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searching OOC MLP Empires - Nation Info


Lordav

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OOC Thread: https://mlpforums.com/topic/141074-mlp-empires-clash-of-cultures-diplomacytrade-war/
World Stage RP Thread: https://mlpforums.com/topic/141384-mlp-empires-clash-of-cultures-world-stage-diplomacytrade-war/
Commoner RP Thread: https://mlpforums.com/topic/141385-mlp-empires-clash-of-cultures-commoner-thread-diplomacytrade-war/
Colonization Thread: https://mlpforums.com/topic/142769-mlp-empires-clash-of-cultures-colonization-diplomacytrade-war/
 
Below are the nations involved in the RP thread, MLP Empires. All info regarding events and such will be posted here.
 
(ps. This is the thread where all nations will be stored and edited as tme goes on, do NOT post here)
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Ponssia@@Lordav

Nation Name: Ponssia
Government Type: Absolute Monarchy; Ruled by a King or Queen until death with unlimited power
Flag/Symbol: (Optional): A modification of the Prussian Flag with a dragon instead of the eagle    (White with a black dragon in the middle and two horizontal black stripes on the bottom and top)

sig-4186543.sig-4186543.sig-4186543.sig-


Ruler: King Ludrick the Great
And advisors: Generals, Ministers and prominent Dukes.
Environment: Located on the North-western coast consisting of various terrain types (Flat, hills and mountains)
Two Primary Resources: -Coal, after the discovery of enormous coal deposits in its mountains,
     Ponssian industrialization skyrocketed.
-Gold, the natural richness in precious metals in its area has powered the
economy for years
Two Scarce Resources: -Food, following massive industrialization plans and heavy enrollment, the
     Ponssian agricultural power has suffered and therefore relies on trade to
     Obtain its necessities
    -Luxury Goods, although rich in strategic resources such as iron, coal and timber, the Ponssian lands are almost useless in growing exotic goods or luxuries such as silk, cotton, exotic foods, etc and therefore realies heavily on trade.
General Race Composition: Earth ponies (60%) and Non-Magical Unicorns (40%). The total population numbers ,14,000,000 of which 4,500,000 are adult males.
General Race Description: (please look up 17-18century fashion for clothing), Most ponies have they’re fur in dark or pale colors (white, brown, grey, etc.) due to isolationism from distant nations. Due to its positioning, the population is used to cold and warm conditions but would find it hard to cope to extreme conditions. The majority of ponies living in the North-Western region are slightly taller than usual.
General Race Personality: Due to a high diversity in social classes, the personality of citizens differs from individual to individual but every single citizen has a immense sense of patriotism and most are usually suspicious of foreigners.
Two Primary Nation Traits: -Warlike, the Ponssians have always supported the military and have

admired war. Having a long history of conflicts with their neighbors the Ponssian has grown into a prestigious political power.

-Industrious, following the discovery of enormous coal deposits, the Ponssian government has encouraged industrialization and urbanization, leading to a deficit in agriculture.

Primary Nation Values: Disciplined and Nationalistic.
Culture and Description: A non-magical society, magic is seen as a capital offence or heresy and is usually punished via torture or death; magic has been outlawed in the North-West for about 150 centuries as ponies result to a new idea, science and rationalism. The Ponssians follow the belief of a superior power creating the world (A dominant belief in the North-West) which has been the cause of many wars (crusades and genocides in the region. None of the citizens of Ponssia have the ability to perform magic but make up for it through hard work. They are a very militaristic society which would almost always follow the commands of its government, with a belief in racial superiority against distant, less advanced civilizations.
Buildings: Mostly constructed of stone and bricks (again 17-18th century Europe) and wood, houses are mostly tightly packed into huge cities or towns. Villages are sparse but well provisioned with vital goods such as imported food, fresh water and firewood. Huge stone citadels and forts are constructed along the nation’s border.
Foreign Policy: Following a period of constant warfare and expansionism, doubling Ponssia’s size, the nation has resorted to a more isolationist policy fortifying its position and limiting diplomatic contact. Even so, the government is keen on finding new trading partners to feed the country’s growing population. After securing the mainland, Ponssian eyes turned towards distant lands, in a dream to create a colonial empire that would supply the nation with all its needs.
History: When the three pony races set out to find new land to settle (before equestria was dicovered) a joint expedition dicovered a strange new island. It was inhabited by semi-sentient horse-like beings. During the first weeks of settlement tensions broke out between the races and each founded its own separate city. The earth ponies had setled on the most fertile land, on the souh of the island and their prosperity skyrocketed. after about 5 centuries there were about 70,000 ponies living on the island, earth ponies being the most numerous. They had cut all relations to the home cotinent. Then, a harsh winter fell upon the land, causing a starvation like none have ever seen. The races started blaming each other for it and soon war broke out. The earth ponies and unicorns teamed up until every single pegasi was killed, the first genocide. As the winter retreated and ponies started building up again, a new faith aroused through the earth pony ranks. The Church. This institution blamed magic as causing all the misfortunes of the world, calling it the weapon of the EVIL ONE. The movement rapidly gained popularity through the earth ponies which believed in 'The Lords' salvation. Another civil war broke out in which almost half of the unicorn population was massacred. The infamous Inquizition followed. Any uinicorn would have to renounce his magic or face death in the depts of hell. Many refused, but those that did, survived. The Poniues in the area once again began to migrate setlling in new lands, carrying their non-magical ideals and new faith with them, founding new nations. As time passed, any trace of magic was lost. The horse-beins were enslaved and turned into nothing more than laour animals. The empire prospered and grew populous, However, on the other side of the ocean, in a land called equestira, two magical alicorns took control. Without knowing, by changing the day-night cycle, they plunged the empire into ruin. Famines, dieseases and civil war reaped through the land and the empire wasdestroyed, it goverment failing. The empire was split into warlords fighting to gain power. After 500 years on constant war, 4 major states emerged. Maris, Coltdon, Hoofdrid and Perlin. The highly millitaristic nation of perlin managed to conquer its rivals by turning them one against the other and then striking from behind. The nation now layed unified and renamed to Ponssia. Goverened by magic-less unicorns that learnt to despise magic and influenced by the now-powerful Popal church the kingdom rose. Its mllitary might grew and more breakthroughs in science occured day after day. Weapons and twechnology leaked to other nations, creaeting powerful empires in the area that adapted the technology to their needs. Soon, the stage was set for a world on tense competition against violent powers, decimated each year by harsh winters.
Quality of Life: The working class is poor, working hard to feed itself in giant factories or on the tiny farms, scrubbily dressed, starvation during winter is possible . The middle class is quite well of, they own the small buisnesses in the central part of town, they are decently dresseed and have enough money to afford 'entertaiment'. The mainly unicorn aristocracy is the richest social group in Ponssia. They spend thousands on things like luxurious food and experience the best of life.
Military Power: The Ponssian military is the most disciplined force in the North-West, a Ponssian soldier is taught to fear desertion more than death in order to ensure top performance on the battlefield. A Ponssian regiment would never retreat without orders. After a visit in Ponssia, a famous North-Western writer said: “Where most states own an army, the Ponssian army owns a state”. In the last century, the Ponssian army grew in influence and support over the population. The army now controls most aspects of civilian life, from simple laws to sleeping hours. Stallions are taught to use weapons from birth in order to ensure future soldiers for the ranks. Generals and military advisors hold high positions in the government and are given permission to mobilize the entire male population if needed. Using modern military technology such as rifles with socket bayonets, rifled cannons and howitzers, the Ponssian military is a formidable force. The generals are taught in a prestigious university where they learn the deadliest and most efficient tactics invented by North-Western strategists. The troops are taught things like fire by rank and drilled daily to prefect their abilities.
 
The Imperial army numbers:


2050 regiments of 360 infantrymen(line infantry, light infantry, jagers, guards, etc),
1400 regiments of 190 cavalry (lancers, dragoons, light dragoons and hussars)
1000 batteries of 16 cannons (9000 cannons,5000 howitzers, 2000 mortars, gatling guns or other field machinery each crewed by 10 ponies).
 
The total size of the army is 1,164,000 ponies.
 
Militia is also present in every province, ready to be raised in need of defense. Even though they are not as disciplined or as capable as ordinary soldiers, they can still put up a fight to defend their homes. Their uniforms and equipment is similar to that of ordinary soldiers, however they are pretty much just mere male citizens taking up arms to protect their homes. They are unable to launch millitary offensives thoug. Militia size differs from location to location.


 
The Ponssian navy:


 
Ironcladded Ships:
 
1 188-gun Heavy First Rate (Flagship)
9 122-gun Heavy First Rates
16 106-gun First Rates
10 91-gun Bulwark Class Battleships 
30 80-gun Second Rates
24 74-gun Third Rates
23 62-gun Fourth Rates
20 52-gun Fifth Rates
22 44-gun Sixth Rates
6 36-gun Steam-Paddle Frigates
30 30-gun Frigates
50 Small 3-gun Gunboats
 
Ironclads:
 
2 24-gun (Devastation-Class) Only mastless and turreted ships in the navy.
3 64-gun (Warrior-Class)
7 46-gun (Ocean-Class)
8 20-gun (Audacious-Class)
10 16-gun (Swiftsure-Class)
 
 
Total Ships: 271
Total Personnel: 64,945
Ponssia also has 120 non-combatant trading, fishing and transport vessels as well as civilian ships which can be conscripted as transports.


 
Firearms in Current use:


Chassepot rifles
Henry-Martini MKI rifles
Mauser 1871 rifles
Werndl–Holub rifles
Beaumont-Adams revolvers
Colt 1860 revolvers.


 
Field Machinery in current use:


RML 17.72 inch
RML 16 inch 80 ton
RML 12.5 inch 38 ton
RML 12 inch 35 ton
RML 12 inch 25 ton
RML 11 inch 25 ton
RML 9 inch 12 ton
RML 8 inch 9 ton
RML 7 inch gun
RML 6.3-inch howitzer
RML 64 pounder 71 cwt gun
RML 64 pounder 64 cwt gun
RML 7 pounder Mountain Gun
RML 2.5 inch Mountain Gun
(Also, their breech loading counterparts)
Puckle guns and Gatling guns are also used, but rarley.


 
 
 
National Anthem: 


 
War Music: 

(Played by orchesrtas at parades, ecouraging the population or to foreign dignitaries
 http://youtu.be/QsdOW0OrxWE
http://youtu.be/TKtCVblxDRc


Regimental Music: 


 
MIsc: 


(Strategiy(style of fighting) http://youtu.be/7mlAWJNUCv0
 
Uniform
post-19589-0-90988300-1424318176_thumb.png
 
Border protected by star forts, One at every kilometer
sig-4186543.sig-4186543.sig-4186543.sig-
(garrisoning 1200soldiers)

 


 
Anitha@@CrimsonWeb

Name: Anitha
Government Type: Aristocracy, (Basically Monarchy but larger, more high ranks) 
Flag: post-19589-0-39796300-1446268682_thumb.jpg
Leader: Embers
Category:Scientific
Environment: Mostly forests, a few tundras scatted around, A few rivers as well.
Two Abundant Resources: Iron, Very rich soil.
Two Scarce Resources: Fish,Clay (I don't know if ponys eat fish)
Religion:The Popal Church
General Race Compostion: Around 15 Mill, almost all earth ponys.
General Race Description: Heavy cloths, as they live in a cold area, many cloaks.
Two Primary Nation Traits:  Militaristic, Reliable
Two Nation Values: Skilled, Able to work in very cold weather
Culture and Description: Mainly militaristic, they rely little on other nations and have become self sustaining, as well as growing slowly more hostile to other nations
Buildings: Small houses scatterd around
Foreign Policy: Hostile, but willing to work with for things that will benefit anitha 
History: Having started around as small tribes, they banded together to survive the harsh wilderness that they live in.
Quality of Life: Okay, Vary's from skill group to skill group.
Millitary Power:The main weapon used is the Springfield Model 1866, equepted with a bayonet. As well as some other variants. Anitha is land locked, and it does not include any navel power at all. There are more then 500,000 ponys currently inlisted, although around only 100,000 are on duty currently.. Those who join the military are drilled intensively for a long period of time, and learn a vast amount of tactics and skills. Everyone, male and female are brought up to love there country, as well as the basics of the military. In living in Anitha, both male and female agree that in case of mass need, they might be drafted into the military at anytime, inwhich they will be intensively trained, but for a shorter time, creating one of the most skilled military's in the world. The generals/officers train there whole life, almost always the sons/daughters of a leader, they in everything from CQC to Massive battles, and are retested randomly. Anitha's main defense however, are its massive trench systems, as part of the training is to help fortify/build them, and the trainees spend awhile learning about the tactics and how to survive in the trenches. Another large part is the winter, in which the military is trained the most, and gets the most training for, having to deal with large storms and massive amounts of snow, and each trainee learns how to deal and exell in these conditions. 
Misc: Might as well throw in a song!  
 


 
Dragons Union@


DU- Dragons Unite Goverment
Type: Democracy
Flag:post-19589-0-44681100-1446282145.png
Leader: Sappy Lappy.
Category: Rational
Enviroment: A mountain, with water and a forest nearby.
Two Abundant Resources: Iron, marble
Two Scarce Resources: Sugar, silk
Religion: The midnight guardian 
General Race Compostion: Population 400000.
 General Race Description: this nation consists of smaller sized dragons, and the ocasional Wyvern. These creatures generally wear sophisticated clothes. Though there are some parts where they don't wear anything
Two Primary Nation Traits: Cultural, wealthy
Two Nation Values: Dependable, disciplined
Culture and Description: DU is a strongly cultural nation. They believe in "The midnight guardian" Which is a being, that has immense power. They believe that this dragon protects them, so they don't rely on military, and mainly focus on their culture. Also they have natural weapons such as claws and teeth. They believe that everyone should have rights, and that everyone is equal no matter the race. These dragons and wyverns live in a big city that spreads from the mountains to the forests below. These dragons doesn't trust anyone with their frindship early, but once you are allies with them, they'll be very loyal.
 
Buildings: Big marble houses in the mountains, and tree huts in the forest
Foreign Policy: Rights protection
History: DU was founded by the first civilized dragon. He wanted a nation with peace, equal rights and culture. He with the help of a few dragons, started building the castle, that's known as the "Midnight Castle". Which is where he founded a religion, where they would offer jewels to the midnight guardian in exchange of protection. Because of their cautious steps, and superior culture, they quickly rose up in popularity
Quality of Life: Mostly rich. The dragons that live out in the forst are poor.
Millitary Power: 75000 well organized troops with extremely good synergi. These troops rely on tactical positioning and battle formations. They can adapt very well with their environment. They usually use their natural weapons to fight, but they also use their weapons. Mostly the greatsword and the crossbow.
Miscsig-4186543.sig-4186543.sig-4186543.sig-The midnight guardian


 
Kingdom of the Shetlands@@Once In A Blue Moon

Name: The Kingdom of the Shetland Mountains (The Shetland Kingdom)

Government Type: Constitutional monarchy (executive monarch limited and advised by an elected, although predominantly aristocratic, parliament)

Flag: TBD

Leader: His Majesty King Archus Shetland II

Category: Scientific

Environment: Mountainous, Cold

Two Abundant Resources: Iron, Coal

Two Scarce Resources: Food, Lumber

Religion: Scientific nation will all be under the control of the Papal Church

General Race Composition: 9,000,000 total, roughly 95 / 4 / 1 split between Earth pony, Pegasus pony and Gryphon. Pegasus and Gryphon are a shunned and rapidly dwindling underclass.

General Race Description: The ponies are of a shorter, stockier build (Shetland ponies) that wear thicker clothes in the winter months. Gryphons are more suited to the mountain environments and typically wear less than the ponies.

Two Primary Nation Traits: Industrious, Inventive

Two Nation Values: Innovative, ambitious

Culture and Description: A hardy, mountain folk that subsisted off very limited mountainous food sources for generations. Their industrial revolution, kick-started by foreign trade, led to a culture of innovation and exploitation of their natural resources.

Buildings: Solidly built and well-insulated structures for most government and industrial buildings as well as the better-off, variable build quality for the general population varying from slums built from scrap to massive poured-from-the-mould concrete housing blocks.
Foreign Policy: Economic expansion. Their natural allies are consumers of their industrial products – so rational and other scientific countries.

History: Technological revolution led it from a small, self-sufficient and insular country to become a rapidly growing (both in terms of economy and population) country that is dependent on imports of food and lumber to maintain its economy and population. Its main exports are coal, iron, steel, cement and manufactured goods (train components, black-powder weaponry and suchlike.)

King Archus II, the current ruler, came to power only two years ago, and has struggled to win the support of parliament for his grand visions of industrial expansion.

Quality of Life: Poor – harsh weather and limited food (rationing is common) as well as recent population growth has limited the quality of life of the average worker. Food riots are not unknown, but have become less frequent as more food is imported to keep up with demand.

Military Power: ~30,000 soldiers supported by ~21000 non-combat staff. A small professional 'army' well equipped and trained for mountain and arctic warfare but lacking the capability to act in unfamiliar environments (moderate to strong in their specialist environment, weak elsewhere.) Its recent foundation as a full-time professional force (in the past 50 years – replacing local militia and levies) leaves it with very few military traditions or experience to draw on. The maxum raisable force stands at 300,000.

The ten regiments of hoof (each ~800 strong) use breech-loaded rifles that are roughly equivalent to the .577 Snider-Enfield, the artillery batteries use 9-pounder guns (the artillery regiment has 60 guns with 400 ponies; 6 per gun plus 4 extra per 6-gun battery for assorted other tasks), and finally four light regiments of hoof (each ~400 strong) use improved breech-loading rifles that are roughly equivalent to the Martini-Henry.

All regiment of hoof and artillery troops carry equipment suitable for the cold and mountainous climate - thick padded rugs, metal-studded horseshoes, supply wagons designed for use off-road and in light to moderate snow or ice, enough dehydrated food for three days, etc.

The light regiments of hoof, which operate more independently, carry more food (seven days) and ammunition and have additional survival training as well as a more independent and aggressively-minded officers. They use tactics that the regular regiments cannot such as ambush, guerrilla warfare, raiding supply trains and similar; they are only experienced in such tactics in mountainous, hilly and cold environments, however.
 
 
Blue-sea ships
 
1 x First rate (112 guns)
3 x Second rate (98 guns)
18 x Third rate (74 guns) (5 are older hybrid-steamers)
24 x Fourth rate (60 guns)
30 x Fifth rate (44 guns)
12 x Sixth rate (24 guns) (all are old sail ships)
 
Coastal defence ships
 
2 x ironclad 74-gun (floating battery, requires tow) 
5 x ironclad 32-gun
18 x ironclad 16-gun
3 x wooden 32-gun
16 x wooden 16-gun


 
Great Flock of Equestria@

Name: The Great Flock of Equestria

Government Type: Democracy
Flag: the_grand_pegasus_enclave_symbol_vector_by_camsy34-d5wtivw.png

Leader: Flock leader : Flamestreak

Category: Tradtional

Environment: Clouds
Two Abundant Resources: Water, Weather

Two Scarce Resources: Grass, Crops
Religion: Celestism
General Race Composition: Pegasi, Griffon. Population: 180,000,000
General Race Description: Winged-animals especially Pegasi and Griffon rule here. The ponies don't wear anything specifically however all members of the flock have a E branded somewhere on there body(Normally on there flank) to signify allegiance and loyalty to the flock.
Two Primary Nation Traits: Cultural, Resourceful
Two Nation Values: Loyalty, Courage

Culture and Description: As the saying goes "Birds of a feather flock together" this saying is taken to heart and is known as the "Winged Rule" by members of the flock. the "Winged Rule" is often plastered around cloudsdale whether it be by signs, posters, billboards the message is virtually everywhere. if one should forget the Rule then the individual would suffer grave consequences , Treason is punishable by death in the flock as its considered the pentacle of cowardice and spineless behavior, Also rejecting to be branded can also lead to though it doesn't occur often. The members of the flock believe Celestia to be a divine being. The flock believes in equal rights for pegasi, griffons and its allies (Earth ponies and Unicorn's can join as honorary members) and work to free winged slave around equestria. they shun those not affiliated with the flock. Members of the flock are very close and will fight for the protection of there winged brethren with a berserker like mentality
Buildings: Buildings are mostly made out of clouds due to majority of the flock living in cloudsdale.

History: this is a new empire so there's not much history to speak of, The flock was a direct response to the enslavement of Pegasus and griffon in Scientific systems and was made in hopes of free those enslaved
Quality of Life: The Flock Generally takes care of its fellow members needs and necessitates so the Quality of life is depends on how well the Flock as a whole is doing.
Military Power: ALL Member's of the flock are called on to fight when need (Like a draft system)The flock is resourceful using any type of weapon they put there hoofs on.


 
Pruine@

Name: Pruine
Goverment Type: Monarchy
Flag: (Tell me if you need a picture) Their flag consists of a white background with a blue horned-bear.
Leader: Serylda (Ignore everything about religion on her character page, The proper info can be found further down the list.)
Catagory: Traditional
Enviroment: Barren snowy mountains and large plains of ice plauged by constant blizzards. The southern part of the nation consists of large pine forests.
Two abundant resources: Iron and wood.
Two scarce resources: Crops and salt.
Religion: Pruine is a very religious nation, They have large sacred ground where blood must not be spilt, These grounds are their graveyards. They believe that three specific animals are holy, And must never be killed, These are wolves, Bears and eagles. If anyone were to kill one of these animals they will be sentenced to death. They believe that they are guardians of sorts for each other.
General race composition: The whole nation consists of earth ponies, There are about 200.000.000.
General race description: These earth ponies aren't your average every day earth ponies, They are bigger, Stronger and a lot more resistant to cold then the ones you'd see in Equestria for example. They eat the small amount of crops they can produce in the south.
Two primary nation traits: Militaristic, Cultural
Two nation values: Courageous, Loyal
​Culture and description: They are very hostile and weary against outsiders, They would rather take what they need then trade or buy. They are very loyal to each other, They need to be to be able to survive the fierce winters.
Buildings: Many travel in herds without a steadfast home and keep on the move to escape the blizzards. Most of them live in larger compositions of tents and smaller houses, There are a few small villages with steadfast building along the mountains. Their building are for the most part built out of wood and stone.
Foreign Policy: Very hostile and proud, Won't accept help as long as it's not absolutely needed for the survival of the nation.
History: In the beginning they were small nomad groups traveling the harsh and barren lands, But quickly became herds that later split up and became small villages but some stayed on the move. Pruine has always been a religious nation lead by the same family generation after generation. With their believes they have also always been a very hostile nation since defending one self against for example, A bear attack and killing the bear is a crime punishable by death in Pruine.
Quality of life: During the winters they are plagued by famine and various desieses, They are stronger during the summer when they are able to mine for iron and other resources. Everyone is about Equeal though, And the "royalty" aren't treated any better then the rest of the nation.
​Military power: Everyone is tough at an early age how to fight with various melee weapons, They are a very brutal and merciless group of fighters. The spirit animals are often used in war, They ride on bears, Has attack teams of wolves and eagles on the look out. Something that sometimes put them at a disadvantage is the fact that they value their animals more then the warriors. They are strategic fighters and often aim to surround the enemy, attacking with full force from different positions at different times to catch them off guard. Maximum raisable population is 10mil.
Misc: Thought I should add a picture to give you a general idea of how the place looks.

blankets_of_a_winter_night_by_akajork_by_merieth-d6yozyu.jpg


 
Skergehaven@@Gloomfury

Name: Skergehaven

Government Type: Principality.

Flag: A pitch black flag with a jagged anchor in the middle. On one hook there's a skull on the other hook a bloody crown. Coiling around it is tentacle, pulling it down. Symbolizing that all things must die.


Leader: Pirate king, Captain Gloomfury Dovegreen

Category: Scientific, I guess.

Environment: Humid during the day and cold at night. Thy city is build against and up on a large side of mountain cliff that was excavated to be able to settle on.

Two Abundant Resources: Labor and sea life.

Two Scarce Resources: Lumber and Luxury Goods.

Religion: Most of the nations citizens believe in the Nagakabouros. A being that dwells in the deepest parts of the sea. Who protects and guides sailors on their travels and bring them bountiful haul. And who watches over thous who die at sea. The name they mostly call her, who aren't a priestesses, is the Bearded Lady. They have a temple to her in the middle of Skergehaven that mostly works as a hospital. Ties to the old world result in the a minority of the population still believing in the Popal Church.

General Race Composition: It's mostly evened out with all races Earth ponies and griffons being the majority. Though the most of the other races, that aren't Earth ponies, are kept as slaves. The pirate king has put leniency on the beings who are indentured. Like giving them wages and being able to have homes, they will never be able to leave Skergehaven. If they do leave or kill the ones they serve they will be executed.

But count for the population is ruffly 3, 2 million


General Race Description: Most of the ponies that live in Skergehaven are Earth pony. Unicorns and pegasi do sometimes pass though though they are treated like outsiders. Griffons, minotaurs and other races are the offspring of thous who were indentured into the first settlers crew. Forced to work from them or face death. Though during most of the years of animosity toward each other, but the latest Pirate king has made things less hostile between them. Though scorns of the past are still there.

Due to years of having to survive on sea life and other meat and not just plants. Earth ponies developed canines along with molars and thus adapting them to be omnivore. The same for the Minotaurs, Zebras and Saddle Arabians. With griffons already being able to consume both plants and animals.

Other then that the sizes of the ponies differentiate.

Two Primary Nation Traits: Defiant and hearty.

Two Nation Values: Strength and loyalty.

Culture and Description: A large city built on freedom and the pursuit of all life's pleasures. With most things being legal from prostitution to alcohol. But most of the violent crimes can be settled between the individuals who were wronged. Like if someone killed your brother, you have the right to take vengeance. Cause of things like this parts of the city is runned by gangs. Bit they all obey the word of the pirate king or face being wiped out.

But life is fairly hard and sometimes dangerous. But cause of this most of the cities citizens are tough and self reliant. In a city filled with sailors, pirates and gangs you have to be or risk being chewed up and spit out. But on the lighter side the city have many festivals where everyone enjoys themselves and violence is forbidden.

But most days is filled with drinking and bar fights along with some gang violence.

Buildings: Most of the buildings or made from lumber that were stolen by the original settlers, the trees that once grew on the land and the timber from their own ships. Through years of this they were able to build a city on the side of a cliff, a large bridge connecting to the other side of the river to another cliff. Under the bridge there's a large gate that lets ships in and out. Along with that there are countless houses build in and on top of each other or reaching into the mountain. on top of the cliff is where the most successful pirates and merchants live along with some gang leaders.

Above that stand a large castle, built out of many ships. It also take the shape of a large ship. That is where the pirate king lives.

(For those who play league of legends, think of Bilgewater. Or just look it up.)

History: Many, many years ago a large group of pirates who broke apart from Equestria, the Griffon kingdom and other nations to builda place where they would be far away from their nations laws and unfair lives. After settling a small pirate camp. Word of the defiant pirates tells and adventures spread, soon making others want to live the same life. The camp got bigger and bigger till it was a town, then a city.

When the pirate king, Roger Swashbuckle was self crowned. That was when the the city state known as Skergehaven was rightly named and made in to the city of violence, debauchery and true freedom.

Through the years, Skergehaven made it's living from fishing to plundering ships and small towns near by, soon driving the towns to join and become a part of Skergehaven or be wiped out. Which made the city even bigger. Most of the towns people were enslaved. Made to work and build. Along with capturing ships and more slaves made the population grow immensely leading the the growth of the city.

A few years later a civil war broke out between the slaves and the pirate kings men which led to the then third pirate king being killed. When the fourth was self crowned he was able to stop the war with the string and the numbers of his men. The slaves lost and were forced to serve for the rest of their lives way down the generations.

Gloomfury is the sixth Pirate king to take charge and so far the most liked. He ushered in a new and easier way of living for the salves. Though they are still marked as such they have more rights then their ancestors.

Quality of Life: Stable but far from perfect. With the only way to earn a living is by fishing, pirating or joining one of the gangs. It makes life a short and dangerous one. But for those lucky enough to live into their old age they are looked after in the temple of the Bearded Lady. Helping others who are hurt and taking care of the ones that die. Or live as elders, giving advice and guidance to others.

Most of the graves and bodies are buried at sea. There's a part of the very deep river where figures of anchors carved on floating grave markers with names of people or the names of ships that were lost at sea.

Military Power: The main fighting powers come the joint strength of the strongest pirate captains in Skergehaven along with their fleets. With the pirate king having the larges and the strongest fleet.

Most of the pirate captains fleet have 430 ships, sometimes higher or lower. The pirate kings has few more then that, putting 600 in his fleet. But most of the other pirate captains are part of his fleet. Which branches out to them having their own fleet putting the count up to 3,129 ships

Other then that, the gangs that rule over parts of the city keeps everything in check if they were ever to be invaded by land.

As for weapons it mostly consists of melee weapons like swords, to gunpowder weapons like standard flintlock pistols and rifles. Along with cannons and grenades. ((Look it up they had grenades back then.))

Fleet Composition
1834 Schooners - fast, ideal for taking on, raiding merchent ships and getting away before the navy arrives. They were also the best raiding ships and one of the most widely used ship out there. 18 guns
1396 Brigs - A good balance between fire and mobility. Brigs are ideal for taking on frigates by ounumbering and outmanouvering them. They are also another favorite for trade raiding. Again another widely used ship by pirates. 26 guns
690 Frigates - The backbone of the fighting fleet, with an acceptable speed and a well armed number of cannons, frigates are good for patrolling, fighting and blockading, as well as raiding larger, slower merchant convoys. 46 guns
168 Man o' Wars - Slow and heavy, these huge gun batteries hold enourmous amounts of crew and guns. Usualy only used during wartime due to their slow nature and expensive maintainance, these warships are strong enough to put up a fight against pretty much any enemy out there. 65/74/82 guns in the ratio 70/55/40.
 
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Equestria@@EquestrianScholar

Name: Equestria
Government Type: Principality Diarchy
Flag: 

sig-4186543.sig-4186543.sig-4186543.sig-


Spoiler Show
Leaders: Princess Celestia & Princess Luna
Category: Rational
Environment: The landscape features almost all the types of different landscapes, anywhere from forests, to deserts, to tundras, and more.
Abundant Resources: Gems & Crops
Scarce Resources: Iron & Coal (seems a strange choice for lack of resources)
Religion: Celestial, though unofficial and without governmental support
General Race Composition: 36,000,000 34% Earth Pony, 27% Unicorn, 29% Pegasi, 10% other (mules, dragons, alicorns, diamond dogs)
Two Primary Nation Traits: ?
Two Nation Values: ?
Culture and Description: A mixed culture, with different cities and towns having their own traditions and beliefs. Racial diversity is high, though largely that of the three great pony tribes, you can find zebras and diamond dogs among other races.
Buildings: A great variety, some small and others large, some grand any many more practical though most seem build for comfort.
Foreign Policy: Peaceful and Diplomatic, Equestria will most likely seek a diplomatic solution to its problems.
History: http://mlp.wikia.com/wiki/Equestria
Quality of Life: Very high, with few if any destitute or homeless. Everypony has a place to call home or work a plenty, though also the choice to pursue life however they wish. There may be those of great wealth, but even those without much as able to have a roof over their head and food to eat. Ponies are as a whole happy with their life, though it may not always be easy. Education is provided for all, though many seem to take their own path once their special talent is dicovered.
Millitary Power: The Equestrian military isn’t at first a too formidable force. The lack of conflict in the nation renders most of the military inexperienced yet a nation should not act too quickly to see Equestria as weak. Equestrians have a string willed populace willing to put up a fight, its unicorns and the princesses themselves can put up powerful shields to protect their land. Therefore in time of war Equestry can use a levy system to raise a large resistant force against any oppressor.
Royal Guard: 500,000 spear-armed. (This I think could be expanded, and though it wouldn't be canon I would like the military to be more then just the royal guard.)
 
Specialist Troops, whether they be magical or more mundane, of those ponies who have roles that are not of the norm. Troops that have their take certain talents or abilities that train them for use of war. For example, teleport, shield, or bomb specialists, even battle mages.


 
Medeis@

Name: Medeis

Government: Magocracy - The government is run entirely by unicorns, pegasi and earth ponies are generally forbidden from holding office. The leader is known as the High Magi, and his/her rule is absolute. The High Magi rules for life, and may only be lawfully overthrown if he/she loses in a magical duel to another unicorn. When the High Magi dies, a magic competition is held to determine the strongest magic users in the land; any able bodied unicorn may participate. After this competition, the ponies of Medeis vote on which one of the winners of the competition they want to become the High Magi. Any resident of Medeis may vote, including earth ponies, pegasi, and diamond dogs. After the High Magi is elected, the other winners of the competition become Magi, a position of great power and responsibility. Magi are usually in charge of the day to day operations of the country, but the High Magi has the final say in all things. The High Magi may promote a unicorn to the rank of Magi if he so desires, as long as the would-be Magi is a competent magic user, and he may also remove Magi from office.
 
Category: Magical!
 
Flag: A black orb surrounded by a field of solid purple. The flag has a black border from which several black tendrils try to reach their way towards the black orb at the center across the purple field, but the tendrils never touch the black orb in the center.
 
Ruler: High Magi Crystal Tower

Environment: Medeis is located in a vast, inhospitable wasteland. The country is almost entirely comprised of jagged mountain peaks and gravelly wastelands. Travel on foot is almost impossible, and the land is usually traversed by air, teleportation, and underground tunnels. There are a few volcanoes to the far east, but most ponies avoid living anywhere near those. Weather is not regulated by pegasi in Medeis, and storms come and go as they please.

Two Primary Resources:

Coal: The mountains of Medias are filled with large veins of coal, although the ponies of Medias very rarely mine any of it.

Gems: There are sizable veins of rare gemstones scattered all throughout Medeis, thanks to the nearby volcanic activity. Gems from Medeis are well known for their purity and size.

Two Resources that are Scarce:

Food: The harsh, rocky terrain of Medeis is not suitable for farming or raising livestock. Although some mushrooms are grown underground, not enough food is grown to support the entire country. Most of the food is generally imported into Medeis from other nations.

Wood: There are no forests in Medeis. Although most residents of Medeis have found ways to live without wood based products, what wood they do need must be imported. Paper especially is in high demand, and fetches a pretty penny.
 
Religion: When asked what their religion is, most ponies will frown, not even knowing the meaning of the word. For better or worse, the large majority of ponies believe in no gods or deities, preferring to trust in themselves and their leaders. Any missionaries sent to the country are likely to do very poorly.   
 
But that isn't to say there is no religion at all within Medias. There is a cult operating within Medias. Their members include high ranking officials from every branch of government and body of authority within Medias, and their existence is completely unknown to all but a select few. They don't believe in any gods, and they don't hold to any morals. They believe that the reality everypony lives in is an imperfect prison, a dark hell created to punish everypony. They also believe that there is a perfect paradise just outside of reality, a place where suffering doesn't exist. They plan to destroy the imperfect reality so that they may ascend to paradise. They pursue this goal with fanatic devotion, and will use any and all means to accomplish it. They are only known as The Nullity, and they are always trying to gather more power. The operate in small groups known as cells. Between cells there is only very limited communication, and the members of one cell have no idea what the identity of any ponies are in any other cells. There is no doubt that when Medias discovers other nations, they will try to spread their influence to these nations as well...

General Race Composition: Medeis is mostly comprised of unicorns and earth ponies. Very few Pegasi live in Medeis. Many diamond dogs also live in Medeis. The nation has a population of roughly 450,000.

General Race Description: The unicorns of Medeis are well known for wearing silly hats. The more ridiculous the hat, the higher the unicorn's social and political standing. It is considered an extreme faux pas for a unicorn to not wear a silly hat in public. Is is usually up to the individual unicorn exactly how silly they want their hat to be, but care must be taken. If they choose a hat that is sillier then their current social standing will allow, they will be openly mocked by other unicorns for thinking too highly of themselves. Wearing a hat that isn't silly enough is considered an insult to yourself and everypony around you. The High Magi is known for wearing a extremely old and silly hat. This hat is regarded as a symbol of the position of High Magi, and has been around for thousands of years. Other races besides unicorns may wear silly hats if they so desire, but very few do. Most unicorns also wear ornate robes when they go out in public, although the other races wear nothing at all.
 
Two Primary Nation Traits: Studious and Cunning
 
Two Nation Values: Loyal and Intelligent
 
Culture and Description: 
 
The ponies of medias mostly keep to themselves. They value their independence greatly, and react violently to any attempt to encroach upon their freedoms. They are distrustful of other ponies, and very distrustful of outsiders. However, once you do gain their trust they will never betray you. 
 
The arts are well developed in Medias, and you can hardly go anywhere in one of their underground cities without seeing masterfully carved statues, colorful mosaics, and impressive architecture. They also have many famous poets, novelists, philosophers, and other masters of the literary arts. They are known for their grand plays and operas, most of which can take an entire day to watch. Unfortunately they are somewhat lacking in musical advancements, as the scarcity of wood makes many kinds of musical instruments extremely difficult to obtain.
 
The population of Medeis are very superstitious about Lord Venenifer. They believe he still haunts his old labyrinth, and will someday come back from the dead to claim dominion over the land once again. Merely saying his name is considered extremely bad luck.
 
Buildings: Most of the cites of Medias are underground to protect them from invaders and the harsh lands above. Very few buildings are above ground.
 
One major city is actually almost entirely above ground, the trade city of Permutatio. It is a fairly large city constructed of simple stone buildings, and has a large harbor which connects to the ocean. A short above ground roadway connects to a nearby underground city. The city is encircled by short stone wall, which protect the harbor as well.
 
The underground cites that Medias is known for are not lighted, every citizen must carry around their own light source. Each of the underground cites have their own underground water sources. They are well ventilated by a network of very small tunnels leading to the outside. These tunnels are labyrinthine in nature, and are too small for even the smallest foal to crawl through. These air ducts are cleverly concealed on the surface, they are very likely to go unnoticed unless somepony knows exactly what to look for. These air ducts can be sealed from inside the city in an emergency. There is only one exit to the outside for each underground city, and that exit is underneath a very large, well defended castle. The cities are never dug shallower then a mile underground, inside the bedrock of mountains. Most of these cities are very expansive, as they have been dug out over thousands of years. The pathways inside the cites are easily navigable and clearly labeled, even somepony who's never been there before can find their way around. Most of these cities are connected to each other by large underground labyrinths. These underground mazes are designed so that only somepony who knows how to navigate them can go through them, they are also designed ensure that ponies who don't know the layout will get lost and starve to death. While these tunnels form a large, complex maze, there is actually no " solution" to these mazes. The only way through them is by cleverly hidden secret doors. Inside some of the walls of these mazes are traps designed to collapse or flood the tunnels if the walls or ceilings of the maze are dug through. Even if one knows the tunnels by heart, they take at least a week to navigate, because the underground cities these tunnels connect are often far apart.
 
 
The underground military base under the High Magi's Tower is built much differently from an underground city. It is built in a very maze like fashion, and you can't get anywhere without going through several secret doors. Its ventilation system does not connect to the outside but instead is connected to a very large underground garden, which uses the plant life to exchange the old carbon dioxide laden air with new oxygen laden air. It is not connected to any other cites through underground tunnels, and it is significantly smaller then a normal underground city. Medeis' most elite troops are stationed in this underground stronghold, and all the dark servants stay here when not on missions. There are only two above ground exits, one that is only accessible from inside the High Magi's Tower, and one that sits underneath a very large, well defended castle. The stonework of this castle is reinforced with iron bars, and all of the doors and gates are solid iron. The entire underground structure sits underneath a very deep crater lake. The structure is designed so that if the uppermost tunnels are somehow breached and water starts to flood the underground base, all the water will be directed into a large natural cave system by a series of drains, leaving most of the underground base dry.

The High Magi's Tower is built in the middle of a large crater lake near the center of Medeis. The tower has very narrow windows, but they are narrow enough that nothing but air and light can get through them. A large portion of the tower is underwater, and it connects to an underground military base. The tower is constructed out of magical crystal, which has been enchanted with powerful interlocking spells that have been put in place over more then a thousand years. It is extremely resistant to physical damage, to the point that artillery just bounces off of it, and all but the most powerful explosives wouldn't even scratch it. It would take an extreme amount of physical force to break the crystal that makes up the tower. The tower is resistant to magical damage, but a powerful magical blast could overcome the tower's magical defenses. The tower does not stop teleportation. The tower is tall but also very narrow, it's much smaller on the inside then it looks from the outside. It contains Medeis' most valuable treasures, a large library, a few magical artifacts, the High Magi's throne room, and living quarters for the High Magi.
 
Foreign Policy: The ponies of Medias are very mistrustful of ponies from the outside, and generally do not allow ponies from the outside to travel through the nation. A minor exception is Permutatio city, where foreigners are allowed to bring goods to trade. 

History: Medeis was founded by a powerful unicorn that went by the name Lord Venenifer. He was a cruel tyrant, who ruled over his people with an iron fist. He ruled the land from his underground labyrinth for hundreds of years until he eventually died of old age. When he died, it left a large vacuum of power which threatened to throw the entire nation into civil war. The most powerful unicorns in the land then convened to discuss what should be done to keep the country together. From this meeting came the basis of the current government. The first High Magi was determined by the first ever competition, and the land remained whole. But the peace did not last long. In these times, earth ponies were treated as little more than slaves. The earth ponies begin demanding more rights and threatened a rebellion if their demands were not met. Unwilling to risk an open rebellion, the High Magi of the time begrudgingly agreed to allow earth ponies more freedom. He allowed them a say in the government by making the rank of High Magi an elected position, and gave them almost all the same rights as unicorns. This prevented a rebellion, but it did not fully disperse the tension between the two races.

Quality of Life: The ponies of Medeis barely get enough food to survive. Even the upper class only eat just enough food to survive. Food is very expensive, although an effort is made to ensure that even the poorest ponies get enough to eat. Starvation, even among the upper class, is a common way to die. However, almost all ponies have homes and jobs, and do not want for water or warmth. Most ponies can easily afford the basic necessities of life and have enough money left over to buy luxuries, it is only food that is difficult to obtain. 

Military Power/Magic: The number of ponies in the military can vary wildly, as every citizen is trained almost from birth to be able to serve in the military. In times of peace the army is very small, but in times of war roughly half of earth ponies can be drafted into the Home Guard, and almost all of the unicorns can become War Wizards should circumstances prove dire enough.
 
The full plate armor the Home Guard is equipped with is covered in wicked spikes and sharp blades. They can move in the armor almost as quickly as a unarmored pony, but they are rather clumsy while in the armor. They usually rush into battle charging directly at their enemies, counting on their armor to protect them. Once inside the enemy lines, they use the spikes and blades on their armor to deadly effect. The armor can deflect most arrows, but a few hits with a crossbow can bring one of them down. Bullets tear through their armor like it was made out of cardboard, as well as most magic. Their armor protects them from most melee weapons, as sharp edged and piercing weapons such as swords and bayonets can't pierce their armor. Heavy blunt melee weapons are effective against their armor, however.
 
War Wizards (and therefore almost all unicorns in Medias) can levitate small and medium sized objects at will. They can fire a powerful magical energy beam from their horn two times a day. This magical energy beam has rather long range, about half a mile. It can sear through most any armor, and can catch flammable materials on fire. The energy beam has little effect on any fire resistant materials. They can teleport once a day. They can create magical constructs. In combat War Wizards generally wear ornate robes that allow them freedom of movement, trusting on their magic to protect them. They will also carry with them a small pouch of sharp metal spikes, which they will magically throw at ponies in battle using telekinesis. Most unicorns can magically throw these spikes with roughly the speed and force of an arrow, very talented unicorns can magically throw these spikes with the speed and force of a bullet.
 
A small number of unicorns are trained in making magical barriers. They can make a barrier once per day, but can only have one barrier active at a time. These barriers can cover an area up to the size of a large building, but they can also be much smaller. These barriers let only light through; sound, air, magic (You can't teleport into or out of one), and solid matter cannot pass through them. They are resistant to most forms of physical damage, however a concentrated barrage of cannon fire could bring one down in short order. A large explosion would also shatter the barrier. A large amount of magical energy directed at the barrier would also break it. The pony generating the shield does not need to concentrate on the shield, once it is cast it stays up on it's own without the need for any more magical energy from the unicorn who created it. The unicorn who created the barrier can take it down at will. If the unicorn who created the barrier dies, the barrier will come down.
 
Unicorns can create magical constructs, which is basically a floating chunk of basketball sized crystal. All a unicorn needs to create one is one day of uninterrupted magical casting and a basketball sized chunk of crystal. This crystal will float around on its own, roughly five meters above the ground, although it can go as high as ten meters. They can fly almost as quickly as a normal pegasus can. The unicorn who created the construct gives it one command, no longer then one sentence in complexity, and it will carry out this command to the best of it's ability. This command cannot be changed, even by the unicorn who created the magical construct. The construct cannot operate indefinitely, it needs to be recharged with magical energy on a weekly basis or it will crumble to dust. Magical constructs can "see" about half as well as a normal pony can, only they can see 360 degrees at once. Magical constructs attack by ramming into ponies they've been ordered to attack. Magical constructs are easy to destroy, a hit with a blunt weapon or a good shot with a crossbow or gun will destroy them instantly.
 
Medeis knows how to create golems, which are large magically animated pony statues made out of rock. It takes a team of specially trained unicorns about a year to create one golem. The golem is slow and clumsy, and it takes them about 30 seconds to move one meter. They are very strong, and have the power of about ten regular earth ponies. They are "programmed" upon their creation to do certain things and act a certain way. Any unicorn can change this programming, provided they know a password, which must be spoken to the golem. Golems can hear and see as well as the average pony, and can speak in a gravelly monotone, but they possess no sense of smell or touch. Golems must be recharged with magical energy twice every year. Golems are tough to destroy, since they are made out of solid rock. Almost all regular weapons won't hurt them, however a few good shots,with a cannon or several good shots with a powerful catapult should destroy them. Explosives are very effective against golems. There are roughly 200 golems in operation as of this writing, they are mostly used for heavy manual labor or guarding key areas of cites and strongholds.
 
Medias possesses powerful magic which can make large areas of land float, the biggest area of land they can do this to is about the size of an acre. They do this by drawing a large magical circle over a promising patch of land, and then hundreds of specially trained unicorns will gather around the circle and combine their magic to make the patch of land break away from the earth. They will generally build castles on top of these floating islands and use them as aerial fortresses.  These fortresses can move through the air, but do sovery slowly, moving only one kilometer a day. These castles can land, and posses a special drawbridge to allow easy passage to and from the castle when it lands. In the center of the castle is a large crystal which contains all the magical energy powering the castle's flight. This crystal must be charged with magic daily by ten unicorns, and the castle will plummet to the ground if the crystal is uncharged or destroyed. The castles are armed with ballistas and catapults, and are heavily guarded by a team of War Wizards. As of the time of this writing, there are only 5 of these floating castles in existence.
 
A general picture of a floating castle: 


 
Medias has a  form of long distance magical communication consisting of a large slab of pure, clear crystal. These slabs are magically connected to a massive master crystal slab located in Crystal Tower's throne room. Crystal Tower can see through the various crystal slabs using the master slab, and anyone looking through one of the various crystal slabs can see Crystal Tower through the master slab. These crystal slabs can also transmit sound to the master slab, and the master slab can transmit sound to any crystal slab. Communication is instantaneous, and It is very difficult for the communication to be intercepted. However,  Crystal slabs are rather rare, and they can be shattered with enough force. There are only ten in existence as of the time of this writing, and they are very hard to replace if broken. They are never used in battle, as they cannot be allowed to fall into enemy hooves. Image quality is murky at best. Words and complex pictures (like maps) cannot be shown through the crystals, as they will be rendered indiscriminately fuzzy because of the poor image quality. Communication between crystal slabs is impossible, a crystal slab can only communicate with the master slab. The master slab can communicate with any crystal slab, but the master slab can only communicate with one crystal slab at a time. Only specialty trained unicorns can use the slabs. The slabs must remain powered by the unicorn the entire time the slab is in use. It is possible (but unlikely) that a very powerful magic user could intercept the signal linking the crystal slabs to the master slab, and spy on the communications.
 
Unknown to all but the Magi, their exists a special branch of the War Wizards, called the Dark Servants. They are trained extensively in dark magic, and are experts in stealth and assassination. There are never more then about 100 of these at any one time, as the training process to become one a dark servant is arduous and long. As their name would suggest, they are used almost solely as servants, but they have been known to guard very important ponies or be used as special agents on the battlefield. They have all the regular powers a War Wizard has, They can also cast four dark magic spells, but they can only have one spell active at a time. For instance, they can't cast any illusions while they have somepony under suggestion, and vice versa. They can only cast two dark magic spells per day. They can do levitation while they have these dark magic spells active, but they can't teleport or shoot magical beams. The four spells are:
 
Charm: This spell can only be cast on one pony at a time. That pony will be convinced that the dark servant is their best friend in the world. The servant can then talk them into doing stuff that they won't normally do. However, the charmed pony won't do anything that goes directly against their moral code. For example it would be very difficult, if not impossible to talk somepony into murder or violence unless they are naturally a violent pony. The dark servant can end the spell whenever he/she wants to. Once the spell is ended the pony will not know that they've been charmed, but they will no longer think that the dark servant is their best friend. Ponies with high willpower (The ponies who rule nations will always have enough willpower to fully resist this spell) can resist the effects of the spell, although they won't know that somepony has tried to use magic on them.
 
Illusion: This spell can only be cast on the dark servant themselves. This spell can make the dark servant look like almost anything. If they so desire they can appear to look up to twice as big or down to twice as small as they actually are. The spell does not affect the smell of the servant, nor does it affect the sounds the dark servant gives off. If somepony bumps into or attacks the servant the spell will be ruined. The dark servant can end this spell whenever they want to.
 
Self-Explosion: The dark servant gathers up all their magical energy and releases it a large magical explosion, killing themselves and anypony around them instantly. It takes them about ten seconds to gather this magical energy, and once it is started the dark servant cannot reverse the process. The only way to stop the explosion is to sever the dark servant's horn from their body before the ten seconds are up; even the dark servant's death won't stop the explosion. It can clear a room that is around 8000 feet squared, which is 20*20*20 feet, but substantial damage to a buildings structure won't be made, meaning furniture and windows will be gone, but the basis of the walls and interior support are fine.
 
Necromancy: The dark servant can turn dead ponies into zombies. It takes one day of chanting and necromantic rituals to create one zombie. The dark servant can control about 200 zombies at one time. While controlling zombies, dark servants can use their regular spells, but they can't cast any dark magic spells.
 
Zombies can be created by dark servants. They are slow, and can only manage a slow shuffle, even a crippled pony could outrun them. They are clumsy, and are incapable of using weapons in combat. They cannot climb or jump, and stairs prove impassable to them. The cannot think for themselves, and can only follow orders the dark servants telepathically give them. Zombies look horribly decomposed, most ponies who don't have military discipline will run in fright when they see them. Although no limit upon how far this telepathic communication can travel between zombies and the dark servant controlling them has been measured, dark servants generally stay close by their zombies so they can effectively command them in battle. Although it is widely believed that zombies can turn other ponies into zombies via biting, this is false; although any injury inflicted by a zombie is very likely going to become infected by regular bacteria. Zombies are about twice as strong as a normal pony, and they attack by kicking and biting their enemy. Zombies are tough to kill, as the dark magic animating them is spread throughout their whole being. All their limbs must be chopped off, and their head must be severed to fully kill one. Burning them is effective, as well as immersing them in acid. Crushing them to death works well. If a zombie is hit by a magical blast it will die instantly, as the magic will interfere with the dark magic animating them. Explosions are rather ineffective against them unless they are hit at point blank range. Zombies do not need to sleep, eat, or rest to survive. Unicorn zombies can't use magic, and pegasus zombies can't fly. If the dark servant controlling the zombies dies then all the zombies die as well, unless the zombies have been set loose. Zombies that have been set loose aren't under the control of any dark servant, and they randomly roam around killing anything that moves.

Ghouls can be created by a dark servant over the course of a month, and during that month the dark servant has to concentrate solely on raising the ghoul, and can do nothing else short of things they need to do for their own survival. (sleeping, eating ect.) Ghouls can move almost as fast as a normal pony. They are clumsy, but they can use weapons in combat. They cannot climb, but they can use stairs and can manage a clumsy sort of jump. Ghouls retain most of their memory, personality, and intelligence when they are reanimated, although they become much more bloodthirsty and violent. Ghouls look noticeably decomposed, but can look normal with the help of makeup. The dark servant who raised the ghoul has no control over the ghoul whatsoever. Ghouls are about twice as strong as a normal pony. Ghouls are tough to kill, as the dark magic animating them is spread throughout their whole being. All their limbs must be chopped off, and their head must be severed to fully kill one. Burning them is effective, as well as immersing them in acid. Crushing them to death works well. Explosions are rather ineffective against them unless they are hit at point blank range. They don't share a zombie's weakness to magic, and they will only take normal damage from a magical blast. Ghouls do not need to sleep, eat, or rest to survive. Unicorn ghouls can use only telekinesis and can only levitate half the amount of stuff a regular unicorn can, no matter how powerful a unicorn they were in life. Pegasus ghouls can only manage a very slow, clumsy sort of flight. A ghoul is not affected by the death of the dark servant that raised it. Ghouls need to be charged with magical energy once a week.

Medeis boasts a small navy, with roughly 5,000 sailors. Thanks to their lack of wood they use boats carved from volcanic stone lighter then water. They don't have any frigates, as they prefer light and fast ships. Most ships have at least one War Wizard on board, although military ships can have as many as 500. 
 
Misc:
 
Medeis Anthem:
https://www.youtube....h?v=xCo7BvKxWi4
 
Medeis Battle Theme: 
https://www.youtube....h?v=Ew8Jsgo5m5w
 
Nullity Theme:
https://www.youtube....h?v=CFuKr49oMqw


 
 
Woodborough@@The Pixelated Pony,

Name: Woodborough
Goverment Type: Monarchy
Flag:two trees on either side of a stone built bridge
Leader: https://mlpforums.com/page/roleplay-characters/_/derby-lightweight-r8791Derby Lightweight
Category: Rational
Enviroment: extremely wooded with very few towns
Two Abundant Resources: coal, wood
Two Scarce Resources: iron, drinkable water
Religion: Equestrian religion
General Race Composition: 20,000,000 pegasi, 5,000,000 unicorn, 10,000,000 Earthpony
General Race Description: the upper class citizens are usually seen wearing suits or dresses depending on their gender whilst the middle and lower are usually wearing slightly less fancy outfits
Two Primary Nation Traits: peaceful, loyal
Two Nation Values: loyalty and equality ((which is why even the lower class citizens have nice clothing))
Culture and Description: a small island barely big enough to hold it's residents because of this two more islands named kiljoce and egil were added to the nation meaning that the culture of the nation varies from island to island
Buildings: terrace houses
Foreign Policy: normally only allows 1000 or so ponies into the country because of the lack of water
History: the island was discovered by Derby's great great great grand father who unfortunately drowned after her great great grandma was born after several centuries the island was passed on to the young mare known as Derby
Quality of Life: for an island with little water the quality of life is pretty good as the island produces the majority of it's own food
Millitary Power: they may seem like cowards when the refuse to fight but if war is brought to woodborough the army won't let them reach the first bridge... So in theory when invading they are quite weak but if they are defending then they become a moderately good army
Misc: not much... The weaponry in current use consists mainly of medieval weapons such as swords and axes.


 
 
Scynthrae (Sky-nth-ray) Dominion@@Durandal

Name: Scynthrae (Sky-nth-ray) Dominion
Goverment Type: Imperial, hegemonic, absolute monarchy - The government of the Dominion, in its most basic form, is an absolute monarchy. The Emperor is the ultimate authority, and the head of both the executive and legislative. However, there are two councils which work with the Emperor. The first of these councils is the Council proper, consisting of the Emperor, a group of advisors hand-picked by the Emperor, heads of state ministries, and a representative of the armed forces. The Council works directly with the Emperor to help coordinate and advise his reign.
 
The Scynthraen League, however, is made up of representatives from each hive under Dominion rule. Though these rulers have little actual power beyond their hives, the Dominion relies upon goodwill between them. Its namesake is ceremonial, respecting the origins of the Scynthrae Dominion as an alliance between hives.
 
Economic Model: State Interventionist, Dirigisme – Dominion economics are dominated by cooperative enterprises between workers, resulting in a large private sector. To ensure effective output and that certain corporate practices are emphasized, the state combines selective investment with regulation to bolster the economy and guide its economy. The state also has direct control of certain sections of industry.
 
Leader: Emperor Eukleides Kyrillos the Fourth
Category: Rational
Enviroment: Exists near the edge of the temperate zone, bordering the tropics. Controls large swaths of plains, however is centralized mainly in a large swamp and peninsula, which surrounds the west side of the plains, and forms their water border. Controls a portion of jungle to its southeast, and badlands to its northeast.
 
Two Abundant Resources:
Crops - as traditional food provides little nourishment to changelings, agriculture is obsolete. However, prolonged contact with ponies and other species have made it a lucrative business.
 
Luxury Goods - Changeling secretions (see: bee regurgitation) have properties that give it extraordinary flexibility. Using magic, it can change from a course liquid to a solid as hard as diamond. When mixed with emotions for long-term food storage, they are equivalent to flavored honey for non-changelings. Its various forms are in high demand among the other species as such, with the Dominion being the leading exporter.
 
Two Scarce Resources:
Food - as a predatory species, access to food is dependent on the economic situation, distance to prey, and several other factors. While the Dominion is well-entrenched globally, the political and economic climate of its trade partners are directly linked to food levels.
 
Precious Metals - changelings are historically isolationist, having little to do with the outside world. As this has only recently changed, precious metals have only just become important. They are far behind in their acquisition, and it is too early to say how rich their lands are.
 
Religion: Ekptotism - A view stemming from the philosopher Ekptotos' interpretation of changeling mythos, in Ekptotism it is believed all Changelings originated from Prothymia, the goddess of emotion, whom betrayed the pantheon of gods when she gave emotion, and therefore life, to all their creations. To punish her for her deeds, the pantheon banished her from the immortal plane, and created a race with which she was to govern. To further humiliate her, the gods stripped her and her children of emotion, instead forcing them to feed off it, or face death.
 
This has colored foreign relations for generations, leading to hotly contested issues. First and foremost is the problem of other races in general. Due to the variety of interpretations of Ekptotos and others' work, many Changeling societies deal with supremacism. Though less prevalent within Dominion society, it is still commonly believed that supremacists and xenophobics of other races are ungrateful of the gifts Prothymia has given them. Feeding is a controversial issue as well, as a result of whether feeding off other beings should be a consensual practice or not.
 
General Race Compostion: 31.4 million Changelings, 6 million ponies (2.8 million Earth Ponies, 2 million Pegasi, 1.2 million Unicorns), 2.8 million Griffons, 2 million Diamond Dogs, 0.2 million Dragons.
General Race Description: Changelings wear little to nothing at all, their exoskeletons serving as adequate protection from the elements. Ponies tend to only wear clothes in cold weather or during formal occasions, and diamond dogs normally wear vests, cargos, and backpacks for storing discovered items.
 
Two Primary Nation Traits:
Collectivist – The people of the Dominion put the collective before themselves, and as such are less prone to corruption, greed, or treachery. Patriotism is extremely common.
 
Adaptable – Dependent on another species for their own survival, changelings are naturally cunning creatures, able to not only create very convincing facades, but ingenious solutions and extraordinary shifts in mindset when faced with difficult problems.
 
Two Nation Values: Industrious, Cooperative
 
Culture and Description: A widespread myth about changeling society is that it's a hivemind, like that of an anthill or beehive. This is only slightly true – Changelings are as capable of free thought as any other sentient species, however there are social differences manifest from their evolutionary history. This takes the form of an inherently more collectivist and communitarian society: the individual is often overlooked in favor of the community as a whole. This is not to say the individual is ignored, but instead devalued. A changeling Hive is a collective of individuals – it requires social cohesion to run efficiently, and an inclination towards the community as a whole. Individuals are expected to value the Hive above their own needs, and to work cooperatively with others for the common good of the Hive. Dominion society is not entirely illiberal, however. Freedoms are respected as long as they are not destructive to the hive, creating a delicate balance between freethinkers and their hives. A repressed and unhappy individual is also unproductive and dangerous.
 
Buildings: Gigantic underground complexes called Hives remain the center of changeling life, housing all that's necessary for survival. Increasingly sprawling industrial sectors make up the land above alongside traditional aboveground residential sectors for ponies and some changelings. Farm communities are an unusual combination, with partially submerged villages serving as entrances to underground city halls and food repositories.
 
Foreign Policy: As the Dominion continues to grow in wealth and influence, it's become clear that its prosperity is a direct result of its cooperation with other species. This outlook has encouraged an era of diplomacy and trade, with an openness to other races similar to Equestria. However, it still maintains an expansionist trend, encouraging other Hives and communities to join it while searching for further lands to colonize.
 
History: Changelings are closely connected to the pony species – as a primary food source, their evolution was guided by their prey's abilities. As ponies grouped together, so did changelings. Hives are the manifestation of this trend. The Hive provided a steady stream of food, shelter, and protection, not only of its weaker members but of its territory. Unlike the ponies, however, the drive to outcompete prevented changelings from presenting a unified force. Instead, hives would rise and fall due to territory wars.
 
The Dominion began as the League of Scynthrae, an alliance between hives of the Scynthrae region. Pressured by the increased resistance from the now-united Equestria and other hives, the Kyndros Hive was able to unite several other hives under its command. Maintaining autonomy, hives benefited from Kyndros's military might in return for cooperation and resources. By this time, populations were becoming too large to maintain in secret, requiring bolder tactics.
 
This ceased upon Discord's rise to power. Once prosperous hives were almost exterminated by the mad dictator, entire armies routed by his might. Changelings returned to the underground, and afraid of Discord, hives began to wither. Angered and desperate, many began to look towards the League, their success luring many to its gates. This would prove to be the closest the changeling race would ever come to completely unifying.
 
Absorbing the League's hives and their armies, Kyrillos the Great declared a new Dominion, with Kyndros at its center, and began a campaign to consolidate what remained of its neighbors. Those who accepted – and many did – were peacefully assimilated, their hives provided food and protection. Resisters were squashed, their hives used to maintain their brethren. By the end of this crusade, the Dominion was not only in control of, but capable of retaining, a majority of the hives operating in or around Equestria, and a portion of Equestria itself.
 
*The rise of Celestia and Luna are typically seen as a turning point in foreign relations. Capable of defending itself against Discord, Kyrillos was visited by the alicorns in search of allies. Awed by their powers and interested in Discord's demise, the monarchs formed a pact. In return for better living conditions for its non-changeling inhabitants and supporting the usurping of Discord, the diarchs promised the Dominion that it would accept their current holdings, would maintain open trade, and reimburse lives lost and damage done during the war.
 
Changeling and non-changeling relations slowly improved during this time, long-term prosperity revealing the importance of cooperation. It was the Invasion of Canterlot that firmly entrenched this shift. As word traveled, ponies both in Equestria and the Dominion were outraged. Desiring to distance itself from Chrysalis and her Hive, the Dominion officially condemned the attack and began a campaign to improve Scynthrae-Equestria relations.
 
Quality of Life: The success of cooperation has led to astonishing leaps in rights for non-changeling species. While before they were viewed as prey, the Hives of the Dominion have begun to accept other races as their own. Its current economic growth also lends to lower unemployment rates, a shrinking lower class, and an increase in living standards. The Dominion's status as a welfare state along with the societal institutions of charity also contribute to low poverty levels.
 
Millitary Power: The Imperial Scynthrae Military, the descendant of what made the Dominion a reality. The military might of the Kyndros Hive was what gathered the various Hives of the Dominion under its rule, and with the dissolution of other Hive's militaries, it has become a force to be feared. It has not ceased its role as a political tool, however – rather, it could be said the Dominion has gone on to intimidating bigger, tougher opponents. There is no better example of the Dominion's brand of aggression than the Imperial Scynthrae Navy. Serving as a protector of her colonies abroad and the routes between them, the Navy's ability to reach parts of the globe nigh inaccessible by the army makes it the perfect political tool for a new age. In fact, the Dominion's use of this tactic has become a joke amongst the members of the Navy – if it earns the Emperor's attention, one should expect themselves on foreign shores within the week.
 
Even with a heavy emphasis on shows of force, the military is also highly effective at subversive tactics. The Dominion very rarely meets its enemies head-to-head on the battlefield, instead encouraging small skirmishes and covert actions followed by decisive engagements. Assassination, attacking supply lines, hit and runs, and harassment are all a part of the army's traditional modus operandi, however none are more effective than changelings' natural ability to disguise themselves. Through various means, changelings can infiltrate armies en masse, run reconnaissance unopposed, and lure opposing detachments into traps. Head-on engagements are more often clean up operations than traditional clashes, their opponents already dying from the inside out. For this purpose, foreign weapons and uniforms are stockpiled in accordance with which nations are the biggest threats, though these can be easily liberated from supply lines and fallen soldiers during war.
 
An equally important part of the Imperial military is compulsory conscription. Since the very beginnings of the Kyndros Hive, it has been considered a requirement for all members of society to undergo a few years of basic military training. Though it has its origins in defense in times of crisis, time has matured the concept into a rite of passage for citizenry. While technically under military jurisdiction, the Office for Civil Improvement focuses on reinforcing competence and proper conduct into its citizenry, and weeding out unproductive elements. This means that unless citizens are voluntarily transferred to a proper military branch, they aren't likely to be fit for combat. Under times of severe crisis, the Emperor can
 
Unnoticed by the larger world however is another tradition integral to not only the Dominion, but Changelings as a whole: Intelligence. Almost like a branch of the military, the Civil Intelligence Service has enjoyed a long history of use as a powerful political tool. From black operations, dedicated Infiltration missions, to simple surveillance, the CIS is often turned to when subtlety is a requirement outside the battlefield. Changelings' natural ability to disguise themselves makes it easy for the Dominion to insert agents into almost any nation imaginable, allowing for extensive spy networks to keep the Dominion updated on geopolitical situations.
 
Misc -
 
Capital City: The Kyndros (kine-d-rows) Hive
 
Motto: Eno̱ménoi tha epikratí̱sei. (United we prevail)
 
Various Symbols: Each hive has its own patron god, which serves as a shorthand for how the hives and their societies behave. Given the Kyndros Hive's position as the Dominion's capital its patron god, Artifex, the god of art and culture, is considered a state symbol. Prothymia's importance to Ekptotist philosophy, and the heart, a symbol of emotion and love, are also considered unofficial symbols for changelings and the Dominion. Each hive has a dominant carapace and eye color, and serve as the official color for that hive, as well as a way to identify one's heritage. Orange officially represents the Kyndros Hive and, due to its position as head of the Dominion, the color of the state. Black and green, the color of all changelings' exoskeletons and secretions respectively, are also predominant colors in flags and other symbolism, as they represent unity between changelings.


 
 
Imperial Hetiandi (和天地國), Liao Dynasty (廖朝)@

Name: Imperial Hetiandi (和天地國), Liao Dynasty (廖朝)
Government Type: Absolute Monarchy
Flag:
sig-4186543.sig-4186543.sig-4186543.sig-
Emperor/Empress: Yuanliang, 6th Empress of Liao
Category: Rational
Environment: The land of the Liao Dynasty is vast and varying, though it is fairly organized. The western parts of the dynasty are mostly plains filled with rivers and forests. The northern plains are colder, but is generally where the trading ports and cities are, with the southern plains being mostly farmland with beautiful hills and waterfalls. The more exotic animals could be found in the South, along with most of the country's resources.
 
The central area of the plains is where the current capital, Qinjie (慶結市) is, and where most of the politics and economics go on. This land tends to be less populated than the northern plains, but has far milder temperatures and a mix of the best of both ends of the plains.
 
The eastern lands are far more sparsely populated, covering two-fifths of the land with less than 10% of the population. Here is where more of the minority groups and tribes are, and are generally more autonomous and less connected with the mainland's culture and traditions.
 
Two Abundant Resources:
Food — The Liao Dynasty is mostly agricultural and filled with fertile land – rice, wheat, and soy beans are common crops, and the farm has been a significant enough symbol for their calendar to be based off of farming seasons.
Aluminum / Bauxite – A very common ore in the Liao, it is relatively easy to mine and process in mass amounts, and is often used in construction, reinforcement, or coinage (along with copper, iron, and nickel, which are too valuable or not as common to use in pure form).
Two Scarce Resources:
Gold – Due to a lack of gold, the Liao Dynasty often uses silver to back up its currency. Even nobles prefer to conserve its amount, pounding it into flat leaves and hanging it only on the most valuable of decorations.
Coal – While coal is lacking in the Liao, many ponies quickly find alternatives, processing wood to make charcoal and basic tar for road-building, fuel, and filtration.
Religion: The majority of ponies in the Liao do not promote or refute the existence of a god, but they believe in the legendary "Heavenly Emperors" that supposedly ruled the first dynasty of He (合朝) – hence the country's name to commemorate them. They also follow the philosophy of Zhuangjian (莊見), a philosopher more than two thousand years ago who set the belief of respect for family, friends, and authority, and the relationships between them, as well as the "ideal pony" who was full of virtue and followed those beliefs.
 
Besides the "Heavenly Emperor" religion (天帝教), there are also minor religions, most of which originate from the eastern tribes or slight outside influences.
 
General Race Compostion: The Liao Dynasty's population is about 47.1 million – 48.5% are earth ponies (about 22.84 million), 32.6% are pegasi (about 15.36 million), 14.6% are unicorns (about 6.88 million), with the remaining 4.3% as other minority races.
 
General Race Description: Zhuangjian's philosophy is enforced and commonly followed even in appearance and clothing. Save for minority groups and tribes, ponies aren't allowed to shave any part of their mane, though they are allowed to tie it and place it inside headgear. They generally do not dress in heavy clothing, preferring robes in various bright colors (with yellow and purple restricted only to royalty) that go down to their rear hooves; anything above the base of the rear hoof suggests promiscuity, and a shaved mane suggests being a criminal. 
 
Government officials will have their surname written on their sleeve, along with a small picture to suggest his or her rank. Some bear ceremonial weapons that often connects to their family line.
 
Two Primary Nation Traits: Collected and studious
Two Nation Values: Respectfulness and honor
Culture and Description: While there isn't one definite culture that can be used to symbolize the Liao Dynasty and the dynasties before it, there is a few things each dynasty does have in common — they follow the teachings of Zhuangjian, and are a mix of the old cultural values from the new study-focused one, which offers a strange balance between individuality and collectivism.
Buildings: Almost all buildings in the Liao are a mix of wood, clay bricks, and stone, and are colorful and decorative – inland residencies tend to be more wooden. Roofs are curved and bright, and some larger residences are built in the quadrangle or in the three-sided variation – they must always face south with the entrance at a corner.
 
Buildings like these are also prone to fires – basic fire-pony stations are strategically placed in certain areas in cities to respond quickly to fire outbreaks. Firebreak barriers are usually placed around larger residencies to limit damage, and well-off civilians use stone on their fireplaces and kitchens as precautions as well.
 
Foreign Policy: After a dynasty change and a minor war against the tribes, the Liao have turned from isolationist to being somewhat more willing to search for whatever was out there, and are more willing to improve relations and make friends rather than go to war. They are interested in trade and will prefer to stay neutral out of any wars that don't involve them.
 
History: The history of Hetiandi is a long one, filled with ages of peace and chaos spanning from dynasty to dynasty. It is generally agreed that the first dynasty ever created, however, was the Hou Dynasty (候朝) more than 3500 years ago, started by an alleged ancestor of the Heavenly Emperors, the semi-legendary Ming (瞑) who ruled for 44 years before passing it down to his relatives, and was a virtuous emperor who served his people and controlled the floods, giving farmland to everyone. 
 
After 600 years, however, the Hou Dynasty fell into collapse after the semi-legendary tyrant, Mo (磨), who cruelly treated his people and enslaved many others, was defeated Jue (絕), beginning the Fang Dynasty (方朝). At the same time, the Dynastic Commandant (朝令) was written down, initially on clay slabs, that set the conditions for the establishment of a new dynasty – if the emperor of a dynasty was corrupt, the equines had a right to overthrow that dynasty and establish a new one, and it was possible for the new emperor to be anywhere from a commoner to a warlord.
 
The first 1500 years of apparent dynastic rule is rather unclear, which included the Hou, Fang, and early Hong Dynasty (洪朝) – most scripts have been written on clay slabs or melted through copper plates, and were very inaccurate – even to the present day, scholars and historians have been unable to figure out most of their written words, as they were written based off of pictorial form, and had many ways to write each certain letter.
 
Historically there was a long warring period between multiple states after the first half of the period of Eastern Hong (also called the "Dynasty of Philosophy", as philosophy from ponies like Zhuangjian developed and flourished), which lead to the first unified dynasty of Hetiandi, the Lian Dynasty (廉朝). The Lian was short lived, however, as after the death of First Emperor Zhenqi (政起), there were fights over her throne of succession, which caused the dynasty to collapse after 38 years of rule.
 
The Lian was followed by the Jiang Dynasty (姜朝), which lasted for another 500 years, and saw significant development to Hetiandi in astronomy, mathematics, and technology; paper-making was made possible, the invention of the ship rudder, negative and imaginary number mathematics, improved armillary spheres, seismometers, and so on. The end of the dynasty was followed again by war, however, in the famous Four-Dynasty period that lasted for another hundred years.
 
After that, it was followed by several decades of dynasties that came and went – the Shao Dynasty (紹朝) and Liang Dynasty (梁朝) were short lived in unifying the land and quickly splintered. The next long-lived dynasty was the Zong Dynasty (宗朝), which was considered the Dynasty of Culture – many famous poets, painters, and calligraphers were from this era, and the Zong was relatively widespread in terms of influence, having many colonies who paid tribute. The dynasty controlled the trade routes of the south almost entirely and introduced new political thought. If current ponies could trace most of it's more recent philosophies, inventions, and beliefs, it will go back to the Zong.
 
The previous dynasty, or rather two co-existing dynasties, were the Zhen and Lu Dynasty (甄呂朝), though the Zhen was far more influential while Lu focused more on expansion, and the Zhen had invented the compass, gunpowder, and woodblock printing (it only became practical in the current Liao Dynasty, however, managing to find a way to print the massive amounts of characters by using common character-segments). The imperial examination was improved at this time, and the monarchy shifted toward a meritocratic style where anyone who was at least literate could potentially rule.
 
Unfortunately, the two dynasties ended up in a war that lasted three decades, called the North-South Dynastic War (南北朝之戰). It was at this time the new and current Liao Dynasty was born. The warlord Jianzhang (建彰) was an intellectual strategist who used the chaos caused by the two dynasties to quickly take a piece of land for himself and declare independence, and effectively crushed the weakened dynasties to make one of his own, the Liao Dynasty.
 
The Liao Dynasty is where ponies became increasingly more interested as northerners came down to their lands, albeit in small amounts, beginning a strong connection between the northern lands and the southern. It is then where the current dynasty lies – curious of the world above them.
 
Quality of Life: The warmer climates in the south allow for a better quality of life than many other places – there's still the poor, the middle-class, and the rich, but almost certainly no one is hungry, and famines are almost unheard of. The lower classes tend to be the minority groups and tribes, who have mostly fallen behind on the developments of the Liao. Having a more balanced ethnicity ratio, the pony races tolerate each other, and problems are worked together by family and friends.
 
Military Power: The Liao Dynasty has mostly stayed away from fighting – unlike the previous dynasty there is no longer conscription. They currently have 220,000 soldiers in service with less than 100,000 in reserve, mostly just to patrol around the country and keep the peace – they also have a 100 to 110 ships, most of them junk-schooners and junk-frigates with very few large wooden "treasure" ships. In the case of an enemy attack from sea or from land, however, the Imperial Liao is able to mobilize with great speed with irregulars.


 
Ottomare Empire - @@Dovashy

 

Name: The Ottomare Empire

Government Type: Absolute Monarchy

Flag:

sig-4245695.sig-4245695.fa7c15324b.jpg

Leader: Empress Sunflare the First

Category: Rational

Environment: Fertile, flat land and rolling hills.

Two Abundant Resources:

  • Food; the fertility and the flatness of the Ottomare Empire’s lands makes it ideal for the growing of wheat, grain, barley, apples, and many other agricultural products.

  • Lumber, the flat lands have allowed the growth of spectacular forests and woodland

Two Scarce Resources:

  • Luxury Items; gold, gemstones, and other such luxuries are scarce in the Ottamare Empire, with such items likely being imported from other lands

  • Coal; substituted with the lesser effective but cheaper fuel wood, coal is fairly redundant in terms of economic value

Religion: Marian; a cult based on a Pony God which communicates through the ancestral lines of Sunflare the First allowing Sunblaze to be considered a prophetic figurehead and a voice of the God. 

General Race Composition: 60 Mil

  • 35 million earth ponies

  • 15 million pegasi

  • 9 million unicorns

  • 1 million minorities (dragons, zebras, changelings, etc..)

 

General Race Description

An agricultural people, the earth ponies are hardened and well worn to the weather. They understand the lie of their land, and understand how to till crops - almost every Ottomare is involved in agriculture in some way or another. The Ottomares tend not to engage in conflicts, and prefer to consolidate with defences and other fortified structures. Whilst, lacking in the scientific methods of some other factions the Ottomares attempt to strive for further scientific developments, and continue to advance their nation as a whole.

Two Primary Nation Traits

  • Industrious

  • Agriculture

Two Nation Values

  • Science

  • The Arts

Culture and Description

The Ottomares encourage cultural enrichment, and performing arts and the showing of artistic works are commonplace, even in the small agricultural settlements. The Ottomares also encourage the betterment of everypony by all lending their hoof for each other, and there is a well-established propaganda sector of the Empire. Many ponies look up to the Empress as a god-like figure, who can communicate the will of the Pony God through visions and prophetic revelations - however, this couldn’t be further from the truth.

Buildings: The capital houses the Empress’s palace, with each smaller settlement containing a governor's residence. Most settlements are based around agriculture, with the bigger cities based around scientific development, trade, and industry.

Foreign Policy: Diplomacy

History:

The Ottomares were founded as a farming agricultural community which became an empire through the successful conquest of their first leader, Emperor Sunblaze - who ruled for 60 years before his untimely death.

The successor was Emperor Sunblaze the II who was his only living heir, and whose child later was to become the Empress Sunflare the First who took up his rule when he died 80 years later. Ottomarians believe that the royal family is divinely gifted from the Pony God.

Military Power:

Whilst being a diplomatic nation, the Ottomares are also ready for instant deployment or the defense of their homeland - with mandatory conscription for three years after the arrival of a pony’s cutie mark. As such, almost all of the current Ottomare population has received military training making the population significantly well equipt for an invasion. Annually, 1 million ponies reach the age of military conscription - leaving a large pool for potential recruits. The Ottomare Empire also has a standing professional army of around 150,000, which fluctuates with mercenaries in the event of a conflict.

Misc:

“Empress Be Our Guide.” - formerly “Emperor Be Our Guide.” - anthem

 

 

  • Brohoof 4

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Signature by me

Sunny's Fan Club I love Sunset Shimmer <3

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