If it is still possible, <3
Nations Name: The Trade City of Syhgyr
Flag:
The yellow trefoil denotes a withered alliance of three trade princes successfully capturing three small tribes.
Form of Government: Syhgyr has three ruling organs.
The Yellow Magisters are a strong assemblance of powerful and rich noblemen and trading princes. They serve as a council of mayors and pass laws, command reforms, make legislatures, and an all powerful organization, but are restricted only to inner politics. They choose from which order to get a Prince.
The Purpure Satraps are an order of strong rich noblemen. They denote a strong support for jingoistic military reforms, often showing their potential to drain the treasury in order to build out a strong invading force. The Yellow Magisters, with years, were least inclined to support the Purpure Satrapies, with few becoming princes.
The Pink Barterlords are merchants from all over the world that have erected much mines, woods, and markets to fortify the economy of Syhgyr. They are the utmost trading order of the two, prefering bribery, swindling, barter, and trade over agressive tactics of the satraps. The two are in a constant struggle, with much of the nobility supporting Satraps and much of the merchants supporting the Barterlords. The Yellow Magisters' favorite order, they often find one of their members to be a Prince of Syhgyr.
Prince is often described as a ceremonial title, and quite alot useless as Yellow Magisters control everything. But it is a mistake. Care to look at Syhgyr, and you find that Prince controls the diplomacy and the trade coming in. He may be put on trial by the Magisters, dare he abuse his privelege and spark bad consequences for Syhgyr. He holds the title for life, unless he is put to trial and stripped of his title.
Describe the System: The barterlords and satraps are not merely political parties contesting for love of the Magisters. The Satraps are strong as a military force, while the Barterlords are extremely vital to the flow of trade and money. Have both of the factions' struggle erupt into skirmishes, and Syhgyr is struggling, falling, dying. The Prince is responsible for not only the diplomatic external policies of Syhgyr, but also cooperating with the Magisters to make sure hostilities don't erupt. Most of the system is described in the above section.
Location on Map Desired:
Capital: It is all largely a big city, merely some countryside on the borders.
Important Settlements:
The Trefoil Academy, an enormous structure of three towers standing vigilant in a lake, all connected by strong circular bridges and walls, and a bridge to the city.
The Satrapies are the countryside. Small wooden and stone forts and the holdings near them, each Satrap has one.
The Marketries of the Blushnobles. Each Barterlord controls a portion of the economy and production. Some make arms, some make armor, some make spices, all have their domain, and as such are vital. Most are located in the center of the city. Most have a sprawling seraglio, a hotel, a small market, anything if they can afford such.
The Princes' Wall, is a humble holding located just near the Trefoil Academy. Much of it is in fact a big, thick wall with rooms carved inside.
Description: You would go by the road of cobbles, pebbles, and other stones. Soon you would notice small moats around stone castles, the bricks held together by mortar, or palisades along with a small hamlet just outside of it. Harvesters, woodcutters, gardeners, houses built of cow dung, although smelly but keeping warmth. You would enter the city. The smell of many different fruits, vegetables, spices, all you seem to see in Syhgyr is the markets, the beautiful pink banners, the temples and fountains, and small houses with roofs of different kinds of wood.
As you would progress into Syhgyr, you'd see many big plazas of different colored bricks. Large seraglios with the statues near them, all of the luxury. Then, you'd notice a small, strange looking wall with steps up to it, and a large coin statue engraved into it. This is the Princes' Wall, just outside the lake of three woes and three pleasures, where the Trefoil's Academy rests. The beauty of multi colored bricks makes it a rainbow-like sight, the towers connected and a sight of small yellow figures moving around.
The pantheon is that of The Coin, a large, round sun of gold, symbolising the wits, the pleasures, the riches, the merchantry and mercantile business.
Then it is of the Sabre, a big muscled crimson hand holding a black sabre, symbolising the strength, the cruel and unforgiving nature of the fighting prowess.
Then, it is of a Trefoil, the center and the importance, the epic balance of good and bad, of strength and wits, of strong neutrality and prosperity.
Their currency is the Mothersun, a coin mostly made of bronze, showing the smiling sun with a babe suckling on it's breasts.
Important Characters:
Maryn Syhgarl,
Very much enjoying the reputation of a cynical, unforgiving villain, it needs a certain cunning to have half the Yellow Magisters' necks under his boot. He makes laws as he wants, and a Prince has no true power has he go against Maryn's interests, which change with every moon, adapting to every change of the political world. He worships the Coin ardently, but carefully not to be overzealous in defence of the religious traditions. Called the Black Magister for he wears only Black robes.
Purple Prince Olat Ghysur of the Purpure Satraps
By the recommendation of Maryn, he is one of the few Princes from the Purpure Satraps to be elected. Timid, shy, and easy to manipulate - Maryn pleased the Satraps, and pleased the Barterlords by manipulating Olat's policies in favor of them.
Eldryn Yutharny of the Pink Barterlords
Graceful, rich, with a funny looking belly and a nice hat, he is one of the very important Barterlords, having domination over many important parts of the market. He outbids everybody on auctions, boasts a rich seraglio, his trusted men mint the Mothersun coins for all of Syhgyr.
Nusnar Ghysur of the Purpure Satraps.
Grandfather of Olat and a dear comrade of Maryn, he's an ever hateful foe of the Barterlords, although his tongue proves quite amiable when exchanging pleasantries with them, his eyes speak of deathly anger. He was a mercenary before pledging his sword to Syhgyr.
Traits:
Small Army: Your nation maintains a relatively small number of troops, when fielded in battle against another nation your forces are almost always outnumbered. +2
Professional Army: Your nation’s army is well trained and equipped with good weapons, performing better in battle. -3
Scared of water: Your nation has never been one for their sea legs. Many naval loses and ship disasters have left your people unsupporting of any venture in which they need to leave the sight of land. +3
Rotting Hulls: Your nation views ship maintenance as an unneeded cost and so many of your ships have weak wood and the sails are torn and with holes in them. They will not perform well at sea. +2
Trading Hub: Your country is a nation of traders and merchants, many coins pass through the fingers of your citizens every day, especially through your own after taxes. -3
Strong Industry: Your craftsmen and labourers are good quality and hardworking making some of your nations goods very reliable, sometimes fetching a high price from a market. -2
Free market: Your economy is not controlled by the state, it can fluctuate completely freely. This means that it can rise incredibly quickly making you very rich, however you are vulnerable to recessions and collapses. -1
Army: (I will roll this, navy, GDP and stability.)
Navy:
GDP:
Stability:
Flag:
The yellow trefoil denotes a withered alliance of three trade princes successfully capturing three small tribes.
Form of Government: Syhgyr has three ruling organs.
The Yellow Magisters are a strong assemblance of powerful and rich noblemen and trading princes. They serve as a council of mayors and pass laws, command reforms, make legislatures, and an all powerful organization, but are restricted only to inner politics. They choose from which order to get a Prince.
The Purpure Satraps are an order of strong rich noblemen. They denote a strong support for jingoistic military reforms, often showing their potential to drain the treasury in order to build out a strong invading force. The Yellow Magisters, with years, were least inclined to support the Purpure Satrapies, with few becoming princes.
The Pink Barterlords are merchants from all over the world that have erected much mines, woods, and markets to fortify the economy of Syhgyr. They are the utmost trading order of the two, prefering bribery, swindling, barter, and trade over agressive tactics of the satraps. The two are in a constant struggle, with much of the nobility supporting Satraps and much of the merchants supporting the Barterlords. The Yellow Magisters' favorite order, they often find one of their members to be a Prince of Syhgyr.
Prince is often described as a ceremonial title, and quite alot useless as Yellow Magisters control everything. But it is a mistake. Care to look at Syhgyr, and you find that Prince controls the diplomacy and the trade coming in. He may be put on trial by the Magisters, dare he abuse his privelege and spark bad consequences for Syhgyr. He holds the title for life, unless he is put to trial and stripped of his title.
Describe the System: The barterlords and satraps are not merely political parties contesting for love of the Magisters. The Satraps are strong as a military force, while the Barterlords are extremely vital to the flow of trade and money. Have both of the factions' struggle erupt into skirmishes, and Syhgyr is struggling, falling, dying. The Prince is responsible for not only the diplomatic external policies of Syhgyr, but also cooperating with the Magisters to make sure hostilities don't erupt. Most of the system is described in the above section.
Location on Map Desired:
Capital: It is all largely a big city, merely some countryside on the borders.
Important Settlements:
The Trefoil Academy, an enormous structure of three towers standing vigilant in a lake, all connected by strong circular bridges and walls, and a bridge to the city.
The Satrapies are the countryside. Small wooden and stone forts and the holdings near them, each Satrap has one.
The Marketries of the Blushnobles. Each Barterlord controls a portion of the economy and production. Some make arms, some make armor, some make spices, all have their domain, and as such are vital. Most are located in the center of the city. Most have a sprawling seraglio, a hotel, a small market, anything if they can afford such.
The Princes' Wall, is a humble holding located just near the Trefoil Academy. Much of it is in fact a big, thick wall with rooms carved inside.
Description: You would go by the road of cobbles, pebbles, and other stones. Soon you would notice small moats around stone castles, the bricks held together by mortar, or palisades along with a small hamlet just outside of it. Harvesters, woodcutters, gardeners, houses built of cow dung, although smelly but keeping warmth. You would enter the city. The smell of many different fruits, vegetables, spices, all you seem to see in Syhgyr is the markets, the beautiful pink banners, the temples and fountains, and small houses with roofs of different kinds of wood.
As you would progress into Syhgyr, you'd see many big plazas of different colored bricks. Large seraglios with the statues near them, all of the luxury. Then, you'd notice a small, strange looking wall with steps up to it, and a large coin statue engraved into it. This is the Princes' Wall, just outside the lake of three woes and three pleasures, where the Trefoil's Academy rests. The beauty of multi colored bricks makes it a rainbow-like sight, the towers connected and a sight of small yellow figures moving around.
The pantheon is that of The Coin, a large, round sun of gold, symbolising the wits, the pleasures, the riches, the merchantry and mercantile business.
Then it is of the Sabre, a big muscled crimson hand holding a black sabre, symbolising the strength, the cruel and unforgiving nature of the fighting prowess.
Then, it is of a Trefoil, the center and the importance, the epic balance of good and bad, of strength and wits, of strong neutrality and prosperity.
Their currency is the Mothersun, a coin mostly made of bronze, showing the smiling sun with a babe suckling on it's breasts.
Important Characters:
Maryn Syhgarl,
Very much enjoying the reputation of a cynical, unforgiving villain, it needs a certain cunning to have half the Yellow Magisters' necks under his boot. He makes laws as he wants, and a Prince has no true power has he go against Maryn's interests, which change with every moon, adapting to every change of the political world. He worships the Coin ardently, but carefully not to be overzealous in defence of the religious traditions. Called the Black Magister for he wears only Black robes.
Purple Prince Olat Ghysur of the Purpure Satraps
By the recommendation of Maryn, he is one of the few Princes from the Purpure Satraps to be elected. Timid, shy, and easy to manipulate - Maryn pleased the Satraps, and pleased the Barterlords by manipulating Olat's policies in favor of them.
Eldryn Yutharny of the Pink Barterlords
Graceful, rich, with a funny looking belly and a nice hat, he is one of the very important Barterlords, having domination over many important parts of the market. He outbids everybody on auctions, boasts a rich seraglio, his trusted men mint the Mothersun coins for all of Syhgyr.
Nusnar Ghysur of the Purpure Satraps.
Grandfather of Olat and a dear comrade of Maryn, he's an ever hateful foe of the Barterlords, although his tongue proves quite amiable when exchanging pleasantries with them, his eyes speak of deathly anger. He was a mercenary before pledging his sword to Syhgyr.
Traits:
Small Army: Your nation maintains a relatively small number of troops, when fielded in battle against another nation your forces are almost always outnumbered. +2
Professional Army: Your nation’s army is well trained and equipped with good weapons, performing better in battle. -3
Scared of water: Your nation has never been one for their sea legs. Many naval loses and ship disasters have left your people unsupporting of any venture in which they need to leave the sight of land. +3
Rotting Hulls: Your nation views ship maintenance as an unneeded cost and so many of your ships have weak wood and the sails are torn and with holes in them. They will not perform well at sea. +2
Trading Hub: Your country is a nation of traders and merchants, many coins pass through the fingers of your citizens every day, especially through your own after taxes. -3
Strong Industry: Your craftsmen and labourers are good quality and hardworking making some of your nations goods very reliable, sometimes fetching a high price from a market. -2
Free market: Your economy is not controlled by the state, it can fluctuate completely freely. This means that it can rise incredibly quickly making you very rich, however you are vulnerable to recessions and collapses. -1
Army: (I will roll this, navy, GDP and stability.)
Navy:
GDP:
Stability: