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The Beastling States of Crystal Spires Factbook

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Crystal Spires
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The Beastling States of Crystal Spires Factbook

Postby Crystal Spires » Tue Oct 11, 2011 8:32 am

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1. Geography
    Area: 2,000,000 sq km

    Comparative area: With land-mass about the size of Tibet

    Coastline length in kilometers: 535km

    Climate: extremely diverse; tropical in south to Highlands in the north

    Elevation extremes: Highest point- Mount Kultika highest point at 8,000 m, and the Scarfall valley at. -10 m

    Natural resources: Rare resources are Adamantium, Mithril, Nenya's ember, Runestone, and Orichalcon. The rest of the earth metals are rather plentiful, as ore mineral deposits, however there is a dwarf monopoly over them.

    Natural hazards: There's volcanoes in the Fornt's crown mountain range and there are heavy snowstorms in those areas. There's also earthquake activity in those areas. The Typhoon season is in springtime from April- August, and it mostly effects southern coastal villages.

    Environmental issues: Droughts, erosion in inhabited areas, air and water pollution, and disappearing endangered species, likely due to unbidden poaching and deforestation .

2. Economy:

    Crystal Spires contributes to most of the manual labor force, Service industry, Tourism, mechanized, and industrial goods, and they also are the backbone of the tech and magitech trade .

    Population below poverty line: 3.9%

    Unemployment rate: 5%

    Income tax rate: Mostly hovers around 40-60%.

    Labor force: Legal employment begins at age 15 or that age equivalent, and retirement is at age 60-75 depending on protectorates.

    Agricultural products: The Shaei fruit is one of the most popular fruits in Mystria, There's the rare D'aal fruit which is too expensive for the normal population, but is well known in elite circles. The Shortstalk is a common staple vegetable grown in Mystria. The grains are abundant and bread is also a staple. There are many kinds of domesticated animals available for consumption.

    Exports: Magitechnology, Technology, machinery, electronic components, industrial machinery, aircraft, telecommunications equipment, data processing equipment, engineering products appliances, ships.

    Imports: Agricultural goods, consumer goods, chemical and biochemical medicines and pharmaceuticals, refined metals, textiles, and transport equipment.

    Currency: Signet

3. History:
    The founding of Crystal Spires is believed to have began with the establishing of the Churches and Temples to Fornt the Justice God. The proof of their founding was written documents that showed decisions made by tribal religious groups. These first known beastling communities are said to have been founded in the area between the current Capital of Caltris, and the City of Lothar where they were organised around the Church and the High Priest was considered the leader of the village. Then there was an indirect schism of the Temple, the Holy Order, and The Church which led to the founding of the Council. The temple had the High Council and High Court and members were considered the legislators and also judges. They took care of secular and administrative duties. The Holy Order became the Uncorruptibles; mages, warriors, and priests who act as law enforcement officers and take care of the foreign and domestic security. The Church became the main religious center and became the center for education, taxation, social policy, welfare and healthcare.
4. Military
    There is the Order of the Uncorruptibles, and the city guardsmen, and several regimens of ground troops. Private contracting is common, and there are several orders of guilds and private companies with men for hire. 7 orders of knights, 2 sworn sisterhoods of the Mercybringers, 7 orders of templars, the spec ops groups of the Red Hand, Spirean Army, Navy, and Airforce and the Imperial guard

5. Government and Political Structure

    conventional long form: The Free Land of the Beastling States of Crystal Spires

    conventional short form: The Beastling States of Crystal Spires

    local long form: The Free Land of Crystal Spires

    local short form: Crystal Spires

    abbreviation: CS

    Government type: Civil Rights Lovefest Democracy

    Capital: Caltris


    Independence: 23rd August

    National holiday:

    The Lesser Ceremony of Chillmorne: September 23
    The Day of the Law: September 29
    The Day of Civil Service: October 2
    The Day of Remembrance: October 31
    The Greater Ceremony of Chillmorne: December 21
    The Ceremony of Great Purification: February 15
    The Lesser Ceremony of Eventide: March 21
    The Greater Ceremony of Eventide: June 21
    Independence Day: 23rd August

    Legal system:

    Common law based on Religious law

    International law organization participation:

    World Assembly Member, Council for Humane and Civil Rights, Signatory of the Knight Walker Doctrine.

    Suffrage: 15 years of age or it's equivalent in human maturity, universal

    Executive branch:
    The High Council
    chief of state: High Chancellor Maven Auryn and Chancellor Eames Gromkin
    head of government: High Councilman Judge Maven Auryn and Councilman Eames Gromkin
    cabinet: Appointed by an election within the council and each council representative is elected by villagers and cities.
    elections: Elections held yearly during the Ceremony of Great Purification.
    election results:Maven Auryn won by a landslide with over 85% of the vote.

    Legislative branch:
    High Council
    election results: Maven Auryn with 85% of the representatives, and 90% of the popular election.
    Advocation forces: Ministers who are divided into separate groups of: Education, Economic affairs, Contract enforcement, Administrative duty, Interracial Relations, Religious Representation, Environmental Affairs, Science, Police, and other special interest groups who are meant to present their insight into the cases and laws at hand.

    Judicial branch:
    The Council of Judges in the High Court of Caltris,the Uncorruptible Tribunal, The Mediators, and the Local Courts

    Political parties and Special interest leaders:
    Libertarians, Environmentalists, Anarchists, Democratic Socialists, Syndicalists, Communists, Pacifists, Theocrats, Collectivists, Individualists, Mutualists, Conservatives, Liberals, Feminists, Inter-special Harmonists, Fascists, Mystrian Unificationists, Radicals, Ponyists, the Beastling Nationalists, the Demihuman Alliance, Human Separatists, Dwarven Radicalists, Treefolk Chosen Ones, Changeling Illuminati, and Elven Radicals.

    Flag description:

    Image

    The blue stripes represent the spreading of the law in darkness, while the center is the Spires Coat of Arms with the white Ouroboros representing the self destructive nature of greed, hatred, and ignorance. The jewel spire is the Council Building which is in the center of the golden flower of Zaiden which represents the Crystal Spires belief in the unification of all in hopes of a better future.
6. People and Population
There's 7 major racial categories. The humans, the elves, the dwarves, the beastlings, the changelings, the treefolk, and the unbidden.
Within each racial category there's several distinct ethnicities within the racial categories.
Most of the Mystrians share the same Pantheon, but they each worship different a different God or Goddess by region, ethnicity, and personal moral codes. There are atheists, but they have less social influence than those who worship the pantheons and patron gods, otherwise there is some religious discrimination throughout. The unbidden are unique in that many of them do not worship their father patron god, but have several different cults of personality.
There's many different existing languages, and 7 different writing systems for each language group, but literacy is more common in Crystal Spires's cities.

Questions and Comments can go to the Q&A Thread
Last edited by Crystal Spires on Sat Jan 07, 2012 5:31 am, edited 12 times in total.
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Current Spires Leadership

Postby Crystal Spires » Tue Oct 11, 2011 11:39 pm

Past Leadership regime:

High Chancellor: Maven Auryn
Chancellor: Eames Gromkin (Deceased and Disgraced)

Minister of Foreign Relations: Darrus Tethyr
Minister of Health and Welfare Services: Maxine Devoroe (Deceased)
Minister of Agriculture: Tael Roxen (Deceased)
Minister of Education: Charmine Banton (Deceased)
Minister of Energy: Lyla Catriel (Deceased)
Minister of Economic affairs: Vane Morrison
Minister of Contract enforcement: Grayson Martillo
Minister of Administrative duty: Silas Urdok
Minister of Interracial Relations: Lancaeriel Deortryl
Minister of Religious Representation: Mathus Quine (Resigned and Deceased)
Minister of Environmental Affairs: Layla Cranson (Deceased)
Minister of Science: Laulani Vedir
Minister of Domestic Defense: Urden Yalton (Missing)
Minister of National Defense: Krichen Nylion
Minister of Urban Planning and Infrastructure: Trandol Orel (Deceased)
Minister of Transportation: Quale Man'ic (Deceased)

Scribe and Ambassador: Knight Captain Yalij Dontoth
Ambassador: Hadriana Haldron
Ambassador: Ralia Norton (Ainin)
Ambassador:Ima Bumpdis
Ambassador Treygan Donvith (Zannania)
Ambassador Layla Vedir (Wazkai)
Ambassador Carson Ryallin (Capisaria) wife Clarisse Mantrei
Ambassador Fetris Malson
Ambassador:Reythorn Traven (C'tan)
Ambassador Hythor Tyval (buggle of Star Kajigger)
Ambassador: Kylon Mordroth (the Greater Pony Herd)

Representative of Mephiste: Jurgen Mardoc
Representative of Merlon: Eryeil Nendis (Deceased)
Representative of Anherc: Tristal Muller (Deceased)
Representative of Sardoc: Justine Macrall (Promoted)
Representative of Shakron: Riel Mastai (Deceased)
Representative of Tabril: Oyelia Pontroff
Representative of Ohm: Treagan Markoff (Deceased)
Representative of the Starfold Protectorate: Merris Quine
Representative of Vinyelaujor Protectorate:Glimmering Dew
Representative of Shaltric: Eames Gromkin (Deceased and Disgraced)
Representative of Irianul: Te'viren Kalvar (Deceased)
Representative of Shaei: Milas Veghel (Deceased)
Representative of Fallheim: Jerall Westein (Deceased)
Representative of Vehir: Reye Tradonil
Representative of Fordur: Salis Ferdar (deceased)
Representative of Majkalur: Yvanna Sentalian (Deceased)
Representative of Glorelheim: Stetson Masselbrook (Deceeased)
Representative of Rulkdjetaasha: Maren Jalia (Deceased)
Representative of Vierenspire: Shayla Westine (Deceased)


Current Leadership regime:

High Chancellor: Maven Auryn
Chancellor: Justine Macrall

Minister of Foreign Relations: Darrus Tethyr
Minister of Health and Welfare Services: Melina Devalas
Minister of Agriculture: Urania Melson
Minister of Education: Veheim Martison
Minister of Energy: Svenson Malus
Minister of Economic affairs: Vane Morrison
Minister of Contract enforcement: Grayson Martillo
Minister of Administrative duty: Silas Urdok
Minister of Interracial Relations: Lancaeriel Deortryl
Minister of Religious Representation: TBA
Minister of Environmental Affairs: Malsan Menras
Minister of Science: Laulani Vedir
Minister of Domestic Defense: Forgen Malkar
Minister of National Defense: Krichen Nylion
Minister of Urban Planning and Infrastructure: Vermina Cantras
Minister of Transportation: Farnulis Ventus

Scribe and Ambassador: Knight Captain Yalij Dontoth
Ambassador: Hadriana Haldron (Legokiller)
Ambassador: Ralia Norton (Ainin)
Ambassador:Ima Bumpdis
Ambassador Zesstra Leena Tsambra (Carceno)
Ambassador Treygan Donvith (Zannania)
Ambassador Layla Vedir (Wazkyraque)
Ambassador Carson Ryallin (Capisaria) wife Clarisse Mantrei
Ambassador Fetris Malson (YellowApple)
Ambassador Reythorn Traven (C'tan)
Ambassador to Kajigger: Hythor Tyval (Star Kajigger)
Ambassador Javier David Jimenez (Knootoss)
Ambassador: Kylon Mordroth (the Greater Pony Herd)
Ambassador Treygan Donvith (Zannania)
Ambassador Layla Vedir (Wazkai)
Ambassador Nisare Naledzar (Las Ranitas)
Ambassador Kalisah Marisenya (The Great Shy Ones)
Ambassador Milos Kanuras (Skallen)

Representative of Mephiste: Jurgen Mardoc
Representative of Merlon: Katriel Medure
Representative of Anherc: Nessiah Malon
Representative of Sardoc: Frogen Maloof
Representative of Shakron: Vormen Santiago
Representative of Zepilani: Oyelia Pontroff
Representative of Ohm: Sanis Malunas
Representative of the Starfold Protectorate: Merris Quine
Representative of Freyar (and Vinyelaujor Protectorate):Glimmering Dew
Representative of Orla: Sprout Sprinter
Representative of Verys: Tranquil Whisper
Representative of Kratalia: Misty Hills
Representative of Bornen: Sandy Rose
Reprensentative of Wortonshire: Rothgar the Brave
Representative of Shaltric: Edisson Yakov
Representative of Irianul: Maecine Maluven
Representative of Shaei: Sandros Jakel
Representative of Fallheim: Mastranli Uvenas
Representative of Vehir: Reye Tradonil
Representative of Fordur: Luvenali Eldariani
Representative of Majkalur: Regan Messareh
Representative of Glorelheim: James Stallhess
Representative of Rulkdjetaasha: Reyan Ventus
Representative of Vierenspire: Faelwen Elrudia
Last edited by Crystal Spires on Mon Nov 05, 2012 12:30 am, edited 16 times in total.
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Major Races of Crystal Spires

The Human Race

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In the Hymns it is said that humans are well renowned for their intelligence and were even blessed by Serion the God of knowledge himself. It was with this knowledge that humans were able to develop such vast cities. Humans hold true power of ingenuity by combining Beastling Mechanization to create an insanely intimidating architectural design and a vastly fast paced industrial city. Their culture is varied, and they are diverse in their tastes, morals, customs, and habits. However their great skill and intelligence have made them, by far, the best at producing medical and chemical technology. Humans typically stand at medium height, with men noticeably taller and heavier than women, but they are still notably diverse appearance-wise. Their skin shades range from nearly black to very pale, their hair from black to blond with many different textures, and their facial hair (for men) from sparse to thick. Humans tend to get along with most races with an exception for certain types of changelings and also certain types of beastlings. Their Chief deity is Serion, and the ever famed Knights of Serion are well-known peacekeepers. The less well known orders of Serion are their priests and templars who dedicate themselves to the order in different ways by keeping libraries, hospitals, holding festivities and clerical practices.


The Elves

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In the hymns elves are known for their beauty and magic. Their great skill in magic and their beauty have made them, by far, the best at producing art and textiles. They are often tall and slender in appearance, and possess great beauty, and often do not possess facial or body hair. They to look frail, and have advanced magic skill.They are well renowned for their poetry, dance, song, lore, aesthetic, and magical arts. Elven architecture has inspired many of the different races for it's sheer beauty and practicality. Their culture is very tradition oriented. They learn martial arts and magic arts from a young age and many of them have well advanced weapons training. Elves do not often meet other races in their own villages, and as a rite of passage when they become adults at around age 20-30 they become filled with the desire to wander and see the world.

Seeing the races for the first time, they often are racially discriminatory out of innocent ignorance and compare their civilizations to other ones and often consider their own to be superior. They usually become disaffected with travel and return to their own home villages. Their return is often a sign of maturity, and those elves who choose to stay traveling or choose another state then their homelands are thought by their own elfkin to be perpetually children. Their well-hidden villages blend into the forest where they hunt game, gather food, and grow vegetables. Their contact with outsiders is usually limited, though they do create the majority of clothes and influence the styles throughout the region. They get along well with treefolk, but they often have a distaste for beastlings and dwarves. Their Chief deity is Enwe, and the religious orders are very nature oriented, and focus on the needs of Elven society.

The Dwarves

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In the hymns dwarves are praised for their great courage, and rightly so, for their prowess is well known throughout Mystria. Dwarves are well known for their skill in warfare and their ability to withstand physical and magical punishment. They have great knowledge of mining and ore refinement and their ability to commit to hard work is what lead to great cities like D'thradal, Logonn, Gronth, and Terradin. Their cities are carved out from the insides of mountains and their Capital City, Terradin is well known for its rich Orichalcon veins. Dwarves are notorious for their monopoly on the trade, refinement, and mining of ore, and thus their lands are often filled with very wealthy beings. Dwarves are about 2/3 the sizes of humans, but they are just as heavy as them. Dwarf men have very fast growing beards, and they often do not cut them and instead intricately design them. They have warm relations with treefolk and beastlings, but they do not have warm relationships with any other races. They often are vaguely religious unless you mention the art of battle. They are well known for their grand tourneys and grand melee tournaments. Each dedicated to their patron god, Voldok. They are known as the founders of the Samurai order as well and their commitment to honorable battle is legendary.

Treefolk

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In the hymns the treefolk are praised for their self-discipline and mercy, and they are very much the backbone of Mystrian agriculture. They vary in appearance, some looking like the ancient wood nymphs, dryads of legend, feywild tricksters, and others looking like living tree-beings. Their homelands are well founded with their cities and villages made specifically to not harm the environment or overconsume the resources. They often are known for their ability to cultivate land, and also for their very kindly merciful nature. They get along with all races and they are universally well respected. Their patron God is Lirea, Goddess of temperance and they have a few different holy orders, the most important being the Wanderers of Eventide, they are traveling clerics who perform ceremonial duties such as weddings, funerals, child blessings, induction into the holy order, and banishing of the ills.

The Changelings

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The Changelings are praised in the hymns at the most altruistic of Mystria, and they are also enigmas in Mystria because changelings possess 2 forms, one is a humanoid form that possesses a distinct mark that makes them a changeling which they stay in for normal situations, but they also shapeshift into another form which is the creature form. The most well known are the changeling dragons, because despite the reputation for altruism and gentleness in the changelings, they are well known as incredible warriors. There are also many more subtypes of changelings which can transform into just about any animal in existence and in fantasy. The Changelings, because their ability to shapeshift, often take jobs in transport and distribution of goods. They do these jobs because they have an obsession with travel and can be seen wandering through several different villages and homelands, and unlike most races, they do not have a problem getting along with people of any race because of their transformative abilities. Their patron Goddess Nenya is adored throughout the lands and many temples and shrines are dedicated to her throughout the land. Their religious order is unique in that they have sworn sisterhoods, and fraternal orders that work alongside one another, as opposed to having separate monasteries.

The Beastlings

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Praised as the most fair and balanced peoples in all of Mystria, the beastlings are very socially oriented. Their sprawling cities are loaded with magitech, and advanced technology due to their production of mechanized goods and high density of labor groups. Beastlings are creatures that are described as half man- half beast, as such their appearance varies upon which beast they resemble. They have a very complex court system, which is well known for its ruthlessness in delivering a fast, but fair judgement. They have large bureaucracies, and their religious orders are often seen permeating all levels of government. They believe civil service is a religious duty and as such the heads of government are all clergymen and women. Their abundance of cities in their homeland makes finding a beastling outside of their homeland rare. As such, Cities like Mephiste, Shaltric, Merlon, Tabril, Sardoc, and Caltris are often very crowded and incredibly dense. Caltris is the captial city and where the highest supreme order of the beastling court is. Their cities are rather multicultural and as such beastlings have a general attitude of non-discrimination towards all races. This doesn't make the attitude mutual however, because there is outright discrimination toward beastlings throughout Mystria.

The Unbidden

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Wanderers without a homeland, there is little known about the unbidden by scholars of all holy orders of Mystria. What little is known comes from the mythos. Unbidden are said to be creatures with deep imperfections and as such they are received universally negatively by most races. Their drive to seek power and a homeland of their own often places them against the other races both ideologically and literally. The few communities of unbidden are nomadic or have temporary bases where when they deem it inconvenient, they abandon them or move from them. Their appearance can vary from a beautiful vampiric, succubus, or incubus form to the incomprehensible horror of an Eldritch Abomination. They have a couple universal traits however, which is their above average strength and speed, and their will to destroy what they deem to be their enemies.

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Last edited by Crystal Spires on Thu Aug 02, 2012 11:51 am, edited 7 times in total.
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The High Council



The Mythology of Mystria trace the founding of the Council back to the creation myth where God Fornt, Lord of Justice, created the Beastlings and blessed them with fair-mindedness and balance and granting to them their homelands just south of the Fornt's Crown mountain range and the area south all the way to the southern coastlines. The first known beastling communities are said to have been founded in the area between the current Capital of Caltris, and the City of Lothar. The proof of their founding was documents that showed decisions made by tribal councils.

In ancient times, Beastling City States and regions would each elect a head as the representative of their regional area and they were non-heirarchical and each head and city state was considered to have equal say and power in decision making. Their powers would be that the leader would create and propose a law which would be presented to the council for review and then the council would debate the laws until a final decision was made that everyone in the council agreed on beyond reasonable doubt. Back in these ancient times, if a deadlock was reached, and no decision or agreement was made, there would be a countdown from one lunar cycle to the next and on the last day all the heads of would be executed by the Uncorruptibles, Church sanctioned executioners affiliated with the God Fornt. The politicians were executed with no exception because civil service is believed to be a religious duty and failure to do so properly is viewed as a sign of corruption, and there is permitted to be no corruption in the head of states.

After the executions the law is dismissed. If it is proposed again it would have to be rewritten by a new leader and edited. This Code discouraged any dead lock, because such locks became matters of life and death and ultimately the one with lesser resolve would withdraw or relent on their position and proposal, and the other who felt more strongly would risk death, and have proven their commitment to the proposal. Such is an act that proves that they takes their legislation seriously enough that they're willing to die for it. This was called the Ancient Code.

The attitudes toward the power of the Church changed with the coming of human and treefolk migrations and the Council was forced to address the issue and then from the legislations there was an informal separation of the Church and legislative powers. The Modern High Court emerged and instead of egalitarian and equal powers granted, there was a more heirarchical structure with the High Chancellor, the Chancellor, and then the representatives of each city state. The ancient code could still be called to be enforced, but that is rare, and not to be taken without a huge degree of solemnity.

The structure of the Modern Council is set in place to follow the path of decision making. Each representative would have the power to write a proposal, and present it to the council. Then the council would debate it and if a decision was not made, the Chancellor would review the legislation, and if no problem of error in writing the proposal was found then it would be sent to the High Chancellor and by the time it reaches the high Chancellor's desk The Chancellor has the power to dismiss the proposal, amend the proposal and rebring it before the council. The job of becoming the Chancellor and High Chancellor is election based and council members had to run for election and once voted in, they are granted the power to break deadlocks, and moderate the debates.
Last edited by Crystal Spires on Fri Jan 13, 2012 10:08 am, edited 2 times in total.
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Spirean Declaration of Rights

Postby Crystal Spires » Tue Oct 25, 2011 9:38 am

Bill Of Rights

We, the High Council for the promotion of good and the common welfare thereby affirm the following Rights to foster the spread of loving-kindness, compassion, and above all else fairness.

Official Charter of Protected Rights:

I. All reasoned beings are born free and equal in dignity and rights.They are endowed with reason and conscience and should act kindly towards one another in a spirit of goodness.

II. Everyone is entitled to all the rights and freedoms set forth in this Charter, without distinction of any kind, such as race, color, sex, language, religion, political or other opinion, national or social origin, property, birth, blood type, or any other status. Furthermore, no distinction shall be made on the basis of the political, jurisdictional or international status of the Nation State to which a person belongs, whether it be independent, trust, non-self-governing or under any other limitation of sovereignty.

III. Everyone has the right to life, liberty, and security of person. Violating Habeas Corpus is forbidden.

IV. No one shall be held in slavery or servitude; slavery and the slave trade shall be prohibited in all their forms.

V. No one shall be subjected to torture or to cruel, unusual, inhumane or degrading treatment or punishment.

VI. Everyone has the right to recognition everywhere as a person before the law.

VII. All are equal before the law and are entitled without any discrimination to equal protection of the law. All are entitled to equal protection against any discrimination in violation of this Charter and against any incitement to such calls for discrimination.

VIII. Everyone has the right to an effective remedy by the Council for acts violating the fundamental rights granted him by the Charter and by International Law addressable in the World Assembly.

IX. No one shall be subjected to arbitrary arrest, detention, or exile.

X. Everyone is entitled in full equality to a fair and public hearing by the Council and World Assembly, in the determination of his rights and obligations and of any criminal charge against him.

XI Everyone charged with an offence has the right to be presumed innocent until proved guilty according to law in an official trial held by the Council at which he has had all the guarantees necessary for his defense, and no one shall be held guilty of any offence on account of any act or omission which did not constitute an offence, under Charter law or international law, at the time when it was committed. Nor shall a heavier penalty be imposed than the one that was applicable at the time the offence was committed.

XII: No one shall be subjected to arbitrary interference with his privacy, family, home or correspondence, nor to attacks upon his honour and reputation. Everyone has the right to the protection of the law against such interference or attacks.

XIII: Everyone has the right to freedom of movement and residence within the borders of each state, Everyone has the right to leave any country, including his own, and to return to his country. (In order to protect the rights of refugees)

XIV: Everyone has the right to seek and to enjoy in other countries asylum free from persecution. This right may not be invoked in the case of prosecutions genuinely arising from non-political crimes or from acts contrary to the purposes and principles of the Council. (Such as Criminal activity as defined within the Charter)

XV: Everyone has the right to a nationality. No one shall be arbitrarily deprived of his nationality nor denied the right to change his nationality.

XVI: A consenting couple both of full age, without any limitation due to race, nationality, gender, or religion, have the right to marry and to found a family. They are entitled to equal rights as to marriage, during marriage and at its dissolution, and Marriage shall be entered into only with the free and full consent of the intending spouses. The family is the natural and fundamental group unit of society and is entitled to protection by society and the State, no matter what what kind of structure the unit the family may take.

XVII: Everyone has the right to own property alone as well as in association with others. No one shall be arbitrarily deprived of his property.

XVIII: Everyone has the right to freedom of thought, conscience and religion; this right includes freedom to change his religion or belief, and freedom, either alone or in community with others and in public or private, to manifest his religion or belief in teaching, practice, worship and observance.

XIX: Everyone has the right to freedom of opinion and expression; this right includes freedom to hold opinions without interference and to seek, receive and impart information and ideas through any media and regardless of frontiers.

XX: Everyone has the right to freedom of peaceful assembly and association. No one may be compelled to belong to an association.


XXI: Everyone has the right to take part in the government of his nation, directly or indirectly. Everyone has the right of equal access to public service in his country.

XXII: Everyone, as a member of society, has the right to social security and is entitled to realization, through national effort and international co-operation and in accordance with the organization and resources of each State, of the economic, social and cultural rights indispensable for his dignity and the free development of his person.

XXIV: Everyone has the right to work, to free choice of employment, to just and favourable conditions of work and to protection against unemployment. Everyone, without any discrimination, has the right to equal pay for equal work. Everyone who works has the right to just and favourable remuneration ensuring for himself and his family an existence worthy of dignity, and supplemented, if necessary, by other means of social protection. Everyone has the right to form and to join trade unions for the protection of his economic interests.

XXV: Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.

XXVI: Everyone has the right to a standard of living adequate for the health and well-being of himself and of his family, including food, clothing, housing and medical care and necessary social services, and the right to security in the event of unemployment, sickness, disability, widowhood, old age or other lack of livelihood in circumstances beyond his control. Pregnant people, and children are entitled to special care and assistance. All children, whether born in or out of wedlock, shall enjoy the same social protection.

XXVII: Everyone has the right to education. Education shall be free, at least in the elementary and fundamental stages. Elementary education shall be compulsory to allow for the flourishing of a young mind. Technical and professional education shall be made generally available and higher education shall be equally accessible to all on the basis of merit. Education shall be directed to the full development of the human personality and to the strengthening of respect for human rights and fundamental freedoms. It shall promote understanding, tolerance and friendship among all nations, racial or religious groups, and shall further the activities of the international community for the maintenance of peace. Parents have a prior right to choose the kind of education that shall be given to their children.

XXVIII: Everyone has the right freely to participate in the cultural life of the community, to enjoy the arts and to share in scientific advancement and its benefits. Everyone has the right to the protection of the moral and material interests resulting from any scientific, literary or artistic production of which he is the author.

XXIX:Everyone is entitled to a social and international order in which the rights and freedoms set forth in this Charter can be fully realized.

XXX: Everyone has duties to the community in which alone the free and full development of his personality is possible. In the exercise of his rights and freedoms, everyone shall be subject only to such limitations as are determined by law solely for the purpose of securing due recognition and respect for the rights and freedoms of others and of meeting the just requirements of morality, public order and the general welfare in a democratic society. These rights and freedoms may in no case be exercised contrary to the purposes and principles detailed in the Charter.


XXXI: Nothing in this Declaration may be interpreted as implying for any State, group or person any right to engage in any activity or to perform any act aimed at the destruction of any of the rights and freedoms set forth herein.

XXXII Amendments to the Charter are to be set forth with a vote of 2/3 majority.
Last edited by Crystal Spires on Thu Jan 05, 2012 4:08 am, edited 3 times in total.
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Postby Crystal Spires » Tue Oct 25, 2011 9:42 am

On the High Court of Caltris

One of the Paragon strongholds of all Mystria is positioned in the main capital city of the Beastling homeland, Caltris. It is called the High Court, and it is an important factor of life within all of Mystria. Famed for their unbiased nature, the beastlings have set up a system of Democratic elections to decide the Council of Judges who preside over all the highest issues of conflict resolution in Mystria. Any person of any race can become a judge as long as they have the proper training in law in Mystria. Any trial in Mystria has their highest base of appeal given to the High Court, and ultimately a person's fate is decided by a panel of judges who, being educated in laws throughout Mystria, are meant to deal a fair judgment on any case. All cases are presented in a Civil Court fashion, where the injured party files a suit against another member of society, but the levels of punishment are determined by the severity of the crime and is decided upon by the judges. Acting as an arbiter for the injured party, the Prosecution Mediator is a lawyer trained in the arts of conflict resolution and it is his job to determine the veracity of any claim that the injured party makes, and the Defense mediator does the same except to refute and disprove any charges made by the prosecution. They can handle contract disputes, property disputes, criminal activity, and have the right to bring any law made in Mystria under scrutiny. If a law is deemed inappropriate by the Judges then the High Chancellor can use it as a justification for declaring an area as lawless from Caltris, and with their magitech and technological advancement they can raze that city to the ground, not that any nation state would question the unbiased nature of the High Court's judgement. The court in Caltris has popular support throughout Mystria, and so all nations willing allow their laws to be examined by the High Court.

The Hierarchical Structure is simple, at the highest level of importance is the High Chancellor who is a spokesman for the Council of Judges.
Then the Council of Judges in the High Court of Caltris
Then the Ministers who are divided into separate groups of:
Education, Economic affairs, Contract enforcement, Administrative duty, Interracial Relations, Religious Representation, Environmental Affairs, Science, Police, and other special interest groups who are meant to present their insight into the cases and laws at hand.
The Sisterhood of the Unfettered & Knights of Serion
The Mediators
Local Leaders
Local Courts
Voters
Last edited by Crystal Spires on Tue Oct 25, 2011 9:42 am, edited 1 time in total.
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Postby Crystal Spires » Tue Oct 25, 2011 9:54 am

Crystal Spires at a glance

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Fornt's Crown Mountains

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Caltris

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Treican falls

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Tabril coastline

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Mt Kultika

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Mephiste

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West Tabrilian Coast
Last edited by Crystal Spires on Tue Nov 01, 2011 5:58 am, edited 3 times in total.
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Population

Postby Crystal Spires » Wed Nov 02, 2011 10:05 am

Roleplay population: 700,000,000 (700 million) circa (12/20/2001)
Growth rate: 2% per year

Percent age distribution:
0-14 years or it's equivalent:26.3%
15-64:67.7%
64 and older:6.1%

Work Force: 473,900,000

Population Racial Demographics:

Beastlings 56.4%
Humans 13.5%
Treefolk 12.9%
Elves 8.7%
Changelings 5.1%
Dwarves 2.9%
Unbidden .5%
Last edited by Crystal Spires on Sun Jan 01, 2012 3:56 am, edited 7 times in total.
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Spirean Magic System for Use in CS

Postby Crystal Spires » Sun Nov 13, 2011 9:40 am

Different disciplines of Magic include:

Black Magic: Magic powered by negative emotions.
Celestial Magic: Magic powered by invocation of deific powers.
Elemental Magic: Magic powered by the phasing of matter between solid (earth), liquid (water),gas (air), and plasma (fire).
Enchanting: Magic powered by fusion of energy into objects.
Life Magic: powered by the force of life and the flow of energy naturally in living things and internal energy.
Nature Magic: Magic powered by the forces of nature and external energies.
Necromancy: Magic powered with the force of death.
Psicraft: Magic powered by the power of mind over matter
Demonic Magic: Magic powered by demonic aid
Sorcery: Magic powered by use of energy from the waking dream state.
Spirit Summoning: Calling of entities to do magic for the summoner.
White Magic: Magic powered by cleansing aspects used to nullifying physical and magical attacks.
Wizardry: Magic powered by the manipulation of the astral plane.

Requirements for Spells
Spell Name
Spell description
Discipline

A successfully learned spell will contain:
A Base Cost of casting the spell
Spell Magnitude
An area of effect
And a duration of spell

B = Base Cost of a spell.

Every Magical system has a cost of spells. Whether it is stated or unstated every connection to magic is "ENERGY" garnered from the different schools of magic because energy doesn't manifest from nothing, it has to manifest from something. There needs to be a directional component of that energy whether it be "somatic" which requires movement, or "verbal" which requires spoken components or "mental" which requires a clear and focused mind to directionally focus spells by the power of thought.


M = Magnitude (How far is the spell effect area? How powerful is the spell limitations?)

THIS IS THE MOST IMPORTANT THING TO KEEP IN MIND, and it's why God modding is so common in FanT magic. So how powerful is your spell in different circumstances. For example, if it is powerful enough to ignore body armor, there has to be a base cost that is equivalent to that. It goes back to the energy focusing and direction.


A = Area

If there's no spell effect AREA defined this is God Mod Tastic. So it's the SECOND most important spell factor. Now remember with spells we're directing energy, so this means that there needs to be a reasonable distance between Person- Energy-> Target.

So if the spell area is the person's self, (Like Maven's Aegis spell) then this means that it will not affect anyone else (much to Maven's exasperation). If the area is a certain distance, it needs to be DEFINED, clearly, and there needs to be a reason for that defined distance. If it affects more than one target this also must be clearly defined.


D = Duration

Okay so let's look at a situation. Darrus casts a single use of a launcheable fireball attack. His spell lasts as long as it takes for him to absorb the energy from his means and then to launch it. All well and good. But let's say he uses a cone of flame. BLAAAAAAAAMMM!!! Now consider what will happen as he tries to hold it. The energy he is using is elemental magic, so the power it takes for him to direct it will eventually dissipate and he will run out of energy to direct! Now think in a cold place. How much flame energy do you think he would be able to direct. NOT MUCH FOLKS and then Blam, he's exhausted and no longer has energy to focus and direct. No more fire cone. So there needs to be an understanding of a general duration of spell energy exhaustion.
Last edited by Crystal Spires on Sun Nov 13, 2011 9:46 am, edited 1 time in total.
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Postby Crystal Spires » Sun Nov 13, 2011 4:05 pm

The Story of the Rise of High Chancellor Maven Auryn and the Wars of Attrition.

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Maven Auryn's rise begins with the First War of Attrition. The War began after the recovery from the Times of Darkness while the Beastling States were recovering from the unbidden horde. The Human Kingdom under the reign of the Archon Messandre who saw this as an opportunity to take the unprotected lands to the east. Sometime during that time, he contracted the taint and became corrupted. It was then that the Archon ordered the purges. The Army of Human Power would enter a protectorate and murder every nonhuman within and declare it to be property of Altea and the Human Kingdom. It was from one of these protectorates that Maven Auryn survived where many did not. He was stabbed through the chest and left in a burning building and left to die in the protectorate. But the boy was a mage, and with the power of his healing and his Aegis he fled surrounded by the Corpses of his kind, his dead family riddled his mind and fled to the nearby Capital City of Caltris alone begging for aid. He collapsed in the city and was found by a templar who saw what looked no older than a boy of nine years of age in human years. Abandoned in the streets of Caltris, Maven's mind was unhinged from the violence he witnessed and was mute, he was clearly injured to the point of death and the Templars nursed him back to health. He was taken care of by Uncorruptibles when he finally regained the power of speech. He suffered from deep amnesia from the horrors and he took on the education under a priest of Fornt and became embroiled with Civil Service. During the end of the first War of Attrition, now a young adult Maven took apprenticeship in the High Council under High Chancellor Selanie as a clerical worker and then he took a job as the Minister of Interracial relations. Archon Messandre continued his march and with his General and in 5 years he seized much of the lands to the north into Dwarven territory, securing the roads into the Changeling empire, and he also managed to purge the City of Arden in the Beastling homeland.The tides changed however in the Battle of Margoth hills by the Falcone protectorate. Due to the innovation of Magitech there was a decisive beastling victory and the humans were forced back across their borders. For a year and a half there was no further conflict.


The Second War of Attrition began when Archon Messandre succeeded in assassinating High Chancellor Selanie of the Beastling States and seized the High Council and managed to execute 15 ministers and attempted to execute Maven unsuccessfully as Maven was a mage, and beastling mages are all but unheard of. Left for dead, Maven regained consciousness in the killing fields and watched as Archon Messandre took much of the lands to the north into Dwarven territory, securing the roads into the Changeling empire, and he also managed to purge the City of Arden in the Beastling States.The tides changed however as Maven took flight and warned the Falcone protectorate of the oncoming siege and in the Battle of Margoth hills the creation of Magitech turned the tides of the battle. Due to the creation of Magitech there was a decisive beastling victory and the humans were forced back across their borders.

For a year and a half there was no further conflict, and so the Beastlings elected their new High Chancellor Verys Altric, a Falcone warrior, and he happily led the rebuilt High Council with the hero Maven Auryn appointed as a Prosecutorial council in the High Court of Judges for one year provisional and then as a Judge and Councilman of Merlon. During this time of Beastling recovery the humans rebuilt their forces with racial recruiting. With the addition of the enslavement of captured POWs they had built an army that was much more powerful than the first. It was then that the new charge entered mostly unopposed while human occupation of the Northern Footlands began. This led to several more genocides by humans in the Beastling Homelands and the first attack upon the Changelings. With domination of the Southern Dwarven mines, the Humans cut off ore trade into the Beastling homelands and the Changeling homelands. For 2 years there was battle in the Changeling Empire, but the harsh terrain favored their army. The Human expansion to the Changeling territory ended.This changed the focus into expansion into the Beastling States, and Beastling resistance in the occupied territories were met with abject brutality. The Purges continued for another 2 years of occupation.

The Third War of Attrition began when Maven Auryn made the Declared Proposal for the Declared Charter of Protected Rights, and created the New Idealist Army. The New Idealist Army was made up of the Cloistered brothers of the Fornt church of Justice and a now powerful resistance leader, Maven Auryn, established an alliance with the Chosen in the Woodfolk Kingdom and was rejected aid by the Elves. With the unified army of Idealists, they were able to force the Archon's army back to its borders and end the purges. The Decisive battle being held by the Treican fields led to the forcing back of the Human Army. This lead to the signing of the Treaty of Merlon, a full free trade agreement and pact with the Treefolk and the Beastling Idealists. The pact led to 5 years of prosperity for the Beastling and Treefolk states. Then after the prosperity came the drought.

The Fourth War of Attrition began when the droughts led to a period of Elven economic collapse. The Treefolk had a full trade agreement with the Beastlings, and so aid was provided, but the Elves were not so fortunate. Forced by circumstance, the Elves moved their cities Eastward and crossed the border of the Changeling Empire. The Changelings announced that further incursion would be an act of war. The Idealist Army was requested to come to the aid of Changelings. To their surprise, The Idealists sided with the Elves and requested negotiations begin between the Elves and Changelings regarding disputed territories. During the negotiations there was a riot at the border which was known as the Flaxwood incident, and it led to armed incursions by the elves into changeling territory. The armies were met with fierce resistance and the Dragon Changelings of the North crushed the strike.The Elves then proposed an alliance with the Idealist Army, speaking with General Maven at Nilmarith in response to the decimation of the Elven city of Tuareg. Maven agreed to assist in return to returning Elves to their border, but on the condition that their Navy was pledged to defend the beastlings in the event of attack. The changelings were then forced back by the Idealist/Elven alliance. The Elves kept their word and did not attack the Changelings further. The rains returned a year later while the Beastlings helped rebuild the devastated Elven Cities. The drought over, peace returned.

The Fifth war of Attrition began when after 20 years of occupation by the Human Republic, the Dwarves had finally broken the Human hold upon their Ore and in the Sacking of Deylor, the Dwarves sacked the occupied city and reestablished the City of Dorgon. The Thane and his numerous Royal Guard broke the hold that Humans had over the Ore Trade and declared war on the humans, and embargoed all ore to the Human lands leading to the Metal Strikes in Drakenspire. The Archon Messandre, tired of the Dwarven resistance made an alliance with the Changelings and began the assault on Terradin. The Dwarves appealed to the Elves who called the Idealists. The Idealist Maven Auryn slew Human General Trayor Maston, and the Dwarven Kingdom was liberated. The Dwarves, indebted to the Idealists, decided to allow open trade and their relationship became much warmer. The High Chancellor made a free trade agreement with the Dwarves and they cooperated the ore and tech trade with the Treaty of Harmony. The Archon did not intend to let this stand, and the Changelings had been crossed too many times by the Idealists and so the assassination of Maven Auryn was called for, but the uneasy peace lasted for a year.

The Sixth war of attrition began with the death of High Chancellor Verys Altric after he was finally at the end of his term as High Chancellor. The Human Power Army was almost completely pushed back when Marja Ventuk, a Mermaid, won the High Council election by a landslide. During the celebrations Maven Auryn and his good friend Falton Eylis were both promoted to Judges in the High Council. Maven stayed busy leading the Idealist Army and pushed back the remnants of the human incursions to their rightful borders when an attempted assassination nearly claimed his life and sent a shattered fragment of glass into his eye leaving permanent injury. He could still see, but found himself in the treefolk kingdom receiving treatment there While Eylis led the idealists in his place. It was then in the battle of Cooran that the Order of the Flame finally was called in and the Beastling charge was ended. There was a tense stalemate and the Knights held the border. It was during this time that the Changelings were betrayed by the Archon again and they declared a truce with the idealists.

The Seventh and Final War of Attrition was held when a Coup happened in Altea forcing the Tyrant Archon Messandre to head away from the Capital as he sought refuge in the forests by Mordovia. Maven, fully recovered from his injuries discovered that there was to be a trap in Restonshire Keep and an attempt upon the life of the High Chancellor. So he flew to Mordovia to meet Eylis there in time to warn him of the trap and he and Eylis both headed to the location of the Archon finding him far gone from the corruption. They fought the Archon together but Eylis was knocked out by a powerful attack from the Archon leaving Maven to face him by himself. In single combat Maven fought the Archon and with the power of his magic and his monstrous strength, Maven fought for his life against Archon Messandre and almost lost as the Archon poisoned his sword with Lyre's edge, attempting to finish Maven once and for all when Maven grappled the sword from the Archon's hand and the Archon drew his own blood. The Lyre's edge poison meant a death sentence. Rather than have him suffer a horrific death due to Lyre's Edge Poison, Maven dealt a death blow to his opponent and the wars of Attrition were finally over. During the times of rebuilding High Chancellor Marja Ventuk helped mend the relations with the humans and also with the changelings. The Peace had truly begun, and Maven Auryn, the new Hero of the Revolution was given the title of Knight Templar to the Temple of Fornt, to which he refused. The years that followed he and Eylis, both judges and now masters of peace were both nominated as High Chancellor as Marja Ventuk decided to step down. Maven was overwhelmingly voted the position of High Chancellor due to his reputation of being a maverick, compassionate lawmaker, and a fair law enforcer.
Last edited by Crystal Spires on Sun Nov 13, 2011 4:14 pm, edited 1 time in total.
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Postby Crystal Spires » Thu Nov 17, 2011 9:48 am

Peoples and Customs

Universal Spirean Custom is an emphasis on the Spirean Doctrine of "humbling greatness and exalting the humble, promoting the good and welfare of the all". The struggles of the common man are considered to be much more valued and important than those of self-declared elites. This is because the Spirean people are largely classless. This does not mean that there isn't a sense of elitism. Different occupations garner different amounts of respect and the ones that are most respected are the ones that serve the most people the best which may seem on the outside as a class system, but Spireans are largely communist. Merchants and Businessmen are viewed with suspicion because they do not produce their own goods, and they only profit by exploitation and therefore are incredibly ostracized by most Spireans.

Customs
Spireans have a border of in-group and out-group and there's different levels of politeness.

Levels of politeness
In-group casual: This level is familiar, distant, and cold. It is when one insults someone within the in-group and is frowned upon.

In-group polite: This level is familiar, close, and warm. It is how one treats one's friends and family. The idea is to not censor any of your speech and be your true self.

Out-group casual: This level is familiar, close, and warm, but it is often regarded as aggressive or sarcastic, so it can be considered offensive.

Out-group polite: This level is unfamiliar, distant, and warm. It is regarded as the safest way to regard those in your out group. The idea is to be kind, but respect the listener's boundaries.

Humble: Self-deprecatory statements are praised and considered to be a mark of a great person, humbling another person is considered rude.
Honorifics: Exalting another person is praiseworthy, but exalting the self is considered rude.
Beautified language: Speaking in verse or using chant format of speech or ceremonial speech is common.

Visiting another person for the first time at their home: demands bringing a gift, oftentimes food specially prepared, trinkets that possess cultural value, or a gift that the giver knows the receiver would like.

Meeting someone for the first time: demands a bow in good form. A good form is to put the dominant fist across the chest with closed eyes and bow at a 45 degree angle and releasing the fist and running the hand forward and then opening one's eyes to reach for a handshake. If the person cannot give a handshake for cultural or religious reasons the bow is done and the handshake is forgone as the open hand is returned to one's side.

Apologies: A bow lower than 45 degree angle with the hands at one's side signifies an apology. The lower the bow the more grievous the apology.

Cuisine and Eating

Spireans often eat 3 square meals, Breakfast, Lunch, and Dinner but they also have times in between breakfast and lunch which is tea time, and then time inbetween lunch and dinner which is snack time. The meals vary upon the species, cooking style, and region but there are places famed for their cuisine all round the beastling states.

Merlon is famed for their delicious baked goods
Mephiste is famed for their grilled foods.
Caltris being the cultural center has tons of different cooking styles and restaurants
Shaltric is famous for their breweries
Sardoc is famous for its teas
Anherc is famous for their fruits
Lothar is famous for their outrageously spicy cooking.

Greeting and Meeting
The Spirean custom of meeting someone the first time is a formal bow and the greeting is "Well met."
For someone you already know it is "Joy and Salutations", "Greetings", "How goes it", "I hope you are doing well"
The farewells are much simpler and are often led with an apology or a statement of regret.

Gestures
The formal bow and the religious gesture of putting one's hand over one's heart and going on one knee and raising the other hand, palm outward or to the side which is an expression of sincerity. putting the hands together is considered a gesture of well-wishing. Raising the hand high above the head is a gesture that means "SILENCE" and so should be used carefully. raising the index finger is to get attention. pointing the middle finger is a statement of offense.

Language

Common Spirean Idioms:
"For the Welfare and the Good of all"= For the common good!

"Your funeral shall be in the fortnight without a corpse"= I hate you so much that you should do me the courtesy and die so that I can feed your entrails to the carnivores and spare the effort of buying you a coffin.

"humbling greatness and exalting the humble"= The truly worthy do not regard themselves as any more special than they are, and the ones who are truly great will mask their greatness.

"Blessings of the Just God upon you"= Have a nice day

"The Just God is Watching"= Watch your back, justice may demand I kill you.

"The World is Watching"= Watch your back, people will act against you if you do not serve their best interests.

Spirean Ethics and Values

Based on Forntian Belief of Apotheosis

Strengths of Wisdom and Knowledge are cognitive strengths that entail the acquisition and use of knowledge
  • They are given form by Creativity, originality, ingenuity, which is thinking of novel and productive ways to conceptualize and do things.
  • They are cultivated by Curiosity interest, novelty-seeking, and openness to experience,Curiosity which takes an interest in ongoing experience for its own sake; exploring and discovering.
  • It is fed by Open-mindedness, judgment, and critical thinking, Which involves thinking things through and examining them from all sides and weighing all evidence fairly.
  • It is fostered by Love of learning, mastering new skills, topics, and bodies of knowledge, whether on one's own or formally.
  • And it grants Perspective,wisdom which is being able to provide wise counsel to others; having ways of looking at the world that make sense to oneself and to other people.

Strengths of Courage are emotional strengths that involve the exercise of will to accomplish goals in the face of opposition, external and internal
  • They are given form by Bravery and valor which is not shrinking from threat, challenge, difficulty, or pain; acting on convictions even if they are unpopular.
  • It is fed by Persistence, perseverance, and industriousness which is learning how to finishing what one starts; persisting in a course of action in spite of obstacles.
  • It is cultivated by Integrity, authenticity, and honesty which is learning how to presenting yourself in a genuine way; taking responsibility for your own feeling, words, and actions.
  • It is driven by Vitality, zest, enthusiasm, vigor, and energy which Approaches life's challenges with excitement and energy; feeling alive and activated.

Strengths of The Good are interpersonal strengths that involve tending and befriending others
  • At its core is Love which is valuing close relations with others, in particular those in which sharing and caring are reciprocated.
  • It is fueled by Kindness generosity, nurturance, care, compassion, altruistic love, and "niceness" and involves doing favors and good deeds for others without the expectation of reward.
  • It is given form by Social intelligence, emotional intelligence, personal intelligence which is being aware of the motives and feelings of other people and oneself.

Strengths of Justice: civic strengths that underlie healthy community life
  • At its core is solidarity, citizenship, social responsibility, loyalty, and teamwork and it means working well as a member of a group or team; being loyal to the group.
  • It is given strength by Fairness which involves treating all people the same according to notions of fairness and justice; not letting personal feelings bias decisions about others.
  • It gives birth to Leadership which is the act of encouraging a group of which one is a member to get things done and at the same maintain time good relations within the group.

Strengths of Temperance: strengths that protect against excess
  • At its heart is Forgiveness and mercy which is Forgiving those who have done wrong; accepting the shortcomings of others; giving people a second chance; not being vengeful.
  • It has as its power Humility and Modesty which is letting one's accomplishments speak for themselves; not regarding oneself as more special than one is.
  • Then it is kept out of Prudence which means being careful about one's choices; not taking undue risks; not saying or doing things that might later be regretted.
    The mighty filled with Self-regulation, self-control and regulating what one feels and does; being disciplined; controlling one's appetites and emotions.

Strengths of Transcendence are strengths that forge connections to the larger universe and provide meaning
  • At its core is Appreciation of beauty and excellence, awe, wonder, elevation and exaltation. It means appreciating beauty, excellence, and/or skilled performance in various domains of life.
  • With this power it strengthens Gratitude which is being aware of and thankful of the good things that happen; taking time to express thanks.
    With this gratitude comes Hope, optimism, future-mindedness, and future orientation. Expecting the best in the future and working to achieve it.
    Then there is the power of Humor, laughter, and playfulness. Liking to laugh and tease; bringing smiles to other people; seeing the brighter side of things.
    And finally Spirituality, religiousness, faith, and a deepened sense of purpose. Having coherent beliefs about the higher purpose, the meaning of life, and the meaning of the universe .

Possessing all these Ethical empowerments is said to lead to "Apotheosis" Or becoming one with the divine aspects of the Gods.

Religion and the Gods

Mystrian Pantheism

It was said long ago in ancient times that the Gods created our land of Mystria from the chaos of the Abyss, and upon its inception the Gods created life:

The Wonderous Goddess Enwe, Lady of Transcendence, created the Elves and blessed them with her beauty and magic.

The Resourceful God Serion, Lord of Knowledge, created Humans and blessed them with his wisdom and intelligence.

The Unyielding God Voldok, Lord of Courage , created the Dwarves and blessed them with his bravery and tenacity.

The Warm Goddess Nenya, Lady of loving-kindness, created the Changelings and blessed them with warmth and altruism.

The Strong God Fornt, Lord of Justice, created the Beastlings and blessed them with fair-mindedness and balance.

The Humble Goddess Lirea, Lady of Temperance, created the Woodfolk blessed them with self-discipline and mercy.

With this creation of life the world was split into 6 pieces these 6 territories were deemed as the ancestral homelands of the Bidden, and all things were harmonious and free from death, harm, and suffering for many years.

It was then that Zaiden, Lord of Illusion, looked upon his brothers and sisters with shame for he had nothing he could contribute himself, and so it was then that he created the Unbidden, horrible twisted and imperfect creatures of terror.

Displeased with his creations, the Gods demanded the Lord of Illusion to destroy them. Zaiden, adoring his creations as his many children, refused. It was then that the Gods banded together against him and slew him with malice. With his dying breath he cast the Zeygon Curse, afflicting all lifeforms with greed, hatred, and stupidity. This curse became a blight upon the lands and became an incurable terminal affliction and for the first time, Death plagued Mystria.

Elves had become vain and power-hungry.
unable to quench their lust for power.

Humans had become hateful and careless,
unable to contain their ability to destroy.

Dwarves had become fanatical and stubborn,
unable to open their hearts.

Changelings had become cowardly and naive,
unable to determine true wisdom.

Beastlings became cruel and unmerciful,
unable to show true compassion.

Woodfolk became apathetic and lazy,
unable to seek true happiness.

The Gods, realizing their mistake, destroyed themselves and bestowed their essences upon all life and creations.

So the curse spread on even today upon all generations of beings. But hope is not lost, for it is said that Zaiden knew his brothers and sisters would turn against him and so came the legend of the golden flower of Zaiden. It is said that the nectar of this flower is unlimited and drinking of it's ichor can lift the curse of Zaiden forever. However all who wish to find it, beware. For only the Chosen Hero can find the Flower, and those who are unworthy who seek it, will never return.

The Clergy of Mystrian Pantheism is made up of:
Uncorruptibles=1234567
Councilmen=134567
Knights=12346
Mercy Bringers=12346
Templars=1456
Grand Clerics=12356
Priests and High Priests=12356
Priestesses and High Priestesses=12356
Worshipers=16

Their duty is to learn the manners of Apotheosis1, heal the sick2, teach the ignorant3, punish the wrongdoers4, and spread the Law5, keep the Law6, and seek the law7.

They are tasked with blessing the born, instructing the young, opening the path to adulthood which is celebrated, serve the populace by working always in the best interests of everyone, providing guidance and help to the ailing and the sick, blessing relationships and marriages, aiding the dying, and provding the death ceremonies.

Another core belief is that if the Law is ever lost the whole of the universe will return to the abyss and everyone will die. So keeping the law is what keeps the world from complete and total annihilation. The ideals of the afterlife is that if one keeps the law, the way to the sacred realm is opened when the flower of Zaiden is found. Those who reached Apotheosis will become Gods, and those who lived Good lives will have eternal happiness. Those who were consumed by hatred, greed, or stupidity or corruption without purification meant that they would be damned to the abyss where they cease to exist.

Forntian Code

The Spirean Charter of Protected rights is ripped indirectly from the Forntian Code.

Waging War

Spireans wage war as a last resort when the good and welfare of all are threatened by the abandonment of the Law, or a complete upset of the natural order. This can mean if a politician fails to serve the people. This often means that Spireans are quick to go to war for reasons that most other nations may not fully understand but it comes from the religious beliefs of the Law, and returning to the abyss.

Business and Industry

Spireans are masters of tech trade and magitech development.

Transportation and Communication

Spireans use Airships, steam motorized vehicles, vehicles powered by aether, Airplanes, trains, and various boats and submarines.

Science and Technology

Primarily FanTech, but has an eclectic with Post-modern bend with incorporated Modern Technology, very few future tech exists and Spireans have little interest in the Void of space or Space travel.

Medicine

Healers are always intelligent and they use modern medical techniques alongside mages and traditional Eastern medicine.

Arts and Entertainment

Spireans have a rich culture of folklore and stories. The Artist and the Writer are cherished as diadems of society, and there is a rich history of Spirean Theater tradition.

Architecture

Traditional Fantasy architecture mixed with Steam, Diesel, and Cyberpunk.

Urban Factors

In the Cities there are more Guildhalls, which are noisy and colorful. It is more Cosmopolitan and extremely racially mixed. Fairly accepting of cultural attitudes. More knowledgeable of the world outside of Crystal Spires.

Rural Factors

There are more farms and more racial cultural centers The protectorates are less aware of the international world theater, but that is because they care much less for it. They're quiet and picturesque and often have a culture of their own very distinctive from general Spirean culture.

Fashion and Dress

Depending on the region, Spirean dress varies, but there is favor to blue and gold tones and Victorian style dress in the cities and traditional style dress in the rural areas.

Education

There is mostly Diagnostic Assessment and there is full compulsory education in the primary stages provided for by the State.

Calendar

The Lesser Ceremony of Chillmorne is on September 23rd and is a fall harvest celebration.

The Day of the Law is on September 29th and is the celebration of the establishing of Crystal Spire's Constitution and Bill of Rights.

The Day of Civil Service is specifically a celebration of religious significance to those who believe in the Pantheon God Fornt of Justice celebrated on
October 2nd and commemorates those who go into lives of civil service, those who work in charities and those with a fair and generous spirit.

October is now the Month of Cancer Awareness

The Day of Remembrance is celebrated on October 31st and is a memorial celebration commemorating the dead and those who fell in battle protecting the freedom of Crystal Spires.

The Greater Ceremony of Chillmorne is a winter season celebration and is celebrated on December 21st.

The Ceremony of Great Purification is a religious celebration mainly done by those who worship the Pantheon God Fornt celebrated on February 15th, but it's also election day, as well as a celebration where many ceremonial acts of ritual purity are performed.

The Lesser Ceremony of Eventide is a spring celebration that is on March 21st.

The Greater Ceremony of Eventide is a summer festival celebrated on June 21st.

Independence Day is celebrated on the 23rd of August
Last edited by Crystal Spires on Sun Nov 20, 2011 6:31 pm, edited 2 times in total.
Read the Mystria Factbook if you want to Join the region, read the factbook and contact Spires.
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Crystal Spires
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Postby Crystal Spires » Sat Nov 19, 2011 2:46 pm

Knights of Serion

The Knights of Serion are the soldiers of the faith, dedicated to defending the worship of Serion. This ranges from securing pilgrim routes, to garrisoning holy sites, to acting as a police for the temples and churchs of Serion to acting as an army in more dangerous areas. They have been known to 'liberally' interpret their mandate- such as taking pre-emptive or agressive action in order to prevent a threat to the worship of Serion. Across Mystria the Order consists of tens of thousands of Knights and it is a powerful force famed for its discipline and feared for its relentlessness. Almost every major settlement hosts a certain amount of Knights, from a single patrol assigned to countering bandits in a rural area to entire legions keeping guard in large cities. Kings and nobles accept the Order's presence for several reasons- the Order is a useful ally, should local commanders be persuaded that supporting their cause benefits the Religion of Serion, also in many occasions the Order's intervention, or presence as a neutral and impartial force has allowed it to act as a mediator in disputes that might otherwise have erupted into war. A city with a legion of Knights present also finds itself with hundreds of skilled, well armed and well trained soldiers committed to defending the city- Knights will defend their home if attacked in order to try and protect worshippers and holy sites within the city. City's abandoned by the Order can be assured that the Order deems a new government neccessary for the long-term benefit of the religion- the Order's threat to withdraw a garrison has often resulted in marked policy changes. Finally, few leaders are willing to needlessly provoke a powerful army of relentless, well trained, well-equipped and battle-hardened warriors.
This should not give the impression that the Order regularly gets involved with politics- much more often than not the Order remains neutral and aloof from politics. Knights do not patrol the streets, or man defences, or march with any lord's army. They will only act if it is obvious that violence is imminent- the Order has shown a marked reluctance in taking political sides across Mystria for fear of atagonising nobles and restricting their free movement. Hierarchically, the Order is accountable to the local religious authorities of Serion in civil affairs. Priests, Sub-Archons and other religious leaders won't issue orders to Knights, but they will advise and give broader directives and guidance to local commanders. Within Temple grounds or on other religious land and property is the religion's leader who is senior.

Ranks and organisation
The consists of several ranks starting with Apprentices, the youngest recruits- those children being raised by the Order from the age of 12, often either being sent to the Order by families, or coming to the order from orphanages- including religious ones. At the age of 16 they are raised to the rank of Squire, choose a fighting discipline and will be set under the tutledge of a Knight for two years. These Squires will not fight- except in the worst of emergencies- but will be mentored and given experiance in the field. Finally at the age of 18 they will be invested as a Knight of the Order and be permitted to bear arms, carry the emblem of the Order and fight in the cause of Serion. All The following ranks and command details come after-
Knight (all members of the Order spend at least six years as a Knight)
Knight-Lieutenant (commands a patrol- usually a dozen men including himself)
Knight-Captain (commands a detachment- consisting of two patrols)
Knight-Commander (commands a company- consisting of four detachments)
Paladin (commands a legion- consisting of ten detachments, approximately a thousand men)
Marshal (an administrative rank, responsible for overseeing the supplies, quarters, training etc. in an area as well coordinating with local religious and political leaders)
Lord Marshal (similar to Marshals they are responsible for overseeing and coordinating multiple Marshallates- e.g. a Marshal may be responsible for the Order on one city, a Lord Marshal will be in command for the whole Kingdom. Typically Lord Marshals are also paired with Lord Commanders to serve as a chief of staff and second in command of an army)
Lord Commander (commands an army- which can consist of any number of legions according to the task set to it. Lord Commanders will lead armies of the Order and their allies into battle and on campaigns. They are the generals of the Order.)
Master (The Order's ruling council includes 11 Masters. These officials are choosen for life (or until they are deemed unfit to remain in office, or choose to resign)- when a seat becomes available the other Masters select a Lord Commander to fill it. A majority of the Council must agree on the candidate, who must himself be willing. Should the Council be tied, the Grand Masters vote is the tie breaker. The Masters typically reside at Kessian's Stand- the citadel and headquarters of the Order- where they decide the policies, rules and directives of the Order. Under the Grand Master they are responsible for the entire Order across Mystria.)
Grand Master (First Champion of the Faith, Defender of the Religion and Holy Warrior of Serion, Lord of Knowledge.)


Leadership: The Grand Master, the Council and the Supreme Colledge
The Grand Master is one of the most powerful men in the known world, with tens of thousands of the deadliest warriors in existance under his command. He is the supreme authority over the Order, sitting as the first in the Council of Masters and issuing commands across Mystria to the armies and garrisons of the Order. Like Masters he is choosen for life, until a majority of the Masters deem him unfit or he chooses to resign. Unlike Masters, who must be selected from the ranks of Lord Commanders, any member of the Order of the rank of Marshal and above is elegable (Although only twice has a Grand Master been choosen from a rank lower than Lord Commander). In choosing a new Grand Master, a Master may choose a candidate and when the Council has agreed on a preferred candidate, this man must be approved by the Supreme Colledge of the Allied Faiths of Serion (see below). The Colledge has never yet rejected a Council approved candidate. The Masters' selection of candidates is left to their own discretion, but no member of the Order can put themselves forward for the post, they must be nominated by a Master. Indeed it is considered taboo to even suggest one's ability or worthiness for the job. Once in position though, the Grand Master is perhaps the single most powerful person in all the faiths of Serion and is accountable only to the Supreme Colledge, to which he must report once a week. Should a majority of the colledge vote to demand a certain action of him, or to order him to cease a certain course of action, he must obey. He must also answer any question put to him by a member of the colledge during this reporting session. Politically, and within the Colledge, the Grand Master is viewed as an impartial figure to be turned to to help settle disputes by mediating them- or intervening militarily should peace need to be enforced. Even between the various disciplines, societies, faiths and churchs adhering to Serion across the known world he is deemed to be a neutral figure, affiliated only to the Order- which is itself a (conscientiously) non-denominational body as a matter of point. He, and Order as a whole, is therefore frequently viewed as holding all the various followings of Serion together- even if none will view him as a suitable authority on spiritual or ecumenical affairs.
The Grand Master is, first and foremost, the commander of the Order and its Knights. Specifically he will issue orders regarding the deployment of armies, starting and conducting campaigns and advice on the political situation to various Lord Commanders and Lord Marshals. The Grand Master also has the right to issue a Call to the Faithful- a general mobilisation command for the entire Order and a call for all followers of Serion to join them or otherwise assist the Order. The Call will be issued to rally the Order, and the followers of Serion across Mystria, to achieve a single specific goal in the cause of Serion. In short- it is the delcaration of a holy war. The Order has been Called 3 times in the 8 centuries of its existance, and each time the Call was issued in dire circumstances- and each time the Order has not relented or given up until it has deemed the Call to have been fulfilled. At the end of each Call a new title has been granted to the Grand Master who had completed it- and these titles came to be passed down.


Founding: Kessian and the First Call to the Faithful
The first Call was issued by Kessian, the founder and first Grand Master of the Order, eight hundred and twenty one years before, during the Holy Wars. These wars had been raging at that time for almost a full decade, having erupted over various sectarian and doctrinal disputes between the various followers of Serion. Kingdoms were plunged into civil war and war with each other as factions declared Holy Wars on each other and vied furiously for power and the upper hand. After eight years of fighting, triggered by the violent excommunication of Archon Vasier in Norelland, an officer of the Abredian army defected with a sizeable number of followers, refusing to obey any order to attack fellow followers of Serion, regardless of their denomination. Bader Kessian swore that he would strive to defend all followers of Serion and all of their places of worship and committed himself to achieving his goal. Thousands of war-weary soldiers began to heed his call, and tens of thousands more civilians- even more sick of the ceaseless and brutal fighting, appealed to him. Kessian formed an army that had the prime goal of defending any who professed a faith of Serion- and he backed up his oath with ingenious tactics and strategies. The main core of these armies, was Kessian's personal force- the Order of Serion, Knights who policed areas of Mystria that Kessian had forced to leave the war. The Knights would ensure internal stability and defend against invasion attempts, often by mashalling local militias to assist them and then forcing these militias to disband when the immediat threat had been dealt with.
Kessian demonstrated over the next two years that he was perhaps the greatest general of his time by forcing various important factions to lay down their arms. War-weary Holy Armies found their soldiers defecting- often with vital intelligence- and were then dealt decisive defeats by the aggressive and cunning Abredian. Moreover, when they agreed to his terms, they would quickly find themselves being defended by Kessian's Order from any force- internal or external- that sought to take advantage. After two years large areas of Mystria were under Kessian's protection- however now his armies and their local allies were becoming thinly streched, and his opponents were growing wise to his strategems. In a bid to end the fighting quickly, Kessian issued his Call to the Faithful- an appeal for every follower of every denomination faithful to Serion to join him and reject those leaders still fighting. He promised amnesties, to personally oversee equal religious rights and proposed a new Supreme Colledge to act as a mediating body for all the faiths. The Call also included orders for his Knights to gather to him at the fortress of Malrion, where he sought to make his Call a reality by forcing those zealots who rejected it into a decisive battle- and defeat them.
The simultaneous challenge and threat of the gathering of thousands and thousands of elite battle veterans totally loyal to their most dangerous enemy, and exceptionally popular with the peoples of Mystria, proved too much of a temptation for these zealots- the four factions that remained as active belligerents each sought to strike immediatly at Malrion so as to destroy the Order and its leaders. Kessian, however, had planned this- as the four armies advanced against Malrion Kassian's own troops fought delaying actions against each force, so that would arrive at Malrion at similar times. He staged incidents and used various tricks to goad each of the four armies against each other, rather than them cooperating against him. The Battle of Fools erupted in the hills around Malrion, lasting for almost a month in a series of increasingly bloody skirmishes and engagements between the zealot armies. Malrion was assualted several times be each army, but its prepared defences held and were even replenished due to the complete lack of coordination of the various zealot factions. Knights were able to reach the fortress with supplies and reinforcements, and after four weeks Kessian took the offensive striking out against each of the enemy armies and obliterating their weakened forces in surprise attacks.
Kessian made a point of capturing their leaders and presenting them to the newly formed Supreme Colledge of the Allied Faiths of Serion. This new Colledge served as Kessian meant it to, a mediating body and point of unity for the disperate faiths and religions worshipping Serion. It formally confirmed the existance of the Order of Serion as the only legitimate army of the faiths, with Kessian as its Grand Master. Kessian was also bestowed the title First Champion of the Faith, a title which would pass down to every Grand Master thereafter. It also held trial over the zealot leaders that Kessian captured- and was still capturing, for it would be another three years of campaigning by Kessian before the last zealot forces in Mystria melted away. Kessian himself lived for another two decades, and by sheer force of willpower ensured that his Order would become embedded as a permanent feature of Mystria to this day.


After the death of the first Grand Master, his fortress was renamed Kessian's Stand and was expanded over the centuries to become one of the most formidable citadels in the world. During the 2nd Call (to counter a Beastling invasion during the most viscious civil war to ever erupt in human lands) and the 3rd Call (against the Fell Crusade, where the Unbidden hordes surged and almost exterminated the peoples of Mystria) the Citadel's defences were proven to be nigh impregnable. The Colledge moved its headquarters there for safety during the 3rd Call, and also during this two century-long war the modern training of the Knights was established that they might not fall prey so easily to Unbidden corruption, or to the emotional responses that strengthed these evil beings. Their discipline- both mentally and as a unit is unmatched. Their weapons and armour are enchanted at the forges of Kessian's Stand and blessed by the Archons and Priests of Colledge in a grand service each year. Knights are trained in how to combat all Unbidden abominations as well as standard warfare- this does not make them unbeatable warriors, but it does mean that they may face Unbidden on equal footing.

For almost two centuries after Kessian had issued the First Call the Order adapted to a more stable era. During this time the Order's structure and function was different. In many senses they became the church's police. Ranks went from Knight to Knight-Captain to Grand-Master. Bands and garrisons of Knight, each commanded by a Knight-Captain existed throughout human lands in various companies and operated with a great deal of independence. The garrison at Kessian's Stand was an organised army, where the most elite Knights were called to serve and elements of it would be dispatched to particularly troubled areas. Then, the situation began to change politically. Out of the morass of human Kingdoms and fiefdoms came a general who rivalled Kessian and other heroes in his military genius. King Jaragen III of Altea established himself as the most powerful of the human lords and sought to unite human lands under his banner. Its was a time of brutal warfare as Jaragen sought to use any means to cripple his opponents. However Jaragen was not just a brilliant soldier, he was also a cunning politician and was careful to keep the Allied Faiths and the Order neutral to his policies. In the end, however, Jaragen couldn't live forever and a civil war erupted across his alliance when he died. Jaragen had had two wives and the eldest by each claimed the throne- and the other was illegitimate. The Order's efforts to mediate failed and the Knights could only try to contain the violence, countering the rising banditry and protecting refugees. After several years the human lands were in complete disarray- even more divided than when Jaragen had started his campaign.

The Second Call and seccession
Across the border an alliance of beastling tribes sought to take advantage of the disruption in human lands and staged a series of raids and then a full-scale invasion of human lands. The Order's initial reponses were disorganised and poorly supported by human lords still locked in conflict with each other. But as the beastlings continued westward the Grand Master Even Hinnid reorganised his troops and launched a counter-attack at the recently fallen town of Gavenridge. The Order's forces were more organised and disciplined than their foes and had the advantage of surprise, turning the battle into a decisive victory that blunted the beastling advance. Hinnid used the victory as the basis for the second Call to the Faithful, urging humans to unite- not just to repulse the beastlings, but also to end the civil wars that had raged for eight years.
Politics, however, was not forgotten- Ginneh, son of Jaragen's fist wife, immediatly announced that he would support the Order's Call fully, committing reserves and resources to a counter-offensive from his strong-hold at Kahlen. His rival- Broxt- made the political mistake of trying to use the opportunity to strike at Kahlen and win the crown of Altea. His troops performed well, but failed in their effort to capture Ginneh's city. Moreover the attacked forced the Order to take a side in the civil war and commit itself against Broxt and his supporters.
This war on two fronts was a great strain on the Order and Hinnid issued far-reaching and decisive reforms. He established the current rank system to allow for an influx of new recruits and established a more coordinated Order with Legions and armies for larger operations. After three years, the beastling forces had been kept at a stand-still and Broxt and his allies had been defeated- effectively handing the Altean crown to Ginneh. But much of the Order was war-weary and the Order's coffers were much depleted. Hinnid sought to negotiate with the beastling leaders- who were themselves becoming more and more disillusioned with thier war and were desperate to withdraw for fear of their home territories coming under threat from eastern rivals. Hinnid successfully negotiated a peace, but this was a controversial act. Many of the Order- especially those of the 6th Legion which had effectively held the northern front on their own in some of the fiercest fighting in the Fornt's Crown Mountains- opposed this peace. Though Hinnid was backed by the new King Ginneh and the majority of his Knights, a vocal minority led by Lord Commander Kalron of the Northern Front objected loudly and refused to accept the terms of the peace, demanding the right to fight for total victory. The 6th Legion formed the core of Kalron's support, it was one of the elite units of the Order and had been engaged in long, brutal fighting agains the beastling lines. However, even outside of the Northern Front Kalron had supporters and when he called for volunteers from other Order units- and from the non-Order armies also- enough responded for him to stage a massive assault against the unprepared beasting tribe facing them. In the next three months they swept their opponents aside and seized a large area north of the beastling city of Mephiste and then proceeded to bloodily repulse a beastling counter-offensive.
Hinnid was both a appauled at the violation of his peaces terms and furious at the insubordination of Kalron, but his demands that his troops withdraw east were ignored. In a desperate bid he rejected the 6th Legion and all those who had flocked to it from the Order and sought to reorganise his loyalists. Hinnid was only just persuaded not to attack the 6th and its new territories by his advisors, who feared that the Order might disintegrate into its own civil war. Soldiers were still needed to enforce the peace in human lands, to keep an eye on the borders and to perform the ordinary, yet vital duties, of peacetime. Hinnid reluctantly accepted, but choose to step down and allow a new Grand Master to take his place for a new beginning. The 6th Legion meanwhile reformed itself into the Order of the Flame, a counter-Order with a much more radical interpretation of Serion's teachings.


For another 204 years the human lands stabilised- for a given value of stable. Compared to what had occurred in the previous two decades it was a peace- but it was still a tumultuous time. The Order's resources were streched maintaining the peace and preventing a resurgence of civil war. During this era the Altean Empire rose under Ginneh's son, Varid I. A war did erupt for several years between an alliance of eastern city-states and the Empire, with the Empire eventually emerging victorious. A peace was reached establishing the status quo that would form the basis of human lands even today. In Altea a High-King would sit and act as the ranking monarch for human lands, below him the fiefdoms and city-states would retain their independence. They paid tribute and taxes to Altea, which the King would re-invest across the land. In times of war the lords would provide troops for the King's armies. This situation was not idyllic- there were many power struggles for the throne in Altea, but all out civil wars were avoided in favour of politics, smaller skirmishes and mediation. However this time was about to be eclipsed by a terrible era of darkness.

The Dark Wars
About 400 years before the present day something changed in the creatures of evil- the Unbidden. They had always been a threat to the peoples of Mystria, but never organised and never in such numbers as to seriously threaten the strongholds and organised lands of the original peoples. Then, slowly this changed. It is hard to say when- and impossible to say why- but Unbidden numbers began to increase across Mystria and bands of evil creatures began to act with more coordination and organisations. Why, we do not not, but step by step Mystria became a darker and more dangerous place. It was a gradual process- the leaders of the day only slowly noticed that over a generation the increase in numbers and potency. Then, 352 years ago, the first Horde appeared- a terrifying host of evil beings as large as any army of the bidden peoples and- most worrying- as organised. Appearing in the Westfold a combined force of dwarveh and human moved in to put it down. The Order dispatched three legions to support the effort and the campaign broke it apart within a few months. But then, the next year more Hordes appeared across Mystria. These two were countered and defeated where they appeared. But more Hordes organised again and again. Underground, in the forests, in the mountains, on the plains, dark creatures organised and formed their Hordes and fought the bidden peoples. For half a century the world teatered towards a crisis, the origins of which are still a sinister and confusing mystery. 300 years ago this crisis became an all out disastor. Four Hordes arose at the same time and one, in the central region of the Treefolk lands repulsed a campaign sent against it and sacked the city of Arris, devastating it in a massacure unmatched, at that time in history. Across Mystria an all-out war erupted- Unbidden bands and Hords waged campaigns and warfare against their opponents and both sides won great victories and suffered terrible defeats. These wars became referred to as the Dark Wars or the Fell Crusade. Darklords- powerful and intelligent Unbidden of different forms- were identified as the generals of the Hordes and seemed to have the goal of cleansing the world of non-Unbidden. Again why is not known, nor why they choose that point in time to start- even why the sudden unsurge in numbers occurred is unknown. It is hard to convey how terrifying these years were for the peoples of Mystria. This was a war with no prisoners, no frontlines and no predictability. At any moment a city might find itself threatened by a mass of Unbidden, one might here of the neighbouring village being wiped out by a groups of vicious bands and have no clue as to whether they would strike next, or if there were enough- or any- friendly soldiers near enough to defeat them. All the peoples of the world were in grave danger of loosing a war that would lead to their total extinction.


The Third Call and the Shining Army

For a century human lands were in the same position as all other peoples- ravaged by roaming Hordes and bands, settlements overrun, horrendous losses in battle. Altea itself came under seige twice and both times barely survived to push back the Unbidden. The Order however was blessed by farsighted leaders who embarked on a controversial training programme for a vast army of almost a hundred thousand men for two decades. Children were called for- and freely entrusted to the Order by their parents- and submitted to years of rigorous training and enchantment. To cover the gap he needed for his new, elite Knights to properly prepare, the Grand-Master, Varn Frazen, issued a Call the Faithful to encourage the human peoples and bring in enough recruits for his current army to hold the line while a new one was readied to perfection.
Then, after twenty years of ceaseless violence, terror and dark news, the Shining Army marched. For a century after the sacking of Arris the wars had raged and the Unbidden had often had the advantage with their evil magics and morale destroying tactics. But the Shining army were, in Frazen's opinion, 'perfect soldiers' totally loyal to the Order and with their fears, doubts and other such emotions strictly held in check by two decades of training. The wait, though murderous, was worth it. The Shining Army coalesced at Kessian's Stand and was personally commanded by Frazen. 100,000 Knights, not inurred of emotion as some tales would have it, but trained to strictly control them- trained with the only goal of wiping out the Unbidden threat. It was said that where the Shining Army marched the light returned to the land, that the darkness could not withstand the assault of these troops so thoroughly trained, organised and dedicated to fighting it. At the battles of Krattenbourg, Verrine and Drygazl the Shining Army inflicted such defeats on the Unbidden as to practically break the power of the hordes in human lands. The Shining Army sought to scour human lands of the Unbidden, and almost succeeded. Certainly, a half decade later the results were dramatic- human lands were the safest in Mystria, allowing the humans the start rebuilding before their neighbours. The Shining Army meanwhile crossed the border into Dwarven lands and launched a campaign agains the Unbidden in the southern reaches of these territories.
The Order did not stray too far north- but the balance had been tipped. Step by step over the next century the war were won. The Unbidden Hordes were broken and such a brutal hunt to wipe them into extinction was launched that Unbidden numbers were reduced to less than they had been when the Dark Wars started two centuries before. Defeats were suffered- many terrible ones. Including the battle of Denal-Ithorn, where a northern fortress was mysteriously obliterated and its Order defenders wiped out. Nevertheless, a few years after it was deemed that the Unbidden had been broken. Battered and barely surviving the peoples of Mystria slowly started to rebuild after the unparralled devastation.


For the next century, up to the present day, the Order reorganised again. The Order kept the tradition of younger recruits than before, but moderated the training to create more balanced peace-keepers. The soldiers of the Shining Army grew old and died, almost all hunting the Unbidden relentlessly to their last years. Fears that the Order was too powerful was then balanced by reorganised agreements with the human throne and a promise to restrain its numbers to 100,000- 100 Legions- spread across the Human lands and even beyond to support the churches set up with the increasing human communities in other lands. These units operated with carefully negotiated permissions from local governments and peoples. Slowly people settled to a new status quo and prayed that the Unbidden scourge would never return.


(Thanks to Democratic Eurasia)
Last edited by Crystal Spires on Sat Nov 19, 2011 8:44 pm, edited 2 times in total.
Read the Mystria Factbook if you want to Join the region, read the factbook and contact Spires.
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Postby Crystal Spires » Sat Nov 19, 2011 8:47 pm

Knights of the Order of the Flame

The holy land and Castle/ city of the Order, named after the late Grand Inquisitor Kalron who died leaving Tor Agin the current Grand Inquisitor in charge of the Order. Our duty is to preserve the light that Serion bestowed upon the lands, known as humanity , and also to preserve the peace. We exist only to serve and carry out our duties, those that are loyal to Serion will swear their swords to him and aid the Order with gifts of gold and food, so that we may continue to keep the realm and humanity under our watchful caring eye.

The Order separated from the knights determined that the Knights were weak and too buried in protecting everyone to protect those Serion deemed holy, like humanity. Kalron especially opposed stopping the darkness from enveloping the other races as they to were darkness, and the order was well known for its separated opposition to the corruption within the Knights, though possibly fabricated and lies, those who still believe the Knights are a shell of what they used to be and believe it is the Order that will light the way.

The Wealth of the Order comes from the lands they inhabit and rich lords paying the Order to rid their lands of threats that the Knights who usually turn down gifts are too spread out and weak to take care off. The Order being seen by many of the more religious Dukes and Lords as the true servants of the light, is often funded by the very same, as well as those who fear an Inquisition pay off the Order with gifts and treasures to hopefully avoid the threat of being exposed as heathens.

The Order is not corrupt in the sense that they are extortionists and care very little about the wealth provided to them, and do their jobs no matter the level of the bribe (they will still take the bribe though). As for the lands they rule, they are plentiful in goods and services and they attract many pilgrims from around the world, hence also bringing in a large sum of money.

All hail Serion, his fires will cleanse us, his lighting will save us.


Founded in the Second Call to the Faithful


The Times of Darkness

After the Order was formed and Kalron died as the city fortress was built. A new Grand Inquisitor as announced. Seeing as having just separated from the knights the new Grand Inquisitor was known only as Tor Agin. Tor Agin, still young and second in command of the original 6th division, instantly proved himself a great leader. Forming up ranks of the remaining knights and setting about getting a larger army up and running the Order of the flame was fledgling and no where near what it is today. When the unbidden struck at lands the Order responded with what they could and many died in the defence of crucial areas. The shining army deployed by the far superior knights at the time was the only major force at repelling the Unbidden and was very successful at it too. Yet the newly founded Order could never hope to match cuch a force and so their efforts faded away into obscurity. The Order was weak and many lords saw them as petty and idiotic for disagreeing with the Knights.

Tor Agin did a lot of meeting and had to play a large role in major events to let the world know the Order existed. Yet it was all in vein. The major support was thrown towards the knights. Despite being poor and rather working off of anything the Order could gather from their battles. An army of broked knights seeing themselves as the last light in a dark world fought against great odds. Tor Agin himself appeared on the battlefield leading the gorilla like strike forces that was the Order at the time. Making a decent effort to hinder the Unbidden for the shining army. For now was not the time for grudges, but for action.

Eventually these times faded away. Yet this was the lowest period for the Order, and do to the low numbers if Tor Agin had failed in his tactics and keeping his men safe, there would of never been an Order of the Flame. Only a written record of some rebel murderous knights who hated beasts.



The Rise to greatness
Those that preferred the Order over the Knights at first tended to be but a small group of rich lords. After the age of darkness the Order was simply recovering and trying to make a name for itself. Yet as knowledge of Serion's flame grew, more and more peasants, priests and monks flocked to the Order. Soon overwhelmed with recruits and those wishing to become part of the Order. The Grand Inquisitor divided up the Order into different sections. One was the Knights of the Flame, for those who wished to become paragons of virtue and holiness, One was the Soldiers of the Flame, for those who wanted to enforce Serion's will and be forgiven for their past sins and the Final division was the Ecclesiarchy a division of the most extreme Serion believers who did things that were harsh and cruel to those who were evil.

The sudden lowly support for the Order attracted many churches, and now there is at least one priest in every church of Serion that is a member of the Order. As for the acknowledgement of the Grand Inquisitors power, this came as a result of the king of the human realms fearing to lose his richest lords and have a lower class rebellion, gave the Order the power it has now, and so in almost a strategic bullying move the Order solidified itself as a power force that could not be revoked.

From that day forward the Order used its power to bully lords and merchants to fund it, less they have an Inquisition set upon them. Do to the knights laws however, public executions and burnings and such had to be founded on a solid rock basis of proof and evidence. As such this has kept the Ecclesiarchy from having to much power and control, yet if there ever comes a day when the knights prove themselves heathens, the Order may get the king to allow a full inquisition of the knights.


(Thanks to Kalron)
Last edited by Crystal Spires on Sat Nov 19, 2011 8:47 pm, edited 1 time in total.
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Postby Crystal Spires » Sun Nov 20, 2011 11:49 am

On Coming of Age and Ideal Life Expectancy

Laws of the High Council on Recognizing Age

Humans naturally reach sexual maturity at 12-13, the age of Elderhood is 35, and then can live up to 100 years, but are protected with statutory rape laws until age 17.

Elven to human lifespan ratio is about ten years to one, which means a 200 year old elf looks 20 years old in human age so Elven young need to be protected with statutory rape laws until they reach age 170 years old, and reach the age of Elderhood generally at 350 years old. They can live up to 1,000 years or more.

Dwarves have a fairly long adolescence and reach age 85 before sexual maturity, and they reach elderhood at 88 years of age. and live up to two hundred and fifty years on average and so must be protected from Statutory rape until they reach age 87.

Changelings age quickly and fully mature at age 7 but a 7 year old changeling has the appearance of a 20 year old person and stops visible signs of aging and live up to age 50 on average, and so must be protected with Statutory rape laws until age 7 and 8 months, reaching elderhood at age 18.

Treefolk reach maturity at differing ages but the range can be that they mature fully in 1 year and then live for several thousands years, and thus they must be protected by Statutory rape laws until age 2 in that circumstance, and have been considered to have reached elderhood at age 350.

Beastlings reach maturity at age 16 and live up to 60-70 years on average, and thus are protected by statutory rape laws until age 17, and are considered to be elders at age 23.

Half and mixed breeds allow this age distinction to vary.
Last edited by Crystal Spires on Thu May 03, 2012 4:54 am, edited 2 times in total.
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Postby Crystal Spires » Sun Nov 20, 2011 8:04 pm

The Knight Order of Idealists

The Holy Order of Idealists are Knights of Fornt. They are soldiers, scouts, and rangers dedicated to protecting the Faith of Fornt believers. Their duties extend to learning the manners of Apotheosis and self perfection, healing the sick, ministering and teaching the ignorant, and punishing the wrongdoers who violate the Law and the virtues of Justice and fairness. It is known that the Knights are responsible to uphold the Law and thus if a government is deemed Illegitimate and disordered it is the duty of the Knights of the Order to take the government down by force and if a Knight of Fornt is deemed corrupt, the punishment for Corruption is ceremonial execution. This makes the knights at odds with governments of nations, but keeping the Knights of the Order at peace is a sign of a good Government and the Order of Idealists are deeply revered for their selfless service as they do work in harmony with the Guardsmen and protect the citizens with Martial Arts and they serve the common man with intense devotion. They do charitable works as part of their duties and uphold the Forntian Code which was laid down by Lord Fornt in the founding of the nation which was said to have been a small subsection, and then expanded to include an ever-changing governmental system of religious belief.

"We the people of the Just God for the promotion of good and the common welfare thereby affirm Rights to all Reasoned Beings to foster the spread of loving-kindness, compassion, and above all else fairness.

Reasoned beings are endowed with reason and conscience, should act kindly towards one another in a spirit of goodness, and promote the furtherance of goodness and happiness for all sentient beings.

A True believer will not use harmful words and actions based on ignorance, hatred, or greed. The True believer sees greedy, hateful, and ignorant acts as a scourge leading to chaos which shall return all reasoned beings to the hell of the Abyss.

Do not falter in the face of injustice, stand tall with courage and integrity. Speak with Knowledge and Seek the Law in times of strife and comfort. Aid the weak and the needy, Raise the Humble and downtrodden, Exalt the Humble and Humble the Exalted. For only in balance can one be true.

Blessed be those who govern and serve the good and welfare of the all,
Cursed be those who govern and serve only themselves.

The Lord deems them Corrupted and with the Rod of Judgement Smite their Greed, Stupidity, and Hate. "


A person can enter the Order of Idealists at age 17 or its equivalent of their own volition. They can enter earlier at age 14 with permission from their parent or guardian. They then receive a full free education and are taught the law by the Templars of Fornt. They receive their apprenticeship as a scribe and then after their apprenticeship their martial training begins.
They start as the rank of Knight

Knight: Every man in the order spend at least 2 years as a knight learning martial training, and legal training.
Knight Sergeant: Commands a patrolof men numbering in 12 men.
Knight Lieutenant: Commands a squad consisting in 2 patrols
Knight Captain: Commands a company consisting of 4 squads
Knight Major: Commands a Centurion Consisting of 10 squads.
Knight Colonel: Commands a Legion consisting of 10 centurion
Knight Brigadier General: Commands a Knight Brigade consisting of 3 Legions
Knight Commander: Commands a Guard which consists of 2 Brigades
Grand Commander: Commands an Order which consists of 5 guards
Knight Templar: Commands the Grand Order which consists of multiple orders of knights.

Overseer: an administrative rank, responsible for overseeing the supplies, quarters, training etc. in an area as well coordinating with local religious and political leaders
Champion Overseer: responsible for overseeing the supplies, quarters, training etc. in an area as well coordinating with local religious and political leaders of the whole kingdom
Grand Commander: Commands more than one Order On specialized tasks
Judgemaster: A Voted position of the greatest Grand Commanders, and there are only in a council of the 7
Knight Templar*: Commands the whole of the Army of the Forntian Knights and is used as a Symbol for all Forntian Knights to follow

*There are not always a Knight Templar at any given time, as they're only appointed every few centuries so the de-facto leader is the Judgemaster.


In times of great strife and turmoil there are people who earn significant merit so that they become nominated as Knight Templar for their service to Mystria and the World as a Whole.

There has been one only refusal of such a position of honor which was by Maven Auryn who opted against it because he believed that a True Knight Templar is one who spends the whole of his or her life serving others and not stopping once Knight Templar was awarded which is why he opted to being voted for as High Chancellor despite his rejection of nomination. He took the job willingly and served, and as a result many Orders of Forntian Knights believe that Knight Templar is an honor to be awarded upon the death of the person. There are still those sect who recognize the living Maven Auryn as the Living Knight Templar of Mystria, but it is not universally recognized among Forntians.
Last edited by Crystal Spires on Tue Jan 24, 2012 10:56 am, edited 2 times in total.
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Postby Crystal Spires » Sat Dec 03, 2011 11:33 pm

An Expansion on BMAD system of Magic

Alright first things's first. In order to have a good system it needs to be internally consistent.

Using a set of laws is possible like this excerpt from "Authentic Thaumaturgy" Copyright © 1979, 1998, 2001 c.e., Isaac Bonewits

But Spires uses Base Stats, "magical Schools", abilities and the B MAD system which encourages creativity and critical thinking.

Different disciplines of Magic include:

Black Magic: Magic powered by negative emotions.
Celestial Magic: Magic powered by invocation of deific powers.
Elemental Magic: Magic powered by the phasing of matter between solid (earth), liquid (water),gas (air), and plasma (fire).
Enchanting: Magic powered by fusion of energy into objects.
Life Magic: powered by the force of life and the flow of energy naturally in living things and internal energy.
Nature Magic: Magic powered by the forces of nature and external energies.
Necromancy: Magic powered with the force of death.
Psicraft: Magic powered by the power of mind over matter
Demonic Magic: Magic powered by demonic aid
Sorcery: Magic powered by use of energy from the waking dream state.
Spirit Summoning: Calling of entities to do magic for the summoner.
White Magic: Magic powered by cleansing aspects used to nullifying physical and magical attacks.
Wizardry: Magic powered by the manipulation of the astral plane.

Requirements for Spells
Spell Name
Spell description
Discipline

A successfully learned spell will contain:
A Base Cost of casting the spell
Spell Magnitude
An area of effect
And a duration of spell

B = Base Cost of a spell. Every Magical system has a cost of spells. Whether it is stated or unstated every connection to magic is "ENERGY" garnered from the different schools of magic because energy doesn't manifest from nothing, it has to manifest from something. There needs to be a directional component of that energy whether it be "somatic" which requires movement, or "verbal" which requires spoken components or "mental" which requires a clear and focused mind to directionally focus spells by the power of thought.

M = Magnitude (How far is the spell effect area? How powerful is the spell limitations?)

THIS IS THE MOST IMPORTANT THING TO KEEP IN MIND, and it's why God modding is so common in FanT magic. So how powerful is your spell in different circumstances. For example, if it is powerful enough to ignore body armor, there has to be a base cost that is equivalent to that. It goes back to the energy focusing and direction.

D = Duration

Okay so let's look at a situation. Darrus casts a single use of a launcheable fireball attack. His spell lasts as long as it takes for him to absorb the energy from his means and then to launch it. All well and good. But let's say he uses a cone of flame. BLAAAAAAAAMMM!!! Now consider what will happen as he tries to hold it. The energy he is using is elemental magic, so the power it takes for him to direct it will eventually dissipate and he will run out of energy to direct! Now think in a cold place. How much flame energy do you think he would be able to direct. NOT MUCH FOLKS and then Blam, he's exhausted and no longer has energy to focus and direct. No more fire cone. So there needs to be an understanding of a general duration of spell energy exhaustion.

A = Area

If there's no spell effect AREA defined this is God Mod Tastic. So it's the SECOND most important spell factor. Now remember with spells we're directing energy, so this means that there needs to be a reasonable distance between Person- Energy-> Target.

So if the spell area is the person's self, (Like Maven's Aegis spell) then this means that it will not affect anyone else (much to Maven's exasperation). If the area is a certain distance, it needs to be DEFINED, clearly, and there needs to be a reason for that defined distance. If it affects more than one target this also must be clearly defined.

Of course! Now that we have spell creation in mind, we can factor in Spell USE!

Now in order to roleplay magic well the system is used internally, so for example:

Sceneset: (to define the surroundings)
It was the middle of the afternoon and Darrus was sitting in the middle of the Spirean Capital City of Caltris in the Central gardens of the ambassadorial district and the summer sun was glaring down. He set up a training dummy and armed it with iron armor. Using a combination of focus he holds his hand out in the direction of the dummy. From his palm flaming energy erupts and flows outward toward the dummy. The straw burns up and the armor collapses due to the straw man having burned to the ground and the iron turns red hot. After the dummy collapses to the ground Darrus then releases the spell.

"Well that was easy enough." He said as he set another dummy up because the dummy he just used was still too hot to be touched.

Darrus sets another dummy up across the field and then finds that he cannot reach further than several feet away without straining his magic, and he could not hold it longer than a minute and a half without having to reach deep into his reserves. Throwing his fists up in frustration Darrus uses his cone of flame on the armor already on the ground at full power and turns the armor white hot, and sees that after a moment the armor begins to melt, but then Darrus collapses in exhaustion as Maven laughs his head off.

Spell description
Demonstrates B
Demonstrates M
Demonstrates A
Demonstrates D

So Beyond B-MAD in order to standardize "Energy" and get specific effects of Spell Fatigue I have also used a system that will make for simple classification purposes and also in the Roleplay for the Grand Collegium it gives us Specializations for Mage Professors to teach in magic.

Black Magic: Magic powered by negative emotions
Spell fatigue consequences are directly related to emotion and can lead to insanity

Celestial Magic: Magic powered by invocation of deific powers.
Spell fatigue consequences are directly related to the deity summoned (Thor will be pissed off if you oversummon his power, and no exceptions are granted no matter which deity is summoned.

Elemental Magic: Magic powered by the phasing of matter between solid (earth), liquid (water),gas (air), and plasma (fire).
Spell fatigue consequences are directly related to the element used. If it is fire you will be burned, if water then it will overcome your control and begin to slowly drown you, if gas expect the very breath to slowly be suffocated away from you, and earth will crush you.

Enchanting: Magic powered by fusion of energy into objects.
The same consequences as the elemental mages and the other spellcrafts but this is related more to making magitech weapons.

Life Magic: powered by the force of life and the flow of energy naturally in living things and internal energy.
Spell Fatigue consequences are severely detrimental health consequences.

Nature Magic: Magic powered by the forces of nature and external energies.
Spell fatigue consequences are the nature spells overcoming their masters

Necromancy: Magic powered with the force of death.
Spell fatigue consequence are lack of control over the death essence leading to the death of allies and also friendly elements (Note: Specifically not your enemies) and also an advance in age.

Psicraft: Magic powered by the power of mind presiding over matter
Spell fatigue consequences are related to the fraying of focus and leads to complete mind fragmentation

Demonic Magic: Magic powered by demonic aid
Spell fatigue consequences are that the demon will turn on the summoner in their time of weakness and try to eliminate or control the summoner as their thrall.

Sorcery: Magic powered by use of energy from the waking dream state.
Spell fatigue consequences are the user begins to fall into a dreamless sleep state and if pushed too hard they will never be awakened.

Spirit Summoning: Calling of entities to do magic for the summoner.
Spell fatigue consequences are the summoned entities lose direct control and attack friendly targets.

White Magic: Magic powered by cleansing aspects used to nullifying physical and magical attacks.
Spell fatigue consequences are the caster loses all ability to cast offensive spells, and their defenses are reduced completely.

Wizardry: Magic powered by the manipulation of the astral plane.
Spell fatigue consequences are that the caster slowly gets their mind slowly ripped into the astral plane leaving their body as a lifeless shell.
Last edited by Crystal Spires on Fri Mar 16, 2012 3:32 pm, edited 1 time in total.
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Postby Crystal Spires » Sun Dec 04, 2011 12:43 am

Maven Auryn's collection of Spells for use from most common to the most rarely used.

Spell Name: Heaven's Judgement
Discipline: Elemental Magic, Nature Magic, Summoning
Spell Description: Has the ability to generate and control fire Flame Specters (offensive spell)
Base Cost: Requires Somatic movement and mental concentration and also requires elemental heat energy (cannot be used well in a cold place obviously)
Spell Magnitude: at Max power it can generate a Oxyhydrogen flame from around 2000 °C or above (3600 °F) but Average power is a Blowtorch flame: 1,300 °C (2,400 °F)
The Area of effect: is Strongest in 40 m range. but become weaker spread outward and the max that the specters can reach is about 200 m before they dissipate ( About the range of a Frag Grenade)
Duration of the spell: can last for as long as the heat energy is available, but the consequences from overuse is the spell rejection when the burn begins to actually overtake the user as well. On average the duration can be from anywhere between 10 minutes and when reaching 20 minutes spell strain kicks in and the consequences from elemental overuse happens.

Spell Name: Aegis
Discipline White Magic, Life Magic
Spell Description: Create a Shield against physical and magical force.
Base Cost: Requires a blood sacrifice and a somatic component.
Spell Magnitude: Creates an anti ballistics shield equal to a kevlar shield around the whole body including the wings and an anti-elemental block
The Area of effect: Self only.
Duration of the spell: 1 hour before strain kicks in and the consequences from life energy overuse happens which is physical deterioration.

Spell Name: Healing Hand
Discipline Life Magic
Spell description: Speeds the body's natural process of healing injuries
A Base Cost of casting the spell: a somatic component, a mental component, and life energy component
Spell Magnitude:Can reverse traumatic injuries and speed the process of cell division and production needed to recover from injuries quickly.
An area of effect: Single target.
And a duration of spell: Single use.

Spell name: Soul Scatter
Discipline Nature Magic, Life Magic, and Sorceric Magic
Spell description: A blasting attack that ignores magical defenses and hits with the force of a Armor-piercing shell.
Base cost: Somatic component and a blood sacrifice.
Spell Magnitude:semi-armor-piercing high-explosive (SAPHE)
An area of effect: Single target
And a duration of spell: Single use.

Spell Name: Starfire Requiem
Discipline: White Magic, Nature Magic, Summoning, Sorceric Magic
Spell Description: Has the ability to generate stunning and colorful flashes of sight, sound, smells, and sensory informational overload.(Offensive spell)
Base Cost: Requires Somatic movement, a blood sacrifice, and Verbal incantation*
Spell Magnitude: at Max power it can affect 400 people within a Maximum range of 370 m
Effective at only 140 m.
The Area of effect: Maximum range of 370 m Effective at only 140 m. (Bazooka's range)
Duration of the spell: can last for as long as the concentration is available and as long as the complicated somatic direction can last, but the consequences from overuse is the spell rebounds upon the caster stunning them and making them unable to use spellss. On average the duration can be from anywhere between 10 minutes and when reaching 20 minutes spell strain kicks in and the consequences from white magic overuse happens.

Spell name: Intercession
Discipline: White, Nature, and Life Magic Meld
Spell description: A healing spell which speeds the natural healing of the human body but also draws in the energy from surrounding living and organic components to introduce faster healing speeds from an unnatural source. This leaves a strange feeling of euphoria in the spell area for all those affected.
Base cost: Somatic component mental concentration verbal component.
Spell Magnitude: Can reduce the damage from more catastrophic damage and trauma, but it has a euphoric spell side effect
An area of effect: 40 m range
And a duration of spell: 15 minutes max before spell failure which leads to mental consequences of strain which is uncontrollable laughter.

Spell name:Distorted reality * Note Rarely used.
Discipline Black Magic, Life Magic, Sorceric Magic
Spell description: Mind Alteration Spell which alters reality and at its most powerful forces the victim to relive their worst memories and confront horrible illusions of their worst fears over and over again.
Base cost: Somatic component, mental concentration, eye contact, and forcing of the emotion of fear.
Spell Magnitude: Can devastate an individual's morale causing them to flee, can have permanent consequences if used over a long period of time. Can shock a person to death, but is uncommon unless they have a preexisting heart condition. It introduces too much adrenaline and then the person dies.
An area of effect: single target
And a duration of spell: the Spell is instantaneous and can last as long as Maven can withstand the feeling of fear himself. His limitation of forcing the horror is why he hardly uses this spell.

Spell name:Horrors from Arcanum * Note Rarely used.
Discipline Black Magic, Sorceric Magic, Summoning, Life Magic
Spell description: Horrifying beings manifested from the living force of the caster used to act their will.
Base cost: Somatic components, mental concentration, eye contact, and dispensing of life force.
Spell Magnitude: Can create up to a single being of horror up to a legion of beings depending on the amount of life force dispensed by the caster.
An area of effect: expelled from a single point in space.
And a duration of spell: the Spell is temporary and can last only 30 minutes max before the spell implodes upon the caster, and completely dispenses the life of the caster.

Spell name: Summon Abyssal Abomination * Note Rarely used.
Discipline Black Magic, Sorceric Magic, Summoning, Demonic Magic
Spell description: The Caster releases a beacon of energy that calls all the horrifying beings manifested from the chaotic realm of the Abyss to one spot where they are transvoked, directed, and controlled by the caster.
Base cost: Mental concentration, emotional disorientation, daze and loss of mobility and raised risk of attack.
Spell Magnitude: Can summon up to a single being of horror up to a legion of beings depending on the strength of the beacon.
An area of effect: expelled from a single point in space.
And a duration of spell: the Spell is temporary and can last only 30 minutes max before the mind beacon weakens and dissipates and if the Abomination is not directed to leave before then, the caster has to defend themselves from demonic attack.
Last edited by Crystal Spires on Fri Apr 06, 2012 2:28 pm, edited 7 times in total.
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Postby Crystal Spires » Sat Dec 10, 2011 8:15 pm

The Hymn of Heartened Ones
The Spirean National Anthem

Verse:
The stars above the night sky
tell the tale of grief and triumph
The blood that stained the fields
in the distance of Mt.Kultika
Where the flames burned high
and the ashes of the fallen join sunset

Chorus:
Faced with death we cry "Victory"
For strength will not fail us
We stand strong, not as one,
but as a whole, we sing Freedom
Never one too small, or one too weak,
we as a whole, cry Freedom

Verse 2:
We cried for revolution and gained our liberation,
with courage, equality, and honor we sing

In the distance the phoenix soars
Watching over the snow-capped mountains of the north
Safe-guarding the valleys misted in shadow
Whispering in the wind to the pink sand shores
Passing endlessly through the hourglass of time

Chorus:
Faced with death we cry "Victory"
For strength will not fail us
We stand strong, not as one,
but as a whole, we sing Freedom
Never one too small, or one too weak,
we as a whole, cry Freedom

We have risen high and kissed the cloud-dense skies
The gods continue to watch over our souls
May we forever find peace as a whole
May we never be bound by chains

Reborn from the ashes,
we arise steadfast as solid stone
Last edited by Crystal Spires on Sat May 26, 2012 10:50 am, edited 1 time in total.
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Postby Crystal Spires » Sun Jan 01, 2012 8:09 am

Spirean Social Organizations

Education
Primary Education is provided for by the Spirean Government and scientific and/or magical research is done in public universities under the auspices of government. As Spireans are Communist, all people wishing to establish a private school or educational institution must apply to the Educational Worker's Council to get a permit and pass inspections by the government to ensure quality educators and education. Non-standard education is frowned upon

Core education includes:
  • Math: Logic and Reasoning, Arithmetic, Trigonometry, Algebra, Functions, Modeling, Geometry, Statistics and probability, Calculus, Differential Equasions, etc.
  • Science: Matter and Energy, Physics, Biology, Chemistry, Engineering, Knowledge Arcana, Geography, Psionics, Interplanar Knowledge etc.
  • Language Arts: Common, Indigenous, and Foreign
  • History: Both World History and Spirean History.

Magi Registration
To use magic in one's occupation requires licencing much like a driver’s license which is something all magi in Spirean culture get upon coming of age after having graduated from the Collegium or similar institutions of Primary Magical education or having been taught by a similarly certified or respected Mage. This is done to prevent injuries to all nonmagi and prevents lawsuits against magi. Magi who do not have a licence are still permitted to use spellcraft publicly, but any injury to persons, beings, or property is heavily punished if a person is an unlicensed magi. Special considerations to younglings are always considered, as is the awareness of one's ability of possessing magic, but all matters are decided by severity on a case-by-case manner by the Council of Magi, a Worker's Council for the Board of Magi.

Titles and Addressing People
Certain Jobs are Given certain distinctive titles, but there is no ranking system, aristocracy, or nobility. Most people address one another as "Comrade" if their occupation is not known, and if one is close. Councilmen are addressed by the title "Honored Representative" except for the Chancellor and High Chancellor which are marked by their excellency and are therefore called "Excellency", and Ministers are "Wise". Religious leaders are "Venerable" or are to be addressed as "Your Grace" or by their position. Selfless occupations that serve others are addressed by the title "Honored" or "Honorable" and those that uphold the community or society is "Respected" or "Respectable". Knights are addressed by their ranking.

Taboo Jobs

Jobs that are considerably taboo are those that hurt members of society without giving back to society as well as those who do not produce their own goods, and only profit by exploitation.

Social Stratification?

There exists no divisions between social classes and there is nothing wrong with different occupations i.e. a Knight who is a farmer, a cleric who is a part time city guard etc. There is no rising or falling with one's occupational distinction and people are often addressed by the title they feel serves the most people.

Aesthetics

The Standard of beauty is healthy looking beings which display strength, power, and excellence.

Masculine Beauty are those who display virility, strength, and power but also tempered by gentleness and cleanliness. Cleanly shaven or well-groomed facial/bodily hair is considered more beautiful than unkempt wildness and fitness is considered beautiful over being thin or fat.

Feminine beauty are those who display grace, purity, and distinction but also charm and power. Like men, fitness is preferred over being too thin or too fat. Those who are well groomed are also considered more beautiful than those who are not.

Spirean Art reflects a favor of "Appreciating Magic in Reality" paintings often show realism blended with surrealist aspects, or other-worldliness. And Sculpting also reflects this same manner of artistic appreciation. Clothing is heavily drawn from Victorian and Edwardian fashion, but also draws aspects of Elven fashion. Furniture and Furnishing also uses this same inspiration of combining utility with "Magical" or mystic beauty.

Government

The basic style of government in Crystal Spires is Democratic Council Communism which contrasts from the confederate feudal Rulership of Altea in the East which is staunchly criticized and opposed by Spireans. The Meritocratic rulership of Metanih to the West is different from the Spirean Council Communism in its application of Meritocracy as opposed to the Beastling State's conversely Egalitarian structure, however this doesn't garner great opposition and the ties between Metanih and Crystal Spires are friendly. The Absolutist rulership of Terradin creates a complicated Spirean relationship, as the Spireans hate tyrannical rulership, but they depend on the Dwarves for their ore trade. This causes a cool relationship with the Dwarves and there is often much head butting between Terradin and Crystal Spires. The Tribal Rulership of Yesopalitha is closely tied to the Beastling States and they are still inspired by the nomadic people's original principles but due to the founding of land to Yesopalitha by the Beastling States there is a growing similarity between their two policies which makes warm relations between the two nations.

The Spirean Government is omnipresent as it is a communist nation and all peoples are considered to be part of the Spirean government. The High Council is made up of elected representatives and has the right to levy taxes on all people and it is placed on sales, services, and property. Ministers provide support services for the head of state and they are all elected positions by respective worker's councils.

Spirean international relations
Spireans consider that the relative power of a country or ruler is measured by the size of its army, the prowess of their skill in magic and technology, and the amount of money and trade flowing through it. They consider all of the above to be important factors in making decisions about nations. Relations between countries depend on a combination of the relations between the heads of states and sympathy toward their national policy.

Spirean Citizenship
Spirean people who are born in Crystal Spires are considered citizens as are all inducted Spireans who are considered to have been "Reborn" as a Spirean. This means that all "Reborn Spireans" have all their criminal records wiped away and all such rights and privileges by Spirean Code are fully given. Rights and privileges granted are education, employment, right to elect leaders, right to a fair trial, civil and protected rights, rights of protection of persons. The responsibilities of a citizen is to uphold all Spirean law and code, to participate and contribute in the political systems and the workplace, to pay taxes, and to put effort into contributing to Spirean society. Minors have fewer legal rights and less recourse than full citizens because they considered mentally deficient until they reach the age of maturity.

Succession lines and Emergencies
If the High Chancellor is incapacitated then the Chancellor takes up ruler-ship, and if the High Chancellor and the Chancellor is incapacitated, an emergency election is done to choose a Vice chancellor.

The Honor Guard in the Order of Uncorruptibles is responsible for protecting the head of state. They act as his personal guard, and function together with the Spirean Secret Service which is an elite group affiliated with the regular military made up of consultants and knights. They have strong safeguards against assassins, poisoning, direct assault, and magical attacks. (Note: Maven Auryn often does not bring his honor guard with him, as he is more than capable of acting as his own honor guard as the Knight Templar in the Order of Idealists in Mystria)

Worker's Council
The Worker's Councils and ministers give orders to military, to tax collectors, to civil servants, and determine what normal people do and what legal procedures are followed. Councilmen are elected positions and Ministers are appointed positions.

Coinage
The Spirean National Bank is responsible for coinage, and the rates are decided by the Worker's Councils and there are acceptable standards for printing signets. Counterfeiting is difficult as the Signets have very carefully made magical and electronic signatures that can be checked.

Military Makeup
The Order of New Idealists, which is the national Spirean Military, is made up of professional career soldiers who work and train to be soldiers. Many of them have second jobs and conscription is incredibly rare. Enlisting percentages are high, however and in a state of emergency the High Council can call up full military conscription for men for an army.

Spireans are well known for their healthy provisions of formal spying and intelligence gathering of governments, and done by the military. And some guilds and tradesmen also do so on their own. The organization of Spirean National Intelligence is the biggest national Spy organization, but spying is also done by diplomats and freelance agents.

Celebratory Periods
In the Ceremony of Purification people are expected to fast. On all special occasions the High Chancellor is expected to provide a celebration or spectacle for the people to enjoy.

Political Factions
The major political factions at present:
Communists, Democratic Socialists, Syndicalists,Libertarians, Environmentalists, Anarchists, Theocrats, Conservatives, Liberals, Fascists, Radicals,

Ideological Special Interests:
Pacifists, Collectivists, Individualists, Mutualists, Ponyists, Feminists

Political Platformist Organizations:
Mystrian Unificationists, Inter-special Harmonists, Isolationists

Racial Special Interest groups:
The Beastling Nationalists, Demihuman supremacists, Human Separatists, Dwarven Radicalists, Treefolk Chosen Ones, Changeling Illuminati, and Elven Radicals.


Law and Order

Spireans put focus on good police work. This relies upon a fair judgement using evidence which is physical evidence and eyewitness accounts obtained by magical and non-magical means. Proper police investigation is aided by science and magical evidence gathering used to determine guilt. Arbitrary judgments are not allowed. Forensic magic is possible through use of enchanters and the results of forensic spells are admissible in court as evidence. It is something a specialized enchanter can do and is thus part of the Magi worker's councils. Alleged criminals are treated respectfully before and after their convictions. Do the police,military, and city guard do not make a practice of roughing up suspects and it is this frowned upon.

Personal weapons are available to anyone who can afford them with a licence, and there are laws required to determine the use and distribution of weapons which demand that a citizen be proficient in its use and be given proper weapons training.

There are certain spells (as opposed to magic generally)which are illegal because of various reasons which include the harmful effects of the spell, ingredients that are illegal to harvest or illegal procedures needed to cast it. A criminal magician can be detected using investigation by the Bureau of Magical Crimes Division, and are apprehended by the Spirean Police Forces and the Order of Uncorruptibles, and they are punished in the court of law. Catching and punishing illegal magicians is the responsibility of the Magical Crimes Division which are Magi who work with the police.

Truly serious crimes are those that threaten society and the natural order as it is considered that when law disappears all will return to the abyss and everyone will die. Serial murder, Premeditated murder, Assassination, Slavery, Terrorist attacks resulting in mass civilian casualties, Treason, Corruption, War Crimes, Piracy (of the murder and pillaging variation), Genocide, Contract Killing, White collar crimes that result in massive civilian casualties, and Criminals of severe offence, in sound mind, who cannot be rehabilitated by any humane means are executed in interests of protecting the natural order. Execution depends on the crime or the criminal. Criminals that demand ritual Purification like Treason and Corruption are ritually beheaded, while murderers assassins, and slavers are hanged or shot. The normal punishments for less serious crimes are prison time and rehabilitation.

The Order of the Uncorruptibles, and the Spirean Police Force are responsible for catching criminals and they're funded by the government and donations by the Spirean people. The Spirean Police Force are organized into independent police precincts, and the Order of Uncorruptibles are done by overlapping districts.Some work full-time, some are part-time, and some are volunteers. The Spirean Police Force have offices in every district and the Order of Uncorruptibles are in every Forntian temple. Their precincts work together. The Uncorruptibles do not have a standard weapon, but the Spirean Police Force are trained in various weapons including the stock magitech pistol and rifle and a non-spiked mace.

Spirean Lawyers are called mediators and they're free and provided by the state. They go to law schools and are certified by the state legal board and the Legal Council.

The Law demands that people are innocent until proven guilty, and judges are elected in the legal Council, are paid by the state through taxation. Appeals are possible if brought to the attention of the legal council. Mob justice is uncommon and disapproved of.

Judges and lawyers wear special clothes, robes, to indicate their calling.

Crime

Highwaymen, muggers, and pirates are common in Mystria, but rare in the Beastling States. The average citizen is likely to run across a mugger or bandit once or twice during their lifetime. There are rumors of a larger thieves guild, but this is not believed to be more than just flights of fancy. However Piracy is much more common, but much more severely punished. Highwaymen have existed, but are also severely punished by the imperial guard.

Law Making and influences

The High Council can make or repeal laws and are elected while the High Chancellor acts as a Chairman and spokesman. The influence by business is limited, on the laws that are made while the influences of religion is more prominent. The power of worker's councils are incredibly important and the primary influence on all High Council decisions.
Last edited by Crystal Spires on Wed Jan 11, 2012 2:17 am, edited 3 times in total.
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International Relations and Foreign Policy

Crystal Spires has formal relationships with many other countries, and ambassadors are chosen and nominated by the worker's councils for their exemplary character. There are standing embassies and consulates in quite a few countries, but most of the time special emissaries are sent only when an incident happens.

Treaties are mutually arranged often in a formal manner and is taken seriously and as solemnly as a council board meeting.

Official attitudes toward other countries greatly affect commerce and trade, as there are official policies decided when sanctions come into play and it can make trade with hostile nations a serious crime. There are Customs inspectors at border crossings, and there is a simple inspection done to make sure that no one brings in dangerous contraband or weapons. The export/import of some magitech, poisonous and biological material, and stockweed is regulated by the government. This affects political relationships between their Mystrian neighbors slightly negatively, but it is considered to be a necessary evil.

The Treefolk, Cantalvian humans, and Carcenoan humans are traditional allies of the Beastling States. Elves are also friendly with the Beastling States due to a historical critical rescue during the drought. The Changelings and Dwarves have a tense alliance with the Beastling states and there is a fierce rivalry with the humans in Altea. There's also a historical rivalry with Hippostania which goes back before the Pony Revolution. After the revolution there was warmer relations, but after the outlawing of Communism, the relations cooled off again.
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Views on systems of government


Representative Democracy: The Beastling States Uses Representative Democracy because of the practical usage in a large land area.

Direct Democracy: Direct Democracy is Ideal but impractical on a large scale.

Republics:Republics are ideal, because they are chosen of the people, by the people, and for the people.

Federalism:Federal structures are more favorable than unitary structures and confederacies because they take into account local concerns and also how they affect the whole nation.

Constitutional Monarchism: We can trust Constitutional Monarchs as we feel that the constitution protects the people from the over extension of power by one person.

Absolute Monarchism: We look at absolute monarchs with distrust as our past has taught us that absolute power in the hands of one person leads to corruption, and corruption is to be feared and avoided. If this corruption cannot be avoided the threat must be eliminated for the common good. If the Monarch is benevolent, and shows to bring good and justice to the people, they're admired and revered for their ability to be uncorrupted by power.

Dictatorship: Like the Absolute Monarch we believe that power in the hands of one person leads to corruption, and corruption is to be feared and avoided. If this corruption cannot be avoided the threat must be eliminated for the common good. If the Dictator is benevolent, and shows to bring good and justice to the people, they're admired.

Anarchism: Anarchism or a stateless nation is ideal, but it is not very often achieved without blood or conflict.

Minarchism (very small government): it doesn't do enough to protect people from monopolies or massive exploitation by the rich.

Oligarchies: They are looked at with distrust as power by the few outweighing the demands of the many is considered to be corruption.

Military Juntas: Depending on the intentions and action of the Junta they can either be trusted or considered enemies of the state.

Fascism: All but universally hated and distrusted.

Presidential System: Considered to be effective, and more trustworthy to begin with, but can lose favor with Spireans if they become corruptor show corruption.

Parliamentary System: Viewed favorably, but if taken to the point where minority rights are not respected or opposition parties aren't respected, they are no longer trusted.

Economic Systems

Capitalism: Considered to be exploitative and conducive to slavery, imperialism, and colonialism. Considered to lead to poverty and worldwide abuse of other nations.If such exploitation is avoided and the regime is friendly, then foster a warm relationship. Lead by example. Teach that mixed economy is better than straight Capitalism.

Socialism: Considered to be Ideal in the protection of rights, and necessary to provide the full services of a good government.


Mixed Economy (Third Way): It is better than straight Capitalism, but considered to not do enough to protect the majority from poverty.

Laissez-faire: It is considered to be socially irresponsible as it does not protect anyone from unsafe business practices.

Syndicalism (trade unionism): It is considered to be uniquely beneficial if the rights of minorities are respected.

Planned Economy: This is exactly what Spireans believe prevents exploitation, but it is less favorable than Grassroots economics.

Grassroots (community based) economics: Ideal. The only criticism is that it requires a motivated populace.

Globalization: It leads to massive exploitation by the rich nations of the poor nations.

Feudalism: On one hand it's considered culturally rich, but on the other hand it violates rights of the citizens left and right. It is therefore viewed default unfavorably.

Corporatism: Depends on how socially responsible the corporation is. Some Corporations run like a collective council which is considered favorable, while others run like a nightmare hole.

Participatory Economics: Spires uses participatory economics and therefore is biased in favor of participatory economics.

Gift Economy: Considered to be immoral and does not reward effort and contributions with proper compensation.

Traditional Economies: Depends on their Economic planning. Mercantilism does not work in favor of the working class and is therefore viewed unfavorably.

Social Philosophies

(Note these are social philosophies, not economic ones)

Authoritarianism: Unfavorably because of the disregard for the will of the people.

Conservatism: Unfavorably because of fiscal decisions and moral enforcement by people more likely to be wrong about morality.

Liberalism: Mildly unfavorably because they don't do enough, nor have the courage to abolish the system when the situation demands it and therefore unfavorably receives it.

Libertarianism: Unfavorably because not enough is done to provide basic rights that the population deserves.

Militarism: Unfavorably when it's a warmongering nation for the wrong reasons. When it is the right reasons it is viewed favorably.

Pacifism: Favorably. Spireans are peaceloving people. (this doesn't mean they are morally opposed to warfare, just warfare for the wrong reasons)

Nationalism: Unfavorably because it promotes division and racism.

Internationalism: Favorably because it promotes the good and welfare of all.

Secularism: Depends, if it's anti-religious then it's not well received. If it's merely secular humanism then it's well received.

Theocracy: Depends on the religion.

Racism: Hated because it is the foundation of xenocide and genocide.

Egalitarianism: The foundation of Spirean ethic.

Individualism: It is respected only if the rights of the individual do not outweigh the whole of everyone else.

Collectivism: Considered essential to a healthy community.

Environmentalism: Considered absolutely essential to the continuance of life on all planets.

Consumerism: Considered to be a moral issue.

Freedoms

Abortion: Provided

Same Sex Marriage: Provided

Polgamy/Polyamory/Group Marriage: Provided if all parties agree.

LGBTQP (Lesbian, Gay, Bisexual, Transgendered, Questioning, Pansexual) Rights: Guaranteed.

Alcohol: Legal at age 16 in human equivalent.

Tobacco: Legal at age 16 in human equivalent.

Marijuana: Legal at age 16 in human equivalent.

"Soft Drugs": Legal at age 16 in human equivalent.

"Hard Drugs": Legal at age 21 in human equivalent. with an exception of Stockweed for safety reasons.

Age of consent: age 17 in human equivalent..

Gun control: Needs licences for ownership at age 18 or its human equivalent or permission from a guardian. Needs a clean criminal record and a clean bill of mental health and needs to take classes for proper use and when to discharge a firearm.

Religion: Free exercise and freedom from religion.

Freedom of Speech: Freedom of speech inasmuch that it doesn't violate health and safety concerns.

Freedom of Press: Freedom of the press inasmuch that it doesn't violate health and safety concerns.

Public Nudity: permitted.

Animal Rights: Protected for animal welfare.

Human Rights: Protected.

Prostitution: Taxed and legal but frowned upon.

Flag Burning: protected but frowned upon.

Other

To what extent does racial discrimination exist in your nation? Not much. It would make things difficult otherwise.

To what extent does gender discrimination exist in your nation? It doesn't exist.

To what extent does sexuality discrimination exist in your nation? Doesn't exist.

To what extent does class discrimination exist in your nation? We're anti classist.

To what extent does religious discrimination exist in your nation? It exists, but is not institutionalized and can be problematic in some communities.

To what extent does political discrimination exist in your nation? It exists but is not institutionalized and can be problematic in some communities.

Do you have a national religion, and if so what? The Government is officially secular, but the representatives are openly religious.

If not, do you have freedom of religion, or enforced atheism? Freedom of religion.

If you have a national religion, are other religions allowed to exist within it? Forntianism, but all religions are allowed to freely practice and have their own religious institution.

What party system does your nation have, if any? (single, two-party, multiparty, etc.): Multiparty.

What are some things that are viewed as taboo within your society? Claims of racial supremacy.

What are some things your society allows that others may consider taboo? Interspecial relationships.


What form of communism or socialism do you adhere to? Council Communism.

What are your views on the following?

Orthodox Marxism: Positively, but still needs to work on the problems inherent in implementation.

Marxist-Leninism: Positively, but still needs to work on the problems inherent in implementation.

Stalinism: Negatively. Does not consider them to be Communist, but rather personality cultists.

Trotskyism: Positively, and views the implementation to be relatively successful if applied.

Maoism: Negatively. Does not consider them to be Communist, but rather personality cultists.

Juche: Negatively. Does not consider them to be Communist, but rather personality cultists.

Democratic Socialism: Limited approval. Considers that they need to take better steps in the right direction into revolutionizing the system.

Anarcho-Communism: Approval. Considers that they need to take better steps in the right implementation of revolutionizing the system.

Anarcho-Syndicalism: Limited approval. Considers that they need to take better steps in the right direction into revolutionizing the system and factoring needs of all.

Anarcho-Collectivism: Approval. Considers that they need to take better steps in the right implementation of revolutionizing the system.

Luxemburgism: Viewed more positively than Trotskyism.

Council Communism: The Spirean system, and therefore positively viewed.
Last edited by Crystal Spires on Sat Aug 04, 2012 1:38 pm, edited 4 times in total.
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No one is supposed to know this buuut...

Postby Crystal Spires » Mon Feb 27, 2012 2:51 am

Image

CS Infrastructure map
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Postby Crystal Spires » Mon Feb 27, 2012 5:54 pm

Resplendent Wings

The Airforce of Crystal Spires was devised after the first levitation craft was created that was heavier than air. The Owell Knight Commander Raltheir Cronikan demanded the exploration in the use of Aviation troops be considered. This tinkering caused a spark in Spirean interest in use of air combat as a tactical advantage that would exploit ground troops. First use of Air Combat troops was after the recovery in the Fell Crusade, when the Spireans were barely recovering from the Market Depression from the war, and after the testing phase, the first Engineering Corps of the Resplendent Wings in the Order of Idealists were created which was the Spirean air force. The use was at first limited to Reconaissance, but then Spirean ingenuity picked up where the application was concerned and the focus became using planes and airships to damage infrastructure.

A Flyer is a single pilot responsible for one aircraft.
A Whisper are 2 pilots working cooperatively on 2 aircrafts.
An Officer is responsible for a flock which is made up of 6 aircrafts. (3 sections)
A Lieutenant is in charge of Espers which is made of up of 18 aircraft (3 flocks)
A Wisp Caller is in charge of Sky Stalkers which are made up of 54 aircraft (3 Espers)
A Truth seeker is in charge of a Seeker Squad made up of 90 aircraft (5 flocks)
A Wind caller is in charge of a Calling which is made up of one or more seeker squad.
A Sky Slicer is in charge of more than one calling by region.
A General of the Resplendent Skies and is in charge of the whole Spirean air force.
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