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 Post subject: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 8:49 pm 
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Last edited by Eltee on Thu Aug 23, 2012 10:33 pm, edited 37 times in total.

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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 9:05 pm 
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Is there any reason the magically created islands are outlined partially in yellow.

How is it decided how much territory is taken by each player?


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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 9:09 pm 
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And how is it decided what units we have and stuff?


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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 9:20 pm 
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We don't have the stupid OCD sh*t that's in Pomcey's RPs. You shouldn't have to monitor the economy of an entire country, or equip it. You just RP everything, and the DMs will yell at you if you do something unrealistic.

Mostly, the DMs will only be here for DMing the outcomes of battles, and for saying if stuff is getting unrealistic. Calling shenanigans, so to speak. Me, JV and matt will be DMs.

The yellow is JV. The blue is Matt. They will join shortly.

You say vaguely where you want your country, and I will draw you in. If I think that you might flake off, I'll give you less, on the grounds that no-one wants a major empire dopping off the face of the earth.


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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 9:24 pm 
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Worst time to post it for me. :P I'll have my nation in a few hours.

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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 9:24 pm 
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Pfft.


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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 9:29 pm 
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Hey nooooow. I don't know if I can join with school and all, but I'll try my darndest.


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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 9:34 pm 
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Did anybody call?

JV is in, and he is just about to show you his islandic reich... Er... Benevolent realm.

Nation's Name: The Sprandrii Islands (Or Sprandriia)

Home Species: Casilan humans.

Capital City: Scinthimira

Leader(s): Queen Tishikai IV Moratichi

Nation's History and Background: The Queendom of Sprandriia, located of the four islands between Norstwin and Veyna/Aryvas is one of the most ancient human realms in Astrum. Records exist of a Queen sitting on the throne in Scinthimira in the year 78 O.T., when one Utsuho Moratichi took the title Queen after subjugating a neighbouring town.

As such, the Queendom is over two millennia old, and has from its capital, situated on a narrow, jutted peninsula, expanded to include all fours islands. 283 Queens have come and gone, and the Islands’ renown as a military power is only topped by its infamy as being notoriously dangerous to rule. Of all their rulers, only 5 have managed to die without the help of an assassin.

Sprandriia is a powerful naval force, specializing in shipcraft to protect the waterways from invaders, and their military is strong, but not overly large, specializing mainly in heavy artillery and ranged combat behind very large walls.

The Sprandriian society is matriarchal, and inheritance in the royal family is placed upon the strongest. The society is very feudal, with four duchesses reigning beneath the Queen, and each Duchess having a score of lower nobles, and so on.

Everything else the Sprandriians like to keep secret, to the point of it being impossible to buy a map of anywhere in the Queendom, people instead relying on homemade ones to get around.

Additional Information: Due to a peculiar cultural tradition, the Royal family is exempt from punishment for murder, so long as it is towards another member of the royal family, which is the main cause of the high mortality rate of the rulers of Sprandriia.

They also have a strange set of mythology that has transcended into part of their religious beliefs.

The worst insult you can make towards a Sprandriian would be giving them a yew branch.

Important Localities in Sprandriia:
Scinthimira: The capital and largest city of the Islands, Scinthimira lies on a jagged peninsula jutting out into the sea on the eastern coast of the biggest of the islands. It is the center of government as well as the home of the Duchy of the West, one of the four highest subdivisions of the country.
Balasian: The fortress of Balasian serves as the capital of the Duchy of the South, and lies as the only larger Sprandriian city inland, on the plains of Southern Norstwin, where the Sprandriian hold a small swat of land. It is not large, but it is a formidable fortress.
Nenavesa: The second-largest city, located on around a small mountain on the northern island. It is also the Capital of the Duchy of the North.
Sfighi: The capital of the Duchy of the East, Sfighi lies on a large sand dune perpetually flooded under, depending on the tide, between 4 and 8 feet of water. It sits as a large naval fortress, and is home to the Sprandriian Navy as it lies between the two Eastern Islands, and governs the Duchy of the East.

The islands are named (Counter-clockwise, starting in the west): Biban, Gergela, Sfinix and Uhijishi.

Major towns of Sprandriia (Map courtesy of Deandra. Thanks.)


Place on Map: (Please describe your nation's borders so the DM can draw you into the map) The yellow.


Name: Tishikai IV ‘Arrowcatcher’ Moratichi
Sex: Female
Age: 43
Species: Casilan
Appearance: Quite tall, with red irises, long thin limbs and fingers. Her hair goes from pitch-black to stark white from root to end, being a nice silver in the middle.
Personality: The Queen for 9 years, Tishikai IV, is humourless, strictly business and very much a competent, albeit unimaginative ruler with a flair for diplomacy, unusual for a Casilan, but not a great military mind. She has a healthy dose of paranoia.
Background: Tishikai is the third of five daughters of Queen Eiki X, and obtained control of the Queendom as the only surviving daughter upon her mother’s death nine years ago. She gained her nickname in a now famous incident in which she aged 15, got wind of her eldest sister planning to have her mother, the Queen, assassinated whilst delivering a speech to the people of the capital. Deciding to spoil it, she made the incredible feat of catching the assassin’s arrow before in mid-air right before her mother’s nose, and proceeded to stab her sister, who had been standing behind her, waiting for the blow to fall. She has an impressive 9 daughters herself, all already vying for power in the realm once their mother dies.

Flag of Sprandriia


National anthem of Sprandriia

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Last edited by JVElEven on Sun Aug 26, 2012 8:51 am, edited 6 times in total.

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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 9:36 pm 
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So I assume my property is going to be about 1 acre? :D

I will be making my sheet sometime soon.

About the other characters. Do you need character sheets for them too? Or just the leader, and the other characters can be recorded privately.


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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 9:38 pm 
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The latter should suffice, unless though maybe a description of their looks posted in the RP would probabæy be good.

Ah! I can't wait to go full-on dysfunctional family again!

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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 9:38 pm 
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I don't have OCD! OMG! That plant pot is slanted!

Nation's Name: Hagard
Home Species: Human(Casilans)
Capital City: Hagard
Leader(s): King Comrag the Son of the Red Bull, Lord Vyrod, Lady Laura
Nation's History and Background: Hagard's official religion is the Casilan religion. As such, they were warlike and evangelistic, fighting many wars of religious supremacy. The nation has been razed and rebuilt many times, always coming back stronger and with a thirst for vengeance. They were originally a band of tribes hiding in the south of the most western continent, in the safety of the forests. The groups were united through a common bloodline and the same faith. Near the collection of tribes was a civilisation of Otians. With war not being in their dictionary, the Otians were quickly beaten and annexed in the Oduss-Hagard War. Lately, though, they have gradually been calming down, seeking to expand through diplomacy.
Additional Information:

The Battle-House: The Battle-House is an organisation dedicated to training young boys and turning them into battle-hardened warriors. Once a huge part of Hagardian life, the Battle-House's role has shrunk over the years and is now a training place for noble's sons. It was founded by famous Hagardian warrior Canute the Cleaver over six hundred years ago. The deeds committed by graduates of the Battle-House are legendary, like Karmak the Conqueror who survived one hundred rounds of the Akrendad. At its height, there would have been fifty skilled veterans teaching at the Battle-House. Each warrior would have been in charge of ten boys, training them rigorously. Each graduate has to pass a test. This test is closely related to their religion, a key part of the Battle-House.

The Akrendad: The Akrendad is a huge arena located outside Hagard. It is one of the oldest structures in the country, made almost one thousand years ago. Budding warriors and champions must pass through gruelling rounds. Each round increases in difficulty. There is no end, only a stream of challenges until the person forfeits or dies. "Winners" are awarded a place of honour in the military and a large sum of money depending on the amount of rounds they completed.

Armed Forces: Every male between 15 and 30 is obligated to join the army. They are either trained as militia or put into the warrior sect. From the ages of 15 - 20, they undergo rigorous training. Depending on how well they are at the respective skills, they are either made footsoldiers, archers or scout. On their 30th birthday, they are awarded a large sum of money. If they die before that, their families are awarded with a smaller sum, dependant on how long they served. They can remain on for a second term, being made captains or master-veterans.

Ranks -

Trainee Militia
Recruit
Militia
Man-at-Arms
Militia Captain

Recruit
Warrior
Battle-Master
Captain
Veteran
Battle-Captain
Master-Veteran


Navy: Hagard puts a lot of emphasis on the navy, whether it is warships or the fishing boats. Naval combat is typically ramming the enemy ship, using the great speed given to them by a mixture of sails and oarsmen. They try to disable the enemy ship and then board it. Instead of joining the militia or army, citizens can request to be put into the navy.

Language (Argornarc):

Pronouns -

At I Atem We
Gerr You Gerrem You
Hag He Hagem They
Hes She Hesem They
Yied It

Verbs -

At ir I was Atem irf We were
Gerr ir You were Gerrem irf You were
Hag ira He was Hagem iraf They were
Hes ira She was Hesem iraf They were
Yied ir

At il I am Atem ilf We are
Gerr ... You are Gerrem ... You are
Hag ila He is Hagem ilaf They are
Hes ... She is Hesem ... They are
Yied il It is

At id I will be Atem idf We will be
Gerr ... You will be Gerrem ... You will be
Hag ida He will be Hagem idaf They will be
Hes ... She will be Hesem ... They will be
Yied id It will be


At lar I had Atem larf We had
Gerr ... You had Gerrem ... You had
Hag lara He had Hagem laraf They had
Hes ... She had Hesem ... They had
Yied lar It had

At lal I have Atem lalf We have
Gerr ... You have Gerrem ... You have
Hag lala He has Hagem lalaf They have
Hes ... She has Hesem ... They have
Yied lal It has

At lad I will have Atem ladf We will have
Gerr ... You will have Gerrem ... You will have
Hag lada He will have Hag ladaf They will have
Hes ... She will have Hes ... They will have
Yied lad It will have


Nouns -

Akrendad(s) Arena(s)
Hagrult(i) Man(Men)
Grult(i) Child(Children)
Hesgrult(i) Woman(Women)
Gardnar(s) Warrior(s)
Nivargd(i) Slacker(s), Non-Worker(s)
Ak Power
Ga Strength
Peuhes Maiden
Suprednar(i) Ruler(s)
Tyraanar(i) Ruler(s)
Tyraad Rule

Adjectives -

Var Dirty, Filthy
Gard Strong
Akren Powerful
Peulf Beautiful
Supred Supreme


Place on Map: (Please describe your nation's borders so the DM can draw you into the map) The southern part of the western continent. Can I get the lands under the desert?

Name: King Comrag the Son of the Red Bull
Sex: Male
Age: 29
Species: Human
Appearance: Comrag has the same dark hair and eyes as many of his people. He has a fat, thick nose. For the most part, however, he is handsome. He is not as muscular as his father was.
Personality: Comrag is slightly more tame that past rulers of his country. He lacks his fathers fierce and brutal methods of conquering. He believes that most outcomes can be achieved through diplomacy. This has caused much strife in the country, particularly with the conservatives.
Background: Comrag grew up in the royal household of Hagard. From a young age, he was taught how to fight and how to lead. His father's adviser, however, a philosopher, also taught him how to reach his goals through peace and diplomacy. Comrag's want for peace was strengthened when his father and older brother were slain at the hands of some bandits. He saw the bad in violence, however, he is not a pacifist and knows when to raise a blade and call for arms.

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Last edited by POMC S117 on Sun Aug 19, 2012 4:59 pm, edited 6 times in total.

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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 9:49 pm 
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How did I know Eltee's people would be Nymphs?


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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 9:50 pm 
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It was after learning that JV was being Caslian.


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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 9:51 pm 
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Eltee thought I'd take the nymphs.

POMC: I think it's good, but I'll let Eltee and Matt look at it too, especially since I haven't got the map.

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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 9:56 pm 
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What is the height cap on Minotaurs?


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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 9:56 pm 
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Why is there only one pretty race :(

I would like to join, but I'm worried that I won't be able to post frequently enough. I know I can manage a couple of posts a day though.

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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 9:58 pm 
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Beat it Imp, I'm already minatours... I kid, I kid...


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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 9:58 pm 
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It will likely be a bit slow. But there'll be lots of PMs for the secret meetings.

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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 10:06 pm 
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Nation's Name: Tarmargar
Home Species: Minotaur
Capital City: Berca
Leader(s): To'Takka
Nation's History and Background:

Tarmargar was brought together by the loosely organized tribes of the Northern Mountains. These tribes have been at war for years during T.T. Coincidently, right after the marking period from T.T. to O.T, they began offering eachother peace treaties. As the tribes joined together, they stupidly went to war again, fighting over which name their nation would go by. After a five year war, the victor was the Tarmargar tribe, and that is what their name was. The influence of multiple tribes has been slowly dissapearing throughout time. Though, occasionally, one former tribe believes things that another one doesn't, and breaks out another civil war, because no council has been created. The civil wars they have are never allied. Each tribe has their own army, even if another tirbe has their same view.

Their council was finally formed, and they slowly became for civilized. A representatives were picked one from each tribe. Another war broke out, (hold on here) the nation broke apart, and each tribe broke into multiple parts, to decide which representative would be chosen. Each of the seven tribes chose a representative and the nation formed together again. Between the seven representatives, an arena battle broke out, to decide who would lead the council, To'Takka won, and killed all the others. There is no council, and the tribes have finally all faded away. There is one nation, Tarmargar.

Their mountains have usually provided them isolation, which they preffered, unless they need supplies. They usually enjoy attacking the tribes that have not accepted peace for resources. There are still a few who never accepted the treaty. These tribes have either been joining Tarmagar, or being wiped out by Tarmargar.

The mountain's caves used to provide them homes, and was a large interconnected tunnel of homes and shops and military bases. To'Takka changed that, and had all the tunnels filled in. He wanted to try to match other nations a little bit.

Berca was recently created, as their nations capital. Next city built was Demorto, and then Frechi. After that, To'Takka was created. To'Takka named it after himself to show the little compasion he had.

Additional Information: Tarmargar is now currently ruled by To'Takka, and To'Takka only. He is even their General. He is a feared warrior, at an abnormal size. The other tribes are now all gone, and the mountains are only ruled by Tarmargar. They have large tunnels in the mountains, connecting caves. They aren't exactly cities. Each cave could be a home, shop, and sometimes a military base, depending on the size. They have a few farms South of the mountains, for the weak. Tarmargar minotaurs believe in a law system called To'Takka's code, which is an eye for two eyes. For example, you kill somebody, the military kills you and your family. You steal a piece of bread, the military take all your food.

The city called Berca was named after To'Takka's murdered mother. It is a port and trading hub. It is the largest city, and the nation's capital. They use it as a naval base also. It is located as far South as the territory allows.

The city called Demorto was named after To'Takka's murdered father. It is a military base, filled with training soldiers. It is the military capital, and used for mlitary purpose only. This is located as far north as the territory allows.

The city called Frechi is the religous capital. It is the name of the man who killed his parents. It is hidden away in the mountains, and used for housing and religon. It is as far West as the terriotry allows.

The city called To'Takka is the city that holds most of the elderly and young population. The ones who cannot fight, or work. It is small, and as far East as possible.

There are also little hamlets ant Thorps located around the mountains. There are still cave homes, but they aren't connected to others.

Each child in given to the elders at birth. They are never told who their real parents are. They are taken care of until the age of ten, where they are recruited into the military. At the age of fifteen, they are awarded with being allowed to choose two people to be their parents.

Tarmargarians enjoy the use of heavy weapons, along with heavy crossbows. They heavily decorate themselves with low quality but heavy armor.

Tarmargarians enjoy the use of smaller ships, not much of making large ships. They enjoy the small ships to avoid enemey targeting and sight. They like to get close, and sink the ship from the bottom.

Place on Map: (Please describe your nation's borders so the DM can draw you into the map): Northern Mountains, and the bit of land connected to it.

Name: To'Takka
Sex: Male
Age: 50
Species: Minotaur
Appearance: To'Takka is an abnormally large minotaur, with one horn on the left side of his head, the right side of his head consisting of a cracked horn. His fur is one hundred percent black, and those who haven't seen him have heard rumors of his eyes being bright red, although, they are a nice shade of black. His nose has a ring, made of the bones. His tail is like a bulls. He stands straight. He has a large scar going down his bare chest.
Personality: To'Takka is a man that gets things done. He is violent, but respectful. He solves everything he can through violence. He is not the most intelligent person in Tarmargar, he is most likely the least intelligent. He relys on more tactical experienced people to make big decisions for himself. He is too confident for the nation's being.
Background: To'Takka was born into the Tarmargar tribe, and became a warrior as soon as he could. He was the best fighter against the other tribes in the mountains. When they merge began, To'Takka was the first to try to become a leader. He demanded power, and he got it. Soon, the many civil wars broke out, and To'Takka fought in each one, always being victorious. He chose his military trainer as his father, along with his wife, a recruiter. To'Takka experienced the murder, of his parents. The second best warrior was the culprit. Here was born To'Takka's code, an eye for two eyes. To'Takka captured the murderer, and got a bag over his head. To'Takka killed the seeing deprived minotaur's parents, and then took the bag off, showing him the ugly carnage. To'Takka then took the murderer's legs, and put him through a series of tortures, that ultimately led to his death.
When To'Takka became leader, he proposed the building of the cities, instead of underground caves, which he had filled in. He wanted to be more like the rest of the world. That was To'Takka's most recent project.


Flag


The flag of Tarmargar is the color of blood. There is a black circle in the midde, with six lines pointing at it, making it look like a sun. There is a thick horizontal red line in the center of the black dot, not attached to the flag's background. The circle is representining a cave, and the six lines pointing to the cave represent the six tribes that have joined first. The line in the center represents the Tarmargar tribe.

RANKS


Last edited by Imp on Thu Sep 13, 2012 1:11 am, edited 8 times in total.

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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 10:13 pm 
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Nation's Name: Nitiy
Home Species: Andyl
Capital City: Tunimoba
Leader(s): Her Majesty Queen Busuda Zyrota

Nation's History and Background:
Nitiy used to be part of Nubana, but the population of West had always felt less strongly about some of the religious doctrines of their Nubanan brethren in the East. In particular, there were many outspoken critics of the system of succession involving females of white skin. 735 years ago, during the reign of Nuba Rhexta, a queen who was far less competent than most, West Nubana seceded from the nation and formed Nitiy. Because of the Andyls' peaceful culture and dislike of violence, this secession was accomplished entirely through diplomacy rather than bloodshed.

Some changes that occurred at the time were abolishing the law that all citizens must worship the temple daily, and Queens were now selected by the Council of Nuba, which is made up of the nation's three most important religious leaders and the two rulers of Nitiy's largest cities. These changes were considered shocking and revolutionary, but compared to other races, they are still devoutly religious and proud of their history, and the temple retains the power to tax the population. The name Nuba has declined in popularity (down to "only" 1 in 4 females carrying the name).

Additional Information: Most trade is centered around Tunimoba, the capital city which is located on the coast, and Peryst, a large city in the rainforest. Major industries are wood products (lumber, carpentry and carvings), glass and spices. Nubana is a major trading partner.

Because the citizens of Nitiy are very sensitive about appearing inferior to other Andyls, they employ a merciless police force that punishes citizens for crimes such as "Not showing the proper level of politeness," while their arts and architecture have taken a turn for the gaudy in their baroque ornamentation.

Nitiy's cuisine is known for its creative use of shellfish, which is caught all along the coast. The national dish is a spicy ceviche made with scallops.

Nitiy is a peaceful country, but they have a decently sized Navy, which they use to defend their extensive coastline.

Place on Map: Southwestern corner of Aryvas, consisting mostly of Rainforest but also some grassland and desert, sharing a border with Nubana.


Name: Her Majesty Queen Busuda Zyrota
Sex: Female
Age: 84
Species: Andyl
Appearance: She has reddish brown scales and golden eyes, and is taller than most females. In addition to her fine silk robes and sandals, she wears a large set of golden jewelry, including arm bands, anklets, spike covers, and her jeweled diadem which bears the emblem of Nitiy.
Personality: Highly devoted to both her country and the Nuban religion, the Queen is hard-working and wise. She values peace and order very highly, and is known to be a strict ruler.
Background: Busuda was born in Peryst to a family of farmers. She taught civics at the temple school before being raised to the priesthood. She rose to power 39 years ago after the abdication of the last queen, Nuba Taram, and was appointed by the Council of Nuba because of her wisdom and piety.

Flag of NitiyFlag of the State of NubanaMap!Map of TunimobaMap of Peryst

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Last edited by Deandra on Tue Aug 28, 2012 10:26 pm, edited 9 times in total.

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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 10:33 pm 
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Well dangit, Deandra, make it look like I'm copying you.

Just for the lulz, Flag.


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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 10:52 pm 
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I edited my sheet.

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 Post subject: Re: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 11:04 pm 
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Nation's Name: Arakesh
Home Species: Arach
Capital City: Kelliken
Leader(s): Lord Valens Creox

Nation's History and Background: Arakesh’s history traces back to the tribal age, in fact, Arakesh has the honor of being able to say the Devout Kex was born in the Arakesh Tribe. They were one of the first to accept the Scion religion. When the Devout split, Kex returned to Arakesh and lived the rest of his life in the country the Arakesh tribe engulfed to become a nation. Over the years, Arakesh adhered to a rigid monarchy, where the Lord or Lady of the lands ruled with a code of honor and truth. The Creox family has held power for the past 1600 years, yielding seven monarchs. The first, Lord Ignarix Creox, engaged Arakesh in a civil war for power by defeating all of his enemies and seizing power for himself. He ruled for 300 years of his life. Lord Timmig Creox, Ignarix’s son, ruled for only 100 years before he was assassinated by his brother, Helio Creox, who took the throne and served for another 300 years, when he died in a battle with a Nymphic nation beside them. Helio’s son, Janis Creox, doubled the size of Arakesh by defeating their Nymph neighbors. Janis ruled for 300 years. Lady Uroch, Janis’s eldest daughter, served a peaceful rule of 200 years before dying in a flash flood. Her only daughter, Theora, was a baby, and served her entire 400 year life until she died an old woman. Her eldest son, Valens, took over when he was 150, and has been ruling for the past twenty years.

Additional Information: Arakesh’s second largest species are Nymphs, who serve as slaves to their Arach masters, mostly to farm and build, and sometimes… food.

Place on Map: (Please describe your nation's borders so the DM can draw you into the map) N/A

Name:Lord Valens Creox, ‘The Great White Spider’
Sex: Male
Age: 173
Species: Arach
Appearance: Valens is huge even among other Arachs, with white fur and brown eyes, resembling a tarantula.
Personality: They call him Creox the Unforgiving, and for good reason. Valens Creox rigidly follows the Creox Code, which is get the job done no matter what. He rarely gets angered; in fact, the Great White Spider rarely shows any emotion. He is cold and calculating, and rarely factors in others’ emotions in his plans. If he has to pillage villages to weaken a nation, he will do so in a second. He will destroy entire armies to get to one man if the mission objective is so clear, yet he would die defending a single man if it was necessary.

Background:Valens was always special, marked from birth by his size and rare white coat. He was a general in his mother Theora’s armies. He was known for his ruthlessness and cold, calculated cunning, but also his willingness to talk to foreign leaders, and how polite and controlled he is, never giving away anything.



Cities:

Kelliken: Capitol city, located on the east coast, Kelliken is home to several cloth and silk factories where the Arach work, in fact, Kelliken supplies most of the cloth that Norstwin uses. It is also the culture capitol of Arakesh, with a museum of sculptures and artwork on display.

Norstport: Located in the middle of the northern coast. The major port city in Arakesh, Norstport constructs many boats and sails that are used worldwide.

Ikkr: A city in the middle of the country that is home to the military headquarters.

Senwe: A remote village/city on top of a mountain, the Lord of Arakesh often uses it as a vacation home.

Liftenhyym: Liftenhyym is the pride of Arakesh's builders, for it is the hollowed out mountain of Liften. It is by far the largest city in Arakesh, and the best defended.

Karkil: The city at a mountain base, in the small entrance into mainland Arakesh. It serves as a guardian for the nation.

Karkuul: The city at the base of the southern mountain, it and its twin Karkil serve as guardians for the nation, in the well protected narrow passageway into the nation.

Iskav: A city on an island, close to the mouth of the river in Arakesh's southern lake.

Other cities include Jakuu, Delk, Sassk, Sellport, Danara, Hinharhem, Windara, Lanaeport, Taraport, Arachhyym, and Kexhyym, all either on the coast or somewhere in the mainland ('Hyym' is Arach for home). There are dozens of more villages and hundreds of small towns/farms. Some of the cities still bear the name of their old Nymph masters, and it is probably distinguishable (The ports, Danara, etc.)



Kelliken: Yellow
Norstport: Red
Ikkr: Light blue
White: Senwe
Purple: Liftenhyym
Orange: Karkil
Green: Karkuul
Black: Iskav
Beige: Minor cities/towns/villages: Jakuu, Delk, Sassk, Sellport, Danara, Hinharhem, Windara, Lanaeport, Taraport, Arachhyym, and Kexhyym.

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 Post subject: Re: Astrum: A World at War
PostPosted: Sat Aug 18, 2012 2:26 am 
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I'll do the leader either later or tomorrow.

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 Post subject: Re: Astrum: A World at War
PostPosted: Sat Aug 18, 2012 2:35 am 
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I was debating whether to join up, but after Faldor I can't not join. I'll have a sheet up shortly. I haven't read through anybody else's just yet (about to go out so I don't have the time right now) but would it be possible to make a claim on the eastern side of the upper right island? (Veyna if I'm not mistaken?) bordering Gideon to the south


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