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Xiie
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PostSubject: Nations of Incannica   Nations of Incannica I_icon_minitimeFri Jul 01, 2011 12:30 am

https://2img.net/h/i799.photobucket.com/albums/yy279/TheGfxCream/Map2-2.png

Click the link for a map of Incannica.

Nations of Incannica Incani10


The World

Magic conflicted and tore through itself, which resulted into a world of solitude and doom. But then, the God created people whom will clear the sadness in this world and give it a bright color. Portals all around this world was opened because of Magic. This portal contained of several demons that invaded the world. Of course, the people of this world cannot allow these imbecile creatures take over.

Years passed as they struggled with the demons, nations were named and mankind has known the secrets of combat. Bahamut Empire, the biggest nation began to worship their own gods yet Avarres and Siegeril's fate still relies under their Lord's hands. Zolfo, now is known also as the 'Terraeon People' because of their vast resources.


Last edited by iNoms on Fri Jul 01, 2011 10:30 am; edited 3 times in total
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PostSubject: Re: Nations of Incannica   Nations of Incannica I_icon_minitimeFri Jul 01, 2011 12:43 am


Nation Name:

Avarres

Summary:

This nation is likely to adapt cold weathers. They do not have gods to worship nor a Lord. Avarres believes in unity rather than leadership. That is why they fight arm by arm. Even of their small armies, their skills in combat outmatch those who are bigger and stronger than them.

Practically, Avarres used to be a trading nation but things began to change as they trusted on the environment. They ignored each and every business there is to deal with. Instead, this nation has became self-centered.

Lord/s:

Councils of Avarres.

Key Zone/s:

1) Ivinalle - A town of poor villagers. It is rumored that treasures below the land still lies and is undiscovered by the army. No demons are yet to be found in this town.

2) Valenalle - The biggest town among the three, and is the closest place to the castle. Usually, the finest equipments are forged here.

3) Garnalle - The unfriendly town of Avarres. They are not connected with Ivinalle and Valenalle because of their pure silence when people are around. They are often known as the mini version of Avarres.

4) Veselion Forests - The forests wherein the demons usually lurk, they can be found in every area of the forests. A mystical statue is rumored in a part of the forest only to be found by the chosen husband of the statue.

5) Taiga Highlands - The only highlands found in Avarres. It is covered by thick snow and undefinable creatures. No one knows what danger they may encounter in the mountains.


Last edited by iNoms on Fri Jul 01, 2011 2:49 pm; edited 2 times in total
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PostSubject: Re: Nations of Incannica   Nations of Incannica I_icon_minitimeFri Jul 01, 2011 12:44 am

Nation's Name:

Zolfo.

Summary:

Caring for defense above all else, this nation is largely underground. In their underground areas, there are vast cave systems, both man-made and natural. In many of these caves monsters lurk. To protect from these creatures, the people here use the metals they find and the lava that's hidden deep in the caves to create weapons and armor of all shapes and sizes.

Other than defense, the nation is mostly underground to maintain the beauty of the world above. There are however several small towns that can be found in the vast forest.

When business between nations occur, the guests are brought to the palace where all negotiations are to take place. while there they are free to go around the nations cities and use the tunnels between them while under watch by their guards as well as the guards of this nation.

Lord/s:

Isabella, queen of the nation. She serves as an adviser and moral support for her husband. She often goes above ground to visit the beautiful lake and ponds that can be found above.

Fenrir, king of the nation. He serves as a benevolent leader and as leader of the army. The army he leads however is not for wars with nations, but for defense against the monsters who share their home.


Key Zone/s:

The land above is a lush forest nearly untouched by the inhabitants of the nation. Each passage above ground is the main entrance to a city; the passages underground between them are only for the upper class or an emergency. In the center of the forest is a palace that's heart and only entrance lies underground.

1) Verde Forest - A vast forest that covers nearly the entire nation save for small villages and areas of water. It is divided into four parts:

2) Northern Zolfo - The northern part of the forest is home to the underground city of Incendi and the forest villages of Veris and Fey.

3) Western Zolfo - The western part of the forest is the home of the underground city, Kerichi. Above ground one can find the vast lake, Keris, and the town of Charr which is next to the lake.

4) Southern Zolfo - The southern part of the forest is mostly uninhabited save for the underground city, Axsh. This part of the forest however is quite swampy from the large number of ponds and man-made channels that connect the ponds from when the nation was just this section. But times have changed and only ruins remain here while the nation prospers in the rest of the forest and underground.

5) Eastern Zolfo - This sacred part of the forest holds no cities above or below, only a large shrine. This shrine is dedicated to the Goddess of Fire.

6) Caverns of Zolfo - This consists of the underground cities that were named with their area: Incendi, Kerichi, and Axsh. The capital being Zolfo Palace itself. (The palace is vast in size and home of the upper class.) The palace is not only the home of the nations leaders, royals, and their families, but also a center of business between the cities.

Other than cities the Zolfo caves contain the mines of each city and large natural caves that contain many mysteries and are slowly explored by the people of Zolfo.
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PostSubject: Re: Nations of Incannica   Nations of Incannica I_icon_minitimeFri Jul 01, 2011 2:49 pm

Nation Name:

Siegeril

Summary:

This nation is a money-maker place. Siegeril usually have trades with other nations everyday, seeming that their vast resources help them. Although, it is nearly to be defiled and the Lords are still coming up of a way to replenish their environment. Their soldiers are not that skilled but they scale their power by quantity over quality.

Rumors say that there are unknown demons roaming a part of Siegeril's key zones. These demons are said to seduce men in the nation and suck their soul out. Some say they are called as a group of 'succubus'.

Lord/s:

Hughen, the trade king. Only people who can afford such expensive price can be the lord of this nation. Thus, Hughen as the richest man in Incannica took over Siegeril and led it decently.

Key Zone/s:

1) Escafon - The town wherein the popular black market stands. The population is pretty high because of the market. The market sells a price two times lower than its normal price.

2) Cassul - The hometown of Hughen, this is where he grew up and turned it into a bazaar of rich people. This is also where he built his castle near the lakes of Arnesia.

3) Fujisha Rainforest - A vast rainforest that covers almost 40% of the land of Siegeril. This is where demons usually reside because of the cold temperature where they can easily adapt to.

4) Lakes of Arnesia - The mystical lake around Cassul. It is rumored that it gives an impenetrable shield around the castle, Hughen gives sacrifice once in a month given to the lake in order to thank its blessings.
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PostSubject: Re: Nations of Incannica   Nations of Incannica I_icon_minitimeFri Jul 01, 2011 4:41 pm

Nation Name:

The Bahamut Empire

Summary:

Based around their gods(and goddesses), the Bahamut created many shrines to worship them. Under law of their king, the people are carefully watched by the massive amounts of patrolling guards. A highly industrial empire, Bahamut is the largest exporter of the 4 nations (and not just because of its size).

This nation is very mountainous and its cities are hidden amongst them. This leads to the cities often rainless for months on end. To adapt to this, the empire has many canal systems underground.

Lord/s:

Zialen, is the tyrant of the empire. His ways are often forced, but almost always lead to bettering the empire. Under the rule of his predecessors came a system of Judges.

The Judges: these 5 army generals serve as the elite law enforcers of the empire. They are often called the "Death Sealers" for their high favor of the death penalty when a crime is committed.


Key Zone/s:

1) Bahamut Fortress - Located at the center of the nation it is the capital of the empire, and home f the upper class. Only its most outer reaches are truly a city. At its center is a massive castle, and right outside the castle walls is a large circular fortress, the home of the army and stronghold of weaponry.

2) Scourge - The northernmost city of the empire. The industry here is fully weaponry. This city's amount of guards challenges that of even the capital. To live here means total oppression, and as such only the poorest of the people live here, forced to make weapons and artillery.

3) Defica - At the sorthern edge of the empire, this is the sea-bearing city of the nation. The main craft here being steamships, there are a number of factories to produce them. Ocean-side is the naval base of the city. Turrets line the entire boarder on which the city meets the sea.

4) Nerfairica - Located between the Fortress and Scourge, this city is home to all kinds of people. This city is as close to the other nations as you'll find. Few guards are seen here, but if one looks for trouble, they will surely find the guards. This city is where all forms of trade and work can be found.

5) Refurge - Residing with west of the empire, this city is home to a growing resistance against the Judges. Having watched the nation of Avarres for many years, the people here have seen a hopeful way of life, but also tragic changes. Agreeing on the way the government of their own land should be ran, the resistance plots against the empire. If a guard even feels like you belong to the resistance however, you will be killed on site, and body dragged off to some unknown location.

6) Bahamut Mountains - Covering nearly the entire nation, these mountains are the home of many creatures of the air and land, as well as caves.

7) Empiryrian Canals - These man-mad canals are a twisting labyrinth underneath the cities, but a straight shot from them to the next. These passages are infested with bug-like monsters. Despite the main purpose of the canals, the army uses them to aid the empires reign. This area is meant to be off-limits to everyone, but if one knows the way, they may just be able to be an "exception".
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PostSubject: Re: Nations of Incannica   Nations of Incannica I_icon_minitimeSat Jul 02, 2011 7:38 pm

The Deadlands

Summary:

Home to fearsome dragons and monsters alike, the Deadlands are mostly vast desert, a desert of brimstone and ash. No one knows what this land once looked like for it has long since been ruined by dragons.

(on the round island of the Deadlands) Visible from the mountains of the Bahamut Mountains is a colossal tower, a tower of bones.

Key Zones:

1) The Ash Desert - the grounds of various strange creatures, and main feeding ground of the dragons that haunt the Deadlands. Despite being a desert, mountains are loosely scattered throughout the land.

2) The Bone Tower - This massive tower of bone is a marvel amongst all that have see it, even from a great distance. Though made by dragons from the bones of dead prey, this tower appears greatly sturdy as they appear to use this tower as a fortress. The way inside here and trough it remains a mystery to all as to enter here is to seal your fate.
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PostSubject: Re: Nations of Incannica   Nations of Incannica I_icon_minitime

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