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Scions [Fantasy|OOC]

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Krugmar
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Scions [Fantasy|OOC]

Postby Krugmar » Sat Feb 15, 2020 3:46 pm



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It is the year 1436 A.C. in the continent of Minilar, and strife abounds. The Bull of Nekhur flies above the former Kingdom of Tervain, brought low by the wrath of an ancient empire. The Koinon, its oldest foe, looks instead to the great islands of Imlit and Amattar, seeking land and fortune. The Southern Realms continue to squabble amongst themselves, indifferent or unaware of the grand plans of Nekhur's Regent, Mnesus of Tyria.

The fate of Minilar is far from undecided. Eternal glory or prompt defeat, whether by the mailed fists of an army, the shining silver of a merchant's coin, or the gleaming steel of a hero's blade, awaits.


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Welcome to Scions, a fantasy sandbox RP. In this you will take control of a nation, dynasty, character, or organisation, or any of the four, and take part in any number of storylines. The focus is on creating a collaborative world, with the possibility of adding new creatures and races to deepen its mythos.

Applications


Code: Select all
[hr][/hr][size=110][b][u]Essential Details[/u][/b][/size][hr][/hr]
[b]Name of Realm:[/b]

[b]Rulers:[/b] (Your head of state, any separate head of government if they exist, any others who hold powerful positions)

[b]Cultures and Races:[/b] (Ensure that new additional races have been apped for first. You are encouraged to share cultures if possible and where appropriate, many medieval states were relatively diverse in terms of culture and language)

[b]Religion:[/b]

[b]History:[/b]

[hr][/hr][size=110][b][u]Assets[/u][/b][/size][hr][/hr]

[b]Notable Cities:[/b] (Likely no more than 10, and can just focus on the capital if preferred.)

[b]Economy:[/b] (This can be brief if desired)

[b]Population:[/b] (Please compare to a medieval nation in the 11th to 15th centuries, rather than a number, if you are unsure)

[hr][/hr][size=110][b][u]Military[/u][/b][/size][hr][/hr]

[b]Command:[/b] (e.g. commanders, hierarchy, structure)

[b]Strength:[/b] (Remember that most medieval realms relied upon a small professional force, and a larger temporary semi-trained levy. There are of course exceptions, but the golden rule is on how and why your state can sustain such an exception)

[hr][/hr][size=110][b][u]Diplomatic Relations[/u][/b][/size][hr][/hr]
[b]Interests:[/b]

[b]Rivals:[/b]

[hr][/hr][size=110][b][u]Other Information[/u][/b][/size][hr][/hr]
[b]Location:[/b]


Code: Select all
[hr][/hr][size=110][b][u]Essential Details[/u][/b][/size][hr][/hr]

[b]Name of House:[/b]

[b]Leader:[/b]

[b]Family Members:[/b]

[b]History:[/b] (If their history is outlined in a nation's history, feel free to blank this with a referral)

[hr][/hr][size=110][b][u]Assets[/u][/b][/size][hr][/hr]
[b]Home:[/b]

[b]Fiefs:[/b]

[b]Retinue:[/b] (If a ruling family, only if they are considered separate from the nation's military i.e. in a coup they would always side with their benefactors)


Code: Select all
[hr][/hr][size=110][b][u]Essential Details[/u][/b][/size][hr][/hr]
[b]Name of Organization:[/b]

[b]Leader(s):[/b]

[b]Description:[/b]

[b]Assets:[/b] (I.e. fiefs, strongholds, estates, trading houses etc.)

[b]Strength:[/b] (I.e. Employees, soldiers, ships, etc.)

[b]Relations:[/b]


Code: Select all
[hr][/hr][size=110][b][u]Essential Details[/u][/b][/size][hr][/hr]
[b]Name of Race:[/b]

[b]Appearance:[/b]

[b]Description:[/b]

[b]Location:[/b] (Roughly, this can always be changed later. Put universal if they are found across the continent, or (universal) if they are primarily located in one area, but are also found across the continent)


Code: Select all
[hr][/hr][size=110][b][u]Essential Details[/u][/b][/size][hr][/hr]
[b]Name of Creature:[/b]

[b]Appearance:[/b]

[b]Description:[/b]

[b]Location:[/b] (Roughly, this can always be changed later. Put universal if they are found across the continent, or (universal) if they are primarily located in one area, but are also found across the continent)


Code: Select all
[hr][/hr][size=110][b][u]Essential Details[/u][/b][/size][hr][/hr]
[b]Name:[/b]

[b]Appearance:[/b]

[b]Age:[/b]

[b]Gender:[/b]

[hr][/hr][size=110][b][u]Legacy[/u][/b][/size][hr][/hr]
[b]Allegiance:[/b]

[b]Profession:[/b]

[b]Background:[/b]

[hr][/hr][size=110][b][u]Beliefs[/u][/b][/size][hr][/hr]
[b]Religion:[/b]

[b]Motivation:[/b]

[hr][/hr][size=110][b][u]Inventory[/u][/b][/size][hr][/hr]

[b]Items:[/b]

[b]Skills:[/b]

[b]Magical Ability:[/b] (Yes/No, if yes then what specialisations, grade, Convocation, Collegiate, or something else?)


Concepts


Races

Humans are the dominant group in Minilar, though many other races inhabit its lands and islands. Some are recent arrivals from other lands: migrants seeking new opportunities, refugees seeking safety and shelters, and conquerors seeking a new land; while others have inhabited Minilar for centuries.

Magic

Art of Magic

The ability to control magic is rare and is, in most case, genetic. Established magical families have existed and dominated the Convocation and Collegiate for centuries, and nobles often pay a royal sum to marry into the magical elite.

Magic is powerful, with learned mages being the worth of a small army. Hence they know their place, most having long ago grouped together under the Convocation to protect their interests and establish themselves as key players in national and international politics.

Roster

Italics mean WIP/Reservation
- Reservations Map

Krugmar - Realm of Nekhur| Telipinid Dynasty | Onopatrid Dynasty | Mnesus of Tyria
Lunas - The Koinon
Liec -Kingdom of Relya
Fin - Principality of Zelmary
Calt - Confederation of the Caravan Clans | Clan Zakaryan
Sarderia - The Kniazite League | House Valkovich | House Varastin
Theyra - Kingdom of Asnua | House Izadiyar
Elerian - Tamarask | The Seven
GCCS - Jovhak Tor-La | House of Kal
Roman Imperator - The Middle Kingdoms
Benuty - The Bloodsworn Confederacy
Utceforp - Githzhan Jar | The Rjaqleshn
Inesea - Serebyani Dominion
Sraelyn - Wyrne Dominion | High Kin Rhaenuhr | The Red Carvers
Marzabul - Andvaranaut Confederation
Rodez - Kallias Eight-Fingers
Reverend Norv - Ironmark | House of Brand
Last edited by Krugmar on Sun Mar 01, 2020 4:33 pm, edited 17 times in total.
Liec made me tell you to consider Kylaris

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Krugmar
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Posts: 2043
Founded: May 06, 2012
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Postby Krugmar » Sat Feb 15, 2020 3:47 pm

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Northern Minilar

Realm of Nekhur - An ancient and proud land, with a history stretching back three thousand years, now ruled by the Talassan Twenty-Second Dynasty, the Telipinids. Long dormant and northward-looking, it has recently cast its shadow across the Southern Realms. Its regent, Mnesus, has sought to strengthen his position in Eatar and fulfil his ambition of usurping the throne by conquering new lands

  • Kingdom of Relya - A maritime Elven realm, now subject to the whims of the Tyrant in Eatar. Long have the bow-maidens and wooden walls defended Relya from threats abroad. A bastion of the 'other' in a sea of humans, Relya has struggled for survival and supremacy, intending to outlive and outlast all who would seek to bring her down.

Principality of Zelmary - An illustrious state of enchanters and merchants, famed as the centre for glass glazing and enchanted armours. It is a wealthy, proud, but intolerant nation, having rid itself of gnomish and Elven influence centuries ago.

Tamarask - Founded by merchants, traders, seafarers, and farmers from Nekhur as a trading outpost, Tamarask was long a city where wealth equals power, ruled over by a council of magistrates. In 1436, a cabal of rogue Mages came to Tamarask in a bid to take control, and managed to wrest control from the local Merchant guilds and take control of the city

Bloodsworn Confederacy - The heir of the Rag'ned civilization, and home to the people bound by "the contract". A prince and princess grew tired of the wars between the Bloodsworn clans, and the prince spent nearly his entire adult life going from town to town, city to city to simply preach on the topic of peace. His thoughts and theological consolidations formed gave away to the way of coexistence the now majority religion of the confederacy. In turn this transformed the confederacy into a unified nation focused on peace.

Serebyani Dominion - The land of the Martyr, who arrived and rent the land asunder were the Serelyodi freed from the burdens of servitude. In ages past the Duchy of Zoloto managed to conquer the other duchies of the island, through conquest by sword and bed. When the last Grand Duke of Great Zoloto died heirless 500 years past, a bloody civil war began between the other Ducal Houses. With its end, they formed a new government: an oligarchy called the Dominion, ruled by an elected Archduke.

Central Isles

Imlit and Amattar

Kingdom of Asnua - The Zatneans were the original inhabitants of the Güzeluk desert, having settled it long before humanity arrived. They would later coalesce into city-states which competed with each other for resources and sometimes declared war with each other. This would go on for years until a Zatnean by the name of Aryo Izadiyar had a vision of the Spirit-God Aknas, commanding him to unite them under one banner. With diplomacy and war, Aryo would bring the city-states to his cause and it nearly fell about when assassins killed Aryo. His son Armun would carry on his work to the end. The newly formed kingdom would expand out of the Güzeluk Desert.

Peace would last for centuries until the First Asnua Civil War which saw the Izadiyars ousted from power and a new family, the Golestani took over the kingdom. They ruled cruelly for two centuries before the Izadiyars came back and challenged the Golestani for control of the kingdom Starting the Second Asnua Civil War which by its end, the Golestanis were wiped out and the Izadiyars became the rulers of the kingdom again.

Southern Minilar






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Kisharite Pantheon - A largely uncodified and difficult religion, being understood by its practitioners through daily and weekly rituals to satisfy emotional and all too violent gods. The Kisharites believe their gods physically make their home in their greatest temples, and each Kisharite city is usually a patron to one such god. The mightiest of the pantheon, Belrim, is often characterised as a golden bull, a mercurial war god who is paired with Eanna, the goddess of the sun. The god of the underworld, Babili, has grown in popularity since the Tenth dynasty, due to his temperate nature, disinterest in heavenly and earthly politics, and his perception as a wealth-bringer and peace-maker.

The Amerites, Irimaeans, and the Kharites each have their own pantheons and rituals, though they are superficially very similar to the Kisharite pantheon and rituals. The Khoreaeans tend towards the same cults and beliefs as their Koinon cousins, albeit tending to reject the cult of Drakina due to the ill-repute of the serpent in Nekhur. They have also adopted or identified Talassan deities and rituals as their own, and their has been considerable influence between the two groups.

Ten Thousand of Talassa - A myriad of gods and spirits worshipped and venerated by the Talassans. There are considered to be far more than ten thousand, as many are local household, village, town and city gods who lack widespread worship. The national figures vary from the major Arinna, goddess of the moon, prophecy and fortune, to the minor Sarrma, god of commercial oaths. The greatest of their pantheon is Tiwass, a storm god and protector of solemn oaths, displaying a variety of attributes and presiding over various realms due to cannibalisation of, and syncretisation with, other deities over the years.

Drumaism - The religion of the Adrymes, is a dualistic religion with henotheistic aspects. The goddess 'Ila is considered to be an omnipotent deity, having over millennia taken on all aspects from a formerly rich and diverse aspects, having started herself as a goddess of love, wisdom and just violence. Her (sometimes) adversary is the great serpent Lotan, who due to his mercurial nature is sometimes a co-creator and guide of humanity, but in others a violent and wrathful destroyer. Despite 'Ila's omnipotence, Lotan is considered to be a fellow being outside the rules of creation and is therefore outside of her purview. The Cult of 'Ila has spread throughout Nekhur and she has either supplanted or become identified with goddesses similar to her original role in other pantheons.

Wayward Wind - Tsovamar believe that all humanoid beings share a single collective soul. This belief argues for understanding, tolerance, respect, compassion and friendship with other beings. The Wayward Wind’s intrinsic values hold that each individual is crafted in the shape of the divine, a semi-personal Goddess who moulds each person from an infinite yet metaphysically connected ‘life-source’. The shared soul is the origin of our emotions, feelings, reason, intellect and -- most important -- the capability to feel sympathy and empathy.

The Wayward Wind is more a philosophy than a religion, yet it is deeply spiritual and intimate. The Relyan Pantheon, a bastardisation of religious traditions created after Nekhur's assimilation of the territory, combines beliefs of traditional Tsovamar folk (such as the Goddess of the Sun and Moon: Arevlusin) with Nekhur's deities and the philosophy of the Wayward Wind. It is the 'official' religion of the province.
Last edited by Krugmar on Thu Feb 27, 2020 3:49 pm, edited 7 times in total.
Liec made me tell you to consider Kylaris

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Krugmar
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Postby Krugmar » Sat Feb 15, 2020 3:47 pm

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Humans

Humans - The most widespread race in Minilar, humans consider themselves the norm to which all other races and creatures are compared. They have a propensity for intolerance and feelings of supremacy, born out of fear of the strange and otherwordly characteristics borne by some races, but not all human realms are founded or perpetuate such ideals.

Elves

Sea Elves - Tsovamar average in height between 5'8 and 6'2. They range, usually, from copper and olive to cream skin colour. Pointed ears are their most notable feature. They are often described as 'chiselled humanoids.' Tsovamar can procreate with humans, which has created the 'Tsovakesy'. They are stereotyped into being calm, collected, deliberative and rather stoic. Strong mariners and shipbuilders, Tsovamar consider themselves to be the 'principle sailors' of Nekhur. Their society is not patriarchal or matriarchal, but has specific gender requirements in odd fields. Only women can use a bow, for instance, and all women are required to practice with it -- giving a large, and inadvertent, warrior caste. They are regarded by others to be industrious and studious, as a factor of their longevity, and many renowned mages and sorcerers are Tsovamar.

Sand Elves - Considered a subspecies of the elves, the sand elves are similarily known for their pointed and elongated ears, along with their slender figures, with an average height between 5'8 and 6'2. Their skin colours range, but are generally far darker tones than their seaborne relatives. They are stereotyped as overly frugal, greedy and untrustworthy. Similar to their cousins, bowmanship is restricted to women, and there are many renowned Nomad mages. Nomad women with magical ability are often seen as seers.

Orcs

Grey Orcs - Hailing from the realm of Dugal and beyond, Grey Orcs are similar to their kin except for their paler hue and smaller stature. They have extended family structures and organise themselves politically into clans. They have long been the unfortunate part of a system of slavery in Nekhur, and are now a familiar sight in the south in places where slavery is permitted.

Gnomes

Gnomes - A small grey-skinned race, known for their ingenuity in glass-making. Originally inhabiting the location in Zelmary, they have since been exiled and ethnically cleansed.





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Last edited by Krugmar on Sun Feb 16, 2020 9:00 am, edited 3 times in total.
Liec made me tell you to consider Kylaris

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Krugmar
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Founded: May 06, 2012
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Postby Krugmar » Sat Feb 15, 2020 3:47 pm

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The Convocation of Enchanters and Conjurers - A vast conglomeration of local mystical practices, associations, and guilds. The Convocation holds itself to be the legal body of all mages and users of magic, whether they are members or not. It is an international organisation, having roots in every nation, and as such wields enormous political power.

The Decapole Collegiate - The ten most elite mystical establishments seceded from the Convocation in 1106, citing irregularities in new magical law and a lack of professionalism and standards in many establishments. Despite their smaller size, they are now the premier rivals to the Convocation, sending their alumni to the most prestigious courts in hope of political advancement.

  • The Grand Academy of the Mystical Arts, Eatar
  • The Most High Academy of Glassblowers and Etchers, Mogherden
  • The Archducal College for the Alchemical Studies, Zoloto
  • The Monastery of the Sun and Moon, Arevitun





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Last edited by Krugmar on Sat Feb 22, 2020 5:57 pm, edited 3 times in total.
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Great Confederacy of Commonwealth States
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Postby Great Confederacy of Commonwealth States » Sat Feb 15, 2020 5:09 pm


Essential Details


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Name of Realm: Jovhak Tor-La, The Empire of the Empty Sun

Rulers:
Sun Emperor: Vacant
The Sun Emperor, Whose light yields bountiful crops and whose presence maintains the Grand Peace. At least, so goes the title. The throne of the supreme legislator, chief judiciary and High Priest of the empire is vacant, and has been for 13 years. After the death of the last emperor, feared and loved alike by his people, the deputy High Priest has failed to nominate the five potential successors required in order to call upon the Princely Council. The High Priest fears that no qualified majority can be reached to successfully reach a conclusion in the first rounds, opening up the country to the threat of civil strife. As such, the Divine Laws are unable to be altered.

Grand Regent: Vacant
The Grand Regent has all the non-religious executive power of the emperor, without his legislative ability. The Grand Regent operates like a prime minister, governing the country day-to-day and advising the emperor. A strong emperor has a weak regent, and a strong regent can keep the emperor down. The Grand Regent is appointed by the emperor, and since there is no emperor, there is no Grand Regent.

Sun Priest: Kalalal (Kal) Yoo-Va
The second-highest religious official, after the emperor. Comparable to the Grand Regent in being a deputy to the emperor, but on matters divine. Unlike the Grand Regent, appointed by the emperor, the sun priest is elected by the Council of Diviners, of which he is the automatic chair. The Sun Priest commands the armies of the empire, since those fall under the command of the priesthoods. The main task of the Sun Priest is the interpretation of divine law and custom, and watching over the morality of the nation. Kalalal Yoo-Va was sun priest when the last emperor died, and has not nominated a new one since.

Regent Theological: Mopona (Mo) Ver-Kul
The Regent Theological deals with theological matters, but from a more practical standpoint. The Regent Theological manages the application of state assets in service of the faith, and the relations between the church and the state. He also manages the certification of priests for imperial service. One of the most important tasks of this regent is to get a large voluntary contribution from the church to pay for state affairs.

Regent Militant: Kunuto (Kunu) Kul-Yoo
The Regent Militant manages all non-church armed forces, being the City and Highway Guard units, the Marines and the Palace Guard. The Regent Militant also manages the supply lines of the Church Army when the latter is on campaign, but does not command its troops. He keeps tabs on all the princes in order to coordinate military action with them, but that is dependent on prince’s collaboration.


Regent Resourceful: Nadulo (Nadu) Ber-Dan
The Regent Resourceful manages food and water stores, and more importantly controls the imperial monopoly on the production and trade of Kal pepper (more info in the economic section), which is the biggest source of income for the central government (seeing as taxation is handled by the church).


Regent Philosophical: Deralan (Der) Dan-Ber
This regent manages all things scientific. He is in charge of keeping the secular calendar, managing the royal academies (outside of the theological faculties) and observatories, responsible for the quite advanced astronomy of the empire. The regents theological and philosophical are always in a tussle over who exactly controls which aspect, while both try to limit the powers of the church in these matters.


Regent Diplomatic: Fudulan (Fu) Kul-Kul
While also managing external affairs of the empire, this regent is mainly responsible for keeping relations up with the many princes under command of the empire. He presides over the Princely Council when it is called, and serves as the contact point between the imperial government and the princely governments. A good diplomat ensures that the princes don’t revolt, or uses their pressure to get his own way. The regent diplomatic takes over the capacity of treaty-making in the absence of the emperor.


Regent Economical: Retaro (Reta) Yoo-Ver
Trade, commerce, and imperial finance. Originally a secretary to the regent resourceful, the regent economical is the keeper of the imperial vaults, the printing of money and the imperial banking monopoly, therefore in charge of the imperial finances. The regent economical is the only regent who, through sheer knowledge, can exert any power even when there is an emperor, and is therefore seen as the most pro-imperial (since he is the least likely to object). Power shifts between competent economists and lackeys to the political factions, and this has led to many economic downturns in the past due to the complicated nature of the banking sector.


Regent Legal: Vadari (Vada) Yoo-Ver
Deputy to the emperor in his capacity as highest judge in the land. The regent legal manages the central imperial court system and the application of secular law within the empire. This position is the only one where one needs official qualifications in order to be named to the position, namely a legal degree. In charge of jurisprudence, the Regent Legal has the most power to alter the application of laws after the emperor, who can change them altogether. Without an emperor to change laws, however, the Regent Legal has most power in that regard, even though he has no power to change legislation.


Cultures and Races:
Bituri: The Bituri make up the upper class of the empire. The princes and most of the upper families are of this ethnicity, which is culturally distinct from the lower classes. Bituri pride themselves on their wisdom, knowledge and piety, in their eyes in contrast with the lower class Maturi, who are characterised by hotheadedness, passion and strong backs. Apart from cultural outlook and certain views of religion, the characteristics of the two groups are nigh identical.

Maturi: A collective name for the lower casts of the empire. They characterise themselves by their hard work, their closeness with nature, and their connection with reality. In contrast, they see Bituri as arrogant, self-serving and detached from reality, arguing theoretical concepts among themselves as the country demands actual leadership. This group as singular respect for the emperor as a religious figure, and their faith in the government has declined ever since the seat has been vacant.

Religion: The religion practised by the Bituri and Maturi is not known by a name. They simply know it as truth, as science, as theology. It is no so much a religion as a known fact of life. A godless religion, the Faith is centred around the personality-less concept of Pull. A human soul, attached by threads to the far ends of a spectrum, is always pulled to either good or evil. The more evil threads tug on a person, the worse a person becomes. When a person dies, their soul becomes detached from the anchor of reality, and is pulled into one of the ten heavens or the ten hells, depending on how bad a person was. Threads can be detached over the course of one's life by thoughtful contemplation and changing one's behaviour. In the view of the high class Bituri, these threads are just attached to concepts, while the lower class Maturi worship the personal embodiment of the good gods and detest those of the bad.

The Temple of the Soul is the organised body charged with ensuring the safety of each and every soul. An old institution, the Temple has priests in every settlement in order to give advice to those in need. The organisation of the Temple resembles that of a state, with the exception that it does not perform many state functions. It does not conduct diplomacy, for instance. However, it does levy taxes on their communities, and it fields an army in times of need. The Temple is quite a powerful institution, but is also rife with both ancient customs and internal factionalism, both due to its wide geographic range and the differing views on religion. This factionalism prevents the Temple from posing a unified front in the matters political.

History: As far as the known history of the empire is concerned, there are six eras that should be taken into account. These are Temple histories:

1st Era - Year 0 - Year 273
The First Era is known as the Secular Era, or the Age of the First Empire. The powerful city-state of Mer spread its civilisation far and wide throughout what is now imperial territory. Bituri claim that their culture stems from this empire, and that Maturi are the remnants of local cultures. The Maturi, generally, claim that both cultures find their origins in Mer, just that the Maturi descent from soldiers whole the Bituri descent from governors and generals. Whatever it may be, in the Year 0 the ancient secular writing system of Merese was developed, signalling the start of history. The writing system is simple to understand and useful for things like commerce and record-keeping, but it lacks the ability to be used poetically. In the Year 273, the empire of Mer fell. In the official records of the Temple, this was due to the lack of morality of the empire, which fell due to its decadence.

2nd Era - Year 274 - Year 415
The Second Era is known as the First Warring States period. An era of depravity and godlessness, the Second Era is marked by immeasurable bloodshed due to wars of conquest. After the fall of Mer, the remnants of the empire collected themselves in various tribes under warlords, each intent on as much power as they could muster. A hundred wars were fought, much to the detriment of commerce and trade. Eventually, every city state had regressed to the point from before the first empire, with the exception of the secular writing system. Eventually, one young warlord, born as a shepherd's son, managed to unite the various tribes.

3rd Era - Year 415 - Year 506
The shepherd's son, Manilu the Great, managed to unite the various tribes into the Second Empire. Having learnt from the history of the Empire of Mer, Manilu decided to protect the souls of his people and thus prevent another collapse. His rule was wise and just, and under him the Temple of the Soul was created. In those days, it was totally subservient to the emperor, just another arm of the state. Its institutions were a carbon copy of the institutions of Manilu's empire, with regional governors appointed by himself, paid for from imperial coffers. Dissident priests were fired from their positions if necessary, and the Temple was subject to secular law. The Second Empire did not outlast its founder for very long. When the old emperor died in 478, his nephew took over. He forced good priests from positions and installed priests who were loyal to him personally, who then branded good men as immoral. This led to a decline in morality which culminated in the Great War of 504, which two years later would cause the Second Empire to collapse into the governorships that it constituted.

4th Era - Year 506 - Year 720
The Second Warring States period was less bloody and violent than the first, mostly because of the presence of priests. While the secular rule of the emperor had failed, no-one dared attack the institutions of the Temple. These institutions then took over some of the elements of the secular empire: priests took judicial decisions and levied taxes on individuals, while making possible diplomacy between the various princedoms, formerly governorships. Some of the best art in history comes from this period, especially since the Temple created its own writing system which was more prone to poetry. Many of the princes tried to one-up one another, which resulted in the creation of lavish, Princely architecture in most cities. While not as peaceful as before, it was also not as violent as the first Warring States period. During the latter half of this era, the prince of Kal discovered the properties of Kal pepper, which fuelled his armies and caused him to begin the conquest of the others princedoms.

5th Era - Year 720 - Year 1011 (Present Day)
Fuelled by Kal pepper, which increased aggression and numbs pain in its user, the armies of the prince of Kal went on conquering their neighbours. The armies of the neighbours were quickly shattered, the survivors added to the ranks. In response, the Temple united the independent princes into an opposing coalition, and for 15 years, Temple and Kal forces fought one another. Kal shock troops managed to win many victories, but the sheer size of Temple forces made up for what they lacked in ferocity. After 15 years, a convention of the princes was called, both from the conquered lands and the Temple territory. Over the course of five months, the Princes wrote a peace treaty, which would also serve as the constitution of a new empire. The prince of Kal became the new emperor, but the Temple gained a powerful position in its government. The Temple would manage both personal taxes and armies, while the executive would manage commerce and trade, as well as matters of secular law and science.

The system operated well for almost 300 years, with only minor adjustments. The emperor retained the monopoly over his Kal pepper, which was produced in great secrecy in mountain monasteries. The emperors expanded the empire to the westernmost rivers, establishing the eternal border there. Meanwhile, peace endured, through the overwhelming might of the Temple armies and its spiritual guidance. The empire was rocked by the arrival of the Koinon, but trade and commerce were established regardless. The empire made good money through the export of Kal pepper, although it would not share its secrets about how it was produced. Perhaps it was this discovery that made the Sun Priest unwilling to nominate a new emperor from the Kal line. Perhaps they thought they could manage this external power better themselves. Whatever the case, the Sun Priest did not nominate a successor from the family of the emperor, instead leaving the throne empty. Power devolved to the regents, where it has remained since.


Assets


Notable Cities:

Kal: The Imperial Capital. Home to almost half a million people, Kal stands as a grand imperial monument. Filled with grand imperial architecture, paid for by the sale of Kal pepper, the city is the centre of imperial rule. Its easterly location makes it a central hub for overland trade in the empire, and many great markets sprawl both within and outside the city.

Mer: Ancient capital of the Mer empire. It contains about 1/4 of the population it can comfortably house. People live in the shadows of its ancient monuments, and some believe the land itself to be cursed.

Yoo: A northern port city, the first to trade with the Koinon from abroad. The city has become incredibly wealthy, and some begin to fear that it might rival Kal in grandeur soon enough.

Other cities: Ver, Kul, Dan, all regional capitals and centres of both local and imperial might. The Temple has large priesthoods in these places.

Economy: While the economy used to be extremely rural and based on artisan labour, more and more of the wealth of the empire comes from trade with Koinon. In return for the export of Kal pepper, the empire imports many luxury items they are themselves incapable of manufacturing. This has caused the creation of a new class of people, the merchant class, which sees itself as distinct from both the noble class and the lower classes. While the Kal pepper is only exported by imperial monopoly, much of the wealth trickles down into the economy. These merchants use their newfound wealth to influence local politics and laws, and leads to a corruption which the empire is unaccustomed to managing.

Population: 9.000.000


Military


Command: The Temple of the Soul, putting faithful (not necessarily priests) in positions of command when necessary. There is a whole bureaucracy if priests to make sure the commanders share a certain view of orthodoxy.

Strength: Only consisting of small city guard units in peace, but can call upon an army of levies numbering in the 200.000 if necessary. These soldiers are devoted and zealous, but since the Empire does not have any iron reserves they are bound to use bronze weapons and wicker shields, with bronze shields and some minor armour plating being used by the elite shock troops, fueled by Kal pepper. The Empire does not know of any mounts, so the entire army is filled solely by infantry.

There is a strong plundering tradition among soldiers, and they will often scour the battlefield for trophies from their kills. This can include animal hides, weapons, clothing, gold, body parts, or anything else. Warbands will offer part of this to their commanders, but part of these they will keep themselves. In return, victorious units are awarded feathers of varying colours and sizes as medals, with the size and colour depending on the type of action. Some units, like the Mer Bees and the Imperial Guard, pride themselves on a particular colour (yellow for raiding and looting, black for destruction, red for taking no prisoners), while others have an array of different colours. The more feathers, the higher the veterancy of a soldier.


Diplomatic Relations

Interests: Strengthening the country with foreign investments while retaining independence

Rivals: The Koinon, the border tribes


Other Information

Location: Image



Essential Details


Name of House: Principality of Kal

Leaders: The three surviving sons of the late emperor all take pretence to leadership of the family:

Manilu Kal, the oldest at 37. A grey eminence and proven diplomat, with experience in the civil service.
Vedara Kal, the middle brother at 34. A mindful theologian with an eye for finance and commerce, serving as steward to the imperial household.
Polimu Kal, the younger brother at 28. A proven military commander who served with distinction across the Border Rivers and gained great loot there.

Family Members:
The above, along with
Alail Kal, sister to the late emperor, and Nun Resourceful, in charge of the cultivation of Kal Pepper.
Popla Kal, spouse of the late emperor and a mourning widow
Vila Kal, curious sister of 36 with a mind for astronomy and the sciences. Dreams of traveling abroad.
Yver Kal, sister of 26 with a rebellious streak and a theological interest, combined with unorthodox views of the roles of men and women.

History: See national history


Assets

Home: The Imperial Residence outside Kal. Of old, the Imperial Palace served this purpose, but it has been claimed by the bureaucracy.

Fiefs: The city of Kal and the surrounding lands

Retinue: 2.000 Imperial Guardsmen, veteran warriors of many battles who have earned their feathers and skins
Last edited by Great Confederacy of Commonwealth States on Sat Feb 22, 2020 7:55 am, edited 5 times in total.
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Liecthenbourg
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Posts: 12679
Founded: Jan 21, 2013
Left-wing Utopia

Postby Liecthenbourg » Sat Feb 15, 2020 5:38 pm


Essential Details

Name of Realm: The Kingdom of Relya, derived from Ōrel Lyaṙn | Relya | Ōrel Lyaṙn

Rulers:
Vana Arslanian Queen, by Celestial Grace
The 'Queen, by Celestial Grace', is the Nekhur translation and condensation of the 'Elven' title of similarity. In its long-winded fashion, it encompasses 'Sovereign over the Sea and by decree of the Sun and Moon in accordance with the traditions set forth by the Goddess Arevlusin.' Technically elected by the aristocracy, the ruler of the Kingdom of Relya is subservient to none -- except for the Tyrant of Nekhur. Traditionally at least a low proficiency in magic is required to ascend to the throne as proof of the manifestation of the 'Wayward Wind' and spark of the Goddess. Whilst the ruler of Relya has immense sway within her own city, and has the power to bring this to bear on the rest of the realm, much of the power also rests in the loyalty of the feudal lords of the realm.

Admiral Sirak Vratsyan
Admiral, much like most translated words, does not encompass the myth and power attributed to it by Tsovamar culture. Sirak's real position is something more equivalent to that of a priest and a commander, whose title means 'Anointed by the Sun to command the legions of the fleet in accordance with the traditions set forth by the Goddess Arevlusin'. 'Admiral' is not a traditionally important role, but since the fealty to Nekhur, those 'Elves' who profess a loyalty greater than most are 'encouraged' by the Tyrant to be given greater position. As such, Sirak is regarded as one of the most prominent voices for the new overlords at court. His sway also comes from a loyalty from the professional sailors and mariners.

Cultures and Races:
  • Tsovamar: From ‘Tsovayin mardik’, meaning ‘Sea People’ or ‘People of the Sea’. Commonly called Elves by others, Tsovamar are humanoids with pointed ears, heightened senses and long-lifespans. Tsovamar are cream or olive skinned, generally standing between 5’8 and 6’2, regardless of sex. Tsovamar culture is usually fairly equal on gender lines, there is no view of one gender being more favourable than the other (this may have caused issue with the Nekhur?). The only scenario in which this is not the case is in archery: archery as a warrior caste is reserved as a solely female role. Their culture and religion emphasize learning and knowledge as well as being pescaterian. This pescaterianism comes from their long tradition of living at the sea, giving a strong tradition of mariners, sailors and shipbuilders.
  • Kisharites: The Kisharites are the preeminent nation within Nekhur, boasting an ancient history and claiming among the oldest cities in the world. They speak a language unlike any other, an isolate which has persisted through the ages. The Kisharites are known for their slightly darker complexions, and in the past both sexes would sport shaven heads, though in modern times they have largely adopted Talassan customs. Many of their ancient rituals and customs have also been discarded or forgotten, though it is not uncommon for them to have persist in rural communities unaffected by urban fancies. They have an unstable hierarchy between men and women, having one been a matriarchal society but over the years having adopted some Talassan customs, ending female ownership of property and attendance in the official priesthoods. Their presence in Relya nominally exists as a garrison, but some have migrated.
  • Tsovakesy: Derived from ‘Tsovayin mardik’ and ‘kesy’, roughly meaning ‘Half Sea Person’. These people are commonly called Half Elves by the Nekhur. They are the result of a Tsovamar and a human parent. Tsovakesy usually look strange to both Tsovamar and to humans, retaining recognisable features of either to look ‘off’ or ‘strange’ for also being different. Tsovakesy are usually shorter than Tsovamar and are shorter-lived. They are, more often than not, the offspring of female-elves and kisharite men, though the inverse is also true.

Religion: Tsovamar believe that all humanoid beings share a single collective soul. This belief, called ‘The Wayward Wind’ in translations into Nekhur, argues for understanding, tolerance, respect, compassion and friendship with other beings. The Wayward Wind’s intrinsic values hold that each individual is crafted in the shape of the divine, a semi-personal Goddess who moulds each person from an infinite yet metaphysically connected ‘life-source’. The shared soul is the origin of our emotions, feelings, reason, intellect and -- most important -- the capability to feel sympathy and empathy.

The Wayward Wind is more a philosophy than a religion, yet it is deeply spiritual and intimate. The Relyan Pantheon, a bastardisation of religious traditions created after Nekhur's assimilation of the territory, combines beliefs of traditional Tsovamar folk (such as the Goddess of the Sun and Moon: Arevlusin) with Nekhur's deities and the philosophy of the Wayward Wind. It is the 'official' religion of the province.

History: Before being annexed into Nekur, the Kingdom of Relya was a sovereign state and maritime empire with a strong naval tradition. Considered a bastion of ‘others’, i.e. none humans, Relya nestled itself into the petty conflicts of the states around it.

The maritime empire of the Kingdom of Relya saw the state come into continuous conflicts, over as the loser, with the Koinon until much of the possessions of Relya were whittled away back to its home territory. These strings of successive defeats provided an ample opportunity for Cimon to exert his dominance over Relya, who denied him the right of battle by submitting to him.

Cimon ‘The Black’ brings the Kingdom of Relya into the fold of Nekhur following the conquest of the surrounding states. At a ceremony in Arevitun, King Toros Arslanian submitted to Cimon, granting his sovereign tribute and gifts in exchange for the retaining of land and titles. Toros also gave unto Cimon a large egg, which he told to keep sacred, as a custom of his people.

In recent times, following the death of the old King Toros, Relya participated quite handedly in the invasion and subsequent occupation of Tervain.


Assets


Notable Cities: Arevitun, the capital and a city of the Collegiate. Adrebejan and Arevaharvats are also major port cities.

Economy: The economy of Relya, now fairly more integrated into that of Nekhur, is predominantly maritime. The state exports fair amounts of minerals, such as iron and tin, to the rest of the empire. Furthermore, it produces wine and olive oil. It exports the entirety of its meat-products in dried and cured fashion, given the nation is pescaterian. Surprisingly urban, with strong almost city-state esque coastal cities, Relya’s economy also features substantial internal and external trade; its cities are financial centres and centres of early industry: such as glass, textiles and arms and armour production. The Steelworks of Adrebejan are noted for their quality and efficiency, and the harbours of Arevitun produce quality ships. However, most of the roughly 3 million people who live in it still participate in either subsistence farming or fishing.

Population: ~ 3,000,000.


Military


Command: The military of the Kingdom of Relya is relegated to its nobility. Its aristocracy is expected to command levies and participate in campaigns. Whilst there are official channels for naval training, particularly what might be viewed as an admiralty school in the capital, the army receives no such benefit.

Strength: Relya has a small standing army mainly composed of a royal guard, that admits both men and women that doubles as a guard for the capital. It numbers at around 800. Every woman in Relya is expected to practice with a bow as part of a sacred tradition that grants them the right to wield it as a weapon. In times of war, Relya can levy roughly 10,000 to 20,000 soldiers for campaign. However, Relya maintains several ships in its navy, again being able to call upon more in times of war. In times of peace, the Relyan fleet numbers no more than 13 ships. The ‘flagship’ of this navy is a large carrack-esque ship.


Diplomatic Relations

Interests: Diplomatically interested in all of Nekhur, of course. Particularly interest however is held in regards to Imbar and Tervain, especially in regards to increasing the size of its own borders.

Rivals: Whoever Nekhur's are? Koinon, too.


Other Information

Location: You know where this is!



Essential Details


Name of House: Arslanian

Leader: Vana Arslanian

Family Members: Karda Shyan Arslanian and Kourken Arslanian, her younger brothers. Rita, Takouhi and Areknaz Arslanian, her younger sisters. She has uncles and aunts, but they are unimportant.

History: The 'House of Arslanian', which is not what it is referred to in 'Elven', claims to have existed since the formation of the world. Its earliest members were essentially regarded, at least according to history, as semi-deities. The modern lineage makes no such claim. The actual truth of the matter is that the Arslanians were simply the most competent and ruthless rulers at one time, coming to rule over the city state of Arevitun. They have served as the rulers -- translated to Kings and Queens - of 'the Kingdom of Relya' since such a thing was declared hundreds of years ago.


Assets

Home: City of Arveitun

Fiefs: A lot of other stuff, I guess? Technically the entirety of the Kingdom is in their domain and I haven't really thought about other nobles yet.

Retinue: Standard Sworn, the 800 royal guardsmen. The 13 ships of the Relyan navy always active.



Essential Details

Name of Race: Tsovamar, but often called 'Elves.'

Appearance: Vana Arslanian

Description: Tsovamar average in height between 5'8 and 6'2. They range, usually, from copper and olive to cream skin colour. Pointed ears are their most notable feature. They are often described as 'chiselled humanoids.' Tsovamar can procreate with humans, which has created the 'Tsovakesy'. They are stereotyped into being calm, collected, deliberative and rather stoic. Strong mariners and shipbuilders, Tsovamar consider themselves to be the 'principle sailors' of Nekhur and use that as a point of pride within the rest of the state. As one of the few non-human races to have willingly subjected themselves to Nekhur conquest, they are viewed incredibly strangely by the rest of the empire.

Their society is not patriarchal or matriarchal, but has specific gender requirements in odd fields. Only women can use a bow, for instance, and all women are required to practice with it -- giving a large, and inadvertent, warrior caste.

They are regarded by others to be industrious and studious, as a factor of their longevity, and many renowned mages and sorcerers are Tsovamar, which fuels the allegations and racism against them.

Location: Mainly found in the Kingdom of Relya and neighbouring Imbar, with some minorities across the continent and on islands.



Essential Details

Name of Creature: Ovkiamoghes

Appearance: Lumbering giants.

Description: Ovkiamoghes, or 'Ocean Lizards' or 'Dragon Turtles', are large mega-fauna that live in the bay between Relya and Imbar. Gentle giants, most 'Dragon Turtles' float harmlessly on the water and have an intelligence that seems to comprehend friendship. They are often used as moors by the Elves for their ships. Some even use them as floating settlements and fishing outposts. Sometimes they come onto land and roam around on the shoreline. Each is considered to be 'property' of the monarch, and thus killing one is a capital offence.

One, however, named known as 'Navi Utogh', has been able to be stirred from his depths to fight on campaign and at sea for the Kingdom. He is considered a living deity.

Location: Mostly in Relya's bay, but I suppose (universal) really?
Last edited by Liecthenbourg on Sat Feb 15, 2020 5:50 pm, edited 2 times in total.
Impeach the Mayor of Lego City Legalise Falling into the River The Rescue Helicopter Needs to be Built! HEY!
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The Region of Kylaris
I'm just a simple Kylarite, trying to make my way on NS.

The Gaullican Republic,
I thank God for Three Things:
Kylaris, the death of Esquarium and Prem <3

The Transtsabaran Federation and The Chistovodian Workers' State
I'm a self-identifying social democrat and a Europhile, with a left-wing economic position based on Marxist and Catholic teaching.
I'm socially confused.

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Finium
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Posts: 3838
Founded: Nov 17, 2010
Iron Fist Consumerists

Postby Finium » Sat Feb 15, 2020 8:22 pm


Essential Details

Name of Realm: Principality of Zelmary (Zelmaria, Zelmar, etc)

Rulers:
  • Prince Bisvar III, by the Assent of the Sea, Lord of Mohgerden, and by right Lord of Divern and the Mags, Giver of Gifts, Clear-sighted, Lofty Seat, Keeper of the Tower, and Prince of Zelmary
  • Chancellor Fraydon, Lord of Clayn and Servant of the Sea
  • Keppert Morlin, Master of the Glassblowers

Cultures and Races:
(Inspirations: Sihks, Italian renaissance, Latvia, history of glass)

Like most of the world, the Zelmarians are human and proud of that status and the material culture associated with it. They completely reject the practice of sorcery, which is considered strictly an Elvish or similarly non-human behavior; those who practice sorcery are assumed to have non-human ancestors. In contrast, enchanting is a highly developed and celebrated art-form. Most notably, the glassblowers and etchers, are very wealthy and respected members of society who cooperate with the Convocation and acting as their default ambassadors. The most common version of this is faience, or unpurified sand used to produce beads, figurines, and other glazed items of exceptionally high quality color, notably the typical Zelmar Blue. Progressively higher and purer forms are water glass, crushed quartz glass, and incidental obsidian shards which are mostly imported.

Religion:

The Zelmar worship the Hickory tree.

History:

The area currently occupied by Zelmar was once occupied by gnomes, a small grey-skinned race, who have completed vanished from Zelmar in the last century as the result of banishment, ostracization, and ethnic cleansing. There are still a large number of people with gnomish fore bearers, however, who continue to suffer from discrimination. As a result, they are often members of the lower classes who are forced to take up dangerous shipping and military contracts to survive, which makes them a prominent part of the international view of Zelmar.

The principality emerged mostly as a means of military cooperation in the 6th and 7th centuries as the largest tribe of the later Zelmaric nation, the Mags, organized the smaller Salmii and Aran tribes. They occupied, initially, the coastal plains where they learned the art of glass-making from the gnomes. Power was consolidated in the city of Mogherden, which prospered as an international example of racial cooperation until the 9th century, when the Divernish house of Melnatorn wrested control of the principality in a short, bloody battle at Maluaks Field Melnatorn purged the gnomes from Mogherden. The purges and pogroms only expanded until the gnomes were pushed into the mountains to the south. Prince Gavrom of Melnatorn set a guard on the southern forests, what is now the Skudrako, to prevent a return of the gnomes. The Skudrako, who could enlarge their dominions merely through the elimination of the gnomes, were cruel and efficient in their successive purges. They hired military age men from the cities as foresters and then organized raids against any gnomish village they could find.

After the 12th century, mentions of interactions with gnomes become more and more sporadic until the 13th century, when they vanish altogether. Without race-baiting to secure their power, however, the Melnatorn vanished with gnomes, replaced by the Jicoria and later the Karya who reign today.


Assets


Notable Cities:
  • Mogherden (capital)
  • Vashta (port)
  • Kappernon (port)
  • Fraydon (smaller city)
  • Rayshna (smaller city)

Economy:
Zelmar's unique relationship with glass glazing and centralized location within the continental trade system has made it an important source of preserved foods, especially pickled foods more commonly known as "green grunt grub", which is an important part of the military resource strategy. Large quantities of vegetable matter and fish are brought from around the central sea lanes to be preserved in special glass-glazed amphorae, which are then exported again as a type of long-term food store useful for military campaigns and famine relief. This economic activity has, however, made grain a relatively unprofitable enterprise in Zelmar, which is why most of the nation's gain has to be imported from abroad.

Zelmar is ideally located for the production of hickory oil, which is also used as food preservative, food additive, and fuel. The use of the hickory tree has preserved many of Zelmar's forests, which are selectively managed by a unique class of foresters who periodically replace some trees with the economically valuable hickory. The foresters are called Skudrako, and they are also officials with the Prince's court, called up to mediate many land disputes and work as public notaries. Skudrako serve this role primarily for their historical relationship with the no longer extant gnome population of Zelmar.

Additionally, Zelmar is a central trade hub for other merchandise, which led to its development of double-entry accounting and the beginnings of a risk management system for sea-going trade vessels. The financial services are an emerging market championed by a constantly growing class of wealthy merchants who are dissatisfied with and disfranchised from the decaying court life. Ignored by their own political elite, that have started to search out new opportunities for their capital, including the creation of military contractors.

Population: 3 million (approx. 2 Venices in 1500)


Military


Command: The military is led personally by the prince and his immediate subordinates at the council of war, though mercenaries also gain representation at this meeting.

Strength: The core of the military are contracted professional mercenaries and the personal retinues of the monarch, approximately 8,000 men in total, and the levies of various vassals, which make up an additional 15-17,000. The army is almost entirely infantry based as horses are both not advantageous in the historical woodland operations of the Zelmarians and expensive to transport. Because of this general disinterest in horses, Zelmarian levies are called "cattleclods" since their baggage train is pulled by ox.


Diplomatic Relations

Interests: Economic ventures, military contracts for both soldiers and resources in foreign wars.

Rivals: Other financially advantaged groups and naval powers.


Other Information

Location:
https://i.imgur.com/9aVO2mx.png



Essential Details

Name of Organization: Gevrod's Company (aka Stiklakareivji, Glastruppen, Apakejokatner)

Leader(s): Captain Janic Gevrod

Description:
The Gervod Company is known for their advanced enchanted glass armor and weaponry which has spawned a plethora of colloquially names. Commanded by Janic Gervod, the company has operated in several notable conflicts and is currently engaged against the Koinnon, who are seen as the natural enemies of Zelmarians.

Assets:
  • Gervod Company Counting House & Witchery of Fine Glasses, Mohgerden, Zelmary
  • 1-2,000 glass armor suits
  • contracts and licenses to practice murder


Strength: 1,500 men

Relations: Anti-Koinnon, Pro-war
Last edited by Finium on Sat Feb 15, 2020 8:35 pm, edited 2 times in total.
Christian, Humanist

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Elerian
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Founded: Aug 31, 2012
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Postby Elerian » Sat Feb 15, 2020 10:41 pm

Still undecided on what I'm gonna do, but I'll try and have an app up soonish.

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Lunas Legion
Postmaster of the Fleet
 
Posts: 29845
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Sun Feb 16, 2020 2:28 am

Am here, the Koinon will be up tomorrow or Tuesday once I have a laptop.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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

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Caltarania
Postmaster-General
 
Posts: 12846
Founded: Feb 01, 2013
Left-wing Utopia

Postby Caltarania » Sun Feb 16, 2020 4:52 am


Essential Details

Name of Realm: Confederation of the Caravan Clans | K’aravan Ts’egh Dashnut’yun

Rulers: Princely Council of the Seven Clans | Yot’ Ts’egh Ishkhanakan Khorhurdy
  • Vahram Zakaryan, Prince of Metsy
  • Matsag Ardzruni, Princess of Uzheghpater
  • Soukias Kassouni, Prince of Kassouni
  • Soghomon Boyajian, Prince of Sevripak
  • Negdar Mirakian, Princess of Krakotstgh
  • Serovpe Zildjian, Princess of Jriantsk
  • Vartanoush Maroutian, Prince of Apahovgraz

Cultures and Races: Overwhelmingly Avazmar, with some small Avazkesy and Human minorities. Though it varies based on the caravan, it is quite difficult to get citizenship atop most city scarabs, not least because of the scarcity of resources within the great desert. Those who do gain citizenship tend to be particularly skilled in some field.

Religion: The Wayward Wind remains an underlying philosophy, but the Sand Elves maintain a unique religion to their seaborne counterparts. It is a dualistic religion, worshiping the sun and moon as gods, and as equal and opposite forces that work against and with one another to promote balance in the world. Commentators have dubbed it Solunarism.

History: As the Caravans keep only oral records, the exact history of the Confederacy, and the Sand Elf people, is muddled. It is generally accepted by scholars that the Sand Elf presence in the Great Desert predates that of humankind, but it is unknown as to by how much. Oral history states that the people emerged from refugees fleeing 'a Tyrant King' in the coastal Elven kingdoms, but few historical records exist to confirm this. What is known is that upon their arrival in the Great Desert, the first Sand Elves were out of their depth, and not prepared for the harshness of desert life. They would have died out, if not for the timely intervention of the Meghmhska; the City Scarabs. The great gentle giants established a harmonious and mutually beneficial relationship, allowing the Elves to build great cities atop their backs in return for protection, grooming and navigation to water sources.

The first Caravan cities were founded, and soon enough the seven great cities emerged, along with countless smaller towns, all atop City Scarabs great and small. Though there was periods of conflict between the great cities, in general they managed to exist in a state of peace, instead focusing on trade and spiritual pursuits. In the harshest times, however, conflict became inevitable. Such was the reason for the establishment of the Confederacy; a pragmatic union of the Caravan Clans in order to prevent infighting and to organise resources effectively in the harshest seasons and years. The Confederation was prone to weakness and infighting, however, and this would manifest itself best when the Nekhur first subjugated the Clans. A fight was put up, but it was ultimately a futile one. The Clans now languish under the rule and taxation of the Nekhur Empire, and there does not seem to be any salvation coming for them.


Assets


Notable Cities: None sedentary; but seven sizable itinerant scarab cities.
    Metsy
    Uzheghpater
    Kassouni
    Sevripak
    Krakotstgh
    Jriantsk
    Apahovgraz

Economy: Desert caravans, with trade organised by the great cities with themselves and the outside world. Production is mostly in the realms of artisanry, with small moisture-lacking farms also notable atop the city scarabs.

Population: Roma population in Europe? Tuareg population in the Sahara?


Military


Command: Each city maintains its own military, wherein the Prince of that city acts as the commander in chief. The exact nature of commanders varies from city to city, but most are meritocratic appointments.

Strength: Each city maintains a small professional army, usually the personal guard of the Prince. Levies are then also raised from the lower classes to supplement this. All archers are women.


Diplomatic Relations

Interests: the Great Desert | Independence

Rivals: Nekhur


Other Information

Location: Itinerant, with no fixed territory; most Clans remain within the Great Desert comprised of Khamad, Khamwaith and Ajarwar, but some clans have travelled wayward to escape the taxes of Nekhur.



Essential Details


Name of House: Clan Zakaryan

Leader: Vahram Zakaryan

Family Members:
    Vahram, leader
    Zapel, wife
      Mourad, son
      Soseh, daughter
      Tsoline, daughter
      Varteni, daughter

History: See nation.


Assets

Home: Princely Palace, Metsy City

Fiefs: Metsy City, atop the Meghmhska known as Metsy

Retinue: Familial Guard; 500 soldiers.



Essential Details

Name of Race: Sand Elves | Nomads | Avazmar

Appearance: Tradeswoman | Tradesman | Young Seeress

Description: Considered a subspecies of the elves, the sand elves are similarily known for their pointed and elongated ears, along with their slender figures, with an average height between 5'8 and 6'2. Their skin colours range, but are generally far darker tones than their seaborne relatives. They are stereotyped as overly frugal, greedy and untrustworthy. They are often discriminated against by Imperial authorities as they are also seen to be schemish. They are shrewd traders and impressive scouts. Unlike their seaborne cousins, the Nomads did not willingly allow the Nekhur conquest; and their resistance, while a point of pride, has made them persona non grata in the eyes of some.

Similar to their cousins, bowmanship is restricted to women, and there are many renowned Nomad mages. Nomad women with magical ability are often seen as seers. They can procreate with humans to produce Avazkesy.

Location: Historically, within the Great Desert comprised of Khamad, Khamwaith and Ajarwar. In recent years, some clans and individuals have travelled wayward, to escape the taxes of Nekhur.



Essential Details

Name of Creature: City Scarabs | Meghmhska

Appearance: A City Scarab, seen following Avazmar cavalrymen.

Description: The City Scarabs are large, lumbering beasts, far eclipsing the size of any other insectoid. They are believed to maintain a rudimentary intelligence, and exhibit astonishingly large lifespans. They thrive in the northern deserts, and are closely associated with the Sand Elves, with whom they have developed a mutually beneficial relationship. The Sand Elves protect and groom the Scarabs, and lead them to water sources, and in exchange the City Scarabs permit the Sand Elves to construct their migrating cities atop their backs. Most Scarabs are only large enough for a small town; but some of the larger, and older, Scarabs host enormous metropoles, which eclipse even some sedentary cities in their size and splendor.

Location: Historically, within the Great Desert comprised of Khamad, Khamwaith and Ajarwar. In recent years, some have travelled wayward with their clans, to escape the taxes of Nekhur.
Last edited by Caltarania on Sat Feb 29, 2020 7:17 am, edited 6 times in total.
I'M FROM KYLARIS, AND I'M HERE TO HELP!

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Krugmar
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Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Sun Feb 16, 2020 7:14 am

Liecthenbourg wrote:-snip-


Finium wrote:-snip-


Very nice apps, accepted!
Liec made me tell you to consider Kylaris

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Roman Imperator
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Founded: Feb 07, 2020
Democratic Socialists

Postby Roman Imperator » Sun Feb 16, 2020 7:33 am

A polite tag. Color me interested
Just here to Roleplay. Don't bother sending me regional invitational TGs. I'll know how to join if I want to.

Call me Rom/Roman or whatever floats your boat....


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Utceforp
Postmaster-General
 
Posts: 10251
Founded: Apr 10, 2012
Democratic Socialists

Postby Utceforp » Sun Feb 16, 2020 8:52 am

WIP App


Essential Details

Name of Realm: Githzhan Jra ("Kingdom of the Stone Folk")

Rulers: Jral Hiksqasqu Rjaqleshn

Cultures and Races: Githzhan, Fo'Shen,

Religion:

The Githzhan are traditionally ancestor-worshippers, as their unique biology has lead to a culture of corpses being displayed in public or even used as building material, rather than being buried or cremated. This ancestor-worship has become syncretized with the philosophies of the Fo'Shen priestly caste to form the founding mythology of the Githzhan state.

Githzhan religion, known as Thruzhvak, ("God-Knowing") emphasizes dualism, with the most important division being between the two fundamental substances of Soil and Starlight. The interplay between these two forces created successive generations of deities, each pair weaker and less abstract than the last. It is believed that the universe is symmetrical, and any attempt to strengthen one thing over its opposite is futile and will lead to great suffering.

The Githzhan believe that in the beginning, there was Dshalkhrythru, the First Principle, who carved himself out of the emptiness before Creation. Dshalkhrythu gave birth to a pair of twins, Tyalvlakhthru, God of the Stars, and Tvarlkvarthna, Goddess of the Soil, then retreated from the universe to meditate. Tyalvlakhthru and Tvarlkvarthna mated and produced two children, Sun and First Earth. Sun was impatient and erratic, while First Earth was quiet and lethargic.

One day, Sun looked over First Earth and decided it would populate the world's surface with its own children. These were enormous beings twice as tall as those that exist today, with skin of golden metal. In its arrogance, Sun had filled its children with its own essence, which was the essence of Tyalvlakthru, and none of the essence of First Earth or Tvarlkvarthna. Thus, the Golden People were infected with a seed of pride and ambition. They built a civilization that lasted for centuries, but eventually their pride grew to the point where the existence of beings above them in strength seemed an affront to them, and they resolved to kill all the gods and take their places. Sun saw this desire in their hearts and, outraged, it resolved to kill its creations before they could do so. It scorched the surface of First Earth, destroying everything it could find, but there were always pockets of survivors hidden in caves, who rapidly repopulated and cursed Sun even more. Eventually Sun became so enraged that it tore First Earth apart in order to destroy the Golden People once and for all. First Earth, in its apathy, did not resist this attack at all.

What Sun failed to realize what there was always symmetry in these things. The action of destroying of First Earth's body provoked an equal and opposite reaction - the destruction of Sun's mind. Sun fell into a deep sleep, and began mindlessly circling First Earth's remains. One half of First Earth became Moon, who was like Sun, but cooled by the power of the Soil, and Earth, who was like First Earth, but warmed by the power of the Stars.

Moon, following in Sun's footsteps, decided to create its own people. It learned from Sun's mistakes, however, and decided that it would prioritize ensuring that its creations would not rise against it. Moon thus decided to divide its children into different shapes, to ensure they would have to rely on each other and thus would never become arrogant. Its first and greatest children were the Stone People, the Githzhan, who were mostly of the Earth and the Soil, and who were made to rule and to conquer. Its second children were the Cloud People, the Vvozhan, who were mostly of the Moon and the Stars, and who were made to teach and to listen. According to tradition, Moon created the Peoples at the peak of the holy Mount Tvraltayal, the "centre of the world", where east, west, north, south, sky, and land meet. After Moon finished his work and left Tvraltayal, the discarded raw material he had worked with became a strange kind of diminutive homunculi, who called themselves "men" and "elves", and who had no purpose.

The most popular gods in the Githzhan pantheon are Moon, Earth, Tyalvlakhthru, Tvarlkvarthna, and the deified ancestor of the Rjaqleshn dynasty, Jralku. (Literally "Kingly One".) Jralku is also known as "He Who Sits in the Center", as he was supposedly found as a baby meditating at the peak of Mount Tvraltayal, and is believed to be the perfect embodiment of universal symmetry, the first being to be equally of the Soil and Starlight since Dshalkhrythru left the universe. The royal descendants of Jralku are worshipped as divine as well, each believed to be an emanation of their ancestors who are in turn emanations of Jralku. Dshalkhrythru is obviously also important to Thruzhvak, but more as a philosophical concept that as an object of worship or a character of legends and myth.

History:

The early history of the Githzhan and Fo'Shen is fragmentary, known only from myth and from documents written centuries later, but fragmentary human documents mention trade with what are obviously Githzhan city-states in the Tyal mountains as early as 2000 P.C. Not long after, human settlers established communities the temperate lowland jungles, trading with the Gitzhan city-states and Fo'Shen monasteries that inhabited higher altitudes. There was no central government in this time, although city-states occasionally achieved temporary hegemony over their neighbours.

- Pre-Jralku Rulers

- Jralku

- The Good Jrals

- The Mlokai Heresy

- The Worshipful Guilds of Zdagul

- The Seven Civilized Lineages

- The Decline

- The Restoration of the Jral


Assets


Notable Cities:
  • Rjaqlesh (Historical/Religious capital)
  • Zdagulhask (Economic/Administrative capital)
Economy: (This can be brief if desired)

Population: (Please compare to a medieval nation in the 11th to 15th centuries, rather than a number, if you are unsure)


Military


Command: (e.g. commanders, hierarchy, structure)

Strength: (Remember that most medieval realms relied upon a small professional force, and a larger temporary semi-trained levy. There are of course exceptions, but the golden rule is on how and why your state can sustain such an exception)


Diplomatic Relations

Interests:

Rivals:


Other Information

Location: https://i.imgur.com/PI14Eua.jpg



Essential Details


Name of House: The Rjaqleshn

Leader: Jral Hiksqasqu Rjaqleshn

Family Members:

History: (If their history is outlined in a nation's history, feel free to blank this with a referral)


Assets

Home:

Fiefs:

Retinue: (If a ruling family, only if they are considered separate from the nation's military i.e. in a coup they would always side with their benefactors)



Essential Details

Name of Race: Githzhan (Literally translates as "Stone Folk", humans more commonly refer to them as "Stone Giants")

Appearance:

Githzhan warrior with a human girl
Ceremonial dancer and martial artist
Example of a Githzhan child

Description:

Location: Primarily found within the borders of the Githzhan Jra, although scattered communities can be found in the mountain ranges to Githzhan Jra's west and south.



Essential Details

Name of Race: Fo'Shen (Also called "Vvozhan" in the Githzhan language; both terms mean "Cloud Folk". Humans more commonly refer to them as "Cloud Giants".)

Appearance: Fo'Shen Priest

Description: Adult male Fo'Shen average about 10-11 feet tall, female Fo'Shen average about 9 feet.

Location: Primarily within the Githzhan Jra. Seeing one at low altitudes is extremely rare.
Last edited by Utceforp on Sat Feb 22, 2020 5:45 pm, edited 13 times in total.
Signatures are so 2014.

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Roman Imperator
Attaché
 
Posts: 73
Founded: Feb 07, 2020
Democratic Socialists

Serious WIP

Postby Roman Imperator » Sun Feb 16, 2020 8:55 am


Essential Details

Name of Realm: The Middle Kingdoms / The Middle Realms

Rulers:

The Princeps of Trade
The High King of Karad Anor
The First Citizen

Cultures and Races: (Ensure that new additional races have been apped for first. You are encouraged to share cultures if possible and where appropriate, many medieval states were relatively diverse in terms of culture and language)

Religion:

History:


Assets


Notable Cities: (Likely no more than 10, and can just focus on the capital if preferred.)

Economy: (This can be brief if desired)

Population: (Please compare to a medieval nation in the 11th to 15th centuries, rather than a number, if you are unsure)


Military


Command: (e.g. commanders, hierarchy, structure)

Strength: (Remember that most medieval realms relied upon a small professional force, and a larger temporary semi-trained levy. There are of course exceptions, but the golden rule is on how and why your state can sustain such an exception)


Diplomatic Relations

Interests:

Rivals:


Other Information

Location:
https://imgur.com/a/y1WeiEM
Last edited by Roman Imperator on Sun Feb 16, 2020 8:58 am, edited 1 time in total.
Just here to Roleplay. Don't bother sending me regional invitational TGs. I'll know how to join if I want to.

Call me Rom/Roman or whatever floats your boat....


User avatar
Sarderia
Envoy
 
Posts: 263
Founded: Jun 26, 2019
Inoffensive Centrist Democracy

Postby Sarderia » Sun Feb 16, 2020 10:22 am

Image


Essential Details

Name of Realm: The Kniazite League (Knyazitskaya Liga) adj: Kniaz or the League

Rulers:
    Grand Archon: Piotar II Vada Valikovich
    The Grand Archon is the official head of government. Elected via popular vote by members of the League Duma, a Grand Archon’s task is to oversee federal matters of the League, create or sign League resolutions and laws, declare wars and state emergencies, estabilish and maintain international diplomatic relations, and is responsible to the League Duma. The Grand Archon may form a cabinet to help the job of administration. In times of political instability, a member of the League Duma may put forth a vote of no confidence to impeach the Grand Archon. The impeachment would only pass, though, if at least fifty-one percent of League Duma members voted for no confidence.

    First Sea Lord: Elena Dukoyeva Kalbartsev
    The First Sea Lord is appointed by the League Duma from ten names submitted by the Grand Archon. The First Sea Lord’s task is to oversee military matters, including land forces – though the responisibility is delegated to the Land Marshal, which is responsible to the First Sea Lord. The First Sea Lord must come from a military background, be it naval, land, or magical, and must posess a rank equivalent to or greater than a Commander (major general). The First Sea Lord is responsible to the Grand Archon, with supervision from the League Duma.

    Chancellor of the Duma: Avgeniya Ilyach Varastin
    Essentially the head of state, the Chancellor is appointed by populare vote from each League Duma members. Usually each political party will submit their candidate for election, though independent Chancellors has been elected in the past. The Chancellor’s task is to oversee matters of the League Duma, such as presiding over Duma sessions, initiating government shutdowns, mediating talks within the Duma, and submit Duma proposals to vote. The Chancellor also acts as a speaker for the Duma to the public and the Grand Archon.

    Attorney Supreme: Th’alas Vak Kavaritch
    The Attorney Supreme presides over judiciary matters of the League. Each member entity of the League may submit their own attorney candidate, or endorse another’s candidate, and the Attorney Supreme is elected by the League Duma over these candidates. Furthermore, the Duma elects seven members of the Judiciary Committee, to maintain judges’ performance and their adherence to judicial etic codes and the League’s laws, of which the Attorney Supreme is supervised by. The Attorney Supreme along with a council of judges presided over state officials’ impeachments, reviewing laws that the public found dissatisfying, and rule out League members’ conflicts. The Attorney Supreme also presided over the entrance or exit of League members, in addition to being the highest judiciary position.[/list[

    Cultures and Races:
    • Kniazite/Komitski: The Kniazites, or Komitski as in their language, are the predominant ethnicity of the League. Being a seafaring culture, the Kniazites could be found almost everywhere in the continent as traders, merchants, and wanderers. It is unclear to where the Kniazites originated; but the most common explanation is that they were once a people in the Great Desert, before invasion from neighboring peoples drove them out of the northern continent. There is no one state to be called a “homeland” to the Kniazites; they have already estabilished numerous city-states, settlements, and forts since long ago; and they could be found in almost every major city on the continent. The island of Kominar, however, holds the majority of all Kniazites in the world, and Kniazites have taken to call the island some sort of an unofficial homeland. Owing to this nature, the Kniazites often made conflicts among themselves. The Kniazites are known for their broad familial relations, their preference of trade, and their seafaring and shipbuilding culture, which made the Kniazites great mariners, sailors, shipwrights, and merchants. (Based off the Novgorodian Slavs and the Venetian Italians)
    • Tsavmaraski: The Tsavmaraski, from Kniazite tsav mar’ meaning seamen, are commonly called elves in other countries. It is said that the Kniazites first took the custom of seafaring and trade from these drugiye – “others” – as the Kniazite referred to them. Despite originally being a seafaring culture, the Tsavmaraski has now taken a more sedentary lifestyle, preferring to settle in great walled cities, estabilishing beautiful and advanced fortifications as their homes. Ability to hold magic was frequent among the Tsavmaraski, and most human mages are either a half-Tsavmaraski or a decendant of one – thus, studies of the arcane was considered a common and encouraged practice among them. Their culure puts emphasis on learning, building, engineering and the arcane. (Based off the French and Florentine Italians)

    Religion: There are no official faith in the Kniazite League; as the Kniazites and Tsavmaraski worshipped different religions even among their races.

    History: What would become the Kniazite people originated in the Great Desert thousands of years ago; pasturers and traders that roamed the desert. Unlike most cultures in the desert that would eventually settle and become sedentary, though, these people retained their customs of trade and wandering for years; forming tribes and clans among their larger groups, only remaining united because of a common language and faith. Recent historians have sdiscovered connections between the ancient Kniazite with the surrounding cultures in the northern continent; the Talassans and the Kisharites, and this may explain the similarity of words in the Kniazite language in relation to both other languages – as such, it is assumed that many of ancient Talassan and Kisharite peoples became integrated with this group, most likely through violent means. War and increasing push from the surrounding peoples quickly halted most of Kniazite trade activities in the region. They retreated further west and west, founding settlements across the coast and beyond, and this is where they would met the Tsavmaraski – elves – in first contact. The ancient Kniazites and Tsavmaraski, surprisingly, found themselves at commond ground and quickly estabilished cooperations; Tsavmaraski technology gave them protection and a home from invaders, and the Kniazites provided for a large amount of manpower for the elves.

    Eventually, conditions became so desperate that even the elves could not stand the ever-increasing tension on their home. By this point, the Kniazite had evolved from backwards tribal wanderers, picking up the arts of science, ecploration, shipbuilding and how to master the seas from their elven overlords. The Kniazites had estabilished outposts, strongholds, and large settlements along the islands of the western continent – most prominent of these being Jaroslav, the main Kniazite settlement probably on the whole world. Kniazite ships, while behind in technology to that of the Tsavmaraski’s, made up vast numbers so that the Tsavmaraski really only had one option; losing their home and risk being a race of wanderers for survival, or join the Kniazites on their overseas settlements. The latter being the most logical choice.

    So began the period human and elven alike called the “Great Exodus” – Kniazites founded colonies on every island they could see on the horizon, and wherever those settlements had grown large enough to make a city, the Tsavmaraskis settled in large numbers, building and developing the city with great expertise. Most prominently are settlements on the island of Slavoria – ”commond land” – that had become some sort like a second homeland to the Kniazites. Although other human settlements appeared there first, the Kniazite settlers soon brought their whole families, clans, even whole tribes to make their home all across the coast, until the island’s coast was dotted with Kniazite cities, and occasionaly elven strongholds. Though the Kniazites managed to flee the mainland relatively unscathched, there was another, even bigger issue for them – a lack of central authority for all Kniazites and Tsavmaraskis.

    Often after their founding, one settlemend tend to clash with another neaby settlement; the matters of land claim, local rivalry, or trade issues being the most prominent driving factor. This, combined with the inherently divided nature of the Kniazites, led into thousands of years of perpetual conflict, as one Kniazite city trying to outshine the other by displaying their extravagancy, sending more trade expeditions that the other, building up ships and men, and more often – claiming that their neighbors were heretics or infidels. The Kniazites, contrary to other peoples across the continent – lack their own set of gods. Most of the Kniazites had taken to worship either the Ten Thousand of Talassa, or for the more warlike, the Kisharite gods since their beginning, but the Kniazites would also adopt each and every god they met on their trade journeys, if only for the sake of convenience. This meants that while they all share the same concept of god – that there is many and similar – they had a complete lack of agreement over even the simplest of things – like the god’s own name. The city of Jaroslav, oldest and proudest among the Kniazite cities, had adopted Tiwass the Protector as their chief deity; but contrary to the way he is worshipped in Nekhur, Tiwass is depicted as a bull, more akin to the Kisharites’ interpretation of war god Belrim. While foreign clerics praised the synceretism as “very harmonious”, this often led neighboring cities, such as Novograd, Jaroslav’s premier trade rival, target the city for being a “heretical disgrace to the Ten Thousand”.

    Eventually, the conflict between Jaroslav and Novograd became so intense that entire cities, towns, and settlements throughout the island – and several more overseas – picked a side in the war, each becoming satellite states to either Novograd or Jaroslav. A major engagement of this war was the Battle of Kyzyl Strait, taking place on a narrow strait near Slavoria’s northern point. The 16-ship strong Jaroslav fleet, commanded by Senator Andreias Valikovich, engaged a Novograd fleet consisting of 18 ship, all galleys. As the weary Jaroslav fleet had just returned from finishing a siege, many of the sailors thought that it would meant the end for them; but Valikovich saw an opportunity. If the Jaroslav fleet could defeat Novograd’s on the strait, it would leave their city virtually undefended safe for batteries; and batteries could be countered by land siege. Valikovich inisisted that they press, sending his swifter cogs with the wind’s supports, each bringing a whaling harpoon. The galleys nearly burned Jaroslav’s 5 cogs to dust; but the harpoons are faster. They managed to hole the galleys and splinter the oars, buying time for the Jaroslav fleet to flank the Novograd’s and taking them by a pincer attack until the Novograd fleet capitulated.

    Novograd’s fall to the Jaroslav forces brought an end to the hundred-year war, and virtually placed Slavoria, the Kniazite homeland, under Jaroslav control. Admiral Valkovich, however, saw continuous occupation as a folly; one by one the cities would break free of Jaroslav control, and eventually Novograd would regain their strength to cause political instability once more. Having gained power, Valkovich and several other Jaroslav lords sent an envoy to Wrakow, another neighboring metropolis, and discussed the potential to form a federation of the Kniazite people; an entitiy where they could each be free to conduct their own policies, but at the same time united to prevent yet another conflict from tearing apart their community.

    These discussions would be estabilished on other Kniazite cities and towns – yet the elves seemed to be the staunchest supporters of this idea, probably due to their considerations that Nekhur and Koinon’s ever-growing power could force them into the same state that they had been thousands of years ago. Eventually, in Novograd, year 1000 A.D, envoys and archons of over eighty Kniazite cities gathered on the Barantskovo Palace, where one by one the envoys signed a declaration of union. The Archons of Jaroslav, Novograd, Wrakow, and Altana, four of the Kniazite’s largest cities, and a representative of the elven race, held up the declaration and proclaimed that from the day to forever, the Kniazite and Tsavamaraski people would declare peace upon each other, and bonded together in a League of the peoples, estabilished to protect and secure their common interest throughout the known world. The envoys estabilished that a General Convention, formed right after the League’s declaration, would be the basis of law for all Kniazite states, and what was probably the first constitution in the world was ratified on the next day. At the Kniazite League’s founding, it encompassed the whole of Slavoria, its immediate surrounding islands, and several outposts throughout the southern Minilar islands.

    Throughout the first centuries of its founding, the League was no more than a fragile union, as one after another member entity threatened to secede because of conflicts with one another. Grand Archon Vasiliy Kartsevich of Altana, regarded as a national hero for nearly all the main Kniazite cities, was the first leader to crack down on this matter. Kartsevich created the League Duma, an institution consisted of representatives from all member entities of the league, with proportional amount of representatives to their population. At first, the Duma was used as Kartsevich’s justification on rooting all dissenters to the ground. As his tenure ended, Kartsevich made significant amendments to the general convention, relegating most of the Grand Archon’s powers to the Duma. This was happily accepted and quickly ratified. His successor, Grand Archon Th’arav Vas Thravievich, was the first elven head of state in history of the League. Thravievich institutionalized a new synceretic faith, merging the doctrines of Kisharite Pantheon and Ten Thousand of Thalassa – two of the most popular religions in the League – into a new religion, officially a sect of the Ten Thousand. The pantheon now incorporates local deities of the Kniazites, with the gods of Jaroslav, Novograd, Wrakow, and Altana interpretated as Belrim, Babili, Tiwass, and many other gods. Thravievich, however, was wary of the zealotry a new institutionalized religion could grow. Once again the general convention was amended, and the League was firmly estabilished as a civic and secular state – it grants freedom of religion, but by no means are tied to religion.


    Assets


    Notable Cities:
    • Novograd
    • Jarsolav
    • Wrakow
    • Altana
    • Krazan
    • Tsamara
    • Sibir

    Economy:The Kniazite economy is reliant on trade and manufactured goods, owing to its positions on the continent. Kniazite trade has long been the lifeblood of states south of Nekhur, as each Kniazite city competed with the other to send the biggest merchant fleet in trade expeditions further down south. The goods flowing from these fleets, and from incoming outposts at the west and south, are exchanged from one Kniazite city to another before being sent to Nekhur, Koinon, and all across the continent. The same flow worked southwards, and often Kniazite trade fleets pledged their service to foreign states, as federal regulations allowed this practice with taxes in return. Because of this, and the federal nature of the government, League regulations often had a tenuous hold over member entities’ policies; for instance, if the State Duma sanctioned an embargo to a foreign nation, often smaller cities ignored the edict, continuing their trade with the embargo receiver. As such, the central government maintained a strong navy to police their member entities’ activity; though this were practiced more often with golds than swords.

    Another pivotal point in Kniazite economy is manufacturing. Trade is very fluctuous in the continents, and even the most professional market analyst could be wrong; as such, cities and towns often constructed great warehouses to act as their saving in worst conditions. From these public and private storages, a great number of people; artisans, craftsmen, to engineers, estabilished their own industries, turning raw materials imported from across the continent into manufactured goods – weapons, furnitures, accessories, handworking tools, glass, preservated foods, ships, and all manners of things. These industries ranged from great corporations listed in League stock exchanges, who produced large quantities of goods with branches present everywhere – to small, household manufactories providing a commoner’s daily needs.

    Trade and manufacturing are regulated by the League Office of Markets, responsible to the State Duma, acting more of a government representative to individual cities than central regulation makers. The Office maintained a small but professional war fleet and fighting force, to ensure that free and fair competition remains a norm throughout the League, to prevent industries being killed off by another – thus diminishing the League’s influence in international markets. One’s entry to the Office requires being unaffiliated with any trade company or industry – renouncing their claims to the wealths from trade and goods. As an advantage, the Office enjoys a great amount of interest from individual entities and the League Duma both, but a dedicated supervisory board consistedof observers from throughout the League prevents rampant corruption in the office. As such, the League is often considered one of the greatest economic powers of the continent – albeit remaining the most vulnerable and easily influenced one.

    Population: 14th-century Venice and Genoa combined (about 6,5 million people)

    Military


    Command: League military matters are presided over by the First Sea Lord, and below that position are two Land Marshal acting as commander for the League’s land troops, and two Rear Admirals; one to command the League’s own and professional naval force, and the others to command a mixture of each individual entities’ pledged ships for the League. These are further broken into several fleets and armies, each commanded by a leader elected from the annual Military Council, attended by commanders from all member entities of the League.

    Strength: The Kniazite League maintains a small, professional land army of 60,000 men and a medium-sized professional navy fleet of 70 ships, paid for by the League Duma’s annual state budget allocations. The general convention, however, requires that this professional standing force be allocated no less than 10% of the state budget. To maintain this expensive institution, the Office of War, an institution responsible to the Grand Archon and supervised by the First Sea Lord, estabilished at least ten encampments to train newly-recruited levies into the League’s own public military – seven docks and four army encampments throughout the League. The Office also authorizes the selection of which port to bulid or upgrade the League’s warships. The Office of War is managed by public officials elected in the annual Military Council, to ensure that each member entities have their own representation in the public military.

    In times of war, however, the League relied upon its member entities’ contributions. The League Duma members, before formally announcing state of war, would request for their cities to provide a military portion to the League. By the general convention, each individual entity must contribute at the very least, 10% of their naval fleet and land force during peacetime, and 50% during wartime, to the League. Failure to do so would result in a member entity being put under scrutiny by the League Duma, and by extension, all other members of the League. A Land Marshal or Rear Admiral is tasked to oversee the combined forces, elected by the annual Military Council. Furthermore, member entities are expected to keep their own form of military to defend themselves if the League forces are unable to provide aid; this ranged from 4,000 to 6,000 men and 8 ships for the larger cities – to 100 men and a ship for the smallest towns. There are no further chain of command or military training institution present for these raised levies, as all matters regarding each member entities’ personal militaries are left to their own.


    Diplomatic Relations

    Interests: The League’s paramount purpose is to maintain unity and cooperation of all its member entities and maintaining the status quo – business as usual – state of its surrounding environment. As such, any change of the balance would be taken very seriously by the League. For instance, the League nearly stopped all flow of their trade to Nekhur when they invaded Tervain, and practically showering Koinon cities with gold and goods, as the invasion expelled Kniazite traders for a while from Tervain. But however harsh the League treated another state, in just half a day it could turn from outraged to cordial relations; this was shown when the League favored another seven trade expedition to Nekhur after their conquest are finished. The League maintains its ambassadors in every nation big and small, from the shining majesty of an imperial palace to a modest town hall, to ensure that the flow of its commerce remains uninterrupted in all cases. However, the League also allowed for its member entities if they wanted to take part, albeit discreetly, in international conflicts; the smuggling of goods, trade of contrabands, and discreet weapon supplyings has been an integral part of each member entities’ trade. (The Ferengi saying in Star Trek: War is good for trade. Peace is good for trade.)

    Rivals: While each individual entity of the League may proclaim a rival, be it fellow League member or a foreign state (as individual international relations is allowed – and even encouraged – by the general convention, but it must be in line with general League policies), the League’s position in international relations is very clear: We are friends with everyone (that has money).


    Other Information

    Location:
    Image
    (Bordered in Red)



Essential Details


Name of Dynasty: Most Ancient and Noble Line of Valikovich
Cadet Branches:
  • Patrician House of Valikovich of Vastiborg
  • Patrician House of Vodaritch of Wrakow
  • Patrician House of Valkovich-Barograd of Barograd
Leader: Lord Piotar II Vada Valikovich, Grand Archon of the Kniazite League

Family Members:
  • House Valkovich of Vastiborg (Main Branch in Jaroslav)
    - Lord Valdimar Vada Valikovich, Archon of Jaroslav (brother of Leader)
    - Konstantin Valdimar Valikovich, Grand Captain of Jaroslav (son of Valdimar)
    - Mareia Valdimarova Valikovich (daughter of Valdimar)
    - Erik Piotar Valikovich, Rear Admiral of the Kniazite League (son of Leader)
  • House Vodaritch of Wrakow (Wrakow Branch)
    - Lord Aleksandr Evor Vodaritch, Spymaster of the Grand Archon
    - Lady Olga Evora Vodaritch (sister to Aleksandr)
  • House Valkovich-Barograd of Barograd
    - Lord Nikolai Ragbor Barograd, Land Marshal of the Kniazite League
History: (If their history is outlined in a nation's history, feel free to blank this with a referral)


Assets

Seat: Castle (Velikaya Zamok) Vastiborg, near Jaroslav

Fiefs: Two lesser prominent Plebeian families, multiple farmlands, hills, pastures, and six small strongholds across the League.

Retinue: Being a powerful patrician family of Jaroslav, House Valikovich keeps a standing retinue of six hundred manning the Vastiborg Castle, with another thousand and four hundred men guarding other Valikovich estates. Through various estates, trusts, and land grants, it is estimated that House Valikovich could raise up to 8,000 peasant levies if the city of Jaroslav needed.



Essential Details


Name of House: Patrician House of Varastin

Leader: Lord Avgeny Ilyach Varastin, Chancellor of the League of Kniaz State Duma

Family Members:[list]
- Karel Ilyach Varastin, Archon of Altana (brother to Leader)
- Dimitri Ilyach Varastin, Lord Spymaster of Altana (brother to Leader)
History: (If their history is outlined in a nation's history, feel free to blank this with a referral)


Assets

Home: Grand Stronghold of Borodszko, Altana

Fiefs: One lesser Plebeian family, Altana Borodszko Harbor, farms and pastures, four other strongholds across the League

Retinue: Being a powerful patrician family of Altana, House Varastin keeps a standing retinue of six hundred manning the Borodszko Stronghold, with another thousand men guarding other Varastin estates. Through various estates, trusts, and land grants, it is estimated that House Varastin could raise up to 7,000 peasant levies if the city of Altana needed.
Last edited by Sarderia on Mon Feb 17, 2020 9:27 am, edited 8 times in total.
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Roman Imperator
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Posts: 73
Founded: Feb 07, 2020
Democratic Socialists

Postby Roman Imperator » Sun Feb 16, 2020 10:55 am

Sarderia wrote:

Essential Details

Name of Realm: The Kniazite League (Knyazitskaya Liga) adj: Kniaz or the League

Rulers:
    Grand Archon: Piotar II Vada Valikovich
    The Grand Archon is the official head of government. Elected via popular vote by members of the League Duma, a Grand Archon’s task is to oversee federal matters of the League, create or sign League resolutions and laws, declare wars and state emergencies, estabilish and maintain international diplomatic relations, and is responsible to the League Duma. The Grand Archon may form a cabinet to help the job of administration. In times of political instability, a member of the League Duma may put forth a vote of no confidence to impeach the Grand Archon. The impeachment would only pass, though, if at least fifty-one percent of League Duma members voted for no confidence.

    First Sea Lord: Elena Dukoyeva Kalbartsev
    The First Sea Lord is appointed by the League Duma from ten names submitted by the Grand Archon. The First Sea Lord’s task is to oversee military matters, including land forces – though the responisibility is delegated to the Land Marshal, which is responsible to the First Sea Lord. The First Sea Lord must come from a military background, be it naval, land, or magical, and must posess a rank equivalent to or greater than a Commander (major general). The First Sea Lord is responsible to the Grand Archon, with supervision from the League Duma.

    Chancellor of the Duma: Avgeniya Ilyach Varastin
    Essentially the head of state, the Chancellor is appointed by populare vote from each League Duma members. Usually each political party will submit their candidate for election, though independent Chancellors has been elected in the past. The Chancellor’s task is to oversee matters of the League Duma, such as presiding over Duma sessions, initiating government shutdowns, mediating talks within the Duma, and submit Duma proposals to vote. The Chancellor also acts as a speaker for the Duma to the public and the Grand Archon.

    Attorney Supreme: Th’alas Vak Kavaritch
    The Attorney Supreme presides over judiciary matters of the League. Each member entity of the League may submit their own attorney candidate, or endorse another’s candidate, and the Attorney Supreme is elected by the League Duma over these candidates. Furthermore, the Duma elects seven members of the Judiciary Committee, to maintain judges’ performance and their adherence to judicial etic codes and the League’s laws, of which the Attorney Supreme is supervised by. The Attorney Supreme along with a council of judges presided over state officials’ impeachments, reviewing laws that the public found dissatisfying, and rule out League members’ conflicts. The Attorney Supreme also presided over the entrance or exit of League members, in addition to being the highest judiciary position.

Cultures and Races:
  • Kniazite/Komitski: The Kniazites, or Komitski as in their language, are the predominant ethnicity of the League. Being a seafaring culture, the Kniazites could be found almost everywhere in the continent as traders, merchants, and wanderers. It is unclear to where the Kniazites originated; but the most common explanation is that they were once a people in the Great Desert, before invasion from neighboring peoples drove them out of the northern continent. There is no one state to be called a “homeland” to the Kniazites; they have already estabilished numerous city-states, settlements, and forts since long ago; and they could be found in almost every major city on the continent. The island of Kominar, however, holds the majority of all Kniazites in the world, and Kniazites have taken to call the island some sort of an unofficial homeland. Owing to this nature, the Kniazites often made conflicts among themselves. The Kniazites are known for their broad familial relations, their preference of trade, and their seafaring and shipbuilding culture, which made the Kniazites great mariners, sailors, shipwrights, and merchants. (Based off the Novgorodian Slavs and the Venetian Italians)
  • Tsavmaraski: The Tsavmaraski, from Kniazite tsav mar’ meaning seamen, are commonly called elves in other countries. It is said that the Kniazites first took the custom of seafaring and trade from these drugiye – “others” – as the Kniazite referred to them. Despite originally being a seafaring culture, the Tsavmaraski has now taken a more sedentary lifestyle, preferring to settle in great walled cities, estabilishing beautiful and advanced fortifications as their homes. Ability to hold magic was frequent among the Tsavmaraski, and most human mages are either a half-Tsavmaraski or a decendant of one – thus, studies of the arcane was considered a common and encouraged practice among them. Their culure puts emphasis on learning, building, engineering and the arcane. (Based off the French and Florentine Italians)

Religion: There are no official faith in the Kniazite League; as the Kniazites and Tsavmaraski worshipped different religions even among their races.

History:


Assets


Notable Cities: (Likely no more than 10, and can just focus on the capital if preferred.)

Economy:The Kniazite economy is reliant on trade and manufactured goods, owing to its positions on the continent. Kniazite trade has long been the lifeblood of states south of Nekhur, as each Kniazite city competed with the other to send the biggest merchant fleet in trade expeditions further down south. The goods flowing from these fleets, and from incoming outposts at the west and south, are exchanged from one Kniazite city to another before being sent to Nekhur, Koinon, and all across the continent. The same flow worked southwards, and often Kniazite trade fleets pledged their service to foreign states, as federal regulations allowed this practice with taxes in return. Because of this, and the federal nature of the government, League regulations often had a tenuous hold over member entities’ policies; for instance, if the State Duma sanctioned an embargo to a foreign nations, often smaller cities ignored the edict, continuing their trade with the embargo receiver. As such, the central government maintained a strong navy to police their member entities’ activity; though this were practiced more often with golds than swords.

Another pivotal point in Kniazite economy is manufacturing. Trade is very fluctuous in the continents, and even the most professional market analyst could be wrong; as such, cities and towns often constructed great warehouses to act as their saving in worst conditions. From these public and private storages, a great number of people; artisans, craftsmen, to engineers, estabilished their own industries, turning raw materials imported from across the continent into manufactured goods – weapons, furnitures, accessories, handworking tools, glass, preservated foods, ships, and all manners of things. These industries ranged from great corporations listed in League stock exchanges, who produced large quantities of goods with branches present everywhere – to small, household manufactories providing a commoner’s daily needs.

Trade and manufacturing are regulated by the League Office of Markets, responsible to the State Duma, acting more of a government representative to individual cities than central regulation makers. The Office maintained a small but professional war fleet and fighting force, to ensure that free and fair competition remains a norm throughout the League, to prevent industries being killed off by another – thus diminishing the League’s influence in international markets. One’s entry to the Office requires being unaffiliated with any trade company or industry – renouncing their claims to the wealths from trade and goods. As an advantage, the Office enjoys a great amount of interest from individual entities and the League Duma both, but a dedicated supervisory board consistedof observers from throughout the League prevents rampant corruption in the office. As such, the League is often considered one of the greatest economic powers of the continent – albeit remaining the most vulnerable and easily influenced one.

Population: 14th-century Venice and Genoa combined (about 6,5 million people)

Military


Command: League military matters are presided over by the First Sea Lord, and below that position are two Land Marshal acting as commander for the League’s land troops, and two Rear Admirals; one to command the League’s own and professional naval force, and the others to command a mixture of each individual entities’ pledged ships for the League. These are further broken into several fleets and armies, each commanded by a leader elected from the annual Military Council, attended by commanders from all member entities of the League.

Strength: The Kniazite League maintains a small, professional land army of 10,000 men and a medium-sized professional navy fleet of 20 ships, paid for by the League Duma’s annual state budget allocations. The general convention, however, requires that this professional standing force be allocated no less than 10% of the state budget. To maintain this expensive institution, the Office of War, an institution responsible to the Grand Archon and supervised by the First Sea Lord, estabilished at least ten encampments to train newly-recruited levies into the League’s own public military – seven docks and four army encampments throughout the League. The Office also authorizes the selection of which port to bulid or upgrade the League’s warships. The Office of War is managed by public officials elected in the annual Military Council, to ensure that each member entities have their own representation in the public military.

In times of war, however, the League relied upon its member entities’ contributions. The League Duma members, before formally announcing state of war, would request for their cities to provide a military portion to the League. By the general convention, each individual entity must contribute at the very least, 10% of their naval fleet and land force during peacetime, and 50% during wartime, to the League. Failure to do so would result in a member entity being put under scrutiny by the League Duma, and by extension, all other members of the League. A Land Marshal or Rear Admiral is tasked to oversee the combined forces, elected by the annual Military Council. Furthermore, member entities are expected to keep their own form of military to defend themselves if the League forces are unable to provide aid; this ranged from 4,000 to 6,000 men and 8 ships for the larger cities – to 100 men and a ship for the smallest towns. There are no further chain of command or military training institution present for these reised levies, as all matters regarding each member entities’ personal militaries are left to their own.


Diplomatic Relations

Interests: The League’s paramount purpose is to maintain unity and cooperation of all its member entities and maintaining the status quo – business as usual – state of its surrounding environment. As such, any change of the balance would be taken very seriously by the League. For instance, the League nearly stopped all flow of their trade to Nekhur when they invaded Tervain, and practically showering Koinon cities with gold and goods, as the invasion expelled Kniazite traders for a while from Tervain. But however harsh the League treated another state, in just half a day it could turn from outraged to cordial relations; this was shown when the League favored another seven trade expedition to Nekhur after their conquest are finished. The League maintains its ambassadors in every nation big and small, from the shining majesty of an imperial palace to a modest town hall, to ensure that the flow of its commerce remains uninterrupted in all cases. However, the League also allowed for its member entities if they wanted to take part, albeit discreetly, in international conflicts; the smuggling of goods, trade of contrabands, and discreet weapon supplyings has been an integral part of each member entities’ trade. (The Ferengi saying in Star Trek: War is good for trade. Peace is good for trade.)

Rivals: While each individual entity of the League may proclaim a rival, be it fellow League member or a foreign state (as individual international relations is allowed – and even encouraged – by the general convention, but it must be in line with general League policies), the League’s position in international relations is very clear: We are friends with everyone (that has money).


Other Information

Location:
(Image)
(Bordered in Red)



Essential Details


Name of House: Patrician House of Valikovich

Leader: Lord Piotar II Vada Valikovich, Grand Archon of the Kniazite League

Family Members:
    - Lord Valdimar Vada Valikovich, Archon of Jaroslav (brother of Leader)
    - Konstantin Valdimar Valikovich, Grand Captain of Jaroslav (son of Valdimar)
    - Mareia Valdimarova Valikovich (daughter of Valdimar)
    - Erik Piotar Valikovich, Rear Admiral of the Kniazite League (son of Leader)
[/list]
History: (If their history is outlined in a nation's history, feel free to blank this with a referral)


Assets

Seat: Castle (Velikaya Zamok) Vastiborg, near Jaroslav

Fiefs:

Retinue: (If a ruling family, only if they are considered separate from the nation's military i.e. in a coup they would always side with their benefactors)


Sorry man but I already reserved that region for my app :(
Just here to Roleplay. Don't bother sending me regional invitational TGs. I'll know how to join if I want to.

Call me Rom/Roman or whatever floats your boat....


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Theyra
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Posts: 5276
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Sun Feb 16, 2020 11:45 am


Essential Details

Name of Realm: Kingdom of Asnua

Rulers: King Khusru Izadiyar

High Spirit Talker Ara Thuthaji

Blades of Yxrasil Commander Freydun Mirza

Cultures and Races: Zatnean - The Zatneans are the primary race in Asnua, standing at 5'8 to 6'5, having mainly white hair and having ranging skin tones from light blue to purple and adorn themselves with tattoos. Having an innate magical ability and longer lifespans than humans. Zatneans consider males and females to be equals and magic is openly practiced due to their innate magical ability. Most Zatnean speaks their native tongue of Idathi which evolved to be different than the humans Mahas language and due to intermixing with between the two people. It is not uncommon for Zantneans to speak two languages. The Zatneans have a long tradition of studying the stars, at first was made to traverse the Güzeluk Desert at night but, grew into a major focus over the centuries.

Mahas - Or more known as humans, the Mahas are the human natives of the Güzeluk Desert that resides in the Kingdom of Asnua. Their culture is similar to the Zatneans with one exception, the Mahas follow a single god called Uxlir which after their integration into Asnua, Unxlir is treated as a Spirit-God by the Zatneans though some religious tensions exist between the Zatneans and the humans. Mahas speak a language different from other human languages called Mahaian.

Religion: The Zatneans worship a pantheon of god-like spirits called the Elder Spirits, said to have been the first spirits to be formed that all other spirits and even the Zatnean trace their lineage from. This religion called the Faith of Elders, and each Zatnean settlement has a patron spirit that offers guidance to the settlement and each one that belongs to one of the Elder Spirits. The leader of the pantheon is Sovian, the first spirit-god to be formed and would later have role in creating the Zatneans.

History: No one knows for sure when the Zatneans first came to the Güzeluk desert only that they were there before the humans settled there. Since then, the Zatneans grew and organized themselves into tribes that would settle down in various places in the region. Then humans would come to the desert and relations were cool as the humans kept to themselves. The tribes would later become city-states that competed with each other for resources and sometimes declared war with each other. Sometimes using the humans as mercenaries in their conflicts.

This would go on for years until a Zatnean by the name of Aryo Izadiyar had a vision of the Spirit-God Aknas, saying that the Zatneans have fought each other for too long and they must be united under one banner and he was chosen by the Spirits-Gods to do this. Aryo listened intently and would follow the Spirit-God's words. Aryo was the leader of the Zatnean city-state of Zarakh and he would do anything it would take to unite the region. From diplomacy to war, Aryo would bring the city-states to his cause and it nearly fell about when assassins killed Aryo. His son Armun carried on his father's work and after convincing the last city-state to join him, he finally united the Zatneans. Creating the Kingdom of Asnua and he was chosen to lead this kingdom due to his efforts. The Mahas human were given a choice on wheater or not they wished to join the kingdom and after much thought, they accepted and some would give up their nomadic ways and settle in the cities.

The newly formed kingdom would expand out of the Güzeluk Desert and add new fertile lands to their holdings. After which expansion stopped and the kingdom would focus on internal matters. Peace would last for centuries until the First Asnua Civil War which saw the Izadiyars ousted from power and a new family, the Golestani took over the kingdom. They ruled cruelly for two centuries before the Izadiyars came back and challenged the Golestani for control of the kingdom Starting the Second Asnua Civil War which by its end, the Golestanis were wiped out and the Izadiyars became the rulers of the kingdom again. This was a hundred years ago and the current king, King Khusru is proving to be a fair ruler though he was secretly watching for any sign of sedition.


Assets


Notable Cities:Zarakh(capital)
Shifal(Port City)
Tehrand
Maarayah
Kisiyyah(Port City)

Economy: The economy of the kingdom is based around trade and mining. Though mining is the dominant of the two which several valuable metals such as copper, iron, and gold. Along with gemstones such as rubies, emerald, diamonds, and sapphire. Which they trade with their neighbors both by land and sea. Industry can found be found alive and well in the kingdom as well though they rarely export any weapons and armor that they make. With agriculture, some food is imported to bolster their food reserves as there is a limited amount of viable farmland.

Population: 2 Million


Military


Command: The king/queen is considered the supreme commander of all the kingdom's military. While nobles or those lowborn that have shown great promise advise the ruler and are allowed to lead their armies. The kingdom's military is mainly vested in the army with there being a small navy.

Strength: The kingdom has a standing army of 10,000 which about 1,000 of them are members of the royal guard that also function as elite troops called the Blades of Yxrasil and another four thousand are cavalry. In times of war, the kingdom can assemble a levy of about ten to twenty thousand. With the navy can conscript ships if needed during a war. Normally the navy amounts to ten ships.


Diplomatic Relations

Interests: Defend their independence from those that seek to conquor them, expand their economic ventures and etablish friendly relations with neighbors.

Rivals: None yet, though that may change and the kingdom is generally friendly with most.


Other Information

Location: Asnua



Essential Details


Name of House: Izadiyar

Leader: Khusru Izadiyar

Family Members: Armita(Wife), Fariba(Daughter), Tehmina(Mother), Hayla(Younger sister), Nariman(Younger brother), Mehri(Younger sister), other family members

History: House Izadiyar was the first and founding dynasty of the Kingdom of Asnua. From there beginnings as the rulers of the city-state of Zarakh to the rulers of the Asnua. The Izadiyars have proved to be effective rulers of the kingdom though, after a civil war, they were deposed by their rivals the Golestani. For two hundred years the Izadiyar stayed underground and slowly gained supporters to regain control of the kingdom. About a hundred years ago, the Izadiyars would regain control of the kingdom and wiped out the Golestanis in the process. Now their focus on maintaining the kingdom while secretly looking out for anyone that might try to depose them.


Assets

Home: Zarakh(Captial)

Fiefs: The Izadiyars control about three other castes, various farmland and towns that are near Zarakh.

Retinue: About a force of a thousand called the Blades of Yxrasil which function as royal bodyguards and elite troops.



Essential Details

Name of Race: Zatnean

Appearance: Zatnean

Description: Standing between 5'8 and 6'5 and have a range of skin tones from light blue to purple with pointed ears. The Zatneans are a unique group and legends say that the Zatneans are descended from spirits who were granted the right to be mortal and live in the mortal plane by the Spirit-God Aknas. Whether or not that is true, all Zatneans possess an innate magical ability and can procreate with humans. They are stereotyped into being calm, easy-going, and friendly. Zatneans tend to be spiritual and make excellent mages. As magic is a part of their culture along with treating both genders as equals. Also having a fascination with the stars and have much knowledge about the night sky.

Location: (Universal) Found primary in Asnua but, have migrated to other parts of the continent.



Essential Details

Name of Creature: Zento

Appearance: Zento

Description: The Zento are a large breed of domesticated dune lizards that roam the Güzeluk Desert. They are mainly used as mounts by both civilians and the military. Zentos can be intelligent and can form bonds with its rider and can fight with its sharp claws and teeth if needed. They tend to be the largest reptile found in the Güzeluk Desert, excluding the rare sand wyverns. Females tend to be bigger than males thus, females are prized more than the males.

Location: Found mainly in the Güzeluk Desert.
Last edited by Theyra on Mon Feb 17, 2020 3:03 pm, edited 3 times in total.

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The Anarcho-Syndicalist Commune
Minister
 
Posts: 3282
Founded: Feb 01, 2017
Inoffensive Centrist Democracy

Postby The Anarcho-Syndicalist Commune » Sun Feb 16, 2020 12:03 pm

Tagging

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The Anarcho-Syndicalist Commune
Minister
 
Posts: 3282
Founded: Feb 01, 2017
Inoffensive Centrist Democracy

Postby The Anarcho-Syndicalist Commune » Sun Feb 16, 2020 3:33 pm


Essential Details

Name of Realm: The Nakiar Clans

Rulers: Lokrish (English: High Lord) Kalin'Deyheil, backed by the Drien Coalition and the Ashen Gatekeepers.
The Nakiar bow to one clan leader among them, traditionally from among the fifteen "High Clans" but occasionally one of the rare lower ones. Traditionally, this Lokrish must force the submission of the other clans or gain their agreement through diplomatic alliances. As time progressed however and more civil organizations appeared in Kilish, the backing of various merchant coalitions and more corrupt units of the military became just as valued as an alliance with the other high clans, and so Lokrish became a position often gained through monetary means and through might.

Cultures and Races:
Nakiar- The dominant culture among the clans, the Nakiar have a culture of domination and pride. Composed of the race that bears the same name, Nakiar compose themselves into clans that can be the size of extended dynasties for the High Clans but can be as large as their own small nation for the lower clans. Each clan has typical domains within the nation as a whole, for example the 'Yndrin are a lower clan that makes up the backbone of the Nakiar formal military, the 'Jask make up the few Nakiar that do actual labor, while the 'Urion fill the niche of slave masters and traders. In addition to each of the clans, Nakiar these days often identify themselves with some form of organization that can both be within a clan or be comprised of members from several. For example, Merchant Coalitions are often cross-clan endeavors to corner off specific markets, while military units tend to be comprised solely of members of the 'Yndrin.

Dreizen- The original inhabitants of Kilish, this population now makes up the majority of the slave population employed by the clans in their deep mines. The Driezen have very little in the form of actual culture, as most are kept under a variety of suppression techniques by the Nakiar. What can be found of ancient Dreizen culture seems to emphasize a strong reverence for their surroundings and the world they created with their pickaxes, something now very much perverted and twisted by the Nakiar.

Bruskari- A human culture that until recently bordered the Clans and Kilish. They were recently conquered by the Clans and have been mostly reduced to either refugees or slaves, unless they held some intrisic value to the Clans, such as merchants with existing contacts or priests who could help control the population. The Bruskari follow the Kisharite Pantheon.

Religion: The Nakiar worship the Cronaio, or the Ascended. To sum up the belief, the Nakiar believe the world is made up of certain existing energies or Inkold. Inkold can be conceptualized as spirits of sorts for outsiders, but they are really closer to innate forces that control the flow of reality. The Nakiar believe that when an ordinary being dies, their souls is overtaken and mixed around by the Inkold, and then placed into a new vessel. However, extraordinarily powerful beings can bend the Inkold to their will, and ascend beyond the mere physical plane. These beings become Cronaio, who can bless or curse those still beholden to the Inkold on the physical plane. Each of the High Clans can trace their heritage to at least one Cronaio, and these Cronaio are among a more special class called the Nakiarlini, or the Clan Founders. They are honored in the halls of the most high in the center of Hirizen.

History: The Nakiar Clans can trace their ancestry back to the Nakiarlini, the group of Nakiar who asserted their dominance over the then barbaric and wild race that roamed Kilish. Using a variety of techniques and conquest, the Nakiarlini used their dominance over the Inkold to teach the Nakiar a variety of techniques with which to assert their own small control over the Inkold and to use that to dominate the other races of Kilish. Armed with new metal weaponry, a desire to conquer, and the knowledge to tame the various monsters of Kilish, the Nakiar stormed through the mountainous country, and conquered it, establishing the Clans as they are known today.

In the 300 years that have followed, the Nakiar have spread slowly out of Kilish, dominating their surrounding country side and extracting its natural resources to continue to fuel the constantly churning machinery that is the Clan Empire. The Empire requires this fuel to continue to prop itself up, relying on an unstable system of constant expansion to prevent clan infighting.


Assets


Notable Cities: Hirizen- Once the proud capital of the Dreizen, the Nakiar have been responsible for greatly expanding and building up the underground metropolis. In the days of yore, Hirizen represented a typical underground city with long hallways and several rooms, rather than the cavernous construct it is today. The Nakiar have mined out most of the caldera of the Volcano that Hirizen sits within, and within it have built great black spires of stone and iron that constitute the Burning City. Most of the immigrant races and visitors inhabit the upper levels of the city, where temperatures are hot but still manageable for non Kilishi races. The lower levels consist of the great halls of the lower clans and the numerous Dreizen slaves of the Clans. High above the city, carved out of once mighty pillars of stone that hung from the caldera ceiling, hangs Lorkanish, or the City of Lords. Here reside the High Clans, who look down upon the rest of Hirizen with smug pride of their own superiority.

Szasen- The City of Ash. Recently the capital of the Bruskar Kingdom, this city was recently conquered and sacked by the Clans, and now serves primarily as a refugee and slave processing hub within the newly conquered province of the Clan Empire.

Economy: The Clans and their economy can aptly be compared to a machine. Raw materials and money flows in, the dread implements of war and conflict flow out. Nakiar merchants rarely peddle any wears except for weapons and armor, which are world renowned for their strength. The Clans must constantly expand to fuel this system, both outward through military conquest, and downward to harvest the mineral rich earth they were founded upon.

Population: ~6,400,000. (2.5 million Nakiar, 2.6 million Dreizen, 1.3 million Bruskari)


Military


Command: Most military commanders come from within the 'Deyheil clan and the 'Forsen clan, depending if they are air cavalry or infantry commanders. The Lokrish is the traditional commander-in-chief, with a war council underneath him when the clans are actually at war. The military is traditionally divided into 20 legions of about 10,000 men each, though these are typically combined into Lysans of 5 legions during actual war time. Each Legion is headed by a Taren and the five Tarens of a Lysan vote for a Lotaren to serve as their overall commander and representative on the war council. Other than the Tarens serving as a head figure, the individual structure of a Legion is typically unique to that Legion and often times has roots dating back to the foundation of the Clan Empire. For example, the 10th Legion, or the Wyvern's Maw, which was commanded by the current Lokrish before his coronation, is subdivided into 10 or so Ikods, or Thunders. Each of these Ikods is headed by a Sotaren that acts semi-autonomous from the Taren's Ikod. Each Ikod from there is typically divided into another 10 or so Soikod, that is then commanded by a Falrence, or New Wing.

On top of the actual offensive military, the Horst, or Garrison force, acts as a permanant defense force for Nakiar cities. The Horst is made up of the well proven veterans of the military and it is in the Horst that the more political military units like the Ashen Gatekeepers are found. Traditionally the offensive military stays out of politics, instead falling in with whatever clan hold majority control over it at the time.

Strength: 250,000 men. The Nakiar rely on a professional military rather than a levy force due to the clan structure of the Nakiar. This is primarily thanks to the 'Yndrin clan, who make up the soldier class within Nakiar society. Similar to how Sparta had a huge soldier class to keep their slaves in line, so to do the Nakiar, with the 'Yndrin being the largest clan by far, if inhibited by their lack of any education rather than fighting and how to fight with minimal losses, though exceptions are made for the proven veterans in the Horst.


Diplomatic Relations

Interests: The Nakiar are primarily interested in Expansion, and continued expansion after that. Expansion must continue until either the Clans collapse, or the world does. Other nations are either assistants to this expansion, or fuel for the fire.

Rivals: Anyone who currently borders them.


Other Information

Location:Image



Essential Details

Name of Race:Nakiar

Appearance: Highborn Nakiar Lowborn Nakiar

Description:

Location: (Roughly, this can always be changed later. Put universal if they are found across the continent, or (universal) if they are primarily located in one area, but are also found across the continent)


HEAVY WIP

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Krugmar
Minister
 
Posts: 2043
Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Sun Feb 16, 2020 3:49 pm

Excellent apps so far, mine own will be up likely tomorrow, though some details from it are up on the OP. The OP will also be more updated with various rules, races, religions etc. tomorrow


The Anarcho-Syndicalist Commune wrote:Nakiar -snip-

HEAVY WIP


Good app so far, though it is straying a little too far into high fantasy even for this RP, particularly the image of the capital. I realise this is my fault for not conveying the relative low fantasy, human-centrict nature of this RP in the OP, which I'll try to fix. It being a strong non-human state is fine, due to its position at the edge of Minilar, though I'd note that a professional force of 250,000 is too high, to my knowledge something only that Medieval China could sustain.

Also again my fault for not adding the info, but this is only a portion of the known world, so the bottom of the map and the top don't loop around, hence why the Kisharite pantheon being in Nakiar would be strange.


Sarderia wrote:The League -snip-


As Roman Imperator did reserve the area first, he'll have a few days to attempt to app for it. You are welcome to wait to see if it frees up, or move the League somewhere else.


Just to note what I said with Nakiar, the focus is relative low fantasy (with high fantasy elements such as magic and different races) and human-centricity. Most non-human nations should either be small or at the edges, if in Minilar (the two largest vertical continents), though they are likely more frequent in Imlit and Amattar (the two large islands in the east). My apologies for not making it very clear in the concepts, I'll try to rectify that tomorrow.
Liec made me tell you to consider Kylaris

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Benuty
Post Czar
 
Posts: 36166
Founded: Jan 21, 2013
Democratic Socialists

Postby Benuty » Sun Feb 16, 2020 6:04 pm

I am very interested in this, but that said is there an area reservation map? I simply want to know so I can avoid accidentally picking up an area someone claimed already.
Last edited by Hashem 13.8 billion years ago
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Elerian
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Father Knows Best State

Postby Elerian » Sun Feb 16, 2020 6:48 pm


Essential Details

Name of Realm: Tamarask

Rulers: The Seven

Cultures and Races: Primarily Human, but of various cultures

Religion: Various

History: Tamarask was founded by merchants, traders, seafarers, and farmers from Nekhur as a trading outpost. Many of the original settlers intermingled with locals, leading them to be less than pure blooded Imperials. There are some who claim Tamarask existed before the colonization by Nekhur, but these claims lack definitive evidence. Tamaraski are great lovers of song, and generous with those who please them. She was long a city where wealth equals power, ruled over by a council of magistrates. The magistrates held a mostly ceremonial function, however, while the rich Merchant Guilds ruled in truth.

Several years prior to 1436, a cabal of rogue Mages came to Tamarask in a bid to take control, and use it for their own purposes. After sometime establishing themselves in the city, the Seven managed to wrest control from the local Merchant guilds and take control of the city. Rather than risk their discovery by the local mages of the Convocation, or Collegiate, the Seven murdered or forced out any members of either organization. Since then, the Seven have been securing power in Tamarask and fortifying themselves against retaliatory attacks by the Convocation and Collegiate.


Assets


Notable Cities: Tamarask: Known as the City of Fire, she is a coastal city renowned for her gem cutters, and fine goldsmiths. Tamarask has long since grown fat from trade and the tolls exacted for passage through the Azur strait. A large sprawling affair insulated from the worst fury of the seas beyond by her natural harbor. In the past, excavations led to the discovery of underground caverns of gas. The gas was then channelled to provide light for the city. The distinct blue flame produced by burning natural gas cast a fierce glow into the nightsky. Thus, Tamarask is sometimes referred to as the "City of Fire.''

Hercinia: Really more of an outcropping of Tamarask than any town in its own right, the small settlement of Hercinia guards the entrance to the strait and hosts a prominent lighthouse which warns commercial and military traffic away from nearby shoals. Linens are produced here, but they are of poor quality.

Mara: A small but formidable fortified town, constructed by the old lords of Tamarask to hold the neck of Tamarask’s peninsula, Mara's stone fortress is notable for its ornate and pricey construction. Varnish making and marsh-workers are among her few industries, pitch from the upwellings, solvent oils and wood finishing oils are her only exports.

Reve: A modest and growing town, Reve's name is obscure and indeterminate compared to Tamarask, but her wealth is not to be denied. Renowned for their master goldworkers, Reve’s products are valued in not only Tamarask, but regionwide. Sitting as she does, Reve is a valuable asset for Tamarask.

Economy: Tamarask is heavily involved in trade, with ships daily passing forth between Tamarask and various other cities throughout the known world. The city derives a heavy profit from ships travelling through its well patrolled and maintained strait. Tamarask is well known for its goldsmiths, gem cutters and gold worked embroidery.

Population: Tamarask is similar in size to Venice in the 1300’s, with Reve and Mara combined being similar in size to Ypres or Worms in the same time.


Military


Command: Tamarask defends herself by land with a handful of Free Companies, of dubious quality. Previously, these Companies were led by a Commander appointed by the local Merchant Guilds, but now the Commander is loyal to the Seven. Each Free Company is led by a Lieutenant. Under the Lieutenants are Sergeants that lead smaller Cohorts. Under those Sergeants are Corporals who lead a squad of Militiamen. Tamarask’s more professional soldiers take the form of her Marines and navy.

Tamarask’s marines are professional soldiers employed by the city to defend its coasts from pirates and other hostile entities. These naval infantry are autonomous from the Free Companies command structure, and were previously commanded by the port authorities to keep them away from the petty squabbles of the merchant guilds. The naval ships that they serve aboard are similarly well trained to deal with the seaborne threats that face Tamarask.

Strength: Tamarask typically has ten Free Companies active at any one time, each being assigned an area to patrol and keep the peace within. Each Free Company is supposed to compose of 500 men, though they are almost always understrength except for times of great need. The Marines employed by the city number at roughly 800 men, defending Mara, Tamarask, or the seas surrounding. At times, it can be difficult to distinguish between Merchant ships and her warships. In times of conflict, roughly a hundred Galleys can be put into service for combat. Otherwise, Tamarask fields almost thirty warships.

Since overtaking the city, the Seven have kept a Company of Mercenaries on retainer within the city to help them maintain order. These sellswords, named the Iron Company, number at 2000 men.


Diplomatic Relations


Interests: N/A

Rivals: N/A


Other Information


Location: https://imgur.com/VBaHZlP





Essential Details

Name of Organization: The Seven

Leader(s):

Slight - The most powerful mage of the Seven, and its unofficial leader. He is an unpredictable man, with a penchant for holding grudges. He is a master conjurer, with demons being his specialty. An average looking man in every respect of the word, Slight hails from near the border between Nekhur and Koinon.

Crow - Also known as the wicker man, is a powerful polymorph and druid. He has a talent for controlling and communicating with animals, with a particular preference for crows. He could be described as short, with tangled grey hair peppered with black. He wears ragged, brown clothing and often a leather mask covering the lower half of his face.

Dancer - A lithe woman who appears to be in her late twenties, Dancer was a talented young mage from Koinon. Although she had a bright future, she accidentally killed a man using her magic and was sought for manslaughter. She ran away from Koinon, and slipped into a life of crime. She was eventually recruited by agents of Nekhur and trained as an assassin.

Whisper - A woman of unimpressive stature and small frame, in contrast to some of the other Seven she is quite personable. Whisper is gifted with Illusion and shadow magic. Despite her diminutive appearance, when provoked, she can prove to be ferociously powerful and resilient.

Sage - In his youth, he was fascinated by banned experiments, and despite his best efforts gave into the temptation of these forbidden arts. Eventually his dabbling was discovered by the Convocation, forcing him into apostasy. This however, allowed him to explore his muse unhindered. Despite his advanced age, he appears as a middle-aged man with very pale skin, verging on albinism.

Cinder - An unpleasant man, but an expert in battlefield sorcery and possessing an extreme resilience to harm. Cinder can be considered the most sadistic and misanthropic of the Seven for his utter disregard for all life, including his allies. He is an extraordinarily huge man with black hair and an ugly pock marked face.

Leech - A formidable sorceress and a practitioner of blood magic, she was the first mage to join Slight’s cabal. Despite her power, Leech has little ambition and is largely driven by a desire to cure a curse inflicted upon her in years past. She is a thin woman of an olive complexion, with permanently bloodshot, and a scar starting on her forehead, continuing down to her left cheek.


Description: A cabal of apostates, outcasts, and rogues, the Seven is a circle of mages who’ve aligned themselves together to advance their respective interests. After forming their covenant, the seven mages chose the wealthy city state of Tamarask to begin their enterprise. After infiltrating the local political arena, they bribed, murdered, and blackmailed their way to the top. After overthrowing the local aristocracy and cheese mongers, the Seven set about consolidating their rule over the city. They murdered or forced out any mages of the Convocation and Collegiate and tightened their grip over the city. They have since bided their time, preventing any reprisals by nearby nations or the hated mage organizations with their combined might. Now, with things stabilized, each mage seeks to carry out their own agenda.

Assets: All the wealth of Tamarask

Strength: Seven Apostate Mages, the military of Tamarask, and the sellsword Iron Company

Relations: Hostile to the Convocation and Collegiate
Last edited by Elerian on Mon Feb 17, 2020 12:29 am, edited 5 times in total.

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Benuty
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Democratic Socialists

The Bloodsworn Confederacy WIP part 1

Postby Benuty » Sun Feb 16, 2020 7:00 pm


Essential Details

Name of Realm: The land of the bloodsworn.

Rulers: The Pårørendehode [Kin Head] Janus Vannblod

The Council of Complaints- The advising body to the head of the bloodsworn serve as the method in which the people petition, complaints make themselves known, and trials outside of normal jurisdiction may be held.

The Assembly of the Compact- An annual assembly meeting four times a year to initiate votes on bills, and other laws as a method of peace. They also involve themselves in rites regarding the changing of the seasons. A pre-way faith holdover that holds strong within Bloodsworn cultural identity. Though the old gods are gone they live in on the people like themes and concepts. Yet they also live to adhere to the compact of peace which binds the confederacy in its new life.

Cultures and Races: The primary race of the confederacy is the race known as the Bloodsworn, but to them, no one race or culture is forbidden

Religion: The Way of Coexistence

A] The Lord of Peace's Path: A path that understanding the root causes of the disorder, suffering, conflict, and all maladies impacts upon mortal society comes from one issue: desire. Peace itself should be attained at every moment, and every day by resolving to purify oneself of desirous intents, and actions. All sapient life is connected together in creation, and as such, every action has a reaction. Individualism and egoist thoughts are highly frowned upon instead one should devote themselves to hard work, intellectual debates, reforming society, and enlivening one's cultural experiences. All beings come from and are a part of an entity known as the endless, and eternal, even the risen the god that the Bloodsworn hope for.

B] The Traditionalist Path: Focuses heavily on ancestor veneration, local deity veneration, shrine worship, and other intimate community rituals often as the Shintoist practices of Japan. The rites of seasons, and the view of the old gods as themes, and concepts still relevant to daily life permeate here.

C] The path of the Well: The Beliefs, and traditions that arose post-apocalypse often involving a central understanding that well itself contains the blood, and divinity of the old gods making it one. The caretakers of the well are responsible for the contract maintenance and ensure the bloodsworn abide by the rules of it. Once born you will go to them, and once dead they will ensure your remains make it to the Gardens of Death.

D] Path of the Risen One: The Belief that the prophecy of the father and the mother is in waiting yet to come. The well is the birthing object, but not the source of the divine one to come.



History: The confederacy gains its origins in the earliest ages, during the fall of the apocalyptic fall of the Rag'ned civilization. The Rag'ned were an advanced civilization that reached its peak enjoying the splendor of 1,000 years under their benevolent gods or so they thought. The pantheon was enjoying a beautiful wedding ceremony between Dagos, the god of the sea, and another one of his mortal wives this time the beautiful, and just queen Rana of a local Rag' ned kingdom. Telos the god of the sky grew jealous, and in a fury of rage drowned the queen before the completion of the third, and final night of the ceremony.

This horrified Dagos who summoned his head priests to traverse into the great skies and find his beloved fiance. They returned empty-handed as Rana did not ascend to be with her ancestors, but instead had been trapped by the ragged king of undeath in his underwater palace. The drowned queen wasn't just killed out of jealousy, but an attempt to form an alliance to overthrow most of the gods, and establish a new order. Dagos left the wedding party with an army of followers and set alight the great temple dedicated to Telos with everyone in it. In return, Telos then set storms upon coastal cities killing tens of thousands.

The goddess of the land horrified at what her brothers had done upon returning from a trip decided to allow as many people to flee for protection to her as possible. She grew vengeful when one of her creations was slaughtered by a war party of Dagos, and when a frontier temple to her was pillaged by a Telosi war party. As such she in a great fury unleashed earthquakes to destroy the remaining temples of Dagos, and Telos to get their attention. Atrophesia then set about creating a great mountain (near former Tervain) in order to set up for a final climactic battle. Telos sent his ally the ragged king to deal with her only to get the ragged king's head back as a message.

The ragged king's surviving vassals begged for Telos to respond, and he did summoning a great army to confront his sister. Dagos wanting to use this as an opportunity did come as well. This is what Atrophesia wanted, and in the resulting battle of Suuri vuori (The Great Mountain) Telos despite having the storms, and winds on his side lost, and was decapitated in a blow from a falling chunk of mountain. Dagos was mortally wounded and lay dying as Atrophesia realized that the world of these gods faded. 90% of the pantheon perished at the battle, and to ensure that things were over Atrophesia wanting to spare humanity from the cruelty of these gods called upon a massive storm to pound, and kill everything in the area including her.

In the great skies, the mother and father awoke to witness the tragedy before them. They lamented what their children had done as just a millennia ago they promised peace would reign when they awoke. So they came down and gathered the surviving Rag'ned's pledging to ensure that their civilization would survive in some form. They summoned the god of the dead, dying, birth, and rebirth to form a consul of the surviving ten percent of the pantheon. On the peak of the mountain, a circle was dug, and a pool filled with holy water. In it an arcane ritual spoken in a language long lost to us was conducted, and the mother, and father sacrificed their divinity to empower the "well".

The couple then sacrificed their immortality by greatly enhancing the lifespans of the remaining Rag'ned's. The couple then willingly went into the well speaking of a prophecy that a new god would one day be born from the well. One that was truly proper for the Rag'ned's to worship, but first the last ritual must be completed. The god of the dead collected the blood of Telos, Dagos, and Atrophesia as well as himself, and the remaining minor deities forming another well ritual alongside the fathers & mothers. With this well ritual, and their sacrifices the Rag'ned's were granted a second boon, not just extended life, but they became more than human as well. They became bound by "the contract"

This was many ages ago, and the new people these "bloodsworn" began to deviate into clans over whether some could swim better or jump higher. Traits relating to their old gods were in their blood, but without the old gods to lead them, they became despondent. This age of chaos led to the establishment of the Cult of the Well, and political stratification into various clans, and territories. Held together tenuously by strong-willed kings, and queens the clans fought each other just as much as any outside enemy. Eventually, a prince and princess tired of the wars founded the order of the night and dawn.

Promoting a new religion claiming that the Risen God would come from the Well rather than be the well itself. They enacted a codified set of laws that formed the confederacy as well as putting an end to the chaos. From them came the first kin heads, but the religious issue would plague the lands for centuries. The cult of the Risen and the cult of the Well would fight one another until the Risen won out as the official religion. In time as new empires began to grow on the horizon, the lord of peace tired of the internal conflicts, schemes, and wary of his people's fate began to preach peace. He spent nearly his entire adult life going from town to town, city to city to simply preach on the topic of peace, and conflict resolution.

His thoughts and theological consolidations formed gave away to the way of coexistence the now majority religion of the confederacy. In turn, the political acts of the compact were signed helping to defang the order of its more military aspirations, help transform the confederacy into a nation focused on peace, and also work on slowly changing the very culture of the people to a peaceful one.


Assets


Notable Cities: 1] Hellig fjell [Sacred Mountain]-The Site of the twin wells, and the capital of the confederacy. Here its many rituals and even lives go on as things have for centuries before it. According to the faith, all blood sworn must come here to be inducted in order for the contract to work. The mountainous portion is entirely sacred, and as such politics is conducted off the mountain.

2] Dødenes hager [Gardens of Death]-This city is a sacred spot for it contains most of the remains of the Bloodsworn dead. Thanks to the contract made ages ago the bloodsworn's bodies turn into flowers upon death, and as such the bloodsworn of all cultures hold this spot as their final grave. Vast untouchable fields of flowers and trees ring the city in, and out. Construction is done so carefully, and to not disturb the remains. To vandalize anything in this area is consider the highest blasphemy of etiquette in the land.

3] Profetens våken [Prophets Wake]- A beach city noted as the final resting place of the great prophet of the way of coexistence
Fredens herre [Lord of Peace]. For the last ten years of his life, the lord of peace made his great sermons here in a great hall that would go on to spawn schools of theology, and philosophy here in the city.

4] Pilgrims vei [Pilgrim's Way]-A node city important to travel as it sits along a road that connects the first four cities via its very existence. Established as a trade city full of markets, and good's hawker's the place has taken on religious significance since this former feudal backwater became the first spot the lord of peace spoke at. He spent a year teaching the bloodsworn to forgive, and let go of their reliance on war or their bestial forms as conflict resolution.

5] Flyktningby [Refugee City]-The youngest city in the confederacy, but quite an impactful one. The first refugees of a great war from a time long past began to settle here. At first, they feared the bloodsworn, but following the new faith's spread, the bloodsworn began to combat their horrid legacy. As such the settlement was granted to refugees out of goodwill, and it is now a first stop for many an exile or refugee these many centuries later.

Economy: A hardy land the people keep to themselves, but trading is one of their finest passions. Given the long lifespans of the blood sworn they can traverse over quite a bit of the world, and bring back goods. The great mountain at the center of their nation is known for minerals, but they are cautiously extracted. Agricultural land is plenty as are the great woods that cover the once-great Rag'ned cities of ages long ago. The blood sworn dedicate themselves to swimming, and fishing with those who have a greater affinity for it able to hold their breath underwater. Some claim it is because of the blood of Dagos which runs through them, but that is unknown.

All economics in the confederacy go in, and out under the auspices of the houses of regulation, protection, and charity. A trading pact established hundreds of years ago it ensures regulation of all goods as well as record keeping to a tee. The House of Protection involves itself in sea lane regulation, customs fees, and all manner of money. Slavery, a crime in all blood sworn lands is often the most problematic issue agents of the house deal with. Particularly the enslavement of Gray Orcs by Nekhur to the north. The House of Charity is a tax agency that provides the social relief support necessary to handle waves of war refugees, and the nation's own poor.

Population: Medieval Norway (200,000-400,000)


Military


Command: The function of the military is performed by the order of the night, and dawn.

[Commanders] The princes/princesses of night and dawn whether they are born well to do or poor have risen through the ranks and now serve at the behest of a set of ideals. The order serves the nation itself more than anyone's political functionary or leader. The current prince is a man by the name of Wolfheart, and the current princess is bladet frelser (bladed savior). Former citizens of the extensive lands of Nekhur whatever brought these humans here was exile, but now they serve a higher purpose.

[Purpose] While prince and princess are lofty titles it holds back to the earliest days of the confederacy. The order served as judges of morality upon the land and brought reprobates and a falling society at large back to the compact. They had a more military purpose in dealing with outside fiefdoms who would conduct raids on the confederacy and would deal with internal rebellions swiftly. Those days are long over, and the order itself is dedicated to the purpose of monster hunting, collection, and studying.

[Hierarchy] With flourishing times of war, and chaos the order will be flushed with members whether it be exiles, mercenaries, prisoners, or others. Each area has its own chapter focusing on its own goals autonomously whatever they may be. The chapters also keep order in cities as hired guards and ensure safe travel for all in the confederacy. If things get bad to the point of a cohesive response being needed then a council of unity is commissioned, and all chapter heads and those needed are called to meet.

Strength: Despite its size often varying in the years, and its use of autonomous chapters the biggest strength is the order's ability to survive, adapt, and thrive. There have been four times the order has been pushed to extinction, and each time a chapter or two would survive and rebound. This flexibility is why a more cohesive command structure is let go in place of pushing for loose-knit autonomy.

(Remember that most medieval realms relied upon a small professional force, and a larger temporary semi-trained levy. There are of course exceptions, but the golden rule is on how and why your state can sustain such an exception)


Diplomatic Relations

Interests: The Confederacy sees its primary interest as that of the mediator of peace. To them war is abhorrent because it serves the very interests of the greatest evil.

Rivals: The very proponents of disorder, scheming, and warfare that exist in the world.


Other Information

Location: That peninsula adjacent the now subjugated kingdom of Tervain
Last edited by Benuty on Tue Feb 25, 2020 12:20 am, edited 4 times in total.
Last edited by Hashem 13.8 billion years ago
King of Madness in the Right Wing Discussion Thread. Winner of 2016 Posters Award for Insanity.
Please be aware my posts in NSG, and P2TM are separate.

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Pyrghium
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Founded: Jan 28, 2020
Iron Fist Consumerists

Postby Pyrghium » Sun Feb 16, 2020 7:07 pm

Tag.

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Sarderia
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Founded: Jun 26, 2019
Inoffensive Centrist Democracy

Postby Sarderia » Sun Feb 16, 2020 7:10 pm

Krugmar wrote:Excellent apps so far, mine own will be up likely tomorrow, though some details from it are up on the OP. The OP will also be more updated with various rules, races, religions etc. tomorrow


Sarderia wrote:The League -snip-


As Roman Imperator did reserve the area first, he'll have a few days to attempt to app for it. You are welcome to wait to see if it frees up, or move the League somewhere else.


Just to note what I said with Nakiar, the focus is relative low fantasy (with high fantasy elements such as magic and different races) and human-centricity. Most non-human nations should either be small or at the edges, if in Minilar (the two largest vertical continents), though they are likely more frequent in Imlit and Amattar (the two large islands in the east). My apologies for not making it very clear in the concepts, I'll try to rectify that tomorrow.

Image

On second thought, I think I'll just go with this claim

Quick Questions, OP:
1. Do Oil exists on this world?
2. How much is the progressions of technology in the continent currently? (compared to the 1300s or 1400s)
3. Are caravels and carracks allowed?
Last edited by Sarderia on Mon Feb 17, 2020 7:39 am, edited 5 times in total.
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