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  • Hey there, and welcome to our roleplaying section. Please take some time to read two of these useful resources below, if you're already a roleplaying expert, then there's no need to read the following beginner's guide, but be sure to read the rules.

    Free Form Role Playing Guide for Beginners
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    Jo'rak Vandeni

    Jurrrl o' Sweden
    The pure creation of five chaps and their imagination, welcome to We Are Legion! A RTS Elder Scrolls inspired roleplay, set in the user-made world of Seraak.
    This RP is not set in Tamriel, it is a world we have come up with ourselves, but have stayed true to ES both lore-wise and "racially".

    The RP circulates around the three main continents of Seraak, and the different families and people, ruling their various kingdoms. The RP is set in the eyes of your ruler (You!) and your family, government and people.

    The "end-game" of the Roleplay would be your own decided goals, maybe you just want to keep your bloodline as the kings and queens of your nation? Or do you wish to rule it all? Or just try survive as long as you can? It's all up to you.

    There isn't much more to it right now than that! So I'll move on to...

    REQUIREMENTS!
    To be a part of this (awesome looking) RP, your CC must contain the following:
    - Play realistically! Positive AND negative traits! Your kingdom should have both good and bad things happen to it! If you go to war with your neighbor, the merchants would be angry because they lose their trade opportunity (for example), and with your soldiers leaving for the war, civil uprisings and crime increases in your cities, if you lose the war, make the people less and less happy with you as king/Queen! Play realistically!

    - Amount of detail is self-chosen! If you're new to the whole "Ruler"-thing, maybe you will not be able to go into as much details about your kingdom as that old RTS-veteran you roleplay with, but at least attempt to fill in as much different details about decisions and stats within your kingdom as you can, on a regular basis. That doesn't mean you should have every single post you make be about your ruler sitting bored in his/her Throneroom, making decisions about next year's harvest and the strength of your Guardforce. But mention that in a post from time to time!

    - DON'T FOCUS ONLY UPON STATS! Sure the RP is about ruling your kingdom, but feel free to make personal posts, that has nothing at all to do with how your ruler rules his/her kingdom! Post about the Ruler walking around in his capital, cloaked, asking how his people feel about him/her! Make the Ruler interact with his/her family! Surely he/she has an heir to groom for the throne?

    And that's it for the rules pretty much! I know it's a lot of text, but don't be scared by a lot of letters! They rules are really simple! It's just me that has a way of making them sound confusing and chaotic :D

    Moving on to the CC requirements.

    CHARACTER CARDRulers: (Commanders and generals included, basically any important members of your government and royal family!)
    Province: (What province do you lay claim to? Try and pick a Province not already taken by another player, as that will surely help your chances of being accepted into the RP.
    Kingdom Name and Emblem/Flag: Find/Make a fitting name for your kingdom! I don't even need to explain that names containing inappropriate words or such will be removed instantly, hopefully no one is THAT immature! ;)Also, find or make a flag for your Kingdom! Find something that might have a connection to your Kingdom history if possible! But anything is fine! As long as it is not unappropriate!
    History: How did your clan/House/Family rise to power? Was your ruler selected as most fitting by the people? And what did they do before becoming the Ruler(s)?
    Loyalty: To who is your Kingdom loyal to? If you are independent, simply write your own Kingdom's name here, but if you are the vassal of another kingdom, or maybe your Ruler is a direct connection to a God, write the name of your lord/saviour here!
    Races: What is the main-race of people within your kingdom? Many things have changed, so feel free to spice it up a bit if you feel like it! (For example, maybe the Forsworn of Skyrim are now a dominant group, and the Nords and Forsworn live side by side culturally?)
    Religion: What religion does your kingdom follow? Since this is another universe from ES, feel free to come up with a new one, or worship one of the divines/daedra, but change up the name a bit!
    Initial stats: What state is your kingdom in in the start? You have the prologue to take a bit of inspiration from, as a base, but add as much as you want! But keep it realistic! (For example New Orsinium ((Elder Scrolls Example, NOT ACTUALLY IN THE RP!!!)) is repairing their castles, they have moderate wealth, very few people, a very small military force, but extremely well-trained and armed, and extremely veteran. However, as the kingdom focuses upon military strenght, they have very poor technological advances as a nation. Their food distribution is average, with a good supply of meat, fish and wheat per year. They trade with small High Rock villages, but no trade with other kingdoms.)
    Capital: Your kingdom's capital, (self-explanatory if you ask me)

    That's all for now guys! Thanks for reading, post your CC's below and I will see you soon!

    A FINAL BIT OF INFORMATION! Here are the colours of dialogue for the different people in your posts.

    LORDS (Lords are basically YOU, and can be any colour, as long as it is not taken, or any number of people can use white as the colour for their lord.)
    FAMILY MEMBERS (Your family, princes, princesses, queens, kings, etc.)
    MILITARY LEADERS (Generals, captains, admirals, warchiefs, etc.)
    SERVANTS (Pages, squires, butlers, etc.)
    AMBASSADORS (Political figures, diplomats, etc.)
    CIVILIANS (Farmers, townsfolk, your people!)
     

    Jo'rak Vandeni

    Jurrrl o' Sweden
    Here is the map of Seraak, grey areas are not claimed. If you see any other are you are interested in, but it is already coloured in, still post your CC, there is space for you to be given parts of other players lands (Depending on player that is, if you ask a guy with just a little island of 2 miles, he might not fancy giving you land)
    RP MAP.pngRP MAP.png
     

    Blitzz

    A Friendly Brit
    Name: The Blackveil Covenant

    Ruling House: Udiryan Dynasty

    blackveilcovenant.jpeg



    Provinces: Ilax, Ari'kii, Ustarax, Ijaydra, Kolles, Fafrayja, Eriel* and Eryindon* (*Islands)
    Climate:
    Ustarax - Harsh winters and snowstorms, generally cold all year round, large tundra and small mountain ranges
    Ilax - Wintry and harsh, much like Ustarax, but turns into dense Jungle in the southern regions of the province.
    Ijaydra - Like Ustarax in the North, but the rest of the country is humid and warm, covered in thick Jungle and many ancient Jungle temples and ruins.
    Kolles - A province completely shrouded in dense Jungle, but the western parts of the jungle begin to give way to vast grasslands.
    Ari'kii - A small, mountainous region with dense jungle-covered lowlands. Often very hot, but snowy in high altitudes.
    Eriel- A small island that suffers from terrible winter storms and is covered in snow all year round, with temperatures low enough to kill in winter.
    Eryindon - A barren, rocky island covered in intriguing cave formations, very hot and humid all year round, poor harvests due to infertile soils.
    Fafrayja - A mostly desert province, the Golden Wastes are in the south, a barren desert, with sweltering heat all year round with grassland in the north, fertile soils that lead to good harvest.

    Provinces.png

    Capital City: Dawnhold - the seat of the Blackveil Covenant, in Ustarax, Dawnhold is a well-fortified city with a fantastic wealth of skilled craftsmen. Also notorious for high crime rates.

    Other Cities:

    Blackwall - Named for the large obsidian walls that surround the city, Blackwall is the other city in Ustarax
    Humbridge - The southern-most city of Ilax, Humbridge is home to the only crossing of the Felrax River in Ilax.
    Lorhaven - The northern city in Ilax
    Redhollow - The only city in Kolles, Redhollow is a large military town, effectively a fortress.
    Winterport - Named for the harsh winter storms that the region has to endure, Winterport is built in Ijaydra, around one of the two main trade ports in the Blackveil Covenant. It is also a large shipyard that houses a sizeable portion of the Covenant's navy.
    Moonhurst - An ancient city built upon the remnants of an ancient jungle temple, said to house special magical capabilities that depend upon the Moon's cycle. The southern-most city of Ijaydra.
    Summercrest - The only city in Ari'kii, Summercrest is a huge coastal city, part of which stands in the water itself, and the main shipyard for the Covenant's naval forces.
    Eriel City - A favourite site for Pilgrimage from all over the Covenant. It is home to a number of temples and monuments, acting as a sacred site for most of the Covenant's various religions. It has also been the site of many religion-based wars throughout history
    Stonedge - An enormous stone city in Fafrayja and former capital of the Blackveil Covenant before the city of Dawnhold was seized in a recent war. Every construct with the city is made purely of stone.
    Goldkeep - Named after the golden sands that surround the city for miles, Goldkeep is little more than a decrepit fishing town. Once a great and prosperous town that supplied the province with plentiful supplies of fish, the recent rebellion ruined the town and greatly damaged the ecosystem in the sea, making it a hard job to survive in the Golden Wasteland.
    Greyhall - A great and wealthy city, Greyhall rests on the edge of the jungle in Fafrayja and in a neat little nook on the River Vertville. The other major trade port and shipyard for the Covenant.

    Baydell - The small, simple city on Eryindon Island

    Cities.png


    Landmarks:

    The Golden Waste - A large expanse of Desert that covers the lower third of Fafrayja.
    The Gateway: A large Arch-Like temple that resides on the northern bank of the Felrax River in Ilax.
    The Shadowbank - a mysterious stretch of the Felrax Riverbank that has odd shapes and images cast upon it due to the stretched skyline of Winterport.
    The Pit - A large mine south of Summercrest that has been used for mining Iron, Gold and Silver.
    The Corridor of Monsters - a hazardous sea between Eryindon Island and Ari'kii, where many sailors have mysteriously disappeared without a clue as to what happened. There are many legends surrounding this area.
    The Frozen Planes - an enormous frozen river, out of place in the middle of the humid jungle east of Redhollow.
    The Aurora Caves - An odd crystalline cave network outside of Baydell that casts fantastic displays of colour all over the inside of the cave. A popular site on most Pilgrimages

    Key Characters:

    Telmor Udiryan - King of the Blackveil Covenant, it was Telmor's father that originally united the Provinces of the Covenant under a single banner. Telmor has been on the throne for 22 years since his father died from illness. Since then he has added Ustarax and Ilax to the Provinces that make up the Covenant.

    Vexela Udiryan - A true beauty, wife to Telmor and Queen of the Blackveil Covenant. She is four months pregnant with what appears to be twins.

    Attira Udiryan - Telmor's mother, Attira abdicated from her place as Queen after Jansa Udiryan died, to let her son Telmor take the throne.

    Canria Udiryan - Telmor's sister, four years older than him, but nowhere near as wise or experienced. She is bitter that her mother did not entrust her with the throne.

    Layich Udiryan - Telmor's younger brother. A fearsome warrior and trusted advisor to the King. He is in charge of Telmor's personal guard.


    Carrelys Udiryan - The eldest daughter of Telmor, a young, slim and quite beautiful young woman at 22 years old. Kind, generous and playful.

    Kristoph Udiryan - Telmor's eldest son and rightful heir to the throne. Brave, devoted and loyal, but gullible and naive. 20 years old. A skilled warrior and good leader.

    Zaravon Udiryan - Telmor's younger son, 16 years old. Foolish and headstrong, determined to prove himself to his father.

    Adelera Udiryan - Telmor's 7-year old daugther. A dancer, graceful and strong, with a remarkable memory and lust for learning and knowledge.

    Rieodus Gavicia - Chief of Military
    Ali Karhlios - Chief of Navy

    Other Commanders:
    - Hasiand Agrigart
    - Colgus Flariem
    - Rodeato Gabreill

    Ministers:
    - Camika Albure (Economy)
    - Astira Faucia (Agriculture)
    - Julitina Arventius (Foreign Affairs)
    - Maricia Paxney (Interior)

    Ambassadors:
    - Solgrina Denorel
    - Dumri Laferius
    - Livne Gabiard

    Lords:
    - Cererus Villinel (Ilax)
    - Desiroy Autarbo (Kolles)
    - Matthias Doystro (Ijaydra)
    - Deneber Fultian (Ari'kii)
    - Naspia Garga (Eryindon)
    - Frinnin Caelar (Eriel)
    - Verowe Talton (Fafrayja)

    Hierarchy: Monarchy - The King is Lord of the whole Covenant. He chooses a Lord to be the head of the other Provinces in the covenant. As King, he enjoys a High Council of four Ministers and two Military Chiefs, as well as a personal advisor. Each Lord gets a personal guard of roughly 500 men, and a lesser Council of two ministers and a military chief, chosen by the Lord himself. The King has total control of the provinces in the Covenant, the Lords he places there are merely a means to enforce his will and receive detailed advice about that his province.

    Military Structure:

    Three Commanders watch over Eight Infantry Divisions in each province, alongside Three Archer Divisions, Three Beastrider Divisions and Two Horseman Divisions.
    In Ustarax for example:

    Infantry:
    1st Vanguard Regiment (3,000)
    1st Stormblade Division (12,000)
    2nd Stormblade Division (12,000)
    3rd Stormblade Division (12,000)
    1st Paladin Battalion (1,000)
    2nd Paladin Battalion (1,000)
    1st Blackguard Division (15,000)
    2nd Blackguard Division (15,000)

    Archers:
    1st Hellfire Brigade (5,000)
    2nd Hellfire Brigade (5,000)
    3rd Hellfire Brigade (5,000)

    Beastriders:
    1st Firedrake Regiment (4,500)
    1st Icedrake Regiment (4,500)

    Horsemen:
    1st Stormrider Battalion (2,300)
    2nd Stormrider Battalion (2,300)

    Reserves (27,500)

    Total: 127,100 (roughly).
    The Ustarax army is the largest and strongest in the Covenant, the next most powerful being that of Ijaydra at 65,000 and then Fafrayja at 45,00. All of the others are made up of small Battalions of just a few thousand, so all the other armies are under 40,000 strong. Reserves are only on guard for if other forces cannot be spared and are not fully trained fighters.

    Loyalty: No one but themselves for the time being. They are under a hundred years old, and so are a fairly new and mysterious Covenant which no one really knows much about, and so have kept relations with other Kingdoms to strictly trade agreements thus far.

    Races: A vast and varied mixture of Men, Elves and Beastmen of all races and origins. Although a strict illegality, racism and racial tension is a large problem in the southern provinces as a result.

    Religion: Again, as varied as the races. Although the Covenant will claim that they all follow one religion, those inside know that all religious practices are allowed, and worship of one's individual Gods is encouraged, as is open practice of their beliefs. As a result, there have mass protests and small scale rebellion, particularly on the Island of Eriel, a sacred religious site inside the Covenant lands.

    Social Hierarchy: There is no such thing as an upper class in the Blackveil Covenant. Every citizen is expected to work for his rights, and as a result, the Covenant boasts self sufficiency, master craftsmanship and a loyal, devout and strong workforce. The people are expected to help the less fortunate in every way possible, and despite racial and religious tension, all citizens generally respect and care for one another.

    Naval Status: The Blackveil Covenant has only recently began working on its Navy, designing new, more powerful ships and weapons to make the most powerful navy in the world. Currently, however, the navy is very small, and the majority of the fleet is made up of Trade vessels. There are only seven warships in the Blackveil Covenant Navy, and most are weak and poorly armed. Due to the weak state of the Covenant's navy, its armies are prevented from posing a threat to any Kingdom outside of the continent.

    History:

    Since its founding just under 60 years ago, the Blackveil Covenant has been a Kingdom shrouded in mystery and suspicion. Very little is known about what truly goes on inside the borders of the Covenant, but many rumours have surfaced since its founding, allegations of Cannibalism, Demon Worship and the practice of Black Magic. Of course, this is not truly the case.

    In the beginning, the Blackveil Covenant existed as an assortment of smaller provinces, all in a state of rebellion and disarray. After the founding of the Rhyfelwyr Empire, these provinces had been in states of civil war. The wars raged on for years, until one powerful northern warlord by the name of Jansa Udiryan managed to end the war in Ijaydra and claim control of the country. From there, he used the might of his armies to help quell rebellions in other provinces to the south, until they reached the Golden Coast on the south shore of Fafrayja. Kolles was claimed next, and then the two islands east of the mainland. From this, the Blackveil Covenant was formed, named for the dark and mysterious veil of secrecy that shrouds the Kingdom and its endeavours. Two northern regions, Ilax and Ustarax, were claimed by the Covenant 8 years later. The two were a rich and prosperous Kingdom, but had a weak military and were easily overpowered. Dawnhold, the capital of Ustarax, was named as the new capital of the Covenant.

    Due to the mixture of races and religious beliefs in the hastily assembled Covenant, there have been multiple uprisings and wars in the Covenant, all of which have been quelled by their incredible military power. However, the suppression of the people has caused great unrest in the Kingdom.

    Jansa died unexpectedly of a disease, leaving his young son Telmor as King of the Blackveil Covenant. Telmor was a wise and strong-willed ruler, who managed to satisfy many of the citizens through open worship and new forced work ethics. Now, the Blackveil Covenant exists as a land of divine craftsmanship and fine warriors. Nevertheless, criminal activity and racial tension is currently at an all time high in the Kingdom, and their have been whisper of rebellion on the wind.

    Due to Telmor's suspicious nature, relations with other Kingdoms have been kept strictly to business, and an emphasis has been put on preventing the gathering of enemy intelligence. As a result, none of the existing Kingdoms have an accurate estimate as to the true strength of the Covenant, and their knowledge is limited to the resources the Covenant trades with others - but they are careful to keep many of their resources to themselves, as to leave other Kingdoms unsuspecting.


    Starting Stats: A reasonably strong economy, average food distribution, poor healthcare, great amounts of Racial and Religious tension, some cities in states of disrepair, very strong military, expert craftsmen, hard workers, difficult terrains for construction, frequent storms, high crime rates, strong leadership, loyal Lords and Ministers, strong cities, strong trade relationships
     

    EpicVakarian

    Calibration-Master General
    Kingdom name: The Iron Sovereignty

    Ruling House/family: The Ferrians
    Anchor_flag.png



    Islands: Syros, Anydros, The Tusk, Pserimos, and the Keystones: Anaphe, Samothraki and Arkoudi
    Climates:
    • Syros: Warm; northern cities close to UK weather while the south is more like Spanish weather. Made up of dense forest, hills and grassland, with a few cliffs.
    • The Tusk: Fairly cold, but still habitable. However, few people settle there due to the yearly appearance of Horkers; The Tusk is a mating place for Horkers across Seraak. Made of tundra, very little grass or flat land. Relies on Syros for food, but has plenty of copper mines.
    • Anydros: Cold, grassy but verging on Arctic seasonal weather; extremely long winter nights and summer days, and often becomes extremely icy in winter. Very little fresh water; generally quite dry except for spring, when the icemelt comes.
    • Pserimos: Freezing almost all year round, made up of flat, sprawling tundra and very difficult to maintain human life due to the temperature, especially in winter. Almost useless except for large amounts of trade that come through the island's city.
    • Anaphe: Hilly, fairly windy; the only settlement is a large fort that helps to maintain naval security on the east.
    • Samothraki: Fairly warm, slightly more flat than Anaphe and also holds a large fort.
    • Arkoudi: By far the strongest island in the Keystones, it is almost entirely made up of mountains except for a small beach on the west side, facing Syros. Its fort is the biggest, and contains large amounts of military strength.
    RP MAP islands.png

    Capital City: Bridgebarrow - high average wealth of citizens, friendly community and generally happy vibe. Contains a small dock for sending materials downriver to a major port. Named for its huge bridge; over a quarter-mile across; and its large barrow for burial of richer corpses.

    Other Cities:
    • Blackcoast - a major port city, the most easily defended city apart from Aelshore and Bridgebarrow. Heavy producer of troops and ships for the Iron military.
    • Baymoor - connected by the N'kalu River to Bridgebarrow, a major naval port, with over 70% of its citizens being either soldiers, sailors or reserves.
    • An'chitar - relatively isolated, though still with many iron mines and workers. As such, it is still fairly important in the maintenance of the Iron Navy.
    • Bluegate - an extremely warm city that is heavily populated. More of a holiday destination; not particularly important in military or cultural use, but it keeps the Sovereignty happy.
    • M'nayya - used mainly as defence from the Rhyfelwyr Empire; a heavily defended city with a large fleet stationed in its waters.
    • Norleigh - a large trading town, with huge markets and docks. Produces a large amount of the Sovereignty's wealth.
    • Draccoast - a city placed atop a cliff on the edge of the coast. Virtually impossible to attack directly by sea, but it is possible to climb the chalk cliffs if the technology is available.
    • Aelshore - a massive city almost entirely based on mining. It's production is focused on providing iron and other metals to the other, more militaristic cities.
    RP MAP cities.png


    Landmarks
    • Hau'ula Forest - an enormous, dense forest spread across the northeast of Syros, surrounding Draccoast and more. Men have been known to disappear among the trees, but most natives can navigate the forest without much incident.
    • N'kalu River - a wide river upon which both Bridgebarrow and Baymoor are based. The N'kalu Bridge is based in the center of Bridgebarrow, and is one of the only bridges across the river.
    • Horseshoe Falls - a waterfall along the course of the N'kalu River, named for the outcropping of rock that pokes through the midpoint of the waterfall. This outcropping causes the water to split into two different falls, creating a horseshoe-shaped waterfall. It is very beautiful but very dangerous.
    • Pitchwater Harbour - the thin strip of sea between Blackcoast and the Tusk; named, like Blackcoast, for its pitch dark waters. Because of the thin sea, it is difficult (and dangerous) to get more than three ships abreast in the harbour, and thus Blackcoast is easily defended by sea.
    • The Demon's Throat - a three-mile-diameter crater, caused by a meteor that landed thousands of years ago, north of Aelshore, leading to the huge masses of metals produced by the city. It is named for the dangerous, sheer sides and the red colour of the rock sides; almost every inch of the surface is covered with iron ore, leading to a dark red/orange colour covering the crater. It is also one of the most highly engineered mines known to Seraak; full of scaffolding, wooden platforms and safety hooks that has taken years to build. The Throat has even revealed tiny amounts of the meteor that fell to Seraak, granting the Sovereignty the strength of the small amounts of alien metal, dubbed demonium (de-MONE-ium) left in the crater. This metal has been used to forge 250 of the greatest swords ever forged in living memory, all of which have been used to create a specialised infantry division.
    Key characters
    • King At'dra Ferrian - King of the Iron Sovereignty, aged 54 and still strong as a bull. A strong and fair leader with plenty of loyalty.
    • Queen Yerale Ferrian - At'dra's wife, beautiful but stern. She is 49, and has more diplomatic power than most queens.
    • Prince Eli Ferrian - First child of At'dra and Yerale, he is 26, and a strong military leader.
    • Prince An'ret Ferrian - Second child, aged 24 and captain of one of the largest ships in the navy, the Century.
    • Princess El'eia Ferrian - Third child, aged 21, shadowing An'ret to learn to captain her own ship.
    • Princess Anna Ferrian - Fourth and youngest child, aged 11, always close to her parents and learning to be a lady, like her mother.
    • Prince/Marshall On'rah Ferrian - Brother to At'dra, aged 47, leader of the army.
    • Admiral Jon Ydrus - Navy chief.
    Commanders
    • Ak'tah Irrikah
    • Pa'kherrha Ononderah
    • Junn L'arrah
    Ministers

    • Darreigh O'Ronnack (Foreign Affairs)
    • Robbart Burleigh (Agriculture)
    • Ar'earell Vulton (Interior)
    • Ji'ell Leggaime (Economy)
    Ambassadors

    • Sor'callar Le'taime
    • Williem Rheyne
    Hierarchy

    The King of the Iron Sovereignty rules over all. He has a Privy Council made up of him, his wife, his brother, his commanders and his ministers, along with a voted-upon member of the citizenry. This lower-class member of the Council gives the King an insight into the lives of the workers and whether he needs to act on making them happier. The King himself has a guard of 18 hand-picked men, on a rota of 6 at a time, swapping every 8 hours. He may defer any of this guard to anyone he chooses, for instance he could send a guard to protect his wife. The palace maintains a guard force of 50 men at all times, which keeps unwanted visitors at bay. The princes are to be obeyed at all times except by superior officers, for instance, An'ret would have to obey the orders of Admiral Ydrus.

    Military Structure

    Army
    Commanded by Marshall On'rah Ferrian, this army is comparatively small compared to others in Seraak, especially with regard to the Blackveil Covenant's almost 500,000-strong army.

    Infantry:
    1st Vanguard (1,000)
    2nd Vanguard (750)
    1st Demonic Division (125)
    2nd Demonic Division (125)
    1st Polearm Division (300)
    2nd Polearm Division (500)
    3rd Polearm Division (300)

    Archers:
    1st Archer's Division (500)
    2nd Archer's Division (500)
    3rd Archer's Division (500)

    Cavalry:
    1st Strike Brigade (500)
    1st Cavalry Division (250)
    2nd Cavalry Division (250)
    3rd Cavalry Division (250)

    Reserves (2,500)

    Total (8,350)


    Navy
    The Iron Navy consists of over 500 ships, by far the largest and strongest navy over Seraak. This is split into ten fleets of 50 ships, as shown:

    1st Iron Fleet:
    10 Man-of-wars
    20 Frigates
    20 Galleons

    2nd Iron Fleet:
    20 Man-of-wars
    30 Frigates

    3rd Iron Fleet:
    30 Ironclads
    20 Frigates

    4th Iron Fleet:
    20 Ironclads
    10 Man-of-wars
    10 Galleons
    10 Frigates

    5th Iron Fleet:
    20 Galleons
    20 Frigates
    10 Ironclads

    6th Iron Fleet:
    30 Frigates
    20 Galleons

    7th Iron Fleet:
    40 Ships of the Line
    10 Frigates

    8th Iron Fleet:
    50 Man-of-wars

    9th Iron Fleet:
    25 Ships of the Line
    25 Ironclads

    10th Iron Fleet:
    10 Frigates
    10 Galleons
    10 Ships of the Line
    10 Ironclads
    10 Man-of-wars

    Defence Fleet:
    50 Ships of the Line
    (this fleet is spread across the waters of the Sovereignty as the first line of defence against any naval attack.

    Loyalty

    The Sovereignty is sending iron and new ships to the kingdom currently at war with the Rhyfelwyr Empire to help fight the Empire, but owe no loyalty to them. At the current time, all they owe loyalty to is themselves, though they do wish to take down the Empire.

    Races
    Mostly men, mainly of tribal descent, with only a few having been raised outside of the Sovereignty.

    Religion
    No official religion; citizens are allowed to worship whatever gods they wish.


    History

    The Iron Sovereignty was founded just over 100 years ago, when King At'dra's grandfather, a tribal leader, combined all the tribes on Syros into a single nation. He ruled them well, commanding loyalty and quelling the to-be-expected early rebellions. He established the kingdom as a power on Seraak, settling large cities all over Syros and eventually reaching out to the surrounding islands as well.
    When the First King died, fifty years later, his son took over, ruling for 35 years and establishing the Sovereignty's supreme naval power, settling on Pserimos successfully to the shock of all of Seraak. He was a strong leader, though not as strong as the First. He was assassinated at the age of 60, leaving his eldest son, At'dra, to rule the Sovereignty.
    At'dra proved to be as strong, if not stronger, than the First King, creating trade links that kept his populace happy and loyal. And now, in the face of the sprawling Rhyfelwyr Empire, they face a common enemy, despite not being officially at war yet. At'dra improved the naval strength of the Sovereignty even further, and established the army properly, as opposed to a back-up. He even had the bravery to establish a mine in the Demon's Throat, which had remained a feared landmark for over 1000 years. He thrust his empire into a golden age, and hopes to maintain it despite the likely war with the Rhyfelwyr.

    Starting Stats
    Fairly strong economy, generally high approval, extremely strong navy, weak army, hard workers, loyal populace, well defended.
     

    Blackdoom59

    BATMAN!
    total_war__rome_2___iceni_faction_symbol_by_undevicesimus-d6zrb8a.png

    Kingdom Name: Kingdom of Arcsosiceni (a combination of the two elven clans Arcsos and Iceni)
    Ruling Dynasty: The Iceni
    Provinces: Two thirds of Shadya Desert, One 8th of Menkauhor Desert, Seken*,En*,Ra*, Taharka*, Acenath* (*Islands)
    Climate:
    Shadya – Hot desert, high temperatures at day but lower at night. Mainly sand, with a few hills and small mountains.
    Menkauhor – Warmest dessert in Seraak, a place of endless summer with nothing but sands and stones.
    Seken – Jungle of endless springs and rainstorms, some waterfalls and a tropical climate.
    En – Three islands with a climate similar to Seken
    Ra – The coldest island of Arcosiceni, a tropical rainforest with low temperatures during the winter and otherwise hot.
    Tahraka – A clensed jungle, with multiple rainforests and mountains. Warm weather during most seasons, temperatures lower during winter.
    Acenath – a larger island riddled with a dozen of smaller ones. Climate like in the UK
    2dqvnmw.png


    Capital City: Sunspear, in Acenath. The wealthiest city in the kingdom, and probably the richest city in Seraak. A both cultural and trade capital.
    Other Cities:
    Sunsword – The other city in Acenath, a large port city with dozen of fish.
    Goldhaven – The city in the south of the Menkauhor desert, large supplies of gold.
    Dawnwatch and Sandhorse - The northern cities Menkauhor, decent supplies of gold and fish.
    Seken – The city on the east side of the Seken-En-Ra province. Supplies food and wood.
    Ra- The other city in the province, holds supplies of iron and wood.
    Aui and Senet- The two cities west on the province of Taharka. Besides having the largest supply of Moonstone Ore in the entire kingdom, the cities hold a large part of the royal navy, and are constructing more and the Regent’s ships.
    Annten, Onos and Iseueri – the three cities in the central province of Taharka, provide large supplies of glass and wood, and are the main training grounds of the Royal Army, where most of the soliders are being garrisoned at times of peace.
    Ottah and Makara- Cities on the east side of Taharka. In Ottah, there is the worldy renowed Council of Magic, where mages go to learn magic in all shapes and forms. The cities provide food and moonstone.

    Landmarks:

    The Red Waste - The Western side of the Menkauhor Desert(all up until the riverlands there), is the home of the Red Waste. A place with nothing but extreme heat and diseases, with no food, water or any natural ressources. The Arcosiceni do not control the entirety of The Red Waste, but there are stories on how Golden Cities were raised, with their peaks so tall that could reach the sky, but the sands swallowed them whole. The Red Waste is filled with riches, hidden behind the sands, but none would dare look for them.

    The Moving Islands - No one knows how what sorcery or what divine made it so that all the isles surrounding Acenath always change their positions. Many smart mages tried to understand what's behind it, but none succeded. The islands move on their own, with each passing day. The change is small, and can only be felt once per season.

    The Council of Magic - Located in Ottah, on the eastern side of Taharka, The Council of Magic is a large palace that takes up half the city. The mages there damble in all of the schools of magic, with exceptions on necromancy and daedric summoning. The Council of Magic is a place that many go to in order to learn sorcery, thus Ottah became one of the only rivals of Raven Rock.

    The Glass Chariot - A large glass statue on Sunspear, portraying (just like in the flag) an Riendal the Great on a chariot. The statue's fundation is made out of many focal points, and it works like a last resort to save the city should an invasion arise. The king's royal guard, also known as the 10 spellswords, can focus up their lightning magic on the statue, and through Riendal's hand they can release a chain hit of lightning has the potential of turning up to 5, 000 men into dust.

    Key Characters:
    Aqer Sunsfly– 250 years old. Lord regent of the Arcosiceni, a strong mage and a good ruler, loyal to the Iceni Dynasty. He is to rule until the young princess Valera comes of age.
    Valera Iceni– The 9 only child of the conqueror Riendal Iceni. She is the last of the Iceni dynasty and is called the Jewel of the South, due to her incredible royal guard order, whom keeps her safe from all harm.
    Arcanicus Arcos– 133 years old.The head of the Arcos family, a man that clings to the throne with all his strength. He is the only one that knows about Riendal’s bastard son.
    Thea Arcos– 29 years old.The beautiful and loving wife of Arcanicus, she wants the peace to continue between the Iceni and the Arcos, and she despises her husband which she was forced to marry from a young age despise her intentions. She is known to have affairs to the Lord Regent. She is, at the moment, pregnant.
    Victor Iceni/Victor Schyte– 18 year old Riendal’s bastard son, working as a sailor, knowing knot of his actual position and name.

    Renzio Sunsfly- Chief of Military
    Arcanicus Arcos- Chief of Navy
    Other Commanders:
    - Quasshie Veloci
    - William Junglesong(leads the colonists)
    - Bron Renold
    Ministers:-Ken the Coinslord(Economy)
    - Razyia Sunsfly (Agriculture)
    - Indaril Fire-Setter (Foreign Affairs)
    - Diana Arcos (Interior)
    Ambassadors:
    - Faendal Ponticus
    - Geralt Silverstorm(Works as a ministry for the Empire)

    Hierarchy: Dynastic Monarchy – Lord Regent Aqer holds tight to his temporary claim to the throne, tries to keep Valera safe in order for her to reach adulthood and take the throne. The Arcos Dynasty, wishes to get their hands on the Glass Throne, and would do so by any means possible.

    Military Structure:
    One commander watches over the army in each province, with multiple Divisions. Here is the example of Taharka.
    Infantry:1st Pike League (4,000)
    2nd Pike League(4,000)
    1st Spear League(3,000)
    2nd Spear League(3,000)
    3rd Spear League(3,000)
    1st Blade League(5,000)
    2nd Blade league(5,000)
    3rd Blade league (5,000)

    Range Troops:1st Crossbow Legion (5,700)
    1st Bow Legion (3,500)
    2nd Bow Legion(3,500)
    1st Javelin Legion(1,500)

    Mages:Conjuration Division(500 + 1,000)
    Destruction Division(2,500)
    Restoration Division(2,000)
    Alteration Division(450)
    Illusion Division(200)

    Chariots:
    1st Sandriser Battalion (10,000)
    2nd Sandriser Battalion (15,000)
    Reserves (10,000)

    Total: ~87,850 Taharka holds the most strongest army in the Arcosiceny, the next most powerful being that of Acenath at 40,000 and then colonists of both Shadya and Menkauhor at 20,000. The armies at Sahken-en-ra count up to 10,000. Reserves are only on guard for if other forces cannot be spared and are not fully trained fighters. 175 Total Full army

    Navy
    Besides the garrisoned fleets, which count up to 10 ships / city, the Arcosiceni navy is a strong, versatile navy that can whistand a lot of punishment before sunk. The navy is spread out in 5 fleets, all occupying different regions.

    1st Fleet Icenica


    15 frigates
    15 brigs
    15 galeons
    2nd Fleet Arcosica
    30 man of war
    20 frigates
    3rd Fleet Sekenia
    40 interceptors
    4th Fleet Taharka
    10 brigs
    10 man of war
    15 galeons
    15 interceptors
    5th Fleet Colonica
    40 frigates


    Total: 230 ships. Along with the garrisoned fleets the number comes close to 300
    Loyalty: The Empire, after a long and bloody war in the past, the Arcosiceni are sworn to protect the Empire just like the Empire will protect them, as well as pay a moderate tribute to the empire, which is almost nothing when looking at the kingdom’s wealth. Lately, however, due to the Empire refusing to give away territory in the south, the military alliance between the two faded, and now they are limited to tributes and trade agreement.
    Races: Elves, of all kinds, with the exceptions of Dark Elves.
    Religion: The Elven Gods
    Social Hierarchy: The Arcosiceni use the slaves from the colonized lands and the slaves they buy from other kingdoms to do their lower class work, while most elves took to noble goals such as a solder in the army or a mage.

    History:The elves originate from Acenath, the island surrounded by more isles on the map. The legends say Acenath was one peninsula, united with the south-eastern continent in the past. The first elven ancestors were the known as the Sunlight Elves, or Ismer. The Ismer had what is known today as “The blood of the kings” which allowed them to control magic in any way shape or form. The Ismer well very tall elves, as tall as giants from Skyrim, to compare it easily.

    They tried using their ancient magic to defeat the concept of “night” in the world, thus making the sun shine all the time. They did that, because during the day their powers grew and during the night they lowered. If there was everlasting daylight, the Ismer would become stronger and stronger, to the point of ruling the world and the other races of men. But there were some elves on Acenath that did not share the Ismer beliefs, because by eliminating the night the other races of Seraak would have waged war on the Ismer, bringing the mighty race to heel. Those elves plotted against the Ismer in order to stop the from ending the night. Their plots led to the death of Silanus, the Ismer king, now worshipped as the Sun God.

    After Silanus's death, the Ismer banished those responsible for his murder and send them to the tropical island of Taharka (the larger island east of Acenath). Those elves adapted to the stormy weather, and became the Raumer – The Storm Elves. For just as the Ismer gained power on daylight, the Raumer gained power during storms. Even after Silanus's death, the Ismer continued to work on their goal of permanent daylight, and Raumer wanted revenge, as well as stopping the Ismer once and for all.

    One day, there was a storm on Taharka, a storm so great that the lightning reached the ground and melted away mountains. The Raumer seized the opportunity and used their powers to enhance the storm, and bring terror to the Ismer. The storm ripped away Acenath from the other continent, and split it into many small islands, while killing dozens of Ismer. After the storm was over, the Ismer and Raumer waged war one last time, and the result was unbelieveable. All of the elves, be they Ismer or Raumer, died off with the exception of two who desired peace the whole time and hid themselves away from the tides of war. Those two were Stannis, the god of stroms, and Leylana, the goddess of Fire. From their love of one another and the love of Seraak, they gave birth to the elven race.
    At least, that's what the legends say.


    The descendants of Stannis were called the Ninmer, or the silver elves, now inhabiting most of Taharka. They have white skin and are as tall as the dark elves, who mind you don't exist in Seraak because I SAY SO. The Altmer are now mostly the inhabitants of Acenath, and many other races of elves were formed depending on where they migrated. For example, the Bosmer, or wood elves, had many clans occupying the south of Arken, where you see cities such as Amathea, Duwdeml, Fasnach or Wad Eyrer. SIDE NOTE TO BLITZ, the elves in your kingdom you can call them whatever you want, even dick elves, I won't get mad, as long as they worship the elven gods.


    To continue the story, in Acenath the house of Iceni became the ruling house, and they used war chariots to keep all of the clans on Acenath under their heel. In Taharka, the house of Arcos slowly came to power, using foot soliders as well as mages to keep the other clans in place. They waged war with the bosmer clans of Arken, who took the Iceni as their ally. The Iceni marched on Taharka and unified the Arcos as well as the bosmer clans on Arken. However after that war was over, the men were weak and slowly recovering from the last war. And then the empire forces marched south, conquering the weakened bosmer and declaring war on the Iceni. The Iceni marched chariots on Arken soil fighting off imperial troops. There were both loses and wins, but overall the elves were too weak for another war, so they gave up the south of Arken and became a loyal client state to the Empire.

    The Arcos rebellion is when the people of Taharka turned their weapons against the Iceni, killing the former king, Riendal Iceni and four of his heirs. Arcanicus Arcos earned the title - “The Butcher Usurper” due to him killing off Riendal and his children. The Sunsfly family, whom served the Iceni managed to keep the Arcos from invading Acenath, convincing them that the elves are stronger togather, rather then fighting. After that, Arcos kept trying on stealhily killing the remaining Iceni Heir, while the elves named themselves Arcosiceni, their flag being the chariot and the elven mage who rides it. The elves started colonies in the east, where surprisingly there were other elven clans as well, and came upon a pl*** ton of gold in the Menkauhor Desert. Soon the elves became the richest on Seraak, and, feeling stronger, they started making demands of the empire, asking for their teritory on the South back. And because the Empire refused, the Arcosiceni broke their treaties and refused to help them in the war with the Supremacy. The elves encounter a lot of internal struggle and slave decline since they started taking slaves of all races to their kingdom. The land in the east is hard to conquer, since the deserts are rich, but merciless.

    Starting Stats: Probably the richest kingdom on Seraak, benefiting from a food surplus as well as a clean cultural influence. The slave unrest is increasing, however, due to the large amounts of slaves that had been taken in since the colonies begun, both captured from nomad camps, and bought from far away lands. Internal struggle between the Arcos and the Iceni might lead to a civil war, that coupled with a slave revolt could tear the kingdom apart.

    Extra Info About Elves:
    Elves are an ancient race, and very diferent from the humans of Seraak. An elves age 3 times slower then humans after their 15th year, which means an elf can live up to 300 years old. Their old age is also coupled with their natural affinity to magic. Due to serving the elven gods, a ritual takes takes place each time an elf is born, and mages spill his blood to see if the elves has strong enough magic in his veins. If he does, the elf is sent to the Council of Magic until he becomes 30 years old, until he can persue other goals or remain a mage. Most of those birth tests are done in haste, some skipped completely, and many young elfs keep their magic a secret, and choose to train it in their own spare time rather then going to the Council. An elf in the council isn't allowed to leave until he comes of age, it's been compared many times to a prison. The elves also have a fairly low fertility, compared to that of humans. Since they age 3 times slower, an elven woman cannot give birth until she's about 35 years old, and even then the fertility is low. The elder the individual the higher the fertility, the average elf couple will have children when they are 50-70 years old. There are lucky women that can have kids when younger, but there is the risk that the birth can kill either then child, the mother or both. Also, an elven mother can only give birth up to 3 times without dieing off(and there is a time period of waiting between births), thus restricting the limit of children an elf can have.

    Half elfs, however are superior to elves when it comes to breeding. Depending on the precentage of the human blood in the half elf veins, a half elf ages only twice as slower as a human, making him live up to 200 years old. The general half elven woman can also give birth easily after the age of 20, and the half elf fertility is increased. Here is when the half elf becomes better then both regular humans and pure elfs. A half elf shares the same magic affinity, and sometime HIGHER magic affinity then that of a regular elf, while benefitting from human traits, such as a higher affinity to tools, be they war tools or regular tools. The elves hate using swords or bows or pickaxes etc. Only the ancient elves used hammers to construct their cities. Elven soliders take a long time to be trained and get used with war tools, HOWEVER, even if it takes up to 20 years of training, a trained, fresh elf solider that spent 20 years training can easily beat a human who only spent a couple of years training. The elven soliders are fewer, but generally stronger and better faring in combat. The half elves are a wonder to have in the elven army, due to their both human and elven prowess. This is reason enough for the elves from the sea to want unity with the elves of Arken as well as the elves of the Covenant.

    And the funny thing is most elves want to stay united under the same flag. The elves have never been conquerors up to this day, and they only fought themselves. Their culture tells them to stay togather, yet the elder families have been at war for so long. The elves are very dedicated to their religion and to the unity of the elven people. When civil war rises, mosts elves will desert the weak side for the stronger one, saying that they don't care who rules, as long as he rules well. The elves detest bloodshed, and will always try to use diplomacy. That is, with the exception of the Silver Elves(residents of Taharka, the Arcos), who enjoy warfare due to their nature.

    This generally means that if elven people are under surpression from another kingdom, they WILL ALWAYS want to be free, united with their cousins of the Arcosiceni. There are many with the blood of the kings in their veins, not just the arcos and the iceni family, but those people work as commoners for foreign kings, so they know nothing of their true identity.
     

    Blackdoom59

    BATMAN!
    What do you think about the story I made for my kingdom, JoJo? Does it fit the empire to be having elves in the south and all the other things?
     

    Jo'rak Vandeni

    Jurrrl o' Sweden
    Everything's great! The elves will have been slowly mixed with human blood under Rhyfelwyr rule though, so the Rhyfelwyr elves will be half-elves more or less, if you're fine with that?
     

    Blackdoom59

    BATMAN!
    Everything's great! The elves will have been slowly mixed with human blood under Rhyfelwyr rule though, so the Rhyfelwyr elves will be half-elves more or less, if you're fine with that?

    As long as not ALL of them are so. i expect the guys in the north of your continent to be full human. But it's your kingdom, you can do whatever
     

    Derath_farseer

    Active Member
    ((Have not been able to edit the map yet but as soon as i find out how to ill post it! Along with my flag.))

    Kingdom Name: The Grand Imperium
    Ruling Dynasty: The Firebrands
    Provinces: North point. -small island right above the southern continent- Soka plains -the province right bellow it on the southern continent-
    Climate:
    North point – Mild temperatures year round, very fair weather.
    Soka plains – dry grass lands, very few natural resources besides the many quarry's that delve into the earth, hauling up massive amounts of stone and precious metals.

    Capital City: Raven rock in North point. The home of the ruling mage family's and a center for magical development, it spans the entire island forcing the residents to build upwards with spiraling towers
    Other Cities:
    Dark coast – A city in the Soka plains, the second largest town in the kingdom. The center of the slave market.
    South watch - Little more then a stopping point for the kingdoms slavers, a fort and small village. Safe guarding the north from invaders.
    Orlin - A average sized town, provides the kingdom with most of its ore, and ships it to the capital.

    Landmarks: The capital city of Raven Rock shines like a star, magical lighting runs through the streets, along with many other magical improvement, At the center stands the largest tower. Housing King Einarr and his vast family.

    Key Characters:
    Einarr Firebrand– 189 years old. Lord of the Imperium. Possibly one of the strongest mages of the era, A cruel ruler. Loyal to the him self, and his Dynasty. He plans to rule until the end of days. Claiming to have found the key to immortality.
    Arlen Firebrand– 131 years old. The oldest living son of the king, a skilled mage. Who also seems to have an unnatural life span like his father. He seeks greater power and is waiting for a chance to take the throne for him self.
    Ashly firebrand– 24 years old.The youngest child of the Firebrand name, and perhaps the strongest mage in the kingdom besides her father.
    Three other children. - The other threes ages range from 50 to 100 they play small roles in the kingdom from training new warriors/mages. To handling trade.

    Arlen Firebrand- Chief of Navy
    Other Commanders:
    - Hergan Firebrand
    -Ashly Firebrand
    - Nilan Bronzeback
    Ministers:-Deran Firebrand (Economy)
    - Zorlen (Agriculture)
    - Mark Lorah (Foreign Affairs)
    - Olen Raider(Spy master)
    Ambassadors:
    - David Murs

    Hierarchy: Dynastic Monarchy – King Einarr holds onto his throne with an iron fist, more then once an upstart mage strangely disappeared.


    Military Structure: A commander will lead the army with other mages to help control their forces. The army is mixxed with slave warriors and magical constructs.
    Infantry: 1st Slave legion (5,000) -
    The Iron Legion (1,000) -Made up of iron golems, mages are needed to use them.-
    Home guard (1,500) -Well armed, and well trained warriors.-
    Seeker Company (300) -Spys and hunters of rouge mages, they're main goal is to find magical ruins and artifacts.

    Range Troops:
    Hell fire Mages (500)
    Miltia archers (1,500)

    Mages:
    1st Mage Battalion (1,000 + 3,500)
    2nd mage battalion (1,000 +3500
    3rd mage battalion (1,000 +3500
    Total: ~12,800- 23,300 The Imperium military is small compared to many other kingdoms and a large chunk is poorly armed slaves, but the rest of their miltary are mainly mages skilled in many of the different schools of magic

    Navy: The Imperium fleet is made up of small ships that patrol the seas and guard their traders.Their fleet is made up of 40 small ships and one large capital ship called harbinger a massive war ship loaded with the Imperiums latest magical warfare technology.

    Loyalty: The Imperium, they feel no loyalty to any one but them selves. The city once part of the empire broke away when Einarr the lord of it claimed them a separate nation, using the power of him self and the other mages he grabbed up as much land as he needed and kept his throne
    Races: Mainly humans of all races, but many different races can be found in their capital
    Religion: The god king. -It is claimed King einarrs power has reached that of a god and their people worship him, they say other there are other gods but Einarr is the only one worth honoring

    Social Hierarchy: The Imperium use the slaves their mages bring in from wild tribes and any one unlucky enough to be caught by their slavers. They sell their slaves to the highest bidder and use them to work their massive mines. The mages are the highest class,then merchants, then slaves. Any one from a lower class and improve their lot in life if they show a talent for magic. The mages stay in power by using their power to create food, and other necessity's for the kingdom, further forcing the people to rely on them, as the entire kingdom lacks any real farming land.

    History: Einarr rose up from a simple back round as a child of a miner, then finding his talent for magic he quickly mastered his art. He earned his name as a mage hero traveling the empire setting up his trade network from an early age and making friends in high places leading up to his claim for power. The kingdom quickly set up new settlements for slave breaking and mines for his mages to turn into gold and other ores to make his people a major supplier, quickly amassing wealth and offering loans to other nations putting them in his pocket if they couldn't pay. His new nation soon started making magical break through offering their inventions for a cost. They claim their magical schools are the greatest in the world but closely guard their branches of magic and keep close tabs on their mages, if they break away a seeker will be sent to deal with the problem how ever they see fit.

    Starting Stats
    Amazing economy, generally high approval among the mages,weak navy, average army, hard workers, Hated by the general populace, Very well defended capital. Master mages, Very advanced technology/magical wise. Small group of skilled spys/assassins. With out Einarr the kingdom would almost surely fall.
     

    Derath_farseer

    Active Member
    Hey guys just wondering, any thing i could improve on. Also didnt know where to add it but the royal family is said to at least have over a 100 living members numbers as... Einarr was fond of spreading his blood line having several different wives, that all seemed to have rather short life spans. And his children and their children had the same mentality. Most of the higher ranked mages share some sort of kinship with Einarr.
     

    EpicVakarian

    Calibration-Master General
    Unless it was intentional, I think you misspelled Imperium. Other than that, there's a couple grammar issues but nothing major as far as I can see. If forced to take sides, would you fight with the rebellion or against it?
     

    Derath_farseer

    Active Member
    Most likely the rebellion, and... yes those are mistakes. Once again wasn't looking and was using crtl v for Imperium.
    But about the rebellion, since Einarr broke away he would be wary that if the empire regain power they might try to force him to join again. So we would rather deal with the other smaller empires then one massive one.
     

    Blackdoom59

    BATMAN!
    Most likely the rebellion, and... yes those are mistakes. Once again wasn't looking and was using crtl v for Imperium.
    But about the rebellion, since Einarr broke away he would be wary that if the empire regain power they might try to force him to join again. So we would rather deal with the other smaller empires then one massive one.

    Well, seeing as we have you, Daryl, Vak and Blitzz that are 100% sure they want to fight against the empire...JoJo's fluffed.
     

    Blitzz

    A Friendly Brit
    Hey, I never said I was 100%, im still deciding whether to side against or with Daryl, coz his land does look awfully appealing...
     

    Derath_farseer

    Active Member
    Well again the royal family's loyalty is only to them selves . so they will trade to any one who has the cash, in the long term they will do any thing to keep their small nation under their control, but they will take advantage of any who might be useful
    edit: of>to*
     

    Jo'rak Vandeni

    Jurrrl o' Sweden
    RP MAP.png
    RHYFELWYR EMPIRE
    Rhyfelwyr.jpg
    Ruling House: House Rhyfelwyr
    Provinces:Dinas Draeth: Capital of the Empire, a sprawling trade city, massive in scale and population, a true capital of the world, the province surrounding it are rich in ores and pearls.

    Tirod Afon: Large settlement by lake Drythul, rich in fish and countryside is crawling with the castles of minor houses.



    Fasnach: A massive agricultural city, ripe in wheat, potato, and other crops.

    Wad Eyrer: Grand fortress, built high upon a massive cliffside, hundreds of meters down to the sea below, the area houses many military training grounds.


    Wadryer: A city sprawling with trade and research, expeditions, adventurers and trade of the empire all starts here, the province is filled with forests.


    Duwdeml: The crown of the south, with a large population of Elves and half-elfs, after years of breeding with humans, this city sprawls with activity and different cultures, widespread corruption within the city, and a lot of illegal guilds of sorts resides here.


    Amathea: A recently claimed city, focused utterly upon the production of wine, fruits and spices only available in the warmer climate of the south.

    Orrlewin: A large castle guarding the west of Rhyfelwyr, the open hills of the province are filled with iron and ore, all shipped north.

    Norseg: The armoury of an empire, the city itself is cloaked under the black smoke of industry, here is where all the production of the empire occurs, blacksmiths, tailors, leather tanners, woodsmen and miners all reside here.


    Brenhinol: Surrounded by flatlands, not much resources arrive from here, except for a steady supply of recruits for the armies.

    Ilyn Duwau: A sprawling aquatic paradise, built both upon the lake and around it, brimming with temples and luxurious masons, the "City of Gods".

    Nythrur: A desolate town isolated upon the western island of Nyr, rich in salts and wood.

    Ba Gaer: The pride of the north, a massive citadel, protecting the city within it's walls from both enemy and cold, surrounded by massive old pine trees, massive amounts of meats and pelts comes from here.

    Dinas Waed: The eastern off-shore island capital, an enclave of clay-patched huts, a meagre fishing village, but for the massive stone crafted lighthouse seen miles off in the dark, a massive fire burning through the nights upon the top.

    Coldlair: A newly claimed settlement in the east, a vast ruin after the lengthy siege of the city, filled to the brim with Rhyfelwyr warriors, both within the ruined city and in the forests of the province.

    Crowhold: The true foothold of Rhyfelwyr in the east, a sprawling polis of activity, gold and coal is ripe in the deep tunnels under the region, but sabotage by rebellious militias slowly ruin the mines.

    The Rhyfelwyr Bloodline:
    Cythraul Rhyfelwyr, Emperor of Rhyfelwyr, male, 58 years old. Short, grey hair, deep blue eyes, wrinkles in forehead and under eyes, uses a staff to walk.

    Ysbrud Rhyfelwyr, Queen of Rhyfelwyr, female, 42 years of age. Tall, strongly cosmetically detailed, hair dyed the dark red of the House. Wrinkles hidden under her cosmetics.


    Haearn Rhyfelwyr, Prince of Rhyfelwyr, Heir to the throne, male, 24 years of age. Average length, slender muscles and figure, short, dark hair, deep blue eyes, black short stubble upon his face.

    Arni Rhyfelwyr, Princess of Rhyfelwyr, female, 19 years of age. Short, slender, large hips and smaller breasts, long, blond hair, in ponytail. Velvet eyes.


    Tancred Rhyfelwyr, Prince of Rhyfelwyr, lord of Norseg, male, 22 years of age. Tall, skinny, brown, braided ponytail upon head. Blue eyes. Clean shaved.

    Government

    Gjihines Waerydd, Warden of the Provinces, in charge of finances, loyalties, law and order, and other information related to the empire.

    Horus Thorn, Senator, in charge of military advice and recruitment, and other information regarding the military of the empire.

    Thirlin Svairneg, Senator, in charge of supplies and production of the empire.

    Kehhen Piskaed, high priest, in charge of culture and religion of the empire and inquisition.

    Tranqil Vael, Senator, in charge of diplomacy and the elves of the South.

    Legions



    Each of the Empire's legions are 50 000 men strong, and consists of 30 000 Heavy armoured swordsmen and javelinmen, 1500 archers and various artillery crews, engineers and such, and at last, 5000 knights. The experience and professionality of a legion varies from the others, and as such, the ten legions of the Empire can change, with the 1st legion being the finest, and the 10th often considered the worst of the legions, yet still a highly capable legion, only not as capable as the other legions.

    The Rhyfelwyr warriors and generals utilize massed units of veteran, heavily armoured footsoldiers that form the backbone of any Rhyfelwyr legion, except for the 3rd, which we will come to later. As the footsoldiers (known as Wyrs) lock down the enemy in combat, the archers and artillery pieces rain death upon the locked enemies, and the cavalry protects the archers from enemy cavalry, until the moment is right and they flank the locked enemy, charging into the sides and back, routing the hostile army while taking very minimal casualties, thanks to the heavy focus upon defence over offense, this however also means the legions take very long to relocate.

    (OOC. The massive legions are what many will call, Overpowered, but keep in mind, I have an entire empire to guard, against all your gathered forces if need be, as well as the treason within my own empire, I NEED a massive military, as said in the early OOC.)

    1st Legion: Demon- Active in Rhyfelwyr, occupying Dinas Draeth.

    2nd Legion: Ghoul- Active in Rhyfelwyr, occupying Ilyn Duwau

    3rd Legion: Flame- Major focus upon cavalry, 8000 knights, 12000 cavalrymen, 10 000 mounted archers. Active in Rhyfelwyr, occupying Orrlewin.

    4th Legion: Blood- Active in Rhyfelwyr, occupying Norseg.

    5th Legion: Plague- Active in Rhyfelwyr, occupying Ba Gaer.

    6th Legion: Death- Active in Rhyfelwyr, occupying Wadryer.

    7th Legion: Extinction- Active in Rhyfelwyr, occupying Wad Eyrer.

    8th Legion: Ghost- Active in the eastern continent, pushing east past Coldlair.

    9th Legion: Curse- Active in the eastern continent, occupying Crowhold.

    10th Legion: Agony- Active in Rhyfelwyr, occupying Amathea.

    Fleets


    Theign- 80 ships, heavy cruisers.
    Gedren- 100 ships, troop carriers.
    Qhorydd- 80 ships, heavy cruisers.
    Haern- 100 ships, civilian. Trade, exploration, diplomacy.

    LoyaltyWhen asked personally, any lord in Rhyfelwyr would claim nothing but blessings and well-wishes for the emperor and his House, but behind the aging emperors back, plots and schemes are forged every night. The sudden declaration of independence from the elves of Arcosiceni worked as a beacon of hope for many houses and vassals of the empire, and many have not forgotten the feel of Rhyfelwyr wyrs burning their lands and murdering their people.

    PoliticalThe Rhyfelwyr are masters of politics, and so they're political system is richly detailed and modern. Ruling the empire is the Emperor, he chooses everything that happens in the empire. The empire is chosen through bloodline, but any emperor can be contested, if the senate deems him unworthy of his station, and can title him as such, allowing any man of noble birth to challenge the emperor for the throne. Under the emperor is the Senate, an experienced group of senators, all tasked with managing the various parts of the empire, from military conquest, to planting crops. The senators are chosen by the people, and anyone of noble birth can prove his expertise within a field, and be selected as senator.
    Under the Senate is the Council, a larger pool of ambassadors, politicians and minor lords, who all report to the Senate, regarding various information in Rhyfelwyr, any noble can join the Council, if he or she can prove his/her worthiness. Any council member can be selected by the people to be brought to the seat of the Senate.


    Religion
    The clans, tribes and houses of Arken worship a wide selection of different gods, the major ones form a trinity, those three are:
    Igdrasyl, God of nature, man and intellect.
    Aslan, God of strength, war and conquest.

    And Boudikha, Goddess of love, peace, and magic.

    HistoryThe Rhyfelwyr are masters of sword and politics, what they cannot win through diplomacy, they take by force. Their rise to power is a bloody tale.
    twenty years back, the western continent of Arken was in turmoil, the various clans, tribes and Houses fought each other for the smallest of things, and as soon as any weakness was shown by one, the others would prey upon it like vultures.

    But the lord of House Rhyfelwyr, Cythraul Rhyfelwyr, had no wish to see his House extinct. As the other houses and clans waged their wars, he sent his emissaries out, forging alliances, treaties and friendship with the neighbouring clans, and it was not long before the Rhyfelwyr's were known over Arken for their friendliness and generousity. And so as the wars raged around him, his House was untouched, friends to all, foe to none, he had nothing to worry of, but this was not enough.
    In secret, the forges and keeps of Rhyfelwyr spat out swords, men and armour day and night, and under the cover of darkness, Cythraul marched his evergrowing army into his neighbours, who opened their gates for him, arms raised, happily greeting their reapers. Weeks later, the clans begun realizing the dishonourable ways of the Rhyfelwyr, and many marched upon them, but were spent from years of war with each others, while Cytrhauls men were fresh, well armed and thirsty for battle, their foes were exhausted and sickly. Many smaller clans pledged their allegiances to Rhyfelwyr, realizing that to join them peacefully was a much more attractive option, than watching the unstoppable steel-clad wave flow through their lands.
    After two years of growth, the larger clans took notice of Cythraul, and sent their armies down upon his cities. But their men were harassed all the way to Dinas Draeth by the vassal clans, and the Rhyfelwyrs themselves besieged their foes cities as their men marched away. Heeding the desperate pleas for help from their homes, the Houses hurried back to their own lands, with the vassals still shadowing every step they took, taking any opportunity they could to weaken their lord's enemies, poisoning water wells, assassinating captains and generals, or even raiding supply lines or smaller camps, all contributed to the overhanging fear and desperation surrounding the soldiers of the rival houses.

    Until the day that the Rhyfelwyr met their weakened foes, just south of Ba Gaer,Cythraul's forces blocked the path to the besieged city, his soldiers placed upon a long hillside, a large river running under them.
    As the foes saw no option but to attack, the masses of archers and artillery pieces constructed from the thick pines of the northern province, the river was painted red, as large, dark masses of the dead became walkways over the raging river. Once they reached the bottom of the hills, the Wyrs drew their javelins, and simultaneously threw them downwards, onto the meagre host of foes left standing, impaling hundreds. As the cavalry then charged down upon the stragglers and survivors, they broke, and routed, desperately looking for any way to escape the rain of arrows or the steel lances.

    A week after the battle of Ba Gaer, the Rhyfelwyr empire was founded, and two years after that, the elves of the south signed the treaties of peace, as vassals of the empire.

    Sixteen years has passed since the complete union of Arken, and today it is the absolute superpower of Seraak, but now the aging eyes of Cythraul are set upon the other continents, and thanks to the focus on trade and exploration set five years back, the other continents are no longer mere myths or fantasies, and the Rhyfelwyr lust for power is still strong, the Legions are prepared, and Seraak will tremble in due time, be it they accept their fates peacefully or need be convinced of their fates, all will belong to the Rhyfelwyr.
     

    Jo'rak Vandeni

    Jurrrl o' Sweden
    Also: Starting stats I believe are pretty obvious, my card was a bit hard to read regarding start stats, so here's a simpler type:

    A financial and military powerhouse, the superpower of the game, infinite military and economical assets, however, armies take long time to move, and naval forces are poor quality. The slow movement of armies and troops means that the more I spread my forces, the longer will it take for me to defend different areas, so you guys will have an easier time the more I push.

    Loyalty is the biggest weakness of The Rhyfelwyr Empire, keep this in mind, every man has his price.

    That's about it for start stats I suppose,
     

    EpicVakarian

    Calibration-Master General
    So, all we're waiting for now is Dixon's CC, right? And did we ever say if Farseer was accepted or not?
     
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