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Gaea, Songs of Yuletide (OOC/Sign-Ups) REBOOT

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Imperialisium
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Gaea, Songs of Yuletide (OOC/Sign-Ups) REBOOT

Postby Imperialisium » Sun Oct 08, 2017 9:18 pm

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Gaea, the world, crafted in the image of the primordial; bathing, in all their glory and beauty. But also, their terrible, terrible passion. A world of wonder as much horror, and by no means short of middle ground to assail the common folk.-Eonwaris, Chief Scribe and Historian of the Twilight Fortress. The Attributes of Fate, Vol II, iii.

The Birthing: A Prose of Creation


In the beginning there was nothing, ever darkness, save for a mass of formless energy anchored in the center of this ever dark. For an eternity this was all there was; but, through the passage of eons the energy burst and waxed like the moons. In an ever and all directional tidal wave the cosmos was born as the antithesis to this prior nothing that surrounded it.


As this energy gave manifest to the Heavens the first to arrive were the Vaulted Ones. Great Beings, giving the Heavens material form and shape, and the foremost among them: Aeman. Aeman gave the cosmos laws and shaped Heavenly bodies across the skies. It was Aeman that planted the seeds of twin arks, spherical bodies that would be host to life. For Aeman saw that the ultimate destiny of the cosmos was to belong to other, smaller beings that would wonder at the ever changing universe in full glory.


These twin bodies, Aearth and Gaea, two bodies representing one creation. For countless years Aeman and other Vaulted formed, gave birth, and soothed them into being hosts for life. Teeming with plants, animals, and forming in their own images the sentient races. These younger races were like children thrust out onto the wider world.


But, not all of the Vaulted Ones shared this value of being the caretakers of things seeming so small and insignificant in an ever expanding universe. A schism, unlike any that would come after, developed and broke the Vaulted Ones into two. The Dark Ones who wished to exert influence over these lesser races. Rather than shepherd the younger races to fruition. Thus, darkness wrested with light, one seeming to triumph over the other before being driven back. In a last act of love Aeman cut out his own soul and split it into two. Driving his divided soul into the hearts of Aearth and Gaea and thus banishing the Dark Ones from freely walking on both worlds. But at a cost, Aeman was split into two; Vaemidia, bringer of life; Avalar, bringer of death. For in the final act of selflessness was borne hope.


However, the Dark Ones would not be so easily cheated, and thus in a last act of spite they sundered the twin arks. Separating Aearth and Gaea from one another for all eternity…


Administration

Imperialisium: Operator


The World of Gaea

Welcome to Gaea! A world of wonder and danger, magic and sorcery, beauty and horror! This is a role play/world-building/hang-out-for-fantasy–lover’s type deal. So this is meant to be rather large scale, but always the primary focus is to have fun and enjoy your time here. The world of Gaea is meant to be a massive fantasy world that incorporates role player contribution. So don't be afraid to put forth your own ideas for world events, races, and realms to add to the experience. As such we invite people to take the already established world and through role play or adding in ideas mold it to whatever shape we can create. Do you want to rise and create your own realm? Overthrow a monarch? Become a Vampire? Be a Monster slayer? Perhaps being a Mercenary?

Gaea, is a fantasy world, and whenever possible leaning to realism or low fantasy with just enough high fantasy to allow variance. There are of course many established nations and cultures people can relate to our own world in real life. Such as the Greco-Roman/Byzantine themed Paletine people, the Norse themed Naedse, the Hungarian themed people of Eszog, and the Germanic/French Middle Ages themed Saerheastan realms. If you look at the whole map you’ll see references to the Khmer Empire, China during antiquity and middle ages, the Mongols, African Tribes, Middle-Eastern Caliphates, Migration Era tribes, and the whole nine yards.

This is mixed with Elves, Dwarves, Dragons, and so forth. So the exact genre of Gaea would fall into Fantasy in the broadest sense of the term. It has high fantasy beings and creatures but low fantasy realism to it. As such it incorporates many darker themes like racism, prejudice, economic disparity, and the horrors of war. You are not invincible and Gaea can be just as dangerous as our own world. That guy you picked a fight with a bar could stab you in the back when you're facing the wrong way. That Dragon you insulted, just ate you, and by now hopefully you're catching my drift? I will take charge as OP on the exact progression of time. I will be strict on travel speeds and not afraid to kill off characters. This is meant to add weight to your actions and make one think. Maybe it wasn't a good idea to attack that Dragon after all?! Maybe it would be better to take the longer, safer marching route for your army, than say trying to dare narrow mountain passes.

The size of Gaea is also large and encompassing. The Continent, the central landmass from which most of the action takes place, is roughly the size of Eurasia.

An Evolving World

Gaea has gone through several previous role play iterations and follows a time line constructed by a dozen role players of various styles and playing different races. As such each iteration is often different than the first to simulate an evolving world that is changing with the times (as Earth in RL has done). The 8th Century is a much darker time than the previous iterations. Many of the grand monarchies and realms of the 7th Century have fallen, fragmented, weakened, or been replaced. All regions of Gaea have lost significant amounts of population (half to two thirds) as a result of numerous wars, famines, and plagues. For example the Empire of Alfheimr and Paletine Republic in the early 7th Century had populations well over 10 million and could wield multiple armies in the field simultaneously. By 779AL Alfheimr has a stable population of 5.5 Million (150 years earlier it was almost 12 million) and has gone from a centralized Empire to a collection of feudal territories held in fiefdom too an Imperial Crown. This is coupled with reductions in territory, losing roughly half its land. So old realms that went through the years 625-779 are expected to be a lot weaker than what they where previously.

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On Magic


The Thing about Magic is that it can be fickle.-Archlord Asyran of Valtmeris circa 7 AL, Volumes of Fate, ix


Magic, Sorcery, Wizardry, or whatever else you want to call it. Is a rare art, and a dangerous one at that. While there are quite a few dabblers in Magic there are few Masters. Magic can do great things, and also terrible ones as well. But for the most part almost all Magic requires a price, or something in exchange. Cast a fire ball, well if you miss-caste/miss-pronounce/or even in some cases touch that magical fire you'll get burned---Usually very badly. That's just one example, so learn and use magic at your own discretion. A rule of thumb, the more powerful the amount the higher the price, shoot lightning you might crack a rib if you are not careful. Summon a Wraith, better hope you know proper binding incantation or you'll probably get killed. Want to bind a Demon you probably will have to cut off a finger or someone is going to cut off something as payment for services rendered. Only by meticulous practice can this be avoided. The means of which are secrets kept by the different Magical societies on Gaea.

Magical artifacts are roughly similar, some require a price for their usage. Others do not and can be used freely; however, the majority of these objects have a recharge time or can run out of whatever makes them tick. So use wisely.

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Magic, a word describing something that blatantly flies in the face of reality, or a layman's term for someone manipulating the ethereal energies of our world. Magic is not fantastical but a law of our world. It is the breath and essence of the Gods incarnate. Divine. Pure energy that courses through the veins of this world. -Encyclopedia Etherius by Pythagus of Attalia, circa. 460 AL.

True to the words of Pythagus, Magic, in its most base form is the manipulation and usage of the ethereal energies permeating Gaea since it's birth. Noted at the Ether, an invisible, shifting, waxing and waning energy force permeating Gaea itself like a beating heart. As such in almost all societies found on this world, Magic users for their safety and others, divide up the various uses of their craft into Disciples. In addition Mages usually fall under what is typically affirmed by Magic Scholars to be a rough scale of innate and learned ability. Known as the Aurora Scale which can be used to test the Ethereal abilities of an individual.

Light/Sun/Air
The manipulation of the Ether to use spells primarily revolving around light, banishing dark magic, and lifting curses. This is most commonly associated with Holy Orders and the famed Monks of the Continents Far East whom supposedly can ride the clouds themselves. The Valtmar are considered the greatest in this disciple of magic in regards to banishing dark magic.

Transmutation/Metallurgy
The Manipulation of the Ether to change and modify material objects. They are often in competition with Alchemists or mages who double as Alchemists. The Dwarves often make use of this disciple and the Soulforge held within the depths of Durognarin is seen as an anomalous Well for this disciple. Apparently fueled by living Souls, the Soulforge can produce truly awe-inspiring and terrifying works of smithy.

Enchanting
Granting abilities and even personalities to material objects. Individuals can also be enchanted but it is often a dangerous and fickle thing to do so. Often backfiring on the caster; or, if using some eldritch entity to cast the spell, said entity often exploits some loophole to punish the caster.

Beastarians
Able to alter their form into that of an animal. Those whom are either naturally gifted or masters of this disciple also may develop the ability to take control the minds of animals. Sometimes hundreds of miles away.

Water/Healing
Manipulation of Water and Healing. Water is seen as a source of life by the societies of Gaea and as such a perfect coupling.

Gaean
The manipulation of Earth. A dangerous and haphazard Disciple as this seemingly alters and warps the flow of Ether in an affected area. The region of Helgraad is rumored to have been formed by a sudden explosion of Etheric energy in one single location.

Fire/Destruction
Usage of Magic in an offensive capacity. Fire is also used by various Holy Orders, Witch Hunters, and in certain entire societies (Anotans and Ungarn) as a means of purification as well.

Dark/Curses
Casting negative magic upon an individual. Typically outlawed by many societies. However, this aspect of the Ether seems more abundant due to the fact individuals can unknowingly curse someone without knowing it. Vampires typically have an innate ability with this field of magic to some degree. Though some may classify their blood magic as an entirely separate field or lumped in with necromancy.

Summoning/Necromancy

Summoning is an umbrella term from which Necromancy is a part of, and overall revolves around summoning supernatural entities onto the material plane. Sometimes with disastrous results and undoubtedly the most difficult to master.


Levels of Mastery
Initiate: Minimal Knowledge
Neophyte: Basic rudimentary training
Adept: Holds basic mastery of simple Ether
Etherian: Hold's intermediate experience and typically a trusted individual in the manipulation of Ether
Archus: Master of a particular disciple
Grand Archus: Master of multiple Disciples of which there are only roughly Eleven in the world at any given time due to the sheer difficulty and time it takes to achieve this ability.

Ethus I: Little to No innate ability
Ethus II: The Ether flows through this individual stronger than normal and equally as dangerous. Manifestations of "pure luck," and "curse's coming true," occur.
Ethus III: Stage of innate Ether potential when someone possess what could be surmised as natural talent. Usually hunted down by Magical institutions, governments, or orders do to the possible danger they impose. A drawback is that a person of this level usually does not live to adulthood due to physical frailty that only recedes after reaching around twenty years of age.
Ethus IV: High innate ability and typically required for someone to be a Grand Archus. If not born this way (95% death rate) it is typically only achieved after a century of magical learning, if at all.
Ethus V: Hypothetical. Able to seamlessly manipulate the Ether of the world at a whim. Extremely few individuals throughout history are likened to have achieved this level of mastery simply as a means of justifying their amazing feats. Archlord Asyran of Valtmeris, the Phoenix Lords of lost Faera, Eonwaris, various heroes and mages et cetera are rumored to have possessed this demi-god level of magical ability or awareness.


Rules


1.The OP will intervene when necessary, and therefore promoting role players to talk it out amongst themselves first. So be respectful to each other.
2. Be fair, you are not god-like (that and the actual far more real Gaean Gods will love to dick you over).
3. I reserve the right to appoint Administrative positions for those who desire it. Like Co-Op or an additional map editor and what not.
4. When in doubt stick to realism, if you’ve been beheaded you are not coming back unless some MAJOR being with enough mojo grabs your soul and rams it back into you. The hope being they also took the courtesy of re-attaching your head. This is also a pre-gunpowder setting, not that you need it, I mean we have magic. However, some rudimentary, equally dangerous to the user, explosives do exist in the form of basic grenades or explosive tipped missiles.
5. Magic is allowed, but don’t wank it.
6. Rules are subject to change.
7. Nations are expected to have actual problems, what I mean is that for example large Empires are HARDER to hold together internally and possibly externally. This keeps the nation-playing field level enough to allow realistic power shifting and keep things fluid. If need be I’ll conjure up something.
9. No you cannot be a God.
10. Please use decent grammar and spelling (Secondary School/High School level please) and at least a three paragraphs per post.
11. Posts must be at least 12 complete sentences in length along with headers for each section (if you have more than one section), detailing the location, point of view, and year it takes place.
12. do not double or triple post in the OOC or IC unless you are a CO-OP or the OP (Myself).
13. Three warnings and you are out of the role play. Period.


Discord

Character Development
Nationstates Nation:
Character Name:
Character Race:
Character Age:
Character Birth Place:
Character Physical Description or Image (as in Picture):
Character Biography:

The Lineage
Character Dynasty/House/Clan (if applicable):
Family/Dynasty/House Sigil or Banner:
Origin of the Family/Dynasty/House:
Character Dynastic History (History of your family):

Personal Effects
Acquired Skills: (This can be Archery, Swordsmanship, Equestrian; This just shows aptitude for a skill and you can only hold skill in three)
Mastery Level of Skills: (Novice, Apprentice, Adept, Master; A novice is beginner, Apprentice is some skill, Adept is a true forte in said skill, and Master is a honed skill of many years of practice. For example a Master Mage will have practiced the arcane arts for decades. An Adept archer is someone whose used a bow for years. Those are just examples)
Equipment/Important personal items (if applicable):
Acquired Magical Items:

RP Sample: (I require two)

Extension for being part of a Nation AKA a vassal
Nation Name: (The Realm you are a part of)
Liege: (Who are you in fealty too?)
Rank: (The Primary title, position, or social/military rank of the person)
Landed Titles: (Titles that convey land, property, or territory)
Honorary Titles: (Titles that convey no land or holdings. But are typically to honor an individual and/or signify a position like Seneschal or Steward)
Titular Titles: (Titles that bear no land or wealth but are usually have a significance. For example the Emperor of Alfheimr also is the King of Sarin, but since he holds a higher title this is now a secondary significance. As such Titular titles can often be made into Honorary or Landed)
Holding(s) description: (Holdings are Castles, Towns, Villages etc)
Vassals (if applicable): (Any lower lord-lings or ladies in fealty to you)
Population in Territory (that you’re directly controlling): (Take into consideration where your territory is. On average a Count or Lower ranking lord will have up to several thousand people unless they control a city and that typically is the entire territory of the Count if that is the case. Mid-level rulers like Dukes, Ruling Princes, or Emirs can have up to 250,000 people if they control a couple cities and that is on the HIGH end. I will critique this heavily)
Approximate Levy Size: (The amount of peasants you can raise for the campaign season (March-September). Typically every manor or village is to supply a certain amount of men/women for wartime. Typically vassals do not like giving levies over to another lord and so it can be DIFFICULT for an unpopular ruler to raise large levies. In addition due to logistics armies rarely will exceed 30,000 and that is usually the entire force without causing problems)
Retinues (If applicable): (These are the small, standing, and usually but NOT always professional warriors of a person or Household. As per their common name Household Guard or Household Soldiers)
Mercenary (ies) (If Mercenary Leader add name of group and size):


Nation Name: (Name of Realm)
Ruler (if applicable):
Government Type: (Monarchy, Republic, Democracy, Theocracy, Tribal Council)
Government Hierarchy: (How is the Government structured?)
Formation: (When was it formed or created historically)
Succession Laws: (How succession work? Is it Primogeniture were the eldest child succeeds or is it Elective were the nobles of the immediate rank below choose the new ruler?)
Gender Laws: (Do boys succeed first or girls? Are they equal or with a preference?)
Geographic territory: (Where on the map are you located. It is good to download the map to accurately mark it)
Population: (This is meant to be low, a barony may have a couple hundred to more than a few thousand, counties several times such, duchies usually have a few times that, and kingdoms more so. However this is not universal and can be tweaked depending on regional history and the like. Elves and Dwarves typically have smaller populations, Humans typically have more but live shorter life spans etc).
Military Strength: (Roughly 1-3% of the population can be mobilized for war. Obviously logistics issues can hamper or improve your campaign)
Military Info: (Detail the military of your nation)
Currency: (What do you use and what are the units of said currency I.E. Four coins equal this coin and so forth)
History: (History of said nation)


Name of Faction:
Current Leader or Leader's:
Type of Faction: (Is it a Holy Order, Secular Order, Cult, Mercenary group etc)
Structure of Faction: (How is it structured)
Faction Members: (Number of people in faction
Formation: (How did it come about and when)
History of Faction:
Purpose or Goals of Faction: (What does your faction strive to do?)
Last edited by Imperialisium on Sun Oct 08, 2017 10:18 pm, edited 2 times in total.
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Imperialisium
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Founded: Apr 17, 2011
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Lore

Postby Imperialisium » Sun Oct 08, 2017 9:20 pm

IC

Legendarium


Geographic Map


The Timeline of Gaea is a long and rich history.

Before Palan’s Landing/After Palan’s Landing (BL/AL): Used by the Rythfae or Saerheastan’s in Adaenari (Elvish).


5000 BL: The Mari ‘awaken’ East of the Kalzmere Mountains. This date is a simple estimation and may be entirely inaccurate. Some scholars push this date back to as much as 7,000 BL. The Dragons in the Kelzmere describe themselves as already being an ‘old’ race in the region. But they kept no written or carved records and thus how long is ‘old’ cannot be discerned. The Valatar reveal themselves to the Elves and the worship of Aeman gradually morphates into the current worship of the Vaulted Ones. The name itself is a reference to the mysterious and cryptic ways the Gods often conduct themselves.


4500 BL: The Mari enter the Kelzmere region by crossing through the Eastern Kalzmere Mountain Range. The Mari possess megalithic technology raise their oldest structures. The Lunamari (Moon Elves) quickly depart to the North in search of the Moon and their beloved Numaren.


4400 BL: Faeran (Fire Elves) cross the Plains of Fire and arrive at the feat of Mount Vulkar. The Faeran take Helgraad as their abode.


4000 BL: The Mari begin building their first settlements along Lake Telkontae’s shores. The previously nomadic lifestyle of the Mari is increasingly abandoned for a more civilized lifestyle.


3500 BL: Mari attain bronze age level technology and farming spreads around Lake Telkontae. The first irrigation systems are built and the first large towns begin to crop up along the West and Northern shores.


3000 BL: Mari and Durognar have first recorded contact (by Mari accounts) and repute the Durognar as ‘piling out of the mountains.’ Most likely the Frostfangs to the North.


2550 BL: Iron Age level technology originates and spreads from the Western shores of Lake Telkontae. Far to the South the Paletine have attained Megalithic technology and the Far East has mastered copper and tin. By surviving Northman sagas the ancient hero Thunarr slays the sea serpent Baglalok.

2500 BL: Mari establish Altma which soon becomes the largest Elven city. The Bachurmari (Dark Elves) or The Forgotten depart across the Ancaliene Sea for unknown reasons. The only reminder was a simple stone erected near the Mouths of the Oromis Delta reading, “Journey to the Ends of the World, To find the Last Shore, and the First Sunrise.”

2300 BL: First Altar is raised in Mount Valaheim with initial construction of the Twilight Fortress beginning shortly after.


2200 BL: Reign of Kaluzbrin Falkunzavbrik and estimated start of the Durognar Golden Age.


1500 BL: Old Mari civilization at its height. The ancient Mari Saerondr is the emperor of the Valtmari whom subjugate most of the Kelzmere region. Valtmeris and Daeynar have been founded as colonies of the Valtmar.


1438 BL: The Elder War begins, in Durogvem, Inn ríkr reiði,The Great Anger and in Baldul it is known as Buzrâ naibziri, Deep Sadness. The Battle of the Great Vale is fought with Valkunr The Mighty being the only living witness to the conflict. The conflict is reported to have lasted 50 years (1438-1388 BL) and led to the destruction of Dur-Ganar.


1394 BL: Battle of Ramiene and the death of the King of Drogul-Zen and all its lords.


1390 BL: Destruction of Dur-Ganar by The Great Valtmar Empire.


1388 BL: Treachery of the Faeran and the sack of Altma. Death of emperor Saerondr and ascension of his son Saeron. The loss of Altma leads to the weakening of the Great Valtmar Empire. Valkunr is not seen for more than 1500 years until the reign of Aalen V of Sarin.


1300 BL: Steel weapons are widespread throughout the Mari, Durognar, Paletine, Khamul, Oriental, and Anotan civilizations.


1279 BL: The Sorca-Valtmari War (1279-1099) is waged by Saeron who by now has grown to adulthood and managed to muster the divided Valtmar realms. This long and devastating conflict even by Elven standards marks the downturn of Valtmari and Faeran fortunes.


1200 BL: The Rythfae tell that their civilization is at its apex across the Ancaliene Sea. But no written records can substantiate this claim. Maeramis is built during the 13th century BL as a refuge by the Lunamari.


1099 BL: Cataclysm of Faera leads to the near extinction of the Faeran civilization.


1100-1095 BL: The Siege of Vilvarion Castle. End of the Sorca-ValtmarI War.


1025 BL: Founding of Romul as the centre of Paletine civilization in their original territory on the Southern end of the Salius landmass.


1000 BL: The Balomari/Oemari (Black Elves/East Elves) depart to the Far East. The great story Romance of the Five Kingdoms is written by Xia Caohzenqui and finally published by 900 BL. Copies of this work can be found throughout the Continent.


800 BL: A small sect of elves, the Geisamari (Shadow Elves) migrate South and settle in the Southern Kalzmere mountains. They become known as the Mountain Elves.


753 BL: Remants of the Faeran traveling nomadically throughout the Kelzmere depart West across the sea like the Bachurmari over a millennia earlier. Only the Sorcalin family itself remains in Vilvarion Castle.


725 BL: Several Khamul cities are abandoned due to natural disasters and famine.


700 BL: Lermaeis is abandoned for unclear reasons but population decline is the rumored cause.


680 BL: The Khamul continue to suffer as cities are lost while to the North the Orientals are united temporarily during the reign of Emperor Zun Yatzun. Zun Yatzun reigns over the largest and most populated realm of humans in Gaea during his lifetime.


600 BL: The decline of the Valtmari is evident due to population decline, wars, and famine. Most of the former Lunamari domains; The Frostwoods and North Woods, are abandoned.


541 BL: Strange ships are spotted along the Western coast of the Sea of Ancaliene. Signaling the arrival of the First Men onto the Continent. The First Men are organized into loose tribal societies settling around the Southern shores of Akatar Bay. They do raise the Tower of the First Men along the Western shores between Kategak Fjord and Black Fjord. The tower is built out of black stone and smooth like glass. It is unknown how it was built or for what purpose and none of the First Men Tribes can remember why.


500 BL: By now the First Men have had contact with the Mari and Durognar.


400 BL: Neramere is abandoned as the Lunamari migrate to Maeramis that was built in the 1200’s.


367 BL: Romul sacked by barbarian tribes from the East. Many of lands East of the Sea of Marmaera are abandoned by the Paletines. Kallia is sacked by Orcasi Tribes in 366 AL.


351 BL: Invasion of Anotans that conquers and sacks Nikaea.


310 BL: Second Anotan invasion that sacks Nikomodia. The Paletines build the Adran Fortress to dispute the territories of the area in 306 BL.


33 BL: The Volyorians arrive from the lands between the realms of Engar and the Great desert. Settling the lands between the Southern Kalzmere, The Great Desert, Sunset Coast, and Stormy Coast.


1 BL: Wild Hunt reportedly seen in the Oden Shield Mountains.


1 AL: Arrival of the Rythfae or Saerheasta in Adaenari under King Palan. Landing along the Mouths of the Atanos up to where Windstorm Castle now stands in great fleets. They tell of a great disaster across the Sea and the loss of their lands.


3 AL: King Palan and the Rythfae finish the fortified town of Palan’s Landing.


5 AL” King Palan after a misunderstanding with the Mari of Daeynar crowns himself ‘King of Kelzmere’ and marches East. The already few Mari of Daeynar engage in several battles before fleeing East. But Palan is slain by a Tarsaemari/Children of the Forest (Wood Elves) war party on the Northern eaves of The Great Forest. Palan’s son Aalen becomes King Aalen I and makes peace with the Elves.


17 AL: Necar is founded by the Rythfae and the first structures of Windstorm Castle are built.


31 AL: The fort and later Castle of River Running is built to guard the closest crossings of the Atanos near Palan’s Landing.


42 AL: Coronation of Palan II, second son of Palan.


44 AL: Settlement of Sarin on some old Elven ruins. The Northmen or Naedse in Adaenari settle along the Fjords of Frayja. They are called the Northmen by the fact their ships were seen coming from the North and traveling around the coast.


54 AL: Destruction of Palan’s Landing by dragon attack. The city is not resettled until 178 AL. The refugees flee to Sarin.


56 AL: Founding of the Palaedic Order and Dragon Knights as Holy Orders for Vaemidia and Avalar garrisoned in the Twilight Fortress. They become protectors of the Fortress and pilgrims.


61 AL: Anglarikans arrive from the East having originated near the Engarian territories. They settle within and around The Great Vale.


74 AL: Building of East Keep.


85 AL: Library of Sarin is built.


100-199 AL: Vampire’s spread from the South-West of the Continent.


110 AL: Founding of Jaegenburg by the Anglarikans.


111 AL: Azgaard is founded by the Northmen.


112 AL: Rythfae-Northmen War over territory to the South of Lake Telkontae. King Aalen II proves victorious and the Rythfae claim the Southern and Western shores of Telkontae while the Northmen retain Thainzhelm (founded in 89 AL).


122 AL: Under Ralen I the Rythfae make war with the Valtmar. The war is short and inconclusive save for the destruction of Necar by the Elf Lord Tamelian. The Rythfae and Valtmar sign a truce to the hostilities and have lived largely in peace since.


156 AL: Vampyra is conquered by Vampires led by Prangr Bloodbeard. Prangr was a Northman chieftain that was bitten by an unknown vampire and converted his entire village. Prangr then led his people to conquer Vampyra. The city would thence be known as a vampire, pirate, and corsair haven.


160 AL: Founding of Greyhaven by the Lunamari.


178 AL: Resettling of Palan’s Landing.


188 AL: Elmont Castle is built during the reign of Aalen IV.


190’s-210’s AL: Northmen settle Moorlan and build Castle Azahar.


211 AL: Neizivian War between the Karzian and Fulgrunos Leagues and Battle of Aglaer’s Hill. Death of King Neizivian by King Drazjen though the latter would be killed two months later in an ambush. Drazjen’s skull was paraded throughout Dur-Fulgrun.


213 AL: Paletine becomes a full fledged city-state that begins to conquer neighboring territories.


216 AL: Ungarn invasion of the Volyorian lands. Fragmenting hte Volyorian realms into regions around Volyoria, Numera, Windfall, Kaerndun, and Kar-Loc-Myuin. The Ungarn settle in Eszog, Ulyzhen, Thorn, and Rhedun.


219 AL: King Aalen V is crowned in Sarin. His reign from 219-295 AL is a golden age for the Rythfae as they subjugate the Anglarikans to the East, the Northmen to the South-West, and many towns and villages are founded. Valkunr The Mighty even enters Aalen V’s service till his death.


223 AL : Neizivian War rekindles and culminates in the Battle of Lesh Morn with Fulgrunos League victorious.


244 AL: Battle of a Thousand Crow’s effectively ends the Neizivian War between the Fulgrunos and Karzian Leagues.


285 AL: Foundation of the Arcani Order during the reign of Emperor Aurelian IV of Paletine.


297 AL: Birth of High King Iztar of Durognarin.


300 AL: Volcanic eruptions throughout Helgraad. Dragons are seen returning to that area. Werewolves are first reported to exist and many migrate to the uninhabited Isle of Wight’s that would be renamed The Ise of Werewolves.


302 AL: Paletine "Enlightenment" cultural and military movement begins defining the society today.


337 AL: Death of Queen Camela of Saron; Civil War fractures the Rythfae Kingdom as the Anglarikans and Northmen once more become independent by 343 AL and cofirmed under King Ralen II. Further civil war fragments the Rythfae into several territories.


339 AL: Death of King Kazdan IV and ascension of Iztar of Durognarin.


380 AL: Beginning of Paletine Civil War. Republican forces fight Imperial.


416 AL: Birth of High King Izzun I as the second son of High King Iztar (Izzun was at first known was given the name of Trazkarn).


420 AL: Paletine Civil War ends in Republican victory. Paletine changes from the Paletine Empire to the Paletine Republic. Emperor Hadrios is deposed. Flees with vast treasure to never be found again.


425 AL: Reign of Ancalazia the grandmother of Balion.


433 AL: Birth of Balion I in Old Sarin.


446 AL: Abdication of Queen Ancalazia and Balen her son gains the Crown of Sarin.


444 AL: Death of Crown Prince Azbad of Durognarin during the 618th Oguin War. Izzun (Trazkarn) becomes Crown Prince of Durognarin.


446 AL: Death of High King Iztar I of Durognarin and ascension of Izzun as High King.


474 AL: Death of Balen and succession of Balion to the Crown of Sarin.


503 AL: Murder of Balion I at the Winter Solstice. Crown Prince Aalen is kidnapped by the murderers Duke Winceslau of Southland and Duke Fredrich of Palan’s Landing. Duke Fredrich invades the Kingdom of Old Sarin.


High King Izzun begins the Dwarven War. Izzun takes Dur-Karz without a fight and engages in a lengthy campaign with Drogul-Zen. Leading to the death of King Rhain II during the Siege of Drogul-Zen. The Targennar arrive shortly after and engage the Durognarin alongside the Zennar defenders.


Queen Irithren and King Ardruil of the Valtmari and Tarsaemari marry, uniting the realms of Menevrion and Nargathror into the Empire of Elvrion.


Paletine engage in campaign against the Anotans. Conquering Ar-Ashalesh and Marshala by the end of 503 AL.


504 AL:

January-February: Aalen is tortured by Fredrich who conqueres Ragnar’s Hold and Fregar’s Stead. Duke Winceslau claims the throne as being the most senior lord of the realm of Old Sarin. Queen Alesandra flees to the Twilight Fortress and is sheltered there by Eonwaris. Duke Winceslau marches to the Fortress and demands the Queen be handed over as she is to be wed to him and thus cement his position.


March 11th: Marshal of the Realm Tiberias defeats Duke Fredrich’s forces at the Siege of Elmont.


March 22nd: High King Hardradan of Norzheim and King Bjornn of Thainzhelm join the War of Sarin Succession on the side of the Royalists. Duke Winceslau retreats back to the South and besieges Old Sarin forcing Tiberias to abandon his campaign against Duke Fredrich.


March 23rd: Second Siege of Elmont. Grand Prince Hans-Adel III of Elmont (vassal to Old Sarin) is captured when the Castle is stormed on April 2nd.


March 25th: Crown Prince Aalen escapes with the help of Balerion The Black on the orders of Avalar.


April 5th: Crown Prince Aalen arrives in Old Sarin on the back of Balerion. Aalen is crowned King Aalen VI and leads a sortie that leads to the death of Duke Winceslau.


April 9th: Duke Fredrich engages the Northmen at the battle of Maebelrants Crossing. Death of High King Hardradan and succession of Bjornn to the High Kingship. King Aalen VI leads an army to victory at the Shores of Telkontae. The remains of Winceslau army capitulate and the leaders are executed. Duke Fredrich offers terms which Aalen accepts. Fregar’s Stead and Elmont are returned to Aalen while Ragnar’s Hold is kept by Fredrich.


The Anotan cities of Jaffsaha, Iskandrun, Melesah, and Kudasha unite in the Caliphate of Arum. The Caliph Ali Ra-muddin Farsadhin declares a holy war against the Paletine and the four cities unite their armies. Defeating the Paletine at Jaffsaha the Caliphate invaded the Paletine Republic and recaptures Marshala.while a second army besieges the Adran Fortress. The Fortress later falls but the Caliphate is repulsed from Ar-Ashalesh.


505 AL: The Caliphate of Arum incorporates Mazel and Ctespahon.


515 AL: Balteros breaks into Gaea and is stopped by Thirteen Heroes at the God’s Isle using the Sceptre of Aeman. Banishing the Dark One from Gaea.


555AL: Overthrow of the Caliphate of Arum by The Pareo mercenary company in a bloody coup. Inauguration of the Altairrion Empire which soon incorporates all of the Anotan lands not occupied by the Paletine Republic into its dominions.


562 AL: Death of Aalen VI and the ascension of Maximilian as King. Maximilian is also a grandson of High King Bjornn whose son died childless. Maximilian inherits the High Kingship of Norzheim in 563 AL. Inheriting Norzheim, Azgaard, Castle Azahar, Moorlan, and Thainzhelm.


564 AL: Maximilian I of Old Sarin invades the Duchy of Palan’s Landing and retakes Ragnar’s Hold. Maximilian then besieges River Running and Palan’s Landing.


565 AL: River Running surrenders after being starved into surrender. Palan’s Landing is taken by assault and Duke Heinrich II is slain. Maximilian incorporates the remainder of the Duchy of Palan’s Landing into the Crown of Sarin and creates the title of Emperor of Alfheimr (Alfheimr is the Rythfae and Northman word for the Kelzmere region.


575 AL: Emperor Maximilian I conquered the Castle Paleis after a siege of 98 days.


577 AL: The Empire of Alfheimr invades and conquers Windfall.


596 AL: Death of Maximilian I and ascension of Fyrdinand as Emperor of Alfheimr.


625 AL: Beginning of the Age of Chaos. The Frostlings invade from Midheim on ships of pure Ice. Ravaging the North-Western coast of Gaea. Emperor Fyrdinand orders the fortification of major towns and villages along the coast along with the dispatching of the Imperial Fleet to Palan's Landing. However, as Frostling raids abate as Autumn approaches the Emperor diverts his attentions to the Windfall Rebellion. Balren are first encountered by the Venezian explorer Nicholo Panivesta, who later vanishes in a second expedition into the ruined cities of the Shrouded Lands. The Zaeki, are first mentioned in the annals of the Kottey.


626 AL: Windfall Rebel forces led by Guizepe Devalia oust the Imperial Garrison in Windfall and begin attacking Alfheimr outposts within the Storm Woods. Baron Villen vas Notheringen rides West from Notham Castle to meet a Windfall Army moving East. Baron vas Notheringen surmising that the loss of Notham Castle would effectively end any meaningful Alfheimr resistance until relief comes from the North.

March 29th, Battle of the Stormwoods, fought under the Eastern eaves of the large expansive wilderness along the road to Windfall. The Imperial Knights successfully scatter the Windfall Rebels who retreat into the forest. Vas Notheringen seeing no alternate but to fall back to Notham turns around and pulls back his small army.


April 6th, A Army of the Empire led by Duke Sierhen vas Dietmold, begins crossing the Kalzmere mountains. They are joined by a small force led by Captain Kriegler Sthunn on April 7th. The Army finishes crossing the mountains on April 10th via the Fjolfir Gap, and swiftly moves South into the Stormwoods.


April 11th, The bulk of the Windfall Rebels, led by Guizepe himself, spring a daring pitched battle on the Alfheimers known as the Battle of a Thousand Pines. The Imperials carry the field but cannot advance. The 11,000 strong Rebel army reportedly lost a quarter of its fighting strength while the Imperials noted similar losses though outnumbered 3 to 1. Hearing word of this Baron vas Notheringen sallies from Notham Castle and heads West into the Stormwoods on April 13th.


April 14th, Guizepe retreats to Windfall with Duke Sierhen hard on his heels.


April 17th, marks the official arrival and commencement of the Siege of Windfall. Baron vas Notheringen arrives on April 20th. Guizepe commits suicide the following morning, though rumors abound that he was assassinated.


April 22nd, Imperials begin firing their artillery of catapults, trebuchets, and ballistae into Windfall. A fire ravages the Nuestro Quarter (Commercial quarter) with the blaze not being controlled till the following evening. Duke vas Dietmold offers terms for the surrender of the city, though the rebels now led by Antonnio Pyrolini and Tyzen Uganizy of Volyorian and Ungarn stock respectively refuse. The defenders sally forth and are beat back in the morning of the 23rd leading to the death of Antonnio, who was supposedly beheaded by the Duke himself in personal combat.


April 24th, ladders are used to assault the walls, and the Tower of Sturnozs falls to the Imperials, allowing the Alfheimers a toehold into the city. Baron vas Notheringen personally raises the Imperial standard over the East Gate during the failing light of the same day. The coming of night signalling the end of hostilities for the day.


April 25th, a renewed Imperial assault completes the capture of the remaining towers along the Eastern and Northern sections of the city fortifications. Allowing the Imperials entry into the city and commencing an urban battle that would last for four days as the Alfheimrs fought their way through every city block.


April 29th, Tyzen Uganizy surrenders the Keys to the Citadel of Windfall to Duke Sierhen vas Dietmold and Baron Villen vas Notheringen. The Windfall Rebellion collapses. Mass hangings ordered by Duke Sierhen, despite the outcries of Baron vas Notheringen, begin. Tyzen is executed via beheading on April 30th for High Treason. His head is sent to Old Sarin and paraded through the city streets.


May 3rd, Emperor Fyrdinand appoints Baron Villen vas Notheringen as Viscount of Windfall and bestows the title of Count of the Stormwoods to him. Duke Sierhen is given the office of Master of the Horse.


627 AL: Despite border clashes since September of 626, the first official hostilites between the Paletine Republic and Altairrion Empire do not commence till June 14th of 627 AL. When a Paletine Army under Niketas Fulvius is defeated in the Battle of Kyrosahelen. Just South-West of Jaffsaha. Niketas is captured, blinded, and paraded through the streets of Ctespahon by the Altairrion government. A full scale war known as the Paletine-Altairrion Wars begin. Really a succession of conflicts spanning 627 to 648.


628 AL: The Balren emerge from The Shrouded Lands and on red ships sack Pila. The shock and surprise of this development quickly spreads to the mainland. Not a soul is spared in the sacking of Pila and all 43,000 residents are slain.


May 6th, Battle of Nikaea ends in victory for the Paletines during the Paletine-Altairrion Wars. Paletines move to lay siege to Melesah (May 19th) but are forced to retreat with the arrival of Altairrion reinforcements on May 25th.


August 14th, Emperor Fyrdinand holds a feat with the rulers of Elvrion in Old Sarin.


629 AL: Emperor Fyrdinand dies suddenly on February 26th, at a relatively young age of 59. His eldest son Rudolf is crowned Emperor, becoming Rudolf I.


January 2nd, Battle of Marash, Paletine victory but it's success is undone at the Second Battle of Marash on January 22nd. The Altairrion general Jhasa abun Keilij is slain.


February 20th, Battle of Kulus, named after a rock formation North-West of Nikaea, proves indecisive for the Palentine and Altairrion forces. Despite heavy casualties on both sides. Both sides retire for the remainder of Winter and Spring and the arrival of harsh rains from the East.

June 1st, Tourney of Lillies in Dietmold is won by Sir Galven of Fulkham who hails from the lands around Jaegenburg in Anglarika.

October 2nd, Murder of all but one Patriarch belonging too the Amah'Abbanal of the Altairrion Empire. Supposedly carried out by the Arcani Order in a grand scheme several years in the making. Qaiser-Erum Archaele Altair I begins an internal purge within the Empire. Arresting, executing, and imprisoning some two hundred individuals for suspicious activity by the end of October.


630 AL: Emperor Rudolf I orders the settlement of Altma by Alfheimers, sparking outrage from the Elvrion Empire, namely the Valtmari. The House of Magnates in Alfheimr refuses to organize the settlement as well. Duke Wencelau II of Southland (Southmark by contemporary accounts) storms out.


631 AL: Emperor Rudolf marries Konstanza vas Altozen aet Azgaard, a match that is initially welcoming but soon turns sour when Rudolf frequently dismisses and ignores his Naedic subjects.


632 AL: Zaeki begin to infest Kottey.

633 AL: Imperial Crown Prince Rudolf is born to the Emperor of Alfheimr in the Summer.


August 6th-30th Blockade of Paletine by the Altairrion Empire after the Anotans manage to defeat a Paletine Fleet off of Iskandrun. The blockade is lifted by Paletine Admiral Ionnes Olisokoi and a tense naval battle later recounted as the Sea of Masts occurs on August 30th. It proves to be one of the largest naval engagements in not only the 7th Century AL but in all of Gaean history up too that point. Over one hundred vessels on each side.


November 22nd, Durog VI and the Anglarikan King Amalrik IX sign a treaty of mutual alliance.


634 AL: Vampyran raids intensify on Paletine and Altairrion shores. Fell Winter begins with intense snows that reach as far down as Ulyzhen. Frostlings in the tens of thousands cross the frozen seas from Midheim.

January 16th-February 1st, Frostlings lay siege to Trondjvall. The Trondjvallians request aid from the Alfheimrs to the South but Rudolf rebukes this threat and sends a paltry force North. Trondjvall's defenses are breached on January 31st with a mad rush to the Waterfront. Of just over 25,000 inhabitants only 480 survive the siege and resulting flight. Many join the frozen army of the Frostlings. Not quite undead, for they still wailed and spoke in hushed whispers. Not rotting but bearing the wounds that killed them. Souls trapped in icy shells of living beings. Trudging South. From the Ice Wastes of Laemon Ice Devils and Undead hordes stream from the Northern Necromancers lairs. The Moon Elves valiantly resist, but being in such few numbers, they are swiftly driven East of the Whiterush River and Nordrehn Wilderness. Warnings are sent to Elvrion and Alfheimr.


Necromancer Arian of K'ush arrives crosses the Atanos River on a course for the Northern Asaheim Mountains. His army numbering over 12,000 clashes with the Valtmari in the northern mountain passes. Other Necromancers move into the Northern territories of Alfheimer where they sow chaos and misery. The Northern lords of Alfheimer fight a protracted engagement in the harsh wintery landscape without the aid of the Emperor's Army the feudal lords must rely on their own forces.


March 14th, Count Bernhaz vas Opeln is slain, and an Imperial army under him numbering 1,500 is destroyed at the Battle of Saxe-Cross.


April 1st, Imperial Prince Maximilian (younger brother to the Emperor) manages to fend off a Necromancer attack on Bayren located on the Western shores of Lake Ramiene. The Elves of Raemaris under House Tamerian come to the aid of the imperial Prince in the following skirmish at the Knoll of Wolven just north of Bayren.


April 13th, Frostlings enter the Oden's Shield Mountains. Wild Hunt is reportedly seen in the Asaheim Mountains. This is taken as an ill omen by the Elves.


April 14th, Battle of Fasha ends in Paletine victory during the Paletine-Altairrion Wars.


May 23rd, Frostlings besiege Windstorm Castle. Count Willon IV Stormbright manages to hold out until Winter breaks on May 28th. Frostlings retreat with the snow's back North.


635 AL: League of Tolna and Gweylessans engage in several pitched battles over trade, territory, and settlement feuds. Battle of Tyori Forest ends in Gweylessan victory. Tolnans invade from the North East and manage to defeat Gweylessan forces east of Volyoria by the end of Summer. Emperor Rudolf dissolves the House of Magnates when they refuse to ratify a treaty with the Anglarikans resulting in territorial losses in exchange for a large sum of gold.


636 AL: Necromancers continue to ravage the northern reaches of Alfheimr and Elvrion. Necromancer Arian is slain in battle by the High Empress of Elvrion during the Siege of Grey Peak. Winter once more arrives early and the Frostlings on ships of ice raid Palan's Landing. Destroying many ships and laying waste to the surrounding lands before retreating North once more.


637 AL: Cymeria's first buildings are constructed. Emperor Rudolf reinstates the House of Magnates after intense political pressure. Tolnan-Gweylessan War intensifies with the Battles of Mistvia Lake. Gweylessans forces to retreat to Volyoria where they are besieged for sixty-eight days. The Gweylessans sign a humiliating peace treaty losing the Tylori Woods to the League of Tolna.


638 AL: Death of Empress Konstanza in the Spring. Emperor Rudolf marries Hilga vas Saxun on December 24th in a private ceremony. Rumors abound that Rudolf poisoned his previous wife after an affair with Hilga was discovered by the Empress.

639 AL: Frostlings travel up the Atanos River, bypassing Palan's Landing, and raze villages to the ground along its banks.

640 AL: Duke Allbiert of Dietmold (eldest son of the late Sierhen) declares himself Emperor after Rudolf once again dissolves the House of Magnates. Time of Two Emperor's begins which lasts until 651 AL as the lords loyal to Allbiert and Rudolf fight each other. This temporary weakness is capitalized by the Numerans who invade the Stormwoods and lay siege to Windfall. Capturing the city in 642 AL after a lengthy siege of eight months.


643 AL: Imperial Prince Maximilian is appointed Imperial Marshal by Emperor Rudolf so that he may be closely watched. As Rudolf is showing signs of increasing paranoia and detachment to reality.


644 AL: Imperial Prince Maximilian wins the Battle of Krossbach against the forces of Emperor Allbiert. But does not have the resources to pursue Allbiert back to Dietmold. The Grain Famine sweeps the Empire after a blight temporarily destroys many crops in the southern fiefs. Paletine-Altairrion War's reignate with a Paletine victory at the Third Battle of Nikaea. Paletine forces lay siege to Melesah which falls after a four week siege. However, the Paletines are driven out in April of 645 AL by forces led by Qaiser-Erum Archaele Altair I. The Short Peace begins between the Paletine Republic and the Altairrion Empire, though no official treaty is established between the two realms.

November 25th, Balren surprise attack Genese after a Genese expedition to the Shrouded Lands earlier of the same year. The Balren take the city completely by surprise and level much of the city, slaughtering many of its inhabitants who scatter across The Great Isle of Albania. The city is later rebuilt to an extent, though some districts are still in ruins or uninhabited.


645 AL: Naedic Uprising led by Jarl Agolf of Azgaard begins and joins the forces of Emperor Allbiert. Imperial Prince Maximilian is dispatched South-West by Rudolf to quiet this development. But Maximilian knows that the Naedic lords would rather join Allbiert than sacrifice their sons in battle against their own kin.


646 AL: Orcasi begin to settle near the Ruins of Nikomodia. Imperial Crown Princess Aemila is born to Emperor Rudolf and Empress Hilga. Imperial Prince Maximilian meets the Wood Elf maiden Tysa who they secretly fall in love together. Emperor Allbiert triumphs over Rudolfin troops at the Battle of Vullach. Cutting off Rudolf from Southmarch which had previously been a bastion loyal to Old Sarin.

647 AL: Jarl Agolf of Azgaard and Imperial Prince Maximilian, after spending the campaigning season of 646 in maneuvers, meet for parlay under the frozen boughs of the trees residing along the lower reaches of the Grongheim Mountains around Fayja's Ford. Nothing of what was said had been written down, and the exact date of the meeting is up for debate, though the dates of February 14th and February 27th are the likely timeframes. Jarl Agolf nevertheless abandons his rebellion, yet swears he will never come to the aid of Emperor Rudolf in the future. Emperor Allbiert defeats an army loyal to Rudolf just West of the Falls of Ulia on May 22nd. Allbiert sends Count Bernzhelm vas Sulren with 9,000 troops to besiege Regensheim. Meanwhile Allbiert, traveling with the bulk of his Army numbering over 23,000 to Old Sarin via the Forest of Surfolvir. Imperial Prince Maximilian manages to each Thainzhelm by the end of June on his way back to Old Sarin. Siege of Old Sarin begins on July 4th. Emperor Rudolf fled the city a day prior, heading for Bayren.


648 AL: The Sieges of Regensheim and Old Sarin have gone on for months with disease and starvation setting in for the beleaguered defenders. Imperial Prince Maximilian and Count Tiberon (descendant of Marshal Tiberias) of Castle Paleis manage to rally the Northern Lords and the battle of Old Sarin commences on August 28th. The four day battle leads to the exhaustion of both sides with Emperor Allbiert withdrawing his troops South back to Dietmold. Tiberon marches East to relieve Regensheim but Count Bernzhelm manages to evade a pitched battle by retreating East across the Atanos. Moving South around the Eastern side of the Falls of Ulia.

649 AL: Great Library of Chalcera burns down under mysterious circumstances.

650 AL: Imperial Prince Maximilian, rumored to have been exiled, leaves Alfheimr for the Dwarven city of Dur-Karz, where he takes up residence. Vandon Warlord named Tulureg forms a Great Host and taking his nomadic people, the Bohlgan tribe, begin to migrate West wards in the direction of Tyra.

651 AL: Allbiert dies from a riding accident outside Dietmold. At the same time Tiberon launches a campaign that culminates in the Siege of Dietmold in September. The city falls to Tiberon who, with the exile of Maximilian, exerts effective control over the Rudolfin faction of the Empire. As the Emperor Rudolf's powerbase has all but abandoned him at this point. At the end of the Siege Tiberon's victorious army seeks to proclaim him King of Old Sarin, civil war is avoided narrowly when the Imperial Marshal skillfully declines the offer. The Southern lords do not elect a heir and Allbierts two sons were slain in the siege. The Duchy of Dietmold passes to Allbierts second child, and first daughter, Ermiline. Ermiline, in exchange for a large sum of currency, bends the knee to Tiberon in a secret meeting near the Falls of Ullia. Effectively ending the Alfheimr civil war for the Imperial Throne. Ermiline retained the title of Duchess of Dietmold along lesser landed dominions.

Tulureg reaches the Tyran territory by winter where he sets up camp. The Republic of Tyra negotiates with Tulureg, allowing him safe passage through their lands to areas further West.

652 AL: Tulureg moves West in the direction of the Ruins of Kallia. Reaching them by Autumn and proceeds to ravage the Paletine settlements along the coast. Defeating a Paletine army contrived of forces garrisoned among the villages there. A Paletine force under the aging General Niketas manages to gain a hollow victory around the ruins of Kallia itself. But is forced to withdraw across the Marmaera during the cold months. As news of this reaches the Altairrion Empire the Qaiser-Erum Archaele gathers his might near the Hashar Fortress.

653 AL: The Second Paletine-Altairrion War ignites as Archaele invades the Northern provinces of the Paletine Republic while Tulureg manages to begin crossing the Marmaera on captured ships, hastily built vessels, and while these are not permanent crossings they serve as dangerous raiding parties. Ravaging the Eastern shores of the Salius sub-continent.

654 AL: Archaele besieges the Adran Fortress; conquers all of the Anotan territory held by the Paletines as Plague carried by ships that had been exploring the Shrouded Lands, begins to spread across the sub-continent. Devastating the Republic internally.

655 AL: General Niketas succumbs to plague while at his residence near Korinth. The Paletine's retreat to their capital as Archaele conquers the Adran Fortress following the retreat of its garrison across the Marmaera. The Dark Winter descends across the North due to a massive Frostling force numbering over a quarter of a million in strength arrives on the Northern shores of the Continent. Settlement of Adran is reached by parley between the Paletine Senate and Qaiser-Erum Archaele. Resulting in a Status Quo with the map being redrawn along existing battle lines.

656 AL: Tulureg begins settling his peoples along the banks of the Marmaera opposite the Salius sub-continent. The Plague however sweeps through his people and goes further East and North. Reaching Altairrion and the Numera while arriving in Samarcid by the Summer of 657. Finally reaching as far North as Kar-Loc-Myuin and Thorn, as Far East as the Roxolann tribes.

658 AL: Perhaps aroused by the plague or simply seeing the advantageous situation before them. The Vampires of Necropol invade the Paletine Republic's Southern territory of Augusti and the Forest of Oresta. The Necropol fleet manages to raid and defeat a Paletine naval force off the coast near August in the Summer of 658. Augusti is besieged for two years. Only surviving by supplies ferried to it by the Paletine Navy which suffers heavy losses in ships and sailors trying to do so. Frostling hordes erupt from the North in mid-December. Sweeping across the northern territories of the Alfheimr Empire and the realm of Elvrion. Breaching the Asaheim mountains and slaughtering all who cannot flee or resist. Emperor Rudolf flees to Southmarch while Tiberon musters the Alfheimers at Old Sarin. The city along with Ragnar's Hold and Palan's Landing are besieged. The Elves are likewise cut off and isolated in Valtmeris and Raemeris while the Frostlings penetrate the boundaries of the Great Forest.

659 AL: The Shadow War rages throughout the Great Forest as the Wood Elves fight a guerrilla struggle throughout the Great Forest. The Asaheim Mountains are breached by the third month of 659 AL as fighting spreads throughout the realm of the Valtmar.

660 AL: Dwarven armies led by their Kings unexpectedly come to the aid of Old Sarin, managing at great cost, to lift the siege through the release of a Ritual known as the Soul Spear. Channeling the energies of the Soulforge the Dwarves managed to defeat the Frostlings. However, all the Dwarven mages present perish with a magical backlash that leads to insanity and death to most mages across the Continent. Siege of Augusti is lifted through massive Paletine reinforcements. Who, through attrition and dogged fighting, manage to drive the Vampires back to Necropol. But the Paletine Legions are a shadow of their former selves with the Republic moving onto the defensive.

Red July: Battles fought throughout July from Ragnar’s Hold to Elmont as the Empire attempts to drive the Frostlings back. Culminating in the Battle of the Ice Ford from which the Imperial Knights carried out a heroic last ditch charge that managed to break the back of Frostling forces in the Empire. At great cost however with many nobles, lords, and veteran warriors falling in battle.

October 14th: Disaster of Meiraele’s Spring. At the the small natural springs in the Northern Asaheim Mountains the Valtmari suffer a devastating defeat with many of the noble houses losing heavily. Three entire houses are wiped out.


661 AL: Valtmeris is besieged with the Orders of the Twilight Fortress riding to the Elves aid. Battle of Valtermis is waged on June 4th, a month to the day of the Siege beginning. Grand Master Oronus of the Dragon Knights perishes during a valiant vanguard action allowing the Palaedic Order and Valtmari cavalry to reach the Frost King himself, the supposed leader of the Frostling Host, and slay him in an epic duel where the Sword of Viscene, an artifact over three thousand years old, is shattered but slays the foe. The Sword of Viscene wielded by the Champion of Vaemidia, Alyrus of Illia, in shards is retrieved and taken back to the Fortress. Frostlings scatter.

662 AL: Palan’s Landing, Frostling’s having penetrated to the inner city, is relieved by the forces of Alfheimr, Dwarves, and a contingent of Wood Elves.

663 AL: Founding of the Order of the Starlight Flame, an order of knights devoted to the fighting of Frostlings and Balren, anything that would assail the lands of Men, Dwarf, and Elf. Frostling’s assail Anglarika in what is known as the Vale Winter (November, 663 to April, 664).

The Frostlings remain in scattered bands roaming the land, hibernating under the earth until Winter when they rise again, with the realms of the North fighting a constant battle with these bands.

Janurary 16th: Bloody Sixteenth, Milerne is razed by a sudden Balren attack. The inhabitants are corralled to the central square and burnt in a massive pyre that could be seen from the rest of the Islands. It would not be until the 700’s when the city is resettled by surviving Milerne denizens who had not been present during the fateful night of January 16th alongside other Venezians.

664 AL: Balren Fyrehost (name for a large host of Balren) arrives on Albania and lay siege to Genese. The city is captured and razed after eight months despite help from Numera.

665 AL: Tulureg is succeeded by his son Otmah who launches a renewed invasion of the Paletine Republic. Only accepting a peace settlement via large gold sum.

666 AL: Double Night Eclipse, first recorded in history, Currents of the Ether shift rapidly and chaotically. Resulting in an unnatural birth rate of high Ethus children.

674 AL: Death of Emperor Rudolf in exile at a hunting lodge near the Dragon’s Wood. Maximilian, then already aged himself, is asked by the reformed House of Magnates to take the Imperial Crown in violation of the Primogeniture of the Empire. Maximilian rejects the offer and instead is reinstated as Imperial Marshal after the death of Tiberon during the winter of 673. Ascension of Rudolf’s son, Rudolf II, as Emperor. He would be known as Rudolf the Pious and be a principal financier for the Order of Holy Sacrament. Dedicated to the hunting of rogue mages and monsters. Taking a literal teaching to dedicating one’s life to the gods.

687 AL: Mages across the Continent convene to form the Grand Etherial Conclave head quartered in Erancia. A nation brought about by people fleeing the Frostling and Balren wars in the preceding decades and ruled by an King initially elected by the Burgomeisters of its cities. The Conclave would exert itself in the following years under an adopt or die policy (promoted by many rulers) as the self governing body of Mages.

688 AL: Opening of the Imperial College of Regensheim which operates under Conclave laws.

700 AL: Wild Hunt passes through the League of Tolna and Volyorian lands. Dozens of people are reported missing as the Hunt passes through.

702 AL: Death of Maximilian. His son Saegenfred accedes to the title as Prince of Norzheim.

703 AL: Vandon-Paletine war which lasts three years begins with renewed raidings by Otmah. The war ends in a status pro quo antebellum.

719 AL: Wild Hunt leaves the Numeran town of Cura abandoned. All 3,000 inhabitants vanish during the night as a snow storm erupts out of nowhere. Bad omens and portents are divined by Mages across the Continent.

723 AL: The Vaedin, historical cousins of the Naedse, raid from Midheim, from a region unexplored by scholars from the Continent. Sacking and razing villages across the Western coasts of the Continent.

724 AL: Popular Paletine General Iuilian Diogenes suffers an attempted assassination by the Arcani which fails. His troops revolt declaring him Despot. Iuilian takes up the mantle of Despot and using his troops based in Athae manages to garner the support of the army and Navy not only at Athae but also on Spoleteia. The Paletine Civil War commences as Iuilian outmaneuvres and defeated the Republican Army in several engagements. The Paletine military having sense degraded to a regional militia with a strong professional core. Unlike it’s fully professional structure a century before. Iuilian manages to capture the Atlae Islands as popular support for the Republic falters. The Senate signs a humiliating truce by 728 AL.

739 AL: Vaedin Jarl Olaff Urkaan launches a massive raid on Vampyra. The raid is so successful Olaff actually captures the city and purges it of the Vampires who flee scattered and depleted. Renaming it Sudholm he sets up a Kingdom in his name.


741 AL: Despot Iuilian forms the Vanur Band, a bodyguard made up of Vaedin warriors, who prove to be able shock troops and loyal bodyguards.

742: Famine from poor harvests strikes the Southern half of the Continent. Causing over three million people to starve. Riots break out in almost every city.

744 AL: General Aurelian, disillusioned of the Republic after the repeated humiliating peace treaties and results from a previous century of wars with little achieved alongside famine, leads a coup against the Senate. Murdering many Senators as government power is seized. Minimal resistance is met as Aurelian crowns himself Emperor. Emperor Aurelian V solves the food crisis through land grants and seizing upper class granaries. Providing massive popular support. The Arcani attempt to assassinate the Emperor during the Winter Solstice but fail. The Emperor delivers the Arcani Ultimatum. Surrender or Die. The Arcani deign to submit with the intention of assassinating the Emperor at a later date and meet to bend the knee. However, Aurelian in fact was using a ruse and purged many of the Arcani that very day. The Arcani Order in their remnants are formally disbanded with surviving agents fleeing the Empire.


750 AL: Salius War over dominion over the landmass the Paletine Empire is based on. Resulting in a stalemate with unforeseen results. Namely, the invitation by Iuilian for the Sudholm Vaedin to enter the conflict in exchange for riches backfires with them seizing the Atlae Isles.

754AL: Catchfyre Plague appears in Palan's Landing from the ship, Catchfyre, arriving from the Far East. Spreading across the North as far as Iskandrun and killing hundreds of thousands if not millions over the course of ten years.


765 AL: Death of Emperor Rudolf. Crown Controversy as he dies with only a daughter. Naedic nobles, as per their ancient ways, elect the then Prince of Norzheim (the son of Saegenfred), Theodorik to be High King of Norzheim. Forming the Kingdom of Naeden. The rest of the Empire eventually agrees to allow Ophelia to take the crown as Empress.

767AL: The Conclave rejects the Imperial Decree levying a tax on the Conclave to operate within the Empire. The result culminates into Krystelnicht, a night when a thousand stakes burned as rebellious mages seized without notice where sentenced to death by order of the Empress. The Conclave submits to Imperial authority.


777 AL: Death of Empress Ophelia and ascension of Leopold as Emperor.

779 AL: Current Year.
Last edited by Imperialisium on Fri Oct 13, 2017 10:50 pm, edited 3 times in total.
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Postby Imperialisium » Sun Oct 08, 2017 9:21 pm

Nation Name: The Empire of Alfheimr
Ruler: Emperor Leopold I of Old Sarin
Government Type: Absolute Imperial Monarchy
Government Hierarchy:
The Emperor: Who holds absolute power over his personal subjects and is the top feudal lord in the Empire.
The Empress: The Empress' power is more or less influence based and primarily relies on patronage. In an Empire were sons inherit before sisters the Empress is more or less a symbolic position rather than one with any political or military power.
The Imperial Crown Prince: The heir to the Empire bears the Titular title of Imperial Crown Prince, but also the title of Grand Count of Westmark centered on Thainzhelm. This in effect also makes the Prince a member of the House of Magnates.
The Imperial Princess's and Princes: The members of the Imperial Family that are not currently heir to the throne bear this titular title.

The House of Magnates: The House of Magnates is the Council of all the Dukes, Princes, Princesses, Vice-royalty, and Counts of the realm. Their power is more or less determined by the aptitude of the Emperor and can be dismissed but not dissolved. The House of Magnates takes its roots from the Kingdom of Sarin's Royal Assembly and the All Gathering from the Northmen. The House of Magnates is called to discuss matters of state and to decide on a course of action when all the powerful feudal lords opinions matter.

Ducal/Direct Counts/Jarldoms/Vice-Royalty: Individuals of middle status on the feudal ladder. Holding sway over entire regions of the Empire and answerable only to the Emperor's Decree's and Laws. The power of these Lords and Lady's in regards to the Emperor are at a precious balance.
Current Duchies, Direct Counts, and Vice-royalties

Counts: Under the Mid-level Lords are the various Counts.

Baron's: Barons are the smallest landholders in the Empire aside from Knights to be regarded as nobility and are under the Counts.

Knight: Knights may hold land but are regarded as the lowest form of nobility.

Constituent States of the Empire
-Kingdom of Sarin (Emperor's personal fiefdom)
-Grand County of Palan's Landing
-Grand Duchy of Ostmark
-Principality of Regensheim
-Duchy of Ragnar's Hold
-County of Windstorm
-Grand County of Niederik
-Grand Duchy of Southmarch
-Duchy of Dietmold

Imperial Council: The Imperial Council is made up to assist in the running of Empire and administration of its various parts and bureaucracy.
-Master of the Imperial Fleet: In charge of the Imperial Navy ships operating out of Palan's Landing.
-Imperial Marshal: Chief commanding officer of the Emperor's Army.
-Lord Commander of the Watch: Commands the Watch of Sarin and the enforcement of Imperial Law in the Emperor's personal territories.
-Master of Weights and Measurements: Oversees taxation, Commerce, and the Imperial Treasury.
-Imperial Archmage: In charge of the Imperial Magi in the employ of the Emperor.
-Master of the Horse: A position of great respect and accompanies the Emperor onto the battle field. The Master of the Horse not only manages the Imperial stables but also the Imperial Battle Standard the Imperial War Flag.
-Seneschal: The Emperor's personal Steward

Formation: 562 AL by the personal union of the Kingdom of Sarin and High Kingship of Norzheim
Succession Laws: Primogeniture
Gender Laws: Agnatic-Cognatic whereby if their are no direct male descendants or next of kin a female may inherit
Geographic territory: http://imgur.com/s69VyQh
Population: 5.5 Million
Military Strength: The Emperor himself can effectively wield a field army of roughly 30,000 soldiers.

Imperial Orders

Imperial Order's are anointed organizations that have Imperial Patronage or pledge loyalty to the Empire in exchange for holdings and charters.

The Imperial Order of the Brotherhood of Taahl: A religious order that only fights enemies not of the faith and the premier Witch Hunters of the Empire. The Emperor is the Grand Master and while does not exert total control can influence their activities and doctrine. They number less than a hundred individuals.
Image
Holy Convent of Vaemidia and the Warrior-Sisters of Sarin: A convent of warrior nuns who believe that the ultimate redemption is the continual fighting and purification of ones soul against the influence of the Dark Ones. Numbering just over one hundred individuals the Convent is tasked with the destruction of the demonic, redemption of the damned, and the containment and destruction of dark artifacts.

Army of the Empire: The Army of the Empire is a name signifying troops not of the Emperor's own but of the feudal lords. During times of war these troops are raised for the common defense and protection of the realm alongside any campaigns. Also counted in an Army of the Empire are retinues, professionals, and mercenaries in the employ of a feudal lord. In addition feudal lords are not obligated to send their entire levy but rather a portion they see fit. As such the entire levy of the Empire can vary wildly, but by the Consensia Levux written by Imperial Marshal Heinrich vas Opeln in 593 AL, keeps a register of the expected levies from the feudal lords of the Empire.

Imperial Navy: The Imperial Navy is charged with the combating of piracy, protection of ports and merchant ships, and fighting the naval threats of other realms. The Navy at present contains 14 Caravels, 7 Carracks, 6 Barges, 3 Sloops, and 26 smaller vessels. Given the geographical location of the Empire the Navy is often assigned to supply and transport the Army. The Navy is paid for by the Meerum Tax levied to all the constituent states of the Empire.

Military Info:
The Imperial military is divided into three distinct branches. The Emperor's Army which is made up of the Emperor's own soldiers and levies; The Army of the Empire which is drawn from the various feudal lords; The Imperial Navy which is paid for by the Imperial treasury. The Imperial Army is a catch all for the first two branches as both the Emperor's troops and feudal lords are Imperial.

The Imperial Army in general was formed by the joining of the Kingdom of Sarin (Royal Army of Sarin) and the High Kingship of Norzheim (various Jarls and their Huscarls/tribal levies). Both realms had different methods of fighting. Sarin based around heavy cavalry and levy infantry complimented by longbowmen; while the Northmen relied almost exclusively on light and heavy infantry with plenty of archers and light horsemen organized along household lines; Usually maneuvering in ad hoc formations. Emperor Maximilian ordered the expansion of the royal retinue of both realms into the Emperor's Army. While the feudal elements would become the Army of the Empire and together form the Imperial Army.

This mix was not perfect and took a few decades to be molded into an effective fighting machine. Combining the speed and ferocity of the Northmen to the organized formations of the Saerheastans of Sarin. Thus the Imperial Army took shape under the Emperor Maximilian during his conquests and consolidation of the Imperial Throne.

While in 570 AL the Emperor became the Blood Chieftain of the Jomsvikungr by unanimous election after the death of the last Blood Chief. A year later the Holy Order of the Brotherhoodof Taahl which had existed since the 520's swore allegiance to the Imperial Crown in return for patronage. The Emperor granted them the Castle of Solingantz on the Southern shores of Lake Telkontae. During the Summer Solstice of 587 AL Maximilian assisted in the founding of the Holy Convent of Vaemidia and Warrior-Sisters of Sarin by petition. Granting them an old church in Old Sarin now known as the Cathedrum of Our Holy Lady.

Notable Formations of the Emperor's Army:

The Kyzergaarde: The Emperor's Own Regiment of soldiers that fields anything from bowmen to heavy cavalry. While also providing honor guards and typically a platoon of these men are with the Emperor during his travels.
Image
The Death's Heads: Solem. Grim. Deadly. The Death's Heads are primarily renowned as swordsmen but also boast their own cavalry and halberdier units. Noted for their silent marching towards the enemy and dour expressions on their faces even in the heat of battle. Each company in the Regiment has their own name, each one grim and somber.
Image

The Sun Guard: Primarily patrolling the frontiers of the Empire, and such seldom operating as a single cohesive unit, primarily acting as independent companies. These men are often the stalwart defenders of Imperial outposts far out in the wilderness. Often fighting guerrilla wars long before the outbreak of official hostilities commences.
Image

Regensheim Greatswords: The most famous unit of greatswords in the Empire. Having hacked apart anything from Frostlings to Oguin and everything in between.
Image

Palan Marines: Doubling as crack spearmen and equally proficient mariners. These men hail from the coastal, and eldest human city in the Kelzmere region; Palan's Landing. Home of the Imperial Fleet.
Image

The Empire until the ascension of Fyrdinand was expanding rapidly. Maximilian conquered all of the Saerheastan realms within the Kalzmere Mountains save for Southmarch which stood in alliance (until it's incorporation in 625 AL). In addition the Emperor conquered Windfall, Paleis, and much of the Stormwoods by 596 AL. The Emperor's son Fyrdinand inheriting a realm with a full treasury from war spoils and a budding bureaucracy to assimilate and govern the newly conquered territories.

The Imperial Army would be divided during the Alfheimr Civil War between the forces of Emperor Rudolf and the usurper Allbiert vas Dietmold. The primary belligerents where the Emperor's Army and the personal forces of Allbiert, however other nobles from across the Empire did participate to varying degrees. In this capacity the Army of the Empire ceased to exist during the ten years of civil war.

The Army of the Empire would see action during the Frostling invasion of the North with the Imperial Army suffering terrible losses throughout the years. But would emerge victorious on numerous occasions despite horrendous setbacks and casualties. Ultimately with the aid of the Dwarves the Empire managed to rout the Frostlings.

Currency:
Throne's: A White Gold coin
Imperial Crowns: Gold coin, 50 Crowns equal a Throne
Ducat: A silver coin, 10 Ducats equals one Crown
Moon: A small silver coin, 4 moons make a Ducat
Copper: A copper or bronze coin, 50 Coppers make a Moon.

Examples of Price Index
A Loaf of bread costs roughly 6 Coppers
A pound of meat costs about 30 Coppers
A castle forged (well forged) sword is worth roughly 2 moons or a Ducat pending on size and material.
A simple pack horse can be worth anything from 1 moon to several Ducats pending on breed, age, and training.
A suit of plate (well forged) can cost several Crowns

History:
The Empire of Alfheimr at its core grew from the joining of two separate realms. The Kingdom of Sarin and the High Kingship of Norzheim and both had been inherited by Maximilian the son of Aalen VI of Sarin who was the only surviving relative of the past High King. Thus joining both realms under one Dynasty and ultimately forging a new realm from it.

The Empire under Maximilian I was a mix between periods of peace and wars of expansion. Maximilian believed that the Saerheastan or Rythfae as he would call them and the Naedse or Daz Volk should be united for the common good. That all of their realms should be brought under one banner or at least held in alliance. The only exception was the conquest of the Volyorian City of Windfall. Windfall was prized for its location, controlling the Stormy Coast and a node for trade from North and South by Sea.

Maximilian also curbed the power of the nobility with the Edict of Maximum Privileges (572 AL) that forbid foreign nobility from inheriting lands within the Empire and open warfare between noble Houses. However, as compromise Maximilian founded the House of Magnates in 583 AL to keep popular support from the noble families of the Empire while raising numerous lowborns loyal to him in the aristocracy.

Maximilian wed the Valtmari Elf Taluria "Tala" Tamerian in a grand public ceremony in 566 AL. Bearing several children over the years, a rare feat since children of mixed blood were few and far between. Thus the Emperor's children also contained Elven blood and bear a mix of features. Fyrdinand is often described to possess eyes like the nights sky with hair the color of the Sun with a hue of red flame, and despite his age remains looking years younger. Evidently aging at a slower rate physically due to the mix of Elven blood within him. They say all Half-Bloods are given a choice to belong to one race at one point in their lives.

The Empire religiously is still affected from the events on the God's Isle that transpired in the year 515 AL. The Empire vigorously hunts and kills those aligned with the Dark Ones or other "heretical" influences. Witch, Demon, and other Hunts have occurred throughout Imperial history with many pogroms sanctioned by the monarchy. The founding of The Holy Order of the Brotherhood of Taahl (later switching the Holy for Imperial to signify their ties to the Empire) in the early 520's espouse that lineage.

The Emperor Fyrdinand ascended the throne on August 25th, 596 AL. Initially he was an unpopular ruler and made many political mistakes early on in his career. Culminating in the Paleis Rebellion of 599 that was successfully put down. Fyrdinand was advised to let the surviving members of the rebel leadership pardons as a sign of mercy. Fyrdinand instead ordered them publicly beheaded in Old Sarin. It was feared that this move would be seen as tyrannical in nature, but it instead cowed the nobility. Those not loyal to the Emperor at least feared his retribution.

The Empire would largely in peace until the Alfheimr Civil War during the mid-7th century. This conflict proved draining and allowed the Frostlings to penetrate the Empire's defenses in the succeeding decades with far less resistance. Ultimately the Empire managed to defeat the Frostlings, narrowly, and with aid from the Dwarven realms who knew that if the humans and elves fell they would be next. As a result many of the Empire's populated areas where devastated beyond compare.


Character Development
Nationstates Nation: Imperialisium
Character Name: Leopold vas Valkyr (the newer 'von' is also used along with the substitute name 'von Alfheimr')
Character Race: Saerheastan/Rythfae and Mari
Character Age: 34
Character Birth Place: Imperial hunting lodge at Oberbayren
Character Physical Description or Image (as in Picture):
Image

Character Biography:

Leopold, the first Emperor to be so, was born not at Eagle's Claw Castle but at the Imperial hunting lodge of Oberbayren. Nestled near the town of Bayren, a longtime fief of the Kings of Sarin and now Emperor's of Alfheimr. Leopold was the firstborn son of Empress Ophelia and her Royal Consort (but not Imperial Consort since the Empress made sure actual power remained hers) Gildur von Ehlerhohe. Grandson of Emperor Rudolf II and back to King Palan centuries ago through his mother, and through his father back to one of the first Royal Marshals of Sarin Regyus vas Eaherhoehren. Leopold also has elven blood in his veins from his maternal great-great-great grandfather Emperor Maximilian I wife Taluria Tamurian. The traits of which have not dimmed in the mainline of their descendants. The Imperial Family is known to age slower and have features both human and elven. It was rumored that Emperor Fyrdinand even had the pointed ears of the Mari.

Leopold grew up mostly in Oberbayren and Old Sarin. Tutored under various teachers and even spent a couple summers at the Twilight Fortress learning various ancient lore's from the libraries there under the watchful guide of the bastions priesthood. Becoming a man more like his great-uncle Maximilian, a respected war leader, and honorable man. The now long deceased Imperial Marshal was one of the few humans who would also be in the annals of Elf and Dwarf as a honorable if not venerable figure.

Leopold, the Imperial Crown Prince, was invested as Count of Bayren much like his ancestor Aalen VI was at a young age, and unlike his predecessor did not take long to mature because of it. Becoming an adept administrator and stern upholder for justice. His first actual combat experience was at the age of 23 when he led a punitive expedition North of the River Atanos chasing a bandit group. Cornering and obliterating the bandits as they ate breakfast by their camp during the early hours of the morning.

At the age of 32, Leopold was crowned Emperor of Alfheimr, and inherited all of his mother's fiefs. The fief of his father's family, Barony of Ehlergaard, was passed to his younger cousin Selene at his decree.

The Lineage
Character Dynasty/House/Clan (if applicable): vas Valkyr (vas or von Alfheimr has also traditionally been used)
Family/Dynasty/House Sigil or Banner: A Half-Eagle Half-Dragon hybrid in gold over a black field.
Origin of the Family/Dynasty/House: Originated with Maximilian, son of King Aalen VI of Sarin and nephew of High King Bjornn of Norzheim. Their lineage stretches back as a result to the Saerheastan arrival under King Palan 779 years ago, and the arrival of the Naedse some 730 years ago.
Character Dynastic History (History of your family):

The Vas Valkyr have been the only Imperial Family to possess the Throne of Alfheimr since it's creation.

Personal Effects
Acquired Skills: Master swordsman, adept equestrian, adept archer.
Mastery Level of Skills:
Equipment/Important personal items (if applicable): Saelring, Shield of Ramiene, and Orb of Valantis (an orb that protects Eagles Claw Keep from magical intrusions). In addition the Imperial Family has Vaalgrund the Imperial Greatsword of Aalen VI that was forged with the help of Balerion the Black.

Acquired Magical Items: The Gilded Chain, protects user from magical attacks.

RP Sample: (I require two)


Character Development
Nationstates Nation: Imperialisium
Character Name: Lucaya af Sveipjoddottir (Birth name), Lucina Bloodmane (current)
Character Race: Naedic Vampire
Character Age: 535 (appears 19)
Character Birthplace: Village of Haemskallur (abandoned), Born December 22nd, 144 AL
Character Physical Description or Image (as in Picture): Lucaya possesses raven hair with streaks of blonde. Earning her the nickname, "star hair," by the warriors of Sigurd. Her eyes are piercing grey with flecks of green and purple. She is beautiful by all accounts, and quite the seductress despite her reserved personality.
Character Biography:
Lucaya was the daughter of Sigurd af Sveipjod, a Naedic Chieftain that controlled a village along the Western shores of the Fjord of Freyja. In the many smaller Fjords that ring the area. Lucaya lived a peaceful existence as the daughter of the Jarl, at least until 12 when a Vampire raid occurred. Most of the villagers where killed and her father turned. Lucaya was spared, some say the Vampire leader took a fancy at her, though she was never raped. In fact the Vampires took care of her as they bore her back to Vampyra. A city they had just claimed by conquest.

There she lived as a human until she turned 19, when her father in a coup killed the former Vampire leader that had burned their village and took control. He turned his daughter out of fear that she may die and he live on. A last remnant to the life they both had one would suppose.

In that time Lucaya as learned many things about the world, and that cruelty is never in short supply. Her father, having for years striven to be the man he was before being turned, slowly slipped into being a ruthless leader of the undead. The constant infighting and cajoling that plagued the politics of Vampyra was suited to the warrior-chief of the Naedse.

Now she is the daughter of Sigurd Bloodmane, and has earned her own laurels with his fathers new, "tribe," as he is wont to call them. That being the Blackhearts.

Lucaya, however in all her years has become rather learned. A capable shield maiden in her own right, and learned thanks to her unaging body.

However, disaster for her came in 739 when the Vaedin surprise attacked Vampyra. Slaughtering the native Vampires and their underlings in a ferociously unexpected assault. Lucaya had been away on a raid with her father when it happened. Thus the Blackhearts where largely unscathed but now essentially homeless. Her father Ragnar took the Blackhearts North to the Zharythin Mountains. Lucaya however disdained this and left on her own. Traveling far and wide until she caught wind of an ancient artifact; The Orb of Najminur, located in Midheim. Her journey was arduous and fraught with danger. She was journeying into uncharted lands. There she vanished. But she found it. Held within a dark cavern hall hewn from a cliff face. But when she touched it she disappeared in a swirl of a vortex. Being taken from this world to another. A world with little to no magic, flying machines, and ships made of steel.

But she managed to return. Appearing in the scorching sands of the Deep Desert, where she should have died, had she not been happened upon by Anotan merchants traveling in caravan to Iskandrun. Disguising her vampirism she managed to make it to Iskandrun and thence to Kaerndun where she stole a horse. Intending to return to the Zharythin Mountains. That is, if not for the fact, that something is pursuing her.

The Lineage
Character Dynasty/House/Clan (if applicable): af Sveipjod (former), Bloodmane (current)
Family/Dynasty/House Sigil or Banner: Red Crow on black field clutching a skull
Origin of the Family/Dynasty/House: Arrived on the Continent during the 40's AL and settled along the Western shores of Freyja.
Character Dynastic History (History of your family): The Sveipjod's was one of the original clans that arrived on the Continent. Descended by Bjorn Serpentslayer and allegedly by the Valkura Kazja. The Sveipjods retained a village along the Western fjords and shores of the Fjord of Freyja. They where not powerful nobles, being relatively minor, but wealthy enough to tend to their people and themselves well enough.

Personal Effects
Acquired Skills: Melee combat, archery, sailing
Mastery Level of Skills: Master of sailing, adept melee combat, and adept archer especially with a short bow.
Equipment/Important personal items (if applicable): Lucaya has black armor like her father, full plate, but it is light and does not easily hinder her nimble body. For it was forged by the Shadow Elves of the Southern Kalzmere hundreds of years ago, and taken on a raid in 210 AL. Being a gift presented to her by her father.
Moonsinger- Lucaya's sword, forged out of black iron with red edges. Its bone handle was once the hand of an Ungarn horselord that crossed blades with her father and lost.
Bow and 48 arrows dipped in poison.
Acquired Magical Items: Orb of Najminur
RP Sample: OP
Last edited by Imperialisium on Mon Oct 09, 2017 12:56 am, edited 2 times in total.
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Democratic Socialists

Postby Imperialisium » Sun Oct 08, 2017 9:25 pm

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Postby Anowa » Sun Oct 08, 2017 10:23 pm

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Nah'ni info

Postby Shadowwell » Sun Oct 08, 2017 10:29 pm

Life span of the Castes
(The numbers are the max recorded age range, on average, and do not include the formative years)

Nobility: Most of the Nobility Caste have the same life spans of Workers, with exceptions. The High Queen can live for up to 250 years, Dowagers are similar, while normal Queens only live to be around 170-185 years on average.
Vizier: 200 years
Crafter: 75 – 150 years
Soldier: 25-50 years
Worker: 65 – 110 years

Caste Division:


The Hierarchy of the Nah’ni is not too dissimilar from that of mundane insects. Though there are obvious differences. This just lists the general overview of the Nah’ni Caste system, and more variants of each Caste member might exist, this just lists just the major ones, additionally, aside from the specific functions of the different Castes, nearly every Nah’ni has certain abilities and characteristics, for example, all Nah’ni have an inherent weakness to both fire and parasite, and all molt atleast once or twice in their lifetimes.

The highest Caste, is the Nobility Caste, this includes the Queen, once one becomes a/the Queen, they will change, be promoted in a sense. The Nobility Caste can include members of the Queens family as well as their Consort, though that is not always the case. In the Rare cases that the previous Queen survives after they take a role not dissimilar to that of the Vizier Caste, though the term Dowager is used for them. Members of the Nobility Caste, most commonly Queens can be rather long lived; the First Queen herself lived for several centuries.

Those born into the Nobility Caste, are generally smarter, and pick things up easier than most other Nah’ni young. Depedning upon whether both of their parents were of the Nobility Caste, or of others as well, certain young can be more predisposed towards certain actions or acquisition of certain knowledge. The Nobility Caste, as well as the Vizier Caste, are the only Nah’ni that have any sort of magical potential.

The next highest Caste, is the Vizier Caste, they are among the most intelligent Nah’ni. They generally have a humanoid appearance, looking more man than insect, though their appearance depends upon the environment they were grown in. Aside from the enhanced intelligence, they also possess extremely advanced senses and pheromones. While they cannot read minds in the truest sense, they can infer what others are feeling due to the chemicals and such released as well as any minute twitches or the like. They are used by the Queens as advisors, as well as diplomats to other races.

During periods of War, they are also used as commanders and tacticians, to make use of their inherent traits. During particularly desperate periods in Nah’ni history Viziers have also been grown as assassins, to silence the enemies of the Hive is needed. To this end, most Viziers are stronger and faster than normal Worker, but they lack the durability of the larger soldiers. They are the only other Caste that can live as long as the Queen. Viziers also act as the historians of the Hive, recording information from Dowagers and the past to be used by the next generation of the Hive. In the rare instances that a member is born into the Vizier Caste, rather than simply of it, the offspring is always male.

Below them are the members of Crafter Caste, they are not just craftsman in the traditional meaning of the word, as many are responsible for creating things. They are also responsible for the changes that happen to each subsequent generation of Nah’ni. Those who improve the Soldiers and the other beings used in war are called the Warcrafters. Those that are responsible for the general changes are called the Broodmothers, though they do not truly birth the Nah’ni, they along with the Queen, are the ‘mothers’ of each subsequent generation. The changes the make, are not immediate, and might take a generation or three in order to become fully integrated into the Nah’ni as a whole or that particular Hive.

Some changes might be localized to a specific Hive, the Sari Mountain Hive, for example has adapted to the extreme cold, and thus are hardier in such drastic temperatures compared to Nah’ni from more temperate climates, they have also adapted to the barren conditions, being more self-sufficient and not relying on hunting for food as much, though their pattern changes did aid their hunting in the region that they lived in. Other changes might be carried throughout the Swarm as a whole. Before the Soldier Caste came into being, the Workers were unable to defend themselves effectively.

Originally they had but one set of spindly arms and no wings, the First Queen birthed the first of those that would become the Crafters and they in turn changed the Workers. They were given thicker, stronger limbs and carapaces; some were given wings, while others gained scythes akin to those sported by Mantis’. That was when the Nah’ni first started to become what the First Queen wanted her people to be. Though the Soldier Caste would eventually take the spot as the ones to fight for and defend the Hive’s, the Workers would keep the changes, for defense and harvesting purposes.

Below them is the Soldier Caste, the defenders of the Swarm and those that would rend their enemies. When they originally lived in the Black hills, the Nah’ni had no real means of defending themselves; they relied on swarm tactics, overpowering their foes with the sheer amount of them and the weight of their bodies. After the First Queen created the First Hive and formed the Bond, the Nah’ni could no longer afford to just through themselves upon their enemies and hope their numbers prevailed. In order to defend the Hive, and protect the Queen that had made them more than what they once were, the Broodmothers created the Soldiers.

The First Soldiers, were originally Workers, that had proved skilled and exceptional in combat, they were reborn as Soldiers. They were made much larger and stronger than they once were which was already impressive for their size. They were given sharper scythes which would fold into a second set of limbs from their back. They were given much thicker carapaces to start, which would later be improved upon. Originally the Soldiers were even simpler than the Workers once were, they lived only to fight and protect, but subsequent generations would weed the undesirable traits out.

As the Nah’ni expanded, they took concepts from the other races they met and improved the Soldiers even more. Meeting armored soldiers for the first time, led to the creation of the Nah’ni’s own version. These members of the Soldier Caste would be called Knights, in the languages of the other races. They are generally large easily dwarfing the average normal Soldier, which is already double the size of most Workers. They lack the small set of wings for gliding and bursts speed that most other Soldiers have, in their place they possess massive scythe like blades which can fold out of a set of arms that sprout from their back.

Though Soldiers are more heavily ‘armored’ than most Nah’ni, the Knights take this a step further, they have a set of ‘armor’ that they wear. It is a secondary exoskeleton of sorts that can be removed, it is part of what gives them their massive size. They can only be stored in certain sections of the Hive, or else the armor will die. When ‘worn’ it connects to the Knight fully, through their pheromone vents. The ‘armor’ gives them increased durability, but it also allows them to launch globs of a sort of acidic bile. One component is a Pheromone most Soldiers can produce, the other is provided by the ‘armor’, they are then combined just before being expelled.

Though the Knights are astonishingly powerful, they have equally debilitating weaknesses. They are slow, much slower even than a normal Soldier, and they have obvious weak points. The areas where the ‘armor’ ‘links’ into the pheromone vents are discolored, which marks where they are. If enough of these spots are injured the Knight will be unable to move for a time. Another problem is the secondary exoskeleton, while providing an increase in certain areas also makes them ‘overheat’ rather easily, they rarely travel during the day and if they do, it is in the shade or underground.

There exist other variants of within the Soldier Caste, which are based off of weapons of war made by the other races. One variation is the Ram, its purpose is to tear down the structures in its path, it size is larger than that of the Knight, but they are just as slow, and are a rarity, mostly because the Nah’ni rarely war with those that have conventional cities and structures. A more common variant of the Solder Caste is the Scout, they were first developed shortly after the first Soldiers were, to combat the threat of the Roc’s and Gryphons in their new home. They are the smallest member of the Soldier Caste as well as the fastest, though some would say they are also the most dangerous.

They, like Workers are capable of actual Flight, rather than just short bursts of speed or gliding. This is not where their talents end however; they are also capable of jumping great heights, which can be further supplementing by the usage of their wings. Though smaller, they have ‘sharper’ scythes, and are more nimble allowing them to dispatch larger less agile foes easier. However their small size and fast speed means that they have less durability than most of the Soldier Caste, and even less than Workers do, despite this, they have a lower fatality rate than most other Soldiers, this is mostly due to the fact that they rarely are on the frontlines.

The lowest Caste of the Nah’ni and the one whose members are more commonly encountered are those of the Worker Caste, which is how they are referred to by members of the other races. They possess all the features and abilities most of Nah’ni have. These include but aren’t limited to a natural regen, a general resistance to bladed weapons along with a weakness to crushing and piercing ones, a thick natural chitinous ‘armor’, pheromones of varying types, great strength for their size, as well as a general difference, however slight, between the genders.

Though the Nah’ni as a whole have an impressive immune system, the Workers’ is even more impressive, they recover from most illnesses and such faster and injuries affect them less, generally. They have an astonishing stamina and endurance, this lets them work and go without food and water for extended periods of time, it exceeds even that of the Soldier, though Workers lack the durability and such they have. They, like all Nah’ni have enhanced senses, this allows them to track pheromone trails, but they also have more advanced eyesight compared to all Nah’ni but for the Vizier and Nobility Castes.

Two variants of the standard Worker include the Hunter and then the Gatherer. The Hunter leads groups of normal Workers to hunt animals to collect food. They also dress and prepare it for consumption, many Nah’ni eat their meat raw, even while it is living, but others also enjoy it cooked. The Gatherers are similar, but gather food without killing, they grow plants as well as cultivate a form of livestock animal that produces a thick viscous honey like substance that can be consumed, it tastes sweet and non-Nah’ni can find it addicting, as it provides a sort of fleeting tingling euphoria.

Workers, much like the Vizier and Nobility Castes are capable of the speech of other peoples, but theirs is much more heavily 'accented'. Workers have certain abilities inherent to them that assist in their endeavors. Nah’ni Workers can release jolts of electricity, that can stun prey, this is often coupled with their pheromones to capture people or while hunting. They absorb energy from the sun, which enables them to produce limited amounts which can then be released, in just as limited amounts. Female Workers also have a barbless sting and a mild painful venom that can cause great pain.

Appearances of the Castes


Nobility: The Nobility Caste, aside from the Queens, are similar in size and such to Workers, though are different in other way. They are generally more intelligent and cunning, and less dedicated than the Workers. Queens are typically much like the Broodmothers, but different, being more free in many ways. The High Queen, much like the Vizier are humanoid, and while they lack the shear armor the Soldiers do, they are much wiser, and among the only Nah'ni capable of magic.

Vizier: Viziers are

Crafters: Aside from the Broodmothers, who are much larger, they appear rather similar in size to Workers. For the most part they have the same functions, though some are more specialized.

Soldiers: Soldiers are taller than Workers by around a foot, typically. Their exoskeleton's have edges that hang over, slightly covering where the joints and limbs protrude from. Though it depends upon the specific type of Soldier, they are generally among the largest of the Nah'ni, with some exceptions. Though it seems to be seamless, the Carpace of a typical Soldier, is not one solid piece. Unlike in actual insects the Abdomen for the Nah'ni is where the legs emerge from, on the back of that is a solid piece of chitinous exoskeleton, which can endure many blows. The thorax on a Nah'ni serves as the torso region, and the back is again a mostly solid piece of chitin, but where the thorax and abdomen meet there are several weaker but flexible bands of chitin to allow a certain amount of movement. This is not seen most of the time as the gap is obscured by the overhangs from the Chitinous back plates. Similar bands are around the joints to allow more freedom of movement, the only sign that they are different from the rest of the exoskeleton is that they are slightly lighter in color.

Workers: On average they seem to stand from around 4 feet to 5 and a half feet in height. In all actuality most stand at around 5 and a half, they just carry themselves lower. Males, mostly, have wings and scythes, while females also have wings, but no scythe arms, but they have barbless stings and a venom. Some Hives are different though, the Jungle Hive Workers are more spider like and females have spinnerets.


About the Nah’ni


General Info: The Nah’ni as a whole, are rather mellow and peaceful creatures, this translates into their culture heavily. The Nah’ni are very industrious and hardworking, though each Caste have their own things they are more suited for, many Nah’ni do certain things to pass the time. Some make crafts and what other races would consider art. During their long lifespans, compared to humans, Workers tend to pick up and master what others would consider a craft.

Though the general Hierarchy of the Hive is set in stone, certain things can elevate a member of a particular Caste beyond the norm. Those of the ‘lesser’ Castes, if they are able to reach an old age, can gain a certain amount of respect and Prestige. If a Worker lives to be old, this means they have served the Hive well, for a Soldier this means that they are a veteran of many battles and have seen and survived much combat. For Crafters it means that they have become true masters of their craft, for Viziers it means that they have served the Hive and the Queen, perhaps more than one of the latter. Age and mastery are not the only measures of a respected Nah’ni, but they are the most common ways that status is marked.

There is one particular ‘tradition’ that nearly every race that knows about the Nah’ni, knows of. This ‘tradition’ is the Hive Wars, which is a period of time after the High Queen has died, where the various Hive’s and their inhabitants fight for supremacy to see which Queen will become the next High Queen and take the Bond upon themselves. This does not always happen, as if an offspring of the High Queen is acceptable, they could become the next High Queen. During the Hive Wars, the Nah’ni become much more aggressive, towards one another and other races, they are sometimes marked by periods of expansion and conquest as well.

Not every Hive will participate in the Hive Wars, usually only Hives which have stood for many centuries will participate, there are exceptions though. During the 3rd Hive War, this was just after the Nah’ni started to really expand, several Smaller Hives and their Queens teamed up and eventually one. They would rule in a cycle, with each taking the position of High Queen for several decades. However, that was a rarity, those Queens were all Brood-Sisters so they held a bond greater than most Nah’ni. More often than not, the smaller hives stay out of the conflict.

The Nah’ni, do not have names, well not conventional ones, for the other languages at least. Due to the Nah’ni’s language, and the fact that most do not speak any other language but their own, the Names for Nah’ni outside their Hives are generic, and many are just referred to by their Caste as a Title of sorts. Sometimes Viziers or Queens may take a name from the history of other races that they like. Some Viziers have been able to translate other languages into Nah’ni, but due to the presence of mandibles and such many Nah’ni have, few could speak it without a heavy ‘accent’.

Nah’ni are born as larvae, an infants like stage, after this they change into their child form, which is essentially a smaller version of how a Worker looks. They will then molt a few times, for each major stage of their growing period. This all happens during a period of 10-15 years or so, and by the time they reach their final molting stage, most will have chosen their specialization, or had it chosen for them. One this period is over they are considered adults and they can then do their jobs and such, for the most part.

After a certain incident involving the Numerans and the plundering of the Burial Mounds, a tradition began, that would evolve. After a new High Queen is Chosen, the previous members of the First Hive will leave. Most return to the Ancestral Sacred lands in the Black Hills to Guard the Burial Mounds. This is not always the case, the Hiveless sometimes just wander the Continent, this is what most adapted for other climates do. They also do not answer to any Queen, but are still subject under the laws of a Hive, should they visit one.

Though typically the First Hive will be where the High Queen resides, this is not always the case. A previous High Queen hailed from the Sari Mountain Hive, so instead of abandoning her own hive, and the climate she was adjusted to, she became the High Queen in the Sari Mountain Hive. For a time this left the First Hive without a Queen, but a Dowager takes over, with the next successor following them. Similar cases have offspring of the previous High Queen taking over, while being advised by a Vizier and/or a Dowager.

Though the Nah'ni are largely the same, the different Hives, located in different climates and regions, each have their own, specific and unique adaptations. The Nah'ni of the Iron Mountain Hive are genearlly tougher, more hardy, colored in dark, dull greys and browns, larger, and slower, the Workers are more multipurpose and varied as well.. The Jungle Hive of the Kurdan Mountains are lighter, and faster, the female Workers have spinnerets instead of barbless stings, they can weave silk, which is astonishingly strong. They are less durable as a whole, and the Soldiers while still larger lack the armor the Iron Mountain Soldiers have. Some Jungle Nah'ni can also secrete a potent venom, but it is not fatal, unless many bites are given, it jsut induces fear and panic, their fangs cannot pierce through thick cloth or armor, only males have this. They usually have brighter colors, but also mottled shades of green and brown to better blend in.

The Pelopan hills Hive are more adapted to aquatic and humid environments. They can 'walk' and float on water, the smaller Castes at least. Unfortunately due to living in soft earth, as opposed to hard mountains, they are weaker and smaller than the Iron Mountains Hive, but are just as durable, soldiers not included. The average Worker is much smarter however, and are much more reclusive than even normal Nah'ni. They are masters of camouflage and the entrance to their Hive is hidden even to other Nah'ni not of the same Hive. Some of the Worker Caste of this Hive can dive and are accomplished fishermen, though they do not often get a chance to hunt for fish in the dry season.

The exoskeletons of Nah'ni are wondrous things, they are organic, and are grown as part of a Nah'ni, each Caste has their own style of exoskeleton, with different Hives being different as well. Despite being roughly as strong as certain metal armors, though nominally thicker, Nah'ni exoskeletons are much more flexible, though not too the extreme. This flexibility only lasts when the Nah'ni is alive, however. When a Nah'ni dies, their exoskeleton gradually hardens, but also becomes more brittle unless treated right, or preserved.

Origin of the Nah’ni and their relationship with the Gods: Though it was the First Queen that began what elevated the Nah’ni into the Imperium, they had existed long before that. Originally they were more akin to magical creatures than a true race. They were native to the Black Hills and hunted for what was needed. Over time they evolved, became more than what they originally were. Afterwards a loose Hiearchy would form, with each familial unit forming a tribe like society headed by the Matriach, the oldest female ancestor of each unit.

The Nah’ni know not how they came into being, but from the legends and stories of the Nah’ni themselves as well as other , far older races, they have an idea. One interpretation is endorsed by particularly devout Nah’ni who say that it was a combined effort of several of the Pantheonic Deities of Gaea, namely Vaemidia, Maerca, and Saelerdon that made the Nah’ni more than what they were. Saelerdon gave them wisdom, and allowed them to evolve more and develop a basic society. Maerca allowed them to spread and prosper in the Black Hills that they called home. It was Vaemida that gave the spark, which would manifest in the Matriarch of a family Unit, whose line would give birth to the one who would become the First Queen.

Over time the as the Nah’ni increased in diversity and purpose with the various Castes, the Nah’ni started worshipping the other major pantheonic powers as well. They give tribute to the Gods, despite this, there are certain beings that they give just as much, if not more reverence to, certain ancestors. They do not hold them superior, per se, but they do hold more immediate importance. These figures include but are not limited to the First Queen along with the First Vizier, who led the Hive into combat against the Numerans so long ago, as well as others.

Though many Nah'ni worship the Pantheonic powers, they are somewhat different than their more widespread adaptations. (will add the others later)

First is Vaemidia, the Mother of Life: It is she that the Gift which gives Life to All, and enables them to spread the Gift.

Avalar, Lord of death, Father of Dragons. Death is a natural part of life and he taught the ANh'ni that death is not something to fear.

Saelerdon: Wise Sage: He gave the gift of knowledge, and gave the First Queen the Wisdom she needed.

Taeron: The Honorable Warrior and Stormbringer. He gives the Soldiers strength to wage war and makes the Viziers capable generals.

Mating habits: The Nah’ni still hold remnants of the traits held by their more mundane insect brethren. The Queen is not the only one that can mate, but typically the Brood of a/the Queen is better, generally. The members of every Caste, or nearly so, are capable of breeding, more often than not, no matter the Caste, the resulting Brood will be composed entirely of Workers. This is not always the case however, though it occurs more often when a new Hive is in its infancy phase, Soldiers, Vizier, and other Castes can be produced by breeding in between the members of a Caste. New Crafters and Viziers are more often than not members of the Queens Brood, during the early years of a Hive, anyways.

Nah’ni young, before they become a full member of whatever Caste, are called Drones. A Drone becomes an 'adult' when they undergoe their Change, this is a period that lasts from a few months to several years. It is not too dissimilar from Puberty in other races, though the Change is arguably much greater. They not only go through emotional and mental changes, but major, major physical changes as well. Workers gain a multitude of changes for different functions, depending upon the region, Soldiers become much larger, and that change can take some getting used to, especially if they are a Knight. Using extra limbs and such takes time to adjust to as well, and then the different types of pheromones and such as well.

Though interbreeding between the Castes is uncommon, it is not entirely rare. The results of these rare unions can produce some interesting effects. There are stories of Workers born between a Soldier and a Worker that have increased strength, but are still the same size and such of an average Worker. That is actually how the War-crafter variant of the Crafter Caste came about. The offspring of a Soldier and a Crafter was more predisposed to ‘craft’ more aggressive and combat oriented changes. This was what led to the Broodmothers birthing the first of the War-crafters.

The Nah’ni can only reproduce through breeding during their mating season period, which takes place in the first or second half of the year, depending upon the climate and region in which they live. During the Mating season their colors become more pronounced, and certain types of pheromones unique to the season are produced as well. These pheromones are only produced by females of other Castes, though most predominantly Workers, they are kept in the Hive during this time. This rule came about after several incidents involving certain activities of other races becoming less restricted. During this time, Male Workers will ‘sing’ to draw in a mate, members of other races have noted, that while an acquired taste, Nah’ni ‘music’ can be quite pleasant.

Fallen Hives

Over the millennia that the Imperium has existed, more than a few Hives have been lost, some more than one.

Hives lost due to the Hive War of 722 AL
Sari Mountain Hive: Took many casualties in the Hive War, then the remnants were mostly wiped out in the Catchfyre Plague, or fled to the First Hive or the Sacred Lands.

Kalzmere Mountain Hive: Located in the Northern Kalzmere mountains. Casualties in the Hive War and Catchfyre Plague as well as encounters with some other races took their toll.

Great Mountain Hive: Less heavily affected by the Plague, but the Hive War and a timely attack by the local Engarians, who they had had conflict with before, forced the remaining members to flee, but most would perish.

Timeline
Last edited by Shadowwell on Thu Oct 26, 2017 9:52 am, edited 22 times in total.
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The Armed Republic of Dutch Coolness
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Ex-Nation

Postby The Armed Republic of Dutch Coolness » Sun Oct 08, 2017 10:36 pm

Coolio!
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

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Elerian
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Father Knows Best State

Postby Elerian » Sun Oct 08, 2017 10:38 pm

Yeet

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Anowa
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Scandinavian Liberal Paradise

Postby Anowa » Sun Oct 08, 2017 10:45 pm

Dibs on a Grand Archus
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

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Elerian
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Father Knows Best State

Postby Elerian » Sun Oct 08, 2017 11:44 pm

I think I'm gonna have an exiled Prince or something like that trying to take Volyoria a la the Blackfyres from GoT.

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Tagali Federation
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Ex-Nation

Postby Tagali Federation » Mon Oct 09, 2017 12:53 am

Nation Name: Wolo Kingdom
Ruler (if applicable): Mansa Issa Amat
Government Type: Tribal Monarchy
Government Hierarchy: Villages and groups are led by Chieftains, who swear loyalty to the Mansa.
Formation: 100 years ago
Succession Laws: Succession goes to the oldest male heir, if there are no sons, then power will go to the Eldest Daughter.
Gender Laws: Males go first, only once there are no male heir to choose from can a woman gain the throne.
Geographic territory: The Wolo Kingdom
Population: 700,000
Military Strength: 21,000 Warriors
Military Info: The Wolo are capable Horse Riders, giving them an advantage over many of the other tribes. They ride a native horse breed called a Fasu, the descendants of the local zebras and horses that escaped from eastern traders long ago. Wolo Warriors are lightly equipped, wearing chainmail underneath a layer of cloth. The Wolo do not wear helmets, choosing instead wear turbans. Spears and Javelins are universally used among the Wolo, although among coastal Cities and villages, Scimitars are becoming more available as blacksmiths are able to get better material. Wolo Warriors are often seen with shields made of rhino hide.
Currency: While in the interior, villages often barter between each other, but all throughout the Kingdom, salt is a universal currency. In the coastal Cities, Salt is traded with eastern Sailors in exchange for gold, for those in the Interior, salt is traded for exotic goods such as ivory and furs.
History: The History of the Wolo Kingdom as told by Mansa Issa Amat

"When the great Ibrama Amat was born, a pride of lions were in attendance of his birth. When the baby finally came into the world, the lions bowed before him, a sign of his future glory."

Or so the Village Elders will tell you. In reality, My Grandfather was born just as many a Wolo had before and will be well into the future. Ibrama was born to the Chieftain of a small fishing village off the coast of the Ghora Sea. He could have chosen to live the same life as our ancestors had, fishing in the Ghora and scaring children with tales of the Ninki Nanka. Like many great men in history, Ibrama would not be satisfied with just inheriting his village, he chose to inherit an Empire. When his father died and he became Chieftain, Ibrama would lead his Warriors across the coast, uniting our cousins throughout the land between the river and sea, and putting those that would not side with him to the flame. Ibrama not only united our people, but opened our shores to the east, bringing in wealth to our poor nation and giving the orient access to rare ivory and furs from our interior. Our people were experiencing a golden age, and Ibrama was not going to stop there. Ibrama planned to extend our reach to the edges of the Savannah, perhaps even further to lands only known to us by Far reaching merchants.

However, even great men are the prey of the greatest hunter of all, Death. Gored by a water buffalo during a hunt, Ibrama would inevitably succumb to his wounds, giving his hard earned Kingdom to an undeserving Son, my Father Idris. My Father squandered his inheritance, instead of strengthening our army, he made our Warriors fight each other for his entertainment. Our coffers were made dry by his disgusting drunkenness. He was made a tyrant to our people when he killed his first wife and my Mother in exchange for an Elven whore bought from a travelling Slave Merchant. If my Mother's death was not enough, the Elf whispered rumors of treason into my Father's ear, setting the seeds of paranoia. Executions became commonplace in our capital, Kerere. Even members of the Royal Family were not safe. My Father's Mistress gave birth to a half-Human, half-Elf abomination, she weaved thoughts of her spawn on the throne in my father's mind. It was not long before my Eldest Brother, Amin, was beheaded in the City center.

I did not stick around to find out if I would meet a similar fate. I bribed my way onto a merchant ship heading East. There, I made a living as a sellsword and pit fighter, often spending my hard earned money in the eastern brothels and opium dens. These were shameful days. Things changed when I heard word of my homeland. My Father had passed. I felt no sadness, for he had died long ago in my eyes. Now, the Whore's Half-Elf abomination sat on the Ivory Throne. I saw my chance. No longer would I wander about the East. I would return home and take my rightful place on the throne and return my people to their rightful glory.

Of course, the Gods had a similar plan as well. While you may hear rumors of me assassinating the Boy King in seedy establishments throughout the Kingdom, I'll tell you that such fantasies are false. The abomination was bitten by a Mamba in his sleep. The serpent's venom could bring down a Man, and the Boy was always sickly. My Father had done a poor job of maintaining the Wolo Palace. It was easy for small creatures to find their way inside its adobe walls. It was simply a convenient death gifted by the gods to spare us a lengthy civil war.

When I came back from my exile, it was a tough sell to the various chieftains that I would not follow in my Father's foot steps. It took some reminding of my Mother's lineage from one of the Interiors more prominent Chieftains and the exploits of my Grandfather. They eventually came around and named me Mansa of the Wolo, the gold they may have helped a bit. Now, some look forward to a future of a return to the status quo.

But not I. I have seen too much of the world to be happy with just our humble kingdom. Our Adobe structures pale in comparison to the stone palaces of far off lands. Our proud Ivory Throne a simple foot stool in the shadow of larger seats of power. The Wolo have been denied the birthright given to them by Ibrama for too long, and I will lead the Wolo in a renewed conquest across the Savannah and beyond!

Character Development

Nationstates Nation: Tagali Federation
Character Name: Issa Amat
Character Race: Savannah/Wolo
Character Age: 30
Character Birth Place: Kerere, The Wolo Kingdom
Character Physical Description or Image (as in Picture):

Image


Character Biography:

Issa was born in the "Castle" of Lion's Den in the Capital City of Kerere to the Mansa Idris Amat and his wife Aisha. Issa was active in his youth, often being found climbing the adobe walls of Lion's Den or outside the city hunting herds of Oryx's and Wildebeests. At the age of 16, Issa exiled himself after his Father executed his older Brother, Amin, in an attempt to get the Half-Elf Hybrid son of his Elven Mistress on the Ivory Throne. He spent the rest of his teen years in the East, making a living as a Sellsword to various Nobles in the region. At the age of 21, Issa returned to his homeland after word of his Father's death had reached him. Shortly after he arrived, His Human-Elf Step Brother was killed by a Mamba in his sleep, allowing for Issa to claim the throne. Since then, he has worked tirelessly to bring Wolo back to its former glory and expand it across the Savannah.

The Lineage
Character Dynasty/House/Clan (if applicable): Amat
Family/Dynasty/House Sigil or Banner:
Origin of the Family/Dynasty/House: Gained infamy during the reign of Ibrama the Uniter
Character Dynastic History (History of your family): See Nation History
Personal Effects
Acquired Skills: Adept Horseman, Master Swordsman, Adept Javelin and spear
Equipment/Important personal items (if applicable):

Acquired Magical Items:

RP Sample: (I require two)[/spoiler]
Last edited by Tagali Federation on Mon Oct 09, 2017 2:01 pm, edited 3 times in total.
[spoiler=Nation Info]The Tagali Federation- An FT Nation made up of dozens of species.

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Anowa
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Postby Anowa » Mon Oct 09, 2017 1:35 am

You already know my claim Imps.

Image
"We Die Standing."

Nation Name: Kingdom of Whiterock
Ruler: King Harold "The Mad" Whiterock I
Government Type: Constitutional Monarchy
Government Hierarchy:
  • Monarch
  • Monarch's Spouse
  • Monarch's Eldest Child
  • Noble Senate
  • Parliament
Formation: Prior to the Vampire's Spread, yet after the building of East Keep. Destruction of records means there is no exact date.
Succession Laws: Successor is named by the reigning monarch upon their death bed. If the Monarch is incapable of naming a successor, the Spouse does so, if the Spouse is unable, the eldest child is selected. If there have been no legitimate heirs, and no one can take the throne, the Noble Senate selects an heir.
Gender Laws: Equal before the law, preferential for land owners or soldiers.
Geographic territory:
Image

Population: ~1,002,000 Registered Denizens of the Kingdom as per the last census.
Military Strength: 26,300 Professional Soldiers
Military Info:Currency: 1 Gold Coin equals 100 Silver Coins, 1 Silver Coin is 100 Bronze Coins, 1 Bronze Coin is worth 14 pounds of wheat.
History: Founded some 700 years ago as a guard by the West Men against the unexplored East, House Whiterock has stood the test of time for a margin longer than it deserves. Many a conquest, both failed and successful have largely been lost to the sands of time, or the expanding sands of it's bordering desert. Most of it's history was lost due to a fire some 80 years ago, though major chunks of legend and memoirs from the former Kings and Queens of the Kingdom have given a picture of a once large Kingdom that after a long chain of unready rulers was shoveled back into a small section of their former holdings.

Though some times in the past House Whiterock did end up delivering upon their promise they made oh so long ago, they successfully defended against a horde of Orc invaders for a series of years, before eventually driving the Brownskin hordes back whence they came. Though not without losing a large chunk of their resources and crops for the decade. It was this period afterwards that resulted in a decline of population and control over a few surrounding areas.

~600 years had passed before anything of note happened beyond minor houses swearing fealty, and other houses falling or rising. That was until King August VII birthed several children, of which only one survived. Known to none besides August VII, his last remaining child only lived due to the influence of his Elven servant, Ilvid. The almost ancient elf used what little he remembered of the arcane arts, and managed to make the child into someone that would not die from natural cause, blessing the child with the capability to rule for a very long time, but dooming him to wither away before his own death. Thus Harold I was given his reign, and a reign it was.

Approaching the end of Harold I's life, a series of events made his health decay into what many considered impossible to survive, yet he continued onwards. The Magics surrounding his life clouding his mind and judgement, the words and warnings of a seeming failure of a daughter confusing him, and the local Jester gaining his attention more than his most trusted advisers. He had truly gone mad with age, and there was nothing he nor his family could do about it.

Now discontent brews through the whole of the Kingdom, men woman and children all calling for his removal from the throne. All the while, his sons are concerned, his daughter is angry, his wife is smiling, and he himself is laughing. For once again the gears of time turn, and House Whiterock is at the center of it.


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Character Development
Nationstates Nation: Anowa
Character Name: King Harold "The Mad" Whiterock I
Character Race: Human
Character Age: 91
Character Birth Place: Whiterock Castle, Volyoria
Character Physical Description or Image: Frail, old, and with a notable back problem, King Harold is certainly the embodiment of old age. At 5'3 with a very notable spine curvature, and weighing an emaciated 128 pounds, he is not in a good physical condition. His vision problems make it hard for the man to see, and more often than not her has to be escorted (read: carried) back to his chamber at the end of the day. His legs are wobbly, and his body has a number of malignant growths indicated a cancerous end for the man.
Character Biography: King Harold's life is long, and very very tedious. Beginning nearly a century ago, King Harold was the only child of 18 that survived past his sixth birthday, and with the magical diseases the elves had brought still being rampant in some parts of the kingdom, his family dare not even let him out of the castle until he was in his mid twenties.

During his mid life, he simply meandered about the capital as a rather frugal man, throwing funding at anything that needed sympathy, like the street's beggars, orphanages and the working women in the city. In a completely related event, his actions seem to correlate with a rather high conscription rate with the Kingdom's Reichsgarde. This, among his first decree after his father's death, helped his efforts in expanding into the desert, and since then, under his rule, liberties of the peasants and lower classes have become freer, and feudalism has been lessened to a degree. Women could become Knights, and serve in the Reichsgarde, they could own land and inherent estates, among other things. The lower class could marry into power, and in general he helped the lower class, not be lower class anymore.

Leading into his later life, and the failure of his daughter's crusade, he became drawn in, no longer venturing out into the world. Or even his own city. For a while many thought his corpse was simply being kept on the throne, until he finally started decreeing wanton orders again. Tithes needed to include the first born of the darkest skinned family for the Reichsgarde to train, Poppies were banned from growing on Thursdays, and the firth man in every cavalry arrangement had to ride a mare. To say it was disconcerting was an understatement.

However, some speculate that there's a method to such madness, or that he's being manipulated by someone. Either or, it spells some form of trouble.

The Lineage
Character House: Whiterock
Banner: See Nation App
Origin: See Nation App
Character Dynastic History: See Nation App

Personal Effects
Acquired Skills: Any and all skills King Harold once had have wasted away with his mind and body.
Mastery Level of Skills: As stated above, the multiple afflictions and mental degradation that King Harold is going through have basically made the man a husk of what he once was.
Equipment/Important personal items: Whiterock Royal Crown
Acquired Magical Items: None.

RP Sample: [Insert Cheeky Joke Here]


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Character Development
Nationstates Nation: Anowa
Character Name: Queen Gertrude Whiterock nee Hepsberk II
Character Race: Human
Character Age: 31
Character Birth Place: Hepsberk Mansion, Rhedan
Character Physical Description or Image: Standing at 5'3 and weighing 115 pounds soaking wet, Gertrude is an attractive woman. Thin, deathly pale and rarely seen outside the castle, Gertrude has been the source of many a myth surrounding the failure of King Harold's health, most of them stemming from suspected vampirism. But as it stands, Gertrude has no such condition, simply disliking sunlight and fitting with a more archaic standard of beauty. Her skin is unmarred, a standard for those who have spent their entire life in a royal court rather than outside.
Character Biography: Gertrude was born the eldest child of a wealthy landowner in the south of Whiterock, as a member of the Hepsberk Noble House, Gettrude was groomed and primmed to be the potential bride of yet another noble house's family. The Hepsberks struck gold however, when King Harold's current wife died in childbirth, followed by said child dying months later.

Gertrude was wed to the then 75 year old king at 14. A year later she gave birth to Oleander, her first and currently only child. The fantasy of being a Queen and all that it held was not something that Gertrude was keen on from thenceforth. Being the toy to a lecherous old man in failing health was a situation she wanted no part in, and by her 20th birthday she wanted out, though it was much easier said than done. Stuck in a now permanent position, Gertrude has done her best to raise her child, and try to make a broken Ingrid and uppity Hostedes reconcile to run the kingdom after their father's departure.

The Lineage
Character House: Whiterock
Banner: See Nation App
Origin: See Nation App
Character Dynastic History: See Nation App

Personal Effects
Acquired Skills: Politics, Economics, Equestrianism
Mastery Level of Skills: Master Politician, Adept Economist, Novice Equestrian
Equipment/Important personal items: Whiterock Spousal Crown
Acquired Magical Items: N/A

RP Sample: [Insert Cheeky Joke Here]


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Character Development
Nationstates Nation: Anowa
Character Name: Princess Ingrid "The Scarred" Whiterock
Character Race: Human-Elf Hybrid
Character Age: 33
Character Birth Place: Whiterock Castle, Volyoria
Character Physical Description or Image: Standing among men as a giantess, Ingrid stands at 7'3 and weighing nearly 15 1/2 stone. A number of laceration based scars mar her body from heel to scalp. Raven black hair remains unkempt and ice blue eyes hide a notable pain behind them. Bags remain adamant and a permanent blush from her alcoholism remains affixed to her face.
Character Biography: Ingrid's life is marred with unfortunate circumstances and sorrow. She was born into royalty 33 years ago, as the first child to a then 59 year old King Harold, her mother no more than 17 years older than she was at that point. After that she was pampered by her dotting mother and father, despite his disappointment that his eldest was a woman, he still loved his daughter all the same.

When Ingrid was six when her mother died in childbirth, due to her then only brother's birth. Despite previous treatment by her father, he swiftly forgot about his daughter, relegating her to be taken care of by one of the many servants among the castle. They then taught her a very large amount of what she now uses in life, alongside giving her a respect and care for even the lowest in the kingdom. It wasn't until her step-mother's death and a number of other siblings that her family started paying attention to the rather brooding woman.

At 23 she finally attempted to prove her worth. And it failed disastrously.

Setting out for the Orcish homeland in an attempt to bring the fight to them after three quarters of a millennia in fear. All she accomplished was losing more than a thousand men and over 150 frigates over a two year campaign. Many suspected that she'd petition for the deaths of every orcish slave in Whiterock, but instead she did the opposite, she started asking that they be released. Many thought her absolutely mad, and her request, coupled with her wounds, and failure gained her the name sake of 'The Scarred' It has been 8 years since and she's now kept the name permanently affixed, acquiring an elven squire, and spending more time in taverns with the local mage and on the streets than in the royal court. Many an assassin has tried to remove her, and an equal number have died. Yet the secrets she holds about the Orcs across the desert keep her alive in more ways than one.

The Lineage
Character House: Whiterock
Banner: See Nation App
Origin: See Nation App
Character Dynastic History: See Nation App

Personal Effects
Acquired Skills: Swordsmanship, Equestrianism, Economics
Mastery Level of Skills: Master Swordswoman, Adept Equestrian, Adept Economist
Equipment/Important personal items:
Acquired Magical Items:
  • Eye of Saelerdon: A pearlescent orb with a number of runes inscribed upon it's surface, it is said to grant the user the capability to see the condition of a being's soul and the being's immediate intent towards the user to a degree, even through objects, walls, and other beings. The artifact was thought to be lost for sometime. Though unknown to the public Whiterock's current heir is in possession of it.

RP Sample: [Insert Cheeky Joke Here]


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Character Development
Nationstates Nation: Anowa
Character Name: Prince Hostedes Whiterock
Character Race: Human-Elf Hybrid
Character Age: 28
Character Birth Place: Whiterock Castle, Volyoria
Character Physical Description or Image: Standing at 5'9 and weighing a little over 156 pounds, Hostedes is neither big nor small. With lively eyes and a grim determination, he is a sight of what a prince usually is. His voice however is higher than should be,
Character Biography: Hostedes was, in the words of his sister, born an annoyance. His early life was that of a whiny child who wanted nothing more than every scrap of attention his parents gave him. It's what he got however, spoiled with finery and riches, Hostedes was the definition of spoiled to the core. A false braggart, and a rather boastful man, he regularly bragged about his sexual conquests and triumphs in duels (many of which never happened).

It wasn't until his mid twenties that for whatever reason he smartened up. Started paying attention in his marshal teachings, and started spending less time with concubines and more with a specific few members of his staff. He seemed to be a now competent ruler. Except for one little tidbit known to no one outside the circle of his immediate family and the few guards who were within ear shot. He fathered a half-orc. The mother was, in essence, exiled and bribed to keep quiet, while the child went with. All the public unwittingly knows about such an event is that the Prince occasionally rides east to visit a rather obscure moisture farm.

That was nearly eight years ago. And he's since gotten a lot smarter and much more attentive. Much more angry and impulsive as well. For whatever reason, he's now starting to win duels with terrifying efficiency, and has since started leading war parties to deal with mountain and forest raiders. Some say he's practicing for a rebellion, others say he plans his own. Needless to say he's planning for something.

The Lineage
Character House: Whiterock
Banner: See Nation App
Origin: See Nation App
Character Dynastic History: See Nation App

Personal Effects
Acquired Skills: Swordsmanship, General Politics, Economics
Mastery Level of Skills: Novice Swordsman, Adept Politician, Apprentice Economist
Equipment/Important personal items: N/A
Acquired Magical Items: N/A

RP Sample: [Insert Cheeky Joke Here]


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Character Development
Nationstates Nation: Anowa
Character Name: Prince Oleander Whiterock
Character Race: Human
Character Age: 16
Character Birth Place: Whiterock Castle, Volyoria
Character Physical Description or Image: Pubescent is a word to describe Oleander, only midway through his teens he stands at about 5'4 and weighs a little over 130 pounds. His skin is pale, his hair as white as his mother's and his cheeks gaunt. Were it not for his current status, it would easily be assumed that he was malnourished to a degree with almost no fat on his body.
Character Biography: Oleander's life is a short one, though it is not without it's events. Born to a then recently coronated Queen Gertrude II, Oleander has always been closer to his mother than his father, as well as holding his half-brother Hostedes as a role model in his life. He has interacted to a much smaller degree with his half-sister Ingrid, and while the two remain distant at best, it's clear that Ingrid does care for the boy to some degree. Higher than she does for her full blooded brother.

Oleander has remained delightfully under the royal gossip chain for most of his life, though as of recent a rather peculiar rumor has popped up of the boy having sexual relations with the beasts within the royal stable. Of course, such claims have been dismissed by most of the public with some measure of disgust. THough whether or not they are true is yet to be seen. Other than that, the boy has simply been preparing for a future life of nobility.

The Lineage
Character House: Whiterock
Banner: See Nation App
Origin: See Nation App
Character Dynastic History: See Nation App

Personal Effects
Acquired Skills: Politics, Archery, Equestrianism
Mastery Level of Skills: Novice Politician, Apprentice Archer, Master Equestrian
Equipment/Important personal items: N/A
Acquired Magical Items: N/A

RP Sample: [Insert Cheeky Joke Here]


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Character Development
Nationstates Nation:
Character Name: Marion Septimae
Character Race: Valtmari
Character Age: 284
Character Birth Place: Valtmeris
Character Physical Description or Image: Marion stands at the Elven average of 6'2 inches and weighs just over 130 pounds. With gray skin, dark rings around her eyes and a rather suppressed emotional response, Marion has been suspected of crossing the line of Necromancy many a time, but her obvious livelihood in times of welcomed company and presence of pulse and breathing reflex have warded off any termination orders.
Character Biography: Born in Valtmari some 284 years ago, Marion was the seventh child of the seventh child. Himself coincidentally a former Grand Archus. Suspected to be a borderline prophecy child, she was raised and taught magical water practices in hope that she'd have some skill in them. Lo and behold, she was one of the 5%. From a child Marion took to the arcane like moth to a flame, absorbing any and all she could and testing mild spells in the safety of her grandfather's supervision.

Eventually, after nearly 8 decades of training, her grandfather died, and a new opening for Grand Archus was opened. Needless to say, the girl was granted the position, whether she actually wanted it or not at the time. Over time however she took a liking to it, she was granted a certain freedom she never had before in regards to the arcane arts. And she made even greater progress than she did under her grandfather's tutelage. Eventually she started branching out into other slices of the arcane pie, namely the darker ones. While she dabbled minutely in Dark and Curses, she mainly kept studying the Necromantic arts, contacting dead souls, lichdom, and the nature of souls.

Now nearly 200 years after her appointment as Grand Archus, she waits in Whiterock Castle, trying to get a broken woman to finally change herself enough to where she isn't ashamed nor afraid to see her mother one last time.

The Lineage
Character House: Whiterock
Banner: See Nation App
Origin: See Nation App
Character Dynastic History: See Nation App

Personal Effects
Acquired Skills: Necromancy, Healing/Water, Light/Sun/Air
Mastery Level of Skills: Grand Archus
Equipment/Important personal items: N/A
Acquired Magical Items:
  • Emergency Phylactery: In the event in which Marion's life starts to fade irrecoverably, her soul and magical essence will be transferred into a Phylactery she has in the form of a rather expensive looking ring. Hoping that in the event that someone tries to loot it after her death, she'll be capable of possessing them, so she can continue her travels around the world, healing, helping those with handicaps or enchanting needs, and giving closure to those with dead or missing relatives.
  • Casting Staff: Capable of casting some of Marion's more dangerous or taxing spells, Marion's casting staff is her only offensive tool, as well as her only defensive one. Tool however is a key word in this, as a Grand Archus, Marion is more than capable of holding her own in the event that she is found without her staff.

RP Sample: [Insert Cheeky Joke Here]
Last edited by Anowa on Mon Oct 09, 2017 11:45 pm, edited 11 times in total.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Relikai
Postmaster-General
 
Posts: 10447
Founded: Feb 11, 2014
Moralistic Democracy

Done

Postby Relikai » Mon Oct 09, 2017 2:44 am

The Knightdom of Aesyra
Nation Name: Knightdom of Aesyra
Ruler (if applicable):
Government Type: Monastic Order
Government Hierarchy: The Grandmaster takes the highest position of the Knightdom, followed by the three Provincial Governors and four Knight Commanders of Aesyra.

Formation: Year 770, after Norzheim came under siege from tribal warriors from the West. High Prince Theodorik and his best friend Knight Commander Wulfric Swordson call for the commanders to elect whether to remain a Kingdom, or to transfer more power to the Knights in an attempt to expand westward towards the sea while uniting . Although Wulfric Swordson was voted in as Grandmaster of the Knightdom, High Prince Theodorik was given great power over the economic and social duties of the Knightdom, as well as the city of Norzheim to govern personally.

Succession Laws: Elective, once every ten years.
Gender Laws: Either can succeed from the Grandmaster Elections.
Geographic territory: South of the Empire of Alfheimer
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Population: 1,500,000~

Military Strength: A total of 2,000 Knights, 33,000 Retinues, 60,000 Levies from all Knightly Orders can be summoned by the Grandmaster.

Military Info:

Split into four distinct Chapters of Knightly Orders based in Norzheim, Azgaard, Thainzhelm and Castle Azahar, a streamlined command structure has been created over years of discipline and training, incorporating the fierce tribesmen of the First Men and the knightly commanders of Aesyra. Each Chapter defends a portion of the Knightdom, and during times of expedition, releases a number of knights in a Crusade against the Western Tribes.

Over ten Crusades has taught the Knightdom the value of combined arms warfare against a multitude of enemies. Be it the rogue elves who ambush foresters and farmers along the northern borders of Aesyra, bandits along the Fjolfir Gap, swamp beasts in the Rullen Swamps and most knowingly, the tribesmen of the West, templates on how to equip, feed, train and deploy the troops of the Knightdom were drawn up and drilled on a weekly basis among each Chapter.

Currency:

Flavin - A square coppper coin. Base currency among the commonfolk. One Flavin buys a pound of wheat, two buys a chicken. 10 Flarvins = 1 Solt.
Solt - An oval silver coin. Common currency among traders of everyday goods. One Solt buys a pound of iron. 10 Solts = 1 Ducar.
Ducar - A square silver coin with a gold center. A Common Currency among the nobility and adventurers. Precious metals, linen, cows and weapons and small buildings are often traded in the Ducar. 100 Ducars = 1 Plarti. An Aesyrian longsword markets at a price of five Ducars.
Plarti - A circular gold coin. Rare Currency used among the nobility and wealthy traders. Guild membership and major construction orders are often paid in several Plarti. A full set of plate used by the Knightly Orders would cost 15 Plartis.
Eleti - A circular gold coin with a center of rose quartz. Coins used among the Knights as a form of 'favor' than actual currency. Can be used as a form of promises and honor, minted and awarded to heroes of each Crusade. A limited number of Eletis exist within the Knightdom unless specifically requested by the Grandmaster to be forged, and is said to be exchangeable for 100 Plartis.

For the foreign exchange, a Ducar is roughly equivalent to a Ducat from the Empire of Alfheimr.

History:

It was Year AL 770 when the Tribes of the First Men finally breached the walls of Norzheim during one of their great Rampages, slaughtering the city's defenders and pillaging the settlement for its women, children and riches. The outer wall has fallen, but the inner citadel where most of the city's populace has holed up in stood strong. High King Theodorik of Naeden stood at the ramparts, an eye closed and an arm in ruins from the many battles he fought against the tribes, his face wearing a mask of confidence. Confidence not that he could still defeat the tribesmen alone, but confident that the decisions leading from this point onward would shape and form a stronger nation than the one he currently governed.

From the East, thousands of riders wielding the pennant of the Fjolfirite swept across the tribal camps, while the Lanzerguard, commanded Wulfric Swordson of Thainzhelm, swarmed into the city, trampling tribesmen in the streets of the city while each rider speared and cut down the weary invaders. The Jomsvikungr, or the dozen left of them, leap from a breach in the citadel walls into the confused throng of invaders while the gates opened for a renewed charge of the Norzheim Greatswords. The fighting carried on throughout the night, but when the sun crested the horizon, only the banners of the Naeden stood proud, supported by Wulfric and Theodorik as the knights lined the walls of the broken city.

Rebuilding the city was hard, but solving the politics of two different countries was harder. Although they were similar in culture, speech and look, having brought those traits from the Empire of Alfheimer, the Kingdom of Naeden and the province of Azahar and its subsidiaries were not united as one. The Tribes will come again, as Knight Commander Wulfric pressed, and Theodorik agreed that if the East and West could come together, a secure power base could be formed to anchor the southern border of Alfheimer. After all, the Empire and the Emperor was not their enemy, but a patron of power to be respected as long as they respected the southern nation.

A week after the Miracle of Norzheim, the councilmen of Naeden has come to a conclusion - With all their rights maintained, as well as integration of the Western provinces and their economy into a single nation, Theodorik will remain as a statesman and governor of the new Knightdom of Aesyra. The Knights would be acknowledged within their Chapters and traditions, be supported with the economy and industry of Aesyra, and in turn be responsible with the defence of the nation at their strategic points. The Grandmaster of Knights would hold overall command, leading the Knights and the retinue of Aesyra on limited campaigns beyond the Knightdom's borders, with the intent of preemptive strikes against the enemy to prevent an invasion on Aesyrian lands.

Adapting to the new Knightdom was easy, but life wasn't. With the immediate need for soldiers and knights, many of the strongest farmers and labourers were drafted into the military, and immediately sent West to combat a known gathering of Tribesmen. The invasion was successful, and the Grandmaster called the march a Crusade where the Aesyrian Army managed to expand the borders all the way to the Gates of Thargon, where the Grandmaster placed his very greatsword on the ground, marking where the extent of each Crusade should reach without compromising their supply lines. The economy was initially weak, but selling the spoils of war and plunder from Tribal camps brought talent over from the Empire, and the recovering state of the Knightdom attracted immigrants willing to work hard for a good life.

Years later, with several more Crusades, the Knightdom has established itself as a capable military power in the region, with a thriving economy and flourishing industry focused on metalwork and fish. No match still for either the Empire or the Elves, that was no concern for the Knights as they stood by their duty of fighting their traditional enemies. Should they be threatened, it was up to the Grandmaster and the Senior Statesman to negotiate treaties. Should their allies be threatened, there should be no doubt that banners would be raised in support of their allies as demanded from the Aesyrian Code of Chivalry.

The Aesyrian Military and the Four Chapters of Knightly Orders
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Formerly holy warrior fighting for their gods, the Jomsvikungr has since turned their purpose into leading the frontline during the Grandmaster's Crusades against the Western Tribes. Numbering around four hundred strong, armored in scale mail and furs to provide multilayered protection, the Jomsvikungr carry a heavy halberd which could be used for crushing, stabbing, and slashing enemies with their proficiency in wielding the weapon. The Chapter of the Jomsvikungr is based in Upzala, with the Fortified City of Norzheim under their protection. During their raids, the Jomsvikungr doubles as marines and raiders, shedding metal armour for lighter clothing as they fight on board ships.

Each Jomsvikungr squire has to pass the initiation phase, which includes swimming a length of Fayja's Ford during the harsh winter in nothing but a loincloth, pulling on their entire suit of armor within ten minutes, and return to the fort of Upzala within thirty minutes. While not all of the Knightdom were built to challenge such harsh trials, the First Men within the Knightdom treats the Jomsvikungr as a position of honor. Among the four Chapters, the Jomsvikungr are the strongest in physical strength, having spent their youth traveling the seas and wrestling in Upzala.

Weapons - Halberd, Short Sword, Dagger. Battleaxe, Hand Axe and Shield when out at sea.
Armour - Heavy Scale Mail and Leather padding underneath a Fur Coat. Leather Hauberks when out at sea.
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A legacy from the Empire of Alfheimr, the Aesyrguard consists of stout warriors leaving their homes with the families to build a new kingdom to the south. Numbering three to four hundred at any time, the Aesyrguard march into battle protected by thick plate armour, wielding a heavy greatsword best for cleaving down unarmored foes, and a mace to combat other armored knights. Trained since young with the best education the nobility could provide, these men were trained in the arts of war, with field strategy and tactics preceding raw martial prowess.

Each squire of the Aesyrguard has to participate in at least three Crusades before being considered for Knighthood. As each would have been equipped with academic skills, survival during the crusade would be proof of a martial prowess through battle. Even after surviving three Crusades, each squire has to undergo a week of brutal mental and physical training during which each was given only two hours of sleep a day, spending hours in the cold and continuously participating in mental and physical challenges. The Aesyrguard are positioned in Azgaard, under direct command of the Grandmaster and the Knight Commander of Azgaard.

Weapons - Greatsword, Longsword, Throwing Axe, Dagger
Armour- Heavy Plate with leather and fur, Large Shield.
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A dedicated unit of mounted knights, the Fjolfirite Chapter governs the defence of the plains north of the Fjolfir Gap. Numbering nearly eight hundred, they are the largest and most powerful field chapter to ever be created, with the need of mounted knights needed in every aspect of warfare. Armed with a heavy lance measuring up to thirteen feet in length, these men are the Knightdom's elite shock troopers, designed to lead the Knightdom's retinue cavalry into the heat of battle and out with a series of repeating charges. Each member of the Fjolfirite would have spare lances provided in wagons near the front, with three extra lances provided to the knight should there be a need to disengage. Other than that, they are equipped with maces and shortswords to enable quick strikes in the melee. Protected by suits of mobile plate armour, mobility is key for every member of the Fjolfirite, and they wear 'wings' on their backs to announce their presence in the battlefield.

Each member of the Fjolfirite would be trained to ride and fight on horseback and on foot. Instead of aiming for physical size, agility is key for the rider to strike, engage moving targets, and regroup for another charge in a cohesive formation. Fjolfirite squires come from the ranks of the Knightdom's heavy cavalry, being promoted after two Crusades, after which the squires have to participate in three more Crusades, two of which must be against the Tribes of the First Men. The Fjolfirite are garrisoned in Castle Azahar, entrenched within the Whisperhead Mountains and the first line of defence in case any invading force broke through the Gap.

Weapons - Lance, Short sword, Javelins
Armour - Breastplate, Medium Shield.
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Guardians of the northern plains along the Maebelrant River, the Lanzerguard of Thainzhelm follow their southern brothers in providing the Knightdom with a force of heavily armored cavalry, perhaps the heaviest in the region seeing how their horses were armored as well. Numbering about five hundred, they are armed with an assortment of reach weapons with piercing and slashing capabilities like halberds and poleaxes. The Lanzerguard fights not with the repeated charges of the swift moving Fjolfirite, but with sheer weight and tenacity bearing down onto their opponents with crushing force. Armored with a thick set of armor in the form of a coat of plates, both man and horse given protection against enemy attacks during the charge and melee. Because of the strength of horse needed to carry man and armor as well as press on during a melee, only the strongest horses are selected for the Lanzerguard's uses.

Because of the stress involved in fighting from horseback, swinging a heavy weapon around a horse while being surrounded and the need to concentrate for rallying horns, Lanzerguard squires are drilled relentlessly firstly on foot to listen out for orders throughout a cacophony of musical instruments as a noisy distraction. The Maebelrant River provides a good spot for the squires to row on Aesyrian kayaks, a daily routine to train their arm power and endurance as they lift the boats over their heads back to the outpost after a few hours of rowing. Each squire then joins the heavy cavalry regiments of Aesyra's retinue for three Crusades before being the best are formally inducted into the Lanzerguard. Housed in Thainzhelm, they provide stalwart protection for the northern borders of Aesyra, with at least three patrols of Lanzerguard always riding in the plains, alert for any incursions from beyond the Maebelrant River.


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During wartime, it is Aesyrian law that every able bodied militia male be summoned to fight as part of the levy. Known as the General Order, this could be executed during times of war when a warband entered the Knightdom's lands, when replacements were needed for depleted retinues, or during a Crusade. However, not all women were content in staying back and seeing their loved ones march out to war. While women signing up were rare, lest they be subject to lustful attention through times of extreme stress, an Order of warrior maidens was created by the first female Knight Commander to serve as a sisterhood to the Four Chapters.

Trained in the ways of war and educated within the city universities, the primary role of the Snow Maidens was to ensure that refugees were carefully marshaled and escorted towards camps and forts, while providing a secondary role of martial support against troublemakers and to maintain law and order. While many knights of the Four Chapters were based in their strongholds and rarely mix with the general public, the Snow Maidens were an everyday sight, leading a trio of militia and ensuring that the basic welfare of the people were looked after. Numbering between fifty to two hundred depending on the settlement size, they were the Knightdom's first touch with the people. Although not considered as a military force of Knights, and lacking the fighting prowess of a professional soldier, the Snow Maidens were decently equipped with metal armor and weapons of their own choice.
Light Infantry
Heavy Infantry
Squires

Naeden Raiders
Naeden Marines

Light Spearmen
Heavy Spearmen
Foot Lancers

Scouts
Longbowmen
Light Crossbowmen
Heavy Crossbowmen

Mounted Squires
Heavy Cavalry
Aesyrian Paladins

Using the classical strategy of a 'Hammer and Anvil', the dismounted percentage retinues contain 60% archers, 30% spearmen, and 10% infantry as a general rule of thumb. Nearly all bowmen are made up of professional troops, and levies make up the bulk of 'Light' troops within the List. Professional ranks contain all cavalry branches, archers, and heavy units where training and equipment were invested into dedicated troops. Cavalry, while an important component of the List, are expensive and tough to maintain, but their investments often reap positive dividends during the field of battle when the Aesyrian Charge hits its peak.

Character Development
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Nationstates Nation: Relikai
Character Name: Ulrich Sylvrhart
Character Race: Human
Character Age: 42
Character Birth Place: Palan's Landing
Character Physical Description or Image:
Character Biography:

Ulrich Sylvrhart came into prominence during the Siege of Norzheim, when he lead the Lanzerguard heavy cavalry against the Tribes of the First Men, scattering their outriders and forcing them back against their tents. An educated commander in the ways of society and war, Ulrich Sylvrhart has spent most of his life among the hardy Naeden with whom his family shared a heritage with. While he was not a master fighter nor the hardiest of hardy men, Ulrich's strongest weapon was his brain, with which he managed to plan out supply lines and fortifications within the harshest winters which hit the western part of Gaea.

Some said that he would rather be a statesman, a diplomat, instead of a commander. It was with this knowledge that the previous Grandmaster, Wulfric Swordson, took Ulrich under his wing as a protege five years ago to teach him the ways of diplomacy and negotiation. Being a Grandmaster of the Knightdom was more than wielding a sword and sending mighty formations of Knights on a Crusade. Being a Grandmaster was akin to being a grandfather to the Knightdom under his guidance, where sacrifices were necessary yet lives not to be thrown away needlessly.

Unanimously supported during the Knightly Elections with the passing of Wulfric Swordson during the Seventh Grand Crusade on Year 787, the humble Ulrich Sylvrhart's first act was to reinstate the Elenti, the Favors, back to the Orders whose Knight Commanders supported the nation without question. Perhaps it would be the start of a new tradition, but one kicked off by Ulrich himself, earning the respect of the four Knight Commanders and the Provincial Governors.

Ulrich's rise has not gone completely smoothly, as his first practical order was to lead the beleaguered Seventh Crusade away from the incoming Tribes, relying on a complex system of supply dumps and fortified positions to delay the enemy and resupply the army. Instead of utilizing every single man in the army, Ulrich dismissed the levies, sending them back home to prepare for the harvest while positioning his army in several strongholds within the Grongheim Mountains. His cavalry commandeered the plains north of the mountains, scattering the tribesmen who dared to challenge them on an open field. His enemy, sensing that the Aesyrians had fewer numbers after scouts reported men returning back to their villages, risked a push throughout autumn, taking the same mountain route towards Nordzheim which almost toppled the city years ago.

This proved to be their undoing, for the mountains had scarce wildlife and farms, making scavenging a near impossibility. Ulrich's cavalry then swept west, cutting off the tribal supply lines while their main horde remained trapped in the mountains. The Jomsvikingr, fierce warriors and acknowledged Knights of Aesyra, led and effort to clean out enclave after enclave of tribesmen during the harsh winter, their training allowing them to brave the colds with a belly full of warm food. Ulrich himself personally commanded each assault, earning great praise on the battlefield with his tactical command, swiftly moving groups of soldiers from one side to another to prevent them from being outflanked.

His return to Nordzheim was met with great celebration, as prowess in battle was acknowledged by the hardy folk of Aesyra. This cemented his position as the Grandmaster of the Knightdom, with many confident in his ability to lead the nation to success even without the direct support of the northern Empire.

The Lineage
Character Dynasty/House/Clan: House Sylvrhart
Family/Dynasty/House Sigil or Banner:
Origin of the Family/Dynasty/House: Descended from Palan's Expedition, the House of Sylvrhart was a mixture of Saerheastan and Naeden influences before its migration towards Norzheim.
Character Dynastic History: A consistent lineage of warriors and knights, the Sylvrharts are one of the many military families providing warriors for the military of the Knightdom.

Personal Effects
Acquired Skills:
  • Leadership
  • Strategy
  • Logistics
Mastery Level of Skills:
  • Master Leader
  • Master Strategist
  • Adept Logistician
Equipment/Important personal items:
  • Aesyrian Shardclaw Fenfyr - One of twenty heroic blades known to exist in the Knightdom. A longsword made out of obsidian, and carefully treated with a chemical mixture to remove the mineral's brittleness. Forged in 112, Fenfyr is the traditional sword of House Sylvrhart.
  • Elenti - Ulrich's personal Elenti, granted upon him upon his ascension to being a Knight Commander.
Acquired Magical Items:
  • Nil

Character Development
Image
Image

Nationstates Nation: Relikai
Character Name: Jannik Lehman
Character Race: Human
Character Age: 28
Character Birth Place: Moorlan
Character Physical Description or Image:
Character Biography:

Jannik Lehman began his life as a member of the prestigious Lehman Family in the Mines of Moorlan. A miner by birth, he was soon brought into the Chapter of the Fjorlfirite, trained to be a squire alongside scores of other young boys. With his previous experience in the mines, Jannik grew up strong and hardy, becoming a member of the Knightdom's Retinue just in time to meet a probing force of brigands from the Fjolfir Gap.

Starting his career as a member of the light cavalry, Jannik was always seen leading the tip of the wedge or along the first line of the cavalry charge. When the brigands wised up and brought reach weapons to counter the horsemen, Jannik's light cavalry trained hard with the use of the javelin and shortbow to negate the brigand formations.

When the main force of brigands arrived, the Fjolfirite rode out to engage them as the main force of the Knightdom was out on Crusade. Ten battles determined the outcome of the campaign, and even though the Knights generally met the brigands head on, Jannik was tasked to flank and harass them continuously, multiple skirmishes of light cavalry clashing with one another resulting in bloody losses for the brigands and opening the way for the heavy cavalry to sneak through. Being a veteran of warfare on the open plains, Jannik was promoted to the ranks of the heavy cavalry, just as the Grandmaster proclaimed a Crusade against the brigands, who has since swelled in size due to their gains in the Fjolfir Gap.

The war ended before the main force arrived, as Jannik was unhorsed during a charge against the main body of brigands. Coming face to face with the brigand lord, the warrior managed to decapitate the man within three strokes, literally cutting off the head of the serpent as the brigand ranks fell into chaos. It was not out of sheer luck, but the result of years of martial training, learning how to use a variety of weapons against any foe.

The next Crusade against the First Men cemented his promotion into the Fjolfirite, with Jannik Lehman distinguishing his family by killing a tribal chieftain in single combat. As the tribesmen scattered back into the forests, the chieftain's poleaxe was his prize, a well made weapon able to be wielded on horseback. That, and the support of his comrades earned him the promotion of a Knight Commander, as he now watches over the Southern Front of the Knightdom, ever wary of the many dangers they would face.

The Lineage
Character Dynasty/House/Clan: House Lehman
Family/Dynasty/House Sigil or Banner:
Origin of the Family/Dynasty/House: A Saerheastan Family, was one of the first to relocate South as a pioneer of Moorlan.
Character Dynastic History: Provided many members of the Imperial military back in their day, and continue to do so for the Fjolfirite. Their cadet houses are known for their physical resilience, but Lehman often assigns them to the mines and smiths to provide an efficient supply of good equipment.

Personal Effects
Acquired Skills:
  • Horseriding
  • Warrior
  • Leadership
Mastery Level of Skills:
  • Master Horseman
  • Master Warrior / Weaponmaster
  • Adept Leader
Equipment/Important personal items:
  • Aesyrian Shardclaw Arondight - One of twenty heroic blades known to exist in the Knightdom. A longsword made out of obsidian, and carefully treated with a chemical mixture to remove the mineral's brittleness. Forged in 222, Arondight is the weapon bestowed upon the strongest warrior in the Lehman Family.
  • Elenti - Jannik's personal Elenti, granted upon him upon his ascension to being a Knight Commander.
  • Thjor's Bolt - A poleaxe won from the chieftain of the First Men Tribes during a Crusade, it's mineral-reinforced axehead has been known to chop through the armor of a Lanzerguard Knight, and is perfectly balanced to allow usage of butt and head.
Acquired Magical Items:
  • Blessed Amulet - Imbued with holy powers, the Amulet allows its wearer to sense the presence of the Undead, and wards it against the corrupting effects of undeath.
Last edited by Relikai on Sat Oct 14, 2017 10:36 pm, edited 10 times in total.
How to be legitimately recognised in NS? Be a proper Roleplayer.
In a community where knowledge should be used to uplift the teachable and be used as an interest instead of a necessity, the arrogant abuse of knowledge is interesting to watch.

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Ormata
Senator
 
Posts: 4949
Founded: Jun 30, 2016
Iron Fist Socialists

Postby Ormata » Mon Oct 09, 2017 2:54 am

Nation Name: Duchy of Sans-Marseilles
Image
Ruler:
    Ladislas Allais - Lord de Boutx
    Thibaud Delsarte - Lord de Pentraz
    Charles Bettencourt - Lord de Chaumes
    Aurélien Joguet - Lord de Rougeries
    Mathilde Besson - Lord de Holvingen
    Baptiste Lucy - Lord de Noel
    Jean-Luc Baillairgé - Lord de Monestier
    Amandine Souchon - Lady de Arbigieu
    Éloïse Beaudouin - Lady de Neung
    Ophélie Duval - Lady de Guchan
    Élisée Devereux - Lady de Broquiers
    Marian Duverger - Lady de Chalvosson
    Matthieu De Guignes - Lord de Grammont
    Paul Valluy - Lord de Limoges
    Claude Alard - Lord de Souvignargues
    Pierre-Antoine Pasteur - Lord de Ymonville
    Laura Milhaud - Lady de Annemasse
    Benoît Donnet - Lord de Outtersteene
    Serge Valluy - Lord de Bedous
    Paulin Auberjonois - Lady de Verger
Government Type: Republican Plutocracy
Government Hierarchy:
    Aîné (Council of 20)
    Freux (District Leader)
    Pion (City/County Leader)
Formation: 623AL
Image

Succession Laws:
    Elective wherein the population of each city casts their vote every decade for a series of candidates. The weight of the vote is determined by the wealth of the voter, which essentially turns the vote into a vote of the wealthy, though this does provide ample reason for the poor or middle class to become richer so they might have more power.
Gender Laws:
    While under the law men and women are given equality, simply due to the fact that the population cannot afford to limit half of itself from performing tasks that could benefit the nation as a whole, with ideas or with work, there is often a precedence for parents to place greater joy with boys, and push boys towards hard work and improving of their status through that hard work, as boys are often seen as being more capable.
Geographic territory: Duchy of Sans-Marseilles
Population: 540,000
Military Strength: 16,200
Military Info:
    Developed under the system of long-term warfare versus the tribals, the Duchy has a retinue of fast attack soldiers and ranged troops to counter mounted threats with relative ease.

    The first of these is the Grenadier, a melee unit who is armed with either the spear or a hook-billed weapon that is locally produced among the coast and favored in such lineaged formations. Armored in either the gambeson or half-plate for the more wealthy formations, these soldiers fighter in close formation with heavy kite shields to ward-off the most determined horse archer and await for the charge for the most armored lancer. For close combat, if such a thing ever was likely to occur, they carry arming swords, along with the possibility of small grenades, black powder explosives used to blast static enemy formations, hence the name. These number approximately 5,000.

    The second deployed unit for the Duchy is the Skirmisher. Armed with a sling or light bow along with an arming sword and buckler, these are often sailors or of those involved in a more outdoors lifestyle who were forced to use the weapon out of necessity. Sailors must make do due to the distances between warships and shepherd boys and the like must make do due to the necessity of protecting livestock. Armored with only leather or chainmail, their irregular formations are well-suited towards ambush and flanking tactics. These number 8,200, including those in the Navy.

    Thirdly, there is the Hussar, a mounted soldier armed with a saber, lance, or shortbow whose primary tactic is to engage the enemy at their own game. Often recruited from disgruntled tribesmen or those unemployed in the Western tribesmen due to crimes, these forces serve as the Duchy’s Foreign Legion, essentially. Armored in chain or scale, these units could be considered heavy cavalry compared to some with the knowledge and ability to skirmish of the light cavalry. Overall they number 3,000.

    The Army is organized under the concept of Legions, of which there are five. Each Legion is numbered I through V, with the numbers of 1,000 Grenadiers, 1,200 Skirmishers, and 600 Hussars.

    The Navy numbers approximately 100 warships of the Caravel class. These smaller vessels, chosen for their seaworthiness and ability to not sink suddenly in a gale, are armed with archers and, oftentimes, a ballista.
Currency:
    1 Savare = 100 Juniper
    1 Juniper = 100 Havere
    1 Havere = 1,000 Subere

    The Duchy implements the coinage system, with minting done by the government for the purposes of controlling such things as inflation and keeping-up with the growing value of goods within the nation. The Savare and Juniper are both coins made of gold, with the only difference being the heads and shields on each side, while the Havere is made of silver and the Subere of bronze.
History:
    In earliest histories, the national origin comes from the West, when the Saerheasta landed in 0AL. An enterprising portion of the expedition continued East, through the territory of the Wood Elves and Dragon’s Wood. Crossing the river, the group would follow the Tenor River to it’s end, before then moving South. They would settle above the Inland Sea of Ghora before fragmenting due to internal squabbles in 142AL. Infighting would continue for some time with minor wars between the cities.

    The Duchy began in 510AL, approximately, as a loose coalition of allied city-states against the tribal enemies to the West. The tribes had already developed rapid tactics at the period and as such harried the outer region of the coalition, especially on the banks of the Ghora. Beginning with a council of leaders from each city, they directed the construction of intensive woodworks and the proliferation of javelins and war-darts. With a larger peasant militia, the coalition succeeded in defending against the fragmented tribes of the West.

    In 574AL, the coalition felt some severe growing pains as civil war broke between council members. A portion of the council felt that a smaller group would be more able, that smaller city-states should not dictate or vote on matters that barely affected themselves, and that power should be theirs. This civil war was divided between the smaller city-states to the West, their size due to the proximity towards the tribals, and the larger cities along the coast who benefited with trade from other, non-aggressive tribes. This civil war would continue until 623AL, when Michel Lefeuvre united the confederacy. Fearing disunification after this, he would establish the Duchy with a ruling council. It would be at this time that the Duchy, which by all means was not at all unified and was already straining somewhat under local interests seeked precedence over those that affected the entire nation, would truly be unified. Invading from the West was a legion of tribals, all riding their strange mounts and scattering over the plains like ants.

    Image
    Skirmisher from the Tribal Kingdoms
    Needless to state, the Council, the Aîné, were not pleased at all by this sudden incursion by the tribal menace and prepared all methods of dealing with the mounted twits. Employing heavy amounts of infantry bowmen, as many as they could find, and arming a good lot with slings, the Duchy engaged the enemy in the field at the Battle of Jons-Sappeurs. Here they fought with well-entrenched archers and a loose, irregular formation of slingers, ultimately driving the enemy off after having severe casualties due to horse archers. To their credit, however, no enemy got within melee range. This would be repeated several times over, with the enemy eventually giving-up their assault due to attrition and moving-on to the West.

    A lower level of sustained combat with the tribal people ensued after this, with minor raids attempted by enterprising chiefs that never had the punch necessary to break-through the defenses that had been built-up. The populace settled-into a calmer era and the shipbuilding industry was allowed to take deeper route into the towns. Viewing these vessels as a possible way to attack the enemy from the sea, or even to trade with them if they were ever at all friendly, the Aîné moved to aid production of the smaller vessels, first only armed with troops before ballistas were mounted on them.

    A certain level of economic stagnation has since crept into the nation after the long peace it has held due to limited existence, something which threatens it’s ability to stay existing.




Character Development
Image

Personal Effects
Acquired Skills:
    Adept Swordsmanship
    Adept Administration
    Apprentice Equestrian
Equipment/Important Personal Items:
  • Chainmail Hauberk w/ Breastplate
  • Military Saber, Standard Issue

Acquired Magical Items: N/A

Nationstates Nation: Ormata
Character Name: Ladislas Allais
Character Race: Human
Character Age: 41
Character Birth Place: Boutx, Duchy of Sans-Marseilles
Character Physical Description:
    Ladislas stands at 6’ even with an able physique, as would befit a former Army Officer. He weighs a good bit due to the musculature along both his upper and lower frame, strengthened over the years of training and experience with sword and footwork. Capable of ranging for miles without his horse, the man still runs rather often out of principle; he does not want to be fat, the epitome of the lazy. With longer hair, dark and curled, and some facial hair which is really rather hard to get, Ladislas takes some pride in his appearance.
Character Biography:
    Born to a noble family, well-to-do in Boutx, Ladislas was, as a child, of the more adventurous sort. Before he was to be shackled down by the greater hordes of tutors and the like, the young boy roamed the streets rather easily, albeit along with a bodyguard close at hand. However, it wasn’t really to be that Ladislas would go on some adventure as one might read about in absurd writings; he was of the sort to obey what he was told. However, these incursions into the more real world provided him with a sense that the middle and lower classes were individuals whose work could be, in one way or another, appreciated. It provided him with a rare gift of thinking that they were people.

    As he was tutored, Ladislas would refine this idea, the idea that the people themselves could have some measure of ability beyond what they currently had, in secret. He was well aware that if such a thing was found his parents would disapprove and such a thing could not be allowed to happen. It was simply unacceptable towards the young boy, to feel that emotion, and yet he still carried-on, writing down his thoughts if they were important enough. He knew that, perhaps, it would hold some importance.

    Ladislas would join the Army, enrolling from the age of 13 in the Military Academy in Pentraz. The move was quite jarring, as the city lay upon the very border of the Duchy, though it provided good for him. He would meet many independent spirits, especially some who were sent to the Academy not due to family ties but due to monetary reasons, and this gave the young man several convictions. Upon graduating the Academy at aged eighteen, he would be declared as a Second Lieutenant in II Legion, stationed in the North.

    Participating in several attacks on raiding camps towards the north of the Duchy, Ladislas would come upon the most interesting event of his life when, for one of the few times recorded in the Duchy’s history, a frostling would be seen. In fact, several dozen were seen in the middle of the winter, sharpening their icen axes and speaking in the tones of glaciers, grinding through syllables. He and his warband, twenty total, let pause and prepared themselves, readying the most obvious of weapons, fire. Ambushing the frostlings, fire and flame let-loose from ever bow and every spear alight, the battle was one he would not forget. Ladislas was the only one who lived.

    Following this achievement, he would be hailed as a hero, though the young man felt himself entirely undeserving. Having returned to the city of Arbigieu, Ladislas would be face-to-face with the unfortunate issues at home: Starvation and a failing Lord. At the time, the trade routes to the more capable cities were cut-down due to a landslide, the rationing failing due to thieves breaking into the granary and stealing a large portion of the bread, selling it away in the alleyways, the fields picked clean long prior. The riots began, there, and Ladislas would be one of the many called upon to keep order. It was a bloody day for the city and the man, now, has no stomach to remember it.

    Since then, Ladislas has performed several attacks on barbarian tribes to the north along with a naval expedition to the southern tribes, across the sea, before running for and gaining election in the city of Boutx. How he did win is unknown, as the man ran off of presumably a military pension, which is not that much to gain votes with. Rumors swirl just enough these days.

Nation Name: Duchy Of Sans-Marseilles
Liege: N/A
Rank: Aîné
Landed Titles: Lord of Sabayan, Lord of Jou-Son Ardannes
Honorary Titles: N/A
Titular Titles: Lord of Boutx
Holding(s) description: Sabayan, Jou-Son Ardannes
Vassals:
    Freux:
      Louis Jeannepard - Freux de Sabayan
      Anne-Marie Regnard - Freux de Jou-Son Ardannes
    Pair de la Cour:
      Marion Beaubois
Population in Territory: 13,500
Approximate Levy Size: 4,000
Retinues: 20
Mercenary (ies): 0

RP Sample:

Character Development
Image

Personal Effects
Acquired Skills: Summoning/Necromancy
Mastery Level of Skills: Etherian, Ethus III
Equipment/Important personal items:
  • Chainmail Haubergeon
  • Le Guide Essentiel du Magicien, Third Edition, 640 Pages
  • Une Introduction sur les Morts, Eighth Edition, 239 Pages
  • Les Calculs d'Edwin-Archer sur la Théorie Magique, Second
    Edition, 920 Pages
Acquired Magical Items:
  • Le Coeur Doré; A shining gem necklace, this item pulses
    with energy and is seen to help with the focus of the user. Of
    course it might just do only that: pulse with energy. At the
    moment, well, it was a gift from a rather tasteless courtier but
    still an item of interest.
  • Casting Chain; A long chain with engravings upon every link,
    this item aids her with the more arduous tasks such as that of
    bringing the dead under her control.

Nationstates Nation: Ormata
Character Name: Marion Beaubois
Character Race: Human
Character Age: 17
Character Birth Place: Chaumes, Duchy of Sans-Marseilles
Character Physical Description:
    Standing at just 5’2”, Marion is not at all a tall individual to whom physique is everything. In fact, despite her stay within the more rich echelons of society within the Duchy, she still has that little bit of look from being a peasant upon the fields. Her hair is inevitably not up to the standards of those about her, short at her shoulder and the color of oak, and Marion has a permanent look of mild disdain or, towards some, disgust. Her skin is tanned from long hours outside, working alongside coroners and priests to discern some finer points in the Art, to pass a test, things of those natures, though her strength does not really reflect this. From her upper body there are still some dregs of musculature from her days as a farmer, swept away from the life of study, and that same thing can be said of her lower body strength.
Character Biography:
    Born along the periphery of the Duchy, Marion’s parents were both farmers of the poorer type, growing wheat and hoping that the tribals wouldn’t come. Her early memories are filled with points where they came from the savannah, came over the grassy plains on their strange mounts that never were horses but always nearly so, yelping their cries and loosing their arrows, and the citizenry loosing their own arrows in return from behind ramparts, built in the streets with the caravan from yesterday or built between the homes with the handcart from last night’s work and some extra padding from clothing. There were a few memories that don’t involve the tribals with their strange cloth and strange talk, happy memories of playing, perhaps, moments in life that just stay there.

    That would end, of course. She turned older and was put to work in the fields, reaping wheat with a blade and stacking the damn things. It was hard work, hard work that her parents did and her brothers did too, and they would always keep their eyes open. They always knew that the tribes might come from over the hills to attack rapidly, though after a longer period in Marion’s life, the raids grew less and less common. Perhaps the tribals were fighting amongst themselves? Perhaps, maybe, they had given-up? A good few of the more hopeful citizenry wished for these better things, wished that the fighting would simply go away and that they wouldn’t have to worry.

    At aged eleven, however, Marion would find that this was not the case. The tribals struck rapidly, the family not even having the time to grab a spear or bow before the mounted bastards were upon them. She saw her brothers cut down by the sword, saw the home burnt-down with her mother still inside it. Then, she and two others were taken away, kicking, screaming, and very well alone. To this day, Marion doesn’t quite know what they were planning on doing, from simple ransom to something else, though her mind filled with those stories of something else. The tribals easily became targets, long before, for stories to be spread about them, from cannibalism to Dark One worship. She was, to put it mildly, terrified, and the first night there she sobbed incoherently.

    For a week she was held captive and while those conditions were by no means barbaric they did at least terrify her still. What were they planning, that question always came to her, with how they were treating her in that state. Perhaps it was a simple hostage-taking, where they wanted money for her release? But no, that couldn’t be; being poor was like that. Things didn’t work out as being a hostage issue for a poor person. Marion prayed in silence, each night, until it was the end of the week and a being came into the tent she was held.

    It had no face, just a simple mask, and just a black cloak about it’s body, and the being asked if she wished for help, said that it liked her and her kind and hated for such things to happen to such people, interesting and enterprising. Marion was confused, yet perhaps the being would help said a little whisper, and she said yes. This being, of course, was a Daemon, and in the space of an hour, in the middle of the night, the entire camp was dead. Upon her return with the Daemon, found upon the short journey to be named Thuku, she was questioned by how, precisely, she made it away alive, and was tested by several Magi who found it best to keep her in the city and to train her. She has continued ever since.
Nation Name: Duchy of Sans-Marseilles
Liege: Ladislas Allais
Rank: N/A
Landed Titles: N/A
Honorary Titles: Pair de la Cour (Peer of the Court)
Titular Titles: N/A
Holding(s) description: N/A
Vassals: N/A
Population in Territory: N/A
Approximate Levy Size: N/A
Retinues : 4
Mercenary (ies): N/A

RP Sample:
Last edited by Ormata on Sat Oct 14, 2017 5:10 pm, edited 9 times in total.

User avatar
New Minahasa
Diplomat
 
Posts: 797
Founded: Sep 05, 2016
Ex-Nation

Postby New Minahasa » Mon Oct 09, 2017 6:14 am

Taggity.

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Benuty
Post Czar
 
Posts: 37334
Founded: Jan 21, 2013
Corrupt Dictatorship

Postby Benuty » Mon Oct 09, 2017 7:09 am

Have an idea that might after all this time be useful so consider this more than a tag.
Last edited by Hashem 13.8 billion years ago
King of Madness in the Right Wing Discussion Thread. Winner of 2016 Posters Award for Insanity. Please be aware my posts in NSG, and P2TM are separate.

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Rygondria
Negotiator
 
Posts: 6431
Founded: Nov 12, 2012
Inoffensive Centrist Democracy

Postby Rygondria » Mon Oct 09, 2017 7:13 am

Could i use the Venezian people but due to a recent revolt by a unpaid mercenary company has straddled them with a Despot with intentions of using the city as a starting ground of forging his own kingdom.

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Lunas Legion
Post Czar
 
Posts: 31110
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Oct 09, 2017 8:16 am

Tagging, might go Moon Elves again, or maybe Athae or Numera.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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

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

Postby Arengin Union » Mon Oct 09, 2017 8:30 am

///deleted///
Last edited by Arengin Union on Mon Oct 09, 2017 2:56 pm, edited 1 time in total.
"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 Clockwork Cities
Envoy
 
Posts: 309
Founded: Jan 02, 2015
Ex-Nation

Postby The Clockwork Cities » Mon Oct 09, 2017 8:46 am

Tag, may do a theocratic state of sorts.
"If those who seek to prevent out glorious quest mobilise, they will have to endure the trials we did! There sanity will break before they can harm us! Their blood will paint the white snow a crimson taint! We safe here! In this land, where tyrants cannot touch!" - The First Overseer

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Shadowwell
Post Marshal
 
Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Mon Oct 09, 2017 9:11 am

Nation Name: Nah’ni Imperium
Ruler: the High Queen, each Hive has a Queen.
Government Type: Eusocial Matriarchal Monarchy Is the closest I can think of what they would be.
Government Hierarchy: The (High)Queen rules, beneath her is the others of the Nobility Caste, if any, and beneath them are the Vizier Caste, though they can have more power than the (High)Queen in certain circumstances.
Formation: The Nah'ni Imperium was first formed when the First Queen led the Nah'ni from their ancestral home in the Black Hills to the Western Iron mountains, this happened in 1500 BL, though they would not start spreading till during the second High Queen's reign.
Succession Laws: Whichever Queen wins the previous Hive War becomes the next High Queen.
Gender Laws: only a Queen can lead a Hive, and only the High Queen can lead the Nah’ni.
Geographic territory: The Western Iron mountains, with some of the Black Hills near the foot of the mountains and part of the Stormwoods on the other side. Other territories include, beneath the Pelopan Hills just to north of Volcana, and The Kurdan Mountains within the Hasani Jungle.
Population: 3 million in the First Hive
5 million in the Jungle Hive
4 million in the Pelopan Hills Hive
12 million total
Military Strength: 75,000 in the First Hive only 55k can be mobilized
120,000 in the Jungle Hive Only 96k can be mobilized max Usually only war parties or scouting swarms of a few thousand or a few tens of thousands will be sent if at all.
80,000 beneath the Pelopan Hills only 64k can be mobilized max
275,000 total
A fifth of each force, would have to stay behind to guard the Hive, additionally, of the force that can be mobilized, not all the Soldiers can easily travel long distances from the Hives, depending upon the environment.
Military Info: Though those of nearly any Caste could potentially fight, only the Soldiers are made for it. They are generally larger than Workers and the other castes by a factor of two if not more. They are larger, stronger and faster than nearly any Caste. There are several types of Soldiers, though the base Soldiers are more commonly seen.
Currency: The Nah’ni have no internal currency, but when they do trade with other races, they barter, usually with armor or crafts unique to them.

History: The Nah’ni imperium was first formed when the First Queen led the Nah’ni of the Black Hills to the Iron Mountains. It was within the core of the Iron Mountains that the First Hive formed. Prior to this, the Hives were small, comparatively speaking, only housing the individual familial units, which could still be in the hundreds or thousands. When the First Queen carved the Hive, it was massive, not just in how large it was, but also in how expansive. The entire expanse of the Western Iron Mountains eventually became riddled with Catacombs and passageways.

Prior to the First Queen, the Nah’ni were largely simplistic beings, and were tribal, in a sense, with the familial units not associating with others beyond certain circumstances. When the First Queen formed the Bond, it connected them on an instinctual level, but did not bind their minds together, the Queen wanted obedience but also freedom for her people. Over time the Nah’ni grew, and improved, with the Bond, the formerly listless Nah’ni would find their places within the Imperium, this was the start of the Caste system.

Over time the Nah’ni became able to ‘grow’ into a certain specialization. Nearly all Nah’ni would start as Workers, but they could become so much more if needed. As the Swarm grew in size, they spread, and other Hives were formed, with that the Queen would become the High Queen, or She Who Holds the Bond, and the Hives aside from the First would be led by individual Queens. After the First Queen died of old age, one of her off-spring took over. The Iron mountain Hive, would come into conflict with the Numerans.

They had formed a trade pact of sorts with the Volyorian city, trading the Carapaces of the deceased to be used as armor, as well as other things in return for other items. One Numeran merchant was unhappy with having to pay for such a thing, when the Ancient Burial Mounds of the Nah’ni, were located in the Black Hills, not far from the city itself. He was successful for a time, but when it was discovered, the normally peaceful Nah’ni exploded in anger and moved their forces against the City. Luckily a peace was negotiated and the Merchant as well as his accomplices were taken care of.

In 719 AL, the High Queen and many of the First Hive went missing as the Wild Hunt passed through the Iron Kingdom of Numera. They had Nah’ni had first encountered the Wild Hunt long ago when they first expanded, however this was the first time that they had lost people of value. Though traditionally the Hive Wars only start when the previous High Queen dies, this was deemed an exception. Thus the First Hive War in several Centuries would begin. It would be one of the longest and most Brutal Hive Wars recorded.

The Hive War would begin in 722 AL, it would proceed much as normal, with each of the Hives taking loses and such, but in 723, the following year, Raids from the Vaedin dealt some damage to the First Hive and their lands, as well as to the Sari Mountain Hive. The Hive War would continue for many years, but would start to die down in the 750’s, unfortunately in 754 AL, the Catchfyre Plague arrived and ravages many of the Northern Hives. The Iron Mountain Hive, the Sari Mountain Hive, the Kalzmere Mountain Hive in the Northern Wastes, and the Montmarte Mountain Hive on the edge of the great desert were the most heavily hit.

Due to the loss of many of the major Hives, many of the smaller less established ones jumped into it, for the possibility to become the High Queen. The Hive War would end in 765 AL, with many Hives having been decimated entirely, the Iron Mountain Hive is a shadow of what it once was. The only Hives that are relatively untouched are those that were far from the north, were too far from the First Hive, or were just uninterested in the affair. The Hive beneath the Pelopan Hills along with the Hasani Jungle HIve along the Kurdan mountains are in the best condition.


Character Development
Nationstates Nation: Shadowwell
Character Name: High Queen Tamara
Character Race: Nah’ni
Character Age: 104
Character Birth Place: Iron Mountain Hive
Character Physical Description or Image: She possesses a humanoid form, but is distinctly insectoid. most of her form is covered in a shiny chitinous exoskeleton. Though the form could be considered attractive, by certain more eccentric members of the other races, the shape of the High Queen is usually humanoid, so that interactions with other races are not so solemn.
Character Biography: She was born of the previous High Queen, and was chosen after the losses during the Hive War became too great. Though it is exceedingly rare that one of the First Hive takes up the mantle of the High Queen, the devastation wrought in the previous Hive War and the other events that happened, changed things. The Queens of the few undamaged Hives and the remnants of the Hives that were mostly Wiped out met, and decided to put her into the Throne, as the NAh'ni were now in a precarious state for them to bother with such costly traditions.

The Lineage
Character Dynasty/House/Clan: N/A
Family/Dynasty/House Sigil or Banner: N/A
Origin of the Family/Dynasty/House: She is the Last of the First Queens line, that is still Bonded to a Hive.
Character Dynastic History: N/A

Personal Effects
Acquired Skills: Though Nah’ni don’t use mundane things, the High Queen is a practitioner of swordsmanship, she also possesses knowledge of etiquette practices of the other races, but little experience.
Mastery Level of Skills: Adept in sword skills, Apprentice for ettiquette
Equipment/Important personal items: none, though does wear dresses and such when entertaining foreign dignitaries, and such.
Acquired Magical Items: none

RP Sample: Times are a changing
Young bloods


Character Development
Nationstates Nation: Shadowwell
Character Name: Grand Vizier, no proper name.
Character Race: Nah’ni
Character Age: 165
Character Birth Place: Black Hills
Character Physical Description or Image: His figure is masculine, but just as insectoids as the High Queens.
Character Biography: He was birthed from a Hiveless Nah’ni in the Black Hills Hiveless population. Like many Hiveless Nah’ni he wandered for a time, eventually he returned, but he did not stay in the Black Hills, instead he went to the First Hive, and came into employ of the High Queen of the time. Eventually he rose in the Vizier Caste and became a valued assistant of the High Queen. When the Wild Hunt came through the High Queen and the previous Grand Vizier as well as many others disappeared. He was the one responsible for maintaining the defense of the Hive, and he was one of many that had helped raise the current High Queen.

The Lineage
Character Dynasty/House/Clan (if applicable): N/A
Family/Dynasty/House Sigil or Banner: N/A
Origin of the Family/Dynasty/House: N/A
Character Dynastic History (History of your family): N/A

Personal Effects
Acquired Skills: Diplomacy, combat, stealth
Mastery Level of Skills: Adept in all 3 pursuits
Equipment/Important personal items: None really, but does have a set of leather armor that he weas on occasion.
Acquired Magical Items: none

RP Sample: see previous app.
Last edited by Shadowwell on Wed Oct 11, 2017 4:48 pm, edited 7 times in total.
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Beiarusia
Postmaster-General
 
Posts: 10769
Founded: Dec 29, 2014
Inoffensive Centrist Democracy

Postby Beiarusia » Mon Oct 09, 2017 9:24 am

I'll maybe have an app up later today.

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The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Mon Oct 09, 2017 9:25 am

Working on an app of my own!
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

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Ulls
Minister
 
Posts: 3020
Founded: Jan 02, 2017
Ex-Nation

Postby Ulls » Mon Oct 09, 2017 9:27 am

Tag, are there any transformation artifacts or could I make one up to search for my particular character?

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

Postby The National Dominion of Hungary » Mon Oct 09, 2017 10:34 am

Wall of text has been deployed.

Good to see this RP back Imperial.

Character Development
Nationstates Nation: Your friendly nighbourhood NDH.
Character Name: Natalia Elysa Kazanowska.
Character Race: Human. (Lechyan)
Character Age: 73
Character Birth Place: Rostocki Palace, City of Bolasgrad.
Character Physical Description or Image: Tzarina Natalia
Character Biography: The firstborn of Tzar Borys the Great, she was raised by her father to make sure his work continued after he was gone. She was given the very best tutors a Tzar's wealth could buy and was schooled in geography, history, mathematics, stewardship, theology, philosophy and courtly graces. She grew up to be a statesman, not a warrior or general and so she continued the reclamation of the west through her agents and generals, leading from the back instead of from the front like her father used to do. This, however, does not mean she cares little for her Tzardom. Indeed, this simply reflects the personality of the Tzarina, as Natalia is a stern yet caring ruler whose drive is to simply improve the power of her realm against those that might seek to topple it. She has ruled the Tzardom for decades, rebuilding and reclaiming, and even though she is old and infirm, her mind and tongue are as sharp as ever. Tzarina Natalia rarely shies from stating her opinion. She is described as a wizened, cunning and fearsome old harridan with a wicked wit and a sharp tongue. She married Prince-Consort Pavel Wasielewski at age 22 and had three sons with him. Her youngest son Prince Rajmund was killed fighting goblins while leading a banner of Knights in the foothills of the Ice Fangs. Tzarina Natalia has eight grandchildren, ten if counting Prince Kazimir's bastards.

The Lineage
Character Dynasty/House/Clan: Royal House of Kazanowski
Family/Dynasty/House Sigil or Banner: A shield parted in four with two golden chalices and two roaring bears on a dark red field.
Origin of the Family/Dynasty/House: House Kazanowski are the Royals of Lechya, descended from the bloodline of the ancient Shaman-Queen who led the Lechyans to the homeland that they live in today.
Character Dynastic History: Having ruled the realm since it's creation through both ages of gold and ages of ash, a House that has provided great rulers and poor rulers. They are firmly committed to Lechyan traditions and the Lechyan way of doing things, the House has a general history of producing capable, learned statesmen and skilled generals. They tend to value education and religion and are deeply ingrained with the realm they rule over, having ruled over it for centuries. Tzarina Natalia is the latest in the long line of monarchs descended from the Shaman-Queen of ancient past.

Personal Effects
Acquired Skills: Statesmanship, Intrigue, Speechcraft.
Mastery Level of Skills: Master Statesman, Master Intrigue, Adept Speechcraft.
Equipment/Important personal items: NA
Acquired Magical Items: The Deadfrost, an ancient warblade of unknown origins, wielded by the Shaman-Queen many centuries ago, still wickedly sharp and imbued with icy magic.
The Icecrown, the Lechyan crown of silver and white gold. It was imbued with magic by the Shaman-Queen herself so that "she would be there to protect her descendants."


Character Development
Nationstates Nation: NDH
Character Name: Prince Dalimir Pavel Kazanowski
Character Race: Human
Character Age: 41
Character Birth Place: Frozen Citadel, City of Visegrad
Character Physical Description or Image: Prince Dalimir
Character Biography: The firstborn son of Tzarina Natalia and Prince-Consort Pavel, Dalimir was raised to rule, his mother attempted to give him the same start in life as she had, sadly, it did not quite work out. He is not a great statesman, and not a great battle commander. He is not even a good horse rider, something the people of Lechya, high or low mock him for behind his back while jesting that when he is crowned he will have to be crowned sitting as he is to fat to kneel long enough for the whole ceremony. He is an indulgent man, and as long as the roast suckling pigs are delivered to his table he is happy as could be. He does however have some sense of honor and duty in him, mostly to his children as he has been a loving, yet stern father. Grooming his two sons and two daughters into much greater monarch material than he ever was, partially with the aid of his younger brother with whom he has a decent relationship.

The Lineage
Royal House of Kazanowski
Family/Dynasty/House Sigil or Banner: A shield parted in four with two golden chalices and two roaring bears on a dark red field.
Origin of the Family/Dynasty/House: House Kazanowski are the Royals of Lechya, descended from the bloodline of the ancient Shaman-Queen who led the Lechyans to the homeland that they live in today.
Character Dynastic History (History of your family): Having ruled the realm since it's creation through both ages of gold and ages of ash, a house that has provided great rulers and poor rulers. They are firmly committed to Lechyan traditions and the Lechyan way of doing things, the House has a general history of producing capable, learned statesmen and skilled generals. They tend to value education and religion and are deeply ingrained with the realm they rule over, having ruled over it for centuries. Tzarina Natalia is the latest in the long line of monarchs descended from the Shaman-Queen of ancient past, Prince Dalimir stands second in line to the throne.

Personal Effects
Acquired Skills: Statesmanship, Scholarship.
Mastery Level of Skills: Apprentice Statesmanship, Apprentice Scholarship.
Equipment/Important personal items: None
Acquired Magical Items: Ring of the Tzarevicz, a magical ring created by an enchanter whose name is lost in time. It has been traditionally worn by the heirs of the Lechyan throne for three centuries.


Character Development
Nationstates Nation: NDH
Character Name: Prince Kazimir Serwacy Kazanowski
Character Race: Human
Character Age: 38
Character Birth Place: Frozen Citadel, City of Visegrad
Character Physical Description or Image: Prince Kazimir
Character Biography: The second son of the Tzarina but far back in the line of succession due to his elder brother's four trueborn children. He is a much more stereotypical Lechyan than his elder brother, he is firm and decisive and he is the kind of man who, when hit, makes a sound suggesting he was forged of steel and not molded of flesh and bone. Married for a short time to Lady Katarin of House Rozwadowski and had one child with her. Lady Katarin died giving birth to their daughter Kazzandra. He is a man of many talents as a ruler, a skilled general and administrator with a powerful charisma, many believe it will be him who will rule the realm behind the curtains as his older brother sits and eats in the halls of the Winter Palace. He has not remarried, but has caused some scandal when it was revealed that the two children of Lady Olga Ulanowski are probably his children and not the children of the old Posadnik Ulanowski. He is very concerned for his daughter who has grown up into a pretty young woman but after a series of unfortunate evens in her childhood is mentally degraded by trauma.

The Lineage
Royal House of Kazanowski
Family/Dynasty/House Sigil or Banner: A shield parted in four with two golden chalices and two roaring bears on a dark red field.
Origin of the Family/Dynasty/House: House Kazanowski are the Royals of Lechya, descended from the bloodline of the ancient Shaman-Queen who led the Lechyans to the homeland that they live in today.
Character Dynastic History (History of your family): Having ruled the realm since it's creation through both ages of gold and ages of ash, a house that has provided great rulers and poor rulers. They are firmly committed to Lechyan traditions and the Lechyan way of doing things, the House has a general history of producing capable, learned statesmen and skilled generals. They tend to value education and religion and are deeply ingrained with the realm they rule over, having ruled over it for centuries. Tzarina Natalia is the latest in the long line of monarchs descended from the Shaman-Queen of ancient past, Prince Dalimir stands second in line to the throne., Prince Dalimir stands second in line to the throne. He and his brother have a decent relationship.

Personal Effects
Acquired Skills: Swordsmanship, Polearms, Equestrian, Statesmanship, Military Command, Speechcraft.
Mastery Level of Skills: Master Swordsmanship, Adept Polearms, Master Equestrian, Adept Statesmanship, Master Military Command, Adept Speechcraft.
Equipment/Important personal items: The Red-and-Black, the ancient war banner of House Kazanowski, able to instill bravery in Lechyan warriors when the battle seems dire.
Acquired Magical Items: NA





Nation Name: The Tzardom of Lechya

Ruler: Her Majesty Tzarina Natalia II of House Kazanowski.

Government Type: Feudal Monarchy, though it has undergone substantial centralization over the last century.

Government Hierarchy: Power rests solely in the ruling monarch and descends from the throne. The Tzardom of Lechya is ruled by a hereditary monarch who ascends to the throne by birthright. Beneath them is an aristocratic hierarchy of landed nobles whose commoner subjects owe their fealty to in exchange for protection and support in times of war, famine and other things while the Lord raises taxes from the commoners living in his demesne. In exchange for their lands and titles the nobles are obliged to uphold the realm's laws in their demesne, raise troops and march to war alongside the Tzar/Tzarina in times of war and to pay a portion of the taxes they raise from their lands further to the crown. A budding bureaucracy made up of lower nobility and clergy aid the monarch in administration of the Royal Crownlands.

As a nation ever at war with the horrors that creep from the Ice Wastes of Laemon, be they Wild Men, Undead, Frostlings or Ice Devils. This political climate often means that the common folk put up with new taxes, rather than risk weakening their defenses, but it can also lead to the nobility withdrawing unpopular taxes, as discontent among the common folk makes for less effective warriors. This political climate ensures a mutual dependence of cooperation between various feuding nobles and has along with the cultural attitude highly based on the concepts of duty and honor have resulted in the fact that since it's founding, the Tzardom has not yet been embroiled in a truly major civil war. Beyond the noble families the Abbey and the Ice Witches´Coven are important political forces in the realm.

Formation: Officially formed August 21'st 73 AL with the official coronation of Queen Sabryna I.

Succession Laws: Primogeniture.

Gender Laws: Males and females have equal inheritance rights and property rights. Men are however generally viewed as more capable than women in almost every field excluding magic and thus women are generally not pushed as hard to achieve and improve themselves and their circumstances by parents and family as men are.

Geographic territory: The Tzardom of Lechya as added on the map.

Population: Approx 2.5 million.

Military Strength: 65 300 Troops.

The military is organized in a system of feudal levies, comprised of forces derived from tributary vassals. The governing body does not suffer direct financial loss except in the case of the Tzar's own troops, as the military is funded by the tributary lords, who are still required to pay a static monetary tribute. Mobilization time is moderate. However, vassals are more likely to withdraw their support or perhaps even rebel in the event of strings of military defeats, protracted, unpopular warfare, or an illegitimate or incompetent ruler ascending to the throne. The Lechyan military is highly focused around cavalry and both the Lechyans and Ungols cultivate a proud cavalry tradition. The Lechyans mostly provide the famed Knights and Winged Lancers while the Ungols fight as skilled light cavalry and horse archers. While the 'Hammer' of the Lechyan Army is it's cavalry, the 'Anvil' are the infantry. These infantrymen are composed of various troops, from heavily armored men-at-arms employed by the nobility to medium infantry fielded by city and village muster and light infantry compsed of drafted levies. Archers and crossbowmen can be either be professional men-at-arms or drafted levies. As Lechyia has no coastline, it also has no navy and focuses all military resources solely on it's army.

The Tzarina's Own: Or Tzar's Own, depending on the ruling monarch are the personal guard of the monarch and their immediate family, made up of the most skilled and most loyal Knights in the realm. These men have mastered not only horse riding but also the art of using many different melee weapons in combat. They are often manned by the younger sons of the greatest noble Houses in Lechya, and many third, fourth and fifth sons of the Lechyan aristocracy practice and train all their days and night in hope to be selected to this prestigious unit, often taking it as an opportunity to try and outshine their elder brothers. 300 men.

Knights: Lechyan Knights have a reputation for being dour, honor-bound and very skilled mounted warriors. Heavily armored shock cavalry that rides into battle with lances to break the enemy army while the infantry keeps them tied in combat. When the situation demands it, the Knights can also dismount and fight as heavy infantry. The knights favor the lance and the longsword above other weapons, but when fighting on foot, warhammers and poleaxes are highly popular. They carry either full-plate armor if wealthy or plate-and-mail if poorer. 5000 men.

Winged Lancers: The lancers are a medium shock force drawn from the sons of wealthy commoners. Mounted on lightly armored horses and clad in half plate armor with iconic helmets and even more iconic wings strapped to the back of their ciurasses. Armed with lance and saber they charge with as much force as Knights, yet they are not as strong in prolonged combat as knights. This is chock cavalry designed to break a wavering formation and they are know for many a brave charge against overwhelming odds and still carrying the day. But due to their wealthy upbringings and hot-headed behavior, they are often disdained by other common-born soldiers as nothing more than flashing flops. 8000 men.

Kozzars: Kozzar is the Ungol word for warrior, and they are drawn from those Ungol clans that have never settled down and still drive their great herds of cattle across the open plains. These men and women are born into the saddle and learn to shoot bows from horseback at an early age. Known as wolf-tough fighters, in times of war the Ungol chieftains ride with their warriors to answer the call of the Tzar and serve as fast scouts and horse archers armed with composite bows and sabres and clad in light leather armor, they are great archers but only mediocre melee fighters. 6000 men and women.

Strzelcy: These men are as close to a standing armed force that Lechya has. They are stationed in smaller squadrons posted at the castles and forts guarding the passes across the Ice Fangs, there they patrol back and forth, for the strongholds cannot watch over every pass and way through the mountains and it is the work of the strzelcy to find and slay those foul things that slip past unnoticed to burn, slay and pillage their Motherland. They are hardy, solemn warriors, every village and every farmstead burned, every family and caravan slaughtered they take as a personal failure and dishonor to their name. They are armed with spears, crossbows and a secondary weapon, often axe or saber and they are armored in leather and mail, while using horses they often fight on foot as well. 2000 men.

Men-at-Arms: These heavy infantry forces are the composed of both professionals and semi-professionals. They march into battle in leather-and-mail or plate-and-mail armor wielding weapons such as bardiches, halberds, mauls or warhammers. A strong, immovable object to lock the enemy in place while the cavalry maneuvers around the battlefield. They are not prone to retreating and are known as tough, determined and deeply honor-bound warriors, eager to prove that the honor of a baseborn soldier is as true as that of a noble knight. 10 000 men.

Harcownicy: Medium infantry clad in leather-and-mail or scale armor and wielding swords and axes but also composite bows. They are skilled melee fighters but only mediocre bowmen. The first Harcownik regiments were raised by the Northern Voivodes to guard the castles along the Ice Fangs but the formation has since spread and they are now the most common garrison forces and city guards throughout Lechya. They fill a tactical niche between the Men-at-Arms and the Levies and are quite adept at keeping order among the general populace. 6000 men.

Levies: These troops are either volunteers or press-ganged men who are mobilized, armed and trained when war is all but imminent to add extra weight to the army. They are armed with either spears and shields, bows or crossbows. They are armored in brigandines or padded cloth. Their main objective is to act as missile troops and spearmen supporting the main line of heavy infantry. While these men are not fighters and wish to go home more then anything. A wish to not disgrace their names will generally keep them fighting alongside the rest of the army. They are not especially well-trained but when they lock shields, lower their spears and plant their feet on solid ground while thinking of the homes and families behind their backs, they can be hard to break. 28 000 men.

Mages: Wizards and more notably, the Ice Witches wielding the cold elements of Lechya serve in many noble courts around the realm as advisors and healers. In times of war, some of these magic users accompany their Lords to battle, utilizing their magical powers to support their army and to bring the wrath of the elements down upon the enemy. They form into small units, rarely more than twelve strong and move up and down the battle-lines wielding the icy magic of the land itself to defend it from it's enemies. The Ice Witches´ Coven has a long history in the realm and has been closely tied with the systems of governance for centuries, wielding their influence in the Tzardom. They work hard to keep the ancient places of power through which the land's icy magic flows pure and unspoiled, a goal that often goes hand in hand with that of the defense of the realm.

The Cheka: Lechyans may value honor, loyalty and honesty, but treachery is a daily fact of life in this realm as well. The chekists have a checkered past to say the least. They are the secret police of the Kazanowski's but their existence is no secret as the have many open members, but also many spies searching for signs of treason and opposition toTzarina Natalia's rule. Founded in 432 AL by Tzar Swiatoslaw III, the chekists are by royal decree infallible in their interpretation of the law. Whatever they say the law is, is the law, and the penalties they select are always appropriate to the crime in question. Their reputation is mixed as depending on the monarch, they have been dutiful constables rooting out criminals and upholding the law of the realm, and men of bloody death squads terrorizing the people into compliance with a ruling tyrant and everything in between. They operate from their main headquarters, the feared Lubiankow Prison in Visegrad.

Currency: Golden Grzywnas, Silver Sztukas and Copper Miedzaks. Ten Sztukas make a Grzywna and fifty Miedzaks a Sztuka.

The Tzardom of Lechya was founded in 73AL, when the Lechyi tribes conquered modern-day Lechya from the Ungols who had lived there before. It all began when the Lechyi were displaced from their homeland by the surge of the Voloryians, who drove these horse-riding, semi-nomadic people northward. For a few years they wandered the plains of Es, until the great drought. The cattle died, and when they did the Lechyi hunted the forests bare and fished the streams dry, then, they starved. They prayed to the Gods, for their plight was desperate. Vaemidia finally took pity on them and appeared before a lone shaman-priestess of a small Lechyi clan as she prayed by a lake. The Goddess promised her a home for her people if she swore to lead them north to this new land. The shaman, desperate to aid her people, readily agreed and was granted ancient, mystical and extremely potent magical powers after Vaemidia let her drink from her own chalice of water. With the Goddess' guidance, the shaman quickly mastered her new and great powers and used them to gather what she needed to fulfill her promise. With her will-power and powerful magic, she bound the disparate Lechyi Clans into a single people and placed herself above them as their Queen. With her people united and determined, the massive horde of horsemen raced northward, guided by the Shaman-Queen. In 64AL, they arrived in modern day Lechya, encamped at the shores of the Silvermere Lake, Vaemidia appeared before the Shaman-Queen once again as she prayed by the water and told her they had reached their home. The Shaman-Queen would not see the 'Lady of the Lake' for many years after that day.

The land they came to was a cold and harsh place they noticed, and it was already claimed by another group of horseriding people. The Ungols of ancient times have lived in this lands for several years, having fought and bled their blood and the blood of their sons to subjugate the Ropsmennr and Dolgans and live in this land. War broke out, each side refusing to back down, each convinced that their cause was just. But the Lechyi's skills in fighting from horseback was superior to that of even the Ungols. The Queen was also a sorceress of immense power. Soon, the Ungols were pushed back and gaining having an ever-lasting fear of the dreaded "Queen of the Southmen". The Queen continued her march of conquest against the Ungol tribes for several years, eventually leading her hosts towards the walls and gates of the Ungol bastion of Szarvard itself. Though mighty and powerful, the walls of this once powerful city were felled, the loss of Szarvard forcing the entirety of the Ungol people east across the river Atanos and the old city of Norvard. And so, in the year 73AL, with the Shaman-Queen being officially crowned as Queen of Lechyia on the shore Silvermere Lake of the while the capital city of Visegrad was being built, the Kingdom of Lechyia was formed. Shaman-Queen Sabryna did not live to see the nation she had built take shape, a few years after her coronation, in 78AL, she left the country, vanishing into the Ice Wastes of Leamon. The night she left she spoke only to her son Borszyslaw before disappearing, claiming that the Lady of the Lake had shown herself to her once again and shown her a vision of a terrible future approaching, and that she would one day be needed to save her people from extinction. Leaving her fearsome magical sword, the Deadfrost to her son she left and crossed the Ice Fang mountains, never to return.

Led by the young King Borszyslaw the Lechyans started building cities, towns and villages, abandoning their old semi-nomadic way of life. This was the formative period of the Lechya we know today, as the clans settled and started farming the land and rearing cattle, the old clan chieftains started turning into the foundation of the Lechyan aristocracy, the Abbey of the Lady and the Gods was officially formed and remains the official state religion of the Kingdom and the Code of Chivalry grew and shaped from ancient Lechyan warrior traditions mixed alongside the teachings of the Abbey, and was officially formalized and established under the rule of King Borszyslaw's son, Tzar Swiatoslaw. The Code of Chivalry is one of the most important aspects of Lechyan culture and society to this very day. King Borszyslaw's first act however, was another war against the Ungols. He marched his armies across the river towards Norvard, the last bastion of Ungol resistance against Lechyan dominance. Leading his host through the rocky hills, cold plains and small glades of the realm of Ungolov, his warriors began a campaign to solidify their hold on the eastern territories. Borszyslaw and his host eventually besieged and captured the capital city of Norvard, taking in in 100AL. Those Ungols that survived the bloody siege fled into the plains where they were ruthlessly hunted until finally their people had no choice but to accept the Lechyan rule over the land and assimilate into Lechyan society. Within a few years, the settlements of Norvad and Szarvard were rebuilt and began to grow in size once more. Szarvard grew rich and powerful due to the large influx of Ungols returning across the river to their once beautiful city and the heartlands of their old Kingdom to start life anew under Lechyan rule. The victory gave King Borszyslaw the title of Tzar, ever held by his descendants since then.

Since then people of Lechyan and Ungol blood-line intermingled, creating the society that many would view now as modern-day Lechya. Though the Ungols and Lechyans now mostly live in tranquil harmony, there is still a large division made between them that has shape the way their Tzardom is structured. The ruling elite, from whom the Royal family hails, are unsurprisingly all of Lechyan heritage, and their culture, language and customs dominate the Korona and Zarzecze regions. In the Kresy region however, the old heartland of the Ungol realm, there's been a resurgence in the old ways of life before the coming of the Lechyans. In fact, Szarvard has been reclaimed in large part by the old Ungol nobility and, in many ways, is a separate power on itself in the north. And while most Ungols have settled down and live as farmers or craftsmen, a good number still live in semi-nomadic clans driving great herds of cattle across the plains. The realm experienced a massive increase in trade and wealth as Tzar Swiatoslaw finished his Grand Highways, a network of well-maintained stone roads. A time of relative peace and prosperity reigned for centuries, though the peace part is a relative term. While not fighting in any major international conflict for centuries, this Tzardom stands at the northern frontiers of Human civilization, a land covered in cold, grassy plains, rocky hills, deep, dark, misty forests and thundering icy rivers. Where villages farm the land and raise livestock watched over by old castles rising from craggy hills while mighty cities rise from the landscape like great islands of brick and stone. The climate is harsh and unforgiving, and only the strongest, most determined people can survive here as Ice Devils, Wild Men and Undead from the Ice Wastes of Laemon come down the passes in the Ice Fang Mountains hungry for slaughter.

For generations the Lechyans have fought and bled in the cold north, for a country so close to the Ice Wastes, this is to be expected, but in the 620's AL, the raids grew more fearsome and numerous. Witches and Wizards throughout Lechya warned of a great gathering of undead, and perhaps even worse things in the Ice Wastes and Lord Regent Wieceslaw, of Prince Aleksey's Regency Council ordered the forts and castles occupying the southern ends of the mountain passes to be expanded and garrisoned with greater forces, each stronghold under the command of a March Boyar ordered to watch for any signs of a major incursion. Then, it began. In 631 a horde of Wild Men the size of which none had ever since marched through the Black Blood Pass, but in this horde, over half were not armed men of fighting age, most were women, children and elders, this was not an invasion, it was a great migration. Commander Mikhail Orlowski of Fort Wegorzewo refused to allow the Wild Men to pass, no matter how much they begged, how much they swore they would burn no villages on the other side. And so they were forced to storm the fortress, losing thousands of warriors and being slowed for weeks, allowing the great undead hordes pursuing them to catch up. Great was the slaughter.

The undead horde then marched toward the great Ungol city of Szarvard and put it to siege after slaughtering a small Lechyan detachment sent to stop them, underestimating the size and power of the horde. The undead besieged the city for most of 634 and for months they launched great assaults on the high walls. Yet the horror of the horde was met by the desperate ferocity of the defenders and time after time their assaults were repulsed by the desperate defenders and their deadly skill at arms. Yet, in the end, it would not be sword and spear that would spell the city's downfall, it would be something that the Lechyans saw and one of their greatest weapons against any invader, the Lechyan winter. The great city was filled to bursting with refugees from around the region and surviving wild men and it was soon incapable of feeding them, cut of from supplies after the surrounding farms and villages had been either abandoned, the population fleeing southeast across the river or were massacred by the undead. In the winter of 626, the city fell, and over 85 000 men, women and children died and the undead ran amok in the city streets. After the fall of Szarvard the undead hordes spread chaos in misery in northern Lechya, and the west was struck by Frostlings who decimated mining towns and villages at the foot of the western Ice Fangs before retreating with the snows in spring. The Undead did not retreat in the spring.

Tzar Aleksey, recently crowned after coming of age called his most able generals and ordered them to undertake a Great Purge, the banners were called and foreign mercenaries were hired. The First Purge lasted until 648 when the undead were mostly destroyed. By then most of the Kresy region was a warswept wasteland, it's towns and cities turned to ruins and it's populations either massacred or fled to the southern and eastern parts of the realm. Lechya had six years to catch it's breath, and in 654 a titanic Frostling horde erupted from the Ice Fangs. The Lechyans fought bravely, but the horde was to powerful, and soon, another great migration took place as the population of the west fled in panic to the eastern parts of the realm across the river Atanos while the armies of Lechya fought a rearguard action to make sure as many as possible would have a chance to escape across the river. The Royal Court relocated from Visegrad to Bolasgrad as the capital is abandoned. The Shadow War raged on the banks of the river Atanos for years, the Lechyans unwilling give an inch of ground, yet the Frostling never stopped coming, they never stopped killing. In 661 they broke the Lechyan lines and laid siege to Bolasgrad. The city walls stood high and proud, and the city's defenders hurled back their attacks time and again with desperate heroics for months.

After the Frost King's death in the Battle of Valtmeris, an elven relief force marched with all haste to Bolasgrad in order to break the siege of the city. Upon their arrival at the outskirts of the city, they saw it besieged by the Frostling horde with only a few detachments of Lechyans desperately fighting to keep the enemy at bay while a larger Lechyan army outside the encirclement tried to break the siege. The elven relief force linked up with the remnants of the Lechyan army and attacked the besieging frostlings whose lines began to waver as grim-faced Valtmari and Lechyan soldiers drove a wedge deep into the enemy ranks. Just when the Frostling hordes began to buckle by this sudden assault they used their greater numbers to encircle the combined Valtmari-Lechyan army and the relief force began to get bogged down by the greater number of their enemy. On the city walls, the battle between the Frostlings and the Relief Army was seen by the Lechyan defenders. Three thousand men broke out of the city gates in an attempt to try and reach the Relief Force, but they were beaten back. Only half of their numbers returning to the beleaguered city.

When it seemed that all hope was lost to the defenders of the city, the Knights of the Twilight Fortress appeared on the horizon and launched a devastating attack borne of hatred upon the Frostling horde. Watching the enemy suddenly broken by the appearance of further reinforcements, The commanders of the relief force spurred their men on to one last herculean effort to relieve the city. Seeing that the forces of Order had gained some momentum, the gates of Bolasgrad were opened and the Lechyans spilled forth to slam into the Frostling army from yet another flank. Caught between three separate offensives on every side, the Frostling horde slowly disintegrated, and a mass route soon ensured. The plains of the city grew thick with Frostling blood and bodies as the Lechyans brought dire hatred upon those that has destroyed their beloved homeland. The remnants of the horde fled back to the north and were ruthlessly hunted and slaughtered all the way back across the Ice Fangs while another Lechyan force joined in the battle of Palan's Landing. The Shadow War was over, but in the books written by Lechyan scholars of history, it would always be known as The Great Slaughtering.

By 663 the nation was in complete ruins with as much as a third of it's population massacred between 631 and 663. For more then thirty years this dire state of affair has lasted, with Tzar Bartosz I, son of Kazzandra not having enough power, wealth, or even having the sense of duty to reconstruct all that which his forefathers had worked so hard to achieve. His daughter, Tzarina Rebeka II even turned into a dreaded vampire, terrorizing Bolasgrad and became forever known as the Bloody Tzarina. Until she was slain in 685 by her own son, Tzar Borys IV, who was the Tzar that Lechya needed now more than ever. Borys was a fiery, passionate warrior who took up arms and ensured the safety of his people by doing a systematic campaign of purgings throughout the lands west of the river Atanos, as it was infested with Goblin and Oguin tribes who had once hid in the deepest, darkest ends of the forests but now emerged as the people were either dead or fled and the Frostlings that prowled in the winter.

Borys continued this work his entire reign, emptying the treasures of his own House to rebuild the Lechyan armies, hire mercenaries and rebuild bridges, roads, and towns. Though it almost bankrupted his family, and several other noble families in the bargain, Tzar Borys is remembered today as Borys the Great and his reign will be forever remembered for his driving spirit and eagerness to reclaim the lands that had become the domains of Goblins, Oguins and other foul creatures, driving them away to the refugees that crowded the eastern parts of the realm could finally go back and rebuild their ancestral homes. When Borys the Great died in 732, his daughter Natalia was crowned Tzarina Natalia II, she continued the work of her father and finally reclaimed all the Tzardom of Lechya, her Knights driving almost all of the last Goblins and Oguins deep into the woods and up into the mountains. She rules with a cold majesty, beloved by her subjects and feared by her enemies as she continued in the great efforts rebuilding the realm and once again, prosperity returned to the realm.
Last edited by The National Dominion of Hungary on Sat Oct 28, 2017 9:18 am, edited 10 times in total.

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


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

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