Exploration of the Unkown (Mapper RPG by MMIL) (IN PROCESS)

This is "Exploration of the Unknown", where mediveal knights from the known parts of the continent go on a mission to discover what is deep into the Continent. In this expedition, they encounter many threats and enemies, making drama appear all over. Please take note that I really worked hard on the Details, so don't h8 and don8.
*Map of Gurintan, the Continent of Happenings
==Story==
The story starts with the treaty of Albasuar, which unites the Northern Countries in their a mission to scout in the Unknown. They agree to send a task force of about 30 men, including Healers, Priests, Merchants, and Warriors. Many people sign up for the mission, hoping to build new life in the Empty lands and reigning on their own over Kingdoms there. Only a select few are chosen.
However, the Southern states, whose economy is mostly based off trade, wanting to find new resources and stop expansion of the Northern countries, send their own task force, and eventually unite the mission in the Treaty of Capaponte. 
The two task forces go west, after Meeting in Nuvas in the North and Shubov in the south, Questing for new Land.
==How to Join==
In the comments, write:
*Name (Ex: Jon Snow, but Nicholas HD can suit too)
*Country (Ex: Darra)
*Profession (Out of: Healer, Warrior, Diplomat, Priest, Merchant, Builder, Producer)
*Support in Country (High/Medium/Low)
==Rules==
*The Game is Real-Time. Similarly to "Chaos", you need to submit your suggestion before the others. But you can only suggest for Your character: If you decide to Stab someone in his Sleep, for example, the most probable outcome is that he will never wake up.
*No, you can't be OP. And since I don't want a flame war to Erupt, you can't be offensive, so no Merchants raping Children in base, NTR.
*Each evening for me (UTC+2), I will upload results of Actions and new Events, such as finding a cave or being ambushed by Stockholmer alts. Yup, this is going to replace Orcs here. Oh, Mapperdonia. I will also add a Map of the Area of the two Groups.
==Countries==
Albasuar Pact (North) 	Entente Capaponte (South)
Ropat (Leader) 	Mielronics (Leader)
Mallania (Second in Command)	Sharovin (Second in Command)
Borrgajo 	Maala
Mallowin 	Shava
Guando 	Portolocco
The Margo 	Xandir
Nuvar 	Darra
Dolske 	Shubov
Moheirelia 	Capodaccia
 	Beironia
 	Sukkrim
===Northern Countries===
The Albasuar Pact is a union of the Northern countries which agreed to explore the Unknown. Their colture is more like European than anything, but they live in Highlands and cold plains. The biggest Religion in the north is the Borrga belief, which forbids slavery, leading to high tensions with the South, which does not agree to abolish it.
====Ropat====
Ropat (RO-pat) is a Resource-Rich Republic in the Northern Coast of Gurintan. They recently won a naval war against Dolske, over the Isle of Riggor (Small Island close to Dolske's coast, however populated by Ropatics), which proved their Nava; superiority in the North. There are many Diplomats and Healers there, driving private businesses.
====Mallania====
Mallania (Mah-LAA-ni-ah) is The Biggest State and Kingdom in Gurintan, having the Third Biggest population and major points of Continental Trade. Although they had a past of conquering small nations, they have eased off the Conquests and released Mallowin, mostly as a Buffer between themselves and Sharovin, a competing Great Power. There are many Warriors and Merchants here, due to trade routes.
====Borrgajo====
Borrgajo (Bor-GAH-joe) is a Theocracy in the Mountains of Kolkobellu. The Guardians of Borrgajo (natively called Borrgasompol, Guardians of the Borrga) are trained in the Mountains and have amazing defense capabilities, which proved themselves in the War of Mallanian succession, when all three kings tried to conquer the mountains as a base and failed. The Theocratic Borrgas invite many Priests and Builders in the country.
====Mallowin====
Mallowin (MAL-loh-ween) is a Republican Dictatorship between Mallania abd Sharovin, released by Mallania and thrown into Turmoil soon after. In a civil war, the Democratic powers were eliminated by the Anti-Governmentists, which led their own government and never agreed for elections. However, they got into a very rich period after successful crop growings in late Years, attracting Producers and Merchants in.
====Guando====
Guando (Gooh-AN-doe) is a Special state in the North, the smallest in the region. Their politics are based on Feudalism, but they are no Kingdom, since there are many knights who pay vassalage to no one, leading to many wars. Today it's a Confederation led by these upper knights, supported by Ropat economically and politically. Many Warriors and Diplomants live in this state.
====The Margo====
The Margo (MAR-goe) is an Aristocratic Republic on the coast of the River Margo, named after it. The River is believed to be the source of Civilisation. It is famous for its Castles, which defended it during the Nuvarian failed Conquest of the Republic. Many Priests and Builders reside in the Country.
====Nuvar====
Nuvar (Nu-VAHR) is a Kingdom residing on the two sides of the Great Mudakin Mountain range, heavily based on Navy. They are very friendly in all topics Ropat, probably because of their mighty navy, but they usually live in Peace. They are, although, threatening Moheirelia over and over. You can find a lot of Producers and Healers here.
====Dolske====
Dolske (DAUL-skey) is an Empire in the Dolske Isles. Their History consists of many attempts in Conquering their surroundings. They remain hugely in debt, however, and they are forced to quickly consume all natural resources. There are many Producers and Warriros in Dolske.
====Moheirelia====
Moheirelia (Mo-hay-RE-lee-ah) is a Kingdom at the most eastern point of the known world. The Moheir family-tribe came there after being banished by the Ropatics hundreds of years ago. They still hold a grudge against Ropat for that, and embargo them with their many Exports. The civilians are mostly Producers and Merchants.
===Southern States===
The Entente Capaponte was an agreement of the southern states to rival the Northern states on the race to the Unknown. The south has more of a Medditerrean colture than the North's European one, and the lands there are hot and mostly filled with deserts. Most of the nations like to trade more than anything, so they do not forbid Slavery.
==== Mielronics ====
Mielronics (Mi-ehl-RO-nix) is the Trade center of the world, and a Republic on the bay of Nubatu. The name "Mielronics" derives from the word for "Metal Sellers", since the first ones to settle the area were merchants who bought native Iron and Silver and sold it to their home countries, eventually developing a nationality and a country of their own. Obviously, Merchants populate the area, as well as Diplomats.
====Sharovin====
Sharovin (Sha-RO-veen) is the most populated country and kingdom in Gurintan, divided between Northern Colture and Southern Colture. They have the strongest Military known to man, and in times, go to wars with their neighbors. Many people wanted Sharovin to join the Albasuar Pact and the north, and the refusal of the Southern Kings led to great dissent. There are a lot of Warriors and Builders in Sharovin.
====Maala====
Maala (MAA-lah) is a Duchy and a Vassal of Sharovin. The duchy was independent for a time, and managed Oil exports from the Desert of Vor. They had a history of integrating nomad tribes, and today they are a very diverse country. They are mostly Healers and Producers.
====Shava====
Shava (SHAH-vaa) is another Duchy in the outskirts of the Vor Desert. They were liberated from Mielronic occupation by Sharovin, and keep close ties with its Liberator. Although they are small, their ports are in the center of trade between the Southern Superpowers, and has the power to disconnect Mielronics from the North. They are also known as the center of Moldoran religion, where saint Molodorai gave his speech. They are filled with Merchants and Priests.
====Portolocco====
Portolocco (Por-toh-LOH-koe) is a Republic in the Southeast, as well as the second most populated Country known. They are actually known for Elegant buildings, and are named after their Beautiful Port cities (Porto = Port, Locco = Beautiful). They have a good army as well, making a lot of difference in Wars. You can meet a lot of Warriors and Builders in the Republic.
====Xandir====
Xandir (ZAHN-dir) is a Grand Duchy on the Northern Coast of the Great Lake. It has a lot of Trade disputes which lead to wars between small city states. The city states fought each other until there were three countries left. Xandir is known as the Gate to the great lake, but is also known for its many Diseases. There are a lot of Diplomats and Healers in Xandir.
====Darra====
Darra (DAR-ra) is an Empire spanning the South Coast of the Great Lake, and known as the Empire of Bronze and Steel. Its Metal production is high, and it sells these Metals to the southern states. It is also known, however, as the most Oppressive state to Slaves, making them pour Weeks on nonstop work in the Mines and Metal workshops. It has a lot of Builders and Producers.
====Shubov====
Shubov (SHYU-bov) is a Duchy on the Coast of the Great Lake, and a very Isolationist one. It is highly religious and sees War as a Fatal error in the World. Only a few years ago, a huge group of Merchants flooded the Duchy and tried to reconnect its few Forests to the rest of the Continent. It hosts a lot of Merchants and Priests.
====Capodaccia====
Capodaccia (Cah-po-DACH-ya) is another Republic on the Southeast coast, known for its Navy. It is rich with Exotic Fruits and Animals, and the Aristocracy there is possibly the richest one. Its History comprised of many Ships coming from the North to explore the southern Coast, but many sank on the way to the extreme south. Its Producers and Diplomats are known throughout the coast.
====Beironia====
Beironia (Bey-RO-nee-ah) is a Republican Militarist Dictatorship and is highly known for its Aggressiveness. It's only comparable to Sparta in OTL. The kids are sent to either Build new Fortresses or Fight for more Fortesses. The thing that Stopped Beironia from being a Large country is its lack of Naval power. The Builders and Warriors there are Masters of their Art.
====Sukkrim====
Sukkrim (SOOK-reem) is a Republic heavily compromised of Wool production and Selling to the outer world. They seem pretty wierd to the other World, so one day, the Portoloccans decided to send a Navy to take control of the state and build a Republic there. The navy also brought a Flood of Religious belief. Its Merchants and Priests are the Stereotypical Sukkras.
==Proffessions==
* Healer: Pretty self explanatory. Master of Potions and Medical information, Healers can help their Group to advance faster by catching them up to health. Just like in our mediveal world, Diseases are a common problem, and the only things that can help you are probably carried by the Healers.
* Warrior: The warriors know the taste of Blood, and fight anything necessary. They shall do the Battlings, and defend against any enemy they find. They can be Swordsmen, Axemen, and Archers. Note: There might be a Bit of Technological Updates, such as... I'll keep it a surprise.
* WIP
Category:Mapping Roleplay