Nation Creation

Sep 11, 2019 6:46 pm
Here's what we need to start with.

NATION NAME
Predominant race(s)
Your capital city's location on the map.

(Give me landmarks, coordinates, etc here.)

Map info to help you decide:
- The temperate displayed on the map is the annual average temperature. That means if you're in the hot end of things, you're looking at Saharan temps; the cold end of things is Alaskan.
- The red line is the Old Imperial Road. If you're on it, you probably get a lot of travelers. If you're not, you're more isolated. The choice is yours.
- The magenta section is the currently civilized world. It's known as the Old Lands. If you're in the Old Lands you actually KNOW what happened to the Covenant. I'll tell you in a PM.
- The hashed area is the former Empire. If you're in that area, you were part of the Covenant, either willingly or not, and so would have had a local governor of some sort. The Covenant was multiple interweaved polities, so the style of governance would have been different for each province.
What happens next?
I will mark your territory. You'll get a bit of land around your capital. Then, either I or you will start a thread to go through the process of fleshing out your nation and assigning a few stats. The stats will be as simple as possible, and will be used only when you're in conflict with another nation, or if you're going into uncertain territory.
How do we play?
I'll tell you once we've got everything started. Part of this is because I don't have everything 100% lined out yet and I'm mulling a few options. The rest of it is that I want you to know as little as possible about the context outside of your nation until you have it created.
Sep 11, 2019 7:52 pm
The nation of Drakmar
Redominante rases: A mechanical rase above ground (warforged inspired) and dwarfs below ground. (I am inspired by the dwarfs in Dragon Age with their cast system and resentment for going above ground)
Location: Mountains around 85E 25N. Imagen that some of the ole Imperial Road goes below the mountain, in tunnels

Got a flag / crest
https://cdn.qwertee.com/images/designs/product-thumbs/1565944263-151022-zoom-500x600.jpg
Sep 11, 2019 8:51 pm
I should have asked for the name of your capital city too, if it's different.
Sep 11, 2019 10:55 pm
The Exiled Nation of Oszeth
Capital City: Vax Kaggath
Location: 15N 85W (In what I presume to be a Desert)
Predominant Race(s): None. Oszeth is a pretty evenly-mixed nation, comprised of the exiled criminals of the Old Empire.
Last edited September 11, 2019 10:55 pm
Sep 12, 2019 5:04 pm
The Malgeri Regime
Capital City: Insomnia
Location: 25N 88E (Where the river and road first join, just south of the water)
Predominant Race: Human, but anyone is welcome as long as they follow the rules, with restrictions.
Sep 12, 2019 5:10 pm
Okay, everyone who's already in, what I need this week is one or two posts on the history of your area and the founding of your new nations.
Sep 12, 2019 5:18 pm
Yes, sir! *looks at what i have so far and have posted* Just an hour or so
Sep 12, 2019 6:22 pm
I'm making a couple threads for this.
Sep 12, 2019 6:23 pm
okey, I'm gonna do it at the weekend or tomorrow
Sep 12, 2019 6:24 pm
no worries.
Sep 13, 2019 1:00 am
Council Lands
Predominant Races: The populace of the Council Lands is largely human, but has large pockets of other races, as the estates of the Magisterial Council hosted international delegations and the extended families of guild members.
Location: The Summer Tower is on the island at 30S, 32E.
Sep 13, 2019 11:10 pm
Rivellesk
Capital City: Vodspitz
Location: 62N 25W (the furthest highest point on the peninsula - the rest of the nation is archipelago)
Predominant Race: Human, elf
Last edited September 15, 2019 3:20 pm
Sep 16, 2019 11:20 am
Falconloft says:
CESN: It would be fun to have someone there I think, but it's really up to you. We do have someone bordering.
As I suspected :D I'll take that then, if everyone if ok with it.

The Eleven Marches
Predominant race(s): For now, I'd say mostly elves with significant populations of lizardfolk and sahuagin.
Your capital city's: Convenant's Gate ~10E10S more or less where the imperial road twists to the "north sea"
resources: livestock, mercenaries (military animal), luxury

CESN sent a note to Falconloft
Last edited September 16, 2019 12:06 pm
Sep 16, 2019 2:14 pm
CESN, all of that sounds fine to me. Races are really up to you at this point, although as the word fills up I'll probably restrict new ones at some point. GO ahead and make yourself an intro post while I get you set up, and then if you have more details for yoru factbook, you can add them there.
Sep 16, 2019 2:53 pm
great! I'll polish it and wait for the info on the covenant, in case that is important to set my confederacy :D
Sep 16, 2019 6:37 pm
btw, CESN, owing to an oversight on my part, the road changed when I built Rivellesk's islands. I'm going to put you pretty much in the same spot, and if you don't like it, just tell me and I'll move you. I'll include the surrounding land so you can see what it looks like in context.
Sep 16, 2019 6:42 pm
Should be fine :) being on the road is important because it is tied with history but besides that, as long as it doesn't look like a rich land ;)
Sep 17, 2019 2:43 pm
Dracalis
Capital: Reds End
Predominant Race: Kobold
Location: 35N 40W
Last edited September 17, 2019 2:56 pm
Sep 17, 2019 8:25 pm
Nation Name: Malgeri Directive

Government Type: Quasi-Democratic Dictatorship
Candidates are chosen by the independent Oversight division through criteria decided upon by said division. They have ALL the say in the in this. A vote is then held between every citizen, the winner, upon passing additional vetting by the Oversight division, is instated into the position of Chairman for life, or until the Oversight division deems him unfit to rule.

Capital City: Insomnia, a city known for it's functionality. Streets are built to purposefully to confuse any attackers and provide many pre-prepared choke points. Security is tight, choke points used as security checkpoints to determine citizenship. The city guard are not an uncommon sight, patrolling in full combat gear.

The city is built in 4 rings, each level elevated as the centre is approached. The innermost ring, only containing the administrative centre of the entire land controlled by the government, Administra HQ. This complex is the size of a palace, organised neatly into departments and priority.

The 3rd ring from the edge is the main commercial district, filled with bristling markets, also containing the biggest concentration of guards due to the intensity of traffic and easy congestion opportunities. Guard posts here are equivalent to traffic duty in the modern world.

The 2nd ring from the edge is the main residential district. Those not working directly in the bureaucracy of the state live here. Houses are near identical apart from modifications that are approved in the government-approved pamphlet, most of these are cosmetic only, such as paint and plants out front. There are different house sizes for different family sizes, though newly of-age citizens are often placed with several others about the same, a mix of men and women, in order to promote camaraderie and increase the probability these people will find partners for life. No non-citizens live in the city permanently.

The outermost ring contains the industrial/agricultural sector and is outside the main walls due to it's rapidly expanding nature and the potential health risks. However, this sector itself is surrounded by a temporary wall made of wood, expanding with the increasing sector limits. Most of the population works here, if not for the government directly.

- Iron
- Grain
- Wood

Predominant Races: Human, though a healthy population of other mixed races, as well as half-breeds, is maintained and growing due to the lax nature of the Directive's policy on race in terms of citizenship.

This nation has some basic qualities for a brief overview of how they act:
Entirely meritocratic
No race priority in any jobs apart from high-level government positions which have strict criteria for foreigners (though not for anyone naturally born a citizen, regardless of race)
Very nationalist
The government owns EVERYTHING
Sep 18, 2019 1:13 am
The Obsidian Empire
Capital City: Fortress Mountain
Location: 35S 100E (A mountain on the edge of a jungle)
Predominant Race(s): Orc - two subraces: croppers (serf caste) and knights (warrior caste)
The Obsidian Empire
Government Type – This is largely unknown. It is speculated that the Overseer acts much like a Monarch, but the role of the Sun Sorcerers make an argument that the empire functions as a magocracy. The difference lies primarily in how much influence the Overseer has on the Sun Sorcerers and vice versa. On a local level, knights rule/protect villages of the worker caste orcs.

Capital City: Fortress Mountain – a stone fortress on a mountain at the end of the south eastern mountain chain, the fortress overlooks the jungle below that is the how to a boiling latticework of orcs
- Precious Stone
- Minerals
- Ore

Predominant Races: orcs (2 breeds: Knights and Croppers)

Orcs are rotten administrators. As such, they tended to rove in small tribes, reaving and cropping as they go. At some time, they settled into a loose organization, where a knight would provide defence to a village of croppers in exchange for food and other supplies.

Knights are larger orcs, with four arms, and a gently sloped brow. Faster, smarter, and stronger, they are in most ways superior to the smaller two-armed croppers. Not that a cropper is small, far from it. As big as a muscular human, they are intense labourers and are born to serve their larger cousins, in exchange for a guarantee to their freedoms.

While not xenophobic, they do not share power, and even a well armed foreign trader had best heed the primary orc rule, "You kill, you take." Ownership passes to the victor.

Nobody knows from where the Overseer arose. With his collection of Sun Sorcerers, he quickly organized the tribes into a loose state, expanding their overall territory with a series of magically backed attacks. The blend of arcane might and skills as reavers carved out a large portion of the hot jungle as for orcs, and orcs alone.

Building a stone fortress on the last mountain of a chain, Fortress Mountain, the Overseer and his cult of sorcerers rule the Obsidian Empire with none of the disdain for administration as orcs are known for. Instead, by forming a network of guilds, which is really the word orcs use for alliances, and espousing rituals of honour and vendetta, they have turned competing tribes into valued neighbours. Now, the patchwork quilt of quarrelsome tribes has been forged into a latticework of mutual defence pacts hellbent on vengeance.
With their mysterious sorcery and dedicated labour population, the orc nation stands to rise quickly in the Covenant. What stands in their way is their laziness and lack of focus. As such, only the Overseer and his sorcerous cabal keep the orcs united and outward looking. Should anything happen to the central leadership, the orc empire would likely devolve into just another jungle filled with heavily armed and volatile mercenaries.

With the Overseer, however, the orcs singular capacity to accept rule without overthinking any order coupled without a disdain for anything not of the orc, makes them a dangerous faction indeed.
Last edited September 18, 2019 2:14 am
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