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 Post subject: Astrum: A World at War
PostPosted: Fri Aug 17, 2012 8:49 pm 
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Astrum: A World at War

Geography:

Westernmost continent: Norstwin
Upper east continent: Veyna
Lower east continent: Aryvas
North Pole: Inanvol

Light green: Grassland
Dark green: Rainforest
Light blue: River
Blue: Water
White-Blue: Tundra
Black: Mountain ranges (Just symbols, more than appear in world)
Grey: Rocky, barren area
Tan: Desert area




Astrum’s History:

It is estimated as the year 800 T.T. (Their Time) when a mysterious species of people known only as the Old Ones engaged themselves in a huge war. Virtually nothing is known about them except for the fact that they had the mastery of magic. Recovered documents and art show that it was a long and bloody civil war, until one small group of the Old Ones, a monk group, decided to take away the potent power behind the war: magic. It is unknown how they did it, but the group managed to cut the Old One’s use of magic off, but it created a huge explosion. The explosion is believed to have created the island in Norstwin after separating it from the rest of the continent. For unknown reasons, the Old Ones died out soon after, leaving no intelligent, capable life on Astrum. The Religions of Astrum are based on the miracle of the sudden creation of civilizations. The current year is 2,520 O.T. (Our Time)


Basis of Astrum’s religions:

Astrum has many different religions. They all stem from the same event, though. In the year 54 O.T., seven people from various tribes around the world (Representing 6 of the 8 species) formed together to serve as a council between the early tribes and acted to unify the world. These people came to be known as The Devout. The Devout were seen as honest and good people, who were highly respected by everyone on Astrum. They gained much more authority than originally anticipated. With their new found power, The Devout began to grow arrogant and fight. The Devout began to argue on which religion was right for the Astrum people to follow. There were over 600 recorded tribes and just fewer than 550 religions, so The Devout took it upon themselves to choose the correct one. They split over the issue, disbanding the Devout and leading their personal followers as prophets of their chosen religion. Eventually, 550 religions turned to six religions.


Species of Astrum:

Human:
The majority of Astrum’s population is human. The humans are standard people with basic abilities. They are, however, more diversified than the other species. The human life span is 100, give or take 10 years.

Human Culture: Humans are generally an opportunistic and greedy people, with the world of business more prevalent in people’s minds than the world of war. It is not unknown for many of Humanity’s richest people to have achieved their rank through assassination, corruption, and sabotage. The Humans tend to be less racist than the other species of Astrum, therefore their countries are slightly more diverse.

Human Religions: Humans have two major religions.

Otians: The humans who follow the Otia (O-sha) Religion are commonly pacifists. The Otian belief dictates that the human Alan Carabell of The Devout is the prophet for the Otian religion. The Otians believe that the Goddess Sabine created the world for the mortals that inhabit it. To repay Sabine, the Otians act as pure as possible to preserve the world for future generations. They believe that when they die, they will become part of nature and the greater whole.

Casilans: The humans who follow the Casila (Ca-see-la) Religion are more aggressive than the Otians. The Casilan religion dictates that the human Joan Saenna of The Devout is the prophet of the Casilan religion. The Casilan God is Caedin (Kay-din), who is believed to have been a great hunter, and hunted with the Immortals in Heaven. But, he grew bored fighting an enemy he could not kill. So, Caedin made the Earth and controls everything that causes death to mortals, all in the name of the Hunt. It is believed that if a mortal proves himself worthy, he will become Immortal and join in the Hunt after death. If not, he will be reborn and forced to be hunted again.


The Minotaurs:
Minotaurs are the brutish barbarians of Astrum. Looking like Minotaurs of legend, these beasts stand at seven feet tall, with the huge head of a bull with some human features. It is common for them to different piercings and ink tattoos. The Minotaurs also have large horns.

The Minotaurs are the dumbest of the species of Astrum, but also the strongest. As they are the largest species, they live in smaller societies with heavy focus on military, in fact, it is mandatory for a Minotaur, at the age of 16, to serve in the military for 10 years. Minotaurs live to around 90, give or take ten years.

Minotaur Culture: The Minotaurs rely heavily on outside nations for supplies. Most citizens are in the military, with only the old or weak farming or producing food otherwise. The Minotaurs respect their ancestors deeply, often taking it so far as seeing their ancestors as demigods due to their religion. It is well known that a charging Minotaur army is a sight to fear, but at the same time enemies don’t need to worry about strategic moves from the beastly species.

Minotaur Religion:

The Cassidans: The followers of Cassida believe that the Devout Minotaur named Oten, was the prophet of the Cassidan religion. The Minotaurs view Humans with disgust because they believe the Casila religion is a [&@%!] form of the Cassida religion. In the Cassida religion, they believe that a God by the name of Cadaan (Cah-Dahn) was a great hunter in the time before civilization. He hunted un-evolved mortals with great pleasure, until a Minotaur managed to wound him. Cadaan took great pride in the accomplishment of the Minotaur, so he created intelligent life and retired to the Heavens. Now, the Minotaurs hunt in honor of Cadaan, who they have replaced. The Minotaurs believe that when they die, they join Cadaan in Heaven and guide future Minotaurs on their hunts, as their ancestors did with them.

The Nymphs:
The Nymphs are the only species left known to possess any magical powers since the Warp. Though they do control magic, the Nymphs really can only do cheap parlor tricks and other weak spells. The Nymphs are an all female species that reproduce by using some of their inherent magic: to create the life process inside of them. This is by far the most impressive magical ability they possess, and it is said that they only possess magic for this very ability. The Nymphs generally live in smaller, tighter, more educated empires. The Nymphs look like human females but much smaller and more petite, with very thin hair and larger eyes. Nymphs live to around 120.

Nymph Culture: The Nymphs usually have weaker armies, so they rely heavily on alliances and allies to fight their battles for them, when they use their superior intelligence to aid the allied country in other ways. The Nymphs also make excellent traders.

Occasionally, a Nymph is born with exceptional magic abilities, called an Inherent. This woman is chosen for the next Queen of the empire due to the belief that she will be wiser and more powerful than all the other Nymphs. Almost never have there been two Inherents alive at the same time in the same empire.

Nymph Religion:

The Followers: The Nymphs don’t have so much of a religion rather than a concept, and that is to mimic the Old Ones who inhabited Astrum thousands of years ago, and had magic. Some discovered art may suggest that the Old Ones actually resembled the Nymphs. The Nymphs believe that they are reincarnated, and each life they gain a little more wisdom and magic, until they are born an Inherent. When an Inherent dies, it is believed that she joins the Old Ones in a land of unlimited magic.

The Andyls:
The Andyls are the reptilian people of Astrum. They are like humans, but have a lizard like face, tails, and claws. Andyls are generally brown, rarer colors are red, green, and white. The facial structure of an Andyl can be compared to a Bearded Dragon, with the rough features and spiked neck. Andyls are long lived at around 140.

Andyl Culture: The Andyls are well aware that they look very primitive and beastly compared to most other species, so Andyls try very hard to be a clean society and an orderly people. They dress flawlessly, and speak very carefully. Their cities are clean and have high police forces, and notably, their graveyards and dumps tend to be out in the middle of nowhere. Andyls are much less focused on military, rather art and culture, than other species.

Andyl Religion:

The Nubans: The Andyls believe that the Andyl Devout, Nhalei, was the Prophet for the Nuban religion. When the Old Ones died out, the Nubans believe that their god Nuba, a great and beautiful Andyl female, created Wyverns with the sole intent for them to worship every aspect of her. Since Nuba is considered the most beautiful woman to have ever existed, statues of her form are everywhere in Andyl countries. Temples to Nuba are the most beautiful structures in the cities, usually made out of gold. Nuba is the most common female name among the Andyls at 34% around the world. Andyls believe that when they die they will go to a heaven where they spend eternity being guided by Nuba in her infinite wisdom.

The Katha:
The Katha are similar in appearance to the Andyls, but they are larger (Always at least six feet), and their facial structures more closely resemble chameleons. They are exclusively green or blue. The Katha are also long lived at 140.

Katha Culture: The warlike Katha couldn’t be more different than their brother species, the Andyls. Katha tend to live in lawless cities with high crime rate and don’t care about preserving them. Their militaries are usually large an unorganized, soldiers just want to kill people at any cost. Their governments are often sloppy, but rarely corrupt, as the Katha don’t really care about money. Katha find many excuses to go to war and believe that countries can fight over things, have battles, and not be in war. Many other countries have learned to accept this, the alternative being locked in constant warfare with the Katha of Astrum.

Katha Religion:

The Rixans: Following the Hydra Devout Prophet Kelvden, a good Rixa believes that they were created to shed blood in the name of Ryx. They believe that Ryx, a giant red Katha, created life for his own amusement, to watch mortals wage war on each other. Mortals who sufficiently amuse him in life get to join him in death, and watch over the world with him.

The Mantises:
The Mantises, or a Mantis, in singular form, are a species of buglike people who are basically large praying mantises who stand on two legs and are humanoid. Their skin is harder than usual as to make up for their fragility. Mantises talk in high pitched voices, usually, and generally live in a matriarchal society with a queen, but this is not always so. Males are females are impossible to tell apart from outside races. Mantises are short lived at 60.

Mantis Culture: The Mantises are by far the smartest species on Astrum, using their intelligence to quickly rise above the other species in the early times. As a result, the Mantises live in advanced countries with more modern luxuries. Their armies focus more on strategy than brute force.

Mantis Religion:

Atheistic: Mantises have grown beyond standard religion, claiming the suggested theory that the Old Ones knew they would die out, and planned to advance other species in their place using magic. They are otherwise agnostic on the view of God. Mantises have been known to accept the religions of other species as well.

The Arachs:
The Arach people are even more beastlike than the Minotaurs, but more intelligent. The Arachs are truly huge brown, white or black spiders. They rise about four feet, and are the width of a Minotaur. The Spiders, as they are commonly called, can’t handle weaponry, so they use their poisoned fangs and massive bodies only. The poison causes a slow and painful death but does not immediately disable an enemy. A Spider’s thick skin protects them because they are otherwise unarmored, and don’t wear clothing. Spiders talk in deep, silky voices and can’t use many tools, so they create their own. Arachs, despite their body, are known to be very humanlike. They speak the common tongue and interact with other species. Spiders live to around 400, making them the longest living species.

Arach Culture: The typical Arach building is like a shell, it’s a large and hollow construct, save the floors, with entrance holes in the sides of the building. Arachs just crawl up the building to get inside. All more complicated Arachs tools are usually operated by pulleys. Arachs move fairly fast and can jump, making up for their poor combat performance. The Arachs are a very neutral people, and rarely seek out war or death, but on the other hand, wouldn’t hesitate to go to war if it was necessary.

Arach Religion:

The Scions: The Arach religion is similar to the Andyl’s. They believe the Devout prophet Kex was responsible for leading them to the Scion religion. In the Scion belief, the Goddess Sybil created the Arachs in order to enjoy the world that she also made. A good Scion is supposed to enjoy life and appreciate it, and if he can do that, he will become a part of Astrum upon death.

The Casso-Arachs:

Lore says that a thousand years ago, Casilan Humans were fused with Arachs to form a mixture of the two races. How is speculated today; a lost reserve of magic or methods that even historians would rather not delve into. Nevertheless, the Casso-Arachs have adapted to the Arach way of life rather than the Human way. They are alike in almost every way. The only difference is the Casso-Arachs have the torso and upper body of a human, and the lower body of an Arach, like a centaur. Casso-Arachs usually live in their own kingdoms, not mixing with either of their ancestor races.

A World at War:
Astrum is a world at war, and the purpose of the roleplay is to create a kingdom and live in the world as Astrum. This is a free-form roleplay, you make the story, you make the characters, you make the world. The only requirements are that you abide by the lore of the land; it is asked that you follow the culture and religion of your chosen race.

DMing is virtually nonexistent, as stated, the players make the story. The DMs will, however, handle wars and combat outcomes, as well assassinations, which will be explained in detail below.

You are to create a kingdom, and it is expected that you create all the characters that go along with it. You can make whatever government you want, but remember a kingdom is more than a ruler. It requires knights, diplomats, generals, stewards, and nobles. All will be played by you. There are no restictions; as long as you can handle it, you can make as many characters as you'd like. Below are some useful tips on how to make the experience easier.

Make use of diplomats: In a medieval world, you might not want to operate on letters alone, carried by birds that take days upon days to deliver. You can send diplomats to reside in foreign kingdoms, if they will accept you. You can use these diplomats to speak for your nation and provide more immediate communication.

Use the private messaging system: Not everything needs to be seen by everyone in the roleplay. If you wish to discuss secret plans with another nation, instead of posting in the roleplay, send a PM. Try to stay in character!

Keep a list of all of your characters: If it gets to be too much to handle, keep a notepad or word document that lists all of your characters, so you can remain detail oriented and consistent.

Stay realistic: Remember, you're in a medieval world and run a nation. Don't make it awkward when everyone else is serious and you make a king who's a fool, commands all of his armies personally, and freely travels between nations.

Use assassination: Players can send out assassins to kill any character they want. To do this, the player PMs the DM their plan and the DM performs the act. The killings will be determined by how well you plan out the assassination, and the current circumstances. For example, if you just say 'He went in there and started stabbing' you'll probably be caught. However if you have a very elaborate plan, you'll probably succeed. There are also other factors, for example, in the middle of a battle, a general performing strategy in his tent wouldn't be expecting an attack. People are easier to assassinate in your own kingdom, sleeper agents will have an easier time killing, and et cetera.

Have fun: While this is a serious roleplay, remember nobody declaring war on you is insulting you personally and your possible defeat does not mean people don't like you.

Rules:
As mentioned, there are not many rules. Your objective is to conquer Astrum and experience the everyday politics of the world. You can do whatever you want when it comes to armies and attacking people, but know the DMs and players, especially our Eltee, will freely call you out if you're being unreasonable/unrealistic. Spoiler alert: You cannot suddenly make a huge army appear next to someone's capitol city. Everybody will know your attack by the time you're even halfway to your destination, and to, for example, take a capitol city you first must fight your way through the kingdom, taking cities and battlements as you go. Another rule is that if you create a nation when the game is already in session, it will be weaker than the original nations, as not to upset the balance.

Destroying a Kingdom: It's a long term goal, but eventually everybody has to either win or lose. In the case that a nation is defeated, you must decide it's fate. Here are some suggestions, the two most likely outcomes:

Destroy: The winning player(s) can decide to destroy the defeated nation. The player's nation is out of the game, but can create another empire.

Make Vassal: If the defeated nation agrees to surrender, then they can become vassal states of the winning nation. A Vassal State must obey their master's every command or be destroyed.

Get Started:

Here are the character sheets to make your nation and leader.

Code:
[b]Nation's Name:[/b]
[b]Home Species:[/b]
[b]Capital City:[/b]
[b]Leader(s):[/b]
[b]Nation's History and Background:[/b]
[b]Additional Information:[/b]
[b]Place on Map:[/b] (Please describe your nation's borders so the DM can draw you into the map)


Additionally, you can fill out a sheet for your leader.

Code:
[b]Name:[/b]
[b]Sex:[/b]
[b]Age:[/b]
[b]Species:[/b]
[b]Appearance:[/b]
[b]Personality:[/b]
[b]Background:[/b]


Nations:

Eltee
Spoiler:

JV
Spoiler:

Gideon
Spoiler:

Nova
Spoiler:

Sav
Spoiler:

Baloth
Spoiler:

Matt
Spoiler:

Musicman
Spoiler:

Deandra
Spoiler:

Imp
Spoiler:

Pomcey
Spoiler:

Duruza
Spoiler:

Shadow
Spoiler:

Argo
Spoiler:

Pillow
Spoiler:

Frost
Spoiler:


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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If you are far from the enemy, make him believe you are near- Sun Tzu

When you aim for perfection, you discover it's a moving target


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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.)
Spoiler:
Image


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
Spoiler:
Image


National anthem of Sprandriia
Spoiler:
Onwards, onwards,
O great ships of the sea!
Rise, Sprandriia
The jewel that you be!
Fly like the eagle,
Stand like the stone!
For you, Sprandriia,
Our skills we always hone.
To glory and to greatness, we set our pitch-black sails!
Alone we stand unequal’d, and watch as others fail.
The sun is but the limit, potential from the strife!
For navy and for country, with joy we give our life!
For navy and for country, with joy we give our life!

O Lord Caedin,
Our guiding light so fair!
We shall conquer,
By you the world despair!
Hunter of ancients!
Guider of souls!
The unworthy,
they never reach the goal.
Devoutly you we follow, devout we let you hunt!
Our lives are for your glory, to you we are but runts!
Can we be proven worthy, we gladly pay with death!
For god and for our country, our life is but a debt!
For god and for our country, our life is but a debt!

O Tamashi,
Deliver our souls!
O Tamashi,
Accept our solemn tolls!
Watch our journey,
O, noble tide!
To Lord Caedin,
For judgment us you guide.
Oh shield us from the tendrils, oh from the Tree of Snares!
For endless life it hungers, for our souls not cares!
For endless life, for country, we will endure our pain!
But please, oh please Tamashi, let not it be in vain!
But please, oh please Tamashi, let not it be in vain!

Moratichi!
That is thy mighty name!
Moratichi!
The mightiest of game!
Ancient founder,
Ruler of all!
Show your cunning,
show you can make them fall!
In hardship and in glory, your strength will lead us through!
With cleverness concocting, our history as new!
The strong shall be our ruler, the weak shall fade away!
For monarch and for country, our life as guards we pay,
For monarch and for country, our life as guards we pay!
For monarch and for country, until our final day!

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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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Journeyman
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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
Spoiler:
Flag (Not the white part)
Image


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
Spoiler:
Kinder
Below the age of 5, where life has no worries.

Svein.
5 years old, where a minotaur begins training

Frostrar.
Fifteen, where a minotaur begins battle, and may have parents.

Thrall
Fifteen and three months of battle, will earn you thrall

Drengr
Still may not vote, 17 years

Thegn
May vote. 19 years

Skeppare
Administration backbone, and soldier. 30 year soldiers

Jarl
Senior administration, 40 years
or
Hersir
Leads soldiers into battle, 40 years.

Great Hersir
Best fighter (Currently To’Takka)

Elders
People who choose to retire as a soldier. Must be extremely injured or over 60

_________________
To be prepared for war is one of the most effectual means of preserving peace- General George Washington

If you are far from the enemy, make him believe you are near- Sun Tzu

When you aim for perfection, you discover it's a moving target


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 Nitiy
Spoiler:
Image
Flag of the State of Nubana
Spoiler:
Image
Map!
Spoiler:
Image
Map of Tunimoba
Spoiler:
Image
Map of Peryst
Spoiler:
Image

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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.
Spoiler:
Nation's Name: Nubana
Home Species: Andyls
Capital City: Nubana City
Leader(s): Queen Nuba Kaitcha
Nation's History and Background: Nubana is a highly religious society, holding their god Nuba in the highest regard possible. Every house is adorned with beautiful artistry depicting Nuba, whether it be paintings, carvings, stained glass, or statues. It is believed that Nuba herself visits blessings upon the people of Nubana in various forms which are interpreted by the Elders. The highest blessing is to have a daughter born to you who is pure white in color, as that is the believed color of the god. Queens are chosen by their color and birth in relation to the age of the previous Queen. Every white female, of which there are only a handful, carries the name Nuba and is in line for the throne based on age. Every day at sun’s peak (noon) the entire nation will join together in song, praising Nuba and asking for her divine guidance and blessing. The nation has been at peace with its neighbors for centuries, but there is a growing unrest within a small faction of zealots who believe Nuba would be honored by conquest and conversion.
Additional Information: Central to every city in Nubana is a temple to Nuba, which each individual is required to visit once a day.
Fishing is the main industry of the nation, providing food and something with which to barter with neighboring nations and traveling caravans. Their secondary export is paper which they make from the reeds surrounding the lakes within their region.
The citizens of Nubana are very close relationally. The Elders of each city know each person by name and at least one is present at each birth that happens within their borders.
The Nubanan palace is a thing of wonder and beauty, made from white marble and ornate golden statues and guildings. It is considered one of the finest palaces among all of the Andyls nations.
Place on Map: (Please describe your nation's borders so the DM can draw you into the map) The Desert Area on the Southern Continent south of the lake and east of the river


Name: Nuba Kaitcha
Sex: Female
Age: 42
Species: Andyls
Appearance: Solid white in color as all queens of Nubana, Nuba is considered one of the more attractive queens of the past century, some have even said she rivals Nuba herself. She has light blue eyes and stands 5 feet 6 inches, making her somewhat diminutive compared to others of her race.
Personality: Nuba Kaitcha is a benevolent and wise ruler almost universally loved by her people. She is quick to listen and slow to judge, taking her time with decisions. She is a very hospitable and gracious host to dignitaries and messengers from all lands.
Background: Nuba Kaitcha became queen at the young age of eighteen. The previous queen (Nuba Rashtu) died in her sleep at the age of one hundred twenty. It was taken as a sign that only one white female had been born in over a hundred years and Nuba Kaitcha was immediately installed as Queen. She had lived in the palace since birth, being groomed for her rise to power, so it was not that unexpected, but within the first year of her reign two other white females were born to two different households. Like her they were brought to the palace to be groomed for their own reign, living like sisters to the Queen for the past twenty-three years. There are quiet rumors that one of the two in line for queen has sided with the zealots. It is unknown which of the two it is or what her intentions are.

Just for the lulz, Flag.
Spoiler:
Image

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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.

Spoiler:
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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.)

Image

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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Spoiler:
Nation's Name: Ululula

Home Species: The Minotaurs

Capital City: Ashibibi Nine-Hooves

Leader(s): Grand Chief Bull Asphodel VXIII, the Ancestral Axeman of the Great and Holy Oten, Master of the Thundering Horns

Nation's History and Background: Ululula is called by some the homeland of the minotaur race. Here, they live in megalithic cities: maze-like stone fortifications built when Astrum was young, according to the Ulululaans not by them, but by "someone", in the veneration of almighty Cadaan. The oldest parchments say that the Minotaurs were the guardians of these ancient city-states, terraced hilltops that were building and crop field alike. Yet now, the temples, plazas, and aqueducts are all but ruined, mere skeletons of marble and graven stone, faded like distant memories. But in the time-worn fastness of their labyrinths, the hardy Ulululaans live and thrive.

In Ulululaan society, there are four tiers, which are subject to constant change as herd members distinguish or disgrace themselves: The lower herd, comprised of only the weakest and the elderly who were unaccomplished in battle; the upper herd, which is those warriors in active service and the elderly who were of merit while still fighting; the Bloodband, those Minotaurs of unrivaled martial talent, who are selected to join an elite class of warrior-priests, dedicated to Cadaan; and the Thunder Horns, which usually only includes the herd chief, his harem, and the herd's high priest. Of the Minotaur nations, the Ulululaans are generally the most feared, as they are the ones considered most savage. Their mighty Bloodbands hunt the lesser races with a ferocity unmatched by even wild beasts, drenching themselves in the blood and devouring the flesh of their fallen foes. Indeed, the surest way to identify a member of a Bloodband is by the dark crimson hue of his fur, combined with the ritualized war-spirals, designs based heavily on the design of their home labyrinth and drawn with white paint made from ground bones. However, any creature who bests a member of the Bloodband in fair combat will be named kin of the Minotaurs, and afforded the privileges in Ulululaan society of highest rank. They also lay heavy stock in axes, the more ornate and unique, the better. Chiefs are identified by their tribe's signature weapon, usually an ancient thing as old as the very ruins in which they make their homes. In general, the more axes a chief has, the most powerful he is. Curiously, the Ulululaans usually forgo such weapons when fighting each other, preferring in these cases brutal, yet simultaneously marginally less lethal, unarmed combat.

Additional Information: Ululula is governed by a total of nine chief bulls, each master of their own herd. Eight of these lords answer to the ninth, usually the largest and strongest among them. He has proven himself against them all in single combat, and likely will many times again before he is at last displaced when he grows too weak and old to rule. When this occurs, ritual suicide is expected, whereupon the masses will inter their fallen chief in the great mausoleum at the center of Ashibibi Nine-Hooves.

Ulululaan Labyrinths of Importance:
Ashibibi Nine-Hooves - Largest, most intact, and most magnificent of all the Ulululaan labyrinths, the capital is a sight to see. Surrounding by great blue canals, the water pours from a central spring which wells from the top of the pyramid. Though not the sprawling marble palace it once was, the many majestic structures still lend a certain air to the place. Arrayed around the central spring is the Court of the Nine Hooves, a place distinguished by the nine massive hoofprints arrayed in a circle around the spring. Like all Ulululaan cities, the underground is a massive network of passages and chambers, though how the spring still manages to run to the top is a mystery worthy of investigation.
Herculeas's Sentinel - Located on Veyna's western shore, Herculeas's Sentinel is the first line of defense, should a foreign army ever choose to retaliate the Ulululaans' hunts. Named after the mighty Minotaur war hero Herculeas, its chief wields the fabled Herculeas's Cleaver, said to be second only to the Axe of Asphodel. The populace is remarkably naval for the Minotaur race, and their farmers maintain massive kelp and seaweed farms offshore.
Narunatiti: A substantial fort on the foothills of the northwestern mountains. Due to the difficult nature of the native soil, Narunatitians rely on the other labyrinths for most essential goods.
Athenanini-Garzol: Located more or less in the center of Veyna, Athenanini-Garzol is a central trading hub in Ululula. Its most remarkable feature is its massive bazaar, which offers a huge selection of foreign goods, sold from street vendors, trading caravans, and permanent shops.

Place on Map: Basically the lower half of Veyna. Ululula is bordered by the lower part of the northern river and then runs in a straight line west to the coast.


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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