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kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#26: Apr 26th 2015 at 10:22:42 PM

So here's my nation as an example for those that are still thinking.

  • Name: Wardu
  • Government: Junta
  • Capital: Being a city-state, Wardu is logically its own capital. It has three layers of walls for defense, shaped like concentric circles around a central tower that serves as the council's seat of power.
  • Ruler: The Council of Twelve, comprised of the twelve strongest Ashura in the world.
  • People: Wardu is inhabited by the Ashura (singular Ashuran), a race of red-skinned, six-armed humanoids. They stand eight-feet tall on average, and are naturally built for combat, being much stronger, faster, and more durable than humans, though they are incapable of channeling magic. They can live longer than humans, with the oldest known Ashuran being 203 and still young.
  • History: It is said that once there was a human named Ashur, who mastered every weapon in the world. So great was his prowess that his presence decided entire wars. Armies fell by his hand, and kings supplied him with anything he desired in fear he would turn against them. He could even fight off Death itself. But Ashur did not want gold, or women, or land. He wanted to die in battle. To die fighting. So he did the only thing he could do - he challenged an ancient god of war. And he won. In his sorrow, the other gods saw that he despised the mortal coil, so as one they attacked him. Ashur was finally slain in battle, and the wounded gods allowed him to replace the war god he had killed, the blood of the old god turning him red and the limbs of that god becoming two new pairs of arms so that all would know his new position. In his honor, his worshipers trained themselves to the fullest. Even as the sun burned their skin red as Ashur and their arms broke and split, they fought and bled fiercely. Eventually a city formed around the Great Shrine to Ashur, and the people that grew to emulate him became known as Ashura. Wardu has been around for a while now, and has never truly been threatened by an outside force, though Ashura mercenaries have been present in nearly every major conflict.
  • Infrastructure: As a city-state, Wardu stakes claim to very little land, taking only the farmland it needs to feed itself. It's population is small - roughly 3000, with only 2000 of those being Ashura, with the other thousand being sharecroppers of various races. They do not export any crops or other goods, instead selling themselves as mercenaries. They serve in the militaries of other races, even fighting on the opposite sides of conflicts, ensuring neutrality so that others will not attack them. They also can be contracted as bodyguards, bounty hunters, or other combat-related positions. Many also offer their services as chiropractors and physical trainers.
  • Geography: Wardu is a land-locked nation on a great plains, a calm grassland with many flower patches. The fields are flat, and offer very little strategic terrain, with only the occasional tree dotting the landscape standing out against the endless green. There are no other Ashura settlements, only scattered military outposts. The plains are also home to many buffalo, horses, boar, rabbits, birds, and other wildlife.
  • Culture:
    • Ashura thrive on battle, as they believe that it greatly pleases Ashur, God of War. They measure themselves by the strength of their arms, and to die in battle is the ultimate honor. Parents train their children to fight from a young age, and all Ashura are thus natural warriors. Despite their longetivity, they do not desire a long life, and most are killed before 150. Because they cannot use magic, they do not care whether or not other races use it. Because they emphasize a strong body, they know how to release tension in muscles, which makes them excellent at training others and massages.
    • To get a seat on the Council, one must issue a formal challenge to a Council member and kill them in a duel. It is possible to challenge more than one, though you must fight all the members you have challenge at once, and members cannot challenge each other. Defeating multiple council members will earn you all of those seats and by extention their votes on all political matters. Vice-Versa, if a single member holds multiple seats, multiple other Ashura can challenge him/her at once, up to the number of seats controlled.
    • Perhaps owing to the temperate climate of their home, Ashura usually only wear elaborate braided skirts or short pants, with both males and females going shirtless. Children are known to run around naked, and this is considered childish innocence by the Ashura.
  • Military: Every adult Ashuran is considered a soldier of the Wardu military to be called upon in time of need. Despite this, actual active military service is optional but very rarely refused. Ashura in the active reserve serve in a rotation in outposts, each of which is a single barracks of 5-7 Ashura and a watchtower to keep guard from, switching out each week. Those not in the active reserve are free to leave Wardu at their leisure, but all others must take a leave of absence.
    • Ashura strive to be at least moderately skilled with any weapon, and without a weapon, though most have a weapon of choice and none of them use shields. Those that prefer close combat will often leap at their opponents to close distance and learn to deflect arrows with their weapons. Archers use specially-made massive longbows that require three arms to draw, and fire arrows the size of spears.

edited 8th May '15 9:36:03 PM by kagescorpionakki

What is so amusing about this? Why do you take lives? How can you forget?
FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#27: Apr 26th 2015 at 11:24:46 PM

@kagescorpionakki: It looks like the geography section is cut off before the end of it.

You are reading this.
Sanojutsu King of Lame-Style from Throne Room Since: May, 2012 Relationship Status: Norwegian Wood
King of Lame-Style
#28: Apr 27th 2015 at 9:19:34 AM

  • Name: The Land of Light
  • Government: A theocracy headed by the current Goddess' chosen one, the reincarnation of the first prophet, with a council of appointed advisers.
  • Ruler: A young Ash Elf girl, named Vyanea Orvit (Literally Young-Girl Leader) merely 16 years old but wise beyond her years, her people claim.
  • People: Ash Elves; wood elves that defected from a ruined empire, running from its debauchery, converted and illuminated by their goddess. Their skin is ashen gray, their hair of dark colors, their ears long and pointed, nails black, eyes with black sclera with clear irises, usually blues grays and greens, but yellows and reds aren't unheard of either. They are the majority. Others would include the Kvit, childlike beings of light that form out of mineral hearts thought as the direct descendants of the Goddess. In function they are slaves, tools given to the Ashen elves. Another minority corresponds to wood elves that moved after the complete decline of their great empire, as well as half breeds between them and the ashen. The third minority is the collective of travelers merchants and the such.
  • History:
It all started with the illumination of the first ashen, Prophet Ival, right hand of the Emperor. He seeked solace from the bumbling decadent idiot his friend had become and so he wandered, until he found a veritable landmark, a great tree, thick as a castle and taller than the tallest spire of the highest keep, with in the deep virgin jungle . He knew of this and the several legends built around it but for the first time he found a shrine to an unknown god carve into on of the nooks within the roots. There he found a group of kvit, in meditation around a statue of a goddess he joined them, There it is claimed that the goddess spoke to him and by him accepting her, he was hanged in body, mind and spirit.

He began seeking more dissidents of the empire, converting the majority of them, those willing or needing of it, and once he was ready, he just waited for a sign. The stories tell that during an invasion to the capital by a mayor rebellious faction, the strange ashen elves calmly walked out, unscathed. Liberated they took to the forest and then, to the great tree, using it as the base of a new cred and people, carving in and building around it. The first holy city had been established years later, having fully harnessed the Kvit to their advantages. Soon the word of it would begin to travel, both by missionaries and common folk. People began to flock around it, including remnants of the old elven empire, and cities began to pop up on the trees around the first holy great city. The culture thrived, everything thrived, under the light of the great goddess.

  • Infrastructure: The nation is deceptively simple, the housing integrated into the nature hat holds it, nature curved into he housing as he housing curves into the nature. Along all the cities communes and the great holy city, the population is in the ballpark of the 100,000. Their most important exports are food, fruits, herbs and vegetables of great proportions, and flavor and effectivity. Secondary . In technology they took an alternate path, not science, but magic, divinely inspired no less. It makes them, again, deceptively simple and primitive. They use the Kvit to shape the world around them, commune with nature and bend it. The trade off being that they don't often refine things, and in traditional terms they aren't all that technologically advanced.

  • Geography: The Land of Light boast of one great capital city with a network of towns and cities built in he dense jungles, and forests that surround it. As of yet it is land locked though there are 3 major rivers flowing through their territories, so access to sea is possible. Bordering on south and south-east there are mountains and to the rest it is yet more untouched forestry or plains.

  • Culture:
    • Main Values/: The values they have are defined by their religion, their faith on the great Goddess of light and life. "There's a light inside all, to let it bright is a virtue and to extinguish it sinful". They believe in the value of everything, from people to nature. Nothing is truly useless to them, they see nature as their companion, not resources to be exploited. They see each other as part of a great family. Individuality has a diminished importance to them, but they understand the pieces are important to the whole, so to speak. As such they value the refinement of personal skill, which results in a nation of specialists in cooperation. As such they dislike to kill even for survival.
    • Religion: The faith on Yahirima, Mother of nature. Her teachings reflect a comunion and respects with the other till the other becomes you. the other is you. It talks of the world being a unity of the world being a bickering family than needs to know and love itself.
    • Cuisine: Almost completely vegetarian and vegan, meat only used for ritual and religious matters. Vegetables, fruits, roots, leaves, flowers and stems of various plants, some bred into existence by the ashen, are all consumed either raw, cooked, preserved, brewed or demented, often spiced.
    • Arts: The tales of their people are preserved through oral and dramatic interpretations as well as songs and ballads. Written records of these legends are common too.
    • Clothing: Most of them go barefoot, as they know where to step in their homelands. If not simple sandals or open shoes often suffice. The clothes are worn out of the need of shielding themselves of the elements, or personal decoration, but often not modesty, so clothes, often made from woven hardy leaves and dyed with earth tones or extracts, are light and scant, but not provocative, except sometimes to entice foreign dignitaries, or more followers.
    • Castes: the concept of family is a loose one since the whole nation is considered family. The nation is instead divided by trade into castes. The Builders; that use Kvit to shape the environment into something to comfortably live in, as well as temples and defensive structures. The Sentinels, either the guards that act as police within the nation, Gray Watchers, or the cloistered warrior monks that wait for the call to war or conflict, White Sentries. There are the Growers, who plant and keep the gardens and orchards that provide food to the nation. The Artificers are the ones that transform the raw reagents into objects and substances that can be of use, artisans, weavers, cooks and others go into this caste. Artists and Entertainers in another. Medics and healers go to other. Scholars and clerics sit in another. A special one is the missionary, one, still a cleric but one designated to travel the land, helping others and spreading the word of lady Yahirima. A person is designated its place at birth, and at the coming of age he can decide whether or not to stay in his caste, after that there is almost no opportunity of moving. One of the accepted ways to do so is a binding of spirit, in which a pair of lovers decide to get bound in mind and spirit. This can justify it, as it is a major shift in ones life.
    • Names: Most people are referred by their caste, specific trade, and a title signifying gender and age. If they do something noteworthy by their peers they receive a corresponding proper name.
  • Military: They are pacifists by nature, as hurting others means hurting themselves. As such they don't have any military organization, in times of war the Sentinel caste is called merely to defend, only pursuing and attacking if some unspeakable horror is inflicted upon the land. Along with them specialized builders are deployed with masses of kvit to help bend the battlefield to the advantage of the Sentinels. The White Sentries are warrior monks that use shafts and bars of purified and sanctified wood to channel their inner light into weaponlike construct. The Gray Watchers are armed more conventionally, with bows, spears, shields and clubs, their armor made of durable plates of hardened resin and sap extracted from trees. In times of crisis the Patriarch/Matriarch can turn all ashen elves into puppets, and use them to protect the land, but the resource has only been used once, and even though they were in crisis it was looked back with regret. In general their strategy is to hunker down and weather the attack, only retaliating when absolutely necessary.

edited 15th May '15 10:20:02 PM by Sanojutsu

The graceless warrior, wielder of the edgeless blade, prophet of the old religions, writer of fluent nonsense, saviour of soul and song.
CathariSarad Since: Jan, 2014
#29: Apr 30th 2015 at 7:19:54 PM

Okay, so here is my MLP-themed dystopia. I probably spent way too much time writing this, as I kinda got carried away. I'm not sure if everything in the history section is plausible. Based on the other entries, it might be a bit too advanced and whatnot, but I don't know.


Name: The Magical Kingdom of Stalli

Ruler: Princess Alice von Goldilocks (8th Princess of the Stalli throne)

    open/close all folders 

    Government: 
  • Stalli is ruled by a single princess, who has authority over a number of nobles along with an administrative council known as the “Royal Friends Society.” Said administrative council oversees functions such as production, trade, infrastructure projects, labor allocation, police forces, military training, foreign affairs, and behavioral correction programs. The Princess is the head of this council and has the power to recruit and dismiss anyone from an office in the council at will. While the council theoretically can discuss policy, usually the princess commands the council to do something and they then unanimously agree on it. The princess also has the power to create new laws at will. While the nobles theoretically have some power, in practice they serve as functionaries to micromanage provinces farther away from the main palace. The princess has the power to depose and replace nobles at will.
  • The throne of the Princess of Stalli is inherited through the Goldilocks line. Typically, the princess in power has a number of heirs. From their very inception, Goldilocks children are trained to use and wield powerful magic that’s usually restricted to everyone else. When the children come of age, once everyone’s reached 19 years or so, they are placed in an underground arena, known as the “Playpen,” where they must fight to the death to succeed the throne. After this, the surviving child, provided she is not injured severely, undergoes an initiation ceremony where the members of the council recognize her as the new Princess and the old princess disappears from the world and imbues her life essence into the new Princess.
  • While not officially under Stalli rule, there are four duchies alongside the coast of the main continent that are effectively puppets to the Stalli regime. While they do have small standing armies and are the regions’ nominal rulers, all four of them are hopelessly corrupt and decadent, and they generally let the Stalli government do whatever it wants in the regions.

    Capital: 
  • Sunshine Hill has a population of around 10,000 ponies/unicorns and 1500 “Muties.” The city itself lies about 15 miles in from the main delta, which houses Port Sealine. Sunshine Hill is separated into the palace district and the main body of the city. The palace district rests on top of the titular hill and houses most of the administrative functionaries, the royal university, and a barracks for a platoon of guards.

    People: 
  • Stalli’s population is mostly comprised of unicorns with innate magical abilities, though they typically prefer to be called ponies. Most unicorns can only perform simple telekinesis that allows them to manipulate objects like humans, but unicorns can become powerful sorcerers/wizards with enough magical training and understanding. Unicorns generally live about as long as humans. Unicorns generally stand to about five feet in height, though they’re strong enough to carry humans on their backs. As an additional note, ponies tend to reproduce with a 3:1 female to male gender ratio.
  • In addition, the island has a small population of humans. Most of them have simply been integrated into the pony lifestyle. A number of the humans on the island are members of the Order of Happiness who’ve come to settle on the island. In the four mainland puppet duchies, humans are the majority.
  • Stalli also has a lower caste referred to as “Muties,” named after the fact they cannot speak. Muties are essentially zombified versions of ponies, humans, and other races that happen to undergo the proper necromantic ritual, though they still maintain a degree of consciousness. Muties are generally more sluggish than their living counterparts, and at best they’re capable of creating weakened magical charges. However, they can generally be taught to perform complex orders upon given signals. Muties tend to act on instinct and seem incapable of complex thought processes. While they don’t need to eat or drink anything, they generally need specialized Mutie Shepherds to keep them from eating each other or attacking people on instinct, and they require frequent magical maintenance to keep them functioning. While Muties are an accepted part of Stalli life, most ponies still have a feeling of unease whenever they get too close.

    History: 

Early Years

  • For the majority of Stalli’s history, the island mostly contained a variety of relatively peaceful tribes and settled communities. Most ponies simply relied on their innate magic and chipped stone tools.
  • Around 1000-1500 years ago, a group of humans arrived on the island and set up a coastal settlement that would later be called Two-Foot. The ponies observed the humans’ behavior and began to emulate them. In the process, ponies developed agriculture and more complex tools. They also began to fashion wooden houses for themselves and develop into centralized yet interdependent, democratic city-states.
  • As the human population gradually expanded over the years, the acting supreme mayor of the human provinces decided to start subjugating the ponies. While the ponies initially suffered significant losses against the humans, almost all of the pony city-states rallied into an alliance and pushed the humans back to the city of Two-Foot. This time also produced a flourishing of pony literature and magical development. Pony philosophers began wondering why humans felt the need to kill other intelligent beings along with other topics. Pony mages also developed arrow-like, magical charges; primitive wards; and experimented with ways to bring ponies back to life. Over near the city of Sunshine Hills and Port Sealine, the ponies developed a large prison complex devoted to studying if it was possible to curb human ponycidal urges using magic and herbs.

The Era of the Three Powers

  • Over the next hundred years or so, ponies conducted frequent trade with the continental humans to the south, on the coast of Affadiz, and adopted more of their systems and ideas. The city of Two-Foot exchanged hands multiple times to ambitious lords from the mainland. During one of these wars, the governess Rosy Shine organized a mage cadre to wrest Two-Foot from human control.
  • A few months later in the north, Mayor Gold Hoof of Moonshire hired a group of mercenaries, took over the mines on Snowy Mountain, and made himself the Mountain King. To others, he became known as the Mad Mayor. Many of the acting mayors and governesses of the northern city-states formed a coalition against Gold Hoof and sacked Moonshire, starting the War for Snowy Mountain, which lasted for about a year and a half. The war ended when the mercenary captain, Jaffar al Hudid, revolted against Gold Hoof, declared himself Sheik of Snowy Mountain, and made peace with the coalition leaders.
  • Over the years, Jaffar al Hudid established good relations with many of the leaders of the Northern provinces, and he eventually established the Emirate of Northern Stalli, which operated as a sort of republic. During these years, these provinces prospered greatly as Hudid helped reorganize administration to fit more human models and trade continued with the human nations to the south. Snowy Mountain also grew into a fairly large town as humans immigrated and settled there. Hudid also built a university high up one of the mountains, which is still around to this day.
  • At the same time, there were many skirmishes in the southern half of the island as powerful governesses and mayors began to consolidate their power. Governess Rosy Shine began acquiring many city states in the southwestern part of the island, and rallied people to her cause by emphasizing a pony-centered nationalism and appealing to their fears of the humans. She declared peoples under her banner members of the Pony Dominion. Meanwhile, governess Sugar Cream of Sealine began bringing city-states from the southeast into her fold and formed the Duchy of Blue Coast. Additionally, a number of city-states within the center of the island, seeing the formation of the northern Emirate and the growing power of the Cream and Shine dynasties, formed the Federation of Central Stalli.
  • Over the years, Hudid started to become recognized as the primary leader of the Northern Emirate by the pony leaders due to the flourishing of the Northern provinces. When Jaffar al Hudid died of old age and his son succeeded to his position, Rosy Shine declared war on the Northern Emirate to eliminate the human populations it harbored. During this war between the north and the southwest, the Duchy of Blue Coast under Duchess Butter Cream began invading the Federation of Central Stalli to gain control of the upstream river. Rosy Shine’s war with the north mostly ended in stalemate, though the Dominion succeed in gaining one of the border provinces. Meanwhile, Butter Cream had succeeded in conquering most of the provinces within the Federation, forcing remaining provinces to seek assistance from both the Dominion and the Emirate of the North.
  • For many years, the three powers engaged in a series of brutal wars for control over border provinces. Alongside land battles and sieges, the southern powers started to develop expansive navies to blockade the other powers and prevent humans from entering from the mainland. The Emirate, meanwhile, experimented with ways to try and break through the much larger fleets of the south.
  • Over on the mainland, a large number of provinces had been integrated into the expanding Empire of Jaz, led by Sultan Hassib al Mahoud. The sultan sought to bring the ponies into his fold so he could incorporate their magic into his armies and gain control of the seas. When the Sultan sent a diplomatic envoy to the island, the fleet was intercepted and destroyed by a Dominion fleet patrolling the area. Hearing of this, the Sultan started building up a large fleet to invade the island of Stalli. The three powers started noticing signs of this, and they met in Snowy Mountain to agree on a temporary alliance to ward off the Empire. When the word got out that the Empire was sending its fleet, the three powers deployed their fleets, met the Jaz forces a few miles off the southern coast, and routed them. As the failed invasion destroyed much of Jaz’s armed forces, left the sultan in debt and threw Mahoud’s capability as a ruler into question, the two sides agreed to a white peace.

The Rise of Goldilocks and Stalli’s Unification

  • Many years after the Jaz-Pony War, Countess Ruby von Goldilocks from Sunshine Hills declared war on Duchess Marshmallow Cream to claim the Blue Coast throne. After two years of fighting, Ruby von Goldilocks subjugated Marshmallow Cream and usurped the Duchy of Blue Coast. During this time, the Dominion launched an opportunistic invasion on the Cream throne and acquired a number of provinces for themselves, and the Northern Emirate acquired some provinces along the upper end of the main river.
  • A few years later, the Dominion governess, Twilight Shine, and her children had died under mysterious circumstances, resulting in a civil war over who would succeed in her stead. About a month into the war, the Blue Coast fleet launched a surprise attack against a number of patrolling Dominion vessels. The Blue Coast army, supplemented by a newly acquired battalion of mercenaries, quickly subjugated a number of Dominion provinces. Frowny Face, a noble who formerly served as Marshmallow Cream’s marshal, emerged victorious out of the civil war and managed to negotiate a truce with Ruby von Goldilocks, on the condition that he’d take her hand in marriage. Thus, there was peace in the southern half of the island.
  • While the next few years were marked by relative peace, there was marked tension between the remaining powers. Members of the Northern Emirate grew uneasy at the Goldilocks dynasty’s rapid surge to power, and many tried building up their armed forces and renovating security measures. Meanwhile, Goldilocks began what would be called the “Cultural Reformation,” a massive propaganda and centralization effort within Blue Coast, along with a tightening of border controls. A number of revolts occurred during this time, but many of these were suppressed almost as quickly as they sprang up. Furthermore, this time period marked the first appearances of the “Muties.” The mercenaries hired during the conquest of the Dominion had become fully integrated within the Blue Coast forces.
  • Just as the leaders of the Northern Emirate were finalizing their plans for an invasion of the south, Emir Fassad al Hudid, along with a number of important council members and mayors, died under mysterious circumstances. As soon as the news got out, many local leaders in the north tried mobilizing forces to retaliate against the south, but only a few days after the sudden deaths, the southern alliance began its invasion. The river provinces and Snowy Mountain were among the first to fall. Many of the northern armies were disorganized from a lack of leadership, and they couldn’t coordinate with each other. Within only a year or two, the south had completely overrun the north. Ruby von Goldilocks took control of the Emirate of the North, and with her marriage to the Dominion, she established the Magical Kingdom of Stalli and became its first Princess.
  • For the next forty to thirty years, Ruby and her successor, Aurora, continued and extended the “Cultural Reformation,” turning the nation into a fully centralized, command bureaucracy and instituting a number of legal mandates limiting expressions of free speech and thought. Much of the farmland in the center of the island was converted to produce a highly addictive substance known as “Happy Spice.” The nation suffered a number of epidemics that swept through the island. Several major revolts occurred over the years, though the pony mage corps combined with the integrated mercenary forces crushed all of these. Controls on border migration were also tightened; most ponies and humans were no longer allowed to leave the island. During this time also, the sultan of the declining Jaz Empire placed an embargo on the island after hearing strange rumors from merchants who travelled there.

The Invasion of the Affadiz Coast

  • Shortly after the third princess, Bella von Goldilocks, ascended to the throne, Stalli declared war on the Empire of Jaz in order to open up trade in the shoreline to the south. Although the Jaz fleet made a number of improvements to their fleet after its humiliating defeat to the ponies, the Stalli fleet still won handily. The landing Stalli forces quickly occupied the Pujulan Emirate, toppled regimes within the area, and eventually defeated Jaz’s forces in battle.
  • As the occupation of Pujulan split the Jaz Empire from many of its western provinces and a number of opportunistic neighbor states began invading other parts of the Empire, the Sultan was forced to remove its embargo and grant independence to the Pujulan Emirate. While Pujulan had nominal independence, it was effectively a vassal state serving the interests of the Kingdom of Stalli. Not only did it serve as a primary entry point for the ponies to ship their goods, particularly Happy Spice, to the mainland, but it also allowed the ponies to begin recruiting locals to form the Order of Happiness. In addition, a number of Emirates on the coast seceded from the Empire and then shortly after formed the Oath of Affadiz, a coalition against the growing Stalli threat.
  • Over many years, the Emirates of Imadjad, Aq-Qabar, and Hajustal faced internal rebellions backed by the Stalli regime. Each of these states became increasingly ineffective as the population grew increasingly dependent on drugs imported from Stalli. After each regime was toppled, each state withdrew from the Oath of Affadiz, leaving only the Emirates of Djarrid and Behran. Furthermore, Jasmine von Goldilocks forced the rulers of these states to call them duchies instead of emirates.
  • The Empire of Jaz had now been reduced to a mere Sultanate to the east of the Affadiz coast. Sultan Suleiman al Tariq sought to restore the glory of the former empire. Hearing of the discontent within the Affadiz coast, the sultan sought to liberate the coast from pony grasp by having his army support popular uprisings within the regions. Shortly after Djarrid voluntarily reintegrated itself into the Sultanate of Jaz, Suleiman al Tariq declared war on the Stalli Kingdom and its puppet duchies. While initial, widespread revolts within the duchies were initially effective and the Sultan’s forces managed to establish control of Imadjad and Hajustal, the Stalli military eventually managed to suppress the revolts and crush the Sultan’s forces. In the end, the sultan was forced to pay a hefty fine to Stalli, allow the ponies to establish trade towns within the sultanate, and annually provide human slaves to Stalli as tribute. As all this was happening, Behran had been expanding in a southwesterly direction and centering its regime away from the Affadiz coast.

    Infrastructure: 
  • Most of Stalli’s economic activity, especially after the unification of the island by Ruby von Goldilocks, is directed by the Princess’s administrative bureaucracy. Stalli primarily exports alchemical reagents and drugs such as Happy Spice. While Stalli uses an official currency of golden “Equines,” Happy Spice is an unofficial secondary currency, especially in the Affadiz duchies.
  • In terms of technological standards and infrastructure, Stalli is highly developed in some areas and underdeveloped in other areas. For instance, the island boasts of a vast detainment complex, but many of the buildings in the Northern provinces are in disrepair and most ponies use cobblestone roads. Stalli’s facilities for monitoring immigration and border control are particularly developed. In many regards, the kingdom is fairly advanced, but most of technological development is restricted to select government agencies. For instance, the administrative bureaucracy uses a movable type system to distribute propaganda pamphlets and select literature to the general populace, but said system is restricted to the government. Knowledge of magic and spellcraft is fairly advanced, but usually it is restricted to trusted ponies. The military, the navy, and the local police forces also tend to be fairly developed as the government devotes most of its resources to these departments.
  • A large part of the central river lands are devoted to intensive agriculture, complemented by an extensive irrigation network. Most of these lands are devoted to producing the aforementioned alchemical reagents and drugs, although part of it is devoted to creating foodstuff. The mountainous region near the upper center of the island is devoted to mining and metalworking performed by specialized pony taskmasters and human/Mutie laborers. Part of this region is also devoted to producing textiles.
  • Almost all towns in Stalli have specialized distribution centers, which ration out basic commodities such as food, Happy Spice, and clothing to the rest of the population. Each pony receives a specified allotment of goods at a standardized rate based on occupation, productivity, and loyalty to the government. At any given time, ponies can go to these facilities and receive their allotted goods. These facilities keep detailed records on the population as a whole and keep track of how many rations have been distributed to each pony and pony family. These facilities also distribute bags of holding to ponies to hold spice sacks and other goods.

    Geography: 
  • The Magical Kingdom of Stalli rests on an island (about the size of Madagascar) off the coast of the main continent. Most of the island is fertile, temperate plains, with a large river running through the center. The island has wet winters and dry summers, though it never really snows in the region. The middle of the island has a series of high mountains that separate the north from the south. As mentioned before, Stalli has four loyal puppet duchies on the mainland coast of Affadiz to the south, Imadjad, Pujulan, Aq-Qabar, and Hajustal. This region is mostly comprised of arid grassland, with an expansive desert to the south.

    Culture: 

Ponies

  • Ponies in general value Happiness above all else, and they see this as the equivalent of good. Unhappiness or sadness is thus the equivalent of evil. Unhappy ponies, therefore, are something that must be cured or eliminated if necessary. The pony moral axis lies primarily along this line, and as such, they can do many things that most would consider evil. Because of the influence of the cultural reformation, ponies have learned to view things like torture or screaming as ultimately conductive to happiness, as they view this as simply the process of curing an unhappy pony.
  • Ponies don’t have an official, organized religion, and they tend to view things in a secular manner. Still, many ponies are superstitious and they do have their own explanation for the creation of the world and its afterlife. Two alicorn princesses representing the sun and the moon respectively created the world, specifically Stalli, and populated it with happy ponies in their images. Ponies believe that everything unhappy in the world is caused by an ogre known as Grumpy Grump Grumps. The popular perception of what Grumpy Grump Grumps looks like tends to vary over time, depending on who the ponies are fighting. Ponies tend to have a heaven-esque perception of the afterlife, but this is mostly brought up in the context of when Muties perish, since ponies see the process of making someone a Mutie allows them to stay in the world.
  • Almost all ponies view the Princess as a godhead/Jesus-like figure. Saying anything bad about the princess is tantamount to blasphemy and will prompt ponies to lynch you. Ponies who travel into the outside world need to be specifically conditioned to restrain themselves when people outside Stalli speak against the princess. As an additional note, ponies tend to look down upon swearing in general.
  • Ponies in general believe that everyone has a “set place in life,” which is reinforced by the practice of branding. At an early age, government officials stamp a symbol on their rear ends designating what occupation that pony must have in life. As such, there is little occupational mobility within Stalli, and most ponies lack strong ambitions in life. Deviating from this is seen as a sign of insanity. However, loyal ponies can be granted titles of nobility, which simply gives them a nicer home and more goods.
  • Ponies have a strong reverence for regulations, order, and law. Disobedience to designated and lack of willingness to comply with regulations are traits to be shunned and punished, since this is effectively going against the will of the princess.
  • Ponies generally view themselves a superior to other species, especially humans, though they are willing to accept ideas from other species. Ponies view other species as like children or mean ogres who need to be ponified.
  • Ponies are generally matriarchal in nature. They tend to view men as lazy bums and other such things. Furthermore, ponies see their centrality of women as an inherently pony virtue, in contrast to the Affadiz humans.
  • Many ponies exhibit a “willful forgetfulness,” meaning that they tend to pretend that horrific events in the past did not happen. To ponies, remembering things brings suffering, so it is better to forget.
  • Ponies that do not occupy a specialized government position are ignorant of the outside world. Furthermore, most ponies tend to be ignorant of Stalli’s history, even after the unification by Ruby von Goldilocks. Information regarding Stalli’s history prior to the unification is considered forbidden knowledge except to the princess.
  • Most ponies tend to wear simple cloth garments rationed to them by the government. Upper class ponies such as the nobility and the bureaucracy are allowed to wear more elaborate garments and jewelry. However, all outfits must be designed to display a pony’s occupational brand. Trying to hide this mark is tantamount to treason.
  • Pony literature and art is distributed primarily via government pamphlets. Writers and artists are selected via the branding system at birth, and they are trained in what they are allowed to write. Most stories tend to be formulaic, “moral” in nature, and generally happy overall. Art such as painting and the like tends to use vibrant, pastel colors. Trying to make art as a non-specialist pony is illegal and potentially treasonous, as is the distribution of unauthorized materials.

Affadiz Humans

  • For those who have not been reduced to Spice-dependent wrecks, the Affadiz primarily value the virtues of piety, resolve, bravery, and cunning. They also tend to value learning and philosophical thought, as such things bring them closer to understanding the nature of the guiding spirit of the world.
  • The Affadiz religion is simply known as “The Faith.” The Affadiz believe that the world is ruled by an amorphous, ambivalent spirit who guides those who seek its aid and obey its words. They believe that when people die, they are brought to the great Oasis, which spans for thousands of miles, and gain an elaborate palace. Unlike pony beliefs, the Affadiz Faith is an organized religion, spread and practiced in the coast’s many mosques.
  • Because of the deep corruption and decadence within the government and the mosques, many Affadiz are deeply distrustful and disillusioned with official structures and institutions. While many of the Affadiz have become cynical due to general decline within the coast, there has also been a growing underground movement to turn to “The True Faith,” which emphasizes a good-evil dichotomy and hopes to return The Faith to its roots. Members of The True Faith preach of the coming of a messiah-like figure who will one day travel to the coast and liberate the Affadiz from pony oppression. Similarly, many of the humans hope to return to the days when they served under the Jaz Empire.
  • Most Affadiz men wear sirwals; light, sleeveless vests; and fezzes. Women, in general, tend to wear abayas. Many also choose to wear keffiyehs around their necks, concealing their mouths. Figures of authority tend to wear elaborate, decorated turbans, but many also wear custom-made garments purchased from the Stalli Kingdom.
  • Many Affadiz men prefer to have long beards, seeing it as a sign of prestige, and some women have beards as well.

    Military: 

Stalli’s military is divided into five main divisions: the mage corps, the navy, the Watchponies, the Order of Happiness, and the Golden Guard. Stalli also frequently employs human mercenary companies.

  • The Mage Corps operates as Stalli’s primary army division. Most ponies lack an affinity for using human weapons such as swords or bows, so ponies primarily rely on magic. Pony mages are trained from a very young age to become adept at using a variety of magical spells and working in formations. Higher ranking mages who have gained the trust of the government are taught more advanced and powerful spells. As Stalli primarily relies on its powerful navy and the Order of Happiness, the mage corps is fairly small compared to the other two divisions. The mage corps is stationed at various locations within Stalli and the puppet duchies to respond to any situations the local guards/police cannot handle.
  • The navy is easily the largest division within Stalli’s military. A select number of ponies are chosen from birth to serve in the navy, which in some regards has more rigorous magical training than the official mage corps. As opposed to the mage corps, who emphasize ward use, firing magical bolts, and athletics, navy ponies are trained primarily in elemental warfare, especially through mastery of wind, ice, fire, water, and lightning. As ponies are not natural swimmers, many naval soldiers are trained to quickly form small glaciers to ride on at a moment’s notice and manipulate the waters around them. Because of ponies’ magical abilities, pony ships tend to be much faster and much more agile than human controlled ships. Many ships are rowed using Mutie labor. Galley sized vessels tend to house heavier weapons such as spell-charged ballistae along with a squad of mages for defending against any incoming raiders. The most recognizable feature of the Stalli navy are its oversized “carrier platforms.” These large vessels both act as the navy’s primary transports and carry a number of easily portable war canoes, frequently referred to as “skippers”. These light vessels are designed to rapidly close in on enemy ships so ponies can blast them apart with magic, while protecting the craft’s operator from incoming missile fire. (Note: I haven’t quite worked out all the details on how exactly the pony navy works and how it developed, so I might come up with more stuff later.)
  • Stalli boasts of a large, sprawling policing force, known as the “Watchponies.” Watchponies are trained to use magic from birth, similar to the mage corps and the navy. Stalli’s police are primarily trained to detain anyone who displays treasonous behavior or breaks any laws. The Watchponies are also trained to use a variety of alchemical components and substances, such as “Sneezy-sneezy powder,” and “Sleepy potion,” to help them neutralize anyone who resists.
  • The Order of Happiness is a large, semi-autonomous battalion of human soldiers that operates primarily within the four puppet duchies. Human boys and girls are recruited, bought, or abducted from the four duchies and concentrated into “Summer Camps.” There, they are indoctrinated in the pony ways of life and trained to fight for the Kingdom of Stalli. The Order primarily uses conventional, as opposed to magical, means of warfare. The Order of Happiness frequently overthrows regimes that they deem to go against the greater interests of pony-kind. Within the Island of Stalli, the Order is held with great prestige, as they demonstrate that it is possible to “ponify” humans. Every once in a while, the Princess holds a great feast with the officers of the Order. Outside the main island, the Order are simply viewed as the ponies’ brainwashed thugs or other, more vulgar, terms. Many Order soldiers are addicted to Happy Spice, and take payments in the form of this powder. In battle, they are known for being highly disciplined soldiers who display unnaturally wide, toothy grins during battle.
  • The Golden Guard descends from an ancient cult of mages who specialized in dark or generally forbidden magic, the Black Hand. The order was banned in many other countries, but Duchess Ruby von Goldilocks gave them sanctuary in her domain. After Ruby von Goldilocks became the first Princess of Stalli, she elevated them to the status of the Golden Guard. In general, they act as the Princess’s spies and perform covert operations in other nations while they’re allowed to continue their dark practices in the Princess’s castle.

edited 9th May '15 10:41:37 AM by CathariSarad

Tojin Back after a long hiatus from Protectorate SW Headquarters Since: Aug, 2013 Relationship Status: In Lesbians with you
Back after a long hiatus
#30: Apr 30th 2015 at 7:25:23 PM

oh scheisse i forgot about this

I'll finish my land soon, I swear. tongue

“Not a promise, not an oath, or a malediction or a curse. Inevitable." - Taylor Hebert
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#31: Apr 30th 2015 at 8:22:06 PM

@Cathari Sarad, Sanojutsu: Accepted! Added you both to the list.

I hope to have 5-7 players, though I may allow more depending on how many sheets I actually get (doesn't seem like I'm getting a lot though).

Also, the Discussion Thread is up so we can worldbuild.

What is so amusing about this? Why do you take lives? How can you forget?
desdendelle (Avatar by Coffee) from Land of Milk and Honey (Ten years in the joint) Relationship Status: Writing a love letter
(Avatar by Coffee)
#32: May 3rd 2015 at 7:35:27 AM

No idea how I missed this. Definite interest, wot wot.

The voice of thy brother's blood crieth unto me from the ground
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#33: May 5th 2015 at 1:02:34 PM

Adventurer Sheet Go! One per nation, please.

  • Name: (Obvious.)
  • Age: (Also pretty obvious. Please note their age relative to a human as well in case they come from a different race — a fifteen-years-old elf is not the same thing as a human of the same age.)
  • Gender: (Also obvious, unless they come from a race that has something different than the standard male/female thing.)
  • Nation/Race:(Adventurers are assumed to be the predominant race of the nation. If they are a different race or a hybrid, note it here.)
  • Appearance: (Either a picture or a description.)
  • Magic/Special Abilities: (No heavier than Super Weight 3, and no Game Breakery abilities such as time manipulation, mind control, et cetera.)
  • Skills: (Mundane things like cooking, swordfighting, dancing, etc.)
  • Items/Equipment: (Keep this reasonable; unless your character has a Bag of Holding or a mount, they can’t carry too much.)

edited 5th May '15 1:02:52 PM by kagescorpionakki

What is so amusing about this? Why do you take lives? How can you forget?
FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#34: May 8th 2015 at 7:23:37 AM

Well I ended up getting bad writer's block for a few days, but here it is.

  • Name: Kothar.
  • Age: 30.
  • Gender: Male.
  • Nation/Race: The Alliance of Saudor, Desert Lizardfolk.
  • Appearance: Kothar is 6'3" with a strong build, scales of course an orange-red color, and yellow eyes with slitted irises. Typically wearing a tan tunic with brown leather pads, that's been stained by the red-orange sand of his home desert and lots of exposure to the sun, and similar matching pants on his digitigrade legs. Has a number of scars on his face, arms, legs, and back from previous battles.
  • Magic/Special Abilities: None.
  • Skills: Kothar is incredibly skilled with a bow, having great accuracy combined with decent speed; he's also fairly well versed at hitting moving targets, hitting a target while moving, and hitting a moving target while moving. Additionally he is particularly skilled in hand to hand combat, though this comes from experience rather than training so tends to be good, but unrefined; in particular he is good at utilizing his clawed feet. He is also a decent fletcher, since he has plenty of times had to make his own ammunition. Fluent in the Saudorian language, well enough in the common tongue, (if our setting has a common tongue) while a bit rough in the Drider and Skaven languages, which he is better at understanding than he is at speaking.
  • Items/Equipment:
    • Kothar has a traveler's backpack for holding stuff, usually food supplies and his money, with a rug that he can use as a crude sleeping mat strapped to the top of it. His belt holds three large water flasks, a hide skinning knife, and a pouch of simple fletching tools, including a wood carving knife. (Both of said knives could be used as weapons, but Kothar would never use them as melee implements; he would only use them as throwing weapons, as a last resort substitute to his bow.)
    • For weaponry, Kothar has a compound bow which when he's not using he keeps in a bow holster which hangs off his left side via a shoulder strap. His quiver for said bow's arrows is attached to the bottom of the backpack, hanging at a mostly horizontal angle with the open end pointing up on the right, to be drawn from with his right arm. Finally, on his feet in lieu of any normal footwear, Kothar wears special, steel clawed shoes that fit onto his natural claws, and secure into place with some leather straps; this not only protects his feet but makes any clawing and stabbing done via his kicks that much more potent. (It does however, almost completely ruin any chance at moving stealthily on floors.)

edited 8th May '15 7:25:57 AM by FirockFinion

You are reading this.
Sanojutsu King of Lame-Style from Throne Room Since: May, 2012 Relationship Status: Norwegian Wood
King of Lame-Style
#35: May 8th 2015 at 8:06:37 PM

  • Name: Sovelkin Celaria Imvat; Literally meaning Missioner Cleric Young-Man
  • Age: 50, the equivalent of a young adult to his people
  • Gender: Male
  • Nation/Race: Land of Light, Mixed Race, son of a light elf and a wood elf.
  • Appearance: A man, young, his hair a dark shade of brown, worn short and choppy out of utility. He's tall and his build is slender and graceful. His eyes are dead giveaway of his ancestry, gray irises with black sclera, as is his skin, a dusty, pale shade of gray, his nails are a dark shade of grey rather than black. His ears long and pointed, with a pair of rings hanging from them.
  • Magic/Special Abilities: He works in conjunction with a Kvit to use shaping magic, imagine him having bending abilities that affect a large amount of materials but is relatively low powered yet highly skilled. He can also channel divine magic to heal, and do a couple of other utility powers.
  • Skills: He's been trained as a healer, so he has herbalist and alchemical, medical training to complement his work as missionary. He has a working knowledge of the scriptures and other holy texts. He knows how to office rituals of his faith if needed. Its also fair to say that while he's not strong he has great endurance, and through self induced trances he can walk non-stop through days and night without rest.
  • Items/Equipment: He carries with him a Kvit, named Egen, primarily to build shelters and ease his travels. On himself he wears a robe of cheap clothes, a wooden flask made from a hollowed section of a cane-like plant, a pair of sandals and some prayer beads on his neck.

edited 8th May '15 11:26:47 PM by Sanojutsu

The graceless warrior, wielder of the edgeless blade, prophet of the old religions, writer of fluent nonsense, saviour of soul and song.
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#36: May 8th 2015 at 10:43:48 PM

[up],[up][up], Accepted.

  • Name: Sunvadhara ("Sunny")
  • Age: 40 (Young adult, just barely out of adolescense)
  • Gender: Female
  • Nation/Race: Wardu, Ashuran
  • Appearance: Standing about 8'6'', Sunny has light pink skin, blue eyes, and black hair in a long ponytail which she wraps around her neck when fighting. Her fingernails are black and filed to points, and she wears only a black-and-red braided short skirt and six leather bracers on her six arms.
  • Magic/Special Abilities: None
  • Skills: She is very skilled with her wrist-daggers, though she can wield almost any weapon with some degree of proficiency. In addition to her races' great physical capabilities, she is a contortionist, and knows much about the musculature of Ashura, Humans, Elves, and similar creatures. Sunny can find the best points to strike her enemies and knows how to give a good massage and to properly train different muscles.
  • Items/Equipment: Her bracers contain six retractable daggers (which, given her size, are almost the length of a short sword). She also carries a rucksack with food, money, cloth strips for cleaning her daggers or covering her breasts if necessary, and a large gourd of water.

What is so amusing about this? Why do you take lives? How can you forget?
desdendelle (Avatar by Coffee) from Land of Milk and Honey (Ten years in the joint) Relationship Status: Writing a love letter
(Avatar by Coffee)
#37: May 8th 2015 at 10:46:18 PM

Still around, just bereft of ideas.

The voice of thy brother's blood crieth unto me from the ground
CathariSarad Since: Jan, 2014
#38: May 8th 2015 at 11:10:34 PM

Okay, seeing as everyone's posting their characters up, here's mine as well. Might be a bit heavy on the magic category, but, as I envisioned them, poniez have a crapload of magical stuff.


  • Name: Dora D. Explora
  • Age: 20 (equivalent to a human at the same age)
  • Gender: Female
  • Nation/Race: Magical Kingdom of Stalli, Unicorn/Pony
  • Appearance: Here. Pony creation thingies are useful at times like this. (Note: She wouldn’t be wearing the outfit shown in the picture, but something more along the lines of a standard robe with the Stalli colors: pink, white and light blue.)
  • Magic/Special Abilities:
    • Minor telekinesis (all unicorns have this ability, allows unicorns to lift things normal humans would be able to lift up)
    • Sparklight/Candlelight: Conjures a small, stationary flame about 1 inch in diameter, used primarily for seeing in the dark and creating campfires
    • Magical Bolt: A relatively basic spell. A pony caster shoots a bolt of magical force in a straight direction. The bolt has a maximum range of at least 100 ft.
    • Purify Water: This spell removes any impurities within a small volume of water, turning them into a crystal-like object.
    • Forceful Shout: When a pony performs this magically induced shout, she sends a shockwave of force in the direction of her choosing. The shockwave travels ahead of the pony, occupying a horizontal arc of 45 degrees, and dissipates at around 25 ft. The shockwave also has a stronger effect on those who initially stand closer to the casting pony. A human standing around 10 ft. away is usually staggered backward at the very least. However, the spell usually consumes a large amount of magical energy, so ponies who are inexperienced with this spell, such as Dora, can only use it once or twice an hour without fainting.
    • Conjure Barrier:
      • Creates a prismatic barrier roughly 6 ft. in diameter in a circular shape and an inch in thickness. Its center must lie within roughly 10 ft. of the casting pony’s body. The barrier acts as a wall which deflects many projectiles and weapons, but it requires constant focus to project; most ponies cannot do much else while projecting a barrier. It also has a bit of a casting delay/casting charge time, making it impractical to use in direct melee combat. Furthermore, the barrier is stationary and immobile relative to the casting pony while it’s being projected.
      • During the second in which the barrier is being conjured up, any light objects, animals, or people within a foot of the barrier’s volume receive a forceful push that thrusts them out of the barrier’s volume as it instantaneously grows in size. This does not include massive creatures (something the size and mass of an Ashuran/giant), the ground, or large structures such as walls. When a large object or creature occupies the projected volume of the barrier, the barrier deforms in shape when it appears and grows in other directions until it occupies a volume of equivalent size as allowed by the caster pony’s magical capabilities. Barriers typically do not influence each other.
  • Skills: Basic Cooking, Singing, Navigation and mapmaking, Basic understanding of several languages, Basic First Aid
  • Items/Equipment:
    • Bag of holding (roughly the size of a small backpack) with a smiley face on it
    • Large supply of Happy Spice (these are contained within small sacks tied together by string)
    • Skin canteen
    • Five bags of Sneezy-Sneezy powder (Same size as the Happy Spice Sacks)
    • Ink and paper-like material (for drawing maps and making notes)
    • Explorer’s guidebook
    • Propaganda pamphlets
    • Money (gold coins)
  • Bio:
    • From the very day she was born, Dora D. Explora was selected to be a surveyor for the Magical Kingdom of Stalli. After a year or two of staying with her parents, Dora was taken in by the state educational facility. There, she learned a number of skills and abilities that would help her for when she travelled to the main continent, so she could learn about the other peoples of the world and record her findings for the greater happiness of Stalli.
    • Dora is a bit eccentric, to say the least. Her best friends are her bag of holding, which she calls “Backpack,” and a talking goat named Trots. She regularly has conversations with her two friends, though nobody else is capable of hearing their voices, as “Backpack” cannot talk and Trots is one of Dora’s imaginary friends. She also has a habit of speaking aloud to no one in particular to explain things around her. While she’s trained in a variety of languages, she tends to revert to speaking phrases in her native pony tongue. As befitting a pony trained from infancy, Dora is fairly diligent, especially since she has daily doses of Happy Spice.

edited 8th May '15 11:11:14 PM by CathariSarad

darkdestinysoul Since: Mar, 2015
#39: May 9th 2015 at 5:13:06 AM

  • Name: Principality of Rana

  • Government: Matriarchal monarchy with a council of High Elder advisers.

  • Capital: Rana Nalma is the only thing you can really call a city upon the island though it only holds around six thousand individuals. The city is situated upon Mount Nalma in the islands center has homes and residences built upon the various levels and even inside the mountain. Their are tunnels that lead through the mountain and these work as both defensive tunnels and as the method of travel up the mountain. The lowest section of the mountain has large walls protecting it and the areas of farmland. Upon the peak of the mountain a large ornate fortress sits with a view over all the island and guards the entrance to the Sacred Lake which supposedly sits the Water God of Rana.

  • Ruler: High Queen Eranna, a kind and benevolent ruler who has far more intent in protecting her people than foreign politics. She is very pale and has long blond hair with bright green eyes, always dressing modestly with the exception of her tiara. Her spouse, High Prince Orlanus controls the Military and Foreign affairs in her stead. The Lord Elders are the lords of the five coastal sections of the island.

  • People: "Ranians" is the name of the humans of this island. They are pale skinned, bright eyed and generally have light colored hair, normally blond or white. The Ranians are shorter and ligher than most ethnicities, dressing in light silks and soft cloaks. Those with Royal Blood also have the blessing of the Water God, giving them control over the weather through their voices.

  • History: Before the Principality was formed the Isle of Rana was split into five distinct factions, each a bandit lord controlling a group of warriors who constantly warred and pillaged one another. This occurred for hundreds of years though the exact duration is unknown as no records survive beyond this point. The only safe haven for the peaceful was the once un-fertile base of Mount Nalma.

    • The Principality of Rana was founded about a thousand years ago by First Queen Cersia after making a pact with the Water God which resulted in the royal family's power over the weather. Using that power the High Queen and her family have continually worked to forge the land into a more habitable place for its people. The First Queen used her powers to help unite the five bandit tribes on the Island into a united people, it was long and three of them refused to give up without fighting, the First Queen used her powers to call fourth a storms which destroyed those who threatened her people. The wars ended quickly and her life soon after though her legacy in the Royal Family and the depictions of her all around in paintings, sculptures and shrines.
    • Rana was almost invaded by a army of pirates around 700 years ago that had heard of how fertile the lands of Rana had become since the royal family came to power. Though their invasion was short lived as even though Rana had little in the way of a Navy the High Queen, her two daughters and her son rode out together in a merchant ship and supposedly in unison used their powers to cause a storm that sunk the entire invading fleet under the siege of waves while leaving the island untouched by the event.
    • For the remainder of the islands history little had happened, they have left themselves isolated having little contact with other nations than the odd trade vessel. The rulers more interested in their peoples safety than the affairs of foreign realms. Since the first queen removed the bandit lords their has been little in the way of unrest for the populous either, minor protests about a lack of X or a want for Y but those are simply handled by the Council of elders.

  • Infrastructure: The nation has relatively few resources being a isolated island however trade from foreign nations has certainly allowed it to grow with time. The nation has a total population of nine thousand people, six thousand of which live in Rana Nalma. Rana's primary exports are fine silk and rare spices which grow well in the warm yet humid coastline. Technologically Rana is very much in that of medieval china without much in the way of gunpowder except the odd firework. The main technological innovatation the island has is its advanced irrigation system for channeling water down from the highlands of the moutain and through to the farmlands without any water flooding the main towns. This has also aided in farming greatly as they are able to make more compact farms.

  • Geography: The nation is mostly a simply a single decently sized island with a tall peaked mountain in the center. The air is very hot and humid and the lower areas of land away from the mountain have large dropping trees forming a ringed forest around settlements. There is only one actually city in the islands center though their are a variety of villages on the outer coastline the largest of which being Karvos which is the primary trading post for foreign ships. Rana also owns a few smaller islands though they are not populated or worked. Rana is most well known as it is almost always raining their since the Royal Family took over, which while for many places would be bad keeps the island fertile while it wasn't before.

  • Culture: The Ranians place a lot of value in Art and Creativity with skills in music and literature being highly valued by the communities. The people are very ritualistic in their worship of the Great Water God also known as the 'Great Sea Serpent' who lives beneth the palace and guards the land from invasion. The people live mostlya simple life working the majority of the week and spending time with their local community the rest. Somewhat distrusting to outsiders due to their tight knit groups few get to explore much of he island. People generally dress in like silk cloths commonly with a soft cloak over their back. Jewelry is rare to find upon the island with it lacking in rare metals and gems, those people to get are normally given as a offering to the shrines of the Water God. The Elders who rule the five sections of the island are well respected and their words while not law are usually followed as they have both the wisdom and blessing of the High Queen. Magic is rare upon the island, it is usually reserved for the Royal Family or the Priesthood though it is not actively shunned. Material wealth is rarely shown as being important with most more wanting to share it as presents or feasts for their community. Crimes are judged by the Council of Elders and the High Queen as the judge and jury, crimes such as assault and murder are considered so bad to warrant the sentence of death if found guilty. Children are educated by one the priests of the island, all are expected to know how to read, write basic Ranian as well as defend themselves in emergencies. Colored bands of silk commonly tried around ones neck are used in the culture to give symbolism to who you are. Different colors and designs depict different professions. Light blue with a gold edging is used by the Royal Family, Dark blue and black is used for the priesthood, yellow and white is commonly used by farmers, ect.

  • Military: The High Prince commands both the Navy and Army. The nation has little in the way of military it has several fine ships which make up the majority. These ships are given nets and Batista to fight with as necessary though this is rare and most have little experience. There is a small permanent contingency who acts as law enforcement for the majority of the time instead of active soldiers. Most people are trained at a young age to use a weapon of some kind unusually a bow or sword so in the event they are attacked they can defend themselves and those around each other. This militia makes up the majority of the military which is quite sizable when raised though are not suited for attacks and simply for defending and raining arrows down from Nalma.

I am likely to edit and continue this but its something for now. Sidenote: My browser crashed while writing this the first time. sad

edited 9th May '15 5:49:23 AM by darkdestinysoul

"After time adrift among open stars, along tides of light and through shoals of dust, I will return to where I began."
darkdestinysoul Since: Mar, 2015
#40: May 9th 2015 at 5:50:02 AM

  • Name: Sarlus Stormcaller, Prince of Rana.
  • Age: 17
  • Gender: Male
  • Nation/Race: Human - Ranian
  • Appearance: He is quite tall, lightly built but clearly strong. He has unkempt and slightly long blond hair and green eyes. What he wears depends on the climate primarily with the exception of the Dark Blue and Gold Silk band he wears around his neck. He is very pale and his skin quickly turns red when left in the sun for long periods.
  • Magic/Special Abilities: As Royal Blood of Rana he can command the weather to obey him with his voice or music alone. Doing so requires constant concentration and the effects quickly begin to fade once he stops commanding it. As he is the fourth child of the High Queen his powers are weaker than his older siblings.
  • Skills: He is highly trained in sword-fighting, using quick hit and run tactics for the most part. He also has a avid talent for flute playing which he uses to help him with his weather control though he can also sing decently to control it to a lesser extent (He is not bad at singing just he doesn't like singing around others). He is trained in how to do basic first aid. He is skilled in courtly dance and some noble tradition and can speak, understand, read and write a number of Foreign Languages in addition to his home tongue.
  • Items/Equipment: He has a pair of fine steel sword engraved with Ranian symbol on the hilt. He wears a lightly forged chain shirt and leather armor under his normal clothes. He has his backpack which contains a wetstone for his sword, a couple of canteens, rations, ink pen and a mostly blank journal, food and spices from home, spare clothes (including some for colder climates), his flute and a locket containing a picture of his family. Also a pouch containing a variety of different kinds of coins.
  • Bio: He is the second youngest child and last in line to the throne of Rana. His mother and father being the High Queen and High Prince respectively makes him a Royal Prince. Being last inline to power and the nation being isolated for foreign affairs meant he spent most of his time not in court but freely with the lower folk, even if they were intimidated by the Royal Silk band he wore around his neck. He trained hard to learn how to fight and defend his siblings training constantly with his Father the High Prince. Compared to his siblings he has the weakest ability to control the weather between them; though his little sister is only slightly better. Despite this he continue to learn the traditions of it and of the noble court. Upon reaching full adulthood he decided that the courtly life was not for him and requested to the High Queen that he be given the right to travel; he granted this request and left Sarlus did to lands far far away.

edited 14th May '15 10:18:32 AM by darkdestinysoul

"After time adrift among open stars, along tides of light and through shoals of dust, I will return to where I began."
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
YOLOisfox Something something DBZ from your closet Since: Mar, 2015 Relationship Status: And here's to you, Mrs. Robinson
Something something DBZ
#42: May 10th 2015 at 2:31:20 PM

Name: The Achieved Kingdom

Government: It is a kingdom ruled as a monarchy. The way the new king is chosen is by combat between the advisers.

Capital: Rostar City, is a large city where the most trusted avisers of the king live. His castle is a very tall plain stone tower with a large moat.

Ruler: King Geofferus is a kind yet rude king who has a huge drinking problem. A lot of the people respect him but those who live in the Rose Bush hate his guts. He loves his wife and advisers.

People: Most of the people are humans but the Kings guards vary in species there's a Lich, a Werebear, a Giant Dwarf, and a Elf. The people who live in the rose bush are Green Elves, elves have green pigment and who have control over plants. They are considered the low class.

History:It was discovered by three travelers Joelian, Gustavus and Burniedtns. They settled in a small village and more travelers and their families came to it. It began to prosper but monsters invaded only one stood up Geofferus. He vanquished the monsters and was made King. The king banished the Green Elves the ones who made his castle to the Rose Bush. They revolted but many of their people where killed and they lost.

Culture: They dress very normal except for the royals who were different outfits varying from bear skins,metal armor,green camo, tuxedo,and Scottish wear. The green elves wear green loincloths. They use gold and diamonds as currency. They also trade fruits and wood and iron with the common gold and diamonds.

Military: They have a small but effective army which consist 60 men. They are small because it is a peaceful land.They are strong skilled and are led by the advisers.

Geography: It is a field like area for the most part. With large forests.

edited 10th May '15 4:17:24 PM by YOLOisfox

What is a man? A miserable pile of secrets, but enough talk have at you!
darkdestinysoul Since: Mar, 2015
#43: May 10th 2015 at 2:39:03 PM

Well I would argue for "It is a kingdom which uses diamonds and gold as currency." is more a culture based issue than a government. The government would be you have some kind of monarchy. (Which their are soo many types but I will assume medieval feudal style).

What is the geography of your land? We do not need exact town name but is it grassland, mountainous, hills? (Depending of size multiple terrain types) Do you have a coastline?

60 People is a very small army, they may be well trained but they would not be good for large scale projects just as a strike team. Do you have a navy (if you have a coast?)

Infrastructure is a topic I found initially tricky but even something like traditional European medieval technology at-least helps in that department.

What does your land produce? Does it just produce gold and gems and sell those to other nations or does it have a different commodity.

Try just fleshing out some of what you have already got and make sure you will in something about each category on the main signup sheet. If you need inspiration look at some of the things we included and use try and cover similar points.

edited 10th May '15 2:40:46 PM by darkdestinysoul

"After time adrift among open stars, along tides of light and through shoals of dust, I will return to where I began."
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#44: May 10th 2015 at 3:02:14 PM

[up][up]Yeah, you're gonna have to flesh that out. A lot. Like, you see how detailed other people's signups are? Yours should be at least as detailed as mine. Also everything darkdestinysoul said.

What is so amusing about this? Why do you take lives? How can you forget?
YOLOisfox Something something DBZ from your closet Since: Mar, 2015 Relationship Status: And here's to you, Mrs. Robinson
Something something DBZ
#45: May 10th 2015 at 4:18:00 PM

Is that good

What is a man? A miserable pile of secrets, but enough talk have at you!
desdendelle (Avatar by Coffee) from Land of Milk and Honey (Ten years in the joint) Relationship Status: Writing a love letter
(Avatar by Coffee)
#46: May 10th 2015 at 4:20:43 PM

Dude, what you have is less detailed than my unfinished signup (yes, it's coming along nicely). I also think it's a bit bland.

The voice of thy brother's blood crieth unto me from the ground
darkdestinysoul Since: Mar, 2015
#47: May 10th 2015 at 11:23:32 PM

It is slightly better than before. Try once again adding something about infrastructure, what kind of technology they have or at-least give a IRL time period we can use for comparison. Also how large is your nation how many major cities are there, just one, a few, dozens? Given your very small military I doubt very many.

For geography once again are you landlocked, have a coast or a island is a good way to add onto it. What kind of climate is it, is it temperate, arid, humid, hot, cold, something completely different?

History wise, fleshing out more details or more events would help.

Your people itself are interesting, to flesh it out. You have humans and Green Elves, how do they look normally. Pale, Tanned, Dark skin? Light, dark, something unusual hair color wise.

As said look at Wardu's sheet and compare the things detailed, you need to have a similar level of detail. (As daunting as you may find it, it is actually not that bad.)

"After time adrift among open stars, along tides of light and through shoals of dust, I will return to where I began."
darkdestinysoul Since: Mar, 2015
#48: May 13th 2015 at 2:30:33 PM

Since we need more nations, my second entry.

  • Name: United Lands of Arvana
    • Though normally referred to as just Arvana.
  • Government: Theocratic triarchy and a 22 member elected senate.
    • The Theocratic triarchy is the heads of state, the three highest ranking Summoners together take the position. The three members acting unanimously can vote to VETO laws passed by the senate. They can pardon criminals together, approve the Rite of Ascension for new Summoners, remove a senator from office as well as leading the nations politics and military. The heads of state are also the heads of the religion.
    • The Senate comprised of individuals elected by the people living in one of the 22 religions. Each of the Senators is given the right to choose how their region is controlled and how its local taxes are spent through they must follow the rules assigned by the Senate as a whole. The Senators are not above the law; one caught and convicted of a crime is immediately put up for re-election elections. Senators usually rule on 3 year cycles before needing re-elections.
  • Capital: The capital city of Sarvera is a holy site for the people of Arvana, a grand with multiple sets of walls forming layers districts out from the grand plaza at the centre where both the Grand Cathedral sits and Tower of the Senate sit. It is built upon the top of a large hill in the middle of Arvana's grand jungle with a river passing through the cities walls from north to south.
  • Ruler: The current three Grand Summoners are both the Head of State and the Head of the Religion.
    • Elara, the Suncaller: is the First of the Grand Summoners, she is known for her Love and Care for all life and hates to see it wasted by any degree, if be by violence, war or by one purposefully damaging it for pleasure.
    • Harlus, the Raven: is the Second of the Grand Summoners, he is known for his pragmatic way of thinking and his ability to take problems head on and solve them pragmatically. He is known for his greed but high wisdom.
    • Yuana, the Silver Wolf: is the Third and newest of the Grand Summoners, while least experienced in of the three she has proven herself greatly in battle and with her abilities and by taming the Legendary Silver Wolf Erandis.
  • People:
    • The people of Arvana are known as Arvarians and for the most part are human. They tend towards earthy hair tones of brown, red or green. Their eyes can vary in many different colours but follow similar patterns to the eyes though with some shades of ocean blue and sandy gold showing as well. They are taller on average than regular humans though lightly built. They are often seen as highly attractive to outsiders due to their bodies’ natural proportions. Oddly the population seems to produce more females to males at a 4:3 ratio, though it causes little differences in the way either are treated.
    • The Gregnear's are rat-faced creatures, they are small and territorial. The majority of land that is not settlements (basically most of the jungle) is their land they protect. The Gregnear's have a shade of skin between pink and brown and their eyes are always a dark brown. They live independent from the Arvanas but in their domain, viewing the Arvarian Summoners as Gods while the Arvarians generally leave them in peace.
  • History:
    • Arvanas history is scattered with few documents dating back far in history. The oldest public documents are after the Cathedrals construction and only word of mouth keeps stories older truly alive, if they were ever true.
    • The Arvarians long ago were kept oppressed and in fear of the Gregnears who often attacked, pillaged and captured the lands of the Arvarians. This oppression is the largest point of history for most Arvarians and is where the discrimination against the Gregnears comes from. This oppression ended after the Grand Cathedrals erection where the first of the Summoners managed to push back those attacking their holy ground using the creatures they called. This eventually kept them contained in the jungles where they still live in tribes today. However since their defeat they worship the Summoners as Gods in mortal flesh. Well most of them do...
    • Arvana is a relatively new nation in that respect, with its natural difficulty growing and communicating due to the Jungle giving it little in the way of Major history.
  • Infrastructure:
    • The infrastruture of Arvana is early medivel europe for the most part with the exception of its exceptional glassmaking techniques and papermaking. Arvana is famed for its rare and expensive glass which is said to be made as strong as steel and can be coloured like the rainbow itself; unlike normal glass it is not made from sand, though its exact composition is a well kept secret. The stained glass is the primary export of Arvana that and the wild berries and fruits the lands have a abundance of. The land does not rely upon farming as much as hunting and gathering with farms only being used near the borders where the jungle runs thin. The final pair of exports are sugar and sugar paper which the Lands are also famed for having in large quantities. For many tasks that are difficult the people call upon the Summoners to call beasts to aid them, from healers to gatherers to extreme heating of furnaces depending on the situation.
  • Geography:
    • The lands geography is primarily jungle; there are mountains to the south of the land and a coastline to the east. The area changes to forests or grasslands as your travel east and north. Many rivers travel through the land. The climate is quite warm, though its humidity vaires greatly. Overall the lands held are large though thinly populated and very untamed, making it difficult to use.
    • The 22 regions of Arvana are divided into the 8 external territories boarding the outside and the 14 smaller internal territories, each of which has at least one settlement. Due to the wilderness of the jungle most settlements outside the Capital (which is not part of a single territory but each of the four districts are a individual territory) are rather small in both population and size. There are few settlements in the internal territories often only having one settlement each and at most two. There is a thinly maintained but existing road network linking to the Capital.
  • Culture:
    • The people themselves have a natural lifestyle, living in buildings which rely on natural nearby resources such as wood in the jungle or stone in the mountains. They eat mostly berries, wild fruit, sugar water and whatever in the way of wildlife is hunted. Farming and herding of animals is rare for the internal territories, though more common towards foreign lands.
    • The Summoners form the Primary Religion of Arvana known as the Eternal Coven. The Summoners responsibilities as religious figures are light however often pursuing secondary professions simultaneously. A Summoner may be blacksmith who may summon a Fiery Salomander to aid him in the forge, or a farmer who uses a Sun Archon to give the crops light. All Summoners are expected to carry with them their engraved staves with them at all times and it should never be further from their grasp than around a meter at any time. This represents the Eternal bond they have made with the universe for their powers. Only a select few may become summoners with the Grand Summoners approval.
      • The Eternal Coven believes deeply in reincarnation, when you die you will be either Reborn as a Spirit which can serve the Summoners or be Cast into the Void depending on how you behaved in life.
      • All Summoners must go through a Rite of Ascension to receive their powers, after which they lose their family name but gain a title to identify themselves from others of the same name. These titles may change if a individual accomplishes a great deed. The Rite of Ascension varies for every individual but those who fail often never return from their trials and those who do return with their first bonded Spirit.
    • The people place a lot of value on the way you treat the world around you, the people, the plants, the animals and on how you use your talents. Be your talents, fighting, spell casting, bargaining or summoning.
    • Most people dress practically, having tall boots and clothes which are unlikely to get caught on the underbrush of the jungle. It is traditional when someone dies not to wear dark colours but light colours to signify hope that they are to be reincarnated. Pony tails are especially common for men with long hair to wear while women are expected to have it straight and down with their back.
    • Magic itself outside of summoning is periodic though there are few tutors so many are forced to learn from scratch. Some Summoners devout their lives to the outer realms fully, learning both magic and Summoning, these individuals are often looked at with some distrust as they often do not directly benefit the community with their abilities unlike most professions.
  • Military:
    • Arvana's military is made up of four major squads. Two skirmish units which specialise in defending and raining arrows or magic down from secluded spots in the terrain. The High Guard which are the active military that often moves away to engaged, often mountain upon beasts for active conflict. The final military unit are the War Summoners led by Grand Sumnmoner Yuana, the Silver Wolf. Unlike the other three they answer directly to the Grand Summoners while the others take orders first form their Generals who often work with but do not have to follow the Grand Summoners. (Though all units must follow the Senates decisions) Arvana has a small fleet, enough to patrol and watch for incomming pirates but hardly enough for any major naval conflict.

Woah, that took me a while to write. Tell me if I made a major issue in there. Also I feel like I may need to update Rana now. Edit: Though viewing word count it is only a 200 word difference.

edited 13th May '15 2:35:04 PM by darkdestinysoul

"After time adrift among open stars, along tides of light and through shoals of dust, I will return to where I began."
darkdestinysoul Since: Mar, 2015
#49: May 13th 2015 at 3:11:13 PM

Secondary character entry.

  • Name: Scarlette, the Wandering Tome.
  • Age: 26, looks around 22 however.
  • Gender: Female
  • Nation/Race: Human - Arvarian
  • Appearance: This She has long flowing dark brown hair that can occasionally glow lighter when she is using her powers. Her eyes are musty brown and her skin is fair. She is around average human height and thinly built with no muscle definition.
  • Magic/Special Abilities:
    • Summoning: Scarlette is a Summoner of Arvana and therefore use her pacts she has formed to summon creatures to aid her in various situations.
      • She may only have one summon at a time active.
      • If Scarlette is incapacitated the Summon immediately fates away.
      • The summon obeys Scarlettes orders to the word, though may refuse to be summoned if they are put into harm regularly without good cause.
      • The summon cannot be killed however unless Scarlette is also killed. (Though they can be definitely incapacitated.) When resummoned previous injuries still exist if their are any.
      • The current list of creatures Scarlette can summon are: Tendrin the Dire Tiger; she can gather more bonded creatures as the story progresses.
    • Magic: Scarlette does know some basic magic, nothing offensive however. The majority of her abilities are healing and protective magic. She can also perform minor tricks such as lights, flares and the repairing of equipment.
  • Skills: Scarlette is great at calligraphy and cooking, she has great knowledge of history, lore and religion but few other exceptional skills. Most of her time is spent focusing on learning and her more magical abilities. She has no form of physical or ranged combat ability of her own.
  • Items/Equipment: Her Summoners Staff, A pouch of Coins, A backpack, Several changes of Clothes, Paper, Quills, Inks of various colours, books for reading on the road, a bedroll and food.

Also inform me if there is a problem with this. If so I can alter it or the nation or both tomorrow.

edited 13th May '15 3:14:06 PM by darkdestinysoul

"After time adrift among open stars, along tides of light and through shoals of dust, I will return to where I began."
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#50: May 13th 2015 at 6:01:22 PM

Arvana and it's adventurer are accepted!

Just so everyone currently working on a sheet knows, you can make two nations if you want. We have enough space.

edited 13th May '15 6:01:55 PM by kagescorpionakki

What is so amusing about this? Why do you take lives? How can you forget?

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