@POOHEAD189 Take mine, I'm sure they'll enjoy playing with someone wo doesn't 'reek of inexperience' more.
I got the notice to do my NS all over again, but I can't quite motivate myself to this. My ex-territory is the western pink.
That being said, thanks for having me, sorry for quitting on you guys. Especially sorry to you Darkspleen, you were a fine host May your roleplay be a good one.
Pity to see you go. Better luck next time.
@Poohead189 Apparently some territory has cleared up. We'll be discussing what to do with it, but a good portion of it, if not all, will be available to new players.
@Willy Vereb Tis cool. Just try to have your sheet finished and your first post up by next Friday (IC starts tomorrow).
@Serpentine88 Just post what you currently have so I can give you the go to post in the character section. You can always finish it later.
@Everyone else: If you have not been added to the character section (or have not at least posted a WIP sheet in the OOC) by Monday night I will consider you no longer interested and drop you in order to make space for those who are. To avoid this simply post SOMETHING related to your sheet in the OOC.
Absolute Despotism Historically the Dakarran mountain tribes decided on their tribal leaders and warlords based on whoever was the strongest and most brutal, ruling based on nothing but absolute despotism. The Dakarran people have always had a social darwinist, 'survival of the fittest' outlook to both life and rule, and it is only recently that the Dakarrans have begun to even understand the concept of legalistic rule. The current ruler, unifier and founder of the newly formed Dakarragordic Dominion rules similarly to this ancient tradition, being a totalistic despot, however he has further fused this rule of strength and brutality with a unique charisma and ambition previously unfounded amongst the Dakarran people.
All in all, the Dominion is a nation ruled by individual strength rather than legal authority. It is still up in the air if the current "Supreme Tyrant" (yes, they literally refer their leaders as Tyrants) can successfully embed the legalism found in their new conquests into their own nation. It should also be noted that the human lands conquered by the Dominion while ruled over by this same ‘might makes right’ Dakarran absolutism as the rest are far more used to feudalism, including serfdom and feudal obligations of king and the aristocracy. While the ‘king’ is now a draconic barbarian conqueror, the human nobles still try to maintain a pretence of legalism in the lands they have left.
Head of State: The Head-of-State is also the head of government and is a position of absolute power. The Supreme Tyrant (of all the Dakarrans) is a new title created 20 years ago when the dominion was founded. Its current holder is also its creator and founder of the Dominion, Vaemaradosth Dakan the Conqueror. This position of undeniable power derives its authority from Vaemaradosths strength, charisma and vision. The vast majority of Dakarrans respect Vaemaradosth to insane degrees, seeing him as a kind of messiah for their race.
Succession: Title succession is open, so the strongest takes all. Prestige and respect are big factors in deciding who will succeed someone, so a list of achievements is far more important than your blood. A weak child can easily lose their inheritance to a far more powerful warlord that isn't even related to them. During highly contended successions, the Dakarrans may perform what is known as the Kasson, a duel to the death using nothing but their claws, tail, teeth and natural bodily weapons (or weapons, if both combatants agree). Alongside this, there has been some recent Civilist attempts at creating a more legalistic platform of succession, including a moot-style election with final verdict by the Supreme Tyrant.
Taxation Policy: Before the conquests and formation of the Dominion 20 years ago, the Dakarrans had only very rudimentary taxation, typically in the form of members of a tribe providing the warlord a certain amount of food and labour as well as military service. Subjugated vassals would be forced to provide tributes. Today, the Dominion has begun adopting far more advanced taxation systems taken from the humans, so to better finance and manage their new empire.
1: Darash Mountains: The Darash's are a range of jagged, snow-peaked mountains cutting a small line through the world. The Darash Mountains have some of the world's highest peaks. Of the very little food that exists on the Darash mountains include the extremophile Tykirroot, which can survive both extreme heat and cold, and the Wooly Baan, a kind of mountain goat that the Dakarrans herd and eat. The capital city of the Dominion and the Darash Region is Dakan, a city-fortress built into a mountain, much of the city being subterranean. The city-fortress is built over what once was a large dragon lair. The single most important aspect of the Darash Mountains is the subterranean river Anka, this river flowing through what is considered an unnatural tunnel (believed formed by ancient spirits, dragon gods or even the canal-building ghosts of Sondoper) and connecting the western strait-sea with the central Sakabanatu Region, thus making it extremely important for trade from east to west (and vice versa). Sitting in a massive cavern alongside the Anka is the citadel-city of Draka, a prominent slave-trading and slave-breeding city of the Dominion.
2: Sujan Lowlands: This region of the Dominion was known as the Lower Amberlands by the Riawin humans that live there, but as the Sujans by the Dakarran conquerors that now hold it. The Sujans were settled by both humans and Dakarrans millennia ago, the latter however with the help of neighbouring kingdoms pushed the Dakkaran people out and into the Darash Mountains. The Sujan Lowlands have numerous formerly Riawin major cities and castles. The capital of the Sujan Lowlands is Amberantia, a human city that is considerably larger and more populated than the Dakarrans own Dakan as well as a centre for the Riawin Erosian faith.
3: Arandeep: A small area of heavy woods, this forested territory was where the Dakarran conquerors came through to conquer the Amberlands. Renown for its magical properties and abundance of herbal/alchemical ingredients. The capital of the region is the human city of Aranitia, a city that also houses the Dominions magical and alchemical expertise.
4: Hinterhills: Southern reach of the Darash Mountains, a lighter density of rocky hills, renowned for possessing a high number of defensive constructs that the Dakarrans have been building to separate the Sujan Lowlands from the southern empire. The area is plagued by harpies and other insurgents from the Riawin lands to the south, the area now turned into a bloody guerrilla war between the baby-snatching harpies and harpy-eating Dakarrans. Hinterhagst is a notable fortress built into the hills and considered the regional capital of the Hinterhills.
5: Upper Amberlands: The upper Amberlands was a region dominanted by the Kingdom of Amberland for which the region is named for. The Amberlanders were the humans that drove the Dakarrans into the mountains and enslaved them. They themselves would eventually be driven north by invasions and conquest from the Riawin Empire. The Amberlandish humans were constantly at the mercy of the Riawin Empire, forced to open themselves up to Erosian priestesses and banning slavery (though slavery was still used widely, just driven underground). The Amberlandish Kingdoms capital was the city of Ciclantine (after losing Amberantia to the Riawins), now a favorite slave market as well as a highly developed city that competes with Amberantia.
6: Lower Hyrkos: Conquered during the invasion of the Amberlands, the Dominion now controls an area that is culturally Hyrkosian. This region was a war-zone already when the Dominion invaded, as part of a war between the Kingdoms of Amberland and Hyrkos. The Dominion invasion was rapid but quickly disintegrated into a chaotic three-way fight at the Battle of Numon, eventually ending in Dominion victory. Numon acts as the capital of the region, though it is heavily damaged due to the siege and battle there.
7: Taroshlands: The southern most territory of the Dominion of Greater Dakarragord, conquered from the Yeonese rather than the Riawin Empire, Amberlanders or Hyrkos. Unlike further north, this area remains heavily contested between the Dominion and Yeon. The capital of the region is the former Yeonese city of Daecheon, now recently renamed to Vaemahagst after its recent conqueror, the Supreme Tyrant Vaemaradosth.
8: Sanjudown: The Sanjudown is a region of slightly less fertile plains compared to the Sujan, and is named after the Sanju river in the Sakabanatu Region. As the Sanjudown plains approach the Sanju river, the plains become increasingly dry and more Savannah-like. The Sanjudown region was mostly controlled by independent merchant city-states that either surrendered or were steamrolled by the Dominions armies. Today, the Sanjudown region is a major trade and slavery nexus for the Dominion, with its furthest most city of Ertzean being a former clay-fort and settling area for the Sakabanatu people, now used to send expeditions eastward towards the Empire of Mycae.
Climate: Most of the Dominion of Greater Dakarragord is highly fertile and what could be considered a 'breadbasket', filled will lush grasslands, forests, rivers and an overall temperate environment excellent for farming. The exception to this are the Darash Mountains, the actual homeland of the Dakarran people that rule the Dominion. The highly volcanic and cold mountains are barren of most vegetation and life. While the volcanic ash creates extremely effective fertiliser for the farmlands below, the mountains themselves are plagued by insufficient food, one of the primary reasons the Dakarran people eventually invaded the 'lowland kindoms' of the humans.
The Dominion has a number of species inhabiting it, the ruling species being the Dakarran people, large, biped draconians that are a derivative cousin of the Zi'an people. Dakarrans grow proportionally to the amount they eat and this scale of growth does not stop, so some Dakarrans may be smaller than humans while others the size of ogres. Dakarrans culturally are barbaric and uncivilised, however after conquering numerous lands belonging to more civilised peoples, they have begun to adapt… slowly. Humanity is also present throughout the Dominion, mostly as former members of the countries the Dominion conquered between 20 years ago and today. The majority of the humans belong either to the former Amberlander or Riawin cultures. There is also a minority of various species that inhabit the former Riawin territory, particularly Harpies that continue to harass the Dominion’s troops.
Strengths:
Natural scales/armour: Obviously they have scales, so they have a second layer of armour that makes them additionally resistant to slashing and stabbing weapons, though it doesn't change resistance to physical trauma/shock weapons (maces, hammers, etc) or magic.
High physical growth potential: the Dakarran start off skinny and more lizard/snake like, however as they age and eat, they grow more saurian and as such go through a metamorphosis phase. Dakarrans on average (if not starved or living through famines) are often very large, around the size of warhammer orks (with a similar degree of variance) and can potentially just keep on growing to ogre/giant scale.
Wings: Some can grow wings. While the wings for a vast majority cannot actually be used to fly, , they can be used to glide, making said winged Dakarrans effective mountain fighters or when fighting with a height advantage. The Dakarans typically use eugenics/breeding programs to ensure that winged Dakarans are born among certain bloodlines.
Weaknesses:
High food requirements: Each Dakarran has a high maintenance requirement, particularly food, this mostly because of said growth potential demanding it, otherwise their growth stumps at 'lizard like'. This puts the Dakarrans in a situation where they constantly require high quantities of food and food production to successfully fight and grow an army. This may mean that Dakarran armies may take longer to replenish troops in areas away from food, and also means that the Dakarran economy and warmachine is highly dependent on their food resources, more so than other species.
Poor eyesight: The Dakarrans have lived such a long time in the subterranean tunnels and halls of the Darash Mountains that their eyes have become myopic considerably compared to the average human. This means they tend to possess inferior archers to humans.
Brightly coloured scales (poor stealth): Dakarran scales are similar to peacocks, intentionally designed to be exaggerated displays of bright colours to impress potential mates and scare off rivals. No longer animals but rather intelligent beings that wage war, this is pretty annoying when you are trying to keep an army hidden from sight.
Traditional Dakarran Culture: Dakarran traditional culture is brutal and primitive. For over 600 years until just 20 years ago, Dakarrans lived in many small tribes and warbands of a few hundred at most, centred around the largest, strongest and most ruthless Dakarran warlord of the group. Social Darwinism is deeply ingrained into Dakarran culture. The strong thrive and weak perish. The Spartan Way has been their code of life for centuries. Defective hatchlings are thrown off the side of the Darash Mountains or eaten by their siblings (particularly during famines).
Slavery: Slavery is considered socially acceptable by Dakarrans since their belief is those too weak to dominate others deserve to be dominated by their betters. It has been like since for centuries, though originally slavery was brought to the Dakarrans by the ancient humans, who enslaved many when the first Dakarran settlers were defeated and banished to the mountains. Dakarrans are particularly renowned for making use of slave-soldiers (Usually bought from other countries to reduce internal unrest) as well as Janissary soldiers, who while are not slaves are forcibly taken from their families (or kidnapped from foreigners).
Marriage Laws: Traditionally, the Dakarrans traditionally have no form of marriage, in fact the concept has only recently been introduced with the conquest of the human lands as of 20 years ago. Powerful Dakarrans are usually polygamists and collect mates as a measurement of prestige. The concept of political marriages is a new and useful concept, but also rejected by traditionalists.
Religion: Dakarrans are traditionally ancestor worshipers, worshiping the spirit-remnants of great heroes and conquerors of their race. There is also a faction within the traditionalists that continue to worship the pantheon of gods of their origins, gods such as Xochitl. While the Dakarrans have been separated from the Zi'an for centuries since they crossed the strait, a bastardised branch of the old faith of sacrifice still holds true in some areas. The traditional Dakarran religions have struggling these days against the far more organised human faiths, though ancestor worshipers are resorting to caeseropapist worship of the current Supreme Tyrant as a kind of messiah-conqueror to counteract this.
Names and Succession: Dakarrans don't take family names, instead their second name is simply their place of birth, usually being a city, tribe or mountain name. Dakarran children are supposed to achieve a certain level of respectability and glory before they can claim succession to anything. A weak Dakarran child can and will be challenged by a stronger or more respected rival for succession rights, even if they aren't even related to the actual owner.
Glory and Respect: Prestige is extremely important among the Dakarrans, since it determines who can claim authority and power over many things, including land and soldiers. Dakarrans are instinctively geared towards conforming to powerful individuals however their social darwinist views mean they will regularly challenge those considered weak or lacking in glory.
Spartan Way: Traditionally, Dakarrans are supposed to live austere and disciplined lives focused on war and glory, something that gives them a distinction from other barbarians who are far wilder and less organised. Dakarrans are trained and disciplined ruthlessly from a very young age. Weakness is punished severely and those that fail to catch up are left behind - or trodden on by those who are willing to do so. Traditionalists who emphasis this way of life as the epitome of glory reject the soft decadence of the human filth, seeing their civilisation as in fact inferior and weak.
The Kasson Duel: The traditionalists favorite manner of dealing with disputes. Usually used for contended successions, the Kasson is a duel to the death using natural weapons on the body (claws/teeth/etc) or if both contestants agree, weapons such as swords. The Kasson is a vital mechanism in the function of the traditionalists state, as it acts as a pressure valve that reduces rebellions and civil wars from the Dakarran leadership, since those that fail to contest titles die in the Kasson, thus leaving only the victor.
Traditionalists vs Civilists: There is an ongoing culture war between Traditionalist Dakarrans who put emphasis in the above values and the old Dakarran ways, against the Civilists, who put emphasis in adapting to the civilisation of their new empire and overall embracing human values as a way of maintaining the integrity of the nation.
Human&New Culture: Much of the Dominion is in fact populated by the conquered human peoples, many of whom originate from Riawin. Riawins culture is particularly strong in the former Amberlands. While crushed militarily by the Dakarran invaders, the Riawins have surprisingly excelled in peace, not only enduring but growing throughout the Dominion. This growth is mostly caused by the power vacuum caused by the Dakarran barbarians taking over a vast region of land without having a deep enough understanding of advanced civilisation to run it, thus many of them being forced to learn and convert towards Riawin methods to maintain it.
Religion: The humans have a number of faiths, however the most prominent is the Erosian faith of the fallen Riawin Empire of the south. While the Dakarrans initially attempted to stamp out the highly sexualised fertility religion, they eventually relegalised it as an effective means of 'bread and circus' as well as to stop human rebellions, thus allowing them to control and distract the humans. This backfired horribly however, as the religion is now spreading among their own people to the incredulous dismay of traditionalists who emphasize strict austerity and self-control. This spread is mostly occurring simultaneously as the Dominion adopts more of the humans technological and societal norms, and since the Dominion requires a more organised government and society to survive, this side-effect will likely continue to grow. (For more information on how this religion works, see Volus' nationsheet)
Slavery: The humans of the Dominion are generally anti-slavery due to the influence of the Riawin faith, however historically the pre-Riawin Amberlanders enslaved the Dakarrans during the invasions that pushed them into the mountains. Since their overlords are pro-slavery, this position is meaningless. Many humans were enslaved during the initial invasion. Furthermore, the Dominion makes use of slave-soldiers, though these slave-soldiers are usually acquired from outside the country.
Marriage Laws: The humans of the Dominion are blatantly polygamist due to the influence of the Riawin faith. Succession is often skewered due to the high degree of adultery and such relationships, forcing either the Riawin priestesses to dictate who takes titles or the Dakarran state intervenes and decides for them.
Erosian Priestesses:
Child hostages: Of the human nobility who still hold their titles and land after the invasion of the Dakarrans, many have their heirs taken as hostages and held in the Dakarran cities, particulary Dakan. Besides acting as a political deterrent against rebellion, these child-hostages are also brought up among the Dakarrans and so are more aligned with their new overlords than their own families. To keep this strategy functional, the child hostages are not abused and treated humanely (for Dakarran standards), though they are often placed through the same system of spartan austerity and discipline as Dakarran hatchlings. Some of these child hostages as well as other human children taken to the capital are trained to become Dominion Janissaries, elite human soldiers that are intended to be a new model for a loyal human army.
Human Spear Levy: Humans levied from across the Dominion by their human feudal lords as part of their obligations to their Dakarran overlords. The human levies have helmets and usually cheap armour, leather, studded leather and chainmail at best (for the more wealthy levies, such as from cities). The levies are armed with spears, glaives and shields. They are expected to hold positions while Dakarran troops deal the actual damage.
Traditionalist Dakarran Warband: Traditional warbands are typically populated by Dakarrans that are naked (besides their natural scaled armour) and wielding either javelins, light spears, slings, axes and most often shield and sword. These warbands while considered inferior stoke to the more prestigious Dakarran elite, they are still savage and experienced fighters compared to levied human peasants. They are not above using their teeth/mouths and some even enjoy entering battle with nothing but a shield and their own claws. Despite their appearance and weapons, they make effective anti-cavalry units, as they are trained to hide behind spear formations during an enemy cavalry charge, then rapidly rush at and dismount (even pounce onto) enemy cavalry when they are engaged or trying to disengage.
Civilist Dakarran Crossbow-Warband: Dakarrans usually avoid ranged weapons due to being considered both cowardly and due to their poor far-distance eyesight/myopia. That said, the reforms and advancements brought by conquering human lands has given Dakarrans access to far easier to use ranged weapons, such as the crossbow. Needing far less training and much easier to use and aim with, the crossbow is a great weapon for poor archers. These Dakarran crossbowmen are usually low-class 'failures' and weaklings given the crossbows during important sieges and defensive battles where there are no human archer alternatives. The crossbows are usually fired into large groups of enemy infantry to increase chances of hitting, and furthermore the crossbow bolts are smeared in poisons imported fro Zi'an so that even scratches are lethal.
Human Archer Levy: Much like the spear levy, these archers are usually peasants levied by human lords (those usually taken from woodlands where huntsmen may have more experience with bows) and armed with light armour and bows. Dakarrans due to their poor eyesight do not put much emphasis on ranged weapons outside of cheap easy to use or splash damage weapons (crossbows and siege engines), however with humans it becomes easier. Besides bows, these archers are given stakes that they can place in the ground as an anti-cavalry deterrent. In some battles, these stakes are important enough that placing them is their main purpose rather than firing arrows.
Human Sergeant-Infantry: These are trained human soldiers, many of them also being exceptionally experienced due to the Dragon Wars of the last 20 years. The Supreme Tyrant has applied his 'many threads' philosophy concerning these human soldiers; this philosophy in action included fusing his former enemy, Riawin soldiers into his army to invade the Amberlands (a hated Riawin enemy), then using the Amberlands to invade the southern Hyrkos (A hated Amberlandish enemy), then using all three to invade the Yeon (A mutual outsider). These actions created both a highly experienced fighting force, but also acted as a team-building exercise, uniting former enemies against common threats. Many of these soldiers wear chainmail, studded leather, scale-mail or partial-plate and are armed with polearms or pikes.
“Askor shall suffer through two decades of war before the East brings an even greater conflict.”
Dakarrans once lived across the grasslands of the Amberlands, known to them as the Sujan. Their ancestors came to the Sujan by boat millennia ago, crossing the strait from the jungles of Miquiztli with their cousins, the Zi'an. Their presence in the Sujan lasted for centuries until seven hundred years ago, when they were finally driven out by the humans of Amberland and later Riawin. The human invasions gradually pushed the Dakarrans into the Darash Mountains, cut from the strait from which they first arrived from. For the next 680 years, the Dakarrans resided in the mountains, surrounded by the Kingdom of Amberland and the vast human empire of Riawin, both blockading them from access to the sea or fertile soil.
The Dakarran did their best to adapt to such inhospitable living conditions, but their physiological requirements being as they were, the mountains were harsh for them. The Dakarrans would suffer cyclic famines and Malthusian catastrophes, cullings of their own population. Their only means of trade was the river Anka, considered a holy river due to its miraculous formation through the subterranean tunnels moving through the mountains. While Anka gave them trade, it also made them a target, and the Dakarrans would repeatedly fight off invasions from Riawin and the Amberlanders who tried to take control of the vital trade river. Because of this the Dakarrans came to deeply resent the humans, often launching attacks on them (usually after Anka invasion attempts) but always driven away in turn, too fractured into petty tribes to ever take a foothold in the Sujan lowlands.
This was until 20 years ago. It was then, a fateful moment arrived… the greatest opportunity the Dakarrans have ever witnessed. The Riawin Empire was fractured by strife and civil war, just as the greatest Dakarran to ever live finally took power, uniting all the Dakarran warlords under a single banner. Vaemaradosth Dakan declared himself the Supreme Tyrant of all the Dakarrans, and with incomparable charisma and ambition among the Dakarrans declared a great campaign to conquer the human lands of the world. This 20-year conflict is now known as the Vaemaran Wars (or Dragon Wars to outsiders). Part revenge for centuries of misery, part desire to take control of the fertile farmlands of the lowlands (just as signs of another famine was appearing), and part hunger for glory… The Dakarrans marched out and conquered a string of nations; beginning with the lowlands from the Riawin Empire; then marched north to conquer their arch-tormentors the Kingdom of Amberland; They further scattered the armies of Riawin that dared stop them in the Hinterhills... and they did not stop there. Like a tide, they overwhelmed the Yeon, slaying their king in battle and conquering what is now the Taroshlands; they marched north, conquering part of Hyrkos. They then finally marched eastward to take control of the slave road to the east.
Now, this unified army of barbarians and hillsmen rules over a vast empire of many races and gleaming cities, cities that they still did not know properly how to manage. For the first time in seven hundred years, they had control of a port to the ocean. The Dakarrans today must balance between learning how to rule a civilised land they do not understand and continuing the conquests foreseen in the Supreme Tyrants visions of a glorious future for the Dakarran people... all the time somehow coping with the changes to their culture and society as the human culture and norms gradually take over from within.
@Darkspleen So what should I do? Were my lands destroyed? Am I pushing into Mycae or would I be somewhere else on the map? Culturally, politically and militarily I have mine figured out, I just need to know where I am geographically and why we left our homeland. By the way, if I am pushing into Mycae, it would have made sense if Orichalum's guys destroyed my kingdom.
@DarkspleenSince there's now open space next to my province, is it alright if I extend my lands into Ryo's former inland spot?
@Serpentine88Depending on the answer to the above, I might split and go on my own, but I appreciate you offering to host me! Maybe we can still forge out some history with the stuff we've already established?
Given the choice, I'd prefer my own standalone nation.
Map in the OP is now current. Removed Ryougu, put Aristo on the map, and expanded Serp a bit. If you ARE NOT on this map tell me asap so someone else doesn't claim your spot.
If you have a sheet posted in the character section you may now post ICly. For the rest of you make sure I prove of your sheet and you have it in the character section before posting.
The country is ruled by a Council made up of the most powerful Merchant Houses who each send a representative to Council meetings. These representatives are usually someone highly influential in the Merchant House, either by having the most money, soldiers or ships. The Council has five seats for the most powerful Houses, but the other Merchant Houses may enter the meetings and view what happens and voice there thoughts. The Five main Houses are selected by gaining votes of other Houses, the five with more votes than the other Houses take the seats. Voting for seats takes place every five years. Once put in power, the Big Five as they are called make the big decisions regarding the overall welfare of the Houses, from who to fight, who to ally, who to pay etc. They also decide what percentage each product is marked up by to make a profit, as well as who to sell to.
Geography
The Northern Island between the light green coloured lands and the grey coloured lands. There are four major cities placed on the southern tip, the eastern and western corner, the fourth is placed in the middle of the island. The north side of the island is a sheer cliff and covered in rocks which prevent landing. Each city is connected by large roads. The fourth city is the main one, its where the Council meets and where all the main warehouses sit. There is few trees since most went to making ships, and mines and workshops dot the landscape, with the gem and gold mines concentrating on the north side of the island. The Merchant Houses also control a small group of five tiny islands. This is where ships dock on their way down south. The islands have man made docks as well as watch towers and a fort on the largest of the five.
Culture
The country is full of mainly humans, however there are Merchant Houses made up of non-humans who can run for council. For the main part anyone can join a Merchant House or become a citizen, so long as they have the coin for it. There is no standard religion for the people since most come from other nations with their own Gods and customs, but there is a Church in the main city with idols and priests from many different religions. However, anyone who goes against the laws put in place by the ruling Council is either exiled, sent to work the mines are thrown from the cliffs depending on the severity of their crime. If an entire Merchant House is found guilty of a bad enough crime, their House is dissolved, their assets seized and their workforce given to other Houses. Treason, selling drugs, blackmailing or bribing a Council member or considered the worst crimes of all.
Military
The Merchant Houses rely mostly on their Navy and on paid Mercenaries that they hire to protect their convoys, both land and sea ones. Their land caravans are escorted by the Mercenaries and led by the Merchant in charge of the caravan. The strategies employed by the Merchants is mainly simple, if on land they circle the wagons and defend the merchandise until the attacks stop, if on sea they split up the ships, getting the escorts to distract the attackers while the merchant ships flee in different directions, either making it back to their home port or to their destination depending on where they are and how the winds and tide are. Their convoys rely on speed and numbers to push through attacking forces, hitting quickly and in numbers to overwhelm enemies and scatter them as they move past them. In land battles the bulk of the force will be made up of mercenaries with the rest being memeber from Merchant Houses. They usually have the main line of hold their ground till the enemy troops march to engage, while archers pepper the back lines of the opponent force. Then once the lines have converged and started fighting, cavarly will sweep in from the sides and hit the flanks of the enemy force. In naval battles, the escorts ships will try and ram the opponents ships, then once close enough they will attempt a boarding action to either seize the ship or destroy enough of its crew or structure to render it unable to pursue.
Heroes
Superior Hero: Jacob Mrroant, an Orc Mercenary who started his own Merchant House after fighting for coin for eight years for other Merchant Houses till he had enough coin to build his own Merchant House to fight for. Now, he leads a large band of mercenaries and is known as the Merchant of Blood, mainly because he sells livestock and mercenary services.
1st Hero: Luke Perchant, a Human Merchant known as the Lord of Accounts, he is also from one of the few Merchant Houses who have held a Council seat the most over the years. Perchant is now a representative on the Council and is charged with maintaining a list of numbers on the costs of mercenaries, convoys and prices for merchandise.
2nd Hero: Captain Krack, a Human Merchant who controls the largest Merchant House Fleet, he is renowned as a good sailor and can outrun any pirate or foreign ship.
History
The island was first inhabited by explorers looking for new lands. Later when it was discovered that the island was full of gems, gold ore and the like, merchants from all over flocked to it like a moth to a light. When a foreign Noble tried to claim the island for his country, the more powerful merchants hired mercenaries to fight for them, and they beat him. Since then a few countries tried to take the island from the Merchant Houses with little success, till basically everyone got the message. The island was for coin makers and exiles. After all the civil wars and invasions, the Merchants decided to join together and form a nation under a Council who they vote for.
Relations
For the most part the Merchant Houses trade with anyone who has coin. They export valuable gems, jewellery, metallic ore, some livestock like sheep, cows etc, as well as the services of their fleets for transports and their Mercenary Houses sell their services. They do however have some grudges with their neighbours, The Ogryn Kingdom and the Clans of Tarkima who have raided their convoys and caravans in the past. They would declare war on them, but it would be too costly and may not end in their favour.
@DarkspleenYou seem to have made a change for it because the geographic/original map link now shows a super tiny image. We can't make out any fine geographical features from that. Also if it isn't much can you try numbering the claims? And then include in the OP which nation has which number. It's a bit confusing otherwise because most players don't have their NS up in the characters section yet and even when they do they rarely include the world map. So I am kinda struggling to find out where they are.
Oh and totally unrelated but who wants to establish relations with Yllendthyr from the beginning? That's a section we can only work collectively together on.
@Willy Vereb Thanks for reminding me. I've been meaning to fix that.
Edit: Ok so I fixed the climate map and updated the political map to include country names. If you need a version of just your country without names, for the use of internal map or whatever, just let me know.