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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 » Sat May 25, 2019 10:27 am

V A N Q U A R I A wrote:snip


All right comprendo, I'll pop into the Discord in a bit.

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

Postby The National Dominion of Hungary » Sat May 25, 2019 3:33 pm

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Essential Details

Name of Realm: The Sun-Kingdom of Arquor.


Rulers: Sun-King Landor VIII Spyre.


Culture: The Arquori people are fond of seeing themselves as pious, civilized and ambitious in their nature. The Sun-Kingdom is famed for it's culture of extravagance among the aristocracy, it's culture of chivalry, the practice of slavery, and it's many religious celebrations dedicated to the various gods of their pantheon. The Arquori hold the virtues of piety, family, duty, skill, chivalry, loyalty and modesty in the highest regard, modesty however is not necessarily regarding dress and more regarding character. A person embodying these virtues gains a great deal of social credit. Men are generally thought of as brave, impulsive and prone to anger, whereas women are often viewed as calculating and level-headed. Society views men in the role of head of the family, they are to be builders of civilization and the protectors of the family, community and realm as a whole. A good man has a wife and many children and provides for his children and spouse while contributing to the community. Women's role is largely centered around the home and hearth. A good woman births many children and tends to the home while her husband works. Typically, the woman becomes a part of her husband's family, as will the children. But sometimes, it is the husband who becomes part of his wife's family as will their children, normally this only happens if the wife is older and/or is of higher social status than the husband.

Arquori society is highly class conscious and people are divided into four main social classes, namely the nobility, the clergy, the commons and the slaves. While a visitor may be dazzled by the immense wealth and opulence displayed by the aristocracy, especially in the capital city of Aroden the largest class by far is the commons, non-aristocrats with the right to own land. These people live simple lives as farmers, laborers, craftsmen and traders in villages and towns throughout the fertile lands of the Sun-Kingdom. Slavery is an integral part of Arquor and pays for a significant portion of the realms extravagance. Most scholars agree that around 15 out of every 100 people in Arquor are slaves working mines and great plantations owned by the nobility. Among said nobles, a penchant for high fashion is common and showing a bare face, especially around commoners or foreigners is considered gauche. As a result, masks are worn which are as unique to every noble house as the heraldry on their crest. Retainers and servants of noble houses wear a simpler forms of the family's mask. Governing the actions of the nobility (of sorts) is the Code of Chivalry. This code was first introduced upon the coronation of Vinar Bartalos, the first Sun-King of all Arquor and grew out of the warrior traditions of the ancient Arquoran tribes that occupied the lands before the establishment of a unified Arquori state. However it wasn't until the reign of Sun-King Ronon the Rash almost 140 years later that the Code of Chivalry was formalized in writing with the king appointing many heralds to regulate the ranks and honors of knighthood and nobility throughout the Sun-Kingdom. The code of chivalry has since been almost unchanged to the present day. As time went by, the Code of Chivalry has filtered down throughout the social classes and is now one of the strongest elements of Arquori identity.

Slavery is an integral part of the Arquori economy and society. One may become a slave in three ways, namely one can be in extreme debt, be a severe criminal or lack civilization. People who have incurred high debts and find themselves unable to pay may be enslaved and given to the party they are indebted to. Debt slavery lasts until the debt is considered payed or until the slave's family find enough money to settle the matter. Only the person indebted may be taken as a debt slave, their relatives are always exempt and any children born to debt slaves are considered free. Severe transgressions against the laws of the realm may also be punished by slavery. A criminal's family or relatives may not be taken as slaves, no matter the crime but in a sense they are also punished by the stain on their honor. Finally, a person may be enslaved for "lacking civilization" and thus "being in need of firm enlightenment". Being uncivilized generally means not being a worshiper of the Heavenly House and thus those enslaved for being uncivilized tend to be foreigners captured in slave-raids across the border. Religious laws prevent any worshiper of the Heavenly House to be forcibly taken as a slave in such a manner. Slaves taken in such a manner remain slaves for life, even if they convert. Children of captured slaves may however become free if they convert.

The Arquori are by far the most numerous people in the Sun-Kingdom, they are a tall people with light skin and a variety of hair colors, mostly shades of brown and blonde. Their eye colors come in a similar variety, with brown, blue and green being the most common. Some are known to be born with golden eyes, said to be a blessing from the Sun-Father marking the child for great deeds in the future. The largest minority are the Arthlanders, these people inhabit the desolate lands along the Sun-Kingdom's northern border and are a mix of Arquori and mostly Dolghar blood. Often called the "bastards of Arquor" by their more civilized cousins in the fertile heartlands of the Sun-Kingdom, the Arthlanders are a hardy people of medium height whose skin-tones range from tan to fair while their hair is almost uniformly a blueish black. Their eyes are mostly dark brown but some with a large admixture of Arquori blood can have blue or green eyes. There are some clans of semi-nomadic Dolghars left in the northern desolates, these people are hardy and fierce, once raiding deep into Arquor. They are swarthy skinned, squat, thick of bone and heavily muscled. They have heavy-lidded eyes and their hair is coarse and deep black.

Religion: The faith of the Heavenly House and it's core tenets are strictly adhered to in Arquor with the faith being upheld as the official state religion of the Sun-Kingdom and granting divine right to it's rulers. While other faiths are often viewed in negative light, some foreign gods have been incorporated as Saints in the Heavenly House and within the faith of the Heavenly House itself a relatively wide degree of latitude exists with many cults emphasizing certain aspects of a deity and people being able to focus their worship toward deities that appeal more to them personally. This leads to, for example, certain gods being held in higher regard in one social class than another or in one region of the realm than another. Stars are believed to be windows into the Void, where Gods, Devils, Spirits and Demons are said to live and as such the faith of the Heavenly House places great importance on various astrological and cosmological movements. The Void is divided between the Heavenly Realms, where the Gods dwell and where the spirits of the faithful and virtuous go after death. Then there is the Deep Void, a strange and unknowable place like a twisted inverse of the Mortal Plane and home to spirits and demons while the Twisting Nether is the abode of the Devils, a horrible incarnation of everything unholy. Behavior seen as restricted by the Faith of the Heavenly House is summed up in the Restrictions which are as follows. Restrict the Tongue that Lies and Cheats. Restrict the Hands that Steal and Hurt. Restrict the Gaze that hunts Illusion. Restrict the Careless Feet that Trespass. Restrict the Rampant Hunger that Bloats. Restrict the Wanton Flesh that Corrupts. Restrict the Errant Mind that Weakens.

The Sun-Father: The creator-god and the maker of the world, he is the god of time and symbolizes civilization, male fertility and legitimate rule. The highest god of the Heavenly House, the Sun-Father is often depicted as a bright sun, a golden dragon or a strong, proud man in his elder years with golden eyes shining like small suns and holding a set of magical keys in his grasp. His heavenly realm is known as the First Hall and is a monument to the miracle of creation. His cults regard the Sun-Kingdom itself and it's laws as holy. Often called the God of Governance, he is often worshiped in his role as the protector and patron of just rulership and civil society.

The Moon Mother: The goddess of life, of agriculture, virtue, female fertility, motherhood and the patron-goddess of women. Wife of the Sun-Father, she is a kind and loving mother but her fury is terrible if awoken. She is depicted as a woman with wise eyes and a mature beauty. Her heavenly realm as known as the Garden of Moon and Sun, a beautiful abode of crystal clear waters and bright greenery where life frolics in joy under the moon and sun. She is worshiped as the mystical incarnation of the very land itself and the Code of Chivalry is inextricably linked with the Moon Mother as it is she who rewards all honor and virtue.

The Iron Son: He is the God of war, horses and metals, patron-god of heroism and loyalty and he is the mostly worshiped by soldiers, knights and honor-bound warriors. Son of the Sun-Father and Moon-Mother. He is quick to anger and slow to forgive, watching over the battlefields of the Mortal Plane and judging the worth of it's fighting men from his heavenly realm where warrior spirits recreate the greatest battles of history for his enjoyment. He is always depicted with molten eyes, seemingly swirling with the fires of war.

The Smiling Daughter: Goddess of love, beauty and marriage. The binder of families and patron-goddess of artists and aesthetics as a whole. Daughter of the Sun-Father and Moon-Mother, her cults are diverse in nature, mainly split between those who worship her as the binder of the family while others venerate her sensual nature as a passionate lover and others still venerate her as an artistic muse sending inspiration down to creative minds. The smiling daughter is generally depicted either in a nearly virginal state as a symbol of chastity or as a sensual, passionate temptress.

The Strong Brother: Often called the Plowman or the Hammerer, the Strong Brother is the God of farming, craftsmanship and honest work. The Sun-Father's Brother, he patronizes those who earn a living by the sweat of their brow and strength of their back and thus he is among the most widely worshiped gods of the Heavenly House. The teeming millions of farmers, craftsmen and laborers in Arquor all pray and sacrifice to him in hopes of bountiful harvests and successful ventures. He is often depicted as a strong man in simple clothes pushing a magical silver plow said to make even the most barren land fertile and a shrine to the Strong Brother can be found in even the most remote and decrepit hamlet.

The Caring Sister: She is the deity of the heavens, the winds and the spirits of nature. She is also the goddess of healing and the triumph of health over illness. The Moon-Mother's Sister stands as a figure of great compassion devoted to easing the pain and suffering of others, but she can also be wrathful against those who harm the life given form by her sister the Moon Mother and the mysterious and deadly woodland spirits are said to be the bearers of her wrath by particularly superstitious souls. She is oft depicted as a woman in white robes, weeping silver tears that she lets fall to the earth in order to heal those in pain.

The Speaking Friend: The god of travel, trade and poetry, often called the Talking God in common parlance, the Speaking Friend is the patron of travel, trade and commerce. Friend to the Moon-Mother and Sun-Father, he is said to have shown them the way they need to tread every day and every night for the sun and moon to rise and then set. He is worshiped for safe journeys and his commandments brought the sacred guest's rights to both mortals and immortals. The Speaking Friend is said to punish poor hosts by various means, such as dousing their hearth and opening their roof to the rain. He is depicted as a handsome youth with long flowing hair.

The Wise Forebear: He is the god of justice, writing and knowledge. He is worshiped primarily by scribes, scholars, philosophers and lawmen. The Sun-Father's Kinsman, the Wise Forebear is worshiped as the father of languages, mathematics and contradictions. The abbeys of the Wise Forebear are known for holding great libraries with the monks spending their days copying books and producing masterful illuminated manuscripts. Some of his followers often travel the lands of the Sun-Kingdom bringing literacy and knowledge to the poor and gathering knowledge to preserve. He is depicted as an old graybeard holding a great tome said to contain knowledge of past, present and future.

The Restless Leviathan: Depicted as a great whale, the god of the sea and storms is said to dwell sleeping in a city at the deepest bottom of the ocean. As he wakes and swims across the depths he judges the worth of all who travel his domain and partake of it's bounty. Should he find them unworthy, he will destroy them without mercy and sailors sacrifice eagerly to the Leviathan hoping for safe journeys on the sea and fisherfolk sacrifice in order to repay him for they bounty they take from his seas. His blessings can be great, but his wrath is truly terrible to behold.

The Faceless Outsider: The Spirit of the Dead, master of the Dreams and the Mysterious, the Outsider comes to carry the souls of the departed to the Void. The Faceless Outsider is the spirit of the first man to ever die, raised to godhood by the Sun-Father and given the task to guide the spirits of the dead to the Void so the Gods may judge them if they are worthy of spending eternity at their side. The Outsider is depicted as neither man nor woman, cloaked in a dark, shadowy cloak and hiding behind a strange wooden mask. Cults dedicated to the Outsider are said to engage in strange rituals and while unpopular all come to them and their Gray Gardens sooner or later.


History: As ancient centuries turned into millennia long past, the primitive proto-Arquori spread across the fertile lands of the southern Aea,for a long time these early Arquori lived in small tribes often numbering no more than two thousand individuals at most which herded cattle, grew grains and raided one another for cattle, silver and women. Their society was one of tight-knit families and unremitting clan warfare, trade was underdeveloped and no true cities were built until much later but as time went on they started to consolidate into larger groups as the fertile land allowed for much greater food production, and thus population growth. Small petty-kingdoms started to form along with the first town-sized settlements along developing trade routes. This was a very long process during which more advanced metalworking, crafting and agricultural methods were developed along with more advanced architecture and even an alphabet and a numeral system. The petty kingdoms of the Arquori grew into larger states, all constantly fighting for dominance in what would become the united Sun-Kingdom of Arquor. Around 3000 years ago the prophet named Dravos the Dreamer preached his faith of the Heavenly House across the petty Kingdoms of the Arquori, some embraced the new faith while some suppressed it, holding true to the old Arquori spirit worship.

In 59AD Sun-King Vinar Bartalos of Vosgon finally unfied the Arquori Kingdoms, something many had tried by none had succeeded in doing. Vosgon was one of the states that had embraced the Faith of the Heavenly House and Sun-King Vinar was a zealot of the faith, seeing it as his sacred duty to spread the one true faith to the rest of his people. With his military ability, zealous warriors and uncanny amount of sheer luck, he and his armies had conquered most of the other Arquori kingdoms and city-states over a 21-year period, forcing the rest to submit through clandestine installation of his supporters on their thrones or by arranging dynastic marriages, and so, the Arquori people were unified for the first time in history. Vinar was crowned the first Sun-King of All Arquori and during his remaining years the religion was spread across the entire Kingdom of Arquor, often very brutally, those who would not submit to the true faith were either killed or driven out. Vinar was declared to be Sun-Touched by the faith for his actions, the Kingdom was obviously blessed by the Gods and the monarchs of Arquor need to be recognized as Sun-Touched by the Faith, granting them divine right to rule. During the 15 years of Vinar's reign after the conquest, large amounts of land were granted to various cults of the Heavenly House and impressive temples started being constructed. The largest of these was Temple of the House Triumphant in Aroden which took 86 years to complete and is often regarded as one of the wonders of the world.

The Bartalic Dynasty lasted for 142 years and their rule was a time of cultural and religious homogenization as Vinar's heirs attempted to smooth the cultural and religious divides between the various former Arquori Kingdoms as they feared a breakup of the state and a fertile bed for foreign intervention. Several religious cults of the Heavenly House viewed as dangerous and disruptive to the power of the Bartalic Sun-Kings were destroyed or driven out and the Faith became more formalized with an official figurehead and holy text. The Bartalic Sun-Kings waged war against the Dolghar desert tribes until the death of Ronon the Rash and the descent of the realm into civil war, between factions supporting Ronon's daughter, those supporting his cousin and ambitious lords trying to claim the throne themselves. Taking advantage of the civil conflict the Dolghars drove deeper into the realm than ever before, plundering a great many towns and villages and conquering parts of northern Arquor for themselves. The victory of Duke Brayan Rhydderic in the civil war ended the civil strife but Sun-King Brayan's war against the Dolghars was a terrible failure, his army, estimated at up to 80 000 men in some sources was outmaneuvered and starved into submission on the Saerin Plateau and the Sun-Kingdom was forced to pay tribute and marry a princess of House Rhydder to the Dolghar Riderking. Brayan's son, Sun-King Kayl attempted to end the humiliating tribute payments and his campaigns were a great success, ending with the razing of the Dolghar capital in 211AD.

The Rhydderic Dynasty expanded the borders of the Sun-Kingdom in a number of military campaigns during their reign but their rule ended in 280AD when Sun-King Channard Rhydderic was poisoned by his wife Trysta of House Hostar who became the first ruling Sun-Queen in Arquori history. Her rule is remembered fondly as the start of a golden age lasting for centuries where roads were improved, castles and towns built, great swathes of new lands were brought under cultivation and trade flourished as the Queen took great advantage of Arquor's geographic position between the two major trade powers of the Koinon and the Confederation to open new markets for Arquori goods. Succeeded by her younger brother in 329AD, the Hostari Dynasty reigned for over two centuries characterized by stability, prosperity and relative peace. Land drainage, extension of canals for trade and transportation, expansion of port facilities and construction of roadways were patronized. Many temples were constructed and many smaller towns had walls constructed. Various kinds of art flourished, especially religiously inspired sculpting and theater. The Hostari Dynasty's reign ended in 585AD and was succeeded by the Khalmiric Dynasty which seized power in a quick power-grab before the situation could deteriorate into another civil war.

The Khalmiric Dynasty was known for it's religious zeal and they soon called the Faith to declare Sacred Quests, or holy wars as they are also known. Over an approximately 50 year period the Sun-Kingdom expanded toward the north and east until Sun-King Sallen Khalmir declared himself the Sun-Emperor after a great military victory spearheaded by the professional Banners founded by Khalmir. The loot and slaves brought back to the heartland of the newly declared Empire swelled the coffers and gave rise to great construction projects where noble houses attempted to outdo each other by building the strongest castles, most lavish palaces and most impressive temples in their demesnes. The influx of slaves did however impoverish many of the common folk whose farms and workshops could not hope to compete with the slave-based enterprises of the nobility and in the latter half of the Khalmiric Dynasty's reign between 700AD to 750AD a much greater number of peasant revolts occurred, often led by charismatic priests railing against the decadence of the nobility which also caused a rift between the clergy and the nobility. In 761AD the reign of the Khalmiric Dynasty came to an end with the Year of Five Suns where five Sun-Emperors claimed the throne only to be overthrown by their rivals in quick succession. One of what many consider to be among the most shameful moments of Arquori history occured during this year when the Sun-Guard auctioned off the throne to the highest bidder after assassinating the previous Sun-Emperor.

After the Year of Five Sun the Sun-Empire of Arquor descended into a long and bloody civil war known as the Century of Blood which started in 762AD. The Empire began fracturing as ambitious lords tried to claim more power and settle old scores with rival noble houses, conquered people's saw their chance to regain independence as the Empire ate itself and rival powers wary of the Sun-Kingdom's transformation to a Sun-Empire saw their chance to weaken the realm. As the chaos seemed to never subside the heartlands of the Empire, namely the Arquitan was split into three kingdoms which were finally reunited by the Spyric Dynasty in 845AD. By that time however there was not much of an Empire left to restore and the Spyric Dynasty focused on rebuilding the realm and restoring trade routes with different realms on Aea and beyond while consolidating their power over the reformed Sun-Kingdom. A budding bureaucracy has been established by the Spyric Dynasty allowing for more efficient governance and tax collection.

Arquor has pleasant weather and rich, arable farmlands interwoven and fed sapphire rivers and crystal lakes. Game hunting is common and plentiful, and wilderness paths and civilized cobbled roads ease transport. At first glance, it is a peaceful kingdom of plenty, a center of culture and civilization recovered from it's ashen period of civil strife. Alas, it cannot be so. The political scene is mired in intrigue and hand-on-hilt politics between the noble houses and the powerful clergy of the Heavenly House. Although deadly when swept into them, Arquor's politics are not the only risk in its rolling landscape. There are many dangers, even with the increased patrols and hired huntsmen which threaten travelers here. Raiders and bandits skulk the far away places, these merciless fiends seem bent on shattering what peace can be found in the Sun-Kingdom. It is dangerous to travel too far from guarded lands and as if the relentless two-legged threats are not bad enough, the hunters can only do so much to keep the wolves, great cats and other vicious beasts like wyverns and dire wolves from moving against small bands of travelers and lone homesteads. Even with such dangers, Arquor is a temperate land of noble and proud people, with a lightly-obscured storm brewing beneath the surface of its grassy hills and golden wheat fields.


Assets

Resources:
- Agricultural Produce (Wheat/Barley/Oats/Vegetables/Fruits)
- Livestock (Chickens/Sheep/Pigs/Cattle/Horses)
- Timber
- Wine
- Beer
- Brandy
- Iron
- Copper
- Tin
- Salt
- Silver
- Marble
- Fish
- Ornate craft goods (Mainly Furniture/Jewelry/Musical Instruments/Arms&Armor)

Strongholds:

Skyreach
Sandstone
Olden Root
Battle Tower
Iredale Hold
Stormseat
Shroudfall
Olde Lamprow
Candlehall
Stronghall
Coldgate
Stag's Keep
Cipher
Bellover
Clavering
Eaveton Hold
Springstand
Eagle Towers
Blacklight Keep
Goldenrose
Eynesworth
Lonekeep
Sentinel
Strongbow
Saltwood Keep
Palsbury
Windamere

Towns:

Aroden
Baleton
Dunharrow
Whytecliff
Serrice
Thundersport
Alexyne
Tornassa
Wyneport


Military

Military Commanders: His Majesty the Sun-King Landor VIII Spyre / Lord High Militant Fennal Caerlight / Lord High Mariner Galve Honeywynne / Lords appointed to command mobilized armies during wartime


Military Strength:

The Lordly Banners

- House Spyre:
- House Caerlight:
- House Falker:
- House Staelle:
- House Vayle:
- House Sanderley:
- House Traever:
- House Hollowmoor:
- House Bowman:
- House Tiren:
- House Blueburn:
- House Keath:
- House Fairwynd:
- House Barthwaite:
- House Blest:
- House Ravyne:
- House Gaunt:
- House Lancer:
- House Stingryn:
- House Archyr:
- House Nartigar: .
- House Oakheart:
- House Cafferen:
- House Lonmouth:
- House Sparr:
- House Sapner:
- House Honeywynne:
- House Sunglass:
- House Dwarrow:
- House Carstares:

Total Standing Troops: 8500 Troops.
Total Levied Troops: 75 000 Levies.
Total Naval Forces: 220 Galleys


Special Troop: The Sunguard Knights are an elite order of knights sworn to defend the monarch and royal family with their lives. An elite force of well-trained and well-equipped troops loyal to the Sun-King who fight on his behalf. Being the best troops available to him, Sunguard Knights form the bulk of the Imperial household guard with duties on the battlefield as well as in social and political affairs. It is not uncommon for the Sun-King to attach a unit of Sunguard Knights to the armies of other Lords if the situation requires their considerable martial prowess. In doing so, the Sun-King is very publicly committing great support and favor to the Lord in question. Or he could simple be making sure that any untrustworthy Lords that could threaten the Sun-Kingdom's stability are closely monitored. When at not on duty at court or while acting as spies, Sunguard Knights will wear regular clothing befitting an aristocrat of the Sun-Kingdom to easily blend in among the courtiers.


Diplomatic Relations

Allies: Must discuss with others.


Rivals: Must discuss with others.



Other Information

Location: Southern Aea.
Image
Last edited by The National Dominion of Hungary on Tue May 28, 2019 7:49 am, edited 26 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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Utceforp
Postmaster-General
 
Posts: 10328
Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Sat May 25, 2019 6:59 pm

Image


Essential Details

Name: High King Azhi Kharosen


Appearance:
Image



Age: 25


Gender: M


Sexuality: Heterosexual


Build: Lean, muscular


Legacy

Allegiance: N/A (highest authority)


Profession: High King


Background: Azhi was the son of Chief Kharos of the Manu and his first wife Lyta Simurgdeti. When he was a toddler, he and his mother were kidnapped by the Oida in an attempt to keep the Manu loyal to the then-current High King, Yabgu Turen. Azhi then spent several months with the threat of execution hanging over his head, before being rescued when his father raided the Oida camps.

When Kharos decided to attack Arcanus for their support of High King Yabgu, Azhi was fifteen, not yet a man and yet no longer a child in the eyes of the Nerakans. As such Kharos let Azhi choose whether he wanted to accompany him on the raid. Azhi declined, fearing the high risks involved in such an action. He would later regret this decision when his father came back having won a lopsided victory.

Azhi had suffered debilitating nightmares his entire life, but when his father died, they began to worsen. Moreover, they began to intrude into his waking life - Azhi began hearing his father speak to him as he went about his daily business. Azhi shared this information with nobody but his mentor and close friend Kasta. The assembled descendants of the Great Princes chose Azhi as the new High King, due to his father's accomplishments and a hope that he could match them. For the last three years Azhi has been High King, although he hasn't accomplished much yet.

Beliefs

Religion: Nerakan Sun worship


Motivation: To be as accomplished as his father


Personal

Likes: Winning fights, griffon riding, exploring


Dislikes: Fighting, the minutiae of rulership


Hobby: Caring for his griffon
Signatures are so 2014.

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The Grand Duchy Of Nova Capile
Senator
 
Posts: 4689
Founded: Jul 12, 2015
Iron Fist Consumerists

Postby The Grand Duchy Of Nova Capile » Sat May 25, 2019 8:21 pm

Image



Essential Details

Name of House: Bramm


Leader: Leofwin Bramm, Lord of Wolfeshire


Family Members:
Oswinn Bramm, High Priest
Lady Athelina Bramm
Berwulf Bramm
Sigrith Bramm
Giselda Bramm

History:
One of the oldest and most powerful families of the realm, House Bramm traces its lineage to great men who ruled over Wolfeshire, the largest settlement of southern Arcanus. During the civil war between the ancient houses, House Bramm was a bitter rival of House Esic, and headed the coalition against it. Eventually, after the deaths of many of its members and the devastation of its lands, the family agreed to broker for peace with the enemy.

At the peace conference, later to be known as the Bloodbath of Peace, House Bramm was represented by its patriarch, Aelfwine, and all but one of his six sons. Predictably, the proceedings turned violent, and in the ensuing chaos, nearly all of the realm's aristocracy was massacred. Aelfwine and his sons were murdered by vengeful members of House Esic, and only a single squire from House Bramm escaped to relate the tale.

By the time Aelfwine's surviving son, Baldwin, was informed of the massacre, House Esic and secured political dominance over northern Aea. Cunning beyond his years, Baldwin knew that it would be suicidal to resist the Esics now, and so, swallowed his pride and, appearing to be repentant for his ancestor's actions, swore allegiance to the new King of Arcanus.

Now pledged to their greatest enemy, House Bramm slowly rebuilt. Wolfeshire and their other holdings were largely agricultural, and so Lord Baldwin spent most of his life helping his peasants revitalize the soil and begin profitable farming once more. Initially viewed with scrutiny, the House appeared to reaffirm its loyalty during the Nerakan invasion of 990, when Baldwin's grandson, Eubert, led his troops against the barbarians in the Battle of Alais. While House Bramm's forces were routed, their brave holding action allowed House Esic and the government to evacuate the city and relocate to the island stronghold of Arca.

Leofwine, direct descendant of Baldwin, has now inherited the Lordship of Wolfeshire. While many would have expected a grudge to have been lost after so many years and generations, to the Bramms, a slight could never be forgiven until it was returned in kind. A mastermind of dozens of plots to undermine House Esic's authority, Leofwine's master scheme is beginning to fall into place. He secured an alliance with House Aquitune by marrying into it, and now seeks to peddle his children to the other great houses of Arcanus for the same goal. Ultimately, Leofwine fancies himself at the head of a great army, meeting House Esic on the field and claiming the throne of Arcanus for his house.


Assets

Home: Wolfeshire Keep (Castle Bramm)


Military Strength:
Standing Army

Levied Army

Relations

Allies:
  • House Aquitune
    Through the marriage of Athelina Aquitune to the current leader of House Bramm, Lord Leofwin, an alliance was sealed between their two houses. Largely united in politic and goal, the two houses now seek to subtly undermine the rule of House Esic by any means necessary.

Rivals:
  • House Esic
    Following the death of many members of House Bramm during the Bloodbath of Peace, the family's survivors swore to destroy House Esic at all costs. Due to the slaughter of the House's ablest leaders, this was untenable, at least for the time. So House Bramm swore allegiance to House Esic and became one of its most powerful vassals, begrudgingly serving it but always plotting behind the scenes and searching for an opportunity to strike.

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Essential Details

Name: Leofwine Bramm


Appearance:
Image


Age: 47


Gender: Male


Sexuality: Heterosexual


Build: 5'11", 187 lbs/85 kg, muscular



Legacy

Allegiance: King Daeriel Esic


Profession: Lord


Background:

Born into the rustic but wealthy court of the noble House of Bramm, Leofwine demonstrated signs of cunning, cruelness, and ambition from his childhood. An avid hunter, he received tutelage from Arcanus' most venerable scholars, but found books and impractical knowledge worthless, eschewing them in favor of more "realistic" pursuits. These included dueling, jousting, and generally sneaking into the local villages to cause trouble.

As a young man, Leofwine came to be feared by the serfs under his rule because of his hot temper and penchant for violence. After he attempted to invoke the right of jus primae noctis, accidentally killing the peasant bridegroom in the process, it was deemed that he was far too coarse for a nobleman. His father sent him to the University of Arca, the finest academy of Arcanus.

In his years at the University, Leofwine was somewhat polished, though he never calmed his temper or mastered his bloodlust. Learning the manners and customs of the court and the responsibilities of a lord, the nobleman became competent in statecraft. While there, he also began studying subterfuge, and became obsessed with intricate plots and machinations. After leaving the college, Leofwine became a veteran jouster, dominating Arcanus' tourneys for several years and developing a reputation for martial prowess. This was proved on the field of battle, for Leofwine helped to quash several peasant revolts in Arcanus' countryside.

Upon the natural death of his father in 1091 CE, Leofwine became Lord of Wolfeshire and thus head of House Bramm. By this time, the young man was almost lusting for power. Inheriting his predecessor's contempt for House Esic along with their lands and titles, Leofwine immediately began working to facilitate House Bramm's rise in Arcan politics. As Lord of Wolfeshire, Leofwine refused to modernize his lands with new technology, such as the windmill, until pressured to do so by his uncle, Oswinn. As such, House Bramm's holdings are a step behind the rest of the Kingdom technologically, but still supply the land with a plurality of its crops. After his first wife died giving birth to his only son, Berwulf, Leofwine married Athelina Aquitune, securing an alliance with another major house. Athelina also bore him two daughters, who he instantly began grooming to marry into other aristocratic families.

To the outside world, however, Leofwine still appeared to be a faithful servant to the King. His plots remained confined to Wolfeshire Keep, and the ancient rivalry between the houses was forgotten by all except the Bramms.


Beliefs

Religion: Asignism


Motivation: To achieve House Bramm's dream of revenge


Personal

Likes: Hunting, Battle, Tournements, Subterfuge


Dislikes: Industrialization, Technology, Scholars, Weaklings


Hobby: Hunting

Image



Essential Details

Name: Oswinn Bramm


Appearance:
Image


Age: 63


Gender: Male


Sexuality: Heterosexual


Build: 5'10", 168 lbs/76 kg, slight



Legacy

Allegiance: King Daeriel Esic


Profession: High Priest


Background:

The second son of the Lord Bramm, Oswinn was raised with the constant shadow of inferiority. His older brother, Aldred, was the favorite of his father, was projected to inherit the family titles and estate, and was treated as such. Oswinn, meanwhile, was overshadowed and abused. Physically weak but intelligent, the introvert turned his attention to every text he could get his hands on, and acquired formidable knowledge for his age.

Eventually, it was decided that House Bramm could still use Oswinn's talents, and he was sent to the University of Arca to refine them. Alongside his brother, who he bested in every intellectual subject, the young man studied philosophy, mathematics, debate, linguistics, and statecraft, excelling in everything he touched. During his university years, the noble was attracted to Asignism, initially because of its teachings of equality and non-discrimination. Realizing that because of his position of second son, the world of politics was off limits to him, Bramm joined the priesthood.

A powerful speaker and charismatic figure, Bramm climbed the ranks of the clergy. People flocked to hear his sermons, and he frequently overwhelmed detractors of Asignism in bombastic public debates. As he reached positions of more and more power, his motivations changed. Disinterested and disillusioned with the religion's ideology, Oswinn realized- and accepted- that he was in the priesthood purely to attain power that otherwise, he could not.

Becoming the archpriest of the nation's capital, Arca, Oswinn used his influence and power to acquire wine, luxuries, women, and forbidden texts, indulging in debauchery and study in equal measure. As the highest religious official in the region, he ingratiated himself with the royal court and made connections with members of all of Arcanus' major houses.
He did not, however, forget where he came from.

Every alliance, deal, and friendship he made was with the aim of increasing his and his house's power. He felt no great animosity toward House Esic, but they held the throne- and he wanted the throne. And so, he plotted in secret, gathering confederates and pawns, establishing spy networks, and all the time maintaining a benevolent façade as the religious advisor to the Crown. Through his corrupt dealings and influence, Oswinn arranged the mysterious death of the high priest, and was appointed to the title soon after in 1090.

A few years later, Oswinn's brother died, leaving the lordship of House Bramm to Oswinn's nephew, Leofwine. While he considered his relative a shortsighted brute, the High Priest nevertheless agreed to work with him, and the two began a tenuous alliance. It was Oswinn who arranged the marriage of Leofwine to a daughter of the Lord Aquitune; nevertheless, the High Priest maintained that the only way House Bramm could usurp House Esic would be through foreign intervention. So whilst Leofwine courted the houses of Arcanus, Oswinn used his influence as a leader of Asignism and his international web of contacts to negotiate with the other kingdoms of Aea and even organizations like the Bank of Arca, attempting to secretly assemble a coalition against House Esic in one of the age's greatest plots.


Beliefs

Religion: Asignism


Motivation: To attain the throne of Arcanus


Personal

Likes: Books, Knowledge, Study, Technology, Subterfuge


Dislikes: Direct Violence, Destruction of Knowledge, Uneducated People


Hobby: Scholarship
Capilean News (Updated 16 November)
Where is the horse gone? Where the warrior?
Where is the treasure-giver? Where are the seats at the feast?
Where are the revels in the hall?
Alas for the bright cup! Alas for the mailed warrior!
Alas for the splendour of the prince!
How that time has passed away, dark under the cover of night, as if it never were.

The Wanderer

User avatar
Kuhlfros
Senator
 
Posts: 4841
Founded: Dec 01, 2012
Civil Rights Lovefest

Postby Kuhlfros » Sat May 25, 2019 8:54 pm

Kuhlfros wrote:


Essential Details

Name of Realm: The Free Haven of Illea


Rulers: Typhon King Richard "the Ghost" Auron


Culture: The culture of Illea is a melting pot, a home to the banished, outcast, ambitious, and to the daring. People of all walks of life make their home in the city of Illea and her colonies of Caesmo and the Azure Reef. While people of different, language, custom, lives, and prayer live in Illea, two things in particular make them Illean their love of Liberty and the Freedom to live a life of their own choosing as well as their enterprising boldness. But there are a few unique features found in the Free Haven.

  • A Home for Seafarers and a Port for Traders, and also a Haven for Pirates, Smugglers, Outlaws, and the Exiled- Illea is a nation of laws and a thassalocracy in a sense and while it gives safety to exiles, criminals and the like, it is not a squalorous den of crime and villainy. Illea maintains its own government and bureaucracy and laws that actively works to keep the city in order.
  • A City of Artisans, Innovators, Intellectuals, and Entrepreneurs- Many who make Illea home include the skilled craftsman, inventors, philosophers and scientists, as well as ambitious entrepreneurs who for some reason or another, found themselves on the shores of Illea, now free to make or say as they wish without risk of punishment by a king
  • A Land of the Free- There are no slaves or serfs in Illea, and the only lords are those chosen. All adults, man or woman, are given the freedom to vote in the Illean Assembly and no person has the right to own another. Laws in Illea are made by the people of Illea.

Religion: Many religions are practiced in Illea, and for many that have lived there for long have begun to worship a creole of gods and goddess or culminating them into one diety. Illeans are free to practice their beliefs how they wish as long as they break no crime.


History: Illea was born from an unlikely assortment and the strangest of circumstances. Assaulted by a vicious storm, four pirates, an overthrown slavers ship, and a smuggler crashed upon the reefs around the same island, an island that would soon be called Illea. Working together, this strange assortment made a settlement within a grotto in the island and worked to eventually repair their ships. These survivors began to pirate and smuggle their way to wealth, building a fortune and armadas with it, keeping their island as their own personal port of call. Their island also was becoming a home to liberated slaves which the pirates have actively freed or smuggled away from their slavers. The four pirates, the smuggler, and the leader chosen amongst the original former slaves created the Tempest Entente. A confederation of pirates and smugglers with a codex of laws called the Storm Concordat, this accord agreed that they would defend the island which they named Illea and work together to make their own profits and make their home a prospering land.

As time went on, an actual government was established on the growing settlement and smugglers and pirates began to also become merchants and privateers, Illean was no longer just a home for escapees, convicts, and criminals but to any who desired their own freedom and a start of a new life. The city grew and with it the Tempest Entente grew as well, the Entente which defended, administered, and funded the city in the first place also continued to grow in membership and extent of their "high-risk trading". Eventually new colonies were established to cope with the growth of Illea.

Nowadays, while Illea provides criminals, pirates, and smugglers with safe haven in exchange for obeying City law and a minor Haven fee and is also defended and funded by the "high-risk trading" of the Tempest Entente, Illea is known more civically as a major trade hub and center of knowledge and many merchants scramble for a bid to be given an Illean banner to symbolize they are an Illean tradesman, meaning that they will not be attacked by an Tempest Entente pirates.



Assets

Resources:
Trade Goods and Artisans Wares
Fish
Pearls
Spices
Dyes
Silk
Dyes

Strongholds:
-The Beacon
See top of image, the keep of the Typhon King and center of the government of Illea, the great towers and walls protect Illea from it's height on the hill and also the tallest tower serves as a lighthouse built from generations of work to give light to those seeking to find freedom and refuge in Illea

-The Arsenal
Before a ship enters into the cove which the city of Illea calls home and the many ports and docks within, ships must pass The Arsenal. A Stronghold built on the foremost islet before entering the natural harbor. The Arsenal guards the city. While facing the sea is a stronghold, along the back is a military drydock where many warships for the foremost of the Tempest Entente and the city of Illea are born.

-The Twin Sisters
A pair of strongholds on the two islands closest to the continent of Ferros, the strongholds have a matching design of a single, tall tower that can see for leagues surrounded by a thick hexagonal wall.

-The Azure Fort
The Fortress closest to Hygard. The Azure Fort is actually built upon a reef, which at low tide, can be walked too via a sand bridge, while at high tide rises over the bridge and flows through tunnels, channels and aqueducts through the walled fortress. The Azure fort itself consists of two towers of equal height with a bridge that connects them. Beneath the bridge and between the towers is a channel which the ocean water flows through. Surronding the towers on elevated land platforms is the grounds of the fort and the octagonal walls.

Towns:
-Illea
The grandiose city of Illea sits upon the island of Illea whose center is a large cove where the city makes itself at home along the coast, along the cliffs all the way up to the hills high above the cove itself.

-Caeso
A new colony near the continent of Ferros, Caeso is the smallest of the Illean settlements and the newest, but it is the hopes that it will become a boom town for trade and exotic goods soon enough.

-Azure Reef
The town of water, Azure Reef stares across from the Azure Fort and is built elevated above the coast with channels which flow like streets through the town. Azure Reef is a growing colony of Illean near Hygard working its wealth from Hygard trade, raids, and exotic goods.


Military

Military Commanders:
The Typhon King Richard 'The Ghost' Auron
High Admiral Takamasu Ihro
Marshal Horatio Medici

Military Strength:
Land
Total: 9,400

The Illean Legion- 1,000
A semi-professional standing force trained in Illea and maintained by theTyphon King to defend the Arsenal and the Beacon. Well-trained and well armored forces, very experienced with ship-ship ship-land warfare

The Illean Guard- 500
A volunteer, gendarme-like police force which ensures the safety of the city and its people. Can be called up in times of war

The Illean Ranks- ~7,000
In times of invasion, the people of Illea can be called into action to draw up weapons and defend the city. While all members are called to do their part to defend the city, somewhere around 7,000 are levied into an army with some seasonal training and reasonable equipment

The Gale Marines- 750
Within the personal retinue of the Typhon King are his Gale Marines. These soldiers lethally adept for combat on the shores and decks which they would commonly find themselves in. In exchange for lighter, but durable armor, these Marines are armed to the teeth and trained almost on the daily to ensure they are in top fighting condition. They are highly praised shock soldiers, able to enter a zone of combat in whatever terrain and fight almost manically to break the enemy

The Stormguard- 150
The Elite of the elite, the Stormguard are assigned with the important task of defending the Typhon King's wherever they may be, this includes defense of the King (or Queens) family. Well armed, trained, and armored. They are the personal bodyguard of the leader if Illea.

(Caesmo and Azure Reef are not sustainibly large enough to fight offensively and have defensive garrisons of 700 and 2,000 respectively)

Sea
Total: ~515 ships

The Illean Armada- 65
A Fleet of Galleys, Dromons, and Carracks, this is the fleet of Illea, tasked with defending the city, serving as the great wooden wall to the city

The Caesmo Squadron- 6
A small force of Galleys which defend the settlement

The Azure Fleet- 17
A force of Galleys and Dromons which defend the Azure Reef

The Typhon Kings Personal Armada- 127
The Typhon King, as the foremost pirate and leader of both the city of Illea and the Tempest Entente, maintains a huge war fleet for pirating and fighting, from the smallest galleys and longships to the largest of dromons and carracks

Tempest Entente Ships- ~300
While there is no guarantee of how many Tempest Entente ships can be called on by the Typhon King at any given time, the pirate lords which make up the Tempest Entente in total number around 300 ships, which given that they heed the call and with enough time could join up with the Typhon King's fleet.

Special Troop:
The Gale Marines- The Gale Marines, named after the harsh and strong winds of a storm are a fearsome shock infantry force known for both their ability to storm through defenses and cross through the roughest terrains quietly and quickly. But perhaps one of their most fearsome tactics is the Volley Charge, each Gale Marine is equipped with a crossbow, a round shield, boarding axe, and a short sword. Their Volley Charge is where the first two rows fire a volley of bolts straight at the enemy in close range, then drop their crossbows and charge, the follwing rows will follow suit.

The Stormguard-The guardians of the Typhon King and their family, the most elite and trusted amongst the forces of Illea, they are assigned very specific missions when not on guard for the sake of the Typhon King. Among the only forces in the Illean military to be mounted, that is only occasionally and for ceremonial purposes.

The Sea Ravens- The dreaded black sails and black hulls of the Sea Ravens are a fearsome sight that is seldom seen. The Sea Ravens are a squadron amongst the Typhon King's armada with espionage missions. A Sea Raven ship will sail into a port of another kingdom in the black of a new moon night and several spies of Illea will jump overboard and swim to shore outside the city and enter in the day, once the Sea Raven ship is long gone. Sea Raven spies conduct intelligence operations on anything from the nation, the settlement , to the going-ons of merchants and their shipping. But most importantly is their ability to sabotage when needed.


Diplomatic Relations

Allies:


Rivals:



Other Information


Location:A Pirate Life

Government: (Will be elaborated on later)




Essential Details

Name: Captain Inaros Melodus


Appearance: Yo Ho


Age: 27


Gender: Male


Sexuality: Bisexual


Build: 5'10 185 lbs well built and from his time at sea, also scarred with several tattoos.


Legacy

Allegiance: The Typhon King, Richard 'the Ghost' Auron


Profession: Pirate, Smuggler


Background: Born to a small merchant family in Koinon, it was originally thought that Inaros would inherit the family business and help make it successful. But fate had different plans... An important cargo shipment was bound to return which was supposed to bring the family out of their hard times was wrecked by a violent storm before it could reach port, and Inaros' grandfather, the patriarch of the family was soon after imprisoned for the outstanding debts the family was in. The livelihood of the family was as good as done for and Inaros began to work for the docks and eventually got an opportunity on a merchants ship to work onboard. He would help deliver various goods to the city of Illea.

That was when his life began, the captain of the small merchant vessel was cruel and vicious, and the waves and winds were harsh as well. The poor morale and conditions led to a mutiny which Inaros was involved in, deciding this was how he would make his own fate. Through piracy, and while Inaros did not immediately become the captain, he did work as an officer (bosun) of the crew. As free men and pirates, they arrived at Ilea and sold their haul. Then after most of the crew dispersed to make a new life in the Free Haven. Those that remained, split the wealth of selling the merchant ship that got them here and sought out to join crews. Inaros was among them and soon enough gathered enough wealth to get his own ship and crew and set off to find loot. Since, he has been quite successful in the Koinon, preying on merchants and building a fleet for himself and joining the Tempest Entente. But recently, he's been thinking of a change in scenery.



Beliefs

Religion: Koinic Asignism


Motivation: Beyond the dreams of building a name that will be remembered as a successful pirate and becoming wealthy with the control over his life. Inaros wants to out do his past, to leave the failures of his family behind him but also get revenge on those that put his family in such poor standing to start off with.


Personal

Likes: The Sea, his crew, Illea, Koinon, wealth and the infamy his endeavors bring.


Dislikes: Storms, pacifists, the idle pirate lords, those strictly abiding to the law


Hobby:Discovering Ancient ruins and treasures




Essential Details

Name: Captain Yuan Aiko


Appearance: Bow to your queen


Age: 23


Gender: Female


Sexuality: Bisexual


Build: 5'4 125lbs, Yuan is a lean and has well-defined muscles and is at a peak of physical ability.


Legacy

Allegiance: The Typhon King, Richard 'the Ghost' Auron

Profession: Pirate, Warlord


Background: None truly the whole story of Aiko of Yuan, she tells a different story every time, a nobleman's daughter, a bastard of a Clan lord, a beggar off the streets, a miller's daughter, the list goes on, but what is known that seven years ago, a slim young boy boarded a Southwest Hygardian ship to work on board but once the ship had lost sight of the coast, slayed the captain, first mate, and the officers of the ship and hung their heads from the main mast. The boy then revealed himself to be a girl, armed with a cruel sword and an ambitious glint in her eye, challenging any of the men to kill her and take her place as new captain. None dared challenge this crazed young woman with her gleam in her eye who declared the ship and the crew pirates with her.

Seven years later, Captian Yuan Aiko is a warlord amongst the Tempest Entente, a savage, cunning and inspiring leader amongst the many powerful captains in the Entente. Her fleet, which she calls the Oni Fleet (Demon Fleet) has been sighted around the world, raiding, pillaging and building forces. None know what all she wants, but they know she has the ambition and talent to achieve it.



Beliefs

Religion: Southwest Hygardian


Motivation: Her dreams are as countless as the stars, and often she isn't one to share what drives her, only to let you know once she has achieved it. But many believe she wishes to carve her own kingdom


Personal

Likes: Cats, Loyalty, Power, Conflict and Strength


Dislikes: Humilty, Cowardice and Traitors, Generally those who don't admire or support her


Hobby: The Martial Arts, Sword, Bow, or Fist, she often trains her body and mind through meditation and scrolls.





Essential Details

Name of Organization: The Tempest Entente


Leader: Typhon King Richard 'the Ghost' Auron


Description: A Confederation of Pirates and Smugglers based around the laws created under the Concordat and led by a member elected by the body of the Entente, currently held by 'The Ghost' Auron. The Tempest Entente members swear that they will not attack another Entente members, who bear the Spear plunging into the Sea Serpent banner, nor any Illean ships and will pay a tithe to the Entente yearly which helps fund the organization and the city of Illea. In exchange, permanent port and housing rights in Illea without expense, meaning safety. Discounted rates for construction, upgrades, and repairs of ships, lowered trade taxes for goods being sold in Illea. Also the ability to nominate yourself and others as well as vote for the next Typhon King. The Typhon King, being the leader of the organization can call the Entente together in a moot to take a joint action as a confederation or to unite in a fleet for certain circumstances.


Assets:
Essentially...the Free Haven of Illea, as well as several other small hidden coves, dens, and small holds on islands across the seas. Only the Free Haven is significant enough to mention here. The Tempest Entente has numerous members and in total, including the Typhon King, has a total fleet count of 427 ships at their disposal.

Relations: (Relations with other factions chars, etc. Can leave blank)


Quoting this because Character apps are finished
Kuhlfros
Member of Greater Ixnay
[21:48] <Kuhl> ∞/10
[21:50] <Shy> AND KUHLFROS SAID UNTO THE EARTH: LET THERE BE SPECIAL SYMBOLS FOR THE RATING OF BLAMESHIFT OUT OF TEN
[21:50] <Shy> AND THE WORLD COMPLIED
[21:50] <Kuhl> I just googled the infinity symbol XD
[21:52] <Kuhl> BUT I WILL GO WITH IT
[21:52] <Shy> ALL HAIL
[21:53] <Shy> THE VIKING GOD KULHFROS
[21:53] <Kuhl> OFF TO VALHALLA

User avatar
Utceforp
Postmaster-General
 
Posts: 10328
Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Sat May 25, 2019 10:29 pm

Image


Essential Details

Name: Chief Simurg Simurgdeti


Appearance:
Image



Age: 45


Gender: F


Sexuality: Heterosexual


Build: 5'6, muscular


Legacy

Allegiance: High King Azhi Kharosen


Profession: Chief of the Avra


Background: Simurg Simurgdeti became Chief of the Children of Avan at age 15, following the death of her mother Simurg the Elder in a duel. During the first decade of her rule, she came into her own as a cunning leader when she negotiated a betrothal between her younger sister Lyta and Kharos Yamgen of the Children of Manya.

When Lyta and her son Azhi was kidnapped by Arcan mercenaries under the orders of High King Yabgu, Simurg gathered her warriors in order to recover her, soon followed by Kharos. While Kharos rode for the Oida camps, Simurg met the mercenaries at the Red Hill in eastern Avra territory.

Simurg hid the majority of her cataphracts behind the hill and advanced forward with only her mounted archers. She harassed the Arcan mercenaries for over an hour, having her archers ride in a loose circle around the enemy formation while firing inwards, expanding the circle whenever they advanced, and closing it whenever they retreated. Finally, she allowed some of her riders to get into a protracted fight with some of the mercenaries, then feigned a retreat up the hill, tricking the exhausted and confused mercenaries into following them upwards. When the mercenaries had all-but abandoned their formation in hasty pursuit of her archers, her cataphracts crested the hill and rode them down. Yabgu and his Oida riders arrived late in an attempt to relieve his mercenaries, but soon after his arrival, he was struck through the eye by a stray arrow, and his forces were ridden down in the chaos that followed.

After her victory, she nominated herself for the position of High Queen, to replace Yabgu. It was a close race between her and Kharos, but ironically, the Children of Orun throwing their support behind her alienated the other voters and allowed Kharos to get the position. At first she was highly resentful of this upset victory, but over time, those feelings cooled.

Simurg was one of the Griffon riders who participated in the Sack of Arlais, under the command of High King Kharos. She or her griffon slew many of the Arcan soldiers guarding the walls of the city. After the Sack, Simurg finally took husbands, and had two sons and a daughter with them. She is unsure of how effective a ruler Azhi Kharosen will be, but is dedicated to ensuring his reign is a happy one.


Beliefs

Religion: Nerakan Sun worship


Motivation: In no particular order: Ensuring the prosperity of the Nerakan people, ensuring the prosperity of the Avra people, being rewarded with the honours she deserves for her actions to ensure the prosperity of her people


Personal

Likes: Hunting, strategy, responsible people


Dislikes: Cowards, pointless niceties


Hobby: Hunting
Signatures are so 2014.

User avatar
Rastrian
Spokesperson
 
Posts: 191
Founded: May 15, 2019
Ex-Nation

Postby Rastrian » Sat May 25, 2019 11:10 pm

Image


Essential Details

Name: Clanlord Theras Bestanoth Hais, Clanlord of Hais and Seneschal of the Realm

Appearance:
Image

Age: 41

Gender: Male

Sexuality: Homosexual

Build: Fairly thin, a physique based on his temperance and somewhat miserly personality.


Legacy

Allegiance: Serves under King Tedas III Namiroth Kyll.

Profession: Seneschal of the Realm, Clanlord of Hais

Background:
Born into the court life of Clan Hais, the most powerful Clan in the realm, Theras learnt from a young age the value in keeping rebellious lords close. His uncle, Bestanas, the then-Clanlord, took him into his service as a squire when he was 12, though it soon became obvious that the boy, skilled at managing schedules, and with a natural proclivity for mathematics, would become adept in realm-managing. As such, Theras paid tutors, not least his own Steward, Karanas Yagenoth Hais, an ageing man with a wealth of knowledge and personal experience valuable to the young Theras. Throughout his education, he learnt a lot about maneuvering the political landscape, including keeping secrets from both allies and enemies. During the course of court life, he became enamoured with a stableboy, a relationship which remains secret to this day. By the time he had come of age, he was already organising much of the internal matters of Clan Hais. This would continue until the end of Clanlord Bestanas' life.

When Bestanas died, Theras made promises to the lords within the Clan, thus ensuring that they would elect him, including a promise of marriage to one particularly rebellious lord's daughter. While Clan Kyll has had a traditionally hostile relationship with Clan Haes, it has always been understood that Clan Haes would have some kind of position in the Council. As such, while King Tedas still refused to trust Theras, he was given a minor title, one which ensured he would not become too influential in the Kingdom, while retaining a position at least. Theras, however, still respects Tedas for his honourable nature, though it is almost certain that, once Tedas dies, Theras will be the first to call for a King not of Clan Kyll.


Beliefs

Religion: Gyrrhic Ancestor-Worship

Motivation: Work, advancement in title.


Personal

Likes: Honourable people, honesty (to a point), the satisfaction of a plan well-fulfilled.

Dislikes: Schemers, promise-breakers, dishonourable people, bellicosity.

Hobbies: Horse riding, painting, writing.
Image


Essential Details

Name: Clanlord Zavenas Farshoth Balv, Clanlord of Balv, Steward of the Realm

Appearance:
Image

Age: 63

Gender: Male

Sexuality: Heterosexual

Build: Tall, quite fat.


Legacy

Allegiance: Serves under King Tedas III Namiroth Kyll.

Profession: Clanlord of Balv, Steward of the Realm

Background:
Born into Clan Balv, the house most closely affiliated with Clan Kyll, Zavenas' father had been a commander within Clan Balv's army. With this prestigious posting came a very privileged education. While Zavenas was not at all skilled at military matters, he excelled at management of funds and other functions within the Clan. He began to make many friends, though almost none within the Military, seeing them as brutish and unkind towards him. Clanlord Farshas noted that Zavenas' natural court nous would serve the Clan well, but that he would need to overcome the traditionalist military presence within Clan Balv. Indeed, once Farshas died, Zavenas convinced many of the nobles that he was the right choice. However, the vote was close, with many military folks voting for a more natural leader.

Zavenas was only 28 when he became Clanlord, and his ascension came very close to when King Tedas ascended to the throne of the Kingdom. Being historical allies, Tedas appointed Zavenas his steward, as Balv Clanlords often expected the more powerful Kyll rulers to treat them favourably. Tedas had spoken to Zavenas a few times beforehand, and while they did not know each other well, Tedas was glad that the man was skilled in statecraft, and put him to work sorting out some of the issues in the Kingdom, mostly to do with the local lords who were slow in coming to accept the new King's rule. Zavenas proved his quality, and Tedas felt he could trust the man.

Zavenas served faithfully as the Steward, being considered a staunch loyalist at court. However, of late, his grip on the Steward's tasks have slipped, and he has become complacent and fattened considerably. This somewhat coincided with Tedas' descent into illness. Historically, it has been the Steward who has overseen the transfer of power from one King to the next. It is uncertain if he will be able to fulfill this role when Tedas does eventually die.


Beliefs

Religion: Gyrrhic Ancestor-Worship

Motivation: A sense of duty to the realm in most things, promise of payment for services performed.


Personal

Likes: Money, food, wine, the sense of fulfillment after a job well done.

Dislikes: The military, people who are disloyal "for the sake of it".

Hobby: While he does hold regular feasts, his other hobbies include writing and music.
Image


Essential Details

Name: Clanlord Olamas Sharikoth Kheyn, Clanlord of Kheyn Chamberlain of the Royal Court

Appearance:
Image

Age: 70

Gender: Male

Sexuality: Heterosexual, though bordering on asexual

Build: Stocky.


Legacy

Allegiance: Serves under King Tedas III Namiroth Kyll.

Profession: Clanlord of Kheyn, Lord Chamberlain of the Realm

Background:
Olamas was born to the then-Clanlord of Clan Kheyn, Sharikas. He was noted for being quiet, but a diligent worker, throughout the court of the Clan, often asking unusual questions and speaking quietly and carefully. It was, in many ways, this quietness, gentleness and careful-speech which made him a winning figure within the clan. He quickly proved to be more dedicated to duties than anything else, enjoying his work immensely. Being in an already prominent position in the Clan, though other lords came up, charismatic but very often untrustworthy, Olamas was elected at the age of 23, very young for a Clanlord. He was later made Lord Chamberlain of the Realm, a prestigious title, but lots of work, organising the Royal Court and various activities within it.

With the ascension of King Tedas III, he continued in this position, and though the two were never particularly close, per se, Tedas highly respected the Lord Chamberlain for his careful, honourable and dutiful personality, finding him one of the most useful members of his court. He has largely continued doing his good work, and while not the most prominent Clanlord, is a familiar face around the city of Pelitathi.


Beliefs

Religion: Gyrrhic Ancestor-Worship

Motivation: Duty, honour.


Personal

Likes: Doing his job as Lord Chancellor.

Dislikes: Distractions from that job, loud people, bellicosity.

Hobby: He does sometimes engage in some falconry, to keep his mind and body active.
Image


Essential Details

Name: High Gravekeeper Talaras (Gravekeepers have to renounce Clan and Patriarchic names when they join the Gravekeeper Order)

Appearance:
Image

Age: 72

Gender: Male

Sexuality: Officially celibate, unofficially heterosexual

Build: Thin


Legacy

Allegiance: The Most High and Ancestral Order of Gravekeepers. He is the head of this organisation.

Profession: Head of the Order of Gravekeepers, Royal Gravekeeper, High Gravekeeper of the Mausoleum of Kings

Background:
Born to an impoverished family in Pelitathi, his father sold him off to the Order of Gravekeepers when he was three for some extra money. He performed menial tasks, before being offered a job as a local gravekeeper outside of the capital. Through a bit of political maneuvering, he became a Gravekeeper in the Mausoleum of Kings. This put him into a prime position to be in-line for the title of High Gravekeeper. At age 52, he achieved this title, and served the order in that capacity. He has lived a life of secret hedonism since his ascent, largely unknown by the general populace and other Gravekeepers, save for the most discerning.


Beliefs

Religion: Gyrrhic Ancestor-Worship

Motivation: Love of his own authority and power, a sense of duty to the Ancestors as a secondary motivation - he is depraved, but not a heathen.


Personal

Likes: Wine, women, power.

Dislikes: Overly legalistic Gravekeepers, the Royal Court.

Hobby: He's got a few...
Image
Symbol of the Order of Gravekeepers



Essential Details

Name of Organization: Most High and Ancestral Order of the Gravekeepers

Leader: High Gravekeeper Talaras

Description:
The Most High and Ancestral Order of the Gravekeepers is the main religious body of the Gyrrhic Ancestral Faith. Gravekeepers stand in for the society's priests. Anyone who becomes a gravekeeper joins this organisation, and while some of them remain low-level labourers under the priestly class, some go on to become Gravekeepers themselves. They serve two major functions - firstly, performing burial rites, and secondly, acting as the keepers of the bodies of the dead. Some more fundamentalist Gravekeepers also believe they hear the will of the Ancestors, while many also take narcotics, numbing the mind to "allow the Ancestors to speak through them". The veracity of this claim is in doubt, but they do perform a useful service to the nation of Gyrcant Bay. As well as that, they operate some mausoleums overseas, at the behest of the rulers of those nations. This, being the only contact with Gyrrhic people that many nations had for generations, has fashioned a certain belief amongst some that Gyrrhic people are overly mournful, obsessed with death and all celibate. They are known as the best funeral celebrants and corpse-buriers in the world.

Assets: All of the mausoleums across Gyrcant Bay.

Relations: They are tied with the Gyrrhic nation and King, though they act independently of it in many circumstances, such as international activity.
Last edited by Rastrian on Tue May 28, 2019 3:21 am, edited 1 time in total.
I'm an ATHEIST COMMUNIST from AUSTRALIA with CELTIC HERITAGE, ASPERGERS and a keen interest in FLAGS.
Pro: Communism, secularism, democracy, communalism, unions, mutual respect of people as humans, science.
Anti: Capitalism, theism's stranglehold on society, dictatorship, enforced respect (SJWs, anti-blasphemy laws etc.), creationism.
I will respect you. If your ideas are stupid, I won't respect those, and don't ask me to.
Fairly poor socialist country, recently revolted against a monarchistic state and with an economy rising slowly.
I am a fan of classical, experimental and indie music.
Will eat Brussels Sprouts, but only raw ones. I cannot abide cooked ones.

User avatar
Zapatha
Diplomat
 
Posts: 539
Founded: Dec 28, 2013
Ex-Nation

Postby Zapatha » Sat May 25, 2019 11:43 pm

Image


Essential Details

Name: Paxter Lancelet III


Appearance:Image


Age:18


Gender:Male


Sexuality:Heterosexual


Build: Tall, standing at around 6’3. He is lanky, though his arms are well developed.


Legacy

Allegiance: Paxter is the King of Grenadiere


Profession: King


Background: Born to King Regis Lancelet and Queen Genevieve Glenn, Paxter has been groomed to rule by his various tutors and advisors all his life. Since age 7, Paxter has trained in arms and has always had a natural talent to it unlike his brothers Randyll and Peter. Only his cousin, Damien, could keep up with him in sparring sessions when they all trained together at Castle Lancelet.

When Paxter was 14, his father died of what at first seemed to be of natural causes but when investigated on by his uncle, Lyonel Lancelet, it was found that his mother Queen Glenn had poisoned him due to his father’s infidelity. Though the details provided by his uncle were shady, the court accepted it and exiled now Lady Glenn from Grenadiere. Devastated by the loss of both of his parents, Paxter found comfort in his brothers and cousin Damien in their sparring sessions. It is during this time he also befriended many knights of the Golden Lions, including the order’s Grandmaster Julian de Montaine and frequently spars against many of the order sworn to protect their king.

Paxter’s uncle Lyonel ruled as his Seneschal while Paxter attended court and council meetings to prepare himself for rule. After several years, Paxter finally turned 18 and was now considered an adult in Grenadiere. On the steps of the Cathedral to Stromfels in Jacquesville, Paxter was officially coronated as King Paxter Lancelet III. Having now ruled for about a month, rumors circulate of rebellion stirring in the interior of Grenadiere and Paxter is looking to find the root of the troubles.



Beliefs

Religion: Church of Stromfels


Motivation: Currently, Paxter is still in the “blissful” time of having just been coronated and is enjoying his newfound power. He is also personally looking into the rumors of rebellion stirring up in the interior portions of Grenadiere.


Personal

Likes:
-Sparring
-His brothers and cousin Damien
-Traveling the Grenadien interior


Dislikes:
-his uncle, Lyonel Lancelet
-Outsiders (meaning people not from Grenadiere)
-Poetry


Hobby: Paxter is currently learning from an acclaimed artist how to paint. Paxter also enjoys horseback riding

User avatar
Gudmund
Envoy
 
Posts: 284
Founded: Aug 02, 2018
Liberal Democratic Socialists

Postby Gudmund » Sat May 25, 2019 11:44 pm

Anna Terricus, sister to Ander Terricus of the Dragon Order
Image


Essential Details

Name: Anna Terricus


Appearance: Image


Age: 29


Gender: Female


Sexuality: Heterosexual


Build: 173cm, 58kg, slender, flexible


Legacy

Allegiance: Order of the Dragon


Profession: 4th Commander of the Dragon Order, Beast Tamer, General


Background: Only a year old at the time and wrapped in bundles, Anna was left with only her brother Ander in the burning remains of her raided village. All of her parents and relatives were gone, never to be seen by her own eyes. The only remaining family was Ander, who was only 10 himself at the time. Managing to survive this ordeal, despite the harsh colds of Northern Uratos, she and her brother were both adopted into the Dragon Order; who happened to come by during one of their routine trips.

During her time here, Anna was tutored in combat and knowledge of the world, with Ander working hard to provide for them both. Sadly, Anna could not match her brother's fighting prowess, choosing to focus more on her own studies; to the point that she'd often sneak into Gyrcant Bay Kingdom to explore. While her brother was out raising his political stance among the order, Anna was investigating the order's ancient documents, detailing the proper methods to tame various powerful beasts. While the order didn't have the time nor resources available to do so frequently in the past, today was a different story. Following her brother's rise to power, and eventual claim of the Grand Master title, Anna was appointed Commander of the 4th army and tasked with managing all manner of beasts. Her input vastly improving their equipment and weaponry.

The Dragon Order has rapidly become far stronger in the time she and her brother had joined, no doubt due to the burning desire they share to improve and survive. Anna's current mission is to change Gyrcant Bay's opinion on the order for the better, potentially furthering their reach into foreign nations as well. Any allies to the order are welcome, but she'll no doubt be vary of their motives.



Beliefs

Religion: Having grown up secluded from religious practice almost entirely, Anna only follows the order's battle philosophy, where great warriors pass on to the afterlife to live in peace.


Motivation: To improve the Dragon Order's political standpoint and opinion to the rest of the world. Thus further protecting its secrets.


Personal

Likes: Animals, intelligence, reliability


Dislikes: Loud people, misinformation, snobs, religious zealots/nuts


Hobby: Studying rare beasts and documenting her foundings, archery
Last edited by Gudmund on Wed May 29, 2019 9:14 pm, edited 2 times in total.
Civilisation:
Tier 8, Level 3, Type 7
An 8.625 civilization - according to this index
▬▬▬▬▬▬▬▬▬▬▬
Leader: Albani Gudmund
Setting: FT (2060+), the ruling nation of a non-human, low population, galactic Empire spanning just beyond its solar system. Primarily using advanced, mass-produced droids to handle most menial tasks and to fill the ranks of its military alongside living soldiers.

User avatar
Cainesland
Postmaster-General
 
Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Sun May 26, 2019 12:47 am


Essential Details

Name of Organization:
    The Church of Argonvost

Leader:
    Pontifex Maximus, Milton Riverwood
Image

Description:
    The Church of Argonvost provides many services for the people of Argonvost including some medical services, some education services, wedding services, and funeral services. The Church is one of the largest land holders in Argonvost, is tax exempt, and collects revenue in the form of tithes, wedding fees, and funeral fees. The Church hosts meetings and events 128 days of the year, including events holidays and religious services every 7th day. These services are often served with alcohol and food. The priests sometimes provide confession, and Augury services as well.

    There are different branches within the Church. There is the regular priests from local priests to bishops to the pontiffs, as well as a branch of inquisitors, a branch of monks and nuns, and a branch of Mendicants and Dominicans.

    The church clergy can be recognized by the Ravens they carry with them. When they die their spirits can enter the Raven and keep serving the Church as mentors and defenders. When the Ravens pass away they are thought to go to Elysium unless they are stuck between worlds or have done something to harm there chances of that.

    The highest position in the church is the Pontifex Maximus. The Pontifex Maximus serves for life and is elected by the college of Pontiffs. The Pontifex Maximus is able to vote in the college of Pontiffs, appoint the next Rex and Regina Sacrorum (King and Queen of the sacred), flamens, and vestal virgins, and update the calendar. The Rex and Regina Sacrorum perform sacrifices, announce festivals, can accuse people of not upholding religious laws, and are able to represent the Church in foreign relations. If the Rex or Regina Secrorum pass away they are both replaced by a new couple by the college of pontiffs and Pontifex Maximus. The college of Pontiffs are composed of the flamens, vestal virgins, Pontifex Maximus, and the Rex and Regina Secrorum. The college of Pontiffs vote for religious laws, as well as present a list of recommended Patricians for the position of Rex and Regina Sacrorum. The Flamans are appointed by the Pontifex Maximus and are not allowed to see a table that is empty of food. The Vestal virgins are appointed by the Pontifex Maximus and their job is to keep a fire going in the Center of Argonvost. If they should abandon their duties before turning 30 it could be grounds for life imprisonment.
Assets:
Image

    The Church of Argonvost is one of the largest landowners in Argonvost, and possesses property in the form of Cathedrals, Church’s, and Monasteries. The monasteries usually follow guidelines for monastic life which emphasize physical, intellectual, and spiritual duties. Monks spend their days praying, reading and writing, and farming, raising honey, making wine, making medicine, or another performing another such craft.

    The Church of Argonvost has around 34,000 people within it. Each small village of 250 people has 3 priests, each moderate village of 500 people has 6 priests, and each large village of 1,000 people have 12 priests. The large cities with 50,000 people have around 600 priests within it. There are around 10,200 priests in Argonvost.

Relations:
Last edited by Cainesland on Sun May 26, 2019 12:48 am, edited 1 time in total.

User avatar
Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Sun May 26, 2019 1:09 am

Image



Essential Details

Name of Realm: Grand Duchy of Aragos


Rulers: Grand Duke Marcellus Lucilius Argenta


Culture: The standard Feudal society, consisting a select few wealthy at the top, with the economical holdings of each individual slowly sloping downwards until we hit the lowly beggar. Despite this, beggars aren't as common as one may think. The Economy of the kingdom is well off enough that most people live comparatively in decent conditions of actual shelter and with a warm meal every day. A somewhat empathetic culture as a result, it is recognized that those living on the streets are notably down on their luck, and more often than not such beggars and paupers will be seen to by the community, if not a small fraction of it. Due to such degrees of empathy and economic safety, society in general is much less brutal for those who seek to gain a higher level in society. The cultural demographic of Aragos is primarily of fairer skinned peoples, though those of a darker skin are far from uncommon.


Religion: Due to the Grand Duchy's historical ties to Arcanus, Asignism is the de facto religion of the state, paracticed by a majority of those in higher offices, and in cities. However a more pagan and spiritualist belief known as Wanni is practiced in the more rural sections of the lowland jungles.


History:

Formed as a sort of buffer state between Arcanus and the lower countries, Aragos does not have a very rich history, at least figuratively. Soon after it's formation, natural resources were found in mass amounts in the mountains and jungles that constituted it's home. Silver, Gold, and Iron, the lifeblood of empires and the materials that forged armies, with mysterious plants that brought interest from around the continent.

In the mid 950s, the Grand Duke was killed by his eldest son, resulting in a secession crisis that culminated in the youngest heir of House Argent being crowned as the Grand Duke in 959. The royal guard soon after was dissolved as a result of their treachery and complacency in the crisis, and was surprisingly replaced by a Mercenary band known as the Argent Cowl. Who despite being mercenaries have remained in their loyal position for nearly two generations.

Their status as a buffer state has slowly changed into that of an actual minor power in recent years, a substantial trade partner due to their agriculture of rarer plants as well as material wealth resulted in a nation that remained somewhat impartial to the geopolitics of it's neighbours. Although with their common history with Arcanus, and being their closest neighbour, they are mildly preferential to the kingdom to their North.


Assets

Resources: Grain, Corn, Rubber, Coca, Gold, Silver, Sugar, Iron, Salt

Strongholds:
  • Blackrock: Castle Blackrock is ruled by House Argenta
  • Towecco: Castle Towecco is ruled by House Heveth
  • Seravine: Castle Seravine is ruled by House Teller
  • The Silver Citadel: The Silver Citadel is 'ruled' by The Argent Cowls

Towns:
  • Heraldine
  • Lutan


Military

Military Commanders:
  • Marshal Proculus Vibullius
  • Marshal Federico the Eagle
  • Field Marshal William the Bastard
  • Field Marshal Damian Wickert

Military Strength:
Knights of the Realm:
23 Knights from House Argenta
12 Knights from House Heveth
18 Knights from House Teller
0 Knights from The Argent Cowl*

Total: 53

Standing Army:
530 Men from House Argenta
420 Men from House Heveth
380 Men from House Teller
955 Men from The Argent Cowl*

Total: 2,285

Levied Forces:
4280 Men from House Argenta
3200 Men from House Heveth
3870 Men from House Teller
0 Men from The Argent Cowl*

Total: 11,350

*Due to it's status as a Mercenary Band, the Argent Cowl does not possess a Levy or Knights, and is considered as a whole a professional military force.


Special Troop:
  • Circaepta: Heavy Cavalry, issued extensive and almost fully encapsulating scale armor. As opposed to the light cavalry of the realm, the Ciceapta are more attuned to breaking battle lines head on and establishing a mosh for the foot soldiers to act and attack more effectively. Although Cavalry, each soldier is more than capable of bringing the fight to the ground should his horse be killed, and are more than familiar with the havoc of battle.
  • The Indefatigable Some would say the Indefatiguable of the Argent Cowl are cowardly, degenerate, and crude. Their acts of moving to ambush troops or levies en route to battlefields, pillaging and burning farms, etc. they generally have the role being an ungodly nuisance more akin to bandits than professional soldiers. However their charm comes from their status as 'Indefatigable', due to Aragos' status as a very mountainous nation, the troops under the employ of the Argent Cowl are more often than not used to high altitudes and thus thinner air. When on lower ground this gives them the advantage of being less from to fatigue. Add in the coca leaves that Aragos is infamous for, this allows a much longer marching period than average.


Diplomatic Relations

Allies: (You can leave blank and fill in later)

Rivals: (You can leave blank and fill in later)


Other Information

Location: South of Arcanus


Image



Essential Details

Name of House: House Argenta


Leader: Prince Caius Antonius Argenta


Family Members:
Grand Duke Marcellus Lucilius Argenta
Princess Maximia Argenta
Princess Umbrenia Argenta
Prince Appius Annius Argenta
Ser Iosephus "The Wyrmslayer" Argenta Nemo


History:
Founded on the onset of the formation of their respective Grand Duchy, House Argenta has not been free of strife. Within a generation of it's founding, a succession crisis arose which plunged it into chaos. Brother fought brother, and sisters died intertwined. The promise of power and wealth driving it's members mad with vain and greed. Until but one was left standing to rule with his wife and newborn.

Grand Duke Marcellus Lucilius Argenta stepped down as head of the house to rule over the realm as equal as he could be seen. Leaving his son, Caius, to lead it. Under Caius, the house has accomplished little, but to many the status quo is one that brings little chaos. the lack of change was a welcome one compared to the revolving door of House heads during the crisis.



Assets

Home: Castle Blackrock


Military Strength:
  • 23 Knights
  • 530 Professional Volunteers
  • 4280 Conscripted Levies


Relations

Allies:
  • House Heveth
  • House Teller
  • The Argent Cowl


Rivals:


Image



Essential Details

Name of House:House Heveth


Leader: Earl Vico Heveth

Family Members:
Lady Sofia Heveth
Lady Santa Heveth
Lord Giovenco Heveth
Lord Bencivenni Heveth


History: The second house to be made to form the buffer state of Aragos, House Heveth got the veritable shit end of the stick. Stuck with the western jungles they were the kings of nothing, just tribals and endless canopy. Many believe they were the ones who started the succession crisis, but such people are usually drunkards or crackpots. As it stands now, House Heveth now controls the center belt of lowland jungle, as well as the agriculture within.

The family, despite being noble, have become somewhat less refined in recent years, as their membership becomes more and more interested in agriculture and the simple lifestyle, they are known as rulers of the people in a sense. It is not uncommon for them to be found mixing with commoners as a result.



Assets

Home: Castle Towecco


Military Strength:
  • 12 Knights
  • 420 Professional Soldiers
  • 3200 Levied Soldiers



Relations

Allies:
  • House Argenta
  • House Teller
  • The Argent Cowl


Rivals:


Image



Essential Details

Name of House: House Teller


Leader: Earl Andrea Teller


Family Members:
  • Lady Fiora Teller
    Lord Vanni Teller
    Lord Neri Teller


History: Unlike the other two noble houses of Aragos, House Teller did not exist before the succession crisis. Instead it was a product of it. After a lapse in trade due to the ongoing battles and smashing of power and political bulk resulted in an economic slump for the nation, an artificially created slab of nobility was created, much like their own nation had been. House Teller was formed by a merchant ship's captain at the behest of House Argenta in the late 980s, the land given to the House consisted of the entirety of Aragos' waterfront and coast. They were also commissioned to remain fully neutral on all geopolitical matters involving the nation.

As a result, the 'Peasant's House' was formed. Most of it's membership living in a single beachside plantation, and in charge of the nation's trade, from it;s famously sweet rum to the titillating coca leaves.



Assets

Home: Castle Lutan


Military Strength:
  • 18 Knights
  • 380 Professional Soldiers
  • 3870 Levied Soldiers



Relations

Allies:
  • House Argenta
  • House Heveth
  • The Argent Cowl


Rivals:


Image



Essential Details

Name of House: Order of the Argent Cowls


Leader: Marshal Federico The Eagle


Notable Members:
  • Lady Serina Devastin-York
  • Lord David Carpenter
  • Lord Perseo Strano


History: The Order of the Argent Cowl is not an ancient order, but they have developed a reputation. Originally known as the Order of the Black Dove, they were hired by Marcellus Argenta during the beginning of the succession crisis to act as his personal guard as well as an auxilliary for the troops still loyal to him. This proved beneficial to both. As not only in the end did the Black Dove help him gain a solid grasp of Castle Blackrock, the Black Dove became their own respective power.

When gifted the Silver Citadel and granted the capacity of being the Grand Duke's personal guard, they rebranded to the Order of the Argent Cowl. And while they primarily act as the guard for the Grand Duke and his family, they also act as the kingdom's cleanup crew. Taking care of small or otherwise nonviable tasks that local guards, soldiers or farmers either can't or won't do. Things such as putting down unruly hogs, hunting down dragons or killing bands of highwaymen to rescue kidnapped children or to simply cleanse the land. The Argent Cowl has given itself a reputation indeed.



Assets

Home: The Silver Citadel


Military Strength:
  • 955 Professional Soldiers



Relations

Allies:
  • House Argenta

Rivals:
Last edited by Anowa on Wed May 29, 2019 1:13 am, edited 2 times in total.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Forest State
Senator
 
Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Sun May 26, 2019 2:53 am

Placeholder image. Will be swapped out later.

Image



Essential Details

Name of Organization: Dakuzaku Mercenary Clan


Leader: Kazusa Aragaki


Description: The Dakuzaku mercenary clan is an organization offering mercenary services as well as services relating to intrigue, namely in roles such as assassins and personal bodyguards. The clan was originally founded by the Dakuzaku family - roughly 100 years ago, but upon the death of the clan founder it would adopt a semi democratic style of government with a number of prominent families within the clan acting as electors to decide each new leader upon the death of the last one. This clan would work for various factions in Hygard but didn't hold land of its own, acting as a large organization but not a nation state despite growing to the size that it could likely manage a small state. That state would become the dream of the clan, and yet, finding good land and a population to fill it with isn't an easy task. The organization set it as its goal, but a large failed campaign against Clan Ren would set it back, forcing the modern clan to focus more on its mercenary work.

The current leader is Kazusa Aragaki who took control of the clan in elections following the failure in the campaign against Clan Ren, shifting its goals back towards getting a homeland. She also forged the bond with Clan Shinonono to give the clan somewhere permanent to stay until a proper homeland can be found and secured, and shifted the strategies of the clan even more to focus on intrigue as a larger part of operations rather than just force. This has seen the clan divided into two divisions - its political wing and its military wing, with both of them serving specific roles and having a reputation for being effective despite their smaller numbers than other clans with larger full sized armies.


Assets:

  • 1,000 Heavy Spearmen
  • 300 Archers
  • 700 Heavy Swordsmen
  • 30 Assassins
  • 250 Bodyguards [Heavy Spearmen]


Relations: The mercenary clan is currently contracted by Clan Shinonono and maintains a historical rivalry with Clan Ren stemming from the failed campaign by the mercenary clan against that specific clan.
Last edited by Forest State on Sun May 26, 2019 2:55 am, edited 1 time in total.
don't tread on me

User avatar
Cainesland
Postmaster-General
 
Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Sun May 26, 2019 11:53 am

Image


Essential Details

Name of Creature: Giant Goat


Appearance:
Image



Description:
The giant goat is a larger version of a goat. They can be used for transportation, milking, and riding in battle. There natural habitats is in the plains, rocky crags, and mountain sides. They are herbivores with a diet that consists of various types of grass and weeds for the most part. They usually breed during the summer and have 1 kid per year. Giant Goats do not usually mate for life, instead the male goats in the wild often fight each for the opportunity to mate with the females in the area.
Last edited by Cainesland on Sun May 26, 2019 4:35 pm, edited 1 time in total.

User avatar
Rastrian
Spokesperson
 
Posts: 191
Founded: May 15, 2019
Ex-Nation

Postby Rastrian » Sun May 26, 2019 2:39 pm

Image


Essential Details

Name of Creature: Burningmites

Appearance: (Image or link to image please)
Image


Description:
Small, annoying and inhabiting swampy and marshy areas, the burningmite on its own poses no threat, though it is painful. Possessing a very low PH acid which it secretes through small pores in its feet and abdomen, the burningmite's digestion requires secreting this acid onto its potential meal, breaking it apart somewhat and making it edible. It is this action which gives the burningmite its name, as the acid is said to burn on contact with human (or indeed animal) skin. Notably, during the early portions of the day is when most burningmites are active, often appearing like mist rising out of the swampy waters. Given the relative segregation of burningmites to this swampy marshland, many who travel through it tend not to realise the problem until they have already been swarmed. In large enough quantities, burningmites can flay the skin off of a human, leaving it open to infection or worse.

On closer inspection, the burningmite is seen to possess stocky legs, especially the back legs, and the abdomen, which contains the naturally occurring acid, is over half of its total body size. The rest is shared between a small head and thorax, the latter of which being where two sets of translucent wings protrude. The burningmite's lifespan is around three months, with approximately four generations each year. A quick way to tell if burningmites are active in the area is to check the trees. If the bark is pocked and lighter in hue to usual, then burningmites are likely active in the area.
Last edited by Rastrian on Sun May 26, 2019 3:51 pm, edited 2 times in total.
I'm an ATHEIST COMMUNIST from AUSTRALIA with CELTIC HERITAGE, ASPERGERS and a keen interest in FLAGS.
Pro: Communism, secularism, democracy, communalism, unions, mutual respect of people as humans, science.
Anti: Capitalism, theism's stranglehold on society, dictatorship, enforced respect (SJWs, anti-blasphemy laws etc.), creationism.
I will respect you. If your ideas are stupid, I won't respect those, and don't ask me to.
Fairly poor socialist country, recently revolted against a monarchistic state and with an economy rising slowly.
I am a fan of classical, experimental and indie music.
Will eat Brussels Sprouts, but only raw ones. I cannot abide cooked ones.

User avatar
Forest State
Senator
 
Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Sun May 26, 2019 3:46 pm

Ya'll should probably spoiler your images if they're large sized, helps with scrolling through the thread.
don't tread on me

User avatar
Rastrian
Spokesperson
 
Posts: 191
Founded: May 15, 2019
Ex-Nation

Postby Rastrian » Sun May 26, 2019 3:51 pm

Forest State wrote:Ya'll should probably spoiler your images if they're large sized, helps with scrolling through the thread.

True, good point. As a counter, it makes apps more visible, but I get where you're coming from. Will do.
I'm an ATHEIST COMMUNIST from AUSTRALIA with CELTIC HERITAGE, ASPERGERS and a keen interest in FLAGS.
Pro: Communism, secularism, democracy, communalism, unions, mutual respect of people as humans, science.
Anti: Capitalism, theism's stranglehold on society, dictatorship, enforced respect (SJWs, anti-blasphemy laws etc.), creationism.
I will respect you. If your ideas are stupid, I won't respect those, and don't ask me to.
Fairly poor socialist country, recently revolted against a monarchistic state and with an economy rising slowly.
I am a fan of classical, experimental and indie music.
Will eat Brussels Sprouts, but only raw ones. I cannot abide cooked ones.

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Cainesland
Postmaster-General
 
Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Sun May 26, 2019 4:37 pm

Forest State wrote:Ya'll should probably spoiler your images if they're large sized, helps with scrolling through the thread.


Fair enough. I have edited my app for the giant goats.

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Utceforp
Postmaster-General
 
Posts: 10328
Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Sun May 26, 2019 6:37 pm

V A N Q U A R I A wrote:Silk Road (By Neo) : https://i.imgur.com/1PDaQmC_d.jpg?maxwi ... ity=medium

That map was actually made by me, based on a map made by Lazarian. Lazarian also later made considerably better map of Ferran trade routes.

https://cdn.discordapp.com/attachments/ ... nknown.png
Signatures are so 2014.

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Fedel
Minister
 
Posts: 2059
Founded: Mar 08, 2018
Ex-Nation

Postby Fedel » Sun May 26, 2019 7:54 pm

Tag.

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Sraelyn
Spokesperson
 
Posts: 184
Founded: Jan 02, 2017
Ex-Nation

Postby Sraelyn » Sun May 26, 2019 9:46 pm

Image


Essential Details

Name of Creature: Aderyn


Appearance: Image


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


Image


Essential Details

Name of Realm:The Wyrnetyr Dominion


Rulers: High Prince Urien Rhaenuhr

The High Prince is technically elected by and from the Princes of the Great Kin to rule over the Dominion as a whole until it’s death, however the title has been firmly held by the Princes of the Great Kin Rhaenuhr for over 140 years. The High Prince has the authority to place taxes, declare war, request soldiers and levies from the Kin, and enforce the law to an extent, but the Princes are overall quite autonomous in the way they rule their territories.

Culture: Wyrnetyr is a semi-feudalistic, highly militaristic society that inhabits the valleys and forests of South-eastern Oros. Due to being surrounded by high the high peaks of the Gwynbrig mountain range and a sea that freezes over most winters, Wyrne have kept themselves fairly isolated from the rest of the World, having limited trade with Koinon and Nekhur over summer. Thus, they have been left somewhat weary of strangers and a fairly homogenous people, most of them having pale skin and dark eyes and hair.

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

Wyrne are rather practical in nature, a trait that is seen in their architecture and clothing being mostly functional, the only exception to this would be the renowned pieces of elaborate silverwork, used both for religious purposes and as a way to show belonging to a specific Kin.

Other details include, having a diet heavily centered around meat, the great value as a status symbol given to Aderyns birds by the Kin, their nearly fanatical adherence to Bloodpacts and their obsession with ritually executing their enemies by bleeding them out alive and ritually drinking their blood.

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

The True Prince Rhys wandered into a cave complex following the voices that spoke to him, he had to enter on his own and for three days he remained there without food or water, as he received the wisdom from the Ceisiwr through visions. They chose him as their messenger and told him about Cysguduw, how the world was created, about Gwaed, and the secret on how to tame Aderyns and defeat his enemies. They also told him that they had found their creator, in a seemingly eternal slumber, and that it was possible to awaken him by returning Gwaed back to him through a ritual.

Once Rhys exited the cave he taught his followers the rituals of Gwaed and the history of world, he tamed the Aderyns, conquered Wyrnetyr, and made Communion with his followers which became he Kin and Grand Kin.

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

The Red Carvers are the main religious organization of the Cult of Gwaed, and act as preacher, advisors, record keepers, and defenders of the faith.

History:
The Conquest (696-729)
Following the defeat of the Arcean Empire at the battle of Onis, a charismatic young Arcean noble who managed to escape alive starts hearing voices that whisper to him. The voices warn him of the inevitable demise of the Empire to the Koinon, and urge him to travel south in search of a new land. Gathering a few hundred loyal men and a couple of ships, he set sail in search of this place, successfully evading the enemy fleets and traversing Nekhur territory.
After a long journey through the increasingly cold waters, and nearly out of supplies, they came unto a large river and suitable landing place among the steep cliffs. There, the Prince announced to his men that they had arrived at the land promised where they would grow and prosper.
Soon thereafter they made contact with on of the tribes inhabiting the area, which was promptly subdued. With his small yet superior forces, the Prince occupied the tribe's settlement, forcing the remaining members to accept his rule in exchange of their lives, erecting fortifications with what they salvaged from the ships, and would later become Kairgwyn.
During the following years, the Prince would contact the rest of the native groups, which would be known as the Arall tribes, and demand they surrender to him. If they refused, they would be forcefully conquered, their men enslaved, and their women taken. Yet if they accepted, they would be allowed to remain mostly free, be granted riches, and their tribal enemies would be crushed.
The Prince scored victory after victory against those that dared oppose him, his domain growing and his army swelling each year. The remaining multitude of tribes that had yet to be on the warpath of the Prince, decided to put and end to their continuous fighting, and formed an unholy alliance against the invaders from the sea. This new coalition managed to beat him in the field, and started to retake the land they had lost.
Now as the loosing side, and many of the conquered tribes on the brink of rebellion, the realm they had build was suddenly on the verge of total collapse. Yet, as their fall looked ever closer, the Prince started hearing the voices once again, and was led into a cave complex where he remained on his own for three days. Upon his return he spoke of the visions he received, he imparted to his followers the wisdom he was given by the Ceisiwr. He taught them the secret to taming the mighty Aderyn that roamed the land and about Gwaed, he made Communion with his closer followers, and named himself Rhys Mawrdyn, casting aside his old one.
With this new weapon, they readied a last stand at Kairgwyn, mustering all of their forces, and after a gruesome battle managed to rout their enemies with a charge of their beastly mounts.
Victorious yet greatly weakened, they turned their attention inwards, securing their territory and rule, and developing their settlements. Prince Rhys declared he declared that the Ceisiwr had given him a new language for them to use, called Wyrnerian, and named their new land Wyrnetyr, where they, the Wyrne, would prosper and grow if they abandon the Arcean past.

The Wyrnetyr Princedom (730-819)
The descendants of Rhys continue consolidating the realm and expanding across the shores, valleys and rivers, this period is marked by the process of transitioning their subjects from a tribal society. To better do this, the families that originally came with The Prince and performed the Communion are given their own territory to rule and aristocratic privileges in exchange of developing the land that they are given, thus beginning the Kin system. Although skirmishes against the Arall coalition continue, there is no open war and it slowly disintegrates, while isolated tribes are given the option to submit and become free subjects or resist and be enslaved. Overall, the realm develops rapidly as new settlements are created, the new language grows in popularity, and the Red Carvers are created to record and store firstly Bloodpacts made, and then knowledge in general.

The Age of Princes (820-843)
In 820, the last male descendant of Prince Rhys Mawrdyn, Aeron, dies childless from a seizure. The Kin find themselves unable to agree on a successor, and eventually the Princedom fractures into a myriad of small warring territories vying for power and claiming to be the rightful Prince. The realm enters a long period of infighting, famine, and overall decline, while the Arall tribes, although no longer united, push the Wyrne back to their core lands. From this period emerged 7 Princes, who managed to subdue most of the others and carved the realm amongst them, they would become the Grand Kin to contrast themselves from the lower Kin.

The Wyrnetyr Dominion (844-959)
Prince Gawain Marthen manages to gather the Princes, and through alliances, persuasion, and threat of force, convinces them to be elected as High Prince, unifying the realm into the Dominion and stopping the brunt of the fighting ravaging Wyrnetyr. In exchange for their loyalty and forces to push back the Arall incursions, they are given virtually free reign to rule their lands as they please.

Rhaenuhr Consolidation (960-1066)
Arwel Rhaenuhr the Great is elected as High Prince, and throughout his rule and those of his descendants, begins a process of slow centralization of power into the position of High Prince. Gradually reducing the autonomy of the Princes and greatly pressuring them to stop their occasionally petty fighting, while augmenting his own power, and focusing it on the development of the somewhat backwards realm.

Wyrnetyr Ascendant (1067-Present)
The consolidation of power has been a great success, Grand Kin Rhaenuhr has transformed the position of High Prince into a de facto hereditary title, as the Dominion entered a golden age of rapid growth and renewed prosperity. In 1099, the current High Prince Urien launches the Westen Campaign, an intermittent war on the remaining, and much weakened, Arall tribes. The objective of which is to push them further Westward each year, while settling the land conquered, taking slaves, and ending their threat once and for all.



Assets

Resources:
Salt
Iron
Silver
Timber
Sheep
Goats
Fish
Whales
Wheat
Barley


Strongholds:
Kairgwyn – Grand Kin Rhaenuhr
Rhayader – Grand Kin Rhaenuhr
Caermarthen – Grand Kin Marthen
Llantrisant – Grand Kin Cymaron
Caernyth – Grand Kin Nyth
Dolforwyn – Grand Kin Erwyruhn
Caerleonth– Grand Kin Leonth
Morgraig – Grand Kin Dyserth

Towns:
Talgarth
Nargarth
Penrhyn


Military

Military Commanders:
High Prince Urien Rhaenuhr
Leonis Rhaenuhr
Aelor Rhaenuhr
Prince Eurig Marthen
Prince Andras Cymaron
Prince Delwin Nyth
Prince Gethin Erwyruhn
Prince Yorath Dyserth
Prince Meirion Leonth

Military Strength:
Approximately 24000 under normal circumstances, of which 16000 come from the Kin and their levies, and are made up of:
8000 Light Infantry
4000 Heavy Infantry
4000 Archers
2000 Javelin Throwers
4000 Light Cavalry
2000 Reidiwr

Special Troop: Reidiwr
Reidiwr are the elite soldiers from the Kin that fight atop their Aderyn both on land and from the sky. They are armed with a spear, a shield, a sword, and a couple of javelins, and are mainly deployed for skirmishes or to deal a finishing blow and create a rout.


Diplomatic Relations

Allies: (You can leave blank and fill in later)


Rivals: The tribes inhabiting the Gwynbrig Mountains


Other Information

Location: Image
Castles in red, Towns in blue


Image


Essential Details

Name of Organization: The Red Carvers


Leader: Siors Hier


Description: The Red Carvers started as an organization meant to spread the knowledge of Gwaed as well as to keep track of Bloodpacts, which would be carved into stone tablets. However, with the passing years have also taken scholarly aspects, gathering and preserving knowledge, advising Princes and Kin on Religious and academic subjects, and even apprehending and passing judgement to those who attempt against Gwaed.


Assets: Gardgarreg, a large fortified estate which serves as a carved library, with history, knowledge, and the most important Bloodpacts to have happened carved into the massive stone pillars.
1000 Red Keepers, a force of warriors/scholars/priests, that operate and guard Gardgarreg as well as smaller estates across the Dominion, and hunt down those who have greatly sinned against the Gwaed.


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


Image



Essential Details

Name of House: Grand Kin Rhaenuhr


Leader: High Prince Urien Rhaenuhr


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



History: The recorded history of Grand Kin Rhaenuhr begins with the Prince Rhys's conquest, as some of the original followers that left the Arcean Empire with him. For their service they were granted their own territory to rule in the fertile valleys to the North West, and where they’ve built castle Rhayadar during the Princedom.
During the Age of Princes, Grand Kin Rhaenuhr managed to assert their dominance over the nearby Kin, and remain influential. Although not the most powerful militarily during this era, their fertile lands, shrewd management, and rulership over the growing city of Nargarth, gave them the economic power to keep their enemies at bay.
They were one of the main proponents for the reunification of Wyrnetyr under Gawain Marthen, and held great sway in the election of the High Princes thereafter, remaining mostly as key players and rarely in the spotlight. It was with Prince Arwel the Great that things would become to change, he managed to get himself elected as High Prince at a young age, and began the process of centralization that would bring Grand Kin Rhaenuhr to he forefront of power. Before him, the High Prince had little power outside of the territory that he directly ruled over, and any sort of central administration has almost non-existent. During his reign he would continuously wrestle power away from the Princes through concessions and political maneuvering, something that his successors would follow upon.
Presently, Grand Kin Rhaenuhr has secured their position as High Princes due to their good governance and influence. The current head, Urien, is ruling during an unprecedented golden age of progress and expansion, while having three strong sons to carry on his legacy. Hopefully, they will be able to resolve their brotherly rivalry before it escalates any further.




Assets

Home:
Kairgwyn (Capital of Wyrnetyr)
Rhayadar Castle (Ancestral Home)


Military Strength:
Standing Army 500
Levies 5500




Relations

Allies:[/b Grand Kin Nyth (Historical Allies), Grand Kin Marthen (Marriage), Grand Kin Cymaron (Marriage).


[b]Rivals:
The Arall tribes.


Image


Essential Details

Name: Aelor Rhaenuhr


Appearance: Image


Age: 22


Gender: Male


Sexuality: Heterosexual


Build: 5’10” Athletic Build


Legacy

Allegiance: High Prince Urien Rhaenuhr


Profession: Noble, Reidiwr, Commander


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




Beliefs

Religion: Cult of Gwaed and the True Prince


Motivation: To see the Dominion prosper and grow, defeating his older brother Lionis, and enhancing his Gwaed.


Personal

Likes: Mead, flying, honest people and good food.


Dislikes: Cowards, sinners, his brother Leonis, hot weather.


Hobby: Mounting his Aderyn, singing, sparring and reading.
Last edited by Sraelyn on Sun Jun 02, 2019 12:20 am, edited 1 time in total.
That God's name is Abraxas

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Sarderistan
Envoy
 
Posts: 261
Founded: Oct 25, 2017
Ex-Nation

Postby Sarderistan » Sun May 26, 2019 11:04 pm

Tag. Can we bulid a state (non-NPC state) instead of RPimg as one of the preset lords/kings/etc? If yes, I'd tag to reserve the western desert coast of Aea all to the interior. Inspired by Dorne.

_[' ]_
(-_Q)

If you support capitalism, put this in your signature.
"God promises to make something good out of the storms that bring devastation to your life."
- Romans 2:18

A proud Conservative. I like Trump even though I'm not American.

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Sarderistan
Envoy
 
Posts: 261
Founded: Oct 25, 2017
Ex-Nation

Postby Sarderistan » Sun May 26, 2019 11:24 pm

V A N Q U A R I A wrote:
Sarderistan wrote:Tag. Can we bulid a state (non-NPC state) instead of RPimg as one of the preset lords/kings/etc? If yes, I'd tag to reserve the western desert coast of Aea all to the interior. Inspired by Dorne.


I won't allow you into this rp because this rp isn't for newbies. And clearly, you don't understand this rp by the looks of it.


How about you let me create a country application first. This is not my first NationStates account and I have been involved in forum roleplays before.

_[' ]_
(-_Q)

If you support capitalism, put this in your signature.
"God promises to make something good out of the storms that bring devastation to your life."
- Romans 2:18

A proud Conservative. I like Trump even though I'm not American.

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Gudmund
Envoy
 
Posts: 284
Founded: Aug 02, 2018
Liberal Democratic Socialists

Postby Gudmund » Sun May 26, 2019 11:49 pm

The dragon imprisoned by the Dragon Order
Image



Essential Details

Name: Solthyme the Undying


Appearance: Image


Age: 281


Gender: Female


Sexuality: Bisexual


Build: Mid-sized for a dragon at 16 metres tall, 58 metre wingspan, weighs approximately 5942 kg (13100 pounds). Is covered in rapidly regenerating silver scales. Long tail, capable of flight over 6 hours and walking on 2 or 4 legs.


Legacy

Allegiance: Herself


Profession: Prisoner, Slaughterer


Background: In her early years, Solthyme grew up as a single child, her long forgotten home resting atop a great frosty mountain. The harsh weather of the mountain improved her over time, her scales changing colour to blend in, and her flames evolving to compete against the cold and lack of oxygen. She does not recall her parents, the closest thing to family was an old woman at the bottom of her mountain, who graciously taught her the Aedasir language. As expected, she passed away all too soon.

Under the impression that all humans were as kind as her, Solthyme left her mountain for the first time in search for more. Everywhere she went, the people were fearful and violent, chasing her away before she could speak. After a decade had passed she returned to her mountain, visiting the old woman's house only to find that a new resident had moved in, a young girl who didn't fear her. She was apparently related to the old woman, and they quickly became friends.

Following the rumours and legends she'd left behind was a band of ambitious hunters, who kidnapped Solthyme's friend to lure her out. Once Solthyme discovered the mutilated body of the kind girl, she rampaged across the country slaughtering all who blocked her path, only stopping to cool her head once she found the hunters and burned them all to death. Before any armies could be raised against her, Solthyme, now 110, flew far from the country to the continent of Uratos. Unfortunately for her, she underestimated the cleverness of her enemies, being tracked down in her new mountainside cave by the Dragon Order.

Using powerful sedatives from a range of poisonous creatures, Solthyme was successfully detained, with the Dragon Order building Jibari Keep around her cave. Imprisoning her for decades they torturously ripped off her precious regenerative scales, creating a multitude of powerful weapons and armour, Her food was carefully managed, leaving her thin and weak. The large iron chains binding her were embedded in the ceiling and walls in a way that, if torn out, would collapse the very cave atop her. As of today, the only thing keeping her sane is the searing hatred of humanity she bears. Perhaps, deep down, she can find it in her heart to forgive them. Solthyme knows for a fact that not all humans are evil, after all, she knew two of them herself.


Beliefs

Religion: N/A


Motivation: To escape her hellish prison and to slaughter the ones responsible, possibly even enslave them for the sake of irony.


Personal

Likes: Innocence, rare animal meat, cold weather


Dislikes: A majority of humans, swampland, judging by appearance.


Hobby: Stone carving, plotting
Last edited by Gudmund on Mon May 27, 2019 12:06 am, edited 4 times in total.
Civilisation:
Tier 8, Level 3, Type 7
An 8.625 civilization - according to this index
▬▬▬▬▬▬▬▬▬▬▬
Leader: Albani Gudmund
Setting: FT (2060+), the ruling nation of a non-human, low population, galactic Empire spanning just beyond its solar system. Primarily using advanced, mass-produced droids to handle most menial tasks and to fill the ranks of its military alongside living soldiers.

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Phalnia
Ambassador
 
Posts: 1686
Founded: Nov 20, 2010
Left-Leaning College State

Postby Phalnia » Mon May 27, 2019 12:50 am

Nation, house, and characters are done. I'll be starting vassal houses, organizations, and creatures tomorrow.
Image


Essential Details

Name of Realm: Kingdom of Resdayn


Rulers: King Varii Velonth


Culture: Resdayn is a feudal nation built upon a series of extended families called houses. Much like Res society, the houses are further divided into levels of importance. The most common, and the lowliest, are minor houses. These families exert control over a minor amount of land and resources, often just a manor house and some farmlands. Next are the major houses. These houses rule vast tracts of land and are often based in castle of city. These houses will often have several minor houses sworn to them. At the highest levels are the great houses. Historically, these are the fewest in number, yet they hold the most land and the allegiances of the most houses. All houses, regardless of prestige and size, are granted a seat at the Resdayn Collection of Houses. This congress offers advice to the king of Resdayn and votes on matters of succession when inheritance is unclear. Commoners are often only tangentially related to a noble house. Those that are, are mostly engaged as retainers, workers, or soldiers.

The current king is Varii of House Velonth. His house was elevated to the position of royalty nearly three-hundred years ago. The realm has remained stable since, with Resdayn entering an era of economic boon. With the rise of House Velonth came reforms. The first Velonthi king outlawed the traditional slavery practiced in the kingdom. Under his new decrees, one could not be born a slave, slaves gained the option to purchase their freedom, and freed slaves and children of slaves enjoyed full status as citizens. These reforms initially met with heavy resistance, but through political machinations, House Velonthi was able to quiet detractors.


Religion: The population of Resdayn practices ancestor worship. The belief is that gods have never seen fit to aid the Res, but all that they have accomplished they have accomplished themselves. Res will invoke the name of ancestors in times of strife or uncertainty. The more accomplished or ancient the deceased is the more powerful their invocation believed to be.

There exists no overarching hierarchy to the faith, and the closest thing to a priest are those members of great houses tasked with the tending of the deceased. Their are no temples or churches. Mausoleums serve as places to house the honored dead, but the Res do not congregate in such places. The state of a body can reveal much about their own station as well as the status of their descendants. The poor are often cremated and their ashes placed in community tombs where the entire village may inter their dead. Higher-class families may own their own private tombs and may even have a few of their dead mummified and tended to by an embalmer who serves multiple tombs. The ancestors of the great houses are the most preserved. They are almost exclusively mummified and tended by embalmers who serve the single singularly. The complexes themselves vary in quality and adornment, but all share a style and layout. They are partially buried and built as a series of circles, with the oldest remains inhabiting the center and new rings being added as the need arises.

One of the greatest tragedies in Res culture is the loss of a body. Be it unrecoverable following their death, or the destruction or abduction of a body. Many blood-feuds in Res history can be traced to the loss of a body following battle or the desecration of a tomb.

History: Resdayn is an ancient nation, with genealogical records tracing the oldest lineages back over a millennia. What was once a small city-state has spread across the Resdayn Peninsula to form a kingdom. With such a long history, scholars have divided the history of the nation into sections based on the ruling dynasty.

  • The Time of no Kings (Prior to 100 CE) The Res culture can be traced back to 100 CE. This is when the first traces of the ancient city of Res can be confirmed to have existed. However, prior to this the area was a hotbed of activity. The original settlers of the area, however, likely did not describe themselves as Res. Tradition holds that these people were travelers from the east who followed the setting sun to settle in the fertile plains of the Resdayn Peninsula. It was in these plains that these tribes formed settlements and built the city of Res as a common meeting place for trade and diplomacy. The meaning of the word has since been lost but, to the Res people the word still holds meaning.

    This city stood as a place of peace and cooperation, even as the tribes made war upon each other. The tombs of Res remained a sacred place where violence was forbidden and the dead of all tribes could be interred. The city of Res remains to this day, but its only inhabitants are the dead and those who tend to them.

  • The Time of the Torothi Kings (100 CE-445 CE) Yenel Toroth was a powerful warlord in the year 100 CE. Through a combination of conquest and politicking Yenel managed to unite the various tribes and clans surrounding Res. They swore fealty to him and crowned him the first King of the Res and of Resdayn. Yenel ruled for several more decades expanding his influence and establishing the Kingdom of Resdayn. His son Aral Toroth established the Resdayn Congress of Houses, and moved the Res people away from their tribal system to a feudal government. For the next two centuries, the Torothi Kings would continue to expand north, until meeting the the border of the Liang Dynasty.

    The House Toroth became extinct in 445 CE when Vala Toroth died leaving no heir. The Collection of Houses was convened to determine who should inherit the throne.

  • The Time of the Saari Kings(445 CE-847 CE) Following the passing of Torothi line, House Saar narrowly won the vote to become the next royal house. Under the leadership of Aslili Saar and his descendants, Resdayn consolidated their control over the southern reaches of the Resdayn Peninsula. The reign of House Saar is remembered as a time of peace with only the occasional pirate raid or peasant uprising.

    It was during this time that Res identity took on many of its characteristics. The great tombs at the city of Res were expanded and great artists perfected their trades. Many of the songs and plays written in this period remain popular in Resdayn. Resdayn would continue to flourish until midway through the 9th century. During this period a sickness spread throughout the kingdom. Despite the consultation of the greatest healers, the illness overtook House Saar.

    Their castle became their tomb as the entire household perished. For the next two years the realm was without a king as each house was left to their own devices to prevent the devastation of the plague.

  • The Time of Velonthi Kings (849 CE-Present) In 849 CE the plague that decimated Resdayn was eradicated. The efforts of the young Master Sama Velonth to quarantine the sick and burn the bodies led to the decline. It was also from the House Velonth that cure originated. With the end of the Red Flu the Collection of Houses convened once again. Recognizing the efforts of Sama Velonth, the Royal house of Velonth was created and Sama crowned the first king of the dynasty. For just under three-hundred years the descendant of Sama have reigned as kings. They are mostly recognized as reformers. Their actions to improve the lots of slaves and commoners have not gone without notice.

    The elderly king Varii Velonth currently rules over Resdayn.


Assets

Resources: Major supplies of: wheat, rice, cattle, iron, timber, and trade.


Strongholds:
  • Velonthi Aln- Seat of House Velonth and the capital of Resdayn
  • Radondi Aln-Seat of House Radondu
  • Imasi Aln-Seat of House Imasa
  • Balhani Aln-Seat of House Balhan
  • Varoali Aln-Seat of House Varoal

Towns: The seats of the various houses have towns that extend out from the stronghold. However, towns have sprouted up free from the shadow of a great keep. These include:
  • Res
  • Pheheren
  • Vasan


Military

Military Commanders:
  • Prince Elwe Velonth
  • Master Vorunos Radondu
  • Master Sulipar Imasa
  • Master Idroreloth Balhan
  • Master Yenel Varoal


Military Strength:
Total Strength: 40,000
House Velonth
Standing: 1,400 men
Levies: 8,000
House Radondu
Standing: 1,200 men
Levies: 7,500
House Imasa
Standing: 1,200 men
Levies: 7,300
House Balhan
Standing: 1,000 men
Levies: 6,250
House Varoal
Standing: 900 men
Levies: 5,250


Special Troop:
Warrior-Poet Society
100 of the finest warriors in the Kingdom. In addition to martial pursuits these warriors are skilled in the arts. In the tradition of King Tarva Saar, these warriors believe that a man cannot focus on only one aspect of his life, he must be well-rounded. These men serve as the personal guard to The King of Resdayn


Diplomatic Relations

Allies: TBA


Rivals: TBA



Other Information

Location: The eastern peninsula of Ferra.


Image



Essential Details

Name of House: The Royal House of Velonth


Leader: King Varii Velonth (51)


Family Members:
Queen Consort Alari Velonth, nee Balhan, Wife (44)
Prince Elwe Velonth, Son (21)
Princess Tilivura Velonth, Daughter (19)
Princess Telessa Velonth, Daughter (19)


History: The genealogical record of House Velonth can be traced back to 232 CE. It was in this year that the mercenary known only as Velonth was granted the right to form his own noble house. Now known as Master Velonth Velonth, this newest Res master served as a sworn vassal of House Imasa. Construction on Velonthi Aln was completed in the year 238 CE. And the Velonthi crypt received its first inhabitant in 257 CE when Velonth Velonth perished from a infected wound. The Velonth remained as a minor house for many centuries serving their liege and the realm faithfully. It was not until the Red Flu epidemic of 847 CE, that House Velonth would take a major role in the Kingdom. Master Sama Velonth was able to spread his cure and preventive measures through the realm, following the loss of the Saari kings. Out of gratitude the Collection of Houses elevated Sama to the rank of king and forever changed the fate of the House Velonth. For three centuries the Velonthi have ruled from their ancestral home of Velonthi Aln. Known as reformers for their actions to improve the lives of slaves and commoners, some noble houses have taken a negative view of the Velonthi, House Radondu chief among them. Varii Velonth currently leads the house and the Realm.



Assets

Home: Velonthi Aln


Military Strength:
Standing: 1,400 men
Levies: 8,000



Relations

Allies: House Imasa, House Balhan


Rivals: House Radondu


Image



Essential Details

Name: Varii Velonth


Appearance: Image


Age: 51


Gender: Male


Sexuality: Heterosexual


Build: 5'10", thin


Legacy

Allegiance: Himself


Profession: King


Background: Born in 1050 CE, Varii was groomed to be king. From a young age he was trained in both the ways of war and peace. Under the tutelage of the Warrior-Poets, Varii studied the sword, spear, and bow. These men also taught the boy the peaceful arts of music, painting and writing. Varii wrote several volumes of verse. These volumes are now housed in the royal library.

These skills make a man well-rounded, but they do not make him a king. From a young age Varii shadowed his father, learning the intricacies of ruling a nation. One of these intricacies was the managing of vassal loyalty. To ensure the continued loyalty of the House Balhan, Varii was wed to Alari Velonth. A marriage of convenience, Alari and Varii came to tolerate one another and have three children.

Currently, Varii is 51 and has delegated multiple responsibilities to his son, in preparation for Elwe's ascension to the throne.



Beliefs

Religion: Res Ancestor Worship


Motivation: Varii hopes to leave a stable kingdom and house for his son.


Personal

Likes: The arts, family, wine, animals


Dislikes: Dark, fish, criminals, unproductive people


Hobby: Writing, riding.


Image

(Delete all parentheses - like this one for a start!)

Essential Details

Name: Prince Elwe Velonth


Appearance: Image


Age: 21


Gender: Male


Sexuality: Pussy Destroyer


Build: 5'10", muscular


Legacy

Allegiance: Varii Velonth


Profession: Prince


Background: Elwe was born shortly before his father took the throne. For the entirety of his memory, Elwe has only known his father as a king. A king who placed much on the shoulders of his first born and heir. Elwe underwent the same training as his father and the past kings of Resdayn. Studying under the Warrior-Poet Society, Elwe proved to be a capable warrior and an accomplished musician.

In order to further contribute to his son's education, Varii has sent his son on a tour of the kingdom. These travels have helped to make Elwe more familiar with the struggles of the various corners of his realm. It was during such trips that Elwe earned his reputation as a lover of women. The young prince has since had many trysts, but thankfully no bastards have yet been born. Varii chooses to ignore his son's indiscretions, and is planning to find a bride for his son with the hopes that it may settle the boy down.



Beliefs

Religion: Res Ancestor Worship


Motivation: Living up to his father's expectations.


Personal

Likes: Music, family, nature


Dislikes: Small spaces, ignorance


Hobby: Hunting, practicing the zither

"The air up there in the clouds is very pure and fine, bracing and delicious. And why shouldn't it be? - it is the same the angels breathe." Mark Twain
“Don't feel entitled to anything you didn't sweat and struggle for.” Marian Wright Edelman

User avatar
Sarderistan
Envoy
 
Posts: 261
Founded: Oct 25, 2017
Ex-Nation

Postby Sarderistan » Mon May 27, 2019 1:06 am

V A N Q U A R I A wrote:
Sarderistan wrote:
How about you let me create a country application first. This is not my first NationStates account and I have been involved in forum roleplays before.

Give me a writing sample


Amr'ullah Khawadzi was a prominent religious cleric. Born in 1935, Imam Khawadzi spent his childhood in a poor slum off the outskirts of a city, where colonial masters and native noblemen would walk past a smooth, large highway in fashioned cars, smirking at the slum residents and occasionally throwing garbage at them. He watched as his family, his friends, his neighbors, and his people was driven out by their colonial masters, with his nation's upper class cheering them on all things they do. White skin or not, they are all the same, devilish, hideous, monsters who fed on the poor.

So Khawadzi turned to the only thing that could give him peace. For years and years he studied the holy books. His intelligence and charisma made him a very prominent student, excelling in science and mathematics as well. At the age of 21, Khawadzi is the most prominent student at his hometown's university, and no one could guess that the poor slum-dweller whose home has been demolished violently by the Italians, now stand as a honored guest among the colonists themselves (and for an extend, the nobles). But his desire of knowledge did not end there. From his hometown, he continued to the capital city in a renowned university, studying politics and religion in the process, albeit his master degree is for the doctor's profession. As was the nationalist sentiment in the nation at the time, as the World War neared its end and the people all demanded an ever-increasing amount of indedpendence. Radical ideas, fanatism nd extremism began to seep into the nation. Many brilliant minds, in turn, are convinced with these ideas, Khawadzi included.

He left his life from then. He left the his doctor profession and began seeking for more knowledge in the religious affairs. Within two years, he is proclaimed as a Holy Leader, a religious leader at his own right. His sermons and speeches quickly became famous, thanks to the sweet and convincing words of manipulation. More and more people are "baptized" into his radical ideas. A more dangerous group than anything in the world. will ever be. From his former fortunes, and the embezzlement he made as a prominent religious figure, he is easily counted in the 10 richest persons of his country, with a total wealth of US$ 160 million, at least. His personal enterprises span wide and tall, as he raised stocks in the petroleum industry as well. Who would guess the friendly and convincing old man and Imam as the owner of a massive oil block that took up several thousand homes? Not someone who has experienced it, at least. Not
Khawadzi. His contact at the government are all top government officials, and then he began to plot revenge on the damned infidels, God willing.

So he began to plot in the dark and lurk in the light. Deals with the Mafia. Embezzlement. Weapon supply. Estabilishing connections with the intelligence agency. Using funds from companies and Ministries. Taking time, he could even found himself a nice large villa in a Mediterranean island and a foreigm citizenship. Of course, he would not abandon faithful brothers that waited for the Holy Leader's command back in his hometown. Not now, after he got the support of Maurizio Calderi, Imperator of Crime and Lord of the Thompson Submachineguns. Most feared warlord from the Mediterranean to the Black Sea. And as usual, he began to plot. The Minister of Finances is but his puppet, so he can start pumping out national budgets into the grateful hands of Calderi, damned freaking Mafia. He arranged the meeting with the terrorists, facilitated by his "disciples". That quickly backfired, as expected from the pompous fool Calderi is, but thankfully they can still think straight and shifted all the blame to the Government. "We work in the dark to serve the light," as he likes to think that particular Ubisoft game took inspirations from him. But no one could know.

Now that his plans are all but working, damned police investigators sniffing out and the Calderi crime empire utterly destroyed, maybe it is time to seek out help in other places. God willing. The terrorist organization would take his offer gratefully, they must. He still has undercover operations in his country. He can still steal the military. And with what remained of Maurizio Calderi's crime kingdom clinging to his radicals to survive, at least he has some paramilitary force that could be used to train his extremists. Damned infidels. Soon, he likes to think. Not just his country. Not just thrice-damned former colonial mastrrs. All of Europe. America. Australia. All the infidels in the world would get the holy message. And he is the instrument.

_[' ]_
(-_Q)

If you support capitalism, put this in your signature.
"God promises to make something good out of the storms that bring devastation to your life."
- Romans 2:18

A proud Conservative. I like Trump even though I'm not American.

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