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Theyra
Negotiator
 
Posts: 6409
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Thu May 23, 2019 3:50 pm

Image


Essential Details

Name of Realm: Aslani Kingdom


Rulers: Great King Taghi Zareii


Culture: The Aslani Kingdom mainly consists of many clans that all traced their lineage to the first clan which bears their nations namesake, Clan Aslani. The strongest and oldest of these clans outside of the King's are the Seven Aslanian Clans or the Seven for short. Out of all the clans in the kingdom and they are second only to the king's clan in power. Each Aslani clan generally specializes in a certain trade whether it be farming, mining or blacksmithing. They are no restrictions if a clansman wishes to change their trade. To become the ruler of the Aslani, one of the children of the previous ruler are elected based on their ability to lead by a council made up of representatives from the Seven Clans. Women are treated as equals to men, and many can be found in the military. The Aslani has a strong oral minstrel culture that has stories passed on from since the kingdom was formed centuries ago.


Religion: While the Aslani worshiped a pantheon of Gods, it was not uncommon for a city to be dedicated to a single deity. The most revered gods among them are a group of three gods, Voi, Ryaldir, and Tyva. Called the Holy Trinity and it is believe that these three created the world while the rest help to govern it. Each one of the Aslani gods has a specific star constellation that is related to them. Along with each god having a specific offering that is made to them, and depending on the god, it can be troublesome to find the correct offering.


History: It is unknown to when the Aslani kingdom was formed, only a tale recited by minstrels gives a clue to their past. As the tale goes, the Aslani first started with a single clan that was almost wiped out after an attack by an unknown monster. The sole survivor, a man named Kevah had a vision of a new promised land where he could rebuild his clan. For months he trekked across the desert, finding others along the way and later he would finally find the land in his vision. A land between two rivers and Kevah with the help of his now clansmen started to rebuild the Aslani. The first years were not easy for the clan, and hardships fell on them. But, they persisted in their new land. Soon they would begin to thrive in their new homeland which they named Gria Smya. Many years later, the Aslani began to expand pass Gria Smya and into the desert. Forming cities, trade posts, and other settlements. The Aslani began to split into smaller clans and a clan culture began to form. Eventually, a kingdom was formed and a direct descendant of Kevah was made king with the backing of other clans. Now in 1101, the Aslani has been at peace for years and trade has been excellent. It looks like the Aslani Kingdom will continue its steps towards the future.


Assets

Resources:
Cooper, Iron, Spices, Gold, Gems, Fish, Wheat, Salt and Clay

Strongholds: See map, red for castles
Acarhan Castle - Belonging to Clan Zareii
Hautt Castle - Belonging to Clan Nazeri
Tell Rajah Castle - Belonging to Clan Azari
Ahabeh Castle- Belonging to Clan Shakibaii
Ash-Sharga Castle - Belonging to Clan Suren
Tikriyala Fararaz Castle - Belonging to Clan Kaviani
Ihnaroh Castle - Belonging to Clan Qasemi
Zumailah Castle - Belonging to Clan Raoufi

Towns: See map, blue for towns
Acarhan
Safarbin
Wadiban
Sidilwan
Pasirasi
Tal Afamia
Ninerma
Mariwkhah


Military

Military Commanders: Great King Taghi Zareii, Great Queen Darya Zareii, General Kannan Suren, Admiral Roya Najafi

Military Strength: 40 percent of the Aslani army is made up of cavalry. Which cataphracts make up a good portion while the rest is light cavalry. The rest of the army is made up of light infantry, heavy infantry, pikemen, and archers. Each of the Seven Clans and their allies is expected to give a portion of their forces to augment the main army. During peacetime, there is a small standing army made up of the king's army that regularly patrols major land routes. The kingdom has a sizable fleet of naval ships and airships. They are often used to protect trades routes and escort targets of high value during times of peace.


Special Troop: Scorponoks Beastmasters - The Aslani has long since tamed these large arthropods and use them in battle. Having trained them to respond to specialized tools and sounds. While the bigger ones are used as ambush units and heavy cavalry if needed. The smaller Scorponoks are used as cavalry with a pair of archers that ride as the beastmaster controls the Scorponok.


Diplomatic Relations

Allies:


Rivals:



Other Information

Location: land, Purple is capitol which is both caste and town.
Last edited by Theyra on Fri May 24, 2019 6:14 pm, edited 2 times in total.

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Kuhlfros
Senator
 
Posts: 4841
Founded: Dec 01, 2012
Civil Rights Lovefest

Postby Kuhlfros » Thu May 23, 2019 7:33 pm

I'll just drop a Tag
Kuhlfros
Member of Greater Ixnay
[21:48] <Kuhl> ∞/10
[21:50] <Shy> AND KUHLFROS SAID UNTO THE EARTH: LET THERE BE SPECIAL SYMBOLS FOR THE RATING OF BLAMESHIFT OUT OF TEN
[21:50] <Shy> AND THE WORLD COMPLIED
[21:50] <Kuhl> I just googled the infinity symbol XD
[21:52] <Kuhl> BUT I WILL GO WITH IT
[21:52] <Shy> ALL HAIL
[21:53] <Shy> THE VIKING GOD KULHFROS
[21:53] <Kuhl> OFF TO VALHALLA

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Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Fri May 24, 2019 12:41 am

I'll go ahead and check this out
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

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Forest State
Senator
 
Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Fri May 24, 2019 1:09 am

Clan app later.

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Essential Details

Name: Kazusa Aragaki


Appearance:
Image



Age: 25


Gender: Female


Sexuality: Bisexual


Build: 5'6", 131 lbs


Legacy

Allegiance: The Dakuzaku Mercenary Clan / Fujiwa Shinonono


Profession: Mercenary


Background: The current elected leader of the Dakuzaku Mercenary Clan, something of an unusual group which behaves as a clan without a territory and has fought for various masters, Kazusa Aragaki is someone that was born into the life of the sword. Both of her grandparents were fighters - and her grandparents on both sides of the family. It was typical, however, since both of her parents were involved in he upper ranks of the mercenary clan and had been involved with its operations for years. Her father was actually in line to become the next leader of the clan and if that had happened, she would have found herself with a considerably easier life, living as a princess of sorts. That wasn't what happened in reality. By the time Kazusa was old enough to train seriously, the Dakuzaku clan was involved in a war with another faction within Hygard - Clan Ren. Which would lead to them taking a number of losses and being forced to retreat.

However, with the clan not having a homeland unlike just about every other traditional clan, they didn't have a permanent place to stay. They weren't nomads but they didn't settle either. They had taken many losses in the conflict which ended up as something of a major defeat for a clan that had taken on too much with too little support. They had always been more like shock soldiers who also offered other support in roles such as guards and assassins, not the best frontline fighters in the world to depend on to defeat an enemy on their own. Kazusa's parents were claimed by this conflict, only months apart, leaving her with little in her life except for her training and the newer, more desperate campaigns of her clan. As an older teenager she joined the ranks of the warriors who were now desperate for numbers, and quickly separated herself through her aggressive fighting style and her combat IQ compared to others.

With many of the clan's elders either dead or not trusted because of the failures in the war against Clan Ren, Kazusa was one of the main candidates up for election by the time she was 22 years old. Young, but she had a proven lineage and most of the other candidates were also young or had poor reputations because of the failed campaign. Of course, she didn't win completely fairly. It took a number of tricks for Kazusa to win, but she managed the task via defeating her rival and childhood friend in the final voting, with her martial success giving her the edge in terms of impressing the electors. Other candidates had been eliminated in the race already through a careful campaign by Kazusa which had involved both bribery and misinformation - foreshadowing of Kazusa's reign which would involve an increase of the behind the scenes services offered by the clan, such as assassins.

As she became leader, she would alter the path of the clan and forge an alliance which would be beneficial for both parties; one with the enemies of the clan that had taken her parents and many others. Working with Clan Shinonono, they not only had a new ally, but a homeland for now - with Kazusa eyeing the neighboring lands around their new master as their homeland for the future, following a hopeful conquest after regrowing their numbers back to former glory and beyond.


Beliefs

Religion: N/A


Motivation: To conquer a homeland for her clan.


Personal

Likes: Archery, high society, social politicking, romancing, military training & displays.


Dislikes: Disloyalty, pacifists, those ignorant of traditions, political rivals.


Hobby: Social politicking
don't tread on me

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Lunas Legion
Post Czar
 
Posts: 31058
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Fri May 24, 2019 1:39 am

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Essential Details

Name of Organization: Ordia Drakina

Leader: De jure, Drakina. De facto, Stateira, Nestorus, Lochagos Ordia Drakina Hieros Lokhos

Description: 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.

Assets: The Ordia's main asset is the city of Drakainapolis, the largest city within the Koinon. As such, it possesses a standing army of 10 mora, for a total of 6000 fighting men, of which 300 are the elite Ordia Drakina Hieros Lokhos. As rulers of Drakainapolis, the Ordia can muster some 52 ships of various sizes, mostly galleys and dromons, the largest single fleet provided by any single member of the Koinon.

Relations: The Ordia Drakina is one of the component states of the Koinon, rules its capital and through the Drakina Regenta acts as the de facto leader of the Koinon as a whole.




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Essential Details

Name of House: Arcean Dynasty


Leader: Andromachus I, King of Arceia


Family Members:
Andromachus I, King of Arceia, Age 55
  • His Wife, Queen Aesara, Age 48
  • Eldest Son, Demophon, Age 25
  • His Wife, Eione, Age 21
  • Eldest Daughter, Salia, Age 19
  • Second Son, Pharis, Age 16


History: The Arcean Dynasty are an ancient dynasty, their history fading into the realms of legend and myth. They were once Tyrants of Trisroi in ages past, before the Koinon, when it was Trisroi that dominated the island of Ithae and not Orena, but those days are long gone. They and their supporters were overthrown and exiled from the city 'forevermore, lest the gods strike them down' and even to this day it is tradition that no man from Arceia may set foot within the ruins of Old Trisroi.

And so they sailed to Oros, landing at what would one day become Narcysa. They fought against the natives of those lands as fellow colonists joined them from other cities in settling the area, pledging their fealty to the Arceans in exchange for their protection. Those who did not pledge their fealty were crushed underfoot by the armies of the Arceans. Over time they expanded inland, enslaving the natives, selling them to the other cities of the Koinon. They were conquered by the empire that attempted to invade Euedia, believed to be one of the earlier dynasties of the Nekhur although exactly which is a subject of some historical debate, and rebelled against them after their defeat to join the Koinon.

The Arceans would expand their kingdom over the following centuries, conquering and settling the lands presently known as Apaireia, Ureia and Rhete and conquering the kingdoms of Lysania and Chalia, making the island cities of Euedia, Masaia and Eura submit to their rule, conquering into Nekhur under one of its weaker dynasties. They were an empire unto themselves, de facto rulers of the Koinon with their mighty fleets and armies. They founded the city of Zakypetros, which would become the centerpiece of the new Arcean Empire and the second city of the Koinon as a whole after holy Drakainapolis itself. They even moved the Koinon's treasury from Drakainapolis to Zakypetros, a move which would spark the end of the Arcean Tyranny as it became known.

The Ordia Drakina roused Drakina for the last time on record, several hundred years ago, after the city of Onis refused to bow to the Arceans and asked the Koinon for assistance. Drakina was, by that time, colossal; her wings are said to have blotted out the sun, and that she was visible until she vanished over the horizon itself, such was her size although how much of this is exaggeration is up for debate. The rest of the Koinon raised an army and fleet and invaded the Arcean Tyranny while the Arcean invasion fleet and army were burned to death at sea by Drakina, thousands of men burning to death or drowning.

The Arceans surrendered, and they lost much of their lands to new kingdoms or the Nekhur. Since then they have always been wary, burned quite literally by the wrath of Drakina, of conflict. It is only within the last century that they have broken their neutrality, and Prince Demophon is pulling at his chains like a hound, waiting to once more unleash the armies of the Arceans upon their neighbours and to reclaim the old glories of the Arcean Empire. His father does what he can to temper his son, but he is growing old and frail and has always been a man of poor health, and many doubt he will last much longer.



Assets

Home: Zakypetros


Military Strength:
Zakypetros Morae: 4800 men (8 morae), 21 ships
Narcysa Morae: 4200 men (7 morae), 16 ships
Nercys Morae: 2400 men (4 morae), 14 ships
Elades Morae: 1200 men (2 morae), 9 ships
Pasoi Mora: 600 men, 5 ships
Kryis Mora: 600 men, 6 ships

Total: 13,800 men, 61 ships


Relations

Allies: Rhete, Apaireia


Rivals: Lysania, Ureia, Masaia, Euedia





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Essential Details

Name of House: Peraclean Dynasty

Leader: Cranaus of Pharnae, Archon


Family Members:
Cranaus of Pharnae, Age 33
  • His Wife, Lysias, Age 24
  • Their Son, Hepasion, Age 6
  • His Younger Brother, Apolleon, Age 28
  • His Wife, Poletia, Age 25



History: The Peraclean Dynasty are a family of merchants, descended from Peracles the Navigator, the first man from the Koinon to circumnavigate the world and potentially the first man ever to do so. A merchant, trader and sailor without compare, his descendants are among the leading merchant families of the city, having a trading operation that spans Oros to Ferra and Aea to Hygard.

Wealth determines political power in Pharnae; although the city is a republic, the populace is fickle, and whoever has the most money to bribe them will normally carry the day. Thus, the Peraclean Dynasty are among the most powerful families within the city, having held the position of Archon which is held for life five times over the previous century, and almost continuously for the past half-century. They are notoriously cautious, using the position of Archon to improve their own wealth at the expense of their rivals, an act which has caused much discontent among the other wealthy houses of the city.

Cranaus was only recently elected to the position of Archon after the death of his father, and he finds the city discontent. Although able to pay the populace to pass any law he may wish, the other families chafe at the Perclean dominion of the people and the elections. Murmurings of the need to take more... Forceful and direct action can be heard if one knows where to listen, but whether whispers will become words, and whether words become actions, none may say with any certainty.



Assets

Home: Pharnae


Military Strength:
Pharnae Morae: 3000 men (5 morae), 45 ships



Relations

Allies: Dimarchia, Horusia, Potadera, Diyma


Rivals: Koinon ton Makrmis, Tegais, Gynea





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Essential Details

Name of House: Pyrrid Dynasty

Leader: Helenos II, King of Euedia

Family Members:
Helenos II, King of Euedia, Age 71
  • His Daughter, Eumedia, 49
  • Her Husband, King Eumenes I Lysanid, Age 50 (The Lysanid Dynasty's app will be done when they become relevant)
  • His Third and Eldest Surviving Son, Cassios, Age 47
  • His Wife, Stratia, Age 43
  • Son of Cassios and Stratia, Pethon, Age 21
  • His Wife, Maysia of Iria, Age 19
  • His Fourth Son, Ajes, Tyrant of Ampheus, Age 39
  • His Wife, Hanandra, Age 35
  • Daughter of Ajes and Hanandra, Helena, Age 16


History: The Pyrrid Dynasty has ruled Euedia for two centuries; however, they are not from Rhaemis, but rather they hail from the city of Asados. They were wealthy merchants there in past centuries, and when their founder, Pyrras, won a great victory against the armies of Thurias after the Koinon failed to settle a dispute between the two cities, he returned to the city in triumph. Popular, rich, loved by the army and an experienced commander, Pyrras was seen as a threat to the city's democracy, and thus he and his family were ostracised.

They moved to Rhaemis with their wealth, and they settled into the city. Pyrras, as an accomplished general, joined the city's wars against its neighbours as the then King of Rhaemis had been repeatedly defeated by the alliance of Lapedos, Ampheus and Masaia as he sought to unify the isle of Euedia. Pyrras turned the war around by splitting the armies, defeating them one by one in a winter campaign of defeat in detail as the enemy armies wintered separately. Pyrras, as a reward for his role in turning the war around, was granted the title of Tyrant of Ampheus, the second-largest city on the isle of Euedia, founding the Pyrrid Dynasty.

Pyrras' son, Helenos I, was not content to remain the mere Tyrant of Ampheus; conspiring with the Archon of Lapedos and a company of hired Euran mercenaries, the King of Rhaemis and his family were sent into exile, and the Pyrrids became Kings of Rhaemis and Euedia. They fought off the family of exiles, who traveled to Ithae and Koneia to recruit an army and fleet there, but their fleet was sunk off the north coast of Euedia.

The current king, Helenos II, is the fourth Pyrrid king. He is old, and has ruled well for many years, but his sons grow impatient at his continued life. Ajes may not be content with being the mere Tyrant of Ampheus, while Eumenes I Lysanid may have ambitions of seizing the island for his own in the name of his wife. The peaceful reign of the Pyrrids may be about to end.


Assets

Home: Rhaemis

Military Strength:
Rhaemis Morae: 2400 men (4 morae), 18 ships
Ampheus Morae: 1800 men (3 morae), 14 ships
Lapedos Mora: 600 men, 4 ships
Total: 4,800 men, 36 ships
Note: As they are from the island of Euedia, the ranged troops of all the Morae are the more famous and effective Euedian slingers.



Relations

Allies: Lysania, Eura, Iria, Onis


Rivals: Masaia, Diotes, Kyrmeia, Chalia, Arceia
Last edited by Lunas Legion on Sat May 25, 2019 6:36 am, edited 11 times in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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Gudmund
Envoy
 
Posts: 284
Founded: Aug 02, 2018
Liberal Democratic Socialists

Postby Gudmund » Fri May 24, 2019 2:05 am

If possible I'd like to add wyvern riders to the Dragon Order as a 2nd very rare Special Troop (bit weird if they didn't have some). I don't have airships or boats, and taming/breeding beasts is sorta their thing.
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Essential Details

Name of Creature: Wyvern


Appearance: Your average wyvern


Description: 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.


Image


Essential Details

Name: Ander Terricus


Appearance: Image (Keep in mind he usually wears the Dragon Order armour)

Age: 38


Gender: Male


Sexuality: Heterosexual


Build: 186cm, 86kg, fit


Legacy

Allegiance: Order of the Dragon


Profession: Grand Master of the Dragon Order, Beast Slayer, General


Background: The current head of the Dragon Order, Ander Terricus, rightfully earned his place through sheer hard work. During a routine trip to a local village, which had been raided and burned to the ground by bandits, the order discovered Ander as a child alongside his younger sister. His parents likely deceased, they brought them in and made them swear allegiance to the order. Despite his training beginning at 10 years old, Ander's natural skill quickly surpassed the other trainees in a matter of months. By the time he graduated at 20, gaining his White sash, Ander was by far the most fearsome warrior of his generation. He wished to become stronger, to protect what little family he had left, so that his sister could live a good life.

It wasn't until 15 years had passed until Ander finally obtained a Black sash, indicating his accomplishment of 300 successful hunts. Beasts of all kind fell to his blade, gaining respect among the order. It was only a matter of time, everything pointed to his succession as the Grand Master of the Dragon Order, and with the passing of the current one his coronation went unimpeded. Under a steady hand, Ander began his rule over the order, establishing new techniques. His policies leaning more so on taming wild beasts rather than brutal killings. Of course, the bandit group he so despised was no more, but needless to say he'd bring down the whole order on any bandits he came across.

The secrets of the order were now his, he knew everything there was to know, and he was determined to keep it hidden from the outside world. To him, the best and only way for him to succeed was to forge likeminded alliances with powerful people. Bolstering his armies will only get him so far. With his companions and sister by his side, Ander's life has only just begun.


Beliefs

Religion: Like the rest of the order, Ander does not follow nor discriminate against any religions. The order generally follows a battle philosophy, where great warriors pass on to the afterlife to live in peace.

Motivation: To protect the secrets of the order, and to forge friendships with powerful allies.


Personal

Likes: Military prowess, strength, independance, good food


Dislikes: High society, sleazy politics, boastful or entitled people, bandits


Hobby: Sparring and designing new weaponry.
Last edited by Gudmund on Sat May 25, 2019 11:41 pm, edited 5 times in total.
Civilisation:
Tier 8, Level 3, Type 7
An 8.625 civilization - according to this index
▬▬▬▬▬▬▬▬▬▬▬
Leader: Albani Gudmund
Setting: FT (2060+), the ruling nation of a non-human, low population, galactic Empire spanning just beyond its solar system. Primarily using advanced, mass-produced droids to handle most menial tasks and to fill the ranks of its military alongside living soldiers.

User avatar
Rhinocera
Minister
 
Posts: 2098
Founded: Apr 15, 2013
Father Knows Best State

Postby Rhinocera » Fri May 24, 2019 3:56 am

Can I reserve the remaining territory on Hygard for the kingdom I’m apping for, short of the northeastern coastline? It would be open for houses to app within, contingent on membership to the kingdom. I’ll be done the app in 2-3 days. Busy so I haven’t had time to sit and write it out, driving all day so can’t do it today either.
RED STAR HEAVY INDUSTRIES

http://forum.nationstates.net/viewtopic.php?f=6&t=243572

Signatory of The Amistad Declaration on Slavery and the Rights of Man

https://forum.nationstates.net/viewtopic.php?f=5&t=98436#p4901606

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Rastrian
Spokesperson
 
Posts: 191
Founded: May 15, 2019
Ex-Nation

Postby Rastrian » Fri May 24, 2019 7:36 am

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Essential Details

Name of House: Clan Hais

Leader:
Clanlord Theras Bestanoth Hais, Clanlord of Hais, Seneschal of the Realm, age 41

Family Members:
Yesevas Bestanoth Hais - Expected successor, age 49
Antaras Yagenoth Hais - Oldest male by seniority, age 92
CHILDREN OF YESEVAS:
  • Arathas Bestanoth Hais (oldest son, age 23)
  • Avaritas Bestanoth Hais (second son, age 20)
  • Agika Bestanoti Hais (oldest daughter, age 19)
  • Atavida Bestanoti Hais (second daughter, age 17)
  • Valanas Bestanoth Hais (third son, age 14)
OTHER FAMILY MEMBERS:
  • Kiras Bestanoth Hais (captain of the Clan army, age 29)
  • Uratsas Bestanoth Hais (chief diplomat, age 62)
  • Valas Bestanoth Hais (steward, age 42)
  • Irras Bestanoth Hais (gravekeeper, age 52)

History:
Founded ostensibly by Haisas, one of the warriors of Ghyrric legend, Clan Hais owns a large portion of the land on the southern bank of Gyrcant Bay. Their lands have almost always held great value for trade, strategic value, and a large number of people, making it the second most densely populated area other than the Capital. During the earliest days of the Kingdom, Clan Hais operated and owned the lighthouses which kept sailors from crashing onto the rocks around Cape Datath. Their harbours always provided safe haven for ships, their lands are warm and fertile, and their capital protected by an inlet. During their long history, they have occasionally butted heads with Clan Kyll, often over shipping rights, as galleys which pass through the northern shore often stop in Kyll lands, while those that pass through the southern ones pass through Hais lands. Additionally, their armies guard the southern border, with a large contingent of Kingdom soldiers also sometimes stationed there. They have historically counted Clan Leth among their closest allies.


Assets

Home:
Castle Hais, as well as the city surrounding it, is their home territory. Located in the inlet which brings most of their trade, it is one of the most fortified cities other than the capital itself. Castle Hais sits on a hill, overlooking most of the city, while the mausoleum is built into the harbour, acting as a lighthouse of its own. The brick houses, made of a white stone, appear to shine in the sun, with the roofs mostly being open, often having their own meeting places atop them, due to the absence of snow for much of the year.

Military Strength:
Army:
2,000 pikemen
300 marines
1,000 spearmen
300 swordsmen
200 cavalry
200 crossbowmen
150 heavy cavalry
150 ballista operators (with 30 ballistae)

Navy:
40 galleys w/ crew
80 smaller trade galiots w/ crew



Relations

Allies:
Clan Leth

Rivals:
Clan Kyl

Image


Essential Details

Name: King Tedas III Namiroth Kyll, Clanlord of Kyll and King of Gyrcant Bay

Appearance:
Image


Age: 82

Gender: Male

Sexuality: Heterosexual

Build: Slightly plump, though not overly so. Not extremely tall.


Legacy

Allegiance: Tedas III is the King.

Profession: King of Gyrcant Bay

Background:
Born the son of a travelling merchant, Tedas learnt the basics of literacy and money handling from an early age. His mother having died in childbirth, Tedas was raised alone by his father. As his father aged, he became less mobile, mobility being a requirement for merchants. As such, the family slipped into poverty as Tedas' father no longer could earn money for the household.

Tedas' father, health worsening, told Tedas to leave the house at age eight. The young boy was not aware if this, but his father did not want Tedas to watch him grow old and die. As such, he took to the streets alone. A young military man, a member of the marines who was born to a rich family, but had squandered his wealth, soon came across the young boy polishing brass coins. In need of a cheap squire, the marine took Tedas on.

However, it was not to remain. The marine was tasked, alongside other marines, with delivering the Clanlord, Namiras Yukanoth Kyll, as an ambassador to another clan. Along the way, the galiot was attacked by pirates, with the military man fighting on a ship alongside the Clanlord. The marine was killed early on - an arrow through the head before he could don his helmet. Tedas noticed the rain of arrows and ballista bolts, and the mast cracked and fell, trapping the Clanlord under it.

Picking up a shield, Tedas rushed to the Clanlord's side, keeping him from the volley of arrows long enough to free himself. Finally, the fleet of the other clan, alerted to the presence of the battle, attacked the pirates and drove them off. The childless Namiras owed a great deal to the young boy, and hearing his situation, decided to take him under his wing.

He was taught literacy, mathematics, classics, etiquette, even some fighting, but the places in which he truly excelled was negotiation and law. At one point, two of Namiras' retainers got into a fight. By the time Namiras had been summoned to mediate, he found both men shaking hands, each having paid the dues to the other, and with Tedas smiling beside them both. Namiras knew with every successful lesson he taught the boy, that he should spend the rest of his life setting up Tedas to become Clanlord after him, possibly even the King of the land.

Out walking one day, he found himself in a familiar location - his old home. He knocked on the door, seeing a stranger there. Asking them about his father, the stranger recounted only what the old man had told them - that Tedas' father could not bear to have the young child watch him die slowly, and would do one good thing for him, and allow him to leave to make his own way.

Tedas was distraught at this newfound understanding of his father's action. He went back to the castle, telling his guardian everything and expecting a cold response. But Namiras warmly comforted the boy, giving him the advice his father had given him - to commit oneself to work when mourning, as the ancestors smiled upon a diligent soul. Tedas took that advice to heart. As such, he became dedicated to fixing the problems of the Clan during his darkest times. Though he was still assisted by Namiras in his training. By the time he was of age, he had recovered from his mourning, and Namiras took him around the Kingdom, meeting the other Clanlords. By the time he was 34, Namiras had convinced most of the Clanlords of the realm that Tedas should be King. It was just as well, for not two years later, Namiras would be dead. Tedas became Clanlord, and very soon after that, he became King.

He proved immediately decisive in dealing with trade networks within the country. His early reign would be known for its passing of many laws, some inconsequential, others fairly meaningful. However, with the advent of increased trade with outside nations, brought about by a thawing of relations with the nearby Confederacy, Tedas' aim became much more concerned with outside diplomacy, forging some relationships that are bound to continue.

Tedas is now old and frail. Though he is younger than some, he remains fragile, and is expected to die soon. Having not set up an heir for himself with the Clanlords of the land, the inheritance of Clan Kyll, and indeed the whole Kingdom, hangs in the balance.


Beliefs

Religion: Gyrrhic Ancestor-Worship

Motivation: Formerly, it was his love of work, diplomacy and discussion. Now, though, very little.


Personal

Likes: Long walks in the gardens of Pelitathi, discussing and negotiating with people, learning, working.

Dislikes: Slothful people, incompetence and overt rudeness.

Hobby: Formerly, he was somewhat of a green thumb, tending to gardens. However, now his days are more and more concerned with just staying alive, as he becomes weaker and his mind begins to dull.
Last edited by Rastrian on Sat Jun 08, 2019 4:07 am, edited 4 times in total.
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The Vekta-Helghast Empire
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Posts: 5782
Founded: Jan 14, 2012
Ex-Nation

Postby The Vekta-Helghast Empire » Fri May 24, 2019 7:48 am

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Essential Details

Name of House: Clarifont.


Leader: King Edmon Clarifont VII.


Family Members: Princess Lyaera Clarifont (Sister) & Prince Elliot Clarifont (Half-Brother).


History: House Clarifont is believed to have formed around about the year of our lord, 320BCE. With their name originating from an ancient myth. It’s believed that the lake due South of Aratas originated as but a small fountain, and that all who drank from its waters were bestowed with great knowledge. Many pagan religions say that it was created by an ancient pantheon of Gods, as to bless their servants for their devotion and loyalty. The Asigns believe that it was the fountain of the first men, where God blessed his subjects with water for the very first time. But the beliefs surrounding it are irrelevant, for one day the fountain was smashed during a bitter blood-feud between two clans. And it’s said that the Earth wept for decades, slowly filling the entire basin and creating the lake we know today.

House Clarifont takes its name from this ancient fountain, Clari being a shortened version of the word Clarity, and font as in, font of knowledge. Hence, Clarifont - the font of clarity. The first written account of the family is seen in ‘Aratas, a legacy of blood’. Written by the ancient Historian Marven De Kante. When their clan is noted as having settled on the river Ara, establishing the city Aranthalas. Little is known about what occurred over the following decades but it is said that between the year 320BCE and 290BCE, that the population quadrupled and that the clan had built a bridge spanning the entire river, giving it total control of inland river-trade.

With this wealth, came further population growth and brought the attention of various rival clans. But no one would truly challenge their power until the year 220BCE, when desert tribes to the south began marching north - aiming to subjugate the largely sparsely populated clans of the region, and to claim the wealth-ridden trade routes of the river Ara. This war contains the first written account of - Houses Redwood and Whiteford standing alongside House Clarifont, as part of the Confederation of Ara - a union of over a hundred clans against the invading southerners. It is said that the war was ended when the joint armies of House Whiteford and Clarifont defeated the Southern Emperor’s grand army of 20,000 men at the battle of Dundale. Highly outnumbered, they won against all odds with High King Oglok Whiteford crushing the invading Emperor’s breastplate with a single blow of his warhammer, killing him instantly.

For the next three hundred years, Aratas would live in peace and prosperity - with the clans having built strong bonds during the war of the Serpent. But times would change; as social structures shifted to more hierarchical Feudal systems and from the foundations of their clans, grew great Kingdoms - the Storm Lords of House Whiteford, The Red Kings of House Redwood and the Golden Throne of House Clarifont. These were the three main powers of the region, having subjugated or slaughtered all who stood against them.

In the year 190CE the balance of power shifted dramatically, the Whitefords had amassed a grand army, rumoured to have been 75,000 strong. The largest army the region had ever seen, and although the Clarifonts were by far the wealthiest of the houses, they lacked the manpower to stand against the Whitefords should they strike - but there was one house that feared the Whitefords far more than the Clarifonts did, House Redwood, who’s bloody history was intermingled with the Whitefords for millenia. The two houses having fought for centuries, and now more than ever it appeared that their fierce rivalry was to come to a head.

The Stormlords’ mighty army crashed against the Redwoods like an unstoppable tsunami, sweeping across the lands in a brutal conquest. Knowing that they couldn’t defeat the Whitefords alone, the Redwoods appealed to the Clarifonts for aide - and in their time of need, House Clarifont answered the call. On a cool autumn’s day outside the Redwood fortress of Tarnal, stories say that five-hundred Clarifont Knights lifted the siege of the fortress, without any real support, defeating an army of 2,500 Storm’s men. The Storm’s men, being simple levied men and a handful of men-at-arms believed the Clarifont Knights to be the vanguard of a much larger force, and began to panic - having been caught entirely off-guard and fearing that the defenders would soon sally forth to join their allies. And began to flee - in the ensuing panic, it is said that nearly a thousand Storm’s men lost their lives, either due to trampling or being cut down by the Clarifont troops.

Word of the defeat spread like a plague through the Whiteford armies, and further bad news was right around the corner - the Whitefords in a bid to force the Redwoods’ surrender, marched with 50,000 men to Ismethemar. It’s said they built floating siege-weaponry in an attempt to assault the city, and that over 7,000 men drowned to death in the ensuing battle as their vessels were sunk by the city’s defenders. The remaining 43,000 men soon found themselves trapped between the 7,000 man City Garrison, a 5,000 man Redwood relief army and a 20,000 man Clarifont army. The ensuing battle was hard-fought, and it almost seemed like the Whitefords were going to win a crushing victory over their enemies, against all odds. That is, until King Edmon Clarifont, first of his name - ran his sword through the Storm King’s gut. The fall of their king shattered his men’s morale and many knew, that the battle was lost. It is said, that of the 50,000 men who besieged the city - less than 20,000 survived.

The war left thousands dead, and in the end - House Clarifont and Redwood marched against the fortress of Whitehold, and beneath its walls King Edmon challenged the Storm Prince, now King - to an honourable duel, in the end - the Prince would yield, surrendering his sword and his Crown. Bending the knee to King Edmon, first of his name. And soon after, House Redwood, in appreciation of House Clarifont and knowing that they couldn’t hope to recover alone, bent the knee in turn. And it was on this day, in the year 199AD, after nine years of war - that the Kingdom of Aratas would be born.

For another four hundred years, the realm would know peace - until the Royal Schism of the year 632. In which the Royal family would split and the realm would bleed for years. Due to the extreme fertility of the monarchs leading up to the Schism, the royal family had grown exponentially - numbering in the near hundreds of members, and having over a dozen cadet branches. Which, as you can imagine - isn’t particularly good for the stability of the realm. The Schism initially appeared to be a simple civil war, and no one believed that it’d escalate as much as it did. When the King at the time perished due to a terrible fever, his son - Erick was to become King in his stead. Unfortunately for Erick, his cousin Prince Aelyn had another idea in mind - and swiftly moved against him, using mercenaries to storm the Keep amidst the coronation. Although he successfully killed Prince Erick and a great deal of the Loyalist forces, a key figure escaped: Prince Richard. He quickly assembled an army from the various loyal lords and made swift work of his treacherous Cousin. But this near-successful coup did nothing but inspire further attempts in the future. And for the next hundred years the house would slaughter itself. The most significant war however, was when House Clarison the most influential of the Cadet houses, entered open rebellion - taking the entire realm by surprise.

The war was brutal and hard-fought, but in the end, the Clarisons were forced to retreat to their great fortress of Sal’atath, now known as the City of Blood. Their 7,500 remaining men held the walls valiantly against the Loyalist forces, but having been outnumbered four-to-one, the walls soon crumbled beneath their might. Usually, this would mark the end of a siege - with the defenders surrendering and the conquering forces occupying the settlement peacefully. But King Edmon the fifth was determined not to repeat the mistakes of the past, and allow this idea of rebellion to continue. He needed to send a message to what little kinsmen he had left, and to any House that would question his might. It’s said in the following sack, 30% of the City’s population were slaughtered and that 90% of the Clarisons were executed. Those who weren’t killed, were men who’d turned against their branch of the House and remained loyal, and as their reward - were given the now sacked city, to rebuild their house as loyal subjects.

The King’s message was clear. And for the last near four-hundred years, the realm has known relative peace. The Ducal Houses have been left licking their wounds, and the Crown has governed with absolute power. But times are changing, old blood feuds are not easily forgotten and the balance of power has once again, grown terrifyingly close.





Assets

Home: Aranthalas, the city of Gold (Not literally).


Military Strength:

Royal Retinues and forces:
King Edmon’s Retinue: 25 Knights.
Princess Lyaera’s Retinue: 100 Men-at-arms.
Prince Elliot’s Retinue: 250 Men-at-arms & 5 Knights.
House Clarifont’s Sworn Knights: 350 Mounted Knights.
Army of Aranthalas: 4,500 Men.
The Royal Army: 11,750 Footmen & 1,250 Horsemen.

Total: 385 Knights, 350 Men-at-arms & 17,500 Levied Men.




Relations

Allies: House Redwood.


Rivals: House Clarison & Whiteford.

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Essential Details

Name of House: Clarison.


Leader: Duke Brayden ‘The Black’ Clarison.


Family Members: Markus Clarison (Son), Elise Clarison (Daughter) & Robert Clarison (Uncle).


History: House Clarison’s history, is among the shorter of the great Royal Houses. Its origins dating to the year 590, when their spin-off branch of House Clarifont grew so large and influential, that they began to possess holdings of their own and through shrewd management came to be one of the wealthiest houses in the realm. As part of a Royal-Decree aimed at increasing the stability of the realm as the Royal Household grew immensely, they were made to change their name as to reduce the legitimacy of their claims to the throne.

At first, they appeared to be steadfast in their loyalty to the crown. Standing with the Clarifonts until the very end years of the Schism - believing that their kinsmen in House Clarifont had been weakened sufficiently enough, they called their banners in rebellion. At first, they seemed to make significant gains, capturing a number of smaller fortresses with little to no resistance, but alas, the tides would turn. House Clarison had believed that House Redwood would join their rebellion and chose to march through the Redwood to rally with their supposed allies. But they were betrayed, not just by the Redwoods - but even by some of their own family, the Redwoods attacked them while they marched in long columns through the woods, alongside the Clarifont troops. And just as it seemed like they’d formed a competent battle-line to hold their foes at bay and allow for an orderly retreat, the men of their rear guard turned their blades on them - as the two youngest members of House Clarison, having schemed with their kinsmen of House Clarifont turn-coated and trapped the bulk of the Clarison army, eventually leading to the battle of Sal’atah, and the slaughter of dozens of Clarison men.

In the wake of these events, and following the installation of the loyalist Clarisons - their house had remained loyal once again. Though the whispers of treachery once again ring, as the Clarisons begin to dream of what could’ve been, had their ancestors not betrayed one another so long ago. With their new-found allies in the mighty House Whiteford, and their armies replenished, it may not be long before the realm enters into another era of bloody civil-war.



Assets

Home: Sal’atath, the city of Blood (Not literally).


Military Strength:

Ducal Retinues and forces:
Duke Brayden’s Retinue: 10 Knights, 75 Men-at-arms.
Lord Markus’ Retinue: 50 Men-at-arms.
Lady Elise’s Retinue: 14 Men-at-arms.
Lord Robert’s Retinue: 400 Men-at-arms, 750 Footmen & 20 Mounted Knights.
House Clarison’s Sworn Knights: 75 Mounted Knights.
Army of Sal’atath: 1,500 Men.
Clarison’s Hand: 8,500 Footmen & 2,500 Horsemen.

Total: 30 Knights, 539 Men-at-arms & 13,250 Levied Men.



Relations

Allies: House Whiteford.


Rivals: House Clarifont.

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Essential Details

Name of House: Redwood.


Leader: Duchess Aegwyn Redwood.


Family Members: Taelyn Redwood (Sister),
Barick Redwood (Uncle), Erik Redwood (Cousin), Thomas Redwood (Cousin) & August Redwood (Kinsman)


History: Redwood, a house who’s history is clouded in shadow, until the year 330BCE. Their name originates from the lands they occupy, the Red Forest, or Red Wood, the name of which is derived from the event that marks the House’s entry into the annals of history. It’s said that in 330BCE, ten years before House Clarifont founded the city of Aranthalas in the east, a great meeting of clans occurred in the Red Wood - to discuss the rapid and surprising rise of the Storm Kings in the north. During this meeting, the various unnamed clans discussed the possibility of forming a Confederation to march north and crush the Storm Kings together - but some within their ranks had fallen to the corruption of the Storm Kings, and had accepted bribes to ensure such a Confederation could never come to be.

But those who hadn’t been offered bribes, were totally unaware of how far these traitors were willing to go. The talks appeared to be going well, and the terms of a Confederation had seemingly been hashed out. All seemed well to the unknowing Clansmen. Until, from the surrounding woods of the grotto, a horn blew out - and before they knew what had hit them, a small army of Storms Men and their aligned clansmen fell upon them. Hundreds were slaughtered, entire families driven to extinction by the onslaught. Blood and Iron stained the Earth and woods red. But a few of those who’d joined the gathering survived. In particular, one small clan - who’s original name is now lost to history, known for its archery and light-infantry. And they never forgot what happened there.

They adopted the nickname given to the woods following the slaughter as their own, and from that day - came to be known as the Redwoods, determined to see justice brought to those who betrayed their kin, and to the Storm Kings of House Whiteford. For decades they built their strength, gathering like-minded individuals to their cause, establishing a fort deep in the woods. Until finally they were confident enough to strike. In the year 317BCE, they began striking at vulnerable convoys belonging to the traitorous clans. Gathering weapons and treasures aplenty and seeing their numbers swell as many more rallied to their banners.

By 295BCE, they even began launching sporadic attacks into Whiteford territory, burning villages and cutting down military patrols. And tensions did nothing but continue to build, until eventually in 291BCE, the Storm Kings had enough - and assembled a small army of 5,000 men to march south into the Redwood to put an end to these raiders. Little did they know, this is exactly what the Redwoods had hoped for. The Storm King and his men quickly found the Redwood’s fort, and began setting up siege lines, spreading their forces all around the fortress, blissfully unaware of the fact that the only reason they’d found it so quickly, was due to the guidance of the Redwood’s forces. On the night of the third day of the siege, the Redwoods finally made their move. A few dozen men slipped into the besieging encampment and quietly tampered with their rations and water supply. As this unfolded, two hundred Redwood clansmen began taking up positions in the woodlands to the north, awaiting the following afternoon.

When the noon came, the Storm’s Men struggled fiercely with illness and discomfort. And many found that their weapons had gone missing during the night - the King almost immediately knew what’d happened, and began hastily organising those who were still fit into a far stricter patrol and guard routine. But it was too late - as he went about giving assignments, the Redwoods fell upon the camp - two hundred from the Woodlands to the north, and nearly a Thousand from the settlement itself. They pierced two large holes in the Whiteford lines, breaking them in the north and West, before moving rapidly towards one another and crushing a quarter of the Whiteford troops in an instant.

The Storm King knew that a large number of his men were sickly and incapable of fighting, but that he still maintained a numeric advantage despite this. He quickly gathered what men he had available and rallied them to the East of the fortress, but fate was a most cruel mistress to the Elderly Storm-King, and as he setup his battlelines, a stray arrow found its mark in his throat. Dropping him from atop his horse, and breaking his army’s resolve.

Over the following week, the routed Whiteford army would suffer immense casualties to disease, starvation and harassment from the Redwoods - and once again, the woodlands would run red with blood.

In the wake of this battle however, and due to the damages inflicted on the fortress - the Redwoods would move their Capital to the coast, some five miles West - to a large rocky Island, it would take some years - but with their hard work and dedication, they’d soon carve it into the legendary city of Ismethemar.

These would be the events that solidified House Redwood as a power in the region - news of the resounding victory echoing throughout the lands. And peace would be cemented between the clans, that is - until the war of the Serpent in the year 220BCE, when great southern armies marched on their lands. But to their relief, the other clans saw the threat of the southern foe and rallied to their aide, beating back the invaders in a bloody war - before finally cementing their victory in the battle of Dundale.

It wouldn’t be until 190CE that things once again took a turn for the worst. The Whitefords had slowly but surely amassed a grand-army in the north. Believing that now was their opportunity to unite the lands under the banner of the Storm Kings and to finally crush their rivals, the Redwoods - once and for all. Many smaller clans bent the knee without much fight, knowing that their defeat was inevitable.

Before long, the Storm King’s armies began to march southbound, clashing with the Redwood Army first at Torduin, where the Redwood’s successfully retreated from the field with the bulk of their army intact, then again at Torcar and Corailin. Despite having maintained much of their numbers, the Redwoods were on the retreat and had lost significant swaths of territory - defeat was inevitable, and all it would take was a single decisive battle to cement their end. But there was a light at the end of the tunnel, as House Clarifont finally answered their calls for aid - along with a number of the smaller clans. This put pressure on the Whitefords to act, and so the siege of Tarnal began, if the Whitefords could capture the fortress before the arrival of the Clarifont army - it would significantly delay their advance, and allow the Whitefords to conclude their siege of the Redwood Capital. But it was not to be. A small vanguard of the Clarifont army, consisting mostly of mounted knights routed their armies alongside the city garrison, and dealt a humiliating blow to the Whiteford forces.

But they weren’t safe yet, as Ismethemar was besieged by a grand army of 50,000 men. The Whitefords, in an attempt to breach the island-city, built immense warships, with mounted siege-towers, trebuchets and all sorts of other weapons. And attempted a full-out assault on the city. But the city’s valiant defenders, and intelligent engineers proved victorious. Mangonels and trebuchets responded to their enemy’s fire with devastating effects, chains raised in the bay and caused siege-ships to flip and sink. And the ships that reached the walls found themselves drenched in oil and set aflame. In total it’s believed that only a thousand Whiteford men reached the walls, and a thousand fell. Whilst a further six-thousand drowned amidst the chaos.

It wouldn’t be long until a vanguard of House Redwood and the bulk of the Clarifont army arrived outside the walls - a grand battle taking place, where King Edmon of House Clarifont dramatically gutted the Storm King, and repulsed his army. For weeks, Redwood cavalrymen would pursue the shattered and fleeing army, cutting them down in their thousands - before the joint armies of House Clarifont and Redwood marched on the Whitehold itself. It would be hear, history was made - the castle would never fall to the attackers, and there would be no battle - only a singular duel of honour on the fields beneath its walls. Between King Edmon and the Storm Prince, a duel in which the almighty would favour the coalition, and King Edmon would prove victorious in.

With that, the war was over - and talks could now begin. Tens of thousands had fallen in the war, and the damage to the Redwood’s lands were immense. As was the damage to the Whiteford territories following retaliatory attacks from the Redwoods. In essence, they’d nearly destroyed one another in their entirety. Neither could hope to recover alone - and so they turned to House Clarifont. Knowing that they had little choice to bend the knee, or see the vultures - cannibalise their remains.

Between then and the modern day, house Redwood’s tale is one of far more positivity, their alliance with House Clarifont lasting the ages, with them standing by the loyalists throughout the entirety of the Schism, even when it looked like victory was a pipe-dream. Earning themselves great wealth, and a reputation as an honourable and honest people.



Assets

Home: Ismethemar, the Jewelled City (Not literally).


Military Strength:

Ducal Retinues and forces:
Duchess Aegwyn’s Bodyguard: 15 Knights, 50 Men-at-arms.
Lady Taelyn’s Bodyguard: 10 Men-at-arms.
Lord Barick’s Retinue: 10 Knights, 300 Men-at-arms, 2,500 Men.
Army of Ismethemar: 1,250 Men.
The Red Army: 250 Men-at-arms, 9,750 Men, 750 Horsemen.

Total: 25 Knights, 610 Men-at-arms & 14,250 Levied Men.




Relations

Allies: House Clarifont.


Rivals: House Whiteford.

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Essential Details

Name of House: Whiteford.


Leader: Duke Aarron ‘the Stormlord’ Whiteford.


Family Members: Josack ‘the Swift’ Whiteford (Son), Sybelle Whiteford (Daughter) & Eamon Whiteford (Brother).


History: House Whiteford, also known as the Stormlords - perhaps the most infamous House in all of Aratas.They stand as the only major House, who’s origins do not begin here in Aea. But instead, are believed to have descended from migratory tribes as far away as Hyygard. It’s believed that they initially had settled on the Continent of Uralos, but were bested by the natives there and forced to migrate further - finally landing in Aratas in the year 423BCE. Their name coming from the mighty storm they seemingly brought with them to the northern coast upon their arrival.

Their arrival marked the beginning of an era, with the Storm Kings conquering and subjugating the entire northern coastline of the realm. Building vast and mighty fortresses of plain, but practical design. Their power would be near unrivalled, until 320BCE when the various southern clans began conspiring against them, to rally their forces and shatter the Storm Kings’ domain. But the Whitefords weren’t going to go down without a fight, and ambushed the Clan Chiefs during a meeting in the Red Wood, slaughtering all who dared question their authority - or so they thought. One got away. And it would prove a thorn in the side of House Whiteford for a millenia.

The first major engagement between the two happened in the year 292BCE - With the first siege of Ismethemar, during which the Storm Kings would suffer their first defeat since their arrival a hundred years ago. As disease plagued the entire campaign, and sporadic raids from their foes dwindled their resources and manpower - before the grand battle beneath the then-fortress walls. Where their enemy had struck them from within and sabotaged their food and water supplies, leaving half the Storm Kings’ grand army incapacitated, and the other half demoralized. Beneath those walls, King Uglek would fall. And the massacres that came in the coming weeks - would forever haunt the minds of the Storm Kings.

For centuries, the Whitefords would remain idle - occasionally fighting in minor border conflicts, but never again engaging in the large scale conquests of their past. Perhaps still haunted by the memory of their humiliating defeat at the hands of the Redwoods. That was, until a new threat arose - in the war of the Serpent. Although the southern hordes were far from Whitehold, the Storm Kings knew that should the southern realms fall, they’d never hope to stand against their new foe. And so, they were more than eager to join the coalition and keep the fighting far from their borders. Their armies proving vital in the crucial final battle of Dundale, as they shattered the invaders’ center and split their army in two.

For nearly four centuries, peace would endure - as House Whiteford continued to grow its strength internally and cement its position through the construction of grand fortresses and forced settlement of the peasantry in various regions to encourage population growth. Culminating in the grand Storm’s army some 60,000 men strong in the year 190CE. And they hadn’t forgotten their past. The Storm King’s rarely forgot a blunder, and were eager to set things right - marching their grand army against the forces of House Redwood.

At first, they appeared unstoppable, defeating the Redwoods time after time, ripping castles and fortresses down brick by brick - but word soon arrived, that House Clarifont had begun to mobilize its forces and it became clear that a deal had been struck between their two southern neighbours to rally against them. Knowing this, the Storm King dispatched a small army to seize the fortress of Tarnal, knowing that the fortress guarded the primary road from the Clarifont territories and the Redwood. But alas, the siege failed - as a vanguard of the Clarifont forces struck the flanks of the Storm Army, the men fought valiantly but soon broke into a rout as the city defenders sallied out and struck them again - pincering a large number of their men.

But hope still remained - as the Grand City of Ismethemar was open to the bulk of their forces, and with 50,000 men they marched for the city. The problem was, the city had been constructed on an island just off the coast and was only connected to the land by a long bridge. Dotted with small towers and houses. To push a battering ram across it was suicidal, as they’d be harassed the whole way - and the small Redwood naval detachment could harass their forces the entire way.

Instead, he chose to defile the Redwoods’ sacred forest, and construct a grand fleet on the banks - mounting his vessels with immense siege weapons, knowing that the only way to take the city before his foes could arrive, was with one grand assault on the walls. His ships set out early in the morning, beginning the assault with an intense artillery barrage - shattering the battlements of the City and setting ablaze to many of the city’s structures. At first, all appeared well - the waters were tame and the wind at their backs. But the latter of the two would prove fatal, suddenly an immense chain raised from the water, catching many of the ships and ripping their sails apart, or in the case of the siege-tower vessels, slowly tipping them or splintering the wood, causing hundreds to be crushed or thrown overboard. Enemy artillery battered their fleet and a hail of arrows slaughtered hundreds. Eventually a handful of ships reached the walls, but this is when a bad situation became a tragic one - burning hot oil soaked the hulls of the ships, before flaming torches set them alight - the siege vessels slowly sinking as the men scapered for the walls - knowing that it was either to fight for their lives, or to burn alive. Thousands perished.

With their failed assault, he knew he’d have to prepare for a pitched battle - his men began setting up spikes and trenches along their flanks to reduce the ability of the Clarifonts’ mounted knights, and the Redwoods’ skirmish-infantry. The following day, as predicted - battle would be met. With the Whiteford lines holding strong in face of their foes - who failed to sally out from their fortress as their relief bashed against the Whiteford’s bulwark. That was, until a band of Clarifont cavalrymen lead by King Edmon broke through the Storm King’s right flank and threatened to charge into the rear of the men holding the City’s sally at bay. It was then, the Storm King rode into combat himself - bringing with him his Royal Guard, in an epic clash of titans on the beach. The two duelled atop horses for some-time, before a lance met the Clarifont King’s horse. Sending him tumbling to the ground. Not one to take this unhonorable kill, the Storm King too dismounted, and allowed Edmon to his feet - before continuing their duel. The clash lasted a solid ten minutes, and both began to lose their breath. In one final attempt, the Storm King rose his war-hammer and aimed to crush the young King’s helmet with a final blow, but the young Clarifont wasn’t quite willing to die just yet, and rushed the Storm King, with what he believed to be a tackle. But was in fact - a desperate thrust. His blade piercing clean through the King’s vulnerable stomach - felling him then and there.

With their King dead, the will of his army shattered - many fled in whichever direction they could, knowing that defeat soon approached. It wouldn’t be long following the defeat of the Grand Army that the war would reach the Whitefords’ territory, villages were sacked enmasse by the Redwood men - towns were rolled over and fortresses felled. Until finally the Clarifonts arrived with their Redwood allies at the walls of Whitehold. The Whitehold had never fallen to a siege, and the Storm Prince was determined not to allow it to fall now. So when the challenge came from the young King Edmon, the Prince eagerly accepted.

The two duelled as his father before him had - the fight intense and furious, until soon the young Prince found himself disarmed and put upon his back. He closed his eyes and awaited his fate. But the blow never came. Instead, a hand was offered, King Edmon remembering the honourable conduct of the Prince’s father, returning the favour at last. Accepting in place of blood, a yield and his fealty.

Following the war, House Whiteford would be so terribly weakened, that they’d never be able to establish an army of the scale they once had, and instead - resigned themselves to vassalage. They’d remain exceptionally peaceful, including throughout the Royal Schism - during which they’d choose, for the most part, neutrality. Until the end days of the Schism, where despite their sympathies for the Clarisons - they’d reluctantly join the side of the Loyalists, in hopes of gaining favour and plunder in the wars to come.

Since then however, they have rebuilt relations with the Clarisons and have in fact, grown to be close friends, bonding over their mutual interests in the destruction of House Redwood and perhaps - even House Clarifont.





Assets

Home: Whitehold, the unbroken City.


Military Strength:

Ducal Retinues and forces:
Duke Aarron’s Fist: 40 Knights, 500 Men-at-arms.
Eamon’s Hammer: 250 Men-at-arms.
Army of Whitehold: 4,750 Men & 250 Horsemen.
The Bulwark of Whitehold: 25 Knights, 750 Men-at-arms, 10,500 Men & 2,500 Horsemen.

Total: 65 Knights, 1,500 Men-at-arms & 17,750 Levied Men.




Relations

Allies: House Clarison.


Rivals: House Clarifont & Redwood.

Image



Essential Details

Name of Realm: The Kingdom of Aratas.


Rulers: King Edmon Clarifont VII.


Culture: The social hierarchies of Aratas are largely constructed around the divine right to rule. God blesses you with your birthplace in the wider structure and you’re expected to accept your position in the ladder, living in the knowledge that should God deem you worthy, you too may see great heights. Via proxy, of his Godly representatives - the Monarchs, of course. Kings and Queens are in their position by the will of God alone, and answer to no man. The castes are segregated, but social-mobility is existent, through the form of the growing low-born bourgeoisie, known derogatorily by the nobility as the ‘Coin-Lords’. Who’s power and influence comes entirely from their financial abilities, rather than their birthright.

These ‘Coin-Lords’ have earned their fortunes through the nation’s favourable trade-routes and emphasis on the safety of its roads. With banditry and extreme rarity within Aratas due to the abundance of smaller-fortresses and the use of the men-at-arms as law-bringers in times of peace, in coordination with the men of the numerous Knightly orders. Though, some suggest that the peace isn’t upheld by the brave men of these orders, but in some cases - by the larger houses simply providing the brigands with a means to raid foreign territories instead of their own.

The ‘Coin-Lords’ are also responsible for the immense wealth disparity throughout the nation - with the four major cities holding easily 90% of the nation’s wealth, and the Capital alone generating enough revenue to make even some of the wealthier Kings blush. As a result of this immense wealth, the Capital is both a poison apple and the nation’s greatest treasure. On the one hand, he who rules the Capital - rules Aratas, its immense wealth and population making it second to none. On the other hand, it’s a hive of treachery and deceit. People always speak of the grand streets, beautiful decor and bountiful harbours - but rarely are the poisonings, back-stabbings and financial manipulation mentioned. In this city, one can make their greatest fortunes - or meet their utter ruin. There is no middle ground.

It’s also important to note, that Aratas is ethnically split - with around 20% of the national population being Storm’s men, believed to have descended from the ancient Storm Kings’ mighty host. Whilst a further 70% are believed to be ‘natives’, who speak a bastardized language, much like modern-English, with the Clarifonts originally speaking something similar to the real-world French, but adopting the language over millennia of settlement. The remaining 10% of the population is believed to be entirely made up of foreigners, either merchants who’ve settled along the profitable River Ara, or who have taken up the various port-cities as their homes.

Ethnically speaking, the people of Aratas tend to be caucasian, with the Storm’s Men tending to be blonde or red-haired, with a very so slightly lighter complexion. And the people of the East sporting darker hair, likely just due to the eugenics of the region.

Religion: Aratas, much like its northern kinsmen of Arcanus, follows the faith of Asignism. It guides the common folk and reinforces the reign of the Monarch, as priests are reminded that it’s in the nation, and perhaps the faith’s best interest, that they take the time to regularly remind the people of their monarch’s divine rights. For in Aratas, the King is crowned by God - not the church. Making the Monarch both head of state and head of the church of Aratas.


History: Prior to the founding of the Kingdom, the land was home to countless tribes, and cultural shifts came frequently prior to the common-era, most notably with the arrival of the Storm’s Men who are believed to have brought incredible knowledge of metallurgy and rapidly accelerated the development of the region, despite their hostile intentions. As they sold trade-secrets to native clans in exchange for information surrounding the terrain and various factions of the region. The second most significant arrival, is that of the Clarifonts along the river Ara - as their village would serve as the foundations for the now immense city of Aranthalas, which controls almost all inland trade along the river towards the inland sea. It also serves as a significant site in the local faith - as the first Grand Cathedral was built here in the year 14 CE.

The Kingdom of Aratas was founded in the year 199 CE, following the Clarifonts’ victory over the Whitefords’ Grand Army in the second Whiteford-Redwood war. The Kingdom is relatively young in the wider context of our world, forged in an era of blood and iron. And ever since its birth, it has endured countless feuds from within - limiting its outward influence outside of its exceptional trade-wealth. Continued conflicts well into the 600s CE have meant that monarchs of the Kingdom of Aratas tended to be more concerned with the internal affairs of their nation, rather than outward expansion.

Although this has meant that the nation isn’t very prestigious outside of the local region, it does mean that it’s internal infrastructure and industry has been far better managed and cared for. When rulers’ reigns are remembered by the actions that better the lives of their vassals and citizenry, it’s safe to say that the arts and civil-management sectors have flourished. With one of the most well-established highway systems in the known world and an education system in place that allows anyone, regardless of birth to see their chances of social mobility increase: So long as they can afford the annual fees, of course.

This intense university and college network has allowed for other industries to flourish too, Coin-Lords exerting influence to see commerce and mathematics taught in most, if not all coastal colleges. Furthering the rapid growth of the Bourgeois class in recent decades, as this low-born upper-class utilizes their wealth to develop new tools for improving the lives of their craftsmen, of sailors and civil-servants, creating a snowball effect of continued technological development, and a real Golden Age for the Kingdom of Aratas.




Assets

Resources: The Kingdom of Aratas is known for its exceptionally diverse economy, mostly due to the large port-cities that bless its coasts. It’s exports include silver, which serves as the basis of the majority of their coinage, fine-steel inspired by the long martial culture of the Storm’s Men. Grain from the fertile Eastern territories of the Kingdom, fine timbers from the West and perhaps the most obvious, based on its positioning - a wide variety of white-fish, such as prawns, crabs and haddock. Outside of these primary productions, the vast majority of goods come from the Merchant and Craftsmen classes as they either import or build themselves an even more diverse array of products. Most notably, the immense vineyards of the Eastern territories.


Strongholds: Aranthalas, the city of Gold (Not literally), Sal’atath, the city of Blood (Not literally), Ismethemar, the Jewelled City (Not literally) & Whitehold, the unbroken City.


Towns: Strongholds: Aranthalas, the city of Gold (Not literally), Sal’atath, the city of Blood (Not literally), Ismethemar, the Jewelled City (Not literally) & Whitehold, the unbroken City.

The four major cities are also home to immense fortresses. There’s a number of smaller townships and villages, but the four listed are the only ones required to assert yourself as ruler, or of significant influence.


Military

Military Commanders: King Edmon VII, Prince Elliot Clarifont, Duke Brayden Clarison, Duke Aarron Whiteford, Lord Eamon Whiteford & Lord Barick Redwood.


Military Strength:

United Forces:
House Clarifont: 385 Knights, 350 Men-at-arms & 17,500 Levied Men.
House Clarison: 30 Knights, 539 Men-at-arms & 13,250 Levied Men.
House Redwood: 25 Knights, 610 Men-at-arms & 14,250 Levied Men.
House Whiteford: 65 Knights, 1,500 Men-at-arms & 17,750 Levied Men.
Lesser Houses: 10 Knights, 750 Men-at-arms & 10,250 Levied Men.

Total: 515 Knights, 3,749 Men-at-arms & 73,000 Levied Men.



Special Troop: Men-at-arms, unlike in many other nations, hold a particularly special role in Aratas. These men are a combination of high and lowborn volunteers, who dedicate their lives to the protection of their lieges and lands, they vow abstinence and are excluded from all inheritance. Drilling day and night for years on end in preparation for battle. These are the finest footmen in the realm, and are nothing to turn one’s nose up at.


Diplomatic Relations

Allies: To be determined.


Rivals: To be determined.



Other Information

Location: Continent of Aea.
Last edited by The Vekta-Helghast Empire on Sun May 26, 2019 4:56 pm, edited 6 times in total.

User avatar
Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Fri May 24, 2019 11:44 am

If y’all wanna, uh, do stuff with House Vastorith, let me know.

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Rygondria
Negotiator
 
Posts: 6430
Founded: Nov 12, 2012
Inoffensive Centrist Democracy

Postby Rygondria » Fri May 24, 2019 11:46 am

I kinda want to do a confederation of city states modeled after both the classical Hellenistic cities and Italian city states of the mediveal period.

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Lunas Legion
Post Czar
 
Posts: 31058
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Fri May 24, 2019 12:05 pm

Rygondria wrote:I kinda want to do a confederation of city states modeled after both the classical Hellenistic cities and Italian city states of the mediveal period.


I've sort-of done the former and I think someone else has done the latter.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Rygondria
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Posts: 6430
Founded: Nov 12, 2012
Inoffensive Centrist Democracy

Postby Rygondria » Fri May 24, 2019 12:14 pm

Lunas Legion wrote:
Rygondria wrote:I kinda want to do a confederation of city states modeled after both the classical Hellenistic cities and Italian city states of the mediveal period.


I've sort-of done the former and I think someone else has done the latter.

Ok then...plan b it is then

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Krugmar
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Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Fri May 24, 2019 12:40 pm

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Nekhur



Essential Details

Name of Realm: Nekhur | Also often known as Kishar | Officially it is Nise Matati Kisitti Qatiya (People of the Land Which I Conquered), which is usually shortened to Ne Kur (This land) | Twenty-Second Dynasty of Nekhur


Rulers: The Ensi of Eatar is the Hegemon of the realm, bearing suzerainty over the myriad of kings and satraps ruling over Nekhur. He alone bears the title of Lugal and is said to bear Anûtu, heavenly power. As such in theory he is divinely ordained and possesses absolute power. Outside of the realm he is usually known as the Tyrant of Nekhur, a translation from his native language by the Koinon. The current Tyrant is Sadyhattes IV.

In practice the Tyrant has lost much of his power to the Ati, which roughly translates to Regent. The House of Onetor (Onetorids) expanded the position from that of a minor palace official into a hereditary viziership. The day-to-day running of the realm is largely handled by the Ati. The current Ati is Mnesus

Outside of Kishar, the various satraps and kings tend to rule their realms autonomously with little oversight from the capital. Garrisons tend to remind them of their loyalties, though the imbalance of power between court and governors has been a constant conflict in the history of the various dynasties.


Culture: Like its neighbour, Nekhur is a cosmopolitan society comprising of a variety of peoples, religions and customs. Extensive interaction between these peoples has not created a unified nation, even after thousands of years, but has spread various ideas and practices between the groups. Many of the groups exhibit extensive bilingualism, especially of groups neighbouring others, but also commonly of the lingua franca, Talassan.

The Kisharites are the preeminent nation within Nekhur, boasting an ancient history and claiming among the oldest cities in the world. They speak a language unlike any other, an isolate which has persisted through the ages. The Kisharites are known for their slightly darker complexions, and in the past both sexes would sport shaven heads, though in modern times they have largely adopted Talassan customs. Many of their ancient rituals and customs have also been discarded or forgotten, though it is not uncommon for them to have persist in rural communities unaffected by urban fancies. They have an unstable hierarchy between men and women, having one been a matriarchal society but over the years having adopted some Talassan customs, ending female ownership of property and attendance in the official priesthoods.

The Talassans are the largest group in Nekhur, and despite their ancestors having arrived thousands of years ago with the people of the Koinon, they are sometimes still regarded as foreign by the other groups, and even themselves. They share a similar language and history with the people of the Koinon, but diverged both politically and linguistically a long time ago after coming under the influence and then rule of Nekhur. Their appearances vary greatly, a result of extensive intermingling and waves of migration, but they often sport a tanned complexion and possess the genes for lighter hairs and eyes, though these are somewhat rare. Their preference for hair style varies from city to city, but it is often braided and well-kept. Youths are rarely bearded, though it is expected for elders to be so. Men are predominant in their societies, with women possessing few political and economic rights in most cities, though there are a few exceptional cities.

The Amerites, Irimaeans, and the Kharites are a group of linguistically separate but culturally similar peoples to the west and north of Kishar. Their languages are isolates, like Kishar, but through extensive contact and borrowings they have formed a linguistic and cultural area, though each people remains separate. The Amerites range from Anshun to Hamash, and were once considered great competitors to the Kisharites, and from their ranks have spawned several dynasties. The Irimaeans are further west, from Sukkalmah to Kashi, though they also seem to be related to the Madian peoples of Karkemish and Washukanni, who share a language and many customs. The Kharites are more spread out than the other two, but much of their population is centred in Awan. In terms of customs the groups are similar to each other and the Kisharites, though unlike the latter they have resisted Talassan influence and keep to the old ways.

To the north of those groups are Talassans, but on the coast are the people of the Koinon under the rule of the Nekhur. They are known as Khloraeans, speaking the same language as the people of the Koinon and reflecting a variety of dialects, indicating the mainland was colonised in waves by the various cities of the islands of the modern Koinon. For some of their cities it was contentedness with the rule of Nekhur, and the autonomy they received, that led them to remain a part of the empire, whereas for others it was through conquest and garrison. Even now they remain a sore point between relations with the Koinon. Culturally they are very similar to their Koinon cousins, though they have been influenced by, and influenced greatly, Nekhur culture, especially Talassan.

Finally, the Adrymes are a coastal and seafaring people, ranging from Arad in the east, to Aqhat in the south, Tamruz in the west and Kabar in the north. In more ancient times they clashed extensively with the people of the Koinon for control of the oceans, the sea and control of trade having been vital for their city-states and short-lived empires. The movement of the Talassans in the west saw many of their greatest cities subjugated and burned, and they remained largely under Talassan rule until the expansion of the Sixth Dynasty into their territory, and have been intertwined with Nekhur since. They share a similar complexion with the Kisharites and other native peoples of Oros, though culturally and linguistically they are very distinct. While rejecting overt Talassan customs, their centuries of rule did see a great deal of cultural interaction and influence.

Religion: Religions in Nekhur are largely intertwined with their ethnic groups, lacking any universalist message and lacking any degree of rapid syncretisation between the different gods and pantheons. Several Millennia of contact and a shared nation has however blended some of the mythologies, with gods and stories being shared and adopted between different religions and peoples.

The Kisharite Pantheon is a largely uncodified and difficult religion, being understood by its practitioners through daily and weekly rituals to satisfy emotional and all too violent gods. The Kisharites believe their gods physically make their home in their greatest temples, and each Kisharite city is usually a patron to one such god. The mightiest of the pantheon, Belrim, is often characterised as a golden bull, a mercurial war god who is paired with Eanna, the goddess of the sun. The god of the underworld, Babili, has grown in popularity since the Tenth dynasty, due to his temperate nature, disinterest in heavenly and earthly politics, and his perception as a wealth-bringer and peace-maker.

The Ten Thousand of Talassa are the myriad of gods and spirits worshipped and venerated by the Talassans. There are considered to be far more than ten thousand, as many are local household, village, town and city gods who lack widespread worship. The national figures vary from the major Arinna, goddess of the moon, prophecy and fortune, to the minor Sarrma, god of commercial oaths. The greatest of their pantheon is Tiwass, a storm god and protector of solemn oaths, displaying a variety of attributes and presiding over various realms due to cannibalisation of, and syncretisation with, other deities over the years.

The Amerites, Irimaeans, and the Kharites each have their own pantheons and rituals, though they are superficially very similar to the Kisharite pantheon and rituals. The Khoreaeans tend towards the same cults and beliefs as their Koinon cousins, albeit tending to reject the cult of Drakina due to the ill-repute of the serpent in Nekhur. They have also adopted or identified Talassan deities and rituals as their own, and their has been considerable influence between the two groups.

Drumaism, the religion of the Adrymes, is a dualistic religion with henotheistic aspects. The goddess 'Ila is considered to be an omnipotent deity, having over millennia taken on all aspects from a formerly rich and diverse aspects, having started herself as a goddess of love, wisdom and just violence. Her (sometimes) adversary is the great serpent Lotan, who due to his mercurial nature is sometimes a co-creator and guide of humanity, but in others a violent and wrathful destroyer. Despite 'Ila's omnipotence, Lotan is considered to be a fellow being outside the rules of creation and is therefore outside of her purview. The Cult of 'Ila has spread throughout Nekhur and she has either supplanted or become identified with goddesses similar to her original role in other pantheons.

History:

Pre-dynastic period (~-3000 - -2455)

Nekhur prides itself on hosting the earliest civilisation in the world, though whether that claim is factually correct is yet to be proven. Technological advancements led to the first cities and towns thousands of years before the Pre-dynastic period, but it would not be until this period that they began leaving records of their wars, short-lived empires, culture and religion. Relatively little of this period is known, even in Kishar, being eclipsed by later periods and oft forgotten.

First and Second dynasties (-2455 - -2105)

The First dynasty arose from the city of Unur, at the time the primate city of the region, when it conquered neighbouring cities and established a proto-empire in Kishar. The First dynasty was relatively short, being supplanted by the Second dynasty only three generations in to their rule. The Second dynasty contended with multiple rebellions and had an uneasy time keeping control of the empire they had inherited, eventually being reduced to ruling Unur.

Third dynasty (-2105 - -1904)

The Third dynasty, the Dynasty of Shelal, conquered Unur in -2105 and would go on to reconquer the territories lost by the Second dynasty and under Ayar-Ilum they would expand outside of Kishar. Under Mannum-Ki-Iliya they would reach their apex and collect tribute from over a hundred kings and cities. Severe droughts and raids from the Amerites ended their empire abruptly and shattered Kishar back into a myriad of warring city-states.

First Intermediate Period (-1904 - -1843)

The First Intermediate period saw the ancient cities of Kishar engage in internecine warfare for much of the period, allowing newer cities to flourish as they tended to avoid the devastation wrought by short-lived empires.

Fourth to Early Seventh dynasties (-1843 - -1305)

The Fourth dynasty, the Dynasty of Shinar, were the scions of one such 'new city', and used their newfound power to begin constructing a network of alliances and vassals which allowed them to dominate Kishar. It was through them that later dynasties were able to expand rapidly, as they undertook massive irrigation and palisade projects which brought prosperity and security to Kishar. Their reliance on Amerite mercenaries would prove their undoing as they were abruptly replaced by the Fifth dynasty. The Fifth dynasty is considered by the records to have been tyrannical barbarians, and after two generations they were replaced by the Sixth dynasty.

The Sixth dynasty benefited greatly from the work of the Fourth dynasty, able to centralise the state and Shinar eclipsed all other cities. Under Zimudar II they conquered Adrymia, which had been under Talassan subjugation, and became the greatest power on Oros. In unclear circumstances they were replaced by the Seventh dynasty. The rulers of the Early Seventh are regarded as capable, but they were undermined by a series of ecological disasters which led to frequent invasions, droughts and famines, and the eventual collapse of Zimudar's empire.

Later Seventh to Ninth dynasties (Second Intermediate, -1305 - -1005)

The collapse of the Early Seventh led to a power vacuum which was filled by three competing dynasties. The Later Seventh, of dubious relation to the Early Seventh but ruling from Shinar and the Kishar heartland, the Eighth dynasty, a Kharite dynasty ruling from Kashi to Shushun, and the Ninth dynasty, ruling a rump state around Hamash. The Ninth dynasty, also Kharite, would eventually prevail over the other two, but their victory would be short-lived due to a Kisharite rebellion.

Tenth dynasty (-1005 - -693)

The Tenth dynasty would arise from a rebellion, and it would be through war that it forged its everlasting fame. Its initial kings sought to emulate the splendour of the Sixth dynasty, expanding it far beyond Kishar across the vastness of Oros. It was under this dynasty that Nekhur truly began to form as an entity. By the reign of Ur-Nammu near the end of the dynasty it had reached its peak, encompassing most of Oros and the surrounding islands, and gaining tribute from dozens of neighbouring kingdoms.

Ur-Nammu would lead the empire to its doom, continuing the conquests of his ancestors and inadvertently helping form the Koinon. His attempts to take their great island led to disaster. The death of the dynasty's dragon, their greatest weapon and the reason for their rapid conquests and consolidation, their vast fleet and Ur-Nammu himself. The empire soon fell into a civil war between his sons and collapsed under multiple rebellions and invasions. Though the period was bloody and rarely knew peace, it is considered by Nekhurans to have been their golden age.

Third Intermediate Period (-693 - -465)

The Third Intermediate period featured a variety of proto-dynasties rising and falling, none coming close to even unifying Kishar. Outside influence, largely that of the Koinon, kept them in check lest a more terrible successor to the Tenth arise. In this period the Talassan cities began to become more politically involved with each other and Kishar, forming a myriad of petty kingdoms. The Koinon also began to colonise further inland, previously having been limited to a series of minor city-states.

Eleventh to Seventeenth dynasties (-465 - 294)

Out of the chaos emerged more chaos, a series of short-lived non-Kisharite dynasties able to keep a tenuous hold on the conquests of the brief Irimaean Eleventh dynasty. They ruled ever-shifting borders, but largely centred around the Kisharite homelands, as well as that of the Amerites, Irimaeans and Kharites. At times they managed to expand their influence into the surrounding Talassan realms, but only briefly and never with the energy to annex or integrate any new territories. Under a series of factors the Seventeenth dynasty came to a close as it collapsed and Kishar reverted back to its city-state default.

Fourth Intermediate Period (294 - 391)

The Fourth Intermediate period was largely caused by the influx of Koinon mercenaries, who emboldened by the collapse of the Eighteenth dynasty, set themselves up as petty kings. Few of them established lasting dynasties, being toppled by rebellions, mutinies by their kin, or ousted by Talassan monarchs seeking to influence Kishar. This period is not remembered fondly in Kisharite histories, being a period of chaos and devastation.

Eighteenth to Twenty-First dynasties (391 - 895)

The Eighteenth dynasty began the return of native Kisharite power, reestablishing Kishar as a realm and through the dynasties expanding ever outwards. For the first time in over a millennia the Koinon was pushed back and lost control of the Khoraean cities. These dynasties were even able to conquer the Adrymes and their colonies on Aea, rebuilding the fleets to rival their ancient foes. Almost all of the Talassan kingdoms were subjugated, forced to pay tribute and soldiers to Nekhur. Their failure was not conquering the powerful and stubborn Talassan kingdom of Myrrha.

Twenty-Second dynasty (895 - present)

The Telipinid Dynasty of Myrrha under the ambitious King Mursili II conquered the Twenty-First dynasty and established themselves as the new legitimate rulers of Nekhur. It would not be until the reign of Zidanta I, his grandson, that the last remnants of the Twenty-First dynasty were eradicated and the ancient city of Eatar established as their new capital. The Telipinids represented the first Talassan dynasty to rule Nekhur, and they sought dominion over Oros, both as the inheritors of Nekhur and the glory of the Tenthy dynasty, and as the warlike Talassans who had claimed vast swathes of Oros as their own.

From 895 to the present the Telipinids reconquered lands lost centuries ago, and even annexed and integrate many of the Talassan kingdoms. Over time their conquests slowed and stopped as the empire ground to a halt, successors eager to consolidate and enjoy what their predecessors had worked hard to achieve. Now under them and the current Tyrant Sadyhattes IV a stagnation has fallen over Nekhur, with a slew of houses and families seeking to supplant the Telipinids and establish their own rule over the empire.


Assets

Resources:


Notable Cities: Eatar - The Queen of Cities, proclaimed to be among the most ancient and noble polis in the world. From the Tenth dynasty onwards it has been the centre of Nekhuran civilisation, and even under the Twenty-Second dynasty in the shadow of times past it still dwarfs many of its closest rivals. A vast and cosmopolitan capital, peoples from all over Nekhur and merchants worldwide gather in its streets and forums, colossal manses contrasting with endless slums and temples to every god known reach far into the heavens.

Myrrha - The home of the Telipinid dynasty, also known as Talassa-in-the-West, Myrrha is a great Talassan city of considerable age and prestige. The Myyrhans are known for their stubborn and warlike nature, having been the first to subjugate the Adrymes, the only Talassans to retain their independence from Nekhur, and to have produced one of Nekhur's greatest, and most recent, dynasties. The city itself resembles a fusion of Khoreaean and Talassan architecture, a grand capital bereft of reigning monarchs for centuries, dwelling upon Lake Koralissa as it has for millennia.

Shushun - While Eatar may be the Queen of Cities, Shushun is the oldest and was a significant metropolis before the former had even been settled. Once home to countless Amerite kingdoms, Shushun was eventually integrated into Nekhur and new life was breathed into its perennial pyramids. While it has lost a great deal of political significance, its Great Temple of Babili has given it a newfound importance and rule of Shushun is a necessity for proving mastery over Nekhur.

Salatiwara - Myrrha's great rival and the greatest of the Talassan cities, sometimes known as Talassa-in-the-East. Salatiwara has been a centre of Talassan civilisation since their arrival to Oros, having survived the ages despite numerous sackings and destruction. While it no longer possesses the political clout or hegemony over other Talassan states, it holds the original Temple of Tiwass, its patron god, and is therefore a religiously significant city which any aspiring ruler of the Talassans would do well to acquire.

Sakar - One of the youngest of what the Koinon terms the Pentapolis, the five greatest cities in Nekhur, Sakar is an Adryme city, founded and once ruled by Zimrid. Situated upon lucrative trade routes, and the entrances to eastern Aea and western Oros, it soon outgrew its mother-city and became one of the mightiest cities of the Adrymes. It was spared the destruction the other Adryme colonies faced at the hands of the Tenth dynasty, allying itself early on, and submitting to later dynasties peacefully in exchange for greater autonomy than those its sister-cities gained. Its great distance from Eatar means that it functions as a semi-independent city-state, but its oligarchs have shown few signs of a desire for independence, fearing the Koinon sword more than the Nekhuran whip.

Strongholds and Towns: Check the map below for names and locations


Military

Military Commanders:
Ati - As the de facto ruler of Nekhur, Mnesus in his role as the Ati has (theoretically) full discretion over the military and military decisions.
Master of the Gate - The commander of the Palatial guard and a high-ranking officer during periods of war. In most dynasties, including the current one, a role reserved for eunuchs.
Satraps and Kings - The various satraps and kings of the empire are expected to render military service in times of war, both offering levies and either themselves or generals from their personal retinues.

Military Strength:

The Nasaru are an ancient heavily-armed infantry unit performing the dual roles of an imperial guard and standing army. Their task is mainly to secure any breakthroughs and to enter battles at crucial stages, acting as the veteran backbone of the army. In the days of the Tenth Dynasty they numbered 10,000, and in times of war may have expanded to double that, but as of the Twenty-Second dynasty they number around 5,000.

The rest of Nekhur's army is levies. The military relationship between Eatar and its subjects is known as Kataru (Alliance), which decrees that the subject states will provide a number of Sidru, depending on their size, wealth and the agreement re-negotiated upon the accession of each Tyrant. The number of men in a Sidru has fluctuated over the years, but under the Twenty-Second dynasty it is set at around 360. The exact composition of a Sidru is left to the state providing it, but most follow the Talassan system, of 180 rural and 'fresh' levies, 120 citizen-soldiers, and 60 professional and veteran warriors, often mercenaries. Non-standard Sidrus tend to be cavalry, archers and skirmishers, Bilrimidu, and full units of mercenaries hired by richer states.

Special Troop: The Bilrimidu - The mighty and ancient Bilrimidu, giant armored lizards, have long been a staple of Kisharite warfare. Their use has often turned the tide of a battle, foes unable to pierce the tough hide and fleeing before their ferocious rampages. On their backs are usually hosted nobles, wielding slings, bows and javelins, to rain further death upon the enemy.


Diplomatic Relations

Allies: tbd


Rivals: Koinon - tbd



Other Information

Location: Oros, and partially Aea


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Essential Details

Name of House: House of Telipinu | Telipinid Dynasty


Leader: Sadyhattes IV


Family Members: Sadyhattes IV, Tyrant of Nekhur, aged 58
His brother, Prince Mantiya, aged 54


History: The House of Telipinu would emerge to the forefront of Myyrhan politics during the latter days of the Tenth dynasty. It is difficult to distinguish their actual deeds in this period from the embellishments added by their descendants, but it is believed that they served the Tenth dynasty with some distinction and were chosen to replace the ailing Hantapid dynasty in ruling Myyrha. Their power collapsed some thirty years later with the Tenth dynasty, with the records showing that one of their number, possibly the reigning Tyrant of Myyrha at the time, perished with Ur-Nammu's fleet.

The Telipinids survived their fall from grace and even managed to restore their grip on Myyrha, though they were forced to share rotating power with the Hantapids. This arrangement, though unstable, continued for some time until the advent of the Eighteenth dynasty. After a series of disastrous defeats under the Hantapid Tyrant saw Myyrha pay tribute to the Nekhurans, the Telipinids broke the agreement and took power prematurely, exiling the Hantapids, who fled to Nekhur. They were able to restore Myyrhan independence and even assume hegemony over some neighbouring Talassan cities, establishing a strong realm capable of resisting Nekhuran influence. Though they had asserted their independence, successive Telipinid tyrants would send bribes to Nekhur, at first irregularly but eventually annually, to keep Nekhur's interests elsewhere.

The weakness of the Twenty-First dynasty encouraged Mursili I to renege upon this previous unspoken agreement, and several years later he began an ambitious conquest of Nekhur. He was at first aided by other Talassan cities, and was able to conquer much of the collapsing empire. His advance was checked by rebellions from his former allies, and it would not be until his grandson's reign that the last remnants of the Twenty-First were eradicated. Successive Telipinid monarchs would expand further, allowing it to nearly reach the heights of the Tenth dynasty. Under the strain of such quick conquests and fear of the Koinon, or more specifically Drakina, such rapid expansion halted and the empire settled and consolidated. Some now consider the Twenty-Second dynasty, as they are now known, to be decadent and unsuited to the throne, and whisper that the gods will soon send new challengers to replace them in ruling Nekhur. For now though their grip on power is strong, but their reliance on the Onopatrids could be their undoing.



Assets

Home: Palace of Kinéladan, Eatar


Military Strength: - See Nekhur

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Essential Details

Name: Sadyhattes IV


Appearance: The Tyrant


Age: 58


Gender: Male


Sexuality: Heterosexual


Build: Mesomorph


Legacy

Allegiance: Himself


Profession: Monarch


Background: Sadyhattes was not born the crown prince, but assumed its responsibilities at an early age after the death of his two elder brothers. His childhood was similar to most princes of Nekhur, a distant father and family, brought up by eunuchs and matrons. His education was chaotic, an attempt to balance his roles as ruler, warrior and priest. He grew to despise his cage, but never attempted to flee his destiny, for he had seen the outside world and knew just how gilded his cage was.

His reign has been uneventful, largely thanks to his handing of power to his Atis, Kriton, and his son Mnesus. They have kept the peace in both Eatar and the realm at large, and so he has seen little need to war with them over influence or power. He is content with how things are, and simply wishes to avoid chaos which would see his dynasty fall and himself be given to the headsman. At present the biggest crisis is his failure to have produced a male heir, leaving the succession the issue of the day.



Beliefs

Religion: It is difficult to know the true faith of Sadyhattes, as his role as monarch coincides with taking part in the rituals of a myriad of religions and being a figure of divinity or semi-divinity himself. The patron goddess of his house, Perwa, is the closest thing to a favoured deity.


Motivation: Little, and he need do little in his day, as all is taken care of by servants. At most he is motivated by a desire to continue ritually appeasing the gods to preserve his dynasty, but as his days are coming to a close he is less concerned about this.


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Essential Details

Name of House: House of Onopater | Onopatrids | House of Tyria


Leader: Mnesus of Tyria


Family Members: Mnesus, Ati of Nekhur, aged 45


History: The Onpatrids hail from the Koinon city of Tyria, hence their being known as Tyrians or the House of Tyria in Nekhur. Medios of Tyria, the son of the eponymous Onopater, was a Koinon mercenary who worked extensively for Nekhur and was rewarded with the position of Ati, among others. This position was initially minor, giving him some presence at court as an official but he never aspired to more.

His son Kimon the Black was ambitious and expanded the position of Ati, acquiring and consolidating a variety of duties and roles into it and establishing himself as the most powerful man in Nekhur. Through control of the palace and Eatar he was able to sideline the eunuchs and bring the scholar-officials under his wing, at the cost of alienating the traditional nobility. Their failure to mobilise against him undermined their position, reducing their influence at court substantially.

The family's fortunes have continued to rise under his son Kriton, and now his grandson Mnesus. The Telipinids have given the rule of Nekhur over to the Onopatrids, and now a new opportunity has risen. The Tyrant has no sons to succeed him, and Mnesus sees the perfect opportunity to supplant his former masters peacefully and establish a new and strong 23rd Dynasty.



Assets

Home: Tyrian Manse, Eatar


Military Strength: 300 private soldiers, household guard



Relations

Allies:


Rivals:


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Essential Details

Name of Creature: Keratodon, known in Nekhur as Bilrimidu


Appearance: Warbred Keratodon


Description: The Keratodon is one of the Great Lizards of Oros, an animal lineage seemingly distinct from dragons and wyverns and of dubious and unknown relation to them, and to each other. The Keratodon is a herbivore with a strong pack instinct, which despite its ferocity, size and armoured plating, has made it a subject of human domestication for millennia. They once ranged all over Oros, but outside of captivity are now in greatly reduced numbers in the countryside, though they are still found in great numbers in the valleys of the mountainous south.

While they may be domesticated for various uses, including transport, gladiatorial fighting, and as exotic pets for export, they are most famously used by the Nekhurans as beasts of war. They are most commonly used as mobile castles, carrying archers upon their backs as they trample enemy lines, or as the personal mount of a wealthy or powerful general.

Essential Details

Name of Creature: Lesser Tromosaur, to the Kisharites they are Pulhudu


Appearance: Warbred Tromosaur


Description: The Lesser Tromosaur is a large apex predator terrorised the people of Oros since their first arrival to its deadly shores. These massive lizards are powerfully built and are highly aggressive with long, muscular hind limbs and a heavy tail that is used to balance its enlarged and powerful skull. In the end they were not able to ward off the newcomers and their numbers eventually dwindled. It's unknown when they were first tamed by Kisharites, but this act saved their northern population from extinction and would later allow them to reemerge in the wild.

The taming of a Lesser Tromosaur is a tricky business. Despite its large size and seemingly animalistic nature, Lesser Tromosaurs are exceptionally intelligent and are very fussy over those allowed to be near them, and even pickier over their choice of rider. A bond is usually established between a rider and his Tromosaur, and it is common for them never to allow another the honour if their rider is slain. For this reason their sight in warfare is rare, being relegated to the wealthiest nobles and mightiest champions who are often reluctant to risk such a prized mount in battle.
Essential Details

Name of Creature: Greater Tromosaur, in Nekhur they are Samudu


Appearance: Red Greater Tromosaur


Description: Of dubious relation to the Lesser Tromosaur, the Greater variety are even larger, fiercer and more savage. They were once a scourge upon the Nekhurans, able to ravage entire villages and were responsible for the destruction of some of the world's first cities. Their number dwindled over time as the Nekhurans took their revenge, driving them far into the southern mountains. Those who remained in Nekhur were kept in captivity, used largely as executioners for the cruellest of kings.

Currently there are very few of them left in Nekhur, almost all of them in captivity and used as the cruellest form of execution reserved for the vilest of criminals. They are unable to be tamed, and if used on the battlefield they are more likely to attack their own side. Those in the widl tend to be highly intelligent and savage, responsible for the sudden disappearance of officials, caravans and even entire villages.
Essential Details

Name of Creature: Fovosaur, in Nekhur they are Adarudu


Appearance: Warbred Fovosaur


Description: On the smaller side of the Great Lizards of Oros are the Fovosaurs. What they lack in size they make up for in ferocity and intelligence. They are carnivores, often working in a pack, though they are known to scavenge just as much as hunt. Of all the threats the early humans on Oros faced, they were perhaps the greatest. Whereas other great lizards could be defeated using groupv tactics, the Fovosaurs were experts at breaking up larger groups and hunting prey down one by one.

Their threat was eventually extinguished, and like many other great lizards they were domesticated by the Nekhurans. Not as fussy or difficult as Lesser Tromosaurs, they are still difficult to tame, breed and train and are therefore reserved for the highest of nobility. Their ability to scare horses and somewhat loyalty to their owner make them the perfect choice for would-be heroes, provided they have the cash, patience and limbs to risk.
Essential Details

Name of Creature: Theosaur, in Nekhur they are Iludu


Appearance: The God-Lizard


Description: The greatest and largest of the Great Lizards, sacred, majestic and noble protectors of Oros. To the Nekhurans these vast and relatively gentle giants are a representation of the power of the gods, having been placed to remind humans of their mortal frailty and the heights of primal strength they will never reach. They inhabit most of Oros, protected somewhat by their nature as sacred animals, but largely due to their great size and surprising speed.

Theosaurs are vast, the ground shaking with their every move, but luckily for humans they are herbivorous and rarely come into contact with humans or urban areas if they can help it. They tend to travel in packs and prefer to keep to their own kind, warding off others. As Nekhurans quickly find out they are highly resistant to domestication, impossible to keep caged and prefer death to captivity. Accordingly the few misguided attempts to take them into battle ended in disaster as they trampled entire cohorts in their desire to retreat at the sight and sound of enemy soldiers.
Essential Details

Name of Creature: Ktinora, in Nekhur they are Dalkhu


Appearance: Male Ktinora


Description: The largest of the flying Great Lizards of Oros, only slightly smaller than a grown man. The Ktinora
were rarely pests to early humans, preferring to scavenge from large corpses and through numbers steal the kills of other predators. Unlike the other species they act socially, preferring to form colonies ranging from half a dozen to hundreds. As with most other species it's unknown when Nekhurans first began to tame and domesticate them, though an ancient legend has a figure, ranging in the tales from a commoner to a mighty king, searching for a way to defeat the griffins of his enemy, and taming the Ktinora through a pact with Babili.

In times of peace the Ktinora are used as nobles elsewhere might use an eagle, for hunting and other such pursuits of pleasure and luxury. Most cities in Nekhur keep a stable, with the mightiest keeping several large colonies. In war they are not ridden like griffins, but released en masse to cause terror and disruption in the aerial sphere. They tend to be ineffective against ground units, and as such will rarely be released unless required.
Last edited by Krugmar on Thu Jun 13, 2019 2:48 pm, edited 21 times in total.
Liec made me tell you to consider Kylaris

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Lazarian
Minister
 
Posts: 2040
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Fri May 24, 2019 2:20 pm

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Essential Details

Name of House: The Golden Horde (currently Clan Ketboge)

Leader: Tenoch Ketboge

Family Members: Berke Ketboge, Erdena Ketboge

History: The Golden Horde is the closest thing that the Yek'sik Empire has to a military. The leader of the strongest coalition of clans is appointed as the Great Khan by the Merchant King and the High Priest upon the death of the previous Great Khan. This position is a life appointment - however, a life can be long...and quite short, with a few timely knives in the dark. Some may say that this gives the other two members of the council too much power - they could merely select a Khan who they support, regardless of how much military strength or allies he has. However, the vast majority of the time, the strongest Khan (in terms of numbers) receives the title.

This title of "Great Khan" comes with some terms and conditions. While the Great Khan and his Golden Horde receive dominion over the North, they are tasked with several responsibilities. The first of these is to keep violent conflicts between clans to a minimum - anything that could threaten the flow of resources to the Southern Cities must be halted immediately. The second of these is to serve as the Yek'sik military - the Golden Horde is to spend significant amounts of time training and furnishing arms in preparation of any conquest the South may wish to send them on. However, there are benefits to being the Golden Horde - they are gifted the Khan's Tomb, which is a relatively luxurious (in comparison to many other northern towns) fortress/city. Additionally, they are given the privilege to collect taxes and tributes from any other clan.

This tradition was one of the reforms put in place by Otgon the Great at the start of his realm. He knew that there would need to be a strong, single leader of the clans for them to have any political relevance - thus, by having the appointment be for life and the criterion being military strength, this would select for strong and powerful leaders. He feared that if he chose democratic elections like the South, his people would become soft and decadent like the cities.

Obviously, the "Golden Horde" is not truly a clan - more of a title and emblem given to the strongest coalition of clans in the North. The current Great Khan is Tenoch Ketboge from the Ketboge Clan - a coalition from the northwest of Yek'sik territory. The Ketboge Clan was primarily nomadic herders and shepherds, with few stationary cities. Tenoch was able to seize the throne by a strategic marriage to the last Great Khan's daughter (as he had no sons), in exchange for vast wealth. This was not truly much of a sacrifice, as the last Great Khan died merely five years afterwards, giving Tenoch his herds back. The Ketboge Clan is a newcomer to the position of the Golden Horde - and many other tribes resent them for it.


Assets

Home: Khan's Tomb

The Khan's Tomb is a fortress city located at the end of the Yekken River, which extends to the ocean and the port cities. It is not truly meant to be extremely defensible - its walls and parapets are more decorative than functional.

Military Strength:
The Golden Horde currently possesses approximately 10,000 Clansmen of fighting age and capability. While the Ketboge Clan is only 3,000 in number, their allies and brother tribes are considered as part of the Golden Horde as well.


Relations

Allies: The Southern Cities, Clan Muanato, Nayan Clans, Yeran Clans

Rivals: Clan Tlaloc, Clan Koiyeke, Clan Temur, Clan Tlanextli, Clan Meztli, Clan Guanhato

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Essential Details

Name of House: Clan Tlanextli

Leader: Chima Tlanextli

History: The Tlanextli clan inhabit the very northeast of Yek'sik, which is mostly dry plains and arid steppes. Of all the clans, the Tlanextli are the most like the Nerakan people - they are almost exclusively worshippers of the Sun and Moon (and primarily Huitzilo, the Sun God. In Tlanextli mythology, Yadira takes a back seat to the Sun's radiance.) The Tlanextli are herders of goats, sheep, and camels. However, they are also fierce hunters and warriors. Three hundred years ago, the Tlanextli were the most powerful clan, and frequently held the Tri-Speared Crown. However, since Otgon the Great, the Tlanextli's relevance has faded. For some reason, despite being one of the most powerful clans, their Khan has almost always been rejected by the High Priest and Merchant King. This has inspired great resentment among the Tlanextli, and they can barely be considered Yek'sik people at all. However, they are subjugated by the Golden Horde, and when the call to arms is issued by the Southern Cities, they eagerly pursue the chance for glory and wealth.


Assets

Military Strength: Ironically, the Tlanextli are one of the more powerful clans. They can field nearly ten thousand warriors - every Tlanextli man is rumored to be fearless and capable with their compound bows. However, they are primarily light horse archers, and lack any sort of armored troops. Under the hot sun of the central Ferran fields and plains, heavy armor is nothing but a disadvantage.


Relations

Allies: Nerakan Tribes, Clan Temur, Yeran Clans

Rivals: Clan Meztli, Clan Ketboge, Clan Koiyeke, Clan Guanhato

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Essential Details

Name of House: Clan Meztli

Leader: Atzi Meztli is the current leader of the Clan. Unlike the other clans, the Meztli democratically elect their Khan, with each village casting a single vote. This selection process occurs every ten years.

History: If the Clan Tlanextli are the closest adherents to the aspects of the Sun God Huitzilo, then Clan Meztli serves as their opposite. The peoples of Clan Meztli are a merge between citizens of the Southern Cities and the Yekken tribes - as a result, they do not share the "savage impulses" of their northern brothers. Clan Meztli is located on the southern coast, near Khar Tonala and Khar Bayan. Their primary activity is agriculture - the Meztli land is filled with small cities amidst an ocean of maize and grain fields.

The Meztli are well-loved by the Merchant King and High Priest, but, tragically, they are not warlike enough to make a sincere claim to the title of the Great Khan. The Meztli religious beliefs are interesting - while they have adhered to the teachings of the Yesignan Church, they claim that Asigna and Yadira are one. They believe that Asigna is a woman, as the god places emphasis on kindness and lawful behavior. They claim that while Huitzilo is a heavenly being, he is not a god. In fact, this belief is so prevalent that the vast majority of the clergy in Meztli territories are women. This enrages the priests of many other clans, and the Meztli priestesses often do not attend the religious ceremonies of the other clans. Additionally, the Meztli peoples are an extremely egalitarian society, with women having the same rights as men. They focus primarily on agriculture, art, music, and jewelry.

Assets


Military Strength: The Meztli, obviously, are not warlike people. They have a few guards in every town, but when the Call to Arms is issued, their offerings are pitiful. They can scrounge up around a thousand soldiers - and these are mainly local peacekeepers, armored with leather and armed with spears and circle shields.


Relations

Allies: Clan Muanato, The Southern Cities, Clan Tlaloc

Rivals: Clan Tlanextli, Clan Ketboge, Clan Temur

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Essential Details

Name of House: Clan Temur, The Iron Riders

Leader: Yaotl Temur

History: The Temurians (or Clan Temur, as the Southern Cities have labeled them) are one of the many Yekken clans. Composed of several different tribes, the Temurians are notable for their mining and smithing. Unlike the other clans, which are primarily nomadic or pastoral, the Temurians are localized in several larger cities. While many Temurian tribes are roaming herders, or cattle ranchers, the urban centers of the Temur people are nearly Khars in their own right. This is primarily due to the fact that the hills of North Yek'sik are filled with rich iron, copper, and tin deposits, which the Temurians have exploited to great effect. Rather than trading agricultural products to the South, the Temurians ship raw ore down the coastline in return for armor and weapons as a finished product.

Due to this urbanization and development, the Temurians have a professional standing army. Their Khan is a dynastic king, with his sons becoming Khan upon his death. In fact, "Clan Temur" could very well be "House Temur", as the clan has a royal family, a professional army, and several cities under their watch. Due to their more advanced weaponry and knowledge of the Ferran continent, men of Temurian descent are often found as mercenaries for caravans and trade ships - as well as raiders. Raiding is not condoned by the Southern Cities, but it certainly happens. Their religion is most similar to that of the Tlanexti - they are devoted worshippers of Yadira and Huitzilo (primarily Huitzilo). The vast majority of the Great Khans have been from Temuria - and Yaotl is furious about being passed up. However, the Temurians have been loyal to the Empire for decades, and will answer the Call to Arms in force.


Assets

Military Strength:
The Temurians, unlike the other clans, have an equivalent of knights, known as "keshiks". These fearless riders are heavily armored and charge into the fray with long swords and kite shields, which distinguishes them from the majority of Yek'sik cavalry. Clan Temur fields 600 keshiks, along with around 6000 soldiers. These soldiers are not a standing army - they are often herders, cobblers, blacksmiths, and farmers. However, they spend a month each year up at largest city in Temur (Necalli) to participate in military training, fitting, and drill. The Temurians may not field the massive Levy Armies of some nations, but their soldiers have high morale and competency - which most clans cannot say!


Relations

Allies: Clan Tlanextli, Nayan Clans, Southern Cities

Rivals:Clan Koiyeke, Clan Meztli

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Essential Details

Name of House: Clan Koiyeke

Leader: Hector Koiyeke

History: Of the Yek'sik clans, the Koiyeke are the least like the others. The Koiyeke people originated from the conquest and sacking of the Koinon territories on the west coast of Ferra hundreds of years ago by the Temurian Clans. While these defeats put the Koinon territories east of Tyrunis and Mayos into Yekken hands, the Temurian Clans who stayed in the area began to assimilate into Koinon culture. Over time, this effect would become quite noticeable.

The Koiyeke people are olive-skinned, and fairer than their neighbors to the west. Furthermore, their architecture and culture are both more similar to those of the Koinon cities nearby than their brethren to the West - which does not endear them in the slightest to the Southern Cities. In fact, some governors have made accusations that the Koyeke people are not Yek'sik at all, but rather Koinon. Some Koiyeke deny this adamantly...but others, notsomuch. The Koiyeke have a healthy respect and tolerance for new ideas and religions, with some even making offerings to Drakina. This alienates them from the rest of the tribes, and almost invalidates them from the position of Great Khan. There have been few Koyeke Khans who have held the title of the Tri-Speared crown, due to these cultural differences. However, the Koiyeke are a thriving people - they are fishermen, farmers, and sailors.

A dirty secret kept by the Yek'sik government, however, is Koiyeke piracy. The Koiyeke clans frequently take to the seas to snatch merchant ships belonging to Argonvost and Haldraldia for themselves. They wave their own flags and emblems while doing so, and when the northern countries complain, the Southern Cities are happy to shrug their shoulders and point to Koinon city states instead. This does endear the Koiyeke to the Southern Cities slightly. Unlike the vast majority of the Northern Clans, who cannot sail whatsoever, the Koiyeke are competent sailors, and possess a small navy.


Assets


Military Strength:
The Koiyeke have the capacity to raise about twenty mora, (12,000 in total) with most of these being pikemen and crossbowmen. Unlike the other clans, the Koiyeke are not avid cavalrymen. However, whether Clan Koiyeke would still answer the Call to Arms at all is...highly debatable.

Relations

Allies: Koinon, Clan Muanato

Rivals:Southern Cities, Clan Tlanextli, Clan Ketboge

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Essential Details

Name of House: Clan Muanato

Leader: [img=https://i.imgur.com/4dk052w.png]Diego Muanato[/img]

History: The Muanato Clan is an assembly of Yekken tribes, primarily focused on timber and farming, and their large quarries of marble, limestone, and quartz. The Muanato peoples are much like the Southern Cities - in fact, the line between where the Southern Cities and and the Muanato Clan starts is quite thin. Their people are known for being excellent masons and craftsmen - however, they are spread out amongst the countryside in hundreds of small towns, each no more than two hundred to three hundred. The Muanato's main defining characteristics are their dedication to individual freedom, and their fervent belief in Asigna. The Muanato Clan was the first and only clan to have their Khan publicly declare his newfound belief in Asigna, The Two Who Are One. This did little for his people's popularity, but the Muanato have never cared what is popular. They were also the first to ditch the traditional clan compound bow for the crossbow, which other tribes (such as the Temur and Tlanextli) consider a cowardly weapon.

One would think with their progressive and open minded nature that the Muanato Clan would be one of the dominant clans. However, this is not the case. The people of the Muanato Clans have always been rather defiant of authority, bowing only to their local chieftain. The Khan, who is picked by a few notable chieftains, is a Khan in name only. He cannot collect taxes, he cannot levy men, and he cannot issue edicts. He is essentially a representative of the Muanato Clans, with no authority. While the Muanato are a hospitable, pious, and friendly people...they bend the kneel to no lord. Even Otgon the Great had difficulty bringing them to his cause.


Assets

Military Strength: While the Muanato have a large population and plenty of capable men, their fiercely independent nature leads them to be difficult to corral into an army. Depending on the cause, the Muanato could raise as many as 12,000 fighting men to rally...or as little as 200, if they believe the cause to be unjust or unworthy of their support.


Relations

Allies: Southern Cities. Most of the other clans are friendly, but not allies.

Rivals:Clan Tlanextil

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Essential Details

Name of House: Clan Tlaloc

Leader: Asudai Tlaloc

History: The Tlaloc clans are an intermediary between the "civilized" clans of the Muanato and Meztli, and the "savage" clans of the Temur and Tlanextli. They do not participate in the warlike raiding of the Northernmost clans - however, they are not culturally influenced by the South in the same way that the others are. As a people, they reject the false deity Asigna - clearly a heretical teaching from the foreign lands. They have immense piety and respect towards Huitzilo and Yadira, and their temples to their gods are massive, with pyramids reaching to the skies. The Tlaloc are known as the "river people" - they live in adobe cities on the banks of the Yekken River Delta. Their lands are fertile and lush, and some of the finest fruits and heartiest grains come from their farmers (which compose most of the population). However, do not mistake the Tlaloc for the peaceful peoples of the South - the Yekken blood still runs true. They maintain a sizable contingent of warriors, as Khan Asudai Tlaloc is young, and seeks to earnestly contest the Tri-Speared Crown upon the Great Khan's death. Additionally, their lush lands are tempting to other tribes, who are not above raiding their neighbors (and brothers) - but the Tlaloc guard their lands quite aggressively. Out of all the clans, the Tlaloc are one of the most populous, due to the wealth of their soil.

The Tlaloc have the fortune of being one of the most important clans to the Southern Cities. Due to the immense amount of grain, wheat, and barley which they float downriver to the Southern Cities, they receive massive political support in return. Many Great Khans have been Tlaloc - and Asudai hopes to reclaim the Khan's Tomb and the lands that belong with it. These lands were originally Tlaloc, and quite possibly will return to Tlaloc hands.


Assets

Military Strength: The Tlaloc maintain a significant force of cavalry - approximately 2,000 trained soldiers. These are often minor nobles, wealthy farmers, and the governors of small cities. However, the Tlaloc can levy many more citizens than the other clans - rumors have it that they could possibly levy up to fifteen thousand.


Relations

Allies: Southern Cities, Clan Temur, Clan Tlanextli, Clan Meztli

Rivals: Clan Koiyeke, Clan Muanato
Last edited by Lazarian on Sat May 25, 2019 9:19 pm, edited 2 times in total.

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Cainesland
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Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Fri May 24, 2019 3:23 pm

WIP update

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Essential Details

Name of Realm:
    The County of Argonvost

Rulers:
    Archcount Kraldar is the head of State of Argonvost. He was elected to the position by the house of Patricians 2 years ago for a life term upon the death of the previous holder of the office.
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    Chancellor Martin Greenwall
    He is the leader of the majority party in the house of Plebians and runs the cabinet. He is around 47 years old, spent his 20’s in the military, and ran for tribune when he was 31. He has won 4 elections and has used some of his money to engage in real estate investing, buying and selling and renting homes.


    Clerk of the Privy Council Humphrey Gustafson is the most senior civil servant in the county and administers the cabinet. He started his Career being a teachers assistant in university, spent the first few years of his career out of school as a healthcare administrator, then spent a little under a decade in the treasury before joining the foreign service. He has been clerk of the privy council for around 2 years now and has been in the civil service for around 25 years. As clerk of the privy council he may have the most access to state files of each of the three individuals. The monarch and prime minister may be kept informed and make decisions but neither can access the files of their predecessors unlike the Clerk of the Privy Council. When he retiring from the civil service he is expecting to be appointed to the senate when an opening becomes available.


    The government of Argonvost is federally controlled, politically, by a tricameral legislature that is composed of the Senate, House of patricians, and the House of Plebians. The Senate is designed to accommodate for regional representation with each region being provided a certain number of senators. The House of patricians is open to nobles and clergy only, while the house of plebeians is only open to commoners. The Senate acts as a voice of sober second thought and can veto a bill up to two times from either house, has members appointed until 75, and its members are usually appointed based on certain skill sets held by appointees to provide insight to legislation.

    The House of Patricians members are appointed based on their position and until they lose their position hold their seat for life. The Head of State is a member of the House of Patricians. Unlike the House of Plebians, the House of Patricians seats are unpaid as it is expected that its members are well off enough to not require payment from the state.

    The House of Plebians, also known as the Plebian Assembly members are elected to their position for four year terms. The House of Plebians members are called Tribunes and the number of positions available each election period is determined by the population of a region.

    The Political leader, usually referee to as the head of government, of the federal level of government can be a member of any house.

    Besides the Head of State and Head of Government, another influential person is the deputy minister to the prime minister who heads the civil service. The civil service is large aspect of the government and handles the means to achieving the ends set by the parliamentarians. It is meant to be politically neutral but the senior civil servantsay be able to influence ministers to go one way or the other on certain matters. The civil servants are educated in public schools, and may be used for foreign service activities, or domestic activities such as tax collection, land inspections, health care, education, arts maintenance, historical programs, or other matters.

    There are two major political factions that incorporate most of the noble houses, these are the optimates and the populares. The optimates think the house of partisans should have more power, and budgets should be balanced with less public funds going to social programs, and the populares think the house of plebians should have more power and more funding should be put aside for social programs.

Culture:

    The people of Argonvost are Hardworking and Honest, but they are also Supersticious. Some superstitions that are more common being not to shake hands through a doorway or you could have bad luck for the day, not to place your tip directly into your glass at restaurants or the barrels contents could go sour, for sailors to throw a silver coin into the water when leaving port for safe passage, and holding a rabbits foot could bring good luck.

    The people of Argonvost often dress in natural colours such as brown, green, black, white, and tan. They tend to dress in layers of fur and/or cloth. The males are often the ones that go out in society as soldiers, merchants, diplomats, artisans, attendants, and farmers, while the women often perform more domestic roles such as cooking, cleaning, handling household funds, and performing some religious or medical roles. Some important female roles in society are the vestal virgins, midwives, nurses (primarily but not always), and more so in high ranking areas -intelligence gatherers. The populace is more accepting of locals of the county than outsiders who may not be as familiar with the customs and traditions of the county.

    People take pride in their education and are often educated up to grade 9 levels by local monks or priests. This means that mass literacy is the norm and not the exception, but higher level education to per sue more sophisticated roles in society are often left to those that can obtain sponsorship or have the funds as local needs often require the hands.

    Local life is often vibrant with roaming bands of story tellers and entertainers travelling around, and church sponsored festivals bringing entertainment to the people of local villages. For example, the people have around 128 days off per year with many of these being church sponsored holidays to celebrate the lives of saints or local festivals such as Saturnalia, Lupercalia, the winter and summer solstices and others. It is common as well for people to donate 10% of their income to the church or charitable activities if they can afford it. For those that live in villages or towns that have a lord that owns most of the land, or runs and sponsors most of the events, it is common that as part of the lords responsibilities they host a feast at least once a year for the villagers or town dwellers within their lands.

    The county itself is generally fairly stable, lending to feeling of general security and complacency within most of the population. People are able to elect their leaders within one of the 3 houses every 4 years, or vote them out as need be, and engage in regional politics if they not living in a fief.

    The counties architecture differs based on the region. For those in heavily wooded areas such as the peninsula or coastal regions the architecture tend to reflect that with buildings made from wattle and daub. Those areas with less wood available often build buildings out of stone or brick. Another difference is in the amount of openness the homes have. While it usually customary for homes to be unlocked throughout the county, some homes may be more insulated depending on how far north or south it is. As such those homes found in the southern regions may appear more similar to a Roman villa and those homes more further north may have more of a cabin like appearance.

    Those people that work in a raw resource industry more commonly work in one of the main industries of the county: Forestry, Farming, Animal Husbandry, and Mining. Some others might have found work within the military or performing domestic services for the well off. Those people that can acquire a higher education might find work as a scribe, physician, an entrepreneur, military officer position, or a position within the clergy. Those people who can obtain an apprenticeship might find work in leather working, sculpture making, stone working, carpentry or wood carving, paper making, Butchering, barber or other medical professional, silver smith, animal trainer, or other such profession.

    The county has a library in each village, sponsored by the state or the nobility, and art is generally on display in towns within art galleries or museums. With the amount of overdraft cloud cover it is seem as important to keep up morale among the citizenry.

    Legally the County has followed common law for most of its history, with each generation building on the last. However the legal culture is a bit different depending on the area it is in. Those areas in the peninsula, urban based, and mining based are more likely to pride themselves on their strict legalism and interpreting the law more literally, while those in the southern area, more rural areas focused on agriculture or animal husbandry, or are close to fresh water sources might pride themselves on their flexibility and ability to have the consequences bend to reflect the conditions of the offender.

    After fighting a long war,and losing a fair amount of people in wars and natural disasters, the nation is more tired of war and more peaceful and defensive in outlook.

Religion:

    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, 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. They 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.

    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.

History:

    Argonvost, meaning Dragons Den, Dragons Home, or Dragons Domain, was founded 300 years ago. The county gained its name because the Peninsula used to be home to a society of dragons. The Society of Dragons ended up in a civil war that caused high casualties among the dragons and a draconic plague shortly after the civil war dispersed the survivors out of the area.

    When the Dragons left, the humans that were there co-habiting the area with the dragons were able to spread out. Argonvost, the former home of a dragon of the same name, was founded in the area and grew from a small coastal village in the western peninsula. The village was ruled by a series of several elected chief over a period of 84 years. These chiefs were not always from Argonvost. The first chief was, the second was from a neighbouring village, the third was from Argonvost, and the fourth was a descendent of the second, the fifth was from a village north west of Argonvost that was skilled in the arts, and leisure activities and helped to teach Argonvost about some of these skills. The sixth chief was the son in law of the fifth, and the seventh was a son of the fifth.

    After the final chiefs rule was over the power of the chiefs was reduced to a figurehead and the chiefs advisory council was granted more power. Soon after the northern tribe attacked Argonvost over concerns that Argonvost wouldn’t be electing another one of them chief and that they reduced the chiefs powers. The attack led to a war between the two villages and the destruction of the northern villages forces in a field nearby their village.

    Soon after the other forest villages allied together to attack Argonvost. However, while the two were busy fighting each other villages from the interior plains began attacking the other forest tribes to acquire better lands.

    With little to give the plains villages Argonvost and the other forest tribes signed a peace treaty and a mutual defense treaty.

    Three years later Argonvost signed an agreement with one of the plains villages. Soon after the plains tribe, Argonvost, and the other forest tribes attacked and defeated the plains tribes. After their defeat people from the victorious tribes were allowed to settle on the land prieviously owner by the plains villages.

    The villages of the peninsula would form a league and from this league the leaders of each village would for a council which would become the House of Patricians.

    After 100 years of existence Argonvost began building churches and cathedrals throughout the peninsula, four of these Cathedrals were only completed in the last 20 years and two of them are currently underwater.

    Peace would reign for 40 years during which time trade would increase, infrastructure would be built, and the islands would be settled upon. After 40 years Argonvost would find its self in a war with a foreign power with a military composed mostly of mercenaries. The fighting would last for a little over 20 years and would start when a group of mercenaries from the peninsula joined the foreign nation. When the mercenaries got board they decided to take over the fort and become pirates. When things began to look bad they asked for help from the foreign nation, but when they didn’t like the control of the foreign nation they asked Argonvost for help. When Argonvost said yes and sent help the two nations engaged in a series of conflicts which turned into a war.

    The war ended with a victory for Argonvost and measures for reparations and tribute was made to the foreign nation. Statues were enacted in Argonvost and around the peninsula. Soon after losing the war the foreign nation began conquering new territories under the guise of collecting goods to pay Argonvost its reparations payments. After 20 years the war had restarted and the foreign nation brought a host of veteran mercenaries down into Argonvost territory, burning towns and defeating military units. Argonvost was nearly conquered by the mercenary army and frequently battles and ambushes placed a toll on Argonvosts population with one battle said to have depleted the male population by 20%. By the end of the second war the mercenaries had been pushed back when a military commander brought the fight to the foreign nation and the foreign nation recalled its army to fight at home. After defeating the mercenaries abroad a new peace accord had been reached wherein the foreign nation surrendered most of its territory to Argonvost.

    Soon after the territory was collected, people were encouraged to settle on the new territory.

    Around 40 years later when the foreign nation broke its treaty by declaring war against an ally of Argonvost, Argonvost declares war on the foreign nation and conquered the remaining territory of the foreign nation.

    Ten years later it was made illegal to mine any more dragon bones due to their scarcity, and the many previously collected skeletons were placed in museums.

    50 years ago a natural disaster befell the western coast of the peninsula when a Volcano exploded sending western portion of the peninsula into the sea, save for two areas which are now islands. Under the ocean the former villages and towns can now be seen mostly preserved under the waves and some the towers can still be seen above the waves with their bells waving above the water.


Assets

Resources:
    Lumber from forests - Kraldar
    Fresh Water
    Horses - Stratchcona,
    Cows - Kelly
    chickens - Kelly
    pigs - Leicester
    goats - Leicaster
    sheep - Strathcona
    Fish - Scipeii
    Whales - Scipeii
    Silver - Kraldar
    iron - Bomont
    Paper - Tyrell
    Cotton - Tyrell
    Sugarcane - Bomont
    Stone
    Marble

Population:
    The ArchCounty of Argonvost is a large and moderately populated state with a populace of around 850,000 people. The green peninsula has a population of roughly 250,000 people, The islands collectively holds around 10,000 people each, and the northern and southern lands contain around 200,000 people and 350,000 people each respectively.

Strongholds:

    House Kraldar
    House Tyrell
    House Strathcona
    House Leicester
    House Bomont
    House Eaton
    House Scipeii
    House Kelly

Towns:
    Argonvost - 50,000
    Richten - 50,000
    Woodsberg - 50,000
    Badgers Den - 1000 people
    Cragstaff - 1000 people
    Clairesholm - 1000 people
    Shireton - 1000 people
    Blackpool - 1000 people

Please see map at the bottom of the app for town locations.


Military

Military Commanders:
    Army
    -Infantry
    1. Marcus Julii
    2. Quintus Flaminius
    3. Scipio Brutii

    - Cavalry
    1. Henry York
    2. Edward Lancaster
    3. Ludwig Johansson

    Navy
    1. Hamilcar Dolphine
    2. Gaius Scipeii
    3. Alexios Dalassenos

Military Strength:

The military of Argonvost is composed of around 8,500 people

Army: 6,500
    - 500 Artillary
    The Argonvost military has 500 people employed in an Artillary Battalian. The Artillary is able to fire trebuchets and large crossbows that are able to fire spinning ballista. Each member of the Artillary requires advanced education in physics to run the ballistics to know how to properly chart the course of the ballistae.
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    - 1000 Cavalry
    The Argonvost Military Cavalry are famous for their Giant Goat Mounts which can smash through enemy phalanxes or formations. However, those that may be more familiar with them may treat them similarly to elephants on the open battlefield by opening gaps to channel them into.

    The Argonvost cavalry are called the companions and are composed of scouts, knights, cavaliers, paladins.

    - 5000 Infantry
    The Argonvost Infantry is divided into Legions with 9 regular units and 1 double length unit. The Argonvost infantry double as combat engineers with the ability to build roads, bridges, aqueducts, and forts on the move as well as clear forests. The Argonvost Infantry are known as the Foot Companions.

Navy: 2,000
    The Argonvost navy is composed of 10 warships which require a crew of 200 sailors each.
    During times of duress the County of Argonvost May hire Privateers to fight pirates and ward off the opposing states. This allows them to recruit up to 20 additional ships at a time.

Special Troop:

    The Dragon guard
    The Dragon Guard is a division of the military that wear Dragon themed Armour, often Bronze or silver or Gold coloured, during formal ceremonies and otherwise often carry dragon shaped badges with them during regular hours.

    The Bronze Dragon Guard perform a variety of Domestic functions. Bronze Dragon guard perform functions such as municipal militia guards, municipal police, and municipal firefighters.

    The Silver Dragon Guard perform a variety of Espionage functions both domestic and Foreign. The Silver Dragon guard try to keep enemies of the state at bay, and look out for plots against the state abroad.

    The Gold Dragon Guard are the military police wing of the Argonvost military that perform mostly law enforcement duties among the members of the military. This branch also functions as the body guards of the royal family and guards the federal and regional parliaments.


Diplomatic Relations

Allies:
Arcanus - Both follow a similar religion

Yek'Sik - Both follow a similar religion

Rivals:



Other Information

Location: Ferra. Western portion containing 5 islands, the green peninsula, the plains north to the lake, and the plains south east of the peninsula.
https://imgur.com/a/5qJdhUf
Last edited by Cainesland on Sat May 25, 2019 2:13 am, edited 27 times in total.

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The Grand Duchy Of Nova Capile
Senator
 
Posts: 4689
Founded: Jul 12, 2015
Iron Fist Consumerists

Postby The Grand Duchy Of Nova Capile » Fri May 24, 2019 4:33 pm

Reconsidering, I think I would like to apply for a house. Is there anyone who would be interested in having a competing/subservient house existing within their nation?
(Discord is read-only until I am accepted, correct?)
Capilean News (Updated 16 November)
Where is the horse gone? Where the warrior?
Where is the treasure-giver? Where are the seats at the feast?
Where are the revels in the hall?
Alas for the bright cup! Alas for the mailed warrior!
Alas for the splendour of the prince!
How that time has passed away, dark under the cover of night, as if it never were.

The Wanderer

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Destriustan
Attaché
 
Posts: 84
Founded: Apr 20, 2019
Ex-Nation

Postby Destriustan » Fri May 24, 2019 9:12 pm

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Essential Details

Name of House: House Griffonguard


Leader: Teryn Ernaut Griffonguard


Family Members: Teryna Hysode Griffonguard, Bann Goscelin Griffonguard, Arl Reimund Griffonguard, and Hanekin Griffonguard


History: 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.




Assets

Home: Storm's Break, Palace in Stormmount


Military Strength: 50 Housecarls, 200 soldiers, 300 militia members, and 125 levies.



Relations

Allies: House Silvertree, Banns of Mistrest, and House Seabeard, Banns of Seagrad.


Rivals: House Hascona, Princes of Hascona Landing

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Essential Details

Name of Realm: Terynir of Stormmount


Rulers: Teryn Ernaut Griffonguard and Teryna Hysode Griffonguard


Culture: Stormmountish (Hygardian)


Religion: Anceship.


History: Stormmount was founded by House Griffonguard after they fled to Hygard. The city was originally only a sparsely populated hideout, but once the merchant princes of Hascona began to trade with the Griffonguards, the small settlement rapidly expanded. The Teyrns created several living spaces inside the mountain, with the palace of Storm's Break at its peak. The city soon was overcrowded, so the Bannorn was created, stretching from the coast to the edge of Stormmount, populated by serfs and peasants. The main religion of Stormmount, Anceship, reveres honored ancestors as gods, with people praying to and leaving offerings at the tombs of their ancestors. Eventually, the largest fief in the Bannorn was given to Hotch Griffonguard, forming the Arling of Westguard, a military town were most of the Terynir's Huscarls come from.


Assets

Resources: Various fish from the coast, iron from Mount Storm, and a small amount of wheat from the Bannorn.


Strongholds: Storm's Break, seat of House Griffonguard, and Westguard, a large town with a fort for the Griffonguard Arls.


Towns: Mistrest, a rough mining town by Mount Storm, Seagrad, a fishing town on the Southern coast of Hygard, Westguard, a military town between the lands of the Bannorn and the capital, and Stormmount, capital city of the Terynir.


Military

Military Commanders: Teryn Ernaut Griffonguard, Arl Reimund Griffonguard, and Teryna Hysode Griffonguard


Military Strength: 50 Housecarls, 200 soldiers, 300 militia members, and 125 levies.


Special Troop: Housecarls, bodyguards to the Teryns and elite heavy infantry.


Diplomatic Relations

Allies:


Rivals: Principality of Hascona



Other Information

Location: Southern coast of Hygard, near a large mountain called Mount Storm, with the capital being built on and in the mountain.


Image


Essential Details

Name: Teryn Ernaut Griffonguard


Appearance:
Image



Age: 35


Gender: Male


Sexuality: Heterosexual


Build: Lean muscled and average height (5 ft 9 inches)


Legacy

Allegiance: Himself


Profession: Teryn of Stormmount


Background: He was raised as the heir to Stormmount, so he received a little pampering, but he was mainly treated as if he was a common soldier to try and give him humility. All it did was teach him that might makes right, and after winning the respect of his father's soldiers, he challenged his father to a duel, killed him, and took the throne. He gave his brother and fellow soldier Reimund Griffonguard the Arling of Westguard, since his cousin Hotch III Griffonguard had refused to acknowledge his rule. When Hotch III brought this before the Banns of the Bannorn, they simply said that since Ernaut held sway over the army and had claimed the throne through an honorable duel, there was nothing they could do. So Hotch III challenged Ernaut to a duel, and was swiftly dispatched by Ernaut.



Beliefs

Religion: Anceship.


Motivation: To grow the power of Stormmount and in turn making himself more powerful.


Personal

Likes: Military might, fighting, honor, and order.


Dislikes: Disorder, pacifists, cowards, and spies.


Hobby: Dueling.

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Essential Details

Name of Place: Mount Storm


Location: South Eastern tip of Hygard.


Description: Mount Storm is a large mountain with the city of Stormmount being built in, on, and around it. Though barren of all edible crops, the mountain has a large amount of metals in it, which its inhabitants mine and use in their equipment.
Last edited by Destriustan on Fri May 24, 2019 9:18 pm, edited 6 times in total.
Fantasy Medieval Monarchy

Henothiest and socialist

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Kuhlfros
Senator
 
Posts: 4841
Founded: Dec 01, 2012
Civil Rights Lovefest

Postby Kuhlfros » Fri May 24, 2019 9:40 pm

Image


Essential Details

Name of Realm: The Free Haven of Illea


Rulers: Typhon King Richard "the Ghost" Auron


Culture: The culture of Illea is a melting pot, a home to the banished, outcast, ambitious, and to the daring. People of all walks of life make their home in the city of Illea and her colonies of Caesmo and the Azure Reef. While people of different, language, custom, lives, and prayer live in Illea, two things in particular make them Illean their love of Liberty and the Freedom to live a life of their own choosing as well as their enterprising boldness. But there are a few unique features found in the Free Haven.

  • 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.

Religion: Many religions are practiced in Illea, and for many that have lived there for long have begun to worship a creole of gods and goddess or culminating them into one diety. Illeans are free to practice their beliefs how they wish as long as they break no crime.


History: Illea was born from an unlikely assortment and the strangest of circumstances. Assaulted by a vicious storm, four pirates, an overthrown slavers ship, and a smuggler crashed upon the reefs around the same island, an island that would soon be called Illea. Working together, this strange assortment made a settlement within a grotto in the island and worked to eventually repair their ships. These survivors began to pirate and smuggle their way to wealth, building a fortune and armadas with it, keeping their island as their own personal port of call. Their island also was becoming a home to liberated slaves which the pirates have actively freed or smuggled away from their slavers. The four pirates, the smuggler, and the leader chosen amongst the original former slaves created the Tempest Entente. A confederation of pirates and smugglers with a codex of laws called the Storm Concordat, this accord agreed that they would defend the island which they named Illea and work together to make their own profits and make their home a prospering land.

As time went on, an actual government was established on the growing settlement and smugglers and pirates began to also become merchants and privateers, Illean was no longer just a home for escapees, convicts, and criminals but to any who desired their own freedom and a start of a new life. The city grew and with it the Tempest Entente grew as well, the Entente which defended, administered, and funded the city in the first place also continued to grow in membership and extent of their "high-risk trading". Eventually new colonies were established to cope with the growth of Illea.

Nowadays, while Illea provides criminals, pirates, and smugglers with safe haven in exchange for obeying City law and a minor Haven fee and is also defended and funded by the "high-risk trading" of the Tempest Entente, Illea is known more civically as a major trade hub and center of knowledge and many merchants scramble for a bid to be given an Illean banner to symbolize they are an Illean tradesman, meaning that they will not be attacked by an Tempest Entente pirates.



Assets

Resources:
Trade Goods and Artisans Wares
Fish
Pearls
Spices
Dyes
Silk
Dyes

Strongholds:
-The Beacon
See top of image, the keep of the Typhon King and center of the government of Illea, the great towers and walls protect Illea from it's height on the hill and also the tallest tower serves as a lighthouse built from generations of work to give light to those seeking to find freedom and refuge in Illea

-The Arsenal
Before a ship enters into the cove which the city of Illea calls home and the many ports and docks within, ships must pass The Arsenal. A Stronghold built on the foremost islet before entering the natural harbor. The Arsenal guards the city. While facing the sea is a stronghold, along the back is a military drydock where many warships for the foremost of the Tempest Entente and the city of Illea are born.

-The Twin Sisters
A pair of strongholds on the two islands closest to the continent of Ferros, the strongholds have a matching design of a single, tall tower that can see for leagues surrounded by a thick hexagonal wall.

-The Azure Fort
The Fortress closest to Hygard. The Azure Fort is actually built upon a reef, which at low tide, can be walked too via a sand bridge, while at high tide rises over the bridge and flows through tunnels, channels and aqueducts through the walled fortress. The Azure fort itself consists of two towers of equal height with a bridge that connects them. Beneath the bridge and between the towers is a channel which the ocean water flows through. Surronding the towers on elevated land platforms is the grounds of the fort and the octagonal walls.

Towns:
-Illea
The grandiose city of Illea sits upon the island of Illea whose center is a large cove where the city makes itself at home along the coast, along the cliffs all the way up to the hills high above the cove itself.

-Caeso
A new colony near the continent of Ferros, Caeso is the smallest of the Illean settlements and the newest, but it is the hopes that it will become a boom town for trade and exotic goods soon enough.

-Azure Reef
The town of water, Azure Reef stares across from the Azure Fort and is built elevated above the coast with channels which flow like streets through the town. Azure Reef is a growing colony of Illean near Hygard working its wealth from Hygard trade, raids, and exotic goods.


Military

Military Commanders:
The Typhon King Richard 'The Ghost' Auron
High Admiral Takamasu Ihro
Marshal Horatio Medici

Military Strength:
Land
Total: 9,400

The Illean Legion- 1,000
A semi-professional standing force trained in Illea and maintained by theTyphon King to defend the Arsenal and the Beacon. Well-trained and well armored forces, very experienced with ship-ship ship-land warfare

The Illean Guard- 500
A volunteer, gendarme-like police force which ensures the safety of the city and its people. Can be called up in times of war

The Illean Ranks- ~7,000
In times of invasion, the people of Illea can be called into action to draw up weapons and defend the city. While all members are called to do their part to defend the city, somewhere around 7,000 are levied into an army with some seasonal training and reasonable equipment

The Gale Marines- 750
Within the personal retinue of the Typhon King are his Gale Marines. These soldiers lethally adept for combat on the shores and decks which they would commonly find themselves in. In exchange for lighter, but durable armor, these Marines are armed to the teeth and trained almost on the daily to ensure they are in top fighting condition. They are highly praised shock soldiers, able to enter a zone of combat in whatever terrain and fight almost manically to break the enemy

The Stormguard- 150
The Elite of the elite, the Stormguard are assigned with the important task of defending the Typhon King's wherever they may be, this includes defense of the King (or Queens) family. Well armed, trained, and armored. They are the personal bodyguard of the leader if Illea.

(Caesmo and Azure Reef are not sustainibly large enough to fight offensively and have defensive garrisons of 700 and 2,000 respectively)

Sea
Total: ~515 ships

The Illean Armada- 65
A Fleet of Galleys, Dromons, and Carracks, this is the fleet of Illea, tasked with defending the city, serving as the great wooden wall to the city

The Caesmo Squadron- 6
A small force of Galleys which defend the settlement

The Azure Fleet- 17
A force of Galleys and Dromons which defend the Azure Reef

The Typhon Kings Personal Armada- 127
The Typhon King, as the foremost pirate and leader of both the city of Illea and the Tempest Entente, maintains a huge war fleet for pirating and fighting, from the smallest galleys and longships to the largest of dromons and carracks

Tempest Entente Ships- ~300
While there is no guarantee of how many Tempest Entente ships can be called on by the Typhon King at any given time, the pirate lords which make up the Tempest Entente in total number around 300 ships, which given that they heed the call and with enough time could join up with the Typhon King's fleet.

Special Troop:
The Gale Marines- The Gale Marines, named after the harsh and strong winds of a storm are a fearsome shock infantry force known for both their ability to storm through defenses and cross through the roughest terrains quietly and quickly. But perhaps one of their most fearsome tactics is the Volley Charge, each Gale Marine is equipped with a crossbow, a round shield, boarding axe, and a short sword. Their Volley Charge is where the first two rows fire a volley of bolts straight at the enemy in close range, then drop their crossbows and charge, the follwing rows will follow suit.

The Stormguard-The guardians of the Typhon King and their family, the most elite and trusted amongst the forces of Illea, they are assigned very specific missions when not on guard for the sake of the Typhon King. Among the only forces in the Illean military to be mounted, that is only occasionally and for ceremonial purposes.

The Sea Ravens- The dreaded black sails and black hulls of the Sea Ravens are a fearsome sight that is seldom seen. The Sea Ravens are a squadron amongst the Typhon King's armada with espionage missions. A Sea Raven ship will sail into a port of another kingdom in the black of a new moon night and several spies of Illea will jump overboard and swim to shore outside the city and enter in the day, once the Sea Raven ship is long gone. Sea Raven spies conduct intelligence operations on anything from the nation, the settlement , to the going-ons of merchants and their shipping. But most importantly is their ability to sabotage when needed.


Diplomatic Relations

Allies:


Rivals:



Other Information


Location:A Pirate Life

Government: (Will be elaborated on later)


Image


Essential Details

Name: Captain Inaros Melodus


Appearance: Yo Ho


Age: 27


Gender: Male


Sexuality: Bisexual


Build: 5'10 185 lbs well built and from his time at sea, also scarred with several tattoos.


Legacy

Allegiance: The Typhon King, Richard 'the Ghost' Auron


Profession: Pirate, Smuggler


Background: Born to a small merchant family in Koinon, it was originally thought that Inaros would inherit the family business and help make it successful. But fate had different plans... An important cargo shipment was bound to return which was supposed to bring the family out of their hard times was wrecked by a violent storm before it could reach port, and Inaros' grandfather, the patriarch of the family was soon after imprisoned for the outstanding debts the family was in. The livelihood of the family was as good as done for and Inaros began to work for the docks and eventually got an opportunity on a merchants ship to work onboard. He would help deliver various goods to the city of Illea.

That was when his life began, the captain of the small merchant vessel was cruel and vicious, and the waves and winds were harsh as well. The poor morale and conditions led to a mutiny which Inaros was involved in, deciding this was how he would make his own fate. Through piracy, and while Inaros did not immediately become the captain, he did work as an officer (bosun) of the crew. As free men and pirates, they arrived at Ilea and sold their haul. Then after most of the crew dispersed to make a new life in the Free Haven. Those that remained, split the wealth of selling the merchant ship that got them here and sought out to join crews. Inaros was among them and soon enough gathered enough wealth to get his own ship and crew and set off to find loot. Since, he has been quite successful in the Koinon, preying on merchants and building a fleet for himself and joining the Tempest Entente. But recently, he's been thinking of a change in scenery.



Beliefs

Religion: Koinic Asignism


Motivation: Beyond the dreams of building a name that will be remembered as a successful pirate and becoming wealthy with the control over his life. Inaros wants to out do his past, to leave the failures of his family behind him but also get revenge on those that put his family in such poor standing to start off with.


Personal

Likes: The Sea, his crew, Illea, Koinon, wealth and the infamy his endeavors bring.


Dislikes: Storms, pacifists, the idle pirate lords, those strictly abiding to the law


Hobby:Discovering Ancient ruins and treasures


Image


Essential Details

Name: Captain Yuan Aiko


Appearance: Bow to your queen


Age: 23


Gender: Female


Sexuality: Bisexual


Build: 5'4 125lbs, Yuan is a lean and has well-defined muscles and is at a peak of physical ability.


Legacy

Allegiance: The Typhon King, Richard 'the Ghost' Auron

Profession: Pirate, Warlord


Background: None truly the whole story of Aiko of Yuan, she tells a different story every time, a nobleman's daughter, a bastard of a Clan lord, a beggar off the streets, a miller's daughter, the list goes on, but what is known that seven years ago, a slim young boy boarded a Southwest Hygardian ship to work on board but once the ship had lost sight of the coast, slayed the captain, first mate, and the officers of the ship and hung their heads from the main mast. The boy then revealed himself to be a girl, armed with a cruel sword and an ambitious glint in her eye, challenging any of the men to kill her and take her place as new captain. None dared challenge this crazed young woman with her gleam in her eye who declared the ship and the crew pirates with her.

Seven years later, Captian Yuan Aiko is a warlord amongst the Tempest Entente, a savage, cunning and inspiring leader amongst the many powerful captains in the Entente. Her fleet, which she calls the Oni Fleet (Demon Fleet) has been sighted around the world, raiding, pillaging and building forces. None know what all she wants, but they know she has the ambition and talent to achieve it.



Beliefs

Religion: Southwest Hygardian


Motivation: Her dreams are as countless as the stars, and often she isn't one to share what drives her, only to let you know once she has achieved it. But many believe she wishes to carve her own kingdom


Personal

Likes: Cats, Loyalty, Power, Conflict and Strength


Dislikes: Humilty, Cowardice and Traitors, Generally those who don't admire or support her


Hobby: The Martial Arts, Sword, Bow, or Fist, she often trains her body and mind through meditation and scrolls.



Image


Essential Details

Name of Organization: The Tempest Entente


Leader: Typhon King Richard 'the Ghost' Auron


Description: 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.


Assets:
Essentially...the Free Haven of Illea, as well as several other small hidden coves, dens, and small holds on islands across the seas. Only the Free Haven is significant enough to mention here. The Tempest Entente has numerous members and in total, including the Typhon King, has a total fleet count of 427 ships at their disposal.

Relations: (Relations with other factions chars, etc. Can leave blank)
Last edited by Kuhlfros on Sat May 25, 2019 8:54 pm, edited 2 times in total.
Kuhlfros
Member of Greater Ixnay
[21:48] <Kuhl> ∞/10
[21:50] <Shy> AND KUHLFROS SAID UNTO THE EARTH: LET THERE BE SPECIAL SYMBOLS FOR THE RATING OF BLAMESHIFT OUT OF TEN
[21:50] <Shy> AND THE WORLD COMPLIED
[21:50] <Kuhl> I just googled the infinity symbol XD
[21:52] <Kuhl> BUT I WILL GO WITH IT
[21:52] <Shy> ALL HAIL
[21:53] <Shy> THE VIKING GOD KULHFROS
[21:53] <Kuhl> OFF TO VALHALLA

User avatar
Phalnia
Ambassador
 
Posts: 1686
Founded: Nov 20, 2010
Left-Leaning College State

Postby Phalnia » Fri May 24, 2019 9:44 pm

WIP. More to come.
Image


Essential Details

Name of Realm: Kingdom of Resdayn


Rulers: King Varii Velonth


Culture: Resdayn is a feudal nation built upon a series of extended families called houses. Much like Res society, the houses are further divided into levels of importance. The most common, and the lowliest, are minor houses. These families exert control over a minor amount of land and resources, often just a manor house and some farmlands. Next are the major houses. These houses rule vast tracts of land and are often based in castle of city. These houses will often have several minor houses sworn to them. At the highest levels are the great houses. Historically, these are the fewest in number, yet they hold the most land and the allegiances of the most houses. All houses, regardless of prestige and size, are granted a seat at the Resdayn Collection of Houses. This congress offers advice to the king of Resdayn and votes on matters of succession when inheritance is unclear. Commoners are often only tangentially related to a noble house. Those that are, are mostly engaged as retainers, workers, or soldiers.

The current king is Varii of House Velonth. His house was elevated to the position of royalty nearly three-hundred years ago. The realm has remained stable since, with Resdayn entering an era of economic boon. With the rise of House Velonth came reforms. The first Velonthi king outlawed the traditional slavery practiced in the kingdom. Under his new decrees, one could not be born a slave, slaves gained the option to purchase their freedom, and freed slaves and children of slaves enjoyed full status as citizens. These reforms initially met with heavy resistance, but through political machinations, House Velonthi was able to quiet detractors.


Religion: 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. Res will invoke the name of ancestors in times of strife or uncertainty. The more accomplished or ancient the deceased is the more powerful their invocation believed to be.

There exists no overarching hierarchy to the faith, and the closest thing to a priest are those members of great houses tasked with the tending of the deceased. Their are no temples or churches. Mausoleums serve as places to house the honored dead, but the Res do not congregate in such places. The state of a body can reveal much about their own station as well as the status of their descendants. The poor are often cremated and their ashes placed in community tombs where the entire village may inter their dead. Higher-class families may own their own private tombs and may even have a few of their dead mummified and tended to by an embalmer who serves multiple tombs. The ancestors of the great houses are the most preserved. They are almost exclusively mummified and tended by embalmers who serve the single singularly. The complexes themselves vary in quality and adornment, but all share a style and layout. They are partially buried and built as a series of circles, with the oldest remains inhabiting the center and new rings being added as the need arises.

One of the greatest tragedies in Res culture is the loss of a body. Be it unrecoverable following their death, or the destruction or abduction of a body. Many blood-feuds in Res history can be traced to the loss of a body following battle or the desecration of a tomb.

History: 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. With such a long history, scholars have divided the history of the nation into sections based on the ruling dynasty.

  • The Time of no Kings (Prior to 100 CE) The Res culture can be traced back to 100 CE. This is when the first traces of the ancient city of Res can be confirmed to have existed. However, prior to this the area was a hotbed of activity. The original settlers of the area, however, likely did not describe themselves as Res. Tradition holds that these people were travelers from the east who followed the setting sun to settle in the fertile plains of the Resdayn Peninsula. It was in these plains that these tribes formed settlements and built the city of Res as a common meeting place for trade and diplomacy. The meaning of the word has since been lost but, to the Res people the word still holds meaning.

    This city stood as a place of peace and cooperation, even as the tribes made war upon each other. The tombs of Res remained a sacred place where violence was forbidden and the dead of all tribes could be interred. The city of Res remains to this day, but its only inhabitants are the dead and those who tend to them.

  • The Time of the Torothi Kings (100 CE-445 CE) Yenel Toroth was a powerful warlord in the year 100 CE. Through a combination of conquest and politicking Yenel managed to unite the various tribes and clans surrounding Res. They swore fealty to him and crowned him the first King of the Res and of Resdayn. Yenel ruled for several more decades expanding his influence and establishing the Kingdom of Resdayn. His son Aral Toroth established the Resdayn Congress of Houses, and moved the Res people away from their tribal system to a feudal government. For the next two centuries, the Torothi Kings would continue to expand north, until meeting the the border of the Liang Dynasty.

    The House Toroth became extinct in 445 CE when Vala Toroth died leaving no heir. The Collection of Houses was convened to determine who should inherit the throne.

  • The Time of the Saari Kings(445 CE-847 CE) Following the passing of Torothi line, House Saar narrowly won the vote to become the next royal house. Under the leadership of Aslili Saar and his descendants, Resdayn consolidated their control over the southern reaches of the Resdayn Peninsula. The reign of House Saar is remembered as a time of peace with only the occasional pirate raid or peasant uprising.

    It was during this time that Res identity took on many of its characteristics. The great tombs at the city of Res were expanded and great artists perfected their trades. Many of the songs and plays written in this period remain popular in Resdayn. Resdayn would continue to flourish until midway through the 9th century. During this period a sickness spread throughout the kingdom. Despite the consultation of the greatest healers, the illness overtook House Saar.

    Their castle became their tomb as the entire household perished. For the next two years the realm was without a king as each house was left to their own devices to prevent the devastation of the plague.

  • The Time of Velonthi Kings (849 CE-Present) In 849 CE the plague that decimated Resdayn was eradicated. The efforts of the young Master Sama Velonth to quarantine the sick and burn the bodies led to the decline. It was also from the House Velonth that cure originated. With the end of the Red Flu the Collection of Houses convened once again. Recognizing the efforts of Sama Velonth, the Royal house of Velonth was created and Sama crowned the first king of the dynasty. For just under three-hundred years the descendant of Sama have reigned as kings. They are mostly recognized as reformers. Their actions to improve the lots of slaves and commoners have not gone without notice.

    The elderly king Varii Velonth currently rules over Resdayn.


Assets

Resources: Major supplies of: wheat, rice, cattle, iron, timber, and trade.


Strongholds:
  • Velonthi Aln- Seat of House Velonth and the capital of Resdayn
  • Radondi Aln-Seat of House Radondu
  • Imasi Aln-Seat of House Imasa
  • Balhani Aln-Seat of House Balhan
  • Varoali Aln-Seat of House Varoal

Towns: The seats of the various houses have towns that extend out from the stronghold. However, towns have sprouted up free from the shadow of a great keep. These include:
  • Res
  • Pheheren
  • Vasan


Military

Military Commanders:
  • Prince Elwe Velonth
  • Master Vorunos Radondu
  • Master Sulipar Imasa
  • Master Idroreloth Balhan
  • Master Yenel Varoal


Military Strength:
Total Strength: 40,000
House Velonth
Standing: 1,400 men
Levies: 8,000
House Radondu
Standing: 1,200 men
Levies: 7,500
House Imasa
Standing: 1,200 men
Levies: 7,300
House Balhan
Standing: 1,000 men
Levies: 6,250
House Varoal
Standing: 900 men
Levies: 5,250


Special Troop:
Warrior-Poet Society
100 of the finest warriors in the Kingdom. In addition to martial pursuits these warriors are skilled in the arts. In the tradition of King Tarva Saar, these warriors believe that a man cannot focus on only one aspect of his life, he must be well-rounded. These men serve as the personal guard to The King of Resdayn


Diplomatic Relations

Allies: TBA


Rivals: TBA



Other Information

Location: The eastern peninsula of Ferra.


Image



Essential Details

Name of House: The Royal House of Velonth


Leader: King Varii Velonth (51)


Family Members:
Queen Consort Alari Velonth, nee Balhan, Wife (44)
Prince Elwe Velonth, Son (21)
Princess Tilivura Velonth, Daughter (19)
Princess Telessa Velonth, Daughter (19)


History: The genealogical record of House Velonth can be traced back to 232 CE. It was in this year that the mercenary known only as Velonth was granted the right to form his own noble house. Now known as Master Velonth Velonth, this newest Res master served as a sworn vassal of House Imasa. Construction on Velonthi Aln was completed in the year 238 CE. And the Velonthi crypt received its first inhabitant in 257 CE when Velonth Velonth perished from a infected wound. The Velonth remained as a minor house for many centuries serving their liege and the realm faithfully. It was not until the Red Flu epidemic of 847 CE, that House Velonth would take a major role in the Kingdom. Master Sama Velonth was able to spread his cure and preventive measures through the realm, following the loss of the Saari kings. Out of gratitude the Collection of Houses elevated Sama to the rank of king and forever changed the fate of the House Velonth. For three centuries the Velonthi have ruled from their ancestral home of Velonthi Aln. Known as reformers for their actions to improve the lives of slaves and commoners, some noble houses have taken a negative view of the Velonthi, House Radondu chief among them. Varii Velonth currently leads the house and the Realm.



Assets

Home: Velonthi Aln


Military Strength:
Standing: 1,400 men
Levies: 8,000



Relations

Allies: House Imasa, House Balhan


Rivals: House Radondu


Image



Essential Details

Name: Varii Velonth


Appearance: Image


Age: 51


Gender: Male


Sexuality: Heterosexual


Build: 5'10", thin


Legacy

Allegiance: Himself


Profession: King


Background: Born in 1050 CE, Varii was groomed to be king. From a young age he was trained in both the ways of war and peace. Under the tutelage of the Warrior-Poets, Varii studied the sword, spear, and bow. These men also taught the boy the peaceful arts of music, painting and writing. Varii wrote several volumes of verse. These volumes are now housed in the royal library.

These skills make a man well-rounded, but they do not make him a king. From a young age Varii shadowed his father, learning the intricacies of ruling a nation. One of these intricacies was the managing of vassal loyalty. To ensure the continued loyalty of the House Balhan, Varii was wed to Alari Velonth. A marriage of convenience, Alari and Varii came to tolerate one another and have three children.

Currently, Varii is 51 and has delegated multiple responsibilities to his son, in preparation for Elwe's ascension to the throne.



Beliefs

Religion: Res Ancestor Worship


Motivation: Varii hopes to leave a stable kingdom and house for his son.


Personal

Likes: The arts, family, wine, animals


Dislikes: Dark, fish, criminals, unproductive people


Hobby: Writing, riding.


Image



Essential Details

Name: Prince Elwe Velonth


Appearance: Image


Age: 21


Gender: Male


Sexuality: Pussy Destroyer


Build: 5'10", muscular


Legacy

Allegiance: Varii Velonth


Profession: Prince


Background: Elwe was born shortly before his father took the throne. For the entirety of his memory, Elwe has only known his father as a king. A king who placed much on the shoulders of his first born and heir. Elwe underwent the same training as his father and the past kings of Resdayn. Studying under the Warrior-Poet Society, Elwe proved to be a capable warrior and an accomplished musician.

In order to further contribute to his son's education, Varii has sent his son on a tour of the kingdom. These travels have helped to make Elwe more familiar with the struggles of the various corners of his realm. It was during such trips that Elwe earned his reputation as a lover of women. The young prince has since had many trysts, but thankfully no bastards have yet been born. Varii chooses to ignore his son's indiscretions, and is planning to find a bride for his son with the hopes that it may settle the boy down.



Beliefs

Religion: Res Ancestor Worship


Motivation: Living up to his father's expectations.


Personal

Likes: Music, family, nature


Dislikes: Small spaces, ignorance


Hobby: Hunting, practicing the zither
Last edited by Phalnia on Wed May 29, 2019 1:27 pm, edited 3 times in total.

"The air up there in the clouds is very pure and fine, bracing and delicious. And why shouldn't it be? - it is the same the angels breathe." Mark Twain
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User avatar
Utceforp
Postmaster-General
 
Posts: 10328
Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Sat May 25, 2019 1:19 am

Utceforp wrote:


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 "Middle Eastern" or "Central Asian". Nerakans generally have black or bright red hair, and brown eyes.

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 50% 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 40% 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 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.


Special Troop: Griffon riders. The remainder 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'nim cities sneer at the "northern barbarians".


Rivals:



Other Information

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




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.



Relations

Allies: The Children of Avan, the Children of Jeki


Rivals: The Children of Orun, Arcanus




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 "Nerakan chargers", 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.



Relations

Allies:


Rivals: The Children of Manya

Finished apps for the Nerakan Confederation, the Children of Manya, and the Children of Orun. Will probably get apps for the Children of Avan, the Children of Jeki, Azhi Kharosen, Simurg Simurgdeti, and Kasta the Shaman up tomorrow.
Signatures are so 2014.

User avatar
Cainesland
Postmaster-General
 
Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Sat May 25, 2019 2:21 am

Image


Essential Details

Name of Realm:
    The County of Argonvost

Rulers:
    Archcount Kraldar is the head of State of Argonvost. He was elected to the position by the house of Patricians 2 years ago for a life term upon the death of the previous holder of the office.
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    Chancellor Martin Greenwall
    He is the leader of the majority party in the house of Plebians and runs the cabinet. He is around 47 years old, spent his 20’s in the military, and ran for tribune when he was 31. He has won 4 elections and has used some of his money to engage in real estate investing, buying and selling and renting homes.


    Clerk of the Privy Council Humphrey Gustafson is the most senior civil servant in the county and administers the cabinet. He started his Career being a teachers assistant in university, spent the first few years of his career out of school as a healthcare administrator, then spent a little under a decade in the treasury before joining the foreign service. He has been clerk of the privy council for around 2 years now and has been in the civil service for around 25 years. As clerk of the privy council he may have the most access to state files of each of the three individuals. The monarch and prime minister may be kept informed and make decisions but neither can access the files of their predecessors unlike the Clerk of the Privy Council. When he retiring from the civil service he is expecting to be appointed to the senate when an opening becomes available.


    The government of Argonvost is federally controlled, politically, by a tricameral legislature that is composed of the Senate, House of patricians, and the House of Plebians. The Senate is designed to accommodate for regional representation with each region being provided a certain number of senators. The House of patricians is open to nobles and clergy only, while the house of plebeians is only open to commoners. The Senate acts as a voice of sober second thought and can veto a bill up to two times from either house, has members appointed until 75, and its members are usually appointed based on certain skill sets held by appointees to provide insight to legislation.

    The House of Patricians members are appointed based on their position and until they lose their position hold their seat for life. The Head of State is a member of the House of Patricians. Unlike the House of Plebians, the House of Patricians seats are unpaid as it is expected that its members are well off enough to not require payment from the state.

    The House of Plebians, also known as the Plebian Assembly members are elected to their position for four year terms. The House of Plebians members are called Tribunes and the number of positions available each election period is determined by the population of a region.

    The Political leader, usually referee to as the head of government, of the federal level of government can be a member of any house.

    Besides the Head of State and Head of Government, another influential person is the deputy minister to the Chancellor who heads the civil service. The civil service is large aspect of the government and handles the means to achieving the ends set by the parliamentarians. It is meant to be politically neutral but the senior civil servants may be able to influence ministers to go one way or the other on certain matters. The civil servants are educated in public schools, and may be used for foreign service activities, or domestic activities such as tax collection, land inspections, health care, education, arts maintenance, historical programs, or other matters.

    There are two major political factions that incorporate most of the noble houses, these are the optimates and the populares. The optimates think the house of partisans should have more power, and budgets should be balanced with less public funds going to social programs, and the populares think the house of plebians should have more power and more funding should be put aside for social programs.

Culture:

    The people of Argonvost are Hardworking and Honest, but they are also Supersticious. Some superstitions that are more common being not to shake hands through a doorway or you could have bad luck for the day, not to place your tip directly into your glass at restaurants or the barrels contents could go sour, for sailors to throw a silver coin into the water when leaving port for safe passage, and holding a rabbits foot could bring good luck.

    The people of Argonvost often dress in natural colours such as brown, green, black, white, and tan. They tend to dress in layers of fur and/or cloth. The males are often the ones that go out in society as soldiers, merchants, diplomats, artisans, attendants, and farmers, while the women often perform more domestic roles such as cooking, cleaning, handling household funds, and performing some religious or medical roles. Some important female roles in society are the vestal virgins, midwives, nurses (primarily but not always), and more so in high ranking areas -intelligence gatherers. The populace is more accepting of locals of the county than outsiders who may not be as familiar with the customs and traditions of the county.

    People take pride in their education and are often educated up to grade 9 levels by local monks or priests. This means that mass literacy is the norm and not the exception, but higher level education to per sue more sophisticated roles in society are often left to those that can obtain sponsorship or have the funds as local needs often require the hands.

    Local life is often vibrant with roaming bands of story tellers and entertainers travelling around, and church sponsored festivals bringing entertainment to the people of local villages. For example, the people have around 128 days off per year with many of these being church sponsored holidays to celebrate the lives of saints or local festivals such as Saturnalia, Lupercalia, the winter and summer solstices and others. It is common as well for people to donate 10% of their income to the church or charitable activities if they can afford it. For those that live in villages or towns that have a lord that owns most of the land, or runs and sponsors most of the events, it is common that as part of the lords responsibilities they host a feast at least once a year for the villagers or town dwellers within their lands.

    The county itself is generally fairly stable, lending to feeling of general security and complacency within most of the population. People are able to elect their leaders within one of the 3 houses every 4 years, or vote them out as need be, and engage in regional politics if they not living in a fief.

    The counties architecture differs based on the region. For those in heavily wooded areas such as the peninsula or coastal regions the architecture tend to reflect that with buildings made from wattle and daub. Those areas with less wood available often build buildings out of stone or brick. Another difference is in the amount of openness the homes have. While it usually customary for homes to be unlocked throughout the county, some homes may be more insulated depending on how far north or south it is. As such those homes found in the southern regions may appear more similar to a Roman villa and those homes more further north may have more of a cabin like appearance.

    Those people that work in a raw resource industry more commonly work in one of the main industries of the county: Forestry, Farming, Animal Husbandry, and Mining. Some others might have found work within the military or performing domestic services for the well off. Those people that can acquire a higher education might find work as a scribe, physician, an entrepreneur, military officer position, or a position within the clergy. Those people who can obtain an apprenticeship might find work in leather working, sculpture making, stone working, carpentry or wood carving, paper making, Butchering, barber or other medical professional, silver smith, animal trainer, or other such profession.

    The county has a library in each village, sponsored by the state or the nobility, and art is generally on display in towns within art galleries or museums. With the amount of overdraft cloud cover it is seem as important to keep up morale among the citizenry.

    Legally the County has followed common law for most of its history, with each generation building on the last. However the legal culture is a bit different depending on the area it is in. Those areas in the peninsula, urban based, and mining based are more likely to pride themselves on their strict legalism and interpreting the law more literally, while those in the southern area, more rural areas focused on agriculture or animal husbandry, or are close to fresh water sources might pride themselves on their flexibility and ability to have the consequences bend to reflect the conditions of the offender.

    Most people in Argonvost speak Aedasir or Koinoic as a second language.

    After fighting a long war,and losing a fair amount of people in wars and natural disasters, the nation is more tired of war and more peaceful and defensive in outlook.

Religion:
    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 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.

History:

    Argonvost, meaning Dragons Den, Dragons Home, or Dragons Domain, was founded 300 years ago. The county gained its name because the Peninsula used to be home to a society of dragons. The Society of Dragons ended up in a civil war that caused high casualties among the dragons and a draconic plague shortly after the civil war dispersed the survivors out of the area.

    When the Dragons left, the humans that were there co-habiting the area with the dragons were able to spread out. Argonvost, the former home of a dragon of the same name, was founded in the area and grew from a small coastal village in the western peninsula. The village was ruled by a series of several elected chief over a period of 84 years. These chiefs were not always from Argonvost. The first chief was, the second was from a neighbouring village, the third was from Argonvost, and the fourth was a descendent of the second, the fifth was from a village north west of Argonvost that was skilled in the arts, and leisure activities and helped to teach Argonvost about some of these skills. The sixth chief was the son in law of the fifth, and the seventh was a son of the fifth.

    After the final chiefs rule was over the power of the chiefs was reduced to a figurehead and the chiefs advisory council was granted more power. Soon after the northern tribe attacked Argonvost over concerns that Argonvost wouldn’t be electing another one of them chief and that they reduced the chiefs powers. The attack led to a war between the two villages and the destruction of the northern villages forces in a field nearby their village.

    Soon after the other forest villages allied together to attack Argonvost. However, while the two were busy fighting each other villages from the interior plains began attacking the other forest tribes to acquire better lands.

    With little to give the plains villages Argonvost and the other forest tribes signed a peace treaty and a mutual defense treaty.

    Three years later Argonvost signed an agreement with one of the plains villages. Soon after the plains tribe, Argonvost, and the other forest tribes attacked and defeated the plains tribes. After their defeat people from the victorious tribes were allowed to settle on the land prieviously owner by the plains villages.

    The villages of the peninsula would form a league and from this league the leaders of each village would for a council which would become the House of Patricians.

    After 100 years of existence Argonvost began building churches and cathedrals throughout the peninsula, four of these Cathedrals were only completed in the last 20 years and two of them are currently underwater.

    Peace would reign for 40 years during which time trade would increase, infrastructure would be built, and the islands would be settled upon. After 40 years Argonvost would find its self in a war with a foreign power with a military composed mostly of mercenaries. The fighting would last for a little over 20 years and would start when a group of mercenaries from the peninsula joined the foreign nation. When the mercenaries got board they decided to take over the fort and become pirates. When things began to look bad they asked for help from the foreign nation, but when they didn’t like the control of the foreign nation they asked Argonvost for help. When Argonvost said yes and sent help the two nations engaged in a series of conflicts which turned into a war.

    The war ended with a victory for Argonvost and measures for reparations and tribute was made to the foreign nation. Statues were enacted in Argonvost and around the peninsula. Soon after losing the war the foreign nation began conquering new territories under the guise of collecting goods to pay Argonvost its reparations payments. After 20 years the war had restarted and the foreign nation brought a host of veteran mercenaries down into Argonvost territory, burning towns and defeating military units. Argonvost was nearly conquered by the mercenary army and frequently battles and ambushes placed a toll on Argonvosts population with one battle said to have depleted the male population by 20%. By the end of the second war the mercenaries had been pushed back when a military commander brought the fight to the foreign nation and the foreign nation recalled its army to fight at home. After defeating the mercenaries abroad a new peace accord had been reached wherein the foreign nation surrendered most of its territory to Argonvost.

    Soon after the territory was collected, people were encouraged to settle on the new territory.

    Around 40 years later when the foreign nation broke its treaty by declaring war against an ally of Argonvost, Argonvost declares war on the foreign nation and conquered the remaining territory of the foreign nation.

    Ten years later it was made illegal to mine any more dragon bones due to their scarcity, and the many previously collected skeletons were placed in museums.

    50 years ago a natural disaster befell the western coast of the peninsula when a Volcano exploded sending western portion of the peninsula into the sea, save for two areas which are now islands. Under the ocean the former villages and towns can now be seen mostly preserved under the waves and some the towers can still be seen above the waves with their bells waving above the water.


Assets

Resources:
    Lumber from forests
    Fresh Water
    Horses
    Cows
    chickens
    Bison
    goats
    sheep
    Fish
    Whales
    Silver
    iron
    Paper
    Cotton
    Sugarcane
    Tea
    Stone
    Marble

Population:
    The ArchCounty of Argonvost is a large and moderately populated state with a populace of around 20,400,000 people.

    The green peninsula has a population of roughly 6,000,000 people.

    The islands collectively holds around 240,000 people each.

    The northern land contains around 4,800,000 people.

    The southern lands contain around 8,400,000 people.

Strongholds:

    House Kraldar
    House Tyrell
    House Strathcona
    House Leicester
    House Bomont
    House Eaton
    House Scipeii
    House Kelly

Towns:
    Argonvost - 1,000,000
    Richten - 800,000
    Woodsberg - 800,000
    Badgers Den - 240,000 people
    Cragstaff - 240,000 people
    Clairesholm - 240,000 people
    Shireton - 240,000 people
    Blackpool - 240,000 people

Please see map at the bottom of the app for town locations.


Military

Military Commanders:
    Army
    -Infantry
    1. Marcus Julii
    2. Quintus Flaminius
    3. Scipio Brutii

    - Cavalry
    1. Henry York
    2. Edward Lancaster
    3. Ludwig Johansson

    Navy
    1. Hamilcar Dolphine
    2. Gaius Scipeii
    3. Alexios Dalassenos

Military Strength:

The military of Argonvost is composed of around 204,000 people

Army: 156,000
    - 12000 Artillary
    The Argonvost military has 12000 people employed in an Artillary Battalian. The Artillary is able to fire trebuchets and large crossbows that are able to fire spinning ballista. Each member of the Artillary requires advanced education in physics to run the ballistics to know how to properly chart the course of the ballistae.
    Image

    - 48000 Cavalry
    The Argonvost Military Cavalry are famous for their Giant Goat Mounts which can smash through enemy phalanxes or formations. However, those that may be more familiar with them may treat them similarly to elephants on the open battlefield by opening gaps to channel them into.

    The Argonvost cavalry are called the companions and are composed of scouts, knights, cavaliers, paladins.

    - 96,000 Infantry
    The Argonvost Infantry is divided into Legions with 9 regular units and 1 double length unit. The Argonvost infantry double as combat engineers with the ability to build roads, bridges, aqueducts, and forts on the move as well as clear forests. The Argonvost Infantry are known as the Foot Companions.

Navy: 48,000
    The Argonvost navy is composed of 80 warships which require a crew of 200 sailors each.
    During times of duress the County of Argonvost may hire Privateers to fight pirates and ward off the opposing states. This allows them to recruit up to 20 additional ships at a time.

Special Troop:

    The Dragon guard
    The Dragon Guard is a division of the military that wear Dragon themed Armour, often Bronze or silver or Gold coloured, during formal ceremonies and otherwise often carry dragon shaped badges with them during regular hours.

    The Bronze Dragon Guard perform a variety of Domestic functions. Bronze Dragon guard perform functions such as municipal militia guards, municipal police, and municipal firefighters.

    The Silver Dragon Guard perform a variety of Espionage functions both domestic and Foreign. The Silver Dragon guard try to keep enemies of the state at bay, and look out for plots against the state abroad.

    The Gold Dragon Guard are the military police wing of the Argonvost military that perform mostly law enforcement duties among the members of the military. This branch also functions as the body guards of the royal family and guards the federal and regional parliaments.


Diplomatic Relations

Allies:
Arcanus - Both follow a similar religion

Yek'Sik - Both follow a similar religion

Rivals:



Other Information

Location: Ferra. Western portion containing 5 islands, the green peninsula, the plains north to the lake, and the plains south east of the peninsula.
https://imgur.com/a/5qJdhUf
Last edited by Cainesland on Wed Jun 05, 2019 12:36 am, edited 11 times in total.

User avatar
Gudmund
Envoy
 
Posts: 284
Founded: Aug 02, 2018
Liberal Democratic Socialists

Postby Gudmund » Sat May 25, 2019 4:08 am

Has been added to front page officially, ignore this
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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.




  • N/A
Last edited by Gudmund on Sat May 25, 2019 8:54 pm, edited 6 times in total.
Civilisation:
Tier 8, Level 3, Type 7
An 8.625 civilization - according to this index
▬▬▬▬▬▬▬▬▬▬▬
Leader: Albani Gudmund
Setting: FT (2060+), the ruling nation of a non-human, low population, galactic Empire spanning just beyond its solar system. Primarily using advanced, mass-produced droids to handle most menial tasks and to fill the ranks of its military alongside living soldiers.

User avatar
The National Dominion of Hungary
Minister
 
Posts: 2518
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Sat May 25, 2019 5:58 am

I can only say that this looks absolutely amazing. :clap: And I'll be getting to work on some apps soon.

A little questions beforehand though. What's the state of magic in this world? Are there wizards, magical items etc?
Last edited by The National Dominion of Hungary on Sat May 25, 2019 6:05 am, edited 1 time in total.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

User avatar
Rastrian
Spokesperson
 
Posts: 191
Founded: May 15, 2019
Ex-Nation

Postby Rastrian » Sat May 25, 2019 6:19 am

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Essential Details

Name: Clanlord Hamadas Yulekoth Naesh, Clanlord of Naesh and Clanlord Banner-Caller of the Realm

Appearance:
Image

Age: 48

Gender: Male

Sexuality: Heterosexual

Build: Fairly muscular from years of training under some of Clan Naesh's best warriors.


Legacy

Allegiance: Serves under King Tedas III Namiroth Kyll.

Profession: Clanlord of Clan Naesh, Clanlord Banner-Caller of the Realm

Background:
Clan Naesh is one of the more traditionally meritocratic clans of Gyrcant. The son of a warrior, Hamadas learnt the basics of sword and spear fighting when he was very young. As is generally customary, he joined Clan Naesh's military when he reached 17 years of age. He fought as a foot soldier for a while, showing prowess in small skirmishes, as well as a keen sense of strategy both off the field and during the heat of battle. He almost immediately became one of the foremost commanders within Naesh's military, earning the ear of the Clanlord, Clanlord Yulekas, and many other influential men within Clan Naesh. As such, due to his long history in the Clan's military, he was elected by most of the holdfast lords, as well as the other commanders, to become Clanlord upon Yulekas' death when he was age 33.

His position as Clanlord brought him to the Kingdom's stage as a commander. He soon became Clanlord Banner-Caller, the man in charge of calling and coordinating the troops of each clan should war break out. Notably, the position put him as one representative of the military in the King's council. King Tedas III took a liking to Hamadas, seeing him as an honourable man, and one who had talent for military matters. As such, while High Marshal Kilethas Farroth Saath controlled many matters of the military, including the Kingdom's military as opposed to the clan ones, King Tedas and Hamadas would often talk about military matters, and Hamadas became the King's most trusted military adviser, likely due to his reputation for incorruptibility. As the King seems on the verge of dying, Hamadas appears to be one of the influential lords willing to put their names forward for the honour of the kingship.


Beliefs

Religion: Gyrrhic Ancestor-Worship

Motivation: Honour and duty. From an early age, Hamadas has seen duty as a thing to be desired, and this has continued into his adulthood.


Personal

Likes: Practicing strategy and fighting, long conversations about military matters, people who do their duty honourably, hunting, ale.

Dislikes: Dishonourable people, court intrigue, slothfulness.

Hobby: Hunting is his main hobby. He enjoys it because it sharpens the mind and physique, as well as teaching people to survive in nature.

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Essential Details

Name: Clanlord Ghenas Yukoth Leth, Clanlord of Leth and Chancellor of the Realm

Appearance:
Image

Age: 52

Gender: Male

Sexuality: Heterosexual

Build: Fairly average-sized. Not very tall, not very muscular, average in many ways.


Legacy

Allegiance: Serves under King Tedas III Namiroth Kyll.

Profession: Clanlord of Clan Leth, Chancellor of the Realm

Background:
Clanlord Ghenas of Leth was born into the court of Clan Leth, and knows his way around court life back to front. Born to a minor lord within the Clan, his father not particularly gifted in statecraft, he was sent to Castle Leth to learn from his uncle, the then-Clanlord Yukas. Clan Leth has a habit of keeping title and prestige within the upper echelon of the Clan, unlike some other Clans, and so this was not an unprecedented move - many Clanlords' nephews, cousins and other relations had been taught in Castle Leth. Ghenas took to his studies well, showing himself to be excellent at both diplomacy and intrigue. Not requiring much input at all from the Clanlord, he soon became noted as one of the most-likely officials to succeed Yukas. This would eventually occur, when a hunting accident claimed Yukas' life. The lords of the Clan, for the most part, agreed that a cunning individual with good court sense was the right choice to lead the weaker Clan, and so Ghenas became Clanlord.

Almost immediately, he proved a valuable asset to the Kingdom to have as an ally, and so King Tedas III kept the young statesman close, making him Chancellor. While they did have some disagreements, Ghenas being much more willing to do dishonest things for some idea of the "greater good", while Tedas stressing morality in all things, they became fairly close, with Ghenas proving his worth. Alongside the slightly younger Hamadas Yulekoth Naesh, Ghenas became one of the King's closest advisers, advising on the state of the realm and its lords. However, Ghenas is not above backstabbing. Ghenas has personally overseen the dismissing of a few councillors, simply for personal interest. Ghenas' scheming nature has only increased as the health of the King has decreased, with a number of smaller changes to the council and court as a whole occurring. Ghenas appears to be aiming to put his house on the throne, putting him at odds with his acquaintance, Hamadas Naesh. Of late, he has been spending more time with the ailing King than anyone else.


Beliefs

Religion: Gyrrhic Ancestor-Worship

Motivation: The advancement of his clan, the running of the realm according to his ideals.


Personal

Likes: Statecraft, court life, power.

Dislikes: Challenges to his ambitions.

Hobby: Statecraft takes up much of his time, but he also does tend to the needs of King Tedas. Whether this assistance is entirely altruistic is uncertain.
I'm an ATHEIST COMMUNIST from AUSTRALIA with CELTIC HERITAGE, ASPERGERS and a keen interest in FLAGS.
Pro: Communism, secularism, democracy, communalism, unions, mutual respect of people as humans, science.
Anti: Capitalism, theism's stranglehold on society, dictatorship, enforced respect (SJWs, anti-blasphemy laws etc.), creationism.
I will respect you. If your ideas are stupid, I won't respect those, and don't ask me to.
Fairly poor socialist country, recently revolted against a monarchistic state and with an economy rising slowly.
I am a fan of classical, experimental and indie music.
Will eat Brussels Sprouts, but only raw ones. I cannot abide cooked ones.

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