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Clash of Kingdoms (Intrigue/Nation/Character): REBOOT

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Nuridia
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Clash of Kingdoms (Intrigue/Nation/Character): REBOOT

Postby Nuridia » Fri Nov 29, 2019 11:37 pm

Decided to reboot this bad boy, because I had a shit ton of fun last time and am creeping my way back on to the RP scene with an old classic. I took some time away to step my game up and learn how to be a more involved OP, so it'll be better this time around.

IC: viewtopic.php?f=31&t=475968

This OP, and many of the ideas that went into this RP would never have been made without the help of my amazing friend Tomia, this RP is as much his baby as it is mine.

Nobody truly knows the cost of the crown. Kings and queens are not to be envied. Ask them, they'll tell you.
Imagine being a king or queen. Or even an emperor or empress, most people have dreamt of it some time during their lives. The power, the prestige, the glamour. Everyone bowing down to you, worshiping you and attending to your every need. Being adored, most people would kill for such a lifestyle.
But most people don't see the dark side of rulership. It's not all being rich and glitz and glamour. It's also an enormous responsibility. Being responsible for an entire nation and their well-being, trying to balance governing thousands or even millions of people, making sure your people are okay, your kingdom does well, making alliances and maybe even waging war. It all falls on your shoulders. And if it's a hit or miss, the consequences fall onto you and your people. It's not just about you anymore, it's about your kingdom. Every decision you make is for that. You BECOME the state, you are barely your own person anymore. Running a kingdom is sacrifice. Oh, and that's NOT counting the threat of rebellion, fake friends and unscrupulous nobles either trying to take your throne for themselves, wanting to use you for your own ends, and the numerous plots and attempts at trying to kill you. Living in fear constantly for yourself and your family. A royal court is a lion's den, you have to survive or get eaten. There is no in-between. Now, imagine dealing with all of that at sixteen years old.

To better understand this perilous form of existence, one must know the land upon which these conflicts are built. On the continent of Paralia in the year 210 of third Red Era, there exist four dominant kingdoms.

In the West sits the kingdom of Marseille, an ancient and proud kingdom that traces itself back to an empire that once spanned the entire continent. Marseille is a proud and cultural place where though they value tradition hold often progressive and experimental values. It is a place that combines spirituality and cultural costumes with lavish markets and expensive parties. Marseille has historically engaged in combat when it has needed to, but it is far more known for its history of skillful diplomacy and negotiations to build its empire.

The Eastern lands meanwhile are predominantly ruled by tribal Sturian people. Their land is fairly mountainous and divided and so while many tribes are nomadic and fairly mobile, the tribes are often isolated from each other. Though each tribe has their own cultural and history they are ruled by the Stra, the supreme chief of the tribes. The Stra is chosen through tribal council where each tribe presents a champion for the council of elders to chose from. While many assume that those who live in tribes are barbaric and backwards, the Sturian are rather civilized people. Though they appropriate the sport of combat they are far from blood thirsty and often fuel their economy through mining and trade caravans rather than warring and pillaging.

Meanwhile the Northern Termainian kingdom shares similarities to the Sturians but oddly only half of it. Termain is divided into two provinces that are radically different in culture. The southern province of Orias is a highly urban and coastal place with a heavy emphasis on trade and seafaring. Meanwhile the northern province of Tor is made up of more rural territory, and its cities are smaller and ruled by local lords referred to as Jarls. Tor provides most of the nation's military, when a Torian king sits on the throne it likely means the country is preparing for war.

Finally the south is a lightly populated but vast desert territory controlled mostly by the princedom of Jorik. Little is commonly known about Jorik, because it is mostly isolated from the outside world expect for the occasional war or Jorik traders arriving in foreign cities. It is seen as a mystical place, that is most famous for their feared assassins and impressive fighting styles that emphasize stealth and quickness. Jorik's traditions often class with the other great powers, which can make diplomatic meeting slightly awkward.

Beyond the kings and queens that rule over the continent, magic is a force that rules there as well. Mages play a powerful role in Paralia. Each country employs many mages in the forms of court wizards and witches, as well as forming guilds or magical orders to strengthen and control their magical powers. However many are suspicious of the power of magic and would love a political incident or catastrophe to blame on magical kind.

In Paralia magic is in many ways deeply tied to religion. The dominant religion on the continent is known as the Order of the Colors, often times referred to as the Harmony by its followers. The Order preaches that four gods and goddess rule over the realm of mortals and they are represented by the colors red, blue, yellow, and green. This informs the way the calendar is written, as the order views history as separated by eras, each era dominated by the influence of a particular god. Red is the God Forsen, a war god who represents justice and order. For Forsen war is not chaotic and cruel, but rather necessary and just. Red eras are seen as times of turmoil and sacrifice but often end in great triumph and change. Blue represents Osat, the Goddess of water and tranquility. Blue eras are peaceful and are told to predict economic and political prosperity but also sometimes stagnation. Next is Gorin, the god of green. Gorin is the natural god, his realm deals with natural concepts such as growth, life, and even death. Green eras foretell bountiful harvests and thriving ecosystems but also warn of ending of good times but promise the beginning of them as well. Finally the yellow era is the embodiment of Ausa the Goddess of love and emotion. Yellow eras tend to bring chaos and instability in political and daily life. Ausa is said to spur passion and rash behavior to those who live during her era.

This age is said by many to be a rare phenomenon known as an Orange Era or a Sunset Era...an era of great emotional and political upheaval caused by the turmoil of the winding down Red Era. Signaling both growth and sacrifice, emotional and political development. The instability and chaos with the potential to lead to something great or something horrid...almost like a phoenix having the potential to rise from the flame and ashes. And this is the time in which teenagers are ruling half the continent.
In this, you will be playing one of these young monarchs, you are in charge of an entire country now. Or perhaps you’re an advisor to the young leader. A noble trying to take the throne for themselves for good or bad? Or even a court mage or a merchant, it’s up to you. Whatever your ambition, it will shape and change the course of Paralian history forever.

But before such a tumultuous era began, there was a quiet era of peace. The main kingdoms lived mostly in harmony and were great allies to each other, after they banded together to stop the last Holy War, they were allies and worked together to make the continent a safe place. Long ago, the land had been ravaged by war between three feuding factions...the Order of the Silver Cross, a band of renegade knights devoted to their goddess almost fanatically. The anarchists who wanted to get rid of governments altogether

What will you choose, Your Grace? To help your people or oppress them, to guide them to prosperity or to enrich only yourself? Will you lead your country into a golden age or into absolute ruin? So many decisions, and that isn’t counting your arithmetic lessons.

Monarch app
Name:
Age (between 12 and 18):
Gender:
Race/Species:
Personality:
Sexual/Romantic preference (optional):
Appearance:
Bio:
Goals:
Likes:
Dislikes:
Theme Song:
Powers/Abilities


Other App:
Name:
Age:
Gender:
Race/Species:
Personality:
Sexual/Romantic preference (optional):
Appearance:
Bio:
Goals:
Likes:
Dislikes:
Theme Song:
Powers/Abilities:


Kingdom App:
Name:
History (doesn’t have to be long):
Current leader:
Government Type (monarchy, republic, etc):
Religion:
Population:
Imports:
Exports:
Stance on magic:
Geography:
Culture (status of women, traditions/customs, marriage, etc):


POPULATION GUIDELINES: Since we have radically different populations cropping up all over the place, a wise player suggested to me that I put up a guideline about what populations would be good depending on size and power, so here we go:
Minor Kingdoms: 500,000- 1 million
Major Kingdoms: 1 million-5 million
Great Powers: 5 million- 20 million
Empires: 20 million to 25 million
Last edited by Nuridia on Tue Dec 03, 2019 11:03 pm, edited 2 times in total.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Utceforp
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Left-wing Utopia

Postby Utceforp » Sat Nov 30, 2019 12:09 am

This sounds interesting. Are the four kingdoms the only kingdoms in existence, or is the idea of the kingdom app that we'd create our own? Also, aside from magic, are there other fantasy elements to the setting? (e.g. non-human sapients.)
Signatures are so 2014.

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Nuridia
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Postby Nuridia » Sat Nov 30, 2019 12:12 am

Nah, the four kingdoms are just four of the most powerful ones...you're totally free to play one of them or make your own, I encourage it. And yeah, you're free to choose a species as well (I don't exactly have a species app, if u wanna make a kingdom of giants you can put the info in the culture.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Petrovsky
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Postby Petrovsky » Sat Nov 30, 2019 12:12 am

looks interesting!

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Postby Petrovsky » Sat Nov 30, 2019 12:14 am

will there be a map?

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Nuridia
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Postby Nuridia » Sat Nov 30, 2019 12:17 am

That would be GREAT...but unfortunately I cannot make maps to save my life. Maybe I can find a map generator or something, but I don't know...I'm more of a story and lore expert.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Ormata
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Postby Ormata » Sat Nov 30, 2019 12:18 am

Might I ask as to why the Monarch Application has an age range of 12 to 18?

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Postby Nuridia » Sat Nov 30, 2019 12:26 am

Ormata wrote:Might I ask as to why the Monarch Application has an age range of 12 to 18?

Because this series focuses on young monarchs.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Ormata
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Postby Ormata » Sat Nov 30, 2019 12:27 am

Nuridia wrote:
Ormata wrote:Might I ask as to why the Monarch Application has an age range of 12 to 18?

Because this series focuses on young monarchs.


Damn I just saw that portion of the OP and was about to delete. Fair enough.

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Petrovsky
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Postby Petrovsky » Sat Nov 30, 2019 12:30 am

Nuridia wrote:That would be GREAT...but unfortunately I cannot make maps to save my life. Maybe I can find a map generator or something, but I don't know...I'm more of a story and lore expert.


I can make a map? I love making maps! plus, I never have anything to do!

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Postby Nuridia » Sat Nov 30, 2019 12:31 am

I went with it because I feel it's an interesting dynamic that's seldom explored.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Nuridia
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Postby Nuridia » Sat Nov 30, 2019 12:32 am

Petrovsky wrote:
Nuridia wrote:That would be GREAT...but unfortunately I cannot make maps to save my life. Maybe I can find a map generator or something, but I don't know...I'm more of a story and lore expert.


I can make a map? I love making maps! plus, I never have anything to do!

If you can make the map, that would be amazing! I'd appreciate that so much, we just have to get the kingdom apps up.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Postby Petrovsky » Sat Nov 30, 2019 12:37 am

you could make it so people can claim an area on the map?

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Postby Nuridia » Sat Nov 30, 2019 12:42 am

Petrovsky wrote:you could make it so people can claim an area on the map?

That works too...and we can set aside land for the four main kingdoms.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Postby Petrovsky » Sat Nov 30, 2019 1:00 am

sure! do you have discord? we could discuss it there?

and I''ll do this for free too!

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Postby Nuridia » Sat Nov 30, 2019 1:03 am

Petrovsky wrote:sure! do you have discord? we could discuss it there?

and I''ll do this for free too!

Yeah, I got one.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Postby Utceforp » Sat Nov 30, 2019 1:48 am

Name: The Orczan Empire

History: In ancient times, there was an elven city-state named "Tesallain" on the eastern Paralian coast. Rarely, certain Tesallain elves were born with greenish-tinted skin or elongated canines, but otherwise they resembled their western cousins. Eventually, Tesallain was sacked by an alliance of its rivals, and its inhabitants fled their homeland in a great fleet. This fleet of refugees wandered Paralia for months, dwindling in number as they searched futilely for a new homeland to settle. Eventually, in desperation, the leaders of the fleet lead their people into the unknown eastern sea. Knowing they were likely doomed, the refugees began calling themselves the "Ursh San", or "dead people". After weeks at sea and against all odds, they found an enormous island to settle. This island was formed and dominated by a volcanic mountain range, which in turn was surrounded by fertile valleys. The Ursh San named their new home "Urshsanis", and claimed it as their own.

Due to their small founding population, the previously-uncommon traits of green skin and elongated canines became ubiquitous among the Ursh-San. As their language evolved, "Ursh San" became "Orczan", sometimes shortened to "Orc", which has the same meaning. The natives of Orczanis were the Wargs, sapient horse-sized wolves who lived in stone age nomadic tribes. The Orcs produced tools and structures that the Wargs could not make on their own, and in exchange the Wargs left the Orc settlements in peace.

The various Orczan cities and villages established by the refugees and their descendants remained independent from each other, until the rise of "The Three Masters" - Zirak Sword-Writer, Keshn Nazirak Stone-Carver, and Urthak Nozirak Orc-Father. Zirak was the king of a powerful city-state in southern Orczanis, and after the death of his sons in battle he began writing the hybrid philosophical text/sword-fighting guide that would go on to become the basis of the Orczan religion. Zirak also established the tradition of Emperors abstaining from having biological children and instead adopting a successor, as he never re-married. Zirak's successor and adopted daughter Keshn claimed the title "Empress of the Orcs", as she expanded Zirak's state to cover most of Orczanis. Keshn also built the city of Dzalkeshn in the shadow of the sacred Mount Vithala as an administrative and spiritual capital for her new empire. Keshn's successor and adopted son Urthak codified the belief system that Zirak had created and Keshn had spread, and conquered the remainder of Orczanis. However, Urthak is more famous for achieving and then rejecting ascension, choosing instead to throw himself into the caldera of Mount Vithala, symbolically infusing it with his essence and making himself into a guiding ancestor spirit for every Orc who breathed in Vithala's ash clouds.

The Emperors ruled for centuries, with each adopting the blood-name "Nozirak", meaning "Son of Zirak". The Wargs were both within and outside of this empire, and later Emperors incorporated Warg mercenaries into their armies as heavy cavalry. The Sword-Writings demanded that aristocratic Orcs hone their combat abilities in battle, but with Orczanis unified there was nobody to fight, so the Emperors instead organized massive melees with hundreds of participants. Eventually, even these melees began to seem insufficient, so a few years before the start of the Red Era, the Orcs sent ships into the west to attempt to rediscover their lost mythical homeland. They made landfall in the territory of the Sturians, and immediately set about establishing a beachhead for invasion.

Since then, the Orcs have ruled a large swathe of eastern Paralia. They expand their influence not just with strength of arms, but with diplomacy and guile, turning the feuding Sturians against each other and using tribes loyal to them as proxy rulers. Orcs from Orczanis who wish to make a name for themselves travel to Paralia, most often joining up with the military in exchange for farmland upon their retirement. The Orcs have consolidated their colonies and now look to expand further to the west, north, or south - wherever opportunity presents itself.

Current leader: Emperor Talhkan Nozirak Strong-Iron rules the entire empire, but due to Dzalkeshn's distance from Paralia, he cannot directly govern the colonies. As such, the Orczan colonies in Paralia are governed by Prince Vithak Nozirak Paralzan, ruling in his father's stead.

Government Type: Theocratic monarchy, with the Emperor expected to act as a ruler, high priest, and wise philosopher all at once. Uniquely, the Emperor must be unmarried to be eligible for the throne, and they are forbidden to have children while in office. As such, they "adopt" their chosen successor, traditionally from among their most accomplished generals. It is hoped that, in this way, the Emperor will always be a wise ruler, and civil wars will be prevented by ensuring the incumbent Emperor always has the military's support.

Religion: "The Sword-Writings of Zirak", a group of texts written by King Zirak and then edited and published by his successors, acts as the foundation of the Orczan faith. It claims that certain beings can ascend to a state beyond godhood and outside the physical universe by "holding a blade without cutting one's hand", a concept simultaneously representing both emotional stoicism and literal battle prowess. The texts instruct the reader on how one might achieve this state, starting with passages that resemble more mundane martial arts manuals, and gradually becoming more abstract over time. Zirak, Keshn, and Urthak are said to be the only people to have reached this ascended state, although Urthak rejected it to remain in the mortal world as an ancestor spirit.

The Orcs believe that if someone fails to achieve ascension in life, they can persist as an "ancestor spirit", and guide their descendants to ascension instead. If a person guided by ancestor spirits succeeds in doing so, their ancestors ascend as well. The Orcs are divided into a variety of schools of thought on who can and cannot be considered an "ancestor", most existing on a spectrum between the "Sanguinists", who believe only a person's actual flesh-and-blood ancestors count, and the "Intellectualists", who believe that one can claim your mentors, and your mentor's mentors, and so on, as ancestors as well. All but the most zealous Sanguinists agree that Urthak became the "ancestor of all Orcs" by throwing himself into Mount Vithala, but for an Orc to claim Zirak or Keshn as an ancestor spirit is incredibly heretical, as to do so would be to claim they failed to reach ascension.

Orcs often carry talismans made from their ancestor's bodies, such as a necklace of finger bones, to better commune with them. Certain Intellectualist schools of thought consider worthy opponents in battle to be "mentors" to their killer, and thus spiritual ancestors to them. As such, when an Orc takes a body part or an object from the body of someone they killed in battle, it is actually a gesture of supreme respect to the deceased, not an act of defilement as humans would perceive it.

The Sword-Writings contain no claims about the gods or the creation of the universe, and as a result many Orcs also belong to "Mystery Cults" worshipping unrelated deities. These cults are a powerful force in Orczan culture, acting not just as religions but also academic institutions and political parties. Each cult views their patron deity as the "wisest student of Zirak". The most influential of these mystery cults are the Cult of Vorshkan and the Cult of Mother Moon, whose members are colloquially referred to as "Boars" and "Wolves" respectively.

The Cult of Vorshkan has its origins in the original religion of Tesallain, which persisted and evolved in Orczanis. Vorshkan is a boar-headed warrior god covered in tattoos and perpetually drenched in blood, associated with glory, honour, and righteous retribution. Worshippers of Vorshkan engrave images of boars into their armour, which act as magical charms that deflect swords and turn away arrows. The Boar Snout formation is named after Vorshkan, and soldiers who follow him compete to be in its front lines. "Boars" are stereotypically hot-headed young noblemen, viewed as either brave berserker heroes who can singularly turn the tide of a battle, or idiotic glory hounds who break ranks and immediately end up dead in their first attempt to prove themselves. The Cult of Vorshkan is generally associated with the Sanguinist school of thought.

The Cult of Mother Moon originates among the Wargs, whose beliefs were adopted by their Orc neighbours and adapted to better fit their culture. Mother Moon, also known as the "Golden Moon Woman", rules and embodies the Moon itself, and is associated with camaraderie, stability, and strategy and tactics. Mother Moon is venerated as the "Goddess of the Shield Wall", who strengthens the bonds between soldiers in order to stop them from fleeing the field. "Wolves" are stereotypically elderly generals who started as commoners and rose through the ranks, viewed as either clever strategists who use patience and unorthodox methods to defeat their enemies, or underhanded and indecisive cowards who sit far back from the field of battle while real warriors die fighting for them. The Cult of Mother Moon is generally associated with the Intellectualist school of thought.

Population: 5,000,000 total, 1,000,000 in Paralia.

Imports: Slaves, iron, spices

Exports: Volcanic glass, grain, timber (from the colonies in Sturia, not Orczanis itself.)

Stance on magic: Magic is widely accepted, but seen as somewhat lazy and dishonourable in comparison to more mundane ways of doing things. However, magic used to assist other forms of fighting - A swordfighter summoning ethereal blades, for example - is perfectly acceptable, and indeed skill in such forms of magic is considered one of the first steps towards ascension. Unusually, Orcs have no problem whatsoever with necromancy, as long as it is used to commune with one's ancestors rather than as a source of slave labour.

Geography: Orczanis is very mountainous and dominated by volcanoes, with the largest being Mount Vithala. However, the southernmost portion of the island contains a large valley filled with fertile volcanic soil, which has a Mediterranean climate. Orczanis is surrounded by archipelagos of smaller volcanic islands, which are also settled by the Orcs. The Orc colonies in Paralia have a temperate rainforest climate, and have a similar terrain to the rest of Sturian territory.

Culture:


  • Military: Orczan society is highly militarized, with an Orc's value as a person and their prowess in battle being seen as nigh-synonymous. However, aside from the Cult of Vorshkan, a warrior's individual glory is less important than following orders and successfully executing the plans put forth by commanders. The ideal of Orc society is the shield wall, where warriors stand together in defiance of their enemies, and everyone works together to defends their comrades. A typical Orc infantryman is garbed in segmented plate armour, wielding a tower shield and a short sword. Common infantry formations include the shield wall, the Tortoise Shell, and the Boar Snout. The "Akkuli", regiments of foreign mercenaries who are mostly comprised of Wargs, form the core of the Orczan cavalry force. Orcs value military engineers almost as much as soldiers, and thus are experts in the art of siege weaponry, even possessing certain highly primitive gunpowder weapons, such as fire carts. (I'd like to emphasize "HIGHLY PRIMITIVE". Think weaponized fireworks, not cannons or muskets.)

  • Aesthetics: The Orcs have a very functionalist view of art, fashion, and architecture. Their houses are grey rectangles made from cyclopean stone slabs, squat and unadorned and resembling bunkers. They build monumental architecture, but it is mostly in this brutalist style as well, with only statues of emperors and gods to break up this otherwise flat design. Orc clothing is generally undyed, although often embroidered with geometric patterns. The armour worn by Orc soldiers is mostly left undecorated as well, aside from whatever is necessary to identify the allegiance of the wearer, and the aforementioned engraved boar-image protective charms.

  • Language: The tongue of the Orcs is Orczan, the black sheep of the Elvish language family. It is full of harsh and guttural sounds, and many Paralian diplomats have complained of sore throats after visiting the Orczan court. Orczan words can be combined to create compound words with new meanings.

    Examples of Orczan Words:

    • Ak - Warrior or warriors. Becomes an adjective meaning "Fighting" when used as a suffix.
    • Dzal - City or settlement. Derived from the Proto-Elvish "Tesal".
    • Kan - An adjective used to describe respected people, has connotations of both "skilled in battle" and "possesses kingly wisdom".
    • Kobel - An adjective with a variety of insulting meanings, including "cowardly", "weak", "unenlightened", "primitive", and "unclean". Xenophobic Orcs use it as a slur against foreigners.
    • Kuli - Foreigner or outsider. Unlike Kobel, it has no negative connotations.
    • Na - A prefix meaning "Daughter of", often used in blood-names.
    • No - A prefix meaning "Son of", often used in blood-names.
    • Noth - A prefix meaning "Student of", often used in blood-names.
    • Orc - Corpse. Becomes an adjective meaning "dead" when used as a prefix. Derived from the Proto-Elvish "Ursh".
    • Shuuc - Nothing or nobody.
    • Tzo - River. Often used in the names of cities. For example, the capital of the Orczan colonies in Paralia is Tzo Sturkuli, meaning "River of the Sturian Foreigners".
    • Vith - Mountain.
    • Warg - Wolf. Generally, Orcs use "Wargs" to describe the intelligent wolves of Orczanis, and "Kobelwargs" to describe the non-sapient wolves of Paralia.
    • Zan - A suffix added to an adjective to create a noun meaning a person or group of people that can be described by that adjective. For example, "Kobelzan" means "slave", and "Paralzan" means "Person from Paralia". Zan is derived from the Proto-Elvish "San".
  • Names: Adult Orcs have three different names, all equally their "real name".

    The first name is the given name, a unique identifier typically given by an Orc's parents at birth, which reflects qualities the parents hope their newborn child will possess. An Orc's given name is used by adults in reference to a minor, minors in reference to other minors from the same family who they view as, parents in reference to their own children regardless of their age, and anybody in reference to their extremely close friend or spouse. Someone who does not fit into one of those categories referring to an Orc by their given name is seen as colossally rude, and implies the speaker views the subject as immature and child-like.

    The second name is the blood-name, a name shared between all members of a given family, (with slight alterations based on gender) which usually includes the given name or honour-name of a prestigious ancestor of that family. Orcs who view each other as equals use their blood-names when referring to each other, unless they meet the criteria to use each others' given names. When an Orc is socially expected to refer to another Orc by their blood-name, but needs to clarify which member of a family they are speaking about, they generally use an informal qualifier or nickname, e.g. "the younger" or "the tall". Orcs who don't know their ancestry use the blood-names "Noshuuc" or "Nashuuc", depending on their gender.

    The third name is the honour-name, a name given to an adult Orc (usually in their mid-twenties) by the consensus of their community, which alludes indirectly to some feat they accomplished or positive trait they possess. Orcs who are socially inferior to the person they are speaking of, or wish to flatter them, use that person's honour-name.

    For example, take the Emperor's bastard son, Vithak Nozirak Paralzan. Vithak is his given name, meaning "One who fights mountains", and was given by his mother in hopes that he would be brave in battle. Nozirak is his blood-name, meaning "Son of Zirak", and was given to him when his father publicly acknowledged him as his son. Paralzan is his honour-name, meaning "of Paralia", and was given to him when he was appointed commander of the Orczan forces in the colonies.

    His father calls him Vithak, as would his mother if she were alive. Other royals would call him Nozirak, unless it is necessary to differentiate him from his father, in which case they would call him Nozirak the Younger. Servants, vassals, and foreign dignitaries are expected to call him Paralzan.

  • Law: Orczan justice is mostly based around retaliation for the offending action, rather than deterrence or rehabilitation. Most crimes are punished via a "blood price", a quantity of gold that the offender must pay to the victim, which varies in amount depending on the crime committed. If the offender cannot pay this price, they may instead repay the victim through a period of indentured servitude, the terms and length of which are determined by an unbiased arbiter. If the offender can pay the blood-price but refuses to, or tries to flee from indentured servitude, they are punished in one of a variety of ways, again determined by the crime they originally committed. These punishments range in severity from mutilation, to permanent enslavement, to immediate execution. The most severe punishment possible is for the offender to be declared outside of the law, then delivered in chains to the victim's family, who are allowed to do to them whatever they please. As the God of Retribution, Vorshkan is usually considered the patron of the legal system.

  • Class: Orczan society is divided into four strata: Nobles, citizens, foreigners, and slaves.

    The nobility consists of distinguished and ancient families who are socially "superior" to others, as you'd expect, but they do not have hereditary control of large swathes of land in the vein of Paralian feudalism - The governors of provinces are appointed from the nobility, yes, but they can have their power revoked at any time, and there is no guarantee that their children will inherit their position. Nobles are expected to be skilled warriors, and a noble who refuses to fight brings shame on their family. Citizens have right to a fair trial, and the privileges of free movement and owning weapons. Anyone can become a citizen, regardless of race or species, although non-Orc citizens are still occasionally discriminated against. Foreigners are generally welcome in Orczan society and encouraged to assimilate, especially if they are merchants who trade in valuable goods, although they cannot enter certain places without approval, and (aside from the Akkuli) are forbidden from owning weapons. Slaves have certain rights, like the right to not be beaten excessively, but in most cases the law is stacked against them. For example, the blood-price for killing a slave is much lower than the blood-price for killing a citizen or nobleman. The Orczan word for slave is "Kobelzan", which is the origin of the Paralian words "Goblin" and "Kobold", which can refer to any Orc that is unusually short or scrawny. (As slaves tend to be.) The indentured servants mentioned above under "law" are not considered Kobelzan, and (aside from being forced to work) have the rights they did when they were free.

    It is entirely possible for a lowborn outsider to Orc society to rise to become the Emperor's heir, purely through serving in the military - Foreigners in the Akkuli can become citizens after five years, highly accomplished citizen soldiers are traditionally rewarded by the Emperor by being raised to the nobility, and distinguished noble officers are the most likely candidates to be adopted as children of the Emperor. However, Kobelzan lack such social mobility, and are freed only at the behest of their master.
Last edited by Utceforp on Sat Dec 07, 2019 10:45 am, edited 20 times in total.
Signatures are so 2014.

User avatar
Ormata
Senator
 
Posts: 4947
Founded: Jun 30, 2016
Iron Fist Socialists

Postby Ormata » Sat Nov 30, 2019 1:49 am

MONARCH APPLICATION
Image


Name: Queen Dei, The Small, Of Hedinbrog
Age: 16
Gender: Female
Race/Species: Giant
    Native to the kingdom of Hedinbrog, giants are a humanoid species similar to humanity besides a few factors. The average height of a giant is approximately 14 feet, nearly three times that of a human, with similar male-female variances. The average weight of a giant is six times that of a human, the majority of which is made up of thicker bones, muscles, and a hearty cardiovascular system. Some organs are not scaled proportionally, with the liver being 1.5 times larger than that expected. Giant eyesight is noted for being on average slightly better than that of a human while their hearing is definitively better than the same.
Personality:
    Quiet, observant, and of the opinion that no action is far better than the incorrect action, Dei views the world as a game of betterments and ailments, of actions taken where a position of superiority should be held either passively or through inaction, through not placing oneself in a position wherein that position might be lost. If overwhelmed, Dei holds a tendency to shut down emotionally and to think through all aspects in a cold, clinical manner.
Sexual/Romantic Preference: Heterosexual
Appearance:
    Standing at 7’4” and still growing, Dei lives up to her name while among friends and towers over foreigners. She’s well built from a time of fishing and working, from periods wherein she might learn such things as construction, mining, metalworking, things which were directed for her to learn by others. Tanned from the long hours outside, Dei’s brown hair is kept short and rather utilitarian.
Biography:
    Born to the ailing King Ingr, Dei’s time in the kingdom of Hedinbrog has been one steeped in the preparations for the future. Her father already knew that his death would come, come soon at any time for he was sickly and poor in the body, and he knew that the coming of the colored ages, whatever they might not mean to the Giant, still held meaning towards Mankind. Dei was directed in the learning of religion, for the ministering of the King Under’s blessings and curses and the beliefs therein, as well as being directed in the arts and manners of combat. From even a young age physical conditioning was something she was told to embrace, to become one with, and in this Dei did fully. She found something of a joy in the arts of movement, of the simple expending of energy, and so with the childish heart she would run and train with the soldier, the warrior.

    As the Princess Dei grew older, as a sounder and calmer mind came to her, the aspects of duty, of doing as one aught for the simple fact that it would be the right thing to do, these were the things instilled in the young woman. In some ways she became obsessed with it, obsessed with leading her people in the correct way, in the way that would ensure victory against the enemy, and in this manner Dei would become convinced of the idea that if one did correctly, they would be rewarded correctly, they would win their goals and the wars they might be fighting. She wanted to lead her people against whatever might come, the most obvious and unspoken threat being humanity. And yet, her father continued to push for more peaceful relations with humanity, even as he might continue to arm his own people, prepare his own people. Eventually, she would begin to listen to her father, to listen to his actions to peace, his preparations to war, his willingness to place danger before himself because the alternative was certain war. As her father’s illnesses hampered him, Dei would slowly take the reins from him, slowly take the duties and responsibilities entrusted to him. Ingr was reluctant at first, but he was no fool.

    Since her father’s death two years prior, Queen Dei has continued to wield her power on the throne in the pursuit of that same peace. Her advisors consider that the direction Hedinbrog is taking is one that’s overall for the better, as through Dei’s actions several new trades have begun to take root within the nation through exchanges as well as new techniques they hadn’t implemented before. They continue to manage the smaller aspects of the nation, though, finding that too much on a single, younger leader to be overwhelming.
Goals: The survival of Hedinbrog throughout the Sunset Era, Continuation of Hedinbrog’s political position
Likes: Archery, Bladework, Military Tactics, Simplistic Clothing
Dislikes: The Red God’s Worship, Slaves, Unreasonable Pacifists, Unreasonable Militants
Theme Song: Studzianki
Powers/Abilities: Skilled in Archery, Bladework, Civil Management


KINGDOM APPLICATION
Image


Name: Hedinbrog
History:
    Legends say that the kingdom of Hedinbrog was first created when Hedin, one of the Deep Serpents who hunted in the endless waters while the Gods quibbled over their domains, struck his tail against the earthen shores like a drum. The mountain ranges that were created by these strikes, jagged and craggy against the sky, Hedin likened to knives pointed against the Gods themselves. The giants who would soon come to inhabit this land were outcasts, travelers from the farthest land on the most distant shore over the endless sea, these giants came to know Hedin as he would come, after an age, to regard them as children under his care. Many worshiped the Deep Serpent, communing with their King Under upon the shore and though the Gods knew of their existence, though some thought it was base heresy and others thought it was merely as the giants were in their shore side ranges, the kingdom was not struck down. They came to regard the giants as merely oddities in the world they watched over and maintained, watched over and influenced. They stood in the west, far to the south of those chilled highlands of future Termainia.

    As the ages passed by, the Harmony and the Colors did not touch Hedinbrog. They stood alone, responding to the outside world only when it chose to intrude upon them. When the first travelers came, they were driven from the peaks and crags by boulders thrown. When the first boats arrived, they too were driven away. Hedin had whispered to those about him that the world at large was not to be trusted, whispered that the Gods themselves were not to be trusted, and whispered such things so quietly that not even the Gods heard him move his mouth in speech. They built, continuing to build a world about them that knew few rivals. Massive mines were constructed in the earth, ground smoothed over for the building of proper stone housing, and they continued to build.

    It would not be until the Deep Serpent died, died some say in combat with Forsen at the peak underneath the ocean where not even Osat dared watch, where the blood of their King Under never reached the surface the corpse never rotting, that a giant would lead the giants. Forsen himself sent a message, for the ocean was crimson for a fortnight. A message from the followers of that War God came to the mines of Hedinbrog and, in their resolve, the giants elected their first King. His name was Lemr, a carver who was enraged at their lord’s murder, at the murder of their savior and protector. The giants marched out from their hold for that first time, marched out to war with slings in their hands, boulders at the ready. They laid waste to nine hill forts before the blood lust had been satisfied and, in that age of crude copper, the armies sent against the horde of Hedinbrog were of no consequence. They marched back to their hold and those humans left, those human leaders left, made little attempt to give chase. They had no interest in fighting an enemy they could not stop even when they had the advantage of terrain and defense. Those serpent banners planted at each of the nine hill forts were only removed a century after, once their magics had worn away with the passing of time.

    As the years passed by and Hedinbrog continued to build and fortify, it would eventually come to a head. After conquering most of the continent, the kingdom of Marseille finally turned it’s eye on those who once despoiled their land and tarnished their name. Their troops made the harshest march throughout the mountain range to reach the waiting giants. The humans found themselves under attack by heavily armed and armored berserkers, giants who charged their lines heedless of the spears and shields before them, by sling-men with boulders, by archers with spears. For nearly a decade the two kingdoms fought at Hedinbrog’s doorstep, siphoning away Marsielle’s fighting men and commanders and draining them. Peace was achieved only when the south began to rise up against their western oppressors, when the north-men began to sharpen their axes, and Marseille’s King signed peace with the giants for war was found elsewhere.

    Finding themselves satisfied, the giant King Vam began to push for a small increase in relations with their outsider neighbors. He was aware that for the survival of the kingdom as an independent powder, as giants governing giants, there had to be some sort of exchange between them and the outside world. They had to strive forth, to see at the very least what new weapons humanity was building, what new technologies they were creating. Vam argued with the humans might be able to have something to offer, that they might have something more than blood and violence. After hostilities died down between the kingdoms on the continent, after the Stra and others had their independence, an emissary was sent by King Vam to Hidenbrog’s neighbors and some agreements were reached. One port was opened up to the foreign powers for trade, the pierside able to be traveled by such people, and guards were stationed in good enough excess there.

    Since then, Hidenebrog has existed in peace with the outside world. Giants continue to be an exceptionally rare sight outside of the kingdom, though metalsmithing techniques from the outside world have greatly enhanced giant smithies. The main city today has an aquifer system, a workable sewer system, and generally alright medicine. As one of the oldest continually running kingdoms on the continent, the serpent banners still fly over Hidenbrog despite what others might wish. As the foreign Sunset Era approaches, the giants have prepared for nearly two decades. They know what that sort of thing might bring, that it will bring rage in the hearts of man, stupidity in the hearts of man, that it will bring invasion and war to their borders. Training of all was instituted, as well as the construction of thousands of weapons to arm the populace. They have prepared, though most of humanity would never know it. Only the merchants have spoken whispers.
Current Leader: Queen Dei, The Small
Government Type: Constitutional Monarchy
    In terms of hierarchy, the monarch and Royal Family stands above all others. Beneath them is the Nobility who are entrusted to manage the lands they control through hereditary lines or who instead manage businesses which hold no land but do hold wealth, such as banks or fishing. Beneath that organization would be the Freemen which generally perform all skilled and manual labor, from doctoral to mining. In order to keep each group in check, the monarch elects Wardens who keep watch on the Nobility, individuals who hold the power to collect evidence, interrogate citizenry, arrest Nobility, and bring them to the monarch for justice. These Wardens are extremely rare, however, and are often elected only on a case-by-case basis. The Nobility are given the power to elect Freemen to the position of Sheriffs, who then keep law and order between themselves.

    As it exists today, the kingdom of Hedinbrog stands only by the agreed social contract of the Freemen and the Nobility of the land. Those who rule, who descend from royal lines, are obliged to move the country towards peace and prosperity at all times and, when necessary, to direct the actions of war when war is the only alternative. They are entrusted to create diplomacy when it is for the betterment of giants. In addition, the Nobility are sworn to the idea that no giant may be a slave, now or ever, under their watch. To this end, as well as others, the Nobility both make the laws of the kingdom and appoint those who are to enforce their will. The Freemen are obliged to work the land and mines, to fish and create the wealth made possible. In addition to this, they are directed to in times of war join the armies, to go forth and fight for their monarch and kingdom. They are seen as obliged to keep the law whenever it might be kept, to act when such laws are broken.
Religion: King Under
    The faith of the King Under is derived from the worship of the Deep Serpent Hiden, for which the nation as a whole was named after. In it’s most basic form, the faith is staunchly anti-slavery and anti-revolutionary, asking that it’s members achieve peace within the households of society so that strength might be built. This may be strength of the mind, strength of the spirit, and so on. Another widely held belief is that the Gods of the Harmony, for which most nations subscribe to, is a cruel slavery. Moderates of the King Under pity such individuals, while others may hold a desire to preach to them. Those who worship the Red God Forsen, however, are seen as evil; it was after all their God who killed Hedin. The entirety of Hiden holds a distrust for such worshipers, even though who do not believe in the King Under at all, and extreme believers may seek out to kill such individuals. This is so rampant that worshipers of Forsen are, in their own kingdoms and nations, cautioned to not trade whatsoever within Hidenbrog.
Population: 359,000
Imports:
    Hedinbrog is a relatively infertile land for crops and holds some of the poorest soil on the continent, barring that of the desert south, and as such imports a large amount of timber and grown goods, such as wheat and vegetables. Flax is also heavily imported due to the demands of the populace. In addition to this, due to that same lack, spices are also imported though to a far less degree due to the cultural tastes. Oil is also a major import due to no reserves within Hedinbrog’s territories as well as a current boom of oil-lighted products, though such a thing is experiencing competition with domestic producers.
Exports:
    Due to the extensive mining efforts, Hedinbrog is notably rich in both raw minerals of inexpensive value, such as tin and copper, as well as having a heavy amount of precious metals such as iron, gold, and to some minor degree silver. The kingdom also exports a good amount of finished goods, such things as domestic metal products and martial weaponry. Fish is also a main export due to the highly developed local industry already plying the deep waters. This ranges from relatively small catches which require nets up to the larger creatures which necessitate harpoons. A whaling industry has recently begun due to the increase of oil using products. Lastly, sea salt exports do exist though for obvious reasons such a thing is neither common nor exactly profitable.
Stance on Magic:
    Magical talents are exceptionally rare among giants, possibly due to the meddling of the Gods, and as such the institute for magic within the kingdom is rather small. All those who are found within Hidenbrog who are vessels of the same are mandated by law to go to that institute, known as the Second Circle, where such magical potential is controlled and harnessed for the greater good. Such magic is tied around mental, animalistic concepts, such things as the idea of the pack, the herd, where they might inspire their comrades to hold the line and keep that line held stouter than any professional mercenary force or in contrast to break the enemy’s morale before the first giant charge. In peacetime these generally serve as teachers or, at times, as trackers in working against bandit operations.
Geography:
    Hidenbrog stands to the southern border of Marseille, surrounded by multiple mountain ranges which cut through its territory substantially. At only approximately 30,800 square kilometers it’s rather small in terms of territory. For the most part this is considered extremely rocky terrain with only some arable land, though the soil quality is extremely poor. Rainfall is high year-round due to precipitation fronts coming in from the ocean and being caught in the mountain ranges. Adding to this are multiple rivers which cut through and across the territory of Hidenbrog, moving down into the ocean. The climate is generally cool with mean temperature of −3°C (27°F) in the coldest month and 22°C (72°F) in the warmest.
Culture:
    Arts:
      Tidenbrog arts revolve primarily around the two most common materials of metal and stone. Metal containers such as cups, bowls, and plates intended for daily use may be ornamented in various manners, whether this is through etchings upon the outer surface indicating some form of tale or event, such as a harvesting day, or the addition of other detailing such as a metal band of a serpent biting at its own tail. Wealthier citizens might have their items decorated with exterior paints or even precious metals. Stone is likewise used, with frescoes being present on house walls and carvings being a common sight on such things as a dedicated floor tiling. Giant pottery is characterized by the use of spirals and maritime animals as artistic motifs. In terms of musical arts giants are notable for a variation of communicating between mountain settlements which can be described as ‘Yodeling’, though such a thing is not practiced outside of communication due to it being seen as a rude action, much like creating a dust cloud in one’s house after a long day of work at the mines. When is more often heard is a form of overtone singing where the singer produces a fundamental pitch and—simultaneously—one or more pitches over that, often accompanied by a stringed instrument or drums.
    Food & Drink:
      Giant diets are extremely maritime due to the geographic location of their homeland. Fish, shrimp, dolphins, and more recently whale are all commonly caught on the coast. These are usually boiled or, in some situations, dried and salted for long term storage. Soups are common. Small game such as fox are usually ignored by giants due to their relative trouble and lack of nutritional value, though some families have taken to domesticating these animals as pets. Fowl are hunted when able, though this is usually as a treat or snack. Those plants able to survive in the rocky climate, such as tubers and mint, are harvested and cooked in a variety of ways. Giant foods are notable for being often using little spices with at ost such things as pepper. For liquids, besides from purified water the most common would be a locally brewed vodka made from tubers. This is noted to be exceptionally strong due to a giant’s size.
    Values:
      The overall values of the Giants places massive emphasis on the idea of self-sufficiency. An individual should be able to support themselves in the environment they stand in, in where they chose to be, and those obligations or sacrifices made should be made from a choice, not a necessity. Towards this end, those who travel find themselves spurned to become capable in warfare and the arts of survival, while others who stay at home often might know the skills of maintaining what they own, cooking, and some measure of hunting. Those who do not know such skills and who find themselves in poor situations as a result of it, those who require help constantly, are as such more or less shunned though some individuals will try to take it upon themselves to teach. The concepts of male-oriented duties, such as hunting and guarding, or female-oriented duties, such as keeping the home and cooking, are not enforced to much of any degree within Giant society. Those who are better suited to some tasks will take them up while other tasks are left for those others to do.

      In terms of Marriage, the wedding of two individuals, Giant society is far more different than others might wish. The concepts of purity, for either males or females, is not abided to and sexual promiscuity between young adults is nearly expected. Marriage between two, a male and female, is viewed as the pragmatic method of ensuring families do not breed with one-another; polygamy is uncommon. Following a marriage, the two would usually live with one another, though this is not seen as obligated. For most it is simply more expedient. Marriage is, as such, neither a religious nor a civil matter.
    Traditions & Rituals:
      It is notable that Giants observe no foreign traditions or rituals but instead take observance of several events in their history. The first, upon the first day in a new moon of the first year in a decade, is known as Bornday, named such as it is believed to be the period when Hedin was born in the deep oceans when no light of the moon might touch him. Celebrated with a massed procession from the ocean’s edge to the peak of the highest mountain, a woven serpent two hundred feet long flies from that mountain for three days time, the time of Hedin’s first teachings. During that time, his talks and teachings are recited by those who wander the streets, all while massive feasts are held outside for those giving heed. In most ways it is considered a time of rebirth, a time to reflect on one’s experiences and trials throughout the last decade and how one might come back into alignment with the teachings of the King Under. There is also the observance of the Vengur, a period of nine days when the armies of Hedinbrog arm themselves and pray en-mass for their dead god at the foot of the mountain ranges. They remember when they marched forth for the first time, when nine fell to them, when nine banners were raised. Other holidays are noted, though for the most part these are not known towards outsiders.
    Knowledge:
      Hedinbrog is known for its exceptional skill in stoneworking, something which has continued since its conception, and the ability to construct such buildings without any form of mortar. The stone bricks simply rest upon one-another, interlocking to create lasting buildings. Mining, both tin finding the ore and in the successful and safe extraction of that ore, is also something they are fully capable in, the ability to find ore veins almost considered arcane by its seemingly unerring, random nature. Air ducts and strong supports are both staples for a Hedinbrog mine. In terms of actually using that ore, Hedinbrog steel can be considered on par with many of those metals used abroad with the use of crucibles being quite common for strong, flexible blades. Fishing is also a realm they hold experiences in, both on the coast and on ocean-going vessels with nets, and the preparation of that food is notable. On the field, Giants typically field soldiers armed and armored uniformly with nearly two inch thick gambuseons reaching their knees, steel sabatons, and are well trained in the use of either a sling or heavy longbow. Both of these out-range most opponents, giving a strong advantage, and are able to penetrate nearly all armors fielded by an enemy, both knightly or serf.
Last edited by Ormata on Wed Dec 04, 2019 3:47 am, edited 21 times in total.

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Nuridia
Postmaster-General
 
Posts: 13226
Founded: Dec 28, 2011
Ex-Nation

Postby Nuridia » Sat Nov 30, 2019 2:20 am

Throwing up my own WIP, lol.

Kingdom App:
Name: Holy Isleven Empire, or Isleven for short
History (doesn’t have to be long): The Empire started off as a small vassal kingdom known as the Holy Isles, ruled over by an ambitious young king called Charles Hedon. He was only nineteen when he ascended the throne after the death of his mother Queen Fidelia, and the young king was quite sick of playing puppet to the larger kingdom whom he saw as a harsh taskmaster that bled them for resources...as soon as he ascended, he resolved to give his kingdom independence and begin expansion. A disciple of Forsen, he knew that one couldn't just charge into war without careful planning so during the first decade or so of his reign, he cultivated political friendships with nearby kingdoms and even took as his wife the princess of the host kingdom. While the rival king was at war with some other country, Charles began his attack...with his allies after a long and difficult war, Charles managed to conquer ten smaller kingdoms which is when the name Isles turned into Isleven, the Eleven Isles. Carefully building up his power base he then set his sights on the larger mainland kingdom, conquering it after a decade long battle, thus the Isleven Empire has its current borders today. After his empire was established, Charles established a policy of peace before war, but keeping his fangs always ready if necessary.
Current leader: Empress Sunre
Government Type (monarchy, republic, etc): Monarchy
Religion: Red Church (church of Forsen)
Population: 20,000,000
Imports: Spices, woods, jewels
Exports: Silks, furs, textiles,
Stance on magic: Magic is accepted, and in fact widely used...but training is seen as mandatory so that this dangerous force doesn't go out of hand.
Geography: The mainland part of the empire is a temperate, forested region, with warm summers and mild winters due to it having formerly been a southern kingdom. The eleven islands below it are tropical islands filled with lush flora, hot summers and hot winters.
Culture (status of women, traditions/customs, marriage, etc):

Monarch app
Name: Sünré Dyavzime
Age (between 12 and 18): 15
Gender: Female
Race/Species: Human
Personality: Sunre is a determined and strong-willed young woman with a strong sense of justice, not wishing to appear weak in the eyes of her people and wanting to improve the empire to a better state than the one she inherited. She works hard to fit into her new role, but deep down inside she's still a child and as such is vulnerable...she's afraid but doesn't want to admit it, and so she hides this behind studying and political maneuvering, relying on her trusty advisors but a little reluctant to give them too much power and insight over her for fear of being used as a puppet.
Sexual/Romantic preference (optional): Straight
Appearance: https://www.pinterest.com/pin/572590540128155786/
Bio: Sünré-Athenais Marie Dyavzime was born as the third child and second daughter of the Dyavzime imperial family. Her father, Emperor Azmut Dyavzime had been emperor for only three years earlier prior to her birth and her mother, Empress Athene was the sister of the king of Marseille at that time...the political marriage actually turned out to be a loving and supportive relationship once the couple was given time to know each other, and they raised all their children as children first and then as royals. Sunre's childhood was typical for an imperial princess, she was well-educated, became a priestess of Forsen, did activities like horseback riding and archery and prepared to make a marriage of the most prestigious sort one day. But in the Empire, there is a most "unusual" tradition...the future emperor or empress is chosen from among the imperial children and noble classes by who is the most capable, not necessarily who is the eldest. Sunre's elder brother was strong and clever, but he had too much of a liking for war. Her elder sister was clever and cunning, but a bit too vain and obsessed with her beauty, and so Sunre was chosen as the heir. She's been on the throne for a year since her father's death, and has done well for her young age but she knows to keep her eyes open at all times because danger lurks around every corner.
Goals:
Likes: Books, music, rabbits, fencing, horseback riding.
Dislikes:
Theme Song:
Powers/Abilities
Last edited by Nuridia on Mon Dec 02, 2019 9:46 pm, edited 6 times in total.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Petrovsky
Secretary
 
Posts: 28
Founded: Nov 18, 2017
Ex-Nation

Postby Petrovsky » Sat Nov 30, 2019 2:58 am

W.I.P. KING APP
Name: Jackson Scott
Age (between 12 and 18): 17
Gender: Male
Race/Species: Human
Personality: Jackson is a complete jackass, but can be nice every once in a while. He's easily irritated
Sexual/Romantic preference (optional): Straight
Appearance:
Bio:
Goals:
Likes:
Dislikes:
Theme Song:

W.I.P. KINGDOM APP
Name:
History (doesn’t have to be long):
Current leader:
Government Type (monarchy, republic, etc):
Religion:
Population:
Imports:
Exports:
Stance on magic:
Geography:
Culture (status of women, traditions/customs, marriage, etc):
Last edited by Petrovsky on Sun Dec 01, 2019 7:44 pm, edited 2 times in total.

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Of the Quendi
Post Marshal
 
Posts: 15447
Founded: Mar 18, 2010
Civil Rights Lovefest

Postby Of the Quendi » Sat Nov 30, 2019 3:02 am

Kingdom App:
Name: The Kingdom of Marseille (known by the indigenous population as Marselha and in the formal imperial parlance as Massalia)
History: The Kingdom of Marseille grew from the once powerful Empire of Paralia, the first superpower in human history. In its heyday Imperial Paralia was an empire unmatched in power and might. It controlled the whole of the continent for so long that even today the name "Paralia" lives on after the demise of the empire as the name of the continent it once dominated. The Paralian emperors claimed divine descent a fact seemingly proven in the early years of their empire when their rulers were very long lived and for the first several centuries of their empire their power was absolute and the principle of primogeniture was taken by all Paralians as divinely ordained and unquestionable. As times passed however the Paralian emperor's grew shorter lived and as cadet branches of the Paralian imperial family rose succession to the imperial throne became increasingly questioned. The imperial family responded by limiting marriages of their daughters outside the family and resorting to increasingly incestuous endogamy. It proved effective at monopolizing control of the imperial crown for the Paralian family, but ambitious subordinates simply began to marginalize the emperors from political power. Civil wars became increasingly common, rebellions broke out. After a millennia of Pax Paralian the empire eventually collapsed into various warring states.

In a once consequential, but by then obscure, provincial capital of the Paralian Empire, the port city of Marseille, the Paralian family established itself after the fall of their empire. For a century they ruled as princes (or sometimes grand princes) of Marseille while the continent that bore their name burned in the aftermath of the fall of their empire. The ancient walls of Marseille, built by the empire at its height, kept the imperial blood line safe from barbarian hordes and savage warlords.

A little over a century after the fall of the Paralian empire the continent was slowly emerging from the turmoil of the collapse of the empire, poor and largely depopulated from the war and hardships. In Marseille a young Grand Prince, Cordulian I "the Golden" Paralia. By martial prowess, but mostly by diplomatic and economical tact, he brought a number of independent territories under his rule and transformed large parts of western Paralia into a rich and prosperous region. He rebuilt the old imperial highways and made treaties with foreign powers that transformed Marseille into the political and commercial center of the western parts of the continent. He became the first king of Marseille.

While his successors where less capable, the administration and wealth they inherited from their, mighty predecessor allowed the Kingdom of Marseille to continue to grow its power and prestige. Under the late co-ruling kings Nerian I Paralian and Aemilian V Paralian the kingdom entered a second golden age as it reformed and strenghened itself considerably. The death of the two kings has however lead to a series of young and short ruling kings. The latest in this line is Flavinian II Paralian, greatgrandson of Aemilian. He took the throne at the tender age of two and is thus the longest ruling king since Nerian Paralian's death. Thus far his reign has however been a shambolic mess in which his mother Aemilia, his father Uodalrich the Northman, his half-sister Aemililla and her husband Audawakar struggle for power.
Current leader: Flavinian II Paralian, King of Marseille
Government Type: Absolute monarchy
Religion: Polyteism, secularism, mystery cults and humanist philosophy all thrive in Marseille under the auspices of an inclusive syncretic imperial cult.
Population: 35,000,000
Imports: A variety of products
Exports: A variety of products
Stance on magic: For it.
Geography: The Kingdom of Marseille dominates the western parts of Paralia which is either part of the empire or held by the vassal kingdoms and fiefdoms of Marseille. A large it has a diverse geography but is mostly dominated by river valleys and flatlands suitable for agriculture.
Culture: The population of Marseille is quite diverse. A number of different indigenous groups inhabits the various provinces of the kingdom and in addition to these large diasporas of both human and non-human foreign born populations exists within the major population centers. The dominant culture is however that of the Paralhina, to whose members citizenship in Marseille is restricted. The Paralhina, founders of the Paralian Empire, is a human population claiming divine descent. The mark of this divinity is an extended lifespan, above average height, unusually fair features and (at least historically) extraordinary magical abilities.

Though citizenship is exclusive to the Paralhina Marseille society is inclusive and meritocratic in most other respects. A prosperous state Marseille, beyond ancient Paralhina noble dynasties, has a materialist and practical culture where wealth and the successful pursuit of wealth is the principal value.

Marseille depends largely on immigrant from outside the empire for a number of key functions of the state in particular its military. Mercenaries and auxiliaries from abroad make up most of the troops fighting for the empire and a large and prominent minority of the royal legionaries.

Monarch app
Name: Flavinian II Paralian
Age: 14
Gender: Male
Race/Species: Paralhina human.
Personality: Flavinian is a kindhearted and generous child, well-mannered and educated yet already burdened by the daunting task of ruling his state. In both demeanor and physical development he is younger than his years.
Sexual/Romantic preference: Heterosexual
Appearance: Flavinian II Paralian is blessed with the classical Paralhina looks of his dynasty. He is tall and handsome yet appear younger than his years (a good omen according to Paralian lore). His eyes are grey and his hair is fair and shoulder length. He has shown no signs of growing a beard yet.
Bio: Flavinian II Paralian was born the son of the foreign born (but Paralhina descended) general and statesman Uodalrich and his wife Princess Aemilia the Younger, granddaughter of Aemilian V Paralian. Aemilia the Younger from a previous marriage to a descendant of King Nerian Paralia, had a daughter Aemililla. Despite this fact when it came time for Queen Lartha Aemilia to name a successor she chose her infant grandnephew Flavinian, not her niece Aemilia the Younger nor her more nobleborn grandniece Aemililla. This was no doubt done to placate Lartha Aemilia's powerful first minister and favorite Uodalrich. But if Uodalrich had hoped to establish himself as ruler during his son's minority he was mistaken. The Council of the Sceptre refused to allow Uodalrich to rule alone and insisted on making Aemilia the Younger regent for her son, with Uodalrich serving as vicegerent. Their rule was difficult however. Early on Uodalrich had to give his stepdaughter Aemililla's hand in marriage to the general Audawakar. With Aemililla having arguably a stronger claim than Flavinian II to the Sceptre of Paralia, Audawakar immediately began scheming to replace his brother-in-law for his wife, or at the very least make them joint rulers.

It was in this unstable situation that King Flavinian II Paralian would grow up. Effectively isolated from his kingdom behind the walls of his splendid palace none of his relations has had much interest in allowing him to ever assume effective control of the kingdom. He has however received an education fit for a Paralian emperor of yore and is not entirely unprepared for the role of his kingship.
Goals: Reaching, albeit slowly, adulthood the martial prospects of king Flavinian is increasingly preoccupying the royal court and he is himself quite looking forward to getting engaged.
Likes: Birds, books, music, theatre
Dislikes: Court intrigue, the bathhouses, most forms of physical exertions, magic, uncouth manners, war
Theme Song:
Powers/Abilities:

Reserving Marseille please.

Kings of Marseille


First Dynasty
  • Titian I Paralian, Prince of Marseille r. 1 - 13 APC
  • Caesonio Paralian, Prince of Marseille r. 13 - 14 APC
  • Lysanderian I Paralian, Prince of Marseille r. 14 - 29 APC
  • Aemilian I "the Fortunate" Paralian, Prince of Marseille r. 29 - 34, Grand Prince of Marseille r. 34 - 67
      with co-rulers:
    • Lysanderian II Paralian, Prince of Marseille r. 29 - 34
    • Caesonia Paralian, Princess of Marseille r. 36 - 53
    • Aemilio Paralian, Prince of Marseille r. 59 - 67
  • Aemilio Paralian, Grand Prince of Marseille r. 67 - 72
  • Titian II Paralian and Aemilian II Paralian, joint Grand Princess of Marseille r. 72 - 75
  • Opiter "the Usurper" Paralian, Dictator of Marseille r. 75 - 85
      with co-ruler:
    • Titian II Paralian, Prince of Marseille r. 82 - 85
  • Aemilian II Paralian, Grand Prince of Marseille r. 85 - 88
      with co-ruler:
    • Titian II Paralian, Prince of Marseille r. 85 - 88
  • Titian II Paralian, Prince of Marseille r. 88 - 90
  • Aemilian III Paralian, Prince of Marseille r. 90 - 94
  • Tertullian I Paralian, Prince of Marseille r. 94 - 101
  • Tertullian II Paralian, Prince of Marseille r. 101 - 103

Second Dynasty
  • Corlinian Paralian, Prince of Marseille r. 103 - 111
  • Cordulian I "the Golden" Paralian, Prince of Marseille r. 111 - 119, Grand Prince of Marseille r. 119 - 134
  • Corineus Paralian, Grand Prince of Marseille r. 134 - 168
  • Cordulian II Paralian, Grand Prince of Marseille r. 168
  • Corin Paralian, Grand Prince of Marseille r. 168 - 174
      with co-ruler:
    • Lavinia Paralian, ruling Princess of Marseille r. 168 - 174
  • Lavinia Paralian, ruling Princess of Marseille r. 174 - 189
  • Cordulian II Paralian, Grand Prince of Marseille r. 189 - 194
  • Cordulian III Paralian, Grand Prince of Marseille r. 194 - 237
  • Cordulian IV Paralian, Grand Prince of Marseille r. 237 - 243
  • Cordulian V Paralian, Grand Prince of Marseille r. 243 - 260
  • Cordulian VI Paralian, Grand Prince of Marseille r. 260 - 286
  • Cordulian VII Paralian, Grand Prince of Marseille r. 286
  • Coriolan Paralian, Grand Prince of Marseille r. 286 - 301

Third Dynasty
  • Marcian Paralian, Grand Prince of Marseille r. 308 - 328
  • Julian Paralian, Grand Prince of Marseille r. 328 - 350
  • Jovinian I Paralian, Grand Prince of Marseille r. 350 - 365
    WIP

Intermediate non-dynastic period
    WIP

Fourth Dynasty
    WIP
  • Petronian I "the Great" Paralian, Grand Prince of Marseille r. 707 - 746, King of All of the Massalians 746 - 750
Last edited by Of the Quendi on Wed Dec 04, 2019 2:32 am, edited 7 times in total.
Nation RP name
Arda i Eruhíni (short form)
Alcarinqua ar Meneldëa Arda i Eruhíni i sé Amanaranyë ar Aramanaranyë (long form)

User avatar
Ormata
Senator
 
Posts: 4947
Founded: Jun 30, 2016
Iron Fist Socialists

Postby Ormata » Sat Nov 30, 2019 3:05 am

O lordy, Of the Quendi do you want to talk over Telegrams on our current relations? We sorta...have a history.

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Of the Quendi
Post Marshal
 
Posts: 15447
Founded: Mar 18, 2010
Civil Rights Lovefest

Postby Of the Quendi » Sat Nov 30, 2019 3:24 am

Ormata wrote:O lordy, Of the Quendi do you want to talk over Telegrams on our current relations? We sorta...have a history.

Sure we can do that.
Nation RP name
Arda i Eruhíni (short form)
Alcarinqua ar Meneldëa Arda i Eruhíni i sé Amanaranyë ar Aramanaranyë (long form)

User avatar
Tomia
Post Marshal
 
Posts: 15708
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Sat Nov 30, 2019 6:53 pm

Looks good! I'll try to get an app up soon!

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Nuridia
Postmaster-General
 
Posts: 13226
Founded: Dec 28, 2011
Ex-Nation

Postby Nuridia » Sun Dec 01, 2019 1:48 am

If anybody monarch wants a royal wizard, I’m totally game
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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