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Feigling

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Map


Ignore any preset terrain. The map is there to play about with.
Nation Sheet

Position on Map -

Name -
Flag -
Capital -
Other Major Settlements -
Population -
Races -

Culture -
Crimes -

Government type -
People in power -

Industry -

Military -

Landscape/Terrain -

History -
Races Sheet

Name -
Appearance -
Natural abilities -
Lifespan -
Homeland -
Hidden 10 yrs ago Post by Dinh AaronMk
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Dinh AaronMk my beloved (french coded)

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Name – Bapentui Kingdom
Flag – Not Applicable. The loose feudal federation of tribes that makes up the Bapentui doesn't well enable a single representing flag over the many hundreds of tribes in the federation.
Capital - Bapentui
Other Major Settlements – Toboro, Donbo, Ashabo
Population – Roughly 900,000
Races - Satyr
____

Culture – Satyr social structure leans to a matrilineal structure ruled at the head by the high-priestess of the sun cult, a title referred to as “Seusubi”. The religious authority of the federation is the most ingrained and often loosely dictates the social politics between tribes, carrying out the religious rights in only the most basic sort of authority.

The Sun Cult – or Soun Daun – consecrates the inter-tribal marriages of the chiefs and approves the strength of the blood between the tribes to determine which clan the offspring of the marriage belongs to. Otherwise, marriage between the minor freesatyrs and unmarried youth without a significant dowry default to patrilineal birth. This process of ritual examination has in a large case given rise to a sociopolitical extensive dowry tithe or the offering of gifts on the belief that it will win favoritism, if not from the Seusubi the Sun God, or Cele Moa.

The masculine arm of the Bapentui Kingdom is vested largely in war or conflict resolution after the Seusebi. As such, the High King of the Bapentui is a glorified commander. A war chief. This position is largely based on heredity, although it's not uncommon for the crown of High Chief to be contested by the clan-level chiefs throughout. This position could be considered an ancient left-over of when the strongest men of a tribe lead a hunt, though it has waned in recent eras.

Bapentui culture may also be seen as having hedonistic elements with harems common among the elite, even if marriage is recognized as being between only two individuals and not many. All the same the taking of concubines is regular and bases itself on ruler's personal taste.

Evenings, when the day's reaping, sowing, and hunting is over is often greeted with a village celebration with music, dancing, and booze. More often on special days and phases in the moon they may dabble in ritual hallucinogenics in celebration of a phase survived and well worked.

Crimes - Above all things the Bapentui abhor the killing of brothers, even in war amid the family. Though succession conflict has commonly arose in the past in dispute over who is actually the appointed heir of the position of High King, no one brother may order the death of the other. There has been very few actual cases of one slaying the other, all such leading to a renewed civil war ultimately overthrowing the old High King on order of the Seusubi.

Otherwise, cannibalism and incest is often held as taboo; if there are sometimes exceptions to the matter and with scattered commonality. Minor crimes in regards to theft, rape, or murder is punished depending on the region one is within the Bapentui territory.
_____

Government type – Tribal Confederation, Dualarchy.
People in power:
Seusubi Ashra Zekor.
Kabaka Yesobi Sahle of Ashabo
___

Industry – Largely Agrarian with a mining and workshop-based industry on the production of iron spears, arrow-heads, and fish-scale armor. Otherwise the industrial craftsmen produce other utilitarean goods from ceramic and other metals for work in the field and gold and silver decorations for the nobility from gold panned off the shores of the Sea of Ubanda, from whence they also pull fish from.

For revenue purposes each head of the federation has their own way to extract finances. The Sun Cult receiving marriage tithes and gifts as well as taxation on industrial outputs as financial support for the temples, this isn't a set rate but donations are considered obligatory, the rate and value depends.

The Kabaka extracts taxes from the other chiefs based on how many individuals live within their tribe. These funds used in times of distress to pay the value of the levees the Kabaka or Seusubi has raised.

Military – Varying levees raised. Seusubi and Kabaka each hold standing retinues of a thousand fighters each as bodyguards or their own battlefield retinue.
______

Landscape/Terrain – The roughly 150,000 square kilometer patch of land the Bapentui hold claim to and loyalty of consists primarily of immense flat grassland throughout. The Northern and Western borders are defined by the marshlands and forests of the Sea of Ubanda. Further south and on the interior dense humid jungles hold sway over the land and on into the hills and highlands of Bapentui of the kingdom's center and southern edge.

History – The rise of Bapentui comes from its foundation as a farming village on the Bapa Delta leading into Ubanda itself. In the floodplains ancient settlers rose crops of barley and rice. A practice which still continues outside of the city's mud-brick and stone walls many thousand of years later. The city provided to be a jealousy of the other tribes who off and on besieged and took the city, dismissing one tribal dynasty after another as they claimed the streets and then the walls, consolidating the city into their existing territory, to have their territory added to the claimed land of another when they fell.

Several other cities came to rise over the centuries sense. But nothing came to have storied a history and diverse a growing urban climate as Bapentui. Under the still-reigning Kenga dynasty the city stepped into regional history as the definitive political center in a reign of regular conquests on the other-city states and eventually the rest of the satyr tribes surrounding the region, expanding from a brash city-state in an informal kingdom.

At this period of history all power was invested in Podo Upada. Though his late reign was defined by conflict with the urbanizing priestesses of the Moa faith who decreed his violence and totalitarian power was upsetting to Cele Moa, the premier Goddess of the Sun. Podo considered their voices disloyal, and almost had the local cult massacred as a lesson. Though he was stopped part way by his sister, who was later anointed as being the high-shaman, or Seusubi.

This appointment was quick to become controversial however, as often rituals to the goddess entailed the Seusubi was to be a conduit to Cele Moa who, like every woman, needed to be pleasured on regularity to keep from growing insane and burning the world. In short, monthly rituals did significantly involve sexual activities with the high king.

It was said that Podo Upada's incestuous urges ultimately lead to his downfall as the rest of the Kenga clan learned of his appointment, action, and intent. Quickly they petitioned for him to revoke his decision, or to abdicate. Podo refused, inciting a civil-war within the Kenga kingdom which very nearly destroyed the dynasty as a whole. In the end, Podo and his sister were slain and replaced with the properly coupled King Aqob of the clan Som and his wife, the to-be Seusebi Lymida.

The Som Clan would go on to rule the kingdom in relative peace and stability until being deposed again by a restored Kenga family, in part giving rise to the Second Kenga dynasty of the Bapentui Kingdom. The Som Dynasty is attributed largely as being the powers to formalize the current diarchy as a check and balance on itself as per lessons learned in the Old Kenga Dynasty.
______
Race

Name - “Satyr” locally referred to as Afarid
Appearance – Human-like torso with often horse or goat-shaped legs. Some species of Bapentui satyr may exhibit zebra-like stripping on their legs, more often coupled with darker skin and black hair.
Natural abilities – little that might distinguish them from the capabilities of humans. Some might note an over-all more dexterous physique and a lessened need of water in part from natural hardening in the south.
Lifespan – 60-75 years average
Homeland – Bapentui, the outlying southern-lands (or “Afinara” in the Bapentui language)
_____
CHARACTER LIST/NOTES (Not otherwise in application)
- Kabaka Yesobi Sahle
-- Kabaka (war chief) of the Satyrs.
-- enjoys gardening and fish.
- Moisi
-- Bastard female satyr. Seusebi Ashra serves as adoptive guardian and teacher.
- Niyo Yesobi
-- Designated heir to Yesobi Sahle and eldest son. Son of Ashra Zekor. Officer in the Seusebi's Guard.
-- Defended Seusebi camp against human assailants.
- Rwan Yesobi
-- Youngest son of Yesobi Sahle and Ashra Zekor. Unskilled in hand-to-hand combat and sees self more as a theocrat.
-- Had his eyes slashed during the battle at the Kilaro Rock camp.
-- Missing
- Madai of Af
-- Human charged with murder and plotted murder against satyr chief and his sons.
- Mami Osowo
-- Chief of Bugan tribe. Fat-ass.
-- Disappeared along with Rwan after the battle of the Seusebi's camp
- Oboi Mami
-- Son of Mami, chief of the Bugan tribe. Residents of the Kilaro Rock region.

LOCATIONS LIST/NOTES
-Bapentui
-- Capital of the Bapentui kingdom.
-- Perched on a hill in the middle of the delta of the Bapa river
-Kilaro Rock region
-- Large Savannah defined by rolling hills and the massive granite formation known as Kilaro Rock. Marked as the truest divide between the Satyrs of Bapentui and the humans of Af west of them.
-Af (mentioned)
-- Region defined by the hunter tribes of the Af people west of Kilaro Rock.

RELIGION NOTES
-Moa
-- The thousands of spirits ruling over the numerous divine aspects of existence. Generally pictured as equine. Moa of other races or animals may be pictured as that race or as an amalgamation of all related races. Conduit of contact between the physical/eartlhy world to Heaven and beyond to the higher creator or the Bodye. Moa power may often intersect complimentary with others.
-Satyr Creation Myth
-- Brief: Horse spirits got horny, fucked monkeys, and Monkey King got properly pissed.
-Moinki
-- Monkey King. Also sometimes called Bambezi. Moa of the monkey and their grand designer. Spirit shattered and scattered into the essence of man. Sometimes invoked as a god of conflict
- Bodye
-- The highest god at the highest existence. Can not be appealed to except by the Moa
- Cele Moa
-- Moa of the sun. State Moa of the Bapentui.
- Bouc Li Moa
-- Moa of conflict, or plots/intrique

POST CATALOG
- POST 1 - AshraTellsAStory,TrialOfAHuman
- POST 2 - NightAfterTrial,PrincesTalk,HumansAttackCamp
- POST 3 - BattleOfKilaroRockCamp,RwanGetsBlindedByAKnife
- POST 4 - AshraComesHomeToBapentuiAndTalksToHusbandKing
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Name -
Sarahn Empire,
formerly known as the Bantem Republic, Forne Kingdom, Wellin City states.
( ^ In case anyone wants previous history :D)





Other Major Settlements -





Most settlements have been created with a circular shape in mind as that has been the norm since humans first took over these lands.

Population -
roughly 6.3 million, including 'lesser' races.

Races -




Culture -
The people generally follow the doctrine of the Phoenix which has influenced every thing from the style of roads and the picture of the bird on the standard currency. The doctrine is one of the under dog, that every one has something to prove and will follow through with it. The people aren't a war like nation even though their military would give the impression. The public opinion is heavily taken in to consideration when it comes to prolonged war fare. Many Leaders, be them Republic Senators or Emperors have been dethroned for taking too long or fighting for the wrong reasons.

Music is somewhat popular but no true songs, other than certain small chants and a short version of the national anthem is widely known. Most regions develop their own music and products which are then spread to other areas. A real national culture is hard to describe as it includes so many failed states or conquered ones.

One thing does stand above all else, Serve the Empire.

Crimes -
You get what you give, and eye for an eye.
In each city there is a elected man who serves as the judge and jury. The accuser faces off against the accused in a series of debates and after they are done, the judge will determine the results. Most charges are given a slap on the wrist but serious ones such as murder or rape usually involve gruesome public executions. In the desert city of Kahndar, in the same region as Hakar'jun, is a ritual where a man has his hands and feet cut off and is then fed to giant snakes that will devour the man whole. The ones inside can be heard screaming for hours at times as he/she is literally digested alive. As bones crush and flesh dissolves, the screams end and eventually a new person takes the digested persons place.

Government type -
Empire


Will add more people as I think of them.

Industry-
Shops, workshops, "factories" are always local to a region. Even military weapons, although using the same blueprint, are different to an extent from region to region. Many older areas still use archaic methods of production like early human tool making by strapping a rock to a stick. The majority though enjoys a somewhat uniform distribution of crafted tools and goods.

Military-
There are currently seven standing professional armies of five-thousand two-hundred soldiers for each city state and one separate army that makes up the naval forces.The ground army includes every thing from front line soldiers to catapult operators and the navy ranges from archers to rowers. This count includes shipyard supervisors but not the civilian workers.

Each city-state has their own "police" forces as the Armies assigned to each city-state is there to maintain general order and defend the nations borders. Most Standing army soldiers are from the city-state they defend so most have a slight advantage to knowing their own lands. The professional army also works specified farms that are used to lighten the load on civilian ones. The nation could also field a huge army if needed but this would strain the nations resources quickly. This is only reserved for times of war when the standing armies start to fail.

Each army uses the same structure for ease of military command.











History - Brief history (not quite sure of year length or what not so just go with it.)

Early period Humans began migrating from southern regions. Elves originally allowed the humans to settle but impose harsh laws and force servitude. Every family must give away the eldest son once maturity is reached. No one knew what happened to their kids but in all reality, the elves were killing them, skinning them, and making strange garments from the flesh.

First Kar-Devis war The first Human settlements begin to form and begin to fortify. they still reluctantly obey the Elves but a fracture occurs in the human kingdom and two sides emerge. The elves commit many crimes to instigate a massive war between the two human kingdoms. After thousands die, a truce is formed by a backdoor agreement that led to the long night.

The Long Night A large sect of humans called the "Prions" emerge from seemingly nowhere. They tell the tale of the elves starting the war and committing atrocities against the humans. As talk of rebellion and freedom spread through the human lands, The elves begin hunting the Prions down to silence and quell the possibility of war. All the succeeded was making the Prions martyrs. During the night in the then-Elven capitol of lallian'ti (Modern Atrius) humans began systematically killing elves. At first it was silent and well executed but the elves grew aware and the war exploded on to the streets. The Elven city began to burn and with that signal, the entire human population took up arms. As the Elven fortresses were all populated by humans, there was nowhere for the elves to hide and within a years time, the elves were almost eradicated.

Intermediate period To show civility, the first true king of a free human people declared many laws and special edicts, the two most prolific were that no elf shall outlive a man. This meant that the average human age of 40-50 was all an elf could look forward to. The doomed age elves would be sent in to the wilderness and given a quick death. the other law was that the Elves are not to ever form a government again. Eventually the elves began to wane in number from fleeing the borders or lack of diversity in breeding. The Elven empire became nothing but a footnote.

First Republic The first king wanted to further unify the people by creating a fair system of rule where each human kingdom had say but it began to collapse over years as corruption set in and with no real national military, there was no way to really impose law.
Second Kar-Devis war The human nations split in two again and as war enveloped the lands, a number of city states were forged. After around ten years of constant warfare, the states seemed to enjoy a short age of "lesser" bloodshed.

Unification of the upper kingdoms Bandit lords started to emerge to feast upon this new peace. They would strike caravans and even raid smaller cities which forced many of the new kingdoms to raise standing armies. A young man named Karnian rose from one of the smaller city states in the north. He made fame killing a number of bandit lords and bringing their heads to various kingdom leaders. Karnian rose to power within seven years, unifying the entire northern kingdoms under one banner. No one knew that he was in fact, the man who pushed the first criminals to become bandit lords.

the winter war The first goblins came into the kingdom from the far north. Their initial reception was fair as they seemed to come in relative peace but after a misunderstanding at a dinner and a few well placed attacks by human hating goblin caused a massive war. The initial stages of the war were tilted heavily in the goblins favor and many cities were burned to the ground. Karnian however, called upon the south to join him in the fight. Many humans at the time were still heavily indoctrinated about the horrors of the 'Long night' so many wanted the glory of their ancestors, to fight a perilous foe. Once rallied, the humans delivered crushing blow after blow, forcing the goblins to retreat to the mountains from which they came.

Unification of the lower kingdoms The war was going well and over the next forty years, the goblins were pushed to the edge of their last city. The humans, exhausted from the long war, were hit with heavy force by the last goblin defenders. The humans needed a way out. They got crafty and piled stones about human height and painted them in human colors. They were put far enough away that any one looking from a telescope would see a mass army in the distance. A few scouts would see the facade but were quickly hunted before any word could reach the goblin nation. An ultimatum was sent to the goblins along with a crude map that would lead their gaze towards the horizon, where the stone army was placed. The goblins, fearing a new surge of human forces, surrendered unconditionally. Karnian showed no remorse and started ordering high ranking goblins murdered to prove power. It was later revealed though, that Karnian had staged the bandit conflict and incited the goblins.

Word spread quickly that the goblins had not been the monsters they were portrayed to be. They would attack cities but never slaughter women and children, rather take them to safe camps. The humans started to respect the goblins and along with word of the goblins honor, came word of Karnians treachery. Karnian disappeared and for five years he was assumed dead before goblins found him hiding in a cave. Instead of killing him for starting the war, the goblins marched him to the northern human capitol at the time. The goblins had earned their place in the nation and Karnian was quartered, torn in half and his entrails paraded around the city.

Unification wars Humanity enjoyed a mere month of peace before kings started claiming the new super state for themselves. War broke out once more with the goblins now fighting along side certain human groups that they deemed honorable. The war was long and terrible at first but started to strain to small skirmishes. This war lasted almost one hundred-fifty years and had reached the point where no one even remembered what started the war.

New empire Hungry for peace, the humans began following the banner of a new self-appointed emperor, Justilous I. He formed an army and crushed all resistance in the northern kingdoms and allied the goblins. Promising a new nation where the two could live side by side, they joined this new empire. The forces marched south and, for the most part, took the south without any problems. Justilous I sent armies in all directions to secure a new border for the nation. Cartographers walked the land and a very accurate map was made of the nation and the surrounding areas.

Commerce began and the basic laws were put in place. By the time of Justilous IV's rule, the empire had reached a new high. All major roads were paved with stone and caravans were timed to keep bandits at an all time low, as if the caravan was late, militias would travel and find the culprits. As time continued, various other emperor lines were made and fell. Some basic wars between city-states were done but all were quelled upon the arrival of one of the Standing armies. They pushed the weapons of war to their limits and started to stage fake castle sieges among other training scenarios.

Inan rebellions The training would pay off and the first national army had arrived at a small port city to quell another petty rebellion but the conflict rose quickly to include five entire city states. It took three full strength armies to even put a dent in the enemy fortifications. Castle seiges happened en masse' and the first real naval engagements began. The major port city of Lidarova was seiged four times in a row but with the upgraded defenses from wars past would always push the enemies back. At its height, it looked as if a small island chain had formed from the abundance of floating shipwrecks. Massive catapults flung burning projectiles in to the wooded ships and ballistae would tear through the hulls, killing rowers and disorienting the remaining crew. At this time, Young Titus Ardus IV rose from the ranks to eventually lead the nation during the conflict. After it ended, he became the new emperor


The triumphant Emperor returns

Modern times With trade between the city states stable, the standing army is well fed and fully equipped and the navy uses the most modern ships available. The nation has reached a time of peace and quiet. Many people are so happy with these last twenty years of peace that Titus Ardus is quite possibly the most adored leader that the city states have seen since the first king of the first republic. People are well connected now so current affairs are much wider known in the nation. Titus Ardus knows one thing for sure; Knowledge is power.
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Name: Waether Kingdom
Capital:

Other Major Settlements:


Population: Approx. 800,000
Races: Human

Culture:
Crimes:

Government type: Absolute Monarchy - The Waether Kingdom is ruled by bloodline decision; as one monarch passes, his or her children take their place (or the closest living relative). The king or queen exercises power over the lawmakers of the kingdom, whom relay judgement of their sovereign into parchment, and further into lords and knights who maintain control over their serfs. Knighthood is primarily attained through feats of valor, generally through some form of monster-hunting within the borders of the kingdom. Knights are given plots of land to control, and the lower populace residing within it serve under this knight. Those who show even further exemplary traits are given the title of Lord, and maintain rule over a collection of knights.
People in Power:

Industry:
Military:

Landscape/Terrain: The Waether Kingdom is primarily made up of plains and a trio of medium-sized mountain-ranges. The eastern region is dubbed the Eastern Grain, and is slightly more arid than its Western neighbor. The mountain ranges vary from coniferous forests to chilly wind-swept crags. The Western seaboard features a much greener atmosphere, though the foot of the Eastern mountain, Mt. Fang, features the densest region of forestry in the kingdom, home to a wealth of great beasts that the inhabitants of the kingdom hunt so often.

History:
The Vagrant Period

Prior to the inception of the kingdom, the Waether region (originally called the "North Spines" by settlements living much further South) was home to but a handful of individuals and their families looking to make a living. The region was known for its immense population of furry animals, and was then dominated by these few trappers. At about this same time, immigrants from the far East had begun to settle within the region that would later be called the Eastern Grain. Journeying from their original location in the Northeast to escape a persistent and immense population of barbarians attacking from the north, these people, known as the 'Zajei' to modern-day Weather, had become the first significant collection of peoples living in the North Spines. As individuals from the South had mainly done their work around the twin mountains, they very rarely came into contact with the Zajei settlements.

Soon enough, the prospect of seaborne travel was in the minds of trappers, and as the populace in the region grew, port towns formed. Shipping from the tip of the Flow Occianes (the southwestern peninsula of Waether), the North Spines region could more easily transport their wares to the southland they hailed from. As their numbers grew, so did the distance that they traveled, and the Western populace more and more frequently conversed with the Zajei in the East. At the tail end of the Vagrant Period, Waether was divided into two distinct states of governance; a Western collection of independent towns, and an Eastern, highly unified kingdom

The Suppression Period

With a much more powerful military and a unified government, the Zajei peoples, belonging to their small nation of Asanko, easily dominated the Waether region. Looking to expand to richer farmlands in the west, Asanko triumphed over every battle they waged against the Western peoples. The far West was left unharmed during the Suppression Period, but had lost its Twin Cauldron region to the Zajei. Individuals still living in the region were ousted from their homes, or slowly integrated into the vastly different culture. The Suppression Period marked the longest definite period in Waether history. Westerners continued with their sea-going business, then unable to pass the coastline to the South by foot without going through Asanko territory.

During this time, the Asanko kingdom adopted what would later become the definitive cultural feature of the Waether Empire; monster hunting. Primarily carried out in the forests of Mt. Fang, the Zajei people perfected the art of monster-killing, turning it into a universal sport and modem of attaining honor and power.

The Light Years

Approaching from the South, priests of the Host Order religious group began to work on converting the populace located to the South of Mt. Ameterra. As the region was still primarily made up of Westerners that originally hailed from the Southern lands the priests also arrived from, they were highly responsive to the teachings of the Order. The teachings spread Westwards easily, though faced slower results as it traveled East. Western conversion led to adoption of more unified and monarchical governance, leading to the cultural style that one sees in the Waether Kingdom today. As it traveled East, teachings brought upon an idea of destiny in the Zajei revolving around monster-hunting. The people asserted a belief that the Archangel Assantiel praised in the Order's teachings blessed those who enacted acts of valor and bravery against overwhelming entities.

This belief was in turn spread Westward, influencing easily impressed Westerners to follow similar beliefs. The act of monster-hunting had started to integrate itself into Western culture, and soon countless hopeful knights of the coast journeyed to the Asanko kingdom to train themselves under masters, or to develop methods of their own. The Light Period, as it is most often known, was also called the Unification Period due to the feel-good connections that began to surface between the West and Asanko.

Waether Period

With the Host Order dominating Western society, the previously loosely-connected North Spine peoples had come together to form the Waether Kingdom. With an immense trading culture as compared to Asanko, its wealth grew rapidly and spurred on immigration into its walls. Asanko quickly became outnumbered, but felt little threat through the mediation of the Host Order between the two. Political marriages effectively nullified the potential for war between the two kingdoms, though Asanko was eventually absorbed into the monolithic Waether Kingdom.

Modern Period

Today the Waether Kingdom sits unified, though still features a cultural dynamic between the West and East. Monster-hunting remains an omnipresent popular past-time, with the East still serving as a region adept at the teaching and execution of such activities.
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Nation designation: Nkosi, People of Tooth and Claw and Wielders of the Deep Middle.

Government

Nonexistent in an orthodox form, as nkosi are solitary but social creatures with a staunch affinity for independence. Strong dominion is maintained over lands acquired during a male or female's prime. Naturally, attempts at dethronement are met with exceptionally-brutal bouts of ultra-violence between the offender and the defender. Territorial boundaries--regardless of their controller's sex--scarcely conflict, but encroachment is occasionally suffered for announced (but brief) communal visits, reproductive parings or recreational bonding sessions; sufficiently fruitful relationships can gradually evolve into the nkosi incarnation of marriage, which leads to the overlapping of hunting grounds and the sharing of kills between both parties. In an obscured way, each nkosi is a self-governed noble, which makes for political and economical statecraft with their species problematic and daunting for xeno administrative bodies and foreign peoples that align themselves with more traditional modes of executive practice, while imperialism or poaching are both countered with extreme acts of indiscriminate terrorism launched against villages or lightly-defended townships. Full-retaliation warfare is readily employed while genocide of the foe is preferable.

Lone nkosi of higher caliber and greater physical stature often come to dominate sizable enclaves, but groups of weaker and less-seasoned nksoi that hail from surrounding areas are known to oust these intimidating specimens and divide the conquered region between themselves.

Culture

WIP

Species Information

Nkosi resemble American lions and smilodons in their outer appearance, but they are of significantly more mass and greater dimensions. Regardless of sex, fully-matured members of the species can easily exceed 1,815 kilograms in weight and loom at the 2.2m mark. Excited muscle cross-sectional area, short but massive limbs and an accompanying robust build leads to deepened echelons of physical strength, though consequently endurance and maximum speed both suffer as a result.

Predominant hunting methods consist of excessive stalking behavior, giving them substantial observational information on their target's feeding, resting and traveling behaviors. From this data, intricate ambushes are concocted, laid out and executed; nkosi sapience and heightened decision-making ability has forged their people into highly-successive hunters and incredibly dangerous obstacles to potential settlers of the so-called 'Deep Middle'..

Culture

Repulsing the incursions of upstarts and adversaries alike is a time-honored 'tradition' practiced amongst the general adult nkosi masses on a perpetual basis. Ownership of one's self and one's land are the prime possessions most nkosi value for the most part; a pristine territory can provide a plenteous quantity of nourishment and shelter provided that its caretaker and guardian can continue to exert his or her will over it, while the earned right to autonomy is promised only by the physiological and psychological vigor of the individual. In short, might makes right and cunning guarantees advantage.

WIP
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Name
Principality of Hanartha
Capital
Ulzschath
Other Major Settlements
Azan
Rholyu
Population
775,000
Races
Hanarth Elves - 89%
Other - 11%

Culture
The people of Hanartha are an ancient and fiercely independent people; throughout their entire history they have never bowed to a Zaoth, an outsider. As a result they tend to be mistrusting of outsiders, though this view isn't uniform throughout the Principality. An outsider may have no problem with Hanarth born and raised in one of the major cities where one can find visitors from other lands, but their reception in a smaller and more isolated settlement would be cold if not downright hostile. But despite these views Hanartha does not try to isolate itself from the outside world and outsiders are allowed to travel anywhere in the country they desire.

The religion of the Hanarth is not an organized one. Though there are beliefs standardized across all of Hanartha, their religion has no leader or hierarchy. In fact, the religion completely lacks clergy of any form. The religion is based around the worship and veneration of the Nameless Gods, the innumerable, nameless, unseen, and formless spirits that the Hanarth believe to inhabit the world alongside mortals. The temples of the Nameless Gods take many forms, from great stone temples to forest groves. However, all temples share one thing in common: the Faceless Pillars. These are tall four-sided pillars with no markings on them whatsoever, their lack of identifying features reflecting the nameless and formless state of the Nameless Gods.

When it comes to marriage, the Hanarth have no concept of it. Instead, Hanarth men and woman engage in consensual relationships that can end at any point in time, and of which any individual can have as many as they desire. It is because of this making determining paternity difficult, as well as the Hanarth believing that since children are carried in the woman's womb they thus have a stronger blood connection to the mother, that lineage is determined matrilinearly. Men are not expected to help raise their children, though that is not to say that none do. However, the Hanarth live together with their extended family and a man is expected to help care for his nieces and nephews.
Crimes
Hanartha has a strictly defined legal code of what is and is not legal, as well as the punishments for certain transgressions. In fact, complete copies of the code can be found carved into obelisks in all major Hanarth settlements in addition to fragments carved into smaller obelisks all over the Principality. When one is accused of a crime they are taken before a judge, who is appointed by the local governor, for trial. If they are found guilty, they are punished as the Hanarth Code says. In addition, any judge who is discovered to have come to an incorrect decision is punished as the wrongly convicted party was, and forever stripped of the position of judge (assuming, of course, that they aren't put to death). This legal code is not, however, an immutable and unchanging thing. Several time over the course of history the Code has been altered, though the heart of the Code has remained the same.

Government Type
Monarchy
The Grand Prince is the absolute ruler of Hanartha, though while the title is hereditary the Grand Prince's children are not heir. Due to the Hanarth tracing ancestry via the female line the title is inherited by one of the Grand Prince's nephews, usually the eldest nephew or the eldest son of the Grand Prince's eldest sister. The Grand prince exercises complete control over the nation, though he appoints governors to rule over regions of the Principality in his stead. However, these positions are not hereditary and do not pass to the governor's nephew upon his death. Instead the Grand Prince appoints a new governor, though it is not unheard of for him to appoint a nephew or other male relative of the previous governor to the position.
People in Power
Grand Prince Napizzi III Alar of House Byakha

Industry
Hanarth agriculture is based predominantly around the cultivation of grains and livestock. However, most of the foodstuffs produced in Hanartha are used to feed the Hanarth people, with very little of it being traded outside the Principality. Mining is a major industry in the foothills in the south of the country, with the major products being iron, silver, and jade. In addition, the lumber industry is rather major due to the abundance of tress in the forests of Hanartha. Taxes are collected directly by local governors, however their superiors set specific amount that must be collected each quarter, with the overall amount being set by the Grand Prince.

Military
Hanartha has only a very small standing army of a few thousand, which is generally used as the Guard for major settlements. Instead, in time of war the Grand Prince will call upon the Hanarth people to provide a certain amount of men per village to serve in the military. These levies are required to provide their own arms and armour, and as a result most are poorly equipped. Most are equipped with axes, spears, or bows and armoured with leather or hide if anything at all. However, the wealthier families are not exempt from the conscription and they can afford better arms and armour for those they send into battle. And it is often from these families that the commanders of the military forces are drawn.

Landscape/Terrain
The twin peninsulas of Hanartha are for the most part covered in temperate forests with the occasional swamp or wetland along the coastline. The land itself is mostly flat, though it becomes hillier the farther one travels south until it eventually becomes the mountain ranges south of Hanartha. The islands within Hanartha are much the same as the mainland.

History
The Hanarth as a people are ancient, having inhabited the region since before recorded time. However, a united Hanartha state is rather recent in the grand scheme of things, having only been found a thousand years ago. Before that the peninsulas were a mess of independent principalities, all competing for power and prestige. However, the closest any ever got to uniting the two peninsulas was taking control of a single peninsula. However, they would inevitable end up breaking apart once more. This would all change in what is known as the Union War. A thousand years ago what is currently Hanartha was divided between 3 separate Principalities. The Grand Prince of Bhanil ruled the Western Peninsula, the Grand Prince of Arlachak ruled the Eastern Peninsula, and the Grand Prince of Cthatega ruled the islands spread throughout the bay in between.

It was the ambitions of Arlachak's Grand Prince that set the chain of events in motion that would result in the formation of Hanartha. Arlachak began preparations for an invasion of Bhanil early in the years, creating a great fleet to sail across the bay and land before Bhanil's Grand Prince could retaliate. However, Arlachak's Grand Prince made one fatal error; he offered Cthatega's Grand Prince the option of peacefully swearing fealty and in return his islands would be kept unharmed and Cthatega would be governed by his descendants. The Grand Prince of Cthatega agreed, but he secretly sent word westwards to Bhanil of the attack. What Arlachak's armies landed to find was not an unprepared land, but a land with its levies raised and prepared for war. As a result, what should've been a short and easy war instead turned into a long, drawn-out affair as the two armies battled across Bhanil, with neither gaining a decisive advantage over the other.

But it was then that the Grand Prince of Cthatega came to the Grand Prince of Bhanil with an offer, which he readily accepted. It was in the next battle that the Grand Prince of Arlachak was slain, a spear from one of Cthatega's warrior through his chest. The disarray caused by the death of their leader combined with the small (but still sizable) contigent of Cthatega warriors resulted in Arlachak's army being forced into a full route. Soon after word of this defeat and the Grand Prince's death spread; the armies of Bhanil pushed on with renewed vigour at the good news, while the morale of Arlachak's forces plummeted. It wasn't long before they were suing for peace; Arlachak's armies would leave Bhanil and pay a great amount to Bhanil's Grand Prince. But Cthatega's Grand Prince convinced the Grand Prince of Bhanil to reject the offer, and instead take Arlachak's late Grand Prince's ambitions for himself.

It was short work to finish up what remained of Arlachak's armies, and many of them simply surrendered. Thankfully the great fleet Arlachak had built still stood, as Arlachak's Grand Prince had given explicit orders not to destroy it, confident that he was in his victory that he thought of the fleet being turned against him had never even entered his mind. And so Bhanil's armies sailed across the bay to Arlachak in the same boats Arlachak's armies had sailed over in. But they never reached Arlachak. When the fleet stopped in Cthatega's capital for resupply, Bhanil's Grand Prince was found murdered in his bed and his fleet set ablaze. Or rather, the fleet containing Bhanil's soldiers were set ablaze; those transporting the men of Cthatega were completely untouched. Those few Bhanil men who remained were rounded up by the Grand Prince of Cthatega and forced to bend their knees to him, but not as Grand Prince of Cthatega. But as Grand Prince of all Hanartha.

With their armies destroyed, Bhanil and Arlachak stood little chance against the new Grand Prince of Hanartha. He quickly took their capitals and razed them to the ground, before declaring his intent to build a new capital in the western isles of the bay. And so it was that Hanartha came into being thanks to the treachery of Grand Prince Uradal Alugal. His rule was not an easy one, however, as there were man who did not wish to be lorded over by such a man. And in addition, Uradal Alugal was a harsh man to those he considered enemies. Not long into his reign he faced a rebellion that his armies managed to put down. The leaders of the rebellion were strung up along what remained of the former capitals of Bhanil and Arlachak, along with many of the corpses of rebels burning to death beneath them. However, his reign was a long one and eventually the principality grew richer and more prosperous under unified rule. There still those unhappy with the situation, but dissension became less widespread among the commonfolk and they were the ones who composed the bulk of most armies.

Throughout the last thousand years, the principality has endured. Though times have not always been easy the royal House has never been overthrown, though there have been succession crises. Even ones in which the ruling Grand Prince was toppled and replaced. Hanartha has weathered plague and famine, even open revolt. But Hanartha still endured, and many believe it will continue to endure until the end of days.
Name
Hanarth Elves
Appearance
The Elves of Hanartha are slightly taller than most humans, with the men averaging 6 feet in height and with the woman being slightly shorter. The race also tends to have pale and freckled skin, alongside dark, thick hair. Their eyes tend to be brown or hazel in colour, though green is common as well.
Natural Abilities
There is very little to differentiate them from humans as a race aside from having a keener sense of hearing.
Lifespan
200 years maximum (100-150 on average)
Homeland
Hanartha
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GreivousKhan Deus Vult

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(Large WIP, I put it up now in order to save my place on the map for now)


Nation Sheet

Position on Map -

Name - Kingdom of Karkarth (The Scorched Lands)
Flag -
Capital - City of Karren

Other Major Settlements – (More TBD)

Valenar: Valenar is a moderately sized, sprawling city beside the sea and is best known as a haven for the arts, both martial and architectural. The majority of its inhabitants are involved in overseeing fishing or trade, and it is considered notable for its imposing aqueduct. Valenar is also the Scorched lands largest and most notable port city.

Population – 2,923,440

Races - Jahun-Ka

Culture
Much of Karkarthian culture is dominated by one aspect; War. Much of Karkarth's history has been on of conflict, internal and external. This has thus shaped their arts, architecture, and even religion. Karkarthian architecture tends to be heavy and symmetrical, with a militaristic uniformity and lots of decorative elements, such as monoliths and obelisks. In many ways, the typical Karkarthian city street resembles a museum, with heavy stone buildings, ornate sculptures, and free standing statues. Fountains get a lot of play in Karkarth as well, with many of these serving as well points in case of fire from the ash storms abundant in the region.

Two subjects also turn up consistently in Karkarth art— war(as expected) and religion. Images of grand battles in flat, two dimensional renderings demonstrate an emotional connection to physical strength and perfection. Jahun-Ka also usually practical about the arts. Few items are created for purely artistic reasons, instead having a functional purpose behind them. In spite of this, Jahun-Ka arts are not at all ugly or mundane in appearance and Jahun-Ka crafters take time and care in creating new works. As pieces representative of the skill of a crafter, Jahun-Ka art pieces often possess a distinctive flair that is militant or elemental in nature and are often embroided with jewels or precious metals.

Karkarthian cuisine itself tends to be as heavy and complex as its architecture, with filling, multilayered casseroles one of the mainstays of the typical family meal. Jahun-ka consider sausages- and cheesemaking to be art forms, and all kinds and varieties of these foods can be found throughout the land. Because of the harsh environment, alien stews and soups using the indigenous creatures of the ash rich Scorched lands are a staple of Juhan-ka cooking. Brewing, another popular Jahun-ka pastime, has created some of the most flavorful and potent beers and ales in the Five Nations, and kegs of Karkarthian brews find their way to markets across the continent. Baking has also developed into a staple of Karkarth.

Crimes/Laws

Government type
Karkarth is ruled by the Scorched King, Lord of Blades, King of Flames, Vanquisher Dracon, a monarch and a general. The fortress-city of Djerad Thymar is the current seat of power for the highly militant Karkarth kingdom. All citizens spend some time in the The Ixelin, the kingdom's highly trained army, and the population was ever-ready to take up arms again should the city be threatened.

People in power

https://pbs.twimg.com/media/BxSmknWCYAAuy-b.png:large[/url
Scorched King, Lord Tiberion of House Dracon

Industry

Military

Landscape/Terrain
The land of Karkarth are also often refereed to as the Scorched lands, due to it being a dry, inhospitable wasteland characterized by clusters of stone obelisks; minimal, highly-adapted vegetation and wildlife; and bubbling ash mires. is a largely alien and inhospitable place where the sky is darkened regularly by furious ash storms belched forth from the mighty Dread Mountain, the largest volcano in Ethica. The familiar flora and fauna of Ethica is exchanged for bizarre and twisted forms that can survive the regular ashfall and violent ash storms. In the ash lands, cloaked and masked dark skinned Jahun-Ka herd large groups of insectlike creatures called Lerinka. The Ashen Deserts to the south are surrounded by active volcanoes, leaving the region covered with volcanic ash. The far north houses Dread Mountain, and that region has the largest flows of lava, great clouds of ash and smoke, but also is the seat of House Dracon. The region between both is simply called the Plains, this region of the Scorched Lands is generally flat and is broken up only by the occasional volcanic fissure or actual volcano. It is believed that the ground contains high concentrations of metallic minerals, which increase the likelihood of air to ground lightning storms.

What the Scorched lands lack in arable land, it makes up for in higher then normal concentrations of ore deposits. As a side effect, Jahun-ka have become masters of forging iron and steel, reportedly housing the greatest swordsmiths in all the realms.

History - (TBD)



Races Sheet

Name - Jahun-Ka
Appearance -
Natural abilities -
Lifespan -
Homeland -
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Frontliner The Arisen

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Position on Map: Southern region of the Eastern continent.

Name: The Kingdom of Osterlaind (Eastern Land in their tongue)
Flag: A rectangular flag divided width-wise, one half yellow, the other black. A grey eagle holds four swords, two in each hand, representing the four city states the nation originated from.
Capital: Rotaerus
Other Major Settlements: Alaera, Caedaron, Moltosaere.
Population: 800,000
Races: Human predominantly, though it isn't uncommon to see other races living in Osterlaind.

Culture: To understand the cultures of Osterlaind, one must take into account that it was once four separate city states, and thus their cultures grew independent of each other. Rotaerus started in the Northwest corner of the land, surrounded by mountains on two sides giving them access to mining opportunities, which in turn gave them access to local wealth. The Rotaerus believe strongly in acting according to social code, behaving in a way that is deemed proper. They are also fans of the finer things in life. Alaera started in the forest towards the center of the nation, where they had a nearly unlimited amount of trees to build with. This gave rise to the Aleara becoming master craftsman, especially when working with wood. Living in a forest also gave the Aleara the perfect environment to become expert hunters. They believe very strongly in self reliance and are the most warrior like of the four. Caedaron originated on the Eastern shores, causing the people there to become master sailors and fishermen. The Caedaron are also decent explorers, being the first city state to find other continents. Lacking numbers army-wise, they learned very early on to fight using hit and run tactics and naval blockading. Moltosaere started on the Northern plains where it's people learned the ways of farming. The Moltosaere believe in striving to be as good as one can be in their area of expertise and value the simple life very much. They value honor above all and are considered to be the most skilled of the four cities in infantry combat. The culture of Osterlaind is a blend of all four, though they do not always mix well.
Crimes: There are four levels of crime: low, moderate, high, and treason (being the highest). Low crimes are punished through fine and perhaps imprisonment. Moderate crimes are punished by imprisonment. High crimes are punishable by imprisonment and perhaps execution. Treason is grounds for immediate execution. Trials are decided by local mayors if low and moderate, and the Purveyor of Justice if high. A trial by combat may be requested if one so desires.

Government Type: A Monarchy with a small representative council. The Monarch is chosen through line of succession, and the council is chosen through majority vote, with all people's able to participate in the vote. Elections are held every four years with no term limits. Power is divided equally between the council and the Monarch. War and international affairs are decided by the Monarch and legislative decisions are left to the council to vote upon. Each council member is also responsible for managing a specific area of the nations functions. The council seats are: Prosperity (trade and economy), Justice (law keeping), Guardianship (defense), Diplomacy (espionage and emissary work), Advancement (technology), and Industry (agriculture, mining, construction, etc.). In the event the line of Welles were to fail and an heir is not available, the council would vote upon one of the four mayoral houses to ascend the throne, and subsequently a replacement mayoral house.
People in Power: Arthur Welles (King) and six council members (known by the title Purveyors).

Industry: Osterlaind relies upon agriculture, mining, the construction of goods, and trade. Trade however is not a strong suit of the Oster people as they are notoriously isolationist, only interacting with others when absolutely necessary. As such they prefer to stay in country, trying not to rely upon importing goods. Mining too has not been favorable to them as there are few precious ores in the mountains surrounding them, iron being the only widely available ore. When it comes to taxes, it is up to each mayor of the city to decide their people's tax. An equal percentage tax is then taken from the four cities to create revenue for the crown.

Military: The Army has four areas: Cavalry, Siege Engines (trebuchets, scorpions, catapults, battering rams, and siege towers), Foot Soldiers (varies based on the region they are from, but generally they are armed with swords, bows, and pikes), and Civil Defense (a military force specifically for defending the nation, they are the only standing military unit). The navy consists of light and moderate ships, but overall the navy is very small. Typically it is only used for defense and transport, and occasionally harassing shipping of their enemies. The four cities typically excel in certain combat areas: the Rotaerus prefer to fight with long bows and cavalry charges, the Alaera with heavy infantry and siege weaponry, the Caedaron with hit and run tactics and naval harassment, and the Moltosaere with stealth and speed.

Landscape/Terrain: The Osterlaind is surrounded on three sides by water. The north is full of grasslands and is very flat overall, great for farming and the raising of animals. The west and south are covered in mountains, this is where the mining is done. In the central area the terrain is full of dense forests, hunting is very plentiful here.

History: (Osterlaind history is told in terms of who was King at the time)

The years before the Monarchy: The Osterlaind started off very tumultuously. Four city states of different backgrounds led to the rise of conflict after conflict, lasting many years in length. Many thought the countless wars would never end, until the day came when Jonathan the Uniter rose to power in Rotaerus. Rallying the people behind him, he led a war which would come to be known as the War for Unity. His purpose was to bring together the four peoples and create a nation that would bring a brighter future for all. It took many long and hard months, but as favor for his idea grew, so did his victories. When the war was finally won, the four cities came together as a nation, with Jonathan's home city of Rotaerus becoming the capital and he himself being crowned King.

The reign of King Jonathan the Uniter: King Jonathan was viewed as a fair and just king by the people. Under his rule, the nation enjoyed relative peace. All was not well however, as there were many people within the nation who despised the idea of being united with those who were once their enemies. Small conflicts plagued his reign throughout the years, all of which he settled by diplomacy if available, by force if necessary. By the end of his reign, these outbursts of rebellion grew smaller and less numerous. King Jonathan died of old age and was succeeded by his son, Frederick.

The reign of King Frederick the Strong: After his fathers death, Frederick was crowned King. His reign saw even fewer rebellions then that of his father, as he viewed treason as a crime unforgivable. His strong hand view towards opposition was viewed with mixed feelings up until a barbarian invasion came from the western shores. They raided and pillaged several of the smaller villages, and began moving inward towards the mountains. Frederick gathered the army and raced south from the capital to meet them. In what was known as the Battle of the Stones, Frederick's army fell upon the unorganized barbarians, killing nearly all of them, and routing the others. Frederick was viewed as a hero and became loved by the people for his care of the realm. King Frederick died of old age and was succeed by his son, Geoffrey.

The reign of King Geoffrey the Wise: King Geoffrey built upon the foundation the previous two Kings had established. He furthered intercity trade and interaction, as well as helped increase the production of goods within the nation. Overall, his ideas helped tighten the bonds between the four cities. King Geoffrey died of old age and was succeeded by his son, Karl.

The reign of King Karl the Unjust: King Karl was known most for the iron fist with which he ruled. Rights were infringed upon, and the people were oppressed, causing them to be unruly and rebel several times. This only led to harsher treatment in what seemed to be a never ending cycle. Upon his death of illness, it was decided by the people that power should not reside solely with the King. It was because of this decision that the council was formed to both balance power and responsibilities, freeing up Kings for more important work. Karl was succeeded by his son, Lionel.

The reign of King Lionel the Foolish: King Lionel was not a very good ruler as his name might suggest. Many believed he was not able to handle the responsibility of rule. Fortunately his council was able to make up for his shortcomings in most occasions. Nevertheless, his achievements were few and not of note. King Lionel died of old age and was to be succeeded by his firstborn son, Stewart.

The reign of King Thomas the Traitor: Days before Stewarts coronation, his jealous brother Thomas, had him assassinated in secret. Through the laws of succession, Thomas as the second born took the throne. His rule wasn't much better than his fathers, and in fact was worse in many ways. As members of the council began looking into his brothers mysterious death, the trail led them to the King. Arrested and tried by the Purveyor of Justice, the King was found guilty of treason for the death of his brother and executed. His reign was short lived, only lasting a few months.

The reign of King Robert the Restorer: Having no more sons, the crown went to Lionel's brother, Robert. Robert restored the monarchy's reputation through his exemplary ruling. His reign was mostly uneventful, but filled with relative peace and prosperity. King Robert died of old age and was succeeded by his son, Arthur.

The reign of King Arthur the Honorable: Arthur is the current ruler of the Kingdom of Osterlaind and has been a beloved ruler so far. His reign has been spotted with troubles however, ranging from internal strife to external threats.

The Kingdom of Osterlaind has had problems for several years with neighboring barbarians and marauding pirates, a fight which has helped to keep their military in shape, but has cost them lives and resources. Resources in particular can be a problem given their lack of impressive industry. Talk has arisen from two camps, one believing war should be sought out to raise their economy and land, the other favoring trade and diplomacy for goods they require. The problem with either is that war typically costs much, and trade requires something of value within your own borders. The only resource worth trading in the Osterlaind is iron, which while numerous, is hard for them to collect.

Races Sheet
Name: Humans
Appearance: All shapes, sizes, shades, and styles as you would find among humans. The average human in the Osterlaind has a medium build, is 6 foot tall, and Caucasian or lightly tanned (depending on location they live).
Natural Abilities: Humans are very creative and ingenious. They are also famously resilient and strong willed.
Lifespan: Up to 100 years at the most.
Homeland: The Osterlaind.
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Sadko lord of sails

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Name - The Naqozaar

Flag - A princely primal naga upon a white background, it is meant to symbolise their powerful, noble origins and their heavenly traditions.


Capital - Dolphin's Harbor. A city full to the top with all the seven sins, a sprawling, booming metropolis that is ever expanding, ever growing, intimidating in its' size and appearance, with palaces and castles of godly proportions packed tightly close together, with men hailing from many places seeking riches and profit from trade, and a haven for robbers and cutpurses. You either perish and rot and decompose in some alleyway full of gutter, or live to be as rich as a king in a colossal donjon. This is a city of witty rich folk, and filthy, wretched fools. This is a city of many opportunities, many risks. You must be brave and confident to venture here, for any wrong step will be the last.

Other Major Settlements - There is a ring of tiny villages and hamlets on the mainland coastline, but aside from the gargantuan capital, there are none worthy of mention, as the Naqozaar centers its' defense on only one object.

Population - Constantly fluctuating and growing, it is hard to give even a rough estimate, but it is known that overall there are 500,000 Nagas spread over the world, but there are only 300,000 Nagas living in Dolphin's Harbor and under the command of Czarevna Nikaia.

Races - Naga, Men, others.

Culture - The Naga race is known to have birthed many popular poets, writers, painters and sculptors. As time passes, a Naga cools his youthful recklessness and becomes more interested in creating other than killing, but all topics stay the same. Combat and war. For as any naga, all take part in war at some time in their life, and all are proficient in fighting. Poems about great warriors, books about military campaigns, paintings of famous battles and skirmishes, and busts of great commanders - Everything is centered on war. However, while men fight overseas, women stay behind to maintain order in their lands, and they've come to enjoy unlimited power, opening trade with foreigners and beginning to govern over Dolphin's Harbor.

The architecture is unique, and rather beautiful. There are many mansions built around the naga district in Dolphin's Harbor, and all of them are rather strangely shaped, colored in screaming colors, with many windows and balconies. The bizzare buildings however, are very beautiful to the eye and the oddly shaped, narrow streets and alleys are full of ditches and waterways, and is known to be rather dangerous to traverse at a late hour, where a thief can plunge a dagger into unsuspecting victims and escape with their purse before the enforcers of the law can properly react.

Every naga boasts a nigh nobleman's education, and training in either the sword, the spear, or the bow. They grow in luxury, and at times become self-centered, boisterous, and arrogant. That is quick to change as soon as they arrive on the frontlines of another war and witness the carnage they will come to love and cherish.

Philosophy is rather simple. Nagas, while quite enough flirting with outright evil, do not believe in good or bad, nor Light or Dark, for there is only power in their beliefs, and those who wield power are those who lead the world. Slavery, human trafficking and sacrifices are a perfectly accepted thing in their society, and they were known to be rather cruel to invaded kingdoms and peoples.

Crimes and Laws - The Monarch holds unlimited power, an autocrat in their own right and there is no institution to limit or hinder their rule, and they do as they will. A naga would go off rather lightly for a murder of say, some man. But they would be imprisoned, or even executed if it comes to them stealing, kidnapping, torturing or killing a fellow naga. Many crimes commited by nagas are punished with fines or limitations on their rights. But the laws are very harsh towards others residing in Dolphin's Harbor.

Government type - Absolute monarchy, full autocracy, whatever a man can call it. Endless command of everything, even bypassing the laws of the Naqozaar.

People in power - Czarevna Nikaia, a rather young queen with a like for trade, for all the time she has been in power, she has appeared very little in public spotlight, or any kind of spotlight, for that matter. She's been focusing on economy most of the time, expanding the Nagozaar's influence overseas and her own coffins. However, it is no doubt she takes delight in fighting wars, but only for coin. She has only strengthened the international policy of siding with the highest bidder, making the Naqozaar a 'valued' member of the community as everybody is willingt

Industry - During past conquests, the Naqo had left a path of corpses in their wake. But not all were killed, for many craftsmen and workers were taken away with their families to live in Dolphin's Harbor, against their wishes. However, the grieving men have slowly turned to cherish their lifestyle as their families were kept well fed, looked after, and accomodated with all their needs, and even luxuries. The Naqozaar industry has been dominated by workshops. There is a big circle of villages on the mainland coastline that provide Dolphin's Harbor.

Military - This is truly the focus of their nation, their people, their lifestyle. The traditional naga is a warrior, a fighter and a combatant. Their entire race lives in such a way that they believe the sword is mightier than the pen, and that sheer power and skill in warfare can overwhelm any treaty, any agreement and any sort of diplomacy.

Every individual in their race knows precisely how to cut open an enemy with terrifying swiftness and eery effectiveness. And with that in mind, the Naqozaar ends up having the biggest, formidable infantry power in the world.

But that kind of trait does not come without its' numerous weaknesses, for their eccentric military force is quite distinct, for their species do not possess feet. Instead, they have a rather distinguishable, scaly tail - as such, beyond question, cavalry is not possible for the Naqozaar.

Nor are the species of Nagas known for their marathons, for tails are quite limiting in terms of sprinting, marching, and charging. However, they are extremely fast when traversing water, and make for excellent marines with much fighting skill.

Their archers are credible, and are taught the way of archery from childhood to maturity. They may come to have a bit more potential for precision and aim as a speciality for their species, however, they are most known to make extremely good swordsmen.

Naga swordsmen are maddeningly skilled, and of course, rather strong. They come to make for exceptional shock troops and are great for close combat, and can utilise their powerful tails to crush throats and smash ribs.

Polearms are only utilised in mere short spears which they either bury in someone's chest or horse.

Navy is also practically unneeded as they can hold their breath for much longer than a human, and can secretly cross waters to appear on the shore to tear the enemy asunder.

Landscape/Terrain - Once dense forests and grasslands, atop the remains of vibrant nature stands a debased pit of sin and lust called the Dolphin's Harbor. The thin circle of villages sits upon pretty plains near the sea.

History - There were once men. None had known whence they came from, but mayhaps wise men learned in books. These men had an unquenchable thirst for power and strength, lust for skill in destruction and combat. And where others had forged this mastery for decades, they decided to sign a pact with a deity with power far surpassing their original suppositions. That deity was the Naqo.

The most knowleadgeable of men pleaded him to ward off their demonic desire for endless wars and bloodshed and gift them with a magnetism for wealth, the most courageous hath demanded unbreakable willpower and an uncrushable spirit of a warrior. The most foolish begged him to make them distinct from others, promising to serve him always like slaves, like dogs. The malevolent, evil Naqo smiled at all of them, but smiled the most at the latter. He twisted them to become his creatures, who would serve him like slaves, like dogs. He gave them an uncrushable spirit of a warrior, and a gift for wealth.

They became his for eternities, and he sprayed them off across the world like asteroids hailing from cosmos. They suddenly changed, they lost their feet, lost their minds, their souls, all turned bitter as they found themselves persecuted for being monsters, and few in numbers. Many hath died in such times where they couldn't find home in a city, with its' populace executing them upon seeing their monstrous tails.

But they learned to protect themselves, and found the same as them. Beginning life as gypsy merchants and sellswords, they traveled all over the world, slowly joining and adding up with other bands, groups, and companies. They soon found themselves under rule of many different warlords, determined to stand as one and laugh at those who once killed them in hundreds. And even though they were not even a million strong, the one who had deceived them into eternal service did gift them with power and skill, and they became mercenaries on the international stage, building a metropolis named the Dolphin's Harbor.

Races Sheet

Name -
Appearance -
Natural abilities -
Lifespan -
Homeland -
Hidden 10 yrs ago Post by LancerDancer
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LancerDancer

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Position on Map



Name- Adjutor Insula
Flag – Two clasped red hands upon a white background.
Capital - Love
Other Major Settlements- – Hope, Charity, Peace
Population – 350,000
Races – Humans (native)

Culture – The peoples of Adjutor Insula are dedicated to a single minded philosophy of helping others, owing to their deep rooted religious beliefs in Faranism. Therefore, currency does not exist on the island, and individuals of greed are monitored closely by the ruling Guide (name of the government).

Traditionally, Adjutor Insula is a former Crusader State, settled hundreds of years ago during the Pagan War. Though the world has changed dramatically since the rather small, yet significant religious conflict, Adjustor Insula has not.

At birth, whether male or female, a child is admitted in the Adjutor Order. The Order has several branches, and incorporates the main political body of the island.

By law of the country, all children are entitled to an education, and it is during the time between their third and thirteenth year that they are allocated to the various wings of the Order that best suit their academic abilities.

The wings of the Order are as follows:

The Sighing Hand – The military wing, given sole authority of the island’s army of navy.

The Enlightening Path – The priesthood, which is a common path for aspiring political leaders to ascend.

The Noble Way – The medical and science wing, usually dedicated to healing arts and other ways in which to benefit humanity and its neighbours. What passes as doctors, nurses, scientists, researchers and archaeologists usually occupy this wing.

The Doubting Eyes – A body created to philosophise, unmolested by the ruling Guide, the various religious texts of Faranism.

The Hero’s Road – Labourers, mostly. People who tend the fields, build roads, dig irrigation and tunnel for iron. Unlike other cultures, it is the working man and woman who are valued in Adjutorian society for their priceless contribution to the island’s continued existence.

Crimes – Crime rate on the island runs low, though they are committed. However, as per the doctrine of Faranism, the death sentence is withheld even in the most horrific circumstances. Instead, the Noble Way and the Enlightening Path usually cooperate in creating rehabilitation centers, whereby the criminals are treated with compassion in an attempt to bring them to the dread realisation of their actions.

Victims of crime are automatically afforded the best care that the Noble Way can provide, and if left unable to work or do their part for the country, following their experience, then they are looked after by a series of establishments that dot the island for just that reason.

Government type – Theocracy, headed by a “Guide”, which is the holiest of Faranistic priests. The Guide has an advisory council, made up of twenty of each of the Order’s wings most prominent members, who advise him or her on their actions. However, should the council fear that the Guide is abusing their position, then they may impose an ‘Excommunication’, in which case the Guide must either stand down, or be forcefully removed into exile. However, this has only been done once in the nation’s history, and even then, the exile was cancelled and the offending priest was instead forced into retirement.

People in power – Guide Charity IX and the Adjutor Order Advisory Council.

Industry – The Hero’s Road deals in several industrious processes, from fishing, coal mining, metal working, ship building and agriculture.

Military – The Sighing Hand has two main military forces: the Home Guard, and the Compassion Brigade.

The Home Guard number at around 20,000 strong, and rely on a mixture of heavy infantry and horse in which to conduct their battles. However, they exist as a permanent defence force for the realm, and do not venture onto foreign soil. They are a standing army, trained from the age of thirteen for war, and as a result are both restrained and disciplined. No Adjutor army, whether on home soil or on foreign lands, has ever committed mass rape or genocide – and nor shall it ever.

The Compassion Brigade as aptly named for its foreign aid missions, whereby it deploys in the event of global disasters. Whether helping victims of floods and earthquakes, plagues and famine, it is a versatile force designed for traversing rough terrain and carrying supplies.

In peace keeping missions, where the brigade is deployed to protect refugees or prevent sides in a civil war from tearing their nation apart, then it is a defence orientated force. Often, it erects palisades near civilian areas, and deploys mass crossbow infantry to drive off attackers. It also operates a light cavalry wing specialising in deterring raids against remote villages.

The Sighing Hand also has a rather large fleet (100 ships), though it is ill-designed for war, and rather for the transportation of bodies and supplies. However, it has enough sailed warships to deter pirates and moderately strengthed foreign navies.

Landscape/Terrain – Adjutor Insula is covered in snow for six months of the year, making the growing of crops a struggle. Nevertheless, through technological advancements and the skill of Hero’s Road members, ways have been found to grow entire farms of mushrooms and other darkness friendly plants underground.

The island is cantered by a large mountain (Faran’s Will), where the semi-subterranean Monk City of Love is situated. Journeying to the city during the winter is nearly impossible, as roads become blocked and mountain passages impassable.

History – Adjutor Insula began life as a Crusader State, where King Faran IV from the former Kingdom of Arriva arrived to drive off the island’s original inhabitants for their paganistic beliefs.

After what was no more than a total genocide, King Faran fell sick with the idea of war and glorious conquest. He questioned his initial religious beliefs, and found them lacking, and so started his own religion right there on the island.

He spent the next decade lavishing the island with his wealth, making great effort to save and rehabilitate what was left of the original population. Upon his death, he ordered his captains to continue his work, and so they did.

As the centuries went by, Adjutor Insula became an international hub of scientific medical advancements, disaster relief, political meditation and philosophical progress.
________________________________________
Races Sheet-

Name - Humans
Appearance – Tall, and pale. Hair and eye colour varies.
Natural abilities – Resist cold climates better than their mainland brethren.
Lifespan – 60-80 years.
Homeland – The Mainland (various states that took part in the Crusade).
Hidden 10 yrs ago Post by Feigling
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Feigling

Member Seen 9 yrs ago

Nation Sheet

Position on Map - The J shaped island in the north, near Naqozaar

Torin



Capital - New Gryphos
Other Major Settlements - Gryphos, Konja, Kasal, Tapyra
Population - 1.8 million
Races - Gryph, Kasai

Culture - Torin is an autocratic, progressive, ecenomically-minded empire found in the north, near the ice caps. It is comprised mainly of reconditioned native tribals, know locally as Kasai, and the descendents of a settler group that came from an empire long forgotten, known as the Gryph.
Torin's native tribes have, for the most part, remained untouched over the years, though some have successfully integrated into Gryph society. Tribals maintain small, lightly-fortified villages all over the wilderness and are generally quite friendly. They are peaceful with each other and the Gryph, and there are so many tribes, each with a unique and colourful culture, it would take forever to describe them all. The Tribes' presence helps to keep the bandit population down, as any instilled bandit dens are swiftly eradicated by the powerful, perceptive tribesmen.
Inside the Gryph cities, however, there is a very different feel. There is a very patriotic, nationalist aura in the cities, each determined to show more 'Gryph' culture than its neighbours. Banners hang from houses, flags fly high above official buildings and those who work in an official capacity are often greeted on the streets.
The only Kasai City, Kasal, does not share this. Whilst banners and flags do fly, it would be almost impossible to spot two of the same tribe, so Kasal maintains a much more varied culture than true Gryph cities.
The role of a Torino citizen is to provide as much as he can towards the nation as a whole - personal achievement means nothing if it does not in some way make Torino look better. As such, those who make the nation look bad, such as beggars and criminals, are treated with as much disdain and scorn as possible, whilst national heroes are the likes of poets, artists, military champions and other sources of national pride. There is no distinction between people, be they make, female, Gryph, Kasai, foreign, gay, straight, bisexual, so on and so forth, other than this.
The ultimate goal of the Gryph Empire is to make itself known in the international stage. It has strong and controversial opinions about many different types of political systems - communism is too corruptable, democracy glorifies the wealthy, consumerism turns people into mindless beasts - and thus believes benevolent dictatorship to be the only worthy way to go. As an example, they point to the tribes - simple, basic groups of people who have survived by following one man or woman's orders. With the tribes themselves being used as evidence, few Kasai argue against this point.
There is little to no support for medical science and research. This is because the Gryph believe that only the strong should survive, and those suspectable to illness or disability will merely hamper the rest of society, who would have to shell out to keep them safe. Whilst medical research is being funded, this only looks into effects that can be counteracted, like broken limbs and physical illnesses. Someone who is paralysed from the waist down can still be a great artist, poet or scribe, and thus bring an aura of class and sophistication to Torin ("Is that the nation where the legless painter lives?") whereas someone who is mentally incapable of doing anything without constant aid is seen as an embarrassment and left to fend for themselves - this bodes ill for those with mental illnesses.
Religion has a minor role in Torin - grand churches and temples look nice and pretty, but no-one is treated differently because of their religion. If a religion forces you to miss days of work, you can and will be fired and cannot argue racism, as you chose to perform religious practices rather than work for the country.
Strangers in torin are regarded as customers and tourists, and most cities welcome them with open arms. Kasal, on the other hand, pays little heed to what it sees as just another culture.
Children and elderly who have served Torin get special treatment for their actions - children are cultivated to grow into productive, hard-working citizens that Torin can be proud of and the elderly are to be rewarded for their service. Both do not have to pay tax, get a small, but sufficient allowance and special protection by law. The elderly served are treated with respect despite no longer providing for Torin, as they have done their role and deserve a reward.
The outside world means one thing to Torin - money. To turn Torin into a human stereotype, it would be the egotistical starlet - it requires constant praise and attention to flourish or else it becomes deflated and lonesome, locking others out unless they promise to afford it the attention it needs. Such an ideal is, of course, ridiculous, as the Kasai tribes and Kasal City believe. They know most of the economy is based on metalwork and practical industry, and thus are more than willing to try and provide for the country. Most Tribals are bribed into not working, curiously enough. The argument is that tribes form a large part of Torin's culture and thus must stay unchanged and 'natural'. To compare the Tribes to the Gryph Empire is like comparing a helpful child to a slightly self-conscious mother - no mater how many times the child tries to help, the mother hurries her back to her seat and says "you just sit there and look pretty. Mummy will handle all the work.". It frustrates Tribals that they want to help, but can't, and some still end up performing menial labour on the sly.

Crimes - Law and Order in Torin is harsh by many standards. Crimes are to be handled with immediately, using the guard's own judgement on whether to take a criminal in or put them down. If a criminal is taken in, they are given a single day to devise a defence, which is heard at a private hearing involving high-ranking guards and inquisitors. Only they decide whether or not the criminal can walk free or be condemned guilty.
The courts only deal with important issues that are likely to cause lasting damage on the community as a whole. Trivial affairs, like drunkeness and brawling, are to be handled by any present guards.
The smallest crime on can be taken to court for is theft, in all forms - pickpockets, burglers and con-men are all given the same treatment. That is to say, if they cannot pay back everything they have stolen, they are sent to forced labour camps under the watchful eye of the Inquisition. Of course, you still pay for bread and board, so thieves who were a tuppence away from amnesty often have to work for weeks to pay it off.
Assault, in all forms - banditry, unjustified attack, domestic abuse, etc. - and treason are handled the same way. The convicted is to be restrained and beaten senseless by every available guard. When the victim is considered to have been beaten badly enough - often disfigured and disabled - they are released. Very few reoffend.
The death sentence is readily available for three crimes - murder, rape and child molestation. Murder has the lightest punishment, in that you are killed in the same way your victim was killed (poisoners are poisoned, beheaders decapitated, you get the drift). Rape gets no such mercy. Rapists have their genitalia cut off and salt rubbed into the wound and are left to bleed to death. If the rapist is too tough to bleed to death, they are given the same treatment as child molesters, doubtlessly the worst punishment of all. To molest a child earns you a place on the cross - you are crucified publicly. Of course, it is rarely the crucification itself that kills - the crucified die of thirst, starvation and exposure long before they die of blood loss.
These harsh laws have kept crime at an absolute minimum, almost all criminals being first - and last - time offenders and desperate. Since criminals reflect badly on Torin as a whole, they feel the need to show crime it has no place here - some cities have gates with molesters nailed to them, dying slowly and painfully as a warning to all who enter.
Tribes are a little less fussy, and a lot less creative. Most tribals punish the violation of a local law with straight-up death.

Government type - Empire: In theory, the Empress holds total power; her word is followed to the letter. However, Kasai tribes are largely self-governing, and even civilised Kasai really follow their own rules.
The Empress has an Inquisition, which has bases in every major settlement. The Inquisition's job is to ensure citizens act in accordance to the Empress' will. Inquisitors can be considered the leaders of their region, as they can take issues directly to the Royal Court.
Tribes have a Tribe Mother or Father who leads them, making tribes a despotism. However, most leaders are benevolent and work to further the tribe, not themselves.
People in power -










Industry - Mining and lumber are both huge in Torin, considering the ample gemstones, metal, gold, silver and wood reserves. These are the big employers. The game industry - that is, grouse and deer and pheasants - is also quite big, but employs relatively few people. Alcohol has become a major export, but again takes on few people and sells rather poorly in Torin itself. Thanks to a loophole in the law, drug and tobacco cultivators are legal as long as their produce is exported, so this can be a big seller. Wool and cotton do well here, considering the cold climate, so there is always work ppicking cotton and shearing sheep. However, due to the mountainous enviroment and cold weather, grains and crops do not grow well, unless they are hardy and tasteless, so Torinians are always willing to pay a little extra for some decent food. Preservatives for such food, particularly salt, also gather high demand.

Military - Torin's Royal Guard operate on land and sea, making specialist 'navy' units redundant. The country has an ongoing militia system that means anyone between the ages of 19 and 45 may join the army. Because of the nation's rather out-the-way location and isolationist history, the army has seen few real wars, but it does occasionally donate soldiers to causes it feels are noble.
The militia system allows soldiers to keep their equipment at home, regardless of whether the soldier bought the item themselves or was given it as government equipment. All male Gryph citizens must perform compulsory military service at eighteen. Females and Kasai are allowed to volunteer, but do not have to join and are afforded the same rights as Gryph male conscripts if they do join at this age. A standing army of 12,000 is maintained at all times, alongside a further 8,000 reserves who perform part-time training.
Unlike some military hierarchies, a soldier does not have be 'distinguished' to receive officer rank. Instead, they simply need to show they have greater than usual strategic capability, something that is tested in basic training.
Soldiers are placed in groups of five, four soldiers and an officer, which is paired up with another unit to make a patrol. Ten patrols make up a detachment, six of which make up a legion.
Normal soldiers are given a leather cuirass, pauldrons, helmet, boots, gauntlets and greaves, as well as an arming sword and light wood/iron shield. Officers' armour is made of strips of steel layered and fastened over each other to create a tight fusion of metal. Only the elite command get a full, solid steel durians, reinforced several times to ensure its strength. Commanders also get plumed helmets that the normal soldiers and officers don't.

Landscape/Terrain - Cold, especially in the north. Much of the land is hilly and mountainous, and the parts that aren't are moors and lakeland. It rains most of the year, except when it snows. When it isn't freezing or raining, it's because the winds are blowing the water away. There are many streams and creeks, and the water is almost unrealistically clean. In some places, you can drink the water straight out of the river. Whilst water is rarely a problem, the ground is tough and and hard, and what few crops can grow in it are tough and tasteless. There are also vast forests stretching up the mountains and hills, creating plenty of oppertunity for lumber and hunting villages. Most of the land remains untouched and wild, Torin being as inhospitable as it is.
Wildlife is everywhere, which is fortunate, as many of the tribes still depend on wild animals for food. Pheasants, grouse and capercallies are common sights, alongside the more aggresive wildcat, wolf and bear populace.

History -
Races Sheet

Name - Gryph
Appearance - The average Gryph is golden-skinned, tall and strong. They tower over the smaller tribals, with an average size of six foot and average weight of 180lbs. Physically, they are muscular and athletic.
Related to Elves.

Lifespan - Average 100 years
Homeland - It has been forgotten. Most Gryph refer to it as 'The Homeland', simply because that's what it is to them

Name - Kasai
Appearance - Initial explorers called them 'ghosts in natural colours', due to their incredibly pale skin and light-blonde hair. They have been described as quite elven creatures, appearing slender and graceful, despite having no relation whatsoever to the taller elves. They are short and generally slender, especially those who still live in tribes. Facially, they generally have round, delicate features, with large eyes, small, blunt noses and somewhat feline cheekbones. As one explorer wrote "they look as though they'd shatter if they fell over... it's astounding they can survive in such a harsh enviroment."
If you ever meet a Kasai, do not, repeat DO NOT call it an Elf. They see this a a great offence. Though eleven in looks, they are actually a type of Nymph

Natural abilities - Kasai are naturally resistant to the cold.
Kasai are agile and fast, able to dance out the way of slower attacks. They also have a steady sense of balance.
Lifespan - average 150 years
Homeland - The island now known as Torin
Hidden 10 yrs ago Post by naxhi
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naxhi

Member Offline since relaunch

Nation Sheet

Position on Map -

Name - Dragonkin of Ayutus
Flag -
Capital - Ayutus
Other Major Settlements - No other Major Settlements
Population - 50000
Races -

Culture - The Culture of the Dragonkin is one of mystery, and one that few races know about. One thing is certain is that the Dragonkin are highly intelligent yet brutal people. They use mathematics when building siege equipment, yet favor the cold steel of an ax or warhamer. The cold region has shaped them into highly effective people, and they are not one to trust outsiders. They are a hunting society, hunting the wildlife of the northern regions for food and clothing. They mine the rich earth in the area for resources to build weapons and buildings. They do practice a kind of ancestral worship. The Dragonkin honor their ancestors, including that of the Great Dragons of old, whom all Dragonkin are related too. Dragonkin are prone to receive ancestral visions. Sometimes, the highly skilled or lucky Dragonkin receive visions from the Great Dragons, in which they are often told great secrets of magic, or about events that will transpire in the future. The Great Dragons have never been wrong in their predictions before.
Crimes - TBD

Government type - Absolute Monarchy
People in power - Dragon King Rangupati


Industry - Mining of resources is the largest industry. The southern continent is known to have an abundance of natural resources, including iron, gold, copper, coal, zinc, nickel, and other various metals. The Dragonkin use these metals in order to fuel their limited economy. Hunting is also a key industry in Ayutus. Due to the cold preventing any large-scale farming operations, the Dragonkin are resorted to hunting various animals, including Mammoths, the Southern Caribou, Seals, and other large animals. Some of these animals are tamed in order to produce things like milk and cheese. Stone is also found throughout the continent, which is used to create buildings and castles for the Dragonkin.

Military - All training to become a soldier starts at childhood for the Dragonkin, and they are basically bread to be fighting machines. They eventually have to choose which type of soldier they want to be based on skill, personal preference in weapons, and abilities. There are four major types of Dragonkin soldiers when it comes to their military:

I. The Infantry Units
The bulk of the Dragonkin military consists of heavy/regular/light infantry units.
a. Regular Infantry
Your basic infantry soldiers. These are your men that carry spears, swords, and one-handed axes. They are the largest section of the Dragonkin army, and thus, are the first into a fight. They number about 1500 soldiers.
b. Heavy Infantry
Heavy Infantry are like Regular Infantry, but are stronger, carry bigger weapons, and wear heavier army. These men carry two-handed swords, warhamers, two-handed axes, and large maces. They are the heavy hitters of the army, called in to deal out large amounts of damage to the enemy forces. They number about 750 soldiers.
c. Light Infantry Units
Light Infantry are the fast and quick infantry of the Dragonkin army. They are skilled with daggers and short-swords, but they are also the archers of the army. They are skilled with bows made from Mammoth bones, and arrows made from Mammoth Tusks. They are also the scouts and spies of the army. While they are not as strong as Regulars and Heavy Infantry, they are faster, agile, and have more endurance. They number about 700 soldiers.

II. Engineer Corps
The Engineer Corps are the symbol of Dragonkin Intelligence. In peace times, these are the builders and mathematicians of the Dragonkin Society. In times of war, they use their immense intelligence in order to man the siege units of the Dragonkin Army. They use light and very sturdy volcanic rocks to build Catapults and balistas to throw rocks and shoot large arrows at enemy forces. Volcanic Rock is not always reliable, since it is not wood, it tends to be heavier, and sometimes the weight of the ammo breaks the machines. The Corps number about 500 Engineers.

III. The Champions
Once in a few 100 years, one Dragonkin will greatly surpass that of his fellow Dragonkin in terms of combat skills. They will demonstrate the abilities of all three infantry units, and have the intelligence of the Engineers. These men are picked out of the army and selected to perform a tolling and gruesome task. If they return with the desired object or killed animal, then they are awarded with the title of "Champion", and are put into the elite unit of the Dragonkin Army. These men number about 10 soldiers, yet are the leaders and commanders of the army, and some of its best warriors. Usually a Champion is chosen when one of the 10 dies in combat or due to natural causes.

Note: Horses are non-existent in the Cold Southern Continent, so the Dragonkin have no Calvary units

Landscape/Terrain -
The terrain of Ayutus is one of cold, rocky, and mountainous areas. The average temperature is -30 degrees Celsius (-20 degrees Fahrenheit), with the temperature dropping as low as -101 degrees Celsius (-150 degrees Fahrenheit). Mountains dot the icy landscape for most of the area controlled by the Dragonkin, some reaching as high as 20000 feet in the air. The wildlife includes Mammoths, the Southern Caribou, seals, fish dwelling below the ice, and other animals that can survive the cold and rugged terrain. Vegetation can be found near large hot springs and below the surface where the cold does not affect the area as much. While in few numbers, the wildlife has been shown to be sustaining from it. Volcanoes pop up too, for the area is on a large fault line, causing Volcanoes to become a common sight.

History - It all begins with the Great Dragons. These large beasts originated from the center of the continent, and had omnipotent powers. Before humans and before the other races, these Great Dragons (Ten in total) watched over the world. They brought balance to nature, and brought balance to the world. Then came the rise of the mortal races. They disturbed the wildlife of the land, harvested its precious resources, and did not give back to nature like the cycle intended. The Great Dragons saw this is a threat, and sought to destroy the mortal races, yet they did not want to bring war upon the world. The mortals, were not that peaceful. Over the next thousand years, the ten Great Dragons were being killed off by legendary heroes and rulers across the world. Only one Dragon managed to escape the land of the other races, simply called "The All-Father", by the Dragonkin. He fled to the Southern Continents, and disappeared from the world.

A few hundred years later, a group of human explorers where attacked by a race of "Dragon skinned beasts" while exploring the Southern Continent. This was the first time humans came into contact with the Dragonkin. It is rumored that the Last Great Dragon was wounded on his travels to the South, and on his dying breath, created the Dragonkin to guard the world from being destroyed by the other races. The rest of Dragonkin history remains a mystery in itself.

Races Sheet

Name - Dragonkin
Appearance - Humanoid, but with mostly dragon like features (except wings). They are taller and bulkier then humans.
Natural abilities - .They are intelligent and strong compared to the other mortal races. They have cold-resistant skin that has been developed over the centuries in the hostile environment of Ayutus. They do not breath fire like the Great Dragons of old, they do have a healing factor that heals injuries slightly faster then the average human casualty.
Lifespan - 750 Years Average, youngest lives being 500, oldest lives going as high as 1000.
Homeland - The Cold Southern Continent, more specifically, the region called Ayutus, where the last Great Dragon fled.
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CorinTraven

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Position on Map:

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Name: Frisstreek
Flag:
Capital: Veere
Other Major Settlements:

Middenveld- Centrally located, most populated city, serving as a cultural way port within Frisstreek, and former capitol. The most fortified city within Frisstreek, it has walls meant to withstand the most brutal of sieges, and most of the countries grain supplies end up within her granaries. In the case of an invasion, the government and military would draw back into Middenveld, with high walls, and a natural defense of mountains. On the other side of those mountains, who’s center is only accessible by two passes, the great farmlands of Frisstreek expand.

Zeehaven- Major trading port, on the north-western most tip, renowned worldwide for ship builders, and colorful women.

The Hoede dan Zuidgrens- A series of fortified towns relaying across Frisstreek’s southern border. Every twenty-five league a Hoede dan Zuidgren lies. Their garrison is light in most, with a city-guard, of perhaps ten, but the four largest forts hold a thousand men a piece, serving active duty within Frissteek’s army. With no natural barrier with her south, only a expanse of plains, Frisstreek relies on their intricate system of beacon’s to warn of impending dangers. The light of these giant torches is rumored to be seen for a hundred leagues, and allow for swift defense from within and the other border-patrols.

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Population: About 1,000,000.

Races: Frisstreek is an extremely exclusive culture, scant of immigrants, especially those of races which are not human, or at least humanoid. Hanarth Elves make up the largest minority, and even then, they only equal <2% of the population. Most Frisians are Anglo-Saxon to Greco-Roman in skin tone. However, in the ports it is not uncommon to see those of a dark hue, but within central-Frisstreek, a stronger bias is bred.

Culture: Holding a very Nordic culture, Frisstreek is a mix of the lowland countries of Europe, and Viking-style customs of Norway and Denmark. More traditional values are really shown in the center of the country, however along the ports where it is more diverse, the varying influences of others shows through, especially in regions such as Zeehaven. There is no major religion, but rather small sects of spiritualism within the country, the less modernized villages especially hold regard for the forces of nature more so than a deity itself. Word-of-mouth tales, as well as great heroes of old hold major influence within the country, with many statues, and great banners created to depict these half-story, half-truth legends that every Frisian child knows. Oddly enough, it is the older generations who hold more regard for women, with the newer ones seeming to be more nationalistic, believing in the fierce blood of Frisian men, and that the roles between the genders is stagnant. A hundred years ago, Ladys within the Lordship were not uncommon, the first born child inheriting the title regardless of gender, however, with time, politics has become a man's game, and the daughters of Lords were excluded from their right.

Crimes: The basic principles of a society exist, with an intricate system of law. However, there is no trial of peers, rather a judge, who oversees all three judicial duties. Crimes are dealt with rather harshly, with prison camps forming a sort of labor-force, where inmates help in building roads, clearing farmlands, among other things to regain their role in society.

Government type: Oligarchy

People in power:

As an Oligarchy, the power within Frisstreek lines in the hands of a few, explicitly, three major families control the inner politics of Frisstreek, suposedly with equal say, but think of them as a triangle, with each point stretching and pulling in their direction. Should they all have the same amount of power, the triangle would be equilateral, however, so often, one family gains the edge, and so the triangle stretches. In theory, they are meant to work together to rule, but so often they work against each other, each family pursuing the betterment of their name more often than the benefit of their country.

The de Koning family- Headed by Lord Ode, a man well into his seventies, and crippled by dementia. In his day, he was known for his unwavering pacifism. For the forty years of his reign, Frisstreek was at peace. However, all of that could change with his son Basilius preparing for his self-proclaimed Godhood, once his father passes into the next world.

The Prins family- Lord Henri Prins is the youngest of the three Lordships, as was his father, and his father before him. For the last four generations, Prins lords have died before the eve of their thirtieth birthday, and Henri, at twenty-nine, hopes to disprove the rumors, and outlive his ancestors. Though, among the common people the great curse that plagues them is seen as a great scandal. Though disbelieving of the superstition, Henri has tried to ease them by bearing a son. His wife has yet to birth him a living child, and with his thirtieth birthday approaching, a pressure to produce an heir grows.

The de Vries family- Lady Sara de Vries has served her time within the Lordship under much scrutiny. Though Lord Ode has found her more agreeable than other de Vries, Lord Herni and Basilius have formed a strong bound in hoping to kick a link from the chain of power. But in her ten years as Lady, Sara has held face, unmarried and childless. Though none of that mattered, as she was only a placeholder, meant to keep the power to the de Vries while her child brother, Nys, grew to age. He was a year from gaining his seat when fever took him. It had come quick, and it had come terribly, but now Lady Sara finds the burden of power thrust solely onto her shoulders, when she had hoped to escape. The expectation for marriage arises, and the most eligible bachelor seems to be her very Uncle, Ferre, who had been denied the throne firstly based on his infamous temperament, and the protest of Lord Ode, the most influential of them, calling Ferre a warmonger, and a cheat. But with Lord Ode growing iller every day, and hardly remembering his own grandchildren, let alone his enemies of old, Basilius and Henri push for Lady Sara to marry, and her duties be handed over to Ferre, a man with more agreeable ideals then that of the lady.

Industry: Frisstreeks major industries include:
- Shipbuilding
- Brewing
- Fishing
- Trapping
- Dye-making
- Textile-making
- Agriculture; Hops, Grains, Potatoes, Apples, and Corn.

Frisstreek relies heavily on trade to gain much of its lumber, stone, precious metal, and manufactured goods. Keeping good relations with most countries is vital to her survival, though in the past, instead of a peaceful coexistance, Frisstreek was known more so for its raiders, and territorial aggression. Recently, imperialist sentiment has risen up, especially in the region around Middenveld, where many nationalists have gained influence, and numbers among the common people. Their call go unanswered by the Lords.

Military: Frisstreek's military is only large enough for personal defense of the homeland. In times of peace, 10,000 men patrol the land, and 2,500 patrol the seas. 5,000 soldiers are stationed along the southern border of Fristreek, the other 5,000 are scattered between central-Frisstreek, and the North. Each City is expected to garrison enough men of its own for its own defense, whose ranks can called upon by the authority of their Lordships at any time, and a quick bolster of the military, without recruitment, can bring her numbers to a lofty 23,000, including seamen.

Landscape/Terrain: The landscape of Frisstreek varies according to region, however it is predominantly temperate, with mild summers, and long winters. The coastal region is flat, as is much of the country, with only a strand of unremarkably average mountains and hills within central Fristreak. Cold, fresh water streams and rivers divide the country, and thusly soil is rich, and lush evergreen forests span in a crescent in the north. South Fristreek is where much of the farmland lies, with endless boroughs of farmland, with few expanses of forest between them.

History:

In the beginning, Frisstreek was moreso of a village than a country at all, warring with the other villages around it until with passing time, its dominion spread far past the walls of its lowly village. With most of the Frisians situated in the north, ship-building and navigating became essential to their survival, venturing north, east, and west in search of villages to raids, and riches to recover. That time of barbarism passed when a King from the south came north, and conquered the tribal bands. He however allowed for their Chieftain to remain, forming a dual-head of state.

The third leader of their Oligarchy did not come for a few hundred years, when Frisstreek was reaped with revolution, the dual-Kings being uprooted, and in place, the Families of de Vires, Prins, and de Koning came into powder, de Vires from the North, Prins from the center, and de Koning from the South. Since then, Frisstreek has varried from times of peace, and times of war, expanding and contracting south, but now their borders have been solid for nearly a half-century with the pacifist-rule of Lord Odes. But Odes is old, and on his deathbed. Both Lord Henri and Basilius, young, ambitious men, are beginning to see the world in shades of red, and the years of peace Frisstreek has thrived under reach their close, a push for expansion has begun, craving farmland to house and feed Frisstreeks growing population.
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Work in progress, saving my spot.



Nation sheet

Name - The Kingdom of Marmon
Flag - A Golden snake eating its own tail on a coal black background
Capital - Mallkim (The City of Thieves)
Other Major Settlements - city of Prokleti, Pakarahel, Dekara, and the southern Keep and town of Cholerny
Population - around one and a half million
Races - Primarily human, but a mix of the worlds races may be found on Marmon streets

Culture - Once a bustling hub for economic pursuits such as business and banking, it has now fallen into the crevice of corruption and poverty. The culture remains idealistic and flavorful despite the weakened government and sense of despair that usually fogs the crime ridden streets. Most people look to the old ways for a sense of comfort against cold realities, however a warm beacon of hope and nationalism caresses even the coldest of hearts in such times.

The clustering of the major settlements in the north create a sort of cultural schism, the north being criminal and much more urban, while the south a heavily wooded escape from the internal issues of the country, kept by farmers, hunters, and tiny secluded villages that harbor tinges of the old ways, before the unification into a single kingdom.

Crimes - The illegal trading that goes on in Marmon is challenged with the title of most popular crime, only seconded by murder and treason. The justice system is currently heavily stunted and usually corrupt, being controlled by criminal lords rather than the crown.

Government type - Monarchy,

Under the unlucky king of this mess reigns the Dukes of the major settlements, or at least that is how it is suppose to run. Three major criminal lords have their blood soaked hands on the government more than the nobles of the land, and especially the incompetent (or too scared to do anything) King.

People in power -

King Jeffsoff Curlow- a tall and skinny man, with hair as dark as night and eyes to match. He essentially looks like a Marmonite, but acts more like one of the many street rats, except a lot more cowardly.

Many say they cant blame him, he is in the prime of his life, late twenties, and his father was recently murdered for saying something rather unpopular with the crime lords. Jeffsoff quickly inherited the "doomed" throne as the more colorful call it and with it, three points to three daggers from three crime lords aimed for his jugular should he step out of line.

Henry Lempeter, Duke of Cholerny-

Dukes of Prokleti, Pakarahel, and Dekara(Russell Curlow, Victor Curlow, Gregory Tindle)

Cohort Commander Mikus Dominum - Last official military leader, long since gone rogue with his cohort in an attempt to keep the south uncorrupt.

A tall well built soldier, a fierce and just leader, and a wise strategist and military commander.

Verchoff Ferleni, Crime Lord- "The Bull" A rough and tumble thug gone glorified criminal warlord. His gang started as extortionists and now unofficially own half the country and many nobles in his bloody pocket. His thugs strike fear in the hearts of those who disobey The Bull. His mercenaries are renown, just like his thirst for power. He is considered the most aggressive, and violent of the three. His fingers dip in any crime you can think of.

Helena Surpian, Crime Lord- "Sister Death" Queen of the Marmon hit-men, deadly professionals who throw off the shackles of society and live with her fatalness in a quiet retreat, honing every muscles and instinct used to kill, returning to the world as deadly breezes in the night, stealing the last breath of their poor victims. Some claim she personally killed the previous king. Her killers, known as the Scarlet Winds hold the smallest numbers compared to the other two Criminal Lords, The Bull being in the lead in that department, but she clearly has the quality, the deadly deadly quality.

"By any means necessary."

Jacque Armain, Crime Lord- "The King of Thieves" a natural born thief and tactical leader in the art of taking whatever you want. Once a pauper of unknown descent, he now rules over a large mass of thieves bound by code and the primal joy of the swipe. He has less hand in the politics of the nation and keeps to ruling his own nation behind a nation in usual silence, he is considered the milder of the three major criminal bosses, and keeps a special place in his spirit for the poor and pauper, instructing his myriad of thieves to treat them fairly... nobles, corrupt, and middle class however, are open game.

Freelancer Thieves tend to be looked down upon by members of this faction, as most freelancers tend not to carry the "honor among thieves" approach they do, and rarely if ever associate with them.
Industry- Once known for fine metals and wooden works, it is now known for illegal substances, possibly human smuggling, and all sorts of terrible exports. Many shadier clients seek the many hitman, criminal lords, and other dirty dealers for hire.

The country has no formal import, as trade is private due to the governments crippled state.

Military - The royal army! A glamorous sigil of civility and ambitious rule! Well, at least it once was. With the current state of the government and the lack of collected taxes, supporting a well equipped and trained disciplined army of any size is fantasy. Therefore the nation has been reduced to (widely unsuccessful) levies for military support, with little fortification of what is left of the Royal army; a handful of loyal calvary men (around fifty), a squad of regal archers (100) and the last remaining cohort of infantry (480). However these remaining glimpses of the glamorous past are in disrepair and are barely available to the crown, the last cohort and archers for example remain as self governing units in the south in an little known location, trying to keep order, and probably housing in tiny villages or one of the many carved underground passages in the mountains. The calvary remains in the city of thieves, mustering what little loyalty remains to the Curlow crown.

The infantry are equipped with heavy protecting bossed shields and worn swords, once used elegantly in fierce synchronized thrusts. Their segmented armor is either long disposed or in poor condition and most have resorted to gambits and what chain they can get their hands on.

The archers are little more than glorified hunters at this point, with the exception of carefully preserved military archer tactics from the glory days. They are defenseless at close range with the exception of a mace or hatchet, and maybe a rare warhammer.

The calvary or "Curlow's riders" remain in an air of "supremacy", they have the most well kept weapons, considering their closeness to the crown, But some claim it is much more due to possible internal corruption and selling out to criminal lords.

These rumors may or may not be true, as the calvary daily receives death threats for their stance for the crown.

They wear mail and carry riding shields and polished lances, with a shorter weapon, usually a short sword, on their hip.

Landscape/Terrain - The north is a green temperate valley, bordered by the ocean, amiable land is plenty. The south is rather mountainous, the peaks naturally cold, steep, tall, and frozen with warm deep valleys filled with lush green forests that span for miles.

History -Races Sheet

Name - Human (Marmonite)
Appearance - Tall and broad, men usually have a lot less pleasurable curves that resemble the powerful mountain peaks, while the women are a lot more like the pleasant and beautiful valleys, both however, being as strong as the mountain itself, and as flexible as the woodlands.
Natural abilities - highly adaptive, well spoken, and intelligent beings brimming with motivational emotions and ideals. They are hardy and can easily pick themselves up and rush right back into the fray.
Lifespan - 60-80 years, possibly more or less.
Homeland - Marmon
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Phastos



Name - Phastos, Merchant Coast (colloquial)
Demonym - Phasto
Location on Map -

Flag - A black silhouette of a wasp with wings spread apart against a solid field of red, purple, or saffron.
Capital - Sanhedar
Other Major Settlements - Margho, Rassa, Qolshar
Population - ~.45 million
Races - Predominantly human with negligible numbers of other races.
Culture - The culture of the Phasto people is distinct from that of the surrounding realms; a result of their history. According to the Vastiad - a historical document detailing the early history of the people of the Merchant Coast - the progenitors of Phastos came from a southerly, flowered land across the sea known only as "Rha Shem". Traces of this ancient tongue, mixed and adulterated with loanwords from native languages, comprise a language that is rather distinct from that of neighboring realms and, purportedly, challenging for foreigners to master.
Crimes - While the ownership of slaves is reviled in most parts of the world, Phastos practices the institution of chattel slavery on a scale unseen in the modern world. Slaves arrive from all across the world to the Slave Bazaar in Rassa from whence they are auctioned off throughout the Merchant Coast. Slaves do all manner of task - from construction to prostitution and all work in between. While the institution is a barbaric vestige of the ancient Rha Shem civilization, it is a few respects more progressive than other forms of slavery found throughout the world. Slaves can purchase their freedom or that of a loved one, though it happens terribly infrequently. The faint prospect of earning one's freedom is intended more often as a tool to keep the slaves - who comprise up to a third of the population in cities such as Rassa and Sanhedar - from revolting.
Government type - Confederation of despot-led city-states.
People in power - WIP
Industry - As a confederation of populous urban centers, the chief industries of Phastos primarily concern themselves with the production of manufactured products constructed or produced from raw materials purchased at wholesale prices. Jewellery, alcohol, furniture, and metal crafts are among the most desirable produce, which are distributed throughout the realms by means of the seafaring Phasto merchants for which their homeland is often called. The same roving merchants also serve to facilitate the two largest imports in terms of quantity: food and slaves.
Military - The Merchant Coast has little in the way of a standing army; the lords have little interest in expanding their realms and feel quite safe within their seaside fortress cities. In spite of their lack of a traditional army, the wealthiest merchants have seen fit to invest in small fleets of warships devoted to protecting their goods on the seas. These fighting ships are typically built in the dromon style and are chiefly used to dispatch pirates and other nuisances to trade. Occasionally, these vessels have been used to support land operations, most notably the current siege of the pirate stronghold of Galso by Talmar of Elepho. There, Phasto vessels have been affixed with shipbound onagers and ballistae to facilitate the siege.
Landscape/Terrain - Urban cities of carved stone, surrounded on one side by sea and the other by trackless desert. The peripheries of the inner cities are comprised of cheaper plasters and, in the slave quarters, mud huts.
History - WIP
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Nation Sheet
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Name:
The Holy Realm of Manram. [Last Land/Final Place]

Flag:


Capital:
Shu Zidish. [City of Ascension]

Other Major Settlements:
- Shu Ishadish. [City of Honorable Deed]
- Al-Kazidish. [Palace of Crimson Sand]
- Yu-Hazid. [Fortress of Crimson Snow]

Population:
2,750,000.

Races:
- Human. [Gu-dal]
- Winterfolk. [Shuzidad]
- Winterbeasts. [Shuzimal]
- Forestfolk. [Deledad]
- Forestbeasts. [Delemal]

Culture:
The culture of Manram is rich amongst the rich and poor amongst the poor. The cities often uphold a more existant cultural display whilst the farmland looks less culturally advanced as that within the massive, yet magnificent walls. When Gu-dal wandered their way to Manram, they had nothing, and considering how they came from nothing to this, their ability to uphold standards and advance culturally has displayed that they, in fact, hold power.

However, the further you reach into the north, the further you reach towards the Garam. [Badland] It is here civilization struggles to survive, and the military activity is an everyday reminder, they are far more than simple city guard. On the northren front, facing the glacial walls of Shazadram, [Upper Ice land] lies Yu-Huridur [Fortress of Guardians]. Whilst it isn't a major settlement, it's duty is far greater than any other. The fortress seperates the Upper northern lands and the furtile settlements of the most southern parts of the Northern lands. Here, atop the fortress walls which climbs for hundreds of meters, you can barely see fifty feet ahead of you. The snow blows like a storm and the wind is no nicer than it's cold brother. Yu-Huridur is home to the most royal warriors of Manram, and they fight every day to fend off the beasts and icy folk of the northern lands. These warriors are the Knights of Gu-dal. [Man] These knights are all that protects the country of Manram from the Northern threats of the icy tundra.

Dependant on which district of Manram you are located, the North, South, West, or East, you will be dependant on different resources and the areas will have different cultural advancements, however each district is ruled by one settlement, and from those the settlements branch out, slowly growing poorer in appearance, performance and maintenance. The further you go from the district capital, the more military might you will approach, until you finally see the Ga Dashal [Walls of Seperation] who perform the duty of keeping people in, and danger out. The land of Manram is incredibly dangerous, and therefore it depends on a strenghty, large and powerful defence force, however even with that, they are fighting for survival every day, and the battle isn't easy.

Crimes:
Crime is prevelant amongst the tightly packed cities of Manram, however the local military garrisons perform both defencive watching duties and control of crime in the neighboring areas. Whilst crime is very popular, the criminals are often caught and put to justice, however the bloody idea of justice that the people of Manram hold is quite sinister, and those who commit sin will have their heads amongst the Monodir-af-Gulshiz, [Pillars of Scaling] all criminals have the right to have their skulls placed amongst the thousands other criminals beneath the Monodir-af-Gulshiz's catacombs. The surface monument that is the pillar, often acts as the execution place and then the head is carried down into the tomb where the head lies, wether he wanted it or not, the head still ends up in the tomb.

The most miniscule crime often serves horrible consequences amongst the soldiers who uphold justice within the cities. Stealing, for example, is punishable with involentary slavery. The consequences of most crimes are decided by the scale, or so to speak, by giving the exact opposite of what they did as punishment, however, in a more brutish form. If you steal, you will serve. If you kill, you will die. So on, it's quite an easy, but brutish system and it's upheld by the Gufir, [Scalers] They act in the royal house as the upholders of anti-criminal law and punishment.

Government type:
Absolute Imperialism.
The ruler, Gu-Shedal [Emperor/Man who was chosen to lead] Mundir Khazidu is the acting ruler, and beneath him are the district heads. The heads of each district then have each a council of 750 advisors who help them support their individual districts. The Gu-Shedal also has a council, however they consist of the four district leaders as well as the heads of the Seven Holy Orders who act as the most royal military organization in Manram. The Emperor has absolute authority, however the council is allowed to forward their opinions without immediate legal consequences.

People in power:
- Mundir Khazidu. [Absolute Monarch]
- Khalid Fuhdir [Northern District Head]
- Gufud Khalif [Eastern District Head]
- Dal Hamid [Southern District Head]
- Fumi Sulid [Western District Head]

Imperial Military Leaders:
- Imperia [Royal Serpent Order Head/First Lady]
- Valorid [Valorous Tiger Order Head]
- Eradiok [Red Sea Order Head]
- Gu [Order of Gu-dal Head]
- Dos [Order of Truth Head]
- Mon [Order of the Left Path Head]
- Defestis [Crimson Hammer Order Head]

Industry:
The economic might relies a great deal on it's ability to recieve a wide variety of materials, elements and resources from multiple types of environments. The fact that Manram lies on four different ecological zones is no coincidence, it was all planned in great detail before the Wander began, and still, to this day, the citizens of Manram rely on the plans given to them over a thousand years prior. Through this, and local manufacturing, Manram has survived.

Military:
The military of Manram is a very deep structure which harnesses from the original founders principles and ideas. Whilst the Districts serve the districts own needs, they uphold the ability to defend, and maintain their citizens and their property through military power, the establishment of multiple orders has become a grounding rule in the land. With the Royal Serpent Order being the original one, the idea branched out and now seven orders serve seven different roles, all awaiting for their names to be called in the act of defence or service of their ruler.

Whilst the District forces are far greater in number than that of the orders, they are also equipped more like conscripts, keeping to cheap materials and equippment to supply a massive army of expendables. However, whilst cheap, they are by no means unable to protect, they are simply the most basic thing needed to fight the dangers beyond the Walls of Enoch. [The Original] The Orders, on the other hand, are directly funded by the royal vault, and due to their small number, they are far more equipped than any regular footsoldier, whilst they rarely see the light of day due to their religious devotion and their alien like rules, they are very versatile and only Mundir Khazidu knows what happens behind the walls of any order monastery.

The Orders themselves are very different in structure and appearance, however one thing remains certain, only one may rule the order in the place of an Order head, that head serves the Gu-shedal directly.

Landscape/Terrain:
The lands of Manram vary greatly, in the north there is great tundras of snow and cold wind, with massive icy peaks and mountains who climb to the heavens, and whilst that rages on, in the East there are great hill lands, covered with rich pine forests and fruitful farmland, and then to the west, there is the great jungles filled with the most exotic of beasts and birds. Then in the lowest reaches of Manram, to the south, there lies a sorrowful mirky land of thick and tall forests reaching nearly a hundred meters in height, great lakes and swamps, and many horrible dangers lurk.

Basically, the land of Manram holds four different ecological zones, each divided into one district.
They are very rich in material and ores, with the most exotic ores being in the North and the most rich forests being in the south-east regions.

History:
During times long since passed, in a place long since forgotten, there were men and women who's names have been marked in history as voids in the records. These voids fled, and fled, and fled. But finally they found their promise land and they dubbed it Manram. These voids then settled down and formed their houses and villages in these lands, rapidly populating it through human nature. This continued on with time, and soon walls were raised, cities constructed and trees put to the ground.

But this time would pass, great dangers make themselves known and many would change their worlds to that of the dead. Manram is based on many cultures and principles, and prides itself on being culturally rich in all aspects, however you cannot force those who have no need for culture to take on and practice it. Therefore, through the defence of it's citizens, Manram has prided itself for it's seemingly eternal defence against it's many enemies. This has become a historical and cultural heritage that even the farmers pride themselves on.

And up to this day, Manram continues to be known as the Land of Eternal Siege, however, behind those great and scarred walls lies a land of promise. A rich land which simply gets richer. Whilst there is trouble, there is also light.

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Nation Sheet

Position on Map - (A quick note, even though it is quite expansive amount of territory, the merfolk have loose control of the territory, and if not at war a ship can get through unmolested.):

Name - Naaru Dominion
Flag - None.
Capital - Deephome: An underwater city carved into the side of an active volcano, it houses 100,000. Its primary industry is manufactured goods.
Other Major Settlements - Trenchtown: An underwater city carved into the side of a trench, it houses 50,000. Its primary industry is pearl-gathering.
Plaintown: An underwater city buried into the ocean floor, houses 20,000. Its primary industry is fishing.
(Most of the population lives in rural areas)
Population - One Million (The area they inhabit is sparsely populated)
Races - Merfolk or as they call themselves, Naaru

Culture - The Merfolk of the Dominion have quite a different set of values than your average land-dweller. They value individuality to the extreme, most would consider them to be extremely narcissistic and self-absorbed. While this is true, most merfolk embody a "If you don't bother me, I won't bother you attitude" and for the most part don't attempt to cause any trouble. Merfolk for the most part are extremely carefree, unless it involves what one considers their territory. This is because merfolk subsist off of the fish of the ocean, and encroaching on one's hunting grounds is taken very seriously.

They are born in clutches of a hundred of more, into what they consider families. They feel somewhat loyal to their families, but this loyalty is fickle. Whenever their first family is conquered by another, most simply are adopted into the new family without much consequence. Most in the depths spend their little free time singing, playing games with one another, or engraving artwork on stones.

Their individualistic nature has discouraged the spread of an organized religion, however most believe in 'spirits of the depths', who according to superstition are responsible for the ocean around them and the fortune and misfortune of particular Naaru.

Crimes - Merfolk don't take a very tough stance on crime, most crime is considered a personal matter. If a thief stole something from you, its your responsibility to deal with it. While Merfolk consider most crimes to be a personal matter, cannibalism is seen as perfectly acceptable. However, crimes committed against a leader of a family is perceived to be a crime against a family, which the family will deal with in their own way. The merfolk are not willing to waste bones or meat. Thus Merfolk get a reputation for being immoral. The only crime Merfolk take a tough stance on is territorial disputes, if one member of a merfolk family breaches another family's territory, the Merfolk is either disowned or the families go to war.

Government type - Feudalism. Several individual families of merfolk rule portions of the ocean depths, but they all swear fealty to the High Mother of the Briny Deep.

People in power -
-Danassa, High Mother of the Naaru Dominion and Mother of Deephome. She unified the Merfolk for the first time under the Naaru Dominion. She is a cunning ruler, and seeks to end surfacers fishing on the ocean of the Merfolk. She is 13 years of age, which is middle-aged by Naaru standards.
-Shaa, Father of the Trench of Pearls. Took over the Trench of Pearls from his wife. Is a cutthroat who takes any opportunity to make a profit. He joined Danassa because he feared her armies. He is 19 years old, and approaching death.
-Ghassa, Mother of the Northern Fish Fields. She leads the Fish-Fields, and wants to route the surfacers from the Naaru's waters at any cost. She joined Danassa because she believe that Danassa would drive the surfacers from their waters. She is 5 years of age, and is a young adult by Naaru standards.

Industry -
-Bonecarving: While considered completely useless to civilized surfacers, bone is the most practical and readily available material to the merfolk for weapons and tools.
-Fishing: Merfolk live off of fish, and most people take this occupation.
-Stonecarving: Slabs of stone and chisels are used to read and write under the ocean. A merfolk stonecarver is the equivalent of a scribe.
-Pearl-gathering: The most lucrative industry by far of the merfolk, the merfolk with their knowledge of the waters are able to harvest an astounding amount of pearls.

Military -
-Schools: A recent invention by Danassa, these are 3 dimensional formations of merfolk who are disciplined and armed with long spears. They decimate unorganized troops underwater.
-Militia: Most merfolk families rely of militias, untrained soldiers who attempt to swarm the enemy with short spears and speed. They lack discipline and are inferior to the Schools.

Landscape/Terrain -
-Deephome, an underwater volcano that is where the capital resides right in the middle of the dominion.
-Trench of Pearls, an underwater trench that provides the Dominion with its pearls. It sits at the south of the dominion.
-Northern Fish Fields, the best fishing grounds in the Dominion, naturally it resides in the Northern part of the dominion.

History (Dates are labeled Moons, when is the first Moon? Nobody knows. I left it vague on purpose in case if you have anything else to add)
-Pre-Dominion
This is the vast majority of Merfolk History. For the most part the Merfolk would form their own families, and those families would fall to others. In this period bone weaponry and tools were discovered, and for the most part Merfolk have left the surface world alone.
-Era of the Dominion (Present Era)
This era begins with Denassa's birth. She was able to unify the families with diplomacy and brute force. She claimed that the developing empires of the surface were depleting their food supply (which is somewhat true), to claim that the families need to unite to deal with this threat. And Denassa used Merfolk in formation to shatter any resistance who did not submit to her rule. In a few short years Denassa was able to expand her territory from Deephome to the entire Naaru Dominion. Now, the Merfolk who are unified for the first time in their history look skyward to deal with an alien threat.

-Races Sheet

Name -Naaru (Merfolk)
Appearance - Their skin is milky white, their eyes are pitch black and well adapted to the depths of the ocean. They have arms with webbed hands, and a fish's tail instead of legs. The merfolk are completely hairless. They are somewhat smaller compared to a human, and have gills on the side of their neck. They have sharp pointed teeth for tearing meat. They lack ears, and only have holes where they would be, and they also lack a nose. Otherwise, they are similar to a human's appearance.
Natural abilities:
-Waterbreathing: Can breathe underwater for a time, but can only breathe air for 15 minutes at a time and breathing air is somewhat exhausting.
-Navigation: Merfolk are extremely good navigators in water, able to find their way with the way of the tides and pull of the moon. They rarely get lost in the sea.
-Watersight: Merfolk can see extremely well in even the murkiest water, a downside is that they find it very hard for them to see in the harsh glare of the sun.
Lifespan
-20 years, but they mature at 2.
Homeland
-Naaru Dominion.
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Name - Manas
Flag -
Capital - Sastria, city of the night. A capital in the south surrounded on three sides by mountains, this city is the most defended area in all of the Dominion. The side that isn't surrounded by a mountain is protected by a wall many stories high.
Other Major Settlements - To the north, there exists Munith, a busy port city that borders with the ocean. It is a heavy trading city, trading many good with the country's neighbors -- Frisstreek and Torin. To the east, there exists Wendoban, another trading city on the border with Fristreek.
Population - 1.2 million
Races - White Elves. They are exactly what the description describes. Elves with very white skin, with long pointy ears and slender bodies! Body size in Manas varies, but most of the population are slender. Fat, rich people are outliers in Manas!

Culture - Elven culture is just any culture in the classical age. There are many casts, ranging from traders to artisans to farmers to a military caste and a leadership caste. Religion exists in the Manas nation in form of sun worshipping.
Crimes - Criminals in the nation of Manas is abundant. The laws against criminals are lax in this nation. Thieves, cheaters, and even rapists prosper in Manas. There is a big underground market that evolves around a illegal substance called Timeweed, which is very addicting to White Elves to the point of where the victim becomes insane if not consuming it.

Government type - A classical monarchy, with a king and a cabinet of ministers.
People in power - WIP

Industry - Shipbuilding, metal-refining, mining, textiles, pottery, fishing, farming, banking, merchants, jewelry,

Military - There is a military caste in Manas. Approximately 2% or 24,000 people in Manas are capable of swordfighting or archery. The rest are all civilians. The basic military unit is the phalanx, a formation containing 160 men, all of them carrying very long spears. Shield bearers exists, too. Shield bearers are people who are armed with a giant shield and carrying much shorter spears that act as protection for the phalanx when its sides are exposed. Slingers, archers, and the basic sword and shield soldier also exist.

The country also has an active navy, of around 100 warships. These are ships that use wind or muscle energy to generate thrust. They are called war galleys and are mainly used to board enemy ships or to ram them. Approximately 5,000 sailors man these war galleys. The country also has many more fishing and merchant boats that are not equipped with going to war at all.

Landscape/Terrain - The north and east are all very flat plain land, where farms are. In the south, a large mountain range exists. At the base of this range is the capital of Manas, a city called Sastria.

History - WIP

Races Sheet

Name - White Elves
Appearance - They are exactly what the description describes. Elves with very white skin, with long pointy ears and slender bodies!
Natural abilities - White elves are gifted with the same basic emotions that most humanoid species have. The desire for safety, the desire for food, love, usefulness, and even revenge and hatred.
Lifespan - 100 years average
Homeland - Legend says that elves originated from somewhere far in the south. There was a major war, in which the current descendants of the country Manas fled to the place they now live (Manas). There is not much known about what had occurred that caused this massive exodus.
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Nation Sheet

Position on Map -



Name - The Lakshmid Shahdom. The Kingdom of Dakistan
Flag -

A purple background with a highly stylized red eagle standing inside a yellow flame.

Capital - Elamin-i-Farshiv
Other Major Settlements - Vandad, Bongir-Kurgan.
Population - 3 200 000
Races - The bulk of the Shahdom's population is composed of humans.

Religion: The Mazdakaite Faith first appeared 360 years ago when the Prophet Mazdakai started to preach in the steppes. His message preached that the Universe and everything in it was created by two all powerful entities. Nooran and Boran, the Divine Couple. According to Mazdakai's teachings the two entities have always existed and will always exist.

It was Boran, the wife, that first created the sky and the stars. Her husband then created the day, Sun and the fire to show his superiority. Both gods soon started to create more and more things to show each other how superior they were. And what started as a harmless and friendly competition soon spiraled into a bitter feud that got out of control. And that was how Evil first appeared into the world, the growing hate and rivalry gave birth to malicious spirits and negative emotions that have been plaguing the world ever since

It was during the Great Feud that mankind was created. it was Nooran, who dearly missed his wife but was too proud to apologize, that created the first women to fill the void left by his beloved. Soon after Boran followed, creating the first men for the same reason. And yet, no matter how many replacements they created, the Divine Couple still could not replace each other. To make matters worse, the Evil that they had unintentionally created with their petty fighting had started to corrupt the world. And the living things proved to be specially vulnerable to their whispering. And as more and more humans fell prey to the temptation, they lost the gift of immortality.

It was only then that the Divine Couple finally realized the foolishness of their actions. In their haste to prove themselves superior to their partner, the Gods themselves created and corrupted the world. Ashamed, the Divine Couple reunited (thus also uniting men and women) and banished the malicious spirits and demons, restoring balance to the Universe.

After this, Boran and Nooran agreed to leave the mortal world and entrust the mortals with the powers of Fire and Truth as a way to keep Evil from corrupting the world. That's why the Mazdakaite Faith considers the values Order, Justice and Truth to be paramount. If one manages to live his or her life according to these values, the soul is then granted entry into the realm of Booran and Nooran to spend eternity in happiness and joy.

Culture - The current culture of the Shahdom is the result of over 1000 years of migrations, invasions, genocides and mixing of a dozen different peoples. As it stands now, there are two main cultural groups:

-The Dakis, currently the largest ethnic group in the region. Mostly settled in the center of the Shahdom and along the length of the Farshiv river. Originally horse nomads, they settled in the Daki plain (then called Mashuristan by its inhabitants) some 500 years ago. During this time the local Mashur tribes were either assimilated or exterminated. It should be noted that not all Dakis have settled along the river plain, as some tribes still maintain their ancestral nomadic ways along the northern edges of the Shahdom.

The Dakis in general value cooperation and strong familial bonds, a holdover from their time as nomads. The education of the children is a communal affair, boys and girls are educated together by the elders of the family during the early childhood before being separated according to the craft that they're supposed to learn. The children of the nobility however, tend to be educated either by private tutors or in one of the three universities established during the previous regime. The class divide is strong within the Daki cities, with the nobility living in the center, with access to luxuries and infrastructure beyond the imaginings of the lower class. The exception usually being the markets and temples, those are the only places where people of different classes do consistently mingle.

Religious festivals and informal gatherings are a popular form of entertainment for the lower classes. The activities in these events may range from pit fights and salacious poetry readings to massed prayers in front of ceremonial fires. The nobility prefers more "sophisticated" pastimes, such as watching plays and philosophical discussions.

-The Sakae: Another group of horse nomads, they arrived in the region some 150 years ago while fleeing religious persecution in their homeland to the North. Unlike the Dakis, those Sakae who remained, settled along the eastern reaches of the nation whist maintaining their nomadic nature. The Sakae still organize themselves along tribal lines, these tribes are composed of several close familial groups. The Sakae tribes are usually led by a single man/woman advised by a council of elders.

As befitting of a nomadic group, horses and herd animals are the lifeblood of the Sakae. Children, regardless of sex, are taught how to ride and fight on horseback since an early age. It should be noted that not all Sakae tribes live within the authority of the Shahdom, many still inhabit their ancestral lands in the steppes beyond the northern frontiers. And skirmishes between the two groups are common.

Despite not being a sedentary people, the Sakae still dwell heavily in the cities and villages of the northern satrapies. Mostly during harvest season and to attend some religious festivals. This mixing of peoples is creating an interesting new culture in the area.

While the Sakae tribes within the Shahdom do officially follow the Mazdakaite religion, they do so on their own terms. The lack of oversight from the official religious authorities allow the Sakae to mix the official doctrine with their own religious customs, such as the use of hallucinogenic herbs. When not interacting with the settled population, the Sakae idea of entertainment usually involves activities related to horseback riding, archery, hunts and even mock battles among the kids.

Crimes - To deal with crimes, the Lakshmid Dynasty has re-instituted the Edict of Jahangir. An old Code of Laws written 340 years ago by Shah Jahangir of the Shajar Dynasty. The Code has provisions from almost every type of crime imaginable, from failing tom show proper reverence to a government officer to rape. With punishments raging from a small fine to indentured service. That said, when a crime is committed against religious property and authorities are dealt by the laws of the Mazdakaite Cult that range from cleaning the floors of the temple to being burned alive at the stake. The Sakae tribes usually deal with crime by themselves, unless the incident involves someone from out of the tribe, then the Code is applied.

Government type - Absolute Monarchy. The Lakhsmid Shahdom uses the concept of "Divine Rule", meaning that the leader of the nation is the living embodiment of God's Will. And as such, his authority should not be challenged. The system was devised to keep the nobility cowed and in check. To help the Shah rule the nation, a bureaucracy was established, mostly composed of minor nobles and wealthy commoners.

The territory is divided into several satrapies, each one ruled by an appointed Satrap appointed by the Shah. Every Satrap is "advised" by a Royal Officer, whose task is to ensure the loyalty, competence and honesty of the Satrap. Likewise, each Satrapy also counts with a high-ranking military officer, the Spahbod whose task is to organize the recruitment and training of troops, the stockpile of military materiel and the defense of the Satrapy.

People in power -

Shah Danush Lakshmid - The current ruler of the nation, he's the third ruler of the Lakshmid dynasty. A man in his mid 60's, Danush has ruled the nation for the last 42 years. His reign was mostly peaceful in nature, save for the occasional skirmish and minor raid. His focus was on culture, as under his tutelage a new generation of Dakian artists flourished in the capital, ushering a cultural renaissance of sorts.

Shahzada Sharyan Lakshmid - Danush's firstborn and heir to the throne, he rules the Satrapy of Kerman. An able administrator but completely hopeless in military matters, his reign in Kerman was marked by dozens of construction projects aimed to revitalize the infrastructure of the province and improve the lives of the commoners. He's popular among the nobility and the bureaucracy. He's also uninterested in foreign adventures.

Shadohkht Noor Lakshmid - The first daughter of Shah Danush, she was married off to the Satrap of Cheromassia as a teenager. Her husband died a few years after the marriage during a riding accident. Since then she has ruled the Satrapy as regent for her son, whose 18 birthday is approaching soon. She has shown great aptitude for military matters, specially when it comes to organizing troops and supplies. She's also one of the main advocated of territorial expansion and is an extremely religious person.

Moabadan-Moabad Shapur - The current chief of the Mazadakaite Church, Shapur is a traditionalist and conservative in his views. His term was marked by internal purges and a ruthless reform to standardize the doctrine of the Mazdakaite Faith. Nevertheless, these efforts have had little effect with the Sakae tribes, in part thanks to the Shah himself who blocked his efforts to spread his new doctrine to the nomads, fearful of causing further friction. This has placed the two men at odds. Shapur is also a defender of military expansion, ostensibly to "Spread the Word of Truth".

Chief Minister Farroukhan Bavandid - The Shah's right hand man, Farroukhan hails from the prestigious Bavandid family, one of the oldest Dakian noble lines. An extremely competent man, he works mostly behind the scenes and is one of the most influential individuals within the Shahdom. He's also one of the main opponents of the idea of aggressive military expansion. His eldest daughter is married with Shahzada Sharyar.

Industry -

Military - The Lakshmid Shahdom maintains a standing military force of some 15 000 cavalry and 5 000 infantry soldiers under direct command of the Crown. Not counting city and fortress garrisons.

In the current system each Satrapy must provide a certain number of men (and women in the case of the Sakae) to meet the recruitment quotas. The recruits are then trained and armed within the Satrapy itself, most of them are then discharged and return to their normal lives to be called only during war time. The entire process is organized by the Spahbod of the Satrapy and paid by taxes levied directly from the nobility. The taxes serve as a replacement for the levies that the noble families provided before the reforms of Ardeshar.

In times of war the professional army, or Saravan, is further reinforced by mercenaries and levies raised by the Crown itself. When that happens taxes are increased to pay for the mobilization.

The pride of the Saravan is its cavalry. From the heavily armored Cataphracts to the agile horse archers, the cavalry acts as the shock troop of the Lakshmid army. The infantry is relegated to the role of the "anvil", to hold the enemy in place while the cavalry moves to deal the decisive blow.

The lack of a strong naval tradition and simple lack of interest have ensured that the Lakshmid navy will remain small and mostly crewed by convicts.

Landscape/Terrain - Dakistan is centered around the Farshiv river and its tributaries, who comes from the east and ends up in the sea. The river creates a fertile plain that concentrates a good portion of the population of the Shahdom. As the distance from the Farshiv increases, the fertile ground gives way to vast steppes in the north, that runs beyond the Shahdom's borders. While in the west the ground is taken by thick forests and mountains.

History -

The Lakshmid family first rose to prominence during the reign of the Shajar dynasty, acting as military commanders of the ancient Shahs the early Lakshmids received lands and titles for their services. They remained loyal servants of the Shanjars up until the death of Shah Khorsau, Khorsau died without any sons and while the throne was supposed to pass on to his daughter. But many pretenders took the chance to rebel and take a shot at taking the throne, the Lakshmids supported one of the usurpers and as a result were deprived of their lands and titles and exiled when another pretender took the throne.

The new Ardeshid dynasty ruled for 40 years before the Tauringian King, Nikephoros Antigonid the Conqueror, invaded and conquered the region. As soon as his victory was assured, Nikephoros departed with the bulk of his army to conquer more lands. Eventually the Great Conqueror died a few years later, prompting the collapse of his empire as his generals fought for supreme control.

With the collapse of the Tauringian Empire, Dakistan once again regained its independence under the governor appointed by Nikephoros, Isauros Keronfactor. Isauros soon proved to be incapable of controlling his lands without the financial military and financial support of the rest of the former empire. In four years Isauros had been overthrown and killed by a rebellion led by Boran Lakshmid, who had finally brought her family back from exile among the Sakae, leading an army of nomads and dissatisfied peasants.

Over the next two decades the newly independent Shahdom managed to repulse several different Tauringian generals seeking to add the fertile Dakistan to their own fiefs. Boran Lakshmid was succeeded by her son Ardeshar, who had to contend with foreign invaders, rebellious Sakae and scheming nobles. It was him who established the current government system to curb the power of the noble families. To appease the Sakae, Ardeshar married a Sakae woman from one of the most influential tribes.

After ruling for 35 years, Ardeshar died, leaving the throne for his son, Danush. Danush's reign was marked by peace and internal growth.
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