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Discussion in 'Imperium OffTopicum' started by Tolina, Jun 20, 2016.

  1. Tyo


    Mar 14, 2011
    So I made this map for everyone. I don't think it has everyone, but it should have most of you.
    Spoiler :

    Nation Name: Creta
    Capital Name: Steelcastle
    Location of Capital and Borders: I'm the blue one with the bay to the southeast. Capital is the one on the coast. The city in the mountain is the Forlorn Keep, a mostly defensive structure to protect from land-based threats. The city towards the south is called Manus
    Dominant Species: Human
    Minor Species: none
    Government: Heredity
    Ruler Name: King Robert Stane
    Heir Name: Prince Klint Stane
    Names: Samwell, Francis, Welt, David, Asora, Gale, Danto, Chrisi, Jasque, Sara, Sataro, Romain, Taylor, Zantha, Goel, Koren, Vara, Nura

    Background: The Kingdom of Creta is a young country, but within it resides a resolve of steel. This resolve takes shape in a deeply-seeded hatred for all things whimsical. The Thel Imperium is viewed as the Empire of Devils, and all influence of the Thel has been purged time and time again from the realm. Initially, the area was quite primitive due to this. At the height of the Thel Imperium's power, advances in Industry was entirely impossible. The lords in the area had no way to compete with the Thel, and with magic being viewed with extreme prejudice, very little outside trade happened. The result: the area was one of the most primitive assortments of duchies and lordships in the world.
    However, with the fall of the Thel, the realm was given the chance to catch up. The first lord to embrace the power of the machine quickly rose to power, and their name is now central to the region. House Stane took the Throne of the newly-proclaimed Kingdom of Creta and embraces the might of the machine.
    The Kingdom of Creta's relations with other powers usually hinges on two things: Their race and technology. Almost all other races are viewed with disdain. Orcs are viewed as abominations. Worst of all are elves, who are literally viewed as demons, not least of all for their heavy inclination towards magic. Gnomes are not much better, as they are often viewed as willing Elven slaves. The only race that tends to escape scrutiny are Dwarves, for they know the machine better than any man at present. However, Dwarves are by no means worshiped. All half-breeds are considered abominations, like orcs, except viewed with even more disdain. Meanwhile, other countries' technology shapes Creta's relation in a much more black-and-white way. If a country is a lesser industrial power, they are inconsequential at worst so long as they stay out of Creta's way. If a country is equal or greater in their industrial might, such will be noted and they can generally find a friend in Creta, even if they're ran by orcs. So long as they don't expect to get to close in such a case. If a country has any degree of magical infrastructure, they are certain to be a target of Creta, for engaging in such a thing is to make a pact with demons.
    The Government of Creta is a hereditary monarchy, but it also has the workings of a theocracy as church and state are viewed as essentially one body, with the King also representing the will of their God. This is all further discussed below.

    Religion: As implied above, Creta's hatred of all things magical is deeply rooted in the religion of the region, which was only just recently centralized with the unification of the realm. While in earlier times the religion simply revolved around the evils of magic, in modern times it has grown a lot more complex. At some point, a single deity known as Ro became normally worshiped and extensive dogma was written in the form of the Volumes of Ro, a series of holy books.
    The Followers of Ro as a religion boils down to machine worship. The single deity it proclaims is not viewed as the only deity; the deities of other religions are recognized as legitimate, but Ro is simply the strongest of them all, naturally as he is the God of the Machine, Industry, and Progress. Machines are holy objects, viewed as actual children of Ro, who are given form by those who create them; a task considered only the most sacred. That being said, becoming an engineer or inventor is essentially of the most pious duties one can choose for oneself. Needless to say, the church is the leading body of technological progress in the realm.
    The Church and State are often seen as one body, or arms of the same body. It is expected of rulers to impart the knowledge of the Machine on to each heir and it is expected of Followers to follow the will of their King without question. This is to say that the Inquisition is as much a royal body as it is a holy one.
    Speaking of, the Inquisition is one of three courts within the Followers of Ro. Altogether, it's the Court of Inquisitors, the Royal Court of Governors, and the Court of Engineers. The Inquisitors are more or less a royal guard with a special emphasis of rooting out those with undesirable leanings, such as anarchists, witches, or illegal aliens of blood(orcs or half-breeds for example). Usually, they do not take foreign expeditions unless invited by one of Creta's allies or for escorting diplomats. The Royal Court is largely made up of ex-lords that allied with House Stanes and peasants that have worked themselves up in the church to be considered fit for governing. This is to say that no actual nobility exists in Creta; while the region used to be very feudal, when it was unified and the church centralized with the crown, all the lordships went straight to the King. Like implied, allies of House Stanes were rewarded with more or less keeping their duties; remaining lord of their lands in every way except name. They still enjoy many of the luxuries this entails. Meanwhile, it is unnecessary to explain what happened to the enemies of House Stanes' rise to power. None of them exist anymore. Lastly, the Court of Engineers. Engineers are revered as both holy and knowledgeable men who spearhead the technological progress of the realm. Furthermore, when the king wants specific buildings built, they are the ones responsible to see their completion through.

    I made the light red thing to my west. I havent made anything specific with it yet. If the GMs have ideas for it, don't wait on me.
  2. Ogane

    Ogane Proletarian Revolutionary

    Dec 12, 2012
    Seizing Production
    Spoiler :

    Nation Name: Merovech
    City Names and Locations: Capital, Khol Badir majority population of Dwarves, Gnome Minority. Coast City, Panaxim Gnome Majority, Dwarf Minority. River City, Kogh Moldir Dwarf majority, Gnome minority
    Spoiler :

    Dominant Species: Dwarves
    Minor Species: Gnomes
    Government: Elective Council 5 members
    Ruler Name: Chairman Theldus Ironbeard (D)
    Heir Name: Vice Chairman Tobias Foot (G)
    Other Council Members: Roslyn Burrows (G) Ohdin Steelshaper (D) Tharduhr Firehammer (D)
    Names: Dwarf; Theldus, Malgarn, Bromduhr, Maldahr, Dalmiir. Gnome; Wendal, Danace, Osfire, Belpos, Idobin
    Background: This region has been settled by Dwarves as long as their history has been recorded, mostly Isolated, surrounding mountains on all sides of the main city of Khol Badir they were able to keep outside influences at bay, until recently a mass influx of Gnomes began to settle in their lands, creating the coastal city of Panaxim trying to create a kingdom of their own, this land had all been claimed by Merovech, and the kingdom was ready to go to war for it, until terms were set upon, they would allow the Gnomes to settle in exchange for them declaring the Dwarven kingdom as their sovereign, the Gnomes agreed. In more recent history as the races became more unified a decision was made to remove the old ruling system of a single elected leader, and to create a Ruling Council voted on by all the citizens of Merovech this council being the first of its kind will hopefully pioneer the unification of all the citizens of Merovech and lead the nation into prosperous times.
    Religion: Many of the Citizens are non-religious, especially the Gnomes seeing science as their main focus, while some members of the Dwarven race still hold on to the old Pantheon system of gods.
  3. Double A

    Double A wak

    Aug 22, 2009
    I was literally just considering moving exactly where Ogane claimed
  4. Ogane

    Ogane Proletarian Revolutionary

    Dec 12, 2012
    Seizing Production
    lucky me then :p
  5. Ogane

    Ogane Proletarian Revolutionary

    Dec 12, 2012
    Seizing Production
    Spoiler :

    Most recent map for anyone curious.
  6. NinjaCow64

    NinjaCow64 The Continuation of the Dream Supporter

    Apr 4, 2010
    I've update the rules to v1.03.

  7. Angst

    Angst Rambling and inconsistent

    Mar 3, 2007
    A Silver Mt. Zion
    Updated my claims. Note that I moved a city westward. Also, NPCs will be created too, eventually.

  8. Tolina

    Tolina trust the pillars with your s e c r e t s

    Feb 20, 2013
    Nightvale, US
    Spoiler :

    Right, so here's the newest, GM-approved claim map, which contains everyone's changes!

    Further reminder:

    Signup deadline is on 4th of July! Afterwards, I'll accept no claim moves, nor any new signups, or any changes to the signups beyond background/religion.
  9. Seon

    Seon Not An Evil Liar

    Jan 20, 2009
    Not Lying through my teeth

    NPC Name: The Most Serene Bureaucracy of Thellana.

    Dominant Species: Gnomes
    Minor Species: Humans

    (Very small minority of Elves who are visiting the Bureaucracy from the Iridescent Kingdom)
    Government: Appointed, with the Governor-General as the head of state.
    Ruler Name: Secretary Eldor Lassama
    Heir Name: Assistant Secretary Damian Makath.
    Background: There is very little that is known about the Most Serene Bureaucracy of Thellana. Indeed, there is very little that can be known about them. Aside from their talent with handling gold and their suspiciously long reach and influence (their embassies and offices, usually staffed with humans, open up in almost all corners of the world where they can appear), the gnomes and humans of the Serene Bureaucracy is well known for their talents of prevarication and misdirection.

    This culture of misdirection has its foundation in the country's long occupation by Thel Empire. Knowing that physical struggle was futile against the might of the Empire, the gnomes who founded the Bureaucracy realized that it would be much simpler to 'play the game,' so to speak with the Elven governors that came to rule their lands.

    So began a long and rather successful 'con' attempt against the Elves of the Thel Empire.

    Under the name of assisting with the governance of the province, named Thellana, the Gnomes formed a bureaucracy. Elves were content as long as the tax money flowed into the coffers. Indeed, more taxes were being collected than ever before according to a cursory glimpse into the ledger--but more money from the treasury was also being lost under the names of 'bureaucratic overheads' and "maintenance costs," or otherwise named in mysterious acronyms who nobody seemed to actually know what it stood for.

    As more gnomes and humans joined in the "fun," Thel Empire realized its mistake. Tax money from the province began dropping as the people learned new tricks from the bureaucratic and legal systems to excuse themselves from harsh taxation policies. Even as the province prospered from trade and banking, the elves of the Thel Empire were receiving much less benefit than reasonably projected.

    However, it was too late to do anything about it. The Bureaucracy of Thellana was, by then, a nearly autonomous entity operating with almost no supervision from the Governor General of the Thel Empire, so firmly entrenched into the every day life of the province that to remove it would require the tearing down of the entire nation and forfeiture of any revenue from the prospering gnomish nation.

    The masters of the Thel Empire thus begrudgingly accepted the situation with the gnomes, saving face by declaring it to be a semi-autonomous region. Many politicians within the Thel Empire would come to see the governorship of the region as a "dead end post," as almost all powers were being held by the gnomish secretaries who led the Bureaucracy.


    The war and the collapse of the Thel Empire hit the bureaucracy hard. Used to the status quo, the Bureaucracy created to beat the elven masters in their own game was at a loss at what to do when the elven masters were gone. Prosperity soon disappeared as trade dried up from the magical storms plaguing the land, and what little remaining elven nobles were hurriedly packing up their baggage to escape either the Thel recruiters or the coalition armies.

    The Bureaucracy, for their part, hedged their bets by never totally renouncing the Thel Empire, nor denouncing the Coalition, focusing solely on maintaining order and relief efforts against the continuing raids and natural (and unnatural) disasters. When the sky finally cleared and both the coalition and the Thel Empire lay in shambles, the Bureaucracy was left relatively standing and still trusted by the locals who managed to survive the War.

    The gnomes who operated the Bureaucracy thus declared that they will maintain the status quo, never fully renouncing their affiliation with Thel, but also never needing to pay taxes due to the simple fact that Office of Tax Collection of the Thel Empire ceased responding to their mails.

    Today, the Bureaucracy enjoys an understanding with the Iridescent Kingdom of Elves who sprang up next to them in the ruins of a neighboring province. The "governor generals," that are theoretically the head of the Bureaucracy of Thellana are actually ambassadors from the Iridescent Kingdom, who accepted the position in good humor. Visitors from the Iridescent Kingdom are common sight in the Bureaucracy now, the tourists enjoying the oddness of life in such a nation overladen with mostly useless paperwork, odd customs (such as wearing certain clothes or buying certain tickets) that the locals INSIST is the correct customary politeness, and the tall tales that the locals tell all visitors of the thousand unlikely things that await those who investigate too much into the Bureaucracy's inner workings.


    The Purple Nation

    Name: The Dominion of the Wilderness (official name: Gerheldian Dominion)
    Government: Hereditary
    Ruler: King Castius of the Dominion (The King in the Wilderness)
    Heir: Prince Kimus of the Dominion (The Fleeing Prince)
    Dominant Species: Elves
    Minor Species: Humans

    Background: The Dominion of the Wilderness is a relatively new nation formed upon the ruins of an old Thelian Province, much like the Iridescent Kingdom immediately to the South. During the Iridescent Kingdom's founding, the nobles and elven leaders who would later go on to create the Dominion strenuously objected to Mediocrity's policy of tolerating and accepting the human and gnome refugees as equals. This race policy, along with the Queen's increasingly liberal stance towards social issues, would eventually cause a schism that would leave a scar in both of the nation's memories.

    The straw that broke the proverbial camel's back would be the Queen's edict that all forms of love--be it homosexuality or polyamory--would henceforth be of "no concern" to the matters of law. The people who would then go on to found the Dominion argued that the loose wording of the edict made it more difficult to prosecute cases of non-consensual lovemaking (the Queen would go on to clarify the issue later), and also encouraged moral deviancy among the youth, who would certainly not be ready for the consequence of their actions. The coalition of people threatened to walk away from the Kingdom if the Queen continued her liberalization policies.

    The Queen responded by procuring a great number of horses to gift to these people. The message was clear. The leaders of the coalition left north, with the Queen's blessing and support, to found and reconstruct the ruins in the northern wildlands of the Iridescent Kingdom. Despite being theoretically the Iridescent Kingdom's colony, the people of the Dominion wasted almost no time in declaring independence from the Kingdom once they were self sufficient. The Kingdom has not contested this.

    Today, the relationship between the Kingdom and the Dominion is, at best, frigid. People still travel between the two realms, however--many youths of the Dominion being attracted to the splendor and the art of the Iridescent Kingdom, and many within the Iridescent Kingdom seeking the simpler way of life and opportunities within the Dominion.

    An even younger kingdom than the Iridescent Kingdom, the people of the Dominion live in simple dwellings and castles built upon the ruins of old cities and villages that dotted the lands. Many of the dwellings thus have a 'schizophrenic' art style, being built out of recycled stones and bricks from old structure.

    Exceptions are the surviving natives of the Wildlands--Elven inhabitants of fortified villas and farms who managed to outlast the war and the fall of government. The Dominion's first action upon their arrival to the Wildlands, destroying the bandit parties who plagued the region constantly, did much to secure the loyalty of the natives. In time, these villas and farms would become the centerpoint of rulership to the nascent Dominion.

    While the Palace and trading hubs are located within the reconstructed cities of the old days, the Dominion is strongly supported and held together by its settlers in the provincial regions. Elven 'nobles' in fortified villas, or castles, lord over the peasants in the local region and collect taxes for the central government. The nation is mostly empty, and people still can find new opportunities in this nascent Kingdom. Elven and human settlers still arrive from beyond, clearing out the lush forest to claim new land for themselves.

    As a descendent of the Iridescent Kingdom, the elf population of the Dominion is made up a truly eclectic variety of elves from all corners of the Thel Empire, but the most numerous and prominent ones by far are the native elves and their descendants who once immigrated to the Iridescent Kingdom during the Great War. It was they who led the others of their faction in their journey to the woodlands, showing the farm lands and old ruined cities where the elven exiles could found a new home in.
  10. Tolina

    Tolina trust the pillars with your s e c r e t s

    Feb 20, 2013
    Nightvale, US
    I should also clarify that if someone wants to make their own signup in the territories claimed by player-made NPCs, they would be automatically overrided. The NPCs, that is.

    Also, unless clarified by the person who has made the NPC, anyone is free to join as that nation.
  11. Zappericus

    Zappericus Euro scumbag

    Mar 6, 2015

    Cultural Group: The Drestlanders (Singular: Drestlander)
    The industrious human nations representing the north-western regions of the Jrahano Mains and further into Rahsan Deserts are a cultural group known as Drestlanders. They represent a similar mix of real-life North-German, British & Occitan cultures and are dominated mostly by humans, with minorities such as dwarves and gnomes being common. Elves, orcs and other hybrid species of their ilk are often shunned from Drestland society, as elves are viewed as pompous and snobby folk, and orcs as savage and undesirable due to their physique. (Basically don't like elves because they live longer and have deeper connection with magic, and don't like orcs because they look different)

    The Common State of Tabun [Yellow-green]
    The Common State of Tabun is located between the Empire of Abendrestland to the North, Central Confederacy of Helvane to the west, and the Skalgar to the south. It is a young but growing autocratic military-state with isolationist tendencies.

    Inclination: Technology
    Religion: The Barred Gate (100%)
    Ruler: Autarch Franz Gobelmann

    Tetn (Capital)

    Majority Race: Humans (100%)
    Minority Race(s): None

    The Tannheiken Union [Purple]
    The Tannheiken Union is located directly east of the Central Confederacy of Helvane and is a union of smaller city-states held under the leadership of an elected representative. Due to rampant racist attitude by human majority, non-humans are not allowed to be elected for leadership, and the other races are mostly forced to live in squalor and poverty.

    Inclination: Technology
    Religion: Saint Helvane (15%), Other Saints (85%)
    Ruler: President Telemaine Lodzen

    Otterport (Capital)

    Majority Race: Humans (85%)
    Minority Race(s): Gnomes (5%), Dwarves (5%), Half-Dwarves (5%)

    The Republic of Estendresland [Dark Olive Green]
    The Republic of Estendresland is a nation governed by a military junta, with the armed forces wielding a majority of political power in the republic. A ruler is elected by a ruling board of military officers. The Republic is currently at war with the dwarven kingdom of Cast-Ethyn to the east over the rich mineral veins their mountains yield.

    Inclination: Technology
    Religion: Other Saints (100%)
    Ruler: General Frederike Ganze

    Holbentag (Capital)

    Majority Race: Humans (80%)
    Minority Race(s): Gnomes (15%), Half-Dwarves (5%)

    The United Kingdom of Hallander [Dark Slate Blue]
    The United Kingdom of Hallander is an old nation with old traditions, slow to move forward but with large swathes of land and a proud, stubborn people. They tend to refrain from interacting with the growing "new world" and are attempting to maintain their status quo to the best of their abilities.

    Inclination: None, shuns technology & magic alike
    Religion: Old Gods (100%)
    Ruler: King Julan III

    Staslande (Capital)

    Majority Race: Humans (100%)
    Minority Race(s): None

    The Fortresses of Cast-Ethyn [Grey]
    The Fortresses of Cast-Ethyn are an old dwarven realm that has been at war with the Drestlanders for nearly a century. Exhausted and on the brink of collapse, it seems like there is little hope for this once proud dwarven realm.

    Inclination: Technology
    Religion: Old Gods (100%)
    Ruler: Mountain Lord Baler Brassbeard

    Cast-Ommer (Capital)

    Majority Race: Dwarves (85%)
    Minority Race(s): Gnomes (15%)
  12. Angst

    Angst Rambling and inconsistent

    Mar 3, 2007
    A Silver Mt. Zion

    Well that was convenient, wasn't it?
  13. Tolina

    Tolina trust the pillars with your s e c r e t s

    Feb 20, 2013
    Nightvale, US
    How many NPCs and where were you planning to place them, Angst?

    PS: Get on IOTChat if you can.
  14. Angst

    Angst Rambling and inconsistent

    Mar 3, 2007
    A Silver Mt. Zion
    First off: Wow I sounded way too passive aggressive there. I'm not angry.
    I expected to make a northern and an eastern neihgbour and perhaps something third more seafaring.
    Will come online asap, will take a bit tho.
  15. Gurra09

    Gurra09 Guru of Hekkia

    Jan 1, 2008
    Nation Name: Republic of the Ibaiaras
    City Names: Ibaiara by the Sea (capital), Ibaiara on the Two Rivers, Old Ibaiara

    Location of Cities and Borders:

    Spoiler map (Republic of the Ibaiaras in teal) :
    Ibaiara by the Sea is located on the island near the estuaries of the western and middle rivers. It is often referred to simply as Ibaiara or the Capital outside official government business.
    Ibaiara on the Two Rivers is located at the confluence of the eastern river and its tributary. Locals call the city Two Rivers as the official name is quite long.
    Old Ibaiara is located on the middle river, close to its source in the mountains.

    Ibaiara on the Two Rivers and Old Ibaiara are floating cities, communities built almost entirely on the water rather than on the surrounding land. This is common practice in the region and smaller towns and villages are built this way too. Don't let the term "floating city" fool you however as most of the buildings aren't actually floating but built on poles or stone foundations. Ibaiara by the Sea is a remarkable exception to this particular building style as most of the city is situated on an island.

    Spoiler painting of a rural Ibaiaran village :

    Spoiler flag :
    The national flag of the Ibaiaras features three vertical bands coloured teal, white and violet. Teal represents the diversity of the rainforest, white represents the purity of water, and violet represents the harmony of coexistence.

    Dominant Species: Half-Elves
    Minor Species: Humans
    Government: Elective
    Ruler Name: Lady Protector Zorione from Glarindar (Half-Dwarf)
    Heir Name: High Councillor Alaia Maria the Truthful (Half-Elf)

    Ibaiara by the Sea: Lady Mayor Frantziska the Faithful (Half-Elf)
    Ibaiara on the Two Rivers: Lord Mayor Alesander Mitxel, son of Miren (Human)
    Old Ibaiara: Lord Mayor Zuzen Zorion the Wise (Half-Elf)

    Spoiler personal names :

    The people of the Ibaiaras don't use surnames in the traditional sense, instead they use different epithets and often have more than one personal name. Epithets can be an adjective such as "the Honourable" or "the Beautiful", a reference to where they hail from such as "from Two Rivers" or "from the South", or simply a description of their familial relationship such as "son of Alazne" or "daughter of Maia Edurne".

    Background: Elven presence on the Iridem peninsula was first established when Thelians established a trading post at what is now Ibaiara by the Sea. At that time, it was however mostly just a base for explorers who ventured into the rainforest to discover its secrets. Old Ibaiara was the first permanent settlement and came to being when Thelian explorers settled down among human tribes who lived in riverside villages far up the Middle River, and the mixture of these native villages with Thelian architecture inspired the floating cities that now dominate the region. With more and more Thelians living up the rivers, the trading post became a vital place for trade and communication with the rest of the empire and grew into a new Ibaiara, Ibaiara by the Sea.

    From there, the influence of the Ibaiaras slowly spread along the Iridem river system, and as a result of close human-elf interaction half-elves make up a majority of the population in the region today. Ibaiara by the Sea's status as the centre of the region was further established when it was declared capital of a new independent Republic of the Ibaiaras after the fall of the Thel Imperium.

    Unlike the neighbouring Independent State of the Southern Ibaiaras - which seceded from the Republic due to racial and ideological differences - the Republic of the Ibaiaras has a more significant human minority who are the region's native population. While half-elves make up a clear majority in the cities and in the nation as a whole, there are many tribal communities in the rainforest and mountain regions where humans are the dominant race. Of the three major cities, Ibaiara on the Two Rivers has the highest number of human residents.

    The name Ibaiara is a short form of "ibaiaren hiria" which roughly translates to "river city" in the Ibaiaran language, a local language that developed from the lingua franca used in contacts between the early Thelian explorers and native tribes. These days the term Ibaiara has been watered down and is used more generally to refer to any city or civilisation in the Ibaiaran region.

    Religion: The people of the Ibaiaras practice many religions and the republic guarantees its citizens the right to religious freedom. It is common among Ibaiarans to worship nature in one way or another, believing that the rainforests are sacred and a source of great magic to respect and not bring harm to. This worship takes on many shapes however and vary greatly between urban Ibaiarans and those who live in tribal communities.
  16. Tolina

    Tolina trust the pillars with your s e c r e t s

    Feb 20, 2013
    Nightvale, US
    Right, so, we would like to see both Zapp and Angst's NPCs, and I believe that both Zapp and Angst can work out something so that all of their ideas can be integrated within the world, which would only result in it being enriched.

    In addition, NPC creation will be locked on 4th July, as well, so get those ideas going. I should note that you don't have to do full-blown signups for NPCs, you can just give a paragraph or two with your ideas, and then I'll take it from there.

    @Gurra: Please change your name to something non-RL inspired (applies for cities too), and also, at the very least, consolidate your borders between the two rivers.
  17. KaiserElectric

    KaiserElectric Total Freakin Besties

    Dec 2, 2007
    Nation Name: The Free State of Shelgorod
    Capital Name: Port Urgran
    Location of Capital and Borders:

    Blue: Capital
    Yellow: Mogh
    Red: Point Ozar
    Spoiler :

    Dominant Species: Orcs
    Minor Species: Half-elf
    Government: Elective
    Ruler Name: The newly appointed Corsair Queen Tumona Valstad, a young, tall, and powerfully built Orcish female.
    Heir Name: Braum Dorzarguld, an old sea dog and the former Corsair King (It's common practice for the Corsair Queen or King to step down a role and allow a newly elected King or Queen to take over)
    Thanurk Skoglund
    Hurz'Raz Valle
    Modur'Tur Strom
    Marak Ramstad
    Samika Norstoga
    Shieda Bondevik
    Kotmurna Ohnstad
    Morujo Enevoldsen

    (Note: It is common for experienced Orc leaders to have piratey-sounding nicknames)

    Spoiler :
    Shelgorod is based around what was once the province of Venphine, an island strategically located at the Southern exit of the Et-Thel Sea. In the heyday of the Thelian Empire, Venphine was best known for its prominence in seaborne trade, and the island served as the headquarters for some of the more powerful trade companies and banks established by half elfs and gnomes. The island also had a substantial population of Orcs who worked as laborers and deckhands, either as virtual slave laborers or in exchange for protection against imperial anti-Orc campaigns. Humans worked their as well, but as Orcs were more resilient and cheaper to employ, Orcs soon came to dominate the lower echelon of Venphine society.

    War, however, is bad for trade. When the Empire began its decline and the wars against the Dwarves kicked off, the trade companies were hit hard with lost profits and taxes for the war effort levied by Thelian overseers. While the half elves and gnomes grumbled and weighed the pros and cons of true independence, they made up for their losses by cutting into the already paltry wages of their Orcish workers while working them harder and for longer periods of servitude then ever before. This worked for a time, but as the wars dragged on and Thelian trade stagnated, many Orcs instead chose to revolt against their half-elf and gnome employers, stealing the ships they worked on and turning to piracy.

    Piracy was not a new concept to the Thelians, but the breakdown of law and order in the waning days of the empire led to a veritable Golden Age for piracy in the Et-Thel Sea, and the Orcs proved to be exceptional freebooters in their own right, thanks to their experience and tenacity. Indeed, Orcish corsairs proved to be so successful that the best captains were known to command fleets of ships from their hidden coves and seize entire towns for a kingly ransom. Piracy soon grew so rampant that the trade companies conspired to organize a massive fleet to wipe out the pirates for good.

    By that point though, the trading companies and the Thelian empire by proxy had lost whatever control they had over the Orcs, and the plans to wipe out the pirates were made known to a young but ambitious privateer named Red Shel. Rallying as many pirates as she could under her banner, Red Shel led the pirates in one last desperate raid on Venphine to ambush the trader fleet. It is said that the seas went red for three days off the shore of Port Vista, as the battle raged, but in the end it was the end of a war that the Traders and the Thelians could not win. Every ship that wasn't taken over or turned was sent to the bottom of the ocean, and the victorious pirates descended on the island itself, seizing the port city for themselves and declaring the pirate girl who led them to a glorious victory as their one true leader. Red Shel took Port Vista as her base of operations, renaming it Port Urgran, and by the time the Thelian Empire finally fell, the city she took for her base had expanded and transformed into the Free State of Shelgorod, a nation named for the first Corsair Queen who led them in the glorious battle that won the Orcs their freedom.

    Shelgorod is a nation that champions freedom above all else, and as such it has become well known as a haven for those who seek sanctuary from oppression or the law, good intent or otherwise. Being descended from pirates and sailors, Shelgorod depends on the sea for its sustenance, and much of the economy is built on fishing, trading, and producing the materials to make ships. In addition, Shelgorod society is surprisingly egalitarian, with men and women of all races enjoying considerable freedoms and power, although so far only Orcs have led the nation itself.

    Religion: As Shelgorod is a less-then-organized state, organized religion is relatively unknown to the region. If anything, offerings for good luck given to smaller deities and creatures of the sea constitutes much of the religion in Shelgorod, though like everything people are free to believe in what they want to believe in.
  18. Nuka-sama

    Nuka-sama :)

    Jan 27, 2006
    My cities will be called Ath, Icalia, and Lyth. Will place on map shortly ._.
  19. Tolina

    Tolina trust the pillars with your s e c r e t s

    Feb 20, 2013
    Nightvale, US
    24 hours until softlock
  20. Amesjay

    Amesjay Chieftain

    Apr 1, 2013
    Expanded my borders a bit, added 2 NPCs

    Spoiler :

    Not sure about the names, but here are my ideas.

    Brown: A reclusive mining community of humans and dwarves that reside in the mountains and near the lake. Regularly trades with green for primarily agricultural goods in return for their mined materials. Maintains a relatively isolationist approach except for trading for necessities. Quite wary of non-humans/non-dwarves, especially elves.

    Green: A primarily agricultural nation comprised of humans and gnomes. Regularly trades with brown for mined resources. Whilst they benefit from trade, they have a small trade fleet/navy as they are regularly visited by traders travelling along this patch of water. They are relatively open to newcomers and are very open to new ideas, resources or exotic items.

    Feel free to run with them or not, I can also add some more detail etc. if you want me to.

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