Progress report: NS done as the corrections we discussed in Discord have been implemented. first post is 50 - 75% done, though as Myst has resigned the north war is kind of in limbo at the moment.
No, the north war will not be in a limbo. I hope to see Myst return but if he doesn't, then the northern Justinians will have a quick string of victories and will ransack the entire princedom.
@Klomster Myst is currently considering if he wants to return or not. We have fixed the issue that caused him to resign, however, he will make the final decision do to so or not.
An important announcement concerning the IC: Henceforth (due to the realisation that we should probably record it), Sac War or that is to say Materia has a detailed calendar, historically based on the Aemerine months.
Context: The world does not have 12 months and normal 'seasons' don't function as the world is neither a globe in a real star system (the sun is an illusion and the stars are magical signals representing gods) nor does the environment work normally as gods can modify the weather in whole countries with sufficient influence. Instead, the months are based on the cardinal and ordinal points of a compass concerning the position of the illusionary sun in the sky.
As such, (The names being modified versions of the IRL words for the compass cardinal and ordinal points), the months are as follows:
Tramont, Grecon, Levan, Sciroccon, Ostrob, Libercon, Ponent, Maestrov. So eight months. Each month has 45 days each, thus a total of 360 days per year.
The current month is Ostrob (month 5, representing the cardinal direction of South) of the year 300AWH. When writing IC posts, please take this into account from now on.
P.S: The movement of time will follow two rules: #1: Creative ruling, that is players can indicate the passage of time in their IC posts using day timeskips to allow events to move along. They can also enable short timeskips of weeks or (rarely) months but need the permission of a GM or Co-GM. #2: GM ruling, this concerns mostly unifying IC post positions in time and accounting for major timeskips, if we ever agree as a RP group to have a major timeskip. The GMs can also dictate the current date when announcing world events.
Note to everyone: A "Summary, World events and After Action Report" IC post is coming up, which will basically be an "end turn" for IC posts. It will include the current date, newsworthy summaries of players IC post actions, GM-generated world events (weather, god actions, etc) and a 'notable event' (a short IC post narrative concerning the myth arc/overarching story of the world).
This summary will be completed sometime by the end of this week, probably on the weekend. It will be a good way for players not yet in to catch up on whats going on. Players already working on IC posts should make sure to complete their post before the summary if they want to get on the news.
Military & religious section need work. Other than that, it's just minor stuff. Still require a celestial servant and relics.
The Sukhrabid Dynasty is a Yuwanist dynasty of Proto-Lamashi origin. The Sukhrabids trace their ancestry to the Proto-Lamashi warlords who fought against the Red Pantheon rebellions and settled in Eudaz. These Proto-Lamashi Eudazeans brought Yuwanism to the region, marrying it to the dominant Edukeshan culture. The Sukhrabids are also credited with uniting the various tribes on the Eudazean periphery, replacing worship of the dead gods with that of Yuwan.
NATIONAL INFORMATION
Zurqar Palace, powerbase of the Sukhrabid Dynasty and the capital of Eudaz.
-Population: 23 million (legal residents, according to census) -Faction: Yuwanism -Capital: Zurqar -Government Type: Theocratic Monarchy
-Government Description: The Sukhrabid Dynasty governs through a system of checks and balances. At the pinnacle of its hierarchy is the Potentate, who exercises total power over the state. His rule is legitimized by his bloodline: a descendant of the Proto-Lamashi warlords that first brought Yuwanism to Eudaz, and those that defeated the adherents of the Old Pantheon's dead gods. Below the Potentate is a system of bureaucracy and departments put in place to prevent fraud and ensure transparency. Most importantly, this 'safety net' ensures decisions are not made that circumvent the Potentate's approval. Every office is managed by a deputy, who reports directly to the Potentate and keeps records of all actions of the state's officials. The Potentate keeps his ministers under control by encouraging a competitive environment among his bureaucrats. This has led to a meritocratic society, rather than one based on heritage. Officials are pressured to govern in the best interest of their leader and the state, rather than their own.
-Head of State: Potentate Baraz II -Currency: Tuman -Language: The Sukhrabids speak an old Lamashi dialect, incorporating loanwords from Gushawar and Old Edukar. All administrative work is done in Eudazean Lamashi, and fluency is required for anyone wishing to work in a political capacity. It’s taught in most universities and is spoken by a majority of Eudaz’s young, educated population. Many native Edukesh Eudazeans continue to use Old Edukar at home or in a personal capacity. With some hurdles, a speaker of Old Edukar can converse with a speaker of Uudhinite Edukar. Pure Gushawar is heard farther in Eudaz’s eastern regions.
UNIQUE ATTRIBUTE INFORMATION
WIP
GEOGRAPHIC INFORMATION
Map WIP
-Major Locations of Interest:
Zurqar: The capital of Eudaz and powerbase of the Sukhrabids. This sprawling metropolis has always been the seat of Eudaz's rulers, from the ancient Edukeshans to its Sukhrabid overlords. As a result, it boasts an array of cosmopolitan features in its architecture and culture. Eudazeans can buy goods from the far east from vendors on streets hundreds of thousands years old. Zurqar Palace, namesake of the capital province, sits at the epicenter of the city, a tangle of spires and domes that reach to the sky. Servant homunculi roost among the towers and can be seen darting from the palace to other parts of the city and back. Zurqar also hosts the headquarters of the Ebon Circle, Eudaz's most prominent coven of wizards. Within the confines of their halls, they conduct clandestine rituals and weave spells in Yuwan's name.
Sarnassa:
WIP
Caburh:
WIP
More to come.
RACIAL INFORMATION
-Majority race:
Humans: The Sukhrabids are descended from Proto-Lamashi warlords, and so bear physical similarities to the modern ruling class in Lamash. However, they did not inherit the same magical blessings following the Astralmachy. Intermingling with the Edukesh peoples has diversified their genetic pool. The native Edukesh Eudazeans are ethnically related to the Uudhinites and Ouroborasians, all having a common Edukeshan background. This archetype is known for dark hair and olive-skin. Modern Eudazeans place little emphasis on race, concerned moreso with nationality and tribal affiliation. Other ethnicities are also common, most of them being Yuwanist peoples. Gushawari populations are numerous in the east. Refugees from Ouroborasia and Aberys have settled in Eudaz throughout the last few centuries. Justinian minorities and Red God worshipers can be found in small numbers. The latter usually hides away from public eye.
-Minority race(s): WIP
RELIGION INFORMATION
Pilgrims gather to lay offerings and receive Yuwan's blessing at a remote shrine in Sarnassa.
-Holy Relics in Possession: -Holy Sites under Control: -Notable Magical Institutions: -Religious Interpretations/Culture: Worship of Yuwan was introduced to Eudaz over a thousand years ago, after Eudeye's celestial servants failed in their rebellion. Yuwanist warlords brought with them their religion, converting the defeated masses while laying claim to their lands. In the time after the rebellion, after Eudeye had been long dead and Yitizer imprisoned, the Edukesh people had no active gods to call upon. Many gladly turned to Yuwanism to fill this void of faith. With the rest of the Old Pantheon dead, popular belief maintains that Yuwan is the defacto head of the pantheon and deserves to be Materia's one true god. Because of her miraculous survival, she is thought to be the only one capable of standing against Justinian.
MILITARY INFORMATION
-Total Military Size: Approximately 81,000 (standing), 243,000 (in wartime) -List of Heroes: -Military Doctrine, Equipment, etc.: WIP
-Military Units: (including air cavalry and navy)
DRAMATIS PERSONAE
Potentate Baraz II
Grand Vizier Behnam
More to come.
CULTURAL INFORMATION
-History:
The Ancient Edukeshan Empire shown in grey, with Eudaz's original borders outlined.
Eudaz was once part of the greater Edukeshan Empire, which encompassed a significant portion of the south-central world over 1,300 years ago. It's borders included present-day Ouroborasia and Uudhin. Chief among the deities worshiped by this civilization was Eudeye, god of prophecy. Eudeye was an ancient god, having survived many Millennial Cycles. With his patronage, the Edukeshans studied and cataloged libraries full of magical lore: millennia of ancient knowledge nearly lost to time. Besides its vast collections of wisdom, the pride of the empire was Eudeye’s own Holy City: a literal seat of his power on the material plane. This sacred capital was built on an offshore island, as Eudeye's Lodestar directed.
Yitizer, a lesser god of Eudeye's pantheon, was also held in high esteem by the Edukeshans. However, his reputation would be tarnished by the goddess Yuwan. According to legend, Yitizer was framed by Yuwan for a crime he didn't commit. For this, his spirit was exiled to Ashmedairus, a barren, heavenly prison at the edge of the Celestial Plane. He was eager to prove his innocence, looking for any opportunity to redeem his name. That chance came when Yuwan usurped and killed Eudeye. Yitizer swore to avenge his old master and make Yuwan pay for her crimes. To achieve this aim, he would kindle a number of divine rebellions on the Celestial and Material Planes. In the turmoil of Eudeye's death, the Edukeshan Empire fell into religious strife. Panic at the loss of the peoples' greatest deity swept across its provinces. Some Edukeshans turned to other gods in desperation, including lesser deities and red gods formerly of Eudeye’s pantheon.
The goddess Ephemem freed Yitizer and a number of other gods from Ashemdairus. The masterless deities divided their spheres of influence on the Material Plane: Ephemem was to be Master of Moon, Ishigahnun Master of Earth, Eidolona Master of Sky and Yitizer Master of Sea. Together, they appeared to the despairing Edukeshans, making known their intentions to bring justice to Yuwan and her allies. The northernmost province of Eudaz rallied under the patronage of Ishigahnun. Following the lead of this “Shadow Pantheon,” the Edukeshans launched the First Rebellion on the material plane, approximately twelve centuries ago. They directed their attacks on neighboring kingdoms under the influences of Yuwan and Ashenlur.
While mortals battled in the Material Plane, the gods followed suit in their Celestial homeland. The tide of battle fell in favor of Yuwan and Ashenlur, once the latter slew Eidolona with the sword, Agur. Ephemem abandoned the Shadow Pantheon's cause and vanished into hiding. Yitizer and Ishigahnun were driven once again into Ashmedairus. There Yuwan trapped them both, putting an end to the First Rebellion. Without the might of their patrons, the Eudukenshans were defeated. The Ouroborasian city of Xur became the last bastion of Edukeshan resistance before giving out. Eudaz was occupied by Proto-Lamashi warlords, who converted the population to Yuwanism.
In the climax of the First Rebellion, Eudeye’s Holy City fell prey to the elements without the magic of the god to sustain it. This loss bore deep in the hearts of the Edukeshans, coming to the realization that their god was truly gone.
In Ashmedairus, Yitizer and Ishigahnun fought, bitter over their loss and eager to cast blame back and forth. After they exhausted themselves quarreling, Yitizer realized he could never conquer the Celestial Plane in a direct confrontation, especially not in his current state. So he decided to turn his effort to the Material Plane. Yitizer found a wizard named Ithemarun Ys, an Ouroborasian and a Yuwanist. He sought to deceive him in the form of an angel sent by Yuwan, calling himself "Axohaan" for the first time.
In his guise, Yitizer convinced Ys he was Yuwan’s champion, and duty demanded he raise a Yuwanist dynasty in Ouroborasia, or the land would fall to cataclysm. Yitizer told Ys that he was sent to personally assist in this endeavor, and persuaded him to craft a homunculus-like vessel for Yitizer to inhabit in the Material Realm. Texts describe the vessel as such: A golem white as salt – strong exceedingly, a man with two faces on both sides of the same head, both with great iron teeth within mouths resembling those of lions, but without eyes - the top of the head adorned with a purple jagged crown consisting of ten great horns. At the centre of the crown is a smaller eleventh horn, and this horn had two eyes of a man. This vessel was called the Prince of Salt, and Yitizer possessed it. And all who beheld him were struck with awe.
Once Yitizer possessed this vessel, he was able to conjure a great spell upon Ouroborasia. He sent visions to the minds of its people, claiming, "I am Heir of Eudeye; Yitizer!" Having no more use for Ithemarun Ys, he betrayed the wizard, accusing him of a plot to usurp Ouroborasia. Ithermarun Ys’s palace was stormed by rioters and he was arrested. In his final hour, Ys sent a psychic message to his colleagues in Lamash and the rest of the Yuwanist world; warning them of the "Deceiver Angel of Yuwan, whose name is Axohaan." From then onwards, Yitizer was known to the Material Plane as Axohaan, the Salt Prince.
With Ys disposed of, Axohaan transformed the wizard's palace into his base of operations: the Citadel of Xur. From there, he sent word to the Edukeshan people, believing that Eudeye's former followers would flock to and worship him. This was not the case, as many either refused to join or weren't able. Insulted, Axohaan raised and personally led an army to subdue the former Eudeyans that refused to follow him. In so doing, Axohaan only brought more destruction to a people that had suffered already during the First Rebellion. In the meantime, the Yuwanist kingdoms heeded Ithemarun Ys’ warning and were already mobilizing to put a stop to Axohaan's activities. Eudaz, having been converted by its Yuwanist rulers, neglected Axohaan's message and was pressed to take up arms against his offensive. By this time, its warlords had intermingled with the local Edukeshan-speaking population, taking on many of their customs and their language.
To replace losses in manpower from the First Rebellion and to make up for his lack of followers, Axohaan created the Yitizites, or Ghouls. Intended to be angelic servants and warriors surpassing human abilities, these creations took on demonic reflections of Ithermarun Ys’s tortured soul. The end product was a legion of abominations, enslaved to Axohaan's will. Most of his mortal followers shunned what he had become, disillusioned by his reliance on the Ghouls and the increasingly tyrannic nature of his conquests. But a few remained - most of them diehards from Ouroborasia, possessed of a lust for vengeance and corrupted by Axohaan's influence. Again, Axohaan would lead remnants of the Edukeshans against the forces of Yuwan and Ashenlur. His Second Rebellion spanned a series of battles that saw his ghoulish armies cut swathes across Eudaz and Gushawar, who have since developed a lifelong hatred for the creatures.
While legions of Ghouls kept the Yuwanist Eudazean and Gushawari armies occupied, Axohaan sent more into Drahkma. His intent was to create an earthly vessel for Ishigahnun to possess, as he had done with Ys's creation. To do so, he required Drahkma's Dragon eggs. His initial push was met with fierce resistance: the combined strength of the Dragons. With direct force no longer an option, Axohaan opted for a subtle approach, as he had done with Ys. He planted visions in the Dragon Lord Karkarth's head, preying upon his insecurities and paranoia. Using this, Axohaan made a deal with Karkarth: A curse upon the Dragon eggs would bind them all to him, giving him the power to control the breeding of his kind. This would create a legitimacy of his lordship over all Dragons. In exchange for this curse, Axohaan desired three eggs. His judgment clouded, Karkarth agreed to the terms, but neglected his promise to deliver any of the eggs. At the same time, the Dragons learned of this plot and orchestrated a revolt. With Axohaan's plan ruined, he exacted vengeance on Dragonkind. His curse forced the eggs to produce miserable Kobold hatchlings instead of Dragons: Wingless, parasitic creatures doomed to reproduce like insects. This hex led to the gradual downfall and extinction of the Dragons.
With no eggs to call his own, Axohaan decided to fabricate a member of their species for his ends. Like the Ghouls, his attempts ended in grotesque results. His creation was a hideous, ten-legged serpent with a set of horns. Axohaan forced a defeated Ishigahnun to possess this form as his mount, signifying his lordship over the land and the sea. Ishigahnun was now called Kiefra. The combined strength of Axohaan and Kiefra shocked the Yuwanist world. The fighting in Gushawar and Eudaz was tipping in his favor, and it seemed that defeat was inevitable.
Despite the odds, a glimmer of hope shone in the darkness. Yuwan and Ashenlur's generals devised a plan to lure and trap Axohaan, taking advantage of his brutish and reckless behavior. The wizards of Lamash created an extremely potent magic weapon: The Pantokrator Pike. It was imbued with Yuwan's most powerful magics, strong enough to not only destroy a material avatar, but also maim the god within. A Champion of Ashenlur texts refer to as Deustithiyll wielded this weapon, and with it destroyed Kiefra, sending Axohaan to the ground. Axohaan narrowly avoided a similar end, but disarmed Deustithiyll during the fighting. He then sought to claim the Pantokrator Pike for himself, but the weapon exploded in his grip, tearing apart his right hand. Suffering from injuries sustained during the battle, Axohaan retreated to his Citadel of Xur.
Axohaan's enemies capitalized on the death of Kiefra and the wounds he'd sustained. An army encompassing races from all the world over marched and laid siege to Xur, many of its soldiers having Edukesh-Lamashi origin. After years of battles, the citadel was razed to the ground and Axohaan’s forces routed. He narrowly escaped, willing his broken body back to Ashmedairus. In the century that followed, Axohaan's influence over Edukeshan lands disintegrated and these were absorbed by Yuwanist armies. What few of Axohaan's mortal followers remained made a desperate retreat; They fled into the swamps of Ouroborasia, the steppes of Eudaz and the wastes of Uudhin, where they remain. The Second Rebellion was over.
Four hundred years ago, Gushawari tribes on the north and eastern frontiers began to settle in Eudaz proper. The most prominent of these were the Jendiqs, who conquered other local rulers and established a dynasty that would last for one century. At their height, the Jendiqs controlled a vast area stretching from the Mibari Desert to the edge of Ouroborasia and Uudhin, and from Aberys to the westernmost provinces of Gushawar.
The Jendiq Dynasty would meet its end during the cataclysm known as the War in Heaven. It shook the Yuwanist world, as Justinian came into being and murdered the entire Old Pantheon, save for Yuwan and a handful of independent Red Gods. Civilizations across Materia lost their magic, the blessings of their gods and ultimately, their faith. Justinian manifested in the west, and war engulfed the world wherever his armies went. The Jendiqs, traditionally followers of the now-deceased Ashenlur, fragmented.
In their place, the descendants of Eudaz's original Proto-Lamashi warlords rose up, defeating the tribes of now-dead gods and uniting the region. These Sukhrabids would combine the cultures of their native land and Eudaz, birthing the first dynasty of Edukesh-Lamashi lineage. At its head was Potentate Sukhrab, whose descendants still rule over modern-day Eudaz.
-List of Historical Grievances: WIP -Relations: WIP -Cultural Notes: WIP
@Klomster its Friday now (in Australia), so I will be posting the summary post either tomorrow or the day after tomorrow. Any IC posts before then are fine, you can do either.
I also need to talk to you about the environment in the far north and other things concerning that sub-continent.
@Aristo Very nice, I will wait for you to add military info before giving a proper response.
@Serpentine88 Seeing i'm gonna be off to IRL roleplaying (as in every weekend) soon, i think i'll wait with the post. Especially seeing you wanted to give me environment info.
I imagined the empire of Zul to be covered in lots of spruce trees. Kinda similar to Skyrim when i think about it. Much denser with trees though. And bigger trees.
And the Summary IC Post is done. Remember folks, Sheets and IC Posts!
@Wernher Remember to post your NS, even if it's not fully completed as you can just add stuff in stuff later. @Willy Vereb the same @Publius I figure due to how you have your sheet planned you will take longer, you should focus on the main 'fundamental' sheet information though and then post it in the OOC for review, then if accepted post in the sheet thread and update it as you go along.
The Principality of Evernyx (Flag Here) NATIONAL INFORMATION: -Population: 21 million. They are mostly made up of humans, Nephthys Elves, the Bastati, and the Dianads -Faction: Yuwanist -Capital: Nychta, City of Origin. -Government Type: Principality -Government Description: The Nation is ruled over by the Grimoire family. Though theirs is a monarchy, there are no kings, nor even queens – princes and princesses only. Artem is their official Prince Regnant, the ruling prince, given that both his elder siblings forswore the title. Each of his siblings serve critical roles in the defense against the Justinian.
-Head of State: Prince Regnant Artem Grimoire -Currency: Drachma, a series of coins made of flattened silver or gold. Lower classes will also use the barter system. -Language(s): Edhelywin Elvish is spoken by a portion of the Elven populace, and the all of the aristocracy. However, they also have their own tongue, known as Nyxtis by the nobility. While ‘shared’ by all citizens of Evernyx, there are subtle differences between the ways the higher and lower classes speak it.
(Short-History Here)
Evernyx once had a King, Fenris Grimoire. It was a small nation once. A small place just barely large enough to warrant notice. For the duration of the First Crusade, by the decree of the King, they had sided with the Justinian forces. But, given that over a third of their population was sent off to battle, and people were still being conscripted and sent off with little more than a pitchfork to fight with, unrest grew quickly. And after the Justinian and Yuwa’s battle was over, their troops were finally recalled. A mere thirty. Thirty men returned to Evernyx.
On seeing this, Princess Rhea could no longer contain her rage. Rousing her siblings, she staged a coup, and slew her father. She then ascended the throne, and proclaimed herself Princess Regnant. Never again would a king or queen step foot in their halls. In the years following, she converted her people to Yuwanism, using a mixture of appeal, threats and preaching.
And once her hold was solidified within her borders, she turned her gaze to beyond them. Evernyx was not the only smaller nation in that region, nor the only one to follow Yuwa. First she began by assimilating those closest to them, through marrying off her siblings and promising great bounty in return for their loyalty. Then it was subtle hints, threats of war, assassinations. The remaining provinces were given the choice of either surrendering to the greatly-increased power of Evernyx, or fighting for their lives. Most surrendered. The rest would fight futilely, like sand against the tide. And on seeing the nation she had created, her hair grey and her face lined with all her years, the Princess Regnant closed her eyes, and rested.
Records of these wars tell of magic Rhea used that would turn a field into an inferno, or armies of creatures that would tear into the ranks of opposing armies, terrifying in power and appearance, only to vanish with the dawn. Though, many of these records were made after the wars themselves, and so their reliability is not certain. However, Rhea does bestow a special kind of power upon those who are most loyal to her. It comes in many forms, and changes with the moon, but is powerful nonetheless.
Evernyx has become recognised as a bastion against the Concilio Union, halting the advance of the false Justice, and as a deterrent for the Empire. Since, their people have grown in number exponentially. An influx of elves from both enemy nations who were willing to sell themselves into slavery in exchange for protection. There was also the migration of the Dianads, a race of canine men from a place far to the north, and the Bastati, felines from the south. While their origins are solely theirs, they are unquestionably loyal, and believe that by serving the descendants of Rhea, they will be rewarded upon death.
In recent years, though, Evernyx has come across several instabilities. Among them was the rise and fall of Prince Regnant Nathair, the breaking of traditions, battles and losses with the Concilio Union and the Empire of Zul. And the new, shaky, alliance of the dragon known as Mania. Both necessity and risk to the other Yuwanist states, they cross several boundaries their allies are uncomfortable or disapproving of, but undeniably needed for the survival of Evernyx.
UNIQUE ATTRIBUTE INFORMATION: (In here, list a number of interesting factoids about your nation that makes it what it is. This could be specific cultural practices, certain applications of military technology, a unique government form, a signature magic style or certain locations. Overall, here is where you should ‘fluff out’ as well as make note of special advantages or disadvantages you have. It is expected that you should have at least one advantage and one disadvantage. I will monitor this section closely to ensure fairness) Disclaimer: Your 'unique' attributes may not actually be unique.
GEOGRAPHIC INFORMATION:
-Major Locations of Interest:
The Emerald Spire – The resting place of Rhea, first princess Regnant, and now her place of divine residence. It is also the Paladin’s base of operations.
Nychta – Capital city of Evernyx, and location of the royal palace.
Serpents’ Woods – Forbidden to most of the population, the Serpents’ Woods is rumoured to be one of the few places that the ‘Overlays’ still exist in Evernyx. In reality, the Serpents’ Woods is the main base of operations for Princess Shara and the Dusk Guard.
The Fortress – The location of the great battle five years ago, known as the Fortress of Norsal to some. Though technically still within the Principality’s borders, they lost control of it alongside the skirmish.
RACIAL INFORMATION: -HUMANS: 51% - Approx. 12.8 million. The most common race. Roughly a quarter of the human population are slaves, whereas the rest are of varying social status. -NEPHTHYS ELVES: 11% - Approx. 2.3 million. The majority of the Nephthys elves commonly possess dark hair, extremely pale skin, and slanted eyes that are amber in colour. Most of them are also slaves, due to their origins. The few free elves are among the nobility, though they seem to hold no more love for their kindred than the human nobles. -BASTATI: 15% - Approx. 3.1 million. (singular; Bastet) While there are no noble Bastati, there are also comparatively few slaves of this race. Bastati generally serve as labourers, transporters or city guards. They were also a favourite of Rhea’s, and so sacrificing a Bastet to her specifically will yield less Theurgia. -DIANADS: 15% - Approx 3.1 million. (singular; Dianad). You will find Dianad slaves in most social standings – as higher slaves, or low nobility, and all across the common folk. While some hold the respect and love of their human neighbours, others call them beasts. Inherently loyal, as long as there is a bond of trust, they will assist you. Rhea has no strong feelings toward them, but accepts them as Evernyxians. -OTHER ELVISH: 8% - Approx. 1.7 million. Since Nephthys elves have found sanctuary in Evernyx, and it is often the first stop through to Yuwanist territory, many other elves have passed through in the last three centuries. Some also settled here, and hold similar statuses to their kindred, though more walk as nobility than slaves.
RELIGIOUS INFORMATION:
-State Religion: Yuwanism -Patron Deity: Rhea, Daughter of the Moon. -Religion Demographics: 61% Yuwanist 21% Rhean 0.1% Red Pantheon 0.2% Justinian The majority of Bastati and Dianads are devoted to Rhea more than Yuwa, but comply with Yuwanism since that was Rhea’s own faith. Then the greatest majority of Evernyx follows both Yuwa, and Rhea as her servant. There are a few insurgents, who have converted to Justinianism or to a Fallen Servant, but the Paladins of the Spire are often swift in tracking down these groups and exterminating them. -Major Holy Relics/Artefacts in Possession:
The Eye – This relic, pictured in Rhea’s portrait, can grant wisdom and knowledge to whoever uses it. By Rhea’s grace, she will set out a path to follow in order to obtain the answers you seek. It can also grant various other powers, such as the ability to scry and divine without having to learn the spells to do so, and to see what lies beyond mortal sight.
(There are Bound Artefacts and Masterless Artefacts. Both intensely magical, with Bound Artefacts belonging and borrowing the magic of a still living God, and only working when said God allows it so. Whereas Masterless Artefacts containing the magic of a dead God, can be used by anyone and against anyone. Magical items are useful since they allow the user to cast a spell with absolutely no knowledge of magic and get constant results, with Masterless Artefacts turning the wielder into an inheritor to the Dead God’s craft, and making the Magic His. Yuwanist Artefacts will mostly belong to your Nation’s respective Yuwanist Patron-Deity rather than Yuwan herself. Each Nation may not possess more than two Holy Artefacts, though if both Artefacts are Bound, you are allowed to take a third one that is Masterless. Minor Artefacts need not be specified in the NS. I don't feel that a magical sword that cut deeper, or an armor that's more resistant, count as legit Holy Relics.) -Holy Sites under Control: The Emerald Spire
-Notable Magical Institutions: Yuwanist magi schools or guilds, Yuwanist universities or magical library-observatories, etc) -Religious Interpretations/Culture: Most people of Evernyx believe that Yuwa supported, if not directly assisted, Rhea in her formation of the Principality. (Local views of the religion, possible schisms/heresy, include various local religious-cultural practices, beliefs, traditions, rituals, festivals, etc. Mandatory for anyone playing as Heterodox Justinians)
MILITARY INFORMATION: (Please note that most names here are temporary and under refinement) Total Military Size: 130, 000 estimated Guardians of the Wall: 48, 000 Battalion of the Damned: 30, 000 The Oaken Vigil: Roughly 12, 000 The Dawn Guard: 20, 000 The Dusk Guard: 8, 000 Paladins of the Spire: 12, 000
Listed Heroes:
A young noble girl whose family was killed in a raid by the Empire of Zul. Though she was among the defenders for the attack, she is not graceful in the slightest. But, she knows her fair share of details, especially since she can move among the nobility without them knowing her station as one of the Dusk Guard.
Nobody knows her face. Nobody knows her real name. But she is one of the Dusk Guards’ deadliest weapons. She is only deployed in the most serious of circumstances.
The so-called ‘Grand Enforcer’. As a member of the Dusk Guard, he serves to gain information and suppress attacks. A harsh taskmaster, he’s led several response teams against slave rebellions in his day, before they ever came to light.
One of the four generals of the Wall. She has command of the First Legion, where the fighting is often tough. Despite many offers of marriage from prestigious aristocrats, she has always turned them down. No soldier will disobey her.
One of the four generals of the Wall, commander of the Second Legion. Unparalleled in his mastery of the griffon’s reins, he will often be found on the outskirts of the battle, where he can assist and direct wherever it is needed.
One of the four generals of the Wall. He commands the Third Legion. He looks to the advice of his subordinates and tacticians often, and from it, crafts battle plans for many situations.
One of the four generals of the Wall. Commander of the Fourth legion. To most people, he is a commanding figure, who is not easily disobeyed. Despite being one of the less attacked sectors, he is nonetheless a strict taskmaster.
One of the most competent of the Dawn Oaths’ captains, she serves at the City of Tueor. She has been tested in battle a multitude of times, but her true mind lies in strategy.
Tyro’s station is the city of Frysta. While his methods do not always garner the approval of his guardsmen, they say that his arrow flies true. He has endured hardship as a Bastet in power, but as his name gains ever more renown, fewer try his patience.
Luna is new to her station. She is a skilled swordswoman, but commanding paladins is not easy for her, given her youth, and her low birth. She will defend Rhea’s name whenever it is called for.
A noble-born elf, nobody truly expected it when he signed up for the Paladins of the Spire. He was an object of interest for a while, given that he is certainly no Nephthys elf. Mentioning this to him causes a strange reaction in him, and he will leave the room.
Unlike most members of the Battalion, Ser Keran went there willingly. Young and fresh-faced, he believes it is imperative that the line is held. His charisma and courage often inspire the men to greater feats.
A past member of the Dawn Guard, she was given an honorable discharge after taking a bad wound against bandits. Three years later, just as she was about to take up arms again, the order came to divert the guards to the main towns and cities. Enraged by the aristocracy for leaving the people defenseless, Risa became one of the three founding members of the Oaken Vigil.
A man with a mysterious past. He was only shadow and rumour to begin with – a solo fighter with nothing to lose, throwing himself against highway men and bandits whenever encountered. Directly after the dissolution of the village and town guards, Risa and Julian sought him out to ask for assistance in defending Evernyx. Though it took much convincing, he eventually agreed to become one of three founding members of the Oaken Vigil.
Military Doctrine: Military Units:
The Dusk Guard – As the organization that is behind much of the stability and defenses that Evernyx enjoys, the Dusk Guard is still relatively ‘new’, given its recent power change. They discover the movements of the enemy. They gather information on suspicious characters. And they remove those who are deemed to be dangerous to Evernyx.
The Arquero
Undercover spies. Battlefield scouts. Messengers. That is the purpose of the Arquero. Any stronghold or base the Dusk Guard controls, you will undoubtedly find these units in abundance, given they are the backbone of the organization.
The Mirar
The Mirar, or Mirror Maidens, are women who stand among merchants, nobles, farmers, and even slaves. As with the Arquero, they work undercover, but their purpose is different. Gathering information is where they begin, but their methods differ from agent to agent. And, when it becomes necessary, a Maiden will be sent to eliminate a threat.
The Enforcers
This is the more… militant side of the Dusk Guard. Mages. Warriors. It matters not the way they fight. They are trained to quell dissent quickly and quietly, using whatever means necessary. Due to the nature of their mission, and the strength it requires, they are very rarely human. Every order is followed to the letter. Every mission, carried out without fail.
Nightweaver
Nightweavers have ever been few in number, but in recent times, they are rarer than ever. Ever regarded with fear even inside the Principality's borders, their magic is a strange art, a secret to all but the highest of society. It will wax and wane with the moon, the spells losing power the dimmer its light – though, this is never spoken of, only learned through experience. Deployed to whatever place the royal family orders, they are said to be able to bring armies to their knees through fear alone – an exaggeration, surely.
The Guardians of the Wall – The Guardians are divided into four divisions, with a rigid system put in place to ensure that it is as efficient as possible. With Prince Maron as High General, and the four generals of the wall under his supervision, their main focus is to hold their ground, but do not shy from an offensive if they see the right opportunity.
I do not care if you are noble born or of common blood, man, beast or elf. Here, on this battlefield, our priority is to stop the Western wretches from breaking us. Evernyx is the first line of defense. It will not do if I lose soldiers simply because you are watching the man next to you for signs of treachery. Because there will come a time, and there is no doubt of this, that your life will depend on the shield he carries.
Bastion Infantry
Making up roughly half of the Bastion, these soldiers are the front line. Often you will find a strange camaraderie between them - off the battlefield, one soldier will hate another with a passion. On the battlefield, they won't hesitate to throw themselves in harm’s way to save him. And should he die... it will be that soldier who died beside him.
Bastion Archer
The archers of the bastion are divided – and with
DRAMATIS PERSONAE: [Notable characters go here, including national leaders/royalty, military leaders, commonly depicted heroes and other people of interest. This can be expanded in the future if players want to cut down on too much information at the start. The character sheets can either be proper character sheets or short paragraph-based]
Third child of Prince Nathair, to the Concubine Thea. The current ruler of Evernyx. Stern and tactical.
First child of Prince Nathair, to the Concubine Mala. General of the Bastion Guard. Fiercely loyal to his soldiers, and hardened by war.
Second child of Prince Nathair, to the Concubine Alessa. Serves as the official diplomat of Evernyx to Yuwanist allies.
Fourth child of Prince Nathair, to the Concubine Azure. Slave-master. Hot-headed and rude.
Fifth child of Prince Nathair, to the Concubine Huli. Twin of Leah. She runs the intelligence service throughout Evernyx. Cunning and flirtatious.
Sixth child of Prince Nathair, to the Concubine Huli. Twin of Shara. High Priestess, the voice of religion. Unafraid of the obstacles in her path.
Seventh child of Prince Nathair, to the Concubine Rua. Skilled in magic, and their leading researcher. Quiet and thoughtful.
Previous heir to the lands of (Hadden), though he has since been disowned. One of the three founders of, and the leader of the Oaken Vigil. He has encountered difficulty from some of his men, due to his high birth, but given he is one of the few members of the Vigil with formal training, he has yet to be contested.
As the High Commander of the Paladins, Lord Elan serves Princess Leah, and Rhea herself, directly. Unlike most of his predecessors, he takes direct action alongside those under his command. Also unlike his predecessors, he earned his position and was not given it due to blood. There have also been rumours among the court that he and the High Priestess are lovers, despite the rule of abstinence.
EXTRA INFORMATION: [optional stuff you may add] Full History: (Your nation’s history following the major eras/cycles. Remember to align it with the settings history, as it is hard for nations to live in an isolated bubble here) List of Historical Grievances: Given its location, the Principality of Evernyx has long bordered both the Concilio Union and the Zul Empire. The recent, relatively catastrophic battle is just one example of the many clashes between the three.
Relations: Lamash: Allied. Evernyx received military support from Lamash as means of further securing the northern frontiers. However, tensions have become a little higher, given that the soldiers sent five years ago were lost in battle. However, twenty five thousand soldiers have been stationed in Evernyx since, and another contingent are en route. The Republic of Drakma: Tense. The people of Evernyx are familiar with kobolds… given that the Union hosts them. And given that Evernyx will sacrifice or enslave most kobolds that are not killed in battle, many of the Drakman kobolds tend to be a little tense around them. (What are the established relations at the start of the RP; this can either be simple as “Hostile, Cold, Neutral, Warm, Friendly” or a detailed explanation of each relationship per nation) Cultural Notes: (Anything cultural of note or unique about the nation that isn’t mentioned under religious interpretations/culture)
@Serpentine88 Very good! At the next edit or at your convenience though, if you could change 'Republic of Drakma' to 'Republics of Drakma' or 'Realms of Drakma' I'd appreciate it, the plurality being important.