Marking my interest. Going to work on a concept today and submit it later for review. My only question is to what extent do we have freedom to create lore/history? [@The Sparrow] I'm considering having my city state to be, border directly with your empire, taking up the first 'chunk' of the isthmus, does that fly? Obviously there'd be a lot of history there. I'm aiming for a very old fashioned, hard worn and embattled race/nation. Would historic enslavement have been something in Alberon? [hider=Super WIP] [h1][color=crimson][center][b] ~ Vrent ~ [/b][/center][/color][/h1] [center][img] http://orig09.deviantart.net/7c06/f/2013/133/5/0/frenchie_render_copy_by_lafemmedart218-d6546pm.jpg[/img][/center] [b]City/Realm name:[/b] Vrent – An Ruuktor Fir ([i] The True Throne[/i]) [b]Flag/Banner:[/b] An Tzul D’Yvazgrul ([i]The Eye Of Yvazgrul[/i]) [center][img]http://i864.photobucket.com/albums/ab206/Sewelljabitch/Untitled_zpsttdkdldw.png[/img][/center] [h2][color=crimson]National[/color][/h2] [b]Capital:[/b] Vrent – An Ruuktor Fir - Ruuktor – The True Throne [b]Government Type:[/b] The sole leader of all Vrentians is The Quiet One, also referred to as The Apex and Yvazgrul’s Listener and most often just as The Listener. Authority however, is not absolute and things are more intricate than they initially seem. The Listener’s power stems from his or hers ability to directly communicate with Yzazgrul itself. The validity of this claim, let alone any proposed method, has yet to be verified by any outside entity. The broader governing system of Vrent, stems from its founding race, the Ventus, and is quite complex and difficult to condense into a single word. It has strong traces of tribal chieftanism still evident, but with a far more refined and forward thinking application. It can be seen somewhat as an archaic meritocracy, whereby each Listener is someone proven beyond capable in all fields deemed necessary by the Vrentians; war, art and academia, three tenets its beliefs tie together. The Speakers, act as a rudimentary senate-like institution. Speakers are chosen also by merit, however, in actuality, familial influence and honor won in combat mean far more than any other factor. Therefore, historically, Speakers have often been inclined towards heavy handed judgment and action, something heavily favored by the general populace. The Speakers oversee the Vidril, which are large organizations focused each on provision of a specific aspect of Vrent life. The military, academic, magic, trade and farming Vidrils are by far the most prominent. [i]Expanded upon when necessary.[/i] [b]Currency:[/b] Vrent has a deep and intricate economical system, which uses varyingly valuable carved minerals, in the shape of any traditional coinage. Modern Vrent is a trading hub, with much of the traffic across the Isthmus begins or terminates in Vrent and despite it ferociously violent history, and the many misgivings of it from other states, it is undoubtedly an important economic centre. Albeit, much of this is due to geographical circumstance and unfettered access to balsite mines. [b]Population:[/b] Total population amongst the Towns is just over six hundred thousand. [i]Explained in detail in geography section.[/i] [b]Unique Trait #1: Yvazgrul’s Knowledge ~[/b] Direct contact and interaction with one of the most powerful of the Red Gods has its benefits. Yvazgrul is older than the continents themselves and provides intelligence and information second to none. The interpretation of this, however, may not always be as superb. [b]Unique Trait #2: Strength Of The Mountains ~[/b] With its townships built into the low slopes of the Spine’s mountain range, Vrent is most difficult to assault. This is an attribute reflected directly upon its citizens. The Ventus themselves a strong, hardy and unrelenting race. Those of other birth, including the many humans, who in the past several centuries have amalgamated with the Ventus in forming modern Vrent, are also well versed in the trials of survival. The mountains themselves provide the balsite, the core commodity around which their economy runs. [b]Unique Flaw #1 : Economic Dependence ~[/b] Despite prospering hugely from trade and general economic activity, much of this prosperity is due to external forces and Vrent is by no means assured a future. Riding on a wave of growth in recent decades, any interference in regular would prove catastrophic to Vrent. The state is massively reliant on resources acquired from others. Without trade, Vrent would be left with a lot of worthless rock. Worse still if the balsite supply ever were to dry up, Vrent would be left with nothing. [b]Unique Flaw #2 : Misunderstood ~[/b] The Ventus’ stark reputation precedes all negotiations Vrent has with others. Historically, its founding race, has been classified as barbarians by many older states. In actuality, they were simply nomadic and not any less civilized nor advanced. However, fact means little in the way of cultural perception, and to this day many people fear or outright dislike Vrent and its citizens. Their emphatic worship of ancient beings deemed either nonexistent or malevolent certainly doesn’t help. [h2][color=crimson]Geographical[/color][/h2] Vrent as a ‘city’ has rather unique geography. Rather than a dense central urban centre, the city of Vrent is composed of a daisy chain of fortress-esque installations forming a two hundred and seventy degree arc around the initial slopes of the Spine’s mountain range. Each of these locations is focused on one large sky reaching building known as a Citadel, a religious and political construct. These towns are built vertically, only expanding out along the slopes by a few square kilometers each. They are however, extremely dense and built up, with many towering stacks and spire. Each Citadel reaches higher than any other building surrounding it. Linking the Citadels are the Ard Roads, carved into the slopes and raised on mighty archways, these impressive constructs act as conduits for all internal travel and trade in Vrent. Seven Citadels are linked by the Ard Roads, and they are, in north facing clockwise, bottom to top direction: Ozgart Frelhund Drizmund Vrent Auhmhaft Solvvas Yval’hund Spreading out from these slopes are rolling lowlands and the farming pastures which provide the huge amount of food required to fuel Vrent’s never-ending mining operations. This terrority is all considered directly under the control of Vrent and rolls out as far as the edge of the continent where Vrent borders Alberon. Farmers of varying species work and own these lands, assured protection from Vrent, given mutual status and respect. All in return for religious conviction. To the east, and further into the mountain range, Vrent maintains peaceful, if tenuous relations with the other Isthmus city-states for the sake of trade. [h2][color=crimson]Racial[/color][/h2] [b]Majority Race:[/b] The Ventus [b]Majority Race Appearance:[/b] The Ventus are a physically large humanoid race. Average males exceed seven feet in height, with most females reaching around six feet in maturity. They are though, not lithe and slender, as many tall races tended to be, in fact they are quite bulky and each Ventus carries a presence. This predominately arose from their history as nomads, having only settled into static towns, as a species, around a thousand years ago. The Ventus' skin color varies from tanned leather like colours, similar to many humans, to dark hues bordering black and to deep purples and blues. Sexual dimorphism is not as apparent in Ventus as it is in other similar species. Females are not easily identified by structure other than height, and the main differences arise in facial features. Males have much sharper chin and cheekbones and tend to have much harsher complexions compared to the relatively soft skin of females. The main and most notable differences is in their ‘Adhark’, cartilage build up on the tops of their skulls which resemble small fin like protrusions. Those of males' tend to curve up and out, females' down and inward. [b]Majority Race Characteristics:[/b] The Ventus are zealous and resolute to say the least. [b]Minority Races:[/b] Humans, [i]any other PC race that may end up here after discussion.[/i] [h2][color=crimson]Religion & Magic[/color][/h2] [center][img]http://orig15.deviantart.net/55be/f/2013/133/6/f/leslielee_cult_copy_by_lafemmedart218-d6546r5.jpg[/img][/center] [b]State Religion:[/b] The Red Way – The Worship of Yvazgrul. Vrent’s daily life is heavily influenced by religion. However, the Vrentians, don’t classify their own belief system as a religion. They are wholeheartedly convinced it is truth and not comparable to the fickle whims of ‘modern’ cults such as Old God worship, least of all Justinianism. Somewhat ironic, considering the manner in which most every other state regards ‘The Red Way’. [b]Religious Information:[/b] The Red Way focuses on the truth that another world runs parallel to our, but exists within in it. Referred to as the ‘Eile’ or the Other, this world is home to all manner of immensely powerful entities. These Entities, are each individually tied to a plane of existence, according to the Way. Yvazgrul, is according to the first Listener, the original and most powerful of all Entities tied to this corporeal realm. The Way is Yvazgrul’s will manifested in tangible form. Those who follow the Way follow a being with a rightful claim to this world, a claim made by strength. Knowledge and the acquirement of information are core parts of the Way, due to Yvazgrul’s unending comprehension; the more one knows, the closer they are to Yvazgrul. All will eventually follow the Way either by force of strength or force of knowledge. Justinian is regard among those who follow the Way, as being a lesser being from the Other, who is attempting to usurp Yvazgrul. [/hider]