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Elerian
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Posts: 11563
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Fri Aug 12, 2016 4:56 pm

Krugmar wrote:
Elerian wrote:
Nah fam :p

(Where is Lhoerdor on the map, I can't seem to find it)


Lhoerdor is now Arazgabgilb-something, the capital of the Undead Archduchy.


Found it. I must be blind.
Last edited by Elerian on Fri Aug 12, 2016 4:56 pm, edited 1 time in total.

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Liecthenbourg
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Posts: 13119
Founded: Jan 21, 2013
Civil Rights Lovefest

Postby Liecthenbourg » Fri Aug 12, 2016 4:59 pm

Character Development
Character Name: The Tomb-Keeper.
Character Race: Lich.
Character Age: Who knows? I don't.
Character Birth Place: Somewhere, presumably.
Character Physical Description or Image: Here art thou.
Character Biography: The Tomb-King is the God-Sovereign of the Archduchy of the Ever-Realm. He resents the Gods, to a point where he sustains his own immortality in a slight against them. The Ever-Realm is his formation to spite the Gods and their rules. Through death he grants immortality. He is also obsessed with the concepts of Elven magic, being a proficient necromancer himself. He spends much time studying the Elven tomes him can find in his keep - and his thirst for knowledge is mostly what drives his goals. Aside from his hatred towards the Gods, he harbours not much emotion.

The Lineage
Character Dynasty/House/Clan (if applicable): Not really, no.
Family/Dynasty/House Sigil or Banner: The only banner is that of a skull on a field of black, with the words "I Live Eternal" beneath it.,
Origin of the Family/Dynasty/House: None.
Character Dynastic History (History of your family): There is no family.

Personal Effects
Skills: A master necromancer, a skilled and intelligent being whom can speak all the tongues of the world - mostly - and is well versed in Elven lore of magic.,
Magical Proficiency: Focuses immensely on necromancy, with light dabbling into destructive magics and the alteration magic of the elvish.
Equipment/Important personal items: A set of keys to the keep of his, immense black robes that conceal him, his staff.
Acquired Magical Items: The Tomes of Lhoerdor, his staff itself, a crown of undeath.
#356 - Tracker don’t delete this

Character Development
Character Name: The Archduke
Character Race: Lich
Character Age: Unknown
Character Birth Place: Arazghuldarraman
Character Physical Description or Image: Here art thou.
Character Biography: The manifestation of the Tomb-Keeper's desire to be in multiple places at once, the 'Archduke' is but a split of the Tomb-Keeper whom orchestrates the Ever-Realm's forces and more methodical governance whilst the Tomb-Keeper acquires his knowledge. He is exactly the same in all respects, but he shows a much more militaristic aptitude and is thus currently present at the siege of Poldorea.

The Lineage
Character Dynasty/House/Clan (if applicable): None.
Family/Dynasty/House Sigil or Banner: Nope.
Origin of the Family/Dynasty/House: Nope.
Character Dynastic History (History of your family): Nope.

Personal Effects
Skills: A military tactician, immensely strong.
Magical Proficiency: He has the ability to control the undead in his armies, to keep them on their goals of war. Much like all liches. He also possesses minor abilities to raise a few undead at a time, but nothing like the Tomb-Keeper.
Equipment/Important personal items (if applicable): His steed: a felled mare, his old plate armour, several swords.
Acquired Magical Items: A crown of undeath, the mace of unsufferable wrath.
#356 - Tracker don’t delete this
Impeach Ernest Jacquinot Legalise Shooting Communists The Gold Standard Needs To Be Abolished Duclerque 1919
Grand-Master of the Kyluminati


The Region of Kylaris
I'm just a simple Kylarite, trying to make my way on NS.

The Gaullican Republic,
I thank God for Three Things:
Kylaris, the death of Esquarium, and Prem <3

The Transtsabaran Federation and The Chistovodian Workers' State

To understand European history watch these: Cultural erosion, German and Italian history, a brief history of Germany.

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Krugmar
Minister
 
Posts: 2248
Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Fri Aug 12, 2016 5:05 pm

Liecthenbourg wrote:Character Development
Character Name: The Tomb-Keeper.
Character Race: Lich.
Character Age: Who knows? I don't.
Character Birth Place: Somewhere, presumably.
Character Physical Description or Image: Here art thou.
Character Biography: The Tomb-King is the God-Sovereign of the Archduchy of the Ever-Realm. He resents the Gods, to a point where he sustains his own immortality in a slight against them. The Ever-Realm is his formation to spite the Gods and their rules. Through death he grants immortality. He is also obsessed with the concepts of Elven magic, being a proficient necromancer himself. He spends much time studying the Elven tomes him can find in his keep - and his thirst for knowledge is mostly what drives his goals. Aside from his hatred towards the Gods, he harbours not much emotion.

The Lineage
Character Dynasty/House/Clan (if applicable): Not really, no.
Family/Dynasty/House Sigil or Banner: The only banner is that of a skull on a field of black, with the words "I Live Eternal" beneath it.,
Origin of the Family/Dynasty/House: None.
Character Dynastic History (History of your family): There is no family.

Personal Effects
Skills: A master necromancer, a skilled and intelligent being whom can speak all the tongues of the world - mostly - and is well versed in Elven lore of magic.,
Magical Proficiency: Focuses immensely on necromancy, with light dabbling into destructive magics and the alteration magic of the elvish.
Equipment/Important personal items: A set of keys to the keep of his, immense black robes that conceal him, his staff.
Acquired Magical Items: The Tomes of Lhoerdor, his staff itself, a crown of undeath.
#356 - Tracker don’t delete this

Character Development
Character Name: The Archduke
Character Race: Lich
Character Age: Unknown
Character Birth Place: Arazghuldarraman
Character Physical Description or Image: Here art thou.
Character Biography: The manifestation of the Tomb-Keeper's desire to be in multiple places at once, the 'Archduke' is but a split of the Tomb-Keeper whom orchestrates the Ever-Realm's forces and more methodical governance whilst the Tomb-Keeper acquires his knowledge. He is exactly the same in all respects, but he shows a much more militaristic aptitude and is thus currently present at the siege of Poldorea.

The Lineage
Character Dynasty/House/Clan (if applicable): None.
Family/Dynasty/House Sigil or Banner: Nope.
Origin of the Family/Dynasty/House: Nope.
Character Dynastic History (History of your family): Nope.

Personal Effects
Skills: A military tactician, immensely strong.
Magical Proficiency: He has the ability to control the undead in his armies, to keep them on their goals of war. Much like all liches. He also possesses minor abilities to raise a few undead at a time, but nothing like the Tomb-Keeper.
Equipment/Important personal items (if applicable): His steed: a felled mare, his old plate armour, several swords.
Acquired Magical Items: A crown of undeath, the mace of unsufferable wrath.
#356 - Tracker don’t delete this


Accepted.
Liec made me tell you to consider Kylaris

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Krugmar
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Posts: 2248
Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Fri Aug 12, 2016 5:13 pm

Two of my five characters, will do the rest tomorrow. Will make the roster of accepted characters now. Accepted and reserved nations can be found in the nation spoiler.

Character Development
Character Name: Mazdurak Az-Galim
Character Race: Human
Character Age: around 10,000 years
Character Birth Place: In the lands now known as Kroyissa
Character Physical Description or Image (as in Picture): Appearance
Character Biography: Born 10,000 years ago, when the mankind was first coalescing into kingdoms and tribes, in the cold lands now known as Kroyissa, as Mahren Agolik. He grew into a powerful shaman, and was a noted warrior, before the Gods arrived. Mahren, as he was then, was the first to declare his allegiance to the Gods, and convinced his tribe and those neighbouring to worship them in place of the weaker Celestials. For this he was rewarded with greatly enhanced power and immortality, and renamed Mazdurak Az-Galim.

Within the span of a year he had gone from a lesser shaman, to the Champion of the Godhost. He subjugated tribes who resisted, and corrupted those who didn’t, into worship of the Gods. He slew countless elves and dwarves, before claiming victory as the last of the Celestials were destroyed. He faced the first human Hero, Adacar Stormcaller, and after a great battle he managed to cast him down. Victory, it seemed, was his.

And it would have been, if Hnod the Hallowed had not managed to rally mankind against him, and turn them to the worship of Heroes. Mazdurak found himself facing those he had slain, Bjorn Hellhammer and Adacar, time and time again, each time they grew stronger. Eventually he faced Hnod the Hallowed, and was defeated, but managed to escape with his life. While reforming his forces, he learnt that Dar-Balatu, the King of the Gods, had been slain by Hnod, and that the Gods were being hunted down, destroyed, and chained, by the now powerful humans. Many of the tribes with him fled, or turned against him, and in one last battle what was left of the Godhost was utterly destroyed.

Mazdurak, however, would not accept death. He fled to Kastedor, and managed to convince its Lord that he had been tricked into service of the Gods, and now that they were destroyed his mind was free of them. He professed remorse for his actions, and sorrow at the death of the Celestials. The Lord believed him, and took him in, though he made him a prisoner at first. Eventually, however, Mazdurak charmed him enough to be considered a guest, and then an advisor. The great spell which caused the Rupture was his doing, knowing that breaking the magical limitations supposedly placed by the Celestials would allow him to summon back the Gods, and possibly revive Dar-Balatu. He did not count on the Elven Lords being unable to handle the spell, and for it to go awry. He managed to shield himself from the blast, but sank beneath the waves with Kastedor. He survived, but it took him the best part of 10,000 years to resurface.

For the past century he was wandered the lands, gaining new knowledge, and often working himself into positions in kingdoms, before vanishing once such knowledge has been gained. His aims remain the same, and he will return the world to worship of the Gods, even if he is the only one left alive. Now he dwells in the ancient city of Balannor, learning ancient elvenlore.

Personal Effects
Skills: Skilled with the blade, As strong as ten men, Master Scholar.
Magical Proficiency: Extremely proficient, considered one of the greatest sorcerers ever to have lived.
Equipment/Important personal items (if applicable): The Ring of Eternal Flame – A ring which binds him to the service of the King of the Gods, and allows him to commune with him at all times.
Acquired Magical Items: The Gwaehedir of Balannor, Az-Galim’s Staff, Robes of Emesh.
#356 - Tracker don’t delete this


Character Development
Character Name: Self named Orthorôl (Conqueror of Dreams), once known as Kherūmaur (Lord of Visions)
Character Race: Elf Lord
Character Age: around 100,000 years
Character Birth Place: Where Tik’al now stands
Character Physical Description or Image (as in Picture): Appearance onceAppearance now
Character Biography: Born nameless and speechless, as the Ninth Elf Lord, Kherūmaur would wander the jungles, now owned by the Ihlathi, until he was drawn to the other Lords. Together they created a speech, and gave themselves names. Kherūmaur explained that he was both gifted and plagued by visions, of the past, future, and present, and so he became the Lord of Visions. He placed himself with Khirilsîdh, the Lady of Peace, and the only one who could nurse him back to health after his visions damaged his health. The Lords were born 12 male, and 11 female, and it was only Túrëatārō, the Lord of the Lords, who remained by himself.

Kherūmaur bowed to the wisdom of the Celestials when they were invited down, and took part in the creation of the first mortal elves. He was dismayed when the first conflict began between the groups, and agreed with the Celestials that the elves should go their separate ways, until they could learn to cooperate. He designed the Path, and the Seeing-Stones, and use them often to communicate with his beloved.
He watched as the world was wracked with war as the younger races came to fruition, and he approved of the human dominance of the world, if it should bring peace. Yet his visions continued to plague him, and he could only see darkness ahead of him. Such visions proved true, and he was dismayed when the Gods arrived, and demanded only death for the Celestials, his beloved mentors and masters. The elves battled with the Gods, but were forced to retreat and abandon the humans after the Celestials were destroyed.

Kherūmaur celebrated the defeat of the Gods, and argued against the sanctuary given to Mazdurak, the foremost servant of the Gods. Along with Khirilsîdh, Azgaráto, and Táriaráto, he refused the summons to Kastedor. He cast his mind deep into the path, to commune with the other four, as the Rupture happened. His land and city were rocked by earthquakes, and the great mountain nearby spewed fire upon the land. Kherūmaur was able to protect his city from the worst of it with a great spell, but was blinded to the dangers before him in the Path. His mind was ripped into the void, and he lost all concept of himself, of time, and space.

For an eternity he explored the vastness of space, and yet could find nothing, nor his way back home. By chance he saw light, and made his way back into the Path, after ten thousand years gone. He returned to his body, awakening in his citadel, to find his skin turned ashen, permanently changed by the landscape around him. Surrounding him, and populating the city, were degenerated elves, suffering from the safe affliction as he. His madness, loneliness, and visions had affected them. It has been a year to the day since he returned, and he has learnt much from his Seeing-stone, renaming himself Orthorôl, though he has not yet made his presence known.

Personal Effects
Skills: Skilled with a spear, Able to see visions of the past, future, and present.
Magical Proficiency: A being formed of magic, very magically powerful.
Equipment/Important personal items (if applicable): The Dread Mask, Ring of Bonding
Acquired Magical Items: The Gwaehedir of Minalasta, Kherūmaur’s Spear, The Third Eye.
#356 - Tracker don’t delete this
Last edited by Krugmar on Sun Aug 14, 2016 1:13 pm, edited 3 times in total.
Liec made me tell you to consider Kylaris

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Reatra
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Posts: 16474
Founded: Sep 02, 2011
Liberal Democratic Socialists

Postby Reatra » Fri Aug 12, 2016 5:50 pm

To absolute theocratic human monarchy that is as close to an orwellian state you can get in the pre-modern era or not to absolute theocratic human monarchy that is as close to an orwellian state you can get in the pre-modern era, that is thy question.
yee haw it's time for mass line

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Reatra
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Founded: Sep 02, 2011
Liberal Democratic Socialists

Postby Reatra » Fri Aug 12, 2016 5:53 pm

Nationstates name: Reatra
Nation being reserved: Calzar (the Human city in the north-west)
#357
yee haw it's time for mass line

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Krugmar
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Posts: 2248
Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Fri Aug 12, 2016 5:56 pm

Reatra wrote:Nationstates name: Reatra
Nation being reserved: Calzar (the Human city in the north-west)
#357


Noted, though it is actually Calzan. Apologies that the map is smaller than I wanted it to be.

A quick note, it is a colony of Acharnean (aka French) culture, since that isn't clear on the map.
Liec made me tell you to consider Kylaris

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The Holy Dominion of Inesea
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Posts: 14676
Founded: Jun 08, 2012
Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Fri Aug 12, 2016 5:58 pm

Nation Name: Confederated Holds of Khar Wohr
Ruler:
Lord Protector- Elected for a decade by the free citizens of all the Confederated Holds who are over 30 years of age. He (or she) is akin to an elected Monarch. The Lord Protector leads the military, controls the Holdsmeet, and has various other powers including over taxation, laws, etc. The Lord Protector is not an absolute ruler and is limited to three terms total.

Prince- The Prince of Khar Wohr is the Eldest Male Member of the House of Wohrorod. Despite the gender equality in the rest of the region, the House of Wohrorod descend from the Ancient Clan Wokutya, which belonged to the patrilineal ancient realm of Khar Dwemeren. The House of Wohrorod fled the fall of the Khar Dwemeren to the Terraik Dharr and fled south to the gender-blind realms of the Kingdom of Ulumir. Ulumir was the southernmost bastion of the Varahk Dharr. While once an absolute monarch, today’s Prince holds far less power than before. He has but one vote in the Holdsmeet. Oftentimes the Prince acts as a diplomat or general, but the most common role he plays is that of philosopher and symbol. He acts as the Spirit of the Holds and is said to be touched by the Heart of the Dharr.

Holdlord- There are four Holdlords, one for each of the four Holds. They, like the Prince, have lost much of their power to the tides of Republicanism. The Holdlord heads the local Holdmeet in each Hold and is the High Magistrate for each Hold’s Court. They are hereditary and open to male and female Dharr. The Holdlord also has one vote on the Holdsmeet where he is represented by one of his kin, knows as the Holdhaur.

Holdstrate- The Holdstrates are the elected leaders of the Holds. Each Hold has 25 Holdstrates. These Dharr represent the people at the Holdmeet and are the core of the leadership of a Hold. They set the local laws, taxes, budget, etc. 15 Holdstrates are elected from the general populace, 2 are appointed by the Holdlord, 2 are appointed by the Academic Society, 2 by the Craftsmen Guild, 2 by the Merchants Association, 1 by the Mountainheart, and one is elected by members of the Miners Guild.

Holdsjarler- The Holdsjarler are those who sit on the Holdsmeet with the Lord Protector. They are powerful Dharr, who craft the laws, taxes budgets, and military appropriations. Each Hold sends 3 Holdsjarler, 2 who are elected and 1 who is appointed by the Holdmeet. The Holdhaur is effectively a Holdsjarler, save that the Dharr must vote according to his Holdlord’s will. The Prince appoints three more Holdsjarler. The Lord Protector appoints two who are retired officers. The Merchant Association, Academic Society, Craftsmen Guild, and Miners Guild all appoint 1 Holdsjarler. The Rangeheart sits on the Holdsmeet and appoint two to it.

Holdsmeet Vote Breakdown-30 Votes
Regional Holdsjarler-12
Holdhaur-4
Ancestral Holdsjarler-2
Martial Holdsjarler-2
Guildsdharr Holdsjarler-4
Princely Holdsjarler-3
Lord Protector-1
Prince-1
Rangeheart-1

Clan Chief-The Clan Chief is the head of a Clan, which is the extended body of at least a dozen Houses. Clans range in size from 300 to 100,000 members. The Clan Chief has no political power, but plenty of influence. It is hereditary, and can be matrilineal, patrilineal, patriarchal, matriarchal, or gender blind.

Rangeheart- The Rangeheart is the head of the Varakh Dharr Ancestral Religion. The Rangeheart is the Speaker for those who have passed and he interprets their will and feelings on current events, as well as seeks them for guidance on what is and what is to come. The Rangeheart is essentially an interpreter for the dead.

Mountainheart-The Mountainheart is the highest clergymen in a Hold. The four Holds have each one Mountainheart. The four Mountainhearts elect the next Rangeheart.

Caveheart-Local clergy

Government Type: Constitutional Monarchic Republic
Government Hierarchy: The Prince and the Lord Protector are the two most powerful men in the realm, with the Lord Protector having more power but the Prince being in power longer. The Holdsmeet is the highest body in the realm and it makes all the national laws, taxes, war, etc. Khar Wohr is broken into 4 Holds. Each Hold is headed by a Holdlord and Holdmeet. Clans have only a limited political power. See above for more detail.
Races: Dharr Varakh with a few small human settlements
Formation: 981 years ago
Succession Laws: Prince is the eldest male in the House of Wohrorod. Other than that, the intricacies are explained above.
Gender Laws: Varies by clan, general gender is not a factor, only seniority.
Population: 1.2 Million
Military Strength: 10,000 Dharr in the Grand Army of Wohr, 500 in each Holdguard for a total of 12,000
Military Info: The Soldeirs of Wohr are among the best equipped and trained in the world. They carry the finest Dharric firearms and use the best Dharric cannons. Unlike the rest of the Dharr, Wohrric craftsmen use Dharric Runic Arts to craft magically enhanced goods. Wohrric guns shoot faster and longer. The cannons do not burst and are light yet fire heavy shot. The Wohrric Dharr have armor inscribed against bullet and arrow. Each Hold is defended by massive fortress and mountains. All this military might is because the Dharr of Wohr have alienated the other Dharr Varakh and must stand alone.
Currency: 1 Krag = 10 Fyordes = 100 Kratiors, 1 Gold = 100 Silver, 1 Silver = 25 Copper
History: The Dharr of the Har Ulumir have inhabited the realms of the Ulu Mountains since the dawn of time. They were largely fragmented into hundreds of clans. By the time the Clan Wokutya arrived from Khar Dwemeren in the north, several clans had grown large enough to try and compete for control of the entire region. The Wokutya used this strife as a means to establish themselves in the region. First they conquered the city of Kim Daqio, which they renamed Kim Wohr in honor of the House that lead the battle. Over the next century, the Wokutya warred and fought to gain control over the entirety of the Ulu Mountains and South Ulu Mountains. By this point House Wohrorod became the dominant House and the head of the house, Prince Jaedik, became the first Prince. This was almost 8000 years ago.
Khar Wohr quickly became caught up in a heresy. Several prominent citizens in all four Holds began to practice a form of magic known as Dharric Runic Arts. At first persecuted, the superior products of the Runic Arts soon convinced the Prince that Runic Arts were something to encourage, not admonish. Khar Wohr was declared heretical by other Dharric nations and mostly cut off.

About 600 years past, a civil war broke out. It was between the commoners, merchants, and miners vs the nobility. The Civil War raged for a decade until a peace was brokered. It laid down the foundation of the Wohr we see today. From the ashes of war rose the child of Republican and Monarchist ideals, the Confederated Holds of Khar Wohr. Due to their heretical practices and isolation from other Dharric peoples, the Wohrric peoples suffered many invasions. This led to the creation of the mighty Ulutiri Fortresses, which today stand guard over the passes into the Ulu Mountains. Outnumbered, the people of Wohr used superior technology and Runic Arts to beat back the hordes. Today the kingdom prospers as its wares are valued worldwide. The newest military tech is banned from export.

#354 - Tracker don’t delete this


The Four Holds-
Kim Wohr
Khenum Ningalir
Mam Ulum
Kilanum
Last edited by The Holy Dominion of Inesea on Sat Aug 13, 2016 4:25 pm, edited 1 time in total.
I'm really tired

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Reatra
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Posts: 16474
Founded: Sep 02, 2011
Liberal Democratic Socialists

Postby Reatra » Fri Aug 12, 2016 6:01 pm

Krugmar wrote:
Reatra wrote:Nationstates name: Reatra
Nation being reserved: Calzar (the Human city in the north-west)
#357


Noted, though it is actually Calzan. Apologies that the map is smaller than I wanted it to be.

A quick note, it is a colony of Acharnean (aka French) culture, since that isn't clear on the map.


Oh? Damn. I was hoping for an independent city-state.

Are there any human city-states? Because that one was in the perfect spot, with it's river and bay and farmlands.
yee haw it's time for mass line

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The Holy Dominion of Inesea
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Posts: 14676
Founded: Jun 08, 2012
Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Fri Aug 12, 2016 6:02 pm

Reatra wrote:
Krugmar wrote:
Noted, though it is actually Calzan. Apologies that the map is smaller than I wanted it to be.

A quick note, it is a colony of Acharnean (aka French) culture, since that isn't clear on the map.


Oh? Damn. I was hoping for an independent city-state.

Are there any human city-states? Because that one was in the perfect spot, with it's river and bay and farmlands.

The Merchant Republics
I'm really tired

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Liecthenbourg
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Posts: 13119
Founded: Jan 21, 2013
Civil Rights Lovefest

Postby Liecthenbourg » Fri Aug 12, 2016 6:03 pm

Reatra wrote:
Krugmar wrote:
Noted, though it is actually Calzan. Apologies that the map is smaller than I wanted it to be.

A quick note, it is a colony of Acharnean (aka French) culture, since that isn't clear on the map.


Oh? Damn. I was hoping for an independent city-state.

Are there any human city-states? Because that one was in the perfect spot, with it's river and bay and farmlands.

No mountains nearby though - so no Observatory, Machu Picchu or Neuschwanstein.
Impeach Ernest Jacquinot Legalise Shooting Communists The Gold Standard Needs To Be Abolished Duclerque 1919
Grand-Master of the Kyluminati


The Region of Kylaris
I'm just a simple Kylarite, trying to make my way on NS.

The Gaullican Republic,
I thank God for Three Things:
Kylaris, the death of Esquarium, and Prem <3

The Transtsabaran Federation and The Chistovodian Workers' State

To understand European history watch these: Cultural erosion, German and Italian history, a brief history of Germany.

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Krugmar
Minister
 
Posts: 2248
Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Fri Aug 12, 2016 6:04 pm

Reatra wrote:
Krugmar wrote:
Noted, though it is actually Calzan. Apologies that the map is smaller than I wanted it to be.

A quick note, it is a colony of Acharnean (aka French) culture, since that isn't clear on the map.


Oh? Damn. I was hoping for an independent city-state.

Are there any human city-states? Because that one was in the perfect spot, with it's river and bay and farmlands.


For human City-States there are only the Meridian Cities as Inesea stated, or there are the Princedoms of the Outlands (Frystendomme) which are essentially independent city-states, though they are large enough to rule other cities.

If you go elves, each of their realms are city-states.
Liec made me tell you to consider Kylaris

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Krugmar
Minister
 
Posts: 2248
Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Fri Aug 12, 2016 6:06 pm

The Holy Dominion of Inesea wrote:Nation Name: Confederated Holds of Khar Wohr
Ruler:
Lord Protector- Elected for a decade by the free citizens of all the Confederated Holds who are over 30 years of age. He (or she) is akin to an elected Monarch. The Lord Protector leads the military, controls the Holdsmeet, and has various other powers including over taxation, laws, etc. The Lord Protector is not an absolute ruler and is limited to three terms total.

Prince- The Prince of Khar Wohr is the Eldest Male Member of the House of Wohrorod. Despite the gender equality in the rest of the region, the House of Wohrorod descend from the Ancient Clan Wokutya, which belonged to the patrilineal ancient realm of Khar Dwemeren. The House of Wohrorod fled the fall of the Khar Dwemeren to the Terraik Dharr and fled south to the gender-blind realms of the Kingdom of Ulumir. Ulumir was the southernmost bastion of the Varahk Dharr. While once an absolute monarch, today’s Prince holds far less power than before. He has but one vote in the Holdsmeet. Oftentimes the Prince acts as a diplomat or general, but the most common role he plays is that of philosopher and symbol. He acts as the Spirit of the Holds and is said to be touched by the Heart of the Dharr.

Holdlord- There are four Holdlords, one for each of the four Holds. They, like the Prince, have lost much of their power to the tides of Republicanism. The Holdlord heads the local Holdmeet in each Hold and is the High Magistrate for each Hold’s Court. They are hereditary and open to male and female Dharr. The Holdlord also has one vote on the Holdsmeet where he is represented by one of his kin, knows as the Holdhaur.

Holdstrate- The Holdstrates are the elected leaders of the Holds. Each Hold has 25 Holdstrates. These Dharr represent the people at the Holdmeet and are the core of the leadership of a Hold. They set the local laws, taxes, budget, etc. 15 Holdstrates are elected from the general populace, 2 are appointed by the Holdlord, 2 are appointed by the Academic Society, 2 by the Craftsmen Guild, 2 by the Merchants Association, 1 by the Mountainheart, and one is elected by members of the Miners Guild.

Holdsjarler- The Holdsjarler are those who sit on the Holdsmeet with the Lord Protector. They are powerful Dharr, who craft the laws, taxes budgets, and military appropriations. Each Hold sends 3 Holdsjarler, 2 who are elected and 1 who is appointed by the Holdmeet. The Holdhaur is effectively a Holdsjarler, save that the Dharr must vote according to his Holdlord’s will. The Prince appoints three more Holdsjarler. The Lord Protector appoints two who are retired officers. The Merchant Association, Academic Society, Craftsmen Guild, and Miners Guild all appoint 1 Holdsjarler. The Rangeheart sits on the Holdsmeet and appoint two to it.

Holdsmeet Vote Breakdown-30 Votes
Regional Holdsjarler-12
Holdhaur-4
Ancestral Holdsjarler-2
Martial Holdsjarler-2
Guildsdharr Holdsjarler-4
Princely Holdsjarler-3
Lord Protector-1
Prince-1
Rangeheart-1

Clan Chief-The Clan Chief is the head of a Clan, which is the extended body of at least a dozen Houses. Clans range in size from 300 to 100,000 members. The Clan Chief has no political power, but plenty of influence. It is hereditary, and can be matrilineal, patrilineal, patriarchal, matriarchal, or gender blind.

Rangeheart- The Rangeheart is the head of the Varakh Dharr Ancestral Religion. The Rangeheart is the Speaker for those who have passed and he interprets their will and feelings on current events, as well as seeks them for guidance on what is and what is to come. The Rangeheart is essentially an interpreter for the dead.

Mountainheart-The Mountainheart is the highest clergymen in a Hold. The four Holds have each one Mountainheart. The four Mountainhearts elect the next Rangeheart.

Caveheart-Local clergy

Government Type: Constitutional Monarchic Republic
Government Hierarchy: The Prince and the Lord Protector are the two most powerful men in the realm, with the Lord Protector having more power but the Prince being in power longer. The Holdsmeet is the highest body in the realm and it makes all the national laws, taxes, war, etc. Khar Wohr is broken into 4 Holds. Each Hold is headed by a Holdlord and Holdmeet. Clans have only a limited political power. See above for more detail.
Races: Dharr Varakh with a few small human settlements
Formation: 981 years ago
Succession Laws: Prince is the eldest male in the House of Wohrorod. Other than that, the intricacies are explained above.
Gender Laws: Varies by clan, general gender is not a factor, only seniority.
Population: 1.2 Million
Military Strength: 10,000 Dharr in the Grand Army of Wohr, 500 in each Holdguard for a total of 12,000
Military Info: The Soldeirs of Wohr are among the best equipped and trained in the world. They carry the finest Dharric firearms and use the best Dharric cannons. Unlike the rest of the Dharr, Wohrric craftsmen use Dharric Runic Arts to craft magically enhanced goods. Wohrric guns shoot faster and longer. The cannons do not burst and are light yet fire heavy shot. The Wohrric Dharr have armor inscribed against bullet and arrow. Each Hold is defended by massive fortress and mountains. All this military might is because the Dharr of Wohr have alienated the other Dharr Varakh and must stand alone.
Currency: 1 Krag = 10 Fyordes = 100 Kratiors, 1 Gold = 100 Silver, 1 Silver = 25 Copper
History: The Dharr of the Har Ulumir have inhabited the realms of the Ulu Mountains since the dawn of time. They were largely fragmented into hundreds of clans. By the time the Clan Wokutya arrived from Khar Dwemeren in the north, several clans had grown large enough to try and compete for control of the entire region. The Wokutya used this strife as a means to establish themselves in the region. First they conquered the city of Kim Daqio, which they renamed Kim Wohr in honor of the House that lead the battle. Over the next century, the Wokutya warred and fought to gain control over the entirety of the Ulu Mountains and South Ulu Mountains. By this point House Wohrorod became the dominant House and the head of the house, Prince Jaedik, became the first Prince. This was almost 1000 years ago.
Khar Wohr quickly became caught up in a heresy. Several prominent citizens in all four Holds began to practice a form of magic known as Dharric Runic Arts. At first persecuted, the superior products of the Runic Arts soon convinced the Prince that Runic Arts were something to encourage, not admonish. Khar Wohr was declared heretical by other Dharric nations and mostly cut off.

About 300 years past, a civil war broke out. It was between the commoners, merchants, and miners vs the nobility. The Civil War raged for a decade until a peace was brokered. It laid down the foundation of the Wohr we see today. From the ashes of war rose the child of Republican and Monarchist ideals, the Confederated Holds of Khar Wohr. Due to their heretical practices and isolation from other Dharric peoples, the Wohrric peoples suffered many invasions. This led to the creation of the mighty Ulutiri Fortresses, which today stand guard over the passes into the Ulu Mountains. Outnumbered, the people of Wohr used superior technology and Runic Arts to beat back the hordes. Today the kingdom prospers as its wares are valued worldwide. The newest military tech is banned from export.

#354 - Tracker don’t delete this


The Four Holds-
Kim Wohr
Khenum Ningalir
Mam Ulum
Kilanum


Accepted.
Liec made me tell you to consider Kylaris

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Reatra
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Postby Reatra » Fri Aug 12, 2016 6:07 pm

Liecthenbourg wrote:
Reatra wrote:
Oh? Damn. I was hoping for an independent city-state.

Are there any human city-states? Because that one was in the perfect spot, with it's river and bay and farmlands.

No mountains nearby though - so no Observatory, Machu Picchu or Neuschwanstein.


Funny because literally fifteen minutes ago I was playing Civ and was thinking that exact thing.

Considering the IRL culture I was hoping to emulate, that's an issue. ;)



Speaking of, is it just me or are there never highlands in fantasy maps? Only mountains ranges but never plateaus.
yee haw it's time for mass line

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Reatra
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Postby Reatra » Fri Aug 12, 2016 6:08 pm

Krugmar wrote:
Reatra wrote:
Oh? Damn. I was hoping for an independent city-state.

Are there any human city-states? Because that one was in the perfect spot, with it's river and bay and farmlands.


For human City-States there are only the Meridian Cities as Inesea stated, or there are the Princedoms of the Outlands (Frystendomme) which are essentially independent city-states, though they are large enough to rule other cities.

If you go elves, each of their realms are city-states.


Elves could be cool, but I'm a human supremacist.


Where are the princedoms? I can't seem to find them.
yee haw it's time for mass line

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Liecthenbourg
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Postby Liecthenbourg » Fri Aug 12, 2016 6:08 pm

Reatra wrote:
Liecthenbourg wrote:No mountains nearby though - so no Observatory, Machu Picchu or Neuschwanstein.


Funny because literally fifteen minutes ago I was playing Civ and was thinking that exact thing.

Considering the IRL culture I was hoping to emulate, that's an issue. ;)



Speaking of, is it just me or are there never highlands in fantasy maps? Only mountains ranges but never plateaus.

Dwarves flatten plateaus.
Impeach Ernest Jacquinot Legalise Shooting Communists The Gold Standard Needs To Be Abolished Duclerque 1919
Grand-Master of the Kyluminati


The Region of Kylaris
I'm just a simple Kylarite, trying to make my way on NS.

The Gaullican Republic,
I thank God for Three Things:
Kylaris, the death of Esquarium, and Prem <3

The Transtsabaran Federation and The Chistovodian Workers' State

To understand European history watch these: Cultural erosion, German and Italian history, a brief history of Germany.

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The Holy Dominion of Inesea
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Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Fri Aug 12, 2016 6:11 pm

Reatra wrote:
Krugmar wrote:
For human City-States there are only the Meridian Cities as Inesea stated, or there are the Princedoms of the Outlands (Frystendomme) which are essentially independent city-states, though they are large enough to rule other cities.

If you go elves, each of their realms are city-states.


Elves could be cool, but I'm a human supremacist.


Where are the princedoms? I can't seem to find them.

They are on the right, in the center of the vertical axis. There are three. It's on a trident thing I guess
I'm really tired

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Reatra
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Liberal Democratic Socialists

Postby Reatra » Fri Aug 12, 2016 6:15 pm

The Holy Dominion of Inesea wrote:
Reatra wrote:
Elves could be cool, but I'm a human supremacist.


Where are the princedoms? I can't seem to find them.

They are on the right, in the center of the vertical axis. There are three. It's on a trident thing I guess


I might be blind because I swear to god I can't see anything. One the right continent, on the right coast too?


OH SHIT ARE THEY THE FYRSTENDOMME?


In that case the svelstrup one looks cool, its capital being on a peninsula at the mouth of a bay is a good sign.
yee haw it's time for mass line

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The Holy Dominion of Inesea
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Postby The Holy Dominion of Inesea » Fri Aug 12, 2016 6:16 pm

Reatra wrote:
The Holy Dominion of Inesea wrote:They are on the right, in the center of the vertical axis. There are three. It's on a trident thing I guess


I might be blind because I swear to god I can't see anything. One the right continent, on the right coast too?


OH SHIT ARE THEY THE FYRSTENDOMME?


In that case the svelstrup one looks cool, its capital being on a peninsula at the mouth of a bay is a good sign.

Yup, thats the middle one
I'm really tired

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Reatra
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Postby Reatra » Fri Aug 12, 2016 6:18 pm

The Holy Dominion of Inesea wrote:
Reatra wrote:
I might be blind because I swear to god I can't see anything. One the right continent, on the right coast too?


OH SHIT ARE THEY THE FYRSTENDOMME?


In that case the svelstrup one looks cool, its capital being on a peninsula at the mouth of a bay is a good sign.

Yup, thats the middle one


I assume they're based on Danish culture with their names?

Well, no matter what city-states are good for autocracies.
yee haw it's time for mass line

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The Holy Dominion of Inesea
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Postby The Holy Dominion of Inesea » Fri Aug 12, 2016 6:20 pm

Reatra wrote:
The Holy Dominion of Inesea wrote:Yup, thats the middle one


I assume they're based on Danish culture with their names?

Well, no matter what city-states are good for autocracies.


Up to you. I slammed my culture together.
I'm really tired

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Reatra
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Postby Reatra » Fri Aug 12, 2016 6:21 pm

The Holy Dominion of Inesea wrote:
Reatra wrote:
I assume they're based on Danish culture with their names?

Well, no matter what city-states are good for autocracies.


Up to you. I slammed my culture together.


Oh so apart from the name you can sort of make it up? I didn't see anything specific about them in the OP so I'm good?
yee haw it's time for mass line

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Krugmar
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Postby Krugmar » Fri Aug 12, 2016 6:22 pm

Reatra wrote:
The Holy Dominion of Inesea wrote:
Up to you. I slammed my culture together.


Oh so apart from the name you can sort of make it up? I didn't see anything specific about them in the OP so I'm good?


Yes, language is set for the nations, but customs, traditions, history, culture, is all open to your own choosing.

Edit: Just a note, until relatively recently the Prince of Slevstrup, which I assume is what you will choose, was an autonomous vassal of the Emperor in Rikhjem, but is now independent due to the empire fracturing.
Last edited by Krugmar on Fri Aug 12, 2016 6:24 pm, edited 1 time in total.
Liec made me tell you to consider Kylaris

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Reatra
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Founded: Sep 02, 2011
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Postby Reatra » Fri Aug 12, 2016 6:24 pm

Krugmar wrote:
Reatra wrote:
Oh so apart from the name you can sort of make it up? I didn't see anything specific about them in the OP so I'm good?


Yes, language is set for the nations, but customs, traditions, history, culture, is all open to your own choosing.


So language for the Princedoms is German-ish, right?
yee haw it's time for mass line

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Krugmar
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Postby Krugmar » Fri Aug 12, 2016 6:25 pm

Reatra wrote:
Krugmar wrote:
Yes, language is set for the nations, but customs, traditions, history, culture, is all open to your own choosing.


So language for the Princedoms is German-ish, right?


Danish. Germans are on the other side of the world, after the Archduchy conquered their homeland.
Liec made me tell you to consider Kylaris

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