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Author Topic: Nations of Etraxia OOC  (Read 25816 times)

Rolepgeek

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Re: Nations of Etraxia OOC
« Reply #30 on: November 20, 2014, 10:11:03 pm »

They weren't equivalent to medieval knights in tactics and equipment though, which is a big difference.
Not identical tactics, no, but they certainly had tactics...


Mostly they were along the lines of 'phalanx ties up enemies, cavalry smashes into their side' though.
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Taricus

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Re: Nations of Etraxia OOC
« Reply #31 on: November 20, 2014, 10:21:19 pm »

Which would be a lot different to the tactic of the knights, that being 'charge into the front!' :P
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Culise

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Re: Nations of Etraxia OOC
« Reply #32 on: November 20, 2014, 10:36:29 pm »

Indeed.  Companion cavalry did use spears, so I was incorrect on that, but not the lance, and their armor was only a cuirass, shoulder guards, and helms (not even greaves, which surprises me).  They were also the first shock cavalry in the world, apparently (though I'm uncertain as to the veracity of *that* particular claim, they certainly were among the earliest to wade into battle instead of using javelins or the like in a skirmishing role), not to mention that having come to prominence under Phillip II of Macedon, they post-dated the end of the Bronze Age in Greece by around...call it 600 years at a minimum.  They were equipped with bronze armor, though, so there is that much. 
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RulerOfNothing

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Re: Nations of Etraxia OOC
« Reply #33 on: November 20, 2014, 11:24:57 pm »

Ruler Name: Magister Zaklag
Nation Name: Republic of Torkal
Government: Oligarchic Republic
National Focus: Infrastructure
Important Laws:
Slavery: Accepted in the case of unpaid debt or bought from overseas, but generally not used except for menial labour.
Vice Laws: Discouraged
Magical Laws: Magic which can summon animate beings into this physical reality, magic which can strongly influence the minds of people and necromancy are forbidden with the penalty for practising such magics being death. Trade in magical artefacts and equipment requires that you pay a tax on the transaction and inform the government , violation of this law usually results in exile (unless you tried to skimp on the tax, where it would result in the same penalties as mundane tax evasion)
Council Positions: A position on the council can be bought if you have been a citizen for 10 years; it requires payment of an upfront fee and about 15% of your annual income to stay on the council. Obviously council positions are not hereditary (in the strictest sense of the word). Mayors of cities and towns are usually democratically elected (except in the cases where a Councillor owns a good portion of a minor town in which case the mayor is appointed by said councillor), but this is mostly an administrative position and the mayor has to accede to the dictates of the Council.
Justice: The punishment for minor crimes usually involves fines and/or public humiliation; more severe crimes (i.e. murder, rape, treason and so on) are punished with forced labour, exile or death depending on the crime.
National Religion: No; in fact any religion which does not violate the laws of the Republic is generally allowed to continue unmolested
Magic Control: 8; all magic users must be registered with the government but are generally allowed to go about their business (assuming they are not practitioners of proscribed schools of magic)
Military: 50% Medium Infantry, 20% Heavy Infantry, 20% Archers, 10% Cavalry
Additional Info: Torkal sits on terrain that is reasonably hilly, with some mountain ranges. Its economy is mostly based off magical industry; while this was not true of the old Republic, Torkal has significantly invested in magical infrastructure and education to make this happen
Background: When the Empire of Mann came to Torkal, the Council realised that it had no choice but to submit to the Empire's power. Unfortunately, the Empire demanded that Torkal's magical economy be curtailed to reduce the threat posed by the Republic, resulting in much loss of prosperity and magical lroe. While this was damaging to the Council, they resolved that they would eventually regain their old power. Now that the Empire has collapsed, Magister Zaklag has decided to integrate magic into Torkal's economy more closely than what the old Republic would have done, hoping to lead Torkal into a new golden age of prosperity.
Stance: Defensive; the Republic generally believes in military solutions to its problems, but will attempt diplomacy if militarism appears to be too costly or inconvenient.

Right, hopefully there aren't any glaring problems with my application.
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Knave

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Re: Nations of Etraxia OOC
« Reply #34 on: November 20, 2014, 11:45:28 pm »

Ahhh, so many good apps, and cool concepts. Definitely going to beef up my app with more fluff!
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Kyphrose

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Re: Nations of Etraxia OOC
« Reply #35 on: November 20, 2014, 11:46:09 pm »

Ruler Name: Urf Nairegard

Nation Name: Udoltin

Government: Republic

National Focus: Purge of Corruption

Important Laws:
Slavery: Legal and permitted. Citizens may become indentured servants for a period of time in order to pay off debt.
Military:Anyone whom sworn allegiance to Udoltin may join the military, no matter where they are from or who they are: mercenaries, assassins, criminals, or ordinary men. However, all of them must have a shared hatred for what they define as evil and a desire to for serve what they call justice. Every member knows that his is expendable if it means fulfillment of an operation by any means necessary. They are trained in combat and deception.

Military: 10% Light Infantry, 15% Medium Infantry, 25% Heavy Infantry, 45% Archers, 5% Cavalry

Additional Info: Udoltin's purpose is to restore balance to the world by enacting eradication to anything deemed corrupted or treacherous. They targeted places they see as a main source of a civilization's corruption and injustice. The nation acts as a self-appointed check on humananity and will move accordingly.

Stance: Neutral
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Rolepgeek

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Re: Nations of Etraxia OOC
« Reply #36 on: November 20, 2014, 11:59:22 pm »

Not quite done, but close. Should get along great with Rakdar...
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Taricus

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Re: Nations of Etraxia OOC
« Reply #37 on: November 21, 2014, 12:30:57 am »

OH yeah that's gonna be a fun border :D
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Evil Marahadja

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Re: Nations of Etraxia OOC
« Reply #38 on: November 21, 2014, 01:18:13 am »

Not quite done, but close. Should get along great with Rakdar...

And I foresee some interesting religious conflicts between our nations if both of us are accepted...

(Also added some details on my sheet)
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Taricus

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Re: Nations of Etraxia OOC
« Reply #39 on: November 21, 2014, 01:56:29 am »

Right, I think we have three participants in a cold war here. Mostly because two won't attack each other out of fear of the third. Anyone else might be... tangental to this (And possibly fuelling it for endless laughs and profit :P )
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theyamikami

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Re: Nations of Etraxia OOC
« Reply #40 on: November 21, 2014, 04:05:32 am »

Ruler Name: Mabuz Sephtis
Nation Name: Avezol
Government: Monarchy
National Focus: Science
Important Laws: /Prostitution: Legal (Because why the hell wouldn't it be?)
/Slavery: Legal under certain circumstances. Death and enslavement are both punishments for severe crimes of varying degrees. Slaves are government property, and are distributed to each district proportional to annual grants. Slaves are to be used for experiments, and for assistance towards scientific ends (EX Mining to gather metals for use).
/Misuse of slaves: Misuse of slaves includes using slaves for personal means, unfair abuse (EX Pointless lashings), or releasing a slave without a licence to do so. Misuse of slaves is punishable by enslavement.
/Immigration: Foreigners who wish to travel within the borders of Avezol must apply for a timed permit, spanning anywhere from one day, to five years. Longer term permits are harder to achieve. The average length of permit is one month, and permits become difficult to get past lengths of six months. All citizens of Avezol past the age of twelve are to be marked by a royal magician upon the back of their left hand in the form of the mage's house glyph. All court mages are to be trained in the reading of these glyphs, while they would be indistinguishable from a regular tattoo to the common eye. Foreigners without a permit are to be tried by the courts. Traveling within our borders without a glyph or permit is punishable by enslavement, or death if the courts believe the accused to e attempting espionage.
/Justice system:  Avezol's justice system is run by the second canton (Commonly referred to as the Canton of Inquisition). Justices of the court must be aproved by Mabuz himself, and trained by, and serve under one of the eight Pylds for a minimum of five years before they are considered for approval. To enter testing to become a justice, applicants must first train for six months to become acolytes of the court (They train under the second canton), then must train and serve under one of the eight Pylds for a minimum of five years. After training, acolytes must be tested by a Pyld other than the one who trained them. Acolytes are to be tested thoroughly (Acolytes must be trained in law, punishment, history, rhetoric, and royal swordplay). Should an Acolyte pass through initial testing, they are to be tested by a third Pyld for verification. After passing through primary and secondary testing, Mabuz must aprove any Acolytes who are to become Justices. Justices have near absolute power, subject to discipline only by Mabuz, a royal heir, or one of the eight Pyld's. Justices may execute, enslave, fine, jail, beat, or flay any who they deem guilty of a crime fitting the sentence. In the absense of a justice Pyld, or Mabuz, a Lynt may act as judge.
National Religion: None. People are free to practice whatever religion(s) they choose. It has been hinted at by Mabuz that should a religion ever be made state religion, it would be greatly funded, endorsed, and supported.
Magic Control: 7. In order to practice magic, mages must register with the government, and receive a second mark upon their right hand with their own mages glyph, as given to them by a court mage. Mages marked this way have their abilities registered, and lists of all mages are carefully kept. Magi who work for the government are richly rewarded, but unregistered mages caught practicing are subject to trial by Justice or Pyld.
Military: 40% Archers
30% Medium Infantry
20% Heavy Infantry
10% Calvary
Additional Info: /There are four cantons: The Canton of Discovey (The first canton), The Canton of Inquisiton (The second canton), The Canton of Collection (The third canton), and The Canton of Progression (The fourth canton). In order, they deal with; science, judgement/the judiciary system, taxes and money, and magic. The cantons are government organizations which control Avezol.
/The Canton of Discovery is made up of: Acolytes of Discovery (Entry level apprentices who learn from inspectors), and Inspectors (Inspectors are well versed in history, chemistry, physics, biology, the medicines, and royal sword play. To become an inspector one must go through a similar ordeal as one must go through to become a Justice).
/The Canton of Inquisition is made up of: Acolytes of Inquisition, and Justices. For more information see above.
/The Canton of Collection is made up of: Acolytes of Ibith, and Calculous' (Calculous' must be versed in history, deceit, the law, all forms of math, and royal sword play. To become a Calculous one must go through a similar experience as one must go through to become a Justice).
/The Canton of Progression is made up of Court mages and their apprentices.
/Pylds may command anyone from any canton.
/Pylds are the kings most trusted and skilled confidants. There can only be eight Pylds at one time, and to become one, one must achieve the ranks of Justice, Inquisitor, and Calculous. Pylds may perform the jobs of anyone from any canton (Although magical experience is not necessary to become a Pyld).
/Avezol is made up of eleven districts. District one is inhabited by the king and is ruled solely by him, but the other ten are managed by Lynts (Similar to high nobility). Every year the other ten districts are judged inquisitors upon what they have discovered in the past year. /The districts are then ranked from 1-10 based upon the importance of their discoveries. The better ranked a district is, the more money and slaves it will receive throughout the year from the government (EX. District five discovered a rail gun, and district eight made a heated blanket. District five is ranked number two that year, and receives $1,000,000,000 that year, but district eight is ranked number ten, and receives $100,000). This is called the annual grant.
/Should no heir to the throne be named, it goes to the spouse of the current king/queen, then to their child, then to their next of kin if necessary; however a Pyld is generally named by the king as his heir. Most royal princes become Pylds to prove themselves worthy of the crown.
Background: In Mann Avezol was the most prestigious research oriented dominion within the empire. When the empire collapsed they quickly formed a monarchy, and attempted to continue their research, and to build positive relations with the other upstart nations around them. They succeeded in continuing their research, however the nations around them grew jealous of their discoveries, and stole much of their unique technology. Outraged by this, the great king Deus formed the five cantons (The Steel Ministry has since been abolished) so as to prevent any more espionage within Avezol's borders.
Mabuz Sephtis, the current king of Avezol was a Pyld of humble birth, who succeeded Abenthy Coyle, the last king to arise from the steel ministry, known as "Iron Eyes Abenthy". Mabuz in his time has helped trade flourish within the kingdom, and has done away with the steel ministry, or so the people believe. In reality the steel ministry lives on, serving as Mabuz's assassins, as has always been their duty to the king.
Stance: Inquisitive
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InstantHax

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Re: Nations of Etraxia OOC
« Reply #41 on: November 21, 2014, 03:55:43 pm »

Post below
« Last Edit: November 21, 2014, 05:57:54 pm by InstantHax »
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InstantHax

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Re: Nations of Etraxia OOC
« Reply #42 on: November 21, 2014, 05:53:38 pm »

Spoiler (click to show/hide)
« Last Edit: November 22, 2014, 11:58:15 am by InstantHax »
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thefik21

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Re: Nations of Etraxia OOC
« Reply #43 on: November 21, 2014, 05:57:17 pm »

Ruler Name: Salaedar XVII (the name every ruler takes)
Nation Name: Salatia
Government: Religious Monarchy. (Ruler is the eldest worshiper of Salae)
National Focus: Religion.

Important Laws:
- Prostitution is legal. However, prostitutes must be followers of Dunt. It is considered a noble profession. They undergo years of training.
- Slavery is legal, but you may only sell slaves if you follow Kriellus. (Kriellus followers manage slave operated mines etc.) Anyone may own slaves.
- Only high ranking followers of Radiv may commit murder at will. (about 50 people)
- High ranking followers of Kriellus may take what they want.
- Only followers of Radiv may join the military.
- Immigrants must choose a path.

National Religion: The people of Salatia are polytheistic. They worship the court of Salae. Salatians believe that Sal is the eternal nothingness that existed before our world was created. From the empty nothingness that was Sal, Salae was born. Salae is the embodiment of nothingness, and from Salae five other gods were born. Kriellus - the Trickster, Dunt - the Hedon, Radiv - the Killer, Grallus - the Kind, and Dint - the Thinker. First Salae created Kriellus (female) and Grallus (male). Kriellus was born to lie, steal, and seduce while Grallus was born to be kind, giving, and righteous. They are twins. Next Salae created another set of twins Dunt (male) and Dint (female). Dunt is the epitome of hedonism. Hedonism: the excessive pursuit of fleshly pleasures. Dint is largely the opposite. Dint is the thinker and she dedicates herself to the sciences, magic and art. She refuses to take part in Dunt's revelry, because she thinks it unwise. Finally Salae created a final set of twins Radiv and Santiv. Radiv, being the Killer (a giant beastly creature often portrayed as a boar), immediately murdered and consumed his twin sister upon his creation. He absorbed her power in the process. Santiv was supposed to be the goddess of life, until she was murdered and eaten. Radiv can grant rebirth and life now, but refuses to do so, because he is the god of death. After killing his sister, Radiv was chained up by Salae to protect Salae's other creations. Salae stopped creating at this point in fear of his own power. For an eternity there were only these six entities, but eventually Kriellus grew bored of playing tricks on the same six entities, so Kriellus went to Salae and begged him to create more, but Salae refused. Kriellus grew resentful of Salae, so Kriellus decided to try and kill Salae and seize his power. But Kriellus was too weak to oppose Salae, so Kriellus disguised herself as the dead goddess Santiv and stood before Radiv. At the sight of Santiv, Radiv entered a blood rage. Not even Salae's chains could contain the beast. Radiv broke free and began charging towards the disguised Kreillus. At the last possible moment Kriellus leaped out of the way and sent Radiv hurling towards Salae, who was in a state of meditation. Salae was awoken by Radiv's loud hooves. Salae raised his hand in defense. Radiv impaled Salae's hand. From Salae's wounded hand all of creation spewed forth. And thus the world was created.

Magic Control: 6 - Followers of Dint and Radiv are taught magic. In other churches, there may be some magic taught, but for the most part only followers of Dint and Radiv practice magic. It is illegal to practice magic if you were not taught to practice magic by your church.

Military: 30% Archers, 20% medium infantry, 30% Heavy infantry, 10% Cavalry, 10% light infantry.

Additional Info: At the age of twelve, each child must choose a god to devote themselves to. Before choosing a god, the child must learn about all six gods. Upon choosing a god they are trained in a particular trade that the god created. For example, worshipers of Radiv may become soldiers or executioners... etc.. Worshipers of Dunt might become prostitutes or brewers... etc. etc. Each god has its own church with it's own leader's. You do not get to decide what you become within the church. You may only choose the god you follow. You are assigned your path by the leaders of that church. All children undergo eight years of training. If a child does not choose a god, they are assigned one. If there are too many people entering one church, a child may be forced to choose a different god. You can work your way up in the church's hierarchy. Peasants may be denied entry to any church. Enslavement is a very common punishment for criminals in Salatia. Slaves are mostly made up of peasants. In times of war slaves may volunteer as soldiers as a way to escape slavery. They are tested vigorously. People may change to Radiv and become soldiers if necessary in times of war. Each church has it's own leader. All of these leader's follow the leader of the church of Salae. To become the leader of a church, you must take a new name, and be the master of all trades within that church. Followers of Salae train themselves in mastering their own minds, bodies and emotions. The final test in the church of Salae: you must impale your hand on a boar's tusk without even blinking or hestitating. The king does live with a broken hand. As do most high ranking members of the church of Salae.
Common sayings: "Praise Salae!" and "Thank the Trickster!" and "Fear the Beast."
Salae: Leadership. Leader name: Salaedar.
Kriellus: Slavers, spies. Leader name: Kriedar
Dint: Artists, mages, scientists. Leader name: Dindar
Dunt: Prostitutes, brewers, apothecary. Leader name: Dundar
Grallus: Trader, merchant, judges, guards. Leader name: Gradar
Radiv: Soldiers, executioners, healers (Santiv). Leader name: Rasantidar

Background: Before Mann, Salatia was a small independent nation. Their religion spread across most of Etraxia. When Mann came, Salatia was conquered by Mann and Salaedar VI was forced to submit. The religious order lost all control and was taxed heavily. The followers of Salae continued on for centuries, but were mostly forgotten across Etraxia. With the fall of Mann, Salaedar XVII has seized control of the holy city and much of the surrounding country side. With Salatia alive again, the world can once again learn the to fear the beast, thank the trickster, and praise Salae.

Stance: Inviting to converts, and aggressive towards religious/military threats.
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InstantHax

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Re: Nations of Etraxia OOC
« Reply #44 on: November 21, 2014, 07:00:39 pm »

Looks like there will be some cuts for this RPG  ???
« Last Edit: November 21, 2014, 07:03:03 pm by InstantHax »
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