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Post by Inkshade on Jan 13, 2012 18:45:23 GMT -5
So I was thinking for a basic template just:
name:
description:(include like...terrain, sort of government, tradditional types of magicy stuff)
relevant history:
All good?
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Post by CrystalPrison on Jan 15, 2012 9:27:51 GMT -5
Part of this stuff doesn't relate to the country itself, it relates to characters in the country, but I felt it made more sense to put it here.
Country Name: Naho
Description: The northern land of Odyssia, which is incredibly forested. The countries a decent size, and though the forts built are no longer used for war, they remain up for training. The current leader is a woman named Kari, and all candidates for leaders must be elected, and then prove themselves against other candidates.
Magic Style: The people of Naho are all born with opportunity to hone the same abilities. Those that choose to utilize their energy and train themselves from a young age to utilize the power of Guardians. Guardians are essentially spirits –though they can become solid with effort- who claim humans by merging their energies and creating a physical Mark on the human. In exchange for energy from their Marked, they grant the Marked some of their powers and the strength of these abilities grows with time. The limit for any Warrior is three Marks, as any more would overload their system with foreign energy and cause their body to shut down. Although Guardians are in a sense weapons, most people regard their Guardians as friends and family.
Random Information It is thought the Guardians are spirits of those deceased during the wars before The League, from battles that are older than any person alive today. The Warriors of Naho believe that in exchange for their energy, which ties them to the physical world, they are granted the ability to fight the battles the dead once lost.
History: Naho was deeply involved in the wars before the league, due to the amount of people in their land able to harness the power of the Guardians. As such, despite the new times of peace and the league itself, many people are still classified as Warriors, in order to keep the Guardians of the nation strong. They have valued physical strength and political force throughout the generations, and though this shift to war has uprooted some of their strengths, they train to keep what they can. ----------------------------
Country Name: Darhvar
Location: It’s a small island, kind of like Guam. It’s there, but getting it right on the map, the first around isn’t all that easy, because it’s just so tiny.
Races: Non-magical Humans and magical humans called Silvertongues. About 80% of the population is human, the rest are Silvertongues (or the odd creature stupid enough to migrate to the tiny island)
Important Mythology: In Darhvar people believe that the whole universe and everything in it are divided into things with soul (jiva), and things without it (ajiva). In the beginning, all things with jiva spoke one common language, the trees spoke to the wind, the wind to the fire, the fire to the birds to the people. But one-by-one, those with jiva forgot how to speak the language they’d once used, and so, they fell silent to each other and spoke only to their own kind. Their words were lost and in a sense, they lost a part of their soul. In humans, this led to losing their magic.
It’s also said that all things remember what it felt like to speak the fluid, silver language of the soul, and somewhere in the dark spaces of their hearts where ajiva has taken root to disrupt the language, everyone longs to speak it again. And sometimes, a human child will be born with the gift to speak the silvery jiva language. It has lost much of its potency with the loss of the true language, but they can still connect to one other thing with jiva, and whatever it is they can Speak to can Speak back.
History: Darhvar has little important history. They were involved in little to none of the past wars in combat, though they were a trade nation because Plant Speakers make things like that very easy. They also had a relatively decent navy, but they only used it in the most dire of situations.
Magic Style: Silvertonguing (practitioners are Silvertongues) is Speaking in a way ordinary humans cannot. There are several kinds, all of which can hear what they Speak with from the average distance they could hear loud noises with their ears, and outside noise doesn’t affect them.
****** Beast Speakers: Marked by their red eyes, Beast Speakers can communicate with animals. Beast Speakers often differ in what animals they hear clearest and can communicate best with, though they can usually hear all.
Water Speakers: Marked by colorless, foggy eyes, Water Speakers can communicate with water, and as such, can expand their awareness by hearing about things near the water when the Speaker isn’t there. They can also control it, to an extent. Water Speakers normally vary in the different forms of water they use the most (Ice vs moving water vs still water vs steam) though they can use all to an extent.
Plant Speakers: Marked by electric green eyes, they are like Water Speakers, in the extent of their abilities, the just use plants. They often differ in using flowers or trees, and what they use them for, though they are bound to both.
Wind Speakers: Marked by their grey and white flecked eyes, Wind Speakers can control the wind and air around them.
Fire Speakers: Marked by their bright yellow eyes, Fire Speakers can communicate with and create fire, though it still needs something to feed off of or it won’t last long and they can also manipulate heat. Fire Speakers often differ in what they do best with fire (Fire balls, small fires, draining the heat from an area, increasing the heat in an area)
**The next three Speakers have no outward signs of Speaking. This is thought to be a result of non-silvertongues’ fear. Because they present a different kind of danger, it became better for them to hide any kind of traits, in order to stay alive. It’s one thing to know someone that can set your house on fire. It’s another to know who can ask your door to unlock itself, who can get your weapons to reveal themselves, can talk to everything valuable you own, and then kill you with your own sword.
People Speakers: People Speakers are hard to resist, difficult to argue with, and are capable of eerie levels of persuasion. They can’t mind-control people, but they can sway them to do what they want with relative ease. Needless to say, many People Speakers become politicians.
Magic Speakers: Magic Speakers can communicate with the magic and other non-physical techniques that people use. For them, their skills don’t ride in affecting people physically; just their techniques and making them backfire or alter what they’re supposed to do. They differ in affecting magic before or after a technique is cast.
Thing Speakers: Thing Speakers can communicate with anything made by man (and other species) kind. They cannot move an object from its position, but they can do more basic things that normally wouldn’t be done by objects, like closing the book and unlocking the door, or causing asking an arrow to miss or a sword to not hit. Thing Speakers often vary in what objects resonate best with them (well used ones, metal ones, wooden ones, etc)
*The nicer you treat who/whatever you Speak, the easier it will obey the command or request. Something that feels loved by a speaker is more willing to help, and this is especially true for thing speakers, as objects are often dropped, thrown around and abused, so a little kindness goes a long way. *** Transference: This is the concept that every time a silvertongue Speaks to something, that they leave a bit of themselves in it, which makes it easier to locate and Speak to the next time. This is incredibly important for Magic Speakers and People Speakers, as there is the possibility of leaving themselves in another person, as they affect the person or their magic personally. This occurs only from silvertongue to silvertongue, due to the resonance of jiva that is so similar.
Every thought, word, action and memory becomes shared, leaving the silvertongues bonded irreversibly to each other. It is impossible to separate the two mentally from that moment on, and they are never really alone again. It’s incredibly rare, like getting struck by lightning (but that doesn’t mean you’ll go running in the rain with a lightning rod).
It’s not illegal to People Speak or Magic Speak another silvertongue, it’s just frowned upon and could get you shunned. And then there’s the whole burden of being more or less codependent on someone, who you may or may not like, and could very easily discover that you don’t like, once you’re in their head. So it’s really just a bad idea, unless you’re very desperate, very stupid or don't give a damn about consequences.
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Post by outerlimits on Jan 15, 2012 14:32:52 GMT -5
Ok, so couple things to say here:
1) Nice nations CP. Lot's of detail there. Either you're really bored or really imaginative. Most likely a combination of both.
2.) Just sort of a reminder, since I don't remember if I said this, but you don't have to make your own nations for your characters. You could always have a character from someone else's nation.
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Country Name: Ferrin
Description Ferrin is a major nation located along the east coast of Odyssia. Since it spans most of the entire eastern seaboard, Ferrin's population is subject to numerous different climate locales, ranging from the colder, snowier southern portion of the country to the mountainous, arid northern part. The Partisan River flows from the north part of the country south, serving as a major source of water and irrigation for the country's inhabitants. As you move from north to south of the country, it get's more green and foresty, leading to the Great Evergreen, a forest of pines and other evergreens that makes up the southernmost part of the country. At the base of the northern mountain range called the Jutted Peaks lies a mostly arid desert known as The Wastes. Aside from the small oasis that surrounds the Partisan River on both sides, the Wastes are dry and hot, being more of a dirt and hard ground desert with no real sand to speak of. The part of the country that borders the ocean is known as World's End, due to the fact that not much is known of any lands out beyond the great sea, aside from islands that have been discovered and mapped. World's End starks from the rest of the country in that it has virtually the same climate no matter where you are: Temperate. The ocean provides a stable enough climate and regular rains give people who live there ample water supply and farming ground, along with great fishing.
A Brief History of Ferrin: Ferrin's people are a story of remarkable co-existence and tolerance for each other. The differing climates had separated them before unification, so such virtues would be necessary for such a large, diverse nation as Ferrin. Trade is a large part of Ferrin, with natural resources providing the bulk of Ferrin's exports and self sufficiency.
Ferrin is known to be a refuge for peoples who wish to get away from places elsewhere that are not so tolerant or well off as the nation. However, because of this high regard that is held for Ferrin, the nation and it's people often attempted in the past to act as peacemakers and policemen for the rest of Odyssia, interfering in affairs they probably should have stayed out of. It got enough resentment towards the country to spark the last of the great wars that nearly tore the world apart and resulted in the creation of the League.
Magic Style: Ferrinians view magic as they do most other things they use: as a tool. Magic serves a purpose to be used to make tasks easier to accomplish, such as how hoes help with farming and axes chop wood. The great thing about magic is it has a lot of uses! With this in mind, most Ferrinians have the ability to use magic in some way, shape, or form, often to their own style or need that they have of it in life. While this practicality leads to much diversity and freedom, not many Ferrinians have much depth or complexity to their magical abilities. As such, those who do are often heralded as prodigies and elevated to high regard within the society, often lecturing others who wish to try and learn from them and participating in the betterment of their society. However, this is not to say all in Ferrin use magic for good purposes...
Races: Ferrin has mainly humans that inhabit it. Other races that are in Ferrin have mainly migrated there from other nations.
This is all I'll make nation-wise for now. I'll probably make another one later, but this one used up most of my creative power for the time being.
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Post by Inkshade on Jan 15, 2012 17:29:21 GMT -5
I've got one. ^^
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name: Genagis
description: an incredibly small and somewhat desolate country near the center of Odyssia. Its terrain is very hilly, and heavy storms result in constant mudslides. There are only small patches of the land that are fertile anymore, so it has a poor agricultural system. Its people are poor and its capital lackluster. To say this land is struggling is a horrific understatement.
It is ruled by an Emperor, but to call the land an Empire is more of a sick joke those from other countries use to mock them. To add to the county’s strife, its current Emperor is young and inexperienced. There are noble families as well, but they are far fewer these days as the country isn’t large enough to divide up the rule. So their existence is more to try to help the people think the country is better off than it is. Many other nations still hold grudges against the people of Genagis.
relevant history: Long before the League and Arena came into existence, Genagis was a large and very powerful Empire. It had a history of bloody wars with other nations which it took over with aspirations of a unified world under one ruler. However, only about a decade before the arrival of the league, this once proud nation lost when several nations banded together to defeat it. Genagis was stripped of practically all of its land, which was returned to the countries it once belonged to. The only land they kept was the pitiful area they have today. Their new capital became an old fort that hadn’t been used in ages. The country has been struggling to rebuild and stabilize, but the mudslides of the area more often than not destroy anything they build. The country is poor, and even its royalty lives in conditions other countries consider poor. The current Emperor was crowned five years ago, after the death of his father, who was caught in a mudslide.
customs/myths: those with magical abilities are held in high regard, as they are scarce, and are some of the only ones capable of making any progress in repairing the nation. Warriors are also held in high regard, and to see a powerful warrior is like a reminder of better times.
There is a legend in Genagis, of a warrior that emperors of the past could call on to fight the most futile or important of battles. This warrior, Cerberus, is said to be immortal, and Genagis has never lost a war that Cerberus has fought in. Only an Emperor of Genagis can signal to Cerberus that he is needed. It is said Cerberus has only even served Genagis, but it is always for a price. a hefty one.
magic info: very few people in Genagis use magic. This is mostly due to the fact that after the war, few with magic abilities relocated to the designated location of Genagis.
The type of magic they use, utilizes runes. they can place them on things such their swords or armor to add effects. They could also make talismans or enchant objects that do other things such as heal, shoot fire etc. In order to use these rune, they must first learn not only the runic alphabet, but also the ancient language that coincides with it. The royal family can not only scribe these runes onto objects, but also write them in the air with magic (basically they don’t need a medium to put the runes on, they can just use them.)
races: Genagis has a wide variety of races, on account of their previous conquering. So any race could be from here. only the truly loyal relocated to where the country lies now. there is a slight majority of the native race, called Aegis.
Aegis are mostly human in appearance with minor differences. the area on their eyes that is white with other races is black, and their irises are usually light pastel colors. they also have long pointed ears.
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Post by CrystalPrison on Jan 15, 2012 22:20:31 GMT -5
Actually, these are just story ideas condensed into bite sized pieces. RPs are a great place to work out the kinks...
Country Name: Plarya
Description: Plarya is a rather modern country, considering the technological limitations, and though it is surrounded by rather lush forests, the towns and cities thrive. This is in part due to the diversity of the possible techniques, and the usage of magic in creative ways. They are ruled by a council that is half summoners and half non summoners, in an attempt to be fair.
History: Plarya never really bothered expanding its borders during times of war, it was only interested in keeping what they had before hand. Furthermore, though they were invested in the war, it wasn't as heavily as other nations because not all summoners specialized in fighting and the then-leaders felt it was best not to push their luck. However, this gave them some strength, because while other nations tired themselves out fighting, Plarya had the benefit of left over strength.
Magic Style: Most Plaryans have the ability to summon something, and they really don't have limits. Most differences occur in what the people summon (weaponry, things to fight with, the dead, allies, so and and so forth) and the medium used to summon things. This isn't to say that people are forced to stick to one kind of summoning, as it really depends on the summoners personality. Summons are used both to fight and help advance the nation, though they are rarely considered tools. After all, some summons can eat you...
Races: Playra has mostly summoner humans that inhabit it, though others have moved their and half breeds to exist.
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Post by The Legendary Ice Dragon on Jan 16, 2012 3:48:41 GMT -5
Putting dragons continent/country in new post cuz theres a map!
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Post by Inkshade on Jan 16, 2012 9:45:49 GMT -5
YES! (I had a pic of a dragon person I wanted to use but was scratching my head over where to put her) I knew I could counton you to make a dragon place ICE!
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Post by Dynamax on Jan 16, 2012 19:52:26 GMT -5
Name: Geos Grande
Description: Located in the southwest area of Odyssia, Geos Grande is filled with many mines used in the export of raw materials, jewels metals and minerals from within it's land. This makes Geos Grande a major exporter of materials to the other counties, making it rich in commerce and a trade center. Their most valued export is Mythril, a strong and lightweight metal used in the construction of various weapons and materials.
As such it is also known for it's skilled guardsmen, entrusted with the duty of keeping any invaders out and protecting it's natural resources. These forces, called the Grande Guardsmen answer directly to the king, currently an enigmatic young man called Vincente Del Lacurel, son of the previous king.
History: The financial hub of Odyssia since it's inception, Geos Grande has known much peace. From the start the ruling family has fought to ensure the safety of it's people by forming a powerful military force to keep it safe, knowing few would not at least consider adding such a land to their own and taking it's wealth for themselves. When the league formed, Geos Grande was one of the first to join up, citing it as a means of sparing people the horrors of war and freeing them of the spectre of fear it brings.
Magic Style: Given the nature of the land, controlling and manipulating the Earth had become a vital means of survival. As such a skilled magician of Geos Grande can use magics to control and manipulate the earth in it various forms, from dirt and sand, to manifesting constructs of jewel and metal. This has also lead to the creation of various forms of Golems, which form the backbone of their defensive might, but also act as common workers. Some also have the power to enchant various stones and metals to forge weapons. Mythril Golems are only used by the Royalty due to their vast might and are illegal for anyone else to own or make.
Races: Mostly humans and Golems, though they do allow immigration from other nations inside their borders.
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Post by outerlimits on Jan 16, 2012 20:01:47 GMT -5
Dragons. Saw that coming.
Country Name: The League
Description: In the center of Odyssia lies a valley surrounded on all sides by tall peaks. Inside this valley lies an ornate temple that houses The League.
History: A ruling body created for the preservation of Odyssia through the sanctioned action of all the nations to prevent war and manage the use of magic. Here lies the Arena, a large battlefield remote and sealed far enough away from other civilized areas outside of the League to allow champions to fight at their full strength to settle disputes and other matters of the world around them.
Magic Style: The runners of the League used a highly advanced level of summoning magic that summons actual people or beings from nigh anywhere to the League, whether it be for Arena matches or if they are looking for possible new champions.
Races: The summoners of the League are taken from each of the major races of Odyssia and trained in the art of summoning. Only the most advanced actually summon champions to fight however.
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Post by Dynamax on Jan 16, 2012 21:58:38 GMT -5
Name: Velos
Description: Lush pine forests fill this cold and bleak northwestern nation. Due to the native people being more primitive in culture, people live in many small clans with various small areas. Usually living out of primitive huts or even caves, the people survive off of the land, weathering the snow, cold winds and dangerous landscape. The leaders of each Clan meet in a group council to decide on hunting rights, land disputes and other matters but no one clan leads. Though the biggest, Clan Verok, seems to have much influence.
History: A nation dominated by a culture based around hunting and survival, an indigenous people known as The Wild. This race seems to loosely resemble elves, standing at about 6'7" on average with lean, muscular builds and elongated canines. Their skin tends to be a pale olive shade. The Wild are skilled hunters and warriors and based their culture around the hunt. Their young, male and female alike, often have to go through rites of passage by hunting dangerous prey to prove their worth. They follow strict code of conduct for the Hunt and will kill any who would break these vows. The Wild joined the League to allow another means of young warriors to prove themselves, or their elite to refine their skills in fair combat.
Magic Style: Their magic on average is usually used to help track their prey and keep them going when fatigue normally would wear them down. Only the Elite Hunters, Chiefs and Shamen know of true magic, which stems from the power of ones own will. For even with their magic only the strong may thrive.
Races: The Wild. Few others live in Velos due to it's harsh environment.
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Post by shadow wolf on Jan 17, 2012 0:34:44 GMT -5
name: the shire
description:basically flat land and such, lots of battle fields and stadiums for knight like activities. so mid-evil Europe with a twist. this battle scared plane was forged of war, that seems to be what is truly known about the shire. most of the natural land scape destroyed but still with the help of a little magic is good for farming. if you tried to see the kingdom from over top you would only see a shadow covering the land.
relevant history: the king has ruled for a while and chooses his champions wisely. most of his servants know he is a good king but to his followers are think that he is harsh and evil.
magic styles: mostly necromancy and dark magic but elemental magic is used too, mostly used as conduits for the dark magic.
Races: most races reside here but the most prominate race is the shades. ____________________
name: Anaweir
Description: basically England, During the Elizabethan Era. a not so wooded area that has many big towns and cities. The sky's are plagued with smogs that rise out of the earth, and the earth seems almost destroyed outside of the cities and the woods.
relivant history: the world is filled with humans, certain humans have humans who are special enough have guardians known as the raton. the raton are only known by there masters and others that are like them.
magic: elemental
Races: raton and humans only
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Post by outerlimits on Jan 17, 2012 0:39:36 GMT -5
Awwwwww Yeeeaaaaahhhhh, Dynamax joins in with the nation creation!
Country Name: Terrazeuter
Description: Located on the western coast of Odyssia, Terrazeuter doesn't stretch even close to as far as Ferrin. Lying between Geos Grande and Velos, Terrazeuter rocky steppes with elevated plateaus. A key aspect of Terrazeuter is large amount of rainfall it's southern region receives, creating a rain forest of bamboo and jungle. Excess flows north through the country, ending in a large delta that empties into the western ocean called The Dragon's Crossing.
A Brief History of Terrazeuter: Terrazeuter was the main reason the war against Genagis began. Genagis' expansion to conquer the world had resulted in the land Terrazeuter rests in to be a prime jewel for it's crown. A swift invasion nearly wiped out the entire nation and conquered it entirely. However, missionaries from Terrazeuter's people managed to convince the other free nations of Odyssia to come to it's aid, creating the last of the Great Wars before the creation of the League. The remnants of Terrazeuter used mainly guerilla tactics throughout the war to frustrate Genagis attempts to keep the territory under control.
Magic Style: The people of Terrazeuter do not use magic. They believe in one's own virtues, physical endurance, and strength of spirit. Terrazeuter's people are ones who know hardship and how to survive in an area that is hot, humid, rocky, and home to large, dangerous creatures. That said, Terrazeuters are excellent animal tamers and many become monks for some of the temples that are spread out through the country. There, monks train to hone their skills and meditate to strengthen their minds. Some say that these monks acquire gifts of magic, but Terrazeuters claim these are merely techniques acquired through discipline and training.
Races: The people of Terrazeuter are tolerant of all races since all must live together on this world. That said, the majority of the population there is actually made up of Zeuterrians (an interesting race that I will describe in the Races section).
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Post by outerlimits on Jan 17, 2012 2:07:10 GMT -5
Jake, You can't have Anaweir be a country because Odyssia is fantasy-magic-hextech. Not modern technology. So either it's another world that you have one of your champions originate from or you nerf that technology. Or both.
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Post by The Legendary Ice Dragon on Jan 17, 2012 3:29:56 GMT -5
The Dragon Lands(Bit of information on the dragons from this area, somethings are different for dragons come in many shapes and forms) Full on Dragons: Classical dragons of a specific element. 4 legs, two wings. There is a Dragon for everything.They'll live in any areas they want to, but for the most part the Ice dragons will live in the Ice area and so on. Ex: Dragons for Metal, Life, Hate, Death, Poison, etc. Just not as powerful as the listed dragons. Ice: Frozen mountains on the top part, frozen plains, frozen forests, literally just a tundra. Hard to find any place that isn't frozen. Earth: Full of mountains, plains, and valleys. It's hard to find one without seeing the other two. Water: Marshy wetlands.Lots of rivers Beaches.Lighting: Has mostly forest, just because they prefer it like that. Fire: Volcano in the center of the area. Light: Grassy savana and some farmland. The part of the "Light" area that is south of the "Fire" area is damaged from the volcano and subject to ashe and smoke. Wind: Single Mountain range with low valleys on either side. Dark: Urbany. Long standing feud between Ice and Dark. South Central: Where all the other non-eight elemental dragons reside. Lots of farmland in South Central. Border is very large hills that blocks lava flow from the Fire area Dragon Central: Capital. Dragon King lives there. Master of all the eight elemental elements, there can be king/queen, Currently there is a king from originating from the Water Lands. The land is recovering from another civil war the Dark area keeps trying to take over the country. The massive wall between Ice and Dark on the border has been detrimental to them in their schemes as Ice will always hit their flank once they invade, Dark has never got past the wall. The most powerful user of each element receives the title "[INSERT ELEMENT HERE] Dragon" Reside in Dragon Central for political reasons. Attachments:
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Post by Inkshade on Jan 17, 2012 9:08:56 GMT -5
DRAGONS!
now, is that just info on the dragons? I only ask because I didn't see a name of the country ^^. and to make sure I got it strait, there are different elements for dragons, which determines theri powers and in general where they live?
oh and because everyone has been so wonderfully specific with where their countries are placed, aura and I were thinking of drawing out a map like we did for Fire Emblem ^^. once everyone is settled with countries etc, well make up a few drafts and we can vote on them ^^.
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