Capital and Major Settlements: Vaschial, Doarlas, Candolai
Ruler and Royal Family: Marsh King Harlan Sotorian (47) Marsh Queen Ceylse Sotorian (43) Prince Chardalan Sotorian (23) Princess Lysei Sotorian (21) Prince Malvos Sotorian(18) Princess Setri Sotorian (15) Caldart Sotorian (53)(Kingβs Bastard Brother)
People/s: Human
Traits (Kingdom Traits) A Web of whispers Beloved by the people Friends with the Nobles Breaker of Webs
(Military Traits) Messengers with Wings Trained Troops Good Archers Masters of Ambush
(Trade Traits) Agriculture Black Market
Flaws: Not a flawless Family 2 Even your horses look weak
Culture: Vastorians are an odd bunch as they live in one of the strangest bits of Seyan. People of the marshes both men and women rule equally here with no gender disqualification like there is in other parts of the realm. The nobles and commoners alike don't have much but what they do have is well hidden. Normal Mostly hunters in the various swamps and rivers. Along with no gender bias laws most women don't wear dresses but in leather. As their living condition would make it a large pain. The people are not often very tall. Often called 'Bog People' since most people tend to not like them for living such a lifestyle. Farmers are often held in high regard for the crops and bountiful foods that grow like wildfire here, from in the swamp or actual food is exceedingly plentinful
Military: The Vastorian army isn't a conventional one. Master of ambush, treachery and secrecy. Even with military training most recruits are often don't need it as the living conditions are a direct result on how the army works, guerrilla warfare is their specialty. According merchants, Vastoria has the best spearsmen and archers but again merchants like to talk. Also utilizing poisons to the fullest extent as the swamps produce the most vile of sorts. Some of which are forbidden because of their cruel use. But to keep them safe anything goes, even if its a knife in the back.
Economy: The various streams, rivers and marshes are the highways which trade is conducted on. Roads like the outside world but to truly emerge oneself into their economy, you'd need a boat and a guide. Since their secrecy is beyond legendary. The swamps and marshes produce large amounts of sugar cane, gattorskin and pitch. Sugar cane which is generally beloved by everyone and is always in demand. Other than this these people tend to be very poor. Or if you need to know someones secret who's better?
Reputation: Vastors are the sneakiest lot that one would ever encounter and their world is even sneakier. While they aren't greedy they don't give away what they have for cheap. The nobles are even sneakier, their permanent homes are said to float threw the bogs, never standing in one place. If its true or not remains to be answered, but they'd let you believe what ever the wine merchant says. While they're secretive, Vastorians honor any agreement in trade or war and can be counted if an alliance is struck. The key word is 'if', since they tend to be compulsive liars. Is it the truth? Who knows but between their own kind only they know the truth. A common game, well mostly a drinking game is the lying game. Since they tend to be exceedingly good at bending the truth to their need.
History: Vastorian's are one of the original people of Seyan but have largely kept out of most affairs of the other kingdoms until recently. Otherwise Vastorian's have had a relatively peaceful existence. Several hundred years ago a major incursion was made into the lands of the swamp kings. However it was met was stiff resistance. Knights drowned in their armor, wounds festered and the animals feasted on the bones of the dead. Killing the prince and his father in its process. Destroying the kings line in the process. But since they keep to themselves Vastorian's have been rather shy. Only recently have they married outside of their own people. The biggest news to come out of these swamps is that the two eldest children of the current swamp king have married one another.
Alright, here's my app. I have a feeling I might need balancing since of number of traits I have plus the custom ones I may have put in. I'll pretty it up later. Sorry if I fucked up somewhere along the way or made myself OP by mistake >///>
Major Cities: Torioto - The Imperial Capital, its less of a city than it is a giant castle complex. It has been around since the oldest times, home to the clan which first united the realm. It is home to the famous Amaburi Fortress, told in stories to be invincible to siege. It is where the Imperial family lives and works out of. It is a highly urbanized area with small farms in the wall and alrger farms in the surrounding area.
Shanshui - Major coastal city, its the base of of Ryukyuan mercantile actives like trade and naval construction. The merchant guild has a heavy presence here and if you can't find something here, you won't find it anywhere else. The Shanshui Shipyard is an impressive sight, only dwarfed the the naval school and base.
Daishin Fortress - Once a remote castle, it has become a giant mining and armory complex. With metal dug up daily from the mountain, much of the nation's military equipment is created here. It is often the greatest achievement for a blacksmith to work here as the best smiths in the empire, and arguably Seyan, are located here. Attacking the fortress is a difficult challenge, a daunting task for all but the most ingenious tacticians due to the natural defenses of the cold peaks and the man-made defenses built into the mountains.
Omihara Villige - The largest village in the Empire not because of its size, but the amount of huge farms it has. It is very hard to tell where the village center is as between the farms are grouping of buildings, plus isolate houses and towers spread out.
Emperor Shitatsu Sho (21) Princess Shitatsu Owari (26) Prince Shitatsu Hari (20) Prince Shitatsu Harume (20) Princess Shitatsu Chihan (15) Princess Shitatsu Hanne (6)
Traits:
Honorable folk - In all of history you were known for being most honorable. Your diplomats are one of the most trusted, although that makes all the more.. Sneakier affairs, more difficult.
Wondrous beauty - Your cities are adorned with fountains, gargoyles, churches, cathedrals, chapels, statues. Not to mention the world's wonder in your capital.
Developed infrastructure - Your roads are well-built, your villages have wells, watchtowers, and even walls sometimes. Armies and caravans pass rather quickly through your lands.
Celestial Mandate (Good) - As per traditional belief, it is said that the Emperor's authority comes straight from the heavens. As long as he continues to support and improve the realm, his support amongst the people will only increase.
Knowledge of war - All high-ranked officers and commanders learn from veterans in military institutes. Your strategists are brilliant and can plan elaborate attacks and maneuvers. Many interesting cavalry and infantry formations are known.
Heavy armor (Cannot take with Light armor.) - Your forces are heavily armored, prone to enduring many blows in battle in exchange for mobility.
Good equipment - Many of your soldiers have access to good equipment, which means that they'll fight with better armor and arms. However if you take this trait along with the trait 'Big armies' you get a modifier making less soldiers have the same good armor and weapons.
Good archers - Your archers are extremely good, either at discipline and teamwork or at being good shots.
Trained troops - The troops that you command are highly skilled and disciplined, taught the art of war and all of its' great and important details. The men are hardened warriors with training and are ready for combat.
Massive ships (Can't take with 'Riding the waves' trait) - The ships in your fleet are massive, and can take in more than several hundred men, as well as hundreds of crates. But they're rather slow.
Seaworthy - Don't worry about your entire fleet sinking to meet the god of water himself! Because with the vessels you possess, it's near impossible.
Honorbound - It is a glorious thing to die on the battlefield! The soldiers of Ryukyu are willing to fight to the very bitter end and beyond if it means they can die an honorable death.
Rich with ores - After successful expeditions into your mountains, you've discovered numerous veins of rich ores and still to this day you're making profit from them.
Ancient merchant families - Your merchant families are old, all having haggled with kings and queens of old. Through them you can get access to many other markets and places. The Merchant families and guilds are extremely powerful, almost as powerful as your vassals, or even more.
Armed Caravans - Not just caravans. Very well guarded ones, extraordinarily quick and big. Your merchants won't get robbed by some filthy brigands, and sometimes an army won't stop them, though that's unlikely.
Flaws:
Arguable claims - Several of your vassals have been married to your ancestors, and all have some considerable claims on the throne, putting your dynasty at risk.
Bloodline Dishonor - Something horrible had been once discovered about your family, and it's a sweet juice for rumors to be made by your foes.
Celestial Mandate (Bad) - As per traditional belief, it is said that the Emperor's authority comes straight from the heavens. Should he fail to do the nation constant good and see to the improvement of the realm, the people may take it as a sign of the heavens turning their backs to the Emperor.
Real men don't need shields - The Ryukyuan military lacks shields, not because they cannot make them, but more that its seemed more cowardly which no real soldier would do.
The few, the elite - While the Ryukyuan army is strong, it lacks the numbers to make it dominant. Although on a man-to-man basis Ryukyu might be stronger, a soldier can only hold off so many enemies and take so many wounds before he falls.
Too high standards - The Ryukyuan army is famous for its incredibly effective arms and armor, but its not like it grows on trees. Army supply lines, while guarded, take longer to reinforce its armies not because it can't traverse roads but because they have to wait for the equipment to be produced as all of it is held to very high standards.
Inefficient trade bureaucracy - The ruling Ryukyuan merchant guild has a rather inefficient way of running trade in the realm. While profitable, they refuse to change their ways even butting heads against the Emperor himself on the issue.
Demographics:
Largely human with elves being a common sight. Dwarves and orc minorities are a rare sight.
Culture:
Ryukyuan culture is marked by strict adherence to the ideas of honor, order and respect. Punishment for crimes is especially high, death is the usual punishment for criminals unless one has enough money or power otherwise. Another major that outsiders will note is a lack of... "modesty". Contradicting Ryukyu's strict code of conduct, promiscuity is more lax and free definition on it especially in the lower classes. The conduct comes from the time of infighting which fabric was hard to come (outside of the very expensive silk), thus many got used to wear little to conserve whatever tiny amounts of cloth they had. Outsiders might feel a little more than awkward in the villages.
Resepct is embetted in all social classes, although variation are present. While many Ryukyuans are respectful to outsiders, take care to note the more conservative, zealous kind who want the Empire to isolate itself once more.
Royal | v Generals & Officers | v Distinguished Soldiers | v Nobles/Soldiers | v Priests | v Skilled Artisans | v Commoners/Peasants | v Criminals
Military:
The Ryuyuan army is the pride of the nation, composed of entirely warrior class citizens, they are trade from birth to live, fight and die on the battlefield. With such incredible skills, the fine weapons and strong iron armor they carry only increase their deadliness. A strong history of almost constant internal wars prior to the unification of the realm has created brave yet skilled families of warriors; the old recount their exploits and tactics as the weak learn from them as to surpass their elders. Stories of brave heroes and epic battles are told to children of all ages and every soldier want to be remembered in a national epic or even be graced by the Emperor's personal gratitude.
However, as times are changing, it seems the elite army of the Celestial Empire won't be able to hold out against the hordes of enemies that might crash upon its borders. There as been talk of a controversial move of accepting common folk into the army. Despite heated debates on both sides, the Emperor has remained neutral but the reality is that he will have to choose, and his choice will alter his realm forever.
Navy:
Their is a very unique ideal within Ryukyu about the navy; a warship should not be a boat with soldiers and sailors, it has to be able to accommodate for all of that. And if you're going to build a boat big enough to house all of that, you might as well build a floating castle!
While not an actual castle, the ships of Ryukyu are an impressive sight to see. While they started out smaller, like a giant wooden crate on a boat, they've evolved into an epic feat of military naval construction, sturdy enough to brave any wave or enemy. Even the smallest of ships have at least several dozen sailors and warriors on board.
Castles:
Ryukyuan architecture cannot be spoken about without mention to the unique castle design. Many castles have at least one tier of terraces around the castle, with larger, more important ones boasting larger, more complex Terrance that are the envy of many. It can be said that castles are the true settlers of cities as many cities started out as castle that have had town build on the terraces.
Economy: (describe the industry and trade relations of your kingdom)
While Ryukyu is no bread basket, it provides its people with enough rice and grain, supported by good fishing off the coast, to keep them fed (for the most part). One of the greatest blessing Ryukyu has though is its mountains. Known since the olden times, they've recently been exploited to their greatest potential, the mines pumping out all sorts of useful metals and ores like copper, tin, coal but most importantly: iron.
Although they also produce consumer goods like tea, fabrics and various decorative ornaments, caravans are not often seen coming out of Ryukyu. The old grandmasters of the Ryukyuan Trade Company uses a system of voting to insure that no infighting breaks out. However, their long, drawn out debates on everything from what to send and the prices to what color the damn horse is means that merchants are often stuck in limbo for long periods of time. Noting the rarity of the caravans, the Emperor sends small detachments of troops to make sure the cargo gets to its destiantion safely and he can still earn money from it.
History & Reputation:
For much of its history, Ryukyu was known as a place of constant infighting between local tribes over petty land claims and foolish reasons. When the first Emperor cleverly untied the land under a single banner, through conquest, diplomatic guile and royal marriages, he was seen as a local hero, not that others cared all too much. Little was often heard about the kingdom then as the land isolated itself from the world. Again, Ryukyu was mostly seen as an unremarkable place with the occasional trader or rare diplomat venturing forth into the lands.
However, the then small domain of Ryukyu suddenly burst into relevance when they quickly conqured neighboring lands and marrying into others. Tales of the Ryukyuan warriors from bystanders and enemy soldiers spread news throughout the land and established the army as a legendary figure of Ryukyu. It seems like all of that former infighting and bandit hunting did something to their troops. It almost seemed like they would attack other nations with their legendary army and new vassals but with the sudden death of its Emperor, the nation once more became a hermit kingdom.
Now, with the new Emperor Shiatsu Sho claiming the throne, he has slowly let the celestial flower bloom, encouraging trade and diplomacy. The Ryukyuans are now known for honorable conduct diplomatically and Sho's friendly attitude only assists in their reputation. But, he is left with some of the issues of his late father, Shiatsu Showa, created. Despite Emperor Sho's best efforts, he is wary of his vassal attempting to claim lands of his own while trying to figure out on how to deal with the discovery of several memoirs of his father's "hospitality maids".
Misc:
The Celestial Mandate is akin the China's Mandate of Heaven.
The reason the royal family is so young is that Showa and his wife had been killed in an accident at a young age.
The current Ryukyuan army stands at some 6000 strong.
@ClocktowerEchos I'm really digging the Mandate of Heaven parallel, that should be really interesting to explore upon if it's approved!
It's similar to a nation he put forth in my NRP some time ago. All I can say is that he'll do you proud ;). Good luck with the RP. Not joining myself but wanted to extend a notification and best wishes :).
It's similar to a nation he put forth in my NRP some time ago. All I can say is that he'll do you proud ;). Good luck with the RP. Not joining myself but wanted to extend a notification and best wishes :).
Edit: same of others that are in this!
Yes, I've used Ryukyu and its other version Yamatai in all of the NRPs I do. All I'm going to say is holy shit I didn't think that a couple of dice rolls would actually produce a nation I'd keep using XD
The Duchess is a giant red haired woman and veteran warrior of 36 years. She is wed to Gary Corwin, 32, and together they have a handful of children. The Corwins are an ancient family, older even than the Hartens, and it is said that they ruled Craigscourt in the day of Hayden himself. Because of this they enjoy great status and respect wherever they roam in the land. The Corwins have also always been open with their opinion that the nation must expand via conquest as to not upset the gods. They are however fiercely loyal to the ruling Hartens, and the very notion that theyβd do anything without their rulers consent is seen as absurd.
Lord Saxon Stillwater, Duke of Blackfell
The Duke is an old man of 73, jokingly known for having the longest beard in all of Seyan. He is wed to Isolde Stillwater, also 73, and have a single son; Arthur, 45. The Stillwaters rose to power rather recently, knighted for their outstanding service to the crown only three generations ago. By a lucky circumstance Blackfell was currently without a protector, and so the newly elevated family was allowed to take seat there. The Stillwaters are very much into trade, more so than any other noble family in Baile. As a result of this, they are very much against war and have always called for peace whenever conflict is brewing. The family is completely loyal to the crown, still thankful for the honors given to them.
In order to ensure the Kingdom is appropriately managed, it was divided into regions. Each region has a noble family that 'oversee' the province, with the patriarch of such a family being designated the 'Lord Protector' of the land. This allows each region to be managed properly, and by those who know the region best, in place of a King who rarely visits the area. Or, at least, that was the intention. Increasingly, the nobility have become more and more autonomous, though none have yet dared challenge the authority of the ruling House Farrow. Not only that, but the layers of bureaucracy and relative independence for the ruling nobility has made way for dangerously high levels of corruption within the Kingdom, a problem that has been identified by House Farrow, albeit not rectified.
The Crownlands Within the Crownlands sits the capital city of Crown Hold. The Lord Protector of the Crownlands is the ruling monarch.
Forests of Ellion Primarily inhabited by elves, the forest is home to several small villages and outposts that serve as areas of restbite for weary travellers. However, the main settlement is Lyari, an elven 'city amongst the trees'. The Lord Protector of Ellion is currently Maddox Blengrove. (http://i.imgur.com/UJl7B1J.jpg)
Lands of Ascard Named after the first King of Eilean, King Ascard, the main settlement in this region is the city of Ascarden. Filled with mostly humans and elves from the nearby forests, the city has gradually grown to become the second-largest, after Crown Hold itself. The Lord Protector of Ascard is currently Gilroy Veroux. (http://i.imgur.com/k2o0zL0.jpg)
Plains of Vigil This region is home to many farming and fishing communities, and is naturally vital to the nourishment of the Kingdom. The main city in the region is the Port of Saltrock. The third-largest city in the nation, the port is the main entry-point for merchants from overseas as a consequence of Crown Hold being landlocked, and naturally, Saltrock has become a hub of trade and wealth that is beginning to rival that found in Crown Hold. The Lord Protector of Vigil is currently Emmon Fremont. (http://i.imgur.com/p6jGf3f.jpg)
Plains of Filverel Another region comprised mainly by farmland and small villages, Filverel is thus home to many small farming communities and small villages. The main settlement of the region, Ruven, is in stark contrast to the rest of Filverel, being filled with life. Merchants travelling by land that seek to avoid passing over the treacherous Frostpeaks will always journey through Filverel to instead travel across the plains into the territory beyond. Filverel is the first line of defence of Eilean, and is responsible for guarding the border of Eilean that lacks a natural defence such as a mountains or a river. To achieve this, Filverel is tasked with maintaining the various keeps that has been constructed from the Frostpeaks to the ocean and a large portion of the Eilean land-based military is stationed here. The Lord Protector of Filverel is currently Thomas Val'Claire. (http://i.imgur.com/nh42Gz6.jpg)
The Lower-Frostpeaks Home to many of the dwarves in Eilean, the Frostpeaks are anything but pleasant to outsiders. The mountains were appropriately named the 'Frostpeaks' because of the biting cold and, to many unfortunate travellers, deadly-thick snow. Yet the dwarves not only prevail in this environment, they thrive. Digging deep into the base of the mountains, the dwarves are constantly discovering new veins of ore, constructing expansions to their underground outposts and cities and providing for much of the Kingdom's wealth. In recognition of their efforts, the dwarves were the first non-human race in Eilean to have some of their people elevated to nobility. The Lord Protector of the Lower-Frostpeaks is currently Dingrim Harrowhall. (http://i.imgur.com/OUef25q.jpg)
Seneschal Alwyn Veroux (36) The Seneschal is, put very simply, the second-most powerful figure in Eilean. They are the right-hand of the King, and speak with the authority of the King in his absence. Daily duties of the Seneschal include advising the King, handling the trivial tasks the King does not have the time nor patience for, and to hold court on behalf of the King, should the need arise.
Lady Lillith Blengrove (28) The Lady of House Blengrove, and the wife of House Patriarch Maddox Blengrove. Known across the realm for not only her beauty, but her political astuteness. There are whispers among the nobility that it is in fact Lady Lillith that rules House Blengrove, whispering in the ear of her far more 'simple' husband to bend his will and further fulfil her growing desire for power.
Lady Alais Elian (89) Lady Elian is a figurehead for the Elves of Ellion. She is living proof of how well elves can adapt to society within Eilean, and she has become somewhat of a leading voice for further representation of the elven people amongst the nobility, having become a noble herself. Needless to say, the elves trust and heed her word far more than that of their official 'Lord Protector of Ellion', a human.
Major Noble Houses
House Farrow House Fremont House Veroux House Val'Claire House Blengrove House Harrowhall
Peoples Primarily Human Elves a common sight - albeit in fewer number than humans. Dwarves occupy the areas nearer the mountains.
Kingdom Traits Wondrous Beauty Developed Infrastructure
Military Traits Awe Inspiring Fortifications Jousting Lords Knowledge of War Sieging Genius Good Equipment Ships
Trade Traits Agriculture Rich with Ores Ports
Flaws Not a Flawless Family (2) Corruption Arguable Claims
Culture Eilean is, for better or worse, somewhat reminiscent of a medieval kingdom found in central Europe. Class division is an accepted and natural part of life, with the six major houses of nobility essentially ruling the nation. The peasantry and middle-classes are expected to look upon the nobility as their betters, and it has been this way as long as any can remember, with no signs of the social ladder changing anytime soon.
Military Eilean boasts a diverse and moderately-sized military comprised predominantly of elves and humans, though several dwarven regiments do exist. The focus of the Eilean military is certainly on their knights, though by no means has any expense has been spared with the Eilean infantry and archers. In fact, almost every soldier in the Eilean military is well-equipped with light-plate armour and their weapon of choice, depending on which category of soldier they fall into. Likewise, every soldier in the Eilean army is provided the signature yellow cloak and dye that distinguishes them as soldiers of Eilean, a fact they are supposed to hold dear and with pride.
Eilean is very much focused around the ideal of Knighthood, with the dream of one day becoming a Knight to 'protect the weak and uphold the good' being held by many children. The reality, however, is entirely different. Knights are looked upon as minor nobility, therefore meaning the rank is typically achieved by only the educated and reasonably wealthy (though there are, of course, exceptions). Indeed, a Knight is even granted small holdings of his own. Yet this has not limited the Eilean Cavalry. Years of squiring, and intense training specifically for the role, have led to the development of a very professional cavalry force. Once Knighted, regular tournaments and jousts provide a competitive incentive across the Kingdom during peace-time, to ensure the Knights maintain a high standard in the profession.
The backbone of any military is the infantry, and the case is no different with the forces of Eilean. Undoubtedly the largest contingent of the Eilean military, the infantry is almost as well-equipped as the cavalry. Most infantry wear light-plate armour to offer moderate protection, while not restricting movement too much. It is rare to see a fully-plated infantry soldier, that is not a Knight. As for weaponry, the infantry is divided into regiments with weapon specialisations. Some may use pikes (these regiments are generally found on the front-lines), others a spear/shield combination and others a sword/shield combination. Generally, the lower classes are the most commonly found footsoldiers, with the more high-brow and educated of society opting to go down the route of becoming a squire, and eventually a knight.
For those in the infantry that have shown particular prowess with a bow, and after having served for a minimum of two years, they can choose to 'specialise' and join the Eilean Rangers. The Rangers, while primarily ranged, are as skilled in melee combat as they are at ranged. It is the duty of the Rangers to perform scouting detail along the mountains that form Eilean's natural defence, as well as being charged with the defence of the mountain-border and the defence of Frostpeak-Pass (The mountainless gap between the Frostpeaks and the ocean)
An elite unit of ten men, and two elven males, they are tasked with the protection of the King and, by extension, the Royal Household at all times. The members of the Crownguard is supposedly comprised of the greatest Knights and Rangers of the realm, for only the greatest and most competent men can be granted the honour of protecting the Royal Household. Somewhat controversially, the Crownguard has recently come under the command of an elf for the first time, Falael Seelorn
Economy Taxation in the Kingdom of Eilean is overseen by the Royal Treasury. In addition to each region paying a 'seasonal tax' to the crown, the merchants, landlords and other land-owners also find themselves subject to light taxation. The tax has remained relatively low and has become an accepted way of life over the generations. The Capital City of Crown Hold is the seat of extravagance and opulence within the Kingdom of Eilean. With construction having only recently been completed 30 years ago, the city was built purely with the aim to please the eye in a breath-taking manner. While the move was criticised by some, with the construction undoubtedly being the most costly project Eilean has ever undertaken, it more than achieved its aim of making a statement about the success Eilean has found on Seyan. Even if, for all the grandeur and confidence Crown Hold projects, the inner-workings of Eilean are far more fragile. Remaining the main source of income to Eilean are the jewels of the Frostpeaks. The discovery of precious gems and jewels (though little in the way of material for industry, such as iron, was discovered) has led to Eilean becoming a large exporter of jewellery and precious golds, trinkets and other such accessories. The profits from such a trade allow for Eilean to import most of the more basic materials needed for armour plates and weapons.
Reputation The Kingdom of Eilean has never looked to make enemies, and it is likely known across Seyan for being increasingly more and more of an appeaser, looking to avoid any sort of conflict or war no matter the cost. Successively 'weaker', or 'push-over', Kings can be viewed in two lights by outsiders. On the one hand, supporters of House Farrow believe their attempts to build positive relations and avoid war make them appear sensible, rational and good-natured. Yet the critics of such a foreign policy, one of appeasement, believe this has made the Kingdom appear increasingly weaker to outsiders. Eilean is certainly, at present, a nation of 'summer kings and nobles'. Its tournaments, jousts and social gatherings of the nobility are known across Seyan as grand affairs of luxury and fine entertainment, though some may question how well 'playing knights' and attending parties will prepare the nation for possible hardships and, in particular, wars.
History A recent addition to the nations of Seyan, Eilean was founded not much more than 300 years ago. Arriving initially as an extension of an Empire on the mainland of Aismir. House Farrow, a house of nobility belonging to this Empire of the mainland, was given the authority over the colony while Houses Val'Claire, Fremont, Blengrove and Veroux were also relocated to the new lands. Eilean flourished for roughly 100 years under the rule of the Empire, and it was during this time that Eilean was able to undergo a rapid expansion to carve out that borders that remain to this day, for they had a regular supply of troops and other vital resources from the mainland. However, the Empire they were sworn too saw a sharp decline not long after 100 years of rule over Eilean, a result of both external and internal conflicts. Boldy seeing an opportunity to become their own masters, Lord Ascard Farrow negotiated with the Empire for terms of independence. With little means to even prevent the colony from simply declaring themselves independent, the Empire relented and granted Eilean her independence, while also elevating her status to that of a Kingdom. For 200 years, Eilean has remained with unchanged borders in relative peace and has yet to declare war against any other nation on Seyan, a result of the peace-seeking natures of the Royal House Farrow, as well as House Val'Claire and House Fremont. Only in recent years has conflict brewed within Eilean, with Houses Veroux and Blengrove growing tired of the status quo, believing Eilean has the potential to achieve far greater heights on the island of Seyan. The gradually growing tensions truly began under the reign of King Eadwin Farrow, the previous king. Despite his efforts to placate Houses Veroux and Blengrove by offering them additional titles and positions of somewhat higher authority, he refused to allow his house to marry into either House Veroux and Blengrove, effectively shutting them out of the true power and influence akin to that Houses Val'Claire and Fremont have found through close-ties with House Farrow. For while he wished to keep Houses Veroux and Blengrove reasonably 'happy', he was all too aware of their desire for change and territorial expansion, something he believed would bring ruin to Eilean, subscribing entirely to the philosophy 'if it isn't broke, don't fix it'. This insult and power-block did not go unnoticed to the increasingly affronted households, and amongst themselves they began a plot through which they plan to increase their sway over the Kingdom and 'get it back on track' through the militaristic ideologies they hold dear. Their plan was 'simple'. They aimed to kill the King, and thrive in the inevitable chaos that would follow. In the year before present, King Eadwin Farrow travelled, along with his wife Queen Abigaile and the then-Seneschal Harold Val'Claire, from Crown Hold to Saltrock by sea in what was to be a typical gathering of the three allied households, Houses Farrow, Fremont and Val'Claire. The trio, along with their assigned guard, would never reach Ruven. With no known survivors of the incident, whatever it was, it is entirely unknown to many what happened and the tragedy has been attributed to an 'accident at sea'. The reality is far from an accident, with Houses Veroux and Blengrove having meticulously planned and brought into fruition a plan to have the three, and all on-board their ship, murdered. One month after the disappearance of King Eadwin, King Enor was crowned. Enor is, much like his father, a maintainer of the status-quo and is unwilling to accept the idea that anything foul was involved in the disappearance of his parents and Seneschal Val'Claire, for in doing so he would undoubtedly find himself in a civil war. Now being thrust into the role of King at a most troubled time for Eilean, and in an effort to placate Houses Veroux and Blengrove, Enor has appointed Lord Alwyn Veroux as Seneschal of the Realm, the first time anybody outside the Households of Farrow, Fremont or Val'Claire has held the position. Yet this move alone will not sate their growing desire for power indefinitely, and the future of Eilean looks as though the peace that many have fought so hard to maintain, will soon find itself in tatters.
Misc Lady Elspeth Fremont has recently arrived in Crown Hold for her marriage to the ruling monarch, King Enor Farrow. The two have been close since childhood, and the entire nation has been captivated by their idyllic relationship finally coming to a new chapter, with their marriage.
Amongst the nobility, House Veroux has been quietly grumbling after the rejection of their proposed marriage between Lord Alwyn Veroux, his wife having recently passed, and Princess Esmae Farrow.
Rumours have spread amongst the serfdom and nobility alike that Prince Edwyn is involved in an incestuous relationship with his sister, Princess Esmae.
It is an unspoken truth that there are two factions amongst the major noble houses. Those who prefer peace achieved through appeasement and diplomacy, and those who believe the constant pursuit of peace has only weakened the image of Eilean, instead themselves of the belief that Eilean should return to her more militaristic roots and be more assertive on the international stage. Those who believe in maintaining the status quo, and keeping the peace, are Houses Farrow, Val'Claire and Fremont. On the other side of the coin, are Houses Veroux and Blengrove.
@Raptorman Hello! Sorry for the absence! I haven't had the time to log on the last couple of days, but now I'm back! I'm still working on the vassals, have no fear! :)
"I hereby declare, as the forehead of all Imperial Authority of our Empire, as the Grand Emperor of this nation, that our Holy lineage shall, from this day forth, spread further beyond this continent, and to worlds far from this one. I demand of my willing subjects little but absolute domination, to conquer foreign worlds and connect it to our glorious homeland. This will be my, Illuran Ammanat Hassan Kaes, legacy to the world."
Capital and Major Settlements: 1. The Capital City of Reikenmark, housing the world renowned Imperial Palace belonging to the lords of the nation, the five Emperors. 2. Hessenland, Capital city of Emperor Lussisian Thassus. 3. Loitnen, Capital city of Emperor Tyrban Markus Lantos. 4. Trosisos, Capital city of Emperor Amarazian Tarros. 5. Kattafrakmark, Capital city of Emperor Eins Kattafrak.
Ruler and Royal Family: 1. Grand Emperor illuran Ammanat Hassan Kaes, Lord of Reikenmark, and supreme ruler of Holy Imperial Eisenmark. Grand Empress Ammanat. 2. Emperor Lussisian Thassus, lord of Hessenland, and second to the Grand title of Imperial Rulership. Empress lussisian. 3. Emperor Tyrban Markus Lantos, lord of Loitnen, and third to the Grand title of Imperial Rulership. Empress Lantos. 4. Emperor Amarazian Tarros, lord of Trosisos, and fourth to the Grand title of Imperial Rulership. Empress Amarazian. 5. Emperor Eins Kattafrak, lord of Kattafrakmark, and exempt the Grand title of Imperial Rulership. Empress Takata.
A. Expeditionary Leader Mathos Malatar Hassan Kaes.
People/s: Due to the vastness of Holy Imperial Eisenmark aboard the mainland, the nation has come to encompass almost every kind of people known to the continent, from elven- to dwarven. However, to many's distaste, the Eisenmarkian slave rules prohibit any kind of non-human people from experiencing the total benefits of the nation. It is also one of the few nations where slavery is far from outlawed, and it's commonly used in even the armies of Eisenmarkian War Marshals. However, whilst their otherwise massive armies full with both slaves and elite heavy infantry would be most prevalent on the mainland, the expeditionary forces are of little but the finest men known to the nation, clad in armour funded by their individual sponsors. For in the nation of Eisenmark, the professional sport of war is precisely that: A sport.
Kingdom Traits: Developed Infrastructure: Few do not know of Holy Imperial Eisenmark, a great and vast empire which reigns dominant in it's geographic part of the world. And as such, the fear people hold for the great empire has lead the nation with time enough to spend developing it's infrastructure. Therefore, it is said that Eisenmarkian roads are the best known on the continent. Friends with the Nobles: Because Eisenmark was a dominant entity early on in history, it was able to capitalize on feeding on those around it, because it had such an abundance of land, it was able to distribute land as a resource to entice nobles into the empire, this succeded greatly, as evident by the mass the empire conquers upon the mainland.
Military Traits: Knowledge of War: Endless years of warfare, Eisenmark was built upon just that. As a nation which cemented itself through painstaking and bloody principles of strenght before anything else, the brutishly effective warmachine that is the Imperial military is known for little but their battle effectiveness. Show of War: As a large principle taught to War Marshals during their military academy years is to control ones army through noise and flags. In the field, however, this turned out to be a double A, because it didn't only hold the army together, but it also terrified the opponents. Foraging: Due to the nature of the Imperial Military, seeing as all power is given to the 'loyal' nobles in terms of military, it is these nobles who lead armies into battle. Considering the nature of Eisenmark and it's natural geography, War Marshals originally carried with them massive caravan trains with their armies, however, as these field marshals soon came to realize is that an army is far more capable if it was able to live off the land (greed), and thus the War Marshals concluded that their armies would instead be taught the concept of foraging for oneself. Good Equipment: Because warfare was long considered a sport in ancient Eisenmarkian days, military sponsors exist for War Marshals to utilize in the case of warfare. These sponsors are often the ones paying for the prime quality equipment wielded by the elite infantry of a War Marshal. This, however, does not correspond for Expeditions, where they're funded by imperial coins, thereby given greater equipments. Heavy Armor: Due to Eisenmarkian doctrine, they've adopted a very robust idea in the case of Heavy infantrymen- Trained Troops: Because military is a very sportly task, and the fact that one could earn a lifetime worth of coin from the task of doing the empire well, War Marshals and War Masters often spend the time necessary to fund elite training for their forces. Big Armies: Slave armies make up 60% of an ordinary Eisenmarkian army, this does not count in the case for Eisenmarkian expeditionary forces, where 100% of the army is Eisenmarkian nobles.
Trade Traits: Slave Trade: Incredibly rewarding financially, the slave trade is the backbone of Eisenmarkian finances. Industry: Eisenmarkian industry is known as one of the finest ones on the continent, if not insanely expensive. Caravan: Eisenmarkian nobles rely on heavy caravans to house the resources they buy from beyond imperial borders. Ancient Merchant Families: Merchant families have controlled Imperial Eisenmark for over 2000 years in the past, only the last 500 years having been ruled by the Grand Emperor. But the tradition of trade never died, and thus the upper echelon of society are INSANELY rich.
Flaws: Corruption: The nature of Eisenmarkian stands upon corrupt politics. Even Your Horses Look Weak: Eisenmark fields have never been a place for good horse breeding, and thus, Imperial Knights are instead foot-soldiers. Arguable Claims: Whilst the Grand Emperor's claim to the Imperial Throne isn't weak, the leader of the expeditionary forces is in fact a bastard, however, yet to be discovered. Granted, the Grand Emperor sent him with the task of expedition not only because he was a mighty War Master, but also because people were on the verge of discovering that which shouldn't be discovered. The Grand Emperor would suffer greatly if the discovery would become known, as he'd have to divorce his Empress and leave the title because of Imperial Law. Slave Masters: The people of Eisenmark have acquired such a massive amount of slaves that the business of slavery is both incredibly promising, but also politically unhealthy considering the possibility of revolt. Overly Powerful Merchant Guilds.
Culture: A culture built upon the Eisenmarkian ideal of take what you desire and burn those who had it before you, Holy Imperial Eisenmark has learned to become one of the greatest nations of the continent. And whilst power hunger and Eisenmarkian ideals are mostly exclusive to nobles and their poor soldiers and slaves, the people themselves are rather normal, sticking only to following Eisenmark traditions when it suits them, such as festivals and other general festivities.
Military: Known across all the directions of the compass, the Eisenmark military has acquired fame and prestige because of their ability to acquire victory, no matter what situation they find themselves. Due to the nature of timed War Marshals and a bounty fitting their reward once their time term runs out, the Eisenmarkian War Marshals have been famed for their unorthodox and up-front ability to be willing to take risks and win instead of wait it out and slowly killing themselves, the empire was built upon the earnings of these War Marshals and their results. Whilst each War Marshal is special and their tastes are all different, their army composition must follow a bare minimum as designated by the Imperial Crown. It must consist of three thousand slave soldiers, two thousand infantrymen, and a thousand heavy infantrymen. All War Marshals follow these principles, and with them they bring slaves of all kinds (axe/slingthrowers, archers, slave shieldbearers, pikemen, or mere swordbearers), infantrymen graduated from one of the thousand stadiums, and a thousand knights granted the cross of Imperial servitude.
Whilst infantrymen in the nature of Eisenmark warfare are proven in a stadium through nothing but fist and feet, War Marshals drill soldiers with weapons and equipment when the soldiers have already been bought. Knights are senior soldiers taught all manner of weapons, therefore they're a solid elite choice for any War Marshal. However, no logical War Marshal would be pleased with the bare minimum. What War Marshals aim to do is conquer nations and subdue rebellions, therefore they spend their sponsorship money to the utmost. Imperial Swords-Knights, Slave Legions, and Infantry legions alike, these are what plague the lands of Eisenmark.
However, all that is but unimportant for this force is an expeditionary one, filled with nothing but noble knights honored with the finest reward: The Sword of Neo. Equipped with this honorary blade of beautiful make and a strong shield capable of accompanying it, these Knights of Neo-Tempus are the first expeditionarees of their kind sent upon the island, and their goal is the island.
However, beyond them all, there lies a great force deep within the Imperial Palace. Known as the Allumata, these absolutely elite warriors were once slaves, men and women, whom proved themselves capable of great deeds. They were taken in by the Imperial Palace, and now they cover the walls of the Imperial Palace, armed and armored unlike anything the known world might've never seen before, these warriors are disciplined to the brink of insanety, and trained to the point of tools. With their sense of selves destroyed in their training, they're now tools to the will of the Grand Emperor, bound to the halls of the Imperial Palace.
Economy: To supply the vast empire of Eisenmark, the Imperial trade-ways have become truly massive and impressive. To utilize the Imperial Highway to the absolute ability, the roads are always busy, even a hundred miles from a trade city. As the nation is also ruled by ancient trade families, the cities truly emminate it, holding massive markets within it's walls and great ports along it's coast, Imperial Eisenmark has little if not a functional and vast trade network.
Reputation: Whilst the pressence of Imperial Eisenmark borders are terrifying in themselves, the divination of Emperors has been a tradition since the founding of the nation. Emperors, and the Grand Emperor above all, have their own temples and their own religious followings amongst the people.
History: Imperial Eisenmark has carried the banner, and expanded it's borders throughout history, there is little to be said beyond the fact that from it's founding at the hand of Markos of Fire, the Empire has progressively expanded and expanded. Grown stronger and greater throughout history.
Misc: The Expeditionary Forces of Eisenmark have recently landed, and have taken up fort in a native village. Whilst they radiate their typical radiance of superiority, they also teach the people of the ways of the typical Eisenmarkian. In the eyes of Mathos Malatar Hassan Kaes, his entire reason for being here is quite unknown. Hence why he's been keeping to himself in the northern parts of the land. He has communed with local chieftains and Priestesses, and it appears they think of him as some kind of patron.