A Brave New World (Nation RP OOC/Sign Ups)

World’s End Tavern: Role-play and Fan Fiction
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Nation Statistics:

1.Player: Zorbak
Name of Nation: The Wyrmscale Caliphate
Government Type: Theocracy

Leaders/Important people:

Patriarch Kolphis Darkscale (Orc)
Draaca Longtail the Dragonsworn (Draenei)
Overlord Nuaar (Draenei)

Capitol: Blackwing Hold, Blade’s Edge Mountains
Race(s): Several, mainly Draenei, Orcs, Krokul and Humans.
Overall Population: 5,000
Overall Military: 510
Land List:
1.Blade’s Edge Mountains:
-Raven’s Wood (Blackwing Hold)

Overall Military: 510
[Melee Infantry] Zealot: (200)
[Caster] Acolyte: (100)
[Archer] Poacher: (200)
[Siege] Demolisher: 10

Land List:
1.Blade’s Edge Mountains:
-Raven’s Wood (Blackwing Hold)

2. Player: Ashoc
Name of Nation: The Black Empire
Government Type: Monarchical Empire

Leaders/Important people:

Government Officials:
Emperor Targan Cloudstriker
Minister Lord Re'shan Vorgen (Ministry of Agriculture)
Minister Liam Cloudstriker (Ministry of Trades)
Minister Aserius Shadowmoon (Ministry of Defense)
Minister Ian 'Boom' Cloudstriker (Ministry of Science)
Minister Lord Darius Martin (Ministry of Urban Development)
Minister Adrias 'The One' Makarov (Ministry of Entertainment and Propaganda)
Lord Robert Martin, Speaker of the Assembly of Lords

Military Officials:
Highlord Admiral Deadalus Cloudstriker (Imperial Navy)
Highlord General Kreegan Cloudstriker (Imperial Army)
Commander Silver Longshadow (Black Legion)
Commander Ratheron Firehawk (Imperial Guard)

Capitol: Oshu'Mogan, The Black City
Race(s): Primarily human with Sin'dorei and Kaldorei.
Overall Population: 23,500
Overall Military: 6,000
Land List:
1.Hellfire Peninsula:
-Expedition Armory (Oshu’Mogan, The Black City)

Army Units
[Swordsmen/Pikemen] Black Guard (10 to a squad):
[Elite Infantry] Legionnaire (10 to a squad):
[Light Cavalry] Legion Lancers (33 to a squad):
[Heavy Cavalry] Black Knights (24 to a squad):
[Archers] Riflemen (10 to a squad):
[Elite Archers] Rangers (10 to a squad):
[Specialists] Techno-Lords:
[Specialists] Siege Engineers:
[Heavy Weapons] Trebuchets (3 to a squad):
[Heavy Weapons] Siege Tanks (3 to a squad):

Naval Units - Will be added later in but posting them here.
[Ship to Ship] "Dreadnought" Class Frigate
[Ship to Land] "Emperor's Vigil" Class Destroyers
[Ship to Ship/Land] "Phoenix" Class Cruisers
[Ship to Ship/Land/Troop Carrier] "Emperor's Fist" Class Battlecruisers
[Carrier Class] "Emperor's Might" Class Carriers

Aerial Units - None at present

3. Player: Robert
Name of Nation: The Draenic Horde
Government Type: Autocracy
Leaders/Important people:

Warlord Bhal'dan (Orc):
General Ordragh (Orc):
Overseer Roseboom (Goblin):
Director Shadeslink (Goblin):
Head Researcher Blastsprocket (Goblin)
Chief Ambassador Throttlefizz (Goblin)

Capitol: Bhalmar (Ango'Rosh Fortress)
Races: Orc, Goblin, Enslaved Ogres
Overall Population: 15,000
Overall Military: 3,000
[Light Melee Scout] Goblin Mole: (50)
[Light Melee Infantry] Goblin Skirmisher: (450)
[Light Ranged Infantry] Goblin Ranger: (250)
[Medium Melee Infantry] Orcish Grunt: (1250)
[Medium Melee Cavalry] Orcish Raider: (350)
[Heavy Melee Infantry] Orcish Juggernaut: (150)
[Light Ranged Aerial] Orc Windrider: (50)
[Saboteur] Goblin Sapper: (200)
[Infiltration] GADGET Agent: (50)
[Medical] Goblin Medic: (200)

Land List:

1.Zangarmarsh:
-Ango’Rosh (Bhalmar)

4. Player: Neltriz
Name of Nation: Clockwork Covenant
Government Type: Dictatorship
Leaders/Important people:

Ruler: The Prophet Cargash(Blood Elf)
Chief Adviser: High-lord Jalnar
Chief Ambassador: Deltan

Capitol: The fortress Avarrack
Race(s): Blood Elves, Goblins, Ethereals
Overall Population: 18000 refugees allied with 1500 natives (13000 Blood Elves, 5000 Goblins, 1500 Ethereals)
Overall Military: 3510 soldiers, 350 currently functional Titan warriors
Infantry: 50 men each unit, 50 units.
Footsoldiers, mostly Blood Elves, armed with rifles and swords
Legionaries: 10 men per unit, 40 units
Cavalry: 10 men each unit, 20 units
Arcane Warmage: 1 man each unit, 60 units
Battle engine unit: 5 Machines each unit, 2 men each machine, 20 units

Aerial Units
Drake rider unit: 10 each unit, 10 units.
Airships: 1, destroyer class, manned by 50 soldiers

Project Titan:
Clockwork Abyssal: 100
Clockwork Infernal: 150
clockwork Voidwalker: 100

Land List:

1.Netherstorm
-Ecodome Farfield-Forge Base Gehenna (Avarackk)

2.Nagrand
-Twilight Ridge
5.Player: Istella
Name of Nation: Kaldorei Reformation
Government Type: Triumvirate (not entirely sure if this is the best description; junta and theocracy could both be accurate too I suppose, if you think something else fits better just let me know)
Leaders/Important people:

Headed by the Military-General Cirica Darkleaf of the Sentinels
Priestess Ashanadi Nightstorm of the Sisterhood of Elune
Archdruid Kaedris Proudwing of the Cenarion Circle

Capitol: Syvanaar
Race(s): Kaldorei (primarily), treants, dryads, keepers of the grove
Overall Population: ~17,000
Overall Military: ~4000
Units:
[Melee]
Sentinels: 2000
Druids of the Claw: 150
Keepers of the Grove: 15

[Casters]
Priestesses of the Moon: 500
Druids of the Wild: 250
Dryads: 73

[Ranged]
Archers: 900

[Siege]
Glaive Throwers: 6
Ancients: 12

[Aerial]
Hippogryph Riders: 75
Druids of the Talon: 75

Land List:
1. Blade’s Edge Mountains:
-Sylvanaar, Bloodmaul Outpost, Bladespire Hold, Thunderlord Stronghold (Expanded Sylvanaar)

6.Player: Fluency
Name of Nation: The Hand of Mal’Zuur and the Morbid Council.
Government Type: Theocracy; Cult
Leaders/Important people:

Mal’Zuur: Lich (Formerly Human Cultist)
Balvaloneous: Male Draenei (Necromancer) Leader of the Death Speakers
Karshe (Car-She) the Eye: Female Orc, Highest ranked member of the Shadow Council

Capitol: Auchindoun
Race(s):[/b]
The Cult of the Damned:
Humans, Dwarves, Gnomes, Night Elves, Draenei, Worgen, Orcs, Trolls, Tauren, Forsaken, Blood Elves, Goblins.
The Shadow Council: Mostly Orcs and Ogres
The Auchenai:[/i] Draenei (and the Undead that they raise)
Overall Population:[/b] 40,000 (20,000 mindless Undead)
Overall Military: 4500

[Melee/Civilian Fodder]Skeleton: (15,000: not included in military)

[Utility Fodder]Spirit: (5000: not included in military)
[Melee Infantry]Burning Blade Fanatic: (1500)
[Light/No Armour.] Large Two-Handed Weapons.
[Offensive Spellcaster]Burning Blade Warlock: (500)
[Melee Infantry]Skeletal Warriors: (1000)
[Ranged Infantry]Skeletal Archers: (1000)
[Spellcasters/Necromancers]Death Speakers: (500)

Land List:

1. Terrokar Forest (The Bone Wastes):
-The Bone Wastes (Auchindoun)
-Ruins of the Bleeding Hollow Clan (Ruins)

7.Player: Lia
Name of Nation: The Illidari Darksworn
Government Type: Theocracy
Leaders/Important people:

Ruler: Krystala Dawnshadow. (Shadow Mage Blood Elf)
Councilor Dran Voidseeker (Demon Hunter Blood Elf)
Dark Lord Kiros Shadowflame ( Demon Hunter Night Elf)
Nethermancer Alizar Darkwrath (Shadow Mage Blood Elf)
Oracle Mira Darkstar (Shadow Priest Night elf)

Capitol: The Black Temple.
Race(s): Night Elves/Blood Elves
Overall Population: 23,000
Overall Military: 5,750

Melee:
Foot soldier: Voidwalkers [2000]
Light Infantry: Darkblades [400]
Medium Infantry: Fel Constructs [400]
Heavy Infantry: Demon Hunters [300]
Elite Infantry: Void Lords [200]

Range
Light Infantry: Shadow Mage [500]
Medium Infantry: Illidari Warlock [200]
Heavy Infantry: Nethermancer [300]
Elite Infantry: Fel Cannon [300]

Healers:
Medium Infantry: Dark Oracles [500]

Seige
Heavy Infantry: 'Void' Reavers [350]
Elite Infantry: Fel tanks [100]

The Royal Guard: Darksworn [100]

Landlist:
1.Shadowmoon Valley
-The Black Temple (The Black Temple)

8. Player: Einherjar
Name of Nation: The Republic of Man
Government Type: Hereditary Republic
Leaders/Important people:

Government Officials
Chancellor Scipio Tarquin
Lady Kaitlyn Tarquin (Wife of Scipio Tarquin and head of the Finance Ministry)
Lord Gaius Graccus (Minister of Agriculture)
Lord Halfdan Jagere (Minister of War)
Lord Edward Chard (Minister of Science and Education)

Military Officials
Supreme Commander Scipio Tarquin
General Carnifex (Second-in-command to Tarquin)
Lord General Umbras Jaeger (Legion)
Commander Jane Connor (Cavalry)
Commander Tiberius Dammerung Tarquin (Marines)
Admiral Tiberius Semprionus Tarquin (Navy)

Capitol: Lux Aeterna Terrae (Aeterna for short): Formerly known as the Orebor Harborage
Race(s): Mostly Human, a large minority of Worgen and Vrykul, small numbers of dwarves and gnomes
Overall Population: 25,000
Overall Military: 6,000

[Heavy Infantry] Hoplites: 2,500
[Dragoon] Worgen Dragoons: 500
[Artillery] 250 Soldiers, 50 Scorpion Siege Engines
[Medium Infantry] Marines: 1,500
[Light Melee] Sailor: 1,250
[Dreadnaught] Hand of Judgement (Fenrir-class): 1
[Light Cruiser] Hugin-class: 2

Land List:
1.Zangarmarsh:
-Stretching from Orebor Harborage across the shores of the Inland Sea, to the edge of the world, and all the way to Sporregar (Helmland Province)
-Shore of Inland Sea (Lux Aererna Terrae)
-East of Ango'Rosh Grounds, and between that and Zabra'Jin (2 Minor Cities)
Probably dont need this one but whatever, feel free to post again.
I finished my app, take a look, please? '3'
Looks good Robert!
Player: Fluency
Name of Nation: The Hand of Mal’Zuur and the Morbid Council. ((Outwardly known as the Hand of Mal’Zuur, all offenses and wars are fought under this banner. However the force that rules over the spider-web of cults and intelligence that is to be developed throughout Outland is known as the Morbid Council (the new Shadow Council).))
Government Type: Theocracy; Cult

Leaders/Important people:
Mal’Zuur: Lich (Formerly Human Cultist). Mal’Zuur has assumed control of the ruins of Auchindoun, striking an alliance with the Death Speakers (the Auchenai) and the remains of the Shadow Council (including the forces they rule over). Mal’Zuur is extremely ambitious, seeking utter dominion over all and everything. He bows to none, all are merely tools to him, and assumes both figurative and operative control over all of his forces (excluding of course, internal control over the military in the form of captains, generals, etc).
Balvaloneous: Male Draenei (Necromancer). Balvaloneous leads the Death Speakers of Auchindoun in talking to and raising the dead. Balvaloneous is twisted and insane, and blind. He talks to souls who can only scream back, and interacts with corpses animated or not as if they are other people. He sees no difference between the animated dead and the living, and no ethical issues in raising the dead. He gladly serves under Mal’Zuur.
Karshe (Car-She) the Eye: Female Orc. Karshe holds the highest rank present in the Shadow Council, and holds the primary function of controlling the information and communications between many of the Cults of Outland. She is an intelligent, cunning, proud and vicious leader. Karshe worships only the Legion, and regardless of current affiliation seeks to bring their return. She however knows her place, knows her power, and at all times is fully aware of her capabilities and the capabilities of the men under her control. She is a master of tactics and logistics.

Capitol: Auchindoun (currently in ruins).
Race(s):
The Cult of the Damned: Any former member of the Horde or the Alliance who offers their life for Mal’Zuur. (Predominantly Humans, but also any member of the Horde or the Alliance). Humans, Dwarves, Gnomes, Night Elves, Draenei, Worgen, Orcs, Trolls, Tauren, Forsaken, Blood Elves, Goblins.
The Shadow Council: Mostly Orcs. The Shadow Council itself is made up of only a few surviving council members, however they hold sway over many cults and demon-worshipping forces within Outland (such as the Burning Blade, the Searing Blade and the Cabal). They have lost contact with most, but are slowly regaining control. These are mostly Orcs and Ogres. Many of these cults however do not understand the nature of their leadership, they might assume independence.
The Auchenai: Draenei (and the Undead that they raise).

History/Description: After the Shattering, the Cult of the Damned became little more than a dark stain, futile, and desperately holding onto their last areas of control throughout Azeroth. They lacked leadership, and they lacked purpose. The Cult all but dissolved, their promises of immortality lost with the Lich King. Most were found out and killed, forgot their ties to the cult, or committed suicide. Operations in the Plaguelands were shut down, destroyed, and all communication between cultists was lost. The Cult was dead.

That is, until Pandaria. With the new movements of the Horde and the Alliance taking the foreground, a shadow began to work in the background. An ambitious cultist began rallying the cult, making new promises, oaths and pacts. The cult continued to grow as the war raged on, taking on those who wished to be free of the trivialities of war, to join the organisation of the Damned. By the time the COLD WAR happened, the Cult was almost back into full swing. (Although, their purpose was vague, and their lack of direct offense against the Alliance or the Horde kept their actions unnoticed). They ran through Azeroth like a thin black vein.

When the exodus came around, the Cult fled with the Horde and the Alliance, as they were part of the society. It was during this exodus that the ambitious cultist whose former name is no longer said, ascended to Lichhood, and became Mal’Zuur, and took his rightful place at the head of the Cult of the Damned. Almost the entirety of the cult, in the chaos and confusion, broke from their places in society and followed Mal’Zuur into Outland, and forward to the city of Auchindoun.

((1/3))
Overall Population: 48,141; (6299 Cult of the Damned members, 5030 members of the Auchenai , 11,812 scattered members of sub-cults under the rule of the Shadow/Morbid Council(Burning Blade, Cabal, etc), 25,000 mindless Undead.)
Growth Rate: 8% for Cult of the Damned
5% for Sub-Cult Members
2% for Auchenai


Overall Military: 7394

[Melee/Civilian Fodder]Mindless Skeleton: (19,000: not included in military)
12,500 wandering the Bone Wastes
6500 at Tuurem

Growth Rate: 1000 per Cycle

[Utility Fodder]Spirit: (6500: not included in military)
5500 wandering the Bone Wastes.
1000 at Tuurem

Growth Rate: 500 per Cycle

[Melee Infantry]Burning Blade Fanatic: (1752)
576 at Grangol'var Village
176 sitting around at Burning Blade Clan
600 stationed at Garokk's Harbour
300 stationed at Kil'Sorrow Fortress
100 stationed in the Barrier Hills

Growth Rate: 55-110 per Cycle

[Offensive Spellcaster]Burning Blade Warlock: (614)
200 stationed at Garokk's Harbour
300 stationed in the Barrier Hills
22 at Grangol'var Village
92 at Bleeding Hollow Clan

Growth Rate: 25-60 per Cycle.

[Heavy Infantry]Kil'Sorrow Deathsworn: (283)
283 currently garrisoned at Kil'Sorrow Fortress
Growth Rate: 20-50 per Cycle

[Light Cavalry]Cabal Raider: (188)
8 currently at Gragol'var Village
180 currently roaming Terokkar Forest

Growth Rate: 10-30 per Cycle

[Melee Infantry]Skeletal Warriors: (1970)
200 at Auchindoun
1770 currently at Tuurem with Mal'Zuur

Cost: 1 Death Energy

[Ranged Infantry]Skeletal Archers: (1557)
1330 currently at Tuurem with Mal'Zuur
127 at Auchindoun
100 currently garrisoned in the ruins of Allerian Stronghold

Cost: 1 Death Energy

[Offensive Spellcaster]Skeletal Magi: (600)
300 at Tuurem with Mal'Zuur
300 at Auchindoun

Cost: 2 Death Energy

[Spellcasters/Necromancers]Death Speakers: (530)
380 currently active in Auchenai Crypts
100 currently at Tuurem
10 currently at Northwestern Spirit Tower
10 currently at Northern Spirit Tower
10 currently at Northeastern Spirit Tower
10 currently at Eastern Spirit Tower
10 currently at Southeastern Spirit Tower

Growth: 10 per term.

[Special Infantry]Bonechewer Grunts: (400)
400 at Bonechewer Fortress

((2/3))
Hero Locations:
Mal’Zuur: Tuurem/The Crossover
Balvaloneous: Auchenai Crypts
Karshe: Auchindoun
Bonelord Rime: Tuurem/The Crossover
Garokk: Garokks Harbour (Nagrand)

Land List:

[Terokkar Forest]: Auchindoun: (Capitol)
380 Auchenai Deathspeakers
200 Skeletal Warriors
127 Skeletal Archers
300 Skeletal Magi

Defence: Ruined Walls

[Terokkar Forest]: Bone Wastes: (Land)
12,500 Mindless Skeletons
5500 Mindless Spirits

Defence: Wandering Dead, Ash-Storms

[Terokkar Forest]: Allerian Stronghold: (Ruins)
100 Skeletal Archers
Defence: Ruined Walls

[Terokkar Forest]: Bleeding Hollow Clan: (Outpost)
92 Burning Blade Warlocks
Defence: Forest Cover/None

[Nagrand]: The Barrier Hills: (Camp)
100 Burning Blade Fanatics
300 Burning Blade Warlocks

Defence: Hidden, None

[Nagrand]: Burning Blade Clan: (Town)
176 Burning Blade Fanatics
0 Burning Blade Warlocks

Defence: Minimal Walls

[Nagrand]: Garokk’s Harbour: (Harbour Town)
600 Burning Blade Fanatics
200 Burning Blade Warlocks

Defence: Heavy Walls, Cannons

[Nagrand]: Kil’Sorrow Fortress: (Fortress)
300 Burning Blade Fanatics
283 Kil’Sorrow Deathsworn

Defence: Strong Walls, Watchtowers, High Ground

[Terokkar Forest]: Grangol'var Village: (Village)
576 Burning Blade Fanatics
22 Burning Blade Warlocks
8 Cabal Raiders

Defence: High Ground, Ruined Buildings

[Terokkar Forest]: Tuurem (Ruined Town)
1770 Skeletal Warriors
1330 Skeletal Archers
300 Skeletal Magi
100 Death Speakers

Fortress Under Construction

[Terokkar Forest]: Bonechewer Fortress (Fortress)
400 Bonechewer Grunts
Stone/Wood Walls, Spiked Barricades, Gates, Buildings

((3/3))
Player: Lia

Name of Nation: The Illidari Darksworn

Government Type: Theocracy

Leaders/Important people:
Ruler: Krystala Dawnshadow. (Shadow Mage Blood Elf)
Councilor Dran Voidseeker (Demon Hunter Blood Elf)
Dark Lord Kiros Shadowflame ( Demon Hunter Night Elf)
Nethermancer Alizar Darkwrath (Shadow Mage Blood Elf)
Oracle Mira Darkstar (Shadow Priest Night elf)

Capitol: The Black Temple.

Race(s): Night Elf's/Blood Elves

History/Description:
Ever since Illidan had fallen, the Illidari had fallen silent, gone into hiding, hidden...until now.

As time passed, their numbers grew. Recruits and willing followers came forth to band together to practice and teach each other the dark magics that they know to others who were willing to learn..whether it killed them or not. Demon hunters were trained in the hundreds, Shadow mages were trained in the thousands. Warriors were infused with dark energies pulled from the void and fel alike to empower them to fight in battle. Even some of the creatures from the void itself was summoned to bolster it's ranks.

Those who didn't desire to fight on the forefront worked in the Black Temple, and lived their daily lives under the protect of their leader, Krystala Dawnshadow, who is bent on taking Illidan's place and reform the Illidari in a way that the world would never have seen. They aren't exactly welcoming to others, unless they are given good reason, and would crush anyone who dared oppose them. The old Illidari has died and been forgotten...and from the Ashes...the Illidari Darksworn was born.

Overall Population: (Cap 25,000 Refugee, 75,000 Native) 23,000

Overall Military: (25% of Refugee pop, 15% for Native pop [Maximum]) 5,750

Units

Melee:
Foot soldier: Voidwalkers [2000] (Common Armored Voidwalkers, plucked from the void.)

Light Infantry: Darkblades (Warriors infused with Shadow Magic with their armor and weapons. They wield wicked curved blades, long polearms with hooked blades, and sheilds.) [500]

Medium Infantry: Fel Constructs (Much like the mana constructs, these are powered by fel and are green in color) [300]

Heavy Infantry: Demon Hunters (Warriors who enslave demons into their bodies, they are masterful fighters at close range, they wield glaives and wear not along besides a mail kilt and a harness (For females, it's a thick vest rather than a harness) They were blind folds over their eyes and use dark magics to absorb large amounts of damage.) [400]

Elite Infantry: Void Lords (Stronger than your average Void walker. These are large beings from the Void. They are noticed by the large purple 'crowns' that glow behind them. [200]

Range
Light Infantry: Shadow Mage(Wielders of shadow magic, they attack their enemies from afar. They were dark robes with the Illidari symbol printed in green on the front. They have black staffs and spell tomes by their waist. [500]

(1/2)
Dang. Meep put my sign up to shame D:

This is getting very interesting though!

*Steeples fingers and smiles wickedly* Things are going according to plan...

Ave Legio...
I'm working on an arakkoa application, just to call dibs or whatever. I'm a total noob at this though, so be prepared for me to screw something up.
I set the Covenant up at Ecodome Farfield, Forge base Gehhena, and all land between. Is that too much?
Aaahhh...  I tried to quit, I really did.  In fact, I'd almost kicked my habit entirely.  Zorbak, you are one impressive sonofab*tch for managing to get me interested in WoW again.  This is just too good to pass up.

Player: Einherjar

Name of Nation: The Republic of Man

Government Type: Hereditary Republic

Leaders/Important people: The really important ones, at least

Government Officials
Chancellor Scipio Tarquin
Lady Kaitlyn Tarquin (Wife of Scipio Tarquin and head of the Finance Ministry)
Lord Gaius Graccus (Minister of Agriculture)
Lord Halfdan Jagere (Minister of War)
Lord Edward Chard (Minister of Science and Education)

Military Officials
Supreme Commander Scipio Tarquin
General Carnifex (Second-in-command to Tarquin)
Lord General Umbras Jaeger (Legion)
Commander Jane Connor (Cavalry)
Commander Tiberius Dammerung Tarquin (Marines)
Admiral Tiberius Semprionus Tarquin (Navy)

Capitol: Lux Aeterna Terrae (Aeterna for short): Formerly known as the Orebor Harborage

Race(s): Mostly Human, a large minority of Worgen and Vrykul, small numbers of dwarves and gnomes

History/Description: During the mass exodus from Azeroth, three separate armies, all with their families in tow, collided during a single mad rush for the Dark Portal: an Alliance force led by General Scipio Tarquin, a Vrykul force led by the warlord Vaaskersin, and a Horde army (the commander's name is unknown).  After a brief but frenzied three-way battle, all of the sides fell back to lick their wounds.  In a fit of desperation, the Vrykul and Alliance armies joined together the next day: both leaders thought that they had more in common with each other, as creations of the Titans, than with orcs, truly alien creatures.  The newly joined army was able to crush the Horde force and evacuate through the portal, just barely ahead of a far larger Horde army.  Tragically, Warlord Vaaskersin fell victim to a volley of Forsaken Blight canisters deployed by the Horde commander in a fit of desperate panic at the end of the battle.

With Nagrand as their original intended destination, the new allies began their march through the Hellfire Penninsula as one of the largest and best-equipped groups of refugees.  They occasionally attacked or allied with other refugee bands depending on the circumstances of the meeting.  Unlike many other groups who relied on staying out of each other's way, the Harbingers, as they came to be called, relied on their fearsome reputation to protect them.  When they reached the edge of the Inland Sea, however, the Harbingers changed their plans and hired ships to take them across the Sea.  They arrived at the Orebor Harborage, laid claim to it, renamed their new port and capital city the Eternal Light of the World, and began a frenzied program of draining the swampland to part of south and the immediate west, building dikes to keep the Inland Sea from flooding, and converting much of the former marshland into farmland.

The Republic of Man holds that Vrykul, Humans, and Worgen, being descended from the same Titan creations, are the rightful rulers of the earth.  Dwarves and Gnomes, while lesser, are still descended from Titan systems and are therefore accorded a measure of respect.  Non-Titan-created humanoids such as elves at least had the good sense to mimic the Titans, and are third-tier citizens.  Truly alien creatures, such as Tauren, Orcs, Draenei, and Trolls, are tolerated.  Barely.

The Republic has made many enemies in its march across the Hellfire Penninsula in the early, most frenzied days, and as such places a high value on military service: the Chancellor is also Supreme Commander of the combined forces and both of his sons serve in various capacities.  Scipio served in the Alliance military for most of his adult life, and remembers the Outland campaigns quite vividly: as such, he has a very clear idea of what to grab first, and the canny leader intends to give every citizen in his nation the best chance at a new life possible.
Overall Population: 30,705
(Growth of 8% per cycle)

Overall Military: 6,225

[Heavy Infantry] Hoplites: 2,620 (200 per cycle)
2270 at Helmand Province
300 at Bhalmar
50 at Shattrath


[Dragoon] Worgen Dragoons: 560 (50 per cycle)
300 at Dracon Province
50 at Bhalmar
210 at Helmand Province


[Artillery] 250 Soldiers, 50 Scorpion Siege Engines (5 Scorpions per cycle)
30 at Helmand Province
20 at Dracon Province

[Medium Infantry] Marines: 1,770 (100 per cycle)
1200 at Dracon Province
50 at Outpost Koresnagi
100 at Eastern Zangarmarsh Tunnel
400 at Helmand Province
20 at Shattrath


[Light Melee] Sailor: 1,475 (75 per cycle)
1000 at Sea
475 at Helmand Province


[Dreadnaught] Hand of Judgement (Fenrir-class): 1
1 off the coast of Dracon Province

[Light Cruiser] Hugin-class: 3 (1 per 2 cycles)
3 off the coast of Dracon Province

Proto Drake Squadron: 10 (10 per cycle)
10 at Helmand Province

Land List:

1.Helmand Province: Stretches from Orebor Harborage across the shores of the Inland Sea, to the edge of the world, and all the way to Sporregar (it stops just short of there)
Major cities: Lux Aeterna Terrae; a large port city on the shore of the Inland Sea
Dang. Meep put my sign up to shame D:


Imagine if I put this much effort into Uni! :P Nah, I'm just excited over this. I'm not used to running big nations though, I'm usually content to "ignore and be ignored by the world of the Big Folk," but this time around I'm taking a stand! :P

I intend to still RP -much- internal struggle. But, Mal'Zuur pretty much plans to enslave all and everyone and be the ruler of everything that exists. So, I think that might conflict with some of you guys' ethical views.
A note I'd like to make is that as my time passes, I plan to have the Goblins take over the population as they breed like rabbits, so the draenic horde may not last as it is currently, especially with so many goblin bureaucrats in the system. Unless someone else plays a goblin dominant nation, but that'll make me a sad panda.
Medium Infantry: Illidari Warlock (Summoners of demons and the ones who brought the Void walkers into the army, they can heal the void walkers and spread fel fire to decimate their foes) [200]

Heavy Infantry: Nethermancers (These spell casters harvest the energy of the void, using it to summon Void walkers from one location to another. Usually there would be 10 or so in each group sent to destroy their enemies. They were robes with purple runes etched into them. They carry no weapon, their magic is all they need) [300]

Elite Infantry: Fel Cannon (These machines are made by the more technical groups with in the Temple. They fire fel bolts to decimate their foes. However, due to lack of mobility, they require a Nethermancer or at least 5 or more Warlocks to summon them to their location. Often would be carried 'Void' Revers) [300]

Healers

Medium Infantry: Dark Oracle (Wearing light purple robes, these heal their allies with dark magic. They carry staves, and at least have about 20 per group, at max) [500]

Seige

Heavy Infantry: 'Void' Revers (Like their Fel counter parts, these are powered by Void magic. This gives them a purple glow. They have slots on their shoulders that allow them to carry at least two Fel cannons [350]

Elite Infantry: Fel tanks (Tanks made of Fel-iron. They are heavy siege units that are more assigned to protect the Temple that full go to the battle front. 2 at max are alowed per group) [100]

The Royal Guard

These unites protect the leaders of the Illidari Darksworn. They don't join groups, they follow their leaders. They are the strongest of the armies, sworn to die for their leader's lives no matter the cost.

Darksworn (These are warriors and spell casters combined. Consider them the very dark versions of Paladins. They wear heavy plated armor with green and purple runes etched into them. All of them have two hand swords and a shield, with a tome at their waist. [100]

(2/2)

Edit:

Wow, so many posts broke mine in half! It's kay thought.

Zorb, go through my units and tell me if there is anything wrong, I want to make sure i didn't screw anything up.
Oh Brave New World, that has such people in it!
Meep: That nation look awesome! I really like the whole Auchindoun alliance thing you have going, I'm fine with you're Undead army aswell, I get the feeling you wont be godmodding any time soon.

Dyskaria: It'll be great to have you!

Nel: Sounds great

Lia: Great sign up, but I do have a small recommendation maybe split your Demon Hunters into Novices and Masters? I feel like your Demon Hunters should start with a small amount, maybe 100, and that after a few battles you upgrade the Novices to Masters and bring in more novices? Just so you have a sturdy melee force, while preserving the few and proud feel of Demon Hunters.

Einherrjar: *Slow Clap* So the prodigal son returns. You are accepted, however in your sign up you said that Ashoc is in Nagrand? I *believe* he's located in Hellfire. However, his capitol Oshu'Mogan *may* have something to do with Oshu'gun in Nagrand. We'll have to see. Welcome back to the subtle addiction that is World's End.

Also: Everyone, you succeeded in making my sign up look like crap. I suppose that's a good thing haha. I should rewrite it..
Einherrjar: *Slow Clap* So the prodigal son returns. You are accepted, however in your sign up you said that Ashoc is in Nagrand? I *believe* he's located in Hellfire. However, his capitol Oshu'Mogan *may* have something to do with Oshu'gun in Nagrand. We'll have to see. Welcome back to the subtle addiction that is World's End.


Ahem. Oops. Misread it as Oshu'Gun. (Sweeps it under the rug). Let's pretend that never happened.

And as for the RPing...

You got me into it the first time, I figure it's only fitting you drag me back in the second.

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