Ceris - A Nationbuilding RP (OOC)

Hi! I'm so sorry for disappearing so suddenly. A family emergency came up and I had to go out of town and got busy with the rituals and stuff. I'm back now, sorry for the delay.

We'll just hold on for @Enki 's CS. Land size is not a problem, but I hope you realise land size=/=power. If that's clear go ahead.

@Littlemankitten you can join up! Just make a CS, mark your spot on the map and we'll be good.

As far as I remember @TheGreenerGrey had a friend wanting to join? Any updates on that?
 
  • Empire Name: High Kingdom of Mork'al
  • Empire Adjective: Morkish
  • National Symbol:


  • Empire Leader: King Thaghotum Steelfist
  • Succession: Birthright
  • Government: The royal family controls most aspects of the government, the king has complete power over foreign relations and military, while he appoints members of his family, or very rarely high class citizens or military figures, to be advisors for the other manners of government.
  • Slavery: Slavery is tolerated only for criminals or prisoners of war. Any slavery for normal citizens is strictly forbidden and punished by death or enslavement of the slaver.
  • Ethics: While mostly authoritarian with strict rules, the kingdom values its citizens above most other things. With only the royal family and security above them. Commoners are treated the lowest of its common citizens but are still viewed as diligent hardworking people that require respect because of the work they put into help building the kingdom. Middle class status is even more respected as in order to get there one often has to do something worthy of the attention of the royal family to promote them to middle class. High class citizens are viewed with the utmost respect as in order to achieve such a status you have to have done something to greatly benefit the kingdom in such a way that the royal family believe one is worthy to be among the same status as themselves. Criminals are the only people in its borders that it views with disrespect and are often flogged or punished by its citizens just for fun.
  • Foreign affairs: The Mork's like to maintain a peaceful and friendly relation with other countries, especially those that value hard work and diligence. They tend not to trade as they believe that things they cant get themselves aren't needed or deserved. Though exceptions do arise. If other countries start to act hostile towards them however they wont hesitate to act hostile back, however offensive action is very rare for Mork's and most wars are defensive.
  • Religion: Mork's do not believe in a god, believing that hard work and ways to contribute to the kingdom is the thing that most should strive for.
  • Land Located: The Mork's are located in the mountains of Mork'al. There are some parts of their territory that extends away from the mountains, but these are the least populated parts and are mostly just there for agriculture purposes.

  • Climate: For most of its territory the kingdom is a high arid forest. Though to the north it becomes very hot desert.
  • Agriculture: Most of its agriculture is maintained by its territory to the north and south of the mountains, where food is easier to grow and maintain. However there are some farms in the mountains where enough land is available where most of their alcohol is made.
  • Currency: The lowest form of currency is Kurtan's (basically bronze coins) the middle form is Juryal's (silver coins) and the highest form are Ukbin's (Gold coins)
  • Valued Resources: Lots of alcoholic plants, and huge supply of bronze, iron, tin, coal, silver and gold.
  • Population: 350,000
  • Class Demographic: 0.1% royal family, 1% high class, 20% middle class, 71% commoners, 5% military, 2.9% slaves
  • Species Demographic: ~85% dwarves, 10% humans, 5% other races
  • Empire Strengths: Extremely diligent, loyal, and hard working citizens. Huge reserves of metals. Most cities are carved into mountains, making them easily defended.
  • Empire Weaknesses: Most of its citizens don't want to travel outside of its borders, earthquakes and landslides are common.
  • Military: The Mork military is extremely defensive, with almost no offensive capabilities. The common foot solider is heavily armored, with full chainmail and a mix of longswords and battleaxes. They have no light units. The heavy unites are armored with full steel, chestplates, greaves, gauntlets, high boots, shoulderpads, and full helms are the normal. Calvary is unheard of for the dwarves. Ranged consists of crossbows and heavy siege equipment that's been modified for defensive capabilities.
  • Military Might:~17,500 total. 40% foot soldiers, 30% heavy soldiers, 20% crossbowman, 10% siege equipment operators.
  • Military Strengths: Unrivaled defensive power, Very heavily armored units, ballistas, catapults, and other such things are often deployed in battles.
  • Military Weaknesses: No light units or cavalry so armies are very slow, armies are trained only to fight in its territory, so any offensive action will be unprepared for.
  • History: The High Kingdom of Mork'al is among the oldest and most established of the current kingdoms. The dwarves have fought over the Mork'al mountains for as long as they've been in Ceris and the high kingdom of Mork'al is only the most recent iteration of the dwarven kingdoms in the mountains.
 
Last edited:
  • Empire Name: High Kingdom of Mork'al
  • Empire Adjective: Mork's
  • National Symbol:


  • Empire Leader: King Thaghotum Steelfist
  • Succession: Birthright
  • Government: The royal family controls most aspects of the government, the king has complete power over foreign relations and military, while he appoints members of his family, or very rarely high class citizens or military figures, to be advisors for the other manners of government.
  • Slavery: Slavery is tolerated only for criminals or prisoners of war. Any slavery for normal citizens is strictly forbidden and punished by death or enslavement of the slaver.
  • Ethics: While mostly authoritarian with strict rules, the kingdom values its citizens above most other things. With only the royal family and security above them. Commoners are treated the lowest of its common citizens but are still viewed as diligent hardworking people that require respect because of the work they put into help building the kingdom. Middle class status is even more respected as in order to get there one often has to do something worthy of the attention of the royal family to promote them to middle class. High class citizens are viewed with the utmost respect as in order to achieve such a status you have to have done something to greatly benefit the kingdom in such a way that the royal family believe one is worthy to be among the same status as themselves. Criminals are the only people in its borders that it views with disrespect and are often flogged or punished by its citizens just for fun.
  • Foreign affairs: The Mork's like to maintain a peaceful and friendly relation with other countries, especially those that value hard work and diligence. They tend not to trade as they believe that things they cant get themselves aren't needed or deserved. Though exceptions do arise. If other countries start to act hostile towards them however they wont hesitate to act hostile back, however offensive action is very rare for Mork's and most wars are defensive.
  • Religion: Mork's do not believe in a god, believing that hard work and ways to contribute to the kingdom is the thing that most should strive for.
  • Land Located: The Mork's are located in the mountains of Mork'al. There are some parts of their territory that extends away from the mountains, but these are the least populated parts and are mostly just there for agriculture purposes.

  • Climate: For most of its territory the kingdom is a high arid forest. Though to the north it becomes very hot desert.
  • Agriculture: Most of its agriculture is maintained by its territory to the north and south of the mountains, where food is easier to grow and maintain. However there are some farms in the mountains where enough land is available where most of their alcohol is made.
  • Currency: The lowest form of currency is Kurtan's (basically bronze coins) the middle form is Juryal's (silver coins) and the highest form are Ukbin's (Gold coins)
  • Valued Resources: Lots of alcoholic plants, and huge supply of bronze, iron, tin, coal, silver and gold.
  • Population: 350,000
  • Class Demographic: 0.1% royal family, 1% high class, 20% middle class, 71% commoners, 5% military, 2.9% slaves
  • Species Demographic: ~85% dwarves, 10% humans, 5% other races
  • Empire Strengths: Extremely diligent, loyal, and hard working citizens. Huge reserves of metals. Most cities are carved into mountains, making them easily defended.
  • Empire Weaknesses: Most of its citizens don't want to travel outside of its borders, earthquakes and landslides are common.
  • Military: The Mork military is extremely defensive, with almost no offensive capabilities. The common foot solider is heavily armored, with full chainmail and a mix of longswords and battleaxes. They have no light units. The heavy unites are armored with full steel, chestplates, greaves, gauntlets, high boots, shoulderpads, and full helms are the normal. Calvary is unheard of for the dwarves. Ranged consists of crossbows and heavy siege equipment that's been modified for defensive capabilities.
  • Military Might:~17,500 total. 40% foot soldiers, 30% heavy soldiers, 20% crossbowman, 10% siege equipment operators.
  • Military Strengths: Unrivaled defensive power, Very heavily armored units, ballistas, catapults, and other such things are often deployed in battles.
  • Military Weaknesses: No light units or cavalry so armies are very slow, armies are trained only to fight in its territory, so any offensive action will be unprepared for.
  • History: The High Kingdom of Mork'al is among the oldest and most established of the current kingdoms. The dwarves have fought over the Mork'al mountains for as long as they've been in Ceris and the high kingdom of Mork'al is only the most recent iteration of the dwarven kingdoms in the mountains.

Cool dwarves. That's pretty boss. :)
 
Hi! I'm so sorry for disappearing so suddenly. A family emergency came up and I had to go out of town and got busy with the rituals and stuff. I'm back now, sorry for the delay.

We'll just hold on for @Enki 's CS. Land size is not a problem, but I hope you realise land size=/=power. If that's clear go ahead.

@Littlemankitten you can join up! Just make a CS, mark your spot on the map and we'll be good.

As far as I remember @TheGreenerGrey had a friend wanting to join? Any updates on that?
Yeah not happening, bunch of IRL stuff came up with them.
 
  • Empire Name: High Kingdom of Mork'al
  • Empire Adjective: Mork's
  • National Symbol:


  • Empire Leader: King Thaghotum Steelfist
  • Succession: Birthright
  • Government: The royal family controls most aspects of the government, the king has complete power over foreign relations and military, while he appoints members of his family, or very rarely high class citizens or military figures, to be advisors for the other manners of government.
  • Slavery: Slavery is tolerated only for criminals or prisoners of war. Any slavery for normal citizens is strictly forbidden and punished by death or enslavement of the slaver.
  • Ethics: While mostly authoritarian with strict rules, the kingdom values its citizens above most other things. With only the royal family and security above them. Commoners are treated the lowest of its common citizens but are still viewed as diligent hardworking people that require respect because of the work they put into help building the kingdom. Middle class status is even more respected as in order to get there one often has to do something worthy of the attention of the royal family to promote them to middle class. High class citizens are viewed with the utmost respect as in order to achieve such a status you have to have done something to greatly benefit the kingdom in such a way that the royal family believe one is worthy to be among the same status as themselves. Criminals are the only people in its borders that it views with disrespect and are often flogged or punished by its citizens just for fun.
  • Foreign affairs: The Mork's like to maintain a peaceful and friendly relation with other countries, especially those that value hard work and diligence. They tend not to trade as they believe that things they cant get themselves aren't needed or deserved. Though exceptions do arise. If other countries start to act hostile towards them however they wont hesitate to act hostile back, however offensive action is very rare for Mork's and most wars are defensive.
  • Religion: Mork's do not believe in a god, believing that hard work and ways to contribute to the kingdom is the thing that most should strive for.
  • Land Located: The Mork's are located in the mountains of Mork'al. There are some parts of their territory that extends away from the mountains, but these are the least populated parts and are mostly just there for agriculture purposes.

  • Climate: For most of its territory the kingdom is a high arid forest. Though to the north it becomes very hot desert.
  • Agriculture: Most of its agriculture is maintained by its territory to the north and south of the mountains, where food is easier to grow and maintain. However there are some farms in the mountains where enough land is available where most of their alcohol is made.
  • Currency: The lowest form of currency is Kurtan's (basically bronze coins) the middle form is Juryal's (silver coins) and the highest form are Ukbin's (Gold coins)
  • Valued Resources: Lots of alcoholic plants, and huge supply of bronze, iron, tin, coal, silver and gold.
  • Population: 350,000
  • Class Demographic: 0.1% royal family, 1% high class, 20% middle class, 71% commoners, 5% military, 2.9% slaves
  • Species Demographic: ~85% dwarves, 10% humans, 5% other races
  • Empire Strengths: Extremely diligent, loyal, and hard working citizens. Huge reserves of metals. Most cities are carved into mountains, making them easily defended.
  • Empire Weaknesses: Most of its citizens don't want to travel outside of its borders, earthquakes and landslides are common.
  • Military: The Mork military is extremely defensive, with almost no offensive capabilities. The common foot solider is heavily armored, with full chainmail and a mix of longswords and battleaxes. They have no light units. The heavy unites are armored with full steel, chestplates, greaves, gauntlets, high boots, shoulderpads, and full helms are the normal. Calvary is unheard of for the dwarves. Ranged consists of crossbows and heavy siege equipment that's been modified for defensive capabilities.
  • Military Might:~17,500 total. 40% foot soldiers, 30% heavy soldiers, 20% crossbowman, 10% siege equipment operators.
  • Military Strengths: Unrivaled defensive power, Very heavily armored units, ballistas, catapults, and other such things are often deployed in battles.
  • Military Weaknesses: No light units or cavalry so armies are very slow, armies are trained only to fight in its territory, so any offensive action will be unprepared for.
  • History: The High Kingdom of Mork'al is among the oldest and most established of the current kingdoms. The dwarves have fought over the Mork'al mountains for as long as they've been in Ceris and the high kingdom of Mork'al is only the most recent iteration of the dwarven kingdoms in the mountains.
Wouldn't a better Adjective be something along the lines of Morkish? Because Mork's implies that someone called Mork owns something, while Morkish implies that the item in question was created created by one of your race.
 
Wouldn't a better Adjective be something along the lines of Morkish? Because Mork's implies that someone called Mork owns something, while Morkish implies that the item in question was created created by one of your race.
Your right, I'm pretty bad at naming stuff so I kinda rushed it. Will edit that part at least, the rest of it to lazy
 
@Littlemankitten sweet CS! I'm really looking forward to RP with all of you! Just one thing - what do you mean by alcoholic plants? As far as I know, alcohol can be made out of literally any plants.
 
@Littlemankitten sweet CS! I'm really looking forward to RP with all of you! Just one thing - what do you mean by alcoholic plants? As far as I know, alcohol can be made out of literally any plants.
Well what I was thinking was the dwarves have plants that aren't found anywhere else and their only use is alcohol, so they basically have special kinds of brews that no one else has unless its traded. (Not necessarily higher quality just very unique)
 
We're still waiting on Enki right?

Yep, yep. I'll close the thread once Enki is done. I think we have enough players, right? @Reborn did show interest so we can always wait for them or fit them in later, however they wish.

Well what I was thinking was the dwarves have plants that aren't found anywhere else and their only use is alcohol, so they basically have special kinds of brews that no one else has unless its traded. (Not necessarily higher quality just very unique)

Okay, that works. Kind of like how only the Native Americans had tobacco, right?
 
Okay sorted. Let's hold up for Enki. I'll start writing the opening post till then.
 
  • Empire Name: Tzardom of Sventia
  • Empire Adjective: Sventian
  • National Symbol:
    Volga_Bulgaria.png
  • Empire Leader: Tzar Varog Sokolov
  • Succession: Agnatic-Cognatic Primogeniture
  • Government: Tzar and his Grand Council take care of things in this Absolute Monarchy.
  • Slavery: What? Slavery in the glorious Tzardom of Svenia? Nonsense. There are only re-education camps in the snow regions and people work/die there ''voluntarily.''
  • Foreign affairs: Xenophobia tells it. They think that others are untrustworthy and inferior, so their affairs are pretty bad.
  • Religion: Worship of a singular creator named Velith
  • Land Located: Sventian Sub-Continent
  • Climate: Cold and frozen most of the time, some times it rains and is somewhat warm in the isles and northern regions.
  • Agriculture: Raiding, Hunting, Farming. Northern regions do the farming, southern regions do the hunting and the Isles do the raiding.
  • Currency: Bartering.
  • Valued Resources: Steel, horses, special dishes of food, fox fur, stolen goods and that's about it.
  • Population: Roughly 150 000 in the snowlands, closer to 350 000 in the plains, and roughly 100 000 in the isles.
  • Class Demographic: 45% farmers, 17% warriors, 10% merchants, 2% clergy, 1% nobility, 17% slaves.
  • Species Demographic: Humans
  • Empire Strengths: Accustomed to the winter and harsh environment.
  • Empire Weaknesses: Somewhat bad connections and abilities to send information from one place to the other are quite limited. What did you expect from a place with lots of snow? That and some regions are dependent on the others. Cultural differences are still quite visible.
  • Military: Military training is harsh and conducted most of the time in the snow regions for the non-horseback warriors. The ones who own a horse shall be made part of the royal horsemen's army who experience training in the fields. Extended conscription is at hand, with everyone who become 16 will be sent to the army for two years. After the two years they will return to civil life but are required to come back to the army during times of war.
  • Military Might: 30 000 horseback warriors, 70 000 non-horseback warriors. Horseback warriors are split into archers, spearmen and swordsmen, while non-horseback are only archers and axemen.
  • Military Strengths: Horseback combat, winter combat, slight experience on plains.
  • Military Weaknesses: Malnourishment of the soldiers and their tendencies of going against their military generals if they can raid the settlements of the enemy countries. AKA they get distracted pretty easily. Just give them a village and they will raid it even if they were tasked not to. Most of the army are youth so that has an effect on the soldiers.
  • History: Throughout the years several tribes were settled in this region that fought war with one another despite being somewhat similiar to one another. Roughly three hundred years ago the unifications begun to happen. First it was just through few marriages that the realms begun to get together around the same time when feudalism was adopted. Soon the idea of united Sventia begun to rise and all of the major rulers in the region begun to fight for this goal. It was the family of Sokolov that managed to unite the sub-continent sixteen years ago. This lead to the birth of great Tzardom of Sventia and the concept of Pan-Sventism was put into place even harder with attempts at unifying the cultures of the empire into one singular. So far it has been somewhat successful, but there is still much work to be done. As part the tr adition re-education camps for criminals and prisoners alike are still set up all across the snow regions where the people work hard and die hard at the local mines and forests voluntarily.
 
Last edited:
  • Empire Name: Tzardom of Sventia
  • Empire Adjective: Sventian
  • National Symbol:
    Volga_Bulgaria.png
  • Empire Leader: Tzar Varog Sokolov
  • Succession: Agnatic-Cognatic Primogeniture
  • Government: Tzar and his Grand Council take care of things in this Absolute Monarchy.
  • Slavery: What? Slavery in the glorious Tzardom of Svenia? Nonsense. There are only re-education camps in the snow regions and people work/die there ''voluntarily.''
  • Foreign affairs: Xenophobia tells it. They think that others are untrustworthy and inferior, so their affairs are pretty bad.
  • Religion: Worship of a singular creator named Velith
  • Land Located: Sventian Sub-Continent
  • Climate: Cold and frozen most of the time, some times it rains and is somewhat warm in the isles and northern regions.
  • Agriculture: Raiding, Hunting, Farming. Northern regions do the farming, southern regions do the hunting and the Isles do the raiding.
  • Currency: Bartering.
  • Valued Resources: Steel, horses, special dishes of food, fox fur, stolen goods and that's about it.
  • Population: Roughly 150 000 in the snowlands, closer to 350 000 in the plains, and roughly 100 000 in the isles.
  • Class Demographic: 45% farmers, 25% warriors, 10% merchants, 2% clergy, 1% nobility, 17% slaves.
  • Species Demographic: Humans
  • Empire Strengths: Accustomed to the winter and harsh environment.
  • Empire Weaknesses: Somewhat bad connections and abilities to send information from one place to the other are quite limited. What did you expect from a place with lots of snow? That and some regions are dependent on the others. Cultural differences are still quite visible.
  • Military: Military training is harsh and conducted most of the time in the snow regions for the non-horseback warriors. The ones who own a horse shall be made part of the royal horsemen's army who experience training in the fields. Extended conscription is at hand, with everyone who become 16 will be sent to the army for two years. After the two years they will return to civil life but are required to come back to the army during times of war.
  • Military Might: 70 000 horseback warriors, 150 000 non-horseback warriors. Horseback warriors are split into archers, spearmen and swordsmen, while non-horseback are only archers and axemen.
  • Military Strengths: Horseback combat, winter combat, slight experience on plains.
  • Military Weaknesses: Malnourishment of the soldiers and their tendencies of going against their military generals if they can raid the settlements of the enemy countries. AKA they get distracted pretty easily. Just give them a village and they will raid it even if they were tasked not to.
  • History: Throughout the years several tribes were settled in this region that fought war with one another despite being somewhat similiar to one another. Roughly three hundred years ago the unifications begun to happen. First it was just through few marriages that the realms begun to get together around the same time when feudalism was adopted. Soon the idea of united Sventia begun to rise and all of the major rulers in the region begun to fight for this goal. It was the family of Sokolov that managed to unite the sub-continent sixteen years ago. This lead to the birth of great Tzardom of Sventia and the concept of Pan-Sventism was put into place even harder with attempts at unifying the cultures of the empire into one singular. So far it has been somewhat successful, but there is still much work to be done. As part the tr adition re-education camps for criminals and prisoners alike are still set up all across the snow regions where the people work hard and die hard at the local mines and forests voluntarily.
I support this except for two things.
Yer military is more than 1/3 of your whole population and the fact that most of your acting soldiers are 16 years old isn't listed as a weakness.
Oh and where do these 'stolen goods' come from?
 
I support this except for two things.
Yer military is more than 1/3 of your whole population and the fact that most of your acting soldiers are 16 years old isn't listed as a weakness.
Oh and where do these 'stolen goods' come from?
Roightie. I'll fix the age thingie. Also stolen goods. Well. Raiding, duhh.
 
Roightie. I'll fix the age thingie. Also stolen goods. Well. Raiding, duhh.
Yes the problem with that is from who. I can't imagine peace would last long between us if my nobles discovered you've been raiding our trade caravans.
 
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