Fantasy Nations RP [OOC]

Tirin

God-Emperor of Tealkind
Moderator
Very good, I look forward to it.

Haven has been removed and the map updated to reflect as much. If Riyant and Coolpool don't post soon, I'll likely remove the Empire Hidden in Sand and Nostastone as well. Additonally, West and East Oberland will not be deleted; we'll find something to do with them.
 

Zapy97

Active Member
Member
Very good, I look forward to it.

Haven has been removed and the map updated to reflect as much. If Riyant and Coolpool don't post soon, I'll likely remove the Empire Hidden in Sand and Nostastone as well. Additonally, West and East Oberland will not be deleted; we'll find something to do with them.
Nuke them.
 

Tirin

God-Emperor of Tealkind
Moderator
Needs to be story-preserving, and something like that would introduce far more problems than it would solve. There'll be shit done, though.
 

Zapy97

Active Member
Member
Nation Name: Eisenkernland

Race: Humans

Eisenkernlanders are often described as inventive, steadfast, charismatic, adventurous, resourceful and pragmatic. Physical traits usually exhibited by Eisenkernlanders are that they are of average height and nimble build. Eisenkerlanders tend to have Black hair, brown eyes and pale to tan skin.


Society/Culture:

Eisenkernland’s society focuses on mainly on craftsmanship and trade. Eisenkernlanders are almost naturally gifted with with crafting and trade. To an Eisenkernlander it is a form of liberty to be able to trade and a form of honor to create. Eisenkernland is a mostly peaceful land but is however no stranger to wars namely trade conflicts. Eisenkernlanders take pride in having won most trade conflicts in their history but do not outwardly express hubris in dealing with others. Eisenkernlanders tend to be gracious to enemies who have lost to them in wars usually being generous with peace terms.

Eisenkernlanders tend to be well educated and travelled individuals who have at some point set foot outside Eisenkernland at some point. Eisenkernlanders place a high price on foreign knowledge in the form of tomes and oddities. Eisenkernlanders tend to be bilingual and literate given their roaming and cooperative nature.

Eisenkernlanders worship a pantheon of gods. Chief among the pantheon is Bartarious the god of wealth, trade and and swindling. The secondary god is Formulous the god of crafting and creation. The rest are in no particular order, Sygian god of war and victory, Illuminous god of wisdom and light, Traition god of betrayal and darkness, Pyrelain god of fire and torment and Hydrian god of water and quenching. The final god which has had its worship banned is Drachious the god of dragons and savagery.


Tech and Magic:

Eisenkernlanders follow very structured doctrine on magic with two main schools of magic. The first is the school of personal magic which flows from the individual casting spells at others, themselves or objects. The Second is magic which emanates from objects and how it interacts with other objects in various ways. The latter is most focused on in almost all intellectual pursuits.

The school of personal magics in Eisenkernland falls short by far compared to the magics of other nations. Many would consider it crude and very rudimentary. The most that is known by the average practitioner would be basic spells such as fireballs, lightning or basic wards. The most advanced of the personal magics which would be enchanting which lead to creation and implementation of the second school of magic which ubiquitous with Eisenkernlander society.

The school of magic focused in objects often referred as Magic as it applies to technology allows Eisenkernland to means of propulsion beyond the capabilities of the horse and strength beyond men. Advanced enhancements have allowed Eisenkernlanders to create metal alloys which contain magical properties such as the ability absorb, store and discharge almost all forms of energy. These alloys are categorically named brionium, but are often referred to as just alloys. Brionium can be configured by the enchanter to discharge stored energy in forms different from the kind absorbed. Brionium has applications across all of Eisenkernlandian society and have been used as such to enrich the lives of Eisenkernlanders above the average peasant and even some lords. Eisenkernlanders often use the ability to change forms of energy to turn absorbed or stored heat energy into kinetic energy for use in projectile weapons or means of propulsion for large machines created by Eisenkernlanders. Brionium can be triggered by proximity to another brionium alloy configured to cause discharge of stored energy, an overload or by command of an enchanter or brionium smith.

In a mage’s hand a specialized brionium staff can be used to conduct magical energy to fulfill a variety different purposes. As brionium can be used to transform one kind of energy to another it can be used as a conductor for magic based attacks. Brionium can store magical charges however this charge is severely limited by the capacity of the brionium itself. A magical attack by a single charge of a brionium weapon would either have very little duration or very low potency.

Brionium as a material has limitations on its capabilities based on the magical energies enchanted into the metal. Brionium can store up to a maximum an equal and equivalent amount of energy as used in its creation. At the upper limits its material begins to phase out becoming less dense and more glass like. This is know as brionium glass which is is well known for being unstable, but very beautiful to look at. Brionium is very bad at absorbing light energy, however, light can very efficiently be released from brionium. Brionium can absorb a maximum of 80% of energy it receives. Brionium is at its best when it is configured to absorb only one kind of energy. Making it absorb multiple forms of energy causes brionium to absorb energy up to a maximum sum of 80%. Brionium is most commonly used to absorb magical, kinetic, heat and life energy. While brionium can in fact absorb and dispense electrical energy it is not common due to a lack of electricity in the world.

Military:

The Eisenkernlandian military is a relatively small professional army with a moderate navy and a large inactive reserve of conscripts. The navy of Eisenkernland is of moderate size with advanced ships. The military has leaders which are encouraged to perform copious studies into the art of war, previous and current. Eisenkernland does its best to observe foreign conflicts as well as foreign diplomacy.

The small professional army of Eisenkernland is primarily composed of free shooters and pikemen for the main infantry force. Artillery is provided by large brionium bolt casters firing by similar principle as a brionium bolt caster. Cavalry is made up of by elite free lancers armed with a lance, brionium kite shield and back up sword. Free lancers wear full brionium plate armor usually made to absorb all forms of attack equally however not with maximum efficiency. The professional army is currently in the final stages of testing a new battle wagon designed to move small groups of infantry around the battle similar to dragoons. Eisenkernland maintains a steady stockpile of siege equipment including but not limited by specialized self propelled covered battering rams. Mages in the professional army perform a supportive role being healers and being field alloy smiths for producing more ammunition and repairing broken or damaged equipment. There is one division in the professional army of battle mages who use brionium staffs in battle named the Wise Warriors.

An Eisenkernlandian free shooter is armed with one brionium bolt caster firing a projectile similar to a crossbow bolt. These projectiles are made brionium designed to release energy upon being loaded into the caster causing it to shoot off in the direction the weapon is pointed. Brionium bolt casters can be loaded with low velocity bolts which allow for a high firing arc and explode upon impact. The free shooter carries a one handed sabre as a backup weapon, one canteen and pouch of sixty bolts on his belt. A free shooter is typically armored with a cuirass over a gambeson, a morion helmet on the head and grieves on their legs. Pikemen are armed with a long pike and are armored identically to a free shooter. Most free shooters and pikemen have their armors made from brionium as soon as they can afford the upgrade. According the tomes of Eisenkernlandian tactics free shooters are to stand ahead of the pikemen for initial direct fire volleys of armor piercing bolts. Once the enemy closes in to medium to close range freeshooters retreat through the ranks of pikemen and provide indirect fire against the rear of the enemy force. The pikemen at this point will rush ahead of the battle line of freeshooters and form a thick pike phalanx to protect free shooters from attack by the enemy force. Once the pikemen have engaged the enemy battle line free lancers are to guard the flanks and if at all possible attack the enemy battle line from the rear. Artillery is to fire upon the enemy from behind the main battle line.

The navy of Eisenkernland is made up of a handful of large ships in peacetime and in times of war merchant vessels are drafted into military service and fitted with weapons of war. The large ships of the navy of Eisenkernland are armed with many brionium bolt casters on each broadside, brionium engines and minor brionium armor. The merchant ships drafted in war time are wildly inconsistent at least at the start of the war but brionium bolt casters are commonplace among merchant as good deterrent of piracy. Eisenkernlandian marines which are armed and armored the same as free shooter infantry but instead have a much greater amount of training.


Government:

Eisenkernland’s government consists of three levels, the imperial government, state governments and townships. Cities over a population of one million rise from townships to being classified as city states.

The imperial government consists of a senate and the Imperial General. The senate consists of senators elected by their state or city state. Each city state gets one senator and each state gets one senator per township within that township. The Imperial in chief is nominated by a consensus of generals and admirals of the military affirmed by the senate. The Imperial general serves a life term and the senators serve four year terms. The Imperial government manages foreign affairs, interstate commerce and the military.

The states and city states each formulate their own governments and determine how the power is divided between local governments and their regional equivalent. Politics within a state typically include law enforcement, social issues and local economies.

The flag of Eisenkernland is a falcon grasping a hammer and a purse overflowing with gold coins. There is a navy blue background on the flag and a star in the top right corner. There used to be a dragon for the longest time clutching a saber but that was removed as it no longer represents Eisenkernland.


Geography:

Eisenkernland is a land of rolling hills, fruited plains and scrubland. The nation’s land is most flat near the coast with hills surrounding most of the city states in the region. The exception to the rule of surrounding hills is Kalmaria. The are many ruins dotting Eisenkernland as civilizations rose and fell rather quickly. There are many roads of decent quality and a couple of brionium railroads connecting the capitals of the ten states and six city states. The most populous city state in Eisenkernland being the capital of Diamantauge with a population just under two million. Each state has a population between half a million and one million the exception again being Kalmaria with a population approaching two million.


History:

In Eisenkernlander legend people lived as slaves in small tribes of either savage creatures or wise dragons. Eventually as Eisenkernlanders matured they rebelled and overthrew their overlords at some point. Very few remains from this time are still around due to a supposed extermination of creatures which had oppressed Eisenkernlanders. In legends the gods of Eisenkernland appeared to liberate Eisenkernlanders from their oppression. While this mythos varies wildly between areas in Eisenkernland, the pantheon of gods is consistent and there is a general consensus that dragons did in fact exist.

Eisenkernland became a distinct and cohesive culture group sometime about six hundred years ago. Many more different cities dotted Eisenkernland back then. Most were either razed or abandoned as symptom of many various wars. There has not been a king in any part of Eisenkernland for over three hundred years. There have been a few tyrants here however due to the culture of Eisenkernland they had proven unstable and liable to being the target of greedy merchant republics. Brionium was first fabricated in Diamantauge one hundred thirty seven years ago. The last despot in Eisenkernland ruled for only a decade in Kalmaria which came to an end in the war of unification one hundred years ago. Brionium only came into widespread use after the foundation of the Imperial government and constitution eighty years ago. Widespread stability and peace followed for about thirty years. Then came the Era of Aggression which brought many different wars and disasters to Eisenkernland and shattered a once peaceful nature of Eisenkernland in favor of professional destruction. The Era of Aggression has not technically ended but Eisenkernland has been at peace for almost half of a decade and it is wondered if it will last or the quiet before the next storm to come.


Economy:

Eisenkernland’s economy is mainly export based being self sufficient on most resources outside of precious metals and luxury items. Exporting the secrets of Brionium smithing is forbidden with the penalty of death. Eisenkernland does export low grade brionium to its neighbors at high mark ups. Eisenkernlanders mostly fall into three economic classes these being, the farming and laboring class, the merchant class and the military class. To receive training in brionium smithing one would either learn in a merchant academy or in the military as a field brionium smith cadet.

The farming and laboring class primarily works on farms and building infrastructure. Most families falling into this class are able to afford either a small farmhouse in the country or a small town house on the outskirts of the cities. These families usually produce five to six children which most go on to stay within this social class. About two in ten of these children will rise into either the merchant or military class. Most farmers usually have a livestock driven plow or in rare cases wealthy farmers might have Brionium powered tractors. Most laborers utilize either public transport or if they can afford a rudimentary Brionium powered cart.

The merchant class primarily travels around Eisenkernland selling wares. Most brionium smiths fall into the merchant class. The merchant class usually utilizes brionium carts to transport their wares around. Most brionium smiths live in their smithy with their apprentices. Merchants and brionium smiths are typically more wealthy than those of the farming and laboring class. They usually live in better homes as well. Some wealthy merchants on the coast own entire fleets of trade ships.

The military class encompasses both the military and government. Professional soldiers and sailors in Eisenkernland earn a similar amount of money as merchants. Officers earn significantly more than professional soldiers depending on rank. Statesmen on a local level earn and live similar to merchants. State and Imperial level statesmen earn and live similar to Officers in the professional army. Officers and statesmen usually live in large town house or mansions out in the country on estates. They usually own some of the finest brionium carts with the best performances. An enlisted man in the professional army will be able to afford an upgrade to brionium armor after about his third or fourth year in the army.

Foreign Relations: To be determined later.
 
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Tirin

God-Emperor of Tealkind
Moderator
Give yourself a place on the map; leave the font to me. I'll put this in the opening posts once everything's sorted out.
 

Zapy97

Active Member
Member
Character Name: Christopher Albertson

Position: Fashionable Merchant/Ex-Officer (Rank Captain)

Description: Christopher is a 37 year old man of average stature and build. He is notably clever and sociable. He dresses in fashionable expensive clothing being visibly armed and armored daily. He wears a brionium officer’s saber on his waist and carries a brionium walking stick made to emit light enough to see with at night. He has brown hair and green eyes. His nose is small and has fat lips. He wears tall officer’s boots which is considered quite fashionable in Eisenkernland.

Biography: Christopher Albertson was born to a wealthy established merchant family the house of Albertson established who knows how long ago. Christopher in his childhood learned the art of trade from his late father who was an accomplished merchant in his own right. When Chris came to the age of 18 he attended the Officer’s school of Kalmaria. In this school he studied war, use of magical properties of brionium and brionium smithing. Chris was a hard study and excelled in most things.

After 7 years of study Chris applied for a commission in the professional army and he was accepted. Chris fought in multiple wars until he was relieved of service five years ago. He oversaw multiple successful engagements and was privy to good review by his superiors. Chris was decorated with multiple medals for bravery and is liable for promotion should he reapply for later service.

Returning home Chris took over his ailing father’s trade company which has great wealth in the form of many assets across Eisenkernland. Christopher and his brother inherited the family business when their father died on Christopher's 36th birthday. Lately times have grown dark for the business as neither brother possessed the expertise of their late father. Chris has most recently been considering personally going on far flung trade adventures to distant lands to bring back enough wealth to revitalize the long established trade company.

Magical Abilities: Christopher is capable of conducting magical energy into his Brionium light staff and other Brionium objects capable of absorbing magical energy. Christopher is also capable of fabricating lower level Brionium with a moderate amount of effort.
 
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Tirin

God-Emperor of Tealkind
Moderator
The Republic of Eisenkernland has been added to the opening posts, as has Christopher Albertson, and the map has been updated.
 

Tirin

God-Emperor of Tealkind
Moderator
See below for a new character sheet, which is probably a little overdue. More on Eximia to follow, hopefully in the coming weeks.

Character XV: Luscar I Vasa, Lord of Eight and Emperor of Eximia; 17-year old ruler of the Vasa Ascendancy

Position: Second Emperor of the Vasa Ascendancy and claimant to the throne of Eximia

Biography: Born seventeen years ago to Marquis Giland Vasa and his wife, the esteemed Lady Iona, from the moment of his birth Luscar was preordained to be a leader of men. Though he pre-empted his twin by scarce minutes, that fact alone made him heir to the Marquis’ lands and titles, and thus the favored son. The two boys were raised together, of course, but Luscar’s superiority soon became apparent, to both his family and the estate at large: he perpetually stood taller than his brother and was stronger in build, much more skilled a swordsman, and had a natural command of those subjects that the Marquis deemed most important – namely the secular studies of history, governance, and politics, alongside religious literature. Better still, he was served by an indomitable will to reach, then surpass, any man he found his superior; those who exceeded the young lord rarely found that they did so for long, were he capable of devising a way to match them.

When the twins reached the age of twelve, their educations were segregated owing to Sailence’s unique talent with healing magic. As the Eximian Empire collapsed around House Vasa, Luscar was schooled in military history and strategy by the Marquis (himself a decorated war hero, considered one of the finest commanders in the Empire’s final age) while his swordplay was honed by Izlude’s tutelage. In addition, he was made familiar with the skills and operations of the Six, as well as the political intrigue that they made possible. By the time of his father’s passing, Luscar was more than ready to take up the title of Emperor of Eximia and press his claim to the vaunted throne; however, an uprising led by elements of the nobility threatened his chance to do so. The fresh-crowned king crushed the rebellion through deployment of the Eight (Yochanan in particular) and the Vasan military, executing the ringleaders for treason and stripping them of their holdings before giving its supporters the chance to declare allegiance to him or face the same ignoble fate. All offered the choice availed themselves of their Emperor’s forgiveness, but the viciousness with which he carried out his will resulted in protests from his more compassionate twin. Unwilling to reconsider, and offended by his brother’s presumption, Luscar exiled Sailence from Vasan territory, demanding only that he find his replacement in what was by then the Eight.

His most vocal (and beloved) critic silenced and those who would dispute his legitimacy slain, Luscar commenced the task of raising and training a grand army for the Vasa Ascendancy, using the funds of House Vasa, the nobility, and the merchant class, as well as the seized assets of the rebellion. Under his leadership, the Ascendancy’s military and magical might have become among the greatest in the known world, a necessity for the reclamation of old Eximia. Further, he has established diplomatic ties with and received the endorsement of the Kingdom of God, serving to further legitimize Luscar’s claim among those who follow the One True Faith in Eximia – well over half of the population. With an Emperor righteous and ambitious in equal measure at its head, the unwavering support of the common people, and the sanction of God Himself, the Vasa Ascendancy is poised to reassert Eximian supremacy over the continent and forge a brighter future through the path of warfare.

Equipment: Although Luscar has no native magical ability, he is served well by his training under the Second of Eight in conjunction with his powerfully-enchanted equipment, all of which is of near-matchless quality. His gleaming, golden full plate is the very apotheosis of defensive enchantment as well as the prototype of contemporary Vasan armor, a result of the collaboration of the most skilled smiths and mages in Vasan service combining their abilities to create unsurpassed protection. It functions through manifesting a protective barrier around the wearer commensurate to the strength of their will (and the arcane power used to create it); given the young Emperor's resolve and the quality of the work, Luscar is practically immune to conventional weaponry, as well as most magic, on the field of battle (though the Vasan rank-and-file is much less fortified).

The Emperor's fabled longsword, Starlight, was a gift to his father from the last Eximian Emperor, Acaelus I, in recognition of his unprecedented military successes in Jechya in the years before Luscar's birth. The sword was created from the remnants of a shooting star centuries ago, and passed down the Imperial family for more than a dozen generations before being given, in turn, to House Vasa. Owing to its association with the Eximian emperors, Starlight is a symbol of imperial favor and legitimacy, and its endowment to House Vasa is widely-viewed as implying fitness to rule as Eximia's new imperial dynasty. The celestial steel used to forge Starlight provides it with strength on par with brightsteel, and it was both blessed by priests of the Kingdom of God and inlaid with enchantments shortly after its creation, the latter of which further enhance it such that it can never dull or chip.

The holy words spoken over Starlight allegedly make it a potent weapon against demons, the undead, and the wicked; wounds inflicted upon such beings by Starlight erupt in brilliant blue-white flame, causing terrible pain to those so injured and greatly impeding attempts to heal them, even while burning them alive. In addition, the consecrated blade can blaze with an intense light of the same color as its flames, blinding the foes of its wielder. In the hands of an unworthy bearer, Starlight's abilities are suppressed save for its indestructibility, and the evildoer in possession is subject to a burning, heavenly punishment according to the weight of their sins; evil mages, in particular, find themselves unable to work magic while wielding Starlight, and all too often incapable of relinquishing their grip on it.
 

coolpool2

Savage AF
The Original Gangster
Sorry I haven't done anything, I haven't been in the best of moods for rping as of late. I'm having trouble deciding what to do though, since there's so much I could do. Maybe I'll just roll some dice if I really can't think of anything.
 

Tirin

God-Emperor of Tealkind
Moderator
The thing is, you need to not let yourself get paralyzed by the number of options. You can, with time, do stuff in all kinds of directions, but picking one to do first, usually related to your nation's strengths or ambitions, is a solid starting move.
 

Jeroth

Mach Ambassador
Moderator
All right. @Tirin

I've been meaning to post, but what's exactly going to happen with the Oberlanders?

I'm not certain on how to broach the topic given their fate is now basically doomed.
 

Tirin

God-Emperor of Tealkind
Moderator
I wouldn't jump to the conclusion that the Oberlanders are doomed; the West may be able to hold off the East on their own (and thus win the war), and would certainly be capable of it with military support from your Arabs tieflings. I can't say for sure what's gonna happen to the Oberland at large, but the Empire Hidden in the Sand will almost certainly be capable of changing it, and would make a great ally in the process if they did so.
 

coolpool2

Savage AF
The Original Gangster
You probably assumed this by now, but I likely won't do anything for this. IRL affairs have been keeping me occupied with things, I don't feel like having to think about doing updates for RPs right now on top of that, sorry.
 
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