Fantasy Countries

For all your silly time-killing forum games.

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orangedragonfire
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Fantasy Countries

Postby orangedragonfire » Sun Nov 25, 2012 9:51 am UTC

Welcome to Fantasy Countries, where you can create your very own Fantasy Country!

Current Countries and Races
Maps

To create a new country, simply fill out the following:

Player
Nickname: If you want people to use one for you.
Time zone: so that people can have an idea of when you are online.
Anything else: Add any information you think should be included.

Country
Name: the name of your country
Race(s): what races live in your country, as well as their role in society if there is more than one (are they all equal? Or are the dinosaurs the rulers while humans are slaves?)
Capital City: the name of your capital city along with a short description thereof.
Flag: your flag. May be omitted
Government: How is your land ruled? Do you have a king? A council of elders? An elected president? Who is your leader/what is the name of the ruling family/who is influential in your country?
Population: basic rule of thumb is that small and/or fast races have a large population, while large and/or slow races have a smaller population
Religion: Make up something that your people believe in (Gods are real, so you can expect some actual help from them). You can base this off a real religion, but don't use a real religion (to keep things Basically Decent) May be omitted.
Technology: Middle age technology is standard, you may choose a few areas in which you are ahead.
Magic: How much does your country know about magic? Who practices it, and how? May be tied in with religion if your God is the source of your magic.
History: How your country was formed. May be omitted.
Location: Where on the map would you like to be?
Geography: what kind of terrain does your country have? Mountains, deserts, lush forests, ice plains, salt lakes? May be omitted.
Anything else: Add any information you think should be included.

If you are mentioning a race that has not been mentioned before, you additionally need to include a description of the
Race
Appearance: describe how your race looks.
Advantages: areas at which your race excels
Disadvantages: areas at which your race has problems. Should be at least as many of these as of advantages
Magic: What kind of magic can your race use? Must it be learned, or is it instinctual? How powerful is it? Can all members of the race use it, or just some?
Lifecycle: If the race has more/less genders than the standard 2, if there is a strange way to have babies, if there is a larva state... mention those things here.
Anything else: Add any information you think should be included.

NOTE: do not create a race that goes against normally used races. i.e. don't create "orks" that are beautiful, graceful and nice. Don't create "humans" that are reptiles.



Rules
This is mostly a free-form RPG, but since we are playing together and not each alone, some rules are necessary to keep this from dissolving into chaos.
1. Be reasonable within the laws of the world. These will be established as we make our characters and play. Specifically: don't be overpowered. You don't suddenly develop magical powers that can destroy all your enemies at a glance, and you don't suddenly have spaceships when you were just finished figuring out how a typewriter works. Don't be afraid to tell others if you feel they are crossing a line.
2. Arguments are ultimately resolved by me. This is to ensure that the thread doesn't dissolve into arguments; if I feel that an issue is taking too much attention I will step in and resolve it, and all players should accept the resolution. I will try to use this a little as possible.
3. Wars are resolved by a neutral party. Basically: Players A and B are having a war. They choose a player C which isn't involved. Both players send their moves to player C, who then decides what happens. Repeat until there is a winner (either because one side is captured, destroyed, or there is a diplomatic agreement to stop the war)
4. Countries and Races must be accepted by me, again this to ensure that people don't start with overpowered countries. You won't be allowed to have archangels who can command every other race they have to obey instinctively. Again, I'll only use this if someone really crosses a line in terms of power, beyond that you are free to be as creative as you like.
5. Updates to the map are to be done as follows: Step 1, tell people that the map will be updated. Only do this if some time has passed since the last update, or some major changes have happened (new country, war has changed borders, etc.). Step 2: Give people time to tell you how their countries have changed since last update. The changes should be consistent with what the people have said in the RPG. You may omit this step if you only want to add a new country. Step 3: Post the updated map, along with a change-log telling people what has changed.
6. Nothing is set in stone. The main goal here is to have fun and create an interesting world. Give a reasonable explanation for why you want something to be changed, and it will very likely be possible to do so.



Original Map

Current Map
Last edited by orangedragonfire on Sat Jan 19, 2013 10:19 pm UTC, edited 6 times in total.

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orangedragonfire
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Re: Fantasy Countries

Postby orangedragonfire » Sun Nov 25, 2012 9:51 am UTC

(please note that this list may not be entirely correct. I do occasionally make mistakes. If I have forgotten to add something, or gotten a link wrong, please point this out so that I may fix it)


Countries
Brell Town (Skype)
Cyrris (odf)
Décédé (Queen Arasene)
Eden (patzer)
Erde Föld (Nylonathatep)
Havender (lylax)
Mycolm (Firesoul)
Natechi (Vieto)
New Willville (KingTip)
Tarus (sco)
The Collation (Custard)
Turkerya (turkbaris)
Tricily (Djehutynakht)

Races
Demons
Devils
Djinn
Dwarfs
Feheron
Gnomes
Goblins
Humans
Leprachauns
Lich
Mutated Slugs
Mycoloth
Night Elves
Nover
Orcs
Plague Bearers
Shades
Skeletons
Terrinech
Trolls
Vampires
Wood Elves
Zombies
Last edited by orangedragonfire on Fri Mar 01, 2013 10:22 pm UTC, edited 27 times in total.

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orangedragonfire
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Re: Fantasy Countries

Postby orangedragonfire » Sun Nov 25, 2012 9:51 am UTC

Maps


Empty Map


Offical worldmaps:
Map 1
Map 2
Map 3
Map 4 CURRENT
Map 5 (under discussion)

Other worldmaps:
How the world wraps around
Climate Zones

Maps of countries:
Showing a lot more detail than the worldmaps
Erde Föld
Natechia
Tricily
Last edited by orangedragonfire on Sat Jan 19, 2013 10:32 pm UTC, edited 1 time in total.

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orangedragonfire
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Re: Fantasy Countries

Postby orangedragonfire » Sun Nov 25, 2012 9:51 am UTC

[RESERVED]

turkbaris13
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Re: Fantasy Countries

Postby turkbaris13 » Sun Nov 25, 2012 1:54 pm UTC

Country
Name: Turkerya
Race(s): There are humans,elves, magicans
Capital City: Anca
Flag: your flag:
Government: It is constitutional monarchy and it ruled by a king and councils of elders and other councils etc. Slavery is allowed but a different way, if you fight in a battle and your side won against enemy country you can take prisinors as slaves or sell them(like ancient greek times) althought you cannot do anything that will hurt your slave thanks to human rights law you can only use slave as working, helping tutoring, training etc. and after 1 month slave will be free and go to jail or capital punishment since they are enemy of your country, but if they agree to stay you will have to pay your slave. Humans are more considered "Holy or special than elves and spellcasters since the king is a human and he believes that humans are the race that has most difficult life than other races so they got rewarded and get more money from government, but all the things they used are equal.
Population: Medium population(don't know the limit but I know it cannot be more than 1 million since there are lots of wars in those time) an avarge family has 3 child (so population increases normaly)
Religion: Turle Religion, so basicly is there is 1 God nothing but one God and created everything has no gender or picture of it, if you worship it God likes you more but you don't have to, and has all the holy books etc. , but if I can use a real religion it would be Islam but since you said make it up I made up :p
Technology: Focusing to find Gun Powder Technology, also has good tecnology in health by mixing technology and magic to create medicines
Magic: Magic is a big part of Turkerya in military, technology, and religion, spellcasters use magic but they have to categories either spellcaster or necromancer. Spellcasters mostly work in hospitals as master doctors and in army as medics. Necromancers are mostly used in religion ceremonies for praying at dead people and if they are expert(some of them) they can summon dead people to life as non spirit formed controled by necromancer, but they don't use it to revive back a king or any civilians just used in battles. And in relgion in the Turle holy books it says that "People are the most holy race we can see but magicans are not holy as humans" but it says also that they are angles in Earth that needs to do right things for humans.
History: Before Turkerya created it was ruling by a king and its family than a good expert general named Barbaros and army decide to join him and ask people to join them and big fights started but at the end General Barbaros wins the civil war and decides to not be a dictator since people helped him so he decide to create a fair monarchy sytem.
Location: West part of the map near east coast(I will show in the map it won't make sence if I say it )
Geography: Southern part is hot place it snows in winters but not alot but in summers a really hot place it has some mountains and forests but good thing is really nice beaches and some relics and few rivers and some lakes, Northern part is colder than South it snows alot in winters but it is not really cold(not like Siberia normal cold) it has forests, little relics, rivers, and some lakes, has mountains and forests it is it is not hot in summers but you will see sun in every season even its not really hot.
Anything else: People loves their country and united in a good way so a patriotic country

turkbaris13
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Re: Fantasy Countries

Postby turkbaris13 » Sun Nov 25, 2012 2:00 pm UTC

Image
Turkeya's flag

turkbaris13
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Re: Fantasy Countries

Postby turkbaris13 » Sun Nov 25, 2012 2:11 pm UTC


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orangedragonfire
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Re: Fantasy Countries

Postby orangedragonfire » Sun Nov 25, 2012 3:04 pm UTC

Seems okay. But you'll have to make a post for each of the races, filling out the race form.

That goes for other players as well, please separate the country form and the race form(s) into different posts, so that it is easy to link to them.

turkbaris13
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Re: Fantasy Countries

Postby turkbaris13 » Sun Nov 25, 2012 3:11 pm UTC

Well you know humans and elves no magic and magicans are humans can use magic

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orangedragonfire
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Re: Fantasy Countries

Postby orangedragonfire » Sun Nov 25, 2012 4:02 pm UTC

Well, then magicians are not a separate race. And you still need to fill out the forms. For the humans, the important part is the magic, since the rest is fairly obvious. For the elves, however, there are hundreds of variants out there, that's why a form is needed to specify which one you mean.

turkbaris13
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Re: Fantasy Countries

Postby turkbaris13 » Sun Nov 25, 2012 4:29 pm UTC

orangedragonfire wrote:Well, then magicians are not a separate race. And you still need to fill out the forms. For the humans, the important part is the magic, since the rest is fairly obvious. For the elves, however, there are hundreds of variants out there, that's why a form is needed to specify which one you mean.

Okay I will are you going to create a country too? because this game won't be fun when there is less players

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lylax
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Re: Fantasy Countries

Postby lylax » Sun Nov 25, 2012 6:43 pm UTC

Player
Nickname: lylax is fine.
Time zone: CST

Country
Name: Havender
Race(s): Humans are the only race.
Capital City: Farcroth, a busy merchant town on the coast. There's a market district next to the ports, and next to that a warehouse district and some residential areas surrounding it all.
Flag: A red flag with crossed white swords, with an eagle in between them.
Government: Havender has a king, Arnor Turin, but it is a mainly ceremonial position; the real rulers are the ministers, such as Gorrin Joano, minister of military and Dinfer Ceas, minister of trade. The ministers are not elected but voted on by the previous council of ministers, every 30 years.
Population: Very large urban population in the 5 major cities, and there is also a large rural population spread out across the land, mostly farmers.
Religion: The people of Havender worship 3 major deities: Croin, the god of light, happiness and love; Ulinder, the god of death, war and bloodlust; and Vroar, the god of knowledge, justice and wisdom.
Technology: We use steam engines in factories, but they have not yet been invented for transportation. Horses are widely used to travel.
Magic: Most of the people are largely oblivious to magic, but the few that use it, worship a patron deity to use magic. Croin is worshipped by doctors for healing and medicine, Ulinder is worshipped by necromancers and cultists and Vroar is worshipped by both scholars and illusionists.
Location: http://i.imgur.com/LaL0F.png
Geography: The south is mostly flat, grassy plains, but up near the north are enormous mountains that stretch into the sky seemingly endlessly.

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orangedragonfire
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Re: Fantasy Countries

Postby orangedragonfire » Sun Nov 25, 2012 8:19 pm UTC

Player
Nickname: odf
Time zone: UTC+1

Country

Name: Cyrris

Race(s): Night Elves are the leaders and normal citizens, while gnomes and trolls are treated as slaves.

Capital City: Htaed. Built mostly on floating rocks the size of islands. (there is a strong magical field around the capital which naturally makes the rocks float. The night elves came along, and decided it would be cool to build a city on them)

Flag: Black with a white bow

Government: Gnomes and trolls have to obey night elves. Among the elves, though, things are more complicated. The social standing of a night elf is determined by her/his family and clan, political party membership and status, wealth, skin tone (darker is better), education, magical talent and a lot of other more subtle factors. Therefore it is not always clear who the real leader is, there are a king and a queen but they are always a puppets. Nearly all night elves tend to plot and plan against each other as much as they can. There is a strict honor code concerning most areas of normal life, which all night elves follow to the death; the few that don't tend to be horribly punished. The honor code is often a central part in all of the night elves' plots. (i.e. publicly embarrass your enemy so that he by the code is compelled to commit suicide to cancel the dishonor to his family)

Population: few troll, lots and lots of gnomes, normal amount of elves

Religion: Night elves tend not to trust higher powers, as their superiors are often out to kill them. There is a small night elf cult devoted to Ulinder. Troll worship Big Troll in Earth, the troll god. (it's basically an ancient troll who eats rocks and takes things slow) The halflings are very more concerned about trying to find out how the world works than worry about Gods.

Technology: Paper money and the printing press are the advanced technologies.

Magic: Trolls have earth magic, allowing them to move large amount of earth easily; this is used for construction. Little is known about this. Night elves study shadowmagic, and there are a lot of tomes about it, but they are usually hoarded, so few people have access to a lot, and noone has access to everything. Shadowmagic has little to do with actual shadows, but allows magic to take a semi-corporal form that almost looks like a shadow. This can be formed into armor, weapons, be used to spy on people and to move faster. It could do a lot more, but Night Elves tend to focus on uses of magic that allow them to kill others stealthily.

History: The Night Elves grew tired of doing all their work themselves, so they subjugated the trolls and gnomes to do their work for them. They'd probably have conquered a whole lot more if they hadn't been fighting each other for millennia.

Location: The middle of the south-eastern continent.

Geography: Dark forests, swamps and low mountains.
Last edited by orangedragonfire on Sun Nov 25, 2012 10:21 pm UTC, edited 1 time in total.

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Re: Fantasy Countries

Postby orangedragonfire » Sun Nov 25, 2012 8:35 pm UTC

Night Elves

Appearance: Humanoid but slightly larger than humans. Usually with dark skin, and ethereal grace. Magic users have glowing lines crisscrossing over their entire body, colored according to the magic.

Advantages: Good at magic. Also quite intelligent. Heal fast. Long life.

Disadvantages: Frail. Tendency to get addicted to magic use. Not very strong. Are easily sunburned, which can be deadly for nightelves.

Magic: Night Elves have a general magic affinity which means that they can learn most kinds of magic. However, long study is required for each type.

Lifecycle: normal
Last edited by orangedragonfire on Sun Nov 25, 2012 10:21 pm UTC, edited 1 time in total.

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Re: Fantasy Countries

Postby orangedragonfire » Sun Nov 25, 2012 8:46 pm UTC

Trolls

Appearance: Made of stone. May take any form they like, and can veeeery slowly shift forms. When they interact with other species, they tend to mimic them. About twice to three times as big as a human.

Advantages: Very strong. Very hard to harm. Good magical ability.

Disadvantages: Dimwitted. Slow. Clumsy.

Magic: Trolls have a natural earth magic, which allows them to move large amounts of earth and stone, transform earth into stone and vise versa, and to gain energy from rocks which they do instead of eating.

Lifecycle: Trolls aren't born, they are 'woken'. A troll walks up to a large rock, and uses magic to wake it up, the rock thus becomes a troll. Similarly, they don't die of old age, but go to sleep, meaning that they become normal rocks again.
Last edited by orangedragonfire on Sun Nov 25, 2012 10:22 pm UTC, edited 1 time in total.

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Re: Fantasy Countries

Postby orangedragonfire » Sun Nov 25, 2012 8:53 pm UTC

Gnomes

Appearance: Quite small, at most half a meter. Otherwise humanoid, with eight fingers on each hand and tiny eyes.

Advantages: Very good with technology, good at extremely delicate things with hands.

Disadvantages: Easily squashed. Bad at anything social. Short attention span.

Magic: Very little. Most are born without magical talent, a few with some abilities.

Lifecycle: Gnomes can change their gender at will. The change takes about three weeks, and cannot be made when a gnome is pregnant.
Last edited by orangedragonfire on Sun Nov 25, 2012 10:22 pm UTC, edited 1 time in total.

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Re: Fantasy Countries

Postby Djehutynakht » Sun Nov 25, 2012 10:18 pm UTC

Race

The Djinn

(Nomenclature: Technically, "Djinn" is plural and "Djinni" is singular, but most just use the word "Djinn" for both. Pronounces like "Gin", Alternate spelling: Jinn)

Appearance: Human, essentially. This can vary in certain instances.

Advantages: Djinn are essentially "Genies" (Djinn is another word for genie). Not the stereotypical genie you may think of with blue skin and living in a bottle, but yes, the same basic principles. May live in a bottle. May take on an animal form. May do such kinds of "Magic" (although that term isn't always used).

Disadvantages: Djinn may be trapped in bottles or other such containers, binded via magic (in essence forcing the Djinn to obey the commands of whoever binded them), and have varying intolerances to cold and the touch of metal (varying on a case-to-case basis). Jade is impervious to Djinn power, for whatever reasons.

Magic: Djinn Power, which is essentially the alteration of the world around them. General magic. Djinn can also learn "taught magic", but the "djinn power" is magic which is natural to them. Power levels vary by Djinn, both naturally and how well they've refined the use of their own powers. There are several individuals which come along every once and a while which are termed "Djinn Maximus" due to having immense levels of above-normal power.

Lifecycle: Generally the same as humans. Djinn cannot really control their own power until around 12-ish, but some instances may pop up earlier than that. Their lifespan is typically longer than humans (it varies). Inside a bottle, Djinn are essentially in a state of suspended animation and can remain as such indefinately.

Anything else: Djinn are considered beings made of smoke and fire, whereas humans are considered to be made from Earth and Angels from Light. I'm basing a lot of my rules off of P.B. Kerr's "Children of the Lamp" series. But not exactly. I will variate from it in several instances.
Last edited by Djehutynakht on Mon Nov 26, 2012 4:21 am UTC, edited 1 time in total.

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Vieto
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Re: Fantasy Countries

Postby Vieto » Sun Nov 25, 2012 11:07 pm UTC

Name: The Natechia Empire

Race(s): The Terrinech, Dwarves as of page 5/6, the Feheron, other races in smaller numbers

Capital City: Natechi City
[imath][/imath]
Flag:
Spoiler:
Image


Government: Democratic Empire. There is one emperor, with absolute power, but to manage his empire, he has divided his empire into democratic districts who are mostly independent from one another and can govern.

Population: Terrinech generally live in the east and south, Feherons more in the west. Both are in the millions.

Religion: The Feheron are more religious and have a penta-theistic religion related to their magic, as well as many religious orders dedicated to worshipping these dieties and learning its power. The Natechi are polytheistic, but are more secular than the Feheron, and while their religion does call for sacrifices and war gods, they do not worship them as strictly as they have in the past.

Technology: The Natechi have steam age technology with rifles and artillery, and telegraph, so they have some electricity. The feheron had bronze age tech, but are slowly catching up to the Natechi tech in the east while slowely being integrated in the empire. Terraced farms, locomotion, and hot air balloons. From the war with Feheron, the Natechi also figured out how to use magic using copper runes, and acquired live stock, camels, glass, and new fabrics, paper, and spices (not to mention land trade routes).

Magic: The terrinech have figured out how to use copper as a medium to use magic, while the Feheron have a natural affinity for it (due to copper blood). Essentially, magic is composed of 5 elements (Wood, Fire, Water, Metal, and Earth), which are almost useless alone, but combined can be used to create a vast combination of intricate spells.

History: The Dwarves fled their mountain home after a catastrophe, and were at odds with the Terrinech. The principality of Natechia had the two races working together, and it conquered 3 other principalities, along with the Feheron Empire, since then.

Location:
Spoiler:
Image


Geography: Desert (with lush coasts) in the west, mountains and tropical/temperate rainforest in the east.

Flag, culture: to be extrapolated later.
Last edited by Vieto on Thu Jan 17, 2013 8:40 am UTC, edited 8 times in total.

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lylax
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Re: Fantasy Countries

Postby lylax » Sun Nov 25, 2012 11:25 pm UTC

Do I need to make a post for Humans?

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orangedragonfire
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Re: Fantasy Countries

Postby orangedragonfire » Sun Nov 25, 2012 11:40 pm UTC

Either you or turkbaris13. You both have humans.


Anyway, about the map... should we adjust the countries so that they are about equal in size? Or is it okay to have one that is much smaller than its neighbors?


As for technology... people are more advanced than I'd like. We are supposed to be at middle age technology level or slightly ahead. For example, diesel engines were invented around 1900.

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Vieto
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Re: Fantasy Countries

Postby Vieto » Sun Nov 25, 2012 11:58 pm UTC

orangedragonfire wrote:As for technology... people are more advanced than I'd like. We are supposed to be at middle age technology level or slightly ahead. For example, diesel engines were invented around 1900.


Eh, fine. I'll edit it to be distinctly steam-age and telegraph.

edit: also, I've balanced my technology advantage with a bronze steam-age. Note that I have not fully thought out the consequences of a steam age without steel, so that may change things a little.

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Vieto
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Re: Fantasy Countries

Postby Vieto » Mon Nov 26, 2012 12:44 am UTC

Nickname: Vieto works. Emperor Vieto, since I suppose I would be the Emperor of my nation.
Time zone: EST

Race: The Terrinech (Teh-rin-eck)

Appearance: humanoid, have retractable, light but strong bony protrusions from their wrists, bone plating on their arms, chest, legs, heat, and other otherwise vulnerable places which can stop some weapons and musket shot. Skin colour is standard pigment system, so their skin tone tends to be dark to medium tan due to their geographic location. They are matted with a thin layer of soft fur, which is transparent on most of their bodies, and they have a second limb system with what resembles bat wings, which gives them a limited flight capability, and is thickly matted with fur (which matches their hair colour). Their ears slightly resemble that of elves, and their senses are hightened, but they are still primarily dependent on sight. Unseen, both genders also have a pouch protected by a bony plate for their young. The pouch in males is larger. They are usually around 6 feet tall, but their young are only 2 feet high, while they learn to hunt and explore.

Advantages: Their bodies are built for close combat, even against stronger, heavier enemies. They also have a sophisticated adrenalin system, with 2 adrenal glands, one near their hearts, and one in their brains, which they can call upon at any time to heighten their fight-or-flight responses. 5% of the population have a mutation which this goes into their cerebral cortex instead, giving them temporary heightened intelligence, learning abilities, creativity, and social capabilites. These terrinech often become scholars, engineers, or politicians, and has resulted in a form of class system (although normal terrinechs do represent a fair ammount of political discourse, as the advantage is only really temporary, and difficult to master). Also, they have limited flight, which uses lots of calories so it is only useful for short flights or gliding, but is fairly silent.

Disadvantages: Have no natural magical abilities, and they are slightly allergic to copper (which is how they interact with magic). Require a very high caloric diet. Also, their skeletal structure is lighter, although it is reinforced with natural carbon fibers (which must be replenished constantly, as they do not last as long as bone). They also have limited colour vision, as they are adapted for seeing at night, and are nearly blind in daylight.

Magic: No natural capabilities, but they have learned how to make use of Feheron magic using copper runes, which they can use to make more powerful or complex spells than most Feheron could hope to achieve. However, Terrinech have an allergy to copper, so they can only use magic when they have use their adrenalin because it suppresses their immune system. (see Feheron magic for an expanded explanation of magic).

Lifecycle: Both male and female members of the species can fight at equal capacity, even when the female members are pregnant. As a result, young Terrinech are born very small and after only 1 month of gestation, and with very small brains, with only essential functioning. They spend 11 months in the mother's pouch until their brains have turned on all of their senses, and they spend another year in the father's pouch. Both parents have nurturing capabilities inside of their pouches. Young are produced one at a time, and the mother is not able to produce another child until her pouch has been abandoned. As a result of all of this, it is normal, if not expected, for parents to being their young with them to work, and even to war. Once a child is 2 years old, they remain fairly small for 15 years, with their bony protection having been completely grown during the time in the father's pouch, giving them lots of physical protection from their own curiosity. Once they are 17, they experience a fairly rapid growth spurt, in which they have an extremely high caloric requirement. Their brains are capable of adjusting from being 2 feet tall to being 6 feet tall fairly easily, as it is hard-wired to make these adjustments.

This extended vulnerable period means that the Terrinech are extremely protective of their own kind, while extremely xenophobic towards other races who they perceive as potential threats. They have an affinity towards races that are smaller or more vulnerable than themselves, but react to poor first impressions rather poorly, which was one of the leading causes of their war with the Feheron.

Once the Terrinech is a proper adult at around 18, they are fertile and fully capable warriors. They are capable of being in their prime indefinitely, but their high caloric maintenance cost means that they die very quickly if they cannot find enough food. Also, once a bone is broken, they are slow to repair, if at all, so if a wing breaks, or a bone plate is punctured, it is permanent (barring magic). This, of course, is fixable in their current era.

Preferences: The terrinech love mountainous or forested terrain, as they love to extend their wings and use them instead of walking. Their capital, Natechi City, is built between an island of 3 mountains in the middle of a Fjord, and it is multi-terraced. They do not like flying for long distances, and without a horse equivalent, they only began expanding once they had ships, then balloons, then locomotion. They are omnivores, berries in their home province have lots of calories, but they are best suited for hunting, both alone and in a group.
Last edited by Vieto on Mon Nov 26, 2012 2:13 am UTC, edited 1 time in total.

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Vieto
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Re: Fantasy Countries

Postby Vieto » Mon Nov 26, 2012 1:07 am UTC

Race: The Feheron (Fah-hee-ron) aka. Sand Elves

Appearance: much like the Night elves, they are taller than humans and have glowing lines criss-crossing their body, although they are always light blue. They usually have a slight complexion, and long, blond hair and blue eyes. They do not have the same apparent grace as the night elves, and they tend to have many scars from their battles.

Advantages: Magic is very natural to them, longevity, intelligent, combat mastery is achieved easily. Passive healing, but not as effective as night elves. Very tolerant of heat and sunlight, and are fast.

Disadvantages: physically frail, have trouble actively using magic, as they learn it passively and instinctively. Dislike colder climates, or climates they can't navigate easily.

Magic: They use magic passively, more so in their youth, and mostly from watching their parents. Learning to actively use their magic is much, much harder, but given time they are capable of mastering complex magic. They can benefit from using Terrinech copper runes, and can even learn to use the spells themselves easier by using the runes as a form of 'training wheels'.

Life cycle: normal

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Djehutynakht
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Re: Fantasy Countries

Postby Djehutynakht » Mon Nov 26, 2012 1:28 am UTC

orangedragonfire wrote:Anyway, about the map... should we adjust the countries so that they are about equal in size? Or is it okay to have one that is much smaller than its neighbors?


Fill out an area on the map (maybe for your own country, maybe just a light gray section as an example) of what you think should be roughly the largest size anyone should be able to start with. If people want to start with something smaller, let them, but make that roughly "the max".

Remember to leave enough room for expansion and players who may join later. We can make the scale whatever we want it to be.

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Vieto
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Re: Fantasy Countries

Postby Vieto » Mon Nov 26, 2012 1:53 am UTC

Changed the map in my post to scale down the size of my empire. I think it looks more reasonable now.

Edit: it looks like steam and gunpowder is the continent's universal technology level, so things are looking fairly balanced from that perspective.

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lylax
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Re: Fantasy Countries

Postby lylax » Mon Nov 26, 2012 2:03 am UTC

Then, should mine be smaller as well? That's fine.

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Vieto
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Re: Fantasy Countries

Postby Vieto » Mon Nov 26, 2012 2:11 am UTC

I'm not sure if it matters hugely. I suspect most of your northern territory would not be very friendly for large cities, or human life at all for that matter, so your cities would be further south.

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lylax
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Re: Fantasy Countries

Postby lylax » Mon Nov 26, 2012 2:23 am UTC

Race: Human
Appearance: 4 to 6 feet tall, tannish to brown skin, 2 arms and 2 legs.
Advantages: A very hardy species, very versatile. Can be strong, or proficient in magic, or survive in very extreme conditions.
Disadvantages: Not all are able to use magic, not extremely strong. Those not trained in magic are very susceptible to the use of it.
Magic: Certain individuals are born with the ability to perform simple magic. If this is recognized, they may be sent to a university to follow Croin or Vroar, or if they are found by cultists, they will be raised to worship Ulinder.
Lifecycle: 2 genders, live birth, live 60-80 years.

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Djehutynakht
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Re: Fantasy Countries

Postby Djehutynakht » Mon Nov 26, 2012 4:08 am UTC

Player Djehutynakht
Nickname: Whatever you want. You could shorten it (Djehuty). Or call me "Djinn". Or whatever. I realize my name is difficult.
Time zone: Boston, Massachusetts, USA (Eastern Time Zone)
Anything else: CYOC!

Country

Name: The Kingdom of Tricily

Race(s): Djinn, Human- Primarily. Djinn are a smaller population than humans although sometimes considered more "Elite". Both are treated equally under the law. There are also smaller populations of other races--many immigrants.

Capital City: Scargo. Scargo is a city on the sea with both domestic and international trade. Some ways beyond the city in the woods is Scargo Lake, which is considered sacred, as well as Scargo Tower on its shore, a location shrouded in lore and an important national symbol.

Flag:

Image

Government:

The head of our nation is a Monarch. Currently, that would be King Marcus III, regent.
----Our Kingship is not necessarily hereditary. Although it is possible for a child to follow a parent, the last line of legally-hereditary monarchs was abolished long ago. The King is chosen through other means. He can be removed through a long and somewhat difficult process, and he may retire. Additionally, it is possible to put a "term limit" upon the monarch's reign when they are appointed (this is not necessary) or to put them up for "reaffirmation"-- usually when a faction wishes to compete to install a new king.
Titles of nobility are also granted, although not necessarily hereditary (or they may have a generational limit). For instance, the rule for bestowing the title "Prince" or any other noble title on a King's descendents are limited to the children of the last living adult generation of direct descendents during the King's lifetime.
----Although the Kingship is not hereditary by law, Marcus is a second generation King. His father, King Paolo II, was king before him, retiring when it was evident his son would take his place. One of Marcus' sons, Prince Antonis (currently only about 12) is a source of political agitation. Some anti-hereditarians are worried that Antonis will be groomed to take the throne, and thus lead to a reinstallment of hereditary monarchy. Many anti-Djinn radicals are worried too---the current King, as well as the Prince, are both Djinn. Because it is considered highly rude to ask about a Prince's political ambitions directly to him or his family, his future is shrouded in speculation.

Our nation has a Senate, which is comprised of 50 Senators chosen by their respective electorates. The Senate as a whole acts as one body, although within it (aside from committees and such) there are two main parts; there is the "Tribunarium", which is the main body of Senators. Out of the 50, however, there is a select 7-person body called the "Magistrarium", which is entrusted with certain higher powers, as well as the running of the Senate. The leader of the Magistratrium, and leader of the Senate as a whole, is termed the "Grand Magistrate". The two deputies of this office, elected from solely the "Tribunarium" are called "Tribunes General".

Finally, there is a judiciary, comprised of five High Judges in the highest court. They are appointed by King and confirmed by Senate. They are the ultimate judicial authority in the land, as well as the ones who establish or authorize lower court systems. By law they must be politically neutral and highly impartial.

Population: A few million.

Religion: Several various "Cults", monotheistic, polytheistic, and non-theistic (spirits, etc) exist and are followed in our nation. They will be expanded upon later. Several such cults include the cult of the Great Sasan, the cult of the Lake Spirit, and other such religions.

Technology: General Middle-Ages technology (not just European). There are a few areas in which we excel. For instance, we have very good naval technology as well as excellent masonry. We have a fair amount of people who look into the "sciences", although this is still developing.

Magic: The magic of our nation is rich and various. It ranges from wonderous feats to little household charms. There is Djinn magic, which is the power held naturally by a Djinn. Other naturally born powers. There's learned magic. There's Deistic Magic (magic of the gods). Magic is used in household charms and private use, the private sector, public sector and, yes, even for the military.

History:

The Complete History of the Kingdom and it's predecessors can be found in "The Elder Tomes".

Spoiler:
----It is said in our national lore that the founding of the kingdom arose through the combination of three great cultures. Long ago the shores of the Plinian Sea were inhabited by various different tribes, some civilized and some barbaric (this still remains the case with some of the shoreline today), as well as the occasional colony of pirates. The area around present-day Scargo, which makes up a large part of the Kingdom today, was inhabited by two particularly strong groupings of tribes. Their border was marked by what is now Scargo lake, which was unnamed in their day as the two alliances could not agree on a name. The two sides warred frequently, much of the fighting occuring near the lake. However, during the latter years of this fighting, a young warrior from the northern tribe, Gordon of Scalla, and a chieftain's daughter and gifted healer from the southern tribes, Cara the Kind, fell in love. They met at the lakeshore under the starlight for secret meetings.

One night, however, they fell asleep in each other's arms on the lakeshore. The next morning, two patrols from the feuding sides confronted each other on the lakeside and were about to go into battle, when, suddenly, they spied the two sleeping lovers, now awakened. Both sides enraged, they put aside their differences momentarily, each side determined to execute the one from their tribe whom they deemed a traitor. Before this could happen, however, messengers from both factions appeared running towards the lake. A large fleet of crimson-sailed ships had been sighted going at remarkable speed, and were on their way to make landfall on the seashore not far from the lake soon.

Both tribes hurried to the seashore in full force to meet them. Pirates had often pilaged these coasts, but never had there been a fleet so large, so organized or so strange. Warskiffs from both tribes attempted to sail out to investigate or fight off these ships. However, before any could get near the fleet, they were pushed farther away by strange supernatural currents.

To this day nobody knows where this third ancestral tribe of Tricily came from. Only speculation of where these "Sea People" came from can be offered... that they came from some strange distant land from beyond the waves, driven away perhaps by war or plague or destruction. Even though the nation traces its roots back to them--they brought the Djinn, their origins are lost.

When the first ship made landfall it did so almost effortlessly, it's bow digging into the soft sand of the beach. A gangplank was lowered by unseen hands. Both tribes raised their weapons. From the plank descended a woman with blue eyes, a wispy blond hair, and clad in emerald robes. Soon others followed, also richly dressed, her supporting officers and her guards. She announced herself commander of the fleet and leader of its people, both Djinn and Human. She was a Djinn, by the name of Sasan, and demanded to know why her people were being greeted with weapons.

As she was told of the history of those lands, more of her people began to disembark, not all looking as fearless and dashing as she and her officers; normal people. Still, all three tribes stayed apart.

The two rival chieftains finished telling her their history, which was laced with insults and arguments between the two rivals as to who was the lesser tribe. They then began in unanimous chorus to explain to her why she must leave and could not remain; there was not enough room for two, never mind three. She largely lacked attention during this time, her eyes instead on the distant Gordon and Cara, bound with ropes. Finally, Sasan interrupted the Chieftains, demanding to know who the two captives were. When the Patrol Captains who had caught them explained, Sasan walked over to the captives and, drawing a knife from her belt, cut their bonds. The guards near them tried to stop her, but could not touch her. It was if she was made of fire.

The woman called out to all three tribes, her voice incredibly loud enough for all to hear. She demanded they all follow her, the two captives immediately behind her. Bewildered, they did, the two tribes still on the brink of battle, their weapons raised to both each other and the new "Sea People".

By this time it was night, and torches were required for the huge mass of people to walk through the woods leading to the lake. However, once in that clearing, both native tribes moved to stand near the shore of their side of the lake, however still remaining close to this strange leader.

With the two captives next to her, and the two chieftains and tribal elders as well, Sasan stood on the shore of the lake. She reached for a pouch around her neck, she undid the drawstring and removed a small object. It was a flat Jade stone, with a strange symbol etched into it in gold. It was light enough from the starlight in the clearing to see her as she turned towards the lake and, drawing her arm back, proceeded to skip this stone across the water of the lake until it reached the middle, where it promptly sank.

The lake then began to glow brighter. It shimmered magnificently. Then, as if in a dream, silvery beings began to emerge from the lake; the dead ancestors of all those who had died in the feud between tribes. The members of both tribes began to fan around the lake, finding emerged family and friends. These spirits told them of the peace the two tribes had made after death, and how this must be extended into life.

Demigods worshipped by both tribes, nature spirits from the area, also emerged in ghostly form from the lake. One spirit, with hair like the branches of a great tree but with a dress that looked like pouring water, was in the center. Suddenly, all of the tribespeople around the lake, both alive and dead, fell silent. The middle spirit made a proclamation. It was time all fighting to come to an end. The tribes had heard from their elders and their spirits, and this was what was to be done. The people must be united. The Princess, Cara, was to be married to the brave, Gordon of Scalla, and they would together rule this new kingdom. The new arrivals were to be accepted as the third people of the land, and all would live as one. They would build a new capital at the site of the old border, near where the Sea People had landed, from which to rule. And finally, this lake would forever be held sacred.

The spirits then said their farewells and sank back into the lake. Sasan, once more, spoke up. She told each tribe to return to their lands and prepare. In seven days, the night of the full moon, a feast was to be held, to fufill the prophecies and proclamations of the spirits.

Seven days hence, a massive feast of brotherhood was held between the North, the South, and the Sea. Sasan, the leader from the sea, proclaimed the people as one, to be official come the start of midnight. In order to celebrate the three tribes coming together, she named the kingdom Tricily. As the moon rose that night the tribe gathered from their feasting as Sasan officiated over the marriage of Cara the Kind to Gordon of Scalla in a magnificent ceremony, spirits watching over. The people cheered. As midnight approached, Sasan produced a small vial of water. She explained that it was from her peoples' homeland and, when combined with the waters of the two other tribes in Scargo, would complete their union. As she poured in the water she blessed the lake, declaring it a sacred place to be guarded and revered and one which would bring prosperity to their peoples for all time. At midnight, the tribes cheered.

King Gordon and Queen Cara of Scalla would go on to have a prosperous rule. Under their rule the capital was built not far from the lake, and many other cities and towns besides. The people of all three tribes were truly united, and soon it was not even as if they had been at war or not from that land at all. Sasan was named Grand Djinn, and much revered by all the people. As the rule of the King and Queen matured however, she began appearing in public less and less often, until eventually she had completely disappeared. One night, after many, many years of happy rule and several children, the King and Queen, now elderly, decided that for their anniversary (as well as that of the nation) they would spend their night camped on the lakeshore where they had first met.

The next morning, when guards arrived to escort them back to the city, both the King and Queen were gone. There were only two sets of footprints leading from their campsite directly to the lake. The Guards understood the two lovers had been claimed by the spirits. Near the end of their footprints at the edge of the water, they found a large stone. On it was engraved "S.CAR.GO". Upon bringing this back to the city, it was decided that the name "Scargo" would be given to the Capital City, the sacred lake, and a tower to be built on the lakeshore; the stone used in its making. And so it was.

Over time, the Scalla line was lost. Other lines and other rulers came and went. A Senate was eventually created as a people's representative body. After a particularly bad line of rulers, the people rose up, overthrew hereditary monarchy, gave the Senate more power and instituted the current system of monarchs.


And that's how Tricily came to be.

Location: (see map)

http://imageshack.us/a/img707/13/fantasynationsmap.png

Geography: Varies. Woodlands, seacoast, mountains, grasslands, etc.

Anything else: Will add on later.

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Vieto
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Re: Fantasy Countries

Postby Vieto » Mon Nov 26, 2012 4:20 am UTC

The map is blurry (and excludes Natechia). Perhaps you might want to upload a .png?

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Djehutynakht
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Re: Fantasy Countries

Postby Djehutynakht » Mon Nov 26, 2012 4:33 am UTC

Vieto wrote:The map is blurry (and excludes Natechia). Perhaps you might want to upload a .png?


The version of your map that I see when I click "spoiler" is cut off in the east. Could you upload a link to a more complete map, si vous plais?

Then I may edit in my nation in addition to you three.


Edit: Nevermind. I found one, but it's considerably smaller than the original.

Original size, por favor?

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Vieto
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Re: Fantasy Countries

Postby Vieto » Mon Nov 26, 2012 4:39 am UTC

if you right click my map, and open in a new tab, you should see the whole map.

edit: it appears it shrunk my map on upload. Let me try again...
Last edited by Vieto on Mon Nov 26, 2012 4:42 am UTC, edited 1 time in total.

turkbaris13
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Re: Fantasy Countries

Postby turkbaris13 » Mon Nov 26, 2012 4:41 am UTC

Guys the Havender is too big as other nations Havender is big as United States if this was a real Map please make your nations small or this game doesn't make sence and IF YOU ARE DOING A MAP PLEASE USE THE LAST PERSON'S MAP SO THAT WE CAN PUT EVERYBODY'S MAPS and please do not cheat in your map we need to rechange the map I see to big nations

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Djehutynakht
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Re: Fantasy Countries

Postby Djehutynakht » Mon Nov 26, 2012 4:41 am UTC

It's not letting me do that (at Vieto)

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Re: Fantasy Countries

Postby turkbaris13 » Mon Nov 26, 2012 4:42 am UTC

I will do the editing okay!!!!!!!!!!!! You guys can tell me if you like it or not because we want to start a fair game not nations big as United States

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Vieto
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Re: Fantasy Countries

Postby Vieto » Mon Nov 26, 2012 4:43 am UTC

I've attached the map. Should be the right size. Tell me if it is not.
Attachments
Fantasy_Nations_Map.png

turkbaris13
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Re: Fantasy Countries

Postby turkbaris13 » Mon Nov 26, 2012 4:47 am UTC

PLS DO NOT DO THE MAP MAP IS WRONG NATIONS ARE WAY BIG BLACK COUNTRY IS BIG AS UNITED STATES LET ME AND ORANGEDRAGONFIRE DO IT WE HAVE EXPERIENCE WHAT WILL CAUSE IF EVERYBODY JUSTS UPLOADS MAPS HOW THEY THINK THANK YOU

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Vieto
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Re: Fantasy Countries

Postby Vieto » Mon Nov 26, 2012 4:48 am UTC

Hey, chill. I was just reposting the map in my post.

edit: I think part of the problem is that it is hard to get a sense of how big our nations are. Going by a map of the world, the smallest nation, Turkyerya, which looks really small but is already twice the size of France if compared to a modern political map of earth.
Last edited by Vieto on Mon Nov 26, 2012 5:17 am UTC, edited 2 times in total.

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Djehutynakht
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Re: Fantasy Countries

Postby Djehutynakht » Mon Nov 26, 2012 5:06 am UTC

Okay cartography buddies, here's an edited map.

http://i1359.photobucket.com/albums/q78 ... _Map-1.jpg

Yes, I -am- aware that Havender is still too big by Turkbaris' opinion. I'm leaving it that way. If ODF decides he needs to scale it down, he can decide which parts to keep and edit away the rest.

Now, let's get off this. We're scaring people away.
____________________________



King Marcus of Tricily has dispatched emissaries to all of the countries created on this thread to make contact.

sco
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Re: Fantasy Countries

Postby sco » Mon Nov 26, 2012 5:30 am UTC

Player
Nickname: Sco is alright
Time zone: UTC+8
Anything else: I’m not sure if I’m allowed to do this, if you guys think it’s unfair just let me know but I thought I’d try something a little different.

Country
Name: The Lower Planes (Tarus is the nation ruled over on this plain)
Race(s): Demons and devils in the lower planes, cultists of Tarus come from many races but are primarily human and orc at the moment with goblins making up a reasonable part of the population as well. Few demons and devils exist on the natural plane due to the difficulty of bringing them through from the lower planes.
Capital City: Modea (Mo-day-ah) on this plane, Aytar in the lower planes
Flag: to be posted later.
Government: The high lord of the lower planes rules all. He is known by many names, including Ulinder and is worshipped as a god, devil and primal force of nature in different cultures. He is supported by a strict hierarchy of other demons and devils who compete constantly but enforce a tight order over the lesser demons and devils. The high priest of Tarus rules the small nation dedicated to him on this plane by divine right but there is much plotting and backstabbing in Tarusian politics. The structure of their society mirrors that of the lower planes, with multiple levels of hierarchical distinction, much competition and subjugation and slavery for all who do not worship the dark lord and submit to his service.
Population: Very small population on this plane, huge numbers of demons and devils in the lower planes but they are unable to enter this world easily.
Religion: All worship the Dark Lord or are enslaved or killed. The Dark Lord has influence in may lands due to his assorted cults but these do not always (or even usually) get along with each other.
Technology: Low technological level, basic swords shields and armour and little civilian development. Much technology is scavenged from other peoples and nations.
Magic: Magic is widely practiced and used by most. All magic is demonic, necromantic, shadow, primal or blood/sacrificial in nature and most power comes from the lower planes and generally focussed into summoning. All devils and demons are innately magical.
History: Ulinder once ruled a great and mighty empire (possibly what forced the sea people to flee their homeland if you want the histories to intersect like that) on this plane but a great war with forces of light and order shattered the empire and cast down Ulinder’s power but was destroyed in the process. From the great destruction of this war our current world was born. Ulinder has since lurked in the lower planes, gaining power in the natural plane and seeking to find a way to rule over it again. A cult of his, made up of human and goblin slaves, along with some orcs who were at that point their masters, overthrew the leadership of an orcish tribe and established a country in his glorious name. From these beginnings small raids have been carried out on nearby countries but their ambitions as of late have been growing…
Location: I’m not sure if I should edit it or let someone else do it, especially since I may not be allowed this country. I’d like a small island or two in the chain in the middle of the map.
Geography: Small tropical volcanic island/islands (think Hawaii). Dark magics pervade the area, leading to an permanent purple mist surrounding the islands, making sailing around the islands very dangerous. The plants and animals have become twisted, vicious and horribly mutated by these magics and often attack anything that moves. Rocks occasionally bleed and most water sources are black, sickly green or a deep redish purple in colour. Most of the people who live here have also been twisted by these magics in some way but less so through the acceptance of the Dark Lord and by allowing these powers to flow and course through them. The slaves almost always become horribly twisted before long, sometimes making them more useful, at others crippling them so that all they are good for is sacrifice.
Anything else: Demons and devils can’t enter this plane easily, especially the more powerful ones and I hope that this will limit my power sufficiently for this country to be allowed. I’m open to any suggestions people have if they think that I’ve overpowered this or if they think something should be changed. I’ll do all the racial descriptions once I know if you guys will allow this one or not. Thanks.


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