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Topic Started: Mar 5 2016, 10:56 PM (205 Views)
cdice
Administrator
Post your Nation here.

You need:

Name:

A bit of flavor text describing your nation and its people.

Specialists: You get 7 of these.

Preferred Starting Area: Desert, Jungle, Forest, Grasslands, Tundra, etc.

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Zell
Unregistered

Shani'da'lar'parsi

It is said in ancient times the seas were untransversable. The tides ravaged coastlines and dragged all manner of craft to its depths. The ape-like Gano, trapped on an island, cowered in the face of the vicious tides.

A Gano named Shani challenged Parsi, god of the sea. Shani declared that he could make a craft that would remain afloat through any storm Parsi could create. Parsi challenged Shani to back up his claims.

Shani labored for weeks over a craft, and set it out to sea, and Parsi threw water aboard until it sunk to the unknowns. Parsi challenged him again.

Shani returned to work, toiling for months on a new craft. When it was finally put out to sea with brave Gano sailors, Parsi took it and smashed it upon the rocks. Parsi challenged him again, claiming that he'd grant his very mastery of the seas should Shani succeed, but he must ride the boat himself this time.

Shani then applied the cleverness of the Gano, and in a single day finished a vessel. Then he boarded the craft himself. Parsi dragged it into the ocean, but it would not sink. It was thrown into the rocks but refused to break. In the end Shani was gone, but the vessel still remained afloat. Parsi, a god of his word, granted mastery of the sea to the Gano people and tamed the ocean's wrath. Some Gano still claim Shani did not die, but left to defeat other gods.

The Cult of the Parshani believe the sea is the Gano's birthright.
The Cult of the Parshani believe any man who does not respect Shani's sacrifice should not be allowed to sail the oceans of the world.
The Cult of the Parshani approve of innovation and clever thinking

Specialists: You get +7 of these.
-Sailors (-1, Deepwater Sailing)
-Inventors (-1)
-Scouts (-1)
-Geomancy (-2, Basic Terrain Control)
-Sorcerers (-1, Water and Earth)
-Hero Cult: Cult of the Parshani(-1)


Preferred Starting Area: Island-Jungle
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Rohain
Unregistered

Blackthorne Company

To call them a nation is a little misleading. They regard themselves as a large group of independent contractors. Once a small band of mercenaries dedicated to making the most amount of money in the shortest amount of time possible they now are comprised of more than trained killers, including laborers, gatherers, outfitters, and more.

Now they turn their gaze to the global scale, willing to assist any nation in any conflict, for the right price. Denied of this employment, they'll burn and pillage across the globe to their own ends.

Lead by Marik Blackthorne they have no established home site, but instead travel to where the conflict takes them. Marik Blackthorne, a deadly warrior himself, leads them on their bloody conquest.

Specialists:
Knights. Giant Newts
Miners
Smiths
Nomadic. Large Snapping Turtles
Citizen-Soldiers
Barbaric
Hero Cult: Marik Blackthorne
Edited by cdice, Mar 6 2016, 01:51 AM.
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Shade

Pinnacle Arcanists

Several generations ago, it was said the first mages of Pinnacle Rock grew weary of the machinations of modern man and withdrew from society, earning the scorn and mockery of many. With few members, it was not difficult to sustain, and soon it flourished. When nearby peoples heard that their endeavor was not misbegotten, it drew the attention and ire of nearby lords. Eventually their neighbor's envy got the better of them, and they formed an attack upon the new society at Pinnacle Rock. However, it proved to be in err, as once the mages proved they could stand against others, many of their civilians were lured away to the mages' lands, hoping for a peaceful existence amongst their esoteric guardians.

Specialists:

Philosophers
Enchanters
Oracles (Mental Arts)
Abjurers (Protection)
Sorcerers (Wind and Water)



Religion: Arcane Cult

Preferred Terrain: Mountains
Edited by Shade, Mar 6 2016, 03:08 AM.
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KINGGOD
Unregistered

Can'Zass

A Man's legacy starts with a vision, and the first settlers of Can'Zass saw vast fields of golden wheat. Oceans of barley stocks. As many rows of corn as stars in the sky. It was with this vision that the hardy farmers of Can'Zass begun their fledgling utopia. Although they must start with only the basics of agriculture the people of Can'Zass all must unite if they want to make The Dream a reality.

Specialists
Farmers x 2
Domestic animal Axen The Axen are beasts of burden with large curved horns useful for turning into scythes
peasants
merchants
Geomancers for bending the earth into farms
Shaman for warding the crops against weather

Starting Area [/b]GrassLands[/b]
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Madness


Urathi


A quiet village. A quiet people.

The people of Urathi are unassuming enough, with little history to their name and a strict bureaucracy overseeing the masses. The occasional rumors of 'horned beasts' or 'walking skeletons' being firmly written off as exotic foreigners, to be given great respects or ignored based on the situation. All of this ensuring that the nobility can dedicate all of their time to their 'philosophy'.

In their hearts, the noble class see those without 'talent' as gnats to be expended, and no sacrifice is too much to see their right to rule secured.

Specialists:
Builders (-1)
Miners (-1, Marble Mines, for construction materials and pretty sculptures)
Diablerie (-2, 'Basic Calling' and 'Basic Summoning')
Necromancry(-1, 'Basic Animation' and 'Basic Binding')
Peasants(-1)
Bureaucrats(+1)
Inventors(-1)
Monster Cult(Demons)(-1)

Preferred Terrain: Forest
Edited by Madness, Mar 6 2016, 04:26 AM.
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ZappyNine.

The Dark Carnival

On a rather unfortunate night one may faintly hear the sounds of music rolling in over the hills. Listen closer and you may realize it isn't music, but rather a motley collection of sounds that happen to be played by cheap horns. If you find yourself leaning forward in your chair to pick up these faint sounds, you'll be assaulted by the most terrible stench. It has been described before as a cross between leavings, cheap perfumes, and Oregano.

It is then that you know that the Dark Carnival has arrived. And with them they bring incredible entertainment, musicians, and wicked elixirs that they claim can cure you of any disease. Be careful not to ask around about their enigmatic leaders, two individuals revered as gods in the gypsies' community, as you may find yourself either sucked into their fantastic tales or under a most unwelcome gaze.


Specialists:
Assassins (-1)
Citizen-Soldiers (-1)
Bards (-1)
Spies (-1)
Vagrants (+1)
Alchemist [Elixir] (-2)
Diplomats [Diplomatic Couriers - Axen] (-1)

Culture - Nomadic [Axen, Chickens]

Preferred Starting Area - The Road
Edited by ZappyNine., Mar 10 2016, 04:55 PM.
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