NATION

PASSWORD

On Distant Shores [TAB/Paedagog Only, PT, OOC/Worldbuilding]

Where nations come together and discuss matters of varying degrees of importance. [In character]
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Highfort
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Founded: May 11, 2014
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On Distant Shores [TAB/Paedagog Only, PT, OOC/Worldbuilding]

Postby Highfort » Sat Aug 08, 2015 3:12 am

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The time is yesterday / The land is alien / The glory is everlasting
Presented by the Residents of the Apartment Block
And the Paedagog Roleplaying Group


"The States are as the men are; they grow out of human characters." - Plato, The Republic

Welcome to Diádromaskos - at least, that's what some of the locals call it. The time is yesterday: an era long-forgotten and shrouded in mystery and legend, a time when ships were of wood and men and women were of iron. The place is a foreign land: not Earth, at least not in any recognizable form, and certainly not fully known to the humans and other races plodding along its shores. On these four continents - islands, really, for these people have yet to sail beyond their horizon and discover new lands and peoples - people have fought and died in the name of their tribes, their kings and queens, and their sacred honor. This the story of their trials and tribulations. This is the story of the birth of nations and the fall of empires, of the rise of dynasties and the death of warriors. Alliances will be forged, families betrayed, and armies shall march across continents and brave the unfettered oceans in search of the only true source of immortality: glory in war and conquest.

Beneath the heel of tyrants shall the low be made high and the meek be made mighty.

Welcome to Diádromaskos. If your people can survive the elements and their neighbors, perhaps glory can be yours as well.


Diádromaskos: The World as We Know It

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(Click on the map to open an enlarged version if the names are difficult to read)
This little patch of land - four little islands on a much larger, unknown world - is home for now. It's inhabitants range from simple humans to snake people known as lamia, each with their own unique cultures, governments, resources, and methods of combat. To be added onto the map, just TG me your desired location, your nation's name, and the desired color for your nation. All major nations are labeled as such, any NPC minor nations will be labeled as either disputed territories or independent lands, depending on the status of the adjacent major nations. The map will evolve over time as new lands are discovered, nations are subjugated, and new peoples rise in the ashes of the old. But for now, what you see in the map above you is home.



Classical Antiquity: Our Present Era

"First in a village rather than second in Rome." - Traditional

This roleplay will march on much like technology did in real life, although a bit less fluid. After several IC events have passed, land has exchanged hands, people have been killed, and the whole show that one would expect from empire-building, the technology level will slowly advance so that nation dynamics will change, warfare will evolve, and the current players have to rethink their nation's culture and military might as the world changes around them.

We begin in classical antiquity, the period when Greco-Roman culture rose and reached its zenith and the era when the Roman Empire, on Earth, expanded and eventually waned. If this is not your favorite era, fear not, we will march on to more fruitful pastures, but there are a few ground rules in place concerning technologies. Firstly: all technologies will be hard-capped to the current time period. If this is classical antiquity, guns are a no-go. Crossbows are limited to Grecian and Roman designs which were prone to mechanical failures and not as effective as their later medieval counterparts at piercing armor. There will be no steamships, no robots, and most of all no magic.

Magic. We know that a lot of people like magic and you may be wondering: Why in a roleplay with fantasy races like lamia is magic considered taboo? As a cultural artifact and as a part of world-building, magic is fine. Many ancient cultures had their mystics and druids - the Oracle at Delphi being a Grecian example - but ultimately these were all premised on special effects, rituals, and on wishful thinking. There will be no serious, combat-level magic in this roleplay. There will be no spellcasters raining down meteors or striking down their enemies with lightning bolts, none of that. This of course leads into religion, the other big issue in roleplays with fantasy elements.

Religion in Diádromaskos is not fantastic. This is not a roleplay where the gods come down to aid epic heroes to slay vile monsters or to descend into the depths of the underworld. Religion is a cultural and military institution and many characters will be religious but they will not be saved by their gods. Do not be a god-botherer, your deities will only look down with pitiless indifference as your people are slaughtered if you choose not to properly react to an invasion or to a raid. Not that you can't pray to them to save you, but they will not.

Ultimately as a past-tech roleplay the primary reason for the label is the combat and civil technologies. While culture may be taken from classical antiquity - indeed, many of the nations do borrow historical elements from Earth nations during this period - this is not a requirement to participate. The first rule of a roleplay is to have fun, so have fun making up your own culture and religion to shape your people in the image you desire. Just don't get too far away technology-wise from everyone else, but be creative!


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Last edited by Highfort on Thu Sep 17, 2015 1:59 pm, edited 12 times in total.

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Highfort
Minister
 
Posts: 2910
Founded: May 11, 2014
Ex-Nation

Postby Highfort » Sat Aug 08, 2015 3:12 am

The World of Diádromaskos





Nations of Diádromaskos
"The birth-place of Valour, the country of Worth / Wherever I wander, wherever I rove / The hills of the Highlands for ever I love." - Robert Burns

The Tribal Confederation of Curglaff, commonly called Curglaff, is a unified tribal confederacy in the western, middle and highlands of the continent Marangal Lupa. It is bordered on the north by the Sarīn-e-bād Hinterlands, on the south by the Nomadic Peoples of Népi Szövetség and the Matriarchy of the Amazon Nation, by the east by Kingdom of Epidikos, and on the west by the Ubari Ocean (common tongue: #word). Curglaff claims a large swath of the continent's interior and claims territory over the large loch which partially divides it from the Amazon Nation. It's population is unknown. Curglaff comprises several clans united by an overarching .

Agriculture is a major part of Curglaff's culture. The nation is the largest wool producer on the continent, and wool is the major trade commodity, followed by barley whiskey (scotch).

Played by: Cerillium
The Kingdom of Epidikos is a multi-ethnic kingdom composed of the Celtic and Greek states conquered by Federokos the Stout, the King of Epidikos, while on campaigns north of his homeland of Federoki. The Kingdom is bordered to the west by the Curglaffan Confederation and the Sarīn-e-bād Hinterlands, to the North by the Brigantine League and the Lesser Ospinan Kingdom, and to the south by the Amazon Nation. To the east is the Sea of Athena and, further out, Poseidon's Domain, the ocean which links the Kingdom of Epidikos to its trade partners. The current population of Epidikos is unknown, but is composed of a diverse set of Celtic and Greek peoples from the tribes that King Federokos united: the Mauritanae (Mauritanas), the Aedeani (Aedeani), the Hellians (Hellias), the Borovians (Borovia), the Cissonians (Cissonia), the Ospinans (Ospinan), the Potamonians (Potamonia), and the Artiai (Artia). There are also a small number of immigrants from the Brigantine League to the north as well as immigrants fleeing from the former Saguntine League lands to the south, now occupied by the Amazon Nation.

The Epidikosiani specialize in manpower, offering mercenaries for hire as well as training, protection, and raiding services to the highest bidder. They also have fertile land, allowing them to export grain, and their copper and iron mines to the north allow them to produce and export quality weapons, shields, and armor.

Played by: Highfort
The Yaari Confederacy, or the Five Nations, is a Confederation of Tribes to the east of Zenezia. The Yaari share a common ancestry and related tongues and cultures, while still being quite different from each other. The Yaari are genetically unrelated to Maranga Lupa's races, and have claimed their lands for thousands of years.

Yaari culture is defined by a warrior spirit, where an individual takes action and pride in all areas of life. The Yaari are excellent hunters and trackers, and work to capture and kill some of the land's most dangerous wildlife. In architecture, they range from simple, yet sturdy wooden houses and temples, to impressive stone castles and monuments. They are most well known for their totem poles, originally used by the Sagimaga tribe.

Played by: Torsiedelle
The Alliance of the Principalities of Myvatn Afvaldsnes (Myvatner: Liitto Ruhtinaskunnat Myvatn Avaldsnes, Afvaldic: Bandalag af Tignirnar Mývatns Avaldsnes), commonly known as Myvatn Afvaldsnes, Myvatna or the Five and Score Ruhtinaskunnat, is a league of principalities located southwest of the Yaari Confederacy. It shares borders with the Avaldic Sea to the west, the Tuatara Aotearoa to the northwest, and with the Commonwealth of Zenezia to the north.

The Myvatnas are known to be fearsome warriors, known for carrying out raids in nearby places. They are renowned for their ships, fast and deadly at sea, able to quickly attack almost anywhere on the continent. By consequence of their journeys, they have also explored much of the surrounding lands. Their works in arts and literature often depict the exploits of deities and their dealings with mythological beings and with humans.

Played by Stormwrath

Fauna of Diádromaskos
"The soul is the same in all living creatures, although the body of each is different." - Hippocrates


Flora of Diádromaskos
"The gods created certain kinds of beings to replenish our bodies... they are the trees and the plants and the seeds." - Plato


Geography of Diádromaskos
"Give me a lever long enough and a fulcrum on which to place it, and I shall move the world." - Archimedes


Climatography of Diádromaskos
"Like Weather, one's fortune may change by the evening." - Luu Mengzheng, Song Dynasty




"Know your enemy and know yourself, find naught in fear for 100 battles" - Sun Tzu, The Art of War

Last edited by Highfort on Thu Sep 17, 2015 1:59 pm, edited 10 times in total.

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Highfort
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Posts: 2910
Founded: May 11, 2014
Ex-Nation

Postby Highfort » Sat Aug 08, 2015 3:12 am

Situation Report


"The beginning is the most important part of the work." - Plato

  • Applications: Open to TAB Residents
  • RP Status: Under Construction
  • Major Events: None, please suggest some!
  • Current IC Threads: None yet.

  • Tentative Technology System:

    - Techs will be capped to the current era (Classical Antiquity)

    - Tech advancement will occur once a week as a result of dice roll (pass = your nation gets to discover a new tech; fail = no new tech this week)

    - Dice roll will be modified by nation's attributes and investments in research, warfare, religion, etc

    - What tech you discover is up to the player; group confirms that it fits in the current era and makes sense for the nation (ex. no desert nations magically discovering advanced woodworking)

    - Age advancement will occur when group decides it is appropriate

    - Age advancement only ups the tech cap; actual techs (like gunpowder) will still have to be discovered by the players

    - Techs discovered by that nation get to be exclusive for a set amount of time (determined by players); after that time, other nations can learn of these techs through spying/diffusion/trade with a simple dice roll separate from the single roll they get for discovering new tech

    - Nations who get techs from diffusion/spying/trade still have to have the ability to use the tech, otherwise they can't just magically gain that ability (ex. no saltpeter = no early gunpowder units, not until you discover a method to manufacture it yourself)

    - Nations can also willingly share tech with other nations, negating the need to dice roll to discover/diffuse tech

Last edited by Highfort on Thu Aug 20, 2015 2:23 am, edited 8 times in total.
First as tragedy, then as farce

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Curglaff
Civilian
 
Posts: 1
Founded: Sep 27, 2013
Inoffensive Centrist Democracy

Postby Curglaff » Sat Aug 08, 2015 11:13 am

WIP WIP WIP


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THE TRIBAL CONFEDERATION OF CURGLAFF






The TRIBAL CONFEDERATION of CURGLAFF

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Flag

Motto: "Caledonians, Unite!"

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- in western Marangal Lupa

Population:
- unknown

Capital:
- Prif Bryngaer
Largest City:
- Porthladd Dunmir

Official Language:
- Gàidhlig
- Latin

National Language:
- Gàidhlig
Demonym:
- Curglaffan

Government
- unified tribal confederacy
The Tribal Confederation of Curglaff, commonly called Curglaff, is a unified tribal confederacy in the western, middle and highlands of the continent Marangal Lupa. It is bordered on the north by the Sarīn-e-bād Hinterlands, on the south by the Nomadic Peoples of Népi Szövetség and the Matriarchy of the Amazon Nation, by the east by Kingdom of Epidikos, and on the west by the Ubari Ocean (common tongue: #word). Curglaff claims a large swath of the continent's interior and claims territory over the large loch which partially divides it from the Amazon Nation. It's population is unknown. Curglaff comprises several clans united by an overarching .

Agriculture is a major part of Curglaff's culture. The nation is the largest wool producer on the continent, and wool is the major trade commodity, followed by barley whiskey (scotch).

Etymology
Curglaff (n.) - "cur" (unpleasant or perverse) + "glaff" (a fright, a shock); often applied as "panic stricken" and compared to the shock one feels when plunging into cold water. The reference of unpleasant shock and fright is taken from the battlefield, to denote the shock and terror Curglaffans instill in their enemy. It was the clans which chose the overarching name, a nod to their belief that all words hold power.

The standard way to refer to a citizen of Curglaff is as a "Curglaffan."

History
Curglaff's history is multi-layered and interwoven with closely guarded individual clan history. The clans have agreed to a mutual timeline, as best told through records gathered and kept at Prif Bryngaer, although the accuracy of such records is suspect.

YEAR EVENT
105 The Caledonians are first mentioned by name as raiding northern Népi Szövetség.
115 Raj Efrifas fashions outposts to prevent raiding clans.
130 Construction begins on Efrifas Wall. Efforts are hindered by raids.
131 The Caledonians discover that elephants are tasty.
224 Népi Szövetség enters into a truce with clans holding territory along the Efrifas Wall.
240 The Raider Conspiracy; Népi Szövetség infiltrated.
241 The start of the Caledonian/Szövetségian Ten Year War.
251 Truce called with clans holding territory along the Efrifas Wall.
310 Clans unite under common banner; the nation of Curglaff founded.
(to be continued - WIP)

Geography
Curglaff has has three main sub-divisions, each a separate geological zone.

The Highlands of the west form the Highland Boundary, the steppes of which deter invasion from Epidikos and the Amazon Nation, and once served as a launching point for raids into Sarīn-e-bād Hinterlands to the north. Geologically, the Highlands are comprised of ancient rocks uplifted during prehistoric glacial periods. Interspersed with igneous intrusions of a more recent age, the mountain massifs' remnants form some of the highest elevations on Diádromaskos.

The Western and Central Lowlands are rift valleys. The sediments herein are rich in coal and iron bearing rocks. The fertile basins lining the numerous rivers are heavily used for agriculture.

The Blade is a narrow valley lining the northernmost shore of Loch Ta Dákrya.

Curglaff's shape funnels weather from the west to drive the greatest storms against the Highland Range. The climate is temperate and oceanic, and a touch temperamental as one travels eastward. The Lowlands experience mild winters and wet summers, however the Highlands are known for fierce winters.

The west is usually warmer than the east. Rainfall varies widely across the nation. Heavy snowfall is common in the Highlands with the tallest mountain remaining snow capped year round.
Unique Fauna
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Depiction of a frost buck

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Felel doe and fawn

The flora and fauna is typical of what is found elsewhere in Marangal Lupa however there are several unique species of Cervidae are indigenous to the Steppes, to include the frost buck (Felel).

Demographics
Population
POPULATION

Language
LANGUAGE

Religion
RELIGION

Race
RACE

Government
GOVERNMENT

Foreign Relations and Military
DIPLOMACY

MILITARY
Last edited by Curglaff on Sat Aug 08, 2015 3:49 pm, edited 5 times in total.
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PERSONAL INFO & LINKS

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Amazon Nation
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Posts: 1
Founded: Jul 28, 2015
Ex-Nation

Postby Amazon Nation » Sat Aug 08, 2015 11:19 am

Place holder for the Amazons. Something to fill in once I've had my coffee -nodnod-

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Nepi Szovetseg
Civilian
 
Posts: 1
Founded: Jul 29, 2015
Democratic Socialists

Postby Nepi Szovetseg » Sat Aug 08, 2015 11:25 am

WIP WIP WIP

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Népi Szövetség

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Flag

Motto: "közötti béke"
English: peace between

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- in western/southwestern
Marangal Lupa


Population:
- unknown

Capital:
-
Largest City:
-

Official Language:
- Magyar-Romćhib
- Latin

National Language:
- Magyar-Romćhib
Demonym:
- Népi

Government
- confederation
Népi Szövetség (Nepi Szovetseg) is a confederacy of sixteen kingdoms (Konföderációja tizenhat királyság). Located in the western and south-western portion of Marangal Lupa, it is bordered on the north by the Tribal Confederation of Curglaff, and on the east by the Matriarchy of the Amazon Nation, and on the south the Ubari Ocean (Ragyogó Kék Tenger, or Brilliant Blue Sea). Its combined population is unknown.

The citizens are skilled in the use of metals such as copper, bronze, lead and tin, and cultivate barley, wheat, peas, sesame, tea, and cotton. Trade is an important source of commerce; Népi Szövetség is known for spices.

Etymology
Népi Szövetség - People's confederacy.

The standard way to refer to the people of Népi Szövetség is "Népi".

History
HISTORY
YEAR EVENT
105 The Caledonians are first mentioned by name as raiding northern Népi Szövetség.
115 Raj Efrifas fashions outposts to prevent raiding clans.
130 Construction begins on Efrifas Wall. Efforts are hindered by raids.
131 The Caledonians discover that elephants are tasty.
224 Népi Szövetség enters into a truce with clans holding territory along the Efrifas Wall.
240 The Raider Conspiracy; Népi Szövetség infiltrated.
241 The start of the Caledonian/Szövetségian Ten Year War.
251 Truce called with clans holding territory along the Efrifas Wall.
310 Clans unite under common banner; the nation of Curglaff founded.
(to be continued - WIP)

Geography
GEOGRAPHY

Demographics
Population
POPULATION

Language
LANGUAGE

Religion
RELIGION

Race
RACE

Government
GOVERNMENT

Foreign Relations and Military
DIPLOMACY

MILITARY
Last edited by Nepi Szovetseg on Tue Oct 06, 2015 8:06 pm, edited 1 time in total.
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Highfort
Minister
 
Posts: 2910
Founded: May 11, 2014
Ex-Nation

Postby Highfort » Sat Aug 08, 2015 11:25 am

Nepi Szovetseg wrote:Placeholdering! Mind if we drop in a simple factbook entry?


Not at all. I just need something to fill the description box so anyone who joins can jump right in and learn about all the nations.
First as tragedy, then as farce

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Epidikos
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Posts: 1
Founded: Jul 22, 2015
Ex-Nation

Postby Epidikos » Sat Aug 08, 2015 11:51 am

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The Kingdom of Epidikos
Δύναμη με ευλάβεια
Dýnami̱ me ev̱láveia / Strength in reverence




The KINGDOM of EPIDIKOS

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Flag

Motto: Δύναμη με ευλάβεια
("Strength in reverence")

Marangal Lupa Map
- In Yellow: The Sarīn-e-bād Hinterlands
- In Copper: The Curglaffan Confederation
- In Brown: The Amazon Nation
- In Green: The Népi Szövetség
- In Grey: The Brigantine League (North),
- In Grey: The Lesser Ospinan Kingdom (Northeast)
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Province Map
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Population: Unknown

Ethnicity:
- Federokian
- Aedeani
- Mauritanae
- Cissonian
- Borovian
- Hellian
- Ospinan
- Artiai
- Potamonian
- Brigantine
- Saguntine

Capital: Ámmo̱n-Día, Hellias
Largest City: Megálimáni, Greater Ospina

Official Language:
- Greek
National Language:
- Greek
- Hispano-Celtic
Demonym:
- Epidikosian (singular)
- Epidikosi (adjective)
- Epidikosiani (plural)

Government: Constitutional Theocratic Monarchy

Government Head:
- King: Federokos the Stout
- King's Privy Council

Legislature:
- Citizen's Council
- Epidikosian Cult Association

Currency: Drachma

Notable Resources:
- Copper
- Tin
- Iron
- Arable Land

The Kingdom of Epidikos is a multi-ethnic kingdom composed of the Celtic and Greek states conquered by Federokos the Stout, the King of Epidikos, while on campaigns north of his homeland of Federoki. The Kingdom is bordered to the west by the Curglaffan Confederation and the Sarīn-e-bād Hinterlands, to the North by the Brigantine League and the Lesser Ospinan Kingdom, and to the south by the Amazon Nation. To the east is the Sea of Athena and, further out, Poseidon's Domain, the ocean which links the Kingdom of Epidikos to its trade partners. The current population of Epidikos is unknown, but is composed of a diverse set of Celtic and Greek peoples from the tribes that King Federokos united: the Mauritanae (Mauritanas), the Aedeani (Aedeani), the Hellians (Hellias), the Borovians (Borovia), the Cissonians (Cissonia), the Ospinans (Ospinan), the Potamonians (Potamonia), and the Artiai (Artia). There are also a small number of immigrants from the Brigantine League to the north as well as immigrants fleeing from the former Saguntine League lands to the south, now occupied by the Amazon Nation.

The Epidikosiani specialize in manpower, offering mercenaries for hire as well as training, protection, and raiding services to the highest bidder. They also have fertile land, allowing them to export grain, and their copper and iron mines to the north allow them to produce and export quality weapons, shields, and armor.

The Kingdom of Epidikos was thus named by its first King, Federokos the Stout, following the insurrection by his original tribe, the Federoki, and the abandoning of his tribal roots. Heavily-influenced by the Hellenic culture of Hellias, Federokos selected Epidikos from the Greek word meaning "capable of being judged". This was an answer to the challenge made by the Elder Prophet of the Federoki, who had declared the king unfit to rule the tribe as Federokos' obsession with Greek culture had made him, in the eyes of his tribesmen, corrupt and weak. Federokos, in selecting this name, essentially declared that he was fully willing to be judged and believed that he would come out as the justified once the judgment was over. Given the relative prosperity of his kingdom and the absorption of the Federoki as another province, he seems to have been right.

TODO

Epidikosian lands comprise much of western Marangal Lupa, one of the four primary continents known to the people of this region. The borders of Epidikos, for the most part, follow natural landmarks which affect its weather, soil richness, natural resources, and geographic locales.

Epidikos' eastern border is delineated upon the Range of Artemis, an unforgiving crop of mountains which is populated by the hardly people of the Curglaffan Confederation. The lower steppes of the Range are poor farmland but they do support grazing animals and are plentiful in iron, tin, and copper - the main source of Epidikos' war machine. Due to their inhospitable landscape, the Range of Artemis forms a natural barrier against war with the Curglaffans and is not heavily populated. Scattered villages that farm sheep and goats and mine the shadow of the Range to fuel the King's army constitute the settlement of the region, with only a central hub in Borovia - Rovalis, the provincial capital - and one in Artia - Hergam, another provincial capital.

The southern edge of Epidikos is bordered by the River Gravia, historically the border between the rival tribes Federoki - the birthplace of King Federokos the Stout - and Aedeani. Only the province of Federoki sticks out beyond this river, being the historical home of the King. The rest of the land, formerly the Celt-Iberian Saguntine League, was absorbed by the Amazon Nation during their conquests north.

The River Gravia, supplying a strong flow of fresh water from the glacial melt at the foot of the Range, is surrounded by fertile land on either side. Cool nearer to the mountains, it becomes more humid and tropical as it flows toward the ocean, reflected in the growth of agricultural settlements and population density as one moves closer toward the shoreline. The banks of the river provide one of the key areas for agricultural growth and form part of the basis for Epidikos' food and textile surplus.

TODO

Population
TODO

Language
Epidikos' official language is Greek. However, the nation has a significant number of Hispano-Celtic speakers as a result of a refusal amongst some to fully integrate into Hellenic culture and a lack of time amongst others, who have only been recently exposed to Hellenic culture. Amongst these Hispano-Celtic speakers are multiple dialects, usually delineated along tribal lines, which clearly distinguish each tribe's people from another regardless of immigration. The most integrated of the provinces is Hellias, as this was the source of Epidikos' Greek culture and language, where Federoki, Aedeani, and Artia retain more Hispano-Celtic speakers than Greeks.

Religion
Epidikos follows a modified form of the Greek pantheon, known officially as the Imperial Pantheon, which is infused with Celtic influences as a result of the intermingling of both cultures following the conquest of Hellias. The supreme deity of this pantheon is a modified form of Zeus, the King of the Greek Gods. As the Federoki had been worshipers of Belanus, the Sun God, Federokos looked to integrate Zeus with a similar such god and found records of a deity known as Ammon-Zeus, a hybrid of Zeus and the sun god Ammon-Ra, from the faraway land known as Egypt. This became the basis of the Epidikosian pantheon. Greek gods which were fully absorbed without modification include Athena, Artemis, Ares, Hera, and Hades. Several Celtic gods were inserted into the mix: Ares received a brother, Cicolluis, God of the Armies; Cissonius, God of Trade, was integrated from the province of Cissonia; Lenus, God of Healing, replaced Apollo (considered too effeminate by the King).

Beyond the official pantheon promulgated by the King and his government, local Celtic gods such as Segomo and Borrum continued to be worshiped in provinces resisting Hellenization such as Federoki, Aedeani, and Artia. Even in provinces being Hellenized, local deities are often integrated unofficially into the Imperial Pantheon by officiators, priests, and priestesses.

Religion is very important in Epidikos, with each cult of the Imperial Pantheon fielding its own force of Champions, the type of soldier depending on the god worshiped by that particular cult. Cults also wield legislative power, balancing the Citizen's Council with their own Epidikosian Cult Association.

In spite of the importance placed on religion, the King has an official policy of tolerance of non-Imperial faiths and has allowed their practice, their fielding of their own Champions - though voluntarily rather than officially, and their purchase of land for temples and gathering-places. Non-Imperial faiths may not join the Epidikosian Cult Association, however, limiting their political influence. They also are forbidden from advertising in the town markets, squares, or meeting-places, severely curtailing their spread.

Race/Ethnicity
The Kingdom of Epidikos is populated by humans, specifically from the tribal lands that Federokos conquered. Most of the tribes, except the Hellians, were Celt-Iberian, meaning the population of Epidikos, while ethnically diverse, is not actually racially diverse as most if not all the tribes have similar features and skin color. The only major racial difference seems to stem from the Hellians and non-Hellians living in Epidikos.

The non-Hellians are the Federokians, the Aedeani, the Mauritanae, the Cissonians, the Borovians, the Ospinans, the Artiai, the Potamonians, the Brigantines, and the Saguntines. All these groups belong to the Celt-Iberian subclass of culture and races, though they have different ethnicities as a result of tribal cultural and linguistic differences. All are of similar height and build - tall, broad-shouldered people with tan or bronze-colored skin. The men tend to favor beards and both genders prefer long, braided hair. Faces tend to be long and jawlines strong among these people. They value strength and loyalty to the tribe as well as combat ability and wealth.

The Hellians are the other other major racial group in Epidikos. Greek in descent, though the origin of their ancestors is unknown for they could not have come from Marangal Lupa, these shorter people have significant linguistic and cultural differences from the other tribes, who they consider to be "barbarians". Shorter and more lithe than their Celt-Iberian cousins, the Hellians have more fair skin to match and more soft faces with delicate features. Reflective of their distaste for the other tribes, despite the fact that they were bested in combat by so-called "barbarians", Hellians prefer clean-shaven appearances with short hair for men and long, straight or wavy hair for women. Hellians value education and duty to the government rather than tribal loyalties, and they tend to view wealth as the result of a well-led life rather than a trait to be valued.

Head of State
As a monarchy, Epidikos is ruled by King Federokos the Stout, son of Chief Federokos the Lion of the Federoki. Federokos holds ultimate power over the military, superseding all the warlords of his army and navy, as well as being the head of the Cult of Ammon-Zeus and thus being the closest to the gods. He handles military affairs as well as overseeing all dignitaries who handle foreign affairs and trade with other nations. The King also has the final say in all legislation and can veto any legislation he does not approve of, though the legislature may override this with a majority vote.

To assist him in these matters, Federokos has a Privy Council composed of advisers personally selected by him for their knowledge and skill. The Privy Council contains twelve positions:
  • Lord of the Armies
  • Lord of the Navy
  • Master Adjudicator (Judge)
  • Master of Agriculture
  • Master of Trade & Wares
  • Master of Industries
  • Master of the Land (Domestic Adviser)
  • High Emissary of the King (Foreign Adviser)
  • Master of Spies
  • Master of Engineering & Architecture
  • Officiator Pantodynamos Maximos (for Cult of Ammon-Zeus)
  • Officiator Maximos Maximos (for all other cults)
These men and women provide advice for the King and also are given limited autonomy to make day-to-day decisions on how to run the kingdom. All report to the King alone and are considered above the legislature, court system, and military hierarchy.

Legislature
To ensure that the king is kept abreast of all developments in his provinces as well as to give the provinces some level of autonomy over themselves, a legislature held in the capital known as the Citizen's Council passes laws - enforced by the King and with his approval - as well as ratifies treaties with foreign governments. Each province selects five representatives - by vote, by force, or by bloodline depending on the province - to send to the capital in Ámmo̱n-Día, Hellias, and these representatives meet each day in order to discuss and arbitrate on the various domestic issues and foreign affairs that beset the nation. Provinces receive five votes, one per representative, and representatives are not required to all vote the same way, allowing provinces to expressed mixed opinions and for individual representatives to dissent against the majority opinion of their province.

Alongside the Citizen's Council is the Epidikosian Cult Association, a legislature which arbitrates exclusively on religious laws and disputes in the Kingdom. Each cult is represented by their Officiator Maximos, the highest-ranking official of the cult, with the Cult of Ammon-Zeus receiving two representatives (their Officiator Pantodynamos and the Officiator Pantodynamos Maximos from the King's Privy Council). Each cult thus receives one vote except for the Cult of Ammon-Zeus, which receives two (neither representative is obligated to vote in the other's manner and thus split votes are possible, if uncommon). The Association meets once a month as a result of the Officiators having important religious duties and as a result of there being fewer issues to arbitrate on with such a narrow focus.

TODO




"Live. Live gloriously. Let Ammon-Zeus see that you are not afraid of death, so that Hades will tremble as he takes you." - Unknown
Last edited by Epidikos on Mon Aug 31, 2015 10:56 pm, edited 17 times in total.
Glorious puppet of Highfort

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Transgravitas Directorate
Ambassador
 
Posts: 1608
Founded: Feb 04, 2013
Ex-Nation

Postby Transgravitas Directorate » Sat Aug 08, 2015 12:48 pm

Hail from Horsey Arrow WonderPlace.
-OSS MEMBER-
Camicon wrote:
Divair wrote:Stormfront seems to leak repeatedly into here. Are we getting targeted or something?

They want our Adelie penguins...


The Drone Empire wrote:*Robo-Adelie Penguin lands on Bran*

"WAAAAAAAAGH! ROBO ADELIE IS YOUR RULER! CRUSH. KILL. DESTROY. CRUSH. KILL. DESTROY!" *Robo-Adelie waddles toward NVE*


Armenia II wrote:I searched 'Indonesian Prime Minister' and nothing came up, what's wrong with you guys?
http://forum.nationstates.net/viewtopic.php?p=13013646#p13013646

'I'm not just hard. I'm NP-hard, baby.'


That I never be arrogant; but if I should have that flaw, let it be the arrogance of collective guilt.

User avatar
Zenezia
Civil Servant
 
Posts: 7
Founded: Feb 03, 2015
Ex-Nation

Postby Zenezia » Sat Aug 08, 2015 1:29 pm

Greetings, from the peaceful peoples of Zenezia!

User avatar
Yaari
Civilian
 
Posts: 1
Founded: Aug 08, 2015
Ex-Nation

Postby Yaari » Sat Aug 08, 2015 4:39 pm

shameless ripoff of Cer's app, lol.




WIP WIP WIP


Image



The Yaari Confederation






The Yaari Confederacy

Image
Flag

Motto: "The weakness of the enemy makes our strength."



Southwest

Population:
- unknown

Capital:
- Taepo
Largest City:
- Taepo/Sagimaga

Official Language:
- Yaari-Akungan
- Taepo

National Language:
- N/A
Demonym:
Yaari

Government
- unified tribal confederacy

Resources
Copper
Iron
Coal
Pine Trees
Tobacco
Maize
Wheat
Wildlife
Flint/Stone
Dyes
The Yaari Confederacy, or the Five Nations, is a Confederation of Tribes to the east of Zenezia. The Yaari share a common ancestry and related tongues and cultures, while still being quite different from each other. The Yaari are genetically unrelated to Maranga Lupa's races, and have claimed their lands for thousands of years.

Yaari culture is defined by a warrior spirit, where an individual takes action and pride in all areas of life. The Yaari are excellent hunters and trackers, and work to capture and kill some of the land's most dangerous wildlife. In architecture, they range from simple, yet sturdy wooden houses and temples, to impressive stone castles and monuments. They are most well known for their totem poles, originally used by the Sagimaga tribe.

Etymology
Yaari comes from an ancient Akungan word, meaning "People of the Earth."

The Yaari see themselves as living on a world that is itself living, and deserving of reverence. Even while divided into tribes, the Yaari believe themselves all children of the Earth.

History
The history of the Yaari is undocumented, and mostly unknown except for what is passed down in legend and song. The first Yaari peoples appeared several thousand years before, and moved around, creating unique tribal groups and tongues. Yaari legend tells that the world was created when the great spirit molded it from mud, and that its animals and people were created from clay.

Geography

The geography of Yaari land is diverse. Wetlands and forests in the north, grasslands and plains, hills, and desert canyons. Pine trees are common throughout the region, and are used by the Taepo and Amadahy for many purposes, including medicine, building material, and tea. Along the northern coast, giant tree forests are dotted about, and wood is used by the Akungan and Sagimaga for canoes and large homes.

Iron and Copper exist, and are used in small quantities for tools such as tomahawks and sickles. Coal is used for metalworking, while wood is more often used for other purposes.

Tobacco is grown much in Taepo, Amadahy, and Hasintu lands. Tobacco is enjoyed for recreation, and for ceremonial purposes. Corn is a staple of the diet, and it used for many different types of foods.

Flint and other types of stone are used for weapons, such as arrow heads and spears.

Unique Fauna


There are several unique species that inhabit regions of the Yaari land, including the giant Eyote Lizard, and the mythical Taima Hawk, also called the "Thunderbird." Also found in the region are various gar, alligators, crocodiles, turtles, birds of prey, bears, and deer.

- The Eyote lizard is a large reptile that walks on four legs. It has a slender head with a sharp snout, and sharp teeth for eating prey. Its entire body is covered in scales; Eyote lizards are often found in small groups, and prefer basking in warm areas close to water.

- The Taima Hawk, or Thunderbird, is a rare and feared creature to the Yaari. The birds are recalled to be as tall, or even taller than, a man, with a great wingspan. In Yaari legend, the Thunderbird can create thunder as it flaps its wings, and some accounts tell of Thunderbirds carrying off people to devour them at their dens. They have jet black bodies, and long, hooked beaks, with wing feathers reaching far out, over a foot long.

Demographics
Population
N/A

Language
Languages related to the Akungan and Taepo are the two primary groups in the Confederacy. The two languages are themselves related, with the Taepo language group being an offshoot.

Religion
Yaari religion is celebrated on the tribal level, with tribes having medicine men and shamans. The Yaari believe in ancestor worship and nature worship, and that the movements of the stars and planets can affect the world itself.

Race
WIP

Government
The Confederacy's government is made up of a Tribal Council of representatives for the five nations, and is led by a Warchief. The five nations are free to determine their own tribal laws and customs, while the Tribal Council itself is merely a tool to help cooperate and rally the nations against outside forces.
Foreign Relations and Military
WIP

Military
Last edited by Yaari on Tue Aug 11, 2015 9:57 pm, edited 6 times in total.

User avatar
Eisen Choras
Diplomat
 
Posts: 709
Founded: Jul 29, 2015
Ex-Nation

Postby Eisen Choras » Sat Aug 08, 2015 4:43 pm

Tabbing the shit out of this - GT
^^ I am Commander Shepard and this is the best post on NS ^^

Like the Spanish Inquisition, I will visit your TG without even knowing.. If you see this card, you got visited by the SpanishPapal Inquisition.. No one expects the Spanish Inquisition!
Prepare for trouble,
and at the double!
To troll the Nationstates with punny invigoration!
To divide all threads within our sheer determination!
To reject the facts with ignorance and bliss!
To debate on things all the way to cannibis!
Germanic Templars!
Team Rapscallion runs in to start the fight
Surrender now, or you'll lose downright!

User avatar
Lemos
Civilian
 
Posts: 1
Founded: Aug 08, 2015
Corrupt Dictatorship

Postby Lemos » Sat Aug 08, 2015 5:22 pm

Image

Kingdom of Lemos


placeholder.

User avatar
Highfort
Minister
 
Posts: 2910
Founded: May 11, 2014
Ex-Nation

Postby Highfort » Sat Aug 08, 2015 8:51 pm

Just a quick request. You guys can put whatever you'd like in your factbook posts but if you could TG me anything you'd like put in the official flora, fauna, geography, and climatography tab, that would be great. That way you can have brief descriptions of your animals, plants, and geography in your factbooks and more detailed stuff in the main posts, so that anyone reading up on your nation doesn't have too much clutter to look through that's not related to politics, history, or economics. Thanks.
First as tragedy, then as farce

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The BranRiech
Post Czar
 
Posts: 31391
Founded: Mar 24, 2011
Ex-Nation

Postby The BranRiech » Sat Aug 08, 2015 9:52 pm

I'd also like to tag this as the Branriech as well, if that's alright.

User avatar
Highfort
Minister
 
Posts: 2910
Founded: May 11, 2014
Ex-Nation

Postby Highfort » Sat Aug 08, 2015 10:20 pm

The BranRiech wrote:I'd also like to tag this as the Branriech as well, if that's alright.


Perfectly fine. I'll be linking your main nations to your IC nations in the OP anyways so no one gets confused if you post with the wrong one, so it's all good.
First as tragedy, then as farce

User avatar
Myvatn Afvaldsnes
Lobbyist
 
Posts: 22
Founded: Feb 19, 2015
Ex-Nation

Postby Myvatn Afvaldsnes » Sat Aug 15, 2015 8:47 pm

Placeholder for my entry. I may drop in a factbook entry as well.

EDIT: Myvatn Afvaldsnes Factbook for On Distant Shores (WIP).
Last edited by Myvatn Afvaldsnes on Sun Aug 16, 2015 2:42 am, edited 1 time in total.
The Maakunnat of Myvatn Afvaldsnes
Wiki EntryDvelja Recruitment Thread - Other links coming soon.

PT/FanT — Alliance of the Principalities of Fælnerge and Hyrggbørg
MT — The Maakunnat of Myvatn Afvaldsnes
[17:19] <Dorozhebanyye> Your flag is völkisch as fuck thou
PT/MT/FanT puppet of Stormwrath.

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Highfort
Minister
 
Posts: 2910
Founded: May 11, 2014
Ex-Nation

Postby Highfort » Tue Aug 18, 2015 9:07 pm

OP updated with Storm's entry. If anyone has any ideas for what they would like to do please post them here so we can comment on them. These can range from one-on-one nation visits or wars to group-based RPs where each person controls a character or small detachment from their nation to anything in-between.
First as tragedy, then as farce

User avatar
Tuatara Aotearoa
Civilian
 
Posts: 1
Founded: Aug 13, 2015
Ex-Nation

Postby Tuatara Aotearoa » Thu Aug 20, 2015 1:55 am

Placeholdering, of course!

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Giovenith
Retired Moderator
 
Posts: 21421
Founded: Feb 08, 2012
Left-wing Utopia

Postby Giovenith » Fri Aug 21, 2015 11:27 pm

WIP WIP WIP Alternate canon (may contain spoilers)




The City-state of Cynisca



Etymology | History | Geography | Demographics | Government

Cynisca
Κυνίσκα

Image
Flag

Motto: N/A (none)
Map/Location
WIP
Classification:
- Island City-State
Official language:
- Doric Greek
Demonym:
- Cyniscan
Government:
- Merit-influenced hand-picked succession
(Head of Government - Commander/Cabinet)
- Militaristic meritocracy
(powers below Head of Government)
Government Head:
- Commander: N/A
(Commander heir apparent: Fire Rainbow)
- Commander's Cabinet
Resources:
WIP


The City-state of Cynisca is an island city-state inhabited by the pegasus-pony race. It is among the smallest of the independent territories, and among the most isolated.

Etymology
The literal translation of Cynisca is "female puppy," being the feminine form of the Greek word cyniscos. Historically, the name goes back before reliable records, but oral tradition claims it comes from the founder of the city. Mythologically, the founder and namesake was said to be a human equestrian who took the island to breed and train her horses, leading to the pegasi inhabitants, who formed an independent civilization after her death.

History

Founding
Image
Princess Cynisca of the Greeks
The founding of Cynisca and the origin of the pegasus-pony race is one more wrapped in mythology than historical fact. Like many ancient sources, there is possibility that those myths ultimately contain basis in truth but became twisted and more exaggerated as time went on.

According to myths in their most recent form, the City-state of Cynisca was founded by it's namesake, a human princess of Hellenic origin and renowned horse breeder and trainer. After a long, favorable history and reputation with equestrianism in her homeland, she traveled to the island alone to further pursue her talent, bringing her favorite horses along with her to breed and care for. So talented was Cynisca, as well as blessed by divine forces, that her pet horses' distant descendants eventually became the intelligent pegasus-ponies that inherited the island once the princess died after a very long lifespan, forming their own civilization in her name but now separate from the guidance of human will ("We are small because we carry only ourselves; We fly because we are blessed, and free." -Cyniscan proverb). Record of a real, living Princess Cynisca outside of legend are scant, both in pegasus society and other cultures, and may in all likelihood be a personified metaphor for whatever original connection the pegasi had with the Hellenic culture they closely resemble.




wip








Geography
Fuckin' mountains WIP

Demographics

Population
The adult Cyniscan population is split into three categories: Soldiers, Domestics, and Retirees.

Soldiers includes the near-entirety of the grown, able-bodied male population, and around half (give or take) of the grown, able-bodied female population. Military training and education begin at age seven, in a regimen known as the agoge (ἀγωγά, in Cyniscan Greek). Shortly after a filly is born, her family decides whether or not she will participate, whereas colts are required to be enrolled. Each year, chosen foals who have reached seven years of age are be taken from their homes and brought to live in barracks in a segmented part of the city reserved for the upbringing of soldiers. They continue to live there until they married and decided to start a household of their own, which for them, is not allowed the age of thirty. While young pegasi are required to spend their nights at the barracks, they are still allowed to visit their families' homes as often as they like outside of training, and certain holidays allow short periods in which youths may spend several nights in their childhood households.

Once older and more experienced, Soldiers can also take on various other duties outside of military service in the city, but will always primarily be subject to military.

Active Soldiers will normally comprise about 68% of the adult population, give or take depending on the number of females sent into the agoge.

Domestics are a purely female class, made up of the mares who were not chosen by their families to be Soldiers. They remain home with their families, and receive domestic education; cooking, cleaning, clothes-making, child rearing, etc. They are responsible for raising not only their own children, but the children of their Soldier Mare relatives and relatives-in-law who are away on duty, thus it is not uncommon for just as many pegasus foals to be raised primarily by their aunt or grandmother instead of their birth mother. It is very important to note that Domestic Mares are not of a submissive, inferior, or weaker status as are many other domestic females in other societies. They are taught fitness and combat skills for the purpose of defending themselves and their home, as were Cynisca ever invaded, they would be the final home defense. They also participate in competitive sports, take an active role in the military upbringing of their foals even after the children are taken from their homes to live in the barracks, and participate in trade.

The rest of the family, even fully-grown, fully-initiated soldiers, are expected to defer to a Domestic Mare's authority when at home or away from duty. The home is their environment that they work hard to maintain; ponies who spend so much time away from the home have no right to tell them how to run it. There is a popular old saying, "Mother is a pony's first superior officer." Usually the oldest Domestic within a household will be the supreme head of the family, and any other Domestic Mares in the house aged 15 years or older will hold secondary command. It is the goal of every Domestic Mare to make sure the soldiers of her family succeed, and every soldier's personal pride and honor is deeply tied to the approval the main Domestic Mare in their life (usually a mother, aunt, wife, or sister). Losing the respect, approval, or love of her is considered a shame equal to treachery or cowardice.

Domestics normally make up around 32% of the adult population, give or take depending on the number of females sent into the agoge.

Retirees are simply soldiers that have reached an elderly age, and have thus been allowed to leave the service and live out the rest of their lives at home.

Retirees comprise about 7% of the adult population.

Language
The language spoken in Cynisca is Doric Greek of the Laconian breed. All citizens, male and female, were taught to read and write in their own language from an early age, WIP

Religion/Spirituality
Image
The Cyniscan religion is an old and deeply ingrained one, but none-the-less unusual. It has no gods, spirits, incorporation of ancestors, or any other personal or overtly anthropomorphic figures, rather pegasi follow what can be best described as a subtype of pantheism known as Atmotheism, from ἀτμός (meaning "vapor" or "air") and θεός (meaning "God"). Resulting from their nature as flying beings who make their home in conditions of high elevation, atmotheism is the spiritual reverence for the air, weather, and other meteorological phenomena in general. To Cyniscans, the "will" of the divine is intangible, unknowable, and nonnegotiable for mortals, instead making it's judgments and desires known through the observable state of the world around them. E.g., the devastation of a hurricane, the fertility brought about by fair skies, or the strong winds that make flying and sailing easier. Perhaps in spite of the otherwise impersonal nature assigned to atmotheism, certain traits and characteristics could also be associated with certain weatherly and atmospheric conditions—such as wind with strength or sunshine with gentility and kindness—as well as spun into loose, casual fables in order to install such prescribed values in foals.

Worship is a very culturally-owned practice with no institution or clergy. Official government representation of religion mostly manifests in the form of welfare and public goods, such as the state sanction and protection of sanctuaries and other consecrated buildings or areas, as well as the charity works associated with such places. Not only do they receive legal protection, but are held in the belief that violation of these places brings a great, unshakable shame to the violator(s), as well as guides eternal suffering to them in this life and beyond. The most prominent of the consecrated areas are the five temples, which each provide charity services to Cyniscans. Each temple is considered a sanctuary, in which anypony can claim protection, asylum, and refuge, but also have specific purposes:

The Temple of Butterflies, which primarily (but not exclusively) provides shelter and living for (usually) underage Domestic Mares and foals outside of the agoge they may bring with them who, for whatever reason, can no longer live with family.

The Temple of Lightning, which primarily provides shelter and relief for veterans and retirees who have fallen on hard times.

The Temple of Clouds, which functions as a short-term orphanage, open to anonymously turn in foals that families are unable or unwilling to take care of. Upon turning seven, all orphans regardless of sex are sent into the agoge, where they'll find new a home in the barracks.

The Temple of Wind, which provides general space and tools for religious reflection.

The Temple of Rain, which primarily provides healing services.

Other than this though, expression of belief and spiritual reverence is a practice unique to the individual; the "airy" nature of the divine inevitably brings "airy" worship. Families and communities will often have personal traditions and practices passed down to future generations that can be slowly built upon and combined with other or new ideas as the years go by. Like the air and weather, appreciation of the divine is simultaneously ever changing and ever the same.

Species
Image
Human to pony ratio, from foal, to average, to
tall (note; non-pegasi examples, physique still
representative)
Image
Wing-to-body demonstration
The average adult pony size is 12 hands (4 feet), weighing between 500 and 700 lbs. When flared, individual wings' tips typically reach to ear tips, and overall wingspan is also around 4 feet, give or take, though exact measurements can vary from pony to pony. They can carry around 100 to 150 lbs. on back, and a single pony can pull around 1/3 to 1/2 their own weight behind them. Their skeletons contain more joints than found in non-sapient equines, allowing them a much wider range of flexibility and agility, as well as advanced tool use. Lifespan and maturity rate is also similar to that of humans, which separates them from most equines, though the rate of gestation largely remains the same as other horses (11 months).

Coats, manes, tails, eyes, and sometimes hooves, can naturally come in a wide and seemingly limitless spectrum of colors and hues. Patterns and multi-colors are not uncommon.

Intelligence is equal and comparable to human intelligence, however, this seems to be at the biological trade of many of the more finite instincts non-sapient equines would possess, such as advanced environmental scanning and a large chunk of their primal, non-verbal communication habits. Despite this, some habits and abilities do remain, such as the swiveling of ears in expression, use of leg/hooves in expression (ex: pawing at the ground in anxiety), the lulling or erection of head/neck in accordance with attentiveness. Like humans, sapient ponies primarily communicate verbally and have a wide variety of vocal pitches, though body language can also be a factor in conveyance.

WIP (speeds?)

Government
The political hierarchy primarily functions as a balance between militaristic meritocracy and totalitarianism.

The Commander is the highest position in government and ruler of all pegasi in and outside of Cynisca, and the presumed most merited soldier in society. He or she rules with near supreme authority, and can decide on or overturn any other authority decision in the city. They are also in charge of appointing and dismissing members of their Cabinet (Lieutenants), and to some extent, judging merit and appointment of other lesser leader positions in the city as well (though this is more often left to smaller communities).

Succession is decided by the personal choice of the reigning Commander. Traditionally, before death or abdication, the reigning Commander will pick somepony from among his/her Cabinet (expectantly the most capable) to be the new Commander upon their death or official relinquishment of the position, though technically they are allowed to pick any soldier from the rank of Private and up to be their successor. The successor will be known as the "Commander heir apparent" until official inauguration, upon which they will be given new armor that demonstrates the position and take up a regnal name.

The Commander's Cabinet are the second highest ranking officials in Cynisca. Containing up to eleven members, they are hand-picked and dismissed by the Commander based on merit and serve as his or her Lieutenants, advisers, and officials in important matters in the city-sate (such as education, justice, public peace, etc.). Cabinet members, by default, carry on to the succession of a new Commander, until that Commander so chooses to dismiss and replace them.

WIP
Last edited by Giovenith on Mon Mar 14, 2016 8:43 am, edited 20 times in total.
⟡ and in time, and in time, we will all be stars ⟡
she/her


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