The War for the New World (Nation RP) 6/6

Faction Name: Sarmin
Faction Adjective: Sarmites
National Symbol: A ring of thirteen stars, with a rising falcon in the center is the national symbol, though each noble house bears it's own heraldry.
ac8fdc97ab6ea94d1e183713df2795a7.png

Succession: The previous leader declares an heir. Traditionally this is the favorite son, though other choices have been made, such as powerful generals, brothers, etc. In the event the king dies without naming an heir, the houses sort it out themselves to name a new king. The event is usually a bloody affair.
Government: Monarchy
Slavery: While technically forbidden, the practice is employed by some noble houses, though the practice is kept quiet.
Culture: The Sarmites waged a long, defensive battle in their homeland, and fought for their living space inch by inch. They are a strong people, though the national mood often seems to be perpetually grim. Within the nobility, due to the somewhat odd method of succession, as well as the constant external, infighting, scheming, and treachery are rife.
Religion: There is no defined god or pantheon among the Sarmites, and they instead dedicate themselves to ideals, such as Strength, Triumph, Justice, etc. Ancestor worship is also a common practice.
Agriculture: Wheat, potato, cabbage, and onion are the main crops they farm. Hardy crops that grow well in ill climates are particularly well suited. Animal agriculture is generally limited to pig, sheep, and cow, with horses also raised, though eaten rarely, as the military usually uses them. Most farmers are controlled through the noble houses, though some houses control few farmers at all. Taxes are generally levied in crops, which are in turn either sold, stored, or put towards feeding the armies.
Population: ~532,000
Magical Affinity: >0.5%.
Magic: Magic is painfully rare, though it's integral in society. Mages in society are manufacturers and builders. Moving great blocks of stone, and molding metal like clay with artful precision, mages are the builders of society. From weapons to buildings, the majority of the items produced by the empire, and all of the quality ones, are created by mages. Generally, mages are treated with some degree of reverence by the population, but to the noble houses, they are another tool, another resource, and another bargaining chip. Some are treated with wealth and riches for their labors, while others are enslaved.
Class Demographic: ~1% Noblity
~11% Standing Military
~14% Craftsmen and skilled workers
~74% commoners
Species Demographic: 98% Human, 2% Miscellaneous
Faction Strengths: You Can Have Your Quantity - Between weapons, food, armor, and horses, the army and cities all are well equipped.
And Quality Too! - The buildings, armor, weapons, and tools of the Sarmites are all of the utmost quality.
Forged In Conflict - The faction is used to war, and long, perpetual battles are nothing new. They have withstood assassinations and the torching of cities.
Faction Weaknesses: Your Own Worst Enemy - The nobility is highly divided and competitive. If the empire is a giant, each noble faction controls a limb, and they are constantly stabbing themselves.
Built Upon the Shoulders of the Few - Each mage is responsible for a huge portion of the empire's production, and each one's loss is felt sorely.
History: Originally a rebellion of a nameless noble from his castle upon a peninsula, he, and his descendants over the generations, waged a slow, grinding war against a tyrant king, claiming the empire for himself. Sarmin, as the empire became to be known, expanded, slowly and methodically against its neighbors. The empire only came to a rest shortly before its forced migration, and many of those currently in power in the nobility are veterans from the final wars.
Military: Ultra-heavy shock troopers and and powerful crossbow and ballista. The power of Sarmite metallurgy allows for incredibly strong and relatively light materials, leaving their soldiers practically walking tanks.
Military Might: A standing army controlled by the noble houses numbers around 55,000 individuals. The population is readily levied, however, and those numbers can swell many times over with irregulars.
Military Strength: Unstoppable Force - Military advances made by the Sarmites are hard to stop. Slow, but carrying a tremendous amount of momentum, the heavily armed and armored soldiers are incredibly difficult to deal with.
Immovable Object - Walls and fortifications can be erected in a matter of weeks, faster than any conventional building strategies could muster. Ground assault is perilously difficult, and even ordinary raiding can be a pain.
Oversupplied - Between the armor, weapons, and large amount of crops produced, even the conscripts are generally better armored and fed than the regulars of some other nations.
Military Weakness: Head of the Snake - The competing houses often sabatoge each other, and getting all thirteen houses to cooperate can be excruciatingly difficult. If pushed onto the defensive, however, the factions will usually put aside their differences for the sake of survival.
Tortoise Tactics - Move slowly, hit hard. More than one battle has been lost due to being outflanked by a much faster force, and the military is slower to respond, and rarely raids its opponents with military regulars.

Faction Leader: Kallum Deathmantle
Overview:
Descended from the original ancestors lineage, Kallum beleives in ensuring the survival of his people at all costs, and laying the groundwork for future generations. He is willing to do anything, make any compromise to ensure the survival of his people. However, he is old, and while magic has kept his body young, he has yet to name an heir, leaving factions scrambling for his favor. He fights with the exodites solely for survival.
Species: Human
Gender: Male
Personality:
Kallum, a veteran of many wars, of both men and politics, is patient and cynical, and bears a deep streak of morbid humor.
Appearance: While appearing middle aged with silver hair, Kallum is reaching the end of his life. His deep blue eyes, serious, strong features and assortment of battle scars give him a regal and commanding air.
Profile: Inheriting his father's throne during a time of war, Kallum quickly became affiliated with the intricacies of politics as he led his house's armies to battle in the field. He fathered two sons and a daughter, and by the time they came of age, the exodus had already completed. He sees rebuilding his empire as the greatest challenge he faces yet.



Houses, leaders, and brief descriptions:

Deathmantle: Kallum Deathmantle: Ruling house. Responsible for a large portion of the empire's mages, around 30-40%.
Tellanauch: Reeves Tellanauch: A lesser faction. Controls a fair portion of the empire's farming.
Thaym: Alya Thaym: The only house with a female ruler. They are known as the most scheming and old roots. They hide their resources and reserves well.
Magyar: Ars Magyar: A controller of a smaller portion of the empire's mages, around 10-20%. High popularity with commoners due to their kindness
Hrall: Asmos Hrall: The Hrall house controls a large portion of the military might. Their military might is the strongest of the houses.
Lizarin: Illyum Lizarin: A child duke. Very unremarkable duekdom otherwise, though several factions look to prey upon their weakness.
Vill: Kayn Vill: The newest house, with their foundations in banking. Known for scheming almost as much as house Thaym.
Jauntik: Sillard Jauntik: A house absolutely decimated by the exodus. With most of their resources in mining, they are a ghost of their former glory.
Xarn: Akrius Xarn: A lesser faction. Specializes in farming.
Zennulth: Yaul Zennulth: The Zennulths are known for their inventive scientists, and experiment readily with other houses mages, as they possess few.
Drell: Norn Drell: Another decimated house, though not as poorly as the Jauntiks. Deathly loyal to the Deathmantle House.
Lightmantle: The second oldest house. They claim themselves as the true children of the empire's founder.
 
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Faction Name: Sarmin
Faction Adjective: Sarmites
National Symbol: A ring of thirteen stars, with a rising falcon in the center is the national symbol, though each noble house bears it's own heraldry.
ac8fdc97ab6ea94d1e183713df2795a7.png

Succession: The previous leader declares an heir. Traditionally this is the favorite son, though other choices have been made, such as powerful generals, brothers, etc. In the event the king dies without naming an heir, the houses sort it out themselves to name a new king. The event is usually a bloody affair.
Government: Monarchy
Slavery: While technically forbidden, the practice is employed by some noble houses, though the practice is kept quiet.
Culture: The Sarmites waged a long, defensive battle in their homeland, and fought for their living space inch by inch. They are a strong people, though the national mood often seems to be perpetually grim. Within the nobility, due to the somewhat odd method of succession, as well as the constant external, infighting, scheming, and treachery are rife.
Religion: There is no defined god or pantheon among the Sarmites, and they instead dedicate themselves to ideals, such as Strength, Triumph, Justice, etc. Ancestor worship is also a common practice.
Agriculture: Wheat, potato, cabbage, and onion are the main crops they farm. Hardy crops that grow well in ill climates are particularly well suited. Animal agriculture is generally limited to pig, sheep, and cow, with horses also raised, though eaten rarely, as the military usually uses them. Most farmers are controlled through the noble houses, though some houses control few farmers at all. Taxes are generally levied in crops, which are in turn either sold, stored, or put towards feeding the armies.
Population: ~532,000
Magical Affinity: >0.5%.
Magic: Magic is painfully rare, though it's integral in society. Mages in society are manufacturers and builders. Moving great blocks of stone, and molding metal like clay with artful precision, mages are the builders of society. From weapons to buildings, the majority of the items produced by the empire, and all of the quality ones, are created by mages. Generally, mages are treated with some degree of reverence by the population, but to the noble houses, they are another tool, another resource, and another bargaining chip. Some are treated with wealth and riches for their labors, while others are enslaved.
Class Demographic: ~1% Noblity
~11% Standing Military
~14% Craftsmen and skilled workers
~74% commoners
Species Demographic: 98% Human, 2% Miscellaneous
Faction Strengths: You Can Have Your Quantity - Between weapons, food, armor, and horses, the army and cities all are well equipped.
And Quality Too! - The buildings, armor, weapons, and tools of the Sarmites are all of the utmost quality.
Forged In Conflict - The faction is used to war, and long, perpetual battles are nothing new. They have withstood assassinations and the torching of cities.
Faction Weaknesses: Your Own Worst Enemy - The nobility is highly divided and competitive. If the empire is a giant, each noble faction controls a limb, and they are constantly stabbing themselves.
Built Upon the Shoulders of the Few - Each mage is responsible for a huge portion of the empire's production, and each one's loss is felt sorely.
History: Originally a rebellion of a nameless noble from his castle upon a peninsula, he, and his descendants over the generations, waged a slow, grinding war against a tyrant king, claiming the empire for himself. Sarmin, as the empire became to be known, expanded, slowly and methodically against its neighbors. The empire only came to a rest shortly before its forced migration, and many of those currently in power in the nobility are veterans from the final wars.
Military: Ultra-heavy shock troopers and and overloaded cannons and guns. The power of Sarmite metallurgy allows for incredibly strong and relatively light materials, leaving their soldiers practically walking tanks. Cannons and guns are capable of being loaded with more explosive and higher quantities of powder, capable of damaging even their own extreme fortifications and armor.
Military Might: A standing army controlled by the noble houses numbers around 55,000 individuals. The population is readily levied, however, and those numbers can swell many times over with irregulars.
Military Strength: Unstoppable Force - Military advances made by the Sarmites are hard to stop. Slow, but carrying a tremendous amount of momentum, the heavily armed and armored soldiers are incredibly difficult to deal with.
Immovable Object - Walls and fortifications can be erected in a matter of weeks, faster than any conventional building strategies could muster. Ground assault is perilously difficult, and even ordinary raiding can be a pain.
Oversupplied - Between the armor, weapons, and large amount of crops produced, even the conscripts are generally better armored and fed than the regulars of some other nations.
Military Weakness: Head of the Snake - The competing houses often sabatoge each other, and getting all thirteen houses to cooperate can be excruciatingly difficult. If pushed onto the defensive, however, the factions will usually put aside their differences for the sake of survival.
Tortoise Tactics - Move slowly, hit hard. More than one battle has been lost due to being outflanked by a much faster force, and the military is slower to respond, and rarely raids its opponents with military regulars.

Faction Leader: Kallum Deathmantle
Overview:
Descended from the original ancestors lineage, Kallum beleives in ensuring the survival of his people at all costs, and laying the groundwork for future generations. He is willing to do anything, make any compromise to ensure the survival of his people. However, he is old, and while magic has kept his body young, he has yet to name an heir, leaving factions scrambling for his favor. He fights with the exodites solely for survival.
Species: Human
Gender: Male
Personality:
Kallum, a veteran of many wars, of both men and politics, is patient and cynical, and bears a deep streak of morbid humor.
Appearance: While appearing middle aged with silver hair, Kallum is reaching the end of his life. His deep blue eyes, serious, strong features and assortment of battle scars give him a regal and commanding air.
Profile: Inheriting his father's throne during a time of war, Kallum quickly became affiliated with the intricacies of politics as he led his house's armies to battle in the field. He fathered two sons and a daughter, and by the time they came of age, the exodus had already completed. He sees rebuilding his empire as the greatest challenge he faces yet.



Houses, leaders, and brief descriptions:

Deathmantle: Kallum Deathmantle: Ruling house. Responsible for a large portion of the empire's mages, around 30-40%.
Tellanauch: Reeves Tellanauch: A lesser faction. Controls a fair portion of the empire's farming.
Thaym: Alya Thaym: The only house with a female ruler. They are known as the most scheming and old roots. They hide their resources and reserves well.
Magyar: Ars Magyar: A controller of a smaller portion of the empire's mages, around 10-20%. High popularity with commoners due to their kindness
Hrall: Asmos Hrall: The Hrall house controls a large portion of the military might. Their military might is the strongest of the houses.
Lizarin: Illyum Lizarin: A child duke. Very unremarkable duekdom otherwise, though several factions look to prey upon their weakness.
Vill: Kayn Vill: The newest house, with their foundations in banking. Known for scheming almost as much as house Thaym.
Jauntik: Sillard Jauntik: A house absolutely decimated by the exodus. With most of their resources in mining, they are a ghost of their former glory.
Xarn: Akrius Xarn: A lesser faction. Specializes in farming.
Zennulth: Yaul Zennulth: The Zennulths are known for their inventive scientists, and experiment readily with other houses mages, as they possess few.
Drell: Norn Drell: Another decimated house, though not as poorly as the Jauntiks. Deathly loyal to the Deathmantle House.
Lightmantle: The second oldest house. They claim themselves as the true children of the empire's founder.

I like your sheet, but the big thing however is that the Exodites do not have gunpowder weaponry. You can have tons or heavy armor and metal weapons and such, but no gun powder weaponry. The Exodites primarily have more magic and higher populations as their main advantage. Any gunpowder, cannons and guns you have need to be stolen from the enemy, and as a result would be scarce.
 
I like your sheet, but the big thing however is that the Exodites do not have gunpowder weaponry. You can have tons or heavy armor and metal weapons and such, but no gun powder weaponry. The Exodites primarily have more magic and higher populations as their main advantage. Any gunpowder, cannons and guns you have need to be stolen from the enemy, and as a result would be scarce.

Ah, my bad, I read it the other way around. Ill fix it in one sec.
 
My second nation's sheet, for reference.
Faction Name: The Reborn Court of Tala
Faction Adjective: Court Folk
National Symbol: The Oak of Tala
Succession: The Throne is given to the eldest among the ruling class, the Nymphs.
Government: Theocratic Despotism, and while technically 'faschist' in nature, this element is treated more like a religion then racial superiority.
Slavery: Slavery is generally not allowed.
Culture: Nymphs are the unquestioned ruling class. They are treated religiously as speakers of the goddess and nature itself. the small people take a lot of abuse for this belief, and the Nymph's maintain a lot to gain from the survival of their religion. Nymphs are allowed to take many husbands, and are often the arbiters of society with all luxuries that come with that. Humans have few rights by comparison, but heavy propaganda and religion reason that this is the way it must be until the ultimate peace is achieved, and society and nature become one.
Religion: Court folk are almost a religion as much as they are a nation, e.g. One can be a Court Folk in beliefs without being a Court Folk in nationality. The Court folk Religion believes in Mother Nelaira as their goddess; Who is said to be the goddess of nature. the Nymphs are her direct descendants and speak for her, and the religions ongoing mission it to protect the wilderness.
Agriculture: The Court Folk believe in the balance of nature. So while they are allowed to hunt, they are not allowed to trade hunted goods, they may only provide what is needed to their family. Other natural resources are treated similarly. The exception to this is manufactured goods, such as gunpowder and other technologies, which is mostly owned and maintained by the government.
Population: ~300,000
Magical Affinity: ~3%
Magic: Magic is a powerful tool for protecting nature (in any and all ways nescessary...) and restoring the balance of the wilderness. Magic is often used to grow, create, and fertilize plants in friendly lands. Illusionary Magic is also often used to wreack havoc in unfriendly minds: The Nymphs of the Court will use whatever advantage they can get.
Class Demographic: 3% Noble/Nymphs (Nobles and always nymphs and vice-versa), 82% Working Class and 5% Impoverished
Species Demographic:
Nymph - 3% (~9,000)
Ent - 37% (~111,000)
Human - 60% (~180,000)
Species Description:
Nymph: Nymph's are rare, beautiful protectors of the wild places that appear to be young humans, and are always female. It is sometimes said that they have always followed the court, but some attest that their was a time when no 'land of nymphs' existed. Which is true is lost to history...
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Ent: Besides their allure, Nymphs have a power over trees that is almost supernatural; They grow so well in their presence that they almost come alive! Though not nearly as intelligent as a sapiant humanoid, they are treated in all respects as such by the Court.
Faction Strengths: Their is great unity in Tala's theocracy. Though some might say the opposition is often socially suppressed.
The Nymph's are effective at certains things; Manipulation, Diplomacy, and they believe leadership. The Nmyph's of the court focus on their talents.
Though the Court Folk know no kind of excess, they are usually kept happy in some form.
Faction Weaknesses: It is no secret that the Court Folk exist to serve nature, not the other way around. 5% of the people are homeless, impoverished and hungry, and they are all humans.
Nymph's are quite talented in specific areas, Charm and magic come easy to them. They also have areas that take a detriment, and the nation feels it.
History: The Court is an institution as old as recorded history, says there leaders. Until the last century they have been in hiding; secret and isolationistic. The Great War of Durna is what brought them out, but by the time they tried they could not stop it.
Military: Unconventional, to say the least. Without much in the way of disciplines found in other armies, "Her Legion", as it's called, is mostly guard, mages and many, many spies and assassins.
Military Might: ~4% (~12,000), though in times of peace this number shrinks down to ~1.5%. (~4,500)
Military Strength: Her Legion has a high concentration of the nations mages (a whopping 91%, to be precise), and they all recieve excellent training. Infact, it's the only magic training available among the Court Folk.
Every soldier can also be a spy, when nescessary, as part of their training. They are taught to intimidate, lie, resist torture and convince the truth out of others alongside how to lay siege and shoot a musket.
Court Folk guerrilla tactics, when used, are almost always superior in quality do to their aforementioned talents and training.
Military Weakness: No field discipline. Her Legion has almost no intitutions or facility for drilled foot soldiers, and have little ability to run such operations.
The court folk value peace and quality over quantity. This means they may become swamped by large numbers, and must always be prepared with contingencies.

Faction Leader/s: Lady Tala
Overview: Tala has seen the great war. She has seen what durna was and what it is now, and she is prepared to take any and every precaution to prevent this fate for Havis. She has reach a level of cynicism that will allow her to seek to destroy the exodites, with extreme predjudice, if the choice is them or the world.
Species: Nymph
Gender: Female
Personality: Cynical and jaded, Lady Tala's multiple-century lifetime has taught her very little favor for people outside of the Court Folk. Perhaps once the joyful person that people see was not entirely a facade, but that is unknown.
Appearance:
bbf81f2b67536e1f40e80fb67ea0b34a.png

Tala appears to be in her twenties. Nymph's age remarkable slowly, so she has been this was for over a hundred years. She is alluring in form, as all Nymph's are, but Tala knows how to tell what others want to see. In other words, her appearance is often deceiving and manufactured.
Tala has an almost ethereal grace; Some might even be unnerved by her demeanor, supernatural to the point of finding a place even beyond the side of the 'uncanny valley'.
Profile: Tala has been Lady of the Court for nearly two-hundred years, and those remaining close to her can attest that (though for security of the land and themselves, may choose to not) She has lost her faith in people. She is jaded and mean, and possibly, so devoted to her mission that she has lost sight of her purpose; The people are safe, but at what cost?
 
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