NATION

PASSWORD

Aenosh Sign-Up Thread [OOC | Fantasy | Aeia] (WIP)

For all of your non-NationStates related roleplaying needs!
User avatar
Tir Lhaeraidd
Spokesperson
 
Posts: 104
Founded: Nov 10, 2016
Ex-Nation

Aenosh Sign-Up Thread [OOC | Fantasy | Aeia] (WIP)

Postby Tir Lhaeraidd » Wed Aug 15, 2018 12:53 pm

AENOSH
Fantasy Nationbuilding RP
Aeia | IC Thread | Climate Map | Region Map | Political Map




Overview

Aenosh is a fantasy nationbuilding RP which takes place in the continent of Aenosh on the world of Sildha. In order to participate in Aenosh you must be a member of Aeia, and have an approved nation in the Regional RP. Aenosh is not an official regional RP of Aeia, but is run by an Aeian for Aeians. At the point of creation Aenosh is an RP with a generic fantasy setting with the specifics of different fantasy races, magic, gods, and technologies being developed by a nationbuilding process. Links to specific creations will be provided in this post as the content is created. If you wish to participate then you will need to fill in an application, the details of which can be found in this post. If you wish to use default fantasy concepts as described in this thread then this is the only application you need concern yourself with; however if you wish to use a customised race or other customised elements in your initial application you will need to have these custom elements approved into the Aenosh canon.

Aenosh: The Location
The continent of Aenosh is a continent isolated from the wider world of Sildha by curious quirks of geography and magical phenomena. No-one is really sure why the peoples of Aenosh are confined in this way, but one thing is certain, no-one has ever managed to pass beyond the limits of the continent. Impassable mountain ranges block the land routes to the west, while hostile oceans bar passage to the south and east, finally to the north an icebound wasteland kills even the hardiest adventurers before they have the opportunity to venture out. The closer to one of the edges of Aenosh one gets the stranger things become, with twisted ethereal beings and magical phenomena slaying those who somehow survive the inhospitable conditions. Even the greatest of Aenosh's scholars, theologians, and magi have been unable to study this peculiar state of affairs in detail and as such none have managed to come up with a substantive explanation for this state of affairs; besides Aenosh is a vast and varied continent in which everything the civilised nations need can be found, what reason have they then to try to leave?

Aenosh itself is separated into several large Regions which cartographers use to help in their work; these Regions were demarcated and named in ages past by the enigmatic Eladari Civilisation and though the names have been twisted to fit the languages of successive nations and races the origin of the terms and the lands to which they apply are always the same. The Eladari ruled a vast empire which stretched across much of Aenosh and it is believed that the Regions represented the different provinces into which they divided their empire for administrative purposes, none however have succeeded in translating the Eladari written language and so certainty on the matter is lacking. Regardless the Regions of Aenosh are Marturia, Hethran, Kasessia, Skyne, West Belavria, East Belavria, Alithria, and Ulrecia. In the present day these Regions mean little in terms of politics, climate, or geography and serve only as artificial points of reference on maps.

In terms of climate Aenosh is divided into five zones, from the icy northern wastes down to the tropics of the south. Within this vast stretch are a variety of different distinct types of terrain which in turn have spawned all manner of flora and fauna as well as a multitude of civilisations and cultures. Among the most notable features in Aenosh is the Irrian Sea which is arguably the beating heart of the continent, providing direct trade routes between its most populous areas. Further north is the Hethran Bay, a vast natural bay on the shores of which can be found numerous harbours and ports. On the southern tip of the Irrian Sea is the great Belavrian Canal, built across the Belavrian Isthmus by the Eladari to unite the Irrian with the Merchant Coast. Various islands dot the seas to the south of the mainland, notable among them the tropical Iblesian Isles which house the Grave of Sailors, and the Corsair Straits, and the distant land of Far Ulrecia, one of the furthest points to which a sailor can travel. The Northeastern Region of Skyne is defined by it frozen tundra and mountainous terrain with natural harbours and fjords all along its coastline.

Aenosh: The Time
The people of Aenosh use a calendar much like ours, but with different names for the days of the week and for the month. The current year is 618 of the Fourth Era; each Era is three thousand years in length and the number of the Era marks how many Eras have passed since fall of the Eladari Civilisation. Each nation and language has its own names for the days of the week and the months but most agree on the year and Era system and for those merchants and travellers who frequently move between nations or who speak many languages the date can be easily referred to by number, for instance the Eighth Day of the Seventh Month would for us be 8th July.

The technological level of Aenosh is hard to pin down; on the one hand some nations have learned how to mix and use black powder to great effect, and works of complex machinery and engineering can be witnessed, but conversely most wars are still fought with swords, spears, and bows. Such technology as exists has developed in a world where magic is prevalent and a magical solution is often more readily available and simpler than some complex doodad. The result is that technological advancement is in no way comparable to a real world period in history largely because of the influence of magic on technology. The simplest example is the use of magic in forging armour, enabling a skilled smith to work different magical energies and properties into metals to achieve varied effect; a more complex example could be an advanced machine designed to drill tunnels which would never function without the use of magical parts and power sources. Some races prefer to develop their esoteric technologies while others delve deep into magical mysteries.

As a general rule the technological level of Aenosh is at a point where gunpowder is just entering use on the battlefield with early handguns and cannon.

Aenosh: The Races
As a generic fantasy setting Aenosh features a number of 'default' playable races, namely; human, elves, dwarfs, and halflings. However you are by no means confined by this list. Aenosh is such a varied place that numerous other races and subraces are bound to exist and it is only a matter of having your very own race accepted into the canon. To a large degree most fantasy races are allowed, however races with a direct link to the Divine or Infernal are not permitted, this is because the Gods and Devils of Aenosh are simultaneously so diverse and so uninvolved in the regular doings and happenings of Aenosh that the presence of such angelic or demonic beings would be impractical. If you wish to create a race which look like angels or have devil horns then by all means, but they cannot have any tangible link to the Divine or Infernal.

Aenosh: Magic
In Aenosh Magic is a diverse yet tangible force. Magical energy can be drawn from a number of sources and once raw magical energy has been formed it can then be converted into the various spells and other forms magic typically takes in a fantasy setting. For example a Wizard would use some kind of focus such as a wand or staff to draw upon their own magical energy, then through a series of incantations and gestures they would shape that energy into a desired outcome, for instance a fireball. Most races have some level of magical energy residing with in them, however only a small number among them will have a sufficient affinity that they can turn this energy into a practical magical result; however magical energy also comes from a variety of other sources. Many religions claim to be able to draw upon the magical powers of their gods, and it would seem that such mage-priests are indeed able to draw upon some external source of magic (whether it truly is Divine in nature is up to debate); meanwhile a druid or shaman will draw magical energy from the natural world. Others such as warlocks and blood-magi draw their power from the life energy of those around them, or from some pact with a powerful magical being.

Whatever use it is turned to and whatever the source all magical energy is the same and thus can be shaped into any desired result. While certain races and cultures have a closer affinity to one type of spell or source as a general rule any magically attuned individual of any race can, if they wish, draw upon magic from any source and shape it into any spell. Many magically attuned individuals must undergo years of intensive study to master the effective use of magic and such practitioners and scholars generally group magical use into different Schools based upon the results they have (note the use of magic to manipulate time is not possible):
  • Red Magic - The conversion of magical energy into light or heat. (Includes fire)
  • Blue Magic - The conversion of magical energy into cold. Conjuration allows a Blue Mage to cast bolts of ice and water.
  • Yellow Magic - The conversion of magical energy into lightning, sound, and/or electricity.
  • Brown Magic - The use of magical energy to manipulate the earth.
  • Grey Magic - The use of magical energy to manipulate metals.
  • White Magic - The use of magical energy to manipulate the air and gases.
  • Black Magic - The use of magical energy to manipulate darkness and shadows.
  • Green Magic - The use of magical energy to manipulate living organisms. (Includes healing)
  • Conjuration - The conversion of magical energy into an inanimate object.
  • Teleportation - The use of magical energy to rapidly transport objects (living or inanimate) from one place to another.
  • Telekinesis - The use of magical energy to lift objects through mental command.
  • Psychomancy - The use of magical energy to manipulate emotions and thought.
  • Vulgar Necromancy - The use of magical energy to animate corpses.
  • True Necromancy - The use of magical energy to restore life to the dead.
  • Summoning - The use of magical energy to summon magical entities. Also the conversion of magical energy into a living (but not intelligent) being.

Aenosh: Religion
The religions of Aenosh are as diverse as the continent's population. As with the real world there is no single accepted faith or explanation for the world and existence and in such an environment many faiths have had a chance to spread. Some are highly organised with religious texts and institutions, many however are more informal. For some there is but one god, for others there are a strictly defined number of gods, for others the god or gods they worship are among a plethora of deities floating around in a nebulous godspace into which all other gods fit. This situation is perhaps made more confusing by the fact that no-one can agree on what a god is and what traits they have. Some believe that their gods are immortal and invulnerable, eternal beings gazing down on mortals from on high; others believe that their gods are very much mortal with limited scope; a few even believe that their gods have an earthly form. What this means for you is that you can go nuts on the religion front; so long as no immortal eternal invulnerable sky gods start hurling bolts of lightning from on high you're good to go. As with races however new gods need to be accepted into the canon before they can be RPed.


Applications

Nation Application Guidelines
When making your nation claim try to be reasonable in terms of balance. Your nation must be balanced in terms of its strengths, weaknesses, population, and land area. There are no hard and fast rules for this however, and as the OP I reserve the right to approve or reject applications at my own discretion. Of course this is a collaborative project and I will never reject an application out of hand without discussing the matter thoroughly and trying to reach a compromise.

Nation Application Template
Code: Select all
[b]IC Nation Name:[/b]
[b]Capital City:[/b]
[b]Ruling Race:[/b]
[b]Primary Race:[/b]
[b]Population:[/b]
[b]Language(s):[/b]

[b]Brief Description of Nation's Strengths and Weaknesses:[/b]

[b]Brief Description of Government:[/b]

[b]Brief Description of Religion:[/b]

[b]Brief History of Nation:[/b]

[b]Map Claim:[/b]


Race Application:
When applying to create a new race you first need to use the following checklist to work out if a new race is necessary:
  • Is my race sufficiently unique and different from existing races?
  • Is my race thematically feasible?
  • Is my race vital to the creation of my nation?
  • Can my race be sufficiently represented under the existing rules for player created races?
If you can answer all of the above with YES then feel free to proceed.

When creating your race you will need to take into account the following rules:
  • Your racial attributes do not need to balance; the total score can be 32.
  • Your Magical Potential represents the percentage of the population that can use magic, it cannot exceed 5%.
  • Adaptability represents the climate area your race is most suited to. Note that if you choose Versatile your Racial Attributes level reduces to 30.
  • Immortality is not permitted. As a general rule lifespans of more that 800 years are not allowed.

Code: Select all
[b]Race Name:[/b]
[i]Parent Race:[/i] (If Any)
[b]Lifespan:[/b]
[b]Magical Potential:[/b]
[b]Adaptability:[/b]
[u]Strength:[/u] /10
[u]Endurance:[/u] /10
[u]Dexterity:[/u] /10
[u]Intellect:[/u] /10
[u]Willpower:[/u] /10
[u]Perception:[/u] /10

[b]Description:[/b]




Links

Nations
Races
Last edited by Tir Lhaeraidd on Sat Sep 15, 2018 1:25 pm, edited 16 times in total.
Teyrnas tir Lhaeraidd
Aeia's Resident Grump
Líadáin Síomha - IIWiki Featured Article

User avatar
Tir Lhaeraidd
Spokesperson
 
Posts: 104
Founded: Nov 10, 2016
Ex-Nation

Postby Tir Lhaeraidd » Wed Aug 15, 2018 1:33 pm

DEFUNCT
Last edited by Tir Lhaeraidd on Sat Aug 25, 2018 4:39 pm, edited 8 times in total.
Teyrnas tir Lhaeraidd
Aeia's Resident Grump
Líadáin Síomha - IIWiki Featured Article

User avatar
Tir Lhaeraidd
Spokesperson
 
Posts: 104
Founded: Nov 10, 2016
Ex-Nation

Postby Tir Lhaeraidd » Wed Aug 15, 2018 1:58 pm

DEFUNCT
Last edited by Tir Lhaeraidd on Wed Aug 29, 2018 8:30 am, edited 5 times in total.
Teyrnas tir Lhaeraidd
Aeia's Resident Grump
Líadáin Síomha - IIWiki Featured Article

User avatar
Tir Lhaeraidd
Spokesperson
 
Posts: 104
Founded: Nov 10, 2016
Ex-Nation

Postby Tir Lhaeraidd » Wed Aug 15, 2018 2:29 pm

The Empire of
Iblesia



Image



Capital City: Tarsa
Ruler: Empress Ai Lihua II
Ruling Race: Iblesians
Primary Race: Humans
Population: 10 million
Language(s): Iblesian
Image
The Empire of Iblesia commonly known as the Empire of the Isles or simply Iblesia is the principle polity of the Iblesian people. Formed during the Third Era after the successful conquest of the outlying isles by the Dhurze of Tarsa, Ko Sidha, the Empire has become one of the dominant naval powers in the Myrmos Ocean and the eastern Merchant Coast. Located on the Iblesian Isles and Near Ulrecia in the region of Ulrecia the Empire is one of the furthest nations from the mainland of Aenosh and as a result boasts its own unique ecosystem with species of flora and fauna found nowhere else in the known world; most famous of these are the wide array of spices such as Iblesian Pepper and Kalthan Root which the Empire readily trades in exchange for raw materials such as iron, copper, tin, and coal. Surrounded by the Myrmos Ocean and home to the Corsair Straits, Grave of Sailors, and Galleon's End, Iblesia is one of the more challenging nations to reach by sea and most oceangoing ship must make port at Kanti and hire a guide boat to lead them through the straits to the capital city of Tarsa.

The Empire of the Isles is an autocratic monarchy ruled from Tarsa by the current Empress (Bazh), Ai Lihua II. Each major city and island is ruled in the Empress' name by a Drozh, an appointed official usually selected from among the educated classes of the Iblesian elite. At the present time there are nine Drozhi; Ka Tharon of Kanti, Bel Modor of Mett, Bel Lodun of Ren'Phano, Ma Garash of Kir'Lodan, Tir Zothrun of Murkaan, Ai Turill of Ren'Kulle, Ai Torthos of Ren'Japhna, La Gamnan of Revthe, and Ai Urtesh of Dezka. By tradition only a Drozh or their offspring may marry into the Imperial House and as a result (so as to prevent inbreeding) the Drozh may only serve up to two three year terms before they must stand down. The current Imperial House are the Lan of Clan Ai. The current Empress has ruled since she ascended the throne in 617 4e at the age of 15, making her the second youngest monarch in Iblesian history after Ko Somol, who was 9.

The majority of the population of Iblesia, some 9 million people, are Human, however the ruling classes and Noble Clans are almost exclusively iblesian. Due to the common intermarriage between iblesians and humans and the advanced systems of bureaucracy non-iblesians are able to enter relatively high ranking jobs in the Ghan-Ran (Civil Service). Despite making up only ten percent of the population the majority of the Empire's army and navy consist of iblesian soldiers and sailors. The Empire has no official religion but recognises the gods Methetr (a Goddess of the Sea), Mantera (a God of Fortune), and Lodoth (a God the Moon) as their principle deities; furthermore the reigning monarch is said to gain a Celestial Mandate from Shanzu (a Goddess of Prosperity); these four deities are borrowed from other cultures and were likely introduced tot he Isles during the First Era, prior to the unification of the Empire.

Economically the Empire relies largely upon trade. Its location within the tropical band means that its crops are somewhat limited in diversity and the primary subsistence crops grown are rice and plantains. With the exception of significant silver and lunar iron deposits the isles lack any notable mineral resources and must therefore import much of the iron, copper, tin, and coal that they use. The quantity and quality of the timber found in Iblesia however is impressive, and by Imperial Mandate it has been illegal to export certain types of wood overseas as it is reserved for the use of the Imperial Navy and Merchant Navy. The bulk of the Empire's military power is centred around its navy allowing it to patrol and protect its trade routes through the Myrmos Ocean to the Merchant Coast in spite of the prevalence of piracy in the region.

Strengths


The main military strength of Iblesia is its isolation combined with its powerful navy. Prior to the formation of the Empire local tribal and clan conflicts were settled using agile coastal vessels with a shallow draught which could rapidly move soldiers and engage in running battles along the narrow straits and mangrove swamps which separated the major settlements of the isles. After uniting the Isles Ko Sidha I set about turning this multitude of highly efficient coastal vessels into something more formidable; the challenge of ruling so many islands and so large a population was that often large numbers of troops needed to be swiftly transported making the traditional small craft unsuitable. The result in the long run was the development of an organised navy consisting of ships specifically designed to travel swiftly and with great manoeuvrability even on the open ocean; however Iblesian ships are not one of the nation's strengths simply for their speed, they are also highly durable thanks to a combination of intelligent design and the quality of the native timber.

The primary economic strengths of Iblesia come from its production of rare spices and silver. Iblesian spices are in great demand for their variety and their exotic nature, and the difficulty in transporting them means that supply seldom meets the demand pushing prices yet higher. The silver mines of Iblesia meanwhile, manned by convict labour, produce large quantities of silver which is in turn processed and then sold to the master craftsmen of Tarsa, the capital. Tarsan silverwork is among the finest in the world and with the many magical traits and properties of silver, combined with the fact that it is an ideal material from which to build precision magical instruments and tools, Tarsan craftsmen are in high demand for both commissions and as mentors to foreign silversmiths. Trade in these commodities is the lifeblood of Iblesia.

Weaknesses


Iblesia's most significant military weakness is its army. With the exception of the Imperial Guard and the Sisters of Mercy who number no more than two hundred combined, the Imperial Army is lacklustre at best. Though disciplined and well organised into formations the Army is poorly equipped by comparison to foreign powers with most infantrymen going into battle armed with a brush hook, light round shield, and lacquered armour. Cavalry are almost unheard of since warhorses are an expensive rarity on the Isles, and the Army is not considered to be as important or prestigious as the navy meaning that few among the ruling classes trouble themselves to join and form better equipped formations. Iblesian archers are similarly poorly equipped, the traditional Iblesian bow having a relatively short range and lacking the punch of other similar weapons. In recent years efforts have been made to replace the bow with more modern weapons such as firearms, however the tropical climate, in particular the humidity, swiftly render such weapons ineffective.

Economically the Empire's main weakness is its reliance on trade for vital resources such as iron, copper, tin, and textiles. Lacking in mineral deposits and hosting a climate which can prove unsuitable for most crops the Empire is required to bring in what it cannot make for itself in significant quantities. The shipbuilding industry as well as other developing industries rely wholly upon imported metals and coal to function. Another significant weakness is that the Empire lacks the suitable land for large scale organised agriculture and must instead rely upon smaller farms and a large fishing fleet for food and the native diet though nutritious is not particularly exciting or plentiful.

Finally there is the landfall factor. Iblesians are naturally at home on or near the water and draw a great deal of their morale, motivation, energy, and magical strength from the sea. The further away from the ocean the Iblesians get the more quickly they tire, the less effective their magic becomes, and the lower their overall morale is. Legend states that the original God of the Iblesians, Iblese, cursed the Iblesians to wither and die should they ever depart from the oceans after the Iblesian race betrayed him and turned instead to Shanzu.

Government


The Empire of the Isles is ruled under an autocratic monarchic system. The monarch, referred to as the Empress (or Emperor) in the Common Tongue, or the Bazh (in the Iblesian language) rules under a divine mandate, blessed by the Goddess Shanzu. It is said that Shanzu granted House Ip (the ruling dynasty at the time) the Celestial Mandate to rule with divine authority over all the Isles during the late Third Era, in exchange House Ip turned away from the Father God of the Iblesians, Iblese, and tore down the temples to the Sea God, raising instead temples to Shanzu had her siblings Methetr, Mantera, and Lodoth. Whether or not it is true that Shanzu granted her blessings upon House Ip, or that Iblese then cursed them and all Iblesians, ever since by tradition the ruling dynasty have sought the blessings of Shanzu and her siblings in order to ward off the predations of a vengeful Iblese. For its part House Ip was both blessed and cursed after its decision to turn away from Iblese; on the one hand House Ip elevated the monarchy to an unparalleled level of power and prestige, their control over the nation absolute; on the other House Ip died out within two generations due to a sudden spate of infertility. House Ip literally died out and the throne, together with the Celestial Mandate, was passed over to House Lan of Clan Ai through marriage. The Lan have ruled the Isles ever since.

Under the Celestial Mandate the reigning monarch, at this time Ai Lihua II, rules from the Kir Bazh'Ab in the capital city Tarsa. The monarch's will is exerted through the Ghan-Ran (Civil Service) and through a host of retainers and nobles. Directly below the monarch are the Tra Dan'Ghan-Rai (Three Chief Deputies), each of whom speaks with authority second only to the Empress. The Tra Dan'Ghan-Rai are responsible for the daily organisation and running of government and for overseeing the administration of the nation according to the monarch's will; they are also responsible for drawing up lists of candidates for appointment to the role of Drozh. At present the Tra Dan'Ghan-Rai are Ki Dan'Soon, Ai Dan'Ma, and La Dan'Isht. Directly below the Tra Dan'Ghan-Rai are the Drozh, effectively provincial governors who rule over areas of varying size from each of the major cities and towns of the Isles.

The area a Drozh controls is determined wholly upon which administrative centre they are appointed to, and though all Drozh are considered equals naturally some provinces are less prestigious and influential than others. At the present time there are nine Drozhi; Ka Tharon of Kanti, Bel Modor of Mett, Bel Lodun of Ren'Phano, Ma Garash of Kir'Lodan, Tir Zothrun of Murkaan, Ai Turill of Ren'Kulle, Ai Torthos of Ren'Japhna, La Gamnan of Revthe, and Ai Urtesh of Dezka. The most prestigious Drozha are those of Dezka, Ren'Kulle, Ren'Japhna, and Revthe, due to the fact that these are the four largest cities on the Isles besides Tarsa. The least prestigious are Mett, Kir'Lodan, and Ren'Phano due to their relative size and isolation. Interestingly however Kir'Lodan is the largest Drozha in terms of land area, covering the vast majority of Near Ulrecia. The Drozhi rule with near absolute authority within their assigned territory except when the monarch or one of the Tra Dan'Ghan-Rai are present within it. Drozhi are however bound by the laws and dictates set down by the monarch and the Ghan-Ran, which to some extent curbs the more egregious excesses of a particularly harsh minded Drozh.

Since the vast majority of the population of the Isles are confined tot he major towns and cities ruled by the Drozhi or by the Bazh, there is little in the way of decentralised power within the Empire. The Ghan-Ran is a highly efficient machine which micromanages every detail to ensure uniformity of approach, doctrine, and rule throughout the Empire with a strict hierarchy in place to determine which Ghan-Rai (Civil Servants) are responsible for which tasks and to whom each answers in the chain. In small outlying villages the laws are enforced, services provided, and taxes collected, by a lone Ghan-Rai, however within larger towns or cities it is impossible for one person to perform these duties effectively. Thus in larger settlements there are Ghan-Rai precinct houses within each administrative division which serve as a combined centre of local government, police station, court house, tax office, and registrar - these precinct houses can be staffed by dozens of Ghan-Rai, all of whom occupy a specific place within the organisation's sophisticated hierarchy. The record keeping of the Ghan-Ran is meticulous and detailed; every birth, death, marriage, and divorce is carefully logged with complete details of those involved; family trees are tracked, wills and probate handled, property deeds maintained, tax records tallied. Everything necessary to ensure that the monarch's will can be enacted at a moment's notice with precision and efficiency. In the case of particularly astute or involved monarchs this means that executive decisions can be made based upon reliable information and statistical analysis; in the case of those with less interest in such minutiae it enables the Tra Dan'Ghan-Rai to do it on their behalf.

Religion


The Empire of the Isles has no truly formal religion; after the Betrayal of Iblese by House Ip and the destruction of the temples the Isles entered a period of brief religious turmoil and though the ruling classes and the Imperial House adopted the worship of the Celestial Mandate under the Goddess Shanzu the majority of the populace are far more mercenary with their beliefs. Most citizens of the Isles take the view that gods wear many faces, thus a god may be called by many names; as a result the cities and towns of the Isles are littered with hundreds of temples and shrines to all manner of deities taken from all over the world; to an Islander all gods are worthy of some degree of reverence, however it is very much a mercantile relationship. Worship is given to those gods whose blessings best suit the worshipper; or whose particular curses they wish to avoid. So while the largest, most organised, and lavish temples are dedicated to Shanzu, Methetr, Mantera, and Lodoth, hundreds of other gods can be found represented somewhere on the Isles. Islanders pay particular attention to deities of trade, fortune, the sea, and weather and they aren't too picky about what form these deities take. The result is that a visitor to the Isles from nearly any part of Aenosh will be able to find a suitable place of worship to at least one deity they are familiar with.

Shanzu is the Imperial Deity or Tye Bazh'Ng. Shanzu is a Goddess of Prosperity and all that this entails and it is believed that the Lyeshi God Isali is an aspect of Shanzu, or by some simply Shanzu under another guise. Belief as to Shanzu's abilities and certain areas of patronage do seem to be remarkably similar to those of Isali, and early written descriptions and references to Shanzu from the late Third Era seem remarkably similar to those relating to Isali, however centuries of theological evolution within the peculiar culture of the Isles has steadily resulted in Shanzu having a rather different flavour than Isali. Scholars of ancient history liken Shanzu to the the Eladari goddess Katrasi and since most modern day religions are derived in some part from the ancient Eladari pantheon it is entirely possible that Shanzu is but another aspect of Katrasi. Shanzu's sister Methetr, a Sea Goddess, meanwhile is believed to be related to the Eladari deities Zatrush and Phylasdri, despite her name being identical to that of the Eladari deity Methetr, God of Journeys and Transition. Methetr is the most widely worshipped of the four principle deities of the Isles, and many temples to other Sea Gods within the Empire seem to follow similar patterns of ritual and worship. Mantera, like Methetr, is likened to the Eladari deity Talbrin, a God of Commerce, but also the goddess Paphorax who represented Fate, however Mantera is seen as much more fickle than either leading some to associate Mantera with the Mad God Nazariiad. Finally Lodoth the Moon God takes on the appearance of the Eladari Feyking Magothas in many depictions, but seems to be more closely related to the Eladari deities Baphajad (a Sky God) and Laeridhna (the Moon Goddess).

Economy


The Iblesian economy is reliant upon the sea. Being in such an isolated location off the mainland of Aenosh a strong maritime tradition is essential and the trade economy of the Isles is entirely dependent upon a large merchant navy, supplemented by dozens of private merchant ventures. Iblesia's primary exports are silver, sugar, spices, timber, and silks; the primary imports are grain, textiles, iron, copper, tin, and coal. Control over the nation's silver mines is placed in the hands of the Ghan-Ran and all silver deposits and mines are the property of the monarch; subsequently the nation's destitute and convicts are pressed into service in the silver mines making this the only industry in the Isles fuelled by unpaid labour. By contrast the other sections of the Iblesian economy operate under a capitalist system with free citizens working for pay in the Iblesian currency the Treng. Treng is one of Aenosh's more reliable currencies in that it is produced to exacting standards in the Mun Bazh'Ir where the purity of the silver is carefully regulated by the Ghan-Ran, giving each coin a set value by weight of silver. While Treng is reliable in terms of uniformity it is not a particularly high value currency, since the coins themselves represent a low value based upon the value of rice. As such rice is often used in lieu of Treng within the Empire as a means of paying labourers and trading for goods and services. The comparative value of Treng varies depending upon the trade value of silver and rice. To foreign merchants the value of Treng is solely based upon its weight, since the quantity of silver within the coin can always be relied upon.

The primary source of wealth in the Empire is land; with so little of the land being habitable or agriculturally viable land is extremely valuable and when efficiently managed to produce the optimum crops for the area they can be a huge source of trade income. Most of the land in the Empire is owned by nobles of the Iblesian race who in turn organise their lands in the dense plantations where the major crops of the Empire are grown. Food production is guaranteed through a series of laws whereby the taxes landowners are required to pay must be paid in rice or bogwheat, meaning that they must grow significant quantities of both; not only these but land used to grow plantains and other fruits are exempt from such taxes. The Crown owns significant amounts of land throughout the Isles, primarily these are silver mines or stone quarries, however they also include plantations. Low level subsistence farming is rare in the Empire due to the combined lack of land and the relative value of the arable land which is available, thus the peasant classes typically work as paid labour on plantations owned by the nobility, or as fishermen along the coastlines.

Most of the merchant activity in the Empire is controlled by one of the major Merchant Cartels, with independent merchants being almost unheard of. The Cartels, through a contract system, either rent vessels from the Merchant Navy, or in some cases field their own fleet of ships. The Cartels enjoy incredible powers within the Empire and each has an Imperial Charter to operate certain trade routes; the ultimate goal of any Cartel is to secure a Charter of Monopoly on a particular trade route, essentially allowing them to operate with impunity along that route, this in turn has led to the formation of private navies, which the government allows to exist provided they are seconded to Imperial authority in times of war. Such is the power and ambition of the Merchant Cartels that they regularly engage in acts of piracy and even all out war on the open seas, if this concerns the government in any way they don't show it and the Ghan-Ran and Bazh both have a strict policy of non-interference so long as these conflicts do not spread into foreign territory.

The internal merchant economy of the Empire is largely dominated by the trade in foodstuffs and local textiles; because subsistence farming is rare most citizens either have to buy their food or receive food as payment for their labour. Furthermore because local textile production is limited to linen (the manufacture of silk is primarily for the nobility or export trade) clothing and fabrics of this material are regularly traded in the marketplace in exchange for food, tools, and Treng. With the exception of small local merchants based in outlying villages most of the merchant activity within the souks is controlled by the Merchant Cartels who purchase goods directly from the source and transport it to the souks of the major cities. Walk in shops of significant size do exist, but are relatively rare and are generally confined to shops selling produced goods such as tools or metalwork.

Industry within Iblesia is primarily centred around the manufacture of the tools needed to facilitate the Empire's other economic interests. Despite the lack of native iron, tin, copper, and coal, Iblesian metalwork is remarkably sophisticated, however the constant need to import raw materials means that high quality Iblesian metalwork seldom leaves the country. The exception to this is the export of silverwork and lunar iron goods. The skill of Iblesia's silversmiths and lunarsmiths is almost unparalleled anywhere in Aenosh and though most of the silver products exported are ornamental in nature there are a great many silversmiths who specialise in the manufacture of precision magical instruments and tools, since silver is an ideal substance for such items. Beside support industries Iblesia has a highly organised and developed shipbuilding industry which produces craft of varying size on a near constant basis; from tiny fishing boats, the small craft used to move about the islands, all the way up to the large ocean going ships of the merchant and Imperial navies. A typical Iblesian ship follows the basic design and principles of a dhow, though larger craft known as urus and xebecs are built as well.
Last edited by Tir Lhaeraidd on Mon Aug 20, 2018 7:38 am, edited 10 times in total.
Teyrnas tir Lhaeraidd
Aeia's Resident Grump
Líadáin Síomha - IIWiki Featured Article

User avatar
Caltarania
Postmaster-General
 
Posts: 12931
Founded: Feb 01, 2013
Ex-Nation

Postby Caltarania » Sat Aug 18, 2018 4:39 am

Ioarion
Image
IC Nation Name: Kingdom of Ioarion (Ioarion Vasilion)
Capital City: Ioarion, the Spire of Hope
Ruling Race: Ioarith, the Snow Elves
Primary Race: Ioarith, the Snow Elves
Population: 1.5 million
Language(s): Aeldari, the Elven Tongue

Brief Description of Nation's Strengths and Weaknesses: The strengths and weaknesses of Ioarion draw mostly from those of the Ioarith and the landscape which surrounds them. By far, the biggest strengths of the Kingdom are its defensive location and its self-sufficiency; only a fool would think to attack into the icy wastes, and even such a fool would find little luck in trying. The hostile environment is far from conducive to siege warfare, and besides, the Kingdom is almost entirely self-sufficient; it needs to be, for there are few trading fleets willing to make the long and arduous journey to Ioarion, and the land within the kingdom is not arable. All crops are grown within the Spires and their magically-sustained farms. Further, the Ioarith are perhaps the most magically-attuned race on the continent, due in no small part to their pedigree heritage. It is difficult to siege out a city of warlocks, much less so to defeat them in battle, where they know the terrain, its hazards and its beasts.

There are yet drawbacks to this elusive city, however. Although the Ioarith are far better at enduring that their Aeldarith counterparts, their strength is still lacking, and as such most of the heavy lifting in the city is done by either magic users or beasts of burden; disrupt the supply of either and the Spires will grind to a halt. The religion of the Ioarith too works to their disadvantage, placing restrictions on the Ioarith's action in warfare and limiting room to maneuver. Further still, the army and navy of the Kingdom are woefully small compared to many others, due to the Kingdom's low overall population. Although these armies are concentrated with powerful magic users, even this cannot compensate their small size, which limits their usefulness, removes any ability to outflank the enemy and ultimately leaves them vulnerable if outnumbered. In spite of all of this, the city of dust and dreams has survived.

Talerion the Wise
Image
Brief Description of Government: Officially a kingdom, the city would actually best be described as a meritocratic theocracy under a regency, with elements of oligarchy. The long-standing King, Talerion the Wise, has not returned from his pilgrimage; which he undertook less than a lifetime after the founding of the city. As such, two individuals act as regent; the two Princes. On all other levels, there is a genuine meritocratic structure where ingenuity and results are rewarded. As religion is so important to the city, however, it also plays a key role in governance, with leading figures in Erú holding sway over the population. The lack of a unified king has led to the emergence of an oligarchy, in which competing factions compete for dominance and hold vast amounts of influence in government.

Brief Description of Religion: The Ioarith religion - known as Erú - is central to their history and way of life. When the religion first emerged, they were forced into the peripheries of the main Elven civilisation, and soon engaged in a self-induced migration to avoid persecution. Erú was formulated by Talerion's father, Daledor, and can be described as a heavily prophetic religion. The core tenant of the faith is that the isolation of Aenosh is not a blessing, but a curse, which if not reversed will hold a heavy toll. In the view of this faith, Aenosh is doomed to destruction, and it's denizens all to death, if they cannot escape their geographical prison. The religion is very dualistic, with two competing forces in the universe; Erúlion acts as the God of Light, with his ultimate rival Malekiri acting as the God of Darkness. Malekiri wishes to bring the end to Aenosh because it is the homeland of the Elves; the sons of Erúlion. As such, in the view of the faith, it is important that the Elves work to keep Malekiri's children - the creatures of darkness - at bay.

Brief History of Nation: Ioarion Vasilion began as a dream, a dream dreamt by weary exiles. When Daledor received his vision from Erúlion, he sprung to action, and began spreading the faith across the Aeldarithi Empire of the day. The authorities and much of the population did not take kindly to this, and eventually, he and his followers were forced to flee, lest they face persecution of untold calibre. Daledor, and his son, Talerion, led their people from city to city, always aided by their god, until they had been forced from the fertile lands into the harsh open seas. Daledor fell overboard on this great journey, leaving Talerion as leader. Talerion received a vision from Erúlion, and led his people to settle in the harsh wastes of Skyne, founding the city of Ioarion. Not long after, Talerion received a second vision, and left the city to undertake a great pilgrimage, never to return. Since then, the city has fought off incursions from the creatures of darkness, but as with all Elven things, has begun to stagnate.

Map Claim:
Image



Ioarith
Image
Race Name: Ioarith (Snow Elves)
Parent Race: Aeldarith (Elves)
Lifespan: 300-400 years
Magical Potential: 10%
Adaptability: Arctic
Strength: 3/10
Endurance: 6/10
Dexterity: 5/10
Intellect: 5/10
Willpower: 5/10
Perception: 6/10

Description: The Snow Elves - known in their own tongue as Ioarith, the People of the North - are a subrace of Elves who reside in the icy north of Skyne. They are the long-forgotten descendants of ancient Aeldarith, who fled north to avoid persecution from the greater Elven people. These ancestors - known as the Dourith, the People of the Dawn - settled in the icy north, and in due time established their own society. Over the years, the Dourith evolved, shifting into the Ioarith, gaining far greater endurance to survive in the icy wastes and among its many devilish creatures, at the cost of much of their perceptive relationship to nature. Thanks to the high concentration of magically-attuned elves in the stock of their ancestors, it is also more likely for Ioarith to be magically-attuned themselves. Their skin, finding itself in need of every last drop of precious sunlight, soon shifted to an icy white, their eyes, though, having remained the purple and blue hues of their ancestors. Now much attuned to their icy homes, most of the modern Ioarith have known only snowscape.
I'M FROM KYLARIS, AND I'M HERE TO HELP!

User avatar
Newrey
Envoy
 
Posts: 290
Founded: Jul 08, 2016
Ex-Nation

Postby Newrey » Sat Aug 18, 2018 3:17 pm

Lyesh
Image
]IC Nation Name: Ikon State of Lyesh
Capital City: Lyesh
Ruling Race: Humans
Primary Race: Humans
Population: 19 million
Language(s): Lyeshi

Brief Description of Nation's Strengths and Weaknesses: The largest strength of Lyesh is not its borders or the expansive desert in which it calls home, but instead its religiously and duty bound citizen army. From birth, many natural citizens (with a handful of families being excluded from this, largely merchants) are raised to serve in the Lyeshi citizen's army and navy to defend the nation from attack, with the state adopting a militaristic way of life to support these laws, with duty to Lyesh being paramount to every other concern. This, in turn, has led to the Lyeshi soldiers becoming respected throughout the world due to their largely unparalleled martial prowess with spear and short sword. Likewise, after ten years of service, Lyeshi soldiers are permitted to temporarily retire form the citizen army and become a mercenary or pursue any other way of life, however they remain on call until the age of 60. The desert of Lyesh also proves one of its greatest challenges, with very few armies being able to cross the hot wastes without incurring significant losses to both men and morale.

Its greatest strength has also led to it becoming a source for its greatest weakness. The strain of making the citizen army an intrinsic way of life has led it to becoming largely populated and supported by slave labour, which always pose the risk of a slave revolt or a simple refusal to their work can lead to serious repercussions in the way of life for the Lyeshi. The eternal fear of a slave revolt has also led to its government becoming incredibly paranoid that plots against them are always in motion, with numerous leaders of Lyesh becoming known as madmen, severely damaging its international reputation, as well as the political life of the nation as well.

Brief Description of Government: While officially a monarchy, Lyesh pursues the unusual tradition of electing a new Royal Family every century. These Royal Families are in turn supported by the numerous [/i]Ikonicla[/i], essentially lunch clubs that all members of the Lyeshi military are expected to be a member of if they wish to be seen as a successful member of society. To vote for the Royal Family requires a man to be an Ikoni, or Freeman, which is the title given to any man who has served 10 or more years in the Lyeshi military and killed one enemy in the field of battle (the rules regarding the latter requirement differ for each Ikonicla, with some stating it must be while in service with the Lyeshi citizen army or as a mercenary). The monarch is in turn supported by his advisers, who are responsible with advising the king in how they rule the nation, otherwise they are an absolute ruler with absolute authority.

Brief Description of Religion: The religion of Lyesh believes that there are only three Gods. Akarta, God of the Desert, Deshket, God of War, and Isali, God of the Harvest, the latter two take turns in precedence and importance. Akarta, however, is considered the ruler of the both Lyeshi Gods and all the Gods in the world, with a core tenant of the religion being that the world will eventually be consumed entirely by one massive desert that will be populated by those that have done wrong in their lives or shown cowardice in battle. The rest will reside in Elysias, which is the Heavenly Oasis which is an eternal paradise. The cities of Lyesh are dominated by massive pyramid-shaped vaults, which are then filled with the urns of the ashes of dead soldiers, as it is believed all men are made of sand and will return to sand when they die.

Brief History of Nation: Lyeshi tradition holds that man was created by Akarta when he forced the Corruption Gods from the World following a thousand years of conflict, the effects of which being why they are restricted from exploring past what the magical boundaries allow. Following mans creation, they first founded Lyesh before internal conflicts led to numerous groups of man departing the First City to create their own lands. It was then that Deshket was born into the world, and who gave the Lyeshi the will to expand beyond their holy city for many centuries, until the birth of Isali. The Birth of Isali marked the end of the tumultuous expansion run by Deshket, and the beginning of the Lyeshi caring for their lands, finding sources of water and irrigation. Meeting with the numerous peoples who had left Lyesh at the beginning, they began to trade and grow in wealth, before a raid of the Holy City led to the institution of the Martial Regime that exists today.

Map Claim: Map claim of Lyesh

User avatar
Crylante
Diplomat
 
Posts: 957
Founded: Dec 06, 2016
Civil Rights Lovefest

Postby Crylante » Tue Aug 21, 2018 2:14 pm

This Most Serene Republic of Sannerby-Annestad
Image

"Makt til folket!"



IC Nation Name: This Most Serene Republic of Sannerby-Annestad
Capital City: Annestad
Ruling Race: Swedish Humans
Primary Race: Swedish Humans
Population: 123,183
Language(s): Sannerlander (Swedish)

Brief Description of Nation's Strengths and Weaknesses: The nation has gained much wealth from its status as a trading post; many raw goods are imported in, refined into luxury items by the nation's craftsmen and then sold on by merchants to other nations, bringing wealth through import duties and tithes imposed on the merchants. It is also home to a medieval university, which is one of few educational institutions in the world, further giving the city prestige.

However, the city's weaknesses come from many underlying flaws in the social structure. While those of a higher class, or in simpler terms those that can participate in government, often praise the nation for its "enlightened" and "republican" system of government, this has led to some tensions with them and the lower classes, who despite the fussing over the nation being ruled by the people from the higher classes, are largely held in their place through de facto feudal policies, upheld by a government only accountable to these classes. While political power being concentrated in a small class may be common among other nations, Sannerby-Annestad's insistence that power lies in the people and emphasis on republican virtues despite this has struck a resentment in some members of the lower classes.

A further weakness comes from the nation's conduct in diplomatic affairs. Assuming strength in its mercantile nature, it has led to a rather self-righteous nature from many of its merchants, who generally act as if they are interacting with inferiors when trading with other nations due to their nation's wealth and perceived enlightened nature. The lack of tolerance for other cultures despite the city's economy relying on interaction with other cultures to survive has also led to a weakness.

Brief Description of Government: Sannerby-Annestad is, unusually for this time period, a republic. The Constitution of This Most Serene Republic, a series of ever changing documents stored in the university's library share political power between five institutions in the Republic. The Lagting is the first of these, selected by a mix of lottery from the republic's higher classes, that is, nobles, clergy, merchants, guild leaders, civil servants and landowners, and election among those chosen by the lottery. It is responsible for the law of the republic, arising from traditional Scandinavian law courts. In the place of a monarch, three Hertigar are chosen at the start of each year through a complicated process to direct the republic's affairs, and can be seen as political leaders within the republic. They are advised by the Tioråd, a council of ten chosen from the Lagting by the Hertigar to supervise them on particular matters. Another council chosen by the Hertigar, the Tolvråd, is responsible for interpreting and upholding the Constitution, and could be seen as a primitive judiciary. Finally, these four institutions are overseen by a council called the Nioråd, chosen by lottery from university graduates, to ensure their compliance with the Constitution and general precedence, as well as to ensure they perform their jobs free from corruption.

Brief Description of Religion: Sannerby-Annestad largely follows an organised religion derived from traditional Nordic paganism, believing in the Æsir and Vanir gods of Norse mythology and their struggle over the cosmos with malevolent forces such as the jotnar. It believes Aenosh is merely one of nine worlds, and that the impenetrable barriers around the edge merely prevent the inhabitants of it from crossing into other worlds; these worlds are generally seen as the origin of non-human species by the adherents.

Brief History of Nation: According to the folklore of the nation, the town of Sannerby was founded on the shores next to the mouth of the River Sanner by a wondering band of vagabonds who had decided to settle down; initially the settlement was an agricultural one. It faced numerous attacks from clans of warriors that inhabited the rest of the island; each of them would fight one another continuously for control. Notably, however, the members of the clans were very skilled at shipbuilding, and were known for their maritime raids of distant lands and surveying of the coastlines of areas away from them. The sister city of Annestad was founded when the head of the clan of Ljungborg, Sven the Red, settled his clan down on the other bank of the river, naming it after his wife, Anne Ljungborg, hence Annestad. Many of the other clans settled down in and around the city, moving towards trade over raiding to sustain themselves, and as the city grew a treaty between the clans was ratified, founding the Republic as the government over the city and, as its power increased, the island of Sannerland as a whole, bringing the Republic to what it is today.

Map Claim: The smallest, furthest east one of the Detrinian Isles.
Crylantian Federation
Social democratic confederation of Latin-Danes, Danes and Finns.
IIWiki
Democratic socialist, green and British federalist
Economic Left/Right: -6.13
Social Libertarian/Authoritarian: -7.18

User avatar
Tir Lhaeraidd
Spokesperson
 
Posts: 104
Founded: Nov 10, 2016
Ex-Nation

Postby Tir Lhaeraidd » Wed Aug 22, 2018 12:16 pm

Some useful factbook code.

Code: Select all
[floatright][box][align=center][img]https://i.imgur.com/XRrB7XY.png?2[/img] [img]https://i.imgur.com/M8kMyMp.png?1[/img]
[size=200]The Celestial Empire
of
The Isles[/size]
[b][i]群島的天朝帝國
ਆਇਲਸ ਦੇ ਆਲਸੀ ਸਾਮਰਾਜ
Pan'Bazhan Trazhi[/i][/b]
[i]"By Heavenly Mandate"[/i]
[b]National Anthem:[/b] [url=https://www.youtube.com/watch?v=cMBbkjMM8p8]D'Bazh Am Lha[/url]
[hr]
[img]https://i.imgur.com/9lO3Al4.png?1[/img]
[b]Map[/b][/align]
[hr]
[table][tr][td]Government[/td][td]Data[/td][/tr]
[tr][td][b]Government Type:[/b][/td][td]Absolute Monarchy[/td][/tr]
[tr][td][b]Head of State:[/b][/td][td]Bazh Ai Lihua II[/td][/tr]
[tr][td][b]Head of Government:[/b][/td][td]Bazh Ai Lihua II[/td][/tr]
[tr][td][b]Tra Dan'Ghan-Rai:[/b][/td][td]Ki Dan'Soon
Ai Dan'Ma
La Dan'Isht[/td][/tr]
[tr][td][b]Chief Justice:[/b][/td][td]Ai Hira'Langen[/td][/tr][/table]
[hr]
[table][tr][td]Vital Statistics[/td][td]Data[/td][/tr]
[tr][td][b]Capital City:[/b][/td][td]Tarsa[/td][/tr]
[tr][td][b]Most Populous City:[/b][/td][td]Tarsa[/td][/tr]
[tr][td][b]Largest City:[/b][/td][td]Tarsa[/td][/tr]
[tr][td][b]Founded:[/b][/td][td]Unification by Ko Sidha,
2702 3e[/td][/tr]
[tr][td][b]Constitution:[/b][/td][td]The Celestial Mandate,
2866 3e[/td][/tr]
[tr][td][b]Population:[/b][/td][td]10,250,000[/td][/tr]
[tr][td][b]Denonym:[/b][/td][td]Islander[/td][/tr]
[tr][td][b]Official Language(s):[/b][/td][td]Common
Iblesian[/td][/tr]
[tr][td][b]Suffrage:[/b][/td][td]N/A[/td][/tr]
[tr][td][b]Races:[/b][/td][td]Human (89%)
Iblesian (10%)
Other (1%)[/td][/tr]
[tr][td][b]Drozhi:[/b][/td][td]Ka Tharon of Kanti
Bel Modor of Mett
Bel Lodun of Ren'Phano
Ma Garash of Kir'Lodan
Tir Zothrun of Murkaan
Ai Turill of Ren'Kulle
Ai Torthos of Ren'Japhna
La Gamnan of Revthe
Ai Urtesh of Dezka[/td][/tr]
[tr][td][b]Legal System:[/b][/td][td]Iblesian Divine Law,
(Hir Iblesi'Fen)[/td][/tr][/table]
[hr]
[table][tr][td]Economy[/td][td]Data[/td][/tr]
[tr][td][b]Currency:[/b][/td][td]Treng [img]https://i.imgur.com/s7JueZ1.png?1[/img][/td][/tr]
[tr][td][b]Economic Focus::[/b][/td][td]Trade[/td][/tr]
[tr][td][b]Principle Exports:[/b][/td][td]Silver
Lunar Iron
Timber
Silk
Spices
Sugar[/td][/tr]
[tr][td][b]Principle Imports:[/b][/td][td]Foodstuffs
Textiles
Iron
Copper
Tin
Coal[/td][/tr]
[tr][td][b]Notable Produce:[/b][/td][td]Rice
Fish
Shellfish
Narcotics[/td][/tr][/table]
[hr]
[table][tr][td]National Symbols[/td][td]Data[/td][/tr]
[tr][td][b]National Animal:[/b][/td][td]Iblesian Sea Dragon[/td][/tr]
[tr][td][b]National Bird:[/b][/td][td]Lagoon Heron[/td][/tr]
[tr][td][b]National Fish:[/b][/td][td]Imperial Koi[/td][/tr]
[tr][td][b]National Flower:[/b][/td][td]Marsh Lily[/td][/tr]
[tr][td][b]National Fruit:[/b][/td][td]Persimmon[/td][/tr]
[tr][td][b]National Tree:[/b][/td][td]Cherry Tree[/td][/tr][/table][/box][/floatright]
Teyrnas tir Lhaeraidd
Aeia's Resident Grump
Líadáin Síomha - IIWiki Featured Article

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

Postby Krugmar » Thu Aug 23, 2018 4:36 pm

Image

IC Nation Name: Dol-I-Dharrum | Dwarves of the South
Capital City: Dhol Khar
Ruling Race: Tarakk Dharr | Savage Dwarfs
Other Races: Zhi Dharr | Desert Dwarfs
Population: 2.4 Million (I can change this to whatever fits not too bothered)
Language(s): Dharrim | Dwarfish

Brief Description of Nation's Strengths and Weaknesses: While wealthy from a series of well-maintained trade networks and procurement of valuable resources from extensive mining facilities little of it is put towards building a strong nation. As each hold is in effect its own kingdom it prioritises its own needs, such as where its wealth and troops go, leaving the smaller holds to fend for themselves unless they place themselves under others' protection. The isolation and dangerous terrain also have the effect of rendering the tropical holds less wealthy but far more secure.

Brief Description of Government: Like most dwarfs, those of the south keep to an extremely decentralised model. In their own tongue they lack the words to differentiate various sovereign ranks, instead ranking their leaders by authority. A Lord of a Hold can only keep his position if the various Guildmasters and Clan-Fathers and -Mothers back them. The strongest Lords are able to gain the subservience of others, able to demand troops and tribute though having little to no control over the affairs of other holds. Currently Azrigal Khern, Lord of Dhol Khar, is the recognised Paramount Lord of Dol-I-Dharrum

Brief Description of Religion: The Dwarf Pantheon is extensive and complex, though outsiders tend to class them into four categories: Creators, Destroyers, Cthonic and Ancestors. Dwarfs often practice monolatry, their chosen god often depending on their profession, clan, people and personal beliefs. Those of the south are no different, especially the Zhi who worship a plethora of gods, though the Tarakk mainly give their worship to Zukeshe, a female (though sometimes depicted as male) scaled and horned war-god who crosses the boundaries of creator and destroyer, who is not found in the regular Pantheon.

Brief History of Nation: Though the homeland of the Dwarf race has been lost to legend, it is clear to all that it did not lie in the south. The dwarfs who inhabit the lands often considered less civilised than their kin. The oldest of the holds, Dhol Khar, is said to date back to the days of the Eldari Civilisation and objects and ruins dating back to that time seem to prove it. As the Dwarf Empire stagnated and slowly fell apart after the Eldari, unable to maintain unity across so vast and treacherous a world, the dwarfs of the south became independent.

Independence suited them, each hold breaking with each other in an attempt to gain the upper hand. In the desert they allied with humans and elves to war against each other, until they learnt that profiteering from war was an easier pursuit if one supplied the weapons to others and let them do the fighting. In the jungles they instead perfected war as an art, taming great and dangerous beasts to use against each other until one hold emerged victorious: Dhol Khar. It has remained unquestioned in might since those dark days, partly as it does not maintain a hereditary line of lords and instead allows their greatest warriors to fight for the honour upon the death of the old one.

The Desert Dwarfs nearest soon realised that it was expedient to recognise the authority of Dhol Khar in return for their protection, and the realm of Dol-I-Dharrum was born.

Map Claim: I can remove the holds in Ikon if desired



Dharr
Image

Race Name: Dwarfs | Dharr
Lifespan: 150-180
Magical Potential: 0.2%
Adaptability:
Strength: 7/10
Endurance: 6/10
Dexterity: 3/10
Intellect: 5/10
Willpower: 5/10
Perception: 6/10

Description:

The Dwarfs (Dharrim: Dharr), also called Peaklanders (Dharrim: Kvinn) by other dwarfs, and Common Dwarfs by others to distinguish them, are the most common type of Dwarf and are considered the standard of the race. Though it is disputed by the other dwarf peoples, they consider themselves the originals from which the other split off from despite evidence largely being inconclusive on the matter. They are the most numerous and widespread, though preferring temperate mountainous regions above all else. They display the largest range of variation in size, build and hair, eye and skin colour of all dwarfs but most tend to be lighter toned with hair ranging from dark brown to fair.

Tarakk Dharr
Image

Race Name: Savage Dwarfs | Tarakk Dharr
Parent Race: Dwarfs | Dharr
Lifespan: 150-180
Magical Potential: 0.8%
Adaptability:
Strength: 7/10
Endurance: 7/10
Dexterity: 5/10
Intellect: 3/10
Willpower: 4/10
Perception: 6/10

Description: The Savage Dwarfs (Dharrim: Tarakk Dharr), also known to humans as Jungle Dwarfs, are a subrace of Dwarf residing in the tropics of Alithria. It is unknown when they were separated from the rest of Dwarfkind, but it is believed to have been around or after the fall of the Eldari Civilisation. Inhabiting the vast jungles in their mountain homes, the Savage Dwarfs maintained many traditions but discarded what would be considered by other dwarfs as "civilisation", instead becoming as fierce as their surroundings. While preferring their mountain strongholds, the Tarakk are known to be very active above ground, having mastered and tamed a variety of great lizards. As a result of this and their activities and diet they are more lithe and taller than most dwarfs, and possess darker skin shades, hair and eye colours.

Zhi Dharr
Image

Race Name: Desert Dwarfs | Zhi Dharr
Parent Race: Dwarfs | Dharr
Lifespan: 150-180
Magical Potential: 0.2%
Adaptability:
Strength: 6/10
Endurance: 6/10
Dexterity: 3/10
Intellect: 5/10
Willpower: 5/10
Perception: 7/10

Description:

The Desert Dwarfs (Dharrim: Zhi Dharr), also called the Dunelings, are a subrace of Dwarf residing in the great southern deserts. Even before the Dwarf Empire fell apart the Dunelings remained separate from their kind, preferring to wander from oasis to oasis in search of profit. They usually build their holds far and few between, preferring to keep them small and hidden, with only a few being large and open enough to be called cities. They tend to be darker skinned and smaller than other dwarfs, males keeping the shortest beards and both sexes covering up when in the open for protection from the elements. They are also the only dwarfs to possess amber eyes, a trait which they seem to value and protect as much as their gold.

Note: If wanted, I'd also be open to eventually developing more Dwarf types and nations, I did so extensively for an rp I was in a year ago
Last edited by Krugmar on Fri Aug 24, 2018 3:48 pm, edited 4 times in total.
Liec made me tell you to consider Kylaris

User avatar
Caltarania
Postmaster-General
 
Posts: 12931
Founded: Feb 01, 2013
Ex-Nation

Postby Caltarania » Fri Aug 24, 2018 5:53 pm

Black Banner
Image
IC Nation Name: Undercave Directorate | Nukhirin-Zeshur
Capital City: Dosh-Akhir
Ruling Race: Goblins | Doshurin
Primary Race: Goblins | Doshurin
Population: 8.4 million
Language(s): Goblin | Doshliak

Brief Description of Nation's Strengths and Weaknesses: The Directorate houses some of the greatest minds perhaps to ever grace the continent, and these great minds produce great technology. However, the rampant isolationism and the drive to keep surfacers out of the Undercaves has prevented exchange in knowledge between the Undercaves and the surface, and while the Directorate excells in many fields, in some it is woefully behind. Further, were any surface nation to actively try in taking over the Undercaves, they would find a well-equipped - but laughably weak - defence force to face them.

Brief Description of Government: Comprising most of the Doshurin and their subterranean lairs, the Undercave Directorate operates one of the more meritocratic systems in Aenosh. It is ruled by the nominal Directorate; a council comprised of representatives from across the Undercaves communities, and of those Doshurin who have excelled in their field. These representatives are known as the Fabricators, and from among themselves they elect the First-Among-Fabricators - the leader of the nation, derogatorily known as the "Goblin King" by surface dwellers. Zannur ir-Zunikh, the Fabricator for Dosh-Akhir, holds this position.

Brief Description of Religion: Doshurin religion is complex, not least because many of their kind have eschewed gods altogether. There is an official so-to-speak Doshurin pantheon, but they are treated more with passing reverence than worship; all but one. The Cult of Nuzinkh, God of Machines, is the only one still bustling with activity, with many an inventor pledging himself to his worship to hone his craft.

Brief History of Nation: In relative terms, the Nukhirin-Zeshur is a new phenomenon; in Doshurin terms, it is as old as the race themselves. The Goblins of the Undercaves were known to have lived in their subterranean settlements for millennia, and the ancient Fabricator-Lords were tributaries and vassals to the ancient Eldari. As that empire collapsed, the Undercaves returned to a state of outwardly peaceful politicking; vigorous intrigue and petty warfare. Eventually, the politicking died down when the first surface-dweller in hundreds of generations was sighted. This was a wake-up call, and the petty Goblin communities banded together for their common protection against a hostile outside world. With a common belief in the power of technology and merit, the Directorate was soon born, and designed to represent not only the former Kingdoms but also the many aspects of Goblin society which had yet to establish one.

Map Claim: As a subterranean civilisation, the Nukhirin-Zeshur spans across the undercaves, largely located below Alithria, close to the Dol-I-Dharrum with which it competes for the underway. It does, however, surface in a few areas.



Doshurin
Image

Race Name: Goblins | Doshurin
Lifespan: 35-40
Magical Potential: 1%
Adaptability: Subterranean
Strength: 2/10
Endurance: 4/10
Dexterity: 6/10
Intellect: 8/10
Willpower: 6/10
Perception: 6/10

Description: Goblins (Doshliak: Doshurin) are a short, flimsy and highly intelligent race, with inhabit vast subterranean caves across Aenosh. Though their skin tones range from stark white to green to grey, green is by far the most common. They often maintain full heads of hair - almost always on a spectrum between black and brown - but rarely maintain facial hair. They are a short-lived race, living only for forty years in most cases, but to make up for this, they mature early and are born with a natural intelligence far exceeding that of most races. They are almost always of weak builds, and have no special potential for magic, though those gifted with it show a preference and natural aptitude for brown, grey and yellow magic.
I'M FROM KYLARIS, AND I'M HERE TO HELP!

User avatar
Newrey
Envoy
 
Posts: 290
Founded: Jul 08, 2016
Ex-Nation

Postby Newrey » Sat Aug 25, 2018 5:01 am

Guđán, Aesnir
Image
]
IC Nation Name: The Unity of the Aesnir (Typically referred to as Aesnirheim)
Capital City: Guđán
Ruling Race: Aesnir
Primary Race: Aesnir and humans
Population: 13,093,21
Language(s): Aesniric

Brief Description of Nation's Strengths and Weaknesses: The strength of the Aesnir lays in the hardiness of its people, with their cold and desolate home being the perfect breeding ground for tough and stubborn citizens with a steeled resolve. Additionally, a strong culture of honour among its citizens allows it to communicate with many other nations without the fear of being betrayed, due to the reputation they have accumulated as an honourable people. Likewise, the Aesnir as a people that many would consider to have been spawned from nightmares, monsters of an unimaginable size, horrifying stealth, and a knack for tenacity and gruesome violence would shake the spirit of any man sent to fight them.

However, its weakness lay in its public image, with the nightmarish visage it crafted for itself acting as a dissuading factor to many would-be allies in fear of being the victim of attack. Likewise, many of the Aesnir often become too obsessed with achieving the goals they have set for themselves, losing sight of compromise or anything else, falling into a near fanatical insanity that often leads to death and failure. Additionally, it is not uncommon for this insane Aesnir to become feral, roaming the interior of the nation, attacking anything that they are not familiar with.

Brief Description of Government: The Unity is a united confederation of Aesneric tribes, with a High Chieftain being selected from among the Chieftains to lead the Unity. The current High Chieftain is Halfdan Rolloson from the Guđán tribe, which also controls one of the three cities in Aesnirheim, who seeks to expand both the territory of the Unity and also its presence on the world map. Curiously, the High Chieftainship is not a guaranteed position for the person once elected, as after the third year of being High Chieftain they are liable to be challenged by any of the other Chiefs if they are seen as unsuitable to lead, with a fight to the death being the common way to solve it, however challenges of intelligence or cunning are also conducted instad.

Brief Description of Religion: The Aesnir believe in the Týr, a large pantheon of nigh-immortal beings of immense power, with different tribes often primarily worshipping a singular God in particular. The most popular of these Gods would be the twin Gods Sköll and Árvakr, who control the the passage of time and the moon and sun. A common belief is that the Týr are in constant conflict with the numerous other gods that exist in the rest of Aenosh, with the conquests and victories achieved by the Aesnir acting as a means to expand the power and presence of the Týr in this conflict and the wider world. The Týr asre often depicted as humans, as opposed to the more monstrous Aesnir due to the belief the Aesnir were cursed for a great betrayal.

Brief History of Nation: The Unity is a relatively recent state in comparison to the others in Aenosh, however the region they inhabit is far from it, neither is the presence of the Aesnir in historical records of other races. For much of their history, the Aesnir were considered to have been a savage people whose main concern was the constant infighting between the numerous tribes of Aesnirheim, however this consensus became challenged shortly after the Guđán united the warring tribes and outsiders began to gain access to the region, finding large cities of incredible architectural accomplishment that gelled well with the culture of the Aesnir.

Map Claim: The map claim is so big because the territory is largely isolated taiga and forests, with the majority of the population living in the south

Aesnir
Image

Race Name: Aesnir
Parent Race: Religious belief holds the parent race is Human
Lifespan: 30-40 years
Magical Potential: 3%
Adaptability: Taiga
Strength: 7/10
Endurance: 7/10
Dexterity: 3/10
Intellect: 5/10
Willpower: 7/10
Perception: 4/10

Description: The Aesnir are wolf-like creatures who possess coarse hair, pointed ears and long snouts. However, one will also immediately notice their differences from wolves, namely their powerful, two-legged bodies which sport long fangs and dagger-like claws. Males typically stand 8-foot tall, while females range between 6'5 and 7'8. The colour difference of the Aesnir will often be a clue as to where the specific Aesnir originated, with the northern Aesnir typically have white coats, while the Aesnir from the south-west typically have black coats due to the presence of thick forests, while south-eastern Aesnir have coats that range from dark brown to light brown, however this isn't always the case, as in the case of the Guđán tribe who have famously black coats, despite living in the northernmost city in the Unity. Eye colour also acts as an indicator as to origin, with northern Aesir having variations of blue, while the southern Aesnir can range from dark brown to a subdued yellow.
Last edited by Newrey on Sat Aug 25, 2018 3:15 pm, edited 1 time in total.

User avatar
Caltarania
Postmaster-General
 
Posts: 12931
Founded: Feb 01, 2013
Ex-Nation

Postby Caltarania » Sat Aug 25, 2018 4:03 pm

Goblins
Doshurin
Image

Lifespan: 35-40
Magical Potential: 1%
Adaptability: Subterranean
Strength: 2/10
Endurance: 4/10
Dexterity: 6/10
Intellect: 8/10
Willpower: 6/10
Perception: 6/10

Goblins, known as Doshurin in their own tongue of Doshliak, are a short, feeble and highly intelligent race, who for the most part inhabit vast subterranean caves across Aenosh. Depending on to whom the question is posed, Goblins are invariably known as wide-eyed inventors, schemish vagabonds and little green devils. The truth varies, as with any race. Most goblins are seen with green shades for their skin, though white, yellow, grey, brown and blue are also common throughout the tribes. Eye colour in Doshurin range across the entire spectrum, but yellows and reds are by far among the most common in the general population. They often maintain full heads of hair - almost always on a spectrum between black and brown, with a high percentage of Goblins born red-haired - but they are rarely capable of developing facial hair.

A short people, it is rare for goblins to exceed the average height of 3'1" (93.98cm) and weight of 50lbs (22.7kg). Goblins are distinguished, facially, by their elongated and pointed ears, and large noses. They also exhibit longer fangs than most humanoids, which often protrude from their jaw.

In grander terms, they are considered a short-lived race; their life-spans ranging from thirty-five to forty years for the most part, though there has been evidence of Goblins living far longer in extremely rare circumstances. In conjuncture to this, members of their race mature early, and are born with a natural intelligence unusual for younglings of any race. Generally, they have weak builds, and are considered poor fighters in conventional terms. In spite of this, they are known for their ingenuity, and in general are more perceptive, dexterous and strong-willed than most humans. The Doshurin have no heightened potential for magic, with the magical gifted only comprising at maximum a single percent of their entire race, though those gifted with magic show a preference and natural aptitude for brown, grey and yellow magic.

The Doshurin are sub-divided into six tribes; which share a common ancestry, but diverge on questions of culture, religion and phenotype. The tribes have two names in use; their Doshliak name, which Goblins use, and their name in the common tongue. In order of population size, these tribes are; the Zahzikt (Common Goblins), the Drakhin (Hobgoblins), the Gruklin (Forest Goblins), the Tanozh (Smith Goblins), the Isveft (Mergoblins), and the Dumilin (Deep Goblins). Members of all but the exiled and barbarous Gruklin tribe share citizenship in the Undercave Directorate. For their part, the Gruklin organise themselves into warbands and raiding parties led by warlords.



Subraces
Image

Common Goblins | Zahzikt

By far the most widespread of their kind, the Common Goblins are the epitome of the collective Doshurin inventive, subterranean race. They can be considered the most average of the tribes, but also show special skill in technical fields and the sciences. Spread far and wide across their subterranean empire, the Common Goblins have almost as much variance within themselves as they do differences with the other tribes. The Zahzikt are recognizable by their green to yellow skin tones, generally brown hair, larger ears and lither statures.

Strength: 2/10 | Endurance: 4/10 | Dexterity: 6/10 | Intellect: 8/10 | Willpower: 6/10 | Perception: 6/10


Hobgoblins | Drakhin

Hobgoblins are larger and stronger than their Common counterparts; thanks in no small part to their history as enslaved warriors. They essentially run the entirety of the Undercave Directive's military, and far outnumber the other tribes when it comes to their presence in the military service. As well as the lower levels of the military, the Drakhin also occupy close to half the seats of the High War Council. The Drakhin are recognizable by their grey to white skin tones, generally black hair or bald scalps, more prominent fangs and bulkier builds.

Strength: 5/10 | Endurance: 4/10 | Dexterity: 5/10 | Intellect: 7/10 | Willpower: 6/10 | Perception: 5/10


Forest Goblins | Gruklin

The Gruklin are known as the Lost Tribe by their Doshurin brothers; having both lost their way and their minds. They are known invariably as forest Goblins, feral Goblins, hill Goblins and savage Goblins, and unlike the rest of their race they roost in the surface world's vast forests as opposed to subterranean lairs. Intriguingly, they show a high potential for magic than the rest of their race - with 1.5% of Forest Goblins having magical potential - and again, contrary to their race, show instead a preference and aptitude for green magic. The Gruklin are recognizable by their green skin tones, generally bald heads, larger ears and noses and smaller statures.

Strength: 3/10 | Endurance: 6/10 | Dexterity: 8/10 | Intellect: 5/10 | Willpower: 4/10 | Perception: 6/10


Smith Goblins | Tanozh

Smith Goblins are expert craftsmen; their works compete with that of the Dwarves and Elves in their greatness. Given their gifts as smiths, it is no surprise that they are often employed in that profession. Smith Goblins often also hold great economic influence; capable of investing their earnings from smithing into economic assets, as such, many Smith Goblins are also bankers. The Tanozh are recognizable by their brown and dark skin tones, generally black hair and more-rounded faces.

Strength: 4/10 | Endurance: 5/10 | Dexterity: 5/10 | Intellect: 7/10 | Willpower: 5/10 | Perception: 6/10


Mergoblins | Isveft

In the deepest flooded caverns, the Mergoblins learnt to sleep with the fishes in order to survive. Following centuries of this, they have developed certain amphibious and aquatic features, such as webbed fingers and feat and far larger lungs to allow for more time spent submerged. They have also developed an incredibly intense relationship with subterranean fauna. As such, they are often employed as ranchers, and in the military as cavalrymen and animal handlers. The Isveft are recognizable by their blue skin tones, generally blue to black hair, webbed fingers and aquatic features.

Strength: 2/10 | Endurance: 5/10 | Dexterity: 8/10 | Intellect: 7/10 | Willpower: 5/10 | Perception: 5/10


Deep Goblins | Dumilin

Deeper still than the Mergoblins and their watery graves live the Deep Goblins; living beyond where light can reach, they are rendered near blind from centuries of subsisting in darkness. In spite of this, they are among the most perceptive of the Goblin tribes; having learnt to perceive the world with every sense but sight. As such, they are often employed as trackers and scouts. The Dumilin are recognizable by their grey to white skin tones, generally grey hair, larger noses, inherent blindness and smaller statures.

Strength: 2/10 | Endurance: 6/10 | Dexterity: 4/10 | Intellect: 7/10 | Willpower: 4/10 | Perception: 9/10
I'M FROM KYLARIS, AND I'M HERE TO HELP!

User avatar
Cuirpthe
Attaché
 
Posts: 94
Founded: Apr 22, 2016
Ex-Nation

Postby Cuirpthe » Sat Aug 25, 2018 4:57 pm

Image


IC Nation Name: Empire of Kabryon
Capital City: Asrakhi
Ruler: Emperor Alvisar II
Ruling Race: Ifrit
Primary Race: Ifrit
Population: 5.6 Million
Language(s): Ignan


Brief Description of Nation's Strengths and Weaknesses:
The empire possesses a formidable army, with hundreds of warriors at their disposal to send marching into battle. The accompanying nationalism of the ifrit race contributes to the military's power, having them stop at nothing to achieve their goals, and to defeat their enemies. This army as well as the isolationism of the people has led to a well defended border that rarely sees the entry of other races. However, because of this isolationism, trade between Kabryon and other nations rarely happens, only between allies, the few that they have. Outside resources are obtained by the wares of pirates and army pillaging. The home islands of the empire have little resources of their own, necessitating either outward expansion or theft from others. Because of this lack of resources, there is little room for improvement to ifrit technology, giving the army simple weapons and the entire population simple vehicles and tools. The unity of the nation may be formidable, but stability is not, with rebellion and infighting always around the corner. While these rebellions are quickly subjugated, they lower army morale and tear apart national unity, with trust worn thin by constant fighting.

Brief Description of Government:
Kabryon is led by the Glorious Imperial Family, the large dynasty dating back 600 years, yet only three generations when in terms of ifrit lifespans. Alvisar II, the emperor of Kabryon, is an absolute monarch who inherited the crown from his ancestors. Rule is hereditary, unless overthrown by another being who can prove themselves more powerful than the current emperor. This used to be quite common, but since the current family's rise to power, no successful uprising or coup has occurred. Rule is also delegated to five Imperators, who govern the five outlying regions of the empire. They have little power, only being in charge of each regions garrison and local law enforcement. They mostly carry out the wishes of the emperor in regions too far away for him to govern directly.

Brief Description of Religion:
Religion is of little importance to the ifriti, but their belief in their djinn forefathers can be seen as a religion. These beings are otherworldly elementals who supposedly procreated with the Khadesh islands native human population. The result of this is the ifriti, the horned, red-skinned half-humans with an affinity for fire and red magic. The fire djinni disappeared from the material plane centuries ago, leaving no evidence to the ifriti's claims.

Brief History of Nation:
The ifrit race first appeared on the Khadesh Isles south of Belavria. Believing themselves to be born of elemental djinn(unproven to this day), the idea of superiority was a major part of their culture. After centuries of tense peace between the island chain's humans and ifriti, the ifriti one day lashed out, claiming the islands for themselves and massacring the humans. Many were taken into slavery, and the first kingdom of Kabryon was formed among a nearly pure ifrit society. The small village of Asrakhi on the island of the same name grew to be a relatively large city, and the center of trade and government for the kingdom.

Propaganda from the royal government led nearly all ifriti to believe in their superiority. Doubters were killed, some publicly, others in secret. From a glance, the nation seemed proud, united and nationalistic, but a closer look revealed the instability caused by these beliefs. Infighting was common, with rebellions cropping up every several years. Coups happened surprisingly often, with generals, servants and members of the royal family assuming the former king's role after a 'mysterious death'. Yet, despite this government instability, the kingdom was still powerful, conquering coastline on the nearby continent, and eventually colonizing a small area far to the west.

A semblance of stability was brought with the imperial family taking power, the former general Va'litorr leading an uprising and claiming the throne for himself. His family would hold the throne for three generations onward, his great-grandson Alvisar still in power to this day. Over this time, pirate culture has gripped the ifrit race, with the vast seas surrounding Kabryon plagued by piracy and battle, making the ocean one of the more dangerous in Aenosh.
Map Claim:
https://i.imgur.com/uIDRQ0C.png (The black lines dictate what waters the empire claims, while the grey line dictates the area where pirates are known to sail. They dont need to be included on the main map and are merely there for clarification.)


Image
A female ifrit using red magic in battle.
(Image sucks but its hard to find official art)

Race Name: Ifrit (Plural: Ifriti)
Parent Race: Humans
Lifespan: 180-220 years
Magical Potential: 4.5%
Adaptability: Arid, Tropical
Strength: 5/10
Endurance: 5/10
Dexterity: 6:10
Intellect: 5/10
Willpower: 7/10
Perception: 4/10

Description: The Ifriti are a subrace of humans, originating primarily from the Khadesh Islands and southern parts of Belavria. The Ifriti believe themselves to be descendents of ancient fire djinns, who disappeared from the world long ago after having numerous offspring with native humans. The differences between humans and ifriti is significant, with most having skin of various shades of red, and horns protruding from their brow. Their hair is almost always a shade of red, orange or yellow, flickering in he light like fire, though those with more human ancestry will have black or brown hair, making them easily noticeable in a crowd. Ifriti are aggressive, impatient, and hot-headed, with most preferring roles of leadership or authority. Despite having impressive longevity, they live nowhere near as long as elves, and unlike them it contributes nothing to the stability of ifrit nations. Ifrits rarely trust their superiors, and assassinations, coups, or other forceful shifts in power are common in ifrit societies.

A love for cosmetics and other decorative accessories is common, with a type of unique sulfur on the banks of their islands being used to create a flickering flame on an ifrit’s scalp, burning off their hair to create a more realistic flame. The practice is common among ifrit communities, especially older, more tradition groups. It is painless, and creates the illusion of flaming hair. Ifriti assume a multitude of roles across the world similar to humans, with ifrit pirates, mercenaries and soldiers being quite common. The average male ifrit stands at a towering 6’3” and weighs close to 154 lbs. A female would be closer to 5’8” and around 130lbs. Strength, build and other physical attributes vary widely, with some being slender and others being muscular.

Around 4.5% of ifriti are capable of magic use, high compared to other races. They attribute this to their ancestry, but the validity of this belief is unknown. Regardless, ifriti are adept with red magic, with it being the most commonly used by ifrit mages.
Last edited by Cuirpthe on Sat Aug 25, 2018 6:10 pm, edited 1 time in total.
Member and moderator for Aeia
IIWiki

Economic Left: -3.63
Social Libertarian: -6.26

User avatar
Chalcia
Secretary
 
Posts: 39
Founded: Mar 22, 2016
Ex-Nation

Postby Chalcia » Sun Aug 26, 2018 4:19 pm

Image


IC Nation Name: Karzevan Union
Capital City: Nezevgrad
Ruling Race: Humans
Primary Race: Humans
Population: 22.5 mil
Language(s): Korskan (Russian)
as the official language.


Brief Description of Nation's Strengths and Weaknesses: The Union is a vast and rich country. Since its inception, the Union has closely cooperated with the nearby Dwarves, resulting in a fast growth of technology and trade. The economic prosperity brought with it massive urbanisation and industrialisation projects of Nezev the Red (the nation's founder) which created massive, strong fortress-cities throughout the country, and along with them, the abandoning of the old feudal system and the adoption of the Nezevist system. The standing Karzevan Army was created since then, which always gave the Union and advantage over its enemies and their peasant levies or hired mercenaries. The Karzevan Army is a disciplined (by the hand of the Commissariat), well trained and equipped force, and one of the first forces in Aenosh to adopt gunpowder weaponry. Backing the military of Karzev is a strong and relatively stable economy and the all mighty Church of Khadar, and the ever vigilant Holy Karzevan Inquistion, that root out all traces of heresy and unbelief.

However, the stability of the Union is being threatened. The recent election of Ivan Radec as Autarch has brought turmoil to Karzev. Karzev, being one of the foremost members of the new "radical" faction in the Supreme Oligarchy, seeks to diminish the importance of the Church and the Inquisition, and reinforce the state ideology of Nezevism. Naturally, the Church and the Inquisition oppose him and his allies at every turn. The political and civil strife has brought rampant corruption and favoritism within the functions of the massive Nezevist state. The Union, despite the progress it has achieved through Nezevism and the Faith in Khadar, never really achieved full unity of its various ethnicities, and the recent political turmoil is firing up racial tensions.

Brief Description of Government: The Union is a Nezevist state. Basically an oligarchy. Each city of the Union is ruled by a local Oligarchy, whose members are prominent and influencial locals (Zavgorod Local Oligarchy for example). Meanwhile, each Oblast is ruled by a High Oligarchy (Kurgan High Oligarchy for example). All Oligarchies report to the Supreme Oligarchy of the Union in Nezevgrad, which acts as the Union-wide legislative organ and elects the Autarch.

Brief Description of Religion:
The state religion of the Karzevan Union is Khadarism, represented by the Church of Khadar. Khadarism was the most widespread religion in the old Kingdoms before the Union was formed, and the vast majority of Karzevans followed it. Thusly, when Nezev the Red formed the Union, he decided that the Church of Khadar would be the leading beacon of light for the Karzevan People, and that all other religions were banned.

Khadarism is centred around Khadar, the ancient bear god. According to the Book of Khadar, Khadar was once a simple young sepherd from a now destroyed Kurganite tribe. He lived a regular life in his village. However, one day, the young Shepherd dissapeared. The Book says that he answered the call of the mountains, and that he left for the Ygral mountain range, where villagers allegedly saw a young boy that was engulfed by a glow of light climbing the foothills.

The Book suggests that it took him 31 days to reach the top. These 31 days are celebrated during Podyem (full name is Khadarsk Podyem, Khadar's Climb), the second month of the Khadarite calendar. When he did, he found himself in a massive cave, that later turned out to be the lair of a massive pack of Yngral Bears, which was led by a massive bear, twice the size of a horse. Strangely enough, the bears never harmed him. Instead, they surrounded him, and collectively growled.

Soon, the glow of light that had followed the boy soon engulfed the entire mountain range. For 31 more days that mountains "burned" with holy light, which rapidly expanded across the taigas and tundras of Karzev. These 31 days are celebrated during the Ogon,the third month of the Khadarite Calendar.

When he was seen again, descending from the mountains, Khadar wasn't a boy shepherd any more. He was a fully grown man, tall, heavily muscular, with long black hair and a white glow coming from his eyes. Dresser with a simple white robe, Khadar was followed by the entire bear pack, however, the massive alpha bear was missing.

Khadar went from village to village and from town to town, preaching about honour, duty and unity between the people of Karzev, always while under the watchful guard of his bears. He talked about how Karzev should unite in order to be strong. Wherever He went, deasease was cured, famines were stopped and conflicts were settled. When asked how He did all this, He just replied that he was "enlightened", and claimed that those who followed him would be too. He had gathered a massive following, and many travelled with Him.

When He was at an unspecified village in Belovy, the village came under attack by a large host of massive arachnoid monsters. The local militia was slaughtered quickly, leaving the locals seemingly undefended. Then, Khadar's bears rushed forward, attacking the arachnids. However, even the mighty Yngral bears were overwhelmed by the massive hordebof creatures. It was then that Khadar, sensing that his people were in danger, made his revelation.

He suddenly fell on his knees, seemingly in great pain. The glow of his eyes grew stronger, and slowly it had become so strong that it forced everyone to look away to avoid getting blinded. When the light died away, Khadar wasn't there. In his place, was a massive white Yngral bear, that resembled the alpha male that pelreviously led Khadar's pack. However, the bears eyes also did glow in white light. The massive bear let out a fierce and terrifying growl that shook the ground and caused windows to shatter, and then charged forward into the arachnoid horde. After suffering dozens, if not hundreds of casualties by their new unstoppable for, the arachnids fell back into their forest.

Several of the bears lay dead, and their kin mourned them with a collective roar. The massive bear had suffered a serious wound on its chest. The wound was Y shaped with another deep slash crossing it horizontally. Breathing heavily, the bear was transformed back into Khadar again through the same, blinding glow of light. The stunned villagers and followers bowed before Khadar who stood on his knees, his large wound pouring out blood still on his chest. The glow of his eyes strengthened again, and the same glow now came from the wound too. The wound immediately closed and blood stopped pouring out. He stood up and told those that bowed to rise on their feet, for men should bow to no one (this is disputed).

Khadar continued his journeys, preaching and helping people where he could. He transformed into the bear several times more, when he felt that his people where in grave danger.

After 1 more year, he had gone to every corner of Karzev. However, one night, Khadar gathered his 4 remaining bears and some of his most trusted followers, crossed the Yngral mountains and left for the unknown frozen wastes that lie north. Before he left, He claimed that a grave threat was revealed to Him, and that he would go North to face it. He never returned.

It didn't take long for some of his most devout followers to create the Church of Khadar with him as a God. Quickly, it spread through the kingdoms and Khadarites were soon the majority over other religions.

The current Ecclesiarch of the Church is Boris Angalev. Each Oblast of the Union has a Patriarch to administer religious issues in said Oblast.

The Church of Khadar is the only legal religious institution in Karzev, with all other faiths and followings considered heresy and strictly forbidden.

Another large player in the faith (and politics) of the Union is the Holy Karzevan Inquistion. The Inquisition was jointly created by Nezev the Red and Ecclesiarch Adam Velenko, to safeguard the faith and protect its followers. The Inquisition is a secretive organisation and only few known details about. It is the Inquisition's duty to watch every corner of the Union for signs of heresy.

The Inquisition has the authority to investigate anyone on the suspicion of heresy, from an Army Colonel all the way up to a Supreme Oligarch and even the Autarch him/herself. If the accused is indeed found guilty, the Inquisition can bring Holy Vengeance down upon him, which literally means torture, imprisonment and execution, often public.


Brief History of Nation: Karzev was once split into several feudal kingdoms. These kingdoms went to war with each others numerous times during their existence, while trading between them was common in times of peace. Culturally, these Kingdoms were quite alike. After a long time of peace, a massive war that engulfed all of the kingdoms broke out, a war whose scale was unseen before.

During this time of chaos, a Korskan of unknown background, known as Leonid Nezev, had began gathering supporters in his home country of Korsk. He made promises to his followers, promises of prosperity, unity, strength and equality. The people and soldiers of the Karzevan kingdoms, tired of war and desperate for peace, found hope in the young man's words, and what began as a small ideological movement grew into a massive revolutionary wave that swept across the kingdoms.

Soldiers deserted their posts, farmers staged uprisings, and soon the kings and nobles recognised the danger Nezev and his followers posed to their rule. They began suppressing Nezevist movements within their borders, and numerous attempts were made on Nezevs life, but all failed.

First fell Korsk, then Kurgan, and soon all the kingdoms followed. The new entity was given the name Karzevan Union, and Nezev, given the title "Red" by his followers due to the colour of his banners, was placed as their Autarch, the leader of the Union.

Soon, Nezev the Red abolished the feudal model and replaced it with his own Nezevist system of governance. The old nobles were stripped of their rights and property, which was granted to the newly established Local and High Oligarchies that governed the cities and Oblasts of the Union on the Autarch's behalf.

Small feudal villages were destroyed, their materials and populations concentrated for the construction of massive urban centres with mixed populations. The mercenary and levied armies were disbanded and gave their place to the Karzevan Army, a standardised and well-train Ned and equiped force for the defence of the Motherland.

Even after Nezev's death, the Union prospered. Trade flourished, and leaps in technological advancement were achieved. The climate of uncertainty, divide and hatred was replaced by progress, patriotism and unity.

Map Claim: https://imgur.com/NrdheCH
Last edited by Chalcia on Mon Aug 27, 2018 2:06 pm, edited 1 time in total.
This is an alt/secondary account of Stasnov

User avatar
AESYRiEL
Bureaucrat
 
Posts: 65
Founded: May 01, 2018
New York Times Democracy

Postby AESYRiEL » Thu Aug 30, 2018 2:25 pm

Acannus • Ak’anausi • ⴀⴉⴀⴌⴀⴓⴑⴈ


Overview


The Acannus are a fairly scarce race within the lands of Aenosh. The Acannus are a isolated parent race within the temperate region of Kasessia, as a species that confines themselves within forestland and create villages to cities within these forest lands. However colonization of more colder climates, such as Hethran and North Kasessia is somewhat common place with small villages and trading posts without major sites of importance. The Acannus are a relatively old species with their roots held into their traditions and their society, but their lifetime varies from being either less so than humans or more than. However the majority of Arcannus lifespans are shorter than humans, making their aging properties very questionable. Their physical attributes and aging all depends on the individual. They most resemble what most call Hamsters.



Origins of Acannus - The Acannoth



The Acannus are divided into four different subspecies that are known. The Acanoth (Ak’ont’o • ⴀⴉⴍⴌⴒⴍ), the Acanova (Ak’ovano • ⴀⴉⴍⴅⴀⴌⴍ), the Acanuul (Ak’aunuli • ⴀⴉⴀⴓⴌⴓⴊⴈ) and Acaniti (Ak’aanit’i • ⴀⴉⴀⴀⴌⴈⴒⴈ). The Acanoth were rendered extinct when the Acanova, the Acanuul, and the Acaniti came into existence, beginning in the Second Era.

The Acanoth are the predecessors of the entire Acannus genealogy, and were the creators of different cities and different orders. The Acanoth are known to have started what it known as the Acanoth Society, a religious society that centered around Maradisoba which became the basis for the religious society of Shekmna, as well as established the Order of K'vari and the Vardoni Society.

The Acanoth created several cities within the Forests of Asatiani, most of which were destroyed during the Period of Drouli and the Creation of Demetrius. The Period of Drouli was a period during the end of the First Era between 2300 to 2900 in which the Anacoth splintered into two different factions. The Drouli and the Maradisoba, both of which were opposites of each other and centered on the flow of Dro, or Time. Maradisoba believed that time was forever, and that it will never end. Drouli however, believed that time was to end at the will of Dro. This period was onset with crumbling factionalism which broke apart what is considered the Acanoth civilization, leading to the creation to the only surviving warrior order in the Acannus, the Order of K'vari, which in of itself was nearly led extinct with the creation of Demetrius in 2950.

The Creation of Demetrius is often considered to be mythical, but the effects described by the Creation of Demetrius are accurate. The Order of K'vari, created almost 15 lifespans, or 600 years before the Creation of Demetrius, was nearly wiped out. What exactly Demetrius worked for is considered uncertain, as his creation as well as the Order of K'vari's creation was during the Period of Drouli. The Order of K'vari however leaned neutrally, however is considered a creation of Maradisoba, a Maradisoba Shekmna. Demetrius in its creation was considered a Drouli Presence, or Q’opna. Demetrius was physically described as a tall, double of an Acanoth, with four arms. A master in the Venora (Vet’erani) Style of Acannus Combat, it is said he died to the hands of both Drouli K'vari and Maradisoba K'vari during a battle between the Drouli and Maradisoba around 2975, but killed hundreds of K'vari before his death.

Despite the Creation of Demetrius and the Period of Drouli, their society was relatively peaceful for centuries before, and relied on Lut’renozi tactics. Their relatively high endurance as well as agility and sparsity in population allowed them to practice Lut’renozi tactics fairly well with minimal casualties. However during the times before the Order of K'vari, warriors were often trained by hereditary rulers, such as fathers. As such, the armies that were drafted were trained by family or if they were noble, by veterans. Despite the leaders prowess, these armies were known to have rather weakly trained armies. The Acanoth normally returned from battle with massive amounts of casualties. By the time of the Death of Demetrius and the End of the Drouli, the Maradisoba faith as well as the Drouli faith were extinguished around the beginning of the Second Era, and the remaining Acanoth died out with the birth of the Acanova, Acanuul, and Acaniti.

The Acanoth were small in stature, at maximum standing at 4'6" and their fur color was recorded to be dark brown color. Their life span appeared to be the shortest lifespan among the Acannus, with recorded lifespans lasting around a maximum of 50 years. What else is known of their physical appearance is unknown, other than they were the only ones, other than Acaniti to have what it known as the Puzcu Teeth. Certain Acanoth were described as smart, however the strongsuit of the majority of Acanoth was strength and endurance. Their small size gives them agility to work with and a surprising endurance to pack on top. This is held back by their fur, which must be trimmed correctly and regularly. However Acanoth are rash in their thinking, and throw caution into the wind to solve problems head on. What is known of their magical abilities is almost completely unknown, and barely any records of their magical abilities exist. However it is attested that they have much weaker magical abilities than their successors. It is hinted that magical prodigies emerged from the Acanoth, but were never expanded on.



Acanova • Ak’ovano • ⴀⴉⴍⴅⴀⴌⴍ

Parent Race: Acanoth
Lifespan: 90 years - Around 110 when gifted with Vulgar Necromancy
Magical Potential: 2%
Adaptability: Adapted to Temperate, cannot go southern of Mediterranean. Indigenous to Kasessia.
Strength: 8/10
Endurance: 7/10
Dexterity: 6/10
Intellect: 3/10
Willpower: 4/10
Perception: 4/10

Description: The Acanova are the first iteration of the Contemporary Acannus, and are the most warrior like of the Acannus. The Acanova make up the entirety of the Second Order of K’vari, and are often known to be rash in their decision making. Unlike the Acanuul or Acaniti, the Acanova focus on strength and endurance, and are the tallest among Contemporary Acannus races, and are the most populous. They have a high amount of magical potential of around 2.5%, the highest among Contemporary Acannus races.

Most Acanova are not inside the carefully crafted Acanuul political systems or in the Engineering/Scholar Society of Vardoni, rather they are considered the most suitable race for armies of the Confederation and the most suitable magicians and warriors for the Second Order. The Second Order of K'vari is their only known political entity that weigh in on the matters of the Confederacy that represents Acanova.

The Acanova are very patriarchal in their approach, with the Supreme Council of the Second Order, or the Umaghlesi Sabch’o, being completely male dominated. Women are denied entry into different towns and cities depending on if the Second Order of K'vari is the ruling organization and their opinion on women. Female Acanova are still a common find but are not usually found within towns administered by the Second Order. Acanova also practice several important traditions called Tredashio, or T'adeshio.

The Second Order of K'vari only takes in a measly 3% of the Acanova within the Confederation, while the rest are trained to work or drafted into the army as soldiers. On the off chance of a magically gifted Acanova is born, they are indicted from birth into the Second Order of K'vari under the Order of Jadoznuri, named after the original prodigy Jadenuri during the Second Era. The Jadoznuri is arguably a separate sect from the K'vari as it trains Acaniti and Acanuul. Acanova normally express proficiency in Vulgar Necromancy, Telekinesis and more rarely, Teleportation. The Jadoznuro however teach Red Magic and True Necromancy as apart of their allegiance to the Society of the Vardoni and the Political Systems of the Acanuul. The Jadoznuri have desperately tried to resurrect the ancient art of Grey Magic within, but have had no luck in the sacred revered talent within the Acannus.

The Acanova are the tallest among the Acannus, at around 6’ and the strongest of any of the Acanova. Their coat consists of Umbrous Type with a Dominant Spot pattern with Silver Color being the dominant color and Light Grey as their secondary color.



Acaniti • Ak’aanit’i • ⴀⴉⴀⴀⴌⴈⴒⴈ

Parent Race: Acanoth
Lifespan: 70-90 years
Magical Potential: 2%
Adaptability: Versatile. Indigenous to Kasessia.
Strength: 4/10
Endurance: 4/10
Dexterity: 4/10
Intellect: 8/10
Willpower: 4/10
Perception: 6/10

The Acaniti are the engineers of the Confederation, and are known for the Race of Divine Beasts, creating the bulwark of machines for the Confederation. Known around Kassasia for their intellect and peacefully, they are the people who control the Society of Vardoni. However unlike the Second Order of K’vari or the Acanuul political systems, the Society of Vardoni is inclusionary of non-Acannus as observational members. The Acaniti are much more widespread than either the Acanova or Acanuul.

The Acaniti are more patient than the Acanova in that they will take the time to observe the situation and try to find a way to circumvent the situation and find a way to solve it. The Acaniti are known for their rather cleverness, and are known for also being the thieves of the underworld. They were responsible for creating the Divine Beasts and starting the prototype of Demetrius of the K’vari, a formidable mechanical warrior powered by Jadoznuri power, in particular harvesting Red Magic as apart of the Jadoznuri’s allegiance to the Society of Vardoni and the Political Systems of Acanuul.

The Acaniti have a small level of magical potency within them. Because of their relation to the Acanoth, they have an near invisible and untappable strain of grey magic within them, however they are inducted into the Jadoznuri at an early age of they are determined to be prodigies at magic. Acaniti are proficient in Red Magic and Yellow Magic, meaning they create and power their machines.

Acaniti Society focuses on Altruism, the Advancement of Technology, and Unity. They created the Divine Beasts, which at mechanical Beasts that focus on a certain characteristic. However these Divine Beasts are not the mainstay of the Confederate Army, rather the Lesser Beasts are. The Lesser beasts are mechanical versions of animals, and are less vulnerable than Organic Beasts. However these beasts lack most of their autonomy, and as such are dependent on command from a Greater Beasts. These Greater Beasts are powered by either red magic and are vulnerable to several different types of magic.

The Acaniti are also the smallest and most flexible, clocking in only at around 5 feet at maximum. Their coats consist of a Short Fur Type with a Solid Pattern with a Rust coloring. They are most resembling to the Acanoth in terms of size. Their flexibility helps them with their machines, however because of this their position in the army is normally relegated to Archers, Gunners and Engineers. Their physical capabilities are reliant on the Acanova for the brunt of their work. They create schematics and normally are the fuel for their creations.

The Acaniti are also the most widespread race of the Acannus, are the most able race of the Acannus to go anywhere. They are able to travel to Desert and Frozen climates and as such are less secluded than the Acanova or the Acanuul. They travel outside of the realms of Kasessia, however their engineering and intelligence, as well as weak strength makes them prime targets for kidnapping and banditry. They are normally not ones for creating political entities, nor do they normally enter offices of power. The only known political organization is the Society of Vardoni, which represents the Acaniti both within the Confederation and abroad.



Acanuul • Ak’aunuli • ⴀⴉⴀⴓⴌⴓⴊⴈ

Parent Race: Acanoth
Lifespan: 80 years
Magical Potential: 1.5%
Adaptability: Adapted to Temperate, cannot go southern of Mediterranean. Indigenous to Kasessia.
Strength: 0/10
Endurance: 0/10
Dexterity: 1/10
Intellect: 10/10
Willpower: 9/10
Perception: 9/10

The Acanuul are the politicians and the nobility of Acannus society, and by far the most intellectual and perceptive. They are, however, the smallest of the three races, and by far the weakest. They are responsible for the creation of the Confederation as a political entity. Their political organization under the Confederation is under the Political Systems of the P’olit’iniri. Their attitude is rather apathetic, appealing to their greed and lust and the vices that corrupt them. The Political Systems are known for being somewhat corrupted yet loyal, and is only available to the Acanuul. Despite creating the Political System of the Confederation, the Political System is available to everyone. Yet the Acanuul remain steadfast contenders for the majority of elections, however must tend to the needs of the Acanova and the Acaniti.

The Acanuul are statistically the worst warriors and archers of the Acannus Race Tree, and fall under protection from the Acanova and the Acaniti. This comes the cost of their Intellect and Perception. Despite their exceptional Willpower, they are inept at restraining the Acanova with their violent rashness and the Acaniti with their destructive curiosity. The Acanuul are mostly only tasked with governing the Political Systems and control the smallest amount of land but the largest amount of cities.

The Acanuul are however, have the strongest magical powers amongst any of the Acannus, making use of True Necromancy and Physcomancy as their mainstay magical powers. They, like the Acaniti, are also inducted into the Jadoznuri, and are trained in these powers with their allegiance to the Jadoznuri. However they are normally not inducted for training long.

The Acanuul in terms of size are in between the Acanova and the Acaniti, clocking in at around 5’6”. Their fur type is a Long Fur Type with a Roan Pattern with a Dark Grey blending with a Light Grey.

The Political Systems, unlike the Second Order of K’vari or the Society of Vardoni, is the newest creation as a meritocratic alliance of cities along the Great Hills. They were a solely a merchant and political focused group rather than a military or technological group, and controlled the most amount of people under their laws but had both the smallest army and the smallest land, barely covering the Trails of Vach’roba.
Akannus Confederacy • Lanyan Alliance • Orassian Republic • League of Gerentinans • Grand Nerotan Republic • Sacred Yulvari Order
ⴀⴉⴀⴌⴓⴑⴈⴀ ⴉⴍⴌⴔⴄⴃⴄრⴀⴚⴈⴀ • 兰亚盟 • רפובליקת אוראסי • જેરેન્ટિના લીગ • Велика Неротан Республіка • የተቀደሰ ዩልቫሪ ትእዛዝ

User avatar
Ovandera
Secretary
 
Posts: 34
Founded: Sep 17, 2017
Ex-Nation

Ovandera | Application | Kamátane

Postby Ovandera » Fri Sep 14, 2018 9:38 am

The Kamátane
Federation


Capital City: So’ikara
Ruler Title: Avekomi
Ruler: Avekomi Otamara Akásana
Ruling Race: Nókobe
Primary Race: "Nókobe" Iblesians
Population: 120,000
Language(s): Nókobekamata


Image
A Nókobe Royal; marked with darker skin
than their main-island cousins
Description of Nation: The Kamátane Federation is the name given to the coalition of “Nókobe” communities confined to the far southern eastern island of Kamátane, and as it stands is the sole active polity within the region. Formed several centuries ago by Avekomi Lokamu Akásana, power is loosely centralized in the Royal family, although much of the actual decision making happens between the different communities who are governed by their respective Sa’akelokuma (Elder Council, literally “Decision Group”). Located deep into the southern hemisphere, Kamátane is the furthest nation from the mainland of Aenosh and is one of the most challenging destinations to reach, with oceangoing vessels needing to take specialized, oftentimes magical, precautions to ensure safe passage through the open ocean. This distance however has lead to interesting features with the islands ecosystem, boasting a unique array of Flora, Fauna, and aquatic ecology

Brief Description of Strengths and Weaknesses: Kamátane’s greatest strengths are its distance, in practice it is virtually impossible to send ships to the islands shores without months of preparations, let alone fleets of ships. The topography of the region has also lead to natural defenses; the island itself is heavily forested, and undersea sandbars and coral reefs surrounding the island in cyclical layers make movement and the passage of larger ships difficult. The coalescence of most if not all magic-users into the central, Akásana Royal family also is a boon toward the countries capabilities, as they have the ability to effectively mobilize their greatest personal assets with relative ease.

However in terms of weaknesses, Nókobe due to the size of their island have a drastically smaller population than most nations of Aenosh; this small size has two more noticeable affects, the lack of large groups major magic users, and a minuscule military force. Nókobe concepts of war and conflict come from notions of conflict between Royals, a fact of life that has seen little overexpansion since the implementation of the Avekomi and the Kamátanemokúbo (Law of the World) which has reduced most Royal conflicts to arguments through the Royal Court. However, competition and outright combat still remain daily coincidences, far from uniting the country, the centralization of it's magic users has simply become another dividing factor. The small population on its own comes with its own difficulties, as sudden changes in the population, disease, or catastrophe are far more destructive to Kamátane and its inhabitants than other nations.

Brief Description of Government: The Kamátane Federation is formally a Hereditary monarchy built around the Akásana Royal Family; their power formally derives from their bloodline, one of 14 within the family, which grants them a natural affinity for magic. The Chief Legislature is a Sa’akelokuma, a council of 24 Elders in the family made up of equal parts Male and Female; the Avekomi is chosen at age 15 from their peers and from there takes a position equal to either gender — in lames terms: a position of androgyny. The Duality of Gender plays a vital role in the decision making process of the Nókobe, the point of which is to find a consensus between either side of the legislature, community, or family.

For the Nókobe, a people who do not fully understand magic, those of the Royal Caste are, for lack of a better term, Gods. Female Royals take part in fertility ceremonies, triggering harvests and guiding agriculture; Males lead hunts, start fires, and guard the people. Each member of the Royal family adopts the name of a continuous line of Gods representing different aspects of the world around them, and what they represent and what level of divinity they inhabit is dependent on a variety of factors. The Avekomi is the head of the Pantheon, an Androgynous Lunisolar God representing either of those two celestial bodies; on the contrary there are a plethora of minor divines representing the Harvest. One’s position can change however, a common trope is Lesser Divines competing against those higher in the familial hierarchy to overtake their position. Displays of power, popular favor, superior skill, or outright combat are staples of inter-royal rivalries. Due to the threat of an overtaking, the Family has developed hierarchies within their hierarchy, centralizing magical education and superior skill within the upper echelons of the Family where it can be both contained and deployed in a show of force.

While Political and objective Cultural power is vested in the Avekomi and their Sa’akelokuma, actual economic power and day-to-day decision making actually comes from the locale, the individual communities making up the Federation. Each community is made up of their own Sa’akelokuma who’s size depends on the size of the community. Local Sa’akelokuma are made up of Elders from each Caste who take up a Legislative-Executive position in terms of problem solving; alongside the Elders, an open and participatory audience is also at each meeting to represent themselves individually and directly.

Brief Description of Religion: The Nókobe religion is a Polytheistic One, not dissimilar to Animism in practice, built around natural forces and the the divinity of the Royal Class. Nókobe belief is highly-ancestral; the people believe that upon their death if their Soul is Balanced they ascend into the heavens, literally becoming one of the many stars in the night sky — however if a Soul is imbalanced and restless it will continue to haunt the earth until the living help guide it to Heaven. As stated, each of the Royals represents an aspect of the Divine, with more important positions being inhabited by individuals and less important, or more abstract concepts, being divided amongst many “lesser divines”.

The faith is practically defined by familial conflict: intermarriage, competition, and outright combat being staples of the Island Gods. The Royals take active roles in local politics, with at least one or more of them living in each community outside of the Capital So’ikara, and as such take very active roles in the common peoples cultures and daily life. The Religious aspect of this is inherently diverse, the Royals demand some form of tribute, particularly active worship, spouses, and land —which itself comes with complications as the Royals take part in popularity contests to gain local favor over their Relatives. Several constants do remain however; Morning and Evening prayers as well as an annual animal sacrifice are to be attributed to the Avekomi, and wellness is to be praised to the Pantheon at each meal. Secondary rituals are also practiced specific to different aspects of life; dedications to the harvest, the hunt, protection, luck, abundance, as well as celestial events such as rain or sunshine are often triggered and encouraged by the Royals. Active worship of wildlife, nature, the dead, and ancestors in general without connecting them to an active member of the Pantheon are also common.

In practice, outside of the worship of the Royal Caste, the religion resembles a form of Animism — specific locations throughout the islands are of great spiritual importance and worship, meditation, and self-reflection in these areas is believed to strengthen ones own Soul. The Concept of the Soul is an important one, driving the different facets of the believe — the different steps taken in life, Worship and Meditation, Rituals, Respect, activities, and repairs toward sacred sites, and other actions are taken with the hope that upon ones death their Soul will be fulfilled and ready to ascend to Heaven

Brief History of Nation: Determining the definitive history of the nation is subject to some difficulty, primarily due to the lack of formal written records — or writing in general. Specific Historical events, as well as other points of note found in traditional record keeping are also lost to the Nókobe, primarily as these aspects of history are closely tied to the mythology surrounding the Royals —Gods— and are thus subject to “shifts” in the canon. What records do exist come in the form of holy tapestries found in major and important holy sites, these tapestries depict what is assumed to be a general history of the region, although its accuracy is highly questionable. The Royal canon officially declares that the Nókobe began as seafarers, voyagers that travelled from island-to-island as apart of a constant journey outward. They believe that they first arrived on the island of Kamátane after the God “Akásana”, father and fonder of the modern Royal dynasty, calmed a fiery thunderstorm endangering their fleet, landing on the island and forming the modern dynasty. It is known that several Avekomi after the first arrival continued the migration, however how many and at what times is still up for debate.

Map Claim: https://imgur.com/a/2sNKmOT
Last edited by Ovandera on Sat Sep 15, 2018 12:33 am, edited 2 times in total.
Der Ovanitsches Gemeinstaat
IIWiki

User avatar
Chalcia
Secretary
 
Posts: 39
Founded: Mar 22, 2016
Ex-Nation

Postby Chalcia » Sat Sep 15, 2018 4:37 pm

Image


IC Nation Name: Republic of Vestalia
Capital City: Segovia
Ruling Race: Humans
Primary Race: Humans
Population: 7.5 mil
Language(s): Vestalian (Spanish)
as the official language.


Brief Description of Nation's Strengths and Weaknesses: Vestalia is one of the strongest naval powers in world, owing to its massive trade fleet. The merchant lords of the Republic have funded the creation of a strong, state of the art Republican Navy to protect Vestalia's trade ships on their voyages throughout the world. On land, the Republic is protected by a well trained and equipped professional military force, the Republican Army. The tercios of Vestalia are renowned around the world for their effectiveness in the field. Naturally, Vestalia is also home to many banking and trading guilds, making sure that cash constantly keeps flowing through the Republic.

Despite its military prowess and professionalism, the Republican Army is a relatively small force, with only 35,000 active personnel, with an additional 5,000 men of the Republican Guard. As such, Vestalian commanders resort to hiring mercenary Regiments and Companies, to reinforce their troops. While mercenaries may prove that they were worth the money in battle, they are far from reliable. Many a mercenary commander has abandoned the field as the Army fought to the last, and many resorted to banditry when their demands where not met by the government or the commander. The high demand for mercenaries has led many young men to join such Companies instead of the Republican Army or Navy, with several offering their services abroad. Another inherent flaw of Vestalia is its heavy reliance on trade; while agriculture and industry has developed in the Republic, the main source of income is naval trading, and economic and political strife thrives when it's threatened. And trade is threatened regularly, not only by pirates and brigands, but by internal strife as well. The Republic is a radical new state, and while most have accepted it, not everyone forgot the past glories of the Kingdom. The royalist sentiment is still alive in some parts of the country, most notably the Alfuz mountain range, where the rogue Count Alberto Arista (who claims to be the great great grandchild of the last king) and his band of bandits operate, terrorising the countryside.

Brief Description of Government: Vestalia is a relatively young Republic. 300 years have passed since the last King was overthrown and the new system took hold. The legislative organ of the Republic is the Great Senate of Vestalia a 500-man chamber. Participation in the Great Council was established on hereditary right, exclusive to the patrician families of the Vestalian nobility, usually merchants and traders. The Senate elects the the following: the Lord Consul, the chief magistrate and leader of the Republic; the 20-man Council of Protectors, a body tasked with preserving the Republican system and guarding the government from internal corruption and overthrow; the 50-man Supreme Court, which acts as the judiciary body of the Republic; the 6-man Minor Council, a group of advisers to the Lord Consul.

When the Lord Consul is elected, the 10-man Council of Lords is appointed, which acts as his cabinet and (other than the Lord Consul himself) consists of: the Lord General of the Army, the Lord Admiral of the Navy, the Lord Minister of the Treasury, the Lord Minister of Industry, the Lord Minister of Trade, the Lord High Judge, the Lord Spymaster, the Supreme Cardinal of the Church of Vesta and finally, the Lord Commander of the Republican Guard. The newly elected Lord Consul can recommend who gets elected to the Council of Lords (and usually, this is the case), except for the Supreme Patriarch, the Lord High Judge, as well as the Lord Spymaster and the Lord Commander of the Republican Guard. The first is elected from within the Church, the second is elected by the Supreme Court and the latter two are appointed by the Council of Protectors.

Brief Description of Religion: The official state religion of the Republic is the Church of Vesta. Lady Vesta is said to have been an ancient being in the form of a beautiful young woman, who arose from the sea when the nomadic sea tribe of the Ermanar arrived in the land that is now Vestalia. She was so beautiful that even the battle hardened warriors of the tribe threw down their weapons when they saw her, immedeately kneeling in front of her. Vesta held a golden trident in one hand and a grail filled with sea water in the other. She picked from among the tribe the 10 people; the wisest thinkers, the two strongest warriors, the two most experienced shipbuilders, the two best engineers and the two fairest maidens, and had them drink from the grail and kiss the trident. After that was done, they followed her beneath the waves. 10 days had passed when the group of people rose from the sea, better than before in every way, the wise men seemed to have aged a decade each, but their minds were as sharp as never before, the warriors had grown strong to superhuman levels, the engineers accomplished feats that seemed impossible, the captains managed to navigate the most chaotic of storms, and the maidens radiated such beauty that was only second to that of Lady Vesta herself. These were the ten Saint Apostles of Lady Vesta, who led the Ermanar into greatness for 100 years, when they returned to the sea, never to be seen again. In honour of the Lady of the Sea (as many called her), the land was named Vestalia.

While the Church of Vesta is the official state religions in the Republic, the law of religious freedom was established as soon as the old kings fell and the new order took hold. While this was a rare example of truly progressive policies, it was more for economic convenience than anything else, as foreign traders coming to the old Kingdom had to be very careful about their religious views, and the newly established religious freedom allowed them to be more comfortable during their visits to the Republic. Everyone can practice their worship as they will, however, there can be no other organised religions in Vestalia other than the Church, and as such, the only temples in the Republic are those of the Lady of the Sea. The representatives of the Church are both male and female, however, the Church is still a male-dominated institution and there has been only a single female Cardinal in the history of Vestalia.

Brief History of Nation: Vestalia was originally led by a council of tribal leaders who followed the advise of the Vesta's Apostles. However, when the Apostles returned to the sea at the dawn of the Second Era, strife ensued between the lords, and a multi-party civil war broke out, leading to the fragmentation of Vestalia into numerous city-states. The Merchant Princes that ruled the city-states regularly warred against each other, but also traded. The land remained fragmented throughout the Second Era. In the beginning of the Third Era, however, arose Ferdinand Arista, the Merchant Prince of Segovia. He led his armies against the other city-states, conquering many and managing to force others to join him through diplomacy. When the last of the merchant cities fell, he declared the Kingdom of Vestalia, with him as King. The land originally prospered under him and his successors, and the Arista dynasty was loved by the people. In the late 800s of the Third Era, Pablo I took the throne, also known as Pablo the Mad. The psychotic king saw enemies everywhere, and ruled the realm with an iron fist. Many hoped that this way of rule would end with the King's death, but Pablo passed his madness it on to his heir, who in turn passed it to his heir. And such began the era of the Mad Kings. The peasantry suffered most under his rule, but so did the merchants, as trade was tightly controlled by the ever suspicious Kings.

The Era of the Mad Kings lasted until 318, with the rule of Alfonso II. It was a period of economic strife for the Kingdom; trade had been increasingly harmed by Alfonso's practices, who only allowed his inner circle of merchant lords to carry out large-scale trade ventures, while the rest were tightly checked. It was the summer of 318 when a great drought struck Vestalia, and a famine erupted. The King's cabal of lords started hoarding the grain from the fields with their lieges blessing, and sought to sell it at extremely high prices to the lesser merchants. This was the last straw. The peasantry, urban workers and sailors rose up against the merchant monopolies and the royalty, supported by lesser traders. A large portion of the underfed Royal Army joined the revolutionaries, and soon the King's Lions flew no more over the Palace, replaced by the so-called People's Cross, which now serves as the flag of Vestalia. The King and his cabal of merchant lords tried to flee to the docks of Segovia to take a ship into exile, however, the Lord Commander of the Royal Guard, Luciano Gaona, betrayed Alfonso and the lords, turning them over to the revolutionaries. They were all hanged in the Square of St. Augustin in front of the Royal Palace, and Gaona went on to serve as the first Lord Commander of the Republican Guard.

The new Republic arose from the ashes of the old monarchy, and the new system was embraced almost unanimously in the country, even receiving the blessing of traditionally pro-royalist and conservative Church. As the old institutions were torn down and build anew, the economy was stabilised, the famine resolved and trade flourished again. It took some years for the Republic to rise to the world stage as a dominant trading power again, when it did, however, it was even stronger than before, for the ways of old were holding Vestalia back no more.

Map Claim: https://imgur.com/eHsnPp8
Last edited by Chalcia on Mon Sep 17, 2018 3:16 am, edited 2 times in total.
This is an alt/secondary account of Stasnov

User avatar
Kelenoa
Civil Servant
 
Posts: 6
Founded: Oct 07, 2018
Ex-Nation

Postby Kelenoa » Tue Feb 05, 2019 10:35 am

IC Nation Name: Ahnadora Crown (short term: Ahnador)
Capital City: Aerthynna
Ruling Race: Elasha, the Warmer Elves
Primary Race: Elasha, the Warmer Elves
Population: 12.8 million
Language(s): Aeldari, the Elven Tongue (added with a local dialect)

Brief Description of Nation's Strengths and Weaknesses: The Crown of Ahnador features a number of strengths, but is constantly failing at trying to eradicate its weaknesses. It maintains an exceptionally stable and prosperous society, with a functional government being able to govern the country very well and earning satisfaction from its people. Working efficiently and without time-consuming bureaucracy, the political administration can rule the country at a fast-reacting paste and is the key reason to its also coherent wealth. Due to its strategically important location, it enjoys an enourmous trading and exploration network extending way beyond the Sea of Spears. Traders and contractors arriving at the many harbours of Ahnador earn their money with very low taxes, efficient and fast logistics, and the economical freedom within the country, thus making Ahnador a wealthy and well developed nation. The Ahnadora military, although not very large, maintains some of the most skilled archers and horsemen in the world, with many researchers inventing new ways of using black powder, new tactics, or improved weaponry. Elsha are also very skilled in diplomacy and law education. In addition, it enjoys the attention of philosophers, musicians, artists, and theologists as a hub for knowledge and research, shown with a very high concentration of libraries and other educational locations, one of the best education systems in Aenosh, and a general support by the government.

However, its prosperity made Ahnador a keen target for pirates and warlords trying to grab pieces of its money resources for themselfs. Unfortunately, its approximity to lawless waters and lands makes it a known sight for smaller skirmishes along its borders. Elasha Elves are not very strong in comparison to many orther races, and have to rely on their knowledge, use of bows and smaller swords for their defence. They are often inferior in battle when separated from their other soldiers or their horse, and are less menacing on a psychological level.

Brief Description of Government: Ahnador is ruled by the Elashayth, the central government. The government is composed of a central meeting chamber tasked to council the head of governnment. Each chamber member, all 322, are elected in a twenty-year cycle, with an unlimited amount of re-elections possible. They represent religious groups, ethnicities, cities and villages, theologists and other educated, merchants, or the common people on a federal level. All are able to participate in discussions and vote in major affairs that need decision. The members agree to select around 12 people, known as simply the "Crown's Council", and advise the Crown in matters of state and other. The Crown is the partly-hereditary head of state and government of the country, with a number of rights and privileges. According to ancient law, the Crown must be of female gender, as they posess the abilities to rule the nation, a conecpt deeply involved in the religion of Ahnador. The title of the Crown is usually transferred in a hereditary style, however the Council and Chamber can vote for her nearest female relative to become the Crown, if the current one does not fit the psycholoigcal needs or if her actions violated the assumption of her good rule. As a constitutional monarchy, the Crown is bound to a number laws, but is still very powerful and important in state affairs afterall. She can appoint a few offices, wage war, change most laws put in place, vary the composition of the Chamber to some extent, and other. The government is usually led by very intelligent, formidable, and well educated elves, which leads to most of its actions being successful in use or very trusted on.

Brief Description of Religion: Ahnador maintains the Aheyr Faith as its most spread religion. According to ancient texts, the worlds and every that ever existed or will exist was created in a single point of time and place, from which everything resulted. This place is believed to be the sun, the centre of the universe. The sun is not a god or an entity in general but a place of "good will", as all natural objects contain a sense of conscience and intentions, whether for good or bad. It connects and concentrates life energy in its center, making it the essential flame of life itself. The sun as the largest flame illuminates and warms the world for its will for every form of life to prosper and bloom,leading to a continuous loop of life and the flame supporting eachother. Only under its watch is living possible, and only under life's blooming is the flame burning. Some even interpretate both as entities, the sun and the world, being in a never-ending relationship to one another. The moon is usually the sun's opponent at night, trying to warm and brighten up the nights. Winter and solar eclipses usually mean unforutnate events and caused mass hysteria many times in history, which many assuming the detah of life with the extinguishing of the flame.

Fire has also been a keen symbol in magic and rituals, with some of the highest intellectuals being able to summon fire upon will, warm objects, or create light using magic. Fire in an iliterate sense also means life energy and inner vitality, love and passion, a key point in Ahnadora society leading it to be very open in regard to love relationships (whether be same-gender or other) and gender associations. However, fire can also get out of control,making it destructive and evil, applying to the thought that fire is not something to be played with.

Brief History of Nation: Ahnador was founded very long ago, atleast a thousand years back in time. The first states emerging there following the landing of Elvish colonisatiob ships along the Southspearcoast were mere merchant states, smaller kingdoms, and power-hungry hordes. After centuries of constant warfare between the skirmishing peoples, Elf Laya the Grand, along with a formidable navy of hundreds of longships, invaded the coast from her ancestral home across the sea. In fact, a volcanic eruption destroyed her home and lands, and in desparate need of unsettled, fertile land for his surviving folk, landed in Aerthynna and unified Ahnador under her grand rule 209 years ago. When she invaded Corbyle, the to-date wealthiest port in the nation, she envisioned the world circling around the sun (further support by astronomers), thus founding the modern version of the Aheyr Faith. Since, the Crown fell and rose in political importance, whether through diseases, raides, civil war, or unknown creatures lurking in the vast mountains west of the nation. Major reforms following government disrepair over the years under the rule of Crown Empress Ilyana the Fair led to the final change of Ahnadora society in its history, forming a constitutional government and building the single largest library complex in the world.

Map Claim: https://imgur.com/a/xGOkMHQ

User avatar
Tir Lhaeraidd
Spokesperson
 
Posts: 104
Founded: Nov 10, 2016
Ex-Nation

Postby Tir Lhaeraidd » Thu Feb 07, 2019 5:49 am

Oh noes, the thread has been attacked by a necromancer! Run away!
Teyrnas tir Lhaeraidd
Aeia's Resident Grump
Líadáin Síomha - IIWiki Featured Article


Advertisement

Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: Honghai, Newne Carriebean7, Reverend Norv, Saxony-Brandenburg

Advertisement

Remove ads