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The Seventh Age: For Gods and Gold (Fanatasy Faction RP/OOC)

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Kaledoria
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Postby Kaledoria » Tue May 05, 2020 12:37 pm

Also mostly ready:
Link

Only thing I'm still quite unhappy with is the Banner, might change this still.

Special request for approval goes to the two minority races I have included: Gnomes and Woodewoose, two nations of the Wild, that are just now slightly integrated into the modern society, the former better then the later.

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North America Inc
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Postby North America Inc » Tue May 05, 2020 1:15 pm

Theyra wrote:[align=center]
Nation Name: Mylaena Alari Kingdom

Accepted

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Sarderia
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Postby Sarderia » Tue May 05, 2020 11:50 pm

Finished the edits on my [ur;=https://forum.nationstates.net/viewtopic.php?p=37032544#p37032544]app[/url] about the Vanxiron empire
Takkan Melayu Hilang Di Dunia

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North America Inc
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Postby North America Inc » Wed May 06, 2020 10:01 am

Sarderia wrote:Finished the edits on my app about the Vanxiron empire

Sarderia wrote:Nation Name: The United Alderian Federation of Boroughs, Shires, Counties and Realms of the Tiberian Sea (Alderian Federation for short)

Accepted
Last edited by North America Inc on Wed May 06, 2020 11:29 am, edited 1 time in total.

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North America Inc
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Postby North America Inc » Wed May 06, 2020 12:25 pm


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North America Inc
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Mechanics and Going Forward

Postby North America Inc » Wed May 06, 2020 11:19 pm

So I would first like to apologize. I had originally planned to develop mechanics for this RP; this was in line with my past experience with nation based role plays and what I believed where their failure. However, due to a variety of setbacks and delays, it became clear to me that it would not be sustainable to continue and the current costs outweighed future benefits. So I have decided to scrap this aspect. While I and a few others may have had an interest, it became clear to me that the true allure of this RP was the world itself. I finally recognized this, we after all roleplay for the narrative.

So in lieu of the Grand Bazaar system of Food, Gold, and Pops developed on a tile, the second aspect of the application will be replaced by a more broad aspect discussing the broad strokes of the machinations of your nation. Each of these can be explained in their own unique way, so don't feel that I'm looking for any specific answer. Economics Explained Tab can focus on the imports and exports of the nation or its wealth inequality, the Cities Explained can discuss what the average life of an individual is or the various great monuments with them; finally the military tab is looking at the general make up of your armed forces from a logistical or technological point of view.

I want to thank everyone for the amount of applications I have received and I look forward to starting our story this week.

Code: Select all
[td][Table][align=center][img]National Flag/Emblem[/img][/align]
[b]Nation Name:[/b]
[b]Racial Makeup:[/b]
[b]Leader:[/b]
[hr][/hr]
[floatright][img]Map Location[/img][/floatright][b]Cultural Description:[/b]
[b]Diplomatic Description:[/b]
[b]Background:[/b]

[box][b]Population:[/b]
[b]Economics Explained:[/b]
[b]Cities Explained:[/b]
[b]Military:[/b][/box]
[b]RP EXAMPLE:[/b]
[b]Questions:[/b][/Table][/td]

Last edited by North America Inc on Wed May 06, 2020 11:20 pm, edited 1 time in total.

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Aidannadia
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Postby Aidannadia » Sat May 09, 2020 12:58 am

Image

Nation Name: The Chekov Cartel
Racial Makeup: 80% Drow 2% Vampire 15% Huamn 3% Other
Leader: Mother Arachne, a strangely mutated Drow with extra eyes on her head, causing some to believe she is related to the great Spider.


Image
Cultural Description: The Culture of the Cartel is based in the aggression and self-serving nature of the Drow; The Cartel feeds off this greed and malice, using fear and intimiadation to control the weak and less fortunate, while those that rise to the occasion through a mix of sabotage, entrepreneurship, and treachery use this system to enrich themselves and their offspring. Mother Arachne has created an unmatched system, where each Merchant family is given a piece of the pie of the Cartel, and thus their success is directly related to the success of the Cartel as an organization. Any treachery within the Cartel is met swiftly with retribution by the other families, that see this as a threat to their own profits and success.

The governing structure of the Cartel is largely Oligarchical, with families voicing their opinions and deciding on a course of action, including the appointment of regional governors to their holdings in Candaport, Andock, Midwaui, and the Western Holdings being divided among multiple regions. Governors are given a large degree of leeway into how they structure their regime, but the standard is to divide their territory into protectorates with regular payments, similar to a feudal structure but usually on a smaller scale.
Diplomatic Description: The Cartel sees violence as simply another means of negotiation, and is not above trying to force the hand of the less powerful, but in almost all cases, it avoids drawing the ire of those more qualified to deal with it. The Families largely avoid Human kingdoms, and their traders often try to cheat gullible human merchants or smuggle addictive substances into human markets to drive demand for their products.

Background: In the infancy of the Sixth Age, after the fall of the Drukhari Empire, many internal conflicts spread through the Drow city-states, with many resorting to what we would call in our society organized crime. Marauding bands of brutes would demand payment for protection in the weak willed city states of the Drukhari. They became a cultural staple and a constant source of trouble for those governments were struggling to maintain control of their populace. Crime became rampant, an accepted part of Drukhari culture, in pure spite of civilization. However, among these struggling crime families that vied for control, there existed one organization that began to dominate the crime landscape in Matushka. An efficient, innovative alliance of merchants, local warlords, and artisans began to arise, with strong dealing with many different organized crime groups. Those that would eventually be incorporated into the group would have their names eliminated from history, but one name remains for the organization that would come out on top: The Chekov Cartel, being the preeminent force of intimidation, smuggling, and corruption in Matushka. They dominated petty kings and undercut those that opposed their rule with powerful new substances to control the opinion of their populace.

But they did not adopt direct rule and step into the direct sunlight until the beginning of the Century of Blood. With the realization of Vampires, and their early conquests in the frigid subcontinent, the Cartel saw an opportunity. Their traders began immediately smuggling pacifying drugs into the Illyrian lands, and supported their conquest with their vast information network from every major port in the Drukhari lands. Many Drukhari abroad see them as traitors to their race, but those in the Cartel saw this as simple self-preservation. The Cartel would soon gain the support of the Illyrians as the rightful rulers of many Drow holdings in return for their loyalty, and the Cartel moved swiftly to conquer and secure their most profitable power centres, essentially founding the City of Canadport.

In these times of expansion, there were many internal power struggles that continue to this day, but none acted in such ruthlessness and efficiency as the current Head of the Cartel, Mother Arachne, with her all-seeing eyes. Many think that she holds some modicum of power over others, whether it be mind control or telepathy, but in reality, she is unmatched in her cunning and understanding of the Drukhari psyche, untouched by magic. She has spent her time as Head accumulating wealth and power, while enriching key allies that saw their success tied to hers at the expense of those that would oppose her.

Now, Mother Arachne stands to consolidate power on the Gulf and has ambitions to continue her ambition for power and malice going into the Seventh Age.

Population: 1.2 Million
Economics Explained: Fishing drives the economy in Chekov, with many islands serving as the main fishing docks for the Cartel. There are few agricultural products in the region, potatoes being among the only things that would grow in the often icy soil. Among the more profitable of products in the Cartel are the powerful drugs that they trade along the Gulf. Though some do have medicinal properties, many have severe side-effects and are highly addictive. They are used in many rituals along the coast.

Bloodlust- A powerful stimulant that increases aggression in humans and elves. It is said to give one man the power of two, and while it is popular in many fight rings in the Drow city-states, it has not seen much use in combat because of its propensity to cause Drow to be unable to distinguish between friend or foe, and thus break down the lines of combat. Side effects can include sweating, heavy breath, pulmonary stress, and dehydration. Highly addictive. Abusers are prone to overdose.

Dimbell-A potent depressant in humans and elves. It is used in trace amounts to control the populations of the vampire kingdoms, increasing suggestiveness and lowering aggression in a population when used moderately. Not addictive. Heavier doses can be used as anesthetic or as a makeshift truth serum. Side effects can include sleepiness, loss of appetite, and decreased sex drive. Overdoses are rare and it is not very addictive.

Athel-powerful hallucinogenic for humanoid races, affecting Dwarves the least because of their superior metabolism. Used in small amounts in many pagan Drow rituals to increase the religious experience. Not often exported to other countries. Overdoses are rare, but it is moderately addictive.


Cities Explained:

Canadport: A closely knit group of cities in the southeast of Matushka, Canadport is considered by many to be the capitol of the Cartel. Canadport is largely comprised of a consumers market, being among the most populous of the lands under the Cartel's control. While there is abject wealth here, with many of the families choosing to make residence here, there is also abject poverty. This region is responsible for most of the Cartel's drug production, given the lack of natural resources. It also has a vast network of largely unexplored Deep roads that reach into neighboring states and deeper into Inner Penglai. Not many dare to venture far into them however, for fear of the great beasts that lurk there. Only the occasional traveler or the odd settlement will make use of the deep roads.

Midwaui: A nickname given to an island at the center of the Cartel's holdings, Midwaui is an important rest stop for most traders heading to Canadport from the Western Holdings or from the norther outpost, and as such has a lively entertainment district. It is also home to a large fishing dock.

Western Holdings: The Western Holdings is a largely unorganized occupied zone to the West of the Chekov Gulf, sitting to the South of Illyria. It is rich in natural resources, including important metal and minerals that are shipped throughout the Cartel. The main trading hub is on the easterly river in the holdings, though there has been much movement recently to the North of the holdings, after rumors of good work and good pay for a large project the Cartel is undergoing.

Andock: Andock is a northly outpost of the Cartel, and one that was hard fought to control. During the rise of Illyria, this region was home to powerful military city state that controlled outlying Drow city-states through tribute. The cartel systematically dismantled their power structure, and turned the city states against their master, leaving the city in ruin. Recent effort to rebuild the region to act as a trading destination to the nearby Drow settlements have been largely unsuccessful.

Military:The Cartel lacks much military discipline, but makes up for it in the availability of troops. The Drow are a fierce people and are willing to take up arms... for the right price. With the obscene wealth accumulated by some in the Cartel, the military is largely made up of the have nots, looking for a way to socially advance in a harsh environment. Additionally, its naval power is largely focused on protecting and securing the trade routes along the Gulf, with the occasional raid on a smaller city-state for slaves and fish.

The navy is divided between a public and private fleet, with the public fleet being managed directly by the Cartel in name and cut from their profit margin, while largely being used to secure trade routes with neighboring city states, and the private fleet being under the direction of the various families that made up the Cartel’s power structure. The private fleet is comprised of shipping, trading, and fishing galleys that can be quickly repurposed for war.

Galleys are the standard ship of the Cartel Fleet, with the with speed and maneuverability being the main concern on the Chekov Gulf.

Army conscription is a rather informal process of setting quotas for families to meet in exchange for monetary benefits and recognition. Not reaching this goal can draw the ire of the other families, whom share the responsibility in the intertwined system of government; One family, by not meeting the quota, would be cheating the rest and thus be cheated in some other way. This competitive spirit drives the process to produce good numbers despite the informality of the military as a whole.

During times of levy, Cartel forces can appear to approach 15,000 on land, and 10,000 at sea with around 100 ships under their control, primarily comprised of galleys, in their control. This number could go up in dire circumstances, but it is unlikely the government could effectively maintain the economy for long in those circumstances. The Cartel's military alliance with Illyria supports the rather low numbers of potential troops, and the lack of a standing force. A small standing army of 5,000 on land, and 2,000 marines, some under public, some under private control, is used to raid outlying Drow city states or contribute to 'public works' which usually end up enriching one of the governing families.

A recent addition to the Drukhari military structure, the arquebus has yet to see combat and its effectiveness for the cost has been questioned given the cost to create such a force.


The Pikeman is a standard of the Drukhari military. With the low population and fielded manpower of the Cartel, formations and strategic considerations usually focus on those that cause the least casualties in the armed forces, favoring defensive positions and safer sieges against their enemies.


Draconids are large flying lizards with a wingspan of about thirty feet. They appear with the body of a pterosaur, with the head and neck of a placiosaurus, reaching up to twenty-five feet long. The creatures are hollow-boned, allowing them the gift of flight, but decreasing their durability against blunt attacks. Long ago, these creatures may have been more popular across the world, but after being seemingly hunted to the verge of extinction, it was not until the Drukhari took to them that they began to thrive once more. There is an understanding, however twisted and malicious in nature, between the Draconids and the Drukhari, bound in their shared sadism and aggression, and only the most bold dare to try to tame the beasts. They feed on just about anything they can find, sometimes known for eating their masters in tough winters, though their main diet includes fermented chum and sheep. While they make their home in the Chekov Gulf, they have been found to thrive in warmer climates, causing much of the raising of the beasts in the Cartel to happen on the Coasts of the Western Holdings. There is some use in the Northern Tundra of Penglai for these beasts among the Drukhari tribes, being used to herd and hunt large mammals and provide for their people.

Draconids make up a small percentage of the Cartel army, because of the large food requirements of raising one and the difficulty in finding willing flyers, but the main use is in 'wings' with mounted archers in order to open a second front on the enemy and outmaneuver the enemy ranks from above, relying on the unreliability of muskets to survive and put out damage on the enemy forces. There are multiple implementations for these troops but there are some standards. Usually, a Draconid carries 2 riders, a driver and an archer, with the driver managing the angles for the archer to aim with their bow. Draconid battalions will strafe along the flanks of an enemy formation, and make wide banking turns, allowing for a clear shot at their lines while maintaining speed for the archers. Another implementation of these forces is as scouts, as draconids can fly out of range of musket fire over vast swaths of land with a single flyer, giving the Drow the information advantage going into a fight. This scouting is also used in naval battles, with at least one Draconid rider being used on some military or high priority trading vessels as a spotter for incoming trouble. Additionally, the use of expensive black powder pipebombs and smokebombs being dropped into enemy formations to aid in survival and to increase the shock and awe factor has recently begun implementation into the Draconid Corps' tactics given the accuracy of such a strategy. Any unguarded, vulnerable squadron, artillery comes to mind, can be systematically cut off and dismantled with relative ease, while horses are often easily spooked by the creatures, creating a unique dynamic on the battlefield.

Though many civilizations haven't seen the dreaded Draconid since the times of Drukhari conquest, there were responses developed. In the far east, benders were implemented into anti-air squadrons, while recent testing around grape shot from cannons being used in the West, and other magical responses have been devised by some civilizations. Additionally, because of weight limits on draconid flyers, they can't mount independent expeditions from their central resupply hub for too long. Because of this reliance on resupplies, and given the low amount of ground troops at the disposal of the Cartel, it is a genuine strategy to rush the ground troops to cut off the Draconid resupply given that the Cartel relies on longer fights to win in the end. Only the most bold of flyers dare to risk the safety of their beast by landing and actually engaging in combat with enemy troops directly.


With the consolidation of the Gulf under Illyrian control, naval warfare is few and far between. Most naval combat is borrowed from the allied citystate of Asmodeus, as Cartel vessels often engage in a supportive role in the Asmodean piracy efforts in the West for a share of the profits. The drow ships are fast and light, with large cargo holds, relying on hooks and ropes and ladders to attach and infiltrate enemy merchant ships and take them over.


The Cartel Artillery is few and far between, given the relative lack of professional soldiers in the armed forces. Designs for cannons in the Cartel are largely borrowed from early Easterly designs, a leftover from the old Drow conquests, but this wing of the Drow army is in dire need of an upgrade. That being said, given the wealth of the Cartel and its considerations for safety and defensive positions, the cannon has seen much use in sieges against weaker city states.

RP EXAMPLE:https://forum.nationstates.net/viewtopic.php?f=31&t=472026#p36208988
Last edited by Aidannadia on Fri May 15, 2020 1:55 pm, edited 18 times in total.
Hey, my name is Aidan and I am still figuring out who I really am. Most of my views are some form of leftism someone could probably tell me is not leftism. I'm a guy.

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Tysklandia
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Postby Tysklandia » Sun May 10, 2020 2:33 am

Aidannadia wrote:
Nation Name: The Chekov Cartel
Racial Makeup: 80% Drow 2% Vampire 15% Huamn 3% Other
Leader: Mother Arachne, a strangely mutated Drow with extra eyes on her head, causing some to believe she is related to the great Spider.


Cultural Description:
Diplomatic Description: The Cartel sees violence as simply another means of negotiation, and is not above trying to force the hand of the less powerful, but in almost all cases, it avoids drawing the ire of those more qualified to deal with it. The Families largely avoid Human kingdoms, and their traders often try to cheat gullible human merchants or smuggle addictive substances into human markets to drive demand for their products.

Background: The Drow have always been a divided race since the great fall after their conquests of old, but in that division and power vacuum, the malicious thrived. Among the warring factions and the small, weak willed city-states in Matushka, a rising political force took hold. The Cartel is a hold of the most wayward souls in Matushka, a series of families united in their shared self-interest. A crime syndicate arose, specializing in smuggling between city states, the control of illicit substances, and a rather necessary protection racket in the rather violent Drow culture. Over time, important ports fell under the control of the Cartel along the Gulf. When Illyria rose to power, the Cartel quickly aligned itself with the Vampires, seeing the changing of the winds, in order to survive, being among the early procurers of humans to feed the beast of a nation.

Population: 1.2 Million
Economics Explained: Fishing drives the economy in Chekov, with many islands serving as the main fishing docks for the Cartel. There are few agricultural products in the region, potatoes being among the only things that would grow in the often icy soil. Among the more profitable of products in the Cartel are the powerful drugs that they trade along the Gulf. Though some do have medicinal properties, many have severe side-effects and are highly addictive. They are used in many rituals along the coast.

Cities Explained:

Canadport: A closely knit group of cities in the southeast of Matushka, Canadport is considered by many to be the capitol of the Cartel. Canadport is largely comprised of a consumers market, being among the most populous of the lands under the Cartel's control. While there is abject wealth here, with many of the families choosing to make residence here, there is also abject poverty. This region is responsible for most of the Cartel's drug production, given the lack of natural resources. It also has a vast network of largely unexplored Deep roads that reach into neighboring states and deeper into Inner Penglai. Not many dare to venture far into them however, for fear of the great beasts that lurk there. Only the occasional traveler or the odd settlement will make use of the deep roads.

Midwaui: A nickname given to an island at the center of the Cartel's holdings, Midwaui is an important rest stop for most traders heading to Canadport from the Western Holdings or from the norther outpost, and as such has a lively entertainment district. It is also home to a large fishing dock.

Western Holdings: The Western Holdings is a largely unorganized occupied zone to the West of the Chekov Gulf, sitting to the South of Illyria. It is rich in natural resources, including important metal and minerals that are shipped throughout the Cartel. The main trading hub is on the easterly river in the holdings, though there has been much movement recently to the North of the holdings, after rumors of good work and good pay for a large project the Cartel is undergoing.

Andock: Andock is a northly outpost of the Cartel, and one that was hard fought to control. During the rise of Illyria, this region was home to powerful military city state that controlled outlying Drow city-states through tribute. The cartel systematically dismantled their power structure, and turned the city states against their master, leaving the city in ruin. Recent effort to rebuild the region to act as a trading destination to the nearby Drow settlements have been largely unsuccessful.

Military:The Cartel lacks much military discipline, but makes up for it in the availability of troops. The Drow are a fierce people and are willing to take up arms... for the right price. With the obscene wealth accumulated by some in the Cartel, the military is largely made up of the have nots, looking for a way to socially advance in a harsh environment. Additionally, its naval power is largely focused on protecting and securing the trade routes along the Gulf, with the occasional raid on a smaller city-state for slaves and fish.


RP EXAMPLE:https://forum.nationstates.net/viewtopic.php?f=31&t=472026#p36208988



Looks good, but I'd ask you add some crude estimates to your fleet and army, so we have a rough idea. I'd suggest a smaller standing Army estimate and a crude estimate what you could expect to muster when you begin conscripting, levying and hiring mercenaries. Any unique or special elements you could possibly bring to battle you could maybe list and describe here, so we have an idea as to how your armies look and fight.

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Aidannadia
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Postby Aidannadia » Mon May 11, 2020 6:58 pm

Edited my military tentatively
Hey, my name is Aidan and I am still figuring out who I really am. Most of my views are some form of leftism someone could probably tell me is not leftism. I'm a guy.

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North America Inc
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Postby North America Inc » Tue May 12, 2020 11:31 pm

The National Dominion of Hungary wrote:Nation Name: The Kingdom of Valmange

Going above and beyond what I expected, Valmange's infrastructure is accepted.

Kaledoria wrote:[table]
Nation Name: Tir Ildathach

Population and military size seem a little off but within acceptable parameters. Other than that faction insight looks good. Infrastructure Accepted.

Ralnis wrote:Nation Name:Xantipak, The Solar Empire


At first I was unsure what I was going to think of the app, seeing items like telepathic network and a very advanced economy seemed relatively off at me. However, as I read into I found a very unique idea built within the confines of the lore and I absolutely loved it .Remove mentions of the Aztec and Mayans directly from the app and decrease the population by a million at least; but beyond that you are accepted.

Aidannadia wrote:[td][table]
Nation Name: The Chekov Cartel

So I just wanted to verify a few items.

A) Are the cartel directly in control of their cities or do they use puppet regimes?

B) Are the products addictive to all or only to a few species?

C) Would you like to work with me in order to create fictional narcotics for the RP?

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Aidannadia
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Postby Aidannadia » Wed May 13, 2020 5:07 am

So I just wanted to verify a few items.

A) Are the cartel directly in control of their cities or do they use puppet regimes?

B) Are the products addictive to all or only to a few species?

C) Would you like to work with me in order to create fictional narcotics for the RP?


A.)I had intended for them to directly rule but now that you mention it, puppet regimes sounds like something a Cartel would do; For Midwaui and each borough of Canadport(There are four, one on each peninsula and one on each island), there are regional governors that are controlled through intimidation and bribery, but the other overseas territories are divided up between the mercantile families of the Cartel directly, with them being largely colonial or imperial holdings. The only central government connecting these is the upper echelons of the Cartel, but this is hardly a secret to anyone in appearance or in formalities, this not requiring a different coloring on the map to signify it.

B.)Hadn’t thought about it, but I imagine anything that works on elves works on humans given their seeming genetic similarities. Other than that, the Cartel probably doesn’t have much of a market for products among the dwarves or among the western continents’, and likely hasn’t yet tuned any drug specifically for their metabolism, which I expect to be quite resistant.

C.) Absolutely.
Hey, my name is Aidan and I am still figuring out who I really am. Most of my views are some form of leftism someone could probably tell me is not leftism. I'm a guy.

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Tysklandia
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Postby Tysklandia » Wed May 13, 2020 6:55 am

The Dumarion Concordat Part I

Image

Claim: https://imgur.com/a/GZV5VNm

Nation Name: The Dumarion Concordat

Racial Makeup: A mixed population of dwarves and Humans, with a minority of elves

Leader(S): Lord Protector of the Concordat, Thrundar VII of Clan Crannog, High King of Noraldur and King of Kal'Erundir

->Grand-Duchess of Berga Elisabeth Rickert Von Basshoff, Countess of Steinshalle and Benheim, Protector of the Southern Concordat
->Grand-Duke Of North-Ithalid, Leon Scholz Von Basshoff, Count of Basshoff, Ordhalle and Kolmar, protector of the Western Concordat
->King of Heinmar-Omar, Legrin Dalac
->King Of Dumaria,Magnus Nordin, protector of the northern Concordat
-> (Current) Speaker of the republic of Hertze-Klugel, Felix Janssens, Protector of the eastern Concordat


Cultural Description:
The Dwarves of Noraldur :
As the Choir marks the end of the Sixth age, the Dwarves Noraldur still define this period time as the Noraldurian Age of Woes. From the Invasion of Vanxiron, to the rise of the Drow and the Illyrian Century of blood, the dwarves see the past millennia as an age of blood, death and unspeakable loss.

Even as the times change and great advancements in science and technology come with it, the cultural zeitgeist of the Noraldurian dwarves is still centered in the past. The great keeps and temples of the dwarves, the expanses of the deep roads and many ancient artifacts are all traced to the time before the Age of Woes.
This feeling of loss and inability to surpass their ancestors, defined the decline of their civilization for the past centuries. With the arrival of all these new technologies, resources come new opportunities and to the dwarves of Noraldur, all these possibilities are to be driven to one purpose. To regain what was lost during the Age of Woes and eventually, to Surpass their ancestors. This has driven a series of societal norms that can be construed as stressful, to say the least, as dwarves are pushed and driven by the social norms to achieve as high as they can, to work, invent and provide for their collective society and people.

To outsiders and even dwarves that live outside Noraldur, the entire civilization seems to live in the past. Ancient customs of Clans, grudges and promises made centuries in the past, are all honored and kept alive at great expense and effort. The ideal to keep their dwarven customs and manners alive and uncorrupted by the changing times is something held in great regards within the ancient halls of Noraldur.

The High Kingdom of Noraldur has ancient customs and traditions, layered atop one another and sometimes even conflicting with one another. Their desire to uphold these traditions make reformation and adaption difficult, creating their complicated political structure. The various cities have their own kings and the assemblies that restrict their power, but yet are subject to the High king, who is elected and restrained by the High Assembly, in which seats the various kings of Noraldur joined by various influential clans who are gifted seats on the Assembly as rewards or by sheer political or economic influence.

The dominating military and economic power of the Noraldurian High Kingdom within the Concordat may be a source of stability in the political dealings of the Concordat on the surface, but it brings with it its own issues. Considering the Noraldurians hold true to the ancient dwarven pantheons of the Titans, the Choir has no influence in the Noraldurian kingdoms. A cause for friction, considering, in practice, all other members of the Concordat are followers of the Choir.



The Dumarian men :

The Collective name, for the human tribes to the north of Noraldur have adopted the name the dwarves gave the region, centuries ago, Duma. These mountains have for centuries kept these tribes somewhat isolated, as influence and trade from the south would need to pass through the dwarven mountain city of Kal’Duma before reaching them. By the time foreign lords toyed with the notion to influence them, they had created a fierce and independent culture that defied such efforts.

This harsh and oft brutish people are accustomed to living in the cold northern woodlands of Avalon. Cold winters, Chilly summers and more than a few dangerous beasts make for a homeland less hospitable than anywhere else on Avalon. In turn, the Men of Duma have a long history of an equally harsh and unforgiven nature.

Their lands never yielded much wealth, food was scarce, and they had little to trade with the dwarves in the mountains. As poverty turned to desperation, many Men of Duma turned to violence. But the keeps and mountain passes of the dwarves were beyond their ability to raid or pillage. So eventually they turned unto wider Avalon.

By Ship, they travelled far and wide, to raid and pillage across Avalon and Eden. To take by force, what they could not find in peace. Through the early sixth age, the long ships of Duma had become a name to be feared across the known world. Although, they were never a great threat to any kingdom, the fear that a small fleet of raiders could destroy and pillage villages before disappearing, was the cause of many a story, legend and fears across the western world.

But as the sixth age continued, other nations adapted, and the men of Duma stagnated. Eventually, organized fleets of Eden and Volantian City states began hunting down the Dumarian raiding parties in an effort to end their terror, but it was the Illyrian plague and the Century of blood that would mark most clearly, the end of their reign of terror. For their people were not only devestated by the plague, but swiftly overwhelmed by the sudden rise of the horrifying Illyrian armies that would surge through their lands.

In the aftermath, their homeland was eventually incorporated into the Dumarion Concordat, their lands given wealth and prosperity, not by foreign spoils, but dwarven and southern trade.

Although their fledgling culture often still glorifies their great achievements of the Dumarion north men, within the Concordat they have been given other ways to achieve prosperity. But their cultural identity, remains rather unique and reminicent of tribal and more primal religious influences. Delosian priests that attempted to convert them during the Illyrian invasions often came to a violent end, as did their converts, when the tides of war changed. Choir representatives and preachers that came after the Century of blood, attempted through the ages to convert the isolated region, with only marginal success. It was not until after the creation of the Concordat that the influence and threats of their new southern partners gave way for the Choir to begin the true conversion efforts of the land.



The Southern regions under the Dumarion Concordat
The regions to the south of the Noraldur, that have been integrated in the Dumarion Concordat in the past centuries herald from a somewhat common historical stock. Settlements seated in the dense, fertile woodlands in the shadows of the Noraldur mountains, were but rarely elements of influence and power and claimed by the more powerful powers of central Avalon.

These were regions that were traded in the heat of wars and intrigue that raged in the Sixth age. To many of these settlements, their wealth came from their location near the dwarven kingdoms. They were the gatekeepers of trade with Noraldurian crafts and steel, instilling a culture of mutual respect with their northern neighbors, no matter how isolationist the Noraldurians may have been through the Ages. But the crux of their culture was influenced by central Avalon, language, customs and religion was defined by Central Avalon.

With the signing of the Dumarion Concordat, these various regions, often formerly members of competing kingdoms or lordships, were now allies within a larger political union. Their history as brothers in arms during the Illyrian Invasion seeding a foundation of mutual trust and respect.

But even with their primary loyalties still entrenched to their lands of origin and its history, efforts in culture and diplomacy have allowed the other members of the Concordat to be spoken off as if they were family, albeit a disfunctional one. Propaganda and mutual efforts to seed cooperation, marriages and agreements between the members allowed this sense of loyalty to grow. With issues and problems between them to be resolved as amicable as possible.

But of course, even in Families, there are historical feuds and conflicts that need time to heal. But the creation of the Dumarion Senate at the turning of the seventh Age and the creation of the title of Lord Protector marked the end of many minor conflicts and skirmishes between the members of the Concordat. Even then rivalries between them are still rife, although many have taken on a more cultural role, a game of societal and cultural bickering between the cities that in centuries past would wage war upon one another.



The Elves of Nordwall


The Elves of Dumaria


The Omari Dwarves
For centuries, the land of Heinmar had long been a series of provinces on the flanks of the Noraldur, under the control of Avalonian elvish and human kings. Througout the Age of Woes, Dwarves migrated into the region, Composed of those leaving the struggling Noraldurian kingdoms for better futures and collection of banished or wronged families and clans. Throughout the ages, these dwarves were often supressed and ill-treated by their overlords, forced to work in Coal and Saltmines. Forced to convert to the choir and do their work under difficult circumstance under the oppressive lords who called the region home. Civil-Conflict through the region has been rife for centuries and the creation of the Dumarion Concordat did not end it peacefully.

Soon after the Illyrian wars, a large scale uprising of Miners, christened the "Omar rebellion", erupted and managed to capture the king and he was slain before their neighbours responded. Even though this initial rebellion was crushed by the nearby Dukes of Ithalid and Berga, revolts simply continued to spread. After the entire line of the Heinmar kings was slain during these spreading peasant revolts, the Noraldurians intervened. As the bulk of the miners were dwarves and the issue was close to devolving into a sheer war between man and dwarf. The Noraldurians had no love lost for neither the Heinmar lords, nor what they considered exiled dwarves, so their mediation was begrudgingly accepted. Eventually, Most of Heinmar was gifted to the Ithalid and Bergan dukes, with the remainder of the land christened Heinmar-Omar and the a dwarven king was selected to lead the new stretch of land.

Throughout the centuries since, Heinmar-Omar has somewhat mended it's racial divide. Reformations and laws to aid the pressure of work in the Salt and Coal mines were benificial to many humans aswell, creating a basis of goodwill amongst the lower populace. Ever since then, the region had created a unique blend of dwarvish and human culture that has proven to be rather able to avoid outright civil conflict.


Diplomatic Description:
The Dumarion Concordat was, initially an extensive military alliance between it's various members. Through the centuries it evolved to include various economic and social agreements to address various issues as they came along. But this complex, ever growing list of treaties and agreements became too convoluted to be practical. This heralded the creation of the modern Concordat in the turn of the 7th Age.

This new Dumarion Concordat is home to a Senate, that had fixed representatives of it's members and various interest groups to handle small issues, such as trade and treaty obligations. Above this Dumarion Senate stands the Congress, a grand meeting between the direct leaders of it's members, where they decide upon new treaties, solve pressing issues beyond the purview of the senate and decide upon foreign policy, threats and common policy.

Although all members technically retain Autonomy and Independence, the treaties and choices of both the Senate and the Congress are deemed binding to all, although it is an unspoken secret that no member would follow a treaty or obligation deemed unreasonable.

This Autonomy, sanse the directives of the Senate and Congress, is complete. Domestic policy, the right to raise and maintain armies is still in the complete purview of the various members of the Concordat. This makes it seem to many neighbours that the Concordat is little less than a glorified alliance between otherwise independent nations.

History:
The Fourth Age, the dwarven age of gold and crafts

There is a notion amongst the dwarves that they are record keepers. Both out of reverence to their ancestors and out of necessity, due to their reverence to clan and family lines. As such, it is to great shame that when Vanxiron broke the outer walls of Kal’Duran, the capital of the Noraldur dwarvish power at that time, and destroyed, by accident or spite, the ancient libraries hidden in its halls.

Due to this loss, much history of the dwarven people was forgotten and many scholars believe there is still much that has not yet been retrieved. It is considered a valued and honored profession, to spend one’s life in recovering this history, no matter how mundane. Ancient ruins and recovered sections of the deep roads are excavated with great care to piece back the history that was lost.

These revered Scholars piece together the Era that the Choir calls the Fourth Age. To the Dawi, it is their Age of glory and splendor. In the age before Vanxiron, the Deep roads to Yong’gu’shan were built. The greatest three cities of Kal’Erundir, Kal’Duran and Kal’Duma rose to greatness and together they are deemed to have made the greatest achievements known to the dwarves. Entire temples built on the highest peaks of the Noraldur, passages dug through the core of the entirety of the Noraldur and entire mountain-flanks reformed into Terraces, countless monuments and rumored artifacts were crafted by dwarven hands in this age.

It is with sadness that these achievements have yet to be truly overshadowed, more than a millennia later. But to the dwarves, the blame lies not with them, but with Vanxiron and the events that damnable man set into motion.



The Fifth Age, Start of the dwarven age of woes

The Dwarven Age of Woes marks the decline of Noraldur. The actions set in motion by Vanxiron the bloody, as the dwarves call him, is marked as event so horrid, that is marked what the dwarves call the introduction of the dwarven Age of Woes.

As Volantis began its rise to power, the dwarves, in their folly, did not see the extent of his desires. Their need to feed armies and expansion made the dwarves of Noraldur rich beyond compare. But soon enough, Vanxiron led Volantis to conquer much of Avalon. And the wealth of the dwarves was a prize too great to ignore.

The Keeps of Noraldur were deemed unimpregnable by the known world, so the dwarves in their arrogance denied Vanxiron and his demands. And then Vanxiron marched to Kal’Duran, the greatest of the three dwarven cities that reigned in that time, seated on the middle of a pass that led into the mountain valleys. The gate into Noraldur proper. Vanxiron proved that day, the folly of dwarven arrogance…

His Wyverns swooped atop the battlements and turned thousands into ash. The walls were torn asunder by dragonfire and the defenders of Kal’Duran died by elvish metal and dragon fire. One of the greatest fortresses in dwarven history, was turned asunder in mere days. He made Kal’Duran into an example, tearing the city apart, brick by brick as he demanded the rest of the mountain holds kneel. But Vanxiron had perhaps proven the folly of Dwarven arrogance that day, but he had in the same breath, underestimated the dwarven capacity for hatred and vengeance. No matter what destruction Vanxiron wrought with his dragon, the dwarves united and harassed his armies until the cold mountain winters forced him to march back down from the mountains.

There are no full accounts of what damage Vanxiron wrought upon the dwarven people. But it was nothing less than a complete catastrophe, the effects of which would ripple on for centuries. During the following events of betrayal and intrigue in the successor kingdoms, the dwarves were still recoiling from the loss of Kal’Duran and the blockades Volantis and some successor states placed on the dwarves who refused to kneel.

When the succession wars ended and the Eldari rebels hid in the deep roads, the war in the deep began. This started as but an ember, Skirmishes in the furthest stretches of the network, convoy’s raided, scattered colonies gone dark… But when years turned to decades, it escalated. Entire Settlements disappeared and the drukhari, as they began to call themselves, tended not to leave survivors. After the Drow ventured to the surface with their dragons and beasts, they reaped upon the Noraldur dwarves a toll similar to what Vanxiron had done, a mere 2 centuries earlier.

Once again, the dwarves resisted and once again, they paid the price in blood for doing so. When the drow empire of malice collapsed into itself, the dwarves of Noraldur had already been reduced to a memory of their former selves.
For the remainder of the fifth age, the dwarves bled and struggled to survive, it would take centuries for their population and cities to recover even slightly from the damage inflicted upon them during the beginning of the Age of Woes.



The early sixth age, the continuation of the dwarven Age of woes

When the sixth age began and the dust in Avalon began to settle, the dwarves of Noraldur saw a return of stability, trade and growth. Conflict in the continent was rife, and ancient links to the Vanxiron empires and successors diminished, creating new kingdoms and empires. And with them, new opportunities for the dwarves arrived.

The ruler of Kal’Erundir had crawled from the initial years of the Dwarven Age of Woes as king of kings. Uniting the dwarves of the Avalon mountain ranges under one, unified banner. Unified by grudges against the Eldar, the Vanxiron successors and the Drukhari, Noraldur stood as one High Kingdom.

With it, they created a thriving metal trade and found success in retaking large portions of the deep road. Ancient ruins were rebuilt and infractions against their territory were repaid in dwarven steel and blood. As the centuries continued, Noraldur began to gain influence and power again, by coin or steel, inch by inch.

But this short prosperous time came to a swift and brutal end, When the Listless Plague rode the land. The Illyrians, their hoards of undead beasts and monsters, combined with their Drukhari thralls roamed the land as disease ravaged the Mountain holds.

A world divided, was brought to chaos by their rise, as once again, the dwarven holds were put to siege and the deep roads drowned in blood. It was then, that a human army marched from the southern slopes of the Noraldur to their aid. A small coalition of cities and lords had realized what would happen, should the dwarves fall. It was them that held shut the gates to Avalon.

This one event would eventually, over a century later, lead to the signing of the Dumarion Concordat as these cities found their debts repaid by dwarven aid when their lands were swallowed in civil war, after the end of Century of blood.

But when the Illyrian threat was beaten and the vampire lords kept firmly in their northern holds, the dwarves were once again, bled dry. Their holds and cities, once again, depleted of gold and life. It would, once again, take centuries to recover. During which the Dumarion Concordat proved to be a lifeline…



The Late Sixth Age: The Dumarion Concordat

When the Century of blood ended, Noraldur had built outposts and forts in Dumaria to guard the Illyrian border, defacto dragging the lan into the sphere of influence that Noraldur had created.

Following this, the kingdoms to the South of the Noraldur range were engulfed into a civil war, and several of the regions, kings and regional lords that had fought alongside the Noraldurians during the Century of blood petitioned them for aid.

The following years, chaotic and swift, marked Noraldurian intervention into southern Avalon and their politics for the first time in centuries. With the kings of Noraldur desperate to pay off their debt, both physical and cultural in nature, to these southern lords, Various Alliances of defense and treaties of trade were signed in Kal’Duma to cement their legitimacy in aiding their new found allies.

With the dwarves of Noraldur placing a guarantee on these regions south of their mountains, the territory that came under their influence doubled in the span of but a few decades. To wider Avalon, these events must have been shocking, as the dwarves of Noraldur had not involved themselves into Southern politics for centuries and even then, there were few who believed it would last.

But as the heralds call in the end of the sixth Age and the coming of the seventh, the Dumarion Concordat has outgrown earlier difficulties and internal rivalries. When the daze of the Illyrian invasions entered history, ancient rivalries and issues between members of the newly minted Concordat arose anew. Conflict, ranging from border skirmishes, ethnic or racial divide was uncommon, but not unheard off in the regions of the years leading up to the end of the 6th Age.

The nature of the earlier Concordat treaties did not give the members of the Concordat much power to intervene in such petty conflicts and calling it a Noraldurian Hegemony would have been more correct than any other available term.
But this was eventually adjusted as leading members of the Concordat petitioned for the creation of a council, with representatives of all members of the Concordat seated within to solve the various issues between them, lest the Alliance lose any practical purpose. This senate, of sorts, was initially designed to rally the Concordat to solve their internal issues without bloodshed, lest the southern kingdoms take advantage to destroy the concordat, or they be divided when external forces such as Illyria threatened them once more.

This senate has had a long and troubled history. As it is not easy to perform diplomacy between a Noraldurian dwarf, an Avalonian human and let alone the minority of elves that were dragged into the Dumarion Concordat. But, be it out of pride, stubbornness or perfectionism, the Noraldurian dwarves made great efforts to have the Dumarion Senate succeed in its mission.

The powers gifted to this Senate eventually increased, the dwarves of Noraldur releasing their initial total influence over its politics and granting more electoral power to the various members. Although the Dwarves of Noraldur currently keep a majority of votes and political influence in the Dumarion Concordat, the Alliance enters the seventh Age with the feeling that its members have the power to influence its future. The greatest requirement to the stability of any Union.

Why the dwarves of Noraldur accepted the many reforms and gave away a lot of political power in this newly cemented Dumarion Concordat and Senate is a topic of much debate abroad. But the answer is simple. Noraldur was a civilization on the brink of total collapse and had the Illyrians pressed but a tad bit more, the Ancient cities of Noraldur would have collapsed like a house of cards.

To the kings of Noraldur, this was a harsh and painful lesson to learn. No matter why, no matter how, no matter when, it happened, the rest of the world had surpassed them. It was clear that they needed a solution, a way to rebuild, a way to increase their influence and power. To find a way to do this, without surrendering their independence and culture was difficult. Eventually, the Dumarion Concordat became their answer.

Time will tell, if this feeling of hope is but wishful thinking, or truth.


Population:

Their have not yet been true successful attempts at a census in the Dumarion Concordat, but the senate does hold aproximative numbers at hand.
The Noraldurian dwarves, ever watchful of the risks of populational decline, keep a more rigarous and functional census of their people however, aided greatly by their efforts to keep an eye on membership of Clans and family bloodlines. Ofcourse, cultural issues with disregarding clanless or dishonored populations inside and beyond the mountains muddy this number greatly.

Results of the Dumarion Concordat Census in The year 210 (Aproximative)
Total population : 8.030.000

Dwarven population : 3.240.000
Human population : 4.640.000
Elven Population : 150 000


Major regions and Cities of note


The Dumarion Concordat in it's core, exists of a handful of primary geographical regions, controlled by the various members of the Concordat. The Mountain range of Noraldur, The northern region of Dumaria, The thick woodlands of The Nordliche walder and the Forested hills the Etrusians named the SchwarzHugels. These relatively distinct regions are in turn controlled, in whole or in part, by the various Concordat members listed below.

WIP : The list below will be expanded with cities and regional descriptors in time.

The High Kingdom of Noraldur
The Ancient homeland of the dwarves that entered Avalon, millenia ago. During those long years, the dwarves have carved out entire cities under the great picks of the Noraldur mountain range. Some watch over the passages that give entry to the valley's that lie in between these great mountains, others are nestled in the sides of these stone behemoths, to give access to the valuable mineral worth hiding within. Great underground networks connect these cities with one another, leaving some valleys to be nearly isolated from one another, without accessing these underground roads. Dwarven populations have enjoyed independance and relative isolation in these mountain communities for centuries, if not millenia. It is only by the effort of the Noraldurian merchants, that some Noraldurians are not entirely isolated from the world. Noraldur is a mountanous and perhaps even mysterious kingdom that is renowned for it's high emphamis on social and cultural traditions and a long history of succesful defensive wars.

Kal'Erundir, The gate to Erundir, is the Throne city of the High Kingdom of Noraldur and the seat of Clan Crannog. It's location in the relative center of the Noraldurian mountains ensure much of the dwarvish trade runs through the region. Many fertile valley's and soil lie close to the mountain city, added with the second deepest mine shafts in the Noraldurian kingdom, ensure that Kal'Erundir remains competitive in the battlefield of wealth and trade within the High kingdom and the Concordat as a whole. Many small towns and settlements lie nearby, hugging the shores of Lake Ak'mayad, providing access to fresh water, fish and farming lands.
Population : 75 000
Economy : Exports metals, crafts, grain, livestock. - Imports Weapons, general goods, labor
Special notes : Ancient Dwarven stronghold, Deep Roads Access, Access to Lake Ak'mayad.

Kal'Duma, the gate to Dumaria is an old city, that was once merely a fort and waystation to connect the deep roads leading from the east to Noraldur. Currently, it is a metropole of trade, commerce and political activity as it sits as the pseudo-capitol of the Dumarion Concordat and the seat of its senate. Seperate into an "Dwarven" and "Concordat" Quarter, the old city is still nestled into the mountain flanks, giving access to the deep roads and mining shafts. The new quarter was simply built in front of the old city gates, along with modern fortifications and walls that encircled this "new" quarter, the size of a small city, allowing access to human merchants, diplomats and tradesmen.
Population : 56.000
Economy : Exports Crafts, weapons, labor. - Imports goods, grain, livestock
Special notes : Ancient Dwarven stronghold, Deep Roads Access

Kal'Duran, the gate to Duran is a city on the southern edges of the Noraldur range, often heralded as the "gate into Noraldur" as it holds guard over the most feasable path for large armies to take into the Noraldur mountain range, aside of the Dumarion pass, hundreds of kilometers to the east. Although the kings of Duran are notoriously traditional and refuse to simply open their city gates to the flood of southern merchants, various trade depots and permenant markets exist in sight of the mountain entrance and fortifications of Kal'Duran, providing a swath of wealth and taxation flowing in and out of Noraldur.
Population : 53.000
Economy : Exports crafts, weapons, tradegoods, Imports Grain, Livestock, southern goods, metals
Special notes : Ancient Dwarven stronghold, Deep Roads Access,

Kal'Hertze, the Gate to Hertze is a new city, small and compact compared to the ancient holdings of the Noraldurian kings. Work began a mere few centuries ago as a fortress to protect the City of Hertze against Illyrian attacks during the Century of blood. Upon the end of that conflict and the signing of the Dumarion Concordat, Kal'Hertze was swiftly turned into the first dwarven port and the prime source of trade and cooperation with the republic of Hertze. Although, according to dwarven custom, the city remains closed to the uninvited, their is an abnormally large amount of citizens of Hertze-Klugal who hold such privilages to visit and trade inside Kal'Hertze.
Population : 27.000
Economy : Exports grain, livestock, Fish, tradegoods - Imports Weapons, general goods, labor, Crafts, metals
Special notes : Ancient Dwarven stronghold, Deep Roads Access, Port City





The Grand-Duchy of Berga

Steinshalle is the seat of the Grand-Duchy of Berga and a city with a troubled history. During the upheavals after the Century of blood, Berga was besieged and involved in war multiple times as it became a pivotal regions of the wars the dwarves fought against the southern lords for control over the region. Even with the creation of the Dumarion Concordat, conflicts across the region continued until the new borders were eventually recognised. Now Steinshalle stands as one of the largest and most wealthy cities in the region, sitting on both banks a large Noraldurian river that flows towards the eastern sea. It's central position and political influence allows it to stand as the center of commerce and trade in the eastern Nordwald.
Population : 38.000
Economy : livestock, Timber, general goods - Imports Weapons, metals, grain
Special notes : River-City, Old Fortifications





The republic of Hertze-Klugel
The Republic of Hertze-Klugel dominates the south-eastern fringes of the Dumarion Concordat, with control over much of the coast and the products of trade and the bountry of the sea, it sits as the provider of many foreign resources and food for the rest of the Concordat. As an overgrown city state, that now dominates several smaller settlements on the coast, it is governed by a simplistic republican system, dominated by several smaller noble families and rich merchantmen.

The Port City of Hertze is, as the only non-seasonal port of significant size in the Dumarion Concordat, the seat of whatever meager naval power the Dumarion has access too. Most sea-trade flows through its ports, however limited due to Illyrian piracy in the region. Due to this "foreign intervention" limiting the growth of wealth and trade in the region, it is uncommon to find any human in the Concordat who hates the Illyrians as much as a republic citizen in Hertze. Beyond this, their siter-city of Kal'Hertze, which can be accessed without leaving the city walls of their own city, is a source of access to the Deep Roads and the markets of Noraldur, creating a lifeline for the city and a desire to fuel their continious attempts to break the Illyrian stranglehold over safe passage in the area.
Population : 42.000
Economy : livestock, Timber, general goods - Imports Weapons, metals, grain
Special notes : River-City, Old Fortifications




The Grand-Duchy of North-Ithalid

Basshoff




The Kingdom of Heinmar-Omar
SilberHalle




The kingdom of Dumaria
Kolmar






Ancient Dwarven Stronghold : The Ancient dwarven strongholds of Noraldur have been carved out and expanded for centuries and millenia. Created primarily to defend the dwarven people from attack. It were these fortresses that kept the dwarven people from being conquered in the ages past. The Advent of cannon have made the great fortified entrences to these underground cities exposed to siege and liberal use of miners and gunpowder could even let some ambitious armies with the time, attempt to tunnel into the cities via other paths. But even if one can breach these ancient, if outdated, fortified entrences, a battle underground, in tunnels and dim light at best awaits them.

Deep Road Access
Newly built access in the Deep roads, built by the Noraldurians are often with the use of cranes and pulley's, to enable easier transport of resources to the surface. Often, these entrences are guarded by Noraldurian dwarves and powder charges kept nearby to collapse the underground entrance, if neccesary. Older sites are little more than Dwarven ruins, centered around a great pit, filled with rubble and dirt, that once excavated, would give access to the deep roads within.

Old Fortifications
Older City walls, even fortified by dirt or modern techniques can do little to withstand an enemy army that wields proper artillery. Although enough to buy time against a smaller force, these defenses will not last long if pressed.

Noraldurian defensive works
Several forts built on the borders with Tir'Ildach, Illyria and the southern neighbours have been redesigned in recent years. After experiments and research by Clan Belenor, enveloping walls and strong artillery towers were replaced by deep ditches, wide sloping dirt walls, artillery bastions and several methods to minimize the effect of artillery on the defenses. Although expensive in labor and coin, such defenses have proven to be time consuming and difficult to overcome. A perfect set of circumstances for the current strategic goals of the Concordat.



Characters


Character Name: Thrundar Erskine Crannog VII of Clan Crannog
Title: High King
Species: Dwarf
Gender: Male
Age: 98
Appearance:

Personality: Cunning, manipulative, Idealistic
Biography:

Thrundar of Clan Crannog, the seventh of his name, is the 29th King of Kal'Erundir, the 9th High King of Noraldur and the 3rd Lord protector of the Concordat. For a Lord of the Noraldur mountains, he is young and ambitious. And not without controversy... He is the first dwarven high king to have his election swayed by the votes given the signers of the Concordat.
So contested was the council of lords that the petty votes of city states were able to tip the balance. To some dwarves, this is travesty, to the humans, it is vindication that they have a voice within the Concordat.

As the Cousin to the Late High king, Thrundar fought within the Oathkeepers of Noraldir, Volunteer warriors that scour the deep roads, fighting off incursions and raiding Drow presence in those ancient pathways and Catacombs. It was He that re-opened the deep roads to Thracas and connected Noraldur safely to a harbor within their sphere of influence. With this monumental achievement in hand, he advocated a mandate to once again fight to reclaim the lost underground passageways. To reclaim the long lost colonies taken and corrupted by the Drown to re-open the path to Eden and Penglai and once again connect the Noraldur dwarves with their ancestors in the Far-east. It was a speech that roused many, as the feelings of hatred and the desire for vengeance runs deep in the Dwarven soul. But equally as many, feared the renewed loss of life and the risk of defeat. To them, another defeat would mark the beginning of the end of their people. To others, Thrundar spoke of hope and a chance to finally surpass their ancient ancestors.

Why the city states of the Concordat would place their bets with such an elector is simple at heart. The Isolationist kings of Noraldur were a limitation upon the expansion and growth of their holdings and cities. Dwarven caution ensured they were limited in their agreements and investments. Thrundar would require funds and men to fund his campaigns, the City states could use such desires as leverage to achieve their own goals, without angering their Noraldurian patrons.

Some of Thrundar's contemporaries grumble and their are rumors. Rumors that he is A dwarf with greed in his eyes. Greed, not for gold, but for glory. It is said that Thurdar has spoken openly to his confidants, his council and to the members of the Concordat that he refuses to walk the path that has proven to yield lackluster results. To him, the debt of blood the Illyrians and Drow have yet to repay has come due. To him, The path to Penglai must be re-opened. To him, the kingdoms of Avalon must learn to respect and fear the dwarves again, lest they begin coveting the gold and Artifacts hidden away in their vaults. To him, the lack of thanks they show the dwarves of Noraldur for keeping the hordes of Illyria at bay, with dwarven blood and steel, is a slight yet to be forgiven. Thrundar is a dwarf that desires not gold or glory for himself, he hungers to see his people great again, he hungers to see his people be admired again. One can only guess at the price he is willing to pay to make that happen...


Abilities:

Thrundar is a dwarf with decades of experience fighting in the deep roads underneath Avalon and can only guess at the amount of blood his Axe has spilled.
Not only an accomplished and feared warrior, he is a tactician and strategist of Dwarven politics. Weaving ancient grudges, promises and new alliances into a complex, but firm, web of power.
With this, he can turn the Dwarven people of Noraldur in whatever direction he desires.




RP History:


Character Name: Davora Aila Crannog of Clan Crannog
Title: Oathkeepers of Normandir
Species: Dwarf
Gender: Female
Age: 49
Appearance:https://i.pinimg.com/564x/09/7f/be/097fbe40675d3dd68f84b03e613c2e6d.jpg

Personality: Quick to anger, but Cautious. Untrusting of Humans and Hateful of most others.
Biography:

As the young sister of Thrundar the seventh, current high king of Noraldur, it is accepted that Davora fights and bleeds in the Oathkeepers of Noraldir. By all accounts, it is exceptionally rare for a female dwarf to take up arms, considering the worth and value placed on dwarven fertility and childbearing. But it is not unheard of. Although dwarven women will rarely, if at all fight in a dwarven battleline, their is a choice. if one does not wish to choose a husband and bear children, one of the only honorable alternatives is to pick up arms and do their part for the Dwarven people that way.

Out of respect of those who choose that path, the reason why is never asked. So none truly know why Davora chose the dangerous, unforgiving, and often short, life of an Oathkeeper above the comfortable life of a noblewoman. But by any account, she has proven to be skilled at her chosen craft.
With a near zealous belief in her brothers ideals, she has continued upon the foundations laid down by her brother's effort in the northern Avalon Deep roads and has continued to lead small expeditions and raiding parties against the drow and Illyrian beasts that infest them.

Abilities:

Skilled Enchantress and Evocator Sorcereress
Gifted warrior with Sword, Axe and spear



RP History:


Character Name: Karl pfeiffer
Title: Waldwacht Kaptain in the employ of The Grand-Duke of Berga
Species: Human
Gender: Male
Age: 31
Appearance:

Personality:
Biography:
Abilities:



RP History:


Character Name: Herald Van der Noorderzee
Title: Captain of the Feder's Gift
Species: Human
Gender: Male
Age: 39
Appearance:

Personality: Those who meet him would say he was a respectful man, who weighs his words carefully and maintains his political connections carefully. To his Crew he is known as a harsh, but fair captain. Men who do their fair share aboard his ship are treated decently, those who do not or create issue aboard, would often find themselves in a watery grave.
Biography:
Herald is rumored to have served aboard ships all his life, From a shipshand on a merchant cog, to the Officer on a Carrack, He is said to have seen it all. When the republic of Hertze-Klugel found themselves wanting a captain for one of the largest ships in the region. After, with methods shrouded in rumor, convinced the council to place him in command. It has been less than a year since he took the captaincy, starting with sailing the Feder's Gift from it's shipyards all the way to Port Hertze, a voyage that already saw the ship baptised with the sinking of 2 Ilyrian Cog's and victory over a light weight Carrack on the shores of Southern Illyria. With these victories in hand, Hopes in Port Hertze are high for the future. Although the Feder's Gift is an extremly expensive ship, nearly putting the city in debt with it's purchase, their was need of more than sheer military power. Their was need of a symbol that the Illyrian stranglehold on their shipping could be stopped. In the end, it is but the question... Will that symbol be the Feder's Gift? Or will it be Herald Van der Noorderzee?

Abilities: Skilled captain at Sea, Leader of men, expert at gunnery, logistics and navigation. Skilled Duelist


RP History:
219 - Captain of the Heder's Gift, docked at Port Hertze


Character Name: Tara Eron Da Nogaak
Title: KriegsArbeiter
Species: Dwarf
Gender: Female
Age: 33
Appearance:

Personality: Withdrawn, but firm. Cynical in most things in life, headstrong, slow to trust and unforgiving.
Biography: Foundlings and Orphans in the dwarven community do not have an easy life. Without A clan, family or connections, one is seen as doomed from birth. As family means incredibly much in dwarven communities, even beyond the extreme traditionalists in Noraldur, being without one is seen as a curse. Tara was found abandoned as a baby on the foothills of the Southern Noraldur mountains, in the lands of Heinmar-Omar. As with most Orphans, a name is given to them. In the Case of Tara, this would be Eron Da Nogaak. "From the mountains".

Struggling through life, those dwarves fostered by humans have little chance to ever join dwarven community at large. Ill-knowledge of customs and traditions often make the attempt entirely impossible. Eventually, at the advent of her own adolescence, with her foster family aging and it being impossible for her to find a husband or a family in her position, little options were open to her...

With the choice to be a life long vagrant, a beggar or worse, Tara chose a path that would give her the most possible reward, at the most risk, however...
The Heinmari Kriegsarbeiters not often have a long, fulfilling life ahead of them, but the riches one could earn along with recognition and respect in the dwarvish community would allow her to finally join the community she felt she belonged to. If they would not give her entry freely, then she would buy her way in, earning the coin in any way she could.

Initially joining as an aid, a runner of messages and nurse, she was often forced to defend herself and her own honor with blood. By chance, she drew the eye of Important officers and would end up being groomed as a warrior and eventually, a respected captain in her own right. With the knowledge that her place was earned by blood, steel, shot and sheer luck, she has no mind to let her newly found fortune and respect slip to her fingers.

Abilities: Skilled warrior with Axe, Hammer, Sword, Dagger, Crossbow and musket. Skilled Kaptain at Arms and Leader of Dwarves.




RP History:
->The 49th Year, Tasked with fighting for the Banu Sultanate as a blade for hire.
->The 49th year, attacked by an Illyrian vampire captain called Archibal Argutator, slaying him in battle before the coasts of the Banu Sultanate.


Character Name: Elisabeth Richtert von Basshoff
Title: Grand-Duchess of Berga, Sorceress in the Volantian Order of Scholars
Species: Human
Gender: Female
Age: 23
Appearance:
Image

Personality: Untrusting, cold, distant.
Biography:
As the daughter of a grand-duke, Elisabeth was a less than perfect child. Never interested in the various social aspects demanded of a daughter in the noble sphere, Elisabeth pressured her father to allow her any other path available to her. Although in Berga, a nation dominated by a feudal system under pressure of reformists, allowing her daughter too many freedoms would have brought the ire of the conservative noblemen. Her father orginally believed it to be the childish whims of a child and ignored it, pressuring the child to continue the path set before her. A path that most would commit murder to be given. But it became clear that Elisabeth was 'different' that many other children. Failing to make any significant friends and often ending up in conflict with any child her own age, she was quickly isolated in the palace. A fate she did not seem to mind. Swiftly excelling at reading, she took to reading books at the age of seven, showing an understanding of various subjects far beyond her peers. At the Age of ten, her various tutors approached her father, claiming her to be prodigy of intelligence.

Realising the intelligence and tenacity of his own daughter, the Grand-duke had but one option left open to him... Negotiations with a ten-year old child. Although rumors say the entire ordeal was almost laughable, with a grown man engaging in intense debate with a child, a balance was struck eventually. With the grand-duke not having the heart to pressure his own daughter to deny all her aspirations. At a young age, the intelligent young lady struck a bargan with her father. If she did as she was requested, to attend the social spheres and learn the ways of a woman of the court and act in the ways her father demanded, she would in return have access to her own passions.

So it came to be, that a young girl at the age of 10 began to excell at her studies of language, diplomacy and etiquette. In return, at the age of eleven, she recieved added instruction in various fields. A Magister found her talented enough to merrit tutolage and together with studies in various Artificien and Alchemy fields she was rumored to quickly become a prodigy amongst the educated in Berga. Although this intense level of education left the young child with little free-time or opportunity to socialize outside of the events demanded by her father, she seemed more content that she had ever been in this regime of intense study she had imposed on herself.

Continuing to learn and improve more issues arise when she entered adulthood. Although recognised as a magister by the College in Basshoff at the age of eighteen and known to have taken several classes at the Universities of Basshoff and Hertze, it had become clear to her father that she was entirely unwilling to entertain her growing suitors. Although the issue was kept inside the Basshoff palace walls, rumors are abound that the Heiress of Basshoff refused, entirely, to find a suitor and was threatened to be disowned because of it. Although how the issue was eventually solved, noone could say. The Grand-Duke fell ill soon after and died without leaving a male heir, passing the succession on to Elisabeth.

Although initially contested, she proved to be a capable diplomat and asserted control of Berga smoothly, appeasing the various power brokers in Berga over the next two years without open conflict.
Her position of grand-duchess placed her, somewhat suddenly, on the world stage. Swiftly renowned for her classical northern beauty, she became equally known for her offstandish demeanor and professionalism in public. Due to this, she recieved, according to many in and outside the Concordat, the nickname of "A queen of Ice".

Abilities:
-> A fair duelist and shot with a pistol, but no warrior.
-> Educated as a diplomat, strategist and tactician, but somewhat unexperienced in all these fields.
-> Knowledge and decent skill of Abjuration, Evocation, Illusion and Conjuration. Skilled and talented as an Enchantres, although this is a well kept secret. (Even though she is renowned to be a genius, her young age ensures she is far from a grandmaster)
-> Basic knowledge of all of the sciences and known to have a mind for Engineering and the maths.




RP History:
The 49th Year: Attended the wedding in Volantis
Last edited by Tysklandia on Fri May 29, 2020 1:41 am, edited 11 times in total.

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Tysklandia
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Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Wed May 13, 2020 6:56 am

The Dumarion Concordat Part II

The Armed forces of the Dumarion Concordat :


Whereas the Dumarion Concordat is a political union, it is not centralized as a proper Empire and neither are its armed forces. The Several members of the Concordat maintain their own military initiative and hold rights to raise and fund armies, although the improper use of war or foreign diplomacy that damages the Concordat as a whole, could cause swift sanctions or even military action by the other members of the Concordat.

The bulk of the military might of the Concordat is two fold. The majority of the Concordat fields power, as with most, in it's ability to train and raise troops on the occation of war, not in the expensive nature of a vast standing army. To avoid depleting the treasury, few members of the Concordat have standing armies of troops of note, outside of guards and the city watch, the majority of their experienced soldiers serving as mercenaries.

The Noraldurian dwarves are the second portion of their military power however. They have, in contrast with the other members of the Concordat, held fast to a more permenant form of military under service of the Dwarven kings and partially, to the "throne" of the Noraldur High kingdom.

The standing military forces of the Noraldur and the mercenary companies in Heinmar-Omar and various other mercenary or para-military formations across the Concordat are a blessing for the military potential of their nation as a whole. As their experienced troops have proven to be a reliable foundation and source of experienced drillmasters and officers in times of war, upon which the concordat can build armies suplimented by paid volunteers and militiamen. This concept has proven to be succesful, even if potential enemies often reserve the capability to raise far larger armies.


Known Strategy in employ by the Dumarion Concordat.

For centuries the Noraldurians held to a strict defensive doctorine. Heavily defended settlements and strong alliances allowed relief forces to be raised in time to eleviate any siege before Cities could be breached. As a whole, this has held true and succesfull across the entirity of the fifth and sixth ages. But when the Dumarion Concordat was signed, things changed.

When the Noraldurian armies marched south to bring the regions that would later become members of the Concordat under their sphere of influence, offensive war was neccesary. A new type of warfare that the dwarves struggled to master. A type of war where entrenched dwarven armies were evaded, surrounded and outnumbered by enemy forces who had long since realised the skill involved in manouvering armies and choosing preferable ground for battle. But the Noraldurians proved to be swift students. And With their skill in field fortifications, they managed to, eventually, batter their enemies into favorable peace agreements.

With the creation of the Dumarion Concordat, the wars in the south did not cease immediatly. Small conflicts over border territories or even attempts to recapture the Concordat cities and regions have not been entirely uncommon, but a short reign of peace has been present for some time now.

Time the Dumarion Concordat has used to increase its defenses. Noraldurian Engineers and builders brought their skills to the south in this time, fortifying border towns, Cities and creating several "Dumarion" Forts across the border, protecting strategic approaches and regions. It seems that in an age of revolution and increased hostility, the Dumarion Concordat has, once again, chosen for a more defensive strategy.

But forts and defenses do not win wars. They make the enemy expend resources, expend time, money and valuable lives. These create advantages, advantages that need to be exploited by an Army. An Army that the Dumarion Concordat will raise with the aid of mercenaries, experienced volunteers, noblemen and mustered city guard. These numbers would then greatly bolster the relatively low numbers the Concordat could initially bring to bear.


The numbers below are estimations and list an approximation of armed men the Concordat could bring to the march. City guards, and local militia men are not included in this number.

Professional Soldiers : circa 45 000
Estimated guards or fortress troops : 15 000
Mercenaries originating from the Concordat : 40 000
Estimated available manpower pool (levies/civilian volunteers) : 120 000


Estimations number the capacity of troops that the Dumarion Concordat can raise in terms of war on short notice to be around 30 - 50 thousand men, these being a combination of skilled mercenaries and experienced Noraldurian regiments.

With the Advent of larger troops and the focus of nearby neighbours on massive militia armies have sparked discussions inside the Dumarion senate to radically reform their own methods of raising armies as the expectations of facing overwhelming numbers on the field seems to be a worrisome notion, but the switch from a focus on experienced regiments and mercenary armies to a monsterously expensive mass-field army or trained militia force has long since stagnated these talks.

The flotte of the republic of Hertze Klugel
The only warships in permenant employ of the Dumarion Concordat are the ships in control of the republic of Hertze-klugel, used largely to escort trade ships and to combat Illyrian piracy where possible.
But beyond these specific warships, much of the merchant ships that are owned and based from Port Hertze are members of a cooperative fleet, called the Republican Fleet. Due to the high and constant danger of Illyrian piracy and blockades, only by cooperating and creating strong trade fleets with powerful escorts, can trade be performed in any safe manner. The ships listed below are the ships that this organisation can muster, both for trade and warfare.

- two dozen Merchant-carracks, on average a tonnage of 850 tons with an armerment of 10 demi-cannon and various deck guns
- A dozen merchant-Galleons owned by merchant guilds of Hertze-klugel. On average a weight of 200 tons, with an armerment of 12 demi-cannon and various deck-guns, but with the capacity to be retooled for war
- Two War-Galleons of, on average, a weight 200 tons Armed with light and heavy Cannon, numbering on average 50 to 60 demi-cannon and various deck-guns
- Feder's Gift - A massive 4-Mast 750-ton Galleon built in the Moyotaifa port of Uongozi, funded jointly by Kal'Hertze and the republic of Hertze-Klugel in their attempts to combat the Illyrian piracy that curtails the growth of naval trade in the region. It holds an estimated 120 guns of various sizes.





The list below are to list Concordat troops of International renown. Common troops known through Avalon, such as Heavy Cavalry Bannermen, Crossbowmen, pikemen, light horse and the like are all present when the Concordat goes to war. But it is the troops listed below that have made a name for themselves in and outside of Avalon as a whole.

Concordat troops of Renown :


The Royal Noraldurian guard
Type: Zealous Noraldurion Heavy Infantry, Armed with Vanxiron Longpike, Longaxe, warhammer and musket
Characteristics: Exclusively Noraldurian Clandwarves
Unbreakable Morale, Elite, Heavy Dwarven armor, High Discipline, Heavily Armed, Expensive

The renowned Noraldurian Guard is a force that rarely marches down from their mountains, but does so well prepared. From those who have fought for the kings of Noraldur, the best and most loyal are selected to serve of the royal guard of Noraldur. It serves not to directly protect the High-king, but to protect the interests of the Throne and the institution it represents. The Noraldurian Royal guard serves at the High-king his behest and fights to protect the Honor of the Noraldurian throne and its interests.

Armed directly by the Noraldurian royal coffers and expected to train and be ready for war, it stands as the most professional standing force in the Dumarion Concordat.

This force, trained to fight both atop ground and in the deep roads is fanatically loyal and would prefer death to fleeing without being given leave to do so. Such is their fear to give dishonor to their family by being the cause of a defeat in battle.



The Noraldurian Regiments
Type: Heavy Infantry
Characteristics: Exclusively Noraldurian Clandwarves, high Morale, Heavy Dwarven armor, High Discipline, Heavily Armed, tunnel fighters
Noraldurians dwarves have served as respectable and tenacious warriors for millenia, accustomed nearly by tradition and blood to gruesome and lengthy siege battles in their mountain fortresses. Ever since the Illyrian wars and the listless plague, the kings of Noraldur were, by order of the high king, to raise regiments of trained soldiers for defense of the realm. To be stationed in forts and to be ready at all times to fight at the behest of the Throne of Noraldur. Since the creation of the Dumarion Concordat, many of these men are deployed in detachments, supplementing fort garrisons and patrolling the Illyrian border. As with most modern fighting men in the Concordat, they are trained in the Vanxiron pike, the Arquibus, musket, crossbow, sword and as befits Noraldurians, the warhammer and the axe.



Noraldurian Heavy Cavalry
Type: Noraldurion Heavy Cavalry, Armed with Lance, Axe and pistol.
Characteristics: Exclusively Noraldurian Clandwarves
high Morale, Elite, Heavy Dwarven armor, High Discipline, Heavily Armed, Slow Shock Cavalry, Expensive

The Highlands of the Noraldurian Mountains make the usage of Cavalry difficult and often times, Strategically useless. But none the less, an Army with no capability of Shock cavalry will face difficulty on the face of battle. And Heavy Cavalry has had a dominating presence on the battlefield in ages past. Whereas the Noraldurian Mountain Boar is a fearsome creature, it is equally difficulty to tame. But once it has been, it becomes a truly fearsome mount and War-beast. With tusks and pure strength it can rip most lesser men to schreds as it thunders down a host of men. It's weight and mass allows the dwarves to dress the beast in chainmail and partial-plate, making the beast an advesary few men wish to face. But this mass and strength comes at some disadvantage. It is difficult to find a horse than can not outpace a Pure-bred Noraldurian Warboar, making it so that most Avalonian kings have ready made tactics to deal with such beasts, in terms of skirmishing and avoiding them entirely. Added to this, the Noraldurian Mountain Boar is difficult to breed on mass. And as such, Massive formations of this type of Cavalry, like the Valmange Knights, has never been seen.



Noraldurian Oathkeepers
Type : Heavy Infantry with pike, axe, hammer, musket and the occational firebolt
Characteristics: Exclusively Dwarven
Zealous Morale, Elite, Heavy Dwarven Armor, High Discipline, Heavily armed, Expert tunnel fighters, Stealth-able (Underground), Expensive

The Noraldurian Oathkeepers are a regiment of near religious significance. Such as the Choir has its holy knights, do the Noraldurians have their Oathkeepers. Deeply engrained in the dwarven Zeitgeist is the loss of the Deep roads and the echoing difficulties of the Age of Woes.

The Noraldurian Oathkeepers are considered in culture and song as true dwarven warriors, Clanblood or not. These are the Dwarves that swear to fight to reclaim the deep roads, recover any lost dwarven settlement or artifact and to die in the defense of what they call the collective dwarven people. It is then lucky, that their are few Dwarves outside of Noraldur that are considered a part of this "Dwarven Collective". It is but few cultures and regions known to the Oathkeepers that uphold their strict cultural and societal requirements that would mark them "worthy" enough, to enjoy their protection.

This harsh and unforgiving profession, makes that most who join the Oathkeepers, do so for life, no matter how short that life may end up being. Added to their danger is the fact that their are but 2 ways to leave the Oathkeepers. One is to be recommended after service as a hero and examplar of the dwarven people, to be released of service so that one may guide the next generation. The Other is glorious death, in the line of service.

No matter how unappeasing this deal may be, the Oathkeepers keep their numbers relatively steady. Dwarves who wish to avoid schandals, have fallen into dishonor or in bad graces, may choose the Oathkeepers over exile, as their death in the line of duty will validate any wrongdoing they have done in the past. And in the off-chance that one may survive their line of duty, their old transgressions would be forgotten and forgiven in name of services rendered.



Heinmari Kriegsarbeiters
Type : Experienced Mercenary Heavy Infantry, armed with Vanxiron longpike, long axe, blade, warhammer and musket.
Characteristics: Almost exclusively dwarven
High Morale, Heavy Dwarven Armor, High Discipline, Heavily armed, For Hire, Expensive

The Dwarves of Heinmari are a proud and hardworking folk. They as a collective still bear the same cultural and societal marks of the Noraldurian dwarves. They do harbor a spark of pride and a slightly more liberal view than their mountain cousins. But Heinmar-Omar is not the richest of provinces and In times of hardship, their are many a dwarf in the Kingdom of Heinmar-Omar that are roused to fight for coin. And Fighting they do well.

For centuries, since and even before the Concordat was signed, dwarven mercenaries from Heinmar were a premium on the battlefield. Noraldurian or local made dwarven plate combined with dwarven axe, hammer, pike and pure dwarven determination make for a strong core-infantry formation and even in the comming age of gunpowder, these infantry still make their mark.

When the Landsknechts came to be, the Heinmari Kriegsarbeiters copied many of their customs, the grand difference between them being primarily their racial composition. XXX

With the rising use of the Vanxirian pike and Arquibus, the Heinmari adapted and adjusted their formations and battle-tactics accordingly. But whereas they have become skilled at the contemporary tactics, they have mastered the art of defensive battle. With skill and speed that few can match, the Heinmari build field fortifications and trenchworks, no matter how minimal, and use them to great effect. The amount of times a Heinmari trenchwork has won an outnumbered Heinmari formation victory, can not be refuted. These skills also mark them as excellent besieging troops, although few would bother paying their wages for these prime-mercenaries to merely sit and dig trenchworks for weeks on end. Those that do, rarely regret doing so.

The Heinmari have adapted these new weapons, tactics and strategies and have come to excell at the discipline and high morale and obedience these tactics require. Heinmari battle-squares are amongst the most effective in Avalon as the Heinmari Kriegsarbeiters see War as a profession, a profession to master and one to be proud of. As such, they are always eager for victory and glory on the field of battle, but seek respect and honor, even in defeat.



Concordati Landsknechts
Type : Heavy Infantry, armed with Vanxiron longpike, zweihander, musket, sword and buckler
Characteristics: Predominantly Human
High Morale, Well-armored, medium Discipline, well-armed, For-Hire

The Landsknechts that dominate the fighting men in the Concordat, Sans the Noraldurians, are a phenomenon that erupted during the late sixth age. As war across the continent was rife and their were oft enough times with little opportunity for young men to achieve wealth or renown of any kind. When the Avalonian nations called up soldiers, even during the Illyrian wars, their were many that marched to war for reasons of wealth and glory instead of Honor and Choir.

The Duke of Ithalid, facing war on multiple fronts at one time in the sixth age, began collecting mercenaries under his command and subjected them to intense training, introducing new tactics and organisation, using Volantian and Noraldurian instructors at the time. His troops eventually achieved several stellar victories against less organised and trained troops on the field of battle. But soon enough, he could no longer pay his troops and was forced to disband them. Many of these men continued on to fight on other fields in Avalon, performing admirably during an age where the presence of trained and drilled troops was uncommon.

When these men returned home to their lands in the Concordat, they brought wealth, stories and fame. Soon enough, they became a cultural icon in the region. With this fame and cultural recognition the uniform image of these mercenaries survived the test of time. Draped mostly in the brown and green colors common to the region, with a single colorful feather attached to their helmets they are renowned for standing as a near uniform single "element" on the battlefield, with the common colors and dense unit tactics they employ.

In peace, their are always a handful of Landsknecht companies active, but it is during war, both domestic and foreign, that landsknecht companies come to their own. Upon the influx of coin for mercenaries, the few standing companies will disband, veterans raising their own companies with volunteers they draft throughout the Concordat, creating entire new regiments and companies using this core of veteran troops, given the time to drill and train these fresh soldiers, these mercenaries can quickly raise large formations of proper men at arms.

Following the evolving tactics of the mainland, the Landsknechts have adopted the standard tactics of the continent at large. Usage of pikes, Arquibuses supported by Heavy Cannon dominate the standard tactics of the modern Landsknecht dominated army

The days of these mercenary warriors may be drawing to an end, as rumors of citizen armies in Eden and Avalon may herald an end to the domination of the hired blade on the field of battle. But until that day comes, their are plenty of men in the Concordat, that will fight with musket, Sword or pike to fill their pockets with Silver.



Dumarion Skirmishers
Type: Skirmishing Infantry and scouts
Characteristics: Almost exclusively Human
medium Morale, Low Armor, Low Discipline, Decently armed, Expert marksmen, Expert trackers and skilled at ambushes, For Hire

The Dumarion regions has seen its fair share of difficulties in the years since the Century of blood. Further Illyrian incursions, skirmish wars with the elves to the north, famine, disease... The Dumarion man must be self sufficient and be able to take care of himself, Lest one dies in an early grave. Amongst other things, this makes most Dumarion men capable hunters, trackers and in this day of Ball and powder, great marskmen. A feat the Concordat holds in high regard. These men, often poor and with few prospects are recruited as Skirmishers, scouts and saboteurs in promise for wealth. A prospect few of these men will turn down. When compared to great beasts of the northern Dumarion Forests, what fear could one have of mere men or elves?

It is not entirely unexpected for Dumarion Marskmen to be hired at great expense in other Concordat armies or for them to serve abroad in a mercenary role.



The Waldwacht
Type : Skirmishing cavalry / Skirmishing Infantry / Mounted scouts
Characteristics : Almost exclusively Human
medium Morale, well-Armored, Medium Discipline, Decently armed, skilled marksmen, skilled scouts, trackers, Enforcers and negotiators.

The Waldwacht is a nomicker for a common practice amongst the Lords of Nord-Ithalid and Berga to hold a standing military police force. The Nordwald is a vast forest that dominates much of the Southern Concordat and has countless Isolated villages and remote communities, well hidden in small groves, hillsides and the simple expanse of this region. Due to this Isolation, keeping order and a form of justice in the region is an extremly difficult affair. These Waldwacht are a group of trained enforcers and guards on horseback that are recruited locally and trained to swiftly, effectively and, if necessary, silently traverse the land in order to keep order and hunt criminals through these expanse of the entire Nordwald. In recent years, these skilled enforcers have been known to be hired by Heinmari and Dumarion officials to hunt down their own criminals, spreading the notion of a trained and profesional police force through the land, even if they are mercenaries at hart.

In times of war, Large portions of the Waldwacht may be called upon to function as skirmishing light cavalry and skilled scouts.



Bergan Heavy Lancers
Type: Heavy Lance Cavalry
Characteristics : exclusively Humans, mostly from Berga and armed with Lance, sword and the occational pistol
medium Morale, well-Armored, Medium Discipline, Heavily armed, For-Hire

The Duchy of Berga has a small core of enriched soldiery that serve as a core of Heavy Cavalry Lancers. They came to be over the course of Concordat history as the introduction of the Concordat states and the upheaval of the time depleted and destroyed much of the nobility in the regions now controlled by the Concordat member states.

With the lack of enriched and entrenched nobility to serve as a recruitment ground for proper noble banner cavalry, the Grand-Duke of Berga funded a private force of Lancers to make up for the lack of heavy cavalry in his own army and that of his allies. Soon enough, they became popular in the employ of his allies and, on occation, abroad.

Through the centuries that have passed since, the Grand dukes of North-Ithalid, Dumaria and Berga have gained the ability to raise their own, if small, banner cavalry forces from their noble stock in time of need, but the Bergan Lancers have continued to dominate the Concordat as a source of effective heavy cavalry, without risking the landed gentry or their political desires.



Magi At War
Type : Magical Artillery
Characteristics : Almost exclusively Human
medium Morale, Low Discipline, Fragile, fearsome artillery

For almost all of recorded history, the Noraldurians had little access to warcasters. The expense of the resources and the risk of losing such a valuable asset on the chaotic field of battle a difficult one to bear. But with the creation of the Concordat and several cities along with their guilds, not to mention the Arcane College of Basshoff, it is not beyond the realms of possibility for the Concordat to press a core of trained spellcasters into their ranks for various purposes. Considering providing magi for various purposes, including war is some of the few, exclusive benefits the Concordat can provide to the Noraldurians, it is something they do with gusto, to even the balance of political power. Those who agree to be eligable for the draft or service for the Grand-duke could have their education payed for by him directly, a system that allows the Grand Duke of North-Ithalid to maintain a small, but loyal corps of magisters who owe their skills to his generosity.

In combat, these few magi at arms are well protected by a corps of soldiers and from defensible positions, these magi prepare spells to disrupt or damage formations, attempting to create advantages for the experienced core of Dumarion infantry.



Noraldurian War-Golems
Type: Super-Heavy Infantry
Characteristics: Magically powered automaton, Super-Heavy Dwarven Armor, Super-Heavy strength, Slow, Large, Super-Heavily-armed, Unbreakable Morale

The Noraldurian Collosi were a creation of the dwarven people before even the time of Vanxiron. Rare and devestating automatons of steel and magic. But during the time of Woes, much was lost, as was the knowledge to create these grand machinations. But during the Illyrian wars, Clan Alkmar rediscovered the methods to rebuild and create these ancient Collossi.

When the Dwarven population was in decline and incursions in the deep roads became a tangible threat to all the dwarven holdings, the need for soldiers became critical. With manpower at an all time low, experiments with any and all solutions were underway with the dwarves. The Summoning of spirit-like creatures or elementals as some of the most renowned magisters in the south was an avenue of research by Clan Alkmar, who through many experiments, rumored to be made with live dwarven volunteers as subjects of these experiments, rediscovered the method of creating the Collossi.

The Hulking, humanoid figures of pure rock and Metal that the Noraldurians call their "warriors of steel" are a highly mysterious force, the secrets of its construction held under close guard in the private forges of Clan Alkmar in Kal'Erundir. With most ranging from a height of 3 to 4 meters tall and the mass of five to ten grown men, these automatons of rock and steel are often crafted as near works of art. Intricate and decorated armor with the symbols and banners of their owners grafted into the rock and armor plates that are its skin. Although mostly seen by outsiders on the field of battle, mostly in the deep roads, where they are at least risk to be lost, they are also rumored to be used inside the Noraldurian regions as a form of specialised workforce for those wealthy enough to procure such a rare and expensive Automaton.

On the field of battle, these great Golems are fearsome, able to shrug off most minor mundane weapons, such as spears or arrows. Even musket rounds do little to this creature, although it is known that a Golem was once defeated by being held down, it's legs broken, after which brave southern soldiers hammered it to death with hammers and maces. It is luck to the Southern kingdoms, that these beasts of stone and metal are slow and few in number. For whatever the secret behind their construction, it seems to be expensive and difficult as few of these Automatons were ever seen in battle. For those foreign lords who have faced these creatures in battle, massed cannon fire or the use of magi seems to be the prefered solution. Although possible to crippled this creature in battle, their are few brave enough or live long enough, to achieve such a feat. With a skin composed of rock and steel, crippling it's limbs with hammer and mace is no easy feat, but one of the only ways to down these Automatons without the use of war engines or groups of magisters.

Armed most often with weapons enlarged for it's size, these Autonomous lifeless beasts, armed with great warhammers, swords or pikes are a source of fear and devestation, should the enemy make the mistake of engaging it in melee unprepared. For the Noraldurians, this creation allowed them to protect and even recapture sections of the deep roads, as these enclosed battlegrounds allow few avenues to their enemies to outflank or outrun these creatures, a veritable bullwark that crashes into the enemy defenses, before their dwarven creators exploit the breach created.



Concordat Musketry & Cannon

(Reference of time appropriate cannon)
https://upload.wikimedia.org/wikipedia/ ... llerie.jpg

The first Dwarven Ithrun Eron Karaad, or Weapons of Fire, originate centuries ago. From unwieldy cannons of great size, to modern and more nible models, the Forges of the dwarven cities have long since experimented with these weapons. The development and perfection of such weapons has long been a priority of the Noraldurian people. The ill-relation with the Choir and their stranglehold on the magic teachings made the introduction of gunpowder a gift from the gods, a way for the Dwarves to bring firepower to the field, often limited to the magi of those loyal to the Choir's whims.

It were the great cannons of Clan Belanor that defended Kal'Duma from the Illyrian sieges, centuries ago. And since then, Great Dwarven guilds have guided dwarven efforts in developing musketry and cannon, improvements in gunpowder experiments, thesises and works on gunpowder, the musket and cannon. Experiments and efforts to increase accuracy are combined with entire codexes written on the effects of winds,elevation and the quality of the weapon in regards to its trajectory. Due to this, It is often said that Noraldurian gunnery crews are undefeated in both accuracy and rate of fire and much of the Concordat hires them to man their guns or, at the very least, to train their own crews.

Although the other members of the Concordat craft, for a part, their own musketry and cannon, much of that is done under supervision of skilled Noraldurian gunsmiths and forgemasters. But that quality and craftsmanship comes a price. A Noraldurian crafted cannon or musket is created almost as a piece of art, the exteriour marked with symbols, heraldry and ofcourse, the official mark of the Clan who made the Canon. Due to the increased cost that this brings, much of the musktry outside of those supplied to the Noraldurian armies, is often made inside the Concordat states themselves, as paying the coin for those premium weapons is difficult to justify.
Last edited by Tysklandia on Wed May 27, 2020 10:05 am, edited 20 times in total.

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Tysklandia
Diplomat
 
Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Fri May 15, 2020 7:45 am

App is top notch quality. Accepted ofcourse.
Navy is lacking any numbers, just be reasonable when it is used in practice. Take into account the 1500's timeframe.

Finland SSR wrote:
Nation Name:
Ukweli ta Moyotaifa - Principality of Moyotaifa (official name)
Moyotaifa - Moyotaifa (short name)
Kini Kuu ya Taji ya Mashariki - Heartland of the Eastern Crown [of the First Eldarian Empire] (Unofficial name. Was used by the original Princes of Moyotaifa to signify their claim to Eastern Eden centuries prior. It is the meaning of the letters K.K.T.M. inscribed onto the Moyotaifan crown and official insignia.)
Taifa na Mataji Nyingi - Nation with Many Crowns (Poetic unofficial name, generally used as a source of pride.)

Racial Makeup: Majority Elf Kin. Considerable minorities of Eldar and Humans, small minorities of other Old World races.
Leader:
  • By the Grace of Elohim, Holder of the Eastern Crown, Prince (Mtemi) of Moyotaifa, Lord of Uongozi, Utulivu, the Western Landing and All Titles Throughout, Atieno VI of the House of Rexiron
  • Msuluhishi Mkuu (Great Arbitrator) of the Principality of Moyotaifa, Salene Kihadimu



Cultural Description:
The Principality of Moyotaifa is peculiar in its society and government, and while this unique foundation is not easy to discern, it paints the country differently from its neighbours, if not all of Eden. It is exemplified in Moyotaifa's poetic name, which the nation wears proudly - a "Nation of Many Crowns". Though it is a Principality in theory, a monarchy whose supreme authority is the Prince and the House of Rexiron, in practice, their powers are decayed and weak, they are merely figureheads presiding over a complex political system and giving it a semblance of unity. Most of the instruments of governance are vested in a national assembly named the House of Arbitrators, a permanent organ which resides in the capital of the Principality, Uongozi, composed of representatives from the entire nation - delegates sent by the King's vassals, cities granted rights by royal charter, universities, the local churches of the Ecumenical Congregation and rural parishes. Many of these Arbitrators, generally those from parishes and cities, are elected by the population in bombastic public campaigns. The Prince is unable to pass laws or sign treaties without the approval of a majority of the Arbitrators, nor is he able to remove Arbitrators from the House or appoint new ones without the House amending its own electoral laws - and the House is able to craft and pass its own laws which, if granted royal assent, become official. The Prince is able to pick out a Great Arbitrator from the Arbitrators, with the assent of a majority of the House, who fulfills several roles - most important of them is acting as the bridge between the House of Rexiron and the elected assembly, helping coordinate the policy between them, and appointing various Msimamizi (Overseers). Msimamizi are professional officials who ensure that the laws passed by the Arbitrators and the Prince are implemented - the Foreign Policy Msimamizi is generally a diplomat who is responsible for drafting and sending treaties, the Treasure Msimamizi is responsible for organizing tax collectors and managing how much wealth comes in and comes out of the government, so on and so forth. A varying number of Msimamizi, generally hovering around thirty, compose the House of Msimamizi, which is overseen by the Great Arbitrator. The Msimamizi are looked down upon by the Moyotaifan nobility and the Arbitrators, they view them as peon bureaucrats who deal with the nitty gritty while they participate in great politics - however, they are crucial in making sure Moyotaifa runs properly.

Moyotaifa is a nation of vast societal distinction and yet also a feeling of liberty. The Moyotaifan nobility recounts centuries of history and traditionally tracks down their heritage from the entourage of Eldar warriors who followed Emperor Vanxiron in their conquest and were thus granted lands in southeastern Eden for their efforts. During the centuries prior, they transformed into vassal lords, a system of feudalism built upon their control of the land in exchange for military service to the Prince. Times have changed, however. Though Moyotaifa escaped direct conquest by the Etrusian Empire, only ending up partially subjugated and forced to swear fealty as a vassal state, constant wars against the Humans forced the army of the Principality to transform into a standing army, based upon royal retinues of professional soldiers maintained from the treasury, which diminished the influence of noble levies. Though some of the most powerful lords cling onto their vassal privileges, the vast majority of the Moyotaifan nobility have transformed into landlords and Arbitrators. Leasing their estates to free subjects and operating vast cash crop manors, they have only grown in power, and adore the system which has allowed them to do so. The "golden liberties" of Moyotaifa prevent the Prince from detaining any free subject without the consent of court and require that any subject has a right to defend their rights with law; it grants freedom of religion, as long as faiths other than the Ecumenical Congregation pays additional taxes to the Crown; and various other rights which allow the Prince's subjects to live their daily life with little interference. To participate in the House of Arbitrators, either as an elected Arbitrator or a representative of one of the great vassal houses, is considered to be a privilege, and to keep up with the politics taking place in Uongozi a duty of any proud Moyotaifan noble. Speeches in the House of Arbitrators are lengthy and full of flowery language, oratory is considered a valuable skill which noble scions are taught from a young age, and the Arbitrators believe in a concept of "great politics" - the idea that a nation can be fundamentally transformed by a man with enough talent, oratory skill, and pride, and actively pursue this ideal which they believe was first exemplified in Emperor Vanxiron. Though commoners in Moyotaifan politics are numerous, the nobility views them with contempt and consider politics to be a field of blue blooded men, rather than the common folk. As such, the Prince's decision to appoint Salene Kihadimu, a representative from the charter city of Baraka with not a drop of noble blood in his veins, as the first commoner Great Arbitrator has caused an uproar among the upper class. To others, however, it is a sign of changing times, and that the wealthy city burghers, such as Kihadimu, are the future of Moyotaifa.

Moyotaifa is a nation founded by the Eldar, onto a peninsula once inhabited by Human duchies and petty kingdoms, and its national myth declares it to be the Heartland of the Eastern Crown - it stems from the belief that the House of Rexiron (which still bears their original Eldar name) was connected to the royal family of Volantia and thus bears a claim to the entire eastern half of the former Empire. Therefore, Eldar and Elf kin have historically been viewed as the upper class above the Human peasantry. Now that several centuries have passed, however, the situation has changed somewhat. Most of the population has inter-mingled to a point where the Elf Kin are the majority and the racial differences in hierarchy have become difficult to discern - you are likely to meet a Human with great wealth and power as much as you are likely to meet an Eldar living in the slums. Some differences remain, however. The Moyotaifan nobility are proud of their elvish blood and many of them continue to see humanity as inferior to them in rank, standing and potential. Some associations, orders and institutions still segregate by race, and while Elf kin can be found pretty much everywhere in Moyotaifan society, the Eldar are disproportionately represented among the nobility, the wealthy entrepreneurs and the clergy, whereas the humans are more likely to be menial workers, sailors, common city folk, etc, etc. Other social and cultural cleavages are starting to rise to supplement this remnant of the feudal age as well. The Moyotaifan cities have begun to grow, and fast, and these cities with their connection to the rest of the world foster a different, more cosmopolitan culture compared to the rural countryside. In the cities, noble distinctions have essentially faded and a new upper class of merchants and entrepreneurs has begun to claim their place, crafting the idea that perhaps only one's own merit should decide where you stand in society, rather than the circumstances of your birth. New access to Lyuim and the growth of magic as an industry and science have not missed the coasts of Moyotaifa either. What was once considered to be the privilege of the wealthy and the innately talented could now be harnessed by pretty much everyone with the right tools, setting the stage for a possible revolution, and it's hard to tell whether Moyotaifa is prepared.

The Moyotaifan people have historically been connected to the sea, which affects their view of the world, their culture, economy and cuisine. Eden is not the most forgiving land, but the rich fisheries of the Sea of Akhzar allow the local population to sustain themselves even if the land goes dry. The large amount of seafood in their cuisine does mean that foreign nations describe Moyotaifan food as rather bland, however. Coffee is a traditional drink of the region, Moyotaifa is where the seeds of the plant were first roasted and brewed in order to create a stimulating, if bitter drink. It is consumed by all classes of the population and has sparked a phenomenon known as "coffee houses" - resting areas across Moyotaifan cities where coffee is prepared and drunk with company for relaxation. It forms an important part of the country's political culture - coffee houses are where Arbitrators often discuss political deals away from the prying eyes of their opponents, share their insight about culture and philosophy, and enable a transmission of ideas. Thanks to Moyotaifan merchants, coffee has since spread far from its birthplace, across Eden and the coast of the Sea of Akhzar.

Moyotaifan art and culture, much like the rest of society, are in a process of transition. Artists, poets and writers have increasingly begun to look towards the distant past as a well of inspiration for their craft - massive paintings and epic poems are being composed about the Era of Heroes and the rise of the Eldarian Empire, glamourizing these ancient events and constructing Moyotaifa an identity of being the successor of this glorious past. Historically, Moyotaifa has been renown across Eden for their glassworking - the sands and mines of the peninsula provide ample material for the production of high quality glass, which has since developed into a fine art of craftsmanship. Artistic glass pieces are a source of national pride and an important export for the seafaring state, but recent breakthroughs in the production of glass have made it possible to manufacture glass produces in mass and put the future of this craft into question. Already, debates break out in the House of Arbitrators over whether traditional glass craftsmanship should receive protection against growing mass glass manufactures.

Diplomatic Description:
Thanks to its strategic location, Moyotaifa has historically been a trading hub and continues to dominate across the Sea of Akhzar - and their merchant class travels far and wide in search of contacts and profit. At the most extreme, their ships reach from western Avalon to the far eastern Jin Empire and enable a tranport of goods across the Old World - spices, cloth, grain, gold and silver, manufactured goods, Lyuim and Eucrogen, etc, etc. and they shovel the margins to their pockets. Because of this, Moyotaifa and its wealth have been the target of many would-be empires and conquerors, and thus wars with its neighbours to the north are commonplace. The Principality has been forced to adapt as a result. Moyotaifan trade posts across the coasts generally have at least one envoy, whose task is to maintain constant contact with the local lords, spy for any important information, collect this information and send it back to the homeland - the Foreign Policy Msimamizi is one of the most informed men in the Old World on the ever changing political landscape. Moyotaifa also prides itself in its tradition of embassies - permanent missions to the capitals of the largest states in Eden in order to maintain contact between Moyotaifa and its possible allies/enemies.

A regional power in Eden and an important player in the continent, Moyotaifa cannot claim itself to have a massive military nor reign over the continent as a hegemony (though their navy is top notch, as one would imagine a maritime power to have), but it relies on webs of alliances, espionage, and its impressive wealth to keep its potential enemies at bay.

Background:
Moyotaifa recounts a long history, millennia and more, and it starts long before the First Eldarian Empire whose conquests are traditionally seen as the beginning of the Principality's history. The peninsula at the southeastern part of Eden has been inhabited by humans for thousands of years, ever since the Second Age. To the south of dense tropical forests of Eastern Eden, mosly covered by forests, savannas and several mountain ranges, the Moyotaifan peninsula offers some refuge to hunters, gatherers and fishermen. These numerous tribes, scattered across the peninsula, became the ancestors of the Moyotaifan people of today, and started out as nomadic peoples, scavenging for food and basic supplies from nature and moving from place to place with each year. As time went on, however, advancements from the rest of Eden began to reach Moyotaifa, such as animal husbandry, metal working, and finally agriculture. The first permanent settlements formed on the northern coast of the peninsula, which provided everything necessary for a budding civilization to develop - rich fisheries in the shallow waters, natural harbors and cliffs providing protection, easy access to forests for the production of tools, and plenty of arable land for the settlers to exploit. Small villages and towns would begin to crop up across the entire peninsula, the first trade routes would open between the region and the Idefian civilization to the north, and from there, to the rest of the world. Thanks to Idefian inscriptions, it entered written records as well, and though many of them have yet to be deciphered, even then, the people of Southeast Eden used a compound name of two words to describe themselves with - Moyo, life, and Taifa, people. This name has never been erased from the region, even if its people and rulers changed.

As time passed, the disjointed primitive villages of Moyotaifa began to coalesce into magical kingdoms. The first to discover the power of Crystals and the spells which they can cast with their help would gain power and privilege. Magic wielders would unite their respective clans and employ their unnatural power to keep their subjects in line, all while passing down their knowledge to their children and their most loyal followers. Bronze was replaced by iron and oral tradition by writing, and these tribal fiefdoms became institutional, crafting laws and concepts of divine right to justify the lineage of their kinds. The Fourth Age was when the Moyotaifan people first took to the seas, moving beyond the patrol of their local sea area and venturing outwards to discover the world. Having gotten used to rowing across the shallow Moyotaifan gulf and around the numerous cliffs of the peninsula shore, they had to adapt to the vast and fickle Sea of Akhzar, and developed a new galleon concept, which employed both rows of conscripted sailor rowers and a sail to be able to traverse both shallow and deep waters alike. Surviving Moyotaifan maps from the period show that they managed to reach Penglai and eastern Avalon during this time and it is generally accepted thet they maintaine contact with much of the civilized world, although some surviving stories are a lot more... bizarre. One obscure tale tells the story of Jamba Keanjaho, a Moyotaifan ship captain who travelled to the court of the Emperor of Nehkiah, the greatest ruler in the world at the time, and assured that he would be able to circumnavigate the world. Given gold and ships for his journey, he took off, and returned to Nehkiah ten years later, to the court of the deceased Emperor's son, and described a vast alien land to the west of "A'avaluniya" (Avalon), a harsh, yet beautiful and unbelievably rich land whose nature and tyrannical inhabitants claimed most of his men, and only a small party returned to tell the tale. There are numerous facts in the story which do not match reality and thus it is generally believed to be no more than a fable, although it has enticed the imaginations of countless would-be explorers in the following centuries.

The magical kingdoms of Moyotaifa remained independent throughout the Fourth Age and maintained good relations with Nehkiah, but its prosperity came to an end once the Fifth Age began and Vanxiron descended upon Eden. After vanquishing the Moyotaifan kingdoms one after the other and scorching their levied armies with the might of his dragons, the Eldar conqueror arrived to the peninsula and saw a prospering land, dotted by trading cities, which ultimately bowed to his power and showered him with the greatest gifts which they could muster. This is where the next page in the peninsula's history begins, and it's where we need to turn towards the family which made this new age come true, the House of Rexiron.

The Rexiron were a powerful Eldar clan who owned vast estated in northern Avalon, centuries leading to their clan being divided across several kingdoms, but united as one nonetheless. When Vanx, the King of Volantia, began his path of conquest to unite the Eldar under a single banner, Ritar Rexiron, the Lord of Simbun and the most powerful of his clan, enthusiastically joined him, becoming one of Vanx's most loyal generals and an intimidating commander in his own right. He continued to serve under Vanx's usurper son Vanxiron as well, and his son was supposedly given the blessing to marry one of the Emperor's sisters. It was Ritar who commanded the Volantian phalanx which victoriously marched into Moyotaifa and forced the trading cities and magical kingdoms of the Southeast to submit. As he had been pushing to the end of his life, he chose to retire here, and the young Emperor granted him vast fiefs across southern and eastern Eden for his years of service. Now a vassal of his Emperor, Ritar made Uongozi, the largest of the Moyotaifan cities, his capital, and restored the infrastructure of the wartorn region. Ritar died before he could hear of Vanxiron's death in the Far East, but his successors would take advantage of the brittle situation in the Empire afterwards. Uongozi would swiftly build up into a major city and concentrate trade across Eden in its quarters, massive palaces were build, thousands of Eldarian soldiers settle in the peninsula and became the ancestors of Moyotaifan nobility. Thanks to their blood ties with the house of Vanxiron, Ritar's successors claimed a right to the throne in Volantia, but the one who would take this claim the farthest was his granddaughter, Rebah Rexiron, who embarked on a path of conquest with the ambition of repeating Vanxiron's world-conquering feats. Rallying the armies of Eastern Eden, she fought off greater and greater coalitions of Eldarian warlords who tried to stop her from seizing Volantia. In a twenty year long civil war, Rebah eventually conquered all of Eden and sailed across the Tiberian Sea to Avalon, where she stood by the gates of Volantia, declaring her immortal words that even if it takes centuries or Ages, she, or her descendants, will one day rule the world. Ultimately, however, Rebah failed to break Volantia's defenders and her holdings in Eden collapsed in another civil war - when she returned, her former allies had turned on her and vanquished her from the face of the continent, putting an end to her civil war and leaving the remains of the Eldarian Empire ruined and battered.

By then, Rebah had long since forgotten Uongozi, the southern city where her conquests began, but Moyotaifa still had to pay for conquests. The trading cities and their merchant classes had to give up wealth to fund her army and the civil war saw the peninsula plundered more than once. Even the Eldarian nobility which settled here and administrated the land abandoned her whims. Under the nobility's orders, a grand assembly of all nobles and land-owning merchants in the peninsula gathered in Uongozi and proclaimed that the Crown of the East shall now rest on the head of her brother, Askaron. Younger than Rebah by several years, Askaron was a modest and easily impressionable erudite who ended up distanced from any position of power when his sister took the reins. She ordered him to take the vows and sent him to a monastery of the Choir in Avalon to make sure that he never possibly challenges her reign. Because of this theological upbringing and having not seen Moyotaifa in decades, Askaron was unwilling to accept the throne at first, but he changed his mind when rumors of his sister's heresy began to spread. Hoping to cleanse his homeland of the sin, Askaron thus returned from exile to Uongozi, but at this point, he ruled only a small fraction of the former Eastern Crown, limited to the Moyotaifan peninsula and its surroundings.

Neither Askaron nor his successors would prove to be as exceptional as Rebah or Vanxiron, and yet they would constantly have to lead their nation in constant wars for survival - not only was Eden in chaos, the Etrusian Empire was rising in power and threatened the peninsula as well. Moyotaifa had become a clique of Eldar and Elvish noblemen ruling over an overwhelmingly human population, and this was generating constant resentment. Instead of treading on their current path and thus likely seeing their realm destroyed, the Princes of Moyotaifa chose to negotiate instead, calling assemblies of noblemen, priests and elected commoner representatives to deliberate over the affairs of state. Starting with the Fifth Age, this was the beginning of the House of Arbitrators, and as centuries passed, they grew more and more in power. To levy more taxes and thus fund armies for warfare, the Princes had to relinquish some of their power to the people. They granted royal charters to all the major cities in the Principality, giving them the right to choose their leaders from amongst themselves and granting them autonomy in managing local affairs. They established secular institutions of education for nobles and commoners alike, where they would be able to study magic and the artifice arts as long as the had the money or influence to apply, and this created an upper class of educated, politically aware men. They were forced to sign charters of rights which would limit the Princes' ability for tyranny and establish a system of law according to which citizens would live and could be prosecuted under. Sometimes, the Princes would resist, refusing to abide by the will of the Arbitrators and asserting their power over the government, but this never went down well with the people, sparking rebellions, mutinies and sometimes even civil wars. With time, as the Sixth Age changed to the Seventh, the House of Rexiron finally accepted this change in order and began to find pride in reigning over a nation this free and lawful, as compared to the tyrannies across much of the world. The constitutional governance of Moyotaifa still allowed for plenty of input from the monarch, and even if the Prince of Moyotaifa could not be as tyrannical or as absolute as their counterparts elsewhere, he still wielded massive amounts of power thanks to the power of his nation, which prospered from this constitutional governance. The beginning of the Seventh Age is when the name "Nation with Many Crowns" first started to be used, alongside the official names of the Principality.

Moyotaifa was never fully integrated into the Etrusian Empire, only forced to swear fealty as a vassal state when the pressure from the North became too great, but the presence of this hegemon meant that its view of the world changed. Though it still claims the heritage of the Eldarian Empire to itself and this past composes the core of Moyotaifan national identity, the country began turning more and more towards the sea. Moyotaifa's relations with Etrusia was one not just or war, but also of trade, and through their contacts to the north, the Principality began to dominate trade across the Sea of Akhzar. Its merchants began establishing trading posts across the coasts of Eden, Avalon and Penglai - and Penglai was the one crucial to the prosperity of the Principality today. With each passing century, Moyotaifan shipwrights would build larger and larger vessels, equipped with not just magical, but also very ordinary star-navigating devices, to whom travel across the open sea was nothing to fear. These goliaths on the sea, galleons, would reach as far as western Avalon and eastern Penglai, establishing trade routes carrying the most exotic and lucrative goods across the southern seas - especially spices, wares, and slaves from Eastern ports, but spices in particular. The Seventh Age and Moyotaifa's new role as a trading state would bring immense change to the Principality as well. Its ports allow for an exchange and congregation of ideas, improved by its constitutional system, bringing forth long lost political concepts of old and crafting entirely new ones on how the world and society work. The magic revolution reached the Principality as well, granting the masses access to power once believed to be the privilege of the elite. Substitence farming is being replaced by massive cash crop plantations which use new technology and magic to improve their yields. Guild based production now has to fight against manufactures - companies which employ division of labor, new magical technology, and knowledge of economic processes to produce items in mass. Old retinues of knights and magi now compete with footmen armed with mass produced gunpowder weaponry, castles have little to do against cannons which blast holes in their walls from a distance. Moyotaifa is at the forefront of this impending revolution and it's not certain whether it is ready to endure all of this change at once.

Assuming power in the year 201 AW, Atieno VI is the current Prince of Moyotaifa, a young Elf kin with an innovative view towards the world - well educated in the classics of the old and having experience in diplomatic missions before assuming the throne, he is content with the Principality's Golden Liberties and believes that its "mixed system" between republicanism and absolutism is the future of statehood. This is a view he shares with his Great Arbitrator, Salene Kihadimu, a wealthy merchant from Uongozi who has funded dozens of explorative expeditions to the vast uncharted seas of the south and west, inspired by the tales of Jamba Keanjaho.

Population: ~2,500,000
Economics Explained:
Cities Explained:
Military: Throughout the past centuries, the Principality of Moyotaifa has modernized its military structure, doing away with the medieval concept of a levied vassal army and moving towards military professionalism. The core of the army is the Princely Regiment of the Eastern Crown, established 50 years before the Age of Wisdom as a permanent retinue of the Heartland of the Eastern Crown. Recruits for the Regiment are collected from the entire nation, but they are generally drawn from the capital city of Uongozi, which has to collect a minimum amount of recruits to replenish the Regiment by law. They are a permanent, standing army, their salaries paid from the treasury and their duties numerous, but most important being maintaining public order and joining the rest of the Army in war. At the moment, the Regiment is six thousand men in number, two thousand of them being musketeers, two thousand pikemen, and two thousand light cavalrymen. Along with them, they bring several batteries of artillery and their own supply system, and are renown across Eden for their professionalism.

The source for the bulk of the Moyotaifan force is two-fold. Historically, Moyotaifa has dedicated much of its riches to levying mercenaries, these soldiers of fortune brought from all across Eden and Avalon to serve in the ranks of the Army and thus bolster their numbers. As warfare is becoming more and more sophisticated and the battlefield requires soldiers who are proficient in handling firearms and understand modern tactics, such as pike and shot, mercenaries have become invaluable - although far from reliable, either. Already, some of the Arbitrators in the House of Arbitrators have begun to call for the need of a standing, national army, one which would be loyal not to money, as much of it Moyotaifa may have, but to their homes in the Principality. Their calls have been answered, in part, during the 2nd Century AW, with the formation of the Askari system. A word borrowed from the Edenian nations to the north, "Askari" simply means "soldier" in Moyotaifan language, although it has since become a word of reference to the Principality's form of semi-centralized, wartime conscription. Under the Askari system, all rural parishes in the Principality are required to maintain stockpiles of weapons, and at times of war, the chiefs of the parishes receive orders from the Great Arbitrator on how many soldiers they are required to gather for war on a monthly notice. Cities with Royal charter rights are exempt from Askari recruitment, but instead have to pay war taxation and their manufacturers are required to provide weaponry - though this means that not all of Moyotaifa can mobilize soldiers, it also ensures that the soldiers it does mobilize are well equipped, often with arquebuses and muskets. Moyotaifa is able to mobilize about 40 thousand Askari, almost all of them infantrymen.

However, the bulk of Moyotaifan military strength lies in its navy, not army. Moyotaifan naval capacity is composed of a standing navy, the fleets which the Principality is able to levy at times of war, private fleets operated by feudal vassals and merchants, and hired ships, generally privateers. Ever since the turn to the Age of Wisdom, the Principality of Moyotaifa has maintained a standing fleet of several dozen galleons and numerous smaller vessels, built by the naval shipyards of the principality and paid for from the royal treasury. Their task is to patrol trading routes and embark in anti-piracy expeditions across the Sea of Akhzar at peacetime, and to serve as the impenetrable wooden wall of the Principality at wartime. Transporting soldiers from one place to another for maneuver warfare, harassing enemy fleets, ensuring that no ports in Moyotaifa are blockaded and blockading the enemy ones, are just some of the means they use to support the small Moyotaifan army. The standing fleet is bolstered by merchant vessels pressed and levied by the Principality at wartime. Merchants and trade companies, instead of paying Askari taxation, can instead hand over their ships to the Principality's army for the duration of the war, and receive compensation if those ships end up destroyed during war. The largest and most powerful trading companies, wealthy city clans, and feudal vassals often sport their own fleets as well - smaller than the Principality navy, but considerable in their number regardless. At times of war, they are expected to join the royal navy and support their operations, although this is technically a matter of choice rather than conscription. Finally, the Principality does not hesitate to hire sailors and ships to bolster their forces. The Sea of Akhzar is home to many, many pirates and brigands guided by the enigma of gold, but as soon as they are given enough payment, they turn from pirates to privateers, useful at harassing the Principality's trade competitors without resorting to war.

Every once in a while, if the Prince and the Grand Arbitrator are in an explorative mood, they agree to lend one or a few of the Principality's finest ships for exploration missions across the hemisphere. With each passing expedition, Moyotaifa's view of the world is expanded somewhat. Making it over Avalon is no longer difficult, but what could possibly lie west of this westernmost land? By now, it is no longer a mystery that the world is a globe - it's easy to prove if one watches a ship sail away and sees its mast dip under the horizon last - so does this mean that one can reach Penglai by sailing West beyond Avalon? And what of the endless southern seas? To this day, the expeditions south have revealed little but a few dinky islands and an endless body of water, but there are those who suspect that an entire continent of endless riches could be hiding far beyond the equator...

RP EXAMPLE: Last nation RP I was in: app, post example
Questions:

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Tysklandia
Diplomat
 
Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Fri May 15, 2020 8:29 am

Aidannadia wrote: - snip -


Please change calvary to cavalry... It is painful. : /

The concept is valid and interesting. Could you be convinced to take a look at the following and add/edit it to your application?

-> A proper historical element, detailing around which time the cartel came to be and how they reached their current situation. A suggestion I could give is the origin of the cartel itself, how they dealt with the rise of Illyria and the domination of the Vampiric counts of Illyria over the bulk of the drow states?

-> Explaining the way and method as to how this criminal cartel-like organization exerts control over cities and regions

-> If certain types of men, like cavalry or cannons is relatively standard, it doesn't need to be listed separately.
Also to note, War has not yet progressed to primarily musket infantry. Gunpowder is expensive and the meta of the field battle is still the combination of the pike and shot.
Perhaps this can be replaced by more information about these raids your nation relies on for wealth and slaves? I would look at Ottoman and Knights Hospitaller actions in the 1500's in term of coastal raiding and efforts for inspiration.

-> Being clear about the limitations of the draconids is important, as flying units could/are a balance shifter.
A crude idea of how numerous they would be in armies, or a number of them that could be reasonable summoned to war (a crude estimate) would be nice to have. Maybe add in the ways in which these beasts could be fought in battle, so people have an idea on how they could stand a change against such creatures in war.

-> I suggest not stating in a definitive manner that you "only" have galley ships, as cogs, carracks or even galleons are ships with their specific uses and could serve as better merchant or war ships in various situations. D

Looking forward to these edits!

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Argonopolis
Bureaucrat
 
Posts: 51
Founded: Oct 06, 2019
Ex-Nation

Postby Argonopolis » Fri May 15, 2020 11:29 am

Tagging for interest

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Danceria
Postmaster-General
 
Posts: 10715
Founded: Aug 13, 2015
Ex-Nation

Postby Danceria » Fri May 15, 2020 12:41 pm

Holy moly taggeroni
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

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Tysklandia
Diplomat
 
Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Fri May 15, 2020 4:59 pm

Aidannadia wrote:
Nation Name: The Chekov Cartel
Racial Makeup: 80% Drow 2% Vampire 15% Huamn 3% Other
Leader: Mother Arachne, a strangely mutated Drow with extra eyes on her head, causing some to believe she is related to the great Spider.


Cultural Description: The Culture of the Cartel is based in the aggression and self-serving nature of the Drow; The Cartel feeds off this greed and malice, using fear and intimiadation to control the weak and less fortunate, while those that rise to the occasion through a mix of sabotage, entrepreneurship, and treachery use this system to enrich themselves and their offspring. Mother Arachne has created an unmatched system, where each Merchant family is given a piece of the pie of the Cartel, and thus their success is directly related to the success of the Cartel as an organization. Any treachery within the Cartel is met swiftly with retribution by the other families, that see this as a threat to their own profits and success.

The governing structure of the Cartel is largely Oligarchical, with families voicing their opinions and deciding on a course of action, including the appointment of regional governors to their holdings in Candaport, Andock, Midwaui, and the Western Holdings being divided among multiple regions. Governors are given a large degree of leeway into how they structure their regime, but the standard is to divide their territory into protectorates with regular payments, similar to a feudal structure but usually on a smaller scale.
Diplomatic Description: The Cartel sees violence as simply another means of negotiation, and is not above trying to force the hand of the less powerful, but in almost all cases, it avoids drawing the ire of those more qualified to deal with it. The Families largely avoid Human kingdoms, and their traders often try to cheat gullible human merchants or smuggle addictive substances into human markets to drive demand for their products.

Background: In the infancy of the Sixth Age, after the fall of the Drukhari Empire, many internal conflicts spread through the Drow city-states, with many resorting to what we would call in our society organized crime. Marauding bands of brutes would demand payment for protection in the weak willed city states of the Drukhari. They became a cultural staple and a constant source of trouble for those governments were struggling to maintain control of their populace. Crime became rampant, an accepted part of Drukhari culture, in pure spite of civilization. However, among these struggling crime families that vied for control, there existed one organization that began to dominate the crime landscape in Matushka. An efficient, innovative alliance of merchants, local warlords, and artisans began to arise, with strong dealing with many different organized crime groups. Those that would eventually be incorporated into the group would have their names eliminated from history, but one name remains for the organization that would come out on top: The Chekov Cartel, being the preeminent force of intimidation, smuggling, and corruption in Matushka. They dominated petty kings and undercut those that opposed their rule with powerful new substances to control the opinion of their populace.

But they did not adopt direct rule and step into the direct sunlight until the beginning of the Century of Blood. With the realization of Vampires, and their early conquests in the frigid subcontinent, the Cartel saw an opportunity. Their traders began immediately smuggling pacifying drugs into the Illyrian lands, and supported their conquest with their vast information network from every major port in the Drukhari lands. Many Drukhari abroad see them as traitors to their race, but those in the Cartel saw this as simple self-preservation. The Cartel would soon gain the support of the Illyrians as the rightful rulers of many Drow holdings in return for their loyalty, and the Cartel moved swiftly to conquer and secure their most profitable power centres, essentially founding the City of Canadport.

In these times of expansion, there were many internal power struggles that continue to this day, but none acted in such ruthlessness and efficiency as the current Head of the Cartel, Mother Arachne, with her all-seeing eyes. Many think that she holds some modicum of power over others, whether it be mind control or telepathy, but in reality, she is unmatched in her cunning and understanding of the Drukhari psyche, untouched by magic. She has spent her time as Head accumulating wealth and power, while enriching key allies that saw their success tied to hers at the expense of those that would oppose her.

Now, Mother Arachne stands to consolidate power on the Gulf and has ambitions to continue her ambition for power and malice going into the Seventh Age.

Population: 1.2 Million
Economics Explained: Fishing drives the economy in Chekov, with many islands serving as the main fishing docks for the Cartel. There are few agricultural products in the region, potatoes being among the only things that would grow in the often icy soil. Among the more profitable of products in the Cartel are the powerful drugs that they trade along the Gulf. Though some do have medicinal properties, many have severe side-effects and are highly addictive. They are used in many rituals along the coast.

Bloodlust- A powerful stimulant that increases aggression in humans and elves. It is said to give one man the power of two, and while it is popular in many fight rings in the Drow city-states, it has not seen much use in combat because of its propensity to cause Drow to be unable to distinguish between friend or foe, and thus break down the lines of combat. Side effects can include sweating, heavy breath, pulmonary stress, and dehydration. Highly addictive. Abusers are prone to overdose.

Dimbell-A potent depressant in humans and elves. It is used in trace amounts to control the populations of the vampire kingdoms, increasing suggestiveness and lowering aggression in a population when used moderately. Not addictive. Heavier doses can be used as anesthetic or as a makeshift truth serum. Side effects can include sleepiness, loss of appetite, and decreased sex drive. Overdoses are rare and it is not very addictive.

Athel-powerful hallucinogenic for humanoid races, affecting Dwarves the least because of their superior metabolism. Used in small amounts in many pagan Drow rituals to increase the religious experience. Not often exported to other countries. Overdoses are rare, but it is moderately addictive.


Cities Explained:

Canadport: A closely knit group of cities in the southeast of Matushka, Canadport is considered by many to be the capitol of the Cartel. Canadport is largely comprised of a consumers market, being among the most populous of the lands under the Cartel's control. While there is abject wealth here, with many of the families choosing to make residence here, there is also abject poverty. This region is responsible for most of the Cartel's drug production, given the lack of natural resources. It also has a vast network of largely unexplored Deep roads that reach into neighboring states and deeper into Inner Penglai. Not many dare to venture far into them however, for fear of the great beasts that lurk there. Only the occasional traveler or the odd settlement will make use of the deep roads.

Midwaui: A nickname given to an island at the center of the Cartel's holdings, Midwaui is an important rest stop for most traders heading to Canadport from the Western Holdings or from the norther outpost, and as such has a lively entertainment district. It is also home to a large fishing dock.

Western Holdings: The Western Holdings is a largely unorganized occupied zone to the West of the Chekov Gulf, sitting to the South of Illyria. It is rich in natural resources, including important metal and minerals that are shipped throughout the Cartel. The main trading hub is on the easterly river in the holdings, though there has been much movement recently to the North of the holdings, after rumors of good work and good pay for a large project the Cartel is undergoing.

Andock: Andock is a northly outpost of the Cartel, and one that was hard fought to control. During the rise of Illyria, this region was home to powerful military city state that controlled outlying Drow city-states through tribute. The cartel systematically dismantled their power structure, and turned the city states against their master, leaving the city in ruin. Recent effort to rebuild the region to act as a trading destination to the nearby Drow settlements have been largely unsuccessful.

Military:The Cartel lacks much military discipline, but makes up for it in the availability of troops. The Drow are a fierce people and are willing to take up arms... for the right price. With the obscene wealth accumulated by some in the Cartel, the military is largely made up of the have nots, looking for a way to socially advance in a harsh environment. Additionally, its naval power is largely focused on protecting and securing the trade routes along the Gulf, with the occasional raid on a smaller city-state for slaves and fish.

The navy is divided between a public and private fleet, with the public fleet being managed directly by the Cartel in name and cut from their profit margin, while largely being used to secure trade routes with neighboring city states, and the private fleet being under the direction of the various families that made up the Cartel’s power structure. The private fleet is comprised of shipping, trading, and fishing galleys that can be quickly repurposed for war.

Galleys are the standard ship of the Cartel Fleet, with the with speed and maneuverability being the main concern on the Chekov Gulf.

Army conscription is a rather informal process of setting quotas for families to meet in exchange for monetary benefits and recognition. Not reaching this goal can draw the ire of the other families, whom share the responsibility in the intertwined system of government; One family, by not meeting the quota, would be cheating the rest and thus be cheated in some other way. This competitive spirit drives the process to produce good numbers despite the informality of the military as a whole.

During times of levy, Cartel forces can appear to approach 15,000 on land, and 10,000 at sea with around 100 ships under their control, primarily comprised of galleys, in their control. This number could go up in dire circumstances, but it is unlikely the government could effectively maintain the economy for long in those circumstances. The Cartel's military alliance with Illyria supports the rather low numbers of potential troops, and the lack of a standing force. A small standing army of 5,000 on land, and 2,000 marines, some under public, some under private control, is used to raid outlying Drow city states or contribute to 'public works' which usually end up enriching one of the governing families.

A recent addition to the Drukhari military structure, the arquebus has yet to see combat and its effectiveness for the cost has been questioned given the cost to create such a force.


The Pikeman is a standard of the Drukhari military. With the low population and fielded manpower of the Cartel, formations and strategic considerations usually focus on those that cause the least casualties in the armed forces, favoring defensive positions and safer sieges against their enemies.


Draconids are large flying lizards with a wingspan of about thirty feet. They appear with the body of a pterosaur, with the head and neck of a placiosaurus, reaching up to twenty-five feet long. The creatures are hollow-boned, allowing them the gift of flight, but decreasing their durability against blunt attacks. Long ago, these creatures may have been more popular across the world, but after being seemingly hunted to the verge of extinction, it was not until the Drukhari took to them that they began to thrive once more. There is an understanding, however twisted and malicious in nature, between the Draconids and the Drukhari, bound in their shared sadism and aggression, and only the most bold dare to try to tame the beasts. They feed on just about anything they can find, sometimes known for eating their masters in tough winters, though their main diet includes fermented chum and sheep. While they make their home in the Chekov Gulf, they have been found to thrive in warmer climates, causing much of the raising of the beasts in the Cartel to happen on the Coasts of the Western Holdings. There is some use in the Northern Tundra of Penglai for these beasts among the Drukhari tribes, being used to herd and hunt large mammals and provide for their people.

Draconids make up a small percentage of the Cartel army, because of the large food requirements of raising one and the difficulty in finding willing flyers, but the main use is in 'wings' with mounted archers in order to open a second front on the enemy and outmaneuver the enemy ranks from above, relying on the unreliability of muskets to survive and put out damage on the enemy forces. There are multiple implementations for these troops but there are some standards. Usually, a Draconid carries 2 riders, a driver and an archer, with the driver managing the angles for the archer to aim with their bow. Draconid battalions will strafe along the flanks of an enemy formation, and make wide banking turns, allowing for a clear shot at their lines while maintaining speed for the archers. Another implementation of these forces is as scouts, as draconids can fly out of range of musket fire over vast swaths of land with a single flyer, giving the Drow the information advantage going into a fight. This scouting is also used in naval battles, with at least one Draconid rider being used on some military or high priority trading vessels as a spotter for incoming trouble. Additionally, the use of expensive black powder pipebombs and smokebombs being dropped into enemy formations to aid in survival and to increase the shock and awe factor has recently begun implementation into the Draconid Corps' tactics given the accuracy of such a strategy. Any unguarded, vulnerable squadron, artillery comes to mind, can be systematically cut off and dismantled with relative ease, while horses are often easily spooked by the creatures, creating a unique dynamic on the battlefield.

Though many civilizations haven't seen the dreaded Draconid since the times of Drukhari conquest, there were responses developed. In the far east, benders were implemented into anti-air squadrons, while recent testing around grape shot from cannons being used in the West, and other magical responses have been devised by some civilizations. Additionally, because of weight limits on draconid flyers, they can't mount independent expeditions from their central resupply hub for too long. Because of this reliance on resupplies, and given the low amount of ground troops at the disposal of the Cartel, it is a genuine strategy to rush the ground troops to cut off the Draconid resupply given that the Cartel relies on longer fights to win in the end. Only the most bold of flyers dare to risk the safety of their beast by landing and actually engaging in combat with enemy troops directly.


With the consolidation of the Gulf under Illyrian control, naval warfare is few and far between. Most naval combat is borrowed from the allied citystate of Asmodeus, as Cartel vessels often engage in a supportive role in the Asmodean piracy efforts in the West for a share of the profits. The drow ships are fast and light, with large cargo holds, relying on hooks and ropes and ladders to attach and infiltrate enemy merchant ships and take them over.


The Cartel Artillery is few and far between, given the relative lack of professional soldiers in the armed forces. Designs for cannons in the Cartel are largely borrowed from early Easterly designs, a leftover from the old Drow conquests, but this wing of the Drow army is in dire need of an upgrade. That being said, given the wealth of the Cartel and its considerations for safety and defensive positions, the cannon has seen much use in sieges against weaker city states.

RP EXAMPLE:https://forum.nationstates.net/viewtopic.php?f=31&t=472026#p36208988


Looks good to me. Accepted.

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

Postby The National Dominion of Hungary » Tue May 19, 2020 3:24 am

As I reached the character limit of the nation app, char apps come in a new post. These are the main point-of-view chars but others might appear every now and then.

Character Name: Valjean II of House Heinala-du-Hoc
Title: His most Choirist Majesty, the Royarch of Valmange, Grand Duke of Loncore, Grand Duke of Luthaine, several other smaller titles.
Species: Elf-Kin.
Gender: Male.
Age: 87.
Appearance:
Image

Personality: Valjean tries to be a true leader of his people. He was harshly raised by his father, which led them into conflict in early life. After his death, however, Batur learned to respect his father’s method of bringing him up. He is a diligent man who works quite hard. He fears disrespect from others, from his own people, and from those close to him, and he works day and night to counteract that. He is known to exhaust himself by doing so and this is probably among his greatest problems. Firm, uncompromising, chivalrous. He can be kind and show a sense of humor to those he likes, but at the same time can present a cold, very harsh exterior to those he doesn't. Valjean is a calculating individual who avoids making any rash decisions, supremely guided in his decisions by the "raison d'etre" of Valmange.

Biography: Born as the son and heir of Royarch Rainard II, Prince Valjean however saw a side of his father most people didn't. The Prince was raised in the Royal Palace as the heir of a great Kingdom. He was taught in the arts, in theology, in law, and in military matters by some of the best tutors that money could buy in Avalon. Being raised in the comforts of the Royal Palace, Valjean never really lacked anything. Exquisitely prepared food was aplenty, the company was pleasant and as a prince he was well-loved and well-liked. His education, however, was quite harsh. He was caned quite often for even the most minor offences, because his father believed that that was required to create a good ruler. He himself had been raised in a similar manner, and as such he raised his son.

This resulted in Valjean's general dislike for his father. He tried his best to give his father as hard a time as possible, out of revenge if nothing else. When young he vowed never to raise his own children in that way, and privately, he often proposed that he would rule Valmange not like his father had, despite the fact his father was hailed as a great ruler who pulled the country out of an age of ash to an age of, perhaps not gold, but silver. However, his education did bear fruit. Valjean became a proper swordsman, chivalric knight, good administrator and stern judge. He actually performed the duties of a Constable-du-Pays in a town near the capital, a combination of an administrator and a judge. As Constable-du-Pays the Prince was respected for his rulings, ever mindful of the law and Code of Chivalry which as often as not disadvantaged the state. His father, much to the dislike of Valjean, was actually gladdened by this, and did nothing to counteract his son’s judgement. That, even though the Royarch could veto all local court decisions if he so wished.

After his father's passing, Valjean took the throne as Royarch Valjean II of Valmange. His reign has largely been focused internally though he has never shied away from speaking of his ambitions of one day expanding the borders of the realm. His lord, councillors and knights have at many occasions attempted to convince him but as of yet to no avail, only calling the banners when forced to by commitment or to defend the land. Instead the Royarch has spent the majority of his reign traveling the land, holding court from his royal tent as he oversees construction projects, agricultural work and land clearance work. He holds royal tournaments four times a year, most saying it is done in order to ensure that all knights honed their skills and kept themselves ready for a righteous war of conquest or to defend the realm from invaders. In addition to all this, Valjean II revived the old custom of jousting between noble regiments of knights in a huge tournament marked out especially for the purpose and held every two years. He is guided in his decisions by the "Raison d'Etre" or national interest of Valmange, to the point of raising his own children like he was raised, to make sure his successor would be just, chivalrous and conscientious.

Abilities: An astute steward of the realm, he has spent the vast majority of his time on the throne exactly there, on it. Ruling the realm and traveling across it's length and breadth. Skilled archer, equestrian and swordsman.


RP History:


Character Name: Prince Etienne of House Heinala-du-Hoc
Title: Royal Prince. Baron of Lausannez.
Species: Elf-Kin.
Gender: Male.
Age: 65.
Appearance:
Image

Personality: The prince is often regarded as reliable, tireless and prudent. Seen as solid and steady by most of the Royal Family. Etienne is close to his older brother, having been his friend and close confidant since childhood. He adores his wife and both of his children, taking a great personal interest in each and every one of them and while his family is all the closer for it, his wife Cirianne thinks him a tad naive and too focused on personal matters. His idea of being a decent man has ever been close to his heart throughout his life, his guidance in a way. His does however have a strong sense of strategic thinking, a significant retinue, and large personal wealth, which has made him a man of significant standing.

Biography: Etienne was a confidant and companion for his elder brother, Valjean since childhood. Recognizing the competency of of the Crown Prince at an early age Etienne did his best to realize his brother's wishes, even though this would mean perpetually living in his shadow. In contrast, Etienne had stormy relations with his younger brother, Prince Laurent. He was raised strictly by his father Royarch Rainard II, but not as strictly as his older brother since Etienne was second in line to the throne and was thus allowed a bit more leeway. Shortly after assuming the throne his brother Valjean charged Etienne with the task of ridding the Serault of robber knights and bandit outlaws who had taken advantage of the weak rule of the local Gouverneur. The Royarch also had Etienne collect the outstanding debts owed to House Heinala-du-Hoc, and those who could not pay immediately had to surrender a family member as a hostage till the debt was settled. As Comte Jean-Jaques Courtemance was not able to pay at the time, he handed his daughter Cirianne into Prince Etienne's custody. Etienne would eventually fall in love with Cirianne and marry her with his brother's blessing.

Etienne is Valjean's closest confidant, sharing in all of his counsels. As a second son, Etienne held the title of Prince but was for a long time little more than household knight with a fancier title who served his older brother. Though this meant he held no lands of his own for a long time until his brother awarded him the Barony of Lausannez. Etienne did hold certain incomes from investing in a number of guilds in the capital and was frequently rewarded by Valjean for his good service despite his lack of status and he set aside chests of coin from this to make a good sized fortune. One that he uses to hold a personal retinue of 200 chevaliers with enough coin to spare for enough mercenaries to double that number.

Abilities: A strategist with a nose for intrigue, doesn't like using it but still does at the behest of his brother to help him play the game of politics. Capable administrator.


RP History:
Last edited by The National Dominion of Hungary on Tue May 19, 2020 3:26 am, edited 1 time in total.

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


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

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Kantani Civilisation
Secretary
 
Posts: 29
Founded: May 08, 2020
Ex-Nation

Postby Kantani Civilisation » Tue May 19, 2020 7:24 am

Image

Nation Name: The Iladóliel Protectorate
Racial Makeup: 80% Elven, 13% Human, 5% Elf-Kin, 2% other
Leader: Lord Protector Sumennar Seménarisen, Lord of Idánn, Master of Tides


Image
Cultural Description:
A union of what some would call a thousand separate city-scale cultures, the Iladóliel have always been described as "united by common governance, divided by uncommon culture". That is to say, even before the rise of the Protectorate and the various Lords Protector, the Iladóliel have seen great sense in unity and cooperation despite often not seeing eye-to-eye. The Iladóliel would very happily tell you about how they are the greatest group of people (or more precisely, elves) to grace Tellus - perhaps not as "pure" of spirit and custom as other forms, but every bit as prosperous, and some would extol in booming rhetoric about the benefits that they enjoy, regardless of whether the listener actually wants to hear or not. Perhaps the major uniting factor for the Iladóliel is that they have each found their own way of living, a way which has brought each of the cities of the protectorate a degree of prosperity, and so that stubbornness drives them to exclude even the possibility of "another way". Another uniting concept between them is their seeming acceptance and egalitarianism. While other cultures are looked down upon as inferior, those who attempt to join into the Iladóliel way of life are accepted. Women, while not permitted to hold official political or military office, do possess great sway in the Iladóliel lands, often being among the wealthiest landowners and most prosperous traders. Sexualities other than the heterosexual norm are also accepted to a high degree in most parts. The variety of cultures in the Iladóliel lands can make broad generalizations across the whole nation somewhat difficult, but for descriptive brevity, and in the most general of terms, the Iladóliel can be divided into two distinct culture groups - the Sésavairi and the Euvetáran.

The Sésavairi are perhaps the most stereotypically understood group of the Iladóliel. 'Sésavairi' as a term refers to the coastal region of the Vár-Merenai, the central bay of the Protectorate, and was a political descriptor long before it was a cultural one. The Sésavairi are known seafarers, building great ships with craftsmanship that only they possess. Their culture is one which values materialism and rationality. Most of the great inventors, logicians and traders of the Iladóliel are derived from this loose grouping of city units. Most notably, the Sésavairi are also fairly brutal, both to their own and to others - their fierce emphasis on cold rationality allows them to justify losses, often major, if they serve the interests of a greater cause. Their culture group is the very definition of utilitarian. However, the emphasis on materialism also makes them shrewd businessmen and traders, and the Sésavairi maintain these trade networks up and down the coast. This trade and business focus makes them rich and powerful, and they flaunt their wealth as often as they can, wearing flowing robes and shining jewelry, rings pierced through their ears, dyes applied to their faces and hair voluntarily bleached white. It is perhaps ironic then, for one knowing this about the Sésavairi, to discover that they have not always been the wealthy elven lordlings that they currently are seen as. In fact, for much of their history, they constituted a lower class of elves even than those from which the Euvetáran are derived, used only as long-lived and naturally seafaring trade ship crews. However, it is less surprising when one takes a look at their cultural heritage through a more critical light. For example, their emphasis on materialism comes from the archaic idea that, for the proto-Sésavairi, a job was not over until they received their pay, not simply promise thereof. Their rationality comes from the often months of lonesome debate that proto-Sésavairi would engage in while crewing a ship. Their utilitarianism comes from the idea that, if it was not overly detrimental to the majority, some losses were justifiable. Even simpler things, such as the white bleaching of hair and the dying of faces, comes from their time on ships, where the sun, over time, would redden their faces, and the transport of some materials would cause the hair to turn white. It is just over time that this has become a signifier of wealth, and a deliberate style among the upper classes, rather than a natural byproduct of belonging to the lower classes.

On the other hand, the Euvetáran constitute a very different subgroup of the Iladóliel. Like with Sésavairi, 'Euvetáran' comes from a political phrase rather than a cultural one, signifying the innermost cities of the Protectorate, those far from the seas. There is an old saying among Iladóliel diplomats; "If an Euvetáran arrives at your court, you are both blessed and cursed". This somewhat mocking phrase is actually accepted wholesale by the Euvetáran, who often reply with a hearty laugh and cries of "Truth!" Euvetáran are far more impassioned, far more emotional and far more artistic than their Sésavairi counterparts, though this passion also gives them a reputation as the more fierce of the two, as opposed to the brutality of the Sésavairi, for while the Sésavairi would wipe out a navy for a tactical advantage, the Euvetáran may well wipe out a navy due to becoming worked up into such an action, through emotion. The Euvetáran show emotion much more readily than most, with men being known to wave their arms around and even cry while speaking. It is perhaps this emotional openness that has delivered some of the greatest artworks in the world from their lands. Euvetáran men tend to dress rather plainly, with a belief not necessarily in asceticism, but more in the value of one's heart and valour being placed above one's material wealth. However, this also translates into a deeply honour-based culture. It is not uncommon to see threats of vengeance for an action spilling into multiple pages of condensed writing, or to hear a rhetorically abundant speech full of hyperbole and emotion over a simple issue. The emotional depth is fantastic for developing individuals who would go to war to prove their honour, but is terrible for business. As such, the Euvetáran rely greatly upon the material wealth of the Sésavairi, and in return, they provide willing soldiers and artisans, as well as perhaps some of the most emotionally colorful cultures in the Tellus.

These two-way distinctions are valid in some cases, though in many others, they are rendered invalid. For example, some city-cultures along the coast have inherited the very Euvetáran style of rhetoric and speech, and some inland elves have a far greater emphasis on debate, derived from the Sésavairi, rather than artistry. Moreover, some of the cultures don't neatly fall into either group. Perhaps the most interesting of the cultures includes the highly insular Dórdari culture. Dórdari people are perhaps the polar opposites of the Euvetáran in demeanour, and the polar opposites of the Sésavairi in terms of dress. Every man in the city and its culture wears simple black clothing, every woman a simple grey dress. They wear no jewelry, and rarely speak, though when they do, it is without fail a monotonous drawl, with strange intonation. The Dórdari residents seem to respect outsiders if they do not pry too much, but they can become agitated if an outsider continues to pry despite warnings. Another culture within the Protectorate is that of the island of Ínn-Lasgail, a human-majority island off the coast of the Protectorate mainland. Ínn-Lasgail became a colony of the Sésavairi in very recent history, and while the upper classes are largely comprised of various elven groups, often with small innovations from the humans, the lower and lower-middle classes are comprised entirely of humans.

Political Description:
On paper, therefore, it might be easy to assume that the differences between cultures render the Iladóliel Protectorate a highly confederal grouping of city states, with little uniting them other than a common interest in safety. This, however, is untrue. The Iladóliel are indeed grouped into city states, with each one being the base level of governance for the Protectorate. However, paradoxically, the Protectorate is highly centralised, with the reigns of power belonging to one group above all others - the Lords of the City of Idánn. Now, Idánn operates as a two-level republic within the Protectorate. It has its own city government, the Ris-Idánn, with limited powers, but it is this city government that decides who next becomes Lord of Idánn, and thus, in a sense, Protector of the Iladóliel. Above that lies the Senate, or Ris-Desílai, the government throughout the entire nation consisting of Lords of each city, itself headed by the Protector. As such, the Ris-Idánn essentially chooses whoever holds the reigns of power within the Protectorate, while the national Ris-Desílai assists in operating the entire Protectorate, with power from the Lord Protector being largely absolute. So what retains this seemingly fragile balance of power? What stops the Ris-Idánn from demanding more power from the Protector, or the Ris-Desílai from usurping the choice of its leader from the city? The answer to this is somewhat simple, while also being less than optimal. It doesn't. Or rather, due to a lack of checks and balances, the Ris-Idánn has essentially become absorbed into the Ris-Desílai as a constituent part of it. Many senators, even ones from different cities, have managed to buy their way onto the Ris-Idánn. So the powers that are given as part of the Ris-Idánn (other than choosing the Lord of Idánn) are minimal, but the powers given by the Ris-Desílai are far more substantial, so those who double-dip, so to speak, are among the most powerful men in the Protectorate. The Lord Protector, on the other hand, acts as military leader, head of what might be described as a "police force", and head of state. The Lord Protector's power is absolute in theory, though the Ris-Desílai have significant power to impose their wishes upon the individual if they gain the support of most of the council. City governments largely only choose a representative to represent them in the Ris-Desílai and report to the Ris-Desílai and Lord Protector as to where funding should go to.

Diplomatic Description:
The Iladóliel Protectorate is generally a fairly peaceful state, preferring trade and diplomacy over the sword. Aside from the odd impassioned argument, Iladóliel can generally be counted upon to keep their cool in most situations. They are patient and deem fighting as a last resort. The Iladóliel maintain a trade presence up and down the coast from them. They do, however, take issue with those who would challenge their claim to be masters of the seas. They maintain the diplomatic policy that they will come to you, rather than you to them, as they are cultural supremacists who take great joy in exporting their culture. The Protectorate maintains relations with the Illyrian Empire, notably one of only a few states to openly do so, and has a friendly if sometimes competitive trading relationship with its neighbour, Tir Ildathach.

The Protectorate's relationship with the Choir is mixed. On the one hand, the Protectorate establishment recognises the diplomatic value of positive relations with the Choir as a necessary part of maintaining relations with other Choir-affiliated powers. On the other hand, a large proportion of the Protectorate's population are highly anti-clerical, believing in a separation from the Choir to as much of an extent as possible. As such, the nation strikes a balance between the two points of view. The Church does own lands, which they are able to levy taxes from, but those lands are exclusively within the Choir-districts of cities. There is a large temple complex in the city of Teudharóst, and a slightly smaller complex within Idánn, though these are the two main complexes. Beyond that, the Church has a present but not entirely notable presence within the Protectorate. However, this is different to the situation on Ínn-Lasgail, where the Church holds a large number of lands, levied from human populations. This is largely due to the pagan religion of the humans there, and the need to have them converted. But beyond that, the Church has minimal authority - low enough that the Choir does not have too much power, but high enough for the Choir not to believe the Protectorate to be heretics.

Background:
The cultures and lands which would later comprise the Iladóliel Protectorate were, until the beginning of the Fifth Age, simple Elven settlements that arose after the Elven separation from the Eldar. Largely considered a culture and dialect continuum stretching throughout the entire region (and further than they extend during the Seventh Age), the elves lived at relative peace. The tribes towards the coast were known to have pioneered canoe technology in the region, and spent vast amounts of time on the seas and rivers, becoming naturally adept in the arts of fishing and sailing. The groups further inland were known to be quite valiant warriors, adept at bowmanship and hand-to-hand fighting. This was the manner in which the land existed for much of pre-recorded history. According to popular oral accounts, later transliterated, the elven groups fought valiantly against the beings from the abyss, including a great many mythical sea-beasts that the Iladóliel insist were driven from the coasts to haunt and hunt in the deep sea, thanks almost solely to the combined efforts of the Elves there. The Elves of the region saw very little influence from humans throughout the entire Fourth Age, though there is evidence that they may have traded at some points.

In the early Fifth Age, the land was contacted by the First Eldarian Empire. Notably, the land was not initially conquered, merely scouted by various Eldar troops, captains and other individuals, with the Elves of the region leaving them be. Early Eldarian sources tell of three groups within the land - sea-dwelling fishermen, lake- and swamp-dwelling tribesmen, and forest-dwelling hunter-gatherers, named, by the Eldarians, the Indar, Kaltar and Mounnar respectively, though it is unlikely that the cultures were indeed this united at this period. What is more likely is that these names belonged to small tribes identified within the populations, and the Eldar simply applied them liberally as they saw fit. Notably, the Eldar did not see any of these groups as a threat to them, merely as Elven tribes living in a region which was being scouted to eventually join the Empire. However, the continual scouting and military movement was seen as ever more intrusive over time. While the prelude to this incident is not exactly known, it is known that the Eldar captain Talkhon led a small force into the lands, and a coalition of the elves living in the area ambushed them, with very few survivors, Talkhon not being one of them. In retaliation, the Eldarian Empire sent a massive army to conquer the land. The dissidents who had killed Talkhon were themselves put to the sword in a cruel and violent manner.

The Eldar would see the land as fairly valuable. They created various trade outposts in the area, seeing it as a potential base for northern trade, what with the sheltered bay and clear room for expansion. Most of the trade posts would not become large or notable, but a few would burgeon into the major cities seen to this day. Those included the great city of Idánn, gifted with thick stone walls. The greatest change, however, was the reorganisation of the Elves within the land. Notably, the further inland elves became servants to various minor lords, and as cities were built around the lakes and rivers of the area, they began to adopt the high-strung customs of the Eldar. The elves towards the sea, however, were not so fortunate, instead often being used as slave labour aboard trade ships. The Eldarian Empire would not last very long in the grand scheme of things, and upon its breakup, the entire region would be owned and operated by the local Lord of Idánn, with an Eldar upper class, maintaining the social status of the former Eldarian Empire while they were at it.

The region would soon be conquered by the Etrusian Empire. Notably a human-organised state with Eldarian culture, much of the class-structure that existed within the lands changed little, with the Elves below a ruling class of Eldarian culture. The status of a trading region was also maintained, with the Etrusian Empire seeing the value in retaining the land for said trade use, and not messing up the order of things imposed by the Eldarian Empire. The humans continued to build a great many cities in the lands, advancing the region beyond the levels seen by its indigenous elven people. Though as the region advanced, the desire that the locals had to govern themselves also advanced. Sometime before the end of the fifth era, the Etrusian Empire began a state of decline. It did not take much, therefore, for the local Elves to declare their independence from the Empire, and to begin to rule themselves as independent city-states.

Notably, these city-states had little in the way of governing power. Their legislatures, a weak variant of their former Imperial rule, caused them to suffer many defeats at the hands of outsiders. As such, it became obvious that a central leadership was needed. In the mid-Sixth Age, within the still-massive city of Idánn, the head of the city, Iladól Ílsarisen, had managed to field a massive army, one which would make quick work of most other city states if he meant for it to. Idánn lay by the sea, and Iladól was a pragmatic man, realising that if his forces lost too many men, the results for the rest of the city would be awful, possibly even resulting in the destruction of the city. As such, he forged crafty alliances with many of the nearby city-states in order to make major gains as he saw fit. Often, he would make an alliance only to abandon it soon after, taking over that city and installing himself as its leader. Once he had taken a majority of the states around the region, he crafted the First Declaration of Protection, creating a disunited state under him as Lord Protector, more akin to a trade league and defensive alliance.

After Iladól died, it became clear that the alliance could not stand. The Protectorate was weak and ineffectual, and disunited from the start. The second Lord Protector, Tisuánad Tásanisen, faced a great many issues with vassals and other rulers encroaching on the alliance's land, but Tisuánad was too ineffectual himself to bring about any real change. A major civil war took place between the members of the alliance - those who opposed Tisuánad and wished to free themselves from the alliance that was enforced upon them, and those who wished to keep the realm unified. Eventually, the commander of Tisuánad's army, Sávoais Sabéisen, caused a coup d'etat inside of Tisuánad's faction itself. A charismatic man and a good military leader, he led the unification forces to victory. He then created and drafted the Second Declaration of Protection, further unifying the state under the Lord Protector, and centralised the state further towards the city of Idánn and in the powers of her Lord.

It was around the turn of the age that the elves of the Protectorate, under the command of Diúgal Decésisen took over the island of Lasekey, otherwise known to the Elves as Ínn-Lasgail. The Century of Blood saw the nearby Illyrian Empire rise as a threat to many of the humans around the Iladóliel lands, with a less significant (yet still not nil) focus paid to the elven states. As such, the Protectorate spun the taking of Ínn-Lasgail as a humanitarian expedition aiming to keep the nearby humans safe. However, in reality, the taking of the isle was nothing if not based on opportunism, and even if the Empire were as violent and vicious as some claimed, it is a point of contention as to whether life under its control would have been worse than becoming subjugated by the Protectorate. Another point that disproves the familiar narrative of Elven altruism is that the large (yet less tactically relevant) human lands to the Protectorate's east remained clear of Iladóliel influence for the entire sixth age. The Iladóliel were on the forefront of relations with the Illyrian Empire, though for how far these "relations" were true relations or actually referred to a wide-scale, coordinated attempt with other powers to contain the threat of the rising Empire, the Iladóliel refuse to divulge. What is known, however, is that in recent decades, the Iladóliel Protectorate have been one of the very few powers to maintain trade relations with the Empire. They know the suspicion this draws from many other states, however they justify it with the same Sésavairi opportunism, materialism and utilitarianism that governs so much of Iladóliel foreign policy.

The protectorate now exists under the aging hand of Lord Protector Sumennar Seménarisen, an elf aged just over 300 years. He is beginning to show the signs of mental fogging. Some within the Protectorate, also, see his late stage of life as just cause to have him assassinated or have him step down peacefully. However, some may see greater effect in keeping an elderly Elf alive, so as to expand their own influences. This division between recommended courses of action could lead to great disturbance within the Protectorate, as various factions vying for control may come to blows. The Protectorate also may not be able to retain its neutral influence in light of growing empires or technologies either. This era promises to be tumultuous for the Protectorate and its people.
Population: ~3,726,000
Economics Explained: Most of the Iladóliel income comes from trade up and down the coast, and in recent times, the Protectorate has come into the trade of some valuable and rare commodities from the East. Their history up until recent decades has always seen them trading materials down the coast more than up, trading goods such as pelts, honey, wood and stone for more exotic goods. Additionally, the Protectorate is the one source of a dye called "Vár-Adóriul", or "sea-platinum", an extremely light blue that is considered the pinnacle of (Sésavairi particularly) noble colours.
Imports: Metals, grains, spices, dyes, wine, luxury goods.
Exports: Pelts, honey, wood, stone, ships, naval supplies, fish, salt vár-adóriul (as gifts).
Cities Explained:
  • Idánn - The largest city in the Protectorate, with a population pushing 28,000. Massive thick walls built in the Eldar style, the city has been home to a massive dock, military installation and government houses since the days of the First Eldarian Empire. Most of the buildings, therefore, are ancient, with the city being known as "the shining gem of Vár-Merenai". The city has a number of districts, including a trading district, an artistic district (where debates and performances are regular), an upper class residential district, where the brickwork is covered with quartz, a temple district and a rich 'governing district', home to the Lord Protector's palace, the Senate and the City Council.
  • Teudharóst - The central city of the inland portion of the Protectorate, Teudharóst boasts a population of 14,000 people. It is a far more modern city than Idánn, with its prosperity largely coming about due to the river on which it lies, and the internal travel it facilitates. It is considered the 'spiritual heartland' of the Euvetáran culture continuum, and as such its people are more flamboyant than its architecture, which pales drastically in comparison to the cities of the coast. It was founded as the city of Tuturath during the Etrusian Empire's rule of the local area.
  • Méilacoth - Another fairly large city, this one possessing a population of 12,000 or thereabout. Another coastal city, it lies at the end of the Váenn-Vésador, the northern peninsula of the Protectorate, as the closest point to the nearby island of Ínn-Lasgail. This city is the only major city to have risen to prominence after the rise of the Protectorate (it was founded beforehand, but really rose above the others later on). Its meteoric rise was due to the influx of colonists to Ínn-Lasgail, and the ferrying of troops and goods through this port made it crucial. Additionally, it is a major port of call for northward-travelling ships of trade.
  • Séinn-Dárasiur - Possibly foremost of the minor cities of the Protectorate, this coastal city lies to the south of the Protectorate's lands, on the isthmus of Ue-Nesénn, offering a major military outpost and naval port. It is heavily defended against attack from the west or from the sea and lake to its south, while its east is less protected other than a ring of watchtowers to warn the city of impending attack. If Idánn is the civic heart of the nation, then Séinn-Dárasiur is its military heart.
  • Tal-Ídervar - The largest city on the island of Ínn-Lasgail, it has a population of 7,500 fairly evenly divided between humans and elves. It is perhaps the newest overall city on this list, being founded sometime in the 6th Age.
  • Gíenvall - A fairly modest harbour city on the coast, with a population of around 5,000. The palace and gardens are well-kept, a relic from the days when Císcauva Calannór organised the gardening staff.
  • Dórdar - The city of Dórdar, often called the "black city" due to its black mud and stone houses and walls, and the fact that its residents almost universally wear monochromatic colours, is a curious case of a city. Little is known about it by outsiders, with even other Elves being considered outsiders of a sort. There is a large obsidian tower in the centre of the city, and its design appears to be elven, though there are no records of its being built, or of a time before or after its construction. All of its residents are seemingly ascetic, only joining relationships for procreative purposes, and they remain the only city not to have any representation in the Senate. Its population is estimated at 3,000.
  • Vútadie - The city of Vútadie is fairly small, surrounded by flatlands and farms. The elves that live there, however, are highly proud of their heritage and renowned for their fighting capabilities. The Vútadie Guards are the official guard unit of the Lord Protector, and anyone from Vútadie who joins the army is automatically put forward for membership in this elite unit.
Military:
The military strategy of the Iladóliel Protectorate relies largely on one of two things - its expert shipbuilding and operating skills, and its powerful heavy infantry. In many circumstances, the Protectorate will employ both of these to great effect alongside each other. The military of the Protectorate is a professional force with additional levy troops to supplement the forces as and when they are needed.

  • Total professional troops: 50,000
    • Of those military sailors: 20,000
    • Of those marines: 10,000
    • Of those professional infantry troops: 20,000
  • Available from levies: 150,000
Militant Navy of the Iladóliel Protectorate // Séinncas-Díuvasiuri e Te-Iladóliel Civésies
The Militant Navy is the professional military force of the Iladóliel Protectorate that deals with the protection of shipping routes, the fighting of piracy and the spreading of power across the seas. The Protectorate as a whole is known for producing very unique ship designs, and as such has used their prowess to great effect in creating a diverse navy. Within the navy are the following forms of ships:
  • Díu-Namáinn - akin to the Korean turtle ships. The Séinncas-Díuvasiuri maintains 50 of these slow but hard-hitting ships, taking up 4,000 of their sailors. They are decked out with various pieces of weaponry, not least innovative gunpowder weaponry.
  • Díu-Tórvaus - akin to late galleys, the Séinncas-Díuvasiuri usually use these for one of two reasons: scouting the coastlines of the nearby region or acting as a defensive ship type for fighting within the Vár-Merenai, the large bay that the Protectorate controls. There are 20 light galleys maintained within the Protectorate's navy, taking up around 4,000 of their sailors, and 5 heavy galleys (including "Iladólliad", the flagship of the fleet), more akin to triremes, good for ramming and for heavier warfare, taking up around 4,000 sailors between them.
  • Díu-Vasínn - akin to a carrack, the Díu-Vasínn is a fairly decently sized ship, but one which can hold its own in battle and out on the waters. Holding an individual complement of anywhere up to 200 men, the entire complement of 25 Díu-Vasínn within the navy could take a complement of around 5,000 sailors, but they regularly require less.
  • Díu-Morcán - most comparable to a form of early brig, these ships are a good balance for the Protectorate between speed, crew complements and value. With two square sails, the Díu-Morcán is light but also armed decently enough that they can fend for themselves. With a complement of 30 sailors per ship, and 80 ships of this type in the navy, it takes up a total of 2,400 sailors to crew them all.
Marines of the Iladóliel Protectorate // Séinncas-Dívis e Te-Iladóliel Civésies
The professional marines of the Protectorate are an organised group of soldiers for use in both ship-to-ship and ship-to-land combat. The technology which comprises these marines is quite simplistic - they tend to be less armoured than the Séinndívis, and depending on the type of ship, may be in possession of billhooks, muskets or both. They are usually fairly well-trained, though would be no match for the Séinndívis even in equivalent numbers. However, in their element of ship combat, they can be highly efficient.

Army of the Iladóliel Protectorate // Séinndívis e Te-Iladóliel Civésies
The professional Séinndívis of the Protectorate is a highly organised army comprising largely heavy troops who are paid by the state and trained regularly to ensure that they are the "sharp sword of the Protectorate" on land, so to speak. The army has been undergoing somewhat of a modernisation in recent times, though yet maintains a number of heavy infantry "shock troops" to deal the same killing blows to an army that they had been doing prior. Notably, there is very little in the way of cavalry within the army, with what does exist largely being professional heavy cavalry inherited from knightly organisations. The only other cavalry in the army as a whole is a small levy force of human cavalrymen.



Vútadie Guards
Type: Heavy infantry equipped only with glaives.
Characteristics: Armoured in heavy armour, comprised entirely of Euvetáran elves from the city of Vútadie.
Highly disciplined, a morale boost to all troops if they are on the field, expensive, taking a long time to train.

The Vútadie Guards are a highly efficient fighting force used to protect the Lord Protector while he is on the field of battle. 'Vútadie' refers to the city of Vútadie which, according to historical accounts, sent 100 troops to protect Sávoais Sabéisen during a battle in his campaign to keep the Protectorate united, and so, as a reward, Sávoais dictated that any recruits to the army from Vútadie would be put forward to join this elite guard unit. They dress in Vár-Adóriul, "sea platinum", the colour of the highest nobility in the Protectorate.

The ranks afforded to the Vútadie Guards are as follows:

Vútadie-Geutón/Captain: 1 for the entire regiment
Vútadie-Vólindau/Quartermaster: 5 for the entire regiment
Vútadie-Édestan/Standard Bearer: 1 for the entire regiment
Vútadie-Cáunmos/Sergeant: At least 15 for the regiment
Vútadie-Séusar/Regular: Remainder of regiment



Protectorate Knights
Type: Heavy cavalry equipped with swords and shields.
Characteristics: Armoured in heavy armour, comprised of elves of any culture.
Expensive, a morale boost to all troops if they are on the field, taking a long time to train.

Protectorate Knights are the remnants of former knightly orders within the Protectorate, now changed to being professional cavalrymen. They are few and far between at the best of times, with an estimate of there only being around 500 knights within the entire Protectorate. They can be used to great effect on the field of battle however. Their capes, mostly dyed Vár-Adóriul, "sea platinum", the colour of the highest nobility in the Protectorate, seem to shine in the wind as they ride, inspiring pride in all allies who see them.

The ranks afforded to the Protectorate Knights are as follows:

Caól-Ilesór/Grand Knight: 1 overall
Caól-Cordúar/Knight-Commander: 1 for every regiment, meaning a total of 10
Scéir-Vólindau/Squire-Quartermaster: 2 for every regiment, meaning a total of 20. Though their rank does not include the term 'knight', they are counted as both knights and above most other knights in the army.
Caól-Édestan/Knight-Standard-Bearer: 1 for every regiment, meaning a total of 10.
Caól-Láucenrai/Knight-Musician: 2 for every regiment, meaning a total of 20.
Caól-Cáunmos/Knight-Sergeant: 5 for every regiment, meaning a total of 50.
Caól/Knight: Remainder of force.



Protectorate Shock Infantry
Type: Heavy infantry equipped with glaives, muskets and pavaises.
Characteristics: Armoured in heavy munitions armour, comprised of Euvetáran elves more often than not.
Highly disciplined, expensive, taking a long time to train.

The Protectorate Shock Infantry (or just Shock Infantry) are heavy infantrymen often used to great effect against thinning enemy lines to finally break morale. They are far more specialised than Square Infantry: while Square Infantry are supposed to be deployed anywhere on the battlefield to equal effect, Shock Infantry have much more use in specific circumstances. They are supposed to be most effective as melée infantry first and foremost, charging enemy lines to deal damage at the end of the battle. However, they can generally also be deployed to limited effect as pavaise-protected line infantry, especially when the regiment has a higher ground advantage. The training for Shock Infantry is focused on glaive use foremost, with musketry being a secondary aim, though these troops also take a good deal of time to recruit and train.

The ranks afforded to Shock Infantry are as follows:

Staff:
Néivis-Ví/Colonel
Néivis/Lieutenant Colonel
Ilesór/Major
Vólindau-Ilesór/Quartermaster
Láucenrai-Ilesór/Musician Captain

Company:
Geutón/Captain: 1 per regiment
Cordúar/Commander: 1 per regiment
Vólindau/Quartermaster
Édestan/Standard-Bearer
Cáunmos/Sergeant
Láucenrai/Musician
Séusar/Regular: Remainder of regiment.



Protectorate Square Infantry
Type: Regiments of musketeers and pikemen, usually forming squares. Most similar to Spanish tercios.
Characteristics: Usually armoured in munitions armour, comprised of elves of any culture.
Highly disciplined, can take a long time to train.

The Protectorate Square Infantry (shortened to Square Infantry) are infantry formations comprising pikes and muskets, which now form a large percentage of the Protectorate's professional army. Usually wearing striking colours of gold and deep blue, the Square Infantry are effective against cavalry and infantry, and particularly key to a number of land-based Protectorate victories. The Protectorate maintains a form of veterancy throughout the entire Square Infantry system by ensuring that veterans are promoted to higher ranks (yet remaining soldiers rather than officers) and are spread evenly throughout the units and regiments in order to ensure that they are teaching less experienced soldiers the ropes. The most elite regiments of Protectorate Square Infantrymen are expected to learn to moderate proficiency the use of both pike and musket, only specialising later on, so that they can easily change between the two as needed. This form of training means that new Square Infantry regiments take a while to recruit, but it is most definitely worth it, as Square Infantry constitutes a major part of the professional soldiering system within the Protectorate. Each regiment of Square Infantry has its own regimental colours and insignia, and often shout sergeant-led war cries while on the field of battle alongside regular unit orders, increasing unit cohesion.

The ranks afforded to Square Infantry are as follows:

Staff:
Néivis-Ví/Colonel
Néivis/Lieutenant Colonel
Ilesór/Major
Vólindau-Ilesór/Quartermaster
Láucenrai-Ilesór/Musician Captain

Company:
Geutón/Captain: 1 per regiment
Cordúar/Commander: 1 per regiment
Vólindau/Quartermaster
Édestan/Standard-Bearer
Cáunmos/Sergeant
Láucenrai/Musician
Távarisé/Pikeman: Joint-remainder of regiment.
Nolóran/Musketeers: Joint-remainder of regiment.



Protectorate Artillery
Type: Artillery divisions, usually with 3-4 cannons apiece, pulled by horses.
Characteristics: Usually the least armoured of the professional Protectorate Infantry
Highly disciplined, expensive.

The Protectorate Artillery are early artillery regiments used in the professional Protectorate Army. They are used to great effect within the military against long lines of enemy troops and far-off entrenchments of enemies. Though inaccurate, as with most contemporary artillery, they offer key advantages on the field of battle if deployed well.

The ranks afforded to Artillerymen are as follows:

Staff:
Caúnad-Néivis-Ví/Artillery-Colonel
Caúnad-Néivis/Artillery-Lieutenant Colonel
Caúnad-Ilesór/Artillery-Major
Caúnad-Vólindau-Ilesór/Artillery-Quartermaster
Caúnad-Láucenrai-Ilesór/Artillery-Musician Captain

Company:
Caúnad-Cordúar/Artillery-Commander: 1 per regiment
Caúnad-Vólindau/Artillery-Quartermaster
Caúnad-Séusar/Artilleryman: Remainder of regiment.

RP EXAMPLE:
Císcauva Calannór stood on the pier of the city of Gíenvall. This was a place that she often went to in order to think, to contemplate her life thus far. It was peaceful, save for the shorebirds and occasional person come walking, and the ships out to sea painted small, wonderful silhouettes in the red-grey sky of dusk. How many of those ships did she own, she wondered. Certainly some of them. Maybe most of them. And those which she didn't own, she had let exist, at any rate. No ship travel passed through Gíenvall without her knowing. Actually, no ship travel passed through the Protectorate without her knowing. She wondered if the Lord Protector ever felt so powerful, to know everything going on in a portion of his lands. The portion that made the most difference to whether the protectorate lived or died, no less.

The Lord Protector. Císcauva Calannór had groomed him up for leadership largely without him knowing. He was an old elf anyway, no match for the keen intellect of Císcauva, and thus easy to control. But old elves don't always stay useful. After they reach their third century of age, their bodies become frail, their eyes become dim, and their minds are clouded by the Great Fog. Císcauva grimaced. She certainly knew that she was more capable at her height than the Lord Protector was. Maybe the Great Fog would be kind to her, spare her from its ensnaring. It sometimes helped to hold onto that vain hope. Císcauva knew it was not the case. She felt around for the knife she kept by her side. Good. Still there. She always kept it close. Just in case.

The familiar form of a flamboyantly-dressed Sésavairi elven Desílaceu graced the pier, a short way down. He was walking slowly towards Císcauva, holding his robes in his palm, as many Sésavairi did. Such a mass of clothing they possessed. Despite spending two centuries amongst the Sésavairi more than her native Euvetáran people, adopting their customs and manners of speech to a tee, Císcauva Calannór had yet to understand why they insisted upon such impractical clothing. The Desílaceu stopped and turned to face the same direction that Císcauva was facing, out to sea. He remained silent, so Císcauva spoke.

"It is good to see you here, Téunaisen," she said to him. The Sésavairi grunted a laugh.

"Well you sent for me. What did you expect? You've made it very clear that I'm not to send representatives, even if it means I have to trudge down to this málachois every time you send for me..."

"Téunaisen!" Císcauva chided, "This is the city of my late husband, my late son! I'd expect you to refer to it with a bit more respect in future. Do remember who pays your wages."

Téunaisen grunted once again, this time one more of acceptance than humour. Technically the state paid him to govern in Méilacoth, but he understood the magnate's point. She paid him far above what the state could. Perhaps he could afford to be more... Careful.

"Right you are," he spoke slowly and meaningfully, "So what am I here for this time? Need more trade going through my port?"

Císcauva looked back out to sea, sighing, "Alas, nothing so pedestrian," she spoke softly, as if with sympathy, "I am afraid that the Lord Protector is most incapable. Not only is he an elf in his third century, but he is truly feeling the effects of the Great Fog more than I would have expected. A sorry state of affairs, that."

Téunaisen tilted his head, "You had us choose him. I warned you that he wouldn't last. His mental state was degrading even when we elected him."

"I'm not a fool, Desílaceu," Císcauva yet again spoke more accusingly, before softening once more, "But you are right. I believed an older man would placate the others in Ris-Desílai, the ones who wanted a wise leader, experienced. But it seems that experience and age are not always one and the same. He's had nearly half a century of rule, now, all... No, underwhelming isn't the word..."

"Ordinary?" Téunaisen suggested.

"Not quite the word either, but it'll do," Císcauva nodded, "This half-century has been business as usual, but nothing exceptional. Perhaps for the best, but I believe that things will only get worse from here," her face seemed to harden, its expression becoming stone-cold, "It is time that Sumennar Seménarisen was removed."

Téunaisen raised an eyebrow, "Removed?"

Císcauva smiled, "Do you know why I keep a knife upon my person?"

Téunaisen considered for a moment, "I always assumed it's to take care of assailants."

Císcauva laughed, a far more flowery laugh than those of the Sésavairi. A trait she had retained from her youth.

"Please, Desílaceu... Half of the criminals in the Protectorate are in some way under my employ. The other half know not to cross the former," she sighed, "No, nothing so crass as a weapon. I am getting older, Téunaisen. I may not be quite as close to my Third as some, but I know it is coming. I've seen a countless many old elves ensnared by the Great Fog, gradually losing all sense of who they are, what their purpose is in life, until their only remaining purpose is to die, old and confused," Císcauva brought out the knife from her side, and removed it from its sheath, "The moment I notice myself slowing due to the onset of the Fog, I hope I make the wise decision. I would sooner cut my own throat than let the Fog take me slowly down to the depths."

Téunaisen seemed stunned. He did not know what to say, so remained silent.

Císcauva slid the knife back into its sheath, "The Lord Protector... He does not possess such discretion. He is old now, his mind greying thanks to the Fog at this moment. Perhaps, there is a time for everyone, and a point at which one's only purpose is to die. If he does not show the courtesy himself... Well, maybe a steadier hand would have to do."

Perhaps Téunaisen had realised in his mind that this would have been coming. Surely Císcauva hoped as such. If he didn't, then she had massively overestimated the elf. But after getting over the initial shock, he seemed receptive to the idea.

"So as usual, you want me to organise the voting bloc," Téunaisen surmised, "Have you thought of any candidates?"

Císcauva looked to the elf-lord, "All in good time. This plan requires a large amount of setup before its execution. It won't necessarily be done sooner rather than later. My main reason for bringing you here is to gauge the Ris-Desílai's willingness to replace him."

Téunaisen looked pensive, "Well, there are a good few who think an incapable Lord Protector is a good thing. They believe, in the absence of a strong governing hand, they can expand their own stations. Gain yet more power for themselves."

"Well now," Císcauva spoke, "We cannot have that," she smiled towards the Desílaceu, "I can trust you to give me a list of those individuals in the near future, can I? It would be most helpful to know whose pockets I have to fill before throwing money about."

The senator sighed, "Consider it done. Moreover, I'm not sure that assassination will sit well on the Ris-Desílai's shoulders."

"If done correctly, they won't suspect a thing," the woman reassured, "No, a knife is too crass for this matter. Something less overt would be preferable."

Finally, Téunaisen hesitated before speaking, "And... Might I put my name forward for you to consider? For Lord Protector, I mean."

Císcauva's smile slowly faded, "Well now... You realise, of course, that I am not on the Ris-Idánn, and therefore I cannot force it to act too far out of its normal line?"

Téunaisen glared, "I would make an excellent choice, and I think that the Ris-Idánn, and you yourself, know it. Additionally, it would be excellent for your own aims. Having the Lord Protector as someone who answers directly to-"

"Don't presume to know my aims, Téunaisen," Císcauva interrupted, "Unlike purples, reds and blues, 'perceptive' is not a colour that suits you..." She turned away from him, before inserting more words into the conversation, "However, I will consider your name. You have proven yourself faithful for around a century now, maybe it is time I further rewarded your diligence."

Téunaisen was dubious of her words. He did not know whether this was a placation, a promise or a threat. In some ways, Císcauva was less easy to read than any of the most emotionally ambiguous among his culture. Infuriating, but not altogether without its merits. She had rewarded him in the past with titles and money, maybe she would yet work in his favour again.

"Bland," Císcauva finally said.

"I'm sorry?"

"The word I was looking for. The past half-century has been thoroughly bland and uninteresting. I think, between you and me, this is liable to change soon enough."

The woman nodded in Téunaisen's direction before turning to leave.

"Good day, Desílaceu."
Last edited by Kantani Civilisation on Fri May 22, 2020 3:19 am, edited 11 times in total.
A primarily PT to MT nation.
Mixture of the aesthetics of Ancient Egypt and Mesopotamia with a conlang and a conculture based around lots of water.
'Kantani Civilisation' is not the official name of the state. That's just a placeholder so that, if and when the dynasty changes, I can change the Kingdom name to match.
The Satavakal Kingdom
of
the Kantani
22M, gay, commie, Australian, history teacher (in training), overly dramatic, extremely obnoxious.

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Remnants of Exilvania
Postmaster-General
 
Posts: 11214
Founded: Mar 29, 2015
Iron Fist Consumerists

Postby Remnants of Exilvania » Wed May 20, 2020 2:50 pm

Aw bloody hell I'll make an app.
Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
Ex Woodhouse Loyalist & Ex Inactive BLITZKRIEG Foreign Relations Minister
REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

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Kantani Civilisation
Secretary
 
Posts: 29
Founded: May 08, 2020
Ex-Nation

Postby Kantani Civilisation » Wed May 20, 2020 8:36 pm

CHARACTERS:
Character Name: Manúlvon Modoráisen
Title: Desílaceu of Tevéstor
Species: Elf
Gender: Male
Age: 63
Appearance:
Manúlvon has bleached white hair, fairly similarly to most elves of the Sésavairi. His eyes are a deep blue, and he wears red dye across his face from the mouth upwards. He has one ringlet in each ear. His nose is long and thin, with similarly thin lips that seem always to convey a sense of disgust. He has a tall, thin frame, not particularly suited for combat, though then again, he never has had need for combat. His skin (other than the dyed segments and the black and blue tattoos he has up his arm) is pale.
Personality:
An intriguing elven Desílaceu (a mixture between dictator and senator), Manúlvon always appears to have some kind of scheme in planning. His eyes notice near-everything, his ears hear about the same. He looks upon the world as a place of great promise more than anything, a place where he could gain great influence and power. He can be fairly amicable, and as a minor Desílaceu, one who always attempts to be helpful wherever possible, he is quite well-liked in Idánn.
Biography:
Born to a fairly insignificant family in the Protectorate, Manúlvon, son of Manúceun and Vónarhal, raised himself from nearly nothing. His mother had died when he was young, but she had left some money to her husband and son, brought in from the sole ship in her trade "fleet", and with that, since Manúlvon was an only child, his parents ensured that he had as much of an education as he could have. Deciding his future lay in military matters, Manúceun brought in a swordsman of questionable repute to teach him swordsmanship. However, Manúlvon quickly fell behind in his training. His father assumed that it was Manúlvon's distaste for work and effort put into any subject, as he appeared most apathetic in many regards. Four more months of the attempted military training, while Manúlvon seemingly did not improve. His father questioned him, to which Manúlvon replied that the swordsman had been stealing money from his father, and that he secretly intended to, once the money ran out, hold Manúlvon as a ransom. When asked how he found out, Manúlvon simply smiled, saying "I have ears and eyes".

Manúceun and Manúlvon set up a trap for the man. They made it seem as if they had decided to simply stop paying for tuition. The man, of course, would think the money had simply run dry, and would try to spring his own trap and capture Manúlvon. However, unbeknownst to him, Manúceun was ready for the man, and captured him, forcing him to cough up every last bit of coin that he had stolen and then some. Finally, he was tied to the mast of a small boat and set adrift. With the funds stolen back from the swordsman, Manúceun paid for an intriguer's training for his son, realising that this would suit his skills far better.

The boy thrived under this new line of teaching, and his father spent their money wisely and over a long period of time. He set up the purchase of another ship for the trade network, increasing the income that they gained from this. And Manúlvon would grow close with his intriguer educator, learning a great many tricks of the trade that assisted him long into the future. When he was 25 years of age, he was finally considered old enough to leave and make a life for himself. The Protectorate generally required most men to join the army, but Manúceun was able to pull some strings and pay some small bribes to ensure that this didn't happen to his son. Instead, Manúlvon began to make in-roads with the Ris-Desílai, making friends and allies with many of the Desílaceudi in the council. He worked his way up the chain, maintaining a great roster of allies and friends. Most soon realised that his political nous was second to none, and with a few slightly shady donations, he was made Desílaceu of Tevéstor.

Manúlvon quickly joined the faction of Sésavairi, a far more rationalist, mercantile and utilitarian faction than the more emotional and artistic Euvetáran faction. Additionally, during a soirée, he made yet more in-roads, this time with the aging Lord Protector Sumennar, who had by this point been Lord Protector for only 30 years himself, slightly less time than the 43 years Manúlvon had been alive by this point. The two got along well, with Sumennar teaching the young Desílaceu many of his own political insights. Manúlvon came to respect the man. However, their friendship was doomed from the start. As the signs of the Great Fog began to descend on his mind, only shortly after the Lord Protector turned 325, Manúlvon began to hear rumours of plots forming to remove or assassinate the Lord Protector. Manúlvon, opportunistic but loyal to his friend, remains a staunch supporter of the Lord Protector against these plots. But who knows for how long the incumbency can retain its hold?
Abilities: Master intriguer, a great many friends and allies, a small but stable trade "fleet" (under his father's eye).
Character Name: Císcauva Calannór
Title: Head of the Calannór Trading League
Species: Elf
Gender: Female
Age: 227
Appearance:
A middle-aged elven woman, Císcauva is known for being much less bright and flashy than many of the Euvetáran elves. She has the beginnings of wrinkles across her face, and four small ringlets in her ears. She tends to wear dulled colours that more often than not stand out exactly for that reason. Her hair is dark, like most Euvetáran, and her skin is pale. She does have green tattoos up her left arm, but none on her right. Her eyes are green, and her features are refined.
Personality:
Císcauva Calannór is a shrewd and educated elven woman. She is one of very few Euvetáran traders, though is not half as flamboyant in personality as most of their kind, instead taking on the conversational habits of the Sésavairi. Known to spend hours pouring over ledgers and tallying up imports and exports, she wants to know everything that comes in through her ships, and everything that goes out. She has a magnificent memory, and is constantly seeming to learn, even as far as making in-roads in specialisations she'd never hope to hold onto, such as politics and military matters. She has managed to make it that the Protectorate gains much of the raw resources used by the navy directly from her trading league. She is good with funds, and has a firm cadre of "situational allies".
Biography:
Born to a poorer family, Císcauva Cisteúrisen knew from the get-go that she would not let herself remain poor. Even while her parents asked her to consider taking up lessons in courtship, or even some kind of trade, she stuck her nose deep into books, learning anything she could. Her family could not afford to give her tutors, so she taught herself everything. With her family thinking she would amount to very little, they began to resent her, favouring their son, Caúgis. However, what they did not expect was that, what she might not find by being simply a wife to an Euvetáran lordling, she would find by becoming well-known in the Sésavairi courts.

It was at this time that the Desílaceu of Gíenvall, Lanírut Laúlannor from the coast came through Císcauva's hometown. She was 22 at the time. The Desílaceu's cart broke, and it would take a while to fix. While he found most of the Euvetárans and their demeanours to be at best annoying, Císcauva decided to sit down and speak with the man. Finding they shared a great number of interests, and that she matched him in almost every debate they had, a love blossomed between them. There was somewhat of an age gap, however. Císcauva was 22, but Lanírut was nearly 150. Age differences of this kind were not particularly common, but weren't looked down upon. They courted for a while, before the inevitable of marriage was undertaken between them.

Císcauva, now with the surname Calannór, that name supposedly derived from Eldar stock rather than the local elven lordly names, moved into Lanírut's palace in Gíenvall. She soon identified a number of ways in which the organisation of the palace could be improved, and implemented these measures. She also identified a number of potential in-roads for building up trade. Lanírut was in awe of her skills, and asking where she learnt these things, she simply responded that she'd read them in books. Very soon, she had become the treasurer of the entire city. She also became pregnant with Lanírut's son. Giving birth, the child was known as Lanígis Laúlannor, solidifying Císcauva's hold onto nobility.

She loved her son dearly, ensuring that both she and Lanírut spent much time with the boy. He followed in his father's footsteps, being more of a thinker and debater, but Císcauva didn't mind, as her son was an intelligent and thoughtful individual anyway. Císcauva watched her son grow up eagerly. When he turned 25, Lanígis was called up to join the professional navy. However, when a war broke out between the Protectorate and a coalition of pirates who had been harrassing trade routes, Lanírut provided some of his merchant fleet and his own services as a naval man for the cause. Neither Lanírut nor Lanígis would return home from the conflict.

Císcauva was devastated by the loss of her husband and son. She went into a decade of mourning, the longest period she had, or ever has since then, spent idly. She dressed in dulled colours and would not leave the house. Her trade network remained running, though under another steward. Though when she did return from mourning, she had renewed vigour. She spent much of the money she had gained through the network of trade in order to expand said network, and soon, it bustled into a trade league under her own name, the Calannór Trading League.

Císcauva became one of the most influential women in the Protectorate, her trade ensuring that the Protectorate's interests were maintained and that its lifeblood kept moving. She provided naval supplies and wood to the navy at reduced rates, selling off other things up and down the coast as she saw fit, and expanding into a burgeoning trade empire. However, she also began to take an interest in politics.

While Gíenvall had long since passed to another Desílaceu, and women could not enter politics, there was nothing stopping Císcauva from, through "donations" and influence, changing the political landscape. It is known that Císcauva controls a good portion of the Ris-Desílai, and has a great say in who becomes Lord Protector also. To this day, she is a massive trade magnate, political influence and, through coin and wit rather than sword and shield, essentially controls much of the Protectorate.
Abilities: Possesses incredible business acumen, massive funds, hands in many pockets and a large trade empire.
Character Name: Téunaisen Tanarívisen
Title: Desílaceu of Méilacoth
Species: Elf
Gender: Male
Age: 165
Appearance:
Face dyed with three colours - blue, purple and red - and with bleached white hair and short beard, Téunaisen Tanarívisen is sometimes known as 'the Palette'. However, his excessive dying and the wearing of fabulous clothing only serves to show his magnificent splendour. He has rings through the bridge of his nose, his chin and both of his ears, and his eyes are a sparkling blue.
Personality:
Amicable to a point, and highly diplomatic, Téunaisen of Méilacoth has been deep in the pockets of Císcauva Calannór for about a hundred years. He enjoys hosting parties and dignitaries, and is generally considered somewhat of a social butterfly. He has a tendency to be dismissive of those to whom he is only bound by duty or who he possesses great distaste for. He is secretly very ambitious, despite seeming to serve Calannór's aims to his utmost abilities. Those who know his connections to the trade magnate are few and far between, but in his capacity as Desílaceu of the Protectorate's third-largest city, he tends to get his way more often than not.
Biography:
Téunaisen Tanarívisen was born to the rich parents Téudaran Tanarívisen and Naisátha Nenarívisen. The Tanarívisen dynasty is a well-known and important one within the Protectorate, and an entrenched part of the political establishment of the nation itself. During his youth, he was known to be very sociable and polite, and this continued long into his education, where he regularly hosted parties for ordinary folk and dignitaries.

When he was 25, he joined the professional military for a while, though left after 15 years, the minimum time to remain in the professional army after joining and without being discharged. He took part in little fighting, but a lot of training, and even without seeing combat, his time in the military made him a trained fighter at the least. Continuing to get in the good graces of the political establishment, he was granted the title of Desílaceu, though of a small city of little import.

It was during the course of his time as a lower Desílaceu that he met with the trade magnate Císcauva Calannór. Recently past a decade of mourning after the loss of her husband and son, she was beginning to make in-roads with politicians, and found Téunaisen Tanarívisen to be a very amicable individual. They soon became friends, alongside another individual, the general Ivaúlan Aubótisen, and formed an unofficial and secretive triumvirate to try and gain power and influence between them. Due to much of Calannór's manoeuvring, Tanarívisen was able to gain the important Desílaceu title of Méilacoth, and Aubótisen became marshal of the Protectorate.

It was during this time that Téunaisen Tanarívisen met his future husband, Galíeran Goúlisen. They were introduced to each other by Aubótisen, with Goúlisen being a high-ranking military official and a rising star in the Army. The two would court for a long while, before eventually deciding they would marry. Due to the Goúlisen family being far less influential than the Tanarívisen, Galíeran took on the surname of his husband, becoming Galíeran Ganarívisen. Things for the Triumvirate seemed to be looking up.

However, secretly, Calannór began to fear the influence of her two partners, who had begun to make significant gains of their own without her support. She deemed the only option was to break down the other members of her triumvirate to a lower level. Failing this with both men, she decided that it was more important to have Tanarívisen under her control than Aubótisen, and so fabricated charges of treason against him. The three individuals of the triumvirate became two, and it was far easier to control Tanarívisen as a result. Tanarívisen long suspected Calannór's involvement, as the charges of treason were too tidy. But he would continue to serve Calannór, though a lot more suspicious of her longer-term plans as a result.

Most importantly, Tanarívisen is a highly ambitious individual, who may indeed see his aims differ from those of his current "partner", Calannór. He knows who holds the ropes between them, but that won't stop him from trying to usurp control away from her when the time comes.
Abilities: Excellent diplomat, sociable, has major in-roads with most of the Ris-Idánn and the Ris-Desílai (which he himself is a part), in-roads in the army (through his husband), lots of influence on his own.
Character Name: Galíeran Ganarívisen
Title: Láuseren e Te-Séinndívis // General of the Army
Species: Elf
Gender: Male
Age: 128
Appearance:
Láuseren Galíeran is a tall elf, still lankier and thinner than most humans, but more muscular than your average elf. Being Euvetáran rather than Sésavairi, he has undyed skin and dark hair. His eyes are light green. He often wears military uniform, consisting of heavy armour over a golden jacket, though in formal circumstances, military personnel are allowed to forgo the armour and wear the shirt as a general dress shirt.
Personality:
Dutiful and loyal to spouse and country, in that order, Galíeran loves both his job and his husband, Téunaisen. While he can be emotional, due in part to his culture's reliance upon emotionality and the expression thereof, his duties are a joy to him, even in difficulty. He is a hard worker, consistently striving to better himself, and it is recognised by his superiors.
Biography:
Born to a middle-class Euvetáran family, Galíeran's greatest dream when he was a child was to make a name for himself as a rhetorician, like many within his city of Teudharóst often did. He was trained well in the arts of rhetoric, and made a small name for himself within the city, touting rhetoric as a means of income for him, and became fairly successful. However, when he came of age at 25, he was sent to join the army. Expecting to detest the army, he soon grew to love the rigid schedule, the oft-difficult training, the challenge of it, everything. As such, he remained in the army long past his original 15-year stint.

Consistently showing signs of improvement, it was soon decided that he would be excellent at leading men rather than simply following orders. As such, he was raised to an officer rank, and assigned to Ivaúlan Aubótisen's service. Unbeknownst to Galíeran at the time, Aubótisen was involved in a triumvirate with Císcauva Calannór and Téunaisen Tanarívisen. However, as he began to prove himself as a capable soldier and officer, the general Aubótisen soon introduced him to the triumvirate, where he met Téunaisen Tanarívisen, at the time already an influential member of the Ris-Desílai. The two almost immediately hit it off, and began courting seriously. They would later marry, with Galíeran taking his husband's name through Ganarívisen.

Galíeran's connections with both Téunaisen and Ivaúlan, especially with Ivaúlan being declared Marshal of the Protectorate, caused much additional advancement for the young military man, and he was deemed to show incredible promise even at his already high rank. However, with Ivaúlan Aubótisen's arrest due to a number of charges of treason levied against him, Galíeran's career seemed to halt somewhat, as if being kept down by an outside force. As it turned out, Císcauva Calannór deemed advancement of the young general as a threat to her own establishment, as she had seen in Ivaúlan Aubótisen once he was accepted as Marshal. As such, Téunaisen and Galíeran agreed to keep a lower profile, making sure not to make any waves in the establishment. However, Galíeran encourages Téunaisen to free himself of Calannór's grasp sooner rather than later, while Galíeran simply wishes to wait for the right time.
Abilities: Expert rhetorician, highly competent fighter, leader of soldiers, organiser of battle resources.
Last edited by Kantani Civilisation on Sun May 24, 2020 4:04 am, edited 2 times in total.
A primarily PT to MT nation.
Mixture of the aesthetics of Ancient Egypt and Mesopotamia with a conlang and a conculture based around lots of water.
'Kantani Civilisation' is not the official name of the state. That's just a placeholder so that, if and when the dynasty changes, I can change the Kingdom name to match.
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22M, gay, commie, Australian, history teacher (in training), overly dramatic, extremely obnoxious.

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Tysklandia
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Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Thu May 21, 2020 10:13 am

Kantani Civilisation wrote:
Nation Name: The Iladóliel Protectorate
Racial Makeup: 80% Elven, 13% Human, 5% Elf-Kin, 2% other
Leader: Lord Protector Sumennar Seménarisen, Lord of Idánn, Master of Tides


Cultural Description:
A union of what some would call a thousand separate city-scale cultures, the Iladóliel have always been described as "united by common governance, divided by uncommon culture". That is to say, even before the rise of the Protectorate and the various Lords Protector, the Iladóliel have seen great sense in unity and cooperation despite often not seeing eye-to-eye. The Iladóliel would very happily tell you about how they are the greatest group of people (or more precisely, elves) to grace Tellus - perhaps not as "pure" of spirit and custom as other forms, but every bit as prosperous, and some would extol in booming rhetoric about the benefits that they enjoy, regardless of whether the listener actually wants to hear or not. Perhaps the major uniting factor for the Iladóliel is that they have each found their own way of living, a way which has brought each of the cities of the protectorate a degree of prosperity, and so that stubbornness drives them to exclude even the possibility of "another way". Another uniting concept between them is their seeming acceptance and egalitarianism. While other cultures are looked down upon as inferior, those who attempt to join into the Iladóliel way of life are accepted. Women, while not permitted to hold official political or military office, do possess great sway in the Iladóliel lands, often being among the wealthiest landowners and most prosperous traders. Sexualities other than the heterosexual norm are also accepted to a high degree in most parts. The variety of cultures in the Iladóliel lands can make broad generalizations across the whole nation somewhat difficult, but for descriptive brevity, and in the most general of terms, the Iladóliel can be divided into two distinct culture groups - the Sésavairi and the Euvetáran.

The Sésavairi are perhaps the most stereotypically understood group of the Iladóliel. 'Sésavairi' as a term refers to the coastal region of the Vár-Merenai, the central bay of the Protectorate, and was a political descriptor long before it was a cultural one. The Sésavairi are known seafarers, building great ships with craftsmanship that only they possess. Their culture is one which values materialism and rationality. Most of the great inventors, logicians and traders of the Iladóliel are derived from this loose grouping of city units. Most notably, the Sésavairi are also fairly brutal, both to their own and to others - their fierce emphasis on cold rationality allows them to justify losses, often major, if they serve the interests of a greater cause. Their culture group is the very definition of utilitarian. However, the emphasis on materialism also makes them shrewd businessmen and traders, and the Sésavairi maintain these trade networks up and down the coast. This trade and business focus makes them rich and powerful, and they flaunt their wealth as often as they can, wearing flowing robes and shining jewelry, rings pierced through their ears, dyes applied to their faces and hair voluntarily bleached white. It is perhaps ironic then, for one knowing this about the Sésavairi, to discover that they have not always been the wealthy elven lordlings that they currently are seen as. In fact, for much of their history, they constituted a lower class of elves even than those from which the Euvetáran are derived, used only as long-lived and naturally seafaring trade ship crews. However, it is less surprising when one takes a look at their cultural heritage through a more critical light. For example, their emphasis on materialism comes from the archaic idea that, for the proto-Sésavairi, a job was not over until they received their pay, not simply promise thereof. Their rationality comes from the often months of lonesome debate that proto-Sésavairi would engage in while crewing a ship. Their utilitarianism comes from the idea that, if it was not overly detrimental to the majority, some losses were justifiable. Even simpler things, such as the white bleaching of hair and the dying of faces, comes from their time on ships, where the sun, over time, would redden their faces, and the transport of some materials would cause the hair to turn white. It is just over time that this has become a signifier of wealth, and a deliberate style among the upper classes, rather than a natural byproduct of belonging to the lower classes.

On the other hand, the Euvetáran constitute a very different subgroup of the Iladóliel. Like with Sésavairi, 'Euvetáran' comes from a political phrase rather than a cultural one, signifying the innermost cities of the Protectorate, those far from the seas. There is an old saying among Iladóliel diplomats; "If an Euvetáran arrives at your court, you are both blessed and cursed". This somewhat mocking phrase is actually accepted wholesale by the Euvetáran, who often reply with a hearty laugh and cries of "Truth!" Euvetáran are far more impassioned, far more emotional and far more artistic than their Sésavairi counterparts, though this passion also gives them a reputation as the more fierce of the two, as opposed to the brutality of the Sésavairi, for while the Sésavairi would wipe out a navy for a tactical advantage, the Euvetáran may well wipe out a navy due to becoming worked up into such an action, through emotion. The Euvetáran show emotion much more readily than most, with men being known to wave their arms around and even cry while speaking. It is perhaps this emotional openness that has delivered some of the greatest artworks in the world from their lands. Euvetáran men tend to dress rather plainly, with a belief not necessarily in asceticism, but more in the value of one's heart and valour being placed above one's material wealth. However, this also translates into a deeply honour-based culture. It is not uncommon to see threats of vengeance for an action spilling into multiple pages of condensed writing, or to hear a rhetorically abundant speech full of hyperbole and emotion over a simple issue. The emotional depth is fantastic for developing individuals who would go to war to prove their honour, but is terrible for business. As such, the Euvetáran rely greatly upon the material wealth of the Sésavairi, and in return, they provide willing soldiers and artisans, as well as perhaps some of the most emotionally colorful cultures in the Tellus.

These two-way distinctions are valid in some cases, though in many others, they are rendered invalid. For example, some city-cultures along the coast have inherited the very Euvetáran style of rhetoric and speech, and some inland elves have a far greater emphasis on debate, derived from the Sésavairi, rather than artistry. Moreover, some of the cultures don't neatly fall into either group. Perhaps the most interesting of the cultures includes the highly insular Dórdari culture. Dórdari people are perhaps the polar opposites of the Euvetáran in demeanour, and the polar opposites of the Sésavairi in terms of dress. Every man in the city and its culture wears simple black clothing, every woman a simple grey dress. They wear no jewelry, and rarely speak, though when they do, it is without fail a monotonous drawl, with strange intonation. The Dórdari residents seem to respect outsiders if they do not pry too much, but they can become agitated if an outsider continues to pry despite warnings. Another culture within the Protectorate is that of the island of Ínn-Lasgail, a human-majority island off the coast of the Protectorate mainland. Ínn-Lasgail became a colony of the Sésavairi in very recent history, and while the upper classes are largely comprised of various elven groups, often with small innovations from the humans, the lower and lower-middle classes are comprised entirely of humans.

Political Description:
On paper, therefore, it might be easy to assume that the differences between cultures render the Iladóliel Protectorate a highly confederal grouping of city states, with little uniting them other than a common interest in safety. This, however, is untrue. The Iladóliel are indeed grouped into city states, with each one being the base level of governance for the Protectorate. However, paradoxically, the Protectorate is highly centralised, with the reigns of power belonging to one group above all others - the Lords of the City of Idánn. Now, Idánn operates as a two-level republic within the Protectorate. It has its own city government, the Ris-Idánn, with limited powers, but it is this city government that decides who next becomes Lord of Idánn, and thus, in a sense, Protector of the Iladóliel. Above that lies the Senate, or Ris-Desílai, the government throughout the entire nation consisting of Lords of each city, itself headed by the Protector. As such, the Ris-Idánn essentially chooses whoever holds the reigns of power within the Protectorate, while the national Ris-Desílai assists in operating the entire Protectorate, with power from the Lord Protector being largely absolute. So what retains this seemingly fragile balance of power? What stops the Ris-Idánn from demanding more power from the Protector, or the Ris-Desílai from usurping the choice of its leader from the city? The answer to this is somewhat simple, while also being less than optimal. It doesn't. Or rather, due to a lack of checks and balances, the Ris-Idánn has essentially become absorbed into the Ris-Desílai as a constituent part of it. Many senators, even ones from different cities, have managed to buy their way onto the Ris-Idánn. So the powers that are given as part of the Ris-Idánn (other than choosing the Lord of Idánn) are minimal, but the powers given by the Ris-Desílai are far more substantial, so those who double-dip, so to speak, are among the most powerful men in the Protectorate. The Lord Protector, on the other hand, acts as military leader, head of what might be described as a "police force", and head of state. The Lord Protector's power is absolute in theory, though the Ris-Desílai have significant power to impose their wishes upon the individual if they gain the support of most of the council. City governments largely only choose a representative to represent them in the Ris-Desílai and report to the Ris-Desílai and Lord Protector as to where funding should go to.

Diplomatic Description:
The Iladóliel Protectorate is generally a fairly peaceful state, preferring trade and diplomacy over the sword. Aside from the odd impassioned argument, Iladóliel can generally be counted upon to keep their cool in most situations. They are patient and deem fighting as a last resort. The Iladóliel maintain a trade presence up and down the coast from them. They do, however, take issue with those who would challenge their claim to be masters of the seas. They maintain the diplomatic policy that they will come to you, rather than you to them, as they are cultural supremacists who take great joy in exporting their culture. The Protectorate maintains relations with the Illyrian Empire, notably one of only a few states to openly do so, and has a friendly if sometimes competitive trading relationship with its neighbour, Tir Ildathach.

Background:
The cultures and lands which would later comprise the Iladóliel Protectorate were, until the beginning of the Fifth Age, simple Elven settlements that arose after the Elven separation from the Eldar. Largely considered a culture and dialect continuum stretching throughout the entire region (and further than they extend during the Seventh Age), the elves lived at relative peace. The tribes towards the coast were known to have pioneered canoe technology in the region, and spent vast amounts of time on the seas and rivers, becoming naturally adept in the arts of fishing and sailing. The groups further inland were known to be quite valiant warriors, adept at bowmanship and hand-to-hand fighting. This was the manner in which the land existed for much of pre-recorded history. According to popular oral accounts, later transliterated, the elven groups fought valiantly against the beings from the abyss, including a great many mythical sea-beasts that the Iladóliel insist were driven from the coasts to haunt and hunt in the deep sea, thanks almost solely to the combined efforts of the Elves there. The Elves of the region saw very little influence from humans throughout the entire Fourth Age, though there is evidence that they may have traded at some points.

In the early Fifth Age, the land was contacted by the First Eldarian Empire. Notably, the land was not initially conquered, merely scouted by various Eldar troops, captains and other individuals, with the Elves of the region leaving them be. Early Eldarian sources tell of three groups within the land - sea-dwelling fishermen, lake- and swamp-dwelling tribesmen, and forest-dwelling hunter-gatherers, named, by the Eldarians, the Indar, Kaltar and Mounnar respectively, though it is unlikely that the cultures were indeed this united at this period. What is more likely is that these names belonged to small tribes identified within the populations, and the Eldar simply applied them liberally as they saw fit. Notably, the Eldar did not see any of these groups as a threat to them, merely as Elven tribes living in a region which was being scouted to eventually join the Empire. However, the continual scouting and military movement was seen as ever more intrusive over time. While the prelude to this incident is not exactly known, it is known that the Eldar captain Talkhon led a small force into the lands, and a coalition of the elves living in the area ambushed them, with very few survivors, Talkhon not being one of them. In retaliation, the Eldarian Empire sent a massive army to conquer the land. The dissidents who had killed Talkhon were themselves put to the sword in a cruel and violent manner.

The Eldar would see the land as fairly valuable. They created various trade outposts in the area, seeing it as a potential base for northern trade, what with the sheltered bay and clear room for expansion. Most of the trade posts would not become large or notable, but a few would burgeon into the major cities seen to this day. Those included the great city of Idánn, gifted with thick stone walls. The greatest change, however, was the reorganisation of the Elves within the land. Notably, the further inland elves became servants to various minor lords, and as cities were built around the lakes and rivers of the area, they began to adopt the high-strung customs of the Eldar. The elves towards the sea, however, were not so fortunate, instead often being used as slave labour aboard trade ships. The Eldarian Empire would not last very long in the grand scheme of things, and upon its breakup, the entire region would be owned and operated by the local Lord of Idánn, with an Eldar upper class, maintaining the social status of the former Eldarian Empire while they were at it.

The region would soon be conquered by the Etrusian Empire. Notably a human-organised state with Eldarian culture, much of the class-structure that existed within the lands changed little, with the Elves below a ruling class of Eldarian culture. The status of a trading region was also maintained, with the Etrusian Empire seeing the value in retaining the land for said trade use, and not messing up the order of things imposed by the Eldarian Empire. The humans continued to build a great many cities in the lands, advancing the region beyond the levels seen by its indigenous elven people. Though as the region advanced, the desire that the locals had to govern themselves also advanced. Sometime before the end of the fifth era, the Etrusian Empire began a state of decline. It did not take much, therefore, for the local Elves to declare their independence from the Empire, and to begin to rule themselves as independent city-states.

Notably, these city-states had little in the way of governing power. Their legislatures, a weak variant of their former Imperial rule, caused them to suffer many defeats at the hands of outsiders. As such, it became obvious that a central leadership was needed. In the mid-Sixth Age, within the still-massive city of Idánn, the head of the city, Iladól Ílsarisen, had managed to field a massive army, one which would make quick work of most other city states if he meant for it to. Idánn lay by the sea, and Iladól was a pragmatic man, realising that if his forces lost too many men, the results for the rest of the city would be awful, possibly even resulting in the destruction of the city. As such, he forged crafty alliances with many of the nearby city-states in order to make major gains as he saw fit. Often, he would make an alliance only to abandon it soon after, taking over that city and installing himself as its leader. Once he had taken a majority of the states around the region, he crafted the First Declaration of Protection, creating a disunited state under him as Lord Protector, more akin to a trade league and defensive alliance.

After Iladól died, it became clear that the alliance could not stand. The Protectorate was weak and ineffectual, and disunited from the start. The second Lord Protector, Tisuánad Tásanisen, faced a great many issues with vassals and other rulers encroaching on the alliance's land, but Tisuánad was too ineffectual himself to bring about any real change. A major civil war took place between the members of the alliance - those who opposed Tisuánad and wished to free themselves from the alliance that was enforced upon them, and those who wished to keep the realm unified. Eventually, the commander of Tisuánad's army, Sávoais Sabéisen, caused a coup d'etat inside of Tisuánad's faction itself. A charismatic man and a good military leader, he led the unification forces to victory. He then created and drafted the Second Declaration of Protection, further unifying the state under the Lord Protector, and centralised the state further towards the city of Idánn and in the powers of her Lord.

It was around the turn of the age that the elves of the Protectorate, under the command of Diúgal Decésisen took over the island of Lasekey, otherwise known to the Elves as Ínn-Lasgail. The Century of Blood saw the nearby Illyrian Empire rise as a threat to many of the humans around the Iladóliel lands, with a less significant (yet still not nil) focus paid to the elven states. As such, the Protectorate spun the taking of Ínn-Lasgail as a humanitarian expedition aiming to keep the nearby humans safe. However, in reality, the taking of the isle was nothing if not based on opportunism, and even if the Empire were as violent and vicious as some claimed, it is a point of contention as to whether life under its control would have been worse than becoming subjugated by the Protectorate. Another point that disproves the familiar narrative of Elven altruism is that the large (yet less tactically relevant) human lands to the Protectorate's east remained clear of Iladóliel influence for the entire sixth age. The Iladóliel were on the forefront of relations with the Illyrian Empire, though for how far these "relations" were true relations or actually referred to a wide-scale, coordinated attempt with other powers to contain the threat of the rising Empire, the Iladóliel refuse to divulge. What is known, however, is that in recent decades, the Iladóliel Protectorate have been one of the very few powers to maintain trade relations with the Empire. They know the suspicion this draws from many other states, however they justify it with the same Sésavairi opportunism, materialism and utilitarianism that governs so much of Iladóliel foreign policy.

The protectorate now exists under the aging hand of Lord Protector Sumennar Seménarisen, an elf aged just over 300 years. He is beginning to show the signs of mental fogging. Some within the Protectorate, also, see his late stage of life as just cause to have him assassinated or have him step down peacefully. However, some may see greater effect in keeping an elderly Elf alive, so as to expand their own influences. This division between recommended courses of action could lead to great disturbance within the Protectorate, as various factions vying for control may come to blows. The Protectorate also may not be able to retain its neutral influence in light of growing empires or technologies either. This era promises to be tumultuous for the Protectorate and its people.
Population: ~3,726,000
Economics Explained: Most of the Iladóliel income comes from trade up and down the coast, and in recent times, the Protectorate has come into the trade of some valuable and rare commodities from the East. Their history up until recent decades has always seen them trading materials down the coast more than up, trading goods such as pelts, honey, wood and stone for more exotic goods. Additionally, the Protectorate is the one source of a dye called "Vár-Adóriul", or "sea-platinum", an extremely light blue that is considered the pinnacle of (Sésavairi particularly) noble colours.
Imports: Metals, grains, spices, dyes, wine, luxury goods.
Exports: Pelts, honey, wood, stone, vár-adóriul, ships, naval supplies, fish, salt.
Cities Explained:
  • Idánn - The largest city in the Protectorate, with a population pushing 28,000. Massive thick walls built in the Eldar style, the city has been home to a massive dock, military installation and government houses since the days of the First Eldarian Empire. Most of the buildings, therefore, are ancient, with the city being known as "the shining gem of Vár-Merenai". The city has a number of districts, including a trading district, an artistic district (where debates and performances are regular), an upper class residential district, where the brickwork is covered with quartz, a temple district and a rich 'governing district', home to the Lord Protector's palace, the Senate and the City Council.
  • Teudharóst - The central city of the inland portion of the Protectorate, Teudharóst boasts a population of 14,000 people. It is a far more modern city than Idánn, with its prosperity largely coming about due to the river on which it lies, and the internal travel it facilitates. It is considered the 'spiritual heartland' of the Euvetáran culture continuum, and as such its people are more flamboyant than its architecture, which pales drastically in comparison to the cities of the coast. It was founded as the city of Tuturath during the Etrusian Empire's rule of the local area.
  • Méilacoth - Another fairly large city, this one possessing a population of 12,000 or thereabout. Another coastal city, it lies at the end of the Váenn-Vésador, the northern peninsula of the Protectorate, as the closest point to the nearby island of Ínn-Lasgail. This city is the only major city to have risen to prominence after the rise of the Protectorate (it was founded beforehand, but really rose above the others later on). Its meteoric rise was due to the influx of colonists to Ínn-Lasgail, and the ferrying of troops and goods through this port made it crucial. Additionally, it is a major port of call for northward-travelling ships of trade.
  • Séinn-Dárasiur - Possibly foremost of the minor cities of the Protectorate, this coastal city lies to the south of the Protectorate's lands, on the isthmus of Ue-Nesénn, offering a major military outpost and naval port. It is heavily defended against attack from the west or from the sea and lake to its south, while its east is less protected other than a ring of watchtowers to warn the city of impending attack. If Idánn is the civic heart of the nation, then Séinn-Dárasiur is its military heart.
  • Tal-Ídervar - The largest city on the island of Ínn-Lasgail, it has a population of 7,500 fairly evenly divided between humans and elves. It is perhaps the newest overall city on this list, being founded sometime in the 6th Age.
  • Gíenvall - A fairly modest harbour city on the coast, with a population of around 5,000. The palace and gardens are well-kept, a relic from the days when Císcauva Calannór organised the gardening staff.
  • Dórdar - The city of Dórdar, often called the "black city" due to its black mud and stone houses and walls, and the fact that its residents almost universally wear monochromatic colours, is a curious case of a city. Little is known about it by outsiders, with even other Elves being considered outsiders of a sort. There is a large obsidian tower in the centre of the city, and its design appears to be elven, though there are no records of its being built, or of a time before or after its construction. All of its residents are seemingly ascetic, only joining relationships for procreative purposes, and they remain the only city not to have any representation in the Senate. Its population is estimated at 3,000.
  • Vútadie - The city of Vútadie is fairly small, surrounded by flatlands and farms. The elves that live there, however, are highly proud of their heritage and renowned for their fighting capabilities. The Vútadie Guards are the official guard unit of the Lord Protector, and anyone from Vútadie who joins the army is automatically put forward for membership in this elite unit.
Military:
The military strategy of the Iladóliel Protectorate relies largely on one of two things - its expert shipbuilding and operating skills, and its powerful heavy infantry. In many circumstances, the Protectorate will employ both of these to great effect alongside each other. The military of the Protectorate is a professional force with additional levy troops to supplement the forces as and when they are needed.

  • Total professional troops: 50,000
    • Of those military sailors: 20,000
    • Of those marines: 10,000
    • Of those professional infantry troops: 20,000
  • Available from levies: 150,000
Militant Navy of the Iladóliel Protectorate // Séinncas-Díuvasiuri e Te-Iladóliel Civésies
The Militant Navy is the professional military force of the Iladóliel Protectorate that deals with the protection of shipping routes, the fighting of piracy and the spreading of power across the seas. The Protectorate as a whole is known for producing very unique ship designs, and as such has used their prowess to great effect in creating a diverse navy. Within the navy are the following forms of ships:
  • Díu-Namáinn - akin to the Korean turtle ships. The Séinncas-Díuvasiuri maintains 50 of these slow but hard-hitting ships, taking up 4,000 of their sailors. They are decked out with various pieces of weaponry, not least innovative gunpowder weaponry.
  • Díu-Tórvaus - akin to late galleys, the Séinncas-Díuvasiuri usually use these for one of two reasons: scouting the coastlines of the nearby region or acting as a defensive ship type for fighting within the Vár-Merenai, the large bay that the Protectorate controls. There are 20 light galleys maintained within the Protectorate's navy, taking up around 4,000 of their sailors, and 5 heavy galleys (including "Iladólliad", the flagship of the fleet), more akin to triremes, good for ramming and for heavier warfare, taking up around 4,000 sailors between them.
  • Díu-Vasínn - akin to a carrack, the Díu-Vasínn is a fairly decently sized ship, but one which can hold its own in battle and out on the waters. Holding an individual complement of anywhere up to 200 men, the entire complement of 25 Díu-Vasínn within the navy could take a complement of around 5,000 sailors, but they regularly require less.
  • Díu-Morcán - most comparable to a form of early brig, these ships are a good balance for the Protectorate between speed, crew complements and value. With two square sails, the Díu-Morcán is light but also armed decently enough that they can fend for themselves. With a complement of 30 sailors per ship, and 80 ships of this type in the navy, it takes up a total of 2,400 sailors to crew them all.
Marines of the Iladóliel Protectorate // Séinncas-Dívis e Te-Iladóliel Civésies
The professional marines of the Protectorate are an organised group of soldiers for use in both ship-to-ship and ship-to-land combat. The technology which comprises these marines is quite simplistic - they tend to be less armoured than the Séinndívis, and depending on the type of ship, may be in possession of billhooks, muskets or both. They are usually fairly well-trained, though would be no match for the Séinndívis even in equivalent numbers. However, in their element of ship combat, they can be highly efficient.

Army of the Iladóliel Protectorate // Séinndívis e Te-Iladóliel Civésies
The professional Séinndívis of the Protectorate is a highly organised army comprising largely heavy troops who are paid by the state and trained regularly to ensure that they are the "sharp sword of the Protectorate" on land, so to speak. The army has been undergoing somewhat of a modernisation in recent times, though yet maintains a number of heavy infantry "shock troops" to deal the same killing blows to an army that they had been doing prior. Notably, there is very little in the way of cavalry within the army, with what does exist largely being professional heavy cavalry inherited from knightly organisations. The only other cavalry in the army as a whole is a small levy force of human cavalrymen.



Vútadie Guards
Type: Heavy infantry equipped only with glaives.
Characteristics: Armoured in heavy armour, comprised entirely of Euvetáran elves from the city of Vútadie.
Highly disciplined, a morale boost to all troops if they are on the field, expensive, taking a long time to train.

The Vútadie Guards are a highly efficient fighting force used to protect the Lord Protector while he is on the field of battle. 'Vútadie' refers to the city of Vútadie which, according to historical accounts, sent 100 troops to protect Sávoais Sabéisen during a battle in his campaign to keep the Protectorate united, and so, as a reward, Sávoais dictated that any recruits to the army from Vútadie would be put forward to join this elite guard unit. They dress in Vár-Adóriul, "sea platinum", the colour of the highest nobility in the Protectorate.

The ranks afforded to the Vútadie Guards are as follows:

Vútadie-Geutón/Captain: 1 for the entire regiment
Vútadie-Vólindau/Quartermaster: 5 for the entire regiment
Vútadie-Édestan/Standard Bearer: 1 for the entire regiment
Vútadie-Cáunmos/Sergeant: At least 15 for the regiment
Vútadie-Séusar/Regular: Remainder of regiment



Protectorate Knights
Type: Heavy cavalry equipped with swords and shields.
Characteristics: Armoured in heavy armour, comprised of elves of any culture.
Expensive, a morale boost to all troops if they are on the field, taking a long time to train.

Protectorate Knights are the remnants of former knightly orders within the Protectorate, now changed to being professional cavalrymen. They are few and far between at the best of times, with an estimate of there only being around 500 knights within the entire Protectorate. They can be used to great effect on the field of battle however. Their capes, mostly dyed Vár-Adóriul, "sea platinum", the colour of the highest nobility in the Protectorate, seem to shine in the wind as they ride, inspiring pride in all allies who see them.

The ranks afforded to the Protectorate Knights are as follows:

Caól-Ilesór/Grand Knight: 1 overall
Caól-Cordúar/Knight-Commander: 1 for every regiment, meaning a total of 10
Scéir-Vólindau/Squire-Quartermaster: 2 for every regiment, meaning a total of 20. Though their rank does not include the term 'knight', they are counted as both knights and above most other knights in the army.
Caól-Édestan/Knight-Standard-Bearer: 1 for every regiment, meaning a total of 10.
Caól-Láucenrai/Knight-Musician: 2 for every regiment, meaning a total of 20.
Caól-Cáunmos/Knight-Sergeant: 5 for every regiment, meaning a total of 50.
Caól/Knight: Remainder of force.



Protectorate Shock Infantry
Type: Heavy infantry equipped with glaives, muskets and pavaises.
Characteristics: Armoured in heavy munitions armour, comprised of Euvetáran elves more often than not.
Highly disciplined, expensive, taking a long time to train.

The Protectorate Shock Infantry (or just Shock Infantry) are heavy infantrymen often used to great effect against thinning enemy lines to finally break morale. They are far more specialised than Square Infantry: while Square Infantry are supposed to be deployed anywhere on the battlefield to equal effect, Shock Infantry have much more use in specific circumstances. They are supposed to be most effective as melée infantry first and foremost, charging enemy lines to deal damage at the end of the battle. However, they can generally also be deployed to limited effect as pavaise-protected line infantry, especially when the regiment has a higher ground advantage. The training for Shock Infantry is focused on glaive use foremost, with musketry being a secondary aim, though these troops also take a good deal of time to recruit and train.

The ranks afforded to Shock Infantry are as follows:

Staff:
Néivis-Ví/Colonel
Néivis/Lieutenant Colonel
Ilesór/Major
Vólindau-Ilesór/Quartermaster
Láucenrai-Ilesór/Musician Captain

Company:
Geutón/Captain: 1 per regiment
Cordúar/Commander: 1 per regiment
Vólindau/Quartermaster
Édestan/Standard-Bearer
Cáunmos/Sergeant
Láucenrai/Musician
Séusar/Regular: Remainder of regiment.



Protectorate Square Infantry
Type: Regiments of musketeers and pikemen, usually forming squares. Most similar to Spanish tercios.
Characteristics: Usually armoured in munitions armour, comprised of elves of any culture.
Highly disciplined, can take a long time to train.

The Protectorate Square Infantry (shortened to Square Infantry) are infantry formations comprising pikes and muskets, which now form a large percentage of the Protectorate's professional army. Usually wearing striking colours of gold and deep blue, the Square Infantry are effective against cavalry and infantry, and particularly key to a number of land-based Protectorate victories. The Protectorate maintains a form of veterancy throughout the entire Square Infantry system by ensuring that veterans are promoted to higher ranks (yet remaining soldiers rather than officers) and are spread evenly throughout the units and regiments in order to ensure that they are teaching less experienced soldiers the ropes. The most elite regiments of Protectorate Square Infantrymen are expected to learn to moderate proficiency the use of both pike and musket, only specialising later on, so that they can easily change between the two as needed. This form of training means that new Square Infantry regiments take a while to recruit, but it is most definitely worth it, as Square Infantry constitutes a major part of the professional soldiering system within the Protectorate. Each regiment of Square Infantry has its own regimental colours and insignia, and often shout sergeant-led war cries while on the field of battle alongside regular unit orders, increasing unit cohesion.

The ranks afforded to Square Infantry are as follows:

Staff:
Néivis-Ví/Colonel
Néivis/Lieutenant Colonel
Ilesór/Major
Vólindau-Ilesór/Quartermaster
Láucenrai-Ilesór/Musician Captain

Company:
Geutón/Captain: 1 per regiment
Cordúar/Commander: 1 per regiment
Vólindau/Quartermaster
Édestan/Standard-Bearer
Cáunmos/Sergeant
Láucenrai/Musician
Távarisé/Pikeman: Joint-remainder of regiment.
Nolóran/Musketeers: Joint-remainder of regiment.



Protectorate Artillery
Type: Artillery divisions, usually with 3-4 cannons apiece, pulled by horses.
Characteristics: Usually the least armoured of the professional Protectorate Infantry
Highly disciplined, expensive.

The Protectorate Artillery are early artillery regiments used in the professional Protectorate Army. They are used to great effect within the military against long lines of enemy troops and far-off entrenchments of enemies. Though inaccurate, as with most contemporary artillery, they offer key advantages on the field of battle if deployed well.

The ranks afforded to Artillerymen are as follows:

Staff:
Caúnad-Néivis-Ví/Artillery-Colonel
Caúnad-Néivis/Artillery-Lieutenant Colonel
Caúnad-Ilesór/Artillery-Major
Caúnad-Vólindau-Ilesór/Artillery-Quartermaster
Caúnad-Láucenrai-Ilesór/Artillery-Musician Captain

Company:
Caúnad-Cordúar/Artillery-Commander: 1 per regiment
Caúnad-Vólindau/Artillery-Quartermaster
Caúnad-Séusar/Artilleryman: Remainder of regiment.

RP EXAMPLE:
Císcauva Calannór stood on the pier of the city of Gíenvall. This was a place that she often went to in order to think, to contemplate her life thus far. It was peaceful, save for the shorebirds and occasional person come walking, and the ships out to sea painted small, wonderful silhouettes in the red-grey sky of dusk. How many of those ships did she own, she wondered. Certainly some of them. Maybe most of them. And those which she didn't own, she had let exist, at any rate. No ship travel passed through Gíenvall without her knowing. Actually, no ship travel passed through the Protectorate without her knowing. She wondered if the Lord Protector ever felt so powerful, to know everything going on in a portion of his lands. The portion that made the most difference to whether the protectorate lived or died, no less.

The Lord Protector. Císcauva Calannór had groomed him up for leadership largely without him knowing. He was an old elf anyway, no match for the keen intellect of Císcauva, and thus easy to control. But old elves don't always stay useful. After they reach their third century of age, their bodies become frail, their eyes become dim, and their minds are clouded by the Great Fog. Císcauva grimaced. She certainly knew that she was more capable at her height than the Lord Protector was. Maybe the Great Fog would be kind to her, spare her from its ensnaring. It sometimes helped to hold onto that vain hope. Císcauva knew it was not the case. She felt around for the knife she kept by her side. Good. Still there. She always kept it close. Just in case.

The familiar form of a flamboyantly-dressed Sésavairi elven Desílaceu graced the pier, a short way down. He was walking slowly towards Císcauva, holding his robes in his palm, as many Sésavairi did. Such a mass of clothing they possessed. Despite spending two centuries amongst the Sésavairi more than her native Euvetáran people, adopting their customs and manners of speech to a tee, Císcauva Calannór had yet to understand why they insisted upon such impractical clothing. The Desílaceu stopped and turned to face the same direction that Císcauva was facing, out to sea. He remained silent, so Císcauva spoke.

"It is good to see you here, Téunaisen," she said to him. The Sésavairi grunted a laugh.

"Well you sent for me. What did you expect? You've made it very clear that I'm not to send representatives, even if it means I have to trudge down to this málachois every time you send for me..."

"Téunaisen!" Císcauva chided, "This is the city of my late husband, my late son! I'd expect you to refer to it with a bit more respect in future. Do remember who pays your wages."

Téunaisen grunted once again, this time one more of acceptance than humour. Technically the state paid him to govern in Méilacoth, but he understood the magnate's point. She paid him far above what the state could. Perhaps he could afford to be more... Careful.

"Right you are," he spoke slowly and meaningfully, "So what am I here for this time? Need more trade going through my port?"

Císcauva looked back out to sea, sighing, "Alas, nothing so pedestrian," she spoke softly, as if with sympathy, "I am afraid that the Lord Protector is most incapable. Not only is he an elf in his third century, but he is truly feeling the effects of the Great Fog more than I would have expected. A sorry state of affairs, that."

Téunaisen tilted his head, "You had us choose him. I warned you that he wouldn't last. His mental state was degrading even when we elected him."

"I'm not a fool, Desílaceu," Císcauva yet again spoke more accusingly, before softening once more, "But you are right. I believed an older man would placate the others in Ris-Desílai, the ones who wanted a wise leader, experienced. But it seems that experience and age are not always one and the same. He's had nearly half a century of rule, now, all... No, underwhelming isn't the word..."

"Ordinary?" Téunaisen suggested.

"Not quite the word either, but it'll do," Císcauva nodded, "This half-century has been business as usual, but nothing exceptional. Perhaps for the best, but I believe that things will only get worse from here," her face seemed to harden, its expression becoming stone-cold, "It is time that Sumennar Seménarisen was removed."

Téunaisen raised an eyebrow, "Removed?"

Císcauva smiled, "Do you know why I keep a knife upon my person?"

Téunaisen considered for a moment, "I always assumed it's to take care of assailants."

Císcauva laughed, a far more flowery laugh than those of the Sésavairi. A trait she had retained from her youth.

"Please, Desílaceu... Half of the criminals in the Protectorate are in some way under my employ. The other half know not to cross the former," she sighed, "No, nothing so crass as a weapon. I am getting older, Téunaisen. I may not be quite as close to my Third as some, but I know it is coming. I've seen a countless many old elves ensnared by the Great Fog, gradually losing all sense of who they are, what their purpose is in life, until their only remaining purpose is to die, old and confused," Císcauva brought out the knife from her side, and removed it from its sheath, "The moment I notice myself slowing due to the onset of the Fog, I hope I make the wise decision. I would sooner cut my own throat than let the Fog take me slowly down to the depths."

Téunaisen seemed stunned. He did not know what to say, so remained silent.

Císcauva slid the knife back into its sheath, "The Lord Protector... He does not possess such discretion. He is old now, his mind greying thanks to the Fog at this moment. Perhaps, there is a time for everyone, and a point at which one's only purpose is to die. If he does not show the courtesy himself... Well, maybe a steadier hand would have to do."

Perhaps Téunaisen had realised in his mind that this would have been coming. Surely Císcauva hoped as such. If he didn't, then she had massively overestimated the elf. But after getting over the initial shock, he seemed receptive to the idea.

"So as usual, you want me to organise the voting bloc," Téunaisen surmised, "Have you thought of any candidates?"

Císcauva looked to the elf-lord, "All in good time. This plan requires a large amount of setup before its execution. It won't necessarily be done sooner rather than later. My main reason for bringing you here is to gauge the Ris-Desílai's willingness to replace him."

Téunaisen looked pensive, "Well, there are a good few who think an incapable Lord Protector is a good thing. They believe, in the absence of a strong governing hand, they can expand their own stations. Gain yet more power for themselves."

"Well now," Císcauva spoke, "We cannot have that," she smiled towards the Desílaceu, "I can trust you to give me a list of those individuals in the near future, can I? It would be most helpful to know whose pockets I have to fill before throwing money about."

The senator sighed, "Consider it done. Moreover, I'm not sure that assassination will sit well on the Ris-Desílai's shoulders."

"If done correctly, they won't suspect a thing," the woman reassured, "No, a knife is too crass for this matter. Something less overt would be preferable."

Finally, Téunaisen hesitated before speaking, "And... Might I put my name forward for you to consider? For Lord Protector, I mean."

Císcauva's smile slowly faded, "Well now... You realise, of course, that I am not on the Ris-Idánn, and therefore I cannot force it to act too far out of its normal line?"

Téunaisen glared, "I would make an excellent choice, and I think that the Ris-Idánn, and you yourself, know it. Additionally, it would be excellent for your own aims. Having the Lord Protector as someone who answers directly to-"

"Don't presume to know my aims, Téunaisen," Císcauva interrupted, "Unlike purples, reds and blues, 'perceptive' is not a colour that suits you..." She turned away from him, before inserting more words into the conversation, "However, I will consider your name. You have proven yourself faithful for around a century now, maybe it is time I further rewarded your diligence."

Téunaisen was dubious of her words. He did not know whether this was a placation, a promise or a threat. In some ways, Císcauva was less easy to read than any of the most emotionally ambiguous among his culture. Infuriating, but not altogether without its merits. She had rewarded him in the past with titles and money, maybe she would yet work in his favour again.

"Bland," Císcauva finally said.

"I'm sorry?"

"The word I was looking for. The past half-century has been thoroughly bland and uninteresting. I think, between you and me, this is liable to change soon enough."

The woman nodded in Téunaisen's direction before turning to leave.

"Good day, Desílaceu."


Good app! - accepted

User avatar
Tysklandia
Diplomat
 
Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Thu May 21, 2020 1:18 pm

Laiakia wrote:
Nation Name: The City-State of Asmodeus
Racial Makeup: 95% Human - 5% Vampire
Leader: Master Lich Noraus the Undying




Cultural Description: The State, Goverment and Politics: The City-State of Asmodeus essentially functions like a fascist state, where the ruler controls all interests of the government in both foreign and internal affairs. The rest of the government consists of a small council of six trusted Vampires who specialize in one particular field of government. Each of these Vampires have a unique title in the government gifted to them by Noraus. The titles are Spymaster, Marshal, Steward, Chancellor and Preacher. The politics of Asmodeus are almost identical to the Empire of Illyria

Religion: One of the most unique things in Asmodeus is its citizens worship of Khel'zhuxr. This worship cannot be found anywhere else in Illyria. The reason behind this is that Noraus alerted the Crimson King of the existance of this powerful creature and proposed to find a way to study it and try to gain it's powers. Noraus stated that the only way to study this great being was through sacrifices and various rituals. The Crimson King thusly allowed the worship of Khel'zhuxr solely in Asmodeus to contain it. The hidden motive of Noraus is, instead of studying the eldritch abomination, is to awaken it and bring about great turmoil and potentially gain more powers.

Food Harvesting: The subartic climate that dominates the region has been the end of many harvests and citizens alike. The long winters that last most of the year has caused the main diet and food source of Asmodeus to become fish from the Gulf of Chekhov and the wildlife surrounding the City-State's territory. In the relatively short summer months, harvests of fast-grown wheat and grain dominate the fields and hills.


Diplomatic Description: Asmodeus's diplomatic position in the international realm is almost non-existant without support from Illyria. The most contact a government gets with the City-State is usually either reports of sinking ships or demands for money in exchange for safe passage through the Gulf and the northern part of the Tiberian. Asmodeus, being a duchy of the Empire of Illyria, usually supports all claims made by the Crimson King against foreign powers.

Background: The City-State of Asmodeus was originally created in the Age of Heroes as a bastion against the hordes of the Abyss. The planners of the city chose a boreal valley that surrounded the city, making defense easier. The first settlers consisted of humans, but elves would commonly bring in supplies and help guard the humans while the city was being built. The city itself was split into three parts. The first one being the Lower City where the poorest of the people dwelt and co-existed with dirty mines. The Lower City had the first walls built around it and was the first area to be fully completed. The second area was the Middle City where the middle-class dwelt together with the soldier barracks, various shops and entertainment. This area was walled of from the Lower City with the only entrance being a more defended gatehouse. This was done to make defense easier should the walls of the Lower City be breached by invading forces. The third and final area built and finished was the Upper City where the governing elite and the richest of inhabitants lived. This area was, akin to the Middle City, walled off from the lower parts, being only accesable from a single gate. The main feature of the Upper City was the huge tower streching into the sky, serving as the throne room to the governor. Once all the parts were finished, a great host of human warriors came and inhabited it and became the first true inhabitants of Asmodeus. Eventually, a great horde lead by the Illithids came and besieged Asmodeus. The city itself became heavily destroyed and has still not been completely repaird to this very day. The creatures ravaged and killed hundreds of humans, but this only seemed to make the defenders fight harder. The horde was eventually pushed back and annihilated, leaving hundreds of corpses laying in the blood-stained snow.

In the Fourth Age, the bastion had been transformed into a sprawling city existing within the frozen wastes of Northwestern Pengali. Repairs had been started many years before, but only then was there any efficient progress in repairing the inner keep of the damage caused by the Abyss horde. Most of the materials that were used came form elven supporters from the world abroad, but it was simply not enough. The leadership of Asmodeus had to make the tough decision to loan money from many various big empires. The citizens of that era experienced an influx of immigrants of both elven and human descent who wanted to start a new life on the frontier.

The Fifth Age would be one of the biggest catalysts that would cause the fall of Asmodeus in the Century of Blood. The leadership of the City-State, having come from a long line of descendants also inherited various debts that their ancestors had gained. As such, they could not spare the coin to continue repairs of the city. This caused a lot of unrest in the citizens who were being attacked by savage beasts sneaking into the city through the various holes and cracks in the walls. The City-State continued to exist with massive economic issues as riots and strikes began becoming mainstream.

The Sixth Age and the Century of Blood would mark the end of the previous chapters of Asmodeus. Early on in the Century of Blood, a single man clad in cold, menacing armor with a fur cloak and a horned helmet would be sometimes seen outside during heavy snowfall and storms, simply watching Asmodeus from a distance. This strange visitor was the Master Lich Noraus. He had sworn loyalty to the Crimson King and in turn had been promised Asmodeus as his new city. Eventually, a large horde of undead appeared on the horizon, growing ever closer. The governing elite would see the approaching horde of undead as a way to regain the people's trust, if only they could defeat them. Alas, that was not the way it was supposed to go.
The horde arrived at the gates of Asmodeus a week after it appeared orignally. Noraus, who was leading the horde, came forth and gave an ultimatum to the governing body of Asmodeus to surrender before midnight or face total eradication. The governor made the decision to stand and fight, thinking that they could defeat the undead legion like their ancestors did to the Illithid forces. When midnight came, Noraus ordered the attack to begin, sending hundreds of undead swordsmen to climb the walls while skeleton archers began bombarding the men defending the walls with arrows. The walls fell not long after and the gatehouse was breached, causing the opening of the gate and allowing swarms of undead to enter the Lower City and slaughter the inhabitants in the name of their Lich Master. The governor was still not worried at this new development. He saw it as a perfect replication of how the Lower city had fallen before to invaders before their ancestors managed to repell them. The undead hordes did not relent once they were inside the Lower City and immedietly began assaulting the gate of the Middle City. Some skeletons tried to climb the walls, but were met with fierce resistance by the defending humans and mercenaries who had arrived a few days prior and were instructed to help guard the Upper and Middle City. They did little to help when the gate was breached by a battering ram. Once more, the defenders held their ground in a struggle of life and death. And once more were they pushed back further upwards towards their last defense and bastion. Noraus gave the defenders one last chance to surrender, but the governor, blinded by the glories of the past, refused once more. Ultimately, the Undead horde flooded into the upper city and slaughtered everyone alive.

Now, Noraus rules Asmodeus and the surrounding towns and settlements with an iron fist. The City-State of Asmodeus now stands ready to finally spread and prosper in this new Age.


Population: 200,000 Humans - 2,500 Vampires
Economics Explained: Due to Asmodeus' position as a duchy of Illyria, trade with outside forces has become almost nonexistant. Instead, Asmodeus makes most of it's money from demanding payment for safe passage through the Gulf of Chekhov and the northern part of the Tiberian Sea.
Cities Explained: Asmodeus: The great city is split into three different sections knwon as the Lower, Middle and Upper Cities. The average life of citizens inside the walls of Asmodeus is usually filled with vampire and cult propaganda, painting other nations as savages and heretics.
Other small villages and towns: The outlying small towns and villages that litter the surroundings of Asmodeus are often heavily underdevelpoed. The many citizens who live in those towns are often poor and find work hard to accomplish due to the harsh boreal climate that dominates the year.
Military: Land Forces: The Land Forces of Asmodeus is quite underdeveloped as most of the manpower and equipment goes into the Navy. The army itself is mainly dedicated to the defense of Asmodeus and it's border. The current number of active troops are approximately 40,000, but most of these are either untrained or underequipped.
Navy: The Asmodean Navy, as already mentioned, is the biggest resource consumer due to the building and research of bigger, heavier and better ships. The Chekov Cartle's private mercenaries are also heavily used on tax collector ships.
Caravel- 35
Carrack- 45
Galleas- 20
Galleon - 1 (Flagship)
Shadowfall Draft 2
The Shadowfall weighs 1000 tons and is 187 feet (57 meters) long, from stern to bow. It is armed with 360 cannons, not including two triple-barreled chase guns.
The Shadowfall's rigging consists of three masts: the fore, the mizzen, and the main. The Shadowfall is square rigged on both the foremast and the mainmast, but the mizzenmast carries one lateen sail and one topsail. Like most galleons, the Shadowfall has a bowsprit with the spritsail topmast on its end. The bowsprit carried two square spritsails, but after it was broken in a skirmish, the new bowsprit was placed almost exactly above the Shadowfall's terrifying figurehead. Two staysails can be unfurled on the stays connecting the foremast and this new bowsprit.
The Shadowfall's stern, a sight witnessed by few human sailors, was covered with lamps and windows arranged in the pattern of a fanged mouth. The deck above was intertwined with the skeletons of ferocious sea beasts. The ship's name plate is located on the lower stern gallery. The hull of the Shadowfall appears to be constructed entirely from driftwood, with every surface encrusted with barnacles and other aquatic flora from the sea bed.
The Shadowfall's cannons emerged from ports on either side of the ship. The ports were carved into the hull and took the forms of sea demons with wide gaping mouths. The Shadowfall's main armament consists of 100 36-pound cannons and 96 24-pound cannons, supplemented by 3-pounders on the quarterdeck and forecastle. This overwhelmingly heavy broadside proves on multiple occasions to be a destructive, if not fatal, blow to any ship that is at range of this powerful ship. It also carries two large triple rotating bow chasers.
The prow of the ship resembles a fanged mouth, and features a carved figurehead resembling a hood-wearing skeleton holding a scythe. In addition, the Shadowfall's sails are white, but raggedy, and covered with seaweed and grime, with multiple holes.
TL;DR: Overall the Shadowfall carries 360 cannons, considering her primary weapons were 24-pounders and 36-pounders, the ship could be considered as the most powerful ship in the Old World.


RP EXAMPLE:

Questions:


Characters WIP

Character Name: Horn Stylr
Title: Doomknight Supreme
Species: Human (Former), Vampire (Current)
Gender: Male
Age: 138

Personality: Horn Stylr's personality is almost non existent due to whatever dark ritual Noraus did on him. His only goal is to serve his master as best as he can and achieve his goal, no matter the cost.
Biography: Horn Stylr is a cursed Doomknight and leader of the Doomknight Order within the City-State of Asmodeus. A long time ago, Stylr was a great and noble knight who fought for the innocent of the Old World. Eventually, he fell to the sword of his enemies and was buried inside a crypt dedicated to his deeds while alive. While it is unknown how, Noraus the Master Lich raised Horn from death during the Century of Blood. It is said that now, only darkness and Noraus is his master.
Abilities: Horn Stylr, like most Vampires in service to Noraus, hold a limited control of necromancy. Not enough to raise and control an entire army, but enough to raise smaller numbers of Undead. This, along with the biological mutations of increased speed, strenght and intelligence makes him a dangerous foe on the battlefield.


RP History:


Character Name: Noraus
Title: Master Lich, Ruler of Asmodeus, Leader of the Cult of Khel’zhuxr
Species: Human (Former), Undead Lich (Current)
Gender: Male
Age:

Personality: Megalomaniac, slight hatred towards non-human races
Biography: Noraus, originally a human turned into a Lich,
Abilities: Necromancy, Enchantment, Conjuration and Evocation


RP History:


Vampire pirate king? Noice!

Accepted

User avatar
Elerian
Postmaster-General
 
Posts: 11563
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Thu May 21, 2020 3:30 pm

Elerian wrote:

Nation Name: Tekumel, or the Empire of the Petal Throne

Racial Makeup: Tekumel is a cosmopolitan mix of Humans, Elves, Drow, Dwarves, and various other races. The Empire is held together by the elf kin elite that rules from the populous Tu’an region.

Leader: Imperator Danasura Sakyakumari




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Cultural Description: Tekumel consists of various cultures and nations. The native Tekumel culture is itself a blend of customs, enriched even further over the course of the expansion of their civilization. The first Tekumel settlers mixed with the Elves, creating a nation keeping most of the elven language, beliefs, customs and culture. The language of Tekumel is based on that of the elves who followed Vanxirion and the languages of various local tribes. It is official throughout the state and necessary to achieve a career. Other cultures might define people from Tekumel as arrogant, officious, and overrefined, a nation always striving to live up to the unattainable standard of its ancestors.

Diplomatic Description: Tekumel is an ancient realm in the far East. Its capital is the city of Myyrha Khannar, located on the river Tear. The Empire arose through conquests, assimilating nearby kingdoms. A significant amount of elven blood runs in the veins of the people, while their language is a variant of ancient Elven. The Empire is aggressive and willingly invades neighboring lands.

Background: The Tekumel are said to not be natives of either Penglai or Eden. Instead, in times immemorial, a demon forced the Tekumel to flee their homeland and come to their present day location. It’s not clear whether this was before or after Vanxiron’s conquests, leading some scholars to believe that the Tekumel were granted their current homeland for their service to the Eldarian warlord. It is known however, that in three great waves the Tekumal settled first in the fertile Tu’an riverlands where Penglai and Eden meet. Then in the hostile Elenur closer to Eden. Finally the last, and smallest wave settled on the many small islands adjoining the Sea of Akhzar. These three groups of settlers came to be known as the Tekumel.

However, they had competition. Two other tribes had long ago settled the area, locked in an eternal feud. It wasn’t until the arrival of the Tekumel did a truce be made between the two tribes, the Yan Kor and Shenyu. But, the Tekumel were nothing if not crafty. Soon, the Tekumel were able to convince the Yan Kor to break their truce, and with the help of the Tekumel, crush the Shenyu. The Tekumel let the Yan Kor do much of the fighting, weakening themselves, but in the end the Shenyu were forced to flee into the inland hill country. With the Shenyu taken care of, and the Yan Kor weakened, the Tekumel broke their alliance with the Yan Kor and subjugated them.

Their victory was short lived, however. The three different groups of Tekumel, without a common enemy, fragmented into three separate political entities, each ruled by its own petty king. The Yan Kor were able to free themselves in the confusion and migrated west to lick their wounds. For many years the Tekumel fought many wars against one another, until finally the Etrusian Empire arrived to subjugate and conquer them. Once again having a common enemy, the Tekumel set aside their differences and united to fight off the Empire. Despite having the home advantage, the Imperial army was too many and too experienced. It wasn’t long before Tekumel's home was converted into just another province in the great Imperial patchwork.

The Tekumel and their previous enemies, the Yan Kor and Shenyu, were able to retain their cultural identity, but they toiled under the oppressive Imperial regime. It wasn’t until the sundering of the Etrusian Empire that Tekumel was able to break the chains of their imprisonment. By the time the histories of an independant Tekumel began to be written again, the foundations of the Empire of the Petal Throne had already been laid. The first Emperor is known only by his house name: ‘the Kolumel’ There are no records of his ancestors, who he was, or how he came to subdue the other petty states then ruling in the region. All that is certain is that he had a considerable number of supporters.

Kolumel rejected many of the ideals and traditions of the Etrusians in favor of returning to those introduced by Vanxiron in centuries prior. Styling himself Imperator and taking a full blooded elven wife thereafter. Although unable to reach the heights of Vanxiron’s realm, Kolumel’s realm managed to maintain its grip over a large swath of land into the present era.

Population: 21,000,000

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

Cities Explained: Galai is known as the City of Fire, she is a coastal city renowned for her gem cutters, and fine goldsmiths. Galai has long since grown fat from trade and the tolls exacted from travel between Penglai and Eden. A large sprawling affair insulated from the worst fury of the seas beyond by her natural harbor. In the past, excavations led to the discovery of underground caverns of gas. The gas was then channelled to provide light for the city. The distinct blue flame produced by burning natural gas cast a fierce glow into the night sky. Thus, Galai is sometimes referred to as the "City of Fire.''

Myyrah Khannar is one of the largest cities in Tekumel, as well as the capital of the Empire. With enormous walls, a significant population and a crossroads for access to Penglai, Eden, and Avalon. In Myyrah Khannar, it's orderly, compact and cozy, and defended at each gate by ancient Dwarven Colossi taken from the ruins of Lycaea. Myrrah Khannar is recognizable as emulating the styles and architecture of Vanxirion’s empire.


Military: Loosely based upon the legions of Vanxirion’s Empire, Tekumel has a military that follows a similar structure. Her legions, known as the black-clad, are well-versed in the art of combat. Under the complete control of the Tekumel’s Imperator who leads with absolute authority. Tekumel’s legions are referred to internally as Kareng and are highly flexible units. The Legions of Tekumel are a 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. It consists of 250,000 soldiers, of which a fraction are serving in garrisons, a third is on active duty on the frontiers, and the rest are in reserve.

The rest of Tekumel's army consists of irregular troops taken from its various minority populations. These include but are not limited to Avvarian Giants, Drow Draconid Riders, Yan Korian Waterbenders, etc.


RP EXAMPLE:


Updated my app.

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