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FABULA ELEYSIA
GAME INDEX


WORLD MAP

Territories with not solid coloring have players who are long inactive or chose to leave the game. As a new player you can pick their territories if you want but until then I provide them a chance to return like nothing happened.
Last updated in 2016.04.25.

NATION LIST

Last updated in 2016.04.29.

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Last updated in 2016.04.29.
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The Kingdom of Thabos

(Often just referred to as 'The Sunswept Isles' in vernacular speech) - claim number 21



Location/Geography


Thabos has a warm, tropical climate, fed by the 'Sunsweep', the name given to the warm wind that blows almost consistently from the south and east and that feeds the climate of the eponymous isles. The seasons are divided into the sunny and the monsoon season, with little room in between pouring deluges of rain and scorching heat.

There is a small amount of variation in each of the isles - the most northerly, Nibari, is also the most temperate, famous for its fruit groves, while the most easterly, Lobessa, is perpetually windswept and devoid of almost all tree cover, instead being covered by low-lying savannah land and hilly bluffs that stretch out into sand dunes and areas of scrub land. Settlement on all of the islands is mostly restricted to the coast - the inlands are populated, but infrastructure can be patchy, and vast sweeps of jungle that smother the interiors of the three southerly islands are home to hostile beasts like Diresabers and Great Snarks, as well as rumours of dark magic wielding cannibals who live in tree-top cities far above the expansive canopy.

The islands are dotted with enormous marble ruins, some of which have been adapted into the cities of the current Thabossian kingdom and others that are buried deep within the jungles, or jut out from the reefs in the sea between the islands. These ruins show the marks of complex stone working and carving, with some statues of various robed persons unknown also being found regularly. Though incomplete and often severely damaged, the ruins show the remains of a level of craft as of yet unable to be replicated. What is more, there are no natural marble deposits on the archipelago, leading some to theorise that the ruins are the remains of an ancient and forgotten Empire that colonised The Sunswept Isles many centuries ago.

General Introduction

The Kingdom of Thabos is a mercantile and yet secretive kingdom at the fringes of the known world, inhabiting a circle of islands far to the south-east known as the 'Sunswept Isles'. The copper-skinned Thabossians are not an infrequent sight throughout the world, rippling silently into most major trade ports on their black-sailed skiffs, trading their stocks of exotic spices, tea, silks and animal parts in exchange for furs and various foodstuffs. Apart from this interaction, however, few people know much about the secretive and unaggressive islanders. Most foreigners are not permitted to reside or to stay for long on the islands, and those who do become aware very quickly of a complex social structure and belief system that shapes the lives of all those who live under the reign of the Tiger-Queen Anetkara, the 'Sun's Avatar' or Salhamat-i Ashvahat.

History

Legend has it that the five islands of Thabos were once one, largest island, known as Kaeramuni, inhabited by the precursors to the Thabossians, who are known in Thabossian mythology simply as 'the Antecedents'. The Antecedents grew haughty and arrogant, building enormous towers and forsaking the power of the Sunsweep. Their arrogance brought about their downfall - one day the centre of the island, deep in the jungle, exploded with such force that it blew them all apart into five distinct entities. The event caused tidal waves across the world, and destroyed the Ancient Thabossian Kingdom utterly. Those who survived had to restart from scratch, foraging in the ruins of their illustrious ancestors for berries, and waging warfare with cannibalistic tribes from wooden shanty towns built in the shade of cracked courtyards and great palaces.

The Thabossians, however, proved to be a resilient peoples, adapting quickly and advancing quicker still. Some semblance of the Ancient Thabossian advancement must have lingered, for their ship-building capabilities were unaffected by the event and they made forays out into the wider world for the first time, tentatively establishing trade relationships with other fledgling nations and mapping the known world as best they could. At this point, each of the five islands was ruled by a Prince who took on the avatar of a different animal - the most southerly islands were the homes of the Crocodile, Snapping Turtle and Elephant Princes, while Lobessa was ruled by the Panther Prince and Nibari by the Tiger Prince. These princely dynasties were frequently in violent conflict, waging bloody war both on each other and on the 'Untamed Peoples' or the tribes that had yet to come under their yoke; those who lived (and continue to live) deep in the jungles and reject civilised life.

It was under the reign of the 'Great Tiger', Kahu'un the Wizened, that unification was finally achieved. The first 'Tiger-King' allied himself to the Snapping Turtle and Elephant Princes and waged a bloody conflict first against the Crocodile Prince, who he is said to have drank the blood of after defeating him in battle, and then the Panther Prince, who ruled the second most prosperous island. The war has come to be known variously as 'The Tiger's Leap', 'The Five Islands' War' and 'The Unification'. From that moment on Thabos began to worship its monarch as a demi-god, responsible for bringing in the warm southerly winds to end the monsoon season. It is not unusual for a Tiger King or Queen to be sacrificed to the oceans for failing to do so.

Government & Society

Society

Thabos operates under a strictly stratified society, built mainly on the back of extensive slave labour. The Thabossians themselves occupy their place at the top of society, with their lives devoted mostly to religious worship, magic, scholarship and the arts, with architecture, painting and instrument playing being the most valued pastimes amongst the Thabossians. The slave class is composed mostly of tame Kahularians, with various races from across the world being brought in to act in various capacities after having been bought from local governments or captured as pirates by the nimble and well-built Thabossian Navy.

Thabossian cities are built from the dark grey stone quarried in Lobessa. Buildings are largely built to be towers, many of which are interspersed with rolling, decorative gardens filled with trees, fountains and open patches of grassy land, most of which is flooded at some point during the monsoon season. To avoid this annual flooding disrupting Thabossian society entirely, a series of stone walkways connects most buildings in every society so that it is possible for the Thabossians to move around throughout their cities even when five or six feet of water submerge the ground level. This is repeated on a smaller scale in towns and villages, with most of the smallest villages containing a single tall tower where rations and medicaments are stockpiled year round in order for the residents to take shelter should the need arise.

Religion

The Thabossian faith is often referred to simply as the 'Diarchy', because it is dominated by two gods. Marrakari the Father of Rain brings the monsoon season, and is depicted as a tall, lumbering figure composed almost entirely of clay and water, with a shifting, ever-changing figure with a vaguely humanoid shape and four arms. He is said to exact bloody revenge on those who wrong the natural order of the islands by sending great floods and tidal waves.

Lakshvia the Sun-Swept Goddess, brings the Sunsweep to the islands to blow away the humid oppression of the monsoon and bring nourishing light to the crops and cities. She is depicted as a tall and beautiful woman, but to look on her is allegedly to burn out one's eyes from the sheer brightness of her beauty. The sun itself is said to be the shining light of Lakshvia's naval, which she presses warmly to the sky in order to warm the world from her loving womb.

The Tiger-King or Queen is said to be the avatar of whichever of the gods their gender corresponds to. It is forbidden for anyone except chosen foreign emissaries, the eunuchs and the scions of the highborn houses (who are also said to possess the 'godsblood') to look upon the Tiger-King or Queen under penalty of death. In public, they travel veiled in enormous corteges.

Sacrifice is practiced heavily in the enormous ziggurat shaped temples of the Thabossian religion, with the offerings ranging from livestock to the Tiger-King or Queen themselves. The spilled blood is said to nourish the earth in times of hardship and rouse the masculine impulse of Marrakari in times of drought. Dozens of slaves are bought from all over the world to be used as sacrifice livestock, also, as their foreign blood is seen to be a special offering.

Government

The Kingdom of Thabos is ruled by the Tiger-King or Queen, usually the eldest son or daughter of the previous monarch. Marriage is not commonly practiced and the Tiger-Monarch is allowed a harem of lovers in order to sate their need to produce heirs. It is considered an honour to be selected for the harem, and some of them have numbered into their hundreds, while it is usual for them only to consist of a few dozen consorts at a time. Apart from the monarch, who rules as a God and whose will is obeyed utterly within the kingdom, there is a relatively low level of civil development, though various offices of import are given to royal favourites who administer taxation, civil order and trade negotiations with varying degrees of success.

The administration of the royal palace itself, which acts as the de facto centre of political life in the kingdom, is held firmly under the thumb of a powerful group of eunuchs. Their dissuasion from carnal lust is seen as the perfect way to ensure that they serve Thabos before their own desires, and nearly all prominent courtly positions - especially those with close access to the King or Queen - are filled by eunuchs. These eunuchs are invariably Thabossians from highborn families, while more menial tasks are performed by Kahularians.

Each of the four other islands is still reigned by the ancestral princely line that existed since before the unification, all of whom swear ritual fealty to the Tiger-King or Queen upon his or her ascension.

Magic

The Thabossian priesthood practices its own strand of curiously druidic magic, with the ability to summon the life-forces that they worship to shape the will of animals, plants and occasionally the weather (if in collaboration). These priests are in constant conflict with the secular magical orders, who are numerous in the relatively learned Thabossian upper classes, who practice a much more refined and carefully trained form of magic with a heavy elemental focus on aquamancy and pyromancy, to represent the two aspect gods of their religion. Most ships carry at least one magister of some description to identify magical items of worth to be sold on to various interested buyers around the world.




Economy & Industry

Kahularians are commonly exported as slaves due to their stocky build and relatively hardy constitutions in most weather, but the main export of the Thabossian Kingdom is whatever it is that they can trade. Acting largely as middlemen in enormously complex global maritime trade networks, the Thabossians have a worldwide reputation for efficiency and honesty in business, and reliability in delivering cargo quickly and safely.

Military Overview

Though a mercantile culture by nature, the Thabossians are required to maintain a strong and robust internal defence force to fight off frequent incursions from the untamed populations of the Kahularians, many of whom practice various primal dark magic.

Composition

Kahularians are used in droves in the military. Their intrinsic understanding of how best to use jungle landscapes as well as their small size, muscular bodies and quick movement mean that they are the ground troops of most Thabossian military detachments. The Thabossians themselves dominate the archery and magic using sections of the military, however, while Kahularian shaman are allowed to serve alongside Thabossian druidic priests in the healing and moral boosting sections of the military.

Army

Fighting in the dense jungles of Thabos requires a degree of adaptability, and the Thabossian army is composed largely of archers, slingers, saboteurs and light skirmishers, many of whom are adept at constructing elaborate traps, defences and conducting aerial warfare from high in the trees dozens of feet above the thick jungle canopy. In the way of cavalry, there is a special and elite detachment of Tiger Riders, who tame and ride the ten foot tall Diretigers into battle in honour of the Tiger King or Queen.

Insofar as weaponry, the Thabossians are fond of curved scimitar like swords and short, one-handed axes. Their armour is generally made from leather with mesh inlet made from imported iron and steel, but the Tiger Riders wear full suits of gilted green steel plate. There is also a small but increasingly large detachment of permanent snipers, who use the cumbersome and relatively unreliably stocked ammunition stocks of the nation to organise a gunpowder using section of the military.

Navy

The Navy is Thabos' pride and joy, and is famous for its well-constructed and nimble sailing ships. Any confrontation between The Sunswept Isles and another nation will begin at sea, and the Thabossians are experts at creating detachments of archers and slingers who can fight from the ship's decks. The fact that most warships are equipped with at least two magisters of some variety also means that warfare at sea can quickly turn sour for an opponent of the Thabossians. However, though swift, Thabossian ships are not heavily armoured, nor have they quite become comfortable with the idea of power-based weaponry or cannons. If one hits a Thabossian ship with a cannonball, it is likely over.

Magic in the Military

Most armies march with an equally sized cohort of druidic priests and secular mages, though the former is often the more visible, integrating visibly with the ground troops and using their druidic magic to shape the jungles to their advantage, a tactic that has saved the Thabossians from enclosing enemies by closing the literal trees against them and buying them enough time to make their flight on many occasions before.
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Republic of Vuts

Vutsian: Vutsvóhọ Ţá'ŕụ Tsìqxẹ
Trade Jargon: Vutsvôhrul Ho-Dâh'xǔ

Claim #10


Location/Geography




The islands are known for being mountainous, with low, fertile valleys scattered across the islands. They have a mild temperature, with cold, snowey winters and temperate yet humid summers. Sprawing trade cities dot the coastlines, while in the valleys, agricultural and fur hunting settlements can be found.

General Introduction

The Republic of Vuts, a prosperous nation, born of trade and warfare, the modern nation comprises the entirety of the Vutsian Islands, and has controlled various trade posts and occupied lands in the past. At the Current time, Vuts has returned to it's traditional method of control though trade and monopoly.

History

The people of Vuts are known to have migrated from an unspecified location millenia ago. Their migration was quick and violent, with historians noting just how short the timespan of their arrival was followed by the extinction of Humanity and Elves on the Vutsian Isles. Most will agree that they are not of any nearby areas, being total isolates in terms of their culture, language, gastronomy, social structure, religion and etcetra, and no solid proposal has been established as to where they came from before migrating into the Vutsian Isles. Establishing themselves in their new home, the winged people of Vuts naturally took to the mountains and forests of their new found homes. It was not long before the islands were split among various competing kingdoms and empires, each controlling pieces of the islands, or entire islands outright. Known as the Warring Times, This time was characterized by constant warfare.

Many innovations came out of this time. The art of warfare produced a constant need to outdo their competitors, and attract outside nations to aid and trade with them. As such, this tumultuous period was marked by a massive surge in technological achievement, including an independent development of Gunpowder, roughly the same time as the mainlanders' gunpowder became more wide spread. The end of the Warring Times came with the conquest of all the Islands by the King Caqhá, who proclaimed a state that lasted for the next 2 centuries. The Kingdom of Vuts worked to mend relations with nearby kingdoms of man and elf in the region, even going as far to offer their services as mercenaries in the fights against imperial powers. The Kingdom came to an end following a call for reform. The Vutsians began to see their kings and queens as lazy, decadant and corrupt. The leaders of this were a movement calling for autononous law of the people, as system that they called Vutsvóhọ Tsìqxẹ (litterally, Rulership of the People in the Vutsian language). The Vutsvóhọ Tsìqxẹ Movement succeeded in dethroning the king and abolishing the monarchy, establishing an early democratic republic in its place. One of the first actions of this was to decide what to do with the old king and his family. Surprisingly, the government decided to allow them to stay in the country as normal citizens, marking this as a unique revolution in a way. Over time, however, many of the Vutsians began to take notice of their position in the world, and the many resources that they had access to. This was the beginning of the so-called, Merchant's Age, which still continues on to this day. Those who took advantage of the possibility of trade became rich, and were able to enter into government more easily. Through their new-found power, the rich traders of Vuts managed to secure their power through legislation and manipulation that only allowed the merchantile elite to seize power in the nation. Vuts became a functional plutocracy

Government & Society

Government of Vuts: Plutocratic Oligarchy
In the modern day and age, money is equal to power in all aspects. The Country is rich on the trade they make, however only a small fraction of the elite ever actually see that money. As well, the public are swayed into the illusion of control over their government through faux elections, though in practice no elected official really has power, no more power than his or her other merchant peers in the aristocracy. The entire government of Vuts is a series of plots and betrayals as the people vie for power. The important seats of government, those who have legal authority over the other aristocrats, are decided based on money, and who can buy their way into the seats, either by literally buying their way into power, or using their influence to pull the stings and eliminate any rivals and challenges in the way of securing power.

At a local level, each city and province is ruled by a governor of the Aristocracy, who hires local mayors to watch over his lands. For the most part, at the city level and below, the country acts as a true democracy.

Species and Society:
Given the nature of the Vutsians, it is not surprising that the islands are populated entirely by Vutsians, save for some expats of all species that have immigrated from nearby nations.


As well, the society of Vuts is very unusual compared to their neighbors.

The Vutsian language is a language isolate, unique not only in its enviroment but indeed in the world. Vutsian is characterized by Subject Object Verb syntax, a lack of Bilabial sounds, vowel harmony, few voiced consonants, 4 tones, highly agglutinative nouns, and a complex isolating system of verbal grammar.
Example in Vutsian: Līgàvé tsụvọ'vót'ó nuqūr lạk'ī - The Stars have shown upon us; a very formal greeting
aveneca.com/cbb/viewtopic.php?f=6&t=54..
A simplified version of this language exists called Trade Jargon, that incorporates elements of other nearby languages for facilitating trade relations.

Vutsians are matrilineal; For the most part, their society is egalitarian in modern times, but it is noted that women are often left doing high level work, while men tend to often work in more dangerous aspects of their society, such as those that take them away from the Islands. And as such, it is often men that foreigners see most (though, it is said to be difficult to tell what sex a Vutsian is, as they all look very effeminate and youthful from a human perspective, if one cannot see hair). Understandably, Mothers hold a very high position in Vutsian society, and often extended families are controlled and organized by a martriarchy of the oldest mothers in the family.

Vutsians are known as the people of passions; indeed, they are well known for their romantic, firey, and expressive literature, as well as their ferocity in battle.

The staple of the Vutsian diet is the Acorn. Oak Trees were domesticated for mass growth and harvest by the Vutsians some time in their past, and as such, a special breed of domesticated Oak, bred and grown for large acorns, small size, and a short maturity time, managing to produce trees that mature and produce acorns after only 1 year, and reach peak production time after 5 years. The acorns are ground into flour and used for cereal grain. Acorn Bread, Acorn Porridge, and such are staple foods that all Vutsians are familiar with, often eaten with honey.

The Religion of the Vutsians is a bit of an oddity. They are a non-theistic society in refrence to what we think of as Gods. However, they do have a very complex religion based on concepts such as Animism, Katheniotheistoid Ancestor Worship, Necrophagy, and philosphical musings on social order and the natural way of things. The basic deities of the Vutsians are their ancestors, who are believed to walk upon the earth in a spiritual form, watching over and providing for their descendants. However, in this state they have lost their humanity in a way, and are more willing to retaliate in aggression towards what they perceive as disrespect towards them. As such, the Vutsians leave offerings for, ask request of, and keep shrines in remembrance of their dead ancestors. As these spirits are tied to a single family, no two Vutsian households worship the same spirits. The Vutsians take turns venerating one ancestor or group of ancestors over the others every day. As part of the funerary rites for dead relaltives, the Vutsians partake in Nercrophagy, that is, they consume the body of their dead relative. Necrophagy is extremely common among the Vutsians, and those who have gone to war with them will note that they are known to drag the bodies of slain ally and enemy alike to eat later. Due to their very fertility and family generational based religion, the Vutsians are known to look down upon members of their society that are seen as detrimental to producing future children (singleness, homosexuality, asexuality, mental illness, infertility, sex aversion/repulsion, asocial behavior, etc.). An outgrowth of their religion is the ancestral marker. When a person dies, the family goes out to fell a ceder tree, which will then be carved and decorated, and stood up, like a totem pole, in rembrance and worship of this ancestor. Shrines are built around the Ancestral Marker, and these are the sites of rituals. Families will buy entire fields of land to erect these totem poles on.

Vutsians are not permited to ask strangers of their names, and actually carry two names. Their birth name, and a "Courtesy Name" which is given out to strangers and used among loose acquaintances. Close friends will exchange their birth names once the feel a sense of mutual closeness to each other.

Economy & Industry

Vutsian Trade is vast and all reaching. The nation has almost no restrictions on how companies can be run, allowing for absolutely wildly powerful companies to rise up. Merchant's Guilds are commonplace throughout the country, often competing with one another and working to destroy their competitors. The mountains of Vuts are known for their high content in a few valuable metals, most noticeably, Tin, Copper, Sulfur and Lead, which are all major exports of the Vutsians. As well, Vuts is known for its local method of producing steel, using carbon made from the local cedar trees, and through secretive methods of welding to create strong steel weapons with distinctive wavy patterns. The many trees of the Dense Ceder forests that dominate the Islands are also sold to other nations for lumber. As well, many hunters have etched out a significant living in the fur trade, as many of the animals that inhabit the mountains of the Islands are quite valued by the rich and powerful of other nations. Fish and other seafood makes up an industry on the islands itself, as well as Acorn Farming. The Urban areas of the city are dense, and packed with competing businesses and guilds run wild upon themselves. Technology is very advanced due to the constant one-upsmanship of guilds and companies trying to fight amongst each other. Technology such as movable print type, Matchlock Rifles, early mechanical clockwork, and others are coming to light. The Richer families can afford central heating in the winters through a process of lighting a fire under the house and channing the heat out of the hearth into all rooms through the use of underfloor channels. It may be the exchange for violent and out of control capitalism seeping its way through society and creating the problems of an unstable aristocratic elite.

The Vutsians merchants have trading posts all over the world, and are known to use their military to secure deals and take areas that they want.

Military Overview


(To give an idea of what the Armor of the Vutsians looks like)

A military is of course an important aspect of a trade empire like Vuts. The Vutsian military is often deployed in their trade area to seize trade posts, take control of docks, protect and escort cargo, as well as good old fashioned conquest for conquest's sake. Vutsians have a reputation for their tendencies to switch to Guerrilla style warfare, something a bit unorthodox in their time. If facing a Vutsian army in a thick forest, or in the dead of night, be prepared for attacks comming from anywhere, and then dissappearing as soon as they showed up.





As well as serving as Vuts' personal military; Sections of the Vutsian military can be purchased for use as mercenaries by other nations.
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Thangoradrim



Location/Geography


#15



Thangoradrim is a heavily wooded and hilly region, with rocks and creeks aplenty along the landscape to the east. To the west, isolated mountains that contain iron, copper, and nickle are highly prized and settled by the local clans. Highlands and foothills around them are rich in clay and tin. The mountains and sacred Glades hold 2 other valuable metals found nowhere else in the world, Baldr and Valdium. They also contain the great Musk Ox for clan mounts, predators like the Mountain bears of incredible size, and the venerable Drabarians. The mountains lead to watchtower clad foothills, that further lead into small farm lands and field that connect to the dangerous forest of Thangorad. The forest teems with huge beasts and perilous hills, such as Drumlins and Tors. Perilous because men unused to the forest often find it so thick that they fall off cliff edges or into deep creeks without them even knowing until they plunge. Storm Wolves, canines the size of ponies, are held in esteem and semi domesticated (Thanes use them for mounts) by the forest clans. They have also domesticated the average wolf packs, using them for hounds. To see a wild Storm Wolf heralds doom, though doom to the Thangoradrim or to their enemies, remains to be seen. The Eald Cabhaig River is vast and stretches across Thangorad forest, effectively splitting it in two. Eald Cabhaig is the source of most wetlands and creeks that slither over the landscape. There is a vast network of caverns beneath Thangor forest. Stone Trolls inhabit both these caves, and make homes in the mountains. Trollslayers are held in high esteem. The southern most portion of Thangoradrim is lowlands that are patrolled by clans with the small amount of horsemen they have.

General Introduction


Thangoradrim is a collection of Hunter/Warrior clans, ruled over by Thanes, who are in turn beholden to a High Thane. They are a proud and strong people, taking their fatalistic view of the world at large with admirable stoicism. They regard tales of War and Heroism highly, often asking young boys if they will grow to be "Fell men of good deeds." The people respect hard work greatly, especially work done by craftsmen. The Thangors are deeply traditional, yet give fair respect to all who give it in return. Despite their belief in hands on work being the most important kind, story tellers, poets, and song writers are in high demand and greatly enjoyed. The men of Thangoradrim pride themselves on being free men and warriors born, for who else could brave the woods of Thangorad but they? Who else were blessed by the Dragon, Forgenhalst when the world was young? Who else was shown how to shape Valdium and Baldr? They will guard their land, await Forgenhalst's return, and remain steadfast, even before the gates of hell and the unmaking of the world.

History


While every Clan has an honored scribe (or 3), most of the nation tells their history through oral stories. Some scholars believe that Thangoradrim was founded by refugees that had a shared history with the kingdom of Baile, but the Thangors have a different story. They tell of their people hailing from the Isles of Nal'thaggrasil. The men there were thralls to to Thaggs, giant beings of untold power who used the men for their labor and entertainment. It wasn't until the Dragonflights, lead by Broxxigar/Felgenhalst the Fiery, unchained them and sunk the island into the sea. Wherever they came from, what is known is that great ships of wood clad with shields landed on the southern portion of modern day Zhodul. Their ships were in disrepair, with claw and teeth marks upon their hulls. The men would only mutter about great sea creatures and storms, not bothering to explain. They clove their way into the southern forest that bordered the mountains and desert. This led to the meeting of the Eloians, and the war Thangoradrim would call the "Blooded" conflict (for it being their first good scrap since landing on the mainland) or "War of the Glades."
Thangor scouts commented on how odd looking the Eloians looked to them, meaning no offense. They were attacked, noted here.
Without raising voices or arms against them, these horse men charged and fired upon us. A welcome fight to break in this new and harsh wilderness! It was not until a year later and many bodies of our foes staining the forested ground did we realize what they protected from us so vigorously. The Sacred Glades. If they had merely told us, we would have given fair and respectful distance. But this attack upon our persons and honor could not be ignored, and we drove the horsemen out of these lands and claimed it for our own. With iron and strong arms, we cast them into the southern waste.
Step by bloody step, with stern faces and strong arms, the Thangors gained ground, throwing their new enemies into the desert to die. As they settled into their new home of peril, the first Druids were formed when they discovered the Fey spirits that surrounded the Glades. They made pacts with the spirits of the forest, pledging to always respect this sacred ground, and to protect the forest from outsiders. In return, the spirits gave each Thane a Storm Wolf companion, solidifying their pact. The Fey allowed the Thangors to make homes, small roads, and even gifted them with Valdium or "Moon Metal."
The new conquerors ventured west, making their way into the mountains and coming into contact with the venerable Drabarians. They too awaited for the end of all things, and for Forgenhalst return (known as Broxxigar to them). The two warrior cultures became fast allies, and the Drabarians helped the Thangors shape and wield weapons of Baldr. When they had reached the western sea once more, and it awakened a long forgotten feeling in their hearts. The Exploration Guild was formed within a decade, and with the vast resources of timber and metal, ships were quickly created.
Fyrd Ships were wrought. Huge war vessels built for speed, recrafted for use in exploration. While passion was in their hearts, they weren't spurred into action again until they met the emissaries of Hamleton. These new peoples and their tales of exploration were enough to make Thangoradrim their steadfast friends, and the Tnagors gifted them vessels made from their best shipwrights. They were just about to explore before they were attacked...
From the depths of the caverns beneath Thangor forest they had just begun to traverse, spewed forth a new and savage enemy. With moss green and dirt stained brown skin, akin to burnt leather, they would forever be known as the Gundarogs. These fierce creatures stood little over 5 feet tall, with wiry muscle and rat like teeth. Wielding black iron scimitars and spears, they surged into the above ground and tore apart all in their way. The creatures used monstrous Trolls as their shock troops.
They would have been too sudden and ferocious for most anyone. But the warriors of Thangoradrim simply unsheathed their weapons, and fought undeterred and unshaken. With a grim determination, shields and axes in hand, they clove through the vanguard of the Gundarogs and went into a 20 year campaign of systematically exterminating the infectious race. Many brave warriors and wolf companions fell, but heroes were born, and through the adversity, the city of Thangoradrim was formed at the moment of their victory. Songs were written, feasts were held, and tunnel fights were formed from the hearty men. They now began to map the underground system of caverns for their own use, and to this day the sighting of a Gundarog is a once-in-a-decade affair.
Licking their wounds, regaining control of their forest from the beasts, making settlements there and in the mountains, creating watch towers along the plains and foothills, planting farms and establishing their kingdom, Thangoradrim is now a Soveriegn nation recognized by all. It was at this time the Thangors decided to try and figure out a new Phenomena. During special cases in battle, a slain warrior would rise up and simply begin walking away, traveling north. A small Fyrd was formed to follow one of these honored 'dead', eventually sailing northward until they bumped into an impenetrable wall of fog. A mysterious being sailed out of the fog, and only allowed the 'dead' to enter, threatening to kill anyone else who tried to follow. Normally the Thangors were unafraid, but this apparition of the dead unnerved them. It was only the past few years that they heard of a Kingdom up north. A Kingdom bordering where their dead had traveled...
In recent years, they have sailed to distant lands, making an alliance and everlasting friendship with the clans of Kashar. They have begun to search for new places to make settlements, and trade has been/will soon become established with other nations. Roads that helps travelers moving from north to south are now in the planning process, under the protection of Thangoradrim and their warrior might.

Foreign Relations

The Thangors have a cold war-esque relationship with the Orc nation to the North, and frequently are raided/raid the Eloians to the south. Zhodul and they have just begun trade. They enjoy the people and culture of Baile they sometimes see. Myrstrost is a legend to them that they intend to visit and find the truth of. They know very little of Ardonia, but enjoy their beer. They must be fine folk! The people of Thangorad have an ever lasting friendship with the clans of Kashar. The Emissaries of Hamleton weave fine tales, and their meeting sparked the Thangor's ancient interest in sea faring and exploration.

Government & Society


The High Thane rules over all, unquestioned in times of total war, but often leaves the organization and leadership of individual clans to their respective local Thanes. Every Thane has a Druid advisor that resides in huts beside their sacred Glades.
The High Thane, and in turn, the Thanes, are often chosen by blood relations. However, the Thangors have a loose system reminiscent of a republic. They meet in moots within the glades, and vote to decide who will rule next. To them, they believe that blood holds the strength of the previous Thane and often do not question the succession from father to son. However, if the son in question is seen as weak or unintelligent, they will vote him out. Other than Succession, moots can be formed and created for various other decisions, though the High Thane is often not in question during them. He would do wise to listen to them, however. Druids get votes just as Thanes and clan mates do. Women and Slaves (more like indentured servants, who are indebted to another and choose to work in order to pay off their debt) are allowed property, freedom, and weapons just as any other. Often times, Fyrds (small warbands or expeditionary forces) are formed to destroy threats, gain/protect land, or even to settle disagreements between clans.
Beofric Dormgrad is High Thane, residing in his great hall of Stone, Baldr, and Timber within the city of Thangorad, located atop a particularly large Drumlin hill that gives an incredible vantage point over the forest. The city itself is both atop and within the stone cliff, lit with great braziers and adorned with bronze and carved art upon Wyrdwood.
The Clans Cladheim, Forgod, Déorhidh, and Thaggar reside in the forest of Thangor. Clans Bryne and Brimrad live along the coasts and create great ships for exploration and war. Clans Horthaig and Ardabeorg reside within the mountains and highlands. Clan Dunbryte patrols the plains to the South, bordering between Thangor forest and the desert of the Eloians.



Economy & Industry


Precious metals, stone, and timber, and exotic monster/beast meats are the most abundant and used exports. Between the foothills and forest, and in some rare places of cleared land further east, wheat, potatoes, and various other farming items are grown. This would allow Thangor to survive on its own in war, though it is easier to get their farming foods and horses from more northern nations, and are their most prominent imports. That and Ale, of course. Thangoradrim Ale is a malty, strong ale amber-to-dark red in color. The few brewmasters within the Kingdom are highly regarded and skilled, but are in short supply.
Thangoradrim craftsmen and hunters are often hired by other nations for their skills. Their warriors would be as well, but they tend to see serving other nations with arms as dishonorable (unless allied), when Thangoradrim itself could be attacked at any time by foreign foes or domestic monsters. There is an avid fishing and exploration market with the Clans Bryne and Brimrad (as well as the forest clans along the riverlands, meaning fisherman). The 2 clans in question either transport emissaries of other clans, or do the diplomacy with nations across the Sea. They often bring back hidden treasures from foreign lands, and sometimes a sea monster carcass or two. The High Thane, Beofric Dormgrad has just began to become interested in trade routes and foreign relations, prompting more ships to be made and more exploration and settlement making beyond the previous mild curiosity.

Special resources

Valdium: A silver steel found beneath the sacred glades, Valdium is as strong as well forged iron, half as light, and gives off a faint glow. It cleaves through monster flesh and the flesh of magical beings easier than other metals. It lasts longer than Iron. Some say the Fey spirits blessed the metal themselves, or its properties developed by its close proximity to the glades. Either way, it is offered to Heroes and the Druids at times, when asked, by the Fey. Can be shaped as easily as Iron.
Wyrdwood: A sturdy timber that regenerates into the form that it is carved in, even after it is broken. Blessed by the Druids of the Glade, and often used for smaller buildings and items, though if enough is found, can be made to create giant ships and houses. It is a very rare tree, only found near a sacred Glade. Need a Druid to be present when carving such wood to keep it from wildly growing back.
Baldr: The most durable substance known to Thangoradrim, and possibly the world. Twice as strong as Valdium, as heavy as Iron, and known to be extremely hard to fall to corrosion or rust. It takes a Drabarian or an extremely strong Thangor blacksmith to shape, and to the uninitiated, forging a sword of Baldr could take a decade. It is fairly rare, discovered by the Drabarians in the lone mountains to the southwest. Perhaps it is in other areas of the world, but so far the only known findings are in Thangoradrim. Called Drabari metal, or 'Dragonsteel'.

Military Overview



Being a warlike people, young Thangors practiced with the family weapon as soon as they could walk steadily. By age 10, they were practiced hunters, and by age 14, they could form an effective unit in both the forest/mountain, or southern plain. Their tactics would change with the terrain. For forest combat, the archers would hide in special tree plateaus and fire upon the enemy, and the melee fighters would close in to hack their enemies down. Sometimes they would use clan warriors as distractions, traveling with shields upon their backs and weapons in their hands, acting as if they attempted to remain sneaky. Their archers would then fire on the unsuspecting raiders from above.
Thangors are unrelenting and determined when in battle, holding shield walls and firing upon their enemies when fighting among hills or on flat ground with little forest around them. They tend to maintain a staggered formation when fighting upon their mountains, outmaneuvering opponents less used to such terrain.
The Axe was the most common weapon for clan warriors, though often times it was not the primary armament. Axes are customarily not allowed within the sacred glades, to honor their pact with the forest spirits. Due to their rigid tradition, customarily left behind generally means forbidden or banishment. They have shields customarily, with one handed axes or swords. But they tend to wield two handed weapons such as great swords, or long handled axes with spikes atop them. Or a recurve bow, for a trained archer. Armor is often sturdy and well made chainmail of iron and bronze, with wealthier families using Valdium or Baldr. They cover that with well boiled leather and cloth.
Thangor warriors are renowned for their fierce charges, war drums and shouts, and battle paint they adorn themselves with. While respectful, they are ruthless with their enemies and will pillage freely. Men and women often adorn their hair or beards with the jewelry of those conquered, or will get wargold given to them after performing some great deed.
Thangoradrim has a moderately sized but very efficient and dangerous navy, for their ancestors were shipwrights and seafarers.
Their weakness is their lack of Cavalry. They have a modest one, and those who are enlisted aren't unskilled horseman. They also use Great Musk Oxen and Storm Wolves for mounts, but these exotic beasts are rare and more useful over certain terrain.

Super Units


Drabarian Warriors: Wielding enormous Halberds and Great weapons, the Drabarians are clad in Baldr platemail. This, coupled with their firebreath, and hardened scales, effectively make them walking tanks.


Warwicks: Men who have undergone rituals performed in their Sacred Glades, being infused with the blood of Wolves. They grow a bit taller, a bit stronger, hair covers their bodies, and their heads become far more canine. They can run and leap at great speeds, though they need special training to relearn how to wield weapons and only wear light armor. Their claws and teeth are as deadly as Iron, however.


Dómbeorns: Professional Warriors who both protect and enforce the will of their Thanes. They wear only the finest armor and wield only the best weapons. Often times their scale mail/plate mail armor is made of Valdium or high class Iron, as is their armaments. Even so, martial prowess is not the only factor one needs in order to become a Dómbeorn. The man must have achieve a particular feat of bravery and honor and voted in by a moot before they are given the right to be one of these legendary warriors.


Storm Wolves/Wolves: Great beasts of war and fine scouts. Storm Wolves feel just as at home in and out of water, and packs are only seen after great storms. They are the size of ponies, and as intelligent as a normal wolf. They often form bonds with men who are worthy.
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Fenea Kingdom

Location/Geography


It exists of s a singular island named Fenea. The lower, western half of the land is mostly plains dotted with small villages. While the warm, sandy coast offers excellent opportunity for ships. In the eastern half of the island is Ramoari Forest. The borders are often chopped and replanted. Especially in recent years. But the core of the forest is rarely visited by sentient beings. Higher up north you have the Agroa Mountains. The mountains are exceptionally high and make for a very isolated area. Just like the forest, the mountains house a myriad of mythical monsters. While in the forest those are mostly ground-bound creatures, up in the mountains one could find the winged monsters.

General Introduction

Fenea is a mystical land ruled by the high and might. One half other island is hostile to human life and forms the home to many exotic and mysterious creatures. Whom are quite often hunted by the powerful nobility that rules the other half. The nobility is in a constant fight to appear greater than their fellow noblemen. Which often leads to dangerous extravagance, mixed with magic. As war between houses is forbidden, most look outside the kingdom to prove themselves if hunting is no longer an option.

Below all that are the common people. Ruled with a mailed fist, the less well off people of Fenea remain forever poor and disgruntled. Maybe the only thing they can praise themselves lucky over is that they are still, to an extend, free. Unlike the mass amounts of slaves below them. Heralding from many different places on the world, these poor souls are the lowest in class. They are abused, starved and even killed without anyone ever beating an eye.

Fenea is a cauldron that constantly boils.

History

It's not generally known from where the people of Fenea ever came from. There have been several theories but the Scholar has made it very clear that history beyond the founding of Fenea is not on his agenda. It is, however, commonly agreed upon that their people came from the west and settled in the great plains of Fenea. Many believed that their earliest ancestors remained near the sea, while more adventurous, younger generations struck out inland. The plains were fertile and wealthy. So like weeds the settlements began to spring up all around Fenea. However, this has upset a certain balance.

Wild, mythical animals began to attack villages near the forests. Winged monsters came down from their mountains and began to destroy entire hamlets. Consuming all who lived there. This is where the first names come up in history. King Agragon, the Beastslayer. He wasn't called King yet. He and his sea-side city mustered a small force and rode out land inwards. His initial success against the landbased monsters rallied many more youngsters behind him. Those capable, swiftly rose in rank. Soon all villages had joined him. The beasts retreated into the forests and mountains. And Agragon crowned himself as first king. Those who fought with him became his Lords.

His grandson, King Nudeon, was the first to found the religion of the 5 Gods. He was somewhat fanatic in it. And in his fanatism he founded the Inquisition. The religion did spread though. His son, however, was less concerned with the gods as he was with the fanastic creatures in his lands. His name was Agragon II. But unlike his father he gained a new name. With the help of a newly founded Order Arcanicus and some incredibily suicidal knights he mounted several expiditions into the forests. Often without luck which earned him the nickname: Agragon the Beastfleeër. Until he returned riding a direwolf at the age of 42. After that, the Order Arcanicus booked several successes and Agragon II was known as Agragon the Beasttamer. He named his son Agragon III in the hope that the name would carry over the interest. It didn't. It was only when King Deismogor rose to the throne that the advancement of Beastmastery took place again. However, this time it had to serve a purpose. Deismogor is known as the Slaver. And he had some real problems with rebelling slaves and unruly villagers. He saw the power of the winged beasts in the mountains, and decreed that he would one day harness their power. He did succeed. But paid for it with an arm.

Since Deismogor the royal family rides Wyverns into battle. And older slaves learned to forever fear shadows on a clear day.

Government & Society

Government

The king rules supreme. His word, by the gods, are law. Defying him, be it at the banquet table or on the marketplace is punishable by death if the king chooses so. This power is not limited to him alone. If his children come of age they too wield such power. He is advised by the Scholar, the Warmaster, the Shipmaster, the Coinmaster, the Head-Inquisitor and the Grand Meister.

The Scholar is the head wizard. He is involved in all magical research, education and development. Often very old, but also incredibly powerful. The Scholar is also the head of the Order Arcanicus. He is not often seen outside the walls of his tower.

The current Scholar is Lord Adreminus. Or so he calls himself. The man is old and very fragile. He does nothing. If this is for the better or worse of his order is yet to be seen.

The Warmaster rules the small standing army. It is considered the lowest (yes still a very grand) position among those who rule. Warmasters often lead the main body of troops, raise levies when needed and make sure to suppress all unrest within the realm. The Warmaster is also in charge of the Guardians. An order compromised of the 10 greatest knights in the realm. Destined to protect the royal family. The Head-Inquisitor and the Grand Meister both often vey to destroy the order and place their own people around the king.

The current Warmaster is young prince Chardon. It’s not traditional that the second in line becomes Warmaster. Though it has happened before. Prince Chardon seems adamant to support his older brother Suran.

The Shipmaster does what you may expect of him. He governs the ports and rules the Royal Fleet. In times of peace he often fights pirates near the kingdom. Though exceptionally ambitious Shipmasters have send expedition forces around the world before. A lesser known fact is that the Shipmaster is also the head priest of the order of the Depths, which worships the Unknown One. He does not worship the death aspect of this god, but rather the sea aspect. The full capabilities of the order are still unknown. But they know what can lurk in the deep and speak of it not with a healthy dose of fear but pure and utter curiosity.

The current shipmaster is Jachason of House Urtlem. His grandfather was also shipmaster thus the young boy has a great desire to level if not become greater than him.

The coinmaster is either the weakest, or the strongest person in Fenea, depending on his colleagues. He governs trade and coin and often sends out ambassadors to neighboring countries. Weak coinmasters do just about that. Strong ones go further. They can create new economical laws, engage in foreign affairs that would boost (or dampen) trade and may even support certain rebels in foreign countries. Exceptionally good ones maintain a tight web of spies reporting all matter of events.

The current coinmaster is Salvator of House Pugan. House Pugan had never before placed a member so high. A lost rests of Salvator. So far he is not doing bad, but he lacks ambition and acts far too cautious.

The Head-Inquisitor is feared by both peasants, slaves and nobility. His power is near absolute. The Inquisition descends when the Warmaster feels that inhibition is becoming a bigger problem than it should. Though often the Head-Inquisitor acts without warning. While the Warmaster may just kill e few people, the Inquisition’s punishements start at killing and burning half a village (and all the slaves). Even if that half is not guilty at rebellion. However, what sets them apart is that they can also investigate nobility. Though those of noble blood often get a trial before they are hung. The Inquisitions more primal tasks were to root out mages who did not adhere to the Scholar. While the common people see themselves more killed, mages still fear the Inquisitors. They are often stationed at mages’ towers, academies and to the most powerful they act as bodyguards. Which is rather to make sure that the mage does nothing against the wishes of the king.

The current Head-Inquisitor is Alexandros. Like all Inquisitors he cast off his last name and house. He is an aging man, and starts to lash out erratic. Some outside the order start to think it is time he has to be replaced.

The Grand Meister is the one that deals in foreign magical affairs. In other words, during a war the Order Achenus which he commands will step in. They are witch-blades, Templars, paladins and Arcane Swords who use both cold steel and strong spells. The Grand Meister often works in close relationship with the Scholar. A breach between the two (and their orders) often mean that they are both severally weakened. There are many other suborders within the Order Achenus. But I’ll discuss those under Military.

Current Grand Meister is the middle-aged Higan of House Nimor. The fact is that Nimor often delivered strong Shipmasters, so Higan becoming Grand Meister was not only unexpected, is was unpraised. Higan vowed he would make sure to change that.

Society

There is a wide, very wide, wealth gap between the poor and the rich. Middle-class does not exist. At all. The Fenea kingdom is one ruled by magic. The King or Queen must be from Fenir line. The blood is incredibly rich in magic. Both the comprehensible and the mythical forms. Many other noble houses share the same aptitude for magic. To keep the powers strong within the families’ nobles are prohibited to ever have a child from someone who is not from a noble house. To make matters even stricter: it’s common that ungifted children, who do not possess a talent for magic, go unwed entirely. They cast an incredible shame upon their family.

Those below the nobility are virtually all peasants or workshop keepers under the command of a noble. They are by far the most numerous of the population. But have no real voice in any matter. When taxes go up, fighting such decision leads to a swift and public death. A constant itch for rebellion is common among the base people. Sometimes a village may rebel. But the nobility makes sure that they are quickly made an example of. However, the poorest do not live in such horrible conditions yet. They have a house (or what can pass for one) and most have 2 meals a day.

The lowest of the pyramid are the slaves. Fenea is not only known for its strong magic, but also for its near uncountable slaves. Slaves have nothing. They aren’t even allowed to marry by Fenea’s religion. Though most don’t care as they marry in their own culture. Slaves are the most restless of Fenea’s people. But they rebel less often than the peasants, as slave rebellion does not only hit them, but all nearby slaves. Laws are ridiculously strict against slaves too. For example, should a single slave hit his master, ever, then the master can kill the slave without trial. Fact is that some peasant masters often just kill a slave for disobedience or less. Should a slave ever dare to kill his master, then the penalty is death for every slave in the household.

Religion

The nobility believe in 5 gods: the god of work, the god of magic, the god of marriage, the god of justice and the god of death. Each in respect called: Akreal, Assira, Nimé, Lorgon and the unknown one. For death is the single most unknown thing to all people of Fenea. Most have several other aspects. The god of magic is also the god of kings. The god of marriage is also the god of harvests. And so on.

The peasants share these 5 gods. Though in silent prayers they’d often add the 6th god: the god of freedom. Which will one day unshackle them from the nobility. Stories about the 6th god often vary from town to town but there is a single constant: a prophecy claimed that a foreigner would come to the lands. He will lead a single village against their rulers and die. But in his death, he will unite the people.

Slaves, as many kind there are, have many religions. Some have lived so long that they mixed their original religion with that of their brethren. Making pseudo-religions. Officially practice is forbidden. Thus the slaves keep their worship small and often in the dark.

Demographics, minorities & population

Fenea exists primary out of humans. Though due to the slavery a myriad of other species can often be found everywhere.

((Exact percentages to be added later))

Economy & Industry

Cities & ports

The cities of Fenea are rather well developed. Even though that inside them most people are still relatively poor. All the wealth inevitably flows towards the nobility. Never the less the average population has little shortcoming within the city. Maybe some high food prices but that’s about it. As cities often lack harsh manual labor, the usual brutish slaves are far less present here. Never the less a great amount of slaves are still employed for other tasks like housekeeping and others. Pleasure houses are always to be found and always filled with the right kind of slave you desire. Most of the harder kind of work within the workshops and stores are also done by slaves. Even literate slaves can be employed here to use their gifts. The more detailed and trained ways of craftsmanship are done by free men here. All in all the economy of the cities is in good health. Though left and right some cities may have trouble with lords raising taxes a little too high.

Ports cities are far more thriving than their few inland cousins. With access to the massive sea a lot of trade is done within the harbor. And while some merchants may condemn the use of slaves, they cannot deny that their ships get unloaded exceptionally fast. However, due to some xenophobia, most sailors not native from Fenea may be advised to remain within the harbor districts. There is certainly enough to do there. All in all a lot of trade is done within the ports and harbors of Fenea. But not exceptionally much.

Cities & ports

Out in the fields Fenea paint a very different picture compared to the cities. The villages are poor, wall-less and ill maintained. A few stone roads work their way through the plains. But all by all you will mostly just see dirt ways. The fields are rather large and filled with animals and wheat. But the children of the villages look malnourished and sickly. This is due to the massive food taxes raised in a village.

Closer to the forest, the villages change from agricultural to lumber. The villages against Ramoari forest make their money by supplying the wood for the cities. They do slightly better than their agricultural cousins, but still poverity is everywhere. With the slight higher wealth most are able to have bought at least 1 strong slave. So again, here slavery is more common. Sadly, so far away from the slave markets of the cities, sometimes people in the fields have to sell themselves as slaves to come by. So even still, you see very few foreigners in these villages.

Others

So far, the only thing that has set aside Fenea from many others was probably slavery. However, Fenea has some more. A proud obsession with hunting mythical monsters. The Ramoari forest and the Agroa Mountains are brooding spots for dragons, gryphons, pegasusses, unicorns, manticores, basilisks, chimaeras and dire wolves. Obviously these monsters have some very interesting loots. If you search mythical monster objects, then Fenea is the place to be.

Furthermore, for a rather steep price, nobility can offer you their magical services. Be it for education or simply to learn a new spell. The arts of magic are well understood by the nobles. A true Fenean mage knows his craft very well. Mythical artists, like Seers, are also a little less rare than anywhere else in the world. They are still aren’t that many walking in Fenea, but more than average do live there.

Imports & Exports

Imports
- Most standard metals
- Slaves
- Exotic fruits
- Exotic vegetables
- Gems
- Expert craftsmanship

Export
- Slaves
- Magical objects
- Wheat
- Dried meat
- Fruit
- Magical services

Military Overview

Naval

Unlike the army, the naval force is far more organized. Under the singular Shipmaster. The most common naval units are galleys, though larger ‘Kingsize Galley’ can be used as a flagship for the various fleets. No fleet is under command of a single noble house. Though some houses do own several private owned ships which they may ‘loan’ to the King during times of intense naval combat. Some mages might be stationed on Kingsize Galleys. They mostly aid the navigators, though it’s been whispered among the sailors that they can summon monsters from the depths in times of great need.

As said, some ships might be in the personal possession of noble houses. These ships are never large nor in high numbers. Mostly they are used when a nobleman wants to go out and capture slaves.

Army

Order Achanus
The Order Achanus is the single largest order of Fenea. There are several kinds of suborders within the Achanus order.

The Paladins are knights who first did their initation within the Inquisition. They are often heavily armored with thick plate armor and large kite shields. Their massive hammers often appear to be glowing or even burning with pure faith. Paladins are highly immume to any kind of shamanic or dark magic. However, they are the fewest in number as they come from the Inquisition.

Witch-blades are often dressed in leather and wield a single bastard sword, aside from several elemental spells. Their skill in both swordmanship and spellcasting is average, but the combination makes for lethally fast warriors. Often used against heavy sorcerers who require a long time to cast their spells. But their expertise lay in the ability to track magical users. They are more numerous than the Paladins, but far less skilled too.

Arcane swords are Witch-blades who forsaken their duties to track down magic users in favor of fighting in the front line. Much like the Paladins they are heavily armored. But they wield a myriad of weaponry and defenses. From large square shields to two-handed swords. Arcane swords are the most common magical knight units. Though they use magic mostly to increase their already formidable melee combat skills.

Templars are the most elusive of orders. The Templars are the smallest group, whom recruit their acolytes seemingly at random from the ranks of nobility. Not much is known about them except that they pour vast amounts of money into specialized armor, and most notibily that they often ride savage winged creatures like the gryphon or the manticor. Great Templars, the only other title known from the order, ride dragons into the battlefield.

Warmaster's army
The Warmaster maintains not too small army of mostly knights and professional soldiers. They are more often tasked at maintaining the peace within the realm. By no means do these knights stand well against any of the Order Achanus. In times of great need the Warmaster may raise levies from all villages and cities. Forcing free men and their male slaves into service. The ragged band that comes from this is never a sight that will make one awe. They are untrained with low morale. Most of them are used as fodder until the Order Achanus steps in.

Noblemen warbands
Every now and then a nobleman can bring around his friends and subordinates to go on a raid. It’s common courtesy not to stop one from doing so. As they often return with foreign loot and slaves. Warbands are small and never stay in one place for too long. Often they remain near the coast. It’s also common courtesy that no nobleman shall raid lands of an ally. These warbands are sometimes used for harassment.

Extra note - Beastmastery
It has been previously stated that only Templars ride winged monstrosities like griffins or dragons. The common nobles are still very well outfitted when it comes to their mounts. Many still ride direwolves, giant spiders or any other mythical creature into battle.

Foreign relations

Clans of the Kashar: Fenea sees the clans as uncivilized and crude. The Cultive clan is often raided by young noblemen gathering slaves for capital. However, due to the Kashar’s rebellious nature, they aren’t favored much as slaves. Being sold at low prices. Kashar slaves are more closely watched by almost all authorities, and killing one for the sake of peace is not uncommon.

Myrstrost: seen as a far away land, filled with treasures and adventures. The young, useless nobles often buy armor and a boat trip towards the forgotten kingdom to offer their exploration services. Not that many ever return from the accursed place. The very name “Myrstrost” is no associated with almost certain death.

Repbulic of Vuts: Fenea and the republic trade in basic metals which Fenea lacks. While Fenea supplies fruit, vegetables and other food.

Farastine: Fenea supplies exotic loot from hunted monsters. Often sold at rather high prices. In return, Farastine sells high quality armor and weapons to the nobles of Fenea. Farastine is a favored trading port for many Fenean merchants as they appear to sell some of nearly everything. Making it an important hub for Fenea.

Thangoradrim: Fenea and Thangoradrim only recently made contact. When certain emissaries arrived in Fenea and nobles, on the hunt for more slaves, found the land.

Eloian Federation: The centaurs are favored slaves for farms. With their tribal structure the nobles see them too as uncivilized and not that dangerous. The lands on the coast are often raided, which most certaintly soured relations with the federation.

The Empire of hands: There is a casual trade in slaves, but not in much more.
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THE GOLDEN HORDE


General Introduction
The Golden Horde is an empire created from the conquests of the Uruk, an orcish nation of former nomads united by the Khagn. The Uruk are militaristic and dreaded for their violence. Submit or die, that is the motto for the Uruk. In spite of this the Golden Horde is quite disciplined and under their iron rule the empire developed and prospered. The most apparent show of this is the Golden Road, a trade route granted by the Uruk through their lands. Thanks to this trade is booming through the entire continent while also providing great wealth for the Uruk themselves. While currently consolidating their power the Uruk army is as fearsome as ever, a threat most of their neighbors are well aware even during this strangely peaceful century.

Names: The Golden Horde, Uruk Empire, Burz'Doram (Black Hand), Uzg'Uruk (Orc Land), Kri'Kadar (Central Tent, often mistranslated as the Golden Horde) and even more.

Location/Geography




History

Uruk were one of the numerous nomadic races living in the Plains of Viridia. They were wanderers with no permanent holdings split into numerous tribes. These tribes were frequently fighting, both among themselves and in service of neighboring nations. That was until few centuries ago when a young and charismatic leader Orakgash Khagn united the Uruk under a single tribe, creating what is latter be referred as the Golden Horde. Lifetimes of fighting and mercenary background steeled them and the Uruk began their long conquest. Their methods seemed savage yet hid surprising level of planning and discipline. The nations sharing the plains with the Uruk quickly fell to their might and became subservient to the emerging empire. The news spread like wildfire and the deeds of the "Ork horde" were became known and feared.

Orakgash established the Uruk nation and set down the foundation of the empire. Yet his early death prevented him to see when it reached full glory. In honor of him all supreme leaders adopted the title Khagn (often mistranslated as Khan) and continued to direct the Horde to their destiny of conquests. The Uruk also adopted a more sedimentary lifestyle with military leaders becoming nobles and owning lands gifted by the Khagn for their achievements. The borders of the Uruk Empire were in a constant flux, often expanding but there were times they were pushed back. Eventually the Uruk reached their limits and their current leader Bazghok Khagn made steps to consolidate their power. It's been decades since then and while the Golden Horde is far from forgotten they ceased to be a constant threat to their neighbors. The Uruk Empire is an expanse of land uniting many different races and cultures under the iron rule of the Horde. This union aids trade and progress a way never seen before.

Government & Society
The Golden Horde is a large empire of diverse cultures united under the Uruk's rule. Yet barring the heartlands Gijak'Tor the populations at large mostly live the same as they did decades ago, only exchanged one master for another. Uruk became their rulers and they have ultimate say in any matters. Yet in general the Uruk is only interested in collecting "tributes" which can include money, valuables, food or manpower (usually as soldiers). This may seem abusive at first but the Uruk also brought trade and unified law which in general improved their lifestyle. Rebellions occasionally happen as well as punitive campaigns against those failing to oblige the Uruk but they are toning down as the Uruk's gasp over the lands stabilized.

As mentioned before the Uruk did not replace the existing governments more than they found necessary. Uruk generals and other nobles may have became their new masters but overall life went on as usual. What the Uruk changed was the elimination of borders and most internal conflicts. By the law of the Uruk all subjects were equal and must be treated the same regardless of their nationality (with the exception of the Uruks themselves). Laws that were imposed on the subjects are few yet violating any of them has severe punishments. Death penalty was common and certain violations may either risk killing one's entire family in retribution. This resulted in drastic reduction in crime rate as whoever foolish enough to disobey the Uruk were found dead.

Of course the Uruk have their own laws applying to themselves. If anything these are even more strict, constructed in a way to both keep the hordes in the line and also to prevent the Uruk fighting strength to ever degrade. People are allowed to participate in any religion within the Empire. Not the Uruk, though. They traditionally follow their ancient shamanistic beliefs and unless one suffers through the difficult process to receive the proper papers they are punished under the threat of death if they are caught participating for other faiths. Shamans in general enjoy a particular renown within the Uruk. They are their religious leaders, magicians, scholars or even artisans. The leader of the Uruk and in turn the entire empire is the Khagn. The current Khagn is called Obould the Goldshot.


Demographics
The Golden Horde encompasses multiple nations and thus sports a rather diverse ethnicity. As their rulers and conquerors the Uruk are the first among them. Uruk language is mandatory to learn for anyone in contact with them. In the same language they refer to the subservient races as Snaga. While certain people make connection between Snaga and slaves the word long lost that meaning. Since the time of Orakgash the term Snaga referred to those non-Uruk who aided them, often in matters outside of fighting. Granted, this did not stop certain people to use Snaga as a degrading term, highlighting the part about them serving the Uruk.


Economy & Industry
Ironically considering their perceived savagery, on the long run the Uruk conquest and subsequent rule greatly boosted the nations' development and economy. Most of the fast river routes through the continent were co-shared by numerous nations at once, making their traverse to be like a merchant's nightmare. With the rule of the Uruk these borders practically ceased while in addition several measures were made to pump much needed life into the trade. The result was the so-called "Golden Road". Merchants and travelers could safely pass large distance without worrying about tariffs or bandit raids. The Golden Road made the empire a heaven to all merchants and allowed exchange of goods and information through the continent like never before. With trade banking also prospered, especially on the most popular trade routes.

The Uruk also promoted education and technology, valuing skilled artisans over anything else. They abolished much of the old guild system and promoted manufactures, especially when it concerned the production of arms. While not entirely just their own merit the first universities were also founded within the Uruk Empire and later rulers promoted the creation of even more schools, academies and other places of learning. Mixing innovation with tradition the Uruk Shamans are generally the empire's scholars, learning not just mysticism and magic but also practical knowledge. Most manufactures are under the oversight of at least one shaman specifically studied in the art. Lastly the Uruk established an entire mailing network using warg riders in thousands of posts. While these stables were originally made to support the war effort they soon began to be utilized to carry news, letters or packages to anywhere within the Empire.


Military Overview
Uruk were a nomadic race traditionally fighting while riding on their Wargs. Even now this cavalry forms the backbone of their forces as highly mobile army which can traverse a hundred miles during a good day. Aside from them they also recruit soldiers from all the nations they conquered thus elven archers, dwarven defenders and other curiosities can show up when the Uruk gathers their forces. The Uruk system is highly meritocratic and values practicalities above various preconceptions in order to remain effective. They support technology and known to spend considerable amount on creating and developing firearms (Baloz).

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Introduction

Island kingdom of Drejur, Is a small nation that took root on the isles of Drejur Mostly consisting of Humans, with a minority in other species that filter in and out. The Drejur focus on thriving and building their island nation more than anything, they’re not quite middle class yet not poor enough to be third world. A secondary focus is to continue to train their troops so that they can defend from raiders or invaders via the sea.

The three islands are as follows Drejur the large island, the second largest island Frojur and the smallest the Island Fortress of Kauch.

History















Important people

High Lord Wilhelm "The Wolf Of Drejur" Kregor, Age 28, He stands at 5'11 weighing in at a modest 200 lbs. His body is tough and honed from hard labor and years of combat and practice. He has thick black hair which is kept slicked back, he has a single blue and a single green eye signifying the he is indeed a magic user. He's incredibly strong for his size and is an excellent fighter so much so that he reached the top of The Order of the Banished. Becoming the youngest Knight Commander in the history of he Order. He was Nicknamed the Wolf for his cunning and prowess on the field.



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Kingdom of Zhodul



Location/Geography


The Lands of Zhodul are a vibrant environment and diverse landscape, it is primarily covered in grasslands, Plains and Forests, from scattered to densely packed, further south in the Peninsula, near the coast are the oddly named King's Mounds, a small mountainous region.

Across the channel is the Zhodulan Colonial Provinces, an arid, yet lush Savannah of untapped resources. The Provinces are home to both venturing colonists and annexed tribes of the Jakai race. These lands once were dominion of the Byzuaraian Empire, but after a brutal conflict, had lost a piece of the coastline to the Zhodulans as the Peace Treaty demanded.

General Introduction

A young kingdom born of an far more Ancient Lineage then itself, Zhodul rides the road in pursuit of power, wealth, and exploration. Once divided into three kingdoms, Caador, Alithan and Ardonia. A war fought centuries ago had led to Zhodul's foundation as the far larger Ardonia enacted war upon the two kingdoms. In a series of miraculous events, the Ardonian Empire was pushed back, it's southern territories now lost to Caador and Alithan. In the aftermath, the King and Queen of the two kingdoms had forged a new nation upon their announcement of marriage, leading to the Zhodul Known today.

At its current state, Zhodul is a regional naval power, it's influence slowly spreading far east as trading ships venture off to foreign lands to the east, bringing exotic goods and resources from these far off lands.

History


Chapter 1: Ancient Beginnings
Chapter 2: The Unification
Chapter 3: Rise to Power

Government & Society


The Capital City of Angris
Zhodul is a Monarchy ruled by the Royal House of Hultan and current ruling King Andric Hultan the Third. The King's rule is absolute and it his right by the Divine Dragons to rule as he sees fit. Andric however is a fair king and would not purposely seek the misery of his people. While the King is the absolute ruler, he has seen best to establish the Assembly of Lords to aid the king in dealing with day-to-day affairs of the common folk. The Lords Assembly is a council consisting of powerful Nobles Houses selected to governing parts of the Kingdom in the King's stead.



Races





Economy & Industry

The Kingdom of Zhodul is an Economic Juggernaut thanks in part of its rather ambitious ventures far east. Almost every known nation has dealings and trade agreements with Zhodul, becoming one of the major centers of trade in the Western Continent.

Zhodul exports a variety of common, but much needed materials and goods such as metals and minerals of the Southern Mountains, meat of local livestock, fish and more exotic varieties further south in the colonial provinces. And despite Zhodul's riches, it is technologically behind nations such as the Golden Horde, gunpowder and Cannons having only recently been introduced to the Zhodulan Army.

Military Overview






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