mounted by a veteran Polemis. The Rider is armored like an Armored Bandsman and carries a javelin, spear and shield.

-Royal Raptor Riders:
An Armored Raptor, trained and mounted by the personal bodyguard of a Councilmen. They are armored like an Armored Bandsmen and carries a javelin, spear and shield.


Missile Cavalry: Cavalry that was meant to support the Shock and Melee Cavalry. They number up to 80 per unit and fight in 8 ranks of 10.

-Raptor Archers:
A Raptor, trained and mounted by a Polemis. The rider is armored like an Armored Bandsmen and carries a bow, a quiver of 15 arrows and an axe.

-Armored Raptor Archers:
An armored Raptor, trained and mounted by a veteran Polemis. The Rider is armored like an Armored Bandsman and carries a bow, a quiver of 15 arrows and an axe.

-Royal Raptor Archers:
An armored Raptor trained and mounted by the personal bodyguard of a Councilmen. They are armored like an Armored Bandsmen and carries a bow, a quiver of 15 arrows and an axe.


Flying Cavalry:
Flying Cavalry used to disrupt enemy lines and harass enemy skirmishers. They number up to 30 per unit in a loose formation.

-Wyvern Skirmishers:
Wyverns that were trained and mounted by a Polemis. The rider is armored like an Armored Bandsmen and carries 10 javelins, a pike and a sword.

-Armored Wyvern Skirmishers:
Armored Wyverns trained and mounted by a veteran Polemis. The rider is armored like an Armored Bandsmen and carries 10 javelins, a pike and a sword.

-Royal Wyvern Skirmishers:
Armored Wyverns trained and mounted by the personal bodyguard of a Councilmen. They are armored like an Armored Bandsmen and carries 10 javelins, a pike and a sword.


War Beasts: These beasts either fight without or with little support from their Polemis. They are used to confuse and disrupt the enemy lines, scaring cavalry and ripping apart enemy infantry.

-War Drakes:
80 Drakes, accompanied by 40 Polemis, trained to tear apart enemy warriors with zeal. The Polemis are armored like a standard Bandsmen and carries a sword and shield.

-Armored War Drakes:
80 armored Drakes, accompanied by 40 veteran Polemis, trained to tear apart enemy warriors with zeal. The Polemis are armored like Armored Bandsmen and carries a sword and a shield.

-Mounted Goliaths:
12 Goliaths, each mounted by 7 Polemis. The massive creatures charge into enemy lines, crushing enemies under their feet. 1 Polemis steers the Goliath while 4 carries a bow with quivers of 20 arrows and 2 throwing a stock of 10 Javelins. All are armored like standard Bandsmen and is armed with a sword in addition to their ranged weapons.

-Armored Mounted Goliaths:
12 Goliaths, each mounted by 7 veteran Polemis. The massive creatures charge into enemy lines, crushing enemies under their feet. 1 Polemis steers the Goliath while 4 carries a bow with quivers of 20 arrows and 2 throwing a stock of 10 Javelins. All are armored like Armored Bandsmen and is armed with a sword in addition to their ranged weapons.

-Royal Mounted Goliaths:
12 Goliaths, each mounted by 7 of a Councilmen’s personal Bodyguard.. The massive creatures charge into enemy lines, crushing enemies under their feet. 1 Polemis steers the Goliath while 4 carries a bow with quivers of 20 arrows and 2 throwing a stock of 10 Javelins as the Councilmen barks orders from the carriage. All are armored like Armored Bandsmen and is armed with a sword in addition to their ranged weapons.


Artillery:
Long ranged siege equipment designed to break apart fortifications and harass enemy units at extreme range.

-Ballistae:
4 Ballistae, each manned by 10 Ergatis. They fire large shaped rocks or lit clay pots filled with oil that crash into enemy units, causing mayhem and death.

-Catapults:
4 Catapults, each manned by 10 Ergatis. They fling large shaped rocks or beehives into enemy units, causing chaos and death.
Melee Ships: These ships are built with wood covered in leather known as the Kopanos. The Kopanos is designed for both speed and durability and is used to hold enemies in place for missile and carrier ships.

-Sword Band Kopanos: A hardy wooden ship designed to ram enemy ships with frightening force. This Kopanos carries a unit of Sword Bandsmen.

-Axe Band Kopanos: A hardy wooden ship designed to ram enemy ships with frightening force. This Kopanos carries a unit of Axe Bandsmen.

-Mace Band Kopanos: A hardy wooden ship designed to ram enemy ships with frightening force. This Kopanos carries a unit of Mace Bandsmen.

-Raptor Rider Kopanos: A hardy wooden ship designed to ram enemy ships with frightening force. This Kopanos carries a unit of Raptor Riders and their Polemis riders.

-War Drake Kopanos: A hardy wooden ship designed to ram enemy ships with frightening force. This Kopanos carries a unit of War Drakes their Polemis trainers.


Missile Ships: Light Support ships, the missile ships are one of the two the primary sources of damage for the Dohna Navy. The use a light but fragile ship made of wood known as the Vilmas.

-Archer Mob Vilmas: A mobile and swift wooden ship that is used to scout out enemies and provide damaging fire. This Vilmas carries a unit of Archer Mob.

-Slinger Mob Vilmas: A mobile and swift wooden ship that is used to scout out enemies and provide damaging fire. This Vilmas carries a unit of Slinger Mob.

-Javelin Mob Vilmas: A mobile and swift wooden ship that is used to scout out enemies and provide damaging fire. This Vilmas carries a unit of Javelin Mob.


Artillery Ships: The Artillery ship is designed to deal great punishment to enemy vessels from extreme range. Like the missile ships they use the Vilmas as their transport.

-Ballista Vilmas: A mobile and swift wooden ship that is used to scout out enemies and provide supporting fire. This Vilmas carries a single Ballista and a unit of Archer Mob.

-Catapult Vilmas: A mobile and swift wooden ship that is used to scout out enemies and provide supporting fire. This Vilmas carries a single Catapult and a unit of Archer Mob.


Carrier Ships: The Carrier Ships are a new design for the Dohnas. They are large and slow ships made of wood and covered in leather. They release dozens of flying and aquatic dragons to tear apart enemy ships.

-Wyvern Foreas: A large, slow but durable wooden ship that is used to carry aquatic and flying units. This Foreas carries a unit of 48 Wyverns and 320 Armored Polemis carrying swords, javelins and shields.

-Salamander Foreas: A large, slow but durable wooden ship that is used to carry aquatic and flying units. This Foreas carries a unit of 48 Salamanders and 320 Armored Polemis carrying swords, javelins and shields.
• History: Orginally Dohna was a tribe of nomadic raiders, who travelled around the southern parts of Ceris, raiding, pillaging and taking slaves. They were feared as they rode and fought with many deadly reptilian beasts they called Dragons, which made the Dohna a powerful threat to any unfortified town. However even with their Dragons, the Dohna was separated into dozens of smaller tribes that did whatever they wanted and needed to survive, and the current king of Dohna, Otis Lias, knew that they will never be able to survive Ceris now that the king had died. So the young tribe King set off, uniting the tribes one by one, with diplomatic options if he could but with force when diplomacy had failed. Soon after 10 years of uniting his tribes King Otis then set his eyes on a home for his people. He led his tribe to a city that used to belong to a race known as the Keratos, a race of human like creatures with flat nose-less faces and a variety of horns and antlers sprouting from their heads. After a hard siege that lasted three months, Otis broke the gates and led his forces into the city, conquering it and enslaving the Keratos population. He then renamed the city Dohna and established her territory from the great lake to the north to the ocean to the south. He named this location Otis’s Pass as if anyone wished to travel through the pass they would need to pay Dohna a fee otherwise they must walk around the lake, or sail across the ocean or lake.
 
Last edited:
• Empire Name: Dohna
• Empire Adjective: Dohnan
• National Symbol: An orange diamond on a blue background. On the center of the diamond is a sword pointed upwards with grey blade that had a red handle with wings sprouting from the guard..
• Empire Leader: King Otis Lias the Uniter
• Succession: Election. When the king dies, the Councilmen votes for 1 of the 3 Councilmen the previous king had chosen to succeed after him.
• Government: The King has control of laws and all political and domestic decisions. He has a council of 600 elders who advise the king on what should be the next move.
• Slavery: While there aren’t any slaves in Dohna, there are enslaved people, known as Mikrotis and is made of a race known as the Keratos, that used to be tribes that Dohna had taken over through military might but now act as the lowest form of commoner in Dohna. They live and work on the lands of either a Ergatis, land owning Dohnan without voting rights, or Polemis, land owning Dohnan with voting rights.
• Ethics: Within Dohna society there are three ranks of society. The nobility known as the Polemis who are true Dohna citizens who have political rights and own land, the commoners, the Ergatis, the land owners who cannot vote, and the Mikrotis, who are the unpaid farmers with no land or political rights. This is a strict but flexible class system should one be a Ergatis as an Ergatis can become a after 25 years of military service. All citizens however work for the greater good of the nation with the Polemis making up the Dragon Breeders, the Ergatis making up the skilled labor and ranchers and the Mikrotis make up the basic labor.
• Foreign affairs: While originally Dohna would raid nearby lands for food and wealth, since they had settled, they are attempting to establish trade relations with nearby lands. They are still weary of who they mingle with since they do not want their neighbors to learn the secrets of their greatest assets, the Dragons.
• Religion: Dohna a single god. One they called the Great Dragon. They believe that the Great Dragon had chosen them to rear his children. From his feathered wings he created the Wyverns, from his Teeth he created the Raptors, from his Claws he created the Drakes, from his tongue he created the salamander and from his horns he created the Goliaths. He is worshiped as a great creator and protector of Dohna.
• Land Located: Dohna is a single city located in the south, in between a large lake and the ocean.
View attachment 1200
Blue = Territory
Orange = Capital
• Climate: Dohna has temperate with rain every month or so for 5 months, 4 months of dry heat and 3 months of snowy cold.
• Agriculture: The Dohnans have two levels of agriculture that is ranching and farming. Ranching is handled by the Ergatis, who ranch cattle for leather and beef, sheep for wool and mutton and chicken for meat, feathers and eggs. The Mikrotis make up the farmers and commonly grow wheat, peppers, corn, potatoes, cabbage, goards, apples, plums, peaches, nuts, pears and olives. Whatever a Mikrotis harvested is distributed three ways. 30% goes to the stores, 40% goes to the Polemis or Ergatis whose land the Mikrotis lived and worked on, and the remaining 30% is distributed to the Mikrotis to trade and eat.
• Currency: Dohna currency are small diamond coins, called Scales, made of gold with holes in the middle in them to string them on one’s belt. A Ergatis can survive day by day if they can make at least 20 Scales.
• Valued Resources: The Dohnans consider three different resources to be their most valuable. The first being their olives, as the oil made from the olives are not only nutritious, but also are used for medical purposes. The second being raw iron, as the Dohnan Mikrotis mines large amounts of pure raw iron daily, used to make weapons and armor to or to trade. The last are the Dragons, as they are considered to be Dohna’s greatest weapon as with them, Dohnan army dominates the lands, skies and seas with a variety of domesticated Dragons. Polemis sells these dragons to the hiighest bidder as trained guard animal or exotic pets. They guard the secrets to breeding dragons with extreme vigilance.
Wyvern: These Dragons are classified by having two legs and two feathered wings. They’re popular with the populous as their wings can be painted with many beautiful and intricate designs. At full maturity they’re about twice the size of a horse.

-Spring Lotus Wyvern: These Wyverns are green in color, but the ends of their tips are a bright pink which reminded their original breeder about spring lotuses.

-Craggy Stonefeather Wyvern: The Craggy Stonefeather gets its name from the fact that its feathers resemble that of a craggy stone Cliffside.

-Green Golden Crested Wyvern: The Green Golden Crested Wyvern is named so due to its green coloration and the beautiful golden colored whip like crest on its head.

-Scarlet Crested Night Wyvern: These Wyverns are only for the wealthy as these difficult to breed Dragons have a red face and whip like crests and dark purple coloration with red at the tips of the feathers.

-Volcanic Ashen Rock Dragon: These Wyvern are grey and brown in color, making them rather ugly but they make excellent guards as they do not require much sleep or water to survive.


Raptors: These dragons are classified by having two legs, two arms but no wings. They are deadly and dangerous pack creatures but are hardy and loyal animals and are often used for races. At full maturity they are about the size of a horse.

-Spiny Razorback Raptor: These Raptors are dark green in coloration and their backs are covered with spikes. Those spikes are usually cut or worn down when needed when they’re about to be ridden.

-Stalking Darkback Raptor: The Stalking Darkback black and grey raptors who are nocturnal hunters, said to be so silent that they rival owls in the sheer amount of quiet that follow them.

-Crested Swamprunner Raptor: The Created Swamprunner are green Raptors with yellow undersides and a bony crest on their heads. They use their crests to announce how healthy they are to potential mates.


Drakes: The Drakes are classified by having four legs and a leathery bat like wings that allows them to glide. They are used as hunting animals against elephants and other large animals. At full maturity they can reach the size of a horse.

-Savage Forest Drake:
These dragons are dark brown to blend into the forests of which they hunt. They are popular with rich hunters or collectors.

-Golden Plains Drake: The Golden Plains Drake has a yellow coloration a line of thick white fur traveling down its spine to blend into the golden fields of which it stalks.

-Horned Night Drake: The Horned Night Drake are colored a dark purple and hunts during the night. The rhino like horn in its nose isn’t use to fight but to show off to potential mates.

-Amber Frilled Drake: This Drake is an amber Drake with a thin line of black fur running down its spine. Its frill is covered in black spots and is used to frighten potential rivals.


Goliath: These Dragons are large powerful, but gentle individuals who spend their time grazing in fields or in forests. The Goliaths are oftentimes taken and ridden as scouts or patrols during peacetime. At full maturity the Goliaths are half the size larger than an elephant.

-Tusked Greenback Goliath: This Goliath is colored dark brown with bright green coloration on its back. It’s main feature are its two large tusks which it uses to fight predators and rivals.
-Armored Back Goliath: The Armored Back Goliath is named such because of the many bony plates on its back. The plates is said to be so tough that it can block ballista fire.


Salamanders: These Dragons are amphibious creatures who thrive in the shallows and deep waters. They are used by fishermen to horde large amounts of fish which is shared with the Salamander. At full maturity they grow to be the size of Horses.

-Bloodwater Horned Salamander: This Salamander can be found in the lake to the north. It’s identified by its red coloration and rhino like horn on its nose.

-Murky Palebelly Salamander: The Murky Palebelly is found in pods of 6-9 in the oceans to the south. The Salamander spends its time energetically hunting sharks, turtles and small whales
• Population: ~260,000
• Class Demographic: ~40,000 Polemis, ~130,000 Ergatis, ~90,000 Mikrotis
• Species Demographic: ~ 170,000 Humans, ~ 90,000 Keratos
• Empire Strengths
-Strong Economy: Dohna has a thriving economy of miners, skilled workers, and farmers
-Powerful Military: Dohna has a powerful military made up of many warriors and beasts
-Respected Leadership: Dohna’s people stand behind their leaders through everything that will come.
-Massive Food Stores: Dohna’s food reserves can last for years on end during a siege.
-Educated: All Polemis and Ergatis know basic math, how to read, write and have basic militia training.
• Empire Weaknesses
-Frequent minor Mikrotis rebellions: The Mikrotis start small revolts from time to time, which are usually quickly put down.
-Distain of foreigners: Dohna tends to be weary of foreigners and are fiercely independent.
-Isolationists: The Dohnan population generally are cautious and dislike the idea of expanding out of their borders.
• Military: The military is directly run by the King with 20 members of the senate acting as his generals. The military plays a big part in Dohnan society as that is the only way for the Ergatis and Polemis rise through the ranks of society. When a Ergatis reaches their 25th year of service, they will receive a plot of land and become a Polemis. If a Polemis spends another 15 years of service they have a chance to become part of the 600 Councilmen when one dies. The Mikrotis are forced into service and serves as the ranged infantry, the Ergatis making up the melee and spear infantry and Polemis making up the mounted, aquatic and sky forces.
Their navies is rather powerful as well, with strong ships designed to ramming, swift ships designed to support their rammers and large ships that can carry and release dozens of flying and aquatic dragons
• Military Might: At all times Dohna has a force of around ~11,000 defenders. At full strength Dohna can muster around 52,000 warriors. At all times Dohna has around 40 Ships. At full strength, Dohna can muster around 280 ships.
• Military Strengths:
-Emphasis on powerful melee and shock units.
-Quick and mobile army
-Heavily armed and armored
-Versatile Infantry
-Powerful Navy
• Military Weaknesses:
-Expensive Units
-Lacks skirmishers
-Little focus on missile infantry

Melee Infantry:
Versatile warriors who make up the center of the Dohna’s armies. They number in 160 per unit and fight in 4 ranks of 40.

-City Militia: Ergatis with basic training, used to keep order in the city, armored with chainmail shirt and helmet and armed with a short spear and shield.

-Sword Band: Professionally trained Ergatis wearing a chainmail shirt, helmet, grieves and gauntlets, carrying a javelin, shield and sword.

-Axe Band: Professionally trained Ergatis wearing a chainmail shirt, helmet, grieves and gauntlets, carrying a javelin, shield and axe.

-Armored Sword Band: Veteran Ergatis wearing plated chainmail, helmet, grieves, and gauntlets. They wield a javelin, shield and sword.

-Armored Sword Band: Veteran Ergatis wearing plated chainmail, helmet, grieves, and gauntlets. They wield a javelin, shield and sword.


Spear Infantry: Defensive warriors who guard the right and left wing of an army. They number up to 160 per unit and fight in 6 ranks of 10.

-Spear Band: Professionally trained Ergatis wearing a chainmail shirt, helmet, grieves and gauntlets, carrying a shield and spear.

-Pike Band: Professionally trained Ergatis wearing a chainmail shirt, helmet, grieves and gauntlets, carrying a sword and pike.

-Armored Spear Band: Professionally trained Ergatis wearing a chainmail shirt, helmet, grieves and gauntlets, carrying a shield and spear.

-Armored Pike Band:
Professionally trained Ergatis wearing a chainmail shirt, helmet, grieves and gauntlets, carrying a sword and pike.


Missile Units: Support infantry that carry weapons that can harass enemies. They number up to 120 per unit and fight in 3 ranks of 40.

-Slinger Mob:
Mikrotis wearing padded leather armor, carrying a sling, a pouch of 30 stones and a dagger.

-Archer Mob:
Mikrotis wearing padded leather armor, carrying a bow, a quiver of 20 arrows and a dagger.

-Javelin Mob:
Mikotis wearing padded leather armor, carrying 10 javelins and a dagger.


Shock Cavalry: Cavalry that is meant to charge into enemy lines, disrupting their formation. They number up to 80 per unit and fight in 5 ranks of 16

-Raptor Lancer:
A Raptor, trained and mounted by a Polemis. The rider is armored like an Armored Bandsman and carries a lance, sword and shield.

-Armored Raptor Lancer:
An armored Raptor, trained and mounted by a veteran Polemis. The Rider is armored like an Armored Bandsman and carries a lance, sword and shield.

-Royal Raptor Rider:
An armored Raptor, trained and mounted by the personal bodyguard of a Councilmen. They are armored like an Armored Bandsman and carries a lance, sword and shield.


Melee Cavalry:
Cavalry that can charge into enemy lines to butcher them in sustained combat. They number up to 80 per unit and fight in 4 ranks of 20.

-Raptor Rider:
A Raptor, trained and mounted by a Polemis. The rider is armored like an Armored Bandsmen and carries a javelin, spear and shield.

-Armored Raptor Rider:
An armored Raptor, trained and mounted by a veteran Polemis. The Rider is armored like an Armored Bandsman and carries a javelin, spear and shield.

-Royal Raptor Rider:
An Armored Raptor, trained and mounted by the personal bodyguard of a Councilmen. They are armored like an Armored Bandsmen and carries a javelin, spear and shield.


Missile Cavalry: Cavalry that was meant to support the Shock and Melee Cavalry. They number up to 80 per unit and fight in 8 ranks of 10.

-Raptor Archer:
A Raptor, trained and mounted by a Polemis. The rider is armored like an Armored Bandsmen and carries a bow, a quiver of 15 arrows and an axe.

-Armored Raptor Archer:
An armored Raptor, trained and mounted by a veteran Polemis. The Rider is armored like an Armored Bandsman and carries a bow, a quiver of 15 arrows and an axe.

-Royal Raptor Archers:
An armored Raptor trained and mounted by the personal bodyguard of a Councilmen. They are armored like an Armored Bandsmen and carries a bow, a quiver of 15 arrows and an axe.


Flying Cavalry:
Flying Cavalry used to disrupt enemy lines and harass enemy skirmishers. They number up to 30 per unit in a loose formation.

-Wyvern Skirmishers:
Wyverns that were trained and mounted by a Polemis. The rider is armored like an Armored Bandsmen and carries 10 javelins, a pike and a sword.

-Armored Wyvern Skirmishers:
Armored Wyverns trained and mounted by a veteran Polemis. The rider is armored like an Armored Bandsmen and carries 10 javelins, a pike and a sword.

-Royal Wyvern Skirmisher:
Armored Wyverns trained and mounted by the personal bodyguard of a Councilmen. They are armored like an Armored Bandsmen and carries 10 javelins, a pike and a sword.


War Beasts: These beasts either fight without or with little support from their Polemis. They are used to confuse and disrupt the enemy lines, scaring cavalry and ripping apart enemy infantry.

-War Drakes:
20 Drakes, each accompanied by 4 Polemis, trained to tear apart enemy warriors with zeal. The Polemis are armored like a standard Bandsmen and carries a sword and shield.

-Armored War Drakes:
20 armored Drakes, each accompanied by 4 veteran Polemis, trained to tear apart enemy warriors with zeal. The Polemis are armored like Armored Bandsmen and carries a sword and a shield.

-Mounted Goliaths:
6 Goliaths, each mounted by 7 Polemis. The massive creatures charge into enemy lines, crushing enemies under their feet. 1 Polemis steers the Goliath while 4 carries a bow with quivers of 20 arrows and 2 throwing a stock of 10 Javelins. All are armored like standard Bandsmen and is armed with a sword in addition to their ranged weapons.

-Armored Mounted Goliaths:
6 Goliaths, each mounted by 7 veteran Polemis. The massive creatures charge into enemy lines, crushing enemies under their feet. 1 Polemis steers the Goliath while 4 carries a bow with quivers of 20 arrows and 2 throwing a stock of 10 Javelins. All are armored like Armored Bandsmen and is armed with a sword in addition to their ranged weapons.

-Royal Mounted Goliaths:
6 Goliaths, each mounted by 7 of a Councilmen’s personal Bodyguard.. The massive creatures charge into enemy lines, crushing enemies under their feet. 1 Polemis steers the Goliath while 4 carries a bow with quivers of 20 arrows and 2 throwing a stock of 10 Javelins as the Councilmen barks orders from the carriage. All are armored like Armored Bandsmen and is armed with a sword in addition to their ranged weapons.


Artillery:
Long ranged siege equipment designed to break apart fortifications and harass enemy units at extreme range.

-Ballista:
4 Ballistae, each manned by 10 Ergatis. They fire large shaped rocks or lit clay pots filled with oil that crash into enemy units, causing mayhem and death.

-Catapult:
4 Catapults, each manned by 10 Ergatis. They fling large shaped rocks or beehives into enemy units, causing chaos and death.
Melee Ships: These ships are built with wood covered in leather known as the Kopanos. The Kopanos is designed for both speed and durability and is used to hold enemies in place for missile and carrier ships.

-Sword Band Kopanos: A hardy wooden ship designed to ram enemy ships with frightening force. This Kopanos carries a unit of Sword Bandsmen.

-Axe Band Kopanos: A hardy wooden ship designed to ram enemy ships with frightening force. This Kopanos carries a unit of Axe Bandsmen.

-Raptor Rider Kopanos: A hardy wooden ship designed to ram enemy ships with frightening force. This Kopanos carries a unit of Raptor Riders and their Polemis riders.


Missile Ships: Light Support ships, the missile ships are one of the two the primary sources of damage for the Dohna Navy. The use a light but fragile ship made of wood known as the Vilmas.

-Archer Mob Vilmas: A mobile and swift wooden ship that is used to scout out enemies and provide damaging fire. This Vilmas carries a unit of Archer Mob.

-Slinger Mob Vilmas: A mobile and swift wooden ship that is used to scout out enemies and provide damaging fire. This Vilmas carries a unit of Slinger Mob.


Artillery Ships: The Artillery ship is designed to deal great punishment to enemy vessels from extreme range. Like the missile ships they use the Vilmas as their transport.

-Ballista Vilmas: A mobile and swift wooden ship that is used to scout out enemies and provide supporting fire. This Vilmas carries a single Ballista and half a unit of Archers.

Carrier Ships: The Carrier Ships are a new design for the Dohnas. They are large and slow ships made of wood and covered in leather. They release dozens of flying and aquatic dragons to tear apart enemy ships.

-Wyvern Foreas: A large, slow but durable wooden ship that is used to carry aquatic and flying units. This Foreas carries a unit of 48 Wyverns and a 320 Armored Polemis carrying swords, javelins and shields.

-Salamander Foreas: A large, slow but durable wooden ship that is used to carry aquatic and flying units. This Foreas carries a unit of 48 Salamanders. a 320Armored Polemis carrying swords, javelins and shields.
• History: Orginally Dohna was a tribe of nomadic raiders, who travelled around the southern parts of Ceris, raiding, pillaging and taking slaves. They were feared as they rode and fought with many deadly reptilian beasts they called Dragons, which made the Dohna a powerful threat to any unfortified town. However even with their Dragons, the Dohna was separated into dozens of smaller tribes that did whatever they wanted and needed to survive, and the current king of Dohna, Otis Lias, knew that they will never be able to survive Ceris now that the king had died. So the young tribe King set off, uniting the tribes one by one, with diplomatic options if he could but with force when diplomacy had failed. Soon after 10 years of uniting his tribes King Otis then set his eyes on a home for his people. He led his tribe to a city that used to belong to a race known as the Keratos, a race of human like creatures with flat nose-less faces and a variety of horns and antlers sprouting from their heads. After a hard siege that lasted three months, Otis broke the gates and led his forces into the city, conquering it and enslaving the Keratos population. He then renamed the city Dohna and established her territory from the great lake to the north to the ocean to the south. He named this location Otis’s Pass as if anyone wished to travel through the pass they would need to pay Dohna a fee otherwise they must walk around the lake, or sail across the ocean or lake.
Whistle. Damn dude. Might need to up my game.
 
Last edited:
Heads up that I created a minor description of the defences of my capital, because look at where it's situated. Couldn't give up the opportunity.
 
Welp. Half way done and I have to start the CS again as I remembered this lacked magic. xD
 
Back
Top