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The Burning Land

The Burning Land Open

A Nation Roleplay where empires can rise and fall as they walk glory road.

Owner: XavierDantius32
Game Masters: XavierDantius32
Tags: empire, gunpowder, medieval, nation (Add Tags »)
Requires Approval: Yes

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Introduction

Maanosa is a wide and diverse land, that has perpetuated for millions of years. Vast forests and swathes of grassland cover its surface. Our story begins on the largest, and most central continent, Maastopalojen. Over thousands of years, the indiginous peoples have banded together into societies, which have begun to develop, powerful leaders arrising and falling like the swell of the sea. As each nation enters the beginnings of formal civilization, empires will arise, and the conquest and taming of the land will begin. This is your story.

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Rules

General Rules:
No Godmoding
No Poweplaying
Other than that, there are no limits other than those set out by RolePlayGateway
Read the information posted below
Take your time when you create your faction
Originality is key here. If you blatantly rip something off, with no hint of imagination, I will reject it.

Posting Rules:
From you, I would like at least one post a week, on top of any interactions with other factions. This post forms a general over-view of what has happened in your nation as a whole. This is similar to the “In Character News Feed” in the Multiverse. It is here that you can go into depth about any research being performed, or the declarations of war on other factions. For a Level 3 society, this could take the form of a council of lords, discussing the events within the nation.

For simplicities sake, every real-time week that passes, will be a month IC. Every post made that week will happen within that month. For things such as large battles, that require more than a week to completion, the event will be time-locked until its completed.

Advancement Rules:
In this RP, the ongoing struggle between your nations is not time-locked in a world equivalent to 11th century Europe. Progress is the name of the game, and as such, over time, the technology and culture of your civilization will advance, developing the story, and some more interesting elements to the game. To simplify this process, I have arbitrarily divided the various progression points of advances into six levels. Gaining advancement to the next level would require some degree of In character research present in your posts. Before advancing, please PM me and I'll review the posts and give you the go-ahead. Advancement will not be immediate, and over the next IC year, you can begin to introduce the elements of that level. The conditions and results below are not the only outcomes gained from advancing. If you can produce another realistic outcome, with evidence, I will consider it. All civilizations at the beginning of this NRP will be Level 3 or early Level 4.

The Levels
Level 1:
Technology: Stone tools, primitive spears, axes and bows.
Politics: Culture is unlikely to be developed, with animism and hunter-gatherers being predominant

Level 2:

Technology: Copper/Bronze weapons, basic smelting of metals and beginnings of stone construction techniques. Evidence of innovation with available materials.
Politics: Some organized systems of government, larger civilizations developing absolute monarchies and more complex religions.

Level 3:

Technology: Iron/Steel weapons, use of chainmail armour becoming predominant. Late Level 3 civilizations will have some plate armour. Use of stone buildings predominant.
Politics: Most civilizations will have some form of absolute monarchy, that meaning there is one leader, who has gained power through succession. Some civilizations may exhibit democracy in some form, such as a large senate or group of high-ranking citizens. The oppression of the so-called lower classes is apparent, but they lack the guiding force to direct their anger against the rulers.

Level 4:
Technology: Steel weaponry predominant, mechanical weapons such as crossbows and ballistas used throughout, due to the increase of large stone fortifications. Plate armour is used in all branches of the military, with plate breastplates being issued to even the lowest order foot-soldiers. Late Level 4 civilizations may have matchlock or firelock firearms.
Politics: Romanticism may be rising as a philosophy, causing an explosion in the production of works of art. Absolute monarchies are still prevalent, but civil reforms and freedoms are getting better for the general populace.

Level 5:
Technology: Decline in plate armour and melee weapons, with a focus switching to flintlock muskets and cannon. Cavalry is still used, but the decline is beginning. Later level civilizations may have developed rifling and primitive steam power.
Politics: The people have realized that combined they do have the power to rule, and the emergence of revolutionaries and the eventual formulation of a republic is likely. Conditional monarchies, that is a monarchy backed up by a democratically elected party is also likely.

Level 6

Technology: Armour is now almost obsolete for practical purposes, but may have ceremonial uses. Black powder technology has advanced to simple percussion caps and revolver style weapons and single action rifles. Cannons are still the siege weapon of choice, and cavalry is still present. Steam power has definitively taken the stage, with trains becoming the principle means of crossing large distances,
Politics: The Political changes that began in level 5 have been cemented, with established republics emerging and more absolute monarchies reforming into constitutional. Civil liberties are beginning to emerge, with the right to vote being dished out to the upper classes, depending on the society.

Level 7
Technology: The discovery of oil deposits has allowed the development of simple combustion engines, and the construction of very basic armoured vehicles. The precussion cap has become the staple for firearms, with bolt-action rifles, and double-action semi-automatic pistols coming to the fore. In large engagements, powerful artillery pieces may be used. Late level 7's may develop the machine-gun. The first aircraft, and some primitive airships may appear. Cavalry is now entirely obsolete, replaced by the use of armoured vehicles.
Politics: Very little change has occurred between the six and seven, but if large scale conflict occurs, and large portions of the male population is called away, the emancipation of women may occur.

Level 8
Technology: Oil now fuels most nations, with the automobile and combustion engine fueling all walks of life. Air travel now helps the people travel across the world, with the prop-driven aircraft helping this. Portable automatic weapons have been issued to the wider military, with bolt-action rifles being phased out for the designated marksman role. Armoured vehicles are used by most civilizations, with other civilian vehicles adapted for military use. Aircraft play a major role in most conflicts.
Politics: Again, the only real change is in the conditions for the lower orders of societies, with better rights and conditions of labour appearing.



Faction Skeleton
History:

Notable People:

Regions/Significant Places:

Significant People:

Religion/Philosophy:

Military:
Troop Archetypes:
Siege Engines:
Fortifications:

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View All »Characters

Character Portrait: The Vuori A nation in the west of Maanosa, surrounded partially by the mountains in the east, and the sea in the west.
Character Portrait: Askrian - The Warlands Askria, known more commonly as the Warlands, is a large area divided by several factions.
Character Portrait: The Ellijay Nation A nomadic nation, plainsmen, hunters, herders, but most of all warriors.

Visit »The Orphanage

These poor, unfortunate souls were once a part of this great world, but have been abandoned. Why don't you consider viewing their profiles and making a decision on whether or not you can roleplay them accurately?

Character Portrait: The Sacred Ghani Empire
0 sightings The Sacred Ghani Empire played by Ezarael
A middle-eastern nation caught between the desert and mountains.

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OOC Notes

# Maanosa, 2011-06-09 17:11:12, as written by Nevan
In the Joutomaa'n capital of Joutomaa, King Aban had called to him his Field Marshal, his Generals and the Members of his Royal Council. Ten in total, not including the King who sat atop a sand-stone throne in his council chambers, and the top two subordinates chosen by each Council Member to act as Aides and Bodyguards. One could never know, in a meeting where the highest Lords of the realm were gathered in a single room, if any planned to draw a sword and kill the rest.

After each Member had arrived and took a seat by the long wooden table in the middle of the room, The King began to speak.

"I have called you here today in order to ask you a question, and that question is simple," he began, his hand shaking sand from parchment that he held in his hands. "Do we... Need to expand?"

At this question, each of the Council Members looked to one another until Field Marshal Shariq cleared his throat and turned his head to Aban. "'Expand' in what way, my Lord?" He asked; the question receiving nods among the gathered men.

"For as long as we can remember in our tiny lives, Joutomaa has been self sufficient. We have been able to supply food to our people, house most, bring adventure and the nomadic lifestyle to others, and keep a ready watch on our horizons... Theoretically, none here in this Kingdom need wish for more than he already has. But there are other lands out there - other Kingdoms, other Kings' Men no doubt asking themselves this very question."
Aban cleared his throat. "Do we remain here, unaware but constantly on guard of the surrounding lands, or do we open our borders to trade, knowledge. Do we secure them from possible invasion via friendship and oath of brotherhood... Or do we keep them closed and guarded?"
"No doubt, as other People begin to gain wealth and power, they will look to conquering other lands. Do we wait until ours be looked upon with the beady eye of an Eagle, or do we go forth and tame the bird before its talons prepare to strike? This meeting will be short and to the point. Debates will come after, for now, I wish for a vote and a reason for your decision... And so I ask again: do we finally take a step into the world, or imprison ourselves safely in the desert... For now?"

After finishing his little speech, he had each Lord take his turn to vote and explain why he had chosen, an event that took almost an hour to complete, during which Aban remained silent with a smile upon his face. After the last man retook his seat, The King rose and spoke a single word...

"Interesting."

By the end of the month, two parties had gathered separately; one in Estana and one in Sakzul. Each party contained a caravan of 20 armed and mounted men, an officer, a Diplomat chosen by the King himself, a wagon filled with goods and two scholars who studied the art of language, each also with mount. They set off separately, one east and one south; one to Riekasmaa and one to Marskimaa, in an attempt to make contact with foreign peoples and find those with power.

--

Meanwhile, the state of the country was the same as it had been for the past several hundred years. The people went about their daily lives and traded among themselves happily, guards chased down criminals and many of the armed forces guarded the southern and eastern border closely.

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OOC Notes

# Maanosa, 2011-06-10 01:05:32, as written by Ezarael
The sixth month of the year 1191 was marked as the most glorious day for the Empire when the imperial heir Jhardan IV was born, amidst all the glory and splendor of his father’s peaceful reign, and bolstering the people’s hopes for the future of their land. In retrospect this event also symbolizes the “birth” that was also about to envelope the country as the nobles began to have more time to devout to artistic and intellectual pursuits. The most valuable artifacts left over from this time period are either musical instruments or elaborately painted ceramic-masked, the famous mask used in Tohngarachi-style plays that first appeared in this time period. We also see the foundation for the first indoor theatre laid the same day as the heir’s birth; it is believed that Emperor Jhardan III was an adamant viewer of Tohngarachi plays and wished for his son to show the same fervor. This first communications with another nation are to be observed as well with the appearance of Joutomaa’n emissaries in the Fehl’ruhj, giving birth to the art of modern diplomacy to this infantine people, leading to its near religious-devotion by noblemen in this time, and it was for the ways that Jhardan III accepted this new challenge and comported himself that historians and government officials revere this figure in history. Until this time the Empire had been a very isolationist nation that was beginning to feel the pressures an unchanging world and the appearance of this alien culture compounded the people’s desire to grow and evolve to manage life in an ever-changing world.
--- Tyrfahl Hyudor---
Curator, The Ghani National Museum of History

The beginning of this month has proven monumental for the Empire with the birth of our heir Jhardan IV, praise be that he shall become a wise and benevolent ruler, and glory rain down upon the House of Yerish as my magnificent Empress Qhitara has given birth to an heir whose body flows with the same blood as mine own! To mark this wonderful occasion our Emperor ask to have the first shovel strike the earth in the soon to be theatre’s spot, a plot we had marked prior to the heir’s birth in expectation, and bestowed marvelous presents upon his vassals, and much to my joy I was gifted with a beautiful dress of burgundy-coloured armor, with the helm graced by the symbol of The Sacred Ghani Empire. After the ceremonies a general meeting of the Ministry was called to discuss monthly affairs. Nothing of import was introduced as routines were examined, funding for research and development set aside for each Minister’s duties, and construction was planned all in all it was a pleasant day for the Empire.
---Arch-Minister Darfuhl Yerish---

The annual inspection of the major outlying fortresses Myrha Tonqhar, Uulshir Pyrnah, Hyrh Nirsha, and Kiituhl Jhanda is nearing completion with my arrival at Kiituhl Jhanda this morning, with my party only just arriving before noon at this northernmost outpost of the Empire, positioned on the tallest hill in the eastern grasslands to allow for a visual advantage. Upon my initial estimate this fortress is in the least need of repair due to the much milder climate here as opposed to the frequent, raging sand-storms that terrorize the Fehl’ruhj. There is not such extensive damage that the other forts are in imminent danger if attacked, but my time spent as Ahntil has taught me that preventative measures are best taken in concerns to the desert environment. As for the state of the garrison it appears as if these men are ready for any situation that may occur, as only true warriors of the Empire are, and thirst for the sight of blood, much talent has been displayed by these warriors as contests are held in my honour the last night of my stay. Impressed by the skills of several young warriors I have asked the greatest master from each garrison to join me and soldier for the Fyrhna, and so far I have found one for the katana, naginata, and hyeopdo, hopefully I may find one for the daikyū at this fortress. There also seems to be a rumor of another people on the borders of the Fehl’ruhj, patrols will be extended and scouting parties sent to determine the validity of these tales with orders to only use force if attacked.
--- Commander Huhrrik Yantil---

The Burning Land: Out Of Character (OOC)

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Most recent OOC posts in The Burning Land


Re: [OOC] The Burning Land

We're ba-aack!

The Burning Land is being rebooted on this tab, and I'm accepting five, repeat five players.

First, please state interest, faction name and location claimed in an OOC post. If there is compition for a region, my decision will be final.

Please read the rules, and at my discretion, I may ask for a small sample post.

Spaces:
Player 1: XavierDantius32; Vuori
Player 2: Konstantien; Takamaa
Player 3: The 275th; Marskimaa
Player 4:Chuckles; Reikasmaa
Player 5:
Player 6:


[OOC] The Burning Land: Archive

Old stuff from the previous game


Re: [OOC] The Burning Land

Alright, got the post, but forgot to make a profile for the game first. x.x

So, I'll find a flag, etc, tomorrow, then post up my post. Sorry for taking so long.


Re: [OOC] The Burning Land

Its fine. Good to see someone is trying. Gotta remember to poke Barney abour his contribution


Re: [OOC] The Burning Land

I WILL get to posting this week, sorry about that Xav.


[OOC] The Burning Land: Archive 2

Sorry if I sounded a little harsh with the question posed previously, I'm just slightly nervous with my posting in this RP since this is my first attempt at a NRP, and it would just be beneficial to see how everybody else goes about with their writing. ^.^"


Re: [OOC] The Burning Land

I'll get to posting this week, been rather busy with some other writing projects.


Re: [OOC] The Burning Land

You guys can keep posting, we're wating on a few factions to enter.
As Blazin has dropped out, I found a dedicated NRPer and poster to help kick this off.
I'm waiting for all others to post before posting myself


Re: [OOC] The Burning Land

So....What's the hold up? I'm going to be posting within the next two days; apologies for that first post of mine, I'm trying for a different approach that I believe will look much better after I've had a chance to polish the mechanics of it all, but for the past week I have had this damnable sinus infection or something of that nature that has left me dizzy and disoriented like you wouldn't believe. Unfortunately I REALLY need to lay down and rest right now...


Re: [OOC] The Burning Land

Bah, I should get my new comptuer this weekend (SO FUCKIN SORRY) And will be able to post everytthing up. My computer has been broken on and off again for the past week or so, and It's not doing very well at all, so I don't have any of my stuff is tarted to work on in a notepad around anymore. x-x VERY VERY sorry.


Re: [OOC] The Burning Land: Faction Information

History:

Across the mountains there lies the land of the Iisima. Bound by sea or mountains on almost all of it's border, they are a very seclusive folk and have little interest in the outside world. The history of this people is largely unknown, thanks to the Supreme Inoris who chose to burn the history books so that we should forget the stupidity of our ancestors, adrift from the idiocy that was before. But word of mouth preserves many tales.....

Back in the ancient days, there were farmers and warriors, largely nomadic but which had 'home bases', of sorts. More and more often as the ages turned they took the shelter of their homes, less and less walking the path of the wilderness. This led to more farming of crops and less of wilderbeast, as they began to actually industrialize, leading to a sort of economy as the towns grew, and actually began trading with each other as they were found. However, they refused at that time to unite under one leader, preferring to stay under the leadership of their town leaders. This growth would have turned into a very different empire if it wasn't for an attack from across the mountains, they never knew who it was, whether a proper army or just bandits. Either way they were too vast for each individual village to deal with, but as they refused to unite, prefering to keep their anomnity, they began falling, one by one.

Half a year later, and half the land belonged to these savage raiders who took what they wanted, as they willed. They ruled their portion by strength alone, and with the villagers still refused to work together. This was changed by a leader from the very eastern village, a charismatic man who was a very honourable man. He called the remaining villager leaders together to a meeting, they agreed because they knew that among all the chieftains, this is the one that wouldn't set a trap. So the meeting came to be, and he called them to remember the joys of freedom which would be taken away if they couldn't work together, the memories that would be lost to slavery, and most of all, the dishonour of slavery, the pain and servitude.

He spoke well, and convinced most of the leaders there that this was their only hope, and they voted him to be the leader of this army. So the counter-army was formed, from all the villages that agreed were sent warriors to follow the 'grand leader' into battle. The first time they faced combat they managed to shock the barbarians by their sudden cohesiveness that they grabbed victory easily. The continuation battles grew progressively harder as the Marauders grew used to their opponents sudden ability to work together and their improvement in different areas in battle. For their was the Usima Archers, the chain warriors from the Ulia, Irtina Riders and other speciallized warriors who would've been fighting individually. Together, their different speciallizations turned it into a very top level army. Iisima's leadership was also extremely high level compared to what the people had had before this.

His people's speciallity, stealth and silent death, were very useful for him, even though a majority of the warriors didn't know of the use of these cloaked warriors. Using them to remove any in his army who would think about ambition over him, Iisima became the 'hero' of his people. With the final bloody battle he stood at the front of his army as they drove the marauders from the land. They rebuilt, with a cult calling him the 'Great Spirit's Chosen Leader!' he quickly became the leader of his people, and the nation was named after him. The leaders after that would be called the 'Supreme' and they would choose out of their followers the next leader. Still the Konichi sit behind the Supreme, killing any who would dare to think of upstaging the Supreme at night. The silent death that most in this country feared. Those wraiths that protected it's lord.

Notable People:

Supreme Kosachi of the Oni,

Grand General Aisai

Grand Strategist Itina

Minister Yunoro

Minister Gihachi

Regions/Significant Places:

9 regions:
The Usima, whose Archers are still the most proficient in the country. They are not only that but they still hold onto their nomadic tendancies and their archery expertise comes from constant hunting and trapping. They also have a high skill level when trapping. They were the second to put their support behind Iisima. They have had three Supreme's which came from this area.

The Orinacha, The breeders. This is the home of the strongest warhorses in the land, and usually quite a few of the warriors that ride them. They are mostly situated, having been among the first to settle down. They also breed other animals, and are a prime source of meat. They were the ninth to put their support behind Iisima and are the Third of the Forsaken Clans who did not join until half the work of driving the marauders off was already done. No Supreme's come from Orinacha.

The Ulia, the home of the Pits, where people fight, often to the death, for money. This actually trains some of the most skilful fighters as they have to be top class to survive. They are also quite ruthless in battle, giving no mercy to any that surrender. They are most proficiant at the chain weapon, which has custom blades attached so that it will rend anything caught in them. They are the sixth to put their support behind Iisima, and have one Supreme hailing from them.

The Irtina, the wild riders. The Irtina breed, rather than the massive warhorses of it's twin region, Orinacha, they breed smaller, faster horses. Their horsemen were the perfect hit and run fighters during the war, and now they continue to rival the Orinacha. Their region is also the home of the horse races that are quite popular to almost all the regions. They are the fourth to put their support behind Iisima, and have one Supreme that represented them.

The Ysign, The forgotten clan, the Ysign are ruthless killers, and savage barbarians. They come from the northernmost province, with little specialization except that few among them balk at the thought of killing. Killing another to gain status is not an unusual occurance in this area. They were the eighth to put their support behind Iisima, and are the Second Forsaken Clan, No Supreme's hail from here.

The Umira, Leading of the arts, the Umira have devoloped ways to intruige spectators for generations. With songs, tales and general laughter, these people excel at farming and creating, they are the least warlike of the Iisima clans. They were the seventh to put their support behind Iisima, and are the First Forsaken Clan. No Supreme's hail from here.

The Chunai, A much smaller province, the Chunai are masters of deals, for many reasons. These days there merchants are among the most renowned in Iisima, back in the old days they could convince you to do anything for a price. They also mastered poisons and other subtle killing measures, so as to remove rivals without being immediately blameable. They were the fifth to put their support behind Iisima, and have four Supremes which hail from here.

The Oni, The army state. It is the largest province due to its excellent training proceedures, with highly trained warriors throughout the ages. They were also among the first to use proper metal weaponry, and have been at the forefront of military technological advances. They are still the base of the staple army for Iisima, and have stricter laws than the other provinces. They were the third to put their support behind Iisima, and seven Supremes came from here.

And last, the Konichi. But they were the first, truly. The Konichi are the smallest province, with one small forested and mountained area. However, there is a reason that no-one, not even Oni, dared to attack. Because amongst those small farmers in this area, the desolate mountains are home to the monsters that protect Konichi. The Warriors that gave Iisima the backing in the first place. They are masters of silent death, from knives, poison or even just bare hands. Though few in number, the assassins that are here are the most deadly fighters, but they prefer subterfuge to outright battle. They were the first to support Iisima, but only one, Iisima himself, Supreme has ever come from here.

Religion/Philosophy:
They venerate the Supreme's as chosen of the 12 gods and goddesses, with the Supreme's being given a holy vision on their deathbed of who is to rule after them. The gods and goddesses are largely unnamed as the general populace venerate mainly Iisima as the 'God who rose up among men to aid us in our time of need.'

Military:
Troop Archetypes:
Oni FrontSoldier: These light infantry lead the army, with a pack of light spears to throw or stab with, they are also equiped with a sword and shield.

Oni Vanguard:These have the traditional sword and shield of the Oni, but they also have bows. These usual stay at the back, protecting the Usima and standing firm to help a retreat.

Oni HeavyInfantry:With heavy armour and two curved swords each, these heavy infantry can cut swathes into opponent forces just by themselves. They are considered the juggernaughts and are usually sent in after the FrontSoldiers and LightCavalry have softened the targets up, they are sent in with the Ysign.

Oni Scouts:These lightly equipped warriors range far around the army, watching for surprise attacks and unexpected army advances.

Konichi Assassin:The exact weaponry of each Konichi is different, but they very rarely get caught up in full combat, preferring to take out enemy commanders in between battles.

Ysign: The barbarians that are barely restrained until the Cavalry and the Infantry have weakened the opponent. They are savage axe or sword wielding monsters and it takes more than a few good cuts to take them down.

Irtina LightCavalry:At the front, the quick darting Light Cavalry with short bows, spears and swords equipped, their purpose is to harry the opponents, weakening and distracting them before the heavier weapons are thrown in.

Irtina CavalryArcher: These usually ride a bit further back than the LightCavalry, armed with viscious recurve bows, they have a good distance, and will often ride around the enemy to attack them from different angles.

Ulia Pitfighter: These are sent in when the battle is beginning to turn against the warriors of Iisima. Their chains have a wide arc of damage and can often hold back several broken areas in a defensive line while the rest of the army regroups for another assault.

Orinacha HeavyCavalry: These are sent in while the opponent army should be disorganized from the Ysign and the Oni HeavyInfantry. Their armoured mounts and large shields present little openings to attack, combined with their massive hulked armour. And then the scything broadswords or the massive lances take their tole. They are, it is said, not so effective against pikes, but such spears haven't been thought of in Iisima.

Usima Archers:Standing usually at the furthermost recesses of the army, the Usima's Recurve bows are constructed to gain the maximum possible range, and they are usually found peppering the opponents army constantly.

Siege Engines:
Trebuchet, the standard fort assault.
Orinacha Ram:The Ram has an inbuilt shell of shields designed to protect the ram carriers from arrows.


Re: [OOC] The Burning Land

Posting is open. Feel free to start putting down your first post.
To keep the timeline the same for all factions, the IC year is 1191
So from now till next monday, the date is 06/06/1191

As I have said before, each real-time week is a month IC.
Make the most of your first month.


Re: [OOC] The Burning Land

Alright, we have five out of the six factions on the main continent, I'm still waiting on Saken. I'll kick the posting off on monday. You guys can start after that. Enjoy :P


Re: [OOC] The Burning Land: Faction Information

The Joutomaa'n Dynasty

History: Before civilization, when all people of the world were Hunter-Gatherers, the people of Joutomaa were no different. The area now known as The Great Desert was once a lushious land filled with vegetation and beast, but slowly, this changed. The seasons became hotter, the trees stopped bearing fruits, the grass died and the animals starved. This led to the event known as The Great Migration, in which many of the tribes of early Joutomaa followed the animals to the west, until they eventually settled at a large, endless source of water.

And so, trapped and isolated from the rest of the world, the Settlers began to develop civilization. Within 200 years of the birth of The Great Desert, the Dynasty had created a ring of settlements around what is now Erakit Salamun, "The Life Giving Lake". In the 209th Summer since the creation of the desert, during a heatwave that left a mile of bank muddy and wet, did the Settlers notice that the fertile ground gave birth to plants, some recognized as edible. And so through a subsequent several years of trial and error, Agriculture was born.

With a steady and reliable source of food to keep them going, they began to grow pastures for herds to graze upon and early "Sheperds" to watch over them. With beasts of the desert tamed, The Joutomaa's found themselves able to travel further into the heart of the sandy-ocean of dunes and harsh creatures. Here they made contact with Desert Tribes, and here they first experienced warfare. The Desert Tribes had long fought amongst themselves, but with the discovery of the outsiders, they soon turned their attention to a single enemy - a people grazing upon a land of unimaginable value.

Until then, no-one had led the people of Erakit Salamun. They hadn't needed a leader - there was plenty of everything they needed and enough for everyone. There was no need for warfare, or separate fighting factions. The closest thing to "leaders" such a people had were the oldest, wisest, most loved and most respected of the society; those with many children, who in turn had children of their own. But then news of invasion spread throughout the area, news of a savage horde come to steal the land they worked on. It was decided among the Elders that a Militia needed to be formed, so every settlement came to an agreemant. A hundred strong men from each; able to supply his own bow, arrows and spear. People looked on in amazement, and held their Children in fear as the desert ground shaked under the marching feet of the first army they had ever known- almost 3000 loved ones swarming around a giver of life towards a single meeting point on the most eastern side of the Erakit Salamun, where many of them would experience death; the village of Joutomaa.

Armed with nothing more than large fishing spears and bows, the army began basic training procedures and fortifications - under the command of a middle-aged man known as Aban Zontumisral. Using stones from the desert, the army built a wall facing the east, while in the north and south a total of 500 men dug pits in the dunes and lay preparations for ambushes. Mere days later, at The Battle of Aban's Wall, the Joutomaa'n forces defeated the tribes by taking advantage of their lack of organization.

Desert Hunters then led Aban's forces to the east, where they split six groups and conquered the tribes individually. Within the next year, the people of the Erakit Salamun came to love Aban so greatly he became what now translates as a King, the birth of the Joutomaa'n Dynasty in its modern form.

And so centuries passed and civilization grew. Aquaducts, having been used since the ancient times around the Erakit Salamun, were built near water sources and towns to ensure that the majority of the population had water. However, these aquaducts were never expanded into the deep reaches of the Desert Sea, leaving large areas of untamed wild where many a brave traveller succumb to thirst or beast. Using sand and desert stone, villages turned into towns, towns turned into cities, and forts were built to protect and strictly control the supply of water - which not only ensured their absolute authority over the people of Joutomaa (who, however, were never mistreated), but also left any invading armies to brave the desert heat, where even a child of Joutomaa holds knowledge, experience and therefor, the advantage.

After invading the fertile lands at the borders to the south and east, and the discovery of iron - and soon after, steel, the bronze weapons of the Joutomaa'n military were discarded, soon to be replaced with much stronger and more reliable weapons. In the past several hundred years before the modern day, much of their focus has been on cultivating and fortifying the lands to the south and east, leaving the west and north mostly unguarded due to the already natural protection.

Regions/Significant Places: Joutomaa is split into three separate regions: Erakit Salamun encompasses the lake and the capital city of Joutomaa and stretches north to the border, west to the mountain border and south to The Elipsiss Mountain Range. Elipsiss covers the more fertile lands south of Erakit Salamun and along the border of Marskimaa, while Avuvsel, "The Great Desert", covers the remaining land north and east of the other two regions, occupying the border between Joutomaa and Riekasmaa.

In Erakit Salamun:
- The Capital City of Joutomaa; a large, walled city that stretches around the eastern shore of the lake and has its foundations in roughly half of the villages that originally settled there, before eventually expanding north and further east. Within Joutomaa is Ecleshaan Palace, the home of the royal family for roughly a thousand years, which forms a second, inner wall of the city and a "last defense" against invasion, should the outer walls fail. Joutomaa is mostly reliant upon the large fish populace of the Erakit lake, which, having become an almost "holy" site of the Joutomaa'n Dynasty, has become strictly regulated and cared for.

In Elipsiss:
- The region capital, Estana: Estana is a Citadel, of sorts. A large, walled fortress nested into the side of the mountain range and facing south over a sea of farmed land towards the horizon, which homes most of the citizens of Ellipsiss and is itself unwalled. A single road leads up to Estana, one that was paved into the mountains and provides a large, flat, safe platform designed for areas of traffic. It is, as discovered, the main and only entrance to the Citadel. Around the border of the farm land lay a series of wooden outposts housing soldiers and police officers.

In Avuvsel:

- The region capital, Sakzul: Sakzul is an area in the east of The Great Desert that is made up of hundreds of villages and hunting camps closely entwined with a web of Aqueducts and roads of merchant tracks. It has no wall, for a hot, unwatered desert stretches all around as far as the eye can see, providing a useful and natural defense. A garrison of sand stone sits in the centre, where soldiers train, rest and patrol the outlying areas. It is hotspot for hunters and thrill seekers due to the cliffs not a days travel to the north, which provide many fascinating animals, tasty hunting and hundreds of caves, some garrisoned, others unexplored. They are fed mostly by trade with the villages near the eastern border, but also by hunting in the dunes.

Aside from the region capitals, many towns and garrisoned forts dot the desert, with forts being mostly located at the southern and eastern borders. Elipsiss seems to be the most greatly defended of the three regions, containing around 40% of the military.


Significant People:

- King Aban Zontumisral IV: The Joutomaa'n Dynasty is an absolute monarchy, which means Aban's word is law. Well respected due to his fair and stretegic usage of his lands and people, he has increased the value of Joutomaa by almost 7% since he became King at the age of 24. He is now 33 and rules with a council of trusted advisers and generals, numbering around fifteen in total.

- Comissioner of Warfare, Field Marshal Shariq of the Sand: Taken into the military from the streets, and with no known last name to speak of, Shariq took upon himself the title "of the sand" due to his home far away from the bustling and relatively safe region capitals. Charged with the defense of all civilians within the boundaries of Joutomaa and sent to do the will of his King, hearing Shariq of the Sand is on the field is enough to strike fear into any heart, for truly no man in the world can claim to be greater than Shariq at desert warfare.


- Comissioner of Supply, General Ranatas Unahel: Ranatas was born to nobility in the far east of Joutomaa, where the harsh desert life joined thin grass lands to create a steppe almost as unforgiving as the lands further west. Here, horse and camel reigned supreme, making Ranatas an experienced and unforgiving cavalry Commander who excels at driving off the enemy; attacking like a flash of lightning, then disappearing into the storm. Suited most to offensive formations, Ranatas felt somewhat dishonoured after being pulled away from going on the attack in order to ensure his fellow Joutomen were fed and watered...

- Comissioner of Finance, General Xoep Azun: Descendant of the Elipsiss kings of old. After they were conquered by the Joutomen, his royal line were allowed to maintain rule of the southern lands in exchange for vassalage, military access and trade routes. As the years went by, this Vassalage dwindled and eventually, a mutual agreemant led to Ellipsiss becoming an official region of Joutomaa. The rich nature of Ellipsiss, the amount of metal and forges, and the high, easily defendable mountain passes, make Xoep useful in more way than one. He is a master of sieges; excelling in defending walls, but knowing a great deal on how to break them - he was credited with designing several upgrades to species of Trebuchet, metals and castle defenses, and this impressive knowledge does not just cover stone - it covers metal, too. When Aban and Xoep were in their teens, Xoep's father died and the previous king was quick to adopt him. The half-brother relationship between Xoep and Aban strenghtened and after Aban's own father died, they became Brothers by Oath.

Religion/Philosophy: The Joutomen believe in three Gods and the basis of their religion forms around Sun worship and the effects it has on the world. An interesting thing to note is that the creator, or the Sun, is not seen as a being of philosophical light in their worship - instead they see him as a tyrant that they can never be rid of. For while the sun creates death in the desert, he is needed for them to survive. His son is the Sand, the desert itself, the enforcer of his tyrannical will. Most of the Joutomen support Erakit; "The Life Giver", the Goddess who provided water and life for them to settle in the ancient times. The men of Joutomaa are brought up to not only worship her, but to love her in a motherly, or even romantic sense.

Military:
Troop Archetypes:

Desert Footmen - The mainstray of the entire military. These are desert peasants and warriors banded together to form battalions of well versed soldiers capable of both ranged and melee fighting. Each treads lightly - wearing little to no armour (if they do wear armour, it is usually made of wood), desert robes and uniforms in a light colour to reflect heat, a face veil, a medium-ranged spear, a quiver of arrows and a bow. Each "company" is generally accompanied by a portable "forward base", or a wagon with enough food and water. They are trained in a variety of defense tactics and are used to defend their Desert home, but if absolutely necessary, they can go on the offensive.

Desert Hunters - Covert units usually sent on sabotage and assassination missions. They are equipped with a bow and quiver of arrows, a short, curved sword made of steel and a pack of supplies to feed them. Several of them may also carry equipment such as ropes, axes and other unusual items designed to infiltrate or destroy. They generally operate in small units of 20, often sent to scout an enemy position.

Cavalry - Generally on camel-back, these soldiers are equipped with bow, spear and shield. They are used to run down fleeing enemies rather than stay in a close combat situation, but they have been known to be effecive against cavalry and sometimes are deployed as such. In the eastern areas of Joutomaa, cavalry are generally on Horse back.

Desert Guardians - These melee units are considerably more effective in Melee compared to Desert Footmen. These soldiers are armed with a circular shield and curved longsword, and often wear chainmail armour. The most elite of the Guardians make up King Aban's personal guard. Like Desert Footmen, Guardians travel light and are taught fighting techniques, to rely on ones sword and ability to evade rather than to charge in like a tank; relying solely on armour for survival.

Ellipsiss Swordsmen - In the cooler and more mild lands of Ellipsiss, these soldiers wear chainmail armour, metal half-helms, carry shields and choose a melee weapon of either mace, sword or axe. They are heavier than Guardians and Footmen, but are suited to fighting in vegetated and forested areas, where there is plenty of water.

Ellipsiss Spearmen - Similar to Swordsmen, but they wield only spears and are taught to fight defencively against cavalry and infantry in tight formations.

Ellipsiss Archers - These soldiers wield longbows, arrows and a short sword. They are trained in long range combat and have some knowledge of sword combat, but otherwise are poor when defending themselves.

Ellipsiss Horsemen - Heavy cavalry in chainmail, wielding swords, lances and shields. Their horses are generally also armoured.


Siege Engines:

On the offensive, large quantities of wooden parts are generally constructed and carried by wagons. Siege weapons are built on location; stranded there until they are disassembled and moved.

Trebuchet; capable of longer range than spoon-based catapults, these tall weapons sling large rocks and sometimes diseased animals at and over walls.

Towers; these wooden towers are fixed with metal sheets with spikes at the front to help deflect arrowfire. Rather than get into range and then drop a bridge, these towers crash into the wall, the metal sheet then pushed forth to stab and crush soldiers under it by Joutomen hiding behind. With an entrance now open, soldiers inside will then pour onto the defenses. They also offer wooden cover in the form of large wooden shields to those pushing underneath.

Battering Ram; As the name implies. A long, heavy, wooden cylinder suspended on ropes and swung back and forth to break open gates.

Ladders.


Fortifications:

Around the country, Joutomaa has no less than 30 separate fortifications; most small, wooden garrisons to provide security to locals, but not to fight a full invasion. There are, however, several important constructs strategically placed for such a defense.

Fort Penin - Located on the Marskimaa border, south of Estana.
Fort Zontu - Located further east of Penin, making up the middle of the wall of three forts that separate the two nations.
Fort Ezman - The easternmost fort separating Joutomaa from Marskimaa.
Fort Modnar - Sits east of Fort Ezman and south of Fort Bunis, on the Riekasmaa border.
Fort Bunis - sits on the Steppe, in the rough "centre" of the border between Joutomaa and Riekasmaa.
Fort Tawnis - The northernmost "border fort" and the last between Joutomaa and Riekasmaa.

And, of course, there are several less significant ones dotting the country. (will be adding more information to this section, but for now I just wanted to get the profile up quickly)


Re: [OOC] The Burning Land

A note on faction relations when posting begins.
You will be aware of the fact that there are nations on your borders, but you will have little idea of what they are.
All information present in the faction information forum remains out of character unless discovered in character.

For the first post, I'd like a general update on the state of affairs present in each faction. The first of your weekly information posts.
The style of how you represent this is up to you, but if you are stuck, look to the other players for inspiration.


Re: [OOC] The Burning Land

Alesund De Satio and Ironman11 have the two new spaces

Ironma11: Valtava
Alesund: Pieni


Re: [OOC] The Burning Land: Confederacy of Ostermaa

History:
Before forming the Confederacy the people in Ostermaa started out as hunter gathers moving here and there. Then once they found fertile land and began settling down others within the region began doing the same. Soon there came small villages and towns that begin forming. These people founded 9 communities and lived in relative harmony and peace. Unfortunately for them this peace was soon broken.

After disputes between 2 of the towns the communities waged war against each other and most other thriving towns also picked there side all except one. After ferocious fighting one side soon prevailed. However after the fighting they were severely weakened. The town that remained neutral saw it's chance to attack. After taking numerous towns only one town remained out for there control. That town gathered whatever was left and prepared a last stand. After months of fighting there came a stalemate with both sides at an equal playing field. Finally a general from Ostankino (Former Neutral town) led his men through a forest behind the defenders of Osterthol (Last remaining free town) and attempted a sneak attack from there. The defenders fought valiantly but were defeated and the town captured. The people of Ostankino finally untied the lands of Ostermaa and formed the Confederacy of Ostermaa.

After the forming of the Confederacy the people started expanding and within 27 years they have gotten the lands belonging to the * Current * Ostermaa. After these lands were secured the peasants and farmers alike all had at least some combat training. Soon they demanded that they were given more voice during decisions made by the Confederacy and soon they had a council of 150 members.

From then the Confederacy focused on it's economy and research over war efforts. However sensing mobilizations of other armies they are starting to look at maintaining a larger army.

Council: The Confederacy's council is used to decide specific matters and also directing what field should people be focusing on like war. economy and research alike. They are comprised of 50 members who are Nobles. They control most of the laws that are passed and the organization of the Confederacy's Military branch. Members can only be from a Noble heritage and are allowed to serve for life. However looking back at the dispute that caused it's first war the council also added that whatever member who is too focused on personal gain can be kicked out.

40 Members of the council are peasants and farmers. They are allowed to decide minor laws like how much enforcement should a certain area have, or what goods should be more produced.

10 members form a research perceptive of the council and can decide what to research (Better farming tools, More effective methods to processes crops and weapons development.

40 members are from a marketing background and they create trade routes, markets, and control shipments

The last 10 members are the moderators of the council and ensure that meetings are carried out in an orderly manner.

Important People:
Councillor Gabriel Laurent
He is an ambitious man who will see that the confederacy rise to power. He is also a respected member of the council and many members seek him to decide stalemates within the council. He is known to take a very dim view of people who want to benefit themselves over the Confederacy. However most of the time Gabriel Laurent takes a more neutral standpoint which is what made him so respected. He also specializes in sweet talking would be allies and is also a very good economist.

Councillor Maximilian Bourbon
A young council member who is very eager to support almost everything that helps Ostermaa however that does not mean he is reckless or rash. In fact he is very cautious and thinks of multiple results that could happen before endorsing or denouncing a motion made by the council. He cares about his people and also considers the finer points of technological expansions, General Knowledge, and surprisingly the fine arts.

High General Ronald Keller
A veteran of the wars after the confederacy was formed. His ability as a skilled tactician has not gone unnoticed and this is why he is the current Confederate high general . He is currently 58 years old and yet somehow still very strong and healthy. He is best known for being a good commander and bringing every possible soldier back alive.

Commander Albert Kochler
He is part of a newer group of Confederate officers who are more reliant on strategy and technology over masses of ill equipped soldiers. He prefers to conserve as much men as possible and use them as reserves however he will not hesitate to use them if they are needed. He is mostly known by his men to enter quite close the the battle zone.However he might sometimes be reckless and over zealous resulting in an unnecessary loss of life.

Councillor Anthony Locke
A less listened to voice in the council he represents the military branch of the council and knows quite a few things about wars and creating alliances. However he still tries to look for peace in the unlikeliest places and only advises for war when necessary.
Regions/Significant Places:
Osterthol:
One of the original nine towns of the Confederacy it's near the northern border of Ostermaa. This city produces some of the confederacies toughest soldiers being located in a desert.

Ostanfossati
This is mostly just a city that turned it's focus more on fine arts, science, meth, and other studies. However this city also contains a military academy that produces the most promising officers who serve the Confederacy. This city is located near the southern forests of Ostermaa.

Ostankino: - Capital
The capital of Ostermaa located near the more fertile areas in Ostermaa. This city is made in the shape of a circle like shape. It has and outer wall to keep out invaders and within that live the poorer citizens. Then comes the inner walls and the Market District where merchants and Inns are located as well as where most of the nobles live. Then there is the Sanctum Walls that protect the Tower of the Ethereal where the council meets to discuss issues. Also within the Sanctum Walls lies the Institute of Advancement where they educate people who wish to join. They teach people science, mathematics as well as the fine arts. This Institute is also were major developments happen for the Confederacy.

Brynn Schyder
In a sense this is a farming/ pasture town formed after the confederacy was formed. This town raises cattle, horses, and sheep that are used for multiple purposes. They also grow a lot of crops that could on it's own supply the entire confederacy assume everything gets rationed. Located near Central Ostermaa

Philosophy:
The Confederacies philosophy is that no matter how large an army is the better equipped one's army is the more chance they have. That's why the confederacy focus more on providing sturdy and reliant equipment for their troops.

Religion
They have 2 main gods.
The First is Välstånd God of prosperity that cares for the people and also the benefit of the nation.
The Second is Färdigheter The God of skills that can help soldiers be proficient at combat. But this god has a dual purpose because they say he also helps people learn about technology and the creation of fine arts and other skills.

Military:
The Confederate military is not as large as almost all the nations but just as deadly. Due to the fact that the soldiers are highly trained and even the lowest troop type are equipped with light armor at the bare minimum.
Troop Archetypes:
Lautens: While not the most appealing name these soldiers are deadly never less. There standard armor is Chainamail armor alongside plated leggings as well as a large tower shield. They also have a helmet and just one javelin to throw as a distraction. Also they carry light weight steel pikes and a short sword.They usually fight in a shield wall formation capable of tearing down Calvary and infantry alike. These men are trained to work together since their lives will depend on it.
Herzog: One of the groups of archers for the Confederate is the Herzog. They carry light leather armor, a longbow, and a short sword to rain death on the enemy with their bows and to fight off anyone who gets too close. These men are trained to a certain degree with the bow and the sword making them proficient with both.
Grey Wolves: Men wearing cowls that can be dyed to suit the environment. They travel in groups of 5 and act as the scouts of the Confederates. They do not wear heavy armor but instead just leather armor. They also carry bows and short swords. They prefer fighting from covered positions that preferably is a certain distance away from the enemy.
Rioseers: Never liking to get in close combat these men serve as horse archers of the Confederacy. They have standard long-bowman equipment. They attempt to encircle the enemy force, after encircling them they fire arrows until the enemy force breaks out.
Golgata: They serve as the Calvary of the Confederacy. They have chain mail armor. Also in addition the horse also has light armor to protect it a bit better. These men carry either a spear, lance, or a sword and shield. They are trained to charge and ride down enemy lines but when the enemy are in a walled formation they will attempt to flank the wall.
Donner Guard: Royal Guards equipped with the best armor and halberds. They act as city guards but also fight as reservists during battles. During battles they stay behind the infantry encouraging the men to stand their ground but when the they are needed they will not hesitate to enter the fray.

Siege Engines:
Trebuchet: A standard siege weapon for the confederacy
Turtle Ram: A battering ram covered by heavy shield
Catapult, Siege towers, Ladders

Fortifications:
Fort Armsdale: A desert fort located near the northern border of Ostamaa. It is made of stone and watches over the strip of desert.
Fort Aspelt: A stone fort located on the northwestern border of Ostamaa and is used to watch activities further north as well as managing traders that come through this area.
Fort Lauresdale: Located on the western border of Ostamaa it monitors border activities that happen in Marsikmma and the first stone fort of the Confederacy and also one of it's largest forts
Fort Canton: Also located along the western border is is a support fort in case Lauresdale is out of action.
Fort Kaelin: The fort located near the capital of Ostamaa and is used only in times of need to defend the capital for now it acts as a prison for criminals.


Re: [OOC] The Burning Land

I will try, pinky promiseee.~ Tuesday at the latests.


Re: [OOC] The Burning Land: Maps

Due to popular demand, I've added another two claimable zones to the RP, adding two spots, both of which currently filled.

The new spots are part of the Niemimaa Peninsula, which connects to the main map through the mountains bordered by Joutomaa and Reikasmaa. Access to the peninsula is gained through trecherous mountain passes, filled with wild beasts and bandits.