Lazzamore

WAAAAAAAAAA-
Welcome to the OOC and Sign up page for The Chronicled World NRP. Any questions regarding this roleplay should be asked here.

Anyhow, let me paste the lore from the bulletin board post.

The Races:
Blood Elves
Blood Elves once came from the empire of Blood Isle. They were once the mightiest people in Adma, both capable and willing to demand obediance from the rest of the world through the tip of the sword. They still remain a legend of physical strength and battle stamina, hulking giants of power, both of brawn and magic. But their political power ended after spending all their resources on a mad genocide of all humans. Still, humans remain rare, though extant, but the Empire of Blood Isle would never recovered there costs.

They are known for their bodies uniquely large amount of blood stored in their bodies, making them hard to defeat in ordinary warfare. But much of there power came from the dread tied to the glorious Blood Isle Empire, once ruled by the family Blood.

The Blood family were the ruling class and descendants of Blood Titan, a legend and hero of his people. The tales of his exploits are often too fantastic to be believed, but it has been verified that he was magically resurrected atleast once, to rule his people once again.

Now, Blood Elves are bitter and violent. Never cross one, for they keep grudges and form feuds easily.
Gnomes
Gnomes are smart, curious and tinkering beings. The first race to incorperate clock-work into the body for medical purposes, it is said that the Kingdom of Gnomora used clocks as a currency.

So important is clockwork to Gnomish society that almost all unearthed Gnomish ruins contain atleast one clock tower, and some even still function. In old times, Gnomes even formed their clockwork into weapons of wonderous power, swords with spinning teeth and crossbows that armed themselves.

Then the earthrage: Their libraries burned, and their towers fell to the magma. Much of what made them great has now been forgotten.

Today Gnomes are short, hairy dwarf-cousins, who often suffer from poor eyesight, and are blessed with remarkable foresight.
Orcs
Orcs lives, their history, and their culture is marked by one theme over all others: the waging of war. It is so ingrained in Orc culture that a leader is rarely measured in any other attribute then his or her ability to lead in war. They are stubborn people who never surrender, and even rarer do they compromise.

Orcs believe the first war of their People was between the hero Bergarg, his orc warband, and the evil king Hurdigrah and his army of trolls and goblins (two creatures later expelled from Hersh, by the orcs following violent uprising). Bergarg, slaying Hurdigrah, instituted the Orcs first religion: the Law of Hib, a moral code kept by the Angel Hib.

Not all orcs follow this code, a religion that Hersh has mostly forgotten about now. But all remember Bergarg for using it to usher the Orcs out of the darkness of Hurdigrah.

Orcs are pale and slightly green, with protruding tusks, piggish faces and strong bodies. They are mostly found in Northdawn, a land they won after three thousand years of war with the Wood Elves (who were also expelled by Orcs), and ironically the land that exploded with lava killing off much of their number.
Fire Nymphs
Fire Nymphs are hated by and hate the Dawn Elves, with whom they share the land of Denzen. For longer then even the Orcs fought the Wood Elves, the Fire Nymph's fought their adversary. But unlike with orcs, it never came to a tidy end, and most likely never will.

Fire Nymphs have an affinity for fire, and a fear of cold. They are imperialistic and thrive on conflict. Despite their name and heritage, they look very human and are not more attractive then any other person.
Wood Nymphs
Naturally at peace with the wild, Wood Nymphs and charismatic and attractive and are rarely industrialists. They have shared the southern have of the Silverglade with the High Elves for millennia in peace.

Unfortunately, there peaceful, kindly culture did them no favors in preparing for and weathering the disasters that struck them in recent years. Their numbers have, as such, greatly been depleted.
High Elves
High Elves are sharp-eyed cousins to Blood Elves and Dawn Elves, born with fantastic vision. It is said that a High Elf can strike a target with an arrow from twice the range of most other creatures after only half the training.

High Elves have a history of wealth. During the reign of Tyrrar, a mighty and oppressive world power before Blood Isle that came roughly 800 years before, The High Elves were aristocrats. Before and after Tyrrar, the High elves resided in resource-rich Silverglade, living in ancient cities and defending themselves with masterfully armed ships and soldiers.

High Elves are fair-skinned, shorter lived and smaller in general among elves, but are considered charismatic and attractive.
Marjari
Savages who migrated to Hersh and Denzen only during the most recent calming of the Kraken sea, a time when the (usually uncrossable) afforementioned sea became more calm and less stormy, Marjari are humanoid fish-men of relatively low intelligence and spiteful dispositions. They have never formed any true, long-lived empires, aside from the infamous cult that followed a sentient dragon known as the Plaguebringer.

Of all races, of course, the Aquatic Marjari took the Earthrage the best, by quite a bit. It would not be surprising to see a member of there large numbers grow to greater stations yet.
Quochezi
An ancient, forgotten race. The Quochezi lived indigenously on the Islands of Quochez before the Sirens migrated up 400 years ago and conquered them.

Always a minor creature in history, Quochezi tend to shy away from the greed and moral-trading that other races become powerful by. But nothing is unheard of, even in their meek history.

Quochezi are Quadrupeds normally, but can stand on their hinds if nescessary. They resemble a slender, beaked and feathered reptile, not unlike a raptor or some dragons.
Slimeling
Little to nothing is remembered about Slimeling origin. It is either believed to be a genetic parasite or a magical blessing that gives them their remarkable powers, but it is generally agreed that they are not a natural race.

They appear strongly Human; but can, with practice, learn to turn to a gelatinous liquid.

Largely mistrusted and always a minority, Slimelings have few historical heroes and never formed a nation for themselves.
Rageborn
Unlike the Slimelings, Rageborn have a clear legend for their unnatural origin: They were the failed experiment of a race of Angels to create the perfect warrior.

While their strength, stamina, regenerative powers and second heart do prove useful on any battlefield, their uncontrollable anger and tendancy to lose themselves in panic attacks during high stress situations make them distrusted as soldiers.

They owe much of their appearance to their Human ancestors, except for their pale skin, unnatural musculature and sharp features.
Dwarves
When Darkness, god of Undeath, first waged war on Adma for Blood Titan running away with and marrying his daughter, the Dwarves were the first in his warpath to be slaughtered, and turned to his undead slaves. Dwarves have never recovered the sprawling empire they have before that incident, nor their once impressive numbers. Still, they grow daily in numbers and cling tightly to their remaining culture, much of which is carved into the underground city ruins and highway tunnels under the Death Mountains.
Halflings
Halflings are commercially minded, wise folk. Short as a dwarf but not so hairy, Halflings greatest hero is known as Amos, the one who would found the city of Amos, and wield the mysterious "Chronicler's Sword" to slay the king of Tyrrar and free Hersh from his tyranical reign.

But no one ever comes back from holding the Chroniclers sword. For although it fulfills your destiny, it's burdon is more then a mortal was ever meant to bare. Amos was never quite the same after his success... he was never truly 'there', they say.
Sirens
A Siren is beautiful, silver-tongued and generally not to be trusted. Sirens in Hersh descend from the Gold-clan, who migrated from the island archipeligo of Myradon to Hersh some 400 years ago and formed El Quochez.

Always female, sirens appears mostly human and require other humanoids to reproduce. This limits their number, coupling with their anarchic and chaotic disposition that makes it hard to get along with one, or integrate her into any society. For this reason the few true Siren countries that rose up in history, such as El Quochez, were short lived and treacherous to deal with.

Their voices are their most potent quality. They can charm or beguile men who here them use their 'true voice', a secondary set of vocal cords that are used mainly when singing, though this effect changes for some creatures (such as with Orcs or Goblins - who simply become enraged hearing it).
Dawn Elves
Long lived and tactical, the Dawn Elves are subject to their intense hatred and warring with the Fire Nymphs.

Warriors as well as poets in culture, Dawn elves are known for their pyrokenitic powers - Control over fire. It is to counter this that led to many old kingdoms producing our fire-proof wood, sealants for wood or new matierials altogether.

Dawn Elves are tall, strong in appearance, and generally have reddish hair and features.
Kobolds
Kobolds are small, weak savages who primarily and bandits and barbarians out of civilised society. Their history is marked by middling and oppression.

Ugly and pale blue humanoids, they stand nearing three feet in height on average. They possess little infrastrucure to add their own design to gthe world, relying mostly on what they can forage and scavenge for.

Kobolds do possess a rich spiritual identity: Even many Orcs recognise the war-god Kajh the Kobolds have been worshipping for centuries, and even have adopted traditions, holidays, and political systems from them to suit the religion.
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Regions:
Northdawn
A land covered in ashes, only new growth is found here. It was once fertile farmland and lush forests; But also the site of the Earthrage, which expanded it's shores quite a bit. It is mostly home to the Orcs and scattered Gnomes.

Death Mountains
Legend says the Death Mountains were once green and fertile, but were cursed by evil renegade Wood Elves bent of the anhialation of those who opposed their nature-centric worldview. Today no plantlife grows on it's surface.

Riddled with ruins, both dwarven and blood elf, these are some of the tallest of all of Adma's mountains.

Hills land
Perhaps hit the softest and bounced back the most since the calamity of the Earthrage, the Hills Lands were the last bastion of Humans before their near extinction at the hands of Blood Isle, as well as the site of the ruins of Amos, a once mighty halfling trade city.

Old Blood Isle
Mostly badlands since the Earthrage, this region is mostly home the remaining Blood Elves, and many of the old cities of Blood Isle.

Silverglade
A lush land of silvery evergreens. When the Earthrage volcanoes erupted, the shockwave formed a tsunami that would scatter the carcasses of Krakens from the nearby Kraken sea over the woodlands.

After the kraken bodies spread their disease, their magical hearts (mysterious constructs made of dark forces) caused the land around them to morph and mutate. Today the Silverglade is still lush, but only just now recovering from the fiendish beasts and monsters that roamed it.

Dragon Bog
The Dragon Bog is home to one of the Eternals, or Ageless Ones, it is said. Few survive encountering her, though not a true Dragon as they have in Hersh, her god-like powers of destruction of fearsome enough for her to be left alone. That is, if you believe those stories.

Silent Mountains
Legend has it that during the peak of all the Dawn Elf and Fire Nymph warfare, there was a huge battle atop the Silent mountains, coating them in the blood of fallen warriors. To honor this tragic battle, neither side will set foot on these mountains, but rumor has it there are strange powers at work there.

Character Sheet
Nation
Name:
Demonym:
(Word for those that live there)
Government: (What sort of structure does this nation use to govern)
Demographics: (Included a rough total Population and races that mostly live there. about 5,000,000 is the most common.)
National Symbol: (Flag, Icon, animal, etc. that is used to represent this people group)
Primary Natural Resources: (What you have the most and might export)
Primary Industry: (What industry(s) runs your nations economy mostly)
Primary Resource Needs: (What resource(s) might your nation be lacking? What might you need to import)
Military: (generally takes up 5-10% of your population. Also, include a bit on how your people would wage war.)
Culture: (Short description of your culture. Holidays and traditions also go here)
Geography: (Description of terrain, and land claim. Each player starts with about 250 square miles, and that may be highlighted yourself in picture form or simply described. (If you highlight too much I will trim it down to size))
Leader
Name/Title:
Race:
Gender:
Bio:
Personality:
Appearance:
Political affiliation:
(Among your people, what would your leader and followers be considered as?)
Opinion on...: (Answer your leader's opinion on the following topics)
Intervening in foreign affairs:
Religion and the state:
The current government model:
Foreign people:
 
I figured I would throw my nation in as a CS entry.

Nation
Name: Gundertog
Demonym: Gundrish
Government: Fundamentalist Monarchy; The King (called the Morttin) is named through traditions religious in nature. The current ruler is Morttin Rawl.
Demographics: ~5,500,000 (97% Orc, 2% Kobold, 1% Other)
National Symbol:
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the gundrish flag is known as the 'Agitog Onkeye', with generally translates to 'Agitog Eternally'. It is a deep green and black banner with the Eye of Agitog (the family emblem of the warlord Agitog) above the Orcish rune-letter for the word 'Onkeye'.
Primary Natural Resources: In order of greatest to least: Peat, Bog Iron, and Ivory of the Horned Crocolisk.
Primary Industry: Peat Farming: The act of foraging or farming for Peat in the mires Gundertog controls. Peat, which can be burned in forges or for warmth, is the greatest and most powerful resource in Gundertog's network, so this trade is held by most of the wealthy merchants.
Iron Foraging: Most iron is foraged out of the streams and bayous so common in the region. Since Bog Iron is important to Gundrish military, those tasked with foraging for it are often held in high esteem.
Primary Resource Needs: Real Estate for farming, and farm goods. Much of Gundertog is too wet for growing most crops, so stalk plants are considered a luxury item. This also leads to a protein rich, but lean, diet of mostly animals and foraged fruits. Most Gundrish citizens eat less per capita then other nations, and wide-spread Hunger is a frequent problem for the Gundrish people.
Military: Total military is comprised of ~550,000 officers with a standing force of ~500,500. The rank and file of this army, about 65%, are conscripts, called war-sarkas, given basic mix weapons and light armor. They perform general military duties. 6% of the military are Lindlords, who police the provinces and cities with their entourage of war-sarkas. 20% of the military are the more elite Gunthars, a group of vicious warrior-monks that serve the Morttin. 9% of the military are the officers, squires and smiths that provide needed supplies to the standing forces.
Culture: The Gundrish people are widely considered darkly-humored and cruel by outsiders. They live in harsh conditions and have become tougher for them. War is important to the Gundrish do to their primarily Orcish heritage, but individually respect and superiority are generally more important than War itself.

Religion is important to the Orcs of Gundertog insofar as it furthers the personal gain of the individual. The current state god is Kajh, god of war and nationalism.

Gundertog has minted 40 million brass coins, called Grivnas, which appear to be palm length brass bars.

Among the ceramonies obversed in Gundertog, three holidays are the most culturally important: the Slaughter Feast, which occurs every three years when the most young swine are ready to be slaughtered and preserved, and the Agitog's Day, which occurs anually as the day tribute (taxes) are collected, and finally the Gunthoriak, which occurs only once a decade when the when boys come of age, and are selected after a series of challenges which become squires to Gunthars. This last holiday is mandated directly by the god Kajh.
Geography: Much of Gundertog is situated in the Mire of Agitog, which was before the Earthrage, a bay known as the Sea of Gorgonus. The Earthrage then filled it with ash, transforming it into the mires and bayous it is today.

It earned it's name nearly two hundred years ago when it was conquered by a vicious warlord known as Agitog the Horrendous. By the time Agitog's reign ended, he left behind an empire and a region named after him.

Landclaim:
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Leader
Name/Title: Rawl - the Morttin of Gundertog
Race: Orc
Gender: Male
Bio: Gundertog was once ruled by a senate of seven priests called the Derugn until Rawl invoked the Right of Domination given by traditional worship of Kajh, which states that if he could kill the Derugn he would become the soul ruler of Gundertog. Some say the Derugn tried to cheat at the challenge after the first four died - evidently it still wouldn't have been enough to stop Rawl.

Rawl was Warchief of the Once Sons tribe, a southern tribe violently aqquired by the Derugn only recently. Only sons of the state, ei. those born there, was allowed to challenge the Derugn to this sacred combat. Unless, of course, you are a warchief of a town under them, who was appointed by the Derugn themselves. This was the last time the priestly council would make that mistake; or any mistake at all.
Personality: Savage and ill-mannered, the Once-Sons tribe was a traditionalistic and violent people. mopstly regarded as minor fanatics and bandits, the upset Rawl has put Gundertog through was impressive. Of course, this only pleases proud Rawl, who generally dislikes petty politics. Rawl runs his people like a despot.
Appearance:
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More grey skinned then average, tall and strong. Always wheres his portable trophies, to honor Once-Sons Culture.
Political affiliation: Traditionalist
Opinion on...:
Intervening in foreign affairs:
Only insofar as it benefits them
Religion and the state: State must moderate ones religion, and protect the religion from heretical views
The current government model: It has flaws which Rawl exploited already and will see to it that they are not again exploited under his iron fist.
Foreign people: Are generally enemies who have yet to find the opportune time to strike.
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Political Party (Optional)

Name: The Once Sons
Political Spokesperson: Morttin Rawl
Demographics: 100% Orcs of tribe once-sons. 1% of total population
Popularity: 52% approve of this faction
Opinions: The Establishment of Gundertog is morally corrupt and Rawl is the solution. Those who disagree with the Morttin are corrupt. War with outsiders is inevitable and fine, so long as the Gundrish people can prove themselves worthy of Kajh's patience.
Rivals: Establishers are a loathed enemy, the Sword Widows and tolerated, the Traditionalists are friends.
History: The Once Sons were a loose, marauding tribe of orcs until they were recently aqquired by Gundertog. Immediately after the Once-Sons civil war which ended in Rawl joining the tribe to Gundertog, Rawl challenged the Gundrish Derugn and won, becoming Morttin.
Political Party (Optional)
Name: The Sword Widows
Political Spokesperson: Guildmistress Hysura
Demographics: 1% Sirens, 81% Orc Women, 18% Women of misc. other races. 9% of total population
Popularity: 74% Approve of this faction
Opinions: War is generally good. Women are equal or superior to most men. Rawl will generally be a good leader, if he does not threaten our way of doing business.
Rivals: Establishers are looked down upon, Once Sons are short-sighted and the Traditionalists are tolerated
History: Famous today for the mercurial world actions, a high-level sword-widow is a warrior merchant of renown. Started by the long-lived Siren Viviewen as all-female pirates, they grew close in relations to Agitog's empire and after he died gained a presence in Gundertog by recruiting orcish women. Eventually they swore loyalty to Gundertog and fully integrated, becoming hired swords, courtesans and spies mainly used to bring down rival politicians. They maintain a strong battlefield presence, and since they are only leased by the government and are still legally a third party, benefit the most from wars.
The Hoards of Zogdire (Political Party)
Political Spokesperson: Slaugh, Archmaster of the Hoards
Demographics: 98% Orcs, 2% misc. other races. 13% of total population
Popularity: 32% Approve of this faction
Opinions: Male-shovenism, property ownership is immoral
Rivals: The Once Sons are savage and evil, the Sword Widows are robber-barons, the Establishers are fine as long as they are open to change, the Traditionalists are fat and entitled rich people.
History: Zogdire is the western woodland frontier of Gundertog, and was once a sovereign state before Agitog annexed it. Zogdire is made up entirely of small outposts, called Hoards, which are communistic colonies where no one owns property; Instead everything nessecary to own is kept in a central Hoard and divied out as needed.
 
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Nation
Name: The United People of the Forged Born
Demonym: Forged Born
Government: Representative Monarchy. There are 13 cities, ruled by 13 kings. However 1 king is voted every 50 years to be the 'High King' who represents the best interests of the other 12, who becomes the High King's council.
Demographics: 3,400,000 Forged Born (100%)
National Symbol: A bronze double sided axe with gear teeth for the blade edge.
Primary Natural Resources:
-Iron Ore: It is mined by the tons every month and is promptly used to make steel for weapons, bodies, parts and tools.
-Coal: Coal is the primary fuel source for the massive amount of blacksmiths and smelters used to keep the cities of the Forged Born moving.
-Gems: Many gems are harvested daily from the dozens of gem mines across Forged Born territories. The gems are used to decorate weapons, buildings and bodies.
-Stone: Stones are harvested in many, many quarries in the form of heavy cubes to be used for the construction of walls and buildings to house and protect their people and territory or statues dedicated to the Ancestor Gods or great heroes and leaders.
-Sheep: In the plains, usually outside of cities are large farms where the Forged Born keeps large herds of two breeds of sheep, both bred for different purposes. The first being known as Wool Sheep, used for harvesting large amounts of wool and Great Horn Sheep, who are used for mounts and chariots in the Legions.
Primary Industry:
-Mining: Mining is the lifeblood of the Forged Born. It is as important as food to the Forged born as without metal no parts can be made and with no parts, means that it is only a matter of time before Forged Born begin to shut down.
-Smithing: Smithing in an important part of Forged Born industry as without it, no parts, weapons and tools can be built for the army, civilians and trade. Without proper smithing facilities the Forged Born would eventually be left defenseless and industry would eventually grind to a halt.
-Engineering: Engineering is the primary for of 'reproduction' for the Forged Born as a great amount of skill in the field is needed to build the clockwork bodies that houses the Soul Stones of the Forged Born. Because of this it is considered the third most important field of work, right behind smithing and mining.
-Masonry: Masonry is the art of harvesting and carving stone. To the Forged Born, Masonry is a beautiful artform as statues, sculptures and other such works of art are favored over painting, mostly because the Forged Born are rather rubbish at making paintings and drawings.
-Gem Crafting: Gem Crafting is an art form that is beloved even by the most stone-hearted of Forged Born. A well crafted Gem can wow just about any Forged Born. It is also a beloved form of identification as the richer and more prestigious Forged Born use gems to identify each other.
-Weaving: Weaving, while not an important form of industry for the well being of the Forged Born, but it is popular with many form of Forged Born as the Forged Born uses cloaks, capes, ponchos and such as the primarily form of identification among individuals. Each cloak have unique patterns and each city have their own city colors.
Primary Resource Needs:
-Lumber: Lumber isn't near unobtainable but it is rather rare as most of the trees were cut in order to fuel the giant smelters and smiths of the Forged Born and for supports and frames for Forged Born buildings.
-Dyes: Dyes are an uncommon material that is found throughout the territory, but there is never enough for a surplus and the demand is ever increasing.
-Rare Metals: Rare metals such as gold, silver and platinum have all but been cleaned out of the Forged Born's territory. While the metals are not used for much, it is the foundation of the Forged Born's economy as the Forged Born's economy is based on mineral weight rather then coins or tokens.
-Glass: Glass smelting is a not an art that is practiced by the majority of the Forged Born, but glass is still a product that is still loved by the Forged Born as stain glass and glass pottery is considered rather beautiful.
-Marble: Marble is a rare luxury item used by nobles and rich merchants to show off their wealth using the white stone in their walls or making grand statues from the stone.
Military: The Forged Born military is formed into a large organized formation of warriors known as Legions. A single Legion carries roughly 5000 soldiers. The amount of soldiers actively in service at any point is 26 Legions (Around 132000 Soldiers) but when needed the military can muster up to 91 Legions (Around 462000 Soldiers) without any critical hit to their industry or economy. The Navy has roughly 220 vessels patrolling Forged born waters at all time, but keep reserve pieces to quickly build around 1540 vessels.
The Forged Born is a heavily armored robust army with high endurance and without the sense of pain, they have rather high morale. A single unit of Forged Born can hold the line against enemies that outnumber them 3 to 1 if the conditions are just right. However their short stature, heavy armor and lack of fast cavalry makes them slow, which makes it difficult for them to move up towards or even flank an army. This forces them to have a very defensive doctrine with a very large selection of powerful versatile infantry and very long ranged artillery.

In a battle, their doctrine heavily relies on a strong and adaptive formation as their front line will do most of the killing while their artillery harass the enemy back lines and the cavalry keep the front safe from a double envelopment. Since a forged Born can spend decades within the military, their soldiers have been trained in many different field techniques such as the Testudo, Square Formation, Shield Walls, Wedge Formations and Diamond Formations.

Despite this defensive trait, the Forged Born's army is an expensive one to maintain as a single Forged Born replaces a gear, spring or mechanize at least once every week and that is without the constant damage, grind and abuse from marching and battle so those cases, a Forge Born soldier must replace and maintain their parts almost daily.

For their Navy, the Forged born revolve their vessels around strong and powerful warships with the ability to do powerful rams and fitted with towers and artillery pieces to rain devastation on a enemy vessels. The ships also have many soldiers above and below deck for large boarding actions or to provide ranged support for ships that are engaged or to soften the enemy advance before the main battle.
The Forged Born army, or Legion, is organised in three types of armies, the Front Companies, the Ranged Company, and the Cavalry Company. Both are vastly different in their unit composition, but are organized in primarily the same way. Every Forged Born city would have at least 2 Legions within their walls at all times, in order to defend the city for outside attacks and 5 legions in reserve that are ready to march out in a moment's notice to reinforce cities, meet enemies on the offensive or set up defensive blockades.

-First there is the Squad, which is made up of 10 soldiers, who work, maintain and live with each other. Newer Soldiers will usually have dirty jobs like road building, clearing trees and brush and like while older soldiers maintain the bodies of their squad-mates and keep watch.
-Next up is the Unit, which is made up of a number of Squad depending on the unit, either 16 Squads for a Melee and Spear Unit, 12 Squads for a Ranged Unit, 4 Squads for an Artillery Unit, 6 Squads for a Cavalry Unit and 8 Squads for a Chariot Unit. Each unit will have a standard bearer, a Second in Command, a Commander of the Watch and a Unit Commander to lead them.
-These Units are placed into what is known as a Cohort, which is made up of 5 Melee and/or Spear Units, or 5 Ranged and/or Artillery Units.
-2 Cohorts make up a Company which has their own Standard Bearer, Lead Engineer, and Company Commander to lead them.
-3 Companies, and a detachment of 200 Praetorian, make up the largest formation of soldiers for the Forged Born, the Legion, which is run by the Camp Prefect, Master Engineer, and the Legate.

The Front Companies are split into two Companies, the Spear Company and the Melee Company. The Melee Company would be made up of 2 Cohorts of nothing but Melee Units. The Spear Company is made up of two Cohort of 2 Melee Units and 3 Spear Units.

The Ranged Company is made up of one Cohort made up entirely of Ranged Units, and one Cohort made up of 2 Ranged Units and 3 Artillery Units.

The Cavalry Company is made up of two cohorts, the first being made up of 2 Chariot Units and 3 Cavalry units and the second being made up of nothing but Cavalry units,
Clockwork Bodies and Plating

Clockwork Bodies: Instead of bodies of flesh and bone, the Forged Born have bodies made of steel gears and plates. These bodies can suffer injuries and damage that would cause death or shock to most mortal beings, and allow them to forgo the need to sleep, eat, drink and even breathe as well as making them immune to poisons and diseases. However this doesn't mean the bodies are invincible or unbreakable. Like any machine the Bodies must be maintained frequently or they will break down. A Forged Born must spent 3 ingots worth of steel parts to properly maintain themselves. The bodies are made in the form of the Dwarves and Gnomes that the Forged Born derived from with the all important Soulstone located where the heart would be, acting as both the brain and power source for the body. Each Body is roughly 4ft tall and weigh around 215lbs without the plating, which is added last and isn't considered part of the body.

Civilian Plating: The Civilian Pattern Plating is the most common form of plating for the Forged Born. It is relatively lighter then the other form of Plating, being around 20lbs and provides relatively little protection, being the same in strength as medium armor. It is usually plain and unpainted, when coming off the forge and is used by the civilians, as the name might suggest, and the Vigiles and Sailors as they are technically a civilian militia.

Soldier Plating: The Soldier Pattern Plate is the primary pattern of plate that is use for those who sign up for a tour within the Legion. The Soldier Plating is heavily build and made to withstand blows from swords, spears, maces and even arrow and bolt fire, however it suffers from an increased weight, 37lbs, and reduction of speed. The Soldier Pattern Plate is designed to ornate but practical to show off to the enemy but without suffering from mobility issues. The Plate is painted with two colors, the base and trim. The Base will be the main body arms and legs and will be colored to represent the Kingdom the Legion derived from. The Trim will be the hands, feet, head and shoulders and will be painted to show the soldier's experience. White for Velite, Blue for Hestati, Green for Triarii, Yellow for Engineer and Red for Legionary. The Soldier Plating is used by the Velite, Hestati, Triarii, Engineers and Legionaries.

Praetorian Plating: The Praetorian Pattern Plate is the strongest and most durable pattern of plate that is only to be used by the Praetorian, Kings and Legates as the Praetorian Plating is the most costly but most protective plating ever designed by the Forged Born. It was inspired by the design of old honor guard armor of the old world. It has stood up against everything from the edge of swords, points of spears, blows of hammers in some cases can survive even one or two hits from artillery. The Praetorian Plating is the heaviest plating, at 58lbs, but is also the most protective. This armor is to be only used by the greatest of Forged Born and is forged to invoke fear in the enemy with still realistic faces and Praetorian are taught to never scream, shout or even grunt when in battle, to unnerve their opposition as they deal and absorb blows for the ones they have sworn to protect.

Weaponry

Dagger Wrench: The Dagger Wrench is a simple sidearm held by all Forged Born soldiers and some civilians as a self-defense weapon. The Dagger wrench is a dagger but the handle has a wrench incorporated into the end of the handle, allowing a Forged Born to do basic maintenance in the field.

Shield: The Forged Born shield is a forged piece of steel that is 95cm high, 40cm across and 6mm thick. The shield has a curve not only to fit the body of the wield in a formation or shield wall, but to also defend against arrows and bolts.

Gladius: The Gladius is a simple sword used by the Forged Born Legions. It is a one handed sword that is 50cm long and is the primary weapon used to quickly stab at an enemy in a formation.

Falx: The Falx is a powerful blade that is used with both hands that can be used in an offensive and defensive manner. The sword is 110cm long and is used for slashing through enemy flesh and breaking apart enemy armor.

Spear: A simple yet deadly weapon, the Spear is a versatile weapon made entirely of steel that is usually paired with a shield for a powerful defensive wall that can deter both men and beasts. The weapon is 130cm long with a steel tip and shaft.

War Axe: A relic of the old world. Dwarves from centuries past were fond of close quarters combat and has a steel handle of 45cm with a steel axehead. The weapon is be swung with enough strength to cleave both armor and bone as if they are one and the same.

Great Axe: A two handed weapon used by Dwarven Honor Guard centuries ago. The Great Axe is a double sided weapon with a handle of 90cm. It can cleanly dismember a standing opponent or rend apart armor and beasts with a single swing.

Praetorian Warhammer: A versatile weapon that is the signature of the Praetorian. The Praetorian warhammer can be used with both or a single hand and in the hands of a worthy wielder the weapon can crush an enemy, their armor, and crack the wall behind them with a single well placed swing. The weapon also incorporates a spike on the top of the hammer so it can stab at beasts and man when in a tight formation.

Crossbow: While most weapons and blueprints were lost 300 years ago during the great calamity, the Crossbow stayed around. The steel weapon fires bolts of steel at an effective range of 160 meters with enough force to punch through armored warriors with little difficulty.

Javelin: A simple weapon but in the right hands the javelin can prove deadly to both man and beast. With an effective range of 80 meters, the javelin is made of steel and can be thrown with enough force that it can not only impale armored men but to throw charging beasts onto their backs.


War Machines

Repeating Crank Bow: The Repeating Crank Bow is a crossbow scaled up, and mounted on a stand in order to be aimed and shot using a crank mechanism. It fire heavy bolts, bolts that 30 inches long and twice as thick, at a rate of 1 bolt per second with a range of 260 meters. It has a capacity of 30 heavy bolts and takes roughly 7 seconds to reload.

Chariot: The Chariot is a war machine crewed by two Forged Born, a driver and a gunner and pulled by a pair of rams. It can acts as an inaccurate ranged support machine with a Repeating Crank Bow mounted on the Chariot's front and as a shock machine with its mass and charging power. What's more is that the Chariot, when you remove the wheels and goats, becomes a small defensive platform to guard against attackers.

Bolt Thrower: The Bolt Thrower is a deadly field artillery piece. Inspired by the crossbow, it is designed to fire giant bolts that are a foot thick and 18 feet long, or a package of 20 Heavy Bolts at a range of 550 meters. With a maximum crew of 4 Forged Born, it is designed to be used against infantry, as the giant bolts can impale multiple soldiers and the 20 Heavy Bolts can hit an enemy with the power of a thrown javelin.

Rock Thrower: The Rock Thrower is a powerful siege weapon. Inspired by the crossbow, it is designed to launch spherical rocks that are around 80 pounds heavy at a range of 460 meters. It has a maximum crew of 4 Forged Born and is designed to be used against enemy fortifications as the rocks can do considerable damage to structures but the slow projectiles make it rather poor against moving targets. It can also be loaded with a trio of clay pots filled with sheep feces and rotting guts to demoralize the enemy and spread diseases.

Melee Infantry

(160)Hastati Swords: The Hastati are the basic heavy infantry selection for the Forged Born. They are heavily armored carrying masterfully forged swords and shields. With exceptional morale they are the most common form of front line units.

(160)Hastati Great Swords: The Hastati are the basic heavy infantry selection for the Forged Born. They are heavily armored carrying masterfully forged great swords. With exceptional morale they are the most common form of front line units.

(160)Triarii Swords: After 10 years of service a Hestati will be promoted to a Triarii and be either be given command of a unit of Hestati or placed in a unit of other Triarii. These Triarii are armed with better swords and shields then their Hestati counterparts.

(160) Triarii Great Swords: After 10 years of service a Hestati will be promoted to a Triarii and be either be given command of a unit of Hestati or placed in a unit of other Triarii. These Triarii are armed with better great swords then their Hestati counterparts.

(160)Legionary Axes: If a Triarii has spent 25 years of military service, they are honorably discharged and are often given a sizable amount of gold. When needed they can be called once more and will be given the best weapons and armor the Forged Born have to offer as Legionaries. They are even more heavily armored then their Hestati and Triarii peers with better morale and discipline against even the worst odds. They wield masterfully forged axes and shields.

(160)Legionary Great Axes: If a Triarii has spent 25 years of military service, they are honorably discharged and are often given a sizable amount of gold. When needed they can be called once more and will be given the some of the best weapons and armor the Forged Born have to offer as Legionaries. They are even more heavily armored then their Hestati and Triarii peers with better morale and discipline against even the worst odds. They wield masterfully forged great axes.

(120)Praetorian Bodyguard: The Praetorian are the most elite warriors of the Forged Born army. There can only be 2000 Praetorian per King at a time. It takes a combined 50 years of dedication to the art of combat and warfare for a Praetorian be allowed to don the strongest body and armor the Forged Born can create along with a masterfully forged warhammers and shields. The Praetorians are the bodyguards of Kings, Legates and high nobles so every marching army would always have at least 200 Praetorian marching with them at all times.


Spear Infantry

(160)Vigile Spears: The Vigiles are not a professional military unit, but instead serve many different roles which include, fire fighting, riot control, raid suppression, and garrisoning. Civilian are randomly selected, as long as they are not already soldiers, to spent 1 year as a part of a Kingdom's 8000 Vigiles. They are not included as military units since they are technically a civilian militia. These Vigiles are armed with spears and shields.

(160)Hestati Spears: The Hastati are the basic heavy infantry selection for the Forged Born. They are heavily armored carrying masterfully crafted spears and shields. With exceptional morale they are the most common form of front line units.

(160) Triarii Spears: After 10 years of service a Hestati will be promoted to a Triarii and be either be given command of a unit of Hestati or placed in a unit of other Triarii. These Triarii are armed with better spears, shields and sturdier armor then their Hestati counterparts.


Missile Infantry

(120)Vigile Crossbows: The Vigiles are not a professional military unit, but instead serve many different roles which include, fire fighting, riot control, raid suppression, and garrisoning. Civilian are randomly selected, as long as they are not already soldiers, to spent 1 year as a part of a Kingdom's 8000 Vigiles. They are not included as military units since they are technically a civilian militia. These Vigiles are armed with crossbows and war axes.

(160) Sailors: Sailing is both not a military profession, but it is a valuable one nonetheless. Forged Born rarely are interested in such a profession such as sailing, but those who do, or those who are paid to are trained in sailing, rowing and fighting on the open seas. They are armed with javelins to pepper enemies from afar, and long spears to keep enemies from boarding their vessel. Since they are technically civilians employed by the military, they are not considered as a military unit.

(120) Velite Crossbows: The Velites are oftentimes the more recent recruits of the army as the Velites have yet to be tested on the field. It is only after 10 battles or 5 years they are promoted to Hestati. They carry masterfully crafted crossbows, and swords.

(120) Velite Javelins: The Velites are oftentimes the more recent recruits of the army as the Velites have yet to be tested on the field. It is only after 10 battles or 5 years they are promoted to Hestati. They carry masterfully crafted javelins and war axes.

(120) Legionary Rangers: Before becoming a Praetorian, a Legionary must test their abilities as Rangers, learning the art of scouting to get the jump of enemies before a battle even begins. They carry crossbows and great axes, and wear camouflaging cloaks over their armor to hide their clockwork bodies.

(80) Praetorian Rangers: The Praetorian are the most elite warriors of the Forged Born army. There can only be 2000 Praetorians per King at a time. It takes a combined 50 years of dedication to the art of combat and warfare for a Praetorian be allowed to don the strongest body and armor the Forged Born can create along with a masterfully crafted crossbows and warhammer. The Praetorians are the bodyguards of Kings, Legates and high nobles so every marching army would always have at least 200 Praetorian marching with them at all times.


Cavalry

(60)Vigile Riders: The Vigiles are not a professional military unit, but instead serve many different roles which include, fire fighting, riot control, raid suppression, and garrisoning. Civilian are randomly selected, as long as they are not already soldiers, to spent 1 year as a part of a Kingdom's 8000 Vigiles. They are not included as military units since they are technically a civilian militia. These Vigiles ride unarmored Great Horn Rams, and carry swords.

(60) Ram Riders: Horses are too tall and too spooked of the Forged Born to be able to be ridden and therefore are treated mostly as passive wildlife, usually left along but also sometimes hunted for sport. Therefore the Forged Born ride a different sort of animal, namely the Great Horn Ram. The Great Horn Rams are bred for stamina and charging power since it lacks the sheer speed of a horse. The Rams are ridden by Triarii armed with a long spear to be used on the charge, and a sword and shield used when the spear bends or is lost.


Chariot

(40) War Chariot: War Chariots are powerful war marchines drawn not by horses, but are drawn by armored and trained animals known as Great Horn Rams. The Rams are bred to provide hours of constant speed. The Chariot can act as aggressive shock units as well a defensive mobile ranged support unit as the Chariots are equipped with a single Repeating Crank Bow to rain down a barrage of heavy bolts. The Chariots are manned by two Triarii, one driver and one gunner.


Artillery

(4) Bolt Thrower: The Bolt Thrower is a powerful artillery weapon used by the Forged Born. Each one manned by a team of 10 Forged Born, the Bolt Thrower can fire off giant bolts, the length of 4 Forged Born long that can tear through and rend enemy ranks and large monstrous creatures or a flurry of 10 bolts twice the size of normal crossbow bolts to devastate enemy infantry and cavalry.

(4) Rock Thrower: The Rock Lobber is a deadly siege weapon, sharing a similar design with the Bolt Thrower. The weapon is manned by a team of 10 Forged Born and slings forward a single great shaped stone that can destroy walls and crush lesser men in its wake. It can also throw a trio of clay pots filled with sheep feces and rotting guts to spread disease and demoralize the enemy.
Trireme: The Trireme is a swift and lightly armored vessel made of steel and has room for 2 units of soldiers, one below and one above deck. The Trireme is fast, but have can fall quickly to a great amount of sudden damage or sustained damage a relatively short amount of time. Because of this it is primarily used to transport supplies, patrol Forged Born seas, and send messages across great distances, as well as trading and personal transport vessels.

Quadreme: The Quadreme are the all purpose unit transport and war ship used by the Forged Born. It is made of steel and has room for 4 units, 1 above and 3 below deck as well as 2 fixed Towers with 2 Repeating Crank Bows fixed inside each tower. The ship doesn't have the raw speed and turning capability of the Trireme but is still fast in its own right and has a powerful ram and can survive long enough to act as support of a ship of the line. It can also replace 2 towers with a fixed piece of artillery.

Quinqureme: The Quinqureme is the first of two dedicated war vessel in the Forged Born Navy. It is made of steel and has room for 6 units, 2 above and 4 below deck with 4 fixed towers with 2 Repeating Crank Bows fixed inside each tower. In battle it is very durable with the ability to hold its own in battle with devastating rams and enough troops for large boarding actions. It can also replace 2 towers with a fixed piece of artillery.

Hexareme: The Hexareme is the largest dedicated warship used by the Forged Born, used only when it is absolutely necessary as they are expensive and costly to make and maintain. It is made of steel and has room for 10 units, 4 above and 6 below deck with 8 fixed towers with 2 Repeating Crank Bows fixed inside each tower. It is extremely durable and can survive outnumbered for long periods of time against lesser vessels with extremely deadly rams and boarding actions. It can also replace 2 towers with a fixed piece of artillery.
The Forged Born almost universally pride themselves on three things. The first is duty, the second is loyalty and the third is the skill to do both. A blacksmith might pride himself to the duty and loyalty to his customers as well as his skill to please them by making exceptional craft. However for all Forged Born, Commoners, Kings and the even the High King to hold two loyalties above all others. For the Commoners it is the loyalty to the King and the Kingdom. For the Kings their loyalties are to the High King and to the other Kingdoms. And for the High King, their loyalties are to the People and the Forged Born as a whole.Because of these loyalties, it is extremely rare for Forged Born to have major political strife and civil wars as most Forged Born will never even consider dreaming of attacking their kin for their own gain. However that is most Forged Born. Mercenaries bands are the exception. They are Forged Born who have decided to break their loyalties and willfully accept the title of Oathbreaker and have decided to travel the world and work for others in exchange for power, wealth or other reasons. They are shunned by their kin and lend their intelligence, wisdom, or martial talents to whoever can pay them. However the loyalty of their kin forces the Forged born to allow their mercenary kin into their borders to resupply with parts and equipment as long as they don't make trouble and pay double the usual amount.

Known Mercenary Bands

-Nerva's Gladiators (For Gold, For Glory, Til Death): Nerva the Gladiator was once a gladiator, a performer fighting for gold and glory. She fought in the arena every day for many decades and have earned a reputation of being a cunning and brutal fighter. However while she was a gladiator to find her fortune, she had difficulty doing so in her later years as the crowd had become bored of her style of fighting and without an equal it would be some time before she was allowed to fight again. Still she would find her fortune, not among her kin but with foreigners. She spent many years gathering like minded individuals, gladiator veterans and such, and with enough Gladiators to make 5 units, she and her new mercenary band went into the greater world looking for gold and glory in battle with the battlefield being their new arena and those paying for their services being their spectators.

Nerva's Gladiators is made up of 5 units of 160 Gladiators each, or 800 Soldiers. Each of them is trained in the falx, shield and javelin and favor strategies involving shock and awe tactics and grinding battles against strong foes. Their price is 4lb of gold for a single soldier with and additional 1lb for every month of service.

-The Auxillery (Valor and Skill. Valor and Skill.): The Auxillery is an entire company of 13 units that were once all Vigiles. Led by a well spoken and charismatic Commander Adventus the Leader, the Auxillery first began when Adventus the Leader led his original 13 units against several raiding parties of Orcs and slaughtered them to the last men over the course of a year. At the end of their tour, Adventus the Leader and his Vigiles have slaughtered an average of 13 Orc per warrior, but when he asked for a reward for their efforts, he was denied and was told that the honor earned by serving Catania was enough but to Adventus the Leader it wasn't. Feeling angered and owed the young Adventus the Leader took whatever men that still wished to march with their charismatic commander from the United Kingdoms to seek their fortune elsewhere, most preferably from people who respected the skills of his warriors.

The Auxillery is made up of 10 units, 5 units of spears, 800 soldiers, 4 units of crossbows, 480 soldiers, and 1 units of ram riders, 80 soldiers. The Auxillery is a versatile and efficient Mercenary band with no favored tactics but are experts at none of them. They can be placed in any strategy with little difficulty and cost 350lbs of gold per unit with an additional 80lbs for every months served or 3000lbs of gold per unit with an additional 700lbs for every month served.

-Tinker's Hammer (Catch this!): Tinker's Hammer is a strange band of engineers and builders who all worship the tinker in a more cult like manner. While most Forged Born give praise and thanks to the ancestor gods daily through humble communes and prayers, the engineers in the Tinker's Hammer show their praise by testing out weapons of war, primarily their large artillery pieces, on enemies they deem worthy of testing them on. However they cannot use their artillery pieces within Forged Born territory as there isn't enough suitable targets to try out their weapons. Tired of waiting for the next war, Pelagius the Breaker led the dozens of engineers of the yet to be Tinker's Hammer all communally agreed to become Oathbrakers and formed a mercenary band. From there they travel around looking for suitable targets to test out their latest weaponry, an improved bolt thrower. They wait for the Tinker to provide them with a suitable target, usually in the form a courier or envoy telling them who and where to point their artillery pieces, and when the time is right they build up their improved bolt throwers and let loose their ammunition at whomever is unlucky enough to be in the bolt's way.

Tinker's Hammer is made up of 3 units of artillery, 12 pieces of artillery and 120 engineers. Tinker's Hammer's Improved Bolt Throwers have a range of 700 meters and can fire off two giant bolts or 50 heavy bolts at once. However it is unable to move in any way, save for swiveling left and right to slowly aim. They make excellent artillery pieces to harass an enemy on the field or behind fortifications. Tinker's Hammer come at a cost of 185lb of gold for a single artillery piece with an additional 40lb of gold for every month of service.
Culture:
The Forged Born are a 'subspecies' of dwarves and gnomes that was created long ago to preserve their people by turning their consciousness and memories into tens of millions of physical crystalline forms near unbreakable by normal means known as Soul Stones, a fist sized faintly glowing white crystal. Clockwork bodies were built to house the Soul Stones, with the stones acting as the mind and power source of the bodies.

This is not perfect transformation however as if a Soul Stone is kept outside a clockwork body for too long, it will begin to lose its glow, meaning it will lose its memories as the more memories within the stone the brighter it shall be. The rate of this lose is around 1 minute lost for every second outside of the body.

The Forged Born, as they were created from dwarves and gnomes hold the values of trust, and loyalty to be of the greatest importance. To the Forged Born trust and loyalty are the two things that must be kept under all circumstances. Because of this it is extremely unlikely for a Forge Born to backstab an ally, break an oath and even lie. To do so would make a Forged Born an Oathbreaker, which is the greatest shame to any Forged Born found guilty of being an Oathbreaker and the greatest insult should the accusations be false.

The Forged Born also has a fondness for jewelry as gemstones and precious rocks, as well as fine capes, cloaks and hoods as they are the primary form of identification among individuals.
The Forged Born have several gods of which they call the Ancestor Gods. The worship of the Ancestor Gods is an old religion that spans back thousands of years and the Forged Born still worships them as to not betray the venerable dead. The Ancestor Gods are considered living gods, as they were mortals whose discoveries, talents and skills have pushed them past the point of legendary and into the point of godhood. Among them are the five gods, whose titles and stories still persists to this day. Depending on what a Forged Born needs they'll pray to one of the five Ancestor God. It is to note that only 4 gods are revered as one, the Courier is rather feared but became an Ancestor God as those who did those godly tasks go unworshiped, the god in question would be angered to the point of destroying the mortal realm with their sheer power.

-The Miner, God of Forging and Mining: He is said to be the first being to mine ore from rock and smelt it into armor and weapons for his people in order to defend them from a raiding warband of 10000 Orcs wanting to slaughter and enslave his kin.

-The Mother, God of Hearth and Home:
Her story is that during a battle against 2000000 Kobalds, the Mother, unarmored and unarmed, made sure the warriors were kept alive, healthy and fed for 100 days and night without stop until the enemy was finally routed. It was only then she allowed herself to pass out and die of exhaustion.

-The Warrior, God of War and Protection:
The Warrior is a great warrior king who led an army of 200000 warriors across the world to protect his people from an united army of 500000 Elves and Nymphs and won after 40 days of grueling battle. He himself has claimed the lives of over 18000 Elves and Nymphs over the course of the 40 days of battle.

-The Builder, God of Construction and Engineering:
The Builder is a great constructor and builder whose people were in the path of a great horde of 50000 Orcs but saved his people by building the first fortress to house them all and keep them safe from the raiders. The fortress was so grand that upon seeing the fortress the Orcs immediately turned around and ran.

-The Courier, God of Death and Murder:
The Courier is a vile God, but worshiped all the same. He is personally responsible for the deaths of over 100000 Gnomes and Dwarves as they were all murdered on the streets and at night, including 3 High Kings and 21 Kings.
The Forged Born have five major holidays that they celebrate. One for each of the major gods. Each holiday is treated as a special event and all who is willing is invited to join the Forged Born in their celebration.

-Stone Day: The Day of the Miner. During this time, there is a grand festival that spans for 2 days and 2 nights as Forged Born celebrate the Miner and a good harvest of ore, and also to ask for another fruitful year of mining and the safe rescue of their lost brethren.

-Day of the Hearth
: The Day of the Mother. During this time all women put of crowns made of pure gold and walk the streets giving presents of gears and maintenance tools while wishing the receiver a year of prosperity and health.

-Sword Day
: The Day of the Warrior. The Day of the Spear is marked with grand tournaments and duels in both the city squares and coliseums where warriors and all who wishes to participate fight until one can no longer stand to honor the Warrior and to ensure the Forged Born will have victories in the future.

-Tinker's Eve
: The Day of the Builder. Tinker's Eve is the day of engineers and builders as they, as well as the Builder, are honored as they are the life blood of the Forged Born. During this time festivities similar to Stone Day are abundant but a parade of statues roam the streets to show off their skills in their craft.

-Death Day:
The Day of the Courier. During this time, silence begins from day until night, only speaking when needed as it is said that the more attention one draws this day, then the more likely the Courier will come for them as they have marked themselves out as a noisy target.
The Forged Born language is modeled after the Dwarven language. It isn't anything special, except for the fact that the Forged Born makes heavy use of titles and adjectives after singular pronouns. After every singular pronoun, or even word used to reference a single person it is always followed by 'The' and one or two words describing them, what they are doing or what has happened to them at the moment.

Example Sentence: Welcome Sir the Customer. Do you the Customer, need anything just ask me the On Time.
Example Conversation:

Forged Born 1:"I the Hurried am looking for Proclus the Late. He the Late is late for a meeting with some a businessman the Trustful."
Forged Born 2: "I the Asked am sorry. I the Asked don't know him the Unknown.
Forged Born 1: "That's fine sir the Helpful. I the Hurried am will keep looking. Have a good day sir the Helpful."
Geography: The land of the Forged Born's home is relatively flat and plain with little forests around as the Forged Born had leveled the forests to make way for cities or for resources to keep themselves fully stocked on supplies. What little forests do exist are annually culled to harvest what little lumber they are capable of giving.

Each colored marking represents a Forge Born City.

(Capital) Brown- Anio: Ruled By High King Decius the King
Black - Carteia: Ruled By Canus the Politic
Red - Scupi: Ruled by Vibius the Feared
Yellow - Istrus: Ruled by Septimus the Public
Green - Cirpi: Ruled by Opiter the Burned
Teal - Adana: Ruled by Antonia the Loyal
Blue - Catania: Ruled by Marcus the Farmer
Pink - Almus: Ruled by Tiberius the Expensive
Grey - Valentianae: Ruled by Tadia the Builder
Purple - Bethar: Ruled by Sentia the Insulter
Dark Red - Utinum: Ruled by Gaius the Loved
Orange - Malaca: Ruled by Tertius the Pious
Dark Green - Mantua: Ruled by Lucia the Knight

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Leader
Name/Title: High King Decius the King
Race: Forged Born
Gender: Male
Bio: Decius is one of minority that remember the fall of their race. The few ten thousands of Forged Born that remember when the earth shook and killed most of their race as tens of millions, hundreds of millions or even billions, of dwarven and gnome lives were destroyed. He was voted as High King over 250 years ago and stayed High King for all those years. During this time he issued many mining programs to find the Soul Stones of their lost people and over the course of near 200 years had fortified their borders and swelled their population with hundreds of thousand of new Forged Born, with thousands more coming every month.

He continue to sit at the highest seat of power, with his goal of unifying the Forged Born so far away but he will see it through for as long as he sits on the High King Throne.
Personality: High King Decius the King is a stoic, straightforward and blunt man. He is a diplomat and a warrior, showing proficiency in both politics and combat. He works with the other Kings to carry out what will be best with the people but is not afraid to bring his foot down if he believes an idea or suggestion will bring lasting harm to his populous.
Appearance: High King Decius the King is a short but hardy being, standing around the 4ft tall. His clockwork body is made of unpainted steel and embedded with diamonds. At his side is a Diamond encrusted axe and a shield made gold trimmed steel.
Political affiliation: Kingdom of Anio
Opinion on...: (Answer your leader's opinion on the following topics)
Intervening in foreign affairs: Only if it is for the benefit of the nation as a whole and only after several weeks of debate and thought. Though if an ally is in need, then several legions can be mobilized and sent forth almost immediately.
Religion and the state: The state must always help uphold the worship of the gods otherwise destruction will follow.
The current government model: It is fair and allows for an adaptive and diplomatic system of government.
Foreign people: Foreigners are allowed to come and go from the city as they wish as long as they do not bring harm to the territory or people.
 
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Name: The Five Ivory Houses
Demonym: Pale Ones (derogatory term: vultures)
Government: Oligarchy
Demographics: 2'000'000 Pale Harpies, 3'000'000 slaves of mixed race
National Symbol: Ivory, and a red, five-peddled flower.
Primary Natural Resources: Slaves, ivory based products, fine metals and artwork, and lumber.
Primary Industry: The slave trade, artisan trades and magical engineering.
Primary Resource Needs: Food (crops), metallic ores
Military: Magical in nature, uses the art of the Black Blood to bend and break their enemies from afar. Most powerful at range, but isn't lacking in close quarters combat (via conjuration). Since taking part in large scale migration, their navy is not to be trifled with.
History/Culture: In the distant past, on a nearby continent, the Pale Harpies of the Five Nobles Houses were granted an epiphany from above. Atop the peak of the highest mountain, they discovered a coal-black urn the size of a building, whose emanations granted them mastery over the flesh and bone of others. This grand urn they dubbed the Spirit in the Mountain, and worshiped it as a god. Using their newfound power, the Pale Harpies overtook the continent and twisted their enemies into a vast city of ivory. Here, they settled, and the five Takers of Blood came to rule over the rest as an oligarchy. They grew increasingly spiritual, and eventually took the Spirit of the Mountain itself and laid it in a temple. For centuries they thrived, until a curse from the urn turned their city rotten.
Now in search of a land, they have come ashore of Hersh, and overtaken Silverglade, decimating the remaining High Elves and turning the rotting bones of the Krakens into a metropolis.

Pale Harpy culture is one of respect and honor. They hold other races in generally low regard, and employ extensive slave labor. All but the lowest ranks engage in the artisan class of society, producing fine pottery, metalwork, etc. The highest of society studies the Black Blood and teach magic. Above them reign the Five Noble Houses, who direct and unify the state.
Geography: Their claim, the Silverglade, is a forest of silver-tinged plants. Magical beasts roam the area, though many of them are corrupted by the black magic of the dead Krakens. The land itself is a flat and rocky peninsula. Much of the area has been overgrown by the first city of the Pale Harpies; Grand House.
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Leader
Name/Title: Yijhet / Taker of Blood
Race: Pale Harpy
Gender: female
Bio: Yijhet was born to a family of low-ranking nobles. Sheltered in her youth, she remained unaware of her true talents until around fifteen years old. Yijhet was sent to a particularly prestigious school of magic, which exhausted her family's savings. There, she experienced her first taste of Black Blood, swiped from the school's coffers. It awakened a powerful magic in her bones, and the young noble went on to become a celebrated magician. Rising through the ranks, she began to make bids for power, challenging the other nobles. Eventually, the ruling family of the day frowned upon Yijhet, and sentenced her to death. Through blackmail, bribes, and cunning, the magician managed to change the sentence to a formal duel against the ruling family's most powerful mage, who outmatched even her. However, Yijhet poisoned her opponent before the duel, and in his weakened state, was ripped to pieces. This display of political and magical might gave her the feared reputation she needed to make the final steps to becoming the Magistrate of the White Court. Her first decree was the complete extermination of the previous ruling family; the second a large delivery of Black Blood to her palace.
Personality: Restrained, but proud, and very sure of her position. Determined to get what she wants exactly how she wants it, and doesn't enjoy advice.
Appearance:
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Political affiliation:
Magistrate of the White Court
Opinion on...
Intervening in foreign affairs:
On behalf of an ally, maybe. But generally, foreigners and their affairs are best left to themselves.
Religion and the state: The Spirit in the Mountain is the only true deity. The state is supreme, and all other races should at least acknowledge and respect the state.
The current government model: The Noble families own the state, as it should be. The Oligarchy remains untouched, even in hard times, and this is good.
Foreign people: Allies gain their share of respect. Neutral and opposed races are nothing but fodder.
 
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Nation
Name
: The Hive
Demonym: Wild Elves (Eldrin)
Government: Monarchy
Demographics: 5,000,000 Pureblood Eldrin, 500,000 Joiners (mainly high elves)
National Symbol: Black kraken on a red standard
Primary Natural Resources: Lumber, Forest crops, animals, copper/tin (used to make bronze)
Primary Industry: Woodworking, farming, mining
Primary Resource Needs: Iron, steel, stone
Military: Each member of the warrior caste is armed with a bow, arrows, and a bronze sword. They’re equipped with light armor that acts more as camouflage than protection, allowing them to traverse the forest stealthily. Aside from large scale battles warriors typically travel in small groups acting as sentinels to guard their region of the Silverglade. They will exhaust ranged guerrila tactics before submitting to close-quarters combat.
Culture: Little is known about the origins of this race although there is much speculation on the subject. The most widely accepted theory is that a high elf in the Silverglade feasted on a kraken's heart causing an unexpected mutation, thus she became the first hive queen. Many of the high elves in the area flocked to support her either in wonder or fear of the strange powers granted by the kraken's heart. Those that joined the hive queen were granted a psychic connection with her acting as the central node. While members of the hive maintain their personalities and a sense of individuality the hive queen's connection allows them to share knowledge, ideas, and stimuli.

A wild elf hive consists of numerous castes with a level of polymorphism between each; castes are selected at birth when the newborn is joined to the hive. The castes are as follows:

Hive Queen- hive queens are the central node of the hive mind and lay brood in the form of eggs.
Princess- before a swarming princesses are specifically bred for the purpose of leaving the hive and swarming nearby areas to establish new hives.
Hive King- hive kings are princes that have mated with a princess to form a hive.
Princes- specifically bred for a swarming to mate with a princess.
Workers- these are your standard wild elves whose primary function is to maintain the hive's physical structure and resources.
Warriors- these are the soldier class of the hive. They are physically superior to workers as they are bred for a singular purpose- warfare.
Guardians- these elves are mutated by magical means into a hulking mass of bark. Basically a mix of elf and tree with more similarity to the latter. Their job is to protect the hive and its queen. They are only ever found within the hive.

Geography: Located in the eastern Silverglade the hive itself is a massive silverglade tree known as Eldrinor that has been hollowed out by the worker caste. Within this tree lies the hive queen who forms a magical bond with Eldrinor which helps her maintain her psychic connection with the rest of the hive.
Surrounding Eldrinor is a ring of woodland twisted by magical means to form huts and other structures suited for the hive. This area is known as Caranor. Near the eastern coast lies a massive mine humming with the constant drone of workers known as Illithor. Here copper and tin are mined to produce bronze for weapons.
To the western edge lies a region of extensive farming and wildlife domestication. This region is know as Myrinor.

Leader
Name/Title
: Hive Queen Ythril
Race: Eldrin
Gender: Female
Bio: Ythril was born to be a queen, bred as a princess by Hive Queen Farynel. During the proceeding swarming Ythril brutally slaughtered the 3 other princesses ensuring that her conquest would go unmatched. She subsequently conquered the region now known as Illithor and due to her growing ambitions led her forces through a successful siege of Myrinor by isolating the region and eventually converting their forces to her cause. With enough strength to contend the position of Hive Queen she led an assault on Eldrinor and slayed Farynel in combat. At this point Ythril cemented her place as Hive Queen and, after seeing to repairs of Eldrinor and Caranor, reinforced both Illithor and Myrinor. She has spent her time since her ascension to this new role strengthening her dark magic abilities, something that is greatly revered by the Eldrin due to the dark nature of the Silverglade. This allows her to manipulate the environment around her which is still teeming with the corruption of the krakens. Presently, she is preparing to expand The Hive with another swarming, however she does not plan on surrendering her position to a new queen.
Personality: As Hive Queen, Ythril is singularly responsible for the entire hive and maintaining both its security and its prosperity. She is fully devoted to this cause and cares little for anything else, which time would not permit regardless. Most of her time is spent connected to Eldrinor which augments her psychic ability to maintain the stability of the collective hive.
She is cool, calm, collected, and possesses the patience necessary to consider the bigger picture. She’s also confident, daring, and holds herself with an air of authority. And, though it's only whispered in hush tones, she is ambitious and sinister, willing to commit the most atrocious acts if they'll bring her closer to her goal.

Appearance:
ForestElf.jpg

Political affiliation: Hive Queen. This position holds no political opposition aside from princesses that would seek to overthrow the current hive queen.
Opinion on...:
Intervening in foreign affairs: The Hive will only intervene in affairs that will either threaten or augment its capacity to thrive and spread.
Religion and the state: Religion is not a factor in The Hive although joiners tend to practice their religions in private, an offense that should be punished by death.
The current government model: The current monarchy suits the Hive Queen just fine, however she does not plan on giving up her power to the next line of princesses.
Foreign people: All foreign peoples have 2 options- join or die.
 
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Nation
Name: Candeleb. Called Deep Dwellers by the surface world.
Demonym: Candelebran.
Government: Run by a council of the most powerful members of the species. These members are often gang leaders, mad scientists or powerful military fighters.
Demographics: ~6,500,000. 100% Candelebran.
National Symbol: A skull pierced with dark iron nails all throughout it the top of it, while the back is fastened to whatever wall it is embedded on with a large, spider-like device that digs into the back of the skull.
Primary Natural Resources: Candeleb’s primary resource is the abundance of minerals available to them due to the nature of their living space, deep within the earth.
Primary Industry: Multi-Metal working primarily, which Candelebran tinkerers and scientists often end up using the metal in various grotesque ways to increase their own power.
Primary Resource Needs: Foodstuffs. The lack of sunlight and light given off that isnt chemicals or furnaces, coupled with the absence of vegetation around the Death Mountains, leaves very little in the way of growing food, and typically only those high up in an organisation has a hope of eating a plant that isn’t a mushroom found in some random cave. Because of this, cannibalism is also common and accepted.
Military: No formal military. All citizens belong to a gang underneath a council member however, and are expected to fight when asked or be killed and eaten. None of them are very skilled fighters, but natural ability with swarm tactics and ambushes allows them to fight on even ground when in home turf.
Culture: Candelebran culture is centred around power and fame. The more powerful you are; the more famous you are and thus the more Candelebrans that follow you and listen to your orders.

The deep underground lifestyle has lead to no development of a calendar, and due to this there is no scheduled time of rest. They rest and laze around when they want and work when threatened. The only holiday a Candelebran can expect is when a council member steps down and flees from murderous underlings to the surface, where they will live out the rest of their (often short) days amid the valleys of the Death Mountains.

Geography: View attachment 1912
Candeleb is a dark place, with very little light outside of its capital. Long tunnels spread far and wide, often bending and curving without rhyme or reason. Any towns are found in large, expansive underground caves and are often illuminated by underground magma.

The capital of Candeleb, Ghilt, is build almost directly between the centre peaks of the Death Mountains, far far below. All Candeleb tunnels, no matter where they start, lead to Ghilt. There is just something about the place that calls to the Kobolds.

Ghilt is built in a truely titanic central cave, spanning almost to the horizon. All along the sides of the cave wall, Kobolds have developed surprisingly stable and normal support structures to aid the cave. All throughout Ghilt are sprawling slums, with the only buildings to clear more than two stories being clustered around the centre. The slum buildings are often made from whatever materials the Kobolds could find, ranging from the most common of dark iron, to stone or sometimes flesh and skin.

At the centre of Ghilt is the true capital of the Candeleb. A gigantic tower of dark iron metal, curved menacingly with spires that rise like blades, rising into the sky to scrape the ceiling of the cave. Glowing green liquid runs through and out of the tower, providing light as well as a valuable material for the large amount of Kobold chemists and tinkerers inside

Skulls and spikes adorn both the inside and outside of the tower, the building in question curved to be larger at the base than it was at the top.

At the very peak of the tower, overlooking the Ghilt slums is where the council meets (a rare occurrence that only happens in sudden or dire situations) and makes its decisions as to what the Kobolds will do in such a situation.
Leader
Name/Title: Dark Council
Race: Deep Dweller Kobold. (A subspecies of Kobold, this species looks very different from their cousins. Often grey or brown, they stand bipedal and on average just under four feet tall. They have a long, smooth snout filled with blunt teeth and equipped with large nostrils and beady eyes that hide the true intelligence and cunning of the Kobold. They have a relatively large, lizard-like tail that they can use to support themselves, as well as excellent vision in the dark. A complete biological lack of empathy and overwhelming lust for power affects the majority of these Kobolds, placing them in constant completion with one another.)
Gender: Majority are Male, but there is a siginificant number of females.
Bio: Each council member is utterly remorseless and willing to do anything in order to attain more power over the other members that keep them in check. Torture, murder, live experimentation are all common playing cards on this table.
Personality: Personalities often vary depending upon how the Kobold in question rose to power, but the general consensus is that each of them are power hungry, conniving, insidious and bloodthirsty.
Appearance: Appearances vary depending upon how the Kobold in question rose to power. A Kobold with a strong military presence may be dressed in armour, often of the steel variety. A scientist will often have prosthetic arms or legs, having replaced their own limbs voluntarily with claws using horrific and often painful devices. A gang leader will usually be decked out in the finest jewellery they can manage to have, with skulls and precious gleaming stones adorning every surface.
Political affiliation: Each leader is responsible for organising the Kobold people, keeping them on track and alive in exchange for power and their loyalty.
Opinion on...: (Answer your leader's opinion on the following topics)
Intervening in foreign affairs: Unless amazingly dire, the Candelebran Kobolds will never intervene with any foreigners. They prefer to keep their existence a secret.
Religion and the state: Kobolds are too feral minded to follow a religion, and each member wishes the others would spontaneously erupt in blood and acid.
The current government model: None of them like it, and would rather be the sole leader. No Candelebran Kobold has ever achieved this for long however.
Foreign people: A chance to study the other races from places that aren’t sewers and carefully hidden holes in the earth. Beyond that, they’re simply food.
 
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Nation
Name:
Ashar. Can also be referred to as the Land of the Dawn Elves, from non-neighbouring nations.
Demonym: Ashari
Government: Absolute Monarchy
Demographics: Roughly 7,500,000 Total Population. (60% Ashari Dawn Elves) (40% Slaves of Mixed Origin)
National Symbol:
The crest first used during the ancient era of the original 12 Elven kingdoms. It has long since been unused by many different Elven tribes and nations, until the recent successor of those ancient kingdoms had been claimed and brought to rule the Elven people of Ashar, just 200 years ago. The most recent absolute and supreme leader of Ashar, has noble roots from this very family.

Primary Natural Resources: The abundance of Iron, Animals, Ivory, lumber, Rare Metals (Gold, Silver, Platinum, Diamond, Emerald), and Marble.
Primary Industry: The Slave Trade, Artisan and Cultural Works, Smelting and selling Iron-based weapons to allies in times of war for a significantly decreased price, or for general trade at a normal price. As well as exporting Luxurious Metals like Gold, Silver, Diamond, Marble etc, to rich nobles across Denzen and Hersh.

Primary Resource Needs: A need for Coal, and Copper/Tin. A need for Food (Agriculture), because of Ashar's incredibly large population, food is always needed, and is always in high demand, as the agricultural lands are not as rich or big enough to farm enough crops to feed the masses. Food is something that can even persuade and allow for certain trades that would normally never happen, just because of how desperately needed it is in Ashar.

Military:
The overall Ashari military, is made from elite warriors, massive amounts of slaves, and the mastery of the fire-bending techniques of Dawn Elves.
The amount of total Infantry Warriors currently in service is 315,000. The amount of slaves, that can be used in times of war is around 250,000. The amount of reserves are around 40,00 strong. In total the maximum warriors that can be rounded up in times of war is around 605,000, due to the massive population. The naval fleet is weak with only 13 warships, and 6 in reserve.
Doctrine-
The Ashari army is extremely vast and gifted with the powers of Fire-bending by ways of pyrykinesis, as well as being strong and durable warriors. Their morale as a whole isn't the highest due to the questioning nature of how the leader of Ashar runs things, however many never dare question him as he is the direct disciple of the original nobles that founded the Elvish kingdoms. Unfortunately, due to the sheer size of the army, it would be impossible to have sufficient resources to fund all units with high class armour, or even multiple weapons, aside for the usual great sword and crossbow carried by all infantry, including slaves. However many Dawn elves are capable fighters in their own right and don't need armour due to how large they are, and that due to their main form of attack usually being fire manipulation, many soldiers choose to not even equip armour or a great sword, as they feel it slows them down from their bending. However these are rare soldiers who have mastered the art of fire warfare, and do not march with the general army of slaves and mercenaries, and instead work directly for the leader of Ashar, in his own personal military as assassins, and secret agents able to wipe out hundreds of armies at once due to their bending.(This will be expanded upon later). The main doctrine then, used by the Ashari, is the pure domination of numbers in an all-out offense, with minimal armour. The naval doctrine is the opposite, with all main warships protecting the coast, against naval invasion of the capitol, in an extremely defensive formation.

Infantry- Slave warriors (250,000) - Non armoured warriors who serve as fodder to the military. Equipped with a shortsword, and a red tunic.
- Infantry Warriors(basic) (157,000) - Lightly armoured infantry, usually first line in an offensive attack. Equipped with a great sword and chainmail.
- Infantry Warriors(Veterans) (80,000)- Decently armoured trained warriors. Equipped with a Great Sword, armour plates, and a crossbow.
- Knights (Elite) (40,000)- Heavily armoured in Knights Legendary armour(Element Resistance, and Magic resistance).
They ride horses, and are equipped with pikes, a long sword, a massive and beautifully crafted shield, along with a crossbow.

Benders/Manipulators:
-Casters( 20,000)- basic fire casters, who also happen to make up Asharti missile forces. They throw fireballs from range.
- Benders(10,000) (Elite Fighting Force)- These are fighters who have mastered bending and use it in combat in squad.
- Cipher(100)(Most Powerful Fire Benders in the world)- They have complete mastery of their powers, and 1 Cipher alone can compete with the worlds greatest warriors, they are as powerful as wizards who have learned there magic, as these elves understand the very basic concepts of what there powers entail, and allow them to use it for combat.



Culture: Dawn Elves, are extremely cultured and seemingly "progressive" with how their society runs and their architecture and overall class. However behind the snobby and noble façade, there is a widespread case of poverty, and homelessness across the 4 kingdoms that make up Ashar. The more noble you are the more power you hold, and the stronger you are the more respected you are in Ashari culture.

Geography: View attachment 1922
The Dawn Elves had settled into the Hills Land , just North of Silverglade. However, they were originally from East Denzen, but Earthrage, caused them to leave the old kingdoms behind as it was no longer safe. The then made the huge migration to the Hills, which ultimately benefited them, as the nation received a huge population boost. This did leave many old noble bloodlines dead and forgotten however, due to the mass death Earthrage, and the migration cost, so when it was revealed that the heir to the once Emperor of the 12 Elvish kingdoms was found to be Alok Balfina, of the Balfina clan, they chose him to be their leader, and guide them through the change.

Leader
Name/Title: Alok Balfina
Race: Dawn Elves
Gender: Male
Bio: Chosen and blessed with the powers and authority that come with being the supreme leader of Ashar, Alok Balfina was blessed to inherit the same legendary noble bloodline of the original nobles who founded the first 12 Elvish kingdoms. Because of this power, he is inherently corrupt and cruel, along with being a little insane.
Personality: Unpredictable, Cruel, Corrupt, Insane
Appearance: 11 ft tall, Scrawny, yet muscular, red hair, goggles, and an extremely expensive orange fur suit.
Political affiliation: Supreme Leader/King, no other party opposition, and most likely he will rule for the rest of his life.
Opinion on...: (Answer your leader's opinion on the following topics)
Intervening in foreign affairs: only if it benefits him, or if he finds that it would be entertaining to do so.
Religion and the state: All religion that was once practiced, has become out of government, and all are called to worship their king, however many elves worship their Gods in privacy.
The current government model: Alok doesn't mind the current government, however he has no intention of backing down as king.
Foreign people: Doesn't Care, unless benefits him.
 
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Nation
Name: Basnad Shesonate
Demonym: Basnan
Government: Absolute Theocracy (the Sheson is elected by the Council of Patriarchs for life, and concentrates all powers in his hands)
Demographics: 6,500,000 (80% Marjari; 7% Blood Elves; 5% Orcs; 3% Dawn elves; 2% Halfling; 1% Rageborn; 1% Kobold; 1% Human)
National Symbol:
View attachment 1924

Primary Natural Resources: Oats, barley and wheat; fish and sea products; timber; stone
Primary Industry:
- Farming: the Marjari were traditionally farmer raiders, living with the rhythm of the seasons. They have kept their farming traditions, bringing with them their original oats and barley and adopting the local wheat.
- Brewing: For as long as stories have been told, barley has been brewed into Holy Beer. Its used was originally solely religious, but it has now spread to every household, and brewing beer has become the largest state income.
- Raiding: Who doesn't like a bit of raiding? It forges the character. Basnans raid other Ponds as well as neighbouring nations and anything that's weak enough. Without the consent of the Sheson, of course.
Primary Resource Needs: Iron for the weapons; gems and rare metals for the wealthy; ivory for the many religious buildings, statuettes and decorations.
Military:
Approx. 700.000 soldiers.
Each Marjari Pond is responsible to train and equip a number of troops proportionate to that Pond's strength (always measured in number of souls). The soldiers stay each with their own, forming Prongs that act fairly independently on the battlefield under the leadership of an Anarch.
Prongs are brought together under the leadership of Exarchs that lead approximately 10.000 basnans. A Patriarch oversees groups of 10 Exarchs, commanding armies of 100.000 troops.

The Basnan military is not particularly refined or technologically developed, but relies on mobility, numbers and of course the magical support of their Anarchs.
All Anarchs, Exarchs and Patriarchs need to have a deep affinity with the will of Tamatoa, which gives them a varying degree of control over water.
What they like in shiny weapons, they compensate in sheer viciousness and their quick reaction on the battlefield, each Prong able to seize opportunities when it sees it while fighting in a close formation.

Basnans mainly use spears, shields and bow, able to fire unrelentingly as they swarm over the plains.
1946.8.90_a.jpg


Basnans are however much less adept in dense forests and in mountainous environments, and keep to flatter terrain close to the coasts.

Where the Basnans thrive is at sea. The combination of their fast longboats and their amphibious assaults can surprise and overcome most navies.

Culture:
History
The Marjari Basnans were farmer raiders living off the spoils of the sea and trying to make the best out of the poor land they had settled on. Their way of life was threatened by a horde of orcs destroying everything in its path. Thankfully, Tamatoa, Lord of the Seas, wrestled the krakens to a standstill and allowed His people to cross the sea to new, fertile lands: Hersh.
The Great Migration saw the Basnans take everything they could on their longboats and make the perilous journey. Following unwelcoming dense forests, they finally landed at the edge of the Silverglade and conquered the surrounding lands to settle their people.
Religion
The Tamatoan faith spread like wildfire, and the Sheson, the highest religious figure, quickly became the leader of his people. Since then, Tamatoa, the Great Crab, the Slayer of Krakens, has dictated everything in the lives of the Basnans. The Sheson is at the same time the religious leader, the head of state and the head of the army, and his ministers are both priests and political leaders.
Through each village, hovel and city, altars and temples are raised to the glory of the Crab, and every Basnan has at least one ivory statuette with which to pray.
Generation after generation, the Shesonate has grown less and less tolerant of other faiths. There is a fear that Tamatoa brought the Marjari here for a reason, and if they don't respect His will, He will take away His gift. What is His will is a matter of interpretation, but the current Sheson seems to think it's to destroy the orcs and their false god Kajh.
Holidays
The main Holy Days of the Basnans are
- the Nostalgiacs, where Basnans remember their dead and thank Tamatoa for all His blessings. It corresponds to the arrival of the Basnans in Hersh.
- the Blood Moon, marking the end of winter and the beginning of fairer weather, tending to farms and raiding
- the Feast of Tamatoa, at the harshest of winter, where Basnans make a great celebration and eat without a care in the world, spitting on all that wish to destroy them, safe and secure in the love of the Great Crab.
Social hierarchy
Basnans live in very holistic communities, Ponds of Marjari living together and ensuring most of their needs under the rule of an Elder. The land is divided amond hundreds of Ponds, with Civil Exarchs administring provinces and Primarchs ruling regions.
Of note, the gender of Basnans has no importance in society, and both males and females can be found equally in any position.
The largest social problem of the Shesonate is the large foreign population still living in their land. The Basnans live well enough with the Blood Elves, but widespread discriminations are inflicted on the local orcs, and their population has been shrinking steadily in the past century. Foreigners are strongly invited to join the Tamatoan faith and to establish themselves as their own Ponds of Elves, Halflings, etc. Halflings have been the most eager to adopt this and have developed merchant Ponds in every Basnan city.

Geography:
View attachment 1923

In between the badlands of the old Blood Isles and the dense forests of the Silverglade, the Basnad Shesonate has found a fertile flat land striated with rivers coming down from Hills Land and the Death Mountains.
The south-west and south-east regions, Nagaa and Panshu, are mostly covered in light forests where the Basnans get most of their lumber.
The other four regions, Uratoro, Angye, Khutai and Sharnuur are covered in a patchwork of fields and dirt roads. Most travel and transport takes place on the rivers alongside which all major towns have developed.
The capital city, Tamalossia, is located at the estuary of the largest river, the Shiran. Stinking, dirty, run-down, overcrowded, Tamalossia certainly is. But it's also busy, prosperous, and home to the White Tamatoan Palace, a marvel of Basnad architecture with all external walls covered in ivory, from which the Sheson leads his people.

Leader
Name/Title: Sheson Paralua
Race: Marjari
Gender: Male
Bio: Paralua was raised in the Jaran Pond in the Sharnuur region. His exceptional mastery over water showed to all how close he was to Tamatoa and he quickly grew in the Faith's ranks. His youth was marked with dealing with the repulsive orcs and the loyal Forged Born. He has a deep-seated respect for the latter and has learn he can rely on their word and their technology.
At the passing of the current Sharnuur Primarch, only one other Exarch challenged Paralua, and it is said he manipulated the water in the very body of his opponent to silence him into submission.
Soon after, the old Sheson died. No one knows exactly what happened behind the closed doors of the submerged Primarch Council. Paralua, despite being the youngest Primarch, used a combination of threat and promises to convince his peers and came out of the room the new undisputed leader of the Basnad Shesonate.
Personality: Sheson Paralua is a cunning Marjari that will do anything he needs to achieve his aim. He is deeply religious and is convinced he has been personally sent by Tamatoa to do his bidding in Hersh, and nothing should get in the way of that. Through his years, he has become convinced the orcs are an insult to the Gods and need to be eradicated. To that end, he wishes to eliminate the orcish population from his land and develop powerful alliances with other nations to crush anything looking like an orc.
When he's not dealing with an orc or anyone that has insulted Tamatoa, himself, the Basnans or the Marjari in general, Paralua is affable and friendly, happy to have a private (with only a dozen or so of elite guards) conversation with any foreign emissaries. Though people usually tend to complain about his looks and his smell, but he's quite proud of those.
Appearance:
View attachment 1925
Political affiliation:
Leader of the Faith, originally from the Sharnuur region (North West)
Opinion on...: (Answer your leader's opinion on the following topics)
Intervening in foreign affairs: If it's about orcs, YES! Otherwise... also yes. Paralua will try to get involved in any discussion to find friends and annihilate foes.
Religion and the state: What's the difference?
The current government model: The best there is.
Foreign people:
- Orcs need to die.
- Forged Born are honourable and respectable
- Halflings are useful and overall... fine
- Elves... you need to keep an eye on elves. You never know.
- Pale Harpies are interesting. Loads of ivory. A bit haughty, but relations could be deepened.​
 
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Nation
Name: Athea

Demonym: Atheans

Government: Monarchy with a Guiding Council

Demographics: 5,560,000 (99% High Elf, 1% Other - Combination of all other races.)

National Symbol:
2naqis0.jpg


Primary Natural Resources: Aquatic Resources - The specialty of the Atheans. Exquisite sea food dishes, jewelry, etc. Anything notable that comes from the sea can be found here.

Primary Industry:
Fishing is the Primary Industry. Mining is the Secondary Industry.

Primary Resource Needs:
Stone & other Building materials, Wood, metals.

Military: All Military assets total 1,300,000.
Athea is unique. All citizens are trained as warriors, but are not called into service unless needed. For example, the country of Athea is largely water, so to acquire resources, regiments of warriors/miners will be sent out to the mountains to mine. These people have the skill to be miners, but are also employed as warriors. Some mine, while some provide protection. The same could be said for fisherman, in relation to Naval abilities. This allows a rotation in the military ranks. Those guarding the borders can be swapped, so they can return home.

Due to the High elf affinity for long range combat, the Athean navy is known as being exceptionally deadly. Just like with an arrow, Athean ships can hit enemies with pinpoint accuracy. If the enemy manages to get within effective range, Athean archers stationed on the vessels, will launch what is called, Raining Fire, on the enemy. When the modified arrow hits the vessel, is explodes in fire and spreads out. Burning organics, catching flammable materials on fire, and under constant bombardment it can even begin to warp metal in a high heat environment.

Similar tactics are used on land.

Military Breakdown:

City Guard: 300,000. The City guard is made up of citizen that are enrolled into the military as a secondary job. They do not receive full military salaries. They work full time jobs. They go through regular training and drilling, and are compensated for their time working for the military. Each of the 4 major cities has a portion of the 300,000 registered to them evenly.

Royal Guard: 500. The Royal Guard are the best of the best. 350 of them are assigned to protect The Supreme and The Council of the Supreme. Providing security for events they attend, and the Palace. The other 150 are made up of investigators who handle crimes related to the safety of the country, political officials, and foreigners.

Naval Reserves: 100,000. These are citizens whose military job is secondary to their full time jobs. However, they are trained and drilled on a regular basis. They are spread around the 3 major port cities. 1,500 Reserve Naval vessels are stationed with 1,000 located at each port city. They are clustered near each other, but not close enough to be able to be destroyed all at once.
Some are troop carriers, some are light scout ships, some are small transports, and some are supply ships.

Ground Reserves: 100,000. These are citizens whose military job is secondary to their full time jobs. However, they are trained and drilled on a regular basis. They are spread throughout the country and are assigned to Units in those areas with which they reside.

Active Ground Forces: 400,000. Active = Full Time military. However, not all are on active duty. 50,000 are support roles throughout the country and are responsible for keeping all the equipment, facilities, and other various things in good condition and do not have fighting roles, though are trained in combat. Another 50,000 are marines, and are stationed on Naval vessels, facilities, and the like as security, for boarding operations, etc. They are broken into 2 units. 1 unit is out for 3 months, while the other is on leave, working their secondary jobs. Another 10,000 provide security for mining excursions that take place outside of the borders. The other 290,000 are guarding the land border. Fences and other manners of blockades have been erected on the land border to Athea. The 290,000 is divided into 2 Units of 145,000. They work alternatively just like the marine units.

Active Naval Units: 400,000. Active = Full Time Military. 100,000 have support roles maintaining all aspects of the vessels, including reserve vessels, as well as maintaining the ports. 2,500 total Active vessels that are divided into 2 units. 1 Unit patrolling the seas and sea border for 3 months, while the other unit is on Leave working a secondary job. Not all vessels are war faring vessels. Some are troops carriers, some are light scout ships, some are small transports, and some are supply ships. Only 1,500 are war faring vessels.

The government works closely with businesses and companies that provide things essential to the population. This means that military have been provided jobs, and active military have been provided jobs on their time off, with the government only paying salaries for time on active duty. The companies have a rotation, so when some employees are off on their tour, the employees that are back are filling those positions.

Culture:
While the Atheans do not see women as being more powerful, the majority of Athean society is female based. The Gender ratio is 75% female, to 25% male. Genders are seen as equal, but the large female ratio means that most positions of power are held by females. It can be said that any male lucky enough to reside in Athea, is among the luckiest on the planet. It is not unheard of for a male to have at least 10 female mates. With Athean females being exceptionally beautiful. Due to this, Athea has closed its borders. Men from all over, hearing of such things would flock to Athea in hopes of living a lavish lifestyle. This led to problems. Not for the Athea of course, but for the other men. When they would try to force such things, they would often be found dead. Which would lead to political issues when male citizens of other countries would be found dead. The leaders became tired of dealing with such things. So the borders were mainly closed. Only certain merchant vessels are allowed in. Even then, they may only stay within the city they docked with, and are given a certain number of days they are allowed to stay.

Festival Of Oceans is an annual holiday that takes place. Parades in the Cities, as well as Lavish parties are thrown to honor the Athean connection to the sea. It is not coincidental that Athea often sees a population spike after the festival, in conjunction with a High elf gestation period.

Due to the location of the country, Atheans are free spirited. Clothing is worn minimally, and is often fashioned in a way to be used for swimming. It is not uncommon to even see a Naked Athean strolling down the street in a port city. Due to this, Atheans are also very sexually free spirited. Polygamy is normal and encouraged. It is rare to see a monogamous Athean couple.

Due to Military training being implemented in Athean schooling for youths, Atheans are very physically healthy. All are taught to swim from a young age and are extremely adept at it.

Geography:
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The islands house the largest of Athean cities. Those being primarily fishing and trading hubs. The capital can also be found in the middle of the Southern Island. The majority of the islands have been converted into cities, but, their are protected areas where building is not allowed. On the mainland, the Cities mainly focus n mining, as expeditions are often sent to the mountains for resources.

Leader

Name/Title: The Supreme (Title)/ Nexxis Neriven (Name)

Race: High Elf

Gender: Female

Bio: Middle Age for a High Elf. Exceptional ability with a bow. Exceptional talent at swimming. Known as the most beautiful woman in all of Athea. To her people, she is called the most beautiful woman in the world. Although Biased, such a sentiment may not be far off. She is a 3rd Generation Supreme. Her mother and her Grandmother before her, both being Supremes.

Personality: Nexxis is a fantastic leader. She is strong willed and possess are the positive traits of a leader. She is light hearted most of the time, and is often chastised by other political figures for being to informal. She is playful, and will make jokes. Yet she can be serious. She loves her people, and dislikes cruelty and loss of life. However, she will not hesitate to do what needs to be done. If she were a male, she could be described as a playboy. She has 15 mates currently, and unlike other rulers, they are all loved by her.

Appearance:
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Political affiliation:
Traditional. (87% of the Athean Population) The others are known as Generational. (13% of Population). The Generational faction wants to open the country to the outside, including all the problems it would cause. This faction consists of almost all of the non High Elf races, as well as the High elves that associate with them. Wether it be mates, or friends.

The Traditional Faction, which is the large majority, believes in keeping things as they are and following the traditions and rituals of the past generations.

Opinion on...:
(Answer your leader's opinion on the following topics)

Intervening in foreign affairs: No interest. Nexxis does not like sending her people into battle needlessly. Unless the circumstances are dire, she will often not get involved.

Religion and the state: No recognized religion, though the sea could be called a Goddess by some. It is not an organized religion, per say.

The current government model: Fully supported. The Supreme is supported by a council that is called, The Council of the Supreme. While The Supreme is the figurehead and makes the majority of decisions, the Council can be referred to as a court that deals with issues considered trivial for Nexxis. The Council also acts as advisors to her. For her positions as The Supreme to be challenged, the challenger must have the support of the majority of the council. The Council consists of 10 members.

Foreign people: Nexxis has no real prejudice against them, just that they create more problems within the country. She is not even opposed to taking them as a mate. She just does not wish for issues to develop between countries and lives to be lost due to lack of self of control on their part.
 
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Nation
Name: The Monarchy of Dalizon
Demonym: Dalizon
Government: Direct Monarchy. The Monarch rules the entirety of all the land and the Monarchy of Dalizon is split into 6 territory, the Royal Lands and 5 other Provinces. Each province is split into 4 smaller territories and each territory is run by one of 3 Duke/Duchess or a Lord/Lady who runs the Province and they obeys the Monarch who runs the entire Monarchy. The Royal Lands however isn't ruled by Lords/Ladies or Dukes/Duchess, but instead is run by the Monarch instead of a Lord/Lady and the 3 territories is run by a Baron/Baroness, who are blood relatives to the Monarch, instead of a Duke/Duchess.
Demographics: ~1102000 Elves Slaves 19% ~4698000 Orcs Civilians 81%
National Symbol: The Dalizon has many different symbols for their people, but they all have the sacred Print of the Beast, which is the large circular footprint of the Titanosaurus, which is considered a sacred beast for the Dalizon. Each Province has its own colors, and each territory have its own pattern. The Royal Lands is the only province who have a single coat of arms, being the Print of the Beast on a white shield with a gold border, draped by a red ribbon.
Primary Natural Resources:
-Lumber: The Dalizon's lands have many forests of strong trees used for construction, the building of lances and the building of ships.
-Metals: The Dalizon has many mines and a very active mining and smithing industy to fuel the great war machine against the ancient threat.
-Exotic Animals: From Gallimimus used for meat, to Pachycephalosaurus for mounts and Ankylosaurus for mobile artillery. These dinosaurs are an every day part of the lives of the citizens of Dalizon and some more brave peasants have stolen eggs or babies from eggs, or ranchers, to sell to other ranchers, Lords or even foreigners as exotic pets for a pretty penny.
-Slaves: There are millions of elven slaves, taken either fresh from the north or more likely descendants of slaves taken centuries ago. Slaves aren't given jobs in the field or mines, as that's what peasants are for, and are more used for servants, entertainment such as jesters, singers and actors, and for the more decedent Nobles slaves can be hunted game, gladiators, and nightly partners. The more unfortunate, or fortunate slaves are often given a bow or crossbow and sent out to march with the armies against the Insects.
Primary Industry:
-Agriculture: Most peasants are either farmers or miners, and farming tends to be a safer choice of profession, if the peasant has the choice at least. Food is abundent within the land, which is good for that means there is more food available for the armies.
-Animal Breeding: Pachy's for mounts, Galli's for meat, Carnotaurs for the arenas and more are bred, fed, sold and used everyday, turning those capable of breeding such majestic beasts into rich men indeed.
-Slavery: Slaves are often treated like animals, with some slaves being bred for certain traits such as battle, dancing, singing, beauty or even simply because they were obedient. Slaves are bought and sold everyday, with new ones being placed on the market everyday, either taken from the existing slave pens or brought on the raiding boats.
-Tithes: All households of age must give 7 out of every 10 Penny, which is a small gold coin, of their weekly income to the local Duke/Duchess for the tithes, and every month, every Duke/Duchess must give 6 of every 10 Penny they had collected to the Province Lord, and at the end of every year each Lord must give 5 of every 10 Penny they collected to the Monarch.
Primary Resource Needs:
Luxury Foods - The Nobles of Dalizon eat mostly Galli meat, potatoes, carrots, peas and drink mostly strong ale. They are always in the market for wine, honey, and some meat other then that of dinosaurs.
Exotic Textiles - The Dalizon mostly use cotton for their clothes, which leather being reserved for peasants and slaves. Anything that is dyed, or made of fine materials other then cotton or leather will be sure to draw the eyes of coin filled nobles.
Expensive Gems - While the mining industries of the Dalizon is enough to fuel their war machine, the Dalizon's mines lack precious gems such as rubies, opals and emeralds.Items such as those are loved by Nobles to be used as jewelry and decoration for their armor and mounts, showing off their wealth and power.
Military:
Numbers: Each Lord/Lady and Duke/Duchess is responsible for maintaining an army of no more then 25000 Men-At-Arms, Slaves and Knights, Baron/Baroness and Monarch is responsible for maintaining a Royal Army of 38000 Men-At-Arms, Slaves and Knights, making an total army of roughly 650000 Men-At-Arms, Slaves and Knights. Each territory run by a Lord/Lady or Duke/Duchess must give up 5000 of their army, while each Royal Army must give 8000 of their army every other decade to march against the Hive in massive invasions known as Crusades that include roughly 132000 warriors.
The Dalizon's military is made up of primarily men-at-arms, peasants chosen and trained and armed by the Lord, but it also has a minority of heavy mounted Knights and Slave ranged infantry. In fact it is the Knights who will do most of the damage, as they have the ability to quickly flank around the sides of an enemy army and slam into the back row or chase down enemy ranged units. This doesn't mean that their infantry should be ignored as their men of arms are all armored to provide a balance between agility and protection and their Elf slaves are capable of releasing volley after volley of bolts and arrows into the enemy's lines, softening them up for the men-at-arms, who in turn, as as the shield holding the enemy lines in place for the Knights to circle around and punish the enemy from behind.

Melee Infantry

(150) Swordsmen-At-Arms: Every summer Commoners that have turned of age are sent to their Lord's estate to be given the opportunity to be trained as a Man-At-Arms. For a Peasant being accepted as a Man-At-Arms is a great honor not only for the selected but for the entire family as well. From dawn to dusk the Lord shall put the Peasants through grueling trials and those who pass are allowed to be trained and outfitted with the livery of the Lord, as well as a half-plate, sword, and shield.

(150) Spearmen-At-Arms: Every summer Commoners that have turned of age are sent to their Lord's estate to be given the opportunity to be trained as a Man-At-Arms. For a Peasant being accepted as a Man-At-Arms is a great honor not only for the selected but for the entire family as well. From dawn to dusk the Lord shall put the Peasants through grueling trials and those who pass are allowed to be trained and outfitted with the livery of the Lord, as well as a half-plate, spear, and shield.

(150) Macemen-At-Arms: Every summer Commoners that have turned of age are sent to their Lord's estate to be given the opportunity to be trained as a Man-At-Arms. For a Peasant being accepted as a Man-At-Arms is a great honor not only for the selected but for the entire family as well. From dawn to dusk the Lord shall put the Peasants through grueling trials and those who pass are allowed to be trained and outfitted with the livery of the Lord, as well as a half-plate, mace, and shield.

(150) Yeomen Swordsmen: Yeomen are the Men-At-Arms who have served their Lord and the Monarch for years, displaying both bravery and loyalty beyond what was expected of them. Those Yeoman are rewarded with a position of rank such as Unit Sergeant or Slave Driver. They are also rewarded with a purse of coin, a small plot of land to work and the most loyal and dedicated Yeoman might even be rewarded a Slave. In addition to their ranking however, they are given chainmail and sturdier, shields and swords then their Men-At-Arms lesser.

(150) Yeomen Spearmen: Yeomen are the Men-At-Arms who have served their Lord and the Monarch for years, displaying both bravery and loyalty beyond what was expected of them. Those Yeoman are rewarded with a position of rank such as Unit Sergeant or Slave Driver. They are also rewarded with a purse of coin, a small plot of land to work and the most loyal and dedicated Yeoman might even be rewarded a Slave. In addition to their ranking however, they are given chainmail and sturdier, shields and swords then their Men-At-Arms lesser.

(150) Yeomen Macemen: Yeomen are the Men-At-Arms who have served their Lord and the Monarch for years, displaying both bravery and loyalty beyond what was expected of them. Those Yeoman are rewarded with a position of rank such as Unit Sergeant or Slave Driver. They are also rewarded with a purse of coin, a small plot of land to work and the most loyal and dedicated Yeoman might even be rewarded a Slave. In addition to their ranking however, they are given chainmail and sturdier, shields and maces then their Men-At-Arms lesser.

(120) Squires: Squires are those Yeomen who knight have taken to be their personal servants, doing the errands and tasks that are too menial for a proper knight to do themselves. While a thankless task, Yeoman still aspire to be squires as there is chance, miniscule as it, for a Squire to be promoted to Knighthood, granting them the status of Knight and their dependents, the opportunity to earn the same. These Squires are armored in plate mail, provided to them by their Knights, and armed with a large two-handed axe.

(120) Templar Foot Knights: Normally no knight of any respect will be seen dismounted on the battlefield, but the Templar Foot Knights are special. The Templar Foot Knights are knights who have taken many oaths, such as the Oath of Secrecy to keep them from speaking any of the church's secrets, the Oath of Loyalty to make sure they do not stray from the church's word and the Oath of Orphans, to sever all connections to their previous families. The Knights are retrained and given the best plate armor, forged by the best of the best and blessed by the church. The Knights fight with war-axes and shields with the ferocity and skill of a dozen men.


Ranged Infantry

(200) Slave Archers: When an army marches out, it is not uncommon for slaves to be conscripted from the fields to be used as porters, laborers at best, entertainment and morale boosters at worst and in the middle they're used as ranged infantry. These slaves are given only the most basic of leather armor, a bow and a dagger.

(200) Slave Crossbowmen: When an army marches out, it is not uncommon for slaves to be conscripted from the fields to be used as porters, laborers at best, entertainment and morale boosters at worst and in the middle they're used as ranged infantry. These slaves are given only the most basic of leather armor, a crossbow and a dagger.

(200) Sewn Archers: Slaves taken by the church are more then often used to clean the churches and cathedrals, or serve as night partners for the priests, who have taken oaths of celibacy and refrain from sexual activities with any other person. However there comes time when the Church's military force needs archers and since a proper orc shouldn't ever use any ranged weapon, as only mercenaries and slaves should handle those honorless weapons, Church Slaves make the perfect substitute. Through an unknown method these archers are trained and prepared and as a final test, the Slaves have their eyes and mouth sewn shut in order to keep them from seeing or speaking of the secrets they have seen, and finishing their transformation into extremely obedient archers. Funny enough, even with their eyes and mouths sewn shut, the Slaves fire their arrows with greater range and accuracy then normal Slave Archers. The Sewn Archers are given Longbows and shortsword, and wear studded leather armor and wear silver masks to hide their threaded eyes and mouth.


Cavalry

(120) Mounted Yeomen: Yeomen are the veteran Men-At-Arms who have earned the favor of the Lords they serve. Common rewards is a higher rank, a plot of land and a set of improved equipment. Sometimes however a Yeoman can be offered a Pachycephalosaurus as a reward for their service. Not one from the Lord’s own stables, but cheap beast from a similarly cheap breeder or catcher. Still owning a Pachycephalosaurus is a sign of respect within Peasant society. The Mounted Yeoman often act as forward scouts for the main knight force wearing chainmail, carrying long spears, axes and shields and riding unarmored Pachycephalosaurus.

(80) Dalizon Knights: The Dalizon Knights do not ride horses, but instead they ride fast and powerful specially bred Pachycephalosaurus that run as fast as a horse, and have a deadly ram that is capable of shattering an Orc’s ribcage. The Knights are not common peasants but rather the members of Noble Families who are capable of purchasing and maintaining their own stables of the Dinosaurs. Every noble in the Monarchy can become a knights, but they are only given their title by their lord after decades of harsh training in foot and mounted combat. The Dalizon Knights are armed with full plate and carry axes, shields and lances. They ride armored Pachycephalosaurus and act as both melee and shock cavalry.

(30) Iguanodon Knights: The Iguanodon is a majestic beast twice the size of a normal horse and many times heavier. The Iguanodons are raised by the Dalizon to be mounts only for Lords and their personal retinue. The beasts raised for war are trained to use their thumb spikes to kill enemies designated by their riders. The Knights that mount them are the best of their peers, chosen by the Lord from their existing knights to protect them against assassins out of combat and assailants when on the battlefield. The knights are armored in full plate and carry pole axes and shields. They ride their armored Iguanodons with pride into the thickest parts of the battle.

(80) Royal Knights: The Royal Knights are Knights that have been reknighted directly by the Monarch of the Dalizon. These Knights have proven themselves to be the best of the best and therefore is rewarded with the best armor and weapons forged by the Dalizon and given the finest Mounts ever bred, directly from the nurseries of the Royal Family. The Royal Knights march onto the field, inspiring Peasants and Nobles alike to aspire to become like them one day, as unlikely as it might be. The Knights are armored with mastercrafted plate armor and wield axes, lances and shields. They ride armored thoroughbred Pachycephalosaurus that are capable of breaking down a brick wall with a single ram.

(30) Royal Iguanodon Knights: The Royal Iguanodon Knights are the greatest knights in the entire kingdom and are the paragons of Dalizon society. They are the personal bodyguards of the Monarch, a status of untold honor for one’s self and family. Any family who can point to a member of the Royal Iguanodon Knights can be expected to brag about it for many generations to come, and with good reason. The Royal Iguanodon Knights are the greatest knights in the nation. They’re all blessed by the Church and have all achieved a sainthood, a status only given to those who have proven themselves pure in body, mind, spirit and action. The Knights now walk around as if demi-gods, proving it on the battlefield, cutting down ranks and ranks of enemies with the ease of a knife through soft cheese. The Knights are armored in mastercrafted full plate armor, and armed a mastercrafted poleaxe, and shield. They ride armored Iguanodons that are a step above their lesser peers, as they are capable of cutting down infantry and lesser beasts like a scythe through wheat due to their size, speed, strength and thumbspikes.

(80) Templar Knights: Templar Knights are the elite guardians of the church, severing all ties to their families and dedicating their lives to the Church of the Titan. Taking the Oaths of Secrecy, Loyalty and Orphans, Templar Knights have nothing to lose and everything to gain upon death. The Templar Knights wear the best armor the church can provide, forged by the best of the best and blessed with sacred oils and scripture. They wield masterfully forged axes, expertly crafted lances and only the best of shields riding Pachycephalosaurus that the decedents of the Pachys of the Church's greatest heroes. With these weapons and mounts, the Templar Knights fight with the skill and ferocity of ten Dalizon Knights.


Artillery

(24) Ankylosaurus Trebuchet: The Ankylosaurus are large and powerful beasts the size of elephants. The massive herbivores, while heavily armored and armed, are rather docile. Enough to be mounted by a large artillery piece that is powerful enough and accurate enough to deal a good amount of damage to infantry, cavalry and defenses. The Ankylosaurus is also a deadly threat as the trained war beast's armored hide can block all most form of ranged fire and defend against most infantry. Each Dinosaur is crewed and handled by 5 Handlers armored in half-plate and carrying lashes and swords.

(24) Ankylosaurus Ballista: The Ankylosaurus are large and powerful beasts the size of elephants. The massive herbivores, while heavily armored and armed, are rather docile. Enough to be mounted by a large artillery piece that fires off a large bolt large enough and with enough speed to impale several men or beasts. The Ankylosaurus is also a deadly threat as the trained war beast's armored hide can block all most form of ranged fire and defend against most infantry. Each Dinosaur is crewed and handled by 5 Handlers armored in half-plate and carrying lashes and swords.


War Beasts


(200) Protoceratops Handlers: The Protoceratops are small creatures, slightly larger than a mastiff, but is none the less deadly. The animals are armored in chainmail, and while they are slower than a mastiff, they can deal more damage to the standard footsoldier or horse as their beaks can shear flesh and break bone with ease. The 40 Handlers are armored in half-plate and carry lashes and swords.

(80) Kentrosaurus Handlers: The Kentrosaurs are cousins of the large and more aggressive Stegosaurus with large spikes protruding from their front shoulders and 5 rows of large spikes running down their tails. They stand at 2 meters tall and measuring 5 meters long, the Kentrosaurus are armored in chainmail and act as living chariots as their shoulder spikes are covered in a steel blade that cuts through enemies as they run forward. Their 40 Handlers are armored in half-plate and carry lashes and swords.


Diplodocus

(1) Feral Diplodocus: The Diplodocus are powerful titanic beasts, 45ft tall, of the plains and forests. They roam around eating from the treetops and are actually quite docile. It takes years to raise a Diplodocus to become a warbeast, so more often than not, a Diplodocus would be given no armor or extra weapons but instead is herded onto the field and used as a large war beast. A diplodocus, while large is surprisingly swift for a beast of its size and can use its legs to crush enemy infantry and beasts under their feet and use their tails to whip enemies with the force to break the bones of several plated warriors.

(1) War Platform Diplodocus: The Diplodocus are powerful titanic beasts, 45ft tall, of the plains and forests. They roam around eating from the treetops and are actually quite docile. It takes years to raise a Diplodocus to become a warbeast, given the time and resources the Dalizon are able to train the beasts to be able to follow orders and follow the directions of their riders. They equip the beast with heavy chainmail and mount the creature with a wooden platform for 16 Slave Crossbowmen and Slave Archers on to rain down bolts and arrows from above while the Diplodocus uses its feet and bulk to crush their enemies and whip around their tail with the strength of a battering ram. Each War Diplodocus is near irreplaceable and is extremely expensive and difficult to train and maintain.

(1) War Shrine Diplodocus: The Diplodocus are powerful titanic beasts, 45ft tall, of the plains and forests. They roam around eating from the treetops and are actually quite docile. It takes years to raise a Diplodocus to become a warbeast, given the time and resources the Dalizon are able to train the beasts to be able to follow orders and follow the directions of their riders. They equip the beast with heavy chainmail and mount the creature with a large statue of a great Saint as well as a chanting preacher that inspires Men-At-Arms and Nobles alike to fight harder and encourage them into feats of great bravery as the Dinosaur uses its feet and bulk to crush their enemies and whip around their tail with the strength of a battering ram. Each War Diplodocus is near irreplaceable and is extremely expensive and difficult to train and maintain.
Longboats: Longboats are small vessels, generally used for swift raids and personal transports for diplomats, adventurers and the fortunate peasant. They are sturdy vessels that are designed for speed and travel as they can travel across long distances through storms and heavy winds with little trouble. The Longboat can is crewed by 50 men-at-arms and has a single ballista located on deck used for ship to ship warfare.

Cogs: The humble Cog is a multi-purpose ships, that is not only used for military service but also for trading since it provides an equal amount of both speed and cargo/crew space. Cogs are not as fast as Longboats, but it is usually better defended with the ability to house roughly 200 men-at-arms, as well as an additional 50 slaves, for use as archers, cleaners and entertainment, and a selection of 3 broadside Ballistas on both sides for ship to ship warfare.

Holks: The Holk is the first of the dedicated warships used by the Dalizon. The ship is durable with sturdy oak hulls and cloth masts allowing for relatively stable speed. Holks are often used as warships against enemy ships, carrying a large selection of 500 men-at-arms, as well as an additional 120 slaves, for use as archers, cleaners and entertainment. For ship to ship combat the Holk has a selection of 15 ballistas on each side of the ships.

Carrack: The largest and most powerful dedicated warship that is used by the Dalizon. Its size makes the ship very difficult to turn and move, but what the vessel lacks in speed it makes up for in defense, and firepower. The hull is so thick and robust that ballista bolts can simply glance off the vessel's side and it is crewed by 900 men-at-arms, as well as an additional 200 slaves, for use as archers, cleaners and entertainment. The Carrack has an armament of 40 ballistas on each side of the ship.

Cargo: The Cargo is the largest ship designed for the Dalizon. It is designed as a dedicated troop and supply transport. It's extremely slow but the ship can supply an entire battle group with a few trips and is durable enough to surpass even the Carrack with sheer bulk and defense. The ship is crewed by 700 men-at-arms and 150 slaves and can carry up to 2000 soldiers, 1200 dinosaurs, or a pair of Diplodocus. It is armed with 24 ballistas on each side of the ship for protection against enemy ships.
Culture: The Dalizon have geared their culture around the notion of honor and chivalry. All Orcs within the Dalizon, both noble and peasant are taught that whoever has the most honor, claims the most glory and follows the code of chivalry the closest have higher status and are more beloved and favored by the gods. Coincidentally the easiest way to achieve glory is to kill as many bugs, follow what the church tells you to do to gain the most honor and to follow the codes set by the monarch to be considered chivalrous.
Geography: View attachment 2215
Leader
Name/Title:
Jozeline Montfault
Race: Orc
Gender: Female
Bio: Jozeline is a young Monarch, born and bred for one purpose, that is the lead her people against the Hive to one day finally defeat the eternal threat. She is overeager to face the enemy, having been told glorified stories of grand battles and great heroics just as the monarch before her and the monarch before them.
Personality: Jozeline is a naive and young Queen, thirsty for glory against the Hive. However being young and eager, she is easily manipulated by the experienced and charismatic.
Appearance: Jozeline is often seen in full plate armor, holding her head high and an double sided axe near her at all times.
Political affiliation: The Royal Family
Opinion on...: (Answer your leader's opinion on the following topics)
Intervening in foreign affairs:
Foreigners do not know our eternal war. Either they support our cause or we shall have nothing to do with them!
Religion and the state: The Church of the Titan makes sure the power structure remains in place and is in order.
The current government model: It keeps people in their rightful place, making sure those who are not worthy do not rise to power.
Foreign people: If they are not helping then they do not deserve our time.
 
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LIVE
Name: Ska'ateri Hive
Demonym: Skaterian
Government: Tiered Dictatorship, where the strong rule over the weak, and the stronger rule over them. Ruled by a colossal entity known as the 'Hive-Shaper' (think a gravemind, but psionic).
Demographics: 100% Ska'ateri, with a population of roughly 6 million (not including the walls).
National Symbol: A slavering maw of fangs, mandibles
Primary Natural Resources: Quite literally nothing. They don't use stone or any sort of earthen materials, and any life is almost immediately scoured.
Primary Industry: The Hive- The entirety of the the Ska'ateri hive, including the structures, is a living, breathing thing. Due to their unique ability to bind together, and with a little tampering from the Hive-Shaper, they can be formed into newrly any shape under the earth, with endless swarms ready to take their place.
Primary Resource Needs: Food- It's all they need, but due to their animalistic and aggressive nature they are nearly entirely out, their land scoured. To get around this they war with the Dalizon, feasting upon both the land of their eternal rivals as well as the bodies of the dead.

Military: All members of the species, barring a few of the lazier higher evolved, are soldiers for the hive.
Melee Infantry

Skitterers: Every army needs a backbone and for the hive these are Skitterers. Six legged beasts roughly a metre long and half a metre high, their bodies are low to the ground and legs long and spindly, jutting into the air and designed to block the swings of weapons. The face is much like a spider's, but it has instead two large, pure black eyes and the lower half splits into four segments revealing a maw of teeth capable of piercing chainmail and thing metal. Mentally, these are little more than animals as they have yet to bond with many, if any, other Hive species. Due to this, their armour is only about as tough as boiled leather.

Queen: While called a Queen, this unit is actually one of many and acts as a commander for what are literally its children. Linked via a minute psychic presence to her children, the Queens relay orders from the Hive-Shaper to the rest of the present Hive members, directing the troope and organising their formations, as well as deciding where the more elite troopers go. They come in a variety of shapes and disorganised forms, but their armour remains light.

Harpies: A twisted mockery of the actual species, Harpies stand at just over two metres tall. Standing on two powerful digitigrade legs, with chalk white chitin, Harpies have a large, elongated maw, along either side lay three eyes. Two large, powerful wings on their back allow them to take flight. One arm of a Harpy is a regular hand tiped in powerful claws that can tear through light armour like butter, while the off arm of a harpy is instead one long, cruel bone white spear that juts from the elbow and is strong enough to pierce plate when striking with force. While flying, Harpies are capable of going at high speeds, but are not particularly manoeuvrable and they have next to no armour.

Miners: This species is designed for ambushing unaware of disorganised troops. Merely what looks to be a larger Skitterer, at about three metres long and two high, this species is designed to speedily tunnel through earth and stone and burst up from the ground in an explosion of dirt and blood, swiping with cruel talons and disrupting enemy formations.

Juggernaughts: Standing at four metres tall and two wide, Juggernaughts are heavily armoured, powerful units. With yellow chitin thicker than a fist, Juggernaughts stand on two powerful legs and have a surprisingly humanoid head, with two eyes where they would normally be, although there the similarities end as a juggernaught has a small mantle in the place of hair and its mouth opens up the entirety of the bottom of its face. With a body that looked as if a poor mimicry of superheavy plate, the Juggernaught comes equipped with four arms, two of which act like titanic shields that can withstand up to direct artillery, and the other two act as miniature spears capable of piercing armour and tearing foes apart. However, Juggernaughts can overheat quickly and are relatively slow compared to the rest of the Hive members, and are vulnerable around the head and joints. Acts as a commdand unit.

Slaughterers: On the opposite side of the spectrum are the Slughterers. Large, 2 and a bit metres tall, Slaughterers are tailed, lightly armoured beings that are capable of effortlessly switching between four legged and two legged movement, allowing them manoeuvrability over a wide range or terrain. Both both hands are instead thick, powerful spears that easily puncture plate and flesh. The tail is a mimicry of their opponent's animals, with five spikes coming from either side at the end and a larger one at the end. Acts as a command unit.

Ranged Infantry

Lashers: These Hive members resemble smaller Slaughterers, however the body is designed for constant movements between trees, earth and air, making sure to never slow down. Lasher tails, unlike Slaughterer tails, are capable of extended to many times their length almost instantly. From there, they are capable of swinging the deadly device as if it were a whip, contorting the weapon with their movements as it follows an unpredictable path. Close-Medium range.

Spikers: These long range Skitterers dig themselves partway into the earth, allowing them stability and accuracy as well as partial concealment. From there, Spikers will launch repeated volleys of small, incredibly sharp spikes that, while stopped by it, is capable of puncturing armour at medium ranges. At longer ranges, Spikers act as a deterrent and can pierce unaware flesh.

Cavalry

Impalers: Resembling nightmarish Centaurs, with four legs and a near-humanoid torsh sticking up at the front, Impalers act as Cavalry for the hive. All four legs are tipped with sharp claws that allow Imoalers to grip terrain and move at incrdible speeds. An Impalers arms are in fact both long, lance-like bone shafts designed to pierce a body and continue riding with ease. Impalers act as morale damaging troops, carrying impaled corpses around on their Lance arms, as well as light cavalry for riding down fleeing units.

Artillery/WarBeasts

Titan: The second most powerful being in the Hive, behind the Hive-Shaper, is Titan. The culmination of thousands upon thousands of hive members, Titan easily clears the tree tops of the forest when standing at full height. Two legged, Titan is equipped with four powerful arms capable of crushing boulders with ease. Titan's chitin is yellow and the majority of his body is covered in powerful, rib like rings around each limb and his torso. Each arm ends in an actual hand tipped with spikes while the head is thick, almost rectangular and has a long, enlongated snout that resembles that of a Slaughterer. Titan supports the Hive by hurling large chunks of stone and dirt towards the human front line, and when the Diplodocus' come to the battlefield he steps in to take them on.

Culture: To say the Ski'tari have a 'culture' may be a bit of an overstatement. Animalistic and primal in nature, Ski'tari are able to fuse themsleves together with other Ski'tari, forming a new, combined conciousness more powerful than the parts. As Ski'tari continue this, they slowly graduate from animal like intelligence and steadily begin making their way through stages of intelligence, from relatively stupid child to prodigy, gaining a sense of self along the way.

It is these Ski'tari that can be called the true nation. Infinitesimal in number compared to the might of the full swarm, these beings command their smaller, stupider siblings underneath the near god-like entity of the Hive-Shaper, an entity that has existed for almost as long as the rave itself and has steadily grown to a truely titanic size. Stationed underneath the Dragon Bog, it exercises its raw psionic power to direct millions of Ska'atari.
 
You guys might notice I added NPC's to the map! These NPC's are controlled by me and those I give control to (feel free to ask for that if you want to help out and are nonpartial to the NPC's situation!)

Here are the NPC's character sheets for us to use:
NPC nations
Name: Auguaria
Demonym: Auguarian
Government: Confederacy of Tribes ruled by an Emperor
Demographics: 98% Gnox, 2% slaves of mixed race. ~2,000,000 Total population with ~250,000 total military.
National Symbol: The Auguarian Flag is a white dot, on a square grey gradient.
Primary Natural Resources: High-quality Metals and exotic plantlife, while lacking everything else and raiding to make up for it.
History: Gnox are cruel, horned humanoids with midnight grey skin and short tails tipped with spades. They are known to serve dark gods, though only recently were they known at all. They have little in the ways of history and science, existing mostly as barbarians who migrated up from the Catacombs (an underground tunnel network of sorts) to hersh when the Earthrage choked out the sun. Today they are mostly known in the land of Auguaria as dangerous people devoid of morals or a concept of 'good' or 'evil'.

Name: Bulgorg
Demonym: Bulgorish
Government: Monarchy
Demographics: 96% Orcs, 3% Kobolds, 1% Other. ~2,500,000 Total population with ~150,000 total Military.
National Symbol: A Blue Banner with gold bull horns over a gold thunder bolt
Primary Natural Resources: Oats, Volcanic stone, and Relics from Gnomish settlements. The lands the Bulgorish settled in were plains before, and are still today.
History: Bulgorg was founded by survivors of the earthrage from Oth, the land that once unified all orcs. Today they, like most Orcs, have renounced the old religions and political philosophies of there ancestors, which once stated that all Orcs must be apart of the one and only government, united as one.

Name: Serpens Metropolis
Demonym: Serpenite
Government: Monarchy
Demographics: 99% Fire Nymph, 1% misc. other immigrants. ~1,500,000 Total population with ~50,000 total Military.
National Symbol: A flaming orange fist, on a gold banner.
Primary Natural Resources: Oats, Spicy Peppers and other natural resources, they are also known for keeping the tradition of Fiery hot Denzenian cuisine alive to this day.
History: Built by Orblee the Trickster during the war of Tyrryr, where the ancient empire vied for total global dominance with the trickster himself. Though the war would end with both the Wizard Orblee and Tyrryr destroyed, it was not before the Fire Nymphs were conquered violently by Orblee and endured endless cruelties at his hands.

Today Orblee's Serpant Tower (the cobra-shaped obsidian tower Orblee ruled out of) is seen as a painful, indestructible reminder of the dangers of power and corruption.

Name: Family Decurio
Demonym: Decurian
Government: Patriarchal Gang
Demographics: 78% Blood Elven descendants of Decurio Wolf, 22% misc. other races. ~1,000,000 Total population with ~150,000 total Military.
National Symbol: An ornate circle with the profile image of Decurio Wolf, usually carved into fine marble.
Primary Natural Resources: Marble quarries are abundent and quite fruitful in Decurian Estates.
History: Decurio Wolf was an assassin and crimelord who once was part Blood Isle's upper military offices, under Queen Blood Thorn herself. His descendants run the estates left to them with an iron fist.

Name: Silvers Society
Demonym: Silvers
Government: Plutocracy; The rich govern what they own individually
Demographics: 79% Halflings, 21% misc. other races. ~500,000 Total population with ~25,000 total Military.
National Symbol: A bushel of Wheat, or a farming scythe
Primary Natural Resources: Wheat and Hops, though Halfling beer is known for being weaker then other races.
History: The Silvers are a wealthy merchant clan with little in the way of military. They rely of their economic clout to protect them, and when that fails, betrayal and hiding are always fine options.

Name: Kannogette Imperium
Demonym: Kannogettan
Government: Monarchy
Demographics: 91% Dwarf, 9% misc other races. ~2,500,000 Total population with ~150,000 total Military.
National Symbol: A stone support collumn
Primary Natural Resources: Prized dwarven alloys in great quantities, even some Mithril. Unfortunately the process to mine/produce these metals is lost to time, so most all of it is locked up in banks, never to be touched.
History: Dwarves have a saying: "It is the dwarves who moved the stone for the greatest of the surface's warlords. It is the dwarves who moved the world, period." Of course, it has been a long time since the dwarf lords knew how to make the mighty steels and mithrils used by aforementioned warlords, so these goods are seldom used and zealously protected.

Name: Crolibea
Demonym: Crolibean
Government: Militaristic Despotism
Demographics: 59% Dwarves, 21% Gnomes, 17% Halflings, 3% misc other races. ~2,000,000 Total population with ~175,000 total Military.
National Symbol: Two crossed swords
Primary Natural Resources: Hired Swords primarily, and Iron and steel to arm them. Whole platoons of the Crolibean military sell themselves out as mercenaries.
History: Not all short-folk stayed north after the earthrage. And it's not all 'numbers and gold' with them. Crolibea was formed by Politicians, but you wouldn't know it now; The ordinary Kings and governors have long been overthrown by the generals and soldiers.

Name: Uglury
Demonym: Uglurian
Government: Monarchy
Demographics: 88% High Elves, 10% Blood Elves, 10% Dawn Elves, 2% misc other races. ~1,000,000 Total population with ~50,000 total Military.
National Symbol: The 'Uglurian Cross':
full

Primary Natural Resources: Wood, veggies and some rare, exotic plantlife cultivated for the lands original owners, whose seeds somehow survived the Earthrage.
History: Uglury was once merely a rural estate for the wealthy merchants outside of Silverglade. Today they have a military, cities and a king. They have efficiently survived at all odds, for how long remains to be seen.
 
Nation
Name: Rydonia
Demonym: Rydon
Government: monarchy type government, laissez-faire attitude toward most components of the nation.
Demographics: ~ 5,000,000 (90% Quochezi, 5% human, 5%[other])
National Symbol: View attachment 2247
Primary Natural Resources:
stone/precious gems/iron
Primary Industry: mining and production of metal products
Primary Resource Needs: food, wood, water
Military: 250,000 men and women [75,000 rangers{highly experienced spies and archers}, 100,000 infantry{50,000 ranging from recruit to veteran, 50,000 elite 'immortals', highly skilled deadly assassins and warriors}, 75,000 cavalry {50% heavy/armored for punching holes in enemy lines and turning tides of battle, 50% light/runners to move and provide support for infantry}]
The Rydonian Legion fights as individuals, they are trained from a young age that when their kin is threatened though to form ranks and force retribution 10 fold, earning a reputation for merciless victories when needed.
Culture: the people of Rydonia are all allowed to follow whatever religious teaching they wish, the only days that these beliefs change are the Days of Thanks, during which the people pray to the mountain gods beneath them to keep them alive for another month, giving thanks for the time they have been given, this celebration and prayer day is held once a month on the night of the full moon.
Since the Earthrage the people of Rydonia have worshipped gods of fire and earth for many years, hoping that an event of such magnitude will not happen again
Geography: Rydonia is stationed on the peaks and the highest reaches of the Death mountains.

Leader
Name/Title: Mehta Gazzai
Race: Human
Gender: Male
Bio: Mehta was born a bastard son of two unnamed patrons, he rose up the ranks of society through all the namecalling and derogatory comments, becoming a great knight and leader for his people, after the Earthrage he eventually lead them to the Death Mountains, refusing to believe the stories and he created a thriving nation.
Personality: Mehta is a kind man, friendly with all he meets, though he does not like having secrets held against him though, and will send his powerful court to find any traitors to his status as a ruler.
Appearance:
014a841bf48dbb348c554a47eb30afee.jpg

Political affiliation: King
Opinion on...:
(Answer your leader's opinion on the following topics)
Intervening in foreign affairs: only if their problems cause forces with dark intentions to gain power
Religion and the state: laissez-faire toward trade and religion
The current government model: is fair and keeps all people except for the king near equal, with little need to fight for power
Foreign people: if they can help us then we will let them, if we see the need to help them then we will
 
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