Ralnis wrote:NS name: Ralnis
Nation: The Tar'tash All'un
Race (Human, Elves, Dwarves, Beastmen, Other?): Tar'tash( Werehyenas that were born like that instead of once human and changes into said beast) Mir'nik( Giant Hyena-like beast that are larger than Warg and more gruesome, however they are known as cowardy hunters without their Tar'tash riders or others of their kind.)
Aaarth'nin( a mutated sub-species of Tar'tash that are more passive and smarter than the Tar'tash and formed the ruling head of the Clan as well as scholars and diplomats. They are shorter then Tar'tash and eat bugs with their long tongues. They are also the most religious and magically-touched of their people as they were gifted with the insight from the Laughing Spirits)
Region(Look on map above): Straight of Coman
Description of your people: The Tar'tash are a family of Beastmen known as the " Enlightened" or " Possessed" Beastmen for they are among the few nations on Amergos to have been once cursed or born from a spell that changed them into Beastmen but they have became smarter and had developed civilization but are still persecuted and hunted down because of what they are.
The Tar'tash were first humans who were cultists and made a deal with the Laughing Spirits known as the Azerghki to help them gain their freedom from the enslavement of other warrior tribes for they were farmers and crafters. The Azerghki gave them the pelts of different Hyena that existed at the time and told them to sow the skin of their "children" with their skin so that they may" walk and laugh at their enemies and eat their flesh."
The first Tar'tash came from this. They still retain many things such as their minds and their humanity, but they wage battle against the beast inside and they move on all-fours like a hybrid of an ape and a hyena but they were able to fight like men do. This terrified their enemies as they hunted them down and killed them or turn them into the first Mir'nik to be used as beast of burden and cavalry later on. Out of their newly conquered territory came the first Clans that were ruled by the Sand Mothers, matriarch alphas that had laid down a strict caste system and traditions that are still used today.
The Sand Mothers however were still Tar'tash as they had became very aggressive and war was very common and so was banditry for hundreds of years and their population had became stagnate due to it until some of the more magic prone have started to make another deal with the Laughing Spirits to make them smarter and unite their people. They agreed and turned them into Aaarth'nin and had called them the" Children of the Earth and of the spirits. Touched with the laughter of magic and the mind of science."
It was because of them that they were the first to sought unity through diplomacy and founded the Tar'tash All'un by saying that they were all one people. This had led into a golden age which is still going on today that they have advance their culture, science, and magic as they have establish their own nation-states in an alliance that represents their people, but "each one is their own pelt" as many of the people say.
Culture: The culture is different with every Clan, but each one of them is synonymous in their culture and even how they write their laws. The All'un are a mixture of Arabic cultures as each one of them is ruled by a matriarch that rules as a Sultan but they are united by the Aaarth'nin who are the smartest and most magically-fused of their people. They have a strict caste that many men are at a disadvantage and non-Tar'tash are considered as slaves or second-class citizens for slavery is legal across the nation but one may gain their freedom if they have done enough merit to deserve it.
Their religion is a mixture of shamanism, Islam, and Hinduism that their deities, the Azerghki, are polytheistic in nature as their are a set of 20 Spirits for every 5 Clans for a total of 36 sects and over 720 Spirits and each one has 1 Aaarth'nin for each clan for a total of 144 Aaarth'nin that rule the nation. Magic is highly used here as much as science and a fusion of the two is very common around many circles. The highly favored schools of magic are necromancy, earth, and theromotaurgy.
Racing and gambling are used to both recreational and to settle internal disputes for the Laughing Spirits bless gamblers who are honest in the games and commonly curse those who are bad. The use of recreational drugs are also commonly open and the drug market is the largest in all of Amergos as they sale more variety of drugs than any nation and " snake oil salesmen" are outlawed to the point of being killed on the spot by guards.
RP Examples(Please link):
The New Gotham
Unless OP says otherwise you are Accepted!
Oh and Strait of Coman is super full so If you want to move you can.
Enjoy Your Stay!
Also at this rate we need to shrink the kingdoms.