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♞ Dynasties ♞ [OOC|OPEN]

For all of your non-Nationstates related roleplaying needs!
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V A N Q U A R I A
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Founded: May 11, 2019
Inoffensive Centrist Democracy

♞ Dynasties ♞ [OOC|OPEN]

Postby V A N Q U A R I A » Wed May 22, 2019 5:32 am

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Welcome to Dynasties, a character-driven fantasy nation roleplay set in the fictional world of Aarde.

Inspired by Game of Thrones and Lord of the Rings, Dynasties seeks to simulate a fantastical realm of mythical beasts and machines with a blend of hard realism and medieval politics. This is an open world roleplay where one can create whatever they want with an emphasis on the characters within this world.

Aarde may be a beautiful world but Mankind is anything but. The more powerful a man is, the more danger they will find themselves in. Political intrigue is the game they must play on the homefront, navigating the dangers of the court and finding solutions to deal with upstart rivals to the throne. At the same time, characters must also contend with the advent of globalism and interact with figureheads of foreign lands far far away.

Every action has a consequence. A jealous queen who has discovered her king has been sleeping with whores may conspire to poison the man's drink during supper. Insulting that powerful king from a neighboring realm, whether intentional or not, may lead to frosty relations and possibly their clandestine support for your rivals in court. The more aggressive personalities may even ignite war!

Great beasts roam the lands but the true monsters may actually be the ones who reside in lavish palaces and indulge in extravagant banquets while the people they were appointed to protect starve out in the streets. The true monsters may actually be those prestigious warriors that woo the ladies in court but enthusiastically engage in the rape of a city during wartime.

Monsters are dangerous and just now kings are dying like flies...
Last edited by V A N Q U A R I A on Sat Jul 06, 2019 4:50 am, edited 36 times in total.

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V A N Q U A R I A
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Posts: 368
Founded: May 11, 2019
Inoffensive Centrist Democracy

Postby V A N Q U A R I A » Wed May 22, 2019 5:33 am

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Aea: Located in the East is the continent of Aea. Both ends of the land are luscious and fertile, offering bountiful food for its inhabitants. In the middle of Aea is a large desert that separates the North and South and within the desert are multiple oases.


Ferra: The largest continent is Ferra. Its coastlines are green and its South is as fertile as the Aea. However, if one traverses further into Ferra, they'll be forced to endure the stinging sandstorms of its desert until they reach the great steppes. Beyond that lie a long mountain range, inhospitable to most.


Oros: South of Aea is Oros. Wet and cold, occassionaly ravaged by the cold winds from the Icelands at the edges of the world.


Hygard: Hygard is surrounded by 3 great oceans, it is a natural fortress, a land far far away. It can be hospitable or inhospitable depending on where one sets anchor.


Uratos: A land once believed to have been apart of Ferra, Uratos is a great continent with a great mountain range stabbing deep into it. The South of Uratos is green and warm while it only gets colder and colder going north.



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Dragons: Massive, winged beasts that dominate the foodchain. They are a very rare species, legends in tales and folklore. These beasts are considered nothing less than forces of nature and their very name symbolizes strength and power. Dragons are highly intelligent creatures and their true intentions are very hard to grasp for humans.
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Wyverns: Unlike their distant cousins, wyverns are much more common in the wild, their main habitats being mountainous regions or large forests. A wyvern's arms merge together with their wings, letting them walk around on two legs or all fours via wingtip. Averaging around 6-10 metres in height, they are scaled, reptilian, and are far more agile than their larger dragonic counterparts. A wyvern's scales come in a wide variety of colours, growing more sturdy with age. Even though their average lifespan is 130 years. While they lack the ability to breath fire, their talons are far more deadly. Females of the species tend to be larger, coupling with a single lifetime partner and breeding 3-6 offspring. These creatures are even more hostile than dragons, showing a much lower intelligence, and are extremely territorial. Given enough time they can be tamed, though whether it's worth it debateable.
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Steppe Lion: Steppe Lions are a type of big cat commonly found in central, northern, and northwestern Ferra. Steppe Lions are significantly larger than their southern cousins, have lighter fur and shorter manes, and are solitary rather than pack hunters. Steppe Lions primarily subsist on reindeer and wild horses. They will occasionally scavenge Griffon kills, but mostly steer clear of them. Steppe Lions are sacred symbols to the Nerakans, emblematic of Nerak and of nature itself, and considered the equals and opposites of the High Kings and Queens. Despite this, the Nerakans aren't averse to killing them - hunting one down on one's own is a traditional rite of passage upon entering adulthood, and herders regularly have to protect their horses from them.
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Wyrm: Wyrms, great or otherwise, are distant cousins to Dragons, much like their cousins, they are megafauna, although unlike Dragons they are very much locked to the ground. Large, snakelike and easily angry, they are much more prone to aggression due to their territorial nature and simple-minded intellect. Wyrms range between 12 to 18 meters in length, while Great Wyrms can range up to 100 meters, both of which are capable of burrowing into dirt or sand at an alarming pace. They are not sexually dimorphic. Unlike their flying cousins, they do not breath fire, but are equally capable of spewing a hemotoxin that is capable of breaking down flesh up to 150 meters, it is not known how far Great Wyrms can spew their venom, as no survivor testaments can be found. They are not to be carelessly trifled with. Subterranean dens are usually only spacious enough for the mother, as reproduction does not result in a lifetime coupling, mothers can lay up to 10 eggs per breeding season. If a mate cannot be found, female Wyrms are capable of reproducing via parthenogenesis.
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Scorponoks: Monsters that can reach the size of an elephant. They can burrow underground and attack their prey at any angle from the ground. The deadliest creatures in the desert, these beasts are capable of being tamed by controlling their movement though the risks are so high that one must consider if it is worth the cost.
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Phoenix: Phoenixes are large, majestic fire birds native to the mountains of Northern Uratos. They are some of the largest birds in the known world, with an average wingspan of 15 to 20 meters, and are able to hold their own against even dragons if enough are present. While they can live elsewhere, Phoenixes tend to gather around volcanic mountains as their eggs rely on heat and fire to hatch, both being readily available in the innards of a volcano. They only take one mate for life, and even after death refuses to move on to another. While not particularly violent, when provoked, or their young are endangered, Phoenixes fight with beak, talon, and, most importantly, fire in order to fend off foes. The most notable feature of the Phoenix, by far, is its long lifespan caused as a result of their pyromantic ability to lite their body aflame at times and, occasionally, be reborn after death. Many fires in Uratos have been caused by the occasional Phoenix landing atop a tree or a building. What remains to be told is simply this: legends abound in Uratos and beyond of a Great Phoenix, one with a wingspan several meters wide, and the voice and power of a God. Whether or not this is true is hard to say, but it is clear this legend had a part in the development of certain faiths on Uratos.
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Griffon: Large, winged predators that resemble a mix between lion and eagle. They hunt horses for food and are considered apex predators of the sky, below only the legendary dragons themselves. These creatures are capable of great feats in the air and are sought after as powerful military assets though their nature as apex predators makes griffons almost untameable.
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Burningmites: Small, annoying and inhabiting swampy and marshy areas, the burningmite on its own poses no threat, though it is painful. Possessing a very low PH acid which it secretes through small pores in its feet and abdomen, the burningmite's digestion requires secreting this acid onto its potential meal, breaking it apart somewhat and making it edible. It is this action which gives the burningmite its name, as the acid is said to burn on contact with human (or indeed animal) skin. Notably, during the early portions of the day is when most burningmites are active, often appearing like mist rising out of the swampy waters. Given the relative segregation of burningmites to this swampy marshland, many who travel through it tend not to realise the problem until they have already been swarmed. In large enough quantities, burningmites can flay the skin off of a human, leaving it open to infection or worse.

On closer inspection, the burningmite is seen to possess stocky legs, especially the back legs, and the abdomen, which contains the naturally occurring acid, is over half of its total body size. The rest is shared between a small head and thorax, the latter of which being where two sets of translucent wings protrude. The burningmite's lifespan is around three months, with approximately four generations each year. A quick way to tell if burningmites are active in the area is to check the trees. If the bark is pocked and lighter in hue to usual, then burningmites are likely active in the area.


Aderyn: Aderyn are large, bird-like creatures native to the mountainous Southern regions of Oros that can reach 2,5 meters in height, 3,5 meters in length and are capable or carrying a person on their back both while flying and on the ground due to their powerful legs and large wingspan. They can live up to 80 years, generally lay three eggs at the start of summer each year, and hunt by swooping down or pouncing on their prey with their deadly talons and strong beaks. Aderyn are known for their terrifying screeches, speed and power, yet are rather susceptible to blunt attacks due to their fragile bones.
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Unicorns: Unicorns are much like normal horses in nearly every aspect. They run just as fast, weighs just as much, and just as wild. Only difference between a unicorn and a horse is their pure white hair and pale silver or gold horn that grows out of their forehead. Native to the continent of Uratos, Unicorns are domesticated as luxury mounts for nobles and esteemed individuals. House Horvath was particularly famous for its Unicorn menagerie in its estate.

The idea of unicorn horns having healing properties was debunked by several Karpacian scholars who experimented on it. They grounded unicorn horns into fine grain and combined it with current medicines but it failed to produce any noticeable results. Even if the myth was true, the process has yet to be rediscovered.
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Sea Serpents: Enormous snake-like beasts that are believed to be the largest living specimens on the planet. They are an extremely rare species and spoken of in the same tones as myths and legends though old sailors know there is indeed something that lurks beneath the depths...
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Dire Wolves: The largest species of wolves, Dire Wolves roam the lands in packs and are capable of hunting horses and even fighting Griffons. They are symbol of strength and are prized possessions amongst those in power. However, Dire Wolves are intelligent beasts and their loyalty is something that is earned.
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Lion Dog: Lion dogs are distantly related to the dire wolf, but evolved in the dense forests of the world and prefer solitude to packs. Renowned for their size and bravery, lion dogs are seen as a valuable hunting companion and guardian. Lion dogs average heights of 85 cm and weights of 90 kg. Typically solitary, mating pairs will come together in late spring and separate soon after. Unlike domestic dogs, lion dogs will typically have only one or two cubs.
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Giant Goats:
The giant goat is a larger version of a goat. They can be used for transportation, milking, and riding in battle. There natural habitats is in the plains, rocky crags, and mountain sides. They are herbivores with a diet that consists of various types of grass and weeds for the most part. They usually breed during the summer and have 1 kid per year. Giant Goats do not usually mate for life, instead, the male goats in the wild often fight each for the opportunity to mate with the females in the area.
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Medieval Technology: Aarde's tech age is equivalent to 12th century technology. Chainmail, cuirasses, and the like are all staples of warfare. Standing armies are tiny with levied armies being the primary source of military power for nations in times of conflict. Different cultures and nations have their own advantages and disadvantages with the only constant being that of the brutal reality of medieval combat.
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Medieval Renaissance: The world is in the midst of a Renaissance. Universities have been established in kingdoms like the Arcanus. Natural science, philosophy, and mathematics are chief subjects in medieval universities and study of these subjects are regarded as symbols of intellectual status. Innovations like the windmill and the spinning wheel are just some of the things produced in this period. Philosophical debates are commonplace with the ability to engage in debate seen as a defining characteristic of an intelligent ruler.
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Religion: Religion is a pillar of society that wields significant social power over the common folk. However, there are many faiths and places of worship across the world. It remains to be seen which religion shall prevail above the rest as the dominant faith of the world and this has prompted rulers to use religion as a form of control over the common folk and as a way of projecting their influence over the realms.

  • Asignism: A continent-spanning faith, Asigniam is a monotheistic religion originating from Aea, it centers around the worship of a deity called 'Asigna' who the religion's followers claim to be the creator of the universe including Aarde and their scripture is derived from a collection of texts known as, 'The Book of Asigna'. Asignism is a religion that promotes a very strict set of guidelines from which one should live their lives by and its popularity as a religion can be derived from its scripture's condemnation of behaviors that Asigna deems 'degenerate'. These include incest and persecution of different ethnicities. However, Asignism also deems it 'righteous' to actively defend the self and the family and because of this, Asignism has been recognized by kingdoms such as Arcanus.

    Followers of Asigna, generally known as 'Asignists', no matter the denomination or interpretation, all believe that actively preaching and extolling the virtues of Asigna while practicing their scripture's laws will lead to their salvation after death. They believe a paradise awaits all followers of Asigna while folks deemed 'evil' will dissolve into oblivion after death. Repenting in Asignism is a process that focuses on the reconciliation of an individual with Asigna. There are many decorated artifacts and rituals associated with Asigna, including a process called 'baptism' which involves the splashing of water blessed by a priest of Asigna in order to 'open' oneself to the glory of Asigna.

    Nations with strong Asignist presence are the Kingdom of Acarnus, the Kingdom of Aratas, the Grand Duchy of Aragos, the County of Argonvost, Koinon, the Murabad Sultanate and the Yek'sik Empire.

  • North Aean Asignism: North Aean Asignism is near identical to Desert Asignism though differences lay in doctrinal practices. This form of Asignism derives its doctrine from the 'Summa Theologiae', a text written by North Aean scholars that sets the belief that monarchial rule is a divine right.

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  • Desert Asignism: The faith of Asignism, originating in Aea, is the core religion which almost all of Murabad's population adhere to. The Murabadi version of Asignism, called "Murasigna", "Desert Asignism", or "Desert Faith" populary, in essence lines closely with the main principles of Asignism. The followers of Murabadi Asignism, a monotheistic religion, believed in the presence of the One God (Asigna), which is called Wahlla in the Murabadi language. The Murabadis have their own version of the Asignist holy book, which is called Gar'aan in the Murabadi language. Composed of 42 set of scriptures, the Gar'aan is the centre of all matters living and spiritual, and often serves as a code of law (of sorts), due to the people referring their actions from Asignist teachings. The Murabadi people believed that Murabad itself is where Asignism first descended from the heavens, spread into the mortal world by the Herald, prophet of the Asignist religion. They believed that the Murabadi version of Asignism is the purest and truest one, and all that deviates from it are heretics. For this reason, Murabadi often found themselves at odds with other Asignist believers, commonly the Yek'sik (because they worship three Gods). Murabadis believe that there is no other deity except Walha (Asigna), and that the Herald is God's sole word and prophet in the world, and every deviation from His word is heretics coming not from the heavens.

    Every Murasigna (Murabadi Asignan) prayer begins with a bow to Walha the Almighty. From every corner of the world, Murabadis bow to the holy site of Arba in the city of Naghabad to start their prayer. The sacred dome of Arba is where Murabadis believe that God's word first descended into the world. Murasignan priests and clerics donned white and green garbs, covered themselves from neck to foot with it and wore a cyllindrical hat (akin to the Turfan). They offer sacrifice of goats or sheeps once every month. Murasigna women must cover themselves in a full-body garb that leave only their eyes uncovered, their face hidden in a veil. According to Murasigna clerics, this is to preserve the purity of mankind, men and women alike. Murasignans hold the belief that "Degenerate" practices (essentially the same as other Asignist branches) is something that must avoided at all cost, a great sin. Murasigna prayers are often practiced in domed buildings - a Heavenly Dome - modeled after the dome of Arba. Overall, the religion is considered as one of the pillars of Murabadi society.

  • Yek'sik Asignism: In the Southern Cities of the Yek'sik Empire, the proximity of Aea and Arcanus have caused the popularity of Asignism. However, cultural syncretism has certainly altered some aspects of Asigna. According to the Southern Yek'sik cities and priests, Asigna, Huitzilo, and Yadira are all one and the same. The priests claim that Asigna is two gods which speak with one mind - a symbolism of the unity found in a married couple. However, this has the effect of alienating the Yesignan Church from both Arcanus and the Northern Clans (which both disagree with this interpretation). The Yek'sik Asignans (or Yesignan Priests) still hold the belief that an avoidance of "degenerate" behaviors and beliefs endears them with Asigna, who will reward their followers in both their present and future lives. "Degenerate" behaviors are incest, unjust persecution of the poor and helpless, lack of caring for the young (or old), murder, rape, and theft. In fact, a portion of the tariffs taken out on imports and exports are set aside for the almshouses - temples which provide care and food for the destitute. The Southern Cities certainly hold a higher standard of morality than the Northern Clans - the Northern Clans do not believe in the tradition of alms, or the degeneracy of murder. In the North, killing a rival chieftain in his sleep is completely acceptable - whereas in the South, this is considered a sin, as diplomacy and settling differences peacefully is nearly always the first course of action.


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  • Argonvostian Asignism: The county of Argonvost has a plurality of its population following Asignism. However, Argonvostian Asignism has incorporated cultural ideas regarding animism, reincarnation, and spirits. According to those in Argonvost the universe was created by a single entity, which they represent in art as a dragon, and you should try to follow a set of guidelines such as being honest, not killing and not stealing. However, they also believe that should you follow these guidelines you are likely to go up to Elysium and if you do not you go to the underworld. The plurality of people in Argonvost follow that animals such as the Raven, Eagle, Dolphin, Otter, Beaver and Moose should not be harmed as they are important, that certain animals have symbolic meaning such as wolves being associated with loyalty and friendship, and that sometimes animals appearing can be signs of support or warning from family passed on or omens good or bad of things to come. They think that sometimes people can get caught in between if they are not ready and become ghosts, and some people that go to Elysium or get caught in between can reincarnate back onto this world in another form. Sometimes when people pass away their spirit can incorporate Into the nearest animal, and that animal might stay around to look after their family or check in on them every once in a while.

    The clergy are often thought to have this happen more often as it is common for them to look after ravens and when they pass away for those ravens to remain near their place of residence. Over the last 200 years Great Cathedrals have been built throughout the major centers and churches have been constructed throughout the townships and villages of the county.

  • Koinan Asignism: The Koinon is a religiously cosmopolitan realm, including numerous foreign beliefs among the merchants that ply its waters. Among the native populace, however, a distinct form of Asignism, known as Koinan Asiganism has formed as a syncretic faith, incorporating the old traditional mythology of the Koinon's poleis and the cult of Drakina. Under Koinan Asiganism, Drakina is a conduit between man and Asigna; her prophecies are wisdom from him granted to mankind through her, and the other oracles of the Koinon and the taking of omens are other ways of consulting with Asigna. The old pantheon are Asigna's Praxos, advising him and also acting as conduits between him and the mortal realm in mythology, but he is the sole 'god'. Whether changes to the rules prescribed by Asiganism according to Drakina should be followed or not is a matter of some debate, but no rule change has ever been made, so the matter remains solely in the territory of theological and philosophical debate for now.


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  • Nerakan Sun and Moon Worship: The Nerakans worship two gods. First and greatest of the two is the Sun, who is worshiped as the creator of all things and the highest and greatest being in existence. The second is the Sun's daughter, a warrior queen named Nerak. While the Sun is considered to be above Nerak, Nerak is more popular and is more emphasized in art and myth. There are thousands of other gods and minor spirits, of varying power, but none are considered worthy of worship aside from the Sun and Nerak. Nerak perpetually battles the demons of the world, who want to destroy the Sun and return the world to nothing. Whenever Nerak is temporarily defeated, an eclipse occurs.

    The most famous and important myth in Nerakan tradition is the Death of Nerak. In the story, Nerak is betrayed and slain by her sister, Xibana, who is jealous of the worship she receives. The Sun grieves for a month, but then sacrifices half of his power in order to return Nerak to life, causing the cycle of day and night. Nerak returns to the land of the living, but when the Sun dips below the horizon, she decays into a corpse once more, only to return with the sunrise. The site where Nerak died and was reborn is believed to be Mount Devanta, an isolated mountain in the middle of Avra territory surrounded by flat plains. Mount Devanta is highly sacred, and every spring during the Festival of the New Dawn, thousands of pilgrims flock to the mountain to proclaim their devotion to Nerak and the Sun. Another myth states that long ago, Nerak fought an enormous dragon and defeated it, but was unable to kill it, and thus imprisoned it within the mountain, where it still roars and breathes fire to this day. Nerakans believe Nerak created the first Griffon to care for and defend an orphaned Manu prince. Fire, sunlight, and lions are all sacred symbols associated with the Nerakan religion.

  • Yek'sik Sun and Moon Worship: In the North, tribal beliefs are more common - the native clans praise the dual gods of the Sun and Moon. Some have speculated that these are an alternate interpretation of their northern neighbors' (the Nerakan) religion, as both cultures are neighbors. The Sun God is named Huitzilo and the Moon God Yadira. In ancient myth, Huitzilo and Yadira are the two lovers who created the world upon marriage, and each takes turns standing watch over their creation. An eclipse is seen as the two arguing, and is considered a horribly dire omen. Huitzilo is a very masculine god - he serves as the god of war, herding, hunting, and requires sacrifice. In contrast, Yadira is depicted as a beautiful woman and serves as the goddess of peace, farming, and art. Yadira does not require ritual animal sacrifice, but prayer and meditation.

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  • The Church of Agua Viva: The Church of Agua Viva is a pantheon dedicated to the worship of a water god who brings security, wealth, and gold to all those who worship him. Confederation creation myths often circle around the idea of the world being made out of water whereupon their god—whom they call Dio—wrestled with the Great Sea Serpent from the Deep and vanquished it, its gargantuan body calcifying upon death and resulting in the islands that make up the Confederation with its scales becoming the rich minerals that have come to be profitable for the Confederation.

    Eventually, in a far-off future, the Deep will rise to reclaim the body of the Great Sea Serpent, bringing a watery death to all those who live in the islands; but Dio will supposedly come again to slay the Serpent once more—this time for good—and the Deep will become a place to live in instead of a place for death, and everybody will finally be able to partake in the richness down below, with mankind finally able to traverse both the Deep and the earth and the air, master of all the realms at long last.

    This Church is the leading denomination in the Confederation of the Free City States, and it is the religion many are raised in. However, due to the slowly developing international culture in Ferrara and Romagna, foreign religions are tolerated and citizens have the freedom to worship whatever they like (or the freedom to not worship, should their beliefs swing that way). However, the Church of Agua Viva is the state religion, which means that adherents are often looked upon favorably as the Archbishop of Padavia strives to ensure that the sect continues to thrive.

    Anybody can be a believer; however, the ecclesiastical hierarchy is only open to those who have served at sea, either as trade merchants or as officers in the Navy. As such, this essentially makes the Archbishopric of Padavia the controller of the Confederation's Navy, as most—if not all—of the officers are also priests in the Church of Agua Viva. This also essentially makes the ecclesiastical hierarchy unavailable as a career path for women, as women are not able to serve in any of the three branches of the military. The head of the Church is chosen by a vote from the College of Cardinals, and the one with the most votes chooses a new name and takes the surname Apostolicus, forsaking his familial heritage in an effort to devote himself wholly to the Church.

  • Faith of Vulkan and Stromfels: In Grenadiere, there are two major religions which are the Faith of Vulkan and the Church of Stromfels. Vulkan is the god of the harvest, and is therefore worshipped by the inland Grenadiens for good crops and harvests. Stromfels, on the other hand, is worshipped by the Grenadiens living on the coast and cities, and is the god of the ocean. He is believed to protect trade ships from the powerful storms in the open ocean, and according to some is the master of the gargantuan sea serpents prowling the depths of the seas.

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Commerce: There are a myriad of diverse cultures and ethnic groups in Aarde. The advent of airships has allowed the sharing of cultures and for people to experience exotic objects and traditions from lands far far away. Commerce and trade have benefit immensely from the rise of globalism and banks have begun to be established in the wealthiest of nations.
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Language:

  • Aedasir: The predominant language of the continent of Aea, akin to Latin, there are 2 forms of Aedsair; Common Aedasir and Classical Aedasir. Common is spoken by the masses while Classical is regarded as a tongue of the high-class, this is exemplified in Arcan society where aristocrats always use Classical Aedasir when speaking.

  • Koinoic: The language of the Koinon peoples, it is akin to the Greek language.

  • Penerish: Akin to Japanese, Penerish is spoken by the Oriental demographics in Hygard.

  • Hygardish: Comparable to Australian English, Hygardish is the common tongue of the fair-skinned demographics living in Hygard.

  • Divazwun: Roughly meaning "[Good/correct] speech", Divazwun is the language of the Nerakans. Devazwun is part of a dialect continuum that extends all the way into the Yek'sik empire - someone from northern Yek'sik and someone from the territory of the Manu may be able to convey some basic information to each other, though they wouldn't be able to hold an actual conversation. (Think someone speaking Castilian Spanish trying to talk to someone speaking Parisian French.) There are significant regional differences between the dialects of Divazwun spoken in the west, in the east, in the south, and by the Children. By far the most alien is the Dejak Nesh dialect, which has significant Aedasir and Koinoic influence and is barely intelligible to someone from Oida territory. Nerakans refer to all other languages as "Aus-Aush", an onomatopoeia meant to sound like the languages of Pheonixia and Liang, which also has connotations of "nonsense" and "primitiveness"
    Some Divazwun words:
    Nish/Nesh: "place", a permanent settlement, a city
    Deva/Diva: Good, correct, holy
    Nita: Mountain
    Eyen: Son, male child
    Deti: Daughter, female child
    Ayan: Children, descendants, a specific culture or people
    Azhi: Dragon, sea serpent
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Currency:

  • Coins: The Bank of Arca produces 3 types of coins; Copper, Silver and Gold. 10 Copper coins is the equivalent of 1 Silver coin. 100 Silver coins is the equivalent of 1 Gold coin. This form of currency is common in all regions of Aarde and foreign banks also produce coins.
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Aea

Kingdom of Arcanus: A kingdom that encompasses the upper north of Aea, its powerful military and diplomatic leverage ensures its dominance in geopolitical spheres. Its national religion is Asignism and the nation's religious head, the Patriarch of Asigna, wields a large amount of influence alongside the King.

Kingdom of Aratas: The Kingdom of Aratas was founded in the year 199 CE and is predominantly Asignist nation with the King recognized as a monarch whose power was bestowed upon by Asigna himself. A strong system of education and healthy domestic policies defines the Kingdom of Aratas.


Kingdom of Grenadiere: Grenadiere is a land of fertile fields and bounty, with the nobility enjoying decadence afforded to them by the shipping trade. Unlike its closest neighbors, the Kingdom adheres to a religion that worships 2 deities. The Kingdom's culture places chivalry and honor atop pedestals and its peoples are protected by their Knights and intelligence organization.


Grand Duchy of Aragos: Formed as a sort of buffer state between Arcanus and the lower countries, Aragos has grown into a minor power on Aea in recent times. A predominantly Asignist nation, the Duchy enjoys healthy trading with other states and their wealth allows them to be impartial to the geopolitics of its neighbors. Although with their common history with Arcanus, and being their closest neighbour, they are mildly preferential to the kingdom to their North.


The Murabad Sultanate: A loose confederation of fifteen states, the Murabad Sultanate is a powerful nation that resides within the deserts of Aea. The nation's religion is a much more conservative form of Asignism, commonly known as 'Murasigna'. A culturally rich civilization, the Sultanate's influence on the rest of Aea cannot be denied.


The Sun-Kingdom of Arquor: A great kingdom located in Southern Aea, Arquor is a land where the people worship a pantheon of gods. most of whom are linked together by familial bonds. Like other Aean societies, the Kingdom is highly segregated into a class system and boasts a massive military.


Hygard

House Vastorith:: House Graves was once a respected house like most others...until Harold Graves poisoned his father and took his mother as his wife while usurping the house. Their petty infighting allowed the dragon Vastorith to arrive and hold the House hostage, watching as it transitioned from House Graves into House Vastorith. From atop a throne of coins and gold and countless riches, Vastorith watches the family quarrel and indulge in hedonism and tear itself apart, knowing very well that he has manipulated one of their own into encouraging this chaos.


Clan Shinonono :: A powerful clan amongst the clans that reside in the southwestern mountains of Hygard, Clan Shinonono boasts a rich history that dates back over 2000 years. The territory they live in is contested by other clans of the same ethnicities and it is by their power that they maintain the balance of power in the lands.


House Griffonguard: The Griffonguards hail from a small but prosperous port town in Ferra called Hascona Landing. Their family was descended from a clan of great warriors, and so they had followed suit, being mostly mercenaries and adventurers. Their prosperity was soon ended when Mahhild Griffonguard slew the Prince of Hascona's son in a duel, and they were forced to flee to Hygard, establishing the settlement of Stormmount, which was populated by the Griffonguards, who acted as the settlement's government, their servants, guards, and allies. Eventually, the settlement grew rich from trade with Hasconan merchant princes, even though the official prince of Hascona was still raging about how the Griffonguards escaped him. Meanwhile, the settlement of Stormmount grew into a large city, with several other smaller settlements supporting it. Finally, Gillebertus Griffonguard named himself Teryn of Stormmount, and founded the Bannorn, a collection of smaller towns and named several of his closet allies and family members Banns. Finally, he created the Arling of Westguard, and named his son, Hotch Griffonguard the Arl, making him the second most powerful person in the Terynir of Stormmount.


Ferra

The Nerakan Confederation: The Nerakan Confederation is a tribal confederation comprised of four peoples - The Manu, the Oida, the Jekar, and the Avra. The Nerakans have no written record. Instead, shamans memorize history, law, medicine, and religion, and recite them in the form of poetry and song. They are a very powerful and culturally enlightened state despite their supposed barbarity and their warriors gained global renown after their daring Sack of Alais, the former capital of Acarnus.


The Yek'sik Empire: The Yek'sik Empire is a large nation on the southwest coast of Ferra. The Empire is a dual state, composed of the Northern Clans and Southern Cities. The Southern Cities are eight large urban centers, each a haven of commerce, learning, and trade. These eight cities democratically elect eight Governors, who elect a head governor (known as the Merchant King). While the cities hold the vast majority of wealth and the majority of the population, their only military assets are the Kharguard, which are a small dedicated force of guardsmen. The other half of the Yek'sik Empire is the Northern Clans: a vast menagerie of pastoral clans. The Northern Clans are led by the Great Khan (head of the most powerful alliance). These northern citizens compose the vast majority of the Yek'sik military, known as the Golden Horde. The two provinces have a symbiotic relationship - the North exports grain, maize, and livestock to the South, while the South exports iron and other craft goods to the North. Their dominant faith is the Yesignan church, which is a hybrid of tribal beliefs and the Asignan Church. However, in recent years, the relationship between these two provinces has begun to deteriorate.


Kingdom of Halralda: Culturally, the Kingdom of Halralda is a blend of two distinct people groups; those who had inhabited the Halraldan mountains - the Nordlige - and those of the eastern plains - the Klarstrogoth. These two cultures were brought together hundreds of years ago in the War of Ascension, when the then Nordligean king, Ásketill Þórgísl, was able to defend his claim to the throne of Wentenia; a kingdom formed by the Klarstrogoths. Ásketill then founded the Kingdom of Halralda - clearly named after the mountains from which the Nordligeans reigned from, an evident sign of Nordligean dominance over the Klarstrogoths. As of 1101, the Kingdom of Halralda is home to burgeoning trade economy, with manufactured goods such as leather, ales and fabrics being transported to other Kingdoms and Duchies along the Velea Ocean in exchange for more raw materials or simple bullion. Halralda keeps good relations with neighboring kingdoms. However, the powerful kingdom is ready to defend its claims whenever forced. Currently, there is a growing Wentia independence movement out of Southumblandet, a Duchy carved out of the former Wentian Kingdom by the Nordligeans hundreds of years ago.


The Ironstone Kingdom: The Ironstone Kingdom is a feudal monarchy situated on the Ironstone Islands and a small part of Northern Ferra. Its people are hardy and cruel, living a life of manual labour on the waves or in the cities. Noble boys are trained from childhood in the art of naval combat, with many choosing to be marines, and a few manning the Air Fleet. Those not of noble birth are sailors pressed into their Lord's service or fishermen who want some more adventure. The Politics of the realm is dominated by the three major houses, House Vithast of the White Fort, House Fortvivlan of the Bone Keep, and House Vengeily of the Golden Keep. The Vithasts are honourable Lords of the icy shores, the Fortvivlans are skilled mariners and pirates who sit in the Ironstone Keep as Kings, and Hosue Vengeily is a pack of scheming spiders who plot for their benefit. The people of the Islands follow the religion of the Great Sea Serpent.


The County of Argonvost: Under the faith of Argonvostian Asignism, Argonvost is a nation with cultural influences from Aea. A highly cultured and intellectual nation, Argonvost has been devastated by war in the past and its people have grown weary of it. Located in the geopolitically hot continent of Ferra, Argonvost hosts a modern and well-equipped military that strives to defend the state from all threats.


Kingdom of Resdayn: Resdayn is an ancient nation, with genealogical records tracing the oldest lineages back over a millennia. What was once a small city-state has spread across the Resdayn Peninsula to form a kingdom. Resdayn is a feudal nation built upon a series of extended families called houses. The population of Resdayn practices ancestor worship. The belief is that gods have never seen fit to aid the Res, but all that they have accomplished they have accomplished themselves.


Uratos

The Kingdom of Gyrcant Bay: The Gyrrhic people have remained independent for much of history in their present state on the shores of the Gyrcant Bay. The sixteen Gyrrhic clans permeate much of society, with the nation itself being run electively. Ruling from the capital of Pelitathi, a grand city of religious and cultural significance, the Kingdom is the unitary authority for all Gyrrhic people, discouraging dissent. The Gyrrhic people are skilled shipwrights and sailors, with their most elite units all being polearm-using infantry, and who venerate their ancestors in grand mausoleums which dot the country.

The Ashen Empire: A nation of a proud peoples, the Årgins, the Ashen Empire is a powerful state situated in Northern Uratos. Their national religion is Ashyean Ukkoism which has its own pantheon of deities. They have been historical rivals with the Kingdom of Gyrcant and seek to establish itself as a global power over the Kingdom of Arcanus. Backed by a powerful mercenary force known as the Steel Legion and their mysterious Order of the Phoenix, the Ashen Empire is a force to be reckoned with.


Oros

Nise Matati Kisitti Qatiya: Nekhur is a cosmopolitan society comprising of a variety of peoples, religions and customs. One of the oldest civilizations in Aarde's history, this nation is incredibly powerful in Oros and has even extended to hold territory in Aea.


The Wyrnetyr Dominion: Wyrnetyr is a semi-feudalistic, highly militaristic society that inhabits the valleys and forests of South-eastern Oros. Due to being surrounded by high the high peaks of the Gwynbrig mountain range and a sea that freezes over most winters, Wyrnerians have kept themselves fairly isolated from the rest of the World, having limited trade with Koinon and Nekhur over summer. Thus, they have been left somewhat weary of strangers and a fairly homogenous people, most of them having pale skin and dark eyes and hair.


Islands

Koinon Ekató Nisión: The Koinon is a cosmopolitan state, spanning numerous different islands, cities and landmasses each with their own dialects, cultures and traditions. The Koinon is a confederation of many self-governing towns and cities, each with their own distinct form of government ranging from peasant democracies to merchant oligarchies to feudal aristocratic monarchy. Each member of the Koinon sends a single Praxos to the capital, Drakainapolis, where internal disputes within the Koinon are settled and matters of external defence when relevant are discussed before the Drakina Regenta, who has the final word in such meetings, but normally rules with the option supported by the majority of the Praxos present. The Drakina Regenta is the head of the Ordia Drakina, a holy order that rules the city of Drakainapolis and, supposedly, is responsible for tending to the dragon Drakina, which the order claims to be a living god and an oracle and which lives deep in the island's interior. Drakina has not been seen for centuries, but she supposedly still issues instructions and gives prophecies through the Ordia Drakina.


The Confederation of the Free City-States: The Confederation is a mercantile, seafaring nation focused on trade, culture, science, and the arts more than military might. The Bank of Ferrara was one of the first banks in the world and helped pioneer the concept of modern finance as it is currently understood, eventually even giving out loans to entire nations and making their wealth off of interests. The port city-states of Ferrara and Romagna are bustlings hubs of international trade, drawing people from all over the world and its markets filled with all sort of oddities and treasures.


The Free Haven of Illea: A Home for Seafarers and a Port for Traders, and also a Haven for Pirates, Smugglers, Outlaws, and the Exiled- Illea is a nation of laws and a thassalocracy in a sense and while it gives safety to exiles, criminals and the like, it is not a squalorous den of crime and villainy. Illea maintains its own government and bureaucracy and laws that actively works to keep the city in order. A City of Artisans, Innovators, Intellectuals, and Entrepreneurs- Many who make Illea home include the skilled craftsman, inventors, philosophers and scientists, as well as ambitious entrepreneurs who for some reason or another, found themselves on the shores of Illea, now free to make or say as they wish without risk of punishment by a king. A Land of the Free, there are no slaves or serfs in Illea, and the only lords are those chosen. All adults, man or woman, are given the freedom to vote in the Illean Assembly and no person has the right to own another. Laws in Illea are made by the people of Illea.





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Last edited by V A N Q U A R I A on Sat Jun 08, 2019 1:11 am, edited 46 times in total.

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Inoffensive Centrist Democracy

Postby V A N Q U A R I A » Wed May 22, 2019 5:33 am

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Aean

House Esic
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House Bramm
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House Clarifont
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House Argenta
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House Lancelet
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Hygardish

House Vastorith
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Clan Shinonono
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Dakuzaku Mercenary Clan
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House Griffonguard
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Ferra

The Children of Manya
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House Guðfriðr
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The Golden Horde
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House Velonth
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House Fortvivlan
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Uratos

Clan Hais
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Oros

House Telipinu
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The Tempest Entente:

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A Confederation of Pirates and Smugglers based around the laws created under the Concordat and led by a member elected by the body of the Entente, currently held by 'The Ghost' Auron. The Tempest Entente members swear that they will not attack another Entente members, who bear the Spear plunging into the Sea Serpent banner, nor any Illean ships and will pay a tithe to the Entente yearly which helps fund the organization and the city of Illea. In exchange, permanent port and housing rights in Illea without expense, meaning safety. Discounted rates for construction, upgrades, and repairs of ships, lowered trade taxes for goods being sold in Illea. Also the ability to nominate yourself and others as well as vote for the next Typhon King. The Typhon King, being the leader of the organization can call the Entente together in a moot to take a joint action as a confederation or to unite in a fleet for certain circumstances.


Ordia Drakina:

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The Ordia Drakina has two main functions; firstly, it is the ruling body of the city of Drakainapolis, and secondly, it is responsible for tending to the dragon Drakina, who supposedly lives in the central chambers of the large temple complex in the middle of the city. The Ordia has several other functions, including training priests and missionaries, the creation of holy manuscripts and Pyr Drakina, the protection of Drakina and Drakainapolis, the recording of prophecies given by Drakina, electing the Drakina Regenta from its ranks and seeking out new knowledge for Drakina.


Order of the Dragon:

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The Order of the Dragon are a secretive gathering of warriors established 120 years ago, specialising in slaying, capturing, or taming large beasts. They are renowned throughout the world as truly ferocious warriors capable of going toe to toe with even the most powerful of creatures; the likes of which no other would even attempt to fight. Nations incapable of fending off such creatures often seek the aide of the Dragon Order, who offer their services for cheap in return for a majority of the hunt. Members of this order are trained from the age of 5, usually born into or adopted by the order to serve their cause til the day they die. A cause still unknown to those outside the order, the few deserters either dying off or refusing to speak. By the time one reaches 20, they become a full fledged order warrior, granted a white sash, equipment, and skills to deal with almost any foe.

While it is not known how, the order manages to outfit every member with a set of dragon scale armour, along with standard half-plate and gambeson. These dragon scales are rumoured to come from an imprisoned dragon within their main and only stronghold, Jibari Keep. Despite this, nobody has been able to sneak inside to prove it. Such scales are tremendously valuable, capable of shrugging off arrows and heavy blows, resisting high temperatures and naked flame, all for a quarter of the weight. The order also uses these scales for its arrows, spear tips, and a whole variety of other weapons. The only way to acquire a set of their unique gear is to pry it off their dead bodies, because you can be sure they won't give it to you willingly.

Ranking within the order is indicated by a coloured sash on their shoulder, based on the number of successful hunts one has partaken (10 White, 50 Red, 100 Blue, 300 Black). From Red to Black it could take as long as 25 years. The governing structure of the order rules under a single Grand Master who appoints 4 Commanders, responsible for controlling separate groupings of the order when split across the continent. As the order lacks certain resources, they frequently visit other realms to gather appropriate supplies, selling their services. Making sure to never raid or steal. Even so they are, for the most part, entirely self-sufficient.



Versyan Volet/The Seabound Company/The Gyrrhic Company:

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The Versyan Volet is a company of pikemen known for their complex and effective battle formations, decent hand-to-hand skill, and ability to "get the job done", so to speak. They can be quite intimidating, as they tend to call and response on the battlefield, with one of sixteen captains shouting an order and the entire unit following that order, shouting their comprehension. They can be effective against cavalry or infantry, and enjoy their reputation.


The Order of Knives:

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Aarde's premier intelligence organization, it was established after the sacking of the Kingdom's former capital by a Nerakan warhost. Its predecessor was an organized spy network under the direct jurisdiction of House Esic but the current incarnation has been heavily militarized. Much of the Order's intelligence network is composed of human intelligence sources that are not aware of what the Order even is. The organization's core, however, is composed of elite warriors who possess advanced fieldcraft skillsets. These agents operate as spies and assassins for the King of Arcanus, and are highly versatile in their operational capabilities, making them the deadliest weapons the Kingdom possesses. It is the Order of Knives that maintains the illusion of overwhelming Arcan military superiority for the agents of the Order project Arcan influence to all corners of the known world.


The Order of the Sword:

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The Order of the Sword is a secretive organization begun eons ago by a mysterious group of swordsmen. Their purpose is simple to understand yet their task is the hardest in the world. They have no home nor stronghold. Members of the Order are wanderers of the world, never ceasing in their travels until old age steals their strength and they are forced to appoint a successor to their position in the Order. There are only 5 members in the Order and each one of them differs from the next. The one thing they have in common is their purpose. And that purpose is to protect a legendary artifact from ever falling into the hands of those that are unworthy of its power.



Last edited by V A N Q U A R I A on Wed May 29, 2019 2:39 pm, edited 11 times in total.

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Inoffensive Centrist Democracy

Postby V A N Q U A R I A » Wed May 22, 2019 5:34 am

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c. 3400 BCE - First evidence of proto-Murabadians in the Great Desert. In later periods, these proto-cultures would demonstrate a proclivity for advanced agricultural techniques.


c. 3000 BCE - Beginning of pre-dynastic Nekhur. Nekhur begins to record their history in written records.


c. 2900 BCE - Emergence of Murabadian camel caravans throughout Aea.


c. 2700 BCE - Estimated foundation of Asignism in the Great Desert. Naghabad rises to political, religious and economic prominence within Aea, being a centre of trade, religion and a political centre for the Great Desert region.


2674 BCE - Battle of the Brown Lake, where the militaristic rise of Naghabad comes to a halt. The Sea Confederacy would later rise to challenge Naghabadi dominance in the region.


2582 BCE - Dar-es-Salaam founded on the site of a former Hamidi stronghold.


c. 2500 BCE - Beginnings of the teachings of the Herald, and the foundation of the Murasignist faith. Emir Sulaiman Rashidi begins a holy war for Aea to drive out infidels and spread the Murasignist faith. Within 32 years, the desert was united by Sulaiman.


2455 BCE - Beginning of First Dynasty in Nekhur. Following this would be the Second and Third Dynasties.


c. 2450 BCE - Approximate date of the completion of the Dome of the Stone in Sultanabad, a holy place in Asignism and often considered one of the Wonders of the World.


c. 2000 BCE - Approximate foundation of the Order of Gravekeepers in the Gyrcant Bay as a priestly order.


1904 BCE - First Intermediate Period in Nekhur, allowing newer states to flourish as war between the older ones broke out.


c. 1900 BCE - Dravos the Dreamer begins preaching his doctrine of the Heavenly House across the petty Kingdoms of the Arquori.


1843 BCE - Beginning of Fourth Dynasty in Nekhur. Throughout this period until the early Seventh Dynasty, Nekhur would see a major period of expansion.


c. 1400 BCE - End of the Legendary Era of the Gyrcant Bay, with the Act of Unity, formally uniting the bay into the Kingdom of Gyrcant Bay and beginning the Legal Era.


1305 BCE - The Later Seventh Dynasty period. This era would see a lessening on Nekhur's power within the region. This would culminate in the Second Intermediate Period after the fall of the Ninth Dynasty.


1005 BCE - The Tenth Dynasty in Nekhur, founded from a Kisharite rebellion, begins in this year. This would form Nekhur into an identifiable entity and a major Empire.


c.1000 BCE - Fabled Origins of Clan Shinonono


c. 950 BCE - End of the Legal Era in Gyrcant Bay with the gradual centralisation of power within the office of King. Beginning of the Despotic Era.


c. 911 BCE - Approximation of the birth of the dragon Drakina.


c.750 BCE - Beginning of religious infighting and holy war in the clans of the Sekai Passing.


694 BCE - Formation of the first Koinon, an alliance formed to fight the incursionary forces of Nekhur. Around this time, the dragon Drakina joined the Koinon forces.


593 BCE - Third Intermediate Period begins in Nekhur after a period of civil war.


c. 510 BCE The beginning of a great cataclysm on the eastern islands of Hygard - marked by death, famine, war, and general chaos - believed by the scholars of those that migrated from these islands - the ancestors of the modern day Fortyg - to be caused by dragons from Hygard. Led to the settling of the Ironstone Islands and was a major factor in the confederation of the City States in the Islands between Ferra and Uratos


682 BCE - Beginning of a period of peace within the Koinon.


465 BCE - Formation of the Eleventh Dynasty in Nekhur, which continued the chaos present in the intermediate, and continued to the Seventeenth Dynasty.


454 BCE - Koinon - Siege of Phoena by Nekhur, ending the centuries-long era of peace and beginning the High Koionic Period.


423 BCE - Foundation of House Whiteford in Aratas. It is possible that their history lays in Uratos rather than Aea. They styled themselves 'Storm Kings', and came to odds with other clans in the region.


c. 330 BCE - Approximate formation of House Redwood in Aratas.


c. 320 BCE - Approximate formation of House Clarifont in Aratas.


320 BCE - Ambush at the Red Wood, where House Whiteford ambushes various nobles meeting to conspire against them.


317 BCE - Beginning of major Redwood incursions into House Whiteford lands in Aratas. These attacks would result in victory, and the ascent of House Redwood into prominence.


c.300 BCE - Death of King Malaras Naesh of the Gyrcant Bay. Beginning of the Stewards' Era in Gyrcant Bay.


220 BCE - Desert tribe incursion against the until-then largely unchallenged House Clarifont. War ended with the Battle of Dundale, where a joint Clarifont-Whiteford army defeated the southern invaders. This would bring approximately 300 years of prosperity to Aratas.


3 CE - Koinon Ships reach Hygard, according to the writings of Massias of Boralis.


52 CE - End of the Clanlords' Strife in the Gyrcant Bay, resulting in the beginning of the Reformation Era.


59 CE - Unification of the Arquori Kingdoms under Vinar Bartalos. The Bartalic Dynasty would engage in a campaign to normalise both Arquori culture and the faith of the Heavenly House.


100 CE - End of the Time of no Kings in Resdayn, with the foundation of the City of Res and the rise of the Turothi Kings, beginning incursions against northern lords.


c. 152 CE - Completion of the Temple of the House Triumphant in Aroden, often considered a wonder of the world.


190 CE - House Whiteford in Aratas amasses an army and civil war breaks out in Aratas.


199 CE - Formal unification of Aratas, with the defeat of House Whiteford and the subsequent vassalage of both House Whiteford and House Redwood to House Clarifont.


201 CE - End of the rule of House Bartalos in Arquor. Duke Bryan Rhydderic would eventually take control of the Kingdom.


211 CE - The Dolghars are defeated by the Arquori, and the Dolghar capital is razed.


232 CE - Formation of House Velonth in Resdayn. Construction would begin on their capital, Velonthi Aln, which would be completed six years later.


253 CE - Shinka Reformation within the Sekai Passing, bringing an end to the infighting, bringing all into the hegemony of the Shinya Clan.


280 CE - End of the Rhydderic Dynasty of Arquor, causing the rise of House Hostar. The Hostaric Dynasty is remembered for a period of golden age where infrastructure and art saw massive development.


294 CE - Fourth Intermediate in Nekhur, which was caused in no small part by Koinon mercenaries, who set themselves up as petty Kings.


391 CE - Beginning of the Eighteenth Dynasty in Nekhur, resulting in renewed offensives against the Koinon, continuing into the subsequent dynasties.


c. 400 CE - First records of the existence of the Kingdom of Grenadiere.


421 CE - Loss of the island city of Hyre by Koinon, ending the High Koionic Period and beginning the Kingdom of Arceia's period of hegemony over the Koinon, often referred to as the 'Arcean Empire'.


432 CE - Rise of Chifuyu Shinonono, decentralizing the power of the Shinya Clan.


445 CE - Death of Vala Toroth in Resdayn, beginning the Time of the Saari Kings. This era is known for peace and cultural development in Resdayn.


c. 500 CE - By this point, House Lancelet are Dukes of Chevalier within Grenadiere.


501 CE - Death of Chifuyu Shinonono.


501 CE - Beginning of Koinon campaigns against Nekhur to retake land formerly lost.


529 CE - Settlement of the Ironstone Islands by the Fortyg.


541 CE - In Gyrcant Bay, rise of King Sirenas Leth, who gave more powers to the Clanlords, beginning the Feudal Era of Gyrcant Bay.


c. 570 CE - Ragnar "The Bloody" Vengeily begins a campaign of bloody raids against the Confederation.


585 CE - End of the rule of the Hostaric Dynasty in Arquor. The Khalmiric Dynasty quickly gained power, and embraced religious zealotry within their reign.


590 CE - House Clarison, a branch of House Clarifont of Aratas, begins its ascent to prominence.


632 CE - The Royal Schism begins in Aratas - House Clarifont splits, with numerous cadet dynasties placing their own claims to rule. Eventually, the Loyalist forces of House Clarifont defeat most of the insurgents, causing a period of relative peace to continue into the future.


c. 635 CE - Founding of the Sun-Empire of Arquor from the previous Sun Kingdom, seeing expansion and advancement.


650 CE - Founding of the Warrior Poets Society by Prince Tarva Saar of Resdayn.


671 CE - End of the last major Koinon campaign against Nekhur in the Arcean Period.


689 CE - Beginning of the Chinmokunoto/Jizhisheng era in the Sekai Passing, for the most part an era of peace within the clans.


696 CE - Battle of Onis - Drakina led the Koinon fleet to victory against the Arcean fleet, obliterating their military. In the next year, Arcean hegemony over the Koinon would be at an end, beginning the Modern Koionic Period.


700-750 CE - Period of religious unrest in Arquor, where the perceived decadence of the Arquori nobility causes many priests to rise up in revolt.


761 CE - The Year of the Five Suns in Arquor, with five claimants to the title of Sun-Emperor all being overthrown in quick succession. The Sun-Guard auctioned off the throne to the highest bidder during this year. This would begin the period known as the Century of Blood, a massive civil war in Arquor.


c. 800 CE - Kingdom of Grenadiere devolves into a twenty-year strife.


c. 800 CE - Foundation of Agonvost.


c. 820 CE - Kingdom of Grenadiere united in a war of conquest by King Ilyn Lancelet. The Lancelet Dynasty after this point brought a relatively stable era to the Kingdom, which has continued to this day.


c. 820 CE - Approximation of the birth of the dragon Solthyme.


c. 840 CE - The Red Plague in Resdayn wipes out the Saari line of Kings.


845 CE - Century of Blood ends, with the Spyric Dynasty reuniting a far smaller Kingdom of Arquor. This era would focus on rebuilding after the war and expanding the bureaucracy.


849 CE - Recovering from the Red Plague, Resdayn elects the Velonthi as Kings, beginning an era of reform in Resdayn.


c. 856 CE - Approximation of the birth of the dragon Vastorith.


895 CE - Beginning of the Twenty Second Dynasty in Nekhur, continuing to the present.


c. 900 CE - Expansion of Agonvost, building churches and cathedrals in the region. Period of 40 years' peace.


903 CE - Assassination of the Yekken Khan, leading to the ascension of Otgon the Great and, eventually, the formation of the Yek'sik Empire.


932 CE - War of the city-states in Northern Aea eventually cease after a mass murder during negotiations for a truce now known as the Bloodbath of Peace. House Esic attains dominance over the realm and establishes the Kingdom of Acarnus.


c. 940 CE - Beginning of the 20 Years' War in Agonvost. It would end in victory, bringing territorial expansion.


c. 950 CE - Grand Duke of Aragos killed, setting off a civil war, culminating in the youngest of House Argenta assuming the throne in 959.


c. 980 CE - Beginning of another war in Agonvost. This war ended quickly, with Agonvost again succeeding.


c. 981 CE - Foundation of the Order of the Dragon in Uratos. The Order began a 12-year campaign of raids against the Kingdom of Gyrcant Bay, but were eventually rebuffed.


c. 987 CE - Founding of House Teller by a merchant ship's captain.


990 CE - Reaffirmation of loyalty from House Bramm of Wolfeshire to House Esic of Acarnus.


c. 990 CE - Mining of dragonbone made illegal in Agonvost.


990-991 CE - Lessening of Clan Shinonono's power over the Clans of the Sekai Passing.


c. 1000 CE - Arrival of the Dragon Vastorith in Hygard after his retreat from Ferra.


c. 1000 CE - Formation of the Dakuzaku Mercenary Clan by Clan Dakuzaku.


1000 CE - A Nerakan warhost from the Children of Manya launch a daring raid across the seas against the Kingdom of Acarnus as a retaliatory attack after it was discovered that the Kingdom and the Bank of Arca was financing their rivals, the Children of Oruns.
The then-capital, Alais, is sacked and the whole dilemma forces King Daeriel to move his capital to the island of Arca.


c. 1050 CE - Trapping of the dragon Solthyme the Undying. Over time, the Order of the Dragon would build Jibari Keep around the sedated dragon, and use her scales for armour and weapons.


c. 1050 CE - Volcano eruption in Western Agonvost, causing catastrophe within the nation.


1055 CE - Founding of the League of Merchants from various guilds on the Ferran coast who united for mutual benefit.


1057 CE - Ascension of King Tedas III Namiroth Kyll in Gyrcant Bay, bringing a short period of the highest levels of international relations seen since the Gyrrhic Legendary Era.


1101 CE - The current year. Kingdoms and Empires have risen up in their respective lands. Royalty comes in all shapes and forms and the dawn of a new century may herald a new age of progress for Mankind. And a new age of darkness.

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CharactersGenderProfessionStatus
Aaron WhitefordMaleDukeALIVE
Aegwyn RedwoodFemaleDuchessALIVE
Alyssia EsicFemalePrincessALIVE
Ander TerricusMaleGrand MasterALIVE
Anna TerricusFemaleCommanderALIVE
Azhi KharosenMaleHigh KingALIVE
Barick RedwoodMaleCommanderALIVE
Castian VerunMaleAssassinALIVE
Charles CreedMaleKingALIVE
Damien LanceletMaleSquireALIVE
DrakinaFemale DragonGod-EmpressALIVE
Desas Tedoth KyllMaleKnightALIVE
Edmon ClarifontMaleKingALIVE
Elliot ClarifontMalePrinceALIVE
Elwe VelonthMalePrinceALIVE
Fatima al-HamidFemaleLadyALIVE
Ghenas Yukoth LethMaleClanlordALIVE
Gustav MittosonMaleKnightALIVE
Hamadas Yulekoth NaeshMaleClanlordALIVE
Hatun KarindetiFemaleChiefALIVE
Ibrahim al-RashidMalePrinceALIVE
Inaros MelodusMalePirateALIVE
Jafar al-RashidMaleKingALIVE
Josack WhitefordMaleLordlingALIVE
Kasta the ShamanMaleShamanALIVE
Kazusa AragakiFemaleMercenaryALIVE
Leofwine BrammMaleLordALIVE
Lyaera ClarifontFemaleCrown PrincessALIVE
Matthias HorvathMaleCommanderALIVE
Olamas Sharikoth KheynMaleClanlordALIVE
Oswinn BrammMaleHigh PriestALIVE
Paxter LanceletMaleKingALIVE
Scott EsicMaleCrown PrinceALIVE
Serina Devastin-YorkFemaleBodyguardALIVE
Simurg SimurgdetiFemaleChiefALIVE
Sofia al-RashidFemalePrincessALIVE
Solthyme, the UndyingFemale DragonPrisonerALIVE
Sybelle WhitefordFemaleDameALIVE
Taelyn RedwoodFemaleLadyALIVE
TalarasMaleHigh GravekeeperALIVE
Taga Yulekoti NaeshFemaleConsortALIVE
Tedas Namiroth KyllMaleKingDEAD
Teryn Ernaut GriffonguardMaleKingALIVE
Tenoch KetbogeMaleGreat KhanALIVE
Theras Bestanoth HaisMaleClanlordALIVE
Toyohi TonboMaleMercenaryALIVE
Vacardas Olamoth KheynMaleSwordsmanALIVE
Wilking Coarek-DominaMaleLord ChancellorALIVE
Varii VelonthMaleKingALIVE
Vastorith, the DespoilerMale DragonLordALIVE
Yuan AikoFemalePirateALIVE
Zavenas Farshoth BalvMaleClanlordALIVE


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The Game of Thrones: Every mortal possesses their own goals and desires. Ambitions are high and every man and woman involved in this game seek their place amongst the legends of the past. Yet, the game of thrones is a game not just of war, though war plays a big part, but also of politics and religion. The faiths of man are many and all adherents strive for their faith to reign supreme amongst the multitude of pantheons. Fanatical worship of deities can either lead men into a life of greatness or sink them down into the depths of darkness, screaming out their god's name as they smite those they deem the heretic. Politics drives men and whether it is loyalty to one's people, materialistic greed, or a lust for power, the game is the same for all. And in this day and age, politics and murder are never far from each other.


The Quest of Myth: The Order of Knives has uncovered a series of ancient texts that refer to the existence of legendary artifacts within Aarde. A man by the name of Castian Verun has been appointed by the most powerful men in Acarnus to pursue the clues offered by recorded history. Whether it is the blind chase of man for something that does not even exist in the first place or the mission to reclaim humanity's most ancient mysteries remains to be seen. With limited resources and a need to maintain a veil of secrecy even amongst other members of the Order, Castian nonetheless intends to see out this quest and uncover the truth behind the myths. The journey is one fraught with extreme danger...and not just from humans...


Travellers of Aarde: The world is vast, much of it is uncharted and subject only to imagination. Travel is a privilege afforded to those who can afford it and a commoner born in one part of the world may never meet another commoner born across the seas. That is what makes those individuals whose passion is to explore and see the world for themselves all the more extraordinary.


The Shadow War: The advent of the powerful Order of the Knives has cemented Acarnus's power both in Aea and Aarde. Rival organizations such as the Order of the Phoenix challenge the Knives dominance in geopolitics. This is a world of spies and assassins, where covert methods prevail over direct methods and where cowardice can be a weapon. The Shadow War is an integral part of the Game of Thrones but it is also separate from the game played by kings and queens for there are more behind the scenes than just crowns...

Last edited by V A N Q U A R I A on Fri Jun 14, 2019 4:36 pm, edited 36 times in total.

User avatar
V A N Q U A R I A
Chargé d'Affaires
 
Posts: 368
Founded: May 11, 2019
Inoffensive Centrist Democracy

Postby V A N Q U A R I A » Wed May 22, 2019 5:34 am

Image

Image

Lens of an Individual: Players should roleplay as a character instead of the nation itself. A king and his lord may experience the same things but view them from different perspectives. This is a character-driven roleplay after all.


Worldbuilding: Everything in an app shall be inputted into the map. This includes nation name, castles, and towns. Be as detailed as possible.


Events: Major events affecting the world will occasionally appear. This may be the sudden strike of illness upon a figurehead or a natural disaster. How characters deal with those events is up to them of course.


Status Quo: Nothing remains the same. People die, currency falls in value, etc. Every community of peoples will have their own set of domestic issues to contend with from a stagnating economy to even a conspiracy to kill the king. Not to mention the presence of foreign nations with their own agendas.


Writer's Freedom: Players are allowed to roleplay as individuals of another player's kingdom. These can range from servants to soldiers to even members of government and the only exceptions would be the other player's own established characters. This adds depth and human nature to the world.


House Application
Code: Select all
[align=center][img]INSERT HOUSE BANNER[/img][/align]

[hr][/hr][size=110][b][u]Essential Details[/u][/b][/size][hr][/hr]
[color=#80BFFF]◆[/color][b]Name of House:[/b]


[color=#80BFFF]◆[/color][b]Leader:[/b]


[color=#80BFFF]◆[/color][b]Family Members:[/b]


[color=#80BFFF]◆[/color][b]History:[/b]


[hr][/hr][size=110][b][u]Assets[/u][/b][/size][hr][/hr]
[color=#80BFFF]◆[/color][b]Home:[/b] (Castle or stronghold which the house resides in)


[color=#80BFFF]◆[/color][b]Military Strength:[/b]


[hr][/hr][size=110][b][u]Relations[/u][/b][/size][hr][/hr]
[color=#80BFFF]◆[/color][b]Allies:[/b]


[color=#80BFFF]◆[/color][b]Rivals:[/b]





Nation Application
Code: Select all
[align=center][img]INSERT%20RULING%20HOUSE%20BANNER[/img][/align]
(Delete all parentheses - like this one for a start!)
[hr][/hr][size=110][b][u]Essential Details[/u][/b][/size][hr][/hr]
[color=#80BFFF]◆[/color][b]Name of Realm:[/b]


[color=#80BFFF]◆[/color][b]Rulers:[/b]


[color=#80BFFF]◆[/color][b]Culture:[/b]


[color=#80BFFF]◆[/color][b]Religion:[/b]


[color=#80BFFF]◆[/color][b]History:[/b]

[hr][/hr][size=110][b][u]Assets[/u][/b][/size][hr][/hr]
[color=#80BFFF]◆[/color][b]Resources:[/b]


[color=#80BFFF]◆[/color][b]Strongholds:[/b] (If it is a castle, the castle will have its own ruling house which you'll have to detail including locations)


[color=#80BFFF]◆[/color][b]Towns:[/b] (Name and detail locations of towns)

[hr][/hr][size=110][b][u]Military[/u][/b][/size][hr][/hr]
[color=#80BFFF]◆[/color][b]Military Commanders:[/b]


[color=#80BFFF]◆[/color][b]Military Strength:[/b]


[color=#80BFFF]◆[/color][b]Special Troop:[/b] (Realm's best military unit, can be a bodyguard unit or spy unit)

[hr][/hr][size=110][b][u]Diplomatic Relations[/u][/b][/size][hr][/hr]
[color=#80BFFF]◆[/color][b]Allies:[/b] (You can leave blank and fill in later)


[color=#80BFFF]◆[/color][b]Rivals:[/b] (You can leave blank and fill in later)


[hr][/hr][size=110][b][u]Other Information[/u][/b][/size][hr][/hr]
[color=#80BFFF]◆[/color][b]Location:[/b] (Name continent nation is on and be specific)





Character Application
Code: Select all
[align=center][img]https://i.imgur.com/mS0p6sP.png[/img][/align]
(Delete all parentheses - like this one for a start!)
[hr][/hr][size=110][b][u]Essential Details[/u][/b][/size][hr][/hr]
[color=#80BFFF]◆[/color][b]Name:[/b]


[color=#80BFFF]◆[/color][b]Appearance:[/b] (Image or link to image please)


[color=#80BFFF]◆[/color][b]Age:[/b]


[color=#80BFFF]◆[/color][b]Gender:[/b]


[color=#80BFFF]◆[/color][b]Sexuality:[/b]


[color=#80BFFF]◆[/color][b]Build:[/b]

[hr][/hr][size=110][b][u]Legacy[/u][/b][/size][hr][/hr]
[color=#80BFFF]◆[/color][b]Allegiance:[/b] (Who is your lord or king)


[color=#80BFFF]◆[/color][b]Profession:[/b]


[color=#80BFFF]◆[/color][b]Background:[/b]


[hr][/hr][size=110][b][u]Beliefs[/u][/b][/size][hr][/hr]
[color=#80BFFF]◆[/color][b]Religion:[/b]


[color=#80BFFF]◆[/color][b]Motivation:[/b] (What drives them to wake up?)

[hr][/hr][size=110][b][u]Personal[/u][/b][/size][hr][/hr]
[color=#80BFFF]◆[/color][b]Likes:[/b]


[color=#80BFFF]◆[/color][b]Dislikes:[/b]


[color=#80BFFF]◆[/color][b]Hobby:[/b]






Place Application
Code: Select all
[align=center][img]INSERT IMAGE OF PLACE[/img][/align]
(Delete all parentheses - like this one for a start!)
[hr][/hr][size=110][b][u]Essential Details[/u][/b][/size][hr][/hr]
[color=#80BFFF]◆[/color][b]Name of Place:[/b]


[color=#80BFFF]◆[/color][b]Location:[/b] (Image or link to image please)


[color=#80BFFF]◆[/color][b]Description:[/b]






Organization Application
Code: Select all
[align=center][img]INSERT ORGANIZATION SYMBOL[/img][/align]
(Delete all parentheses - like this one for a start!)
[hr][/hr][size=110][b][u]Essential Details[/u][/b][/size][hr][/hr]
[color=#80BFFF]◆[/color][b]Name of Organization:[/b]


[color=#80BFFF]◆[/color][b]Leader:[/b] (Image or link to image please)


[color=#80BFFF]◆[/color][b]Description:[/b]


[color=#80BFFF]◆[/color][b]Assets:[/b]


[color=#80BFFF]◆[/color][b]Relations:[/b] (Relations with other factions chars, etc. Can leave blank)






Creature Application
Code: Select all
[align=center][img]https://i.imgur.com/454wfdz.png[/img][/align]
(Delete all parentheses - like this one for a start!)
[hr][/hr][size=110][b][u]Essential Details[/u][/b][/size][hr][/hr]
[color=#80BFFF]◆[/color][b]Name of Creature:[/b]


[color=#80BFFF]◆[/color][b]Appearance:[/b] (Image or link to image please)


[color=#80BFFF]◆[/color][b]Description:[/b] (Include physical descriptions, traits, breeding habits, natural habitat, etc.)





Image

Last edited by V A N Q U A R I A on Fri May 24, 2019 6:19 pm, edited 2 times in total.

User avatar
Deutschess Kaiserreich
Ambassador
 
Posts: 1486
Founded: Sep 23, 2018
Ex-Nation

Postby Deutschess Kaiserreich » Wed May 22, 2019 5:34 am

Is gunpowder allowed?

Edit: Also, could you give me permissions on discord?
Last edited by Deutschess Kaiserreich on Wed May 22, 2019 5:36 am, edited 1 time in total.
The Deutsches Kaiserreich
The Kaiserriech is an alternative history timeline where Germany won the First Weltkreig. Currently, the Kaiserriech is a Federal Monarchy. Our current leader is Victoria Louise Adelheid Mathilde Charlotte the Second. For more information.
Socialist Minecraft Server wrote:Im thinking about what im thinking about what im thinking
Ethnic Female German living in [REDACTED] (Not comfortable with revealing my identity).

Proud Monarch of the ♔♚IMPERION COALITION♚♔
Retconning lots of lore so expect some non-sensical parts in my factbooks.

User avatar
Satterthwaite
Spokesperson
 
Posts: 177
Founded: Oct 31, 2014
Ex-Nation

Postby Satterthwaite » Wed May 22, 2019 5:37 am

Image



Essential Details

Name of Realm: The Confederation of the Free City-States — Alternative names: the Confederation or the CFCS

Rulers:

De jure: The Most Serene and Holy Archbishop-Prince Ludovico X of Padavia — A twenty-eight year old Archbishop-Prince, Ludovico X Apostolicus had only been serving in the Confederate Navy for about a year when he felt the call of the Church, upon which he promptly turned his back on his position as aide to one of the Fleet Admirals and began to proselytise across the archipelago and even outside of it, heading some missionary assignments in far-off lands. His faith soon endeared him to the common folk and his rising popularity was what propelled him to the position of Archbishop at such a young age, when most Archbishops enter the office in their late thirties or early forties. Upon the death of the former Serene Prince of the Confederation, it was Padavia's turn to inherit the throne, and so it was that Archbishop Ludovico X of Padavia became His Most Serene and Holy Archbishop-Prince of the Confederation.

De facto: The leadership of the Confederation is split between the Tetrarchs, who organise themselves as a Serene Council. The tasks vary from Council to Council, save for the role of Keeper of the Doctrine, which is always reserved for the Padavian Archbishop:

The elector city-states are as follows:
  • the Archbishopric of Padavia
  • the Grand Duchy of Ferrara
  • the Grand Duchy of Minero
  • the Grand Duchy of Monage
  • the Earldom of Helvana
  • the Palatinate of Romagna
  • the Principality of Boca
  • the Principality of Parasiano
  • the Marquisate of Marsilla
  • the Marquisate of Etara


Culture: The Confederation of the Free City-States is a confederation of city states nestled in between the continents of Ferra and Uratos. It is an elective monarchy composed of ten elector city-states with monarchs serving from their appointment up to their death, unless judged incompetent by the Council of Electors. While it purports to be democratic, the Confederation essentially functions as a tetrarchy, with nominal leadership alternating between Ferrara, Padavia, Monego, and Romagna.

The Confederation is a mercantile, seafaring nation focused on trade, culture, science, and the arts more than military might. The Bank of Ferrara was one of the first banks in the world and helped pioneer the concept of modern finance as it is currently understood, eventually even giving out loans to entire nations and making their wealth off of interests. The port city-states of Ferrara and Romagna are bustlings hubs of international trade, drawing people from all over the world and its markets filled with all sort of oddities and treasures.

With the money made off of trade, the Confederation sponsors institutions of learning all across its territory, sometimes even getting into the habit of 'buying off' renowned scholars from other nations by offering them a large income in the Confederation. In effect, this has helped them get the headstart on certain inventions, with their airships being sleek and up-to-date and their rulers well-versed in the seven liberal arts. The Confederation also boasts a higher-than-average literacy rate for its population as a result.

However, the Confederation is militaristically weak, and it has an over-reliance on the sea as a natural defensive agent against any would-be invader. Its burgeoning airforce is much stronger than its military, and its navy is the strongest of all three divisions—and, even then, its navy is fashioned more for trade than anything else. In times of conflict, the Confederation relies on its wealth to hire mercenary units, essentially making war a somewhat strange concept for most of its inhabitants.

Its people enjoy a high quality of living, with quite a respectable amount of citizens being in the middle class. However, the peasants and those in the lower castes are prone to resorting to crime just to survive, and there exists a dark and criminal underbelly of smuggling and trafficking in the seedier parts of the city. Most turn a blind eye to such activities, and knowledge of this criminal side to the Confederation is often only talked about in whispers. More often than not, any Confederate citizen will tell you that they're cultured, hard-working, seafaring, and entrepreneurial—traits which have become part of the national identity.

Religion: The Church of Agua Viva is a pantheon dedicated to the worship of a water god who brings security, wealth, and gold to all those who worship him. Confederation creation myths often circle around the idea of the world being made out of water whereupon their god—whom they call Dio—wrestled with the Great Sea Serpent from the Deep and vanquished it, its gargantuan body calcifying upon death and resulting in the islands that make up the Confederation with its scales becoming the rich minerals that have come to be profitable for the Confederation.

Eventually, in a far-off future, the Deep will rise to reclaim the body of the Great Sea Serpent, bringing a watery death to all those who live in the islands; but Dio will supposedly come again to slay the Serpent once more—this time for good—and the Deep will become a place to live in instead of a place for death, and everybody will finally be able to partake in the richness down below, with mankind finally able to traverse both the Deep and the earth and the air, master of all the realms at long last.

This Church is the leading denomination in the Confederation, and it is the religion many are raised in. However, due to the slowly developing international culture in Ferrara and Romagna, foreign religions are tolerated and citizens have the freedom to worship whatever they like (or the freedom to not worship, should their beliefs swing that way). However, the Church of Agua Viva is the state religion, which means that adherents are often looked upon favourably as the Archbishop of Padavia strives to ensure that the sect continues to thrive.

Anybody can be a believer; however, the ecclesiastical hierarchy is only open to those who have served at sea, either as trade merchants or as officers in the Navy. As such, this essentially makes the Archbishopric of Padavia the controller of the Confederation's Navy, as most—if not all—of the officers are also priests in the Church of Agua Viva. This also essentially makes the ecclesiastical hierarchy unavailable as a career path for women, as women are not able to serve in any of the three branches of the military. The head of the Church is chosen by a vote from the College of Cardinals, and the one with the most votes chooses a new name and takes the surname Apostolicus, forsaking his familial heritage in an effort to devote himself wholly to the Church.

History: The history of the Confederation is filled with ups and downs: equal parts oppressor and oppressed, although with more experience with the latter than the former. The islands were harsh and inhospitable to many of the fantastical beasts that populated the rest of the known world, and for a long time, only the Sea Serpent was the focal point of their fear, with most of the population not even daring to venture out lest they risk the wrath of the creature that guarded the seas—but those who had the courage to venture out in the open waters became legends of their own right, near-mythical reavers who supposedly reached the ends of the world and became a scourge on coastal cities.

Come the years, the islands soon got to familiarise themselves with griffons and dragons and other such creatures, with ancient empires coming down upon them for the sake of conquest and glory. For a long time, the Serpent that was their tormentor also became their first line of defence, and they were essentially an isolate kingdom, impenetrable as they were. Suddenly, however, the Serpent vanished and the islands were broken up and splintered off by separate empires, who would wage war with one another, leading to frequent switches of ownership.

It wasn't long until the native peoples of the islands banded together and forced out the invaders. Ferrara was the first to declare independence, then followed Romagna, then another, until the whole island chain was liberated. Although regional differences were stark, they realised that they were stronger together and thus decided to form a confederation with their city-states, with the leadership alternating between all of them to ensure that nobody becomes more powerful than everybody else. Over time, however, this practice got corrupted, especially as certain city-states were strengthened by their financial power, and soon leadership only cycled between four of the city-states: Ferrara, Romagna, Padavia, and Monage.


Assets

Resources: Iron, gold, pearls, truffles, fish, (technically) money. The Confederate has made, and continues to make, its wealth largely through trade, with Ferrara and Romagna being valuable ports in their own right.

Strongholds:
  • Castella Ferrara — owned by the Grand Ducal House of Vicenzo, the Ruling House of the Grand Duchy of Ferrara
  • Castello Romagna — owned by the Palatinate House of Conmare, the Ruling House of the County Palatinate of Romagna

Towns:
  • Castello Marone — owned by the Grand Ducal House of Boniventure, the Ruling House of the Grand Duchy of Monage
  • Capella nel Mare — owned by the Archbishopric of Padavia


Military

Military Commanders: Admiral of the Confederate Navy Luca Eco, Admiral of the Confederate Navy Umberto Rosmini, Fleet Admiral Emmanuele Vittorio Vicenzo

Military Strength:
Army: 5,000 men:
  • 2000 archers
  • 2000 infantry
  • 750 pikemen
  • 250 crossbowmen
  • — An additional 8,000 men (constituting 10% of the population) can be levied in times of extreme crisis, although this happens rarely.
Navy: 250 ships
  • 75 cogs
  • 50 kochs
  • 50 galleys
  • 50 dromons
  • 25 hulks
  • — An additional 50 merchantmans with their crew can be pressed in times of extreme crisis, although this happens rarely.

Special Troop:

  • The Count Palatinate's Fleet: Composed of cogs, galleys, and dromons, the Count Palatinate's Fleet is the crowning jewel of the Confederate Navy. They are an elite seafaring unit made up of excellent navigators and quick-witted admirals. They mostly rely on their speed and manoeuvrability rather than sheer strength, and they mostly resort to destruction rather than capture, making great use of fireships and naval rams to achieve their goal.
  • The Boniventure Scholars: A covert intelligence unit where agents often operate individually, Boniventure Scholars are passive intelligence gathering units sent to courts with the goal of furthering Confederate interests in whatever shape or form. Scholars vary in specialty across various disciplines—whether it be assassination, currying favour, court manipulation, or something as banal as keeping a lookout for an innovator who might be of use to the Confederation. As a rule, the only one who holds all the knowledge is the Grand Duke of Monage and, as his ambitions are known almost wholly only by himself, it's not out of the realm of possibility for two Boniventure Scholars to operate in the same area without knowledge of each other.


Diplomatic Relations

Allies: To be filled.

Rivals: To be filled.


Other Information

Location: In between Ferra and Uratos, in the Spinning Sea.
Last edited by Satterthwaite on Fri May 24, 2019 8:32 am, edited 4 times in total.
THE MOST GLORIOUS EMPIRE OF SATTERTHWAITE

Factbook (under construction)
A hereditary nigh-absolute left-leaning monarchy with an easily dissolvable parliamentary system. Sometimes "socialist", most of the time just a welfare state. Atheistic, but tolerant of religions (sometimes). Insanely high taxes. Emperor above all. Vive l'Empereur !

Basically a benevolent dictatorship, but don't tell anyone that.
Henry: A confused philosophy student, twenty years old, side B gay, revolutionary anti-hierarchical Catholic Marxist. There is no authority whom I follow except Christ.
*this nation does not reflect my opinions IRL and also does not follow NS stats.

User avatar
V A N Q U A R I A
Chargé d'Affaires
 
Posts: 368
Founded: May 11, 2019
Inoffensive Centrist Democracy

Postby V A N Q U A R I A » Wed May 22, 2019 5:42 am

Deutschess Kaiserreich wrote:Is gunpowder allowed?

Edit: Also, could you give me permissions on discord?


Hmm, the technology setting is 12th century Medieval age but the Chinese did make use of gunpowder-based weapons then so I suppose so 8)

Satterthwaite wrote:Tag.

Expect an app sooner rather than later. You have no idea how much I've been waiting for something like this.


8)

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V A N Q U A R I A
Chargé d'Affaires
 
Posts: 368
Founded: May 11, 2019
Inoffensive Centrist Democracy

Postby V A N Q U A R I A » Wed May 22, 2019 5:46 am

After consultation with an experienced individual, there will be no gunpowder.

User avatar
Lisbane
Diplomat
 
Posts: 843
Founded: Feb 23, 2014
Capitalist Paradise

Postby Lisbane » Wed May 22, 2019 5:55 am

tagging this for later.
I'm a INTJ-T Personality, I'm a turbulent Architect. I value logic and reason above all else, and despise authority, unless it furthers humanity (Government for example). You can telegram me if you'd like to have a discussion. Generally I like philosophical discussions, but any and all are welcomed.


Sincerely,
Lisbane

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Zaporizhian Host
Envoy
 
Posts: 252
Founded: Jun 20, 2015
Moralistic Democracy

Postby Zaporizhian Host » Wed May 22, 2019 5:57 am

Declaring interest at the very least, but the void fantasy fills needs to be filled by something, especially after this lackluster GOT season, so I'm likely to app.
Hello, it's Zap! If you read this it's most likely on a P2TM roleplay thread. I'm not a native English speaker (or writer for that matter), so if you notice mistakes I am happy to receive feedback. I know I'm prone to dangling modifiers, capitalization mistakes, use of commas, and other errors. If I were to use a semicolon, there's a 97% chance I just put it there because they look fancy; I have no idea how they work. If it's spelling it just means Grammarly wasn't cooperating. Thanks.

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V A N Q U A R I A
Chargé d'Affaires
 
Posts: 368
Founded: May 11, 2019
Inoffensive Centrist Democracy

Postby V A N Q U A R I A » Wed May 22, 2019 6:02 am

Yes I need to fill the history section up. Feel free to join the Discord we already have fruitful worldbuilding goin on there

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Union Princes
Ambassador
 
Posts: 1195
Founded: Nov 02, 2017
Psychotic Dictatorship

Postby Union Princes » Wed May 22, 2019 6:23 am

Declaring interest as well.
There is no such thing as peace, only truce between wars

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Utceforp
Postmaster-General
 
Posts: 10128
Founded: Apr 10, 2012
Democratic Socialists

Postby Utceforp » Wed May 22, 2019 8:24 am

Tag. I'd like to reserve the Ferran steppe, and "Griffon Riders" as a unique unit.
Signatures are so 2014.

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Union Princes
Ambassador
 
Posts: 1195
Founded: Nov 02, 2017
Psychotic Dictatorship

Postby Union Princes » Wed May 22, 2019 8:49 am

Utceforp wrote:Tag. I'd like to reserve the Ferran steppe, and "Griffon Riders" as a unique unit.


You can reserve unique units?
There is no such thing as peace, only truce between wars

User avatar
Utceforp
Postmaster-General
 
Posts: 10128
Founded: Apr 10, 2012
Democratic Socialists

Postby Utceforp » Wed May 22, 2019 8:55 am

Union Princes wrote:
Utceforp wrote:Tag. I'd like to reserve the Ferran steppe, and "Griffon Riders" as a unique unit.


You can reserve unique units?

I guess I'm just saying "I plan on making Griffon Riders my unique unit."
Signatures are so 2014.

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Union Princes
Ambassador
 
Posts: 1195
Founded: Nov 02, 2017
Psychotic Dictatorship

Postby Union Princes » Wed May 22, 2019 9:00 am

Oh, great minds think alike. I was also planning on making griffon riders. But you can have them. I'll pick something else.
There is no such thing as peace, only truce between wars

User avatar
Utceforp
Postmaster-General
 
Posts: 10128
Founded: Apr 10, 2012
Democratic Socialists

Postby Utceforp » Wed May 22, 2019 10:23 am

Union Princes wrote:Oh, great minds think alike. I was also planning on making griffon riders. But you can have them. I'll pick something else.

Well, there are many different kinds of cavalry, why can't there be different kinds of griffon riders? I was thinking of griffon riders with long spears covered head to toe in scale armour - basically, flying cataphracts.
Signatures are so 2014.

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Union Princes
Ambassador
 
Posts: 1195
Founded: Nov 02, 2017
Psychotic Dictatorship

Postby Union Princes » Wed May 22, 2019 10:57 am

It's okay. I'll stick with the usual heavy cavalry and warhorses.
There is no such thing as peace, only truce between wars

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Rhinocera
Minister
 
Posts: 2005
Founded: Apr 15, 2013
Compulsory Consumerist State

Postby Rhinocera » Wed May 22, 2019 11:12 am

Can I reserve the dominant nation on hygard? It might take a few days to write up the app. I plan to app both the nation and ruling house, though I’d gladly accommodate others apping as houses who are members within the kingdom.

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Zapatha
Chargé d'Affaires
 
Posts: 469
Founded: Dec 28, 2013
New York Times Democracy

Postby Zapatha » Wed May 22, 2019 11:19 am

Could I RP as a duke or something to that level in Arcanus? Or do I have to make my own nation?
Last edited by Zapatha on Wed May 22, 2019 11:22 am, edited 2 times in total.

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Turmenista
Negotiator
 
Posts: 5652
Founded: Apr 09, 2014
Left-Leaning College State

Postby Turmenista » Wed May 22, 2019 11:41 am

Signing in. Lol

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Lazarian
Diplomat
 
Posts: 548
Founded: Jul 14, 2013
Corporate Bordello

Postby Lazarian » Wed May 22, 2019 12:01 pm

Tag. This looks neat. I'd like to reserve a portion of the south of Ferra if possible.

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Last edited by Lazarian on Wed May 22, 2019 1:17 pm, edited 1 time in total.

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Utceforp
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Posts: 10128
Founded: Apr 10, 2012
Democratic Socialists

Postby Utceforp » Wed May 22, 2019 12:07 pm

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Essential Details

Name of Realm: The Nerakan Confederation


Rulers: High King Azhi Kharosen


Culture:The Nerakan Confederation is a tribal confederation comprised of four peoples - The Manu, the Oida, the Jekar, and the Avra. While it's hard to tell the difference between the four peoples in times of peace, during battle, each group decorates themselves with a symbol of their associated "sacred animal" - The Manu wear lion pelts on their heads, the Oida have massive horsehair plumes, the Avra attach elaborate "wings" made of wicker and eagle feathers to their armour, that whistle when they ride fast enough, and the Jekar wear jewelry made from cow horns. All four groups are pastoralist nomads - relying on gathering and hunting for food, and constantly moving their herds of cattle around in order to avoid using up one particular region of the steppe. Some Jekar and Manu clans in the southern, more fertile part of the steppe practice transhumance rather than "true" nomadism, but either way, they're frequently moving around. The Confederation has no clear internal or external borders - The lands "owned" by each of the four Peoples follow the movement of the Peoples themselves, not the other way around, although the Jekar generally live in the west, the Manu in the south, the Avra in the north, and the Oida in the east.

The Nerakans have five "sacred animals" - Cattle, horses, eagles, lions, and griffons. Cattle are their primary source of food and leather, and are integral to the Nerakan economy. All Nerakans learn to ride from a young age, and to hunt from horseback. All Nerakan warriors fight primarily from horseback, aside from Griffon riders. Golden eagles are used in hunting by falconers, and eagle feathers are used for fletching. Lions are a symbol of the High King and the goddess Nerak, who is said to take the form of a lioness on Earth. Nerakans are one of the few cultures on Aarde that can consistently tame Griffons, although it is a lengthy and highly dangerous process even for them. Griffons are considered the "beasts of kings", and the most elite Nerakan warriors ride them into battle instead of horses.

The Nerakans have no written record. Instead, shamans memorize history, law, medicine, and religion, and recite them in the form of poetry and song. The Nerakans allow and expect women to fight to the same extent men do, and there is no institutionalized sexism. (Although cultural sexism still exists, to an extent.) Polygamy is common among both genders, although "chains" of marriages are illegal - If a woman has multiple husbands, none of those husbands can have wives other than her, and vice versa. Each of the four Peoples is ruled by a Chief, who is selected by the elder shamans from among the people who can trace their ancestry all the way back to one of the four Great Princes. In turn, the High King or Queen is elected, with anyone who can trace their ancestry back to the Great Princes eligible as both an elector and a candidate. The "Children of Manya", the family of the Chiefs of the Manu, are elected to be High Kings and Queens as often as any of the other families combined, owing to their semi-sacred status and the fact that they founded the Confederation in the first place. Certain other significant decisions, such as declaring war, are also decided by a council of the clans rather than unilaterally by the monarch. Good and just rulers are considered to possess a metaphysical "Radiance", and rulers who are cruel or make poor decisions are said to have lost their Radiance. It is said that the ancient and greatest High Kings and Queens were so wise and just that their Radiance was physical, to the extent that they glowed from within and could melt metal by touching it.

In terms of ethnicity, Nerakans have features people from Earth would call "Central Asian". Nerakans generally have black or bright red hair, and brown eyes. The total population of the Confederation is approximately 280,000 people, with 30,000 living in Dejak Nesh, and the remainder roaming the steppe.

Religion: The Nerakans worship two gods. First and greatest of the two is the Sun, who is worshiped as the creator of all things and the highest and greatest being in existence. The second is the Sun's daughter, a warrior queen named Nerak. While the Sun is considered to be above Nerak, Nerak is more popular and is more emphasized in art and myth. There are thousands of other gods and minor spirits, of varying power, but none are considered worthy of worship aside from the Sun and Nerak. Nerak perpetually battles the demons of the world, who want to destroy the Sun and return the world to nothing. Whenever Nerak is temporarily defeated, an eclipse occurs.

The most famous and important myth in Nerakan tradition is the Death of Nerak. In the story, Nerak is betrayed and slain by her sister, Xibana, who is jealous of the worship she receives. The Sun grieves for a month, but then sacrifices half of his power in order to return Nerak to life, causing the cycle of day and night. Nerak returns to the land of the living, but when the Sun dips below the horizon, she decays into a corpse once more, only to return with the sunrise. The site where Nerak died and was reborn is believed to be Mount Devanta, an isolated mountain in the middle of Avra territory surrounded by flat plains. Mount Devanta is highly sacred, and every spring during the Festival of the New Dawn, thousands of pilgrims flock to the mountain to proclaim their devotion to Nerak and the Sun. Another myth states that long ago, Nerak fought an enormous dragon and defeated it, but was unable to kill it, and thus imprisoned it within the mountain, where it still roars and breathes fire to this day. Nerakans believe Nerak created the first Griffon to care for and defend an orphaned Manu prince.

Fire, sunlight, and lions are all sacred symbols associated with the Nerakan religion.

History:

According to legend, long ago, Nerak realized she was lonely in her fight against the demons of the world, and took four human princes as husbands: Jeki, Avan, Orun, and Manya, who would become known as the four "Great Princes". She had a thousand thousand children with them, who became the ancestors of the Nerakans. One day, the four husbands were arguing amongst themselves about who among them was the greatest, so Nerak issued them a challenge: Each of them would tame one animal, and he who tamed the greatest animal would be named the greatest among them. They disappeared into the wilderness to complete their task, and months later returned.

The first to return was Jeki, leading a cow behind him. Jeki paraded the cow around Nerak's tent, showing off its size and beautiful horns, and then slaughtered it. He carved it and served its meat and milk to Nerak's followers, then presented Nerak with a composite bow made from cattle horn and sinew. She smiled, and accepted his gifts.

Next to return was Avan, with a golden eagle resting on his outstretched arm. He demonstrated the bird's hunting abilities, served a feast of game it had caught, and presented Nerak with arrows made with eagle feathers. She clapped when the eagle caught its prey, and accepted Avan's gifts with a wide smile.

Third was Orun, who rode astride a slender long-necked horse, with a golden coat that had a metallic sheen. Orun rode around the outside of Nerak's tent, demonstrating his horse's speed and endurance, and used Jeki's bow and Avan's arrows to demonstrate his skill at firing from horseback. After his demonstration, he served potent airag made from the horse's milk to Nerak, who became drunk and danced and sung with her followers well into the night.

Finally arrived Manya, who stood beside an enormous lion. All of Nerak's court went quiet as Manya and his beast entered the room. The lion snarled and growled at the assembled people, but immediately stopped and began whimpering when Manya glared at it. A great cheer went up celebrating Manya's achievement. The lion was led back out of the tent, where it fled into the wild. Jeki, Avan, and Orun tried to match Manya's feat in the following months, but found it impossible.

For his great achievement, Nerak named Manya her greatest husband, and he was made the first High King. As a gift, Nerak gave Manya the "Radiance", a piece of her divinity that had become separated from her after her death. Manya became a demigod with this gift, and shined as bright as the Sun. Later High Kings and Queens would also claim the Radiance, although eventually it became lost, with most believing a particularly cruel and tyrannical ruler had it taken back from them by Nerak. The descendants of Jeki became the Jekar, the descendants of Avan became the Avra, the descendants of Orun became the Oida, and the descendants of Manya became the Manu.

Assets

Resources: Cattle, horses, and (in the north, around Nishdevanta) obsidian. The Nerakans have become wealthy off of the east-west Ferran trade network, which passes through their territory.


Strongholds: Non-applicable, unless you count the mobile tent settlements the Chiefs and High Kings and Queens hold their court in, which are far from "strongholds".


Towns: Two major settlements exist with Nerakan territory. The first is Nishdevanta, a settlement of pilgrims and merchants south of Mount Devanta that grows into a massive metropolis every spring and then declines into a small village for the rest of the year. The second is Dejak Nesh, which is located in Jekar territory on the western Ferran coast. While unlike Nishdevanta, Dejak Nesh is heavily populated all year round, it too is mostly home to foreign merchants, who import wares from Aea and southern Ferra and export them across the steppe to western Ferra.


Military

Military Commanders: High King Azhi Kharosen, Princess Ramesh Kharosdeti, Chief Simurg Simurgdeti, Chief Orun Yabgen, Kasta the Shaman


Military Strength: Cavalry. Lots of cavalry. Every Nerakan child learns to ride at the same time they learn to walk, and they learn to shoot from horseback not long after. About 60% of a Nerakan army consists of lightly-armoured and highly maneuverable horse archers. They use herding techniques designed to control cattle to instead control enemy soldiers. Another 35% consists of heavy cataphracts, with men and horses armoured head to toe in overlapping steel scales, wielding long spears and buckler shields, as well as short curved swords to finish off anyone who survives their charge. When the horse archers have harassed the enemy long enough, the cataphracts charge and strike the final blow.

In terms of absolute numbers, the Nerakans can levy approximately 75,000 warriors at any given time.


Special Troop: Griffon riders. The remaining 5% of a Nerakan army is comprised of the ruler, the Chiefs, and their elite bodyguards, who ride into battle on the back of tamed Griffons, armed and armoured similarly to the aforementioned cataphracts, and wielding long spears tipped with curved blades designed to pull unlucky enemy soldiers out of formation, off of a horse, or even into the air. Griffon riders are used as scouts and heavy cavalry that can attack from above.


Diplomatic Relations

Allies: The Northern Yekken Clans are believed by many to share a common ancestor with the Nerakans, including the Nerakans themselves. While the Yekken do not share the Nerakans' religious beliefs, the Nerakans believe their religion is indelibly tied to the land they inhabit, and thus do not fault their Yekken "brothers and sisters" for not worshiping Nerak. The trade that flows northeast from Mzenes and the Khars inevitably passes through Nerakan territory and is taxed by them, tying together the two groups economically as well as culturally. As such, the Nerakans and the Northern Clans have traditionally friendly relations, even as the southern Yek'sik cities sneer at the "northern barbarians".


Rivals:



Other Information

Location: Image The grey square marks Mount Devanta/Nishdevanta, and the red square marks Dejak Nesh.


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Essential Details

Name of House: The Children of Manya


Leader: High King Azhi Kharosen


Family Members:

  • Ramesh Kharosdeti (half-sister of Azhi)
  • Lyta Simurgdeti (mother of Azhi)
  • Kharos Yamgen (father of Azhi and Ramesh, deceased)
  • Tamri Yabgudeti (mother of Ramesh)
  • Kasta the Shaman (Court shaman, commander)

History: (See above for their early history.)

The current Chief of the Manu and High King of the Nerakan Confederation is Azhi, son of Kharos, son of Yamga. In the days when Kharos Yamgen was Chief of the Manu, the High King was Yabgu Turen, of the Children of Orun.

For many years, the Children of Orun had been in a feud with the Children of Manya, originating several generations ago when a Manu prince dishonourably killed an Oida princess in a duel. Even when the Children of Orun ascended to the position of the ruling family under Yabgu, the Manu continued to openly raid Oida territory. High King Yabgu viewed his possession of the crown as an opportunity to subdue the Manu and end this feud once and for all. However, the Manu had allies in the form of the Avra, whose Chief's sister was one of Chief Kharos's wives.

The Jekar remained stubbornly neutral in the feud, forcing High King Yabgu to look outside of the Confederation for allies against the Manu and Avra. King Yabgu found unlikely friends in the form of the Bank of Arca, who were upset by tariffs the previous High King had put in place on foreign trade, and had sent a messenger to Dejak Nesh to convey their displeasure. King Yabgu entered into a secret arrangement with the Arcans, agreeing to end the tariffs in exchange for the services of an army of Arcan mercenaries.

Yabgu struck quickly with his new assets, moving west and attacking the Manu camp while Kharos and most of his army were away on a hunt. He scored a great victory, capturing Kharos's eldest wife Lyta Simurgdeti and her newborn son Azhi. Not only was Lyta Kharos's wife, but her sister Simurg was Chief of the Avra. By controlling her, Yabgu hoped to control the two Peoples to which she belonged.

Yabgu sent a lock of Lyta's red hair to Kharos, along with a messenger with a list of his demands - The Manu would not only cease their raids on Oida territory, but would leave Nerakan territory entirely, to find a life elsewhere on Ferra. The Children of Avan would renew their oaths of service to the High King, and cut all ties with the Children of Manya, while Lyta Simurgdeti would become one of Yabgu's wives, to tie the two families together.

In defiance of these demands, the Children of Manya and Avan openly rose up in revolt. The Children of Jeki quietly stayed out of the conflict, although they expressed token support for Yabgu. Simurg Simurgdeti, sister of Lyta, was given command of the two Peoples' combined armies. She and her cataphracts crushed Yabgu's Arcan mercenaries at the Battle of the Red Hill, and Yabgu himself was slain when he removed his helmet to survey the battle and he was struck by an arrow. Kharos followed up on his sister-in-law's victory by attacking the camps of the Children of Orun, recovering his wife and son before they could be killed by Yabgu's followers in response to Simurg's victory.

The shamans of the Oida were divided between Yabgu's son and daughter Orun and Zharnaz in regards to who should succeed him as Chief. Zharnaz was an adult wanted to continue the war, while Orun was a young teenager and only wished to survive the wrath of Yabgu's enemies. When Kharos raided the Oida camps, he demanded the shamans choose Orun. Orun then swiftly surrendered to Kharos and Simurg. Kharos demanded that one of Yabgu's daughters become his wife, as repayment for the kidnapping of Lyta. Orun and Zharnaz chose their half-sister Tamri, as she was the daughter of Yabgu's second wife, unlike his other children.

An assembly of the great families was convened to select a new High King or Queen. The Children of Orun threw their support behind Simurg, hoping that a non-Manu would be more merciful to them. Unfortunately, this only made Simurg unpopular to the non-Oida electors, and thus Kharos was chosen. The Nerakans were at peace, but the war was not yet won. When Kharos raided the Oida camps, he discovered coins and equipment that had clearly been made across the sea - Yabgu had had the support of the Bank of Arca. Such a brazen attack could not be left unanswered, and Kharos began planning.

An army of archers and cataphracts would need a fleet to transport them, and would be spotted and crushed by the Arcans long before they reached land. But an army of griffons, if proper precautions were taken, could take a city by surprise and then be gone before they could be caught. That was the way.

For a decade Kharos waited, and prepared - he strengthened the fragile peace, he sent scouts to map the Vast Velea and the coastline of Aea, had spies watch the movements of Arcan airships, acquired oil and iron to make fire pots, and recruited and trained more and more Griffon riders. Finally, when the winds were right and the shamans gave favourable omens, he and his host set out.

Kharos and his army took flight from Dejak Nesh, paid for safe passage through Argonvost, and crossed the Vast Velea. Kharos's target was the city of Alais, the Arcan capital. When the coast of Aea was in sight, Kharos had his host ascend above the clouds. When they were directly over the city, he ordered the riders to drop. There would be no siege, or demand for surrender - Kharos had no intention of occupying the city.

While descending, Kharos had his riders drop fire pots full of flaming pitch on the city below. In the confusion that followed, the Griffon riders assaulted the soldiers on the city walls, but from within, tearing them apart with their Griffon's beaks. Soon after, the city surrendered, but several Arcan soldiers and civilians escaped to warn the Arcan military.

After taking the city, Kharos rounded up all the people who hadn't died in the initial assault or the great fire that followed. He had the majority killed, with the number of people left alive exactly equal to the number of Griffons he had left. He had the survivors tied up and saddled them on his Griffons. What was left of the city was put to the torch, while the Nerakans staying just long enough to ensure it all burned.

On their way to the coast of Aea, the Nerakans spotted an Arcan host on its way to respond to the sacking of Alais. As he had planned to, Kharos ordered the captives dropped on them. The captives died as they hit the ground or the Arcan soldiers themselves, creating the confusion necessary for Kharos and his host to escape.

The Sack of Arlais instantly made Kharos one of the greatest kings the Nerakans had ever known. Even the Oida were impressed by the daring act. Unfortunately, for such an impressive king, Kharos did not receive a dignified death. Kharos was struck down by dysentary eight years after the Sack, dying delirious and dehydrated in his tent. After his death, the cult of personality that had developed around him lead to the assembly of the clans almost unanimously choosing his eldest son, Azhi, to become the next High King.

Assets

Home: N/A (Nomadic)


Military Strength: The Manu are the greatest Griffon riders in the Confederation, able to field almost twice as of them as any of the other Peoples. The techniques memorized by Manu shamans who specialize in Griffon-training are something of a "state secret", although the Manu are willing to rent them to the other Peoples or even to foreign powers for a sufficiently high price. In terms of absolute numbers, they can field approximately 19,000 riders, further subdivided into 11,000 mounted archers, 7,000 cataphracts, and 1,000 Griffon riders.



Relations

Allies: The Children of Avan, the Children of Jeki


Rivals: The Children of Orun, Arcanus


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Essential Details

Name of House: The Children of Orun


Leader: Chief Orun Yabgen


Family Members:

  • Yabgu Turen (Father of Orun, deceased)
  • Tur Orunen (Son of Orun)
  • Zharnaz Yabgudeti (Sister of Orun)
  • Tamri Yabgudeti (Half-sister of Orun and Sharnaz)
  • Alshi, Nowza, and Turi (Wives of Orun)


History: (See above)



Assets

Home: N/A (Nomadic)


Military Strength: The Oida are the primary breeders of "Golden coursers", a long-legged narrow-shouldered breed of horse with a metallic golden coat, bred for its speed, stamina, and ability to survive on minimal amounts of food and water. These horses form the backbone of any Nerakan army. Also, appropriately, the Oida are usually considered the best riders of the Nerakans. In terms of absolute numbers, they can field approximately 21,000 riders, further subdivided into 13,900 mounted archers, 7,000 cataphracts, and 100 Griffon riders.



Relations

Allies:


Rivals: The Children of Manya


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Essential Details

Name of House: The Children of Avan


Leader: Chief Simurg Simurgdeti


Family Members:

  • Simurg the Elder (Mother of Simurg, deceased)
  • Sharuk Irajen (Father of Simurg, deceased)
  • Lyta Simurgdeti (Sister of Simurg)
  • Nowzar, Kabul, Gazna, Jikki (Husbands of Simurg)
  • Sharuk Simurgen (Son of Simurg and Nowzar)
  • Kabul Simurgen (Son of Simurg and Kabul)
  • Shamshi Simurgdeti (Daughter of Simurg and Nowzar)


History: Descended from Avan, the legendary "Eagle Prince", the Children of Avan form the ruling family of the Avra people. The Children of Avan have not held the High Kingship in some time, but nonetheless have become wealthy and influential under the rule of Simurg Simurgdeti, who negotiated a marriage between her sister and Kharos Yamgen. The Children of Avan rule the largest amount of territory of of the four clans, although most of that land is cold and barren. The sacred mountain of Devanta is within Avra territory, and they make much of their wealth from the traders who flock to its slopes during the Festival of the New Dawn. (See the app for Simurg Simurgdeti and the history of the Nerakans for further information.)



Assets

Home: N/A (Nomadic)


Military Strength: The Children of Avan are often considered the greatest hunters in the Confederation, as their barren territory cannot support many herds of cattle, and they are forced to get most of their food from hunting. In terms of absolute numbers, they can field approximately 10,000 riders, further subdivided into 7,000 mounted archers, 2,600 cataphracts, and 400 Griffon riders.



Relations

Allies: The Children of Manya


Rivals: The Children of Orun


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Essential Details

Name of House: The Children of Jeki


Leader: Hatun Karindeti


Family Members:


  • Salm and Gaznos (Husbands of Hatun)
  • Karin Hatunen (Son of Hatun and Gaznos, twin brother of Kaveh)
  • Kaveh Hatunen (Son of Hatun and Gaznos, twin brother of Karin)
  • Kural the Elder (Husband of Hatun, deceased)
  • Kural Hatunen (Son of Hatun and Kural)
  • Devi Neshadeti (Wife of Kural)
  • Kharos Kuralen (Son of Kural)
  • Gorz Karinen (Twin brother of Hatun)
  • Irene and Zaniyah (Wives of Gorz)
  • Banu Gorzdeti (Daughter of Gorz and Irene)


History: Descended from Jeki, the legendary "Cattle Prince", the Children of Jeki form the ruling family of the Jekar people. The Children of Jeki are the least insular of the Nerakan families, becoming extraordinarily wealthy off of the trade flowing into the merchant city of Dejak Nesh from the Vast Velea ocean. The most lucrative of these enterprises is the slave trade, which the Jekar form an integral part of - They raid the territory of Phoenixia and Halralda, then sell the captives in Dejak Nesh, where they are taken to southern Ferra, or across the sea to Koinon and beyond. Because of their association with trading, herding, slavery, the Children of Jeki are often looked down upon by the other three clans, but they are arguably the most successful of them.

The Chief of the Jekar remained neutral in the Oida-Manu feud, in part because of his ailing health, and in part because of his desire to protect the trade flowing in and out of Dejak Nesh. Not long after the war concluded, he died of natural causes, and his cousin Hatun Karindeti came into power as Chief.


Assets

Home: N/A (Nomadic) although Dejak Nesh contains a private villa that the family uses when they reside in the city


Military Strength: The Children of Jeki control the largest amount of cattle in the Confederation, and they fight by applying herding techniques to warfare - Nerakan storytellers and shamans poetically refer to Jekar warriors as "they who herd men like cattle". In terms of absolute numbers, they can field approximately 25,000 warriors, further subdivided into 14,500 cataphracts, 10,000 mounted archers, and 500 Griffon riders. They have also been known to hire mercenary heavy infantry.


Relations

Allies: Various wealthy merchants from Argonvost, Koinon, and the Yek'sik Empire


Rivals:


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Essential Details

Name: High King Azhi Kharosen


Appearance:
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Age: 25


Gender: M


Sexuality: Heterosexual


Build: Lean, muscular


Legacy

Allegiance: N/A (highest authority)


Profession: High King


Background: Azhi was the son of Chief Kharos of the Manu and his first wife Lyta Simurgdeti. When he was a toddler, he and his mother were kidnapped by the Oida in an attempt to keep the Manu loyal to the then-current High King, Yabgu Turen. Azhi then spent several months with the threat of execution hanging over his head, before being rescued when his father raided the Oida camps.

When Kharos decided to attack Arcanus for their support of High King Yabgu, Azhi was fifteen, not yet a man and yet no longer a child in the eyes of the Nerakans. As such Kharos let Azhi choose whether he wanted to accompany him on the raid. Azhi declined, fearing the high risks involved in such an action. He would later regret this decision when his father came back having won a lopsided victory.

Azhi had suffered debilitating nightmares his entire life, but when his father died, they began to worsen. Moreover, they began to intrude into his waking life - Azhi began hearing his father speak to him as he went about his daily business. Azhi shared this information with nobody but his mentor and close friend Kasta. The assembled descendants of the Great Princes chose Azhi as the new High King, due to his father's accomplishments and a hope that he could match them. For the last three years Azhi has been High King, although he hasn't accomplished much yet.

Beliefs

Religion: Nerakan Sun worship


Motivation: To be as accomplished as his father


Personal

Likes: Winning fights, griffon riding, exploring


Dislikes: Fighting, the minutiae of rulership


Hobby: Caring for his griffon


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Essential Details

Name: Chief Simurg Simurgdeti


Appearance:
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Age: 45


Gender: F


Sexuality: Heterosexual


Build: 5'6, muscular


Legacy

Allegiance: High King Azhi Kharosen


Profession: Chief of the Avra


Background: Simurg Simurgdeti became Chief of the Children of Avan at age 15, following the death of her mother Simurg the Elder in a duel. During the first decade of her rule, she came into her own as a cunning leader when she negotiated a betrothal between her younger sister Lyta and Kharos Yamgen of the Children of Manya.

When Lyta and her son Azhi was kidnapped by Arcan mercenaries under the orders of High King Yabgu, Simurg gathered her warriors in order to recover her, soon followed by Kharos. While Kharos rode for the Oida camps, Simurg met the mercenaries at the Red Hill in eastern Avra territory.

Simurg hid the majority of her cataphracts behind the hill and advanced forward with only her mounted archers. She harassed the Arcan mercenaries for over an hour, having her archers ride in a loose circle around the enemy formation while firing inwards, expanding the circle whenever they advanced, and closing it whenever they retreated. Finally, she allowed some of her riders to get into a protracted fight with some of the mercenaries, then feigned a retreat up the hill, tricking the exhausted and confused mercenaries into following them upwards. When the mercenaries had all-but abandoned their formation in hasty pursuit of her archers, her cataphracts crested the hill and rode them down. Yabgu and his Oida riders arrived late in an attempt to relieve his mercenaries, but soon after his arrival, he was struck through the eye by a stray arrow, and his forces were ridden down in the chaos that followed.

After her victory, she nominated herself for the position of High Queen, to replace Yabgu. It was a close race between her and Kharos, but ironically, the Children of Orun throwing their support behind her alienated the other voters and allowed Kharos to get the position. At first she was highly resentful of this upset victory, but over time, those feelings cooled.

Simurg was one of the Griffon riders who participated in the Sack of Arlais, under the command of High King Kharos. She or her griffon slew many of the Arcan soldiers guarding the walls of the city. After the Sack, Simurg finally took husbands, and had two sons and a daughter with them. She is unsure of how effective a ruler Azhi Kharosen will be, but is dedicated to ensuring his reign is a happy one.


Beliefs

Religion: Nerakan Sun worship


Motivation: In no particular order: Ensuring the prosperity of the Nerakan people, ensuring the prosperity of the Avra people, being rewarded with the honours she deserves for her actions to ensure the prosperity of her people


Personal

Likes: Hunting, strategy, responsible people


Dislikes: Cowards, pointless niceties


Hobby: Hunting


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Essential Details

Name: Hatun Karindeti


Appearance:
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Age: 65


Gender: F


Sexuality: Heterosexual


Build: 5'1, squat, formerly athletic


Legacy

Allegiance: High King Azhi Kharosen


Profession: Chief of the Jekar


Background: Hatun was the eldest daughter and second-eldest child in her family, though only a few seconds younger than her twin brother Gorz. The shamans never seriously considered her branch of the family's claim to the Chiefdom, and she had no expectations placed on her in youth. While Gorz wasted his youth and money on a variety of hedonistic pursuits, Hatun resolved to make something of herself.



Beliefs

Religion:


Motivation: (What drives them to wake up?)


Personal

Likes:


Dislikes:


Hobby:


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Essential Details

Name: Kasta the Shaman, former Master of the Left-Handed Sword and One Sword of Five


Appearance:
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Age: 63


Gender: M


Sexuality: Asexual


Build: 6'4, broad-shouldered, muscular


Legacy

Allegiance: High King Azhi Kharosen


Profession: Shaman


Background: Kasta was born the eldest son of a minor family in a minor clan within the Avra. Neither of his parents were of any particular importance, but his mother managed to negotiate a betrothal between him and a girl from a more prestigious family, in exchange for a large portion of her herd. Kasta, due to his natural strength and broad, tall frame, was selected by the Chief of the Avra to train as a cataphract. He not only learned to ride, but also how to use a spear and sword. To the Nerakans, the sword is a secondary weapon, used mainly to finish off the survivors of heavy cavalry charges. As such, Nerakans are trained to swordfight left-handed, so that they can draw and use their sword without dropping their spear.

Kasta was introduced to the girl he was supposed to marry when he was 13. Gradually realizing that he had no interest in her, he decided instead of becoming a warrior he would become a shaman, as shamans could not marry. Kasta secretly stole raw cow flesh and left it out in the sun for a week, then ate it. As expected, he became extremely ill, and his illness was taken as a sign from Nerak that he should become a shaman, as was the custom for his people.

Once he recovered, Kasta began learning under his clan's current shaman. For three years he learned. He learned which spirits were good and loyal to the Sun and which were disloyal and evil, and how to properly appease them and ask for their help. He learned the great stories of Aarde and of the Nerakans, and how to recite them from memory. He underwent the various necessary initiation rites. Kasta's mother pleaded with him increasingly anxiously to abandon this path and marry, but he refused every time she asked. Finally, the day came when there were no more lessons and no more rites of passage - Kasta was a shaman, and would take his mentor's place when he died.

Finally, Kasta's parents showed their true colours. They hired two riders to attack Kasta in the middle of the night, who wrapped him in a cloak and beat him until the dawn broke. They told him that as long as he did not abandon his current path, they would attack him every night, and the beatings would be worse every time. Kasta did not give into their demands, but instead stole a horse, a sword, and some supplies, and fled as far southwards as he could go.

Kasta became a soldier of fortune, first among the Neryek tribes of the southern steppe, and then once he had enough money to purchase proper equipment, for various factions within Yek'sik, Pheonixia, and Liang, and Resdayn. Kasta continued to fight with a sword left-handed, as he found doing so threw off his opponents, making up for the disadvantage of using his non-dominant hand. In Resdayn, he discovered an enormous black eagle that reminded him of the golden eagles of his homeland. He used his knowledge of falconry from his youth to train the bird, who became his constant companion.

Over the course of his wanderings, Kasta gradually became listless and purposeless, turning to the twin vices of drink and petty violence and to stave off depression. However, he had developed quite a reputation for himself. A shadowy Order had learned of him, and his fighting prowess. Desperately looking for a purpose in life, Kasta happily agreed to take part in the Order of the Sword's mission.

For the better part of three decades, Kasta held the positions of Master of the Left-Handed Sword and One Sword of Five. He continued to travel, but now he did it with purpose: To prevent the Sword of Creation from falling into the wrong hands, and more generally, to increase the resources and influence of the Order in order to absolutely ensure that the aforementioned goal was achieved.

This all came crashing down about a decade ago, after the Sack of Arlais. A rift developed between Kasta and his Aean and Asignan comrades, who were horrified by the actions undertaken by High King Kharos. This culminated in an argument Kasta had with the then-Master of the Longsword, where Kasta angrily claimed that the people of Arcanus were at fault for not being willing or able to control the actions of the Bank of Arca, and that Kharos's retaliation was justified.

With the rift between him and the other members of the Order seemingly irreparable, Kasta quietly and politely resigned from his position, while reaffirming his oaths of secrecy. With no desire to return to mercenary work, Kasta decided the best course of action would be to return to being a shaman. A clan in Manu territory allowed him to become their shaman, as their old one had claimed their successor would arrive from the south. When High King Kharos became ill, Kasta was one of the shamans summoned to try to heal him. He failed, but stayed to help perform Kharos's funerary rites. He began spending time with the young prince Azhi Kharosen, and talked to him while he was grieving. After Kharos's barrow was completed and the burial was finished, Azhi requested that Kasta join him as the personal shaman of the Children of Manya. Kasta accepted, and has filled that role ever since. After his skill in arms gradually became apparent, Azhi also made him the highest-ranking non-Griffon riding commander in the Nerakan military, much to Kasta's annoyance.


Beliefs

Religion: Nerakan Sun worship


Motivation: To serve Azhi Kharosen faithfully and loyally


Personal

Likes: Theology, swordfighting, the sight of the sky right after sunset


Dislikes: Asignans, unnecessary violence, horse meat


Hobby: Falconry


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Essential Details

Name of Creature: Steppe Lion


Appearance:
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Description: Steppe Lions are a type of big cat commonly found in central, northern, and northwestern Ferra. Steppe Lions are significantly larger than their southern cousins, have lighter fur and shorter manes, and are solitary rather than pack hunters. Steppe Lions primarily subsist on reindeer and wild horses. They will occasionally scavenge Griffon kills, but mostly steer clear of them. Steppe Lions are sacred symbols to the Nerakans, emblematic of Nerak and of nature itself, and considered the equals and opposites of the High Kings and Queens. Despite this, the Nerakans aren't averse to killing them - hunting one down on one's own is a traditional rite of passage upon entering adulthood, and herders regularly have to protect their horses from them.


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Essential Details

Name of Realm: The Uzhi'yi


Rulers: N/A

Culture: The Uzhi'yi are the natives of the Uzhi mountains, and the steppes to their south. They are divided into thousands of petty tribes and clans that have no particular loyalty to each other, most of which are no larger than one or two families. Unlike their Nerakan neighbours, the Uzhi'yi do not make heavy use of the horse, as most of their homeland is too hilly and too cold for horses to be useful. Instead, the backbone of Uzhi'yi society is the reindeer, which they use for meat, milk, and leather. They also ride on the shoulders of their reindeer, even into battle.

The Uzhi'yi spend the summer in fortified villages in the mountains, but in the winter they and their herds are forced southward into the steppe by the cold winds, where they are vulnerable to Nerakan raiders. The Uzhi'yi wear reindeer skin clothing and wield wooden clubs embedded with obsidian blades, although they will sometimes trade meat and bone trinkets with the Klastrogoths in exchange for iron weapons.

The Uzhi'yi speak a variety of mutually unintelligible languages. Some tribes in the southwest are fluent in the language of Halralda, or are at least fluent enough to trade.

Religion: The Uzhi'yi are shamanists, like their southern neighbours, believing in a variety of nature spirits of varying power and benevolence. Their supreme god, however, is a being known as the Horned Snake. The Horned Snake is an enormous serpent described as having white or translucent crystalline scales, and the antlers of a reindeer. He is symbolically associated with snow, cold, water, and the sky, but also with bright light, due to snow's reflective properties.

The Uzhi'yi believe that in ancient times, the world was ruled by a woman named Hearth Princess, who loved the Uzhi'yi, and under her benevolent rule there was no hunger, cold, or violence anywhere. However, Hearth Princess grew sick and died, and without her warmth and light, the world began to grow cold and cruel. In these dark days the Uzhi'yi were attacked from all sides by their enemies, such as the Nuckelavees of the south and the Moon Men of the west, and they began to dwindle in number.

The Horned Snake, the grieving brother of Hearth Princess, took pity on the Uzhi'yi and offered them a pact. However, the Horned Snake was cold and melancholic and incapable of loving them like Hearth Princess had loved them - He could offer them some protection, but not without a cost. With no other options, the Uzhi'yi agreed to this pact. Suddenly, blizzards devoured the armies of their enemies, and they were safe. The Uzhi'yi rejoiced in their mountain halls, but in the following winter, half of all their people died in the cold. The Horned Snake had collected his price.

The Uzhi'yi believe that the brutal weather of their homeland is the blessing of the Horned Snake, as it and helps protect the Uzhi'yi against outside invaders who are less prepared for the snow and cold. The Uzhi'yi treat all of those who die in the cold as necessary sacrifices to the Horned Snake, and view the "Serpent's Breath", (Cold Wind) the "Serpent's Bite", (Frostbite) and the "Serpent's Stare" (Snow blindness) as curses they are forced to endure in exchange for the Horned Snake's protection. If an insufficient number of people in a tribe die in the winter, the members of that tribe will sacrifice the lives of several high-ranking people using obsidian daggers, out of a fear that the Horned Snake will feel "cheated" out of his due.

Uzhi'yi shamans commune with the spirits and the Horned Snake primarily via music. The most important instrument is the "Bone Trumpet", a large instrument traditionally crafted from the hollowed out femur of a man who was sacrificed or died in the winter.

History: Like the Nerakans, the Uzhi'yi do not have a writing system, instead relying on oral history memorized by shamans. As such, the origins or ancient history of the Uzhi'yi is not well-known. Citing the similarities between Hearth Princess and Nerak, some scholars believe the Uzhi'yi are relatives of the Nerakans and Yek'sik who abandoned horse-riding due to their cold climate. Others believe that the Horned Snake is a half-remembered version of Drunadegud, and that the Uzhi'yi are Fortyg from the Ironstone Kingdom who were exiled westward not long after they arrived in Ferra. The Uzhi'yi simply believe they have always inhabited the Uzhi mountains, and are willing to fight anyone who says otherwise.

The Uzhi'yi have an ancient and enduring grudge against the Nerakans, who routinely attack them even in times of relative peace. The Avra in particular are despised by them.


Assets

Resources: Reindeer, obsidian


Strongholds: N/A


Towns: N/A


Military

Military Commanders: N/A


Military Strength: N/A


Special Troop: N/A


Diplomatic Relations

Allies:


Rivals: The Nerakan Confederation



Other Information

Location:
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Last edited by Utceforp on Fri Jun 07, 2019 10:36 am, edited 18 times in total.
Signatures are so 2014.

User avatar
Lunas Legion
Postmaster of the Fleet
 
Posts: 29321
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Wed May 22, 2019 12:28 pm

Been... Quite some time since I've seen an RP in this style that's also actually good in terms of pre-existing content.

Not sure on the policy of reserving lands, but I'm probably going to go for the islands to the northeast of Oros, between it and Ferra. Prepare for heavily-armoured pikemen and crossbowmen on ships.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kylaris Loominarty Membership can be applied for here

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