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Hidden 9 yrs ago 9 yrs ago Post by gorgenmast
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gorgenmast

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-Faction name: Farai
-Faction Type: City-State
-Flag/Banner: Red date frond on a background of white silk

NATIONAL
-Capital: Farai
-Government Type: Autocracy
-Currency: Farai does not mint its own coins. Coins from all across Azoth circulate through the bazaars of Farai. Official exchange rates of recognized currencies are determined by the minders of King Nerej.
-Population: Highly variable. Nomads, herders, merchants, and caravans drive the economy of Farai, but typically only inhabit the city for a moon or so before leaving again. Consistent trade generates enough income that Farai hosts a permanent population of craftsmen, settled merchants, and commoners. On average, however, the population is generally 40,000 souls.
-Unique Trait #1: The Font: Farai was built around a narrow crag that reaches deep into the world. At the bottom of this pit is a well of fresh water that provides life to the city's inhabitants and its thriving economy.
-Unique Trait #2: (Created by me)
-Unique Flaw #1: Barbarians: In the wasteland beyond Farai, the unsettled people of the desert could endanger to Farai's vital trade. They don't mean to sack the city - they just want their cut of the income. However, their pacifism is not cheap.
-Unique Flaw #2 (Created by me)

GEOGRAPHICAL
-World-Realm Map:
-Major Cities: While some small towns in the surrounding wastes pay King Nerej a protection tax, Farai is the only city of any importance in its dominion.
-Major Castles:
The House of Chakul: When the Marajun sand people usurped Farai from its previous masters some four hundred years ago, their warlord - Chakul - was underwhelmed by the keep his predecessors left behind. He tore down their rude stone edifice and constructed a castle built in the likeness of the great foreign cities. At the time of his passing, Chakul's home was a castle of smooth, orange plaster the sprawled across the hill overlooking Farai. In the intervening centuries, his sons have expanded his home into a labyrinthine citadel towering above Farai. Beyond the rooftop parapets, pleasure gardens of twining plants and potted palms provide King Nerej and his courtiers a luxurious vantage over the teeming bazaars below.
-Buildings of Interest:
Pomegranate Bazaar: While it would not be inaccurate to call Farai as a whole a bazaar, much of its trade occurs in a stone-paved plaza built around the life-giving Font. During the day and well into the night, traders of all varieties and walks of life hawk their wares to the throngs of shoppers looking to spend their hard-earned gold. The plaza earns its name from an ancient pomegranate tree that shades the Font from the intense desert sun and serves as the bazaar's focal point.
Coliseum of King Jakand: Arenas are relatively common in Azoth's larger settlements, and Farai is no exception. While it is neither the largest, most reknowned, nor most architecturally-advanced coliseum, the arena on the outer fringe of the Farai is plenty grand to attract visitors - and, more importantly, trade revenue - from far and wide. Equestrian sports are hosted regularly, for King Jakand was an avid horse-racer. However, the arena in Farai infrequently hosts bloodsports, which never fail to fill the two thousand-person coliseum to capacity. Eager spectators permitted to watch from the walls or rooftops when there is no room left in the coliseum.

-Geographic Features of Interest:
The Font: Underneath the pomegranate tree's leafy canopy, a stone dais opens into a jagged chasm that descends into perfect blackness. It might be easy for a careless passerby to fall through to their doom were it not for the guards posted around the well keeping constant vigil over the Font. Only water-fetchers recognized by the guard are permitted to lower their water-pots beyond the pomegranate's gnarled roots into the cool blackness.

RACIAL
-Majority Race: There is no clear majority race, as Farai is a highly-cosmopolitan city and plays host to races from all across the world. Racial unrest is relatively subdued in Farai, as King Nerej welcomes just about anyone willing to spend their money at Farai. The population's makeup is therefore quite diverse in terms of culture and ethnicity. There are a handful of exceptions to the policy of openness: Ghul are strictly unwelcome in Farai due to their reputation as troublemakers.

NATIONAL DRAMATIS PERSONAE
-Head of State/Monarch: King Nerej
-Ruling Dynasty: Dynasty of Chakul
-Chieftan of the Guard: Rhuk, son of Panar, son of Ushkuk before him
-Persons of interest:
* Raiza - the eldest of King Nerej's two legitimate children. She is twelve years old, and is fast approaching marriageable age. She appreciates the finer things in life - which she finds in abundance as Princess of Farai.
* Ismal - The ten-year old son of King Nerej and heir to Farai. He detests the courtier's life that Raiza seems to enjoy, but instead lives for adventure and excitement. He has a knack for getting into trouble.
* Kali - The eleven-year old daughter of the King's ferrier. She is a commoner's child, but she and Prince Ismal get along famously. Rhuk has given his guards strict orders to keep a careful watch when the two are together.
(More characters will be added as plots develop)

CULTURAL
-History: Farai has been inhabited for a very long time. The oasis around which Farai is built has made the location very choice land for settlement, for the Western Erg stretches all around for hundreds of leagues. Scholars estimate that the Font was likely discovered about 1,500 years ago, when caravans began using the Teeth to guide their way out of the trackless desert to fledgling cities and trade hubs. The settlement became a trade center itself before very long, as 1,100 year-old coins dating back to the Akarrid Empire have been unearthed up during building projects.

Farai's modern history, however, begins 400 years ago, when the native Marajun tribe under the leadership of Chakul besieged the settlement and conquered it from a house of foreign rulers. Under the leadership of Chakul and his sons, Farai transitioned from a caravan waystation to a trade destination in its own right. King Chakul and King Jakand were notably shrewd rulers, and King Nerej seems poised to continue the legacy of capable leaders.

RELIGION, MAGIC and ARCHEO-TECH
-State Religion: King Nerej does not appear to have any religious preference and does not enforce any religion upon the people of Farai. All faiths are welcome so long as their rites "manifest no evil magics or imperil free men or their property".
-Archeo-Tech: A hundred years ago, a waterboy drew a heavy vase of water from the depths of the Font. Its weight was too much for child to heft out of the waters below, and so the container sank to the very depths of the well. It took a guard to help the boy retrieve the laden. When the guard retrieved the container, a shimmer of blue light at the bottom of the container drew his eye. Half-buried in sand scooped from the bottom of the Font was a fist-sized cube of Godsteel - the fabled blue-gray metal found in abundance in the ancient ruins. On each of its six faces was a window of black glass looking into an empty void. And from within that darkness, flashes of blue light manifested for a brief moment before disappearing into the blackness.

The artifact was brought before then-King Jakand, who consulted with his courtiers and advisers to know the secrets of this curious relic. He invited foreign scholars from thousands of miles away to study the device. Archaeologians from across Azoth were fascinated by the relic, but could not agree as to what it was or divine its purpose. Disappointed by their inconclusive studies, Jakand and his descendants came to regard the relic from the Font as little more than an ancient curiosity.

MILITARY
-Total Military Size: 2,500 professional guards keep order in the city and stave off the numerous external threats. But to conduct operations beyond Farai's walls, the King must rely upon the sandpeople and mercenaries.
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Hidden 9 yrs ago 9 yrs ago Post by Chairman Stein
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Chairman Stein Some Sorta Seminarian

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Hidden 9 yrs ago 9 yrs ago Post by Darkmatter
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Unapproved By Supreme Leader Flagg

The College Of Celestial Arcana Observation




Faction Type: An institute of education and understanding. Similar in hierarchy to a guild, but monastic in the pursuit of and devoutness to its craft.

Flag/Banner:


National/General


Capital:
The College, oft called 'The Observatorium', is its own being. The College is situated on the slopes of the Moon Reach, one of the largest mountain ranges that break up the wastes of Azoth. Only a couple kilometres downhill, sits the large town of Aurum Valya. The town, and college, have grown and fed off of each other. The town relies on the college's renown to attract would be Astrologians and tourists, and to give the town any significance at all. Likewise, the college relies on the very little fertile land the town claims, for food and water. As with many a town in this harsh world, Aurum Valya was founded on and survives because of a small underground river which exists the mountain near the College. The town and college are separate entities but are commonly regarded as being the one; even amongst the townsfolk and Astrologians.

Outside of the college, there is nothing significant about Aurum. It is a decent size, with several thousand people living there. It retains enough arable river bank to sustain itself and export a small amount of produce. On the whole, it imports most goods and is by the by, a quaint and extraordinary settlement.

Government Type:
The College is essentially a dictatorship, run by the Master Astrologian, though works in effect more like a minature meritocracy whereby the Master confers at all times with the current Seers. All Astrologians are afforded weight to voice their opinion, and open forums are regularly held when decisions that affect the College arise. Ultimately, the Master Astrologian has final decision.

Aurum, is less clean in its politics and is run by all intents and purposes by a mildly corrupt Sultan. The Sultanate historically has not been overtly corrupt in being despotic, but have all worked hard to keep their fmaily in power and taken countless bribes allowing certain traders unfair advantage. Nay sayers have claimed the royal guard little more than fancy mercenaries. Though, Hez Al Vut, the current Sultan, respects her people and has worked to crack down on more violent crimes.

The two facets of power on the slope, meet often to discuss mutually important topics.

Currency:
Both the College and Aurum Valya trade in coined gold, silver and copper, much as any nation in the wastes does.

Population:
The College itself houses at any one time, around two hundred astrologians, though the number of course changes with time. Around that many also work in the field.
Aurum Valya is a moderate township with a little over ten thousand residents.

Unique Trait #1 ~ Wisdom & Wit:
Knowledge : It is power, and the College has amassed a great quantity of it. Though primarily focused with the understandings of the world, and universe at large, the College has rather astutely collected innumerable tidbits of information. Much of which the associated parties would not wish disclosed.

-Unique Trait #2: (Created by me)

Unique Flaw #2 ~ Dependent:
The College is heavily reliant on Aurum for its foodstuffs and other basic needs. The town, in turn, imports a huge majority of its basic supplies. Thus, the College exists in a fragile state, with an enemy being able to tighten a noose on its neck, by cutting trade access.

-Unique Flaw #2 (Created by me)

Cultural


History:
WIP ~ Shared historical events will be edited in in the near future so this is intentionally brief.
The history of The College of Celestial Arcana Observation is, as one would imagine, a very storied affair. Not least due in part to the fact that the Astrologians themselves are prone to weave a tale or two. What is hard fast fact is that the College is over a thousand years old*. In its beginnings it was little more than a cult. For deep beneath the modern College is cavern network below Moon Reach, in which is situated a door; The Anshk, The Truth, The Salvation. Though called a door, it bares little resemblance to anything the average person would name a door. Perfectly circular in shape, and fifty metres in diameter, the Anshk is a foreboding and evidently artificially made object. In the centre of the Anshk, is a head-sized carving of what is clearly an eye, surrounded by the most intricately detailed runes on the entire door. This section, is called The Truth.

It was first discovered by modern explorers that thousands years past, by an expedition intent on scouring the Moon Reach for archeo-tech. At this time, early settlements existed in the area, but the Moon Reach was rather unexplored. Amongst these were a pair of ancient astrologians, whom upon discovery of the Anshk, were able to transcribe many of the seemingly chaotic runic markings that adorned its surface. Very quickly, the new goal of the project became unlocking the door and its secrets. Days, weeks and eventual months passed as did word of this discovery. Soon, dozens of would-be scholars, explorers, treasure hunters and archaeologists swarmed the site.

Over the years, interest in the Anshk dwindled among the general populace of the surrounding wastes. The nearby river had begun to become a vital resource in the area, and a former trading crossroads, was quickly a village, and eventually expanded to become the Sultanate of Aurum. During this time, a permanent house of study was erected on the mountainside and a small group of astrologians, convinced the Anshk's purpose to be divine, made it their sole mission to unlock it. The runes depicted, stars, moons and great constructs among them. Thus, the the key to its mystery must lie in the stars; in the art of Astrology.

Fast forward several hundreds of years and the College had begun to develop into the modern institute which it is to this day. Formal organisation and teaching was slow to overtake the initial goal of decrypting the runes. Eventually however, the day to day running and maintenance of the College itself became more readily dealt with than the Anshk. In modern times, the College has grown side by side with Aurum, which itself became an important northern* trading hub. Reputation spreading like wildfire, the College once again became a novel attraction for many in Azoth and viewings of the Anshk, became an easy way to extract money from people.
On a more functional level, Astrologians are regarded as being unbiased diviners, not tied to any set of beliefs and have sold themselves as being able to therefore apply to their craft to any set of beliefs. In essence, they may be naught other than the greatest snake oil salesmen in Azoth.

Religion, Magic And Archeo-Tech
Three concepts within the College, which couldn't be any more closely connected, are those of religion, magic and archeo-tech. The Anshk is considered by everyone now, with modern foresight, to in fact be one of the most complex pieces of archeo-tech as of yet discovered. This realisation high up within in the College, has brought about the acceptance of the fact that they very likely will never be able to decipher its secrets, or at least not for many more generations. This of course, is not something the College touts, instead it presents itself as constantly edging closer to great world changing contents of the door.

Abuse of this widespread faith in their mission and craft has lead to the College having people embedded in almost every culture across Azoth, within reason. Though many commoners miscontrue Astrology as a magic-based art, it is in fact a physical and mental craft. Reliant on mathematical precision, a natural eye for understanding celestial movements and armed with visorscopes*, astrology is wholly a human, though extraordinary art. There are however, quite a number of minor magic users amongst the College's ranks. These Astrologians often assume field roles and thus have spread the misconception that the Astrologians are arcane in their nature. The naming convention of 'arcana' a now dead word actually meaning 'mysteries or secrets', hasn't helped the cessation of this rumour.

The Astrologians are deft-handed in their speech, and a sharp tongue is as important in the field as a polished scope. Easy manipulation of those blinded by faith, has lead to much of the College's current esteem, power and knowledge base.
Hidden 9 yrs ago 9 yrs ago Post by Rhymer
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Name?


-Faction Type: Confederacy of Arthropod-dominated City States
-Flag/Banner:

NATIONAL
-Capital: Krellish Gen
-Government Type: Familial Hierarchy
-Currency: Various barter systems, some coinage in use.
-Population: ~1 million ?
-Unique Trait #1: Environmentally Acclimated; Arthropods thrive particularly in sparse regions, open desert, craggy mountains. There bodies are simplistic and require little in the way of sustenance and nurture.
-Unique Trait #2: (Created by me)
-Unique Flaw #1 Xenophobic; Arthropods, especially the Stygia are highly mistrustful of other races especially the Dratha. Ghuls are killed on site or held captive for later feedings.
-Unique Flaw #2 (Created by me)

GEOGRAPHICAL


-World-Realm Map:
-Major Cities:
Opopulox Ghar (The Ghar)

-Major Castles: Krellish Ghen
On a flat desert plain, the Ghen is a massive fortification jutting up from the parched earth. If not for the highly valuable water source hundreds of feet below, it would be a pointless stronghold.
The fortress is an appropriated Sphere ship of some ancient alien race. Over the millenia, winds have pushed dirt, dust and debris onto the northernmost side of the downed craft creating a steep, easily defended hill that the Scaablin workers have fortified further with walls and towers at the base. The reverse side is the only exposed portion of the ancient ship, a semi-sphere of unknown alloys immune to the effects of the harsh terrain. The fortress protects a highly valuable source of water, thousands of feet below. The Scaablin have built labyrinthine tunnels beneath the spheroid superstructure with barracks, armories, food-stores and workshops.
-Buildings of Interest:
-Geographic Features of Interest:
The Rotting Mound
Excess chitin, the bones of devoured ghul.

RACIAL


Arthropoda & Sub-ethnicities
The Arthropoda race covers a variety of distinctually 'insect' like creature of notable sentience. They are intelligent and multiplicitous. They are traders and travelors, priests and adventurers.
Appearance:
Scaablin
Scaablin are a mix of insect and human. Their heads are also human-like, two double-lidded eyes and a lip-less mouth. Instead of teeth they have hundreds of tiny mandibles which tear their food apart. They have nose-holes but it is unclear whether they can smell or not. Skin tones range from brownish-green to deepest black. Where uncovered by chitin skeleton, tiny grey bristles clump together.

They are the most numerous of the Arthropoda and although reviled by many on Azoth can be found most places. The Scaablin are hardy scavengers, traders and travelors.

Stygia
The Stygia are a segmented creature with several clutching legs that can serve as a grabbing arm when needed. They prefer to move on their bellies. Stygia, when fully erect stand about 4'6'' tall, but this is strenuous on their respitory system. Stygian heads are vaguely human-looking; human mouth and eyes, but dozens of dark beady eyes closely forming in the center of their face. They have no noses or ears and rely on vibration and tasting for those senses. They are voracious eaters but prefer either dead things or vegetation especially roots of the dröm tree which send them into an ecstatic fit followed by a dreamlike state.

Adak
The Adak are yet another sub-race of Scaablin, albeit quite rare. They appear as a mound of fleshing white translucent viscera because of their continuous moulting exoskeleton (which they then eat) Adak's have one gibbering mouth on the top of their heads and one sunken black eye who's location varies from body to body. Adak's use a sticky adhesive and undulating body movements to move food to their mouths. They are quite immobile and rely on other Arthropoda to protect/move them. They are regarded as holy among the Arthropoda-Majority Race Characteristics:

NATIONAL DRAMATIS PERSONAE
-Head of State/Monarch:
-Ruling Dynasty (If applicable):
-Constable Of The Army (If applicable):
-Religious Head (If Applicable):
-Persons of interest:
The Scarab Apparently the last of his race, the ancient Scarab holds assembly deep in the heart of the hive city Opopulox Gar. Surrounded by his choir of Adak mnemosynes, the Scarab functions as what might be called a religious leader. The noble families often seek the Scarabs advice and prophecies. The Scarab is known among the greater world as a great psychic and keeper of history. Scarab is a massive black beetle, appearing to be confined to the cave and underground pool in which he sits. His choir of a dozen Adaks sit on a cylindrical dais at his side.
CULTURAL
-History:
-List of Historical Grievances
-Relations

-Cultural Notes

RELIGION, MAGIC and ARCHEO-TECH
-State Religion: While there is no official state religion there exists a few cults worth mention.

-Religious Information
-Religion Demographics:
-Holy Relics In Possession:
-Holy Sites Under Control:
-Magical Information
-Archeo-Tech: (I'm going to regret this, but I will allow factions to utilize recovered ancient tech found in the ruins of the Old Ones, an ancient space faring civ. I will allow players wide discretion in inventing types of archeo-tech, but this tech has to fit the setting (eg, no mech suits with missiles capable of taking on entire armies), and used as appropriately. I will need to approve archeo-tech details. See more under the tech tab above.)

MILITARY


-Total Military Size
-Military Details
The Tarsus
The Knighthood of Arthropod society, the Tarsus are those who have excelled in martial combat, often hand to hand (claw to claw) or with simple weapons. They are fiercely loyal to their families but also to one another. Only a family head can declare one a member of the Tarsus. They enjoy impunity from the law in most cases.



Disregard Kwaalish. Keeping for posterity.
The Immutable Kwaalish




Hidden 9 yrs ago 9 yrs ago Post by neogreggory
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REVOKED=====I hereby Revoke my app, for I have not enough time to do this and my other RP's and give my best for them all. I am sorry for my own foolishness.
Faction name: Brothers of the Blade
Faction Type: Religious Military Order
Flag/Banner: A upward pointing sword on a field of white. Will attempted to get a proper image in due time.

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-Faction name: Great Qarthine
-Faction Type: City-state
-Flag/Banner: TBA

NATIONAL
-Capital: Qarthine
-Government Type: Monarchy led by the Sorceress-Queen Amidasura, but effectively a Triarchy ruled alongside her constable Relan Kil, and arcanist Salas Athal.
-Currency: Qarthine currency comes in the form of golden chain links, and are referred to as 'links'.


-Population: 250,000~
-Unique Trait #1: TBA
-Unique Trait #2: TBD
-Unique Flaw #1: TBA
-Unique Flaw #2: TBD

GEOGRAPHICAL
-World-Realm Map: TBA
-Major Cities: Qarthine
-Major Castles: TBA
-Buildings of Interest: TBA

-Geographic Features of Interest:

The Sea of Giants -



The River of Sorrows/The Sorrow -



RACIAL
-Majority Race: Human
-Minority Races: TBD

NATIONAL DRAMATIS PERSONAE
-Head of State/Monarch: Sorceress-Queen Amidasura
-Ruling Dynasty: N/A
-Constable Of The Army: Relan Kil
-Religious Head (If Applicable): Lorespeaker Salas Athal
-Persons of interest:

Sorceress-Queen Amidasura -


Relan Kil -


Lorespeaker Salas Athal -


CULTURAL
-History:

-List of Historical Grievances: Having been founded largely by freed slaves, Qarthine is extremely hostile to slavers and states in which slavery is practiced. In particular, the city has had a long-standing rivalry with the Drathan Union.
-Relations TBD
-Cultural Notes

Slavery and Masks -


Qarthine Steel -


RELIGION, MAGIC and ARCHEO-TECH
-State Religion: Cult of Amidasura
-Religious Information TBA

-Religion Demographics: TBA
-Holy Relics In Possession: TBA
-Holy Sites Under Control: TBD

-Magical Information TBA
-Archeo-Tech: TBA

MILITARY
-Total Military Size
-Military Details
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Order of the Sacred Martyrs.



Militant religious order.


NATIONAL

Capital: Bailiwick
Government Type: Theocratic Order
Currency: Bartering but coins are accepted.
Population: Approx. 25,000
Unique Trait #1:
Legacy of Beylik:
The Orders members, due to their reverence of Beylik and his Martyrs, do not fear death in battle as they believe it will bring them straight to the Above. Their tactics in battle, despite risky and suicidal, can result in incredible victories but also devastating losses.
Unique Trait #2: (Created by me)

Unique Flaw #1:
Poor crop yield:
The poor soils on the plateau and the wastelands beyond mean that famines and food shortages are becoming more and more common. This has led to an increase in raiding and a bad diet among the Oymak people.

Unique Flaw #2: (Created by me)

GEOGRAPHICAL

World-Realm Map: TBA
Major Cities:
Bailiwick is the only notable town under Martyr control.
Major Forts: Bailiwick, Sengdak, Nemruk.
Buildings of Interest:
-Fort of Bailiwick
A large fort in the centre of the town of Bailiwick that houses a majority of the Order and protects the town from raids.

Geographic Features of Interest:
Oymak Plateau:
Deep within the wastes of Azoth, the Plateau is an isolated part of the world inhabited by dark skinned Oymak tribes, who are mainly sedentary animal herders. Due to its high elevation, the plateau occasionally receives rain and small pools of water are cut into the rocky exterior. Most of the plateau is sandy or rocky but green patches do exist and it is these areas that are the most sought after. Soil is poor on the plateau, so potatoes or root vegetables are the most common foods, followed by goats milk and other delicacies.

RACIAL

Majority Race: Oymaks
Description of Race:
Oymaks are a sub-group of humans who live on the Oymak Plateau, deep within the wastes. They are of an olive or occasionally swarthy complexion, with light green/brown eyes and darker shades or blonde curls. Oymaks stand around five and a half feet and typically live in clan structures on the Oymak Plateau.
Minority Races: Non-humans (unless they are slaves or merchants) are not tolerated within the borders of the Order, as they are believed to have weak or evil ancestors.

NATIONAL DRAMATIS PERSONAE

Grand Aghas: Osman
Grand Boluk: Rumme
Grand Seljiq: Kermun
Persons of interest:
-Sokullo, a boluk tasked with mapping the known world outside of the plateau with his entourage.
-Murat, a seljiq within the frontier fort of Al-Dehn.

CULTURAL

History:
The Order of the Sacred Martyrs, commonly known as the Martyrs or the Martydom, is a militant religious order that was founded hundreds of years ago, shortly after the death of the semi-mythical hero Beylik and his revered Sacred Martyrs. The Order was founded by the sons and brothers of the 200 Sacred Martyrs, who died in battle with Beylik against an unknown force far outside the plateau. It is centred around the fortified town of Bailiwick on the edge of the Oymak Plateau, said to be the homeland of Beylik himself and various exclaves dot the Plateau and beyond.

Beylik was said to be a prophet who lived hundreds of years ago. According to the stories, with the help of powerful beings known as his "ancestors of the Above", he united the Oymak under his rule and founded the short-lived Oymak Empire, which spread into the deserts and wastelands surrounding the Plateau. The worship of ones ancestors became widespread on the plateau following the Empire founding but was never a centralised religion. Beylik's armies rushed across the wastes, conquering settlements and fighting many battles. It's said that Beylik's ancestors led a group of men known as the Sacred Martyrs, who were the strongest unit in Beylik's army. During a great battle with the demons of the wastes, Beylik was said to have realised that it was to be his last battle and on the advice of his ancestors, led a suicidal death charge against his adversaries with the Sacred Martyrs. The battle was not lost, however, as it was said that his ancestors and the rest of his army, inspired by his heroism, fought harder and won. The ancestors, after the battle was won, lifted his body and the bodies of the Sacred Martyrs to heaven and were never seen again.

Upon Beylik's death, the empire split and rapidly fell back to the plateau, where it fractured into the pre-imperial system of tribes. The Order was founded in Beyliks homeland of Bailiwick with the intention of joining him and his Sacred Martyrs in the Above. Over the years, the Order has fluctuated in size as clans rise and fall and has built imposing forts across the plateau. Oymak men are often encouraged to join the Order and honour their ancestors by becoming Boruk (knights) and dying in battle.

The Order seeks to expand out into the wastes and has been known to raid trade routes for resources not found in their own lands. Despite the only "civilised" state on the Plateau, it is still seen as a barbaric organisation by outsiders and religious fanatics by the Oymak clans.

List of Historical Grievances:
Relations: The Order does not participate in international politics, due to their isolated spot in the world but the Order is known to raid trade routes and occasionally join mercenary bands, leading to a somewhat negative reputation among the so-called civilised races.
Cultural Notes:
The Oymak are an extremely xenophobic race, due to their position on the isolated plateau. People who look or talk differently are said to be demons in disguise and treated with suspicion. The Oymak are not within a unified state and the plateau is inhabited by hundreds of bickering tribes. Orders such as the Sacred Martyrs are an exception to this, as tribal loyalties are surrendered in exchange for a feudal-like system. Oymak mercenaries outside of the plateau are famed for their bravery and suicidal ("heroic") tactics, due to their almost fanatical beliefs in the Above, an afterlife that can only be entered by the most heroic of Oymak. There is not a written Oymak script and Oymak documents are written in [noble lingua franca].

Oymak's outside of the Order live in sedentary clan societies but feudal hybrids occasionally pop-up across the plateau. Women are generally left at home but some have been known to give their life in battle and join their ancestors in the Above. Oymak society is built around their religion and the frequent wars fought between clans. They believe that the more powerful someones ancestors were, the more respect they deserve. However, as Oymak's do not have surnames, they are identified by their clan name or the area they reside in, leading to false claims by some. It is a great crime to lie about your ancestors and can be punishable by death in some areas.

Within the Order, ones clan or ancestry is often irrelevant, as the Order believes themselves to be the descendants of Beylik and the Great Martyrs. Slavery is practised but usually only by those who can afford to.

RELIGION, MAGIC and ARCHEO-TECH
State Religion: Martyrdom

Religious Information:
Martyrdom is a form of ancestor or hero worship, which believes those who live lives worthy of their ancestors will be admitted into the Above. Those who live lives unworthy of the Above are forced to wander Azoth for all eternity. The definition of "worthy" is open to interpretation but it is generally accepted that those who honour their ancestors through suicidal heroic acts are accepted into the Above. Famous martyrs, such as Beylik, are prayed to in small shrines or temples and have achieved almost god-like status among some tribes. The religion is unorganised and can be incorporated into neighbouring religions with ease. Due to conquests by Beylik centuries ago, the religion is widespread across the tribes of the Oymak but is rarely found outside of the plateau.

Holy sites and artifacts are practically lost to time, as Beylik himself was a nomad who died leading a suicidal charge into the midst of battle. This does not stop the Order having an interest in discovering and preserving relics of the time. There is only no holy book and the religion is generally spread by word-to-mouth. However, memoirs of Martyrs are popular among those who can read [lingua franca]. As is within Oymak culture, foreigners are viewed with suspicion and other religions, despite existing on the plateau, are viewed with hostility. Magic is viewed with fear within communities and powerful users of magics or ancient technologies have been known to intimidate weaker clans for their own gain.

Religion Demographics: Nearly entirely Martyrist apart from a few slaves or merchants within Bailiwick.
Magical Information: Magic is an unknown and terrifying concept to most of the order but some ambitious members wish to harness it for themselves to use in battle. There is some debate as to whether magic use in battle is a cheating way to the Above and whether or not their ancestors used magic in battle.
Archeo-Tech: The Order possesses some relics from the time of Beylik, including a curved sword said to have been used by him throughout his life. Unknown to them, these few relics are actually rare pieces of old technology that, despite probably being used by Beylik, are not touched and instead locked away deep inside the Fort of Bailiwick.

MILITARY

Total Military Size: 800 Boruk (knights), with up to 1,000 religious fanatics serving as their foot-soldiers.

Military Details:
The boruk, who live in forts across the plateau, are known to recruit local, fanatical Oymak men as foot-soldiers. Selijiqs, who act as spiritual advisers to the Boruk, are an extremely militarised group of priests within the Order and participate in battle alongside warriors.
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NATIONAL (if applicable)
-Capital:
-Government Type: Tribal Feudal Despot

The Oqer live in tribes or hordes with each being unique in some way. In most cases, each settlement is lead by a Warboss with several settlements forming a tribe lead by a Warcheif.

-Currency:
-Population: ~2.5 Million
-Unique Trait #1: 'Ere we go! 'N we a go! - Like all Oqer, the Vazkolhorn have an unbreakable iron will and are ferocious in battle. Always craving a fight, these tribals are warriors beyond proportions, willing to take on anyone in a fight not matter the odds.
-Unique Trait #2: (Created by me)
-Unique Flaw #1 Animosity - While craving a good fight is always a good thing when it comes to battle, its a problem when there is none. Outside of not ever really developing culture, infighting between tribes is more than common and someone will always end up dead from an arguement, even over the pettiest of things.
-Unique Flaw #2 (Created by me)

GEOGRAPHICAL
-World-Realm Map:
-Major Cities:

-Major Castles:
-Buildings of Interest:
-Geographic Features of Interest:

RACIAL
-Majority Race:
Oqer

-Majority Race Appearance:
The Oqer are a tall and strong people whose bodies were literally crafted for war although evolution has taken over their genes. They have pronounced muscles and thick, leathery skin with shades of green, grey or brown varying between the population. Compared to a normal human, basically everything about them is larger or bigger: larger hands and fingers, longer legs, bigger chests, etc. An interesting note is that they all lack hair outside of their head with few sporting even facial hair, though can retain heat purely through their thick hides. The Oqer also have two, fang like teeth on their lower mouth that are very pronounced with females having slightly shorter, stubbier "tusks". The rest of their teeth constantly fall out and grow back

-Majority Race Characteristics:
The Oqer are not a natural race, but instead one created by the lost civilization to fight their wars for them. Of course, when they were first made, they were very different, much more savage and brutal than today's Oqer with smaller brain capacities to ensure they didn't get any funny ideas about rebelling. In those days, the Oqer were even taller, stronger and meaner than they were today, a thought that can unnerve many. However, evolution and natural selection meant that some traits have been reduced or increased.

In modern times, though still able to live in harsh conditions for well over two centuries, the Oqer are more "human-like", having become shorter and a little more passive than their primordial cousins, a littler. Oqer are still very aggressive and will prefer to use violence instead of wit and diplomacy, for a while, the most advanced kind of diplomacy they knew for a while was to bash their head against the door of the place they wanted to raid while shouting cursing as loud as they could. The race as a whole excels are combat and some are even willing to do stupid things to provoke fighting, even in fighting.

No longer able to use the high tech breeding vats of their creators, the Oqer instead are now very fertile with each female able to produce at least three children in one go. However, many of these children do not make it to adulthood due to two reasons:
  • A mysterious disease known as "Moon Blood" which the child's blood turns a pale white and dies in a few days. Its unknown what causes this but its thought to have been from something the creators came up with or higher beings "purging the unworthy" has some, more superstitious Oqer will say.
  • Oqer aging rituals requires the child to go through a set of increasingly difficult tasks on their birthdays until they reach adulthood at about the age of 20. Needless to say, some of them will die before then.
It should be noted that Oqer cannot cross-breed with other races due to the high acidity of the male sperm. The only real way to create a "half Oqer" is through the use of advanced technology or magic, neither of which have proven themselves to be very good at appearing the world.

The Oqer have less fine motor skills than humans, resulting in cruder construction, again, probably due to something about their intelligence being reduced from their creators. However in place of intelligence, the Oqer have an incredible sense of resourcefulness, able to quite literally make everything from anything. This translate well into survival in combination with their natural stubbornness and willingness to go whatever it takes. As extreme omnivores, they can eat almost anything and will eat anything they can get their hands on, even seeing the consumption of other sentient races and cannibalism as "acceptable".

-Minority Races: (If any)

NATIONAL DRAMATIS PERSONAE
-Head of State/Monarch: Warboss
-Ruling Dynasty (If applicable):
-Constable Of The Army (If applicable):
-Religious Head (If Applicable):
-Persons of interest:

CULTURAL
-History:
-List of Historical Grievances
-Relations
-Cultural Notes

RELIGION, MAGIC and ARCHEO-TECH
-State Religion: (If applicable. Either create your own local religion or take on a major religion. If creating your own, I will need to approve.)
-Religious Information
-Religion Demographics:
-Holy Relics In Possession:
-Holy Sites Under Control:
-Magical Information
-Archeo-Tech: Phalharamkore - A seemingly anceint wonder drug capible of speeding up growth, induce

MILITARY
-Total Military Size
-Military Details

Oqer Warriors - Standard soldiers clad in whatever armor they can find and crude weapons. It is impossible to say what a "standard" Oqer Warrior looks like as they all have vastly different outfits unless the tribe's warchief personally finances the troop equipment, which rarely ever happens as more elite warriors get preference.

Often fighting in great big regiments or "Chunks", they're basically an organized mob given cobbled-together weapons and armor and pointed at a direction and hope they don't kill each other on the way there. Their weapons are often great crude cleavers and axes to hack apart flesh and armor of metal plates, bone, wood and even stones for those who are strong enough.

Oqer Feral - Oqer who haven't really gotten around to this whole "evolution" thing completely. These Oqer are more like their vat-grown ancestors if someone had put caveman into the mix as well. They are even larger and tougher than normal Oqers and can be identified by their lack of armor or clothes, instead using runic symbols and drawings to call upon their gods to bless them.

Ferals speak only in grunts and hand gestures, able to speak with enough training. They are far more aggressive than bog standard Oqer, often ending having to be chained or restrained when not fighting. However, Ferals wield terrifying great cleaving swords or clubs as big as they are, making them incredible shock troops for cutting holes in enemy lines or even battering down walls.

Oqer Gilded -
Oqer Bowyer
Oqer Bangpiper
Oqer War Shaman
Oqer Rino Rider
Oqer
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-Faction name: The Imperishable Empire of Azar
-Faction Type: Empire
-Flag/Banner: The Eye of Azar sees all, knows all.

NATIONAL
-Capital: Irem, City of Pillars
-Government Type: Absolute Monarchy
-Currency: The common peoples of Azar barter and trade for goods and services, but the state currency is the Hedj, silver coins backed by the Pharaoh's banks of grain and water.
-Population: 4 million, roughly.
-Unique Trait #1: Resource Rich: The reach of Azar is great and powerful, as they lay claim to the few remaining fertile rivers and oasis that are left in Azoth. Fresh, clean water is a prized yet accessible commodity, and is used to irrigate the great grain fields that branch off of the waterways of Azar. Grain is plentiful (though heavily taxed), as are other natural crops such as papyrus, sugarcane, flax and various fruits and legumes. Rare metals, minerals and gems can be found in mines that burrow beneath Azar, and even an Ichor spring and Spice refinery are jealously guarded by the God-King. Even more secret and precious are the relics of archaeo-tech hoarded by the Pharaoh in his personal vaults.
-Unique Trait #2: (Created by me)
-Unique Flaw #1: Vast Bureaucracy: Azar is large, but as well it is ponderous and unwieldy. The Pharaoh exerts his power through a complex system of clerks, accountants and advisors, which dulls his influence at the population level. Corruption is common in government officials, who frequently siphon funds and resources for their own personal benefit.
-Unique Flaw #2: (Created by me)

GEOGRAPHICAL
-World-Realm Map:
-Major Cities: The founding cities of Azar are situated over deposits of archaeo-tech that were quickly conquered and fortified by the earliest dynasties of the empire. Metropoli such as Maakep, Mesenebu, Seshahebsu, Sumenet and Tefaabhi sit along the riverways of Azar and serve as centers of politics, culture and commerce for their surrounding regions.
-Major Castles: Most cities in Azar are formed with the intention of being bastions against invasion. Most house a contingent of royal soldiers aside from its standard city guard, and are dedicated to the protection of surrounding villages and farms.
-Buildings of Interest: The ancient cities of Azar are filled with awesome displays of the wealth and power of the empire, in the form of huge monuments and tombs dedicated to its deceased God-Kings. Many of these structures are in fact ruins of the Old Ones, which themselves have been "entombed" by the reverent Azarites.
-Geographic Features of Interest: Irem itself is positioned over the Stygian Delta, a fertile expanse of land where the mighty River Styx meets the Great Inland Sea. The many branching waterways that flow into the Styx are the lifeblood of Azar, which jealously guards and regulates their waters.

RACIAL
-Majority Race: Simple humans make up the vast majority of Azarites, known in their tongue as Remet ("weeping ones").
-Majority Race Appearance: An empire as vast as Azar contains numerous different ethnic groups and subcultures, and so its citizens vary in appearance by some degrees. Skin tones range from near-pitch to lighter, dusky hues, and hair types range from smooth and flowing gold, to thick, kinky earthshades. Azarites are not known for their particular size, beauty or other outstanding features, and based on physique alone are rarely distinguishable from other human populations of Azoth.
-Majority Race Characteristics: Azarites are not a particular remarkable people. While they fare in the desert better than some, they are generally a simple, hard-working folk, content to live and work with the tides of the rivers, under the watchful eye of their God-King.
-Minority Races: As mentioned before, Azar is vast and its peoples are many. Nearly any race of Azoth can be counted among the population of Azar (save for Ghul and Magekin, which are traditionally culled), though there are some that are unique to the empire.

The God-Kings of Azar are the sole members of a peculiar subspecies of human, known as the Shaniatu. These beings claim to the the direct descendants of the Old Ones, "creatures born of the stars, shaped from fire as mere humans are shaped from earth." They generally resemble humans in shape, though the average Shaniatu stands head-and-shoulders above a normal human. The most remarkable of their features is their uncanny, inhuman beauty, which is said to cause the uninitiated to weep with joy at the sight of them. They move with impossible grace, as though traversing angles unseen by human eyes, and have the strength and speed of ten men. They grow no hair naturally, and their skin tone can appear as darkest ebony or as shimmering gold depending on the light. While they can interbreed with normal humans, most Shaniatu prefer to breed with their own kind, which due to their dwindling numbers over many generations has resulted in endemic inbreeding and numerous genetic defects. Pureblood Shaniatu are uniquely skilled in activating and wielding archaeo-tech, though the mysteries of magic utterly elude them.

A rare creature scarcely seen outside of Azar is the Sphinx, a particularly strange chimeric beast. While they are divided into various subspecies such as ram-headed Criosphinxes and hawk-headed Hieracosphinxes, they generally have a feline body, and are occasionally imbued with great, luxurious wings. Rarely smarter than common predatory animals, Sphinxes occupy the expanses of unsettled desert between the rivers of Azar, though some come to live near or in villages, necropoli or abandoned cities. Most Azarites see them as holy animals and guardian beasts. However, the rarest of them all are the Androsphinxes, who wear the faces of men and share in their intelligence (if not surpassing it). Elusive creatures, these Sphinxes most often live as hermits, far away from humans and other intelligent creatures, and spend their days brooding on philosophy and memorizing the ancient oral traditions of their kind. They generally look unfavorably upon pilgrims and other visitors, and are as like to kill and eat them as to speak with them. However, if impressed with strength or wit these creatures can make for loyal allies, who offer indispensable wisdom.

NATIONAL DRAMATIS PERSONAE
-Head of State/Monarch: The ruling Pharaoh is Sethansebranekha XII (Sethan for short). Even among the God-Kings of Azar he is known for his burning ambition, and has lead several campaigns of imperial expansion over his reign, with varying levels of success. He is known to have little tolerance for beings that fall outside of his purview of what is "natural," and has instituted many ethnic purges in the territories he has conquered. His rule is iron and his wrath is terrible, and for this he is known within Azar and without as the Black Pharaoh.
-Ruling Dynasty: Sethansebranekha is the twelfth in his line, the fifth dynasty known as the Sahu.
-Constable Of The Army: The Pharaoh is the supreme military leader of Azar, and under his rule has expanded considerably to become a more dedicated conquering force rather than a mere defensive army.
-Religious Head: The Pharaoh's title of God-King is not merely for show, as the ruling emperor is the focal point of worship in Azar. He alone is seen as the rightful ruler of the world through divine inheritance, and when his passing comes, he shall join the Judges of Duat and serve as chancellor to later Pharaohs as they currently advise him.
-Persons of interest: The only person that can approach the power of the Pharaoh in Azar is his royal Vizier. The current Vizier to Sethansebranekha is an Androsphinx that goes by the name of Sharuum. It is said that she came into the Pharaoh's service in his first campaign, when he was merely fourteen years old. When she saw the Pharaoh's armies, she was humbled by his power, and demanded to meet him, whereupon she was tempered by his conviction. Since then she has served as advisor and assistant to the God-King, his right hand and his closest confidant. As the most powerful civilian in the kingdom, Sharuum shares in the burden of ruling the empire with Sethan, and is the director the Azar's many bureaucratic administrations. Though she bends to the will of the Pharaoh, it is a deadly mistake to assume that she is subservient to any human, as many careless attendants have been flayed and eaten by the imperious Vizier.

CULTURAL
-History: Azar is an ancient nation, perhaps two-thousand years old, and its history is long and storied. Settlers on the Stygian Delta gave rise to one of the greatest empires in all of Azoth, after centuries of strife and toil. The Old Ones played a heavy hand in the rise of Azar, as the tools they left behind as well as their self-proclaimed descendants left their mark on this empty and ruined world. Theirs is a lengthy history of power and conquest, marked with tragedy and betrayal. Azar has swelled and receded just as the Styx does, though in modern times it rushes over its metaphorical riversides.
-List of Historical Grievances: Azar has an ancient rivalry with Dratha, as each sees the other as their major competitor for domination over all of Azoth. That aside, Azar makes no allowances for mutants and barbarians in the world, and seeks to eliminate them wherever it can.
-Relations: As one of the most dominant powers in the world, Azar makes allowances for various smaller nations and organizations. More often than not they are swallowed up by the empire and assimilated into it, but some manage to maintain their autonomy despite being caught up in the empire's expanding borders.
-Cultural Notes: Azarite culture relies on a highly-stratified sociopolitical system. Though all citizens bear approximately the same rights, those higher in caste are afforded preference and prestige compared to those below them. At the very top is the Pharaoh, the God-King of all Azar. Below him are his noble relatives, all pureblood Shaniatu. Then follow the royal advisors; scribes, judges and councillors, of which the royal Vizier holds the greatest honor. Their equals are the high priests of Azar, who serve in the Great Temples of Irem. In a unique position below the Pharaoh's advisors and high priests are his royal guard, which are comprised of his Shaniatu brethren that are either impure of blood, disgraced by their bloodline, or otherwise unconcerned with the honor of nobility. Below them are the more common government officials; lesser scribes, accountants and bankers. They stand equal to more common priests who man the temples of smaller cities and settlements. Skilled workers, such as masons, alchemists and embalmers, follow after. Below them are common peasants and farmers, who make up the vast majority of the population. At the very bottom are slaves, mostly people indentured through debt, but also criminals and prisoners of war. While not much social mobility is afforded to them, citizens of Azar are afforded substantial rights, as even the lowliest peasant has the right to petition the Vizier with his grievances. Women are afforded equal status as men (on paper), with rights to marriage, property and divorce. Even slaves are protected under Azarite law, and can buy their freedom from their masters.

RELIGION, MAGIC and ARCHEO-TECH
-State Religion: The Imperial Cult of Azar
-Religious Information: A religion as old as Azar itself, the Imperial Cult venerates the Old Ones as the godlike forebears of Azar, and views the afterlife in which they reside as yet another empire ruled by the Azarites' ancestors. The Pharaoh is the living avatar of the Old Ones, and is an immortal god in his own right. Even after his mortal form dies, he will live on eternally as one of the Judges of Duat, joining his ancestors in passing judgement on mortal souls that pass on into the afterlife.
-Religion Demographics: As the dominion of the Pharaoh is absolute, there is no room in Azar for other religions or heterodoxies. Citizens are expected to either subscribe to the Cult, or keep silent about their beliefs. Blasphemy is a crime punishable by mutilation of the face.
-Holy Relics In Possession: Artifacts of the Old Ones, known as Sekhem, are the holiest of relics to the Imperial Cult, and by law are to be turned over to temples, whereupon they are brought to the Pharaoh's personal possession. Countless relics sit in the Pharaoh's vaults, but the Sekhem with only aesthetic uses as usually donated to temples to serve as artifacts of power and worship.
-Holy Sites Under Control: The founding cities of Azar are sites with great numbers of ruins of the Old Ones, most of which interred in sandstone, marble and gold, with temples built at their foundations. Irem is famous for its five holy pillars, which are among the largest One One remains in Azoth.
-Magical Information: Mages and sorcerers of Azar are systematically rooted out and culled by the Pharaoh's secret police, an order known as Sybaris. The Shaniatu greatly fear magic and those who wield it, as it is the one power that eludes their authority, and could be used to overthrow them. Agents of Sybaris wield strange and unusual Sekhem in order to fight against the reality-warping powers of mages that may have entrenched themselves in Azar.
-Archeo-Tech: In more ancient days, Azar wielded Sekhem which shook the very world, and changed the landscape to suit their needs. In modern times, these relics are all but lost, and the Pharaoh's hoards are limited to artifacts that are mere trinkets in comparison. He and his royal guard wield weapons and armor with tremendous eldritch power, and the God-King is often adorned with many amulets and other treasures. The Pharaoh's royal alchemists are often experimenting with the few relics that still work, sometimes requesting the assistance of the noble Shaniatu to activate the ancient biometrics.

MILITARY
-Total Military Size: Discounting mercenaries, city guards, the royal guard, and Sybaris, the army of Azar counts 40,000 trained, professional soldiers. As many as double that number of conscripts can be recruited from the peasantry in times of peril.
-Military Details: The army is mostly comprised of infantry, each armed with spear, shield and kopesh. Archers make up another large portion, some mounted. Cavalry carries great lances and curved longswords, and may be mounted on horse or chariot. Azar makes great use of beasts of war in their battles, bringing massive snakes and scorpions to bear, and less commonly armored War-Sphinxes. Rare, yet evenly distributed among the army are elite officers (sometimes Sybaris agents in disguise) that bring mighty and terrible Sekhem to bear in battle, often turning the tide of the most dire conflict.
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-Faction name: Democratic League
-Faction Type: Confederacy of independent democratic city states.
-Flag/Banner:

NATIONAL (if applicable)
-Capital: The confederacy has no official capital. However the great City of Feral is considered the diplomatic hub of the confederacy.[/b]
-Government Type: Confederate democracy. All the 8 great city states are independent democracies with the separation of the legislative, executive and judiciary powers. The citizens of the individual city states vote once every 4 years for the senate of citizens and the constitutional house. Based on the result of the vote for the senate a majority government is formed who can pass laws for that city. The senate then will vote for that law and if it passes the senate, it will move to the constitutional house that will look at the law and vote over if it does not violate the constitution.

Next to the individual cities government there is the Confederate council. In this council all city-states have equal representation and voting rights. The confederate council consists of 16 members. 8 of whom are representatives of the cities government and 8 directly chosen by the population. The confederate council has legislative powers overs matters that transcend the individual city states such as foreign relations, military affairs and the distribution of water. The confederate council appoints the ministers of Foreign relations, Military affairs, Water management and Espionage. Also one of the council members is elected every year as Consul of the confederacy.

The right to vote and many other rights depends on the citizenship level of the individual people. The system consists of native citizens, full-citizens,half-citizens and non-citizens. Native and full citizens have a full vote while half-citizens have a half vote. Non-citizens can't vote at all. Also native and full citizens can become active government, senate and constitutional house. Half and non-citizens cannot be elected.

Citizenship is awarded to non-native population based on how useful they are for the state. Higher levels of citizenship can be earned by enlisting in the military for 5 years, working as a civil servant for 10 years or being granted after achieving excellence in the fields of science, magic, engineering, military prowess, the arts or religion.

Currency: The official currency is the confederate Florin
Population: The total population of the confederation numbers roughly 4.5 million. This is the combination of all different citizen classes combined. Of those 4.5 million people only 2 million are native citizens, 400.000 are full citizens and another 900.000 are half citizens. 1.2 million people are considered non-citizens.

Unique Trait #1: Free thinking minds. The confederacy does not let progress getting bogged down by conservative religious doctrine. It strives of scientific progress and draws upon the wealth of idea’s that migrants bring along with them.
Unique Trait #2: (Created by me)
Unique Flaw #1: Suffers from overpopulation and conflicting cultures. Water from the fountain of Eden has drawn many people towards the confederacy. The population has grown to a point where the fountain can no longer sustain the large number of people. Also the great deal of different peoples within its border combined with the citizenship system leads to tensions as rights and cultural and religious backgrounds clash.
Unique Flaw #2 (Created by me)

GEOGRAPHICAL
World-Realm Map:
Major Cities:
Feral: Feral is the largest of the 8 great cities and is located at the bay of Blackwater, east of the Great Sea. Officially the confederacy has no capital land all the 8 cities are of equal importance. Unofficial the entire confederacy revolves around Feral. This is due to the ancient relic known as the fountain of Eden, the primary source of fresh water throughout the entire confederacy.
Ferals population numbers roughly 1.200.000

Badural: Badural is the smallest city of the confederacy when it comes in population numbers. However it is the largest city in terms of land. The truth is that Badural is hardly worth calling a city state because the majority of its population live in small villages on the country side. Badural borders directly to Feral and is connected with it through a system of underground canals. Badural is the most important agricultural producer in the Confederacy. Only 50.000 people live in the city of Badural. Around 150.000 live on Badurals country side in farms and small villages.

Khoral: The city state of Khoral is the second largest of the confederacy and is known for its military University. Many of the higher officers and generals of the confederate army are trained at Khoral. Innovative strategies, equipment and training methods often found it origins in Khorhal. Military tradition is deeply rooted in Khorals society. Not only hosts Khoral the largest legionary training facility but it also prides itself in having the best and most active militia cores of the confederacy. The legion of Khoral is concidered the Elite legion of the confederacy. Roughly 850.000 people live in Khoral.

Cerentaral: Cerentaral is concidered the cultural capital of the confederacy. Nowhere in the confederacy you will find more esquizit architecture. Its many galleries and theatres are well visited among the elite and the great open air theatre of Cerentaral has an impressive 40.000 seats located in the inner ring. The beauty of the Cerentaral inner ring is unmatched in the confederacy and only few places in the world can compete with its standards. Cerentaral is a double sided coin. Its beauty and culture of the inner ring are in sharp contrasts of the large slums full of half and non-citizens of the outer ring. Roughly 600.000 people live in Cerentaral.


Argeon: Argeon is a city that prides itself for the study of the magic arts. It has many magic acedamies that are devoted to the magic arts and the study of relics of the old ones. The most powerful wizards of the confederacy are all trained here. However magic only plays a minor role in the confederacy. Not to mention that the vast majority of the magic students fail to unlock any form of magical potential. More important to the confederacy is the study of the old ones. Many archeologers gather in Argeon to study the relics of this lost civilization or organise expeditions deep into the desert to uncover more of the lost knowledge. Roughly 350.000 people live in Argeon.

Meteron: Meteron is a vast city state known for its industry and mining operations. The city is so fast that it consists of multiple cities that have grown together. Some area’s are rather spacious while others are densly populated. Within the lands of Meteron there are many coal and iron mines. Various metals and other products are produced here and skilled labourors are migrating to the city from within the Confederacy and beyond. Roughly 700.000 people live in Meteron.

Fennecia: Long before the Confederacy was formed most of the cities formed a kingdom together with Fennecia as its capital. When the kingdom fell apart in warring city states, the importance of Fennecia as political center of the realm vanished. All that remains is the legacy of the last dynasty with its large royal palace now turned into a museum of forgotten times as a kingdom. Fennecia considers herself as the last true Guran-Kha bastion within the League as it imposes strict migration policies to safeguard a healthy balance between natives and minorities. Only 250.000 people live in Fennecia.

Dhoran: Dhoran is proberbly the most enthnically divers of all the citystates. It prices herself for her liberalism, education and thechnolocial advancements. It whas here where the Confederacy invented the arquebus. There are many Universities within the city that are both a place of education and research. In Dhoran many innovative ideas about water management have been researched. One of them is to transport water in closed systems in order to prevent veporazation. Also many politicians have studied at one of the universities of Dhoran. Roughly 400.000 people live in Dhoran.


-Major Castles: The Royal Palace is the largest castle like structure within the confederation. With the fall of the old monarchy and the aristocracy many castles disappeared or where converted for other uses.
The only true castle that still holds a military function is the Fortress of Khoral. The Fortress of Khoral is the military base of the Khoral legion. All soldiers are trained and stationed in this large castle. The Fortress is located 15 miles outside the site on a remote hill. It is a square sandstone building with high walls and on each corner a high round tower. Within the walls there are a number of separate buildings including barracks, armories, stables and workshops.

-Buildings of Interest: The most important building within the Confederacy is the Fountain of Eden and the League's underground canal system that distributes the water. Other important buildings are the Khoral military university and the Forum of Feral.

-Geographic Features of Interest:

RACIAL
-Majority Race: The majority race are known as the Guran-Kha.
-Majority Race Appearance: Guran-Kha are a race that closely resemble humans but have some very distinctive features that set them apart from humans. The most notable features are the Guran-Kha's skin color paterns. Their base is generaly a shade of grey which can range from both very dark to lighter shades. The skin is covered by a patern of stripes or tribal like curves and shapes in a different color. The color for the paterns generally ranges on a black to blue scale but other colors and even multiple colors do exists. The patern is always a continious system of lines and shapes that start at the top of the Guran-Kha's head. Over time, these paterns extend and eventually cover most of the body. Those who meet a Guran-Kha for the first time often think that the paterns are tatoo's rather then alterations of the skin color. Another easily noticable feature of the Guran-Kha is the lack of any form of body hair on both sexes. They lack any form of facial hair such as eyebrows.
-Majority Race Characteristics: The Guran-Kha are slightly smaller than regular humans and generally more slender build. They generally lack the physical strength of humans but make up for it in speed and intellect. The Guran-Kha origins are unknown. Religious leaders often say that the old gods granted them live while scholars argue that they might be a product of evolution.
Minority Races: More than of the population consists of minorities. Pretty much any race can be found within the borders of the League. After the discovery of the fountain of Eden many people were attracted to the wealth of water. The water greatly boosted the economy creating a need for many able bodied men. Both to work in the large construction projects and to defend this new found source of wealth.
Some people where invited but many tried their luck on climbing on the citizenship ladder. Dratha have often been invited for their magical talent where Oqers and humans simply came looking for water to survive. Intelligent and disciplined races have a higher chance to succeed in becoming full citizens. Oqers often try to elevate their citizenship level by joining the legion but have a hard time dealing with the strict discipline of the League's legions. Most of them fail to even get through the training period.
Humans and their subspecies are the most dominant minority within the Confederacy. Their combination of physical qualities and intellect gives them a decent chance to become full citizens through various ways. Probably the smallest but most successful minority are the Ereyn'na. A humanoid species that is best known for their pure white skin and hair. Ereyn'na closely resemble humans but are generally longer. They generally measure between 6.2 to 6.8 feet. Another unique feature of the Ereyn'na is that their skin is ill adapted to the intense desert sun. Their skin is very prone to sunburn. The Ereyn'na thus tend to prefer clothing that covers all of their bodies.
There is the general concensus in the Confederacy that there is no room for Ghul. Ghul that try to enter the the League's lands are mercilessly slaughtered by the legions or the Fennecian Rangers.

NATIONAL DRAMATIS PERSONAE
Confederate representatives
-Consul: Raraaziz Anwar. Razaaziz is a 47 year old carreer politician from the City-State of Feral. Unlike most Guran'Kha he has the well-being of the entire state as highest priority and not just that of his own people. He is generally well liked among the full and non-citizens and prefers to bring the different peoples and city-states closer together.
-Minister of water management: Samir Al-Fenna. Samir is a 51 year old career politician from Feral. He has extensive knowledge of water management and was the first to recognise the dangers of overpopulation. He is a strong advocate for changing the constitution to distribute water based on the number of people in every city-state rather than giving every state 1/8th of the water supplies.
-Minister Of foreign affairs: Tariq Fawwaz. Tariq is A 37 year old career politician from Fennecia with a strong love for his own people. A shrude polician and a clever speaker. He is in charge of the diplomatic affairs.
-Minister of military affairs: Abdul Haadi Hafiz. Abdul Haadi is a former legionary general that both served as general of the Khoral Legion and commander of the Fennecian Rangers. At 57 years old he is an highly experienced military commander that has proven his merit in the field. Even though he has commanded multiple ethnicities he has a strong racial bias against everything not Guran-Kha.
-Minister of Espionage:





CULTURAL

-List of Historical Grievances
-Relations
Cultural Notes
The Guran-Kha tend to favour a more organized and disciplined society. They like to have everything nicely organized but are also pragmatic. If certain designs, systems or forms of organisation don’t work anymore they are willing to adapt new ideas. The Guran-Kha culture puts great emphasis on learning and discovering the world around them. They often question ideas, systems and authority. They strive for excellence in their field of work and merit is considered extremely important. This strive for merit and excellence has lead to the citizenship system. A form of organizing minorities by rewarding their merit while making sure at the same time that political power remains with the Guran-Khan people.

The confederacy recognizes 4 citizenship classes. Based on these classes the different people get a portion of the rights.
Native-Citizens:
The native-citizens are those of Guran-Kha descent. The natives have full political, social and military rights. They are allowed to access all parts of the confederacy, work on all levels of the government and military and are granted the highest water rations. Also they are allowed into all education forms and have the right to own weapons. But there are also strict laws that prevent the natives to engage in relationships with other races. They also have a mandatory service in the citizens militia. The native Guran-Kha generaly form the social, economic and political elite. Many are well educated and work as politicians, bankers, traders and teachers. Others are officers in the legion, landowners or even artists.

Full-citizens:
Full citizenship is granted to those of foreign descent that have proven their exceptional merit towards the City-State. Full-citizens have a full vote in the elections and can become politically active on most except the highest of offices. They also are granted the right to relocate between the cities without permission and the right to own weapons. Full-citizens also have mandatory service in the citizens-militia. Full-citizenship is earned by showing merit and cannot be inherited by children from their parents. Children of full-citizenship level start out as half-citizens.
Full-citizens cannot hold any office on Confederation level but can be elected into the confederate council. They also cannot hold the military rank of general and thus never command a full legion or more. Nor can they join the Guran-Kha Rangers.

Half-citizens:
Half-citizenship is granted to those who have served the state for a certain number of time. Either through military service or other ways. Half-citizens have slight political influence as they are allowed to cast a half vote. They are not allowed to hold any political office and can only become lower ranking officers in the legion. Half-citizens are not allowed to own weapons and thus are excluded from service in the citizens-militia.

RELIGION, MAGIC and ARCHEO-TECH
-State Religion: There is religious freedom in every city-state and no state supported religion. Many of the minorities keep their own religious believes and there are places of worship throughout the Confederacy. The Guran-Kha themselves have a tendency to either worship the Old Ones or follow an more agnostic path. Some Guran-Kha scholars even argue that there are no gods. Just more superior races from beyond the borders.

-Magical Information: The Guran-Kha talent for magic is severely limited. In only extremely rare occasions they show limited magical abilities. To compliment to this weakness the Confederacy has been recruiting Dratha for a long time. They often receive full citizenship as soon as they arrive and sometimes supplemented with additional water rations. This gives the few Dratha that reside within the borders tremendous influence
-Archeo-Tech: Under the city of Feral a giant contraption was discovered 150 years ago. This contraption has the ability to purify water from the great sea and make it drinkable. This contraption is known as the Fountain of Eden, the source of the Guran-Kha wealth. The confederacy has built an extensive system of underground canals throughout their lands to distributes the water produced by the fountain of Eden. Under the city of Feral large water reservoirs have been constructed to hold the excess water. However in recent years the supplies of water have been decreasing due to the fact that the Fountain of Eden cannot support the large population of the Confederacy.

MILITARY
The Confederacy maintains a standing army based upon a legionary system. Every city must supply 1 standard legion by confederate law. These legions are professional fighting force that are trained, equipped and paid by the cities. All higher officers are either full or native citizens and generals are always native citizens. The legions are under direct control of the City-State of origin.
The second professional force of the Confederacy are the Guran-Kha Rangers. The Guran-Kha Rangers are considered and elite fighting force and are only open to Native-Citizens. These men guard the outskirts of the Confederacy against Ghul invasions and raids. They receive the highest level of training and mostly operate in small groups of up to 30 soldiers. They are highly skilled horse archers and often employ ambushes and hit and run tactics. Their equipment consists of light leather armor, swords, bows and spears. They are expert trackers and hunters trained to live off the land. All rangers are stationed for 9 months at the border and after they return to their home city for two months of vacation. The last month is used for training before they will return to guard the borders. Unlike the legions, the Rangers are under the direct control of the Confederate council. There are roughly 9.000 rangers enlisted of which 6.000 are permanently stationed at the front.
Next to the legions there is the citizens militia. The citizens militia can be drawn upon if a city is in great perril or the existence of the confederacy is at stake. The citizens must buy their own equipment and do not get paid for their service. By law, only native and full citizens have the right to own weapons. All the male population between 15-45 are bound by law to serve in the militia if the confederacy is under treat.
-Total Military Size: 7 legions of 5.640 men each. A total of 39.480 men serve in the legions.


The equipment of the citizens militia varies greatly but in general every male citizen of the right class must join one of the cities militia cores. Every core dictates a minimal level of equipment and training. The current militia system recognizes 4 cores. The militia sharpshooters, The militia archers, the militia swods and spears and the militia cavalry.
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