Country: The Republic of Urban

Capital: Urban

Adjective: Urbaner

Animals: Dogs, cats, horses, fishes? (I'm guessing that you're asking the indigineous animals living in the teritory)

Culture: Books of Finance by Andreas of Urban, Shipwright of Urban by I-Karling of Urban

Race: Humans (origin) Dwarf and Elves (imigration/visitors)

History: Starting from a single island inside the inner sea, The Republic of Urban has risen to a massive trading nation. Merchants in the entire corner of the continent has a high chance coming from the small island in the middle of the Inner Sea. While everyone flocks to the land, searching for fertile soil, Urbaner found the water. They live as sailors, merchants, and anything that ties to mother sea. The High Seas fleet of Urbaners has colonized many empty islands as merchant and navy bases. They made deal with locals to create small buildings to trade an as a base. When people seek lands and try to conquer each other, Urbaners seek profits by trade or military act. Sending ships or condottieris. And now, they are seeking for a new world, sailing east and south.

Politics: Urban is an autocratic country in politics, and democratic in the eyes of the people. Ruled by a dictator or chief executive. When the chief executive resign or died, the members of the high house will choose a new leader based on meetings of the board. A single man called the 'otoritat' will be the mediator during the meetings.

Technology: Urbaners are more focused on shipbuilding. The future of sailors are bright for the Urbaners. There are an institute and college for people to be a professional shipwright. With the 'gunboat' diplomacy where if each nation in the continent build one boat, Urbaner would build two.

Location: The capital Urban is on the islands of Inner Sea and a dozens of small bases (sovereign and not sovereign) leading to the outer and Northern sea.

    Country: The Weyland Theocracy

    Capital: Silias

    Adjective: Silian

    Animals: Gryphon, Weylish Thoroughbred

    Culture: Religious

    Race: Humans

    History: The Weyland Theocracy formed from the remnants of the army of priests led by the great paladin hero, Sir Garoth Weyland, centuries ago during the Great War between the races. The great hero died during the battle, but not in vain, for he managed to end the war with a decisive blow of his holy relic, Mythril Ray, the light-imbued magic sword.

    The remaining forces settled into what was Weyland's homeland, Silias, in honor of their fallen hero's legacy, and named the country formed after him. The town of Silias occupies a region slightly north of the Dune pass, which made it the perfect location for a resting place for weary travelers traversing the Zawajian Desert.

    Centuries later, it became what is known as the Weyland Theocracy, a country known for its devout belief in the Light Goddess, Diantas, and the legendary paladin hero, Sir Garoth Weyland. The city, Silias, became the jewel of the dunes as the centuries passed, and soon became one of the great powers of the south, for their technology involving holy relics, and the taming and breeding of Gryphons and a hardy breed of horse, the Weylish Thoroughbred, for use in traversing the desert.

    Politics: The Grand Priest holds divine power over the majority of matters within the Theocracy's self-contained government. A secondary council, made up of the cardinals in waiting, assumes control when and if the Grand Priest is ever deposed, either from illness or by corruption, until either the standing Grand Priest recovers or a suitable replacement is determined.

    Technology: Weapons derived from holy relics left after the Great War several centuries ago were commissioned by the latest Grand Priest. Now, they account for nearly 60% of the firepower available to the country. While weaker compared to their counterparts, they are, nonetheless, imbued with a strong amount of magic, allowing even a mere grunt to wield magic. They are drained of their stored magic after several uses, however, as expected of a weak derivation.

    Location: The capital of the Weyland Theocracy, Silias, lies slightly north of the rocky Dune Pass, where they hold a monopoly on traveling fare coming from the south to the north, from the dunes of Zawaja to the Midlands and vice versa. (Hey, for anybody else that's gonna write what's up in the midland area or Zawaja, try linking it to this Theocracy, it could make for some interesting relationships).

    Religion (edit): The light goddess Diantas is one of the many deities that spoke the world into existence. She was the deity responsible for calling forth the light from the void of nothingness at the origin of the world.
    She and her host of angels are the guides that lead lost, regretful souls to the afterlife.

    Bards and old myths tell that centuries ago, the paladin hero, Garoth Weyland, received among several other relics from the heavens, the Mythril Ray directly from her.

    The goddess is now a central figure in the culture and daily worship of Silian life. It is believed that one's fervent prayers could move the goddess to free the lost souls of their loved ones, especially those lost within the limbo of regret.

      ShoeInk truly blessed

      Btw, guys... if you can create your own coat of arms, please submit it!

        Hmm I’ll give this a shot. It seems fun!

        Country: Usirm

        Capitol: Usirm Major

        Adjective: (is this what they are called? Like “Americans”?) Usirmites or Ice Goblins

        Race: Goblins

        Location:

        The Caves on the mountain tops of the frozen valley. Usirm Major is on top of the tallest mountain in the frozen valley.

        Animals:

        Mountain goats, foxes, mice, squirrels, and an occasional bear live in the frozen valley. In caves there are also rats and bats.

        Agriculture:

        Wild snow berries and pine trees are all that grow in this region. Mushrooms also occasionally grow in caves.

        Culture:

        Due to their harsh living situations and constant struggle for survival in the cold, they have little culture. All they have are cave drawings made with animal blood and their own feces. Food is whatever they can find to eat with no notable dishes.

        Politics:

        Usirm is a dictatorship ran by Zrulsos. All of the goblins fall in line under the strongest in the tribe located on the tallest mountain. There is no formal government or way for challenger to try to seize control. They would have to just attack Zrulsos himself. Whatever goblin is still breathing takes over as dictator. This dictator has absolute authority and rules by force if anyone doesn’t listen.

        History:

        It is said that the goblins were driven out of the more habitable lands long ago by humans, but the elders do not even remember living anywhere else. In the harsh winter lands, the goblins live in small colonies founded in the caves atop the mountains. Usirm Major was the first colony and is still the largest. They used eat mostly cave rats as they struggled to survive for the first century of their history known as the dark past.

        As their numbers grew, they branched out to hunt for bats, mountain goats, and even bears. However, their nation was saved by the introduction of the Diekt. During the Diekt, which happens once a year, the Usirmites turn cannibalistic and cull the weakest goblins to feed the stronger. By doing this, they were able to build a basic military and increase the average strength of their population while reducing the amount of food needed to feed everyone.

        This tradition continues to today. Often there is a fighting tournament between the smallest goblins where the losers are eaten and the winner gets another chance to grow and become strong. Zrulsos introduced the fighting tournaments during his rule. He is building up the ice goblins army and population, hoping to become a strong enough nation to challenge the others, start engaging in business/trade, and eventually get revenge on all human societies.

        Technology:

        Usirmites do not have advanced technology. They make crude knives and swords from iron in the mountains. Without skilled blacksmiths, they can’t make steel. However, there is a lot of raw materials available to them including coal, copper, iron, and gold. Zrulsos has plans to sell these raw materials to a nearby (closest) nation of orcs to expand the economy, crate an ally, and learn to refine the materials better. The end goal is to learn to make steel weapons similar to orcish ones but smaller so that goblins can wield them.

        Their clothes are fashioned from rat pelts and look like tattered rags even when new. Only Zrulsos wears nicer clothes made from a bear pelt. He wears a mountain goat skull like a helmet, but there is no armor available to any goblins right now. This is also something they plan to learn from an orcish nation.

        Flag and colors:

        Their flag, of which there is only one in existence, is a normal burlap sack with Zrulsos’ bloody handprint on it. The blood is said to be of his most recent challenger for control of Usirm. Colors would be brown and red based on that…

          I will save each of your kingdom, so any further edit will not be available.

            shadowdrake27 I like how, even though they are simple in their culture and technology, you were able to put so much meaning into those very same simplicities.

            The way you framed their feral "traditions" was amazing too. So much detail. I never thought to add agriculture or anything beyond what was there, simply because I thought it was an implicit detail for humans or any other highly civilized nation. You took it a step further.

            Kinda hope yours is the winner tbh. Let's hope someone else doesn't come flexing their creative muscles today :D

              Dzeeck I did not notice that, sorry for not submitting one. If I had to guess, it would probably be a Gryphon overlaid over a cross on a white background. Simple, and illustrative of Silias' history.

              Also, have you tried mentioning this thread on discord, or is that against the rules there? Because this is probably one of the more interesting things I've seen on this forum thus far. The more creative minds, the better in my opinion.

                Dzeeck, oh yeah. tribes don't usually care much about capital's name so country's name== capital's name

                  ShoeInk

                  Why thanks! I liked your as well, and all of the nations are interesting. Yours had a lot of subtle detail to their history that was well thought out and made it feel real, like the details about the Great War. The modern relics being weaker than those of legend is also a nice touch that makes me want to go searching for the originals, haha.

                  Honestly, I kind of hope someone takes advantage of linking a country to yours like you suggested. It’s a great to have a world with layered relationships like that. I would have made a nation that coexisted with yours and built off its history; however, I wanted to create something that was really different from what I usually do and the existing nations…

                    Races so far are: Orc, Human(republics and crusaders) , dwarves and elves(but immigrants or frequent visitors) and goblins.
                    we are missing now : satyr and necroid
                    Midland looks healthy and promising but yet no claim. Flat land usually are very rich in resources like grains and cereal. Oh yeah, usually forest has a lot of criminals and outlaws so remind that security is super crucial to be stable as a nation
                    High reach I would say that very mountainous area.

                      IsNotRight

                      Thanks! Actually, I think all of the posts are good and very different. You can always go back and edit yours if you feel like there was some “broken English” that needs to be cleaned up! There were some parts that read a bit jumbled, but I always understood what you were getting at.

                        shadowdrake27 I get what you mean. But It turned out great anyways, so not really a big deal.

                        Though now that I think about it, maybe there could be some lore (idk, might be a little cliched) where the Theocracy declares the goblins as enemies (mistakenly, like a bad turn of events give the goblins a bad name or what have you, or maybe just straight up yoink some Goblin Slayer content), and there's conflict there. But maybe that's not accurate to the map, since the area above the pass is somewhat far from the northern end where the gobs are.

                        Idk. But maybe someone else can work out a good way to link the two together if they choose the midlands. I honestly wanna see what somebody does with the desert region since I left that as a little hole for someone to fill.

                        I actually tried recruiting @SlaveOfTheLord to join in in another thread, but idk if they're willing yet. We'll see though.

                          ShoeInk lore

                          Everything about lore will be done in the future (after end date)

                            ShoeInk

                            Haha, we will see what people come up with! I hope a few more participate to fill out the space. There also needs to be orcs somewhere near me… Otherwise, I might have to go to war with you to get to the other orcs on the map. Fear my cannibalistic goblins with makeshift knives and rat skin armor!

                              shadowdrake27 lol. Just be prepared to get blasted by my Theocracy's off-brand relics. I just hope they don't run out of juice before your goblin's numbers overtake me though :D

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