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tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#26: Jun 17th 2014 at 7:45:02 PM

  • Name: The Elvish Isles/Oreian Confederacy
  • Government: A Confederation of semi-independent Principalities (every island, even the ones you can walk across in a couple of hours considers itself a Principality). There is a High King/Queen who is elected for life, which among elves can be a very long time, but the position is largely ceremonial except in times of war, natural disasters affecting more than one island or squabbles between Princes in which case the monarch is the court of final resort.
  • Ruler: High King Yseen
  • Nui, a small, lush island slightly south of the center of the archipelago. Population: 15,000
  • People: Elves
  • History: The history of Oreia is shadowed in legend. Among other things it is said that once they were a single land and that great magics wielded in their conquest by the Dragon Empire shattered it. It is known that they were one of the first to openly rebel against the crumbling Empire and to leave. More recently they have, due to both being sea going nations with clashing mercantile interests, developed a rivalry with Onogo which broke out into open warfare ten years ago and resulted in a draw. The two nations are currently engaged in what is best described as a "cold peace". (Yes I talked to Parable and he was cool with it).
  • Infrastructure: As might be expected the main form of transportation is by water. Other than small vessels like fishing boats the two main forms of large ship are galleys, mainly used for travel and trade between the islands and clipper like ships called wavedancers.
    • While some exports, mostly fish, agricultural products from the eastern isles and crafted items, particularly gold ones from the northern isles the wavedancers also run a rich trade in carrying other nations goods. This is because of both speed and reliability due to ship design and the fact that all of them carry a Brother of Wave or Wind (See culture below)
  • Geography: The archipelago located to the north-west of the main continent and is roughly triangular with the "base" in the south and the "tip" to the north and consist of about thirty small to medium islands, The southern isles are the most fertile, especially the southeastern ones. As one goes north the islands grow rockier and the farmland gives way to goat herds and gold mines because the northern isles are rich in deposits. Towards the tip the islands become volcanic.
  • Culture: Contrary to the elven stereotype the Oreians are a Proud Merchant Race, sailing all over the known world carrying both their own goods and those of other nations. If one word describes the Oreians it Pride, in their nation, their Princes and themselves. They have no formal religion but a deep reverence for nature, especially for the sea.
    • Outsiders often mistake the Brotherhoods (although members can be male or female) for religious orders, they aren't although they are rather monklike in their structure. Rather they are magical in nature and there are three of them, Wind, Wave and Mind. The Brothers of the Wave practice water magic and, in times of peace their main duties, like the Brothers of the Wind is to aid the wavedancers in their travels. They cotrol current and tide as well as the creatures of the deep. Brothers of the wind control storm and (of course) wind. They are also the only ones who can ride the Great Birds, giant gulls and use them to carry news and messages. The Brothers of the Night, smaller than the others wield powers of literal darkness, able to create solid objects, weapons and tentacles of darkness, to become invisible in anything approaching darkness (twilght, shodwy rooms etc) and to teleport between shadows. wield All embassies have Brothers of the Night among their members.
  • Military: Each Prince has a small personal guard, the High Kings being the largest and best trained, and all adults are required to be trained in the use of spear and bow and to devote one week each month to militia training but Oreia's true strength lies in the magical Brotherhoods and in their ships. All galley and winddancer crews have military training and most of them have actual combat experience due to dealing with pirates. They all carry at least one or two ballistae or catapults.

edited 7th Aug '14 3:26:15 PM by tricksterson

Trump delenda est
PaulieRomanov Anime Disco Inferno from Roanoke Since: Aug, 2011 Relationship Status: Wishing you were here
Anime Disco Inferno
#27: Jun 17th 2014 at 7:49:43 PM

Interested, thinking about creating a nation similar to either Sparta or Imperial Rome. Not sure what race they would be though.

tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#28: Jun 17th 2014 at 8:08:07 PM

[up]Gigantic war penguins?

Trump delenda est
PaulieRomanov Anime Disco Inferno from Roanoke Since: Aug, 2011 Relationship Status: Wishing you were here
Anime Disco Inferno
#29: Jun 17th 2014 at 8:39:36 PM

[up]As much as I like the idea of war penguins (I actually do), I was thinking either Dark Elves or Wolf-people (Think human body but with wolf ears and a wolf tail, not full werewolves).

edited 17th Jun '14 8:43:09 PM by PaulieRomanov

nman Since: Mar, 2010
#30: Jun 17th 2014 at 9:01:07 PM

  • Name: The Pandalorian Protectorate of Pandoa
  • Government: Consists of thousands of clans that all manage themselves. Most clans are small, but there are eleven 'great' clans, and one of the eleven clan leaders is chosen to be Pandalore, a sort of figurehead for the clans. Pandalore is not the strongest warrior, but rather the clan leader who best exemplifies the Pandalorian Code - though physical prowess is still a factor. Each clan has freedom to run their territories their own ways, so long as they follow the Pandalorian Code, and swear ultimate loyalty to Pandalore. The reason it refers to itself as a 'Protectorate" is due to the ties between clans, where each clan is required to come to the aid of their neighboring clans in times of war, fighting and dying like brothers.
  • Capital: Pandayaim, a city deep in the heart of the jungles with a population of 100,000.
  • Ruler: Pandalore the Conserver, named so due to her actions in trying to unite the Pandalorian people in a time of (relative) peace, rather than seeking their own self-destruction.
  • People: Pandalorians, the hardy, strong-like-bear , jungle-dwellers of Padoa. (Though they allow members of other races to join them, so long as they swear to follow Pandalore and the Pandalorian Code) Pandalorians look identical to the panda bears of Earth, save for their forepaws. Pandalorians have five fingers and a thumb, each with two knuckles, that end in thick, durable claws. Pandalorians are omnivores, but tend to mainly eat bamboo when they are in the city, or meat and plants when living off the land. They are bipedal. note 
  • History: The Pandalorians first arrived on Eun shortly after the fall of the Dragon Empire in a fleet of over-capacity warships. They supposedly came from the continent of Pandoa, which was destroyed because they had conquered it all and grown soft and lazy, angering the spirits of their ancestors - how much of this is true and how much is myth remains unclear. They took advantage of the weakened state of Eun to cut swathes through the land, carving out a section of territory that they took as their own. Aside from the coastal regions and a large desert, the core territory consisted mainly of thick jungle lands filled with hordes of dangerous wildlife, so most of the squatters in the region had just run away. Save for one group that thought the region was sacred, and swore vengeance upon Pandalore.
    The Basilians - serpent people from the nation of Basil - sought to reclaim their sacred forests and threw themselves into a final war against the Pandalorians. It was a long, bloody ordeal, but the the Protectorate won in the end and the native Basilians eventually wiped out. Their sacred basilisks - semi-intelligent lizards the size of a rhinoceros - were turned into beasts of war that have served as the elite cavalry mounts of Pandoa ever since. However, after their victory over the Basilians, they grew brave and declared war on all of Eun. They continued to push further into other territories, far into the lands of others in an attempt to take over the world. This was, unsurprisingly, short-lived, and the Pandalorian Wars ultimately ended in their defeat, as they were unable to sustain their grasp on the lands. The majority of their forces were defeated by the Daemuun, Yeoquetzal, Uttowaith, Dawlat, Cold Theocracy, Onogo, Silkmare and [other nations that are cool with it go here], and were left with only a fragment of their conquered lands - mainly just the jungles where they could defend themselves and a peace treaty was viewed as more favorable than wasting manpower on clearing them out. The Pandalorian population has gradually increased since then, and they have been involved in a large amount of border disputes. They've been on unfriendly terms with some nations, occasionally going to war, and friendlier terms with others.
  • Infrastructure: The Protectorate does not have as advanced of an infrastructure as the other nations, and have a below-average population density due to their lifestyle. Technologically, they have not mastered the use of gunpowder, and have minimal metalworking, instead relying on various variants of bamboo that are only capable of growing in their jungles, and which they guard vehemently. Various bamboo boats go between the ocean and jungles as a form of national transport. As far as magic goes it is minimal-to-nonexistent in their infrastructure. They have limited trade, but tend to export wood and bamboo (normal variants of bamboo, at least), and import foods. They have a strong mercenary trade, where Pandalorians will sell their services in exchange for coin, which they send back to their clan.
  • Geography: Pandoa is located along the southern coast of Eun, and nearly a sixth of the country is beach, swamp, or plains near the ocean. In the east of Pandoa lies a desert that takes up roughly a quarter of the nation's land. The remaining sixty percent of the country is made up of densely overgrown jungles and forests, home to the most brutal and unforgiving wildlife and plantlife on Eun. The Panderous river, one of the largest rivers on Eun, marks their western border. There are eleven cities in Pandoa - one for each great clan.
  • Culture: The majority of Pandalorians are nomads, living off the land in the jungles and deserts, fighting the deadly wildlife that lives their as a rite of passage. Every Pandalorian is required to maintain their own set of Pandalorian armor - full-body armor made out of bamboo that's been magically reinforced and made fire-resistant - and as such, are rarely seen outside of it. The Pandalorian Code is a major aspect of Pandalorian lifestyle, and governs the life of its followers. Among these beliefs is honor in battle, and glory in death. To die with a spear in your hands is thought the best death, and as such, in times of peace, when a Pandalorian senses his time is near, will engage in the final duel of their life so that they may die honorably, be it against . There is no gender discrimination amongst the Pandalorians, as anyone who is part of the clan is expected to serve in whatever capacity they can. Instead of mindless violence, they seek honorable conquest, which causes them to avoid declaring war on every other nation for a suicidal final war. They are perfectly content proving their might against the wilderness between wars. For the most part. Pandalorian religion, if it can be called that, mainly involves honoring their dead ancestors - once again, in honorable combat. They also seek to prove themselves as a people, to prove their worth, as many people claim that the Pandalorians were killed during the Pandalorian Wars, and that they've merely been dying ever since.
  • Military: Pandoa has no dedicated military, as their entire culture revolves around being able to defend oneself. The two primary weapons of Pandoa are the spear and the blowgun, the latter of which is specially crafted to throw rocks with the speed of a sling. Clans also employ the use of gliders, taking advantage of the trees of their homelands to construct collapsible hang gliders out of bamboo and leaves or cloth, which trained Pandalorians attach to the back of their armor use it to throw themselves behind enemy lines, where they attack their foes from the rear. Such fighters are called Panden, or "Raging Ones", as they are typically injured by the time they land and in a state of blood rage. Pandalorian armor, called Pandgargem is typically made out of Pandgar, a bamboo that grows stronger than steel. Pandgar has a natural resistance to magic, weakening its effect on the armor. Conversely, they use almost no special magics and have minimal spellcrafting skills, with the only real exception being their semi-magical wood-forging techniques, and otherwise rely on their own brute strength and physical weapons/armor in combat. They have a relatively weak navy, which is used less for offense and mostly serves as a defense force and deterrent against piracy. Their navy could almost just be considered weaponized fishing vessels.

edited 23rd Jun '14 11:15:19 PM by nman

TruthHurts22 You can't handle the me Since: Mar, 2013 Relationship Status: Faithful to 2D
You can't handle the me
#31: Jun 17th 2014 at 9:14:34 PM

Might as well make my nation. Go along with the bandwagon. Will probably fill out the other sheet(s) tomorrow.

  • Name: Uttowaith
  • Government: Oligarchy: Uttowaith is run by The Grand Triumvirate; three master Illusionists that form a form of democracy. They take the people's wishes into account, but their word is absolute.
  • Capital: Xerox, or Ground Zero, which is the closest to the surface.
  • Ruler(s): As stated before, the nation's government is made up of three Illusionists, picked out of a group of seven by the citizens. The current three are Kulzok, Eelis, and Hunser.
  • People: The denizens of Uttowaith are an interesting case. Long before the society was even thought of they were a clan of Weevers; a hybrid rat/mole creature bred from magic and made to dig for precious metals. Although fate decided to not be done with it's meddling of nature, and after the pack was discovered by a wandering Alchemist, he had decided to experiment, which soon turned them into more humanoid beings without giving up most of their animal traits. They stand tall on clawed feet, dark brown fur with white details where skin would be. Their ears point out backwards, with the distinct pink coloration. The constant underground life-style and minimal outside expose has made both their yellow eyes and bodies very sensitive to light. If the need arises, the species must wear long cloaks and hoods along with darkened goggles to filter out the light.
  • History: The nation of Uttowaith was founded shortly after the run-in with the aforementioned Alchemist (who is known simply as Him by the people, though in a sense of anger rather than a godly title), when the Weevers who were experimented on decided to not let such a drastic change deter them from their lifestyle. With the help of their still-feral brethren, they were able to carve out their small den into a fair-sized cave, which they soon expanded on by digging out tunnels and smaller caves further and further downward. Soon the intricate and snaking tunnels connected to one another and Uttowaith was born. It was mostly an accidental build, as the senses of the more humanoid Weevers, now referred to as the Uttowaiths, had dimmed slightly and they were unable to properly determine where to go, thus causing their underground network to be bigger than what was required. Still the new subspecies thrived, and the many caves soon filled with both Weevers and Uttowaiths alike.\\Since then, with the Weevers that lived there kept happy and tamed, Uttowaith's form of society flourished; simple clothing and the forming of The Grand Triumvirate soon followed, with the two Alpha males of the previous pack and one of the fiercest warriors taking said position. The Grand Triumvirate's first goal when brought into power was to protect themselves; already existing warriors built a training area in one of the many caves, and new recruits took up the call. Afterwards they tried to hide the existence of the above-ground entrance, but with no avail, and were needlessly bugged, prodded, and fought by others in an attempt to take over the cave system and find the metals buried far below. An unofficial war broke out, with Uttowaith succeeding rather easily. Of course, being ill-equipped as they did not yet know how to make basic tools and were relying on their claws and feral brethren, there were many casualties. As such, The Grand Triumvirate decided that there should be a better method of hiding themselves from the outside world, at least until they were ready to announce their presence. A few messengers back-and-forth from a nearby mage and The Grand Triumvirate harnessed the power of illusion. Uttowaith's were not very magically gifted, however, and all three members were needed to hold the illusion. As promised, after a new Triumvirate was picked and the society was much more further along in their methods did they reach back to the surface and tell of the Uttowaith Empire.
  • Infrastructure: Uttowaith has been around for a couple centuries, currently with a population of 60,000-something Uttowaiths living there (feral Weevers not included). There are many big "cities" occupying the large caves, but most people live in smaller ones off in side tunnels. Unfortunately, living underground has it's drawbacks, as they cannot chop wood, hunt for food, or do much of anything, and so are dependent almost completely on trade with other nations; their main export is precious metals that they unearth, along with Weever Wool and clothes, since Weever's fur is actually soft and easily fashionable into whatever is needed.
  • Geography: Towards the North-west sits a small forest. Nothing too fancy, just a lot of densely packed trees covereing a small range of about two acres. Several clearings dot the impenetrable layer of trees, and lots of woodland roam free, but that's it. Except for the fact that in one such clearing, a hard patch of surface clay, lies the hidden depths of Uttowaith. The Grand Triumvirate had grown much more powerful in their magic as time went on, to the point where any non-citizen can walk, jump, even stampede on the ground without even knowing what was beneath. An Uttowaith, however, is well versed enough to be able to slide right through the illusion, along with any visitors they bring with them. The main thing to know about Uttowaith is the fact that it's sprawling; countless passages weaving in and out of each other, holes popping up at random, and countless dead-ends were made to stop any intruders. If one were to find their way through the darkness, which is impossible without a guide or a light-source (which is more or less forbidden unless it's dim enough), they would find themselves in the capital, Xerox, with nothing but more of the civilization far, far below. There is very little in terms of architecture, save for pens to hold in the Weevers and small shops here and there, as most accommodations veer off into other tunnels. It was a way of confusing any invaders, and confusing it is.
  • Culture: The most important thing in Uttowaith, aside from the close-knit community, is metal. Being one of the two exports any types of metal found underground is considered property of The Grand Triumvirate and it's line of advisers, who are in charge of the relationships with other nations and anything that The Grand Triumvirate does not have the time to do (it's a crime to leave Uttowaith with metals that were not sanctioned for trade). Since the underground is where they reside for most of their lives they do not dress in too much, just modest coverings for anything that would be unsightly. However to go above ground or be in any form of light would require them to cover most, if not all, of their skin.
  • Military: As the Uttowaiths do not see themselves going to war anytime soon, they have a limited frontal assault field. However, there have been many warriors trained for the protection of the caverns, and most of them either ride or lead Weevers.

I'm hoping this is good, though I feel like I've missed things.

edited 18th Jun '14 2:55:41 PM by TruthHurts22

Locoman Since: Nov, 2010
#32: Jun 18th 2014 at 6:09:26 AM

  • Name: The Yeoquetzal Ascendancy
  • Government: Religious theocracy. Incumbent emperors are appointed by a council of priests who consult their gods for guidance. The new emperor must kill and consume the heart of the old emperor in an act of ritual sacrifice.
  • Capital: Yeoquetzal's current capital of Zelxiuitl sits upon a large tropical lagoon and stretches across 108 tiny islands scattered across its expanse. In lieu of roads and farms, waterways and floating gardens support a steadily growing population of over three hundred thousand individuals. Upon the islands stand vast stone pyramids; some are dedicated to technological, magical, and scientific advancements while others are used as religious centers and sacrificial altars during their many religious ceremonies.
  • Ruler: His Divine Emperor and Herald of Yeoquetzal Tlazohpalli took the throne four years ago. At twenty-three years of age, he is without a doubt the youngest emperor to ever take power in the empire's history, and also one of its most progressive, re-opening trade links with other nations after a long and difficult past.
  • People: Humans
  • History: The vast and savage jungles south of Alkenia have always been viewed with trepidation by many of the continent's more civilized inhabitants. Theologians, mages, and academics alike prefer to study it from a distance; too many brave explorers seeking legendary cities of gold and caves full of treasures have entered and never returned. Some whisper that dark and terrible magicks were invoked in long-ago days to repel the advance of the Dragon Empire, and that the jungle itself was forever transformed into a kind of living, malevolent beast: a verdant hell of poisonous plants, virulent tropical diseases, and ancient, terrible creatures from before the dawn of time. In spite of this, the Yeoquetzal Ascendancy grew over thousands of years into a mighty empire, growing from fearful tribes struggling to survive into the undisputed lords of the rainforest. The most ancient Yeoquetzal legends tell of a great migration from the sky, travelling on great flying ships to the lagoon that would become Zelxiuitl. Another legend describes how Yeoquetzal himself descended from the sky in a torrent of blood to defeat the terrible nameless things that terrorized the people's early settlements and how the people themselves ritually sacrificed their enemies to Yeoquetzal. Approximately nine hundred years ago, a great warrior Amoxtli united the scattered city-states that would eventually become the Ascendancy into a unified political entity; ruling over them as its first Emperor he and his most trusted priests are said to have codified the rites of sacrifice and blood magic that would eventually form the cultural backbone of their religion and day-to-day existence. After Amoxtli's passing and the eventual fall of the powerful Dragon Empire, less progressive emperors would eventually declare war on neighboring empires in an attempt to sacrifice any prisoners of war they could capture. In particular, the newly arrived Pandalorians and their territory to the east of the empire bore the brunt of the Yeoquetzal's aggression, leading to several wars between the two peoples. Eventually, with no new influx of captives to sacrifice, the kingdom entered a dark age, with many city-states fragmenting off into short-lived republics. Emperor Tlazohpalli slowly reopened contact with other nations through peaceful trading expeditions and this influx of new outside influences brought the Ascendancy into a new renaissance.
  • Infrastructure: The bountiful lands of Alkenia's jungle yield many valuable goods. Exotic fruits, medicines derived from toxic jungle plants, and many animal by-products are regularily shipped across the world. The Yeoquetzal people, living in jungles, never developed metalworking to any great degree, and instead wield polished swords, knives, and daggers made out of polished obsidian, magically strengthened as so to be nearly unbreakable.
  • Geography: The Yeoquetzal Ascendancy spans the majority of Alkenia's southern jungle regions. Twelve large city states hold the majority of its population, though smaller villages, trading posts, and settlements span the entire length of the empire and are officially vassal states of the Emperor. While the Emperor holds court in the capital, lesser priests hold positions of power across the empire's other city-states and lesser settlements. While most city-states sit upon lush river deltas or tropical clearings, cities and towns at the empire's western fringe sit perched atop the jagged peaks of the Ihuicahual Mountains, surrounded by lush terrace farms and herds of llamas. Toward the northern boundaries, where the jungles give way to rolling fields of grass, warrior tribes sit atop vicious flightless birds and herd gigantic armored creatures.
  • Culture: The Yeoquetzal people take their name from their chosen god, the bloodthirsty ruler of an equally vicious pantheon. Sacrifices are conducted on an almost daily basis depending on which god the priests seek favour from. These priests serve many roles in the Yeoquetzal civilization. Many of them have honed the ancient art of sanguomancy or "blood magic": using the freshly spilt blood of sacrificial captives to divine the future or call upon the wrath of their various gods. The oldest and most experienced priests can even summon and control the most powerful jungle spirits, bringing the multitudinous dangers of the jungle crashing down against their most hated foes. The priests of Yeoquetzal track the movement of the sun, stars, and moon through a complicated system of stone calendars and elaborate cycles; at the end of a cycle there will be a great feast and hundreds of sacrifices to celebrate the turning of the great cosmic wheel.
  • 'Military: The Yeoquetzal Ascendancy maintains a large standing army at all times. Adorned with tattoos, obsidian halberds, and the pelts of defeated jungle beasts, members of the military serve as dedicated temple guardians during times of peace. In times of war, priests will work complicated magical rituals and bring the jungle itself into the fight. Gigantic elephants and equally large reptiles serve as mounts for generals and experienced veterans, while jaguars, eagles, and two-headed serpents fight alongside foot soldiers, all of them eager to bathe in the blood of their defeated foes.

edited 18th Jun '14 8:06:45 PM by Locoman

tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#33: Jun 18th 2014 at 8:00:55 AM

[up]Why the double post?

Trump delenda est
Locoman Since: Nov, 2010
#34: Jun 18th 2014 at 8:13:30 AM

Oh, I just finished it up and figured I'd repost. I'll delete the old one.

tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Fauxlosophe Since: Aug, 2010
#36: Jun 18th 2014 at 11:35:27 AM

  • Name: Silkmare, the Silk Islands
  • Government: High-Kingdom/Confederacy of Petty Kingdoms, regulated in part by a Druidic class
  • Capital: Balliard
  • Ruler: High Kingship is held by Riágḃaill Ḃraidliann (Raghnall the Longhanded), though it is opposed in the Northern isles by King Éadain (Aedin)
  • People: The Ilses take their names from the Selkie inhabitants that reside there in. They have the ability to shed their seal skins and come to the land and don them once more to return to the sea. If one is to steal their coat, they would not only find themselves trapped on land, but devoted to the person who held it completely. Rather than a marriage ceremony then, lovers exchange coats, that they shall be devoted to eachother for as long as the other wills it. Often, they remain on land and keep their children's coats until the child comes of age, and are allowed to return to the sea. Once their youngest child departs, the elderly parents will depart themselves, to spend their twilight years in the ocean, where beneath their warm coat and nature's embrace, the ravages of cold age are not so hard.
  • History:
    • Labor Selcos recalls that the Selkies were descended from a Human prince and Elvish princess (traditionally a marriage beteen an Elunari and a Leona Highlander, though this may vary) whose marriages provoked war, forcing them to flee. As a flood over took the land of their two former tribes, they took the form of Seals to escape and after many tribulations and contests, their three children came to the Islands. There, the children contested with the Islands native mystical inhabitants and siezed the shore by skill and wit. These inhabitants were the first Gods of the Selkies who retreated to secret places and bestowed ruin and favour as they pleased.
    • Others contest that the Selkies emerged from the sea as seals, summoned by the "Gentry", the same native Gods, to do their bidding and were sent to return when their will was done. Eventually, the Selkies grew tired of their oppression and learnt both the arts of poetry and war, and made great chaos in the Kingdom and sided with the Fairer members of the Gentry to drive out the wicked King Bres. There after in apology and thanks, they were lent the Islands but forbidden from the places where the Gentry kept.
    • Of recent history, there is less to speak of; the Clans are not prone to unity unless greatly threatened. Even then, a Clan or two may side with smaller scale invaders to settle a dispute. Rather, some Clans may trade or travel as they please with near by cultures and similarly some have been known to raid and steal from other nearby Kingdoms.
  • Infrastructure: A Selkie is liable to spend as much, if not more time, in the sea as on land. For even those who prefer the land, know that their children may well depart for the sea; foster care is common for those whose parents wish to return to the sea early and for the children who return without their parents. Their homes then are often temporary, quickly contructed from Wood and Clay. The exceptions are only a handful, often the ruling seats of Kings, which are carved with care from stone to rival the greatest of the palaces of the mainlanders and build to endure centuries. Clans know the seas well, even in warmer Climes, they are excellent guides and fishers. They are known as well as excellent story tellers and keepers of legends with a rich Bardic tradition whose poetry have influenced many of the surrounding Kingdoms [their spoken language is at times compared to a gentle whispering song]. With this as well, is a rich tradition of both history, legends and medicine. Those who travel outside of Silkmare are also known as skilled smiths, though more for speed and efficiency than for perfection.
  • Geography: Cold Northern Islands that no other peoples would take, similar to the climate of Scotland and Norway, the largest is roughly the size of Scotland, with many smaller islands scattered along the mainland. The winter is hard on crops, but the soil is rich; crops hardy enough to survive the winter flourish here as a great Boreal forest marks the untouched parts of the Isles.
  • Culture:
    • Silkmaric Custom: The Selkie people are two things by nature; mistrustful and wandering. If one steals their coat, they are forced into servitude, and even to give it willingly to a lover is met with some shame. As a result, the Selkies are distrustful even of their own kind and prefer independance. Yet, when it is necessary to trust someone, they will fall back to their family and even extended family, who form clans. Most will have some understanding of affairs and will have hunted with them on ship or beneath the waves. Between the eldest of the Clans, there are old agreements and alliances, mediated by a Druidic order and preserved by Bards which allows them to keep coventants and laws between clans, though the laws are invariably archiac. Freedom and Family are the Watchwords of all Silkmare, mindful of their convenants.
    • The Travelling Law: Small clans of river travellers have been known on the mainland, some of whom have settled small city colonies along the northern shore and rivers. The settlments will pledge some alleigence to local Kings or rulers, but largely in the form of taxes and sometimes obedience to a fixed levy. Their local laws and alleigances are taken from the aforementioned Travelling Law, which is a spoken set of laws kept by the various travelling bands, adapted from Silkmaric customs and experience of travellers and Ollamh on travelling, somewhat variable between clans as they adopt somewhat to the local customs. Most Travelling Selkie speak in a Cant adapted from their native language with loanwords and expressions from the land where they have travelled, varied just enough to be nigh-incomprehensible to a native of either language. Younger bands will often split off temporarily to travel either further along the river or even over the land to a new river, making a living in either poetry and music, tin smithing or unskilled labour for the common folk of the region.
    • Clothes: The Selkies will often wear their great cloaks over them alone and dress in paints rather than skins; for they hold a taboo on the wearing of the skin of Mammals and the cold does them little harm. The nobility will sometimes have clothes weaved for them to show their status before even their own kind but especially before guests and dignitaries will adopt the fashion of the land to which they travel.
  • Military: The Selkies are known to be fierce and inventive fighters and the Druids have some control over the sea, winds and even the land itself, that any invaders soon find themselves an enemy of storms and falling stones as readily as Selkies and steels. The clans are known for ambush tactics, emerging quickly from the sea or rivers, devastating a cargo train and retreating to the covers of the deep sea before they can be caught. Yet, this only evens out the weakness they hold against the more organized armies who hold to a formation and are fully armoured. In an ambush, they may break enemies lines from flanks and fear but they cannot stand well or easily against a large and well organized army.

edited 13th Aug '14 7:25:33 AM by Fauxlosophe

nman Since: Mar, 2010
#37: Jun 18th 2014 at 12:54:38 PM

I didn't get a chance to read any nation aside from Parable's when I wrote mine, and then got ninjad by like six nations, so I think I will move my guys to another side of the continent to avoid accidentally being inside another nation or something. West seems relatively empty, or at least southwest. If you're wondering why I'm not just editing it in right now, I'm on a phone and don't trust it to edit that much text at once, so figured I'd at least mention it in the meantime.

edited 18th Jun '14 12:55:31 PM by nman

goodisgood BWAH-HA-HA! from from a high horse Since: May, 2011 Relationship Status: All is for my lord
BWAH-HA-HA!
#38: Jun 18th 2014 at 12:56:10 PM

  • Name: The Hive-Lands
  • Government: Due to the unique biochemistry of the hive-lands denizens, they do not feel the need for a government. The land and resources are owned in common by it's members. Executive decisions effecting the actions of the hive as a whole are decided via public assembly. A portion of the population devoted to a specific project (say, agriculture) is given a limited degree of autonomy in their day to day operations, but even they still operate as a collective.
  • Capital: The Alpha Chamber, which spans on for miles and contains a majority of the race's population (including larvae)
  • Ruler: None, but a specialized caste of hive-landers are developed by the colony for the purpose of interacting with the other intelligent races of the world. In their own words, they are the 'mouth' of their race, rather than the brain.
  • People: Now for the explanation. Formally, the hive-landers are called Apocritiil. An individual of this race is called an 'apoc'. They're descended from a race of of eusoical insects with traits similar to ants, bees, and termites. That being said, their race is divided into different biological castes, each with a different function in maintaining the hive. The most numerous of these is the worker; standing at about three feet tall with a 'centaur'-like build, these apocs are responsible for a vast majority of the hive's physical labor. This ranges from nursing larvae, to foraging for food, to horticulture, to acting as the primary foot soldier of the Apocriitil military. Next come the soldiers, who are about six and a half feet tall (on average) when in their normal posture, and more anatomically suited towards fighting (large, shear-like mandible, greater physical strength, armor-exoskeleton, and some other adaptations depending on the colony's objectives). They're responsible for reinforcing and protecting the worker's in their tasks. After that are the drones, who are the only male apocs -aside from the representative caste- and are pretty much only responsible for locating and fertilizing migrant birthers. The birthers are what we would know as the 'queen' of the hive, though they aren't given any exclusive authority over it's citizens. Their job is to, well, birth new apocs; to accomadate this task, they become swollen to absolutely titanic proportions. The very few who have managed to steal a glance at a birther have compared it's size to that of a medium sized castle And the representative caste, known to them as the 'mouth' caste, has already been described. As a result of experimentation on the species, a few in every 500 of them have an aptitude for magic, making them a caste all their own. Final note, their (the Apocritiil's) communication is only fractionally vocal; they also express themselves through a variety of pheromone signals and vibrations.
  • History: The Aprocritiil are one of the oldest races on continent, having placed their homes throughout many of the more forested, fertile lands of Eun throughout the millennia. The ruins of colonies that have fallen into disuse have become but another part of the land's natural features.For a vast majority of that existence, they've somewhat distanced themselves from the various races that would come to be their neighbors, coming into conflict only when the degree of encroachment onto their territory became a threat to their existence as a whole. Otherwise, they remained a silent and mysterious neighbor. That changed for the worse when the Dragon Empire had turned their attention onto them. The high officials and sorcerers of the Empire sought to make slaves of the Aprocritiil, subjugating them into the roles of both laborer and sorcerer. Unfortunately, this was an effort that became largely successful; the Apocritiil's unwillingness to involve themselves in the politics of the realm had made them ignorant of the Imperial threat. By the time the colony was made aware there even was a threat, the enemy military was already in the position to overwhelm them. Any military resistance didn't last long, for it was painfully clear to the Apoc collective that they could only control how much they were going to lose in battle. The eventual surrender was made on terms more beneficial to the Empire, naturally. For nearly 300 years, the Aprocritiil would be enslaved and made the subject of countless experiments. For nearly 300 years, they were forced to carve out imperial infrastructure, and to fight as infinitely expendable grunts in imperial wars. For 300 years, the species would know the touch of imperial magics, the best of them being shaped against their will into insane monstrosities to terrify their enemies. But in those 300 years, before the decay of the Empire gave them the chance to escape their service, they learned. They suffered silently, but they learned. What it meant to build. What it meant to grow, and to harvest. What it meant to control magic, and to shape flesh. When they managed to outlast the Emprire, as they knew they would, they came out with much, much more than they'd lost. The Apocritiil will rebuild, and continue to rebuild.
  • Infrastructure: When approaching the Aprocritiil colony, one would be tempted to think that they live in the massive stony pillars that shoot out like mountains from the soil. It wouldn't be an unreasonable assumption, but ultimately, they'd be wrong. The truth is, that like termites, colossal space that they call home it located mostly underground. The pillars (which are composed of a mixture of wood fibers, ground stone, and slightly more unmentionable materials), are there primarily to keep the colony at a comfortable temperature. Their merits as both a fortification and a distraction are not lost on the species, however. The towers, secondarily, serves as a lookout point and a convenient means to get the drop on invading forces, if need be. The largest mound is located above the Alpha chamber, which is surrounded by a wheel of interconnected chambers and corresponding mounds. The full colony expands to the range of a smaller kingdom, but plunges a whopping five miles underground. Located in the underground chambers are the general population, the brood, the queen, their mass graves, their farms (their primary diet is a fungus they cultivate decaying plant matter they carry from the surface), their assembly chambers (where they vote), and their armories (which they vent out close to the surface as not to kill themselves). Their technology is about late iron age, due to the time they'd spent as guests to the Dragon Empire. They can also construct surface shelters to establish a more fluid line of communication, and subsequently, trade, with surface-species. Aesthetics-wise, they prefer smoothed out, organic shapes to their structures, not investing too much time in carving out angles in their buildings. Worst comes to worst, they'll create metallic supports/pillars in an areas that would have otherwise been unstable. In the recent decades, they've put their experience in surface agriculture and animal husbandry to work, as well as mining projects. They aren't necessarily producing these goods for themselves, though; they want to become a more active participant in regional politics, so they gearing up to trade. On a moments notice, Apocritiil can link themselves together to form simple structures, like bridges and spheres.
  • Geography: Currently, the colony is located in the heavily forested western regions of the continent, very much nearing the mountain ranges. Should the need arise, the Apocritiil can relocate themselves, though they prefer regions with heavy vegetation and softer soils.
  • Culture: The Apocritiil are staunch materialists, believing that every aspect of the universe (even magic, and the power of deities) can be broken down into comprehensible and manipulatable components. They regard the notion of worshiping a powerful entity to be irrational, and occasionally offensive, though they aren't quick to evangelize that viewpoint unless provoked. The ultimate ideal to them is driven by their very instinct; service to the greater good of the colony. Improving the standard of life for your fellow Apoc, by whatever means necessary. That is what it means to live, that is what it means to die, and that is why they have survived every threat Eun had to offer.
  • Military: Quantity has a quality all its own. But the emergence of Apocritiil mages, who are biomancers to rival the finest, is an increasingly important factor. Now the species can field soldiers and workers with simple, but useful mutations, like wings, to soldier who act as living bombs, damaging enemy fortifications. A more recent sighting amongst the bioenhanced Apocritiil are soldiers turned the size of ogres, acting as living seige engines for the colonial army. More altered apocs may arise to meet a specific challenge the army faces at the time. The common foot soldier either armed with a simple spear or a bow, along side their natural weapons. The soldiers are afforded a rotating plate armor to cover the soft spots of their joints, but that's about all.

To be continued soon enough....

edited 18th Jun '14 4:30:23 PM by goodisgood

To the law and for the good of man. All I need to live by.
tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#39: Jun 18th 2014 at 12:57:01 PM

@clawthewolf and Parable: So when will we know if our nations meet your approval(s)? I know there's been a shitload written in just about a day so I'm not meaning to nag.

edited 18th Jun '14 3:48:46 PM by tricksterson

Trump delenda est
clawthewolf from Sweden Since: May, 2011 Relationship Status: They can't hide forever. We've got satellites.
#40: Jun 18th 2014 at 1:39:41 PM

I'll wait until more of the nations are fully complete and then do them all at once, unless they take too long time.

Fauxlosophe Since: Aug, 2010
#41: Jun 18th 2014 at 2:10:06 PM

It might be worth pointing out some major problems now, to save early entrants being delayed due to them later.

For those paying attention:

Submissions so far

  • Yeoquetza: Human Theocracy, Located in South of Island spanning "the majority" of the continent's jungles.
  • Pandoa; Anthromorphic Panda Confederation of Clans, South Eastern Coast, presumably taking up much of the remaining Jungle Area.
  • Onogo: Human Trading Empire, Located on Sub-Tropical Islands
  • Oreia: Elvish Confederation of Principalities, Located South of Onogo, Likely Tropical, though the north is arid.
  • Silkmare: Northern Island People, no neighbours, though possibly the northern tip of the Oreia, Onogo island chain.
  • Uttowaith: Mole People Triumvate [...Republic?]. Northern location, though Subterreanian.
  • Daemuun: Lizardfolk Monarchy, Occupy wastes (ambiguous climate)
  • Hivelands: Hivemind Insect Centaurs.

Notes: Oreia [and perhaps Onogo] may border either Pandoa or Yeoquetza depending on the side which the Islands occupy. Baring the entry of a third jungle civ to snatch the other coast. Further, the North is relatively vacant, though there is promise of a Viking Civ. If this continues being the case, I may just snatch some shore of Silkmare myself.

edited 18th Jun '14 2:59:55 PM by Fauxlosophe

daltar (4 Score & 7 Years Ago)
#42: Jun 18th 2014 at 2:33:36 PM

Hmmm if possible, I'd want some coast against mountain chain to put a forest in the middle. Making Night Elves.

Locoman Since: Nov, 2010
#43: Jun 18th 2014 at 2:42:20 PM

I mentioned a mountain range in my signup post; that could be a springboard for something.

nman Since: Mar, 2010
#44: Jun 18th 2014 at 2:50:16 PM

[up][up][up]Oh I guess I must have misread something, looks like I worried for nothing so I won't have to move my dudes west after all. I'll make it south east,then.

Then again, like you said, the north is pretty vacant. I can move north if need be to even out the nation spread.

edited 18th Jun '14 2:58:57 PM by nman

TruthHurts22 You can't handle the me Since: Mar, 2013 Relationship Status: Faithful to 2D
You can't handle the me
#45: Jun 18th 2014 at 2:55:55 PM

Edited in the rest of my nation-stuffs.

clawthewolf from Sweden Since: May, 2011 Relationship Status: They can't hide forever. We've got satellites.
#46: Jun 18th 2014 at 2:58:03 PM

Well you make your own geography so having a mountain chain will not be a problem for you Dalt.

And as far as I've seen I personally do not see any direct problems with the civs so far.

desdendelle Hooded Crow from Land of Milk and Honey (Sergeant) Relationship Status: Hiding
nman Since: Mar, 2010
#48: Jun 18th 2014 at 3:23:20 PM

[up]That would be near me then. Wanna be neighbors? Buddies? Blood enemies?

tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#49: Jun 18th 2014 at 3:23:45 PM

[up]x8 Don't believe I ever said where Oreia was in relation to the continent, much less Onogo. I said the archipelago was roughly triangular with it's "base", the widest part being to the south. I meant that the southern section was the widest section, not that the archipelago was itself to the south. Wherever is convenient although since it's very loosely based on Britain and Ireland with a wee bit of Iceland thrown in (the volcanic islands at the top) I had been thinking to the northwest. I suppose that if it had a war with Onogo, they shouldn't be too far away from each other although since it would have been mostly a maritime war over trade routes that's not as important as if they were land powers. Maybe both on the southern end but on different sides of Eun, like earlobes or muttonchops.

edited 18th Jun '14 3:39:18 PM by tricksterson

Trump delenda est
desdendelle Hooded Crow from Land of Milk and Honey (Sergeant) Relationship Status: Hiding
Hooded Crow
#50: Jun 18th 2014 at 3:31:09 PM

[up][up] I was thinking about having a tribe that's known for the abnormally high number of its members that join the Pandalorians.

On empty crossroads, seek the eclipse -- for when Sol and Lua align, the lost shall find their way home.

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