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Guuj Xaat Kil
Diplomat
 
Posts: 711
Founded: May 25, 2019
Ex-Nation

Postby 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.

return of the king
Former Foreign Minister of the Federation of Allies.
Formerly [REDACTED] and [REDACTED], 8000 combined what the heck.

egg

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Arengin Union
Powerbroker
 
Posts: 8858
Founded: Feb 23, 2016
Left-Leaning College State

Postby Arengin Union » Sun Apr 04, 2021 12:34 pm

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"I do as I please"
-King Abraham Markev final words before jumping into a cage to fight a lion.

Proud member of the Federation of Allies

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The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Ex-Nation

Postby The Twelve Isles » Mon Apr 05, 2021 9:21 am

Arengin Union wrote:


Marry a Cartwine for me, tie this alliance together so we can curtail Manticoran expansion
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

Emperor Tyrus Willun The Conqueror.

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Guuj Xaat Kil
Diplomat
 
Posts: 711
Founded: May 25, 2019
Ex-Nation

Postby Guuj Xaat Kil » Mon Apr 05, 2021 9:30 am

The Twelve Isles wrote:
Arengin Union wrote:


Marry a Cartwine for me, tie this alliance together so we can curtail Manticoran expansion

We get to be in that alliance right?
Former Foreign Minister of the Federation of Allies.
Formerly [REDACTED] and [REDACTED], 8000 combined what the heck.

egg

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The Manticoran Empire
Postmaster-General
 
Posts: 10506
Founded: Aug 21, 2015
Anarchy

Postby The Manticoran Empire » Mon Apr 05, 2021 11:54 am

The Twelve Isles wrote:
Arengin Union wrote:


Marry a Cartwine for me, tie this alliance together so we can curtail Manticoran expansion

TREASON!
For: Israel, Palestine, Kurdistan, American Nationalism, American citizens of Guam, American Samoa, Puerto Rico, Northern Mariana Islands, and US Virgin Islands receiving a congressional vote and being allowed to vote for president, military, veterans before refugees, guns, pro choice, LGBT marriage, plural marriage, US Constitution, World Peace, Global Unity.

Against: Communism, Socialism, Fascism, Liberalism, Theocracy, Corporatocracy.


By the Blood of our Fathers, By the Blood of our Sons, we fight, we die, we sacrifice for the Good of the Empire.

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The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Ex-Nation

Postby The Twelve Isles » Mon Apr 05, 2021 2:47 pm

Guuj Xaat Kil wrote:
The Twelve Isles wrote:
Marry a Cartwine for me, tie this alliance together so we can curtail Manticoran expansion

We get to be in that alliance right?


If you got a princess or prince who's good for marrying. Dont get any ideas about a prince and installing your own people on our throne though, Andreaghan lines of succession go from parent to eldest child regardless of gender to avoid that exact situation.

quote="The Manticoran Empire";p="38520490"]
The Twelve Isles wrote:
Arengin Union wrote:


Marry a Cartwine for me, tie this alliance together so we can curtail Manticoran expansion

TREASON![/quote]

GOLD!
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

Emperor Tyrus Willun The Conqueror.

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Vologda Sosnogorsk
Civilian
 
Posts: 1
Founded: Jun 13, 2017
Inoffensive Centrist Democracy

Postby Vologda Sosnogorsk » Mon Apr 05, 2021 5:39 pm

NATION INFORMATION

Nation name: Volgyır-Mrevkhaan Confederation

Nation's Leader: Various Khagans of their respective tribes

National goals: Varies betweens the Khagans, but overall to keep the peace between each other as to not plunge their people into war.

National Government: A loose multiethnic and, to a degree, multicultural confederation consisting of various tribes ruled by a Khagan. The amount of authority a Khagan has in the confederation is based on his credibility, which is dependent on many factors, or the amount of military power they have.

National history: Once in perpetual conflict with each other, they have long since made peace with each other, albeit a fragile one, and have formed a confederacy so they may be united against outside forces that may seek to threaten the wellbeing of their people. However, over time, this peace has been slowly falling apart as internal bickering periodically threatens to plunge the confederacy into a civil war.

Territory: Red clump number 53, Gwaii

Language: Various native languages and dialects amongst the tribes.

National Religion: Tangrai, a religion that all the tribes practice

National Culture/Identity: The Volgyır-Mrevkhaan confederation is a highly multiethnic and multicultural entity; all the tribes have noticeable differences in culture and are slightly different in terms of physical appearance. Inhabiting swathes of land stretching from the rolling grasslands to the edges of the snowy taiga, where the tribes hail from often determine the identity of their peoples. Tribes that roam the green grasslands and forests are viewed as, and often are, wealthier than the other tribes and are often physically larger. Tribes that prowl the cold taiga, while smaller in number and in physical size, are often respected as robust and hardy peoples, and are also known to be skilled hunters. Regardless, there are some commonalities between all the tribes. The tribes, being pastoral nomads, prize their own herds, which give them sustenance and an invaluable method of transport.

National Pastime:

National holiday: (anything like major religious celebrations etc)

Nation's Population: 2,750,000 combined

Allies: (Some) Tribes within the confederacy

Enemies: (Some) Tribes within the confederacy

Political issues: The internal bickering that boils over every now and then

Chance of revolt: Debatably yes, since small diplomatic and military flare-ups between each tribe happen

Greatest Victory: None. Yet.

Most Embarrassing Defeat: None. Yet.


MILITARY STATISTICS

Army
A good half of the forces from each tribe are armed with bows, useful as a hunting tool, and as common war tool. Soldiers are also often mounted, providing great mobility to its rider. The mounts that a tribe used were dependent on the region that the tribe inhabited: tribes that lived in the grasslands often rode horses. The tribes that lived in the tundras sometimes rode artaal, armored bovids adept at scaling steep ridges.

Navy
None to speak of. At all. The tribes of the confederation at this time live very far away from the coastlines. The only nearby bodies of water are large lakes.

Organization and Command Structure
The organization of soldiers and the command structure that lies within vary with substantial differences based on the region of habitation and the tribe's size, and with noticeable differences between somewhat similar tribes, but the largest tribes share some commonalities:

The soldiers are organized into decimal units. The smallest unit, the ruban, consists of roughly 10 soldiers, of which one of them is their leader. By default, the leader is the oldest of the group. These men live and fight together. 10 ruban form a tarban, numbering in the 100s. 10 tarban form a brataav, and 10 brataav form a orda. The leader of an orda is often chosen personally by the Khagan of a tribe, and is often a unit that is only found in the largest tribes.

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Sherechia
Spokesperson
 
Posts: 184
Founded: Jan 22, 2020
Ex-Nation

Sherechia

Postby Sherechia » Tue Apr 06, 2021 4:07 am

NATION INFORMATION

Nation name: Sherechia

National goals: Preserving independence, freedom, economic stability, food security

Nation's Leader: Ikhago Tsoshida

National Government: Split into multiple tribes, each tribe is ruled by a tribe leader that is chosen either democratically or meritocratically. The tribes unite in a confederation which is lead by a Chairman who is voted in by the numerous tribe leaders.

National history: A group of nomads moved to the area that is now Sherechia long ago and decided to stay. Being almost completely isolated they developed their own unique culture.

Territory: Orange blob (no. 55)

Language: Sherechian

National Religion: Sherechian Folk Religion (SFR)

National Culture/Identity:
Sherechians are bound by few rules and would like to keep it that way. They are highly protective of their freedoms and the general sense of egalitarianism in their country and anyone who tries to do otherwise is usually dealt with lethal force. They are not bound by any honor or religious code.

Sherechians as a whole are isolationists, they will occasionally get out of their land to trade or conquest (if such conquests are low risk high reward) but otherwise they prefer staying within their mountaineous borders.

All Sherechians are skilled riders and own their own mounts usually a horse or a ram for personal transport and sometimes a pack animal like a camel or yak. Their skills are regularly demonstrated in races, rodeos and other events.

National Pastime: Hiking, riding, tea drinking

National holiday: Unclear (each village has their own holidays at different dates)

Nation's Population: 4,100,000

Allies:(if any) -

Enemies:(if any) Aydinir maybe? we did take their shiny stuff when they collapsed

Political issues:(if any) inter tribal conflict over resources, internal power struggles inside the tribe

Chance of revolt:(yes/no) yes (if chairman becomes too greedy, authoritarian, divisive or all 3)

Greatest Victory: -

Most Embarrassing Defeat: -


MILITARY STATISTICS
Population eligable for combat: 2,000,000
Army
The entire Sherechian army consists of cavalry. There is little organization on what every soldier carries as it depends on what weapon they are most proficient at. Axes, spears, swords, hammers and bows are all used. Most Sherechian soldiers and their mounts do not use plate armor, most use light armor that is not made of iron and some who specialize on scouting and shooting from afar (archery) do not wear armor at all.
Navy
Landlocked

Organization and Command Structure
The command structure is very flexible as Sherechians forcus on guerrilla warfare in the event of an external force invading the homeland. While the Chairman is the commander for the whole military, responsibility is often given to local commanders as they know the terrain better. Each village will have between 1 to 5 platoons. Platoons may or may not have commanders and can consist of as few as 2 people or as many as 50. These platoons follow the instruction of the local commander which then reports to the Chairman. The Chairman generally gives out rough instructions and is up to the local commander whats the best course of action.
Last edited by Sherechia on Wed Apr 07, 2021 9:46 am, edited 3 times in total.
Highly democratic and freedom-loving population, what if Mongolia and Japan had a child who also has an Indian driving instructor, increasing tensions between Market Socialists and Maoists, eats the aeugh fish, pets the aeugh fish, Aruday metro train doors have a tendency to amputate riders
Ask Me Anything / Embassy Program / All Characters Here / Convert to Tsaotak or reincarnate as a pufferfish
SHK News: General Tansagar flashes in front of World Assembly

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The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Tue Apr 06, 2021 10:08 pm

The Twelve Isles wrote:
Arengin Union wrote:


Marry a Cartwine for me, tie this alliance together so we can curtail Manticoran expansion

I'd take up that deal!

We're very much a warrior society: any of our men or women can double as bodyguards.
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Wed Apr 07, 2021 12:22 am

What’s the status on non human species’ in the RP? Just curious
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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Shahinay
Spokesperson
 
Posts: 105
Founded: Mar 02, 2016
Father Knows Best State

Postby 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

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.

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The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby 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.

Interesting, so no Manticoran Elves?
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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The Manticoran Empire
Postmaster-General
 
Posts: 10506
Founded: Aug 21, 2015
Anarchy

Postby 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?

Correct. I'm still cross about this.
For: Israel, Palestine, Kurdistan, American Nationalism, American citizens of Guam, American Samoa, Puerto Rico, Northern Mariana Islands, and US Virgin Islands receiving a congressional vote and being allowed to vote for president, military, veterans before refugees, guns, pro choice, LGBT marriage, plural marriage, US Constitution, World Peace, Global Unity.

Against: Communism, Socialism, Fascism, Liberalism, Theocracy, Corporatocracy.


By the Blood of our Fathers, By the Blood of our Sons, we fight, we die, we sacrifice for the Good of the Empire.

User avatar
The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Wed Apr 07, 2021 6:54 am

The Manticoran Empire wrote:
The Imperial Warglorian Empire wrote:Interesting, so no Manticoran Elves?

Correct. I'm still cross about this.

Big rip, very disappointed
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Wed Apr 07, 2021 8:47 am

Here's a warlord state I plan to have added into the Warglorian Anarchy, more to come later:

Kingdom of Waadasus: In the aftermath of the Imperial Capital's demise, the tattered remains of the 9th Legion under the leadership of one Legate Vevut, decided to pre-emptively sack Berolinum-Gloraria, making away with most of the contents of the Imperial Treasury. Fleeing to the southern coast, the immense wealth they looted allowed them to kickstart an economic empire whereupon they further enriched themselves with trade and gold mines. Arguably the richest of the warlord states, their combined amassed wealth allows them to afford the best equipment for their troops, as well as mass amounts of mercenaries. An additional quirk of Waadasus is the fact that most members of the 9th Legion were composed of Desert people auxiliaries and mercenaries, recruited from the Imperium's far eastern borders. This means that the Kingdom has a high amount of Bedouin influence and a large Bedouin population: unique considering how far they are from Triuh's centre.

Image
Last edited by The Imperial Warglorian Empire on Wed Apr 07, 2021 8:48 am, edited 1 time in total.
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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Arganuta
Secretary
 
Posts: 31
Founded: May 01, 2014
Iron Fist Consumerists

Postby Arganuta » Wed Apr 07, 2021 5:14 pm

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

TBD

NATION 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

TBD

NATION 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 saruzhrevolt mostly by virtue of being unimportant.The Survivors fled to the 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 tračian 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 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
Last edited by Arganuta on Sat May 15, 2021 12:58 am, edited 4 times in total.
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The Imperial Warglorian Empire
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Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby 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

TBD

NATION 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

TBD

NATION 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


Ooooh, a fellow Triuhii, any chance of interaction there?
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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Arganuta
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Founded: May 01, 2014
Iron Fist Consumerists

Postby Arganuta » Thu Apr 08, 2021 11:43 am

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.
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Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Thu Apr 08, 2021 4:10 pm

NATION INFORMATION

Nation name: Khi'vera

National goals: To protect the purity of their island and guard the secrets of the Khi'verse

Nation's Leader: The Elders of the Khi'verse. Numbered approximately a dozen in all, they gather only upon the return of a Pilgrim. Outside of such a momentous occasion, each tribe rules itself.

National Government: Not much of one to speak of. The only true laws are to protect the sanctity of Khi'vera from outsides. Otherwise, each Tribe Elder rules his tribe as he sees fit.

National history:
Civilization on Khi'vera arose at least twenty three hundred years ago, arrising for the fog caused by the War of Gods that saw barbarians arriving from deeper in Ainadestra and survivors of the Old Aydinirian Empire clashing. The resulting comingingly, whether peaceful or slow congrolomeration of both factions is not clear. Records of such times are hard to descipher by the Elders of Khi'vera. What is known is that what would become the Khi'verans had started around what were known as the Keepers, who are the mythological beginners of what would coalesce to be the Khi'verse. These Keepers would put forth the mandates and laws written in what is known as the 101 Commandments that make up the original foundation of the First Verse. And, having written these Commandments, they compelled their forebears to continue the Verse, what is known by modern Khi'verans as the Khi'verse, a tradition that has lasted for millenia.

Once a Khi'veran reaches maturity they may choose to leave the island and go on a Pilgrimage where they must find someone worthy to protect and fight for until a preset time where they must leave and return to their tribe. How they Choose and when they leave is random and entirely at the whim of the Pilgrim. This has lead the Khi'veran to be viewed as a two-edged sword. While they serve those they call the Chosen they are entirely at the (reasonable) whims and commands of their Chosen and totally obedient. If Chosen it is impossible for those Chosen to dismiss the Khi'veran. However, when they leave they are gone and any attempts to have ever stop a Khi'veran leaving has ended badly. If they are going into battle, each Khi'veran faces the current location of the Sun and anoints their foreheads and faces with the dust of the ground. No Khi'veran will serve someone already Chosen by another Khi'veran and the battles between Pilgrims are some of the most popular Verses in the Khi'verse, having formed a sort of ancestor worship among the Khi'verans, particularly those younger. During combat it is common to hear the Khi'verans singing. The Khi'veran Death Song is a high, keening ritualistic sound that seems to focus and strengthen the Khi'veran while demoralizing their foes. Khi'verans also typically take trophies from worthy enemies they have killed, typically scalps although fingers and toes are sometimes taken.

If a Khi'veran dies during their Pilgrimage it is believed that the Khi'veran failed in their Pilgrimage and are rituallistically 'forgotten' by their tribe. Luckily Khi'verans outside of Ainadestra are relatively rare, and only in recent times have they begun to explore their nearest neighbor.

If a Chosen does die, the Khi'verans will abandon whatever they might be doing, discard all weapons and armor and begin a sojourn to the Sea. During their journey they will not eat or drink anything nor will they make any attempts to defend themselves. If they reach the Sea, they will wade into the water where upon they will drown. It is believed in the Khi'verans mythos that those who die in such a way have a chance for their souls to return to Holy Temple at the middle of their island where upon they will be reborn to once more serve a Chosen fully. If the Khi'veran dies before they reach the Sea, they are seen as having not been worthy to return to the Holy Temple.

A Pilgrim that returns successfully from a Pilgrimage will have their saga made into a song and added to the Khi'verse. Until a Pilgrim does return to their homeland, they remain part of the Forgotten. Each Khi'veran Tribe have distinctive sages telling of their greatest Pilgrims and to be added to the Sagas is considered one of the greatest accomplishments a Khi'veran might take.

Territory: Here
Last edited by Skaldia on Mon Apr 12, 2021 3:57 pm, edited 3 times in total.
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||“The lesson of history is that no one learns.”
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||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


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The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby 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.

Sweet, I'll make sure to mention the Uezbara for some of my nations
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

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Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Sat Apr 10, 2021 4:26 am

Name: Otenu (Known as Cehualcoatl by his slavers)
Age: 20
Sex: Male
Nation of Origin: Khi'vera
Position or Profession: Slave, Pilgrim, Warrior
Appearance:
Image

Bio: The third son of Elder Annadu of the Tribe of Manesh, Otenu's mother died bringing him to the world. For this reason, Annadu was cold and distant with his last son, favoring his two eldest, especially Otenu's oldest brother, Akun. Despite this, Otenu had a happy childhood. Khi'vera was a large island, with no predators that could harm a human and thus Otenu spent his days outside of meditation, chores, and training exploring the island. Even at an early age, Otenu knew he would leave the island. Hours he would spend on the shore, watching the Khi'veran fishermen and women bringing in the nets and venturing out beyond the coral reefs on small skiffs. He longed to know the world beyond the shores of Khi'vera, to see the wonders spoken of by the Elders when they spoke the Khi'verse. He dreamed to see his saga added to the sacred Khi'verse, and knew in his heart of hearts he would do just that.

He spent his formative years training with blade and spear, showing a remarkable ability with both, soon earning the respect of his peers and older warriors. In his free time, he would badger those few who had returned to the shores of Khi'vera, those Pilgrims that survived. But despite his efforts, the Pilgrims would not share their stories with the boy. "You'll learn soon enough." They would say cryptically. Rather than being daunted, Otenu grew ever more curious and threw himself further into his training.

Khi'veran majority is considered 18, giving Khi'verans longer than what would be considered normal outside of the Island. This was in preparation for the potential of a life as a Pilgrim and the lack of major external threats presenting no need for Khi'verans. Despite this, Otenu was chomping at the bit to escape. And so, when his majority came, he was all too eager. On the night of his eve of his departure, he found himself in his hut, carefully anointing in his armor and weapons with loving care. Lost in his eagerness and dreams as a Pilgrim, he did not hear his father enter his hut and so was surprised to find the Elder seated across from him. Upon seeing that he had surprised his son, a cold smile spread across Annadu's face."Do you know why I did not pressure your eldest sons to take the Pilgrimage?"

Otenu shook his head slowly, realizing that in his mad scramble to capture his destiny, the thought had never entered his mind.

Annadu leaned forward and, in the darkness, the white of his eyes shined with a baleful light. The words spoken now were barely above a whisper."Because I want to Forget you, Otenu. You took the light of my life when your mother died bringing you into this world. So, go. Go out into the world and be Forgotten."

In the shocked silence that followed, Annadu rose from his crouch and exited the hut as silently as he had entered. Long did Otenu sit there. Slowly, he began cleaning his armor once more, ignoring the tears that burned his eyes and ran across his face. He would not be Forgotten. He would show his father that he was more than what he had done to his Mother.

The next morning Otenu departed his hut and belongings without fanfare as was the tradition of his people, taking only rations, weapons, and armor. Few eyes found him as he walked towards the forest bordering his tribe's village but somehow he knew the eyes of his father tracked him from out of sight. From there, he made his way to the shore where he knew a simple fishing skiff would be waiting for him. Very few Pilgrims, he knew, dared to leave the safety of their island, only a handful having so far having chose to leave, and pitifully few having returned. He had made his mind up years ago that he would not let fear of awaiting beyond the Blue Waves to hold him back. From there, he sailed from Khi'vera, making a point to not look back at the home he was leaving behind. In time he would come to regret such a decision but wounded pride and the sting of his father's words stole the opportunity from him.

The Antarans did not look down their nose at the coming of the Khi'veran. Often they had seen them come and go from their enigmatic island. Indeed, Otenu was at peace among these strange people. Only the children seemed to be amused by the tall black skinned warrior that came on a dinghy barely seaworthy. And so it was on that first island. Otenu would not know he would not go further in his journey. As night descended on that Antaran village, through broken speech, Otenu was able to acquire sleeping arrangements in a barn of an elderly couple. He was thankful for the roof over his head, even though it smelled of dung and rotted hay. With night had come a hard rain from the sea and he was grateful to not be beneath the downpour.

He was awakened to the screams of the dying. Immediately, he gripped spear in hand and donned his helmet. As his eyes scanned the door of the barn in the brightening light of dawn, he crept to the door and saw a horrid sight. Men with red plumes of feathers were butchering and burning the village that had offered him respite. They were too few in number for him to face but in his youth he threw caution away for promised glory instead, much to his future chagrin. Kneeling in the doorway, he brushed the ground, noting absentmindedly that the grass beneath his fingertips was wet with dew. Clumping a handful of mud, he brushed his forehead and face with the dust, a drone from his throat beginning to rise as as the Death Chant of his people sprang to lips almost of it's own accord.

Ignoring the men that had come with rapine and murder in their hearts, he faced the sun and raised his arms to be blessed. Opening his eyes, he turned towards the first man to reach him. A simple stop thrust of his spear halted the man in his tracks, the blade of his spear passing through throat almost effortlessly. The second man was sent stumbling back as the spear in Otenu's hands was jerked back and then swiped cleanly across the man's face. But more were coming. Snarling, Otenu rushed to meet them. His shield rang hard as he blocked a blow of a jagged hammer on the face of the shield. A powerful kick to the groin and the man fell to his knees, clutching his stones and making the face of a fish. His agony was lifted when Otenu knocked him unconscious with his shield.

Long did he fight, weaving a thread of death and blood through the ranks of Aztlan as the Death Chant roared through his mouth. He might be Forgotten by his people but he would make sure these butchers would not forget him!

But alas, he was only one man and the tides of men could not be halted. One wound and another sprouted across Otenu and before he could stop it the weapon he had trained for so long with fell from numbed hands. He was kneeling on the beach, surrounded by the dead and dying, hearing the chattering of the excited enemy as they came closer. He watched the sun rise and closed his eyes. And then the darkness became absolute.

He was surprised to have found himself awakening, and immediately realized he was naked and chained. He could hear weeping and slowly cracked his eyes open. He was met with the stare of the woman that had allowed him to sleep in her barn. Of her husband there was no sign. She was chained as he. By the rocking and sound of waves, he knew he was in the hold of their ship. The enemy had bound him well and he could not move or struggle. Resigned to his fate, he frowned. So, his father would get what he wanted and Otenu's quest to explore the world was over before it had ever truly begun.

Long did he remain in the hold of that ship, ignoring the stink of his fellow captors and their cries of despair. He could not help them. The visits from his captors was infrequent and sporadic. They came only to cart the few that had not made the journey and to force a watery broth down his throat. When he first attempted to refuse to eat, they beat him mercilessly and forced the broth down his throat. After that he did not try to resist. After a while, they released him from his chains in the holds and gave him new ones on the deck, chained to a seat and pulling an oar. Curiously he noticed that were fewer of the enemy than he had first seen but did not think much of it. He was too busy breathing deep the sea air and lifting his face to the wind and sun. Long had he been in the hold and he was merely grateful for that fact to pay attention to the fewer numbers of butchers.

Soon he would see why for the fewer numbers as coughing began to rack him within a day of being out of the hold. Within three days, he was unconscious and in and out of fever.

But somehow he survived. On a week after capturing the sickness, he was through it. When he opened his eyes, he saw the Aztlan gathered over him and he noticed how they too appeared to be weak and drawn. They seemed amazed to have found that he had survived. Of the other slaves taken from the village, none now remained save he. The thought rattled and depressed him. As night fell the swaying ship, he vowed to live on in their memory. He would escape his chains and he would find his Chosen. His saga was waiting back at Khi'vera, waiting to be sung in the Temple and he would prove his father wrong. He would not give up.

And so the months dragged on. When they were sure he would not leap into the sea, they removed his chains. He was beginning to understand his captors and their speech. The next day sails were spotted on the horizon and they were joined by a dozen of the Aztlan's ships. He knew from the bits of speech he would understand that they were planning on another raid and thus he prepared himself for his chance to escape. But that never came as the next night a storm came upon them unawares.

With so few hands on the ship, the Aztlan struggled to keep their ship afloat. Through their panicked cries, Otenu did what he could to keep the ship afloat, released from his chains to bind line to bow or anything else he could do. He was not unfamiliar with such devices as he had spent his own time upon the sea before having left Khi'vera and thus was able to aid in keeping the ship upright and not capsizing. As the storm passed, the Aztlan seemed to have found new respect for Cehualcoatl. When Otenu returned to his seat, they did not chain him. Indeed, when they found the rest of their small fleet, two ships less than it originally had been, they did not bother with the chains.

And so, Otenu remained with the Aztlan, rowing as they ordered, remaining under guard as they raided, and making himself small as possible so as to go unnoticed. It was difficult, Otenu was a tall man, with skin as dark as coal, which was a wonder to everyone that saw him. He grew used to the stares and ignored them.

Long would he remain aboard that ship, ignoring how heavy it had become with the weight of loot and slaves. The chains had returned but he bore them well. He was growing complacent but the dreams of escaping remained like a burning coal deep within him. He would look at the coming Aydinirian shores with a newfound hope of escape, of glories awaiting, of freedom on the cusp of becoming a reality. He just had to get away somehow.
Quirks: Whether due to his prolonged enslavement or something from before is not known, but he has a habit of whispering to himself when he thinks no one is watching.
Last edited by Skaldia on Mon Apr 12, 2021 4:08 pm, edited 1 time in total.
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


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Afrikaanza
Spokesperson
 
Posts: 105
Founded: Jul 20, 2014
Ex-Nation

Postby Afrikaanza » Sat Apr 10, 2021 11:51 am

Image

Nation name: The Promised Holy Land of Katiya

National goals: Claim the Holy Land and lord over it in the name of Yeyuzh and bring honor to his son’s name by spreading the glory of God.

Nation's Leader: Ludomir, “The Lion of God”

National Government: The current Katiyan system of governance is set around the practice of religious laws in areas where there are either high concentrations of ethnic Katiyans or Yeyuzhan converts. Officially they practice their religion, organized in masses held by those ordained by the Holy Council - who act as sort of a government where the law is concerned. On matters of organizing Katiyans and relations between other factions, a group of militant rebels led by “The Lion of God” - a former Mazdaran soldier and descendent of one of the original Yeyuzhan Prophets - are the most active in securing Katiyan independence.

National history (WIP):
Inhabited for many centuries by both the Aydinirians and Sallian tribes, the land of Katiya remained a bustling and ripe frontier for most of the pre-jashor era. This changed, however, upon the dawn of the cataclysm, where many survivors from the North found themselves narrowly escaping the wrath of the butchers as they lay conquest upon the land of the distant firstborns. The journey was brutal and served as the binding force of many legends to come in the foundation myth of Katiya

Katiyans were first united through ethno-religious identity, starting with a split from the Jarist distancing of Érush and further being solidified through persecution before and during Jashor. The first distinctive eruption of the Katiyan religion, known as Yeyuzha, occurred sometime during the southern migration of refugees attempting to escape the Marmadhim invasion of Aydinir, where the prophecy of the Son of Yeyuzh rising from the grave to lead a mass flock of the faithful to the promised land was supposedly fulfilled.

Followers of Yeyuzha, originally being of Aydiniri stock, were taken in by a conglomerate of Sallian tribes, which paved the way for a mass religious conversion and racial integration of the two groups. The offspring would spread into 3 generations until becoming officially recognized by their self-proclaimed identity as “Katiyans” - referring to the Yeyuzhan promised land of “Katiya”. Colloquially, the Katiyans were referred to as a different, more derogatory name under the Pretender Kingdom rule of Asmanis.

Territory: 8 and 9 on the map

Language: Old Aydiniri, New Aydiniri, Salian, and Katiyan - a hybrid of all three

National Religion: Yeyuzha

National Culture/Identity: Hybridized Sallian (Slav) and Aydinirian, bannered under Mazdaran but separated by faith

Allies: Northern Sallian Tribes, disloyal Mazdaran defectors, Followers of Yeyuzha

Enemies: Mazdaran
Last edited by Afrikaanza on Sat Apr 10, 2021 5:51 pm, edited 2 times in total.
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Norcourt
Ambassador
 
Posts: 1945
Founded: Aug 04, 2015
Father Knows Best State

Postby Norcourt » Tue Jul 06, 2021 10:20 pm

NATION INFORMATION

Image

Nation name: The Neo-Elixian Empire (Officially The Elixian Empire, seeing as the "Neo" Elixian Empire is a term used by historians to refer the continuum period of Imperial Rule, after the destruction of the capital of Elixia, and the Great Seafare. aka The Norcourtian Empire)

National goals: Conquest of unopposed unworthy tribal lands, whilst also maintaining an isolationist, but mercantile and strong Imperial force.

Nation's Leader: Aukyyrus II

National Government: (explain it's workings and set-up) The Elixian Empire has maintained a state of absolute monarchy for nearly a millennia. The Emperor is held in the highest regard amongst men, only below that of the Elix, and rules in a dictatorial fashion, to both his citizens and army, with the many lords of the realm controlling armies of levied commoner serfs, and auxiliaries, with the promise of future citizenship.

National history: A Summary of The Great Seafare

The old City of Elixia, was the former capital of the Elixian Empire, mentioned in Jauious Jarrius Furii's Historical Account of The Great Seafare. The Great Seafare was the migration of The Elixian peoples, en masse, after the sack of Elixia in 402 BCE, and its surrounding cities by the foreign barbarians, called the "Reikish''. Many Elixians had lost their lives in the siege, men women and children alike, and many sacrificed so that the evacuation fleets could set sail, leaving but a small fraction of Elixians to resettle and restart their civilization elsewhere beyond the seas.

Though it is noted that other contingents of Elixians had remained in the Old Continent, escaping from the terror of the Reikish, and establishing their own kingdoms in regions like Aretria, Nausaria, & Messa, a small relic of the Old Empire. It is also believed by some, that the other evacuation fleets had set sail and rowed east, this is where the Aclusian people were thought to originate.

Thus began the Great Seafare, a period of resettlement, conquest & plight. Many Elixians struggling to look for a leader, looked toward their Prince, Volus Vallorius Harkearean (422-tbd), the son of Victus Vallorius Harkeureaii (452 BCE - 402 BCE), a Hero, and former Emperor of The Elixian Empire, who sacrificed himself during the sack of the ancient city. The fleet, consisting mainly of footsoldiers, and citizens who were lucky enough to escape, were initially depressed and in lack of motivation to keep on going. The lands of Achara to the South had only been known to so few Elixians, as a partner in trade, to the very southern corner of the Elixian known world, not necessarily a place you would visit unless you were a merchant or caravan. Harkearean, after dispersing and throwing overboard mutineers and pretenders, had led his men and his seafaring settlers to the peninsular region that they called Jalumyyr of the new continent. Jalumyyr was a region they thought to be suitable for their needs, fertile, temperate, and for the most part, somewhat reminiscent of home. Though, unfortunately for the Elixians, Jalumyyr was already inhabited. Surprisingly the Jalumyyrians were not like the barbarians of the old world, but intelligent, and well spoken, in fact, the name Norcourt comes from the Jalumyyrian word for the Elixians, "Norcourti" literally meaning "Men of The North". Harkearean led a 13 year long conquest of the whole peninsular region and brought upon the integration of Jalumyyrian society into the Neo-Elixian civilization, and securing a home for his people, in 389 BCE.



Territory: (*)Norcourtia, (*)Daceam, Marcia, Dathas, Saradegra, Evona, Vatia, Cosora, Acuitaria, Rey, Sicalia, Epium, Aleconia, Jalum, Nuza

Language: Elixian, Jalumyyrian

National Religion: The Elixian Code

National Culture/Identity: Elixian

National Pastime: n/a

National holiday:(anything like major religious celebrations etc) Day of The Great Seafare

Nation's Population: 45 million

Allies:(if any)

Enemies:(if any)

Political issues:(if any) quarrels between native Jalumyyrian officials and Imperial officials.

Chance of revolt:(yes/no) low

Greatest Victory:

Most Embarrassing Defeat: Fall of Old Elixia


MILITARY STATISTICS

Elixian Cortisaxus
Image

Elixian Hispatios
Image

Army

Cortisaxus

Heavy Infantry that makeup the vast majority of footmen in the Elixian Armies, trained in many aspects of warfare with the usage of spear and sword seen as appendages to ones body. The Cortisaxus are usually middle aged men, heavily disciplined and trained, the Elixian Cortisaxus is a formidable opponent to those willing to challenge it, and one who would first die than falter.

Hispatios

Somewhat of a relic of a less maneuverable era of warfare, the Hispatios are a lighter form of infantry, men-at-arms placed upon the whereabouts of the flanks and decimated sections, originally designed to be a deterrent to flankers of the older phalanx formations, originally employed in the Elixian Armies of centuries before. Young and energetic, the Hispatios are usually composed of levied citizens and serfs, trained to the bone and strengthened to the core, extremely valuable to any Elixian formation.

Ranged Troops
Despite there being hardly any account for any officially raised unit of ranged corps, that is not to say the Elixians are without it, relying primarily on levied Elixian Archers as well as Slingers and Spear Throwers, as well as Jalumyyrian Mercenaries, thought it varies from army to army.

Navy

The Elixian Navy is composed mainly of Troop Transport ship, with Triremes and Quinqueremes acting as escort or composing the entirety of the fleet. The Navy as well as Marine troops are considered to be a wing of the Army.

Organization and Command Structure
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