NATION

PASSWORD

Scions [Fantasy|OOC]

For all of your non-NationStates related roleplaying needs!

Advertisement

Remove ads

User avatar
Roman Imperator
Attaché
 
Posts: 73
Founded: Feb 07, 2020
Ex-Nation

Postby Roman Imperator » Tue Feb 18, 2020 9:21 am

Sarderia wrote:
Roman Imperator wrote:
Oops looks like its my turn now :blush:

@Krugmar How about this then? If that hasn't been reserved is it alright for me to add it to my land claim? ofc if not then I'll just stick to what i got.

New Claim | Original Claim

Yeah m8 except for that small straits near the big lake which is in my picture..

I can say the League and the Middle Kingdom would be great partners in the RP. How about a meeting?


Yeah I mean its either great partners or great enemies at this stage :lol: ...I don't mind a meeting. Just let me get up my proper app as soon as its done so you can get a feel of what kind of nation I'm running.
Just here to Roleplay. Don't bother sending me regional invitational TGs. I'll know how to join if I want to.

Call me Rom/Roman or whatever floats your boat....


User avatar
Sarderia
Ambassador
 
Posts: 1818
Founded: Jun 26, 2019
Inoffensive Centrist Democracy

Postby Sarderia » Tue Feb 18, 2020 9:26 am

Roman Imperator wrote:
Sarderia wrote:Yeah m8 except for that small straits near the big lake which is in my picture..

I can say the League and the Middle Kingdom would be great partners in the RP. How about a meeting?


Yeah I mean its either great partners or great enemies at this stage :lol: ...I don't mind a meeting. Just let me get up my proper app as soon as its done so you can get a feel of what kind of nation I'm running.

okay, but there's a bit of my claim in your new claim as well (in the big lake). oh god I think we've turned into a North/South korea situation when we start claiming on one another :p

@Krugmar Can I have an organization like this?

Essential Details

Name of Organization: Administrasiya Magii/Administration of Magic

Leader(s): Grand Magister Rurik Vasilyevich Korolev

Description: The Administration of Magic is the official governing body of all magical activity in the League. Founded seven hundred years after the League’s estabilishment, it is born out of the feud between two rival magical estabilishments; mage-gulids of the Convocation and those of the Grand Academy of Enchantments, a Decapole Collegiate member institution. Those two rival factions has been plaguing the Grand Archon position for a hundred years after the Grand Academy’s exit; each vying for control over any individual cities’ magical offices. Grand Archon Theras Radovich Varastin, ruling in 1142, gathered leaders of the Convocation gulids and administrators of the Academy in a forum, to unite the myriad of magical offices present in Kniazite administration under one body. The Administration of Magic is responsible to the Grand Archon, under the supervision of Kniazite League Duma. It is made up by members of the Convocation gulids and Academy officials, chosen by their respective estabilishments to serve a term in the Administration. This system has served to amend the extreme rivalry between the two magical groups, at least until now. The current Grand Magister, Rurik Vasilyevich Korolev, is of Academy origin, and thus tied to the Decapole Collegiate before entering Administration service.

Assets: [list]
[*] Kniazite Army of the Arcane: The League’s own magical fighting force, the Army is consisted of groups of battlemages, headed by the Grand Magister. Each group of five to ten battlemages are commanded by a warlock, and stationed in each of the League’s major cities; this would in turn be part of a legion consisting of two to five groups. Each major city of the League had at least two legions stationed to protect and police alongside the municipal officials.
[*] League Intelligence Service: Probably the most important asset of the Administration, several young and skilled battlemages are specifically chosen and trained to become effective spies responsible to both the Grand Archon and the Grand Magister. It is unknown how much, who, and where the agents are based even to the League’s top bureaucrats.
[*] Arcane Strongholds: These strongholds serve as a base for Army legions stationed in a city. The strongholds are similar to a noble lord’s castle, with thicker walls imbued with magical protections and incantations. Its grounds are heavily spelled; even if the mages decided to demolish a stronghold, it is likely that the land it is based can never again be used as plantations or homes. The strongholds act as barracks, magical armories, training yards, and research estabilishments all in one. It is present in every major city of the League.
[*] Grand Academy of Enchanters: A major Decapole Collegiate member and one of the largest magical institutions of the continent, the Velikaya Akademiya Charodeyev – Grand Academy of Enchanters provided the most amount of mages in Kniaz, much to disdain of the Convocation gulids. The Academy maintains magical houses in nearly every parts of the League, from the farthest south to the northern islands, and as such came in contact with various kinds of magic that others deem exotic and strange. The Academy itself is a sprawling castle and stronghold the size of a town, with thick and tall walls separating it from the city of Wrakow. It has multiple spires and deep underground chambers, and its broad range of studies attracts magicians not only from Kniaz, but the surrounding regions as well. The Academy’s interests is mainly on exploration and research of strange new magic, and it could care less for the politicking that other Decapole members are doing with the Convocation. Tsavmaraskis made most of the Academy’s members, although human mages had since risen in great numbers as well. Technically, the Academy is not tied to the League government, but it still respects government authority in an unspoken convention.

Strength: Thousands of battlemages, 98 ships (40 is Academy property), strongholds, castles, a large treasury

Relations: Subservient to the Kniazite League, being a government agency
Last edited by Sarderia on Tue Feb 18, 2020 9:28 am, edited 1 time in total.
    So comrades, come rally,
    For this is the time and place!
    The Internationale,
    Unites the Human Race!

User avatar
Krugmar
Minister
 
Posts: 2110
Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Tue Feb 18, 2020 2:37 pm

Elerian wrote:If not, how will empty spaces be handled?


Empty spaces will be filled in by NPCs, or by secondary nations (preferably a good distance from a primary).

Roman Imperator wrote:@Krugmar In the process of completing my app. But just wondering if its fine to add this as part of my land claim if nobody has reserved it alrdy. If not its fine. I'll stick to what I got.

New Claim | Original Claim


That's quite a large expansion, so I will deny it for now. What I will say is before the IC launches there will be a map review. During the review NPCs will be added, and people can move, change, substract from, or add to, their nation if they wish, or are advised to.

Sarderia wrote:
Roman Imperator wrote:
Yeah I mean its either great partners or great enemies at this stage :lol: ...I don't mind a meeting. Just let me get up my proper app as soon as its done so you can get a feel of what kind of nation I'm running.

okay, but there's a bit of my claim in your new claim as well (in the big lake). oh god I think we've turned into a North/South korea situation when we start claiming on one another :p

@Krugmar Can I have an organization like this?


I'm hesitant in its current form, mainly for two reasons
1) Mages, especially since the Convocation was formed (0 A.C, Anno Convocandī), and later the Collegiate, detest being under the control, or overbearing influence, of national governments. The Convocation and Collegiate were formed to protect their interests, and so would react very badly to any nationalising of mages. So if that was formed, it'd have to be from non-Convocation and non-Collegiate sources of mages.
2) Mages from the Convocation and Collegiate are very picky when it comes to battlefield service. War is unpredictable and for the common soldier often ends in death from the enemy or, more usually, disease. Mages specialising in war, itself a somewhat rarity, generally expect high ranks and to rarely be expected to take part in actual combat situations.

That said, the League forming its own magical administration is perfectly fine, as well as it pushing for the training of battlemages. Unless the Convocation and Collegiate are banned, however, expect heavy competition and sabotage. And if they are banned, expect the worst.


My apologies to Ucteforp, I left you off the roster by mistake, and then used that incorrect roster to make the reservation map. I'll fix the roster right away, and the map tomorrow.

I'll also be working on a map scale and comparison tomorrow, I realise how unhelpful it is when trying to gauge size and borders without one.
Liec made me tell you to consider Kylaris

User avatar
Sarderia
Ambassador
 
Posts: 1818
Founded: Jun 26, 2019
Inoffensive Centrist Democracy

Postby Sarderia » Tue Feb 18, 2020 3:05 pm

Krugmar wrote:
Elerian wrote:If not, how will empty spaces be handled?


Empty spaces will be filled in by NPCs, or by secondary nations (preferably a good distance from a primary).

Roman Imperator wrote:@Krugmar In the process of completing my app. But just wondering if its fine to add this as part of my land claim if nobody has reserved it alrdy. If not its fine. I'll stick to what I got.

New Claim | Original Claim


That's quite a large expansion, so I will deny it for now. What I will say is before the IC launches there will be a map review. During the review NPCs will be added, and people can move, change, substract from, or add to, their nation if they wish, or are advised to.

Sarderia wrote:okay, but there's a bit of my claim in your new claim as well (in the big lake). oh god I think we've turned into a North/South korea situation when we start claiming on one another :p

@Krugmar Can I have an organization like this?


I'm hesitant in its current form, mainly for two reasons
1) Mages, especially since the Convocation was formed (0 A.C, Anno Convocandī), and later the Collegiate, detest being under the control, or overbearing influence, of national governments. The Convocation and Collegiate were formed to protect their interests, and so would react very badly to any nationalising of mages. So if that was formed, it'd have to be from non-Convocation and non-Collegiate sources of mages.
2) Mages from the Convocation and Collegiate are very picky when it comes to battlefield service. War is unpredictable and for the common soldier often ends in death from the enemy or, more usually, disease. Mages specialising in war, itself a somewhat rarity, generally expect high ranks and to rarely be expected to take part in actual combat situations.

That said, the League forming its own magical administration is perfectly fine, as well as it pushing for the training of battlemages. Unless the Convocation and Collegiate are banned, however, expect heavy competition and sabotage. And if they are banned, expect the worst.


My apologies to Ucteforp, I left you off the roster by mistake, and then used that incorrect roster to make the reservation map. I'll fix the roster right away, and the map tomorrow.

I'll also be working on a map scale and comparison tomorrow, I realise how unhelpful it is when trying to gauge size and borders without one.

If I'm going to use Convocation and Collegiate sources, how would be the best way to do that? Is it like paying for mercenaries or is it allowed to have a government agency managing these kinds of affairs? The League itself is very liberal economic-wise and there would be serious competition between the two organizations, possibly even disrupting the works of non-magical government there as well. I'm looking for a way to integrate them with the federal state with a compromise...
    So comrades, come rally,
    For this is the time and place!
    The Internationale,
    Unites the Human Race!

User avatar
Krugmar
Minister
 
Posts: 2110
Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Tue Feb 18, 2020 3:28 pm

Sarderia wrote:If I'm going to use Convocation and Collegiate sources, how would be the best way to do that? Is it like paying for mercenaries or is it allowed to have a government agency managing these kinds of affairs? The League itself is very liberal economic-wise and there would be serious competition between the two organizations, possibly even disrupting the works of non-magical government there as well. I'm looking for a way to integrate them with the federal state with a compromise...


You could have an agency managing those affairs, which hires Collegiate alumni or Convocation members, but keep in mind they'll be more like contractors than employees.

Most of the rivalry between the two organisations is in two spheres: recruitment, and jostling for court positions. Collegiate Mages *tend* to be more expensive, given the reputation of their schools, but ultimately it depends on what mages you are recruiting. The systems and types of magic, and their worths, should be up in the concepts this week.
Liec made me tell you to consider Kylaris

User avatar
Pyrghium
Diplomat
 
Posts: 984
Founded: Jan 28, 2020
Ex-Nation

Postby Pyrghium » Tue Feb 18, 2020 3:34 pm


Essential Details

Name of Realm: Tushkaanate of Tighran/Tighrani Empire

Rulers: Tushkaan (Sultan or Emperor) Azhal (ruled: 1373 AC - Present)

Cultures and Races:
Tighrani: A human culture of swarthy complexion, with dark hair, native to the northern lands of South Minilar; a fertile land noted for its fine wines, olive oil, and rich deposits of gold and precious stones. The Tighrani are noted for being warlike and well-organized with a centralized, top-down bureaucracy centred around the Tushkaan and his Court in the coastal metropolis of Izhabaat.

Dhravla: A Nation of Dwarves living in the Azura Mountains near the Telmad Desert. Initially friendly with the Tighrani, trading gold, precious stones, and iron, mined from the mountains in return for wine, olive oil, and foodstuffs; the Dhravla were eventually subjugated by Tushkaan Ughmadi “the Unbearable” in 1312 AC, and enslaved by the Tighrani to mine and work for them. The Dhravla attempted to throw off Tighrani rule, in 1334-1337 AC, in a great revolt, but they were quashed, and the Tushkaan had half the Dhravla killed in retribution.

WIP

Religion: WIP

History: WIP


Assets


Notable Cities:

Izhabaat: the Imperial capital, a massive metropolis and coastal trading emporium. The city is noted for its vast bazaar, pleasant gardens and parks, and most importantly the Sapphire Palace where the Tushkaan and his Court reside.

Bashbaan: Situated in the south of Tighran, near the Telmad desert, Bashbaan served as the traditional border fortress with the savage lands of the South. As such, Bashbaan was heavily fortified. The city also served as the main trading centre with the old Dwarven kingdom of Dhravla; prior to its Conquest by Tushkaan Ughmadi (ruled: 1307 AC - 1334 AC). After this, the city became a major mining centre and also the location of the Imperial Forges and Imperial mines, where Dhravla are worked as slaves day in and day out. A Tighrani proverb says, “In Bashbaan where the sky is always grey” as a result of the constantly working mines and forges there. As such, an alternative name for Bashbaan is “Black-Skyed Bashbaan” and it is a place loathed by the Dravhla, and all dwarf-kind.

Economy: (This can be brief if desired) WIP

Population: 500,000


Military


Command: (e.g. commanders, hierarchy, structure) WIP

Strength: (Remember that most medieval realms relied upon a small professional force, and a larger temporary semi-trained levy. There are of course exceptions, but the golden rule is on how and why your state can sustain such an exception) WIP


Diplomatic Relations

Interests: WIP

Rivals: WIP


Other Information

Location: Northern half of the South Minilar.
Last edited by Pyrghium on Tue Feb 18, 2020 3:35 pm, edited 2 times in total.

User avatar
Liecthenbourg
Postmaster-General
 
Posts: 12793
Founded: Jan 21, 2013
Civil Rights Lovefest

Postby Liecthenbourg » Tue Feb 18, 2020 3:37 pm

Pyrghium wrote:-snip-

Hey, the location claim is far too large.

Let it be said that Nekhur is an exception rather than the norm. Consider it Russian Empire sized but constituted like the satrapies of the Persian Empire. It is not uniform nor directly controlling.

If you're familiar with fantasy, particularly the Witcher: think Nilfgaard.

I'd also recommend you look for the geographic map in the opening, as that region you were looking at itself would be warm temperate, cold temperate and steppes (more like Eastern Europe than the Indian subcontinent).
Impeach the Mayor of Lego City Legalise Falling into the River The Rescue Helicopter Needs to be Built! HEY!
Grand-Master of the Kyluminati


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

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

The Transtsabaran Federation and The Chistovodian Workers' State
I'm a self-identifying social democrat and a Europhile, with a left-wing economic position based on Marxist and Catholic teaching.
I'm socially confused.

User avatar
Pyrghium
Diplomat
 
Posts: 984
Founded: Jan 28, 2020
Ex-Nation

Postby Pyrghium » Tue Feb 18, 2020 7:29 pm

Liecthenbourg wrote:
Pyrghium wrote:-snip-

Hey, the location claim is far too large.

Let it be said that Nekhur is an exception rather than the norm. Consider it Russian Empire sized but constituted like the satrapies of the Persian Empire. It is not uniform nor directly controlling.

If you're familiar with fantasy, particularly the Witcher: think Nilfgaard.

I'd also recommend you look for the geographic map in the opening, as that region you were looking at itself would be warm temperate, cold temperate and steppes (more like Eastern Europe than the Indian subcontinent).

Could I reconfigure it then to be something more like the Byzantine/Late Roman Empire? I’ll rename it and everything; just forget about Tighran.

User avatar
Sarderia
Ambassador
 
Posts: 1818
Founded: Jun 26, 2019
Inoffensive Centrist Democracy

Postby Sarderia » Tue Feb 18, 2020 8:50 pm

Pyrghium wrote:
Liecthenbourg wrote:Hey, the location claim is far too large.

Let it be said that Nekhur is an exception rather than the norm. Consider it Russian Empire sized but constituted like the satrapies of the Persian Empire. It is not uniform nor directly controlling.

If you're familiar with fantasy, particularly the Witcher: think Nilfgaard.

I'd also recommend you look for the geographic map in the opening, as that region you were looking at itself would be warm temperate, cold temperate and steppes (more like Eastern Europe than the Indian subcontinent).

Could I reconfigure it then to be something more like the Byzantine/Late Roman Empire? I’ll rename it and everything; just forget about Tighran.

I think that's also far too large. Your claim would be half the size of Nekhur by that point. Also parts of the region has been claimed by others, including my claim.
    So comrades, come rally,
    For this is the time and place!
    The Internationale,
    Unites the Human Race!

User avatar
Sraelyn
Spokesperson
 
Posts: 184
Founded: Jan 02, 2017
New York Times Democracy

Postby Sraelyn » Tue Feb 18, 2020 9:35 pm


Essential Details

Name of Realm: The Wyrne Dominion | Wyrnetyr

Rulers: High Prince Urien Rhaenuhr – Ruler of the Dominion and head of High Kin Rhaenuhr. The High Prince is technically elected by and from the Princes of the High Kin to rule over the Dominion as a whole until it’s death, however the title has been firmly held by the Princes of the Great Kin Rhaenuhr for over 140 years. The High Prince has the authority to place taxes, declare war, request soldiers and levies from the Kin, and enforce the law to an extent, but the Princes are overall quite autonomous in the way they rule their territories.
Prince Eurig Marthen – Head of High Kin Marthen
Prince Andras Cymaron – Head of High Kin Cymaron
Siors Hier – Grandmaster of The Red Carvers

Cultures and Races:
Wyrne: The Wyrne are the dominant culture in the Dominion. This highly militaristic society displays hostility towards non-human races and weariness towards strangers. So far they have kept themselves as a fairly homogeneous people, most of them having pale skin combined with dark eyes and hair.

Society in the Dominion is separated into three strata, slaves, free men, and members of a Kin. Slaves are generally prisoners of war, taken from the continuous skirmishes and campaigns against the Arall tribes. Free men belong to no Kin, and most of them work the land in service of one, while a minority works in the cities or owns a plot of land of their own. Kin are the basic form of organization in the Dominion, there are 64 Kin plus the 7 High Kin in Wyrnetyr, with every Prince having a few Kin within their domains. A person can belong to a Kin by birth or be brought into one after performing a ritual known as Communion, gaining the rights of any other Kin member.

Wyrne are rather practical in nature, a trait that is seen in their architecture and clothing being mostly functional. The only exception to this would be the renowned pieces of elaborate silverwork, used both for religious purposes and as a way to show belonging to a specific Kin. Other details include, having a diet heavily centered around meat, the great value as a status symbol given to Aderyn birds by the Kin, their nearly fanatical adherence to Bloodpacts and their obsession with ritually executing their enemies by bleeding them out alive and ritually drinking, then boiling, their blood.

Arall: This is the name given to the collection of tribes native to the region where the Dominion stands today. Most Arall within the Dominion are slaves, taken when their respective tribes were conquered, with a smaller amount of them being free men. Most Arall tribes worshiped a pantheon of gods led by Queikar, something still done by the unsubdued tribes, but those within the Dominion have been forcefully converted and made to assimilate into Wyrne culture and speak the language.

Religion: “The holy scriptures of Gwaed and it’s secrets as told by the Ceisiwr of the Cysguduw”, also simply known as “The scriptures of Gwaed”, is the core text of the religion followed in Wyrne, the Cult of Gwaed. The scriptures were written by The True Prince Rhys, in accordance to the wisdom given to him by the Ceisiwr or 'seekers'. According to the texts, Cysguduw the first being, created the universe and the Ceisiwr to keep him company, and gave mankind their blood essence or Gwaed to make them different from the beasts. For eons Cysguduw watched over his creations and saw them grow until one day he mysteriously vanished, the Ceisiwr took it upon themselves to find him, yet the world suffered with no one to look after it. In Rhys’ visions, the Ceisiwr claimed to have founded the creator in a deep slumber, and asked for offering of Gwaed in order to reawaken him.

Some of the most important beliefs of the Cult of Gwaed are the following:
The sins against the blood, such as incest or killing a fellow Kin member are considered specially heinous.
Gwaed can be returned to the Cysguduw by a ritual process of bleeding out a person and burning their blood, so that its essence may return to him.
Communion is a ritual in which blood from the head of a Kin is poured into the open wound of another person. With the Gwaed of the Kin coursing now through them they will be considered as part of the Kin for the remainder of their life.
Bloodpact is a sacred and binding way to perform contracts and oaths. In it, both parties will cut into their hand and mix their blood with the others, then proceed to sign and seal the contract, and lastly drink half of he remaining blood each. This act signifies the commitment to it, as their Gwaed is both in the contract and inside the other person. Breaking a blood pact is one of the worst offences, and most Wyrne will go to great lengths to recover their lost Gwaed from the other person.

History:
All historical records within the Dominion begin with the arrival of the True Prince Rhys to Wyrnetyr, claiming that there is no history of Wyrnetyr before the Wyrne. In the same fashion, all mentions to their origin or the True Prince's past or previous name have been long purged from all records and accounts.

The Conquest
A noble from a realm afar, the True Prince began it’s voyage to Wyrnetyr after hearing voices that commanded him to set sail South if he wished to avoid his demise, and so he did. Gathering all the loyal men he could, he assembled a rudimentary fleet and embarked towards an unknown destiny, sure that he was hearing the voices of he gods. After a long journey through the increasingly cold waters, and nearly out of supplies, they came unto a the shores off a peninsula with a suitable landing place and arable land. There, the Prince announced to his men that they had arrived at the land he heard about where they would grow and prosper.

Soon thereafter they made contact with one of the tribes inhabiting the area, which was promptly subdued. With his small yet superior forces, the Prince occupied the tribe's small settlement, forcing the remaining members to accept his rule in exchange of their lives, erecting fortifications with what they salvaged from the ships, and would later become Kairgwyn.

During the following years, the Prince would contact the rest of the native groups, which would be known to the Wyrne as the Arall tribes, and demand they surrender to him. If they refused, they would be forcefully conquered, their men enslaved, and their women taken. Yet if they accepted, they would be allowed to remain mostly free, be granted riches, and their tribal enemies would be crushed.

The Prince scored victory after victory against those that dared oppose him, his domain growing and his army swelling each year. The remaining multitude of tribes that had yet to be on the warpath of him, decided to put and end to their continuous fighting, and formed an unholy alliance against the invaders from the sea. This new coalition managed to beat him in the field, and started to retake the land they had lost.

Now as the loosing side, and many of the conquered tribes on the brink of rebellion, the realm they had build was suddenly on the verge of total collapse. Yet, as their fall looked ever closer and their enemies marched on to Kairgwyn, the Prince started hearing the voices once again, and was led into a cave complex where he remained on his own for three days. Upon his return he spoke of the visions he received, he imparted to his followers the wisdom he was given by the Ceisiwr, messengers of Cysguduw the slumbering creator. The taught his men about Gwaed, made Communion with his closest followers, and named himself Rhys Mawrdyn, casting aside his old one, as he promised a great victory for them on the following days.

Mustering all their remaining forces, they readied for a last stand at Kairgwyn. After a long, grueling battle where hey were severely outnumbered, they managed to emerge triumphant. Victorious yet greatly weakened, they turned their attention inwards, securing their territory and rule, while developing their settlements. Rhys declared himself Prince, only second to Cysguduw, and that from now on they would be called Wyrne and their new land Wyrnetyr, and compelling his followers to leave behind any memory of their previous lives.

Principality of Wyrnetyr
The descendants of Rhys continue consolidating the realm and expanding across the shores, valleys and rivers, this period was marked by the process of transitioning their subjects from their tribal society. To better do this, the families that originally came with The Prince and performed the Communion were given their own territory to rule and aristocratic privileges in exchange of developing the land that they are given, thus beginning the Kin system. Although skirmishes against the Arall coalition continued, there was no open war, and as such, the alliance slowly broke apart as the tribes began warring amongst eachother once more. Overall, the realm developed rapidly as new settlements were created, the new language grew in popularity, and the Red Carvers were established, first to record Bloodpacts and then knowledge in general.

The Age of Princes
117 years after first landing on what would be Wyrnetyr, the last male descendant of Prince Rhys Mawrdyn, Aeron, dies childless from a seizure. The Kin found themselves unable to agree on a successor, and eventually the Princedom fractured into a myriad of small warring territories, all vying for power and claiming to be the rightful Prince of the Wyrne. The realm entered a long period of infighting, famine, and overall decline as the Arall tribes, although no longer united, pushed the Wyrne back to their core lands. From this period emerged eight Princes, who collectivelly managed to subdue most of the others and carved up the realm amongst them. These six Prices would each become the head of one a High kin, in contrast to the lower kin that were now subjects to them.

The Wyrrne Dominion
After 23 years of infighting, Prince Gawain Marthen managed to gather the Princes of the other seven High Kin. Through alliances, persuasion, and threat of force, he was able to convince them into electing him as High Prince, unifying the realm once again under the Dominion, and stoppping the brunt of the fighting ravaging Wyrnetyr. In exchange for their loyalty and armies to push back the Arall incursions, the Princes were given virtually free reign to rule their lands as they pleased.

Rhaenuhr Consolidation
144 years before the present, Arwel Rhaenuhr the Great is elected as High Prince and throughout his rule and those of his descendants, begins a process of slow centralization of power into the position of the High Prince. Gradually, the autonomy of the Princes is reduced, while greatly pressuring them to stop their occasionally petty fighting, and focusing it on the development of the somewhat backwards realm.

Dominion Ascendant
The consolidation of power being a great success, High Kin Rhaenuhr transformed the position of High Prince into a de facto hereditary title, as the Dominion entered a golden age of rapid growth and renewed prosperity. At the beginning of his reign, High Prince Urien Rhaenuhr launches the Southern Campaign, an intermittent war on the remaining, and much weakened, Arall tribes. The objective of which, was to push them further south every year, out of he forests and into the steppes. All the while settling the land conquered, taking slaves, and erradicating the Arall threat once and for all.


Assets


Notable Cities:
Kairgwyn (capital)
Talgarth
Nargarth
Penrhyn
Lanharbwr

Economy: The Dominion’s economy is mostly a self sufficient one, and trade with other realms is of a limited nature, although this has begun to change in the recent years. On the northern parts of the country, wheat and barley are common produce, along with fish, cattle, and salt. Meanwhile, the southern regions are more oriented towards producing timber, mining iron and silver, and herding sheep and goats. Wyrnetyr's manufacturing revolves around either the capital or one of the three largest cities, although their quality is mostly just functional. What trade they do have often revolves around selling slave and their renowned pieces of elaborate silverwork.

Population: 3.8 million, including 400000 slaves


Military


Command: The armies of the Dominion led by either the High Prince, or one of the Princes from the other High Kin. Each Kin is expected to maintain and train it’s own small standing army in times of peace, and bring their banners and corresponding levies when called for war. Currently, they are generally lead by Prince Eurig Marthen.

Strength: The army of Wyrnetyr is formed by the combined standing armies of the Kin, plus all the levied men across the Dominion. Under normal circumstances, this can amount to 8 men from the various Kins, plus and additional 26000 levied men. In addition, between all the Kin, there are about 1200 Reidiwr, elite soldiers that fight atop their Aderyn mounts both on land sky. They are armed with a spear, a shield, a sword, and a couple of javelins, and are mainly deployed for skirmishes or to deal a finishing blow and create a rout.


Diplomatic Relations

Interests: Pacification of their territories and further expansion.

Rivals: The remaining Arall tribes.


Other Information

Location:Image



Essential Details


Name of House: High Kin Rhaenuhr

Leader: High Prince Urien Rhaenuhr

Family Members:
Nerys Marthen (wife)
Leolin Rhaenuhr (son)
Aeron Rhaenuhr (son)
Vaughn Rhaenuhr (son)
Eirian Rhaenuhr (daughter)
Eifion Rhaenuhr (brother)

History: The recorded history of High Kin Rhaenuhr begins with the Prince Rhys's conquest, as some of the original followers that arrived on Wyrnetyr with him. For their service they were granted their own territory to rule in the northwest, and where they’ve built castle Rhayadar during the Princedom.

During the Age of Princes, High Kin Rhaenuhr managed to assert their dominance over the nearby Kin, and remain influential. Although not the most powerful militarily during this era, their fertile lands, shrewd management, and rulership over the growing city of Nargarth, gave them the economic power to keep their enemies at bay.

They were one of the main proponents for the reunification of Wyrnetyr under Gawain Marthen, and held great sway in the election of the High Princes thereafter, remaining mostly as key players and rarely in the spotlight. It was with Prince Arwel the Great that things would become to change, he managed to get himself elected as High Prince at a young age, and began the process of centralization that would bring High Kin Rhaenuhr to he forefront of power. Before him, the High Prince had little power outside of the territory that he directly ruled over, and any sort of central administration has almost non-existent. During his reign he would continuously wrestle power away from the Princes through concessions and political maneuvering, something that his successors would follow upon.

Presently, High Kin Rhaenuhr has secured their position as High Princes due to their good governance and influence. The current head, Urien, is ruling during an unprecedented golden age of progress and expansion, while having three strong sons to carry on his legacy. Hopefully, they will be able to resolve their brotherly rivalry before it escalates any further.


Assets

Home: Kairgwyn (Capital of Wyrnetyr)

Fiefs:
Rhayadar Castle (Ancestral Home)
Nargarth (City)

Retinue: They have a standing army of 1400 plus an additional 300 Reidiwr, and can levy up to an additional 8000 men in their territories.



Essential Details

Name of Organization: The Red Carvers

Leader(s): Siors Heir

Description: The Red Carvers started as an organization meant to spread the knowledge of Gwaed as well as to keep track of Bloodpacts, which would be carved into stone tablets, and to master the crafts of magic. However, with the passing years have also taken scholarly aspects, gathering and preserving knowledge, advising Princes and Kin on Religious and academic subjects, as a place of magic training, and even apprehending and passing judgement to those who attempt against Gwaed. The Red Carvers do not actively participate in most wars in a combat manner, instead fulfilling mostly religious tasks.

All people that display magic potential are heavily pressured to join the Red Carvers, where they focus on Conjuration, Evocation and Haematurgy magic. So far, they have chosen to remain aside from both the Convocation and the Colegiate, but their presence in Wyrnetyr is tolerated.

Assets: Gardgarreg, a large fortified estate known for its large garden of massive stone pillars which serves as a carved library, with history, knowledge, and the most important Bloodpacts to have happened carved on them.

Strength: 800 Red Keepers, a force of warriors/scholars/priests/sorcerers, that operate and guard Gardgarreg as well as smaller estates across the Dominion, and hunt down those who have greatly sinned against the Gwaed.

Relations: Loyal to the Dominion and nominally to the High Prince.



Essential Details

Name of Creature: Aderyn

Appearance: Image

Description: Aderyn are large, bird-like creatures native to the area that can reach 2,5 meters in height, 3,5 meters in length and are capable or carrying a person on their back both while flying and on the ground due to their powerful legs and large wingspan. They can live up to 80 years, generally lay three eggs at the start of summer each year, and hunt by swooping down or pouncing on their prey with their deadly talons and strong beaks. Aderyn are known for their terrifying screeches, speed and power, yet are rather susceptible to blunt attacks due to their fragile bones.

Location: Southeastern areas of South Minilar.



Essential Details

Name: Aelor Rhaenuhr

Appearance: Image

Age: 22

Gender: Male


Legacy

Allegiance: High Prince Urien Rhaenuhr and his Kin

Profession: Noble, Reidiwr, Military Commander

Background: Aelor Rhaenuhr is the second son of High Prince Urien Rhaenuhr and his second wife Nerys Marthen. He was raised with his siblings at Rhayadar castle, the Ancestral home of Great Kin Rhaenuhr, and is where he would start developing what would be a long lasting rivarly with his older half-brother. Leonis is the heir to the Kin and the position of High Prince, and born to his father’s first wife, Ceinwen Cymaron, and is known to be a charming, kind and brave young man, as well as an accomplished warrior and statesman.
What appeared like a blessing in the form of a perfect son and heir to their father, felt like a curse to Aelor, who grew under the ever-present shadow of Leonis, always being bested by him, even for the their father’s affection. This somewhat soured the relation between Aelor and his father as he felt he simply could not compete, instead taking refuge with his mother with whom he became close and they were rather similar, both in appearance and personality.
During the following years he would start vigorously training in order to become a warrior and reidiwr, whom he greatly idolized, as well as developing great interest in the Cult of Gwaed. Once he turned 16, he started accompanying his uncle, Prince Eurig Marthen, who become a sort of mentor for him, personally taught him how to command units in the field, and how to master riding Aderyn.
Currently he is once again campaigning in the West, next to his Uncle and his close friend Prince Delwin Nyth


Beliefs

Religion: Cult of Gwaed and the True Prince Rhys

Motivation: To see the Dominion prosper and grow, defeating his older brother Lionis, enhancing his Gwaed, and to crush the rebellious Arall tribes.


Inventory


Items: Spear, longsword, shield, chainmail and gambeson

Skills: Great Aderyn rider, good fighter and commander, decent singer.

Magical Ability: No
Last edited by Sraelyn on Wed Feb 26, 2020 7:37 pm, edited 1 time in total.
That God's name is Abraxas

User avatar
The National Dominion of Hungary
Ambassador
 
Posts: 1920
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Wed Feb 19, 2020 1:53 pm

I'll be having an app up by tomorrow :)

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
Benuty
Post Czar
 
Posts: 36465
Founded: Jan 21, 2013
Corrupt Dictatorship

Postby Benuty » Wed Feb 19, 2020 2:40 pm

So to explain what the blood sworn will be about essentially they are formerly humans that are bounded by a blood contract that makes them live far longer than normal humans, and with the fall of their civilizations old gods they worship a deity known as the "risen God". Essentially the risen god is a god is symbolized by the night, the moon, and the dawn hence the blood sworn only comes out at night, and returns indoors by dawn. Every blood sworn has to counter a presence known as the "fallen god" a remnant of the old gods which survived the fatal last battle and is represented as a raging sun. After a few centuries the blood sworn will age like normally, and upon the time of their death will come to their homeland. The funerary traditions of the blood sworn are very different from humans as their bodies turn into beds of flowers (think the star squid episode from courage the cowardly dog).

Yet the contract is often hard to follow through as many do fall, and become what we could classify as vampires. The blood sworn believe in pacifism to honor the risen god, and as such only, the military holy order of the night and dawn serve as an actual military presence. They primarily provide security to the various clans of the blood sworn (some are adaptable to water, others to lush forests), and outside the confederacy assist the other races in hunting down vampires. They don't kill them though since vampires are merely lost children of the risen they bring them to the holiest sites of the religion in the confederacy, and enact a series of rituals to free the soul from the corrupted body.
Last edited by Benuty on Wed Feb 19, 2020 2:48 pm, edited 1 time in total.
Last edited by Hashem 13.8 billion years ago
King of Madness in the Right Wing Discussion Thread. Winner of 2016 Posters Award for Insanity.
Please be aware my posts in NSG, and P2TM are separate.

User avatar
Benuty
Post Czar
 
Posts: 36465
Founded: Jan 21, 2013
Corrupt Dictatorship

Postby Benuty » Wed Feb 19, 2020 2:59 pm


Essential Details

Name of Race: The Bloodsworn

Appearance: Normal humans formerly of the Rag'ned civilization that nearly perished in an apocalyptic event some millennia ago. Their skin has paled, their eyes turned frost blue, their teeth elongated, and nails sharpened.

Description: Historians to this day debate the truthfulness regarding the Rag'ned accounts of the apocalypse being triggered as a result of the war between the pantheon that the Rag'ned worshipped yet one thing is certain. The sacred mountain at the center of the blood sworn religion wasn't always there, and as such has lead to the creation of three camps one arguing natural racial mutation through urgency, another argues for magical overload by accident, and another believing in the Rag'ned accounts. The Bloodsworn contains a lower body temperature than that of normal humans and has enhanced abilities during nighttime, and dawn with improvements of vision, smelling, feeling, and taste. Despite having to consume a blood-based substance from their holiest sites the Bloodsworn are able to consume regular food and drink if need be.

The "one drop" group ingests one drop of blood a month, and believes against eating of any life (such as plant or animal) is a great cruelty against the balance of things. One thing for certain is that consumption of blood from any sapient organism is the greatest crime one can commit in bloodsworn society, and to do it will render a judgement of "soul expungement". Bloodsworn theology believes the soul, and the body are two different things, and have different needs, and issues. Without a soul a body cannot function, and in order to save the soul from further corruption the bloodsworn will conduct an ancient ritual to save the fallen bloodsworn from themselves.

Location: The Bloodsworn peninsula is their homeland, but they are located everywhere in the world.
Last edited by Benuty on Wed Feb 19, 2020 3:04 pm, edited 1 time in total.
Last edited by Hashem 13.8 billion years ago
King of Madness in the Right Wing Discussion Thread. Winner of 2016 Posters Award for Insanity.
Please be aware my posts in NSG, and P2TM are separate.

User avatar
Rodez
Diplomat
 
Posts: 743
Founded: Oct 18, 2016
Corrupt Dictatorship

Postby Rodez » Wed Feb 19, 2020 3:29 pm

I don't think I have the time to run a full nation right now. But I'd love to bring back my pirate-bastard character @Krugmar, if that's alright with you.
Formerly known as Mesrane (Mes), now I'm back
Joined April 2014

Go Cubs, Go!

User avatar
Krugmar
Minister
 
Posts: 2110
Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Wed Feb 19, 2020 3:48 pm

Benuty wrote:-Bloodsworn-


So their religion and gods are real, or is the contract simply magical in nature? If the former it'd be impossible since if there are any deities, or a deity, they aren't communicating. If the latter, I'm not sure any sort of magical contract would be powerful enough for those effects on such a large group of people.

Rodez wrote:I don't think I have the time to run a full nation right now. But I'd love to bring back my pirate-bastard character @Krugmar, if that's alright with you.


Certainly.

Sraelyn wrote:Wyrnetyr -snip-


Accepted


A spreadsheet of nation sizes, and IRL comparisons, has been completed. Feedback would be good, as this may change.

Armies and Populations will also be part of the review before the IC launches. Hopefully a timeline will be up by tomorrow or Friday, to help co-ordinate history and historical events. Then the IC should hopefully launch this weekend.
Liec made me tell you to consider Kylaris

User avatar
Benuty
Post Czar
 
Posts: 36465
Founded: Jan 21, 2013
Corrupt Dictatorship

Postby Benuty » Wed Feb 19, 2020 4:17 pm

Krugmar wrote:
Benuty wrote:-Bloodsworn-


So their religion and gods are real, or is the contract simply magical in nature? If the former it'd be impossible since if there are any deities, or a deity, they aren't communicating. If the latter, I'm not sure any sort of magical contract would be powerful enough for those effects on such a large group of people.

Rodez wrote:I don't think I have the time to run a full nation right now. But I'd love to bring back my pirate-bastard character @Krugmar, if that's alright with you.


Certainly.

Sraelyn wrote:Wyrnetyr -snip-


Accepted


A spreadsheet of nation sizes, and IRL comparisons, has been completed. Feedback would be good, as this may change.

Armies and Populations will also be part of the review before the IC launches. Hopefully a timeline will be up by tomorrow or Friday, to help co-ordinate history and historical events. Then the IC should hopefully launch this weekend.

To put it simply, the question isn’t black or white. The rag’ned civilization is placed within a historical context of this world, and it ended. The civilization that succeeded the rag’ned’s claimed it was because their gods went full apocalypse, and the surviving deities gave up their divinity in order to secure their former worshippers existence. To the bloodsworn cultural context their new deity, and religion is real, but that’s just them honestly.

The bloodsworn religion is cyclical, and tied to the land of the their existence. Their belief is that nearing death they have to return their soul to the land of birth or else the contract weakens. This plays heavily into why their military is a holy order dedicated to hunting down rogue bloodsworn, and purifying them instead of killing them.
Last edited by Hashem 13.8 billion years ago
King of Madness in the Right Wing Discussion Thread. Winner of 2016 Posters Award for Insanity.
Please be aware my posts in NSG, and P2TM are separate.

User avatar
Elerian
Postmaster-General
 
Posts: 11345
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Wed Feb 19, 2020 4:43 pm

Krugmar wrote:A spreadsheet of nation sizes, and IRL comparisons, has been completed. Feedback would be good, as this may change.

Armies and Populations will also be part of the review before the IC launches. Hopefully a timeline will be up by tomorrow or Friday, to help co-ordinate history and historical events. Then the IC should hopefully launch this weekend.


I had imagined Tamarask to be smaller than Brunei, a few hundred square miles at most. I'd say more similar in size to Luxembourg, or perhaps even smaller.

User avatar
The National Dominion of Hungary
Ambassador
 
Posts: 1920
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Thu Feb 20, 2020 2:56 pm

Didn't have the time to finish the app today sadly. Will do it tomorrow.

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
The Centrum Assembly
Political Columnist
 
Posts: 5
Founded: May 05, 2019
New York Times Democracy

Postby The Centrum Assembly » Thu Feb 20, 2020 6:53 pm

Tag

User avatar
Great Confederacy of Commonwealth States
P2TM RP Mentor
 
Posts: 20025
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Sat Feb 22, 2020 7:55 am

Great Confederacy of Commonwealth States wrote:

Essential Details


(Image)

Name of Realm: Jovhak Tor-La, The Empire of the Empty Sun

Rulers:
Sun Emperor: Vacant
The Sun Emperor, Whose light yields bountiful crops and whose presence maintains the Grand Peace. At least, so goes the title. The throne of the supreme legislator, chief judiciary and High Priest of the empire is vacant, and has been for 13 years. After the death of the last emperor, feared and loved alike by his people, the deputy High Priest has failed to nominate the five potential successors required in order to call upon the Princely Council. The High Priest fears that no qualified majority can be reached to successfully reach a conclusion in the first rounds, opening up the country to the threat of civil strife. As such, the Divine Laws are unable to be altered.

Grand Regent: Vacant
The Grand Regent has all the non-religious executive power of the emperor, without his legislative ability. The Grand Regent operates like a prime minister, governing the country day-to-day and advising the emperor. A strong emperor has a weak regent, and a strong regent can keep the emperor down. The Grand Regent is appointed by the emperor, and since there is no emperor, there is no Grand Regent.

Sun Priest: Kalalal (Kal) Yoo-Va
The second-highest religious official, after the emperor. Comparable to the Grand Regent in being a deputy to the emperor, but on matters divine. Unlike the Grand Regent, appointed by the emperor, the sun priest is elected by the Council of Diviners, of which he is the automatic chair. The Sun Priest commands the armies of the empire, since those fall under the command of the priesthoods. The main task of the Sun Priest is the interpretation of divine law and custom, and watching over the morality of the nation. Kalalal Yoo-Va was sun priest when the last emperor died, and has not nominated a new one since.

Regent Theological: Mopona (Mo) Ver-Kul
The Regent Theological deals with theological matters, but from a more practical standpoint. The Regent Theological manages the application of state assets in service of the faith, and the relations between the church and the state. He also manages the certification of priests for imperial service. One of the most important tasks of this regent is to get a large voluntary contribution from the church to pay for state affairs.

Regent Militant: Kunuto (Kunu) Kul-Yoo
The Regent Militant manages all non-church armed forces, being the City and Highway Guard units, the Marines and the Palace Guard. The Regent Militant also manages the supply lines of the Church Army when the latter is on campaign, but does not command its troops. He keeps tabs on all the princes in order to coordinate military action with them, but that is dependent on prince’s collaboration.


Regent Resourceful: Nadulo (Nadu) Ber-Dan
The Regent Resourceful manages food and water stores, and more importantly controls the imperial monopoly on the production and trade of Kal pepper (more info in the economic section), which is the biggest source of income for the central government (seeing as taxation is handled by the church).


Regent Philosophical: Deralan (Der) Dan-Ber
This regent manages all things scientific. He is in charge of keeping the secular calendar, managing the royal academies (outside of the theological faculties) and observatories, responsible for the quite advanced astronomy of the empire. The regents theological and philosophical are always in a tussle over who exactly controls which aspect, while both try to limit the powers of the church in these matters.


Regent Diplomatic: Fudulan (Fu) Kul-Kul
While also managing external affairs of the empire, this regent is mainly responsible for keeping relations up with the many princes under command of the empire. He presides over the Princely Council when it is called, and serves as the contact point between the imperial government and the princely governments. A good diplomat ensures that the princes don’t revolt, or uses their pressure to get his own way. The regent diplomatic takes over the capacity of treaty-making in the absence of the emperor.


Regent Economical: Retaro (Reta) Yoo-Ver
Trade, commerce, and imperial finance. Originally a secretary to the regent resourceful, the regent economical is the keeper of the imperial vaults, the printing of money and the imperial banking monopoly, therefore in charge of the imperial finances. The regent economical is the only regent who, through sheer knowledge, can exert any power even when there is an emperor, and is therefore seen as the most pro-imperial (since he is the least likely to object). Power shifts between competent economists and lackeys to the political factions, and this has led to many economic downturns in the past due to the complicated nature of the banking sector.


Regent Legal: Vadari (Vada) Yoo-Ver
Deputy to the emperor in his capacity as highest judge in the land. The regent legal manages the central imperial court system and the application of secular law within the empire. This position is the only one where one needs official qualifications in order to be named to the position, namely a legal degree. In charge of jurisprudence, the Regent Legal has the most power to alter the application of laws after the emperor, who can change them altogether. Without an emperor to change laws, however, the Regent Legal has most power in that regard, even though he has no power to change legislation.


Cultures and Races:
Bituri: The Bituri make up the upper class of the empire. The princes and most of the upper families are of this ethnicity, which is culturally distinct from the lower classes. Bituri pride themselves on their wisdom, knowledge and piety, in their eyes in contrast with the lower class Maturi, who are characterised by hotheadedness, passion and strong backs. Apart from cultural outlook and certain views of religion, the characteristics of the two groups are nigh identical.

Maturi: A collective name for the lower casts of the empire. They characterise themselves by their hard work, their closeness with nature, and their connection with reality. In contrast, they see Bituri as arrogant, self-serving and detached from reality, arguing theoretical concepts among themselves as the country demands actual leadership. This group as singular respect for the emperor as a religious figure, and their faith in the government has declined ever since the seat has been vacant.

Religion: The religion practised by the Bituri and Maturi is not known by a name. They simply know it as truth, as science, as theology. It is no so much a religion as a known fact of life. A godless religion, the Faith is centred around the personality-less concept of Pull. A human soul, attached by threads to the far ends of a spectrum, is always pulled to either good or evil. The more evil threads tug on a person, the worse a person becomes. When a person dies, their soul becomes detached from the anchor of reality, and is pulled into one of the ten heavens or the ten hells, depending on how bad a person was. Threads can be detached over the course of one's life by thoughtful contemplation and changing one's behaviour. In the view of the high class Bituri, these threads are just attached to concepts, while the lower class Maturi worship the personal embodiment of the good gods and detest those of the bad.

The Temple of the Soul is the organised body charged with ensuring the safety of each and every soul. An old institution, the Temple has priests in every settlement in order to give advice to those in need. The organisation of the Temple resembles that of a state, with the exception that it does not perform many state functions. It does not conduct diplomacy, for instance. However, it does levy taxes on their communities, and it fields an army in times of need. The Temple is quite a powerful institution, but is also rife with both ancient customs and internal factionalism, both due to its wide geographic range and the differing views on religion. This factionalism prevents the Temple from posing a unified front in the matters political.

History: As far as the known history of the empire is concerned, there are six eras that should be taken into account. These are Temple histories:

1st Era - Year 0 - Year 273
The First Era is known as the Secular Era, or the Age of the First Empire. The powerful city-state of Mer spread its civilisation far and wide throughout what is now imperial territory. Bituri claim that their culture stems from this empire, and that Maturi are the remnants of local cultures. The Maturi, generally, claim that both cultures find their origins in Mer, just that the Maturi descent from soldiers whole the Bituri descent from governors and generals. Whatever it may be, in the Year 0 the ancient secular writing system of Merese was developed, signalling the start of history. The writing system is simple to understand and useful for things like commerce and record-keeping, but it lacks the ability to be used poetically. In the Year 273, the empire of Mer fell. In the official records of the Temple, this was due to the lack of morality of the empire, which fell due to its decadence.

2nd Era - Year 274 - Year 415
The Second Era is known as the First Warring States period. An era of depravity and godlessness, the Second Era is marked by immeasurable bloodshed due to wars of conquest. After the fall of Mer, the remnants of the empire collected themselves in various tribes under warlords, each intent on as much power as they could muster. A hundred wars were fought, much to the detriment of commerce and trade. Eventually, every city state had regressed to the point from before the first empire, with the exception of the secular writing system. Eventually, one young warlord, born as a shepherd's son, managed to unite the various tribes.

3rd Era - Year 415 - Year 506
The shepherd's son, Manilu the Great, managed to unite the various tribes into the Second Empire. Having learnt from the history of the Empire of Mer, Manilu decided to protect the souls of his people and thus prevent another collapse. His rule was wise and just, and under him the Temple of the Soul was created. In those days, it was totally subservient to the emperor, just another arm of the state. Its institutions were a carbon copy of the institutions of Manilu's empire, with regional governors appointed by himself, paid for from imperial coffers. Dissident priests were fired from their positions if necessary, and the Temple was subject to secular law. The Second Empire did not outlast its founder for very long. When the old emperor died in 478, his nephew took over. He forced good priests from positions and installed priests who were loyal to him personally, who then branded good men as immoral. This led to a decline in morality which culminated in the Great War of 504, which two years later would cause the Second Empire to collapse into the governorships that it constituted.

4th Era - Year 506 - Year 720
The Second Warring States period was less bloody and violent than the first, mostly because of the presence of priests. While the secular rule of the emperor had failed, no-one dared attack the institutions of the Temple. These institutions then took over some of the elements of the secular empire: priests took judicial decisions and levied taxes on individuals, while making possible diplomacy between the various princedoms, formerly governorships. Some of the best art in history comes from this period, especially since the Temple created its own writing system which was more prone to poetry. Many of the princes tried to one-up one another, which resulted in the creation of lavish, Princely architecture in most cities. While not as peaceful as before, it was also not as violent as the first Warring States period. During the latter half of this era, the prince of Kal discovered the properties of Kal pepper, which fuelled his armies and caused him to begin the conquest of the others princedoms.

5th Era - Year 720 - Year 1011 (Present Day)
Fuelled by Kal pepper, which increased aggression and numbs pain in its user, the armies of the prince of Kal went on conquering their neighbours. The armies of the neighbours were quickly shattered, the survivors added to the ranks. In response, the Temple united the independent princes into an opposing coalition, and for 15 years, Temple and Kal forces fought one another. Kal shock troops managed to win many victories, but the sheer size of Temple forces made up for what they lacked in ferocity. After 15 years, a convention of the princes was called, both from the conquered lands and the Temple territory. Over the course of five months, the Princes wrote a peace treaty, which would also serve as the constitution of a new empire. The prince of Kal became the new emperor, but the Temple gained a powerful position in its government. The Temple would manage both personal taxes and armies, while the executive would manage commerce and trade, as well as matters of secular law and science.

The system operated well for almost 300 years, with only minor adjustments. The emperor retained the monopoly over his Kal pepper, which was produced in great secrecy in mountain monasteries. The emperors expanded the empire to the westernmost rivers, establishing the eternal border there. Meanwhile, peace endured, through the overwhelming might of the Temple armies and its spiritual guidance. The empire was rocked by the arrival of the Koinon, but trade and commerce were established regardless. The empire made good money through the export of Kal pepper, although it would not share its secrets about how it was produced. Perhaps it was this discovery that made the Sun Priest unwilling to nominate a new emperor from the Kal line. Perhaps they thought they could manage this external power better themselves. Whatever the case, the Sun Priest did not nominate a successor from the family of the emperor, instead leaving the throne empty. Power devolved to the regents, where it has remained since.


Assets


Notable Cities:

Kal: The Imperial Capital. Home to almost half a million people, Kal stands as a grand imperial monument. Filled with grand imperial architecture, paid for by the sale of Kal pepper, the city is the centre of imperial rule. Its easterly location makes it a central hub for overland trade in the empire, and many great markets sprawl both within and outside the city.

Mer: Ancient capital of the Mer empire. It contains about 1/4 of the population it can comfortably house. People live in the shadows of its ancient monuments, and some believe the land itself to be cursed.

Yoo: A northern port city, the first to trade with the Koinon from abroad. The city has become incredibly wealthy, and some begin to fear that it might rival Kal in grandeur soon enough.

Other cities: Ver, Kul, Dan, all regional capitals and centres of both local and imperial might. The Temple has large priesthoods in these places.

Economy: While the economy used to be extremely rural and based on artisan labour, more and more of the wealth of the empire comes from trade with Koinon. In return for the export of Kal pepper, the empire imports many luxury items they are themselves incapable of manufacturing. This has caused the creation of a new class of people, the merchant class, which sees itself as distinct from both the noble class and the lower classes. While the Kal pepper is only exported by imperial monopoly, much of the wealth trickles down into the economy. These merchants use their newfound wealth to influence local politics and laws, and leads to a corruption which the empire is unaccustomed to managing.

Population: 9.000.000


Military


Command: The Temple of the Soul, putting faithful (not necessarily priests) in positions of command when necessary. There is a whole bureaucracy if priests to make sure the commanders share a certain view of orthodoxy.

Strength: Only consisting of small city guard units in peace, but can call upon an army of levies numbering in the 200.000 if necessary. These soldiers are devoted and zealous, but since the Empire does not have any iron reserves they are bound to use bronze weapons and wicker shields, with bronze shields and some minor armour plating being used by the elite shock troops, fueled by Kal pepper. The Empire does not know of any mounts, so the entire army is filled solely by infantry.

There is a strong plundering tradition among soldiers, and they will often scour the battlefield for trophies from their kills. This can include animal hides, weapons, clothing, gold, body parts, or anything else. Warbands will offer part of this to their commanders, but part of these they will keep themselves. In return, victorious units are awarded feathers of varying colours and sizes as medals, with the size and colour depending on the type of action. Some units, like the Mer Bees and the Imperial Guard, pride themselves on a particular colour (yellow for raiding and looting, black for destruction, red for taking no prisoners), while others have an array of different colours. The more feathers, the higher the veterancy of a soldier.


Diplomatic Relations

Interests: Strengthening the country with foreign investments while retaining independence

Rivals: The Koinon, the border tribes


Other Information

Location: (Image)



Essential Details


Name of House: Principality of Kal

Leaders: The three surviving sons of the late emperor all take pretence to leadership of the family:

Manilu Kal, the oldest at 37. A grey eminence and proven diplomat, with experience in the civil service.
Vedara Kal, the middle brother at 34. A mindful theologian with an eye for finance and commerce, serving as steward to the imperial household.
Polimu Kal, the younger brother at 28. A proven military commander who served with distinction across the Border Rivers and gained great loot there.

Family Members:
The above, along with
Alail Kal, sister to the late emperor, and Nun Resourceful, in charge of the cultivation of Kal Pepper.
Popla Kal, spouse of the late emperor and a mourning widow
Vila Kal, curious sister of 36 with a mind for astronomy and the sciences. Dreams of traveling abroad.
Yver Kal, sister of 26 with a rebellious streak and a theological interest, combined with unorthodox views of the roles of men and women.

History: See national history


Assets

Home: The Imperial Residence outside Kal. Of old, the Imperial Palace served this purpose, but it has been claimed by the bureaucracy.

Fiefs: The city of Kal and the surrounding lands

Retinue: 2.000 Imperial Guardsmen, veteran warriors of many battles who have earned their feathers and skins



I am done! Ready for OP review.
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.

Lack of a real name means compensation through a real face. My debt is settled


Part-time Kebab tycoon in Glasgow.

User avatar
The Holy Dominion of Inesea
Postmaster-General
 
Posts: 14646
Founded: Jun 08, 2012
Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Sat Feb 22, 2020 12:39 pm


Essential Details

Name of Realm: Serebyani Dominion

Rulers:
Archduke Rabinov of Ivanivostok
Grand Duke Bukanin of Sredgorod
Grand Duke Mikaelovich of Byelayareka
Patriarch Andropov of Zoloto

The Dominion is organized into a series of duchies of various rank and size. The smallest, and least powerful, duchies are ruled by Dukes. They have a seat on the Ducal Assembly. The Assembly elects the Archduke. Dukes rule their realm with a fair degree of autonomy. The more powerful dukes are called Grand Dukes and rule Grand Duchies. These Grand Dukes are entitled to larger personal retinues and guaranteed a Lords Ministerial positions, such as that of Lord of the Archducal Purse. There are five Grand Duchies. Generally, but not legally, the Archduke is elected from among the Grand Dukes. Archduke Rabinov is the first Archduke from a regular Duchy in three generations. Normally, non-Grand Archdukes are mere puppets of one or more of the Grand Dukes. However Rabinov was able to secure an election by playing two Grand Dukes, Bukanin and Mikaelovich, off the other. The Archduke is the elected ruler of the realm. He commands the armies and nominates appointees to the Lords Ministerial. They are required to abdicate their traditional seat to their next-of-kin upon ascending and rule for twenty years. An Archduke is ex officio Grand Duke of Zoloto. A retired Archduke, rare as few live old enough, is granted the Duchy of Severni Kulak.

Cultures and Races:

Serelyodi: The Serelyodi are the main inhabitants of the Dominion. They're of a light shade of olive skin, moderate stature, and generally red or blonde of hair. Serelyodi are a fiercely religious folk. The dominant local faith is that of the Martyr. Serelyodi originated on the island of Serebyan and its neighbors northward. They've since intermingled with the various local groups they've annexed, long ago blending the various ethnic groups. Nowadays pure-blooded Serelyodi stock is indistinguishable from any other who claim the race, except in the ancient mage lines. Serelyodi mages have long and noble lineages. One of the most noted traits of Serelyodi mages is the near-universal presence of albinism in those with magic. Serelyodi are focused on the material word, as dictated by the Tenets of the Martyr.

Religion:

The Faith of the Martyr is the dominant and state religion of the Dominion. The religion revolves around veneration of the Martyr, a long-ago Serelyodi who created the Kulak Sea and Serebyan Island from his life force to allow the Serelyodi to grow and prosper in peace. It's central rules and laws are laid down in the Twenty Tenets of the Martyr. Largely these focus around mastering nature and turning land productive. Untouched nature is anathema to Serelyodi, who seek to turn all to farmlands or cities or mines.

History:

The Mythic Era: The Serelyodi are kept as slaves of elves and other men. It isn't until a great hero, the Martyr, arrived and rent the land asunder were the Serelyodi freed from the burdens of servitude. Historians consider the Martyr to likely be an amalgamation of several historical figures and the Severing of the Earth to be a combination of earthquakes, tidal waves, and other natural events. Such views are limited to the highest of ivory towers and will see one murdered by the mob is spoken aloud.

The Warring States Era: Serelyodi divided into a few city-states on the island. The lands quickly filled and wars were fought over limited far lands. It was in this era that the first colonies around the Kulak were established. City-states frequently warred with another. Over time the various forms of government, be it democracy or monarchy or theocracy, fell to four duchies.

Unification Era: Following the chaos of the Dragonwake, the Duchy of Zoloto managed to conquer the other duchies of the island, either through blood or marriage. Slowly but surely the new state, now known as the Grand Duchy of Great Zoloto, managed to annex or integrate all other Serebyani lands. The majority of modern-day Dominion lands were reached about 900 years past.

The Dominion Era: The last Grand Duke of Great Zoloto died heirless 500 years past. This triggered a bloody civil war between the other Ducal Houses, with an alliance of four duchies eventually emerging dominant. They formed a new government, an oligarchy called the Dominion. Ruled by an elected Archduke, with significant powers reserved for the victorious Grand Dukes, the new state would stand till the present. The defeated lords were allowed to retain their ducal status and the powers of the executive were diluted to the Assembly. The basic nature of the state remains unchanged, though the Archduke has slowly asserted greater powers. The Dominion is in the midst of a golden age, but the shadows of war with the oncoming Nekhur cast a dark light on the continued peace and prosperity.


Assets


Notable Cities:

Zoloto: is the capital and largest city of the realm. It is located halfway down the Lyedniko Fjord on Serebyan Island. The city is a major port, with a vast protected natural harbor allowing ships to weather there safe from the Western Ocean's storms. The city grew prosperous off the Western Ocean Trade as well as trade bound-for and leaving the Kulak Sea. Zoloto's most iconic features are its vast stone walls that partially hewn from the surrounding mountains. Beyond that the city has a massive bazaar and the famous Serebyani Arsenal. It is treated as the ex officio demense of the Archduke.

Sredgorod: Ducal Seat of the Mikaeloviches. On the Kulak Sea, it is the major northern port. Almost all grain from the Aratska Valley, one of the two major breadbaskets for the nation.

Byelayareka: Ducal Seat of the Bukanins. Located on Knyaz Ruridov Island, the port city controls the confluence of the Kulak Sea, White River, and the Velikovan Strait. Trade down the White River from the northern realms brings much in the way of food while goods from around the Kulak are shipped up.

Ivanivostok: Ducal Seat of the Rabinovs. It is located far inland, for a Serebyani City, on the Ulanov River. It is nested in the Fyodor Hills. The region is rich with mineral resources and provides the realm with much of its iron and tin, and the Rabinovs with coin.

Economy: The economy, like most, is largely agricultural based. The White River Valley and the Aratska Valley are the main breadbaskets for the Dominion. Here farms are centrally run and far more productive than smaller farms of the rest of the realm. The vast, slow rivers provide a steady source of rich soil and water for crops. Fishing is another major source of food, as the Kulak is brackish in nature and possesses many teeming mangroves. There is a rapidly rising artisan class. The Dominion has always had its fair share of artisans and craftsmen. It's shipwrights are among the best in the world, particularly for oceangoing vessels. Not all seas are as kind as the ones to the south or the gentle Kulak. Merchants and tradesmen alike call the Dominion home. It is a major nexus of the trade network of the Western Ocean. The long stability of the realm has allowed infrastructure to develop much unlike the rest of the world. The central nature of the Kulak has allowed for easy maritime trade. Ancient irrigation networks, tended to by the Dukes, allow for cultivation of greater spreads of land. Trade brings wind of new innovations from afar, which while slowly adopted, are nonetheless considered. Serebyani carracks carry goods wide and far.

Population: ~6,000,000


Military


Command: The Archduke appoints a Lord Ministerial titled the Captain-General to command the Archducal Guard in peace and the total army in wartime. The Arhducal Guard are five hundred men who guard the Archducal Palace. The Grand Dukes and Dukes collectively have a few thousand retainers that are placed under the Captain-General in times of war but are commanded by their Duke's appointee. The navy is commanded by a Lord Ministerial called the Sea Lord.

Strength: There's about 5,000 'professional' soldiers of the Archduke and Duke's retainers. Another 1,000 or so belong to the Warriors of the Martyr, a martial-monastic group dedicated to protecting those of the faith against the infidel and heathen. To defend the realm, hypothetically half a million men could be called forth. Realistically the Dominion could only arm, pay, feed, and house at most 50,000 for a campaign season.

The core of the navy is built around two squadrons. The Kulak Squadron is built around galleys and galleasses while older cogs and newer carracks are the core of the Western Ocean fleet. Unlike many of the Dominion's contemporaries, the dominion has wide exposure to both inland seas and open ocean, necessitating the two different squadrons. Each squadron can be buffed with extra ships during wartime taken from the civilian trading fleets, though generally the rather large navy is enough on its own. It is the dominant branch of the military, proportionally far larger than the army and far more important. Much of the navies construction happens in the Serebyani Arsenal, which is capable of the astounding production rate of a galley a day. Other shipyards in the Dominion often take months to complete ships.


Diplomatic Relations

Interests: Expanding oceanic trade. Expansion to control all of the Kulak Sea. Not being rekt by the Northern Realm.

Rivals: TBD


Other Information

Location: Discussed in Discord
Last edited by The Holy Dominion of Inesea on Sat Feb 22, 2020 2:04 pm, edited 5 times in total.
I'm really tired

User avatar
Krugmar
Minister
 
Posts: 2110
Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Sat Feb 22, 2020 5:10 pm

The Holy Dominion of Inesea wrote:Serebyani Dominion -snip-


Great Confederacy of Commonwealth States wrote:Jovhak Tor-La -snip-


Excellent apps, accepted!


I have established a timeline, with some of the greater events, and with Nekhur's events, already on it. Please feel free to add your own events, and change your histories if you wish, to reflect these events, and other people's events

I have also created a document fleshing out magic more, which can be viewed here. Ideas for other schools of magic are always welcome.

The IC should hopefully be up tomorrow, along with more details added to the OP.

Edit: I have also added the Character application, which I forgot to add the first time. It isn't necessary for nation or organisation applications, but can be helpful to flesh out certain characters.



The National Dominion of Hungary wrote:Didn't have the time to finish the app today sadly. Will do it tomorrow.


No worries, there's no rush.
Last edited by Krugmar on Sat Feb 22, 2020 5:44 pm, edited 1 time in total.
Liec made me tell you to consider Kylaris

User avatar
Roman Imperator
Attaché
 
Posts: 73
Founded: Feb 07, 2020
Ex-Nation

Postby Roman Imperator » Sat Feb 22, 2020 8:41 pm

Krugmar wrote:Excellent apps, accepted!


I have established a timeline, with some of the greater events, and with Nekhur's events, already on it. Please feel free to add your own events, and change your histories if you wish, to reflect these events, and other people's events

I have also created a document fleshing out magic more, which can be viewed here. Ideas for other schools of magic are always welcome.

The IC should hopefully be up tomorrow, along with more details added to the OP.

Edit: I have also added the Character application, which I forgot to add the first time. It isn't necessary for nation or organisation applications, but can be helpful to flesh out certain characters.



Ayy thank you for this! This will really help with my own lore.
Just here to Roleplay. Don't bother sending me regional invitational TGs. I'll know how to join if I want to.

Call me Rom/Roman or whatever floats your boat....


User avatar
Krugmar
Minister
 
Posts: 2110
Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Sun Feb 23, 2020 2:02 pm

Image


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. Inside of the realm he is usually known as the Tyrant of Nekhur, a translation from his native language by the Koinon, while outside he is often referred to as the Emperor. The current Emperor 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.

Cultures and Races: Nekhur is a cosmopolitan society comprising 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, Kisharite.

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 one of the largest minority groups 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 peoples 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 south-east of those groups 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.

In the west, 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 vied 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 Minilar, 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.

The Kham, of the Khamad and Khamwaith, are a nation composed of numerous tribal entities and federations, interwoven into feuding kingdoms, city-states, and nomadic groups. Many of the richer cities and kingdoms of the Kham are located in the Khamad, and the Kham of this region are easily distinguishable from their ‘less civilised’ kin in the inhospitable Khamwaith.

In the south-east, residing in the mountains of Ajarwar are the Ajakir peoples. A proud people divided between numerous clans, noted for their martial skill and strict codes of honour. Though different in origin and ethnicity, the hill-men of Balor and Kasavar, share many of the traditions and customs of their neighbours.

Among the Southrons of note are the Elves of Reyla, an ancient silver-clad people residing upon the coasts of Orel Lyarn. Near them the Imbrines and Tervainians are new additions to Nekhur. They share many commonalities with other Southrons, being a people bound to a feudal and rural system. To the west, the Seherans have long been known as avid sailors and merchants, reclaiming what land they can from the coast and subsisting inland in the many marshes and bogs.

Religion: Religions in Nekhur are largely intertwined with their ethnic groups, most 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[/b]

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

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 into 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

The Third dynasty, the Dynasty of Shelal, conquered Unur in 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

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

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 Minilar. 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 Period

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

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 Minilar. 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 Northern Minilar 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

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

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

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

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

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 Minilar, both as the inheritors of Nekhur and the glory of the Tenth dynasty, and as the warlike Talassans who had claimed vast swathes of Northern Minilar 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


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 Minilar, 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.

Economy: The centre of Nekhur’s economy is Kishar, where the majority of the population and urban centres are located. Kishar is the most agriculturally developed and dense region, benefiting from millennia of irrigation projects to enhance the natural fertility of the region.

The slow weakening of the Twenty-Second Dynasty’s hold over the empire, combined with their withdrawal from direct management of the economy, has allowed the merchant-class to become the main driving factor behind the economy. The invention of paper money has revolutionised Kishar, though it has yet to be full dispersed across the empire.

Population: The last census recorded 21,650,000 Households, roughly equating to about 110 million people.


Military


Command: 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.
Generals - Nekhur employs a central school in which military leaders are trained. Though designed to ensure merit over birth, the selection process has left it open to rigging by aristocratic families.
Governors and Kings - The various governors 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.

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 are recorded as numbering 50,000, but as of the Twenty-Second dynasty they number around 10,000.

The Grand Army of Nekhur is a vast standing force consisting of semi-professional soldiers, divided between those held in reserve for future campaigns, those serving in garrisons, and those currently on campaign. The increasing militarisation of Nekhur has seen the army become greatly inflated, with almost 3/4s of the treasury being spent on maintaining it. It consists of 900,000 soldiers, of which a ninth are serving in garrisons, a third is on active duty in the south, and the rest are in reserve. It is comprised of both conscripts and volunteers, the former largely being Kisharites, who make up the majority of forces, and the latter largely from the subjugated peoples of the empire.

The rest of Nekhur's army is irregular 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.


Diplomatic Relations

Interests: tbd

Rivals: tbd


Image



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

Image


Image



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:


Image


Essential Details

Name of Creature: Keratodon, known in Nekhur as Bilrimidu


Appearance: Warbred Keratodon


Description: The Keratodon is one of the Great Lizards of Minilar, 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 Minilar, 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 Minilar, 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 Minilar 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 Minilar 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 Minilar. 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 Minilar, 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 Minilar, 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.



Still needs some work, namely a character app for Mnesus and a few others, and some additional details, but better up than remaining a mystery.

Edit: Looks like the IC will be delayed, hopefully tomorrow it should be ready
Last edited by Krugmar on Wed Apr 22, 2020 10:22 am, edited 3 times in total.
Liec made me tell you to consider Kylaris

User avatar
The Holy Dominion of Inesea
Postmaster-General
 
Posts: 14646
Founded: Jun 08, 2012
Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Sun Feb 23, 2020 5:00 pm

The Southern Realms should become vassals of the Archduke and unite against the Nekhur menace.
I'm really tired

PreviousNext

Advertisement

Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: Cylarn, Evanston Enclave, Latvijas Otra Republika, Omsk-, Ralnis, The GAmeTopians, UniversalCommons

Advertisement

Remove ads