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Test of Time [OOC]

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Estonian Republic of Uzumakistan
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Founded: Dec 13, 2017
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Postby Estonian Republic of Uzumakistan » Thu Dec 14, 2017 3:49 pm

Reservation

NS Name - Estonian Republic of Uzumakistan
Name - Empire of Songwu
Territory - Manchuria

812, Do Not Remove

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Labstoska
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Founded: Apr 22, 2016
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Postby Labstoska » Fri Dec 15, 2017 1:03 am

Labstoska wrote:
Application
NS Name -
Names - state name: the commonwealth of rivermen
short name: the rivermen
Culture name: ardusian
Symbols - the official flag of the commonwealth is a green hill with a white city atop of it which is encompassed by a large golden sun, the green hill has a blue River passing through it.
The shortened version of the flag used in the military is simply the green hill and the river snaking through it.
Territories - the commonwealth controls what is now known as the greater London area. This territory is divided into 8 separate provinces with 7 of these being based of the old homeland of the 7 tribes that existed before the unification of the commonwealth, the 8th province is the ancient city of Ardus malth.

Government - the commonwealth is controlled by a elected dictator known as the first citizen. This dictator is elected by the representatives of the 7 provinces, the 8th province is not given a vote due to the fact that it is directly controlled by the first citizen.

The provinces do not embrace the democratic system when deciding their leader instead they are chosen by a hereditary governers who are the direct descendant of the original tribe leaders, they must also share their power with each provinces governor general who serve to make sure that the tribes do not get too rebellious.
Leader(s) - the first citizen of the Commonwealth is currently Althyed Olthas the first among equals. The first citizen retains the right to have complete amnesty from laws within the boundaries of Ardus Malth, capital of the commonwealth, however if he was to step outside the city limits the he would be subjected to the same laws as all others must obey.
Capital - the marble city of Ardus Malth.

Demographics - in the commonwealth there are roughly 30 thousend people living in it. Within this population somewhere around 9% of the population of the commonwealth are non citizens who are essentially slaves except for the fact that they are permitted to own their own home, non citizens are mostly consistent of reformed criminals and religious heretics. Only 1% of the population of the population are openly declared slaves. In terms of religion 90% of the population worship the state religion due to the fact that to be a citizen one must worship the state religion.
Ethnicity - the entirety of the country is consistent of what in modern day are considered to be Celtic.
Religion(s) - the state religion is known as Riverthyn and it had two all power full gods whom are the physical incarnations of the river Ardus (the Thames). These two gods are married and were the mother and father of the world and all it's inhabitants however their marriage is rather unstable. The gods also have servants who are known as the giants and it is their duty to make sure that history follows the route planner by the two incarnations of the river Ardus. Another important figure in the religion is the prophet Algyoth who sank beneath the river Ardus for 12 days and received a message from the gods saying to establish a city from where the gods light would shine across the world.

Some rituals within the faith is that when a couple get married they must bathe together in the water of the river Ardus, if this water is unavailable then they may use the water from any near by river. In terms of special occasions within the faith there is Algyoth's day which is day entirely dedicated to prayer and there is the god's wedding which is a festival honouring the marriage of the gods and the practice of agriculture which is sacred in the faith.
Language(s)In the commonwealth there are three distinct languages that are recognised by the government which are: Imperial Ardusian, the language designed for government and military use so as to strengthen the first citizens control over the nation, all government and military records are written in imperial Ardusian. Then there is common Ardusian, the language used by the masses and for that reason it is far less cryptic than imperial Ardusian, another divergence it has from imperial Ardusian is that it allows for a much greater expression of emotions while imperial Ardusian has no such need for such words. Finally there is ancient Ardusian, the only one of the recognised languages that does not have a written form due to the fact that it dates back to the earliest dialect that used by those who lived by the Ardus in ages past. This language is used by the priesthood and is only tolerated because of it's divine nature.

Military Organizarion - The military structure of the commonwealth is made so that every tribe within the commonwealth is directly contributing towards it's defence and due to the fact that the city of Ardus Malth is still counted as a tribe within the government records they too must contribute a legion towards the commonwealth however their own legion serves more as a city guard rather than an active legion. The legions are divided into two parts which are commanded by an individual primus who both report to the legion master whom is in charge of commanding the entire army. Moving further down the chain of command you have the senior guard masters who command in total 250 men each and then at the second to last rank you have the guard master who are in charge of around 10 men and these men are at the bottom of the pile and are your basic guardsman.

The Commonwealth also has the right in time of an extreme war to conscript every non-citizen into the fyddweision, a conscript/slave army which is essentially for holding up the enemy while the legions attempt to build themselves up. The fyddweision follow the same system of ranking as the legions however once a member of the fyddweision serves for 5 years then they are granted citizenship however the chance of them living through this period is extremely low.
Army - The total number of men within the legions are exactly 1,000 men in each one bringing the total number of men in active duty within the commonwealth up to 8,000 men. The majority of these men are spearmen who are knwon as the waymeistr who famed across the island of Britanki for their extremely long spears and their impassable wall formation which essentially is a long line of men who hold out extremely long spears in front of them in order to create an impassable wall of spears in which the enemy are forced to run against in order to break the legions line.

A far smaller portion of the military are the swordsmen known as the cleddythfuth who are armed with the deadly hook spear, because to use a hook sword is such a specialist weapon and takes extremely long to learn how to use the cleddythfuth are a highly elite unit used only in desperate situations and to serve as the legion masters guard.

Another large part of the legions are the light archers who use a form of compact bows to rain down a shower of arrows upon the enemy and are know as the saethafn . They are an essential part of the impassable wall tactic for while the main spear line blocks the enemy advance it is the duty of the archers to whittles the enemy down. Another tactic the light archers play a role in is the the dodging hare where the main body of the legion will fake a retreat and the archers who had been hiding in the shrubbary would pepper the enemy with arrows.

(Image)
The hook sword is one of the most ancient weapons of the Commonwealth dating back to the tribal days of the Ardus region and before it was utilised as a military weapon it was used by various priests and shamans who would roam the land. It is unknown who actually invented the hook sword however it has always been present in the Riverman society.


(How large is your army, how many soldiers, tanks, cavalry, artillery, etc? What is their level of technology? What are their tactics? What are their weapons? Essentially, give a general description.)
Navy - The Navy is 25 ships large with 2 of which being merchant, 10 of them being large ramming ships whose sole purpose is to ram and destroy enemy ships, the other 13 of the ships are armed with a form of ballista and who in a naval battle will stay far away from the main battle while the ram ships engage the enemy.

Economy - the economy of the Commonwealth follows a strictly enforced isolationist doctrine and attempts to communicate with the outside world as little as possible. The Commonwealth has been able to achieve autarky meaning that they have no reliance on the savage tribes of the lands beyond the Ardus. (What is the state's economic status?)
Trade - the Commonwealth despite it's isolationist doctrine does still pursue trade with the tribes around it however the merchants that it does send out tend to double as both missionaries and scouts nevertheless when the Commonwealth is legitimately interested in trade with other nations it has a vast array of goods to give them. The main ones include copper, bronze trinkets and cotton (What are the exports and what are the imports? With who does the state trade with? Essentially, give a general description of trade within your state.)
Currency - in terms of currency the Community is rather odd due to the fact that it doesn't really have any kind of currency, instead every citizen is allocated a certain amount of food and goods that they may collect from various government institutions across the Commonwealth. This system of government allocated goods does not however apply to non citizens who reside within the Commonwealth instead they are permitted to use a a small bronze ball with a cross put into it in order to purchase goods off what the government refers to as the free market. This currency is also used by traders when they occasionally venture outside of Commonwealth territories.(What is the money of your state? Does it have a serious inflation problem? What type of currency is it? Is it fiat based, metal based, or something else entirely?)

History - the history of the Commonwealth begins with the great migration of Humanity that brought people to the lush river Ardus. From the very beginning of the people settling by the river their had been 8 tribes, each one of them vying for power over the river however not a single one of them was capable of destroying the other. Occasionally some Sharkey coalition would form and attack another tribe however these coalitions would always end in a betrayal from one of it's members.

So this age of war and betrayal continued for countless years with every tribe slowly drawing closer towards extinction. This status quo changed with the arrival of the great prophet: Algyoth.

It is said that Algyoth started out life as a mere traveler who went between the tribes and explored along the river Ardus. This type of person was immensely dangerous to the tribes as seen as across hundreds of years they had been demonising the other tribes making them appear as beasts however the existence of a person who knew people from each of these tribes and understood that each one of them was Human. Eventually Algyoth was captured by one of the tribes (it is forgotten exactly which one did it) and was sentenced to death for spreading seditious information among the tribe. The method in which his death was to be carried out was that he would be drowned in the great river Ardus and for 12 days and for 12 nights the body of Algyoth remained submerged beneath the river however after 13 days of his body being submerged beneath the waves Algyoth emerged from the river with a revelation about the gods of the river and a vision of a great city made of marble on the mouth of the river Ardus. He never did live to see the great city on the mouth of the river Ardus however the religion that he founded spread along the river Ardus like wildfire.

Now the aforementioned cycle still would not have changed despite the change of religion, luckily for the people of the Ardus one of the tribes known as the Balaranti decided that it should be them who would fulfil the prophecy left by Algyoth that there would one day be a glorious marble city at the mouth at the Ardus. This settlement is known as Ardus Malth and in it's early days it as little more then a wooden settlement however the Balaranti while not being one of the strongest tribes militarily were certainly one of the richest and so they sent ships across the island of Britanki in search of some of the greatest craftsman on the entire island. Soon the city had indeed become a beacon of knowledge throughout the Ardus river and their technological prowess was famed throughout the isle. The city of Ardus Malth for a long time was ruled by hereditary monarchy however most of the kings who ruled the city were mere puppets to the far more powerful merchant princes, a group of highly wealthy merchants who made their money off the lucrative trade that went on with the various tribes in the region, it is for this reason that Ardus Malth did not go on the war path.

This world of peace and trade was soon to end as a military coup took place replacing Dalyith the second with the famed military general and executor of the coup Gyeth of Aghol. Gyeth was not a man to be pushed around by the merchant princes which lead to the first instance of an isolationist Ardusian economy. The second group of reforms that Gyteth passed were ones concerning the military and how the city of Ardus Malth treated the tribes surrounding it. After these reforms were passed the city state of Ardus Malth now claimed the entirety of the river Ardus as their territory and only a few years after claiming this territory the city state of Ardus Malth marched to war. This war was by no means an easy one for Ardus Malth for despite their technological advantage they simply did not have the manpower that the tribes did wield. The war continued on for many years until at long last Ardus Malth was victorious in the year 1330 BC. The next few years of the new Ardusian empire were ones of intellectual enlightenment and of the construction of great cities. It is also believed that it was in this time period where the popular sport of debating did emerge.

This age of enlightenment was not to last. A great plague swept across the land decimating entire towns and leaving the empire in taters. soon it was devided up between various warlords and the old feuds between tribes had once again resurfaced. Yet another dark age had emerged in the Ardus region and this time the warring factions had far deadlier weapons. However despite the general barbarism of this time period it was also in this time period where the concept of a commonwealth between each and every tribe with in the Ardus region arose when the famous philosopher and author Clyarth Fyldwith wrote his famous novel "The river that binds us". This novel also detailed ways that the Ardus region could be united through diplomatic methods. For the next few years many warlords claimed to represent a Commonwealth however it was not until the year 1032 BC until the first true commonwealth was formed by the glorious First Citizen Althyed Olthas through shrewd diplomacy with the various warlords. Soon due to his reformed army and large kingdom the First Citizen was capable of conquering of nearly all of the Ardus except for the ancient city of Ardus Malth. The siege to take it lasted 3 years and many, many soldiers died in the siege however it was finally taken and was made the capital of the new commonwealth however Ardus Malth did not escape without punishment for noe the First Citizen was permitted to disobey any law within the city of Ardus Malth and he definitely took advantage of that privilege.

Now the Commonwealth looks outside of the Ardus region to the island of Britanki as a whole and envision an empire that spans across the entire island.

812, Do Not Remove

I've done it by god I've filled out the app!
Last edited by Labstoska on Fri Dec 15, 2017 1:19 am, edited 3 times in total.

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Ralnis
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Founded: Aug 06, 2012
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Postby Ralnis » Fri Dec 15, 2017 1:10 am

I don't think your supposed to have 109million. I at best should have a couple hundred thousand because the Great Rift Valley should have a dense population.
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Labstoska
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Founded: Apr 22, 2016
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Postby Labstoska » Fri Dec 15, 2017 1:12 am

Ralnis wrote:I don't think your supposed to have 109million. I at best should have a couple hundred thousand because the Great Rift Valley should have a dense population.

Oh sorry I thought I had changed it to 109 thousand.

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Ralnis
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Founded: Aug 06, 2012
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Postby Ralnis » Fri Dec 15, 2017 1:16 am

Labstoska wrote:
Ralnis wrote:I don't think your supposed to have 109million. I at best should have a couple hundred thousand because the Great Rift Valley should have a dense population.

Oh sorry I thought I had changed it to 109 thousand.

I'm also thinking if you just have the Greater London area, you wouldn't have that much population density. The Grecians control vast islands and only reach close to a hundred thousand. I think your nation/state would be more in the low to mid ten thousands.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Labstoska
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Founded: Apr 22, 2016
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Postby Labstoska » Fri Dec 15, 2017 1:21 am

Ralnis wrote:
Labstoska wrote:Oh sorry I thought I had changed it to 109 thousand.

I'm also thinking if you just have the Greater London area, you wouldn't have that much population density. The Grecians control vast islands and only reach close to a hundred thousand. I think your nation/state would be more in the low to mid ten thousands.

Edited once more.

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Xah
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Founded: Jan 25, 2016
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Postby Xah » Fri Dec 15, 2017 2:29 am

Application
NS Name - Xah
Names - aKhoskho

Symbols - None yet
Territories - Lowlands below the Great Escarpment and the Cape Fold Belt mountains of southwestern Africa

Government - Chiefdom based on skill within a class of warriors
Leader(s) - Towns and villages have a chief chosen by and from their warriors
Capital - Hugaeb (modern day Cape Town) is the seat of the High Chief, elected by and from all the chiefs
Image


Demographics - Population: ~150,000. Majority are land owning farmers, mainly arable, but with some pastoral in the highlands. Other significant groups are miners and artisans and the warrior/hunters who form the apex group. Largely homogenous culture with only minor local variations.
Ethnicity - >99% aKhoskho with minor contributions from neighbouring groups
Religion(s) - aKhoskho follow a animistic polytheism with significant animals, places and phenomena given a deity that represents them. Respect is shown to the deity by respecting the concept that they represent. Bad luck and misfortune are a result of improper respect. Local variations exist for localised concepts, but the main deities are culture-wide. No established priesthood as a dedicated occupation, but some individuals are perceived as being closer to the gods than others. Such individuals are encouraged to communicate with the deities by entering into trances during village events and attempt to interpret the images seen within.
Language(s)- No complex written language developed as yet. History and tradition is passed on through story and song. Significant concepts or places are marked with artwork. Regional dialects exist, but understandable across the culture.

Military Organisation - Each town/village has a number of warrior positions available, numbers dependant on the requirements of the local area and the ability of the region to support them. Most children followed their parents into their occupation; be it crafter, farmer, fisher or trader, but there were a number of roles that existed that were different, reserved for those who had either succeeded in passing the right tests, or had failed in those tests and had no other place to go. The most highly sought after role, but also the most difficult to get, was that of a village's warrior hunters, a select group whose traditional tasks it was to bring in the meat that fed the tribe, represent the village in ritual conflicts, protect them from wild animals and intruders and, once too old for that, to lead the tribe. Every fifteen years, all those between the ages of ten and twenty five could ask their parent's permission to leave the family trade and attempt to pass the rites and become a warrior. It was a risk most did not wish to take; fail to become a warrior and it was forbidden to return to your family's occupation. The choices were slim, either leave the village and hope to find a role elsewhere, or stay and be expected to perform whatever menial tasks the local leaders deemed necessary. The cutting down of trees to make new clearings, the daily carrying of water to the communal water store; all the arduous yet important tasks. Failed warriors were still held in high regard, but were not deemed suitable partner material and faced a difficult and lonely life. Succeed in the attempt however, and you were accepted as one of the village's best and brightest. Assuming you survived the first few years, when casualty rates were high, and made it through until the next contest was held, you were guaranteed a place in the council, became prime partner material and your name was inscribed on the great pole in the village centre for the gods to take notice. Warriors live in a dedicated building, sometimes the village's only mud brick construct.
Army - Numbers vary between areas, but no more than 5% of the entire population is a dedicated warrior. Warriors associate with their tribe or village and take commands from their warrior elders. Technology levels are low, with weapons made of metal almost unknown and are the result of trading with external groups. Hide is used for protective clothing with ivory and horn typically used for weapon edges. Tactics are similarly primitive in a military sense, but excellent for hunting. Using the land well and survival skills are predominant. Domesticated dogs are a common sight and attempts have been made at domestication of other animals such as elephants, but with no success. The main weapons are throwing spears, shorter stabbing spears and hide shields and armour. In times of crisis, all able bodied aKhoskho could be theoretically be called upon.
Navy - No navy. Small vessels exist on the coast or in large rivers for fishing. Water-based transport is insignificant.

Economy - Largely a mix of barter and tribute based. Farming is the predominant industry with significant contributions from hunting and mining (mainly gold and stone, but also limited amounts of copper). The main domesticated animals are Nguni cattle and goats and arable crops are mainly sorghum, millet, melon and gourds. The internal trade network is relatively complex with animals and metals coming down from the hills, and grain and manufactured items (mainly jewellery) returning back. Traders occupy a small but important class.
Trade - aKhoskho has limited contact with the rest of the world. Minimal trading occurs with neighbouring ethnic groups and consists of exchanges of gold for processed metal objects such as tools and weapons.
Currency - No esablished currency, with cattle and sorghum grain being used as the main trading stocks internally. Gold and diamonds are common, but have little practical use, so have no internal value other than decoration; jewellery made from gold is used as a badge of office, and sometimes as a medium of exchange with foreign traders.

History -
The cultural group now known as the aKhoskho migrated into southern Africa from further north relatively recently, within the last thousand years, displacing a now extinct and unknown ethnic group that has left little but stories. The reasons for this migration are unknown, but have their roots in climatic change and population pressures from ethnic groups that remained. The plains and hills below the Great Escarpment provided the space and resources for the group to spread and flourish. As time progressed, rivalries and conflict between tribal groups increased with population growth. The reasons for the current cultural cohesion are now lost to myth, but the story goes that a far-sighted tribal chieftain who held dominion over the Hugaeb area recognised that the aKhoskho would be better together than as rival groups and used a combination of clever military tactics, diplomacy and familial ties to bring the various tribes of the aKhoskho people together. Reforms were passed encouraging and then mandating inter-tribal marriages and banning open conflict, instead ritualising disputes into one-on-one combat. In recognition, the chief of the Hugaeb area is now recognised as the High Chief of the aKhoskho who has the right to command all the other chiefs.

Since then, aKhoskho culture has remained largely homogenous; contact exists with neighbouring ethnic groups, who are all more primitive and smaller in scale but who have contact with regions beyond.

Current ruler: Mokoto K'nara
Description: Mokoto is almost unique in his status as a fourth generation warrior; warriors are not known for siring many children or even for their children to pass the test to become a warrior. Even less likely was his election as High Chief after his father, grandfather and great-grandfather all held the role (although not consecutively). His rise to the top is testament to his great physical prowess, charismatic nature and willingness to compromise and take advice from others.
Current population (est.): ~150,000
Events: None yet


812, Do Not Remove
Last edited by Xah on Fri Dec 15, 2017 5:11 am, edited 2 times in total.
The Fibonacci series, as easy as 1, 1, 2, 3




Atheist, socialist, humanist, educated, European; in short, an American conservative's boogyman.

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Ralnis
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Founded: Aug 06, 2012
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Postby Ralnis » Fri Dec 15, 2017 8:22 pm

Application
NS Name - Ralnis
Names - Manatu Olu, Land of Great Lakes, Femru Olty, Empire of the Rift
Symbols - A image of their god Arutu, the Source-Being, a fish image on a stick that is like a wind sock, a banner of the image of the Caranaku, the mask of the Witch-priests who reformed the Empire
Territories - Great Rift Valley

Government - Manatu Olu is structured as an empire. The empire is ruled by the Kingdom of Iawi, which are the ones that drive the other Kingdoms from their city of Iawi. The other kingdoms are known as Onfu, or lower/provincial kingdoms that are ordered by the Iawi rulers with a low-form of autonomy other than directing their own trade and raising their own armies. To them, the rule of Iawi is the rule of all Onfu. Vassals and tributaries are known as Clefa, or payers. They are smaller tribes or kingdoms around Manatu Olu that bow to the rule of the Rifts and pay tribute in exchange for trade and protection. The central government doesn't rule them nor considers them formal territory but are future prospects for integration.

Leader(s) - Weyinki Tuti II, King of Iawi, ruler of the Rifts, Emissary to Arutu, Lord-king of the Onfu, Bearer of the Caranaku. He is the leader by family blood and religious voting. He is usually the one who has final say of the laws and choices of the land but his choice can be repealed by the Scaling Court. The Court itself moves the administrative process and the King can give directives, but everything must be voted by the Court if they feel it goes against the Empire.
Capital - Iawi, settled on modern day Bujumbura

Demographics - Population appox, 200,000-230,000
60% Farmers/fishermen/miners
20% Traders/craftsmen
10% Military/Explorers
10% Rulers/priests/Administrators
Ethnicity - Inocrypto Culture: The main culture of Manatu Olu, they arise from the Neo-Fixi Culture that rose to make the empire again after the Rairaw Invasion. They worship the god Arutu as the god of all creation and have brought back Manatu Olu to its old glory. The Culture started with the Caranaku, who were known as the Witch-priests that unity among the former Neo-Fixi kingdoms and overthrew the Rairaw.
Rairaw: Second largest culture in the empire, they came from the Ivory East as tribes who migrated that sacked many cities and overthrew the Eastern Kingdoms. This happened during the fall of Neo-Fixi Culture and the last of the Unu Dynasty. They brought in bronze, archery, and their own gods before Inocrypto Culture took over and many started to worship Arutu, obliterating or fusing monotheistic religion with their local beliefs. Their own architecture is seen in the eastern portions of the rift as well as Iawi and their people have formed the new Eastern Kingdoms with their own noble families.
Burna Mui: The third, smallest, and newest culture in the Empire. They are only in small groups that were absorbed in the Western and Southern Kingdoms with the knowledge of iron smiting as leverage. This had brought a revolution of industry and trade outside of their region that sparked a second golden age to the empire. Many are still shamanistic but some have started to accept Salistian religion.

Religion(s) - The religion is called Salistian, its a monotheistic religion centered around the god Arutu, the Source-being. They believe that the Source-being is the creator of all and a collective creation mythos is accepted in the state. They believe in the connection of the soul, the afterlife, and eternal damnation for breaking both common and holy law. They believe in the personal connection between the common believer and Arutu, with Witch-priests being a mixture between missionary and preacher when they aren't ruling via influence. This gives the Witch-priests a lot of political power that can be called in during times of strive.

Language(s) The state language is called Scripp. Its a mixture of Fixi, Neo-Fixi, and Rairaw foundations as the Inocrypto modified it for trade and bringing more evolved writing that goes around from a pictography based, to have an alphabet and a writing system. Because of this, Scripp is being taught in High Scripp, which is the advance writing system, and Low Scripp, which is pictography. High Scripp is used by nobility, traders/craftsmen and Witch-priests, and Low Scripp is used by the common farmers, fishers, and the military.

Military Organizarion - Organization is structured around the land-based military. This is in part to the lack of large seas and the river only needing a small force of boats for amphibious attacks. The Organization is mostly based on levies, pulled from the Onfu and Clefa. Iawi are the only ones that have a full professional or volunteer force.

They are organized in the form of Muns, which are made in groups of 500 where Unmuns are known to be a 1,000-1,500 men. Each one is led by a Kar, or officer, and they would be lead of Ty Kar, which is general. They would be called in total war or total defense and are given weapons and basic light armor with military drills lasting 3 months. These focus on hand-to-hand, tactics, and team-work for the greater Unmuns. They are known to be harsh for independent heroics but respect those who show leadership for their squad and help win the battle for the group.

Each Unmuns wears a distinct uniform that shows their own Kingdom except for the Murr. It shows a greater use of individuality and local cohesion. However, the equipment stays the same for their troops. They all participate in war games every three years to keep competitive tradition and martial tradition. This was brought by the Fixi Culture as warring tribes and the First Kingdoms would fight each other in "Holy Battlefields" to see who's a mightier tribe or kingdom, it was until Sunit the Wise reformed the military for the end of the Fixi culture to the Neo-Fixi Culture.

Formations mostly used of the shield-wall variant with use of round shield and spear out to" Walking Turtle" which uses shields interlock for a fortified walking wall that can block enemy fire. These are used for defense and standing ground. Attacking formations are the wedge, with the use of more regular troops in front and flanks, supported by missile fire.

With the Inocrypto Culture that the shield-wall was being thrown out in a way for other tactical forms while keeping the shield-wall for tribal charges. They started to use the "Walking Turtle", but also made improvements that made the idea for using developing the Phalanx and also the Flying Wedge with Murr, the Bull horn formation as their first "trick" formation. This worked against the Riwar Kingdom of Ugust as their formational charge was "swallowed up" by the formation.

Shock value is effective for their use in combat.
Army - Around 5-10% could be called into a major war that threatens the Manatu Olu. They are pulled from the commoners and are pledged by the Onfu and local chieftains or lords for at least a military campaign and rotate out every harvest time so they can have fresh troops. As said, the troops go through the 3 month training regimen from their perspective Kingdoms,

Within the past 300 years, the Burna Mui migrated from Western Rainforests and brought the teachings of iron smithing that started their iron age, and in turn, their second golden age and revival. During this time, bronze metal for military and industrial use had been mostly phased out for the local and cheaper iron. This had suffered with trade from the local tribes and kingdoms who profited from the centuries long tin trade. However, the idea of cheaper iron had made the mainstay of the army to embrace it and has made it easier to fund the army and keep it going.

Shields were once made of hide and using strong hides and allow for the use of oval shields during the first tribes. The first use came with spearmen and raiding of the east by the Fixi chieftains. Wealthy and powerful tribes had shields for their warriors and were more feared than those that didn't. During the First Kingdoms that made the shields to become more rounded as martial arts evolved to make it be usable of a fight.

Shielding would have a horizontal grip as the bronze age allowed for heavy shielding with a sheet of bronze that allow them to be used by more professional, elite soldiers to the First Kingdoms. As tech advanced, boss shield and bronze rimmed were allowed to block weapons and slings. Modern shields are used with reinforced leather for light infantry, its rounded and are used to fight. Its has iron on the edges and has boss iron center. They are more bowl flavored, to provide more flexibility to the soldier.

Heavier versions have became to use tower shields for the Murr and their use to fight on the frontlines against other their lesser enemies.

Armor for common soldiers is made of iron chainmail or gambeson. It's fairly cheap for them to make and protects them against tribal blows and slings, the arrow is a different matter. Helmets are given to them by Kingdom quartermasters or those that can bring it from home.

Heavier sets of armor are usually seen as part of the Murr with common armor made with heavy iron made to protect from much heavy blows and punishment.

The Murr themselves are used as the elite heavy infantry of Iawi that are meant to protect the Kingdom and be used as spearheads for formations. They are picked by the Iawi warriors or other recruits form Onfu soldiers who show skill in battle. They don't accept nobles and are to serve the Witch-priests and the Empire as it is their duty to the Source-Being.

Murr always train and live together in humble abodes. They refuse to take wives and study scripture with their brothers. This has lead to homosexual relations and have been allowed under sanctioned watch for their bodies are dedicated to war. Each Murr is able to favor their own weapon, most favor the use of double-edge swords like the Clena, which serve for being with their tower shields, to Mantush, which is a poleaxe needing to breach armor and flesh.

Regular infantry and veterans are known Khaman and they come in a variety of expertise and experiences because of the diversity of the Valley. Those who are near forest of the Valley favor axes, longbows, and stronger shields, mountains give better users of armor, those in the highlands are stronger warriors. Unlike Murr and common conscripts, they are standing armies and usually pay for their own equipment but because of the military's collective training then they usually form their own teams and pull in their wages to keep up with maintenance.

Cavalry, like siege, is a quickly developing part of the military. The use of chariots brought through the Zarkasan Empire via trade allowed for them to use the camel and horse effectively. The number of horses is not as numerous as camels but they have more variety in the uses, such as warfare. Cavalry comes with the use of composite recurve bows as opposed to the standard longbow that allowed them to shoot further.

Exotic cavalry is used with the African elephant, who is rode on to mostly be used for military logistics. The African elephants are difficult to tame and have cause many deaths and injuries, yet those who are captured and train are a massive boost indeed.

Siege weapons come with the first use of battery rams on the hilly fortress of Rut 500 years ago but then they have made general use with using fire, large bow throwers, and even have been thinking about boulder throwers as well but because they haven't met a large war yet but plans are making way.
Navy - Because of the lack of a major sea to put an emphasis on naval traditions except for a river fleet that travels between the Manatu Oli and the Jarsian Kingdoms. The river fleet is around 50 rowboats with 20 merchant ships that sail up and down the Jarsian River.

Economy - The Valley itself is very bountiful for agriculture and has allowed the strip of land to become densely populated. The Economy is focused on agriculture and fishing being set on the Nile source. Trade from long-distance up river to Jarsia and the Empire when it was around brought immigration and a population boost to the Valley that now is leading it to have a stagnate growth because the Valley can't hold anymore people.

Industry is a boom with iron mines and smelting techniques are funded by close local sources and close proximity allow for quick supply and demand transport via river barges and horse/camel/and elephant pulled carts. This allows for military expeditions to be used and to be traded.

As of right now, Manatu Oli needs to expand in order to keep their economy going strong then they would have to expand or die of overpopulation.

Trade - They import strong wood, artifacts, pottery, and tin to make bronze. They export iron in large quantities, wheat, cotton, fish, and wood. Animals such as elephants, camels, and horses are regulated and restricted to export because they would lose their advantage for their empire.

They also export gold and diamonds in the form of currency and jewelry. Its nearly a common variety. They also forbade slavery of any form and will result in death by elephant by any trader dealing with slavery. Such things are done on border towns but they're rare if anything.

Currency - The currency is known as the Common, which is backed by a flat currency and dictated by the Merchant Bank to show the influx and surplus of copper, silver, and gold. It is shown as a coin with famous leaders and the Caranka on them.

History - The ancestors of what would be the Fixi found this place on accident after they were kicked out of their tribe 4000bc. The Fixi developed as the first natives in the Valley at the time. Painting and permanent dwellings became common place among the stone age tribes that started to split off and make their own tribes.

Through this, farming and raiding each other and in the east as warfare advance to having the first hide shields. They perfected their war and grew with slaves and resources but farming started to advance itself to the point that raiding started to become less profitable, and this led to the domestication of the African elephant, advance farming tools that turned to copper, and fishing made them trade with one another and conduct collective slave runs from the east.

Fixi Culture saw its rise through the First Kingdoms with the first monarchies were made and mudstone building with river rafts were seen. Laws and pictograph language was seen. It was called Scripp writing. Math and the advancements of currency with bronze figurines which were part of the polytheistic bronze gods.

Fix Culture fell during the Age of Wolves, with the First Kingdoms being thrown in a dark age with infighting and plagues being commonplace. War elephants were seen in primitive forms and the first name of the Kingdom of Iawi was founded during this time. Iawi is were the use of Neo-Fixi Culture and improve upon the Old Fixi Culture in many ways such as Scripp and war reforms. Their war reforms were the most innovated and allowed Iawi to conquer the other First Kingdoms with copper weaponry, ushering in Manatu Oli.

Manatu Oli brought peace and the point of outward trading with the Zarkasan Empire that control Jarsia at the time. During the Unu Dynasty, the country embraced chariots and were mercenaries in northern Egypt, but their lack of manpower and slowed innovation for the Raiwar Invasion that overthrew the last Dynasty and the Manatu Oli in exchange for their own state.

This ended the Neo-Fixi Culture as Raiwar rose to power and allowed for trade in the east, innovation, and large population booms. Many Neo-Fixi rulers and Dynasties were lost in time as Raiwar Dynasties took over and wished to have their own country. They encourage and helped eastern tribes from as far as the Ivory Horn to make the Eastern Tin Trade that brought the Valley have a Bronze Age and lasted after the fall of the Zarkasan Empire and its presence not found in Eastern Africa but successor tribes, nations, and Jarsian states rose among the ashes.

The Raiwar Culture started to loose their grip when the rise of the Caranka, the Witch-Priests, started to rise the cult of Salistian and the Source-Being, Arutu. This started to spread in the Western Kingdoms that started the foundations of Indocrypto Culture. This Culture started to spread with their monotheistic belief that allowed for a unity by the Witch-Priests and brought a civil war that overthrew the Raiwar Culture and set up Manatu Oli once again underneath Indocrypto Culture.

The government was an empire ruled by the Witch-Priests till they made the Scaling Council, a new dynasty, and the current system for. The population has boom with the coming of Burna Mui Culture brought iron smelting techniques and help revote the empire now but now they face overpopulation because of said boom and now they must expand beyond the Valley and help to grow the Empire itself.
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Last edited by Ralnis on Sun Dec 17, 2017 1:57 pm, edited 1 time in total.
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The Frozen Forest
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Postby The Frozen Forest » Sat Dec 16, 2017 5:04 pm

Application
NS Name - The Frozen Forest
Names - The Zapalchal Empire: The wide Cultural group can be referred to as Zapalchal, one who is apart of this ethnic group is called a Zapal. Zapalo is the most prominent group with two small branches being the Zapae and Zapi. Across all three groups Z's and X's are common within the names of individuals.
Symbols - The veneration of Snakes is a central part of life within Zapalchal. Many family's identify themselves with differing images of snakes, and the Snake is featured on the shields of many Zapalchalian Warriors.
Territories -
Image


Government - Zapalchal is an Absolute Monarchy with the Emperor having total control over the nation. His will is enforced through the military which he would also lead. The Emperor selects his heir in an oral will generally, but should he die prematurely the succession follows Primogeniture. The Emperor has several marshals by which he can collect taxes, build infrastructure, keep order and enforce or create laws.
Leader(s) - Emperor Xalti the Second is the absolute Ruler of the nation. He is the second son of the Emperor Raxal and is extremely talented in administration. He outcompeted his three other brothers in order to become the chosen heir, so as when Raxal died of flu five years prior he inherited the Empire.
Capital - Zuranch (Located in what would be Baghdad)

Demographics - (How many people live in your country? What is their status? Are they slaves or citizens? Who are the conquered, and the conquerors? Who believes in one god, and who believes in another?)
Social Class
37 Royal Family Members (Not included in Percentage)
8,800 Nobility (2%)
22,000 Priesthood (5%)
79,200 Skilled Workers (18%)
110,000 Farmers/Herders (25%)
220,000 Unskilled Workers (Tend to work alongside Farmers or Herders etc) (50%)
Total of 440,000

Religion
880 Foreign Religion Followers (0.2%)
7,920 Local-Superstition Followers (1.8%)
88,000 Pre-Jakai Followers (20%)
343,200 Followers of Jakai (78%)

Ethnic Groups
294,800 Zapalo (67%) || The Zapalo are the Majority, and original group within the Empire.
74,800 Zapae (17%) Putting aside various dialectal differences, the Zapae are extremely similar to the Zapalo. Most are dispersed among the Lower Classes.
70,400 Zapi (16%) The Zapi are the most dis-similar to the Zapalo. Whereas the Zapae are a break off of the Zapalo, one could say the Zapi are the result of an infusion of some long forgotten southern culture and Zapalo's. It's unique but with many ties to it's mother groups.

Ethnicity - See Above | Racially they are more similar to what we'd know as Persians, than Arabs. Technically they'd be classified as 'White' across the board.
Religion(s) -
Religion can be broken down into two broad groups, one minor group and one extreme minority group.
Followers of Jakai- The Followers of Jakai are essentially the reformed version of the original Polytheistic religions inhabiting the Zapalchal Empire. Created in what is believed to be 1240 B.C. by the Prophet Jakai, it puts great emphasis on the worship of various deities and of the Emperor himself.

It's Chief Deity is Aerokl, the God of Souls and Music, who is divinely beautiful, with ashen skin, long, swirling black hair, and eyes the color of deep pits. He is average height and solidly built, and tends to look sad. He usually wears elegant clothing dyed grey-brown. He is also associated with cats and chaos. He is often worshipped by warriors. His surprisingly few followers can be primarily distinguished by their secret language. There are a large number of altars dedicated to him in cities. There are many myths involving his many adventures with certain mortals. He is the brother of Raiel. He is known to challenge mortals seeking forgiveness.

There is Raiel, the God of Battle and Spring, is quite beautiful, with ivory skin, waist length, wavy white hair, and eyes the color of red wine. He is very tall and solidly built, and almost never smiles. He usually wears chain mail dyed golden-brown.
He is also associated with fate. He is often worshipped by the elderly. His many followers can be primarily distinguished by the rituals held during holidays they observe. There are numerous shrines to him on lonely roads. There are many myths involving his association with the Chosen Heir of the Empire. He is known to give aid to distressed mortals.

There are also numerous lower deities concerning nearly every aspect of the natural world and with concepts ranging from lust to the acquisition of building materials. It is possible for Humans to ascend to Godhood through an arduous process involving the Emperor himself and a group of the seven most powerful men in the land. This ritual always ends with either the soon to be deity being sacrificed or becoming a Snake Warrior. There can never exist more than a single Snake Warrior at any time, mostly due to the divine rights given to one. They are permitted to break many laws, (More serious ones result in a loss of position and execution) as well as the right to command small groups of Guards or Soldiers anytime, for almost any reason. Lastly, the Snake Warrior is the only man who is able to challenge the Royal Family or replace it. Therefore the Royal Family can only be descended from a Snake Warrior in order to have any legitimacy.

There are three official holidays celebrated by Followers of Jakai. There is Paras which is a cultural holiday celebrated just after the third new moon of winter. It is associated with cunning and intuition. Celebrations last from dawn till dusk. Traditions include public and private nudity, charitable donations and dancing. The Zapi do not celebrate this Holiday except for on the year of their 16th birthday.

There is Zael, which is a solemn historical holiday celebrated on the second full moon of winter. It commemorates any military, economic or religious victories had prior in the year. It is associated with love, competition and suffering. Celebrations last three days. All three Ethnic groups celebrate this holiday.

Finally there is Mosseri, which is a civic holiday celebrated just before the summer solstice. It is associated with compassion and mysteries. Celebrations last ten days from dawn till dawn again. Traditions include public duels, nudity and signing of contracts.

Followers are expected to be tattooed three times throughout their lives. When a child is 6 days old it is to be given a snake tattoo on it's left palm to signify it's entry into the world. When a child is 14 years old he is given a horse tattoo on his right arm, to signify his future travels. Finally when one is 40, should he or she survive until that age, they are given a tattoo of a Bear to signify their strength in surviving.

Followers are expected to meet with or attend a gathering of followers at least twice a month. These gatherings are held by Priests whom explain the world and answer questions concerning deities. One may join the Priesthood only by being selected by an existing Priest and being apprenticed by them. They are also expected to study official manuscripts in the capital city. The Afterlife of Jakai is decided upon the way someone passes on. There are related afterlifes for each manner of death for a person. The only way to ensure you end up in any one afterlife is to be repeatedly blessed by a priest, at least yearly. This may allow someone who dies of tuberculosis to pass into the afterlife of someone who falls off a cliff.

Pre-Jakai Followers- are all followers of the Religion known as Jakai prior to the Prophet reforming the Religion. All three of the Jakai Holidays are celebrated but Priests are not included in the way of worship. There is no established hierarchy and there are many shared gods between the two Religions. There is one distinct difference between them in that five rituals are required to be preformed based on circumstances. The first is that Soldiers going to war must sacrifice their most dear pet in order to ensure the safety of their family. Another is that for one to gain the favor of a Demon they must sacrifice a human on the spring equinox at one of the various holy sites. The final ritual involving sacrifice is that of family honor, where should one fail in battle they must commit suicide by stabbing themselves in the throat in order to cleanse the Army. One can also take a risk and cut off fingers to try and regain the favor of the gods, with more fingers having a greater chance at earning them atonement.

The Fourth is that should one ever accidentally murder a pregnant women by mistake, they must devote themselves to the Fox Deity Fakaal. They must henceforth kill twenty heathens in a foreign land before they may return. They must take the some sort of trophy as proof. Following thier return they must destroy the flesh or bones upon a ritualistic fire. Finally there is the tradition that anyone wanting to find a missing person should interpret the entrails of a goat at an altar on the spring equinox.

Local-Superstition Followers- They are a small minority within the country and don't subscribe to Jakai as a whole, mainly focusing on one particular deity or tradition. They are more of a blanket term and have no established hierarchy or rights. Most if not all still participate in the Holidays.

Foreign Religions- Are an extreme minority but are still existent in the Empire. It is exactly as it sounds, those holding to Religions from foreign realms. They are entirely within the lower classes.

Language(s)
There are only two spoken languages throughout the Empire, with the first having two dialects.
Zapalchalian- Also called Zapalo, it's the Majority language spoken. In it's spoken form it places emphasis on sounds sounding similar to that of a snake hiss. Words are generally shorter and spoken in a quicker manner than in other languages, as more emphasis is put into transmitting as much detail as possible. Due to that there are also vast hosts of words to describe broad concepts, for example one would say Burgundy, Maroon or Rose rather than Red. Written it is generally expressed with phonemes where as there are various symbols which represent a certain sound, leading one to be able to "sound out" a word. There are also specialized letters meant to denote emotions or additional meanings. Therefore 'Dragon' can have seven letters when used in discussion, or it can have eight or nine if someone feared they had angered a Dragon, so the meaning of the word would change from 'Dragon' to 'Angry Dragon' without having to use six symbols to represent angry.

>Zapae- Zapae is essentially the same with Zapalo when written. When spoken one can detect various dialectal differences. There are generally less words in the spoken Zapae language than in the Zapalo language, though one may write 'Angry Dragon' just the same as a Zapalo, they would simply say Beast instead of Dragon. Zapae as a language has flourished among the lower classes, who spend most of their time in one location and have no need to speak with so many different meanings. To a farming community, a bear is dangerous regardless of what kind of bear it is, whereas to a Zapalo Speaker, they may wish to know if it is a "Shell Colored Bear" in order to know if it's more dangerous than a "Mud Colored Bear".

>Zapi- The result of Zapalo and a long forgotten culture having mixed together. When speaking there is much less emphasis on 'hissing' sounds and more on the use of 'rumbling' sounds that one may get from a M, N, V or R. It has far more words to describe concepts such as the Ocean or the mountains. When written It does contain the same phonemes as Zapalo but it also contain words specifically meant to describe a specific phrase. Therefore one could use a single word to mean "There is gold in the mountain."


Daxa- It is the oldest language spoken within the Empire. It is in entirely religious and nearly unspoken language for those who worship the Chief God Aerokl. This has made it so that it is used only in the Military and Military Families. It is made up almost entirely of Hieroglyphs when written and is generally spoken with words containing four or five sounded letters. It is the ancestor to Zapolo and her branches and spoken by only 0.5% of the Military. This 0.5% are the leading Generals and leaders within any given army and it is used mainly to speak freely of battle plans without having to worry about spies.


Military Organization - The Military is divided into three groups (Described in the Army section below) but are generally divided into Xal, Trax, Tri-Ax and Die-Ax. A Xal is about 80-100 Infantry or 20 Cavalry, a Trax is 200 Infantry or 60 Cavalry. A Tri-Ax is about 500 Infantry or 240 Cavalry. Finally there's the Die-Ax which is 1,000 Infantry or 500 Cavalry.

Army - The Zapalchalian Military consist of three essential groups, each of which is incredibly important. The first group are the Xoxalia (Xocks-all-ie-a) which are essentially state-funded Militia. Every village is required to have a Xoxalia and the strength of that Xoxalia is dependent on the number of soldiers each village is able to sustain. Members of the Xoxalia are unpaid, instead given an increased ration of food which varies from city to village. They are also afforded the rights to travel outside their settlement for two months every third year with the bare necessities paid for by the Empire. These state-sponsored vacations have made the Xoxalia a valid secondary career for aspiring men. Boys as young as fourteen may enlist in the Xoxalia (though they may not travel outside the settlement to war until the age of 16) and begin training immediately. They act as both a local police force and defensive unit for each settlement and are charged with stopping any threats to the civilians safety. Most Xoxalia are armed with spears and wooden shields along with leather body armor and iron helmets. In more prestigious area's they may also have short swords and horses, while in poorer regions they may only have cloth shirts and slings.

When a war break out about 2/3rds of the Xoxalia from each settlement may be called to fight, not including underage Xoxalia. They generally form the main body of the Zapalchalian army and are almost always given proper equipment when brought to fight, including swords. Multiple units of Xoxalia are generally brought together to form cohesive units, usually numbered at about 80 to a 100 men. These are called Xoxalia-Xal. Broadening it further, a unit of 200 Xoxalia or two Xoxalia-Xal forms a Xoxalia-Trax. Five hundred is a Xoxalia Tri-Ax and a thousand is a Xoxalia Die-Ax. There are a total of 22,000 Xoxalia or 22 Die-Ax's. Xoxalian Tactics are generally to hold a line and fend off Cavalry. They are trained to have organized Charges and to use Shield-Wall tactics. They can also form squares against Cavalry and are taught how to dig ditches and trenches. They are effectively used to slow down and stop attackers while Cavalry and more effective Infantry go to work breaking up an enemy line.

They can also be used as Archers though generally this isn't the case. In the case that they are, they use mass volleys rather than precision in order to battery an enemy prior to an Infantry Charge (or to break up an enemy charge).

The Second major grouping within the Military are the Trazian (Trayz-ei-an). The Trazian are the standing army of the Empire. They are stationed in major settlements to suppliment the Xoxalia but do not generally serve as a policing force. Many Trazians come from the lower or middle class and owe allegiance to the Emperor and the Royal Family. Trazians are generally life-long soldiers and can serve to a maximum age of 50. Training is usually intensive and aimed at building up discipline and zealotry within the ranks. They are trained to smash Infantry and Cavalry to bits and are used similarly to an elite unit. They are armed with heavy Bronze shields, spears and spiked maces to bash through chainmail and wooden shields. They usually wear chainmail and light leather armor on account of the weight of their bronze shields. There are a total of 8,800 Trazians.

Finally there is the Cavalry. All Adult, Male Nobility are required to serve as Cavalrymen and usually maintain their own equipment for the job. Males from any social class apart from the Unskilled Workers may also be trained as a Cavalryman, which is the easiest way for one to climb into the Skilled Laborers group, as the Empire will pay for two years worth of training for any man who's served ten years within the Cavalry. The Cavalry can be divided into two different groups, the Light Cavalry or Uzak and the Heavy Cavalry or the Akazi. The Uzak's are armed with spears and short swords and are used to cut down routed enemies, as well as act as reconnaissance for the army. They wear leather clothing and may carry daggers in order to put down a wounded horse or man, or protect themselves if knocked off their horse. There are 1,200 Uzaks within the military.

The Akazi are arguably the most important unit in the Empires arsenal when at war. They are heavily armored in steel and easily smashing apart infantry formations. Their steeds are just as heavily armored and as a bonus are trained not to fear the scent of Camels. They serve as the Emperors Personal Guard both in and out of battle and are armed with spears and slashing swords. Members of the Akazi are the elite of the Army and of the entire nation and are a dangerous force for any would-be invader. There are 880 Akazi in the military.
Navy - Considering the nation is landlocked, they have no Navy, nor any plans to construct one in the near future.

Economy - The Economy is prospering as citizens are allowed to move more freely within the state. The explosion of the population has also allowed for more farmable land to have crops grown on it, with the surplus being traded to tribes in the East and West. Farming and Mining are easily the largest factors of wealth within the nation.
Trade - Trade generally flows between the state as it stands as a unified power between those in what would be Persia and the East and those in the West and South. Goods such as Silk and Proto-Porcelain objects arriving from the East and flowing to the West to places such as Greece. It also has a strong monopoly on trade with the tribes from the Arabian Peninsula.
Currency - Kardish is the standard currency of the Empire. It is a metal-based coin currency minted in the Capital and a few major cities and controlled by members of the Priesthood, who regulate it for quality and quantity already available. Generally Kardish can be broken down into a gold piece, worth about 12 silver pieces and a silver piece worth 14 copper ones. It is the predominant currency within many Southern and Eastern tribes and is the only Currency allowed to be traded between citizens of the Empire. (Though Citizens may trade with foreigners using any currency, and may exchange foreign currency for Kardish at any Mint.

History -
The history of the Zapalchal Empire is rooted almost as far back as the Human migrations from the African Continent. The tribe that would later become the Zapalchal arrived in what would later become Zuranch in 9,000 B.C. and would remain Nomadic in that area until 5230 B.C. when the first members of the tribe settled and founded Zuranch. The Village grew over the next thousand years and branched off into two neighboring cities. It is said that this is when the first Monarchy was formed, what would be called the Yaxza Dynasty would rule until 2721 B.C. when it collapsed under the pressure of a growing population. A period of brief turmoil saw the rise of the Sazush Dynasty which purged the remaining Yaxza family members and their supporters before beginning it's outward expansion. They reformed the Yaxza Military system, incorporating the horse as recognizance and marching south to meet a prominent new Kingdom.

Sazushian General Waxzashe would be remembered for his victories at Korian and Haita where he annihalated the enemy Kingdoms military and overran it's cities. Oral traditions state he then invited thousands of settlers to the newly annexed territory, where the descendents of the old Kingdom and the Zapalchalians would form the Zapi. Under the Sanzush dynasty the Zapalchalians expanded in all directions, consolidating territory from Nomadic Tribes and settling within. Under the Sazushians a tax code was established, the Military was reformed, the power of the Royal Family was consolidated and the Migratory tribes coming from the Steppes were crushed.

The Sazush Dynasty was ousted after a brief civil war between the Fourteenth Snake Warrior and the Emperor. The third and current Dynasty, the Razia Dynasty was established in 1493 B.C. and has overseen the second reformation of the Empire, the destruction of all histories relating to the Zapi's ancestors, the beginning of trade between the East and West and the establishment of defensive structures throughout the nation. It also saw the birth of the Prophet Jakai and his reformation of the local religions into something more solidified. Most recently the Emperor has destroyed the Arabian tribe of Lakash in the battle of Dardani River within the Peninsula, securing the safety of the Empires southern border and her dominance over local tribes.
812, Do Not Remove[/box]

I may add a bit more to the later history tomorrow.
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Xah
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Postby Xah » Sun Dec 17, 2017 1:59 am

Ralnis wrote:Snip


I find it highly likely you and I would be aware of each other through traders, if nothing else.
The Fibonacci series, as easy as 1, 1, 2, 3




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Ralnis
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Postby Ralnis » Sun Dec 17, 2017 2:16 am

Xah wrote:
Ralnis wrote:Snip


I find it highly likely you and I would be aware of each other through traders, if nothing else.

That can work.
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Labstoska
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Postby Labstoska » Sun Dec 17, 2017 2:57 am

If I am accepted would it be reasonable that I would be able to conquer Britain in the timespan of 400 hundred years. 350 years to conquer England and Wales and then 50 ears to conquer Scotland.

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Damverland
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Postby Damverland » Sun Dec 17, 2017 5:10 am

Sorry for not posting, busy day. Both apps accepted.

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Labstoska
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Postby Labstoska » Sun Dec 17, 2017 5:31 am

Damverland wrote:Sorry for not posting, busy day. Both apps accepted.

Does that include mine?

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The Transhuman Union
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Postby The Transhuman Union » Sun Dec 17, 2017 10:08 am

I don't think heavy cavalry is possible in this era...
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Xah
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Postby Xah » Sun Dec 17, 2017 1:31 pm

The Transhuman Union wrote:I don't think heavy cavalry is possible in this era...


1000 BC is early iron age, for even the most advanced civilisations, without stirrups, any cavalry isn't going to be doing much more than flank harassment and raiding.
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Ralnis
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Postby Ralnis » Sun Dec 17, 2017 1:58 pm

Xah wrote:
The Transhuman Union wrote:I don't think heavy cavalry is possible in this era...


1000 BC is early iron age, for even the most advanced civilisations, without stirrups, any cavalry isn't going to be doing much more than flank harassment and raiding.

That's true, I changed the heavy cavalry to just logistics.
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