Arengin Union wrote:Well, mine as well make this my official return. The return of the king.
return of the king
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by Guuj Xaat Kil » Sun Apr 04, 2021 9:30 am
Arengin Union wrote:Well, mine as well make this my official return. The return of the king.
by Arengin Union » Sun Apr 04, 2021 12:34 pm
by The Twelve Isles » Mon Apr 05, 2021 9:21 am
by Guuj Xaat Kil » Mon Apr 05, 2021 9:30 am
by The Manticoran Empire » Mon Apr 05, 2021 11:54 am
by The Twelve Isles » Mon Apr 05, 2021 2:47 pm
by Vologda Sosnogorsk » Mon Apr 05, 2021 5:39 pm
by Sherechia » Tue Apr 06, 2021 4:07 am
by The Imperial Warglorian Empire » Tue Apr 06, 2021 10:08 pm
by The Imperial Warglorian Empire » Wed Apr 07, 2021 12:22 am
by Shahinay » Wed Apr 07, 2021 3:57 am
The Imperial Warglorian Empire wrote:What’s the status on non human species’ in the RP? Just curious
by The Imperial Warglorian Empire » Wed Apr 07, 2021 6:17 am
Shahinay wrote:The Imperial Warglorian Empire wrote:What’s the status on non human species’ in the RP? Just curious
You can have as many of them as you desire in your religion and mythology. If I'm not mistaken I made a small exception from this rule for the neanderthals (and possibly other human species), which used to exist and perhaps still exist in some really small and isolated communities and with which some natives of Gwaii interbred.
by The Manticoran Empire » Wed Apr 07, 2021 6:32 am
The Imperial Warglorian Empire wrote:Shahinay wrote:You can have as many of them as you desire in your religion and mythology. If I'm not mistaken I made a small exception from this rule for the neanderthals (and possibly other human species), which used to exist and perhaps still exist in some really small and isolated communities and with which some natives of Gwaii interbred.
Interesting, so no Manticoran Elves?
by The Imperial Warglorian Empire » Wed Apr 07, 2021 6:54 am
by The Imperial Warglorian Empire » Wed Apr 07, 2021 8:47 am
by Arganuta » Wed Apr 07, 2021 5:14 pm
by The Imperial Warglorian Empire » Wed Apr 07, 2021 5:37 pm
Arganuta wrote:(Image)
Banner of the triple alliance
Nation name: Varies
National goals: Survive as an independent city/warlord, conquer territory. In theory everyone strives to unite saruzhan but this seems increasingly unrealistic
Nation's Leader: Varies. Some of the Leading Factions and notable Persons in the Chaos are:
-The Mironid Clan (based in Yana) lead by Hazdrugan Mironid. One of the most prestigious and traditionally powerful Families in Yana and thus Saruzhan. Hard hit by the end of the triple Alliance
-The Barakid Clan (originally based in the western coastal region in the sea of pearls (the big bay/sea near the heartland) but has recently taken over the small but prosperous city of Kition . Lead by Yarikh Barakid
-General Adon Talumid of the Free Army. Originally sent by the City of Yana to squash a rebellion of minor nobles threatening the city of Radashqart the opportunistic general instead defected to rebels and has become the leader of their rebellion.
He is currently besieging the city of Radashqart and it is rumored that he has aspirations to use the capture of the city to found a dynasty.
National Government: Usually a hereditary monarchy. Cities, especially bigger independent ones are oligarchies with the patrician families choosing by chance one of their own to rule for life.
National history: According to legend the Saruzh settled the saruzh Heartland more than 1000 years ago, when the great prophet Eshmun lead the saruzh from their savage existence in the mountains down into the fertile plains they would settle under his watch.
The taking of the ancient and eternal city of Yana, almost deserted by the previous civilization that had been decimated by a plague and much infighting, is traditionally seen as the point at which saruzh barbarity ends and high saruzh culture begins.
Much has happened since then, but one of the more important historical events was the conquest of the saruzh states by the Tračian Empire, a nation of brutal warriors that had already subjugated the southern peoples and burned down matsqart, a saruzh colony on the southern straits.
Roughly 79 years did their reign of terror last until 120 years ago a great revolt headed by the saruzh but including many of the other subjugated peoples toppled the hated tyrants and exterminated the tračians.
In the wake of victory the three great cities of the saruzh heartland Yana, Radashqart and Tūr entered into the so called Triple Alliance that ensured peace between the various petty kings and states through a loose hegemony.
But like many others areas the Saruzh Heartland was affected by the great volcanic eruption and the resulting year of failed harvests and famine. While the hegemony managed to be preserved and the worst of the famine alleviated cracks began to form as every small noble and fiefdom looked out for itself first.
Small scale conflicts over food and fishing rights began to break out in various parts of the heartland and while these were dealt with scars and hatred remained. The weakness and overextension of the tripe alliance began to show. When lightning hit the holy oak in yana 4 months ago, panic and fear of a new disaster rippled through the territory of the triple alliance.
Opportunistic nobles and dynasties spread rumors that the preeminent Mironid, Utikanid and Kitionid families had lost the favor of the gods. While the rumors were intially unsucessful due to the prestige of those great and ancient families they gained new relevance after the diakon of the school of beginning and cycles in yana received terrible visions of burning cities, terrible winged monsters in dark skies and strange savages performing human sacrifices.
After the diakon killed himself by hanging himself in the holy church of Argana in the center of the ancient city, riots broke out in the city. Using the opportunity to strike while the magonids where busy trying to regain control of their home city a coalition of small nobles and cities declared independence. Efforts to squash the uprising where met with defeat and sometimes even defection of the generals sent to squash the rebels.
With the city of Radashqart under siege and Yana occupied with it's own affairs the last member of the triple alliance, the serene city of tūr has decided to cut it's losses and leave it's traitorous subjects to fight themselves. And so it came to be that where once peace and prosperity reigned now steel strikes and blood flows in the quest for independence or conquest.
Territory: 20.
Language: Saruzh
National Religion: Argavera. Centered around the worship of the goddess Argana, the religion values spirituality and spiritual cleansing over attachment to the material world.Another important belief is that the world is structured around cycles, the rise and fall of civilizations, the path of stars, the life of man, the seasons, the daily workday of the peasant, etc.
In the final cycle the material world will finally be again separated from the spiritual world and all souls will be freed from their material prison and reunited with Argana, God of the Spirit Realm.
As visions of the spirit realm dreams play an important role in the Argavera and it is not unheard of for a ruler to seek a premature peace when close to victory or for a trader to change the route of a trade expedition if plagued by nightmares.
National Culture/Identity: Northern(= Heartland) Saruzh culture places great value on Spirituality, being dutiful and perseverance. This can however also lead to stubbornness and an inability to admit that one has lost.
National Pastime: Upper class: Hunting, Watching plays, feasts
Lower classes: Gorodki
National holiday: Day of Descent: The greatest Saruzh Holiday commemorates the descent of the saruzh people from the mountains into the fertile plains of what would become the saruzh heartland.
Four days of Madness: Commemorating the Death of the mad king Aradesh who tried to centralize the saruzh church and to make himself into a god-king.During the four days of madness the existing social order is overturned. During the first day women may go to the streets to drink while men have to stay home. On the second day beggars and hermits are given wooden crowns, paraded through the streets and treated like royalty while nobles dress in rags. On the third day slaves may give orders to their masters (within reason) and children may order their parents around. On the fourth day all citizens of a city or all members of a village dress up in costumes and burn an effigy of the mad king, ending the four days of madness. During the four days of madness no foreigners are allowed in a city, the holiday is thus also an important way to distinguish between us and them. To be allowed to participate in the four days of madness means to have become truly accepted as a citizen of a city.
New year
Nation's Population: Total Population: 28,936,240
Allies:varies
Enemies:varies
Political issues: Civil War
Chance of revolt: The obligations and pacts that held together the loose hegemony of the triple alliance are untangling fast. It doesn't take much for small nobles or cities to just forego paying taxes and sending soldiers to their otherwise occupied superiors.
Greatest Victory:-
Most Embarrassing Defeat: Battle of Turgana: A large force sent to squash the rebel city of Turgana were defeated when a relief force besieged the besiegers. The resulting loss of a whole army was a major setback for the triple alliance and the beginning of the end.
MILITARY STATISTICS
TBD(Image)
Banner of the Serence City of Tūr
Nation name: Serene City of Tūr
National goals: Securing a new reliable source of food and trade in the east.
Nation's Leader: Amenukal Arvad Utikanid
National Government: The Amenukal is a ruler for 15 years chosen by chance from the oligarchic families in the cities under supervision of the church to ensure fairness and adherence to the result. Chance was chosen as the form of election, as chance is seen as a purely spiritual and fair force and thus fits well with the Argavera. The Amenukal is advised by a council of elders, which consists of the heads (and some chosen members) of the oligarchic families of the cities. The council has a veto power with a 2/3 majority needed.
National history: One of the first truly saruzh cities (as it was not just taken from the old civilisations upo the descent) Tūr was founded on the strategically important island of the same name. It soon rose to be one of the most important saruzh cities, renowned not only for the great skill of it's smiths and glassmakers, but also as a major producer of saruzh purple, a dye produced in a process involving the local murex snails.
With great industry came great trade and with both came great wealth. While the city, as the rest of saruzhan was hard hit by tračian subjugation it rose to new heights during the rebellion and was subsequently one of the three members of the triple alliance. While the chaos of the recent years has dampened the fortunes of the city, the cities location on an easily defensible island has shielded it from the worst of the chaos.
After losing many men in the attempt to keep the failing alliance together the tūrians have turned their backs to the otherwise occupied yanai and radashqartians and set their eye to the east, ever looking out for new opportunities.
Territory: 24
Language: Saruzh
National Religion: Argavera
National Culture/Identity: Upper class: As a mercantile society the southern(all saruzh living in independent trade based city states are referred to as southern regardless of actual location) saruzh tend to be tolerant of other cultures and beliefs. This mercantile streak also leads to many southern saruzh acting opportunistically and have earned them the reputation of always being out to make a quick buck (despite their spiritual and anti-materialist pretenses). But it is also said that the coastal saruzh are innovative and daring. Following the example the great legendary saruzh explorer Ahirom, many saruzh traders take risks to explore unknown seas and lands and to discover new wares to buy or new customers to sell to.
But it should also not be forgotten that one cannot call himself the member or head of a civilized and prestigious saruzh dynasty if one is not educated in a variety of topics, including, sailing, languages, writing, the argavera, poetry/literature and many others).
Since scientific discoveries often help the mercantile side of things (like better navigation for example), the southern saruzh upper class also prides itself on embodying (at least in their minds) and sponsoring the pursuit and discovery of new knowledge.
Lower class: The lower classes in southern saruzh cities are overwhelmingly craftsmen and take great pride in the work. Mastery one's work is the basis of the pride and the goal of every true saruzh.
National Pastime: Upper class: Pursuit of Knowledge (southern saruzh upper class is expected to be knowledgeable on a wide range of topics), Feasts, Collective Reading of Poetry (a slave reads poems while guests and host lay and listen), Swimming, Calligraphy
National holiday:See: Saruzh Heartland
Also:The great competition of Ahirom. A great swimming competition is held every year in the honor of Ahirom.Athletes from all over the saruzh cultural sphere are invited to participate for glory and wealth while the cities populace watches. In the evening a great feast is held.
Nation's Population: 322,666
Allies:-
Enemies:-
Political issues:Securing new sources of food and customers as the heartland sinks into chaos. While there is enough food to feed the cit it has been growing steadily and a stream of refugees from the mainland is expected to grow the cities population.
Chance of revolt:very low
Greatest Victory:-
Most Embarrassing Defeat:-
MILITARY STATISTICS
TBD
Has an excellent navy.(Image)
Banner of the Serence City of Masurqart
Nation name: Serene City of Masurqart
National goals: Remain wealthy and influential.
Nation's Leader: Amenukal Bodashtart "the Revenant" Sidunid. 6 month ago Bodashart went on one of his daily morning swimming excursions. When the Amenukal didn't return at midday search parties were sent out and found his bodyguards slain with the corpses of 3 other men, presumed assassins, laying nearby. Bodashtarts corpse however was missing. Two days later a man claiming to be Bodashtart emerged and recounted his version of what happened. According to him he fought of the assassins together with his bodyguards but got hit on the head with a club during the fighting. After fleeing into a nearby cave after the fighting to evade other possible assassins he fell asleep and woke up with large holes in his memory. While many doubted his claim at first, he was intimately familiar with the workings of the Sidunid family and his knowledge of state secrets convinced many of the Amenukals advisors of the truth of his claims. Bodashtarts wife and three members of the council however openly dismissed him as an usurper and called for him to be tried as an impostor. Having convinced the other council members the revenant, as his enemies had begun to mockingly call him, imprisoned "his" wife and expelled the dissident council members for treason. While the populace was split on whether they regard him as the true bodashtart, he was able to improve his public image through generosity and benevolent gestures that, much unlike his old misanthropic self. It remains unclear whether he really is the true bodashtart, though now doubts are only whispered in the council, as the populace seems to be apathetic or in parts even content with the situation.
National Government: See: Tūr
National history: Long ago another city of free thinker, philosophers and most importantly traders stood near the Strait of Ahirom. A prospering lighthouse marking one of the first true attempts at colonization the city seemed to be shining example of saruzh prosperity and culture, deep in enemy territory.
But as the priests say: all cycles come to an end eventually.And so did the cycle of the Great Southern City. The murderous Tračian Empire, in the beginning stages of it's great and terrible conquest seized the city, burned it down to it's foundations and killed or enslaved it's inhabitants.
And until the great saruzh revolt this was all that had remained. Burned out ruins and the memory of a great city that grew into a legend among the saruzh. And thus it came about that after the revolt the great city was refounded in the general push of the saruzh to found cities where
once smaller saruzh trading posts had been to secure the territory of their old enemies and to reinvigorate and control the old trade routes with the western peoples. The well positioned and famous city grew faster than any of the founding colonists could have imagined and soon much
of the old splendor and wealth seemed to return to the city. Now the Masurqart, the reborn city, stands proud as a symbol of free and prosperous saruzh and again is renowned for it's philosophers, traders and craftsmen.
Besides it's position as a major trading city it has also become a big market for mercenary companies, offering their services to traders and the various people near or not so near the strait of Ahirom.
Territory: 22
Language: Saruzh
National Religion: Argavera
National Culture/Identity: See: Tūr. In addition Masurqart is renowned for the freedom it gives to it's citizens to freely speak and freely question established dogma. It has therefore become a hub of freethinkers, philosophers and various sects.
National Pastime: See: Tūr. Only difference is that rulers are chosen for life.
National holiday:(anything like major religious celebrations etc)
Nation's Population: Total, including controlled territory: ~2,500,000 City: 90,000
Allies:The Aclusian Empire (not a completly equal relationship, with masurqart sending an annual gift to their allies in the west and promising to aid them with their navy in any defensive war)
Enemies:-
Political issues: 1.The legitimacy of Bodashtart 2.The vital trade with the western peoples is diminishing
Chance of revolt: no
Greatest Victory: -
Most Embarrassing Defeat: -
MILITARY STATISTICS
TBDNATION INFORMATION
Nation name: Üzabara
National goals: Make Money in the mercenary trade.
Nation's Leader: Nükän Mikänin
National Government: Hereditary Monarchy
National history: Founded by the great King Üsmö Lappaxönen the Kingdom's history is fairly uneventful. Engaging in some expansion westwards early on, nowadays the kingodm is content to make a fortune in the mercenary trade and through some raiding of it's western and eastern neighbors.
Territory: 31.
Language: Üxa
National Religion: State Religion: Pölata Ükkösi (Return of Ükkö). The religion is based around the belief that the great üxa King Ükkö will return to Üzabara in it's time of need and initiate a great Golden age. The religion has a martial character and is most prominent among the upper class and soldiers/mercenaries.
Accepted Religion: The Faith of the all Spirit. Based around the belief that all humans are instances of the same one spirit that passes through different bodies in each incarnation, thus being everyone at one time the religion embraces the golden rule and is strongly pacifist. It is most popular among the peasantry.
National Culture/Identity: Upper class: The üxa upper class goes to great lengths to distinguish itself from it's subject. Small quantities of silver are regularly ingested to achieve a blue skin color, teeth are filed to show aggression and during childhood skulls are shaped into conical forms to produce a strange looking visage.
These measures are reflections of a deeply proud and boastful culture whose people will go to great lengths to show their wealth and status and to one up each other. Since the most common and accepted way to achieve this is to fund or lead a mercenary company the uexa nobles also take great care to learn the military arts.
Lower classes: The lower classes of Üzabara have no love for their boasting of their superiors and prefer a peaceful and regulated life. Deep passion is only found when it comes to drinking alcohol and gambling. Yet for all their vices the Üxa place great value on honesty, hospitality and generosity.
Due to the tradition of the firstborn son inheriting all property these traits do not pertain to the men of the lower class who stand to inherit nothing. These men are usually ambitious opportunists joining raiding parties or the more prestigious mercenary bands in the hope of achieving a good life in eventual retirement for themselves.
National Pastime: Upper class: Falconry, Drinking, Feasts
Lower class: Drinking, gambling
National holiday: New year
Feast of Ükkö: Feasts al over the kingdom commemorating the rule of legendary King Ükkö
Day of the Doves: A valentines day like holiday based on an üxa myth about two lovers being transformed into doves by an evil wizard.
Nation's Population: 1,487,951
Allies: -
Enemies: -
Political issues:-
Chance of revolt: medium chance separatist revolts in the far west.
Greatest Victory: Battle of the singing Ravine: A force of 200 Üxa Mercenaries in the Employ of the the small saruzh city of Gadas fought of a force of 900 tribal raiders in a narrow ravine through superior equipment, discipline and using their enemies superstition to their advantage. The wind flowing through the ravine made a singing like sound giving the battle it's name.
Most Embarrassing Defeat: Battle of the blood filled kegs: A force of inexperienced Üxa Mercenaries, falsely believing the enemy to be far away, disregarded basic safety measures and the scouting of territory. Instead the mercenaries set up a sparsely guarded camp and held a great feast, to celebrate the confiscation of alcohol and meat from local peasants. After a great drinking competition most of the camp was either sleeping or drunk. When the enemy fell upon them few noticed at first and even fewer survived.
MILITARY STATISTICS
TBDNATION INFORMATION
Nation name: The Empire of Tračia (official)
National goals: Escape from Triuh and find a new homeland or die trying.
Nation's Leader: Asharid-apal-Ekur IV
National Government: Autocratic Monarchy that has basically degenerated into a tribal structure but still clings to the royal traditions of an autocratic empire
National history: Remnants of a tračian border fort that had held out against the great saruzh mostly by virtue of being unimportant. Survivors fled to current location after last battle (50 years ago) and managed to subjugate 2 small tribes with their remaining strength.
The charismatic father of the current emperor claimed to be a secret son of the last Tračian emperor and assumed leadership of the hopeless and desperate survivors. Under his reign the 2 tribes were subjugated and a sense of normalcy was restored.
Yet the tračians continued to live in fear and paranoia, ever afraid of being found out by the saruzh and hunted down by their vengeful slaves, who broke the unlimited pride of their former masters in the great revolt.
With the ascent of the young Emperor Asharid-apal-Ekur the tračians are preparing to commit the second biggest sacrilege in their history. It used to be that a saruzh only left his homeland to conquer all land that he stepped foot on.
But now the Emperor has formulated a plan to build a small fleet of ships to escape the damned continent of triuh once and for all and to seek out a new homeland somewhere in the west.While this act should in theory be an even greater affront
to the royal ancestors than the original flight from Tračia during the great revolt even the elders have become convinced that to bravely risk all is a better option than to wait in fear for the seemingly inevitable death by saruzh hands.
Territory: 23
Language: Tračian
National Religion: Tračian Ancestor Worship:
-Large Value is placed on the family bloodline
-Blood sacrifice of brethren/sisters at the family obelisk to guide the new king as a spirit (and to prevent succession crises) and a similar suicide at end of the reign to advise one's heir
-Belief that through ingesting holy drug (a herb with hallucinogenic and stimulating properties) one can commune with spirits of ancestors/siblings saved in the obelisk and may even allow oneself to be possessed by them.
National Culture/Identity: Very martial, brutal and cruel.
National Pastime: Hunting
National holiday:Day of the Ancestors: remembrance of all ancestors.Attendance of all members of the Family is mandatory since it is the most important holiday in tračian culture.
Day of the Familial Founder: remembrance of the founder of the blood lineage of the family.
Week of the great flight: A week of sorrow commemorating the great flight from the ancient homeland.
New Year
Nation's Population: 300 tračian men of fighting age. 600 civilians of tračian blood.
Allies:-
Enemies:All Saruzh states should they find out about their existence
Political issues:-
Chance of revolt: Tračians: no 2 tribes subjugated by them: medium (this maters little since tračians will set sail at the start of the RP anyway)
Greatest Victory: -
Most Embarrassing Defeat: -
MILITARY STATISTICS
Although the survivors have tried to preserve to the practice of asharda, the arduous training of tračian children to be great and disciplined soldiers from the age of 7 the changed circumstance have made this difficult. While Tračian soldiers are still excellent the loss of a completely labor-free life has cut down on their daily training and drilling time and the process of education has suffered from the time constraints of the adults who used to able to invest much more time into ensuring their children got the best asharda possible.
TBD
by Arganuta » Thu Apr 08, 2021 11:43 am
The Imperial Warglorian Empire wrote:Ooooh, a fellow Triuhii, any chance of interaction there?
by Skaldia » Thu Apr 08, 2021 4:10 pm
by The Imperial Warglorian Empire » Thu Apr 08, 2021 10:46 pm
Arganuta wrote:The Imperial Warglorian Empire wrote:Ooooh, a fellow Triuhii, any chance of interaction there?
If it's alright with you I'll assume that there has been trade with you even long before jashor, since after the time of the great saruzh revolt against the tračians.
But when it comes to military stuff the saruzh heartland and tuur are out, since they are too far away and don't have any real interests in your area (and vice versa I assume).In any case any military action west of aclus would have to be tolerated by him, since he could just block any fleet of mine from crossing his strait.
Things are different for masurqart, which is much more bound up in the western trade and aclusian politcs, but I don't know the relationship between you and Aclus, so I can't really comment on that. In general they will just follow aclus' lead, due to their alliance.
Uezbara however could have some interactions with you in the form of mercenaries being contracted by you. Since mercenary work is their main interaction with the outside world it wouldn't be that far fetched and a group of blue skinned, filed teeth brandishing band of shock infantry might scare someone who's never encountered them before. Or they might be convenient arrowfodder tire out the enemy for your valuable troops if you choose some of the cheaper ones.
The tračians don't really have the numbers to tilt the balance and I'm still not exactly sure what route they are going to take on the search for their new homeland (and neither are they), so I can't comment on them.
by Skaldia » Sat Apr 10, 2021 4:26 am
by Afrikaanza » Sat Apr 10, 2021 11:51 am
by Norcourt » Tue Jul 06, 2021 10:20 pm
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