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Hidden 11 yrs ago Post by Dinh AaronMk
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Dinh AaronMk my beloved (french coded)

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The world is a beautiful place. Numerous flourishing civilizations have arisen in its various climes over the centuries, showcasing the best - and the worst - that humankind has to offer. From marshy swamps to icy tundra, from temperate river deltas to forbidding steppes, the perseverance of the human spirit has led to humanity occupying the highest slot on the evolutionary latter.

However, all is not unicorns and rainbows. Great civilizations have risen, but many have done so by devouring their predecessors, driving them before them and hearing the lamentations of their women. On this Earth, violence is always the answer, and warfare isn't unexpected but commonplace. The saying goes that history is written by the victors, and so it is here. The victors, however, are still being decided. Who will survive to write it?

Rules:

- Don't godmod. For those of you that don't know, this means that your country/ruler/anyone else you control shouldn't possess knowledge that they wouldn't realistically have, and they shouldn't inflict any damage on another player's country without their consent.

- Don't be a dick. seriously, not that hard.

- The RP is set in early medieval times. So you can have swords and horses and armor and whatnot. Technology that wasn't in play in, like, 1100 is not okay.

- Keep your nation's population realistic. More than 10 million is probably a bit much for an RP set in medieval times.

- Your military can't be more than 10% of your population at a stretch. Exceptions are raised for nomadic cultures where there exists non-complex or highly specialized tasks to perform.

- Try and avoid one-liners. I'm not saying you have to write an essay, but a single paragraph would be an excellent start.

- Don't take all these rules as meaning you can't mess around and have fun with your nation. Go crazy.

- Try to keep cultures realistic, not in the sense that you can't make a crazy ass culture but in the sense that cultures that are near one another should share similarities.The Ice Age was a long time ago, and no (human, at least) civilizations formed before it. It might be interesting to have a super-ancient, super-long-lived species, but no human civs should be that old.

- On Magic: For all intents and purposes it doesn't exist in the mainstream. People may be blessed with the potential, but the field of magic study should be so intense it's very rarely studied as a practical means to complete mundane or simple tasks. Magic studies should only really be practiced by a handful of people who've spent the greater part of their recallable lives studying the field. And any cultural relation to magic should be minded that these people will most likely end up living like monks. It would most convenient to tackle many and all issues the conventional way.

Application:

Country Name:
Government type:
Ruler:
Location:
Capital City:
Language :
Species:
Army: (Percentage of population. Ten Percent standing cap, with exception of horde or nomadic factions)
History:

Pic: (optional)
Religion : (Optional)
Population: (Optional)

Species Form (only if you aren't playing humans)

Name:
Physical Features:
Picture: (optional but very helpful)

Region Map:



Region One - "The North Sea" - Likely sharing a hundred different names, the combination of primordial glacial activity and being the northern convergence of the twin continents has create a volatile, island-filled northern escape. The peoples living on such islands all developing unique branches of a similar culture, or unique cultures all together. And though there is much safety in the islands and plentiful fish, the siege of ice during the last ice-age has stripped many of the islands to their hard granite skeletons. Though, at the same time the volcanic activity has sewn many islands with fertile black soil, but still makes these islands wrought with danger from the angry gods from below.

The northern stretch of this region is defined by an intersection with the North. Where combined with the tectonic activity of living on a large subduction fault line that rattles the mountains and makes some spew fire to mix with ice. This intersection is the least hospitable, and is where glacial activity and tectonic activity have rattled the Earth to sheer cliffs that constitute 90% of the far northern coast.

As one goes south, the terrain peters out to gentle picturesque fjords that define the life of the clans and tribes who have nestled in these regions. Proud pine forests reside between the stony streams and the coast is capable of supporting farming. Though, the rough mountains define a hard barrier for expansion in-land, which has lead to a definition of seafaring likely as powerful as the populations who call the islands they reside on home.

Region 2 - "The North" - as well, likely called many different names by numerous groups, The North offers little in the way for agrarian development. But the cold blizzard like conditions that reign for much of the year - if not all year - have created a tough, hearty people. There is little in the way of game save for the caribou or moose that venture north during the spring to feast on the short-lived tundra before retreating south during the freeze to the arboreal forests that define the border between ice and green. With no farming opportunity, the populations of this realm have been forced to adapt to a nomadic life-style in pursuit of meat and berries.

Region 3 - "The Delta of the West" - Defined as being a convergence of numerous rivers to form one long bestial water snake that has carved itself down the middle of slow, sloping, fertile hills. The Western Delta Region is a rich region with heavy agricultural opportunities, for its side of the map. Population living here are mostly protected by the no-doubt barbaric tribes of the north by the mountains, and are likewise shielded by the warriors of the North Sea. Grand Mountains also define its southern edge, guarding them from the Western Hill Region.

Region 4 - "The Western Hill Region" - As with the north, minor glacial activity during the previous ice-age has mired this region with gentle, picturesque hills. Groves of soft and hardwood dot the landscape between lazy streams, marshes, and rough stone landscapes that make up its moors, badlands, and coast. The Eastern coast of this region is defined by major rivers fed from run-off and a series of tributary streams inland that make for a healthy farming landscape.

Small isolated lakes dot the southern region, but offer little save for being the nesting ground for migratory birds during the winter months as they wait out the north's cold winters.

Region 5 - "The Eastern Hill Region" - As with its partner opposite the straights, this area has been marked and pitted by glaciers during the last melt of the previous ice age.It's eastern edge is defined by a major river sourced at a very large and impressive fresh-water lake: itself fed by run off from the mountains that end at its northern shores. This system adds a natural defense against the tribes and peoples of the neighboring regions, in the same way the mountains guard against direct incursion from the northern clansmen.

As with the Western Hill Region, the separation of the tectonic plates here puts the area at risk to minor earthquakes. However, volcanic activity is minimal, if non-existent anywhere but the peninsula.

Region 6 - "The Lowland Planes" - The Lowland planes are as they are described. A low lying and expansive geological feature. Fresh winds and rains during the spring and summer months feed the area with rain, giving it the ability to sustain agriculture, but its ability to produce to the effect of the Western Delta Region is rough. Still, large populations and grand civilizations and cultures should be capable of arising here. But their growth will be as tied to the rains as the Western Delta is tied to the flux of winter and summer.

Similarities are shared with those of the Steppe Nomads across the river in that the people here would have a active and healthy horse culture. Though with the blessings of agriculture, these populations are not nearly as reliant on the horse and the hunt, and may settle like Magyars to Hungary. Where as more conservative and traditionally minded populations may coexist with the settled groups, based on a common understanding of clan landing and range.

With the farms, there are also forests as anywhere else, which present a alternative of game different from the game of the fields and plains which define this region, and effectively offer a rich land for animal game. From bear and wolf to deer and pheasant.

Region 7 - "The Steppe" - The Steppe is a harsh, rugid, and cold region. Though not frozen like the north, it is choked of the refreshing winds of the coast through distance and the barriers of the mountains. The endless rocky expanse offers little in the way of settlement and only the hardiest of grasses may grow. Grasses which seem to be favored only by the plentiful population of wild and tamed horse that the people of this land favor.

Their open range leads to a large geographical area to explore, and often leads to conflict with annual incursions by the Northmen of the sub-arctic and arctic. This fighting and inter-mixing has lead to a sort of uniform culture, in many basic respects. If brutally imposed on the area.

The Steppe also serves as a barrier between here and the mysterious far-east. Insurmountable as it is, and as deadly as it will for age no doubt. The entire populations of this land are likely to be fitted for a hunter role, given how dependent they will be on the hunt. And inter-clan conflict hardening them as personal warriors. But the luxuries that agriculture provides to a population their practice of organized warfare is likely to be stunted, and reliant on the right man for the right time.

Region 8 - "The Eastern Delta/The Eastern Swampland" - though not as packed as its western counterpart, this part of the map is no less defined by its rivers. Tucked between the sea and low mountains to its north it is commonly under the influence of rain which falls on it for a majority of its year. The saturation has lead to the terrain being swampy and rich.

Given these factors the populations here have become packed between the land available to farm and the bayou-esque marshes that dot the coast. Its position at the Eastern edge with enormous coastal opportunity defines it as being the naval gate to the East. Should any party seek to find the East, or should the East seek to find the west.

All these regions are due to have their own culturally unique names and no one person should feel defined by the given names. These names are defined purely for OOC reasons, and it is acceptable and expected that there will be many names. Even the continent(s) themselves may have a plethora of names until a single cultural name can be enforced on the population through prestige or conquest.

The current map:



Yellow - AaronMk
Blue - Gorgenmast
Pink - YandereNoodle
Purple - AlienBastard
Green - Nerevarine
Purple - AlienBastard
Maroon - Schylerwalker
Light-Blue - Vilageidiotx
Orange - SuperSporian
Dark-Green - Chapatrap
light-brown - The Nexerus
Dark-blue - Bismarck
Black - Snow
Red-orange - ASTA
Green-yellow - Muttonhawk
Navy-blue - Crabmeat
Light-Purple - Beast Boy
Coffee - Attila
Hidden 11 yrs ago Post by Dinh AaronMk
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Dinh AaronMk my beloved (french coded)

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As a fore-note: I got dibs on the island in region 5.
Hidden 11 yrs ago Post by thorgili
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thorgili

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I am currently working on my CS ps I call dibs on the mountains in the north of region 3
Hidden 11 yrs ago Post by Dinh AaronMk
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Dinh AaronMk my beloved (french coded)

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Country Name: Kingdom of Aylsfyn
Government type: Dynastic Monarchy
Ruler: King Malius Enywyr
Location:

Capital City: Monavdu
Language: Sphili
Species: Human
Army: 5%
History: The island known as Aylsfyn's history goes back many years. Although the history of what it contemporary Aylsfyn can be traced to the past two centuries.

The island had originally been inhabited by the Shapahali people, short dark-skinned humans who've lived in the southern reaches of the known world for the better part of the millennium. Their oral history bearing traces of old empires whose ruins are scattered all up and down the coast. The Shapahali people were largely agrarian in practice and agricultural communities covered the island and along the coast of the mainland. And where they weren't harvesting barley and wheat they were fishing.

The claim to fame for the Shapahali people was the sweet rum they brewed and the iron work from the island of Mondova – now Aylsfyn.

In a great migration from the north though came a wave of northmen and their boats. Sailing from the cold north they swept down along the coast until the arrival of a large armada of longboats who had begun to cut east along the coast seeking rich lands to loot. What they found instead was the island on Mondova.

The kings of the island were ragged and disorganized as a result of a crisis over succession for the crown. Their quarrels were picked at the worst time as the invading people landed on the island. Lead by Ranvir Rynseer the northern island swept over the western dukes and laid them to rest.

Ranvir was at this stage not just interested in wealth as his men cut through the war-weary levees of the local lords. Having brought many of the local lords' armies to their knees and taking over the holdings of the natives.

Ranvir's reign of conquest carried for five-years until the remaining dukes came to an uneasy truce to settle the taste of Ranvir. At the table the local Shapahali kings big Ranvir to cease, offering to proclaim his territories as an independent kingdom. Being cheeky, Ranvir named his island home Aylsfyn.

Ranvir himself had begun stretching himself thin, and took the counsel of his chieftains and settled on the truce, claiming the western half of the island for himself.

The next several decades past with minor bouts of aggression between the minor lords of both people, making small land gains against each other. But the recognized territories remained the same until Ravnir's passing.

On his death his nephew Withwall took the throne after marrying his daughter Marlyn. Withwall – having been a minor noble in the north – arrived to the south a king of more land than he had before over people he had hardly heard of.

Withwall's reign was brief however as many of his uncle's vassals took offense to his drinking habits and arbitrary nature. He barely made it through his eighth year before he was deposed off during a banquet through a poisoned plum. The crown then solemnly passed to his two-year old son Anyr. As he was too young, a regency commanded by Marlyn was instituted.

The Shapahli lords at this time looked back to the west, remembering the bite of Ranvir and seeing a weakened kingdom. After the closing of the first year of Anyr's rule the Shapahni Sultan Khalij Vivanjyr rallied his allies in mutual hatred for the foreigners and swiftly invaded.

The war could have gone poorly, but as it is famously recounted the Queen-Regent Marlyn donned the armor of a man and took a horse, leading the armies of Aylsfyn against the Vivanjyr, defeating them at the battle of the Broken Horn Hills, inflicting a major loss on the sultan's armies and capturing his son.

Khalij promptly surrendered in an effort to rescue his first-born son. But confronting him at the table of diplomacy Marlyn forced the Sultan to concede to a matrileneal marriage between his son and her sister. Though the proposition was a bruise against the pride of the elderly Sultan and most likely the death of the Vivanjyr dynasty as a ruling force he folded to the request and the marriage contract was drawn.

With the Sultanate of Vivanjyr formally wedded to house Rynseer an unbroken era of peace reigned over the island for twenty years. The passing of Khalij on Anyr's twenty-third birthday marked the ascension of Sultan Raya and the satellite relationship between the two kingdoms.

All that was left was for the young king to bide his time for the kingdom of Raya to be brought into his house. However, Anyr was impatient and declared war on the southern kingdom of Kanyea. The deceleration proved fruitless as it dragged ten years with no decisive victories for any side. For all purposes though, the Sultan on Kanyea was surely the winner.

Anyr would however not have this, and in his wroth called the court wizard Rifral to to his side to find an easy defeat for the Kanyeans. The mage said he knew a way, but it would be costly. Anyr excused the cost, declaring it a fool's price and was no true price to pay. Remorsefully the wizard ceded to his king's demands and set out to achieve the necessary preparations for the ritual.

It took the wizard the greater part of a year to acquire the resources and men required for the task. He demanded the blood of a thousand wise men to channel the appropriate entities to bring disease to the kingdom of Kanyea. Anyr obliged with his staff of slaves and kitchen staff.

And with a great remorse the wizard had all one-thousand souls executed, performing his incantation over the dying men as they choked on slit throats.

At the completion of the incantation the wizard stepped down from his ritual and ordered the bodies be burned. The following morning the mage was found dead in his chambers from mysterious causes. Shortly there after the kingdom of Kanyea began to wither as a strange blight took hold of their crops and starved them. The king Anyr had his opening, and with the kingdom starving marched through without opposition. Arrived to the capital Vijyana he saw the cession of the kingdom to him by a dying king.

On his return to his home with the title of Kanyea in his grasp - and a new liege selected to rule from there – things turned south. One by one, his servants and officers grew sick with a fever. Those who did not come down with the infliction reported strange sights and sounds within the castle: men crying, women cursing, calls for retribution. Even the king himself came down with a powerful fever as all those under his roof succumbed to illness. Only his aging mother was allowed to live as she tended to the slowly dying within the castle and within the town around it.

Over the coarse of the season the dead began to outnumber the living and anyone who could fled from the collapsing house of Rynseer. Only Marlyn remained.

At her son's sickbed, she wrote in recollection how the young lion would lay in his bed. Moaning in pain and complaining about being yelled at. His wroth had dulled to misery, his strength turned to helplessness as he claimed to be visited by specters. Even Marlyn wrote she had seen the face of death as it lingered in the corner of the room.

There was no warmth, not even in the south as the seasons passed and warm winds washed old Rynstead clean of all that remained. The young king died in his bed as a thunderstorm shook the keep as Marlyn sat at his side.

Anyr had left no formal heirs and many of his relatives were too far abroad or already landed and with wars of their own to make good on their claims to the Rynseer title.

Initially, Marlyn's sister made a claim to the kingdom, but met opposition from the dukes and nobles of the islands who fought back as they did among themselves. The island was for a second time embroiled in civil war over the crown, and many of the priests of the Shapahli subjects commented it was the same circumstances that brought down the old house.

And in the kingdom Kanea the newly made duke Svyn Enywyr sat by, mustering his men.

Stepping back from the conflict he allowed his betters to gore themselves and the Old Houses of the island to spill over and try to claim the island for himself. The good duke took it on himself to muster a messenger and a fast ship, and sent worth to his brother Aelius for men to build a host.

As the messenger was sent Svyn watched the battle from abroad, taking on men from who fled from the conflict with an open embrace and becoming the wise sage of the south-east.

On his messenger's return he had a bolstered support of fifty-eight thousand men donated from his brother in the north. Though more cosmopolitan than his own men, he took the donation in good stead stepped into the growing war.

He had read the stories, and he wished not to have any rivals abroad to take advantage and recreate the conquest of Ranvir Rynseer. Holding more men under his banner than the other lords had remaining Svyn marched on and took the castles of all that opposed him. Forcing the nobles to bend their knees on by one to him. His war took two years, and on the final day he was crowned king of Aylsfyn, and founded the kingdom as it exists now.

The former capital of Rynstead was moved to the old Shapahli city of Monavdu where it remains. The city of Rynstead itself exists as a ghost on the wilderness. A dark reminder to the use of dark and bloodied magics and a memorial to the wrath of Anyr. Travelers who venture forth into its walls tell stories of restless spectres; courtiers, warriors of both Kanea and Anyr's lost and angry, and the distressed wraith of the mage.

List of Kings since the foundation of the House of Rynseer's Aylsfyn Kingdom:
Ranvis “The Glorious” Rynseer – thirty-three years
Withwall “The Drunk” Rynseer – eight years
Marlyn “Queenmother-Regent” Rynseer (Regency) – 16 years
Anyr “The Terrible” Rynseer – 16 years
Svyn “The Noble” Enywyr – 30 years
Regald Enywyr – 24 years
Anastos “The Hawk King” Enywyr – 53
Malius “The Inquisitor” Enywyr – 20-years thus

Pic: <Maybe not today>
Religion: The primary worship of the people of Aylsfyn is that of ancestor worship. Though details differ between regions and heritage, with those more directly related to the north men worshiping Morhall, the final destination of the righteous dead. The Shapahli direct their worship to that of Ganjir, the Angle of Death and his pantheon of helpers.
Population: 1,090,000
Hidden 11 yrs ago Post by gorgenmast
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Country Name: Veden

Government type: Loose Feudal Confederation

Ruler: Lord Dragan Haalenstern

Location: Northernmost Region 6, in the mountains.

Capital City: Ersthaal

Language: Middle Getic

Species: Human

Army: Lord's retinue - 800 men. Buoyant mercenaries - 1,400

History: The people of Veden are a hardy, enterprising people that hail from the mountainous spine of the realm. Descendants of the of the ferocious Getic "hillfolk" of the Eastern Hill Country, the progenitors of Veden migrated to the western banks of the River Istrid some 400-500 years ago. Like their ancestors, these people were primarily foragers and hunters and lived in semi-nomadic clans. However after several generations of inhabiting the region, the early Vedic tribes took to the indigenous custom of living in permanent settlements surrounded by palisades for most or all of the year. Relatively quickly, a trade system was established with neighboring peoples where cattle and horses served as a form of currency. As the Getic people had no tradition of horsemanship and cavalry were of limited use in the rugged forests on the bank of the Istrid, horses were seen primarily as a food item and horses are still eaten with gusto in Veden to this day.

Specialized societies quickly gathered around charismatic strongmen of the Vedic tribes. In order to assert their right to rule their walled compounds and the hunting lands beyond, the Vedic chieftans led bands of armed warriors into neighboring territories to steal livestock and foodstuffs in early summer. Raiding in autumn was seen as a craven, dishonorable act as it left the victim with no time to replenish their stores before the long, brutal winter, whereas the summer raiding season took on an almost festive air where warriors did battle with one another and feasted heartily on the spoils. Vedic warriors earned reknown throughout the region as skilled fighters and regional lords payed handsomely for their services in times of war. In many parts of the world today, the word "Vedic" is synonymous with the boisterous, axe-toting mercenaries that hold that demonym.

A century and a half ago, the modern nation of Veden was institutionalized when Karlus Geltenval took up residence upon the rocky summit of Mount Erst and constructed the beginnings of the modern fortress of Ersthaal from whence he declared himself the "Lord of All Vayden". As the self-proclaimed Lord of Veden, Geltenval invited the disparate clans of the Vedic lands into a nebulous confederation. While few chieftains thought particularly highly of Geltenval, relief from the disruptive raiding season was alluring enough to convince most of the tribes to join for the assurance of peace between all of Geltenval's subjects. And so, under surprisingly unceremonious circumstances, the Realm of Veden was born.

With the annual summer raiding time effectively outlawed among the confederation, Veden's population of restless young warriors went abroad to continue their tradition of raiding. Across the River Istrid on the Steppes, the nomadic horsemen proved too mobile to effectively plunder. Downstream and on the banks of the great inland sea, the resident lords were often well entrenched and organized, making most military forays into the southern lands too costly and time-consuming. With most raiding excursions proving unsuccessful, the young warriors of Veden evolved into migratory mercenaries who sold their skill with an axe or sword to any lord willing to meet their price. Following the mercenaries down the River Istrid, Vedic merchants sailed southward on their characteristic low-draught boats and traded iron and meat for the refined goods in the southern reaches of the rivers. Vedic adventurer-merchants traveled far beyond their homeland - sometimes reaching to the Grand Fork and even into the open seas beyond that. Respected for their skill at arms and the sail, Vedic adventurers can be found as far away as the Eastern Delta and beyond. The second son of Lord Dragan Haalenstern himself - Prince Theodocis Haalenstern - is a regular in the Court of King Malius Enywyr and has lent the services of his entourage to the Kingdom of Alysfyn on several occasions.

Religion: The Vedic people revere the Gods of the Getic pantheon - especially Krammeg - Goddess of Audacity and Fortune.

Population: 63,400
Hidden 11 yrs ago Post by Dinh AaronMk
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Dinh AaronMk my beloved (french coded)

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Aye, yer good my fine Googer.

Hidden 11 yrs ago Post by YandereNoodle
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The Failed Colony at Kitaneka


Country Name: Akataneka

Government type: Dynastic Empire

Ruler: Lord Regent Narune 'The Green Regent to the Sixth of the Fouth Pink Dynasty'

Location: Region 8, All Along the Peninsula above the '8' and up to the hills, and a single (failed) colony on the island in the middle, for good measure.

Capital City: Damakuneka

Language: Nochi

Species: Human

Army: 56,400 men; 6% of total population
The military of Akataneka operates mostly within the marshland, as such they've preferred to use polearms and longbows primarily to maximize their killing ability while standing knee-deep in swamp mud and secondarily to minimize their use of metal resources of which must be brought from the northern frontier.

History: Long ago in the great marshlands, there were once eight great kingdoms, each built for themselves great riches and each reaped bountiful harvest from the rich soil that the bayou provides. They were many and each identified each other as Akataneka, though they lived under different lords. Eventually, between the prosperous ages of expansion, the borders between the land of each lord became as murky as the swamp they'd call home. Rising tension and pressure to expand caused friction between the nations which erupted into the great fire of war. Brother fought brother, each clan fighting under their own colours, many skirmishes were had, and too few significant victories were made, the war was a great standoff with no nation making any process. Seeing the futility of the war, the heads of the clans met at the shrine now known as Damakuneka, that is 'place of the meeting' in Nochi, and laid down the tenets of the future Akataneka Empire, to unite the Akataneka under one banner. The problem, however, arose when the time to choose a new emperor began, and the council was disbanded and war began once again.

Eventually, winning through sheer numbers in a war of attrition, the Silver Clan rose from the ashes of war victorious. Putting to work the tenets agreed upon at Damakuneta and built it into a grand capital city. Thus began the first dynasty of the silver clan, over the years, dynasties rose and fell. Holding true to one of the tenets of the founding of the empire, at the end of each dynasty the next began in succession. Silver then red, then blue, then pink, then green, then gold, then violet, then orange. The cycle continued until today, nearing the end of the fourth pink dynasty.

Some seventy-odd lunar cycles ago, ships under the banner of the fourth green dynasty set sail from the port city of Bakuneka, a fleet of three ships with a total of no-less than 150 men, women, and children. They set off under envoy of the emperor to colonize an island to the south, they call it Kitaneka. Upon landing the men set to work, building up walls and temporary accommodations. Within fifty years the city grew, farmlands span out across the land, castles sprung up and marvelous buildings of stone. Then the colony went dark. No one knows how or why, but it seems to have been swallowed by marsh practically overnight.

Population: 940,000
Hidden 11 yrs ago Post by AlienBastard
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How long ago exactly did the ice age happen anyhow?
Hidden 11 yrs ago Post by Nerevarine
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Nerevarine Frá hvem rinnur þú? - ᚠᚱᚬ᛫ᚼᚢᛅᛁᛘ᛫ᚱᛁᚾᛅᛦ᛫ᚦᚢ

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Country Name: Romeq-Intik (Trans: The Star Wounded City)
Government type: Theocratic Oligarchy, with traits of Aristocracy
Ruler: The Council, headed by the King of all Velitii
Location:
Map

Capital City: Intik
Language : Velitii (Romeq Dialect is the standard)
Species: Velitii (a subspecies of Elf)
Army: no standing army; made of citizen soldier volunteers. Average volunteer size of 850-1,000
History:
The territory that constitutes Horomeq-Intik is a unified nation, created through the careful skill of the last king of Intik. The nation brought together the mountain folk of the Velitii, an ancient culture of Bronze Age elves, and gave them a single government, and the skill to progress to the age of the first steels. Though their territory is sparcely populated, the Velitii have been hardened by centuries of rough winter and war, though through the use of Terraced mountains, cities carved deep within the faces of mountians and caves, a fully grown metallurgy tradition, and strong religious and familial values, the Velitii have proved themselves powerful. However, the North has taken it's toll on them. While farming was possible though terraces, a good snowfall can easily destroy a crop. so the people left, sailing across the ocean and landing in a small chain of islands, and a patch of land.

Pic:

A Terraced Velatii mountain (imagine more of an arctic enviroment):


Coat of Arms:

Religion: Their religion is based on the principals of their environment. It demonizes snow and ice, calling them the forces of death. Fire is sacred amongst them, and their highest god is the god of fire. Their priesthood is made up of the rare individuals who show skill in magic. If a child shows even a little skill in magic, they are whisked away to begin training as a priest or priestess. The training is rigorous and brutal, as they must spend time in the harsh environments of the tundra as part of the training. They are also trained as warriors. Elven sacrifice is also a part of their religion, usually to the sun god. The victims are usually war captives
Population: 8,500

Species Form

Name: Velitii
Physical Features: Species-wide Albinism, Pointed, leaf shaped ears, loss of canine teeth; high resistance to cold, but extreme suseptibility to heat
Picture:
Hidden 11 yrs ago Post by gorgenmast
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YandereNoodle said
Ohhh, looks good, writing up a page now.


#sweg

AlienBastard said
How long ago exactly did the ice age happen anyhow?


Long enough that the forests and rivers were able to recover at the very least. Maybe 5,000 years ago at the earliest to 20,000 years ago.
Hidden 11 yrs ago Post by AlienBastard
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I tried to keep it under 1000 words and failed horribly.
Country Name: Ternopolesian Empire

Government type: Caste-based non-dynastic monarchism [since kings are chosen by the determiners]. Can be considered theocratic due to the big role the clergy/choosers plays.

The official banner of the Thernopolisian Empire:



The color stripes represent the different castes [which one being which pointed out below], the black background represents the darkness of times before and the pink border represents the empire as the whole.

The caste system used by the Thernopolesians is a six tiered system that goes like this;

[Represented with the color purple][one person] Highest Authority - Emperor
[represented with the color blue][2% of pop] Secondary Authorities - Nobility, Great Deciders [see religion]
[represented with the color green][20% of pop] Honored workers - Smiths, Alchemists, Architects, Battle Masters, Deciders, Philosophers***
[represented with the color yellow][30% of pop] Workers - Builders, Merchants, Artisans, Knights
[represented with the color orange][40% of pop] Peasants - Farmers, bakers
[represented with the color red][8% of pop] Comedy* - Gladiators, Beasts**, Clowns

[[There’s more jobs than depicted, jobs are picked depending on what the empire currently needs.]]

Each caste, even the lowest of them is seen as having a role in society. The best way to move up the hierarchy is to win the favor of the determiners.

It should be noted that gender tends to factor into jobs, for instance women tend to be merchants and artisans while men tend to be builders and knights.

The system has the issue of being somewhat inflexible, which is why the deciders sometimes give out “secondary” roles such as smiths being conscripted into the army or nobility covering a vast range of choices on what they can do. It also has the issue of the king pretty much being chosen by the arch deciders who in practice tend to pick another arch decider.

*Basically those seen this low on the system are seen only as worth for entertainment purposes i.e being in arenas to fight or so on. Basically those seen so worthless all the determiners can think to do with them is “have them do stupid things and die for the people’s amusement”. Humans in this category tend to be the children of those who commit crime.

**Non-humans too ugly to count as human like enough to work in the system. I.e beast races.

***Notorious for being the caste that has the most people kicked down the hierarchy.

Ruler: Emperor Brez Ezon

Emperor Brez Ezon was recently ordained by the arch deciders little less than a decade ago and has proven surprisingly competent. The unique thing of Brez Ezon is that unlike most kings, he is part of the nobility instead of the clergy as a result of the Ezon family gaining considerable influence on the great deciders.

This has called for increasing tensions between the secondary authorities that could lead to a potential civil war in the future due to some seeing Brez Ezon as illegitimate on the account of the arch deciders being influenced by outside forces.

Location: Region 4



Capital City: Lezajskona

Lezajskona is located by the large lake also named Lazajskona and is where the massive castle is located, overlooking the vast lake the empire has complete control over.

Lezajskona is ancient in terms of age, existing since the first cultures around the region started to civilize. It is so old that among the philosophers it is hotly debated on if the settlement existed during the ice age even being settled by nomads looking for a good source of fish, but there isn’t much proof of this.

The castle is incredibly massive, so huge in fact the whole city is the castle in multiple layers built on over thousands of years, and the castle is covered in defenses to the point where there has been only three successful sieges in its history that goes back to moment the ice age ended.

All three of those sieges being achieved generally by starving those inside the castle, something now inconceivable thanks to the internal farms in some districts of the castle and the bordering of the lake giving access to easy fish and water through aqueducts and feats of engineering that would make archimedes faint; if only due to the sheer amount of application of his devices. Of course, nothing is invincible from within...

Language : Tejakian Dialect; Pretty much a bastardized form of hungarian.

They also have a habit of assimilating other languages they come across meaning the linguistic history of Tejakian is pretty much a bunch of oral dialects mashed together overtime into a unified “imperial” language.

Species: Human mostly, but nearby species may be roped up into their caste system though tend to be forced into the bottom three tiers of the hierarchy. I suggest one prays that the conquered race is human-like enough to "work" in the Working and Peasant castes.

Army: 1% of the population is part of the standing army[1 in 100 people], with a potential 5% that can be drawn in times of aggressive imperial expansion.

The nature of the Thernopolesian military makes them focus much more on using advanced metallurgical capabilities, armor and siege based tactics and generally focusing on making a unstoppable wall of death. However their army even with calvary is rather slow in movement due to all the supplies they must bring to maintain their impressive armies, being a potential Achilles heel...

The swords used by the Thernopolisans are very, very refined using techniques developed over thousands of years leading to swords so unbreakable that the age of some swords in use by the military is two hundred years old; kept squeaky clean. “Drohobizan* Steel” is a very much sought after commodity as the swords made in Drohobizan are said to slice through iron like a baker slices through bread.

Example of such sword:



Their forces tend to be heavily armored as well, even the archers tend to use at least chain mail. While the difficulty of manufacturing armor does factor in, generally the longer life time of the armor tends to make up for it with surpluses of weapons and armor being stored and kept clean for times of war requiring more than 20,000 people. However replacing old equipment is a very troublesome task.



When the numbers go up to 5%, it is due to conscripted smiths, not peasants due to a chooser a century ago noticing that smiths like practicing with their weapons. Smiths are always subordinate to knights, but the children of a smith can become knights themselves.

As a result smiths are now mandated to practice with their weapons.

*Drohobizan is located towards the north around the mountains.

History:

The Thernopolesian Empire started out as a simple city state known as Ter, near the Lezajskona lake and was one of the neighbors of Lejaka, a city state that brought the concept of civilization into play in the region.

The Formative era was very simple, and the caste system that the current Thernopolseians run by did not exist during this time. Instead it was simple kingdoms and chiefdoms that warred for nearby land and lake territory or traded across the lake to somewhat more primitive chiefdoms on the eastern part of the lake whom followed a feudal system.

Civilizations rose and fell for god knows how long, but something exceptional happened that allowed for one empire to dominate the entire lake.

The Lezajiksonians forged an empire with Ter but a province, but this gave the Ter the security the other societies that resisted didn’t have when barbarians from the east attacked and ravaged much of the ancient societies- only the western parts staying up amidst the onslaught.

While the barbarians eventually assimilated into the societies around, their deadly impact on the eastern size caused instability in the Lezajiksonian empire causing it to crash leading to a 400 year long dark age, but in this dark age the Ter city-state retained much lost technology as civil wars raged in the walls of the great castle and raping and pillaging fomented in the east.

Than, something completely insane happened. Around 1,300 Y.A when towards the end of the Lezajiksonian dark age the Ter successfully seized their great, impregnable castle. Than the Thernopolesians in a matter of one hundred years conquered the whole lake due to the technological advantages they held from retained knowledge and a supply base made from the assimilation of all the western lake cultures- later assimilating eastern lake cultures as well. From the conquered lake came classical Thernopolesian society, though it wasn’t called “thernopolyesia” at the time despite the historians of Thernopolyesia insisting that it is part of their continuity. [Historical revisionism yay!]

For the next seven hundred years classical thernopolesians ran themselves under a very feudalistic system that is much like those seen in Europe. Due to the relative isolation and the barbarians from the east subdued, Pax Thernopolesia became a thing for two centuries. In those two centuries the roots of the caste system formed from philosophers who saw the feudal system as inadequate for a empire so great. Such ideas went persecuted.

Imperial expansion lead to the conquest of the Drohobzian river, where the legendary steel smiths proved very hard to conquer with their advanced metallurgy, but due to their lack of numbers eventually were crushed under the boot as well. However their metallurgy would revolutionize the empire.

Much corruption and unrest came about in the following years, and by 800 Y.A the classical empire fell apart into three warring states and a century of war ensued. In these hundred years death and starvation became the norm, making people in power in the state of Thernos turn to a new system in desperation brought about by the clergy whom made a organized caste system that regimented society in a machine-like way that out produced rival societies and reconquered all of the states.

As a result the caste system became legitimized throughout the empire; but it would be another two centuries before the system fully became implemented to a state recognizable to today’s Thernopolesia. In some ways there always was a caste system in the region, it just wasn’t as elaborate as the one that currently is used to run things.

The current order of things for the past several centuries has been relatively steady with road systems connecting the whole empire from the eastern frontiers to the western plains. Many cultures and societies have fallen to the Thernonesian empire, some taking centuries to finally be conquered others being swallowed in days.

The system the choosers made seemed to be working near flawlessly as far as a denizen was concerned with the successes and conquests of the Thernonesian Empire.

Around 400 years ago the Styrian corridor was made by expansion to the eastern sea bringing the Thernopolyseians into contact with the wider world. Current plans in the empire are to try to conquer their war to the sea, but imperial overstretch has started becoming a problem due to the logistical problems of building a concrete road through a long, hilly region.

In the past 100 years the caste system has been slowly more and more undermined with people buying their descendant’s futures with the wealth that the empire has brought. The rise of the nobility also has furthered to undermine the caste system by making it more aristocratic, as the nobles whom are really just meant to run provinces start influencing the clergy.

In the past decade the Ordination of Emperor Brez Ezon has caused deep concerned within the circles of the deciders who traditionally have only let arch choosers become emperors. It is feared that the influence the Choosers once had is waning and the empire will degenerate to a dynasty monarchy like that which existed over seven hundred years ago.

What will happen next, we shall see in the IC.

Pic:



[A idea of what the main city looks like, though it is really mean to be more sprawling than towering with many layers of different architecture from thousands of years of history]

Religion : I’ll detail it IC or later since i’m outta energy man. Basically the choosers are the clergy of the empire and their job is to pick who moves up a caste since unlike the indian caste system which was very spiritual the religion here is more secular, meaning that a more concrete reward for hard work exists with children of those who worked hard ascending to do jobs in highest castes.

There is gods and a pantheon assimilated from local cultures, but these gods don’t play much rule in the “imperial religion”, they just aren’t persecuted as long as they do not contradict the caste system.

There is a myth behind the deciders to explain why they get to choose who is in what caste.

Population: Around 2.1 million people give or take. The pops in this RP are odd to me since I recall stuff like the roman empire having tens of millions of people, but I am pressured to not go much higher than 2 million since no one else has.
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YandereNoodle said
Country Name: Akataneka


I get the impression you're trying to play off Rynstead with the abandoned colony ;). Though fair enough, I'll update the map in a few.

Nerevarine said
Country Name: Romeq-Intik (Trans: The Star Wounded City)


I'm a little cautious over this. I don't suppose you can explain how a population so low could carve cities in the mountains like you're proposing? Are these ruins? Or has most of the population abandoned the north or died in recent years, making the cities more ghost towns than anything?

Also, that part of the world is supposed to perpetually be under ice and snow. And under these conditions I don't believe any high-energy foods could be grown. Though I suppose this issue could be addressed all together if they were moved a bit south. Otherwise I can only reasonably see maybe herding or hunting being the main staple of life. Sort of like the Sami...



... or that's at least is how I would interpret it.
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They're semi-nomadic, moving between the North and spending winters in the more southern regions around the coast. And the Cities are relics of the Warring States age, when the populations were much higher, because they had a very high and plentiful food source, each other. They would eat the dead soldiers or the sacrificial victims, meaning food was much more abundant back then, but now that they have no reason to kill and eat each other, they've turned largely to seminomadism, living in the old cities in the summer and around the coast in winter.
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What of the Thernonesians?

As powerful they seem internally they are deteriorating and suffering from imperial overstretch as is. Not to mention their armies are rather slow in speed due to all the supplies and logistics heaved onto their metaphorical and literal backs.

Also the relative isolation they have makes them shit traders despite having a merchant caste.

Dinh AaronMk said
And under these conditions I don't believe any high-energy foods could be grown.


There's always making up a new crop that is fine with icey conditions.

Besides ice kingdoms are cool.
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Nerevarine said
They're semi-nomadic, moving between the North and spending winters in the more southern regions around the coast. And the Cities are relics of the Warring States age, when the populations were much higher, because they had a very high and plentiful food source, each other. They would eat the dead soldiers or the sacrificial victims, meaning food was much more abundant back then, but now that they have no reason to kill and eat each other, they've turned largely to seminomadism, living in the old cities in the summer and around the coast in winter.


Yes, as I read.

Though you certainly ansewered the city question for me I'm still at a lose to how the rest of them eating. Tell me this and I'm good, because the coast there should most likely be like Skyrim's Sea of Ghosts.



You could certainly get warmer weather, especially on a seasonal basis. But it's most likely a fairly brief window in comparison to what you'd need for large scale agriculture. Though I can see it as being a place to go to hunt migratory birds and to fish when the ice-packs melt. Maybe a few walrus-like animals will blubber up. Or drifting mats of seaweed or cold-water kelp to harvest, preserve, and store for the winter.

If I can get this appropriately solved, we're green.

AlienBastard said
What of the Thernonesians?As powerful they seem internally they are deteriorating and suffering from imperial overstretch as is. Not to mention their armies are rather slow in speed due to all the supplies and logistics heaved onto their metaphorical and literal backs.Also the relative isolation they have makes them shit traders despite having a merchant caste.


Yes, as I read. You just posted it while I was doing that post so I didn't notice it initially.

Apart from the consonant choked names - which you admit at least to being an effect of it being based on Hungarian - we're good. I'll update the map.

EDIT:

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Okay, im okay with giving them a new homeland and history of migration.

How about this region?
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So what is west of the map? If you go west enough will you end up on the eastern side of the map?
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Good by me.
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AlienBastard said
So what is west of the map? If you go west enough will you end up on the eastern side of the map?


Stuff to be added. For not let's not worry about the west. But if you go west you won't come out on the east, this is only a section of the world.
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updated my post and position
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